Siege Monster. The Mageslayer deals double damage to objects and structures.
Charge. If the Mageslayer moves at least 10 feet straight toward a target and then hits it with a melee attack on the same turn, the target takes an extra 10 (3d6) piercing damage.
Limited Magic Immunity. The Mageslayer can’t be affected or detected by spells of 3rd level or lower unless it wishes to be. It has advantage on saving throws against all other spells and magical effects.
Multiattack. The Mageslayer makes three attacks one axehand attack, one hammerfist attack and one with its hooves or tail.
Hooves. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage, plus 11(2d10) bludgeoning damage if the target is prone.
Axehand. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 19 (3d8 + 6) slashing damage, plus 11 (2d10) slashing damage if the target is prone.
Hammerfist. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 19 (3d8 + 6) bludgeoning damage. If the target is a creature, it must succeed on a DC 17 Strength saving throw or be knocked prone.
Tail. Melee Weapon Attack: +9 to hit, reach 5 ft., one creature. Hit: 7 (1d10 + 2) piercing damage, and the target must make a DC 12 Constitution saving throw, taking 22 (4d10) poison damage on a failed save, or half as much damage on a successful one.
Sweeping Axe (Recharge 6). The Mageslayer makes a sweep with its axehand, and each creature within 10 feet of it must make a DC 17 Dexterity saving throw. A creature takes 19 (3d8 + 6) slashing damage on a failed save, or half as much damage on a successful one.
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