Windborne - The Ancient Master causes gusts of wind on every swing of his mighty arms, causing everyone within 5ft of him to resist the wind or be knocked back ten feet. (DC16 Str)
One with the Storm - The Ancient Master regenerates 2d8+CON per turn whenever the Wind Storm is active, or the temperature is below freezing. If the Ancient Master is struck by one of his weaknesses, the regeneration is delayed by 1d4 turns.
Multi-attack
Call the Wind - The Ancient Master shouts the name of the Wind, causing a massive thunderstorm to circle around the battlefield. For 1d6 rounds, at the beginning of the round, the lowest health opponent must make a DC16 Dex save or take 6d4 lightning damage, while the highest health opponent is battered by the wind, suffering a DC18 Str save, else they get knocked prone.
Great Axe of Crippling - When the Ancient Master swings his axe, those struck with it must resist the feelings of dread and weakness that seep into their bones from the force of it. 3d12+8 STR/CON/WIS reduced by 1 each time the ax lands a hit, up to a max of three. Each target may only have one affected stat. +14 To Hit
Seige Rock - Digging his fist into the ground, the Ancient Master picks up a stone and throws it. (40 ft range ) 5d8+8 +14 To Hit
Clap of Thunder - The Ancient Master calls on his affinity with the Storm, clapping his hands in front of him and causing sonic damage in a 50 ft cone in front of him. 3d8 Sonic damage. DC15 saving throw, or the opponent suffers disadvantage on all perception checks for 1d4 turns. +14 To Hit
The Ancient Master targets the enemy with the highest armor class that he can see, leaping towards them.
Backhand - The Ancient Master reaches out with the flat of his hand, slapping the nearest spellcaster (15ft) DC18 CON or become stunned +18 To Hit
Roar of pain - Struck with a ranged attack, the Ancient Master lets out a deafening roar, causing everyone within 40 ft to suffer 4d6 sonic damage, DC15 CON to take half damage. +6 To Hit
Extra Attack - Swing his massive axe at the nearest opponent
Far Fling - Enraged at your attempts to evade him, the Ancient Master flings a battle axe from his belt at the furthest opponent. ( Max range 80 ft ) 4d6+8
Stomp - The Ancient Master slams his foot into the ground, causing an earthquake for 30 feet. DC18 Dex Save, or be knocked prone. 2d8 Bludgeoning Damage.
Hatred of Mages - The Ancient Master takes a called shot at the last opponent to cast a spell, picking up a huge boulder and throwing it at them. 1d8+8, DC16 Con save or stunned.
Description
A fourteen-foot tall, stony-skinned monster of a goliath, wielding a great ax in one hand like most men would swing a battle ax. His bald pate stubbled with charred wood, like a tree struck by lightning, each swing of his hands causes a gust of wind. Scars riddle his monstrous form, marking battles into antiquity. This monster cannot be killed. If he is defeated, the Ancient Master will bless the party with his power, then be banished to a new plane. His is the crucible in which legends are forged.
Lair and Lair Actions
Regional Effects
The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:
- Tundra - Whenever the Ancient Master triggers a wind effect from his arsenal, each opponent affected takes an additional 1d4+2 cold damage per dice rolled.
- Mountain - Each rock thrown or opponent knocked prone causes the target/s in question to be knocked into the earth. DC14 to avoid being stuck in the ground and restrained.
- Forest - The Ancient Master causes additional tremors with his stomp attack, extending its range by 15 feet, and his wind effects also turn the ground into difficult terrain, which he is immune to.
If the Ancient Master is defeated, these effects fade over the course of 3d4 days.
Previous Versions
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1/17/2022 7:06:19 AM
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1/17/2022 12:42:14 PM
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