More work on misc
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people/Crow.md
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people/Crow.md
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## Crow (The Incantifer)
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AC 15(16 with ring) mithral chain shirt
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HP: 80 (orb-enhanced HP)
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Speed: 20 ft. (reduced by partial paralysis)
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STR 8 (−1) DEX 14 (+2) CON 14 (+2) INT 18 (+4) WIS 12 (+1) CHA 10 (+0)
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Saving Throws with Ring: Str 0, Dex +3, Con +3, Int +9, Wis +6, Cha +1
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Proficiency Bonus +4 | Passive Perception 11
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Spell Save DC 16 | Spell Attack +8
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Benign Transposition (6th) — As an action, swap with any one of his orbs within 30ft; recharges after casting any 1st+ level conjuration spell
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Items:
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Healing potion 25hp
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Smoke bomb (casts fog cloud nonmagically)
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Ring of protection +1
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Winged Boots (fly 30ft)
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Scroll of teleportation.
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Slots: 1 ( )( )( )( ) 2 ( )( )( ) 3 ( )( )( ) 4 ( )( )( ) 5 ( )
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- L1: Ice Knife - instant, 120ft, 1d10 piercing (hit) + 2d6 cold in 5ft radius (miss), DEX save for half cold [Conjuration]
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- L2: Cloud of Daggers - concentration 1min, 120ft, 5ft cube, 4d4 slashing on enter/start turn [Conjuration]
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- L3: Tidal wave - instant, 120ft. Conjure wave of water 30ft long, 10ft wide. 4d8 bludgeon and knocked prone. DEX save: half damage, not prone.
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- L4: Stoneskin - concentration 1hr, self, resistance to nonmagical physical damage (fallback defense when sphere is down)
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- L4: Raulothim's psychic lance. Range 120ft, 7d6 psychic damage and incapacitated until start of crow's next turn.
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- L4: Greater Invisibility, concentration, 1 min
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- L4: Evard's Black Tentacles - concentration 1min, 120ft, 20ft square [Conjuration]
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- On casting, on entry, and on ending turn in area:
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- Roll str save vs SSDC16. On fail: restrained, 3d6 bludgeoning damage
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- If restrained: can use an action to make another STR save
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- L5: Bigby's Hand - concentration, 1 min, 120ft. Action: conjure hand. Bonus action: use hand.
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- AC20, HP40, STR 26 (+8), Dex 10 (+0).
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- Move hand 60 ft and then do one of following:
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- fist: melee spell attack for 4d8 force damage
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- shove: hand str vs target athletics. on success: shove 50ft. Hand moves with target.
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- grapple: str vs str. If successful, grappled. If grappled, can crush for 2d6+10.
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## <div style="page-break-after: always;"></div>
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## Red Construct — Fire
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Slots: 1 ( )( )( )( ) 2 ( )( )( ) 3 ( )( )( ) 4 ( )( )
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HP: 40 disable, 80 destroy:
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Move: 30ft
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Immune to fire damage
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Resistant to lightning damage
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- L1: Burning Hands - instant, 15ft cone, 3d6 fire, DEX save
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- L1: Hellish Rebuke - reaction (when damaged), 60ft, 2d10 fire, DEX save
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- L2: Heat Metal - concentration 1min, 60ft, 2d8 fire initially then bonus action 2d8/round, disadvantage on attacks/checks
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- L2: Aganazzar's Scorcher - instant, 30ft line (5ft wide), 3d8 fire, DEX save: half damage
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- L3: Fireball - instant, 150ft, 20ft radius, 8d6 fire, DEX save
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- L4: Wall of Fire - concentration 1min, 120ft, 20ft high × 60ft long × 1ft thick wall OR 10ft radius × 20ft high cylinder, 5d8 fire on one side, 2d8 when passing through, DEX save
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## Teal Construct — Movement / Teleport
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Slots: 1 ( )( )( )( ) 2 ( )( )( ) 3 ( )( )( ) 4 ( )( )
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HP: 40 disable, 80 destroy:
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Move: 90ft
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Immune to being moved or teleported
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- L1: Catapult - instant, 60ft, 1-5lb object becomes projectile, 3d8 bludgeon, DEX save
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- L2: Misty Step - bonus action, instant, self or crow, teleport 30ft
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- L2: Vortex Warp - instant, 90ft, teleport creature to unoccupied space in range, CON save if unwilling
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- L3: Fly - concentration 10min, crow only, range 30ft, fly speed 60ft
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- L3: Slow - concentration 1min, 120ft, 40ft cube up to 6 targets, half speed/AC/attacks, WIS save
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- L4: Dimension Door - instant, 500ft, teleport self + 1 willing creature
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- L4: Gravity Sinkhole - instant, 120ft, 20ft sphere. 5d10 damage, pulled to center. CON save: half damage, not pulled.
