Excal-heim
Wind Walker. Armon has advantage on dex saves and his movement never provokes opportunity attacks.
Legendary Resistance (3/Day). If Armon fails a saving throw, he can choose to succeed instead.
Tieran's brother. armon can ignore the negative effects of touching workable objects, excluding damage.
Death Throws. When Armon is reduced to 0 hit points, he explodes in a burst of divine energy.
Each creature within 120 feet of him must make a DC 30 Constitution saving throw.
On a fail, they take 105 10d20 thunder damage, taking half if they are beyond 60 feet.
Regional: Endless storm. All outside terrain within 5 miles of Armon is considered difficult terrain.
Drops God-Breaker upon his death
Armon has a preference for staring down his foes, then stabbing the guy at the back of the party when the front runner gets up next to him.
Multiattack
Armon makes two attacks(Cleave or thrust) with its Greatsword, God-Breaker.
God-Breaker Cleave.
Melee Weapon Attack: +21 to hit, reach 5ft, one target. Hit: 23 2d10+10 Slashing + 23 2d12+10 Lightning Damage.
God-Breaker Thrust.
Melee Weapon Attack: Armon moves up to 60 feet, +21 to hit, reach 5ft, one target.
Hit: 24 3d6+10 Piercing + 19 2d8+10 Lightning Damage.
If the target is large or smaller, they are impaled, lifted into the air on Armon's blade, and thrown 20 feet, landing prone.
Tempest Wave. (recharge 4-6)
Armon slams God-Breaker into the ground, generating a shockwave in a 15-foot wide, 80-foot-long line.
Each creature in that area must make a DC 23 Dexterity saving throw.
On a fail, they become stunned until the start of their next turn and take 48 5d12+15 Lightning + 48 5d12+15 Force damage.
Fractal Tempest Spear. (recharge 4-6)
Armon creates a divine spear in his empty hand made from a cyclone, crackling with divine lightning.
Upon hurling it, the bolt splits into 3, striking 3 targets within 300ft.
The targets must succeed on a DC 21 Dexterity saving throw.
On a fail, they take 39 6d12 force + 39 6d12 lightning damage and are thrown 20 feet, landing prone.
On a success, they take half damage and are not thrown.
Armon can take 3 legendary actions, choosing from the options below.
Only one legendary action option can be used at a time, and only at the end of another creature's turn.
Armon regains spent legendary actions at the start of its turn.
Dodge. Armon moves up to 30 feet.
thrust. Armon makes a thrust attack with God-Breaker.
Self Yeet. Armon can leap 80ft in one direction, performing a God-Breaker Cleave at disadvantage upon landing.
Grab. (2) Armon attempts to grab a Medium or smaller creature within 5ft.
The target must succeed on a DC 21 Dexterity saving throw or take 21 2d20 Lightning damage and be thrown up to 30ft away, landing prone.
Eye of the storm. (2) Armon ends all wind shit till his turn starts. he also heals 100 hp. (use sparingly.)