The Adventure Guild's Tiny Army
Babies
Micro-Griffonmicro-griffon CR: 1/2
STR
2 -4
DEX
15 +2
CON
10 +0
INT
3 -4
WIS
13 +1
CHA
7 -2
Keen Sight And Smell. The Micro Griffon has advantage on Wisdom (Perception) checks that rely on sight or smell.
Actions
Claws. melee weapon attack: +2 to hit, reach 5ft., one target. hit: 2 slashing damage.
Excal-heim
Tiny Tarrasque CR: 9 (5,000 XP)
STR
16 +3
DEX
11 +0
CON
18 +4
INT
3 -4
WIS
10 +0
CHA
11 +0
Anti-magic Carapace. Any time the tiny tarrasque is targeted by a magic missile spell, line spell, or spell that requires a ranged attack roll, flip a coin.
Heads: the tiny tarrasque is affected by the spell as normal.
Tails: the tiny tarrasque is unaffected.
Actions
Multiattack. The tiny tarrasque makes three attacks: one with its bite and two with its claws.
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 10 2d6+3 piercing damage.
Claw. Melee Weapon Attack: +7 to hit, reach 5ft., one target. Hit: 6 1d6+3 slashing damage.
Chomp. The tiny tarrasque makes one bite attack against a creature of medium or smaller size.
On a hit the target must succeed on a dc 18 STR save or be grappled.
lucas the spider CR: 4 (1,100 XP)
STR
4 -3
DEX
10 +0
CON
5 -3
INT
8 -1
WIS
6 -2
CHA
30 +10
Plop. Lucas takes no damage from falling.
Adorable. Creatures attacking Lucas must succeed on a Charisma saving throw of DC 30 or become charmed. If they succeed on the saving throw, they automatically trigger Web Rage.
Actions
Play. Lucas plays around with some string or an instrument of his. All creatures that see or hear him playing become charmed.
Excal-heim
Tiny Ghost CR: 2 (450 XP)
STR
5 -3
DEX
11 +0
CON
8 -1
INT
6 -2
WIS
12 +1
CHA
17 +3
Ethereal Sight. The ghost can see 60 feet into the Ethereal Plane when it is on the Material Plane, and vice versa.
Incorporeal Movement. The ghost can move through other creatures and objects as if they were difficult terrain.
It takes 5 1d10 force damage if it ends its turn inside an object.
Actions
Withering Touch. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 16 2d12+3 necrotic damage.
Etherealness. The ghost enters the Ethereal Plane from the Material Plane or vice versa.
While it is in the Ethereal plane, it can't affect or be affected by anything on the Material plane and vice versa.
Spooky Attempt. One non-undead creature the ghost can see within 60 feet must succeed on a DC 13 WIS save or be frightened for 1 minute.
If a friendly creature succeeds by 5 or more, they must feign being frightened or the ghost becomes depressed.
A frightened target can repeat the saving throw at the end of each of its turns, ending the condition on a success.
If a target's saving throw is successful or the effect ends for it, the target is immune to this ghost's Spooky Attempt for the next hour.
Perry the platypus CR: 7 (2,900xp)
STR
10 +0
DEX
16 +3
CON
8 -1
INT
12 +1
WIS
12 +1
CHA
14 +2
Actions
THE HAT. Perry puts on his hat and immediately takes on a bipedal stance, increasing his movement speed by 15 and giving him access to his gadgets.
No Hat. Perry removes his hat. while not wearing his hat a creature must make a DC 19 Wisdom save to realize the platypus is Perry, even if they see him take it off.
Night Vision Goggles. Perry gains Dark vision to 60 ft.
The Badge. Perry can confiscate any vehicle using the badge.
Tail Slap. +3 1d20+3 to hit, 2d6 2d6 bludgeoning danmage(nonleathal).
