Exalted Spellcasting. Abraham is a 5th level spellcaster. Its spellcasting ability is Wisdom (spell save DC 16, +5 to hit with spell attacks). Abraham has the following cantrips prepared:
Cantrips (at will): Scared Flame, Booming Blade
Commanding Presence. At the start of the first turn/round of combat every creature who can see or in any way sense Abraham the Exalted must make a Wisdom save with a dc of 20 or be Frightened for every round only ending when making a successful save on their turn. The dc for every following save is 17.
Radiant Greatsword. Melee Weapon Attack: +6 to hit, reach 5 ft., 1 target. Hit: 16 (2d10 + 6) radiant damage.
Armored Drive. Melee Unarmed Attack: +6 to hit, reach 10 ft., 1 target. Hit: 9 (1d6 + 6) bludgeoning damage and the creature is knocked prone.
Sacred Flame. Ranged Spell Attack: Wisdom hit dc 16, range 80 ft., 1 target. Hit: 13 (2d8 + 5) radiant damage.
Exalted Explosion (Costs 1 Action). Abraham explodes in a blinding flash of pure radiant light and all creatures within a 20 ft. sphere exuding from him. All creatures within the sphere is forced to make a Wisdom save with a dc of 17. On a failed save the creature(s) take 1d10 + 5 radiant damage and blinded for 1 round ending on the end of Abraham’s next turn.
Superior Regeneration (Costs 1 Action). Abraham regenerates 3d10 health. This can only be used when Abraham’s below 50 health.
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