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## <div style="page-break-after: always;"></div>
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## Transparent Construct — Force / Barrier
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Slots: 1 ( )( )( )( ) 2 ( )( )( ) 3 ( )( )( ) 4 ( )( )
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HP: 40 disable, 80 destroy:
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Move: 30ft
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Immune to being pushed/shoved
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Resistant to force and thunder damage
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- L1: Magic Missile - instant, 120ft, 1d4+1 force per missile, 3 missiles base, auto-hit (upcasts to +1 missile per slot)
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- L1: Shield - reaction (when hit), instant, self, +5 AC until start of next turn
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- L3: Pulse Wave - instant, self, 30ft cone, 6d6 force, push or pull 15ft, CON save
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- L4: Otiluke's Resilient Sphere* - concentration 1min, 30ft, 10ft diameter sphere, nothing passes through, DEX save to avoid (has 2 slots for this spell)
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Primary role: cast Otiluke's on Crow round 1 and maintain concentration
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## White Construct — Divination / Mental
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Slots: 1 ( )( )( )( ) 2 ( )( )( ) 3 ( )( )( ) 4 ( )( )
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HP: 40 disable, 80 destroy:
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Move: 30ft
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Immune to nonmagical physical attacks
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- L1: Command - instant, 60ft, one-word command, target obeys on next turn, WIS save
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- L3: Antagonize - instant, 60ft, 4d4 psychic + target uses reaction to melee attack ally of your choice, WIS save
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- L3: Hypnotic Pattern - concentration 1min, 120ft, 30ft cube, charmed + incapacitated (can't move/act), breaks on damage, WIS save
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- L3: Dispel Magic - instant, 120ft, end one spell (auto if 3rd level or lower, ability check if higher)
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- L3: Counterspell - reaction (when a creature casts a spell), 60ft, auto-cancel if 3rd level or lower. Otherwise, D20+INT vs DC10+Level.
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- L4: Ego Whip - concentration, 1 min, 30ft. Cause despair: disadvantage on attacks, ability, saves. No spells. INT save, and again after each turn.
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people/Lada-Priestess-of-Tymora-lv4.md
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people/Lada-Priestess-of-Tymora-lv4.md
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## Lada, Priestess of Tymora (Level 4 NPC)
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Small humanoid (halfling)
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AC 15 (chain shirt, shield)
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HP 36
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Speed 25 ft
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STR 8 (−1), DEX 14 (+2), CON 12 (+1), INT 18(+4), WIS 16 (+3), CHA 9(-1)
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Proficiency +2
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Saving throws: STR −1, DEX +2, CON +1, INT +4, WIS +5\*, CHA +1\* (\*proficient)
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**Halfling Nimbleness:** Can move through the space of any creature larger than her.
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**Dagger:** +4 to hit, reach 5ft, 1d4+2 damage.
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**Equipment:** Chain shirt, shield bearing Tymora's symbol, mace, holy symbol.
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<div style="page-break-after: always;"></div>
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## Lada's Spells
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Spellcasting ability Wisdom.
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Spell save DC 13, Spell Attack +5
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Spell slots: 1( )( )( )( ) 2( )( )( )
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Cantrip: **sacred flame** — 60 ft range; target makes a Dex save or takes 1d8 radiant damage (cover provides no bonus).
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LV1: **bless** — 30 ft, up to 3 creatures, concentration 1 min. Blessed creatures add +1d4 to all attack rolls and saving throws.
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LV1: **cure wounds** — Touch; heals 1d8 + spellcasting modifier (+ 1d8 per slot above 1st). No attack roll or save.
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LV1: **guiding bolt** — Ranged spell attack, 120 ft, 4d6 radiant damage on hit. Next attack roll against the target has advantage.
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LV1: **charm person** (domain) — 30 ft, Wis save (advantage if in combat); on fail, target is charmed for 1 hour, treating you as a friendly acquaintance. Target knows it was charmed afterward.
