Al'Nero and Vendetta

by HACtheGREAT

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"Merry go round" Al'nero Zeppeli

Medium Humanoid (Ranger, Cowboy), Spec: [Like A Record]


  • Armor Class 16 (Studded Leather)
  • Hit Points 84 (13d8 + 26)
  • Speed 40ft, 40ft Climb, 40ft Swim,
  • Initiative +4

STR DEX CON INT WIS CHA
13 (+1) 18 (+4) 14 (+2) 11 (+0) 16 (+3) 14 (+2)

  • Saving Throws Dex (+7), Con (+5), Wis (+6)
  • Skills Perception (+9), Stealth (+7)
  • Senses Passsive Perception 19
  • Languages Common, Primordial, Gnomish
  • Challenge PB +3)

Traits

Gunslinger. Being within 5 feet of a hostile creature or attacking at long range doesn’t impose disadvantage on Al'Nero's ranged attack rolls with a revolver. In addition, he ignores half cover and three-quarters cover when making ranged attacks with a revolver.

Dead. Al'Nero is adpet at ensuring his targets fall, no matter how many or how big. He has the following two abilities. Al'Nero can only use one of these abilites per turn:

Colossus Slayer. When Al'Nero hits a creature with a weapon, the weapon deals an extra 1d8 damage if the target is missing any of it's Hit Points. Al'Nero can only do this extra damage once per turn.

Hoard Breaker. When Al'Nero makes an attack with a weapon, he can make another attack with the same weapon against a different creature within 5 feet of the original target, provided that the new target is within the weapon's range, and that he has not attacked this turn.

Or Alive. Al'Nero ensures he's always on top of the battle, securing his safety and survival. He has the following two abilities.

Escape the Horde. Opportunity Attacks have Disadvantage against Al'Nero.

Multiattack Defense. When a creature hits you with an attack roll, that creature has Disadvantage on all other attack rolls against you this turn.

Spec - Like a Record. Al'Nero has absorbed a Sunshard, which grants him the Spec: [Like A Record]. While Al'Nero has [Like a Record], he can apply rotational energy to objects he touches.

Alternatively, he can transfer rotational energy from an already rotating object onto a target that is touching that object, if it is within range of his Revolver.

[Like a Record] grants Al'Nero other abilities, labeled by the acronym LAR before the name of the ability.

LAR - Record Spin. If Al'Nero hits a creature with his Revolver, he can apply [Like a Record] to them. At any time until the end of his next turn, he can change that creature's facing.

If he does this after they take an action, bonus action, or reaction, he can change the target of that action, bonus action, or reaction.

Actions

Multiattack. Al'Nero makes two weapon attacks

Revolver (Reload 6) (Ammunition 36/LR) (Vex). Ranged Attack Roll: +9, reach 40/120ft. Hit: 13 (2d8 + 4) Piercing damage.

Fan The Hammer (Recharge 5-6) (Expends 6 Ammunition). Dexterity Saving Throw: DC 15, each creature in a 15-foot Cone. Failure: 13 (2d8 + 4) Piercing Damage, Vex. Success: Half Damage.

Bonus Actions

Hunter's Mark (3/Day). Al'Nero casts Hunter's Mark, using Wisdom as his Spellcasting Ability. When Al'Nero casts Hunter's Mark in this way, he becomes aware of any Immunities, Resistances, or Vulnerabilities the target has.

Reactions

Premtive Dive Roll (After a creature within 40ft of Al'Nero takes an action, bonus action, or reaction). Al'Nero moves up to half his speed before the triggering action takes place. The triggering action is not taken as a result.

LAR - Spin Dodge. If Al'Nero is hit by an attack, he can halve the damage taken. If the attack was a melee attack, the attacker can't change their facing until the end of Al'Nero's next turn.



"Solar Arcanist" Raet Sunnier Bigfoot

Medium Humanoid (Wizard, Firbolg), Spec: [Like A Record]


  • Armor Class 16 (Studded Leather)
  • Hit Points 84 (13d8 + 26)
  • Speed 40ft, 40ft Climb, 40ft Swim,
  • Initiative +4

STR DEX CON INT WIS CHA
13 (+1) 18 (+4) 14 (+2) 11 (+0) 16 (+3) 14 (+2)

  • Saving Throws Dex (+7), Con (+5), Wis (+6)
  • Skills Perception (+9), Stealth (+7)
  • Senses Passsive Perception 19
  • Languages Common, Primordial, Gnomish
  • Challenge PB +3)

Traits

Gunslinger. Being within 5 feet of a hostile creature or attacking at long range doesn’t impose disadvantage on Al'Nero's ranged attack rolls with a revolver. In addition, he ignores half cover and three-quarters cover when making ranged attacks with a revolver.

