Medium Fiend, Chaotic Evil
Armor Class 15 Natural Armor
Hit Points 305 (16d20 + 145)
Speed 60 ft.
STR
25 (+7)
DEX
18 (+4)
CON
19 (+4)
INT
10 (+0)
WIS
10 (+0)
CHA
9 (-1)
Skills Athletics +17, Intimidation +15
Damage Vulnerabilities Poison, Psychic, Radiant
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Cold, Fire
Senses Truesight, Passive Perception 14
Languages Abyssal, Common
Challenge 15 (13,000 XP)
Proficiency Bonus +5
Traits

Battle Focus. If any creature he see does anything except attack him he will deal 1d6 points of fire damage. 

Exuding Rage. Any attack with in 5 ft. of him has advantage even the enemy. 

Infernal Anger. Any attack in a 30 ft. radius that has fire damage has advantage to hit. 

Lock-on (3/day). When Wrath targets a creature he can instantly warp to the target.

Actions
 

Volley. Make 4 strike actions.

Strike. Melee Attack: + 10 to hit, reach 5 ft., Hit 10 (2d8+3) bludgeoning damage.

Ground Slam. Melee Attack: +10 to hit. Reach any target in a 10 ft. radius. Hit: 15 (4d8) force damage. Creature's in range must make a strength saving throw or be pushed back 5 ft.

Wrath Strike. Melee Attack: +8 to hit. Reach 5 ft. one target. Hit: 49 (7d12+7) bludgeoning, deals 15 (5d6) points of fire damage. (recharge 4-6)

Explosive Anger. Ranged Attack: +7 to hit. Reach 30 ft. one target. Hit: 10 (2d10) fire damage.

Bonus Actions

Enter the description for how bonus actions work for your monster here.

Reactions

Ranged Wrath. When shoot at with a ranged weapon he can stop the attack, if it's a spell he takes half of what the damage would have been

Legendary Actions

Wrath has 3 legendary actions

Wrath's True Anger. cost 1 action to cast. Wrath can attack up to four different targets at four different positions.(ex one 10 ft. away to a target 60 ft. away) Each target get hit with a punch doing 18 (3d12) point of damage. Each takes 16 (4d6) points of fire damage.

Wrath's Flaming Vortex. Cost 2 actions to cast. Wrath summon's a vortex of fire from him out 60 ft. radius. dealing 32 (8d8) points of fire damage. Any creature caught in the vortex must succeed a dexterity saving throw of be sent flying out 30 ft. The Vortex last up to 2 rounds. (The vortex travel with Wrath if he moves)

Mythic Actions

Enter the description for how mythic actions work for your monster here.

Mythic Action Name (Costs # Actions). Enter the description for your mythic action.

Description

Enter a general description for your monster here.

Lair and Lair Actions

Enter a description of your monster's lair here.

Lair Actions

On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:

  • Enter a description for a lair action.
  • Enter a description for a lair action.

Regional Effects

The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:

  • Enter a regional effect description.
  • Enter a regional effect description.

If the [monster name] dies, these effects fade over the course of #d# days.

Snyperscopz

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