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 Post subject: Re: 5e Monsters by KCG
PostPosted: Wed May 25, 2016 10:41 am 
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Joined: Wed Oct 02, 2013 6:51 am
Posts: 1248
FROST GIANT PRIESTESS
Huge giant, chaotic evil
________________________________________________________________________________
Armor Class 15 (patchwork armor)
Hit Points 175 (14d12 + 84)
Speed 40 ft.
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STR 23(+6) DEX 9(-1) CON 22(+6) INT 11(+0) WIS 15(+2) CHA 14(+2)
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Saving Throws Con +10, Wis +6, Cha +6
Skills History +4, Religion +4, Perception +6
Damage Immunities cold
Senses passive Perception 16
Languages Common, giant
Challenge 10 (5,900 XP)
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Spellcasting The giant is a 10th-level spellcaster. Her spellcasting ability is Wisdom (spell save DC 14, +6 to hit with spell attacks). She has the following cleric spells prepared:

Cantrip:guidance, mending, resistance, sacred flame, thaumaturgy
1st level spell (4 slot): bane, command, cure wounds
2nd level spell (3 slot): aid, blindness/deafness, hold person
3rd level spell (3 slot): bestow curse, water walk
4th level spell (3 slot): control weather, stone shape
5th level spell (2 slot): contagion, mass cure wounds

ACTIONS
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Multiattack. The giant makes two battleaxe attacks.

Battleaxe. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 19 (3d8 + 6)

Attack. Ranged Weapon Attack: +10 to hit, range 60/240 ft., one target. Hit: 28 (4d10 + 6)


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 Post subject: Re: 5e Monsters by KCG
PostPosted: Thu May 26, 2016 9:21 am 
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Joined: Wed Oct 02, 2013 6:51 am
Posts: 1248
BADDHRA, THE DARK ONE
Medium humanoid (goblinoid), lawful neutral
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Armor Class 19 (halfplate, shield)
Hit Points 190 (20d8 + 100)
Speed 30 ft.
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STR 18(+4) DEX 14(+2) CON 20(+5) INT 16(+3) WIS 12(+1) CHA 17(+3)
________________________________________________________________________________
Saving Throws Int +7, Wis +5, Cha +7
Skills Arcana +7, Athletics +8, History +7, Investigation +7, Stealth +6
Tools Alchemist's supplies
Damage Resistances necrotic
Senses darkvision 60 ft., passive Perception
Languages Common, Goblin, Gnome
Challenge 10 (5,900 XP)
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Dominate Dead Baddhra was suffused with the ring of undead control upon his rebirth. He can innately cast animate dead without components. There is no upper limit to the number of undead he can control. He can also take control over existing undead with an opposed Charisma check: Baddhra gains permanent control. An undead who overcomes his Charisma check is immune to this ability for 24 hours.

Martial Advantage. Once per turn, Baddhra can deal an extra 21 (6d6) damage to a creature it hits with a weapon attack if that creature is within 5 feet of an ally of Baddhra that isn't incapacitated.

Necrotic Power Baddhra adds 1d8 necrotic damage to all weapon attacks (included below).

Purity Of Form Baddhra was made anew by a liquid philosopher's stone, and so his form is immaculate. No ability can alter his form against his will. This ability persists in his body even after death.

ACTIONS
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Multiattack. Baddhra makes three melee attacks. Alternatively, he can make two ranged attacks.

Longsword. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage plus 4 (1d8) necrotic damage.

Shield Bash. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 6 (1d4 + 4) bludgeoning damage plus 4 (1d8) necrotic damage. If the target is Large or smaller, it must succeed on a DC 16 Strenth saving throw or be knocked prone.

Longbow. Ranged Weapon Attack: +9 to hit, range 150/600 ft., one target. Hit: 6 (1d8 + 2) piercing damage and 4 (1d8) necrotic damage.

Greater Leadership (Recharges after a Short or Long Rest). For 5 minutes, Baddhra can utter a special command or warning whenever a nonhostile creature that he can see within 300 feet of him makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand Baddhra. A creature can benefit from only one Leadership die at a time. This effect ends if Baddhra is incapacitated.

