Multiattack. Amalura dashes forward and makes two attacks with his maul. If he has his Swordspear drawn, he can also make a Swordspear attack.
Cold-Flame Warhammer. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 10 (1d8 + 3) Bludgeoning damage, or 14 (1d10 + 3) Bludgeoning damage if used with two hands.
Dragon Hunter's Swordspear. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 12 (1d10 + 3) piercing damage.
Ancient Dragon Greatbow. Ranged Weapon Attack: +6 to hit, range 200/500 ft., one target. Hit: 13 (1d10 + 1) piercing damage.
Lion's Strength: Amalura rotates to the direction of the attack and block's it with his forearm before shoving the attacker back 5ft
Legendary Resistance(costs 1 actions). Amalura automatically succeeds on any saving throw, this can be used once per turn
Lion's Roar (costs 1 actions). Amalura throws his head back and let's loose a thunderous warcry, everyone within a 15ft radius must make a DC13 Wisdom saving throw, on a failed save become frightened of Amalura and are unable to move towards him
Lion's Fury(costs 1 actions). Amalura performs a lunging Multiattack at the closest 2 enemies, on a failed DC15 Dexterity or Strength saving throw the targets take 2d8+2 Bludgeoning damage and are knocked prone, on a successful saving throw the damage is reduced by half and the targets are knocked back 5ft
Upon entering this phase Amalura Gains Fire, Ice, and Lightning elemental damage and the following abilities:
Dragon Rush(costs 1 actions and 1 bonus action): Amalura Crouch down before lunging at the furthest target from him, attacking with his Maul before following up with a series of fast and powerful strikes with his Swordspear dealing 1d10+5 bludgeoning damage and 2d6+4 piercing damage
Blistering Heat(Passive ability). Amalura's Shin's, Forearms, Chest, and head all ignite with blazing golden fire forming an aura of immense heat. all creatures within a 10ft radius take 1d4+1 fire damage for every turn untill they move out of the radius
Reckoning(costs 1 actions). Amalura sheath's his weapons and gains access to the following abilities for 4 turns:
- Relentless Assault: Amalura now has Resistance to all non-magical damage and deals ×2 damage
- Wrath: He leaps into the air and crashes into the ground with immense force dealing 2d8+4 bludgeoning damage and knocking all creatures within a 10ft radius prone, Players attempt a DC14 dexterity saving throw to take half damage and avoid being knocked prone
- Quake: Amalura leaps forwards and performs 3 to 5 Strikes to the earth causing a total of 12, 5-15ft stone spikes to jut up from the ground around him in a 15-20ft radius dealing 6d4+2 piercing and bludgeoning and 1d4+2 fire damage to all creatures caught in the attacks radius. Players attempt a DC16 dexterity saving throw to take half damage
The First Warmonger: Amalura releases his fury and unleashes a devastating and unblockable series of fast and powerful attacks once used to decimate those that threatened the Kingdom of Krien that hit everything in a 15ft radius dealing 8d6+6 bludgeoning, Slashing, and/or piercing damage and an additional 4d4+2 fire, ice, or Lightning damage. Players attempt a DC19 Dexterity saving throw to take half damage
Lair and Lair Actions
Amalura Fellwinter... The First and last king of Krein resides in the throne room of his castle on the continent of Krein, awaiting a worthy challenge and yet after 3 millennia he has yet to find one. Upon reaching the throne room they will find a mysterious fog leaking from the doorway blocking all sight but the party will hear him as he will utter a warning and suggest the party leaves the castle, should the party ignore the warning and enter the throne room the doors will slowly slam shut as he stands from the throne grabing his Swordspear and Maul before lunging at the party initiating a surprise round against them as he attacks twice before sheathing the Swordspear on his back and initiative is rolled
Previous Versions
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12/2/2020 10:47:20 AM
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