| Mod | Save | ||
|---|---|---|---|
| STR | 18 | +4 | +4 |
| DEX | 22 | +6 | +6 |
| CON | 24 | +7 | +15 |
| Mod | Save | ||
|---|---|---|---|
| INT | 25 | +7 | +15 |
| WIS | 21 | +5 | +5 |
| CHA | 18 | +4 | +12 |
Fear Master's Rebirth (Recharges after a Short or Long Rest). If Cedric would be reduced to 0 hit points, his current hit point total instead resets to 190 hit points, it recharges his Fear blast, and he regains any expended uses of Legendary Resistance. Additionally, the Cedric can now use the options in the "Mythic Actions" section for 1 hour. Award a party an additional 105,000 XP (180000 XP total) for defeating Cedric after his Fear Master's Rebirth activates
Sense Magic. Cedric senses magic within 1 mile of himself. This functions like the Detect Magic spell but isn't itself is magical.
Legendary Resistance (4/Day). If Cedric fails a saving throw, she can choose to succeed instead.
Clandestine Caster (4/day). Cedric can cast a spell without any somatic or verbal components.
Magic Resistance. Cedric has advantage on saving throws against spells and other magical effects.
Godly Nature. Cedric does not require Food, Sleep or Drink
Fear Aura. Any creature hostile to Cedric that starts its turn within 20 feet of him must make a DC 23 Wisdom saving throw, unless cedric is incapacitated. On a failed save, the creature is frightened until the start of its next turn. If a creature's saving throw is successful, the creature is immune to Cedric's Fear Aura for the next 24 hours.
Mastery Of Fear. While within 120 Feet of Cedric any creature that normally has
immunity to the frightened condition has their immunity suppressed.
Freecast. Cedric can use Actions and Bonus Actions interchangably
Multiattack. Cedric makes four Rapier of Fear attacks he can replace one of them with a psychic lance if available.
Rapier Of Fear. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 28 (5d8 + 6) piercing damage + 7 (2d6 ) psychic damage. A creature hit by this attack once on thier turn must make make a DC 23 Wisdom saving throw or be frightened start of cedric's next turn. Anyone hit by this attack more than once on their turn only needs to make 1 saving throw. Those who succeed the save are not frightened.
Psychic Lance (3/day). Cedric unleashes shimmering psychic energy at a point within 120ft of him. He voices the target's name causing it to strike toward them. The target must make a DC 20 Intelligence saving throw. On a failed save, the target takes (7d6) psychic damage on a failed save damage and is incapacitated until the start of Cedric's next turn. On a successful save, the creature takes half as much damage and isn’t incapacitated.
Fear Blast (Recharge 5–6). Cedric exhales psychic energy in a 60-foot cone. Each creature in that line must make a DC 20 Dexterity saving throw, taking 82 (15d10) psychic damage on a failed save & is frightened until the end of Cedric's next turn. on a successful save they take half damage and are not frightened
Teleport. Cedric magically teleports along with any equipment he is wearing or carrying 60ft to an unoccupied space he can see.
Spellcasting. Cedric casts one of the following spells, using Intelligence as the spellcasting ability (spell save DC 23, +14 to hit with spell attacks):
At will: Eldritch Blast, Fire Bolt , Prestidigitation, Fear
4/day: False Life , Hideous Laughter , Thunderwave
2/day Each: Vitriolic Sphere , Wall Of Force , Contingency , Forbiddance , Fire Storm , Finger Of Death , Imprisonment
1/day: Power Word Kill
Cunning Action. On each of his turns Cedric can use a bonus action to take the Dash, Disengage or hide action.
Negate Spell. When Cedric sees someone within 120ft of him cast a spell of 5th level or lower he instantly causes the spell to fizzle. The spell then fails & has no effect. Unlike the Counterspell spell this causes the slot that would normally be used to falter and fizzle away.
Reactive strike. When Cedric get's hit with a melee attack he can strike back at his attacker. He hits them with 1 Rapier of fear attack.
Cedric 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. The monster regains spent legendary actions at the start of its turn.
At Will Spellcasting (Costs 1 Action). Cedric casts one of his at will spells
Teleport (Costs 2 Action). Cedric uses his teleport.
Long May I Reign (Costs 3 actions). Cedric Emits a powerful commanding energy to a creature within 120ft of himself he then casts the Dominate Monster Spell this. casting does not cost a spell slot. Cedric must concentrate on this effect & must not be effecting another creature with this effect to use it
If the Cedric's mythic trait is active, it can use the options below as legendary actions for 1 hour after using Fear Master's Rebirth.
