Multi attack. Attacks 3 times with his bonded longsword
Shield bash. After every melee attack done with his sword, Ander bashes the enemy with his shield, dealing 1d4 bludgeoning damage and knocking the enemy back 20ft
Spellcasting. And Brightblood is a 18-level spellcaster. Its spellcasting ability is intelligence (spell save DC 18, #8 to hit with spell attacks). Ander Brightblood has the following spells prepared:
Spell Slots: 15
1st:4
2nd:3
3rd:3
4th:3
5th:2
6th:2
7th:2
8th:1
Known spells:
1st level: Ice knife, thunderwave, faerie fire, zephyr strike
2nd: scorching ray, shatter, blur, hold person
3rd: fireball, lightning bolt, slow, sleet storm
4th: ice storm, vitriolic sphere, blight
5th: cone of cold, steel wind strike
6th: Chain lightning, freezing sphere
7th: teleport, plane shift
8th: clone
Spell strike: Ander infuses his sword with a spell he knows and attacks an enemy, if it hits the target is dealt the damage of his Bonded longsword and the damage of the spell. The spell is not cast normally and only deals damage to the one person. Ander cannot multi attack when using this ability and expends a spell slot.
Summon demons: Ander Summons multiple demons in front of him every 2 turns, the list of what can be summoned is shown below.
1d12 (or 9) quasit that's until death, every 2 turns
5 manes: last 3 turns, every 5 turns
5 dretches: last 4 turns, summoned every 5
1 balgura: last 3 turns, can only be summoned twice during battle and only every 6 turns.
Bonded longsword +7 to hit, deals 3d8 slashing damage, unbreakable, and if disarmed can be teleported back to Anders hand at the start of his next turn.
Arcane infusion: as a bonus action Ander infuses an element into his sword, changing the color of his blade and allowing the attacks he makes with his sword to be infused with an extra 2d6 of damage from the following list
Fire (red), Acid (green), lightning (blue), force (white), thunder (black).
As well any spell cast that does the same damage as the arcane infusion does double initial damage, as well Ander is resistant to the element infused into his sword.
4/day
Rejuvenate: Ander regains something he lost, restoring half of his lost health or all of his expended spell slots
To rival the gods: for the next 3 turns ander can cast 2 spells at once while only expending 1 spell slot
Stealing from the weave: Ander steals 2 spell slots of 4th level or lower from a spellcaster he can see
To conquer all: and claims a 15ft long and high square around him, while inside the square he either games 3 spell slots per turn (can go over 15) or 20 health per turn
Tyrant slayer: Ander channels his rage and focuses on the enemy with the most health and charges at them, dealing 1/4 of their current health.
Spell thief: Ander looks into the mind and power of an enemy and learns a spell of from their known spells permanently.
2/week
Ascend above the gods: ander channels every spell he has into his sword and strikes an enemy with it as though he were casting spell strike, dealing the damage of his sword as well as all the damage from every damaging spell he has.
Spell mastermind: Ander dives deeper into the mind of an enemy and permanently learns every spell they know
Description
A tall man, clad in black plated armor, Ander Brightblood was a slave to a tyrant who was gifted the abstract power to bond with a sword by a fairy. He led a rebellion which led to him stopping the lords attempt at immortality. Despite this the ritual was not properly stopped and Ander was given the ability to not age. Its revealed to him by the fairy that it's actually a power hungry demon who used him and will keep using him as a puppet to gain power. He was forced to make an army and carve a kingdom from war when he realized his lack of aging and learned that he now has an eternity to rebel against the demon, right his wrongs, and slay another tyrant even if it means having to bow to its will for a short amount of time.
Lair and Lair Actions
A tall and intimidating tower that hangs above a large city. In the throne room lies hundreds of swords hanging by chains from the ceiling.
Lair Actions
On initiative count 10 (causing a reroll of initiative once the turn is over) , Ander performes 1 of 2 lair actions as shown below
- Shouts for 2d4 knights to enter the room hes currently in, they arrive in 2 turns
- Calls down 1 (2 at half health) quadrant (of 4 equally divided in the square room) of hanging swords down onto his enemies, this will deals 1d10 slashing damage and knock those affected prone
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