| Mod | Save | ||
|---|---|---|---|
| STR | 10 | +0 | +5 |
| DEX | 20 | +5 | +10 |
| CON | 18 | +4 | +9 |
| Mod | Save | ||
|---|---|---|---|
| INT | 10 | +0 | +0 |
| WIS | 10 | +0 | +0 |
| CHA | 14 | +2 | +2 |
Essence of the Titan (Mythic Trait). If Thrumsh is reduced to 0 HP, Alan heals to his max HP and immediately moves to Thrumsh's side without provoking Opportunity Attacks. He encircles Thrumsh with holy hellfire, taking his Blood Moon Blade and the brutality of his eternal rage.
Revelation of the Hells. Alan is in a permanent state of infernal transformation with two hellish wings sprouting from his back. He has a Fly speed equal to his Speed and deals an additional 2d8 radiant damage when he deals damage with any weapon attack (included in attacks).
Legendary Resistance (5/Day). Alan and Thrumsh share 5 Legendary Resistances. If Alan fails a saving throw, he can choose to succeed instead.
Action Surge (2/day). You can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action, except the Magic action. You can use this ability only once on a turn.
Combat Superiority. Alan's superiority dice are d10s. He can use this feature any number of times, but only once per turn.
- Trip Attack. When you hit a creature with an attack roll using a weapon or an Unarmed Strike, you can expend one Superiority Die and add the die to the attack’s damage roll. If the target is Large or smaller, it must succeed on a DC 17 Strength saving throw or have the Prone condition.
- Menacing Attack. When you hit a creature with an attack roll, you can expend one Superiority Die to attempt to frighten the target. Add the Superiority Die to the attack’s damage roll. The target must succeed on a DC 17 Wisdom saving throw or have the Frightened condition until the end of your next turn.
- Precision Attack. When you miss with an attack roll, you can expend one Superiority Die, roll that die, and add it to the attack roll, potentially causing the attack to hit.
- Sweeping Attack. When you hit a creature with a melee attack roll using a weapon, you can expend one Superiority Die to attempt to damage another creature. Choose any number of creatures within 5 feet of the original target and within your reach. If the original attack roll would hit the other creatures, it takes damage equal to the number you roll on your Superiority Die plus 9 (2d8) radiant damage. The damage is of the same type dealt by the original attack.
Multiattack. Alan makes two attacks with the Sun Blade, Hellfire-Thrower (Attack), or both.
Sun Blade. Melee Weapon Attack: +11 to hit, reach 5ft., 1 target. Hit: 9 (1d6 + 5) radiant damage plus 9 (2d8) radiant damage.
Hellfire-Thrower (Attack). Ranged Weapon Attack: +10 to hit, range 60/90 ft., 1 target. Hit: 9 (1d6 + 5) fire damage plus 9 (2d8) radiant damage.
Hellfire-Thrower (Bomb) (Recharge 6). Each creature in a 20-foot-radius sphere centered on that point must make a Dexterity saving throw (DC 15). A target takes 8d6 fire damage on a failed save, or half as much damage on a successful one.
Second Wind (3/day). Alan regains 1d10+13 HP and can move up to his speed without provoking opportunity attacks.
Healing Touch (3/Day). The solar touches another creature. The target magically regains 40 (8d8 + 4) hit points and is freed from any curse, disease, poison, blindness, or deafness.
Cunning Action. Your quick thinking and agility allow you to move and act quickly. On Alan's turn, he can take one of the following actions as a Bonus Action: Dash, Disengage, or Hide.
Disarming Riposte. When a creature misses you with a melee attack roll, you can take a Reaction and make a melee attack roll with a weapon against the creature. If you hit, add the Superiority Die to the attack’s damage and the target must make a DC 17 Strength saving throw. On a failure, the target drops its weapon and it falls on the ground at its feet.
Parry. When another creature damages you with a melee attack, you can use your reaction and expend one superiority die to reduce the damage by the number you roll on your superiority die + 5.
Alan has 3 Legendary Actions, and can utilize one of the below options at the end of another creature's turn. Spend Legendary Actions are regained at the start of his turn. If his Mythic Trait is active, he instead has 5 Legendary Actions to spend.
Swift Strike (Costs 1 Action). Alan moves up to his speed without provoking opportunity attacks. He can then make a melee attack on up to one creature and use a Combat Superiority maneuver.
Blinding Gaze (Costs 2 Actions). Alan targets one creature it can see within 30 feet of it. If the target can see it, the target must succeed on a DC 15 Constitution saving throw or be blinded. The target can repeat the saving throw at the end of their subsequent turns.
From the Top Rope (Costs 3 Actions). Alan may move up to his Speed towards Thrumsh. If he is within 5 feet, Alan picks up Thrumsh and flies 30 feet into the air and drops him on the enemies below. Each creature within a 20 foot radius must make a DC 18 Strength Saving Throw, falling prone and taking 20 (3d12) Bludgeoning damage on a failure. On a success, the creature takes half damage and does not fall prone. Thrumsh can then make a melee attack roll on up to one creature.
If Alan's Mythic Trait is active, he can use the options below as legendary actions. He also has Advantage on all melee attacks and is resistant to Bludgeoning, Piercing, and Slashing damage in addition to his other resistances.
Magma Cannon (Costs 2 Actions). Alan moves up to his Fly speed without provoking Opportunity attacks, dipping Thrumsh's Aetherian Cybernetic Arm in the molten lava. He then unleashes a supercharged blast upon the arena. Each creature in a 60-foot cone must make a DC 16 Dexterity saving throw, taking 36 (8d8) fire damage on a failure or half as much on a success.
Supernova (Costs 3 Actions). Alan uses Action Surge and makes 4 attacks dealing an additional 1d10 necrotic damage on hit. Each subsequent hit adds an additional 1d10 necrotic damage up to 4d10. If a target would be reduced to 0 HP from Supernova, they explode in a burst of violent radiance. Each creature within a 10 foot radius must make a DC 18 Constitution saving throw, taking 25 (5d10) Radiant damage on a failed save, or half as much on a success.
Description
Enter a general description for your monster here.
Lair and Lair Actions
Enter a description of your monster's lair here.
Lair Actions
On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:
- Enter a description for a lair action.
- Enter a description for a lair action.
Regional Effects
The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:
- Enter a regional effect description.
- Enter a regional effect description.
If the [monster name] dies, these effects fade over the course of #d# days.
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