| Mod | Save | ||
|---|---|---|---|
| STR | 16 | +3 | +5 |
| DEX | 15 | +2 | +2 |
| CON | 18 | +4 | +4 |
| Mod | Save | ||
|---|---|---|---|
| INT | 15 | +2 | +2 |
| WIS | 15 | +2 | +4 |
| CHA | 15 | +2 | +4 |
Keen Hearing and Smell. Blazing Rage of the Fores has advantage on Wisdom perception checks that rely on hearing or smell.
Innate Spellcasting. Blazing Rage of the Fores innate spellcasting ability is Charisma (spell save DC 13). It can innately cast the following spells, requiring no material components.
At will: darkness, detect thoughts, disguise self (any humanoid form), major image, nondetection
3/day each: cause fear, mirror image, false life, sleep, suggestion
1/day: dominate person, mass suggestion, modify memory
Multiattack: Blazing Rage of the Fores makes combination of two attacks listed
The Storm Ruler: Melee weapon attack +5 to hit, reach 5 ft one target. Hit 9 (1d8+5) slashing damage, or 10 (1d10+5) slashing damage if used with two hands, plus 2 (1d4) lightning damage if the blade is charged
one charge: as a action you can create a spear of lightning and throw it at one of your targets dealing 2d4 lightning damage, range of the attack is 60ft
two charges: as a action you can target one of your allies and bind your weapon's power to them granting them a additional 1d6 lightning damage to their melee weapon attacks
three charges: as a action you can create a 20ft radius lightning field, every aggressive creature in that zone has their speed shorted by 10ft and takes additional 1d4 lightning damage from melee attacks
four charges: as a action you can discharge the full power of the blade and create a lightning explosion in 10ft radius area dealing 6d6 lightning damage, every creature must succeed a dc12 dexterity saving throw or other wise takes full damage from the attack
Bite. Melee Weapon Attack: +5 hit, reach 5 ft., one target. Hit: 8 (1d8+3) piercing damage. If the target is a humanoid, it must succeed on a DC 13 Wisdom saving throw or become afraid of the Accursed Forest Spirit until the end of it's next turn.
Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8+3) slashing damage.
Gore. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d8+3) slashing damage. If the target is a humanoid, it must succeed on a DC 15 Strength saving throw or become grappled.
Blazing breath (reach 5-6). The Blazing Rage of the Forest exhales flaming cloud in 15-foot cone. Each creature in that area must make a DC 12 Dexterity saving throw, taking 9 (3d6) fire damage on a failed save, or half as much damage on a successful one.
creature can add two point's of charge for the blade, creature can stack up to 8 charges.
Parry: The Blazing Rage of the Forest adds 1d4 AC against one melee attack that would hit them, To do so, the creature must see the attacker and be wielding a melee weapon.
The Blazing Rage of the Forest points the blade in to the sky and summons lightning, right after the blade will be charged fully.
Description
After the initial defeat of the accursed forest spirit the dried corps on the front of the deer's body begins to speak about his revenge, the last thing he remembers from his past life.
After that corps reaches for the blade witch was piercing their body and pulls it out summoning lightning from the sky.
Body of a large deer begins to rise with flaming glow, the chest of creature starts to het up and creates large amount of flames.
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