| Mod | Save | ||
|---|---|---|---|
| STR | 5 | −3 | −3 |
| DEX | 5 | −3 | −3 |
| CON | 4 | −3 | −3 |
| Mod | Save | ||
|---|---|---|---|
| INT | 15 | +2 | +10 |
| WIS | 13 | +1 | +8 |
| CHA | 10 | +0 | +6 |
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Abyssal Overcharge: Once per turn when Archie hits with an attack, he can add +1d6 extra damage of his choice (cold, lightning, or necrotic).
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Darkforce Shroud: While not wearing armor, Archie generates a crackling ward. He has resistance to cold, lightning, and necrotic damage and adds +2 to AC (already included).
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Storm Tactician: Archie ignores nonmagical difficult terrain caused by wind, rain, or ice, and his ranged spell attacks ignore half and three-quarters cover (homing).
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Toxic Aegis: Archie is immune to poison damage and the poisoned condition, and he has advantage on saving throws against disease.
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Transfer Pain: When Archie takes damage and his partner Pokémon is within 30 ft, he can use his reaction to transfer 5 of that damage to the partner (to a minimum of 0 to Archie).
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Bite of the Void (Melee Weapon Attack): +2 to hit, reach 5 ft., one target. Hit: 2d6 + 2 piercing plus 1d6 necrotic.
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Darkstorm Bolt (Ranged Spell Attack): +5 to hit, range 120 ft., one target. Hit: 3d8 lightning or necrotic (Archie’s choice). On a hit, Archie may slide the target 5 ft.
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Tidal Spear (Line, Recharge 5–6): Creatures in a 30-ft by 5-ft line must make a DC 13 Dexterity save, taking 3d8 cold damage on a failed save, or half as much on a success. A creature that fails is also slowed by rime; its speed is reduced by 10 ft. until the end of Archie’s next turn.
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Summon Partner Pokémon (1/Short Rest): Archie calls his aquatic partner to an open space within 30 ft. It acts on his initiative, after his turn. It remains for 1 minute, until reduced to 0 HP, or until Archie dismisses it (no action).
Sharpedo Partner — Medium beast, unaligned
AC 14 (natural armor); HP 32 (6d8); Speed 0 ft., swim 50 ft
STR 16 (+3), DEX 14 (+2), CON 12 (+1), INT 2 (−4), WIS 12 (+1), CHA 6 (−2)
Skills Perception +3; Senses blindsight 10 ft., passive Perception 13
Traits Blood Frenzy (advantage on melee attacks against a creature that isn’t at full HP); Rough Skin (when a creature hits Sharpedo with a melee attack, it takes 3 piercing damage).
Actions Bite. Melee Weapon Attack: +5 to hit, reach 5 ft.; Hit: 2d6 + 3 piercing.
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Vector Burst: Archie flies up to half his fly speed without provoking opportunity attacks (wind control).
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Regenerative Sheath: Archie regains 1d6 + 3 HP (cannot use this bonus action again until the start of his next turn).
Reflective Backlash: When Archie is hit by a ranged attack or spell attack, he imposes disadvantage on the damage roll and the attacker takes necrotic damage equal to Archie’s proficiency bonus (3). (Usable once per round.)
Enter the description for how legendary actions work for your monster here.
Legendary Action Name (Costs # Actions). Enter the description for your legendary action.
Mythic Action Name. Enter the description for how mythic actions work for your monster here.
Mythic Action Name (Costs # Actions). Enter the description for your mythic action.
Description
A weather-bending, darkforce-wreathed controller who shapes storms and seas, Archie overwhelms foes with lightning lances and freezing tides while a razor-toothed partner harasses from the water’s edge.
Lair and Lair Actions
Enter a description of your monster's lair here.
Lair Actions
On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:
- Enter a description for a lair action.
- Enter a description for a lair action.
Regional Effects
The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:
- Enter a regional effect description.
- Enter a regional effect description.
If the [monster name] dies, these effects fade over the course of #d# days.
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