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Great Sage Of Might Imaro in Dungeons & Dragons 5e

Great Sage Of Might Imaro

Medium Half-Elf Humanoid , Chaotic Evil

Armor Class 21
Hit Points 286 (22d8+88)
Speed 60ft Fly: 60ft Hover: 60ft Burrow: 60ft Swim: 60ft Climb: 60ft

STR
20 +5
DEX
18 +4
CON
18 +4
INT
20 +5
WIS
16 +3
CHA
22 +6

Saving Throws Dex +9, Con +9, Wis +8, Cha +11
Damage Resistances acid, cold, fire, lightening, poison, bludgeoning piercing and slashing damage from non magical weapons
Senses dark vision 120 ft., true sight 120 ft., passive perception 23.
Languages All
Challenge 14


Description

Imaro has finally accessed the full power of the ancient, long dead god of chaos and destruction, Exitium. He has immense physical and magical capabilities on his own, and the aid of Exitium only heightens his strengths.



Actions

Multiattack: Imaro makes two attacks with his long sword.   Long Sword: Melee Weapon Attack/ range 5 ft. +12 to hit, 12 (1d10+7) slashing damage plus 17(5d6) force damage.

Reactions

Parry: Imaro adds +5 to his armor class until the start of it's next turn.


 

Legendary Actions

Long Sword: Imaro makes a long sword attack. Dash: Imaro moves up to his speed without drawing attacks of opportunity. Minor Magic: Imaro casts a spell of 4th level or lower.


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