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___ > ## Drow Hexblade >*Medium humanoid (drow), neutral evil* > ___ > - **Armor Class** 14 (studded leather armor) > - **Hit Points** 26 (4d8+8) > - **Speed** 30 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|11 (+0)|15 (+2)|14 (+2)|9 (-1)|9 (-1)|16 (+3)| >___ > - **Senses** darkvision 120 ft., passive perception 9 > - **Languages** Common, Elvish, Undercommon > - **Challenge** 1/2 (100 XP) > ___ > ***Lesser Sunlight Sensitivity.*** While in sunlight, the hexblade has disadvantage on Wisdom (Perception) checks that rely on sight. > > ***Fey Ancestry.*** The hexblade has advantage on saving throws against being charmed, and magic can't put them to sleep. > > ***Spellcasting.*** The hexblade is a 3rd level spellcaster and their spellcasting ability is Charisma. Their spell save is *DC13* and spell attack bonus is +5. >They can innately cast the following spells without consuming a spell slot. >
At will: dancing lights >
1/day: darkness, faerie fire > > They have the following spells prepared: > > Cantrips (at will): *eldritch blast, green-flame blade (scag), poison spray* >
1st level (3 slots): *chaos bolt (xge), mage armor, ray of sickness, shield* >
2nd level (2 slots): *blur, shadow blade (xge)* > > ***Pact Weapon.*** The hexblade wields the power of it's patron in the form of a Pact Weapon. This weapon takes many forms and it's attacks are considered magical. >As a bonus action the Hexblade can change it's pact weapons form, choosing between a handaxe, a spear, or a mace, taking on that weapons properties. > > ### Actions > ***Pact Weapon.*** *Melee Attack (Handaxe/Spear/Mace)*: +5 to hit, reach 5/10 ft., one target. Hit: 6 (1d6+3) slashing, piercing, or bludgeoning damage. > ___ > ## Drow Shadow Sorcerer >*Medium humanoid (drow), neutral evil* > ___ > - **Armor Class** 12 (15 mage armor) > - **Hit Points** 26 (4d8+8) > - **Speed** 30 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|10 (+0)|15 (+2)|15 (+2)|8 (-1)|9 (-1)|17 (+3)| >___ > - **Saving Throws** Cha +5 > - **Senses** darkvision 120 ft., passive perception 9 > - **Languages** Common, Elvish, Undercommon > - **Challenge** 2 (450 XP) > ___ > ***Lesser Sunlight Sensitivity.*** While in sunlight, the sorcerer has disadvantage on Wisdom (Perception) checks that rely on sight. > > ***Fey Ancestry.*** The sorcerer has advantage on saving throws against being charmed, and magic can't put them to sleep. > > ***Shadowvision.*** The sorcerer can see through any magical darkness of it’s own creation. > > ***Spellcasting.*** The sorcerer is a 4th level spellcaster and their spellcasting ability is Charisma. Their spell save is *DC13* and spell attack bonus is +5. >They can innately cast the following spells without consuming a spell slot. >
At will: dancing lights >
1/day: darkness, faerie fire > > They have the following spells prepared: > > Cantrips (at will): *booming blade, fire bolt, frostbite (ee)* >
1st level (4 slots): *chaos bolt (xge), mage armor, ray of sickness, shield* >
2nd level (3 slots): *blur, shadow blade (xge)* > > ### Actions > ***Bone Rapier.*** *Melee Attack*: +4 to hit, 5 ft., one target. Hit: 6 (1d8+2) damage. > \pagebreak ___ > ## Drow Hex Warrior >*Size, Alignment* > ___ > - **Armor Class** 15 (studded leather armor) > - **Hit Points** 125 (17d8+50) > - **Speed** 30 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|10 (+0)|16 (+3)|17 (+3)|8 (-2)|13 (+1)|18 (+4)| >___ > - **Saving Throws** Wis +4, Cha +7 > - **Skills** Athletics +3, Intimidation +7, Stealth +6 > - **Senses** Senses > - **Languages** Languages > - **Challenge** 5 (1,800 XP) > ___ > > ***Lesser Sunlight Sensitivity.*** While in sunlight, the hexblade has disadvantage on Wisdom (Perception) checks that rely on sight. > > ***Fey Ancestry.*** The hexblade has advantage on saving throws against being charmed, and magic can't put them to sleep. > > ***Spellcasting.*** The hexblade is a 7th level spellcaster and their spellcasting ability is Charisma. Their spell save is *DC15* and spell attack bonus is +7. >They can innately cast the following spells without consuming a spell slot. >
At will: dancing lights >
1/day: darkness, faerie fire > > They have the following spells prepared: > > Cantrips (at will): *eldritch blast, green-flame blade (scag), poison spray* >
1st level (4 slots): *chaos bolt (xge), hex, shield, wrathful smite* >
2nd level (3 slots): *blur, shadow blade (xge)* >
3rd level (3 slots): *clairvoyance, hunger of hadar, sending, thunder step (xge)* >
4th level (1 slots): *dimension door, evard's black tentacles, shadow of moil (xge)* > > ***Pact Weapon.*** ***Pact Weapon.*** The hexblade wields the power of it's patron in the form of a Pact Weapon. This weapon takes many forms and it's attacks are considered magical. >As a bonus action the Hexblade can change it's pact weapons form, choosing between a rapier, whip, or mace, taking on that weapons properties and dealing an additional 1d4 force damage, included in the attack. > > > ### Actions > ***Multiattack.*** The Hex Warrior makes three > > ***Pact Weapon.*** *Melee Attack (Whip/Rapier/Warhammer)*: +7 to hit, reach 5/10 ft., one target. Hit: 8 (1d8+4) slashing, piercing, or bludgeoning damage plus 2 (1d4) force damage. > > ***Hexblade's Curse.*** General Attack Description \pagebreak ___ > ## Drow Shadowstalker WIP >*Size, Alignment* > ___ > - **Armor Class** AC > - **Hit Points** Hitpoints > - **Speed** Speed >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|Str (Mod)|Dex (Mod)|Con (Mod)|Int (Mod)|Wis (Mod)|Cha (Mod)| >___ > - **Saving Throws** saving_throws > - **Skills** skills > - **Damage Vulnerabilities** radiant > - **Senses** Senses > - **Languages** Languages > - **Challenge** 7 (2,900) > ___ > > ***Lesser Sunlight Sensitivity.*** While in sunlight, the sorcerer has disadvantage on Wisdom (Perception) checks that rely on sight. > > ***Fey Ancestry.*** The sorcerer has advantage on saving throws against being charmed, and magic can't put them to sleep. > > ***Shadowvision.*** The sorcerer can see through any magical darkness of it’s own creation. > > ***Spellcasting.*** The sorcerer is a 4th level spellcaster and their spellcasting ability is Charisma. Their spell save is *DC13* and spell attack bonus is +5. >They can innately cast the following spells without consuming a spell slot. >
