Nimble. The acrobat can take the Disengage action as a bonus action on each of her turns.
Trapeze Artist. While swinging from her grapple arm, the acrobat has advantage on attacks and attacks against her have disadvantage.
Multiattack. The acrobat makes two attacks with its barbed pole.
Barbed Pole. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage, and the acrobat can jump up to 20 feet. This movement doesn’t provoke opportunity attacks.
Clockwork Fist. Ranged Weapon Attack: +5 to hit, range 30/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage and the target is grappled. A target grappled in this way cannot move further from the acrobat, only laterally in an arc or toward her, and can use an action to remove the fist. If the acrobat targets a creature or object, that target can be pulled towards her if she wins a strength contest against it. If the acrobat targets a secure surface, she can pull herself towards the surface. The winch operates at a rate of 10 ft per second. The acrobat can operate the winch or recall the fist as a bonus action.
Spring Legs. The acrobat can jump 20 ft high or far as a bonus action.
Description
Halfling trapeze artist enhanced with clockwork limbs, specifically spring legs and a grapple fist with a winch and rope that can attach to a secure surface and be swung from. She prefers to attach her fist to the ceiling and fight while swinging through the air, but can use her barbed pole and spring legs to elude counter attacks while on the ground.
Lair and Lair Actions
Previous Versions
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2/8/2019 4:03:36 PM
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3
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2/8/2019 4:32:00 PM
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4
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0
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Coming Soon
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