Undead Fortitude - if bartholomew is reduced to 0HP, he makes a con save with DC5+ the damage taken, unless the damage is radiant or a critical hit. on a success he drops to 1HP instead
Relentless Enforcer: Batholomew cannot be slowed or moved against his will unless he chooses to be. effects that would restrain or paralyze him instead reduce his speed to 0 until the end of his next turn.
Punishers Momentum: once per turn when bartholomew hits a creature that creature is prone, grappled, restrained, or frightend, the attack deals an extra 3D^ bludgeoning damage.
Grave mind: bartholomew has advantage on saving throws against spells and magical effects
Multi Attack- Bartholomew geths three hits with his hammer
Frozen hammer. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 25 (3d12 + 6) bludgeoning damage.
Hammer Final Judgment: (Recharge 5-6) Bartholomew slams his hammer into the ground releasing necrotic force. Each creature of his choice within 15FT must make a DC16 Strength saving throw. failure takes 7d8 bludgeoning damage, knocked prone. on a success half damage not knocked prone-other undead creatures are not affected by this.
Break The Will: Melee weapon attack:Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 25 (3d12 + 6) bludgeoning damage. Target must suceed on DC16 Wisdomsaving throw or be frightend of bartholomew until the end of its next turn.
Relentless Advance: Bartholomew moves up half his speed without provoking opportunity attacks.
Crushing Grip: once creature grappled by bartholomew takes 3d6 bludgeoning damage and has disadvantage on strength or dexterity saving throw.
Punish Defiance: when a creature within 5FT of bartholomew attacks a target other than him, bartholomew makes one great hammer attack against that creature.Frozen hammer. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 25 (3d12 + 6) bludgeoning damage.
bartholomew can take two legendary actions, chooosing from options below. only one legendary action can be used at a time and only at the end of another creatures turn.
Hammer Strike: Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 25 (3d12 + 6) bludgeoning damage.
Grave Step: Bartholomew can move up to 20ft this movement ignores difficult terrain.
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
Bartholomew is not a mindless undead. he remembers his purpose perfectly. His armor is fused to the bone and sinew by necromatic bindings. He does not rage, boast or threaten- only corrects behavior. He may pause mid battle to deliver short calm statements- "running only extends the sentence." "you will comply." "pain teaches faster." when bartholomew falls his hammer drops first, then his body collapses, as if whatever animated him was bound to his weapon.
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.
Comments