Medium Humanoid (Human), Lawful Evil
Armor Class 20 (Nanomachines)
Hit Points 335 (31d8 + 196)
Speed 30 ft.
STR
25 (+7)
DEX
13 (+1)
CON
25 (+7)
INT
16 (+3)
WIS
14 (+2)
CHA
20 (+5)
Saving Throws DEX +7, CON +13, WIS +8, CHA +11
Skills Athletics +13, Perception +8, Persuasion +11
Damage Immunities Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Senses Passive Perception 18
Languages Common
Challenge 20 (25,000 XP)
Proficiency Bonus +6
Traits

Feral Rage. When Armstrong uses Senator's Rage, he can choose to go into a feral rage. Whilst in a feral rage, Armstrong gains access to new actions and he cannot be charmed or frightened. When Armstrong's feral rage ends, he must make a Constitution saving throw, the DC being equal to 10 plus the number of rounds he was in a frenzy. If he fails the saving throw, he gains a level of exhaustion.

Legendary Resistance (3/Day). If Armstrong fails a saving throw, he can choose to succeed instead.

Let's Go. Armstrong has advantage on initiative rolls. Additionally, if he is surprised at the beginning of combat and isn't incapacitated, he can act normally on his first turn, but only if he uses his Senator's Rage before doing anything else on that turn.

Played College Ball. Armstrong has advantage on Dexterity saving throws if he can see the threat. If he is blinded, deafened, or incapacitated, he cannot use this trait.

Powerful Build. Armstrong counts as Huge when determining his carrying capacity and the weight he can push, drag, or lift.

Reckless. Armstrong can give himself advantage on attack rolls at the cost of enemies having advantage on attack rolls against him.

Relentless Spirit. When Armstrong is reduced to 0 hit points whilst raging and he doesn't die outright, he can make a DC 10 Constitution saving throw. If he succeeds, he drops to 1 hit point instead. The DC increases by 5 every time he succeeds, resetting to 10 after a short or long rest.

Siege Monster. Armstrong deals double damage to objects and structures.

Innate Spellcasting. Armstrong’s innate spellcasting ability is Charisma (spell save DC 19). He can innately cast the following spells, requiring no material components:

At will: longstrider (self only)*, jump (self only)*, expeditious retreat, thaumaturgy

3/day: wall of fire

*Armstrong casts these spells on himself before combat.

Actions

Multiattack. Armstrong makes two melee attacks.

Slam. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 15 (1d8 + 11) bludgeoning damage. 

Flaming Slam (Feral Rage Only). Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 15 (1d8 + 11) bludgeoning damage plus 5 (1d10) fire damage. 

Rock. Ranged Weapon Attack: +13 to hit, range 60/240 ft., one target. Hit: 29 (4d10 + 7) bludgeoning damage.

Enhanced Burst (Recharge 5-6). Armstrong uses one of the following burst weapons.

Magma Burst (Feral Rage Only). Armstrong strikes the ground and magically forces magma to erupt at specific points, forcing up to five creatures on the ground of Armstrong's choice that he can see within 60 feet to make a DC 21 Dexterity saving throw. On a failed save, the creature takes 27 (6d8) bludgeoning damage plus 27 (6d8) fire damage and is also knocked prone. On a successful save, the creature takes half as much damage and is not knocked prone.

Thunder Burst. Armstrong emits a thunderous roar in a 30-foot radius centred on himself, forcing each creature in the area to make a DC 21 Constitution saving throw. On a failed save, the creature takes 35 (10d6) thunder damage and is pushed 30 feet away from Armstrong, landing prone. On a successful save, the creature takes half as much damage, is not pushed, and is not knocked prone.

In addition, unsecured objects that are completely within the area of effect are automatically pushed 30 feet away from Armstrong, and his cry is audible out to 1 mile.

Bonus Actions

Feral Slam (Feral Rage Only). If Armstrong is in a Feral Rage, he can make one melee attack.

Senator's Rage (5/Day). Armstrong enters into a rage, whilst raging this way he is resistant to all damage except psychic damage but he can still cast and concentrate on spells. He also has advantage on Strength checks and Strength saving throws as well as gaining an extra +4 to melee damage rolls (included in attacks). His rage ends after 1 minute, if he is incapacitated, or if he ends it as an action.

Standing Here. Armstrong gives himself a cumulative +1 bonus to his Armour Class and any roll he makes to avoid being pushed or knocked prone, up to a maximum of +10. If Armstrong willingly or unwillingly moves from his space, or he is knocked prone, his bonus resets to 0.

Reactions

Retaliation (Feral Rage Only). In response to Armstrong using his Relentless Spirit trait, he can make one melee attack against the creature that attacked him last.

Nice Knife. In response to suffering bludgeoning, piercing, or slashing damage whilst raging, Armstrong can attempt to block the attack, reducing the damage taken by 13 (1d12 + 7). If Armstrong reduces the damage to 0, he can attempt to disarm the attacker if they are within 5 feet, forcing the attacker to make a DC 21 Strength saving throw or be disarmed of their weapon, which is knocked up to 20 feet behind them.

Legendary Actions

Armstrong can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Armstrong regains spent legendary actions at the start of his turn.

Come 'ere. Armstrong charges towards a creature he can see within 30 feet and attempts to grab them. The creature must succeed a DC 21 Strength or Dexterity saving throw (creature's choice) or be grappled by Armstrong (escape DC 21). A creature that ends its turn grappled this way takes 15 (1d8 + 11) bludgeoning damage.

Strike. Armstrong makes one melee attack.

Empowered Charge (Costs 2 Actions). Armstrong charges up to 60 feet forward in a straight line without provoking attacks of opportunity to an unoccupied space he can see. Each creature in his path must make a DC 21 Dexterity saving throw or take 20 (2d8 + 11) bludgeoning damage and be knocked prone.

Throw (Costs 2 Actions). Armstrong throws one creature or object he is currently grappling up to 60 feet in any direction, landing prone. If the thrown target strikes a solid surface, it takes 3 (1d6) bludgeoning damage for every 10 feet it was thrown. If the target is thrown at another creature, that creature must succeed on a DC 21 Dexterity saving throw or take the same damage and be knocked prone.

Harvest Power (Costs 3 Actions). Armstrong concentrates (as if concentrating on a spell) and begins to pull in energy around him. If Armstrong's concentration isn't broken before the start of his next turn, he regains 167 hit points and his concentration ends. If his concentration is broken, Armstrong is stunned until the start of his next turn. Armstrong can only take this legendary action on the turn after his own in the initiative order.

Description

"He may have been insane but I can't deny he has a way with words." - Elin Gentleheart, Adventurer

Nanomachines. Armstrong is infused with specialised nanomachines that grant him powers beyond that of any normal human. Their primary ability is their durability, which in turn has made Armstrong impervious to traditional weapons and granted him superhuman strength.

Energy Absorption. To fully use his nanomachines, Armstrong requires plenty of energy and metal to absorb. As long as he has sufficient energy, his nanomachines can heal any injury that can't kill Armstrong outright as even severed limbs can be reattached.

A Dream. Armstrong is fully dedicated to his belief of a perfect world and will do anything to achieve it. Armstrong is no stranger to working with others and if he believes an individual to be valuable to his cause, he is likely to try and convince them to see things his way. Many have been swayed by the Senator's words.

Previous Versions

Name Date Modified Views Adds Version Actions
12/5/2023 9:48:54 PM
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76
1
Coming Soon

Monster Tags: humanoidHuman

Habitat: Urban

TomTedH

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