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Molly Gan-Ceann

 

 

This contains an image of: 1b68786e4fd4a870a851d3f0027555f1.jpg

 

Molly Gan-Ceann

 

Class: Ride of the Dullahan

Medium fey. Female Dullahan NG


Armor Class:  16

Hit Points: 28

Initiative: +3

Speed 30'


Senses:  Passive Perception 13

Languages: Common, Sylvan, Elvish

Proficiency Bonus +2

 

ABILITIES & SKILLS 

Proficiency Bonus: +2

Strength 10 (+0)
 Athletics (+0)


Dexterity 16 (+3) 
Acrobatics +5 | Sleight of Hand (+3) | Stealth (+3)


Constitution 14 (+2)
Save +4
No skills associated.


Intelligence 10 (+0)
 
Arcana +2| History (+0) | Investigation (+0) | Nature +2 | Religion (+0)


Wisdom 12 (+1)
Save +3 
Animal Handling +5 | Insight (+1) | Medicine (+1) | Perception+3| Survival+3


Charisma 14 (+2) 
Deception +4| Intimidation +4| Performance +2 | Persuasion +4

Bold: Trained skills and saves.

 
PROFICIENCIES & ABILITIES

 PROFICIENCIES

  • Tools: Herbalism kit, Smith's Tools, Expertise in Land Vehicles, Expertise in Animal Handling
  • Instruments: N/A 
  • Weapons: Simple weapons, martial weapons
  • Armors:  Light armor, medium armor
  • Saving Throws: Constitution, Wisdom

Dullahan | Ride of the Dullahan


Ride of the Dullahan: CLASS ABILITIES
Fresh from the National RazorFresh from the National Razor
Fresh from the National Razor
Due to your supernatural nature, assuming you don't immediately throw your head in a furnace, you gain the following benefits at 1st level.
You have advantage on saving throws against disease and being poisoned, and you have resistance to poison damage.
You don’t need to eat, drink, or breathe.
You don’t need to sleep, and magic can’t put you to sleep. You can finish a long rest in 4 hours if you spend those hours in an inactive, motionless state, during which you retain consciousness.
You also count as undead for the purposes of spells and other effects.
 * Gan CeannGan Ceann
Every dullahan's most prized possession, and greatest weakness, is their head. You are no different. Your head is mystically linked to your body, subconsciously puppeting it and controlling it as if it was still attached. Due to this, at 1st level, you were taught the following.
When you fall to 0 hit points, the link between your head and body is disturbed. You suffer the effects of the Unconscious condition, but your head is now considered an object and can communicate normally.

You do not roll Death Saves, but if your head is destroyed you die. Your head is bolstered by the will of your soul and has Hit Points equal to 5 + your CON modifier x half your dullahan level. Any effects that increased your maximum Hit Points(Such as the Aid spell) carry over to your head.

While your head is within 30ft of your body, it acts as normal. Beyond 30ft however, or when uttering a command word as a bonus action, your body goes on auto-pilot. Your body acts independently of you, but it always obeys your commands. It can't attack, but it can take other actions as normal. Up to a maximum of 100ft.

If your body is completely destroyed, you can spend a day ritualistically binding your head to a new body. Said body can only be the size of a Medium or Small creature. In the case of a Small creature, your head shrinks to accommodate the smaller size.
 *EquestrianismEquestrianism
When a dullahan is born or made, they are given a "Grace Period". During which, the gravity of their undeath is explored. At the end they are asked if they wish to continue their path. If they do not wish to continue, they're essentially euthanized. If yes, their training begins. At 2nd level you gain proficiency and Expertise in Animal Handling, and Land Vehicles. If you're already proficient in the Animal Handling skill, choose another skill to gain Proficiency.
You also gain proficiency in Smith's Tools, and are now able to craft special horseshoes during a day of activity. At 5th level you can then craft Barding at the same length and only half the cost in materials.
Cost Horseshoe Effect
50gp Basic Horseshoes +5 Speed
100gp Refined Horseshoes +10 Speed
150gp Studded Horseshoes +15 Speed + 1d4 piercing damage to Uncanny Steed's trample attack.
2,500gp Horseshoes of Speed(6th Level) Read Here
5,000gp Horseshoes of a Zephyr(10th Level) Read Here
7,500gp Horseshoes of Flight(14th Level) +30 Flight Speed
 *Basic Dullahan MagicBasic Dullahan Magic
To help foster the fiery magic within their souls. Upstart dullahans are trained in a small set of basic spells to ease them into proper spellcasting, and to be reliable tools later in their unlife.
At 2nd level, you learn the "Thaumaturgy" and "Control Flames" cantrips. Then at 6th level, you learn the "Toll the Dead" and "Thorn Whip" cantrips.
 *Fighting Style: Dueling Fighting Style
Dueling. When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
 *Chosen ClanChosen Clan
Upon reaching 3rd level, your dullahan is inducted into one of the major dullahan clans. Up to this point you have been growing into your new life as a dullahan. Choose Clan of the Headless Horseman, Clan of the Hunt, or Clan of the Guardian, all detailed at the end of the class description. Your clan grants you features at 3rd level, and again at 7th, 15th, and 20th level. Those features include Clan spells.
 

