dave2008
Legend
Beast by LoranDeSore (copyright Loran DeSore)
Ivan Dilisnya (WIP)
Elite Medium humanoid (human), neutral evil
Armor Class 11/15 (apparatus of dilisyna)
Hit Points 4 (1d8)
Speed 30 ft. (50 ft. in the apparatus of dilisyna)
STR | DEX | CON | INT | WIS | CHA |
11 (+0) | 12 (+1) | 11 (+0) | 12 (+1) | 14 (+2) | 16 (+3) |
Saving Throws Wis +4, Cha +5
Skills Deception +7, Insight +4, Persuasion +5
Senses Passive Perception 12
Languages Common, Gnomish
Challenge* 1/2 (200 elite XP) Proficiency Bonus +2
DarkLord (EliteTrait, recharges after a Rest). When Ivan is reduced to 0 hit points, he doesn't die or fall unconscious. Instead, all conditions and effects he is suffering end for him, he regains 4 hit points, he has the bloodied condition, and he can use his Elite Actions.
Apparatus of Dilisnya.* A Large magical toll that Ivan typical rides. See Equipment for more information.
*Ivan's CR assumes he is riding/operating the Apparatus of Dilisnya.
ACTIONS
Leg Strike. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage.
Leg Swipe. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage and if the tagert is a Large or smaller creature it must make a DC 13 Strength saving throw or be knocked prone.
REACTIONS
Force Shield (3/Day). If Ivan would be hit by an attack or is the target of the magic missile spell, he activates the apparatus' magical barrier. The apparatus and Ivan gain a +5 bonus to their AC until the start of Ivan's next turn. Additionally, the takes no damage from the magic missile spell.
LEGENDARY ACTIONS
Ivan can take 2 legendary actions, choosing from the options below. He can use one legendary action option at the end of another creatures turn and any unused legendary actions at the end of the round. Ivan regains spent legendary actions at the start of his turn
Quick Strike. The apparatus makes one Leg Strike attack against a prone target.
Vitality Serum (3/Rest). Ivan injects an elixir from the apparatus and gains 5 temporary hit points.
Sleep Dart (Costs 2 Actions). Ivan launches a dart from the apparatus. Range Weapon Attack. +3 to hit, range 30/60 ft., one target. Hit. If the target has 20 hit points or less, it falls unconscious for 1 minute. If the target has more than 20 hit points, it must make a DC 13 Constitution saving throw or have its speed reduced to 10 feet for 1 minute.
ELITE ACTIONS
If Ivan's elite trait is active, she can use the options below as legendary actions for 1 hour after using Darklord.
Shock Darts (Cost 2 actions, 1/Rest). Ivan launches a volley of darts from the apparatus. Each creature within a 60-foot radius of Ivan must make a DC 13 Dexterity saving throw. Creatures within 30 feet of Ivan make the throw with disadvantage. On a failure, the target takes 7 (2d6) lightning damage and is stunned until the end of Ivan's next turn.
EQUIPMENT
Apparatus of Dilisnya
Wonderous item, very rare
This item appears to be a large chair or throne made of metal and gears when it is at rest. When the activation crystal on the right arm-rest is pushed it sprouts 4 spider-like legs to become a one-person carriage armed for attack and defensive counter measures.
Armor Class. 15
Hit Points. 50; bloodied 25
Speed. 50 ft., climb 30 ft.
Damage Immunities. poison, psychic
While riding in the apparatus, the operate can move the apparatus of dilisnya up to its speed as a bonus action and use their action to create one of the following effects:
- Leg Strike. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage.
- Leg Swipe. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage and if the tagert is a Large or smaller creature it must make a DC 13 Strength saving throw or be knocked prone.
- Vitality Serum. The operator is injected with an elixir that grants 5 temporary hit points. The apparatus can store 3 doses of this elixir.
- Sleep Dart. The apparatus launches a dart and makes the following attack at a target of the operators choice. Range Weapon Attack. +3 to hit, range 30/60 ft., one target. Hit. If the target has 20 hit points or less, it falls unconscious for 1 minute. If the target has more than 20 hit points, it must make a DC 13 Constitution saving throw or have its speed reduced to 10 feet for 1 minute. The apparatus can store 20 of these darts.
- Shock Darts. The operator can cause a volley of darts to explode from the apparatus. Each creature within a 60-foot radius of the apparatus must make a DC 13 Dexterity saving throw. Creatures within 30 feet make the roll with disadvantage. On a failure, the target takes 7 (2d6) lightning damage and is stunned until the end of operator's next turn. The apparatus can store enough darts for one use of this action.
- Force Shield (3/Day). If the operator would be hit by an attack or is the target of the magic missile spell, magical barrier activates. The apparatus and the operator gain a +5 bonus to their AC until the start of Ivan's next turn. Additionally, they take no damage from the magic missile spell.
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