At will: dancing lights >
1/day: darkness, faerie fire > > They have the following spells prepared: > > Cantrips (at will): *booming blade, fire bolt, frostbite (ee)* >
1st level (4 slots): *chaos bolt (xge), mage armor, ray of sickness, shield* >
2nd level (3 slots): *blur, shadow blade (xge)* > > > ### Actions > ***Multiattack.*** The Creature Name makes Number and type of attacks > > ***Ability Description.*** *Attack Style:* Attack Bonus to hit, Reach/Range, one target. *Hit:* Damage Damage Type damage > > ***General Ability Description.*** General Attack Description \pagebreak ___ ___ > ## Drow Shadowmelder WIP >*Size, Alignment* > ___ > - **Armor Class** AC > - **Hit Points** Hitpoints > - **Speed** Speed >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|Str (Mod)|Dex (Mod)|Con (Mod)|Int (Mod)|Wis (Mod)|Cha (Mod)| >___ > - **Saving Throws** saving_throws > - **Skills** skills > - **Damage Vulnerabilities** radiant > - **Senses** Senses > - **Languages** Languages > - **Challenge** 9 (5,000) > ___ > > ***Lesser Sunlight Sensitivity.*** While in sunlight, the sorcerer has disadvantage on Wisdom (Perception) checks that rely on sight. > > ***Fey Ancestry.*** The sorcerer has advantage on saving throws against being charmed, and magic can't put them to sleep. > > ***Shadowvision.*** The sorcerer can see through any magical darkness of it’s own creation. > > ***Spellcasting.*** The sorcerer is a 4th level spellcaster and their spellcasting ability is Charisma. Their spell save is *DC13* and spell attack bonus is +5. >They can innately cast the following spells without consuming a spell slot. >
At will: dancing lights >
1/day: darkness, faerie fire > > They have the following spells prepared: > > Cantrips (at will): *booming blade, fire bolt, frostbite (ee)* >
1st level (4 slots): *chaos bolt (xge), mage armor, ray of sickness, shield* >
2nd level (3 slots): *blur, shadow blade (xge)* > > > ### Actions > ***Multiattack.*** The Creature Name makes Number and type of attacks > > ***Ability Description.*** *Attack Style:* Attack Bonus to hit, Reach/Range, one target. *Hit:* Damage Damage Type damage > > ***General Ability Description.*** General Attack Description \pagebreak ___ ___ > ## Drow Hex Champion WIP >*Size, Alignment* > ___ > - **Armor Class** AC > - **Hit Points** Hitpoints > - **Speed** Speed >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|Str (Mod)|Dex (Mod)|Con (Mod)|Int (Mod)|Wis (Mod)|Cha (Mod)| >___ > - **Saving Throws** saving_throws > - **Skills** skills > - **Damage Vulnerabilities** damage_vulnerabilities > - **Damage Resistances** Resistances > - **Damage Immunities** Damage_Immunities > - **Condition Immunities** condition_Immunities > - **Senses** Senses > - **Languages** Languages > - **Challenge** 11 (7,200 XP) > ___ >***Lesser Sunlight Sensitivity.*** While in sunlight, the hexblade has disadvantage on Wisdom (Perception) checks that rely on sight. > > ***Fey Ancestry.*** The hexblade has advantage on saving throws against being charmed, and magic can't put them to sleep. > > ***Spellcasting.*** The hexblade is a 3rd level spellcaster and their spellcasting ability is Charisma. Their spell save is *DC13* and spell attack bonus is +5. >They can innately cast the following spells without consuming a spell slot. >
At will: dancing lights >
1/day: darkness, faerie fire > > They have the following spells prepared: > > Cantrips (at will): *eldritch blast, green-flame blade (scag), poison spray* >
1st level (3 slots): *chaos bolt (xge), mage armor, ray of sickness, shield* >
2nd level (2 slots): *blur, shadow blade (xge)* > > ***Pact Weapon.*** The hexblade wields the power of it's patron in the form of a Pact Weapon. This weapon takes many forms and it's attacks are considered magical. >As a bonus action the Hexblade can change it's pact weapons form, choosing between a battleaxe, a spear, or a mace. The weapon's damage dice stays the same, but it otherwise takes on the weapon's damage type and properties. > > ### Actions > ***Multiattack.*** The Creature Name makes Number and type of attacks > > ***Ability Description.*** *Attack Style:* Attack Bonus to hit, Reach/Range, one target. *Hit:* Damage Damage Type damage > > ***General Ability Description.*** General Attack Description \pagebreak ___ > ## Anastri >*Medium humanoid (firbolg), lawful neutral* > ___ > - **Armor Class** 16 > - **Hit Points** 17d8+68 > - **Speed** 30 ft >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|19 (+4)|14 (+2)|18 (+4)|10 (+0)|15 (+2)|9 (-1)| >___ > - **Saving Throws** Str +7, Dex +5 > - **Skills** Animal Handling +5, Performance +2, Survival +5, Stealth +5 > - **Damage Resistances** Bludgeoning, Slashing, & Piercing (Drunken Rage) > - **Senses** passive perception 12 > - **Languages** Common, Elvish, Giant > - **Challenge** 5 (1,800 XP) > ___ >***Drunken Rage.*** As a bonus action, Anastri can enter a booze induced rage, increasing his physical prowess and savagery in battle. This Drunken Rage lasts for 1 minute, and while in it Anastri gains the following benefits: >
• He has advantage on Strength checks and Strength saving throws. >
• When he makes a melee attack using Strength, he gains a +2 to the damage roll. >