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LV1: **disguise self** (domain) — Self only, 1 hour, no concentration. Alter your appearance up to 1 ft height change; observers can make an Int (Investigation) check vs. your spell save DC to see through it.
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LV2: **blindness/deafness** — 30 ft, Con save; on fail, target is blinded or deafened (your choice) for 1 min, repeating the save each turn. Upcasting adds one target per slot above 2nd.
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LV2: **lesser restoration** — Touch, instantaneous. Cures one disease or one of: blinded, deafened, paralyzed, or poisoned.
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LV2: **mirror image** (domain) — Self, 1 min, no concentration. Creates 3 duplicates; roll d20 when targeted to see if a duplicate intercepts. Duplicate AC = 10 + Dex mod.
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LV2: **pass without trace** (domain) — 30 ft aura, concentration 1 hour. You and companions gain +10 to Stealth and leave no tracks.
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LV2: **prayer of healing** — 30 ft, 10-minute cast; up to 6 creatures each regain 2d8 + spellcasting modifier HP. No effect on undead or constructs.
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LV2: **spiritual weapon** — Bonus action, 60 ft; summons spectral weapon making melee spell attacks for 1d8 + spellcasting modifier force damage. No concentration, lasts 1 min.
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people/Lada-Priestess-of-Tymora-lv5.md
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people/Lada-Priestess-of-Tymora-lv5.md
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## Lada, Priestess of Tymora (Level 5 NPC)
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Small humanoid (halfling)
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AC 15 (chain shirt, shield)
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HP 42
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Speed 25 ft
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STR 8 (−1), DEX 14 (+2), CON 12 (+1), INT 18(+4), WIS 16 (+3), CHA 9(-1)
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Proficiency +3
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Saving throws: STR −1, DEX +2, CON +1, INT +4, WIS +6\*, CHA +2\* (\*proficient)
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**Halfling Nimbleness:** Can move through the space of any creature larger than her.
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**Destroy Undead (CR 1/2):** When an undead fails its saving throw against her Channel Divinity, she destroys it if its CR is 1/2 or lower.
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**Dagger:** +5 to hit, reach 5ft, 1d4+2 damage.
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**Equipment:** Chain shirt, shield bearing Tymora's symbol, mace, holy symbol.
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<div style="page-break-after: always;"></div>
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## Lada's Spells
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Spellcasting ability Wisdom.
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Spell save DC 14, Spell Attack +6
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Spell slots: 1( )( )( )( ) 2( )( )( ) 3( )( )
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Cantrip: **sacred flame** — 60 ft range; target makes a Dex save or takes 2d8 radiant damage (cover provides no bonus).
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LV1: **bless** — 30 ft, up to 3 creatures, concentration 1 min. Blessed creatures add +1d4 to all attack rolls and saving throws.
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LV1: **cure wounds** — Touch; heals 1d8 + spellcasting modifier (+ 1d8 per slot above 1st). No attack roll or save.
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LV1: **guiding bolt** — Ranged spell attack, 120 ft, 4d6 radiant damage on hit. Next attack roll against the target has advantage.
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LV1: **charm person** (domain) — 30 ft, Wis save (advantage if in combat); on fail, target is charmed for 1 hour, treating you as a friendly acquaintance. Target knows it was charmed afterward.
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LV1: **disguise self** (domain) — Self only, 1 hour, no concentration. Alter your appearance up to 1 ft height change; observers can make an Int (Investigation) check vs. your spell save DC to see through it.
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LV2: **blindness/deafness** — 30 ft, Con save; on fail, target is blinded or deafened (your choice) for 1 min, repeating the save each turn. Upcasting adds one target per slot above 2nd.
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LV2: **lesser restoration** — Touch, instantaneous. Cures one disease or one of: blinded, deafened, paralyzed, or poisoned.
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LV2: **mirror image** (domain) — Self, 1 min, no concentration. Creates 3 duplicates; roll d20 when targeted to see if a duplicate intercepts. Duplicate AC = 10 + Dex mod.
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LV2: **pass without trace** (domain) — 30 ft aura, concentration 1 hour. You and companions gain +10 to Stealth and leave no tracks.
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LV2: **prayer of healing** — 30 ft, 10-minute cast; up to 6 creatures each regain 2d8 + spellcasting modifier HP. No effect on undead or constructs.
