Medium Humanoid (Any Race), Any Alignment
Armor Class 17 (Health Plate +30 HP)
Hit Points 282 (8d8 + 216)
Speed 30 ft.
STR
20 (+5)
DEX
8 (-1)
CON
20 (+5)
INT
11 (+0)
WIS
11 (+0)
CHA
20 (+5)
Saving Throws STR +11, CON +11, WIS +6, CHA +11
Senses Passive Perception 10
Languages Any one language (usually Common)
Challenge 20 (25,000 XP)
Proficiency Bonus +6
Traits

Brave. Captain Armillius has advantage on saving throws against being frightened.

Necrotic Armor. Each hit with a direct attack that is delivered to Captain Armillius causes a creature with necrotic power under his command to rise from the ground within 10 feet of the attacker. His surroundings determine the creature.

(any unmentioned land will roll 1d6 for the following options: 1. Forrest - a blight 2. Plains - a skeleton 3. Hot or flaming land - Cambion 4. Desert - Mummy 5. Mountains - Minotaur Skeleton 6. Water - Spined Devil)

Actions

Multiattack. Captain Armillius makes 4 melee attacks, two melee attacks and launches his cantrip, or 2 cantrips.

Longsword. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 12 (1d8 + 8) slashing damage. +10 necrotic damage. (Enemies hit with this attack must make a DC 14 Constitution Saving throw or be poisoned for the next turn.)

Necro Bolt. (cantrip) One bolt of necrotic damage is launched from Captain Armillius's hand. +10 hit and 8d8 necrotic damage. When this damage is dealt (roll a 1d4. The result will be that a creature in accordance to the number rolled will rise within 5 feet of the enemy attacked, provided there is space: 1. Skeleton 2. Blight 3. Minotaur Skeleton 4. Mummy)

Leadership (Recharges after a Short or Long Rest).  Interaction: For 1 minute, the knight can utter a special command or warning whenever a nonhostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a d8 to its roll provided it can hear and understand the knight. A creature can benefit from only one Leadership die at a time. This effect ends if the knight is incapacitated.

Reactions

Parry. Captain Armillius adds 4 to its AC against one melee attack that would hit him. To do so, Captain Armillius must see the attacker and be wielding a melee weapon.

Absorb Elements.

Description

Captain Armillius is an evil and cruel necromancer with power over demons and fiends that is unparalleled. Although he is simply a tiefling, he is immensly powerful, and has found ways to defend himself outside of an armor class.

Monster Tags: NPC

Habitat: Urban

Eagle_3

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