Casimir Liber
Adventurer
anyway..am off to bed now...just let me know what you reckon we should do next...
oops - missed that post - I like the resistance to piercing alone - added
anyway..am off to bed now...just let me know what you reckon we should do next...
Creature | STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|---|
Druid Apprentice | 10 (+0) | 12 (+1) | 13 (+1) | 12 (+1) | 15 (+2) | 11 (+0) |
Druid NPC | 10 (+0) | 12 (+1) | 13 (+1) | 12 (+1) | 15 (+2) | 11 (+0) |
Living Jungle Druid | 13 (+1) | 12 (+1) | 14 (+2) | 12 (+1) | 16 (+3) | 15 (+2) |
Base Pine Kindred (v6) | 13 (+1) | 14 (+2) | 12 (+1) | 11 (+1) | 10 (+1) | 5 (-3) |
Common Ghoul | 13 (+1) | 15 (+2) | 10 (+0) | 7 (−2) | 10 (+0) | 6 (−2) |
Wight | 15 (+2) | 14 (+2) | 16 (+3) | 10 (+0) | 13 (+1) | 15 (+2) |
Creature | STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|---|
Pine Thrall (v3) | 13 (+1) | 10 (+0) | 12 (+1) | 7 (–2) | 7 (–2) | 5 (–3) |
Pine Carl (if we bother) | 13 (+1) | 12 (+1) | 12 (+1) | 8 (–1) | 9 (–1) | 5 (–3) |
Pine Kindred (v6) | 13 (+1) | 14 (+2) | 12 (+1) | 11 (+0) | 10 (+0) | 5 (–3) |
Pine Kindred Thane | 15 (+2) | 15 (+2) | 14 (+2) | 12 (+1) | 14 (+2) | 9 (−1) |
Pine Kindred Jarl | 15 (+2) | 16 (+3) | 16 (+3) | 13 (+1) | 16 (+3) | 13 (+1) |
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
15 (+2) | 15 (+2) | 14 (+2) | 12 (+1) | 14 (+2) | 9 (−1) |
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
13 (+1) | 14 (+2) | 12 (+1) | 11 (+0) | 10 (+0) | 7 (−2) |
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
15 (+2) | 15 (+2) | 14 (+2) | 12 (+1) | 14 (+2) | 9 (−1) |
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
15 (+2) | 16 (+3) | 16 (+3) | 13 (+1) | 16 (+3) | 13 (+1) |
Creature STR DEX CON INT WIS CHA Pine Thrall (v3) 13 (+1) 10 (+0) 12 (+1) 7 (–2) 7 (–2) 5 (–3) Pine Carl (if we bother) 13 (+1) 12 (+1) 12 (+1) 8 (–1) 9 (–1) 5 (–3) Pine Kindred (v6) 13 (+1) 14 (+2) 12 (+1) 11 (+0) 10 (+0) 5 (–3) Pine Kindred Thane 15 (+2) 15 (+2) 14 (+2) 12 (+1) 14 (+2) 9 (−1) Pine Kindred Jarl 15 (+2) 16 (+3) 16 (+3) 13 (+1) 16 (+3) 13 (+1)
Creature | STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|---|
Pine Thrall (revised) | 13 (+1) | 10 (+0) | 12 (+1) | 7 (–2) | 7 (–2) | 3 (–4) |
Pine Carl (if we bother, revised) | 13 (+1) | 12 (+1) | 12 (+1) | 8 (–1) | 9 (–1) | 5 (–3) |
Pine Kindred (revised) | 13 (+1) | 14 (+2) | 12 (+1) | 11 (+0) | 10 (+0) | 7 (–2) |
Pine Kindred Thane | 15 (+2) | 15 (+2) | 14 (+2) | 12 (+1) | 14 (+2) | 9 (−1) |
Pine Kindred Jarl | 15 (+2) | 16 (+3) | 16 (+3) | 13 (+1) | 16 (+3) | 13 (+1) |
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
13 (+1) | 10 (+0) | 12 (+1) | 5 (−3) | 7 (−2) | 3 (−4) |
Pine Kindred, Thrall
Actions
Multiattack. The thrall makes two claw attacks.
Spear. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) piercing damage or 5 (1d8 + 1) piercing damage if used with two hands. Ranged Weapon Attack: +2 to hit, range 20/60 5 ft., one target. Hit: 4 (1d6 + 1) piercing damage.
