Excal-heim
Legendary Resistance(3/Day). If the sun child fails a saving throw, it can choose to succeed instead.
Great One. The sun child has advantage on Intelligence, Wisdom, and Charisma saving throws against magic.
Reality Rendering Weapons. The sun child's weapons are magical and its claws deal an additional 9 2d8 fire damage on a hit (included in the attack). This additional damage cannot be resisted or reduced.
Standing Leap. The sun child's long jump is up to 80 feet and its high jump is up to 60 feet, with or without a running start.
Multiattack. The sun child uses its maddening presence and makes 5 attacks; 2 with its fists, 2 with its tentacles and 1 special attack. If a creature is hit by both fist attacks it takes an additional 13 2d12 bludgeonig damage. Baby Fists. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 30 4d10+8 bludgeoning + 11 2d10 fire damage. Solar Tentacle. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 28 8d4+8 radiant + 11 2d10 fire damage.
The sun child 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.
The sun child regains spent legendary actions at the start of its turn.
Move. The sun child moves up to its speed without provoking opportunity attacks.
Solar Tentacle. The sun child makes a tentacle attack.
Pounce (2 Actions). The sun child jumps up to 80 ft. and attacks with its fists against a target within its reach.
Created for Dungeon Masters and Game Masters, World Anvil has everything you need to build your own homebrew RPG campaign setting, and run your games, either online or around the table!
Take the first step. Create your account. Your world and characters await!