Uncanny RiderUncanny Rider
Also at 3rd level, your unparalleled skill on the saddle comes to fruition. You have advantage on saving throws made to avoid falling off your mount. If you fall off your mount and descend no more than 10 feet, you can land on your feet if you’re not incapacitated. Mounting or dismounting a creature costs you only 5 feet of movement, rather than half your speed.
Additionally, you gain Expertise in Land Vehicles, and parts of the Mounted Combatant feature as you level.
Level Description
3rd You can force an attack targeted at your mount to target you instead.
6th If your mount is subjected to an effect that allows it to make Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.
10th You have advantage on melee attack rolls against any unmounted creature that is smaller than your mount.
 *Uncanny SteedUncanny Steed
Then at 3rd level you are bound to a supernatural steed of your choice (Traditionally an undead horse). It's friendly to you and your companions, and it obeys your commands. See its game statistics in the Uncanny Steed, stat block, which uses your proficiency bonus (PB) in several places. You determine the mounts appearance and whether it's medium or large.
Your steed serves you as a mount, both in combat and out, and you have an instinctive bond with it that allows you to fight as a seamless unit. While mounted on your steed, you can make any spell you cast that targets only you also target your steed.
When the steed drops to 0 hit points, it disappears, leaving behind no physical form. You can also dismiss your steed at any time as an action, causing it to disappear. Then have it reappear as another action. If your steed perishes, you can resurrect it using a spell slot over the course of 10 minutes. While your steed is within 1 mile of you, you can communicate with it telepathically. (See page 198 of the PHB for rules on mounted combat)
Finally, your mount ignores all forms of Difficult Terrain as long as you're riding it.
 * SpellcastingYou prepare the list of dullahan spells that are available for you to cast, choosing from the dullahan spell list. When you do so, choose a number of dullahan spells equal to your Wisdom modifier + half your dullahan level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots.

You can change your list of prepared spells when you finish a long rest. Preparing a new list of dullahan spells requires time spent cultivating your burning essence: at least 1 minute per spell level for each spell on your list.

Spellcasting Focus
You use your dullahan's head as a spellcasting focus for your dullahan spells.
 *  *  *

Clan of the Headless Horseman

Clan SpellsClan Spells
You gain clan spells at the dullahan levels listed.
Clan of the Headless Horseman Spells
Dullahan Level Spells
3rd Charm Person, Disguise Self
5th Calm Emotions, Crown of Madness
9th Enemies Abound, Fear
13th Charm Monster, Phantasmal Killer
17th Dominate Person, Geas
 
* Art of the Snake: CharismaArt of the Snake
When you choose this clan at 3rd level, you can choose to use Charisma as your spellcasting ability for your dullahan spells. As your supernatural guile and prose becomes the catalyst of your will. Additionally, you also gain proficiency in either Persuasion or Deception
Finally, when you fail a skill check with Persuasion, Deception, or Intimidation. You can choose to reroll the chosen skill, keeping the new roll afterwards. You can do this an amount of times equal to your Charisma modifier. You regain uses after a short rest.
 *   *


