Undying Rage. When Angron would fall below 1 hit point, roll a d20; on a 5 or more, Angron remains at 1 hit point. Each time this feature is used each day, the number required for Angron to survive increases by 5.
Blood for the Blood God! While below half of his maximum hit points, Angron gains an additional attack with Samni'arius as part of his multiattack action. Additionally, Angron scores a critical hit on a 19 or 20 on the d20 when attacking creatures under half of their maximum hit points.
Skulls for the Skull Throne! When a creature falls below 1 hp within 10 ft. of Angron as a result of his attack, he gains 30 temporary hit points and he gains advantage on saving throws until the end of his next turn.
The Nails Bite. If Angron takes damage and does not deal damage within the same turn, he takes 2d10 psychic damage, increasing by 1d10 for every round that this continues consecutively. If Angron has dealt damage at the end of his turn, he regains 16 hit points.
Legendary Resistance (3/Day). If Angron fails a saving throw, he can choose to succeed instead.
Magic Weapons. Angron's weapon attacks are magical.
Multiattack. Angron makes three attacks: two with Spinegrinder and one with Samni'arius.
Spinegrinder. Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: (3d8 + 10) slashing damage and the target cannot regain hit points until the start of Angron's next turn. If Angron scores a critical hit, he rolls damage dice three times, instead of twice.
Samni'arius. Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: (4d6 + 10) slashing damage plus 10 (3d6) psychic damage, and the target must succeed on a DC 20 Strength saving throw or be knocked prone.
Fire Breath (Recharge 5–6). Angron exhales fire in a 60-foot cone. Each creature in that area must make a DC 21 Dexterity saving throw, taking 63 (18d6) fire damage on a failed save, or half as much damage on a successful one.
Contempt for Sorcery (Recharge 5-6). Angron attempts to prevent the casting of a spell within 60 ft. of him with a titanic roar. The caster must succeed a DC 20 Constitution saving throw or the spell fails and they take 1d8+8 thunder damage. All creatures concentrating on spells within 60 ft. of Angron must succeed a DC 20 Constitution saving throw or break concentration and take 1d8+8 thunder damage.
Cull the Weak. When a creature falls below 1 hp within 10ft. of Angron, he can make an attack against that creature.
Angron can take 3 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. Angron regains spent legendary actions at the start of his turn.
Wrathful Presence (Costs 1 Action). Angron focuses the power of his presence on one creature he can see within 60ft. that he can see. That creature must make a DC 20 Wisdom saving throw, taking 3d8+8 psychic damage and being Frightened of Angron until the end of it's next turn, taking half as much on a successful save.
Glorious Bloodletting (Costs 3 Actions). Angron makes a melee attack against every creature within his reach, regaining 1d8 hit points for every enemy hit.
Unbridled Bloodlust (Costs 2 Actions). Angron moves up to half of his movement speed and makes a melee attack.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
|---|---|---|---|---|---|
|
1/26/2025 11:58:06 AM
|
12
|
5
|
--
|
Coming Soon
|
Comments