Medium Celestial, Any Evil Alignment
Armor Class 20 Plate
Hit Points 675 (1d10 + 1)
Speed 80 ft., Walk 30 ft.
STR
20 (+5)
DEX
17 (+3)
CON
19 (+4)
INT
22 (+6)
WIS
24 (+7)
CHA
14 (+2)
Saving Throws INT +12, WIS +13
Skills Acrobatics +8, Athletics +8, Deception +8, Insight +7, Perception +10
Damage Resistances Fire, Lightning
Damage Immunities Bludgeoning, Piercing, and Slashing that is Nonmagical
Condition Immunities Blinded, Charmed, Frightened
Senses Darkvision 120, Truesight 60, Passive Perception 17
Languages Common
Challenge 18 (20,000 XP)
Proficiency Bonus +6
Traits

Legendary Saves. Dread-Hunter has 5 Legendary saves.

Armor of Shadows. Well in dim light or complete darkness, Dread-Hunters Ac is increased by 2. 

Master of Shadows. Dread-Hunter is a master of Shadows and stealth. She has advantage on stealth. She's also able to hide in dim light.

Flyby. Dread-Hunter doesn't provoke opportunity attacks when it flies out of an enemy's reach.

Weapon Bound. Dread-Hunter at will can resummons their weapon back into their hands. 

Voidmetal Armor. Dread-Hunters armor is made out of void metal. Her armor does not impact her stealth.

Black-Blood Healing (Recharge 5-6). Dread-Hunter Can heal 10d10 hit points back.

 

Actions

Multiattack. Three Melee hits or two Carnage Beams.

Timorsham (Hope Breaker Greataxe). Melee Weapon Attack: +15 to hit, reach 10 ft., 1 target. Hit: 20 (3d12 + 8) slashing damage. Target must also make a DC 18 Wisdom saving throw or suffer a point of Calamity.

Shadow Whip. Melee Weapon Attack: +15 to hit, reach 60 ft., one target. Hit: 17 (4d6 + 7) slashing damage. If the target is a creature, it must succeed on a DC 24 Dexterity save or becomes grappled by the lash. 

Carnage Beam. Ranged Weapon Attack: +15 to hit, range 80/160 ft., 3 target. Hit: 20 (3d6 + 8) Force damage. Dread-Hunter Targets 3 creatures. Target is also pushed back 15 feet.

Fear Screech (Recharge 5-6). A Powerful fear inducing screech emits from Dread-Hunters Armor, all creatures with 100ft of Dread-Hunter must make a DC 22 Wisdom Saving throw. On a failed save, the target gains 2 Calamity Points. They also take 12d6 physic damage on a failed save or half that on a successful save. If the target ends up with 5 Calamity points after the Fear Screech, they Fall prone and scream out loud as they hold their ears in great pain.

 

Bonus Actions

Calamity. Dread-Hunter is a master of fear and carnage, often causing her targets to become feared and suffer from their greatest nightmares. As Calamity points are built up, players have de-buffs as their nightmare takes form. Some of Dread-Hunters Attacks can cause Calamity points to be acquired. Players can remove calamity by spending a bonus action to remove a single point, spending an action removes 3 calamity points. Potions or spells that give the player immunity or help against the frightened and fear condition can remove Calamity points, but will not make them immune to getting calamity points nor are they immune to the effects. 
Creatures that are immune to fear or frightened can still come under the effects of Calamity, they have a +5 against the Calamity Saving throw
Potions or effects that give advantage against frightened or fear give the creature a +3 to the calamity save.

Shaking. All creatures with 1 or more Calamity points have a -10 to their movement.

Hope is being lost. All creatures with 2 or more Calamity points have a -4 to all saving throws.

Fearful Protection. All creatures with 4 or more Calamity points have a -7 to hit against Dread-Hunter and their AC is reduced by 4.

Nightmare Overtakes. A creature with 5 Calamity points is unable to do anything other than scream and fall to the ground prone, as their worst fears over take them. This can be stopped by another entity simply using a bonus action to touch them. Touching someone removes 1 point of calamity. 

 

Reactions

Shadowstep. Upon taking damage from a melee attack, Dread-Hunter can use their reaction to appear behind the attack and make an attack with advantage.

Legendary Actions

Dread-Hunter has 4 Legendary actions per turn.

Make an Attack (cost 1 point). 

Greater Shadow Whip. 1d6 targets are selected, each target must make a Athletics or Acrobatics check of DC 23 or become grappled in place until the end of their next turn.

Screams of the Damned (Costs 1 point). Dread-Hunter use the screams of her victims to cause single creature within 30ft of her to become stunned. Target must make a DC 18 Wisdom Saving throw or become stunned until the end of their next turn.

Legendary Carnage Beam (Costs 2 point). In a 90ft Cone, Dread-Hunter unleashes dozens of powerful Carnage Beams. Each creature in the 90ft cone must make a DC 20 Dexterity saving throw or take 12d6+8 Force damage and gain two points of Calamity. If they pass they only take half the damage and don't gain a point of Calamity.

Mythic Actions

Dread-Hunter after 2 combat rounds will use their mythic action.

Greater Blackhole(lasts until dreadhunter is killed). Dread-Hunter summons forth a blackhole thats 20ft circle from its point of origin. The Blackhole effects the entire battlements and constantly pulls creatures towards its center. All creatures movement speed is reduced by 10 well the blackhole is active. If a creature is within 20ft of the blackhole, their attacks are made at disadvantage as the blackhole is pulling on them. These also effect flying creatures aswell.

At the start of a creatures turn, they must make a DC 22 Dexterity or strength saving throw or be pulled 20ft towards the blackhole. If a creature is pulled into the center, they must make a constitution saving throw of 20 or take 10d10 force damage, or halve that on a successful save. If the target failed, their unable to move and restrained. At the start of their turn they can make a strength or dexterity saving throw of 20 in an attempt to get away from the center. If they fail they take 10d10 damage or half that on a successful save. If they successfully pass their save, they can move out of the center. If a creature dies to this effect, their body is sucked into the blackhole, leaving nothing behind. Only divine intervention or a wish spell can being their bodyback.

Lair and Lair Actions

On initiative count 20 (losing initiative ties), the Commander takes a lair action to cause one of the following effects; the Commander can’t use the same effect two rounds in a row:

  • Nightmare magma erupts from a point on the ground the Commander can see within 120 feet of it, creating a 20-foot-high, 5-foot-radius geyser. Each creature in the geyser’s area must make a DC 18 Wisdom saving throw, taking 21 (6d6) force damage on a failed save and suffer a point of calamity, or half as much damage on a successful one.
  • A tremor shakes the lair in a 60-foot radius around the Commander. Each creature other than the dragon on the ground in that area must succeed on a DC 18 Dexterity saving throw or be knocked prone.
  • Screaming souls form a cloud in a 20-foot-radius sphere centered on a point the Commander can see within 120 feet of it. The sphere spreads around corners, and its area is heavily obscured. It lasts until initiative count 20 on the next round. Each creature that starts its turn in the cloud must succeed on a DC 18 Wisdom saving throw on a failed save the victim suffers 27 (6d8) necrotic damage and 2 points of calamity, or half as much on a successful saving throw.
SirFerret