Medium Aberration, Chaotic Evil
Armor Class 16 Natural armor
Hit Points 133 (14d8 + 70)
Speed 50 ft.
STR
22 (+6)
DEX
16 (+3)
CON
20 (+5)
INT
8 (-1)
WIS
8 (-1)
CHA
10 (+0)
Saving Throws STR +10, CON +9
Skills Athletics +10, Perception +3
Damage Resistances Cold, Thunder; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Charmed, Exhaustion, Petrified, Stunned
Senses Darkvision 60 ft., Passive Perception 9
Languages Common
Challenge 9 (5,000 XP)
Proficiency Bonus +4
Traits

Legendary Resistance (3/Day): If Wrath fails a saving throw, she can choose to succeed instead.

Magic Resistance. Wrath has advantage on saving throws against spells and other magical effects.

Fury.  Wrath starts with 1 Fury and can gain up to a maximum of 5.  For each stack of Fury, the number of dice on her attacks increases by 1.  At 5 Fury, Wrath gains a +2 bonus to damage and hit on all melee weapon attacks.

Focus. At the start of every turn, Wrath rolls 1d4 and applies one of the following effects based on the roll.
1 - "I will BREAK you!":  Wrath's next attack roll gains advantage. 
2 - "I will CRUSH you!":  The next attack against Wrath is at disadvantage. 
3 - "I will PULVERIZE you!":  Wrath gains +1 Fury. 
4 - "I will SMASH you!":  This turn, Wrath will score a critical hit on a roll of 19 or 20.

Charge. If Wrath moves at least 30 ft. straight toward a creature and then hits it with a Whirl attack on the same turn, that target must succeed on a DC 18 Strength saving throw or be knocked prone.

Innate Spellcasting. Wrath's spellcasting ability is Strength (spell save DC 18). She can innately cast the following spells, requiring no material components:
3/day: Dimension Door
1/day: Cone of Cold

Incorporeal Movement.  Wrath can move through other creatures and objects as if they were difficult terrain. She takes 5 (1d10) force damage if she ends her turn inside an object.

Actions

Multiattack. Wrath makes three Punch attacks and gains +1 Fury.

Punch. Melee Weapon Attack: +10 to hit, reach 5 ft., 1 target. Hit: 12 (3d4 + 6) bludgeoning damage.

Whirl (Recharge 6). Melee Weapon Attack: +10 to hit, reach 10 ft., 1 target.  Hit: 46 (8d10 + 6) slashing damage.  "AAAAAAAAAAAAAHHHH!"  Wrath gains +1 Fury.

Rage.  Wrath can enter a rage that lasts 1 minute as a Bonus Action.  While raging, she has advantage on Strength checks and Strength saving throws, gains a +2 bonus to damage on all melee weapon attacks, cannot be charmed, frightened, or knocked unconscious, cannot cast or concentrate on spells, and can make a single melee weapon attack as a bonus action.

Reactions

Insatiable Fury. "I will devour your anger and rage!"  If Wrath takes at least 30 damage from a single instance of an attack or spell, she can expend 1 Fury to heal for half of that damage.

Legendary Actions

Wrath 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. Wrath regains spent legendary actions at the start of her turn.

Prepare (Costs 1 Action). Wrath rolls recharge for her Whirl action.

Regenerate (Costs 2 Actions). Wrath regains 15 Hit Points.

Lair Action (Costs 3 Actions). Wrath chooses a lair action, which instantly occurs. This does not follow or affect the restrictions of normal Lair Actions.

Description

An artificial elemental spirit born of Pandora's anger.  Wrath resembles a small girl with two pigtails in a ripped straitjacket.  Her hands are disconnected from her body and are connected to each other with three threads that are attached to large gauntlets which have stylized "W"s on them.

Lair and Lair Actions

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Previous Versions

Name Date Modified Views Adds Version Actions
8/14/2020 4:24:23 PM
11
0
1
Coming Soon
9/28/2020 11:50:28 PM
10
0
1.5
Coming Soon

Monster Tags: aberration

Sienrid

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