Dead. Al'Nero is adpet at ensuring his targets fall, no matter how many or how big. He has the following two abilities. Al'Nero can only use one of these abilites per turn:

Colossus Slayer. When Al'Nero hits a creature with a weapon, the weapon deals an extra 1d8 damage if the target is missing any of it's Hit Points. Al'Nero can only do this extra damage once per turn.

Hoard Breaker. When Al'Nero makes an attack with a weapon, he can make another attack with the same weapon against a different creature within 5 feet of the original target, provided that the new target is within the weapon's range, and that he has not attacked this turn.

Or Alive. Al'Nero ensures he's always on top of the battle, securing his safety and survival. He has the following two abilities.

Escape the Horde. Opportunity Attacks have Disadvantage against Al'Nero.

Multiattack Defense. When a creature hits you with an attack roll, that creature has Disadvantage on all other attack rolls against you this turn.

Spec - Like a Record. Al'Nero has absorbed a Sunshard, which grants him the Spec: [Like A Record]. While Al'Nero has [Like a Record], he can apply rotational energy to objects he touches.

Alternatively, he can transfer rotational energy from an already rotating object onto a target that is touching that object, if it is within range of his Revolver.

[Like a Record] grants Al'Nero other abilities, labeled by the acronym LAR before the name of the ability.

LAR - Record Spin. If Al'Nero hits a creature with his Revolver, he can apply [Like a Record] to them. At any time until the end of his next turn, he can change that creature's facing.

If he does this after they take an action, bonus action, or reaction, he can change the target of that action, bonus action, or reaction.

Actions

Multiattack. Al'Nero makes two weapon attacks

Revolver (Reload 6) (Ammunition 36/LR) (Vex). Ranged Attack Roll: +9, reach 40/120ft. Hit: 13 (2d8 + 4) Piercing damage.

Fan The Hammer (Recharge 5-6) (Expends 6 Ammunition). Dexterity Saving Throw: DC 15, each creature in a 15-foot Cone. Failure: 13 (2d8 + 4) Piercing Damage, Vex. Success: Half Damage.

Bonus Actions

Hunter's Mark (3/Day). Al'Nero casts Hunter's Mark, using Wisdom as his Spellcasting Ability. When Al'Nero casts Hunter's Mark in this way, he becomes aware of any Immunities, Resistances, or Vulnerabilities the target has.

Reactions

Premtive Dive Roll (After a creature within 40ft of Al'Nero takes an action, bonus action, or reaction). Al'Nero moves up to half his speed before the triggering action takes place. The triggering action is not taken as a result.

LAR - Spin Dodge. If Al'Nero is hit by an attack, he can halve the damage taken. If the attack was a melee attack, the attacker can't change their facing until the end of Al'Nero's next turn.



"The Queen's Nail" Vendetta, Crimson Beserker

Large Undead, Lancelot Blood Technique: Nail


  • Armor Class 20 (Nail)
  • Hit Points 195 (23d8 + 92)
  • Speed 40ft., climb 40 ft.
  • Initiative +9 (19)

STR DEX CON INT WIS CHA
18 (+4) 18 (+4) 18 (+4) 15 (+2) 15 (+2) 15 (+2)

  • Skills Acrobatics +9, Perception +7, Performance +12
  • Saving Throws Dex (+9),
  • Damage Resistances Necrotic, Psychic
  • Condition Immunities Charmed, Exhaustion, Frightened,
  • Senses Darkvision 120 ft., Passive Perception 17
  • Languages Common, Elvish
  • Challenge PB +5

Traits

Regeneration (195 points/LR). Vendetta has a pool of 100 Regeneration points. If Vendetta takes damage from a Spectacular Ability, Sunlight, or force damage from her Lancelot Blood Technique: Nail, she loses a number of Regeneration points equal to the damage taken.

At the start of Vendetta's turns, she regains an amount of HP equal to the number of Regeneration Points she has. If Vendetta takes radiant damage, damage from holy water, or damage from a spectacular ability, she does not regenerate at the start of her turn.

