Medium Humanoid, Typically Neutral Good
Armor Class 18 Chain, shield
Hit Points 135 (18d8 + 54)
Speed 30 ft.
STR
15 (+2)
DEX
12 (+1)
CON
16 (+3)
INT
15 (+2)
WIS
10 (+0)
CHA
10 (+0)
Saving Throws STR +5, CON +6
Skills Acrobatics +4, Athletics +5, History +5, Persuasion +3
Senses Passive Perception 10
Languages Abyssal, Common, Goblin
Challenge 5 (1,800 XP)
Proficiency Bonus +3
Traits

Innate Spellcasting (Psionics). Vill's spellcasting ability is Intelligence. They can use their pyschic powers to cast the following spell requiring no material components.

At will: mage hand

Telepath. Vill can communicate simple ideas and concepts with any creature within 30 ft. as long as it understands a language. This also grants them advantage on Wisdom and Charisma saving throws.

Action Surge. Vill can take an additional action. (1/Short Rest)

Actions

Multiattack. Vill makes two attacks with their longsword or throws the net and then attacks with the longsword.

Longsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage, or if swinging with two hands 7 (1d10 + 2) slashing damage, and 6 (1d8 + 2) psychic damage. 

Net. RangedWeapon Attack: +5 to hit, range 5/15 ft., one target. On hit a Large or smaller creatuer becomes restrained and takes 6 (1d8 + 2) psychic damage. The target can free itself from the net by making a DC 13 Strength check, dealing at least 5 slashing damage to the net (AC 10), or when another creature uses an action to free them.

Telekinetic Force. Vill can use their pyschic powers to move a creature or a Large or smaller object within 30 ft. An unwilling creature must make a DC 13 Strength saving throw to resist being moved. Vill can move the object or creature to any unoccupied space within range. Alternatively, Vill can force a creature to make the saving throw to avoid being knocked prone or shoved 10 ft horizontally after dealing damage, or as a bonus action force them to make the save to avoid being pushed or pulled 5 ft.

Bonus Actions

Psi-Powered Leap. As a bonus action Vill grants themself a flying speed equal to twice their walking speed until the end of their current turn. (1/Short Rest).

Second Wind. As a bonus action Vill regains 12 (1d10 + 7) hit points. 

Reactions

Protective field. When Vill or a creature that they can see within 30 ft. take damage, Vill can use their reaction to reduce the damage by 6 (1d8 +2) with pyschic energy. 

Description

Vill is a young Verdan. They stand tall, bald with green skin and long ears. They were born with rare psionic powers that helped them grow as fisher in Lumeside. As the demons began to invade they took it upon themselves to learn to hone these powers and defend their home town. They're also pretty handy with a net. 

TheAspiringDM

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