Imonar the Soulhunter
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General
- Species
- Fel Lord
- Gender
- Male
- Eyes
- Fel Green
- Status
- Alive
Known Languages Common, Darnassian, Eredun
Imonar the Soulhunter is a deadly bounty hunter employed by the Burning Legion and related organizations to hunt down priority targets.
Appearance
Biography
Chapter Four: Homecoming
Imonar was encountered by Uther Menethil and his companions at the crash site of the vector coil on Bloodmyst Isle. He was allied with the Sargerai traitor Sironas as well as Malus, and fought to subdue the party and their allies when they appeared to stop the operations there. He primarily focused on shutting down Velameestra Windrunner and targeting Remnii, but was ultimately destroyed by Uther. As his body broke apart to reform in the Twisting Nether, he activated a self-destruct mechanism on his shock lance, but Seria, who had been wildshaped into a giant scorpion, leapt upon the blast and managed to soak the explosion thanks to her armored carapace.
Appeared In
Chapter Four: Homecoming
Statblock
Large Fiend, Lawful Evil
Armor Class 19 (fel lord plate)
Hit Points 224 (14d10 + 84)
Speed 50 ft., 50 ft. climb.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
22 (+6) | 18 (+4) | 22 (+6) | 16 (+3) | 15 (+2) | 12 (+1) |
Saving Throws Dex +9, Wis +7, Cha +6
Skills Intimidation +6, Perception +7, Investigation +8, Survival +7
Damage Resistances cold, lightning; bludgeoning, piercing, and slashing from nonmagical attacks that aren't adamantine
Damage Immunities fire, poison
Condition Immunities Charmed, Exhaustion, Frightened, Poisoned
Senses devil's sight 120 ft., passive Perception 17
Languages darnassian, eredun, common
Challenge Rating 14ㅤㅤㅤㅤProficiency Bonus +5
Traits
Legendary Resistance (3/Day). If Imonar fails a saving throw, he can choose to succeed instead.
Magic Resistance. Imonar has Advantage on saving throws against spells and other magical effects.
Regeneration. Imonar regains 20 hit points at the start of his turn if he has at least 1 hit point. If Imonar takes holy or radiant damage, this trait doesn't function at the start of his next turn.
Actions
Multiattack. Imonar makes two attacks: one with his fist and one with his shock lance. He can replace one attack with Grenadier if it is ready.
Shock Lance (Melee). Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 2d12 + 6 slashing damage.
Shock Lance (Ranged). Ranged Weapon Attack: +9 to hit, range 100/300 ft., one target. Hit: 3d8 + 4 lightning damage and if the target is a creature, electricity courses around the creature, causing it to take 1d10 lightning damage at the start of each of its turns. Each time Imonar hits the wounded target with this attack, the static electricity intensifies, increasing the damage by 1d10 lightning damage. As long as the creature has this wound, its movement speed is reduced by 10 feet and it cannot take Reactions. Any creature can take an Action to dispel the wound with a successful DC 16 Arcana check. After a creature takes damage from this feature, they can spend mana equal to the damage they took to end the wound.
Fist. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 1d10 + 6 bludgeoning damage, and if the target is a Large or smaller creature, it must succeed on a DC 19 Strength saving throw or by knocked Prone.
Grenadier (Recharge 5-6). Imonar hurls a magical canister at a point within 60 feet of him, which magically shapes a feature of his surroundings into a deadly implement. Creatures within 20 feet of the point must make a DC 19 Dexterity saving throw or a DC 19 Constitution saving throw, depending on the canister. If the saving throw fails, the creature suffers the damage or the effects stated, or half as much damage on a success with no additional effects:
- Infernal Rockets. Creatures in the blast area must make a Dexterity saving throw or suffer 5d8 fire damage and begin Burning.
- Pulse Grenade. Creatures in the blast area must make a Dexterity saving throw or take 3d6 lightning damage and become vulnerable to lightning damage. A creature may make a Constitution saving throw at the end of their turn, ending the effect on a success.
- Shrapnel Mine. Creatures in the blast area must make a Dexterity saving throw or suffer 5d6 piercing damage and begin Bleeding for 1d10 necrotic damage at the beginning of each turn.
- Sleep Canister. Creatures in the blast area must make a Constitution saving throw or fall Unconscious for 1 minute or until it takes damage.
- Stasis Trap. Creatures in the blast area must make a Constitution saving throw or be Paralyzed for 1 minute. A creature may make a Constitution saving throw at the end of their turn, ending the effect on a success.
Legendary Actions
Imonar 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. Imonar regains spent legendary actions at the start of his turn.
Reposition. Imonar makes an attack with his Shock Lance, moving up to his movement speed without provoking attacks of opportunity before or after the attack.
Anti-Mage Stunner (costs 2 Actions). Ranged Weapon Attack: +10 to hit, range 20/60 ft., one target. Hit: 1d4 + 6 bludgeoning damage, and the creature is Restrained (escape DC 19). While Restrained, the target takes 2d6 lightning damage at the start of its turn and falls Prone. A creature that casts a spell with verbal or somatic components while Restrained by the stunner suffers 2d6 lightning damage and must make a DC 16 Constitution saving throw or the spell is wasted. Imonar has Advantage on the attack roll if the target is wearing metal armor. A stunner is a bola made of metal wire, magnets, and static electricity capacitors.
Bombardier (Costs 3 Actions). Imonar recharges Grenadier and uses it.
Trivia
Coming soon.