Ever growing attack. For every time he does damage his attack stat increases by 100 points.
Ever growing defenses. When ever Bafu is hit his armor stat increases by 1 and has a defense increase of 5%.
Ever growing speed. Every time Bafu has an attacking phase his speed increases.
Redemption. after Bafu reaches 50% max hp he gains the ability to have 10% life steal on all attacks.
Action Melee Attack. Crimson void: +10 to hit, reach 4 ft., 2 target. Hit: 2 (8d20 + 6000) [poison + fire + slashing] damage.
Action Ranged Attack. Crimson arrow: +5 to hit, range 10/10 ft., 1 target. Hit: 1-6 (5d20 + 3000) [poison + fire] damage.
Thorny shield . Once at 10% max hp all damage done to Bafu is reflected with 10% of the damage done to him.
Enter the description for how legendary actions work for your monster here.
Legendary Action Name (Costs # Actions). Enter the description for your legendary action.
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
Bafu himself is a knight with black and red armor. He rides his horse Void. The body of Bafu has never been seen for his armor is never taken off. He wields a sword that gets stronger the more times it attacks its opponents. And his bow though barely rarely used is a force to be reckoned with.
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.
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