Edahn Viole Grace (5e Creature)

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Edahn Viole Grace[edit]

medium humanoid, chaotic neutral


Armor Class 70 (natural armor)
Hit Points 7356 (60d100+1832)
Speed 600 ft, swim 600 ft, fly 1000 ft


STR DEX CON INT WIS CHA
150 (+50) 150 (+50) 150 (+50) 150 (+50) 150 (+50) 150 (+50)

Saving Throws Strength +70, Dexterity +70, Constitution +70, Intelligence +70, Wisdom +70, Charisma +70
Skills Athletics +70, Arcana +70, Acrobatics +70, Animal Handling +70, Deception +70, History +70, Investigation +70, Insight +70, Intimidation +70, Medicine +70, Nature +70, Perception +70, Performance +70, Persuasion +70, Religion +70, Sleight of Hand +70, Stealth +70, Survival +70
Damage Immunities all nonmagical damage, necrotic, radiant, poison, acid, phycic
Condition Immunities blinded, charmed, deafened, exhaustion, frightened, grappled, incapacitated, paralyzed, petrified, poisoned, prone, restrained, stunned, unconscious
Senses passive Perception 70, Truesight, Blindsight 1000 ft
Languages all languages, Telepathy 100 miles
Challenge 99 (??? XP)


Guarded Mind. The emotions, thoughts, alignment and memories of Edahn cannot be altered, stolen, or viewed in any way, creatures cannot initiate telepathic contact with Edahn.

Immortal Nature. Edahn does not require food, sleep, drink, or air. Edahn does not physically age beyond the age of 18, and is immune to all effects, magical or otherwise that would age him. Additionally, when Edahn is killed, he is reborn somewhere in the multiverse and becomes active again at a time of the DM’s, choosing.

Regeneration. At the start of each of Edahn’s turns, he regains 250 hit points, provided he has at least 1 hit point remaining.

Magic Immunity. Edahn is immune to all effects and damage from cantrips and spells of 9th level or lower, unless Edahn allows it.

Heightened Awareness. Edahn cannot be surprised and has advantage on all saving throws. Additionally, Edahn knows when he hears a lie.

Elder of Annhilation. Edahn‘s attacks bypass all resistances and immunities.

Ultimate Criticals. Edahn rolls a critical hit on a roll of 15-20. Additionally, whenever Edahn deals a critical hit, the damage is tripled instead of doubled.

Arcane Master. Edahn’s spells and magical effects cannot be dispelled by any means and can function within an antimagic field.

ACTIONS

Multiattack. Edahn attacks 50 times on his turn.

Titanbane. Melee Weapon Attack: +70 to hit, reach 10 ft., one target. Hit: 376 (30d20 + 70) slashing damage + 83 (10d10 + 30) necrotic damage.

Fist. Melee Weapon Attack: +70 to hit, reach 5 ft., one target. Hit: 127 (10d10 + 70) bludgeoning damage.

Savage Bite. Melee Weapon Attack: +70 to hit, reach 5 ft., one target. Hit: 93 (5d12 + 70) piercing damage + 33 (5d12) poison damage. If Edahn rolls a critical hit using this attack, the target loses one limb of the DM’s voices as it’s ripped off, unless the creature is to large or otherwise incapable of having a part of their body ripped off.

Spellcasting. Edahn casts any 1st - 12th lvl spell at will, requiring no verbal, material or somatic components, including Spells of Legend. The casting time for each of these spells becomes one action, unless it’s casting time was already one action or shorter. The save DC for all of of Edahn’s spells is 70, and all of Edahn’s spells have a +70 to hit.

Teleportation. Edahn teleports to any unoccupied location within 50 miles of himself.

LEGENDARY ACTIONS

The Edahn Viole Grace 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. The Edahn Viole Grace regains spent legendary actions at the start of its turn.



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