Medium Humanoid
Armor Class 17 Natural
Hit Points 108 (15d20 + 14)
Speed
STR
19 (+4)
DEX
16 (+3)
CON
19 (+4)
INT
12 (+1)
WIS
14 (+2)
CHA
10 (+0)
Saving Throws STR +8, CON +8
Senses Passive Perception 16
Languages --
Challenge 10 (5,900 XP)
Proficiency Bonus +4
Traits

Fighter Features:

Second Wind. Once per short rest, you can use a bonus action to regain 1d10 + 7 HP.

Action Surge. You can take one additional action on your turn. This can be used 1 time per short rest.

Improved Critical. Your weapon attacks score a critical hit on a roll of 19 or 20.

Extra Attack. You can attack twice whenever you take the Attack action on your turn.

 

Remarkable Athlete. You can add +2 to any STR, DEX, or CON check you make that doesn’t already use your proficiency bonus and when you make a running long jump, you add +4 ft. to the distance.

Blessed Dark Mana. You can add + 5 necrotic damage to all attack spells you make.

Iron Body. When hit with any attack this creature gains an additional 3 AC.

 

Actions

Multi Attack. The creature attacks twice (three times if action surge is used).

Iron Pillar. Melee Weapon Attack: +4 to hit, reach 35 ft., 1 target. Hit: 20 (1d20 + 2) [bludgeoning] damage. 

Iron Hammer. Melee Weapon Attack: +4 to hit, reach 10 ft., 1 target. Hit: 20 (1d20 + 5) [bludgeoning] damage. If a player is hit by this attack it must make an STR saving throw of 18 or higher or be knocked prone until its turn.

Iron Sword. Melee Weapon Attack: +6 to hit, reach 10 ft., 1 target. Hit: 20 (3d12 + 2) [Slashing] damage. 

Iron Mace. Melee Weapon Attack: +8 to hit, reach 10 ft., 1 target. Hit: 20 (2d20 + 2) [piercing, bludgeoning] damage. 

Iron Eruption. Ranged Weapon Attack: +8 to hit, reach 75 ft., multiple targets. Hit: 20 (3d12 + 2) [bludgeoning] damage. 

Iron Domination. Melee Weapon Attack: +10 to hit, reach 50 ft., multiple targets. Hit: 20 (4d10 + 5) [bludgeoning] damage. 

Iron Snake. Ranged Weapon Attack: +16 to hit, reach 150 ft., 1 target. Hit: 20 (1d20 + 5) [bludgeoning] damage.

Iron Harpoon. Ranged Weapon Attack: +9 to hit, reach 85 ft., 1 target. Hit: 20 (2d20 + 5) [piercing] damage. If a player is hit by this attack they will be pulled towards the creature.

Bonus Actions

Second Wind. Once per short rest, you can use a bonus action to regain 1d10 + 7 HP.

Action Surge. You can take one additional action on your turn. This can be used 1 time per short rest.

Reactions

Iron Defense. When hit by any kind of attack the creature creates an iron dome around them negating the attack, however, this can only be used once until the start of the creature's next turn.

Legendary Actions

At any moment the creature puts his hand over his face before ripping off a layer of dark mana revealing a mask. The mask completely covers the front of his face with it being white with three red visors where the eyes should be. In this state, the creature can still use its normal attacks, however now altered while also unlocking new abilities. Additionally, while the mask is donned the user completely becomes metal now being able to resist all damage types. As well as a +2 in all stats and proficiencies including their respective rolls.

Enhanced Attacks:

Iron Pillar-Red Hot Iron Fist Melee Weapon Attack: +6 to hit, reach 70 ft., 1 target. Hit: 20 (2d20 + 4 [bludgeoning, fire] damage. If a player is hit by this attack they must make a DEX saving throw of 16 or take 1d8 fire damage.

Iron Hammer-Blitz Iron Mjölnir. Melee Weapon Attack: +6 to hit, reach 25 ft., 1 target. Hit: 20 (2d20 + 10) [bludgeoning, lightning] damage. If a player is hit by this attack it must make an STR saving throw of 19 or higher or be knocked prone until its turn.

Iron Sword-Holy Iron Excaliber. Melee Weapon Attack: +8 to hit, reach 30 ft., 1 target. Hit: 20 (6d12 + 4) [Slashing] damage. 

Iron Mace- Typhoon Iron Zangiri. Melee Weapon Attack: +10 to hit, reach 100 ft., 1 target. Hit: 20 (4d20 + 4) [piercing, bludgeoning] damage. 

Iron Eruption- Flowing Iron River. Ranged Weapon Attack: +10 to hit, reach 150 ft., multiple targets. Hit: 20 (6d12 + 4) [bludgeoning] damage. 

Iron Domination- Maximum Iron Torrent. Melee Weapon Attack: +12 to hit, reach 100 ft., multiple targets. Hit: 20 (8d10 + 10) [bludgeoning] damage. 

Iron Snake-White Iron Mamba. Ranged Weapon Attack: +18 to hit, reach 300 ft., multiple targets. Hit: 20 (2d20 + 10) [bludgeoning] damage.

Iron Harpoon-Sky Piercing Iron Spear. Ranged Weapon Attack: +11 to hit, reach 125 ft., 1 target. Hit: 20 (4d20 + 5) [piercing] damage. If a player is hit by this attack they will be pulled towards the creature.

Iron Defense-Twisting Iron Warp. When hit by any kind of attack the creature changes into liquid iron dodging the attack, however, this can only be used twice until the start of the creature's next turn.

Legendary Actions:

 

Dark Mana Discharge (Costs 2 Action). Ranged Weapon Attack: +5 to hit, reach 300 ft., 1 target. Hit: 20 (2d20 + 5) [nacrotic] damage. 

Rapido (Costs 1 Action). The creature can quickly run anywhere within a 50ft square. (Note this can not be used to evade attacks).

Dark Mana Ball (Costs 1 Action). Ranged Weapon Attack: +5 to hit, reach 300 ft., 1 target. Hit: 20 (1d20 + 5) [nacrotic] damage. 

 

Description

A tall Asian man with feminine eyes standing at 6,3".  He has a piercing over his left eyebrow and one on each of his ears. He has one small mole under his lip, multiple tattoos on his neck, and a large tattoo of a cross on his chest. He usually has a long trench coat opened to reveal his torso and a pair of combat boots with black jeans.

Previous Versions

Name Date Modified Views Adds Version Actions
10/9/2022 3:24:29 AM
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YeHaDoffy

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