Medium Humanoid (Any Race), Any Alignment
Armor Class 16 studded leather
Hit Points 85 (9d10 + 36)
Speed 30 ft.
STR
13 (+1)
DEX
18 (+4)
CON
18 (+4)
INT
12 (+1)
WIS
12 (+1)
CHA
10 (+0)
Saving Throws STR +3, CON +6
Senses Blindsight, Passive Perception 14
Languages --
Challenge 4 (1,100 XP)
Proficiency Bonus +2
Traits

Action Surge (1/Short or Long Rest). The fighter takes one additional action.

Indomitable (1/day). The fighter can reroll a saving throw that they failed. They must use the new roll. Maneuvers. When the fighter takes the attack action, it can choose one weapon attack that hit to deal an extra 1d8 damage (same damage type as the attack) and cause one of the following additional effects:

  • Distraction. The next attack roll against the target by

an attacker other than the fighter has advantage.

  • Maneuvering. An allied creature that can see or hear the fighter can use its reaction to move up to half its speed without provoking opportunity attacks from the target of your attack.
  • Trip. The target must succeed on a DC 15 Strength saving throw or be knocked prone.
Actions

Multiattack. The fighter makes two attacks with either their rapier or longbow.

Rapier. Melee Weapon Attack: +7 to hit, reach 5 ft., 1 target. Hit: 8 (1d8 + 4) piercing damage.

Longbow. Ranged Weapon Attack: +7 to hit, range 150/600 ft., 1 target. Hit: 8 (1d8+ 4) piercing damage.

Bonus Actions

Second Wind (1/Short or Long Rest). The fighter regains 1d10+9 hit points.

Reactions

Riposte (1/day). When a creature misses the fighter with a melee attack, the fighter can use their reaction to make a melee weapon attack against the creature. On a hit, add 1d8 to the damage rolled.

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.

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.

jackirkaldie02

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