Medium Humanoid
Armor Class 14
Hit Points 41 (6d6 + 20)
Speed 45 ft., Your boots is like rollerblades, just, you know steam punk style.
STR
11 (+0)
DEX
18 (+4)
CON
9 (-1)
INT
13 (+1)
WIS
16 (+3)
CHA
11 (+0)
Senses Passive Perception 16
Languages --
Challenge 2 (450 XP)
Proficiency Bonus +2
Traits

Zauns streets. You know things that relates to zaun and the thought life on the streets here. You have advantage on every related check to "call back infomation" about zaun.

 

Actions

Electric slingshot. Ranged Weapon Attack: +4 to hit, range 30/60 ft., 1 target. Hit: 6 (1d4 + 4) bludgeoning damage. Tha ammo is electrified and deals an extra of 5(1d8 + 1) lightning damage

Acid grenade. Ranged Attack: range 40 ft. 10ft. radius. You throw a grenade that explode and spread acid on the targets. If the targets succed a dex save of 16 they take 2d6 acid damage. 

Explosive escape. (2 time use) You tap your boots togheter an launch your self into the air where you glide down to a spot 60ft. away the same round (you dont have more movment after this). Everyone in a 5ft.radius of you have to make a dex save of 14 or be knocked back 5 ft. away from your original spot and knocked prone. 

Bonus Actions

Enter the description for how bonus actions work for your monster here.

Reactions

Flash. If someone is making an ranged attack of any kind you can throw a kind of flashbang that gives disadvantage on ranged attacks and effects everyone until the end of your next turn.

Description

Though the majority of troublemaking gangs form in the lower reaches of Zaun, their members come from every level of the city, and Piltover too.

Kulen999

Comments

Posts Quoted:
Reply
Clear All Quotes