Medium Humanoid (Human), Lawful Good
AC 17 Superhuman resilience    Initiative +6 (16)
HP 247 (1d6 + 243)
Speed 45 ft., Fly 65 ft.
Mod Save
STR 24 +7 +12
DEX 20 +5 +10
CON 24 +7 +12
Mod Save
INT 16 +3 +3
WIS 18 +4 +9
CHA 22 +6 +11
Skills Acrobatics +10, Insight +9, Intimidation +11, Persuasion +11
Resistances Piercing from nonmagical attacks, Radiant
Immunities Fire; Charmed
Senses Passive Perception 19
Languages None
CR 14 (XP 11,500; PB +5)
Traits

Solar Empowerment. While in sunlight, Charlemagne regains 15 hit points at the start of his turn.

Crown of the King. When Charlemagne reduces a hostile creature to 0 hit points or forces one to flee, allies within 60 ft. gain temporary hit points equal to his Charisma modifier (6).

Commanding Presence (Aura). Any creature of Charlemagne’s choice that starts its turn within 30 feet must succeed on a DC 18 Wisdom saving throw or be charmed until the start of its next turn. While charmed this way, the creature regards him as a trusted sovereign and cannot willingly attack him.

Superhuman Resilience. Charlemagne has an advantage on saving throws against spells and other magical effects.

Actions

Multiattack. Charlemagne makes three attacks: two with Solar Strikes and one with Commanding Word.

Solar Strikes (Melee Weapon Attack). +12 to hit, reach 10 ft., one target.
Hit: 27 (3d12 + 7) radiant and bludgeoning damage.

Heat Vision. (Ranged Spell Attack), +11 to hit, range 60 ft., one target.
Hit: 20 (3d12) radiant damage, and the target must succeed on a DC 18 Constitution saving throw or be blinded until the end of its next turn.

Commanding Words (Recharge 4–6). Charlemagne issues two words, an overwhelming directive. One creature within 60 feet that can hear him must succeed on a DC 18 Wisdom saving throw or immediately obey a two-word command.

Imperial Mandate (Recharge 6). Charlemagne calls upon the authority of his namesake, compelling obedience. Up to four creatures of his choice within 60 feet must succeed on a DC 18 Wisdom saving throw (intimidated or charmed creatures roll with disadvantage) or be subject to his Commanding Words (the duration is 1 minute). The target may repeat the saving throw at the end of each of its turns. This roll is made with advantage every time after the first throw.

Bonus Actions

Radiant Rally (Recharge 4–6). Charlemagne raises his hand to the sun, rallying allies. Up to three creatures of his choice within 30 feet regain 9 (2d8) hit points.

Overpowering Throw (Recharge 4–6). Charlemagne targets a large or smaller creature within 30 feet that he can see. The target must succeed on a DC 18 Strength saving throw or be hurled in a streak of shimmering energy up to 30 feet in a straight line of Charlemagne’s choice.

If the thrown creature collides with another creature, both take 14 (4d6) force damage and are knocked prone. If the thrown creature collides with a solid object (such as a wall), it instead takes 21 (6d6) force damage and falls prone (any additional fall damage applies). 

Reactions

Sovereign’s Blessing (Recharge 5–6). When an ally that Charlemagne can see within 30 feet makes an attack roll against a creature, or when a creature forces that ally to make a saving throw, Charlemagne utters a commanding word. The ally can roll a d4 and add the result to the attack roll or the saving throw.

Description

Options for Commanding words 

Combat-Oriented Commands

  • Stand Down — Target must stop hostile actions until the start of your next turn.

  • Drop Shield — Target drops any shield they are holding.

  • Fall Back — Target uses movement to retreat directly away from you.

  • Hold Fire — Target with a ranged weapon does not make attacks until the start of its next turn.

  • Stay Put — Target cannot leave its current space until the start of your next turn.


Control & Utility

  • Speak Truth — Target blurts out a short, honest phrase in response to your question.

  • Show Hands — Target raises both hands, dropping held objects if necessary.

  • Stand Guard — Target remains in place and takes the Dodge action.

  • Look Away — Target averts its gaze until the start of its next turn.

  • Step Aside — Target moves 5 feet in a direction you choose if possible.


Intimidation & Social

  • Bow Down — Target drops prone or bows low.

  • Be Silent — Target cannot speak until the end of its next turn.

  • Obey Me — Target must acknowledge you as authority, pausing other actions.

  • Confess Now — Target must admit to something (minor truth, one phrase).

  • Fear Me — Target is frightened of you until the start of your next turn.


Disruption & Comedy

  • Dance Now — Target must flail, stomp, or awkwardly dance until the start of its next turn.

  • Sing Loud — Target begins loudly vocalizing.

  • Sit Down — Target sits on the ground.

  • Kiss Floor — Target bends down and presses lips or face to the ground.

  • Spin Around — Target twirls in place until your next turn.

Kali26

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