*Finally finished my mock up for Xezithic's Tempest Aspect, Zeon the Emperor of Lightning. It's probably overturned some but I tend to make my stat blocks with the intent of giving them features to fill out the concept of the creature and then fine tune the stats after the fact. Anyways, what do you think?*
Zeon, the Emperor of Lightning
Small Deity (Aberration, Celestial, Elemental), True Neutral
Armor Class 25 (Storm Mantle)
Hit Points 647 (35d20 +280)
Speed 240 ft., swim 60 ft.
STR DEX CON INT WIS CHA
24 (+7) 30 (+10) 26 (+8) 22 (+6) 30 (+10) 20 (+5)
Saving Throws Stre +16, Dex +20, Con +18, Int +15, Wis +20, Cha +15
Skills Athletics +16, Acrobatics +19, Stealth +19
Damage Resistances Acid, Cold, Fire, Poison
Damage Immunities Lightning, Thunder; Bludgeoning, Piercing, and Slashing from Non-magical Attacks
Senses Tremor Sense 240 ft., Truesight 120 ft., Passive Perception 25 (sight only), 20 (hearing or Smell)
Languages All
Challenge 30 (155,000 XP) Proficiency Bonus +9
Aspectal Discorporation. When Zeon drops to 0 hit points or dies, its body is destroyed but its essence travels back to Xezithic. Zeon can instead willingly discorporate, summoning Xezithic to its space. Zeon must have 1 hit point or more when he chooses to discorporate in order to some Xezithic. After Discorporation, it is unable to take physical form for a time.
Evasion. When Zeon is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.
Legendary Resistance (3/Day). If the aspect fails a saving throw, he can choose to succeed instead.
Little Speedy Titan. Despite Zeon’s small stature, it counts as a Gargantuan creature for the purpose in all beneficial aspects such as Grappling, hit die size, weapon attack die size, and so on due to his Deity status. Also, he uses Dexterity instead of Strength for the Grapple and Shove actions.
Paralyzing Strikes. If Zeon hits a creature with three or more Zakeruga Strike attacks on the same turn, the creature must make a DC 27 Constitution saving throw or becomes paralyzed until the end of Zeon’s next turn. If the target succeeds on the save, they instead take 13 (2d12) lightning or thunder damage.
Piercing Eyes. Zeon has advantage on Wisdom (Perception) checks that rely on sight.
Jump Master. Zeon’s can long jump and its high jump a number of feet equal to its walking speed, with or without a running start. Also, regardless of how far it falls, Zeon suffers from no fall damage and always lands on its feet.
Storm Empowerment. Whenever Zeon is subjected to lightning or thunder damage from a source other than itself, it takes no damage and absorbs the energy to instead empower itself in ONE of the following ways
It regains a number of hit points equal to half the damage dealt of one of those types.
The next time Zeon deals damage via one of its attack features or from a damaging spell, the target(s) of that attack take additional damage equal to half the lightning or thunder damage Zeon absorbed.
Zeon gains the benefit of the Haste spell until the end of its next turn. It doesn’t require concentration, and Zeon does not suffer from the spell's negative effects when it ends.
Action
Multi-Attack. Zeon makes four attacks using Zakeruga Strike, Teozakeruga, or a combination of the two. It can replace two of these attacks to make a Swordozakeruga attack.
Zakeruga Strike. Melee Weapon Attack: +20 to hit, reach 10 ft., one target. Hit: 23 (2d12 +10) force or lightning damage.
Teozakeruga. Ranged Spell Attack: +20 to hit, range 120 ft., one target. Hit: 20 (3d6 +10) lightning damage plus 10 (3d6) thunder damage.
Swordozakeruga. Melee Weapon Attack: +20 to hit, reach 30 ft., one target. Hit: 36 (4d12 +10) slashing or lightning damage plus 18 (4d8) thunder damage and the creature is pushed 40 feet and knocked prone.
Jigadirasu Uru Zakeruga (Recharge 5-6). Zeon summons a massive apparition of Xezithic’s head made entirely of lightning that unleashes a devastating blast of pure lightning from its mouth in a 300-foot cone. Each creature in the cone must make a DC 27 Dexterity saving throw, taking 88 (16d10) lightning damage on a failed save, or half as much damage on a successful one. Creatures that are immune to lightning damage still take damage as if they only resist it, and creatures that resist lightning take the damage as if they don't resist it.
Bonus action
Quicken Movement. Zeon can take the Dash, Disengage, or Dodge action as a bonus action.
Lightning Step. Zeon teleports to an unoccupied space it can see within 100 feet of it.
Aura of Storms. Zeon is surrounded by an aura of storms that stretches out in a 100 foot radius from himself. As a bonus action, he can empower the aura to have one of the following effects:
Heavy Rain. The cloud rains like bullets. Each enemy in the aura must succeed on a DC 27 Constitution saving throw or take 26 (4d12) bludgeoning damage and be knocked prone.
Howling Winds. The winds howl like an aberrant tornado that buffets the body and grates on the mind. Each enemy in the aura must succeed on a DC 27 Wisdom saving throw or take 14 (4d6) thunder damage plus 14 (4d6) psychic damage and become blinded and deafened until the end of its next turn.
Lightning Bolts. Bolts of lightning strike down. Each enemy in the aura must succeed on DC 27 Dexterity saving throw or take 18 (4d8) lightning damage and have the stunned condition until the end of its next turn.
Reactions
Zeon can take up to three reactions per round but only one per turn.
