Intense Training. Borrivick was raised from birth to be a Dragonlord, and was trained to be the best warrior in Keldihar. He is proficient in all weapons, armors, and shields as a result of this. He normally wields two +1 Viscous Rapiers
Action Surge (2/day). Borrivick can push himself beyond the normal limits for a moment. He can take one additional action on his turn.
Magic Resistance. Borrivick has advantage on saving throws against spells and other magical effects.
Magic Weapons. Borrivick's weapon attacks are magical.
Reactive. Borrivick can take one reaction on every turn in a combat
Champion. Borrivick crits on a 19 or 20.
Deal with Asmodeus. Borrivick has made a deal with Asmodeus, therefore he can summon Illyhspear as an action on his turn. Illhyspear stays in his possession for 1 minute. The Illhyspear is a large and unwieldy dark black lance. He can only make one attack per action with the lance and no attacks of opportunity with it.
Multiattack. Borrivick makes four attacks with his rapiers, or one attack with Illyhspear
Vicious Rapier. Melee Weapon Attack: +11 to hit, reach 5 ft., one
target. Hit: 14 (2d8 + 5) piercing damage plus 4 (1d6) fire
damage. On a natural 20, the target takes an extra 14 piercing damage.
Illhyspear the Lance of Keldihar. Melee Weapon Attack: +15 to hit, reach 15ft. one target. Hit: X force damage, where X is equal to the target's strength score multiplied by five.
Bladestorm (Recharges 5-6). Borrivick moves up to its walking speed and targets each creature within 5 feet of it during his movement. Each target must succeed on a DC 19 Dexterity saving throw or take 44 (6d12 +5) slashing damage plus 21 (6d6) fire
damage. Borrivick's movement during this action will not provoke opportunity attacks.
Dragon's Breath(Recharge 5-6). As an action, Borrivick can pull fire deep from within and exhale a cone of flames 60 feet. Each creature in that cone must make a DC 17 dexterity save or take 41 fire damage, half on a success.
Second Wind. (1/day). Borrivick gains 1d10+17 hp.
Parry. Borrivick adds 6 to his AC against one melee attack that would hit him. To do so, he must see the attacker and be wielding a melee weapon.
Sentinel. When a creature leaves his reach, even if they have taken the disengage action, they provoke an opportunity attack. When Borrivick hits this creature their speed becomes 0 for the rest of the turn.
Mage Slayer. When a creature within 5 feet of Borrivick casts a spell, he can make an opportunity attack against that creature. When he damages a creature that is concentrating on a spell, they have disadvantage on the saving throw to maintain concentration.
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