Arvind

the Red Arvind Omega

Physical Description

Special abilities

Feature: Researcher

When he attempts to learn or recall a piece of lore, if he does not know that information, he often knows where and from whom he can obtain it. Usually, this information comes from a library, scriptorium, university, or a sage or other learned person or creature. Only the rarest of information is not available to him through his resources and connections.

Specialized Equipment

Dragon's Bangle
Item | May 11, 2023
He has given his bracelet to Diana

Mental characteristics

Personal history

Arvind spent his early life doing much the same as every red dragon would and he rather hated it. Like all chromatic dragons, reds live their lives in cycles of activity and hibernation. While these cyclical rhythms weren't as extreme as green dragons, red dragons seal themselves within their lairs for upwards of ten years at a time.   Their red scales give them little camouflage or chance of them being overlooked. Young red dragons, especially wyrmlings, are easy prey for predators and hunters because of their bright, glossy, scarlet scales, so they tend to stay underground during the day and come out only at night until they feel that they can defend themselves properly. Otherwise, they give little thought to caution or self-preservation and target anything they think they could eat. Hence, they have difficult, dangerous lives. However, when they are older and not as brightly hued, and especially bigger and more powerful, they are much more confident. They prefer to be conspicuous, and have no wish to hide from lesser beings.   Arvind has always been oddly curious of other species and much more intellectually driven then other red dragons. Thus, coming into the Mundane world felt rather like an escape rather then being trapped. He has been in the Mundane world since 2042 and spends most of his time in human form so that he can mill about without difficulty. He focuses solely on entertaining himself.   Something that has long captured his interest is the idea of the hero and what makes one. Heroes need foes to test them. Not all teachers can afford to be kind, and some lessons must be harsh. He does not shy away from his role in creating a hero. Or in destroying one if they aren't worthy of the mantel. He feels a sense of responsibility: Fire destroys, but it can also temper when it is applied carefully—if the material tested is strong enough.   He has been working with the Eladrin Fey since his arrival in the Mundane world. It was obvious to him that the only way to survive in this world would be to remain hidden. Even ants can slay great beasts when they gather together. Thus, staying within the Fey Palace affords him both a great amount of protect, but also allows him to explore the role of the hero.   When he created a human persona within the Mundane world he gave himself a last name because it is a legal requirement. He chose the name he did because he felt that he was making a new beginning by creating this new persona for himself.

Gender Identity

Male

Sexuality

Asexual.

Education

He has gotten a high school diploma and a degree in English because they were interesting for a time. Most of his other education has been informal. He spent time with the Fey in order to learn magic. He has been reading a lot of literature on folk lore and heroic deeds as he has come to find this very interesting. He has spent years learning the lore of the multiverse. He has scoured manuscripts, studied scrolls, and listened to the greatest experts on the subjects that interest him. He has engaged in this behavior both in the Shadow Realm and in the Mundane Realm, acquiring a strange mixture of knowledge.

Employment

He does what he must to acquire money. Most of the time this means that he is doing petty jobs for other Shadow Kind.

Intellectual Characteristics

  • I’m willing to listen to every side of an argument before I make my own judgment.
  • There’s nothing I like more than a good mystery.
  • Knowledge. The path to power and self-improvement is through knowledge. (Neutral)
  • I’ve been searching my whole life for the answer to a certain question (what makes someone a hero?)
  • I am easily distracted by the promise of information.

Morality & Philosophy

Chaotic aligned characters live by their own rules instead of the rules society has decreed. They believe that is the only way an individual is truly free and can live up to their full potential. Chaotic characters resent and distrust authority, don’t like following orders, and live life on their own terms. They can be flexible and adaptable and do what fits the situation and their own agenda. Characters with a Chaotic alignment may rebel against rules to try to bring about change or simply to create anarchy. They may take actions with a complete disregard for the consequences.   A character with Neutral morals does not have a natural motivation to harm the innocent like an Evil aligned character, nor do they feel the need to put the needs of others before themselves as Good characters do. Instead, the moral actions of Neutral characters are driven by their loyalty to others and themselves. If an action is in their best interest or in the best interest of those to whom they are most loyal they, will take it.    Chaotic Neutral characters are free spirits. They do what they want but don’t seek to disrupt the norms and laws of society. These individuals don’t like being told what to do, following traditions or being controlled. That said, they will not work to change these restrictions, instead, they will just try to avoid them in the first place. Their need to be free is the most important thing. Chaotic Neutral characters do what is most likely to ensure their freedom, protect their free will and get them the outcome they want. That might be a Good action like helping someone, or an Evil action like misleading someone. However, a Chaotic Good character is more likely to take a Good action than an Evil one because it usually results in a better outcome and an easier time of it for them.   Because Chaotic Neutral characters do what’s best for themselves they can be incredibly frustrating allies to have! For example, they might take all the loot for themselves and refuse to share it. Even worse, if they aren’t particularly loyal to anyone in the party and an encounter is going badly, they might just run away and leave everyone!

Personality Characteristics

Motivation

He desires to learn everything possible more then most everything else. Gathering information has become close to an addiction for him and is about the only thing that keeps him from becoming mind numbingly bored through the long years.

