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# Rell - The Iron Maiden ___ ___ > ## Rell >*Medium (large when mounted), Chaotic Good* > ___ > - **Armor Class** 19 (20 when unmounted) > - **Hit Points** 162 (13d12+78) > - **Speed** 50 feet (mounted), 30 feet (unmounted) >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|18 (+4)|14 (+2)|22 (+6)|15 (+2)|10 (+0)|15 (+2)| >___ > - **Saving Throws** Constitution +11, Charisma +7 > - **Skills** Arcana +7, Athletics +9, History +7, Survival +5 > - **Damage Resistances** Bludgeoning, slashing and piercing, fire, force, thunder > - **Condition Immunities** Deafened, Petrified, Prone > - **Senses** Passive perception 10 > - **Languages** Common, (up to two others, determined by campaign relevance) > - **Challenge** 13 - 10,000 exp > ___ > > **Headstrong.** Rell has advantage on saving throws against the charmed and frightened conditions. > > **Iron Scent.** Rell can pinpoint the location of ferrous metal within 120 feet of her. > > **Break the Mold.** When Rell is struck by, or hits a target wielding a metal weapon or wearing metal armour, she gains +1 to hit with her *Shattering Strike* or +1 AC (whichever is relevant) and the target gains that much as a penalty to their weapon bonus or AC. > > If this penalty ever reached -5 or reduces the target's AC to 10, the weapon/armour breaks. Rell's bonuses from this effect disappear at the end of her next turn. > > **Ferromancy.** Rell can cast the *Telekinesis* spell without verbal or somatic components, but only on metal objects. Her spellcasting ability for this is Constitution, and her spell save DC is 19. > > ### Actions (mounted) > ***Multiattack.*** Rell can attack twice with *Shattering Strike* on her turn, or use one of her other actions on her turn. > > ***Shattering Strike.*** *Melee weapon attack:* +9 to hit, 10 feet, up to two targets in a straight line. *18* (1d12 piercing damage, 2d12 bludgeoning damage). Any target hit is pushed 10 feet directly away from Rell, and must succeed on a DC 17 strength save or fall prone. > > For each target hit by *Shattering Strike*, Rell can choose to expend a hit die and give temporary hit points equal to the the amount rolled to herself or her *Attract and Repel* partner. > > Rell and her *Attract and Repel* partner can only gain temporary hit points from one of the hit die each. Rell and her partner can only benefit from one of the hit dice generated by this ability per turn. > > \columnbreak > > ***Crash Down.*** Rell chooses a point she can see within 20 feet of her, wreathing herself in armour and impacting the ground. Any creature within 15 feet of her impact point must succeed on a DC 17 Strength saving throw or take 4d6 bludgeoning damage. A creature takes half damage on a success and is not knocked prone. > > Until Rell uses *Mount Up*, her speed is 30 feet, her AC is 20, and immediately after using *Crash Down*, she gains 37 (3d12 + 18) temporary hit points. > > ### Bonus Actions (unmounted) > > **Mount Up.** Rell's AC is set to 19, she loses any temporary hit points gained from *Crash Down.* Until the end of her turn, her speed is 70 feet, after which her speed becomes 50 feet. > > If Rell ends her turn next to a creature, she can use *Shattering Strike* against it. If she hits, the first target in the line takes damage as normal. Additionally, as part of this attack, the normal additional effects of *Shattering Strike* are replaced with the target needing to succeed on a DC 17 Dexterity saving throw or be flipped over Rell, landing prone 5 feet beside Rell on the opposite side if it fails a DC 15 Dexterity (acrobatics) check. > > ### Actions (both forms) > **Magnet Storm.** Rell explodes in a magnetic fury, violently pulling nearby enemies towards herself. Every creature within a 10 foot radius of Rell must succeed on a DC 21 Constitution saving throw or be pulled directly towards Rell, stopping within 5 feet of her. > For the rest of Rell's turn, creatures that failed the saving throw are dragged with her, taking 1d6 bludgeoning damage for every 5 feet > > ### Bonus Actions (both forms) > > **Attract and Repel.** Using her bonus action on her turn, Rell chooses an allied creature within 60 feet of her, they become her *Partner.* Rell binds a piece of her armour to her *Partner*, losing -1 AC and expending up to 2 hit dice, giving temporary hit points to her *Partner.* > > ### Reactions > > **Attract and Repel.** While Rell's *Partner* is within 1 mile of her, or until Rell uses *Attract and Repel* to choose a different *Partner*, Rell can use her reaction to snap the binding. > > Rell immediately regains her lost -1 AC as a result of *Attract and Repel*, her *Partner* loses any temporary hit points granted by *Attract and Repel*, and every creature within 5 feet of both Rell and her *Partner* must succeed on a DC 17 Strength saving throw or take 3 (1d6) force damage and become *grappled* until the start of their next turn.as the magnetic forces around them are suddenly intensified.