A Claw of The Head: The Claw can take 2 actions per turn, and can take 3 actions per turn starting from turn 3. The Claw passively have +2 to hit and does an additional 4D4 damage with every attack.
Execution: Depending on the danger of the target, the Claw can match their power accordingly to a degree. While fighting against targets with higher HP than themself, the Claw gains +1 to hit.
Claw: The Claw is subservient to the Head and follows the orders of Arbiters and Beholders.
Serum W: Melee Weapon Attack: +16 to hit, 100ft range, 1 targets. 28 (6D6+10) slashing damage. This attack allows for the user to teleport without enemies getting attacks of opportunity. After the attack, the target must pass a DC18 dexterity saving throw or take an additional 15 (2D6+7) slashing damage and be forced prone. The Claw grabs their target before using Serum W to tear gaps in reality, slamming their target through each of these gaps before finishing the attack by landing a destructive slash.
Serum R: Melee Weapon Attack: +16 to hit, 50ftx10ft range, AOE. 20 (4D6+6) slashing damage, 10 (2D4+6) bludgeoning damage. This attack makes the user dash 50ft, dealing damage to everyone it hits. After the attack, the Claw gains +2 to hit, +2D4 to damage and resists up to 10 damage. The Claw injects themself with Serum R, empowering themself, before dashing forwards, violently tearing apart anything that is within their path.
Serum K: Melee Weapon Attack: +16 to hit, 15ft range, 1 target. 18 (4D6+4) slashing damage. After the attack, the user recovers 5D4+50 HP and gains +3 to AC until the end of next turn. The Claw injects themself with Serum K, rapidly regenerating damage done to its body and strengthening itself before making a quick slash toward its targets.
Tri-serum Cocktail: Melee Weapon Attack: +18 to hit, 50ft range, AOE. 62 (14D6+20) slashing damage. This attack can only be used if Serums W, R and K have been used at least once per time this attack is made. This attack makes the user dash 50ft, dealing damage to everyone it hits. After the attack, the Claw gains +2 to hit, +2D4 to damage and resists up to 10 damage, recovers 5D4+50 HP and gains +3 to AC until the end of next turn, andthe target must pass a DC18 dexterity saving throw or take an additional 15 (2D6+7) slashing damage and be forced prone. The Claw injects themself with all three serums, making a mad dash at its targets, dragging them through dimensional gaps, all while regenerating its injuries. After the attack, it finishes with a powerful slash that rends all of its targets.
Extirpation: Melee Weapon Attack: +16 to hit, 10ft range, 1 target. 24 (5D8+4) piercing damage. The Claw drives their claw into their target, piercing their body and tearing them apart.
Trail: Melee Weapon Attack: +16 to hit, 10ft range, 1 target. 12 (3D6+3) slashing, 10 (2D10) bludgeoning damage. The Claw makes a slash towards its target before slamming into them with the full force of their body.
Claw: Melee Weapon Attack: +16 to hit, 10ft range, 1 target. 18 (4D6+4) slashing damage. The Claw makes a quick swipe at a target, landing a slash.
The Claw can take 3 legendary actions a turn. These legendary actions follow an action made by an oppositional creature.
Extirpation (2 legendary actions)
Trail (2 legendary actions)
Claw (1 legendary action)
Description
An Executioner Claw of The Head. While the Claws are all massively powerful, Executioners are among the most elite of the elite. Executioner Claws are easily as strong as a decently strong Colour Fixer, are are sent to accompany Arbiters on extermination missions as backup. As such, they often have great synergy fighting together. The Claw is armed with three serums, Serum W, R and K, allowing it three powerful abilities that employ Singularities to perform attacks that can defeat even colour fixers.
Previous Versions
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2/8/2026 11:28:05 PM
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3
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1
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1
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Coming Soon
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