Hold the Line. While The Line is holding at least 2 knives, other creatures provoke an opportunity attack when they move within 5 feet of him. When the Line hits a creature with an opportunity attack using 2 knives, the creature takes an extra 4 (1d8) piercing damage, and the creature’s speed becomes halved for the rest of the turn.
Multiattack. The Line makes three melee attacks or two ranged attacks with his equipped daggers.
Knives. Melee or Ranged Weapon Attack: +5 to hit, or range 20/60 ft., one target. Hit: 5(1d6 + 3) piercing damage
Sneak Attack. Once per turn, The Line can deal an extra 1d6 damage to one creature he hit with an attack if he has advantage on the attack roll and he is using his knives. The Line doesn't need advantage on the attack roll if the target is immobilized or slowed.
Flame Thrower. Noxious Gas fills the air. The fumes are enough to burn the nasal passages of all unfortunate enough to be within the range of the pyrokinetic contraption.
- 1 action
- Range: Self (15-foot cone)
- Duration: Instantaneous
- Each creature in a 15-foot cone must make a Dexterity saving throw. A creature takes 3d6 fire damage on a failed save, or half as much damage on a successful one. The fire ignites any flammable objects in the area that aren’t being worn or carried.
Deploy Caltrops. As an action, The Line can spread a single bag of caltrops to cover a 5-foot-square area. Any creature that enters the area must succeed on a DC 15 Dexterity saving throw or stop moving and take 1 piercing damage. Until the creature regains at least 1 hit point, its walking speed is reduced by 10 feet. A creature moving through the area at half speed doesn't need to make a saving throw.
Vine Climb. On a bonus action, The Line can tug on a vine or nearby branch repelling him into the cover of the treetops.
Bola. Using a bonus action, The Line can make a ranged attack roll using his Dexterity modifier to shoot a bola at his chosen target. On hit, the target must succeed on a DC 13 Dexterity Saving Throw or suffer from the Grappled condition. If the target has moved this turn they are also knocked prone and take an additional 5 (1d6 +4) bludgeoning damage. The target remains restrained this way until the target succeeds on a DC12 Dexterity or Strength Save or until the bola (5hp) is cut using a dagger. If the restrained creature attempts to cut their own bonds they must roll at disadvantage.
The Line can utilize 2 reactions per round of combat.
Upon taking damage, The Line deploys a smoke bomb and may move up to 20 feet away from the attacker in any direction.
Once per day, upon taking damage The Line may remove his mask. Everyone within 10 feet must pass a DC 15 Wisdom saving throw or suffer from the frightened condition.
Upon taking damage The Line can deploy Flash Bombs. DC 13 Dex Saving Throw or suffer the blinded status for 1 round.
Description
Little is known about The Line prior to his coming to the Battle. It is said that on his own plane of existence he was accused of an unforgivable crime and given as tribute to the competition in the hopes of deriving some use from his evil life.
Management however doesn't have high hopes for his performance, since his appearance suggests he is no longer in his "prime". Thus they've assigned him to the lower priority battles. Since then, he has struggled to rise out of the beginner pools to the final prize in the hopes of using his wish to return back to his own plane and exact his revenge against those that wronged him.
EQUIPMENT | CHARGES |
---|---|
Knives | 6 |
Smoke Bombs | 2 |
Caltrops | 2 |
Flame Thrower | 2 |
Bola | 2 |
Flash Bombs | 2 |
Lair and Lair Actions
The Line has learned a few tricks to succeed in the RajMedan. Since being regulated to what is essentially a qualifier in the lower pools, he has modified the terrain of the RajMedan to fit his particular hunting style. The battlefield is strewn with traps to swing the odds in the hunter's favor and he makes use of the foliage to not only throw his opponents off his track but to maneuver himself across the field quickly and quietly.
Bear Trap: Stops movement if creature moves across the space occupied by the trap. Inflicts 2d6 piercing damage. There are 3 traps strewn across the RajMedan (typically concealed within bushes or at the base of trees) requiring an investigation check with a result of 14 or higher to detect. Once the trap is discovered/uncovered it remains in clear view until the end of battle. It can be disarmed with a successful Sleight of Hand check.