REACTIONS
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Never Fall. When a creature within 10 feet of Baddhra dies, Baddhra can raise it as a zombie (or a skeleton if the creature's flesh was mostly destroyed by the killing attack) with his Dominate Dead ability.


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 Post subject: Re: 5e Monsters by KCG
PostPosted: Thu May 26, 2016 5:36 pm 
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Joined: Thu Mar 07, 2013 6:45 pm
Posts: 4437
I really like the berserker. To the point. Let's take a look at Against the Giants again.

Jarl Grugnur.
The Jarl (hp 110) sits at the table in his chain jack with a huge shield...(basically, he has a +1 arrow catching shield, and a +4 greatsword) Grugnur fights as a cloud giant; his Lady, a veritable valkyrie, fights as a fire giant in all respects (with a +3 mace).

And since it makes sense:

King Snurre
King Snurre himself (hp 123) ...clad in black iron armor (AC -2)...fights as a storm giant when armed with his sword, otherwise per a cloud giant. He is clad in a cloak of white dragon hide which gives him (basically advantage and resistance to cold)

Queen Frupy (hp 99) fights as a male fire giant...black dragon hide armor and AC 2.

For comparison, your 1e male fire giant had 13-93 hp. (average 52) Female fire giants fought as male frost giants. And they had AC 3.


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 Post subject: Re: 5e Monsters by KCG
PostPosted: Fri May 27, 2016 6:07 am 
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Joined: Wed Oct 02, 2013 6:51 am
Posts: 1248
I mostly like these, though it seems 5e is even less magical in the item department than THAC0 edition. Still, if I were making a unique character from these giants like these guys I'd definitely toss on some dragon hides.


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 Post subject: Re: 5e Monsters by KCG
PostPosted: Fri May 27, 2016 6:51 am 
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Joined: Thu Mar 07, 2013 6:45 pm
Posts: 4437
Well, 5e can be just as magical or less, but it doesn't assume magical items. Neither did 1e, which is why they specified. If you look at the picture of King Snurre on the cover of the PHB, you can see his white dragon cloak.


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 Post subject: Re: 5e Monsters by KCG
PostPosted: Fri May 27, 2016 7:35 am 
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Joined: Wed Oct 02, 2013 6:51 am
Posts: 1248
Oh is that him? Cool.


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 Post subject: Re: 5e Monsters by KCG
PostPosted: Fri May 27, 2016 9:08 am 
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Joined: Wed Oct 02, 2013 6:51 am
Posts: 1248
ANCIENT PLATINUM DRAGON
Gargantuan dragon, lawful good
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Armor Class 23 (natural armor)
Hit Points 615 (30d20 + 300)
Speed 40 ft., fly 100 ft.
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STR 32(+11) DEX 16(+3) CON 30(+10) INT 20(+5) WIS 18(+4) CHA 30(+10)
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Saving Throws Dex +11, Con +18, Wis +12, Cha +18
Skills Arcana +13, History +13, Insight +12, Perception +20, Persuasion +18, Stealth +11
Damage Resistances thunder
Damage Immunities cold, lightning
Senses blindsight 60 ft., darkvision 120 ft., passive Perception 30
Languages Common, Draconic
Challenge 25 (75,000 XP)
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Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.

ACTIONS
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Multiattack. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.

Bite. Melee Weapon Attack: +19 to hit, reach 15 ft., one target. Hit: 22 (2d10 + 11)

Claws. Melee Weapon Attack: +19 to hit, reach 10 ft., one target. Hit: 18 (2d6 + 11)

Tail. Melee Weapon Attack: +19 to hit, reach 20 ft., one target. Hit: 20 (2d8 + 11)

Frightful Presence. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 26 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.

Breath Weapon (Recharge 5-6). The dragon uses one of the following breath weapons.

Cold Breath The dragon exhales an icy blast in a 90-foot cone. Each creature in that area must make a DC 26 Constitution saving throw, taking 84 (13d12) cold damage on a failed save, or half as much damage on a successful one.

Disintegrating Breath. The dragon exhales a line of disintegrating energy in a 160-foot line that is 10 feet wide. Each creature in that line must make a DC 26 Dexterity saving throw, taking 91 (26d6) force damage on a failed save. This line automatically disintegrates Huge or smaller nonmagical objects or a creation of magical force. If an object or creation of magical force is Gargantuan or larger, this line disintegrates a 15-foot-cube portion of it. A magic item is unaffected by this spell.

