Small Humanoid (Goblin), Lawful Evil
Armor Class 15 Loxodon Skin
Hit Points 73 (121d10 + 2)
Speed 45 ft.
STR
16 (+3)
DEX
22 (+6)
CON
14 (+2)
INT
18 (+4)
WIS
14 (+2)
CHA
16 (+3)
Saving Throws DEX +9, INT +7
Senses Darkvision 75, Passive Perception 15
Languages Common, Goblin, Minotaur, Undercommon
Challenge 8 (3,900 XP)
Proficiency Bonus +3
Traits

Sneak Attack: If Yedri has an advantage on an attack, he rolls an extra amount of d8 equal to his challenge rating and adds them to the total damage of an attack

Enchanted: Because of arcane protection, Yedri has an advantage on all magic-related saving throws, and spell casters have a disadvantage when trying to hit him with a spell attack

Reflective Speed: All melee attacks have a disadvantage when trying to hit Yedri, and ranged attacks fail at long range, fail at close range, and have a disadvantage when using the shorter distance 

Goblins Brand: A certain Brand pressed onto the skin or clothing of someone, will burn into it, and affect the owner until they cease being the owner, or cease living, in which case the Brand disappears. While this Brand affects the owner of the body or object, they either have positive, or negative effects, depending on what Yedri chooses.

Positive Effects:

  • Proficient in all Martial and Simple Weapons
  • Advantage on Dexterity, Strength, and Constitution Saving Throws
  • Advantage on Death Saving Throws
  • Can take the Goblin's Brand Reaction targeting Yedri

Negative Effects:

  • Has disadvantage on all attack rolls 
  • Disadvantage on Dexterity, Strength, and Constitution Saving Throws
  • Disadvantage on Death Saving Throws
  • Can be targeted by anyone with the Goblins Brand targeting them negatively 

Spellcasting. Yedri is an eight-level spellcaster. Its spellcasting ability is Intelligence (spell save, DC 17, +9 to hit with spell attacks). Yedri has the following spells prepared:

Cantrips (at will): encode thoughts, mage hand, fire bolt, sacred flame 

The first level (6/day per spell) disguise self, sleep, guiding bolt, heroism

The second level (5/day per spell) detect thoughts, pass without trace, aid, scorching ray

The Third level (4/day per spell) beacon of hope, blinding smite, gaseous form, meld into stone, nondetection

The Fourth level (3/day per spell) arcane eye, freedom of movement, death ward, wall of fire

The Fifth level (2/day per spell) flame strike, modify memory

 

Actions

Multiattack: Yedri makes two attacks, choosing between Mace and Dagger for each one

Mace: Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft., and, one target. Hit 13 (2d6 + 6) bludgeoning damage, or 15 (2d8 + 6) bludgeoning damage if used with two hands

Dagger: Melee Weapon Attack: +9 to hit, reach 5 ft 10/20., one creature. Melee Attack: Hit 11 (1d4 + 9) piercing damage. Ranged Attack: Hit 14 (2d4 + 9). After a Ranged Attack, the dagger returns and can hit someone within range of the original target. If the blade travels more than 40 feet away from Yedri,  it drops from the air. It can chain between a number of enemies equal to Yedris' Challenge Rating.

Bonus Actions

Reflective Speed: Yedri can take the Dash action as a Bonus action. When doing this, on that turn he can also take the disengage bonus action as a free action

Paralyzing Breath: Yedri exhales paralyzing gas in a 20-foot cone. Each creature in that area must succeed on a DC 17 Constitution saving throw or be paralyzed for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. During this time, anyone with the Negative Effects of Goblins Brand takes 1d6 Psychic damage per turn, and anyone with the Positive Effects of Goblins Brand heals 1d6 damage per turn

Reactions

Deflection: Yedrio can use his mace to deflect or break any projectiles targeted at him. With a successful Dexterity Saving Throws equal to or greater than the attack roll, Yedri can deflect or break a projectile, taking no damage from it on a success. On failure, Yedri takes half the damage. After using this reaction, Yedri has an addition to his AC equal to his proficiency bonus

Shielding Spirit: Whenever someone Branded by Yedri is attacked or makes an attack, Yedri subtracts or adds his proficiency bonus to the attack roll, or the AC of the Branded. After this, the Branded is granted an addition to their AC equal to their Proficiency Bonus

 

Legendary Actions

Has one Legendary Action

Pesky little ^$(&(@! (1 Action): Yedri can move double his movement speed without provoking opportunity attacks. During this time his climbing and swimming speed equals his walking speed when doubled.

Description

A small, snarling form cloaked in a large grey Loxodon Skin with bruises on it, peering out with bright green eyes, with a mace at his belt and a large red Bowler hat on

Sasuke123123_a

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