Archery. Aryn gains a +2 bonus to attack rolls he makes with ranged weapons.
Fiendish Blessing. Aryn's AC includes his Charisma bonus.
Gift of the Ever-Living Ones. Whenever Aryn regains hit points, treat any dice rolled to determine the hit points he regains as having rolled their maximum value.
Legendary Resistances (3/Day). If Aryn fails a saving throw, he can choose to succeed instead
Magic Resistance. Aryn has advantage on saving throws against spells and other effects.
Regeneration. Aryn regains 20 hit points at the start of his turn. If he takes radiant damage, this trait doesn't function at the start of his next turn. Aryn dies only if he starts his turn with 0 hit points and doesn't regenerate.
Multiattack. Aryn makes 3 Ignition attacks, or 2 Ignition attacks and 1 Grenade Belt attack.
Ignition. Ranged Weapon Attack: +19 to hit, range 90/300 ft., one target. Hit: 14 (1d8 + 10) piercing damage plus 9 (3d8) fire damage. When Aryn hit's a creature with Ignition, the ammunition detonates, each creature within 5 feet of the target must make a DC 18 dexterity saving throw, on a fail they take 3d8 fire damage or half as much on a successful save.
Grenade Belt. Aryn can throw one of the following Grenades at a point he can see within 60 feet:
- Fragmentation. Each creature within a 20ft radius must make a DC 18 Dexterity saving throw, on a failure the creature takes 8d4 piercing damage, on a success they take half as much damage.
- Incendiary. Each creature within a 20ft radius must make a DC 18 Dexterity saving throw, on a failure the creature takes 5d8 piercing damage, on a success they take half as much damage.
- Winter Flare. When used, this grenade creates a 20 foot radius cloud that remains in place for 10 minutes or until dispersed by a strong wind. While inside the cloud creatures cannot breathe. When a creature starts or ends it's turn inside the cloud, it must make a DC 18 Constitution saving throw, on a failure they take 3d8 acid damage and are suffocating, on a success they take half of much damage and aren't suffocating
Stun Charge (Recharge 5–6). Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage plus 14 (3d8) lightning damage and the target must succeed target must succeed on a constitution saving throw against a DC of 17 or be stunned for 1 minute, the target can repeat this saving throw at the end of each turn, on a success the effect ends early.
Spellcasting. Aryn casts one of the following spells, requiring no material components and using Intelligence as the spellcasting ability (spell save DC 20):
At will: alter self, charm person, detect magic, hex, identify, invisibility, locate object
1/day each: fireball(7th level), plane shift, dominate monster
Hex. Aryn can use his Spellcasting feature to cast hex
Blood Curse of the Fallen Puppet. When a creature Aryn can see within 30 ft. drops to 0 HP, he can use his reaction to have that creature make one weapon attack against a target of his choice within its range.
Aryn can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. Aryn regains spent legendary actions at the start of its turn.
Fiendish Magic. Aryn uses Spellcasting
Quick Shot. Aryn makes one Ignition attack.
Flamethrower (Costs 2 Actions). Aryn can activate a fuel canister implanted in his arm to produce a gout of flame in a 30ft cone in front of him, each creature within the cone must make a dexterity saving throw of DC 17, on a failed save they take 8d6 fire damage, or half as much on a successful save.
Description
Industry, war, and destruction are a constant in the material plane, yet there are very few who have the skills to navigate and profit from these aspects of life. Lord Aryn Okarr was a skilled inventor before joining the ranks of the 9 Hells, he serves under Bael and Mammon, focusing on amassing wealth and power with his technological and business know-how, he is an intelligent, cunning and cutthroat capitalist. He is the head of Okarr Enterprises, the most advanced industrial company the world has ever seen, the company produces firearms of many scales and specifications to allow the rich and powerful to make war at a rate yet unheard of, allowing Aryn to boast an incredible fatality rate from his weapons, his master craft weaponry have earned him a place among Mammon's council as an architect of death and war which fuels business and souls for the Archduke.
However Aryn presents himself as a more amiable Lord, far less intimidating than the other fiends, he uses honeyed words and lucrative deals to get what he wants, he is not opposed to helping heroes if it is in his best interest and even attempting to buy out good aligned characters to help him achieve his goals. However he is more than willing to play dirty and do whatever it takes to get ahead, he is fond of using his own assassins to remove rivals and achieve his personal goals. His main aspiration is not in fact promotion, but attaining as much wealth and power as he can while remaining off the radar of bigger players, yet he has a simple desire, to simply be better than anyone else, smarter, richer, more influential, he wishes to prove he is greater than what he was destined to be, even willing to rend his own flesh if it means replacing it with improved parts, which he has already shown he is willing to do.
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