Legendary Resistance (3/day). If the DOOM Slayer fails a saving throw, he can instead choose to succeed instead.
Badass Incarnate. If the DOOM Slayer starts his turn with 0 hit points, he regains 2d8 hit points.
Glory Kill. Whenever the DOOM Slayer kills a demon with a melee attack, he heals 4d8 hit points and gains 2d8 temporary hit points. If the death blow was with a chainsaw, he instead heals 2d8 hit points, gains 2d8 temporary hit points, and refills all ammunition
Multiattack. The DOOM Slayer makes 3 melee attacks, or two ranged attacks.
DOOM Blade. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 1d10 + 6 slashing damage.
Chainsaw. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 2d6 + 6 slashing damage
Combat Shotgun. Ranged Attack: +7 to hit, range 15/30 ft, one target. Hit: 2d10 + 3 piercing damage.
Plasma Rifle. Ranged Attack: +7 to hit, range 30/60 ft, one target. Hit: 3d6 + 3 plasma damage.
Ballista. Ranged Attack: +7 to hit, range 120/360 ft, one target. Hit: 2d12 + 5 plasma damage.
Chaingun. Ranged Attack: range 30 ft. cone, all creatures within the cone must make a DC 14 Dexterity saving throw or take 6d4 piercing damage, halved on a success.
The DOOM Slayer 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. The DOOM Slayer regains spent legendary actions at the start of his turn
Melee Reposte. The DOOM Slayer makes a DOOM Blade or Chainsaw attack.
Slayer Dash. The DOOM Slayer can dash 20 feet without triggering attacks of opportunity.
Quick Shot. The DOOM Slayer makes a Combat Shotgun or Plasma Rifle attack.
Absorb Argent Energy (2 actions). The DOOM Slayer siphons nearby Argent Energy (if any) to gain 5d8 + 5 temporary hit points.
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.
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