Legendary Resistance (3/Day). If Chiron fails a saving throw, he can choose to succeed instead.
Regeneration. Chiron regains 20 hit points at the start of his turn if he has at least 1 hit point.
Magic Resistance. Chiron has advantage on saving throws against spells and other magical effects.
Magic Weapons. Chiron's weapon attacks are magical.
Forge Greataxe. Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 30 (3d12 + 10) slashing damage plus 14 (3d8) fire damage. If the target is a creature, it must succeed on a DC 17 Constitution saving throw or be stunned until the end of the empyrean's next turn.
Fist. Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 18 (3d4 + 10) bludgeoning damage. If the target is a creature, it must succeed on a DC 17 Constitution saving throw or be stunned until the end of the empyrean's next turn.
Bolt. Ranged Spell Attack: +15 to hit, range 600 ft., one target. Hit: 24 (7d6) damage of one of the following types (empyrean's choice): acid, cold, fire, force, lightning, radiant, or thunder.
Innate Spellcasting. Chiron casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 23):
At will: greater restoration, pass without trace, water breathing, water walk
1/day each: commune, dispel evil and good, earthquake, fire storm, plane shift (self only)
Change Shape. Chiron transforms into a form that resembles a Medium Humanoid or back into his true form. Aside from his size, his statistics are the same in each form. Any equipment he is wearing or carrying isn't transformed, except his Forge Greataxe.
Rage (Recharges after a Short or Long Rest). Chiron enters a rage. The rage lasts until Chiron is incapacitated, or uses a bonus action to end it. While raging, Chiron gains the following benefits:
- Chiron has advantage on Strength checks and Strength saving throws.
- When Chiron makes a melee weapon attack, he gains +4 to the damage roll.
- Chiron has resistance to bludgeoning, piercing, and slashing damage.
Chiron can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. Chiron regains spent legendary actions at the start of his turn.
Attack. Chiron makes one attack.
Bolster. Chiron bolsters all nonhostile creatures within 120 feet of it until the end of his next turn. Bolstered creatures can't be charmed or frightened, and they gain advantage on ability checks and saving throws until the end of Chiron's next turn.
Throw / Return (Costs 2 Actions). Chiron throws his Forge Greataxe in a 80-foot line that is 5 feet wide. If Chiron has already thrown his axe, the axe instead returns to him in a straight line that is also 5 feet wide. Creatures caught in either line area must make a DC 20 Dexterity saving throw. On a failed save, creatures take 20 (3d12) slashing damage plus 14 (3d8) fire damage and are knocked prone. On a success, creatures take half damage and are not knocked prone.
Description
Chiron is a demigod, he is the son of Iroas, the God of War. He has lived for thousands of years, and maintains a quiet life in the Aturan mountains. He has taken a wife from a clan of nomads and lives to hunt, forage, eat and sleep. But he was not always this way.
Before he was Chiron, he was Typhos, known as one of the most powerful warriors in the war against the Asura and Elementals. Back then Iroas had forbidden his still young and foolish son from taking up arms in the Creation War but Typhos did not listen, he requested Surtur to forge him a great weapon to wield in battle. Surtur agreed, for his hatred of the Asura was great. But Surtur's craftsmanship was too slow for Typhos, instead of waiting for a masterpiece to be created, Typhos snatched his weapon still hot from the forge and left for war.
His greataxe still burns to this day, red hot from the forge of Surtur yet incomplete. With the red hot axe he slaughtered the Asura, destroyed cities and relics of the ancient mages and razed their nations to the ground. It was only when Iroas found Typhos on the battlefield that he revealed to his son, that he was no deity. He told Typhos that he was nothing but a butcher, and unworthy of his domain. Iroas banished Typhos, who fought on for several more years in rage, only to be left empty by the violence. Finally Typhos understood the words of his father, all too late.
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.
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