Medium Humanoid, Neutral Evil
Armor Class 16 Natural
Hit Points 102 (12d10 + 12)
Speed 40 ft., Climb 40 ft.
STR
18 (+4)
DEX
18 (+4)
CON
16 (+3)
INT
10 (+0)
WIS
12 (+1)
CHA
14 (+2)
Saving Throws STR +8, CON +7, WIS +5
Condition Immunities Poisoned
Senses Passive Perception 12
Languages Common, elvish
Challenge 10 (5,900 XP)
Proficiency Bonus +4
Traits

Magic Resistance. Benzene has advantage on saving throws against spells and other magical effects.

Magic Weapons. Benzene's weapon attacks are magical.

Reactive. Benzene can take one reaction on every turn in combat.

Actions

Multiattack. Benzene makes five attacks: four with its legs and one with her laser rifle.

Spider legs. Melee Weapon Attack: +9 to hit, reach 5 ft., one creature. Hit: 7 (1d6 + 4) piercing damage. 

Laser rifle. RangedWeapon Attack: +9 to hit, range 30/150 ft., one creature. Hit: 15 (2d10 + 4) force damage.

Bonus Actions

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

Reactions

Parry. Benzene uses her legs to block an attack, adding 5 to its AC against one melee attack that would hit it. To do so, the Benzene must see the attacker.

Legendary Actions

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

Legendary Action Name (Costs # Actions). Enter the description for your legendary action.

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

Benzene crushes Monster energy drinks, PBRs and hearts. This cybernetic, astral elf hybrid is low brow but high on charisma. Her new best friends recently gifted her with robotic spider legs, which she thinks is ******* awesome. Not the smartest chica in the street, but she's lucked her way into second in command of The Tempest, and that ain't so bad for this street spider.

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.

Monster Tags: elf

FatherSirBrett