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# The Kindred - The Eternal Hunters ___ > ## The Lamb >*Medium Humanoid, True Neutral* > ___ > - **Armor Class** 15 > - **Hit Points** 120 (15d8+45) > - **Speed** 40 >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|8 (-1)|20 (+5)|16 (+3)|12 (+1)|20 (+5)|18 (+4)| >___ > - **Saving Throws** Dexterity +10, Wisdom +10 > - **Skills** Insight +10, Perception +10, Acrobatics +10 > - **Damage Immunities** Necrotic > - **Condition Immunities** Charmed, Frightened, Sleep, > - **Senses** Truesight 120ft > - **Languages** Common, Celestial > ___ > > ### Abilities > > ***Commander***: Lamb can forfeit her actions to allow wolf to act in her stead. > > ***Sneak Attack***: An additional 5d6 on the first strike on a surprised target or a Target within 5ft of Wolf. > > ***Evasion***: When lamb is subjected to an effect that allows them to make a Dexterity saving throw to take only half damage, Lamb instead take no damage if they succeed on the saving throw, and only half damage if they fail fail. > > ***Mark of The Kindred***: As a Bonus Action, The Lamb can mark a target. Only one of Lambs marks may be active at a time. Until the spell ends, Lamb deals an extra 1d6 damage to the creature whenever they hit it with a weapon attack, and they have advantage on Perception and Survival checks to find it. > > ### Actions > ***Multiattack.*** The Lamb can make one Triple Shot and a bonus action or 2 other actions and bonus action. > > ***Triple Shot.*** *Ranged Weapon Attack:* +10 to hit, ammunition (150/600ft.), up to 3 targets. *Hit:* 1d8+5 Force Damage. > > The Lamb looses 3 magical arrow bolts toward targets ignoring any disadvantage imposed by close proximity. She leaps up to 15ft in any direction without provoking attacks of opportunity. The arrows seek out the 3 closest targets. > > ***Arcane Shot***: *Ranged Weapon Attack:* +10 to hit, one target. *Hit:* Effects listed on the right. DC 17 > > ***Lamb's Respite (Recharges on 5-6):*** The area 30ft around Lamb becomes difficult terrain to none ally targets. All allies within this aura cannot be made unconscious for 4 rounds. If a target is unconscious they regain consciousness but remain at 0hp. \columnbreak ### Arcane Shots In lieu of Lamb's Triple Shot she can fire one of the following Arcane Shots. #### Banishing Arrow. You use abjuration magic to try to temporarily banish your target to a harmless location in the Feywild. The creature hit by the arrow must also succeed on a Charisma saving throw or be banished. While banished in this way, its speed is 0, and it is incapacitated. At the end of its next turn, the target reappears in the space it vacated or in the nearest unoccupied space if that space is occupied. #### Beguiling Arrow. Your enchantment magic causes this arrow to temporarily beguile its target. The creature hit by the arrow takes an extra 2d6 psychic damage, and choose one of your allies within 30 feet of the target. The target must succeed on a Wisdom saving throw, or it is charmed by the chosen ally until the start of your next turn. This effect ends early if the chosen ally attacks the charmed target, deals damage to it, or forces it to make a saving throw. #### Shadow Arrow. You weave illusion magic into your arrow, causing it to occlude your foe’s vision with shadows. The creature hit by the arrow takes an extra 2d6 psychic damage, and it must succeed on a Wisdom saving throw or be unable to see anything farther than 5 feet away until the start of your next turn.
##### Image Credit: SiaKim [DeviantArt](https://www.deviantart.com/siakim/art/kindred-league-of-legends-562800443 "The Kindred") #### Never One Without The Other If either wolf or lamb are felled during combat the surviving half can revive the other by sacrificing half their HP. This ability can be used until the remaining HP of the reviving party is reduced to 30hp or below. The revived rolls 10 of their hit dice to dictate it's health, reducing by 3 dice with every revival. \pagebreak ___ ___ > ## The Wolf >*Large, Chaotic Neutral* > ___ > - **Armor Class** 19 (unarmored defense) > - **Hit Points** 165 (15d12+60) > - **Speed** 40ft >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|20 (+5)|18 (+4)|18 (+4)|3 (-4)|8 (-1)|12 (+1)| >___ > - **Saving Throws** Strength +10, Dexterity +9 > - **Skills** Athletics +10, Stealth +9, > - **Damage Resistances** Bludgeoning, Piercing, and Slashing from non-magical weapons. > - **Damage Immunities** Necrotic > - **Condition Immunities** Charmed, > - **Languages** Common, Abyssal > ___ > > ### Traits > > **Keen Hearing and Smell:** The Wolf has advantage on Wisdom (Perception) checks that rely on hearing or smell. > > **Pack Tactics:** The wolf has advantage on an Attack roll against a creature if at least one of the wolf's allies is within 5 ft. of the creature and the ally isn't Incapacitated. > > **The Lamb's Guardian** When wolf starts his turn within 30ft of The Lamb he gains 5 temporary HP and cannot be frightened. >___ > ### Abilities > ***Those Who Flee***: The Wolf has advantage on attacks of opportunity against targets trying to flee and may take 2 actions against them instead of a reaction. Disengaging before fleeing still provokes an attack of opportunity, but only a reaction. > > ***Mounting Dread***: Those hit by Wolf must make a Constitution saving throw DC 16 or have their movement speed halved for the round. They make this save every time they are hit by a physical attack from wolf. > > ***Wolf's Mark***: At the start of Wolf's turn a random enemy is marked by rolling a die (Enemies are ordered by name or hp). If Wolf attacks this target it will receive an additional 1d6 of damage. > > ### Actions > ***Multiattack.*** The Wolf makes 2 attacks and one bonus action > > ***Bite:*** Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone. > > ***Lunging Strike.*** When wolf successfully attacks a target as your action you can leap towards another target 10ft away. If the second strike is a hit also, he deals 4d6 additional damage. > > ***Wolf's Frenzy.*** Every non-allied creature that starts or ends its turn within 15ft of Wolf must make a Wisdom saving throw. On a failure it takes 3d8 Necrotic damage and half as much on a save. If Lamb attacks a target standing in Wolf's Frenzy, that target takes an additional 1d8 necrotic damage from her attack. >