Rise Again
The Dagda can use it's action to Raise enemies and allies to fight for it. The Dagda raises (2d4 +3) [zombies] which take their turn immediately after the Dagda's.
This ability can only be used if there are corpses available within 90ft of the Dagda.
This ability recharges on a 5-6 (1d6)
The Dagda makes 3 melee weapon attacks on it's turn or 1 ranged attack.
Great axe Attack. Melee Weapon Attack: +11 to hit, reach 10 ft., 1 target. Hit: 17 (1d12 +1d6 + 7) [slashing] damage.
Javelin Attack. Ranged Weapon Attack: +11 to hit, range 20/60 ft., 1 target. Hit: 11 (1d6 + 7) [piercing] damage.
Frenzy
The Dagda can use it's bonus action to frenzy, giving it advantage on all attacks this turn but also granting advantage to any attacks against it.
Unstoppable
The Dagda can move up to it's full movement as a bonus action, when it does so it ignores difficult terrain and can smash through structures up to 1 foot thick.
Attack of Opportunity
The Dagda gets 3 legendary actions.
Command the Dead (Costs 2 Actions).
The Dagda commands it's zombies to move and attack.
Cleave (Costs 2 actions).
The Dagda swings it's great axe in an arc. All creatures within 10ft must make a dexterity saving throw (DC 19) or suffer 14(1d12 +7) [slashing] damage.
Great axe Attack (Costs 1 Action).
Melee Weapon Attack: +11 to hit, reach 10 ft., 1 target. Hit: 17 (1d12 +1d6 + 7) [slashing] damage.
Enter the description for how mythic actions work for your monster here.
Mythic Action Name (Costs # Actions). Enter the description for your mythic action.
Description
The Dagda is a massive orc granted semi-divinity by Gruumsh. This hulking creature bends lesser orcs and other races to it's will, becoming a powerful and tyrannical warlord.
The will of Gruumsh allows it to raise the dead to continue fighting even after a battle would normally be considered lost.
Lair and Lair Actions
The Dagda's lair is set deep within a roving stronghold of tent's and wooden structures. Easy and quick to dismantle and move to allow for the constant warfare it seeks.
Lair Actions
On initiative count 20 (losing initiative ties), the [Dagda] takes a lair action to cause one of the following effects; the [Dagda] can’t use the same effect two rounds in a row:
- The Dagda slams a foot into the ground, sundering the nearby area. All terrain within 30ft of the Dagda becomes difficult terrain.
- Fire from nearby sconces erupt, creatures within 10ft of the sconces must make a dexterity saving throw (DC 15) or take 6 (1d10) [fire] damage and be set on fire.
- The Dagda lets out a bellowing roar. All enemies must make a wisdom saving throw (DC 17) or be frightened of the Dagda until the end of their next turn.
Regional Effects
The region containing a legendary [Dagda]’s lair is [Grasslands, Coastal or Mountains], which creates one or more of the following effects:
- Villages within 1 mile are destroyed and raided.
- Animal life and vegetation are burned and eaten.
If the [Dagda] dies, these effects fade over the course of (2d100 +30) days.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
|---|---|---|---|---|---|
|
11/10/2022 3:58:01 PM
|
5
|
1
|
1
|
Coming Soon
|
Comments