Dart. Ranged Weapon Attack: +3 to hit, range 20/60 ft., one target. Hit: 3 (1d4 + 1) piercing damage.
Claw. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) slashing damage.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
13 (+1) | 12 (+1) | 12 (+1) | 8 (−1) | 9 (−1) | 5 (−3) |
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
12 (+1) | 12 (+1) | 13 (+1) | 2 (−4) | 11 (+0) | 3 (−4) |
Pine Kindred, Carl
Pine Kindred, Pine Hound
typos (colons) fixed and skills added..Dang it, we forgot to think of Skills for the regular Pine Kindred!
Regular Wights have Perception and Stealth.
Druids tend to have Nature and Religion, but these are evil twisted necromancer-druids so I think Arcana works too.
Maybe it's only the Jarls who have Arcana since they've delved into the deeper mysteries, but the Thanes have Religion because they help organize the Pine Kindred's rituals? That sort of makes sense.
We could cut out the Stealth, since they have a decent Dexterity so are pretty stealth at default, but I imagine these green-skinned creatures are quite adept at stalking victims through the woods.
Pine Kindred Skills Nature +, Perception +, Stealth +?
Pine Thane Skills Nature +, Perception +, Religion +? Stealth +?
Pine Jarl Skills Arcana +, Nature +, Perception +, Religion +? Stealth +?
So that'd revise the kindred to the following. I noticed a couple of minor typographical inconsistencies to fix while I was at it (colons that should be full stops, for example).
Pine Kindred
Medium undead, neutral evil
Armor Class 15 (natural armor)
Hit Dice 27 (5d8 + 5)
Speed 30 ft.
STR DEX CON INT WIS CHA 13 (+1) 14 (+2) 12 (+1) 11 (+0) 10 (+0) 7 (−2)
Saving Throws Wis +2
Skills Nature +2, Perception +2, Stealth +4
Damage Vulnerabilities Fire
Damage Resistances Lightning; Poison; Bludgeoning, Piercing and Slashing from Nonmagical Attacks
Damage Immunities Cold
Condition Immunities Exhausted, Paralyzed
Senses Darkvision 60 ft., Passive Perception 10
Languages Druidic, Sylvan
Challenge 1 (200 XP) Proficiency Bonus +2
Special Traits
Pine Blood. Pine kindred count as both plant and undead for any effect related to type.
Spellcasting. The pine kindred is a 1st-level spellcaster that used Wisdom as its spellcasting ability (spell save DC 10; +2 to hit with spell attacks). A pine kindred has the following spells prepared from the druid's spell list.
Cantrips (at will): druidcraft
1st level (1 slot): entangle
Some pine kindred know spells from outside the druid's spell list (see Dark Druidic Mysteries).
Actions
Multiattack. The pine kindred makes two scimitar attacks or two dart attacks. It can use its Shrieking Wail in place of one scimitar attack or dart attack.
Scimitar. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) slashing damage.
Dart. Ranged Weapon Attack: +4 to hit, range 20/60 ft., one target. Hit: 3 (1d4 + 1) piercing damage.
Shrieking Wail. The pine kindred howls a terrifying dirge. Every humanoid and giant within within 300 feet of the pine kindred that can hear the wail must succeed on a DC 10 Wisdom saving throw or be compelled to flee in panic until the wail ends; acting as if they had failed their save against a suggestion spell telling them to "run in terror". The kindred must take a multiattack action on its subsequent turns to continue wailing. It can stop wailing at any time. The wail ends if the kindred is incapacitated. While affected by the wail, a target ignores the wails of other pine kindred. If the target is within 300 feet of the kindred, the target must move on its turn away from the kindred by the most direct route, trying to get as far away as possible. The target tries to circumvent opportunity attacks and obvious damaging terrain, such as lava or a pit. Whenever it takes damage, the target can repeat the saving throw. The target can also repeat the saving throw at the end of each of its turns. If the saving throw is successful, the suggestion effect ends on it. The suggestion also ends if the target stops hearing the wail or flees outside ear shot (i.e. more than 300 feet away from the wailing kindred). A target who successfully saves is immune to the wails of any pine kindred with the same or fewer Hit Dice as the kindred they saved against, but can be affected by the shrieking wails of pine kindred with more Hit Dice, such as Thanes or Jarls.