Medium Humanoid (Elf), Any Alignment
Armor Class 21 (+3 half plate, scaled ornament
Hit Points 195 (26d8 + 78)
Speed 30 ft., Fly 30 ft.
STR
15 (+2)
DEX
14 (+2)
CON
17 (+3)
INT
23 (+6)
WIS
22 (+6)
CHA
18 (+4)
Saving Throws CON +9, INT +12, WIS +12, CHA +10
Skills Arcana +13, History +13
Damage Immunities Lightning
Condition Immunities Charmed, Frightened
Senses Passive Perception 22
Languages Any six languages
Challenge 17 (18,000 XP)
Proficiency Bonus +6
Traits

 Special Equipment. The Highlord has +3 half plate armor and a quarterstaff that functions as a +3 Arcane Grimoire (bonus to spell attack rolls and saving throw DCs included). She also wields an ascendant scaled ornament. 

Spell Sculptor. When the highlord casts an evocation spell that affects other creatures, it can choose up to six allies within sight to automatically succeed the saving throw and take no damage.

Tactical Wit. The highlord adds its Intelligence modifier to its initiative rolls (+8 total) 

War Caster. The highlord has advantage on Constitution saving throws that it makes to maintain concentration on a spell. When a creature's movement provokes an opportunity attack, the highlord can use its reaction to cast a spell at the creature, rather than making an opportunity attack. The spell must have a casting time of 1 action a nd must target only that creature.

 

Actions

Multi-attack. The Highlord makes three three attacks. In place of two attacks, the highlord can cast one spell with a casting time of one action.

Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage plus 5 (1d10) lightning damage. 

Quarterstaff. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 5) bludgeoning damage or 9 (1d8+5) while two-handed plus 9 (2d8) lightning damage. 

Lightning Strike. Ranged Spell Attack: +15 to hit, range 120 ft., one target. Hit: 36 (8d8) lightning damage.

Spellcasting. The Highlord’s spellcasting ability is Intelligence (attack roll +15, spell save DC 23). The Highlord can innately cast the following spells, requiring no material components. Spells marked with “*” at cast at the start of the day:

At will: disguise self, mage hand, prestidigitation, minor illusion, shocking grasp (4d8), message

2/day each: dispel magic, greater invisibility,, wall of force, lightning bolt (5th level), elemental bane, (up to 6th level), Disintegrate

1/day each: chain lightning (7th level), power word stunForesight*(self only)

Bonus Actions

Teleport (3/day). The Highlord teleports, along with any equipment it is wearing or carrying, up to 30 feet to an unoccupied space that it can see.

Reactions

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

4/day each: Counterspell, Shield, Absorb Elements

Monster Tags: NPC

KCoutoVA

Comments

Posts Quoted:
Reply
Clear All Quotes