Immutable Form. Alpha Centauri is immune to any spell or effect that would alter its form.
Aetheric Core (Mythic Trait; Recharges after a Short or Long Rest). When Alpha Centauri is reduced to 0 hit points, it doesn’t die or fall unconscious. Instead, the damage creates cracks in its Armored Torso, revealing its core. The Core has an AC of 24 and 200 hit points. It is immune to bludgeoning, piercing, and slashing damage from non magical attacks, and it is immune to all conditions. If it is forced to make a saving throw, treat its ability scores as 10 (+0). If it finishes a short or long rest, the armor repairs itself and recovers the core and any damage the core has received regenerates. Alpha Centauri dies when its core is destroyed.
Legendary Resistance (3/Day). If Alpha Centauri fails a saving throw, it can choose to succeed instead.
Magic Weapons. Alpha Centauri’s weapon attacks are magical.
Lightning Absorption. Whenever Alpha Centauri is subjected to lightning damage, it takes no damage and instead regains a number of hit points equal to the lightning damage dealt and recharges his Superior Arcane Beam ability.
Spell-Resistant Armor. Alpha Centauri has advantage on saving throws against spells, and any creature that makes a spell attack against Alpha Centauri has disadvantage on the attack roll.
Multiattack. Alpha Centauri can make 3 attacks with its Aetheric Warpike or uses its Enhanced Aetheric Beam ability.
Aetheric Warpike. Melee Weapon Attack: +17 to hit, reach 15 ft, one target Hit: 20 (2d10+9) slashing damage. After each successful melee attack, the warpike builds up an aetheric charge in the form of aetheric counters. You will lose one counter each round that you do not make a melee attack with the warpike. As a free action on your turn, you can convert accumulated aetheric counters into a form of powerful long-range ammunition. You can store up to three of these in this way. As an action, you can spend a piece of ammunition to make a ranged attack with this warpike against a target within 120 feet. On a hit this ranged attack deals 1d10 force damage for each counter used in the creation of the ammunition.
Enhanced Aetheric Beam (Recharge 4-6). The chestplate of Alpha Centauri separates launching a beam of light blue energy. Ranged Spell Attack: (DC 22) Dexterity Saving Throw, reach 100ft. x 5 ft. line, multiple targets Failure: (18d6) force damage or Success: Half as much damage.
Energy Shield (Recharges after a Short or Long Rest). A sphere of energy erupts from Alpha Centauri, encasing and protecting it. Until the beginning of its next turn, the shield absorbs up to 100 points of damage that you would've taken before shattering , including the triggering attack, spell, or effect, leaving you unharmed. Line effects and spells, such as lightning bolt and some dragons' breath, stop completely at the sphere if its damage is entirely absorbed. The shield reflects a magic missile spell back to the caster, using its spellcasting ability, instead of absorbing the damage.
Alpha Centauri 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. Alpha Centauri regains all spent legendary actions at the start of its turn.
Teleportation. Alpha Centauri can teleport itself to an unoccupied space within 90 ft of itself.
Duplicity (Costs 1 Action per Duplicate). Alpha Centauri creates up to 2 perfect illusions of itself that last for 1 minute, or until they are destroyed. The duplicates can appear in an unoccupied space within 30 ft of itself and have the following traits:
- Each duplicate has the same amount of remaining hitpoints as Alpha Centauri when summoned.
- The duplicates share the same initiative order as Alpha Centauri.
- Each duplicate can move up to 40 ft on Alpha Centauri's turn but have to stay within 500 ft of Alpha Centauri.
- Each duplicate can make melee attacks with the Aetheric Warpike and only deal half damage and the type of damage dealt is Force Damage.
- Each duplicate has a single use of Enhanced Aetheric Beam
Superior Arcane Beam (Recharge 5-6). The Alpha Centauri lifts its arm to reveal three blue gemstone embedded in the tips of three of its fingers that starts to glow and shoots blue beam of arcane energy out of each finger. Spell Attack: +12 to hit, reach 120 ft, multiple targets Hit: 21 (6d6) lightning damage. You can direct the beams at the same target or at different ones. Make a separate attack roll for each beam.
If Alpha Centauri’s mythic trait is active, it can use the options below as legendary actions for 1 hour after using Aetheric Core.
Commanding Strike. Alpha Centauri and each of its summoned duplicates makes a melee attack.
Enhanced Aetheric Beam (Costs 2 Actions). Alpha Centauri recharges Enhanced Aetheric Beam and uses it.
Aetheric Pulse (Costs 2 Actions). Alpha Centauri's core starts to brightly glow and in a quick pulse travels through its body and into the Warpike as slams on the ground at its feet. Each creature in a 30 foot radius sphere around Alpha Centauri must make a (DC 22) Constitution Saving Throw. On a failure, the target/s takes 8d10 force damage and is pushed back 15 feet. If the target/s fail by 6 or more (18 or lower), they are also knocked prone. On a success, the target takes half as much damage and is not pushed back or knocked prone.
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Posted Apr 25, 2024Great idea
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Posted Apr 26, 2024Thank you!