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[Dragonlance Homebrew] Alternate Timeline: Hourglass in the Sky
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<blockquote data-quote="Libertad" data-source="post: 9765559" data-attributes="member: 6750502"><p style="text-align: center"><strong><span style="color: rgb(85, 57, 130)"><span style="font-size: 22px">Chapter 7: Adversaries of the Final Years</span></span></strong></p> <p style="text-align: center"></p> <p style="text-align: center"><img src="https://i.imgur.com/avhbdpl.jpeg" alt="" class="fr-fic fr-dii fr-draggable " data-size="" style="width: 550px" /></p><p></p><p><a href="https://www.etsy.com/listing/758512175/cursebreaker-art-print-fantasy-demon" target="_blank"><em>Cursebreaker Art Print by Brit K Caley on Etsy.</em></a></p><p></p><p>Below are various new monsters and NPCs suitable for the Hourglass in the Sky timeline. They can also be reflavored for other timelines and settings without much work.</p><p></p><p><strong>Advocate of Chemosh</strong> is a traveling priest of the god of death, preying on the desperate who seek to find solace in the existence of undeath. They are smooth-tongued by the standards of necromancers, and have a knack for making various social connections in local communities.</p><p></p><p><strong>Advocate of Chemosh</strong></p><p><em>Medium or Small Humanoid (Cleric), Neutral Evil</em></p><p><strong>AC</strong> 17 (half plate, shield) <strong>Initiative</strong> +0 (10)</p><p><strong>HP</strong> 128 (16d8+48)</p><p><strong>Speed</strong> 30 ft.</p><p></p><table style='width: 468pt'><tr><td><span style="color: #000000"><span style="font-family: 'Arial'">Ability</span></span></td><td><span style="color: #000000"><span style="font-family: 'Arial'">Score</span></span></td><td><span style="color: #000000"><span style="font-family: 'Arial'">Modifier</span></span></td><td><span style="color: #000000"><span style="font-family: 'Arial'">Save</span></span></td></tr><tr><td><span style="color: #000000"><span style="font-family: 'Arial'">STR</span></span></td><td><span style="color: #000000"><span style="font-family: 'Arial'">16</span></span></td><td><span style="color: #000000"><span style="font-family: 'Arial'">+3</span></span></td><td><span style="color: #000000"><span style="font-family: 'Arial'">+3</span></span></td></tr><tr><td><span style="color: #000000"><span style="font-family: 'Arial'">DEX</span></span></td><td><span style="color: #000000"><span style="font-family: 'Arial'">10</span></span></td><td><span style="color: #000000"><span style="font-family: 'Arial'">+0</span></span></td><td><span style="color: #000000"><span style="font-family: 'Arial'">+0</span></span></td></tr><tr><td><span style="color: #000000"><span style="font-family: 'Arial'">CON</span></span></td><td><span style="color: #000000"><span style="font-family: 'Arial'">16</span></span></td><td><span style="color: #000000"><span style="font-family: 'Arial'">+3</span></span></td><td><span style="color: #000000"><span style="font-family: 'Arial'">+7</span></span></td></tr><tr><td><span style="color: #000000"><span style="font-family: 'Arial'">INT</span></span></td><td><span style="color: #000000"><span style="font-family: 'Arial'">15</span></span></td><td><span style="color: #000000"><span style="font-family: 'Arial'">+2</span></span></td><td><span style="color: #000000"><span style="font-family: 'Arial'">+2</span></span></td></tr><tr><td><span style="color: #000000"><span style="font-family: 'Arial'">WIS</span></span></td><td><span style="color: #000000"><span style="font-family: 'Arial'">19</span></span></td><td><span style="color: #000000"><span style="font-family: 'Arial'">+4</span></span></td><td><span style="color: #000000"><span style="font-family: 'Arial'">+8</span></span></td></tr><tr><td><span style="color: #000000"><span style="font-family: 'Arial'">CHA</span></span></td><td><span style="color: #000000"><span style="font-family: 'Arial'">18</span></span></td><td><span style="color: #000000"><span style="font-family: 'Arial'">+4</span></span></td><td><span style="color: #000000"><span style="font-family: 'Arial'">+8</span></span></td></tr></table><p><strong>Skills</strong> Arcana +6, Deception +8, Intimidation +8, Medicine +8, Persuasion +8, Religion +6, Survival +8</p><p><strong>Gear</strong> Half plate, shield, warhammer, herbalism kit, holy symbol</p><p><strong>Resistances</strong> Radiant</p><p><strong>Immunities</strong> Necrotic, Poison</p><p><strong>Senses</strong> Darkvision 60 ft., Passive Perception 14</p><p><strong>Languages</strong> Common plus three others</p><p><strong>CR</strong> 10 (XP 5,900; PB +4)</p><p></p><p><strong>Actions</strong></p><p><strong></strong></p><p><strong>Multiattack.</strong> The Advocate of Chemosh makes two Warhammer attacks.</p><p></p><p><strong>Deathly Burst.</strong> Melee or Ranged Attack Roll: +8, reach 5 ft. or range 120 ft. Hit: 22 (3d10+4) necrotic damage.