Excal-heim
Medium Enhanced/Mutilated Elf, Arc 1 bbeg, Lawful Evil
he's an elf who wants to be a human and HATES elves.
The right-hand man of Lord Jackwell Anderson
2nd fight; "Pick a god and pray... if you're lucky they might hear you."
Legendary Resistance (3) If Ember fails a saving throw, it can choose to succeed instead. Input the number of uses per day.
Mask of industry. Ember can attempt to hide when he's only lightly obscured by pipes, smog, steam, and other industrial weather.
Morbid Construction/Fey Ancestry. Ember has advantage on saving throws against being charmed or intimidated, is immune to any spell or effect that would alter its form, and magic can't put it to sleep.
Bloodbound tattoo(1/day) For 1 hour, Ember's scars glow bright red and he can use his BT abilities.
Siege Weapon. Boom hammer deals double damage to objects, structures, and constructs.
Drops Boom Hammer
Multiattack. Ember makes two melee attacks, two ranged attacks, or two weapon arts.
Burnig Maul. Melee Weapon Attack: +13 to hit, reach 5ft., one target. Hit: 10 1d12+4 Bludgeoning + 4 1d8 fire damage.
Snub Cannon. Ranged Weapon Attack: +13 to hit, range 20/60ft., one target. Hit: 10 3d6+0 fire damage. Uses bullets.
Boom Strike (recharge 5-6). Melee Weapon Art: +13 to hit, reach 5ft., one target. Hit: 22 4d10 Bludgeoning + 5 Fire damage. Uses bullets. Crit pushes all creatures 10ft away.
Berserk(BT). Delay all damage dealt to Ember for 6 turns.
Ember can take 2 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.
Ember regains spent legendary actions at the start of his turn.
Reload. Ember reloads his boom hammer.
Move. Ember moves up to half his speed.
Summon. Ember summons 1d4 Gear-Blood Hound to help him.
Berserk(BT). Delay all damage dealt to Ember for 6 turns.