Dumb Luck. Upon Failing a check, saving throw, or attack roll, Bob may reroll the d20 and use the higher roll.
Spellcasting. Bob is a 20th-level spellcaster. Its spellcasting ability is Wisdom. (spell save DC 24, +18 to hit with spell attacks). He has access to the entire spell list available to Trickery Domain Clerics. He can cast 5th level spells or lower at will, and 6th level spells or higher according to his spell slots.
Legendary Resistance (4/day) If Bob fails a saving throw, he can instead choose to succeed.
Unseen. Bob automatically passes every dexterity check relating to stealth, unless revealed by a magical effect, in which case he must roll a dexterity check against the spellcaster's casting ability modifier.
Sneak Attack. If Bob had advantage upon striking a target, Bob deals an extra 20d6 piercing damage to the target.
Elusive. No attack rolls have advantage against Bob while he isn't incapacitated.
Silent Stab. Melee Weapon Attack: +21 to hit, reach 5 ft., 1 target. Hit: 23 (4d4 + 13) magical piercing damage and 10 (3d6) radiant damage.
Silent Shuriken. RangedWeapon Attack: +18 to hit, range 20/60 ft., 2 targets. Hit: 16 (1d4 + 13) piercing +3d6 radiant damage.
Disengage
Hide
Counterattack. Once per round, as a reaction to taking damage, Bob can teleport to a nearby opponent and deal half sneak attack damage (10d6) to one target within 5 feet of the teleport.
Bob has 2 legendary actions per round
Shuriken (Costs 1 Actions). Bob throws a shuriken at a target, dealing 1d4+13 piercing damage on a hit.
Hide (costs one action)
Spellcasting. Bob can use two legendary actions to cast a spell of 5th level or lower, or one legendary action to cast a cantrip.
Description
Bob was once a mortal, but upon finding a wondrous magic item, he began his ascension to godhood over the course of a thousand years. As a newly appointed god, he is the weakest of the bunch. He is the god of Thieves and Dumb Luck.
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.
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