Amphibious. Aegir can breathe air and water.
Destructive Wrath (3/day). When Aegir rolls lightning or thunder damage, he can choose to deal maximum damage, instead of rolling.
Innate Spellcasting. Aegir’s innate spellcasting ability is Charisma (spell save DC 27). He can innately cast the following spells, requiring no material components:
At will: thunderwave
3/day each: control water, control winds, wall of water
1/day each: call lightning (7th-level version), chain lightning, investiture of wind, lightning bolt (7th-level version, storm of vengeance, storm sphere (8th-level version)
Lightning Absorption. Whenever Aegir is subjected to lightning damage, he takes no damage and instead regains a number of hit points equal to the lightning damage dealt.
Legendary Resistance (4/day). If Aegir fails a saving throw, he can choose to succeed instead.
Magic Resistance. Aegir has advantage on saving throws against spells and other magical effects.
Magic Weapons. Aegir’s weapon attacks are magical.
Regeneration. Aegir regains 20 hit points at the start of his turn. If he takes necrotic damage, this trait doesn't function at the start of his next turn. Aegir dies only if he starts his turn with 0 hit points and doesn't regenerate.
Multiattack. The giant makes four attacks.
Lightning Sword. Melee Weapon Attack: +19 to hit, reach 20 ft., one target. Hit: 52 (12d6 + 10) lightning damage. This attack ignores resistance to lightning damage.
Thunderbolt. Ranged Spell Attack: Automatic Hit, range 600 ft., one target. Hit: 24 (4d6 + 10) lightning damage plus 22 (4d10) thunder damage.
Thunderous Stomp (Recharge 5-6). The storm giant stomps the ground, triggering a thunderclap. All other creatures within 15 feet of the giant must succeed on a DC 27 Constitution saving throw or take 91 (14d12) thunder damage and be deafened until the start of the giant’s next turn. On a successful save, a creature takes half as much damage and isn’t deafened. The thunderclap can be heard out to a range of 1,200 feet.
Armor of Storms (1/day). Aegir gains 47 temporary hit points which last for up to one hour. While any of these temporary hit points remain, Aegir has resistance to all damage except force, psychic, and radiant.
Trance of the Uvar Rune. When Aegir or another creature you can see within 60 feet of himself makes an attack roll, a saving throw, or an ability check, he can use his reaction to cause the roll to have his choice of advantage or disadvantage and ignore all other sources if advantage or disadvantage.
Aegir can take 3 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. Aegir regains spent legendary actions at the start of his turn.
Gust. Aegir creates a 15-foot cube of swirling wind centered on a point he can see within 60 feet of himself. Each creature in that area must make a DC 27 Constitution saving throw. A creature takes 11 (2d10) bludgeoning damage on a failed save, or half as much damage on a successful one. If a Large or smaller creature fails the save, that creature is also pushed up to 10 feet away from the center of the cube. Aegir can only use this legendary action while concentrating on investiture of wind.
Move. Aegir moves up to half his speed.
Fling (Costs 2 Actions). Aegir makes an attack with his lightning sword. On a hit, he pushes the target up to 60 feet away from him horizontally or vertically in a direction of his choice
Thunderbolt (Costs 2 Actions). Aegir makes a thunderbolt attack.
Spell (Costs 2 Actions). Aegir casts a spell using his Innate Spellcasting trait.
One with the Storm (3 Actions). Aegir vanishes, dispersing himself into the storm surrounding his lair. Aegir can end this effect at the start of any of its turns, becoming a giant once more and appearing in any location he chooses within
his lair. While dispersed, Aegir can't take any actions other than lair actions, and he can't be targeted by attacks, spells, or other effects. Aegir can't use this ability outside his lair, nor can he use this ability if another creature is using a [Tooltip Not Found] or similar magic to quell the storm.
Lair and Lair Actions
Aegir can transform the center of any natural storm into his avatar’s lair.
Lair Actions
On initiative count 20 (losing initiative ties), Aegir takes a lair action to cause one of the following effects; he can’t use the same effect two rounds in a row:
- Aegir creates a thunderclap centered on a point anywhere in his lair. Each creature within 20 feet of that point must succeed on a DC 27 Constitution saving throw or be deafened until the end of its next turn.
- Aegir creates a 20-foot-radius sphere of fog (or murky water within water) centered on a point anywhere in his lair. The sphere spreads around corners, and its area is heavily obscured. The fog lasts until Aegir disperses it (no action required) or uses this lair action again. It cannot be dispersed by wind unless that wind was created by a spell of 7th-level or higher.
- Aegir creates a 60-foot-long, 10-foot-wide line of
strong wind (or strong current within water) originating from a point anywhere in his lair. Each creature in that line must succeed on a DC 27 Strength saving throw or be pushed 15 feet in the direction the wind is blowing. The gust disperses gas or vapor, and it extinguishes candles, torches, and similar unprotected flames in its area. Protected flames, such as those of lanterns, have a 50 percent chance of being extinguished.
Regional Effects
The region containing Aegir’s lair is warped by his magic, which creates the following effects:
- High wind blows within 1 mile of the lair, making it impossible to light a fire unless the location where the fire is lit is protected from the wind.
- Rain, snow, or blowing dust and sand (whichever is most appropriate) is constant within 1 mile of the lair. Rain causes rivers and streams to fill or overflow their banks; snow, dust, or sand form deep drifts or dunes.
- Flashes of lightning and peals of thunder are continual, day and night, within 5 miles of the lair.
If the avatar dies, the lightning, thunder, and high wind regional effects end immediately. Rain, snow, and blowing dust abate gradually within 1d10 days.
Previous Versions
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10/20/2021 5:51:12 PM
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Coming Soon
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