Excal-heim
Lord Jackwell Anderson
Medium Human, Nazi scientist type, Lawful Evil
Armor Class 16 (cloth armor)
Hit Points 175 27d8+54
Speed:
30 ft
Saving Throws Int +11, Wis +11, Cha +11
Skills Acrobatics +8, Deception +12, Intimidation +12, Insight +9, Mechanics +13, Medicine +9, Perception +9, Persuasion +12
Damage Resistances force, fire, poison, psychic, bludgeoning, piercing, and slashing from nonmagical attacks
Condition Immunities exhaustion, paralyzed, petrified, poisoned
Senses passive Perception 19
Languages Common, Draconic, Undercommon, Underdraconic, Undead,
Challenge Rating 17 (18,000 xp)
Proficiency Bonus +6
Uses INT
Spell mod: +11
Spell Save DC: 19
At will Coldsnap, heat metal, cool metal(frost+cold dmg), mist step
Auto-health(6/day). When anderson starts his turn below 50% hp, he regains 12
2d6+5 hit points.
Enhanced Change Appearance. Voost can use its action to polymorph into a Medium humanoid it has seen, or back into its true form. Its statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying is transformed to be appropriate for the new form. It reverts to its true form if it dies.
Actions
Multiattack. anderson makes one melee attack and casts one spell/tosses two grenades per turn.
stun baton. Melee Weapon Attack: +8 to hit, reach 5ft., one target. Hit: 4 1d4+2 bludgeoning + 9 1d4+7 lighining.
Grenade toss. Anderson throws one of the following 40 ft. Each creature in a 10-foot radius must make a DC 21 save.
- Shrapnel Grenade. fail of 5 or more gives 1 exhaustion. 5d10+10 force.
- D20 Grenade(DEX). Creates an effect from Mana Steel Wild Magic. 3/day can choose the effect. 8 1d8+4 force.
- Implosion Grenade(STR). Creates a vortex effect. Medium and smaller are pulled to the center, 13 2d8+4 force.
- Disruptor(DEX). Disrupts magic till the start of the next turn. LVL 5 SPL & rare items. 6 1d4+4 force to casters.
- Smoke Grenade. 10ft cloud of smoke that heavily obscures the area for 3 rounds for all creatures except anderson.
Unsettling Visage (Recharges after a Short Rest). Each creature within 30 feet of the changeling must succeed on a DC 13 Wisdom saving throw or be frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Legendary Actions
Voots can take 3 legendary actions, choosing from the options below.
Only one legendary action can be used at a time and only at the end of another creature's turn.
Anderson regains spent legendary actions at the start of his turn.
Grenade. Anderson tosses a grenade.
Move. Anderson moves up to his speed.