Glass eyes. Cyclepes has two glass eyes that grant darkvision and truesight. If an eye is broken, at the beginning of Cyclepes turn, roll a d10. On a 10 the eyes will be fixed. If both eyes are broken, and you roll a 10, both eyes are fixed. If both eyes are broken, then Cyclepes does not have truesight or darkvision until either one is fixed.
Crazed Lantern. At the beginning of the first initiative count in battle, Crazed Cyclepes holds a lantern of a staff. this weapon allows him to use legendary actions and all other attacks that come with that.
Crazed Hammer. When Cyclepes reaches 0 hp, instead of dying, he returns to life with 300 hp. He no longer can use legendary action but instead can use mythic actions and everything else that entails.
Crazed lantern multiattack. The user makes 2 lantern staff attacks, 1 glass eye attacks, and 1 crazed dark lantern attack. (Does not have to be in that order)
Crazed Hammer multiattack. The user makes 2 Mighty hammer attacks, 1 glass eye attacks, and 1 crazed dark fissure attack. (Does not have to be in that order)
Mighty hammer. Melee Weapon Attack: +1 to hit, reach 10 ft., 1 target. Hit: 44 (4d12+20) magical bludgeoning damage. Two swings are swung with this hammer. (Can only be used if mythic actions are available).
Lantern staff. Melee Weapon Attack: +10 to hit, reach 15 ft., 1 target. Hit: 16 (1d12+10) magical bludgeoning damage plus 15 (1d10+10) fire damage to everything 30 feet in the direction of the attack, including those hit by the initial attack. (Can only be used if legendary actions are available).
Glass eye. Ranged Weapon Attack: +20 to hit, reach 100 ft., 1 target. Hit: 9 (2d4+5) Force damage. Those hit by this attack must make a DC20 Constitution save or be effected by one of the following effects:
The target moves up to 30ft away from the user
The target moves up to 30ft towards the user
The target moves up to 15ft in any direction of the users choosing
The target looses half their movement until the start of the users next turn
Crazed dark lanterns. Up to three lanterns appear within 100ft of the users choosing. These lanterns are unlit and cause magical darkness within 25ft of them. If lit by anyone besides the user, they will cause light within those 25ft, and can cause healing magic to double. During the use of this action, the user can choose not to make a lantern and instead unlight or light one of them (Ex: make two lanterns and unlight 1). On the start of the users next turn, the lanterns will corrupt if not lighted, and will cause an explosion of dark energy. All in range of the magical darkness at this time must make a DC18 Wis save or take 30 (4d10+10) physic damage. those who succeed the saving throw take half damage. If a lantern where to explode, they would disappear after the explosion along with the darkness ammited. (Can only be used if Legendary actions are available).
Crazed dark fissures. Up to three fissures or cracks in the earth appear, 2 ft wide and 50 ft long. They count as rough terrain, and any tiny creature cannot land on a space with these fissures. If a light source were to be dropped into these cracks, they ammit a soft floatacious glow. This glow extends to a vertical height of 10 ft, and only covers the area of the fissures themselfs, but while in this glow, creatures can fly up to 10ft in the sky, and if they were to exit this glow, they would softly land without penalty. During the use of this action, the user can choose not to make a fissure and instead unglow (Is that a word?) or glow one (Ex: make two fissures and make 1 glow). On the start of the users next turn, all of the non-glowing fissures will start to glow a dark purple as darkness pours out, and every thing on top of the fissures will make a DC 18 saving throw or take 30 (4d10+10) physic damage. those who succeed the saving throw take half damage. This dark glow fills up the fissure after people are hit by it's attack. (Can only be used if mythic actions are available).
Deathly wind.
Brace. Cyclepes gains +2 AC until the beginning of his next turn.
Lantern fury. The next lantern staff attack will shoot fire in 8 directions instead of 1 (N, NE, E, SE, S, SW, W, NW)
Hammer fury. The next hammer attack can be swung three times.
Ethereal dodge. As a reaction, if Cyclepes is attacked, he can move in and out of the ethereal plane, causing the attack coming at him to auto miss.
Tank. As a reaction, if Cyclepes is attacked, he can let it hit him and he will take double damage. In return, Cyclepes gains another reaction.
Cyclepes can take 5 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. Cyclepes regains spent legendary actions at the start of its turn. Legendary actions can only be used if crazed lantern is effect
Frighten (Costs 1 Action). Cyclepes can use both his glass eyes to frighten an enemy. That enemy has to make a Wisdom save or be frightened. At the end of a frightened individuals turn, they can make the Wisdom save again (DC15).
Glass eye (Costs 2 Actions). Cyclepes uses at least one of his glass eyes to effectively use the glass eye action. If this is used, one glass eye breaks.
Fog cloud (Costs 2 Actions). Fog will surround a single target, and said target must make a con save (DC 18) or be blinded. At the end of the targets turn, they may redo the con save. This fog follows the target around until the con save is made successfully.
Lantern. (Costs 3 actions). One lantern attack is used
Cyclepes can take 5 Mythic actions, choosing from the options below. Only one Mythic action option can be used at a time and only at the end of another creature's turn. Cyclepes regains spent Mythic actions at the start of its turn. Mythic actions can only be used if crazed hammer is in effect.
Frighten (Costs 1 Action). Cyclepes can use both his glass eyes to frighten an enemy. That enemy has to make a Wisdom save or be frightened. At the end of a frightened individuals turn, they can make the Wisdom save again (DC15).
Glass eye (Costs 2 actions). Cyclepes uses at least on of his glass eyes to effectively use the glass eye action. If this is used, one glass eye breaks.
Fog cloud (Costs 2 Actions). Fog will surround a single target, and said target must make a con save (DC 18) or be blinded. At the end of the targets turn, they may redo the con save. This fog follows the target around until the con save is made successfully.
Hammer. (Costs 3 actions). One might hammer attack is used.
Description
This ethereal murderer takes the shape of an old crazed man. He drains the power of his victims, and then smashes them to pieces. When crazed, this old man uses the abilities shown here. He only tends to attack like this against tough foes or to challenge those he finds interesting. If a player manages to defeat him at this stage, he offers one final... serious challenge.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
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12/4/2021 3:24:08 AM
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15
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1
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1.0
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Coming Soon
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12/18/2021 4:24:58 AM
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12
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1
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2.0
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Coming Soon
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