Alexander (Medium Esper)
Alexander the Protector can be summoned by the Summoner-Esper cleric sub-class aligned to the Radiant element (requires an item imbued with radiant magic and one watch or clock to summon item is not consumed). Must remain within 60 feet of the summoner or vanish. Alexander is a 12 foot tall machine that takes up a 5 foot radius It appears like a tower made of steel and stone, a pure white light glows at its core and joints and only opens when Alexander is casting a spell or using an ability. A golden crown with a large diamond adorns what appears to be its head.
Alexander is immune to many conditions and radiant damage resistant to necrotic damage. He is one of the Divine 6 "Ifreet the Furious, Shiva the Beauty, Ramuh the Wise, Leviathan the Unforgiving, Alexander the Protector and Bahamut the Mighty. Alexander is the only one of these 6 that has an additional form.
Destruction of Evil. Any radiant damage sources from Alexander will deal double damage to Undead, Demons, Ghosts and Evil creatures. (learned at level 10)
Protective Mount. Any ally mounted to Alexander will take half of any incoming damage and share the other half with Alexander except for lightning damage (Lightning damage will always deal normal damage to Alexander no matter what protective spells it uses). Speed is reduced to 10 feet while mounted.
Heavy Armor. Alexander is extremely heavily armored and will take half damage from non-magical slashing, bludgeoning, and piercing damage while mounted. Alexander cannot cross frail constructs such as wooden bridges and cannot jump as well.
All Espers have the same Spell DC and Spell Save as the summoner that calls them.
HP is Calculated based on the Summoner's Stats
- 6d10 + (summoner's full constitution stat) (+1d10 [+summoner's constitution modifier]/lvl above 1)
- HP on this card is the suggested Trial encounter HP
Innate Spellcasting: can innately cast the following spells, requiring no material components
- At will: Crown of Stars, Protection from Evil and Good, Aid (level 6), Dispel Magic, Zone of Truth
- 3/day each: Holy (Learned at level 10), Prayer of healing, Hallow
- 1/day: Anti-magic Field, True Resurrection (learned at level 12, Alexander will only cast this on creatures that are good aligned)
Unique Spells description:
- Holy. Range 150 ft. 6 targets within range or one target 6 times and deal Hit:10+(1d12+wisdom modifier) (+2d12 per spell slot level above 6th) Radiant damage. Targets must make a dexterity saving throw or take full damage and have any and all magical effects dispelled. (Level 6 spell). Launch 6 balls of compacted radiant magical light at 6 seperate targets or 1 target 6 times it dispels any magical darkness it passes through and destroys any magical barriers it passes through. the 5 foot square on the ground where the target was glows with radiant magic and lights up a 10 foot radius from its location for 1 minute up to 60 feet into the air any evil creatures that enter this area will take 1d6 radiant damage.
Oppressive Volley. Alexander targets a 15 foot square up to 60 feet away with missiles made of a blinding light dealing 2d8+wisdom modifier (+1d8 per levels 6, 9, 12 and 15) Radiant piercing damage. Targets must make a dexterity saving throw against spell dc or take full damage and become blinded for 1 turn. Alexander cannot move after using this attack for 1 turn and heals itself for 1d6+ constitution modifier during the turn it cannot move.
Mighty Guard. (concentration for up to 10 minutes) All allies withing a 10 foot radius of Alexander wll take half the damage from non-magical slashing, piercing and bludgeoning damage and one elemental damage type. can only be cast once after a short rest.
Holy Judgement. All foes in a 30 foot square up to 90 feet away are struck with blinding bolts of radiant magic from Alexander's Core dealing 10+ 4d10 +wisdom modifier (+1d10 per levels 6, 9, 12 and 15) wisdom saving throw against spell dc or take full damage. This can only be cast once per encounter. All foes buffs are dispelled, any allies in the area will not take damage and are cured of one condition of their choice.
Nullify Magic. once every 6 rounds Alexander can completely nullify one spell within a 10 foot radius of itself.
Sacred Wall. once ever 3 rounds for one round when a projectile is approaching, Alexander can put up a protective wall of light 10 feet around itself reducing incoming non-magical projectiles damage by half for 1 full round within the area. Additionally, demons, un-dead, ghosts and evil beings cannot cross this wall.
Lair and Lair Actions
Alexander's Lair is the Forbidden Tower - Basement, or Alexander's Trial location is a massive 200 foot square room with black stone pillars covered in radiant light holding up the 80 foot tall ceiling. Rubble litters the ground here providing cover, the ground below appears to be a technologically advanced display screen of the sky from high above. A small 7 foot tall glowing pyramid is behind Alexander's hulking figure with large turret cannons of extremely advanced technology on the back wall behind the Pyramid. Some Golems and constructs are in this location and will activate when the Trial begins.
Special conditions in this location:
- Radiant damage sources are advantaged at this location
- Necrotic damage sources are disadvantaged at this location
- the Turrets at this location will all fire at the same time.
- Holy Cannon Turrets
- Armor Class 10
- Hit Points 150
- Speed 0 ft Mounted to back wall
- STR DEX CON INT WIS CHA
- 17 (+3) 10 (+0) 16 (+3) 6 (-2) 10 (+0) 7 (-2)
- Damage Resistances bludgeoning, piercing, and slashing from non-magical attacks
- Damage Immunities fire, cold, lightning
- Condition Immunities exhaustion, grappled, petrified, poisoned, prone, restrained, unconscious, blind, sleep, charm,
- Senses darkvision 200 ft., passive Perception 14
- Holy Cannon Turrets: have an attack range of 150 feet Weapon Attack: +5 to hit, reach 150 ft., one target. Hit: 10 (1d12 + STR(3)) piercing radiant damage. Cannot target the same target as another turret unless no other targets remain.Will deal double damage to undead, ghosts and demons. Undead must roll for constitution over a DC of 10 or be instantly destroyed.
- Alexander's Sacred Wall will always be active at this location
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
|---|---|---|---|---|---|
|
8/31/2019 11:07:51 PM
|
11
|
1
|
1.0
|
Coming Soon
|
Comments