| Mod | Save | ||
|---|---|---|---|
| STR | 8 | −1 | +14 |
| DEX | 6 | −2 | +9 |
| CON | 8 | −1 | +14 |
| Mod | Save | ||
|---|---|---|---|
| INT | 10 | +0 | +14 |
| WIS | 8 | −1 | +12 |
| CHA | 8 | −1 | +11 |
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Vibranium Hulkbuster Chassis. Adaptive vibranium plating and kinetic baffles grant +5 AC (included). While the armor is active, T’Challa has resistance to cold, fire, lightning, thunder, force, and nonmagical bludgeoning/piercing/slashing, and his attacks are magical.
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Kinetic Energy Redistribution. When T’Challa takes bludgeoning, piercing, or slashing damage from an attack, he stores 10 of that damage (after resistance) as charge (max 30). As a bonus action he can discharge it to deal the stored damage as thunder in a 10-ft radius; creatures of his choice make a DC 20 CON save, taking full on a fail or half on a success.
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Panther Protocols. Advantage on initiative and Perception checks; he can’t be surprised while armored.
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EMP-Hardened Systems. Advantage on saves vs paralyzed, stunned, and restrained caused by technology or electricity; he ignores difficult terrain created by rubble, debris, or magnetism.
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Royal Intellect. T’Challa can analyze a creature or object he can see as a bonus action (no roll). Until the end of his next turn, attacks against that target ignore resistance to his damage types.
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Multiattack (Royal Beatdown). T’Challa makes three attacks in any combination of Gauntlet Slam, Vibranium Talons, and Repulsor Beam.
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Gauntlet Slam (Melee Weapon Attack). +13 to hit, reach 10 ft., one target. Hit: 3d8 + 6 bludgeoning plus 1d6 thunder. If T’Challa moved at least 10 ft this turn, the target must succeed on a DC 20 STR save or be knocked prone.
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Vibranium Talons (Melee Weapon Attack). +13 to hit, reach 5 ft., one target. Hit: 2d10 + 6 slashing. On a hit, the target’s weapons and armor vibrate—−2 to its AC (minimum 10) until the start of T’Challa’s next turn.
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Repulsor Beam (Ranged Spell Attack). +12 to hit, range 150 ft., one target. Hit: 3d10 + 5 force. On a hit, the target’s speed is −10 ft until the start of T’Challa’s next turn.
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Micro-Missile Swarm (Recharge 5–6). Choose a point you can see within 120 ft; creatures of your choice in a 15-ft radius make a DC 20 DEX save, taking 4d8 fire + 4d8 thunder on a failure, or half on a success. Objects not worn or carried in the area also take damage.
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Deconstruction Pulse (1/Short Rest). A creature, object, or construct within 60 ft makes a DC 20 CON save. Failure: it suffers disadvantage on attack rolls and checks, and loses all damage resistances until the end of its next turn (Power Nullifier effect). Success: it takes 3d6 force.
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Jet Dash. Fly up to 30 ft (hover) without provoking opportunity attacks.
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Kinetic Discharge. Release stored charge from Kinetic Energy Redistribution (see trait).
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Panther Step. Teleport up to 20 ft to an unoccupied space you can see (short-range vibrational blink).
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Anticipate & Parry. When a creature T’Challa can see makes a melee attack against him, add +3 to his AC against that attack. If it misses, he may move 10 ft without provoking opportunity attacks.
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Absorb & Redirect. When hit by lightning, thunder, or force damage, reduce the damage by 15 (after resistance) and immediately make one Repulsor Beam attack against the attacker.
Enter the description for how legendary actions work for your monster here.
Legendary Action Name (Costs # Actions). Enter the description for your legendary action.
Mythic Action Name. Enter the description for how mythic actions work for your monster here.
Mythic Action Name (Costs # Actions). Enter the description for your mythic action.
Description
King, Avenger, and peerless strategist, T’Challa has out-maneuvered Ultron-class threats, shut down Magneto’s fields with vibranium harmonics, and field-tested Hulkbuster-scale armor to stand toe-to-toe with titans—all while orchestrating the fight three turns ahead.22
Lair and Lair Actions
Enter a description of your monster's lair here.
Lair Actions
On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:
- Enter a description for a lair action.
- Enter a description for a lair action.
Regional Effects
The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:
- Enter a regional effect description.
- Enter a regional effect description.
If the [monster name] dies, these effects fade over the course of #d# days.
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