D&D 5E (2014) Robin of Sherwood - Avatar of Herne the Hunter

Robin of Sherwood - Avatar of Herne the Hunter​

Medium humanoid (human), neutral good (myth-bound)

“I do not serve kings. I serve the green.”


Armor Class​

18 (Hood of the Green Man, preternatural agility)

Hit Points​

168 (24d8 + 48)

Speed​

40 ft., climb 30 ft.

Ability Scores​

STRDEXCONINTWISCHA
14 (+2)20 (+5)14 (+2)12 (+1)18 (+4)16 (+3)

Saving Throws​

Dex +10, Wis +9, Con +7

Skills​

Athletics +7, Perception +9, Stealth +10, Survival +9, Insight +9, Acrobatics +10

Damage Resistances​

Piercing, slashing, and bludgeoning from nonmagical attacks while in forested terrain

Condition Immunities​

Charmed, frightened (while conscious)

Senses​

Darkvision 60 ft., tremorsense 30 ft. (in natural terrain), passive Perception 19

Languages​

Common, Sylvan, Druidic

Challenge​

CR 12 (8,400 XP)
Proficiency Bonus +4

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Mythic Nature: Avatar of Herne​

Robin is not merely empowered—he is inhabited. If Robin is reduced to 0 hit points in a forest, roll a d6. On a 4–6, he instead drops to 1 hit point and immediately triggers Herne’s Reclamation (see below). This can occur once per day.

Traits​

Herne’s Mark​

As a bonus action, Robin marks a creature he can see within 90 ft. Until the mark ends (1 minute, concentration), Robin gains:
  • Advantage on attacks against the marked target
  • The target has disadvantage on Stealth check
  • The first hit each round deals an extra 2d8 psychic damage
If the marked creature dies, Robin may immediately mark another creature within range (no action).

Forest Is the Weapon​

While in natural terrain, Robin may:
  • Take the Hide action as a bonus action
  • Move through difficult terrain without penalty
  • Ignore half and three-quarters cover provided by foliage

Shadow of the Green Man​

Robin can move through lightly obscured areas (mist, foliage, shadow) as though they were not there. Attacks against him from beyond 30 ft. are made at disadvantage unless the attacker has truesight.

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Actions​

Multiattack​

Robin makes three attacks with the Horned Bow or two attacks with the Hunter’s Blade.

Horned Bow of Herne​

Ranged Weapon Attack: +10 to hit, range 150/600 ft., one target
Hit: 11 (1d8 + 7) piercing damage plus 9 (2d8) psychic damage
If Robin has advantage on the attack, the target must succeed on a DC 17 Wisdom saving throw or be rooted until the end of its next turn (speed 0, vines and spectral antlers binding its limbs).

Sword of Wayland​

Weapon (Longsword, Versatile)​

Magic Melee Weapon Attack: +9 to hit, reach 5 ft., one target
Hit:
  • One-handed: 10 (1d8 + 7) slashing damage
  • Two-handed: 11 (1d10 + 7) slashing damage
    Plus 7 (2d6) force damage
The force damage represents inevitability rather than raw power—blows land where destiny says they must.

Wayland’s Judgment​

When Robin hits a creature with the Sword of Wayland, he may force the target to make a DC 17 Charisma saving throw.

On a failure, the target is Marked by Fate until the end of its next turn:
  • The target cannot benefit from advantage
  • Reactions are suppressed
  • If the target attempts to flee, it provokes opportunity attacks even if it normally would not
Creatures that have broken oaths, abused authority, or ruled unjustly make this save at disadvantage (DM adjudication, intentionally mythic).

Call the Wild Hunt (Recharge 5–6)​

Robin blows a horn carved from antler and bone. Up to three spectral hunters appear in unoccupied spaces within 60 ft. (use specter stat blocks with longbows instead of life drain).
These hunters last for 1 minute, act on Robin’s initiative, and vanish if Robin is incapacitated.

