Unbound Chaos. Whenever Zyzx attacks, roll a d20. On a 1, the attack fails and Zyzx takes 1d20 necrotic damage. On a 2 or higher, the base attack deals 1d20 less damage. On a 6 or higher, the attack acts as normal. On a 10 or higher, the base attack deals 1d6 extra damage. On a 20, the base attack is treated as a critical hit. If the attack was already a critical hit, the target takes extra damage equal to one fifth of their max HP, rounded down.
Living Shadow: Zyzx can cast the spells creation, darkness, and detect thoughts a total of 1d8 times per day, not requiring material components or concentration.
Multiattack. Zyzx makes two attacks, one with Hemorrhage, and one with Chaos Bolt.
Hemorrhage. Melee Weapon Attack: +6 to hit, reach 5 ft., 1 target. Hit: 19 (3d6 + 4) slashing damage. Roll a d4. On a 1, roll again. On a 2, the target takes an extra 1d6 necrotic damage. On a 3, the target takes an extra 1d4 fire damage and 1d4 cold damage. On a 4, roll again, and the target takes an extra 1d4 psychic damage.
Chaos Bolt. Ranged Magic Attack: +6 to hit, range 15/75 ft., 1 target. Hit: 30 (6d6 + 5) damage. Roll a d4. On a 1, the attack deals fire damage. On a 2, the attack deals cold damage. On a 3, the attack deals necrotic damage. On a 4, the attack deals psychic damage.
Chaos Breach (Recharge 5-6). Ranged Magic Attack: +6 to hit, range 15/75 ft., 1 target. Hit: 15 (3d6 + 5) damage. Roll a d4. On a 1, the attack deals fire damage. On a 2, the attack deals cold damage. On a 3, the attack deals necrotic damage. On a 4, the attack deals psychic damage. Reduce the AC of this creature to 0 until the end of Zyzx's next turn.
Chaos Cripple (Recharge 5-6). Ranged Magic Attack: +8 to hit, range 15/75 ft., 1 target. Hit: 20 (4d6 + 6) damage. Roll a d4. On a 1, the attack deals fire damage. On a 2, the attack deals cold damage. On a 3, the attack deals necrotic damage. On a 4, the attack deals psychic damage. Reduce the speed of this creature to 0 until the end of Zyzx's next turn.
Chaos Shatter (Recharge 6). Ranged Magic Attack: +8 to hit, range 15/75 ft., 1 target. Hit: 25 (5d6 + 6) damage. Roll a d4. On a 1, the attack deals fire damage. On a 2, the attack deals cold damage. On a 3, the attack deals necrotic damage. On a 4, the attack deals psychic damage. The next attack to hit this creature is a guaranteed critical hit. The creature takes an extra 1d8 damage from Zyzx until the end of encounter. This bonus can be stacked 3 times. The second time this bonus is stacked, reduce it to a 1d6. The third time this bonus is stacked, reduce it to a 1d4.
Zyzx can take 2 legendary actions, choosing from the options below. Only one legendary action can be used at a time, and only at the end of another creatures turn. Zyzx regains all spend legendary actions at the end of his turn.
Rend. Zyzx makes an attack with either Hemorrhage or Chaos Bolt.
Phase. Zyzx moves up to half his speed, being able to move through solid objects. If Zyzx ends his turn inside a solid object, he takes 5d8 bludgeoning damage and is forced out into the nearest open space.
Description
Zyzx was a skilled swordfighter and leader of a crime ring until he got into trouble with a group called the Herald Syndicate, who was led by a powerful necromancer. The necromancer killed Zyzx, obliterated many parts of his body, and decided to revive him to use as a puppet. However, the sheer will of Zyzx's soul caused an abnormality during the resurrection. When Zyzx was revived, his body was recreated using tissue ripped from the Shadowfell, and became what was essentially a living, magical shadow. Zyzx then killed the necromancer and annihilated the Herald Syndicate. Zyzx's sword, a standard longsword, was corrupted by the sheer mental power of Zyzx into the now magical sword named Hemorrhage. Zyzx was unhappy about being resurrected in this form, and decided to seek help with his own destruction, deciding he didn't want to plague the world with his uncontrollable power. When he arrived at his hometown, ruled by a powerful and secretly corrupt shaman, he was cast out and was considered a threat. Zyzx learned that, because of the damage the Herald Syndicate did to the town as well as Zyzx's current state, the shaman decided to kill Zyzx to retain his image. Zyzx, now fueled by rage, decided to go to war with his hometown. Zyzx never wanted any sort of conflict, in fact his original plan was to destroy himself. The shaman was the real reason for Zyzx's commitment to villainy, and the shaman is the true villain of Zyzx's story.
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