Medium Humanoid (Human), Lawful Evil
Armor Class 22 Enchanted Hide
Hit Points 262 (35d8 + 105)
Speed 40 ft., Swim 30 ft., Climb 25 ft.
STR
19 (+4)
DEX
26 (+8)
CON
17 (+3)
INT
18 (+4)
WIS
16 (+3)
CHA
9 (-1)
Saving Throws STR +10, DEX +14, CON +9
Skills Acrobatics +8, Perception +4, Stealth +8
Damage Resistances Cold, Fire, Poison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks, Ranged Attacks, Damage Dealt By Traps, Damage from Spells
Condition Immunities Charmed, Exhaustion, Frightened, Poisoned, Unconscious
Senses Blindsight 5ft, Darkvision 60ft, Tremorsense 15ft, Truesight 60ft, Passive Perception 20
Languages Common, Elvish Drow Dialect, Telepathy 60ft Thieves' Cant plus any one language
Challenge 20 (25,000 XP)
Proficiency Bonus +6
Traits

Keen Hearing and Sight. Altran has advantage on Wisdom (Perception) checks that rely on hearing or sight.

Indomitable (2/Day). Altran rerolls a failed saving throw.

Sneak Attack. Once per turn, Altran deals an extra 4d6 damage when it hits a target with a weapon attack and has advantage on the attack roll/is unseen by the enemy.

Assassinate. During its first turn, Altran has advantage on attack rolls against any creature that hasn't taken a turn. Any hit the assassin scores against a surprised creature is a critical hit.

Hold Breath. Breathing through his experimented gills can hold its breath for 15 minutes.

Regeneration With his experimented troll skin grafts regains 10 hit points at the start of its turn. If Altran takes acid or fire damage, it regains only 5 hit points at the start of its next turn. Altran dies only if it is hit by an attack that deals 10 or more acid or fire damage while Altran has 0 hit points.

Magic Resistance. With skin grafts from wizards Altran has advantage on saving throws against spells and other magical effects.

Elemental Resistance. With skin grafts from Genasi Altran has advantage effect from flame, air, water, stone.

 

Actions

Multi-attack. Altran makes four attacks with his Enchanted Moon Blade.

Enchanted Moon Blade. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 14(1d12+ 6) slashing damage, plus 5(2d6) psychic damage.

Bonus Actions

Cunning Action. On each of its turns, the thief can use a bonus action to take the Dash, Disengage, or Hide action.

Teleport. Altran magically teleports, along with any equipment it is wearing or carrying, up to 40 feet to an unoccupied space he can see. Before or after teleporting, the Altran can make one attack.

Reactions

Parry. Altran adds 3 to its AC against one melee attack that would hit it. To do so, the gladiator must see the attacker and be wielding a melee weapon.

Legendary Actions

Altran 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. Altran regains spent legendary actions at the start of her turn.

Omnipotent mind (Costs 3 actions). Altran may take quarter damage and teleport up to 60ft without needing to see where this location is.

Absolute Null (Costs 2 Actions). Altran vibrates tapping into the core of magic around him to create sphere of 10ft radius where all magic dispels instantly for 2 rounds.

Enchanted Moon Blade. (Costs 1 Action). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 14(1d12+ 6) slashing damage, plus 5(2d6) psychic damage.

Teleport (Costs 1 Action). Altran magically teleports, along with any equipment it is wearing or carrying, up to 40 feet to an unoccupied space he can see. Before or after teleporting, the Altran can make one attack.

 

Mythic Actions

Destiny of Despair: Upon reaching 0 hitpoints Altran teleports randomly somewhere in a unoccupied space 60ft away. His sense of self and mental state begin to slip away as all that remains is husk of a being who wanted to save innocent people and all creatures he sees are the enemy. Pieces of experimentation fall off him and slowly becomes more human, but the overload of magic starts slipping through his eyes. Regaining 150hp.

During his Despair transformation Altran can use: Pure Magic spell.

Pure Magic: Altran radiates unstable magic energy around him dealing 26 (3d10+8) to all creatures within 30ft.

Description

Altran used to be a champion of the people of Southeria, a hero above all others. He was a skilled duel wielding swordsman who had a innate ability to dispel magic around him fighting enemies in duels and combat.

Sometime in his life he was experimented on by the humans of Southeria - it is unknown yet if this was against his will - now all that remains is the husk of his body being controlled by the royal family.

Altran now has a tainted blue skin, almost resembling a Drows shade. Covered in Black leather, a cowl, and almost assassin stylized clothing. His eyes sing through between the shadowed hood with a strange yellow gaze and pupils that look orc like. Wielding two curved blades that rise up along his body with the hilts at the botton.

Under his clothing he has patches of skin that are not his own grafted on, resembling different creatures and races as the parliament members of the nation experimented on him. He has small incisions on his neck resembling a lizardfolks gills in a disgusting man-made way.

Lair and Lair Actions

(ONLY UNLOCKED ONCE ALTRAN FREES HIS MIND FROM CONTROL)

With Altrans mind finally free rage fills him from being forced to do so many heinous and horrific acts. He distorts magic all around him, pockets of space are randomly teleported, other areas become enhanced, other spaces have the magic drained from it, some spaces have gravity itself shifted in some way. This area covers 1, 000ft around Altran.

Lair Actions

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

  • Altran can swap the location of two objects in his sight, these can be living and non-living objects.
  • Altran can pick a object to pre-allocated location in his sight within 60ft teleport himself to as a reaction, this is a thought action though so creatures able to read Altrans thoughts can find out where this is.

Regional Effects

The region containing Altrans lair is warped by his magic, creating one or more of the following effects:

  • The area within 6 miles of the lair becomes still, the direction of wind randomly changes in different locations and water may start rising up in small drops from bodies of water..
  • If a humanoid spends at least 1 hour within 1 mile of the lair, that creature must succeed on a DC 19 CON saving throw or become unable to caste spells until they leave the area as magic is sealed inside their bodies. A creature that succeeds on this saving throw can’t be affected by this regional effect again for 24 hours.

If Altran dies, these effects fade over the course of 1d10 days.

 

Habitat: Urban

PanterraArius

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