Posts for: #Villain

Manus - Duelist of the Golden Light

[!tip] One Line Stat Block AC/DC 17 | HP 155 (116-194) | Atk/Prof +9 | DPR 65 | # Atks 4 | Dmg 16 (3d8 + 3)

Stats

  • Saves: Dex +9, Wis +5, Cha +8
  • Skills: Acrobatics +9, Performance +8, Insight +5
  • Damage Resistances: Fire, Cold, Radiant, Psychic
  • Condition Immunities: Charmed, Frightened

Features

  • Legendary Duelist (1/turn).
    • When a creature misses Manus with a melee attack, he can make a melee attack in return.
  • Flickering Step.
    • As a bonus action, teleport up to 30 ft. to an unoccupied space he can see.
  • Blurred Form (Recharge 5–6).
    • Creates 2 illusory duplicates. Each has a 1-in-3 chance to be hit instead of Manus.

Actions

  • Multiattack.
    • Manus makes 2 melee attacks or 1 ranged + 1 melee attack.
  • Flame/Frost Blade (Fire Melee Weapon Attack).
    • +9 to hit, 5 ft. reach, one target.
    • Hit: 8 (1d8 + 4) slashing + 7 (2d6) fire/ice damage.
  • Arcflare Bow (Ranged Weapon Attack).
    • +8 to hit, range 60/150 ft., one target.
    • Hit: 9 (1d10 + 4) piercing + 4 (1d8) elemental damage (fire or cold, Manus’ choice).
    • Ignores half and three-quarters cover.
  • Taunting Feint (Recharge 4–6).
    • DC 16 Wis save or be taunted (disadv. on attacks vs others, duration 1 minute, save ends each turn).

Legendary Actions (2/round)

  • Shadow Dash.
    • Teleport through a creature’s space; DC 15 Dex save or 6 (1d12) psychic damage and knocked prone.
  • Golden Parry.
    • Gain +5 AC against a triggering attack.
  • Flare of Light (Costs 2).
    • Burst of radiant light in 10 ft. radius; DC 16 Con save or blinded (1 turn). Manus is immune.
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Ancient Shadow Dragon

Ancient Shadow Dragon

Armor Class: 22 (natural armor)

Hit Points: 350 (20d20 + 140)

Speed: 40 ft., fly 80 ft., swim 40 ft.

STRDEXCONINTWISCHA
27 (+8)12 (+1)25 (+7)18 (+4)15 (+2)21 (+5)

Saving Throws: DEX +8, CON +14, WIS +9, CHA +12

Skills: Perception +16, Stealth +8

Damage Resistances: Necrotic

Damage Immunities: Cold, Poison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks

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Bandersnatch

Large Fey, Typically Neutral Evil


  • Armor Class 14 (natural armor)
  • Hit Points 85 (10d10 + 30)
  • Speed 60 ft.
STRDEXCONINTWISCHA
18 (+4)17 (+3)16 (+3)6 (-2)12 (+1)8 (-1)
  • Skills Perception +4
  • Damage Immunities bludgeoning, piercing, and slashing from nonmagical attacks that aren’t silvered
  • Condition Immunities charmed, exhaustion, frightened, poisoned
  • Senses darkvision 60 ft., passive Perception 14
  • Languages
  • Challenge 5 (1,800 XP)

Forest Camouflage. The bandersnatch has advantage on Dexterity (Stealth) checks made to hide in forest terrain.

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Cloaker (mini)

Medium aberration, chaotic neutral


  • Armor Class 12 (natural armor)
  • Hit Points 43 (5d10+5)
  • Speed 10 ft., fly 40 ft.

STRDEXCONINTWISCHA
17 (+3)15 (+2)12 (+1)8 (-1)14 (+2)6 (-2)

  • Damage Immunities thunder
  • Condition Immunities prone
  • Senses darkvision 60 ft., passive Perception 12
  • Languages Deep Speech, Undercommon
  • Challenge 4

Damage Transfer. While attached to a creature, the cloaker takes only half the damage dealt to it (rounded down), and that creature takes the other half.

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Darkling

Small Fey, Typically Chaotic Neutral


  • Armor Class 14 (leather armor)
  • Hit Points 13 (3d6 + 3)
  • Speed 30 ft.

STRDEXCONINTWISCHA
9 (-1)16 (+3)12 (+1)10 (+0)12 (+1)10 (+0)

  • Skills Acrobatics +5, Deception +2, Perception +5, Stealth +7
  • Senses Blindsight 30 ft., Darkvision 120 ft., Passive Perception 15
  • Languages Elvish, Sylvan
  • Challenge 1/2 (100 XP)

Death Flash. When the darkling dies, nonmagical light flashes out from it in a 10-foot radius as its body and possessions, other than metal or magic objects, burn to ash. Any creature in that area and able to see the bright light must succeed on a DC 10 Constitution saving throw or be blinded until the end of the creature’s next turn.

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