This is homebrew, submitted by a member of the community.
Hadeon the destroyer
Hadeon the destroyer
Large Creature, EvilLarge Creature, Evil
Undead Nature: Hadeon do not need to eat, drink, or breathe.
Undead Fortitude: If damage reduces Hadeon to 0 hit points, he must make a CON Sace DC 5+ the damage taken, unless radiant or from a CRIT. On a success, Hadeon drops to 1 hit point instead.
General of the red army: Hadeon can communicate to his army telepathically. As a bonus action he can give simple commands to his troops.
Legendary resistance: (2/Day). If Hadeon fails a saving throw, he can choose to succeed instead.
counter if they all attack.
Shaddow assasin rouges sneak attack 6d6 + con save DC17 or suffer 3d10 poison dmg and be poinsoned. or half if success and not poisoned. each.
Mage casts silence on Wabu and it will follow him on him.
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[b]Undead Nature:[/b] Hadeon do not need to eat, drink, or breathe.
[b]Undead Fortitude:[/b] If damage reduces Hadeon to 0 hit points, he must make a CON Sace DC 5+ the damage taken, unless radiant or from a CRIT. On a success, Hadeon drops to 1 hit point instead.
[b]General of the red army:[/b] Hadeon can communicate to his army telepathically. As a bonus action he can give simple commands to his troops.
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[b]Legendary resistance:[/b] (2/Day). If Hadeon fails a saving throw, he can choose to succeed instead.
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counter if they all attack.
Shaddow assasin rouges sneak attack [6d6] + con save DC17 or suffer [3d10] poison dmg and be poinsoned. or half if success and not poisoned. each.
Mage casts silence on Wabu and it will follow him on him.
Actions
Fuled by Wrath: BONUS Hadeon is fuled by the souls his cage he casts Soul Cage with no material components or spell slots.
Consume Life: Imidiatly ACTION Spirit Guardians At the start of your turn Wis save DC 15. if failed (3d8) necrotic if otherwise half. Hadeon heals half amount.
Negatable if you can deal more than 20 radiant dmg it will disapear untill the end of Hadeon´s next turn.
Attacks:
Multi Attack: Hadeon has Multi attack he can make 2 attacks.
He who grins:
Chain hook: Range melee 15ft, one target, +7 (3d6) dmg. On hit creature is grappled and can be pulled 15 ft towards Hadeon.
Reactions:
Parry: Hadeon adds 2 to his AC against one melee attack that would hit him. To do so, Hadeon must see the attacker and be wielding a melee weapon.
[b]Fuled by Wrath: BONUS [/b] Hadeon is fuled by the souls his cage he casts [spell]Soul Cage[/spell] with no material components or spell slots.
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[b]Consume Life: Imidiatly ACTION[/b] [spell]Spirit Guardians[/spell] At the start of your turn Wis save DC 15. if failed ([3d8]) necrotic if otherwise half. Hadeon heals half amount.
[i]Negatable[/i] if you can deal more than 20 radiant dmg it will disapear untill the end of Hadeon´s next turn.
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[big]Attacks:[/big]
[b]Multi Attack:[/b] Hadeon has Multi attack he can make 2 attacks.
[b]He who grins:[/b]
[b]Chain hook:[/b] Range melee 15ft, one target, [+7] ([3d6]) dmg. On hit creature is grappled and can be pulled 15 ft towards Hadeon.
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[big]Reactions:[/big]
[b]Parry:[/b] Hadeon adds 2 to his AC against one melee attack that would hit him. To do so, Hadeon must see the attacker and be wielding a melee weapon.
Legendary Actions
Hadeon 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. Hadeon regains spent legendary actions at the start of his turn.Come here you!: Chain hook attack. . Range melee 15ft, one target, +7 (3d6) dmg. On hit creature is grappled and can be pulled 15 ft towards Hadeon.
Kick: Kicks opponent, Str save DC 16, failed: be knocked prone and take 1d6 dmg push 15ft.
Sentence of torment: (2 points) Melee range, Hadeon grabs a creature in range and throws them into the cage on his back. While the creature is in the cage it suffers the effects of a blight spell at the start of every turn. The creature can try to pry the bars open enough to escape trough with a STR save DC 25 Or try to squeeze trough with anDEX save DC 25.
Steps of the defiler: Hadeon stomps the ground and marks 3 places on the ground that are 10ft square. They will glow bright blue with energy for a second before it goes invisible. If you get inside they explode for 20ft radius for (3d10) force dmg.
Hadeon 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. Hadeon regains spent legendary actions at the start of his turn.---
[b]Come here you!:[/b] [i]Chain hook attack.[/i] . Range melee 15ft, one target, [+7] ([3d6]) dmg. On hit creature is grappled and can be pulled 15 ft towards Hadeon.
[b]Kick:[/b] Kicks opponent, Str save DC 16, failed: be knocked prone and take [1d6] dmg push 15ft.
[b]Sentence of torment: (2 points)[/b] Melee range, Hadeon grabs a creature in range and throws them into the cage on his back. While the creature is in the cage it suffers the effects of a blight spell at the start of every turn. The creature can try to pry the bars open enough to escape trough with a [b]STR save DC 25[/b] Or try to squeeze trough with an[b]DEX save DC 25.[/b]
[b]Steps of the defiler:[/b] Hadeon stomps the ground and marks 3 places on the ground that are 10ft square. They will glow bright blue with energy for a second before it goes invisible. If you get inside they explode for 20ft radius for ([3d10]) force dmg.
Details
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