the first battle of the skeleton war
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pawn | Undead Servant
Excal-heim Undead Servant CR: 1/2Medium undead, lawful neutral(obeys summoner)
Armor Class: 13 (armor scraps)
Hit Points: 22 3d8+9
Speed:
30 ft
STR10 +0DEX16 +3CON16 +3INT6 -2WIS8 -1CHA5 -3Damage Immunities: Poison
Condition Immunities: Exhaustion, Poisoned
Senses: Darkvision 60 ft., Passive Perception 9
Languages: Understands the languages its summoner knows but can't speak.
Challenge Rating: 1/2
( 100 xp XP)
Proficiency Bonus: +2
Undead Fortitude. If damage reduces the servant to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the servant drops to 1 hit point instead. ActionsScimitar. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 1d6+3 piercing damage.
An undead solider, ready to fight.
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rook | Red's speeder
Excal-heim Red's speederGargantuan sky-ship,
Armor Class: 14
Hit Points: 133 (14d10+56) 14d10+56
Speed:
, fly: 150 ft
, can hover
STR10 +0DEX12 +1CON16 +3INT-5WIS-5CHA-5CapacityTravel Pace:8 crew/passengers Cargo: 3 Tons Per Round: 300 ft Per day: 1920 miles PartsSpeeder HullHp: 200 AC: 15 Solar SailsHp: 100 AC: 13 Arcane Dynamo:Hp: 75 AC: 12 ActionsPort side Rail Gun(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.
RepairesAs 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. All Strength (Carpenter's tools) checks can be bypassed with 3 or more people repairing.
The Mechanics skill can be learned after a year of training, however, Engineers and Artificers start with it. It is Strength + Intelligence + Proficiency. |
Big Flesh Golem
Big Flesh GolemLarge construct, unaligned
Armor Class 14
Hit Points 133 ( 14d10+56 )
Speed
30ft
STR
20 +5
DEX
9 -1
CON
18 +4
INT
5 -3
WIS
8 -1
CHA
-2
0
Damage Immunities lightning, poison;
Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned
Senses darkvision 60 ft., passive Perception 9
Languages understands the languages of its creator but can't speak
Challenge 9 (5,000 XP)
Aversion of Fire. If the golem takes fire damage, it has disadvantage on attack rolls and ability checks until the end of its next turn.
ActionsMultiattack. The golem makes two slam attacks.
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knight | Undertaker
Excal-heim Undertaker CR: 14Medium undead(dullahan), typically lawful neutral
Armor Class: 12
Hit Points: 171 18d8+90
Speed:
30 ft
STR20 +5DEX14 +2CON20 +5INT12 +1WIS16 +3CHA16 +3Saving Throws: Dex +6, Con +10, Wis +4
Skills: Intimidation +8, Sneak +7, Survival +8
Damage Vulnerabilities: Radiant and silver weapons
Damage Immunities: Acid, cold, necrotic, poison
Condition Immunities: decapitated, diseases, exhaustion, frightened, poisoned, suffocation, turn undead
Senses: darkvision 120 ft., passive Perception 13
Languages: Common, Draconic, Undead
Challenge Rating: 14
( 11,500 XP)
Proficiency Bonus: +5
Spellcasting: Uses Con Spell mod: +10 Spell Save DC: 18 3/Day Animate Dead(in actions), Creeping Rot, Misty step 1/day Death Ward, Soulhunt Scythe Magic Resistance. The Undertaker has advantage on Saving Throws against spells and other magical effects. Ferryman's Toll (3/month). The undertaker will stay dead until midnight when it reforms where it died. Once all uses of this ability have been used, the undertaker will remain dead until the next full moon at midnight. Undead Fortitude. If damage reduces the undertaker to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken unless the damage is radiant or from a critical hit. On a success, the undertaker drops to 1 hit point instead. Headless. A Dullahan's head is not permanently attached to its body and can be removed at will or will fall off if they crit fail a dex save. The head and body share one hp pool and AC level and always know where each other are. The body is considered blind with 15ft of blindsight but can perform a 30-minute meditation ritual to summon its head, as long as both are on the same plane. Upon death the undertaker's body turns to dust. Drops: 88 silver each death, +2 Executioner's Sword upon the 3rd death, and Soul Mark Compass on the 6th death. ActionsMulti-attack The Undertaker makes four longsword attacks and casts on spell/uses deaths whistle.
Executioner's Sword Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 12 1d10+5+2 slashing.
When dealing 15 slashing, the target must succeed on a DC 18 con save or be beheaded.
