Medium or Small Humanoid, Neutral Evil
AC 17    Initiative +7 (17)
HP 85 (13d8 + 26)
Speed 40 ft.
Mod Save
STR 10 +0 +0
DEX 18 +4 +7
CON 14 +2 +2
Mod Save
INT 12 +1 +1
WIS 14 +2 +5
CHA 20 +5 +8
Skills Acrobatics +7, Deception +8, Performance +8
Resistances Necrotic
Gear Blackglass Mic-Knife, silver-and-onyx handheld microphone used as a spellcasting focus, black leather stage jacket with grave-chain trim, fingerless gloves set with tiny obsidian studs, holy symbol of Myrkul hidden beneath his collar, several rings and ear cuffs bearing the Dread Street Boyz emblem, and 35 gp in mixed coin and jewelry.
Senses Passive Perception 15
Languages Common
CR 7 (XP 2,900; PB +3)
Traits

Evasion. If A.J. is subjected to an effect that allows him to make a Dexterity saving throw to take only half damage, he instead takes no damage if he succeeds on the saving throw and only half damage if he fails.

Beat of the Grave. Once on each of his turns, when A.J. deals damage to a creature that has the Charmed or Frightened condition, the target takes an extra 7 (2d6) Necrotic damage.

Idol of the Grave. A.J. has resistance to Necrotic damage, and his attacks count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks.

Actions

Multiattack. A.J. makes two attacks, using Blackglass Mic-Knife or Razor Verse in any combination.

Blackglass Mic-Knife. Melee Attack Roll: +8, reach 5 ft. Hit: 7 (1d6 + 4) Piercing damage plus 7 (2d6) Necrotic damage.

Razor Verse. Ranged Spell Attack Roll: +8, range 90 ft. Hit: 13 (3d8) Psychic damage.

Horrorcore Breakdown (Recharge 5–6). A.J. unleashes a screaming verse infused with the voices of the dead in a 30-foot cone. Each creature of A.J.'s choice in that area must make a DC 16 Wisdom saving throw. On a failed save, a creature takes 22 (5d8) Psychic damage and has the Frightened condition until the end of A.J.'s next turn. On a successful save, the creature takes half as much damage only.

Kill the Mic (1/Day). A.J. targets a point he can see within 60 feet and unleashes a blast of supernatural silence in a 15-foot-radius sphere centered on that point. Each creature of A.J.'s choice in the area must make a DC 16 Constitution saving throw. On a failed save, a creature takes 13 (3d8) Psychic damage and can't speak or provide the verbal components of spells until the end of A.J.'s next turn. On a successful save, the creature takes half as much damage and suffers no other effect.

Bonus Actions

Crowd Surf. A.J. moves up to half his Speed without provoking Opportunity Attacks. During this movement, he can move through the spaces of other Dread Street Boyz, civilians, spectral dancers, and hostile creatures, but he can't end his movement in another creature's space.

Reactions

Counter-Bar (2/Day). When A.J. is hit by an attack, he reduces the damage by 15 (2d10 + 4). If this reduces the damage to 0, A.J. can immediately move up to 10 feet without provoking Opportunity Attacks.

Previous Versions

Name Date Modified Views Adds Version Actions
8/11/2026 6:57:21 AM
3
0
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Coming Soon

Habitat: Any

ThaddeusRex

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