Advantages. Zylparin has advantage on all saving throws, as well as the Acrobatics, Athletics, Sleight of Hand, and Stealth skills, but as long as he is wearing his chain mail armor, his Stealth advantage is counteracted by disadvantage.
Second Wind. Once per short rest, Zylparin can use a bonus action to regain 1d10 + 20 hitpoints. He uses this as a last resort, as he has better ways of healing himself and usually doesn't require healing anyway.
Action Surge. Twice per short rest, Zylparin ccan take an additional action on his turn. He uses this when he needs someone dead now, or when it would kill multiple targets when killing only one would result in his demise.
Undead Minion. Zylparin can spend ten minutes performing a ritual over any corpse. Over the course of the ritual, flesh and skin will return to the body if it is missing any. Once completed, the body rises, discolored and undead, with fully black eyes, under Zylparins telepathic control. It takes no action to command a minion, and if he issues an order like "kill anyone who opens this door" or "make sure nobody enters this room" then they perform that task. Zylparin collects the bodies of those he kills, and bodies he finds. If he believes they did not deserve to die, he casts True Resurrection on them from his Rod of the Reaper, otherwise, he uses Undead Minion and sends them to a location to guard. The more important he deems a location, the more powerful the creatures guarding it, with his lair only having undead wolves, bears and the like. His undead minions attacks count as magical for the purpose of overcoming resistance and Immunity to nonmagical attacks. He usually doesn't bring his minions with him, as they make sneaking and other things harder while he can deal with nearly anything himself, but if he falls to 0 hitpoints or falls unconscious unwillingly, he issues one last command to his minions, usually to protect him at all costs and bring him back to his lair. He also telepathically reaches out to Blizzard, who appears at his location in 1d4 minutes or 1d4 hours depending on how far away he is, unless they are in the same battle. The ability checks, saving throws, attack and damage rolls, and ability scores of his minions are increased by his proficiency boonus (6).
Indomitable. Zylparin can reroll a saving throw he fails, using the new roll, three times per short rest.
Wraith Walk. Once per short or long rest, Zylparin can use an action to fade into a ghostly form, ending any movement restricting effects on himself and doubling his movement speed. While Wraith Walk is active, he can move through objects and creatures as though they were difficult terrain, and if he ends hus turn in an object, he is immediately shunted to the nearest unoccupied space, taking force damage equal to twice the number of feet he moved.
Soul Reaper. Once per short or long rest, Zylparin can remove the soul from a creature at 0 hitpoints, or one that died within the last minute. This is lethal, and gives Zylparin another use of his Action Surge. Using this triggers the effects of Soul Rip.
Soul Rip. Using no action, Zylparin can attempt to tear the soul from a creature and consume it. This does 2d4 necrotic damage, or it is instantly lethal if the target is unconscious. If it is lethal, Zylparin consumes the soul, sustaining himself foe 1d4 weeks, and refilling his health to maximum. Successfully consuming a soul triggers the effects of Soul Reaper. This can only be used on creatures with an intelligence of at least 5, and cannot be used on an undead, or a creature with no soul, such as one that drew the Void card from a Deck of Many Things.
Feats.
- Wings of Fire
You gain Wings made from fire letting you be able to fly and dive bomb. These wings can be activated at will and can be used for 4 hours per long rest
- You have the ability to grow wings made of fire at will and getting a flying speed of 30ft
- You can dive bomb onto an enemy as a bonus action dealing 6d6 fire damage to them and 2d6 bludgeoning damage to you.
- You have fire resistance
2. Telekinetic
You learn to move things with your mind, granting you the following benefits:
- Increase your Intelligence score by 1, to a maximum of 20.
- You learn the mage hand cantrip. You can cast it without verbal or somatic components, and you can make the spectral hand invisible. If you already know this spell, its range increases by 30 feet when you cast it. Its spellcasting ability is the ability increased by this feat.
- As a bonus action, you can try to telekinetically shove one creature you can see within 30 feet of you. When you do so, the target must succeed on a Strength saving throw (DC 8 + your proficiency bonus + the ability modifier of the score increased by this feat) or be moved 5 feet toward you or away from you. A creature can willingly fail this save.
3. Linguist
You have studied languages and codes, gaining the following benefits:
- Increase your Intelligence score by 1, to a maximum of 20.
- You learn three languages of your choice.
- You can ably create written ciphers. Others can't decipher a code you create unless you teach them, they succeed on an Intelligence check (DC equal to your Intelligence score + your proficiency bonus), or they use magic to decipher it.
4. Abberant Dragonmark
You have manifested an aberrant dragonmark. Determine its appearance and the flaw associated with it. You gain the following benefits:
- Increase your Constitution score by 1, to a maximum of 20.
- You learn a cantrip of your choice from the sorcerer spell list. In addition, choose a 1st-level spell from the sorcerer spell list. You learn that spell and can cast it through your mark. Once you cast it, you must finish a short or long rest before you can cast it again through the mark. Constitution is your spellcasting ability for these spells.
