legendary Resistance (3/Day). If the Eggsy fails a saving throw, it can choose to succeed instead.
Legendary shell. When incapacitated or paralysed it withdraws into its shell as a Natural body function gaining +5 to AC untill it emerges back it has advantage on Strength and Constitution saving throws. While in it's shell, it's prone, it's speed is 0 and can't increase.it has disadvantage on Dexterity and Sight depending saving throws.Any attack on the Eggsy is made at advantage while it's withdrawn, it can't emerge out untill it passes the saving throws required to end incapacitated or paralysed condition. On its turn it can only make saving throws or use Scintillating shell while withdrawn.
Multiattack. The Eggsy can use its Chaos Roar. It then makes three attacks: one with its Force Sword and two with its claws.
Force sword . Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) piercing damage plus 7 (2d6) force damage
Claw. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 14 (2d6 + 7) slashing damage.
Tail. Melee Weapon Attack: +12 to hit, reach 15 ft., one target. Hit: 16 (2d8 + 7) bludgeoning damage.
Chaos Roar. Each creature of the Eggsys's choice that is within 120 feet of the Eggsys and is aware of Eggsys must succeed on a DC 17 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the Eggsys's Frightful Presence for the next 24 hours.
Shell Effects (Recharge 5–6). Eggsys uses one of the following Shell Effects
Magical Spike burst(2 charges): Eggsy uses both his action to from magically enchanted force spikes on his shell and bonus action to hurl them at his enemy, far or close by making a Melee or Ranged Weapon Attack: +12 to hit, reach 5 ft. or range 30/60 ft., One target. Hit:6 (1d4 + 4) piercing damage in melee, or 6 (1d4 + 4) piercing damage at range, plus 12 (6d6) force damage. If the target is a creature, and it suffers a lingering wound that causes it to take 6(2d6) force damage at the start of each of its turns, it will also heal Eggsy by 3(2d6) at start of his turn. The wound ends if the target regains hit points or if a creature uses an action to tend and pick the spike out of the wound, which requires a successful DC 17 Wisdom check.
Scintillating Shell: the shell sheds bright light in a 20-foot parallel to his shell and dim light for an additional 30 feet, and creatures that can see the Shell have disadvantage on attack rolls against it. In addition, any creature within the bright light and able to see the shell when this power is activated must succeed on a DC 18 Wisdom saving throw or take stunned untill the light ends.
Shelled Retribution(3 charges): The shell on a reaction captures half of the Three incoming attacks energy sending it back at the attacker with extra 1d8 force dmg, on a failed Dex save of DC 17 from the attacker and none on a successful save.Eggsy also gain resistance to the triggering damage type until the start of it's next turn.
The Eggsy can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The Eggsy regains spent legendary actions at the start of its turn.
Detect. The Eggsy makes a Wisdom (Perception) check.
Tail Attack. The Eggsy makes a tail attack.
Shell Force Tremour (Costs 2 Actions). The Charges up the ground with Force energy and a fountain of churned earth and stone erupts in a 20-foot cube centered around Eggsy. Each creature within that area must succeed on a DC 20 Dexterity saving throw or take 14 (2d6 + 7) bludgeoning damage and be knocked prone. The Eggsy can then walk/climb upto half it's climbing/walking speed.
Description
It's still a mystery how these Little creature's are born but everyone seems to know the will of the Nature created these Tiny individuals as his servants do deliver its justice. A Eggsy Sapling awakes from their deep slumber in the woods when there is a disturbance in the natural order of things as fail safe of nature. Once finding the source of disbalance one final chance is given to it, yet if it continues to further spread disbalance in nature it will remove it's exsistince. Eggsy are relentless, unstoppable, and will either force the enemies away, or die. If it fails to exterminate the disturbance to nature it will die and come back 1d6 years slowly growing into a more stronger form.
That go from Eggsy (Walkist), Eggsy (Gentry) and the last Eggsys (any creature it sore to protecting)
Eggsy has grown mystical powers in it's quest to gain power to protect nature, and the creature it's swore to protect. this is the peak of his capabilities and potential taking magic and support of people around him he grew stronger.
Eggsy Shell upon his death can be harvested at a successful DC 23 wisdom save to retain all it's shell Effects, on a failing the save by less than 5-8 points you get to keep only one shell Effect with half the rollable charges and type of rollable effect decided by rolling a 1d3 where 1 is force spike, 2Scilanting 3Retribution . On failing the save by rolling from nat 1-5 your infected by Eggsyys, and will always end your sentences with Eggsy, failing to do so will cause player to take 1d8 force dmg at random, a simple remove curse will end this condition.
Eggsy often appears at sight where a dragon or dragons are Slayed, often time secret hoard of gold been find being left under thier care. Or eggs and young dragon left to be raised by them.
Eggsy blood is one of the only known substances to provide force resistance for 1d8 turns when harvest with a DC 18 nature or survival check or 1d6 turns at DC 16 check and 1d4 turns at DC 14 check respectively.
Eggsy's Force sword this ability can only be attained if willingly passed by an Eggsy, when it feels like your ideals , morals , and goals align with eggsy.
Eggsy's shell Spike dagger on a successful medicine check of DC 23 you can harvest a force spike that you can use as a dagger that has +1 to attack and deals (1d4 + Dex modifier) force dmg and if the wound isn't Healed or stop the bleeding with DC 14 medicine check the creature takes additional 4(2d6) force dmg at the start of it's turn as the spine drives deeper into the flesh making the next medicine check with each passing turn become one point more harder than before like DC 15 on second turn and so on.
Eggys boots, particularly evil aligned creature at a successful DC 17 nature or medicine check may cut off Eggsys feet to make boots that can turn thier climbing speed equal to thier walking speed you have advantage on saves against being prone.but any creature while attuned to these are looked down upon by the society, As chopping of eggsy legs is inhuman behaviour since unlike thier shell which they shed every year it's a part of thier limbs, you also gain a negative to performance, persuasion and Deception rolls in any and all social settings, unless dealing with morally grey characters.
Lair and Lair Actions
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Previous Versions
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11/9/2022 10:27:27 PM
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11/16/2022 7:55:28 PM
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11/17/2022 8:11:41 AM
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11/17/2022 9:30:03 AM
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