Medium unknown, Chaotic Good
Armor Class 30 (Auric Tesla Armor)
Hit Points 725 (50d8 + 500)
Speed 100 ft., fly 150 ft.
STR
30 (+10)
DEX
28 (+9)
CON
30 (+10)
INT
28 (+9)
WIS
14 (+2)
CHA
30 (+10)
Saving Throws STR +19, DEX +18, CON +19, INT +18, WIS +11, CHA +19
Skills Perception +20
Damage Resistances Bludgeoning, Piercing, and Slashing from Magic Weapons
Damage Immunities Cold, Fire, Lightning, Poison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Senses Darkvision 120 ft., Passive Perception 30
Languages All
Challenge 30 (155,000 XP)
Proficiency Bonus +9

Magic Absorption. Whenever Yharim is subjected to damage from a spell or other effect, he takes no damage and instead regains a number of hit points equal to the damage dealt.

Immutable Form. Yharim is immune to any spell or effect that would alter his form.

Innate Spellcasting. Yharim's spellcasting ability is Wisdom (spell save DC 19). Yharim can innately cast the following spells, requiring only verbal components:

At will: compelled duel(9th level), fireball(9th level)

Legendary Resistance (7/Day). If Yharim fails a saving throw, he can choose to succeed instead.

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

Magic Weapons. Yharim's weapon attacks are magical.

 

Actions

Multiattack. Yharim makes eight melee attacks, only two of which can be with Animus.

Slam. Melee Weapon Attack: +19 to hit, reach 5 ft., one target. Hit: 20 (3d8 + 10) bludgeoning damage.

Animus. Melee Weapon Attack: +39 to hit, reach 5 ft., one target. Hit: 120 (20d10 + 10) slashing damage.  If Yharim scores a critical hit on a creature with this attack, the creature dies unless the attack somehow misses.

Yharim's Crystal(Recharge 6). Yharim unleashes his destructive wrath through a legendary crystal prism.  At the start of Yharim's next turn, the prism shoots an annihilating ray of light in a 1000 foot long line that is 5 feet wide.  Each creature is the line when it appears must make a DC 20 dexterity saving throw, taking 130(20d12) radiant damage on a failed save.

The ray persists until Yharim's concentration is broken(as if he were concentrating on a spell).  Any creature that starts or ends its turn in the ray, or moves into the ray on a turn, must make the dexterity saving throw detailed above.  While the ray persists, Yharim must use his action each turn to maintain the ray, or the ray subsides and Yharim must take another action to activate the crystal.

Legendary Actions

Yharim 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. Yharim regains spent legendary actions at the start of his turn.

Slash. Yharim makes an attack with Animus.

Pummel. Yharim makes four slam attacks.

Point Crystal(Costs 2 Actions). Yharim moves his crystal, changing the direction of the ray.

Activate Prism(Costs 3 Actions).  Yharim recharges his crystal and uses it.

Previous Versions

Name Date Modified Views Adds Version Actions
4/24/2020 3:39:58 PM
14
1
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Coming Soon
Yharim

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