Skid Row
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Medium humanoid (empowered), chaotic neutral


Armor Class 15
Hit Points 55 (10d8 + 10)
Speed 60 ft.


STR DEX CON INT WIS CHA
12 (+1) 20 (+5) 13 (+1) 14 (+2) 13 (+1) 12 (+1)

Saving Throws Str +3, Dex +7, Wis +3
Skills Acrobatics +7, Athletics +3
Senses passive Perception 11
Languages English, Spanish
Challenge 3 (700 XP)


Friction Negation. Skid Row can remove friction on all connected surfaces within 30 feet of him casuing the following effects:

  • Creatures or objects which move within this area must make a Dexterity save with a DC equal to the number of feet moved. On a failed save, it falls prone but continues to move until it exits the area of effect.
  • Creatures or objects who begin their turn within the area and are on a slope will move 5 feet x the degree of the slope downward, costing the creature's movement. This movement does require a save (see above).
  • Grappling and grabbing attempts have disadvantage. This affects attempts to pick up objects and climb.

Actions


Multiattack. Skid Row makes three melee attacks with his unarmed strike or two ranged attacks with his autoloader.

Unarmed strike. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d4 +5) bludgeoning damage.

Autoloader. Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 80/240 ft., one target. Hit: 10 (2d6 + 5) piercing damage. 12 box, loading.


Skid Row just loves to cause chaos. He works for Waistrel, but know nothing valuable outside his master's nom de guerre.

He runs the skid gang, a group trained to function in his anti-friction area using specialized skates.

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