Sam 16th | NPC Sheet | Dungeons & Dragons 5e | Statblocks & Sheets | World Anvil

Remove these ads. Join the Worldbuilders Guild

Sam 16th

Medium Bugbear, Fighter Echo Knight, Knight, Neutral Good

Armor Class 18 (plate)
Hit Points 166 (16d10+64)
Speed: 30 ft

STR

20
( +5 )

DEX

6
( -2 )

CON

18
( +4 )

INT

14
( +2 )

WIS

14
( +2 )

CHA

10
( +0 )

Saving Throws Str +10, Con +9
Skills Athletics +10, History +7, Intimidation +5, Persuasion +5, Stealth +3, One type of gaming set
Senses Darkvision 60ft.
Languages You can speak, read, and write Common, Elven and Goblin.
Challenge Rating 16
Proficiency Bonus +5

Long-Limbed. When you make a melee attack on your turn, your reach for it is 5 feet greater than normal.   Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.   Surprise Attack. If you surprise a creature and hit it with an attack on your first turn in combat, the attack deals an extra 2d6 damage to it. You can use this trait only once per combat.   Great Weapon Fighting. When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.   Action Surge. You can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action. Once you use this feature, you must finish a short or long rest before you can use it again.   Unleash Incarnation. You can heighten your echo's fury. Whenever you take the Attack action, you can make one additional melee attack from the echo's position. You can use this feature 4 times. You regain all expended uses when you finish a long rest.   Extra Attack. You can attack thrice, instead of once, whenever you take the Attack action on your turn.   Polearm Master. When you take the Attack action and attack with only a glaive, halberd, quarterstaff, or spear, you can use a bonus action to make a melee attack with the opposite end of the weapon. This attack uses the same ability modifier as the primary attack. While you are wielding a glaive, halberd, pike, quarterstaff, or spear, other creatures provoke an opportunity attack from you when they enter the reach you have with that weapon.   Sentinel. You have mastered techniques to take advantage of every drop in any enemy's guard. When you hit a creature with an opportunity attack, the creature's speed becomes 0 for the rest of the turn. Creatures provoke opportunity attacks from you even if they take the Disengage action before leaving your reach. When a creature within 5 feet of you makes an attack against a target other than you (and that target doesn't have this feat), you can use your reaction to make a melee weapon attack against the attacking creature.   Indomitable. You can reroll a saving throw that you fail. If you do so, you must use the new roll. You can use this feature twice between long rests.   Reclaim Potential. You've learned to absorb the fleeting magic of your echo. When an echo of yours is destroyed by taking damage, you can gain 2d6+4 temporary hit points, provided you don't already have temporary hit points. You can use this feature 4 times. You regain all expended uses when you finish a long rest.   Great Weapon Master. You've learned to put the weight of a weapon to your advantage, letting its momentum empower your strikes. On your turn, when you score a critical hit with a melee weapon or reduce a creature to 0 hit points with one, you can make one melee weapon attack as a bonus action. Before you make a melee attack with a heavy weapon that you are proficient with, you can choose to take a -5 penalty to the attack roll. If the attack hits, you add +10 to the attack's damage.

Actions

Halberd. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: (1d10 + 5) slashing damage. two-handed   Echo Avatar. You can temporarily transfer your consciousness to your echo. As an action, you can see through your echo's eyes and hear through its ears. During this time, you are deafened and blinded. You can sustain this effect for up to 10 minutes, and you can end it at any time (requires no action). While your echo is being used in this way, it can be up to 1,000 feet away from you without being destroyed.

Bonus Actions

Polearm Master. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: (1d4 + 5) bludgeoning damage. two-handed   Second Wind. You have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10+16. Once you use this feature, you must finish a short or long rest before you can use it again.   Manifest Echo. You can use a bonus action to magically manifest an echo of yourself in an unoccupied space you can see within 15 feet of you. This echo is a magical, translucent, gray image of you that lasts until it is destroyed, until you dismiss it as a bonus action, until you manifest another echo, or until you're incapacitated. Your echo has AC 19, 1 hit point, and immunity to all conditions. If it has to make a saving throw, it uses your saving throw bonus for the roll. It is the same size as you, and it occupies its space. On your turn, you can mentally command the echo to move up to 30 feet in any direction (no action required). If your echo is ever more than 30 feet from you at the end of your turn, it is destroyed.   As a bonus action, you can teleport, magically swapping places with your echo at a cost of 15 feet of your movement, regardless of the distance between the two of you. When you take the Attack action on your turn, any attack you make with that action can originate from your space or the echo's space. You make this choice for each attack. When a creature that you can see within 5 feet of your echo moves at least 5 feet away from it, you can use your reaction to make an opportunity attack against that creature as if you were in the echo's space.

Reactions

Shadow Martyr. You can make your echo throw itself in front of an attack directed at another creature that you can see. Before the attack roll is made, you can use your reaction to teleport the echo to an unoccupied space within 5 feet of the targeted creature. The attack roll that triggered the reaction is instead made against your echo. Once you use this feature, you can't use it again until you finish a short or long rest.


Created by

Noble 7.

Statblock Type

NPC Sheet

Link/Embed