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<blockquote data-quote="Quickleaf" data-source="post: 6474071" data-attributes="member: 20323"><p><span style="color: DarkOrange"><span style="font-size: 15px">"Blackheart" Garcí del Corazón</span></span></p><p><em>Medium undead (human, seaclaimed), neutral</em></p><p>AC 19 (unarmored defense, natural armor, dual wielder)</p><p>HP 150 (16d8+64)</p><p>Speed 20 ft, swim 10 ft</p><p>Str 18 (+4) Dex 16 (+3) Con 18 (+4) Int 9 (-1) Wis 15 (+2) Cha 16 (+3)</p><p>Saving Throws Dexterity +8, Constitution +6, Wisdom +6, Charisma +7</p><p>Skills athletics +8, acrobatics +7, insight +6, intimidation +7, perception +6, performance +7, stealth +11</p><p>Tools (+4) cartographer's tools, navigator's tools, watercraft, bandore, lute, mandolin</p><p>Damage Immunities cold, poison, pressure</p><p>Condition Immunities frightened, poisoned</p><p>Feats Dual Wielder, Resilient, Skulker, Tough</p><p>Senses darkvision 60-ft (no perception disadvantage in dim light), passive perception 16</p><p>Languages English, Aquan, French, Spanish, Thieves' Cant, telepathy 60-ft (with seaclaimed creatures only)</p><p>Challenge 10 (XP 5,900); Seaclaimed* Pirate* (swashbuckler*) 12, Bard 1</p><p></p><p>ROLEPLAYING</p><p>Bond. Sworn to the Abyss.</p><p>Ideal. Redemption. Blackheart loathes the deal he made with Davy Jones, and longs for a way to regain his humanity or truly die.</p><p>Flaw. Blackheart is supremely patronizing, particularly to those younger than him. He also has overpowering greed.</p><p>Personality Traits. Blackheart is prone to making predictions of doom with tongue-in-cheek humor. He is adorned in numerous fetishes, drogues, and religious symbols. His language is as foul as an otyugh nest.</p><p></p><p>FORTUNES</p><p>Notoriety, Seaclaimed*, Magic Trinkets (Dry-fire Pistol* & Battleaxe +2 combined as a pistol-axe attachment replacing his missing hand), Magic Trinkets (Instrument of the Bards: fochlucan bandore with variant spell list & Horn of Valhalla: silver as a conc shell), Magic Trinkets (Cloak of Elvenkind & Scimitar of Wounding), Magic Trinkets (many drogues*), Accursed, Affliction (missing hand & peg leg), Obsessed with Treasure, Obligation (Davy Jones)</p><p></p><p>SEACLAIMED CHANGES</p><p>chromatic skin, shellfish patches (natural armor), shipwalk, ink cloud, cold dead eyes of a shark, siren's song</p><p></p><p>SEAFARER TRICKS</p><p>dead reckoning, favored ship (Heart of the Sea), issue commands, night raid, pirate's curse, sea legs, storm sense</p><p></p><p>TRAITS</p><p>Amphibious. Blackheart can breathe air and water equally well.</p><p>Blackheart's Cloak. When his hood is up, Blackheart has advantage on Dexterity (Stealth) checks, and observers have disadvantage on Wisdom (Perception) checks to see him thanks to the cloak's camouflage. Pulling the hood up or down requires an action.</p><p>Cursed. Blackheart is cursed with the Black Spot, and his touch is deadly to those he loves. Also, if Blackheart is reduced to 0 hit points, so long as his body is returned to the sea he will be return to life 24 hours later by Davy Jones and gains an Obligation ill fortune.</p><p>Dead Reckoning. Under a clear sky, whether night or day, Blackheart always know the direction of true north, can precisely intuit distances with his naked eye, and cannot get lost at sea. When traveling at fast pace aboard a ship he does not suffer the -5 penalty to passive Wisdom (Perception). Also, when using a spyglass he has advantage on Wisdom (Perception) checks to identify ship features.</p><p>Drogues. Blackheart has numerous protective charms. At dawn he gains advantage on his saving throws against one specific type of threat (e.g. siren charm); this lasts until dawn the next day when he can change what specific threat his charms protect against.</p><p>Favored Ship (Heart of the Sea). While aboard Heart of the Sea, Blackheart has advantage on any checks to pilot the ship, move about the ship, search the ship, stowaway aboard the ship, or recall information about its design.