Epitome of Rage . Wrath is always in a rage so long as he is conscious.
All I See is Red. Wrath cannot be blinded, deafened, charmed, or frightened, so long as he is raging.
Feel no Pain. So long as he is raging, Wrath has resistance to all damage types.
Myrite Injectors. Wrath regenerates 30 hit points at the start of each of his turns. Wrath has 4 injectors in total. An injector can be removed on a DC 20 STR check (requires an action). Once all 4 are removed Wrath no longer will regenerate health.
Thrill of the Kill. If Wrath reduces a creature to 0 hit points on his turn he can use his bonus action to move up to half of his movement speed and make 1 eviscerate attack.
Multi-attack . Wrath can make either 3 eviscerate attacks, or 1 eviscerate attack and one rage fueled strike attack.
Eviscerate. Melee Weapon Attack: +13 to hit, reach 5 ft., single target. Hit: 20 (4d6 + 9) slashing damage. If a creature is reduced to 0 hit points because of this attack, that creature automatically fails 2 death saving throws.
Rage Fueled Strike (Recharge 5-6). Wrath focuses all of his range into one singular strike. Wrath makes an eviscerate attack at advantage on a hit the attack deals an extra 5d6 slashing damage and the target must succeed a DC 22 STR saving throw or be pushed up to 20 feet away and be knocked prone.
Berserker (1/day). Wrath goes fully berserk losing all semblance of humanity. For the next minute Wrath gains advantage on all attack rolls, his speed increases by 30 ft, and Warth cannot be knocked unconscious as a result of reaching 0 hit points. If Wrath reaches 0 hit points in this form he continues to fight on but must make concentration checks each time he suffers damage or end his rage and fall unconcious.
Where do you think you're going. Wrath makes an attack of opportunity against a creature in range. Until the end of their turn their speed becomes 0.







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