Kroth has some innate spellcasting, using his Charisma as his spellcasting modifer. +9 to hit and a spell save DC 17
Legendary Resistance (3/Day). If the monster fails a saving throw, it can choose to succeed instead. Refusal to Die When Kroth would drop to 0 hit points he makes a DC Constitution saving throw equal to the damage that reduced his hit points to 0. If he succeeds, he drops to 1 hit point instead. Battle Harden: Once per turn when Kroth deals damage to a creature he gains temporary hits points equal to 1/4 of the damage he dealt rounded up. Great Weapon Mastery: When Kroth roll a 1 or 2 on a damage die for an attack you make with a melee weapon that he is wielding with two hands, Kroth treats the die as if he rolled a 3 The weapon must have the two-handed or versatile property for Kroth to gain this benefit. Pit Scavenger: Kroth can use his bonus action to roll a d6 and gain the following weapon. 1. Nothing 2. 2 Throwing Hammers 3. Quarterstaff 4. Warhammer 5-6. Maul
Mulitattack Kroth makes three of any of the following attacks provided he has the weapon in his possession.
Catch! When Kroth takes damage from a ranged attack or spell he can spend his reaction to throw his weapon them. If the weapon doesn't have the thrown properties it gains the thrown (range 20/60) property for the purposes of this attack. He makes a ranged weapon attack with a +10 to hit, dealing damaged equal to the weapons normal damage dice +4. Sure it leaves him without a weapon but then he can just find a new one.
Can take 3 Legendary Actions, choosing from the options below. Only one legendary action can be used at a time, and only at the end of another creature's turn. Spent legendary Actions are regained at the start of each turn. Neck Bitter Kroth attacks one creature within 5ft of him by biting their neck. Kroth makes a melee attack roll with +14 to hit, dealing 1d6+6 piercing damage and regaining half the damage dealt as hit points. FIGHT ME!!! Kroth taunts a creature within 90ft that can both see and hear him (using Thaumaturgy to make sure they hear him) to get them to attack him. At the end of their next turn of they do not deal any damage to Kroth he will insult them as a free action. The creature makes a Wisdom saving throw DC 22, taking 4d6 psychic damage on a failed save or half damage on a successful. A creature can only be affected by this once every minute.
Kroth's desire to fight warps the landscape around him.
A savage pit fighter turned demi-god. Lives for the thrill battle.
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