Medium Humanoid
AC 22 Plate    Initiative +3 (13)
HP 255 (30d8 + 120)
Speed
Mod Save
STR 24 +7 +7
DEX 16 +3 +3
CON 22 +6 +6
Mod Save
INT 18 +4 +4
WIS 18 +4 +4
CHA 20 +5 +5
Resistances Cold, Fire, Necrotic, Psychic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Immunities Acid, Poison; Charmed, Exhaustion, Frightened, Paralyzed, Poisoned
Senses Passive Perception 18
Languages None
CR 12 (XP 8,400; PB +4)
Traits

Aura of Fear.

Any creature that starts its turn within 20 feet of the Commander must succeed on a DC 18 Wisdom saving throw or be Frightened for 1 minute. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

 

Unyielding Will.

The Commander has advantage on saving throws against being charmed or frightened, and magic that would turn the Commander undead does not work.

Spellcasting:

The Commander is a 12th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 18, +10 to hit with spell attacks). The Commander has the following spells prepared:

  • Cantrips (at will): Thaumaturgy, Eldritch Blast, Toll the Dead, Sacred Flame

  • 1st level (4 slots): Command, Shield of Faith, Inflict Wounds

  • 2nd level (3 slots): Hold Person, Darkness, Misty Step

  • 3rd level (3 slots): Counterspell, Bestow Curse, Fireball

  • 4th level (3 slots): Blight, Phantasmal Killer

  • 5th level (2 slots): Cloudkill, Dominate Person

  • 6th level (1 slot): True Seeing

Actions

Multiattack.
The Commander makes three attacks: one with Crimson Blade, one with Shadowlash, and one with Crimson Grasp. Or 3 of crimson blade.

Crimson Blade.
Melee Weapon Attack: +13 to hit, reach 5 ft., one target.
Hit: 23 (3d8+7) slashing damage plus 12 (3d6) necrotic damage.

Shadowlash (Recharge 5–6).
The Commander unleashes a whip of darkness.
Melee Weapon Attack: +12 to hit, reach 15 ft., one target.
Hit: 18 (2d8+7) slashing damage and the target must make a DC 18 Dexterity saving throw or be Restrained by shadowy chains until the end of its next turn.

Crimson Grasp (Recharge 5–6).
The Commander calls forth tendrils of blood magic to crush the life from their enemies. Each creature within 20 feet of the Commander must make a DC 18 Strength saving throw or take 28 (8d6) necrotic damage and be Restrained until the end of the Commander’s next turn.


Ranged Attack:

Bloodshot (Recharge 5–6).
The Commander releases a bolt of dark energy in a straight line up to 60 feet. All creatures within 5 feet of the line must make a DC 18 Dexterity saving throw or take 30 (6d8) necrotic damage, half on a successful save.

Bonus Actions

Crimson Tether.

As a bonus action, the Commander can choose one creature it can see within 60 feet. The creature must make a DC 18 Charisma saving throw or be Bound to the Commander’s will for 1 minute. While Bound, the creature has disadvantage on all saving throws against the Commander’s abilities. The creature can repeat the saving throw at the end of each of its turns.

Reactions

Reaction Name. Enter the description for your action.

Legendary Actions

Legendary Actions (3/round):

The Commander 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 Commander regains spent legendary actions at the start of its turn.

  • Crimson Strike (1 action): Make one melee attack with Crimson Blade.

  • Command (1 action): Choose one Crimson Guard within 60 feet. That creature can immediately make one weapon attack or move up to half its movement speed.

  • Blood Torrent (2 actions): The Commander can release a burst of blood magic in a 30-foot radius. All creatures within this area must make a DC 18 Constitution saving throw or take 18 (4d8) necrotic damage, or half on a successful save.

Mythic Actions

Mythic Actions (1/Day):

Blood Bond (1 action).
If the Commander is reduced to 0 hit points, it can instead drop to 25 hit point and immediately take a Crimson Blade attack as a reaction against any creature within range. After using this ability, the Commander cannot use it again until it finishes a long rest.

Description

Enter a general description for your monster here.

Lair and Lair Actions

Enter a description of your monster's lair here.

Lair Actions

On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:

  • Enter a description for a lair action.
  • Enter a description for a lair action.

Regional Effects

The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:

  • Enter a regional effect description.
  • Enter a regional effect description.

If the [monster name] dies, these effects fade over the course of #d# days.

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