Huge unknown, Chaotic Evil
Armor Class 18 Natural armour
Hit Points 210 (6d8)
Speed 40 ft., Climb 40 ft.
STR
16 (+3)
DEX
20 (+5)
CON
20 (+5)
INT
14 (+2)
WIS
16 (+3)
CHA
18 (+4)
Saving Throws DEX +10, CON +10, WIS +8
Skills Deception +9, Perception +8
Damage Resistances Necrotic, Psychic
Damage Immunities Poison
Gear Really big knife
Senses Darkvision 140ft, Passive Perception 15
Languages Common
Challenge 15 (13,000 XP)
Proficiency Bonus +5
Traits

False Start:

The Imposter automatically acts first in initiative order.

During the first round:

  • It has advantage on all attacks
  • Creatures that haven’t acted yet are frightened of it

Unnatural being 

The Imposter can move through spaces as narrow as 1 inch and ignores difficult terrain.

Bloodfuel

If the Imposter reduces a creature to 0 HP:

  • It can immediately move up to half its speed
  • Creatures within 10 ft must make a WIS save (DC 16) or be frightened

Skinwalker

At the start of its turn, the Imposter can take the appearance of any creature it has seen.

  • Attacks against it have disadvantage until it is hit
  • First hit against it reveals its true form

Actions

Multiattack

Makes two attacks

Devious lick

Range: 60 ft (make it absurdly long)

  • Pulls target 20 ft toward it
  • On failed STR save: target is grappled

Knife (Brutal Strike)

+10 to hit

15 ft range
Damage: 2d8 + 5 piercing + 6d6 necrotic

If the target is:

  • Frightened, restrained, or surprised → deals an extra 3d6
Bonus Actions

Vent (Glitch Step)

Teleport up to 30 ft

Leaves behind a brief distortion:

  • Area becomes lightly obscured

 

Sabotage (Recharge 5–6)

Roll a d4:

  1. Lights Out – Magical darkness in 30 ft radius
  2. Comms Sabotaged – Players cannot use reactions until next turn
  3. Reactor Meltdown – Everyone takes 3d6 fire damage unless they use an action next turn to “stabilise” 
  4. Fake Task – One player must succeed WIS save or waste their next action doing nothing
Reactions

Uncanny Dodge

Reaction: halves damage from one attack.

Legendary Actions

Creep(1 Action)

Moves up to its speed across walls/ceilings


Sudden Strike (1 Action)

Makes one attack with advantage


Disappear (2 Actions)

Becomes invisible until the start of its next turn


Defeat (3 Actions)

Targets one grappled or frightened creature:

  • Must make CON save (DC 16)
  • Takes 8d6 damage, half on success

Description

Black is a large black Impostor with a cubic visor and an orange traffic cone hat with a single thick white stripe. They hold a mic and a large bloodied knife. It looks like a regular imposter but somehow it is something much more. Black imposter wont hesitate to kill anything that comes into its path. t uses the dark and architecture to pick off opponents one by one out of nowhere.

Habitat: Urban

superdroid3

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