Overview

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Character Bio

The Lord Ruler was a uniquely powerful individual who appeared over millennia ago on the Aldovian continent. The Lord Ruler supplanted a petty kingdoms despot ruler after appearing with no person knowing his past. The kingdom grew steadily more powerful, absorbing neighbouring kingdoms over the slow span of centuries.

The Aldovian Empire truly formed during the last Desolation with the defeat of the Illithid threat being spearheaded in the heart of their continent. The Lord Ruler is stated to have lead his forces directly throughout. The Lord Ruler in the wake of the Desolation invited all nations to convene in the shadow of the final battle. There the Lord Ruler forged the Last Light Treaty which codified that all nations would respect the sovereignty of all during a Desolation and the necessary responses to combat the threat.

Now, years and decades can pass at a time with the Lord Ruler not being glimpsed outside of his Solenne Spire, within the capital city of Dirthamen. The Lord Ruler is stated to appear to be a handsome, but otherwise ordinary human.

The Lord Ruler is worshipped as a physical god by the Aldovian Empire in the form of the Aldovian Sect.

Appearance & Personality


Statblock

Lord Ruler

Medium celestial, any alignment


  • Armor Class 25 (natural armor)
  • Hit Points 475 (50d10+200)
  • Speed 40 ft.

STRDEXCONINTWISCHA
20 (+5)21 (+5)20 (+5)30 (+10)22 (+6)25 (+7)

  • Saving Throws Dex +14, Con +14, Int +19, Wis +15, Cha +16
  • Damage Resistances cold, fire, lightning
  • Damage Immunities psychic
  • Condition Immunities charmed, frightened, paralyzed, poisoned
  • Senses truesight 120 ft., passive Perception 16
  • Languages All
  • Challenge 30 (155,000 XP)

Innate Spellcasting. The Lord Ruler’s innate spellcasting ability is Intelligence (spell save DC 26, +18 to hit with spell attacks). He can innately cast the following spells, requiring no material components:



At will: counterspell, detect magic, dispel magic, eyebite, fireball, lightning bolt, shield

3/day each: chain lightning, create undead, dream, hold monster, mass suggestion, scrying

1/day each: foresight, gate, power word kill, teleport

Legendary Resistance (5/day). If the Lord Ruler fails a saving throw, it can choose to succeed instead.

Magic Resistance. The Lord Ruler has advantage on saving throws against spells and other magical effects.

Master of Magic. The Lord Ruler has advantage on constitution saving throws to maintain concentration.

Celestial Fortitude. If damage reduces the Lord Ruler to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is from a critical hit. On a success, the Lord Ruler drops to 1 hit point instead.

Regeneration. The Lord Ruler regains 30 hit points at the start of its turn if it has at least 1 hit point.

Undying. If the Lord Ruler is slain, his soul refuses to accept its fate and lives on as a disembodied spirit that fashions a new body for itself after 1d100 years. The Lord Ruler’s soul can fashion a new body even if its old body was burned to ash or otherwise obliterated. When the new body is complete, The Lord Ruler regains all his hit points and becomes active again. The Lord Ruler’s new body appears anywhere within 100 miles of where the Lord Ruler was slain.

Unusual Nature. The Lord Ruler doesn’t require air, food, drink, or sleep.

Actions

Multiattack. The Lord Ruler makes four attacks with Arcane Blast.

Arcane Blast. Ranged Spell Attack: +18 to hit, range 120 ft., one target. Hit: (1d10+10) 15 damage.

Arcane Strike. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 37 (5d12 + 5) 36 damage.

Arcane Cataclysm (Recharges after a Long Rest). The Lord Ruler conjures orbs of magical energy that plummet to the ground at three different points he can see within 1 mile of him. Each creature in a 40-foot-radius sphere centered on each point must make a DC 26 Dexterity saving throw, taking 71 (11d12) force damage on a failed save or half as much damage on a successful one. A creature in the area of more than one arcane burst is affected only once. The area of each arcane burst then acts as an antimagic field for 1 hour. The Lord Ruler and spells he casts are unaffected by these fields.

Unusual Nature. The Lord Ruler doesn’t require air, food, drink, or sleep.

Legendary Actions

The monster can take 3 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. The Lord Ruler regains spent legendary actions at the start of its turn.

Attack. The Lord Ruler makes two attacks with his Arcane Blast or one Arcane Strike.

Consume Magic (Costs 2 Actions). The Lord Ruler targets a creature within 120 feet of him who is concentrating on a spell. The target must succeed on a DC 26 Constitution saving throw or its concentration is broken on the spell, and the Lord Ruler gains 5 temporary hit points per level of that spell.

Maddening Secrets (Costs 3 Actions). The Lord Ruler whispers an arcane secret into the mind of a creature he can see within 60 feet of him. The target must succeed on a DC 26 Wisdom saving throw or expend one of its spell slots of 3rd level or lower and deal 26 (4d12) force damage to each creature within 30 feet of it. A creature that fails the saving throw but can’t expend a spell slot is instead stunned until the end of its next turn.

Lair Actions

When fighting inside his lair, the Lord Ruler can invoke the ambient magic to take lair actions. On initiative count 20 (losing initiative ties), the monster can take one lair action to cause one of the following effects:

  • The Lord Ruler uses his Arcane Blast action.

  • The flow of time is altered such that every creature in the lair must reroll initiative. The Lord Ruler can choose not to reroll.

  • The Lord Ruler telepathically whispers to one creature within range of the Lord Ruler’s telepathy. The creature must succeed on a DC 18 Wisdom saving throw or be charmed by the Lord Ruler until initiative count 20 on the next round. A creature charmed in this way obeys to the best of its ability any command the Lord Ruler issues that isn’t directly harmful to the creature.

The Lord Ruler can’t repeat an effect until they have all been used, and he can’t use the same effect two rounds in a row.

Regional Effects

The region containing the Lord Ruler’s lair is warped by the creature’s presence, which creates one or more of the following effects:

  • The Lord Ruler can alter the weather at will in a 6-mile radius centered on its lair. The effect is identical to the control weather spell.

  • Sapient creatures that spend a year within 10 miles of the the Lord Ruler’s lair find it nearly impossible to break a promise.

  • Creatures that spend 10 years within 10 miles of the Lord Ruler’s lair become convinced of his divinity and benevolence.

If the Lord Ruler dies, the first two effects fade over the course of 3d10 days.