EXE (Faker) (5e Creature)

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EXE (Faker)[edit]

Huge monstrosity, chaotic evil


Armor Class 20 (natural armor)
Hit Points 157 (15d12 + 60)
Speed 30 ft


STR DEX CON INT WIS CHA
13 (+1) 27 (+8) 19 (+4) 18 (+4) 14 (+2) 11 (+0)

Saving Throws Dex +14, Con +10
Skills Insight +8, Intimidation +6, Investigation +10, Nature +10, Perception +8, Stealth +14
Damage Vulnerabilities Radiant
Damage Resistances Psychic
Damage Immunities necrotic
Condition Immunities Charmed, frightened, poisoned
Senses passive Perception 20
Languages common, infernal
Challenge 20 (25,000 XP)


Stamina. EXE has advantage on rolls he makes on keeping his breath.

ACTIONS

Claw slash. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 29 (4d12 + 5) Slashing damage.

Head-Be-Gone. If the target has less than 1/4 of its health left, the target instantly dies if it fails a DC 15 dexterity save by its head being ripped off.


LEGENDARY ACTIONS

The EXE can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The EXE regains spent legendary actions at the start of its turn.

Thorny Grave(cost:1 action). EXE places a bear trap down. If he then uses his Found you action, he teleports to the trap instead.

Found You(cost:2 actions). EXE teleports to one random PC in a 120 ft radius. he has disadvantage on all checks he makes entel the start of his next turn.

Legendary Movement(cost:1 action). EXE can Walk up to 20 ft.

EXE

EXE

5.00
(one vote)

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