Ghost Spirit. Necrotic, Psychic, Radiant, and Force damage have absolutely no effect on Aegislash. Aegislash also hovers. Any effects that would knock targets down do not affect Aegislash. Aegislash cannot be pinned to the ground or held down by anything either.
Steel Body. Acid, Piercing, Thunder, and Cold damage have absolutely no effect on Aegislash. Damage from Slashing, Bludgeoning, Poison, and/or Lightning is halved. Poisons and Diseases also don't have any effect. Critical hits are as effective as regular hits.
Incredible Speed. Aegislash is able to use multiple actions per turn. The number of actions it can take in a single turn is dependent on its move speed:
n = number of turns. n = move speed / 10 (rounded down).
Adult Honedge/Doublade. Aegislash is a fully matured Honedge/Doublade, so it is not affected by the mind-controlling abilities of its fellow Aegislash.
Stance Change. Aegislash can change from Shield Form to Blade Form by attacking. When Aegislash uses the action King's Shield, it shifts from Blade Form to Shield Form. Aegislash is always in either its Shield Form or Blade Form.
Blade Form. If Aegislash is in its Blade Form, it becomes far more offensive than when in Shield Form. While in Blade Form, the following effects are applied:
- Aegislash's attacks each have an added 4 damage
- Aegislash's move speeds are all increased by 5
- the amount of dealt damage increased when Aegislash uses Swords Dance is increased by 2
- the amount of dealt damage increased when Aegislash uses action Autotomize is increased by 2
- the amount that movement speed is increased when Aegislash uses action Autotomize is increased by 2
- the amount of taken damage reduced when Aegislash uses Iron Defense is reduced by 2
- the number Aegislash has to roll to successfully use Counter Hit and Dodge are reduced by 4
- the number Aegislash has to roll to keep controlled targets under its control while using Mind Control is increased by 3
- Aegislash's AC is reduced by 4
These effects are removed when Aegislash goes into its Shield Form, but are reapplied when it enters its Blade Form again.
Shield Form. If Aegislash is in its Shield Form, it becomes far more defensive than when in Blade Form. While in Shield Form, the following effects are applied:
- Aegislash's hit points (current amount and total) are increased by 10
- Aegislash's AC is increased by 8
- the number Aegislash has to roll to keep controlled targets under its control while using Mind Control is reduced by 4
- the amount of taken damage reduced when Aegislash uses Iron Defense is increased by 2
- the amount of dealt damage increased when Aegislash uses Swords Dance is reduced by 2
- Aegislash's move speeds are all reduced by 5
- the number Aegislash has to roll to successfully use Counter Hit and Dodge are increased by 2
These effects are removed when Aegislash goes into its Blade Form, but are reapplied when it enters its Shield Form again.
Spellcasting. Aegislash does not use magic of any kind.
King's Shield. Aegislash, if needed, shifts from Blade Form to Shield Form. It then uses its shield to defend itself from any attacks. All attacks that hit Aegislash on that turn have no effect. Aegislash can use this at the start of the turn.
Swords Dance. Aegislash raises damage it deals by +4. Can be used up to 6 times.
Iron Defense. Aegislash raises its defence. All future damage dealt to Aegislash is lowered by 4. Can be used up to 6 times.
Autotomize. Aegislash increases all of its movement speeds by 5 and all of its attacks do +2 damage. This action can be used up to 5 times.
Aerial Ace. Melee Weapon Attack: +0 to hit, reach 15 ft., 5 targets. Hit: 2 (1d4 + 0) Piercing damage. Aegislash can use 1 more action or bonus action before the end of its turn. Max stack for this action: 3.
Shadow Claw. Melee Weapon Attack: +6 to hit, reach 10 ft., 1 targets. Hit: 1 (1d10 + 8) Slashing damage. This attack deals damage that goes through half the target's AC (e.g. if the target has an AC of 8, this attack would only need to be 4 or higher to land the blow).
Slash. Melee Weapon Attack: +4 to hit, reach 10 ft., 1 target. Hit: 1 (2d4 + 6) Slashing damage.
Night Slash. Melee Weapon Attack: +6 to hit, reach 10 ft., 2 targets. Hit: 1 (1d10 + 4) Slashing damage. This attack has a higher chance of critical hits; when rolling to hit, critical hits are 14 or more for this attack.
Metal Claw. Melee Weapon Attack: +6 to hit, reach 10 ft., 2 targets. Hit: 1 (1d10 + 4) Slashing damage. This attack inflicts prone on the targets.
Sacred Sword. Melee Weapon Attack: +15 to hit, reach 10 ft., 1 target. Hit: 1 (1d4 + 26) Slashing/Bludgeoning damage. Hit targets are sent back 5 ft unless they successfully roll a dexterity saving throw. This attack counts as two actions; Aegislash has 2 less actions after using this.
Steel Beam. Ranged Weapon Attack: +10 to hit, range 40 ft., X targets. Hit: 1 (1d6 + 74) Force/Radiant damage. This attack deals damage in a frontward AOE. The beam is 5 ft wide and keeps going for 40 feet. Aegislash hits any enemies caught in the AOE. Aegislash always fires at the place that would land the most hits. Targets have an opportunity to dodge this, however; targets must roll a d8 and get at least 6 to dodge. This attack cannot be blocked and cannot be avoided by being cover. Just imagine your cover or shield or whatever being caught in the blast and obliterated; then what is protecting you, exactly? Aegislash has 3 less turns after using this.
Aegislash can use its bonus actions during its turn as if they were regular actions. However they cost 2 actions each.