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LV2: **spiritual weapon** — Bonus action, 60 ft; summons spectral weapon making melee spell attacks for 1d8 + spellcasting modifier force damage. No concentration, lasts 1 min.
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LV3: **blink** (domain) — Self-only, 1-minute duration; at the end of each of your turns, roll a d20 — on 11+, you vanish to the Ethereal Plane until the start of your next turn, then reappear within 10 ft. While ethereal you are invisible and untargetable by creatures on the Material Plane.
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LV3: **dispel magic** (domain) — 120 ft range; all spells of 3rd level or lower on the target end automatically. Higher-level spells require an ability check (1d20 + spellcasting modifier, DC 10 + spell's level).
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LV3: **revivify** — Touch, instantaneous; returns a creature dead no more than 1 minute to life with 1 HP. Requires 300 gp of diamonds (consumed); cannot restore lost body parts or reverse death by old age.
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# Sasuko-y-Saso, Beholder-Kin
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**Armor Class** 15 (natural armor)
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**Hit Points** 60 (11d8 + 11)
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**Speed** 0 ft., fly 30 ft. (hover)
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Sasuko-y-Saso is a beholder-kin: a mutated form of beholder. Sasuko is considerably
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weaker than a true beholder, but he does have quite a few of the same abilities.
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**Stats** Str 8 (-1), Dex 14 (+2), Con 13 (+1), Int 16 (+3), Wis 15 (+2), Cha 14 (+2)
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**Saving Throws** Str +2, Dex +5, Con +4, Int +6, Wis +5, Cha +5
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**Skills** Perception +8
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AC18 (natural armor)
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HP: 90
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Speed: Fly 20ft
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Stats: Str 10 (+0), Dex 14 (+2), Con 18 (+4), Int 16 (+3), Wis 14 (+2), Cha 16 (+3)
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Saves: Str +2, Dex +5, Con +4, Int +8, Wis +7, Cha +8
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## Traits
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Sasuko gets two actions per turn, and can also aim his antimagic cone (no action cost for aiming cone).
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**Antimagic Cone.** The central eye creates a 90-foot cone of antimagic. At the start of each of its turns, the beholder-kin decides which way the cone faces and whether the cone is active. The area works against the beholder-kin's own eye rays.
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Antimagic Cone: Central eye creates a 60-foot cone of antimagic, with a 45-degree arc. At the start of each of its turns, the beholder-kin decides which way the cone faces and whether the cone is active. The antimagic cone will also neutralize sasukos's own eye rays.
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## Actions
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Action: Bite: +5 to hit, reach 5 ft., one target. 2d6 + 2 piercing damage.
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**Bite.** *Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 9 (2d6 + 2) piercing damage.
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**Eye Rays.** The beholder-kin shoots two of the following magical eye rays. Range on all rays is 90ft.
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Action: Eye ray: If you decide to fire a ray, roll randomly to decide which ray (use D6). Sasuko cannot fire same eye twice in one turn (reroll as necessary). *After* randomly choosing a ray, you can *intelligently* choose who or what to target with the ray. Range is 90ft.
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1. **Telekinetic Ray.** The target must succeed on a DC 14 Strength saving throw or be moved up to 30 feet in any direction. The beholder-kin can also target an object weighing up to 300 pounds that isn't being worn or carried.
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2. **Slow Ray.** The target must succeed on a DC 14 Wisdom saving throw or have its speed halved and disadvantage on Dexterity saving throws for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
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3. **Enervation Ray.** The target must make a DC 14 Constitution saving throw, taking 18 (4d8) necrotic damage on a failed save, or half as much on a successful one. Until the end of the beholder-kin's next turn, the target can't regain hit points.
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3. **Necrosis Ray.** The target must make a DC 14 Constitution saving throw, taking 4d8 necrotic damage on a failed save, or half as much on a successful one. Until the end of the beholder-kin's next turn, the target can't regain hit points.
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4. **Blinding Ray.** The target must succeed on a DC 14 Constitution saving throw or be blinded for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
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5. **Lightning Ray.** The target must make a DC 14 Dexterity saving throw, taking 22 (4d10) lightning damage on a failed save, or half as much on a successful one.
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5. **Lightning Ray.** The target must make a DC 14 Dexterity saving throw, taking 4d10 lightning damage on a failed save, or half as much on a successful one.
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6. **Marking Ray.** The target must succeed on a DC 14 Charisma saving throw or glow with dim light. Effect as "faerie fire."
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