| Mod | Save | ||
|---|---|---|---|
| STR | 24 | +7 | +15 |
| DEX | 22 | +6 | +14 |
| CON | 26 | +8 | +16 |
| Mod | Save | ||
|---|---|---|---|
| INT | 18 | +4 | +12 |
| WIS | 18 | +4 | +12 |
| CHA | 22 | +6 | +14 |
Recall:
Igris has the ablity to call his weapons back to him from any distance, while the weapon sails through the air it can cause damage to any within the path of travel. DC 21 Dex Saving throw the target takes 6d10+4 magical slashing damage
Demonic Regeneration
At the start of each of his turns, Igris regains 20 HP unless he took radiant damage during the previous round.
Multiattack
Igris makes three attacks:
Blood-Red Great sword
Melee Weapon Attack: +10 to hit, reach 10 ft., one target.
Hit: 6d10 + 6 slashing + 2d6 necrotic damage.
Bleeding Wound. On a hit, the target must succeed on a **DC 16 Con save** or take 1d8 bleeding damage** at the start of its turn for 1 minute (end with magic or a DC 15 Medicine check).
Infernal Regret.
Melee Weapon Attack: +12 to hit, reach 10 ft., one target.
Hit: 3d10 + 7 slashing + 2d8 fire damage.
On a crit (19–20): Target must succeed on a DC 17 Con save or take 20 fire damage at the start of each of their turns for 3 rounds.
Fallen Promise.
Melee Weapon Attack: +12 to hit, reach 10 ft., one target.
Hit: 3d10 + 7 slashing + 2d8 necrotic.
If the target has fewer than half their max HP, Igris regains HP equal to the necrotic damage dealt.
Bleeding Wound. The target must succeed on a DC 18 Constitution saving throw or take 1d8 bleed damage at the start of each of its turns for 1 minute (or until healed or stabilized).
Crimson Burst (Recharge 6)
Igris slams his sword into the ground, creating a 20-ft. radius eruption of blood-fire.
Each creature in the area must make a DC 23 Dexterity saving throw, taking 10d8 fire and necrotic damage on a failed save, or half as much on a success.
Legendary Presence
Creatures that start their turn within 30 ft. of Igris must succeed on a DC 18 Wisdom saving throw or be frightened until the start of their next turn. On a success, they’re immune to this aura for 24 hours.
Sanguine Step
Igris teleports up to 70 ft. into an unoccupied space he can see, leaving behind a brief flame of blood-red mist. He gains advantage on the next attack made this turn.
Demonic Regeneration
At the start of each of his turns, Igris regains 20 hit points unless he took radiant or force damage that turn.
Commander's Shout (Recharge 5–6)
As an action, Igris lets out a resonant battle roar. Allied demons or summoned shadows within 60 ft. gain:
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Advantage on attack rolls until the end of his next turn.
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5 temporary hit points.
If no allies are present, Igris instead summons 1d4 Blood Knights (minion stat blocks) to assist him.
Parry
Igris adds +6 to his AC against one melee attack that would hit him.
Gaze of the Crimson Monarch
When a creature within 10 ft. hits Igris with an attack, he can use his reaction to force a DC 18 Charisma saving throw. On a failure, the creature is frightened until the end of its next turn and its speed is reduced to 0 by sheer awe and terror.
He can use up to 4 actions per round:
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Demonic Slash (1 action). Make one Blood-Red Greatsword attack.
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Crimson Counter (1 actions). When a creature misses Igris with a melee attack, he makes one attack against that creature with advantage.
- Meteoric Burst (2 Actions). Channel a massive amount of energy allowing the Commander to use a flurry of blows that deal 15d20 damage per punch. +12 to hit, Rolling a D100 to see how many times the punches land. On a critical roll the punches deal double damage.
- Knight's Will: ( 1 Action) Any saving throw that you fail you can you choose to pass it.
Description
Phase Mechanic — The Blood Awakening
When Igris drops below 155 hit points, he roars and his armor cracks open with crimson flame, becoming cloaked in flame. For 1 minute:
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His weapon attacks deal an additional +30 fire damage.
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He gains resistance to radiant damage.
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Gains advantage on all Saving Throws.
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He can use Sanguine Step as a bonus action Twice per round.
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His eyes emit a blinding red aura — creatures that start their turn within 10 ft. must succeed on a DC 18 Wis save or be frightened until the start of their next turn.
“The ground trembles as crimson flame erupts from the knight’s armor. His movements become fluid, predatory — the commander unchained.”
Lair and Lair Actions
Lair Actions (optional, for cinematic arena)
On initiative count 20 (lose ties):
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The ground erupts with crimson flame, forcing Dex save DC 17 (4d10 fire).
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Fallen bodies reanimate as Blood Shades under his control until the next round
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1. Crimson Rift
The ground splits and sprays molten blood in a 15-foot-radius zone centered on a point within 60 feet.
Creatures in the area must make a DC 17 Dex save or take 5d10 fire + 5d10 necrotic damage and be knocked prone.
The ground remains molten until the next round, creating difficult terrain and shedding red light.Visual cue: the air ripples crimson before the ground ruptures in a boiling splash.
2. Chains of the Fallen
Spectral crimson chains erupt from the ground, targeting up to three creatures of Igris’s choice within 40 ft.
Each target makes a DC 19 Strength save or becomes restrained until the start of the next lair action.
At the end of its turn, a restrained creature can repeat the save.
3. Demonic Resonance
The lair hums with Igris’s power. Until the next initiative 20, the entire arena is filled with an oppressive vibration:
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Creatures other than Igris must make a DC 16 Con save or suffer disadvantage on Concentration checks and attack rolls made with ranged or finesse weapons.
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Any creature already frightened by Igris automatically takes 2d8 psychic damage.
4. Sanguine Echo
Crimson mist swirls from the ground, and spectral copies of Igris’s sword slashes cut through the air.
All creatures within 25 ft of him must make a DC 19 Dex save or take 4d10 slashing + 4d10 necrotic damage and be pushed 10 ft away.If Blood Awakening is active, the damage becomes 10d10 total and the push increases to 20 ft.
5. Summon the Fallen
Once per battle, Igris calls upon the souls of his former knights.
He summons 2d4 Crimson Wraiths (use Wight or Shadow stat blocks with 60 HP and +7 to hit).
They act on initiative immediately after him.
When he drops below 100 HP, these wraiths ignite in a flash of bloodfire, dealing 10 fire + 10 necrotic to all creatures within 10 ft as they vanish.
6. Knight’s Command
Igris channels the spirit of command.
For the next round:-
All of his attacks deal +2d8 force damage.
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When a creature within 30 ft fails a saving throw, Igris can force another creature of his choice within 10 ft to also make that same saving throw (simulating the spreading fear of his presence).
⚔️ Optional Environmental Hazards
To make the arena reactive:
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Crimson Rains: at initiative 10, random 10-ft squares drip burning blood (DC 15 Dex save, 2d8 fire).
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Collapsing Pillars: a column falls (Dex save DC 16 or take 4d10 bludgeoning).
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Fading Light: when Blood Awakening starts, dim light only—disadvantage for those without darkvision.
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