• When Anastri rolls a critical hit with his unarmed attack, the target must make a DC15 Constitution saving throw or be stunned until the end of their next turn. > >***Innate Spellcasting.*** Anastri’s spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). He can innately cast the following spells, requiring no material components: > >1/day each: Disguise self, Detect magic > ___ > ### Actions > ***Multiattack.*** Anastri makes three melee attacks, or two throwing knives attacks. > > ***Unarmed Attack.*** *Melee Attack*: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8+4) damage. > > ***Throwing Knives.*** *Ranged Attack*: +5 to hit, ranged 20/60 ft., one target. Hit: 4 (1d4+2) damage. > ___ > ### Reactions > ***Redirect Attack.*** When a creature misses Anastri with a melee attack roll, Anastri can use his reaction to cause that attack to instead target one creature of his choice, other than the attacker, that he can see within 5 feet of him. ___ > ## Anh Chien >*Medium humanoid (human), lawful neutral* > ___ > - **Armor Class** 12 (15 mage armor) > - **Hit Points** 149 (23d8+46) > - **Speed** 30 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|9 (-1)|14 (+2)|15 (+2)|16 (+3)|15 (+2)|18 (+4)| >___ > - **Saving Throws** Wis +5, Cha +7 > - **Skills** Arcana +6, Deception +7, Investigation +6, Stealth +5 > - **Damage Resistances** cold, psychic > - **Senses** darkvision 120 ft., passive perception 12 > - **Languages** Common, Deep Speech, Telepathy (30 ft.) > - **Challenge** 7 (2,900) > ___ >***Spellcasting.*** Anh is an 11th level spellcaster and her spellcasting ability is Charisma. Her spell save DC is 15 and her spell attack bonus is +7. She has the following spells prepared: > > Cantrips (at will): *chill touch, detect magic, eldritch blast, invisiibility, mage hand, prestidigitation* >
1st level (4 slots): *charm person, dissonant whispers, hellish rebuke, hex* >
2nd level (3 slots): *darkness, detect thoughts, hold person, misty step, phantasmal force* >
3rd level (3 slots): *clairvoyance, hunger of hadar, sending, thunder step (xge)* >
4th level (3 slots): *dimension door, evard's black tentacles, shadow of moil (xge)* >
5th level (2 slots): *far step (xge), synaptic static (xge), telekinesis* > >***Eldritch Invocations.*** Ahn’s pact gives her several supernatural abilities at the behest of her patron, Yog’Zith. These eldritch invocations provide Ahn with the following features: >
• Invisibility and Detect Magic can be cast at-will.
• She can see normally in darkness, magical or otherwise, to a distance of 120 ft. >
• When she hits a creature with eldritch blast, she can reduce that creatures speed by 10 feet until the end of her next turn. > ___ > ### Actions > ***Multiattack.*** Ahn can make three attacks with her spectral daggers as an action. > > ***Spectral Daggers.*** *Ranged Attack*: +7 to hit, ranged 20/60 ft., one target. Hit: 7 (1d4+4) force damage plus 6 (2d6) cold damage. > > ***Yog'Zith's Wrath (Recharge 3-6).*** Anh summons a large ghastly tentacle that whips furiously around her in a 15 foot radius. Each creature within range must make a DC15 Strength saving throw, taking 2d8 bludgeoning damage plus 2d8 cold damage and being pushed back 10 feet on a failed save, or half damage on a successful one. \pagebreak ___ ___ > ## Sheriff Ash Quinn >*Medium humanoid (Tiefling), neutral good* > ___ > - **Armor Class** 16 (Leather Armor) > - **Hit Points** 117 (+4618d8+36) > - **Speed** 30 ft.; fly 30 ft. (Infernal Crown) >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|11 (+0)|20 (+5)|14 (+2)|12 (+1)|10 (+0)|16 (+3)| >___ > - **Saving Throws** Dex +8, Cha +6 > - **Skills** Acrobatics +8, Insight +3, Intimidation +6, Survival +3 > - **Damage Resistances** fire > - **Damage Immunities** fire (Infernal Crown) > - **Senses** darkvision 60 ft., passive perception 10 > - **Languages** Common, Infernal > - **Challenge** 7 (2,900) > ___ >***Spellcasting.*** Ash is a 7th level spellcaster and his spellcasting ability is Charisma. His spell save DC is 14 and his spell attack bonus is +6. > > He can innately cast the following spells without consuming a spell slot. >
At will: *thaumaturgy* >
1/day: *hellish rebuke (3rd level), darkness* > >He has the following spells prepared: > > Cantrips (at will): *eldritch blast, toll the dead (xge), create bonfire (ee)* >
1st level (4 slots): *arms of hadar, cause fear (xge), hex* >
2nd level (3 slots): *mind spike (xge), misty step, shadow blade (xge), suggestion* > >***Devil's Sight*** Magical darkness does not impede Ash's vision. > >***Infernal Crown*** As a bonus action, Ash unleashes the untapped power of his infernal heritage and take on the appearance of a demon. For 1 minute he gains the following benefits: >
• He gains bat like wings and a fly speed of 30 feet. >
• Immunity to Fire damage and use of *Infernal Tempest*. >
• Creatures with the frightened condition within 15 feet of you are restrained. > ___ > ### Actions > ***Multiattack.*** Ash can make three attacks with his pistol *La Speranza* as an action > > ***La Speranza.*** *Ranged Attack*: +8 to hit, ranged 80/320 ft., one target. Hit: 9 (1d10+4) piercing damage, plus 3 (1d6) Fire damage. > > ***Heat Seeker (Recharge 3-6).*** Ash takes aim at a creature with range, lining them up within his iron sights while he charges fiendish energy into the barrel of his gun. Ash makes a ranged attack with his pistol against this target with Advantage, and on a successful hit deals 15 (3d10) fire damage in addition to the normal damage of his pistol. > > ***Brimstone Tempest (Infernal Crown only).*** Ash calls forth a storm of searing cinders, which rain down like a raging storm in a 20 foot radius centered on a point within 60 feet of Ash. >
