SS | Jebrefekt

20 STR (+5) 16 Dex (+3) 15 CON (+2) 12 INT (+1) 30 WIS (+10) 8 Cha (-1)
30 STR (+10), 22 Dex (+6) In Gratuity
Attack +7 (+11 in Gratuity)


AC 15 (18 in Gratuity)


Passive Perception - 10
Immune to - Sleep, Fear

Legendary Actions - Jebrefekt has 2 Legendary actions per round, which may be used to perform a Basic Attack, a Blood Moon action if within a Blood Domain, or move 30ft.

Saves - STR (+9), Dex (+7), CON (+2), INT (+1), WIS (+13), CHA (-1)
Saves (Gratuity) - STR (+16), Dex (+14) (With Advantage)

Intimidate - +8
Athletics - +8
Acrobatics - +16
History - +10 (With Disadvantage)
Arcana - +1
Insight - +10

====== TRAITS

Intrepid Momentum - Jebrefekt has greatly enhanced Acrobatics and can move up to 60ft a turn, freely vaulting over any object up to 60ft in height as part of that movement.

 

Thundering Voice - When a unit near Jebrefekt hears his voice, that unit must perform a DC 18 CHA save. If they fail, the voice appears to originate from within their own blood, and creates nausea. Whenever Jebrefekt directly speaks to the creature, he always knows where they are, even when blinded, and inflicts Disadvantage on Concentration checks. If they succeed, they are immune to its effects for one day. Additionally, Jebrefekt has Proficiency with Intimidation.

 

If a creature has been effected by Thundering Voice, Jebrefekt may roll Insight to determine their true intent normally. However, if they have resisted it, then he has Disadvantage on Insight or other rolls to determine their true intent.

 

Chained Mind - Jebrefekt is not immune to Charm. However, every minute under Charm he rolls save again. When Jebrefekt defeats a Charm effect, he wounds the caster for 4d12+1 (8d12+2 in Gratuity).

 

Adaptive Skin - Jebrefekt's liquid-glass skin adapts to threats. After being damaged, Jebrefekt gains resistance against further damage from that damage type until the end of his next turn. If he is hit twice by the same damage type in succession, he becomes immune to that damage type until the end of his next turn unless the damage is Moonsilver or High Function.

 

Blood Fonts - Any organic corpses, sizable bodies of blood, or entities created by Jebrefekt's blood magic constitute as a Blood Object when in a Blood Domain. These objects may be used by him for abilities so long as they aren't possessed by another unit's ability or domain.

 

Life Golem (Dream Era Dominant) - Stage 3 - As Jebrefekt ages he becomes stronger. Alternatively, growth stages can be attained by special events.

 

Log: (Jebrefekt grew to stage 2 by Age and Stage 3 by devouring Gil-Ora.)

 

Stage 1 - No changes.

Stage 2 - Regenerates 20 hp at the start of each turn.

Stage 3 - Regenerates 30 hp at the start of each turn and deals an additional 2d4 damage or healing on each attack or effect.

Stage 4 - Regenerates 40 hp at the start of each turn and deals an additional 3d4 damage on each attack. Stats raise by +2.

Stage 5 - Advance to Blood God stages.

 

========= BONUS ACTIONS -


Excession - Consume a Blood Object to purge an inhibiting effect and heal 4d12 hp. The effect must be physical.

 

Rampart - Consumes a Blood Object to create a Construct.

 

Blood Moon Action - A Blood Moon action may be evoked as a Bonus Action within Blood Domain.

 

========= ATTACKS -


Multi - Jebrefekt can perform one of the following attacks three times per turn.
> Fists - 2d6+5 x2
> Blinkstrike - DEX save DC 14 vs 3d6+5, dashes to target within 60ft. Can break through walls - roll Athletics (+8) with Advantage vs 15 (20 for reinforced material). Cannot be used on melee target. Can pass units - they roll the same DEX save 14 or be pushed aside and suffer 1d8 collision damage unless Colossal, then Jebrefekt just passes over them.
> Grapple - Jebrefekt can attempt to Grapple an enemy unit with one hand. This target is Restrained, and Jebrefekt cannot use this hand while holding a unit. Escape DC 17.
> Mighty Fist - 3d6+5 x1 STR SAVE DC 14 vs Prone and 30ft knockback (1d10 collision damage)
> Silver Jaw - 2d10+5 x1 - Full Health Leech.

 

Primers>

> Jump Kick - Can only be performed as an initiator. 3d6+5 + Advantage on next attack. If it misses, no other attacks can be performed for the turn. If this attack connects, Jebrefekt may forego two additional Basic attacks and instead perform a Cosmic Action.

 

========= REACTIONS


Overpower -


If a melee attack would miss Jebrefekt's AC, he can react once per round to try to Overpower that attack by rolling his own attack. If he succeeds, he will counter the attack and deliver 2d6+5 damage to the opponent, as well as flip the opponent in any direction within 5 feet of himself.

Blood Shield -


Conjure a shield between Jebrefekt and a location that dampens the effects of Projectiles for the current round. Grants Jebrefekt Resistance against ranged attacks that pass through it.

========= Cosmic Actions


- Blood Whip - 15 foot reach - DEX SAVE VS DC 15 - 3d8+CON, temporarily gain 1d4 CON. Full health leech.

 

- Blood Lance - Conjure blood in terrain to strike an opponent within 10 feet of a blood object. Consumes object. DEX save DC 15. Deals 4d8+CON.

 

- Blood Prison - Hold Person. DC 14 DEX save. If they fail the save, they can use their Action on their next turn(s) to attempt to break free with a DC 16 Strength check. Else, the prison deals 2d8+CON damage and heals Jebrefekt that amount (3d8+CON in Blood Domain).

 

- Gratuity Momentum - If at least four Blood objects are still active, Jebrefekt can absorb them to go Berserk. He gains Haste, and can use Cosmic Actions as Blood Moon evocations (and thus Bonus Actions if within a domain).

 

======= Blood Moon Actions

 

Blood Moon - Conjures the Blood Moon, which creates a storm that rains communal blood within a 300ft radius around it, creating Rough Terrain and darkening the vicinity to Dimly Lit. While either within Line of Sight of 300ft to the Blood Moon, or within Blood Rain, Jebrefekt constitutes as being within a Blood Domain. Within Blood Domain, all damage he deals to organic targets give him 50% life leech, unless stated otherwise. Additionally, all Silvertouched grant Jebrefekt 100% health steal when they damage a unit within Blood Domain.

 

The Blood Moon rolls for its own initiative and may place 1d4 Blood Fonts in any area within line of sight or within its rain effect on its turn.

 

The following actions may be used in place of a Standard Action outside of the Blood Domain, or Bonus when within one.

 

Silver Fang - Attempts to Curse a unit with Silvertouch through a +7 bite attack, dealing 2d10+CON damage. The unit, if Organic, makes a DC 12 CON save on its next turn. If this fails, it makes a DC 15 CON save on the turn afterwards. If this fails, it makes a DC 20 CON save on the following turn. Should this also fail, the unit is now Silvertouched, and will transform into a monstrosity touched by Jebrefekt's thoughts and ultimately become enthralled. Certain units have resistance against this effect, and the rate of transformation greatly depends on the unit effected.

 

Each save failure results in an additional 2d10+CON damage. If the afflicted unit goes unconscious it automatically fails the next saves and begins to transform.

 

After 3 days of being Silvertouched, a unit makes a final DC 25 CON save or becomes Mooru.

 

Shrapnel Rain - All units currently within Blood Rain CON save DC 15 (Half) for 2d6+CON Slashing damage.