Hunters Bane. The Corrupted Dawn has advantage on Wisdom (Survival) checks to track fey, fiends, or undead, and you have advantage on Intelligence ability checks to recall information about them.
Hemocraft Modifier: Intelligence. The Corrupted Dawns Hemocraft DC is 15.
Blood Maledict (Recharge 4-6). The Corrupted Dawn can invoke blood curses as a bonus action, and has the option to amplify the curse before it takes effect. The amplified curse gains an additional effect noted in curse's description. Amplifying a curse in this way causes the Corrupted Dawn to take 21 (6d6) necrotic damage.
Blood Curses. The Corrupted Dawn has mastery over the following blood curses, which coincide with the Blood Maledict feature.
Blood Curse of the Fallen Puppet. Whenever a creature the Corrupted Dawn can see within 30 ft. of him falls to 0 HP, it can use its reaction to force the creature to make one weapon attack against a creature of its choice within the creatures range.
Amplify. The Corrupted Dawn can cause the cursed to move up to half its speed, and grant a +1 to its attack roll.
Blood Curse of the Eyeless. When a creature the Corrupted Dawn sees within 30 ft. of it makes an attack, it can use its reaction to roll 1d10 and subtract the result from the creatures attack roll. The Corrupted Dawn can choose to use this feature after or before the attack is rolled, but it must be used before the DM rules if the attack hit or missed. Creatures immune to the Blinded effect are immune to this action.
Amplify. The Corrupted Dawn applies this curse to all the creatures attacks, rolling separately for each attack.
Blood Curse of Bloated Agony. As a bonus action, the Corrupted Dawn curses a creature that it can see within 30 ft. of it until the end of the Corrupted Dawn's next turn. For the duration, the creature has disadvantage on STR and DEX checks, and takes 18 (4d8) if the creature takes more than one attack during the round.
Amplify. The curse lasts for 1 minute and the cursed creature can make a CON saving throw (DC 15) at the end of each of its turns.
Fighting Style (Blood Hunter). The Corrupted Dawn has adopted the Archery Fighting Style.
Archery. The Corrupted Dawn gains a +2 bonus to attacks with a ranged weapon.
Crimson Rite. As a bonus action, the Corrupted Dawn can activate any rite it knows onto a weapon it is holding. A weapon can only hold one rite at a time. When this is activated, the Corrupted Dawn takes 27 (5d10) which cannot be reduced in anyway. While the rite is active, attacks made by the Corrupted Dawn with the weapons are magical and deal an additional 2d10 damage of the chosen type. The rites effects last until the next encounter with the Corrupted Dawn.
Rite of the Flame. The extra damage dealt is 11 (2d10) fire damage.
Rite of the Storm. The extra damage dealt is 11 (2d10) lightning damage.
Rite of the Gods. In addition to the rites listed above, the Corrupted Dawn also knows the Rite of the Gods, which grants the following effects:
-Its weapon glows gold, and sheds bright light out to 30ft.
-It has resistance to thunder and necrotic damage.
-When the Corrupted Dawn attacks with the weapon that has this rite active, it deals an extra 11 (2d10) plus an additional 10 (3d6) if the creature attack is fiendish.
Brand of Castigation. Once per encounter, whenever the Corrupted Dawn deals damage to a creature with a weapon that has an active rite, it can sear an arcane brand onto that creature. The brand has the following effects:
-The Corrupted Dawn always knows the direction of the creature as long as they are on the same plane as it.
-Each time the creature deals damage to the Corrupted Dawn or a creature within 5 feet of it, the creature takes 9 (2d8) psychic damage.
The brand lasts until the Corrupted Dawn dismisses it as an action or until it applies another brand to another creature. The brand can be dispelled with [Tooltip Not Found] and it treated as a 5th level spell.
Heavenly Stride. The Corrupted Dawns stride is considered heavenly, and as such it walks between the physical realm and the Seventh Heaven.
Grim Psychometry. When making an Intelligence (History) check to recall information about an area, the Corrupted Dawn has advantage on the roll.
Dark Augmentation. The Corrupted Dawns speed increases by 5 ft., and it has a +1 bonus to Strength, Dexterity, and Constitution saving throws.
Fighting Style (Fighter). The Corrupted Dawn has adopted a fighting style.
Two Weapon Fighting. When the Corrupted Dawn engages in two weapon fighting, it can add its ability modifier to the damage of the second attack.