Each creature within range must make a DC14 Dextery saving throw, taking 18 (4d8) Fire damage on a failed save, or half as much on a successful one. \pagebreak ___ ___ > ## Gaabi >*Medium humanoid (human?), chaotic neutral* > ___ > - **Armor Class** 16 (chain "crop top") > - **Hit Points** 110 (13d8+55) > - **Speed** 30 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|20 (+5)|16 (+3)|18 (+4)|7 (-2)|8 (-1)|12 (+1)| >___ > - **Saving Throws** Str +8, Con +7 > - **Skills** Acrobatics +5, Intimidation +4, Sleight of Hand +5, Stealth +5 > - **Senses** darkvision 60 ft., passive perception 9 > - **Languages** Common, Goblin > - **Challenge** 5 (1,800 XP) > ___ > ***Reckless.*** At the start of his turn, Gaabi can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against him have advantage until the start of his next turn. > > ***Evasion.*** If Gaabi is subjected to an effect that allows him to make a Dexterity saving throw to take only half damage, he instead takes no damage if he succeeds on the saving throw, and only half damage if he fails. > > ***Nimble Escape.*** Gaabi can take the Disengage or Hide action as a bonus action on each of his turns. > > ***An Affront to Nature.*** As the ghost of a goblin, Gaabi’s control over his possessed human body is tenuous at best. When Gaabi has fallen below 50 hit points and takes a critical hit, he must make a Wisdom saving throw with a DC equal to half the damage dealt by the attack. >On a success his hold over this body is unaffected, but on a failure Gaabi is paralyzed until the start of his next turn, while he fights to regain control. >Should Gaabi drop to 0 hit points, his spirit is ejected immediately from his body, which falls unconscious and begins dying. > > ___ > ### Actions > ***Multiattack.*** Gaabi makes three melee attacks as an action. > > ***Greatcleaver*** *Melee Attack (Greatsword).* +8 to hit, reach 5 ft., one target. 11 (2d6+5) slashing damage. > > ***Dagger*** *Melee Attack.* +8 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 7 (1d4 + 5) slashing damage. > > ***GB Technique 134a: Whirlwind.*** Gaabi whirls his blade in 360° slashes, targeting any creatures within 5 feet of him. Each target must make a Dexterity Saving throw, taking *14 (4d6)* slashing damage and being pushed back 5 feet on a failed save, or only half damage on a successful one. > > ***GB Technique 67b: Hayfaker (Recharge 5-6).*** Gaabi charges to a target within 15 feet of him, fist raised with a loud guttural battle cry. As Gaabi’s fist rushes towards their face, the target must make a DC15 Intelligence saving throw, and if they are flanked by another hostile creature within 5 feet they make this saving throw at disadvantage. On a failed save they fail to notice the dagger Gaabi has brandished down below, which stabs them brutally for 38 (6d12) piercing damage. On a success the target notices and takes only a minor stabbing for half damage. > > ___ > ### Reactions > ***Human(?) Shield.*** Gaabi can use his reaction to swap places with any creature he can see within 5 feet of him being targeted with an attack.
##### Gaabi, Everyone's Grossest Friend Gaabi was originally found on a wandering ghost ship that crashed into a passenger vessel, a lost spirit seemingly trapped on the material plane. He was found by new friends Tabitha, Preston, and October whom he helped to repair the ghost ship in order to let the other go free. Gaabi then posessed a human named Dave and joined the "Monster Bros" as they journeyed to the Island of Tanil'i and beyond.
\columnbreak \pagebreak ___ ___ > ## Kris Pringle >*Medium humanoid (elf), chaotic good* > ___ > - **Armor Class** 12 (15 mage armor) > - **Hit Points** 97 (13d8+39) > - **Speed** 30 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|9 (-1)|14 (+2)|16 (+3)|19 (+4)|8 (-1)|14 (+2)| >___ > - **Saving Throws** Con +6, Int +7 > - **Skills** Arcana +7, History +7, Investigation +7 > - **Senses** darkvision 60ft., passive perception 10 > - **Languages** Common, Elvish, Sylvan, Celestial > - **Challenge** 5 (1,800) > ___ > ***Spellcasting.*** Kris is an 8th level spellcaster and his spellcasting ability is Intelligence. His spell save DC is 15 and his spell attack bonus is +7. He has the following spells prepared: > > Cantrips (at will): *fire bolt, frostbite (ee), mage hand, minor illusion, prestidigitation* >
1st level (4 slots): *detect magic, disguise self, mage armor, magic missile, shield* >
2nd level (3 slots): *blur, invisibility, misty step* >
3rd level (3 slots): *counterspell, fireball, haste, thunder step (xge)* >
4th level (2 slots): *dimension door, otiluke's resilient sphere* > > ***Magic Resistance.*** Kris has advantage on saving throws against spells and other magical effects. > > ***Fey Ancestry.*** Kris has advantage on saving throws against being charmed, and magic can't put him to sleep. > >***Unconscious Awakening.*** When Kris's hit points fall to 0, he momentarily falls unconscious as he awakens a fraction of unimaginable power from deep within. This overwhelming power overtakes him as he begins to act on instinct to protect himself and his allies. >Once transformed, Kris remains in this state for 1 minute, or until his new form's hit points drop to 0, at which point he returns to normal and falls unconscious. > >Use the state block for "Kris Pringle (Partial Awakening)" and apply any excess damage past 0 from the transformed Kris's current hit points. > ___ > ### Actions > ***Multiattack.*** Kris can make three ranged attacks with his Duelist's Wand as an action. > > ***Duelist's Wand.*** *Ranged Spell Attack.* +7 to hit, range 20/60 ft., one target. Hit: 8 (1d8 + 4) force damage plus 2 (1d4) fire, cold, or lightning damage. > > ***Dagger*** *Melee Attack.* +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage. > > ___ > > ### Reactions > ***Arcane Savant.*** When Kris sees a creature casting a spell from either the Wizard, Warlock, or Sorcerer spell lists, he can use his reaction to make an Intelligence (Arcana) ability check, with a DC equal to 8 + the spell's level. On a success, Kris identifies the spell and can choose to add it to his spell list as long as it is of a level he can cast.
##### Kris Pringle - Hero In-Training Hailing from the island metropolis of Tanil'i City, Kris Pringle grew up without knowing his father, raised under the care of his mother Koleen Pringle. From a young age Kris has had an above average intelligence and a supernatural affinity for the arcane. Unfortunately, due to his mother's chronic illness, he has had neither the time nor the money to take full advantage of his gifts. What Kris does not know is that inside him is an immense well of powerful arcane energy inherited from his father, the God of Knowledge and Arcane Magic, Ovos.
