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Cyndrum Waudershe

7 Level (0/34000 XP for level-up) Farrow - Soldier Background Sprite Race / Species / Heritage Chaotic Evil Alignment
Bone Knight Fighter
Level 7
Hit Dice: 7/7
1d10+6 Class 1

STR
32
+11
DEX
15
+2
CON
22
+6
INT
10
+0
WIS
12
+1
CHA
14
+2
112
Hit Points
+5
Initiative (DEX)
19
Armor Class (AC)
+3
Prof. Bonus
30/120
Speed (walk/run/fly)
5 / 5
DR Points
+6 Expertise Bonus
+3 Proficiency Bonus
+14 Strength
+2 Dexterity
+9 Constitution
+0 Intelligence
+1 Wisdom
+2 Charisma
saving throws
+2 Acrobatics DEX
+1 Animal Handling WIS
+0 Arcana INT
+17 Athletics STR
+2 Deception CHA
+0 History INT
+4 Insight WIS
+5 Intimidation CHA
+0 Investigation INT
skills
+1 Medicine WIS
+0 Nature INT
+1 Perception WIS
+5 Performance CHA
+2 Persuasion CHA
+0 Religion INT
+2 Sleight of Hand DEX
+2 Stealth DEX
+4 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Attacks
Feats: Dual Wielder (+1 STR), Tough (+1 CON), RAGE (Barbarian)
Training: +1 CON, +1 to hit and damage on weapon attacks, +5 speed

  • Strength Set to 24 w/ a maximum without items to 26 (you can rearrange some points if you put some into strength and have extra)
  • Able to reroll 1s on d20s up to proficiency bonus.

  • Crit range increased by 1

  • Gain one more tendril, range increased to 50ft from 30ft, and they can be used on targets up to three sizes larger than Cyndrum

  • Cyndrum feels like there's a chance for destruction when pushed past her limits and other conditions are met.

  • When you use your tendrils to grab a creature, you can instead choose to Impale them. Make a grapple check as normal, if you succeed the creature is Impaled. While Impaled a creature cannot move and has a -4 reduction to their AC from attacks made by you. You must make an additional grapple check in order to be able to move the Impaled creature (normal grappling rules apply here, half movement, etc). On the creatures turn, they can attempt a grapple check as an action to escape from the Impale, or it can be ended by you. When the Impale ends the creature takes 1d12r4 plus any flat modifiers of untyped damage as they bleed unless they do not bleed (such as a skeleton).

  • +3 to Initiative

  • Features & Traits
    Explorer's Pack
    potion of growth x 4
    elixir of health x 4
    potion of heroism
    potion of slash resist
    buncha wyvern bones
    giant goat horn
    2x gorgon bones
    couple bodak bones
    4 phoenix bones
    48 wendigo bones
    4 infected prisma dire wolf bones
    2 prisma dire wolf bones
    cool stick!
    diceu
    ------------------------------------------------------------
    Skeletal Aviation
    Description: These wings were acquired via very legal means. Cyndrum isn't a wanted criminal anywhere. :)

    Info & Effects:
  • Increase flying speed by 10ft
  • The uses of Cyndrum’s Second Wind feature are now equal to her Proficiency Bonus.

  • Skeletal Mobility. When you make a melee attack against a creature, you don't provoke opportunity attacks from that creature for the rest of the turn, whether you hit or not (If you take Mobile/anything related to this effect, you don't provoke attacks from all creatures, whether you hit or not).

    Bone Burst. On your turn, up to your proficiency bonus per short rest, you may double your speed till the start of your next turn. During this time you do not provoke attacks of opportunity.

    Wing's Transformation. On your turn, you can sacrifice your flying speed for 1 minute. You gain 10ft of Walking Speed, and your skeletal wings combine with your bone weapons, making them into Dual Bone Scythes for the 1 minute. They have Cleave, and deal 1d10r2 slashing damage. Also, they are able to combine together (or split) as a bonus action, combining into a bone scythe & stiletto combo with gaining Reach on the scythe. It deals 1d12r3+2 slashing damage. The bone stiletto deals 1d6+1 Piercing Damage, has a thrown range increment of 20/60, and it reforms in your hand once thrown.

    -(Unnamed/Unknown Ability Name): Spend 30 HP to gain an extra attack till the end of your turn.

    Alpha Wyvern:
  • Resistance to Poison Damage
  • Up to Proficiency Bonus, able to use Stinger (same as the Alpha Wyvern, just substitute add mod; just a regular attack roll). Able to substitute/replace 1 attack. Single Target Melee 10ft (Reach). DC = 8+Prof+Con Mod. Refresh on Long Rest
  • Able to add a 1d6 Poison or Wind Damage to an attack up to Con Mod+Proficiency Bonus. Refreshes half (rounded up) on short rest, full on Long Rest.
  • Increase Flight speed by 5ft

  • Phoenix:
  • Resistance to Fire Damage. Also, Cyndrum feels very warm, also like a Ring of Warmth, however Cold Damage still effects her.
  • On death, the first time, Cyndrum is revived with 1 HP, this effect's chances decrease to 50% (1-50) on second, 25% third, then 10%, and finally 1%.
  • Able to add a 1d10 Fire Damage up to Con Mod. Refreshes half on Short Rest, full on Long Rest.
  • Twice per Long Rest, when grappling/when a creature is grappled, Cyndrum can combust with immense heat taking & dealing 10d10 Fire Damage. This also work with Blood/Bone Tendrils.
  • Increase Flight by 15ft

  • Belt of Sentinel
    Gives me sentinel

    Bodak:
  • Resistance to Necrotic & Lightning Damage
  • Able to add a 1d4 Necrotic damage to attacks.
  • Up to Proficiency Bonus, as an attack (able to substitute attacks), Cyndrum can make a ranged attack up to 60ft, dealing 4d6 Necrotic Damage. The target must make a Wisdom Saving Throw or be feared for 1 minute, they are able to make another save at the start of their turn, DC = 8+Prof+Con Mod. Does not effect undead and creatures that are considered "boss creatures" (villain plot armor).

  • Other/Overall Increase(s):
  • Adamant Ivory (3rd Level Bone Knight Feature) is no longer a reaction, but an Inherent Ability/Action, but only once per instance of damage. It can also reduce damage from Poison, Wind, Fire, Necrotic, and Lightning.
  • Gain additional Hit Die: 3d10
  • Reach in creatures for the longer Scythe form to 15ft instead of 10ft.
  • Stiletto can now bounce to a second target as another attack roll if the target is within 30ft. Also, the thrown range increases to 30/80.
  • Dual Scythes can now be thrown, range 20/60, they can hit up to three targets if they're within 5ft of each other (so there can be like one space in between at most

  • Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 1180229, Platinum: 0 Money
    Common, Yeti

    Languages & Proficiencies


    ™ & © Wizards of the Coast - D & D 5e Character Sheet v2.07, made by Tillerz - Updated: 2023-05-29
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