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<blockquote data-quote="Quickleaf" data-source="post: 6446278" data-attributes="member: 20323"><p><span style="color: DarkOrange"><span style="font-size: 15px">Six Thousand Men</span></span></p><p><em>Large djab, chaotic evil</em></p><p>AC 15 (natural armor)</p><p>HP 105 (10d10+50)</p><p>Speed 0 ft, fly 50 ft</p><p>Str 22 (+6) Dex 13 (+1) Con 20 (+5) Int 8 (-1) Wis 6 (-2) Cha 10 (+0)</p><p>Skills Intimidate +3</p><p>Damage Resistances bludgeoning, piercing, and slashing from nonmagical weapons</p><p>Damage Immunities necrotic, poison</p><p>Condition Immunities exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained</p><p>Senses darkvision 60 ft, passive perception 8</p><p>Languages West African (though it rarely speaks intelligibly)</p><p>Challenge 9 (XP 5,000)</p><p></p><p>Typical Sacrifice. Six Thousand Men will demand the sacrifice of a specific slaver or the burning destruction of a slave based plantation for its services.</p><p></p><p>TRAITS</p><p>Aura of Agony. Any living creature starting or ending its turn within 30 feet of Six Thousand Men must make a DC 11 Charisma save or else suffer a randomly determined effect below (d6):</p><p>1. Concussion Blast: The target takes 10 (3d6) force damage and is knocked prone.</p><p>2. Death Urge: On its next turn, the only action the target tries to takes is something which would be extremely harmful to itself, such as striking itself with its own weapon and delivering an automatic critical hit, or leaping off a cliff.</p><p>3. Ego Whip: The target is plagued with guilt and remorse for 1 minute, causing it to suffer disadvantage on all attacks and checks.</p><p>4. Fear: The target is frightened of Six Thousand Men for 1 minute.</p><p>5. Mental Anguish: The target takes 33 (6d10) psychic damage and drops anything it is holding to clutch its head.</p><p>6. Suggestion: The target is affected as per the suggestion spell for 1 minute to immediately (and violently) liberate any slaves and punish any slave-owners present.</p><p>Turning Vulnerability. Although Six Thousand Men is a djab, it is made up of cursed souls and can be turned as if undead.</p><p></p><p>ACTIONS</p><p>Multiattack. Six Thousand Men makes 6 soul bite attacks.</p><p>Soul Bite. Melee weapon attack. Attack: +9 hit, reach 10-ft, one target. Hit: 10 (1d8+6) necrotic damage, and the target must make a DC 17 Constitution save or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. If the target is reduced to 0 hit points by life drain, Six Thousand Men gains 10 hit points, and the creature dies as its soul (gros-bon-ange) is absorbed into Six Thousand Men so that it cannot be given peace, contacted, or returned from death until Six Thousand Men is destroyed.</p><p></p><p><img src="http://cdn.obsidianportal.com/assets/133688/Caller_in_Darkness_by_Wayne_Reynolds.jpg" alt="" class="fr-fic fr-dii fr-draggable " style="" /></p></blockquote><p></p>
[QUOTE="Quickleaf, post: 6446278, member: 20323"] [color=DarkOrange][size=4]Six Thousand Men[/size][/color] [i]Large djab, chaotic evil[/i] AC 15 (natural armor) HP 105 (10d10+50) Speed 0 ft, fly 50 ft Str 22 (+6) Dex 13 (+1) Con 20 (+5) Int 8 (-1) Wis 6 (-2) Cha 10 (+0) Skills Intimidate +3 Damage Resistances bludgeoning, piercing, and slashing from nonmagical weapons Damage Immunities necrotic, poison Condition Immunities exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained Senses darkvision 60 ft, passive perception 8 Languages West African (though it rarely speaks intelligibly) Challenge 9 (XP 5,000) Typical Sacrifice. Six Thousand Men will demand the sacrifice of a specific slaver or the burning destruction of a slave based plantation for its services. TRAITS Aura of Agony. Any living creature starting or ending its turn within 30 feet of Six Thousand Men must make a DC 11 Charisma save or else suffer a randomly determined effect below (d6): 1. Concussion Blast: The target takes 10 (3d6) force damage and is knocked prone. 2. Death Urge: On its next turn, the only action the target tries to takes is something which would be extremely harmful to itself, such as striking itself with its own weapon and delivering an automatic critical hit, or leaping off a cliff. 3. Ego Whip: The target is plagued with guilt and remorse for 1 minute, causing it to suffer disadvantage on all attacks and checks. 4. Fear: The target is frightened of Six Thousand Men for 1 minute. 5. Mental Anguish: The target takes 33 (6d10) psychic damage and drops anything it is holding to clutch its head. 6. Suggestion: The target is affected as per the suggestion spell for 1 minute to immediately (and violently) liberate any slaves and punish any slave-owners present. Turning Vulnerability. Although Six Thousand Men is a djab, it is made up of cursed souls and can be turned as if undead. ACTIONS Multiattack. Six Thousand Men makes 6 soul bite attacks. Soul Bite. Melee weapon attack. Attack: +9 hit, reach 10-ft, one target. Hit: 10 (1d8+6) necrotic damage, and the target must make a DC 17 Constitution save or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. If the target is reduced to 0 hit points by life drain, Six Thousand Men gains 10 hit points, and the creature dies as its soul (gros-bon-ange) is absorbed into Six Thousand Men so that it cannot be given peace, contacted, or returned from death until Six Thousand Men is destroyed. [img]http://cdn.obsidianportal.com/assets/133688/Caller_in_Darkness_by_Wayne_Reynolds.jpg[/img] [/QUOTE]
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