Legendary Resistance (1/Phase).
Din.
Regeneration.
Vampire Weaknesses.
Action Surge (1/Phase). Abner can take one additional action on top of his regular action and a possible bonus action.
Multiattack. Abner makes three attacks with his longsword.
Longsword. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 7) slashing damage.
Flying Sword. Abner summons his greatsword to hover magically in an unoccupied space within 5 feet of him. If Abner can see the sword, he can mentally command it as a bonus action to fly up to 50 feet and either make three attacks against one target or return to his side. If the hovering sword is targeted by any effect, Abner is considered to be holding it. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 3) piercing damage.
Superiority Dice. Abner possesses 3d10 superiority dice. He regains expended dice at the beginning of each Phase. When a superiority die is expended, Abner's weapon shatters and he must use a bonus action to telekinetically summon a replacement to his empty hand.
Menacing Attack. When Abner hits a creature with a weapon attack, he can expend one superiority die to attempt to frighten the target. Add the superiority die to the damage roll, and the target must make a Wisdom saving throw (DC 17) or be frightened until the end of Abner's next turn.
Pushing Attack. When Abner hits a creature with a weapon attack he can expend a superiority die to attempt to drive the target back. Add the superiority die to the damage roll, and the target must make a Strength saving throw (DC 17) or be pushed 15 feet away from Abner.
Move. Once per round at the end of another creature's turn, Abner may move up to his speed without provoking opportunity attacks.
Longsword. Once per round at the end of another creature's turn, Abner may make one attack with his longsword.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
|---|---|---|---|---|---|
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4/16/2026 4:12:01 PM
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125
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10
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1.0
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Coming Soon
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