Medium Humanoid (Any Race), Any Alignment
Armor Class 19 (Full Plate +1)
Hit Points 210 (25d12 + 60)
Speed 60 ft.
STR
22 (+6)
DEX
17 (+3)
CON
18 (+4)
INT
14 (+2)
WIS
12 (+1)
CHA
11 (+0)
Saving Throws STR +11, DEX +8, CON +9
Skills Athletics +10, Intimidation +5
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Lightning
Condition Immunities Stunned
Senses Passive Perception 11
Languages Any one language (usually Common)
Challenge 13 (10,000 XP)
Proficiency Bonus +5
Traits

Unstable Power. At the beginning of each of Arid's turns he must make a DC 14 Cons save or have the gauntlet burn out and deal 12 (2d12) lightning damage to him and all creatures within 10ft of him. He loses damage on his attacks (stated in a later trait) and may make a DC 14 Cons save at the beginning of each of his turns to get the gauntlet in working order again

Charged. All attacks made with the Gauntlet of the False Lighting God deal one additional die of damage as long as the gauntlet is not burnt out. (Included in damage)

Lightning Rage. While the gauntlet is not burnt out, Arid is immune to lightning damage and resistant to all non magical damage. In addition to this his speed is increased by 40 ft

 

Actions

Multiattack. Arid makes three melee attacks, three ranged attacks, or a combination of one melee and one ranged.

Lightning Spear. Melee or Ranged Weapon Attack: +11 to hit, reach 10 ft. and range 20/60 ft., one target. Hit: 16 (2d10 + 6) piercing damage, or 18 (2d12 + 6) piercing damage if used with two hands to make a melee attack.

Call The Storm(Recharge 2). Arid may may one ranged attack at advantage, If that attack were to hit a bolt of lightning is pulled from the sky and strikes the target dealing an additional 20 (4d10) lightning damage and the target must make a DC 17 Cons save or be stunned until the end of their next turn

Bonus Actions

Leap. Arid Ignores difficult terrain and can leap up to his available movement speed (this movement uses movement speed)

Overload. Arid makes a DC 16 cons save, on a successful save all damage dealt by Aris this turn is increased by 1 die of the damage type. On a failed save his gauntlet burns out in the same manner as it does in Unstable Power.

Reactions

Parry. Arid adds 3 to its AC against one melee attack that would hit it. If the attack is then blocked all creatures within 5 ft of Arid take 5 (1d10) Lightning damage

Description

Leader of the most notoriously sloppy yet effective battalion that unity has to offer. He already knows that with the group he has as well as his own power they will win the fight so he is very half hearted in his leading methods

Monster Tags: NPC

Habitat: Urban

MilkMannerism

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