Medium Humanoid (Devil), Lawful Evil
Armor Class 26 Natural
Hit Points 261 (15d20 + 105)
Speed 35 ft.
STR
16 (+3)
DEX
20 (+5)
CON
20 (+5)
INT
30 (+10)
WIS
26 (+8)
CHA
26 (+8)
Saving Throws DEX +8, INT +13, CHA +11
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks; All
Damage Immunities Psychic
Senses Truesight, Passive Perception 20
Languages Any spoken language
Challenge 5 (1,800 XP)
Proficiency Bonus +3
Actions

Game Shift: If the Chairman is using the Deck, he puts it away and sits in the Throne that erects itself underneath him. If the Chairman is on the Throne, it must crumble and all Pieces become inanimate before he can take out the Deck. A shift takes a full turn.

Scepter Hammer: The Chairman makes an attack with the King's Scepter with a +12 to hit. If it hits, target takes 3d8 bludgeoning damage and must make a DC 18 Con saving throw or be stunned.

Command: Each Piece within 30 ft. of the Chairman immediately take a move action int the direction of a target within the same range.

Royal Decree: The Chairman denotes a Piece within touch distance and turns it into a Queen. All pieces on the board crumble when the Queen appears, and there can only be one Queen on the battlefield.
Queen: The Queen Piece is a stone construct. She has an AC of 20, 120 HP, and can move as far as she'd like in any one direction. She can make an attack with her Scepter which has a +12 to hit. If hit, the target takes 5d10 damage and is stunned.

Pick a Card: The Chairman fans out his deck and sends a card to a target within 100ft. The card has a +8 to hit. If it hits, it deals 4d4 piercing damage and the traget makes a DC 16 CON save. If failed, the target takes an extra 4d4 damage of the Chairman's current damage type. 

52 Pickup: The Chairman launches a full deck's worth of cards in a cone centering on him and spreading up to 60 ft. All creatures within that range must make a DC 18 DEX save or take 104 piercing damage. All creatures who saved take only 52. 

Ace in the Hole: The Chairman takes an unseen Ace of Spades from his hat and launches it at a target within 20 ft. It is a guaranteed hit, but deals no damage. Instead every turn the affected must make a steadily increasing DC(10-20) Con save. If the target fails five of these saves, the target instantly dies and is sealed inside the card until released by the Chairman.

Reactions

A Role of the Dice. As a reaction, the Chairman can use this ability to make a player re-roll any number of dice the Chairman chooses. The player must take the lower number.

Move the Pawn: With the snap of his fingers, the Chairman can move a creature up to 20 feet in a given cardinal direction. 

Spin the Roulette: When the Chairman needs, he can switch his damage type from Radiant to Necrotic and vice-versa.

Legendary Actions

The Chairman has 10 Legendary action points, regaining 3 on each of his turns.

The Chairman must be on a grid style of terrain for any of the following actions to work. Cannot use these actions if the Chairman is using his Deck.

Summon Pawn(1): The Pawn adheres to classic chess ruling for movement only. 
The Pawn is a stone construct creature with 30HP, an AC of 15, and a movement of 15 ft. The Pawn can make a sword attack at a +10 to hit. If it lands, the target takes 1d10 slashing damage.

Summon Knight(2): The Knight adheres to classic chess rules for movement only.
The Knight is a stone construct creature with 50HP, an AC of 17, and a movement of 25 ft. The Knight can make a spear attack at a +10 to hit. If it lands, the target takes 2d10 piercing damage.

Summon Bishop(2): The Bishop adheres to classic chess rules for movement only.
The Bishop is a stone construct creature with 40HP, an AC of 15, and a movement of 20 ft. The Bishop can cast the spell Cure Wounds up to level 5 once per turn.

Summon Rook(3): The Rook adheres to classic chess rules for movement only.
The Rook is a stone construct creature with 50HP, an AC of 18, and a movement of 30ft. The Rook can make a flail attack at a +10 to hit. If it lands, the target takes 3d10 bludgeoning damage.

The Chairman must have access to a full deck for the following to work. Cannot be used if the Chairman is using his Chess Set.

Shuffle the Deck: A target within touch range changes position with a random target within 60ft.

Deal: A target within 30ft must make a wisdom saving throw of DC 18. If the target fails, up to two points of a stat of the Chairman's choosing are trapped into the cards temporarily. 

Double Joker: A last resort attack that destroys the Chairman's deck. On activation, summon two Joker Card Golems. 
Red Card Joker: Can move up to 50ft, has an AC of 20, and 100HP. Attacks are made at a +12 to hit and deal 4d12 Radiant damage. 
Black Card Joker: Can move up to 50ft, has an AC of 20, and 100HP. Attacks are made at a +12 to hit and deal 4d12 Necrotic damage.

Mythic Actions

Enter the description for how mythic actions work for your monster here.

Mythic Action Name (Costs # Actions). Enter the description for your mythic action.

Description

Gambler's Spirit: If challenged to a battle of wits or skill, the Chairman will never refuse, even amidst battle. 

Appearing out of thin air with a polite bow and a perpetual grin, this gentleman is a horned human with skin as if made of pure umbra. His eyes are a glowing yellow, his teeth whiter than fresh snow. He always has a top hat on his head, white gloves on his hands, and clad in a black and white checkered coat. He stands tall at 8 feet, and is cocky and proud of his abilities. Mind you, this is all a front. In truth, he craves competition and will do anything to be challenged to a game. He'll even let you choose the game, he just wants to play. If challenged, he will take the person and/or party into his pocket space to savor the challenger's spirit. He will, however, set the stakes. If he wins, he will have a task that needs to be done, whether it be spreading his visage, disseminating rumors about the ritual to summon him, or something more contractual. 

Previous Versions

Name Date Modified Views Adds Version Actions
6/25/2020 8:30:08 PM
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Monster Tags: Devilhumanoidfey

Vaddix_Braveblade

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