Legendary Resistance (1/Day). If Stinkmeaner fails a saving throw, he can choose to succeed instead.
Evasion. If he is subjected to an effect that allows him to make a Dexterity saving throw to only take half damage, Stinkmeaner instead takes no damage if he succeeds on the saving throw and only half damage if he fails. He can't use this trait if he's incapacitated.
1-800-Collect A Whooping. Stinkmeaner has advantage on all his initiative rolls.
Infernal Blessing. Stinkmeaner is proficient in all saving throws and understands all spoken language. Any creature that can understand a language, understands what Stinkmeaner says.
Incorporeal Movement. While on the Ethereal Plane, Stinkmeaner can move through other creatures and objects as if they were difficult terrain. He takes 5 (1d10) force damage if he ends his turn inside an object while on the Ethereal Plane.
Multiattack. Stinkmeaner makes four attacks.
Hellish Nunchaku (Materialized Form Only). Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage.
Unarmed Strikes. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 14 (1d8 + 5) bludgeoning damage, and if the target is a creature, it must succeed on a DC 16 Strength saving throw or be knocked back 5 ft.
Nightmare Kunai (Materialized Form Only). Ranged Weapon Attack: +11 to hit, range 30/60 ft., one target. Hit: 13 (2d6 + 7) fire damage.
Etherealness. Stinkmeaner enters the Ethereal Plane from the Material Plane, or vice versa. He is visible on the Material Plane while he is in the Border Ethereal, and vice versa, yet he can't affect or be affected by anything on the other plane.
Possession (Recharge 5-6). One humanoid that Stinkmeaner can sense within 30 feet of him while on the Ethereal Plane must succeed on a DC 16 Charisma saving throw or be possessed by Stinkmeaner; Stinkmeaner then disappears from the Ethereal Plane, and the target is incapacitated and loses control of its body. Stinkmeaner now controls the body but doesn't deprive the target of awareness. Stinkmeaner can't be targeted by any attack, spell, or other effect, except ones that turn undead, and he retains his alignment, Strength, Dexterity, Intelligence, Wisdom, Charisma, and immunity to being charmed and frightened. It otherwise uses the possessed target's statistics, but doesn't gain access to the target's knowledge, class features, or proficiencies.
The possession lasts until the body drops to 0 hit points, Stinkmeaner ends it as a bonus action, or Stinkmeaner is turned or forced out by an effect like the dispel evil and good spell. When the possession ends, Stinkmeaner reappears and materializes in an unoccupied space within 5 feet of the body. The target is immune to Stinkmeaner's Possession for 24 hours after succeeding on the saving throw or after the possession ends.
Break Your Foot Off. Stinkmeaner leaps into the air and does a flying dropkick onto a creature within 5 ft. of him. The creature must succeed on a DC 19 Dexterity saving throw or be knocked prone.
What's My Name. Stinkmeaner lashes out a barrage of insults and attempts to goad a creature who can hear him within 30 ft. to attack him. The creature must make a DC 18 Wisdom saving throw. On a failed save, the target has disadvantage on all attack rolls against targets other than Stinkmeaner and must use an action to perform a melee attack(s) against Stinkmeaner until the end of Stinkmeaner's next turn.
Superior Deflection. Stinkmeaner can use his reaction to deflect attacks when hit by a ranged weapon or spell attack. When he does so, the damage he takes from the attack is reduced by 2d12 +20. If he reduces the damage to 0, he makes a ranged attack (as with a Nightmare Kunai) with a range of 30/60.
Slow Fall. Stinkmeaner can use his reaction to reduce any falling damage by 75.
Stinkmeaner 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. Stinkmeaner regains spent legendary actions at the start of his turn.
Quick Step. Stinkmeaner moves up to half his speed without provoking opportunity attacks.
What's Really Good. Stinkmeaner magically laces his insults with the fires from the Nine Hells at a creature. The creature must make a DC 18 Wisdom saving throw. On a failed save, the target has disadvantage on its next attack roll.
Attack (Costs Two Actions). Stinkmeaner makes one attack with his Hellish Nunchaku or two unarmed strikes.
Description
Colonel H. Stinkmeaner has been known to be one of the baddest souls to have ever sent foot in the Nine Hells. Rising through the ranks to be an elite warrior of the hells, Stinkmeaner feared no opponent. His fearlessness knew no bounds as it was said he even insulted Asmodeus, Lord of the Nine, directly to his face. Amused after such a showing of a heart of darkness, Asmodeus would grant Stinkmeaner a passage back to the Material Plane to spread ignorance and chaos on the mortal realm. However, it was up to Stinkmeaner to find a vessel to pass through from the Ethereal Plane back onto the Material Plane. To this day, he wonders the Ethereal Plane looking for a vulnerable vessel to inhabit to one day return with his fellow infernal beings known only as the Hateocracy.
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