Medium Humanoid (Goblinoid), Chaotic Evil
AC 11    Initiative +2 (12)
HP 52 (5d10 + 2)
Speed 30 ft.
Mod Save
STR 15 +2 +2
DEX 14 +2 +2
CON 15 +2 +2
Mod Save
INT 8 −1 −1
WIS 11 +0 +2
CHA 14 +2 +4
Skills Stealth +6, Survival +2
Senses Darkvision 60 ft.; Passive Perception 10
Languages Common, Goblin
CR 3 (XP 700; PB +2)
Traits

Lance of lethargy, when you hit a creature with your eldritch blasts, they have a -5ft debuff (doesn’t stack)

Repelling blast, when you hit a creature with your eldritch blast, you can choose to launch them back 10ft

Dark one’s blessing, after reducing a creature to 0hp, gain bonus hp equal to your warlock level (4)

Pact of the blade, you may dismiss your pact weapon (melee only) as a free action

Long-limbed, your melees are extended by 5ft

Big build, you're determined to be one size larger for things you do

Surprise attack, if you deal damage to a creature on your first turn, you deal an extra 2d6 of the main damage type used. (can be used once per long rest)

Abduct. The bugbear needn’t spend extra movement to move a creature it is 

Carnis enhanced, your AC gains +5. Every time a creature hits above half your default AC but still misses, you subtract 1 from this bonus.

Carnis Precautions, your weapons are spiked. When they are removed from your inventory, they explode for 1d4 piercing, fire, and force damage. (5ft sphere)

Mobile feat- 

Your speed increases by 10 feet.

When you use the Dash action, difficult terrain doesn't cost you extra movement on that turn.

When you make a melee attack against a creature, you don't provoke opportunity attacks from that creature for the rest of the turn, whether you hit or not.

 or

shield master feat-

If you take the Attack action on your turn, you can use a bonus action to try to shove a creature within 5 feet of you with your shield.


If you aren't incapacitated, you can add your shield's AC bonus to any Dexterity saving throw you make against a spell or other harmful effect that targets only you.


If you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you can use your reaction to take no damage if you succeed on the saving throw, interposing your shield between yourself and the source of the effect.

Spells- (+4, 12)

Cantrips (only 4 at a time)- Booming blade, Eldritch blast, green-flame blade, true strike

Lvl 1 (2 usable) (used at second level) (only 2 spells at a time)- armor of agathys, arms of hadar

 

Equipment-

  • Riot gear
  • Combat gear
  • Utility knife
  • Health potion or syringe
  • Greater healing potion or syringe
  • flare
  • Transformation syringe:

- hook horror, you body shifts into a hook horror, your arms grow giant hooks, deal (2d6 + 4) Piercing damage. Your HP is set to 75. You gain 30ft of climbing. And your default AC is 15

- devilsaur, your body shifts to be half devilsaur. Your hands turn into claws, dealing 2d6 slashing damage. Your HP is set to your HP x2.5. You gain a tail dealing 4d8 + 7, that knocks creatures prone, and you gain a multiattack to your list for the tail specifically. Your teeth sharpen, dealing 2d12 +7. Your AC is set to 20. And you gain a +7 to hit

- chuul, you grow chuul parts. Your AC is set to 16. Your hands turn into pincers dealing 1d10 + 4, on hit they are grappled. You mouth also uniforms preventing you from speaking, but you gain the (Paralyzing Tentacles). Constitution Saving Throw: DC 13, one creature Grappled by the chuul. Failure: The target has the Poisoned condition and repeats the save at the end of each of its turns, ending the effect on itself on a success. After 1 minute, it succeeds automatically. While Poisoned, the target has the Paralyzed condition. You gain immunity to poison damage and the poisoned condition. You gain amaphbis. You gain sense magic. And you gain a swimming of 30ft.

- deep scion, your mouth unfolds, dealing (1d4 + 4) piercing damage. Your claws sharpen, dealing (1d6 + 4) slashing damage. You gain 40hp. You also gain the (Psychic Screech). The deep scion emits a terrible scream audible within 300 feet. Creatures within 30 feet of the deep scion must succeed on a DC 13 Wisdom saving throw or be stunned until the end of the deep scion's next turn. In water, the psychic screech also telepathically transmits the deep scion's memories of the last 24 hours to its master, regardless of distance, so long as it and its master are in the same body of water.

- cowbear, your claws grow, dealing 3d6 slashing damage. You also gain 40hp.

- Mcname, you gain 40 temp hp, and activate a bear totem rage.



Actions

Multiattack- you can make 3 basic attacks 

Melee, +8 to hit

Unarmed strike: 2 bludgeoning

Grab: 2d6+2 bludgeoning damage. If the creature is of your size or smaller, you grapple it instantly.

Chainfist: 3d8 slashing. Special: if you're in light or no armor, you gain a +2 to AC

Stun rod: 1d6 bludgeoning damage +1d4 lightning damage. (advanced) On hit force a con save (14). On fail, they are stunned until their turn. Death or removal destroys this dealing 1d4 force, piercing, and fire damage.

Dual laser scythe: 2d6 slashing, 1d6 radiant, versatile (2d8/1d8)

Energy sword: 2d6 radiant damage

Gravity hammer:  2d6 force, Whether or not an attack hits, the targeted creature must make DC 8 + your Strength modifier Dexterity saving throw or be moved 5 feet in a direction of the attacker’s choosing. It requires small orbs of condensed gravity to function as a force weapon but can still be used without it, instead dealing bludgeoning damage and does not have a knockback.

Mech gauntlet: 1d8 slashing

Bugbear morning star: 1d8 piercing, Tenacity passive. When adding poison to this, it applies to damage from tenacity; it also lasts an extra turn. 

 

Ranged, +6 to hit

Guns with decent range

Noted: gunshield: Proficiency. To wield a gunshield properly, you must have proficiency with shields.

Special. Wielding a gunshield increases your Armor Class by 3. You can benefit from only one shield at a time. Normally, you have disadvantage on attack rolls that you make with a gunshield. However, while you are wielding a gunshield, you can spend an amount of movement equal to half your speed to gain half cover until the start of your next turn. When you do so, you also stabilize your aim, allowing you to attack without disadvantage.



Pact of the blade,

Summon pact weapon: Summon your pact weapon as an action

Form pact weapon: form a basic fiendishly gilded weapon

 

Spells,

Booming blade

Eldritch blast

Green-flame blade

True strike

Armor of Agathys

Arms of Hadar



Bonus Actions

Cancelled: You can prepare your shield as a bonus action. When preparing, either when making an opportunity attack or when an enemy approaches your melee range, you can force a strength saving throw with your shield. On fail they take 1d4 bludgeoning, and you knock the target prone.

 

Rage (3): activate or extend a rage using a rage point. (cancels concentration)

 

Shield master: If you take the Attack action on your turn, you can use a bonus action to try to shove a creature within 5 feet of you with your shield.

 

Reactions

Cancelled

Tenacty (morningstar)

Shield master: When you make a Dex save that lets you take half damage on a successful save, you can instead choose to take 0 damage. This doesn't nuffily effects/statuses.

Habitat: ForestGrasslandPlanar (Feywild)Underdark

Juggernaut_77

Comments

Posts Quoted:
Reply
Clear All Quotes