Mod | Save | ||
---|---|---|---|
STR | 12 | +1 | +1 |
DEX | 30 | +10 | +15 |
CON | 20 | +5 | +5 |
Mod | Save | ||
---|---|---|---|
INT | 18 | +4 | +4 |
WIS | 12 | +1 | +1 |
CHA | 7 | -2 | -2 |
Likes to collect metal
Immune to slowdown effects and time stop
Legendary resistance (5/day) can succeed on a saving throw Or can reduce an attack by 1d10 for every dice rolled on the attack
Spellcasting. The rushed is a 6-level spellcaster. Its spellcasting ability is dexterity (spell save DC 20, +15 to hit with spell attacks). The rushed has following lightning spells prepared:
Cantrips (at will): [shocking grasp],
1st level (4 slots): [thunderwave ],
3st level (4 slots): [Lightning Bolt], [call lightning ]
6st level (2 slots): [chain lightning ],
Multiattack use 3 attacks but can not use super slash on same turn twice unless using legendary action
Claw slash Melee Weapon Attack: +12 to hit, reach 10 ft., 1 target. Hit: 25 (3d12 + 5) slashing damage
Tail whip. Melee Weapon Attack: +7 to hit, reach 5 ft., 5 target. Hit: 12 (2d12 + 1) bludgeoning damage.
Super slash Melee Weapon Attack: +2 to hit, reach 5 ft., 1 target. Hit: 50 (3d20+ 10) slashing damage.
Spike launch Ranged Weapon Attack: +9 to hit, range 20/100 ft., 2 target. Hit: 8 (1d8 +4) piercing damage.
Bonus Attack . can attack using one of its attacks
Small dash can use half its movement speed to run away or go to the targets
Ambush . can hide using the hide action
Shocking charge can make its attacks do 1d12 more lightning damage for 3 of its turns can not use this for 5 turns afterwards
No damage can reduce damage to zero can never do again this fight
Retaliation . If it got hit by a melee attack in 5ft of it the rushed can use its tail whip attack that does 1d8 extra lightning damage
Has 15 legendary actions
Quick claws (Costs 4 Actions). can attack 3 times using his attacks
Super dash (Costs 1 Actions). can use triple his movement speed
surprise lightning (Costs 3 Actions). can use a spell without it costing a spell slot
Debuff (Costs 2 Actions). can reduce a players movement speed by half it also gives them the deaf condition and one point of exhaustion
Blast of lightning (Costs 1 Actions). can push all creatures in a 10ft area back 15ft and deal 3d4 lightning damage
Mythic Action Name. Enter the description for how mythic actions work for your monster here.
Mythic Action Name (Costs # Actions). Enter the description for your mythic action.
Description
A four legged dog like creature with sharp claws and spikes all over its body that can fold in making it look like a armored rocket it sparks around its claws and eyes it can run for miles without getting tired leaving behind electrical ground
Lair and Lair Actions
A cave with electrified blue rocks some rocks floating and falling with thuds the air crackles with energy there is a ton of open space were there is a metal nest like area
Lair Actions
On initiative count 15 (losing initiative ties), the rushed takes a lair action to cause one of the following effects; the rushed can’t use the same effect two rounds in a row:
- Summon two hellhounds
- A shockwave of lightning causes all metal objects to fall out of players hands and each player takes 2d10 lightning damage
- all ally’s of the rushed gain a boost of energy making them deal 1d8 more lighting damage and gaining 25 movement speed for 3 turns
- floating rocks start falling each player has to make a dexterity saving throw of 20 or takes 3d12 bludgeoning damage and 2d6 lightning damage
- lighting traps fire causing one target to make a dexterity saving throw of 22 or take 7d12 lighting damage
- metal flys at the players causing a dexterity saving throw of 15 or they take 2d6 piercing damage and have metal in them making all lightning damage deal double damage
Regional Effects
The region containing a legendary rushed’s lair is electrified and moves faster , which creates one or more of the following effects:
- in 7 miles There is static in the air all metal objects deal 1d12 lightning damage to creatures ever minute
- In 3 miles All beast and fiend monsters have 30ft movement speed increase
- in 2 miles rocks float and fall as electric forces push and pull them causing cliffs to be unstable
- In 14 miles crops and water are electrified making it unsafe to eat or drink
- In 15 miles erosion and rusting and aging happens twice as fast
If the rushed dies, these effects fade over the course of 1d8 days. Except for the aging and erosion one that goes away immediately
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