Medium Humanoid (Aarakocra), Lawful Evil
Armor Class 20 Unarmoured Defence
Hit Points 220 (20d10 + 100)
Speed 60 ft., Fly 80 ft.
STR
16 (+3)
DEX
22 (+6)
CON
20 (+5)
INT
16 (+3)
WIS
21 (+5)
CHA
16 (+3)
Saving Throws DEX +11, WIS +10
Skills Acrobatics +12, Insight +11, Intimidation +9, Perception +11, Stealth +12
Damage Resistances Cold
Damage Immunities Lightning, Thunder
Condition Immunities Charmed, Stunned
Senses Darkvision 60ft, Passive Perception 21
Languages Aarakocra, Common, Elvish, Primordial
Challenge 14 (11,500 XP)
Proficiency Bonus +5
Traits

Heart of the Forest (Gem Fragment):
Aekkerr's fragment of the Heart of the Forest grants him formidable storm and nature-related powers, as well as control over lightning and thunder. While he possesses this gem fragment, he gains the following additional features:

  • Storm Aura: A 10-foot radius aura of swirling winds and static surrounds Aekkerr. Any creature that enters or starts its turn in this aura takes 5 lightning damage.
  • Lightning Manipulation: Aekkerr can shape and redirect lightning strikes, gaining advantage on saving throws against any spells or effects that deal lightning damage. He can also change the direction of any lightning effect targeting him.
  • Gem Empowerment: The gem grants Aekkerr advantage on Wisdom saving throws and all attack rolls made with lightning or thunder effects.

 

Unarmored Defense:
Aekkerr’s AC equals 10 + his Dexterity modifier + his Wisdom modifier while he is not wearing armor or wielding a shield.

Evasion:
If Aekkerr is subjected to an effect that allows him to make a Dexterity saving throw to take only half damage, he instead takes no damage if he succeeds on the saving throw, and only half damage if he fails.

Stillness of Mind:
Aekkerr can use an action to end one effect on himself that is causing him to be charmed or frightened.

Actions

Multiattack: Aekkerr makes three attacks: two with his unarmed strikes or lightning sabre, and one with his Stormcall ability.

Unarmed Strike. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 12 (1d10 + 6) slashing damage and 7 (2d6) lightning damage.

Lightning Sabre. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 18 (2d8 + 6) slashing damage and 10 (3d6) lightning damage. If the target is wearing metal armour, they must succeed on a DC 17 Constitution saving throw or be paralysed until the end of their next turn.

Stormcall. (Recharge 5-6) Aekkerr conjures a storm strike from the sky, summoning a bolt of lightning to strike a target within 120 feet. The target must make a DC 18 Dexterity saving throw, taking 36 (8d8) lightning damage on a failed save, or half as much on a successful one. Creatures within 10ft of the target must make a DC 16 Constitution saving throw or take 14 (4d6) thunder damage.

Bonus Actions

Thunderous Step. As a bonus action, Aekkerr can take the Dash action and leave a shockwave of thunder in his wake. Creatures within 15 feet of his starting position must make a DC 18 Constitution saving throw, taking 21 (6d6) thunder damage and becoming deafened for 1 minute on a failed save, or half as much on a success.

Flurry of Blows. (Recharge 4-6) After taking the Attack action, Aekkerr can make two additional unarmed strikes as a bonus action.

Reactions

Stormcloaked Evasion. As a reaction, if Aekkerr is hit by an attack, he can vanish into a sudden burst of wind, teleporting up to 60ft to an unoccupied space he can see. He can use this ability three times per day

Legendary Actions

Unique Feature: Voice of the Storm

Once per battle, Aekkerr can unleash the full power of the Heart of the Forest, letting out a booming roar that echoes like thunder. All creatures within 60 feet must make a DC 18 Constitution saving throw, taking 35 (10d6) thunder damage and becoming frightened for 1 minute on a failed save, or half damage and no fear on a success. Each frightened creature must use its movement to flee from Aekkerr for the duration.

Description

Appearance: Aekkerr is a towering aarakocra, his vibrant blue and midnight black feathers shimmering with an unnatural, storm-born energy. His piercing yellow eyes crackle with the essence of lightning, and when he moves, the air around him hums with static, as though a storm is always on the horizon. His body is adorned with leather straps and tattered robes that barely conceal the raw power that courses through his veins, empowered by a fragment of the Heart of the Forest. His hands grip a gleaming lightning sabre that seems to pulse with barely-contained electrical fury, while arcs of lightning occasionally jump between his fingers.

Personality: Cold, calculating, and commanding, Aekkerr sees himself as the rightful ruler of Venrok and the storm itself. He believes that only through his rule can the balance of nature and the storm's fury be maintained. Aekkerr has little empathy for weakness and is willing to sacrifice those under him to achieve his ends. His loyalty to the Midnight Myriad is born of pragmatism, seeing them as useful tools to further his domination over nature and magic. Despite this, he holds his own goals of ultimate power and sovereignty close to his chest, biding his time.

Aekkerr views his strength as a manifestation of his destiny, believing the Heart of the Forest was always meant to fall into his talons. He sees himself as the storm incarnate—destructive, untouchable, and inevitable. His speech is often laced with veiled threats, speaking as though he is the force of nature that all should bow to, and those who oppose him are merely leaves in the wind.

Behavior:

  • Tactical Genius: Aekkerr fights with precision, often using the environment and his command of lightning to keep his enemies off balance. He will always aim to divide his foes and exploit weaknesses in their defense, taking full advantage of his ability to teleport and manipulate the battlefield with his storms.
  • Relentless: Aekkerr is driven by an unwavering determination. Once he sets his sights on a target, he will not relent until they are destroyed or subdued.
  • Voice of Authority: Aekkerr speaks with a deep, booming voice, and his presence commands immediate respect or fear. He enjoys taunting those he sees as beneath him, reveling in their futility.
  • Commanding the Elements: His mastery over lightning and thunder gives him an affinity for weather patterns, and he can sense changes in the wind long before others do. He often stands still, letting the storm around him speak for his power.

Quirks:

  • Electric Aura: Objects that come into contact with Aekkerr often crackle with electricity, and small arcs of lightning may lash out unpredictably from his body when he is agitated.
  • Storm Follower: Wherever Aekkerr goes, it is said the skies darken, and the air becomes thick with moisture and tension, as if a storm is waiting to break loose.
  • Feather Preening: Aekkerr frequently preens his feathers, each one carefully groomed and attended to. He views his feathers as a symbol of his status, believing they radiate the power of the storm.

Motive: Aekkerr seeks to use the Heart of the Forest to expand his dominion over the natural world, seeing the elements and storms as his to command. His alliance with the Midnight Myriad is merely a means to gain enough power to ultimately resurrect Vecna and bring a new era of control over life and death—an era where he stands at the pinnacle of elemental forces.

Lair and Lair Actions

If Aekkerr is in his stronghold or in a place infused with the Heart of the Forest's magic, he can use one the following lair actions on initiative count 20 (losing initiative ties):

  • Lightning Surge: Aekkerr calls upon the storm's power, causing static to fill the air. Until the next initiative count 20, any creature that moves within 30 feet of Aekkerr must make a DC 16 Constitution saving throw or take 9 (2d8) lightning damage.
  • Cyclonic Winds: Gale-force winds swirl through the area. Each creature within 60 feet of Aekkerr must succeed on a DC 16 Strength saving throw or be pushed back 20 feet.
OMGitsBenji

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