Unstoppable Force. At the start of the 9th Heretics' turn, If any effect prevented them from taking actions or forced the Heretic to do a specific action on the Heretics previous turn, then they gain immunity to the Charmed, Incapacitated, Paralyzed, Petrified, Stunned, and Unconscious condition until the end of their turn, and any effects inflicting those conditions on the Heretic end.
Heretic's Blade. The Heretic's weapon counts as a +1 Adamantine Glaive that is permanently under the effect of the Holy Weapon spell.
Powerful Build. The 9th Heretic counts as huge for carrying capacity.
Well Disciplined. The 9th Heretic adds their Charisma modifier to their saving throws.
Mutually Assured Destruction. When the 9th Heretic is hit by an attack, it may sacrifice its defensive, causing the 9th Heretic to become vulnerable to that attack. In return, when the 9th Heretic next attacks the creature that dealt that damage, it is vulnerable to that attack.
Sweet Spot. If, before moving, the Heretic attacks a creature that is exactly 10ft away from them, then the attacks crit on a 19 or 20 and deal an extra d10 damage.
Aura of Power. The overwhelming power of the 9th Heretic has a nearly tangible presence, bolstering its allies and foes alike. This Aura has 3 stages. At the start of every 2nd turn, everyone within 60ft of the Heretic progresses to the next stage. For each stage, raise your highest stat by 2. However, your source of power fades.
Multiattack. The 9th Heretic makes 3 Blade or 4 Unarmed Strike attacks. Alternatively, it may use its Dramatic Entrance ability and make 2 Blade Attacks
Blade. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 15 (1d10 + 8) Slashing damage plus 13 (3d8) Radiant damage.
Unarmed Strike. Melee Weapon Attack: +13 to hit, reach 5ft., one target. Hit: 13 (2d6+7)
Swift Slashes. (1/Day) The 9th Heretic casts the Steel Wind Strike spell. Each person hit by this attack takes an additional 3d8 radiant damage.
Dramatic Entrance. The 9th Heretic casts the Destructive Wave spell. This ability can only be used on the first turn they enter initiative.
Blunt End Strike. Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 12 (1d4 + 10) Bludgeoning damage. On a hit the target is pushed 10ft back.
Reaction Name. Enter the description for your action.
While both the 1st and 9th Heretic are alive, they share Legendary Actions. The Heretic's have 5 Legendary actions, which they regain at the start of the 9th's turn.
Arcing Blade (Costs 2 Actions). The 9th Heretic raises their blade skyward, and the 1st blasts it with their lightning, where the 9th swings their blade in an arc in front of them. This action must be taken by the 9th, but is resolved after the 1st's turn. All creatures in a 20ft cone must make a DC 19 Dexterity saving throw or take 10d8 Lightning damage, and an additional 5d8 slashing damage if they are within 10ft of the 9th or half as much on a success.
Bolting Blade. The 9th Heretic throws their blade as the 1st imbues it with the power of lightning. The 9th Heretic casts the lightning bolt spell (Save DC 19). The Heretic cannot use this action again until it reclaims its blade on its turn by expending one of their attacks.
Legendary Action Name (Costs # Actions). Enter the description for your legendary action.
The following Legendary Actions can be taken even without the 1st Heretic
Slash. The 9th Heretic makes one Blade attack.
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
Lair Actions
On initiative count 20 (losing initiative ties), the 1st and 9th Heretic takes a lair action to cause one of the following effects.
- Lightning strikes down in 3 random places. Every creature within 10ft of that location must make a DC 19 Dexterity saving throw or take 5d10 lightning damage on a failed save or half as much on a success.
- Up to 3 creatures must make a Charisma saving throw or embody the aspect of a animal depending on their worst mental stat. If their worst stat is Intelligence, they become Brutish. If their worst stat is Wisdom, they become Reckless, If their worst Stat is Charisma, they become Repulsive.
- The 1st Heretic blasts the floor with lighting. If a creature does not end their turn at least 15ft away from where they started their turn, then the creature takes 4d8 lightning damage and may not take their reactions until the start of their next turn.
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