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<blockquote data-quote="dave2008" data-source="post: 8374027" data-attributes="member: 83242"><p>[ATTACH=full]142716[/ATTACH]</p><p><a href="https://www.artstation.com/artwork/RYbYwW" target="_blank">Eladrin: Summer</a> by David Baldridge (copyright David Baldridge)</p><p></p><p><strong><span style="font-size: 22px">Isolde</span></strong></p><p><em>Elite Medium fey (elf), chaotic neutral</em></p><p><img src="https://www.enworld.org/attachments/1599771485172-png.126033/" alt="1599771485172.png" class="fr-fic fr-dii fr-draggable " data-size="" style="" /></p><p><strong>Armor Class </strong>19 (Natural Armor)</p><p><strong>Hit Points </strong>254 (17d8 + 51) x 2; bloodied 127)</p><p><strong>Speed</strong> 50 ft.</p><p><img src="https://www.enworld.org/attachments/1599771486387-png.126034/" alt="1599771486387.png" class="fr-fic fr-dii fr-draggable " data-size="" style="" /></p><table style='width: 100%'><tr><td><strong>STR</strong></td><td><strong>DEX</strong></td><td><strong>CON</strong></td><td><strong>INT</strong></td><td><strong>WIS</strong></td><td><strong>CHA</strong></td></tr><tr><td>18 (+4)</td><td>18 (+4)</td><td>16 (+3)</td><td>14 (+2)</td><td>12 (+1)</td><td>16 (+3)</td></tr></table><p><img src="https://www.enworld.org/attachments/1599771488291-png.126035/" alt="1599771488291.png" class="fr-fic fr-dii fr-draggable " data-size="" style="" /></p><p><strong>Saving Throws</strong> Str +7, Con +6, Int +5, Cha +6</p><p><strong>Skills </strong>Deception +6, Intimidation +6, Perception +4, Stealth +7</p><p><strong>Damage Resistances </strong>Cold, Fire, Lightning, Poison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks</p><p><strong>Senses </strong>Darkvision 60 ft., Passive Perception 14</p><p><strong>Languages</strong> Abyssal, Common, Elvish, Infernal, Sylvan</p><p><strong>Challenge</strong> 10 (11,800 elite XP) <strong>Proficiency Bonus</strong> +4</p><p><img src="https://www.enworld.org/attachments/1599771489448-png.126036/" alt="1599771489448.png" class="fr-fic fr-dii fr-draggable " data-size="" style="" /></p><p><strong><em>DarkLord (Elite Trait, recharges after a Rest). </em></strong>When Isolde is first bloodied, all conditions and effects she is suffering end for her and she can use her Elite Actions.</p><p></p><p><em><strong>Majestic Presence.</strong></em> Any non-eladrin creature that starts its turn within 60 feet of Isolde must make a DC 16 Wisdom saving throw. On a failed save, the creature becomes frightened of, or charmed by Isolde for 1 minute. A charmed target obeys Isolde’s spoken commands, but can repeat the saving throw if it suffers any harm from Isolde or another creature or receives a suicidal command from Isolde. Additionally, a creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to Isolde’s Majestic Presence for the next 24 hours</p><p></p><p><em><strong>Magic Resistance.</strong></em> Isolde has advantage on saving throws against spells and other magical effects.</p><p></p><p><strong><em>Magic Weapons.</em> </strong>The magical longsword Nepenthe is a sentient holy avenger. When Isolde hits a fiend or undead with Nepenthe it deals an extra 11 (2d10) radiant damage. Additionally, when drawn it radiates an aura in a 10-foot radius around Isolde. Isolde and all creatures friendly to her in the aura have advantage on saving throws against spells and other magical effects.*</p><p></p><p>*Isolde's CR assumes Nepenthe's aura is active.</p><p></p><p><strong><u>ACTIONS</u></strong></p><p><em><strong>Multiattack.</strong></em> Isolde makes two weapon attacks or uses her Fire Ray twice.</p><p></p><p><em><strong>Nepenthe.</strong> Melee Weapon Attack:</em> +10 to hit, reach 5 ft. or range 20/60 ft., one target. <em>Hit:</em> 11 (1d8 + 7) slashing damage, or 12 (1d10 + 7) slashing damage if used with two hands, plus 4 (1d8) fire damage.