Legendary Resistance. (3/day) When Adran fails a saving throw, he can choose to succeed instead.
Natural Explorer. Adran is a master of navigating the natural world, and he reacts with swift and decisive action when attacked. This grants you the following benefits:
• Adran ignores difficult terrain.
• Adran has advantage on initiative rolls
• On your first turn during combat, you have advantage on attack rolls against creatures that have not yet acted.
Primeval Awareness. Adran has an innate ability to communicate with beasts, and they recognize you as a kindred spirit. Through sounds and gestures, he can communicate simple ideas to a beast as an action, and can read its basic mood and intent. He learns its emotional state, whether it is affected by magic of any sort, its short-term needs (such as food or safety), and actions he can take (if any) to persuade it to not attack. He cannot use this ability against a creature that you have attacked within the past 10 minutes. Additionally, He can attune his senses to determine if any of his favored enemies lurk nearby. By spending 1 uninterrupted minute in concentration (as if you were concentrating on a spell), Adran can sense whether any of his favored enemies are present within 5 miles of him. This feature reveals which of Adran's favored enemies are present, their numbers, and the creatures’ general direction and distance (in miles) from him. If there are multiple groups of your favored enemies within range, you learn this information for each group.
Action Surge. Adran can push himself beyond your normal limits for a moment. On his turn, he can take one additional action.
Improved Critical. Adran's weapon attacks score a critical hit on a roll of 19 or 20.
Flame Arrows. Adran can use his amulet to ignite his arrows with divine flame up to 10 times a day. His bow attacks deal an additonal 2d6 fire damage.
Blessed by Jazirian. Adran was granted part of a divine heart by the primordial deity of Good, Jaziran. Because of this Adran has been blessed with an unnaturally long lifespan and enhanced ability scores.
New Vanir (Fire). Adran wields the fully awakened elemental amulet of fire, created by the ancient hero, Frey. This allows Adran to bend Fire to his will. Any of his fire based spells are at will.
Spellcasting. Adran is a 8th-level spellcaster. His spellcasting ability is Wisdom (spell save DC 17, +3 to hit with spell attacks). Adran has following Ranger spells prepared:
Cantrips (at will): Fire Bolt, Green Flame Blade
1st level (4 slots): Absorb Elements, Cure Wounds, Hunter's Mark, Burning Hands*
2nd level (3 slots): Healing Spirit, Pass without Trace, Scorching Ray*
3rd level (3 slots): Conjure Animals, Fireball*
4th level (3 slots): Freedom of Movement, Guardian of Nature, Wall of Fire*
5th level (1 slot): Swift Quiver, Flame Strike*
*these spells are at will
Multiattack. Adran makes 3 attacks with either his Longswords or Longbow.
Elven Longswords. Melee Weapon Attack: +15 to hit, reach 5 ft., single target. Hit: 13 (1d8 + 9) slashing damage plus 1d6 fire damage. On a Critical Hit, roll a d100. If you roll 15 or lower, the strike is vorpal. Also, if one sword makes a critical hit, the other attack automatically hits.
Longbow. Ranged Weapon Attack: +17 to hit, range 150/600 ft., single target. Hit: 15 (1d8 + 11) piercing damage plus 3d6 fire damage. On a Critical Hit, Roll a d100. If you roll a 15 or lower, the strike is vorpal.
Volley (recharge 4-6). Adran can use your action to make a ranged attack against any number of creatures within 10 feet of a point him can see within your weapon’s range. You must have ammunition for each target, as normal, and you make a separate attack roll for each target.
Fleet of Foot. Adran can use the Dash action as a bonus action on his turn.
Fire Breath (Recharge 5-6). Adran exhales fire in a 45-foot cone. Each creature in that area must make a DC 21 Dexterity saving throw, taking 52 (15d6) fire damage on a failed save, or half as much damage on a successful one.
Adran can take 3 legendary actions. Only one legendary action option can be used at a time and only at the end of another creature's turn. Adran regains spent legendary actions at the start of his turn..
Attack. Adran makes an attack.
Move. Adran moves any distance up to his movement speed without provoking opportunity attacks.
Power of Frey (Costs 2 Actions). Adran casts a fire spell.
Mythic Trait
Read or paraphrase the following text:
"Adran falls to one knee, breathing heavily. It seems as though he may be dying. With a raspy, hindered voice he utters, 'Not yet. Mars! Grant me one final act of rage!' His amulet begins to glow with a bright red light. 'Great Phoenix, original master of fire, I call you to the material plane so that our separate powers may become one!' A pillar of fire erupts from the ground beneath Adran as a massive bird made of fire appears in the sky. The bird dives toward Adran and phases through his body. Fire spews out of Adran's mouth as he struggles to contain the phoenix. Eventually the flames turn from red to green and die down. Adran brings himself to his feet. His eyes now glow an emerald green, the fringes of Adran's clothing now smolder with green flames and small tounges of fire escape the corners of his mouth."
Phoenix Fusion (Mythic Trait; Recharges after a long rest). When Adran is reduced to 0 hit points, instead of falling unconscious, Adran uses the last of Mars' power to summon and fuse with the Legendary Phoenix, gaining 175 hit points. Additionally, all of Adran's attacks deal an extra 1d6 fire damage and his damaging fire spells do an additional 2d6 of damage for 1 hour.
Mythic Actions
If Adran's mythic trait is active, it can use the options below as legendary actions for 1 hour after activating Phoenix Fusion.
Spontaneous Combustion (Costs 2 Actions). Adran amplifies the body heat of a target he can see within 120 ft. The target must succeed on a DC 17 saving throw or else take 3d10 fire damage as they erupt into flames. Upon a failed save, the target is on fire and will take 1d10 fire damage at the start of each of its turns unless it takes an action to extinguish the flames.
Solar Flare. (Costs 3 Actions). Adran channels the power of the sun, calling a solar flare to the surface of the earth. Adran must concentrate on this action as though concentrating on a spell. Adran designates a 30 ft. radius that he can see. Over the course of three rounds (from the initiative number the feature was activated on) the following effects occur:
- Round 1: The temperature inside the radius rises to oppressive levels. Any creature that is not Adran within the radius makes all ability checks and attack rolls with disadvantage.
- Round 2: The temperature rises even farther. All creatures that are not Adran within the radius, if they start their turn inside the radius, suffer one level of exhaustion and burst into flames (see Spontaneous Combustion).
- Round 3: The flare touches the ground. Any creature that is not Adran and is within the radius must succeed a DC 23 Constitution saving throw or else take 20d8 fire damage or half as much on a successful one.
Lair and Lair Actions
Enter a description of your monster's lair here.
Lair Actions
On initiative count 20 (losing initiative ties), Adran takes a lair action to cause one of the following effects; Adran can’t use the same effect two rounds in a row:
- Adran kicks up sand in a 10 ft. radius. If a creature starts its turn in the sand, it must make a DC 15 constitution saving throw or be blinded for one round.
- Adran super heats the air around him for one round. All creatures within 60-ft. of Adran must succeed on a DC 15 constitution saving throw or else take 2d6 fire damage or half as much on a successful one. If there is currently sand in the air it turns into glass. If a creature is caught in the sand, it is surrounded by glass and petrified.
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