**********************​

Bonus Actions​

Vanish into Green​

Robin becomes invisible until the start of his next turn or until he attacks, casts a spell, or leaves natural terrain.

Reactions​

Arrow from Nowhere​

When a creature within 60 ft. moves, casts a spell, or makes an attack, Robin may make one Horned Bow attack against it.

Legendary Actions (3/round)​

Robin can take 3 legendary actions, choosing from the options below.
Move Like a Ghost. Robin moves up to his speed without provoking opportunity attacks.
Loose Arrow. Robin makes one Horned Bow attack.
Invoke Herne (Costs 2 Actions). A 20-ft.-radius area becomes difficult terrain until the end of the next round, filled with whispering trees, antlers in shadow, and spectral roots.

Herne’s Reclamation (Mythic Reaction)​

When this triggers, Robin releases a roar that is not entirely human. Antlers of green fire briefly crown his head.
  • All enemies within 30 ft. must succeed on a DC 17 Wisdom save or be frightened for 1 minute
  • Robin regains 30 hit points
  • The terrain within 60 ft. becomes heavily obscured by mist and foliage until the end of the encounter

Relics of the Green​

Horned Bow of Herne (Artifact-level in myth)​

Arrows fired from this bow always find the guilty. Creatures that have broken oaths, laws of hospitality, or sacred compacts take an extra 1d8 psychic damage.

Hood of the Green Man​

Grants advantage on Stealth checks and allows limited invisibility in natural terrain.

Sword of Wayland​

The Sword of Wayland cannot be taken from Robin while he lives.
If disarmed, it reappears in his hand at the end of his next turn, accompanied by the sound of hammer on anvil echoing faintly through the trees.

The Horn of the Wild Hunt​

Cannot be blown indoors. When sounded beneath open sky, the forest listens.

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I couldn't resist after I found out about that miserable attempt in the forest oracle.
so enjoy and feel free to suggest how to tweak it.

I just wanted it to exist.
 

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Little John​

Warden of the River and the Bridge
Medium humanoid (human), neutral (oath-bound)
“You don’t cross unless the water says you can.”


Armor Class​

19 (Wayland-forged ringmail, river-blessing)

Hit Points​

195 (26d8 + 78)

Speed​

35 ft., swim 40 ft.


Ability Scores​

STRDEXCONINTWISCHA
22 (+6)12 (+1)20 (+5)10 (+0)16 (+3)14 (+2)


Saving Throws​

Str +11, Con +10, Wis +8

Skills​

Athletics +11, Perception +8, Intimidation +7, Survival +8

Damage Resistances​

Bludgeoning, piercing, and slashing from nonmagical attacks while within 30 ft. of flowing water

Condition Immunities​

Prone, charmed (while conscious)

Senses​

Darkvision 60 ft., blindsight 10 ft. (while in contact with water), passive Perception 18

Languages​

Common, Sylvan

Challenge​

CR 11 (7,200 XP)
Proficiency Bonus +4


Mythic Role: Threshold Guardian​

Little John cannot be surprised while standing on or adjacent to a bridge, ford, riverbank, or narrow crossing. Creatures attempting to pass such a threshold while he lives must deal with him directly—teleportation into or across these areas fails unless he allows it (DM fiat, mythic not anti-magic).


Traits​

The River Decides​

At the start of each of Little John’s turns, choose one creature within 10 ft. standing on natural ground or a structure connected to the land.
That creature must succeed on a DC 17 Strength or Dexterity saving throw (its choice) or have its speed reduced to 0 until the start of its next turn as unseen currents, roots, or pressure shifts unbalance it.


Bridge-Fighter Supreme​

Little John has advantage on attack rolls, Athletics checks, and saving throws against forced movement while standing in a space no more than 10 ft. wide.
Enemies have disadvantage on attempts to shove or reposition him.


