| Mod | Save | ||
|---|---|---|---|
| STR | 20 | +5 | +5 |
| DEX | 22 | +6 | +11 |
| CON | 18 | +4 | +4 |
| Mod | Save | ||
|---|---|---|---|
| INT | 18 | +4 | +9 |
| WIS | 18 | +4 | +9 |
| CHA | 16 | +3 | +3 |
Predator’s Reflexes.
Zairen rolls initiative with advantage. He can take one additional reaction per round.
Enhanced Mobility.
Difficult terrain doesn’t slow him. Opportunity attacks are made with disadvantage.
Stamina System (Replaces Standard HP).
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Zairen cannot be hit directly. Instead, every attack, ability, and counter consumes stamina (HP).
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When stamina reaches 0, Zairen collapses from exhaustion.
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Incoming “damage” instead removes stamina equal to half the rolled value (rounded down).
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Zairen’s attacks also consume stamina depending on their strength (listed below).
Killing Instinct (Recharge 5–6).
When Zairen reaches 0 stamina, he can immediately regain 100 stamina and act once more.
Artifact – Ring of Denial.
Zairen can cast Counterspell up to 3 times per long rest. Each use costs 15 stamina. He may counter a spell of 8th level or higher by expending an additional 10 stamina.
Quick Killer
Zairen can increase his movement speed in increments of 100 per every 10 stamina spent, up to a maximum of a thousand.
Balance Strike (Melee Weapon Attack).
+10 to hit, reach 5 ft, one target.
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Hit: 2d10 + 8 bludgeoning damage.
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Cost: 10 stamina.
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If Zairen has advantage, add +10 damage (“corrected strike”).
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On a kill, his next attack gains advantage.
Void Press (Ranged Ki Burst).
+9 to hit, range 30 ft, one target.
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Hit: 4d8 force damage. Target must succeed on a DC 17 CON save or be stunned until the end of Zairen’s next turn.
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Cost: 25 stamina.
Relentless Barrage (Recharge 5–6).
Zairen makes 5 unarmed attacks against up to 3 creatures within 10 ft.
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Hit: 1d8 + 8 each.
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Cost: 35 stamina.
Boundless Execution (Ultimate Technique).
Zairen expends any amount of stamina up to his current total.
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Deals equal damage to one target (1 damage per 1 stamina spent).
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If reduced below 25 stamina after this attack, Zairen gains the Weakened condition until he rests.
Shadow Step (3/day).
Teleport up to 30 ft to an unoccupied space he can see. Cost: 10 stamina.
Surge of Speed.
Move up to 10 ft without provoking opportunity attacks. Cost: 5 stamina.
Tactical Recalculate (Recharge 4–6).
Choose one creature you can see; that creature has disadvantage on its next attack roll before the end of its next turn. Cost: 10 stamina.
Perfect Counter.
When a creature casts a spell, Zairen may counter it. Cost: 15 stamina.
Intercept.
When a creature moves within 5 ft, Zairen moves 10 ft toward it and makes a Balance Strike. Cost: 10 stamina.
Probabilistic Dodge (3/day).
When hit by an attack, roll 1d10 and subtract that number from the attack roll. Cost: 5 stamina.
1. Paradox Cleave (1 Action, 15 Stamina).
Zairen flicks his blade through a fold in space, striking a target within 20 ft as if adjacent.
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Melee Weapon Attack: +10 to hit, 1d12 + 8 slashing.
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On hit, the target’s AC is reduced by 2 until the end of its next turn.
2. Crescent Denial (1 Action, 20 Stamina).
He spins the Ring of Denial on his finger, creating a crescent slash of null energy.
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Range: 30 ft cone.
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Effect: All projectiles or spells in the area are dispelled; creatures in range take 3d10 force damage if they fail a DC 17 DEX save, half on success.
3. Void Reversal (2 Actions, 30 Stamina).
Zairen dashes forward in a blur, striking twice with both weapons.
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Each hit: 2d10 + 8 slashing damage.
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After both hits, Zairen may teleport up to 15 ft to an unoccupied space he can see.
4. Denial Execution (2 Actions, X Stamina).
Zairen channels all remaining stamina into his weapon.
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Effect: Deals damage equal to half the stamina spent to one creature within 10 ft.
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This attack ignores resistances and cannot be reacted to.
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After the attack, Zairen must make a DC 18 CON save or be Weakened until the start of his next turn.
If Zairen drops to 0 HP, his coin lands on its edge. He rises again as Zairen, Aspect of Desmoth with half HP (round up). His eyes glow red, his sword burns black, and his speed and lethality surge.
Mythic Action – Desmoth’s Calculation (Costs 2 Actions). Rewind time for one round. All creatures reroll their last attack or save (DM chooses order). Zairen keeps the new result that benefits him most.
Mythic Action – Ruinous Dash (Costs 1 Action). Move 40 ft in a straight line; all creatures he passes must succeed on a DC 17 Dex save or take 3d10 slashing damage.
Description
Once a Desmothian enforcer, Zairen fights with machine-like precision and monstrous speed. Every motion bleeds efficiency — each dodge, each strike, a mathematical rejection of death itself. His eyes never lose focus. When he finally draws his weapon, the air itself seems to recoil.
Lair and Lair Actions
When fighting in his auditing hall or mirror chamber:
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Initiative Count 20 (losing ties): Zairen can take one of the following lair actions:
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Mirror Reposition. Two mirror shards flicker and teleport him to any reflected surface within 60 ft.
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Coin of Command. Flip a coin; on heads, one creature of his choice must reroll its initiative next round.
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Silent Sentence. A random target in the lair must succeed on a DC 17 Wisdom save or be unable to speak or cast verbal spells until next round.







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