Medium Humanoid, Any Good Alignment
Armor Class 19 Preator Suit
Hit Points 200 (10d20)
Speed 40 ft.
STR
18 (+4)
DEX
16 (+3)
CON
18 (+4)
INT
16 (+3)
WIS
15 (+2)
CHA
20 (+5)
Saving Throws STR +7, CON +7
Skills Deception +9, Intimidation +9, Perception +5, Stealth +7
Damage Resistances All
Condition Immunities Blinded, Charmed, Exhaustion, Frightened, Poisoned
Senses Darkvision 120, Passive Perception 15
Languages Abyssal, Common, Infernal
Challenge 6 (2,300 XP)
Proficiency Bonus +3
Traits

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

 

Actions

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.

Legendary Actions

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.

SneakyJaycool

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