Medium Humanoid (Goliath, Orc), Chaotic Evil
Armor Class 18 Natural
Hit Points 330 (20d12 + 200)
Speed 30 ft.
STR
26 (+8)
DEX
12 (+1)
CON
30 (+10)
INT
16 (+3)
WIS
16 (+3)
CHA
21 (+5)
Saving Throws STR +14, CON +16, WIS +9, CHA +11
Skills Intimidation +12
Damage Vulnerabilities Force
Damage Resistances Poison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Lightning, Thunder
Senses Darkvision 60 ft., Passive Perception 13
Languages Common, Orc
Challenge 20 (25,000 XP)
Proficiency Bonus +6
Traits

Aggressive. As a bonus action, Xix can move up to his speed toward a hostile creature that it can see.

Brutal Critical. When Xix makes a critical hit, adds 1 extra die  to the critical damage roll. When Xix's health pool decreases to 165, he adds an extra 2 die instead.

Absorbed Hardness. After Xix successfully absorbs his opponents' hard armor or skin as his own after he shatters them, then he it makes his skin shine with a with the appearance of a translucent outer shell. This can only be seen with magical sight to show that it covers every square inch of his body. Each amount of AC absorbed lasts 30 seconds (5 rounds), after which, it is returned to it's original owner.

 Shattering Shell. If Xix's AC was 28 or more when he was hit, an outer shell cracks dealing more damage to him. The hit is considered a critical hit.  Additionally, his AC decreases by 10. This restores AC to those who lost it up to 10.

Rage(1/day). As a bonus action Xix may go into a rage reducing all piercing, slashing, and bludgeoning by half. 

Actions

Xix Fang is able to use 3 melee attacks on his turn. Some attack options for Xix require the use of more than one melee attack to accomplish. 

Cataclysm, Smash. Melee Weapon Attack: +17 to hit, reach 5 ft., one target. Hit: 18 (1d20 + 11) [magical bludgeoning] damage. If this attack made a critical hit, the target must roll a CON save DC 18 to not be stunned for 3 rounds at most. The target may re-roll the save at the end of their subsequent turns.

Cataclysm, Eldritch Slam. Melee (in melee doesn't impose disadvantage) or Ranged Weapon Attack: +10 to hit, range 30/120 ft., one target. Melee Hit: 15 (2d10 + 4) [force] damage, a melee Target must roll a STR save DC 18 to not be knocked 20 ft. back and prone. Ranged Hit :  11 (1d12 + 4) [force] damage.

The following action uses two melee attacks:

Cataclysm, Echoing Shatter. Xix takes a powerful stance as his ring resonates with his war hammer. In a single swing he breaks the sound barrier and the very air cracks. The cracks echo into concentric circles creating a 60 ft. cone. For those caught in this cone, Saves and Damage Scale dependent on distance from Xix. 

  • 10 ft. away or less must make a CON save DC 30 or take 8d8 thunder damage.
  • 10 ft. < x < 20 ft. CON save DC 25 or take 7d8 thunder damage
  • 20 ft. < x < 30 ft. CON save DC 20 or take 6d8 thunder damage
  • 30 ft. < x < 40 ft. CON save DC 15 or take 5d8 thunder damage
  • 40 ft. < x < 50 ft. CON save DC 10 or take 4d8 thunder damage
  • 50 ft. < x < 60 ft. CON save DC 5 or take 3d8 thunder damage

Successful saves take half damage.

The following action uses three melee attacks:

Cataclysm, Quake. Xix jumps to a great height holding Cataclysm aloft. His ring resonates with red crackling energy as he swings his legendary war hammer with increased momentum. The Tectonic plates respond using a 1d10 to determine magnitude. Xix's AC increases by the magnitude of the Earthquake for 1 round.

