Medium Humanoid, Lawful Evil
Armor Class 23 (mithral plate, +3 sheild)
Hit Points 204 (22d8 + 96)
Speed 40 ft.
STR
20 (+5)
DEX
17 (+3)
CON
18 (+4)
INT
13 (+1)
WIS
14 (+2)
CHA
21 (+5)
Saving Throws DEX +9, CON +10, WIS +8
Skills Acrobatics +9, Athletics +11, Deception +11, History +7, Intimidation +11, Perception +8, Persuasion +11, Stealth +9, Survival +8
Damage Immunities Acid
Condition Immunities Charmed, Frightened
Senses Darkvision 60 ft., Passive Perception 18
Languages Draconic, Common, Infernal, Solamnic
Challenge 17 (18,000 XP)
Proficiency Bonus +6
Traits

Action Surge (1/day) The highlord can grant themselves an additional action.

Devil’s Sight. Magical darkness doesn’t impede the Highlord’s darkvision.

Special Equipment. The Highlord’s Molten Blade is a +3 longsword. The Highlord’s armor consists of a +3 shield and Mitral Plate.

Actions

Multi-attack. The Highlord makes two Molten Blade attacks and one cantrip, or make one Molten Blade attack and cast one spell of 1st level or higher.

Molten Blade. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 12 (1d8 + 8) slashing damage or 13 (1d10+8) slashing damage if used with two hands, plus 13 (3d8) acid damage.

Innate Spellcasting. The Highlord’s spellcasting ability is Charisma (spell save DC 19, spell attack modifier +11). The Highlord can innately cast the following spells, requiring no material components. Spells marked with “*” have a casting time of other than one action (see the spell’s description for casting time).

At will: primal savagery(4d10), Acid splash (4d6)

2/day each: chromatic orb (acid only), dispel magic, haste

1/day: destructive wave

Bonus Actions

Second Wind (2/day). The Highlord regains 20 hit points.

Acidic Armor (Recharge 5-6). A protective magical force surrounds the highlord, manifesting as a spectral acid that covers him. The Highlord gains 15 temporary hit points for the duration. If a creature hits him with a melee attack while he has these hit points, the creature takes 15 acid damage.

Reactions

Parry. The Highlord adds 6 to its AC against one melee attack that would hit it. To do so, the Highlord must see the attacker and be wielding a melee weapon.

Spellcasting. The highlord can cast the following spells as a reaction

4/day: Counterspell, Absorb Elements

Habitat: DesertUrban

KCoutoVA

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