Large Humanoid, Chaotic Neutral
Armor Class 1
Hit Points 500 (300d20)
Speed 90 ft.
STR
15 (+2)
DEX
15 (+2)
CON
15 (+2)
INT
14 (+2)
WIS
15 (+2)
CHA
15 (+2)
Saving Throws DEX +7, CON +7, CHA +7
Skills Arcana +23
Senses Truesight 120, Passive Perception 20
Languages Common
Challenge 15 (13,000 XP)
Proficiency Bonus +5
Traits

Only one outcome. If Aventurine Of Stratagems fails a saving throw, it can choose to succeed instead.

Toughness. The Great Septimus gains Toughness equal to 50 hit points. Any damage taken by Aventurine Of Stratagems will also damage Toughness, without the original resistances and immunities. When Toughness is reduced to 0 hit points, Aventurine Of Stratagems loses all resistances and immunities, and is stunned until its next turn, in which it regains Toughness.

Gamble. Only achievable by using “Winner Takes all”, Aventurine Of Stratagems can’t be attacked, or attack. When exiting this state, uses “It comes down from above” on Al creatures who’s “Value” is lower than Aventurine Of Stratagems. When exiting “Gamble” state, Aventurine Of Stratagems immediately uses “It comes down from above.”

It comes down from above. Aventurine Of Stratagems drops his chips to all targeted creatures in a 300-foot -radius cylinder originating from Aventurine Of Stratagems. must make a DC 25 Constitution saving throw. On a failed save, the creature takes 65 (10d12) radiant damage and be stunned for 1 turn. On a successful save, the creature takes half damage and not stunned. 

Actions

High stakes. Ranged spell Attack:Ranged Spell Attack: +16 to hit, reach 120 ft., one target. Hit: 19 ([roll]2d10+8[/roll]) radiant damage and 10 psychic damage.

What can I say?  Each creature in a 60-foot cone originating from the Great Septimus must make a DC 23 Dexterity saving throw, taking 45 (8d10) radiant damage and 20 psychic damage on a failed save, or half as much on a successful one

Legendary Actions

Aventurine Of Stratagems can take 2 legendary actions, choosing from the options below. Aventurine Of Stratagems can only take a legendary action at the end of Aventurine Of Stratagems’ turn. Aventurine Of Stratagems regains spent legendary actions at the start of its turn.
Winner Takes all (Costs 2 Actions). Enters the “Gamble” state, and summons 4 “All or Nothing”, Aventurine of Stratagems rolls for a “Value”. “All Or Nothing” can’t take action, or attack. When “All or Nothing” is attacked by a creature, gives them a “Value” between 1-9, a creatures “Value” cannot exceed 9. When every creature has hit a “All or Nothing”, all “All or Nothing” vanish from the field, and Aventurine Of Stratagems exits the “Gamble” state. 

Mythic Actions

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Description

The pinnacle of self satisfaction and sin, a person who has lost all reason and put all his faith in “the gamble”. When the time is right, anything can be a bargaining chip under the right circumstances.

Previous Versions

Name Date Modified Views Adds Version Actions
11/16/2024 9:30:59 AM
1
1
E5
Coming Soon
11/16/2024 4:37:36 PM
2
1
--
Coming Soon
Nik_SSS

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