</p><p>Sea Legs. When fighting aboard a ship, when Blackheart rolls initiative he may Dash or Use an Object for free so long as he isn't surprised. Also, he ignores difficult terrain due to sea state, and disadvantage from sea state to Dexterity (Acrobatics) or Strength (Athletics) checks.</p><p>Skulker. Blackheart can hide when only lightly obscured. If he misses with a ranged attack while hidden he doesn't reveal his position.</p><p>Spellcasting. Blackheart casts spells as a 1st level bard, and his Spellcasting ability is Charisma (save DC 15, spell attack +7).</p><p>Cantrips: booming captain's voice*, drowned likeness*</p><p>1st Level (2 slots): bane, detect magic (ritual), disguise self (as mortal version of self only), thunderwave (2d8)</p><p>Storm Sense. Blackheart can predict what the weather will be until the next sunrise or sunset. In addition, he also can sense when a storm is supernatural in origin (e.g. summoned by control weather).</p><p>Swashbuckling Step. On the first turn of combat, when Blackheart acts before other creatures, his movement does not provoke opportunity attacks from creatures he acts before. Also, when Blackheart successfully Overruns, Tumbles past, or Pushes Aside a creature, he does not provoke opportunity attacks from that creature.</p><p>Wounded Fury. While he has 30 hit points or fewer, Blackheart has advantage on all attack rolls, and he deals an extra 9 (2d8) damage to any target he hits with a melee attack.</p><p></p><p>ACTIONS</p><p>Multiattack. Blackheart makes 3 attacks, one of which may be ranged.</p><p>Pistol-Axe (axe). Melee weapon attack. Attack: +10 hit, reach 5-ft, one target. Hit: 10 (1d8+6) slashing damage. If Blackheart hits when he has advantage on his attack, he may attempt to Shove the target as part of the attack.</p><p>Pistol-Axe (pistol). Ranged weapon attack. Attack: +7 hit, range 30-ft/90-ft, one target, loading. Hit: 8 (1d10+3) piercing damage.</p><p>Cutlass of Wounding. Melee weapon attack. Attack: +8 hit, reach 5-ft, one target. Hit: 7 (1d6+4) slashing damage. Once per turn, when Blackheart hits a creature with his cutlass, he can wound the target. At the start of each ofnthe target's turns it suffers 1d4 necrotic damage per wound it has received. It gets a DC 15 Constitution save after this to end the effect of all wounds upon it; alternately, the wounded creature or an adjacent creature can make a DC 15 Wisdom (Medicine) check as an action to end the effect of such wounds.</p><p>Conc Shell (once per week). Blackheart summons 7 (2d4+2) Seaclaimed Berserkers from the sea, which appear within 60 feet of him. They return to the sea after 1 hour or when they drop to 0 hit points.</p><p>Deliver the Black Spot. Blackheart attempts to touch a living creature who has attemptd to escape a bargain with Davy Jones; the creature must make a DC 15 Reflex save or be afflicted with a sickly Black Spot. All sailors who see the Black Spot have their attitude towards that marked one have their attitude shifted one category toward hostile, and Davy Jones and all who serve him receive advantage on opportunity attack rolls against the target (as if they were Marked - see DMG). The Black Spot persists as long as Davy Jones pursues the marked one.</p><p>Fochlucan Bandore. Blackheart can cast the following spells (save DC 15, spell attack +7) using his bandore. Each of the following spells may be cast once per day: beast sense (aquatic only), entangle, faerie fire, fog cloud, gaseous form (self only), levitate (sunken creatures/objects only), spare the dying, speak with animals (aquatic only).</p><p>Pirate's Curse (recharge long rest). Blackheart may cast bestow curse (save DC 15) on a creature that has grievously wronged him. This version of bestow curse doesn't require somatic components or touch; instead it requires that the creature be within 30 feet, can hear Blackheart, be capable of speech (though it need not speak the same language), and have dealt him grievous wrong.</p><p>Shipwalk. While aboard a ship he captains, Blackheart can teleport anywhere within the ship. Also, he can teleport from one ship to another he can see within 300 feet. He teleports by stepping into a sail or shadow, and emerging from a sail or shadow on the other ship.