Kamishiro_Rin Posted December 3, 2023 Author Clone Share Posted December 3, 2023 (edited) Date On This Misham, the 25th Day of Brookgreen, in the 351st Year After the Cataclysm (Thursday, March 25, 351 AC) ★The 5th Day of the Campaign - About 4:30ish★ Fetching Tatina Rookledust (Everyone) IC Round II Reaction As it turns out, undead as it might be, it is still a former knight and something inside it is incensed by Decimus’s taunt. It roars silently—lacking vocal chords—and it’s blade swings as Decimus moves out of its threat range. Decimus takes fairly tame 9 necrotic damage, and he can’t regain hit points until the start of the skeletal knight’s next turn. But just as it grins viciously in victory, it realizes that its sword clangs against a shield of pure magical force. It silently snarls in frustration. OOC The map of the Kalaman region in Maps & Game Information illustrates this area. The SK can’t move as a reaction, so if the booming blade damage occurs, it’ll be if it moves on its turn. This post is merely the AoO as well as its current HP. Statblocks Skeletal Knight Medium Undead, typically Lawful Evil Armor Class 18 (plate) Hit Points 42/118 36% (15d8 + 45) Speed 30 ft. STR DEX CON INT WIS CHA 20 (+5) 10 (+0) 16 (+3) 13 (+1) 14 (+2) 10 (+0) Saving Throws Con +6, Wis +5 Damage Immunities poison Condition Immunities exhaustion, poisoned Senses darkvision 60 ft., passive Perception 12 Languages understands the languages it knew in life but can’t speak Challenge 7 (2,900 XP) Edited December 3, 2023 by Kamishiro_Rin (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls SK AoO Enervating Blade Attack vs. Decimus, Damage, Crit 18; 9; 11 1d20+8;3d6+5;3d6 [10]; [10,2,1,1]; [10,2,1,1,3,4,4] Link to comment Share on other sites More sharing options...
KingGoblin Posted December 3, 2023 Clone Share Posted December 3, 2023 (edited) Giant Constrictor Snake Huge Beast, Unaligned Armor Class 12 Hit Points 60 (8d12+8) Speed 30 ft., swim 30 ft. STR DEX CON INT WIS CHA 19 (+4) 14 (+2) 12 (+1) 1 (–5) 10 (+0) 3 (–4) Skills Perception +2 Senses blindsight 10 ft., passive Perception 12 Languages — Challenge 2 (450 XP) Proficiency Bonus +2 Actions Bite. Melee Weapon Attack: +6 to hit, reach 10 ft., one creature. Hit: 11 (2d6 + 4) piercing damage. Constrict. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 13 (2d8 + 4) bludgeoning damage, and the target is grappled (escape DC 16). Until this grapple ends, the creature is restrained, and the snake can’t constrict another target. Environment: Desert, Forest, Swamp, Underdark, Underwater Source: MM, page 324. Also found in ToA; GoS; DIP; SLW; EGW; WBtW. Available in the SRD. The Giant Constrictor Snake, after being thrown off and sliced up, bites one last time at the knight before Hunni recalls it. The snake hits, biting the undead beast and cracking its bones. OOC Snake is at 28 hp. Action: Attacking the Knight, with Bite. Bonus Action: — Movement: — Reaction: — Edited December 3, 2023 by KingGoblin (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls To Hit Bite Knight 20 1d20+6 14 Damage Bite Knight 12 2d6+4 2,6 Link to comment Share on other sites More sharing options...