Pit Trap: If a player moves into the space occupied by a pit trap they must succeed on a Dexterity Save (DC 12) or fall 30 feet and take regular fall damage in addition to 6(3d4) piercing damage from the punji sticks lining the trap. The Line typically prepares 2 traps in the battlefield and attempts to lure his opponents into them by blocking their line of sight.
Awesome! ADDED! Thank you, TBG!
I really like the 'Flame Thrower' feature. Is there any way to use the feature for a PC?
Well, you can always create a magic item as homebrew, name it the 'Flame Thrower' and copy the stats from the stat block above.
Would be a nice waepon for a PC.
Skills Intimidation +0, Sleight of Hand +0, Survival +0
These are entered incorrectly, right? Should be:
Skills Intimidation +4, Sleight of Hand +8, Survival +6
Or am I missing something?
The scariest part is this is a humanoid with *tremorsense*
He could also put burning hands onto an item that wouldn't even have to be an actual flamethrower but it does the same thing with the glyph of warning spelling.
I think they mean Rappelling as in swing from a rope.
Unless grabbing a rope (rEpel)pushes him away from the vine he grabbed?
As I reminded Mr. Haeck more than a few times during his time here, a good editor is worth thier weight in gold. At the least, have a friend give it a second look before you share it with the outside world.
I think I might just have to use this in my campaign at some point.
Lots of fun ideas with this monster but there are a few things I'd change about it:
I agree with all of these- maybe instead of giving him more than 1 reaction, just give him some Legendary Actions? There have been monsters that cause fear as a legendary reaction, so it wouldn't exactly be a farfetched design.
Yup. Also, it should be using a d8 for its hit points, not a d12, as it's a medium sized creature.
What if the reason for is D12 hit points is for the fact that he's from another plane so he's stronger on this plane than he would be on his normal plane. So for instance if he did go back to his normal plane his hit point dice would go back down to a d8.
Another thing y'all might want to put in there is immune to banishment or has advantage against the saving throw for banishment something like that. Because otherwise banishment would make it where he goes back to his own plane of existence and the battle would be over unless you're trying to test how smart your d&d group is.
Yaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaay!!!!!!!! I am REALLY happy that the stat block of "The Line" are available now!
As someone else said, burning hands is an option. However if you want an actual flamethrower closer to this character type you'll want the Artillerist artificer. One of the eldritch cannons is a flamethrower.
Thanks for the suggestion, it's a great idea.
Yeah, I was wondering if my PC could use a Flame Tongue weapon but use flavor texts to make it look like a flame thrower.
The Pyroconverger from Ravnica is basically a flamethrower also
Am I missing something? This seems like a neat concept which has been poorly implemented.
The damage potential of this guy seems fairly weak for a CR 9 monster. Compare this to a young white dragon (CR 6) which has significantly more damage potential and HP.
Between the bonus actions, keeping track of charges, placing traps, and exactly 2 reactions, this monster sounds like a nightmare to run as a DM. Forget about it if you have 2 of them, or try to incorporate minions. At best, if you use all of these tools optimally, you can zip around the battlefield, lure players into traps, and and restrain them. The final result is... Kind of anticlimactic? At best it will just draw out the fight as he occasionally dents the players' HP before they finally get enough hits in to finish him off.
Also, his reactions are a real slap in the face to melee classes. If I'm understanding it right, he can dance out of their range after the first hit, or just take his mask off. This would be kind of a neat trick, if melee classes weren't already hamstrung enough in 5e. Meanwhile, archers can plink away (admittedly at disadvantage due to the smoke), and casters won't even care because their damage would be all in one hit. If the party wizard has a fireball, the fire vulnerability makes his high dex save irrelevant. Considering how many players see fireball as an all-purpose problem solving tool, making it the key to victory in this case seems fairly shortsighted.