the first battle of the skeleton war Plot in excal-heim | World Anvil

the first battle of the skeleton war

skelly fuck
pawn Undead Servant

Excal-heim

Undead Servant CR: 1/2

Medium undead, lawful neutral(obeys summoner)
Armor Class: 13 (armor scraps)
Hit Points: 22 3d8+9
Speed: 30 ft

STR

10 +0

DEX

16 +3

CON

16 +3

INT

6 -2

WIS

8 -1

CHA

5 -3

Damage 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.

Actions

Scimitar. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 1d6+3 piercing damage.
Shortbow. Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 6 1d6+3 piercing damage.

An undead solider, ready to fight.
slaves
rook Red's speeder

Excal-heim

Red's speeder

Gargantuan sky-ship,
Armor Class: 14
Hit Points: 133 (14d10+56) 14d10+56
Speed: , fly: 150 ft , can hover

STR

10 +0

DEX

12 +1

CON

16 +3

INT

-5

WIS

-5

CHA

-5


Capacity

Travel Pace:

8 crew/passengers
Cargo: 3 Tons
Per Round: 300 ft Per day: 1920 miles
 

Parts

Speeder Hull

Hp: 200
AC: 15
Damage Threshold of 15. Painted black with grey trim cause edgy.

Solar Sails

Hp: 100
AC: 13
Uniquly crimson. Collects sunlight to power the thrusters at the rear. If destroyed, the ship will lose all thrust.

Arcane Dynamo:

Hp: 75
AC: 12
Can only be targeted from the outside once Hull is at 50% hp. If destroyed, the ship will immediately start crashing.

Actions

Port 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.
Starboard 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.  

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.  
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 Golem

Large 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.
Berserk. Whenever the golem starts its turn with 40 hit points or fewer, roll a d6 . On a 6, the golem goes berserk. On each of its turns while berserk, the golem attacks the nearest creature it can see. If no creature is near enough to move to and attack, the golem attacks an object, with preference for an object smaller than itself. Once the golem goes berserk, it continues to do so until it is destroyed or regains all its hit points. The golem's creator, if within 60 feet of the berserk golem, can try to calm it by speaking firmly and persuasively. The golem must be able to hear its creator, who must take an action to make a DC 15 Charisma (Persuasion) check. If the check succeeds, the golem ceases being berserk. If it takes damage while still at 40 hit points or fewer, the golem might go berserk again.  
Immutable Form. The golem is immune to any spell or effect that would alter its form.
Lightning Absorption. Whenever the golem is subjected to lightning damage, it takes no damage and instead regains a number of hit points equal to the lightning damage dealt.
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

Multiattack. The golem makes two slam attacks.
Slam. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 ( 2d8+4 ) bludgeoning damage.


 
knight Undertaker

Excal-heim

Undertaker CR: 14

Medium undead(dullahan), typically lawful neutral
Armor Class: 12
Hit Points: 171 18d8+90
Speed: 30 ft

STR

20 +5

DEX

14 +2

CON

20 +5

INT

12 +1

WIS

16 +3

CHA

16 +3

Saving 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
At will Command, Comprehend Languages, Counterspell, Find Steed(Bone horse, in actions)
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.

Actions

Multi-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.
Find Steed (Spell). The Undertaker can summon a Skeletal Riding Horse to use as a mount at will.
Deaths whistle. Target creature within 60 feet of the undertaker's head must make a DC 18 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.

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

Slaver

Medium 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.


Actions

Multiattack. 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 Art

Mortal 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 slaver can detonate the bomb collar as an action, as long as the wearer is within 180ft.
  • When the collar detonates, the wearer takes 6d6 force damage.
  • If the slaver dies, all Bomb collars created by them deactivate without detonating and unlock.   Hold Person(3 per long rest). As an action, the Slaver chooses a humanoid it can see within 60ft. The target must succeed on a DC 16 Wisdom saving throw or be paralyzed for up to 1 minute, the spell can be ended early if the Slaver loses Concentration. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the spell ends on the target.   Master's Command. As an action, the Slaver can attempt to command a slave it can see within 40ft. The slave must make a DC 16 Wisdom saving throw or do as the slaver commands.
    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.

  • bishop
    Diesel Drider

    Diesel Drider

    Large 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.

    Spider Climb. The diesel drider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

    Web Walker. The diesel drider ignores movement restrictions caused by webbing.


    Actions

    Multiattack. The diesel drider makes three attacks, one with its chainsword, one with its longbow, and one with its grappling hook.

    Grappling Hook. Ranged Weapon Attack: +6 to hit, range 75/150 ft., one target. Hit: 2 1d8+3 piercing damage and the target is grappled for the next 2 rounds. the target must make a str check each round, on a fail they will be dragged toward the diesel drider by 30 ft and half on a success.

    Chain Sword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 15 1d8+3 slashing damage.

    Arm Cannon. Ranged Weapon Attack: +6 to hit, range 100/150 ft., one target. Hit: 15 1d8+3 piercing damage.