KingGoblin Posted December 3, 2023 Clone Share Posted December 3, 2023 Hunni Ravenwing, of clan Collic Gully Dwarf Mage of High Sorcery Hexblade Warlock AC: 18 (Scale Mail+2 Shield +2 Dex) | HP: 33/33(hd 4d8) | Speed: 30 ft. Senses: Darkvision, passive Perception 11, Insight 11, Investigation 9 StrSave: -1 Athletics: -1 Carrying Capacity: 120 lb. Lift/Push/Drag: 240 lb.: 8 (-1) | DexSave: +2 Acrobatics: +2 Slight-of-Hand: +2 Stealth: +2☆ ☆ disadvantage on Dexterity (Stealth) checks from Scale Mail Armor. Initiative: +2: 14 (+2) | ConSave: +2: 15 (+2) | IntSave: -1 Arcana: +1 History: +1 Investigation: -1 Nature: +1 Religion: -1: 8 (-1) | WisSave: +3 Animal Handling: +1 Insight: +1 Medicine: +1 Perception: +1 Survival: +3: 12 (+1) | ChaSave: +6 Deception: +6 Intimidation: +4 Performance: +4 Persuasion: +4: 19 (+4) Languages: You can speak, read, and write Common, Gullytalk, Elven, and Dwarven Hunni moves up behind the battle, and after her snake bites, she says the magic words to get it back. The snake writhes and stiffens, and the gully dwarf immediately tosses it back at the knight to continue the battle. OOC Action: Speaking the command word to snakify the staff. Bonus Action: Speaking the command word to staffify the snake. Movement: Moving up next to the snake. Reaction: — In reverse order to what is above. Heh. Actions and Resources Actions Eldritch Blast (cantrip). Ranged Spell Attack: + 6 to hit, range 120 ft, one target. Hit: (1d10 + cha) force damage. Infestation (cantrip). Spell: Constitution Save DC 14, range 30 ft, one target. On failed save: (1d6) poison damage, and target must move 5' in a random direction (d4; 1-North, 2-South, 3-East, 4-West). ☆ Improved Pact Weapon varies, usually whip (+1 to hit, damage, spell focus) ☆Whip (finesse, reach). Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: (1d4 + 4) slashing damage. Battleaxe (versatile). Melee Weapon Attack: reach 5 ft., one target. Hit: (1d8 - 1) slashing damage. Versatile: (1d10 - 1) slashing damage. ☆Staff of the Python (versatile). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: (1d6 +4) bludgeoning damage. Versatile: (1d8 +4) bludgeoning damage. ☆ Note: With Hex Warrior, can set one weapon to use Charisma instead of Strength or Dexterity for to-hit and damage. Normally Staff of the Python, but also always Pact Weapon. Bonus Actions Hexblade's Curse. Starting at 1st level, you gain the ability to place a baleful curse on someone. As a bonus action, choose one creature you can see within 30 feet of you. The target is cursed for 1 minute. The curse ends early if the target dies, you die, or you are incapacitated. Until the curse ends, you gain the following benefits: You gain a bonus to damage rolls against the cursed target. The bonus equals your proficiency bonus. Any attack roll you make against the cursed target is a critical hit on a roll of 19 or 20 on the d20. If the cursed target dies, you regain hit points equal to your warlock level + your Charisma modifier (minimum of 1 hit point). You can’t use this feature again until you finish a short or long rest. Grovel, Cower, and Beg (Reskinned Draconic Cry). As a bonus action, you let out a cry at your enemies within 10 feet of you. Until the start of your next turn, you and your allies have advantage on attack rolls against any of those enemies who could hear you. You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. Spellcasting Spell Slots: 2 / 2, cast at 2nd level, refreshed at short rest Free Spells from Feats: 1/long rest - Hex, Dissonant Whispers, Suggestion Hunni is a spellcaster. Her spell slots are at 2nd level. She has 2 spell slots. Her spellcasting attribute is Charisma. Spell Save DC 14. Spell Attack Modifier +6. She can use an arcane focus as a spellcasting focus. Cantrips: Eldritch Blast, Infestation, Prestidigitation, Minor Illusion Spells Known: Armor of Agathys, Wrathful Smite, Hex (feat), Dissonant Whispers (feat), Unseen Servant, Blur, Misty Step, Suggestion (feat) Invocations: Improved Pact Weapon, Agonizing Blast Life Channel. You can channel your life force into the power of your magic. When a creature you can see within 60 feet of you fails a saving throw against a spell that deals damage that you cast, you can expend a number of Hit Dice equal to the level of the spell. Roll the expended Hit Dice and add them together. The damage that the creature takes increases by an amount equal to that total. Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
