Voidcursed Blood. Anorithil opens his arms with his sword, manifesting a Voidcursed Longsword in his other hand, he can replace one of his Voidwrought Longsword attacks with this blade.
Bleed Magic. Anorithil targets a creature he can see within 60ft. Forcing that creature to make a DC 22 Intelligence saving throw. If failed, the target looses their highest available spell slot. And taking 1d12 Psychic damage per level of spell slot.
Multiattack. Anorithil makes three attacks with his Voidwrought Longsword. If a spell has been cast within his sight range. He can also target whichever creature cast the spell with Bleed Magic.
Voidwrought Longsword. Melee weapon attack +12 to hit, 5ft Reach, 1 target dealing 11 (1d12+5) Slashing Damage as well as 4d10 Necrotic Damage
Voidcursed Longsword. Melee weapon attack +14 to hit, 5ft reach, 1 target dealing 15(2d10+5) Necrotic Damage as well as poisioning the target.
Void Shield. Anorthil encases himself in a shield of dark mist, adding an additional +6 to his AC. He can do this 2 times/day. If he succeeds with his Bleed Magic ability, he gains an additional charge.
Anorithil draws upon the endless power of the void to grant him powers beyond that of mortal men and divine agents. Giving him the following legendary actions.
Legendary Resistance. Anorithil has 5 Legendary Resistances he can use them at any time and regains them on a long rest. Whenever he fails a saving throw he can choose to succeed it instead.
Legendary Actions. Anorithil has 5 Legendary actions with which he can make the following effects.
Tear and Sunder(Costs 3 Actions). Anorithil uses his sword to rip apart the very fabric of reality. He selects 5 creatures he can see within 60ft. Forcing them to make a DC 23 dexterity saving throw. On a failure they are grappled and restrained as a black hole opens around each of them. They are also put under the effect of Time Dilation, causing them to be under the effect of the Slow spell. At the top of their turn they can make a DC 20 Strength Saving Throw to get out of the grapple and restrain. They still have to move 15ft. Away from the black holes to escape the effects of the Time Dilation.
Penetrating Strike(Cost 2 Actions). Anorithil strikes at a target within 5ft. If there are any creatures directly behind them in a 30ft. Line all of the creatures takes 12(4d8) Piercing Damage and start Bleeding, bleeding for 9(3d6) Piercing Damage at the top of their turn until they are targeted by a direct healing effect.(Area of Effect healing like: Preserve Life, Mass Healing Word, Prayer of Healing, Mass Cure Wounds. Will not stop the bleeding) Or someone spends their action to make a DC 18 Medicine Check to stop the bleeding.
Violate Life(Costs 1 Actions). Anorithil targets a Creature he can see within 60ft, forcing them to make a DC 20 Wisdom Saving Throw, on a failure they take 12(2d12) Necrotic Damage, and their max health is reduced by the damage dealt. And their health can not be increased in any way above that, apart from using a World Soul Rune(Using a world soul rune will also dispell any previous effects from this) On a success they still take the damage but the other effects does not happen.
Anorithil draws power directly from his god Vida, empowering himself in his moment of greatest need. Once Anorithil drops to 0 Hit Points, instead of succumbing he restores himself to full health and he regains all his expended uses of Legendary resistance, and he can spend his legendary actions to make the following effects happen.
Portal to the Galactic Centre(Costs 5 Actions). Anorithil draws upon the strength of his god, and slices open a portal to her home domain. Any Creature within 200ft. Radius of Anorithil, has to make a DC 25 Strength or Dexterity Saving throw(Creatures pick whichever gives the highest chance of success) On a Failure their bodies are torrented by waves of Gravitational energy. And they take 60(10d12) Force Damage. On a success they take half damage.
Failure is no longer an Option(Costs 1 Action). Anorithil activates one of his runes. Choosing from one of the following effects.
- Rune of Shadow: Anorithil turns invisible and regains 2d20 Hit Points
- Rune of Nature: Anorithil becomes encased in Barbs dealing 2d12 Piercing damage to any attackers. And regains 2d20 Hit Points
- Rune of Fire: Anorithil Cloaks himself in a shield of fire touched by void, dealing 1d12 Fire and 1d12 Necrotic Damage to any attackers. And Regains 2d20 Hit Points
- Rune of the Elements: Anorithil becomes Resistant to Fire, Cold, Acid, Thunder and Lightning Damage. And Regains 2d20 Hit Points
Description
Anorithil is a 8'2 tall humanoid figure, Dressed in black leathers and a large billowing cloak. He has a black longsword on his hip. A very calm demeanor, and black glowing eyes, filled with malice and hatred.
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