Medium Construct
Armor Class 16 Magical Defense
Hit Points 150 (10d12 + 80)
Speed 20 ft.
STR
15 (+2)
DEX
12 (+1)
CON
26 (+8)
INT
18 (+4)
WIS
18 (+4)
CHA
24 (+7)
Saving Throws INT +10, WIS +10, CHA +13
Damage Resistances Radiant; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Poison
Senses Blindsight 120ft, Passive Perception 20
Languages --
Challenge 20 (25,000 XP)
Proficiency Bonus +6
Traits

Spell Retaliation. Any creature that has a magical effect on Blackrazor or is concentrating on a spell when it shatters must make a DC 16 CON save. On failure the creature takes 2d8 psychic damage and the spell is ended as magical energy overwhelms them.

Magic Resistance. Blackrazor has advantage on saving throws against spells and other magical effects.

Return to the Void. When the shattered form reaches zero hit points, Blackrazor condenses back to its normal form. If it shattered due to dropping to zero hit points, Blackrazor explodes in a supernova. Any creature within 120 ft must make a DC 18 DEX save, taking 6d8 necrotic damage and 6d8 fire damage on a failure, half damage on success. A medium sized black hole forms after the supernova sucking in any creatures within range. At the start of their turn any creatures within 30 ft must make a DC 18 STR save or be pulled 20 ft closer, any creature within 120 ft must make a DC 14 STR save or be pulled 30 ft closer. Any creature who enters the black hole has their soul ripped apart and joins the void.

Actions

Multiattack. Blackrazor can make 2 Black Tendril attacks and 1 Dark Pulse

Black Tendril. Melee Weapon Attack: +8 to hit, reach 20 ft., 2 targets. Hit: # (1d6 + 6) bludgeoning damage and 1d8 necrotic damage

Dark Pulse. CHA saving throw. DC 16, each creature within 30 feet. On failure the creature takes 1d8 necrotic damage and 1d8 psychic damage and must choose between an action or a bonus action until the end of their next turn.

Condense Mass. Blackrazor can condense its floating astral body changing the flow of gravity. Attack rolls against Blackrazor are at disadvantage until the end of its next turn and it gains resistance to all damage.

Soul Possession. Blackrazor can force a soulmarked creature within 60 feet to make a DC 16 CHA save, on a failure the creature must use its reaction to attack an ally.

 

Bonus Actions

Astronomical Gravity. Blackrazor increases or decreases the effect of gravity within 60 ft of itself.

  • If increased, creatures have half movement and must make a DC 14 STR saving throw or be prone. This save can be repeated at the end of the creatures turn
  • If decreased, creatures are levitating(as with the levitation spell). When a creature makes any attack rolls they float away by 15 ft in a random direction(roll a d4, 1 is up, 2 is backwards, 3 is to the left, 4 is to the right)
Reactions

Wormhole. When a creature hits Blackrazor with a melee attack, Blackrazor can pull them in and teleport them to any point within 30 ft.

 

Legendary Actions

Planetary Mote. When in condensed form, Blackrazor can move its full movement speed and ram a creature. The creature makes a DC 16 DEX save or take 1d8 bludgeoning damage and 1d8 necrotic damage, or half as much on a save

Cosmic Shift. The blackrazor can teleport up to 40ft in any direction

Solar Flare(Costs 2 Actions). Blackrazor flashes the light of a star through its aura. All creatures within 60 ft must make a DC 16 CON save or be blinded until the end of their next turn

Description

A broken form of the Blackrazor sword hovers in the air with swirling inky black space, nebulas, and stars coming out of the cracks.

Kulan2112

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