Medium Humanoid, Any Lawful Alignment
Armor Class 25
Hit Points 415 (15d20 + 258)
Speed 60 ft., Walks unhindered on walls and ceilings. , Fly 120 ft.
STR
30 (+10)
DEX
30 (+10)
CON
30 (+10)
INT
27 (+8)
WIS
25 (+7)
CHA
28 (+9)
Saving Throws STR +19, DEX +19, CON +19, INT +17, WIS +16, CHA +18
Damage Immunities Fire, Poison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Adamantine
Condition Immunities Charmed, Exhaustion, Frightened, Poisoned
Senses Truesight, Passive Perception 30
Languages All
Challenge 30 (155,000 XP)
Proficiency Bonus +9
Traits

Legendary Resistance (5/Day). If the Aramis fails a saving throw, She can choose to succeed instead.

Divine Power (3/Day). Aramis can force any die to be re-rolled at anytime and choose which die to use.

Adamantine Armor. She can not be critically hit.

War Gods Blessing. She lands a critical strike on a natural 19 and up and re-rolls critical fails automatically.

Uncanny Ability. She cannot be at disadvantage and creatures cannot have advantage on her.

Untouchable (1/day). Can take a second turn in a round of combat at anytime.

Hard to Kill. When Aramis is below 75 hit points she rolls a d20 plus her constitution modifier. If this value exceeds her armor class that damage is not taken.

Rapid Regeneration. After every one of her turns she regenerates 50 hit points.

Actions

Multiattack. Aramis can make four attacks per turn.

Nova-Fang. Melee Weapon Attack: +17 to hit, reach 10ft., one target. Hit: 36 (4d12 + 10) slashing damage plus 11 (2d10) energy damage.

Tail. Melee Weapon Attack: +17 to hit, reach 15ft., one target. Hit: 24 (4d6 + 10) bludgeoning damage plus 11 (2d10) fire damage. If the target is a creature, it must succeed on a DC 20 Strength saving throw or be knocked prone.

Fire Breath.  exhales crimson flames in a 90-foot cone. Each creature in that area must make a DC 20 Dexterity saving throw, taking 45 (13d6) fire damage plus 45 (13d6) energy damage on a failed save, or half as much damage on a successful one.

Energy Beam. Aramis focuses an energy beam in a 60 by 15 foot line. Each creature in that area must make a DC 28 Dexterity saving throw, taking 35 (10d6) energy damage on a failed save, or half as much damage on a successful one.  If the target is a creature, it must succeed on a DC 20 Strength saving throw or be knocked prone.

Energy Blast. Aramis focuses an energy ball and fires it at a point within 120 feet. On a direct hit (+17 to hit) the target takes 35 (10d6) energy damage. Hit or miss, the ball then explodes. The target and each creature within 25 feet of it must succeed on a DC 24 Dexterity saving throw, taking 35 (10d6) energy damage on a failed save, or half as much damage on a successful one. If the target is a creature, it must succeed on a DC 20 Strength saving throw or be knocked prone.

Energy Release. Aramis releases a wave of crimson energy from herself in all directions. Each creature within 30 feet of it must succeed on a DC 19 Dexterity saving throw, taking 24 (7d6) energy damage on a failed save, or half as much damage on a successful one. If the target is a creature, it must succeed on a DC 16 Strength saving throw or be knocked prone and 15 feet away.

Reactions

Spell Reflection (5/day)Aramis reflects a magic missile spell back on to the user as if she had cast the spell.

Negative Impact Shield (100/day). Aramis can choose to instead of taking damage directly have the damage done to her negative impact shield.

Legendary Actions

Aramis 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. She regains spent legendary actions at the start of her turn.

Ability Check. Aramis can make an ability check.

Tail Attack. Aramis makes an attack with her tail.

Incredible Leap. Aramis leaps 120 feet in a direction of her choosing the force generated at the take off and landing points is enough to knock any creature within 5 feet prone should they fail a DC 15 strength check.

Description

Aramis is a 6 foot 4 inch incredibly attractive "human" woman. Her skin is perfectly tanned and her body athletic but it does not nearly reflect her true physical ability. She has knotted and tangled blonde hair with black, red, and golden beads strung through her braids. A simple piece of brown leather binds it all back into a pony tail. She possess sharp teeth and a forked tongue, as well as black eyes that have glowing crimson pentagrams for pupils that emit a faint trail of energy. Despite this she gives of a warm comforting feeling of friendliness and and power. She is never seen without her black chain necklace with a hanging red soul gem; and her golden ring inscribed with a language foreign to this reality. These runes glow with the same dim crimson light of her eyes and necklace.

With out her armor on she wears gold rimed sunglasses, a red jacket with a flaming sword plunged through a pentagram on the back. As well as brown pants and red and white high top sneakers. The belt she wears is of the same black metal as her necklace and she also wears a red bandanna around her neck.

Her armor is some of the finest to be crafted in all the realm of Val'Dovakiin. As a Champion Seraphim of Mikhailov her ability in combat and her equipment are both beyond that of all but a select few. Her adamantine armor appears to be composite and layered, almost mechanical in nature. As if it were a suit of power armor, but the only power in this armor is her own. The armor itself has claws for the finger tips, massive pauldrons, crimson standards, and a massive red cloak that always seems to wave in the most dramatic way possible at the time. It is for the most part a set of full plate but flexibility has been prioritized so certain areas are wrapped in adamantine chain mail. Her helmet has three rows of four breathing holes at the bottom and two forward facing horns. At her will the helmet can split into three pieces the bottom left, bottom right, and top. When this happens the horns rotate back behind her head with the three panels.

When in combat (or at will) her divine energy manifests as: a flaming aura around her entire body, a flaming tail that splits into two whip like ends, two wings of crimson fire and energy, and a significantly stronger glow from her eyes. Her great sword Nova-Fang also gains an energy blade around the "normal" adamantine one.

Lair and Lair Actions

Inside massive sprawling castle on the island of Dova-Valka you will find a summoning chamber. Within a massive crimson ball of energy to which she is guardian. She will only part from the source of her power in this multi-verse if given express orders from her lord Mikhailov.

Lair Actions

On initiative count 20 (losing initiative ties), Aramis takes a lair action to cause one of the following effects; She can’t use the same effect two rounds in a row:

  • A massive bolt of crimson electricity shoots forth from the sphere targeted at a creature. This creature must make a DC 18 dexterity saving throw or take 21 (6d6) lightning damage.
  • The sphere emits an entrancing pulse of crimson energy. Every creature that can see the sphere must make a DC 18 wisdom saving throw or they will be paralyzed.
  • Aramis will channel energy directly from the sphere itself. This will will double the effectiveness of her next action.

Regional Effects

The region containing Aramis's Summoning gate is slowly transformed into the realm of Val'Dovakiin, which creates one or more of the following effects:

  • Plants will grow blackened wood and red leaves within 3 miles.
  • Stone is slowly transformed into a red granite within 2 miles.
  • The sun will appear eclipsed from above within 1 mile, with a total eclipse only being visible within the castle itself.

If Aramis dies, these effects fade over the course of 2d20 days.

Michaelchief117

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