Evasion. When Blast is subjected to an effect that allows him to make a Dexterity saving throw to take only half damage, he instead takes no damage if he succeeds on the saving throw, and only half damage if he fails.
Aggressive. As a bonus action, Blast can move up to his speed toward a hostile creature that it can see.
Rage (3/Day). While raging, Blast gains the following benefits: Advantage on Strength checks and Strength saving throws has resistance to bludgeoning, piercing, and slashing damage, and movement speed increases by 10 ft. While in rage Blast can also attack recklessly for a round. Rage lasts for 1 minute.
Relentless Rage. Rage can keep Blast fighting despite grievous wounds. If he drops to 0 hit points while he's raging and doesn’t die outright, he can make a DC 10 Constitution saving throw. If he succeeds, he drops to 1 hit point instead. Each time you use this feature after the first, the DC increases by 5. When you finish a short or long rest, the DC resets to 10.
Demonic Overload (1/Day). Blast harnesses his demonic counterpart. This greatly increases all of his physical abilities and unlocks additional attack action options. His physical form is slightly altered to take on the form of a demon. There is a finite amount of demonic energy for him to pull from. A total of 10 charges are available to use. Every round 1 charge is used. Once it is all used up the effects instantly vanish.
Passive Abilities:
- Can Teleport at will up to 60 ft. away.
- Extra attack action per turn.
- All physical attacks have a +5 to hit.
- Extra 1d8 necrotic damage per hit.
- Dexterity/Strength saving throws and checks are at advantage.
- Any necrotic damage received heals instead.
Multi-Attack. Blast can perform three attacks with any combination of moves.
Jab. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 10 (1d8 + 6) Bludgeoning damage plus 10 (1d8 + 6) thunder damage.
Follow-Up Punches: All Follow-up punches have the same to hit and damage as his Jab.
- Uppercut. The target creature must make a DC 14 Wisdom saving throw or become stunned for a single round. On a nat 1, the target creature is rendered unconscious. On a success, nothing happens.
- Hook. The target creature must make a DC 15 Constitution saving throw or lose their reaction for a round. On a nat 1, the target creature can only take a single attack action. On a success, nothing happens.
Flashing Kick. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 11 (1d10 + 6) Bludgeoning damage plus 11 (1d10 + 6) thunder damage.
Follow-Up Kicks: All Follow-up kicks have the same to hit and damage as his Flashing Kick.
- Low Leg Kick. The target creature must make a DC 17 Dexterity saving throw or be knocked prone. On a nat 1, the target creature loses all movement speed for a round. On a success, nothing happens.
- Kidney Kick. The target creature must make a DC 13 Constitution saving throw or gain 2 levels of exhaustion. On a nat 1, the target creature is knocked unconscious. On a success, nothing happens.
- Axe Kick. The target creature must make a DC 13 Constitution saving throw or become level 1 crippled on the head. On a nat 1, the target creature is level 2 crippled on the head. On a success, nothing happens.
Raging Storm (Recharge 4-5). Blast will smash his fist beside him into the ground which will erupt a series of lighting bolts upwards into the air. All creatures within a 10 ft. radius will have to make a DC 19 Dexterity saving throw or take 38(11d6) thunder damage and be knocked prone. On a success, only half damage is taken.
Demonic Overload:
Collapsing Thunderous Beam (6 Charges). Blast will collect a vast wealth of demonic energy into a single point emanating from his horns. After Charging for an entire round he can fire it off in a 15 ft. wide and 150 ft. long beam of destruction. All creatures caught in the beam will have to make a DC 22 Dexterity saving throw or take 22(5d6+5) thunder damage plus 22(5d8+5) necrotic damage plus 22(5d6+5) force damage.
Evasive Warp. Blast will phase in and out of existence making the next attack against him have disadvantage. His following Revenge strike will have advantage.
Demonic Overload:
- Necrotic Storm Aura (1 Charge). Blast can extend his necrotic aura of 10 ft. in every direction but not through total cover. Any creature caught within its range must make a DC 18 or take 1d8 necrotic damage plus 1d8 thunder damage and becomes hexed. On success, half damage is taken.
- Beastral Frenzy (2 Charges). Infuse Blast's body with a concentrated burst of demonic energy to give him advantage on all attacks for a round.
Revenge: In response to being hit by a physical attack, Blast can perform a single attack with his fist.
Description
Blast is a half-demon half-uruk hybrid. the fusion of these two halves is highly unstable which results in his physical body constantly in a state of rejection.
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