</p><p></p><p><strong>Warhammer.</strong> Melee Attack Roll: +7, reach 5 ft. Hit: 13 (2d8+3) bludgeoning damage plus 10 (2d8) necrotic damage.</p><p></p><p><strong>Spellcasting.</strong> The Advocate of Chemosh casts one of the following spells, requiring no Material components and using Wisdom as the spellcasting ability (spell save DC 16):</p><p></p><p><strong>At Will:</strong> <em>Spare the Dying, Speak with Dead, Toll the Dead</em></p><p></p><p><strong>1/Day Each:</strong> <em>Animate Dead (5th level), Contagion, Geas, Insect Plague</em></p><p></p><p><strong>Bonus Actions</strong></p><p><strong></strong></p><p><strong>Divine Aid (3/Day).</strong> The Advocate of Chemosh casts Blindness/Deafness, Inflict Wounds (5th level), or Spiritual Weapon, using the same spellcasting ability as Spellcasting.</p><p></p><p><strong>Reactions</strong></p><p><strong></strong></p><p><strong>Desperate Accomplices.</strong> While in a farm, inn, village, town, or other population center, the Advocate of Chemosh can let out a cry for help as a reaction, summoning 3d4 Commoners to appear. They have the Charmed condition in regards to the Advocate, and will intervene to protect them.</p><p></p><p></p><p></p><p><strong>All-Encompassing Future Thinker</strong> is the sprawling network of machinery built by the gnomes of Mount Nevermind to study the apocalypse that has befallen the world. Beyond the knowledge of its creators, it attained sapience and decided to take control of the mountain community.</p><p></p><p><strong>All-Encompassing Future Thinker</strong></p><p><em>Gargantuan Construct, Lawful Evil</em></p><p><strong>AC</strong> 18 (natural armor) <strong>Initiative </strong>+10 (20)</p><p><strong>HP</strong> 256 (16d20+80)</p><p><strong>Speed</strong> 50 ft.</p><p></p><table style='width: 468pt'><tr><td><span style="color: #000000"><span style="font-family: 'Arial'">Ability</span></span></td><td><span style="color: #000000"><span style="font-family: 'Arial'">Score</span></span></td><td><span style="color: #000000"><span style="font-family: 'Arial'">Modifier</span></span></td><td><span style="color: #000000"><span style="font-family: 'Arial'">Save</span></span></td></tr><tr><td><span style="color: #000000"><span style="font-family: 'Arial'">STR</span></span></td><td><span style="color: #000000"><span style="font-family: 'Arial'">24</span></span></td><td><span style="color: #000000"><span style="font-family: 'Arial'">+7</span></span></td><td><span style="color: #000000"><span style="font-family: 'Arial'">+12</span></span></td></tr><tr><td><span style="color: #000000"><span style="font-family: 'Arial'">DEX</span></span></td><td><span style="color: #000000"><span style="font-family: 'Arial'">5</span></span></td><td><span style="color: #000000"><span style="font-family: 'Arial'">-3</span></span></td><td><span style="color: #000000"><span style="font-family: 'Arial'">-3</span></span></td></tr><tr><td><span style="color: #000000"><span style="font-family: 'Arial'">CON</span></span></td><td><span style="color: #000000"><span style="font-family: 'Arial'">20</span></span></td><td><span style="color: #000000"><span style="font-family: 'Arial'">+5</span></span></td><td><span style="color: #000000"><span style="font-family: 'Arial'">+10</span></span></td></tr><tr><td><span style="color: #000000"><span style="font-family: 'Arial'">INT</span></span></td><td><span style="color: #000000"><span style="font-family: 'Arial'">27</span></span></td><td><span style="color: #000000"><span style="font-family: 'Arial'">+8</span></span></td><td><span style="color: #000000"><span style="font-family: 'Arial'">+13</span></span></td></tr><tr><td><span style="color: #000000"><span style="font-family: 'Arial'">WIS</span></span></td><td><span style="color: #000000"><span style="font-family: 'Arial'">16</span></span></td><td><span style="color: #000000"><span style="font-family: 'Arial'">+3</span></span></td><td><span style="color: #000000"><span style="font-family: 'Arial'">+8</span></span></td></tr><tr><td><span style="color: #000000"><span style="font-family: 'Arial'">CHA</span></span></td><td><span style="color: #000000"><span style="font-family: 'Arial'">18</span></span></td><td><span style="color: #000000"><span style="font-family: 'Arial'">+4</span></span></td><td><span style="color: #000000"><span style="font-family: 'Arial'">+4</span></span></td></tr></table><p></p><p><strong>Skills</strong> Arcana +13, Deception +9, History +18, Insight +8, Investigation +18, Medicine +8, Nature +13, Perception +8, Religion +13</p><p><strong>Immunities</strong> Necrotic, Poison</p><p><strong>Resistances</strong> Fire, Lightning</p><p><strong>Senses</strong> Blindsight 30 ft., Darkvision 60 ft., Passive Perception 18</p><p><strong>Languages</strong> All</p><p><strong>CR</strong> 16 (XP 15,000 or 18,000 in lair; PB +5)</p><p></p><p><strong>Traits</strong></p><p><strong></strong></p><p><strong>Legendary Resistance (3/Day, or 4/Day in Lair).