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Dr. Hiller

Dr. Hiller (Modified Human) Medium humanoid (human), neutral evil   Armor Class 15 (leather armor) Hit Points 6 (10d8 + 30) Speed 40 ft.   STR 12 (+1) | DEX 16 (+3) | CON 14 (+2) | INT 15 (+2) | WIS 10 (+0) | CHA 12 (+1)   Saving Throws Dex +5, Int +4 Skills Perception +2, Stealth +5, Arcana +4, Medicine +2   Senses Passive Perception 12 Languages Common   Legendary Resistance (1/Day). If Dr. Hiller fails a saving throw, he can choose to succeed instead.   Actions   Multiattack. Dr. Hiller makes two attacks with his long arms.   Long Arm Attack. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 2d6+3 bludgeoning damage.   Fire Potion. Dr. Hiller throws a potion that explodes on impact, causing fire damage. Each creature in a 5-foot radius of the impact point must make a DC 13 Dexterity saving throw, taking 2d6 fire damage on a failed save, or half as much on a successful one.   Incorporeal Potion Dr. Hiller drinks a potion that turns him incorporeal for one minute. While incorporeal, he gains resistance to all damage and can move through other creatures and objects as if they were difficult terrain.   Marking Potion All creatures hit by the potion must make a DC 13 Dexterity saving throw or be marked, granting advantage to attacks against them until the end of Dr. Hiller's next turn.   Healing Potion. Dr. Hiller drinks a potion, restoring 15 hit points. Legendary Actions   Dr. Hiller can take one legendary actions, choosing from the following options. Only one legendary action option can be used at a time, and only at the end of another creature's turn. Dr. Hiller regains spent legendary actions at the start of his turn.   Throw Potion. Dr. Hiller throws one of his potions. Choose from Fire Potion, Marking Potion, or Healing Potion.
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