Social

Mannerisms

In general, he behaves as a stereotypical flaming queen. He's flamboyant in his dress, speech, mannerisms, and interests. He wears tight pants and a blousy shirt or a crop top that was clearly meant for a woman, often with a bandana, scarf, or kerchief tied around his neck. These will all be in bright or pastel colors. He is given to flouncing, prancing, and standing with one hand on his hip as the other is flapped around or held out in a limp-wristed gesture. He comes across as vain and catty, or even cowardly. He loves talking about clothing and fashion.
Alignment
Chaotic Neutral
Current Status
Currently infatuated with Diana and following her about
Current Location
Species
Year of Birth
1892 255 Years old
Birthplace
Shadow Realm
Children
Current Residence
Onureth Taoul
Pronouns
He/His/Him
Sex
Male
Gender
Male
Presentation
Male
Eyes
Red
Hair
Red
Skin Tone/Pigmentation
Soft brown
Height
6' 2"
Weight
210#
Belief/Deity
Agnostic
Aligned Organization
Other Affiliations
Known Languages
Common, Draconic, English
Character Prototype
Young Red Dragon

Arvind (Young Red Dragon) CR: 12 (8,400 XP)

Large dragon, chaotic evil
Armor Class: 20
Hit Points: 178 (17d10 + 85)
Speed: 40 ft , fly: 80 ft , climb: 40 ft

STR

23 +6

DEX

10 +0

CON

21 +5

INT

14 +2

WIS

11 +0

CHA

20 +5

Saving Throws: DEX +4, CON +9, WIS +4, CHA +8
Skills: Insight +5, Intimidation +8, Perception +8, Stealth +4
Damage Immunities: Fire
Senses: Blindsight 30 ft., Darkvision 120 ft., Passive Perception 18
Languages: Common, Draconic, English
Challenge Rating: 12 (8,400 XP)

Spellcasting (Psionics). The dragon casts one of the following spells, requiring no spell components and using Intelligence as the spellcasting ability (spell save DC 16):   At will: light, mage hand, prestidigitation   1st level (4 slots): detect magic, identify, mage armor, magic missile   2nd level (3 slots): detect thoughts, suggestion, mirror image, misty step   3rd level (3 slots): counterspell, fear, fireball   4th level (3 slots): banishment, dimension door   5th level (2 slots): contact other plane, hold monster   6th level (1 slot): globe of invulnerability   7th level (1 slot): teleport   8th level (1 slot): mind blank


Fire Breath (Recharge 5–6).

The dragon exhales fire in a 30-foot cone. Each creature in that area must make a DC 17 Dexterity saving throw, taking 56 (16d6) fire damage on a failed save, or half as much damage on a successful one.

Action Surge

Starting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action.   Once you use this feature, you must finish a short or long rest before you can use it again.

Dragon Fear

Instead of exhaling destructive energy, you can expend a use of your Breath Weapon trait to roar, forcing each creature of your choice within 30 feet of you to make a Wisdom saving throw (DC 17). A target automatically succeeds on the save if it can’t hear or see you. On a failed save, a target becomes frightened of you for 1 minute. If the frightened target takes any damage, it can repeat the saving throw, ending the effect on itself on a success.  

Psionic Power

3rd-level Psi Warrior feature   You harbor a wellspring of psionic energy within yourself. This energy is represented by your Psionic Energy dice, which are each a (d8). You have 8 Psionic Energy dice, and they fuel various psionic powers you have, which are detailed below.   Some of your powers expend the Psionic Energy die they use, as specified in a power’s description, and you can’t use a power if it requires you to use a die when your dice are all expended. You regain all your expended Psionic Energy dice when you finish a long rest. In addition, as a bonus action, you can regain one expended Psionic Energy die, but you can’t do so again until you finish a short or long rest.  

Telekinetic Movement.

You can move an object or a creature with your mind. As an action, you target one loose object that is Large or smaller or one willing creature, other than yourself. If you can see the target and it is within 30 feet of you, you can move it up to 30 feet to an unoccupied space you can see. Alternatively, if it is a Tiny object, you can move it to or from your hand. Either way, you can move the target horizontally, vertically, or both. Once you take this action, you can’t do so again until you finish a short or long rest, unless you expend a Psionic Energy die to take it again.

Actions

Multiattack.

The dragon makes three attacks: one with its bite and two with its claws.

Bite.

Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) piercing damage plus 3 (1d6) fire damage.

Claw.

Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage.

Second Wind

As a bonus action You have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 +5. Once you use this feature, you must finish a short or long rest before you can use it again.

Change Shape.

As a bonus action, the dragon magically transforms into any creature that is Medium or Small, while retaining its game statistics (other than its size). This transformation ends if the dragon is reduced to 0 hit points or uses a bonus action to end it.

Reactions

Protective Field.

When you or another creature you can see within 30 feet of you takes damage, you can use your reaction to expend one Psionic Energy die, roll the die, and reduce the damage taken by the number rolled plus your Intelligence modifier (minimum reduction of 1), as you create a momentary shield of telekinetic force.

  • Heroes need foes to test them. Not all teachers can afford to be kind, and some lessons must be harsh.
  • Responsibility. Fire destroys, but it can also temper when it is applied carefully—if the material tested is strong enough. (Lawful)
He has been working with the Eladrin Fey since his arrival in the Mundane world. It was obvious to him that the only way to survive in this world would be to remain hidden. Even ants can slay great beasts when they gather together.  

Red Dragon Description

The odor of sulfur and pumice surrounds a red dragon, whose swept-back horns and spinal frill define its silhouette. Its beaked snout vents smoke at all times, and its eyes dance with flame when it is angry.

Comments

Author's Notes

Character images created using Hero Forge


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