Discorporation. When Cyric drops to 0 hit points or dies, his body is destroyed but his essence travels back to his domain in the Celestial Plane, and he is unable to take physical form for a time.
Innate Spellcasting (3/Day). Cyric can innately cast divine word (spell save DC 27). His spell casting ability is Intelligence.
Legendary Resistance (5/Day). If Cyric fails a saving throw, he can choose to succeed instead.
Limited Magic Immunity. Unless he wishes to be affected, Cyric is immune to spells of 6th level or lower. He has advantage on saving throws against all other spells and magical effects.
Magic Weapons. Cyric's weapon attacks are magical.
Regeneration. If Cyric has at least 1 hit point, he regains 30 hit points at the start of his turn.
Multiattack. Cyric can make four attacks with his dagger.
Cyric's Dagger. Melee Weapon Attack: +19 to hit, reach 15 ft., 1 target. Hit: 23 (6d4 + 8) piercing damage. On a hit, the target must make a DC 27 Wisdom saving throw. On a fail, the target is under the effect of the Confusion spell.
Cyric can take 5 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Cyric regains spent legendary actions at the start of his turn.
Attack. Cyric makes one attack with his dagger.
Move. Cyric moves up to half his speed.
Wing Attack (Costs 2 Actions). Cyric beats his wings. EAch creature within 15 feet of Cyric must succeed on a DC 24 Dexterity saving throw or take (5d6 + 8) bludgeoning damage and be knocked prone. Cyric can then fly up to half his flying speed.
Description
He's a gawd!







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