Dismantle. Perry can dismantle any "mechanical" construct. this take 3 turns and can only be done on a construct that is either distracted or unaware of him.
pusheen CR: 1 (200 xp)
STR
3 -4
DEX
14 +2
CON
12 +1
INT
3 -4
WIS
12 +1
CHA
7 -2
Hunters head. The cat has advantage on Wisdom (Perception) checks that rely on smell, sight, or hearing.
Lands on Four Feet. If the feline were to receive fall damage from a long fall they are not knocked prone and receive half the damage they normally would.
Cat's Elegancy. the cat can climb a flat vertical object of maximum height of 10 feet without any checks.
how the fuck did she? cats can fit through any hole big enough for their head. this being a chonker she can only fit through a hole twice the size of her head
Actions
hella taps. the cat can attack three(3) times with its claws. Claws. Melee Weapon Attack: +0 1d20 to hit, reach 5 ft., one target. Hit: 1 slashing damage.
Living Dice CR: 7
STR
1 -5
DEX
1 -5
CON
1 -5
INT
7 -2
WIS
30 +10
CHA
1 -5
when rolled they cause a random effect even:Improved Wild Magic odd:Trinkets
Actions
1d4 1d6 1d8 1d10 1d12 1d20
Mech Pseudodragon CR: 1/2
STR
5 -3
DEX
15 +2
CON
18 +4
INT
10 +0
WIS
12 +1
CHA
10 +0
- Keen Senses. The mechanical pseudodragon has advantage on Wisdom (Perception) checks that rely on sight, hearing, or smell.
- Magic Resistance. The mechanical pseudodragon has advantage on saving throws against spells and other magical effects.
- Limited Telepathy. The pseudodragon can magically communicate simple ideas, emotions, and images telepathically with any creature within 100 feet of it that can understand a language.
- Immutable Form. The golem is immune to any spell or effect that would alter its form.
- Magic Resistance. The golem has advantage on saving throws against spells and other magical effects.
- Magic Weapons. The golem's weapon attacks are magical.
Actions
Bite. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit: 4 ( 1d4+2 ) piercing damage. Flare Breath. (Recharge 1-2) Ranged Weapon Attack: +4 to hit, range 60ft., one creature. Hit: 11 ( 2d10 ) Fire damage.
Chibi Amelia
Tiny Chibi, Any
STR
6
( -2 )
DEX
6
( -2 )
CON
10
( +0 )
INT
16
( +3 )
WIS
10
( +0 )
CHA
30
( +10 )
Description
chibi of Amelia.
Bonds
LOVE ME!!!
Flaws
LOVE ME!!!
Actions
Cute Dance. All creatures that see the chibi Amelia become charmed. DC 16 Tiny Grenade. Ranged weapon attack Range 20ft, Hit: +6 , Damage: 4d4 Force.
Chibi Lyzira
Tiny Chibi, Any
STR
6
( -2 )
DEX
6
( -2 )
CON
10
( +0 )
INT
8
( -1 )
WIS
10
( +0 )
CHA
50
( +20 )
Description
Chibi of Lyzira
Bonds
LOVE ME!!!
Flaws
LOVE ME!!!
Bat. turn into a tiny bat.
Actions
Sluty Dance. All creatures that see the chibi Lyzira become charmed. DC 22 Kinky Whip. Melee weapon attack Range 10ft, Hit: +6 , Damage: 4d4 Slashing.
Chibi Matilda
Tiny Chibi, Any
STR
6
( -2 )
DEX
6
( -2 )
CON
10
( +0 )
INT
8
( -1 )
WIS
10
( +0 )
CHA
50
( +20 )
Description
Chibi of Matilda
Bonds
LOVE ME!!!
Flaws
LOVE ME!!!
Actions
Cute Dance. All creatures that see the chibi Matilda become charmed. DC 22 Dirt. Ranged magic attack Range 30ft, Hit: +6 , Damage: 3d6 Bludgeoning. Summon a tiny version of Maximillion's earthen hand.
Mounts
EquestradonExplosives
The StartExcal-heim
Terrible Shrapnel Bomb
Explosive
Legendary
, Cursed, So very Cursed.
