| Mod | Save | ||
|---|---|---|---|
| STR | 16 | +3 | +3 |
| DEX | 25 | +7 | +16 |
| CON | 15 | +2 | +2 |
| Mod | Save | ||
|---|---|---|---|
| INT | 22 | +6 | +15 |
| WIS | 18 | +4 | +4 |
| CHA | 13 | +1 | +1 |
Peerless Precision. When Atlante lands a ranged attack, she gains a +2 to her next ranged to hit roll. (This stacks until Atlante misses)
Demonic Haymaker. Melee Weapon Attack: +5 to hit, reach 5 ft., 1 target. Hit: 8 (2d6 + 5) Bludgeoning damage.
Demonic Roundhouse. Melee Weapon Attack: +5 to hit, reach 5 ft., 1 target. Hit: 8 (2d6 + 5) Bludgeoning damage.
Impaling Kick. Melee Weapon Attack: +5 to hit, reach 5 ft., 1 target. Hit: 15 (2d12 + 5) Bludgeoning damage. Constitution Saving Throw: DC 14, On Fail: Creature is knocked prone. On Success: Half Damage.
Skull Caver. Melee Weapon Attack: +5 to hit, reach 5 ft., 1 target. Hit: 12 (3d6 + 5) Bludgeoning damage. Strength Saving Throw: DC 16, Failure: The creature is knocked prone until their next turn. Success: Half Damage.
Spear Thrust. Melee Weapon Attack: +5 to hit, reach 5 ft., 1 target. Hit: 30 (10d6 +10) Piercing damage. 50/50 Chance for Grappled effect.
Warhammer Crash. Melee Weapon Attack: +5 to hit, reach 5 ft., 1 target. Hit: 45 (8d12 + 25) Bludgeoning damage, the creature is knocked prone.
Spear Throw. Ranged Weapon Attack: +4 to hit, range 60/120 ft., 1 target. Hit: 10 (1d100 + 5) Piercing damage. If the attack does 50+ damage, the target is Grappled/Pinned.
Javelin of Atlante. Ranged Weapon Attack: +11 to hit, range 120/240 ft., 1 target. Hit: 10 (10d6 + 10) Piercing/Force damage. Roll an additional 1d4 to determine if the hit creature is stunned. If the die lands on 4, the creature is stunned until their next turn.
Double-tap. When Atlante lands a ranged attack, she may follow up with Spear Throw with advantage.
Hunter's Prowl. Atlante enters a stance, and upon being hit, she may use Hunter's Instincts.
Phantasmal Shift. Teleport yourself out of the way of an incoming attack, appearing within 5 ft. of another creature.
Hunter's Instincts. Atlante may potentially dodge an incoming attacking by quickly adding +7 to her AC. If Atlante is not hit by the incoming attack, she may retaliate with Javelin of Atlante.
Legendary Action Uses: 3. Immediately after another creature’s turn, Keshta can expend a use to take one of the following actions.
Hell Storm Cost: (3). Atlante throws a single spear into the sky, and as it reaches its peak it splits into thousands of other spears. Once this happens, Atlante channels her demonic energy into the spears, controlling them, and sending them down unto all creatures on the battlefield.
(1d100) per creature, which determines how many spears they will be hit by. The only way to get around this is to roll a Nat 20 or a DC of 25+. Each individual spear is counted as a Javelin of Atlante.
Description
"Atlante sharpens her Javelin. As the revered icon of every hunter chasing wealth and glory, she inspires many to brave the harshest lands in hopes of sharing her fortune. Yet, only a javelin that is thrown with purpose will strike its target. Remember, success is forged through effort and action not through mere aspirations."
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