View. The Nounverber can see 60 feet into the Ethereal Plane when it is on the Material Plane, and vice versa.
Jaunt. The Nounverber can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.
Hammer. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 17 (4d6 + 3) force damage.
Surprise. The Nounverber enters the Ethereal Plane from the Material Plane, or vice versa. It is visible on the Material Plane while it is in the Border Ethereal, and vice versa, yet it can't affect or be affected by anything on the other plane.
Table. Up to 3 creatures within 60ft of the Nounverber must make a DC 10 Charisma save or be knocked prone.
Bend. The Nounverber may make a charisma check against one incoming projectile (DC equals the attack roll). If successful, the Nounverber redirects the projectile away from itself. If the Nounverber rolls a 20 on its charisma check, it can redirect the attack to any creature within 30ft of it.
The Nounverber can take 3 villain actions keyed to which round of combat it is in. If combat lasts longer than 3 rounds, the Nounverber simply repeats this pattern until combat ceases. A villain action option can only be used at the end of another creature’s turn.
Deprioritize (Round 1). The Nounverber creates 4 duplicates of itself within 60ft of its current position. The duplicates remain until the Nounverber's following turn or the next time it takes a villain action. At that time, the Nounverber takes the place of one of the duplicates, and the rest of the duplicates vanish.
While the duplicates are visible, the Nounverber's current HP pool is divided among them (with any remainder going to the initial Nounverber). If a duplicate is reduced to 0 HP before the initial Nounverber can take its place, it vanishes and the Nounverber cannot switch with that duplicate. If the initial Nounverber is reduced to 0HP before it can switch, it automatically switches with one of its duplicates.
Once switched, the Nounverber's HP pool merges back into its single body minus any damage it or its duplicates have sustained.
Vacuum (Round 2). All creatures within 60ft of the Nounverber make a DC 13 charisma save. On a failed save they are pulled 20ft in the Nounverber's direction.
Toast (round 3). All creatures within 40ft of the Nounverber must make a DC 13 dexterity check or take 10 (3d6) fire damage or half as much on a successful save.
Description
Anthimerian Nounverbers are conceptual constructs, abstract aberrations, pet peeves with teeth. They are the congealed animosity towards anyone who has ever verbed a noun given a semblance of sentience. They know nothing but anger as they rage against the very thought-matter that composes their essence, and so they are unrelenting forces of destructive chaos.
Previous Versions
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Coming Soon
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