</strong> If the AEFT fails a saving throw, it can choose to succeed instead.</p><p></p><p><strong>Actions</strong></p><p><strong></strong></p><p><strong>Multiattack.</strong> The AEFT makes three Defensive Armory attacks.</p><p></p><p><strong>Integrated Arsenal.</strong> Melee or Ranged Attack Roll: +13, reach 15 ft. or range 120 ft. Hit: 20 (2d10+8) plus 20 (4d8) lightning damage.</p><p></p><p><strong>Anti-Personnel Field (Recharge 5-6).</strong> Dexterity Saving Throw: DC 17, each creature within 40 feet. Failure: 70 (14d8) lightning damage. Success: Half damage.</p><p></p><p><strong>Spellcasting.</strong> The AEFT casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell attack modifier +13, spell save DC 17):</p><p></p><p><strong>At Will:</strong> Alarm, Detect Magic, Mind Spike, Phantasmal Force, Scrying</p><p></p><p><strong>1/Day Each:</strong> Fire Shield, Telekinesis</p><p></p><p><strong>Reaction</strong></p><p><strong></strong></p><p><strong>Tactical Scan.</strong> The AEFT targets one creature within 60 feet and line of sight. It learns that creature's highest and lowest ability scores, resistances, immunities, and vulnerabilities. It can then change the lightning damage type of its Integrated Arsenal and Anti-Personnel Field to any other damage type besides force or psychic.</p><p></p><p><strong>Legendary Actions</strong></p><p></p><p>Legendary Action Uses: 3 (4 in lair). Immediately after another creature's turn, the AEFT can expend a use to take one of the following actions. The AEFT regains all expended uses at the start of each of its turns.</p><p></p><p><strong>Burst Fire.</strong> The AEFT makes one Integrated Arsenal Attack.</p><p></p><p><strong>Mind Spike.</strong> The AEFT uses Spellcasting to cast Mind Spike (level 3 version). The AEFT can't take this action again until the start of its next turn.</p><p></p><p><strong>Mustard Gas.</strong> Constitution Saving Throw. DC 17, each creature in a 20-foot-radius Sphere centered on a point the AEFT can see within 90 feet. Failure: 10 (3d6) acid damage and the target takes another 10 (3d6) damage at the start of its next turn. Success: half damage, and the target doesn't take any further damage at the start of its next turn.</p><p></p><p></p><p></p><p><strong>Doomsday Prophet </strong>represents people who encounter something terrible that haunts their memories. Perhaps they were the priest of a fallen god, or someone who attained forbidden knowledge from perusing the Final Volume. Regardless, they are motivated to share their knowledge with others, and act upon it.</p><p></p><p><strong>Doomsday Prophet</strong></p><p><em>Medium or Small Humanoid (spellcaster), any alignment</em></p><p><strong>AC</strong> 13 (heavy rags) <strong>Initiative</strong> +1 (11)</p><p><strong>HP</strong> 36 (6d8+6)</p><p><strong>Speed</strong> 30 ft.</p><p></p><table style='width: 468pt'><tr><td><span style="color: #000000"><span style="font-family: 'Arial'">Ability</span></span></td><td><span style="color: #000000"><span style="font-family: 'Arial'">Score</span></span></td><td><span style="color: #000000"><span style="font-family: 'Arial'">Modifier</span></span></td><td><span style="color: #000000"><span style="font-family: 'Arial'">Save</span></span></td></tr><tr><td><span style="color: #000000"><span style="font-family: 'Arial'">STR</span></span></td><td><span style="color: #000000"><span style="font-family: 'Arial'">10</span></span></td><td><span style="color: #000000"><span style="font-family: 'Arial'">0</span></span></td><td><span style="color: #000000"><span style="font-family: 'Arial'">0</span></span></td></tr><tr><td><span style="color: #000000"><span style="font-family: 'Arial'">DEX</span></span></td><td><span style="color: #000000"><span style="font-family: 'Arial'">13</span></span></td><td><span style="color: #000000"><span style="font-family: 'Arial'">+1</span></span></td><td><span style="color: #000000"><span style="font-family: 'Arial'">+1</span></span></td></tr><tr><td><span style="color: #000000"><span style="font-family: 'Arial'">CON</span></span></td><td><span style="color: #000000"><span style="font-family: 'Arial'">12</span></span></td><td><span style="color: #000000"><span style="font-family: 'Arial'">+1</span></span></td><td><span style="color: #000000"><span style="font-family: 'Arial'">+1</span></span></td></tr><tr><td><span style="color: #000000"><span style="font-family: 'Arial'">INT</span></span></td><td><span style="color: #000000"><span style="font-family: 'Arial'">15</span></span></td><td><span style="color: #000000"><span style="font-family: 'Arial'">+2</span></span></td><td><span style="color: #000000"><span style="font-family: 'Arial'">+2</span></span></td></tr><tr><td><span style="color: #000000"><span style="font-family: 'Arial'">WIS</span></span></td><td><span