| Mod | Save | ||
|---|---|---|---|
| STR | 16 | +3 | +8 |
| DEX | 17 | +3 | +3 |
| CON | 20 | +5 | +10 |
| Mod | Save | ||
|---|---|---|---|
| INT | 13 | +1 | +1 |
| WIS | 8 | −1 | −1 |
| CHA | 17 | +3 | +8 |
Curiosity. Upon a spell that gives hit points is cast within a 1 mile radius of the Awakened One, the Awakened One's attacks deal an additional damage per dice rolled in the attack.
Unawakened. The Awakened One is not yet fully realized, it cannot reduce damage by any means until the trait True Awakening has been activated. After the Awakened One's hit points are reduced, it can continue to survive for one round.
Legendary Resistance (3/Day). If the Awakened One fails a saving throw, it can choose to succeed instead.
True Awakening (Recharges after a Short or Long Rest). If the Awakened One would be reduced to 0 hit points, during its next turn it's current hit point total instead resets to 300 hit points, and it regains any expended uses of Legendary Resistance. Additionally, the Awakened One can now utilize the options in the "Mythic Actions" section.
Slash. Melee Attack: +6 to hit, reach 5 ft., 1 target. Hit: 7 (2d4 + 2) slashing damage.
Soul Strike. Melee Attack: +8 to hit, reach 10 ft., 2 target. Hit: 9 (6d4 - 6) necrotic damage.
Dark Echo (Recharge 1-2). Melee Attack: +12 to hit, reach 10 ft., 3 target. Hit: 14 (2d10 + 3) necrotic damage. Can only be used once the trait, "True Awakening" is activated.
Sludge (Recharge 3-4). Ranged Attack: +7 to hit, range 15/30 ft., 1 target. Hit: 6 (1d6 + 3) necrotic damage. On hit, target DC 15 Con save; on fail, target is incapable of using their action for a turn. Can only be used once the trait, "True Awakening" is activated.
Tackle (Recharge 5-6). Melee Attack: +7 to hit, reach 10 ft., 2 target. Hit: 13 (3d6 + 3) bludgeoning damage. Can only be used once the trait, "True Awakening" is activated.
Sunder. Melee Attack: +3 to hit, reach 10 ft., 1 target. Hit: 24 (4d8 + 6) bludgeoning damage. If this attack deals damage to the target, the Awakened One gains an additional legendary action this turn. Can only be used as a legendary action.
Legendary Action Uses: 2 in Lair. Immediately after another creature’s turn, the Awakened One can expend a use to take one of the following actions. The Awakened One regains all expended uses at the start of each of its turns.
Flex. The Awakened One's next attack rolls and additional damage die.
Dash. The Awakened One moves up to half its Speed, and it makes one unarmed attack.
Sunder. The Awakened One makes one Sunder attack.
Ragnarok (1/day). All creatures within 50 ft. of the Awakened One make a DC 15 Dexterity save, on fail: 45 (10d8) Force damage, on success: take halved damage. Awakened One loses 10d10 HP.
If the Awakened One's True Awakening trait has activated in the last hour, it can use the options below at will.
Dark Heed (2/day). All creatures within 30 ft. of the Awakened One make a DC 17 Constitution save, on fail: 13 (2d6 + 6) Thunder damage, on success: take halved damage.
Regenerate (10/day). The Awakened One recovers 10 hit points. Every time this is used, reduce the amount gained by 1.
Description
A large Bipedal bird with human-like arms and legs. It's body is covered in blue feathers. Being newer to this body and mind, it is curious, yet easily enraged by the unknown.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
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2/21/2026 3:47:02 AM
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7
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5/8/2026 11:36:47 AM
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16
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5/8/2026 4:11:27 PM
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12
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1
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5/8/2026 4:18:11 PM
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13
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1
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Coming Soon
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