Legendary Resistance (3/Rest)
Chen ignores immunities to damage types, turning them into resistance instead.
Innate Spellcasting. Chen can cast the following spells, unlocking a new lvl each round of combat.
1st Round: Veigar W, Crystal shard, Warp
2nd Round: Morgana Ulti, Ra Ulti,
3rd Round: Cloud Mind, No Quarter,
4th Round: Antimagic Lock, Extinguish the Flame,
Chen rolls Initiative twice, acting twice per turn.
Action Name. Chen uses one of his Innate spells. The lvl of the spell increases for each turn one of is bodies is alive. At the start of combat he can use all of his abilities
Eldritch Grasp. Melee Spell Attack: +14 to hit, reach 5 ft., 1 target. Hit: 29 (7d4 + 8) necrotic damage.
Spell attack bonus: +14
Spell save DC: 21
Veigar W: Chen summons a mass of arcane energy above 1 target of his choice within 90 feet of him. The target has to make a Dexterity saving throw or take 6d12 force damage, halved on a success. The number of targets increases by one each round of combat up to a total of 4
Crystal Shard: Chen throws sharp shards of crystal at 1 target within 120 feet. He has to roll a ranged spell attack, on a hit the target takes 3d10 piercing damage and the crystal explodes. All enemies in a 25 ft. cone behind the target have to succeed on a Dexterity saving throw or also take 3d10 damage. The damage of the initial hit increases by 1d10 each round up to a total of 6d10.
Warp: Chen throws a ball of psionic energy at one target within 90ft. The target takes 3d8 slashing damage as the psionic energy cuts open a grievious wound. Each time the target takes damage it has to make a constitution saving throw or its hit point maximum is reduced by 2d6. On the first success the effect ends.
Morgana Ulti: Chen tethers 2 targets within 40 ft. to himself. Should they not have left the range within 2 of chens rounds they are stunned for one round and take 3d6 necrotic damage each. Chen heals for halve the damage dealt by this ability. The number of targets increases by one for each turn that passes up to a total of 5
Ra Ulti: Chen fires a beam of elemental ice. The Beam covers an area with a length of 90 ft. and a radius of 5 ft. Creatures standing in the light have to make a Constitution saving throw or take 6d8 cold damage and be marked. A marked target has its speed reduced by halve until the mark is broken. The first attack roll on a marked creature has advantage and the target takes an extra 3d6 cold damage from the attack. On a successful save the target takes half damage and is not marked. The cold damage increases by 2d8 per turn to a maximum of 10d8.
Cloud Mind: Chen clouds the mind of 1 target. The target takes 6d4 points of psychic damage and has to make a Wisdom saving throw. On a failed save the targets mind is clowded, not sure if attacking Chen is the right thing to do. Each time the target wants to use the attack action against Chen it has to reroll the saving throw or has to attack another target. Should no other enemy be in range the attack goes agaisnt a friend. Should no creature be in range the attack is wasted. The psychic damage increases by 3d4 per transpired round. This spell requires concentration.
No Quarter: Chen targets two Quarters of the map. Each creature inside this quarter has to make a strenght saving throw or be pulled in the air 50 ft and restrained there. On Chens next turn the target is thrown to the ground forcefully, taking 10d6 bludgeoning damage.
Antimagic Lock: Chen chooses one target which has to make a Charisma saving throw. On a fail it is incapacitated, has a movement speed of 0 and is surrounded by an antimagic barrier with a radius of 15 ft. This effect requires Chens concentration.
Extiguish the flame: Chen throws a ball of fiery death at a point within 100 ft. After one turn the ball arrives at the target and explodes, dealing 20d6 points of fire damage to each creature within 20 ft. of the point of impact.
Counterspell. Chen uses the counterspell spell (lvl 4)
Kirthan has 4 legendary actions per round of combat
- Attack: Chen makes one melee attack
- Push: Chen casts the Thunder wave spell at lvl 5
- Round 1 Ability: Chen uses a Round 1 ability
- Copycat: Chen creates a copy of one of the miserables. He can only copy an enemy once. This creature counts as construct and has only 60 hp but otherwise the same stats. (3 Legendary actions)
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 20 (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:
- Chen creates a wall of thick fog at the borders of each quarter of the quarters of the map, effectively blocking vision outside of ones own quarter.
- A magic crystal in the middle of the chamber absorbs magic from enemies. The stone targets one creature that is affected by a spell or is concentrating on one. They have to make a DC 17 spellcasting ability check or lose the spell effect/concentration. They take damage equal to 1d10+2 force damage per lvl of spell absorbed this way. Once the crystal has absorbed a total of 5 spell levels, it bursts forth a wave of healing magic for Chen, granting him 50 temporary hit points.
Comments