Spider Climb. Vendetta can climb difficult surfaces, including along ceilings, without needing to make an ability check.

Lancelot Blood Technique: Nail (6 Charges). Vendetta has been gifted the Blood Technique "Nail". Vendetta has six "Nail" charges, each one representing a sharp blood tentacle sprouting from her back.

For every Nail charge Vendetta has, she gains a +1 to her Armor Class. Abilities that require Nail charges or are connected to this ability are labeled with "Nail" before the ability's name.

Vendetta regains all her Nail charges at the start of her turn. If Vendetta expends her last Nail Charge before she recharges them, she takes 50 Force damage.

Nail - Respectless. While Vendetta has three Nail charges or more, she has a flying speed equal to her walking speed, but can't fly higher than 20 feet above the ground.

Vampire Weakness. Vendetta has these weaknesses:

Forbiddance. Vendetta can’t enter a residence without an invitation from an occupant.

Running Water. Vendetta takes 20 Acid damage if she ends her turn in running water.

Sunlight. The vampire takes 20 Radiant damage if it starts its turn in sunlight. While in sunlight, it has Disadvantage on attack rolls and ability checks.

Easily Rage Baited Dumbass. Whenever Vendetta makes an attack roll, she can choose to take a -9 to the attack roll. If she does, the attack crits on a 18, 19, or 20.

When she makes an attack, a creature can make a DC 15 skill check of any Charisma skill if they are the target of the attack. On a success, Vendetta chooses to take the -9 to her attack roll.

Actions

Multiattack. Vendetta makes two Grave Strike attacks.

Grave Strike. Melee Attack Roll: +9, reach 5 ft. Hit: 8 (1d8 + 4) Bludgeoning damage plus 7 (2d6) Necrotic damage. If the target is a Large or smaller creature, it has the Grappled condition (escape DC 14) from one of two hands.

Nail - Twisting Nail. Melee Attack Roll: +9, reach 20 ft. Hit: 17 (3d8 + 4) Piercing damage.

Nail - Nail Gun. Ranged Attack Roll: +9, reach 60 ft. Hit: 17 (1d6 + 4) Piercing damage.

Vicious Bite. Constitution Saving Throw: DC 17, one creature within 5 feet that is willing or that has the Grappled, Incapacitated, or Restrained condition. Failure: 6 (1d4 + 4) Piercing damage plus 13 (3d8) Necrotic damage. Vendetta's regains Regeneration Points equal to the Necrotic Damage she deals with this attack.

Reactions

Nail - Velvette Shield. If Vendetta takes damage, she can use this reaction and reduce the damage by 20.

Vendetta can choose to spend one Nail charge when she uses this ability. If she does so, it does not cost her reaction. If the prevented damage is from a Spectacular Ability or Sunlight, Vendetta does not regain the charge spent until she takes a Long Rest.

Nail - Slippery Bitch. (After a creature within 40ft of Vendetta takes an action, bonus action, or reaction). Vendetta moves up to half her speed before the triggering action takes place. The triggering action is not taken as a result and no resources are expended.

Vendetta can choose to spend one Nail charge when she uses this ability. If she does so, it does not cost her reaction.



Legendary Actions

Nail - I will do nothing less than what I please (1 Nail Charge). Vendetta moves up to her speed.

Nail - I ain't swiping right (1 Nail Charge). Vendetta makes a Nail - Twisting Nail or Nail - Nail Gun attack. Vendetta can choose to spend one extra charge when she uses this Legandary Action to force a creature hit by the same attack to make a DC 17 Constitution Saving Throw. On a failure, the creature is restrained.

Nail - YOU'VE LOST YOUR RELEVANCE (1 Nail Charge). Vendetta gathers a number of her Nails and prepares an ultimate attack. Vendetta chooses to create either a 20-foot Emanation or a line that is 40 feet long and 10 feet wide in the direction she is facing, both originating from her.

Until the start of her next turn, she can choose to unleash a devestating attack in the area she created. When she chooses to do this, each creature in the area must make a DC 17 Dexterity Saving Throw or take 4 (1d8) Necrotic damage. Vendetta's regains Regeneration Points equal to the Necrotic Damage she deals with this attack.

If she has not released this attack, Vendetta can choose to use this Legendary Action again and increase the damage by 4 (1d8). Until she releases the attack, Vendetta can't move.

 

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