Medium Fiend (Human), Chaotic Evil
Armor Class 16 Natural, and Dexterous
Hit Points 100 (20d12 + 12)
Speed 45 ft.
STR
15 (+2)
DEX
17 (+3)
CON
14 (+2)
INT
13 (+1)
WIS
14 (+2)
CHA
10 (+0)
Skills Acrobatics +8
Damage Vulnerabilities Cold, Radiant
Damage Immunities Fire, Necrotic
Condition Immunities Exhaustion, Poisoned
Senses Darkvision, Passive Perception 13
Languages Common, Infernal
Challenge 11 (7,200 XP)
Proficiency Bonus +4
Traits

Multi Attack: Akar gets two attacks per turn

 

Chaotic Creation

The ability to conjure the essence of Chaos (a black and red energy) into physical manifestations, meaning he can create walls, spikes, and shockwaves of energy. Walls spikes have a health pool of 20, but fade after one round. Akar can also remove them if he so wishes.

 

Play Time

Akar uses his lucky ball to inflict devastating damage from afar. His ball can easily be destroyed but when it is, it triggers hundreds of tiny bombs that explode. Once the ball is destroyed it will return to Akar.

 

Quick to Temper

Everyone that faces Akar is forced to use their reactions no matter what, if the target instead wishes to hold onto their reaction then they must forfeit their turn to focus.

 

Actions

Arm Scythe: +7 to hit, reach 5 ft., one target. Hit: 5 (3d8 + 4) Scythe.

 

The Lucky Ball: +4 to hit, reach 60 ft., one target. Hit: 5 (3d6 + 2) Bludgeoning.

Parting Gift: +6 to hit, reach 5 ft., one target. Hit: 5 (8d4 + 0) Bludgeoning. This attack can only be used once the ball is destroyed, and the target takes half damage if the ball is destroyed a maximum of 10 ft away. If ball is destroyed with anything closer to 5ft then the target takes full damage.

 

52 Pickup: +10 to hit, reach 30 ft., multiple target. Hit: 5 (3d8 + 4) Pierce. The players must deal with these cards before the end of the round or suffer damage. They avoid damage by collecting all of the cards, person with the most cards takes no damage. If all cards are recovered then the players are fine. 

 

Spells

Feint: Akar Temporarily lowers the target's AC by 4. By summoning fake copies of himself that confuse the opponent through a barrage of harmless attacks. This attack has three charges.

 

Sozo: Akar can create a terrifying image from no where inflicting the terrified Status effect if the target fails a DC 15 Intelligence saving throw. This attack has two charges, and can be dispelled if Akar is hit or the target succeeds a wisdom or intelligence check above a DC 12.

Bonus Actions

New Stitches: Akar may do this every turn of his as a bonus action healing 3d6 health. 

 

 

Time out: Akar may stop all attacks for one whole round, however this takes all his concentration sacrificing all of his actions.

Reactions

Burning Wall: To negate Damage on an attack Akar adds a Plus 5 to his AC. If the attack requires him to make a save of any kind he gets a plus 7. 

Legendary Actions

Ruin: If a target's Wisdom 9 or bellow then they auto fail, if it is between 9-15 they must roll, if it is any higher this doesn't affect them. This spell will automatically turn a target to gray mush, after 30 mins they arise as a form of Undead. This attack costs all two actions and requires Akar to be in direct contact with the target for one round.

 

Legendary Resistances 4

Akar is able to gain a temporary resistance to any one specific attack. Negating it's effects and halving the damage.

 

Description

Personality

Akar acts in a childlike manner. However, he is still incredibly dangerous. He is smart but not nearly as intelligent as his brother. He enjoys the thrill of battle and seeks adrenaline, but he also loves to play games, his favorite being Soccer, Dodgeball, and Kickball.  Akar treats combat similar to a Game, learning their attacks and prolonging the fight for as long as possible. Akar’s only goal is to find a friend that enjoys these things as much as himself. 

 

Appearance

Akar’s skin is a sick neutral gray color. His eyes are completely white except for a singular black line acting as a pupil, and these vertical stitches travel from his eyelids and partially onto his forehead and cheeks. On his hands, he also bears these stitches. Unlike the rest of his physic, his gray hair looks strangely healthy. This hair flows towards the middle of his back where a black band pulls the bottom of his hair into a cut ponytail.

 

Akar is dressed in a baggy black and yellow hoodie. And underneath it he sports a deep blue shirt with a barbed wire design decorating the shirt. For his pants, he wears black baggy sweatpants. To finish his casual outfit he wears black slides.

 

Background

Akar’s father, Belion, the Lord of hell is a busy man making little time for his children. Burying himself in paperwork, soul damnations, and punishments. One day when Akar and Thánn were of ample age he assigned both of them to patrol hell and deal with intruders. It was here Akar saw his father ever smile, showing both of them that he was proud of how powerful they had become. When Akar was born, his body sewn together with hellish strings was given the gift of life from an Ember of the Eternal flame. From there on he would play with his brother, in games like chess and checkers, he would rarely win but liked to play it since it made Thánn happy. He thoroughly enjoys his company in games like catch and kickball. Akar had always looked up to his older brother, nearly idolizing him. He listened to his teachings and would comfort him in times of sorrow. The two forged an unbreakable bond over their four years together and now guard Hell together as the Bosuns of hell.

Lair and Lair Actions

The Crowd Roars!

The crowd starts to cheer and chant Akar's name emboldening him for the rest of the round and the next. He Now Rolls everything with advantage.

 

 Liven It Up!

Akar signals to his stage crew to bring the heat! Giant geysers of molten flame burst from the ground somewhat sprinkling the players. Roll a d20+5 to see if the lava hits, if it does then roll 2d8 Fire Damage. If someone is thrown into the lava they take 5d12 Fire Damage and now have the Burning Status that ticks for 3d6.

Habitat: Underdark

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