Medium Construct, Neutral Good
Armor Class 24 Natural Armour
Hit Points 173 (13d10 + 91)
Speed 35 ft.
STR
15 (+2)
DEX
20 (+5)
CON
20 (+5)
INT
12 (+1)
WIS
12 (+1)
CHA
8 (-1)
Saving Throws STR +9, CON +12, WIS +8
Damage Immunities Poison
Condition Immunities Poisoned
Senses Blindsight 30ft, Passive Perception 16
Languages Common, Infernal Common, Infernal
Challenge 21 (33,000 XP)
Proficiency Bonus +7
Traits

The Smith's Boon. As an action Wren grows to gigantic size class (80ft tall) and: all their attacks deal an extra 3d10 damage of the same damage, their STR score increases to 30, they have double advantage on all STR checks and saves, they have advantage on all DEX saves made to maintain their footing, and their hp and maximum hp doubles. Their melee range also increases to 30ft.

Soulforged Resilience. Immune to disease, poison, and poison damage, immunity to the poisoned condition, cannot be put to sleep by magic, cannot be affected by any spells/effects that specifically affect humanoids (e.g. hold person).

Animated Nature. Has vulnerability to all damage types when inside an antimagic field or on the next source of damage after being successfully targeted by dispel magic. When immobile Wren is indistinguishable from a regular suit of armour. Blindsight of 30ft 

Soul Separation. As a bonus action Wren creates an afterimage of themself in accordance to the features of the Echo Knight fighter subclass

Gridstep. By expending half their movement Wren can swap places with their echo

Unleash Incarnation. When Wren makes an attack (if their echo is currently active) they may make an additional attack that originates from the echo. This feature may be used up to a number of times equal to their CON modifier.

Action Surge.

Extra Attack.

Eye of Vecna. Can watch someone freely as long as they are on the same plane as them, once per enemy per battle Wren can deal an automatic maximum damage crit as an attack action

Mr Bones' Favour. +1 to all d20 rolls, once per day reroll/force reroll, when Wren crits their damage bonuses are also doubled.

Spellcasting. Wren is a 12th level paladin with access to both the paladin and cleric spell lists.

Oath Spells = Pocket Sand (Eldritch Blast but sand), Feather Fall, Tenser's Floating Disk, Blur, Hold person, Wall of sand, dispel magic

Channel Divinity. 

  • Gamble: You can use your channel divinity to turn a creature’s luck. As an action, you may choose a creature within 60ft to change the luck of. For one minute, you have three charges to turn this creature’s luck. You may choose three rolls from any attack, skill, or save the creature makes, or is made against the creature. You may choose to force a reroll, costing one charge, or force a success or failure, costing three. Charges left at the end of the minute dissipate.
  • A Bad Turn: You can use your channel divinity to alter a creature’s, or standalone object’s, state. As an action, you can touch one creature or object and force a turn in their health. Roll a d20. The creature or object experiences the effect, the numbers charted by the Roll20 list of statuses. On a 16-20, you may choose the effect. The effect lasts for one minute, unless stated otherwise in the definition of the condition (e.g petrification or exhaustion).
Actions

Action Name. Enter the description for your action.

The Army's Ravine. (Only usable in giant form) MeleeWeapon Attack: +17 to hit, range 30ft, (3d10 + 8d6 + 10 + 3) magical slashing damage, deals triple damage to structures, (sword's trigger phrase is "corecutter" which causes it to change between full form and just the hilt)

 Maiming Greatsword. (Used in regular form) MeleeWeapon Attack: +8 to hit, range melee, (2d6 + 6) damage

Each dawn, 5 charges (10 maximum). Dawn can only replenish up to 5/10 charges.
o Slash: Expend one charge to, instead of attacking a single enemy, swing the Maiming Greatsword around in an arc, allowing an attack roll on every enemy in a 5ft cone in front of you. This deals slashing damage.
o Lunge: Expend one charge to, instead of attacking a single enemy, thrust the Maiming Greatsword through a line of 10ft, allowing an attack roll on any enemies in this line. This deals piercing damage.
o Bludgeon: Expend one charge to bludgeon an enemy with the hilt of the Maiming Greatsword. This deals 1d10 bludgeoning damage, and can push the enemy away up to 10ft, of your choosing. If the enemy’s strength score is greater than or equal to 18,
they can contest this with an athletics check against your own athletics check. Additionally, an extra charge can be spent to increase the knockback to 30ft. If this additional charge is spent, the movement will provoke opportunity attacks from other creatures, but not yourself.
Maim: When dropping an enemy to 0HP, or when landing a critical strike, you may choose to either entirely sever a section of the target, or regain 3 charges for the Maiming Greatsword. Any severances can be restored with greater restoration, at minimum.
Draw blood: As an action, you may use ten charges to thin the blood, or equivalent life-restoring fluid medium, of a target within 60ft. They must succeed on a DC 20 consitution saving throw or take 8d12 necrotic damage. If they drop to 0 from this damage, you regain any health they lost.
No matter what the target is, they can be made to excrete 10,000L (roughly 2,000 people’s worth), which you can move up to 60ft per turn, and shape into up to any shape up to 10m3 volume. It is retained for up to 1 hour or a time of your choosing, where it falls to the ground.

Chekhov. Burst Fire: 80/140ft range, (2d4+5+4) force damage, fires 3 rounds. If counted as a single attack role the damage die becomes d8, if 3 separate rolls then each does 1d6 additional damage

Reactions

Opportunity Attack. Wren makes an opportunity attack

Legendary Actions

Enter the description for how legendary actions work for your monster here.

Legendary Action Name (Costs # Actions). Enter the description for your legendary action.

Mythic Actions

Enter the description for how mythic actions work for your monster here.

Mythic Action Name (Costs # Actions). Enter the description for your mythic action.

Lair and Lair Actions

Enter a description of your monster's lair here.

Lair Actions

On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:

  • Enter a description for a lair action.
  • Enter a description for a lair action.

Regional Effects

The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:

  • Enter a regional effect description.
  • Enter a regional effect description.

If the [monster name] dies, these effects fade over the course of #d# days.

AchillesFellhammer

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