Assimilation(Zurvan). This Primal can assimilate with its Master/Mistress to maintain its physical primal form indefinitely, gaining new spells, abilities, and even still maintain some of the master/mistress' passive abilities, including racials. This spell ends when the battle is over, or the master/mistress cannot maintain the primal's physical form.
Forged in Chaos. Zurvan revels in the chaos of war, whenever Zurvan enters a battlefield with 6 or more enemies, Zurvan gains advantage on all attack rolls made against all enemies. If there are 10 or more enemies, Zurvan gains a 50% resistance to all physical attacks made against him. If there are 20 or more enemies, Zurvan enters a secondary form which grants him fully immunity to all elemental attacks and can attack/use abilities equal to the number of enemies divided by 4.
Juggernaut. Zurvan intimidates all enemies within a 20 yard radius, and when attacking, if there is a barrier, shield, or defense that prevents attacks. Zurvan can make a strength check, if successful, his first attack made against the target will instantly shatter/break said obstructions.
Triple Attack. You can attack up to three times each turn.
Savage Blow. Lunge at a single target and impale them with Zurvan's Spear. Enemies must perform an acrobatics save, if they fail, they take 25% of their maximum hit points as damage and take bleed damage equivalent to the amount for 1d6 turns.
Broad Sweep. Zurvan Spins his spear in a 360 rotation within a 30 yard radius. Enemies within the proximity must make an acrobatics check, if they succeed, they take half damage. If they fail, targets take 3d20 damage and are knocked back up to 50 feet. If the targets hit any physical obstacles while being knocked back, they take 2d20 force damage on impact.
Close Counterattack. Zurvan can make a opportunity attack against any enemies that successfully inflict melee physical damage.
Take Flight. Zurvan can ignite his thruster wings and take to the air. This can be used in retaliation to incoming attacks. If an attack was made when this occurs, it automatically misses. Zurvan can only stay in the air for two turns, and this can only occur once a battle.
Catastrophe. Zurvan enters a dormant state for 2 turns, enemies are instantly taunted and cannot attack any other targets except zurvan for the duration. During the duration, zurvan stores all damage inflicted upon him, including all damage caused by damage over time effects. When the duration ends, Zurvan explodes and release all damage taken in one destructive burst. Enemies take X damage, where damage is the total stored divided by the total number of enemies. It is possible for allies to be affected with this ability as well.
Enter the description for how mythic actions work for your monster here.
Mythic Action Name (Costs # Actions). Enter the description for your mythic action.
Description
Enter a general description for your monster here.
Lair and Lair Actions
Enter a description of your monster's lair here.
Lair Actions
On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:
- Enter a description for a lair action.
- Enter a description for a lair action.
Regional Effects
The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:
- Enter a regional effect description.
- Enter a regional effect description.
If the [monster name] dies, these effects fade over the course of #d# days.
OP, but cool as ****.
how would you recommend defeating it?
a bit op nerf it pls