Massive Arms. Zodd can wield two-handed weapons as if they were one-handed. He can also move freely while grappling another Medium or smaller creature, only needs one hand to do so, and imparts the restrained condition when he does.
Reattachment. Zodd's arms may be attacked directly. They have 100 hit points, +2 AC, and any damage dealt to them is dealt to Zodd as well.
Regeneration. At the beginning of Zodd's turn, he recovers 3d10+10 hit points. If Zodd loses a limb, he may reattach it as an action as long as his other hand is free.
Crushing Weight. Zodd can end his movement on top of a prone creature. That creature becomes restrained as long as Zodd remains standing above it. On that creature's turn, it may make a DC 22 Acrobatics or Athletics check to remove the restrained condition as an action.
Legendary Resistance (3/Day). If Zodd fails a saving throw, he can choose to succeed instead.
Beast Within. When Zodd's health falls below 50%, he falls prone until his next turn and transforms at the beginning of that turn. If he takes damage before his turn, he transforms immediately and stands up.
Multiattack. Zodd makes any three weapon attacks with weapons he is currently carrying. He initially carries two huge greatswords that require 28 Strength to wield.
Greatsword Slash. Melee Weapon Attack: +15 to hit, reach 15 ft., single target. Hit: 5d12+18 slashing damage.
Greatsword Throw. Ranged Weapon Attack: +15 to hit, range 50 ft., single target. Hit: 5d10+12 piercing damage. The target must make a DC 18 Dexterity Save or be pinned by the sword and become restrained. On that creature's turn, it may make a DC 22 Acrobatics or Athletics check to remove the restrained condition as an action. Zodd may also retrieve the sword, ending this condition.
Ragdoll Smack. Melee Weapon Attack: +15 to hit, reach 10 ft., single target. Hit: 3d12+10 bludgeoning damage. Zodd makes this attack using a grappled creature as a weapon. That creature also takes 3d12+10 bludgeoning damage on a hit.
Ragdoll Throw. Ranged Weapon Attack: +15 to hit, range 50 ft., single target. Hit: 2d10 bludgeoning damage. Zodd makes this attack using a grappled creature as a thrown weapon.
- If the thrown creature has a flying speed, it may make a DC 22 Acrobatics or Athletics checks to stabilize 25 ft. along the path, horizontally and vertically, ending the attack.
- Otherwise, on a hit or miss, a standing target may make a DC 18 Athletics check to attempt to catch the thrown creature. If successful, the target takes 2d10 more bludgeoning damage, and the thrown creature takes 3d10 bludgeoning damage and lands next to the target in a square of its choice.
- Otherwise, the thrown creature takes 6d10 bludgeoning damage and falls prone. If the target attempted to catch the creature but failed, the target falls prone as well. If the creature was wearing heavy armor, the target is restrained until the creature stands up or is removed by making a DC 18 Acrobatic or Athletics check as an action.
- Finally, Zodd may throw a creature at an empty space, dealing it 6d10 damage and knocking it prone or dealing half if it passes a DC 18 STR or DEX save or Athletics or Acrobatics check.
Clawed Fist. Melee Weapon Attack: +15 to hit, reach 5 ft., single target. Hit: 2d10+10 slashing damage and 2d10+10 bludgeoning damage.
Horrific Sweep (Recharge 5-6). Zodd spins, and performs a Swat (see reactions) on each creature within range of one of his weapons or hands. He then repeats this move with his other weapon or hand.
Extra Attack. Zodd may attack once more as a bonus action.
Grapple. Zodd may attempt to grapple a creature within 5ft as a bonus action.
Disarm. When Zodd hits with an attack, he may use a bonus action to force the target to make a DC20 Strength Save. If the target fails, it is disarmed.
Swat. When a creature comes within Zodd's reach, he attempts to swat it away as a reaction. The target must make a DC22 Strength Save. On a fail, the target is knocked back 15ft, falls prone, and takes 3d10 bludgeoning damage. On a success, the target takes half damage.
Retaliate. When Zodd takes damage, he may make a melee weapon attack against the attacker with advantage as a reaction.
Sacrificial Grab. When Zodd takes damage, he may attempt to grapple the attacker with advantage as a reaction if it is within 5 feet.
Meat Shield. If Zodd is grappling a character and is hit by an attack, he may use a reaction to take no damage and cause the attack to be re-rolled against the grappled character.
Grapple (Costs 1 Action). Zodd may attempt to grapple a creature within 5ft.
Attack (Costs 1 Action). Zodd may make a weapon attack with a weapon he is holding.
Femto's Decree (Costs 2 Actions). Zodd calls Lord Femto (Griffith) to destroy one environmental effect on the battlefield. This includes Forcecage or any "Wall of" spell.
Horrific Sweep (Costs 3 Actions). Zodd may use Horrific Sweep if it is prepared. He may then move up to his speed.
Lair and Lair Actions
Realm of Crushing Dark. Transportation to any realm but the current one is forbidden. Creatures may not become ethereal by any other means.
Previous Versions
Name | Date Modified | Views | Adds | Version | Actions |
---|---|---|---|---|---|
7/2/2021 9:06:24 PM
|
6
|
1
|
Humanoid
|
Coming Soon
|
|
7/13/2021 7:40:25 PM
|
6
|
1
|
Humanoid v2
|
Coming Soon
|
|
7/13/2021 7:48:46 PM
|
6
|
1
|
Humanoid v3
|
Coming Soon
|
|
7/13/2021 7:54:06 PM
|
6
|
1
|
Humanoid v4
|
Coming Soon
|
|
7/13/2021 8:31:25 PM
|
6
|
1
|
Humanoid v5
|
Coming Soon
|
Comments