Mod | Save | ||
---|---|---|---|
STR | 14 | +2 | +2 |
DEX | 30 | +10 | +17 |
CON | 22 | +6 | +13 |
Mod | Save | ||
---|---|---|---|
INT | 16 | +3 | +3 |
WIS | 18 | +4 | +4 |
CHA | 28 | +9 | +16 |
Reactive: Abel gets 1 reaction on each turn during combat.
Adrenaline Rush: Twice per short/long rest, Abel may use the benefits of an Action Surge.
Improved Critical: Abel scores critical hits on 18-20.
The Crimson Flash: Abel may cast the spell Misty step, at will.
Frenzied Blood Lust: Abel may take four attacks. For each attack that hits, he can make an additional attack, continuing to attack until he accumulates 4 misses. Once this trait is used, Abel must roll a 5-6 on a D6 at the beginning of his turn to see if this trait recharges.
Man or Monster?: Abel is immune to the Frightened and Charmed condition. In addition to this, he automatically succeeds against any Intimidation or Insight checks made against him.
Eldritch Invocations: Abel gains the benefits of the following Eldritch Invocations;
- Lifedrinker(included in the damage)
- Grasp of Hadar
- Agonizing Blast
- Eldritch Smite
- Eldritch Spear
Sarah & Connor: A pair of duel eldritch powered pistols. These pistols grant him +3 bonus to attack and damage rolls and deals additional 4d10 force damage on each hit (Eldritch Blast procs on each shot along with its normal damage. Warlock invocations on these pistols are: Agonizing Blast, Grasp of Hadar or Repelling Blast)
Carnage & Wrath: Abel wields a pair of artifact weapons under the names Carnage and Wrath. These blades grant him a +3 bonus to attack and damage rolls and deals an additional 2d8 force damage on a hit (included in attack actions). Whenever Abel scores a hit with these blades, they may gain charges. He may expend the blade's charges as a bonus action to gain some of the following benefits, these swords cannot hold more than 3 charges at any given time and any charges left when he starts a rest are expended. When at 3 charges the blades will glow a bright crimson red, shedding an eerie light out to 10 feet and dim light out 20 feet.
- 1 Charge: Abel's next successful melee attack gains the benefits of a Hunter's Mark Spell.
- 2 Charges: Abel's next successful melee attack gains the benefits of a Wrathful Smite Spell.
- 3 Charges: Abel regains one of his expended pact magic slots. When regained this way, he can only use if for the Eldritch Smite Invocation, and the spell slot becomes expended again if not used before the end of the turn.
Lucky: You have 3 luck points. Whenever you make an attack roll, an ability check, or a saving throw, you can spend one luck point to roll an additional d20. You can choose to spend one of your luck points after you roll the die, but before the outcome is determined. You choose which of the d20s is used for the attack roll, ability check, or saving throw. You can also spend one luck point when an attack roll is made against you. Roll a d20 and then choose whether the attack uses the attacker's roll or yours. If more than one creature spends a luck point to influence the outcome of a roll, the points cancel each other out; no additional dice are rolled. You regain your expended luck points when you finish a long rest
War Caster: Abel gains advantage on checks and saves made to maintain concentration. In addition he may cast a cantrip with a melee attack roll as an attack of opportunity.
Sentinel: Abel may make an attack of opportunity when a creature enters his melee attack range, on a hit the creature's speed becomes 0 until the end of the turn.
Evasive: When Abel is subjected to an effect that allows him to make a Dexterity saving throw to take only half damage, he instead takes no damage if he succeeds on the saving throw, and only half damage if he fails
Spellcasting. Abel is a 20th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 22, +14 to hit with spell attacks). Abel has following Warlock spells prepared:
- Cantrips (at will): At will: Green Flame Blade, Eldritch Blast(With Agonizing Blast and Grasp of Hadar invocations), Mind Sliver, Minor Illusion, Mage Armor.
- Pact Magic (4 slots, 5th level): Armor of Agathys, Shadow of Moil, Far Step, Scrying, Banishment, Banishing Smite, Staggering Smite, Wrathful Smite, Branding Smite, Shield, Hold Person, Counterspell, Dispel Magic, Enervation, Summon Greater Demon.
- 1/day: Power Word Kill, Power Word Stun, Foresight, Tsunami
Multiattack: Abel may make 4 attacks with Carnage and Wrath or Sarah & Connor
Carnage & Wrath Melee Weapon: +19 to hit, reach 5 ft., 1 target. Hit: 25 (2d8 + 12) Slashing damage plus an additional 10 (2d8) Force Damage and 6 Necrotic/Psychic Damage.
Sarah & Connor Ranged Weapon: +17 to hit, reach 300 ft., 1-4 target/targets. Hit: 27 (1d10 + 4d10 Force Damage + 10/40 Force Damage)
Crimson Flash: Abel may cast the spell Misty Step at will.
Attack: Abel can make a single attack as apart of his attack action.
Parry: As a reaction, Abel can add his proficiency modifier to his AC
Riposte: When a creature misses an attack roll against Abel, he may immediately make an attack of opportunity against the attacker if they are within attack range.
Abel has 3 legendary actions, expended uses are regained at the beginning of his turn.
Attack(1 Action): Abel makes a single melee attack at a target within range
Dodge(2 Actions): Abel takes the dodge action.
Spin Attack(2 actions): Abel makes a single melee attack against all creatures within 5 feet of him
Cast a Spell(3 Actions): Abel may cast a spell that he has prepared.
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
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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