Medium Humanoid (Changeling), Chaotic Evil
Armor Class 24 Armor
Hit Points 1350 (50d20 + 350)
Speed 80 ft., Fly 40 ft.
STR
30 (+10)
DEX
30 (+10)
CON
30 (+10)
INT
25 (+7)
WIS
30 (+10)
CHA
20 (+5)
Saving Throws STR +19, DEX +19
Damage Immunities Bludgeoning, Piercing, and Slashing from Metal Weapons
Condition Immunities Blinded, Grappled, Unconscious
Senses Passive Perception 27
Languages --
Challenge 30 (155,000 XP)
Proficiency Bonus +9
Traits

Regenerating Quirk: Regenerate 20 health at the start of each of your turns.

All of Baruka's attcks count as magical.

Siege Monster. Baruka deals double damage to objects and structures.

Magic Resistance. Baruka has Advantage on saving throws against spells and other magical effects.

 (5/Day). If Baruka fails a saving throw, he can choose to succeed instead.

Kinetic Boosters/Strength Enhancers. All for One can use these quirks to boost his abilities in combat and use stronger versions. He can also use these to boost his Str or Dex score by 2 on any round he is not using them to enhance an ability.

 

Saving Throws STR +17, CON +16, dex 16

 

Actions

Multiattack: Using Gravity Crush make 2 Shortsword attacks and 2 quirk attacks.

Quirk - Forceful Activation (Recharge 5/6). All for one attempts to take control of a creature, One creature within 40ft must make a DC 16 Intelligence saving throw, becoming Charmed for one turn on a failed save. Charmed creatures by this effect will make a melee attack against the closest creature that is hostile to All for One if possible.

Gravity Crush:  A creature of baruka's choice within 150 feet must make a dc  24 Strength saving throw or be crushed by a strong force of gravity taking 6d10 force damage. 

Shortsword. Melee Weapon Attack: +19 to hit, reach 15 ft., one target. Hit: 37 (5d10 + 10) slashing damage.

Quirk - Warp (Recharge 4/5/6. All for One can Warp 1d4 targets to him or away from him, Creatures within 30ft of All for One can be affected, Warping them within 5ft of All for One or Warping them away from him up to 30ft, One for all can also teleport up to 50 feet.

Quirk - Springlike limbs. Melee Unarmed Attack: +18 to hit, reach 10 ft., one target. Hit: 24 (4d8 + 8) Bludgeoning damage. All for One coils his arms to build up unrivaled power and releases on his foes. Enhanced - Using his Strength Enhancers he increases his damage by 1d12

Quirk - Air Cannon. Ranged Weapon Attack: +18 to hit, range 30/120 ft., 30 ft line. Hit: 24 (3d12 + 8) Force damage. All for one releases an air shockwave from his arms. Enhanced - Using his Kinetic boosts he adds 2d6 thunder damage

Quirk -  Spearlike Bones. Melee Weapon Attack: +18 to hit, reach 10ft, One target. Hit: 32 (5d8 + 8) Piercing damage. All for One protrudes Bones from his limbs with he uses to strike his target. Enhanced - Using hypertrophy he enhances his arm size leading to huge Bone spears, adding 1d8 Piercing damage and incapacitating a Target on a failed DC 18 Con save

 

Reactions

Impact Recoil. As a reaction, when being attacked by a Non Spell attack, All for One can Activate his Impact Recoil quirk reducing the damage from the attack by 2d12 + 10, Knocking back melee attackers by 5 ft. 

Legendary Actions

Move. (Costs 1 Action). All for One maybe move up to his full movement without incurring attacks of opportunity

Search. (Costs 2 Actions). All for One uses his quirk to scan the area within 60ft, revealing all creatures in the radius. Creatures must make a DC 30 Stealth check to avoid detection.

  • Cold Breath (Recharge 5-6). The dragon exhales an icy blast in a 90-foot cone. Each creature in that area must make a DC 22 Constitution saving throw, taking 72 (16d8) cold damage on a failed save, or half as much damage on a successful one.
Mythic Actions

Enter the description for how mythic actions work for your monster here.

Mythic Action Name (Costs # Actions). Enter the description for your mythic action.

Description

In his true form he looks like an elf with blue skin and a red gem on his forehead. White hair pure blue eyes and he stands at 6 feet tall.

Lair and Lair Actions

A snowy square that is 500/500/500 lwh and makes all terrain difficult. 

Lair Actions

On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:

  • Creates a 15/15 foot wall anywhere within 150 feet and any enemies hit by this take 3d10+5 bludgeoning damage
  • Restrains a creature in ice dc 25 strength saving throw on the start of each turn and take 4d10+4 frost damage
    • Cold Breath (Recharge 5-6). The dragon exhales an icy blast in a 90-foot cone. Each creature in that area must make a DC 22 Constitution saving throw, taking 72 (16d8) cold damage on a failed save, or half as much damage on a successful one.

 

The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:

  • Enter a regional effect description.
  • Enter a regional effect description.

If the [monster name] dies, these effects fade over the course of #d# days.

Habitat: Arctic

Matthewdag

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