Innate Spellcasting. Adjugator Helm's spellcasting ability is Wisdom (spell save DC 24, +16 to hit with spell attacks). He can innately cast the following spells, requiring no material components:
At will: fire bolt(roll 6d10), sanctuary, hold person,counterspell, toll the dead(roll 6d8(6d12)+10)
3/day each: dominate monster, death ward, wall of light, crown of stars, blade barrier, chain lightning, symbol
1/day each: holy aura, circle of power, forcecage, time stop
Magic Resistance. Helm has advantage on saving throws against spells and other magical effects.
Magic Weapons. Helm's weapon attacks are magical.
Divine Awareness. Helm knows if he hears a lie.
Godly Conviction. Through force of will, Helm cannot be charmed, possessed, knocked prone, stunned, paralyzed, petrified, knocked unconscious, frightened, restrained, or moved against his will by any means.
Doomslayer. When targeting fiends or undead, Helm has advantage to hit with melee swings, and fiends or undead have disadvantage on saving throws against him. In addition, all melee attacks do an additional 8d8 radiant damage (included in the attack) to fiends or undead.
Reactive. Helm can take one reaction on every turn in Combat.
Infinite Duress. All of Helm's attacks ignore resistances and immunities to damage.
Tremors. All creatures that start their turn within 15 ft. of Helm must make a Dexterity saving throw, or be knocked prone from the tremors emanating from Helm. On a failure, creatures are knocked prone, and are restrained.
Multiattack. Helm makes two attacks with Vindicator, and one attack with Vigorous Clutch. Alternatively, can attack Once with Holy Constriciton, and cast a spell. Or, Helm can use Sunder and one spell attack.
Vindicator(Bastard Sword). Melee Weapon Attack. +16 to hit, reach 10 ft., one target. Hit: 29 (4d8+10) slashing damage, plus 27 (6d8) fire damage. If the target is a fiend or undead, it takes an additional 35 (8d8) radiant damage. The sword also dispels all magical and non-magical darkness, and sheds bright light within 40ft, and dim light for an additional 80ft.
Vigorous Clutch. Grapple. Helm sticks out his left hand to grasp a target. The target (large or smaller) must succeed on either an acrobatics check, or athletics check, users choice (DC 25), or be Grappled. While grappled, the target counts as restrained. Because of the nature of the grapple, Helm can swing with Vindicator on the grappled target with advantage. At the end of his turn, Helm can choose to try to slam the grappled target into either the ground, or the environment around him, causing 16 (4d6) bludgeoning damage from the force of his throw, which knocks the target prone. Doing this ends the grapple.
Holy Constriction. Helm grasps his hand toward an area. All creatures within a 30 ft. sphere must make a Dexterity saving throw. On a failure, all affected creatures get lifted off of the ground with all of the environment and rubble in the affected sphere. Creatures then take 37 (6d10) force damage from the force of the objects condensing into a 5 ft. sphere. All creatures stuck in this are considered restrained. Helm can choose to hold the constriction until his next turn, or can choose to end constriction by slamming all affected creatures onto the ground, knocking them prone, and dealing 16 (4d6) bludgeoning damage.
Sunder. Helm targets a small 10 ft. sphere. A magical tear occurs in the center of the sphere, causing massive destruction in the area. All creatures in this area must make a Dexterity saving throw. On a success, the target takes half damage. On a failure, affected creatures take 86 (15d10) force damage. A rift to the astral plane is created in the space where the Sunder was. Creatures that fail the dex save must suceed on a DC 15 Strength saving throw to avoid being sucked into the astral plane.
Warding Flare. When helm is attacked by a creature within 30 feet of him that he can see, Helm can use his reaction to impose disadvantage on the attack roll, causing light to flare before the attacker before it hits or misses. An attacker that can't be blinded is immune to this feature.
Vigorous Clutch. Helm makes an opportunity attack with his Vigorous Clutch attack.
Helm can take 3 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. Helm regains his spent legendary actions at the start of his turn.
Attack. Helm makes one attack with Vindicator.
Spell Cast. Helm makes one attack with an at will spell.
Sunder. Helm uses his Sunder ability.
Teleport. Helm magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see
Radiance. Helm poses his hands above his head, as white light begins to spread from his body around him. All hostile creatures within 30 ft. of Helm must make a Constitution saving throw (against his spell DC). Affected creatures take 47 (4d10+20) radiant damage. Creatures affected by this effect do not gain the benefits of being invisible until Helm's next turn. Creatures who are blind are immune to this effect.
Blinding Scrutiny. Helm targets one creature it can see within 30 feet of him. If the target can see helm, it must succeed on a DC 18 Constitution saving throw or be blinded until magic such as the lesser restoration spell removes the blindness.
Description
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