Magic Resistance. Uth'Grawn has advantage on saving throws against spells and other magical effects
Superior Stalker. Uth'Grawn has advantage on Wisdom (Perception) and Wisdom (Survival) checks. When he uses the Search action and finds a creature, he can magically track the creature for 24 hours or until he tracks a different creature this way. While tracking the creature, he knows the exact location of the creature, Which plane of existence they are on, and whether it is below half of its maximum hit points or not.
Elusive Prey. Wisdom (Survival) checks made to track Uth'Grawn are made with disadvantage.
Prosthetic Claw. Uth'Grawn's left arm is a magical prosthetic made of adamantine. The extradimensional space in the claw contains a repeating crossbow that fires paralyzing darts from it. The claw of the arm can also be removed revealing a cannon built into the forearm of the prosthetic. The arm is magically connected to Uth'grawn and acts just as a normal arm would. Severing the arm at the shoulder is the only way to remove it.
Magic Weapons. Uth'Grawn's weapon attacks are magical.
Regeneration. Uth'Grawn regains 10 hit points at the start of its turn if he has at least 1 hit point.
Innate Spellcasting. Uth'Grawn's innate spellcasting ability is Charisma (spell save DC 15). The oni can innately cast the following spells, requiring no material components:
At will: darkness, invisibility, charm person,
1/day each: enlarge/reduce, cone of cold, gaseous form, sleep, plane shift, dream, dominate person
Multiattack. Uth'Grawn makes three attacks, two with his claws or his glaive, and one with his paralyzing dart
Claw (Oni Form Only). Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 11 (1d8 + 6) slashing damage.
Void Glaive +2. This Glaive eminates a strange purple aura. It's blade is made of some unknown metal. When Uth'grawn attacks an enemy with this glaive, the end of the glaive disappears through a small portal and then reappears near the target of the attack striking it. Melee Weapon Attack: +12 to hit, reach 30 ft., one target. Hit: 20 (2d10 + 8) slashing damage, plus (1d8) psychic damage, or 14 (1d10 + 8 ) slashing damage, plus (1d8) psychic damage, in Small or Medium form.
Paralyzing Dart. Ranged Weapon Attack: +8 to hit, range 30/80 ft., one target. Hit: 6 (1d6+2) piercing damage and the target must succeed on a DC 16 Constitution saving throw or be paralyzed for 1 minute. A paralyzed creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Hand Cannon (1/Day). Uth'Grawn momentarily detaches his hand from his prosthetic arm and loses a blast of fire and shrapnel in a 30-foot cone. Each creature in that area must make a DC 16 Dexterity saving throw, taking (5d8) piercing damage, and (5d8) fire damage on a failed save, or half as much damage on a successful one.
Change Shape. Uth'Grawn magically polymorphs into a Small or Medium humanoid, into a Large giant, or back into his true form. Other than his size, his statistics are the same in each form. The only equipment that is transformed is his glaive, which shrinks so that it can be wielded in humanoid form. If Uth'Grawn dies, he reverts to his true form, and his glaive reverts to its normal size.
Ethereal Jaunt. As a bonus action, Uth'Grawn can magically shift from the Material Plane to the Ethereal Plane, or vice versa
Nimble Escape. Uth'Grawn can take the Disengage or Hide actions as a bonus action on each of its turn
Unearthly Grace. Uth'Grawn adds his Charisma modifier to his Armor Class against one attack that would hit it, potentially causing that attack to miss.
Ring of Spell Reflection.
