Huge Humanoid (Dwarf), Lawful Evil
Armor Class 18 (plate)
Hit Points 250 (20d12 + 80)
Speed 40 ft.
STR
26 (+8)
DEX
9 (-1)
CON
25 (+7)
INT
30 (+10)
WIS
24 (+7)
CHA
25 (+7)
Saving Throws CON +11, CHA +11
Skills Athletics +11, Perception +6
Damage Immunities Cold, Psychic
Condition Immunities Grappled, Restrained
Senses Blindsight 60ft, Passive Perception 16
Languages Common, Draconic, Dwarvish, Giant, Primordial
Challenge 9 (5,000 XP)
Proficiency Bonus +4
Actions

Multiattack. Theodore makes a single scythe or unarmed attack and can use one option from his list of abilities

Unarmed Strike. Melee Weapon Attack, +13 to hit. 1 target. 10ft range. Hit: 16 (2d8 + 6) bludgeoning damage.

Psionic Scythe. Theodore sweeps his scythe in a 30ft circle around him. Each creature in that range must succeed on a DC 17 Dexterity saving throw or take 16 (4d6) slashing damage plus 10 (2d6) psychic damage, taking half damage on a success.

Blinding Flash. Each Creature within 60ft of Theodore must succeed on a DC 17 Con save or take 16 (4d6) cold damage, being blinded until the end of Theodore's next turn on a failure, and taking half damage and not being blinded on a success.

Scythe of Seradess. Theodore whistles to any number of creatures within 30ft, choosing to divide up to 36 (6d6) slashing damage between them. Each targeted creature must succeed on a DC 17 wisdom saving throw or take an equal portion of the damage.

Fangs of Dao Lung. Melee Weapon Attack, +13 to hit. 1 target. 10ft range. Hit: 16 (4d6) lightning damage and the target must succeed on a DC 17 Con save or be stunned until the end of Theodore's next turn.

Rauthym's Grasp. Ranged Spell Attack, +12 to hit. 1 target. 60ft range. Hit: 16 (4d6) psychic damage and the target must succeed on a DC 17 Con save or be stunned until the end of Theodore's next turn.

Choke of Asag'Ra. Theodore touches a single target within 10ft, pulling all the moisture from their body. The creature must succeed on a DC 17 Con save or take 24 (8d6) necrotic damage and a point of exhaustion, taking half on a success, and not being exhausted.

Aranthir's Cage. Melee Weapon Attack, +13 to hit. 1 target. 10ft range. Hit: 16 (4d6) fire damage and the target must succeed on a DC 17 Con save or have their limbs covered in searing amber, imposing disadvantage on all attacks and halving their movement. At the end of each of their turns the target can remake the save or take 8 (2d6) fire damage

Eldenzar's Roar. Theodore lets out a deafening roar. Each creature within 60ft must succeed on a DC 17 Con save or take 16 (4d6) force damage and be pushed back 10ft, taking half damage and not being pushed back on a success.

Legendary Actions

Theodore has 2 Legendary Actions per turn, which he can use in the following ways.

Attack. Theodore makes a single unarmed strike, or scythe attack.

Spirit of Sardior. Theodore uses a single option from his gem dragon abilities.

EveCrusherofSouls

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