Solid defence: Your unarmored defence is 25 since your skin is very hard.
Jumping: You can jump 25 feet high and 25 feet far by defeault without difficulty. This does count with movement speed so it does not add to extra movement speed.
Linguist: You understand all spoken languages and posses the ability to make others understand you too. This does not include animal language or monster noises that are not a language.
Eternal connection: you are always intuned to your Seahorsn. It will come to you if you wish. Even bonking enemies to do so. The Seahorsn moves 100 feet per turn.
Noble steed: Has a noble steed called Rumerus. Rumerus has 200 hp. 20 AC. A movement speed of 100 and a 12 in all ability scores exept dexterity. It has a 20 on dexterity.
When riding Rumerus
Water blades: Let Rumerus his hooves hit the ground to cast a a uprising of sharp pins of festering water in a 20 feet radius up to 200 feet away. This ability works on enemies seen trough the barrier and deals. 1D20 + 12 to hit, 10D4 + 10 piercing dmg (not magical)
Bite: Do a bite attack with Rumerus. 1D20 + 8 to hit, 4D8 + 8 piercing dmg
Bonk: Charge Rumerus trough a group of enemies. They all make a dex save of 13 or higher on a fail they take 3D6 dmg and fall prone until the start of their next turn. If on top of Rumerus you can make a lance attack hand or attack throw as a free action. With adventage on enemies that are bonked.
When riding Rumerus or not
Lance attack hand: Attacks up to 6 enemies with his lance in hand given that these 6 enemies are within his movement range (50 walking speed, 100 riding Rumerus). 10 feet range. 1D20+ 12 to hit. 8D8 + 8 piercing dmg (non magical)
Lance attack throw: Attacks by throwing his lance. 600 feet range. Will rip trough enemies in a straight line. 1D20+ 14 to hit. 8D8 + 8 piercing dmg and 4D8 bludgioning dmg (non magical)
Spear field infuse: (10 charges a day): Infuses his lance with force magic dealing double dmg on the chosen lance attack. You have to say you use this ability before it becomes clear wheather it hit or not. (the double is done in force dmg if a monster is immune to this the dmg is not doubeled).
Barrier of Astaris: As a bonus action you can use your shield to summon a globe shaped 30 feet diameter, 0,1 feet thick barrier centered on you. The barrier is see trough. You and up to 20 allies you premission can attack and cast trough it but nothing from the outside will get inside as long as it does not break the barrier AC. It grants underwater breathing if underwater to everyone inside.
or
You can cast a 30 feet long, 0.1 feet thick see trough well beteen yourself and enemies. You and up to 20 allies you premission can attack and cast trough it on the side you are on, but nothing from the side of the enemies will reach trough the barrier as long as it does not break the barrier AC
This ability is magical. The AC of both barriers is 26. You can oly cast the barrier in free space and it takes immideate effect.
If the AC gets broken the barrier dissapears. You can cast one again next round
Shield bash: Use your shield to knock back an enemy by 30 feet, making it fall prone
Sharp lance: If any enemy attacks you or an ally within a 60 feet range you can choose to make a lance attack hand or lance attack throw or move your barrier of Astaris . You have one reaction per round.
Spear jam (1 charge a day): throw your lance into the ground in a unoccupied space you can see within 600 feet. It will release a shockwave of force in a 100 foot cickle dealing 50D12 dmg to anyone standing in range when the spear lands. It will paralyze all who are hit until they get healed by magical healing or throw a 22 or higher con save.
This attack can be used as an extra action.
Shield of Aegis (1 use in the entire session, use wisely : ) ): You combine your shield and lance like a banner and plant it in the ground.
The banner has 300 hp. only if it is broken or if 1 hour passes will the all the effects end.
In a 200 feet circkle it will have the following affects
- At the edge of the 200 feet cickle will be a barrier with AC 26 and 500 hp(Only loses hp when attack roll "breaks" the barrier (Even if it gets broken the other effects still stay, it will not reform)
- Will remove all levels of exhaustion given that the person is awake and concious when the ability starts to take affect.
- Adventage on all attack and saving throws for all allies within range.
- All allies double movement speed in the area of effect.
- All enemies half movement in the area of effect.
- All enemies take 20D6 force dmg when they first enter the area.
Description
Age: +- 51.000 years old
Gender: Male
Race: Festering embraced, from drow
Hair colour: Grey
Eye color: Black with orange
Skin colour: Dark grey
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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