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Mythological Figures: Dr. Moreau
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<blockquote data-quote="Mike Myler" data-source="post: 8060254" data-attributes="member: 6726030"><p><a href="https://www.enworld.org/wiki/mythological_figures/" target="_blank"><em>Mythological Figures</em></a> is going mad today, mad I tell you! On this lonely island the beasts walk like men—or something more, something in between humans and animals. Today we take a trip to the island of <strong>Dr. Moreau</strong>!</p><p>[PRBREAK][/PRBREAK]</p><p>[ATTACH=full]124597[/ATTACH]</p><p></p><p>If you don’t know this famous H.G. Wells story yet, I strongly recommend checking out any one of the three films about it (one has Val Kilmer <em>and</em> Marlon Brando <em>and </em>a lot of <u>really</u> <u>questionable</u> artistic choices!) or just read the book for yourself. This guy gets caught doing live dissections (aka vivisections) on animals in London and run out of the country, taking refuge on a remote island where his experiments know no bounds. He breeds and splices together animals and men, creating beast hybrids that he rules over like adolescent children until—well, I’m not going to ruin this one for you. Go enjoy the story if you want to know more.</p><p></p><p><strong><em>Design Notes:</em></strong> I have a thing specifically for vivisectionists that would fit Dr. Moreau <em>like a</em> <em>glove</em> but the rules of this column forbid me from dipping into the <em>Book of Exalted Darkness </em>(well maybe one day we’ll take a dip into that most decadent of tomes, but I can’t just cannonball in there all willy-nilly). Alas that means we’re looking at an Alchemist artificer, which is still pretty neat all told and hits many of the high notes I think really need to be rung for this character’s build to make sense. Let’s take a look at the numbers! The DMG comes in at 6.75 while the <a href="http://blogofholding.com/?p=7338" target="_blank">Blog of Holding</a> lands on 8.166, averaging out to 7.45 that we’re obviously going to round down. It is strongly recommended that you include some hybrid beast-humans with the mad doctor here but that’s not really worth rounding up.</p><p></p><p><strong>Bonus Fun:</strong> Yes that <em>is</em> an illustration from Disney! And it’s in the public domain!</p><p></p><p><strong><span style="font-size: 26px">Dr. Moreau</span></strong></p><p><em>Medium humanoid (human), neutral evil inventor (alchemist) 12</em></p><p><strong>Armor Class</strong> 16 (<em>+1 chain shirt</em>)</p><p><strong>Hit Points </strong>78 (12d8+24)</p><p><strong>Speed </strong>30 ft.</p><table style='width: 100%'><tr><td><p style="text-align: center"><strong>STR</strong></p> </td><td><p style="text-align: center"><strong>DEX</strong></p> </td><td><p style="text-align: center"><strong>CON</strong></p> </td><td><p style="text-align: center"><strong>INT</strong></p> </td><td><p style="text-align: center"><strong>WIS</strong></p> </td><td><p style="text-align: center"><strong>CHA</strong></p> </td></tr><tr><td><p style="text-align: center">19 (+4)</p> </td><td><p style="text-align: center">16 (+3)</p> </td><td><p style="text-align: center">14 (+2)</p> </td><td><p style="text-align: center">20 (+5)</p> </td><td><p style="text-align: center">10 (+0)</p> </td><td><p style="text-align: center">12 (+1)</p> </td></tr></table><p><strong>Saving Throws </strong>Con +6, Int +9</p><p><strong>Skills </strong>Deception +5, Investigation +9, Medicine +4, Nature +9, Perception +0 (advantage)</p><p><strong>Senses</strong> passive Perception 15</p><p><strong>Languages </strong>English, any two other languages</p><p><strong>Challenge </strong>7 (2,900 XP)</p><p></p><p><strong><em>Background - Sage: Researcher. </em></strong>Acumen or fate gently nudges Dr. Moreau toward the answers to his questions. When he fails to recollect or discover more about a subject of lore, he knows where or who can give him that information (usually from an athenaeum, library, institute of higher learning, another scholar, or mystical creature). The lengths to which he must go to acquire this information and the feasibility of doing so are entirely at the GM’s discretion.