Unrelenting Gluttony. The creature has immunity against being frightened, poisoned or petrified, it can also apparently consume any organic material without any detrimental effects.
I am Ardo: ardo can't be subject of spells that change its form
Extra Action. Ardo may make three actions of any kind per turn
Legendary Resistance (3/day). If Ardo fails a saving throw, he can choose to succeed instead.
Chomp. Melee Unarmed Attack: +10 to hit, reach 5 ft, one target. Hit: 12 (6d4) piercing damage when used to attack an opponent who is not prone; 24 (6d8) piercing damage when used against a prone target; Ardo regains health equal to the damage dealt in both cases
Crescent Sweep. Area Weapon Attack: each creature in a 10 ft cone in front of you make a DEX Save with DC 18 or take 20 (3d8 + 8) necrotic damage and they fall prone or they take half damage and don't fall if they succed
Spear. Melee Weapon Attack: + 10 to hit, reach 10 ft., one target. Hit: 17(3d6 + 5) piercing damage or 20 (3d8 + 5) piercing damage if used with two hands to make a melee attack plus 15 (4d6 + 3) necrotic damage.
Misty Step (Recharge 5-6) (Briefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space that you can see.)
Sentinel Master1) While you are wielding a spear other creatures provoke an opportunity attack from you when they enter the reach you have with that weapon. 2) When you hit a creature with an opportunity attack, the creature's speed becomes 0 for the rest of the turn. 3) Creatures provoke opportunity attacks from you even if they take the Disengage action before leaving your reach.
What do you wish to Destroy. anytime this creature is either brought to 25% HP or less while fighting multiple opponents, or it is attacked with a critical hit, it may summon a necrotic clone of itself to strike a foe within 60ft, dealing (3d8 + 5) necrotic damage to its target.
Catch Thrown Weapon. anytime this creature is targeted with a ranged attack that launches a physical, non magical Projectile, this creature can roll a d10 in an attempt to catch the hatchet, dagger, arrow, etc, if a 8, 9 or 10 is rolled the catch is successful, and the item may be thrown back at the attacker,
Parry. When another creature hits you with a melee attack, you can use your reaction to parry the attack reducing the damage to 0.
Ardo can take 3 legendary actions. Only one legendary action option can be used at the end of another creature's turn. Ardo regains spent legendary actions at the start of its turn.
Misty Step (Briefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space that you can see.)
Legendary Recovery. If Ardo uses a reaction, he can choose to recover that reaction spending a legendary action.
Ardo can use 4 mythic actions per combat (using each one for a maximum of 1 time)
Obliterate. Toxic Emission. Each creature in a 15 ft cone in front of Ardo must make a DC 19 constitution save. On a failure the creature takes 30 (4d12 + 6) poison damage and becomes poisoned. On a success the creature takes half damage and is not poisoned.
Dominate. (basically dominate person in non spell form with CHA DC 18): You attempt to beguile a humanoid that you can see within range. It must succeed on a Wisdom saving throw or be charmed by you for the duration. If you or creatures that are friendly to you are fighting it, it has advantage on the saving throw. While the target is charmed, you have a telepathic link with it as long as the two of you are on the same plane of existence. You can use this telepathic link to issue commands to the creature while you are conscious (no action required), which it does its best to obey. You can specify a simple and general course of action, such as “Attack that creature,” “Run over there,” or “Fetch that object.” If the creature completes the order and doesn’t receive further direction from you, it defends and preserves itself to the best of its ability. You can use your action to take total and precise control of the target. Until the end of your next turn, the creature takes only the actions you choose, and doesn’t do anything that you don’t allow it to do. During this time you can also cause the creature to use a reaction, but this requires you to use your own reaction as well. Each time the target takes damage, it makes a new Wisdom saving throw against the spell. If the saving throw succeeds, the spell ends.
Conquer: blind song (similar to false hydra song for flavour) (basically he goes in non interruptable invisibility for 3 turns if a WIS Save DC 17 is not passed)
Anger: summon 1d8 + 2 angry goblin archers
Description
it is made to go against a balanced party of 13th level people composed of 7 pg
so upscale or downgrade hp as needed
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
|---|---|---|---|---|---|
|
1/14/2022 11:54:32 AM
|
9
|
1
|
--
|
Coming Soon
|
Comments