Divine Wrath (Recharges after a Short or Long Rest). If the aspect would be reduced to 0 hit points, his current hit point total instead resets to 700 hit points, he recharges his Cosmic Flames, and he regains any expended uses of Legendary Resistance. Additionally, the aspect can now use the options in the "Mythic Actions" section for 1 hour. Award a party an additional 155,000 XP (310,000 XP total) for defeating the aspect of Zeke "The New God" after his Divine Wrath activates.
Legendary Resistance (5/Day). If the aspect fails a saving throw, she can choose to succeed instead.
Limited Magic Immunity. The aspect can't be affected or detected by spells of 6th level or lower unless it wishes to be. It has advantage on saving throws against all other spells and magical effects.
Divine Spellcasting. Zeke is an Beyond 20th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 20, +15 to hit with spell attacks). The Magician has the following wizard spells prepared:
Cantrips (at will): fire bolt, ray of frost
1st level (at will): magic missile, absorb elements
2nd level (at will): aganazzar’s scorcher
3rd level (5 slots): counterspell
4th level (5 slots): banishment, wall of fire
5th level (5 slots): animate objects, wall of force
6th level (4 slot): disintegrate, chain lightning
7th level (4 slot): reverse gravity, delayed blast fireball
8th level (4 slot): antimagic field, power word stun
9th level (4 slot): meteor swarm Time Ravage Power Word Kill Ravenous Void
Turn Imunity. Zeke is immune to effects that turns undead or polymorphs
Multiattack. The aspect can makes one melee attack, and cast one spell in the same turn.
Spirit Strike. Melee Weapon Attack: +19 to hit, reach 20 ft., one target. Hit: 23 (2d12 + 10) piercing damage plus 19 (3d12) force damage.
Spirit Slash. Melee Weapon Attack: +19 to hit, reach 15 ft., one target. Hit: 21 (2d10 + 10) slashing damage.
Cosmic Flames (Recharge 5–6). The aspect exhales multicolored flames in a 300-foot cone. Each creature in that area must make a DC 27 Dexterity saving throw. On a failed save, the creature takes 71 (15d12) damage of a type of the aspect’s choosing: acid, cold, fire, lightning, or poison. On a successful save, the creature takes half as much damage.
The aspect can take 10 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. The aspect regains spent legendary actions at the start of her turn.
Attack. The aspect makes one Spirit Slash or Spirit Strike attack.
Spellcasting. The aspect can cast any spell it has.
Soul Strike (Costs 2 Actions). The aspect makes one Area of Effect attac. Each creature in a 50-foot-radius sphere centered on the aspect must succeed on a DC 27 Wisdom saving throw or become Stunned until the end of the aspects next turn.
If the aspect’s Divine Wrath trait has activated in the last hour, he can use the options below as legendary actions.
"So Small" (Costs 2 Actions). The aspect targets a creature. The creature must succeed on a DC 25 Wisdome saving throw or take 44 (8d10) psychic damage and be banished to The Void (The Space Between Planes). At the start of the aspect’s next turn, the creature reappears in an unoccupied space within 10 feet of the aspect.
Divine Flare (Costs 3 Actions). The aspect flares with elemental energy. Each creature of the aspect’s choice in a 60-foot-radius sphere centered on her must make a DC 27 Dexterity saving throw. On a failed save, the creature takes 120 (12d12) damage of a type chosen by the aspect: acid, cold, fire, lightning, or poison. On a successful save, the creature takes half as much damage.
"Begone from existence" (Costs 5 Actions). The aspect targets a creature. The creature must succeed on a DC 25 Wisdome saving throw or the creature not only dies, but his soul is oblidarated. The creature cannot be revived in anyway or form and the soul stops to exist.
Previous Versions
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2/27/2022 1:23:22 AM
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Coming Soon
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