Magic Resistance. Artorias has advantages on saving throws against spells and other magical effects.
Dark weapon. When Artorias hits with a weapon, the weapon deals an extra 6 necrotic damage (included in the attack).
Reach. Artorias has a ten foot reach.
Multiattack. Artorias makes three melee attacks.
Greatsword. Melee Weapon Attack: +10 to hit, reach 10 ft., Hit: 14 slashing damage, plus 6 necrotic damage.
Deeper Corruption(1/day). Artorias can allow the corruption of the Abyss to seep deeper into his bones, making him more powerful at the cost of his owns sanity. When Artorias hit points drop to 125 or lower, he gains a +5 bonus to attack and damage rolls, a +3 bonus to AC, and gets additional 20 ft. in speed per round. During this time, he has disadvantage on Intelligence, Wisdom and Charisma checks and saving throws.
Leap Attack. When Artorias is targeted by a creature within 30 feet, he can jump into the air, adding 2 to his AC against the attack, and land 5 feet within the attack. Artorias can then make an attack with his great sword.
Artorias 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 regains spent legendary actions at the start of its turn.
Greatsword. Artorias makes an attack with his great sword.
Dripping Darkness(Costs 2 actions). The energy of the Abyss leaks through Artorias being, leaving a puddle in a 5 foot radius around him. Any creature that is in the puddle must make a DC 17 Wisdom saving throw, taking 4d6 necrotic damage on a failed save or half as much on a successful one. The puddle lasts for one round, after which it dissipates.
Description
Artorias is one of the immortals of Iabror. Through the depths and darkest places of the lower beings minds he pushes and pulls to try and achieve a winning state over the other shadows.
Artorias mimics the armor he gained immortality in. Covered in a long blue cloak his body is covered in silvered steel plate.
Artorias is immortal and can return to this plain except if a killing blow is dealt by Sehanine's dagger. A ceremonial dagger lost eons ago. Only then does Artorias wane to the Raven Queen causing her aspect to appear, ripping him from reality for ever, taking any wayward souls with her in the process.
Lair and Lair Actions
The stone slab behind you is forced shut by tonnes of rubble. Before you is a dimly lit room of which the floor is made entirely of writhing undead. The lair is considered rough terrain.
The undead are actually souls Artorias has tortured to the extent that they are now physically trapped in this plain of existence.
Lair Actions
On initiative count 20 (losing initiative ties), Artorias takes a lair action to cause one of the following effects; Artorias can’t use the same effect two rounds in a row:
- The undead floor in the arena reach up grabbing a player. The player makes a DC 15 Strength save, on a fail the players movement is reduced to zero till the end of their turn.
- The undead floor in the arena creates a gap in the floor. The player makes either a DC dexterity or DC constitution save of DC 15. on a fail the players are crushed as the bodies of the undead coming slamming back in causing 4d6 bludgeoning damage, on a success the player takes half damage. They are squeezed back up to the area's floor level.
Regional Effects
The region containing Artorias's lair is bereft of the Raven Queens influence, which creates one or more of the following effects:
- Any killed humanoid reanimates as a mindless undead.
- The influence of the Eleven are drastically reduced. Any Neutral or Good deity cannot scry into this area and cannot directly or indirectly commune with anything in the region.
If the Artorias dies by , these effects fade over the course of 30 days.
-
View User Profile
-
Send Message
Posted Jun 8, 2019Rip it apart at your leisure.
-
View User Profile
-
Send Message
Posted Mar 27, 2024Cool.