Damage ( 6d6+4d10 Total...) |
---|
3d6 Bludgeoning, 3d6 Piercing. |
2d10 Force, 2d10 Thunder. |
Terrible Shrapnel Bomb V.1
Cost: Your morals.
Weight: 40lb
Excal-heim
Fabulous Barrel Bomb
Explosive
Legendary
Damage ( 16d12 Total...) |
---|
3d12 Bludgeoning, 3d12 Piercing, 2d12 Force, 2d12 Thunder. |
2d12 Lightning, 2d12 Acid, 2d12 Cold, 2d12 Fire. |
Instructions:
Layer 1: 23 grenades,
Layer 2: 20 musket balls,
Layer 3: 1 inch of glitter,
Layer 4: Shrapnel.
Terrible Shrapnel Bomb V.2
Cost: Your morals.
Weight: 60lb
world of excal-heim
Baby Barrel Bomb
Explosive
Rare
,
2d12 Thunder damage, 4d6 Lightning Damage
Bomb AOE: 20ft, Doge(dex) DC 16 at 5ft. any closer and you can't doge.
Instructions: 2 grenades, 6 musket balls, and Shrapnel.
Cost: Death by Cuteness
Weight: 30 Lb
Excal-heim
Leggy Boi, the Barrel Bomb
Explosive
Legendary
Crime Against Huwumanity, Destroyer of Worlds, Hella
A very large barrel filled with explosives. It has had the legs of a clockwork dragon attached to it.
Damage, 100d100 |
---|
15d100 Bludgeoning, 15d100 Piercing, 15d100 Force, 15d100 Thunder. |
40d100 Chaos. |
Barrel
1 barrel with dimensions 7.5 ft diameter by 8.5 ft height.
Grenades
14400 grenades.
Manasteel
28 manasteel plates
Glitter
687.2 pounds of glitter
Cost: Your soul... and 101 platinum.
Weight: 450lb
Boats:
Steampunk SkyshipExcal-heim
Drake's bane
STR
12 +1
DEX
10 +0
CON
16 +3
INT
-5
WIS
-5
CHA
-5
Capacity
Travel Pace:
Parts
Brigantine Hull
Has a Damage Threshold of 15.
If destroyed, you're kinda F█████.
Solar Sails
Filler words so this all fits nicely
If destroyed, the ship will lose all thrust.
Collects sunlight to power the thrusters at the rear.
Astral Dynamo:
Can only be targeted once Hull is at 50% hp.
If destroyed, the ship will immediately start crashing.
Alows travel to the sea of stars.
Actions
Heavy bolters and railguns are on rails and can slide between port and starboard
Heavy Bolter 1.(AC 14. HP 25.) Ranged Weapon Attack: +6 to hit, range 150/450 ft, one target. Hit: 3d10 Piercing Damage. This weapon gives you half cover and must be reloaded for 1 action after 4 shots.Heavy Bolter 2.(AC 14. HP 25.) Ranged Weapon Attack: +6 to hit, range 150/450 ft, one target. Hit: 3d10 Piercing Damage. This weapon gives you half cover and must be reloaded for 1 action after 4 shots. Rail Gun 1.(AC 17. HP 25.) Ranged Weapon Attack: +7 to hit, range 300/900 ft. one target. Hit: 4d6 Piercing + 3d12 Lightning Damage. Can't target anything that is within 40ft. Must be reloaded for 1 bonus action.
Rail Gun 2.(AC 17. HP 25.) Ranged Weapon Attack: +7 to hit, range 300/900 ft. one target. Hit: 4d6 Piercing + 3d12 Lightning Damage. Can't target anything that is within 40ft. Must be reloaded for 1 bonus action.