Laughing Giant​

When Little John reduces a creature to 0 hit points with a melee attack, he may choose to knock it unconscious instead. If he does, all hostile creatures within 30 ft. must succeed on a DC 16 Wisdom save or have disadvantage on their next attack roll—confidence falters when mercy comes from overwhelming strength.


Actions​

Multiattack​

Little John makes two attacks with the Quarterstaff of the Flood or one attack and one shove.


Quarterstaff of the Flood​

Magic Melee Weapon Attack: +11 to hit, reach 5 ft., one target
Hit: 13 (1d8 + 6) bludgeoning damage plus 9 (2d8) bludgeoning damage
If the target is Large or smaller, Little John may push it up to 10 ft. in a direction of his choice. If this movement would place the target into water, the push distance increases to 20 ft.


Sweep the Plank (Recharge 5–6)​

Little John sweeps his staff in a wide arc. Each creature of his choice within 10 ft. must succeed on a DC 18 Dexterity saving throw or be knocked prone and pushed 15 ft.
Creatures pushed into water by this effect are restrained until the end of their next turn as currents seize them.


Bonus Actions​

Set Your Feet​

Until the start of his next turn, Little John cannot be moved against his will and gains advantage on Strength saving throws.


Reactions​

Not Past Me​

When a creature within 5 ft. attempts to move past Little John, he may make one Quarterstaff of the Flood attack against it. On a hit, the creature’s movement immediately ends.


Legendary Actions (2/round)​

Little John can take 2 legendary actions, choosing from the options below.
Staff Strike. Little John makes one Quarterstaff attack.
Shift the Ground. One creature within 10 ft. must succeed on a DC 17 Dexterity save or fall prone.
Step Like Stone (Costs 2 Actions). Little John moves up to half his speed without provoking opportunity attacks, ignoring difficult terrain.


Relics of the River​

Quarterstaff of the Flood​

Carved from river-oak and banded with iron taken from a broken bridge. It hums faintly when held above flowing water.

Wayland-Forged Ringmail​

Links shaped like ripples, reforged from toll-chains and shackles taken from unjust crossings.
 

Will Scarlet​

The Red Hand of the Greenwood
Medium humanoid (human), chaotic neutral (oath-fractured)
“You don’t get forgiveness. You get even.”


Armor Class​

18 (scarlet leathers, reflex and fury)

Hit Points​

143 (22d8 + 44)

Speed​

40 ft.


Ability Scores​

STRDEXCONINTWISCHA
16 (+3)20 (+5)14 (+2)12 (+1)14 (+2)16 (+3)


Saving Throws​

Dex +10, Wis +7, Cha +8

Skills​

Acrobatics +10, Athletics +8, Intimidation +8, Insight +7, Stealth +10

Damage Resistances​

Psychic; bludgeoning, piercing, and slashing from nonmagical attacks while bloodied (see trait)

Condition Immunities​

Frightened (while bloodied)

Senses​

Darkvision 60 ft., passive Perception 12

Languages​

Common, Sylvan

Challenge​

CR 10 (5,900 XP)
Proficiency Bonus +4


Mythic Role: Blood-Bound Oathbreaker​

Will Scarlet’s power grows the more personal the fight becomes. He is at his most dangerous when wounded, betrayed, or cornered.


Traits​

Bloodied Fury​

When Will is reduced to half his hit points or fewer, he enters a Bloodied state:
  • Gains resistance to bludgeoning, piercing, and slashing from nonmagical attacks
  • His melee weapon attacks deal an extra 1d8 necrotic damage
  • He has advantage on saving throws against charm, fear, and restraint
This state ends only if Will is reduced to 0 hit points or the encounter ends.


Grudge Keeper​

When a creature damages Will, he may mark it as his Grudge (no action, one creature at a time).
  • Will has advantage on attack rolls against his Grudge
  • The first time each round he hits his Grudge, he deals an extra 2d6 psychic damage
  • If his Grudge drops to 0 hit points, Will may immediately move up to his speed toward another hostile creature


Scarlet Reputation​

Enemies within 10 ft. of Will have disadvantage on saving throws against being frightened or intimidated by him while he is Bloodied.


