Medium Humanoid (Human), Chaotic Neutral
Armor Class 17 breastplate
Hit Points 126 (14d10 + 42)
Speed 40 ft.
STR
16 (+3)
DEX
14 (+2)
CON
17 (+3)
INT
12 (+1)
WIS
8 (-1)
CHA
10 (+0)
Saving Throws STR +6, DEX +5, CON +6
Skills Athletics +8, Deception +5, Insight +9, Intimidation +8, Nature +9, Survival +9
Senses Passive Perception 16
Languages Dwarvish, Giant, Marquesian
Challenge 8 (3,900 XP)
Proficiency Bonus +3
Traits

Seasoned Ranger. When Avor finishes a short rest, his level of exhaustion is reduced by 1.

Expert Ambusher. Avor has advantage on initiative rolls. In addition, the first creature he hits during the first round of a combat becomes easier for him and others to strike; attack rolls against that target have advantage until the start of Avor's next turn.

Strategic Coordinator. Avor can use the Help action as a bonus action. Additionally, when Avor uses the Help action to aid an ally in attacking a creature, the target of that attack can be within 30 feet of him, rather than within 5 feet, if the target can see or hear you.

Misdirection. Avor is a master of letting others take the hit. When you are targeted by an attack while a creature that is not the attacker is within 5 feet of you, you can use your reaction to have the attack target that creature instead of you.

Explorer. While traveling for an hour or more in wilderness, Avor gain the following benefits:

  • Difficult terrain doesn’t slow his group’s travel.
  • His group can’t become lost except by magical means.
  • Even when Avor is engaged in another activity while traveling (such as foraging, navigating, or tracking), he remains alert to danger.
  • If Avor is traveling alone, he can move stealthily at a normal pace.
  • When Avor forages, he finds twice as much food as one normally would.
  • While tracking other creatures, Avor also learns their exact number, their sizes, and how long ago they passed through the area.

Strident. Moving through nonmagical difficult terrain costs Avor no extra movement. Avor can also pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard. In addition, Avor has advantage on saving throws against plants that are magically created or manipulated to impede movement, such those created by the entangle spell.

 

Actions

Multiattack. Avor makes 2 attacks. One with his Sabre or Sidearm, and one with his Blunderbuss or Elephant Rifle. 

Sabre. Melee Weapon Attack: +8 to hit, reach 5 ft., 1 target. Hit: 8 (1d8 + 3) slashing damage. 

Blunderbuss. Ranged Weapon Attack: +9 to hit, range 15/30 ft. cone, Hit: 12 (2d8 + 2) bludgeoning damage.

Elephant Rifle. Ranged Weapon Attack: +9 to hit, range 300/900 ft., 1 target. Hit: 16 (2d12 + 2) bludgeoning damage.

Sidearm. RangedWeapon Attack: +9 to hit, range 30/60 ft., 1 target. Hit: 7 (1d8 + 2) bludgeoning damage.

Bonus Actions

Enemy Insight. As a bonus action, Avor can attempt to gain insight into a creature. Avor makes a Wisdom (Insight) check against a creature he can see that isn't incapacitated, contested by the creature's Charisma (Deception). If Avor succeeds, he deals an additional 6d6 damage to the target once per turn when he hits them with an attack for the next minute. 

Description

Enter a general description for your monster here.

the_8_ofspades

Comments

Posts Quoted:
Reply
Clear All Quotes