Medium Humanoid, Chaotic Neutral
Armor Class 13 Leather armor
Hit Points 28 (5d12 + 3)
Speed
STR
16 (+3)
DEX
16 (+3)
CON
12 (+1)
INT
13 (+1)
WIS
10 (+0)
CHA
12 (+1)
Skills Acrobatics +2
Condition Immunities Frightened
Gear Dual blades, Caltrops (x10), Knife.
Senses Passive Perception 15
Languages Common, Thieves' Cant
Challenge 2 (450 XP)
Proficiency Bonus +2
Traits

Nimble Fighter. Acryle's quick movements make her difficult to pin down. Acryle has advantage on Dexterity (Acrobatics) checks, allowing her to dodge and avoid attacks

Merciless Strike. Acryle does not know the definition of the word "mercy". Whenever an enemy has disadvantage, rolled a natural 1 on their turn or has a status condition, Acryle will gain advantage on her next attack.

Actions

Acryle's Blade. Melee Weapon Attack: +3 to hit, reach 5 ft., 1 target. Hit: 7 (1d8 + 3) slashing damage. This is Acryle's basic attack

Acryle's Dual Blades. Melee Weapon Attack: +6 to hit, reach 5 ft., 1 or 2 targets. Hit: 11 (2d8 + 3) slashing damage. If Acryle were to hit two targets, two basic attacks without the modifier should be used (1d8). This attack can only be used if Acryle has her Dual Blades (A knife does not count)

Acryle's Air Slasher. Ranged Weapon Attack: +2 to hit, range 50/120 ft., 2 targets. Hit: 5 (1d4+3) slashing damage. This attack can only be used if Acryle has her Dual Blades (A knife does not count)

Acryle's Weapon Throw. Ranged Weapon Attack: +3 to hit, range 100/240 ft., 1 target. Hit: 8 (1d8+4) piecing damage.

Acryle's Last Stand. Terrain Attack: As an act of desperation, Acryle drives one of her blades (a knife can be used) into the wall of the cave, collapsing it in 4 cycles. After the cave collapses, no items can be scavenged. Certain actions can delay or speed up the collapse of the cave.

Bonus Actions

Caltrop throw. Acryle will throw Caltrops near her, and anyone who steps on it will take 1 damage unless they are wearing appropriate footwear (leather or any reinforced boots that are not damaged). Caltrops can be removed the the battlefield by approaching it and using a turn or using a spell from a distance. Acryle will have 10 sets of Caltrops in total, and this bonus action cannot be used twice in a row.

Swift Pickup. If Acryle is within 5ft of any type of blade, she can choose to immediately pick it up. This action cannot happen in the same cycle as Emergency Disengage.

Reactions

Quick Wits. When an enemy approaches Acryle, she will attempt to push them into the direction of any Caltrops that she's set up. If there are no Caltrops nearby, this reaction will not work

Emergency Disengage. Once an enemy has hit Acryle when she's inside of a bind two times in a row, Acryle can use this action. When Acryle gets hit while she's in a bind, Acryle will choose to drop one of her Dual Blades and swiftly grab a knife from inside her pocket and stab the enemy she's inside a bind with. This will do 1d4 piecing damage and break the bind

 

Legendary Actions

Deflection. When any spell that does not require a saving throw to be used is cast or any weapon successfully hits Acryle, she will attempt to deflect it using her dual blades. If Acryle does not have her dual blades, she cannot deflect attacks (A knife does not count in this situation). This also works if an attacker were to use an unarmed strike.

If the attack is a spell- Roll 1d6

If a 1-2 is rolled, the spell has not been deflected. Roll 1d8

If 1-3 is rolled, Acryle will take full damage

If 4-8 is rolled, Acryle will take partial damage determined by 1d10 (Or percentile)

If a 3-6 is rolled, the spell has been successfully deflected. Roll 1d12

If a 1-3 is rolled, the attack will hit a wall. If three attacks hit the wall, the cave will collapse early (7 cycles). If the cave is already collapsing, the collapsing process will be sped up by a certain number of cycles, depending on the level of spell that hit the wall. Cantrips are 0.25, level 1 spells are 0.5 and level 2 spells are 1. (Only when the number increases by 1 will it be in effect.).

If a 4-10 is rolled, the attack will hit the caster at reduced damage determined by 1d10

If an 11-12 is rolled, the attack will hit the caster at full damage

If the attack is a melee weapon- Roll 1d12

If a 1-3 is rolled, the attacker will knock Acryle back and send one of her dual blades flying, along with dealing the damage the original attack was supposed to do.

If a 4-10 is rolled, the attacker and Acryle will be locked in a bind and neither will move for their next turn. This chain of events will be rerolled both the attacker's and Acryle's turn until either of the other options happens. If one decides to, a bind can be instantly ended on either Acryle's or the attacker's turn, and the action for when a 1-3 is rolled and when a 11-12 is rolled will happen respectively.

If Acryle were to be attacked in this state, her armour class will be reduced by -2 for that attack (a reaction cannot occur) and the attacker will have advantage. This will end the bind and skip Acryle's turn if she hasn't already moved that cycle.

If a 11-12 is rolled, Acryle will knock the attacker back, and knock their weapon out of their hands (this will only affect one weapon if the attacker is dual-wielding) and use a basic attack on them.

If the attack is a ranged weapon- roll 1d8

If a 1-4 is rolled, Acryle will not react in time and get hit for full damage

If a 5-8 is rolled, Acryle will deflect the projectile or weapon, and it will fly to the side of the battlefield

If the attack is an unarmed strike, Acryle will block the attack with her dual blades, damaging the attacker with damage equivalent to Acryle's basic attack.

Description

Acryle, the bandit.

Epoglord