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The Four Elder Children

The Four Elder Children are a team of the four strongest fighters of the Moritomo-Gumi who all go by tree related pseudonyms  

Elm

                                          A sumo wrestler of incredible size, strength, and resilience. When not fighting with his bear hands, he uses a large studded club called a kanabo.   Elm is prone to displays of anger and displays of his strength. He is protective of his teammates, and merciless towards his enemies.  

Elm CR: 3

Huge , any
Armor Class: 12
Hit Points: 150
Speed: 30 ft

STR

24 +7

DEX

10 +0

CON

19 +4

INT

8 -1

WIS

12 +1

CHA

14 +2

Saving Throws: STR +11, CON +9
Skills: Athletics +11, Intimidation +6, Performance +6
Damage Resistances: Bludgeoning, Piercing, Slashing
Challenge Rating: 3

Sweaty Giant - Enemies must be of equal size or larger to grapple. Enemies have disadvantage on grapple checks due to Elm's slippery sweat

Actions

Body Slam - Elm leaps over his target to crush them under his weight. DC 16 DEX save, 6d8 bludgeoning and become restrained on a fail, and half damage on a success. Target may remake the DC 16 save to escape on the end of their turn   Charge - If Elm moves at least 10 feet he can charge towards and opponant and head butt them. +11 to hit, 4d10+7 to hit  

Grappling

Some of Elm's attacks use +11 athletics grappling as a base. On a successful grapple he can impose one of the following effects:   Suplex - Elm flips his target backwards onto their head, 2d8+7 bludgeoning damage. Target must make a DC 16 CON save or lose a turn from being stunned   Throw - Elm chucks his victim 30 feet and they take 4d6+7 bludgeoning damage and land prone   Bear Hug - Elm crushes his target between his arms, 4d8+7 bludgeoning damage

   

Juniper

                                                Trained at the famed Tottoshima Shrine, Juniper became one of the Senshin Miko, a warrior shrine maiden that uses strange and ancient dance and song rituals to enhance their combat. Juniper uses her naginata to elegantly dispatch her foes.   While she has no major hangups about the killing part of her job, she is very concerned about the pain and suffering involved in doing so, and aas such tries to make her victim's deaths as painless as possible. She is very apologetic and shows a great deal of concern, even for her enemies.  

Juniper CR: 3

Medium , any
Armor Class: 17
Hit Points: 60
Speed: 40 ft

STR

14 +2

DEX

24 +7

CON

15 +2

INT

10 +0

WIS

18 +4

CHA

16 +3

Saving Throws: DEX +11, WIS +8
Skills: Acrobatics +11, Arcana +4, Medicine +8, Religion +4
Damage Resistances: Radiant
Challenge Rating: 3

Timidity - At the beginning of every turn, Juniper must make a DC 18 WIS save. On a success she takes her turn as normal. On a failure she becomes frightened and unwilling to attack for that turn   Levitate - Juniper can levitate on command, up to 5 feet off the ground

Actions

Naginata - +11 to hit, 2d10+7 slashing, reach   Spinning Blossom - Juniper stands upon the tips of her toes on one of her feet and begins to spin rapidly with her naginata. Juniper can then use her movement to freely move up to 40 feet and any target within a 10 foot radius of her path must make a DC 16 DEX save. Target takes 6d10 slashing and knocked prone on a failure, or half that on a success. Juniper is immune to attacks of opportunity while spinning blossom is active   1,000 Stings - +11 to hit, 2d10+7 slashing. Juniper does and upward swipe with her naginata to send her target into the air. On a hit the target must beat a DC 16 CON save or be sent 5 feet into the air and incur an additional flurry of rapid piericng strikes dealing 8d4+7 piercing and sending the target flying back 15 feet onto the ground   Sundering Gale - +11 to hit, 4d10+7 slashing + 1d10 radiant A swift and powerful strike like a gust of wind brings a powerful cut upon the enemy. On a hit target must beat a 16 DC CON save or have one of their limbs chopped off. Roll a 1d4 to determine if its an arm or leg (1=LA, 2=RA, 3=LL, 4=RL). If an arm, target has disadvantage on attack rolls using a weapon or any skill checks using arms. If a leg, target has movement halved and disadvantage on any skills checks using legs   Rejuvination - Heals 5d10+4, can be used once per long rest

   

Oak

                                                          A relic of the past, Oak seeks to bring honor for the Moritomo-Gumi by bringing his master victory in battle. He doesn't question the ethics of the group, victory on the battlefield is the only morality to him.   Super serious and only talks about honor and combat  

Oak CR: 3

Medium , any
Armor Class: 20
Hit Points: 80
Speed: 30 ft

STR

16 +3

DEX

20 +5

CON

26 +8

INT

12 +1

WIS

12 +1

CHA

10 +0

Saving Throws: DEX +9, CON +7
Skills: Athletics +9, Insight +5,
Challenge Rating: 3

Actions

Katana - +9 to hit, 3d6+5 slashing  

Maneuvers

At the start of every turn Oak gains two 1d8 superiority dice for a maximum of two. Oak can use both of his dice within a single turn. These dice can be used for any of the maneuvers below.   Disarming Attack - When you hit a creature with a weapon attack, you can expend one superiority die to attempt to disarm the target, forcing it to drop one item of your choice that it's holding. You add the superiority die to the attack's damage roll, and the target must make a Strength saving throw. On a failed save, it drops the object you choose. The object lands at its feet.   Brace - When a creature you can see moves into the reach you have with the melee weapon you're wielding, you can use your reaction to expend one superiority die and make one attack against the creature, using that weapon. If the attack hits, add the superiority die to the weapon's damage roll.   Parry - When another creature damages you with a melee attack, you can use your reaction and expend one superiority die to reduce the damage by the number you roll on your superiority die + your Dexterity modifier.   Precision Attack - When you make a weapon attack roll against a creature, you can expend one superiority die to add it to the roll. You can use this maneuver before or after making the attack roll, but before any effects of the attack are applied.   Riposte - When a creature misses you with a melee attack, you can use your reaction and expend one superiority die to make a melee weapon attack against the creature. If you hit, you add the superiority die to the attack's damage roll.   Evasive Footwork - When you move, you can expend one superiority die, rolling the die and adding the number rolled to your AC until you stop moving.

   

Spruce

                                                      A man of no words. He is as stealthy and dangerous as he is quiet. He uses an array of ninja tools and an old tanegashima musket   His personality is an enigma, the most that can be discerned is from hand signals he gives  

Spruce CR: 3

Medium , any
Armor Class: 17
Hit Points: 65
Speed: 30 ft

STR

12 +1

DEX

22 +6

CON

14 +2

INT

16 +3

WIS

14 +2

CHA

10 +0

Saving Throws: DEX +10, WIS +6
Skills: Perception +6, Stealth - +10
Challenge Rating: 3

Cloak and Dagger - When attacking with Sais or Kunai while in stealth, Spruce gains 6d6 sneak attack damage on his attack

Actions

Dual Sais - +10 to hit, 2d6+6 piercing + 1d6 poison   Kunai - +10 to hit, 1d6+6 piercing + 1d6 poison   Tanegashima - +10 to hit, 3d8+6 piercing.   Flash Bomb - Spruce drops a flash bomb and dissapears in a puff of smoke to a location within his movement range


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