Medium Humanoid (Human, Paladin, Warlock), Lawful Evil
Armor Class 16 plate
Hit Points 150 (11d10 + 30)
Speed 30 ft.
STR
18 (+4)
DEX
12 (+1)
CON
15 (+2)
INT
15 (+2)
WIS
10 (+0)
CHA
18 (+4)
Saving Throws STR +7, DEX +4, CON +5, INT +5, WIS +3, CHA +7
Skills Athletics +8
Damage Resistances Lightning
Senses Unknown Devilsight- Allows him to see normally in magical and nonmagical darkness to a range of 120ft., Passive Perception 10
Languages Abyssal, Common, Draconic, Elvish
Challenge 6 (2,300 XP)
Proficiency Bonus +3
Traits
Tempest Jump: (1/per day) As an Action, Arminius can teleport himself to anywhere he can see or back to the location of his lair by transforming himself into a bolt of lightning.
Eldritch Invocations:
Devil’s Sight: Arminius can see normally in darkness, both magical and nonmagical, to a distance of 120 ft.
Mask of Many Faces: Arminius can cast disguise self at will, without expending a spell slot.
Repelling Blast: When Arminius Ran hits a creature with eldritch blast, Arminius can choose to have the creature make a DC 15 strength saving throw, or be pushed up to 10 feet away from Arminius in a straight line.
Unholy Smite: When Arminius hits a creature with a melee weapon attack, you can expend one spell slot to deal 2d8 extra necrotic damage to the target plus 1d8 for each spell level higher than 1st (max 5d8).
 
Spellcasting:
 Arminius Ran is a 3rd-level spellcaster. His spellcasting ability is [charisma] (spell save DC 15, +6 to hit with spell attacks). Arminius Ran has the following Warlock and Paladin spells prepared:

Cantrips (at will): [eldritch blast], [chill touch], [shocking grasp]
1st level (4 slots): [witchbolt], [tempest's rebuke], [inflict wounds], [command], [wrathful smite]

2nd level (2 slots): [shatter], [crown of madness]

3rd level (2 slots): [lightning bolt], [counterspell]

Actions

Multiattack. Arminius makes 2 greatsword attacks.

Flametongue Greatsword. Melee Weapon Attack: +6 to hit, reach 5ft., one target. Hit: 15 (3d6+ 4) [fire and slashing] damage. 

Eldritch Blast. Spell attack: +6 to hit, range 120ft, one-two targets. Hit: 10(1d10+4) 2 blasts

Bonus Actions

Dreadful Aspect: As a bonus action, Arminius channels the darkest emotions fed to him by "Behir" and focuses them into a burst of magical menace. Each creature of Arminius' choice within 30 feet of him must make a Wisdom saving throw (DC 15)against being frightened if it can see Arminius. On a failed save, the target is frightened of Arminius for 1 minute. If a creature frightened by this effect ends its turn more than 30 feet away from Arminius, it can attempt another Wisdom saving throw to end the effect on it.

Reactions

Counterspell. Cast Counterspell as a reaction.

Tempest's Rebuke. Cast Hellish Rebuke (lightning damage) as a reaction on a successful attack against Arminius.

AoO. Make one attack with Flametongue Greatsword as AoO.

Legendary Actions

Arminius Ran can spend 2 Legendary Actions per turn.

Eldritch Blast (Costs 1 Action). Arminius can cast 1 ray of eldritch blast at the end of another creature's turn.

Movement (Costs 1 Action). Arminius can move up to half his movement without provoking an AoO.

Summon Undead (Costs 2 Actions). Channeling the lightning streaking across the room, Arminius can bring 3 skeletons to life to target creatures of his choice, with AC of 10, and 1 hp, each has +3 to hit, and does 1d10+3 damage.

Description

 "I am the One True Martyr, damning myself to the depths of hell for the good of others. Tell me, can any of you claim such conviction?"- Arminius Ran to the Champions of Wealdstone., 3/28/1440 RE

Arminius has taken on the power of an ancient demon in order to take down what he sees as a corrupt system, willingly sending himself to hell in order to stop others from being convicted to the same fate.

Arminius Ran is a human warlock oathbreaker paladin that is shrouded in electricity and dark plate armor. He has bleached white hair and beard, cold blue eyes, and a mass of scars across his face.

Lair and Lair Actions

Lair Actions

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

  • The air becomes electrified by the Arminius' presence, when an attack that inflicts lightning damage is used within 10 feet of a creature wearing metal armor, it is also included in the effect. 
  • Lightning arcs, forming a 5-foot-wide line between two of the lair's solid surfaces that Arminius can see. They must be within 120 feet of Arminius and 120 feet of each other Each creature in that line must succeed on a DC 14 dexterity saving throw or take 7 (2d6) lightning damage.
  • Magical darkness spreads from a point Arminius chooses within 60 feet of it, filling a 15-foot-radius sphere until Arminius dismisses it as an action, uses this lair action again, or dies. The darkness spreads around corners. A creature with dark vision can’t see through this darkness, and nonmagical light can’t illuminate it. If any of the effect’s area overlaps with an area of light created by a spell of 2nd level or lower, the spell that created the light is dispelled.

 

Regional Effects

The region containing Behir's champion’s lair is always overcast, which creates one or more of the following effects:

  • Thunderstorms rage within six miles of the lair
  • Dust devils scour the mountains within six miles of the lair.
  • Lightning strikes become common within 1 mile of the lair. (DC 16 Dexterity saving throw, 2d10 damage, if a creature is wearing metal armor, damage increases to 3d10, and the creature has disadvantage on the saving throw)

If Arminius Ran dies, these effects fade over the course of 2d4 days.

Previous Versions

Name Date Modified Views Adds Version Actions
4/28/2023 12:29:12 AM
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4/28/2023 5:55:49 AM
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5/1/2023 3:38:19 AM
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5/1/2023 7:16:59 AM
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Habitat: Mountain

jrobbins2010

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