XIII Roxas ( Key Of Destiny )

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XIII Roxas ( Key Of Destiny )

XIII Roxas ( Key Of Destiny )

Medium humanoid, lawful evil

High end elite Soras darkness soul

Armor Class 18
Hit Points 160 (5D8+90)
Speed 50 ft.
STR
20
(+5)
DEX
13
(+1)
CON
15
(+2)
INT
15
(+2)
WIS
17
(+3)
CHA
14
(+2)
Skills Perception+8 Stealth+9
Damage Resistances Darkness, Charm, Memories
Senses passive Perception 15
Languages Common
Challenge 5 (1,800 XP)

Spellcasting. The XIII Roxas ( Key Of Destiny ) is a 1-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 12, +4 to hit with spell attacks).

Cantrips (at will): Blade Ward, True Strike

Magic Weapons. The {name}'s weapon attacks are magical.

Reckless. At the start of its turn, the {name} can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against it have advantage.

Flyby. The {name} doesn't provoke opportunity attacks when it flies out of an enemy's reach.

Charge. If the {name} moves at least 20 feet straight toward a target and then hits it with a [attack] on the same turn, the target takes an extra [X] ([NdM]) [type] damage. If the target is a creature, it must succeed on a DC [X] Strength saving throw or be knocked prone.

Sneak Attack. Once per turn, the {name} deals an extra [X] ([NdM]) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the {name} that isn't incapacitated and the {name} doesn't have disadvantage on the attack roll.

Assassinate. During its first turn, the {name} has advantage on attack rolls against any creature that hasn't taken a turn. Any hit against a surprised creature is a critical hit.

Actions

Multiattack. The {name} makes [number] attacks: [list of attacks].

Weapon Attack. Melee or Ranged Weapon Attack: +[bonus] to hit, reach/range [X] ft., one target. Hit: [avg] ([NdM + W]) [type] damage.

Teleport. The {name} magically teleports to an unoccupied space it can see within [X] feet.

Shadow Step. The {name} can take a bonus action to magically teleport to an unoccupied space it can see within [X] feet of dim light or darkness.

Stunning Strike. When the {name} hits a creature with a melee weapon attack, it can spend [X] ki points to force the target to make a DC [X] Constitution saving throw or be stunned until the end of the {name}'s next turn.

Reactions

Parry. The {name} adds [X] to its AC against one melee attack that would hit it. To do so, the {name} must see the attacker and be wielding a melee weapon.

Uncanny Dodge. When an attacker the {name} can see hits it with an attack, the {name} halves the damage taken from the attack. To do so, the {name} must be able to see the attacker.

Shield. The {name} casts Shield in response to being hit by an attack. It gains a +5 bonus to AC, including against the triggering attack, until the start of its next turn.

Legendary Actions

Attack. The {name} makes one [attack] attack. Costs 1 Action.