furry of stabs. When the violinist is making a attack with advantage that deals piercing Damage the violinist can forgo advantage to do 2 extra attacks.
Mechanical legs. The violinist doesn’t give enemy opportunity attacks with its swift movement, and when making a high or long jump it moves 10 extra feet.
rapier. Melee Weapon Attack: +4 to hit, reach 5 ft., 1 target. Hit: 9 (1d12 + 3) piercing damage.
violin arcana shot. Ranged weapon attack: +3 to hit, reach 30 ft., 2 targets. Hit: 6 (1d8 + 1) piercing damage.
song of inspiration. When this action is used it gains advantage on its attack rolls for two turns.
parry. When the violinist is subjected to a melee attack it can it can see or hear it can increase its AC by 4 until the end of the attackers turn.
The violinist 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. Spent legendary Actions are regained at the start of each turn.
Song of terror (Costs 1 Action). The violinist plays a song that harms the very soul of them, and every creature within 15 feet of the creature must make a constitution saving throw or be frightened of the violinist until the violinist is damaged or you redo the saving throw at the beginning of your turn and succeed. (The save dc is 16)
Tornado of slash’s (Costs 1 Action). The violinist starts to spin and move ten feet in one direction, any creature within 10 feet of this path must make a dexterity saving throw, on a failure they take 1d12 slashing and half on a succession.
Spinning blade (Costs 2 Actions). The handle of the blade unhinges and the blade starts to furiously spin and the violinist makes 2 rapier attacks with advantage against the creature that last attacked the violinist, but instead they deal slashing damage.
Description
a humanoid looking creature that has clothes of a General, it wears a white mask with eye holes and a mouth hole yet all you see is black, the back and side of his head is black as-well. It plays a violin made of strong mahogany wood, the top of half of the violin looks as though it was charred, and he plays it with a rapier that has strings on the back of it tied to a curve at the top. The creature continually plays its violin until it attacks a creature with its rapier, it is said to guard the famous holy church of all gods.
Lair and Lair Actions
The violinists lair is a necrotic type land circle with a radius of 90 feet, in the middle is the famous holy church.
Lair Actions
On initiative count 20, the violinist takes a lair action to cause one of the following effects; the violinist can’t use the same effect two rounds in a row:
- Necrotic minions. The violinist sticks it’s hand into the ground and sends shockwaves on necrotic energy causing 2 giant clumps of necrotic dirt and nature to take shape and form 2 necrotic minions of the violinist.
- spike of darkness. The violinist gestures with his hand at a 10 by 10 foot square located in the necrotic land and any creatures within this area must make a dexterity saving throw, on a failure they take 2d8 bludgeoning damage and half on a succession. If there is a necrotic minion in the area they instead automatically take no damage and can teleport to a area
Regional Effects
The region containing the violinist is home to necrotic forces, which creates the following effects:
- Every creature with a CR of 5 or lower within 10 miles of the necrotic circle takes 1d4 necrotic damage every 6 seconds.
- Every creature that is of chaotic alignment and is not a enemy of the violinist deals 1d4 extra necrotic damage.
If the violinist dies, these effects fade over the course of 1d8 days.
Previous Versions
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8/24/2020 6:59:47 PM
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8
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1
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5
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Coming Soon
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