Skypiercer

by TheTrickster314

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Skypiercer, Second of the Fey Host

Medium Fey, Chaotic Good


  • Armor Class 19 (Feysteel Armor)
  • Hit Points 168 (24d8 + 48)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
18 (+4) 16 (+3) 14 (+2) 12 (+1) 16 (+3) 20 (+5)

  • Saving Throws Dex +8, Wis +8, Cha +10
  • Skills Animal Handling +8, Arcana +6, Intimidation +10, Perception +8
  • Damage Resistances cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical weapons
  • Condition Immunities charmed
  • Senses darkvision 120 ft., passive Perception 18
  • Languages Sylvan, Elvish, Common
  • Challenge 10 (5,900 XP)

Unwavering Justice

Skypiercer cannot be magically compelled to perform evil actions. If a spell, charm, or magical effect would force him to commit an act against Skypiercer's moral code, the effect fails entirely, and he becomes aware of the attempt.

Masterful Cavalry

While mounted on a creature that is at least one size larger than himself:

  • Skypiercer is considered size large for the effects of features and spells.
  • His mount can Dash or Disengage as a bonus action on his turn.
  • He has advantage on melee attack rolls against creatures smaller than his mount if he has moved at least 20 feet that turn.

Feystep Momentum (Recharge 5–6)

As a bonus action, Skypiercer and his mount teleport up to 60 feet to an unoccupied space he can see. Until the end of his turn, his melee attacks deal an extra 10 (3d6) force damage.


Legendary Devotion

Skypiercer has advantage on saving throws against being frightened or charmed. If an effect would cause him to become frightened or charmed, he may instead teleport 10 feet as a reaction and become immune to that instance of the effect.


Actions

Multiattack

Skypiercer makes three melee attacks, or two melee attacks and one charge if mounted.

Blade of the Skypiercer

Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage plus 9 (2d8) radiant damage. This attack is considered magical and silvered.

Cleave Through the Heavens (Recharge 6)

Skypiercer swings his blade in a massive arc, releasing a glowing shockwave in a 60-foot line that is 10 feet wide. Each creature in the line must make a DC 18 Dexterity saving throw, taking 45 (10d8) radiant damage on a failed save, or half as much on a successful one. Creature's that fail the save by 5 or more must make a DC 12 Constitution saving throw or fall magically unconscious (As per the Sleep Spell).


Bonus Actions

Unrelenting

If Skypiercer reduces a creature to 0 HP on his turn, he may immediately move up to half his speed and make another weapon attack as a bonus action.

Legendary Actions on page #2



Legendary Actions

Skypiercer can take 2 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. Skypiercer regains spent legendary actions at the start of his turn.

Swift Parry. Skypiercer adds +3 to his AC until the start of his next turn.
Cavalry Charge. His mount moves up to twice its speed without provoking opportunity attacks.
Slashing Advance (Costs 2 Actions). Skypiercer moves up to his speed and makes a single weapon attack. This movement doesn’t provoke opportunity attacks.


Obsidian Fey Steed

Large Fey, Neutral Good


  • Armor Class 17 (natural armor)
  • Hit Points 120 (16d10 + 32)
  • Speed 80 ft.

STR DEX CON INT WIS CHA
20 (+5) 14 (+2) 15 (+2) 6 (−2) 14 (+2) 12 (+1)

  • Saving Throws Str +8, Dex +5
  • Damage Resistances fire, lightning, psychic
  • Senses darkvision 60 ft., passive Perception 12
  • Languages understands Sylvan
  • Challenge 4 (1,100 XP)

Fey Steed Bond

If Skypiercer is mounted on this creature, both he and the steed gain +1 AC and advantage on saving throws against spells and magical effects.

Charge of Embered Hooves

If the Fey Steed moves at least 20 feet in a straight line before hitting a creature with a Hoof attack, the creature must succeed on a DC 16 Strength saving throw or be knocked prone and take an additional 7 (2d6) fire damage.

Trample of Obsidian Flame

When the Fey Steed uses its dash action it leaves behind a trail of black flames, these flames are considered difficult terrain, and creatures that start their turn within the flames take 1d6 fire damage, the flames linger for 1 minute unless extinguished via magic.


Actions

Hooves

Melee Weapon Attack: +8 to hit, reach 5 ft., one target.
Hit: 15 (2d10 + 4) bludgeoning damage.

Fey Shroud (Recharge 5–6)

The Obsidian Fey Steed exudes shimmering magical energy. For 1 minute, it and its rider are lightly obscured by refracting light. While this is active, attacks against the mount or rider have disadvantage if the attacker is more than 15 feet away.

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