Power above Them. Ethereal Form Talmond takes no damage on a succeeded save.
Magic Weapons. Ethereal Form Talmond's weapon attacks are magical.
Poisoning. If a creature hit by Ethereal Form Talmond's weapon attacks can regenerate health, He inflicts a permanent damage every round, that deals damage equal to the regenerated health, at the start of the creatures turn.
Jutting Fractures. Ethereal Form Talmond takes 2 Earth/Sky spike actions.
Earth Spike. Melee Weapon Attack: +19 to hit, reach 120 ft., 1 target. Hit: 50 (10d8 + 10) Piercing damage.
Sky Spike. Melee Weapon Attack: +19 to hit, reach 120 ft., 1 target. Hit: 40 (10d6 + 10) Slashing damage.
Ethereal Blast. Ranged Weapon Attack: +19 to hit, range 120/600 ft., 3 targets. Hit: 35 (3d20 + 5) Radiant damage.
Ethereal Form Talmond can take 3 legendary actions at the start of every turn (excluding his own). Legendary Actions are replenished at the start of His turn.
Splitting Sky and Earth (Costs 3 Actions). Ethereal Form Talmond takes 5 Sky/Earth Spike actions. Attack rolls against Ethereal Form Talmond until the start of his next turn, have advantage on him.
Description
A Humanoid being, clothed in armor and a cloak, seemingly floating, and has a yellow aura around him.. Very few can see his wings, which are what allow him to fly.
Previous Versions
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So I know I offered suggestions in the past, but it's been a while and I completely forgot what I said. Right now I'm just looking at the Poisoning trait, but if you want me to, I will look over the entire stat block later.
For the Poisoning trait, whenever Ethereal Form Talmond damages a creature, he inflicts a condition that only affects creatures with the Regeneration trait. At the start of each of it's turns, a creature hit by Talmond will take damage equal to the amount of health they would have regained.
For this ability, the first thing that should change would be to maybe add a saving throw. Whenever Talmond hits a creature with an attack, the creature must succeed on a Constitution saving throw or become poisoned. While poisoned, at the start of each of the creatures turns, if the target has the Regeneration trait, the target instead takes damage equal to the amount they would have regained.
Second, permanently being damaged is a little strong, so instead the creature should be able to repeat the saving throw at the end of its turns, ending the condition on a success.
And finally, the damage. What type of damage is the creature taking? Poison or necrotic would make the most sense, but you could do any type of damage. Also having a creature take damage equal to the amount they would regain is very strong. For some higher level monsters, they would be taking 30 damage every round. Having the creature take damage equal to half what they would regain would be better. Strong, but not too overpowered.
Also changing the name to Withering instead of Poisoning would be better, or creatures immune to being poisoned would probably be immune to this.
Final suggestion for the trait:
Withering. When Ethereal Form Talmond hits a creature with an attack, the creature must succeed on a DC 27 Constitution saving throw or start withering. While withering, a creature with the Regeneration trait takes damage equal to half the health it would have regained at the start of each of its turns, and also regains no hit points. The target can repeat the save at the end of each of its turns, ending the effect on a success.
What I mean is, after they regain their health, it deals the damage, thanks for the tips though.