Raseushiru Deflection.In response to being hit by a melee or ranged attack, Zeon deflects the attack. The damage it takes from the attack is reduced by 35 (1d10 + 30). If the damage is reduced to 0, the attacker must make a DC 27 Dexterity saving throw or take 23 (2d12+10) damage of the type the deflected attack was plus 6 (1d12) lightning damage
Mantle Shielding. When Zeon or one of its allies within 30 feet of it would take damage, its storm mantle flares out to take the hit for that creature, reducing the damage to 0.
Legendary Actions
Zeon can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. Zeon regains spent legendary actions at the start of its turn.
Attack. Zeon makes one Zakeruga Strike or Teozakeruga attack.
Rājia Zakeru (Costs 2 Actions). Zeon strikes the ground beneath him with an electrically charged fist, creating a shockwave that stretches out around him. Each creature within 60 ft. of Zeon must make a DC 27 Dexterity saving throw or take 21 (6d6) thunder damage and be pushed 30 feet and knocked prone.
Barugirudo Zakeruga (Costs 3 Actions). Zeon summons a massive lightning bolt to strike from above. Each creature of Zeon’s choice in a 40-foot-radius sphere centered on a point it can see within 150 feet of itself must make a DC 27 Dexterity saving throw. On a failed save, the creature takes 45 (7d12) lightning damage. On a successful save, the creature takes half as much damage.
*Looks good! Proficiency in every save is a bit overkill though. And the the tremorsense is a lot, especially when you have keen sight and 240 ft walk speed.*
*Like I said, its probably overturned. Though the Proficiency in all stats is because he is partially stated like a lvl 20 monk*
*Finally finished my mock up for Xezithic's Tempest Aspect, Zeon the Emperor of Lightning. It's probably overturned some but I tend to make my stat blocks with the intent of giving them features to fill out the concept of the creature and then fine tune the stats after the fact. Anyways, what do you think?*
Zeon, the Emperor of Lightning
Small Deity (Aberration, Celestial, Elemental), True Neutral
Armor Class 25 (Storm Mantle)
Hit Points 647 (35d20 +280)
Speed 240 ft., swim 60 ft.
STR DEX CON INT WIS CHA
24 (+7) 30 (+10) 26 (+8) 22 (+6) 30 (+10) 20 (+5)
Saving Throws Stre +16, Dex +20, Con +18, Int +15, Wis +20, Cha +15
Skills Athletics +16, Acrobatics +19, Stealth +19
Damage Resistances Acid, Cold, Fire, Poison
Damage Immunities Lightning, Thunder; Bludgeoning, Piercing, and Slashing from Non-magical Attacks
Senses Tremor Sense 240 ft., Truesight 120 ft., Passive Perception 25 (sight only), 20 (hearing or Smell)
Languages All
Challenge 30 (155,000 XP) Proficiency Bonus +9
Aspectal Discorporation. When Zeon drops to 0 hit points or dies, its body is destroyed but its essence travels back to Xezithic. Zeon can instead willingly discorporate, summoning Xezithic to its space. Zeon must have 1 hit point or more when he chooses to discorporate in order to some Xezithic. After Discorporation, it is unable to take physical form for a time.
Evasion. When Zeon is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.
Legendary Resistance (3/Day). If the aspect fails a saving throw, he can choose to succeed instead.
Little Speedy Titan. Despite Zeon’s small stature, it counts as a Gargantuan creature for the purpose in all beneficial aspects such as Grappling, hit die size, weapon attack die size, and so on due to his Deity status. Also, he uses Dexterity instead of Strength for the Grapple and Shove actions.
Paralyzing Strikes. If Zeon hits a creature with three or more Zakeruga Strike attacks on the same turn, the creature must make a DC 27 Constitution saving throw or becomes paralyzed until the end of Zeon’s next turn. If the target succeeds on the save, they instead take 13 (2d12) lightning or thunder damage.
Piercing Eyes. Zeon has advantage on Wisdom (Perception) checks that rely on sight.
Jump Master. Zeon’s can long jump and its high jump a number of feet equal to its walking speed, with or without a running start. Also, regardless of how far it falls, Zeon suffers from no fall damage and always lands on its feet.
Storm Empowerment. Whenever Zeon is subjected to lightning or thunder damage from a source other than itself, it takes no damage and absorbs the energy to instead empower itself in ONE of the following ways
It regains a number of hit points equal to half the damage dealt of one of those types.
The next time Zeon deals damage via one of its attack features or from a damaging spell, the target(s) of that attack take additional damage equal to half the lightning or thunder damage Zeon absorbed.
Zeon gains the benefit of the Haste spell until the end of its next turn. It doesn’t require concentration, and Zeon does not suffer from the spell's negative effects when it ends.
Action
Multi-Attack. Zeon makes four attacks using Zakeruga Strike, Teozakeruga, or a combination of the two. It can replace two of these attacks to make a Swordozakeruga attack.
Zakeruga Strike. Melee Weapon Attack: +20 to hit, reach 10 ft., one target. Hit: 23 (2d12 +10) force or lightning damage.
Teozakeruga. Ranged Spell Attack: +20 to hit, range 120 ft., one target. Hit: 20 (3d6 +10) lightning damage plus 10 (3d6) thunder damage.
Swordozakeruga. Melee Weapon Attack: +20 to hit, reach 30 ft., one target. Hit: 36 (4d12 +10) slashing or lightning damage plus 18 (4d8) thunder damage and the creature is pushed 40 feet and knocked prone.
Jigadirasu Uru Zakeruga (Recharge 5-6). Zeon summons a massive apparition of Xezithic’s head made entirely of lightning that unleashes a devastating blast of pure lightning from its mouth in a 300-foot cone. Each creature in the cone must make a DC 27 Dexterity saving throw, taking 88 (16d10) lightning damage on a failed save, or half as much damage on a successful one. Creatures that are immune to lightning damage still take damage as if they only resist it, and creatures that resist lightning take the damage as if they don't resist it.
