Medium Humanoid (Dragonborn), Any Lawful Alignment
Armor Class 21 Armored
Hit Points 435 (30d10 + 270)
Speed 40 ft., Can be doubled by dark dash
STR
28 (+9)
DEX
28 (+9)
CON
29 (+9)
INT
25 (+7)
WIS
25 (+7)
CHA
28 (+9)
Saving Throws STR +15, CON +15, CHA +15
Damage Resistances Fire; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Charmed, Exhaustion, Frightened
Senses Unknown Can see perfectly (With true sight) in any sort of red light or darkness., Passive Perception 21
Languages Common, Draconic racial
Challenge 20 (25,000 XP)
Proficiency Bonus +6
Traits

Rage. This bonus action creates an increase in power as pure anger flows throughs his veins. All attacks deal an extra 1d4 physic damage. Rage also grants resistances to all damage types except physic. Rage is only put out if he is not attacked or takes damage in-between turns. Rage is also put out if these action(s), bonus action(s), or reaction(s) are used: True Inferno, Overcharge, True rebuke,

Enraged. When Alraconic's hit points reach 0, instead of downing, he returns to 200 hp, and is Enraged. This form of rage is permenant. His AC is reduced to 13, all attacks deal an extra 2d4 physic damage, he gains his normal rage resistances, his flames become Purple, and he gains access to all Enraged actions, along with Hellish Infernos, Final Overcharge, and Inkarnate rebuke.

Magical resistance. Alraconic has resistance to all magical effects, gaining advantage on saves against such.

Divine Smite. Once per turn, a single attack can be imbued with divine energy and deal an extra 2d8 radiant damage. Cannot be used if Dark smite has already been used.

Dark Smite. Once per turn while raged or enrage, a single attack can be imbued with dark energy and deal an extra 3d8 force damage. Cannot be used if Divine smite has already been used.

Dark Dash. Doubles speed.

Floaty maneuverability. Falling for alraconic only occurs if an action mandates it, or at the end of each turn.

Actions

Anti air multiattack. Use the jumping slash, grounding blunt, and falling stab attack in quick secession.

Generic Multiattack. Use four stab attacks, or three stab attacks and 1 inferno.

Raging anti air multiattack. Can only be used while raging or enraged. Use the jumping slash, grounding, blunt, falling stab, and stab attack/True inferno in quick secession.

Enraged Multiattack. Can only be used while enraged. Use 6 stab attacks, or 5 stab attacks and 1 Hellish infernos.

Enraged anti air multiattack. Can only be used while enraged. Use the jumping slash, grounding, blunt, falling stab, and two stab attacks/one stab attack and Hellish infernos in quick secession.

Stab. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 15 (2d6 + 9) Piercing damage. A simple single target Stabbing attack.

Jumping slash. Melee Weapon Attack: +8 to hit, reach 20 ft., one target. Hit: 13 (2d6 + 7) Slashing damage. A slashing attack that can reach into the air by twenty feet, taking the user along with it. Damage against opponents in the air is doubled.

Grounding blunt. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 7) Bludgeoning damage. This bludgeoning move forces any target in the air to tumble immediately to the ground, taking fall damage as well.

Falling Stab. Melee Weapon Attack: +8 to hit, reach 20 ft., one target. Hit: 13 (2d6 + 7) Piercing damage. A move that can only be used while in the air, and extends 20ft downward along with the user. It deals double damage to any target that was effected by grounding blunt previously during the current turn.

Inferno (Recharge 4-6). Can only be used while flame is active. A fiery circle of pure energy forms around the user. flames stretch out 20ft (sphere) in every direction, and an additional 10ft in the cardinal directions, originating from the user. Those in this range, make a Con save DC 20. Targets fall into fear, (frightened) and take 5d10 fire damage on a fail, but are able to resist fear on and take half damage on a successful save. Use of this ability puts out the fire conjured by the flame bonus action.

True Inferno (Recharge 5-6). Can only be used while blue flame is active. A fiery circle of pure energy forms around the user. flames stretch out 20ft (sphere) in every direction, and an additional 20ft in the cardinal directions, originating from the user. Those in this range, make a Con save DC 20. Targets fall into fear, (frightened) and take 5d10 fire damage plus 1d6 radiant damage on a fail, but are able to resist fear on and take half damage on a successful save. Use of this ability puts out the fire conjured by the blue flame bonus action, as well as puts out rage.

Hellish Infernos (Recharge 6). Can only be used while dark flame is active. A fiery circle of pure energy forms around the user. Purple flames stretch out 30ft (sphere) in every direction, and an additional 20ft in the cardinal directions, originating from the user. Those in this range, make a Con save DC 20. Targets fall into fear, (frightened) and take 5d10 fire damage plus 3d10 force damage on a fail, but are able to resist fear on and take half damage on a successful save. Use of this ability puts out the fire conjured by the Dark flame bonus action.

Bonus Actions

Rage. As a bonus action, Alraconic can enter a state of pure anger, using more powerful abilities.

Portal. As a bonus action, a portal is materialized in thin air that goes to the back of a target. This allows the user to move up to 50ft away, and the next attack made against this target has advantage.

Flame. As a bonus action, Alraconic's greatsword combusts into flames, and attacks deals an extra 1d8 fire damage.

Blue flame. As a bonus action while raging or enraged, Alraconic's greatsword combusts into blue flames, and attacks deals an extra 2d10 fire damage.

Dark flame. As a bonus action while enraged, Alraconic's greatsword combusts into purple flames, and attacks deals an extra 3d8 fire damage, and 1d8 force damage.

Overcharge (recharge 5-6). Can only be used while raged. Gain an extra action for the current turn. Puts out rage.

Final Overcharge (recharge 6). Can only be used while enraged. Gain an extra action for this turn and the next turn, as well as a bonus action for this turn.

Reactions

Hellish Rebuke. At will, as a reaction to taking damage, alraconic can use the hellish rebuke spell. A dex save must be made of DC17 with 2d10 fire damage on a failed save or half as much on a succeed.

True Rebuke. At will, as a reaction to taking damage, and while raging or enraged, alraconic can use the hellish rebuke spell at a higher level. A dex save must be made of DC17 with 4d10 fire damage on a failed save or half as much on a succeed.

Inkarnate Rebuke (Recharge 5-6). At will, as a reaction to taking damage, and while enraged, alraconic can use an ability similar to the hellish rebuke spell. A dex save must be made of DC17. A target will be knocked prone and take 2d10 fire damage, as well as 2d10 force damage plus 2d10 radiant damage on a failed save. A target who succeeds the save shall take half as much damage and not be knocked prone.

END_XxpowerhousexX

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