Dehesimaf's Vigilance (Recharges after a Short or Long Rest). If Sloth would be reduced to 0 hit points, his current hit point total instead resets to 400 hit points, and he regains any expended uses of Legendary Resistance. Additionally, Sloth becomes immune to damage types he's taken this combat and can now use the options in the "Mythic Actions" section for 1 hour. Award a party an additional 41,000 XP (82,000 XP total) for defeating Zed, Dehsamaf's Slorh after his Dehsamf's Vigilance activates.
Contentious Yawn. Once per turn, creatures who start their turn or come within 30ft. of Sloth must make a Constitution saving throw (DC:26). On a failure, they are under the effects of the slow spell until the start of their next turn.
Lazy. Sloth cannot take actions, bonus actions, or reactions.
Loaf. Sloth regains 30 hit points at the start of each turn if he has at least 1 hit point. If Sloth takes damage from a unique damage type this trait doesn’t function at the start of his next turn.
Spellcasting. Sloth is a 20th-level spellcaster. His spellcasting ability is Wisdom (spell save DC 26, +16 to hit with spell attacks). He has the following bard spells prepared:
at-will: eyebite, sleep (level 9 version), symbol
1/day: wish
Sloth can take 2 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. Sloth regains spent legendary actions at the start of his turn.
Lights Out. Sloth casts eyebite (choosing asleep effect), sleep, or symbol (inscribing a sleep glyph.)
If the Sloths' Dehsamaf's Vigilance trait has activated in the last hour, he can use the options below as legendary actions.
Glyph Master. At the end of each creature's turn until the start of his next turn, he may move a glyph he's created with symbol up to 60ft. and he may inscribe a different glyph, changing its effect.







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