Bonus action
Quicken Movement. Zeon can take the Dash, Disengage, or Dodge action as a bonus action.
Lightning Step. Zeon teleports to an unoccupied space it can see within 100 feet of it.
Aura of Storms. Zeon is surrounded by an aura of storms that stretches out in a 100 foot radius from himself. As a bonus action, he can empower the aura to have one of the following effects:
Heavy Rain. The cloud rains like bullets. Each enemy in the aura must succeed on a DC 27 Constitution saving throw or take 26 (4d12) bludgeoning damage and be knocked prone.
Howling Winds. The winds howl like an aberrant tornado that buffets the body and grates on the mind. Each enemy in the aura must succeed on a DC 27 Wisdom saving throw or take 14 (4d6) thunder damage plus 14 (4d6) psychic damage and become blinded and deafened until the end of its next turn.
Lightning Bolts. Bolts of lightning strike down. Each enemy in the aura must succeed on DC 27 Dexterity saving throw or take 18 (4d8) lightning damage and have the stunned condition until the end of its next turn.
Reactions
Zeon can take up to three reactions per round but only one per turn.
Raseushiru Deflection.In response to being hit by a melee or ranged attack, Zeon deflects the attack. The damage it takes from the attack is reduced by 35 (1d10 + 30). If the damage is reduced to 0, the attacker must make a DC 27 Dexterity saving throw or take 23 (2d12+10) damage of the type the deflected attack was plus 6 (1d12) lightning damage
Mantle Shielding. When Zeon or one of its allies within 30 feet of it would take damage, its storm mantle flares out to take the hit for that creature, reducing the damage to 0.
Legendary Actions
Zeon can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. Zeon regains spent legendary actions at the start of its turn.
Attack. Zeon makes one Zakeruga Strike or Teozakeruga attack.
Rājia Zakeru (Costs 2 Actions). Zeon strikes the ground beneath him with an electrically charged fist, creating a shockwave that stretches out around him. Each creature within 60 ft. of Zeon must make a DC 27 Dexterity saving throw or take 21 (6d6) thunder damage and be pushed 30 feet and knocked prone.
Barugirudo Zakeruga (Costs 3 Actions). Zeon summons a massive lightning bolt to strike from above. Each creature of Zeon’s choice in a 40-foot-radius sphere centered on a point it can see within 150 feet of itself must make a DC 27 Dexterity saving throw. On a failed save, the creature takes 45 (7d12) lightning damage. On a successful save, the creature takes half as much damage.
*6 save profs is more than a little much. 3 or 4 is usually best. Its used on high lv monsters to shore up weaknesses. Also you added 10 to some despite +9 PB?
Attack mod of +20 is miscalculated the same way as the saves
Swordoza should have STR save against the push since thats normally standard
Shielding is strictly better than Deflection in most cases since theres no risk of not rolling high enough, and cancels non attack damage, which can be much higher than some standard attacks
The rest seems to be very well worded!! Nice job :))*
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NNCHRIS: SOUL THIEF, MASTER OF THE ARCANE, AND KING OF NEW YORKNN Gdl Creator of Ilheia and her Knights of the Fallen Stars ldG Lesser Student of Technomancy [undergrad student in computer science] Supporter of the 2014 rules, and a MASSIVE Homebrewer. Come to me all ye who seek salvation in wording thy brews! Open to homebrew trades at any time!! Or feel free to request HB, and Ill see if I can get it done for ya! Characters (Outdated)
*Finally finished my mock up for Xezithic's Tempest Aspect, Zeon the Emperor of Lightning. It's probably overturned some but I tend to make my stat blocks with the intent of giving them features to fill out the concept of the creature and then fine tune the stats after the fact. Anyways, what do you think?*
Zeon, the Emperor of Lightning
Small Deity (Aberration, Celestial, Elemental), True Neutral
Armor Class 25 (Storm Mantle)
Hit Points 647 (35d20 +280)
Speed 240 ft., swim 60 ft.
STR DEX CON INT WIS CHA
24 (+7) 30 (+10) 26 (+8) 22 (+6) 30 (+10) 20 (+5)
Saving Throws Stre +16, Dex +20, Con +18, Int +15, Wis +20, Cha +15
Skills Athletics +16, Acrobatics +19, Stealth +19
Damage Resistances Acid, Cold, Fire, Poison
Damage Immunities Lightning, Thunder; Bludgeoning, Piercing, and Slashing from Non-magical Attacks
Senses Tremor Sense 240 ft., Truesight 120 ft., Passive Perception 25 (sight only), 20 (hearing or Smell)
Languages All
Challenge 30 (155,000 XP) Proficiency Bonus +9
Aspectal Discorporation. When Zeon drops to 0 hit points or dies, its body is destroyed but its essence travels back to Xezithic. Zeon can instead willingly discorporate, summoning Xezithic to its space. Zeon must have 1 hit point or more when he chooses to discorporate in order to some Xezithic. After Discorporation, it is unable to take physical form for a time.
Evasion. When Zeon is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.
Legendary Resistance (3/Day). If the aspect fails a saving throw, he can choose to succeed instead.
Little Speedy Titan. Despite Zeon’s small stature, it counts as a Gargantuan creature for the purpose in all beneficial aspects such as Grappling, hit die size, weapon attack die size, and so on due to his Deity status. Also, he uses Dexterity instead of Strength for the Grapple and Shove actions.
Paralyzing Strikes. If Zeon hits a creature with three or more Zakeruga Strike attacks on the same turn, the creature must make a DC 27 Constitution saving throw or becomes paralyzed until the end of Zeon’s next turn. If the target succeeds on the save, they instead take 13 (2d12) lightning or thunder damage.