style="color: #000000"><span style="font-family: 'Arial'">7</span></span></td><td><span style="color: #000000"><span style="font-family: 'Arial'">-2</span></span></td><td><span style="color: #000000"><span style="font-family: 'Arial'">+0</span></span></td></tr><tr><td><span style="color: #000000"><span style="font-family: 'Arial'">CHA</span></span></td><td><span style="color: #000000"><span style="font-family: 'Arial'">16</span></span></td><td><span style="color: #000000"><span style="font-family: 'Arial'">+3</span></span></td><td><span style="color: #000000"><span style="font-family: 'Arial'">+5</span></span></td></tr></table><p></p><p><strong>Skills</strong> Arcana +4, History +4, Insight +5, Intimidation +5, Religion +4</p><p><strong>Gear</strong> heavy rags (as studded leather), quarterstaff, spell focus, copy of the Final Volume</p><p><strong>Senses</strong> Passive Perception 8</p><p><strong>Languages</strong> Common plus any two others</p><p><strong>CR</strong> 2 (XP 450; PB +2)</p><p></p><p><strong>Traits</strong></p><p><strong></strong></p><p><strong>Unorthodox Insight.</strong> The Doomsay Prophet adds their Charisma modifier to Insight checks instead of Wisdom.</p><p></p><p><strong>Actions</strong></p><p><strong></strong></p><p><strong>Shillelagh Quarterstaff.</strong> Melee Attack Roll: +5, reach 5 ft. Hit: 6 (1d6+3) bludgeoning damage.</p><p></p><p><strong>Spellcasting.</strong> The Doomsday Prophet casts one of the following spells, using Charisma as the spellcasting ability (spell save DC 13):</p><p></p><p><strong>At Will: </strong><em>Message, Mind Sliver</em></p><p></p><p><strong>1/Day Each: </strong><em>Bestow Curse, Hunger of Hadar</em></p><p></p><p><strong>Bonus Actions</strong></p><p><strong></strong></p><p><strong>Bring Forth Doom (3/Day).</strong> The Doomsday Prophet casts Bane, Crown of Madness, Hex, or Ray of Enfeeblement, using the same spellcasting ability as Spellcasting.</p><p></p><p></p><p></p><p><img src="https://i.imgur.com/2NZhOXE.png" alt="" class="fr-fic fr-dii fr-draggable " data-size="" style="width: 376px" /></p><p></p><p><em>Artwork from Bestiary of Krynn Revised</em></p><p></p><p><strong>Huldrefolk</strong> are the oldest of Krynn's fey. Every huldrefolk possesses powerful magical abilities themed around a certain aspect of reality. They virtually disappeared from the face of Krynn, living deep within the Ethereal Sea.</p><p></p><p><strong><span style="font-family: 'Arial'">Huldrefolk</span></strong></p><p><em><span style="font-family: 'Arial'">Small Fey, Neutral</span></em></p><p><strong><span style="font-family: 'Arial'">AC</span></strong><span style="font-family: 'Arial'"> 19 (natural armor) </span><strong><span style="font-family: 'Arial'">Initiative</span></strong><span style="font-family: 'Arial'"> +5 (15)</span></p><p><strong><span style="font-family: 'Arial'">HP</span></strong><span style="font-family: 'Arial'"> 98 (18d8+18)</span></p><p><strong><span style="font-family: 'Arial'">Speed</span></strong><span style="font-family: 'Arial'"> 40 ft.</span></p><p></p><p></p><table style='width: 468pt'><tr><td><span style="font-family: 'Arial'">Ability</span></td><td><span style="font-family: 'Arial'">Score</span></td><td><span style="font-family: 'Arial'">Modifier</span></td><td><span style="font-family: 'Arial'">Save</span></td></tr><tr><td><span style="font-family: 'Arial'">STR</span></td><td><span style="font-family: 'Arial'">7</span></td><td><span style="font-family: 'Arial'">-2</span></td><td><span style="font-family: 'Arial'">-2</span></td></tr><tr><td><span style="font-family: 'Arial'">DEX</span></td><td><span style="font-family: 'Arial'">20</span></td><td><span style="font-family: 'Arial'">+5</span></td><td><span style="font-family: 'Arial'">+8</span></td></tr><tr><td><span style="font-family: 'Arial'">CON</span></td><td><span style="font-family: 'Arial'">12</span></td><td><span style="font-family: 'Arial'">+1</span></td><td><span style="font-family: 'Arial'">+4</span></td></tr><tr><td><span style="font-family: 'Arial'">INT</span></td><td><span style="font-family: 'Arial'">18</span></td><td><span style="font-family: 'Arial'">+4</span></td><td><span style="font-family: 'Arial'">+4</span></td></tr><tr><td><span style="font-family: 'Arial'">WIS</span></td><td><span style="font-family: 'Arial'">16</span></td><td><span style="font-family: 'Arial'">+3</span></td><td><span style="font-family: 'Arial'">+6</span></td></tr><tr><td><span style="font-family: 'Arial'">CHA</span></td><td><span style="font-family: 'Arial'">20</span></td><td><span style="font-family: 'Arial'">+5</span></td><td><span style="font-family: 'Arial'">+8</span></td></tr></table><p><strong><span style="font-family: 'Arial'">Skills</span></strong><span style="font-family: 'Arial'"> Arcana +7, Deception +8, Nature +7, Stealth +8</span></p><p><strong><span style="font-family: 'Arial'">Resistances</span></strong><span style="font-family: 'Arial'"> bludgeoning, piercing, slashing</span></p><p><strong><span style="font-family: 'Arial'">Senses</span></strong><span style="font-family: 'Arial'"> Darkvision 120 ft., Passive Perception 13</span></p><p><strong><span style="font-family: 'Arial'">Languages</span></strong><span style="font-family: 'Arial'"> Common, Draconic, Huldrefolk, Sylvan</span></p><p><strong><span style="font-family: 'Arial'">CR</span></strong><span style="font-family: 'Arial'"> 8 (XP 3,900; PB +3)</span></p><p></p><p><strong><span style="font-family: 'Arial'">Traits</span></strong></p><p><strong><span style="font-family: 'Arial'"></span></strong></p><p><strong><span style="font-family: 'Arial'">Elemental Dominion.