Ultari Techlord

Medium fiend (ultar), lawful evil

Armor Class 19 (carbon armor breastplate)
Hit Points 315 (70d8)
Speed 20 ft.

STR DEX CON INT WIS CHA
12 (+1) 16 (+3) 11 (+0) 24 (+7) 14 (+2) 15 (+2)

Saving Throws Dex +10, Con +7, lnt +14
Skills Arcana +14, Deception +6, Medicine +9, Perception +9
Damage Resistances psychic
Damage Immunities poison
Condition Immunities charmed, frightened
Senses darkvision 60 ft., passive Perception 19
Languages Auran, Ashtuul, Belligren, Celestial, Common, Deep Speech, Draconic, Ignan, Infernal, Terran, Undercommon
Challenge 21 (33,000 XP)

SPECIAL TRAITS

  • Applied Learning. If the ultari techlord is subjected to an effect that allows him to make a saving throw to take only half damage and the source is a technological device, he gains advantage on the saving throw.
  • Spellstrike. As a bonus action the ultari techlord may add 14 (4d6) damage to a melee weapon attack. The damage type maybe selected as part of the bonus action – cold, fire, lightning, necrotic, radiant, poison or thunder.
  • Magus. The ultari techlord uses his Intelligence ability to replace Strength and Dexterity when using a melee weapon.
  • Ultar Traits. An ultar techlord has the Aura: Fear (DC 20), Defensive Precognition, Keen Smell, and Ultari Weapon Affinity traits of all ultari.

ACTIONS

  • Multiattack. The ultari techlord makes four attacks: three ultari broadsword attacks and one laser pistol attack.
  • Ultari Broadsword. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 16 (2d8 + 7) force damage, and the target must make a DC 18 Intelligence saving throw, taking 24 (7d6) psychic damage on a failed save, or half as much damage on a successful one.
  • Laser Pistol. Ranged Weapon Attack (Psionic): +10 to hit, range 40/120 ft., one target. Hit: 13 (3d6 + 3) radiant damage, and the target must make a DC 18 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): +10 to hit, range 150 ft., one target. Hit: 13 (3d6 + 7) force damage, and the target must make a DC 18 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 18.
  • Bomb. The ultari techlord throws a grenade which lands up to 60 feet away and has a 20-foot sphere blast radius. Each creature in that area must make a DC 19 Dexterity saving throw, taking 27 (6d8) energy damage (cold, fire, lightning, necrotic, radiant, or thunder) on a failed save, or half as much damage on a successful one.

REACTIONS

  • Nano Shield. The ultari techlord adds 5 to his AC against one attack or cancels a targeted force effect like magic missile. The AC bonus lasts until the start of his next round.

LEGENDARY ACTIONS

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

  • Psychcoportation. The ultari techlord teleports up to twice his movement speed.
  • Technomancer. The ultari techlord uses makes one laser pistol attack with advantage and increasing all damage dice on this attack by one step to d8.
  • Boomcaster. The ultari techlord is a master alchemist and has bombs and grenades prepared for battle. He uses his bomb ability and may sculpt the shape of the blast to exclude up to four creatures (including himself).

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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