PhoenixSlayer Posted December 5, 2023 Clone Share Posted December 5, 2023 (edited) Merituuli Kaiutin Level 4 Sea Elf Far Traveler Beast Master Ranger AC: 18 (Scale Mail, +2 Shield) | HP: 48/48 (4d10+8+8) | Speed: 30 ft., Swim 30 ft. Senses: passive Perception 18 (Expertise, Darkvision 60 ft.), Insight 16, Investigation 10 Str:Save: +3 Athletics: +3 Carrying Capacity: 180 lb. Lift/Push/Drag: 360 lb. 12 (+1) | Dex:Initiative: +7 (Alert) Save: +4 Acrobatics: +2 Sleight of Hand: +2 Stealth: +2☆ ☆Disadvantage on Dexterity (Stealth) checks from Scale Mail Armor. 14 (+2) | Con:Save: +2 14 (+2) | Int:Save: +0 Arcana: +0 History: +0 Investigation: +0 Nature: +2 Religion: +0 10 (+0) | Wis:Save: +4 Animal Handling: +6 Insight: +6 Medicine: +4 Perception: +8★ Survival: +6 ★Expertise in Perception (Deft Explorer - Canny) 18 (+4) | Cha:Save: -1 Deception: -1 Intimidation: -1 Performance: -1 Persuasion: -1 8 (-1) Languages: Common, Elvish, Kenderspeak, Kharolian, Khur “My words” | ‘My thoughts’ | My actions . . . With his allies gathered in assaulting the undead knight, Merituuli is emboldened to continue the attack. He swings his massive shell once more, slamming it into the knight's midsection. On connecting, a surge of wind flows from the shell into the knight, bludgeoning it further and lingering around its body. Glancing up to Kalasääski, he gives a sharp whistle to his osprey companion, commanding them to attack the knight as well. OOC Action: Attack the undead knight with Shillelagh-infused shell. On a successful hit, I'll apply Favored Foe for an extra 1d4 damage (requires Concentration). Bonus Action: Command Kalasääski to Take Action! Movement: — Reaction: — Actions & Resources Actions: Baculite Shell (Shillelagh). Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 1d8+4 bludgeoning damage. Thorn Whip. Melee Spell Attack: +6 to hit, range 30 ft., one target. Hit: 1d6 piercing damage. Heavy Crossbow (heavy, loading, two-handed). Ranged Weapon Attack: +4 to hit, range 100/400 ft., one target. Hit: 1d10+2 piercing damage. Dagger (finesse, light, thrown). Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 1d4+2 piercing damage. Baculite Shell (Quarterstaff) (versatile). Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 1d6+1 bludgeoning damage. Versatile damage: 1d8+1 bludgeoning damage. Net (thrown, special). Ranged Weapon Attack: +4 to hit, range 5/15 ft., one target. Hit: A Large or smaller creature hit by a net is restrained until it is freed. A net has no effect on creatures that are formless, or creatures that are Huge or larger. A creature can use its action to make a DC 10 Strength check, freeing itself or another creature within its reach on a success. Dealing 5 slashing damage to the net (AC 10) also frees the creature without harming it, ending the effect and destroying the net. Bonus Actions: Primal Companion: Take Action. As a bonus action on your turn you command your Primal Companion to take another action. That action can be one in its stat block or some other action. You can also sacrifice one of your attacks when you take the Attack action to command the beast to take the Attack action. If you are incapacitated, the beast can take any action of its choice, not just Dodge. Other: Favored Foe. When you hit a creature with an attack roll, you can call on your mystical bond with nature to mark the target as your favored enemy for 1 minute or until you lose your concentration (as if you were concentrating on a spell). The first time on each of your turns that you hit the favored enemy and deal damage to it, including when you mark it, you can increase that damage by 1d4. You can use this feature to mark a favored enemy a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. This feature’s extra damage increases when you reach certain levels in this class: to 1d6 at 6th level and to 1d8 at 14th level. Friend of the Sea. You can communicate simple ideas to any Beast with a swimming speed. It can understand your words but you cannot understand it in return. Ammunition: 20/20 Crossbow Bolts Class Features: 1/2 Favored Foe Marks 3/3 1st Level Spells Edited December 5, 2023 by PhoenixSlayer (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Shillelagh Attack 21 1d20+6 15 Shillelagh Damage 5 1d8+4 1 Favored Foe Damage 4 1d4 4 Link to comment Share on other sites More sharing options...
PhoenixSlayer Posted December 5, 2023 Clone Share Posted December 5, 2023 (edited) Kalasääski Level 4 Beast of the Sky AC: 15 (Natural Armor) | HP: 20/20 (4d6+4) | Speed: 10 ft., fly 60 ft. Senses: passive Perception 12 (Darkvision 60 ft.) Str:Save: +0 Athletics: +0 6 (-2) | Dex:Save: +5 Acrobatics: +5 Sleight of Hand: +5 Stealth: +5 16 (+3) | Con:Save: +3 13 (+1) | Int:Save: +1 Arcana: +1 History: +1 Investigation: +1 Nature: +1 Religion: +1 8 (-1) | Wis:Save: +4 Animal Handling: +4 Insight: +4 Medicine: +4 Perception: +4 Survival: +4 14 (+2) | Cha:Save: +2 Deception: +2 Intimidation: +2 Performance: +2 Persuasion: +2 11 (+0) Languages: understands the languages Merituuli speaks Swooping down from the skies above, Kalasääski attempts to shred the undead knight with their talons. They manage to leave a long, scraping gash in the knight's skull! OOC Action: Shred attack on undead knight. Bonus Action: — Movement: Swoop down 30 ft., then fly back up 30 ft. after attacking. Avoids opportunity attacks with Flyby. Reaction: — Actions & Resources Actions: Shred. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 1d4+5 slashing damage. Other: Flyby. The beast doesn't provoke opportunity attacks when it flies out of an enemy's reach. Primal Bond. You can add your proficiency bonus to any ability check or saving throw that the beast makes. Edited December 5, 2023 by PhoenixSlayer (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Shred Attack 25 1d20+6 19 Shred Damage 6 1d4+5 1 Link to comment Share on other sites More sharing options...
