Innate Spellcasting (3/Day): Amos, God of Conquest can innately cast Any 7th Level Spell or Higher Spell Save DC 26) His spellcasting ability is Charisma.
Legendary Resistance (5/Day): If Amos, God of Conquest fails a Saving Throw, he can choose to succeed instead.
Limited Magic Immunity: Unless he wishes to be affected, Amos, God of Conquest is immune to spells of 4th level or lower. He has advantage on saving throws against all other spells and magical effects.
Magic Weapons: Amos, God of Conquest’s weapon attacks are magical.
Multiple Reactions: Amos, God of Conquest can take one reaction per turn, rather than only one per round. He also has advantage on saving throws against being knocked unconscious. If he fails a saving throw against an effect that would stun a creature, one of his unspent Legendary Actions is spent.
Multiattack: Amos, God of Conquest can use his Frightful Presence. He then makes three attacks: two with his sword and one with his fist.
Greatsword: Melee Weapon Attack: +19 to Hit, Reach 15ft., one target. Hit: 24 (4d6 +10) Slashing Damage
Fist: Melee Weapon Attack: +19 to Hit, Reach 25ft., one target. Hit: 28 (4d8 +10) Bludgeoning Damage
Frightful Presence: Each creature of Amos, God of Conquest’s choice that is within 240 feet of them and aware of him must succeed on a DC 20 Wisdom Saving Throw or become frightened for 1 minute. A creature can repeat the Saving Throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful, or the effect ends for it, the creature is immune to Amos, God of Conquest’s Frightful Presence for the next 24 hours.
Amos, God of Conquest can take 5 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. Amos, God of Conquest regains spent Legendary Actions at the start of his turn.
Amos, God of Conquest may not take the same legendary action again until the start of his next turn.
I Command Thee Kneel (2 Actions): A creature who hits Amos with an attack must make a Char Saving throw (DC 20) or be knocked prone, forfeiting any additional actions on their turn.
Repost (2 Actions): Amos, God of Conquest may make a melee weapon attack against a creature who has attacked him this turn.
Tread Lightly (1 Action): Amos, God of Conquest creates a Wall of Fire, this wall is impenetrable and can only be moved at will by Amos, God of Conquest, or dispelled with dispel magic. This wall may not be used in any way that would harm another creature upon its casting.
Nature Will Obey (3 Actions): Amos, God of Conquest disables gravity within a 240 foot cube circled around himself. There is no save, until disabled by Amos, God of Conquest, creatures (excluding himself) in this range will float endlessly.
Lair and Lair Actions
Amos, God of Conquest's domain contains 2 Red and 2 Green Pillars. Each Pillar has 50 Hit points and is Resistant to all damage other than Bludgeoning and Thunder. For each Green Pillar that stands, at the top of the initiative order, Amos, God of Conquest regains 1d8 hit points. When a Red Pillar is destroyed, Amos, God of Conquest deals one less damage die worth of damage on all attacks.
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