Medium Undead, Chaotic Evil
AC 18 Natural Armor    Initiative +5 (15)
HP 650 (18d20)
Speed 45 ft.
Mod Save
STR 23 +6 +15
DEX 19 +4 +4
CON 27 +8 +17
Mod Save
INT 14 +2 +2
WIS 11 +0 +0
CHA 13 +1 +1
Resistances All
Senses Passive Perception 16
Languages --
CR 30 (XP 155,000; PB +9)
Traits

Unmatched Resilience. If Wulfric is hit with the same damage type twice consecutively, he becomes immune to that damage type until the start of the next round.

Actions

Demonic Haymaker. Melee Weapon Attack: +5 to hit, reach 5 ft., 1 target. Hit: 8 (2d6 + 5) Bludgeoning damage.

Demonic Roundhouse. Melee Weapon Attack: +5 to hit, reach 5 ft., 1 target. Hit: 8 (2d6 + 5) Bludgeoning damage.

Impaling Kick. Melee Weapon Attack: +5 to hit, reach 5 ft., 1 target. Hit: 15 (2d12 + 5) Bludgeoning damage. Constitution Saving Throw: DC 14, On Fail: Creature is knocked prone. On Success: Half Damage.

Skull Caver. Melee Weapon Attack: +5 to hit, reach 5 ft., 1 target. Hit: 12 (3d6 + 5) Bludgeoning damage. Strength Saving Throw: DC 16, Failure: The creature is knocked prone until their next turn. Success: Half Damage.

Spear Thrust. Melee Weapon Attack: +5 to hit, reach 5 ft., 1 target. Hit: 30 (10d6 +10) Piercing damage. 50/50 Chance for Grappled effect.

Warhammer Crash. Melee Weapon Attack: +5 to hit, reach 5 ft., 1 target. Hit: 45 (8d12 + 25) Bludgeoning damage, the creature is knocked prone. 

Spear Throw. Ranged Weapon Attack: +4 to hit, range 60/120 ft., 1 target. Hit: 10 (1d100 + 5) Piercing damage. If the attack does 50+ damage, the target is Grappled/Pinned.

Bonus Actions

Fortifying Resistance. Half the damage of the next incoming attack.

Reactions

Phantasmal Shift. Teleport yourself out of the way of an incoming attack, appearing within 5 ft. of another creature.

Roughin' It. Wulfric lowers his shoulder to take on incoming damage. 50/50 chance to reduce incoming damage by (5d12) or reflect the attack back at the attacking creature with an additional +5 to hit and (1d12) force damage.

Legendary Actions

Legendary Action Uses: 3. Immediately after another creature’s turn, Keshta can expend a use to take one of the following actions.

"The Resilient" Cost: (3). Wulfric begins to focus all of his demonic energy into a protective field around himself as well as powering himself up further. Wulfric gains 1,000 temporary hit points for 3 Rounds, as well as adding three additional die to each of his attacks. His AC is increased to 30 during this state.
 Once the 3 Rounds have concluded, all of the outgoing damage Wulfric has done will be halved and turned unto himself as well as his temporary hit points being removed and his AC returning to normal then being reduced by 10.

Description

"Wulfric's drive for victory fuels the spirit within him. No matter the strength of his enemies, he always emerged as the last one standing. His unrelenting will to survive turns each of his strikes into a powerful testament, transforming the vast arena into a place of reverence. A mere slave has been forged into a symbol of strength and resilience". 

KingClaymore

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