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Excal-heim

Ember (Meriel Daethyra)

Medium Enhanced/Mutilated Elf, Arc 1 bbeg, Lawful Evil

Armor Class 15 (Metal armor)
Hit Points 175 27d8+54
Speed: 50 ft

STR

18
( +4 )

DEX

18
( +4 )

CON

15
( +2 )

INT

14
( +2 )

WIS

13
( +1 )

CHA

16
( +3 )

Skills Intimidation +9, Insight +7, Mechanics +12, Perception +7
Damage Vulnerabilities Lightning
Damage Resistances poison, psychic; bludgeoning, piercing, and slashing from nonmagical attacks
Condition Immunities exhaustion, frightened, paralyzed, petrified, poisoned
Senses darkvision 60 ft., passive Perception 17
Languages Common, Elvish, Draconic, Underdraconic
Challenge Rating 16 (11,500 XP)
Proficiency Bonus +6

Description

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

Actions

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.

Legendary Actions

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.


Created by

stormgate_dnd.

Statblock Type

NPC Sheet

Link/Embed