Legendary Resistance (3/Day). If Ággir fails a saving throw, he can choose to succeed instead.
Evasion. When Ággir is subjected to an effect that allows him to make a Dexterity saving throw to take only half damage, he instead takes no damage if he succeed on the saving throw, and only half damage if he fails.
Multiattack. Ággir makes six attacks with his Twinsteel Scimitars.
Twinsteel. Melee Weapon Attack: +20 to hit, reach 5 ft., 1 target. Hit: 19 (2d6 + 12) slashing damage.
Unarmed Strike. Melee Weapon Attack: +17 to hit, reach 5 ft., 1 target. Hit: 13 (1d8 + 9) bludgeoning damage.
Dash. Ággir takes the dash action.
Unarmed Strikes. Ággir makes two Unarmed Strikes against a single target.
Parry. Ággir adds +8 to his AC against one melee attack that would hit him. To do so, Ággir must see the attacker and be wielding a melee weapon.
Ággir 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. Ággir regains spent legendary actions at the start of his turn.
Attack. Ággir makes an attack with Twinsteel.
Flurry Rush (Costs 2 Actions). Ággir moves up to half his movement in a straight line towards a hostile creature, and then makes two Unarmed Strikes. This movement does not provoke opportunity attacks.
Description
Once the primary figure of a now dead religion, Ággir has fallen from his status as a divine power. However, the Gold Knight has wrought him from the past and thrust him into our time. Now a disciple of the King in Yellow, Ággir serves as one of the Foretellers underneath the leadership of Hastur, the Gold Knight.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
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6/24/2022 11:24:38 PM
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14
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2
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1.0.0
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Coming Soon
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