Actions​

Multiattack​

Will makes three attacks with the Scarlet Knives or two attacks with the Scarlet Blade.


Scarlet Blade​

Magic Melee Weapon Attack: +9 to hit, reach 5 ft., one target
Hit: 9 (1d6 + 6) slashing damage plus 7 (2d6) necrotic damage
If Will has advantage on the attack, he may immediately make one additional dagger attack against the same target.


Scarlet Knives (Thrown or Melee)​

Magic Weapon Attack: +10 to hit, range 20/60 ft. or reach 5 ft., one target
Hit: 8 (1d4 + 6) piercing damage plus 7 (2d6) necrotic damage
If this attack hits a creature that has already damaged Will this encounter, the target takes an additional 1d6 psychic damage.


Cut the Bond (Recharge 5–6)​

Will makes a single Scarlet Blade attack. On a hit:
  • The target must succeed on a DC 16 Wisdom saving throw or lose concentration on any spell or effect
  • The target cannot benefit from advantage or reactions until the end of its next turn
  • If the target is Will’s Grudge, it is also stunned until the end of its next turn


Bonus Actions​

Slip Through Blood​

Will moves up to half his speed without provoking opportunity attacks. If he passes through a space adjacent to his Grudge, he may make one Scarlet Knife attack against it.


Reactions​

You Shouldn’t Have Touched Me​

When a creature hits Will with a melee attack, Will may make one Scarlet Blade or Scarlet Knife attack against that creature.


Legendary Actions (2/round)​

Will can take 2 legendary actions, choosing from the options below.
Knife Strike. Will makes one Scarlet Knife attack.
Shift the Fight. Will moves up to 15 ft. without provoking opportunity attacks.
Spill the Past (Costs 2 Actions). One creature Will can see within 30 ft. must succeed on a DC 16 Wisdom save or be frightened of Will until the end of its next turn.


Relics of the Red Hand​

Scarlet Blade​

A narrow, wicked sword stained permanently red. The blade remembers every oath Will broke and every betrayal he survived.

Scarlet Knives​

Balanced, fast, and merciless—thrown not to kill, but to make running hurt.
 

Maid Marian​

The White Lady of the Greenwood
Medium humanoid (human), neutral (oath-bound)
“I stand between what you are… and what you could still be.”


Armor Class​

17 (white silks, warded grace)

Hit Points​

136 (21d8 + 42)

Speed​

30 ft.


Ability Scores​

STRDEXCONINTWISCHA
10 (+0)16 (+3)14 (+2)14 (+2)18 (+4)20 (+5)


Saving Throws​

Wis +9, Cha +10, Dex +8

Skills​

Insight +9, Persuasion +10, Deception +10, Religion +7, History +7, Perception +9

Damage Resistances​

Psychic; radiant and necrotic from nonmagical sources

Condition Immunities​

Charmed (except by creatures of fey or divine origin), frightened

Senses​

Darkvision 60 ft., passive Perception 19

Languages​

Common, Sylvan, Celestial, Elvish

Challenge​

CR 11 (7,200 XP)
Proficiency Bonus +4


Mythic Role: The Mediator​

While Maid Marian is conscious, hostile creatures within 30 ft. have disadvantage on their first attack roll each round unless they succeed on a DC 17 Wisdom saving throw at the start of their turn.
Violence feels wrong in her presence.


Traits​

Between Crown and Greenwood​

Marian can see and affect creatures normally immune to charm or fear, but such creatures gain advantage on their saving throws against her effects.
She does not compel — she invites, and the refusal costs.


White Oath​

As a reaction once per round, when a creature within 30 ft. would deal lethal damage, Marian may declare the blow Mercy-Bound:
  • The damage becomes nonlethal
  • The attacker must succeed on a DC 17 Charisma save or be restrained by spectral white thorns until the end of its next turn


Voice of the Old Ways​

Marian’s spells and abilities ignore advantage granted by rank, authority, or magical compulsion. Creatures relying on command-based features (knight auras, charm dominance, fear-based control) suffer disadvantage on saves against her.


