Regeneration. Waldrin regains 10 hit points at the start of his turn. If Waldrin takes fire or radiant damage, this trait doesn’t function at the start of Waldrin’s next turn. Waldrin’s body is destroyed only if he starts his turn with 0 hit points and doesn’t regenerate.
Turn Immunity. Waldrin is immune to effects that turn undead.
Multiattack. Waldrin makes two fist attacks or two vengeful greatsword attacks.
Fist. Melee Weapon Attack: +7, reach 5 ft. Hit: 11 (2d6 + 4) bludgeoning damage. Instead of dealing damage, Waldrin can grapple the target (escape DC 14) provided the target is Large or smaller.
Vengeful Greatsword. Melee Weapon Attack: +9, reach 5 ft. Hit: 20 (4d6 + 6) slashing damage. This is a magical attack.
Vengeful Glare. Waldrin targets one creature he can see within 30 feet of him. The target must make a DC 15 Wisdom saving throw. On a failure, the target is paralyzed until Waldrin deals damage to it, or until the end of Waldrin’s next turn. When the paralysis ends, the target is frightened of Waldrin for 1 minute. The frightened target can repeat the saving throw at the end of each of its turns, with disadvantage if it can see Waldrin, ending the frightened condition on itself on a success.
Oath of Vengeance (3/day). As a bonus action, Waldrin swears an oath of vengeance. Whenever Waldrin hits a target against whom he has sworn this oath, the attack deals an additional 14 (4d6) damage.
Previous Versions
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1/3/2025 12:42:30 AM
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1/3/2025 1:08:12 AM
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