Medium Humanoid (Human), Chaotic Neutral
Armor Class 26 (Unarmored Defense)
Hit Points 136 (16d8 + 64)
Speed 60 ft., climb 40 ft.
STR
17 (+3)
DEX
30 (+10)
CON
18 (+4)
INT
19 (+4)
WIS
22 (+6)
CHA
15 (+2)
Saving Throws STR +12, DEX +19, CON +13, WIS +15
Skills Acrobatics +19, Athletics +13, Insight +15, Perception +15, Sleight of Hand +19, Stealth +19, Survival +15
Damage Resistances Necrotic, Radiant
Damage Immunities Lightning
Senses Blindsight 30 ft, Darkvision 120 ft, Passive Perception 16
Languages Celestial, Common, Elvish, Sylvan, Thieves' Cant
Challenge 30 (155,000 XP)
Proficiency Bonus +9
Traits

Dexterity Jump. Acanthauses her DEX score instead of her STR score when used to calculate jumps.

Super Weapons. Acantha's damage modifier for all of her weapon attacks is equal to her attack modifier for all of her weapons.

Voltaic Rage(3/day).  For 10 minutes, lightning arcs over Acantha, increasing her speed by 180 ft. Her jumping distance is doubled, and she can attack 2 extra times in a turn. This effect ends early if she becomes incapacitated, or when she chooses to end it.

Unarmored Defense. If she is wearing no armor, Acantha's AC includes her Wisdom modifier.

Evasion. If Acantha is subjected to an effect that would require her to make a DEX save to half the damage, she takes no damage instead on a success and half damage on a failure.

Sneak Attack(2/turn). If Acantha has advantage on a melee weapon attack or when the target is within 5 ft of an ally(10 ft if voltaic rage is active), Acantha doesn't have disadvantage, and the ally isn't incapacitated, Acantha can deal an extra 35(10d6) damage of the attack type.

Cunning Action. Acantha can take the Dash, Disengage, Dodge, or Hide action as a bonus action.

Elusive. No attack may have advantage against Acantha.

Theif's Reflexes. On the first turn in combat, Acantha can take two turns instead of one, with a possible bonus action.

Freedom of Movement. Acantha's speed can't be reduced by any means and ignores difficult terrain, and escapes nonmagical restraints and grapples using 5 ft of movement.

Running Leap. If Acantha moves at least 15 ft in a straight line, she can leap up to 40 ft across.

Reactive. Acantha can take a reaction on any turn in combat.

Multiattack Defense. Acantha gains a +4 to AC for all attacks other than the first attack made form the same source in a turn.

Shadow Sneak. Acantha becomes invisible if she enters a space in dim lgiht or darkness unless she chooses not to. She becomes visible again if she attacks, or when the area becomes bright light.

When invisible in dim light or darkness, Acantha can use one bonus action to teleport up to 1000 ft away to another area that is dim light or darkness(requires one whole action for teleports more than 1000 ft away, or two actions for teleports 1 mi. away). Acantha knows all the locations within range of her teleportation that have dim light or darkness regardless of sight. She can also detect movement within 600 ft of her while invisible in darkness regardless of sight.

Actions

Multiattack. Acantha makes 6 attacks with her +3 scimitars or uses Ninja Strike thrice.

+3 Scimitar. Melee Weapon Attack: +22 to hit, reach 5 ft., one target. Hit: 15 (1d6 + 12) slashing damage plus 14(4d6) lightning damage if Voltaic Rage is active.

Lightning Strike. Ranged Magic Attack: +15 to hit, range 100/180 ft., one target. Hit:  27(6d8) lightning damage. The target must make a DC 19 CON save or become paralyzed for 1 round.

Ninja Strike. Acantha chooses one target that she can see within 60 ft. of her. She immediately lunges into the target's space and performs two melee weapon attacks. If Voltaic Rage is active, she deals an extra 21(6d6) lightning damage. If the target survives the attack, they must succeed on a DC 19 STR save or be knocked away 5 ft from Acantha. 

Summon darkness(Recharge 4/6). Acantha envelopes the area in a 120 ft. sphere centered around her in a dense, black fog. The darkness nullifies any natural light and any light created by a spell of level 5 or lower. 

Darkweb Slash(Recharge 6, dim light or darkness only). Acantha simultaneously attacks all creatures within 120 ft of her that are in dim light or darkness. If an affected creature has darkvision, they can make a DC 24 DEX saving throw, taking one melee weapon attack from Acantha plus 36(8d8) slashing damage or half the damage on a success. Creatures without darkvision take the full damage by default.

 Black Hole Bomb(3/day). Acantha summons a miniature black hole that takes up a 360 ft. sphere up to 60 ft. from her. All creatures in the affected area must make a DC 20 STR save or be pulled 10 ft towards the center of the sphere on her initiative count per round. All creatures in the area that breathe air or water can no longer breathe and take suffocation damage. Acantha can choose specific creatures to become immune to this attack.

The black hole persists for 5 rounds, in which Acantha cannot take any other actions. At the end of the five rounds, Acantha compresses the black hole(and everything inside it) and shoots it at a location 120 ft. from her. All creatures within 360 ft. from that location must make a DC 21 CON save, taking 105(10d20) bludgeoning damage and 105(10d20) force damage. Creatures that survive the blast are knocked prone in an area outside of the blast radius. Creatures that survive being affected by the initial and final part of the attack are blasted up to 120 ft. from the blast radius and take appropriate falling damage. Creatures that do not survive any part of the attack are either crushed into nothingness or disintegrated.

 

 

Reactions

Uncanny Dodge. Acantha halves the damage done to an attack that would hit her. To do this, she must be able to see the attacker.

Deflect Missiles. Acantha reduces the damage done by a ranged weapon attack by 35(1d10+30). If the damage is reduced to 0, Acantha destroys the missile without any further effects.

Oppurtunist. If a target within 5 ft of Acantha is hit by an attack or spell, she can make a melee weapon attack against that target.

Legendary Actions

Acantha 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. Acantha regains spent legendary actions at the start of her turn.

Move. Acantha moves up to her speed without provoking any oppurtunity attacks. If this happens in dim light or darkness, she can use the shadow sneak ability instead.

Attack. Acantha makes a melee weapon attack.

Electric Burst(Costs 3 actions, Voltaic Rage only). Acantha explodes with tendrils of electricity. Each target within 60 ft of Acantha must succeed on a DC 20 DEX save or take 22(4d10) lightning damage.

Description

She's just an overpowered MC that I decided to create a stat block for. 

Previous Versions

Name Date Modified Views Adds Version Actions
10/22/2020 4:53:45 PM
31
1
5e
Coming Soon
10/22/2020 5:24:15 PM
34
3
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5/3/2021 12:48:09 AM
37
2
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6/14/2022 2:48:28 AM
134
17
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6/14/2022 5:11:31 PM
133
1
--
Coming Soon
4/20/2023 12:20:01 AM
173
10
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Coming Soon

Monster Tags: Human

Habitat: Urban

Stormgreens

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