18 (studded leather)
190 (20d10 + 40 + 40)
walk 30 ft.
Str +7, Con +8
Acrobatics +12, History +11, Perception +9, Persuasion +8
lightning
Celestial, Common, Elvish
18
+6
Once on his turn, Percy can take one additional action.
Cabal's Ruin grants Percy advantage on saving throws against spells or magical effects. Additionally, Cabal's Ruin has 10 charges. When Percy hits with a weapon attack, he can expend up to 10 charges to have the attack deal 1d6 extra lightning damage per charge spent.
Percy can reroll a failed saving throw.
When Percy rolls a 2 or lower on the d20 when making an attack with Animus or Bad News, the attack misses and he can't use the weapon again until he spends an action to repair it. On a misfire with Animus, he takes 7 (2d6) psychic damage.
Percy's weapon attacks score a critical hit on a roll of 19–20.
Percy's ranged weapon attacks have a +2 bonus to hit (included in attacks), ignore half cover and three-quarters cover, and have no range penalty. Additionally, Percy can take a -5 penalty to any ranged attack roll to gain a +10 bonus to the damage roll.
Percy wears a ring of lightning resistance and Cabal's Ruin (see page 203). He wields Animus and Bad News, which are both +1 weapons.
Percy adds his proficiency bonus to initiative rolls, giving him a +12 to initiative rolls.
Percy has an additional 40 hit points.
Percy makes four ranged attacks with Animus, or two ranged attacks with Bad News. When Percy hits with an attack with either weapon, he can choose one of the following additional effects: Deadeye: Percy gains advantage on his next attack roll this turn made against the same target. Disarm: The target must make a DC 20 Strength saving throw. On a failure, the target drops one item it is holding of Percy's choice.
Ranged Weapon Attack: +15 to hit, range 320 ft., one target. Hit: 11 (1d10 + 6) piercing damage and 3 (1d6) psychic damage.
Ranged Weapon Attack: +15 to hit, range 800 ft., one target. Hit: 19 (2d12 + 6) piercing damage.