Rain (Deity)
Rain
INT 23 (+6) WIS 20 (+5) CHA 20 (+5)
Rejuvenation. If Rain dies, his spirit scatters and instantly vanishes, which later appears in a new body that descends from the sky during a thunderstorm 1d4 days later.
Unreal Movement. Rain casts the Jump spell on himself before each combat encounter, and is permanently affected by Longstrider. Additionally, Rain’s movement does not provoke attacks of opportunity.
Magic Weapons. Rain’s weapon attacks are magical.
Battle Maneuvers. Once per turn, when Rain hits a target with an attack, he can choose one of the following maneuvers on top of dealing damage:
- Disarm: The target must succeed on a DC 24 Dexterity saving throw or an object they are holding (of Rain’s choice) is sent flying 20 feet in a random direction.
- Leg Swipe: The target must succeed on a DC 24 Strength saving throw or fall Prone.
- Precise Strikes: Rain’s attacks with either his Sword or Claws deal a total additional 10 points of slashing damage.
Spellcasting. Rain’s innate spellcasting ability is Intelligence (spell save DC 22, +12 spell attack bonus) and has the following spells prepared:
Multiattack. Rain makes three attacks, choosing between his Claws, Force Punch, or Kick.
Sword. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 2d12+8 slashing damage, plus 2d12 Lightning damage.
Force Punch. Melee Attack: +14 to hit, reach 15 ft., one target. Hit: 4d6+8 Force damage, and the target must succeed on a DC 21 Constitution saving throw or become Stunned until the end of the round.
Claws. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 4d12+8 slashing damage. If the target is Large or smaller, it is grappled (DC 24), and it is restrained until the grapple ends. Rain can grapple one creature at a time. If a target is already grappled by Rain, they take an extra 4d8 Lightning damage.Rain 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. Rain regains spent legendary actions at the start of his turn.
Conjure Orbs (1/day). Rain forms a floating trio of small, red orbs that appear in the palm of his hand and float up above his head, rotating quickly. The orbs remain until Rain fires all of them or he chooses to end the effect. After summoning the orbs, he can use a bonus action during his turn to make a ranged spell attack with one of the orbs. On a hit, a target takes 4d12+5 Force damage, and if it has 100 hit points or fewer, it becomes afflicted with crippling pain. While the target is affected by crippling pain, any speed it has can be no higher than 10 feet. The target also has disadvantage on attack rolls, ability checks, and saving throws, other than Constitution saving throws. Finally, if the target tries to cast a spell, it must first succeed on a Constitution saving throw, or the casting fails and the spell is wasted.
Dash. Rain takes the dash action.
Force Punch. Rain makes one Force Punch attack against a target he can see within range.
Shoot Orb. Rain makes an orb attack against a creature he can see within range.