Medium Humanoid (High-Elf), Lawful Evil
Armor Class 18
Hit Points 350 (70d10 + 90)
Speed 60 ft.
STR
20 (+5)
DEX
16 (+3)
CON
20 (+5)
INT
16 (+3)
WIS
14 (+2)
CHA
18 (+4)
Saving Throws STR +9, DEX +7, WIS +6
Skills Acrobatics +4
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Charmed, Frightened, Poisoned
Senses Tremorsense up to 60 feet, Passive Perception 20
Languages Common
Challenge 9 (5,000 XP)
Proficiency Bonus +4
Traits

Force Sensitive. Anakir Darkbane can cast spells from the Wizard spell list (see below) without requiring verbal or somatic components. His spellcasting ability is Charisma.

Legendary Resistance (3/Day). If Anakir Darkbane fails a saving throw, he can choose to succeed instead.

Multiattack. Anakir Darkbane makes three attacks with his lightsaber, Force Choke, or Force Lightning.

Sith Lord's Fury (Recharge 5-6). Anakir Darkbane can make an additional lightsaber attack against each creature within 5 feet of him.

Actions

Actions

Lightsaber. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 5) slashing damage plus 9 (2d8) necrotic damage.

Force Choke. Ranged Spell Attack: +8 to hit, range 60 ft., one target. Hit: 11 (2d10) force damage. The target must succeed on a DC 17 Constitution saving throw or be paralyzed until the end of its next turn.

Force Lightning. Ranged Spell Attack: +8 to hit, range 20 ft. cone . Hit: 13 (2d10) lightning damage. The target must succeed on a DC 17 Dexterity saving throw or be blinded until the end of its next turn.

 

Cantrips (at will): chill touch, mage hand, prestidigitation

1st level (4 slots): charm person, disguise self, shield

2nd level (3 slots): darkness, hold person, misty step

3rd level (3 slots): counterspell, fear, lightning bolt

4th level (3 slots): blight, dimension door

5th level (2 slots): dominate person, hold monster

6th level (1 slot): chain lightning

 

Bonus Actions
  1. Force Push. Anakir targets one creature within 30 feet of him. The target must succeed on a DC 17 Strength saving throw or be pushed back 15 feet and knocked prone.

  2. Force Leap. Anakir uses his psionic abilities to leap up to 30 feet in any direction without provoking opportunity attacks. This movement does not require Anakir to make an ability check, and he can move through other creatures' spaces during the leap.
Reactions

Lightsaber Parry. Anakir Darkstrider can use his reaction to attempt to parry an incoming ranged attack with his lightsaber. Anakir makes a Dexterity saving throw against the incoming attack roll. If the saving throw is successful by 5 or more, he not only negates the attack but also reflects it back toward the attacker. The attacker takes damage equal to the damage of the original attack.

Legendary Actions
  1. Force Slam (1 Action). Anakir targets one creature within 30 feet of him. The target must succeed on a DC 17 Strength saving throw or be pushed back 30 feet and take 2d6 force damage and be knocked prone

  2. Force Crush ( 2 Actions). Anakir targets one creature he can see within 60 feet of him. The target must succeed on a DC 17 Constitution saving throw or take 4d8 force damage and be restrained until the end of its next turn.

  3. Dark Aura (1 Action). Anakir shrouds himself in dark energy, granting himself advantage on saving throws against spells and other magical effects until the start of his next turn.

  4. Lightsaber Master (3 Actions). Anakir Darkbane infuses his lightsaber with dark power and adds his Charisma modifier to its attack and damage rolls. He deals an extra 2d8 necrotic damage on a hit with his lightsaber for the next round

Description

 

 
Eiri

Comments

Posts Quoted:
Reply
Clear All Quotes