</p><p></p><p><strong><em>Attuned.</em></strong> Dr. Moreau is able to attune to one additional magic item (4 in total). In addition, it takes him a quarter of the normal time and half as much gold to common and uncommon magic items.</p><p></p><p><strong><em>Brewing Genius.</em></strong> Dr. Moreau’s spells are more powerful when he uses alchemist’s supplies as his spellcasting focus, either healing 5 extra hit points (if a healing spell) or dealing 5 extra damage (if it is a spell that deals acid, fire, necrotic, or poison damage).</p><p></p><p><strong><em>Brew Good Health (5/Long Rest).</em></strong> As long as Dr. Moreau has alchemist’s supplies to use as his spellcasting focus, he can cast <em>lesser restoration</em> without expending a spell slot or having the spell prepared.</p><p></p><p><strong><em>Imbued Items.</em></strong> At the end of a long rest Dr. Moreau can touch up to 4 nonmagical objects, turning them into magical objects containing one of the following abilities. If it requires attunement, Dr. Moreau is automatically attuned to it unless he decides otherwise. The object retains this ability indefinitely or for 5 days following his death. When Dr. Moreau imbues a fifth item, the effect ends on the oldest use of this feature.</p><p style="margin-left: 20px">• <strong>Armor Protectives:</strong> A creature gains resistance to a type of damage (acid, cold, fire, force, lightning, necrotic, poison, psychic, radiant, or thunder) while wearing this armor.</p> <p style="margin-left: 20px">• <strong>Auto-Ammunition:</strong> A creature gains a +1 bonus to ranged attack and ranged damage rolls made with this weapon. It never needs to be reloaded. [Active]</p> <p style="margin-left: 20px">• <strong>Improved Defense:</strong> A creature’s AC increases by 1 while wearing this item. [Active]</p> <p style="margin-left: 20px">• <strong>Improved Weaponry:</strong> A creature gains a +1 bonus to attack and damage rolls made with this weapon.</p> <p style="margin-left: 20px">• <strong>Mechanical Enchantment:</strong> The item duplicates the effects of <em>eyes of the eagle</em>. [Active]</p> <p style="margin-left: 20px">• <strong>Mechanical Enchantment:</strong> The item duplicates the effects of <em>gauntlets of ogre power</em>. [Active]</p> <p style="margin-left: 20px">• <strong>Mechanical Enhancement:</strong> The item duplicates the effects of a <em>medallion of thoughts</em>.</p> <p style="margin-left: 20px">• <strong>Mechanical Enhancement:</strong> The item duplicates the effects of a <em>periapt of wound closure</em>.</p> <p style="margin-left: 20px"></p><p><strong><em>Feat: Medical Learning.</em></strong> A creature that Dr. Moreau uses a healer’s kit to stabilize regains 1 hit point. In addition, he can use an action and a single use of a healer’s kit to mend a creature’s wounds. The creature regains 1d6+4 hit points, plus hit points equal to the creature’s total hit dice. A creature can only benefit from this feature once between short or long rests.</p><p></p><p><strong><em>Magic-Charged Inventions.</em></strong> At the end of a long rest, Dr. Moreau can cast an artificer spell with a casting of 1 action, expending a spell slot and casting a 1st- or 2nd-level spell into one mundane item. A creature that is holding the object can use an action to activate the spell inside (spell save DC 17 or spell attack +9). The creature must concentrate on the spell if it is a concentration spell. A Magic-Charged Invention can be used up to 10 times, or until Dr. Moreau uses this feature again, at which point it reverts to a nonmagical object.</p><p></p><p><strong><em>Minor Inventions.