- When you cast the 1st-level spell through your mark, you can expend one of your Hit Dice and roll it. If you roll an even number, you gain a number of temporary hit points equal to the number rolled. If you roll an odd number, one random creature within 30 feet of you (not including you) takes force damage equal to the number rolled. If no other creatures are in range, you take the damage. (Flaw 3, Green-Flame Blade and Shield, the mark is a Skull and Crossscythes on his back, above the infinity sign)
5. Alert
Always on the lookout for danger, you gain the following benefits:
- You gain a +5 bonus to initiative.
- You can't be surprised while you are conscious.
- Other creatures don’t gain advantage on attack rolls against you as a result of being unseen by you.
6. Observant
Quick to notice details of your environment, you gain the following benefits:
- Increase your Intelligence or Wisdom score by 1, to a maximum of 20.
- If you can see a creature's mouth while it is speaking a language you understand, you can interpret what it's saying by reading its lips.
- You have a +5 bonus to your passive Wisdom (Perception) and passive Intelligence (Investigation) scores.
Epic Boons. Zyplarin has the following boons, as listen in chapter seven of the Dungeon Masters Guide. Also listed are any visual effects associated with them.
Boon of the Night Spirit
While completely in an area of dim light or darkness, you can become invisible as an action. You remain invisible until you take an action or a reaction.
An aura of darkness radiates an inch from my skin.
Special Equipment
Zylparin carries the Rod of the Reaper. (Another Homebrew creation I will be sharing alongside this. I actually made this specifically so the rod could be used while still making sense.)
Creatures. In addition to any undead serving him, Zylparin is often seen with Blizzard, an Ancient White Dragon whos egg was found by Zylparin. Zylparin helped Blizzard hatch, then proceeded to demonstrate his superior power, and Blizzard has been unable to beat him since. Zylparins influence has made Blizzard Chaotic Neutral in alignment, and they have actually become good friends. If at any point Blizzard is reduced to 200 hitpoints or less, if Zylparin is not in the battle, he appears as if he used his Boon of Planar Travel and immediately summons an army of undead and puts all of his effort into protecting Blizzard and slaughtering his adversaries. If Zylparin is in the battle, he does the same without appearing magically. If Zylparin is ever reduced to 50 hitpoints or less, Blizzard reacts in similair outrage, placing himself between Zylparin and any threats and strking with immense force.
Multiattack. Zylparin makes 4 attacks, only 1 of which can be his crossbow, and none of which can be a spell.
Arcane Scythe. Melee weapon attack, 10ft. reach, +16 to hit, 2d6+20 slashing damage and 1d4+10 lightning damage on a hit.
Crossbow. Ranged weapon attack, range 80ft. (320ft.) +16 to hit, 1d8+10 piercing damage on a hit.
Unarmed Strike. Melee weapon attack, 5ft. reach, +16 to hit, 21 bludgeoning damage on a hit.
Zylparin can use any actions a player can, such as dash, dodge, use an object, and others. He wields his scythe with one hand.
Vampric Touch. Melee spell attack, 5ft. reach, +6 to hit, 3d6 necrotic damage on a hit and heals Zylparin for half the necrotic damage dealt.
Zylparin can use a bonus action to telekinetically shove a creature within 30 feet of him. An unwilling creature makes a Strength saving throw (DC 24). On a failure, the creature is moved 5ft. away from or towards Zylparin.
Zylparin has 10 Legendary Actions. He can take a Legendary Action at the beginning and end of any turn in combat except for his own.
Zylparin can take the following legendary actions.
- Death. Zylparin makes two Arcane Scythe attacks
- Demise. Zylparin casts a spell, either from his own power or from his Rod of the Reaper
- No escape. Zylparin moves up to his speed.
Description
In a town destroyed long ago, a prophecy was fulfilled. The prophecy in question has been largely lost to time, but it involved a child born of Death Himself. This is Zylparin. He requires the consumption of souls to survive and is a punisher of the wicked. He focuses on survival, but is considered more good than evil. There are those who worship him as a god, and rightfully so, as even they would face an extremely difficult challenge defeating him. He amassed ridiculous power on his adventures, allowing him to continuously keep control of Blizzard.
Lair and Lair Actions
Zylparin resides in Blizzards lair, which has been made so that the interior is more castle-like. His specific lair is a cabin near a mountain where his brother, an obsidian dragon sorceror using the Bloodline of the Grim Reaper homebrew subclass, resides. This cabin is larger on the inside, being a massive, sprawling, square mansion contained within a demiplane. Fighting Zylparin within his lair spells certain doom for every one of his enemies within.
On initiative count 35 (winning initiative ties) Zylparin can do up to two of the following:
- Track Down. Zylparin chooses an enemy in his lair and teleports to an unoccupied space of his choice within 30 feet of them.
- Lights Out. Zylparin chooses a room in the lair and it plunges into complete darkness. He normally uses this blind his enemies while he uses his Thermal Vision to fight them.
- Genocide. Every creature in the lair that is an enemy of Zylparin dies. (This can only be used if Zylparin is not in the lair, and it can only be used once every 30 days. Zylparin usually makes sure everyone who has decided to fight him is in the lair, than casts Plane Shift on himself and uses Genocide. This is used as a last resort and only if he believes that not doing so would result in his demise.)
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