Vicious Obsideon (5e Creature)
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Tough As Rocks. The Obsideon takes no bludgeoning damage as a result of falling if it is not incapacitated. Additionally, when it is unarmored, the Obsideon's AC is 16 + its Dexterity modifier, included in its above AC.
Construct Nature. The Obsideon doesn't require food or water, doesn't age, and can't be aged by magical means.
Fool's Gems. When the Obsideon dies the bones in its body disintegrate into worthless gem dust which cannot be used for spells.
Calculated. The Obsideon can choose to reroll a failed attack roll, ability check, or saving throw. Once it has done so once, it cannot do so again until it finishes a long rest.
Summon The Blade. The Obsideon can use its bonus action to turn one or both of its arms into living obsidian blades, or to return them to normal. These blades are considered to be longswords and the Obsideon is proficient with using them. While its arms are transformed this way, the Obsideon cannot use them for anything else other than as blades. The Obsideon can perform the Somatic components of spellcasting with its arm blades.
Second Wind. The Obsideon can use a bonus action to regain 1d10 + 20 hit points.
Action Surge. The Obsideon can take an additional action during its turn. Once it has done so twice, it cannot do so again until it finishes a short or long rest. It can only perform a second action this way once each turn.
Eldritch Knight. The Obsideon can use all of the features of the Eldritch Knight subclass for the Fighter class, detailed in the 5e PHB.
Indomitable. The Obsideon can reroll a failed saving throw. If it does so using this feature, it must use the new roll. Once it has done so three times, it cannot use this feature again until it finishes a long rest.
Dual Wielder. The Obsideon gains a +1 bonus to AC while it is wielding a separate melee weapon in each hand, which can be its arm blades. This extra AC is included in the above AC. It can use two-weapon fighting even when the one-handed melee weapons it is wielding aren't light, and it can draw or stow two one-handed weapons when it would normally be able to draw or stow only one.
Linguist. The Obsideon can create written ciphers. Others can't decipher a code it creates unless it teaches them, they succeed on a DC 26 Intelligence check, or they use magic to decipher it.
Tough. The Obsideon has an additional 40 hit points, regardless of using the average hit points (Included in the above hit point total) or rolling hit points.
Spellcasting. The Obsideon is a 20th-level spellcaster. He has 20 levels in Eldritch Knight Fighter. The Obsideon can cast the following Wizard spells:
Cantrips (at will): fire bolt, mold earth, prestidigitation
Two-Weapon Fighting. The Obsideon can use its bonus action to make an additional attack with its second arm blade, if it summoned both and used its action to attack with one of them, or if it wields a weapon with its other hand and used it to attack. It can add its Strength modifier to the damage of the additional attack, included in the Arm Blades attack action.
Extra Attack. The Obsideon can attack 4 times when it takes the attack action.
Arm Blades. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 10 (1d8 + 5) slashing damage.
Poise. The Obsideon uses its reaction to avoid damage from a melee or ranged weapon attack.
The Obsideon 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 Obsideon regains spent legendary actions at the start of its turn.
Spellcast. The Obsideon casts a spell.
Legendary Initiative (Costs 3 Actions). The Obsideon takes an extra turn. It does not regain legendary actions on this turn, and does not change its initiative for its normal turn. During this turn, the Obsideon does not provoke opportunity attacks. Once this Legendary Action has been used 3 times, it cannot use this Legendary Action again until the Obsideon finishes a Long Rest.
Any Obsideon not fully dedicated to the power of magic tends to see their power manifest inward, making them swifter, stronger, and tougher. They still maintain some measure of spellcasting prowess, but their magic makes their form unmistakably powerful.