Medium Humanoid (Drow)
Armor Class 22
Hit Points 375 (30d10 + 210)
Speed 45 ft.
STR
29 (+9)
DEX
20 (+5)
CON
25 (+7)
INT
16 (+3)
WIS
17 (+3)
CHA
19 (+4)
Saving Throws STR +14, DEX +10, CON +12, CHA +9
Skills Acrobatics +10, Athletics +14, Intimidation +9, Stealth +15, Survival +11
Damage Resistances All
Condition Immunities Charmed, Exhaustion, Frightened, Paralyzed
Senses Passive Perception 17
Languages --
Challenge 15 (13,000 XP)
Proficiency Bonus +5
Traits

Sunlight Sensitivity. While in sunlight, Bazmyr has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

True Brute. A melee weapon deals three extra die of its damage when Bazmyr hits with it(included in the attack).

Reckless. At the start of his turn, Bazmyr can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against him have advantage until the start of his next turn.

Killer's Eye(5/Day). As a bonus action, Bazmyr can add 1d10 to his next attack roll or 2d8 to his next damage roll with his hand crossbow.

Indomitable(3/Day). Bazmyr rerolls a failed saving throw.

Second Wind(1/Day). As a bonus action, Bazmyr can regain 50 hit points.

Survivor. Bazmyr regains 15 hit points at the start of his turn if he has at least 1 hit point remaining but fewer hit points than half his hit point maximum.

Aggressive. As a bonus action, Bazmyr can move up to his movement speed toward a hostile creature that he can see.

Actions

Multiattack. Bazmyr makes five attacks: 3 with his shortsword and 2 with his hand crossbows.

Shortsword. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 21 (4d6 + 9) slashing damage plus 4d6 poison damage

Hand Crossbow. RangedWeapon Attack: +10 to hit, range 30/60 ft., one target. Hit: 17 (4d8 + 5) piercing damage plus 4d10 poison damage.

Reactions

Master Parry. Bazmyr uses his expertise in dueling to add 1d8+4 to his armor class as a reaction to any melee or ranged attack.

Unrivaled Fury. In response to being hit by a melee weapon attack, Bazmyr can make one melee weapon attack with advantage against the attacker.

Legendary Actions

Bazmyr has 3 legendary actions that replenish at the end of each of his turns.

Stab (Costs 1 Actions). Bazmyr makes one shortsword attack.

Blood in the eyes (Costs 2 Actions). Bazmyr makes a melee weapon attack, on a successful hit, the creature takes the normal damage from the attack and must succeed on a DC 18 Constitution Saving throw.  On a failed save, the creature is blinded as blood pours into its eyes for 1 minute.  A blinded creature can repeat the saving throw at the end of each of its turns, ending the effect on a success.

Hunt Prey (Costs 2 Actions). The monster signals to all allies within 60 feet that one creature should be hunted, targeting a specific creature within 60 feet of it. All allies deal an extra 1d6 damage against the target for 1 minute, until they are killed, or the monster uses this action again.

Impale (Costs 2 Actions). If a creature is prone and within 15 feet of the monster, the monster can attempt to make a melee weapon attack. On a successful hit, the monster deals damage as normal and impales the creature, and the target is grappled (escape DC (10+Athletics or Str+Prof)). Until the grapple ends, the target is restrained, and the monster can't use this melee weapon attack on another creature or the restrained creature is released.

Kickback (Costs 2 Actions). The monster makes a melee weapon attack (Str+Prof) against a creature within its reach. On a hit, the attack deals (1d6 + Str) bludgeoning damage and the target must succeed on a DC (8+Str+Prof) Strength saving throw or be knocked back (5 x the monster’s Str Modifier) feet and fall prone.

Summon Creature (Costs 2 Actions). The monster summons a creature that takes its turn directly after this Legendary Action. The summoned creature lasts for 1 minute or until it is reduced to 0 hit points. It follows the monster’s commands to the best of its abilities.

Strategic Strike (Costs 3 Actions). The monster sees a weakness in its opponent's defense and makes a weapon attack. If the attack would hit, the monster scores a critical hit regardless of the result on the d20.

Sweep (Costs 3 Actions). The monster makes a melee attack against all creatures within its reach. The monster makes a single attack roll and compares it against each creature within the area, dealing damage to all that it hits. On a critical hit, it deals the extra damage only to the first creature it hits.

Description

Bazmyr is seeking out revenge against the adventurers that killed his brother Tarzyr, and he will stop at nothing to see that vengeance come.

Mo987

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