b'Ultari General \n'b'  Medium   fiend  (ultar, mythic),  lawful evil  \n'b'  Armor Class  20 (astral suit) \n'b' Hit Points  500 (50d8 + 100) \n'b' Speed  45 ft.\n'b' STATS STR: 18 (+4) DEX:  14 (+2)  CON:  14 (+2)  INT:  22 (+6)  WIS:  12 (+1)  CHA:  12 (+1)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  Saving Throws   Str  +11,  Dex  +9, lnt +13 \n'b' Skills   Athletics  +11,  Intimidation  +15,  Persuasion  +8 \n'b' Damage Resistances  force, psychic; bludgeoning, piercing and slashing from nonmagical attacks \n'b' Condition Immunities   charmed ,  frightened  \n'b' Senses   darkvision  60 ft., passive  Perception  16 \n'b' Languages  Ashtuul, Belligren, Common, Deep Speech, Ultari, Jagladine, Onaryx \n'b' Challenge  24 (62,000 XP) \n'b' SPECIAL TRAITS \n'b'\n'b'  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\xe2\x80\x99s turn, restoring 24 (7d6)  hit points . \n'b'  Legendary  Resistance  (3/Day) . If the ultari general fails a saving throw, it can choose to succeed instead. \n'b'  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. \n'b'  Magic Resistance . The ultari general has advantage on saving throws against magical effects. \n'b'  Magic Weapons . The ultari general weapons are magical. \n'b'  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\xe2\x80\x99s  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. \n'b'  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. \n'b'\n'b' ACTIONS \n'b'\n'b'  Multiattack . The ultari general makes three ultari bastard sword attacks. \n'b'  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. \n'b'  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. \n'b'  Telepathic Drain (1/Day) . As a standard ultar (see page 653), but DC 21. \n'b'  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. \n'b'\n'b' REACTIONS \n'b'\n'b'  Force Screen . The ultari general adds 4 to his AC against one weapon  attack  that would hit him. \n'b'\n'b' LEGENDARY ACTIONS \n'b' 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\xe2\x80\x99s turn. the ultari general regains spent legendary  actions  at the start of his turn. \n'b'\n'b'  Impossible Speed . The ultari general moves up to 55 feet and then uses telepathic lash. \n'b'  Sudden Strike . The ultari general uses ultari bastard sword against each adjacent opponent. \n'b'  Brain Lock . The ultari general shuts down the target\xe2\x80\x99s 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. \n'b'  Body Adjustment (Costs 2  actions ) . The ultari general heals for 25 (4d8+5) damage. \n'b'\n'b' LAIR ACTIONS \n'b' 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: \n'b'\n'b' Until  initiative  count 20 on the following round, all creatures other than ultari have  vulnerability  to psychic damage. \n'b' 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. \n'b' 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. \n'b'  M34 Autocannon .  Ranged Weapon Attack : +5 to hit, range 100/200 ft.; one target or two adjacent targets.  Hit : 16 (4d8) piercing damage. \n'b'\n'b' ABOUT \n'b' 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 \xe2\x80\x9cevil\xe2\x80\x9d Ancients\xe2\x80\x99 offspring\xe2\x80\x94and they claim themselves as the dominate species and natural born leaders over the \xe2\x80\x9cevil Hegemony\xe2\x80\x9d. 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. \n'b' 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. \n'b' 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.'