The Runespeaker
Medium humanoid (any race), chaotic evil
Armor Class
18 (platemail)
Hit Points
209 (22d8 + 110)
Speed
30 ft., fly 60 ft. (hover)
STR
23 (+6)
DEX
14 (+2)
CON
20 (+5)
INT
21 (+5)
WIS
15 (+2)
CHA
18 (+4)
Senses
darkvision 60ft., passive Perception 12
Saving Throws
Con +10, Int +10, Wis +7
Skills
Arcana +10, Athletics +11, Deception +9, Persuasion +9
Languages
Common, Celestial, telepathy 90 ft.
Challenge
15 (13,000 XP)
Bound Servitude. Any creature killed by the runespeaker is reanimated under the control of the runespeaker after 10 minutes. If the runespeaker is killed, all creatures it is controlling perish immediately.
Legendary Resistance (2/Day). If the runespeaker fails a saving throw, it can choose to succeed instead.
Magic Resistance. The runespeaker has advantage on saving throws against spells and other magical effects.
Rune-Carved Blade. The runespeaker’s greatsword is etched with 12 charged arcane runes that grant the weapon access to special abilities. When the runespeaker makes a greatsword attack, it can choose to expend one or more of these charges to enhance that strike. In addition, attacks with the runespeaker’s greatsword deal an additional 14 (4d6) force damage (included in the attack).
Actions
Multiattack. The runespeaker makes two attacks with his greatsword.
Rune-Carved Greatsword. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage plus 14 (4d6) force damage and the runespeaker may expend one or more charges of the blade to add one of the effects listed below.
- Explosive Rune (1 charge). The blade applies a volatile rune to the target. At the end of that creature’s next turn, this rune detonates, dealing 22 (4d10) fire damage to that creature. Each creature within 10 feet of the detonation must make a DC 18 Dexterity saving throw, taking 22 (4d10) fire damage on a failed save, or half as much damage on a successful one.
- Sundering Rune (2 charges). The blade applies a rune to that target that causes runic weapons automatically find weaknesses in the marked creature’s defense. The runespeaker and its allies have advantage on attack rolls against the creature until the end of the runespeaker’s next turn.
- Impaling Strike (3 charges). The runespeaker’s blade extends with vicious arcane energy, cutting deep into the target and causing it to bleed. That creature immediately takes 16 (3d10) slashing damage and loses an additional 16 (3d10) hit points at the start of each of each of its turns until it receives magical healing.
Runic Burst. Ranged Spell Attack: +10 to hit, range 120 ft., one target. Hit: 32 (5d10 + 5) force damage. If the target is branded, it takes an additional 27 (5d10) force damage and the brand is removed.
Legendary Actions
The runeseaker can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature’s turn. The runespeaker regains spent legendary actions at the start of its turn. Brand Creature (1 action). The runespeaker extends a hand and places and attempts to place a brand on a creature it can see. That creature must succeed on a DC 18 Intelligence saving throw or be afflicted by this brand until the end of its next turn.
- Brand of Terror - The target becomes frightened of the runespeaker.
- Brand of Silence - The target’s mouth is bound shut, preventing it from speaking.
- Brand of Darkness - The target’s eyes are forced closed, blinding it.
- Brand of Susceptibility - The target has disadvantage on all saving throws.
- Brand of Binding - The target takes 1d10 psychic damage for every 5 feet it moves.