Medium Humanoid (Half-Dragon), Chaotic Neutral
AC 19 (+2 Dragon Shard Armor)    Initiative +9 (19)
HP 184 (13d10 + 106)
Speed 30 ft.
Mod Save
STR 14 +2 +7
DEX 24 +7 +12
CON 22 +6 +11
Mod Save
INT 12 +1 +1
WIS 18 +4 +4
CHA 12 +1 +1
Senses Darkvision (60 ft), Passive Perception 17
Languages Common, Draconic (instinctively understands it; can't speak)
CR 13 (XP 10,000, or 75,000 in lair; PB +5)
Traits

Action Surge (1/day). You use 2 Actions instead of one.

Indomitable (2/day). If you fail a saving throw, you may reroll it and add +13 bonus to it.

Studied Attacks. If you miss an attack, you may roll an additional d20 and choose the higher result for your next attack against that enemy.

Battlefield Order. When you make an attack, as part of the Attack Action, you may issue a Battlefield Order to a single creature within 60 ft that can hear you. That creature may make a single attack using its Opportunity Attack Reaction.

Sentinel. When you hit a creature with an Opportunity Attack, the creature's Speed becomes 0 for the rest of the turn. Creatures provoke Opportunity Attacks from you when they are within your Reach and attack another creature other than you, and also even if they Disengage from you.

Actions

Extra Attack. When you use an Attack Action, he may make 3 attacks. You can replace one attack with either of the Seventh Form options. The first time you hit a creature, you regain 1 spent Awareness.

(Savage Attacker) Once per turn, you may gain Advantage on your damage rolls.

Knuckles (Only with the Dragon Armor). Melee attack roll: +13 to hit (Crit on 19-20). Hit: 13 (d8+8) Bludgeoning.

  • Punisher. You use an Armor Charge and shoot scale shower in 60-ft Cone in front of you at all creatures of your choice. Ranged attack roll: +13 to hit. Hit: 11 (1d4+8) Piercing pluse 11 (1d4+8) Fire damage.

Fujin (Greater blade). Melee attack roll: +15 to hit (Crit on 19-20), reach 15 ft. Hit: 27 (3d10+10) Thunder damage and the target is knocked Prone. Blade cuts most types of matter if the will and perspective of the wielder are strong enough to be aligned. On a critical hit, if the target has 50 HP or less Fujin beheads the target and it dies instantly.

Rraijin (Lesser blade). Melee or Ranged attack roll: +15 to hit (Crit on 19-20), range 20/60 ft. Hit: 21 (3d6+10) Lightning damage. You can order the weapon to return to your hand without using any action.

The Seventh Form (2/day each).

  • Virtual tour to Thousand Heavens [Rraijin]. You attack with enhanced Rraijin, which swifts from your hand, connects to your fingers with sparkling lightning, and flies around in a 30-ft Sphere originating from a point you can see within 120 ft from you. Creatures in the area must make a DC 20 Dexterity save and take 21 (6d6) Lightning damage and become Restrained until the end of your next turn on a failure. Creatures take half damage only on a success. The blade returns in your hand at the beginning of your next turn.
  • Channel the Storm [Fujin]. You may choose a target that you see and send Fujin into the heavens, teleporting it, and drop this bolt on the target. It and all creatures within 60-ft Sphere of it must make a DC 20 Strength save, taking 55 (10d10) Thunder damage and be pulled towards that creature by 20 ft on a failure. Creatures take half damage only on a success. The blade returns in your hand at the beginning of your next turn.
Bonus Actions

Second Wind (8/day). You regain 19 (1d10+13) HP and move up to half your movement Speed withouth provoking Opportunity Attacks. Alternatively, you can add 1d10 to any Skill Check you make. If you fail that Check, the Second Wind is not expended.

Draconic Rage (12 Charges /day). You gain a +5 bonus to your AC, +20 ft to your Walking Speed, Resistance to Bludgeoning, Piercing, and Slashing dmg types, 40 Temporary HP, and deal extra 3 damage with his melee weapon attacks.

Reactions

Wild Sense (Armor Reaction). As a Reaction when you have to take a damage, you can put on your armour with Draconic Rage.

Counter Flesh (Armor Reaction). When an enemy attacks you and beats your AC, you can expand one of your Hit dice and roll a Dexterity save with a d10 bonus to it. On a success, the attacker misses and you may immediately make an Opportunity Attack against them using the same Reaction.

Awareness (Can used as any Reaction). Whenever you roll for Initiative, you gain 4 Awareness that you can spend to cause one of the following effects:

  • Reactive Adaptation. When the target within 60 ft of you uses their Reaction, you may use your Reaction and spend an Awareness to grant the target an additional Reaction of the same type until the start of their next turn.
  • Evasive Maneuver. When the target within 60 ft of you is hit by an attack, you may use your Reaction and spend an Awareness to roll your Hit die and increase the creature's AC against that attack by an amount equal to the number you roll. If the attack still hits, the target has Resistance against the attack's damage.
  • Immediate Adjustment. When the target within 60 ft of you misses with an attack, you may use your Reaction and spend an Awareness to allow the target to reroll the attack with an Advantage.
Legendary Actions

You have 1 Legendary Action. You can take this Action after another creature's turn. You regain spent Legendary Action at the end of your turn.

Catch. When you would use your reaction to make an Opportunity Attack, you can instead spend a Legendary Action to make it.

Description

Armor corrupts its wearer. After activation, at the beginning of each of your turns you must roll your Hit die. If you ever roll a 1, the Corruption happens:

Bonus:

  • You gain a +6 bonus to attack and damage rolls and to your AC.
  • You may take Dash Action once on each of your turns for free.
  •  You do not causes Opportunities Attack. 
  • You gain Advantage to all Constitution, Strength, and Dexterity d20 rolls.

Penalty:

  • You are under the Dominate Monster Spell effect. DM takes control of your character.
  • You gain Makes Disadvantage to all Intelligence, Wisdom, and Charisma d20 rolls.

Ending the Corruption: At the beginning of each of your turns, you may attempt a Wisdom save to regain control over your body. DC equals to 30 and goes down by 5 after each subsequent save you attempt.

Metusa

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