Medium Humanoid (Human), Lawful Evil
Armor Class 18
Hit Points 165 (22d8 + 66)
Speed 30 ft.
STR
18 (+4)
DEX
16 (+3)
CON
16 (+3)
INT
14 (+2)
WIS
18 (+4)
CHA
18 (+4)
Saving Throws DEX +7, WIS +8, CHA +8
Skills Insight +8, Intimidation +8, Perception +8
Damage Resistances Cold, Fire
Condition Immunities Frightened
Senses Passive Perception 18
Languages Common, Common Sign Language, Undercommon
Challenge 10 (5,900 XP)
Proficiency Bonus +4
Traits

Fanatical Pursuit. Anastasio cannot be charmed, and he has advantage on saving throws against effects that would force him to move against his will.

Gospel Executioner. If no hostile creature is within 5 feet of Anastasio at the start of his turn, he enters Execution Stance until the end of that turn. While in this stance:

  • His movement speed increases by 10 feet.
  • His Gospel Shot attacks deal an extra 1d8 necrotic damage.
  • He has advantage on ranged attack rolls.

Atonement Beyond Death. The first time Anastasio is reduced to 0 hit points, he does not die. Instead:

  • He remains standing until the end of the current turn.
  • At the start of the next round, he transforms into Phase Two: Anastasio Reborn.
  • He regains 90 hit points.
  • His movement speed increases by 10 feet.
  • Gains immunity to the stunned condition.
  • Legendary Actions increase to 3 per round.
  • Summon an Saltheap Cannon if he in his lair

This transformation can occur only once.

Zeal of the Dying (Phase Two). Whenever an allied creature enters the battlefield under Anastasio's command, Anastasio gains:

  • 10 temporary hit points
  • +2 damage on all attacks until the end of his next turn.
  • At the start of each of Anastasio's turns, he loses 5 hit points.

Unstoppable Salvation (Phase Two). While no hostile creature is within 5 feet of Anastasio, he gains resistance to: Bludgeoning, Piercing, and Slashing damage from nonmagical attacks.

Actions

Multiattack. Anastasio makes two(three in phase two) Bone Rapier attacks.

Bone Rapier. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 10 (1d8 + 6) piercing damage.
If Anastasio hits the same creature with two Bone Rapier attacks during the same turn, that creature must succeed on a DC 16 Constitution saving throw or take 14 (4d6) necrotic damage.

Gospel Shot. Ranged Weapon Attack: +8 to hit, range 80/320 ft., one target. Hit: 13 (2d8 + 4) piercing damage plus 4 (1d8) necrotic damage.
Each creature within 5 feet of the target (excluding Anastasio) takes 7 (2d6) necrotic damage.

Gospel Spray (Recharge 5–6). Anastasio unleashes a barrage of sanctified gunfire.
Choose up to five creatures Anastasio can see within 60 feet. Each target must make a DC 16 Dexterity saving throw, or taking 14 (4d6) piercing damage plus 7 (2d6) necrotic damage on a failed save, or half as much damage on a successful one.

Heart-Piercing Salvation(Phase Two) (Recharge 5–6).
Anastasio moves up to 30 feet in a straight line without provoking opportunity attacks.
Each creature whose space he moves through or adjacent to during this movement must make a DC 16 Dexterity saving throw, taking 27 (6d8) piercing damage and the creature falls prone on a failed save, or half as much damage  and does not fall prone on a successful one.

Legendary Actions

Anastasio can take 2 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.

Advance. Anastasio moves up to half his speed.
Gospel Shot. Anastasio makes one Gospel Shot attack.
Dash Through Sin(Phase Two). Anastasio moves up to 20 feet without provoking opportunity attacks.
Bone Judgment(Phase Two) (2 Actions). Anastasio makes one Bone Rapier attack. On a hit, the target must succeed on a DC 16 Wisdom saving throw or become frightened of Anastasio until the end of its next turn.

Description

Anastasio has died. Anastasio rises again. He lives to atone for the sins ingrained in his very nature. He envies both the innocent for living and the sinner for dying, for it is not his place to either live with integrity or die in peace.

Lair and Lair Actions

On initiative count 20 (losing initiative ties), Anastasio uses one of the following effects:
Saltheap Cannon.  At the start of the battle he summon two skeletal artillery construct manifests at a point Anastasio can see within 60 feet.
The cannon has:

  • AC 15
  • 30 hit points
  • Immunity to poison and psychic damage

At initiative count 20 on the following round, the cannon fire a ammunition in exactly 15 feet as direction of Anastasio choose its cannon ball explodes in a 10-foot-radius sphere.
Creatures in the area must make a DC 15 Dexterity saving throw taking 14 (4d6) force damage on a failed save, or half as much damage on a successful one.

Saltheap Pointer (Phase Two). When there is hostile character in 5 feet of him and there is Saltheap cannon in the field, as reaction, all Saltheap Cannons will target that hostile's position, overriding their original targeting and persists after Anastasio leaves the death.

Sermon of Guilt. Each hostile creature that can hear Anastasio within 60 feet must succeed on a DC 15 Wisdom saving throw.
On a failure, that creature has disadvantage on the next saving throw it makes before initiative count 20 of the next round.

Reinforcements. When Anastasio enters Phase Two, he summons three Fanatical Inquisitors.
Use the Veteran stat block with the following changes:

  • Hit Points: 30 each
  • Damage Type: Replace weapon damage with necrotic damage where appropriate.
  • Fanatical Resolve: The inquisitor has advantage on saving throws against being frightened.

Previous Versions

Name Date Modified Views Adds Version Actions
6/10/2026 8:17:24 AM
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Habitat: Desert

Hellsealler

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