     
    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

    STR

    20 +5

    DEX

    11 +0

    CON

    20 +5

    INT

    12 +1

    WIS

    16 +3

    CHA

    18 +4

    Saving 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:  

    Spell Level Spell Attack/Saving Throw, Range, Concentration Effect(s) Per Higher Level
    1st (4 slots) Command Range = 60 ft., Wis Save, duration = 1 round Command creature to Approach, drop, Flee, Grovel, Halt +1 target
    Compelled Duel Range = 30 ft., Bonus Action, Concentration up to 1 min, Wis Save Disadvantage on attacks not against you, must make save to move a space away from you further than 30 ft.
    Searing Smite Self, Bonus Action, Concentration up to 1 min, Con Save at start of each of target's turns On next hit, deal 1d6 fire damage extra and ignite target. 1d6 fire damage per non dousing +1d6
    2nd (3 slots) Hold Person Range = 60 ft., Concentration up to 1 min, Wis Save Fail =] paralyzed. Save is repeated at end of targets turns
    Magic Weapon Touch, Bonus Action, Concentration up to 1 h Make a +1/+1 weapon of the touched weapon 4th: +2
    3rd (3 slots) Dispel Magic Range = 120 ft., Dispel spell
    Elemental Weapon Touch, Concentration up to 1 h Make a +1/+1 weapon that deals an extra 1d4 acid, cold, fire, lightning or thunder damage 5th: +2 and +2d4 instead of 1d4
    4th (3 slots) Banishment Range = 60 ft., Concentration up to 1 min, Cha Save Keep creature for 1 min away, stays away if non-native plane +1 target
    Staggering Smite Self, Bonus Action, Concentration up to 1 min, make Wis Save on hit Next time you hit deal an extra 4d6 psychic damage, fail =] Target has Disadvantage on Attack Rolls and Ability Checks and can't take Reactions until the end of its next turn
    5th (2 slots) Destructive Wave (necrotic) AOE self radius = 30 ft., Con Save Fail =] 5d6 thunder and 5d6 necrotic damage and be knocked prone. Suc =] 1/2 dmg, non prone


    Magic Resistance The death knight has Advantage on Saving Throws against spells and other magical effects.
    Marshal Undead Unless the death knight is incapacitated, it and undead creatures of its choice within 60 feet of it, have Advantage on Saving Throws against features that Turn Undead.

    Actions

    Multiattack The death knight makes three longsword attacks.
    Longsword Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 1d8+5 slashing damage or 1d0+5 slashing damage if used with two hands, both with plus 4d8 necrotic damage.
    Hellfire Orb (1/day) The death knight hurls a magical ball of fire that explodes at a point it can see within 120 feet of it. Each creature in a 20-foot radius sphere centered on that point must make a DC 18 Dexterity Saving Throw. The sphere spreads around corners. A creature takes 10d6 fire damage and 10d6 necrotic damage on a failed save, or half as much on a successful one. 

    Reactions

    Parry 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: 17

    Large monstosity, chaotic evil
    Armor Class: 18
    Hit Points: 225 (18d10+126) 18d10+126
    Speed: 30 ft , swim: 25 ft

    STR

    22 +6

    DEX

    16 +3

    CON

    24 +7

    INT

    13 +1

    WIS

    16 +3

    CHA

    12 +1

    Saving 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.
      Keen Senses. SCP-682 has advantage on Wisdom (Perception) checks that rely on sight, hearing, or smell.
      Regeneration. SCP-682 regains 15 hit points at the start of its turn if it has at least 1 hit point.
      Magic Resistance. SCP-682 has advantage on saving throws against spells and other magical effects.
      Amphibious. SCP-682 can breathe any gas or liquid.
      Magic Weapons. SCP-682 weapon attacks are treated as magical to overcome Immunities and Resistances.
      Old god's heart. If it reaches 0 hp, the big reptile returns to life in 3d6 3d6 hours and regains all its hit points. This does not occur if the reptile's heart is removed. a wish spell will have no effect.

    Actions

    Multiattack. 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.
    king Mr. Bones Karen the Daughter of Tiamat

    Karen the Daughter of Tiamat

    Huge 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.

    Magic Weapons. Karen's weapon attacks are magical.

    Multiple Heads. Karen can take one reaction per turn, rather than only one per round. She also has advantage on saving throws against being knocked unconscious.

    Regeneration. Karen regains 30 hit points at the start of her turn.


    Actions

    Multiattack. Karen makes three attacks: two with her claws and one with her tail.

    Claw. Melee Weapon Attack: +19 to hit, reach 15 ft., one target. Hit: 24 (4d6 + 10) slashing damage.

    Tail. Melee Weapon Attack: +19 to hit, reach 25 ft., one target. Hit: 28 (4d8 + 10) piercing damage.


     

    Legendary Actions

    Legendary 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.

    Karen's legendary action options are associated with her three dragon heads (a bite and a breath weapon for each). Once Karen chooses a legendary action option for one of her heads, she can't choose another one associated with that head until the start of her next turn.

    Bite. Melee Weapon Attack: +9 to hit, reach 20 ft., one target. Hit: 12 (2d10) slashing damage plus 14 (4d6) lightning damage (blue dragon head), fire damage (red dragon head), or cold damage (white dragon head).

    Blue Dragon Head: Lightning Breath (Costs 2 Actions). Karen breathes lightning in a 120-foot line that is 10 feet wide. Each creature in that line must make a DC 27 Dexterity saving throw, taking 88 (16d10) lightning damage on a failed save, or half as much damage on a successful one.

    Red Dragon Head: Fire Breath (Costs 2 Actions). Karen breathes fire in a 90-foot cone. Each creature in that area must make a DC 27 Dexterity saving throw, taking 91 (26d6) fire damage on a failed save, or half as much damage on a successful one.

    White Dragon Head: Cold Breath (Costs 2 Actions). Karen breathes an icy blast in a 90-foot cone. Each creature in that area must make a DC 27 Dexterity saving throw, taking 72 (16d8) cold damage on a failed save, or half as much damage on a successful one.


    chess game   made it back to the command.
    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.