The Vultures
Serana Nayax CR: 9
STR
24 +7
DEX
18 +4
CON
16 +3
INT
14 +2
WIS
12 +1
CHA
16 +3
Two Weapon Fighting Fighting Spirit (x5): Starting at 3rd level, your intensity in battle can shield you and help you strike true. As a bonus action on your turn, you can give yourself advantage on all weapon attack rolls until the end of the current turn. When you do so, you also gain 5 temporary hit points. The number of hit points increases when you reach certain levels in this class, increasing to 10 at 10th level and 15 at 15th level. You can use this feature three times. You regain all expended uses of it when you finish a long rest. Action Surge: X2 Second Wind: 1d10+8 Pendant Of The Noble Blood (Legendary, Requires Attunement): Given to her by her younger brother, this pendant shows a symbol of nobility for the City of Altia, which her father rules. The pendant grants her +4 STR, or +4 Dex and 2d12 +12 temp HP per day Ring of Sacrificial Friendship (Legendary, Requires Attunement): This ring was given to her by a soldier who hid her after she ran away to Lavesthia. He was then caught, and imprisoned for life with a 100,000 Gold bail in her father's dungeon. This pendant grants advantage on all saving throws against magic. As well, gives her one extra use of action surge (Fighter Only).
Actions
Multiattack: Serana makes four longsword attacks on her turn. Longsword: +11, reach 5ft, 1D10+1d6 +8 Handaxe: +11 1D6+5 20/60
Iravieth Deadcaller Ulavone CR: 8
STR
20 +5
DEX
16 +3
CON
18 +4
INT
12 +1
WIS
14 +2
CHA
14 +2
Cantrips: Word of Radiance Sacred Flame 1st x3 Identify Searing Smite Bless Healing Word Cure Wounds 2nd x2 Prayer of Healing Spiritual Weapon 3 x1 Spirit Guardian
Spell Save DC 15 Spell Attack: +7 Club of Eternal Faith: Devotion does not falter, and is instead empowered. Deadcaller may cast cleric spells even in a rage. As well, cantrips that do radiant, or fire damage, deal an extra damage die while raging. Rage: Resistance to Bludgeoning, Piercing, Slashing Reckless Attack Extra Attack Storm Herald Sea: When this effect is activated, you can choose one other creature you can see in your aura. The target must make a Dexterity saving throw. The target takes 1d6 lightning damage on a failed save, or half as much damage on a successful one. The damage increases when you reach certain levels in this class, increasing to 2d6 at 10th level, 3d6 at 15th level, and 4d6 at 20th level. Spell Save: 13 Spell Attack Bonus: +5 Channel Divinity (x1) Blessings of the Forge
Actions
Greatclub: +8, 3d6 +6
Zaiki Ultisroth CR: 8
STR
12 +1
DEX
14 +2
CON
14 +2
INT
18 +4
WIS
16 +3
CHA
19 +4
Spell Save DC: 16 Spell Attack Bonus: +7 Cantrips: Eldrich Blast Blade Ward Infestation Resistance Ray of Frost Gust 9 Spells Known Up to 4th Level (Can only Have 4 Prepared) -Hex -Mind Sliver -Hold Person -Invisibility -Misty Step -Mind Spike -Ray of Enfeeblement -Counter Spell -Hunger of Hadar -Summon Undead
Form of Dread: At 1st level, you manifest an aspect of your patron’s dreadful power. As a bonus action, you transform for 1 minute. You gain the following benefits while transformed: You gain temporary hit points equal to 1d10 + your warlock level. Once during each of your turns, when you hit a creature with an attack, you can force it to make a Wisdom saving throw, and if the saving throw fails, the target is frightened of you until the end of your next turn. You are immune to the frightened condition. You can transform a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. The appearance of your Form of Dread reflects some aspect of your patron. For example, your form could be a shroud of shadows forming the crown and robes of your lich patron, or your face might transform into bat-like features due to your vampire patron. Grave Touched: At 6th level, your patron’s powers have a profound effect on your body and magic. You don’t need to eat, drink, or breathe. In addition, when you hit a creature with an attack and roll damage against the creature, you can replace the damage type with necrotic damage. While you are using your Form of Dread, you can roll one additional damage die when determining the necrotic damage the target takes. Pact of the Tome: Your patron gives you a grimoire called a Book of Shadows. When you gain this feature, choose three cantrips from any class's spell list (the three needn't be from the same list). While the book is on your person, you can cast those cantrips at will. They don't count against your number of cantrips known. If they don't appear on the warlock spell list, they are nonetheless warlock spells for you. If you lose your Book of Shadows, you can perform a 1-hour ceremony to receive a replacement from your patron. This ceremony can be performed during a short or long rest, and it destroys the previous book. The book turns to ash when you die. Invocations: Grasp of Hadar: Can pull people 10ft after Eldrich Blast, or Push them 10ft. Relentless Hex: Your curse creates a temporary bond between you and your target. As a bonus action, you can magically teleport up to 30 feet to an unoccupied space you can see within 5 feet of the target cursed by your hex spell or by a warlock feature of yours, such as Hexblade's Curse and Sign of Ill Omen. To teleport in this way, you must be able to see the cursed target. Eldrich Blast Damage + Con Modifier Vinduan's Fang (Legendary, Requires Attunement): A shrunken down fang of the Undead Dragon Vinduan, who wishes to have his own Draconic body once again. (Requires an Intillect, of at least 16). Allows the user to pick 3 Wizard Spells up to 3rd level, and add it to their list of known spells, and gain 2 free uses of it.
Shady Stream CR: 8
STR
20 +5
DEX
18 +4
CON
14 +2
INT
12 +1
WIS
18 +4
CHA
14 +2
Spell Save: 18 Spell Attack: +7
Ki Points: 8 Martial Arts: 1d6 Ice Palm: When you land an attack, you may use a ki point to slow the target. The target must make a DC 17 Wisdom save, where on a failed save, the target's movement is reduced by half, and they cannot take reactions, and becomes vulnerable to cold damage. It may attempt to make the save at the end of its next turn. Damaging Ice: When you land an attack, you may choose to spend a ki point to add an extra d6 cold damage to it. Tattoo Of The Favored (Legendary, Requires attunement): Forced to be put onto him by his father, Shady has a tattoo which coats his entire back; keeping his fur from growing back there. The tattoo depicts his clan's original founder, who's name he's not allowed to say. As well, it has lines of texts that only his family lineage is allowed to read, which speaks graciously about the God of Anguish and Suffering. This Tattoo Allows The User to gain 4 ki extra ki points on a short rest. As well, his spell save goes up by +1, and if Shady is below half health, his fist attacks go from a d4 to a d6. Lastly, if Shady had taken a critical hit this turn, he may turn a d4 attack into a d12 twice per day rest.
Actions
Multiattack: Fists + 8, 1d4 (unless half health) + 5
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