Medium Swarm of Medium humanoids, Any Evil Alignment
Armor Class 15 (Knight armor
Hit Points 98 (98d20)
Speed 60 ft.
STR
18 (+4)
DEX
14 (+2)
CON
17 (+3)
INT
15 (+2)
WIS
16 (+3)
CHA
15 (+2)
Saving Throws DEX +5, WIS +6
Skills Intimidation +0
Condition Immunities Petrified
Senses Darkvision, Passive Perception 25
Languages Elvish Elvish
Challenge 8 (3,900 XP)
Proficiency Bonus +3
Actions

Multi-Shot. Roll d20 if it is higher then fifteen do two attacks for the Duel Crossbow

Sword.Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 6 (2d8 + 2) piercing damage, and the target must make a DC 15 Constitution saving throw, taking 24 [rollable](7d6);

Duel Crossbow. Ranged Weapon Attack: +8 to hit, range 80/320 ft., one target. Hit: 7 (2d6 + 3) piercing damage, and the target must make a DC 15 Constitution saving throw, taking 24 [rollable](7d6);

Bonus Actions

They fight for evil rich people (Aka: Tyrant.)

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.

Monster Tags: humanoid

Habitat: Grassland

Digitcode

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