JNAProductions
2021-03-27, 08:53 PM
Kee Legionnaire
Medium Humanoid, Neutral Evil
Armor Class 16 (Hide armor and Shield)
Hit Points 15 (2d8+6)
Speed 30'
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
14 (+2)
12 (+1)
16 (+3)
8 (-1)
8 (-1)
14 (+2)
Skills Athletics +4
Senses Darkvision 60'
Languages Common, Infernal
Challenge 1/4
Dahnt's Devotees
A Kee Legionnaire has advantage on saves against being frightened.
Actions
Makeshift Weapon Melee Weapon Attack:
+4 to-hit, reach 5', one target. Hit: 1d6+2 bludgeoning damage.
Bonus Actions
Blood For Dahnt
Cutting into themselves, they empower their blows. The Kee Legionnaire takes 1d4 piercing damage, but gains advantage on their next attack roll.
Kee Reflector
Medium Humanoid, Neutral Evil
Armor Class 16 (Hide Armor and Shield)
Hit Points 34 (4d8+16)
Speed 30'
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
12 (+1)
12 (+1)
18 (+4)
12 (+1)
10 (0)
16 (+3)
Skills Deception +5
Senses Darkvision 60'
Languages Common, Infernal
Challenge 1/2
Dahnt's Devotee
A Kee Reflector has advantage on saves against being frightened.
Actions
Makeshift Weapon Melee Weapon Attack:
+3 to-hit, reach 5', one target. Hit: 1d6+1 bludgeoning damage.
Set
The Kee Reflector may take an additional reaction before their next turn-though they may only take one reaction per turn.
Reactions
Reflect
The Kee Reflector, when targeted for an attack, turns that attack back on its aggressor. The Reflector makes the attack they were targeted with against the initial attacker, using the same bonuses as the original attack.
Medium Humanoid, Neutral Evil
Armor Class 16 (Hide armor and Shield)
Hit Points 15 (2d8+6)
Speed 30'
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
14 (+2)
12 (+1)
16 (+3)
8 (-1)
8 (-1)
14 (+2)
Skills Athletics +4
Senses Darkvision 60'
Languages Common, Infernal
Challenge 1/4
Dahnt's Devotees
A Kee Legionnaire has advantage on saves against being frightened.
Actions
Makeshift Weapon Melee Weapon Attack:
+4 to-hit, reach 5', one target. Hit: 1d6+2 bludgeoning damage.
Bonus Actions
Blood For Dahnt
Cutting into themselves, they empower their blows. The Kee Legionnaire takes 1d4 piercing damage, but gains advantage on their next attack roll.
Kee Reflector
Medium Humanoid, Neutral Evil
Armor Class 16 (Hide Armor and Shield)
Hit Points 34 (4d8+16)
Speed 30'
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
12 (+1)
12 (+1)
18 (+4)
12 (+1)
10 (0)
16 (+3)
Skills Deception +5
Senses Darkvision 60'
Languages Common, Infernal
Challenge 1/2
Dahnt's Devotee
A Kee Reflector has advantage on saves against being frightened.
Actions
Makeshift Weapon Melee Weapon Attack:
+3 to-hit, reach 5', one target. Hit: 1d6+1 bludgeoning damage.
Set
The Kee Reflector may take an additional reaction before their next turn-though they may only take one reaction per turn.
Reactions
Reflect
The Kee Reflector, when targeted for an attack, turns that attack back on its aggressor. The Reflector makes the attack they were targeted with against the initial attacker, using the same bonuses as the original attack.