Actions​

Multiattack​

Marian makes two attacks with the White Blade or casts a spell and makes one attack.


White Blade​

Magic Melee Weapon Attack: +8 to hit, reach 5 ft., one target
Hit: 8 (1d6 + 5) slashing damage plus 9 (2d8) radiant or necrotic damage (Marian’s choice)
If the target attacks Marian before the end of its next turn, it takes 9 (2d8) psychic damage as regret and doubt lash back.


Rebuke of the Greenwood (Recharge 5–6)​

Marian speaks a single name, title, or oath the target holds sacred.
One creature within 60 ft. must make a DC 18 Wisdom saving throw or be stunned until the end of its next turn and restrained by ghostly vines.
If the creature has violated that oath, it takes 22 (4d10) psychic damage as well.


Spellcasting​

Marian is a 10th-level spellcaster (Charisma; spell save DC 18, +10 to hit). She does not gesture wildly; the forest listens for her.
At will: calm emotions, command, detect evil and good, thaumaturgy
3/day each: hold person, zone of truth, suggestion
2/day each: geas, spirit guardians (appearing as white-clad forest spirits)
1/day: mass suggestion


Bonus Actions​

Step the Liminal Path​

Marian teleports up to 30 ft. to a space she can see within natural terrain or shadow. The space she leaves behind becomes lightly obscured until the start of her next turn.


Reactions​

No Further​

When a creature within 30 ft. declares an attack or spell against another creature, Marian may force it to make a DC 17 Wisdom saving throw. On a failure, the action is wasted, and the creature may take no hostile actions until the end of its next turn.


Legendary Actions (2/round)​

Marian can take 2 legendary actions, choosing from the options below.
White Step. Marian uses Step the Liminal Path.
Blade of Reminder. Marian makes one White Blade attack.
Speak the Truth (Costs 2 Actions). One creature within 30 ft. must succeed on a DC 17 Charisma save or be compelled to speak only the truth until the end of its next turn.


Relics of the White Lady​

The White Blade​

Forged for ceremony, reforged for consequence. It has ended wars without shedding blood — and started them when mercy failed.

Veil of Marian​

Grants advantage on Insight and Persuasion checks. When Marian dies (if she ever does), the veil becomes a simple white cloth, heavy with unanswered questions.
 

Friar Tuck​

The Unshorn Shepherd of the Greenwood
Medium humanoid (human), chaotic good (consecrated renegade)
“God listens better out here.”


Armor Class​

18 (blessed mail hidden beneath habit)

Hit Points​

178 (24d8 + 72)

Speed​

30 ft.


Ability Scores​

STRDEXCONINTWISCHA
18 (+4)12 (+1)20 (+5)12 (+1)18 (+4)16 (+3)


Saving Throws​

Con +10, Wis +9, Cha +8

Skills​

Athletics +9, Insight +9, Medicine +9, Religion +7, Intimidation +8, Persuasion +8

Damage Resistances​

Radiant; bludgeoning, piercing, and slashing from nonmagical attacks while within 30 ft. of an ally

Condition Immunities​

Charmed, frightened

Senses​

Darkvision 60 ft., passive Perception 14

Languages​

Common, Celestial, Sylvan

Challenge​

CR 11 (7,200 XP)
Proficiency Bonus +4


Mythic Role: The Heretic Anchor​

While Friar Tuck is conscious, allies within 30 ft. cannot be charmed or frightened, and may reroll one failed saving throw per round (must take the new result).
Faith holds. Panic does not.


Traits​

Sacrament of the Greenwood​

Friar Tuck carries consecrated bread and wine sanctified outside church walls.
As a bonus action, he may grant one ally within 30 ft.:
  • 10 temporary hit points
  • Advantage on its next saving throw
  • Immunity to being frightened until the end of its next turn
This can be used three times per day.