Mind Control. Aegislash uses its mind control powers to seize and hijack the minds of any target, except for gods/goddesses/deities, other Aegislash, and creatures directly related to Aegislash (as in species that derive from Aegislash and therefore have immunity). Roll 1d20 to attempt. If rolled number is at least 11, Aegislash can use this action without fail. Then roll a d4 to find how many targets are controlled. Rolled number is the number of targets being controlled. Aegislash must roll a d10 and get at least a 4 at the beginning of every turn to keep Controlled Targets (CTs) under its control. CTs follow the commands of Aegislash indefinitely, unless Aegislash is either defeated or rolls under a 4 at the start of a turn. When a CT is under Aegislash's control, they basically start fighting on Aegislash's side and can harm their companions. If a CT is the character of a player, that player (very unfortunately) is forced to do absolutely nothing while they watch their character murder their friends, at least until the CT is released from the control of Aegislash. CTs can also be used as meat shields and take damage directed at Aegislash. This indeed means you can die while under Aegislash's control. If you need to make saving throws to avoid dying, you are automatically released from Aegislash's control. This cannot be used multiple times simultaneously.
Mind Slayer. Aegislash can deal AC-bypassing damage to CTs under Aegislash's control (see Mind Control for info on CTs). This is not mandatory, but can be done if Aegislash chooses to. To do so, roll a d10; if the rolled number is at least 6, then deal d6 psychic damage; if not, then no damage is dealt. This is unblockable and cannot be resisted. Psychic immunity is ineffectual for this and only this. This doesn't count as an actual action; i.e. Aegislash can basically do this while using another action. OH YEAH, MULTITASKING!
Shadow Sneak. Melee Weapon Attack: +X to hit, reach 0/40/80/X ft., 1 targets. Hit: 1d4 (1d4 + 6) Piercing damage. Doublade strikes at the nearest shadow with astounding speed, and travels through said shadow to another close to the target, following through to thrust at the target. Doublade may keep on going and repeat this multiple times (based on a 1d4 roll for # of hits). This always lands a critical hit, ignoring whether or not the target has any sort of protection against critical hits, unless the protection is from the Special Trait Steel Body. As in, unless the target is another Honedge, Doublade, or Aegislash. This attack deals damage that goes through half the target's AC (e.g. if the target has an AC of 8, this attack would only need to be 4 or higher to land the blow). This attack always hits. The range is dependent on the lighting and location of the battlefield. If the battlefield is indoors and sunlight isn't able to fully light the room well on its own, the range is infinite, as long as it's in the battlefield. If the battlefield is indoors and sunlight is able to fully light the room well on its own, the range is 80 ft, as long as it's in the battlefield. If the battlefield is outside, but light is unable to provide sufficient lighting, then the range is 80 ft. If the battlefield is outside and light is able to provide sufficient lighting, then the range is 40 ft. If the battlefield is outside and it is very bright out, then this attack cannot be used. If the battlefield is outside and it's currently nighttime, then the range is infinite. This can be used to dodge attacks and counter them. This attack cannot be prevented through the means of magic or magical items.
Phantom Force. Melee Weapon Attack: +X to hit, reach X ft., 1 targets. Hit: 1 (4d4 + 4) Slashing damage. Doublade drops into the nearest shadow, and travels through said shadow to another close to the target, before rising up from the latter and slashes at the target. Doublade may keep on going and repeat this multiple times (based on a 1d4 roll for # of hits). This always lands a critical hit, ignoring whether or not the target has any sort of protection against critical hits, unless the protection is from the Special Trait Steel Body. As in, unless the target is another Honedge, Doublade, or Aegislash. This attack deals damage that goes through the target's AC. This attack always hits. Unlike Shadow Sneak, Phantom Force is not dependent on the lighting and location of the battlefield. This is a two-turn attack. On the first turn, Doublade disappears and cannot be attacked. On the second, Doublade attacks and reappears and can now be attacked. This can be used to dodge attacks and counter them. This attack cannot be prevented through the means of magic or magical items and cannot be blocked. This attack cannot be used twice in a row.
Counter Hit. If Aegislash is about to be hit, roll 1d20. If rolled number is at least 16, Aegislash dodges and hits for 5, no attack/critical hit modifiers. Goes through AC. Aegislash takes no damage. If the rolled number is under 16, Aegislash is still hit, unless the rolled number is between 12 and 15 (inclusive). In this case, the effects of Dodge are used.
Dodge. If Aegislash is about to be hit, roll 1d20. If the rolled number is at least 12, Aegislash dodges, taking no damage. If the rolled number is under 12, Aegislash is still hit. If the rolled number is 16, the effects of Counter Hit are used.
Aegislash are not Legendary Creatures.
Aegislash are not Mythic Creatures.
Description
Aegislash is a giant sword with 2 ribbons that act as arms and a large shield. With an incredible height of approx. 6', Aegislash is nothing short of a formidable opponent. Beware of its mind controlling powers; it's said that in ancient times, a single Aegislash used its powers to control hundreds of people to build an entire kingdom to its liking. Aegislash's true form is its purple eye, but hitting it doesn't do more damage or anything. In fact, you might just irritate it and be more likely to end up being run through. Not only imposing, it can also serve as an amazing bodyguard. And on a cautionary note, Aegislash can be quite violent at this point in its life. Not exactly something you'd want to irritate. Good luck!
Note: Only tagged 'undead' because it's a ghost/spirit sort-of-thing; this doesn't mean that Aegislash was dead and brought back to life. Any effects relying on the 'undead' tag have no negative effects on Aegislash (as in extra damage or status conditions).
Lair and Lair Actions
Aegislash do not have lairs.
Previous Versions
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