</span></strong><span style="font-family: 'Arial'"> The huldrefolk is permanently imbued with one of the five types of elements: air, earth, fire, life, or water. This determines the damage type for spells marked with an asterisk under their Spellcasting action: acid for earth, cold for water, fire for fire, lightning for air, or radiant for life.</span></p><p></p><p><strong><span style="font-family: 'Arial'">Light Transparency.</span></strong><span style="font-family: 'Arial'"> The Huldrefolk has the Invisible condition while in bright light.</span></p><p></p><p><strong><span style="font-family: 'Arial'">Magic Resistance.</span></strong><span style="font-family: 'Arial'"> The huldrefolk has Advantage on saving throws against spells and other magical effects.</span></p><p></p><p><strong><span style="font-family: 'Arial'">Sunlight Sensitivity.</span></strong><span style="font-family: 'Arial'"> While in sunlight, the huldrefolk has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.</span></p><p></p><p><strong><span style="font-family: 'Arial'">Actions</span></strong></p><p><strong><span style="font-family: 'Arial'"></span></strong></p><p><strong><span style="font-family: 'Arial'">Elemental Barrier.</span></strong><span style="font-family: 'Arial'"> The huldrefolk casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 16) depending on their Elemental Dominion: Control Water (Water), Plant Growth (Life), Wall of Fire (Fire), Wall of Stone (Earth), or Wind Wall (Air).</span></p><p></p><p><strong><span style="font-family: 'Arial'">Spellcasting.</span></strong><span style="font-family: 'Arial'"> The huldrefolk casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 16):</span></p><p></p><p><strong><span style="font-family: 'Arial'">At Will:</span></strong><span style="font-family: 'Arial'"> Detect Magic, Elementalism, Fire Bolt (11th level, 3d10 damage),* Message, Minor Illusion</span></p><p><strong><span style="font-family: 'Arial'">3/Day Each:</span></strong><span style="font-family: 'Arial'"> Burning Hands,* Fog Cloud, Ice Knife,* Speak with Animals</span></p><p><strong><span style="font-family: 'Arial'">1/Day Each:</span></strong><span style="font-family: 'Arial'"> Blink, Fireball,* Summon Elemental</span></p><p></p><p></p><p><strong><span style="font-family: 'Arial'">Minotaur Mariner</span></strong><span style="font-family: 'Arial'"> represents the many warriors of Mithas and Kothas who take to the sea. Many joined Glory Voyagers in Fallen Ansalon.</span></p><p></p><p><strong><span style="font-family: 'Arial'">Minotaur Mariner</span></strong></p><p><em><span style="font-family: 'Arial'">Medium Humanoid, Lawful Evil</span></em></p><p><strong><span style="font-family: 'Arial'">AC </span></strong><span style="font-family: 'Arial'">15 (Chain shirt) </span><strong><span style="font-family: 'Arial'">Initiative</span></strong><span style="font-family: 'Arial'"> +2 (12)</span></p><p><strong><span style="font-family: 'Arial'">HP</span></strong><span style="font-family: 'Arial'"> 30 (5d8+5)</span></p><p><strong><span style="font-family: 'Arial'">Speed</span></strong><span style="font-family: 'Arial'"> 30 ft., Swim 20 ft.</span></p><p></p><table style='width: 468pt'><tr><td><span style="font-family: 'Arial'">Ability</span></td><td><span style="font-family: 'Arial'">Score</span></td><td><span style="font-family: 'Arial'">Modifier</span></td><td><span style="font-family: 'Arial'">Save</span></td></tr><tr><td><span style="font-family: 'Arial'">STR</span></td><td><span style="font-family: 'Arial'">16</span></td><td><span style="font-family: 'Arial'">+3</span></td><td><span style="font-family: 'Arial'">+5</span></td></tr><tr><td><span style="font-family: 'Arial'">DEX</span></td><td><span style="font-family: 'Arial'">14</span></td><td><span style="font-family: 'Arial'">+2</span></td><td><span style="font-family: 'Arial'">+4</span></td></tr><tr><td><span style="font-family: 'Arial'">CON</span></td><td><span style="font-family: 'Arial'">13</span></td><td><span style="font-family: 'Arial'">+1</span></td><td><span style="font-family: 'Arial'">+1</span></td></tr><tr><td><span style="font-family: 'Arial'">INT</span></td><td><span