Ultar

Medium fiend (ultar), lawful evil

Armor Class 14 (natural armor)
Hit Points 120 (16d8 + 48)
Speed 30 ft.

STR DEX CON INT WIS CHA
11 (+0) 18 (+4) 14 (+2) 20 (+5) 14 (+2) 11 (+0)

Saving Throws Dex +9, lnt +10
Skills Acrobatics +9, Deception +6, Perception +8, Stealth +14
Damage Resistances psychic
Condition Immunities charmed, frightened
Senses darkvision 60 ft., passive Perception 16
Languages Ashtuul, Belligren, Common
Challenge 4 (1,100 XP)

SPECIAL TRAITS

  • Fear Aura. The first time a creature enters a space adjacent to the ultar it must make a DC 14 Intelligence saving throw or become frightened for 1 minute. The target can repeat the saving throw at the end of each of its turns, with disadvantage if the ultar is visible to the target, ending the effect on itself on a success. Defensive Precognition. If the ultar is subjected to an effect that allows it to make a saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if he fails. Keen Smell. The ultar has advantage on Wisdom (Perception) checks that rely on smell. Ultari Weapon Affinity. The ultar has a special affinity for ultari weapons. A melee weapon with “Ultari” in its name grants an additional +1 to the attack roll and deals one extra die of its damage when an ultar hits with it (included in the attack).

ACTIONS

  • Ultari Broadsword. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 11 (2d10) slashing damage.
  • Telepathic Lash. Ranged Weapon Attack (Psionic): +10 to hit, range 150 ft., one target. Hit: 13 (1d8 + 5) force damage, and the target must make a DC 14 Intelligence saving throw, taking 24 (7d6) psychic damage on a failed save, or half as much damage on a successful one.
  • Telepathic Drain (1/Day). An ultar can telepathically drain psychic energy from any creature with an Intelligence score above 5 that is within 30 feet. The target must make DC 14 Intelligence save or gain disadvantage on Wisdom and Charisma checks and saving throws and disadvantage on spell attack rolls for 1d6 hours. The ultar also gains one d12 bardic inspiration die. If the ultar Concentrates (up to 1 minute), the target must save each round; each failed save grants an additional inspiration die (maximum 4) and extends the duration 1d6 hours. If the ultar hits with an ultari broadsword, it can expend an inspiration die as a bonus action to add 1d12 psychic damage. Inspiration dice dissipate after a long rest if not used.

ABOUT

The Ultari trace their lineage directly to the Ancients, claiming their race was the first of the new races to manifest from the void. As a result, they believe themselves the purest form of existence, their will to be divine, and their ethics flawless; for they believe its was by their interpretation of reality that gave birth to the consciousness of all other lesser beings and thereby consider all other beings and their interpretations of reality inherently flawed and imperfect. As the truest and purest of the “evil” Ancients’ offspring—and they claim themselves as the dominate species and natural born leaders over the “evil Hegemony”. They hold this claim with their innate and potent psionic abilities, using them in the most invasive and cruel manner to rend minds and twisting allegiances. With this as the basis of their claim of supremacy, none of the other evil races have yet challenged their position in the evil alien hierarchy.

Ultari are muscular and hairless humanoids with smooth grayish, blue-black skin. Their bone structure is well defined with streamlined, skull-like facial features. Their glassy black eyes are almost weary in their knowingness, but their gaze remains cruel, calculated, and superior. Their noses are nearly non-existent while their round membranous ears lie flat against their skulls, only slightly covered with a fleshy flap. Their bodies are muscular, well proportioned, and distinctly human. They stand between 6.5 to 8 feet tall.

An imposing figure strides forth, his great form adorned with armored plates fashioned from an unknown resin. His bluish-black flesh is stretched tightly over his muscular frame and seems to possess a shark-like glisten. His ebon eyes glower with terrible omnipotence, as they slowly scour the surroundings.

Section 15: Copyright Notice

Legendary Planet Adventure Path (5E) © 2020, Legendary Games; Authors: Matt Goodall, Jim Groves, Steven T. Helt, Tim Hitchcock, Jason Nelson, Richard Pett, Tom Phillips, Mike Shel, Neil Spicer, Mike D. Welham

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