Legendary Resistance (3/day): if Arkairung fails a saving throw he can choose to succed instead.
Reduce: Arkairung magically reduces his size to large until he decides to return to his original size.
Titanic: Arkairungs size doubles all his damage rolls, but gives disadvantage on evasion and acrobatics.
Oath of the ancients: Arkairung has the undying sentinel ability, and is permanantly under the effects of elder champion, but only the first effect of gaining 10 hit points per turn, but has to follow the oath to retain these abilities.
Oath of redemption: Arkairung has acces to the level 6 ability of a normal paladin, and the level 15 and 20 abilities of an level 20 OR paladin, but has to follow the oath to retain these abilities.
Survivor of the ages: Arkairung has survived countless battles over his long life, suffering immense amounts of damage in each one, his body has adapted to this, regenerating itself when it begins to feel thretened, at the start of each turn, Arkairung regains hit points equal to 5 + his Constitution modifier if he has no more than half his total hit points left. he doesen't gain this benefit if he has 0 hit points.
Pacifistic monk: Arkairung has acces to the level 7 and level 11 abilities of an level 20 monk of the open hand.
Pacifistic primeval guardian: Arkairung has acces to the level 3, level 7, and level 11 abilities of a level 20 primeval guardian.
Past of an archmage: Arkairung has acces to all the abilities of a level 20 abjuration wizard.
Past of an archmage: Arkairung has acces to all the abilities of a level 20 of a chronurgy wizard.
Past of an archmage: Arkairung has acces to all the abilities of a level 20 illusion wizard.
Heart of the sun: Arkairung is immune to fire and radiant damage instead healing from it.
Sun soul: any spell or effect Arkairung creates ignores resistance to fire and radiant damage, treats immunity to fire and radiant damage as resistance to fire and radiant damage, and treats creatures without either as vulnerable to fire and radiant damage.
Magic resistance: Arkairung controll over magic is at the level of an archmage, giving him limited resistance against magic.
Spellcasting. Arkairung is a 20-level spellcaster. Its spellcasting ability is intelligence(spell save DC 25, +20 to hit with spell attacks). Akairung has the following wizard spells:
Cantrips (at will): prestidigitation, mending, druid craft, decompose, thaumaturgy.
1st level (4 slots): shield, alarm, cure wounds, ceremony.
2nd level (3 slots): lesser restoration, prayer of healing, darkness.
3rd level (3 slots): beacon of hope, aura of vitality, remove curse.
4th level (3 slots): aura of life, aura of purity, fabricate.
5th level (3 slots): awaken, greater restoration, scrying.
6th level (2 slots): Drawmij's instant summons, heal.
7th level (2 slots): regenerate, resurrection.
8th level (1 slot): antimagic field.
9th level (1 slot): imprison.
Innate spelcasting: Arkairungs spellcasting ability is Charisma (spell save DC 25, +20 to hit with spell attacks). He can innately cast the following spells, requiring no material components, and without ending his emmisary of redemption ability:
At will (at lowest level): sense emotion, suggestion, detect magic, counterspell, control weather, gravity sinkhole, flame strike.
1/day each: invulnerability, true ressurection, power word: heal, timestop, foresight, teleport.
Arkairung will only attack as a last resort.
Multiattack: Arkairung innately casts gravity sinkhole and flame strike, before making two smiting claw attacks.
Action Melee Attack. Smiting claws: 20 to hit, reach 20 ft., all targets in a 5 foot diagonal line of the original target. Hit(as normal size): 2d6 slashing damage plus 2d8 fire damage and 2d8 radiant damage.
Lay on hands: Arkairung has level 20 lay on hands paladin ability.
Ignition saliva: Arkairung begins salivating a highly flammeble material in preparation to shoot his sun fire breath, you can destroy it by casting a cone of cold directly into his mouth, if it hits the saliva is frozen and his breath attacks attack dice amount is halved.
Sun fire breath (recharge 1/day): Arkairung exhales a beam of light 120-foot cone. Each creature in that area must make a DC 25 dexterity saving throw, taking 20d6 fire damage and 20d6 radiant damage on a failed save, or half as much on a succesful one.
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Arkairung can take 2 legendary actions, choosing from the options below. They can be used at any time. Arkairung regains his legendary actions at the start of every second turn.
