Bullet Jump. Any Warframe can jump 35 feet in any direction. This ability refreshes every time the Warframe touches the ground. Free action to do so.
Double Jump. Warframes are capable of making a spectral platform once per jump that exists for half a second and is only 2 sq ft, making it fit only for one extra jump while in midair. Free action.
Firearm Specialist. All Tenno and Warframes have extensive training with firearms and can maintain them in such a way that they never misfire.
Mods. Warframes and Tenno alike have access to a wondrous technology known as mods, which can magically enhance any given weapon. Add one damage die of any damage type per two Tenno Operator levels.
Aim Glide. Warframes have the ability to glide through the air, slowing their fall to 60 ft per round for 6 rounds, while also going 20 ft horizontally per round. They may stop as a free action.
Bladed Weapon Master. Ash is an inveterate ninja, and as such knows bladed weapons so well that he can slice into major veins and arteries. This causes +4 damage from weapons with the slashing damage type.
Glaive. Melee Weapon Attack: +8 to hit, reach 5 ft., 1 target. Hit: 12 (1d8 + 4) slashing damage.
Glaive Throw. Ranged Weapon Attack Ash's Glaive can also be thrown, +6 to hit, range 20/100 ft, 2 targets. Hit: 12 (1d8 + 4) slashing damage.
Ground Slam. If in the air above an enemy, a Warframe can all their weight to bear on their melee weapon and slam into the opponet with unnatural force, dealing an extra damage die of the weapon on the target and damaging enemies 5 feet adjacent to the target for 1 less damage die than the weapon.
Longbow Snipe. Ranged Weapon Attack +8 to hit, range 150/600 ft., 1 target. Hit: 10 (1d8 + 2) piercing damage.
Shuriken. Ash throws shurikens at 2 enemies, range 5/20, 2 targets. Hit: 35 (3d10 +5). Only usable 4 times per day.
Smoke Screen. Ash drops a smoke bomb, rendering a 15 ft diameter circle heavily obscured for 2 rounds. Only usable 3 times each day.
Teleport. Ash moves incredibly quickly towards a target within 50 ft, made swift by the Void. The target is vulnerable to a Sneak Attack by Ash in the next round, and Ash in Invisible to any enemy within 5 ft of his point of arrival. This ability can only be used 4 times per day. 1 target per use.
Blade Storm. Through the power of the Void, Ash picks out targets to assassinate. He then summons two shadow clones of himself to assist in the assassinations, and starts going at incredible speeds. He can hit 8 enemies within a 20 ft radius. The shadow clones hit at the same time, dealing 50 (5d8 + 10) slashing damage each. This ability can only be used 2 times per day.
Double Jump. Warframes are capable of making a spectral platform once per jump that exists for half a second and is only 2 sq ft, making it fit only for one extra jump while in midair.
Blocker. All Warframes are incredibly skilled with the blade, and are capable of the inhuman speed and precision necessary to knock projectiles out of the air with their equipped melee weapon. This includes any spell that can be reflected by a mirror, as Tenno blades are made out of metal that retains its shine regardless of conditions.
Glaive. Melee Weapon Attack: +8 to hit, reach 5 ft., 1 target. Hit: 12 (1d8 + 4) slashing damage.
Enter the description for how legendary actions work for your monster here.
Legendary Action Name (Costs # Actions). Enter the description for your legendary action.
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
Despite being covered head to toe in living armor, Ash is one of the sneakiest Warframes to exist. His armor is grey, tan, and brown, with livid green energy seeping from the cracks and crevices. He has no eyes, yet still somehow can see. With two odd mandibles jutting from where the mouth would be on a humanoid and strange ridges along his limbs, Ash looks just inhuman enough that his form terrifies from the shadows.
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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