Legendary Resistance (3/Day). If Cimota fails a saving throw, he can choose to succeed instead.
Legendary Mobility. Cimota may choose to jump up to 360 feet, divided as he chooses into two jumps, rather than use his walking speed.
Evasion. When Cimota 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.
Magic Resistance. Cimota has advantage on saving throws against spells and other magical effects.
Magic Weapons. Cimota's attacks are magical.
Malliabe Fists. Cimota may choose to change the type of damage he inflicts with his unarmed strikes.
Multiattack. Cimota makes four unarmed attacks.
Unarmed Strike. Melee Weapon Attack: +17 to hit, reach 5 ft., one target. Hit: 31 (6d6 + 10) damage. Whenever Cimota hits a creature with an unarmed strike, he can impose one of the following effects on that target:
- It must succeed on a DC20 Dexterity saving throw or be knocked prone.
- It must make a DC20 Strength saving throw. If it fails, you can push it up to 15 feet away from you.
- It can’t take reactions until the end of your next turn.
Wholeness of Body. As an action, Cimota can regain 60 hit points.
Quivering Palm (Recharge 3 turns). Melee Weapon Attack: +17 to hit, reach 5 ft., one target. Hit: 31 (6d6 + 10) damage. Cimota may set up lethal vibrations in the target's body. The vibrations are harmless unless Cimota uses his action to end them. To do so, Cimota and the target must be on the same plane of existence. When Cimota uses this action, the creature must make a DC 15 Constitution saving throw. If it fails, it is reduced to 0 hit points. If it succeeds, it takes 10d10 necrotic damage.
Cimota 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. Cimota regains spent legendary actions at the start of his turn.
Attack. Cimota makes one attack.
Step of the Wind. Cimota can jump a distance up to 360 feet.
Teamwork. If within 5 feet of Kingsley Field-Fire, Cimota may take his sword and use it as though it were his weapon. Ranged Weapon Attack: +17 to hit, reach 30-100 ft., one target. Hit: 23 (4d6 + 10) slashing damage plus 27 (6d8) radiant damage.
Description
Cimota Bumadi, like most of his siblings, is an imposing sight. Standing at nearly seven feet tall and being built of 400 pounds of dense, powerful muscle, one might think that he would be slow and lumbering. Upon closer inspection however, one would note that this giant of a man moves with a cat-like grace even in his most relaxed state. Normally he is clad in light fabrics, typically consisting of blue trousers and a form fitting blue shirt with red and white trimming. He is often seen sporting a billowing cape, a custom he picked up from his best friend. He always keeps his forearms and his legs shod in silver bracers and armored boots, supposedly to protect himself from the power of his own strikes, or so the legends say.
He is often loud and boisterous. This along with his imposing size, dazzling smile, electrifying blue eyes, and shaggy blonde hair make him known as a kind man and a friend to many.
Previous Versions
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11/27/2019 9:19:12 AM
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Coming Soon
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