Form Change. As a bonus action, Adimarchus can change his form to his Demonic form. Each form's stats and health are independent of one another. Adimarchus cannot be slain unless both forms are reduced to 0 HP.
Magic Resistance. Adimarchus has advantage on saving throws against spells and other magical effects.
Lie in State. If both of Adimarchus's forms die, Adimarchus (in his current form) disappears after 24 rounds. The body reappears dead but intact on Occipitus, his realm in the Abyss. Any equipment Adimarchus was wearing or carrying at the moment of his death is likewise transported to Occipitus-and is likewise reconstituted if it was destroyed. Dimensional shackles delays the body's transportation in this manner, but once the spell's effect ends, the body transports to Occipitus immediately. After lying in state for 1d100 days on his home plane, both of Adimarchus's forms are restored to full life. If Adimarchus is slain on his home plane, he is dead forever.
Madness. Adimarchus uses his Charisma modifier on Wisdom saves instead of his Wisdom modifier.
Shroud Alignment. Spells and spell-like abilities with the good descriptor treat Adimarchus as if his alignment were good. Magic items are similarly fooled.
Innate Spellcasting. Adimarchus's innate spellcasting ability is Charisma (spell save DC 24). Adimarchus can innately cast the following spells, requiring no material components:
Always active: Mind Blank (self only) At will: detect evil and good, detect magic, detect poison and disease, mirror image 3/day: blindness deafness, blur, command, plane shift, blight 1/day: flame strike, mass suggestion, sunburst
Golden Tattoos. When Adimarchus is hit with radiant damage, he instead absorbs the damage and gains hit points equal to the damage dealt.
Weakness to Cold Iron. Adimarchus has a vulnerability to Cold Iron weapons.
Multiattack. Adimarchus makes two attacks: either with his gauntlet, whip, or wings.
+3 Anarchic Clawed Gauntlet. Melee Weapon Attack: +16 to hit, reach 5 ft., one target. Hit: 14 (1d6 + 11) slashing damage plus 13 (3d8) force damage to any lawfully-aligned creatures. If Adimarchus scores a critical hit, the force damage is increased to 6d8.
Glorious Whip. Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 11 (1d4 + 9) slashing damage plus 10 (3d6) radiant damage.
Teleport. Adimarchus magically teleports, along with any equipment he is wearing or carrying, up to 120 feet to an unoccupied space he can see.
Razorwings. Melee weapon attack: +14 to hit, reach 10 ft., one target. Hit: 15 (1d12+9) slashing damage. These gold-plated wings have razor-sharp feathers. Adimarchus can attack with them as an off-hand weapon, although not in the same round he attacks with two hand-held weapons.
Implosive Strike (3/day). Three times per day and no more than once per round, Adimarchus can cause an opponent to implode with any normal melee attack. In addition to taking damage, the target must make a DC 21 Constitution save or collapse in on itself and take 18 (4d8) force damage. Adimarchus must declare that he is using this ability before the attack roll is made.
Summon Demons (1/day). Once per day, Adimarchus can automatically summon 1d3+1 glabrezus or 1 marilith.
Previous Versions
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