Animate Dead (Spell). Summon up to 3 zombies, which dig their way out of the earth.
A Dullahan from the second age, in the employ of death herself.
Hunts those who don't value their life or have cheated death, and tend to "play with their food" out of boredom. |
Slaver
SlaverMedium humanoid (any race), any evil
Armor Class 16
Hit Points 97 ( 17d8+30 )
Speed
30ft
STR
10
0
DEX
18 +4
CON
14 +2
INT
8 -1
WIS
10
0
CHA
15 +2
Saving Throws Con +4, Wis +4
Skills Perception +6
Senses passive Perception 16
Languages any one language (usually Common)
Challenge 8 (3,900 XP)
The Slaver's Spellcasting Ability is Dexterity. Spellcasting mod of 8 and Spell Save DC of 16. Sadistic A██████. The Slaver has advantage on saving throws against being frightened or intimidated. Equestradon. the Arch-Slaver can summon its mount(assuming it can hear the Arch-Slaver). The Arch-Slaver gains +30 move speed while mounted. Lacerating. When the slaver deals 6 or more damage with the razor whip, the target makes a con save, gaining 1 level of exhaustion on a fail. DC of 10 + 1/2 damage dealt. ActionsMultiattack. The Slaver makes two melee attacks. Razor whip. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 10 1d6+4 slashing damage. Weapon ArtMortal Leverage. Melee Weapon Art: +8 hit, reach 10ft., one target. hit: Target creature is Restrained and takes 2d4+4 Force damage per turn for as long as it is restrained.the slaver can continue to restrain the target creature for 3 turns. At the start of its turn, it can make a str save to escape. DC is what was rolled to hit. Fire Breath(Recharge 5-6). The slaver exhales a jet of flame. Each creature in a 30x5ft line must make a dexterity saving throw with a DC of 16, or take 4d6 fire damage on a failed save, and half as much damage on a successful one. Enslavement(6 per long rest). As an Action, the slaver summons a bomb collar in its empty hand. The bomb collar disappears after the spell ends if it is not being worn. It can be fitted to a Medium(or smaller) creature’s neck as a Long Action. the slaver must succeed a DC 15 Dexterity saving throw if the target is not willing and able to resist. The slave auto-fails if it is wearing a bomb collar. They roll with disadvantage if they wore a bomb collar within the past 3 days. Drops Slavers Ring, Binding of Wrath or , 2 Potion of Fire breath, and 200 to 400 gp. |
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Diesel Drider
Diesel DriderLarge monstrosity construct, chaotic evil
Armor Class 19 (natural armor)
Hit Points 130 13d12+52
Speed
35ft
Climb: 35ft
STR
18 +4
DEX
16 +3
CON
20 +5
INT
10
0
WIS
14 +2
CHA
6 -2
Skills Perception +5, Stealth +6
Senses darkvision 120 ft., passive Perception 15
Languages Elvish, Undercommon, Commen
Challenge 8 (3,900 XP)
The drider’s innate spellcasting ability is Wisdom (spell save DC 13). The drider can innately cast the following spells, requiring no material components:
At will: dancing lights
1/day: darkness, faerie fire
Morbid Construction. The diesel drider has advantage on saving throws against being Charmed or intimidated, and magic can’t put the diesel drider to sleep. however, it has disadvantage on Charisma checks.
ActionsMultiattack. The diesel drider makes three attacks, one with its chainsword, one with its longbow, and one with its grappling hook.
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queen | Death Knight
Death Knight CR: 17 (18.000 XP)Medium undead, any
Armor Class: 20 (plate armor, shield)
Hit Points: 180
Speed:
30 ft
STR20 +5DEX11 +0CON20 +5INT12 +1WIS16 +3CHA18 +4Saving Throws: Dex +6, Wis +9, Cha +10
Damage Immunities: necrotic; poison
Condition Immunities: exhaustion, frightened, poisoned
Senses: darkvision 120 ft., passive Perception 13
Languages: Abyssal, Common
Challenge Rating: 17 (18.000 XP)
The death knight is a 19th-level spellcaster. Its Spellcasting Ability is Charisma, with Spell Attack = 1d20+10 and Spell Save DC = 18. It has the following spells prepared:
Magic Resistance
The death knight has Advantage on Saving Throws against spells and other magical effects.
ActionsMultiattack
The death knight makes three longsword attacks.