Second Wind. Once per encounter, the Corrupted Dawn can regain 52 (9d10+2) as a bonus action.
Combat Superiority. The Corrupted Dawn has learned maneuvers that are fueled by superiority dice. Its superiority dice are 5d10 per encounter.
Maneuvers.
Bait and Switch. When the Corrupted Dawn is within 5ft. of another creature on its turn, it can expend a superiority die and switch places with the creature, provided it spends at least 5ft. of movement and the creature is willing and no incapacitated. This movement doesn't provoke opportunity attacks. Until the start of its next turn, the Corrupted Dawn and the creature gain a bonus to their AC equal to the result rolled on the superiority die.
Parry. When another creature damages the Corrupted Dawn with a melee attack, it can use its reaction and expend a superiority die to reduce the damage by the number rolled on the die +1.
Riposte. When a creature misses the Corrupted Dawn with a melee attack, it can use its reaction and one superiority die to make a melee attack against the creature. It then adds the result of the superiority die to the damage roll on a hit.
Feinting Attack. The Corrupted Dawn can expend a superiority die and use a bonus action to add to the total of a damage roll and gain advantage against a chosen creature within 5ft. this turn.
Ambush. When making a Dexterity (Stealth) check or rolling initiative, the Corrupted Dawn can expend a superiority die and add the die to the initiative roll, provided it isn't incapacitated.
Evasive Footwork. When the Corrupted Dawn moves, it can expend a superiority die, rolling it and adding the number to its AC until it stops moving.
Commanders Strike. When the Corrupted Dawn takes an attack roll on its turn, it can forgo one of its attacks and direct an ally that it can see and hear to strike using its reaction, adding the superiority die to the damage roll.
Know Your Enemy. If the Corrupted Dawn spends at least one minute outside of combat interacting with or observing a creature, it can learn information about its capabilities compared to its own: Strength score, Dexterity score, Constitution score, Armor Class, current HP, total class levels, fighter class levels (if any).
Indomitable. The Corrupted Dawn can reroll a saving throw that it failed- it must take the new roll. This can be done once per encounter.
Deathless Nature. The Corrupted Dawn has advantage on saving throws against disease and being poisoned, and it has resistance to poison damage. The Corrupted Dawn has advantage on death saving throws. The Corrupted Dawn doesn't need to eat, drink, or breathe. The Corrupted Dawn does not need to sleep, and magic can't put it to sleep.
Dual Wielder (Feat). The Corrupted Dawn adds +1 to its AC while it is wielding a seperate melee weapon in each hand, can use two weapon fighting even when the one-handed weapons it is wielding aren't light, and can draw or stow two one-handed weapons when normally it could only draw or stow one.
Multiattack. The Corrupted Dawn makes two Cursed Sun Blade attacks, or two Cursed Handaxe attacks, or one Cursed Sun Blade attack and one Cursed Handaxe attack, or two ranged Cursed Handaxe attacks.
Cursed Sun Blade. Melee Weapon Attack. +12 to hit, reach 5ft., one target. Hit: 10 (1d8+6) necrotic damage.
Cursed Handaxe. Melee Weapon Attack. +13 to hit, reach 5ft. one target. Hit: 10 (1d6+7) slashing damage plus 8 (2d4+3) necrotic damage.
Cursed Handaxe. Ranged Weapon Attack. +13 to hit, range 20/60ft., one target. Hit: 10 (1d6+7) slashing damage plus 8 (2d4+3) necrotic damage.
Blood Curse of Bloated Agony. As a bonus action, the Corrupted Dawn curses a creature that it can see within 30 ft. of it until the end of the Corrupted Dawn's next turn. For the duration, the creature has disadvantage on STR and DEX checks, and takes 18 (4d8) if the creature takes more than one attack during the round.
Amplify. The curse lasts for 1 minute and the cursed creature can make a CON saving throw (DC 15) at the end of each of its turns.
Crimson Rite. As a bonus action, the Corrupted Dawn can activate any rite it knows onto a weapon it is holding. A weapon can only hold one rite at a time. When this is activated, the Corrupted Dawn takes 27 (5d10) which cannot be reduced in anyway. While the rite is active, attacks made by the Corrupted Dawn with the weapons are magical and deal an additional 2d10 damage of the chosen type. The rites effects last until the next encounter with the Corrupted Dawn.