RACIAL TRAITS: Dullahan
Basic traitsAbility Score Increase: When determining your ability scores, you increase one of those scores by 2 and increase a different score by 1 , or you increase three different scores by 1 . You follow this rule regardless of the method you use to determine the scores, such as rolling or point buy.
Age: Dullahan do not age, nor are they born. New dullahan are created through a dark ritual, where a sacrifice is decapitated, their very soul unmade and replaced by a vestige of the old gods.
Creature Type: You are a Fey
Size: You are the same size as the race for your Ancestral Legacy, usually Medium or Small.
Speed: Your walking speed is 30 ft.
Languages: You speak Common and Sylvan. If you are replacing your race with a lineage, you retain any languages you had and gain no new languages.
 | Ancestral LegacyAncestral Legacy: If you replace a race with this lineage, you can keep the following elements of that race: any skill proficiencies you gained from it and any climbing, flying, or swimming speed you gained from it.
If you don't keep any of those elements or you choose this lineage at character creation, you gain proficiency in two skills of your choice.
 | DarkvisionDarkvision: Your head can see in dim light within 60 feet of you as if it were bright light, and in Darkness as if it were dim light. You can’t discern color in Darkness, only shades of gray. | HeadlessHeadless: Your head and your body are separated, the wound that cuts through your neck never healing, although you can choose to sew your head to your neck using your hair as thread during a long rest. Your nature grants you the following effects:

You cannot be killed by decapitation.

You always know the distance and direction to your head. Any effect that prevents divination magic prevents this effect.

While your head is separated from your body, your body has blindsight with a radius of 10ft, and is blind beyond this radius.

While being carried your head casts dim light in a 20ft radius.

Your head can perform the verbal components of spells, and the body can perform the somatic. Spells without somatic components are cast from your head, and ones without verbal components are cast from your body. If it has both, you can choose from where your spell originates.

Unless your head is being carried or sown, it can be targeted, its AC being equal to yours but without the benefit of Dexterity or armor that does not include a helmet. You cannot be damaged twice by an area of effect due to this. Your head automatically fails Dexterity saving throws.
 | Unseelie MagicUnseelie Magic: You know the ‘Toll the Dead’ cantrip. Once you reach 3rd level you can cast ‘Phantom steed’ once per long rest. Once you reach 5th level you can cast 'Knock' once per long rest. Charisma is your spellcasting ability for these spells.  | Unseelie NatureUnseelie Nature: With a nature that treads the line between fey and undead, you are above certain mortal needs. You don't need to breathe. | AurophobiaAurophobia: You are naturally afraid of gold, and as such will never accept payment in its form, taking it instead as other precious metals or gems. You have disadvantage against intimidation checks or fear effects from creatures made of or wearing gold, and gold or gold-plated weapons have advantage on attack rolls against you.  |   | 


FEATS
0 | 0

 

WEAPONS

WEAPONS

  • Rapier | Finesse/Dueling | +5 (1d8+5) piercing
  • Long Sword: |Dueling | +2 (1d8+2) slashing
  • Longbow +5 (1d8+3) piercing damage. | Ammunition, heavy, two-handed (150/600)
  • Whip | Finesse/Reach/Dueling| +5 (1d4+5) Slashing

 

 

SPELLS

SPELL SLOTS: 3/3 (1st)

Class- Spell Save DC: 12Spell Attack Mod: +4Spells Known: 3 | Casting Ability: Charisma

 


CANTRIPS:

Toll the DeadToll the Dead
Necromancy cantrip Casting Time: 1 action Range: 60 feet. Components: V, S
Duration: Instantaneous
You point at one creature you can see within range, and the sound of a dolorous bell fills the air around it for a moment. The target must succeed on a Wisdom saving throw or take 1d8 necrotic damage. If the target is missing any of its hit points, it instead takes 1d12 necrotic damage.
At Higher Levels. The spell’s damage increases by one die when you reach 5th level (2d8 or 2d12), 11th level (3d8 or 3d12), and 17th level (4d8 or 4d12).
Chill TouchChill Touch
Necromancy cantrip Casting Time: 1 action Range: 120 feet. Components: V, S
Duration: 1 round
You create a ghostly, skeletal hand in the space of a creature within range. Make a ranged spell attack against the creature to assail it with the chill of the grave. On a hit, the target takes 1d8 necrotic damage, and it can’t regain hit points until the start of your next turn. Until then, the hand clings to the target. If you hit an undead target, it also has disadvantage on attack rolls against you until the end of your next turn.
At Higher Levels. This spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
 |Spare the DyingSpare the Dying
Necromancy cantrip Casting Time: 1 action Range: Touch. Components: V, S
Duration: Instantaneous
You touch a living creature that has 0 hit points. The creature becomes stable. This spell has no effect on undead or constructs.
 |ThaumaturgyThaumaturgy
Transmutation cantrip Casting Time: 1 action Range: 30 feet. Components: V
Duration: Up to 1 minute
You manifest a minor wonder, a sign of supernatural power, within range. You create one of the following magical effects within range:
Your voice booms up to three times as loud as normal for 1 minute.
You cause flames to flicker, brighten, dim, or change color for 1 minute.
You cause harmless tremors in the ground for 1 minute.
You create an instantaneous sound that originates from a point of your choice within range, such as a rumble of thunder, the cry of a raven, or ominous whispers.
You instantaneously cause an unlocked door or window to fly open or slam shut.
You alter the appearance of your eyes for 1 minute.
If you cast this spell multiple times, you can have up to three of its 1-minute effects active at a time, and you can dismiss such an effect as an action.
 |Control FlamesControl Flames
Transmutation cantrip Casting Time: 1 action Range: 60 feet. Components: S
Duration: Instantaneous or 1 hour
You choose nonmagical flame that you can see within range and that fits within a 5-foot cube. You affect it in one of the following ways:
You instantaneously expand the flame 5 feet in one direction, provided that wood or other fuel is present in the new location.
You instantaneously extinguish the flames within the cube.
You double or halve the area of bright light and dim light cast by the flame, change its color, or both. The change lasts for 1 hour.
You cause simple shapes—such as the vague form of a creature, an inanimate object, or a location—to appear within the flames and animate as you like. The shapes last for 1 hour.
If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.
 | |


