King Freedrick Savage II (5e Creature)

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Stub Logo.png This page is incomplete and/or lacking flavor. Reason: No Fluff. Hit points should not be called health. What is the playing field? Is Echo Recall an action or a reaction? The legendary actions all need work. 01:33, 2 November 2024 (MDT)


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King Freedrick Savage II[edit]

Medium humanoid (half-elf), chaotic good


Armor Class 17 (natural armor)
Hit Points 153 (18d8 + 72)
Speed 40 ft.


STR DEX CON INT WIS CHA
22 (+6) 16 (+3) 18 (+4) 14 (+2) 14 (+2) 16 (+3)

Saving Throws Str +9, Con +7
Skills Athletics +9, History +5, Insight +5, Intimidation +6, Perception +5, Persuasion +6, Survival +5
Proficiency Bonus +3
Damage Immunities psychic
Condition Immunities charmed
Senses passive Perception 15
Languages Common, Elvish, Giant, Primordial
Challenge 7 (2,900 XP)


Last Stand When less than half health Freedrick stabs his sword into the ground forcing everyone within 15ft of him to be pushed back 10ft and make a Con save or take 3d6 Force damage or half as much on a save (DC 12) and summons 4 echo’s that surround him within 5ft. Can do this once per long rest.

Echo Army When 4 or more echos are in the playing field, Freedrick can raise his sword as an action to inspire his echos, giving him 9 temporary hit points and +4 to attack and damage rolls for 1 round, can be used 3 times a day

ACTIONS

Longsword Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: +7 (2d6 + 6) slashing damage and King Freedrick makes up to three separate attacks with his longsword so long as the other two targets are within 5ft of him.

REACTIONS

Echo Recall. As an action when being hit with a attack Freedrick can disengage and leave an echo of himself with 1 HP and matching AC.

LEGENDARY ACTIONS

Freedrick 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. Freedrick regains spent legendary actions at the start of his turn.

Echo Summon King Freedrick can summon an echo within 30ft of himself that has 1 HP and matching AC, when King Freedrick attacks, any echo within 5ft of a hostile must roll to not be hit also, all for a action.

Echo Swap King Freedrick can swap places with an echo up to 45ft as an action.

Echo Shatter King Freedrick can force an echo to destruct causing anyone within 5ft of that echo must roll a constitution saving throw (DC18) to take 3d6 acid damage for 2 actions

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