Piercing Eyes. Zeon has advantage on Wisdom (Perception) checks that rely on sight.
Jump Master. Zeon’s can long jump and its high jump a number of feet equal to its walking speed, with or without a running start. Also, regardless of how far it falls, Zeon suffers from no fall damage and always lands on its feet.
Storm Empowerment. Whenever Zeon is subjected to lightning or thunder damage from a source other than itself, it takes no damage and absorbs the energy to instead empower itself in ONE of the following ways
It regains a number of hit points equal to half the damage dealt of one of those types.
The next time Zeon deals damage via one of its attack features or from a damaging spell, the target(s) of that attack take additional damage equal to half the lightning or thunder damage Zeon absorbed.
Zeon gains the benefit of the Haste spell until the end of its next turn. It doesn’t require concentration, and Zeon does not suffer from the spell's negative effects when it ends.
Action
Multi-Attack. Zeon makes four attacks using Zakeruga Strike, Teozakeruga, or a combination of the two. It can replace two of these attacks to make a Swordozakeruga attack.
Zakeruga Strike. Melee Weapon Attack: +20 to hit, reach 10 ft., one target. Hit: 23 (2d12 +10) force or lightning damage.
Teozakeruga. Ranged Spell Attack: +20 to hit, range 120 ft., one target. Hit: 20 (3d6 +10) lightning damage plus 10 (3d6) thunder damage.
Swordozakeruga. Melee Weapon Attack: +20 to hit, reach 30 ft., one target. Hit: 36 (4d12 +10) slashing or lightning damage plus 18 (4d8) thunder damage and the creature is pushed 40 feet and knocked prone.
Jigadirasu Uru Zakeruga (Recharge 5-6). Zeon summons a massive apparition of Xezithic’s head made entirely of lightning that unleashes a devastating blast of pure lightning from its mouth in a 300-foot cone. Each creature in the cone must make a DC 27 Dexterity saving throw, taking 88 (16d10) lightning damage on a failed save, or half as much damage on a successful one. Creatures that are immune to lightning damage still take damage as if they only resist it, and creatures that resist lightning take the damage as if they don't resist it.
Bonus action
Quicken Movement. Zeon can take the Dash, Disengage, or Dodge action as a bonus action.
Lightning Step. Zeon teleports to an unoccupied space it can see within 100 feet of it.
Aura of Storms. Zeon is surrounded by an aura of storms that stretches out in a 100 foot radius from himself. As a bonus action, he can empower the aura to have one of the following effects:
Heavy Rain. The cloud rains like bullets. Each enemy in the aura must succeed on a DC 27 Constitution saving throw or take 26 (4d12) bludgeoning damage and be knocked prone.
Howling Winds. The winds howl like an aberrant tornado that buffets the body and grates on the mind. Each enemy in the aura must succeed on a DC 27 Wisdom saving throw or take 14 (4d6) thunder damage plus 14 (4d6) psychic damage and become blinded and deafened until the end of its next turn.
Lightning Bolts. Bolts of lightning strike down. Each enemy in the aura must succeed on DC 27 Dexterity saving throw or take 18 (4d8) lightning damage and have the stunned condition until the end of its next turn.
Reactions
Zeon can take up to three reactions per round but only one per turn.
Raseushiru Deflection.In response to being hit by a melee or ranged attack, Zeon deflects the attack. The damage it takes from the attack is reduced by 35 (1d10 + 30). If the damage is reduced to 0, the attacker must make a DC 27 Dexterity saving throw or take 23 (2d12+10) damage of the type the deflected attack was plus 6 (1d12) lightning damage
Mantle Shielding. When Zeon or one of its allies within 30 feet of it would take damage, its storm mantle flares out to take the hit for that creature, reducing the damage to 0.
Legendary Actions
Zeon can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. Zeon regains spent legendary actions at the start of its turn.
Attack. Zeon makes one Zakeruga Strike or Teozakeruga attack.
Rājia Zakeru (Costs 2 Actions). Zeon strikes the ground beneath him with an electrically charged fist, creating a shockwave that stretches out around him. Each creature within 60 ft. of Zeon must make a DC 27 Dexterity saving throw or take 21 (6d6) thunder damage and be pushed 30 feet and knocked prone.
Barugirudo Zakeruga (Costs 3 Actions). Zeon summons a massive lightning bolt to strike from above. Each creature of Zeon’s choice in a 40-foot-radius sphere centered on a point it can see within 150 feet of itself must make a DC 27 Dexterity saving throw. On a failed save, the creature takes 45 (7d12) lightning damage. On a successful save, the creature takes half as much damage.
*6 save profs is more than a little much. 3 or 4 is usually best. Its used on high lv monsters to shore up weaknesses. Also you added 10 to some despite +9 PB?
Attack mod of +20 is miscalculated the same way as the saves
Swordoza should have STR save against the push since thats normally standard
Shielding is strictly better than Deflection in most cases since theres no risk of not rolling high enough, and cancels non attack damage, which can be much higher than some standard attacks
The rest seems to be very well worded!! Nice job :))*
*I stated this creature to be like a monk. I was wavering back and forth between keeping the 6 to fit the Monk ability or removing the Strength and Intelligence saving throw. Probably will remove those two.
I realized that I was operating on the idea this character had a +1 items for some reason, but had scrapped it early on but didn't change the math. Fixing.
That's fair on Swordoza, considering its would still be a high DC to succeed on and has other means of forcing movement or moving without triggering opportunity attacks.
I was considering doing more to differentiate between the Deflect and the Shielding, or buffing the Deflect somehow. Not sure how.
and thank you :D*
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"Meddle not in the affairs of dragons, for thou art crunchy and taste good with ketchup."
