Medium Humanoid (Human), Neutral Good
Armor Class 30 Plate
Hit Points 400 (40d10)
Speed 50 ft.
STR
20 (+5)
DEX
20 (+5)
CON
20 (+5)
INT
20 (+5)
WIS
20 (+5)
CHA
20 (+5)
Saving Throws STR +13, DEX +13, CON +13, INT +13, WIS +13, CHA +13
Damage Resistances Fire, Lightning, Poison
Damage Immunities Psychic
Condition Immunities Charmed, Exhaustion, Frightened, Poisoned
Senses Passive Perception 20
Languages Common, Dwarven, Orcish, Elven, Draconic
Challenge 28 (120,000 XP)
Proficiency Bonus +8
Traits

Lightning Reflexes. If an action that requires calling out its use before the hit die is announced, it can be called out after announced.

Nimble Agility. Will automatically dodge opportunity attacks.

Magic Rejection. Has a constant aura surrounding the user, instantly nullifying all magic below spell level 7 upon contact. Nullifies enchanted gear for 2 minutes when this unit comes within 5 feet of an enchanted item. Can be de-activated at will, but will require a long rest before next use. Lasts indefinitely until de-activated.

Tempest Armor. The enchantments on this unit's armor allow it to release wind with great precision. The armor is treated as medium, due to the wind supporting some of the weight.

Extra Attack. Unit can attack 4 times per action.

Extra Bonus. Unit can use 3 bonus actions per turn.

Great Weapon Mastery. Unit will receive one extra melee attack as a bonus action whenever a critical melee attack is landed, or an enemy is killed with a melee attack. Can be used up to 3 times per turn.

Actions

Legendary Action. Use one of the listed legendary actions.

Despair. Melee Weapon Attack: +25 to hit, reach 5 ft., 1 target. Hit: 1 (5d10 + 30) [physical] damage. 

Regret. Melee Weapon Attack: +20 to hit, reach 5 ft, 1 target. Hit: 2 (4d10+25) [physical] damage.

Martial Unarmed Strike. Unarmed Attack: +20 to hit, range 5 ft., 1 target. Hit: 2 (2d10 + 20) physical damage. Cannot kill, if attack would lower hp to 0, they are knocked unconscious with 1 health remaining.

Reactions

Reflexive Return. Upon a melee attack failing to make contact with this unit, a Martial Unarmed Strike is returned to the opponent. Can be used 5 times per turn.

Wind Aura. A weak wind aura surrounds the user, diverting all physical projectiles away from him. Grants immunity to ranged attacks. Lasts for 5 turns, costs 1 legendary charge.

Wind Burst. A quick burst of wind can be fired upon taking a melee attack. Gives disadvantage on melee attacks. Can be used up to 5 times per turn, at the cost of 1 legendary charge per turn.

Disengage. A true warrior knows their limits. If an incoming attack would reduce this unit below 10 health, they will reflexively fall back up to their movement speed to the closest exit to the encounter. The attack will not land, but the unit must retreat from the encounter.

Legendary Actions

All legendary actions share from a pool of 15 charges. 2 charges are returned every minute, 3 if the unit is outside.

Aerial Surge. Launches the user with a blast of wind up to their movement speed in a straight line. If a target is hit in the path, friend or foe, they are knocked in the appropriate direction 10 ft. and take 2d6+10 damage, double if they strike an unmovable surface. When used, the user can designate one target that is on the path to use a Martial Unarmed Strike on. This target must be the end point of the surge. Uses 1 charge. This move can be used as either an action or a bonus action.

Wind Aura. A weak wind aura surrounds the user, diverting all physical projectiles away from him. Grants immunity to ranged attacks. Lasts for 5 turns, costs 1 charge. Can be used as either a reaction or bonus action.

Wind Burst. A quick burst of wind can be fired upon taking a melee attack. Gives disadvantage on melee attacks. Can be used up to 5 times per turn, at the cost of 1 charge per turn. Can only be used as a reaction.

Gale Blast. A large, very powerful burst of wind is fired from the users palm 30 ft. in a straight line. Anything caught in the line, friend or foe, is blasted backwards the distance of the blast, and take 2d6+5 for every 5 feet they move. If an unmovable object is struck, add an extra 4d6+10 for every 5 feet left in the blast range. Costs 3 charges.

Description

A human of average height. Wears decorated armor, a fabric mask covering the entire head, and a cape bearing the symbol of the Order of the Scarlet Oath in the center of a star.

Monster Tags: Human

BendableStrawes

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