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Achilles

Challenge
Tags
str
17
dex
17
con
15
int
11
wis
9
cha
13

AC 19 (bronze breastplate, heavy shield, fighting style)

HP 136 (21d8+42; bloodied 68)

Speed 40 ft.


Proficiency +4; Maneuver DC 15

Saving Throws Str +7, Con +6

Skills Athletics +7 (1d4), Insight +4 (1d4), Perception +4 (1d4), Religion +4 (1d4)

Senses passive Perception 16

Languages Greek


Action Surge (2/short rest). Once on his turn, Achilles can take an additional action on top of his regular action and a possible bonus action.

Bestowed Invulnerability. Achilles’ mother Thetis dipped him into the River Styx in his infancy, turning his skin nigh-invulnerable. He is immune to sneak attack damage, ignores extra damage from critical hits, and has resistance to bludgeoning, piercing, and slashing damage. A creature targeting Achilles’ singular point of vulnerability (his left heel) has a –10 penalty on its attack roll, but on a hit the attack deals normal damage (ignoring the immunities and resistances of this trait).

Indomitable (3/long rest). Achilles can reroll a saving throw that he fails but must use the new roll.

Remarkable Athlete. Achilles adds +3 to any Strength, Dexterity, or Constitution check he makes that doesn’t already use his proficiency bonus. In addition, when he makes a running long jump, the distance he can cover increases by 4 feet.

Superior Critical. Achilles’ weapon attacks score a critical hit on a roll of 18–20.

Survivor. At the start of each of his turns, Achilles regains 7 hit points if he has no more than half of his hit points left. He doesn’t gain this benefit if he has 0 hit points.

Fortune Points (3/long rest). Achilles can spend one fortune point to reroll an attack roll , ability check, or saving throw , or to force an attacker to reroll an attack made against him.

Leader’s Words. Achilles can inspire up to six creatures friendly to him (or up to five creatures and himself) that are within 30 feet of him and can see him, or hear him and understand him. Any that listen to Achilles’ inspiring speech for 10 minutes gain 19 temporary hit points. Temporary hit points can only be gained from this feature once per short rest.

Mobile. Achilles can Dash through difficult terrain without requiring additional movement. Whenever he makes an attack against a creature, he doesn’t provoke opportunity attacks from that creature until the end of his turn.

Soldier Tactics. A creature hit by Achilles’ opportunity attack reduces its Speed to 0 until the beginning of the next round and disengaging from Achilles still provokes opportunity attacks.

Make Opportunity. Achilles can use his reaction to make a melee weapon attack against a creature within 5 feet when it makes an attack against a target other than Achilles.


ACTIONS

Extra Attack. Achilles attacks three times when he takes the Attack action.

Shortsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d6+5) piercing damage.

Spear. Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 8 (1d6+5) piercing damage, or 7 (1d8+3) piercing damage when thrown.

Longbow. Ranged Weapon Attack: +7 to hit, range 150/600 ft., one target. Hit: 6 (1d8+2) piercing damage.


BONUS ACTIONS

Second Wind (1/short rest). On his turn, Achilles can use a bonus action to regain 1d10+18 hit points.

 

Description

Achilles was the greatest warrior of the Trojan War and leader of the Myrmidons. Achilles’ rage was legendary, and when his companion Patroclus was killed by Hector the Trojan prince during one of that war’s many battles, he rampaged, slaughtering many foes, before finally slaying Hector at the gates of Troy itself. His rage was such that even after Hector’s death, the Greek demigod treated the prince’s body with great disrespect, dragging it behind his chariot. Achilles also defeated the Amazon queen Penthesilea, and Memnon, king of Ethiopia, on the battlefield.

Monster Type Description

Humanoids include a number of different intelligent, language-using bipeds of Small or Medium size. Humans and elves are humanoids, and so are orcs and goblins. Humanoids may employ magic but are not fundamentally magical—a characteristic that distinguishes them from bipedal, language-using fey, fiends, and other monsters. Humanoids have no inherent alignment, meaning that no humanoid ancestry is naturally good or evil, lawful or chaotic.