Blasphemous Mercy​

When Friar Tuck reduces a creature to 0 hit points, he may choose to stabilize it automatically and cleanse it of curses, charms, and fear effects. The creature wakes believing — briefly — that it has been forgiven.
This is terrifying to the wicked.


God Walks With Us​

Divine magic cast by Friar Tuck functions normally in places where it should not (desecrated ground, fey realms, infernal influence), but it leaves visible signs: frost, bells ringing, the smell of incense, or distant chanting.


Actions​

Multiattack​

Friar Tuck makes two attacks with the Shepherd’s Flail or casts a spell and makes one attack.


Shepherd’s Flail​

Magic Melee Weapon Attack: +9 to hit, reach 5 ft., one target
Hit: 11 (1d8 + 6) bludgeoning damage plus 7 (2d6) radiant damage
If the target is fiend, undead, or oathbreaker-aligned (DM adjudication), it takes an additional 2d8 radiant damage.


Call Down the Bell (Recharge 5–6)​

Friar Tuck slams his flail into the ground. A deep bell toll echoes through the Greenwood.
Each hostile creature within 30 ft. must succeed on a DC 17 Wisdom saving throw or be frightened until the end of its next turn. Allies instead regain 15 hit points and may immediately stand up if prone.


Spellcasting​

Friar Tuck is a 9th-level divine spellcaster (Wisdom; spell save DC 17, +9 to hit).
At will: guidance, thaumaturgy, spare the dying
3/day each: bless, lesser restoration, sanctuary
2/day each: beacon of hope, spirit guardians (appearing as robed saints and woodland martyrs)
1/day: revivify (only works on creatures who died defending another)


Bonus Actions​

“Eat. Drink. Stand.”​

One ally within 10 ft. may immediately spend a Hit Die and add Friar Tuck’s Wisdom modifier to the healing.


Reactions​

Interpose the Faith​

When an ally within 5 ft. is hit by an attack, Friar Tuck may swap places with them and take the damage instead, reducing it by 10.


Legendary Actions (2/round)​

Friar Tuck can take 2 legendary actions, choosing from the options below.
Flail Strike. Friar Tuck makes one Shepherd’s Flail attack.
Word of Comfort. One ally within 30 ft. regains 10 hit points.
Rebuke the Faithless (Costs 2 Actions). One hostile creature within 30 ft. must succeed on a DC 17 Charisma save or be restrained by spectral chains shaped like rosary beads until the end of its next turn.


Relics of the Unshorn Shepherd​

Shepherd’s Flail​

Forged from church iron stolen back from tax collectors and reforged by Wayland. Each strike rings faintly like a bell.

The Greenwood Chalice​

A battered cup that sanctifies whatever honest drink fills it.
 

Much​

The Miller’s Son, Keeper of the Empty Bowl
Medium humanoid (human), neutral (scar-bound)
“There’s never enough. That’s the point.”


Armor Class​

16 (patched leathers, stubbornness)

Hit Points​

184 (27d8 + 81)

Speed​

30 ft.


Ability Scores​

STRDEXCONINTWISCHA
20 (+5)12 (+1)20 (+5)10 (+0)16 (+3)8 (−1)


Saving Throws​

Str +10, Con +10, Wis +8

Skills​

Athletics +10, Survival +8, Intimidation +9, Perception +8

Damage Resistances​

Bludgeoning, piercing, and slashing from nonmagical attacks while below half hit points

Condition Immunities​

Exhaustion, frightened

Senses​

Darkvision 60 ft., passive Perception 18

Languages​

Common

Challenge​

CR 10 (5,900 XP)
Proficiency Bonus +4


Mythic Role: The Unfed​

Much does not represent abundance.
He represents who pays when there isn’t enough.
He grows more dangerous the longer a fight lasts — not through skill, but through refusal.


