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Glorobor, the Stormscourge
Aura of the Storm. Each creature that ends its turn within 5 feet of Glorobor must make a DC 14 Dex save or take 1d4 Lightning Damage.
Fatebroken. If Glorbor lands a critical hit, reality shatters as fate itself seems to bend to Glorbor's presence. After scoring a critical hit, Glorobor's next attack role can crit one below the current threshold. This effect stacks until an attack doesn't crit, in which the threshold resets back to normal.
Legendary Resistance. If the {name} fails a saving throw, it can choose to succeed instead (1/day).
Actions
Multiattack. Glorbor can use his multiattack to make a total of 3 attacks: Claw, Bite and Tail Spike respectively. Only after landing all three attacks, Glorbor can then use his next action to use his Lightning Breath.
Maw of the Scourge. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 11 (1d12 + 5) piercing damage.
Scourging Swipe. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 10 (1d10 + 5) slashing damage and 1d4 lightning damage.
Tail Spike. Ranged Weapon Attack: +6 to hit, range [60/120] ft., one target. Hit: 6 (1d8 + 2]) piercing damage.
Lightning Breath. Glorobor channels the power of his master, exhaling lightning in a 30-foot cone. Each creature in that area must make a DC 14 Dexterity saving throw, taking [avg] (3d10 + 2) lightning damage on a failed save, or half as much on a successful one.
Mutilation. If Glorobor moves at least 20 feet straight toward a creature and then hits it with a Scourging Swipe on the same turn, that target must succeed on a DC 15 Strength saving throw or be knocked prone. If the target is prone, Glorobor can make one Maw of the Scourge attack against it as a bonus action.
Reactions
Shell Defense. Glorobor can withdraw a part of his body into his shell as a reaction to an attack roll. Gaining +4 to his AC and dealing 1d4 lightning damage to the attacker. This lasts until the end of the attacker's turn.
Spike Release. If hit by a ranged attack, Glorobor can use his Tail Spike attack against that creature.
Legendary Actions
Wrath of the Unending Storm. A storm cloud appears in the shape of a cylinder that is 10 feet tall with a 60-foot radius, centered on a point Glorbor can see within range directly above him. The spell fails if he can’t see a point in the air where the storm cloud could appear (for example, if you are in a room that can’t accommodate the cloud). When he cast the spell, choose a point he can see under the cloud. A bolt of lightning flashes down from the cloud to that point. Each creature within 5 feet of that point must make a Dexterity saving throw (15). A creature takes 3d10 lightning damage on a failed save, or half as much damage on a successful one. On each of his turns until the spell ends, he can use a bonus action to call down lightning in this way again, targeting the same point or a different one. If he is outdoors in stormy conditions when he cast this spell, the spell gives him control over the existing storm instead of creating a new one. Under such conditions, the spell’s damage increases by 1d10. Costs 2 Actions.
Attack. Glorobor makes one Scourging Strike attack. Costs 1 Action.
Stormscourge. Glorbor makes one final attack, if less than 50 HP, Glorobor can use all 3 actions and his entire turn to channel the fury of the Storm. His shell begins to glow deep electric blue as his entire form begins to vibrate with electricity and the storm begins striking him, powering him up for a final blow. Glorobor channels this attack for one turn, all attacks having advantage during this time. If Glorobor isn't knocked unconscious during this time, he deals 8d6 Lightning Damage within a 100 foot circle centering on his location. Any creature caught in this circle must make a Dex 14 saving throw, taking half damage on a success. Any creature that failed this save is then Stunned for one turn. This ability can only be used once per day.