Center
Tri-mortar Strike.(AC 16. HP 25.) Fire the central artillery and rain destruction on three points you can see. These points must be at least 50 ft away but no more than 450 ft. Each creature in a 20-foot-radius sphere centered on these points must make a DC 18 Dexterity saving throw. On a fail, they take 4d8+5 fire + 4d8+5 force damage or half as much on a success. Warning. using the Tri-mortar Strike lowers the Drake's bane by 20 ft. All creatures not affixed to the Drake's bane must make a DC 18 Dexterity saving throw, taking 1d6 bludgeoning damage on a fail.Repaires
As a Long Action, make a DC 12 Strength (Carpenter's tools) check. On a success, give 1 ship component 2d10 Temp HP.Alternatively, you can make a DC 16 Mechanics check if you have that skill. On a success, give 1 ship component 2d12 HP. During a Short rest, for 200 gp, heal 1 ship component for 25 HP.
During a Long rest, for 800 gp, fully heal 1 ship component.
The Mechanics skill can be learned after a year of training, however, Engineers and Artificers start with it. It is Strength + Intelligence + Proficiency.
Usual Tactics
old photo:
THE ZEPLIN MK. II
STR
25 +7
DEX
7 -2
CON
14 +2
INT
0 -5
WIS
0 -5
CHA
0 -5
Max Capacity:
3 tons
24 crew/passengers.Cargo capacity: 1 tons
Travel Pace:
20 miles per hour (160 per long rest, 480 miles per day)Hull(C)
Armour Class 13Hit Points 150 (Damage threshold 15)
Helm(A)
Armour Class 20Hit Points 75
Wheel to steer the ship, rocker lever for up and down, toggle lever for landing gear, peddle for go-go juice, peddle for stop, and a button for cruise control.
If the helm is destroyed, the ship can’t turn.
Engine(C)
Armour Class 10Hit Points 50
These control your top speed.
Gather sunlight to power the thrusters at the rear of the ship. If you've ever seen Treasure Planet, it's like that.
Skycore(C)
Armour Class: 15 (Damage Threshold: 15)Hit Points: 50
Special: When destroyed will result in the ship losing weightlessness and automatically start crashing. Can only be targeted once the Hull has reached 50% hit points
Actions
heavy mounted weapons
Special:
range increases by 30ft for every 10ft the target is lower,Similarly, it decreases by 30 ft for each 10 the target is higher
Main Gun.
Ranged Weapon Attack: +2 to hit, range 150/300 ft. one target. Hit: 20 12d12 Bludgeoning Damage and 3d6 AOE(15ft) fire damage per cannonball. Doge dc for AOE starts at 18 at the center and drops by 2 per 5ft.deals 2d4 thunder damage to the person firing.
Non-Combat Actions
Helm
Interacting(action): Allows the ship to move.SkyCore
Interacting(Bonus Action): Raises/lower ship by 10 ftRepair Component(in Combat)
heal a ship component, apart from the hull.Action: Make a DC 24 Sleight of Hand and Intelligence check. (roll once for each skill and add them together)
On a success heal every ship component 1d10 +dex+int mod
Or Make a DC 10 Athletics check and a DC 16 Mechanics check to heal 1d12 +str+int on a success.
Repair Ship Short Rest(Out of Combat)
During a short rest, Make a DC 36 Strength, Sleight of Hand, and Intelligence check. (roll once for each skill and add them together)On a success heal every ship component 2d10 +str/dex+int mod
Or Make a DC 10 Strength check and a DC 16 Mechanics check to heal 2d12 +str+int on a success.
The skill checks can be bypassed with 3 or more people working on repairs.
Repair Ship Long(Out of Combat)
During a Long rest, Make a DC 36 Strength, Sleight of Hand, and Intelligence check. (roll once for each skill and add them together)On a success heal every ship component 4d10 +str/dex+int mod
Or Make a DC 10 Strength check and a DC 16 Mechanics check to heal 4d12 +str+int on a success.
