Medium Humanoid (Human), Neutral Good
Armor Class 18 Natural
Hit Points 65 (10d8 + 25)
Speed
STR
20 (+5)
DEX
15 (+2)
CON
10 (+0)
INT
13 (+1)
WIS
12 (+1)
CHA
15 (+2)
Saving Throws DEX +4
Condition Immunities Grappled, Restrained, Stunned
Senses Passive Perception 15
Languages Common, Sylvan, Elvish
Challenge 4 (1,100 XP)
Proficiency Bonus +2
Traits

Stand of Power. Cartel has an indestructible humanoid force that he can control completely.

Dodging Finesse. Cartel takes half of all incoming damage and is immune to any damage from a weapon being used with the ranged property.

Actions

Unarmed Strike. Melee Weapon Attack: +5 to hit, reach 15 ft., 1 target. Hit:  7 (2d4 + 5) [force] damage. If the attack lands you may roll the attack again until it misses.

Careening Blow. Melee Weapon Attack: +10 to hit, reach 5 ft., 1 target. Hit:  21 (5d6 + 6) [bludgeoning] damage. The target must succeed a DC18 Strength Save or be stunned until the end of Cartels next turn.

Leg Sweep. Melee Weapon Attack: +5 to hit, reach 10 ft., 1 target. Hit:  11 (3d4 + 5) [bludgeoning] damage. The target must succeed a DC15 Dexterity Save or be knocked prone.

Reactions

Rewind Time. If Cartel fails a save, he can choose to succeed instead.

Like Clockwork. If an enemy strikes a near-death partner Cartel can reverse the damage on their partner and inflict the wounds on himself.

Restoration of Balance. Cartel can reset an entire foe or partner to a neutral state, full health, full spell slots, and no buffs or debuffs.

Legendary Actions

Cartel can use one Legendary action per round of combat.

Invisible Flurry. A flurry of blows are sent outwards are everyone around Cartel in a 5-foot radius. Make 3 Unarmed strikes on all surrounding enemies. This legendary action does not allow success chaining like the original Unarmed strike attack.

Jerungeon_Master

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