\columnbreak > ##### Catchy Title > Useful Information \pagebreak ___ ___ > ## Kris Pringle (Partial Awakening) >*Medium humanoid (elf?), chaotic good* > ___ > - **Armor Class** 17 (natural armor) > - **Hit Points** 210 (28d8+82) > - **Speed** 30 ft; fly 20 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|9 (-1)|16 (+3)|16 (+3)|23 (+6)|13 (+1)|16 (+3)| >___ > - **Saving Throws** Con +7, Int +10 > - **Skills** Arcana +11, History +11, Investigation +11 > - **Senses** truesight 60ft., passive perception 11 > - **Languages** Telepathy (100ft); Common, Elvish, Sylvan, Celestial > - **Challenge** 10 (5,900) > ___ > ***Spellcasting.*** Kris is an 15th level spellcaster and his spellcasting ability is Intelligence. His spell save DC is 18 and his spell attack bonus is +10. He has the following spells prepared: > > Cantrips (at will): *detect magic, fire bolt, frostbite (ee), mage hand, minor illusion, prestidigitation* >
1st level (4 slots): *disguise self, mage armor, magic missile, shield* >
2nd level (3 slots): *blur, invisibility, misty step* >
3rd level (3 slots): *counterspell, fireball, haste, thunder step (xge)* >
4th level (2 slots): *dimension door, otiluke's resilient sphere* >
5th level (2 slots): *bigby's hand, cone of cold, far step (xge)* >
6th level (1 slots): *disintegrate, mental prison (xge), true seeing* >
7th level (1 slots): *crown of stars (xge), forcecage, teleport* > > ***Limited Magical Immunity.*** Kris is not affected by spells cast at first level. In addition Kris has advantage on saving throws against spells and other magical effects. > > ***Fey Ancestry.*** Kris has advantage on saving throws against being charmed, and magic can't put him to sleep. > >***Arcane Awakening.*** The mysterious power trapped within Kris is unleashed, causing him to overflow with powerful arcane energies. When casting a spell, it is cast 1 level higher than the slot used to cast it. > ___ > ### Actions > ***Multiattack.*** Kris can make 3 attacks with his sword Kusanagi as an action. > > ***Kusanagi.*** *Melee Attack.* +10 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 6) force damage plus 5 (2d4) radiant. > > ***Magic Missile Storm*** Kris raises his hand and blindly fires wave after wave of magic missile in a 15 foot cone. Each target within range must make a DC 18 Dexterity saving throw, taking 28 (8d4+8) force damage on a failed save, or half as much damage on a successful one. > > ___ > > ### Reactions > ***Arcane Savant.*** When Kris sees a creature casting a spell from either the Wizard, Warlock, or Sorcerer spell lists, he can use his reaction to make an Intelligence (Arcana) ability check, with a DC equal to 8 + the spell's level. On a success, Kris identifies the spell and can choose to add it to his spell list as long as it is of a level he can cast.
##### Kris Pringle - Hero In-Training Blahblahblah
\pagebreak ___ ___ > ## Jack the Jackalope >*Small fey (cryptid), neutral* > ___ > - **Armor Class** 16 > - **Hit Points** 155 (26d8+52) > - **Speed** 60 ft., burrow 30 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|17 (+3)|23 (+6)|14 (+2)|15 (+2)|18 (+4)|15 (+2)| >___ > - **Saving Throws** Dex +9, Wis +7 > - **Skills** Acrobatics +9, Stealth +9, Survival +7 > - **Damage Resistances** bludgeoning, slashing, and piercing from non-magical weapons > - **Condition Immunities** charmed > - **Senses** darkvision 60 ft., passive perception 14 > - **Languages** Common, Sylvan > - **Challenge** 9 (5,000) > ___ > ***Legendary Resistance (1/day).*** If Jack fails a saving throw, he can choose to succeed instead. > > ***Jumping Jack Flash.*** As a bonus action Jack can take the Dash, Disengage, or Hide actions.
Additionally his jumping distance is tripled and he always jumps as if he's had a running start. > > ***Spellcasting.*** Jack is an 11th level spellcaster and his spellcasting ability is Wisdom. His spell save DC is 15 and his spell attack bonus is +7. He has the following spells prepared: >
Cantrips (at will): *druidcraft, forstbite (ee), infestation (xge), poison spray, thunderclap (ee)* >
1st level (4 slots): *entangle, faerie fire, healing word* >
2nd level (3 slots): *heat metal, hold person, pass without trace, spike growth* >
3rd level (3 slots): *dispel magic, erupting earth (ee), plant growth* >
4th level (3 slots): *conjure woodland beings, freedom of movement, stone shape* >
5th level (2 slots): *commune with nature, tree stride, wrath of nature (xge)* >
6th level (1 slots): *bones of the earth (ee), transport via plants* > > ***Charge.*** If Jack moves at least 20 feet straight toward a target and then hits it with a ram attack on the same turn, and the target takes an extra 10 (3d6) damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be knocked prone. > >___ > > ### Actions > ***Multiattack.*** Jack can make one ram attack and three kick attacks as part of his action. > > ***Ram.*** *Melee Attack:* +6 to hit, reach 5 ft., one target. Hit: 8 (1d10+3) bludgeoning damage. > > ***Kick.*** *Melee Attack:* +9 to hit, reach 5 ft., one target. Hit: 11 (1d10+6) bludgeoning damage. > > ***Thumper.*** Jack taps his large foot on the ground in quick rhythm, sending shockwaves rippling through the ground in a 20 foot radius. Each creature in range must make a DC 15 Strength saving throw > >___ > > ### Reactions > ***Beguiling Defenses.*** When another creature attempts to charm Jack, he can use his reaction to attempt to turn the charm back on that creature. The creature must succeed on a DC 15 Wisdom saving throw or be charmed by Jack for 1 minute or until the creature takes any damage. \pagebreak ___ > ## Virginia the Mothman WIP >*Mediumn Fey (cryptid), neutral* > ___ > - **Armor Class** 16 > - **Hit Points** 185 > - **Speed** 30 ft., fly 50 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|12 (+1)|18 (+4)|19 (+4)|11 (+0)|14 (+2)|22 (+6)| >___ > - **Saving Throws** Con +8, Cha +10 > - **Skills** Nature +6, Perception +6, Persuasion +10 > - **Damage Vulnerabilities** radiant > - **Condition Immunities** charmed > - **Senses** truesight 30 ft., > - **Languages** common, sylvan > - **Challenge** 9 (3,900) > ___ > >***Legendary Resistance (1/day).*** If Virginia fails a saving throw, she can choose to succeed instead. > > ***Magic Resistance.*** Virgina has advantage on saving throws against spells and other magical effects. > > ***Hypnotic Aura.*** Virginia exudes a mind warping presence from her eyes in a 15 foot radius around her. Creatures within this aura have disadvantage on any Wisdom saving throws. > >***Spellcasting.*** Virginia is an 11th level spellcaster and her spellcasting ability is Charisma. Her spell save DC is 18 and her spell attack bonus is +10. She has the following spells prepared: >