Change Shape The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if
it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice).

In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statist ics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.

LEGENDARY ACTIONS
________________________________________________________________________________
The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn.

Detect. The dragon makes a Wisdom (Perception) check.

Tail Attack. The dragon makes a tail attack.

Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 27 Dexterity saving throw or take 16 (2d6 + 11) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.

ADULT PLATINUM DRAGON
Huge dragon, lawful good
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Armor Class 20 (natural armor)
Hit Points 304 (21d12 + 168)
Speed 40 ft., fly 100 ft.
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STR 28(+9) DEX 16(+3) CON 26(+8) INT 18(+4) WIS 16(+3) CHA 26(+8)
________________________________________________________________________________
Saving Throws Dex +9, Con +14, Wis +9, Cha +14
Skills Arcana +10, History +10, Insight +9, Perception +15, Persuasion +14, Stealth +9
Damage Resistances thunder
Damage Immunities cold, lightning
Senses blindsight 60 ft., darkvision 120 ft., passive Perception 25
Languages Common, Draconic
Challenge 18 (20,000 XP)
________________________________________________________________________________
Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.

ACTIONS
________________________________________________________________________________
Multiattack. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.

Bite. Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 20 (2d10 + 9)

Claws. Melee Weapon Attack: +15 to hit, reach 5 ft., one target. Hit: 16 (2d6 + 9)

Tail. Melee Weapon Attack: +15 to hit, reach 15 ft., one target. Hit: 18 (2d8 + 9)

Frightful Presence. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 22 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.

Breath Weapon (Recharge 5-6). The dragon uses one of the following breath weapons.

Cold Breath The dragon exhales an icy blast in a 60-foot cone. Each creature in that area must make a DC 22 Constitution saving throw, taking 78 (12d12) cold damage on a failed save, or half as much damage on a successful one.

Disintegrating Breath. The dragon exhales a line of disintegrating energy in a 80-foot line that is 5 feet wide. Each creature in that line must make a DC 18 Dexterity saving throw, taking 84 (24d6) force damage on a failed save. This line automatically disintegrates Large or smaller nonmagical objects or a creation of magical force. If an object or creation of magical force is Huge or larger, this line disintegrates a 10-foot-cube portion of it. A magic item is unaffected by this spell.

Change Shape The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if
it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice).

In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statist ics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.

LEGENDARY ACTIONS
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The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn.

Detect. The dragon makes a Wisdom (Perception) check.

Tail Attack. The dragon makes a tail attack.

Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 23 Dexterity saving throw or take 16 (2d6 + 9) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.

YOUNG PLATINUM DRAGON
Large dragon, lawful good
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Armor Class 19 (natural armor)
Hit Points 218 (19d10 + 114)
Speed 40 ft., fly 100 ft.
________________________________________________________________________________
STR 24(+7) DEX 16(+3) CON 22(+6) INT 18(+4) WIS 14(+2) CHA 22(+6)
________________________________________________________________________________
Saving Throws Dex +7, Con +10, Wis +6, Cha +10
Skills Arcana +8, History +8, Insight +6, Perception +10, Persuasion +10, Stealth +7
Damage Resistances sonic
Damage Immunities cold, lightning
Senses blindsight 30 ft., darkvision 120 ft., passive Perception 20
Languages Common, Draconic
Challenge 11 (7,200 XP)
________________________________________________________________________________

ACTIONS
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Multiattack. The dragon makes three attacks: one with its bite and two with its claws.

Bite. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 18 (2d10 + 7) piercing damage.

Claws. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 14 (2d6 + 7) slashing damage.

Breath Weapon (Recharge 5-6). The dragon uses one of the following breath weapons.

Cold Breath The dragon exhales an icy blast in a 30-foot cone. Each creature in that area must make a DC 18 Constitution saving throw, taking 65 (10d12) cold damage on a failed save, or half as much damage on a successful one.

