Irregular’s Authority. Zahard’s attacks are considered magical. He ignores any resistance or immunity to Radiant damage.
King’s Contract (Mythic Trait). If Zahard is reduced to 0 hit points, he doesn't die. Instead, his "Monster" (the red tentacle form) manifests. He resets to 500 HP, gains the Legendary Actions listed below, and his Cosmos recharge instantly.
Legendary Resistance (4/Day). If Zahard fails a saving throw, he can choose to succeed instead.
Web of Fate. Zahard cannot be surprised and has advantage on all initiative rolls. Once per turn, when an attack hits him, he can use his reaction to force the attacker to reroll the attack and take the lower result.
Multiattack. Zahard makes three attacks with Lecallicus or three Shinsu Baangs.
Lecallicus (Needle). Melee Weapon Attack: +18 to hit, reach 10 ft., one target. Hit: 27 (4d8 + 9) piercing damage plus 18 (4d8) radiant damage. The target must succeed on a DC 25 Strength save or be knocked prone.
Shinsu Baang (Ranged). Ranged Spell Attack: +19 to hit, range 150 ft. Hit: 32 (4d10+10) force damage.
Cosmos (Recharge 5–6). Zahard releases a massive sphere of golden energy. Every creature within a 60-foot radius must make a DC 26 Dexterity saving throw. Hit: 84 (24d6) radiant damage and is Blinded for 1 minute. Miss: Half damage and not blinded.
Internal Shinsu Control (Recharge 4–6). Zahard enhances his physical form with high-density Shinsu. Until the start of his next turn, his walking speed is doubled, he gains an additional +2 to his AC, and he can make one additional Lecallicus attack as part of his Multiattack.
Command of the King.Zahard targets one creature he can see within 60 feet. The target must succeed on a DC 25 Charisma saving throw or be forced to drop whatever it is holding and fall Prone in a show of involuntary submissio
Manifest Needle. Zahard summons or changes the form of his needle, Lecallicus. He can switch between its Standard Form (Piercing damage), Hook Form (allows a Grapple on hit), or Monster Form (requires the Mythic Phase to be active).
Sovereign's Rebuke. When Zahard takes damage from a creature within 60 feet, he can release a burst of golden Shinsu. The attacker must make a DC 26 Strength saving throw. On a failure, they take 22 (4d10) Force damage and are pushed 30 feet away from Zahard.
Zahard can take 3 legendary actions at the end of another creature's turn:
Shinsu Step: Zahard teleports up to 40 feet to an unoccupied space he can see.
King’s Pressure (Costs 2 Actions): Zahard releases his aura. Every creature within 30 feet must succeed on a DC 27 Wisdom save or be Frightened. While frightened this way, a creature's speed is 0.
Lecallicus Strike: Zahard makes one needle attack.
When the "King's Contract" triggers, Zahard gains these new options:
Red Tentacle Lash. Zahard gains a new melee attack with a 20ft reach. +18 to hit, Hit: 22 (3d8 + 9) bludgeoning damage. If the hit connects, the target is Grappled (escape DC 25).
Zero-Area Shinsu (Costs 3 Actions): Zahard drains the Shinsu (magic) from the air. All active spells of 5th level or lower within 60 feet are instantly dispelled, and creatures cannot cast spells until the end of Zahard's next turn.
Description
"The air in the chamber does not just grow cold; it grows heavy, thick with the weight of a thousand years of absolute rule. At the end of the hall, bathed in a light that feels more like a physical pressure than a glow, stands the King.
He is a monument of gold and crimson. His armor, polished to a mirror finish, reflects a future you haven't lived yet. His face is hidden behind a cold, three-eyed mask that stares not at your eyes, but at your very soul. As he takes a single step forward, the ground doesn't shake—reality itself seems to buckle and bow.
You feel the Shinsu in your lungs turn to lead. You aren't just standing before a warrior; you are standing before the man who rewrote the laws of the world. He does not draw his weapon. He simply looks at you with the pity of a god watching an ant try to topple a mountain."
Previous Versions
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