Eikon
Eikon is a demon that used to serve at a high station in the Mausolean guard. He was once almost selected to become the city's key-bearer, but his opposition to the revolt commenced by Arenez landed him great scorn, demoting him to nothing more than an outcast. Despite his denouncement, Eikon never left the city, this meant that he was affected by the sealing of the city just like the rest of the residents.
A bit before the start of the adventure, Eikon was chosen by Deaderah to venture up to the overworld to free Zenera from his imprisonment in The Ancient Tower. For this purpose, he was freed from the fog's effect by Deaderah and given an Ascension Key.
Personality
Eikon is a stoic warrior, dedicated to his task. He will not compromise on succeeding to free Zenera, resorting to force when something or someone stands in his way. He is a man of few words, preferring to get to the point right away. He is not easily scared off, charmed, or convinced.Appearance
Eikon still dawns his guard equipment from Mausolea, a black metal plate armor that covers his chest and all his limbs. His hood-like helmet completely covers his face, keeping anyone from seeing it. Long, black rags are strapped around his waist, hanging till just past his knees A longsword hangs around his waist as a secondary weapon. In his main hand, he wields the ascension key that functions as a two-headed spear.Abilities
Eikon mainly fights using physical attacks, using shadow magic to augment his weapons and physical abilities. He has high defenses due to his armor. He is able to access The Ancient Tower using his ascension key. Additionally, he is attuned to the teleporters belonging to the Flame network.Character Sheet
Traits
- Multiattack: Eikon can make two actions on his turn. First, any action of his choice except throw, followed up by a jab, slice, or throw.
- Trained Fighter: Due to Eikon's vast combat experience, his reaction is much greater than that of most people. At the end of Eikon's turn, he may make a Wisdom DC 15 roll. If successful, Eikon gets an additional reaction this round. This effect cannot trigger if Eikon is concentrating on a spell.
- Magical Sensing: Eikon can sense the magical aura of nearby creatures. As such, he will know the location of any creature within 60 feet, and no benefit is made from using stealth attacks against him.
Spell Casting
Eikon can cast spells using his Charisma as his spell modifier. Eikon can cast the following spells:- Bane; 3 times a day
- Misty Step; 2 times a day
Actions
- Jab: +12 to hit; Eikon trusts his bident forward, dealing 2d8 +6 piercing damage.
- Slice: +12 to hit; Eikon slices with his bident, dealing 3d6 +6 slashing damage.
- Throw: +12 to hit; Eikon throws his bident at a creature, dealing 2d10 +6 piercing damage. Due to the misty weapons trait, this attack can pass through creatures and objects, ignoring coverage. Eikon attacks with disadvantage when not having line of sight on a target.
- Return Bident: As a bonus action, Eikon turns his thrown bident into a dark mist, making it return to his hand.
- Vault: Eikon leaps over a creature within 5 feet, landing behind it. To successfully vault over a creature, Eikon must succeed on a Dexterity(acrobatics) check, DC 13 for a medium-sized creature, and DC 17 for a large-sized creature. The vault automatically succeeds on creatures sized small or less. A failed vault will consume all of Eikon's movement for the turn. On a successful vault, Eikon is able to attack the vaulted-over creature with advantage on the same action. This attack deals extra damage equal to Eikon's proficiency bonus. Additionally, the creature Eikon vaulted over cannot use an attack of opportunity on him this turn. The vault itself does not provoke an attack of opportunity by other creatures. Vault cannot be used against creatures of at least 2 sizes above Eikon. This action can only be used when Eikon is under the effect of enhancement magic.
- Crushing Blow: +12 to hit; Twice a day, Eikon can punch a creature with overwhelming force, dealing 3d8 +6 bludgeoning damage. When hit, a creature must make a Constitution DC 16 saving throw or be incapacitated for 1 turn. For each multiple of 3 below the DC, the hit creature remains incapacitated for another turn.
- Enhance Ability: Thrice a day, Eikon can enhance himself with physical enhancement magic for 1 minute. When under this effect, Eikon's movement speed and jump height are increased by 10 feet. Additionally, he has advantage on Strength, Dexterity, and Constitution saving throws and his AC is increased by 1. When Eikon gets incapacitated, stunned, or knocked out, the effects of the enhancement will end.
- Vampiric Coat: As a bonus action, Eikon coats his weapon in necrotic energy for 1 minute, causing his attacks to deal an additional 1d6 necrotic damage. The necrotic damage dealt will heal Eikon for an equal amount.
Reactions
- Parry: When hit by a melee attack that hits by at most one below Eikon's AC, Eikon can parry the attack, reducing the damage to 0.
- Intercept: When hit by a physical ranged attack that hits by at most one below Eikon's AC, Eikon can intercept the attack, reducing the damage to 0.
Legendary Actions
- Disengage (1 action)
- Return Bident (1 action)
- Jab (1 action)
- Slice (1 action)
- Cast Bane (1 action): Eikon casts Bane.
- Recharge Reaction (1 action): Eikon regains his reaction if it has been spent already.
- Zone of domination (3 actions): Eikon raises his bident in the sky, creating a zone of domination around his weapon. Any creature within 15 feet of Eikon will be affected by the zone, having to succeed on a Wisdom DC 16 saving throw or become incapacitated for as long as they are in the zone. As Eikon's weapon is the source of the zone, it will travel with it as the tip of the weapon moves. The zone lasts for 1 round and ends early if Eikon dematerializes his bident. Eikon can only use this ability once a day.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
22 (+6) | 23 (+6) | 17 (+4) | 16 (+3) | 20 (+5) | 15 (+2) |
Armor Class: 19
Hit Points: 330
Speed: 35 ft.
Proficiency Bonus: +6 Saving Throws: STR +12, DEX +12
Skills: Athletics +12, Acrobatics +12
Damage Resistance: Slashing, Piercing from non-magical attacks
Condition Immunities: Charmed, Frightened
Senses: Sight 120 ft, darkvision 60 ft, Magic Sensing 60 ft
Languages: Common, Abyssal, Infernal
Challenge: 19
Children
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