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Taskmaster

Medium humanoid (any) , Any Evil

Armor Class 14 (studded leather)
Hit Points 37 10d8+20
Speed 30ft

STR
15 +2
DEX
15 +2
CON
14 +2
INT
9 -1
WIS
13 +1
CHA
11 0

Saving Throws Strength +4, Dexterity +4
Skills Athletics +4, Intimidation +2
Senses passive Perception 11
Languages Common, plus any one language


Suggested Environments

Urban, Seafaring



Sentinel The taskmaster can make attacks of opportunity against creatures that have taken the Disengage action. When the taskmaster hits a creature with an attack of opportunity, that creature's speed becomes 0 until the beginning of the taskmaster's next turn.


Actions

Multiattack. The taskmaster makes two melee attacks.
Whip. Melee Weapon Attack: +4 to hit, reach 10 ft., one target. Hit: 7 1d4+3 slashing damage and the taskmaster chooses one of the following:

  • The target immediately drops one object it is holding or carrying, and that object lands in a space of the taskmaster's choosing within 10 ft. of the target.
  • The target is grappled (escape DC 13) and is either knocked prone or pulled up to 5 ft. closer to the taskmaster (taskmaster's choice). While this grapple lasts, the taskmaster cannot attack with its whip.
  • The target takes no damage, and instead must make a DC 15 Wisdom saving throw or become frightened until the end of its next turn.
Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 1d6+3 piercing damage.
Light Crossbow. Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 7 1d8+3 piercing damage.


 

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