Magic Resistance. Airon has advantage on saving throws against spells and other magical effects.
Magic Weapons. Airon's weapon attacks are magical.
Reactive. Airon can take one reaction on every turn in a combat.
Sheer F*!king Will. Enemies that take damage from Airon must make a DC14 wisdom saving throw or have disadvantage on wisdom saving throws, they may attempt to regather their willpower at the beginning of each of their turns, needing a DC16 wisdom saving throw to relieve themselves of this effect.
Multiattack. The revenant makes two Melee Weapon Attacks
Irons. Melee Weapon Attack: +2 to hit, reach 20 ft., one target. Hit: 16 (4d6 + 4) bludgeoning damage. Airon shapes her hands into the shape of a gun's iron sight, and speaks a word of concentration, compressing her will into an intangible bullet that slams into the target.
Blade. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.
Scope. Movement Action: Airon forms her hand into a scope shape, aiming at a living target, and speaks a word of concentration, snapping her perception of reality to a reality where she is front of that target.
Whip. (Ego Unlocked Only) Melee Weapon Attack: +7 to hit, reach 20 ft., one target. Hit: 11 (2d6 + 4) slashing damage. Airon waves her hand above her head like she is swinging a rope around, she screams and whips it towards the target suddenly. The target must make a DC12 Dexterity saving throw or be knocked prone by the whip entangling their legs.
Boulder. Reaction (If being attacked by a Melee Weapon Attack, Once per turn cycle):
Airon balls her fists together, projecting an imaginative boulder around her, reducing the damage of the attack by 15 (3d10).
Airon can take 2 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. Airon regains spent legendary actions at the start of her turn.
Explosion of Will. Airon lets out a barbaric scream, unleashing her contained will into the space around her. Anyone within a 50ft radius who has disadvantage on wisdom saving throws due to the Sheer F*!king Will trait becomes frightened for 2 turns and drops their weapons.
Ego Unlocked (Mythic Trait; only usable once in Airon's life). When Airon has dealt over 95 damage, she gains an inflated Ego, causing her to start compressing her willpower over her body and her projections, emboldening their power. While Ego Unlocked is active, the threshold for her to Critical Hit is now 18, and Boulder deals 2d10 bludgeoning damage to the target, and she gains access to Whip.
Hysteria (Mythic Trait; only usable once in Airon's life). When Airon has taken over 100 damage, she enters a state of panic, her primal urges telling her that all she needs to worry about right now is staying alive. Due to this, she cocoons herself in her condensed willpower, which forms itself around her in a 10ft Sphere. The Sphere has an AC of 26 and 70 hit points. It is immune to bludgeoning, piercing, and slashing damage from non-magical attacks, and it is immune to all conditions. If it is forced to make a saving throw, treat its ability scores as 10(+0). This Sphere grows four limbs, which swat at any attackers +6 to hit, reach 10ft, Hit: 10 (2d10). Destroying these limbs reduces the AC of the Sphere by 4. Once all four limbs have been destroyed, each attack to the Sphere reduces it's AC by 2. Once the Sphere is destroyed, Airon is vulnerable to all damage, and does not make any actions.
Description
Lair and Lair Actions
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