Medium Humanoid, Neutral Evil
Armor Class 21 Armored Robe
Hit Points 255 (25d12)
Speed 30 ft., Fly 75 ft. Wings of Salvation ability must be active to be able to fly
STR
12 (+1)
DEX
18 (+4)
CON
20 (+5)
INT
16 (+3)
WIS
18 (+4)
CHA
20 (+5)
Saving Throws DEX +9, INT +8, CHA +10
Skills Acrobatics +5
Damage Vulnerabilities Fire
Damage Immunities Cold
Condition Immunities Blinded, Charmed, Exhaustion, Frightened, Petrified
Senses Darkvision 30 ft. as bright light, 15 ft. as dim light., Passive Perception 18
Languages Celestial, Common
Challenge 15 (13,000 XP)
Proficiency Bonus +5
Traits

Draconic Blood. Cicero amasses 'Draconic Essence' throughout combat, replacing magic and ability costs with 'Draconic Essence'. Cicero can gain have 100 'Draconic Essence' and can be replenished by 'normal attacks'. 'Draconic Essence' can be exchanged for the use of 'Special attacks' or 'spell attacks'. Cicero always starts with 100 DE at the start of combat

Spell Attacks. Cicero is capable of casting a multitude of spells by using his 'Draconic Essence'. Each time he casts a spell it'll use a certain amount of points which will be located after the spell name. These spells don't have any normal cost such as V and M and is casted for one action point. The spells Cicero is capable of using consist of:

Maxis Daius (Cost: 30), Infernous Residus (Cost: 50), Fortuna Eclipta (Cost: 45), Umbran Waltz (Cost: 80), Exas Minus (Cost: 30), Voids Embrace (Cost: 50), Ignis Pluviae(Cost: 45), Ancient Force(Cost: 100), Winds Grace(Cost: 25), Aeis(Cost: 0)

What these spells do are listed in Mythic Actions

Actions

Multi-Attack, Melee. Cicero attacks 3 times using his scythe, dealing [1d6 x 3] Slashing damage. For each successful strike, Cicero regains 5 'Draconic Essence'. Can only be used while weapon is in scythe form. 'Normal attack'

Multi-Attack, Ranged. Cicero shoots 3 arrows from his bow, dealing [1d4 x 3]. For each successful hit, Cicero regains 3 'Draconic Essence'. Can only be used while weapon is in bow form. 'Normal attack'

Beheading. Melee Weapon Attack: +5 to hit, reach 90 ft., - target. Hit: (2d10 + 4) Necrotic damage. Cicero launches his scythe spinning out in a direction he chooses up to 90 ft. away, damaging anyone in it's path. Once it reaches 90 ft. away or reaches a wall/ceiling, it recalls back to Cicero, not damaging anything it hits. 'Special attack, costs: 20 'Draconic Essence'

Cleaving Uppercut. Melee Weapon Attack: +3 to hit, reach 5 ft., 1 target. Hit: (3d12 + 2) Magical Slashing damage. Cicero does a full uppercut, dealing devastating damage. 'Special attack, costs: 30 'Draconic Essence'

Bloody Tornado. Melee Weapon Attack: +5 to hit, reach 10 ft., - target. Hit: (4d12) Magical Slashing damage. 'Special attack' Cicero spins around with his scythe, hitting anyone around him within his reach.

Quintuple Arrows. Ranged Weapon Attack: +3 to hit, range 20/50 ft., 1-5 target. Hit: (1d8 x 5) Necrotic damage. 'Special attack'

Elemental Arrow. Ranged Weapon Attack: +yes to hit, range [x2 spell range] ft., - target. Hit: (1d8 + [half of spell damage]) [Spell damage type] damage. Cicero imbues his bow with a spell, taking the form of an arrow in his bow. The arrow does less damage, but has more range and costs half as much 'draconic essence' as the spell would normally.  'Special attack'

Dragonfire Rain. Ranged Weapon Attack: +5 to hit, range 10/150 ft., - target. Hit: (3d10 + 4) Fire damage. Cicero launches up an elementally charged arrow at immense speed, burning anything in its path. The front of the arrow can sometimes show the head of a dragon on it. 'Special attack'

Bonus Actions

Form Swap. Using a bonus action, Cicero can swap the form of his weapon between a scythe and a bow, being known as Melee/Scythe and Ranged/Bow forms.

