Faker
Faker was originally built by Man-At-Arms to cover for He-Man when Prince Adam was needed, but was abandoned, after his first mission, in the royal junk yard and salvaged by Tri-Klops.
At the request of Skeletor, Faker was reprogrammed to replace He-Man and convince the people of Eternia that He-Man had betrayed King Randor and turned to evil.
Faker
Medium humanoid, Evil ________________________________________________
Skills Athletics +7, Deception +4
Faker
Medium humanoid, Evil ________________________________________________
Armor Class 17 (scale mail)
Hit Points 95 (10d8+50)
Hit Points 95 (10d8+50)
Speed 40 ft.,
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Str Dex Con Int Wis Cha
20 (+5) 14 (+2) 20 (+5) 10 (+0) 10 (+0) 14 (+2)
20 (+5) 14 (+2) 20 (+5) 10 (+0) 10 (+0) 14 (+2)
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Skills Athletics +7, Deception +4
Damage Resistances psychic
Languages Common
Challenge 4 (1,100 XP)
Condition Immunities charmed, frightened, poisoned
Senses darkvision 60 feet; passive Perception 10Languages Common
Challenge 4 (1,100 XP)
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Living Construct. Faker is immune to disease.
Magic Resistance. Faker has advantage on saving throws against spells and other magical effects.
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ACTIONS
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Multiattack. Faker can make two attacks.
Unarmed Strike. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 9 (1d8+5) bludgeoning damage.
Faker Sword. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 14 (2d8+5) slashing damage.
Unarmed Strike. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 9 (1d8+5) bludgeoning damage.
Faker Sword. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 14 (2d8+5) slashing damage.
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