</em></strong> Dr. Moreau uses an action to touch a Tiny nonmagical object, working on it with his tinker’s tools or other artisan’s tools. It gains one of the following properties until he spends an action touching it to end the effect:</p><p style="margin-left: 20px">• It sheds bright light in a 5-foot radius and dim light for an additional 5 feet.</p> <p style="margin-left: 20px">• It stores a spoken message up to 6 seconds long. Whenever a creature manipulates the object, it emits the spoken message loud enough for creatures as far as 10 feet away to hear it.</p> <p style="margin-left: 20px">• It continuously discharges a scent or plays a nonverbal sound loud enough for creatures as far as 10 feet away to hear it.</p> <p style="margin-left: 20px">• It displays a visual effect on one surface (as many as 25 words, simple illustrations, or a mixture of both).</p><p>Dr. Moreau can affect up to 5 objects at the same time, ending the effect on the oldest use of this feature when he exceeds his maximum.</p><p></p><p><strong><em>Mystery Potion.</em></strong> When Dr. Moreau finishes a long rest, as long as he has alchemist supplies he can touch up to two empty flasks to create Mystery Potions. He can only have a maximum of two Mystery Potions made in this way at a time. He can make additional Mystery Potions by using an action and expending a spell slot of 1st level or higher. When a creature uses an action to drink a Mystery Potion or administer it to an incapacitated creature, it gains 12 (2d6+5) temporary hit points and a random effect determined by rolling 1d6:</p><p style="margin-left: 20px"><strong>1: Healing. </strong>Creature regains 10 (2d4+5) hit points.</p> <p style="margin-left: 20px"><strong>2: Quickness.</strong> For the next hour, the creature’s walking speed increases by 10 feet.</p> <p style="margin-left: 20px"><strong>3: Hardiness.</strong> The creature’s AC increases by +1 for 10 minutes.</p> <p style="margin-left: 20px"><strong>4: Bravery.</strong> For the next minute, the creature gains a +1d4 bonus to attack rolls and saving throws.</p> <p style="margin-left: 20px"><strong>5: Soar.</strong> For the next 10 minutes, the creature gains a flying speed of 10 feet.</p> <p style="margin-left: 20px"><strong>6: Morph.</strong> For the next 10 minutes, the creature is targeted by the <em>alter self </em>spell (transforming as it desires).</p><p></p><p><strong><em>Never Without A Toolbox.</em></strong> With 1 hour of uninterrupted work and using tinker’s tools, Dr. Moreau can craft a set of artisan’s tools in an unoccupied space within 5 feet. He may do so during a short or long rest. Dr. Moreau can only have a single set of artisan’s tools crafted using this feature at a time.</p><p></p><p><strong><em>Spellcasting.</em></strong> Dr. Moreau is a 12th level spellcaster that uses Intelligence as his spellcasting ability (spell save DC 17; +9 to hit with spell attacks). He requires a set of tools he’s proficient with to use this feature or one of his imbued items. Dr. Moreau has the following spells prepared from the inventor’s spell list:</p><p style="margin-left: 20px">Cantrips:<em> light, shocking grasp, spare the dying</em></p> <p style="margin-left: 20px">1st-level (4 slots): <em>alarm, cure wounds, expeditious retreat, faerie fire, healing word, identify, ray of sickness, sanctuary</em></p> <p style="margin-left: 20px">2nd-level (3 slots): <em>acid arrow, aid, darkvision, enhance ability, enlarge/reduce, heat metal, magic mouth, web</em></p> <p style="margin-left: 20px">3rd-level (3 slots): <em>create food and water, glyph of warding, haste, mass healing word, protection from energy, revivify, water breathing</em></p><p></p><p><strong><em>Toolmaker.</em></strong> With 1 hour of uninterrupted work, the use of tinker’s tools, and an unoccupied 5-foot square Dr. Moreau can create any set of artisan’s tools, even over the course of a short or long rest. When he uses this feature again, the tools disappear.</p><p></p><p><strong><em>Tool Mastery.