Paragon Fortitude. The creature has 7 pools of 70 hit points, each of which is tracked separately. All damage and healing must be completely applied to only one pool. When a pool is reduced to zero, all ongoing conditions and effects affecting the creature end. Once a pool is reduced to zero, that pool cannot receive any healing until after a long rest. If all hit point pools are reduced to zero, the creature is killed.
Bite the Bullet. As an action, end one condition afflicting this creature and take 5 damage. This damage cannot be reduced in any way.
Solo Encounter. Instead of normal initiative, this creature takes a turn every time someone on the enemy team finishes a turn. Legendary Resistances and Legendary Actions refresh at the top of the round rather than every turn. Roll initiative only to see whether the creature goes before the first player or after.
Legendary Resistance (3/Day). When this creature fails a saving throw, they can use 1 Legendary Resistance and choose to succeed.
Modular Being. When a Paragon HP Pool is depleted, roll 1d6 to see which module is deactivated. If you roll a module that is already broken, roll again until you land on a module that has not yet been broken.
1: Anima Blade
2: Rail Gun
3: Sticky Hands
4: Shadow Strike
5: Leg Sweep
6: Dodge
Unarmed Strike. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: (3d8 + 6) magical bludgeoning damage. This is a magic weapon attack.
Anima Blade. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: (4d10 + 6) radiant damage. This is a magic weapon attack.
Shadow Strike. This creature disappears in a streak of shadow, making a strike against each creature within a 30 foot diameter sphere of it. Each creature must make a DC(AC) Constitution save or take (4d10) magical bludgeoning damage, be knocked Prone, and become Blinded until the end of their next turn. If the save is successful, creatures take only half damage and are not Blinded or knocked Prone.
Fortitude Recharge: If this creature has Paragon Hit Points, then when one Hit Point pool is reduced to 0, Shadow Strike recharges and can be used immediately as a reaction.
Shadow Shift. This creature disappears, reappearing behind a target within 60 feet of it, and immediately makes a Grapple attack. If the Grapple is successful, this creature throws the target to the ground, inflicting the Grappled and Prone conditions, and makes 2 Unarmed Strikes with Advantage against the creature. If this creature hits with both attacks, the creature it is attacking may only take an Action or a Bonus Action on their next turn(not both) and loses their Reaction until the end of their next turn.
Fortitude Recharge: If this creature has Paragon Hit Points, then when one Hit Point pool is reduced to 0, Shadow Shift recharges and can be used immediately as a reaction.
Rail Gun (Recharge 5-6). This creature fires a rail gun beam from its right arm in a line 10 feet wide and 60 feet long. Any creature in the area must make a DC20 Dex Save or take 10d6 Force damage, or half on a successful save.
Dodge. All attacks made against this creature have Disadvantage until the beginning of its next turn.
Disengage. Movement no longer provokes Attacks of Opportunity for the rest of this turn.
Evasion. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
Sticky Hands. If this creature uses its reaction to make an Attack of Opportunity, it may substitute a Grapple check. If this check succeeds, the opposing creature is moved anywhere within 5 feet of this creature, knocked Prone, and considered Grappled until the end of the current turn.
The Warforged can take 5 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 unless the action is classified as a reaction. The Warforged regains spent legendary actions at the top of the round.
Interrupting Reversal. When a melee attack hits this creature, and the creature who hit it begins a second attack, this creature can, as a legendary reaction, immediately make a Grapple check. If this Grapple check succeeds, the creature attacking it is moved anywhere within 5 feet of this creature, knocked Prone, and may not make any more attacks this turn.
Leg Sweep. If an adjacent creature’s attack misses against this creature, it can as a free legendary reaction force that creature to make a DC22 Dexterity saving throw, falling Prone on a failed save. The creature can continue to make attacks if able, but must do so at disadvantage.
Backflip Kick. This creature chooses a target within 10 feet. The target must make a DC 22 Con save or be kicked up into the air until the end of the next creature's turn. While airborne, the target is considered Incapacitated. The condition ends as soon as the creature touches the ground, where it will take magical bludgeoning damage equal to 40 minus its Constitution score. On a successful save, the target is instead pushed 10 feet away from this creature.
Frenzy Pulse. When the creature's last HP pool drops to 0, it emits a pulse of energy in a 60 foot radius. Any creature in this radius must make a DC 22 Con save or be Stunned. Constructs make this save at Disadvantage. Constructs also cannot benefit from any external buffs to this save such as Bless, Paladin auras, or Bardic Inspiration.
If a Construct becomes stunned this way, this creature may teleport to the stunned creature's location and integrate itself into that creature's armor. That creature gains 2 AC and the Interrupting Reversal free legendary reaction while this creature is integrated. This creature cannot be removed from the integrated being by anything less than the power of a deity or a Greater Wish spell. This creature is untargetable and immune to all damage and spells while integrated this way.
Self Destruct. This creature may at any time, while integrated into another creature, trigger a self-destruct sequence. Upon completion, the body detonates, dealing 50d6 damage to all creatures within 30 feet of it and instantly killing her and her host. She or the host may only be brought back with True Resurrection, Wish, or Greater Wish.
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