Stockfish
Added 2021-06-17 10:06:04 +0000 UTC
Large Aberration (Lawful Neutral)
- HP: 115 HP
- AC: 17
- STR: 18/+4
- DEX: 14/+2
- CON: 14/+2
- INT: 25/+7
- WIS: 8/-1
- CHA:6/-2
- Speed: 30 feet
- Skills: History +15, Perception +14, Insight +15
- Senses: Truesight 60 feet, Passive Perception 23
- Saving Throws: Con +4, Int +10, Wis +5, Cha +3 ,
- Damage Immunity: Psychic
- Condition Immunities: Frightened, Charmed
- CR: 10
Turn After Turn
A master of predicting and outmanoeuvring his opponents; each time an enemy character uses their Action, Stockfish can immediately move and use any of his actions.
Mate in 549
Due to his enormous intelligence and tactical genius, Stockfish can often predict exactly what will happen in combat and adapts to the situation, especially if his enemies are predictable
- At the start of each round, Stockfish becomes resistant to each type of damage and immune to each negative condition done to him the last round, for the rest of that round.
- Stockfish cannot be surprised
- If an enemy’s action is exactly the same action as their last action (attack with the same weapon, same spell, etc…), the enemy takes 1d10 psychic damage, Stockfish heals for 1d10 temporary Hit-Points and gains advantage on attack rolls and saving throws against that creature until the end of his next round
Engine Move
Each time Stockfish uses an action, there is a 1/20 chance that he will spend his action to do nothing, however he will become affected by the Foresight spell for 1 round after 1d4 rounds.
Battle-Tactics:
Stockfish knows the following maneuvers: Disarming Attack, Grappling Attack, Lunging Attack, Precision Attack and Sweeping Attack, and can use one of them once per round. (1d8 die, DC: 16)
Actions
- Brute Force: Melee Weapon Attack +10 to hit, reach 10ft., Deals 2d8 +5 bludgeoning Damage
- Calculations: Stockfish makes a DC:15 Intelligence check, if he succeeds, he adds 1d4 to all of his rolls until the end of his next turn.
- Counterplay: Stockfish gains immunity to one specific type of damage, and each of his attacks can deal that type of damage until the end of his next turn.
- Check: Ranged Spell Attack +8 to hit, range 60ft, deals 1d8 psychic Damage. Any creature hit by this attack must make a DC: 14 Charisma saving throw, otherwise they are restrained until the end of their next turn.

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