Thursday, July 25, 2019

Jaunt NPC Statistics

Here is the stat block I made from Jaunt. Breaks a lot of rules because I usually just do quick and dirty things.

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Jaunt (CR 10, Legendary Creature)
Medium Human (Humanoid), Neutral Evil
AC: 17
Hit Points: 200/200
Speed: 30 ft
Str: 16 (+3), Dex: 18 (+4), Con: 16 (+3), Int: 14 (+2), Wis: 14 (+2), Cha: 10 (+0)
Saving Throws: Dex +8, Int +6, Wis +5
Skills: Acrobatics +8, Perception +6, Stealth +8
Senses: Darkvision (120 ft - see equipment)
Languages: Common, Draconic
Challenge Rating: 10

Abilities:
Legendary Resistance (3/day): If Apex fails a saving throw, it can choose to succeed instead.
Walking EMP: Electronics within 120 feet of Apex stop working.

ACTIONS:
Double Attack: Apex can make two attacks (unarmed strike and/or rifle).
-Unarmed Strike: +7 vs AC for 1d8+4 bludgeoning damage. Instead of dealing damage, Apex can grapple the target (Escape DC: 18)
-Rifle: +7 vs AC for 1d10+4 piercing damage.

Disappearing Blow (Recharge 5/6): +7 vs AC for 3d8+4 bludgeoning damage. DC 16 Wis save, or be teleported 60 feet.

COMBAT SUPERIORITY: 5/5 'Combat Dice - 1d10'
-Disarming Strike (Melee/Ranged): STR save, or the target drops one object you choose. Add combat die to damage roll.
-Ripsote (Melee): Use your reaction and make an attack against a creature that misses you. Add combat die to damage roll.
-Parry (Melee): Use your reaction and expend one combat dice to reduce the damage by 1d10+4.
-Pushing Attack (Melee/Ranged): STR save, or push 15 feet away. Add combat die to damage roll.
-Trip Attack (Melee/Ranged): STR save, or knocked prone. Add combat die to damage roll.

MUTANT POWERS:
After undergoing mutant experimentations to unlock his untapped potentinal, Apex can cast the following spells a number of times per day. Spell Save DC: 16
-Misty Step (5/5)
-Dimension Door (3/3)
-Teleportation Circle (3/3)
-Steel Wind Strike (1/1)
-Scatter (1/1)
-Teleport (1/1)

Legendary Actions:
Apex can take 3 legendary actions, using the options below. It can take only one legendary action a time and only at the end of another creature's turn. Apex regains spent legendary actions at the start of its turn.

Teleport. Apex uses Misty Step without expending a slot.
Attack. Apex can use Unarmed Strike or Rifle.
Apex Predator. (Costs 2 Actions). Apex uses one of his mutant powers without expending a slot.

Equipment:
-Night Vision Helmet (120 ft darkvision)
-Elemental Resistant Jacket (Resistance to Cold/Fire/Lightning/Thunder)
-Rifle (200/800 range, 1d10 damage, clip: 10)
-(5) Ammo Clips

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