Medium Construct, Neutral
AC 15 (light plate)    Initiative +16 (26)
HP 653 (45d8 + 450)
Speed 60 ft., fly 45 ft. (Hovering)
Mod Save
STR 25 +7 +7
DEX 25 +7 +7
CON 30 +10 +10
Mod Save
INT 28 +9 +9
WIS 18 +4 +13
CHA 18 +4 +13
Resistances Psychic; Bludgeoning, Piercing, and Slashing from Magic Weapons
Immunities Acid, Cold, Fire, Necrotic, Poison; Bludgeoning, Piercing, and Slashing from Mundane Attacks; Blinded, Charmed, Exhaustion, Paralyzed, Petrified, Poisoned
Gear Light Plate, Carries "Daern's Instant City."
Senses Blindsight 300 ft. (Blind beyond this radius), Passive Perception 14
Languages All but prefers harsher languages such as Deep Speech or Orc. --
CR 30 (XP 155,000; PB +9)
Traits

False Appearance. While Syndro remains motionless, it is indistinguishable from a normal suit of Demon Armor.

Ghostly Wrath. As a bonus action, Syndro can project a clone of himself, which shares the exact same statistics except that it has 1 health, has no Legendary Actions, does not have the Ghostly Wrath or Despot traits, has a flat 18 AC, and all its attacks do Psychic damage. The Clones can move through walls and other barriers. He can have up to 10 Shadow Clones.

Menacing Despot. Syndro gains + 1 AC for each clone he has. In addition, any other clone or minion in his presence (i.e. the Beast Minion for the Beast Tamer or the simulacrum from the Simulacrum spell.) has disadvantage on attack rolls.

Shadowy From. Syndro gains +5 AC while in Dim light or darkness: in addition, while in magical darkness, Syndro is immune to all damage except for Radiant. 

Echolocational. If Syndro is deafened, he cannot use his Blindsight.

Shadowy Regen. Syndro regains 10 hit points at the start of his turn if he is in dim light or darkness and hasn't taken Radiant damage since the start of his last turn.

Legendary Resistance (4/Day). If Syndro fails a saving throw, he can choose to succeed instead.

 

Actions

Multiattack. The armor makes a Whirling Blade attack, then two Rends.

Rend. Melee Weapon Attack: + 16 to hit, reach 5 ft. Hit: 2d10 + 7 Slashing damage, and anyone hit by the attack takes a permanent cumulative -1 penalty to their armor class. This only works if the armor they are using is of Very Rare or lower rarity. An item reduced to 0 AC with this is destroyed. This damage can be repaired with Wish, which counts as replicating an 8th level spell or lower.

Whirling Blade. Ranged Weapon Attack. + 16 to hit, 120 ft. Hit: 2d8 + 7 Slashing damage. Syndro can make another Whirling Blade attack if there is a target within 30 ft. of the first target. (e.g. Jim gets hit by Whirling blade. Jill is within 30 ft. of Jim. Syndro can make another attack against her too. Junior, who is 50 ft. away from Jim but 30 ft. away from Suzie, can also be targeted.)

 

 

Legendary Actions

Syndro can take 4 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. Syndro regains spent legendary actions at the start of its turn.

Attack. Syndro makes one Rend attack.

Move. Syndro moves up to his speed.

Project Clone (Costs 2 Actions). Syndro projects a clone of himself.

Description

Syndro, the Lost Monarch, resides in a swamp, somewhere...

It should be noted that he is not evil and would be willing to bargain with players should they covet his items.

Habitat: Planar (Nine Hells)Swamp

Platyboss

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