Medium Humanoid (Tortle), Chaotic Good
Armor Class 17 (Natural Armor)
Hit Points 210 (20d8 + 120)
Speed 50 ft.
STR
20 (+5)
DEX
17 (+3)
CON
22 (+6)
INT
15 (+2)
WIS
19 (+4)
CHA
22 (+6)
Saving Throws STR +10, DEX +8, WIS +9
Skills Acrobatics +8, Athletics +10, History +7, Insight +9, Perception +9, Performance +11, Religion +7
Condition Immunities Frightened
Senses Passive Perception 12
Languages Aquan, Common
Challenge 14 (11,500 XP)
Proficiency Bonus +5
Traits

Not a Hair (5/Day). If the Hammer would be hit with an attack, he can choose for the attack to miss instead unless the attack is a critical hit. Alternatively, if the Hammer would fail a saving throw, he can choose to succeed instead.

Blinding Hope. Allied creatures within 30 feet of the Hammer have advantage on death saving throws and on saving throws against being frightened.

Actions

Multiattack. The Hammer uses his Justice Slam, then makes one attack with the Hammer of Justice.

Justice Slam. Each creature in a 30-foot cone originating from the Hammer must make a DC 18 Dexterity saving throw or take 15 (3d6 + 5) bludgeoning damage and fall prone.

Hammer of Justice. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 15 (3d6 + 5) bludgeoning damage. If the target is an object or structure, it takes double damage.

Green Buster. Ranged Spell Attack: +11 to hit, range 120 ft., one target. Hit: 32 (4d12+6) force damage. If the target is a surface made of magical force, it is dispelled.

Bonus Actions

Inspiring Laugh. A creature of the Hammer's choice within 60 feet of him that can see or hear him gains a d8 that it can spend on an attack roll, ability check, or saving throw of its choice before the start of the Hammer's next turn.

Reactions

Spell Parry. In response to being the only target of a spell cast by a creature the Hammer can see, he can force the caster must make a DC 17 Wisdom saving throw or have the spell instead reflect onto them, having no effect on the Hammer. The spell functions as normal if they succeed the save.

Legendary Actions

The Hammer 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 Hammer regains spent legendary actions at the start of his turn.

Rapid Strike. The Hammer makes one Hammer of Justice attack.

Sudden Dash. The Hammer teleports up to 50 feet to an unoccupied space he can see.

Previous Versions

Name Date Modified Views Adds Version Actions
6/27/2025 12:52:58 AM
4
1
1
Coming Soon
6/27/2025 4:08:06 PM
10
2
1.1
Coming Soon

Monster Tags: NPC

Habitat: Urban

MilestoGo_24

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