</em></strong> When Dr. Moreau makes an ability check that uses a tool kit, he gains double his proficiency bonus (total +8).</p><p></p><p></p><p><span style="font-size: 22px">ACTIONS</span></p><p><strong><em>Imbued Dagger.</em></strong><em> Melee or Ranged Weapon Attack:</em> +9 to hit, reach 5 ft. or range 20/60 ft., one target. <em>Hit:</em> 7 (1d4+5) magical slashing damage.</p><p></p><p><strong><em>Auto-Ammunition Revolver.</em></strong><em> Ranged Weapon Attack:</em> +8 to hit, range 40/120 ft., one target. <em>Hit:</em> 13 (2d8+4) magical piercing damage.</p><p></p><p></p><p><span style="font-size: 22px">REACTIONS</span></p><p><strong><em>Brilliant Suggestion (5/Long Rest).</em></strong> Dr. Moreau can use his reaction when he or another creature he can see within 30 feet makes an ability check or saving throw, granting a +5 bonus to the roll.</p></blockquote><p></p>
[QUOTE="Mike Myler, post: 8060254, member: 6726030"] [URL='https://www.enworld.org/wiki/mythological_figures/'][I]Mythological Figures[/I][/URL] is going mad today, mad I tell you! On this lonely island the beasts walk like men—or something more, something in between humans and animals. Today we take a trip to the island of [B]Dr. Moreau[/B]! [PRBREAK][/PRBREAK] [ATTACH type="full" width="644px" alt="Dr. Moreau DnD 5e BANNER.jpg"]124597[/ATTACH] If you don’t know this famous H.G. Wells story yet, I strongly recommend checking out any one of the three films about it (one has Val Kilmer [I]and[/I] Marlon Brando [I]and [/I]a lot of [U]really[/U] [U]questionable[/U] artistic choices!) or just read the book for yourself. This guy gets caught doing live dissections (aka vivisections) on animals in London and run out of the country, taking refuge on a remote island where his experiments know no bounds. He breeds and splices together animals and men, creating beast hybrids that he rules over like adolescent children until—well, I’m not going to ruin this one for you. Go enjoy the story if you want to know more. [B][I]Design Notes:[/I][/B] I have a thing specifically for vivisectionists that would fit Dr. Moreau [I]like a[/I] [I]glove[/I] but the rules of this column forbid me from dipping into the [I]Book of Exalted Darkness [/I](well maybe one day we’ll take a dip into that most decadent of tomes, but I can’t just cannonball in there all willy-nilly). Alas that means we’re looking at an Alchemist artificer, which is still pretty neat all told and hits many of the high notes I think really need to be rung for this character’s build to make sense. Let’s take a look at the numbers! The DMG comes in at 6.75 while the [URL='http://blogofholding.com/?p=7338']Blog of Holding[/URL] lands on 8.166, averaging out to 7.45 that we’re obviously going to round down. It is strongly recommended that you include some hybrid beast-humans with the mad doctor here but that’s not really worth rounding up. [B]Bonus Fun:[/B] Yes that [I]is[/I] an illustration from Disney! And it’s in the public domain! [B][SIZE=7]Dr. Moreau[/SIZE][/B] [I]Medium humanoid (human), neutral evil inventor (alchemist) 12[/I] [B]Armor Class[/B] 16 ([I]+1 chain shirt[/I]) [B]Hit Points [/B]78 (12d8+24) [B]Speed [/B]30 ft. [TABLE] [TR] [TD][CENTER][B]STR[/B][/CENTER][/TD] [TD][CENTER][B]DEX[/B][/CENTER][/TD] [TD][CENTER][B]CON[/B][/CENTER][/TD] [TD][CENTER][B]INT[/B][/CENTER][/TD] [TD][CENTER][B]WIS[/B][/CENTER][/TD] [TD][CENTER][B]CHA[/B][/CENTER][/TD] [/TR] [TR] [TD][CENTER]19 (+4)[/CENTER][/TD] [TD][CENTER]16 (+3)[/CENTER][/TD] [TD][CENTER]14 (+2)[/CENTER][/TD] [TD][CENTER]20 (+5)[/CENTER][/TD] [TD][CENTER]10 (+0)[/CENTER][/TD] [TD][CENTER]12 (+1)[/CENTER][/TD] [/TR] [/TABLE] [B]Saving Throws [/B]Con +6, Int +9 [B]Skills [/B]Deception +5, Investigation +9, Medicine +4, Nature +9, Perception +0 (advantage) [B]Senses[/B] passive Perception 15 [B]Languages [/B]English, any two other languages [B]Challenge [/B]7 (2,900 XP) [B][I]Background - Sage: Researcher. [/I][/B]Acumen or fate gently nudges Dr. Moreau toward the answers to his questions. When he fails to recollect or discover more about a subject of lore, he knows where or who can give him that information (usually from an athenaeum, library, institute of higher learning, another scholar, or mystical creature). The lengths to which he must go to acquire this information and the feasibility of doing so are entirely at the GM’s discretion. [B][I]Attuned.