Large Humanoid (Dragonborn), Chaotic Neutral
AC 16 Natural Armor    Initiative +2 (12)
HP 140 (16d8 + 48)
Speed
Mod Save
STR 14 +2 +2
DEX 14 +2 +2
CON 16 +3 +6
Mod Save
INT 12 +1 +1
WIS 12 +1 +1
CHA 18 +4 +7
Resistances Necrotic
Senses Passive Perception 11
Languages None
CR 8 (XP 3,900; PB +3)
Traits

My Friend
While Didier (Fractured Soul) is active, the Dragonborn gains resistance to all damage and deals an additional +2 damage on all attacks.

If Didier drops below 30 hit points, this effect ends and the Dragonborn loses all granted resistances.

Emotional Overload
When reduced below half hit points (70 HP), the Dragonborn enters a heightened emotional state. He gains advantage on all attack rolls and deals an additional +2 damage with all attacks.

Spellcasting.
The Dragonborn is an 8th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). The Dragonborn has the following warlock spells prepared:

Cantrips (at will):
Eldritch Blast

1st level (4 slots):
Hex
+1d6 on attack
Armor of Agathys
20 temporary HP

2nd level (3 slots):
Mirror Image
3 illusies
Misty Step
Teleport 30 ft

3rd level (3 slots):
Counterspell
Stop spells
Hunger of Hadar
20 ft sphere (dark void)
Bij start turn:
2d6 cold damage
Bij einde turn:
2d6 acid damage

 

4th level (2 slots):
Blight
8d8 necrotic damage Single Target
Shadow of Moil
2d8 necrotic damage terug als hij geraakt wordt. 1 min concentration

Actions

Action Name: Multiattack
The Dragonborn makes three Eldritch Blast attacks.
Ranged Weapon Attack:
+7 to hit, range 120 ft., one target.
Hit: 9 (1d10 + 4) force damage.

Action Name: Shadow Nova (Recharge 5–6)
The Dragonborn releases a burst of necrotic energy.
Each creature within 20 feet must make a DC 15 Dexterity saving throw, taking 13 (3d8) necrotic damage on a failed save, or half as much on a successful one.

Action Name: Grasp of the Pact (Recharge 5–6)
The Dragonborn targets one creature within 60 feet.

The target must succeed on a DC 15 Strength saving throw or take 11 (2d10) necrotic damage and become restrained until the end of its next turn.

Soul Rend (Recharge 5–6)
Both Eyes and Didier unleash a shared burst of destructive energy.

All creatures within 30 feet must make a DC 15 Constitution saving throw, taking 18 (4d8) necrotic damage on a failed save, or half as much on a successful one.

Eyes regains 10 hit points, and Didier loses 10 hit points or vice versa.

Bonus Actions

Bonus Action Name: Summon Didier Echo
The Dragonborn summons a fragment of Didier’s unstable soul in an unoccupied space within 30 feet.

The echo has 15 hit points and explodes upon death, dealing 1d10 necrotic damage to creatures within 5 feet. DC 13 Dex save. Half Damage bij Save
AC13
Speed 20ft
Attack: Fragment Strike
+5 hit
1d6+3 Necrotic Damage

Disrupting Presence (passive)
Creatures binnen 5 ft van de echo hebben
Disadvantage op concentration checks

Maximum of 3 echoes active at a time.

Reactions

Reaction Name: Pact Reflex
When the Dragonborn takes damage while Didier is active, he reduces the damage by 10 (once per round).

Legendary Actions

Enter the description for how legendary actions work for your monster here.

Legendary Action Name (Costs # Actions). Enter the description for your legendary action.

Mythic Actions

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

A once-heroic dragonborn spellcaster who has fallen into forbidden magic in a desperate attempt to resurrect a fallen companion. Fueled by grief and loyalty, he has bound his soul to a fractured entity, gaining immense power at the cost of stability. He does not see himself as evil—only as the only one willing to do what is necessary.

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.

ddeboer2

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