Reactions

Counter. While in melee form, Cicero can use his reaction to counter someone if they make a attack action against him, throwing the full damage of the entire action back onto the attacker

Arrow Cancel. While in bow form, Cicero can counter ranged attacks and spells made against him, firing an arrow at them to stop them.

Legendary Actions

These actions are special actions that will be use the exact moment the actions requirements are met, if its during someones action it'll end their turn.

Alis Salutis(Wings of Salvation(Known as Elemental Collapse before The Collapse)): When Cicero hits 0 or less HP for the first time in combat he will activate this ability. Cicero collapses onto the ground and will then summon a talisman that he will immediately shatter against the ground, causing him to rise and 2 dragon like wings will start to appear behind his back, giving the illusion of a human with dragon wings, these wings will stay until Cicero gets defeated again. These wings are non-corporeal and can't be influenced by anyone but Cicero himself, also when the ability is activated Cicero will immediately be brought back to full hp, gain 100 temporary health, restore all Dragonic Essence, his Dragonic Essence max and gain will also be doubled, and he will gain the following buffs until he is defeated again: Flight speed of 75ft, increased walking speed of 15ft, resistance to all damage types excluding necrotic(his weakness to fire still sticks), +7 to all hit(including spells), +3 to all damage dealt(including spells)

Dracones Gratia Agonia Morientes: after Cicero is defeated for the 2nd time before he dies he will strike his scythe into the ground, causing an eruption of ice cold fluid to rise out of the ground under everyone who is around him in a 250ft radius dealing 12d10 cold damage, this will always hit and will ignore resistances and immunitys. If Cicero were to cause someones HP to drop to 0 he will then resurrect with 15 x the amount of people defeated back as hp, this move can only be used once during the entire battle.

 
Mythic Actions

Maxis Daius: Cicero snaps his fingers causing a rift in space and time, afterwards a banshee will come out of the rift, joining Cicero's side for the duration of the battle or until the banshee dies. This banshee has only 1 hit point, 15AC, and is immune to Slashing, Bludgeoning, and Piercing damage types including magical attacks with these types This banshee's scream won't instantly deal 100% of opponents Hit Points, rather dealing 50% of the opponents Hit Points if it succeeds. (Cost: 30 DE)

Infernous Residus: Cicero shoves his hand into the ground, causing an eruption of lava to explode out of the ground in a 5ft radius wherever Cicero chooses, as long as it is within an 100ft radius of Cicero's current location. After the action is over, the lava disappears, seeping back into the ground. This spell does 3d12 fire damage and causes the target to be ignited, taking 1d6 fire damage at the start of their turn for 3 rounds or until dispelled. This spell costs 1 action and can only be cast every other turn. (Cost: 50 DE)

Fortuna Eclipta: Secret technique of the Fortuna family. Cicero raises his hand, manifesting a rune in his hand, causing a large volley of ice spikes to protrude out of the ground around him. Cicero cannot take damage from this spell. Cicero then spots the rune from his hand at his target, only reaching within 100ft radius, the ice spikes rushing towards the rune as it flies through the air, destroying everything in its path and impaling all targets within the distance with ice spikes. The volley of ice spikes are 5 feet wide and will travel all 100 feet when used, only stopping when hitting a surface of object directly. When impaled by the ice spikes, the target becomes restrained and take 3d8 cold damage every turn while impaled. If struck directly, you instead take 12d4 cold damage, with ice spikes forming around the target in larger quantities, dealing increased damage. The ice spikes remain after the spell duration, leaving anyone impaled left to freeze. Only known by the Royal Fortuna household. (Cost: 45 DE)

Umbran Waltz (Cost: 80 DE): Cicero teleports to any target within a 125ft radius, afterwards Cicero drives his scythe into the targets body, dealing 12d8 lightning damage. This move is guaranteed to hit and cant be reacted against or ignored; If Winds Grace is active it will be deactivate it and as this move can't be used during a Winds Grace turn.