Traits​

Hunger Without End​

Much does not suffer penalties from exhaustion, starvation, or dehydration.
Whenever Much starts his turn bloodied (at half hit points or fewer), he gains one Hunger Die (d6), up to a maximum of 5.
At the start of each of his turns, he may spend any number of Hunger Dice to gain one of the following per die spent:
  • Regain 6 hit points
  • Add +2 damage to all melee attacks this turn
  • Gain advantage on Strength checks and saves this turn
Unused Hunger Dice vanish when the encounter ends.


Take It Back​

When Much hits a creature that has more hit points than he does, the attack deals an extra 1d8 bludgeoning damage.
If the creature is wearing fine clothing, armor of noble make, or bearing symbols of authority, the damage increases to 2d8.


Too Angry to Die​

The first time Much would be reduced to 0 hit points, he instead drops to 1 hit point and immediately gains 3 Hunger Dice.


Actions​

Multiattack​

Much makes two attacks with the Miller’s Maul.


Miller’s Maul​

Magic Melee Weapon Attack: +10 to hit, reach 5 ft., one target
Hit: 14 (2d6 + 7) bludgeoning damage
If Much has at least one Hunger Die, the target must succeed on a DC 17 Strength saving throw or be knocked prone.


Break the Table (Recharge 5–6)​

Much slams his maul into the ground or a solid surface.
Each creature of his choice within 15 ft. must make a DC 18 Dexterity saving throw or take 18 (4d8) bludgeoning damage and be knocked prone. On a success, a creature takes half damage and is not knocked prone.
Structures and unattended objects automatically fail.


Bonus Actions​

Grab and Shove​

Much attempts to grapple or shove a creature within reach.
If the creature is grappled and has more hit points than Much, Much deals 10 bludgeoning damage to it immediately — not an attack, just pressure.


Reactions​

You Ate, I Didn’t​

When a creature within 5 ft. regains hit points, Much may make one Miller’s Maul attack against it.


Legendary Actions (2/round)​

Much can take 2 legendary actions, choosing from the options below.
Maul Strike. Much makes one Miller’s Maul attack.
Advance Relentlessly. Much moves up to 15 ft. and ignores difficult terrain.
Take the Share (Costs 2 Actions). One creature within 10 ft. must succeed on a DC 17 Strength save or be grappled and restrained until the end of its next turn.


Relics of the Empty Bowl​

Miller’s Maul​

Once a millstone breaker, now a weapon. The haft is scarred with tally marks — not kills, but meals missed.

The Empty Bowl​

A cracked wooden bowl Much carries at his belt. Anyone who looks at it too long remembers a time they were hungry.
 

Nasir


The Far-Walker, Keeper of Old Paths
Paired Weapon Master


“One blade asks the question. The other listens.”

Armor Class​

18 (lamellar armor, disciplined defense)

Hit Points​

156 (24d8 + 48)

Speed​

35 ft.


Ability Scores​

STRDEXCONINTWISCHA
16 (+3)18 (+4)14 (+2)16 (+3)20 (+5)10 (+0)


Saving Throws​

Dex +9, Wis +10, Int +8

Skills​

Athletics +8, Insight +10, Perception +10, Religion +8, Survival +10, Medicine +10, Stealth +9

Damage Resistances​

Psychic; poison

Condition Immunities​

Charmed, frightened

Senses​

Darkvision 60 ft., passive Perception 20

Languages​

Common, Arabic, Celestial, Infernal, Sylvan

Challenge​


CR 11 (7,200 XP)
Proficiency Bonus +4

Mythic Role: The Witness​


Nasir does not escalate conflict.
He contains it.


While Nasir is conscious, hostile creatures within 30 ft. cannot gain advantage from surprise, flanking, or invisibility unless they succeed on a DC 18 Wisdom saving throw at the start of their turn.


You cannot cheat a man who has already seen the trick.


Traits​


Two Paths, One Step​


If Nasir hits two different creatures in the same turn, he may immediately move up to 10 ft. without provoking opportunity attacks.