</p><p></p><p><em><strong>Longbow. </strong>Ranged Weapon Attack: </em>+9 to hit, range 150/600 ft., one target. Hit: 8 (1d8 + 4) piercing damage plus 4 (1d8) fire damage.</p><p></p><p><em><strong>Fire Ray.</strong> Ranged Spell Attack:</em> +7 to hit, range 120 ft., one target. <em>Hit:</em> 14 (4d6) fire damage.</p><p></p><p><em><strong>Change Appearance (3/Day, Concentration).</strong></em> Isolde magically transforms her appearance for up to 1 hour. She can change her appearance to look like any Medium humanoid creature, even mimicking specific individuals with which she is familiar, though none of her statistics change. At any time for the duration of the spell, she can use her action to change her appearance in this way again.</p><p></p><p><em><strong>Detect Magic (3/Day, Concentration).</strong></em> Isolde magically senses the presence of magic within 30 feet of her for the next 10 minutes. The spell can penetrate most barriers, but is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.</p><p></p><p><strong><u>BONUS ACTIONS</u></strong></p><p><em><strong>Fey Step (Recharge 4–6).</strong></em> Isolde can teleport up to 30 feet to an unoccupied space she can see.</p><p></p><p><strong><u>REACTIONS</u></strong></p><p><strong><em>Parry. </em></strong>Isolde adds 4 to her AC against one melee attack that would hit it. To do so, the Isolde must see the attacker and be wielding a melee weapon.</p><p></p><p><u><strong>LEGENDARY ACTIONS</strong></u></p><p>Isolde can take 2 legendary actions, choosing from the options below. She can use one legendary action option at the end of another creatures turn and any unused legendary actions at the end of the round. Isolde regains spent legendary actions at the start of her turn</p><p></p><p><strong>Quick Feet. </strong>Isolde moves up to half her speed. This movement does not provoke opportunity attacks.</p><p><strong>Attack (Costs 2 Actions).</strong> Isolde makes a Nepenthe or Fire Ray attack.</p><p></p><p><strong><u>ELITE ACTIONS</u></strong></p><p>If Isolde's elite trait is active, she can use the options below as legendary actions for 1 hour after using Darklord.</p><p></p><p><strong>Trip Strike (Cost 2 actions). </strong>Isolde makes one Nepenthe attack. On a hit, the target must make a DC 16 Strength saving throw or be knocked prone.</p></blockquote><p></p>
[QUOTE="dave2008, post: 8374027, member: 83242"] [ATTACH type="full" alt="1629855780804.png"]142716[/ATTACH] [URL='https://www.artstation.com/artwork/RYbYwW']Eladrin: Summer[/URL] by David Baldridge (copyright David Baldridge) [B][SIZE=6]Isolde[/SIZE][/B] [I]Elite Medium fey (elf), chaotic neutral[/I] [IMG alt="1599771485172.png"]https://www.enworld.org/attachments/1599771485172-png.126033/[/IMG] [B]Armor Class [/B]19 (Natural Armor) [B]Hit Points [/B]254 (17d8 + 51) x 2; bloodied 127) [B]Speed[/B] 50 ft. [IMG alt="1599771486387.png"]https://www.enworld.org/attachments/1599771486387-png.126034/[/IMG] [TABLE] [TR] [TD][B]STR[/B][/TD] [TD][B]DEX[/B][/TD] [TD][B]CON[/B][/TD] [TD][B]INT[/B][/TD] [TD][B]WIS[/B][/TD] [TD][B]CHA[/B][/TD] [/TR] [TR] [TD]18 (+4)[/TD] [TD]18 (+4)[/TD] [TD]16 (+3)[/TD] [TD]14 (+2)[/TD] [TD]12 (+1)[/TD] [TD]16 (+3)[/TD] [/TR] [/TABLE] [IMG alt="1599771488291.png"]https://www.enworld.org/attachments/1599771488291-png.126035/[/IMG] [B]Saving Throws[/B] Str +7, Con +6, Int +5, Cha +6 [B]Skills [/B]Deception +6, Intimidation +6, Perception +4, Stealth +7 [B]Damage Resistances [/B]Cold, Fire, Lightning, Poison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks [B]Senses [/B]Darkvision 60 ft., Passive Perception 14 [B]Languages[/B] Abyssal, Common, Elvish, Infernal, Sylvan [B]Challenge[/B] 10 (11,800 elite XP) [B]Proficiency Bonus[/B] +4 [IMG alt="1599771489448.png"]https://www.enworld.org/attachments/1599771489448-png.126036/[/IMG] [B][I]DarkLord (Elite Trait, recharges after a Rest). [/I][/B]When Isolde is first bloodied, all conditions and effects she is suffering end for her and she can use her Elite Actions. [I][B]Majestic Presence.