Adamantine Plating. Any critical hit against the Lord of Blades becomes a normal hit.
Electrified Armor. A creature that grapples the Lord of Blades or is grappled by him takes 13 (3d8) lightning damage. A creature takes 13 (3d8) lightning damage if it starts its turn grappling or being grappled by the Lord of Blades.
Limited Magic Immunity. V2 can't be affected or detected by spells of 2th level or lower unless it wishes to be. It has advantage on saving throws against all other spells and magical effects.
Multiattack.
Adamantine Gauntlets. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 21 (3d10 + 5) bludgeoning damage plus 7 (2d6) lightning damage.
Wrist Harpoon. Melee Weapon Attack: +11 to hit, reach 50 ft., one creature. Hit: The target is grappled (escape DC 15). Until the grapple ends, the target is restrained and has disadvantage on Strength checks and Strength saving throws, and V2 can't use the same tendril on another target. V2 has two wrist harpoon and can grapple two creatures but if they do this cant they cant use any other attacks till they stop grappling one. They can also be destroyed with a (DC 20) Strength check (This cant be done at the same time as the escape check).
Turn it Up. As a Bonus Action V2 can call out to their Handler to increase the amount of energy being used in the arena. This increases the amount of damage doen by the cage in this order. 1d4-2d4-3d4-4d4-5d4 Etc.
Grappler's intuition. As a Reaction V2 can make a Grapple attempt on any creation that moves out of melee range with them instead of making an opportunity attack.
On my terms. As a reaction V2 can send energy through a target if the target is a machine they are healed equal to 13 (2d12). They can do this in reaction to a creature falling unconscious in 5ft of them.
Legendary Actions-3
On My Terms can be used for 1 Action
Turn it Up can be used for 2 Action
Blow them Away. V2 can use 3 Actions to cause an electric explosion to erupt out of them. This explosion deals 28 (8d6) Lightning damage. Half on a successful dexterity saving throw. After using this any ability V2 has that mentions lightning damage cant be used. Except for their gauntlets which just deal bludgeoning damage. This is fixed at the start of V2 second turn after using Blow them Away.
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
V2 two is a Warforged similar in size to a Goliath designed purely for combat and destruction. It has taken to having its handler grafting and mending its metal body and is now covered in armor and weapons of all kinds. The most striking feature of this creature is the metal mask it wears over its face in the form of a skull. It is renowned for its endless supply of energy in combat and ability to freely use this energy to charge different parts of its body with electricity. The truth of this energy is V2 is hooked up to a system connected to the entry bracelets the audience wears when they enter the arena. These bracelets syphon the audiences energy and sends it to V2 and the entire arena. It isn't noticeable for the most part because V2's fights never last long but if a encounter were to go for an extended period of time it could knock members of the audience out or even kill them.
Lair and Lair Actions
Electrified Cage. Any creature who touches the cage around where V2 usually fights is dealt 1d4 damage. This damage can be increased by Turn it Up in the Bonus Action Section. This cage and V2 are power by the audiences bracelets. The longer the fight goes on the more likely it is that the audiences dies.
Lair Actions
On initiative count 1 the audience is drained of 1hp this damage is equal to the amount of d4s being rolled for the Electrified cage.
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