Cantrips (at will): *druidcraft, forstbite (ee), infestation (xge), poison spray, acid splash* >
1st level (4 slots): *charm person, faerie fire, sleep* >
2nd level (3 slots): *crown of madness, mind spike (xge), mirror image, suggestion* >
3rd level (3 slots): *blink, enemies abound (xge), hypnotic pattern* >
4th level (3 slots): *greater invisibility, hallucinatory terrain, sickening radiance (xge)* >
5th level (2 slots): *dominate person, dream, synaptic static (xge)* >
6th level (1 slots): *eyebite, mass suggestion* > > ### Actions > ***Multiattack.*** Virginia can make three *acid spit* attacks as an action. > > ***Acid Spit.*** *Ranged Attack:* +8, range 20/60 ft., one target. *Hit:* 16 (3d8+4) acid damage. > > ***Hypnosis thing.*** General Attack Description \pagebreak ___ ___ > ## Ahuu the Ahool >*Large Fey (cryptid), neutral* > ___ > - **Armor Class** 17 > - **Hit Points** 175 > - **Speed** 30 ft., fly 50 ft., climb 15 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|21 (+5)|17 (+3)|15 (+2)|11 (+0)|19 (+4)|14 (+2)| >___ > - **Saving Throws** Str +10, Wis +8 > - **Skills** Perception +8, Stealth +7, Survival + 8 > - **Damage Vulnerabilities** thunder > - **Damage Resistances** fire; bludgeoning, piercing, and slashing from non-magical weapons > - **Condition Immunities** blinded, charmed > - **Senses** blindsight 120 ft., passive perception 18 > - **Languages** undercommon, sylvan > - **Challenge** 10 (5,900) > ___ > > ***Legendary Resistance (1/day).*** If Ahuu fails a saving throw, he can choose to succeed instead. > > ***Spellcasting.*** Jack is an 10th level spellcaster and his spellcasting ability is Wisdom. His spell save DC is 16 and his spell attack bonus is +8. He has the following spells prepared: >
Cantrips (at will): *fire bolt, green-flame blade (scag), minor illusion, druidcraft, mold earth* >
1st level (4 slots): *burning hands, detect magic, expeditious retreat* >
2nd level (3 slots): *scorching ray, invisibility* >
3rd level (3 slots): *erupting earth (ee), fireball* >
4th level (3 slots): *banishment, wall of fire* >
5th level (2 slots): *commune with nature, wrath of nature (xge)* > > ***Echolocation.*** Ahuu can't use his blindsight while deafened. > > ***Keen Hearing.*** Ahuu has advantage on Wisdom (perception) checks that rely on hearing. > > ***Heated Body.*** A creature that touches Ahuu or hits it with a melee attack while within 5 ft. of him takes 7 (2d6) fire damage. His melee attack deal additional fire damage as well, included in their damage below. > > > > ### Actions > ***Multiattack.*** Ahuu makes three attacks: one with his bite and two with his claws. > > ***Bite.*** *Melee Attack:* +9, Reach 5 ft., one target. *Hit:* 16 (2d10+6) piercing damage plus 5 (2d4) fire damage. > > ***Claw.*** *Melee Attack:* +9, Reach 5 ft., one target. *Hit:* 13 (2d6+6) slashing damage plus 3 (1d6) fire damage. > > > ***Fire Breath (Recharge 4-6).*** Ahuu exhales fire in a 30-foot cone. Each creature in that area takes 30 (10d6) fire damage, or half damage with a successful DC 16 Dexterity saving throw. > > ### Rections > >***Misty Escape (2/day).*** In response to taking damage, Ahuu turns invisible and teleports up to 60 feet to an unoccupied space it can see with it's echolocation. Ahuu remains invisible until the start of it's next turn, or until it attacks, makes a damage roll, or casts a spell. > \pagebreak ___ > ## Samuel the Rat King >*Large Fey (cryptid), neutral* > ___ > - **Armor Class** AC > - **Hit Points** Hitpoints > - **Speed** Speed >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|12 (+1)|18 (+4)|15 (+2)|Int (Mod)|Wis (Mod)|Cha (Mod)| >___ > - **Saving Throws** saving_throws > - **Skills** skills > - **Damage Vulnerabilities** damage_vulnerabilities > - **Damage Resistances** Resistances > - **Damage Immunities** Damage_Immunities > - **Condition Immunities** condition_Immunities > - **Senses** Senses > - **Languages** Languages > - **Challenge** Challenge and Xp > ___ > > ### Actions > ***Multiattack.*** The Creature Name makes Number and type of attacks > > ***Ability Description.*** *Attack Style:* Attack Bonus to hit, Reach/Range, one target. *Hit:* Damage Damage Type damage > > ***General Ability Description.*** General Attack Description \pagebreak ___ > ## Skokum the Sage WIP >*Large Fey (cryptid), neutral* > ___ > - **Armor Class** 16 > - **Hit Points** 220 > - **Speed** 30 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|23 (+6)|14 (+2)|19 (+4)|16 (+3)|21 (+5)|8 (-1)| >___ > - **Saving Throws** Str +11, Wis +10 > - **Skills** Insight +10, Perception +10, Stealth +7, Survival +10 > - **Damage Resistances** bludgeoning, piercing, and slashing > - **Damage Immunities** acid, poison > - **Condition Immunities** charmed > - **Senses** truesight 60 ft., darkvision 120 ft., passive perception 21 > - **Languages** common, sylvan, giant > - **Challenge** 14 (11,500) > ___ > > ***Legendary Resistance (2/day).*** If Skokum fails a saving throw, he can choose to succeed instead. > > ***Magic Resistance.*** Skokum has advantage on saving throws against spells and other magical effects. > >***Spellcasting.*** Skokum is a 16th level spellcaster and his spellcasting ability is Wisdom. His spell save DC is 18 and his spell attack bonus is +10. He has the following spells prepared: >
Cantrips (at will): *druidcraft, forstbite (ee), infestation (xge), poison spray, thunderclap (ee)* >
1st level (4 slots): *entangle, faerie fire, healing word* >
2nd level (3 slots): *heat metal, hold person, pass without trace, spike growth* >
3rd level (3 slots): *dispel magic, erupting earth (ee), plant growth* >
4th level (3 slots): *conjure woodland beings, freedom of movement, stone shape* >
5th level (2 slots): *commune with nature, tree stride, wrath of nature (xge)* >
6th level (1 slots): *bones of the earth (ee), transport via plants* >
7th level (2 slots): *plane shift, regeneration* >
