Huge Construct (Demon), Chaotic Evil
AC 18 Natural Armor    Initiative +4 (14)
HP 375 (30d12 + 180)
Speed 45 ft.
Mod Save
STR 18 +4 +4
DEX 18 +4 +4
CON 22 +6 +6
Mod Save
INT 8 -1 -1
WIS 12 +1 +1
CHA 12 +1 +1
Skills Acrobatics +10, Athletics +10
Resistances Fire
Immunities Acid; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks; Charmed, Deafened, Exhaustion, Frightened, Grappled, Invisible, Paralyzed, Petrified, Prone, Restrained, Stunned
Gear Choker of endless nightmares that drops.
Senses Darkvision 60, Passive Perception 10
Languages Abyssal, Common
CR 16 (XP 15,000; PB +5)
Traits

Phase Switch. Every turn, at the beginning of Supremus's turn, it will change phase. It starts the combat in phase 2 without any other ability/action activated (i.e. Fixate). Phases will change the ability that Supremus and his lair do.


When switching into phase 1, Supremus will reset all the damage dealt counters.
When switching into phase 2, Supremus will do the Fixate bonus action.

Legendary Resistance (2/Day). If Supremus fails a saving throw, it can choose to succeed instead.

Ready to Fight. Supremus has advantage on initiative rolls.

Uncheangeable size. Supremus is immune to any spell or effect that will change it's size.

Actions

Multiattack. Supremus makes one attacks by the lists below depending by the phase. Then do one Attack.

Attack. Melee Weapon Attack: +9 to hit, one creature. Hit: Supremus moving itself less possibile, attacks the nearest target that has dealt the highest damage with both his fists doing 16 (2d12+4) bludgeoning damage.


Phase 1

Hateful Strike. Melee Weapon Attack: +9 to hit, one creature. Hit: Supremus uses one of his fists smashing it to the ground hitting one target in melee range (tends to exclude the nearest one that has dealt the highest damage, if there is olny one target, it will hit that one) doing 24 (5d8+4) bludgeoning damage.


Phase 2

Molten Punch. Melee Weapon Attack: one creature, 10ft reach. Hit: Supremus extends one of his punch upon reaching his objective, the target must make a DC 20 Dexterity saving throw, taking 52 (8d12+4) bludgeoning damage and being knocked back by 30ft falling prone on a failed save, or evading completely the attack on a successful one. If the target dies, Supremus will execute immediatly another Fixate action.

Bonus Actions

 Fixate. Supremus will choose a random target. He will  do a bonus action Disengage from any enemies that he has against it and rush towards the designed target doing a dash as bonus action. Every creature that will be hitted by Supremus must do a DC 16 Dexterity saving throw to evade the charge, taking 10 (2d10) bludgeoning damage and falling prone on a failed saving throw, pushed back by 10ft in the direction of the attacker on a successful one. All the attacks done by Supremus will be done to that target if able. Otherwise Supremus will charge that target doing another dash bonus action.

Legendary Actions

Total 2 actions per turn.

Attack (Costs #1 Action). Melee Weapon Attack: +9 to hit, one creature. Hit: Supremus attacks the nearest target with both his fists doing 16 (2d12+4) bludgeoning damage.

Description

Supremus is a massive blue Abyssal (Infernal), defender of the entrance of the Black Temple and very loyal to Illidan. His weapons (the entire body) are magical. Is the second boss of the Black Temple. He is 40ft tall, 20ft large and has some blue/green flames between the stones that forms his body.The fight is divided into two phases that switches continously every round.

Lair and Lair Actions

Lair Actions

On initiative count 20 (losing initiative ties), Supremus's takes a lair action to cause one of the following effects:

  • Molten Flame: Only executable during phase 1. A blue patch of flame 10ft wide will spawn in one random spot on the map and crawls towards a randomly chosen player. Any creature that steps into the flames (the crawling action doesn't count) or ends the turn inside of them or fly over them or crawl under them, takes 12 (3d8) fire damage. The Molten Flames duration is 2 turns. Cannot be dispelled, countered or extinguished.
  • Volcanic Geyser: Only executable during phase 2. Two Volcanic Geysers will spawn randomly around the room. These cause in a 15ft radius circular area from the center of the gyser, 12 (3d8) fire damage to creatures that enters in the area. The Volcanic Gyser duration is 2 turns. Cannot be dispelled, countered or extinguished.

Regional Effects

The region containing a legendary Illidan Stormrage’s lair (Black Temple) is wicked by his evil power, which creates the following effects:

  • There is an everlasting night
  • Some violet thunder will be created out of nowhere hitting items for 4 (1d8) lightning damage. The items cannot be destroyed by the thunder. Can hit also creature that stands near or on top of the items, but not the various demons in the region. Only works outdoor.

If Illidan Stormrage dies, these effects fade over the course of 2 years.

Habitat: UnderdarkUrban

NeoEden89

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