Legendary Resistance (3/Day). If the commandant fails a saving throw, he can choose to succeed instead.
Special Equipment. The Commandant is attuned to the Coin of the Endless and an Amulet of Proof against Detection and Location.
Eternal Hunger. When the commandant reduces a creature to half or zero hitpoints they gain fifteen temporary hitpoints.
Multiattack. The commandant makes two attacks with their cane and uses Leaching Stare
Cane. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 16 (2D10 + 5) bludgeoning damage plus 18 (4D8) necrotic damage. If the target was a creature the commandant regains 5 hitpoints.
Leaching Stare. The commandant forces one creature within 60 ft. of them to make a DC 20 Constitution saving throw. On a failure the creature takes 18 (4D8) necrotic damage and has their maximum hitpoints reduced by an amount equal to half the necrotic damage dealt until they complete a long rest. A creature who succeeds on their saving throw takes half as much damage and does not suffer the deduction.
Spellcasting. The commandant casts one of the following spells, using Wisdom as the spellcasting ability (spell save DC 20):
At Will: Spare the Dying, Resistance, Thaumaturgy, Command, Wither and Bloom
2/Long Rest Each: Gentle Repose, Dispel Magic, Blight, Death Ward, Negative Energy Flood
1/Long Rest Each: Calm Emotions, Lesser Restoration, Greater Restoration, Eyebite
Still the Call (Recharge 5-6). The commandant forces a creature within 30 ft. of him to make a DC 20 Wisdom saving throw. On a failure the creature is slowed as described in the slow spell until the end of its next turn. Pass or fail the creature takes 9 (2D8) necrotic damage.
Clever Escape. The commandant takes the dash or disengage action.
Parry. The commandant adds 5 to their AC against one attack roll that would hit it. To do so, the commandant must see the attacker and be wielding a melee weapon.0
The commandant 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. The commandant regains spent legendary actions at the start of its turn.
Cane. The commandant makes an attack with their cane.
Spellcraft (Costs 2 Actions). The commandant casts a spell.
Devour Essence (Costs 3 Actions). The Commandant attempts to rip the life from one creature they can see within 60 ft. of them. The creature must succeed on a DC 18 Constitution saving throw or take 28 (8D6) necrotic damage. The commandant regains hitpoints equal to the damage dealt.
Description
Commandant Vasiiev is, to all outward appearance a loyal servant to the now Lord Protector Yenovich. In truth he sees the military dictator as a tool, a means to an end. Tasbel has experienced much strife and in that truth Vasiiev sees an opportunity for his true master, the Endless King. For many years the cult Vasiiev leads has sought to spread fear of aging, love of tradition, and apathy in the hopes that their god can feed on these small, personal torments. In Tasbel the cult hopes to turn change into a blasphemy. A society without magic and headed by a strong, hierarchical government is safe in its perfect stability. To change that would endanger everyone.
The Great Stillness. The cult Vasiiev leads calls itself the Order of the Great Stillness, a name that tricks many of the uninitiated into believing he worships Merfel or Tyrin. Vasiiev is happy to use this false assumption as cover. He hopes to install the order as Tasbel's internal security apparatus. In so doing he believes he will serve his god by convincing his majesty that greater and greater cruelties are necessary to preserve royal power and the stability of the nation. Vasiiev hopes to prove he can force hundreds of thousands into the stagnation his god hungers for.
Roleplaying Notes
The commandant is a clever, charismatic figure and a gifted divine mage with a talent for channeling his god's power. He founded the Order a decade or so and it is, at present, the most powerful and prominent of the Endless King's cults.
Alignment. Lawful Evil.
Personality Trait. My lord has taught me to be quiet and still, a useful skill since people often speak more than they should to fill the silence.
Bond. I shall be a benevolent leader since only other servants of the Endless King could ever understand me.
Flaw. The more my god protects me from it the more I fear death.
Previous Versions
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1/17/2024 5:10:33 AM
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Coming Soon
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