Air attunement Alasdair floats in the air constantly shifting from 1- 5 feet off the ground.
Air Anchor Despite his non-grounded nature Alasdair cannot be physically moved unless he desires it. (this does not apply to effects that move him through dimensions/planes)
bound guardian Alasdair is incapable of being taken away from what he guards if he is forcefully moved to another plane what he guards will move with him
Final flurry. When Alasdair gets to critical health he will begin to whirl his chained blades around himself in a 10ft radius around him. Creatures that start their turn or move into the blades on their turn take 8d6+5 slashing damage.
Multi attack. Alasdair may make 4 chained scythe attacks or 2 feather rain attacks.
Chained scythe. Melee Weapon Attack: +8 to hit, reach 30 ft., 1 target (2 if targets are within 5 feet of each other). Hit: # (4d6 + 5) slashing damage.
On hit: target must make a CON save dependent upon how many attacks hit the target starting at DC 5 and increasing by 6 with every successful attack afterward. If the attack hits a second person they take halved damage while the first person takes full damage.
Feather rain. Ranged Weapon Attack: +8 to hit, range 15/150 ft., 1 target. Hit: # (4d6 + 5) piercing damage.
On hit: target must succeed a DC 12 CON save for have their movement speed halved till the end of their next turn.
spinning placement. After his attack Alasdair may place 1-3 of his chained scythes into the ground 5-30 feet from him (in increments of 5 feet). At the beginning of his next turn he will spin himself dragging the scythe through the ground cutting a circled around him that will auto hit anyone at the distances from him that he places them. When this skill is activated the scythes he trows into the ground will glow a faint blue, and can be individually attacked. the sythes will have an HP of 2d4+3 whenever they are thrown down. should a scythe's hp be dropped to 0 before Alasdair's next turn it will be loosed from the ground and moved back to him in addition to making that scythe unable to be used until after the end of his next turn.
Description
A hooded humanoid figure that floats upon the air as if bore aloft by the winds themselves wielding 4 scythe heads connected to chains that he masterfully maneuvers to destroy all those before him. He is a relentless guardian of something precious and will not have it defiled while he still lives. The object that Alasdair is guarding does not become visible nor detectable until he has been defeated. The object cannot be targeted or effected by any means until Alasdair has been defeated.
Lair and Lair Actions
Alasdair, The Untouched Inquisitor's lair will be any space 200 feet around the thing the he is guarding.
Lair Actions
On initiative count 20 (losing initiative ties), Alasdair, The Untouched Inquisitor takes a lair action to cause one of the following effects; Alasdair, The Untouched Inquisitor can’t use the same effect two rounds in a row:
- Billowing Shield (grants Alasdair, The Untouched Inquisitor a +3 bonus to his AC)
- Slicing winds (prime up 3 places on the ground to explode with hazardous winds in a 10 foot area around the point causing creatures that are not Alasdair, The Untouched Inquisitor to make a DC 15 dex save, be pushed 10 feet in a random (1d8) direction, and take 4d4 force damage, or half as much on a failed save. this effect will activate at the beginning of Alasdair, The Untouched Inquisitor's next turn.
- Solid winds (This effect will increase the amount of HP the thrown scythes have by 3d10)
- Sweeping winds (Swap the positions of 2 people within the lair that are not Alasdair, The Untouched Inquisitor)
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
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8/5/2024 9:28:01 PM
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5
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1
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Coming Soon
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