Medium Humanoid (Human), Typically Lawful Neutral
AC 20 Adamantine Plate Armor suit, Helmet    Initiative +4 (14)
HP 260 (30d8 + 20)
Speed 30 ft., Fly 30 ft. Winged Boots grant Boba the ability to fly at speeds equal to his movement and hover for up to 4 hours a day.
Mod Save
STR 18 +4 +9
DEX 16 +3 +8
CON 17 +3 +8
Mod Save
INT 14 +2 +2
WIS 12 +1 +6
CHA 13 +1 +1
Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Gear Adamantine Longsword, Repeating Hand Crossbow, Wand of Fireball, Alchemist's Fire, Alchemist's Fire Wrist Launcher, Poison Dart Wrist Launcher, Rope of Entanglement, Winged Boots, Adamantine Plate Armor suit & Helmet, misc.
Senses Passive Perception 16
Languages Abyssal, Common, Deep Speech, Draconic, Dwarvish, Elvish, Gnomish, Orkish, Thieves' Cant, Undercommon
CR 15 (XP 13,000; PB +5)
Traits

Avoidance: If Boba is subjected to an effect that allows a save to take only half damage, he takes no damage on a success.

Crossbow Expert: The character ignores the loading property of crossbows. Being within 5 feet of a hostile creature doesn't impose disadvantage on its ranged attack rolls.

Flyby: Prevents opportunity attacks when the creature flies out of an enemy's reach.

Nimble Escape: Allows taking the Disengage or Hide action as a bonus action on every turn.

Relentless: Allows the creature to drop to 1 hit point instead of 0 the first time it takes lethal damage.

 

Actions

Multiattack. The warrior makes three Longsword, Repeating Hand Crossbow, or other attacks as listed.

Adamantine Longsword. Melee Attack Roll: to Hit 1d20+6, Damage 2d8+6 slashing [1H] or 2d10+6 slashing [2H]

Repeating Hand Crossbow. Ranged Attack Roll: to Hit 1d20+5, 1d6+5 piercing damage, Boba has a magazine size of 4 Adamantine tipped bolts that he can fire continuously if he chooses before having to reload. This gives Boba multiple ranged attacks he can make before being forced to reload. Boba has 5 preloaded magazines (20 shots) he can make before he is out of ammo, 4 spares and 1 already loaded in his crossbow. Reloading is a single action.

Wand of Fireball. Magic Ranged Attack:  Boba may cast 3 Fireball spells a day using this item. DC 15 Dex save, standard rules apply, max Range of 150ft, 20ft sphere affected area.

Alchemist's Fire. Thrown Ranged Attack: Boba may make a thrown attack using Alchemist's Fire as a normal attack action. Attacks deal 1d4 fire damage at the start of each of the target's turns, covering a circular space of 10ft until a DC 10 Dex check is made to extinguish the flame. Thrown weapon range of 20 feet normal / 60 feet maximum. Boba has 5 vials in a bandolier, plus 1 preloaded in his Wrist Launcher.

Rope of Entanglement. Magic Range Attack: Using this 30ft long magic rope, Boba chooses a target within 20ft. That target is now Restrained until either a DC 15 Acrobatics or Athletics check, Boba speaks the command word to release the target, or the rope is reduced to 0 hit points. The rope regenerates all lost HP every turn if it takes damage but it isn't completely destroyed unless it take 20 hit points or more. A restrained enemy cannot move, has disadvantage on attack rolls, and you have advantage on attack rolls against them.

 

 

Bonus Actions

Alchemist's Fire Wrist Launcher. Ranged Attack: Boba may make 1 Ranged Attack using Alchemist's Fire as a bonus action using his Left Wrist Launcher, using a normal attack action 1D20+4. Attacks deal 1d4 fire damage at the start of each of the target's turns. Successful attacks light an enemy on fire, a DC 10 Dex check is made to extinguish the flame. Weapon Range of 20 feet normal / 60 feet maximum. Boba can use any action to reload his Wrist Launcher from his bandolier for another bonus action later. Boba has 5 vials in a bandolier, plus 1 preloaded in his Wrist Launcher.

Poison Dart Wrist Launcher. Ranged Attack: Boba may make 1 Ranged Attack using a Poison Dart as a bonus action using his Right Wrist Launcher, using a normal attack action 1D20+4. Attacks deal 1d6+2 Poison damage at the start of each of the target's turns. A successful DC 15 Con Save or healing action purges the poison, a failed roll results in being Paralyzed for the round. The poison lasts until healed, a successful Con Save, or 10 minutes. Weapon Range of 20 feet normal / 60 feet maximum. Boba can use any action to reload his Wrist Launcher from his belt for another bonus action later. Boba has 5 poison darts on his belt, plus 1 preloaded in his Wrist Launcher. 

 

 

Reactions

Parry. Trigger: The warrior is hit by a melee attack roll while holding a weapon. Response: The warrior adds 2 to its AC against that attack, possibly causing it to miss.

 

 

Description

Raised and trained extensively in survival and combat arts from infancy by his father the legendary Bounty Hunter Jango Fett; Boba Fett was well on his way to become a formidable warrior in his own right. His childhood shattered when Boba saw his dad cut down by a rival warrior during the Battle of Soenosis leaving him an orphaned youth.

Boba hardened quickly and teamed up with several other ruthless mercenaries, forming his own team to seek vengeance and earn his place in the realm. By adulthood, Boba had grown into the realms most feared and lethal bounty hunter surpassing even his father's legendary reputation.

Clad in his father Jango's reforged Adamantine armor, Boba operates under a cold, professional code—faithfully executing any deal or contract he has staked his name and reputation to. Many targets would rather turn themselves in than risk an encounter with the likes of Boba. Known not for mercy but a harsh pragmatism; it's been widely rumored that he is no man but a Construct due to so few people having ever seen him without his armor on. 

Typically operating alone, Boba only goes after the most lucrative Bounty Contracts. This means he spends his time tracking, hunting, and killing or capturing some of the most dangerous beings and creatures in the realm.

He is always seen in battered Adamantine armor coupled with a distinctive T - face helmet, covered in various dark leather pouches, holsters and bandoliers before finally being wrapped in a dark tattered half cape. The entire Adamantine suit has been enameled predominantly green with flashes of yellow and red, but shows serious signs of use. Everything from scratches, dings, claw marks, scorching, and even a distinctive dent on the top of his helmet. Boba wears the bloody trophies of his profession; the scalps of several sentient creatures, braided pelts of feral beasts, to the claws of perilous creatures. None survive long when Boba has decided the Hunt has begun....

Habitat: Any

Jwsscout

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