Medium Humanoid
Armor Class 15
Hit Points 45 (9d8 + 45)
Speed 60 ft.
STR
10 (+0)
DEX
15 (+2)
CON
20 (+5)
INT
12 (+1)
WIS
10 (+0)
CHA
20 (+5)
Saving Throws DEX +7, CHA +10
Damage Vulnerabilities Necrotic
Damage Immunities Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Incapacitated
Senses Passive Perception 14
Languages --
Challenge 14 (11,500 XP)
Proficiency Bonus +5
Traits

 

Death, does not accept: If Burt is killed, he vanishes dropping the Soul slicer blade. Any creature holding the blade takes 2D8 radiant damage at the end of each of their turns. Burt will return, alive after 1D100 days. Each time a creature touches the blade, his return is sped up by an amount of days equal to the radiant damage taken. 

Fed by Fear: At the start of Burt’s turn, he gains 1 bardic inspiration for each creature within 30ft of him that is frightened. 

Blade & Bond: Once Attuned to the Soul Slicer, the creature and blade are permanently bonded. If the creature breaks the Atunment, they die. If the Blade is sundered, or its magic removed (dispel magic, for instance). The Wielder suffers a similar fate…Roll 1d6. 

1. You lose memory of who you are, and everything prior to this moment. This means you lose all spells, and proficiencies. 

2. You can never perform magic again. 

3. No wounds can heal—You cannot regain health, or temporary HP. 

4. Marked for Death—You auto fail 3 death saving throws. next time you drop to 0 hit points, you die. 

5. You die with the blade…

6. Re-roll on this table

 

Actions

Burt can make a melee attack, cast a spell, or make one attack with the Soul Slicer.

Soul Slicer: Reach: 10ft. +8 to hit. Hit: 1d8+5 radiant damage. The target must make a death saving throw. On a failure, they have a permanent failed death saving throw. On a critical hit, the creature automatically fails 3 saving throws, which are permanent. The next time the creature is reduced to 0 Hp, they die. 

Regular Rapier: +7 to hit. Hit: 1d8+2

Spell: Burt Casts a spell from his character sheet. 

Legendary Actions

Burt can use his Bardic Inspiration die to store up legendary actions and use them at the end of another creature’s turn. To do so, at the start of your turn declare your intent to use a legendary action and roll one of your Bardic inspiration dice. You now have that many Legendary action(s).

You have an amount of Legendary action points equal to the roll. Which you may use throughout the round at the end of other creature’s turns. 

Melee Attack. Cost 1. Burt can make a Melee attack against a creature within reach

The Piper’s Tune. Cost 2. A whistling tune emanates in a 30ft radius from you. Any creature within this area must make a DC 17 Wisdom Saving throw or be Frightened for 1 minute. Creatures that succeed on their save are immune to this effect until the next dawn.

Soul Siphon. Cost 4. Each creature within 30ft of Burt takes 1d8 radiant damage, and Burt then regains hit points equal to the damage dealt.

Blade Beam. Cost 4. Burt Summons the blade and prepares to lunge. At the end of the next creature’s turn, Burt lunges 15ft in a straight line with the blade forward. Any creature in this path automatically takes 1 permeant failed death saving throw. 

Fearful Crescendo: Cost 6. Each creature within 30ft of you that is frightened becomes paralyzed by fear until the end of their next turn.  

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

Burt The Bard *insert Lawton’s introduction*

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.

Everland

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