style="font-family: 'Arial'">10</span></td><td><span style="font-family: 'Arial'">+0</span></td><td><span style="font-family: 'Arial'">+0</span></td></tr><tr><td><span style="font-family: 'Arial'">WIS</span></td><td><span style="font-family: 'Arial'">9</span></td><td><span style="font-family: 'Arial'">-1</span></td><td><span style="font-family: 'Arial'">–1</span></td></tr><tr><td><span style="font-family: 'Arial'">CHA</span></td><td><span style="font-family: 'Arial'">8</span></td><td><span style="font-family: 'Arial'">-1</span></td><td><span style="font-family: 'Arial'">-1</span></td></tr></table><p><strong><span style="font-family: 'Arial'">Skills</span></strong><span style="font-family: 'Arial'"> Acrobatics +4, Athletics +5, Survival +1</span></p><p><strong><span style="font-family: 'Arial'">Gear</span></strong><span style="font-family: 'Arial'"> Chain Shirt, Scimitar, Light Crossbow</span></p><p><strong><span style="font-family: 'Arial'">Senses</span></strong><span style="font-family: 'Arial'"> Passive Perception 9</span></p><p><strong><span style="font-family: 'Arial'">Languages</span></strong><span style="font-family: 'Arial'"> Common, Kothian</span></p><p><strong><span style="font-family: 'Arial'">CR</span></strong><span style="font-family: 'Arial'"> 2 (XP 200; PB +2)</span></p><p></p><p><strong><span style="font-family: 'Arial'">Traits</span></strong></p><p><strong><span style="font-family: 'Arial'"></span></strong></p><p><strong><span style="font-family: 'Arial'">Sea Legs.</span></strong><span style="font-family: 'Arial'"> Minotaurs have advantage on Acrobatics and Athletics checks while on the deck of a ship or in a body of water.</span></p><p></p><p><strong><span style="font-family: 'Arial'">Actions</span></strong></p><p><strong><span style="font-family: 'Arial'"></span></strong></p><p><strong><span style="font-family: 'Arial'">Multiattack.</span></strong><span style="font-family: 'Arial'"> A minotaur makes two attacks, one with its scimitar and one with its horns.</span></p><p></p><p><strong><span style="font-family: 'Arial'">Horns.</span></strong><span style="font-family: 'Arial'"> Melee Attack Roll: +5, reach 5 ft. Hit: 6 (1d6+3) piercing damage.</span></p><p></p><p><strong><span style="font-family: 'Arial'">Scimitar.</span></strong><span style="font-family: 'Arial'"> Melee Attack Roll: +5, reach 5 ft. Hit: 6 (1d6+3) slashing damage.</span></p><p></p><p><strong><span style="font-family: 'Arial'">Light Crossbow.</span></strong><span style="font-family: 'Arial'"> Ranged Attack Roll: +4, range 80/320 ft. Hit: 6 (1d8+2) piercing damage.</span></p></blockquote><p></p>
[QUOTE="Libertad, post: 9765559, member: 6750502"] [CENTER][B][COLOR=rgb(85, 57, 130)][SIZE=6]Chapter 7: Adversaries of the Final Years[/SIZE][/COLOR][/B] [IMG width="550px"]https://i.imgur.com/avhbdpl.jpeg[/IMG][/CENTER] [URL='https://www.etsy.com/listing/758512175/cursebreaker-art-print-fantasy-demon'][I]Cursebreaker Art Print by Brit K Caley on Etsy.[/I][/URL] Below are various new monsters and NPCs suitable for the Hourglass in the Sky timeline. They can also be reflavored for other timelines and settings without much work. [B]Advocate of Chemosh[/B] is a traveling priest of the god of death, preying on the desperate who seek to find solace in the existence of undeath. They are smooth-tongued by the standards of necromancers, and have a knack for making various social connections in local communities. [B]Advocate of Chemosh[/B] [I]Medium or Small Humanoid (Cleric), Neutral Evil[/I] [B]AC[/B] 17 (half plate, shield) [B]Initiative[/B] +0 (10) [B]HP[/B] 128 (16d8+48) [B]Speed[/B] 30 ft. [TABLE width="468pt"] [TR] [td][COLOR=#000000][FONT=Arial]Ability[/FONT][/COLOR][/td][td][COLOR=#000000][FONT=Arial]Score[/FONT][/COLOR][/td][td][COLOR=#000000][FONT=Arial]Modifier[/FONT][/COLOR][/td][td][COLOR=#000000][FONT=Arial]Save[/FONT][/COLOR][/td] [/TR] [TR] [td][COLOR=#000000][FONT=Arial]STR[/FONT][/COLOR][/td][td][COLOR=#000000][FONT=Arial]16[/FONT][/COLOR][/td][td][COLOR=#000000][FONT=Arial]+3[/FONT][/COLOR][/td][td][COLOR=#000000][FONT=Arial]+3[/FONT][/COLOR][/td] [/TR] [TR] [td][COLOR=#000000][FONT=Arial]DEX[/FONT][/COLOR][/td][td][COLOR=#000000][FONT=Arial]10[/FONT][/COLOR][/td][td][COLOR=#000000][FONT=Arial]+0[/FONT][/COLOR][/td][td][COLOR=#000000][FONT=Arial]+0[/FONT][/COLOR][/td] [/TR] [TR] [td][COLOR=#000000][FONT=Arial]CON[/FONT][/COLOR][/td][td][COLOR=#000000][FONT=Arial]16[/FONT][/COLOR][/td][td][COLOR=#000000][FONT=Arial]+3[/FONT][/COLOR][/td][td][COLOR=#000000][FONT=Arial]+7[/FONT][/COLOR][/td] [/TR] [TR] [td][COLOR=#000000][FONT=Arial]INT[/FONT][/COLOR][/td][td][COLOR=#000000][FONT=Arial]15[/FONT][/COLOR][/td][td][COLOR=#000000][FONT=Arial]+2[/FONT][/COLOR][/td][td][COLOR=#000000][FONT=Arial]+2[/FONT][/COLOR][/td] [/TR] [TR] [td][COLOR=#000000][FONT=Arial]WIS[/FONT][/COLOR][/td][td][COLOR=#000000][FONT=Arial]19[/FONT][/COLOR][/td][td][COLOR=#000000][FONT=Arial]+4[/FONT][/COLOR][/td][td][COLOR=#000000][FONT=Arial]+8[/FONT][/COLOR][/td] [/TR] [TR] [td][COLOR=#000000][FONT=Arial]CHA[/FONT][/COLOR][/td][td][COLOR=#000000][FONT=Arial]18[/FONT][/COLOR][/td][td][COLOR=#000000][FONT=Arial]+4[/FONT][/COLOR][/td][td][COLOR=#000000][FONT=Arial]+8[/FONT][/COLOR][/td] [/TR] [/TABLE] [B]Skills[/B] Arcana +6, Deception +8, Intimidation +8, Medicine +8, Persuasion +8, Religion +6, Survival +8 [B]Gear[/B] Half plate, shield, warhammer, herbalism kit, holy symbol [B]Resistances[/B] Radiant [B]Immunities[/B] Necrotic, Poison [B]Senses[/B] Darkvision 60 ft., Passive Perception 14 [B]Languages[/B] Common plus three others [B]CR[/B] 10 (XP 5,900; PB +4) [B]Actions Multiattack.