Armor Class 20 Runic Mantle
Hit Points 315 (18d10 + 162)
Speed
STR
22 (+6)
DEX
20 (+5)
CON
24 (+7)
INT
20 (+5)
WIS
18 (+4)
CHA
26 (+8)
Saving Throws DEX +7, CON +9, WIS +6, CHA +10
Damage Resistances Fire, Force, Psychic
Senses Passive Perception 25
Languages --
Challenge 0 (10 XP)
Proficiency Bonus +2
Traits

Stolen Rune Arsenal

Young All-För-Einn begins with 5 stolen runes active:

  • Gale Rune (Air Cannon / Air Walk)

  • Serpent Rune (Tendril attacks)

  • Might Rune (Strength Enhancers)

  • Regeneration Rune (Super Regeneration)

  • Sight Rune (Infrared/Search)

He can activate 1 more rune per turn (up to 10 total).


Rune Theft (Reaction)

When a creature within 60 ft. uses a spell class feature or magic item, he can:

  • Cancel the effect

  • Gain +2 AC or +2 to his next attack

  • Or store the effect for one use later

(This mirrors his Quirk Steal counterplay, but weaker than the older form.)


Rapid Regeneration

Regains 20 HP at the start of his turn, unless damaged by radiant or cold iron.


Air Walk

He can stand and run on air as though it were solid.


Rune-Sense (Search)

He always knows:

  • The position of every creature within 120 ft.

  • Their current HP

  • Their weakest ability score


 

Actions

Multiattack

He makes three attacks (Tendril, Gale Blast, or Rune Strike).


Tendril Strike (Serpent Rune)

Melee Attack: +14 to hit, reach 15 ft.
Hit: 22 (4d6 + 6) piercing + 10 (3d6) necrotic
On hit, target must succeed on DC 21 STR save or be restrained.


Gale Blast (Air Cannon)

Ranged Spell Attack: +15 to hit, 200 ft.
Hit: 36 (8d8) force
Creatures within 10 ft. of target make DC 20 Dex save or take half damage.


Rune Strike (Strength Amplification)

Melee Attack: +14 to hit
Hit: 32 (6d8 + 6) thunder
Target must pass DC 20 Con save or be stunned until the end of their next turn.


Vitality Drain (Life Rune)

One creature he touches must make a DC 20 Con save.
Fail: 35 (8d8) necrotic, and he gains the same HP.

🌀 AIR / PRESSURE / FORCE-BASED QUIRKS

❄️ Rune of the Tempest — “Wind Spear”

Ranged Spell Attack: +15 to hit, 150 ft.
Creates a compressed spiral of wind that pierces like a spear.
Hit: 28 (6d8) force + 10 (3d6) piercing
Target must pass DC 21 Con save or be impaled and restrained for 1 round.


⚡ Rune of Pressure — “Gale Collapse” (Recharge 5–6)

A 20-ft radius dome of crushing wind forms.
Creatures inside must make DC 21 Con save:

  • Fail: 45 (10d8) force + knocked prone

  • Success: Half damage

(Based on Pressure Manipulation + Air Cannon stacking.)


🌪️ Air Cannon Storm — “Howling Burst”

He fires five mini air cannons in a sweeping line.
Targets within a 60-ft line take 6d8 force (Dex 20 for half).

🕷️ Serpent Rune — “Rivet Barrage”

He fires a flurry of black rune-tendrils.
Targets within a 30-ft cone make a DC 20 Dex save:

  • Fail: 34 (8d6) piercing

  • Success: Half

Creatures who fail are pinned (speed 0) until end of next turn.


🐍 Serpent Rune — “World-Serpent Lash”

Melee Attack, Reach 25 ft: +14 to hit
Hit: 30 (5d10+6) bludgeoning
Target must succeed DC 20 Str save or be thrown 30 ft and take 3d6 extra damage on impact.

(Based on his monstrous tendril strikes.)


☠️ Tendril Drain — “Serpent’s Fang”

If a tendril restrains a creature, he may drain them:
Hit: 27 (6d8) necrotic
He heals the same amount.


🔭 SENSORY / TARGETING QUIRK ACTIONS

👁️ Sight Rune — “Weakpoint Reveal”

A creature within 120 ft must make a DC 20 Wis save:

  • Fail: Their AC decreases by 3 for 1 minute

  • Success: Immune for 24 hours

(Based on Search & Infrared quirks.)


