Medium Humanoid (Human), Lawful Evil
Armor Class 20 Crimson Plate
Hit Points 154 (11d10 + 44)
Speed 30 ft.
STR
20 (+5)
DEX
15 (+2)
CON
18 (+4)
INT
12 (+1)
WIS
11 (+0)
CHA
14 (+2)
Saving Throws STR +9, CON +8, CHA +6
Skills Athletics +9, Deception +6, Intimidation +6, Perception +4
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Charmed, Exhaustion, Frightened
Senses Darkvision 60 ft., Passive Perception 14
Languages Common, Draconic, Elvish
Challenge 11 (7,200 XP)
Proficiency Bonus +4
Traits

Guillotine. Guillotine is a +2 magic greatsword.

Crimson Helm. The Crimson Helm gives its wearer Darkvision (60 ft.), +1 to AC, and allows them to read, write, and speak Draconic.

Crimson Plate. The Crimson plate is a +1 Plate Armor set, painted blood-red.

Actions

Multiattack. The Crimson King makes two greatsword attacks. If he has a longsword drawn, he can instead make a longsword attack.

Guillotine. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 17 (2d6 + 10) slashing damage.

Longword. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 9/10 (1d8/10 + 5) slashing damage.

Heavy Crossbow. Ranged Weapon Attack: +7 to hit, range 100/400 ft., one target. Hit: 7 (1d10 + 2) piercing damage.

Charge. The Crimson King charges one enemy within 20 ft. The target must make a DC 14 DEX saving throw, or be knocked prone and take 4 (2d4) bludgeoning damage.

Reactions

Parry. If the Crimson King is targeted by an attack he can see, and is wielding a melee weapon, he can use his reaction to add his proficiency bonus to his AC for 1 turn.

Habitat: Urban

GhostPotate

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