Medium Humanoid (Human), Lawful Evil
Armor Class 15
Hit Points 113 (19d8 + 36)
Speed 30 ft.
STR
9 (-1)
DEX
20 (+5)
CON
14 (+2)
INT
12 (+1)
WIS
14 (+2)
CHA
16 (+3)
Saving Throws DEX +10
Senses Passive Perception 22
Languages Common Any two languages
Challenge 14 (11,500 XP)
Proficiency Bonus +5
Traits

Sneak Attack (1/Turn). Anri deals an extra 7 (2d6) damage when she hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of Anri that isn't incapacitated and Anri doesn't have disadvantage on the attack roll.

Coordinated Strike. Anri is adept at fighting in concert with a companion. When she uses her Helpful feature to aid an ally in attacking a creature, that target can be up to 30 feet away from her, and she can deal an extra 2d6 damage to it the next time she hits it with an attack roll before the end of the current turn. The extra damage is the same type of damage dealt by the attack.

Evasion. Because of extraordinary good luck, Anri is skilled at avoiding danger. When Anri is subjected to an effect that allows her to make a Dexterity saving throw to take only half damage, she instead takes no damage if she succeeds on the saving throw, and only half damage if she failed. Anri doesn’t benefit from this feature while incapacitated.

Inspiring Help. Anri takes the Help action, the creature who receives the help also gains a 1d6 bonus to the d20 roll. If that roll is an attack roll, the creature can forgo adding the bonus to it, and then if the attack hits, the creature can add the bonus to the attack’s damage roll against one target.

Reliable Talent. Anri has refined her skills to an exceptional degree. Whenever she makes an ability check that includes her whole proficiency bonus, she can treat a d20 roll of 9 or lower as a 10

Actions

Multiattack. Anri makes two melee attacks.

Shortsword. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 5) piercing damage.

Hand Crossbow. Ranged Weapon Attack: +10 to hit, range 30/120 ft., one target. Hit: 5 (1d6 + 5) piercing damage.

Bonus Actions

Cunning Action. On each of her turns, Anri can use a bonus action to take the Dash, Disengage, or Hide action.

Helpful. Anri is adept at giving well-times assistance. Anri can take the Help action as a bonus action.

 

Description

Anri Coldshade tragically lost her parents when her hometown was attacked by Goblinoids. The town was saved by Hellriders shortly after and Anri was adopted by Captain John Taggard shortly after. She is a clever girl, only 10 years of age and already excelling in her private training lessons conducted by her father. She shows promise in becoming a fine adventurer one day, with her martial prowess and her free spirit nurtured by John’s parenting.

Previous Versions

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Monster Tags: NPChumanoidHuman

Habitat: Urban

Just_Some_Joker

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