Medium Humanoid (Orc, Skirmisher), Any Alignment
Armor Class 17 (spiked shield)
Hit Points 15 (2d8 + 6)
Speed 60 ft.
STR
16 (+3)
DEX
12 (+1)
CON
16 (+3)
INT
7 (-2)
WIS
11 (+0)
CHA
10 (+0)
Saving Throws STR +11, DEX +8, CON +11
Skills Acrobatics +5, Athletics +4
Damage Immunities All damage from spells
Senses Darkvision 60 ft., Passive Perception 9
Languages Common, Orc 17
Challenge 12 (8,400 XP)
Proficiency Bonus +4
Traits

Greater Magic Resistance. Kamir’s Skullbound Raider automatically succeeds on saving throws against spells and other magical effects, and the attack rolls of spells automatically miss it. Without the Kamir’s Skullbound Raider's permission, no spell can observe the Kamir’s Skullbound Raider remotely or detect its thoughts, creature type, or alignment.

Ashbound Death. (describes the creature disintegrating in explosion that deals an extra 20 (3d8) damage and leaving behind a colored rune stone)

Ashbound Death. When Kamir’s Skullbound Raider is reduced to 0 hit points, his body ignites in searing green fire and disintegrates into ash. A glowing **green rune stone** is left behind in his place. The rune pulses with residual magical energy.

Relentless (1/Turn). When "Kamir’s Skullbound Raider" isn’t incapacitated and they are reduced to 0 hit points but not killed outright, they can make an attack against an enemy (no action required) before the hit point reduction is resolved. If the attack hits and its damage reduces the target to 0 hit points, "Kamir’s Skullbound Raider" drops to 1 hit point instead of 0 hit points.

Unimpeded. "Kamir’s Skullbound Raider" can occupy a prone creature’s space. The first time "Kamir’s Skullbound Raider" enters a prone creature’s space on "Kamir’s Skullbound Raiders" turn, the prone creature takes 3 (3d6) bludgeoning damage. When a prone creature in the bloodrunner’s space stands up, the creature enters the nearest unoccupied space of their choice.

Actions

Multiattack.  Kamir’s Skullbound Raider makes two melee attacks.

Mace. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 24 (3d8 + 4) bludgeoning damage.

Spiked Shield. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 6 (3d6 + 3) piercing damage. If the bloodrunner moves at least 10 feet before hitting a Large or smaller creature with this attack, the bloodrunner can choose to knock the target prone or push them up to 10 feet away.

Javelin. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 5 (1d6 + 2) piercing damage.

Bonus Actions

Aggressive. As a bonus action, the raider can move up to its speed toward a hostile creature it can see.

Reactions

Juke. When the bloodrunner makes a Dexterity saving throw, they can gain advantage on the save. To do so, the bloodrunner can’t be prone, grappled, or restrained.

Monster Tags: skirmisher

NinetySixProof

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