Huge Fiend (Human), Lawful Evil
Armor Class 18 Adamantine Armour
Hit Points 207 (18d12)
Speed 30 ft., Fly 80 ft.
STR
24 (+7)
DEX
18 (+4)
CON
22 (+6)
INT
16 (+3)
WIS
20 (+5)
CHA
16 (+3)
Saving Throws STR +12, DEX +9, WIS +10
Skills Acrobatics +10, Arcana +8, Athletics +12, Insight +10, Intimidation +8, Perception +10
Damage Resistances Fire, Force; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Lightning, Thunder
Condition Immunities Charmed, Frightened, Paralyzed
Senses Darkvision, Passive Perception 19
Languages Common, Draconic Hydraic
Challenge 14 (11,500 XP)
Proficiency Bonus +5
Traits

Hydraic Knight. A Knight of Hydra, Ingrum is able to command lesser spawns of Hydra at his command. 

 

Innate Spellcasting. Ingrum's spellcasting ability is Wisdom (DC 18) and Spell Attack Modifier of +10

Faith's Radiance. Whilst holding Faith Bringer, the radiant damage burns Ingrum.  at the start of each turn, Ingrum takes (2d6) damage.

Legendary Resistance. if you fail a saving throw, you can choose to succeed instead. Once you use this feature, you can’t use it again until you finish a long rest

Magic Resistance. Ingrum has advantage on saving throws against spells and other magical effects.

Magic Weapons. Ingrum is armed with two Magical Weapons, Faith Bringer (Corrupted), and Lightning Gauntlets

 Fly. Ingrum is able to fly

Wings. Ingrums Wings has its own HP and AC class. Each Wing has HP: 40 and an AC of 15. If one wing is destroyed he loses half his fly speed. if both are are lost he is unable to fly.

Huge. Due to Ingrum's size, a creature is unable to grapple him unless they are large or greater. this condition only applies to the creature itself and 

 

Actions

 

Multiattack. Ingrum can attack three times with Faith Bringer (Corrupted) or twice  with his Lightning Gauntets Melee attack

Faith Bringer (Melee). To Hit +14, Reach 10ft Damage (2d6+9) Slashing damage & (2d6) Force damage

Faith Bringer (Ranged). To Hit +11, Range 100/250, Damage (5d6) Force damage

Lightning Gauntlets (Recharge 5-6). Ingrum's gauntlets are infused with lightning from above. he casts 5 bolts of lightning from his gauntlet that can target up to 6 creatures within 100ft. Each bolt does (3d8) lightning damage. Each creature must make a CON saving throw (DC 15). If failed take full damage and become paralyzed. if successful take only half the damage

Lightning Gauntlets (Melee). To hit +12 range 5ft damage (2d10+7) Bludgeoning damage & (1d8) Lightning damage.

Wall of Fire. Captain Ingrum is able to cast Wall of Fire at Level 4

Bonus Actions

Spell Casting. As a bonus action, Ingrum can cast specific spells without any material:

Level 1 (2 Slots) Zephyr Strike, 

Level 2 (2 Slots) Blur, Detect Thoughts, Spiked Growth

Level 3 (1 Slot) Ashardalon's Stride, Blinding Smite

Shove. Ingrum can shove a creature 15ft away and make it go prone. this i done by a contested Athletics check.

Reckless Attack. Ingrum's first attack has advantage as well as Strength. but attack roles against Ingrum have advantage until his next turn.

 

Reactions

Parry. Ingrum adds 4 AC to any melee attacks that would hit him. To do so, it needs to see the attacker and be wielding a melee weapon

Legendary Actions

Ingrum 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. Ingrum regains spent legendary actions at the start of its turn.

Radiant Burst. Whilst holding Faith Bringer, Ingrum can use Radiant Burst.  and each player within 10ft must make a Dex Saving Throw (DC 12) If successful players are not affected and can make an opportunity attack otherwise they are unable to make an opportunity attack and are blinded for the duration of the round and take 2d6 radiant damage. after using Radiant Burst, Ingrum can walk 20ft.

Lightning. Ingrum can call Lightning from the sky to hit one creature of his choice within 100ft, the creature must succeed a DEX saving throw (DC 20) or be hit with lightning. The creature must make a CON saving throw (DC 24) on fail take (3d6) Lightning damage and be paralyzed for 1 minute. the creature can make a CON saving throw each turn with the DC taking -4 each turn after the first. on a success take half damage.

Wing Attack (2 Actions). Ingrum beats his demonic wings. Each creature within 15ft of Ingrum must succeed a 24 DEX saving throw or take (2d6+7)

Heal Self (3 Actions). Ingrum can heal himself for (4d8)

 

Mythic Actions

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Description

Ingrum, corrupted by Lord Hadmir, A Hydra Lord. Ingrum has been turned into a mere weapon. A giant demon warped by the powers of Hydra.

Ingrum grows to 15ft tall and his armour becomes warped with Hyrdraic symbols. his sword faith bringer slowly becomes corrupted but the radiance of it damages Ingrum.

Ingrum can choose to either fight from afar or up close with multiple ways to disengage and use his ranged attacks, but in close combat he is a menace and will rightfully choose to get into the PC's face

Previous Versions

Name Date Modified Views Adds Version Actions
10/16/2023 7:41:01 PM
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MoonIves

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