Senses Tremor Sense 120 ft., Truesight 120 ft., Passive Perception 25 (sight only), 20 (hearing or Smell)
Languages All
Challenge 30 (155,000 XP) Proficiency Bonus +9
Aspectal Discorporation. When Zeon drops to 0 hit points or dies, its body is destroyed but its essence travels back to Xezithic. Zeon can instead willingly discorporate, summoning Xezithic to its space. Zeon must have 1 hit point or more when he chooses to discorporate in order to some Xezithic. After Discorporation, it is unable to take physical form for a time.
Evasion. When Zeon is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.
Legendary Resistance (3/Day). If the aspect fails a saving throw, he can choose to succeed instead.
Little Speedy Titan. Despite Zeon’s small stature, it counts as a Gargantuan creature for the purpose in all beneficial aspects such as Grappling, hit die size, weapon attack die size, and so on due to his Deity status. Also, he uses Dexterity instead of Strength for all weapon attacks, Grapples, and Shove actions.
Paralyzing Strikes. If Zeon hits a creature with three or more Zakeruga Strike attacks on the same turn, the creature must make a DC 27 Constitution saving throw or becomes paralyzed until the end of Zeon’s next turn. If the target succeeds on the save, they instead take 13 (2d12) lightning or thunder damage.
Piercing Eyes. Zeon has advantage on Wisdom (Perception) checks that rely on sight.
Jump Master. Zeon’s can long jump and its high jump a number of feet equal to its walking speed, with or without a running start. Also, regardless of how far it falls, Zeon suffers from no fall damage and always lands on its feet.
Storm Empowerment. Whenever Zeon is subjected to lightning or thunder damage from a source other than itself, it takes no damage and absorbs the energy to instead empower itself in ONE of the following ways
It regains a number of hit points equal to half the damage dealt of one of those types.
The next time Zeon deals damage via one of its attack features or from a damaging spell, the target(s) of that attack take additional damage equal to half the lightning or thunder damage Zeon absorbed.
Zeon gains the benefit of the Haste spell until the end of its next turn. It doesn’t require concentration, and Zeon does not suffer from the spell's negative effects when it ends.
Action
Multi-Attack. Zeon makes four attacks using Zakeruga Strike, Teozakeruga, or a combination of the two. It can replace two of these attacks to make a Swordozakeruga attack.
Zakeruga Strike. Melee Weapon Attack: +19 to hit, reach 10 ft., one target. Hit: 23 (2d12 +10) force or lightning damage.
Teozakeruga. Ranged Spell Attack: +19 to hit, range 120 ft., one target. Hit: 20 (3d6 +10) lightning damage plus 10 (3d6) thunder damage.
Swordozakeruga. Melee Weapon Attack: +19 to hit, reach 30 ft., one target. Hit: 36 (4d12 +10) slashing or lightning damage plus 18 (4d8) thunder damage and the creature must succeed on a DC 27 Strength saving throw or the creature is pushed 40 feet and knocked prone.
Jigadirasu Uru Zakeruga (Recharge 5-6). Zeon summons a massive apparition of Xezithic’s head made entirely of lightning that unleashes a devastating blast of pure lightning from its mouth in a 300-foot cone. Each creature in the cone must make a DC 27 Dexterity saving throw, taking 88 (16d10) lightning damage on a failed save, or half as much damage on a successful one. Creatures that are immune to lightning damage still take damage as if they only resist it, and creatures that resist lightning take the damage as if they don't resist it.
Bonus action
Quicken Movement. Zeon can take the Dash, Disengage, or Dodge action as a bonus action.
Lightning Step. Zeon teleports to an unoccupied space it can see within 100 feet of it.
Aura of Storms. Zeon is surrounded by an aura of storms that stretches out in a 100 foot radius from himself. As a bonus action, he can empower the aura to have one of the following effects:
Heavy Rain. The cloud rains like bullets. Each enemy in the aura must succeed on a DC 27 Constitution saving throw or take 26 (4d12) bludgeoning damage and be knocked prone.
Howling Winds. The winds howl like an aberrant tornado that buffets the body and grates on the mind. Each enemy in the aura must succeed on a DC 27 Wisdom saving throw or take 14 (4d6) thunder damage plus 14 (4d6) psychic damage and become blinded and deafened until the end of its next turn.
Lightning Bolts. Bolts of lightning strike down. Each enemy in the aura must succeed on DC 27 Dexterity saving throw or take 18 (4d8) lightning damage and have the stunned condition until the end of its next turn.
Reactions
Zeon can take up to three reactions per round but only one per turn.
Raseushiru Deflection. In response to being hit by a melee or ranged attack, Zeon deflects the attack. The damage it takes from the attack is reduced by 45 (1d10 + 40). If the damage is reduced to 0, the attacker must make a DC 27 Dexterity saving throw or take 23 (2d12+10) damage of the type the deflected attack was plus 6 (1d12) lightning damage
Mantle Shielding. When Zeon or one of its allies within 30 feet of it would take damage from a spell, magical effects, or area of effect, its storm mantle flares out to take the hit for that creature, reducing the damage to 0.
Legendary Actions
Zeon can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. Zeon regains spent legendary actions at the start of its turn.
Attack. Zeon makes one Zakeruga Strike or Teozakeruga attack.
Rājia Zakeru (Costs 2 Actions). Zeon strikes the ground beneath him with an electrically charged fist, creating a shockwave that stretches out around him. Each creature within 60 ft. of Zeon must make a DC 27 Dexterity saving throw or take 21 (6d6) thunder damage and be pushed 30 feet and knocked prone.
