Always Thinking Ahead. Urdesh has advantage on initiative rolls.
Fire Absorption. Whenever Urdesh's suit is subjected to fire damage, he takes no damage and instead regains a number of hit points equal to the fire damage dealt.
Siege Monster. Urdesh deals double damage to objects and structures.
Multiattack. Urdesh makes four attacks: two with his clockwork claws and two with his thunder gauntlets.
Clockwork Claw. Melee Weapon Attack: +9 to hit, reach 20 ft., one target. Hit: 11 (1d6 + 5) piercing damage, and if the target is a Medium or smaller creature, the target is grappled (escape DC 14). Until this grapple ends, the target takes 8 (2d6) piercing damage at the start of each of the target's turns and is pulled up to 10 feet towards Urdesh. Urdesh's suit has two claws, each of which can grapple only one target.
Thunder Gauntlet. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 19 (1d8 + 5) bludgeoning damage plus 7 (2d6) thunder damage. If the target is a Medium or smaller creature, it must succeed on a DC 19 Constitution saving throw or gain disadvantage on their next attack roll.
Thunderscream (Recharge 6). Urdesh emits a pulse of charged energy. Each creature within 15 feet of Urdesh must make a DC 19 Constitution saving throw, taking 21 (6d6) thunder damage and are knocked prone on a failed save or half as much damage on a successful one.
Defensive Field (3/day). As a bonus action, Urdesh can gain (1d10 + 5) temporary hit points.
Repulsion Blast. Urdesh can use a reaction immediately after being hit by a melee attack to push the attacker up to 15 feet away.
Previous Versions
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2/28/2023 6:04:39 PM
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Coming Soon
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