Medium Celestial
Armor Class 18 Plate
Hit Points 450 (12d10 + 300)
Speed 50 ft.
STR
26 (+8)
DEX
18 (+4)
CON
20 (+5)
INT
6 (-2)
WIS
10 (+0)
CHA
4 (-3)
Saving Throws STR +15, DEX +11, CON +12
Damage Immunities Necrotic, Radiant
Senses Tremorsense, Passive Perception 11
Languages --
Challenge 24 (62,000 XP)
Proficiency Bonus +7
Traits

Armor of Faith: Due to Tyrfing's current state as armor, Bharmir has immunity to Radiant and Necrotic damage.

Hefty Power: Typically, Tyrfing only makes one attack per turn

Actions

Godly Smite: Bharmir makes one attack with the Katana form, which upon hit does 6d6 Radiant, and 6d6 Necrotic damage along with the strike itself.(Recharge: 8)

Blade of God(Katana): +13 to hit, 3d8+7 slashing damage

Blade of God(Greatsword): +10 to hit, 4d8+9 slashing damage

Blade of God(Shortsword): +12 to hit, 2d8+11 piercing damage

Shield of God(Bashing): +14 to hit, 3d8+10 bludgeoning damage, DC 22 Strength save, if fail, pushed back 30 feet in any direction

Shield of God(Edge Swing): +12 to hit, 2d10+10 bludgeoning damage, DC 19 Str save, if fail, target falls prone

Bonus Actions

Form Swap: As a bonus action, Tyrfing make swap its form into a different weapon, if shield, Shortsword is also available.

Reactions

Shield Release: As a reaction, Tyrfing shifts into Shield form, increasing AC by 5 when attacked

 

Legendary Actions

ACTIONS PER ROUND: 2

God's Thunder(Costs 2 Actions): Tyrfing throws a bolt of lightning at someone, with a DC 17 Dex save, if failed take 12d6 Lightning damage, half if succeeded

God's Punch(Costs 1 Action): Bharmir punches a target within 5 feet, and target makes a DC 19 Dex save. If succeeded, nothing occurs, but if failed, the target gets flung 45 feet in any direction away from Tyrfing, and takes 4d8 bludgeoning damage.

Mythic Actions

Enter the description for how mythic actions work for your monster here.

Mythic Action Name (Costs # Actions). Enter the description for your mythic action.

Description

Bharmir, coated in the metal of Tyrfing, losing his mind to the sword.

Lair and Lair Actions

Enter a description of your monster's lair here.

Lair Actions

On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:

  • Enter a description for a lair action.
  • Enter a description for a lair action.

Regional Effects

The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:

  • Enter a regional effect description.
  • Enter a regional effect description.

If the [monster name] dies, these effects fade over the course of #d# days.

RangerTwoBlades

Comments

  • To post a comment, please or register a new account.
Posts Quoted:
Reply
Clear All Quotes