Adamantine Armor. Any critical hit scored against Jerry becomes a normal hit.
Fiery Weapons. Jerry's weapon attacks are magical. When he hits with any weapon, the weapon deals an extra 8d8 fire damage (included in the attack).
Fire Absorption. Whenever Jerry is subjected to fire damage, he takes no damage and instead regains a number of hit points equal to the fire damage dealt.
Innate Spellcasting. Jerry's spellcasting ability is Charisma (+19 to hit with spell attacks, spell save DC 29). He can innately cast the following spells, requiring no material components:
At will: scorching ray, aganazzar's scorcher, flame blade, flaming sphere, heat metal
5/day each: elemental bane (fire only), elemental weapon (fire only), fireball,
3/day each: fire storm, flame strike, wall of fire
1/day each: delayed blast fireball, meteor swarm
Magic Resistance. Jerry has advantage on saving throws against spells and other magical effects.
Multiattack. Jerry makes four attacks, or he makes two attacks and casts one of his "at will" or "5/day each" spells.
Fiery Touch. Melee Spell Attack: +19 to hit, reach 5 ft., one target. Hit: 54 (8d10 + 10) fire damage.
Flamebow. Ranged Weapon Attack: +15 to hit, range 150/600 ft., one target. Hit: 19 (3d8 + 6) piercing damage plus 36 (8d8) fire damage.
Flaming Greatsword. Melee Weapon Attack: +17 to hit, reach 5 ft., one target. Hit: 29 (6d6 + 8) slashing damage plus 36 (8d8) fire damage.
Burning Shield. When Jerry takes damage from a melee attack, he can use his reaction to create a temporary barrier of fire between him and his attacker. His AC against the triggering attack increases by 5, and he has resistance to damage dealt to him by the triggering attack if it hits, unless the damage is force or necrotic. The attacker also takes 18 (2d12 + 5) fire damage. Jerry must be able to see his attacker to use this reaction.
Jerry 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. Jerry regains spent legendary actions at the start of its turn.
Searing Burst (Costs 2 Actions). Jerry emits magical, divine energy. Each creature of his choice in a 10-foot radius must make a DC 23 Dexterity saving throw, taking 28 (8d6) fire damage plus 14 (4d6) radiant damage on a failed save, or half as much damage on a successful one.
Enkindle. Jerry causes one creature he can see within range to ignite with intense flames, which last for 1d14 rounds. The creature takes 36 (4d12 + 10) fire damage immediately, as well as at the start of each of the creature's turns. Before taking this damage on its turn, the affected creature can use its reaction to attempt a Dexterity saving throw (DC 22) to extinguish the flames.
Fiery Movement. Jerry runs up to his walking speed, leaving a trail of fire wherever he goes. Any space he occupies during this movement ignites and remains on fire for 1 round or until it is extinguished by rain, a moderate or greater wind, or some similar effect. A creature that moves into this flaming area for the first time on its turn or starts its turn there must make a DC 22 Dexterity saving throw or take 36 (8d8) fire damage, or half as much on a successful save.
Description
"Jerry died, but Mendigo was desperate to bring him back. Mendigo slowly gathered souls to resurrect him, but a deity called Elendon Starguide opposed him. After defeating the celestial, Mendigo had gathered enough souls, and brought Jerry back. But he was different. Jerry was forever stuck in the form that he died in: aflame, which both gave him fire based powers and made him even madder than before. Now he is obsessed with burning down the world."
-LightningBoy831's summary of Jerry's return
Previous Versions
Name | Date Modified | Views | Adds | Version | Actions |
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1/7/2022 6:08:01 PM
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Coming Soon
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Amazing! This is one of the coolest things, thanks.
Thanks! It was fun to work on.