The Folk Hero is the best doppelganger there has ever been and ever will be, possibly the best humanoid too, by default. That is, if ones listens to ‘him’ anyway. No one is as slick as he, as quick as he, fights like he, hits like he, or matches wits like he. If the Folk Hero is to be believed, ‘he’ is the purest paragon. This is the role the Folk Hero takes wherever it sets up shop. Sometimes it bumps off an up-and-coming hero and takes their place, other times it comes up with a persona wholesale and struts into town. Unfortunately, the Folk hero is very good at playing this role. It isn’t long before the shapechanger wins over most of the community and is showered with gold and more importantly glory. It’ll turn the populace against his rivals as well as any outsiders for it should always be in the spotlight, naturally. Oddly for a genderless creature, the Folk Hero is quite the misogynist, never taking female roles and looking down on women of any skill. They are often ‘his’ first target.
The Folk Hero
Medium monstrosity (shapechanger), neutral evil
Armor Class
14
Hit Points
117 (18d8 + 36)
Speed
30ft
Str 16 Dex 18 Con 15 Int 11 Wis 17 Cha 18
Saving Throws Wis +8
Skills Deception +14, Insight +8, Survival +8
Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks
Condition Immunities charmed
Senses darkvision 60 ft., passive Perception 13
Languages
Challenge
13 (10,000 XP)
Shapechanger.
The Folk Hero can use its action to polymorph into a Small or 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 isn't transformed. It reverts to its true form if it dies.
Ambusher.
The Folk Hero has advantage on attack rolls against any creature it has surprised.
Inscrutable.
The Folk Hero is immune to any effect that would sense its emotions or read its thoughts, as well as any divination spell that it refuses. Wisdom (Insight) checks made to ascertain the Folk Hero's intentions or sincerity have disadvantage.
Sneak Attack (1/Turn).
The Folk Hero deals an extra 16(5d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 ft. of an ally of the Folk Hero that isn't incapacitated and the Folk Hero doesn't have disadvantage on the attack roll.
Actions
Multiattack.
The Folk Hero makes two attacks.
Punch. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage.
Heavy Crossbow.
Ranged Weapon Attack: +9 to hit, range 100/400 ft., one target. Hit: 9 (1d10+4) piercing damage.
Read Thoughts.
The Folk Hero magically reads the surface thoughts of one creature within 60 ft. of it. The effect can penetrate barriers, but 3 ft. of wood or dirt, 2 ft. of stone, 2 inches of metal, or a thin sheet of lead blocks it. While the target is in range, the Folk Hero can continue reading its thoughts, as long as the Folk Hero's concentration isn't broken (as if concentrating on a spell). While reading the target's mind, the Folk Hero has advantage on Wisdom (Insight) and Charisma (Deception, Intimidation, and Persuasion) checks against the target.
Leadership (1/day).
For 1 minute, the Folk Hero can utter a special command or warning whenever a nonhostile creature that it can see within 30 ft. of it makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand the Folk Hero. A creature can benefit from only one Leadership die at a time. This effect ends if the Folk Hero is incapacitated.
Bonus Actions
Skill Mimicry.
The Folk Hero touches a creature and for the next 8 hours gains Expertise in a skill of its choice that the creature possesses.
Legendary Actions
The Folk Hero can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The Folk Hero regains spent legendary actions at the start of its turn.
Attack (1 point).
The Folk Hero makes an attack.
Skulk (1 point).
The Folk Hero makes a Move and then takes the Hide action.
Inspire (1 point).
The Folk Hero directs a friendly creature it can see that can hear the Folk Hero within 60ft. That creature may either make a Move or make an Attack.
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