Excal-heim
at will: heat metal
3/day: Smelt Metal
Legendary Resistance (2/Day). If Tieran, the Heart of Iron fails a saving throw, she can choose to succeed instead.
Immutable Form. Tieran, the Heart of Iron is immune to any spell or effect that would alter its form.
Limited Magic Immunity. Tieran, the Heart of Iron can't be affected or detected by spells of 6th level or lower unless it wishes to be. It has advantage on saving throws against all other spells and magical effects.
Siege Monster. Tieran, the Heart of Iron deals double damage to objects and structures.
More than the sum. All allies of Tieran, the Heart of Iron take 2 actions per round.
Shielded Mind. Tieran, the Heart of Iron is immune to scrying and any effect which would sense its emotions, read its thoughts or detect its location.
Drops Force of Will and Tieran's Twin Shot.
Drops Embersteel Dawn and Tieran's Twin Shot.
Multiattack Tieran makes one attack with her Halberd, Force of Will, and either casts one spell or attacks with her shotgun, Tieran's Twin Shot.
Hamer Spike. Magic Weapon Attack: Tieran hits the ground with her hammer and a red hot great sword erupts from the ground up to 60 feet away.
+13 to hit, reach 10ft., one target. Hit: 17 2d12+8 Piercing + 17 2d12+8 Fire Damage.
Hammer Strike. Melee Weapon Attack: +15 to hit, reach 10ft., one target. Hit: 34 4d12+8 Bludgeoning Damage.
Stoke the forge. A bright streak flashes from the Embersteel Dawn to a point Tieran chooses within 60ft then blossoms with a low roar into an explosion of violet heat.
All metal objects in a 20-foot radius, of Medium size or less, heat up till they glow white-hot, becoming Forge-able for 1 minute.
Any creature in physical contact with any forge-able objects takes 6d12 fire damage at the end of each of your turns.
Any creature holding, wearing, or otherwise covered in a forge-able object, will have disadvantage on attack rolls, ability checks, and saving throws.
Any creature in physical contact with any forge-able objects takes 6d12 fire damage at the end of each of your turns and has disadvantage on attack rolls, ability checks, and saving throws.
If you hit any forge-able object with the Embersteel Dawn two turns in a row, you can reform the forge-able object into whatever shape you wish.
Adamantine Resolve. (recharge 4-5) Magic Weapon Art: Tieran regenerates 55 10d10 Hit Points. Her alies regenerate 21 6d6 Hit Points
Shotgun. Ranged Weapon Attack: +15 to hit, range 25/50ft., target all objects within a cone. Hit: 28 2d8+19 piercing + 18 2d8+9 Psychic damage.
Psion Slug. Ranged Weapon Art: +15 to hit, range 50/100ft., one target. Hit: 40 4d10+18 Force/Psychic Damage.
Kick. Melee Weapon Attack: +15 to hit, reach 5ft., one target. Hit: 11 2d6+4 Bludgeoning Damage and the target is thrown 5ft, landing prone.
Storm of Swords. Tieran summons 60 spectral swords 30ft in the air above a point within 80ft. Each creature in a 30ft-radius of that point must make a DC 18 Dexterity saving throw.
A creature takes 3d8 slashing damage on a failed save, or half as much damage on a successful one. These swords remain implanted in the ground for 6 rounds and can be used by friendly creatures.
They act like +1 longswords but deal an extra 1d8 Psychic damage on a hit. If an unfriendly creature attempts to use such a weapon, they take 2d8 Psychic damage and the sword disappears.
Mag-Pulse. Tieran, the Heart of Iron radiates an intense wave of force from her body, shoving everything in front of her. Creatures within 15ft must make a DC 20 Constitution saving throw, taking 20 force damage and being throw 20ft landing prone on a failed save, or half as much damage and distance on a successful one.
Tieran can take 3 legendary actions, choosing from the options below.
Legendary actions can only be used at the end of another creature's turn.
Tieran regains spent legendary actions at the start of its turn.
Kick. Tieran makes one kick attack with a reach of 5ft.
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