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jdnd/people/Crow.md
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## Crow (The Incantifer)
AC 15(16 with ring) mithral chain shirt
HP: 80 (orb-enhanced HP)
Speed: 20 ft. (reduced by partial paralysis)
STR 8 (1) DEX 14 (+2) CON 14 (+2) INT 18 (+4) WIS 12 (+1) CHA 10 (+0)
Saving Throws with Ring: Str 0, Dex +3, Con +3, Int +9, Wis +6, Cha +1
Proficiency Bonus +4 | Passive Perception 11
Spell Save DC 16 | Spell Attack +8
Benign Transposition (6th) — As an action, swap with any one of his orbs within 30ft; recharges after casting any 1st+ level conjuration spell
Items:
Healing potion 25hp
Smoke bomb (casts fog cloud nonmagically)
Ring of protection +1
Winged Boots (fly 30ft)
Scroll of teleportation.
Slots: 1 ( )( )( )( ) 2 ( )( )( ) 3 ( )( )( ) 4 ( )( )( ) 5 ( )
- L1: Ice Knife - instant, 120ft, 1d10 piercing (hit) + 2d6 cold in 5ft radius (miss), DEX save for half cold [Conjuration]
- L2: Cloud of Daggers - concentration 1min, 120ft, 5ft cube, 4d4 slashing on enter/start turn [Conjuration]
- L3: Tidal wave - instant, 120ft. Conjure wave of water 30ft long, 10ft wide. 4d8 bludgeon and knocked prone. DEX save: half damage, not prone.
- L4: Stoneskin - concentration 1hr, self, resistance to nonmagical physical damage (fallback defense when sphere is down)
- L4: Raulothim's psychic lance. Range 120ft, 7d6 psychic damage and incapacitated until start of crow's next turn.
- L4: Greater Invisibility, concentration, 1 min
- L4: Evard's Black Tentacles - concentration 1min, 120ft, 20ft square [Conjuration]
- On casting, on entry, and on ending turn in area:
- Roll str save vs SSDC16. On fail: restrained, 3d6 bludgeoning damage
- If restrained: can use an action to make another STR save
- L5: Bigby's Hand - concentration, 1 min, 120ft. Action: conjure hand. Bonus action: use hand.
- AC20, HP40, STR 26 (+8), Dex 10 (+0).
- Move hand 60 ft and then do one of following:
- fist: melee spell attack for 4d8 force damage
- shove: hand str vs target athletics. on success: shove 50ft. Hand moves with target.
- grapple: str vs str. If successful, grappled. If grappled, can crush for 2d6+10.
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## Red Construct — Fire
Slots: 1 ( )( )( )( ) 2 ( )( )( ) 3 ( )( )( ) 4 ( )( )
HP: 40 disable, 80 destroy:
Move: 30ft
Immune to fire damage
Resistant to lightning damage
- L1: Burning Hands - instant, 15ft cone, 3d6 fire, DEX save
- L1: Hellish Rebuke - reaction (when damaged), 60ft, 2d10 fire, DEX save
- L2: Heat Metal - concentration 1min, 60ft, 2d8 fire initially then bonus action 2d8/round, disadvantage on attacks/checks
- L2: Aganazzar's Scorcher - instant, 30ft line (5ft wide), 3d8 fire, DEX save: half damage
- L3: Fireball - instant, 150ft, 20ft radius, 8d6 fire, DEX save
- 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
## Teal Construct — Movement / Teleport
Slots: 1 ( )( )( )( ) 2 ( )( )( ) 3 ( )( )( ) 4 ( )( )
HP: 40 disable, 80 destroy:
Move: 90ft
Immune to being moved or teleported
- L1: Catapult - instant, 60ft, 1-5lb object becomes projectile, 3d8 bludgeon, DEX save
- L2: Misty Step - bonus action, instant, self or crow, teleport 30ft
- L2: Vortex Warp - instant, 90ft, teleport creature to unoccupied space in range, CON save if unwilling
- L3: Fly - concentration 10min, crow only, range 30ft, fly speed 60ft
- L3: Slow - concentration 1min, 120ft, 40ft cube up to 6 targets, half speed/AC/attacks, WIS save
- L4: Dimension Door - instant, 500ft, teleport self + 1 willing creature
- L4: Gravity Sinkhole - instant, 120ft, 20ft sphere. 5d10 damage, pulled to center. CON save: half damage, not pulled.
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## Transparent Construct — Force / Barrier
Slots: 1 ( )( )( )( ) 2 ( )( )( ) 3 ( )( )( ) 4 ( )( )
HP: 40 disable, 80 destroy:
Move: 30ft
Immune to being pushed/shoved
Resistant to force and thunder damage
- L1: Magic Missile - instant, 120ft, 1d4+1 force per missile, 3 missiles base, auto-hit (upcasts to +1 missile per slot)
- L1: Shield - reaction (when hit), instant, self, +5 AC until start of next turn
- L3: Pulse Wave - instant, self, 30ft cone, 6d6 force, push or pull 15ft, CON save
- L4: Otiluke's Resilient Sphere* - concentration 1min, 30ft, 10ft diameter sphere, nothing passes through, DEX save to avoid (has 2 slots for this spell)
Primary role: cast Otiluke's on Crow round 1 and maintain concentration
## White Construct — Divination / Mental
Slots: 1 ( )( )( )( ) 2 ( )( )( ) 3 ( )( )( ) 4 ( )( )
HP: 40 disable, 80 destroy:
Move: 30ft
Immune to nonmagical physical attacks
- L1: Command - instant, 60ft, one-word command, target obeys on next turn, WIS save
- L3: Antagonize - instant, 60ft, 4d4 psychic + target uses reaction to melee attack ally of your choice, WIS save
- L3: Hypnotic Pattern - concentration 1min, 120ft, 30ft cube, charmed + incapacitated (can't move/act), breaks on damage, WIS save
- L3: Dispel Magic - instant, 120ft, end one spell (auto if 3rd level or lower, ability check if higher)
- L3: Counterspell - reaction (when a creature casts a spell), 60ft, auto-cancel if 3rd level or lower. Otherwise, D20+INT vs DC10+Level.
- L4: Ego Whip - concentration, 1 min, 30ft. Cause despair: disadvantage on attacks, ability, saves. No spells. INT save, and again after each turn.