Muliattack. Baldur makes 4 fist attacks. He can use 2 bolts in place of two fists, Burst in place of two fists, or Wave in place of two fists.
Fists. Melee Weapon Attack: +18 to hit, reach 5 ft., 1 target. Hit: 25 (3d10 + 10) bludgeoning damage plus 7 (2d6) radiant Damage
Bolt. Ranged Spell Attack: +14 to hit, range 20/60 ft., 1 target. Hit: 20 (4d10+5) radiant damage.
Burst. Baldur strikes the ground, expelling as burst of energy. Creatures within 5 ft. must make a DC 24 Dexterity saving throw, taking 45 (10d8) radiant damage a failure, or half as much on a successful one. Creatures within 5 ft. must also roll a DC 24 Strength saving throw or be knocked away 30 ft.
Wave. Baldur strikes the ground, unleashed a wave of energies in a line 60 ft. long and 5 ft. wide. Creature in the area must make a DC 24 Dexterity Saving throw, suffering 59 (13d8) radiant damage, or half as much on a success.
Baldur can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. Baldur regains spent legendary actions at the start of its turn.
Strike. Baldur makes a fist or bolt attack.
Dash. Baldur moves up to 30 feet and makes a fist attack. This movement doesn't provoke opportunity attacks.
Runic Switch (cost 2 actions). Baldur can change his Elemental Attunement or turn it off. He cause a burst of energy when he switches, forcing all creatures within 5 feet to make a DC 20 Dexterity saving throw, suffering 20 (5d8) cold or fire damage, or half as much on a success.
Previous Versions
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Coming Soon
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