Magic Resistance. Assisi has advantage on saving throws against spells and other magical effects.
Legendary Resistance (3/Day). If Assisi the Faultless fails a saving throw, it can choose to succeed instead.
Bloodied and War-Strong. When Assisi reduces a hostile creature to 0 hit points, he gains 1d10 temporary hit points. Additionally, when he falls below 10 Hp he can add his charisma modifier to all attacks.
Rite of the Hecatomb. When Assisi is reduced to 0 hp he drops to 1 hp instead. He then siphon the blood of nearby foes within 15 feet, dealing 1d12 + 10 damage to each target within range. In doing so, He regains 1d12 hp for each creature damaged.
Spellcasting. Assisi is a modified 10th-level spellcaster. His spellcasting ability is Charisma (spell save DC 17, +9 to hit with spell attacks). He has the following spells prepared:
Cantrips (at will): Bloodletting of Lord Anicetus, thaumaturgy
1st level (3 slots): Toll The Dead, Cause Fear, shield of faith
2nd level (2 slots): Tasha's Mind Whip, Bloodward, spiritual weapon
3rd level (2 slots): animate dead, dispel magic
4th level (2 slots): Gate Seal, Shadow of Moil
5th level (1 slots): Antilife Shell, Geas
6th level (1 slot): Bones of the Earth
Multiattack. Assisi makes 4 attacks with Cruamnis
Cruamnis. Melee Weapon Attack: 1d10+6. On a hit, the target must make a DC 16 Constitution saving throw or take 1d8 bleeding damage at the start of each of its turns. This damage decreases by 1 each turn, for a maximum of -7. To end this effect, the target may repeat the Constitution save, after each instance of damage, or have another creature successfully perform a DC 17 medicine check to stanch the bleeding.
No Deserters. Assisi is prepared to attack those who break lines. Assisi may perform an attack of opportunity in addition to another bonus action.
Parry. Assisi adds 2 to his AC if targeted by an attack that would otherwise hit. He must be wielding a melee weapon and be able to see the attacker.
Assisi can take 3 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. The mummy lord regains spent legendary actions at the start of its turn.
Cantrip(Costs 1 Action). Assisi The Faultless casts a cantrip
Advance(Costs 1 Action). Assisi moves up to his speed. Alternatively, up to five allies that can see and hear the Assisi can use their reactions to move up to half their speeds
Cause Fear(Costs 2 Actions). Assisi casts Cause Fear. When cast in this way, it does not consume a spell slot.
Inspiring Leader(Costs 1 Action). Assisi targets up to five allies it can see within 30 feet of it. Each ally gains temporary hit points equal to 2d8 + Assisi's Charisma modifier.
Blood Tribute (Costs 2 Action). Assisi the Faultless commands all to give life to him. If a creature Assisi can see would regain hit points, Assisi gains them instead.
Soul of the Ice Bear. (Costs 3 Actions). Assisi the Faultless summons an aspect of his spirit animal, the Ice-Bear. Shielded in its aura he gains 5d10+15 temporary hit points. He makes a Multiattack as a polar bear. The bear aura along with the temporary HP it gives can be removed from Assisi with Dispel Magic.
Lair and Lair Actions
Assisi The Faultless' Tomb
Assisi The Faultless rests in a crystalline sarcophagus at the bottom of Deephearth's Saint-Tomb. He rises to defend his legendary brand, Cruamnis, along with the other grave goods inhumed with him.
Lair Actions
On initiative count 20 (losing initiative ties), the Faultless Assisi takes a lair action to cause one of the following effects; the Assisi can’t use the same effect two rounds in a row.
- Each undead creature in the lair can pinpoint the location of each living creature within 120 feet of it until initiative count 20 on the next round.
- Each undead in the lair has advantage on saving throws against effects that turn undead until initiative count 20 on the next round.
- Until initiative count 20 after two rounds, all torchlight, candlelight, or nonmagical flame is extinguished.
- If corpses of Assisi's Allies are within the tomb, he may raise one Assisi's Legion. A dead legion cannot be raised more than once.
Regional Effects
Assisi the Faultless' tomb is warped in any of the following ways by his dark presence:
- Nonmagical metals tarnish or rust upon entering the tomb.
- A Detect Evil and Good spell or a Paladin's Divine sense mistakenly registers the lair as containing no undead, being consecrated, and powerfully good.
- Any Dragons or Draconic beings feel a powerful sense of fear and revulsion while in the city of the tomb, and must pass a DC18 Constitution saving throw to pass over the threshold into the tomb.
Upon the Defeat of Assisi the Faultless, these regional effects end immediately.
Previous Versions
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3/31/2025 7:12:49 PM
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Coming Soon
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