Medium Humanoid, Any Alignment
Armor Class 18 (breastplate)
Hit Points 90 (10d12 + 30)
Speed 30 ft., climb 30 ft.
STR
16 (+3)
DEX
18 (+4)
CON
16 (+3)
INT
12 (+1)
WIS
14 (+2)
CHA
10 (+0)
Saving Throws STR +7, DEX +8, CON +7
Damage Vulnerabilities Fire
Damage Resistances Cold, Poison
Condition Immunities Charmed, Paralyzed
Senses Tremorsense, Passive Perception 12
Languages Common, Elvish
Challenge 9 (5,000 XP)
Proficiency Bonus +4

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. 

Actions

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.  

Bonus Actions

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. 

Reactions

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.

One round after a smoke grenade lands, it emits a cloud of smoke that creates a heavily obscured area in a 20-foot radius. A moderate wind (at least 10 miles per hour) disperses the smoke in 4 rounds; a strong wind (20 or more miles per hour) disperses it in 1 round.

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.

ThatBronzeGirl

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