Medium Humanoid (Human), Typically Chaotic Evil
Armor Class 18 (half plate)
Hit Points 192 (25d10 + 55)
Speed 30 ft.
STR
20 (+5)
DEX
13 (+1)
CON
17 (+3)
INT
15 (+2)
WIS
10 (+0)
CHA
8 (-1)
Saving Throws STR +9, CON +7, INT +6
Skills Athletics +7, Intimidation +6, Perception +6, Survival +6
Damage Resistances Damage from Spells
Condition Immunities Frightened
Senses Darkvision 60 ft., Passive Perception 16
Languages Common
Challenge 11 (7,200 XP)
Proficiency Bonus +4
Traits

Blood Curse of Binding (1/Day). As a bonus action, the Wymon targets one creature he can see within 30 feet of it. The target must succeed on a DC 17 Strength saving throw or have its speed reduced to 0 and be unable to take reactions. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Blood Frenzy. Wymon has advantage on melee attack rolls against any creature that doesn’t have all its hit points.

Innate Spellcasting (1/Day). Wymon can innately cast hex. His innate spellcasting ability is Intelligence.

The Steed's Mantle. Wymon has advantage on saving throws against spells and other magical effects. While his helmet is on, Wymon gains the Charge attack.

RageWymon goes into a frenzy, which lasts for 1 minute. His movement speed doubles for the duration. 

Blood Rage.  When Wymon is in rage, he may use his bonus action at the start of every turn when this effect is active to deal 2d6 damage to himself. His attacks gain double this roll in damage bonus until the start of his next turn.

Actions

Multiattack. Wymon attacks twice with the Greataxe of Scorn.

Greataxe of Scorn. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 19 (3d6 + 8) slashing damage plus 3 (1d6) fire damage.

Heavy Crossbow. Ranged Weapon Attack: +6 to hit, range 100/400 ft., one target. Hit: 6 (2d10 + 2) piercing damage.

Charge (Recharge on 5-6). (only while Helmet of the Steed is equipped) Wymon moves up to his movement speed and rams a target with his head. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 24 (4d6 + 10) bludgeoning damage. The target must make a DC 17 strength saving throw, or be pushed back a distance equal to how far Wymon charged to reach the target in a straight line, doubled for any creature small or smaller size, and halved for large creatures. Huge creatures and larger are not moved. If they hit an obstacle on their path, then they take another d6 bludgeoning damage for every 5 feet they should have been pushed past the obstacle. They are knocked prone.

 

Bonus Actions

Blood Rage.  When Wymon is in rage, he may use his bonus action at the start of every turn when this effect is active to deal 2d6 damage to himself. His attacks gain double this roll in damage bonus until the start of his next turn.

Reactions

Rage. Whenever Wymon takes damage from another creature, he may use his reaction to activate his Rage ability.

Hellish Rebuke (Recharge on 5-6). Wymon use the Hellish Rebuke on a creature that has attacked him. 

Legendary Actions

Wymon starts the combat with 0 legendary actions. Every time he utilizes the Blood Rage ability, his number of legendary actions per round increases by one until his rage is ended.

He may spend legendary actions to take the following actions:

Hex. Wymon may use his innate spellcasting to cast hex with his spell slot.

Charge. If recharged, Wymon may use his charge attack.

Move. Wymon moves up to his current movement speed.

Mythic Actions

 

Description

 

Lair and Lair Actions

 

Habitat: Urban

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