Barugirudo Zakeruga (Costs 3 Actions). Zeon summons a massive lightning bolt to strike from above. Each creature of Zeon’s choice in a 40-foot-radius sphere centered on a point it can see within 150 feet of itself must make a DC 27 Dexterity saving throw. On a failed save, the creature takes 45 (7d12) lightning damage. On a successful save, the creature takes half as much damage.
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"Meddle not in the affairs of dragons, for thou art crunchy and taste good with ketchup."
— δ cyno • he/him • number one paladin fanδ — making a smoothie for meta ——————| EXTENDED SIG |—————— Φ • redpelt’s biggest fan :) DM, minmaxer, microbiology student, and lover of anything colored red • Φ
*it was. Also played some table tennis and watched the video about the new wizard class*
*Neat, I've seen some discussion on those videos but haven't kept up with it much. More excited for the Dragon Redesign video on the 12 personally. I also finished my mock up for Zeon, and already has a couple of people give me some critiques and advise so that was awesome.*
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"Meddle not in the affairs of dragons, for thou art crunchy and taste good with ketchup."
*it was. Also played some table tennis and watched the video about the new wizard class*
*Neat, I've seen some discussion on those videos but haven't kept up with it much. More excited for the Dragon Redesign video on the 12 personally. I also finished my mock up for Zeon, and already has a couple of people give me some critiques and advise so that was awesome.*
*it was. Also played some table tennis and watched the video about the new wizard class*
*Neat, I've seen some discussion on those videos but haven't kept up with it much. More excited for the Dragon Redesign video on the 12 personally. I also finished my mock up for Zeon, and already has a couple of people give me some critiques and advise so that was awesome.*
*THEY’RE DOING DRAGON REDESIGN VIDEOS*
*WHEN AND HOW HAVE I NOT HEARD OF THIS*
*I just found out today. We have already seen a couple of the Redesigns, including Tiamat's redesign in all the preview videos*
Rollback Post to RevisionRollBack
"Meddle not in the affairs of dragons, for thou art crunchy and taste good with ketchup."
A group of tieflings, all different colors, are traveling north, planting seeds as they go.
A group of aasimars are heading south, planting seeds as they go.
The twin flames stone is floating above a watering hole a group of otherworldly beasts are drinking from, from predators to prey.
Xezithic lazily floats nearby, watching all this in fascination.
The seeds both of these groups are planting are produced by a bag with celestial (for the tieflings) and infernal (for the Aasimars) writing.
Most of the abnormalities of the beasts are such things as extra eyes, a pair or two of wings, fur of a color that doesn’t exist, or misty apparitions of missing body parts.
*it was. Also played some table tennis and watched the video about the new wizard class*
*Neat, I've seen some discussion on those videos but haven't kept up with it much. More excited for the Dragon Redesign video on the 12 personally. I also finished my mock up for Zeon, and already has a couple of people give me some critiques and advise so that was awesome.*
*THEY’RE DOING DRAGON REDESIGN VIDEOS*
*WHEN AND HOW HAVE I NOT HEARD OF THIS*
*I just found out today. We have already seen a couple of the Redesigns, including Tiamat's redesign in all the preview videos*
A group of tieflings, all different colors, are traveling north, planting seeds as they go.
A group of aasimars are heading south, planting seeds as they go.
The twin flames stone is floating above a watering hole a group of otherworldly beasts are drinking from, from predators to prey.
Xezithic lazily floats nearby, watching all this in fascination.
The seeds both of these groups are planting are produced by a bag with celestial (for the tieflings) and infernal (for the Aasimars) writing.
Most of the abnormalities of the beasts are such things as extra eyes, a pair or two of wings, fur of a color that doesn’t exist, or misty apparitions of missing body parts.
— δ cyno • he/him • number one paladin fanδ — making a smoothie for meta ——————| EXTENDED SIG |—————— Φ • redpelt’s biggest fan :) DM, minmaxer, microbiology student, and lover of anything colored red • Φ
*it was. Also played some table tennis and watched the video about the new wizard class*
*Neat, I've seen some discussion on those videos but haven't kept up with it much. More excited for the Dragon Redesign video on the 12 personally. I also finished my mock up for Zeon, and already has a couple of people give me some critiques and advise so that was awesome.*
*THEY’RE DOING DRAGON REDESIGN VIDEOS*
*WHEN AND HOW HAVE I NOT HEARD OF THIS*
*I just found out today. We have already seen a couple of the Redesigns, including Tiamat's redesign in all the preview videos*
*Like I said, its probably overturned. Though the Proficiency in all stats is because he is partially stated like a lvl 20 monk*
"Meddle not in the affairs of dragons, for thou art crunchy and taste good with ketchup."
Characters for Tenebris Sine Fine
RoughCoronet's Greater Wills
*6 save profs is more than a little much. 3 or 4 is usually best. Its used on high lv monsters to shore up weaknesses. Also you added 10 to some despite +9 PB?
Attack mod of +20 is miscalculated the same way as the saves
Swordoza should have STR save against the push since thats normally standard
Shielding is strictly better than Deflection in most cases since theres no risk of not rolling high enough, and cancels non attack damage, which can be much higher than some standard attacks
The rest seems to be very well worded!! Nice job :))*
NNCHRIS: SOUL THIEF, MASTER OF THE ARCANE, AND KING OF NEW YORKNN
Gdl Creator of Ilheia and her Knights of the Fallen Stars ldG
Lesser Student of Technomancy [undergrad student in computer science]
Supporter of the 2014 rules, and a MASSIVE Homebrewer. Come to me all ye who seek salvation in wording thy brews!
Open to homebrew trades at any time!! Or feel free to request HB, and Ill see if I can get it done for ya!