Psychic Lance (Costs 1 Action). If available Cedric uses his psychic lance
Horrifying Shape (Costs 3 actions). Cedric creates an illusory guise of his shape morphing into what the creature fears any hostile creature within 30 feet of Cedric must make a DC 23 or be paralyzed, frightened & prone in addition he creature takes 78 (12d12) psychic damage. on a successful save the creature only is frightened and takes half damage. The creature is frightened until the end of Cedric's next turn. A creature is immune to this effect if they have the ability to see through illusions.
Godly Dethrone (1/day, Costs 2 actions). One creature within 2000 feet of Cedric must make a DC 23 constitution saving throw or take 40d10+20 Necrotic Damage
Description
The stolen god of fear Cedric was the tyrant of Alrene. Alrene was in terror for 25 years under his reign. Before the events of the Crown Splitter Adventures Cedric was a the brother to the King of Etheria in the Wild lands Of Oderth. Cedric was wrongly accused of killing his mother who taught him magic at a young age which led him down a dark path but he was eventually redeemed in the eyes of the law. He became the court mage and even gained a report with his family and had begun to heal from the trauma he faced while imprisoned. Cedric came home one day to find his wife killed by his brother's hand in revenge and vowed to take him down at any cost. He left the world of Oderth and traveled to Toril to learn of the arch mage Karsus and learned of his folly. Cedric learned of his folly and decided he'd be better than him. He wouldn't make the same mistake as to take down the god of magic he would go after a god of his world who controlled over Fear itself as well as ambition. Upon returning to his world he gathered 12 mages of great power of his species being Shifters and ascended to godhood by binding and using Karsus Avatar to bind the power of the God Pagonius the Texian God of fear and ambition. Once the spell was complete he successfully managed to make Pagonious be forgotten and replaced all records of him.
Many of his clerics fell out of faith but still felt the power call to a new name. The Name of Ambross the new God in charge of fear itself Over time Cedric began to live a double life as both Ambross and Cedric. He would pretend to be cordial with his brother and sister in law noticing that in the decade since his absence a child had been born. Cedric even began to care for her as if she was his own. One day however it was a dark night in the castle and he had ordered a satyr assassin from the Feywild known as Astram of clan Feyside and her brother Zebon to get rid of his brother and sister in law. After the deed was done his niece Krystal Cinder of Etheria saw him standing over her parent's bodies and ran away crying in the night. On her departure she stole a family heirloom that being a magical sword which sealed a previous god in eons past. Cedric became fully mask off by this point and dropped his Ambross performance as he settled into the role of Cedric Of Etheria. Eventually he ordered his assassin to get rid of various other opponents such as Marner hallows in a failed assassination which lead to his wife's death and his daughter's significant other's blaming and eventual execution at his wife's funeral. This caused Astram to give up the assassin lifestyle and become something better.
Eventually, Cedric made contact with entities in the far realm and became entwined with the being known as Hastur The King In Yellow. Hastur and him then made plans to reassemble a device known as The Orrery Of The Wanderer to open a portal big enough for the Far Realm to invade. Hastur also traded the secrets of Delerium into the world which allowed for the influence of not only him but Cthulhu as well to enter into the world of mortals. Cedric Hunted relentlessly for deposits of this Delerium and became intertwined with Astram yet again and the yet to be named members of The Crown Splitters. The Crown splitters eventually discovered not only the secrets of Delerium but managed to witness the world be destroyed by weapons made using the aberrant substance which caused the world to be covered by the warping contaminants in the air. After a few months the Crown splitters took down Hastur's avatar, Freed the planet of Carcosa and even gained blessings from Gods such as Melene and Pagonius who managed to regain some of his godly power. The Crown Splitters ended the strife of Cedric when they took him down once and for all in a climatic, hard fought battle which resulted in the end of one of their robotic companions known as Warder Sudryll. After Cedric's defeat Astram and her fellow Party member Golden Kingdoms and Marka The Rage Mage ascended to the heavens and became etched into history itself. Golden became a demigod protector to Astram the God of Creation and Joy as well as Marka the God of Destruction and Beginnings.
Cedric was aged to his last days as a result of losing his power where Astram chose to show mercy even after all the pain he had caused and allowed him to ascend into the fugue plane to repent for his actions in a purgatory. And so it was Cedric Etheria died as he lived.
Astram used her powers to scatter the Orrery pieces all across Oderth as well as her own relics so that one day someone may find them if they can find it in their heart to do what's right.
Previous Versions
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