Class Change. Once per turn the Ojirec can change its class to Ojirec and their spell save dc remains the same and they maintain concentration. They must still make concentration checks as normal.
Special Equipment. Ojirec carries the Blackrazor and the Shield of the Hidden Lord . when a fight starts they put in the Black dragon mask. They wear Plate, +3.
Magic Resistance. Ojirec has advantage on all saves against spells/magic abilities.
Rejuvenation. Ojirec’s body turns to dust when he drops to 0 hit points, and his equipment is left behind. Ojirec gains a new body after 1d10 days, regaining all his hit points and becoming active again. The new body appears within 5 feet of Ojirec's phylactery, the location of which is hidden.
Legendary Resistance (3/Day). If Ojirec fails a saving throw, he can choose to succeed instead.
Perfect Concentration. Ojirec never needs to make a concentration check.
Turn Resistance. Ojirec has advantage on saving throws against any effect that turns undead.
Multi-Attack. Ojirec can make 4 attacks with Blackrazor.
Blackrazor. Melee Weapon Attack: +19 to hit, reach 10 ft., one target. Hit: 19(2d6 + 12) bludgeoning damage plus 28 (5d10) necrotic damage.
Ojirec can consume a Potion Of Healing (Supreme) 5 times per month.
Hyper Gravitation. As a reaction after there are three or more creatures 50 or more feet away from you. You create a gravity well where every creature within 120 feet from you have to make a strength save DC24. On a failed save they are dragged 50ft towards Ojirec. Ojirec may make an attack on every creature within 10 feet of him.
Ojirec can take 6 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Ojirec regains spent legendary actions at the start of his turn.
Melee Attack. Ojirec makes two melee attack with his Sword.
Reposition. Ojirec may move up to his movement speed without provoking attacks of opportunity.
Ominous Presence (2 actions). Everyone within 120 feet of Ojirec must make a wisdom saving throw or be frightened for 1d6 rounds. All those frightened take an additional 3d10 psychic damage when hit by either an attack or spell from Ojirec.
Description
A smooth fairly clean skull along with hands completely made of bones the fact they seem stark white is in very strong contrast to the wine colour robe with blood red accents that adorns them. when you look where their eyes used to be all you see as a feint emerald glow. They seem to have been some sort of large race originally, likely that of orc or goliath, for they stand much taller and wider then the average man; at around 8 feet tall width a shoulder width of almost 4 feet.
Lair and Lair Actions
Lair Actions
On initiative count 20 (losing initiative ties), Ojirec takes a lair action to cause one of the following effects; Okirec can’t use the same effect two rounds in a row:
- One of the 5 commanders is summoned onto the field, leaving the field if they hit 0hp or the initiative rolls back to 20.
- Spectral hands reach out from the floor. Every creature on the floor must make a wisdom saving throw dc20 taking 13 (3d8) necrotic damage on a failed or half as much on success.
- All grates open releasing noxious gas. Everyone within 20 feet of a grate makes a constitution save dc20 taking 14 (4d6) poison damage on a failed save or half as much on success.
Previous Versions
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10/2/2021 4:25:58 PM
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10/2/2021 6:11:39 PM
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