8th level (1 slots): *earthquake, holy aura* > > > > > > ### Actions > ***Multiattack.*** (60 DPR) The Creature Name makes Number and type of attacks > > ***Slam.*** *Melee Attack:* +12, reach 10 ft., one target. *Hit:* Damage Damage Type damage > > ***General Ability Description.*** General Attack Description \pagebreak ___ ___ > ## Queen Aurora Sylvaris >*Medium humanoid (moon elf), neutral good* > ___ > - **Armor Class** 19 (Mithral Bustier) > - **Hit Points** 288 (40d8+120) > - **Speed** 30 ft., fly 50 ft. (Feyform) >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|18 (+4)|11 (+0)|16 (+3)|15 (+2)|22 (+6)|16 (+3)| >___ > - **Saving Throws** Str +10, Wis +12, Cha +9 > - **Skills** Animal Handling +12, Athletics +10, Insight +12, Perception +12 > - **Damage Resistances** necrotic, psychic > - **Condition Immunities** charmed, frightened > - **Senses** darkvision 60 ft., passive perception 20 > - **Languages** Common, Elvish, Gnomish, Sylvan, Undercommon > - **Challenge** 20 (25,000 XP) > ___ > ***Legendary Resistance (3/day).*** If Aurora fails a saving throw, she can choose to succeed instead. > > ***Spellcasting.*** Aurora is a 20th level spellcaster and her spellcasting ability is Wisdom. Her spell save DC is 20 and her spell attack bonus is +12. She has the following spells prepared: > > Cantrips (at will): *mending, sacred flame, spare the dying, thorn whip, word of radiance (XGE)* >
1st level (4 slots): *bless, cure wounds, guiding bolt, shield of faith* >
2nd level (3 slots): *calm emotions, hold person, lesser restoration, spider climb, zone of truth* >
3rd level (3 slots): *call lightning, dispel magic, mass healing word, plant growth, remove curse, spirit guardians* >
4th level (3 slots): *banishment, death ward, divination, guardian of faith* >
5th level (3 slots): *commune with nature, dawn (XGE), greater restoration, raise dead, tree stride* >
6th level (3 slots): *harm, true seeing* >
7th level (2 slots): *plane shift, regeneration* >
8th level (1 slots): *earthquake, holy aura* >
9th level (1 slots): *true resurrection* > > > ***Regeneration.*** At the start of her turn, Aurora regains 5 hit points. She must have at least 1 hit point for this trait to function. > >***Almighty Fists.*** Aurora's powerful magic is suffused throughout her entire body, and is especially concentrated in her fists and feet. Her unarmed strikes deal an additional 3d8 bludgeoning damage (included in the attack) and are considered magical weapons. Additionally her jumping distance is tripled. > >***Feyform: Sage.*** As a bonus action Aurora can tap into the primal energy within her and take on the ancient powers of the fey, causing large spectral butterfly wings to unfurl behind her. This form lasts for 10 minutes, after which Aurora cannot use it again until the next dawn. While in this form she gains the following properties: >
• A flying speed of 50 feet.
• Friendly creatures within 15 feet of Aurora have immunity against being charmed or frightened. >
• Heaven's Heel and Healing Waves' radius ranges are now 30 feet. > ### Actions > ***Multiattack.*** Aurora makes two unarmed attacks. > > ***Unarmed Attack*** *Melee Weapon Attack.* +10 to hit, reach 5 ft., one target. Hit: 9 (1d10+4) damage plus 12 (3d8) bludgeoning damage. > > ***Heaven's Heel (Recharge 4-6)*** Aurora channels her righteous fury into her heel, bringing it down on the ground beneath her, sending out shockwaves and obliterating the ground in a 15 foot radius centered on her, making the area difficult terrain.
Creatures within range must make a DC20 Strength saving throw or take 6d8 bludgeoning damage and be knocked prone. On a successful save they take only half damage. >
***Healing Waves (Recharge 4-6)*** Aurora chooses up to 5 creatures within 15 feet of her and sends out waves of healing energy to them, restoring 2d8+6 hit points to each creature. > ### Legendary Actions > ***Aurora 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. Aurora regains spent legendary actions at the start of her turn. >
***Attack*** Aurora makes one unarmed or melee attack >
***Move*** Aurora moves up to her speed without provoking opportunity attacks. >
***Heaven's Heel (2 actions)*** Aurora uses Heaven's Heel, regardless of whether or not it has recharged. >
***Healing Waves (2 actions)*** Aurora uses Healing Waves, regardless of whether or not it has recharged. >
***Cast a Spell (3 actions)*** Aurora casts a spell from her list of prepared spells, using a spell slot as normal. >
\pagebreak ___ ___ > ## Pavash Sunweaver >*Medium humanoid (human), neutral* > ___ > - **Armor Class** 20 (Father's Intuition) > - **Hit Points** 345 (49d8+147) > - **Speed** 35 ft., swim 30 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|12 (+1)|18 (+4)|16 (+3)|22 (+6)|10 (+0)|14 (+2)| >___ > - **Saving Throws** Str +10, Wis +12, Cha +9 > - **Skills** Animal Handling +12, Athletics +10, Insight +12, Perception +12 > - **Damage Resistances** psychic > - **Condition Immunities** frightened > - **Senses** passive perception 20 > - **Languages** Common, Dwarvish, Elvish, Gnomish, Halfling, Orc > - **Challenge** 20 (25,000 XP) > ___ > ***Legendary Resistance (2/day).*** If Pavash fails a saving throw, he can choose to succeed instead. > > ***Spellcasting.*** Pavash is a 20th level spellcaster and his spellcasting ability is Intelligence. His spell save is *DC20* and his spell attack bonus is +12. > > He can innately cast the following spells without consuming a spell slot. >
2/day: Counterspell, Dispel Magic >
1/day: Teleport > > He has the following spells prepared: > > Cantrips (at will): *booming blade, fire bolt, green-flame blade, minor illusion, prestidigitation* >
1st level (4 slots): *ice knife, magic missile* >
2nd level (3 slots): *enlarge/reduce, hold person, shadow blade* >
3rd level (3 slots): *counterspell, dispel magic, fireball, haste, blink* >
4th level (3 slots): *dimension door* >
5th level (3 slots): *bigby's hand, far step, mislead, steel wind strike, synaptic static* >
6th level (2 slots): *disintegrate, sunbeam* >
7th level (2 slots): *arcane sword, plane shift, teleport* >
8th level (1 slots): *dominate monster, power word stun* >
