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Armsmaster Herod - AI-generated fantasy Monster

Armsmaster Herod

Herod was once a common soldier who survived the Crusade's bloodiest retreat by carrying a wounded priest through enemy lines. The priest named him armsmaster, and Herod spent the next three decades mastering every battlefield doctrine of the Sunlord's order. He believes mercy is meaningful only when granted from a position of strength, and he regards cowardice as a greater sin than cruelty.

LargeHumanoid(Human)CR 25, DeadlyLawful Neutral

Armsmaster Herod

Sunlord's CrusadeChampionWarriorRadiantBossMonasteryGreat-AxeHuman
HP420AC+17 with Great-AxeSPD40 ft., Climb 20 ft.CR25, 75,000 XPAthleticsInsightIntimidationPerception
STR
28
save
DEX
18
CON
22
save
INT
14
WIS
20
save
CHA
20
save
Armsmaster's Discipline. Herod has advantage on saving throws against being charmed, frightened, paralyzed, stunned, or restrained. He cannot be disarmed unless he chooses to be.
Executioner's Momentum. Herod's weapon attacks are magical. When he scores a critical hit, he can immediately move up to half his speed and make one Great-Axe attack against a different target within reach.
Solar Renewal. If Herod starts his turn in bright light, he gains 15 temporary hit points. If he has no temporary hit points, he also ends one effect causing him to be blinded, charmed, frightened, or stunned.
Siegebreaker. Herod deals double damage to objects and structures. He can sense the location of the Sunlord's Banner anywhere in the monastery while he is conscious.
Legendary Action. Herod has three 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. Herod regains spent legendary actions at the start of his turn.
Multiattack. Herod makes three Great-Axe attacks. He can replace one attack with Sunlord's Rebuke.
Great-Axe. Melee Weapon Attack: to hit, reach 10 ft., one target. Hit: 25 ( plus ) slashing and radiant damage. If the target is Large or smaller, Herod can push it up to 10 feet. On a critical hit, the target must succeed on a Strength saving throw or fall prone.
Sunlord's Rebuke. Herod releases a 30-foot cone of burning sunlight. Each creature in the area must make a Dexterity saving throw, taking 45 () radiant damage on a failed save, or half as much damage on a successful one. A creature that fails the save is blinded until the end of its next turn. Undead and fiends have disadvantage on this saving throw.
Pillar of Judgment. Herod chooses a point he can see within 120 feet. A pillar of golden fire descends in a 10-foot-radius, 40-foot-high cylinder centered on that point. Each creature in the area must make a Dexterity saving throw, taking 36 () radiant damage and 18 () fire damage on a failed save, or half as much damage on a successful one. The area remains brightly illuminated until the start of Herod's next turn.
Interposing Champion. When a creature Herod can see within 10 feet is hit by an attack, Herod moves up to 10 feet toward that creature and becomes the target of the attack instead. If the attack still hits, Herod has resistance to its damage.
Unyielding Faith. When Herod fails a saving throw, he can choose to succeed instead. If the effect deals damage, he can move up to half his speed immediately after the save.
Relentless Advance. Herod makes one Great-Axe attack or moves up to half his speed without provoking opportunity attacks.
Sun-Driven Blow. Herod chooses one creature within 30 feet that he can see. The target must succeed on a Strength saving throw or be pushed up to 15 feet and knocked prone.
Sweeping Execution (Costs 2 Actions). Herod makes one Great-Axe attack against each creature of his choice within his reach. He can make no more than three attacks with this action.
Solar Overmastery (Costs 3 Actions). Herod uses Sunlord's Rebuke, if available, without expending its recharge. Each creature that fails the saving throw also cannot take reactions until the end of its next turn.
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