Medium Undead (Human), Lawful Evil
Armor Class 21 Half Plate +1, Shield +1
Hit Points 84 (10d10)
Speed 45 ft.
STR
10 (+0)
DEX
14 (+2)
CON
14 (+2)
INT
20 (+5)
WIS
10 (+0)
CHA
12 (+1)
Saving Throws DEX +6, INT +9
Skills Acrobatics +3, Arcana +9, Athletics +6, Deception +5, Intimidation +5, Religion +9
Senses Darkvision 60 ft., Passive Perception 10
Languages Common, Deep Speech and Black Speech
Challenge 10 (5,900 XP)
Proficiency Bonus +4
Traits

Great Weapon Fighting. Reroll a 1 or 2 on damage dice with melee weapons wielded with two hands.

Thrown Weapon Fighting. The Legionary can draw a weapon that has the thrown property as part of the attack he makes with the weapon.

Savage Attacker. Once per turn when The Legionary rolls damage for a melee weapon attack, he can reroll the weapon’s damage dice and use either total.

Blood Maledict (1/Short Rest). The Legionary can invoke a blood curse a number of times per short rest. Before it affects the target, he can choose to amplify the curse. An amplified curse gains an additional effect noted in the curse's description. Amplifying a curse causes Optio to take 1d8 points of necrotic damage that cannot be reduced in any way. Creatures that don't have blood in their bodies are immune to blood curses, unless the curse has been amplified.

  • Hemocraft Die - 1d8

Spellcasting. Optio has access to two spells. His spellcasting ability is Intelligence (spell save DC 16, +10 to hit with spell attacks). He has the following spell prepared:

1st Level (1 Use): Hex

2nd Level (1 Use): misty step

Actions

Multiattack. Optio makes two attacks with Bloodrush Battleaxe or Javelin.

Bloodrush battleaxe. Melee: +7 to hit, reach 5 ft., one target. Hit: 11 (1d8 + 5) bludgeoning damage.

  • Blood Surge (1/Long Rest). haste.

Javelin. Melee or Ranged Attack: +6 to hit, reach 5 ft. or 30/120 ft., one target. Hit: 11 (1d6 + 4) piercing damage.

Bonus Actions

 

Action Surge (1/Short Rest). Regains 1d10+6 hp.

Fighting Spirit (3/Long Rest). can give yourself advantage on weapon attack rolls until the end of the current turn and give yourself 5 temporary HP.

Crimson Rite. The Legionary imbues a weapon to strike for 1d4 extra damage of his chosen type. On activating the rite, he takes 1d4 damage. Rite damage is magical and lasts while you hold the weapon or until you complete a short/long rest.

  • Flame. Fire damage.
    • The Fiend. If The Legionary rolls a 1 or 2 on a damage die when he rolls the extra damage from the rite, he can reroll the die and choose which roll to use.

Blood Curses.

Marked. The Legionary marks a creature that he can see within 30 feet of him. Until the end of his turn, whenever he hits the cursed creature with a weapon for which he has an active crimson rite, The Legionary rolls an additional hemocraft die when determining the extra damage from the rite.

  • Amplify. The next attack roll The Legionary makes against the target before the end of his turn has advantage.
Reactions

Blood Curses.

Fallen Puppet. When a creature Optio can see within 30 ft. drops to 0 HP, he can use his reaction to have that creature make one weapon attack against a target of his choice within its range.

  • Amplify. Optio can first cause the cursed creature to move up to half its speed, and grant a +5 bonus to its attack roll.

Curse of the Eyeless. When a creature Optio sees within 30 ft. of him makes an attack, he can use his reaction to roll 1d8 and subtract the result from the creature's attack roll. Optio can use this feature after the creature's roll. Creatures immune to the Blinded condition are immune to this curse.

  • Amplify. Optio applies this curse to all of the creature's attacks until the end of its turn, rolling separately for each attack.
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