Large Celestial (Leonin), Lawful Neutral
Armor Class 28 Heavy Plate
Hit Points 258 (10d20 + 150)
Speed 40 ft.
STR
30 (+10)
DEX
20 (+5)
CON
28 (+9)
INT
26 (+8)
WIS
26 (+8)
CHA
18 (+4)
Saving Throws STR +19, CON +18
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Senses Truesight, Passive Perception 20
Languages All
Challenge 30 (155,000 XP)
Proficiency Bonus +9
Actions

Re-quip: The Chairman equips any non-enchanted weapon available to him, changing each turn. He may wield any great weapon as if it was a one handed weapon and may dual wield effectively. This is a bonus action and may be used in between attacks.

Sunder: Requires two great slashing weapons: +15 to hit, reach 5 ft., 1 target. On hit, deals 3d12+10 slashing damage. If hit, the target must make a DC 18 STR saving throw or lose 2 AC. 

Shatter: Requires two great bludgeoning weapons: +15 to hit, reach 5 ft., 1 target. On hit, deals 2d12 + 10 bludgeoning damage. If hit, the target must make a DC 18 CON saving throw or be stunned until the Chairman's next turn. 

Sting: Requires two piercing weapons: +15 to hit, reach 5 ft., 1 target. On hit, deals 2d12 + 10 piercing damage. If hit, the target must make a DC 18 DEX save or lose all movement on their next turn. 

Piercing Spear:  Requires Siege Bow and Spear: +10 to hit, straight line for 60 ft., up to 3 targets. On hit, first target takes 2d12, second takes 2d10, third takes 1d12 piercing damage. The Chairman makes a roll for each hit in the line. 

Siege Arrow: Requires Siege Bow: +10 to hit, range of 60/120 ft., 1 target. On hit, target takes 1d12 + 5 piercing damage. Target must make a DC 18 STR saving throw or be pushed back 20 ft.

Reactions

Rebuke: The Chairman may nullify damage from a single non-magical  melee attack. Can only be used once every three turns. 

Riposte: If hit, the Chairman may make a melee attack against a creature within 5 ft. of himself.

Bulwark: The Chairman discards a weapon for a shield to boost his AC by 2 until his next turn.

Parry: The Chairman may reflect a single ranged weapon attack once every two turns.

Kick: The Chairman may use his reaction to deal 1d8 damage to an adjacent enemy. The target must make a DC 15 STR saving throw or be knocked prone.

Legendary Actions

The Chairman has 10 legendary actions, replenishing 1 each turn.

Darken the Sky(3): The Chairman roars to his ancestors, calling for a storm of arrows so thick that it darkens even the brightest days. A target within 40ft becomes the centerpoint for a 20ft. wide area of arrow fire. All targets within the 20ft. radius must make a DC 18 DEX saving throw or suffer 3d10 piercing damage. The radius in which the arrows land become rough terrain for the rest of the battle. 

Instill Fear(1): The Chairman unleashes a roar to shake the bravado of every enemy within 30 ft. of himself. All targets must make a DC 15 WIS save  or be frightened for 1d6 minutes. Those effected may make a save again at the end of their turns. Those who save are unaffected by this ability for three days. 

Feral Strike(5): The Chairman releases his restraints for 3 turns, doubling his movement speed and changing his attacks to using his claws. In this mode every attack deals 3d6 damage and he gains two extra attacks. 

Description

A towering hulk of steel plate armor, this Leonin warrior whose name was lost to time will prove a challenge for even the most experienced warriors. If his pride as a warrior is challenged, he will by no means hold back as he ends the one who insulted him. He is a paragon of pride, his carefully maintained white mane seen as proof. He has the medals of every rank of every war of every territory emblazoned on his chest, and has many stories to tell. One may see him in a veteran's hall sharing stories, or in the midst of battle to defend a cause he finds just. 

Lair and Lair Actions

Any battlefield the Chairman is in is his lair.

Lair Actions

On every 3rd round, the Chairman takes a lair action to cause one of the following effects; the Chairman of Conquest can’t use the same effect two rounds in a row:

  • Siege launch: Invoking this action brings a spectral catapult from the ethereal plane, firing a ranged attack with a range of 80/160 ft. The target must make a DC 16 DEX save or be subjected to 6d6 bludgeoning damage. The catapult stays in place, and may be reloaded by using 2 Legendary actions.
  • Summon Ally: Invoking this lair action invites two ancestors of the Chairman to fight alongside him.
  • Ally: HP: 20, Longsword Attack: to hit +5, target takes 1d10 damage. Speed: 30 ft. Has all resistances and immunities of the Chairman.
  • Meditate: Invoking this lair action uses the latent spirits of battle to heal up to 60 HP immediately. 

 

Vaddix_Braveblade

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