Legendary Resistance (3/Day). If Atreus fails a saving throw, he can choose to succeed instead.
Extraplanar Supremacy. Atreus is immune to banishment and to any spell or magical effect that would forcibly transport him to another plane, return him to another plane, or otherwise remove him from his current plane of existence against his will. The wish spell cannot directly affect Atreus, alter his existence, transport or imprison him, erase him from existence, or circumvent this trait.
Wound in the Weave. Atreus exists as a metaphysical absence within the magical fabric of the planes. Whenever Atreus makes an ability check or saving throw to resist, contest, escape, or otherwise oppose a spell or magical effect, he gains a +10 bonus to the roll.
Void Evasion. Once per turn, when Atreus would be caught within the area of a spell or magical effect, he can make a Void Evasion roll (d20 + Dexterity modifier + proficiency bonus) against the caster’s spell save DC. On a success, before the effect resolves, Atreus moves up to 30 feet to an unoccupied space he can see without provoking opportunity attacks. If he leaves the effect’s area, he avoids it. This roll is neither an ability check nor a saving throw.
Point blank shot: Outer Realm Hitman does not suffer disadvantage while making ranged attacks against any target while engaged.
Grit: At the end of Outer Realm Hitman's turn, he regains 40 (5d12+8) hit points. This will not heal him if he has 0 or less HP.
Swift Counter: Whenever a melee attack fails to hit Outer Realms Hitman, the attacker will take 24 (4d8+6) bludgeon damage.
Tactical Movement: Outer Realm Hitman does not provoke attacks of opportunity. Outer Realm Hitman is not effected by difficult terrain and can Dash as a Bonus Action.
The Right Ammo for the Job: Outer Realm Hitman's ranged attacks negate target damage resistance and immunities.
Marked for Death: Outer Realm Hitman's critical hits deal deal max damage.
I WON'T DIE THAT EASILY: Once per day, If Outer Realm Hitman is dropped to 0 or lower HP, he is returned to 1 HP and regains 132 (18d12+15 HP).
Multiattack: Outer Realm Hitman can make two ranged attacks and one melee attack.
Mk18 Burst. Ranged Weapon Attack: +15 to hit, range 180/300 ft. Atreus fires 3 shots as one ranged attack, making a separate attack roll for each shot. The shots can target the same creature or different creatures. Hit: 34 (3d12 + 12) piercing damage per shot. If all 3 shots from the burst hit the same creature, it must succeed on a DC 25 Constitution saving throw or bleed for 3 turns, taking 35 (6d8 + 8) bleeding damage at the start of each of its turns. Atreus can fire 30 shots before reloading and must use an action to reload. Targets gain no benefit from half cover.
MK25 kneecapping: Ranged Weapon Attack: +15 to hit, range 90/120 ft., One target. Hit: 24 (3d10+8) Piercing damage per shot. fires 2 shots. Upon hit target must make a DC24 Con save or have their movement speed halved for 2 rounds. 15 shots until reload, Outer Realms Hitman must use an action to conduct a reload.
One-two combo. Melee Weapon Attack: +11 to hit, range 5 ft., One target. Hit: 24 (4d8+6) Bludgeon damage. Upon hit, Target must succeed DC21 strength save or be knocked prone.
Pistol Whip: Outer Realm Hitman can make a melee attack with his side arm, Weapon Attack: +11 to hit, reach 5 ft., One target. Hit: 14 (4d4 + 4) Bludgeon damage. Upon hit target must succeed a DC16 Con save or be stunned for 1 turn, targets with metal helmets have advantage on this save.
Karambit knife swipe: Outer Realm Hitman makes a melee attack with his karambit knife, Weapon Attack: +11 to hit, reach 5 ft., One target. Hit 25 (3d10+9) Slashing damage. If the target is concentrating, its concentration ends.
Fair Fight: While Atreus is fighting three or more hostile creatures, he can use his reaction to cause one attack that would hit him to miss instead. After the attack misses, Atreus can immediately move up to 15 feet without provoking opportunity attacks. Until the end of his next turn, Atreus has advantage on the first attack roll he makes against the creature whose attack he avoided.
Outer Realm Hitman can take 3 legendary actions using the combat maneuvers option below. He can use only 1 legendary action at a time and only at the end of another creatures turn. Outer Realm Hitman regains spent Legendary actions at the start of its turn.
M84 Thunderflash (Costs 1 Actions). Atreus throws a thunderflash at a target of his choice within 90 feet. The target and each other creature within 20 feet of it must make a DC 19 Dexterity saving throw. On a failed save, a creature takes 17 (2d12 + 4) thunder damage and is stunned, blinded, and deafened for 1 turn. On a successful save, the creature takes no damage and is deafened for 1 turn. Atreus is immune to all effects of his Thunderflash.
Poison Boot Knife (Costs 1 Action). Ranged Weapon Attack: +15 to hit, range 40 ft., one target. Hit: 18 (2d8 + 9) piercing damage. The target must succeed on a DC 22 Constitution saving throw or be poisoned until the end of its third turn. While poisoned this way, the target takes 27 (5d10) poison damage at the start of each of its turns and cannot regain hit points. Resistance or immunity to poison damage and immunity to the Poisoned condition do not apply to this poison. The poison can be ended early by any spell, feature, or other effect that cures poison or ends the Poisoned condition.
M67 Grenade (Costs 2 Actions). Atreus throws a frag grenade at a target or point of his choice within 90 feet. Each creature within 30 feet of the grenade that is neither prone nor behind cover must make a DC 21 Dexterity saving throw. On a failed save, a creature takes 77 (10d12 + 12) force damage and is knocked prone. On a successful save, it takes half as much damage and is not knocked prone. Atreus has advantage on this saving throw, resistance to damage from his own frag grenade, and cannot be knocked prone by it.
Kill Shot (Costs 2 Actions). Atreus fires 3 shots from his Mk18, making a separate ranged attack roll (+15 to hit) for each shot. The shots can target the same creature or different creatures within the Mk18’s range. Each shot that hits is automatically a critical hit and deals maximum damage.
Description
THE REMASTERED VERSION
He hails not from this existence, trapped on Faerun he utilizes his exotic technology and martial prowess to dispatch targets. Due to his exposure to the magics of Faerun and not being of this universe he has built up a resistance to the planes weave. If you find yourself facing him just know that its not personal, It's strictly business.
Previous Versions
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6/9/2024 11:18:18 PM
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9
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2
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6/10/2024 9:50:29 PM
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8
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1
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6/15/2024 12:25:47 AM
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9
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1
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1.1
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6/16/2024 1:19:47 PM
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9
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1
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3/28/2025 3:52:53 AM
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12
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1
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5/18/2025 2:31:23 AM
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21
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1
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9/2/2026 1:53:26 AM
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684
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22
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9/2/2026 2:01:35 AM
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686
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1
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Coming Soon
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