The Black Swordsman (5e Creature)

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The Black Swordsman[edit]

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The Black Swordsman’s Face

Large humanoid (human), neutral good


Armor Class 25 (Berserker Armor)
Hit Points 437 (35d10 + 245)
Speed 75 ft.


STR DEX CON INT WIS CHA
25 (+7) 20 (+5) 25 (+7) 12 (+1) 21 (+5) 14 (+2)

Saving Throws Strength +12, Constitution +15
Skills Acrobatics + 10, Athletics + 10, Intimidation + 10
Damage Resistances All non-magical damage, except for psychic.
Damage Immunities Psychic.
Condition Immunities Charmed, Fatigued, Incapacitated, Petrified
Senses passive Perception 22
Languages Common, Elvish
Challenge 25 (100,000 XP)


Uphill Battle: The Black Swordsman must succeed a DC 22 Constitution saving throw at the beginning of the first 3 rounds of combat every day. If the majority are failures, he reverts to The Beast of Darkness at the beginning of his fourth turn.

Unbreakable The Black Swordsman can carry, push, or pull 4 times the normal amount.

Unbending Will The Black Swordsman’s attacks always act as if the creature they are attacking is vulnerable to them if the creature is a fiend, undead, aberration, Elemental, or celestial.

ACTIONS

Dragonslayer Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 244 (36d12 + 10) slashing damage. Standard melee strike

Repeating Crossbow Ranged Weapon Attack: +10 to hit, 40 ft., 6 targets. Hit: 46 (6d12 + 10) piercing damage each. The Black Swordsman cranks the crossbow attached to his prosthetic hand. If less than 6 creatures are selected, the remaining damage is distributed amongst the remaining targets.

Cannon Arm Ranged Weapon Attack: +10 to hit, 15 ft. cone (multiple targets) and 60 ft. line (one target). Hit: 337 (50d12 + 12) piercing damage (line) and Hit: 166 (24d12 + 10) fire damage (cone). The Black Swordsman unhinges his prosthetic hand revealing that his forearm is a cannon before pulling its cord with his teeth. This can be used once every 4 rounds.

REACTIONS

Protector: The Black Swordsman selects any creatures within 35 feet. Any attacks made against these creatures instead target himself.

LEGENDARY ACTIONS

The Swordsman 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. The Swordsman regains spent legendary actions at the start of its turn.

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

There Is No Paradise For You To Escape To: As a free action, the Black Swordsman removes any negative effects on any creature of his choice and grants them 100 temporary hit points. These temporary hit points do not stack.

GRIFFITH!!!: The Black Swordsman fills himself with an acute hatred while suppressing the call of the armor. He can take 2 additional actions or reactions.

Long ago, an incredible warrior had everything taken from him by the demonic inhabitants of the Abyss. Vowing to take revenge, the swordsman wielded a sword not intended for man and donned armor of incredible strength, and risk. The demonic presence gifted to him from his torturers bound to the steel. Whenever the man gave into his bloodlust, the beast would take over.

On one fateful day, the warrior delved into the Abyss to purge reality of the one who wronged him. In order to truly defeat his enemy, he was forced to give in completely to the beast within him. This unholy fusion left him as The Beast of Darkness, constantly thirsting for blood.

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