Legendary Resistance (3/long rest): Whenever Clawhammer fails a saving throw, she may choose to succeed instead.
Raidboss Resistance: Clawhammer cannot be moved, teleported, or have her form altered against her will.
Raidwide Caster: A the end of each of Clawhammer's turns, she creates a Raidwide effect that triggers at the start of her next turn. All areas soon to be affected by the Raidwide effect are highlighted and visible to all creatures. Clawhammer goes through the list in order, restarting from the beginning once it's completed. Raidwides are as follows:
- Center: Clawhammer's hammer begins charging a massive strike. this attack is a 20 foot radius sphere, centered on her. All creatures in the area when it triggers take 50 bludgeoning damage and are knocked prone.
- Dual Cone: Clawhammer creates 2 30 foot cones in directions of her choice emanating from her. All creatures in the area when it triggers take 50 bludgeoning damage and are knocked prone.
- Meteor Shower: Clawhammer creates a save space in a 20 foot radius of herself. All creatures NOT in the area when it triggers take 50 bludgeoning damage and are knocked prone
Stellar Smite: Whenever she hits an attack, clawhammer may consume one of her prepared spells to deal an additional 1d8 radiant damage per level of the spell consumed to a creature of her choice. She may only do this once per attack.
Orbit: Clawhammer begins the combat with the Crown of Stars spell cast on her.
Mythic Phase (1/long rest): The first time Clawhammer is reduced to half hit points, she enters her Mythic Phase and gains access to her Mythic Action.
Cold Vulnerability: When Clawhammer takes cold damage, she loses her resistance to Fire, Radiant, and Necrotic damage until the start of her next turn.
Spellcasting. Clawhammer is a spellcaster. her spellcasting ability is intelligence (spell save DC 19, +11 to hit with spell attacks). Clawhammer has following spells prepared:
3/day: Command, Guiding Bolt, Catapult.
2/day: Fireball, Thunder Step, Fire Shield,
1/day: Destructive Wave, Steel Wind Strike, Fire Storm
Multiattack. Clawhammer makes 2 Impact Event or Star Fragment attacks.
Impact Event. Melee Weapon Attack: +13 to hit, reach 5ft., any # of targets in a 15 foot cone emanating from Clawhammer. Hit: #16 (1d10 + 10) bludgeoning damage + 7 (2d6) fire damage.
Star Fragment. Ranged Weapon Attack: +11 to hit, range 120ft., 1 target. Hit: 11 (2d10 ) force damage. On a hit, the target is pushed backwards 10 feet.
Captive Star (Cooldown 3): Clawhammer creates a beam of energy up to 60 feet long and 5 feet wide, the end of which explodes in a 20 foot radius sphere. All creatures within the area must succeed a DC 19 dexterity saving throw or take 51 (10d10) fire damage, halved on a save.
Shooting Star. Clawhammer moves forwards up to 30 feet in a straight line and stops early if she would occupy another creature's space. If the charge ends early, she may make an Impact Event attack against the creature that blocked her charge.
Clawhammer 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. Clawhammer regains spent legendary actions at the start of its turn.
Stellar Ignition (1/round): Clawhammer takes 1 turn off her Captive Star's recharge timer.
Spellcasting (1/round): Clawhammer casts a spell she can cast from her spell list.
Impact Event: Clawhammer makes an attack with Impact Event
Star Fragment: Clawhammer makes a Star Fragment attack.
Clawhammer can take 1 mythic action, choosing from the options below. Only one mythic action option can be used at a time and only at the end of another creature’s turn. Clawhammer regains spent mythic actions at the start of its turn.
Overexertion (1/round): Clawhammer takes another turn but does not regain any legendary or mythic actions. During this turn, she cannot move and her Raidwide does not trigger.
Description
"MY. STORY. WILL. NOT. END. HERE. I DO NOT YIELD."
Mechanics:
The mechanic is I kill you.
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