[/I][/B] Dr. Moreau is able to attune to one additional magic item (4 in total). In addition, it takes him a quarter of the normal time and half as much gold to common and uncommon magic items. [B][I]Brewing Genius.[/I][/B] Dr. Moreau’s spells are more powerful when he uses alchemist’s supplies as his spellcasting focus, either healing 5 extra hit points (if a healing spell) or dealing 5 extra damage (if it is a spell that deals acid, fire, necrotic, or poison damage). [B][I]Brew Good Health (5/Long Rest).[/I][/B] As long as Dr. Moreau has alchemist’s supplies to use as his spellcasting focus, he can cast [I]lesser restoration[/I] without expending a spell slot or having the spell prepared. [B][I]Imbued Items.[/I][/B] At the end of a long rest Dr. Moreau can touch up to 4 nonmagical objects, turning them into magical objects containing one of the following abilities. If it requires attunement, Dr. Moreau is automatically attuned to it unless he decides otherwise. The object retains this ability indefinitely or for 5 days following his death. When Dr. Moreau imbues a fifth item, the effect ends on the oldest use of this feature. [INDENT]• [B]Armor Protectives:[/B] A creature gains resistance to a type of damage (acid, cold, fire, force, lightning, necrotic, poison, psychic, radiant, or thunder) while wearing this armor.[/INDENT] [INDENT]• [B]Auto-Ammunition:[/B] A creature gains a +1 bonus to ranged attack and ranged damage rolls made with this weapon. It never needs to be reloaded. [Active][/INDENT] [INDENT]• [B]Improved Defense:[/B] A creature’s AC increases by 1 while wearing this item. [Active][/INDENT] [INDENT]• [B]Improved Weaponry:[/B] A creature gains a +1 bonus to attack and damage rolls made with this weapon.[/INDENT] [INDENT]• [B]Mechanical Enchantment:[/B] The item duplicates the effects of [I]eyes of the eagle[/I]. [Active][/INDENT] [INDENT]• [B]Mechanical Enchantment:[/B] The item duplicates the effects of [I]gauntlets of ogre power[/I]. [Active][/INDENT] [INDENT]• [B]Mechanical Enhancement:[/B] The item duplicates the effects of a [I]medallion of thoughts[/I].[/INDENT] [INDENT]• [B]Mechanical Enhancement:[/B] The item duplicates the effects of a [I]periapt of wound closure[/I].[/INDENT] [INDENT][/INDENT] [B][I]Feat: Medical Learning.[/I][/B] A creature that Dr. Moreau uses a healer’s kit to stabilize regains 1 hit point. In addition, he can use an action and a single use of a healer’s kit to mend a creature’s wounds. The creature regains 1d6+4 hit points, plus hit points equal to the creature’s total hit dice. A creature can only benefit from this feature once between short or long rests. [B][I]Magic-Charged Inventions.[/I][/B] At the end of a long rest, Dr. Moreau can cast an artificer spell with a casting of 1 action, expending a spell slot and casting a 1st- or 2nd-level spell into one mundane item. A creature that is holding the object can use an action to activate the spell inside (spell save DC 17 or spell attack +9). The creature must concentrate on the spell if it is a concentration spell. A Magic-Charged Invention can be used up to 10 times, or until Dr. Moreau uses this feature again, at which point it reverts to a nonmagical object. [B][I]Minor Inventions.[/I][/B] Dr. Moreau uses an action to touch a Tiny nonmagical object, working on it with his tinker’s tools or other artisan’s tools. It gains one of the following properties until he spends an action touching it to end the effect: [INDENT]• It sheds bright light in a 5-foot radius and dim light for an additional 5 feet.