Description
Uth'Grawn is an ethereal hunter, a type of Oni born in the ethereal plane from the fears and pain of the spirits that inhabit it. Uth'Grawn prizes himself as being the greatest hunter ever to live. He relishes in the fear, doubt, uncertainty, and torment of his prey as he stalks and hunts them down. He will drag out the chase as long as possible, wearing down his prey slowly in order to extract every pleasure he can from the hunt. Once he has a target, he will never relent or stop until he has completed the hunt. Because of his skills and prowess many planer beings have hired him to subdue or kill their enemies. Though he is willing to barter he will not usually accept coin for payment but instead will ask for strange forms of payments. Much of the time the things he asks for are random useless items. As the thrill of a good hunt is often more then enough payment for him, but he will sometimes ask for things that help him achieve his own mysterious convoluted plans. Not much is known about him other then he has been a scourge in the many planes. He has subdued many fey lords and ladies, masters of the shadow fell, devil's, demons, celestials, and many more extra planer beings. He is feared across the planes, and holds no loyalty to any master except the one he is currently employed by.
He regularly does business with Mahadi the Rakshasa, who owns the Wandering Emporium in Avernus. If Mahadi has not hired Uth'Grawn himself, the Rakshasa will often be the go between for Uth'Grawn and Oni's current employer.
Uth'Grawn will usually stalk his target while in the ethereal plane, watching and learning. He often doesn't mind if he is seen, because he knows most can do little to stop his watching while he is ethereal. In his eyes this can make the hunt even more enjoyable as his continual presence strikes fear and anxiety into his targets mind, knowing that if they were to rest or let their guard down, he could strike. While stalking he will often wait to cast dream on his Target. Slowly wearing them out day by day. He will wait as long as it takes for his opportunity to capture his Target. Unless his contract says otherwise he is not against torturing and maiming his captive for some extra screams. If somehow he would ever be beaten, he is not against taking taking down everyone else with him. He will plunge his prosthetic arm into his belt of holding, triggering a black hole to the astral sea to open up sucking in him, and everyone else he can take with him.
He hosts a wide array of magic items at his disposal. These are just a few that he always has on him.
Iron Bands of Binding.
Universal Solvent.
Ring of Spell Reflection. [A] This golden ring has a small crystal prism in the center of it. (1/day) When the wearer is the only target of a spell of 4th level or lower (not in an area of effect) they may use their reaction to reflect the spell. When the spell is reflected the spell has no effect on you and instead targets the caster, using the slot level, spell save DC, attack bonus, and spellcasting ability of the caster.
Shackles of siphoning strength. You can use an action to place these shackles on an incapacitated creature. The shackles adjust to fit a creature of Small to Large size. Immediately after these shackles are placed, the bound creature has their strength score reduced by 2. Thereafter each round the target is bound their strength score will drop by an additional 2. This will continue each round until the target strength score has been reduced to 1. Only you and any creature you designate when you use the shackles can use an action to remove them. Once every round, If able, the bound creature can make a DC 30 Strength (Athletics) check. On a success, the creature breaks free and destroys the shackles. When the shackles are removed the once bound creature will return to their original strength once they complete a short of long rest.
+2 void glaive. [A] This Glaive does an additional 1d8 psychic damage. When the wielder makes a melee attack with it, they can target a creature within 30ft of them, the blade of the glaive creates a small portal and disappears through it. It then reappears near the target striking it.
Prosthetic Claw. [A] This prosthetic arm is made of adamantine. It has a repeating crossbow built in, with paralyzing darts that come from a extradimensional space in the metal claw. It deals (1d6) piercing damage and the target must succeed on a DC 16 Constitution saving throw or be paralyzed for 1 minute. A paralyzed creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. the prosthetic also has a one shot hand Cannon he will use in tight situations. it blasts fire and shrapnel in a 30-foot cone. Each creature in that area must make a DC 16 Dexterity saving throw, taking (5d8) piercing damage, and (5d8) fire damage on a failed save, or half as much damage on a successful one.
belt of holding. This magical belt functions similarly to a bag of holding. The belt contains three different chambers. Each pocket is 1 foot wide by 3 feet deep. each pocket can hold 300 pounds, not exceeding a volume of 32 cubic feet. the belt weighs 10 pounds, regardless of its contents. It has all the other properties as a bag of holding.
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