Chill of the Void. Cold damage dealt by the Beru ignores damage resistance and immunity.
Collapsing Star. When Beru deals a killing blow, a star forms at the foe's core before collapsing and exploding. Each creature within 25 feet of the dying foe takes 55 (10d10) bludgeoning damage, 55 (10d10) cold damage, and 55 (10d10) psychic damage. This damage can be reduced by half with a DC21 Dex save, Con save, and Wis save. Any creature who fails 2 saving throws is paralyzed until the end of there next turn.
Legendary Resistance (4/Day). If Beru fails a saving throw, it can choose to succeed instead.
Far Realm Voyager. Beru requires no food, drink, sleep, nor air to survive.
Magic Resistance. Beru has advantage on saving throws against spells and other magical effects.
Marshal Undead. Unless Beru is incapacitated, it and undead creatures of its choice within 60 feet of it have an advantage on saving throws against features that turn undead.
Star Traveler. Beru being adept in the very aspects of space and time may use Plane shift at will
Arcane One. Beru using either his star wings or his magic can levitate at will and has a fly speed equal to his walk speed
Cataclysmic Star Rage. Beru enters a star-fueled rage gaining advantage on all rolls and gaining a gravitational pull that makes any other creatures within 20ft of Beru suffer from difficult terrain and take (1d20) force damage each turn he starts in Berus aura
Star God. Upon Reaching 0 hitpoints Beru is overcome with star power and enters a god like state where his hitpoints reset to 500 and he gains access to his mythic actions. While in this state his body looks to be made of space itself
Multiattack. Beru makes three longsword attacks and then a tail attack.
Collapsing Star Longsword. Melee Weapon Attack: +15 to hit, reach 5 ft., one target. Hit: (4d10 + 5) slashing damage, + (2d8+4) psychic damage + (5d6 radiant damage)
Tail. Melee Weapon Attack: +16 to hit, reach 20 ft., one target. Hit: 18 (2d8 + 9) bludgeoning damage.
Aura of Madness. Each creature within 120 ft of Beru must make a DC 21 Wis saving throw or be frightened by it for 1 minute. A creature that fails by 5 or more is driven insane, it is permanently frightened and acts as if under the effects of Confusion. It may make an additional saving throw every 24 hours, Greater Restoration can also heal this effect.
Solar Flare Breath(Recharge 5-6). Beru exhales star fire in a 90-foot cone. Each creature must make a DC 22 Dex save, taking 45 (13d6) fire damage and 45 (13d6) radiant damage on a failed save, or half as much on a successful one.
Mental Overload Beru magically emits psychic energy in a 60-foot cone. Each creature in that area must succeed on a DC 21 Intelligence saving throw or take 22 (14d10) psychic damage and be stunned for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Beru can not use this ability again until he completes a long rest
Child of Stars. Beru can teleport as a bonus action to any location he sees within 400ft that is obscured from light. Alternatively, while Beru is basking in starlight he can teleport to any location he can see regardless of range that is also basked in starlight.
Teleport. After Beru is hit by an attack he as a reaction may teleport up to 100 feet to an unoccupied spot within sight.
Beru can take 5 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Beru regains spent legendary actions at the start of its turn.
Melee weapon attack. Beru makes a Melee weapon attack with his collapsing star longsword
Detect. The Beru makes a Wisdom (Perception) check.
Tail Attack. The Beru makes a tail attack.
Void Slip (Costs 2 Actions). Beru twists the fabric of reality. Each creature within 15 feet of Beru must succeed on a DC 21 DEx saving throw or take 13 (2d6 + 6) bludgeoning damage and be knocked prone. Beru can then teleport to an unoccupied space within 40 feet.
Mythic Actions. Upon Beru activating Star god he gains action to 2 mythic actions that he may use on his turn. Only one mythic action can be activated per turn and once they are activated they can not be used again until Beru completes a long rest.
Cataclysmic Star. Beru Conjures a star at a point he can see within 120ft every creature within 35ft of the star must make a DC22 strength saving throw or get pulled within 10ft of the star. Any creature ally or not within 10ft of the star is deafened, blinded, is considered in difficult terrain and takes (5d10) radiant damage along with (10d10) force damage. Anyone within 5ft of the star suffers (25d10) radiant damage and (30d10) force damage. The star lasts for 1 minute or until Beru is defeated or chooses to dispel it.
Star Gods Wrath. Beru Slashes in front of him cutting a hole in the universe before a 90ft cone of Necrotic, psychic and radiant energy all explode out at once dealing (10d10) necrotic damage (5d10) Radiant damage, and (5d10) psychic damage. Beru can only use this ability once and after using it, he must spend his next 2 turns lethargic
Description
Beru born from the combination of a Death Knight a Mind Flair and a Void dragon (weird campaign don't ask) is the usurper of stars and ruler of space itself.
Beru, The awakened Void bares a humanoid shape with his body made up of what looks to be pure space of void. He wields a sword that seems to be made of this same space and void his body is made of.
This was made for one of my players near the end of a very overpowered campaign in which even this was too much but was fun for the final session not intended for actual game use but my friends suggested I share this with the world.
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