Medium Humanoid (Dragonborn), Chaotic Good
Armor Class 20
Hit Points 290 (20d12 + 120)
Speed 40 ft.
STR
22 (+6)
DEX
16 (+3)
CON
22 (+6)
INT
14 (+2)
WIS
15 (+2)
CHA
14 (+2)
Saving Throws STR +11, CON +11
Damage Resistances Lightning; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Frightened
Senses Passive Perception 16
Languages --
Challenge 13 (10,000 XP)
Proficiency Bonus +5
Traits

Rage. As a bonus action, Alduin may enter rage, Alduin may end his rage when he chooses and may use it as much as he wants. While in rage Alduin has the following effects:

  • Advantage on all strength checks and saving throws
  • His attacks deal an extra 4 damage

Dangersense. Alduin can't be surprised and has advantage on dexterity saving throws.

Reckless Attack. At the start of his turn Alduin may grant himself advantage on all of his attacks till the end of his turn. However, this grants all creatures advantage on all of their attacks against him till the end of his turn. 

Feral Instinct. Alduin has advantage on initiative rolls.

Brutal Critical. When Alduin lands a critical hit hit he adds three extra die to the damage roll.

Indomitable Might. When Alduin makes a strength check he may choose to replace his total with his strength score. 

Thunderous Steps.At the start of his turn, while raging, Alduin may take 6 damage to increase his speed by 10ft till the end of combat

Flashes of the Storm. When Alduin moves he may teleport, when he teleports 30ft or more in one move all creatures within 5ft of him must take 1d4+6 lightning damage.

Fenrir's Holy Blade. Alduin weilds the mighty blade of the god of justice. This greatsword has two forms. As a bonus action can split his blade in to two longswords called Fury Justice or put his blade back together into the greatsword. 

 

 

Actions

Actions. Alduin may make 3 weapon attacks, one strike of rage or a breath attack. 

Strike of Rage. Alduin reduces his speed to 0 and makes a melee attack against a creature within range. On a hit the target takes an additional 3d8 lightning damage and must make a DC 22 strength saving throw. On a failure the the target is knocked back a distance equal to his total speed. If the creature hits any other creatures in its path that creature must make a DC 22 strength saving throw or be knocked prone and take 3d8 force damage. If the thrown creature hits and solid wall the creature stops and takes an extra 3d8 bludgeoning damage. The creature is then knocked prone.

Breath Attack. Alduin fire a 40ft cone, all creatures within this cone must make a DC 18 Dexterity saving throw. On a failure a creatures takes 5d6 lightning damage. Half damage on a success. 

Fenrir's Hold Blade:

Greatsword form: +15 to hit, on a hit it deals 16 (2d6 + 9) slashing damage and an additional 9 (2d8) lightning damage. On a hit the creature must make a DC 20 strength saving throw, on a failure the creature is launched in a 40ft line of Alduins choosing and is then knocked prone. 

Fury & Justice: +15 to hit, on a hit 13 (1d8 + 9). When a creature is hit by Fury, Justice deals 1 additional damage till the end of combat. When Justice defeats a creature Alduins strength score increases by 2 till the end of combat. When attack with Fury & Justice he may divide his attacks as he chooses. 

Bonus Actions

Storm of Smite. Alduin moves in a line of upto 100ft, while moving this way he may pass through other creature spaces, each creatures space he passes through takes 2d6 lightning damage and must make a DC constitution check or be paralyzed till the end of their next turn. This line must at least be 30ft and Alduin takes 1d4 lightning damage for every 20ft more he moves beyond this. 

Oakheel

Comments

Posts Quoted:
Reply
Clear All Quotes