Havokke
Medium Triton, Any
Armor Class 17
Hit Points 81
Speed:
35 ft
Saving Throws STR+8, DEX +8, WIS +7
Skills Darkvision 60ft., Blindsight 10ft.
Damage Vulnerabilities Fire
Damage Resistances Cold, Slashing, Piercing
Condition Immunities Charmed, Frightened, Poisoned, Stunned
Senses Passive Perception 10
Languages Common, Primordial, Sylvan
1/day: Steel Wind Strike: Choose up to five creatures you can see within its 30ft range. Make a melee spell attack against each target. On a hit, a target takes 6d10 force damage. You can then teleport to an unoccupied space you can see within 5 feet of one of the targets you hit or missed.
Wall of Water (concentration, up to 10 minutes): You conjure up a wall of water on the ground at a point you can see within the 60ft range. You can make the wall up to 30 feet long, 10 feet high, and 1 foot thick, or you can make a ringed wall up to 20 feet in diameter, 20 feet high, and 1 foot thick. The wall vanishes when the spell ends. The wall’s space is difficult terrain. Any ranged weapon attack that enters the wall’s space has disadvantage on the attack roll, and fire damage is halved if the fire effect passes through the wall to reach its target.
2/day: Spike Growth (concentration, lasts up to 10 minutes): The ground in a 20-foot radius centered on a point within range twists and sprouts hard spikes and thorns. The area becomes difficult terrain for the duration. When a creature moves into or within the area, it takes 2d4 piercing damage for every 5 feet it travels. The transformation of the ground is camouflaged to look natural. Any creature that can’t see the area at the time the spell is cast must make a Wisdom (Perception) check against your spell save DC to recognize the terrain as hazardous before entering it
Wither and Bloom: Affects targets in a 10ft-radius area within 60ft, Each creature of your choice in that area must make a Constitution saving throw, taking 2d6 necrotic damage on a failed save, or half as much damage on a successful one. Nonmagical vegetation in that area withers. In addition, one creature of your choice in that area can spend and roll one of its unspent Hit Dice and regain a number of hit points equal to the roll plus your spellcasting ability modifier (1d12+4)
3/day: Hunter's Mark (concentration, up to 1 hour): Until the spell ends, you deal an extra 1d6 damage to the target whenever you hit it with a weapon attack, and you have advantage on any Wisdom (Perception) or Wisdom (Survival) check you make to find it. If the target drops to 0 hit points before this spell ends, you can use a bonus action on a subsequent turn of yours to mark a new creature.
Counterspell (up to 4th lvl): If the creature is casting a spell of 4th level or lower, its spell fails and has no effect. If it is casting a spell of 5th level or higher, make an ability check using your spellcasting ability. The DC equals 10 + the spell’s level. On a success, the creature’s spell fails and has no effect.
Actions
Multiattack: This creature can make up to three attacks, each with their Morningstar or their Handaxes
Raakitite Twisted Morningstar: +8 to hit, on hit deals 1d8+7 Bludgeoning damage; If you beat a creature's AC by 3 or more, that creature is knocked prone; Additionally crits on 19's, and creatures who would normally be resistant to this weapon are instead vulnerable to it
Handaxe: 20/60 range, +8 to hit, on hit deals 1d6+6 slashing damage
- Lead Handaxe (2 of these): Any creature hit by a lead weapon for the first time each day must make a DC[8+STR+prof.] Constitution saving throw or become poisoned for 1 hour. The weapon also becomes one stage heavier (light to normal; normal to heavy)
- Misimi Bronze Handaxe (2 of these): Making an attack roll that surpasses a target’s AC by 3 prevents the target from casting spells or using magical features until the start of their next turn.
Smoke Blanket: Each creature that starts their turn in the 20ft radius area centered on this creature, or enters it for the first time must make a DC14 Constitution saving throw or become incapacitated until the start of their next turn. The cloud lasts for 1 hour or until a mild gust of wind disperses it.
Bonus Actions
Offhand-Attack: This creature can use their Bonus Action to make an additional attack with their off-handed weapon
Flashbang: As a bonus action throw a pocket full of sunshine a target with a range of (30/90)ft. Any creature within a 15ft radius of the target must make a DC14 Wisdom saving throw. On a failure a target takes 2d6 + Proficiency radiant damage and becomes blinded for 1 minute. On a success the target takes half damage and does not become blinded.
Zombie Ooze: As a bonus action throw a bound wad of fluids and flesh at your target with a range of (30/90). Any creature within a 10ft radius of the target must make a DC14 Dexterity saving throw. On a failed save a target takes 2d8 + Proficiency necrotic damage and gain 1 level of exhaustion. On a successful save, the target takes half as much damage and does not gain a level of exhaustion.
Reactions
Counterspell, see above
Comments