Medium Humanoid (Human), Chaotic Good
Armor Class 18 Plate Armor
Hit Points 173 (14d12 + 70)
Speed 30 ft., Climb 40 ft., Swim 40 ft.
STR
20 (+5)
DEX
10 (+0)
CON
20 (+5)
INT
10 (+0)
WIS
16 (+3)
CHA
8 (-1)
Saving Throws STR +10, CON +10
Skills Acrobatics +5, Athletics +10, History +5, Intimidation +11, Religion +5
Condition Immunities Frightened
Senses Passive Perception 13
Languages Common, Giant, Goblin
Challenge 14 (11,500 XP)
Proficiency Bonus +5
Traits

Judex Training. Croaker gains an uncanny sense of when things nearby aren't as they should be, giving him an edge when he dodges away from danger. He has advantage on Dexterity saving throws against effects that he can see, such as traps and spells. To gain this benefit, he can't be blinded, deafened, or incapacitated. Additionally, he has advantage on initiative rolls and if he is surprised at the beginning of combat and isn’t incapacitated, he can act normally on his first turn.

Black Company Veteran. Croaker can roll two additional weapon damage dice when determining the extra damage for a critical hit with a melee attack.

Psychic Power. Croaker is a 5th-level psychic user. His psychic ability is wisdom (save DC 16, +8 to hit with psychic attacks). Croaker has a pool of 9 psychic points and the following grey psychic powers prepared:

At will: Force Disarm.

1st level: Force Current.

2nd level: Force Throw.

3rd level: Knight Speed.

Curse of the Imperious Moon. Croaker’s linage is cursed with the blood of the lunar beasts. When he has less than half of his total hit points (86), he must succeed a Constitution Saving Throw DC 10 on the start every turn or be transformed into his Lunar Form for 1d6+2 hours or until he is dropped unconscious. When he has less than a quarter of his total hit points (43) the DC becomes 15 and when there is a Blood Moon in the sky this Save becomes DC 20. While in this form Croaker’s armor is destroyed and it’s almost impossible to distinguish friend from foe. In his Lunar Form, Croaker gains the following benefits.

  • Resistance to slashing, piercing and bludgeoning damage.
  • Advantage on Strength checks and Strength saving throws.
  • Can't use psychic powers.
  • His Strength Score is increased by 4.
  • Can make a Strength (Athletics) check and extend his jump by a number of feet equal to the check’s total.
  • If he drops to 0 hit points while he is raging and doesn’t die outright, he can make a DC 10 Constitution saving throw. If he succeeds, he drops to 1 hit point instead. Each time he uses this feature after the first, the DC increases by 5.
  • He’s Unarmored Defense becomes 16.

When the transformation ends, Croaker gains three levels of exhaustion.

Actions

Attack. Croakers Attacks two times with his weapon of choice. While in his Lunar Form, he Attacks four times, once with his Bite, once with his Tail, and two times with his Claws.

Judex Ultra-Greatsword. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: (2d6 + 10) slashing damage.

Owen’s Solar Sword. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: (1d10 + 10) radiant damage. 

Lunar Bite. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: (2d10 + 10) piercing damage. Additionally, when Croaker damages a creature with this bite, he regains a number of hit points equal to the bite damage plus his proficiency bonus.

Lunar Tail. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: (2d8 + 10) bludgeoning damage. The target must succeed on a Constitution saving throw (DC 18) or be stunned until the start of Croaker’s next turn.

Lunar Claws. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: (2d6 + 10) slashing damage plus (2d12) necrotic damage and the target must use its reaction to make a melee attack against another random creature that it can see. The target must succeed on a Wisdom saving throw (DC 18) or suffer the aforementioned effects.

Reckless Attack. Croaker can throw aside all concern for defense to attack with fierce desperation. When he makes his first attack on his turn, he can decide to attack recklessly. Doing so gives him advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against him have advantage until his next turn.

Call the Hunt (5 or 6). the beast within Croaker grows so powerful that he can spread its ferocity to others and gain resilience from them joining his hunt. When he enters his rage, he can choose a number of other willing creatures he can see within 30 feet of him equal to 5. He gains 5 temporary hit points for each creature that accepts this feature. Until the rage ends, the chosen creatures can roll a d12 and gain a bonus to melee damage equal to the number rolled.

Reactions

Tail. If a creature Croaker can see within 10 feet of him hits him with an attack roll, he can use his reaction to swipe his tail and roll a d8, applying a bonus to his AC equal to the number rolled, potentially causing the attack to miss him.

Description

El autista mas letal de Okran.

Previous Versions

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6/9/2022 2:40:28 PM
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