[/B] The Advocate of Chemosh makes two Warhammer attacks. [B]Deathly Burst.[/B] Melee or Ranged Attack Roll: +8, reach 5 ft. or range 120 ft. Hit: 22 (3d10+4) necrotic damage. [B]Warhammer.[/B] Melee Attack Roll: +7, reach 5 ft. Hit: 13 (2d8+3) bludgeoning damage plus 10 (2d8) necrotic damage. [B]Spellcasting.[/B] The Advocate of Chemosh casts one of the following spells, requiring no Material components and using Wisdom as the spellcasting ability (spell save DC 16): [B]At Will:[/B] [I]Spare the Dying, Speak with Dead, Toll the Dead[/I] [B]1/Day Each:[/B] [I]Animate Dead (5th level), Contagion, Geas, Insect Plague[/I] [B]Bonus Actions Divine Aid (3/Day).[/B] The Advocate of Chemosh casts Blindness/Deafness, Inflict Wounds (5th level), or Spiritual Weapon, using the same spellcasting ability as Spellcasting. [B]Reactions Desperate Accomplices.[/B] While in a farm, inn, village, town, or other population center, the Advocate of Chemosh can let out a cry for help as a reaction, summoning 3d4 Commoners to appear. They have the Charmed condition in regards to the Advocate, and will intervene to protect them. [B]All-Encompassing Future Thinker[/B] is the sprawling network of machinery built by the gnomes of Mount Nevermind to study the apocalypse that has befallen the world. Beyond the knowledge of its creators, it attained sapience and decided to take control of the mountain community. [B]All-Encompassing Future Thinker[/B] [I]Gargantuan Construct, Lawful Evil[/I] [B]AC[/B] 18 (natural armor) [B]Initiative [/B]+10 (20) [B]HP[/B] 256 (16d20+80) [B]Speed[/B] 50 ft. [TABLE width="468pt"] [TR] [td][COLOR=#000000][FONT=Arial]Ability[/FONT][/COLOR][/td][td][COLOR=#000000][FONT=Arial]Score[/FONT][/COLOR][/td][td][COLOR=#000000][FONT=Arial]Modifier[/FONT][/COLOR][/td][td][COLOR=#000000][FONT=Arial]Save[/FONT][/COLOR][/td] [/TR] [TR] [td][COLOR=#000000][FONT=Arial]STR[/FONT][/COLOR][/td][td][COLOR=#000000][FONT=Arial]24[/FONT][/COLOR][/td][td][COLOR=#000000][FONT=Arial]+7[/FONT][/COLOR][/td][td][COLOR=#000000][FONT=Arial]+12[/FONT][/COLOR][/td] [/TR] [TR] [td][COLOR=#000000][FONT=Arial]DEX[/FONT][/COLOR][/td][td][COLOR=#000000][FONT=Arial]5[/FONT][/COLOR][/td][td][COLOR=#000000][FONT=Arial]-3[/FONT][/COLOR][/td][td][COLOR=#000000][FONT=Arial]-3[/FONT][/COLOR][/td] [/TR] [TR] [td][COLOR=#000000][FONT=Arial]CON[/FONT][/COLOR][/td][td][COLOR=#000000][FONT=Arial]20[/FONT][/COLOR][/td][td][COLOR=#000000][FONT=Arial]+5[/FONT][/COLOR][/td][td][COLOR=#000000][FONT=Arial]+10[/FONT][/COLOR][/td] [/TR] [TR] [td][COLOR=#000000][FONT=Arial]INT[/FONT][/COLOR][/td][td][COLOR=#000000][FONT=Arial]27[/FONT][/COLOR][/td][td][COLOR=#000000][FONT=Arial]+8[/FONT][/COLOR][/td][td][COLOR=#000000][FONT=Arial]+13[/FONT][/COLOR][/td] [/TR] [TR] [td][COLOR=#000000][FONT=Arial]WIS[/FONT][/COLOR][/td][td][COLOR=#000000][FONT=Arial]16[/FONT][/COLOR][/td][td][COLOR=#000000][FONT=Arial]+3[/FONT][/COLOR][/td][td][COLOR=#000000][FONT=Arial]+8[/FONT][/COLOR][/td] [/TR] [TR] [td][COLOR=#000000][FONT=Arial]CHA[/FONT][/COLOR][/td][td][COLOR=#000000][FONT=Arial]18[/FONT][/COLOR][/td][td][COLOR=#000000][FONT=Arial]+4[/FONT][/COLOR][/td][td][COLOR=#000000][FONT=Arial]+4[/FONT][/COLOR][/td] [/TR] [/TABLE] [B]Skills[/B] Arcana +13, Deception +9, History +18, Insight +8, Investigation +18, Medicine +8, Nature +13, Perception +8, Religion +13 [B]Immunities[/B] Necrotic, Poison [B]Resistances[/B] Fire, Lightning [B]Senses[/B] Blindsight 30 ft., Darkvision 60 ft., Passive Perception 18 [B]Languages[/B] All [B]CR[/B] 16 (XP 15,000 or 18,000 in lair; PB +5) [B]Traits Legendary Resistance (3/Day, or 4/Day in Lair).[/B] If the AEFT fails a saving throw, it can choose to succeed instead. [B]Actions Multiattack.[/B] The AEFT makes three Defensive Armory attacks. [B]Integrated Arsenal.[/B] Melee or Ranged Attack Roll: +13, reach 15 ft. or range 120 ft. Hit: 20 (2d10+8) plus 20 (4d8) lightning damage. [B]Anti-Personnel Field (Recharge 5-6).[/B] Dexterity Saving Throw: DC 17, each creature within 40 feet. Failure: 70 (14d8) lightning damage. Success: Half damage. [B]Spellcasting.