Medium Humanoid (Shifter), Any Good Alignment
Armor Class 18 Plate
Hit Points 65 (10d8 + 20)
Speed 30 ft., When in beast form their speed increases x1.5
STR
14 (+2)
DEX
13 (+1)
CON
15 (+2)
INT
9 (-1)
WIS
12 (+1)
CHA
16 (+3)
Saving Throws CHA +6
Skills Survival +3
Senses Darkvision 60 ft, Passive Perception 11
Languages Common
Challenge 5 (1,800 XP)
Proficiency Bonus +3
Traits

Shapeshift. Zeroes can use a bonus action to shift into his bestial form, a werebear. While shifted, he gains temporary hit points equal to 2x his proficiency bonus. He also gains an additional +2 STR modifier, but suffers -2 to his CHA modifier.

Wildhunt. While shifted, Zeroes has advantage on Wisdom checks, and no creature within 30 feet of him can make an attack roll with advantage against him unless he is incapacitated.

Brave. Zeroes has advantage on saving throws against being frightened.

Hexblade's Curse. Starting at 1st level, you gain the ability to place a baleful curse on someone. As a bonus action, choose one creature you can see within 30 feet of you. The target is cursed for 1 minute. The curse ends early if the target dies, you die, or you are incapacitated. Until the curse ends, you gain the following benefits:

You gain a bonus to damage rolls against the cursed target. The bonus equals your proficiency bonus.

Any attack roll you make against the cursed target is a critical hit on a roll of 19 or 20 on the d20.

If the cursed target dies, you regain hit points equal to your warlock level + your Charisma modifier (minimum of 1 hit point).

Zeroes is a 1st-level spellcaster. Its spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). Zeroes has the following spells prepared:

Cantrips (at will): Eldritch Blast, Thunderclap

1st level (1 slots): Shield, Wrathful Smite

Actions

Multiattack. The knight makes two melee attacks.

Greatsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage.

Reactions

Parry. Zeroes adds 2 to its AC against one melee attack that would hit it. To do so, the knight must see the attacker and be wielding a melee weapon.

MilesLemaire

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