Adamantine Plating. Any critical hit against Ollie becomes a normal hit.
Brave. Ollie has advantage on saving throws against being frightened.
Brute. A melee weapon deals one extra die of its damage when Ollie hits with it (included in the attack).
Deadly Critical. Ollie scores a critical hit on a roll of 18,19 or 20 and rolls the damage dice three times, instead of twice.
Martial Prowess (3/Turn). When Ollie hits a creature with a melee weapon attack, the attack deals an extra 11 (2d10) damage of the weapon’s type, and the creature must make a DC 15 Strength saving throw. On a failure, Ollie can push the creature up to 10 feet away from it, knock the creature prone, or make the creature drop one item it is holding of the Ollie choice.
Spider Climb. Ollie can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Telepathic Bond. While Ollie is on the same plane of existence as its master, it can magically convey what it senses to its master, and the two can communicate telepathically with each other.
Sure-Footed. Ollie has advantage on Strength and Dexterity saving throws made against effects that would knock it prone.
Magic Weapons. Ollie weapon attacks are magical.
Fire Absorption. Whenever Ollie is subjected to fire damage, it takes no damage and instead regains a number of hit points equal to the fire damage dealt.
Limited Spell Immunity. Ollie automatically succeeds on saving throws against spells of 7th level or lower, and the attack rolls of such spells always miss it.
Multiattack. Ollie makes two melee attacks and one hurl flame attack.
LongSword. Melee Weapon Attack: +16 to hit, reach 5 ft., one target. Hit: 36 (6d8 + 9) slashing damage.
Hurl Flame. Ranged Spell Attack: +16 to hit, range 150 ft., one target. Hit: 10 (6d6) fire damage. If the target is a flammable object that isn't being worn or carried, it also catches fire.
Fire Breath (3/day). Ollie exhales fire in a 15-foot cone. Each creature in that area must make a DC 14 Dexterity saving throw, taking 24 (7d6) fire damage on a failed save, or half as much damage on a successful one.
Incinerating Beam (2/day). Ollie fires a beam of concentrated fire in a 150-foot line that is 10 feet wide. Each creature in the line must make a DC 26 Dexterity saving throw, taking 60 (11d10) fire damage on a failed save, or half as much damage on a successful one. A creature reduced to 0 hit points by this beam is disintegrated, leaving behind anything it was wearing or carrying.
Teleport. Ollie magically teleports, along with any equipment he is wearing and carrying, up to 120 feet to an unoccupied space he can see.
Parry. Ollie adds 7 to its AC against one melee attack that would hit it. To do so, Ollie must see the attacker and be wielding a melee weapon.
Spell Deflection. In response to a spell attack missing Ollie, it causes that spell to hit another creature within 120 feet of it that it can see.
Ollie 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. Ollie regains spent legendary actions at the start of his turn.
Longsword Attack. Ollie makes a melee attack with his Longsword.
Assault (Costs 2 Actions). Ollie attacks with his Longsword and uses his Hurl Flame with advantage on the attack rolls.
Blade Dash (Costs 3 Actions). Ollie moves up to his speed without provoking opportunity attacks, then makes one attack with his Longsword. He can make one Longsword attack against each creature he moves past.
Description
Ollie is a Nimblewright designed to resemble some what like a Dragonborn. Ollie was Created by Headmaster Gravitas to be his guard or assassin compared to Cosmo who is a charismatic talker,Ollie is quite and merciless that lacks subtlety when giving an order.
Comments