Pantheon, Artisan of War (5e Creature)
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Pantheon, Artisan of War
Medium humanoid (Human), lawful neutral
Saving Throws Strength +14, Dexterity +13, Constitution +12, Charisma +11
Targonian Weaponry. Pantheon's weapon attacks ignore resistance to their damage type, but are still susceptible to immunities. All of his attack actions are considered Critical Hits when a 19-20 is rolled.
Aegis Protection. Every four attacks or abilities, Pantheon's form is protected from harm. The next action that targets him to deal damage is negated upon a hit. A miss, an area of effect spell, or other effect that prompt a saving throw do not remove Aegis Protection.
Magic Resistance. Pantheon has advantage on saving throws to resist spells and other magical effects.
Grappler. Pantheon has advantage on any Strength (Athletics) checks to grapple, resist being grappled, or to break a grapple.
Inscrutable. Pantheon is immune to any effect that would sense his emotions or read his thoughts, as well as any divination spell that it refuses. Wisdom (Insight) checks made to ascertain Pantheon's intentions or sincerity have disadvantage.
Old-World Diplomacy. Pantheon has advantage on Intimidation checks.
Multiattack. Pantheon makes three attack actions, able to swap out one with either Aegis of Zeonia and Heartseeker Strike instead.
Spear of Targon. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 19 (2d6 + 12) piercing damage.
Spear Shot. Ranged Weapon Attack: +14 to hit, range (40/120) ft., one target. Hit: 27 (3d6 + 17) piercing damage.
Aegis of Zeonia (Recharge 4-6). Pantheon leaps at a target within 35 ft. of him. Upon landing, he bashes the target with his shield, dealing 16 (2d8 + 7) bludgeoning damage. The target makes a DC 18 Constitution saving throw or be stunned until the end of its next turn. Pantheon readies himself to block incoming attacks afterwards. The required four-hits for Aegis Protection is satisfied, activating the protective aura.
Heartseeker Strike. Pantheon makes a melee attack action to apply the effect. Upon a hit, make three separate melee attacks that have a 0, -3, -6 penalty to hit respectively. Each hit gains an additional +0, +4, +8 to damage respectively, as well. The hits do not have to be consecutive, but the damage bonuses still go in order.
For example: Pantheon took all three penalties to his and only attacks 1 and 3 hit. The damage dealt to the target is 2d6+Str Mod+Con Mod+0 (as a normal Spear of Targon action), and 2d6+Str Mod+Con Mod+4. Since only two attacks landed, only two damage bonuses are applied.
Grand Skyfall (Recharge 6). Pantheon gathers his strength and then leaps high into the air, crashing down at the target area a few seconds later. Until his next turn, Pantheon is considered concentrating and can take no actions. At the start of his next turn, he chooses an unoccupied space up to 150 ft. away and becomes untargetable for another round. Pantheon slams into the ground at the start of his next turn, dealing 36 (8d8) bludgeoning damage to creatures up to 30 feet away, half as much after that to a range of 50 feet. and slows their Movement Speed by 15 ft. for 1 round.
Bring forth one true champion, or a hundred more like you, and then we shall have a battle that will be spoken of until the end of time.
The peerless warrior known as Pantheon is a nigh-unstoppable paragon of battle. He was born among the Rakkor, a warlike people living on the flanks of Mount Targon, and after climbing the mountain's treacherous peak and being deemed worthy, he was chosen to become the earthly incarnation of the celestial Aspect of War. Imbued with inhuman power, he relentlessly seeks the enemies of Targon, leaving only corpses in his wake.