Neon-Vein Street-Runner

The Neon-Vein gangs rose after the Alchemical Revolution, replacing steel swords with vibro-blades and traditional magic with 'Static-Spells' contained in disposable batteries. They represent the chaotic edge of a society transitioning into a high-tech, low-life future.

HP91AC16SPD40 ft. walk, 30 ft. climbCR5AcrobaticsStealthAthleticsIntimidation
STR
12
DEX
18
save
CON
14
INT
12
save
WIS
10
CHA
14
Cunning Action. The Street-Runner can take the Dash, Disengage, or Hide action as a bonus action on each of its turns.
Sneak Attack. Once per turn, the Street-Runner deals an extra 10 () damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the Street-Runner that is not incapacitated.
Neon Blur. If the Street-Runner is in dim light or darkness, attack rolls against it have disadvantage unless the attacker has blindsight or truesight.
Multiattack. The Street-Runner makes two attacks with its Monofilament Blade or its Pulse-Pistol.
Monofilament Blade. Melee Weapon Attack: to hit, reach 5 ft., one target. Hit: 8 () slashing damage plus 3 () lightning damage.
Pulse-Pistol. Ranged Weapon Attack: to hit, range 30/90 ft., one target. Hit: 9 () force damage. On a critical hit, the target is knocked prone.
Overload Injection (1/Day). The Street-Runner injects a volatile chemical. For 1 minute, its speed increases by 20 feet, it gains a bonus to AC, and it has advantage on Dexterity saving throws. When this effect ends, the Street-Runner takes 11 () necrotic damage and is poisoned for 1 hour.
Uncanny Dodge. The Street-Runner halves the damage that it takes from an attack that hits it. The Street-Runner must be able to see the attacker.
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