ReactionsParry The death knight adds 6 to its AC against one melee attack that would hit it. To do so, the death knight must see the attacker and be wielding a melee weapon. |
SCP-682, THE LIZARD
SCP-682, THE LIZARD CR: 17Large monstosity, chaotic evil
Armor Class: 18
Hit Points: 225 (18d10+126) 18d10+126
Speed:
30 ft
, swim: 25 ft
STR22 +6DEX16 +3CON24 +7INT13 +1WIS16 +3CHA12 +1Saving Throws: Cha+7 Dex+9
Skills: Athletics +12, Stealth +9, Perception +9, Survival +9,
Damage Resistances: Bludgeoning, Piercing, Slashing
Damage Immunities: Poison, 3 others
Condition Immunities: Charmed, poisoned, frightened
Senses: Darkvision 60ft, Blindsight 10ft, passive perception 19
Languages: Common, Draconic
Challenge Rating: 17
Adaption. SCP-682 can adapt to anything after getting hit by an attack. As a reaction after getting hit by a damage type SCP-682 can adapt gaining resistance for 1d4 rounds after which it gains immunity for up to 1 week. It can have up to three different immunities at a time besides poison. If SCP-682 tries to get a fourth immunity the oldest immunity goes away. SCP-682 can spend 1 immunity to escape magical confinement.
ActionsMultiattack. SCP-682 can use Frightful Presence followed by an attack. Bite. Melee Weapon Attack: +12 1d20+12 to hit, reach 5 ft., one target. Hit: 33 (6d8 + 6) 6d8+6 piercing damage. SCP-682 regains hit points equal to half of the damage dealt. Tail. Melee Weapon Attack: +12 1d20+12 to hit, reach 10 ft., one target. Hit: 28 (4d10 + 6) 4d10+6 bludgeoning damage. Claws. Melee Weapon Attack: +12 1d20+12 to hit, reach 5 ft., one target. Hit: 20 (4d6 + 6) 4d6+6 slashing damage. Frightful Presence. Each creature of the SCP-682's choice that is within 100 feet of him and aware of him must succeed on a DC 15 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to SCP-682's Frightful Presence for the next 24 hours. SCP-682 is a large, vaguely reptile-like creature of unknown origin. It appears to be extremely intelligent. SCP-682 appears to have a hatred of all life, which has been expressed in several interviews during containment.
SCP-682 has always been observed to have extremely high strength, speed, and reflexes, though exact levels vary with its form. SCP-682's physical body grows and changes very quickly, growing or decreasing in size as it consumes or sheds material. SCP-682 gains energy from anything it ingests, organic or inorganic. Digestion seems to be aided by a set of filtering gills inside of SCP-682's nostrils, which are able to remove usable matter from any liquid solution, enabling it to constantly regenerate from the acid it is contained in. SCP-682's regenerative capabilities and resilience are staggering, and SCP-682 has been seen moving and speaking with its body 87% destroyed or rotted.
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king | Mr. Bones | Karen the Daughter of Tiamat
Karen the Daughter of TiamatHuge dragon monstrosity, chaotic evil
Armor Class 25 (natural armor)
Hit Points 415 30d20+100
Speed
60ft
Fly: 120ft
STR
30 +10
DEX
10
0
CON
30 +10
INT
26 +8
WIS
26 +8
CHA
28 +9
Saving Throws Str +19, Dex +9, Wis +17
Skills Arcana +17, Perception +26, Religion +17
Damage Immunities acid, cold, fire, lightning, poison
Condition Immunities blinded, charmed, deafened, frightened, poisoned, stunned
Senses darkvision 120 ft., truesight 60 ft.
Languages Common, Draconic, Infernal
Challenge 27 (105,000 xp)
3/day: The Karen can innately cast divine word (spell save DC 26). Her spellcasting ability is Charisma.
Legendary Resistance (3/Day). If Karen fails a saving throw, she can choose to succeed instead.
ActionsMultiattack. Karen makes three attacks: two with her claws and one with her tail.
Legendary ActionsLegendary Actions
Karen can take 2 legendary actions per head(6 actions), choosing from the options below. Only one head can be used for a legendary action option at a time, and only at the end of another creature's turn. Karen regains spent legendary actions at the start of its turn.
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get thanked, get asked to take out mortars.
doing so causes vortex bomb - DC 43 dex - change items + vision of the dragon monarch:
plea for help, told to tell the rep from draconian "lohikäärmeiden vapaus"
the great shame has gained the multi-mom-child. multi-child me crystal. need help. speak you, skeleton representative, >refer to book<
fight thing on the way back... or run.
get paid, talk to the dude.
told to head to Scalefall, Draconia.