Medium Humanoid (Human), Chaotic Good
AC 16 Studded Leather    Initiative +8 (18)
HP 84 (13d8 + 26)
Speed 30 ft.
Mod Save
STR 11 +0 +0
DEX 18 +4 +12
CON 14 +2 +2
Mod Save
INT 11 +0 +4
WIS 11 +0 +8
CHA 15 +2 +2
Skills Acrobatics +8, Deception +6, Perception +4, Sleight of Hand +12, Stealth +12
Gear Final Notice (Weapon), Noble Garb, 3d6 counterfeit chocolate coins, 1d6 porcelume daggers
Senses Passive Perception 14
Languages Common, Thieves' Cant
CR 9 (XP 5,000; PB +4)
Traits

Evasion. If the Abyssal Enforcer is subjected to an effect that allows him to make a dexterity saving throw to take only half damage, the Abyssal Enforcer instead takes no damage if he succeeds on the saving throw and only half damage if he fails, provided the Abyssal Enforcer isn't incapacitated.

Hollow Acclimation. When making a saving throw against effects caused by the environment, such as regional effects or environmental conditions, the Abyssal Enforcer adds 1d6 to his roll.

Totalize. If the Abyssal Enforcer hits a creature with an attack that deals more than 6 cold damage, that creature takes an additional 10 (3d6) cold damage. If the creature is stunned, it takes an additional 14 (4d6) cold damage on top of the 3d6, and the creature ceases being stunned.

Actions

Dark Abyss Quartet. The Abyssal Enforcer makes 2 Final Notice (Briefcase) attacks, 1 Final Notice (Scythe) Attack. The abyssal Enforcer then makes 1 Judgment attack.

Final Notice (Briefcase). Melee Weapon Attack: +4 to hit, reach 5 ft., 1 target. Hit: 4 (1d8) Bludgeoning damage.

Dagger. Melee Weapon Attack: +8 to hit, reach 5 ft., 1 target. Hit: 2 (1d4) Piercing damage.

Final Notice (Scythe). Melee Weapon Attack: +4 to hit, reach 10 ft., 1 target. Hit: 5 (1d10) Slashing damage plus 3 (1d6) Cold damage.

Dagger (Thrown). Melee Weapon Attack: +8 to hit, range 20/60 ft., 1 target. Hit: 2 (1d4) Piercing damage.

Final Notice (Thrown, Briefcase). Ranged Weapon Attack: +8 to hit, range 20/60 ft., 1 target. Hit: 7 (1d6 + 4) Bludgeoning damage.

Final Notice (Thrown, Scythe) Ranged Weapon Attack: +8 to hit, range 10/30 ft., 1 target. Hit: 8 (1d8 + 4) Slashing damage plus 3 (1d6) Cold damage.

Judgment. Ranged Weapon Attack: +4 to hit, range 60/120 ft., 1 target. Hit: 10 (3d6) Cold damage.

Blaspheme (Recharge 6). The Abyssal Enforcer makes 2 Final Notice (Scythe) attacks, followed by a Judgment attack. Judgment and Totalize deal double cold damage, and Final Notice (Scythe) deals double Slashing damage.

Bonus Actions

Dark Abyss Concerto. The Abyssal Enforcer makes 1 thrown Final Notice (Thrown, Scythe) attack followed by 1 Judgment attack.

Phantasm. The Abyssal Enforcer takes the Dodge action.

Cunning Action. The Abyssal Enforcer takes the Dash, Disengage, or Hide action.

Reactions

Phantasm - Shatter. Trigger: The abyssal Enforcer took the dodge action this round. Effect: The Abyssal enforcer makes a Final Notice (Briefcase) attack followed by a Final Notice (Thrown, Briefcase) attack.

Phantasm - Slash. Trigger: an attack misses the Abyssal Enforcer, or the Abyssal Enforcer succeeds on a dexterity saving throw. Effect: The Abyssal enforcer Makes a Final Notice (Thrown, Scythe) attack, followed by a Judgment attack.

Description

The leader of the phantom thieves syndicate "Mockingbird" is not only a master of disguise and deception, but also wields an unpredictable combat style that keeps foes on edge. His colossal scythe appears to exist solely for the purpose of harvesting the "injustices" of the world. The suitcase he carried with him was even more mysterious, concealing the clever tools and deadly weapons needed for his crimes, making every one of his actions filled with uncertainty and danger.

 

In combat, the Abyssal enforcer evades his foes, then overwhelms them with his powerful ice attacks.

The Calling Card of the Abyssal enforcer is a counterfeit chocolate coin covered in gold foil, depicting a bird in flight on both sides.

Personality Trait:
Hugo loves to outdo his competition, namely his ex-partner Von Lycaon.
Ideals:
"The poor have nothing, while the rich hoard everything.
I am the one to tip the balance in favour of the masses,
and if I must become the villain to do so, then so be it."
"To slay the dragon, you must first become one — with
sharp claws, rending fangs, and strength enough to destroy anything."
Bonds:
He cares for his protégé Vivian as if she were his little sister.
Flaw:
Hugo wants to act as judge, jury, and executioner, and sees his family in the faces of anyone who he believes slighted him.
Due to his chronic anemia, he consumes massive amounts of sugar, and forgets to tone down the sweetness when making tea for others

Habitat: Urban

ClayGolemBeatsTarrasque

Comments

Posts Quoted:
Reply
Clear All Quotes