5e SRD >Creatures >

Ultari General

Medium fiend (ultar, mythic), lawful evil

Armor Class 20 (astral suit)
Hit Points 500 (50d8 + 100)
Speed 45 ft.

STR DEX CON INT WIS CHA
18 (+4) 14 (+2) 14 (+2) 22 (+6) 12 (+1) 12 (+1)

Saving Throws Str +11, Dex +9, lnt +13
Skills Athletics +11, Intimidation +15, Persuasion +8
Damage Resistances force, psychic; bludgeoning, piercing and slashing from nonmagical attacks
Condition Immunities charmed, frightened
Senses darkvision 60 ft., passive Perception 16
Languages Ashtuul, Belligren, Common, Deep Speech, Ultari, Jagladine, Onaryx
Challenge 24 (62,000 XP)

SPECIAL TRAITS

  • Aegis. The ultari general is a master of the psionic discipline known as an aegis. He forms an astral suit which acts as armor from psionic quintessence. This suit provides him with armor and damage resistance against force and nonmagical weapon attacks. Finally, the suit provides healing at the start of the general’s turn, restoring 24 (7d6) hit points.
  • Legendary Resistance (3/Day). If the ultari general fails a saving throw, it can choose to succeed instead.
  • Lightning Reflexes. If the ultari general is subjected to an effect that allows him to make a Dexterity saving throw to take only half damage, the ultari general has advantage on the saving throw.
  • Magic Resistance. The ultari general has advantage on saving throws against magical effects.
  • Magic Weapons. The ultari general weapons are magical.
  • Psionic Celerity. The ultari general has five initiative counts and acts five times per combat round. He losses one count for every 100 hit points of damage. This extra initiative counts do not affect the general’s reactions or legendary actions these do not recharge between turns. Phantom trigger may recharge but can still only be used no more than once a round.
  • Ultar Traits. An ultar general has the Aura: Fear (DC 21), Defensive Precognition, Keen Smell, and Ultari Weapon Affinity traits of all ultari. Ultari Weapon Master. the ultari general is a master with the ultari bastard sword and deals an additional 7 (2d6) damage with this weapon (included in the attack) and always has advantage on attack rolls.

ACTIONS

  • Multiattack. The ultari general makes three ultari bastard sword attacks.
  • Ultari Bastard Sword. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 18 (4d6 + 4) force damage, and the target must make a DC 21 Intelligence saving throw, taking 24 (7d6) psychic damage on a failed save, or half as much damage on a successful one.
  • Telepathic Lash. Ranged Weapon Attack (Psionic): +12 to hit, range 150 ft., one target. Hit: 13 (1d8 + 5) force damage, and the target must make a DC 21 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). As a standard ultar (see page 653), but DC 21.
  • Phantom Trigger (Recharge 5-6). The General moves at lightning speeds and makes a double attack against all adjacent targets and any target that he passes. This movement does provoke opportunity attacks but with disadvantage. Each enemy the General passes or ends his turn adjacent to after moving up to twice his movement speed suffers a combination attack of his telepathic lash, which manifests as an ethereal whip and his ultari broad sword. A target that fails a DC 21 Dexterity saving throw takes 91 (26d6) force and psychic damage, or half as much damage on a successful one.

REACTIONS

  • Force Screen. The ultari general adds 4 to his AC against one weapon attack that would hit him.

LEGENDARY ACTIONS

The ultari general 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 ultari general regains spent legendary actions at the start of his turn.

  • Impossible Speed. The ultari general moves up to 55 feet and then uses telepathic lash.
  • Sudden Strike. The ultari general uses ultari bastard sword against each adjacent opponent.
  • Brain Lock. The ultari general shuts down the target’s higher brain functions. A creature that fails a DC 21 Intelligence saving throw stands dazed, unable to take any actions other than move or defend itself. Each round on its turn, the target may attempt a new saving throw to end the effect.
  • Body Adjustment (Costs 2 actions). The ultari general heals for 25 (4d8+5) damage.

LAIR ACTIONS

When fighting inside his lair, the ultari general can invoke the ambient psychic quintessence to take lair actions. On initiative count 20 (losing initiative ties), the ultari general takes a lair action to cause one of the following effects:

  • Until initiative count 20 on the following round, all creatures other than ultari have vulnerability to psychic damage.
  • At a command, the room darkens and becomes pitch black confounding any non-technological based sight and light sources. All creatures in the room are blinded until initiative count 20 on the following round. Even technological light sources are dimmed to the immediate area around a creature penalising attacks rolls by -2. The general is in his element in total darkness and is unaffected.
  • A motion detector-based autocannon emerges from a hidden slot in the roof of his command center. As a reaction, it makes a ranged weapon attack, then retracts into its compartment.
  • M34 Autocannon. Ranged Weapon Attack: +5 to hit, range 100/200 ft.; one target or two adjacent targets. Hit: 16 (4d8) piercing damage.

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