Medium Humanoid, Lawful Evil
Armor Class 20 Plate, Shield +2
Hit Points 182 (16d6 + 6)
Speed 50 ft., swim 40 ft.
STR
20 (+5)
DEX
25 (+7)
CON
23 (+6)
INT
15 (+2)
WIS
17 (+3)
CHA
19 (+4)
Saving Throws STR +10, DEX +12, CON +11
Skills Athletics +17
Damage Immunities Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Exhaustion, Frightened
Senses Passive Perception 18
Languages Celestial, Common, Dwarvish, Elvish, Orc
Challenge 15 (13,000 XP)
Proficiency Bonus +5
Traits
  • Action Surge (2/short Rest). Once on his turn, Achilles can take an additional action on top of his regular action and a possible bonus action.
  • Bestowed Invulnerability. Achilles’ mother Thetis dipped him into the River Styx in his infancy, turning his skin nigh-invulnerable. He is immune to sneak attack damage, ignores extra damage from critical hits, and has resistence to bludgeoning, piercing, and slashing damage. A creature targeting Achilles’ singular point of vulnerability  (his left heel) has a –10 penalty on its attack roll, but on a hit the attack deals normal damage (ignoring the immunities and resistances of this feature).
  • Remarkable Athlete. Achilles adds +3 to any Strength, Dexerity or Constitution check he makes that doesn’t already use his proficiency bonus. In addition, when he makes a running long jump, the distance he can cover increases by 4 feet.
  • Superior Critical. Achilles’ weapon attacks score a critical hit on a roll of 18–20.
  • Survivor. At the start of each of his turns, Achilles regains 7 hit points if he has no more than half of his hit points left. He doesn’t gain this benefit if he has 0 hit points.
  • Fortune Points (3/long Rest). Achilles can spend one fortune point to reroll an attack roll, ability check, or saving throw, or to force an attacker to reroll an attack made against him.
  • Leader’s Words. Achilles can inspire up to six creatures friendly to him (or up to five creatures and himself) that are within 30 feet of him and can see him, or hear him and understand him. Any that listen to Achilles’ inspiring speech for 10 minutes gain 19 hit points. Temporary hit points can only be gained from this feature once per short rest.
  • Mobile. Achilles can Dash through difficult terrain without requiring additional movement. Whenever he makes an attack against a creature, he doesn’t provoke opportunity attacks from that creature until the end of his turn.
  • Athlete When Achilles is prone, standing up uses only 5 feet of his movement.
Actions

Multi-Attack Achilles makes 3 attacks.

Whirlwind Attack Once per turn, Achilles can replace an attack with a Whirlwind Attack, sacrificing -5 to hit, but attacking all targets within range of the weapon he is holding.

Dory Melee Weapon Attack: +14 to hit, reach 10 ft., 1 target. Hit: 14 (1d8 + 9) piercing damageIf the target is within 5 feet of Achilles, he makes spear attacks at disadvantage.

Kopis Melee Weapon Attack: +13 to hit, reach 5 ft., 1 target. Hit: 12 (1d6 + 8) piercing damage.

Aegis Bash Melee Weapon Attack: +12 to hit, reach 5 ft., 1 target. Hit: 8 bludgeoning damage and the target must make a DC 20 STR saving throw or be knocked back 5 feet.

Dory Throw RangedWeapon Attack: +10 to hit, range 40/120 ft., 1 target. Hit: 9 (1d6 + 5) piercing damage.

Bonus Actions

Sauroter While Achilles is holding his spear, he can use a bonus action to attack using the bottom end. Melee Weapon Attack: +12 to hit, reach 10 ft., 1 target. Hit: 12 (1d4 + 9) piercing damage.

Second Wind 1/day Achilles regains 1d10+16 hit points.

Achilles' Rage 1/day. Achilles goes into a frenzied rage that lasts for 1 minute (10 rounds). He has advantage on STR rolls and saving throws. Every time Achilles hits an opponent he adds 15ft to his movement speed. Every time Achilles is able to reduce an opponent to 0 hit points he can take another action. If Achilles misses an attack more than twice in a row, or does not attack an opponent in a round, his rage ends and his movement speed is halved. 

Reactions

Aegis Parry When Achilles is attacked with something that requires an attack roll, he can use a reaction to parry with his Aegis, increasing his AC by +5 against the triggering attack.

Riposte When a creature makes a melee attack against Achilles and misses, he can use a reaction to make an attack against that enemy.

Soldier Tactics. A creature hit by Achilles’ opportunity attack reduces its Speed to 0 until the beginning of the next round and disengaging from Achilles still provokes opportunity attacks. In addition, Achilles can use his reaction to make a melee weapon attack against a creature within 5 feet when it makes an attack against a target other than Achilles.

Legendary Actions

Achilles 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. Achilles regains spent legendary actions at the start of its turn.

Attack (2 Actions). Achilles makes one Dory attack.

Fast Step (1 Action). Achilles can move his movement speed out of melee with one creature and into melee with another without provoking any reactionary attacks.

Mythic Actions

Enter the description for how mythic actions work for your monster here.

Mythic Action Name (Costs # Actions). Enter the description for your mythic action.

Description

Achilles was the greatest warrior of the Trojan War and leader of the Myrmidons. Achilles’ rage was legendary, and when his companion Patroclus was killed by Hector the Trojan prince during one of that war’s many battles, he rampaged, slaughtering many foes, before finally slaying Hector at the gates of Troy itself.

His rage was such that even after Hector’s death, the Greek demigod treated the prince’s body with great disrespect, dragging it behind his chariot. Achilles also defeated the Amazon queen Penthesilea, and Memnon, king of Ethiopia, on the battlefield.

Achilles commands respect from his time serving in the army. Soldiers loyal to the same forces view him as their superior, and Achilles can use his influence to temporarily requisition simple equipment or horses, possibly even gaining entrance to military fortresses and outposts.

Lair and Lair Actions

Enter a description of your monster's lair here.

Lair Actions

On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:

  • Enter a description for a lair action.
  • Enter a description for a lair action.

Regional Effects

The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:

  • Enter a regional effect description.
  • Enter a regional effect description.

If the [monster name] dies, these effects fade over the course of #d# days.

Habitat: Urban

maddaloon

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