🔮 Rune Echo — “Predictive Strike”

Once per round, he may attack a creature as if he knew their next movement.
He chooses a target; the next time they move or attack:

  • He makes a free attack with advantage.
    Hit: +10 extra force damage.

ENHANCEMENT / STRENGTH / SPEED QUIRKS

💪 Might Rune — “Giantbreaker Punch”

Melee Attack: +14 to hit
Hit: 40 (8d10) bludgeoning
Target makes DC 21 Con save or suffers Speed –20 ft for 1 minute.


🔥 Hardflame Rune — “Flame Cutter”

Melee or Ranged, 60 ft: +15 to hit
Hit: 30 (8d6) fire
If this reduces a creature to 0 HP, they disintegrate into ash.


⚔️ Rune Ignition — “Overclock Burst” (Recharge 6)

For 1 round:

  • +2 AC

  • +20 ft speed

  • Advantage on all attacks

  • Regeneration increases by +20 HP/turn

(Based on multi-enhancement stacking.)

🧬 QUIRK / RUNE STEALING ACTIONS

🛑 Gift Snatcher — “Rune Sever”

One creature he touches must make DC 21 Con save.
On failure he steals the essence of one ability:

Choose one effect:

  • Target cannot cast spells for 1 round

  • Target loses a class feature of your choice for 1 minute

  • He gains advantage against that target permanently

(Based on Quirk Steal suppression and Quirk Block.)


🔗 Forced Gift Activation — “Curse Trigger”

A creature within 60 ft makes DC 20 Wis save:

  • Fail: One of their abilities triggers against their will
    (You choose what triggers.)

  • Success: No effect

(Based on Forced Quirk Activation.)

💠 Hypertrophy Rune — “Rune Armor Burst”

His arms or chest enlarge with runic muscle.
For 1 round:

  • +4 AC

  • Resistance to all damage except psychic

  • Tendril attacks deal +10 damage

🌫️ UTILITY / TELEPORTATION QUIRKS

🌘 Warping Rune — “Shadow Step Fold”

Teleport up to 120 ft to a point he can see.
Creatures within 10 ft of his departure spot make DC 20 Dex save:

  • Fail: 3d10 force

  • Success: No damage

🌫️ Mist Warp — “Void Gate” (Recharge 5–6)

He opens a black rune gate.
Up to 3 creatures he chooses within 20 ft teleport anywhere within 60 ft.

Bonus Actions

Bonus Action Name. Enter the description for how bonus actions work for your monster here.

Reactions

🛡️ Reflect Rune — “Rune Reversal” (Reaction)

When hit by an attack, he may roll 1d6:

  • 1–3: Halves the damage

  • 4–5: Reduces to 0

  • 6: Sends the attack back, dealing half damage to attacker

 

Legendary Actions

1. Quick Step

Teleport 30 ft.

2. Tendril Flick

A creature within 15 ft. must succeed a DC 20 Dex save or take 12 (3d6) necrotic.

3. Gale Burst (Costs 2 actions)

A 15-ft cone of compressed air—each creature takes 5d8 force (Dex 20 for half).

4. Runic Overload (Costs 3)

He activates 2 additional runes and gains:

  • +2 to attack rolls and AC until next round.

“Gale Serpent Crash”

Air Cannon + Tendrils
Creates a spiraling blast of wind and tendrils.
14d8 force + 6d6 piercing (Dex 21 for half).


“Storm-King’s Pressure”

Compresses the air around a target.
Target must succeed a DC 21 Con save or take:

  • 40 (10d8) force

  • Knocked prone

  • Speed halved for 1 minute


“Rune Overclock” — Once per day

He activates all 10 runes at once for 1 minute:

  • +3 AC

  • +20 ft speed

  • Advantage on attacks

  • Regeneration increased to 40 HP/turn

  • Gale Blast becomes a 30-ft cone dealing 12d8 force

This mirrors Prime AFO going all-out vs All Might in the flashbacks.

Mythic Actions

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

Enter a general description for your monster here.

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.

christeanlegoboy08

Comments

Posts Quoted:
Reply
Clear All Quotes