Armored Knight Ramaha (5e Creature)
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Armored Knight Ramaha[edit]
Titanic celestial, lawful evil Armor Class 27 (Armor of Daminia)
Saving Throws Str +24, Dex +14, Wis +24 Innate Spellcasting (3/Day). Ramaha can innately cast fireball and lightning bolt at 9th level (spell save DC 32). His spellcasting ability is Charisma. Legendary Resistance (5/day). When Ramaha fails a saving throw he can decide to succeed instead. The Mythic Sword Gia. Ramaha's weapon attacks are magical. Magical Resistance. Ramaha has advantage on saving throws against spells and other magical effects. Prescient. Ramaha cannot be surprised and always goes first in initiative order. Regeneration. Ramaha regains 300 hit points at the start of his turn. Siege Monster. Ramaha deals double damage to objects and structures. White Knight Mode. When Ramaha drops below 1000 hit points, his black armor turns white as a coating oozes off of it to the ground and becomes minions. Ramaha summons 20 minions, or an equal number to the people who have done damage to him, whichever is higher. A minion can be any creature of cr 30 or lower which is under Ramaha’s control, however When a minion dies, Ramaha regains 50 hit points. If Ramaha heals back to over 1000 hit points, he returns to his original form after all of his minions have been slain, or when a minute of combat has passed. While in white knight mode, Ramaha has an armor class of 23. ACTIONSMultiattack. Ramaha can use his Frightful Presence. Ramaha makes 4 attacks with his blade and then makes an attack with his shield or one of his rechargeable attacks. Frightful Presence. Each creature of Ramaha’s choice that is within 120 feet of Ramaha and aware of him must succeed on a DC 32 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to Ramaha's Frightful Presence for the next 24 hours. Airna Long Bow. Ranged Weapon Attack: +24 to hit, range 360/1440 ft., one target. Hit: 230 (38d12 + 10) piercing damage. Mythic Sword Gia. Melee Weapon Attack: +24 to hit, reach 30 ft., one target. Hit: 320 (48d12 + 10) slashing damage and all creatures in a 30-foot cone behind the target must make a Dexterity saving throw or take 130 (20d12) bludgeoning damage on a fail. Shield. Melee Weapon Attack: +24 to hit, reach 25 ft., one target. Hit: 280 (60d8 + 10) bludgeoning damage and all creatures within 20 feet of the target take 70 (20d6) bludgeoning damage. Chains of Purgatory (recharge 6). Ramaha summons binding chains to entrap his foes. He can choose to target a single enemy or many. If he chooses to target many, each creature of Ramaha's choice within 150 feet must make a DC 32 Strength saving throw or be bound for 1 minute. Whenever a bound enemy is hit with an attack, they take an extra 26 (4d12) force damage and the chains are broken. A creature may retry the saving throw at the start of each of their turns. If Ramaha chooses to focus on one creature, the creature has disadvantage on the saving throw and the DC becomes 35. If the creature is bound, whenever it is attacked, it takes an extra 52 (8d12) force damage. After 5 attacks against the creature, all of its chains break and it is released, but it takes an extra 78 (12d12) force damage when all the chains are broken. When a creature is bound by the chains of purgatory, they are restrained. Crystal Burst (recharge 6). Ramaha sends out a blast of magical crystal shards that slash people. All creatures within 200 feet of Ramaha must make a Dexterity saving throw against a DC of 32. On a failed save, a creature takes 700 (200d6) piercing damage and 350 (100d6) slashing damage and half damage on a success. A creature that takes more than 120 damage is bleeding and takes an extra 7 (2d6) necrotic damage at the start of every turn.
LEGENDARY ACTIONSThe Ramaha 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 Ramaha regains spent legendary actions at the start of its turn. Attack Ramaha can use one of his attacks. Move. Ramaha can move up to half his movement. |
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