Legendary Resistance (3/Day). If Angron fails a saving throw, he can choose to succeed instead.
There Is Only War. Angron has advantage on initiative rolls. If he is not already raging he can use his reaction to go into a rage upon first taking damage.
Mindless Rage. Angron's only thought when raging is to kill everything within his sight, he can not be Charmed or Frightened while raging and has resistance against Psychic damage.
Rage Without End. Angron's rage burns without end, when he drops to 0 hit points, you can make a DC 10 Constitution saving throw. If you succeed, you drop to 1 hit point instead. Each time you use this feature after the first, the DC increases by 1. If Angron reachs 0 hit points as a result of Everburning, he instead regains 50 hit points and the DC increases by 2.
Brutal Critical. Angron critically hits on a natural 19 or 20, and rolls three additional weapon damage die when determining the extra damage for a critical hit with a melee attack.
Everburning. At the start of each of Angron's turns, each creature within 5 feet of it, including Angron, takes 10 (3d6) fire damage, and flammable objects in the aura that aren’t being worn or carried ignite. A creature that touches Angron or hits it with a melee attack while within 5 feet of it takes 10 (3d6) fire damage. While Everburning is active Angron regenerates 30 hit points at the end of his turn. This trait can be temporarily suppressed by dealing magical ice damage(from a spell 5th level or higher) or submerging Angron in water.
Explosive Growth. When Angron first drops below 50% of his health, he let's out a terrible roar and all creatures within 60ft of Angron must succeed on a DC 23 Wisdom saving throw or become frightened of Angron for 1 minute and take 26 (4d12) psychic damage, half as much on a save. Angron then grows to be Huge in size, his reach increases by 5ft for all attacks and his weapon attacks deal an additional 5 (1d10) Force damage whether they hit or miss.
When Angron first drops to 0 health this effect triggers again, with each creature within 60ft needing to succeed on a DC 27 Wisdom saving throw or becoming frightened of Angron for 1 minute and take 37 (6d12) psychic damage, half as much on a save. Angron then grows to be Gargantuan in size, his reach increases by 10 for all attacks and his weapon attacks deal an additional 11 (2d10) Force damage whether they hit or miss.
Speallbreaker Armor. Whenever Angron is targeted by a leveled spell effect that specifically targets him, roll a D20 and add his saving throw modifier. If the total is greater than the spell's level + 10 then it is canceled as if by Counterspell. This effect is automatic and can not be Counterspelled itself.
Magic Weapons. Angron's melee attacks are magical. When Angron is Gargantuan or larger his attacks ignore immunity to critical hits.
Multiattack. Angron makes three attacks: one each with it's greatsword, greataxe and tail.
Greatsword. Melee Weapon Attack: +19 to hit, reach 10 ft., one target. Hit: 21 (3d8 + 16) slashing damage.
Greataxe. Melee Weapon Attack: +19 to hit, reach 10 ft., one target. Hit: (3d12 + 16) slashing damage.
Tail. Melee Weapon Attack: +19 to hit, reach 20 ft., one target. Hit: (3d6 + 16) piercing damage plus 10 3d6 fire damage.
Rage. As a bonus action, Angron can enter a rage at the start of his turn. The rage lasts until Angron chooses to stop. While raging, Angron gains the following benefits:
- Angron has advantage on Strength checks and Strength saving throws
- When he makes a melee weapon attack, Angron gains a +4 bonus to the damage rolls(already include in weapon stats)
- Angron has resistance to non-magical bludgeoning, piercing and slashing damage.
Focused Wrath. If Angron misses with an attack he can use his bonus action to give himself advantage on the next attack roll he makes.
Angron can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature’s turn. Angron regains spent legendary actions at the start of his turn.
Attack. Angron makes an attack with Greatsword or his tail.
Charge (Costs 2 Actions). Angron moves up to his walking speed(or flying if he is already in the air) in a straight line towards a target, any creature in his path must succeed a DC 24 Strength saving throw, or take (1d6) bludgeoning damage for every 10 feet traveled before being hit and be pushed back 15 feet.
Shatter and Destroy(Costs 3 Actions, Recharges on a 5 or 6). Angron slams both weapons into the ground and releases a wave of force. All creatures within 120ft of Angron must succeed on a DC 23 Strength saving throw or take 26 (4d12) force damage and be knocked prone, on a successful save creatures take half as much damage and are not knocked prone. This ability deals double damage to any structure or construct within range.
Description
Angron is little more than a mindless brute that the Abyssal Lords deploy when they want something utterly destroyed. His armor grants protection against spells but is literally bolted into his body, burning with a heat scorches both him and anyone that gets too close, and he has long lost all ability to speak or understand others. He is truly a mindless berserker, but with that fury comes a strength that none can stand against.
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