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Defenses
e.g. natural armor
e.g. 18d10 + 36
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Traits
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Legendary Actions
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The Shape
Brute. A melee weapon deals one extra die of its damage when Michael hits with it.
Fearless. Michael has advantage on saving throws against being charmed or frightened.
Legendary Resistance (3/Day). When Michael fails a saving throw, he can choose to succeed instead.
Relentless (recharges after a Short or Long Rest). If Michael takes 15 damage or less that would reduce him to 0 hit points, he is reduced to 1 hit point instead.
Stalker . Michael chooses a humanoid with which he is familiar and marks it as his quarry. Until he uses his bonus action to mark a new quarry, he deals an extra 1d6 damage to the target whenever he hits it with a weapon attack, and he has advantage on any Wisdom (Perception) or Wisdom (Survival) check he makes to find it. If the target drops to 0 hit points, Michael can use a bonus action on a subsequent turn to mark a new creature.
Surprise Attack. If Michael surprises a creature and hits it with an attack during the first round of combat, the target takes an extra 7 (2d6) damage from the attack.
Unarmored Defense. While Michael is not wearing armor, his AC equals 10 plus his Dexterity modifier plus his Constitution modifier
Actions
Multiattack . Michael makes two attacks with his kitchen knife
Kitchen Knife. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (2d4 + 4) Piercing damage
"Where Did He Go?". As a bonus action, Michael can hide as long as he is in dim light or darkness.