Venomous Terror. The Abyssal King Walker roars a black and deep green and purple liquid out at targets instilling fear and dealing 3 d4 of acid and terror and you have to make a save for Poison
King of The Void. The Abyssal King Walker emits a constant pulse of terror dealing 2d4 of terror damage per round. This also makes it immune to Blinding, Charming, Deafening, Stunning, Paralysis, and Petrification.
Natural Resistance. The Abyssal King Walker is immune to acid damage, disease damage, being Poisoned, and being inflicted with Fear or Terror.
Toxic Armor. For every physical attack that lands, the attacker must make a constitution saving throw, if the Roll is 12 or higher the save succeed, if the roll is 11 or lower the save fails and the attacker is Poisoned and take 1 d4 Acid damage.
Thick "Skin". The Void Walker is resistant to slashing and peircing damage.
Eyes of The Nothingness. No matter where you are the Void Walker can see you and your allies.
Acid Spit. The Abyssal King Walker spits up acidic spit that deals 2 d4s of acid damage and can dissolve metal armor if hit to many times.
Void Pulse. A pulse of voidal energy that can erase things from existence: +10 to hit, range 50/70 ft., 10 target. Hit:1 (5d8 +5) [Necrotic] damage.
Death Trap. The Abyssal King Walker summons venomous bone spikes all around it in a 10 ft radius. If hit roll for poison.
Toxic Slash. The Abyssal King Walker slashes with its tipped claws: +7 to hit, reach 20 ft., 1 target. Hit: 2 (2d6 + 5) Acid and Slashing Damage
Toxic Barb. The Abyssal King Walker slings the barb on its tail at an enemy: +9 to hit, range 40/70 ft., 1 target. Hit: 1 (2d8 + 6) Piercing and Acid damage. Roll for Poison.
Oblivion Tempest. Everything within a 30 ft radius is pushed back 75 ft and takes 3 d4 Terror damage. Can be use three times.
Its different than before, bigger, stronger, and much more enraged
Aura of Death (Costs 1 Actions). A burst of Pitch Black Energy, everyone except any Venom and Vile walkers on the field must roll a Constitution save of 11 or higher to be uneffected, 10 or less and you will take 1 d12 of Terror damage. Can only be used once.
Call of the Ultimate Abyss (Costs 2 Actions) A pulse of Pure Rage and Malice Emits from its mouth. Everything on the field except the Abyssal King Walker takes 2 d12 Terror damage. Can only be used twice.
The Void Walker is at full power, its name is The Abyssal King Walker.
Final Erasure (Costs 0 Actions). Upon Death the Abyssal King Walker emits a Wave of Energy that erases the void itself. Everyone has to make a Constitution saving throw with a d20 and get 16 or higher to come out unscathed, 10-15 and you will have to make a death saving throw, 9 or lower and you are instantly Erased from existence.
Description
A Massive Black creature, with 2 large arms protruding from the front of its long torso lined with Silver bone-like plates like platemail. Green and Indigo veins course around the creature with another set Silver bone-like plates like platemail and on its long tail, a sharp emerald green and amethyst purple barb with White and Silver accents can be seen. Its head is as long yet longer than a horse's if horses were bigger than a mansion and resembles a platemail-like Silver Skull with large green and Indigo streaks running around its white armored face. Once seeing it you can tell you fought it before, now it the Final Battle.
Lair and Lair Actions
Black, Pure Darkness, The Void, yet its bright, to bright to see anything, So bright, like looking into into the sun, as soon as you and your party step forth, the Pitch Black yet Extremely Bright Facade is vaporized and black light fills the void illuminating the darkness yet gives no light, showing the void to be endless yet enclosed. From the Walls of the void a Massive Vile Walker Walks through the invisible walls of void. It uses Telepathy and says "You have Killed me once but Never AGAIN, NOW PREPARE TO B E E R A S E D !"
Lair Actions
On initiative count 9 or lower for the Abyssal King Walker (losing initiative ties), the [Void Walker] takes a lair action to cause one of the following effects; the [Void Walker] can’t use the same effect two rounds in a row:
- Nonexistant Rage. the lair shakes and pure darkness begins to form into 2 Abyssal Knights. Can only be used once
- Chains of Oblivion. All but the Abyssal King Walker loses 8 off their initiative roll for 6 rounds. Can only be used once
- Nonexistant Royalty. The Abyssal King Walker is Immune to all non magical damage for 4 rounds. Can only be used twice
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