Medium Humanoid (Human), Neutral
Armor Class 14 Plate
Hit Points 54 (6d12 + 10)
Speed
STR
18 (+4)
DEX
12 (+1)
CON
16 (+3)
INT
13 (+1)
WIS
10 (+0)
CHA
10 (+0)
Saving Throws STR +6
Damage Resistances Bludgeoning
Senses Passive Perception 10
Languages Celestial, Common
Challenge 4 (1,100 XP)
Proficiency Bonus +2
Traits

Bad teammate. When using a legendary action and going before Enigma, Enigma will attempt to start a fight with Unknown, causing them to target each other next turn if he lands the hit.

Friendly fire. Their fight lasts a round and they both gain +5 to their hits.

Actions

Heavy swing. Melee Weapon Attack: +0 to hit, reach 6 ft., 1 target. Hit: 1 (1d12 + 2) [slash] damage.  Unknown raises her blade far above her head and swings down, an easily noticed attack.

Quick attack. Melee Weapon Attack: +3 to hit, reach 5 feet., 1 target. Hit: 1 (1d8 + 1) [pierce] damage. Unknown draws a dagger from under her coat and pierces at her target, causing bleed if it hits.

Fisticuffs. Unarmed attack: +5 to hit, reach 3 ft., 1 target. Hit: 1 (1+STR modifier) [blunt] damage. Can only be used against Enigma. Enigma and Unknown enter a brawl.

Reactions

Block. In place of armour class, Unknown can use block. The stunning effect can also apply to Enigma.

Legendary Actions

The worst teammates are back at it again, Unknown wants to get the kill first, so she darts ahead even at risk of getting hit by Enigma.

Me first (Costs 1 Actions). Unknown can move 60 feet and darts in front of Enigma at the closest enemy. 

Mythic Actions

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

Mythic Action Name (Costs # Actions). Enter the description for your mythic action.

Description

Unknown and Enigma truly aren't the best of teammates, often they'll get in each others way in an attempt to get the first kill, occasionally they'll even fight each other.

Lair and Lair Actions

Enter a description of your monster's lair here.

Lair Actions

On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:

  • Enter a description for a lair action.
  • Enter a description for a lair action.

Regional Effects

The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:

  • Enter a regional effect description.
  • Enter a regional effect description.

If the [monster name] dies, these effects fade over the course of #d# days.

JazzMaster69

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