Large Humanoid, Neutral
Armor Class 24 Ancient Abyss Metal
Hit Points 252 (13d12 + 184)
Speed 30 ft.
STR
30 (+10)
DEX
22 (+6)
CON
18 (+4)
INT
30 (+10)
WIS
30 (+10)
CHA
18 (+4)
Saving Throws DEX +14, CON +12, CHA +12
Skills Athletics +11, Perception +6
Damage Immunities Fire
Senses Passive Perception 18
Languages Abyssal, Common, Giant
Challenge 28 (120,000 XP)
Proficiency Bonus +8
Actions

Transposition: Use a soul to change the shape of an object and imbue it with its power.

Field Alteration: Alter the very essence of the terrain where you stand at will.

Reveal: Make all entities, regardless of their level, visible to all creatures in an 1000m radius.

Maximum Pain: Release a controlled gust of pressurized wind that cuts through your opponents flesh, dealing 4d8 slicing damage.

Heavenly Shield: Emit a powerful barrier of pressurized air that absorbs all incoming magic.

Demonic Shield: Emit a powerful barrier of pressurized air that absorbs all incoming melee damage.

Explosive Core: Summon up to 8 clones of yourself. These clones walk torwards your enemy and act as you would, but cannot attack. There is no fisical difference between the clones and yourself. When a target comes within melee distoance of the clones, they create an explosion dealing 3d8 explosive damage. If the target is shot by a ranged type melee weapon or magic, then the clone explodes, but sends the attack back to the attacker, dealing the damage you would have taken.

Illusionary Warden: Create a clone of your enemies standing before them. The clones immediately engage their counterparts. Targets must dismiss the clones before being able to attack you, or suffer a 3d8 explosion damage as the clones explode upon disengaging

Heaven's Feel: Make your target feel as though they are being healed. If the target fails to escape from the 30ft radius of this spell, then they take 4d8 dark damage.

Destruction Wave: Emit a powerful wave of energy that swipes the field on a 60ft radius. All targets within its path are immediately hit by a 6d8 bludgeoning damage, and are pushed 120ft back.

Transformation: When health drops to 20%. Virker grows in size and grows wings, allowing him to fly.

Dragon Aspect: Do as the dragons do and emit a powerful torrent of flames from within your throat, creating a 30ft blast radius of pure flames that deals a 4d8 of fire damage, and an extra 1d8 of fire damage for the next 5 turns.

Dragons Roar: Emit a powerful roar like the dragons of ancients, creating a powerfull blow of pure energy that blasts off those in its path. All targets in an 180ft radius are hit by this spell and get propelled 200 ft backwards. Upon landing, they recieve 6d8 bludgeoning damage and an extra 2d12 if landing on a wall.

Might of the Lords: Call forth the storm within your body and release massive projectiles from within the sky, raining down over your foes. 6 Meteorites with a 15ft radius rain from the sky, dealing 2d8 fire damage + 2d8 bludgeoning damage. Targets hit by the meteorites are immediately stunned.

Brace of Death: Call forth the God of Death himself. With a swipe of his scythe, revive the foes which you have killed during your life. Revive up to 30 creatures that have been dead for no more than 200 years. If these creatures no longer have a physical body, then summon them in spirit form, but both their health and attack are halved.

 

Habitat: MountainUnderdark

RazorRex64

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