</p><p>Song of Longing. Every humanoid within 300 feet who hears the song must make a DC 15 Wisdom save. If they fail, they are charmed to attempt to reach Blackheart on their turn by any means. If they fail by more than 5, they are stunned and overwhelmed by helpless weeping until the start of Blackheart's next turn. A target who succeeds on this save cannot be targeted by Blackheart's song for the next 24 hours. See the harpy's "Luring Song" for further details.</p><p></p><p>BONUS ACTION</p><p>Cold Dead Eyes of a Shark: Blackheart makes a gaze attack against living creatures within 30 feet. A victim that fails a DC 15 Wisdom save is frightened of Blackheart for 1d4 rounds. A victim that successfully saves is immune to Blackheart's gaze attack for 24 hours.</p><p>Cunning Action. Blackheart takes the Dash, Disengage, Hide, or Overrun action.</p><p>Cutlass Attack. When Blackheart uses an action to attack, he can make a cutlass attack as a bonus action.</p><p>Issue Commands. Blackheart issue commands to all friendly creatures within 60 feet who can hear and understand him. Until the start of Blackheart's next turn, those creatures gain advantage on one of the following of Blackheart's choice: ability checks involving nautical tasks, melee attacks, or ranged attacks (a creature with multiple attacks gains this benefit on the first attack it makes only).</p><p></p><p>REACTION</p><p>Ink Cloud (recharge 5-6). While submerged, Blackheart can emit a cloud of jet-black ink in a 10-ft diameter area as his reaction to being attacked, then Dash immediately afterward. The cloud provides total concealment. All vision within the cloud is obscured.</p><p>Reactive Commands. When any number of friendly creatures within 60 feet must make a saving throw, Blackheart can issue commands granting advantage on their saving throws. The creatures must be able to hear and understand Blackheart.</p><p>Underhanded Tactics. When a creature misses Blackheart with an attack they had disadvantage on, Blackheart may Shove them as his reaction.</p><p></p><p></p><p></p><p><a href="http://store.picbg.net/pubpic/21/E0/1f17dbd5dc0121e0.jpg" target="_blank"><img src="http://store.picbg.net/pubpic/21/E0/1f17dbd5dc0121e0.jpg" alt="" class="fr-fic fr-dii fr-draggable " style="" /></a></p></blockquote><p></p>
[QUOTE="Quickleaf, post: 6474071, member: 20323"] [color=DarkOrange][size=4]"Blackheart" Garcí del Corazón[/size][/color] [i]Medium undead (human, seaclaimed), neutral[/i] AC 19 (unarmored defense, natural armor, dual wielder) HP 150 (16d8+64) Speed 20 ft, swim 10 ft Str 18 (+4) Dex 16 (+3) Con 18 (+4) Int 9 (-1) Wis 15 (+2) Cha 16 (+3) Saving Throws Dexterity +8, Constitution +6, Wisdom +6, Charisma +7 Skills athletics +8, acrobatics +7, insight +6, intimidation +7, perception +6, performance +7, stealth +11 Tools (+4) cartographer's tools, navigator's tools, watercraft, bandore, lute, mandolin Damage Immunities cold, poison, pressure Condition Immunities frightened, poisoned Feats Dual Wielder, Resilient, Skulker, Tough Senses darkvision 60-ft (no perception disadvantage in dim light), passive perception 16 Languages English, Aquan, French, Spanish, Thieves' Cant, telepathy 60-ft (with seaclaimed creatures only) Challenge 10 (XP 5,900); Seaclaimed* Pirate* (swashbuckler*) 12, Bard 1 ROLEPLAYING Bond. Sworn to the Abyss. Ideal. Redemption. Blackheart loathes the deal he made with Davy Jones, and longs for a way to regain his humanity or truly die. Flaw. Blackheart is supremely patronizing, particularly to those younger than him. He also has overpowering greed. Personality Traits. Blackheart is prone to making predictions of doom with tongue-in-cheek humor. He is adorned in numerous fetishes, drogues, and religious symbols. His language is as foul as an otyugh nest. FORTUNES Notoriety, Seaclaimed*, Magic Trinkets (Dry-fire Pistol* & Battleaxe +2 combined as a pistol-axe attachment replacing his missing hand), Magic Trinkets (Instrument of the Bards: fochlucan bandore with variant spell list & Horn of Valhalla: silver as a conc