Iron Cast Halberd: Cael's Halberd is unbreakable, cannot be disarmed and cannot be wielded by any other.
Hatred of Mages: Cael will target a mage as opposed to any other in the Battlefield if he is capable of doing so.
Belated Rage: Upon reaching half health Cael immediately takes a free Champion's Charge and targets the last player that dealt damage to him within his normal 35ft range. If Target is not within 35ft, he will leap with precision towards that player and then initiate his Champion's Charge.
Undead Fortitude. If damage reduces Cael to 0 hit points, it must make a Constitution saving throw with a DC of 4 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1 hit point instead.
Final Stand: Upon reaching 10% of his hit points, Cael's body explodes in a violent abyssal vortex, anyone within 10ft of Cael must made a DC Dexterity saving throw of 15 or take 2 d8 Necrotic Damage, or take half as much on a successful one. Targets caught will also be pushed another 5ft further back. after this has occurred, Cael falls to one knee, and is considered prone until his next turn.
Multi-attack: Cael makes two attacks, either with fist/feet or with his weapon. Upon reaching 50% health, Cael gains a third attack.
Action Description: Cael wields a Halberd in One hand per his preference, and can make attacks with either his weapon or his fist/feet.
Action Melee Attack. Melee Weapon Attack. +7 to hit. reach 15ft. 1 Target. Hit 10 (1 d10 or 2d6 +5){Piercing/Bludgeoning] Damage.
Action Melee Attack. Melee Attack: Fist/Kick +8 to hit, reach 5t. 1 Target. Hit: 4 (1d4) [bludgeoning] damage. Target makes a DC 12 constitution saving throw or will be knocked prone.
Kick: When a player makes a successful melee attack against Cael it can use its reaction to make one unarmed strike against the creature. If the attack hits the creature is also pushed up to 10 feet.
Cael 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. Cael regains spent legendary actions at the start of its turn.
Champion's Charge (2): Cael enters a stance of charge and charges towards an opponent he is enraged at. he makes one attack against said target and one free attack against all those within 15 feet of Cael, they must all make a successful athletics or acrobatics saving throw of 15. On a failed save each affected creature is pushed 5ft from Cael and falls prone to the ground. Cael can also trade the free swipe for a stomp on the ground, which has no alterations otherwise. +7 to hit, Standard Damage.
Champion's Juggle (1): Cael can send one or more opponents flying with an uppercut into the air with his Glaive and kick them whilst they are falling down towards the ground. To avoid this, the target(s) must succeed on a Dexterity Saving Throw of 15 to avoid this move. Standard Damage for Halberd/Kick Applies. (2d6 +5 + 1 d4)
Champion's Wrath (2): Cael will lunge at an incredible pace at a specific player and grab them by the face and impale them with his Halberd, throwing them elsewhere. The target must make a Acrobatics check of 16, on a failed save the impalement itself does 1 d10 +4 piercing damage and suffer an additional d4 of Bludgeoning damage as they are thrown either 20ft away onto the ground or into the wall.
Pull (1): Make a Glaive attack against one creature within range (15ft). If it hits they must succeed on a DC 16 strength saving throw or be pulled up to 10 feet towards Cael. +7 Hit, Standard Damage.
Description
Cael was once a Paladin, who held the Oath of the Ancients, was tasked with defending his Holy Temple and it's respective allies. When he was tasked with defending a Neighboring Fortress, he arrived to the Battlefield all too late, failing his duty as the light of the land.
By the time he had returned to his Temple, a foul evil had come and passed, enslaving his fellow Knights, and turning him into the ultimate Guardian for a rotting dungeon, as a slow and terrible abyss creeping into the very depths of his soul. He wears heavy Stone Plated Armor with filthy rags draped over the joints of otherwise exposed armor, and skin white as snow. he wields a Halberd, or Glaive in Combat, in a unique one handed style, befitting his size. his ability to call upon his Ancient powers has faded, and yet they still remain.
Lair and Lair Actions
Control Nature: Magic Attack: Vines/Branches/Trees.DC Dexterity 15 Saving Throw or be grappled by vines or branches 10ft up to the Victim. once stuck you must make a DC Strength 14 Saving Throw or be choked by the vines, taking 1 d6 damage per turn.
Control Lighting: At Cael's command, the lighting of the temple and 2.5 miles around it will shroud in a darkness deeper than the darkest night. Those with Darkvision up to 60ft can only see 20ft, and torches and lanterns will barely be effective. this effect lasts for 3 hours, and can be done at will at most 3 times a day.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
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9/5/2018 2:15:33 PM
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4
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0
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5th
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Coming Soon
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9/5/2018 2:29:25 PM
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11
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0
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5e
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Coming Soon
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9/9/2018 3:32:14 AM
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65
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0
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Coming Soon
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9/28/2018 2:27:55 PM
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123
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1
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5E
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Coming Soon
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9/28/2018 2:41:55 PM
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46
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1
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--
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Coming Soon
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