Medium Giant (Aarakocra), Lawful Evil
Armor Class 16 Heavy Runic Plate
Hit Points 60 (8d8 + 24)
Speed 30 ft., He moves at a standard human pace. He doesn't need to outrun the players—he forces them to come to him at the center platform using his long-reaching greatsword and massive area-of-effect shockwaves.
STR
17 (+3)
DEX
10 (+0)
CON
16 (+3)
INT
12 (+1)
WIS
12 (+1)
CHA
14 (+2)
Saving Throws STR +10, CON +8
Skills Athletics +5, Intimidation +4
Damage Resistances Fire, Lightning
Condition Immunities Charmed, Frightened
Gear Overclocked Plasma Greatsword, Heavy Cybernetic Runic Plate Armor, Core Extraction Harness.
Senses Darkvision His cybernetic visor tracking systems easily slice right through pitch-black darkness, stormy launchpad rain, or smoke plumes coming from the airship engines., Passive Perception 11
Languages Common, Giant Speaks Common and a harsh Nordic military dialect through an electronic helm filter.
Challenge 3 (700 XP)
Proficiency Bonus +2
Traits

Cyber-Jarl (Phase 1). While Admiral Thrymr possesses more than 30 hit points, his heavy runic plates remain completely intact, granting him an Armor Class of 16.

Overclocked Recklessness (Phase 2). The exact moment Admiral Thrymr's health drops to 30 hit points or lower, his heavy armor plates crack and vent burning steam. His Armor Class permanently drops to 12, but his whirring Plasma Greatsword deals an additional 3 (1d6) lightning damage on every successful hit.

Core Tether. While connected to the central Island Core Node via energy conduits, Thrymr can access his Cybernetic Overload action. A creature within 5 feet of the central node can use its action to make a DC 13 Strength (Athletics) or Dexterity (Sleight of Hand) check to sever a conduit. On a success, Thrymr's Cybernetic Overload capability is disabled until the end of his next turn.

Actions

Multiattack. Admiral Thrymr makes two attacks with his Plasma Greatsword.

Plasma Greatsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage. If Thrymr is currently operating under Phase 2 (30 HP or lower), this attack deals an additional 3 (1d6) lightning damage.

Cybernetic Overload (Recharge 5–6). Thrymr slams his heavy robotic fist violently into the metal deck, sending a shockwave of localized static electricity arcing outward. Every creature within a 15-foot radius must make a DC 13 Constitution saving throw. On a failed save, a creature takes 7 (2d6) lightning damage and is physically hurled 10 feet backward away from the Admiral. On a successful save, the creature takes half as much damage and is not moved.

Bonus Actions

Venting Burst (Phase 2 Only). As a bonus action, Thrymr purposefully vents a jet of superheated cooling steam from his cracked armor chassis. One creature within 5 feet of him must succeed on a DC 13 Dexterity saving throw or take 3 (1d6) fire damage.

Reactions

Parry. Admiral Thrymr adds +2 to his Armor Class against one melee weapon attack that would hit him. To use this reaction, Thrymr must actively see the attacking creature and be wielding his Plasma Greatsword.

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

Admiral Thrymr is the cold, calculated, and terrifying commander of the Sky-Reaver harvesting fleets. He views organic life purely as raw material and unrefined biomass waiting to be processed into industrial capital. Driven by a maniacal obsession to conquer the sky-lanes, he has progressively replaced pieces of his own body with brutal cybernetic components and heavy runic iron plating. He speaks with a deafening, electronically filtered resonance that demands absolute submission from his vards and absolute dread from his enemies.

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.

Monster Tags: abberation

Habitat: AnyCoastalMountain

TheWyv3rn

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