--- ___ > ## Eversor >*Medium, Chaotic Evil* > ___ > - **Armor Class** 20 (Integrated Plating) > - **Hit Points** 130 (14d8+70) > - **Speed** 40ft >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|16 (+3)|20 (+5)|20 (+5)|5 (-3)|16 (+3)|6 (-2)| >___ > - **Saving Throws** Con +10, Dex +10, Wis +8 > - **Skills** Perception +13, Stealth +10, Acrobatics +10, Intimidation +8 > - **Damage Resistances** Psychic, Poison > - **Condition Immunities** Poisoned, Frightened, Charmed, Exhaustion > - **Senses** Passive Perception 23, Blindsight 30ft, darkvision 60ft > - **Languages** Understands Common, but can barely speak. > - **Challenge** 15 > ___ > > **Assassinate.** During its first turn, the eversor has advantage on attack rolls against any creature that hasn't taken a turn. Any hit the eversor scores against a surprised creature is a critical hit. > >**Evasion.** If the assassin is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the assassin instead takes no damage if it succeeds on the saving throw, and only half damage if it fails. > >**Instument of Terror.** Thanks to its brutality, whenever the Eversor scores a critical hit it may force all creatures who see the attack to make a DC 16 Wisdom saving throw or become frightened. > > **Chemical concoctions.** As a bonus action the eversor can inject itself with a dangerous mixture of chemicals enhancing themselves even further. > > * **Ravenous speed:** The eversor takes the dash, dodge, hide or disengage action. > * **Augmented perception:** The eversor becomes hyper sensitive to all stimuli granting itself an advantage on all perception checks. >* **Berserker Whirlwind:** The eversor Becomes even more of a feral beast granting itself the benefits of a haste spell. This cocktail is extremely dangerous however. At the end of this effect the eversor must make a DC 20 Constitution saving throw or become unstable. Unstable Eversor is Incapacitated and if it fails a second saving throw at the begging of its next turn it will violently explode at the end of its turn. (Look bellow on page 2) > >\columnbreak > ### Actions > ***Multiattack.*** The Eversor makes three attacks of it's choice. > > **Mass reactive shell** Ranged Weapon Attack: +10 to hit, range 80/320 ft., one target. *Hit:20 (3d10+5)* Fire Damage. A creature hit by this shell must succeed on a DC 16 Dexterity saving throw or be lit on fire for up to a minute or until a creature uses its action to put down the flames on itself or another creature. A creature covered in the flames takes 3d4 fire damage at the start of each of its turns. > > ***Hyper toxin dart.*** Ranged Weapon Attack: +10 to hit, range 80/320 ft., one target. *Hit:35 (6d10+5)* Poison Damage or half as much on a successful DC 16 Constitution saving throw. On failure the creature hit is poisoned for the next minute. A creature can repeat the saving throw at the begging of it's turn. > > ***Neuro gauntlet.*** Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 8 (1d6+5) piercing damage, and the target must make a DC 16 Constitution saving throw, taking *35 (7d10)* Poison Damage on a failed save, or half as much damage on a successful one. The Eversor may also attempt a grapple as a part of this attack. > > ***Imperial sword*** Melee Weapon Attack: +10 to hit, reach 5 ft., one target. *Hit: 13 (2d8+5)* magical slashing damage. This attack ignores any non magical armor and cover a target might have. Creatures within 30ft., who see an Eversor reducing another creature to 0hp with this attack must make a DC 16 Wisdom saving throw or become frightened. > > ### Reactions > >As a reaction to being missed by an Attack the Eversor can use any of the following: > > * **Axe kick.** Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: *8 (1d6+5)* Bludgeoning Damage. On hit the target must make a DC 16 Strength saving throw or drop one item it is holding. The item falls on the ground within 5ft of the target > > * **Leg Sweep.** Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: *8 (1d6+5)* Bludgeoning Damage. On hit the target must make a DC 16 Dexterity Saving throw or be knocked prone. > > * **Missile snatcher** As a reaction to being missed by a ranged attack, be it magical or not, the Eversor can redirect the shot into another target within 60ft., making a new attack roll against the enemy +10 to hit. > \pagebreak