Medium Humanoid (Human), Lawful Good
Armor Class 20 (unarmored defense)
Hit Points 250 (20d10 + 140)
Speed 80 ft., Fly 80 ft.
STR
24 (+7)
DEX
16 (+3)
CON
24 (+7)
INT
14 (+2)
WIS
18 (+4)
CHA
18 (+4)
Saving Throws STR +15, DEX +11, CON +15, INT +10, WIS +12, CHA +12
Skills Acrobatics +11, Athletics +15, Insight +12, Intimidation +12, Perception +20
Damage Resistances All damage but Force, Radiant, and Psychic
Condition Immunities Charmed, Frightened
Senses Passive Perception 30
Languages Common
Challenge 25 (75,000 XP)
Proficiency Bonus +8
Traits

Action Surge (2/Short Rest). On All Might's turn, he can take one additional action. 

Alert. All Might has advantage on initiative rolls. Additionally, he cannot be surprised. 

Athletic. All Might has advantage on Strength checks and Strength saving throws. Additionally, if the total for a Strength check is less than All Might's Strength score, he can use that score in place of the total. Finally, when All Might is prone, standing up uses only 5 feet of his movement.

Brutal Critical. All Might can roll three additional weapon damage die when determining the extra damage for a critical hit with a melee attack.

Eagle Eye. All Might can see up to 1 mile away with no difficulty, able to discern even fine details as though looking at something no more than 100 feet away from him. Additionally, dim light doesn’t impose disadvantage on his Wisdom (Perception) checks.

Evasive. All Might has advantage on Dexterity saving throws against effects that he can see, so long as he isn't blindeddeafened, or incapacitated. When All Might is subjected to an effect that allows him to make a Dexterity saving throw to take only half damage, he instead take no damage on a success, and only half damage on a fail.

Legendary Resistance (6/Long Rest). If All Might fails a saving throw, he can choose to succeed instead.

Reckless. At the start of his turn, All Might can gain advantage on all melee weapon attack rolls until his next turn, but attack rolls against him have advantage until the start of his next turn.

Relentless. If All Might drops to 0 hit points, he can make a DC 10 Constitution saving throw. If he succeeds, he drops to 1 hit point instead. Each time he uses this feature after the first, the DC increases by 5. When he finishes a short or long rest, the DC resets to 10.

Slow Fall. All Might takes no fall damage while he is not incapacitated.

Superior Critical. All Might's weapon attacks score a critical hit on a roll of 18–20.

Survivor. At the start of each of All Might's turns, he regains 25 hit points if he has no more than half of his hit points left. He doesn’t gain this benefit if he has 0 hit points.

Actions

Multiattack. All Might makes six Smash attacks.

Smash. Melee Weapon Attack: +15 to hit, reach 5 ft., one target. Hit: 18 (1d10 + 13) magical bludgeoning damage. Additionally, the target suffers one of the following effects:

  • It is pushed 5 feet away from All Might.
  • It can’t take reactions until the end of All Might's next turn.
  • It must succeed on a DC 22 Dexterity saving throw or be knocked prone.
  • It must succeed on a DC 22 Constitution saving throw or be stunned until the end of All Might's next turn.
Reactions

Deflect Missile. All Might deflects a ranged weapon attack, taking no damage from the attack and instead forcing the attack to target another creature within range of the attack. 

Legendary Actions

All Might 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. He regains spent legendary actions at the start of its turn.

Detect. All Might makes a Wisdom (Perception) check. 

Move. All Might moves up to his speed without provoking opportunity attacks.

Patient Defense (Costs 2 Actions). All Might takes the Dodge action. He can use his Deflect Missiles ability once each turn until his next turn without using his reaction. 

Flurry of Blows (Costs 3 Actions). All Might uses Multiattack. When he does so, whenever he pushes a creature as part of a Smash attack, he can immediately move into the nearest space adjacent to that creature as a part of this legendary action. 

Monster Tags: NPC

Habitat: Urban

dnatale13

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