Exas Minus (Cost: 30 DE): Cicero gathers all nearby energy into his right gauntlet, where it'll begin to glow. Afterwards, Cicero pummels a nearby target, dealing 3d8 radiant damage. +5 to hit, 10ft radius.

Void's Embrace (Cost: 50 DE): Cicero summons a miniature black hole, forcing anyone within a 50ft radius of where the black hole is to be dragged around it. This will always affect tiny, small, and medium targets, however large and gigantic are immune to it; the black hole has a 15ft radius. This spell can be used with a bonus action, however it's cost will be 75 DE instead of 50.

Ignis Pluviae (Cost: 45 DE): Cicero snaps his fingers, causing 1d8 small fireballs to appear above a target. The fireballs will then quickly descend on the target, dealing (Fireball count(1d8)); +5 to hit. This spell can be cast on any target within 50 ft. sphere.

Ancient Force (Cost: 100 DE) Cicero strikes the ground with his scythe, causing a force of psychic energy to be shot out. This force hits anything in a 250ft radius around the area where Cicero hits, dealing 12d10 psychic damage. If a target were to pass a WIS saving throw, damage received will be halved; this spell will always hit, regardless of AC and if a person is hiding, dodging, etc.

Winds Grace (Cost: 25 DE): Cicero gathers the nearby winds around him, allowing him to make a another full turn after everyone else's turn is over; this spell doesn't require a action to be casted, however if casted using a action or bonus action the spell wont have any Draconic Essence.

Aeis (Cost: 0) Cicero charges his energy, causing him to gain 55 DE. Using this spell causes Cicero's turn to end and can't be used if any movement, action, bonus action, etc. were used with the exception of Winds Grace when casted using an action. This spell can only be used once every 5 turns.

Description

Cicero Fortuna was born in the year 3216 during the annual Dragon Festival to the 5th emperor of Fortuna, Alix Fortuna III. Due to the circumstances of Cicero's birth, he was born as a Ancient Silver Dragon, titled Nalix before The Collapse. Cicero was born the youngest of all of siblings, his 4 older sisters due to rule before him. Due to Cicero's heritage, he would later come into contact with the former God of Willpower, Adahard, who would train Cicero and inform him about his heritage and what it means to be a Dragon. When Cicero wasn't training with Adahard, he usually would be trying to convince his eldest sister Cicily to train him due to her combat capability and prowess. Cicero is usually selfish and arrogant, abusing his status as a Nalix for personal gain. When Adahard had fallen to the Crimson Dawn and started The Collapse, Cicero would be the one who would find his father killed by his eldest sister Cicily, who had been puppeteered by the Crimson Dawn using a mysterious item. Knowing that Cicily wasn't in control of herself, Cicero engaged in combat with his sister, knocking her unconscious and bringing her to the God of Creation, who was able to successfully remove the effects the Crimson Dawn placed on her. Cicero would then learn that this was caused because Tessa, The God of Stars, was the one who prompted Adahard and Cecily to explore The Rift that appeared in the ocean, causing the Crimson Dawn invasion. Afterwards, Cicero would begin to actively oppose the gods, even informing the Crimson Dawn of the God of Creation's location, allowing Adahard to corrupt them. After The Collapse, Tessa would ask Cecily, who was now known as Mana, to attempt to stop Cicero. However, instead of killing Cicero, Mana remembered what Cicero did for her and instead decided to removed his soul from his body, allowing him to still "live", something she would later regret. 

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