General Udyrkipid

Medium human (moranth), lawful evil
Armor Class: 26
Hit Points: 400 (40d10 + 160)
Speed: 40 ft

STR

18 +4

DEX

17 +3

CON

19 +4

INT

18 +4

WIS

18 +4

CHA

21 +5

Saving Throws: Strength +13, Constitution +12, Dexterity +8, Intelligence +9, Wisdom +9, Charisma +10
Skills:
  • Athletics
  • Perception
  • Navigation
  • Insight
  • Survival
Damage Resistances: Poison, Necrotic, Non-magical damage
Damage Immunities: Non-magical bludgeoning slashing & piercing
Condition Immunities: Blinded, Deafened, Poisoned
Senses:
  • Blindsight 30"
  • Darkvision 120"
  • Telepathy 300"
Languages: Moranth, Common, Draconic
Proficiency Bonus: +9

At will: All warlock cantrips

1/day: All warlock 3rd level spells

2/day: All warlock 2nd level spells

3/day: All warlock 1st level spells


Magic Resistance:

  • Advantage on all magical savings throws
Feats:
  • Lucky (3 luck points, reroll savings throws, ability check or attack rolls, cause another to reroll attack roll)
  • Inspiring Leader (after 10 minutes allies within 30" gain temporary HP = proficiency bonus +5)
  • Mage Slayer (make AAO vs creature casting spell within 5", concentration save is at disadvantage if caster is hit, saving throw made with advantage if cast by creature within 5")
  • Alert (+5 initiative, can't be surprised, no advantage vs him if a creature is hidden)
  • Observant (increase intelligence by 1, lip read, +5 perception and +5 intelligence)

Battle Master:
  • Defence Fighting Style (Gain +1 AC)
  • 13 superiority dice d20s
  • Maneuver savings throw = DC20
  • Artisan Tool proficiency (Gaming Sets, posseses a Afore Deck of Many Things)
  • Action Surge (3 uses; can use bonus action to take one additional action)
  • Indomitable (6 uses; reroll one saving throw if fails)
  • Know Your Enemy (one round)
  • Gain 1 superiority dice at start of turn if General has no superiority dice and is in combat
  • Maneuver 1, Commander's Strike (forego one attack and ally can use reaction to make attack + SD damage)
  • Maneuver 2, Disarming Attack (on succesful hit add SD to damage and target must make DC 20 strength save or drop one item)
  • Maneuver 3, Distracting Strike (on succesful hit add SD to damage and one ally gains advantage vs target before next round)
  • Maneuver 4, Evasive Footwork (add SD to AC while he keeps moving)
  • Maneuver 5, Feinting Attack (expend 1x SD as BA, gain advantage vs one creature within 5" add SD to damage)
  • Maneuver 6, Goading Attack (on succesful hit add SD to damage and target must make DC 20 wisdom save or have disadvtange vs all other creatures untile end of general's next turn)
  • Maneuver 7, Maneuvering Attack (on succesful hit add SD to damage and ally can use reaction to move up to half its speed with no AAO)
  • Maneuver 8, Menacing Attack (on succesful hit add SD to damage and target must make DC 20 wisdom save or be frightened until end of Generals' next turn)
  • Maneuver 9, Parry (if damaged, expend 1x SD and reduce damage by SD +3)
  • Maneuver 10, Precision Attack (add 1x SD to attack roll before outcome is finalised)
  • Maneuver 11, Pushing Attack (on succesful hit add SD to damage and target must make DC 20 strength save or be pushed 15" back)
  • Maneuver 12, Rally (Use BA and rally one ally temporary HP = SD + 5)
  • Maneuver 13, Riposte (If creature misses General he expends 1x SD to make attack vs creature adding SD to damage dealt)
Magic Items (Five Attunement Slots)
  Armour of Cane Hollow, Emerald Emperor of Moranth (attuned)
  • Adamantine Armour when worn by Moranth (critical hits are treated as normal hits)
  • Armour of Invulnerability when worn by Moranth (resistance to non-magical damage, use action to become invulnerable to non-magical damage for 10 minutes)
  • +4 AC and counts as Plate when worn by a Moranth
  • Chose resistance to two latter day energy types when worn by Moranth, can be changed after a long rest
  • Wearer doesn't require air to breathe when worn by a Moranth
Longsword of Cane Hollow (Legendary attuned)
  • +4 attack
  • At start of turn, switch attack bonus to AC until start of next turn (maximum 4)
  • Sword of Sharpness
  • Sword of Wounding
  • Range 15"
  • Dancing Sword
  Ring of Discretion (Legendary Attuned)
  • Ring of Mind Shielding
  • Cannot be located, unless the wearer chooses to allow it
  Gem of Seeing (Rare attuned)
  • 3 charges
  • recharge d3 per long rest
  • expel a charge to gain true sight 120" for ten minutes
Cubic Gate
  • Three charges
  • d3 recharges per long rest
  • Two charges to Plane Shift DC 17
  • Prime Plane
  • 12th Iteration of Atlantis
  • The Void
  • Abyss
  • Great Beyond
  • Quanti
Helm of Comprehending Languages
  • Use an action to cast "comprehend languages" spell at will
Hat of Disguise (Uncommon attuned)
  • Use an an action to cast "disguise self" spell at will
Daern's Instant Fortress

Bag of Holding

3x Dimensional Shackles

  • Place on an incapacitated creature small to large
  • Creature cannot use interdimensional movement
  • Every 30 days creature can make DC30 strength save to remove them
  Deck of Many Things
Afore Elder Gods Deck of Many Things
3x Bendeno Sabiedel's Sword

Legendary Actions

Legendary Resistance:

  • If General Udyrkipid fails a savings throw, three times between long rests he may choose to succeed instead
Legendary Actions:

General Udyrkipid can take 3 legenday actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creatures turn. General Udyrkipidregains spent legendary actions at the start of his turn.
  1. Break a Leg (Costs 2 Actions). General Udyrkipid makes a melee weapon attack against a creature he can see. On a hit, he deals normal damage and the target has disadvantage on ability checks until the end of its next turn.
  2. Impale (Costs 2 Actions). If a creature is prone and within 15 feet of General Udyrkipid, he can attempt to make a melee weapon attack. On a successful hit, he deals damage as normal and impales the creature, and the target is grappled (escape DC (10+Athletics or Str+Prof)). Until the grapple ends, the target is restrained, and General Udyrkipid can't use this melee weapon attack on another creature or the restrained creature is released.
  3. Blend into Terrain (Costs one action). General Udyrkipid takes the Hide action and moves up to half his speed.
  4. Smite (Costs one action) General Udyrkipid
  5. Strategic Strike (Costs 3 Actions). General Udyrkipid sees a weakness in its opponent's defense and makes a weapon attack. If the attack would hit, he scores a critical hit regardless of the result on the d20.

Sailor Background

Created by

Holocene Witches.

Statblock Type

Monster

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