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.
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
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.
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
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