Characters (Outdated)
*I stated this creature to be like a monk. I was wavering back and forth between keeping the 6 to fit the Monk ability or removing the Strength and Intelligence saving throw. Probably will remove those two.
I realized that I was operating on the idea this character had a +1 items for some reason, but had scrapped it early on but didn't change the math. Fixing.
That's fair on Swordoza, considering its would still be a high DC to succeed on and has other means of forcing movement or moving without triggering opportunity attacks.
I was considering doing more to differentiate between the Deflect and the Shielding, or buffing the Deflect somehow. Not sure how.
and thank you :D*
"Meddle not in the affairs of dragons, for thou art crunchy and taste good with ketchup."
Characters for Tenebris Sine Fine
RoughCoronet's Greater Wills
*Update, may still tweak some things*
Zeon, the Emperor of Lightning
Small Deity (Aberration, Celestial, Elemental), True Neutral
Armor Class 25 (Storm Mantle)
Hit Points 647 (35d20 +280)
Speed 240 ft., swim 60 ft.
STR DEX CON INT WIS CHA
24 (+7) 30 (+10) 26 (+8) 22 (+6) 30 (+10) 20 (+5)
Saving Throws Dex +19, Con +17, Wis +19, Cha +14
Skills Athletics +16, Acrobatics +19, Stealth +19
Damage Resistances Acid, Cold, Fire, Poison
Damage Immunities Lightning, Thunder; Bludgeoning, Piercing, and Slashing from Non-magical Attacks
Condition Immunities Charmed, Deafened, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned, Stunned
Senses Tremor Sense 120 ft., Truesight 120 ft., Passive Perception 25 (sight only), 20 (hearing or Smell)
Languages All
Challenge 30 (155,000 XP) Proficiency Bonus +9
Aspectal Discorporation. When Zeon drops to 0 hit points or dies, its body is destroyed but its essence travels back to Xezithic. Zeon can instead willingly discorporate, summoning Xezithic to its space. Zeon must have 1 hit point or more when he chooses to discorporate in order to some Xezithic. After Discorporation, it is unable to take physical form for a time.
Evasion. When Zeon is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.
Legendary Resistance (3/Day). If the aspect fails a saving throw, he can choose to succeed instead.
Little Speedy Titan. Despite Zeon’s small stature, it counts as a Gargantuan creature for the purpose in all beneficial aspects such as Grappling, hit die size, weapon attack die size, and so on due to his Deity status. Also, he uses Dexterity instead of Strength for all weapon attacks, Grapples, and Shove actions.
Paralyzing Strikes. If Zeon hits a creature with three or more Zakeruga Strike attacks on the same turn, the creature must make a DC 27 Constitution saving throw or becomes paralyzed until the end of Zeon’s next turn. If the target succeeds on the save, they instead take 13 (2d12) lightning or thunder damage.
Piercing Eyes. Zeon has advantage on Wisdom (Perception) checks that rely on sight.
Jump Master. Zeon’s can long jump and its high jump a number of feet equal to its walking speed, with or without a running start. Also, regardless of how far it falls, Zeon suffers from no fall damage and always lands on its feet.
Storm Empowerment. Whenever Zeon is subjected to lightning or thunder damage from a source other than itself, it takes no damage and absorbs the energy to instead empower itself in ONE of the following ways
Action
Multi-Attack. Zeon makes four attacks using Zakeruga Strike, Teozakeruga, or a combination of the two. It can replace two of these attacks to make a Swordozakeruga attack.
Zakeruga Strike. Melee Weapon Attack: +19 to hit, reach 10 ft., one target. Hit: 23 (2d12 +10) force or lightning damage.
Teozakeruga. Ranged Spell Attack: +19 to hit, range 120 ft., one target. Hit: 20 (3d6 +10) lightning damage plus 10 (3d6) thunder damage.
Swordozakeruga. Melee Weapon Attack: +19 to hit, reach 30 ft., one target. Hit: 36 (4d12 +10) slashing or lightning damage plus 18 (4d8) thunder damage and the creature must succeed on a DC 27 Strength saving throw or the creature is pushed 40 feet and knocked prone.
Jigadirasu Uru Zakeruga (Recharge 5-6). Zeon summons a massive apparition of Xezithic’s head made entirely of lightning that unleashes a devastating blast of pure lightning from its mouth in a 300-foot cone. Each creature in the cone must make a DC 27 Dexterity saving throw, taking 88 (16d10) lightning damage on a failed save, or half as much damage on a successful one. Creatures that are immune to lightning damage still take damage as if they only resist it, and creatures that resist lightning take the damage as if they don't resist it.
Bonus action
Quicken Movement. Zeon can take the Dash, Disengage, or Dodge action as a bonus action.
Lightning Step. Zeon teleports to an unoccupied space it can see within 100 feet of it.
Aura of Storms. Zeon is surrounded by an aura of storms that stretches out in a 100 foot radius from himself. As a bonus action, he can empower the aura to have one of the following effects:
Reactions
Zeon can take up to three reactions per round but only one per turn.
Raseushiru Deflection. In response to being hit by a melee or ranged attack, Zeon deflects the attack. The damage it takes from the attack is reduced by 45 (1d10 + 40). If the damage is reduced to 0, the attacker must make a DC 27 Dexterity saving throw or take 23 (2d12+10) damage of the type the deflected attack was plus 6 (1d12) lightning damage
Mantle Shielding. When Zeon or one of its allies within 30 feet of it would take damage from a spell, magical effects, or area of effect, its storm mantle flares out to take the hit for that creature, reducing the damage to 0.
Legendary Actions
Zeon can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. Zeon regains spent legendary actions at the start of its turn.