Disintegrating Breath. The dragon exhales a line of disintegrating energy in a 40-foot line that is 5 feet wide. Each creature in that line must make a DC 18 Dexterity saving throw, taking 70 (20d6) force damage on a failed save. This line automatically disintegrates Large or smaller nonmagical objects or a creation of magical force. If an object or creation of magical force is Huge or larger, this line disintegrates a 10-foot-cube portion of it. A magic item is unaffected by this spell.

PLATINUM DRAGON WYRMLING
Medium dragon, lawful good
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Armor Class 18 (natural armor)
Hit Points 85 (10d8 + 40)
Speed 30 ft., fly 70 ft.
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STR 20(+5) DEX 16(+3) CON 18(+4) INT 16(+3) WIS 12(+1) CHA 18(+4)
________________________________________________________________________________
Saving Throws Dex +5, Con +7, Wis +3, Cha +6
Skills Perception +5, Stealth +5
Damage Resistances thunder
Damage Immunities cold, lightning
Senses blindsight 10 ft., darkvision 60 ft., passive Perception 15
Languages Draconic
Challenge 4 (1,100 XP)
________________________________________________________________________________


ACTIONS
________________________________________________________________________________
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 10 (1d10 + 5) piercing damage

Breath Weapon (Recharge 5-6). The dragon uses one of the following breath weapons.

Cold Breath/ The dragon exhales an icy blast in a 15-foot cone. Each creature in that area must make a DC 14 Constitution saving throw, taking 26 (4d12) cold damage on a failed save, or half as much damage on a successful one.

Disintegrating Breath. The dragon exhales a line of disintegrating energy in a 20-foot line that is 5 feet wide. Each creature in that line must make a DC 14 Dexterity saving throw, taking 28 (8d6) force damage on a failed save. This line automatically disintegrates Large or smaller nonmagical objects or a creation of magical force. If an object or creation of magical force is Huge or larger, this line disintegrates a 10-foot-cube portion of it. A magic item is unaffected by this spell.

A PLATINUM DRAGON'S LAIR

Platinum dragons prefer to lair as high as possible. While some settle for grand mountaintops, others make use of magical phenomenon such as solid clouds or the abandoned sky-fortresses of ancient cloud giants. However, some seemingly innocuous caves that house hidden portals to grand extraplanar lairs.

LAIR ACTIONS
On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects:

*A ring of lightning radiates outward from the dragon, dealing 3 (1d6) lightning damage to all creatures within 120 feet of the dragon. All affected creatures must succeed on a DC 16 Constitution saving throw or take 5 (1d10) thunder damage and be deafened until initiative 20 count on the next round.
*Mighty winds blow in all directions. All creatures save those who the dragon excludes must succeed on a DC 16 Dexterity saving throw or be pushed up to 15 feet in whichever direction the dragon chooses.

REGIONAL EFFECTS
The region containing a legendary platinum dragon's lair is warped by the dragon's magic, which creates one or more of the following effects:

*The moon and stars shine exceptionally bright, so that even at night the ambient conditions are dim light, rather than darkness. Constellations of dragons shine with the colors of the dragon species they represent.

*Once per day, the dragon can alter the weather in a 6-mile radius centered on its lair. The dragon doesn't need to be outdoors; otherwise the effect is identical to the control weather spell.

*Given days or longer to work, the dragon can make clouds and fog within its lair as solid as stone, forming structures and other objects as it wishes.

*Evil creatures have a constant sense of foreboding when awake, and dream of kind and heroic deeds while they sleep (non-evil creatures also experience these dreams).

If the dragon dies, changed weather reverts to normal, as described in the spell, and the other effects fade in 1d10 days.


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 Post subject: Re: 5e Monsters by KCG
PostPosted: Sun May 29, 2016 4:09 pm 
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Joined: Wed Oct 02, 2013 6:51 am
Posts: 1248
VERBEEG
Large giant, chaotic neutral
________________________________________________________________________________
Armor Class 14 (hide armor, shield)
Hit Points 66 (7d10 + 28)
Speed 40 ft.
________________________________________________________________________________
STR 17(+3) DEX 11(+0) CON 18(+4) INT 10(+0) WIS 11(+0) CHA 9(-1)
________________________________________________________________________________
Skills Survival +2
Senses passive Perception 10
Languages Giant
Challenge 3 (700 XP)
________________________________________________________________________________

ACTIONS
________________________________________________________________________________
Spear. Melee Or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft, one target. Hit: 10 (2d6 + 4) piercing damage or 12 (2d8 + 4) piercing damage if used with two hands.