  • 10, the force of the earthquake can be felt for over 10,000 miles. A fissure 50 ft. wide, 100 ft. long, 3000 ft. deep forms centered at the end of Xix's hammer. All spells that required concentration from a grounded spell-caster ends unless a CON save DC 30 is made. The same save must be made via STR to not be knocked prone.
  • 9, the force of the earthquake can be felt up to 10,000 miles. A fissure 45 ft. wide, 90 ft. long, 2700 ft. deep forms centered at the end of Xix's hammer. All spells that required concentration from a grounded spell-caster ends unless a CON save DC 27 is made. The same save must be made via STR to not be knocked prone.
  • 8, the force of the earthquake can be felt up to 5,000 miles. A fissure 40 ft. wide, 80 ft. long, 2400 ft. deep forms centered at the end of Xix's hammer. All spells that required concentration from a grounded spell-caster ends unless a CON save DC 24 is made. The same save must be made via STR to not be knocked prone.
  • 7, the force of the earthquake can be felt up to 2,500 miles. A fissure 35 ft. wide, 70 ft. long, 2100 ft. deep forms centered at the end of Xix's hammer. All spells that required concentration from a grounded spell-caster ends unless a CON save DC 21 is made. The same STR save must be made to not be knocked prone.
  • 6, the force of the earthquake can be felt over 1,000 miles. A fissure 30 ft. wide, 60 ft. long, 1800 ft. deep forms centered at the end of Xix's hammer. All spells that required concentration from a grounded spell-caster ends unless a CON save DC 18 is made. The same STR save must be made to not be knocked prone.
  • 5, the force of the earthquake can be felt up to 1,000 miles. A fissure 25 ft. wide, 50 ft. long, 1500 ft. deep forms centered at the end of Xix's hammer. All spells that required concentration from a grounded spell-caster ends unless a CON save DC 15 is made. The same STR save must be made to not be knocked prone.
  • 4, the force of the earthquake can be felt over 500 miles. A fissure 20 ft. wide, 40 ft. long, 1200 ft. deep forms centered at the end of Xix's hammer. All spells that required concentration from a grounded spell-caster ends unless a CON save DC 12 is made. The same STR save must be made to not be knocked prone.
  • 3, the force of the earthquake can be felt up to 500 miles. A fissure 15 ft. wide, 30 ft. long, 900 ft. deep forms centered at the end of Xix's hammer. All spells that required concentration from a grounded spell-caster ends unless a CON save DC 9 is made. The same STR save must be made to not be knocked prone.
  • 2, the force of the earthquake can be felt up to 100 miles. A fissure 10 ft. wide, 20 ft. long, 600 ft. deep forms centered at the end of Xix's hammer. All spells that required concentration from a grounded spell-caster ends unless a CON save DC 6 is made. The same STR save must be made to not be knocked prone.
  • 1, the force of the earthquake can be felt up to 50 miles. A hole 5 ft. wide, 10 ft. long, 300 ft. deep forms centered at the end of Xix's hammer. All spells that required concentration from a grounded spell-caster ends unless a CON save DC 3 is made. The same STR save must be made to not be knocked prone.

Xix may also opt to hit a specific target with this attack simultaneously crushing them into the ground: Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: ((magnitude)d20 + 11) [magical bludgeoning] damage. Because of the slowness of this attack, the target can try to make a DEX Save DC (his attack roll plus modifiers)

Reactions

Puncture Shock. Whenever an attacker does any magical, melee, or ranged "to hit" attack and it matches the Armor Class of Xix, he may opt to release a shockwave of Force (essentially a land mine) that hits everyone within 5 ft. of him. While the AC of Xix decreases by 1 (returning 1 AC to the creature he last took AC from), all within this range must roll a CON Save DC 20 or take (His new AC) [force] damage and be knocked prone. Successful Saves only take half damage. To add insult to injury the attack that prompted this reaction is considered to have missed.

Legendary Actions

Xix has two legendary actions that he may use one at a time. These can be taken after his turn or another person's turn. They reset upon the start of his next turn.

Steal Hardness(costs 1 action). Xix punches both the ethereal and physical form of a target within 10 ft.  with his fist wearing the ring of The Hammer and creates multiple fissures in the target while strengthening the weak points on himself. The Target must roll a CON save DC 20 or lose 1d4 AC for a maximum of 5 rounds. Xix gains in AC what the target loses. If Xix has multiple targets' AC, and he loses AC , the AC goes back to the person who lost the first amount of AC until that AC was restored. This works as First in, First out. 

EX. if the order of AC lost goes as follows

JIM -1, CARLY -4, KYLE -3, JIM -3

 and Xix loses 4 AC, then the new order is as follows

CARLY -1, KYLE -3, JIM -3

Restraining Force (costs 2 actions). Uncannily, Xix opens his palm as he thrusts forth his hand towards a target within 120 ft.. He converts 4 AC into a force that will restrain a target by their own essence unless they makes a CON save DC 20. On a successful save, Xix just loses 4 AC. On a failure the target is restrain for 1 round. On a critical failure the target is paralyzed instead of restrained. Xix cannot lower his AC beyond 18. 

Description

Xix Fang is half Goliath, half Orc and is a conqueror above all else. While he cares for his subordinates for military purposes it will not stop him from running them over every now and again. On his left hand he has the ring of The Hammer that grants him the ability to become tougher at the expense of others' toughness. He wields with him the legendary War-hammer, Cataclysm, that he procured after leading a successful conquest against the dwarves in the northeastern corner of Butterscootch. What scares his foes the most, is the fact that he bares no scars despite all of the wars he's waged.

Previous Versions

Name Date Modified Views Adds Version Actions
5/6/2020 11:30:08 PM
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1
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11/13/2020 4:51:23 PM
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2
2
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Monster Tags: Misc CreatureOrc

Habitat: ArcticForestGrasslandHillMountainSwampUnderdark

Pypertyme

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