Sneak Attack. Once per turn, Annabar deals an extra 7 (2d6) damage when he hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of Annabar that isn't incapacitated and Annabar doesn't have disadvantage on the attack roll.
Special Equipment. Annabar carries a pair of arms of balance.
Multiattack. Annabar makes Arms of Balance attacks.
Arms of Balance. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage.
Grapple (Arms of Balance). Melee Weapon Attack: +2 to hit, reach 10 ft., one target. Hit: 3 (1d6) bludgeoning damage, and if the target is a creature, it is grappled (escape DC 10). Annabar can have up to two targets grappled in this way. While at least one creature is grappled through this action, Annabar cannot use his Multiattack action.
Cunning Action. Annabar takes the Dash, Disengage, or Hide action.
Description
Annabar Stelland is a member of Omus Selvornum's adventuring party (see my Homebrew monsters). Annabar was lost in the Feywild at a young age, which helped shape his forceful personality and sneaky fighting style, which he still uses to this day. Upon returning to the Material Plane, Annabar found himself in the ruins of an ancient magical empire. In the center of the rubble lied a pair of magical whips known as the Arms of Balance. Annabar has kept them by his side ever since.
Previous Versions
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Coming Soon
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