Ozmyn went out like a bit of a chump. He was disarmed by Brokthor and his Null Blade was used against him, he then dimension doored to Gyrne where they were both surprised and killed – though he did manage to survive the surprise round and let loose with is Arc Cannon. I still think he is fun and a tough warrior type character but even with two battle guards he was outmatched by the 6 characters and two “pets” they have – Casandalee and Deathtrap.
OZMYN ZAIDOW
Medium humanoid (human), chaotic evil
Armour Class 19 (mage armour, hasted)
Hit Points 280 (14 HD; 7d8+7d6+91)
Speed 30 ft.
STR 21 (+5) DEX 18 (+4) CON 20 (+5)
INT 22 (+6) WIS 14 (+2) CHA 16 (+3)
Saving Throws Int +8, Con +6, Dex +9 (advantage)
Skills Cybertheurgy +13, Arcana +13, History +13, Medicine +4
Senses passive Perception 12
Languages Aklo, Gothic, Common, Draconic, Giant, Hallit, Infernal, Orc
Challenge 14 (11,500 XP)
Pawn of Unity. When Ozmyn Zaidow became Unity’s pawn, the AI performed invasive and experimental surgical procedures on the man that increased his Intelligence, Wisdom, and Charisma scores by 6 each. Unity also supplied Ozmyn with gear far beyond what one might expect him to possess. Unity can observe the world through Ozmyn’s senses, and can communicate with him telepathically and issue orders at will as if via a demand spell—Ozmyn cannot save against this effect. A successful DC 20 Sense Motive check is enough to let an observer know that Ozmyn is being controlled by an external force, but this control can’t be disrupted as long as Unity survives. In any event, Ozmyn is a willing pawn of the AI. The benefits granted by this special ability increase Ozmyn’s CR by 1.
Legendary Resistance (3/Day). As a Pawn of Unity Ozmyn gains a boon on saving throws. If he fails a saving throw, he can choose to succeed instead.
Noqual Heavy Weapon Harness. Ozmyn has advantage on saving throws against spells while wearing this harness. You must make saving throws against any spell cast on you for that spell to have an effect, even if the spell does not normally require a saving throw.
Preparation. Ozmyn is a genius and he also has the advantage of Unity’s instant awareness via the monitoring systems. He has the following spells active before combat starts – mage armour, haste, and greater invisibility (DM’s Note: yes Ozmyn breaks the rules).
ACTIONS
Multiattack. Ozmyn makes three attacks or two attacks and takes the Dash, Disengage, Hide or Use Object action.
Null Blade. Melee Weapon Attack: +10 to hit, reach 5 ft., one target.
Hit: 16 (3d6 + 7) slashing damage. This weapon critical hits’ on a natural 19 and 20 and does double damage against constructs and its type is adamantine/skymetal. Whenever Ozmyn scores a critical hit he may make another attack with the Null Blade as a bonus action. In addition as part of the attack action Ozmyn may activate the null blade sheathing it in green energy increasing its magical bonus to +2. In addition each time it strikes an enemy they suffer the affects of a dispel magic and discharge spell.
Timeworn Arc Cannon. Ranged Weapon Attack: +10 to hit, range 300 ft., single target.
Hit: 9 (3d6) lighting damage.
Timeworn Arc Cannon – Blast Mode (Natural 16+). Unleashing a barrage from the arc cannon in a 20 ft. sphere up to 300 feet away any creature hit by the attack suffer 18 (6d6) lighting damage or half as much on a successful save (DC 14 Dexterity). Creatures wearing heavy armour have disadvantage on the saving throw.
LEGENDARY ACTIONS
Ozmyn 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. Ozmyn regains spent legendary actions at the start of his turn.
- Dimension Door. Teleport 500 feet in any direction. Will normally use this when first reduced to 90 hit points.
- Teleport. If reduced to 30 hit points Ozmyn teleports away (see tactics)
- Zero. Ozmyn attacks with his null blade.
REACTIONS
- Shield. Ozmyn adds 4 to his AC against one attack that would hit him or cancels a magic missile
- Null Blade Parry. Ozmyn adds 4 to his AC against one melee attack that would hit him and the parried weapon suffers the affects of a dispel magic and discharge spell (suppressing the powers of the item for 1 minute or losing all its chargers).
- Riposte. If a melee attack misses Ozmyn he may make a null blade attack as a reaction against the target that missed.
TACTICS
Before Combat Ozmyn uses Preparation.
During Combat Ozmyn’s first act in combat is to cast greater invisibility. He then attacks with his arc cannon, using automatic fire to attack in a line or a blast, depending on the enemy’s positioning. Before he attacks in melee, Ozmyn casts haste. On each round while in melee, Ozmyn activates his null blade to enhance it to a +2 weapon as a swift action; if he’s being hit often in combat, though, he instead activates his spell shield each round to gain a +6 shield bonus to his AC. Neither of these enhancements is included in the stats above. If reduced to 90 hit points or fewer, Ozmyn casts dimension door to escape to a nearby room, then uses his nanite gun to heal before returning to battle.
Morale If reduced to 30 or fewer hit points, Ozmyn casts teleport to flee the battle. He teleports to Silver Mount, then retreats into the structure to dig in and prepare to defend it against the PCs, effectively abandoning his position as leader of the Technic League. In this event, the PCs will face Ozmyn again in “The Divinity Drive”—see that adventure for further details.
GEAR
+5 heavy weapon harness (+1 to ranged attacks, included), null blade, timeworn arc cannon, amulet of natural armor +3, belt of physical might +6 (Str, Dex), ring of protection +3, key to area C43, mark II thoracic nanite chamber (+4 CON, included), orange access card, spellbooks datapad (contain all spells prepared plus additional spells as you see fit), timeworn white nanite hypogun (17 (3d8+5) healing or lesser restoration) and Hololithic Fragment #30.