Sephiroth (5e Creature)

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Sephiroth[edit]

Medium aberration, neutral evil


Armor Class 18 (natural armor)
Hit Points 209 (22d8 + 110)
Speed 40 ft.


STR DEX CON INT WIS CHA
24 (+7) 19 (+4) 20 (+5) 15 (+2) 16 (+3) 20 (+5)

Saving Throws Str +13, Dex +10, Con +11, Wis +9
Skills Athletics +13, Insight +9, Intimidation +11, Perception +9
Damage Resistances bludgeoning, piercing, and slashing damage from nonmagical attacks
Senses truesight 60 ft.; passive Perception 19
Languages Common, Deep Speech
Challenge 20 (25,000 XP)


Elemental Spellcasting. Sephiroth’s spellcasting ability is Charisma (spell saving throw DC 19). He can innately cast the following spells while he is immune to their corresponding damage types, requiring no material components:
3/day (acid): tidal wave
3/day (cold): ice storm
3/day (fire): fireball
3/day (lightning): lightning bolt
3/day (thunder): shatter (as a 4th-level spell)
1/day (acid): maelstrom
1/day (cold): freezing sphere
1/day (fire): wall of fire
1/day (lightning): storm sphere (as a 5th-level spell)
1/day (thunder): whirlwind

Legendary Resistance (3/Day). If Sephiroth fails a saving throw, he can choose to succeed instead.

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

Magic Weapons. Sephiroth’s greatsword is a magical weapon.

One-Winged Angel. Sephiroth can use a bonus action to sprout a single wing. He gains a flying speed of 60 feet, and can use a bonus action to Dash on each of his turns. When he takes the Dash action this way, opportunity attacks against him are made with disadvantage until the end of his turn.

Regeneration. Sephiroth recovers 15 hit points at the start of each of his turns as long as he has at least 1 hit point remaining.

ACTIONS

Multiattack. Sephiroth makes two greatsword attacks.

Greatsword. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 13 (2d6 + 7) slashing damage.

Special Attack (Recharge 5-6). Sephiroth uses one of the following attack actions.
Octaslash. Sephiroth makes a greatsword attack. On a hit, the attack inflicts an extra 49 (14d6) slashing damage.
Hell’s Gate. Sephiroth makes a greatsword attack. On a hit, a shockwave erupts from the point of impact. The target and each creature within a 30-foot radius of it must make a DC 19 Dexterity saving throw, taking 28 (8d6) magical bludgeoning damage on a failed saving throw, or half as much damage on a successful one. On a failed save, a creature is also knocked prone. The target of the greatsword attack makes this save with disadvantage.
Shadow Flare. Sephiroth hurls balls of dark energy at up to seven points within 100 feet that he can see. Each creature within a 20-foot radius of one of those points must make a DC 19 Constitution saving throw, taking 28 (8d6) necrotic damage on a failed save, or half as much damage on a successful one. A creature in the area of more than one blast is affected only once.

Heartless Angel (Recharge 6). Sephiroth magically brings one creature within 60 feet that he can see to the brink of death. The creature must succeed on a DC 19 Constitution saving throw or drop to 0 hit points. Once the saving throw has been resolved, that creature is immune to Sephiroth’s Heartless Angel action for 8 hours.


LEGENDARY ACTIONS

Sephiroth can take 3 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. Sephiroth regains spent legendary actions at the start of his turn.

Flash Step. Sephiroth moves up to his movement speed without provoking opportunity attacks.
Slash. Sephiroth makes a greatsword attack.
Elemental Infusion (Costs 2 Actions). Sephiroth becomes immune to one of the following damage types: acid, cold, fire, lightning, or thunder. This immunity lasts for 1 minute, or until he uses this legendary action to become immune to a different damage type.
Elemental Casting (Costs 2 Actions). Sephiroth innately casts one of his 3/day spells. He cannot take this legendary action unless he has used his Elemental Infusion legendary action on a previous turn.

The name Sephiroth is spoken with a mix of fear and dismay throughout the land. Once revered as the greatest of heroes, this stoic silver-haired swordsman has sunk to the deepest depths of infamy, slaughtering and manipulating others in pursuit of an unfathomable purpose.

Superhuman. Sephiroth was a member of SOLDIER, a group of warriors said to have been enhanced through unknown means to make them stronger, faster, and smarter than the average warrior. Sephiroth was the ultimate exemplar of this program, and while he has long since cut ties with SOLDIER, his uncanny abilities remain.

Master Swordsman. Sephiroth wields the Masamune, a greatsword whose slender blade is longer than he is tall. Such is his skill and inhuman strength that he can wield this blade singlehanded without any loss of skill, and such is his speed that he can swing the blade faster than the eye can see. A well-known story claims that Sephiroth once felled a fire giant with what appeared to be a single stroke, but when his comrades examined the body they found eight separate cuts that had been made near-simultaneously.

Variant: No Infusions
If Sephiroth foregoes the use of his Elemental Infusion legendary action and his Elemental Spellcasting feature, he has an effective Challenge Rating of 18 (20,000 XP).

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