Baron Klyn D'arcy Character in The Rainlands | World Anvil
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Baron Klyn D'arcy

The youthful looking lord of D'Arcy manor

Physical Description

Special abilities

Fiendish Blessing. The AC of the baron includes his Charisma bonus. Legendary Resistance (3/Day). If Baron D'arcy fails a saving throw, he can choose to succeed instead.   Rejuvenation. If destroyed while his phylactery still exists, Baron D'arcy gains a new body in 1d10 days, regaining all its hit points and becoming active again. The new body appears within 5 feet of the phylactery.   Regeneration. Baron D'arcy regains 20 hit points at the start of its turn. If Baron D'arcy takes radiant damage or damage from holy water, this trait doesn’t function at the start of his next turn.   Undying. If his phylactery still exists, dropping Baron D'arcy to 0 hit points causes him to become prone and paralyzed instead of falling unconscious. In this state, Baron D'arcy is aware of his surroundings and can speak as long as he still has a mouth. Dealing an additional 50 hit points of damage destroys the body.   Hellish Rebuke. If a creature damaged Baron D'arcy, they must make a DC 17 Dexterity saving throw. They takes 2d10 fire damage on a failed save, or half as much damage on a successful one.   Hurl Flame. Ranged Spell Attack: +9 to hit, range 150 ft., one target. Hit: 14 (4d6) fire damage. If the target is a flammable object that isn't being worn or carried, it also catches fire.

Specialized Equipment

Rapier of speed. Melee Weapon Attack: +11 to hit, reach 5 ft., one creature. Hit: 11 (1d8 + 6) piercing damage.
--Multiattack. Baron D'arcy makes two rapier attacks.
--(Bonus action). Baron D'arcy can make an additional rapier attack.
Shard of the Eye of Balor: While attuned to this shard, difficult terrain doesn't cost extra movement. In addition, magic can neither reduce the wearer's speed nor cause them to be paralyzed or restrained.
AC:18
STR +2 (15)
INT +3 (16)
HP:144
DEX +4 (18)
WIS +2 (15)
SPEED:30ft, Fly 40ft
CON +4 (18)
CHR +4 (18)

Saving Throws: DEX +9, WIS +7, CHR +9,
Skills: Deception +9, History: +8, Insight +7, Perception +7, Persuasion +9, Stealth +9
Damage Resistances: Cold; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities: Fire, Poison
Condition Immunities: Poisoned
Senses: Darkvision 120'
Children
Known Languages
Common, Infernal
Alignment
Lawful Evil

Personality Traits:
No one could doubt by looking at my regal bearing that I am a cut above the unwashed masses. If you do me an injury, I will crush you, ruin your name, and salt your fields.
Ideal:
Power. If I can attain more power, no one will tell me what to do. (Evil)
Bond:
My family's debt must be repaid.
Flaw:
In fact, the world does revolve around me.

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