Rite of the Flame. The extra damage dealt is 11 (2d10) fire damage.
Rite of the Storm. The extra damage dealt is 11 (2d10) lightning damage.
Rite of the Gods. In addition to the rites listed above, the Corrupted Dawn also knows the Rite of the Gods, which grants the following effects:
-Its weapon glows gold, and sheds bright light out to 30ft.
-It has resistance to thunder and necrotic damage.
-When the Corrupted Dawn attacks with the weapon that has this rite active, it deals an extra 11 (2d10) plus an additional 10 (3d6) if the creature attack is fiendish.
Feinting Attack. The Corrupted Dawn can expend a superiority die and use a bonus action to add to the total of a damage roll and gain advantage against a chosen creature within 5ft. this turn.
Commanders Strike. When the Corrupted Dawn takes an attack roll on its turn, it can forgo one of its attacks and direct an ally that it can see and hear to strike using its reaction, adding the superiority die to the damage roll.
Blood Curse of Bloated Agony. As a bonus action, the Corrupted Dawn curses a creature that it can see within 30 ft. of it until the end of the Corrupted Dawn's next turn. For the duration, the creature has disadvantage on STR and DEX checks, and takes 18 (4d8) if the creature takes more than one attack during the round.
Amplify. The curse lasts for 1 minute and the cursed creature can make a CON saving throw (DC 15) at the end of each of its turns.
Crimson Rite. As a bonus action, the Corrupted Dawn can activate any rite it knows onto a weapon it is holding. A weapon can only hold one rite at a time. When this is activated, the Corrupted Dawn takes 27 (5d10) which cannot be reduced in anyway. While the rite is active, attacks made by the Corrupted Dawn with the weapons are magical and deal an additional 2d10 damage of the chosen type. The rites effects last until the next encounter with the Corrupted Dawn.
Rite of the Flame. The extra damage dealt is 11 (2d10) fire damage.
Rite of the Storm. The extra damage dealt is 11 (2d10) lightning damage.
Rite of the Gods. In addition to the rites listed above, the Corrupted Dawn also knows the Rite of the Gods, which grants the following effects:
-Its weapon glows gold, and sheds bright light out to 30ft.
-It has resistance to thunder and necrotic damage.
-When the Corrupted Dawn attacks with the weapon that has this rite active, it deals an extra 11 (2d10) plus an additional 10 (3d6) if the creature attack is fiendish.
Second Wind. Once per encounter, the Corrupted Dawn can regain 52 (9d10+2) as a bonus action.
Feinting Attack. The Corrupted Dawn can expend a superiority die and use a bonus action to add to the total of a damage roll and gain advantage against a chosen creature within 5ft. this turn.
Commanders Strike. When the Corrupted Dawn takes an attack roll on its turn, it can forgo one of its attacks and direct an ally that it can see and hear to strike using its reaction, adding the superiority die to the damage roll.
Blood Curse of the Fallen Puppet. Whenever a creature the Corrupted Dawn can see within 30 ft. of him falls to 0 HP, it can use its reaction to force the creature to make one weapon attack against a creature of its choice within the creatures range.
Amplify. The Corrupted Dawn can cause the cursed to move up to half its speed, and grant a +1 to its attack roll.
Blood Curse of the Eyeless. When a creature the Corrupted Dawn sees within 30 ft. of it makes an attack, it can use its reaction to roll 1d10 and subtract the result from the creatures attack roll. The Corrupted Dawn can choose to use this feature after or before the attack is rolled, but it must be used before the DM rules if the attack hit or missed. Creatures immune to the Blinded effect are immune to this action.
Amplify. The Corrupted Dawn applies this curse to all the creatures attacks, rolling separately for each attack.
Parry. When another creature damages the Corrupted Dawn with a melee attack, it can use its reaction and expend a superiority die to reduce the damage by the number rolled on the die +1.
Riposte. When a creature misses the Corrupted Dawn with a melee attack, it can use its reaction and one superiority die to make a melee attack against the creature. It then adds the result of the superiority die to the damage roll on a hit.
Description
A being of unknown origin, The Corrupted Dawn earned its name from the bloody fields of battle it has left behind in its continued service to an unknown entity. Powerful and fear-inspiring, many would rather flee than face this monstrosity in head-to-head combat, though there are those that try.
Their bodies leave a trail of carnage behind as a warning.
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