Medium Humanoid, Chaotic Evil
Armor Class 20 (natural armor)
Hit Points 713 (36d20 + 335)
Speed 40 ft.
STR
16 (+3)
DEX
30 (+10)
CON
20 (+5)
INT
29 (+9)
WIS
21 (+5)
CHA
27 (+8)
Saving Throws DEX +19, INT +18
Skills Sleight of Hand +8
Condition Immunities Paralyzed, Stunned
Senses Blindsight 120 ft., Passive Perception 15
Languages --
Challenge 30 (155,000 XP)
Proficiency Bonus +9
Traits

Legendary Resistance (2/Day). If the Benter fails a saving throw, it can choose to succeed instead.

Armament Haki Benter can use a reaction to add 4d6 force damage to any successful hit twice per long rest

Observation Haki Benter can use a reaction to add 1d8 to any attack they make, or subtract 1d6 from any attack coming towards them three times per long rest

Before Benter attacks he must roll  D4 then must roll a D12

From the d4 on a 1 he gets a heart, on a 2 he gets a diamond, on a 3 he gets a spade, and on a 4 he gets a Club

if you get a heart the next card Benter throws forces the target to make a DC 18 constitution saving throw on a failed save it heals himself for half the damage dealt to the target.

if you get a Diamond the next card Benter throws forces the target to make a DC 18 strength saving throw on a failed save it pushes the target back 10 ft.

if you get a Club the next card Benter throws on hit can make an additional hit towards two other targets within 10 ft however the additional attacks have disadvantage.

if you get a Spade the next card Benter throws hits in a 10ft diameter and forces the creatures within the area to make a DC 18 dexterity saving throw on a successful save the creature takes half damage.

From the d12, on a 1 he gets a two, on a 2 he gets a three, on a 3 he gets a four, on a 4 he gets a five, on a 5 he gets a six, on a 6 he gets a seven, on a 7 he gets a eight, on a 8 he gets a nine, on a 9 he gets a ten, on a 10 he gets a jack, on a 11 he gets a queen, and on a 12 he gets a king 

Stacked deck: once per long rest Benter Jackson can choose the suit and rank of the card he throws.

Actions

Multiattack. Benter can make two attacks: with different cards.

two. ranged Weapon Attack: +5 to hit, reach 45 ft., one target. Hit: 6 (1d6 + 3) slashingdamage.

three. ranged Weapon Attack: +6 to hit, reach 45 ft., one target. Hit: 12 (2d6 + 5) slashing damage.

four. ranged Weapon Attack: +7 to hit, reach 45 ft., one target. Hit: 16 (2d8 + 7) slashing damage.

Five. ranged Weapon Attack: +8 to hit, reach 45 ft., one target. Hit: 27 (5d8 + 5) slashing damage.

Six. ranged Weapon Attack: +9 to hit, reach 45 ft., one target. Hit: 29 (5d8 + 7) slashing damage. on hit the target must make a DC 15 wisdom saving throw or become frightened for the next two turns.

Seven. ranged Weapon Attack: +10 to hit, reach 45 ft., one target. Hit: 34 (6d8 + 7) slashing damage. on hit the target must make a DC 15 strength saving throw or become prone.

Eight. ranged Weapon Attack: +11 to hit, reach 45 ft., one target. Hit: 45 (8d8 + 9) slashing damage.

Nine. ranged Weapon Attack: +12 to hit, reach 45 ft., one target. Hit: 53 (8d10 + 9) slashing damage.

Ten. ranged Weapon Attack: +13 to hit, reach 45 ft., one target. Hit: 64 (10d10 + 9) slashing damage.

Jack. ranged Weapon Attack: +10 to hit, reach 45 ft., one target. Hit: 21 (2d10 + 10) slashing damage. on hit Benter gains an additional attack.

Queen. ranged Weapon Attack: +15 to hit, reach 45 ft., one target. Hit: 88 (12d10 + 10) slashing damage.

King. ranged Weapon Attack: +16 to hit, reach 100 ft., one target. Hit: 88 (12d10 + 10) slashing damage. upon hit the target must make a DC 18 constitution saving throw on a failed save the target becomes stunned until the end of their next turn.

Reactions

Benter Can use his reaction to swap places with Jester

Legendary Actions

Benter 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. Benter regains spent legendary actions at the start of its turn.

Ace. costs one legendary action ranged Weapon Attack: +11 to hit, reach 45 ft., one target. Hit: 65 (10d10 + 10) slashingdamage. you also must roll for a suit with this attack.

 

Mythic Actions

When Benter has 400 Hp or less he gains 2 mythic actions per day

Joker costs one mythic action summons a Joker anywhere within 30ft of himself this fails if there is already a Joker alive.

Description

A famous gambler who made their living through enslaving the public and forcing them to play his twisted game, going so far as to torture his own son.

Bannerman123

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