FIRST LEVEL (Dullahan class)

Cure Wounds | Dissonant Whispers | Wrathful Smite |  |

Special: Find Familiar (background. once per long rest, no spell slot) Phantom Steed (race. once per long rest)
 


SECOND LEVEL (Dullahan class)

 |  |  |  | 


THIRD LEVEL (Dullahan class)

 | | | |


FOURTH LEVEL (Dullahan class)
|  |  |  |  | 


FIFTH LEVEL (Dullahan class)

 |  |  |  | 


 


 

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Uncanny Steed

Large or medium undead, beast, or fey, your dullahan's alignment

Large, Fey, NG


  • Armor Class 13+PB
  • AC: 15
  • Hit Points 5 + your Wisdom modifier + 5 times your dullahan level
  • HP: 21
  • Speed 60 ft.

STR DEX CON INT WIS CHA
18 (+4) 14 (+2) 13 (+1) 6 (-2) 12 (+1) 7 (-2)

  • Damage Immunities poison
  • Condition Immunities: charmed, exhaustion, poisoned
  • Senses: darkvision 60 ft., passive Perception 10 + (PB+your Wisdom modifier)
  • Passive Perception: 13
  • Languages: understands the languages you speak
  • Common, Sylvan, Elvish
  • Challenge: 
  • Proficiency Bonus(PB): equals your bonus
  • PB: +2
  • Rider's Bond: You can add your proficiency bonus to any ability check or saving throw that the steed makes.
  • Charge: If the steed moves at least 20 feet straight toward a target and then hits it with a trample attack on the same turn, the target takes an extra ld6 force damage. If the target is a creature, it must succeed on a Strength saving throw against your spell save DC or be knocked prone.

Actions

Trample. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d8+4+PB force damage.

+4/1d8+6 force damage

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Item inventory price/sold/traded.

 

 

 

 

EQUIPMENT & ENCUMBERANCE

TOTAL ENCUMBERANCE ( )

  • Weight: 
  • Status:
  • Penalty: 

MONEY POUCH ( )

Copper: 0 | Silver: Gold:  | Obsidian: 0 | Platinum: 0  | Gems: 15gp

(Total Weight)


EQUIPEMENT READIED ( )

Equipped items can be retrieved with a manipulate item interaction.

  • Armor ( )  | Scale Mail
  • Weapons ( )  | Rapier |Long Sword  |Whip | Longbow   |  | |
  • Readied Items ( )| Quiver of arrows   | Potion of Healing x2 1lb |  |  |  |  | |  | |

EQUIPMENT STORED ( )

Stored items can be retrieved with an action.

  • (Explorer's pack ) |Backpack | Mess Kit | a tinderbox  | 2 torches | 10 days of rations | | | 
  • Strapped to Backpack ( ) |Waterskin |50 feet of hemp rope | |  |  |

EQUIPMENT NOT CARRIED (--)

  • At Home: None

* Denotes magic item (see below)

 

MAGIC ITEMS

NON-ATTUNED | 


ATTUNED (0/0)

 |  | 

 

APPEARANCE and PERSONALITY

Age ? Height 6'' | Weight 150 lbs. | Hair Red| Eyes GreenComplexion Alabaster 


Show this

Molly is a tall athelic looking woman with flame red hair and bright green eyes. Her skin is Alabaster in color and she has red frekles across her nose and cheeks.  Her fair skin has numerus black tattos etched into her skin, everyone of them a serires of knots and loop like patterens that run from her hands up to her shoulders, up the sides of her neck and back down all over her back. There are no tattos on her face or the front of her body.


