Leader of the damned. All of the Empire's beasts and living creations bend to Xaa's will. As a free action he can order any number of the creations to move, hide, or fight a target. Those creatures must obey the order and on their turn they do as commanded
Armory of the dark gods. Xaa's equipment is all magical for the purpose of damage and defense. In addition to this all necrotic damage dealt by this equipment reduces the max HP of the target an amount equal to the damage dealt. This cannot be reversed except by a spell of 5th level or higher (ex. Greater restoration)
Multiattack. Xaa may make 2 Battleaxe attacks as long as they are one handed
Battleaxe. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 6) slashing damage and that much once again in necrotic damage, or Hit: 16 (2d10 + 6) slashing damage and that much once again in necrotic damage if used with two hands.
Javelin. Melee or Ranged Weapon Attack: +10 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 10 (2d6 + 6) piercing damage and that much once again in necrotic damage.
Charge. Xaa spends any amount of movement he has left dashes forward in a straight line. Any creature within this path must make a DC 16 dex or str check or be knocked prone and is stunned. Creatures that fail the save also suffer Hit: (2d10 + 6) bludgeoning damage and that much once again in necrotic damage. If a creature is stunned this way they are stunned until the start of Xaa's next turn or if they make a DC 15 cons save at the start of their turn
Dark god defense. Xaa may move the dark god's blood layering his armor in a way to help block an attack. After an attack is rolled Xaa may use his reaction to add +3 to his AC against one attack
Xaa has 2 Legendary action that replenishes at the start of his turn each round.
Conversion. If a target within 5ft of Xaa is unconscious he may attempt to convert them into an Empire Beast. The target must make a DC 16 Con saving throw or at the beginning of their next turn be converted.
Blood of the dark gods. Xaa may target himself or another creature within 15ft. With the blood of the dark god Xaa may heal or harm his target. If Xaa chose heal then he gives his target (2d6+6) temporary HP. If he chose harm then he makes a Ranged Weapon Attack +10 to hit, range 15 ft., one target. Hit: 16 (2d8 + 8) nectrotic damage, This damage permanently reduces the targets max HP an amount equal to the damage dealt. This effect cannot be reversed except by a spell of 5th level or higher (ex. Greater Restoration)
Detonate. Choosing a creature afflicted by the blood of the dark god within 60 ft he causes the blood to act violently and detonate, all creatures except the one targeted within 10ft must make a DC 16 dex save or take Hit: 12 (2d12) necrotic damage and half as much on a successful save. This damage permanently reduces the targets max HP an amount equal to the damage dealt. This effect cannot be reversed except by a spell of 5th level or higher (ex. Greater Restoration)
Seismic Slam. Xaa raises his hands into the air and coats them in blood. He cannot use movement while he is in this position. At the beginning of his next turn he slams his fists into the ground with such great force that is causes shockwaves spanning 10ft in all directions. All creatures in this area must make a DC 18 dex save or be knocked prone







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