Hateful Weapons. Bec Noir's weapon attacks are magical. When he hits with any weapon, the weapon deals an extra 6d8 force damage (included in the attack).
Magic Resistance. Bec Noir has advantage on saving throws against spells and other magical effects.
[S] Jack: Rise. (Mythic Trait; Recharges after a Short or Long Rest). If Bec Noir is reduced to 0 hit points, it does not fall unconscious or die. Instead, Bec Noir regains 300 hit points. This state lasts untill he is once again reduced to 0 hit points.
Multiattack. Bec Noir makes two attacks with Knife's Edge, and two Liquid Negrocity attacks.
Knife's Edge. Melee Weapon Attack: +15 to hit, reach 5 ft., one target. Hit: 20 (4d6 + 6) slashing damage plus 27 (6d8) force damage.
Liquid Negrocity. Unarmed Melee Attack: +15 to hit, reach 10 ft., one target. Hit: 22 (4d6 + 8) bludgeoning damage
Octoroon Rangoon. When Bec Noir hits a creature with a Liquid Negrocity attack, he can use his bonus action to attempt to grapple the target.
Noirscape. In response to being targeted by an attack or or when forced to make a Dexterity Saving Throw Bec Noir can use his reaction to teleport to an unocupied space 120ft away, potentially avoiding the initial damage of the triggering source.
Bec Noir 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 solar regains spent legendary actions at the start of its turn.
Walk-Stab-Walk. Bec Noir magically teleports, along with any equipment he is wearing or carrying, up to 120 feet in any direction. Any creature it is grappling must make a Strength (DC 20) saving throw or be teleported with him.
Negastryfe. Bec Noir makes two Knife's Edge attacks
if Bec Noir's mythic trait is active, it can use the options below as legendary actions.
Red Miles (Costs 3 actions). Bec Noir casts the spell Red Miles at 9th level, its normal range doubled.
Solar Voyage (Costs 3 actions). Bec Noir magically teleports, along with any equipment he is wearing or carrying, to any unoccupied space on the same plane of existense. Any creature it is grappling or restraining must make a Strength (DC 20) saving throw or be teleported with him.
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Posted May 23, 2021The Red Miles Spell: https://www.dndbeyond.com/spells/931440-red-miles