Large swarm of Huge dragons, Neutral Evil
Armor Class 19 (natural armor)
Hit Points 200 (16d10 + 112)
Speed 80 ft., fly 120 ft.
STR
24 (+7)
DEX
20 (+5)
CON
24 (+7)
INT
19 (+4)
WIS
22 (+6)
CHA
25 (+7)
Saving Throws CON +9, WIS +8, CHA +9
Skills Deception +18, Perception +11
Damage Resistances Radiant; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Lightning
Condition Immunities Charmed, Exhaustion, Frightened
Senses Darkvision, Truesight 120 ft., Passive Perception 21
Languages All, Telepathy 120 ft. Every
Challenge 4 (1,100 XP)
Proficiency Bonus +2
Traits

Traits

  • Resistance to a lightning damage.
  • Ace Lightning surrounds himself with an aura of searing flames, burning enemies who come too close.
  • Ace Lightning gains a +2 bonus to Dexterity saving throws
  • Resistance to non-magical weapons.

spells

 

  • Sleep- creates a sleep-inducing effect on a creature he chooses within range. Creatures within the area must make a Wisdom saving throw (DC 12). each creature affected by this spell falls unconscious until the spell ends, the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake.
  • Burning Hands- extends his hands, and flames erupt from his fingertips in a 15-foot cone. Each creature in that area must make a Dexterity saving throw (DC 12) or take 3d6 fire damage, or half as much on a successful save.
  • Thunderwave- sends a shockwave of thunderous energy in a 15-foot cube originating from him. Each creature in the area must make a Constitution saving throw (DC 12) or take 2d8 thunder damage and be pushed 10 feet away from him.
  • Entangle-  speaks words of command, and grasping weeds and vines sprout from the ground in a 20-foot square area. Creatures in the area must succeed on a Strength saving throw (DC 12) or be restrained by the entangling plants until the spell ends.
  • Charm Person- directs his charming gaze towards a humanoid within 30 feet of him. The target must make a Wisdom saving throw (DC 12) or be charmed by Ace Lightning for 1 hour or until he or his companions do anything harmful to it.
Actions

Scimitar of Life StealinG- Melee Weapon Attack: +8 to hit, reach 5 ft., one target.
- **Hit:** 1d6 + 4 slashing damage, plus an additional 2d6 necrotic damage. Additionally, the target must succeed on a DC 15 Constitution saving throw or suffer an additional 2d6 necrotic damage. If this reduces the target to 0 hit points, the creature gains 2d6 temporary hit points

Unarmed Strike- Melee Weapon Attack: +6 to hit, reach 5 ft., one target. (1d4 + 3)



Bonus Actions
  • Shadow Step-  merge with the shadows, allowing him to teleport ip to 30 feet and evade detection.
  • Dark Blessing- The fiend devil calls upon its dark powers to empower itself or an ally within 30 feet. The target gains advantage on their next attack roll or saving throw.

Reactions

Fiendish Counterstrike- When the creature walks into melee range it can use its Fiendish Counterstrike reaction. The fiend devil retaliates with a swift and vicious counterattack.

- **Attack:** Melee Weapon Attack: +6 to hit, reach 5 ft., one target.

- **Hit:** 7 (1d6 + 4) slashing damage.

Description

 Ace Lightning is a striking figure, standing tall with an air of confidence and charisma. His tiefling heritage is evident in his pointed horns, blue  skin, and glowing yellow eyes. He exudes an aura of mystery and power, with an easygoing demeanor that belies his hidden talent depths. Ace's attire is a mix of noble finery and rugged adventurer, adorned with intricate patterns and symbols of his tiefling heritage.

Previous Versions

Name Date Modified Views Adds Version Actions
5/24/2024 11:14:00 PM
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Monster Tags: DevilDemon Lord

RizzLord_EEZUS_The_SlimeGod

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