Large Humanoid (Human), Typically Chaotic Evil
Armor Class 20
Hit Points 164 (17d8 + 88)
Speed 40 ft.
STR
21 (+5)
DEX
20 (+5)
CON
18 (+4)
INT
18 (+4)
WIS
18 (+4)
CHA
20 (+5)
Skills Athletics +10, Insight +9, Intimidation +10, Perception +9, Survival +9
Damage Immunities Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Charmed, Exhaustion, Frightened, Poisoned
Senses Blindsight 10ft, Passive Perception 19
Languages Common
Challenge 16 (15,000 XP)
Proficiency Bonus +5
Traits

Legendary Resistance (2/day). If Dune fails a saving throw, he can choose to succeed instead.

Armament Haki: Dunes weapon attacks count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. Dune also deals an extra 3d8 force damage with melee weapons

Observation Haki (2/day): Whenever Dune makes an attack roll, an ability check, or a saving throw, it can decide to roll an extra d20. It can choose which d20 roll is used for the attack roll, ability check, or saving throw.

Conqueror's Haki: As a bonus action, Dune can manifest its frightful presence. Each creature of his choice makes a DC 18 wisdom saving throw within 120ft of him. On a fail, the creature is frightened. If it fails by 5 or more, it is incapacitated until Dunes next turn. If another creature has Conqueror's Haki, they are unaffected.

 

Innate Spellcasting. Dune's innate spellcasting ability is Charisma (Spell save DC 18 + 10 to hit with spell attacks, including devil fruit abilities) It can cast the following. At Will: detect magic, dispel magic. 3/day each: Blur, Dominate person, expeditious retreat, feather fall (self), jump (self) misty step, see invisibility, shield. 1/day each arcane eye, dominate monster, haste (self) stoneskin (self)

Suna Suna No Mi: 

Dry Sands: Any creature that fails against one of your devil fruit abilities or abilities that deal necrotic damage will become dehydrated until Dunes next turn. (2 lvls. of exhaustion)

 Desert SandsThis Fruit has 13 charges and Dune has the following abilities

Earth Tremor (1 charge)

Dust Devil (2 charges)

Gaseous form (3 charges)

Wall of Sand (3 charges)

Blight (4 charges)

Transmute Rock (5 charges)

Investiture of Wind (6 charges)

Circle of Death (6 charges)

Ground Death: Dune can cast Abi-Dalzim's Horrid Wilting as an action. Dune cant use this again for another 24 hours.

Actions

Multiattack: Dune makes one attack with his poisoned blade and two with its unarmed strikes

Poisoned Blade: Melee Weapon Attack: +10 to hit, reach 5 ft., 1 target. Hit:  (2d8 + 5) [Slashing] damage, plus (3d8) force damage. The target must succeed on a DC 17 Constitution saving throw or be poisoned for 1 hour.

Unarmed Strike  Melee Weapon Attack: +10 to hit, range 5 ft., 1 target. Hit:  (2d8 + 5) [Bludgeoning] damage plus 3d8 force damage. The target must make a DC 17 strength saving throw or be knocked prone.

Legendary Actions

Dune can take 3 legendary actions. Only one option can be used at a time, and only at the end of another creatures turn. Dune regains any legendary actions at the start of his turn.

Unarmed Strike Dune makes one Unarmed Strike attack

Quick Step Dune can move up it his speed without provoking opportunity attacks

Conqueror's Surge (2 actions) All creatures within 60 feet of dune must succeed on a DC 17 strength saving throw or be knocked prone.

Boltypup2754

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