Aura of Kingship. Allies within 30 feet have advantage on saving throws against being frightened or charmed.
Solar Judgement (Recharge 5-6). As an action, The wearer can summon a beam of divine fire in a 10-foot-wide, 60-foot-long line. Each creature in the area must make a DC 18 Dexterity saving throw, taking 8d10 radiant damage on a failed save or half as much on a success.
Eternal Flame. The wearer is immune to fire and radiant damage and can see through magical darkness within 60 feet.
Destroying the Sunforged Crown. The Sunforged Crown can only be destroyed by extinguishing the celestial fire within it.
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Sun Mass. The Skirmisher Sun Elf lord has 170 Sun Mass. Whenever it uses Sun Mass, it is spent. It regains all Sun Mass spent at the end of a short or long rest.
Siege Monster. The Skirmisher Sun Elf lord deals twice as much damage to objects and structures.
Sun magic-Empowered Strikes. The Skirmisher Sun Elf lord's attacks are considered magical.
Supreme Hollow. The Skirmisher Sun Elf lord counts as Gargantuan for the purposes of grappling other creatures and wielding objects.
King's Presence. If the Skirmisher Sun Elf lord utilizes its mad sigma aura against a creature, they make the Strength saving throw with disadvantage and take twice as much damage.
Perfected Almagamation. The Skirmisher Sun Elf lord automatically succeeds on saving throws against effects that would target or affect its soul (such as the Soul Cage spell).
Sun Regeneration. The Skirmisher Sun Elf lord regains 5 (1d10) hit points after every minute passed while they are in the Fey wild plane or the sun's light shines on them.
Brawn/Evasion/Intuition. Whenever the Skirmisher Sun Elf lord is subject to an effect that forces it to make a Strength, Dexterity or Wisdom saving throw, it takes half as much damage on a failure and no damage on a success.
Lord of Speed. The Skirmisher Sun Elf lord has advantage on Dexterity saving throws.
Athlete. When the Skirmisher Sun Elf lord is prone, standing up uses only 5 feet of its movement. Also, climbing doesn't cost it extra movement.
Also, it can make a running long jump or a running high jump after moving only 5 feet on foot, rather than 10 feet.
Mobile. When it uses the dash action, the Skirmisher Sun Elf lord doesn't spend extra movement when moving through difficult terrain for that turn.
Crusher. Once per turn, when the Skirmisher Sun Elf lord hits a creature with an attack that deals bludgeoning damage, it can move it 5 feet to an unoccupied space, provided the target is no more than one size larger than the Skirmisher Sun Elf lord. Also, when the Skirmisher Sun Elf lord scores a critical hit that deals bludgeoning damage to a creature, attack rolls against that creature are made with advantage until the start of your next turn.
- Sun Blessings
The Skirmisher Sun Elf lord has 20 Sun blessings from the crown:
Light blast Supersonic(3x), Hypersonic(2x), Living Weapon, Lethal Living Weapon, Enhanced Living Weapon, Quick Sun beam, Light Speed light beam, Lord's Spirit(2x), Skirmisher Sun Elf lord Sunbeam, Reactive.
- Lord Mutations
The Skirmisher Sun Elf lord has 2 Lord Mutations:
Lord of Speed, Instantaneous Sunbeam.
- Feats
Background Feats. Born Lord.
Body Feats. Athlete, Mobile, Resilient Body (Strength), Very Resistant (Strength).
Weapon Feats. Crusher.
Multiattack. The Skirmisher Sun Elf lord makes five unarmed strike attacks.
Unarmed Strike. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 19 (2d10 + 8) bludgeoning damage.
Feywild portal. The Skirmisher Sun Elf lord can spend 10 Sun Mass to open a portal between planes, sending them to Feywild. If they do not move 5 feet or lose concentration, they are transported to any location they can visualize in the feywild or a random location on the plane, or to the last place they used their portal, at the beginning of their next turn.
Sunlight blast (15 Sun Mass). As an action, the Skirmisher Sun Elf lord can fire off a beam of energy in a 40 feet wide, 480 feet long line. Each creature within that area must make a DC 20 Evasive Dexterity Saving Throw. On a failed save, they take 190 (20d8 + 100) force damage.
Enhanced Living Weapon (5 Sun Mass.). The Skirmisher sun elf lord can take the dodge or dash action. This dash action triples its jump distance.
Also, if it takes the dodge action it can also take the disengage action.
Finally, when it takes the attack action, it can use this feature to make two unarmed strikes as a bonus action.
Solar Judgement (Recharge 5-6). As an action, The wearer can summon a beam of divine fire in a 10-foot-wide, 60-foot-long line. Each creature in the area must make a DC 18 Dexterity saving throw, taking 8d10 radiant damage on a failed save or half as much on a success.
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
Sun Elf wearing the Sunforged crown.
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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