Domri Rade

by Triamond

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Domri Rade

Medium humanoid (human), chaotic evil


  • Armor Class 20 (Unarmored Defense)
  • Hit Points 245 (20d12+100)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
26 (+8) 20 (+5) 20 (+5) 8 (-1) 14 (+2) 9 (-1)

  • Saving Throws STR +14, CON +11
  • Skills Animal Handling +8, Acrobatics +11, Athletics +14, Perception +8, Survival +8
  • Damage Resistances Bludgeoning, Piercing, and Slashing
  • Senses Passive Perception 18
  • Languages Common
  • Challenge 20 (25,000 XP)

Expert Rider. While mounted, Domri has advantage on attacks against unmounted creatures and may redirect any attack roll targeting his mount to himself.

Indomitable Might. If the total for one of Domri's Strength checks is less than his Strength score, he can use that score in place of the total.

Legendary Resistance (3/Day). If Domri fails a saving throw, he can choose to succeed instead.

Planeswalker: Domri can cast Plane Shift targeting only himself without expending a spell slot or material components. He may choose to extend the casting time to 1 minute. If he doesn't, the location of the spell is determined randomly.

Riot. Domri and all allies within 60 ft. that can see or hear him have advantage on saving throws to avoid being charmed or frightened.



Actions

Multiattack. Domri makes 2 weapon attacks and uses his Command Beast action.

Behemoth Bone Greataxe (Magical Weapon). Melee Weapon Attack: +17 to hit, Reach 5 ft., one target. Hit: 18 (1d12 +11) slashing damage plus 7 (2d6) force damage. If the target is a creature, it must succeed on a DC 22 Strength saving throw or be knocked prone.

Command Beast. One friendly beast Domri can see within 60 ft. uses its reaction to move up to its speed and make a weapon attack.

Handaxe. Melee/Thrown Weapon Attack: +14 to hit, Reach 5 ft., Range 20/60 ft., one target. Hit: 12 (1d6 +8) slashing damage.

Legendary Actions

Domri can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Domri regains spent legendary actions at the start of his turn.

Attack. Domri makes a weapon attack.

Command Beast. Domri uses his Command Beast action.

Titanic Leap. Domri jumps up to 40 ft. to a location he can see. This movement doesn't provoke attacks of opportunity.

Savage Grit (Costs 2 Actions). Domri regains 1d12+20 hit points and ends up to one spell or negative condition affecting him.

Summon Beast (Costs 2 Actions). Domri summons a beast up to CR 2 from the Aether. This creature is friendly to Domri, hostile to his enemies, and obeys his mental commands. Domri may choose to mount this creature if it is at least size large and within 5 ft. of him as part of the same legendary action.

These beasts act on Domri's initiative. He chooses whether they act before or after him.

Domri Rade is a planeswalker from Ravnica and member of the Gruul Clans. Despite his diminutive frame and youthfulness, he boasts phenomenal physical strength.

During the events of the War of the Spark, Domri gains control of the Gruul and allies himself with Nicol Bolas in the hopes of bringing about the city's destruction. He is inevitably betrayed and killed by the Elder Dragon to feed the Elder Spell.

Behemoth Bone Greataxe: Domri fashioned this magic weapon from a Nayan Behemoth he hunted on the plane of Alara. It is a legendary quality +3 magic greataxe that deals an additional 2d6 force damage and forces any creature struck by it to make a Strength saving throw (DC = 8 + the wielder's Strength and proficiency bonuses) to avoid being knocked prone.

 

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