Fractured- Akaar has increased ability stats, not included below. he has +2 for each skull open, max 24. ("skull count refers to 2x the number of skulls" .remember to increase ability too, as well as saving throws)
Godly being. if akaar has more than 6 skulls opened, he is considered a god and this stat block is useless. if there is another god to keep akaar powered down, use this stat block.
Health. Akaars health is 175 per opened skull
Dark fusion. Akaar is a celestial and a fiend
Piercing eyes. Magical darkness doesn't impede Akaar's sight
Magic Resistance. (skull amount 3 or more) Akaar has advantage against saving throws and other magical effects.
Legendary resistance- (1 per Skull/day, max 4)- If akaar fails a saving throw, he can choose to succeed instead.
Innate Spellcasting. Akaar's innate spellcasting ability is Intelligence (spell save DC (14+ skull count) , (4+ skull count) to hit with spell attacks). Akaar can innately cast the following spells, requiring no material components:
At will- Detect Thoughts, Cause fear, Command, hold person, eldritch blast (2 beams)
2+ (skull number) /day each- Dream, Vampiric touch, animate dead, compulsion, counterspell
(Skull number)-5 /day each. blight, enervation,
(Skull number)-8 /day each- harm, soul cage, create undead, eyebite
Multiattack. Akaar makes two attacks with his shadow claws or uses Lights bane twice, or a combo of both.
Claw. (3 skulls or lower) Melee Weapon Attack: + 3+ (skull count) to hit, reach 10 ft., one target. Hit: (2d6 + 3 + Skull count) slashing plus (Skull count)D4 necrotic or radiant
Lights bane. Melee Weapon Attack: + 3+ (skull count) to hit, reach 10 ft., one target. hit: (2d6+3+ (skull count)) and 2d6 necrotic.
Divine Lineage, (recharge 6) Akar will choose one, if able
-merciless light. A 30 foot cone of harsh light bursts from Akaar's hands. all creatures take (skull count)D6 radiant and must make a DC 14 + (skull count) or be blinded until the end of their turn.
-Circle of Light. All creatures inside a 15 ft cube centered around Akaar are pushed back 10ft and take (skull count)D4 radiant damage
Infernal Lineage.(recharge/6) Akaar will choose one, if able
Summon hellhound. Akaar summons a hellhound from the depths within 60ft of him. it takes telepathic orders, no action required, on Akaars turn It lasts 3d10 + (skull count D10 seconds)
Shadow spikes. 4 spikes of darkness shoot from akaar in a cross fashion, 60ft line each. all creatures within any lines take 4d4 necrotic damage, and are pushed 10 ft away.
Fractured existence- Akaar can only use the following if he has 3 or more skulls open-
One with the shadows. (recharge/6) akaar steps back into shadows, which coalesce around him. Akaar can teleport 60 ft to another shadow, in any light.
Angelic wings. Akaar's back sprouts black, shredded feathery wings. he gains a fly speed of 60 ft. they last until he dismisses them as an action.
Turn light. (recharge 6). if a healing spell is cast within 10 ft (+10 ft for each skull), Akaar can use its reaction to instead deal damage to that character instead of healing it. its damage is necrotic.
Parry. If Akaar is wielding his Lights bane and a weapon attack is made against him, he can use his reaction to add AC equal to (amount of skulls -1, with a Maximum of 4) (Ex: 3 skulls = +2 AC)
Can take legendary actions (Equal to number of skulls, Max 4) , choosing action from the options below. Only one legendary action can be used at a time, and only at the end of another creature's turn. Spent legendary action are regained at the start of each turn.
Gaze (costs 1 action). Akaar makes a perception check (8 + Skull count).
Blast (costs 2 action). Akaar casts eldritch blast (2 beams), only the damage is necrotic.
Quick (Costs 2 Actions). Akaar gains a reaction back.
recovery (costs 3 actions). Akaar regains one of his abilities that require a recharge. he also gains 1d4-2 legendary actions. these extra actions are lost on his turn.
Description
Long ago, when the elder gods walked the earth, There was peace and prosperity. demons and devils sealed away where they could do no harm, and all was balanced. there was conflict, but none as bad as now. this age was called the age of legends, with powerful tools used and created with techniques lost to us today. some of these still remain, but that is beside the point. one of the elder gods, Akaar, god of passion, war, jealousy and righteousness grew weary. none know if he was losing followers, or discontent with the harmony of life, but he planned against the leader of godkind, Tear. convincing his followers to turn to darkness, while convincing smaller minor dieties to join his side, he somehow formed a truce between devils and demons, and freed them upon the world. what followed was known by many names, the blood war, the breaking of the world, or the fall of the elder gods. cities, countries, civilizations where crippled. continents reformed, cities sunk into and out of the sea. there where safe places, where druids created pocket dimensions, although those where damaged and some where lost. this conflict reached even the outer planes like limbo and Elysium, and fractured the Hells into 9 layers. Akaar waged war against god and the fabric of reality itself, so he could forever maintain power. he became something more than a god, fusing his essence with demons and devils so he would travel to the abyss if he died, traveling back instantly to finished off whoever and the strength to stand up to him. he captured the essence of gods, and used them to make himself more powerful. an uncountable amount of years passed, with entire species getting wiped out, with darker creatures feeding on the souls of the dead. many fled to the outer planes itself, or finding mages powerful enough to save them. many litches rose to power my offering sanctum to refuges than harvesting their life essence. eventually, akaar was beat back and cornered, with the combined forces of the remaining races. the gods could not kill akaar, so they sealed the abyss, with only a bridge to the hells. they split akaar up into 13 pieces, with tear sacrificing his last energy to seal him away in 13 golden skulls, infused with the power of a dying god. these where banished and put under protections set by the elder gods. the gods then reatreated back to their home, spent and dying themselves. they left their creations to rebuild their world, when they needed the elder gods the most. they have faded out of memory, as the new gods take their places. some still say that if you find a golden skull, you can still hear the raging god inside, trapped for all eternity.
some artifacts from the age of legends still remain, stored in large cubes called "stasis boxes". folklore says if you open one, you can either be blessed by gods or cursed by demons, even if riches and jewels pour over you.
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Posted Sep 9, 2019yay