Aggressive. As a bonus action, Wrath can move up to it's movement speed towards a hostile creature that it can see.
Child of Nethilkar. Wrath has advantage on saving throw against spells and other magical effects.
Magic Weapons. Wrath's weapon attacks are magical.
Legendary Resistance (2/Day). If Wrath fails a saving throw, he can choose to succeed instead.
Multiattack. Wrath makes two attacks with his greatswords.
Hell-Raisers. Melee Weapon Attack: +13 to hit, reach 5 ft., 1 target. Hit: 16 (2d6 + 9) slashing damage, and 5 (1d8) fire damage.
Flare Bust. Wrath releases a fiery explosion from his greatswords. All creatures within 30 feet of Wrath must make a DC 16 Dexterity saving throw, or take 4d6 fire damage on a failed save and half as much on a successful one.
Intimidating Presence. Each creature of Wrath's choice within 120 feet of him and are aware of him must succeed on a DC 16 Wisdom saving throw or become frightened for 1 minute. A frightened creature can repeat the saving throw at the end of each of it's turns, ending the effect on itself on a success. These later saves are made with disadvantage if Wrath is within line of sight of the creature.
If a creature succeeds on any of these saves, or the effect ends on it, the creature is immune to Wrath's Intimidating Presence for the next 24 hours.
Unbridled Fury. In response to being hit by a melee attack, Wrath can make one melee attack with advantage against the attacker.
Wraith can take one legendary action, 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. Wrath regains spent legendary actions at the start of his turn.
Hell-Raiser. Wrath makes a single melee attack using his greatsword. This attack is made with advantage.
Dash. Wrath can move up to his movement towards one hostile creature.
Comments