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Gilgamesh

Challenge
Tags
str
20
dex
16
con
14
int
9
wis
16
cha
11

AC 16 (Wisdom)
HP 156 (24d8+48; bloodied 78)
Speed 30 ft.


Proficiency +4; Maneuver DC 15
Saving Throws Str +9, Dex +7
Skills Athletics +9, History +3, Nature +3, Perception +7, Persuasion +4, Survival +7
Senses passive Perception 17
Languages Amorite, Assyrian, Babylonian, Sumerian


Channel Divinity (1/ short rest ). Gilgamesh can channel his divine energy to fuel one of two magical effects.
Befriend Nature. As an action, Gilgamesh extends some of his natural divinity to befriend nature. Beasts and plants within 30 feet that are able to hear Gilgamesh make a DC 15 Wisdom saving throw or is charmed by him for 1 minute (or until it takes damage). Creatures charmed this way are friendly to Gilgamesh and his allies.
Turn Undead. As an action, Gilgamesh presents his holy symbol and speaks a prayer censuring the undead. Each undead within 30 feet that can see or hear him must make a DC 15 Wisdom saving throw . If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage. A turned creature must spend its turns trying to move as far away from Gilgamesh as it can, and it can’t willingly move to a space within 30 feet of him. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action.

Defensive Tactics: Multiattack Defense. When a creature hits Gilgamesh with an attack, he gains a +4 bonus to AC against all subsequent attacks made by that creature for the rest of the turn.

Evasion. When Gilgamesh is subjected to an effect that allows him to make a Dexterity saving throw to take only half damage, he instead takes no damage if he succeeds on the saving throw, and only half damage if he fails.

Favored Enemy. Gilgamesh has advantage on Wisdom (Survival) checks to track humans and monstrosities, as well as on Intelligence checks to recall information about them.

Fighting Style: Dueling. When Gilgamesh is wielding a melee weapon in one hand and no other weapons, he gains a +2 bonus to damage rolls with that weapon.

Focus (8 points/ short rest ). Gilgamesh can spend focus to fuel the following features:
Flurry of Blows. Immediately after Gilgamesh takes the Attack action on his turn, he can spend 1 focus point to make two unarmed strikes as a bonus action.
Patient Defense. Gilgamesh can spend 1 focus point to take the Dodge action as a bonus action on his turn.
Step of the Wind. Gilgamesh can spend 1 focus point to take the Disengage or Dash action as a bonus action on his turn, and his jump distance is doubled for the turn.
Stunning Strike. Gilgamesh can spend 1 focus point to attempt to stun a creature he hits with a melee weapon attack. The target must succeed on a DC 15 Constitution saving throw or be stunned until the end of his next turn.

Open Hand Technique. Whenever Gilgamesh hits a creature with one of the attacks granted by a bonus action or expending ki, he can impose one of the following effects on that target:
◆ It must succeed on a DC 15 Dexterity saving throw or is knocked prone .
◆ It must make a DC 15 Strength saving throw . If it fails, Gilgamesh can push it up to 15 feet away.
◆ It can’t take reactions until the end of Gilgamesh’s next turn.

Spellcasting . Gilgamesh is an 8th-level spellcaster that uses Wisdom as his spellcasting ability (spell save DC 15; +9 to hit with spell attacks). Gilgamesh knows the following spells from the ranger spell list and has the following cleric spells prepared:

Cantrips: guidance , light , produce flame , resistance , thaumaturgy
1st-level (4 slots): cure wounds , jump , speak with animals , bane , command
2nd-level (3 slots): pass without trace , spike growth , aid , enhance ability
3rd-level (3 slots): beacon of hope , bestow curse
4th-level (2 slots): divination


SPECIAL TRAITS

Grappler. Gilgamesh has advantage on attack rolls against a creature he is grappling and he can use an action to try to pin a creature he’s grappled. On a success, Gilgamesh and the creature are both restrained until the grapple ends.


ACTIONS

Extra Attack. Gilgamesh attacks twice when he takes the Attack action (if attacking with unarmed strikes he can spend his bonus action to attack a third time, or his bonus action and 1 focus to attack a third and fourth time).

Stillness of Mind. Gilgamesh can use his action to end one effect on himself that is causing him to be charmed or frightened .

Unarmed. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 8 (1d6+5) magical bludgeoning damage.

Wholeness of Body (1/long rest). Gilgamesh can spend an action to regain 24 hit points.

Godly Mace. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 12 (1d6+9) magical bludgeoning damage.


REACTIONS

Deflect Missile. Gilgamesh can spend his reaction to strike a missile when his is hit by a ranged weapon attack, reducing its damage by 16 (1d10+11). If he reduces the damage to 0, he can catch the missile if it is small enough for him to hold in one hand and he has at least one hand free. If Gilgamesh catches a missile in this way, he can spend 1 focus point to make a ranged attack with the weapon or piece of ammunition he just caught, as part of the same reaction (+9 to hit, range 20/60 ft., minimum 1d6+5 damage).

Hunter’s Prey: Giant Killer. When a Large or larger creature within 5 feet of Gilgamesh hits or misses him with an attack, he can use his reaction to attack that creature immediately after its attack, provided that he can see the creature.

Slow Fall. Gilgamesh can use his reaction when he falls to reduce any falling damage he takes by 40.

Description

Now we’re going way back to a figure thousands and thousands of years old—Gilgamesh, the Mesopotamian god-king and star of the Epic of Gilgamesh.
Gilgamesh was the king of Urik, a Sumerian city-state. A hero of the  ancient world, he was two-thirds god, and one third mortal, and was a tyrannical ruler. The god Anu decided to punish Gilgamesh for his cruelty, and sent the wildman Enkidu to confront him. They wrestled (and why not?) but impressed each other so much that they became best friends. The two then begin adventuring together!

The list of exploits that this pair got up to is long indeed. They slew demigods, wrestled just about everything, cut down forests, entreated nature (and numerous gods), tracked down immortals—the list goes on. They killed Humbaba, the demon of the Cedar Forest; and the Bull of Heaven, sent to earth by the goddess of love as revenge for Gilgamesh’s rejection of her marriage proposal.

After Enkidu died, Gilgamesh undertook a quest to defeat death itself. He sought out the only survivor of the great Flood, and was given a task: remain awake for six days and six nights, and protect a magic plant. He fell asleep, and a snake ate the plant, dashing Gilgamesh’s dreams of immortality. He returned home, a better and wiser king.

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.