Reckless. At the start of its turn, the berserker can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against it have advantage until the start of its next turn.
Relentless Might. The Hell Hunter is immune to the effects of exhaustion and cannot die from a lack of food, water, rest, or air.
Storm Aura. Any creatures that the Hell hunter chooses that start their turn within 30 feet of him must succeed a DC 19 dexterity saving throw or take 3d10 lighting damage and have their movement reduced by 10 feet.
Weather Sight. The Hell Hunter is immune to the heavy obscurement caused weather, such as thick fog, heavy rain or snow, even if magically created.
Magical Weapons. All his weapons are considered magical.
Legendary Resistance(3/day). The Hell Hunter can choose to succeed any saving throw he fails by using one Legendary Resistance. He has three Legendary Resistances per day.
Multiattack. Brynjolf makes four attacks with lightning bolt or unarmed strike, or makes two Orcus-Sword attacks.
Lightning Bolt. Ranged Spell Attack: +12 to hit, one target, range 60 feet, 20(5d8) lightning damage. The target looses it's reaction for this turn.
Orcus-Sword. Melee Weapon Attack: +24 to hit, reach 10 feet, one target, 38(4d12+14) slashing damage. Once per turn, Brynjolf can add 2d6+4 Necrotic damage and regain the same amount rolled. Good aligned creatures take an extra 4d6 damage.
Unarmed Strike. Melee Weapon Attack: +18 to hit, reach 5 ft., one target, Hit: 18 (2d8+10) bludgeoning damage.
Demonic Revenge. When the Hell Hunter is attacked by a melee attack, he can use his reaction to deal 3d10 lightning damage to the attacker.
The Hell Hunter can perform a legendary action after another creature's turn. He has 3 legendary actions per turn.
Demi-God’s Smite(Recharge 5-6)(Cost 2). Ranged Spell Attack: 120 ft./15 ft. circle. After another creature’s turn, the Hell Hunter can call down a bolt of godly lightning. The bolt requires any creature in the radius to succeed a Dexterity saving throw, DC 19, or take 8d10 lightning + 2d10 radiant damage. If the target is a good-aligned deity or connected to one through worship(i.e. cleric or paladin, it takes an extra 4d10 necrotic damage and is put under the effects of the banishment spell. If the target is a devil or connected to one through worship, it takes an extra 4d10 radiant damage and is put under the effects of the banishment spell.
Regenerate(Cost 2). The Hell Hunter heals 12d8 hitpoints and is put under the effect of a greater restoration spell.
Crushing Blow(Cost 1). The Hell Hunter makes an unarmed melee attack against one creature within range. If the attack hits, the target takes an extra 4d8 bludgeoning damage an is knocked prone.
Dash(Cost 1). The Hell Hunter moves up to his movement speed.
When the Hell Hunter is reduced to 0 hitpoints, he regains all of his hitpoints and gains access to the following mythic actions. These can be performed as legendary actions, costing 3 legendary actions.
Storm Teleport. The Hell Hunter teleports up to 500 feet to an unoccupied space he can see. Any creatures within 5 feet of him when he does this take 2d10 lightning damage and 2d10 thunder damage. They must also succeed a DC 19 constitution saving throw or be deafened for 1 minute, only deafened for one round on a success. Creatures within 5 feet of the location he teleports to suffer the same effects.
Monsoon. The Hell Hunter summons a cloud of pouring rain above the surrounding area. The area within 1 mile of the Hell Hunter is heavily obscured in heavy rain and fog.
Description
Created by Baphomet in the abyss from the remains of a demigod, Baphomet’s Guardian Angel is a being of pure rage and strength. Though he hails to Baphomet, he only does so because of a magical charm that can only be severed by removing his helmet.
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