Her black clothing and black armor is also decerated with the same intercate green knot and loops designes.  Molly also wears green colored ear rings and a necklace with a green stone  attched to it.  Around her neck is what appears to be a wide green metal collar or choaker of some kind. It too is also has the same designs engraved into it like her armor and clothing has. Her red hair is held back with hair pins and is braided in several places. 


Strapped on her waist is a rather fancy looking long sword with depictions of torture and decapitations, with an inscription engraved on both sides of the blade.  Also strapped to her waist is a rapier engraved with the same knot and loop designs that are seen all over her clothing and armor. There is a coiled black whip hanging on the other side of her waist. She is carrying no shield. 


Wherever she goes, there is a huge jet-black horse that follows her around, almost like a trained dog.  It wears no armor, but its saddle and bridle are as black as it is. 
 

Molly is a very confident person, both in herself and who she is. Even though she had to die to become who she is now, she fully embraces her new life. Outgoing, cheerful and social, she enjoys life to the fullest whenever she can. She also enjoys the company of others and likes getting to know the people around her. A cheerful person, Molly is very comfortable with who she is and where she came from.


An air of self-confidence also seems to surround Molly. Living in a village community has taught her to be self-confident in her abilities and self-reliant, yet not to be afraid to ask for help or work with others if the need a arises. Her optimistic attitude towards things, making the best out of a situation even if things don’t look too good at the moment, is also a result of living in a tight knit community. After all, no matter what happens, there will always be a way to survive, no matter how things look at the moment.


However, there is a dark side to Molly, one she rarely shows. If someone or something harms her or those who she considers her friends and family, she will get them back any way she can. It might happen right away or it might happen sometime in the future. No matter how long it takes, Molly will get them, one way or the other.
 

 

 

 

Background: Witherbloom Student

Source:  Strixhaven: A Curriculum of Chaos


  • Personality Traits: 
  • I am always calm, no matter what the situation. I never raise my voice or let my emotions control me.  Usually. 
  •  Everything in this world dies eventually. The question is, what will you do with the time you have left? I was given a second chance so for me, there's no room for caution in a life lived to the fullest.
  • Ideals: People. I don't have a lot of friends, but the ones I do have are friends for life. I would do anything for them, and I know they would do the same for me. 
  • Bonds: My loyalty to the Clan and my friends, what few I have, is unwavering. They are my family who accepted me for what I am, no questions asked. I will do my best to make them both proud of me and give to my profession everything I can. 
  • Flaws: I sometimes respond in a violent way or get even another day. After all Fey Folk don’t forget! Fey Folk are vengeful!
     

Background Feature:  Witherbloom InitiateWitherbloom Initiate
You gain the Strixhaven Initiate feat and must choose Witherbloom within it.

In addition, if you have the Spellcasting or Pact Magic feature, the spells on the Witherbloom Spells table are added to the spell list of your spellcasting class. (If you are a multiclass character with multiple spell lists, these spells are added to all of them.)

Witherbloom Spells
Spell Level Spells
1st Cure Wounds, Inflict Wounds
2nd Lesser Restoration, Wither and Bloom
3rd Revivify, Vampiric Touch
4th Blight, Death Ward
5th Antilife Shell, Greater Restoration
 | 
Strixhaven InitiateYou can cast the chosen 1st-level spell without a spell slot, and you must finish a long rest before you can cast it in this way again. You can also cast the spell using any spell slots you have.

Your spellcasting ability for this feat's spells is Intelligence, Wisdom, or Charisma (choose when you select this feat). Charisma

Witherbloom Choose two from Chill Touch, Druidcraft, and Spare the Dying.
Chill Touch, Spare the Dying

Choose one 1st-level Druid or Wizard spell.
Find Familiar


BACKSTORY

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Birth of a Dullahan


Molly was born and raised in a small farming village that is part of a vast estate own and ran by the Lord of the Land.  Parents wanted her to better life, so they saved up money to send her to school. She went to the big city where she became a student of the magical arts (Witherbloom school). She was there for about a year, and when there was a vacation break at the school, she headed back home for a visit. She was excited and couldn't wait to tell her parents, brother and sister her adventures in the big city. Her excitement was short lived. 