If he hits the same creature twice, he may impose disadvantage on that creature’s next saving throw before the end of Nasir’s next turn.

Measure the Soul​


As a bonus action, Nasir may study one creature he can see within 30 ft. Until the end of the encounter:

  • Nasir knows whether the creature has sworn oaths, broken them, or is currently bound by supernatural obligation
  • Nasir has advantage on attack rolls and saving throws against that creature’s spells or abilities
  • The creature has disadvantage on Deception checks against Nasir

Nasir may have only one creature measured at a time.

Stillness Before the Storm​


If Nasir does not move on his turn, he gains advantage on his next attack roll and saving throw before the end of his next turn.

Actions​


Multiattack​


Nasir makes three attacks with his Twin Blades, or two attacks and uses Measure the Soul if it is not already active. Alternatively, Nasir can use two attacks with his throwing blades.


Twin Blades of the Far Path

Magic Melee Weapons (short swords), paired

Nasir fights with two identical, narrow blades — not mirror images, but twins. They were forged together and must remain together.

Paired Weapon Attack (Core Feature)​


When Nasir takes the Attack action, he may:
  • Make three attacks instead of two
  • Or make two attacks and impose a control effect (see below)
These attacks do not require a bonus action. This is trained symmetry, not frenzy.

Right-Hand Blade: The Question​


Magic Melee Weapon Attack: +9 to hit, reach 5 ft., one target
Hit: 8 (1d6 + 5) slashing damage plus 7 (2d6) radiant or necrotic damage (Nasir’s choice)

If this attack hits, Nasir gains advantage on his next attack against the same target this turn.

Left-Hand Blade: The Answer​


Magic Melee Weapon Attack: +9 to hit, reach 5 ft., one target
Hit: 8 (1d6 + 5) slashing damage plus 7 (2d6) psychic damage

If this attack hits a creature already struck by The Question this turn, the target must succeed on a DC 17 Wisdom saving throw or suffer one of the following effects (Nasir’s choice):
  • Lose reactions until the start of its next turn
  • Have its speed reduced to 0 until the start of its next turn
  • Have disadvantage on its next attack roll or saving throw

Throwing Knives​


Magic Ranged Weapon Attack: +9 to hit, range 20/60 ft., one target
Hit: 8 (1d4 + 6) piercing damage plus 7 (2d6) psychic damage

If the target is concentrating, it has disadvantage on the concentration save.

Break the Illusion (Recharge 5–6)​


Nasir strikes the ground or snaps his fingers sharply.

All illusions, charm effects, and fear effects within 30 ft. end immediately unless their source succeeds on a DC 18 Wisdom saving throw.

Creatures relying on such effects take 13 (3d8) psychic damage as certainty crashes in.





Bonus Actions​


Step the Old Path​


Nasir moves up to 20 ft. without provoking opportunity attacks. This movement ignores difficult terrain and magical hindrance.





Reactions​


Crossing Blades​


When Nasir is targeted by a melee attack, he may add +3 to his AC against that attack.
If the attack misses, Nasir may make one attack with The Answer against the attacker.







Legendary Actions (2/round)​


Nasir can take 2 legendary actions, choosing from the options below.


Twin Cut. Nasir makes one attack with each blade against the same target.
Stillness. Nasir ends one condition affecting himself.
Silence of the Desert (Costs 2 Actions). One creature within 30 ft. must succeed on a DC 18 Wisdom save or be unable to cast spells or speak above a whisper until the end of its next turn.





Relics of the Far-Walker​


Prayer Beads of Witness​


Allow Nasir to identify curses, oaths, and divine bindings by touch.
 


man seriously considering building a "rogues gallery" that feels like history, theology, and folklore arguing with each other.

so many options ranging from one of the best sheriffs of all time (with a tongue that would put edmund blackadder to shame), knights templars, satan worshipers and the time of the wolf and that's before you extrapolate.
 


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