Medium Aberration, Lawful Evil
Armor Class 18 Natural Armor
Hit Points 190 (20d8)
Speed 30 ft., Fly 30 ft. Hover
STR
18 (+4)
DEX
14 (+2)
CON
20 (+5)
INT
22 (+6)
WIS
16 (+3)
CHA
24 (+7)
Saving Throws STR +12, DEX +8, CON +14, INT +16, WIS +10, CHA +18
Condition Immunities Blinded, Charmed, Frightened, Stunned, Unconscious
Senses Blindsight 120ft, Passive Perception 18
Languages --
Challenge 12 (8,400 XP)
Proficiency Bonus +4
Traits

Trait Name. Enter the description for your special trait.

Spellcasting. The [monster name] is a #-level spellcaster. Its spellcasting ability is [ability score] (spell save DC #, +# to hit with spell attacks). The [monster name] has following [class name] spells prepared:
Cantrips (at will): [spell name], [spell name]
1st level (# slots): [spell name], [spell name]

Actions
Multiattack. All For One makes three Air Walk Shockwave attacks or two Spring-Like Limbs attacks.
Air Walk Shockwave. Ranged Weapon Attack: +11 to hit, range 60 ft., one target. Hit: 18 ([damage]3d8 + 4[/damage]) force damage. The target must succeed on a DC 17 Strength saving throw or be pushed 15 feet directly away from All For One.
Spring-Like Limbs. Melee Weapon Attack: +10 to hit, reach 15 ft., one target. Hit: 22 ([damage]4d8 + 4[/damage]) bludgeoning damage.
 
Bonus Actions
Ultimate Combo Activation (Recharge 5–6). All For One combines multiple stolen quirks into his physical form. Until the start of his next turn, his movement speed doubles, he gains a +2 bonus to his Armor Class, and his next successful melee attack deals an extra 14 ([damage]4d6[/damage]) lightning damage.
 
Warping Quirk. All For One targets one willing ally or one creature incapacitated by his Quirk Theft within 60 feet. Black liquid spews from the target's mouth, teleporting them to an unoccupied space All For One can see within 5 feet of himself.
 
Kinetic Booster. All For One uses stored kinetic energy to propel himself. He takes the Dash or Disengage action
Reactions
Kinetic Wall. When All For One is targeted by a ranged weapon or ranged spell attack, he can deploy a wall of pressurized air. He gains a +5 bonus to his AC against the triggering attack. If the attack misses because of this bonus, the projectile or spell is deflected back at the attacker, using the attacker's original roll to hit.
 
Forced Activation. When a creature All For One can see within 30 feet casts a spell, All For One can force the caster to make a DC 18 Charisma saving throw. On a failure, All For One chooses the spell's targets or its point of origin instead of the caster.
 
Spearlike Bones. When a creature moves into a space within 10 feet of All For One, he can project razor-sharp bone growths from his fingers. The triggering creature must succeed on a DC 17 Dexterity saving throw or take 11 ([damage]2d6 + 4[/damage]) piercing damage and have its speed reduced to 0 until the start of its next turn.
Legendary Actions
Search (Costs 1 Action). All For One makes a Wisdom (Perception) check. Alternatively, he analyzes one creature he can see within 60 feet, instantly learning its current hit point total and its lowest saving throw modifier.
 
Impact Recoil (Costs 1 Action). Immediately after All For One is hit by a melee weapon attack, he releases a kinetic burst. The attacker must make a DC 17 Strength saving throw, taking 10 ([damage]3d6[/damage]) force damage and being pushed 10 feet away on a failure, or taking half as much damage and not being pushed on a success.
 
Quirk Theft (Costs 2 Actions). All For One targets one creature he can see within 60 feet. The target must succeed on a DC 18 Charisma saving throw. On a failed save, All For One temporarily steals their power until the end of his next turn. Choose one effect:
 
  • Spellcasters: The target loses one spell slot of 3rd level or lower. All For One can immediately cast that spell using his Charisma modifier (+11 to hit, DC 19 spell save).
     
  • Martials: The target loses access to one core feature (e.g., Action Surge, Stunning Strike, Divine Smite, Sneak Attack). All For One gains the benefit of that feature or adds [damage]2d6[/damage] force damage to his next physical attack.
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

Legendary Resistance (3/Day). If All For One fails a saving throw, he can choose to succeed instead.

 
Forced Activation. When a creature All For One can see within 30 feet casts a spell, All For One can use his reaction to force the caster to make a DC 18 Charisma saving throw. On a failure, All For One chooses the spell's targets or the point of origin.
 
Infrared Vision. All For One is immune to the blinded condition and relies on heat signatures. He cannot perceive creatures that have no body heat or are under the effects of a pass without trace spell unless they make noise.

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.

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