[/INDENT] [INDENT]• It stores a spoken message up to 6 seconds long. Whenever a creature manipulates the object, it emits the spoken message loud enough for creatures as far as 10 feet away to hear it.[/INDENT] [INDENT]• It continuously discharges a scent or plays a nonverbal sound loud enough for creatures as far as 10 feet away to hear it.[/INDENT] [INDENT]• It displays a visual effect on one surface (as many as 25 words, simple illustrations, or a mixture of both).[/INDENT] Dr. Moreau can affect up to 5 objects at the same time, ending the effect on the oldest use of this feature when he exceeds his maximum. [B][I]Mystery Potion.[/I][/B] When Dr. Moreau finishes a long rest, as long as he has alchemist supplies he can touch up to two empty flasks to create Mystery Potions. He can only have a maximum of two Mystery Potions made in this way at a time. He can make additional Mystery Potions by using an action and expending a spell slot of 1st level or higher. When a creature uses an action to drink a Mystery Potion or administer it to an incapacitated creature, it gains 12 (2d6+5) temporary hit points and a random effect determined by rolling 1d6: [INDENT][B]1: Healing. [/B]Creature regains 10 (2d4+5) hit points.[/INDENT] [INDENT][B]2: Quickness.[/B] For the next hour, the creature’s walking speed increases by 10 feet.[/INDENT] [INDENT][B]3: Hardiness.[/B] The creature’s AC increases by +1 for 10 minutes.[/INDENT] [INDENT][B]4: Bravery.[/B] For the next minute, the creature gains a +1d4 bonus to attack rolls and saving throws.[/INDENT] [INDENT][B]5: Soar.[/B] For the next 10 minutes, the creature gains a flying speed of 10 feet.[/INDENT] [INDENT][B]6: Morph.[/B] For the next 10 minutes, the creature is targeted by the [I]alter self [/I]spell (transforming as it desires).[/INDENT] [B][I]Never Without A Toolbox.[/I][/B] With 1 hour of uninterrupted work and using tinker’s tools, Dr. Moreau can craft a set of artisan’s tools in an unoccupied space within 5 feet. He may do so during a short or long rest. Dr. Moreau can only have a single set of artisan’s tools crafted using this feature at a time. [B][I]Spellcasting.[/I][/B] Dr. Moreau is a 12th level spellcaster that uses Intelligence as his spellcasting ability (spell save DC 17; +9 to hit with spell attacks). He requires a set of tools he’s proficient with to use this feature or one of his imbued items. Dr. Moreau has the following spells prepared from the inventor’s spell list: [INDENT]Cantrips:[I] light, shocking grasp, spare the dying[/I][/INDENT] [INDENT]1st-level (4 slots): [I]alarm, cure wounds, expeditious retreat, faerie fire, healing word, identify, ray of sickness, sanctuary[/I][/INDENT] [INDENT]2nd-level (3 slots): [I]acid arrow, aid, darkvision, enhance ability, enlarge/reduce, heat metal, magic mouth, web[/I][/INDENT] [INDENT]3rd-level (3 slots): [I]create food and water, glyph of warding, haste, mass healing word, protection from energy, revivify, water breathing[/I][/INDENT] [B][I]Toolmaker.[/I][/B] With 1 hour of uninterrupted work, the use of tinker’s tools, and an unoccupied 5-foot square Dr. Moreau can create any set of artisan’s tools, even over the course of a short or long rest. When he uses this feature again, the tools disappear. [B][I]Tool Mastery.[/I][/B] When Dr. Moreau makes an ability check that uses a tool kit, he gains double his proficiency bonus (total +8). [SIZE=6]ACTIONS[/SIZE] [B][I]Imbued Dagger.[/I][/B][I] Melee or Ranged Weapon Attack:[/I] +9 to hit, reach 5 ft. or range 20/60 ft., one target. [I]Hit:[/I] 7 (1d4+5) magical slashing damage. [B][I]Auto-Ammunition Revolver.[/I][/B][I] Ranged Weapon Attack:[/I] +8 to hit, range 40/120 ft., one target. [I]Hit:[/I] 13 (2d8+4) magical piercing damage. [SIZE=6]REACTIONS[/SIZE] [B][I]Brilliant Suggestion (5/Long Rest).[/I][/B] Dr. Moreau can use his reaction when he or another creature he can see within 30 feet makes an ability check or saving throw, granting a +5 bonus to the roll. [/QUOTE]
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