Mechanical Arm Cannon: Arkindor has a metal right arm that has a cannon instead of a hand. It has 15 charges per day and can fire the following spells using the charges (spell save dc 17, spell attack +9, spell modifier +4)
At will: Burning Hands, Fire Bolt (Fire Bolt is casted as if he is level 11+, dealing 3d10 damage)
1 charge: Scorching Ray
2 charges: Fireball
Sentry Position: If Arkindor hasn't moved on his turn, he has advantage on attack rolls with Fire Bolt and Scorching Ray. After firing those spells with this ability, his movement speed becomes 0 for the rest of his turn
Action Surge (2/day) On his turn, Arkindor can use this ability to take 2 actions instead of 1
Multiattack: Arkindor can make 2 attacks with his Warhammer or fire 2 spells as an action, or make 1 Warhammer attack and fire 1 spell
Warhammer: +8 to hit, 5ft range, single target, 1d8+3 bludgeoning damage and 3d8 lightning damage
Arm Thrust: Arkindor can only use this attack if he hit with at least one Warhammer attack. +8 to hit, 5ft range, single target, 1d6+3 bludgeoning damage and 2d6 fire damage
Conductive Armor: When a creature hits Arkindor with a melee attack, he can use his reaction to deal 3d6 lightning damage. If the melee attack dealt 10 damage or less, the target creature takes half damage
Legendary actions (3/day:) Arkindor can make 1 Warhammer attack or 1 Fire Bolt as a legendary action
Description
A 25 year old warlord with a metal arm that shoots fire. He is the bbeg in my campaign (well one of them, the most relevant one at least)
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