Medium Humanoid (Human), Chaotic Good
Armor Class 17 (+1 Studded Leather)
Hit Points 130 (20d8 + 40)
Speed 30 ft.
STR
10 (+0)
DEX
18 (+4)
CON
14 (+2)
INT
12 (+1)
WIS
10 (+0)
CHA
16 (+3)
Saving Throws DEX +8, INT +5
Skills Acrobatics +8, Deception +7, History +5, Persuasion +7, Sleight of Hand +17, Stealth +12
Senses Passive Perception 10
Languages Common, Draconic, Infernal, Thieves' Cant
Challenge 11 (7,200 XP)
Proficiency Bonus +4
Traits

Fancy Footwork. If Paul hits a melee attack against a creature, that creature can't make opportunity attacks against him this turn.

Luck of the Draw (1/day). If Paul fails a saving throw, he can choose to reroll it.

Actions

Multiattack. Paul makes four attacks with his Rapier/Pistol.

Rapier/Pistol. Melee Weapon Attack: +9 to hit, reach 5 ft/range 240., one target. Hit: 16 (2d10 + 5) piercing damage. On a hit, Paul can add one of the following additional effects to his attack once per turn each:

  • Disarm. The target must succeed on a DC 17 STR save or drop one held item of Paul's choice and have the item be pushed 10 feet away from Paul's direction.
  • Impair. If the target is Large or smaller, it must succeed on a DC 17 CON save or have its speed halved until the start of Paul's next turn.
  • Unbalance. If the target is large or smaller, it must succeed on a DC 17 DEX save or fall prone.

 

Bonus Actions

Quick Movement. Paul takes the Dash, Disengage, or Hide action

Reactions

Cross-Parry. In response to being hit by a melee attack by an attacker he can see, Paul adds 4 to his armor class. If this causes the attack to miss, he can force his attacker to save against one of the additional effects of his Rapier/Pistol.

Monster Tags: NPC

Habitat: ForestUrban

szethsonofneutro

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