[/B][/I] Any non-eladrin creature that starts its turn within 60 feet of Isolde must make a DC 16 Wisdom saving throw. On a failed save, the creature becomes frightened of, or charmed by Isolde for 1 minute. A charmed target obeys Isolde’s spoken commands, but can repeat the saving throw if it suffers any harm from Isolde or another creature or receives a suicidal command from Isolde. Additionally, a creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to Isolde’s Majestic Presence for the next 24 hours [I][B]Magic Resistance.[/B][/I] Isolde has advantage on saving throws against spells and other magical effects. [B][I]Magic Weapons.[/I] [/B]The magical longsword Nepenthe is a sentient holy avenger. When Isolde hits a fiend or undead with Nepenthe it deals an extra 11 (2d10) radiant damage. Additionally, when drawn it radiates an aura in a 10-foot radius around Isolde. Isolde and all creatures friendly to her in the aura have advantage on saving throws against spells and other magical effects.* *Isolde's CR assumes Nepenthe's aura is active. [B][U]ACTIONS[/U][/B] [I][B]Multiattack.[/B][/I] Isolde makes two weapon attacks or uses her Fire Ray twice. [I][B]Nepenthe.[/B] Melee Weapon Attack:[/I] +10 to hit, reach 5 ft. or range 20/60 ft., one target. [I]Hit:[/I] 11 (1d8 + 7) slashing damage, or 12 (1d10 + 7) slashing damage if used with two hands, plus 4 (1d8) fire damage. [I][B]Longbow. [/B]Ranged Weapon Attack: [/I]+9 to hit, range 150/600 ft., one target. Hit: 8 (1d8 + 4) piercing damage plus 4 (1d8) fire damage. [I][B]Fire Ray.[/B] Ranged Spell Attack:[/I] +7 to hit, range 120 ft., one target. [I]Hit:[/I] 14 (4d6) fire damage. [I][B]Change Appearance (3/Day, Concentration).[/B][/I] Isolde magically transforms her appearance for up to 1 hour. She can change her appearance to look like any Medium humanoid creature, even mimicking specific individuals with which she is familiar, though none of her statistics change. At any time for the duration of the spell, she can use her action to change her appearance in this way again. [I][B]Detect Magic (3/Day, Concentration).[/B][/I] Isolde magically senses the presence of magic within 30 feet of her for the next 10 minutes. The spell can penetrate most barriers, but is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt. [B][U]BONUS ACTIONS[/U][/B] [I][B]Fey Step (Recharge 4–6).[/B][/I] Isolde can teleport up to 30 feet to an unoccupied space she can see. [B][U]REACTIONS[/U] [I]Parry. [/I][/B]Isolde adds 4 to her AC against one melee attack that would hit it. To do so, the Isolde must see the attacker and be wielding a melee weapon. [U][B]LEGENDARY ACTIONS[/B][/U] Isolde can take 2 legendary actions, choosing from the options below. She can use one legendary action option at the end of another creatures turn and any unused legendary actions at the end of the round. Isolde regains spent legendary actions at the start of her turn [B]Quick Feet. [/B]Isolde moves up to half her speed. This movement does not provoke opportunity attacks. [B]Attack (Costs 2 Actions).[/B] Isolde makes a Nepenthe or Fire Ray attack. [B][U]ELITE ACTIONS[/U][/B] If Isolde's elite trait is active, she can use the options below as legendary actions for 1 hour after using Darklord. [B]Trip Strike (Cost 2 actions). [/B]Isolde makes one Nepenthe attack. On a hit, the target must make a DC 16 Strength saving throw or be knocked prone. [/QUOTE]
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