Medium Humanoid (Human), Neutral Evil
Armor Class 22 Suit, Unarmored Defense
Hit Points 151 (22d8 + 26)
Speed 40 ft.
STR
18 (+4)
DEX
24 (+7)
CON
22 (+6)
INT
19 (+4)
WIS
23 (+6)
CHA
16 (+3)
Saving Throws DEX +12, CON +11, WIS +11
Skills Athletics +12, Insight +10, Intimidation +16, Sleight of Hand +8, Stealth +16
Damage Resistances Bludgeoning, Piercing, and Slashing from Magic Weapons
Condition Immunities Charmed, Frightened, Paralyzed
Senses Blindsight 30 ft, Darkvision 60 ft, Passive Perception 18
Languages Abyssal, Blink Dog, Common, Infernal, Thieves' Cant
Challenge 15 (13,000 XP)
Proficiency Bonus +5
Traits

Master assassin. John wick has proficiency in improvised weapons and the damage die for them is a d8 and he scores a critical hit on a roll of 18, 19, or 20 with any weapon he uses.

Focus.  John Wick doesn’t suffer disadvantage on ranged attacks made within 5ft and He also can’t be surprised.

Commitment. If a creature misses John wick with an attack he gains advantage to hit them on his first attack against them.

Sheer Force Of Will. At the start of each of his turns, John Wick regains 1d10 hit points.

Expert killer. John Wick can use his bonus action to reload or study his enemy giving him advantage on his next attack against them.

Evasion. If John Wick is subjected to an effect that allows him to make a Dexterity saving throw to take only half damage, he instead takes no damage if he succeeds on the saving throw, and only half damage if he fails.

Unarmored Defense. While John Wick is wearing no armor and wielding no shield, his AC includes his Wisdom modifier.

Sharply Dressed. John Wick wears a suit which gives him +2 to AC and saving throws and resistance to bludgeoning, piercing and slashing damage.

Actions

Multiattack. John wick makes three weapon attacks.

Pistol. Ranged weapon attack: +8 to hit, range 400ft, one target. Hit: 11 (1d10+5) piercing damage (reload 15 rounds)

Sniper. Ranged weapon attack: +8 to hit, range 800ft, one target. Hit: 27 20(2d10+7) piercing damage (reload 20 rounds)

Improvised weapon. Melee or ranged weapon attack: +7 to hit, reach 5ft or range 20/60ft, one target. Hit: 9 (1d8+5 damage)

Bonus Actions

Reload. John Wick uses his bonus action to reload his pistol or sniper.

Study Enemy. John Wick studies his enemy giving him advantage on his next attack against them.

Reactions

Uncanny dodge. John wick halves the damage that he takes from an attack that hits him. He doesn't have to be able to see the attacker to take this reaction.

Legendary Actions

John wick can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. John wick regains spent legendary actions at the start of its turn.

Gun shot. John Wick makes one pistol attack.

Mobile  John wick uses his movement without triggering an attack of opportunity 

Ever aware. John wick regains his reaction. 

Description

John is the top enforcer for the Shermer Territory Russian crime syndicate, he is a feared and ruthless hitman that people describe as "a man of focus, commitment, and sheer will". He was nicknamed "Baba Yaga", being further described as the man one would send to "kill the Bogeyman".

Lair and Lair Actions

John Wick's Lair is his house. While in his house John Wick is considered invisible while in dim light or darkness to all creatures including those with darkvision. John Wick also deals an extra 1d6 damage on all weapon attacks.

 

Monster Tags: Human

Habitat: ForestUnderdarkUrban

BenjaminTiede

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