When she returned home, she was immediately grabbed by some guards and forced down to her knees.  She saw her family tied up and standing in front of her house. The Lord of the land was also there, along with another person who was carrying a decorated sword and wearing a black hood.  It was the Lords Executioner. 


The Lord of the Land walked up to Molly, while she too was being tied up. Looking down at her there was anger and hate burning in his eyes. In a cold voice he calmly whispered in her ear.

"I cannot allow my peasants to become educated. This will give them power over me. I cannot allow this to happen. You will be my example for them."

Molly watched in horror as some of the guards pushed her family into the house and set it on fire. As the screams reached her ears, she also screamed and cried, calling out the names of her parents and siblings, pleading that she will do anything if the Lord of the Land saved them. 

As Molly knelt before her burning house, sobbing and crying, still pleading to spare her family, deep inside she knew that it was over. The last thing she heard was the Lord of the Land laughing. The last thing she saw was the Executioner's sword swing towards her neck.....


Ride of the Dullahan 

 

Vengeance was swift. 

First thing Molly did was to find the Executioner who beheaded her. He was easy to find. Everyone knew where he lived.  She knows that he was just following orders and doing his job. Her anger wasn't towards him but towards someone else. Standing before his house, Molly calls out his name and waits for him to appear. 


 As soon as he sees her, the Executioner drops to his knees before her, his eyes diverted towards the ground.  He was shaking with fear. He knew who and what was standing before him and heard the stories of what happened if one looked at such a creature.


Molly whispers to him.

"I have no grudge against you. Now give me your sword and go back to your family."


Still shaking in fear, the Executioner presents his sword to her, never once looking up at her and never once saying a word. He knew just how lucky he was that day.


Mounting her huge black horse, holding her head in one hand and in the other holding the sword, she headed straight towards the Lord of Land's castle. 


What happened that night became the folklore of the land. They say a headless rider dressed in black riding a giant black horse could be seen racing across the land, the hooves thundering as they hit the ground and a hideous laughter echoing in the moonless night.  The next day the Lord of Land and his family was found dead with in the walls of their castle. They all had been beheaded, their eyes slashed with a whip, and all the doors where open.  


Now that Molly's unfinished business is finished, she is no longer bound to the need for vengeance against those who killed her and is free to peruse her own goals. With guidance form her Clan she now fully accepts who and what she is. Molly now travels the land, doing tasks for the Clan or simply seeks adventure wherever it might take her. Molly as given a second chance and fully intends to live it to the fullest. 


 

 

      

Edited by voodoozombie (see edit history)
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  • 2 weeks later...

All I have to do is make a posting format. I'm finished unless there is something else that needs to be done.

 

Molly Gan-Ceann (Dullahan 3) Sheet | Uncanny SteedUncanny Steed

Large or medium undead, beast, or fey, your dullahan's alignment

Large, Fey, NG

Armor Class 13+PB
AC: 15
Hit Points 5 + your Wisdom modifier + 5 times your dullahan level
HP: 21
Speed 60 ft.
STR DEX CON INT WIS CHA
18 (+4) 14 (+2) 13 (+1) 6 (-2) 12 (+1) 7 (-2)
Damage Immunities poison
Condition Immunities: charmed, exhaustion, poisoned
Senses: darkvision 60 ft., passive Perception 10 + (PB+your Wisdom modifier)
Passive Perception: 13
Languages: understands the languages you speak
Common, Sylvan, Elvish
Challenge: —
Proficiency Bonus(PB): equals your bonus
PB: +2
Rider's Bond: You can add your proficiency bonus to any ability check or saving throw that the steed makes.
Charge: If the steed moves at least 20 feet straight toward a target and then hits it with a trample attack on the same turn, the target takes an extra ld6 force damage. If the target is a creature, it must succeed on a Strength saving throw against your spell save DC or be knocked prone.
Actions

Trample. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d8+4+PB force damage.

+4/1d8+6 force damage
This contains an image of:


AC:16 | HP: 28 /28 | Initiative: +3 | Passive Perception: 13 | Features


Talk, talk, talk.

 


Mechanics

Main Hand:
Off Hand: 


Action: Your action goes here.
Bonus Action: Your bonus action goes here.
Move: Your movement goes here.
Manipulate: Your one free object interaction goes here.

     

 

Edited by voodoozombie (see edit history)
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