AC 15 (padded cloth)
HP 84 (13d8 + 26; bloodied 42)
Speed 30 ft.
Proficiency +3; Maneuver DC 15
Saving Throws Str +1, Dex +4, Con +2, Int +5, Wis +4, Cha +4
Skills Acrobatics +7, Deception +7, Insight +4 (+1d4), Perception +4 (+1d4), Survival +4
Senses passive Perception 16
Languages Common
Chaotic Evil. The catastrophic killer radiates a Chaotic and Evil aura.
Evasion. When the catastrophic killer makes a Dexterity saving throw against an effect that deals half damage on a success, they take no damage on a success and half damage on a failure.
Near Misses. Whenever the catastrophic killer would take bludgeoning, piercing or slashing damage, they reduce the damage by 10 (1d12 + 4).
ACTIONS
Multiattack. The catastrophic killer attacks twice.
Improvised Weapon. Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 20/40 ft., one target. Hit: 6 (1d4 + 4) bludgeoning, piercing, or slashing damage (determined by the object).
Stroke of Fate (Recharge 3–6). The catastrophic killer chooses one highly unlikely event to occur. The exact nature of this event is determined by the Narrator but is otherwise limited to anything that could conceivably happen, however unlikely, but nothing that requires supernatural actions to occur (for example, a balcony falls, a barrel of acid suddenly breaks, or winning cards are arranged at the top of the deck). Each creature in a 10-foot radius around a point within 50 feet must make a DC 15 Dexterity saving throw , taking 22 (4d8 + 4) damage (of a type determined by the Stroke of Fate) on a failure, or half damage on a success.
REACTIONS
Bend Fate. Whenever a creature makes an attack roll, ability check, or saving throw within 50 feet of the catastrophic killer (including themselves), they can force that creature to reroll the d20 after the result of the roll is known but before the outcome is determined. They cannot reroll an attack roll, ability check, or saving throw that has already been rerolled using this trait.
Many people seem to be born with a distinct lack of good fortune, but there are a few among them that can turn their own bad luck upon others to murderous effect.
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.