Kamishiro_Rin Posted December 5, 2023 Author Clone Share Posted December 5, 2023 (edited) Date On This Misham, the 25th Day of Brookgreen, in the 351st Year After the Cataclysm (Thursday, March 25, 351 AC) ★The 5th Day of the Campaign - About 4:30ish★ Fetching Tatina Rookledust (Everyone) IC Round III The Skeletal Knight almost seems like it knows that it’s about to be put down permanently, so it decides to go out doing as much evil damage as it can. Conveniently, there are three targets immediately surrounding it: the dwarf, the blue sea elf, and the giant constrictor—which had de- materialized and re-materialized just then! It’s first attack is an Enervating Blade slash against the snake, which takes 17 necrotic damage and he can’t regain hit points until the start of the skeletal knight’s next turn. The second attack is an Enervating Blade slash against the Modri, but it misses, doing him no harm. It’s third attack is an Enervating Blade slash against Merituuli, who takes 17 necrotic damage and he can’t regain hit points until the start of the skeletal knight’s next turn. OOC The map of the Kalaman region in Maps & Game Information illustrates this area. I wrote up the post, after a tiring day at work, and only after I got everything ready to post did I realize that the SK would have provoked three AoOs and it wouldn’t have been able to do what I originally had it do. Anyway, I re-rolled the damage from the first attack, which was a throwing axe that deals 2d8+5 to Enervating Blade damage (3d6+5). I kept the attack roll because both rolls are a +8. It definitely hit the snake. Sorry, @tyrtaeus, I originally had him move and take the thunder damage, but here, I couldn’t have it do that. Since it’s nearly dead, it’s important to pay attention to the newly revealed bit of info in its statblock. Please roll the relevant save if you “drop” it to see if you actually do. Statblocks Skeletal Knight Medium Undead, typically Lawful Evil Armor Class 18 (plate) Hit Points 15/118 13% (15d8 + 45) Speed 30 ft. STR DEX CON INT WIS CHA 20 (+5) 10 (+0) 16 (+3) 13 (+1) 14 (+2) 10 (+0) Saving Throws Con +6, Wis +5 Damage Immunities poison Condition Immunities exhaustion, poisoned Senses darkvision 60 ft., passive Perception 12 Languages understands the languages it knew in life but can’t speak Challenge 7 (2,900 XP) Undead Fortitude. If damage reduces the skeletal knight to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is bludgeoning or from a critical hit. On a success, the skeletal knight drops to 1 hit point instead. Unusual Nature. The skeletal knight doesn’t require air, food, drink, or sleep. Edited December 5, 2023 by Kamishiro_Rin (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls SK Attack #1: Throwing Axe vs. Decimus, Damage, Critical 12; 16; 7 1d20+8;2d8+5;2d8 [4]; [4,6,5]; [4,6,5,1,6] SK Attack #2: Enervating Blade vs. Artanis, Damage, Critical 11; 11; 8 1d20+8;3d6+5;3d6 [3]; [3,1,2,3]; [3,1,2,3,4,2,2] SK Attack #3: Enervating Blade vs. Artanis, Damage, Critical 22; 17; 8 1d20+8;3d6+5;3d6 [14]; [14,4,5,3]; [14,4,5,3,1,4,3] Re-rolling Attack #1’s damage as Enervating Blade Necrotic Damage 17 3d6+5 3,3,6 Link to comment Share on other sites More sharing options...
JubalBreakbottle Posted December 5, 2023 Clone Share Posted December 5, 2023 (edited) Coltan Bluetemper Level 4 Neidar Folk Hero Forge Cleric AC: 19 (Splint armor +2 Shield) | HP: 42/42 (4d8+12+4) | Speed: 25 ft. Senses: Darkvision 60 ft., Passive Perception 15, Insight 13, Investigation 12
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