Folly. Every time throughout the campaign, every time there is a natural 1 rolled, excluding the lower roll with advantage, roll 1d6. Add 1 to the appropriate ability score: 1-STR, 2-DEX, 3-CON, 4-INT, 5-WIS, 6-CHA.
Legendary Resistance (4/Day). If the Walker fails a saving throw, it can choose to succeed instead
Regeneration. The Walker reforms within 1 mile of where it was slain in 1d6 days.
Sorcery Points. The Walker has 10 sorcery points to use with its' metamagic options.
Metamagic. The Walker has the option of using the following options when casting a spell:
Distant Spell- When you cast a spell that has a range of 5 ft. or greater, you can spend 1 sorcery point to double the range of the spell (or make the range 30 ft. for a spell with a range of touch).
Empowered Spell- When you roll damage for a spell, you can spend 1 sorcery point to reroll up to 6 of the dice. You must use the new rolls and you can use this option even if you've already used another Metamagic option.
Transmuted Spell- When you cast a spell that deals a type of damage from the following list, you can spend 1 sorcery point to change that damage type to one of the other listed types: acid, cold, fire, lightning, poison, thunder.
Spellcasting. The Walker is a 10-level spellcaster. Its spellcasting ability is Charisma (spell save DC 20, +12 to hit with spell attacks). The Walker has following Sorcerer and Paladin spells prepared:
Cantrips (at will): Acid Splash, Eldritch Blast, Fire Bolt, Sword Burst, and Thunderclap
1st level (4 slots): Chromatic Orb, Command, Cure Wounds, Hellish Rebuke, Inflict Wounds, Searing Smite, Thunderous Smite, Thunderwave, Wrathful Smite
2nd level (4 slots): Branding Smite, Crown of Madness, Darkness, Find Steed, Invisibility, Shadow Blade
3rd level (3 slots): Animate Dead, Ashardalon's Stride, Aura of Vitality, Bestow Curse, Counterspell, Fireball, Fly
4th level (3 slots): Dimension Door, Sickening Radiance
5th level (3 slots): Animate Objects, Telekinesis (At Will)
6th level (2 slots):
7th level (1 slots):
8th level (1 slots):
Multiattack. The walker makes two melee weapon attacks, and casts a spell.
Longsword. Melee Weapon Attack: +6 to hit, reach 5 ft., 1 target. Hit: 9 (2d8 + 1) slashing damage.
The Walker 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 Walker regains spent legendary actions at the start of its turn
Attack (Costs 1 Actions). The Walker makes two melee weapon attacks.
Spell (Costs 2 Actions). The Walker targets an enemy within range, and casts a spell.
Visage of Death (Costs 3 Actions). Each creature of your choice that can see you within 30 ft. must make a WIS saving throw (DC 20). On failure, the target is frightened of you for 1 minute. If it moves more than 30 ft. from you, it can attempt another saving throw.
Description
The Walker is so named for the relentless and dogged pursuit of its quarry. Made by unknown entities from the negative, outer planes, it knows no rest, and is only filled with terrible, unyielding purpose: to kill. When drawn to the material plane by extreme acts of evil, or through tears in reality, it seeks out the nearest evil being to serve as it's master. It looks like a pale humanoid, with pitch black eyes, leaking black mist from cracks in its body.
It's based on a level 20 (10 paladin/10 sorcerer) character, made as an easy reoccurring boss, consequences of players actions, or a pawn of the BBEG. It's proficiency bonus is 6, so as you add numbers to the ability scores, recalculate the to-hit bonus by adding the new modifier to 6. The only to hit and DC that is constant, is the Spell attack modifier, and the spell save DC. This is to give the walker the edge at lower levels, and to cap him at higher levels. If you feel as though that's unnecessary, recalculate the spell attack by adding proficiency +CHA, and the Spell save DC by adding 8+proficinecy+CHA.
Previous Versions
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Coming Soon
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