Medium Humanoid (Elf), Any Evil Alignment
Armor Class 18 Plate
Hit Points 80 (4d20 + 10)
Speed 30 ft.
STR
15 (+2)
DEX
15 (+2)
CON
15 (+2)
INT
15 (+2)
WIS
15 (+2)
CHA
15 (+2)
Saving Throws DEX +4
Damage Immunities Psychic
Condition Immunities Deafened
Senses Passive Perception 15
Languages All languages the party knows plus dragonic
Challenge 4 (1,100 XP)
Proficiency Bonus +2
Traits

Attack!!!. Can summon a challenge rating 1 or below beast on the beginning of its go. Costs 4 power points

 

Actions

Your weak. Removes all modifiers for dex based checks or saves (costs 4 power points to preform) 

Slash of hate. Melee Weapon Attack: +4 to hit, reach 5 ft., 1 target. Hit: 8 (1d10 + 2) [slashing type] damage. 

Shots of anger. RangedWeapon Attack: +2 to hit, range 10/40 ft., 2 target. Hit: 6 (1d6 + 2) [piercing type] damage.

Bonus Actions

You need to suffer. If armen uses slash of hate on there go as a bonus action the can punch and do: +2 to hit, reach 5ft., 1 target. Hit: 4 (1d4 + 1) [bludgeoning type] damage. Costs 3 power points.

Reactions

Should not have done that. Armen fights back by punching: +2 to hit, reach 5 ft., 1 target. Hit: 3 (1d4) [bludgeoning type] damage. Costs 2 power points.

Legendary Actions

This can be used at the end of a player’s or armen’s turn to inflict major damage  

Eat this (Costs 5 power points). armen throws a poison tipped spear that:
+4 to hit, range 10/20 ft., 1 target. Hit 4 (1d6 + 1) [piercing type] damage and (1d6) [poison type] damage (on the play who was hit, next turn)

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

Armen was the chef and bar keep for the hms fury. When it crashed the guild saved them. However when the guild had a choice to save them or the Druid they chose the Druid. Now they seek revenge. They have 20 power points and regain 2 every full round of combat. They can be used for abilities, reactions, bonus actions and legendary ones.

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: Urban

Dnddnddnd223

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