shell), Magic Trinkets (Cloak of Elvenkind & Scimitar of Wounding), Magic Trinkets (many drogues*), Accursed, Affliction (missing hand & peg leg), Obsessed with Treasure, Obligation (Davy Jones) SEACLAIMED CHANGES chromatic skin, shellfish patches (natural armor), shipwalk, ink cloud, cold dead eyes of a shark, siren's song SEAFARER TRICKS dead reckoning, favored ship (Heart of the Sea), issue commands, night raid, pirate's curse, sea legs, storm sense TRAITS Amphibious. Blackheart can breathe air and water equally well. Blackheart's Cloak. When his hood is up, Blackheart has advantage on Dexterity (Stealth) checks, and observers have disadvantage on Wisdom (Perception) checks to see him thanks to the cloak's camouflage. Pulling the hood up or down requires an action. Cursed. Blackheart is cursed with the Black Spot, and his touch is deadly to those he loves. Also, if Blackheart is reduced to 0 hit points, so long as his body is returned to the sea he will be return to life 24 hours later by Davy Jones and gains an Obligation ill fortune. Dead Reckoning. Under a clear sky, whether night or day, Blackheart always know the direction of true north, can precisely intuit distances with his naked eye, and cannot get lost at sea. When traveling at fast pace aboard a ship he does not suffer the -5 penalty to passive Wisdom (Perception). Also, when using a spyglass he has advantage on Wisdom (Perception) checks to identify ship features. Drogues. Blackheart has numerous protective charms. At dawn he gains advantage on his saving throws against one specific type of threat (e.g. siren charm); this lasts until dawn the next day when he can change what specific threat his charms protect against. Favored Ship (Heart of the Sea). While aboard Heart of the Sea, Blackheart has advantage on any checks to pilot the ship, move about the ship, search the ship, stowaway aboard the ship, or recall information about its design. Sea Legs. When fighting aboard a ship, when Blackheart rolls initiative he may Dash or Use an Object for free so long as he isn't surprised. Also, he ignores difficult terrain due to sea state, and disadvantage from sea state to Dexterity (Acrobatics) or Strength (Athletics) checks. Skulker. Blackheart can hide when only lightly obscured. If he misses with a ranged attack while hidden he doesn't reveal his position. Spellcasting. Blackheart casts spells as a 1st level bard, and his Spellcasting ability is Charisma (save DC 15, spell attack +7). Cantrips: booming captain's voice*, drowned likeness* 1st Level (2 slots): bane, detect magic (ritual), disguise self (as mortal version of self only), thunderwave (2d8) Storm Sense. Blackheart can predict what the weather will be until the next sunrise or sunset. In addition, he also can sense when a storm is supernatural in origin (e.g. summoned by control weather). Swashbuckling Step. On the first turn of combat, when Blackheart acts before other creatures, his movement does not provoke opportunity attacks from creatures he acts before. Also, when Blackheart successfully Overruns, Tumbles past, or Pushes Aside a creature, he does not provoke opportunity attacks from that creature. Wounded Fury. While he has 30 hit points or fewer, Blackheart has advantage on all attack rolls, and he deals an extra 9 (2d8) damage to any target he hits with a melee attack. ACTIONS Multiattack. Blackheart makes 3 attacks, one of which may be ranged. Pistol-Axe (axe). Melee weapon attack. Attack: +10 hit, reach 5-ft, one target. Hit: 10 (1d8+6) slashing damage. If Blackheart hits when he has advantage on his attack, he may attempt to Shove the target as part of the attack. Pistol-Axe (pistol). Ranged weapon attack. Attack: +7 hit, range 30-ft/90-ft, one target, loading. Hit: 8 (1d10+3) piercing damage. Cutlass of Wounding. Melee weapon attack. Attack: +8 hit, reach 5-ft, one target. Hit: 7 (1d6+4) slashing damage. Once per turn, when Blackheart hits a creature with his cutlass, he can wound the target. At the start of each ofnthe target's turns it suffers 1d4 necrotic damage per wound it has received. It gets a DC 15 Constitution