The skill checks can be bypassed with 3 or more people repairing
- Hull grade C; 2,500 GP, ac13, hp150
- Helm grade A; 6,000 GP, ac20, hp75
- Engine grade C; 5,000 GP, ac10, hp50
- Skycore grade C; 3,000 GP, ac15, hp50
- Total; 16,500 GP
Excal-heim
Kyarl's Destroyer
STR
20 +5
DEX
7 -2
CON
17 +3
INT
0 -5
WIS
0 -5
CHA
0 -5
Max Capacity: 16 tons
Travel Pace:
7.5 mph (60 miles per long rest, 180 miles per day)Parts
Frigate Hull
Hp: 800AC: 19
Has a Damage Threshold of 15.
If destroyed, you're kinda F█████.
Solar Sails
Hp: 100AC: 13
Filler words so this all fits nicely
If destroyed, the ship will lose all thrust.
Collects sunlight to power the thrusters at the rear.
Arcane Dynamo:
Hp: 75AC: 17
Can only be targeted once Hull is at 50% hp.
If destroyed, the ship will immediately start crashing.
Uses mana steel and is therefore very dangerous.
Actions
Special:
Range increases by 20ft for every 10ft the target is lower.Range decreases by 20 ft for every 10ft the target is higher.
Port Side.
Harpoon Ballista. (AC 15. HP 50.) Ranged Weapon Attack: +6 to hit, range 120/360 ft., one target. Hit: 4d12 piercing damage. On a hit, the target can't move more than 150ft away from the ship.This weapon gives you half cover and must be reloaded for 1 action after 4 shots. Cannon. (AC 19. HP 75.) Ranged Weapon Attack: +6 to hit, range 260/780 ft., one target. Hit: 8d10 bludgeoning damage. Rail Gun. (AC 17. HP 25.) Ranged Weapon Attack: +6 to hit, range 300/900 ft. one target. Hit: 2d12 Piercing + 2d12 Lightning Damage.
Can't target anything which is within 40ft Cannon. (AC 19. HP 75.) Ranged Weapon Attack: +6 to hit, range 260/780 ft., one target. Hit: 8d10 bludgeoning damage. Harpoon Ballista. (AC 15. HP 50.) Ranged Weapon Attack: +6 to hit, range 120/360 ft., one target. Hit: 4d12 piercing damage. On a hit, the target can't move more than 150ft away from the ship.
This weapon gives you half cover and must be reloaded for 1 action after 4 shots.
Starboard Side.
Harpoon Ballista. (AC 15. HP 50.) Ranged Weapon Attack: +6 to hit, range 120/360 ft., one target. Hit: 4d12 piercing damage. On a hit, the target can't move more than 150ft away from the ship.This weapon gives you half cover and must be reloaded for 1 action after 4 shots. Cannon. (AC 19. HP 75.) Ranged Weapon Attack: +6 to hit, range 260/780 ft., one target. Hit: 8d10 bludgeoning damage. Rail Gun. (AC 17. HP 25.) Ranged Weapon Attack: +6 to hit, range 300/900 ft. one target. Hit: 2d12 Piercing + 2d12 Lightning Damage.
Can't target anything which is within 40ft Cannon. (AC 19. HP 75.) Ranged Weapon Attack: +6 to hit, range 260/780 ft., one target. Hit: 8d10 bludgeoning damage. Harpoon Ballista. (AC 15. HP 50.) Ranged Weapon Attack: +6 to hit, range 120/360 ft., one target. Hit: 4d12 piercing damage. On a hit, the target can't move more than 150ft away from the ship.
This weapon gives you half cover and must be reloaded for 1 action after 4 shots.
Repairs
As a Long Action, make a DC 12 Strength (Carpenter's tools) check. On a success, give 1 ship component 2d10 Temp HP.Alternatively, you can make a DC 16 Mechanics check if you have that skill. On a success, give 1 ship component 2d12 HP. During a Short rest, for 200 gp, heal 1 ship component for 25 HP.
During a Long rest, for 800 gp, fully heal 1 ship component.
The Mechanics skill can be learned after a year of training, however, Engineers and Artificers start with it. It is Strength + Intelligence + Proficiency.