Immutable Form. The Abyssal Crusader is immune to spells and effects that would alter its form.
Magical Resistance. The Abyssal Crusader has advantage against spells and other magical effects.
Relentless. The Abyssal Crusader doesn't need to breath, drink, eat, or sleep and can't be forced to do so by spells or other effects.
Siege Monster. The Abyssal Crusader deals double damage to objects and structures.
Titan Slayer. The Abyssal Crusader's weapon attacks bypass resistances.
Sharpshooter. Siege Breaker variant trait only.
- The Siege Slayer's ranged attacks ignore half cover and three-quarters cover.
- When the Siege Slayer makes an attack at long range, it no longer gets disadvantage.
- When the Siege Slayer makes an attack with a ranged weapon, it can subtract five from the attack roll and, if it hits, deal +10 damage.
Multiattack The Abyssal Crusader makes three melee attacks with its glaive.
Glaive Melee Weapon Attack: +14 to hit, reach 15 ft., 1 target. Hit: 21 (2d10 + 8) slashing damage plus 11 (2d10) necrotic damage. The Abyssal Crusader restores a number of hit points equal to half the damage rounded up.
Siphon Soul Ranged Magical Attack: range 250 ft., 1 target. Target creature takes 8d6 necrotic damage and must succeed on a CON saving throw (DC 20) or take twice the damage. The Abyssal Crusader restores health equal to the damage dealt.
Haze of Unlife (recharge 5-6). The Abyssal Crusader can use a bonus action to release a haze of demonic energy in a 30 foot circle, centered on itself. Each creature, except for Chaotic Evil creatures, must succeed a DC 20 Constitution saving throw or have their strength lowered by 2d4 points. A creature who's strength is lowered to 0 dies. A creature who has their strength lowered this way can only regain their strength with the Remove Curse spell or another similar spell or ability.
Raise Dark Soul. The Abyssal Crusader can use a bonus action to revive a creature who's strength was reduced to 0, except it is now an undead creature and its alignment is Chaotic Evil. They retain their current gear, stats, and abilities. Creatures revived this way are enslaved to the Abyssal Crusader until it dies, they die, or they are dismissed by the Abyssal Crusader.
Sentinel. Non-variant only. When an enemy creature enters the Abyssal Crusader's melee range, the Abyssal Crusader can use its reaction to make a melee attack against that creature. If the attack is successful, the creature's movement speed is reduced to 0.
Description
Abyssal Crusaders are massive demons that specialize in war. On average, an Abyssal Crusader stands about 12 feet tall. Their most defining characteristics, besides their height, are their hoof-like feet and black armor. They mostly serve as guards for other powerful demons or demons of significant rank, but it is not unheard of for one to get deployed to silence a threat or to guard a tomb or relic. Despite being Chaotic Evil, they are completely loyal to their masters.
Abyssal Crusader Variant: Siege Slayer
Not all Abyssal Crusader's are the same. Some prefer to let their minions take the brunt of any attacks while they deal heavy damage from elsewhere. These Crusader's are called Siege Slayers. Instead of weilding a glaive to chop down legions of foes, they are armed with a large scimitar and a massive bow. These weapons seem to be made out of death itself and getting hit by them feels as if your life has reached its peek. When choosing to use a Siege Slayer Abyssal Crusader, swap its STR and DEX scores and it becomes proficient in DEX and CON saving throws. Replace the Abyssal Crusader's actions with the actions below.
Multiattack The Abyssal Crusader makes three melee attacks with its scimitar or two ranged attacks with its bow.
Scimitar. Melee Weapon Attack: +14 to hit, reach 10 ft., 1 target. Hit: 19 (2d8 + 8) slashing damage plus 9 (2d8) necrotic damage.
Wall Piercer Bow. Ranged Weapon Attack: +14 to hit, reach 250/600 ft. 1 target. Hit: 26 (4d10+8) necrotic damage. The creature hit by the bow and all creatures within 5 feet of it must succeed on a STR saving throw (DC 18) or get pushed back 20 feet. A creature that does not fail the saving throw is pushed back 10 feet.
Siphon Soul Ranged Magical Attack: range 250 ft., 1 target. Target creature takes 8d6 necrotic damage and must succeed on a CON saving throw (DC 20) or take twice the damage. The Abyssal Crusader restores health equal to the damage dealt.
(this information is still being edited)
Previous Versions
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9/7/2022 3:23:02 AM
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