Medium Humanoid (Tiefling), Chaotic Neutral
AC 19 Cybernetics    Initiative +5 (15)
HP 38 (5d8 + 15)
Speed 30 ft.
Mod Save
STR 9 −1 −1
DEX 20 +5 +11
CON 14 +2 +2
Mod Save
INT 15 +2 +2
WIS 12 +1 +7
CHA 17 +3 +3
Skills Acrobatics +8, Perception +5, Sleight of Hand +8, Stealth +11
Resistances Poison, Thunder
Gear Paradise (+1 Vibro-Edge Dagger), Cool Leather Jacket (Commoners Clothes), M.F.E.O.S., Enhanced Optics, Adamantine Carapace.
Senses Passive Perception 12
Languages Common
CR 5 (XP 1,800; PB +3)
Traits

Cyberware. Avarice has the following cybernetics equipped

M.F.E.O.S.

Adamantine Carapace

Enhanced Optics

Hyperactive. Avarice has disadvantage on checks to maintain concentration, however he can concentrate on two spells at once.

Its a Hobby! Avarice has advantage on intelligence or wisdom based checks to locate or detect explosives.

You Get Used To It. Avarice takes half damage from his own explosives, and if he succeeds the dexterity save he takes no damage.

What?!. Avarice has disadvantage on perception checks involving hearing, however he is resistant to thunder damage from nonmagical sources.

Actions

Multiattack. Avarice makes two attacks with either Bang! or Paradise. 

Bang!.. Ranged Spell Attack. +6 to hit. Range 120ft. 2d6 Force. Avarice launches a streaking bolt of magic at a target within range.

Paradise. Melee Weapon Attack. +9 to hit. 3d6+1 Piercing. Vibro Edge

Create or Destroy Bombs (3/day). Avarice can spend half an hour creating a potent charge of explosives. A charge is considered a tiny object with AC 10 and 3 HP. Avarice chooses the exact shape of the charge, and can mask it as a typical object like a coin or a can tab. A creature with true-sight or blind-sight can discern that it is a bomb on a DC 13 investigation check. Avarice can remotely disarm a charge and regain a use of this ability.

Improvise. (3 Charges).. Avarice uses his action to create an IED, expending as many charges as he wants when creating it. An IED made in this way will explode at the start of Avarice's next turn. Every charge added to an IED made in this way increases its damage by 3d6, 2 fire, 1 force. When an IED made in this way explodes, all creatures within 10ft of it must make a DC 15 Dexterity saving throw, taking half damage on a succeeded save. An IED made in this way cannot be disguised and is quite obviously a bomb. An IED made in this way has 4hp and is considered an object with an AC of 10, if it's HP is reduced to zero by fire or force damage it will explode prematurely.


 

Could be better, speaking of better, we'd better get running

-Avarice, three seconds before blowing up a vending machine with an IED.


 

Abyssal Legacy Spells.. Avarice can cast Poison Spray using Charisma as his spellcasting ability, he can also cast Ray of Sickness and Hold Person once per long rest. His spellsave DC is 13.

SHUT UP! Avarice casts Silence using Charisma as his spell-casting modifier.

Bonus Actions

BOOM!. Avarice can detonate up to 3 charges as a bonus action. Any creature within 10ft of the charge must make a DC 12 dexterity saving throw, on a failure they take 4d4 Fire Damage and 4d4 Force damage, or half as much on a succeeded save.

Reactions

Shield (3/day). Avarice Casts Shield

Description

Look ok, I don't really do the maths on these things, I just put things together and they go boom-... What do you mean terrorist?

-Avarice speaking to the Duskoran authorities after exploding a vending machine.

Monster Tags: support

Habitat: Any

Ormanian2

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