Medium Humanoid, Chaotic Evil
Armor Class 16 (Unarmored Defense)
Hit Points 236 (44d8 + 60)
Speed 40 ft.
STR
20 (+5)
DEX
12 (+1)
CON
16 (+3)
INT
15 (+2)
WIS
20 (+5)
CHA
15 (+2)
Saving Throws STR +9, DEX +5, WIS +9
Senses Blindsight 10ft, Darkvision 60ft, Passive Perception 15
Languages Common, Deep Speech, Dwarvish, Elvish
Challenge 12 (8,400 XP)
Proficiency Bonus +4
Traits

Legendary Resistance (3/day). If Thandus fails a saving throw he can choose to succeed instead.

Unshakeable. As an action Thandus can end one effect on himself causing him to be charmed or frightened.

Unarmored Defense. Whilst Thandus is wearing no armor and wielding no shield, his AC includes its Wisdom modifier.

Evasive Tactics. When Thandus is subject to an effect that allows him to make a Dexterity saving throw to only take half damage, he instead takes no damage on a successful save or half the damage on a failed one.

Knuckle Dusters. Thandus wields a knuckle duster in each hand. These knuckle dusters grant him a bonus +4  bludgeoning damage for his unarmed attacks, included in the attack.

Actions

Multiattack. Thandus makes four Unarmed Strike attacks or two attacks with his Blunderbuss.

Unarmed Strike. Melee Weapon Attack: +9 to hit; 5ft reach, one target. Hit: 1d8+5(+4 knuckle duster) bludgeoning damage. Once per turn, Thandus can cause one of the following additional effects:

Knock Down. The target must succeed on a DC 17 Dexterity saving throw or be knocked prone.

Push. The target must succeed on a DC 17 Strength saving throw or be pushed up to 15 feet directly away from Thandus.

Stun. The target must succeed on a DC 17 Constitution saving throw or be stunned until the end of Thandus's next turn.

Blunderbuss. Ranged Weapon Attack: +9 to hit; 15/60ft range, one target. Hit: 2d8+5 piercing damage. The target is knocked back 10ft and must succeed on a DC 15 Strength saving throw or be knocked prone.

Grenade (Recharge 5 or 6). Thandus hurls a grenade at a point he can see up to 60ft away. Each creature within 20ft of the target must make a DC 17 Dexterity saving throw, taking 4d8 fire damage plus 4d8 piercing damage on a failed save or half as much damage on a successful one. If a creature fails the save by 5 or more it is knocked prone.

Bonus Actions

Reload. Thandus reloads his Blunderbuss as a bonus action.

Reactions

Deflect Missile. In response to being hit by a ranged weapon attack, Thandus deflects the missile. The damage it takes from the attack is reduced by 1d10 + 5. If the damage is reduced to 0, Thandus catches the missile if it’s small enough to hold in one hand and has a hand free.

Legendary Actions

Thandus 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. Thandus regains spent legendary actions at the start of his turn.

Headbutt (1 action). Melee Weapon Attack: +9 to hit; 5ft reach, one target. Hit: 1d4+5 bludgeoning damage. On a hit the target must succeed on a DC 17 Constitution saving throw or become dazed until the end of its next turn. Whilst dazed, the target's movement is reduced by 15ft and all saving throws and attack rolls are made with disadvantage.

Disengage (2 actions). Thandus disengages from combat and moves up to his speed to an unoccupied space he can see. This movement does not provoke opportunity attacks.

Hired Goons (2 actions). Thandus calls in 4 Thugs to aid him which appear in dim-lit  unoccupied spaces within 60ft of him. The Thugs roll initiative as a group and take their turn on the next available round. Only 4 Thugs can be active at a time and last until either killed or Thandus orders them away as an action.

Habitat: Urban

Krellshadowblade

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