Attack. Zeon makes one Zakeruga Strike or Teozakeruga attack.
Rājia Zakeru (Costs 2 Actions). Zeon strikes the ground beneath him with an electrically charged fist, creating a shockwave that stretches out around him. Each creature within 60 ft. of Zeon must make a DC 27 Dexterity saving throw or take 21 (6d6) thunder damage and be pushed 30 feet and knocked prone.
Barugirudo Zakeruga (Costs 3 Actions). Zeon summons a massive lightning bolt to strike from above. Each creature of Zeon’s choice in a 40-foot-radius sphere centered on a point it can see within 150 feet of itself must make a DC 27 Dexterity saving throw. On a failed save, the creature takes 45 (7d12) lightning damage. On a successful save, the creature takes half as much damage.
"Meddle not in the affairs of dragons, for thou art crunchy and taste good with ketchup."
Characters for Tenebris Sine Fine
RoughCoronet's Greater Wills
*back from second random break! Went swimming!*
*Sounds like it was fun*
"Meddle not in the affairs of dragons, for thou art crunchy and taste good with ketchup."
Characters for Tenebris Sine Fine
RoughCoronet's Greater Wills
The second hits
Attack: 27 Damage: 39 + 56
Attack: 37 Damage: 36 + 50
Somewhere between a genius and a moron.
A group of tieflings, all different colors, are traveling north, planting seeds as they go.
A group of aasimars are heading south, planting seeds as they go.
The twin flames stone is floating above a watering hole a group of otherworldly beasts are drinking from, from predators to prey.
Hi, I’m DrakenBrine, here’s my Sig and characters
I am The Grand Envisioner!
*it was. Also played some table tennis and watched the video about the new wizard class*
Xezithic lazily floats nearby, watching all this in fascination.
"Meddle not in the affairs of dragons, for thou art crunchy and taste good with ketchup."
Characters for Tenebris Sine Fine
RoughCoronet's Greater Wills
Shield spell and both miss. “Ha! Is that all you got?” Tosu grins.
Attack: 24 Damage: 49 + 20 radiant + 14 necrotic
Attack: 20 Damage: 48 + 18 radiant + 8 necrotic
— δ cyno • he/him • number one paladin fan δ —
making a smoothie for meta
——————| EXTENDED SIG |——————
Φ • redpelt’s biggest fan :) DM, minmaxer, microbiology student, and lover of anything colored red • Φ
*Neat, I've seen some discussion on those videos but haven't kept up with it much. More excited for the Dragon Redesign video on the 12 personally. I also finished my mock up for Zeon, and already has a couple of people give me some critiques and advise so that was awesome.*
"Meddle not in the affairs of dragons, for thou art crunchy and taste good with ketchup."
Characters for Tenebris Sine Fine
RoughCoronet's Greater Wills
*holy crap what’s this guys ac?*
*legendary action to at the end of his turn*
Attack: 25 Damage: 25 + 47
Attack: 21 Damage: 31 + 46
Attack: 39 Damage: 38 + 68
Somewhere between a genius and a moron.
*THEY’RE DOING DRAGON REDESIGN VIDEOS*
*WHEN AND HOW HAVE I NOT HEARD OF THIS*
*I just found out today. We have already seen a couple of the Redesigns, including Tiamat's redesign in all the preview videos*
"Meddle not in the affairs of dragons, for thou art crunchy and taste good with ketchup."
Characters for Tenebris Sine Fine
RoughCoronet's Greater Wills
The seeds both of these groups are planting are produced by a bag with celestial (for the tieflings) and infernal (for the Aasimars) writing.
Most of the abnormalities of the beasts are such things as extra eyes, a pair or two of wings, fur of a color that doesn’t exist, or misty apparitions of missing body parts.
Hi, I’m DrakenBrine, here’s my Sig and characters
I am The Grand Envisioner!
*which videos*
*and are there dates for them to be released*
"̴Y̷o̸u̴r̷ ̷p̴o̴w̷e̶r̷s̴ ̸a̷n̸d̴ ̷c̷r̵e̸a̵t̵i̷o̸n̸s̶.̵.̶.̴.̵ ̸t̶h̸e̴y̵ ̶a̷r̶e̵ ̶i̴n̵t̸r̵i̷g̷u̴i̵n̸g̵.̷.̸.̶.̵ ̷w̸h̵a̸t̷ ̴d̴o̴m̶i̸n̶i̶o̸n̴.̶.̴.̶ ̶d̴o̴ ̵y̸o̶u̸ ̶h̸o̷l̸d̷ ̴f̴e̸l̸l̴o̶w̸ ̸y̸o̸u̴n̵g̷l̸i̵n̸g̵.̴.̵.̶"̵ Xezithic asks curiously.
"Meddle not in the affairs of dragons, for thou art crunchy and taste good with ketchup."
Characters for Tenebris Sine Fine
RoughCoronet's Greater Wills
*Studded leather +3, +5 Dex, +1 defense fighting style, +8 maneuvering attack, and then +5 from shield spell*
Shield spell again, all miss.
Attack: 24 Damage: 46 + 13 radiant + 21 necrotic
Attack: 19 Damage: 48 + 10 radiant + 20 necrotic
— δ cyno • he/him • number one paladin fan δ —
making a smoothie for meta
——————| EXTENDED SIG |——————
Φ • redpelt’s biggest fan :) DM, minmaxer, microbiology student, and lover of anything colored red • Φ
* Youtube Playlist
It's in reverse order so the last video released is the newest. These are all the videos released so far, and this shows what is next.
"Meddle not in the affairs of dragons, for thou art crunchy and taste good with ketchup."
Characters for Tenebris Sine Fine
RoughCoronet's Greater Wills