save after this to end the effect of all wounds upon it; alternately, the wounded creature or an adjacent creature can make a DC 15 Wisdom (Medicine) check as an action to end the effect of such wounds. Conc Shell (once per week). Blackheart summons 7 (2d4+2) Seaclaimed Berserkers from the sea, which appear within 60 feet of him. They return to the sea after 1 hour or when they drop to 0 hit points. Deliver the Black Spot. Blackheart attempts to touch a living creature who has attemptd to escape a bargain with Davy Jones; the creature must make a DC 15 Reflex save or be afflicted with a sickly Black Spot. All sailors who see the Black Spot have their attitude towards that marked one have their attitude shifted one category toward hostile, and Davy Jones and all who serve him receive advantage on opportunity attack rolls against the target (as if they were Marked - see DMG). The Black Spot persists as long as Davy Jones pursues the marked one. Fochlucan Bandore. Blackheart can cast the following spells (save DC 15, spell attack +7) using his bandore. Each of the following spells may be cast once per day: beast sense (aquatic only), entangle, faerie fire, fog cloud, gaseous form (self only), levitate (sunken creatures/objects only), spare the dying, speak with animals (aquatic only). Pirate's Curse (recharge long rest). Blackheart may cast bestow curse (save DC 15) on a creature that has grievously wronged him. This version of bestow curse doesn't require somatic components or touch; instead it requires that the creature be within 30 feet, can hear Blackheart, be capable of speech (though it need not speak the same language), and have dealt him grievous wrong. Shipwalk. While aboard a ship he captains, Blackheart can teleport anywhere within the ship. Also, he can teleport from one ship to another he can see within 300 feet. He teleports by stepping into a sail or shadow, and emerging from a sail or shadow on the other ship. Song of Longing. Every humanoid within 300 feet who hears the song must make a DC 15 Wisdom save. If they fail, they are charmed to attempt to reach Blackheart on their turn by any means. If they fail by more than 5, they are stunned and overwhelmed by helpless weeping until the start of Blackheart's next turn. A target who succeeds on this save cannot be targeted by Blackheart's song for the next 24 hours. See the harpy's "Luring Song" for further details. BONUS ACTION Cold Dead Eyes of a Shark: Blackheart makes a gaze attack against living creatures within 30 feet. A victim that fails a DC 15 Wisdom save is frightened of Blackheart for 1d4 rounds. A victim that successfully saves is immune to Blackheart's gaze attack for 24 hours. Cunning Action. Blackheart takes the Dash, Disengage, Hide, or Overrun action. Cutlass Attack. When Blackheart uses an action to attack, he can make a cutlass attack as a bonus action. Issue Commands. Blackheart issue commands to all friendly creatures within 60 feet who can hear and understand him. Until the start of Blackheart's next turn, those creatures gain advantage on one of the following of Blackheart's choice: ability checks involving nautical tasks, melee attacks, or ranged attacks (a creature with multiple attacks gains this benefit on the first attack it makes only). REACTION Ink Cloud (recharge 5-6). While submerged, Blackheart can emit a cloud of jet-black ink in a 10-ft diameter area as his reaction to being attacked, then Dash immediately afterward. The cloud provides total concealment. All vision within the cloud is obscured. Reactive Commands. When any number of friendly creatures within 60 feet must make a saving throw, Blackheart can issue commands granting advantage on their saving throws. The creatures must be able to hear and understand Blackheart. Underhanded Tactics. When a creature misses Blackheart with an attack they had disadvantage on, Blackheart may Shove them as his reaction. [url=http://store.picbg.net/pubpic/21/E0/1f17dbd5dc0121e0.jpg][IMG]http://store.picbg.net/pubpic/21/E0/1f17dbd5dc0121e0.jpg[/img][/url] [/QUOTE]
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