Medium Humanoid (Aarakocra), Lawful Evil
Armor Class 19 Studded Leather
Hit Points 83 (11d10 + 22)
Speed 40 ft., Fly 40 ft.
STR
10 (+0)
DEX
20 (+5)
CON
14 (+2)
INT
19 (+4)
WIS
17 (+3)
CHA
16 (+3)
Saving Throws STR +4, DEX +9, CON +6
Senses Darkvision 60ft., Passive Perception 17
Languages Any two languages
Challenge 11 (7,200 XP)
Proficiency Bonus +4
Traits

Action Surge (once per rest) Kair can push himself beyond him normal limits for a moment. On his turn, he can take one additional action.

Indomitable (once per rest) Kair can reroll a saving throw that he failed. If he does so, he must use the new roll.


Battle Master Maneuvers (Save DC 17, 5 dice):

Ambush: When Kair makes a Dexterity (Stealth) check or an initiative roll, he can expend one superiority die and add the die to the roll, provided he aren't incapacitated.

Disarming Attack When Kair hits a creature with a weapon attack, he can expend one superiority die to attempt to disarm the target, forcing it to drop one item of his choice that it's holding. He add the superiority die to the attack's damage roll, and the target must make a Strength saving throw. On a failed save, it drops the object you choose.

Precision Attack: When Kair make a weapon attack roll against a creature, he can expend one superiority die to add it to the roll.

Pushing Attack: When Kair hits a creature with a weapon attack, he can expend one superiority die to attempt to drive the target back. He adds the superiority die to the attack's damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, he pushes the target up to 15 feet away from him.

Trip Attack When Kair hits a creature with a weapon attack, he can expend one superiority die to attempt to knock the target down. You add the superiority die to the attack's damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you knock the target prone.


 Feats:

Sharpshooter: Kair's ranged weapon attacks ignore half and three-quarters cover.
Before he makes an attack with a ranged weapon that he is proficient with, he can choose to take a -5 penalty to the attack roll. If that attack hits, he add +10 to the attack's damage.
Gunner: Kair ignores the loading property of firearms. Being within 5 feet of a hostile creature doesn't impose disadvantage on his ranged attack rolls.
Mobile When Kair uses the Dash action, difficult terrain doesn't cost you extra movement on that turn. When he make a melee attack against a creature, he doesn't provoke opportunity attacks from that creature for the rest of the turn, whether he hits or not.

Actions

Multiattack. If Kair used an action to make an attack he can make two more without using an action.

Revolver. Ranged Weapon Attack: +15; to hit, reach 40/120 ft., one target. Hit: 18 (2d8 + 9); piercing damage. Kair can choose to expend a hit die and heal 1d10 + 2. He can do this 11 times after each long rest.

Action spells (Save DC 15): Gust of Wind

Bonus Actions

Second Wind (once per rest): Zar has a limited well of stamina that he can draw on to protect himself from harm. On his turn, he can use a bonus action to regain hit points equal to 1d10 + your fighter level (1d10+11).

Evasive Footwork (Maneuvers): Kair can expend one superiority die, until the start of his next turn all attacks have disadvantage against him.

Talons: Unarmed Melee Attack: +4 to hit, reach 5ft., one target. Hit: 4 (1d6) slashing damage.

Activate magic Item: Boots of Speed

Reactions

Parry (Maneuvers): When another creature damages Kair with a melee attack, he can use his reaction and expend one superiority die to reduce the damage by the number he rolls on his superiority die + 5.

Description

Kair was a common born aarakocra. He had a pretty common childhood. His father was a black smith, his mother was a trader. He was learning to become an inventor, but a sudden tragedy objected. His parents were killed by a raider party. He didn't had many options so he joined the army to have something to eat. He used his precision that he learned by building watches and other small mechanical objects to learn Dexterity. He had some behavior issues growing without parents, so he was kicked out of the army. He joined a bandit group to use his new skills. Later he learned to control his anger and become a decent person to his fellow crew mates. Now he is an expert with ranged weapons and serving a new overlord.

 

Captain Kair's Inventory:
-A Headband of Intellect wich he is attuned to
-Dragon Scale Studded Leather armor Enchanted with Damage Reduction T2(-4 from all incoming damage) and +2 modifier.
-Black-steel Revolver Enchanted with Draw vitality and has a +2
-An untold amount of ammo for the Revolver Enchanted with: Ammunition enhancement T2 (+2)
-An Boots of Speed
-A Goggles of Night

-Using MrRhexx's Enchantments

 

Fighting Style :Archery . Kair gain a +2 bonus to attack rolls you make with ranged weapons.

 

Combat Superiority 
Maneuvers. Kair learn seven maneuvers.
Superiority Dice. Kair has five superiority dice, which are d10s. A superiority die is expended when he uses it. He regains all of his expended superiority dice when he finishes a rest.
Saving Throws. Some of his maneuvers require his target to make a saving throw to resist the maneuver's effects. The saving throw DC is calculated as follows:

Maneuver save DC = 8 + Kair's proficiency bonus + his Strength or Dexterity modifier (8+4+5=17)

 

Levels: Kair has 11 levels in Fighter.

Previous Versions

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Monster Tags: NPC

SirLancelot12

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