Blurred Movement. Attack rolls against the lordling have disadvantage unless it is incapacitated or its speed is 0.
Antimage Training. Friendly guards within 30 feet have advantage on saving throws against spells. If the guard would take half damage from succeeding on a saving throw against a spell, it takes no damage instead.
Muffling Grapple. A creature grappled by the guard cannot perform the somatic components of spells.
Camouflage. The guard has advantage on Dexterity (Stealth) checks made to hide.
Legendary Resistance (1/Day in This Form). If the guard fails a saving throw, she can choose to succeed instead.
Frigid Aura. So long as the guard has at least 1 hit point, each creature within 20 feet of it takes 10 cold damage at the start of each of her turns. This aura also cancels out any spells cast from outside this area and all spells cast within the area roll on the wild magic table.
Fearful Frenzy. The guard has advantage on attacks against spellcasters and creatures who have a condition (these can stack).
Damage Resistance. The Guard takes 9 less Physical and 8 less magical damage (applied after resistances)
Truncheon. The guard makes a truncheon attack.
Command Mist. The guard has at least one 50-foot-long rope woven out of its mist. The spirit commands one such rope within 30 feet of it to move up to 20 feet and entangle a large or smaller creature that the spirit can see. The target must succeed on a DC 14+1d6 Dexterity saving throw or become grappled by the rope (escape DC is the same as the save DC). Until this grapple ends, the target is restrained. The spirit can use a bonus action to release the target, which is also freed if the spirit dies or becomes incapacitated. A rope of spirit mist has AC 20 and 20 hit points. It regains 1 hit point at the start of each of the spirit’s turns while the rope has at least 1 hit point and the spirit is alive. If the rope drops to 0 hit points, it is destroyed.
Preemptive Strike. The guard makes a trucheon attack against a creature that starts its turn within 5 feet of the guard.
Evasion. If the guard is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw and only half damage if it fails, provided it isn’t incapacitated.
The guard can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The spirit regains spent legendary actions at the start of her turn.
ATTACK
Attack. The guard uses Trucheon.
INTENSIFY AURA (COSTS 2 ACTIONS)
Intensify Aura (Costs 2 Actions). The guard's Frigid Aura deals an extra 10 cold damage until the end of its next turn.
BLINDING GLEAM (COSTS 2 ACTIONS)
Blinding Gleam (Costs 2 Actions). The guard's form flares with a blue light. Each creature that can see the spirit and is within 10 feet of her must succeed on a DC 12+1d6 Wisdom saving throw or be blinded by the guard’s magical gleam for 1 minute. The blinded creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Description
Mageslayer guards are specially designed task force set up to subdue and take out evil magic users.
The guard uses 3d6+2d6+3 for attack rolls, 3d6+2d6+mod for skills, 12+1d6 for DCs and 2d9+1d6 for saving throws except wis and charsima in which case you do not add the 1d6.
Previous Versions
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6/7/2023 9:56:48 PM
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7/7/2023 6:56:18 PM
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8
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7/18/2023 6:43:09 PM
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6
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