Scion of the Gods: All of Zodiark's attacks are considered magical for the purpose of overcoming damage resistance.
Safety: Zodiark is immune to effects that would cause him instant death, in addition to attacks that reduce his HP by a percentage, effects that would grant him an additional elemental weakness, Charm effects, and can choose to ignore involuntary teleportation effects.
Impending Doom: Zodiark begins battle with the following effects, which wear off after 8 rounds or if they are dispelled:
-Reflect (all spells cast at Zodiark instead are cast back at their original caster as the target)
-Protect (25% additive physical damage reduction)
-Shell (33% additive magic damage reduction)
-Haste (+2 AC, double movement speed, advantage on DEX saving throws, and an extra single Slam attack per turn). When Haste wears off, Zodiark does not experience the associated wave of lethargy.
No Knockback: Zodiark cannot be displaced by enemy skills or abilities.
Ignore Vitality: Status effects caused by Zodiark's attacks or abilities ignore effects that reduce the chances of them occurring. Effects or abilities that make the target immune to said status effects work as normal.
Ignore Weather and Landscape: Zodiark's attacks and abilities are unaffected by weather effects or terrain.
Ignore Reflect: Zodiark's spells are unaffected by any target's "Reflect" status condition, including his own.
Ignore Evade: Zodiark's attacks and abilities ignore any positive magical changes to targets' AC.
Low-HP Atk+: Zodiark's total physical damage is multiplied by 1.5x when he is at less than 25% HP. This takes effect after all other damage modification.
Low-HP Mag+: Zodiark's total magical damage is multiplied by 1.5x when he is at less than 25% HP. This takes effect after all other damage modification.
Darkja: Zodiark always begins a combat encounter with this spell on his turn. The esper blasts all of his opponents with overwhelming dark energy, dealing 15d8 Dark (necrotic) damage, DC 22 Con save for half damage. Regardless of successful or failed saves, this attack has a 50% chance to Blind each individual target, and a 10% chance to inflict Instant Death on each individual target; these effects stack, so if someone is killed by this attack and was Blinded, they will be Blind upon resurrection. Blind lasts until cured.
At >80% HP, Zodiark casts this spell every 5 turns.
At <80%, but >50% HP, Zodiark casts this spell every 4 turns.
At <50%, but >20% HP, Zodiark casts this spell every 3 turns.
At 25% and below, Zodiark may cast this spell at will, but no sooner than every 2 turns.
Slam: Melee Weapon Attack: +15 to hit, reach 15 ft., one target. Hit: 19 (2d10 + 8) bludgeoning damage. On natural attack rolls that equal 18-20, if the attack connects, inflicts Disease on the target. Disease prevents the inflicted from being healed in any way until cured by Cure Disease or similar spells/abilities.
Multiattack: Zodiark performs 3 Slam attacks against a single target.
Scathe: Zodiark casts a spell of non-elemental magical energy in an area around one foe, dealing 10d8 damage in a 20ft radius of the target, DC 22 Dex saving throw for half damage. Zodiark cannot be damaged by his own Scathe.
Banish Ray: Zodiark throws an opponent's vitality into the darkness, dealing 14d10 points of Dark (necrotic) damage to a single target, DC 22 Dex saving throw for half damage.
Level 2 Sleep: Zodiark casts the Sleep spell on opponents who have a total character level that is divisible by 2 (No HP limit). No save for those it applies to. Otherwise, it fails.
Level 3 Disable: Zodiark casts the Disable spell on opponents who have a total character level that is divisible by 3. No save for those it applies to. Otherwise, it fails. Those afflicted can move and speak normally, but cannot Attack, cast Spells, use Abilities or items. Lasts for 1d4+1 rounds.
Level 4 Break: Zodiark casts the Flesh to Stone spell on opponents who have a total character level that is divisible by 4. No initial save for those it applies to, but saving throws are made as normal during subsequent rounds. Otherwise, it fails.
Faith: When <80% HP, Zodiark can cast Faith on himself, lasting 8 rounds. All magical damage dealt by Zodiark is increased by 30%. This effect stacks additively with non-Faith effects.
Bravery: When <50% HP, Zodiark can cast Bravery on himself, lasting 8 rounds. All physical damage dealt by Zodiark is increased by 30%. This effect stacks additively with non-Bravery effects.
Reflect: When <25% HP, Zodiark can cast Reflect on himself, lasting 8 rounds. All spells cast upon Zodiark are instead cast upon the original caster as the target.
Graviga: When HP is <80% but >50%, Zodiark presses all targets he can see into oblivion. On a failed DC Con save of 22, the affected targets' HP is reduced to 1/4 of what it currently is, rounded up.
Greater Barrier: Used immediately as a Free Action when Zodiark is at <80% HP. Renews Protect and Shell, and for the remainder of the current combat, reduce all damage Zodiark takes by 30%.
Anti-Magick: Used immediately as a Free Action when Zodiark is at <50% HP ONLY if any of Zodiark's initial buffs were dispelled by an opponent up until this point. Zodiark erects a barrier, making him immune to all magic damage for 3 rounds. This barrier is never renewed once it falls during the current combat.
Limit Break: Used immediately as a Free Action when Zodiark is at <50% HP. For the remainder of the current combat, Zodiark's Slam attack and spells (other than Scathe and Darkja) may be used as bonus actions.
Evade+: Used immediately as a Free Action when Zodiark is at <50% HP. Zodiark gains +2 AC for the remainder of current combat.
Shift: Used immediately as a Free Action when Zodiark is at <25% HP. Zodiark changes his elemental weakness to a random one, and regains HP equal to 100% of damage dealt by any other elemental attacks. When this new elemental weakness is discovered, Zodiark can change it once again to a new one as a Bonus Action. This effect persists throughout the rest of the current combat. Non-elemental magical damage deals damage as normal before any modifications.
Battle Cry: Used after Shift as a Free Action. Increases physical damage done by Zodiark by 25% for the remainder of combat.
Magick Wall: Used immediately as a Free Action when Zodiark is at <25% HP. Zodiark becomes immune to physical damage for 3 rounds. After it falls, Zodiark renews it after one round as a Bonus Action.
Zodiark has 3 Legendary Action Points per round. All actions cost 1 point.
Bravery: Zodiark casts Bravery on himself, lasts 8 rounds.
Faith: Zodiark casts Faith on himself, lasts 8 rounds.
Reflect: Zodiark casts Reflect on himself, lasts 8 rounds.
Description
Strongest of the scions created by the gods, they feared his growth, and so kept him a child. So indomitable is his strength that all things are by him twisted and pressed into oblivion. He alone fashions the laws governing all things, and administers punishment in place of the gods. So is he Keeper of Precepts, and his authority is absolute.
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