Gift of Immortality (Mythic Trait; Recharges after a Short or Long Rest). When The Unnamed Mercenary is reduced to 0 hit points, it doesn't die or fall unconscious. Instead the scars littering his body begins to glow a sickly green and his body begins to float upward. If no body is present, one reappears from a crack in reality. The Unnamed Mercenary than regains 200 hit points and begins to battle with unforeseen ferocity.
Legendary Resistance (4/Day). If the Unnamed Mercenary fails a saving throw, it can choose to succeed instead.
Eldritch Concentration. The Unnamed Mercenary has advantage on concentration saving throws to maintain concentration on spells.
Eldritch Might. Whenever the Unnamed Mercenary uses the Eldritch Blast cantrip, whoever is hit must make a DC 17 Strength check or be knocked forward or back straight from the Mercenary. Additionally, the victims movement speed is reduced by 10 feet until the end of their next turn.
Spellcasting. The Unnamed Mercenary is a 10-level spellcaster. Its spellcasting ability is Constitution (spell save DC 17, +8 to hit with spell attacks). The Unnamed Mercenary has following Warlock spells prepared:
Cantrips (at will): Shocking Grasp, Toll the Dead, Eldritch Blast
5th level (6 slots): Arms of Hadar, Magic Missile, Hold Person, Crown of Madness, Hunger of Hadar, Fear, Blight, Synaptic Static,
Multiattack. The Unnamed Mercenary makes an attack with a cantrip and then two attacks with his fists or a melee weapon.
Unarmed attack. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 16 (2d6 + 5) Bludgeoning damage.
Eldritch Blast. Ranged Weapon Attack: +8 to hit, range 10/300 ft., one to three target(s). Hit: 5 (1d10) Force damage per blast.
Honed Instincts. When an opponent of the Mercenary enters into his reach, he can make a Shocking Grasp attack and then move up to his movement speed away.
Gift of the Destroyer. The Unnamed Mercenary can teleport 10 feet in any direction without provoking an opportunity attack.
The Unnamed Mercenary is a accomplished warrior who is magically enhanced by a deity of destruction. The Unnamed Mercenary can can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The Unnamed Mercenary regains spent legendary actions at the start of his turn.
Attack. The Unnamed Mercenary takes the Attack action.
Eldritch Visage (Cost 3 Actions). The Unnamed Mercenary temporarily takes the Visage of his patron. Every creature who can see The Unnamed Mercenary in a 30 ft., radius must make a DC 17 Charisma Saving throw. On a failed Save, they take 3d10 Psychic damage and half as much on a successful one. Additionally, everyone who failed the check are under the effects of the Bane spell for 1 minute.
If the Unnamed Mercenary mythic trait is active, he can use the options below as legendary actions for 1 hour after using Gift of Immortality.
Eldritch Being (Costs 3 Actions). The Unnamed Mercenary regains all his spell slots.
Description
A battle hardened mercenary from an unkown universe, the Mercenary has taken the task of dealing with the party from a deity who's only goal is to destroy everything in the universe. The Mercenary is a tall humanoid male, at least 6'5'' in height and weighing no more than 180 lbs. The Mercenary's body is heavily scarred, with many of the scarring on his body forming Eldritch Glyphs and runs on his back, as a show of pact with the deity.
Lair and Lair Actions
The Unnamed Mercenary have no defined lair, but wherever he choses too hold down becomes tainted with the destructive energy of his patron, he can take the following lair actions.
Lair Actions
On initiative count 20 (losing initiative ties), The Unnamed Mercenary takes a lair action to cause one of the following effects; The Unnamed Mercenary can’t use the same effect two rounds in a row:
- Every creature flying must make a DC Constitution save against The Unnamed Mercenary spell save. On a fail, creatures or objects plummet to the ground from the height they are on and are unable to fly for the next 24 hours.
- Other Creatures located in a separate room of the lair must make a Strength saving throw against The Unnamed Mercenary's spell save DC or be teleported to the room he is currently in.
Regional Effects
The region containing The Unnamed Mercenary's lair is distorted and feel ominous and dead, which creates one or more of the following effects:
- Every and Any creature of Evil alignment are drawn to the lair and establish it as a base.
- Players make saving throws against traps on disadvantage will within 1 mile of the Mercenary's lair.
If The Unnamed Mercenary dies, these effects fade over the course of 2d4 days.
Previous Versions
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2/7/2021 8:36:08 PM
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Coming Soon
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