Medium Construct
AC 19 Sealed Plating    Initiative +10 (20)
HP 69 (6d10 + 6)
Speed 50 ft., Climb 25 ft.
Mod Save
STR 16 +3 +3
DEX 20 +5 +8
CON 16 +3 +3
Mod Save
INT 16 +3 +3
WIS 18 +4 +7
CHA 16 +3 +3
Skills Acrobatics +15, Arcana +8, Athletics +8, Investigation +8, Perception +14, Stealth +11
Vulnerabilities Lightning
Resistances Acid, Fire, Necrotic, Ranged Attacks, Damage Dealt By Traps
Immunities Poison; Deafened, Poisoned
Senses Blindsight 40ft, Darkvision 90ft, Tremorsense 10ft; Passive Perception 22
Languages Common, Common Sign Language, and Primordial.
CR 5 (XP 1,800; PB +3)
Traits

Spellcasting. Rebelus is a 5-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 16, +8 to hit with spell attacks). Rebelus has following spells prepared:

Cast at will: Prestidigitation, Thaumaturgy, Ashardalon's Stride, Alter Self, Blur, Disguise Self, Pass Without Trace, Distort Value, Feather Fall, Jump,  Minor Illusion, Message, Mending
Leveled spells (7 slots): Cure Wounds, [Tooltip Not Found], Invisibility, Hypnotic Pattern, Rope Trick, Banishment
Emergency spells: (4): Prismatic Wall, Dimension Door, Wall Of Force

Infiltrator. Rebelus always has advantage on stealth rolls. Additionally he deals sneak attack damage (2d8) whenver he has advantage on attacks or whenevre him or his target are close to an ally. Additionally any creature that tries attacking him while he is in dim light has disadvantage. Finally, Rebelus can make the Dash, Dodge or Disengage action as a Bonus Action.

Slick Design. Rebelus has advantage on getting out of grapple rolls. This also makes Rebelus difficult to hit with opportunity attacks when he uses the dash action.

Alert. Rebelus can, Immediately after rolling Initiative, swap is Initiative with the Initiative of one willing ally in the same combat. He can’t make this swap if he or the ally has the incapacitated condition. Additionally, Rebelus has a +5 bonus to initiative, and other creatures don’t gain advantage on attack rolls against you as a result of being unseen by you.

 Mobile. When Rebelus walks through difficult terrain doesn't cost him extra movement. Finally, when he makes a melee attack against a creature, he doesn't provoke opportunity attack from that creature for the rest of the turn, whether he hits or not.

Actions

Attack Action. Rebelus can attack 4 tiems, using Electroblad and Plasma Blast.

Electroblade. Melee Weapon Attack: +9 to hit. Hit:  (3d8 + 5) Lightning damage. Ignores Immunity or Resistance to Lightning.

Plasma Blast. Ranged Weapon Attack: +9 to hit, range 20/100 ft. Hit:  (2d12 + 5) Fire damage. Ignores Immunity or Resistance to Fire.

Novaflare. All creatures withing 25ft radius must make a Dex save (DC 16) or take (10d20 +10) Radiant damage, dealing half damage to those who save. This, however, kills Rebelus. 

Bonus Actions

Uplink Conversion. Rebelus sends a signal in a 30ft radius sphere. He then rolls a Wisdom save. The result depends on the roll:

  • 1 to 10: Failure (no targets converted).
  • 11 to 16: Semi successful (50% of targets converted).
  • 17 to 21: Success (75% of targets converted).
  • 22 above: Full success (all targets converted).

Swift Execution. If Rebelus approaches an enemy that has not detected him, he rolls 1d100. Results:

  • 1 to 30: Failure (target spots him).
  • 31 to 79: Partial success (enemy goes down to 1/4 of their hp, but spots him).
  • 80 to 100: Success (Rebelus kills the enemy and remains undetected).

 

Reactions

Uncanny Dodge. Rebelus can use his reaction, when taking damage, they can half it.

 

Previous Versions

Name Date Modified Views Adds Version Actions
5/8/2026 10:24:59 AM
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1
1
Coming Soon
PinkTheAKManiac

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