Shade Form. While in this form, Aldnir gains resistance to all damage except for radiant, which he becomes vulnerable to. Additionally, Aldnir gains advantage on the first attack roll he makes while in this form. Aldnir exits this form after making an attack roll or forcing a creature to make a saving throw.
Exalted Form Of Blood (1/Day). Once per day, when Aldnir becomes bloodied for the first time while in combat, he gains advantage on Constitution saving throws and deals an additional 1d12 force damage with his melee and ranged weapon attacks for the next hour.
Multiattack. Aldnir can make 4 slashing attacks using his greataxe, or a combination of any 3 of his attack actions.
Cleave. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 11 (1d12 + 5) slashing damage.
Relentless Thrust. Melee Weapon Attack: +9 to hit, reach 15 ft., one target. Hit: 14 (2d8 + 5) piercing damage.
Cratering Slam. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 11 (1d12 + 5) slashing damage. Additionally, a large or smaller creature hit by this attack must succeed on a DC 17 Strength saving throw or be knocked prone.
Hurled Malevolent Axe (Recharge 3-6). Ranged Weapon Attack: +11 to hit, range 60 ft., one target. Hit: 13 (1d12 + 7) force damage. Additionally, every creature between Aldnir and the targeted creature must succeed a DC 19 Dexterity saving throw or take 13 (2d12) force damage.
Earth Wounding Chop (Recharge 5-6). Melee Weapon Attack: +9 to hit, reach 10ft., one target. Hit: 18 (2d12 + 5) slashing damage. Additionally, a large or smaller creature hit by this attack must succeed on a DC 17 Strength saving throw or be knocked prone. Any creature within 10 feet of the target, excluding Aldnir and the target, must succeed on a DC 17 Dexterity saving throw or be knocked back 10 feet and take 10 (4d4) piercing damage.
Shadestomp (Recharge 4-6). Aldnirs' speed becomes 0 and he enters into his Shade Form.
Shrieking Red Wraith. Ranged Spell Attack: +11 to hit, range 120 ft., one target. Hit: 16 (2d8 + 7) force damage. Additionally, a creature hit by this attack has disadvantage on its next Constitution saving throw. Aldnir can only use this attack action if his Exalted Form Of Blood is active.
Blood-Thirsting Grasp (Recharge 6). Aldnir reaches out with the malevolent force of the Red Calling toward a large or smaller creature within 30 feet, that creature must succeed on a DC 19 Constitution saving throw or take 34 (6d8 + 7) force damage and be dragged 25 feet towards Aldnir. Additionally, Aldnir recovers hit points equal to half of the damage dealt to the creature, and his next attack against the creature is guaranteed to hit regardless of the roll. Aldnir can only use this attack action if his Exalted Form Of Blood is active.
Shadestep (Recharge 4-6). Aldnir enters into his Shade Form and teleports up to 30 feet to an unoccupied space that he can see.
Abyssal Counter (Shade Form Only). When a creature makes an attack roll against Aldnir or forces Aldnir to make a saving throw, Aldnir can use his reaction to move up to 20 feet towards the creature who made the attack roll or forced the saving throw and make one melee weapon attack against it.
Aldnir can take 2 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Aldnir regains spent legendary actions at the start of his turn.
Detect. Aldnir makes a Wisdom (Perception) check.
Frenzied Heave. Aldnir makes a Cratering Slam attack.
Rupturing Slam (Costs 2 Actions). Aldnir slams down his gore laden greataxe, causing it to rupture with blood. Each creature within 20 feet of Aldnir must succeed on a DC 19 Dexterity saving throw or be knocked 15 feet away from Aldnir and take 33 (4d12 +7) force damage. On a successful save, a creature takes half as much damage and isn't knocked away from Aldnir. Aldnir can only use this legendary action if his Exalted Form Of Blood is active.
Description
Aldnir was once a well-respected and highly ranked knight of the Courvian Headhunters, now stripped of rank and honor after he fell to the influence of the Red Calling and turned his blade on his own.
Disillusioned with the merciless justice and forever silenced corpses that he wrought in his endless service to Galos and his headhunter kin, Aldnirs mind wandered absently. As he cleaved down yet another, he heard a beautiful voice within the mangled body, one that eased his mind with the bliss of endless grotesque indulgence. After years of increasingly horrendous crimes, he finally stood over the mangled corpses of his own men and found himself to be well and truly free and blissed.
"In the face of soul consuming justice and ruthless order, is slaughter truly so different?"
Comments