Large Humanoid (Dragonborn, Elf, Gnome, Half-Elf, Halfling, Half-Orc, Human, Merfolk, Orc), Any Evil Alignment
Armor Class 17
Hit Points 46 (6d6 + 10)
Speed 35 ft., This is the same for any form of movement, unless the creature is a merfolk. The merfolk cannot walk, but moves at 45 ft. when swimming.
STR
17 (+3)
DEX
18 (+4)
CON
15 (+2)
INT
15 (+2)
WIS
13 (+1)
CHA
10 (+0)
Saving Throws STR +6, CON +5
Damage Vulnerabilities Fire, Thunder
Condition Immunities Poisoned
Senses Unknown Enhanced Perception (+1) when angered., Passive Perception 12
Languages Common Standard Language Speaks racial language, common, and one randomized language.
Challenge 5 (1,800 XP)
Proficiency Bonus +3
Traits

Blood Frenzy. When the creature's health reaches 0 hit points, the creature can make a CON saving throw to recover 1 HP and immediately rage and attempt to attack a target of its choice before dying.

 

Actions

Rage. The creature gains a +1 to hit with nonmagical weapons and a +2 to any damage dealt (magic or otherwise).

Drink Potion. The creature can take a bonus action to drink a health potion and receive 1d8 healing. 

Dash. The creature can take a bonus action to move another 20 ft. in any direction they choose.

Longsword. Melee Weapon Attack: +2 to hit, reach 10 ft., 1 target. Hit: 1d20 (2d8 + 3) slashing damage. 

Crossbow. Ranged Weapon Attack: +2 to hit, range 20/40 ft., 1 target. Hit: 1d20 (2d10 + 2) piercing damage.

Bonus Actions

Rage allows the creature to lose rationality in exchange for a quick burst of strength; however, these soldiers are trained without the ability to perform basic bonus actions besides Dash and Drink Potion, which allow for the user to move another 20 ft. and drink a potion of healing respectively.

Reactions

Dodge. DEX saving throw, must pass a DEX 17 saving throw.

Disengage. Leave initiative and try to escape. Creature is at disadvantage for any defense rolls.

 

Legendary Actions

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

Legendary Action Name (Costs # Actions). Enter the description for your legendary action.

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

A soldier in the Empire fighting against the Oracle's Rebellion army. Highly skilled bloodhunter assassin and fighter.

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.

Habitat: DesertForestGrasslandMountainSwampUnderwater

Tiana_Raeborn

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