| Mod | Save | ||
|---|---|---|---|
| STR | 28 | +9 | +9 |
| DEX | 14 | +2 | +9 |
| CON | 18 | +4 | +11 |
| Mod | Save | ||
|---|---|---|---|
| INT | 18 | +4 | +4 |
| WIS | 20 | +5 | +12 |
| CHA | 18 | +4 | +11 |
Magic Resistance. Bujin Tantlin has Advantage on saving throws against spells and other magical effects.
Ice Walk. Bujin Tantlin can move across and climb icy surfaces without needing to make an ability check. Additionally, Difficult Terrain composed of ice or snow doesn’t cost it extra movement.
Frost Aura. While he is alive, Bujin Tantlin generates an aura of bitter cold that fills the area within 10 feet of it. At the start of Bujin Tantlin's turn, all nonmagical flames in the aura are extinguished. Any creature that starts its turn within 10 feet of Bujin Tantlin takes 10 (3d6) cold damage.
Weapon Master. Bujin Tantlin is proficient with all weapons and can use the mastery properties of any weapon he wields.
Multiattack. Bujin Tantlin makes three melee attacks in any combination.
Ice Spear. Melee or Ranged Attack Roll: +18, reach 5 ft. or range 30/120 ft. Hit: 19 (2d8 + 9) Piercing damage plus 10 (3d6) Cold damage. Until the end of its next turn, the target can’t take a Bonus Action or Reaction, its Speed decreases by 10 feet, and it can move or take one action on its turn, not both. Hit or Miss: The spear magically returns to Bujin Tantlin's hand immediately after a ranged attack.
Sap. The target has Disadvantage on its next attack roll before the start of Bujin Tantlin’s next turn.
Tail. Melee Attack Roll: +18, reach 10 ft. Hit: 19 (3d6 + 9) Bludgeoning damage plus 18 (4d8) Cold damage.
Halberd. Melee Weapon Attack: +18 to hit, reach 10 ft., one target. Hit: 14 (1d10 + 9) slashing damage.
Cleave. If Bujin Tantlin hits a creature with a melee attack roll using his halberd, he can make a melee attack roll with the weapon against a second creature within 5 feet of the first that is also within his reach. On a hit, the second creature takes the weapon’s damage, but don’t add his ability modifier to that damage unless that modifier is negative. Bujin Tantlin can make this extra attack only once per turn.
God Slaying Emperor Blade. Melee Weapon Attack: +21 to hit, reach 5 ft., one target. Hit: 22 (2d8 + 12) slashing damage, or 23 (2d10 + 12) slashing damage if used with two hands. When you use this weapon to attack a creature that has at least one head and roll a 20 on the d20 for the attack roll, you cut off one of the creature’s heads. The creature dies if it can’t survive without the lost head. A creature is immune to this effect if it has Immunity to Slashing damage, if it doesn’t have or need a head. Such a creature instead takes an extra 30 Slashing damage from the hit.
Sap. The target has Disadvantage on its next attack roll before the start of Bujin Tantlin’s next turn.
Ice Wall (Recharge 6). Bujin Tantlin casts Wall of Ice (level 8 version), requiring no spell components and using Wisdom as the spellcasting ability (spell save DC 18).
Cold Breath (Recharge 5–6). Constitution Saving Throw: DC 19, each creature in a 30-foot Cone. Failure: 40 (9d8) Cold damage. Success: Half damage.
Fighting Spirit {3/Long Rest). Bujin Tantlin focuses his intensity to give himself advantage on weapon attack rolls until the end of the current turn. When Bujin Tantlin dose so, he also gains 15 temporary hit points.
Tactical Charge. Bujin Tantlin moves up to half his Speed straight toward an enemy he can see without provoking Opportunity Attacks.
Counterattack. Trigger: Bujin Tantlin is hit by an attack roll. Response: Bujin Tantlin adds 7 to his AC against that attack, possibly causing it to miss. On a miss, Bujin Tantlin can make one weapon attack against the attacker.
Legendary Action Uses: 3 (4 in Lair). Immediately after another creature’s turn, Bujin Tantlin can expend a use to take one of the following actions. Bujin Tantlin regains all expended uses at the start of each of his turns.
Cutting Wind (Costs 2 Actions). Bujin Tantlin casts Steel Wind Strike requiring no spell components and using Wisdom as the spellcasting ability (spell save DC 18).
Piercing Icicle. Bujin Tantlin casts Ice Knife requiring no spell components and using Wisdom as the spellcasting ability (spell save DC 18).
Strike. Bujin Tantlin makes a melee weapon attack.
Description
Having an enormous body size of a little over 8 feet, Bujin Tantlin has the appearance of an insect walking on two feet, a fusion between a mantis and an ant. With a tail twice as long as his height, Bujin Tantlin is covered in sharp spikes like icicles and has a strong jaw that can easily snap people's hands. Some who hear of his tales or description believe him to be a particularly powerful ice devil who has strayed from the norms of their place in the structure of the nine hells.
In Battle he typically wields 3 weapons with the use of his 4 arms, believing that all deserve a fair fight to the death in battle, sometimes handicapping himself to make the fight fairer if he feels the cap between his own strength and his foes is too much in his favor, being a warrior by heart, he likes a good battle and though is not above the thought of condescending his opponents, but rather prefers to show admiration of their tenacity to fight. Much like a samurai his loyalty is to his master first and above all else and takes great pride in their abilities as a warrior, he also has a habit of taking the weapons of his defeated foes as trophies, especially should he be impressed with their spirit as a warrior. His most prized weapon in his possession is a Vorpal longsword that he calls the "God Slaying Emperor Blade"
Lair and Lair Actions
A wide area filled with numerous icebergs resembling a vast arctic tundra with extreme cold weather, Bujin Tantlin's lair is that of the 5th floor of the great underground dungeon like tomb of the powerful entity he serves, named Nazarick.
On initiative count 20 (losing initiative ties), Bujin Tantlin takes a lair action to cause one of the following effects; Bujin Tantlin can’t use the same effect two rounds in a row:
Whirling Wind. A strong wind blows in a 30-foot-radius sphere centered on Bujin Tantlin, Strong wind imposes Disadvantage on ranged attack rolls with weapons. It also extinguishes open flames and disperses fog. A flying creature in a strong wind must land at the end of its turn or fall. Which lasts until the next time Bujin Tantlin uses a lair action or until Bujin Tantlin dies.
Summon Frozen Legions. Bujin Tantlin calls forth 5 (2d4) Coldlight Walkers, 1 Frostmourn, or 1Rime Hulk in an unoccupied space within 30 feet of himself.
Ice Coating. Bujin Tantlin uses his frost aura to cause the floor within 60 feet to become Slippery ice. Slippery ice is Difficult Terrain. A creature that moves onto slippery ice for the first time on a turn or starts its turn there must succeed on a DC 10 Dexterity saving throw or have the Prone condition.
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