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 Post subject: Re: 5e Monsters by KCG
PostPosted: Sun May 29, 2016 5:02 pm 
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Joined: Wed Oct 02, 2013 6:51 am
Posts: 1248
VERBEEG VANGUARD
Large giant, chaotic neutral
________________________________________________________________________________
Armor Class 17 (splint mail)
Hit Points 76 (8d10 + 32)
Speed 40 ft.
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STR 17(+3) DEX 11(+0) CON 18(+4) INT 10(+0) WIS 11(+0) CHA 9(-1)
________________________________________________________________________________
Saves Wis +2
Skills Athletics +5, Survival +2
Senses passive Perception 10
Languages Giant
Challenge 4 (1,100 XP)
________________________________________________________________________________

ACTIONS
________________________________________________________________________________
Glaive. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 14 (2d10 + 3) slashing damage.


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 Post subject: Re: 5e Monsters by KCG
PostPosted: Mon Jun 06, 2016 9:37 am 
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Joined: Wed Oct 02, 2013 6:51 am
Posts: 1248
FALLEN ONE
Small fiend (demon), chaotic evil
________________________________________________________________________________
Armor Class 12 (scrap armor)
Hit Points 7 (2d6)
Speed 25 ft.
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STR 8(-1) DEX 12(+1) CON 10(+0) INT 6(-2) WIS 8(-1) CHA 4(-3)
________________________________________________________________________________
Senses darkvision 60 ft., passive Perception 9
Languages Abyssal
Challenge 1/8 (25 XP)
________________________________________________________________________________

ACTIONS
________________________________________________________________________________
Scrap Weapon. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6+1) slashing damage.

REACTIONS
________________________________________________________________________________
Flee. When a non-hostile monster that the fallen one can see is slain or knocked unconscious the fallen one can move up to its speed away from the attacker.

Variants
Carver 15 hp, Challenge 1/4 (50 XP)
Devilkin 28 hp, AC 13, Challenge 1/2 (100 XP)

DARK ONE
Small fiend (demon), chaotic evil
________________________________________________________________________________
Armor Class 13 (scrap armor)
Hit Points 36 (8d6 + 8)
Speed 25 ft.
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STR 8(-1) DEX 14(+2) CON 12(+1) INT 8(-1) WIS 10(+0) CHA 4(-3)
________________________________________________________________________________
Senses darkvision 60 ft., passive Perception 10
Languages Abyssal
Challenge 1 (200 XP)
________________________________________________________________________________

ACTIONS
________________________________________________________________________________
Scrap Weapon. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 +2) slashing damage.

REACTIONS
________________________________________________________________________________
Flee. When a non-hostile monster that the dark one can see is slain or knocked unconscious the dark one can move up to its speed away from the attacker.


WARPED ONE
Small fiend (demon), chaotic evil
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Armor Class 17 (improved scrap armor)
Hit Points 126 (16d6 + 70)
Speed 25 ft.
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STR 14(+2) DEX 20(+5) CON 20(+5) INT 10(+0) WIS 12(+1) CHA 8(-1)
________________________________________________________________________________
Damage Resistances cold, fire, lightning, poison: bludgeoning, piercing, and slashing from non magical weapons
Senses darkvision 60 ft., passive Perception 11
Languages Abyssal
Challenge 13 (10,000 XP)
________________________________________________________________________________

Magic Resistance. The warped one has advantage on saving throws against spells and other magical effects.

ACTIONS
________________________________________________________________________________
Multiattack. The warped one makes three scrap weapon attacks.

Scrap Weapon. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 8 (1d6 + 5) slashing damage and 10 (3d6) force damage.

REACTIONS
________________________________________________________________________________
Flee. When a non-hostile monster that the warped one can see is slain or knocked unconscious the warped one can move up to its speed away from the attacker.


Last edited by KingCrazyGenius on Mon Jun 06, 2016 7:18 pm, edited 6 times in total.

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