Deiderin Uramesha (5e Creature)

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Deiderin Uramesha[edit]

Medium humanoid (human), neutral good


Armor Class 18 (Natural armor)
Hit Points 119 (14d8 + 56)
Speed 30ft. on the ground, 15ft. flying


STR DEX CON INT WIS CHA
16 (+3) 20 (+5) 19 (+4) 14 (+2) 15 (+2) 17 (+3)

Saving Throws Str +8, Con +9, Cha +8
Skills Acrobatics +10, Athletics +8, Insight +7, Stealth +10
Damage Resistances Bludgeoning, Slashing
Senses passive Perception 12
Languages Common, Primordial
Challenge 14 (11,500 XP)


Daemon: Midnight Drive (5 PP). Deiderin can empower himself with his Daemon powers, surrounding himself in an aura of blue flames. Coating his arms, legs and hair in the blue fire for 7 (CON Mod + CHA Mod) rounds. While active, his speed is doubled, any melee attacks that are successful against him deal 1d8 fire damage to the attacker, and he gains an extra attack on each of his turns. Once the set amount of rounds have passed, Midnight Drive de-activates. Deiderin can push himself beyond his normal limits to keep Midnight Drive active. If he does so, for every 2 extra rounds kept active, he gains a level of exhaustion. Midnight Drive also ends if he drops to 0 hit points, or goes unconscious.

Planetary Power Points. Deiderin has 14 Planetary Power Points (abbreviated to 'PP') that he can spend on features and special attacks. All spent points are regained upon completion of a short or long rest.

Shape the Elements (PP varies). Deiderin can manipulate the elements of air, earth, fire, water and lightning. He can spend PP to add these elements to his unarmed strikes, dealing an extra 2d4 of the chosen damage type.

  • Fire - 2 PP, 2d4 fire damage
  • Air - 3 PP, 2d4 force damage
  • Earth - 1 PP, 2d4 bludgeoning damage
  • Water - 2 PP, 2d4 cold damage
  • Lighting - 2 PP, 2d4 Lightning damage

Fast Actor. Deiderin can take two actions if he's first in the initiative turn order. However, he may only take the attack action once per round.

Man, this looks so cool! Deiderin, using his flying speed, can attack in the while in the air and levitate in the same space if needed. When using the dash action in the air, he can move through a creature's space, dealing 3 (CHA Mod) fire damage. He cannot occupy the same space as another creature.

ACTIONS

Unarmed Strike. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 9 (1d6 + 5) bludgeoning damage.

Arkhalis. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 9 (1d6 + 5) slashing damage, and Dei can use the second one to perform an offhand swing.

Elemental Bullet (2 PP). Ranged Spell Attack: +8 to hit, reach 20/60 ft., one target. Hit: 11 (2d6 + 3) (fire, bludgeoning, force, cold or lighting) damage.

Midnight Drive: Deepnight Dive (10 PP). +10 to hit, reach 10ft., 30ft. square within 60ft. of Deiderin. Hit: 23 (5d6 + 3) fire, bludgeoning, force, cold or lightning damage.

REACTIONS

Arkhalis. Deiderin can use his reaction to absorb one attack that would have damaged him and absorb it into his shortswords. The damage dice are then put into the weapons to be expelled later. It can only absorb fire, cold, lighting, thunder, or force damage. The energy fades after a long rest.

Deiderin Uramesha is a young adult adventurer seeking action with his abilities. He has somewhat lengthy brown wavy hair, brown eyes and light skin. He wears a long-sleeve charcoal black shirt and pants, a red scarf-cape. He's a relatively caring and good natured guy, but he can be a bit cocky at times. He loves the thrill of fighting strong enemies, but primarily fights to create peace.

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