9th level (1 slots): *psychic scream, true polymorph* > > > ***Father's Intuition.*** Pavash is able to use his intelligence and savvy to aid him in battle. Pavash adds his intelligence modifier to his AC when unarmored. Additionally Pavash can use his Intelligence modifier instead of his Wisdom modifier for his Perception bonuses. > >***Potent Cantrip.*** When Pavash casts an evocation cantrip and misses, or the target succeeds on its saving throw, the target still takes half the cantrip's damage but suffers no other effect. > >***Overchannel (1/day).*** When Pavash casts a spell of 5th level or lower (excluding cantrips) that deals damage, he can deal maximum damage with that spell. > ### Actions > ***Multiattack.*** Pavash can make two weapon attacks, as well as casting a cantrip from his list of prepared spells as a bonus action afterwards. > > ***The Psimitar*** *Melee Attack (Scimitar).* +12 to hit, reach 5 ft., one target. Hit: 9 (1d6+6) damage and 9 (2d8) psychic damage. >On a critical hit, the target must make a *DC17 Intelligence* Saving throw, or be stunned until the end of their next turn. > > ***The Sonoma V3.2*** *Ranged Attack (Heavy Crossbow).* +11 to hit, ranged 80/320 ft., one target. Hit: 10 (1d10+5) piercing damage plus 4 (2d4) slashing damage. The Sonoma reloads automatically after each shot, allowing multiple attacks as an action. > > ***Arcano-Magnetic Pulse (Recharge 5-6)*** Pavash chooses a point within 30 feet of himself and tosses a small stone charged with explosive amounts of arcane energy. The "A.M.P" explodes in a 20 foot radius centered on that point. Each creature in that radius must make a DC21 Intelligence saving throw, taking 6d6 force damage in a failed save or half as much on a successful one. > >The area in the 20 foot radius becomea so overly charged with arcane energy that casting spells within that area becomes difficult. Until the start of Pavash's next turn, spell attacks and concentration checks within this area are made with disadvantage, and saving throws made against spells cast from within that area are made with advantage. \pagebreak ___ ___ > ## Lord Thorilius Greatsoul >*Medium humanoid (half-elf), lawful good* > ___ > - **Armor Class** 18 (Duskplate Cuirass) > - **Hit Points** 288 (40d8+120) > - **Speed** 30 ft., fly 50 ft. (Feyform) >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|11 (+0)|21 (+5)|16 (+3)|13 (+1)|15 (+2)|18 (+4)| >___ > - **Saving Throws** Dex +13, Wis +10, Cha +12 > - **Skills** Acrobatics +10, Perception +7, Persuasion +9 > - **Damage Resistances** necrotic, radiant > - **Condition Immunities** charmed, frightened > - **Senses** darkvision 60 ft., passive perception 17 > - **Languages** Common, Elvish, Sylvan > - **Challenge** 15 (13,000 XP) > ___ > ***Legendary Resistance (3/day).*** If Thor fails a saving throw, he can choose to succeed instead. > > ***Spellcasting.*** Thor is a 20th level spellcaster and his spellcasting ability is Charisma. His spell save DC is 17 and his spell attack bonus is +9. He has the following Paladin spells prepared: > > 1st level (4 slots): *command, compelled duel, cure wounds, faerie fire, wrathful smite* >
2nd level (3 slots): *lesser restoration, moonbeam, warding bond* >
3rd level (3 slots): *aura of vitality, blinding smite, dispel magic, revivify, spirit guardians* >
4th level (3 slots): *banishment, find greater steed, guardian of faith, staggering smite* >
5th level (2 slots): *banishing smite, circle of power, geas, steel wind strike* > >***Lunar Smite.*** As a bonus action Thor can expend a spell slot and enchant his weapons with the divine power of his deity. On his next successful melee attack he deals an additional 1d8 radiant damage plus an additional 1d8 damage per level of the expended spell slot. >
On a hit, the target glows dimly with a pale blue light, and the next attack roll made against this target before the end of Thor's next turn has advantage. > >***Aura of the Silver Guardian.*** Thor projects a holy aura in a 30 foot radius around him. Creatures friendly to Thor within this aura gain a +3 bonus to any saving throws and have resistance to radiant and necrotic damage. Additionally when the area within this aura is shrouded in darkness, magical or otherwise, those benefitting from the Aura can see the area as if it were well lit by a pale blue light. > >***Eternal Protector.*** As an action Thor can channel the power of his Goddess and become like a guardian angel, as large wings with feathers of silver and blue appear from his back and his eye glow a pale blue. For the next minute Thor gains the following benefits: >
• Creatures friendly to Thor that start their turn within his aura regenerate 4 hit points, while hostile creatures within the Aura take that much in radiant damage at the start of their turn. >
• Thor's Crescent Moon Slash now deals 2d8 additional radiant damage and it's range is now a 30ft cone. > ### Actions > ***Multiattack.*** Thor makes three melee attacks. > > ***Estela*** *Melee Attack (Rapier).* +13 to hit, ranged 5ft., one target. Hit: 12 (1d8+8) slashing damage and 9 (2d8) radiant damage. When targeting Undead creatures, Estela gets a critical hit on rolls of 18-20. > > ***Crescent Moon Slash (Recharge 4-6)*** Thor slinks back with his sword sheathed before unleashing it quickly in front of him, sending a powerful wave of radiant energy slashing out in a 15 foot wide cone. Each creature within range must make a DC17 Dexterity saving throw. On a failed save they take 6d8 radiant damage, or half as much on a successful one. >
***Healing Touch (3/day)*** Thor touches another creature. The target magically regains 16 (3d8+4) hit points and is freed from any curse, disease, poison, blindness, or deafness. > ### Reactions > ***Riposte.*** When a creature makes a melee weapon attack against Thor, he can quickly enter a defensive stance, adding a +1 to his AC. If the attack misses, Thor can counter with a single melee weapon attack targeting the attacking creature. > > ### Legendary Actions > ***Thor 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. Thor regains spent legendary actions at the start of his turn. >
***Attack*** Thor makes one melee attack >
***Move*** Thor moves up to his speed without provoking opportunity attacks. >
***Healing Touch (2 actions)*** Thor uses Healing Touch, counting against his uses for the day. >
***Cast a Spell (3 actions)*** Thor casts a spell from his list of prepared spells, using a spell slot as normal. >
***Crescent Moon Slash (3 actions)*** Thor uses Crescent Moon Slash, regardless of whether or not it has recharged.