General brant, the rogue killer
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General brant, the rogue killer
Heavenly Restriction (The Ultimate Counter).. General brant possesses zero magical presence, making him entirely immune to any spell or effect that detects thoughts, location, or magical auras. Additionally, he cannot be granted Disadvantage on attack rolls, and creatures cannot gain Advantage on attack rolls against him.
Flawless senses. Brants hyper-acute senses allow him to track air currents and vibrations. He does not rely on sight; hiding from him using mundane or magical invisibility is impossible. He ignores the benefits of half and three-quarters cover.
Preternatural Reflexes.. Brant has three reactions per round. If he is forced to make a Dexterity saving throw to take only half damage from an effect (such as Fireball or a dragon's breath), he instead takes no damage if he succeeds, and only half damage if he fails. If a rogue uses Evasion within 60 feet of him, Toji's sheer speed allows him to immediately move up to half his speed and make one melee attack against that rogue as a free reaction.
Actions
Multiattack. Brant utilizes his Inverted Spear of Heaven or Split Soul Katana. He makes four attacks: one with the Chain of circles and three with either the Inverted Spear or Split Soul Katana.
Inverted spear of heaven. Melee Weapon Attack: +19 to hit, reach 5 ft., one target. Hit: 19 (2d8 + 10) piercing damage plus 27 (6d8) force damage. If the target is concentrating on a spell or has any magical active magical effects (like Invisibility, Mirror Image, or Haste), those effects instantly end.
soul split katana. Melee Weapon Attack: +19 to hit, reach 5 ft., one target. Hit: 23 (3d8 + 10) slashing damage plus 18 (4d8) necrotic damage. This attack ignores all forms of damage resistance and temporary hit points. A creature hit by this weapon cannot regain hit points until the start of brants next turn.
Chains of circle . Melee or Ranged Weapon Attack: +19 to hit, reach 30 ft., one target. Hit: 15 (2d4 + 10) slashing damage. If the target is Medium or smaller, it is Grappled (escape DC 25) and pulled directly into an unoccupied space adjacent to brant.
Reactions
Immaculate aim. When a creature misses Toji with a ranged or melee weapon attack, Toji can immediately move up to 20 feet without provoking opportunity attacks and make one melee attack against the attacker.
Reflection. When Toji is hit by a ranged weapon attack, the damage he takes from the attack is reduced by 1d10 + 40. If the damage is reduced to 0, Toji catches the projectile and throws it back at the attacker or another target within 60 feet (+19 to hit, 2d10+10 damage).
Legendary Actions
Ghost step. Toji moves up to his speed without provoking opportunity attacks.
Strike. Toji makes one weapon attack.
Unleash spirits (Costs 2 Actions). Toji releases a swarm of glowing spirits into a 30-foot radius centered on himself. The area becomes heavily obscured for all creatures except Toji until the end of his next turn.
Mythic Actions: Phase 2 (The Sorcerer Killer Unleashed). When Toji is reduced to 0 hit points, he doesn't die. Instead, his Heavenly Restriction pushes his physical form past its limits. He resets to 450 hit points, clears all negative conditions, and immediately uses his glowing spirits. For the next hour, he gains access to his Mythic Actions.
Glowing spirit Distraction (mythic action). Toji floods the battlefield with hundreds of small curses. Every creature within 60 feet of Toji must make a DC 25 Constitution saving throw or be Blinded and Deafened by the swarming entities until the start of Toji's next turn.
Perception Blitz (Costs 2 Actions) (mythic action). Toji moves with such extreme speed that he effectively teleports up to 60 feet to an unoccupied space next to a creature. He then makes two attacks with the Split Soul Katana. If both attacks hit, the target must succeed on a DC 25 Constitution saving throw or be Stunned until the end of their next turn.
Nowhere to Run (Costs 3 Actions) (mythic action) . Toji swings the Inverted Spear of Heaven attached to the endless Chain of Circles in a massive 60-foot cone. Every creature in that area must make a DC 27 Dexterity saving throw, taking 72 (16d8) force damage on a failed save, or half as much on a successful one. Features like Evasion cannot be used against this saving throw.