Legendary Resistance (3/Day). If Shadowking Prime fails a saving throw, it can choose to succeed instead.
Innate Spellcasting. Shadowking Prime's spellcasting ability is Charisma (spell save 24, +16 to hit with spell attacks). He can innately cast the following spells, requiring no material components:
At will: counterspell, steel wind strike, temporal shunt, shadow of moil
3/day each: negative energy flood, disintegrate, demiplane, contagion, danse macabre
1/day each: power word kill, meteor swarm, ravenous void, dark star, soul cage
Turn Immunity. Shadowking Prime is immune to against any effect that turns undead.
Magic Resistance. Shadowking Prime has advantage on saving throws against spells and other magical effects.
Master of Magic. Shadowking Prime has advantage on Constitution saving throws to maintain concentration.
Spark of Dark Divinity (Mythic Trait; Recharges after a Short or Long Rest). When Shadowking Prime drops to 0 hit points, he is instantly restored to 200 hit points, gains access to his Mythic actions, and may take a second turn on Initiative Count 20.
Paralyzing Touch. Melee Spell Attack: +12 to hit, reach 5 ft., one creature. Hit: 10 (3d6) cold damage. The target must succeed on a DC 18 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Shadowking Prime 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. Shadowking Prime regains spent legendary actions at the start of its turn.
Future Perfect. (1 Cost) Using the foresight of Dunamancy, Shadowking Prime chooses itself and one other creature it can see. For the next 1 minute, any time an attack, ability check, or saving throw is rolled by either creature with advantage or disadvantage, Shadowking Prime chooses which of the two results to use for both creatures.
Rend Reality. (2 Cost) Shadowking Prime forces one creature within sight to roll a d20. On a 10+, nothing happens. On a 9 or less, one of the creature's ability scores becomes 10 (which changes saving throws, the bonus to hit and damage, and the spell DC when casting spells). This effect ends after a long rest, or by the use of greater restoration or wish.
Aspect's Teleportation (1/Day). (3 Cost) Shadowking Prime can teleport anywhere with perfect accuracy within 1 mile of it. This cannot be countered in any way, even by the power of a deity.
If Shadowking Prime's mythic trait is active, he can use the options below as legendary actions, as long as he is has at least 50 hit points.
Call to the Feywild. Shadowking Prime chooses one of the following groups of allies it can call upon that will appear within 60 feet of him;
- 1 Shadevar, 4 Shadow Elementals. (This group can be called up to thirteen times)
- 1 Despayr (Adult), 2 Young Black Dragons. (This group can only be called upon once)
- 4 Dybbuk, 4 Greater Zombies
Planar Collision. Shadowking Prime can open a tear in reality, bringing a piece of another plane and collide it with the plane he's currently in. Centered on Shadowking Prime, a 1 mile radius transforms into a plane chosen by him. Effects natural to the chosen plane, such as the Shadowfell's Despair, or Far Realm's Madness manifest within this area. Excluding Shadowking Prime, all creatures within this area are affected.
Tear Open the Multiverse. Shadowking Prime opens a gateway into another timeline or alternate reality, ripping the potential from it to gain two of the following effects;
- Regain one spell slot of any level.
- Regain 50 hit points.
- End one magical effect currently affecting it.
- Gain resistance to all damage until it uses one of its legendary or mythic actions.
Previous Versions
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11/29/2021 5:32:19 AM
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