Condition Immunities Charmed, Frightened, Paralyzed, Poisoned
Legendary Resistance (5/Day). If Zradem fails a saving throw, he can choose to succeed instead.
Magic Weapons. Zradem's weapon attacks are magical.
Amphibious. Zradem can breathe air and water.
Multiattack. Zradem makes two Greatsword attacks and casts one thunderclap or thunderwave with a stomp of his foot (see Spellcasting for damage).
Greatsword. Melee Weapon Attack: +19 to hit, reach 10 ft., one target. Hit: 31 (6d6 + 10) slashing damage.
Charged Greatsword. Can only be used while under the effects of Channel Lightning, Melee Weapon Attack: +19 to hit, reach 10 ft., one target. Hit: 31 (6d6 + 10) slashing damage. any creature hit must succeed dc 25 constitution saving throw or be paralyzed for one round and take an additional 21 (6d6) lightning damage, half as much on a successful save.
Lightning Strike (Recharge 5–6). Zradem hurls a magical lightning bolt at a point it can see within 500 feet of it. Each creature within 10 feet of that point must make a DC 25 Dexterity saving throw, taking 81 (18d8) lightning damage on a failed save, or half as much damage on a successful one.
Bring Forth the Storms. Zradem pulls the storms around the land to him using both his action and bonus action, allowing him to cast empowered layer actions with his mythic action.
Spellcasting. Zradem can cast one of the following spells requiring no material components and using Charisma as the spellcasting ability (spell save DC 25) as a bonus action:
At will: detect magic, levitate, thunderclap(4d6), thunderwave(3d8), thunder step
3/day each: maelstrom, lightning bolt
1/day each: control weather, whirlwind, chain lightning
Zradem can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Zradem regains spent legendary actions at the start of its turn.
Detect. Zradem makes a Wisdom (Perception) check.
Charged Stomp. Zradem casts a thunderwave or thunderclap (see spellcasting for damage).
Greatsword Attack. Zradem makes a Greatsword Attack or Charged Greatsword Attack.
Channel Lightning (Costs 2 Actions). Zradem Channels the power of storms into his blade, lighting the runes etched into it, he can not cast spells while his blade is charged but can now attack with Charged Greatsword.
Discharge Lightning (Costs 3 Actions). Can only be casted while under the effects of Channel Lightning. Zradem discharges all the magic poured into his blade violently by slamming the ground with his sword (center of the blue rune circle in his lair), all creatures within 150 ft and in line of site of Zradem must succeed on a DC 25 Constitution saving throw or be blinded for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success, any creatures within 30 ft of Zradem when he casts this are also deafened and take 10d6 thunder damage, half as much on a successful save. the deafening explosion from this ability echoes for miles down his mountain lair
Zradem can take 5 Mythic actions, choosing from the options below. Only one Mythic action option can be used at a time and only at the end of another creature's turn. Zradem Can only cast these Mythic actions while channeling Bring Forth the Storms
Zradem can’t use the same effect twice in a round and cannot Cast legendary actions while this is active
Empowered Harsh Winds (3 actions). Harsh winds blow in a direction of Zradem's choosing, all creatures excluding Zradem must succeed a dc 25 dexterity save or take 7(2d6) bludgeoning damage and be blown back 30 ft, 15 ft on a successful save, the wind also causes difficult terrain when attempting to walk towards the direction it is coming from. Zradem must channel this ability in the same direction 2 more times over the next 2 Mythic actions rounds in a row. (example, casted after turn A, then it casts again after turn B, then one last time after turn C)
Empowered Downburst. A powerful downburst pummels all creatures within 150 ft of Zradem that are not under cover from a roof, all creatures excluding Zradem must succeed a dc 25 strength save or take 21(6d6) bludgeoning damage and get knocked prone, half as much on a successful save
Empowered Lightning. Lightning Strikes two creatures Zradem can see within 500 ft., they must succeed on a DC 25 Dexterity saving throw or is paralyzed until next round and take 21(6d6) lightning damage, half as much on a successful save.
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Description
(this is my first time creating a bbg from essentially scratch and would like any tips on balance or changes to make it less wordy, any advice is greatly appreciated)
Zradem is the BBG of my dnd setting, being a powerful king ruling over the isle of giants. He detests the gods and outright bans all worship within his jurisdiction. He is active and fight in the frontlines of any war he had started or in defense of his land. his goals are to create an army powerful enough to storm the realms of gods and fight them in honorable one on one combat, with the intention of slaying the entire pantheon one by one. His powers come from hundreds of years of controlling the storms and harnessing the power of the primordial elementals, enslaving them for his own power and goals.
His regal warrior spirit refuses to fight creature who is unable to fight back, and will not attack a downed or paralyzed party member unless they are simply in the way of another attack.
Lair and Lair Actions
Zradem's Lair is atop the tallest peak in the land typically piercing the clouds, He sits atop a larged crafted stone balcony about 100ft around, with an arcane rune around 40 ft wide carved on the edge of the platform, where his power over the storms affects all while he fights, the harsh winds can be felt up to 500 miles from where he stands, the power of these winds outside of the fight is up to the dm's discretion
On initiative count 20 (losing initiative ties), Zradem takes a lair action to cause one of the following effects; Zradem can’t use the same effect two rounds in a row:
- Harsh winds blow in a direction of Zradem's choosing, all creatures excluding Zradem must succeed a dc 20 dexterity save or take 3(1d6) bludgeoning damage and be blown back 15 ft
- A powerful downburst pummels all creatures within 150 ft of Zradem that are not under cover from a roof, all creatures excluding Zradem must succeed a dc 20 strength save or take 11(3d6) bludgeoning damage and get knocked prone.
- Lightning Strikes a creature Zradem can see within 500 ft., that creature must succeed on a DC 20 Dexterity saving throw or is paralyzed until next round and take 21 (6d6) lightning damage, half as much on a successful save.
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