Legendary Resistance (3/Day). If the Chain Nemesis fails a saving throw, he can choose to succeed instead.
Magic Resistance. The Chain Nemesis has advantage on saving throws against spells and other magical effects.
Magic Weapons. The Chain Nemesis's weapon attacks are magical.
Abyssal Berserker. The Chain Nemesis cannot be subjected to the charmed or frightened conditions when in a frenzied rage; additionally, damage from non-magical weapons only deal half damage.
Multiattack. The Chain Nemesis makes four attacks: one with its Scorching Hammer and three with its Fiendish Flagrum.
Scorching Hammer. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 1d10 + 10 bludgeoning and piercing damage plus 1d10 fire damage.
Fiendish Flagrum. Melee Weapon Attack: +16 to hit, reach 15 ft., one target. Hit: 17 (2d6 + 10) slashing damage plus 1d10 fire damage.
Burning Blood. After being hit by a melee attack, any creature within 5 ft. of the Chain Nemesis must succeed on a Dexterity saving throw (DC 18) or take 1d8 fire damage.
The Chain Nemesis 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 Chain Nemesis regains spent legendary actions at the start of his turn.
Scorching Hammer Attack. The Chain Nemesis makes a melee attack with its Scorching Hammer.
Erupting Abyss (Costs 2 Actions). The Chain Nemesis strikes the ground with its maul, triggering a fire-wreathed earth tremor. All other creatures on the ground within 30 feet of the the Chain Nemesis must succeed on a DC 23 Strength saving throw or be knocked back 15 ft., taking 3d6 fire damage.
Lair and Lair Actions
The Chain Nemesis’s Lair
Lair Actions
On initiative count 20 (losing initiative ties), the Chain Nemesis can take a lair action to cause one of the following magical effects; he can’t use the same effect two rounds in a row:
- The ground bubbles into a sticky muck in a 20 ft. radius centered on a point that the Chain Nemesis can see within 120 ft. of it. That area becomes difficult terrain and each creature within that area must succeed on a DC 19 Dexterity saving through or be restrained by the muck. A creature can take its action to free itself or another stuck creature from the muck by succeeding on a DC 19 Strength check. The muck hardens back into earth when the Chain Nemesis uses this lair action again or when it dies.
- The Chain Nemesis targets one creature it can see within 30 ft. of it. A glowing beam of red light tethers the Nemesis to the target an unwilling target must succeed on a DC 19 Wisdom saving throw to resist the tether. Each time the target takes damage, the damage is split evenly between the target and the Nemesis, transferring it along the red beam. While tethered, the Nemesis has resistance to all damage except for damage transferred along the beam. This tether lasts until the tethered target dies or the Nemesis uses this lair action again or the Nemesis dies.
- Motes of otherworldly fire dance around the Chain Nemesis - each hostile creature within 20 ft. of the Nemesis must succeed on a DC 19 Dexterity saving throw or be covered in the motes of fire. A creature covered in the motes sheds dim light in a 10 ft. radius and can't benefit from being invisible. Any attack role against a creature covered in this way has advantage if the attacker can see the creature. The motes of fire last until initiative count 20 of the next round.
*created for the Lord of the Print nemesis print
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