Control over mind: Arkairung creates a fortress of looping repetitive thought, giving him advantage on intelligence, wisdom, and charisma checks, saves and spell attack rolls.
Control over body: Arkairung stimulates his body, giving him advantage on strenght, constitution, and dexterity checks, saves and physical attack rolls.
Arkairung will begin to attack when he has lost half his maximun hp, attacking until all the attackers are low on health before giving them one more chance to live.
Description
Arkairung was once the head archmage of the court wizards of an ancient empire whoose name has been lost in time, that would do anything for power, he noticed that he had reached the end of his potential on the magical journey, so he wanted to gain a supremely powerfull physical body with strong innate abilitys. He created a chimera of the corpses of the most powerfull creatures he had slain in his life which consisted of a gravity titan ape, a sun dragon, and nature guardian lion. He prepared to transfer his soul into it. But when he did he was controlled by the instincts of his body for a single day, but that was all it took for him to reduce the capital city of the kingdom into a wasteland, killing most of the population, including his own familiy, he almost went mad with sorrow and selfloathing, but instead of taking his own life he decided to devote his being to good, becoming a paladin by swearing the oath of redemption and ancients. He perfected his body throughout his long journey of redemption, and is to this day still alive doing good deeds, and is revered as the exemplar of redemption.
He created a spell combination of the create humonculus, simulacrum, create magen, and wish spells, make what is called Arkairungs diciples, they are humanoids versions of Arkairung himself, with toned down versions of his abilities, and Arkairung himself teaching them about his classes. they,re CR is usally between 14 and 18 with only 5 going over 20,and the strongest of them at 25.
Arkairung is a gargantuan maned lion-ape hybrid with crystal antlers and a dragon face.
The fur is diffrent shades of green with varius vegetation sprouting from it, with white gold glowing scales underneath.
His hands and feet are like a dragons but with fur.
Lair and Lair Actions
Arkairung doesnt have a specific place he lives in his lairs, they,re centers are the imprisoned evil beings, Arkairung just comes to his lairs to check on the evil beings and talk to them or just to check up on how the fauna and flora are doing.
Regional Effects
The region containing one of Arkairungs lairs is affected by his magic and presence(charisma), which creates the following effects in a 10 mile radius:
- over time, unintelligent living things will become intelligent, as if an awaken spell was cast on them, while nonliving things are sometimes targeted by an enhanced animate object spell, and carnivores creatures evolve into omnivores when awakened. The awakened plants have agreed to let the herbivores and imnivores eat some of their fruits as an alternative to eating plants directly.
- every non-evil alligned creature gains the effects of calm emotions,beacon of hope, aura of vitality, aura of purity, and aura of life. But they lose it if they attack another creature, unless its animals that havent awakened yet. corpses also decompose quickly if not eaten, and everything is affected by a constant purify food and water, and plant growth spell.
- the region is enchanted with sequester, and any evil allignment beings about to wander into the region is affected by an compulsion spell that makes them walk another way while replacing their memories of the manipulation and any knowlegde they have of the region.
- the terrain transforms into a dense rainforest with flowing rivers, big cliffs and small mountains.
- there are usally some diciples of Arkairung wandering about, either because they are still in teaching or just visiting.
- each of Arkairungs lairs are also built around powerfull evil beings, imprisoned by Arkairong in the past. He always shrinks them inside a gem with comfortable interior and a good viev to the outside due to it being placed high up on a pedastal with sequester cast on it, one day freing them if Arkairong feels they have truly changed their ways.
- Arkairung has a permanent teleportation circle set up in each of his lairs.
- good berry glyph of warding spells are everywhere in Arkairungs lairs, you just have to say you are hungry and a good berry pops out, and every time they are running low Arkairung comes back to refill them.
Even if Arkairung someday dies, these effects will persist for centuries or perhaps even thousands of years.
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Posted Sep 30, 2021English is not my first language, so pls overlook the minor typos.
Other than that, i designed Arkairung to be near, if not unbeateble, he is clearly over CR 30, can any experienced player take an educated guess at what his CR would be?
I designed him to be more of an NPC you could get guidance or help from, or to test your combat prowes against in a spar.
Also im new to the game so i may not get some rules/mechanics yet pls dont hate.
And also, did i use to much of pre existing classes?
Im am also very open to advise since this is my first homebrev monster ever.