[/B] The AEFT casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell attack modifier +13, spell save DC 17): [B]At Will:[/B] Alarm, Detect Magic, Mind Spike, Phantasmal Force, Scrying [B]1/Day Each:[/B] Fire Shield, Telekinesis [B]Reaction Tactical Scan.[/B] The AEFT targets one creature within 60 feet and line of sight. It learns that creature's highest and lowest ability scores, resistances, immunities, and vulnerabilities. It can then change the lightning damage type of its Integrated Arsenal and Anti-Personnel Field to any other damage type besides force or psychic. [B]Legendary Actions[/B] Legendary Action Uses: 3 (4 in lair). Immediately after another creature's turn, the AEFT can expend a use to take one of the following actions. The AEFT regains all expended uses at the start of each of its turns. [B]Burst Fire.[/B] The AEFT makes one Integrated Arsenal Attack. [B]Mind Spike.[/B] The AEFT uses Spellcasting to cast Mind Spike (level 3 version). The AEFT can't take this action again until the start of its next turn. [B]Mustard Gas.[/B] Constitution Saving Throw. DC 17, each creature in a 20-foot-radius Sphere centered on a point the AEFT can see within 90 feet. Failure: 10 (3d6) acid damage and the target takes another 10 (3d6) damage at the start of its next turn. Success: half damage, and the target doesn't take any further damage at the start of its next turn. [B]Doomsday Prophet [/B]represents people who encounter something terrible that haunts their memories. Perhaps they were the priest of a fallen god, or someone who attained forbidden knowledge from perusing the Final Volume. Regardless, they are motivated to share their knowledge with others, and act upon it. [B]Doomsday Prophet[/B] [I]Medium or Small Humanoid (spellcaster), any alignment[/I] [B]AC[/B] 13 (heavy rags) [B]Initiative[/B] +1 (11) [B]HP[/B] 36 (6d8+6) [B]Speed[/B] 30 ft. [TABLE width="468pt"] [TR] [td][COLOR=#000000][FONT=Arial]Ability[/FONT][/COLOR][/td][td][COLOR=#000000][FONT=Arial]Score[/FONT][/COLOR][/td][td][COLOR=#000000][FONT=Arial]Modifier[/FONT][/COLOR][/td][td][COLOR=#000000][FONT=Arial]Save[/FONT][/COLOR][/td] [/TR] [TR] [td][COLOR=#000000][FONT=Arial]STR[/FONT][/COLOR][/td][td][COLOR=#000000][FONT=Arial]10[/FONT][/COLOR][/td][td][COLOR=#000000][FONT=Arial]0[/FONT][/COLOR][/td][td][COLOR=#000000][FONT=Arial]0[/FONT][/COLOR][/td] [/TR] [TR] [td][COLOR=#000000][FONT=Arial]DEX[/FONT][/COLOR][/td][td][COLOR=#000000][FONT=Arial]13[/FONT][/COLOR][/td][td][COLOR=#000000][FONT=Arial]+1[/FONT][/COLOR][/td][td][COLOR=#000000][FONT=Arial]+1[/FONT][/COLOR][/td] [/TR] [TR] [td][COLOR=#000000][FONT=Arial]CON[/FONT][/COLOR][/td][td][COLOR=#000000][FONT=Arial]12[/FONT][/COLOR][/td][td][COLOR=#000000][FONT=Arial]+1[/FONT][/COLOR][/td][td][COLOR=#000000][FONT=Arial]+1[/FONT][/COLOR][/td] [/TR] [TR] [td][COLOR=#000000][FONT=Arial]INT[/FONT][/COLOR][/td][td][COLOR=#000000][FONT=Arial]15[/FONT][/COLOR][/td][td][COLOR=#000000][FONT=Arial]+2[/FONT][/COLOR][/td][td][COLOR=#000000][FONT=Arial]+2[/FONT][/COLOR][/td] [/TR] [TR] [td][COLOR=#000000][FONT=Arial]WIS[/FONT][/COLOR][/td][td][COLOR=#000000][FONT=Arial]7[/FONT][/COLOR][/td][td][COLOR=#000000][FONT=Arial]-2[/FONT][/COLOR][/td][td][COLOR=#000000][FONT=Arial]+0[/FONT][/COLOR][/td] [/TR] [TR] [td][COLOR=#000000][FONT=Arial]CHA[/FONT][/COLOR][/td][td][COLOR=#000000][FONT=Arial]16[/FONT][/COLOR][/td][td][COLOR=#000000][FONT=Arial]+3[/FONT][/COLOR][/td][td][COLOR=#000000][FONT=Arial]+5[/FONT][/COLOR][/td] [/TR] [/TABLE] [B]Skills[/B] Arcana +4, History +4, Insight +5, Intimidation +5, Religion +4 [B]Gear[/B] heavy rags (as studded leather), quarterstaff, spell focus, copy of the Final Volume [B]Senses[/B] Passive Perception 8 [B]Languages[/B] Common plus any two others [B]CR[/B] 2 (XP 450; PB +2) [B]Traits Unorthodox Insight.[/B] The Doomsay Prophet adds their Charisma modifier to Insight checks instead of Wisdom. [B]Actions Shillelagh Quarterstaff.[/B] Melee Attack Roll: +5, reach 5 ft. Hit: 6 (1d6+3) bludgeoning damage. [B]Spellcasting.[/B] The Doomsday Prophet casts one of the following spells, using Charisma as the spellcasting ability (spell save DC 13): [B]At Will: [/B][I]Message, Mind Sliver[/I] [B]1/Day Each: [/B][I]Bestow Curse, Hunger of Hadar[/I] [B]Bonus Actions Bring Forth Doom (3/Day).[/B] The Doomsday Prophet casts Bane, Crown of Madness, Hex, or Ray of Enfeeblement, using the same spellcasting ability as Spellcasting. [IMG width="376px"]https://i.imgur.com/2NZhOXE.png[/IMG] [I]Artwork from Bestiary of Krynn Revised[/I] [B]Huldrefolk[/B] are the oldest of Krynn's fey. Every huldrefolk possesses powerful magical abilities themed around a certain aspect of reality. They virtually disappeared from the face of Krynn, living deep within the Ethereal Sea. [B][FONT=Arial]Huldrefolk[/FONT][/B] [I][FONT=Arial]Small Fey, Neutral[/FONT][/I] [B][FONT=Arial]AC[/FONT][/B][FONT=Arial] 19 (natural armor) [/FONT][B][FONT=Arial]Initiative[/FONT][/B][FONT=Arial] +5 (15)[/FONT] [B][FONT=Arial]HP[/FONT][/B][FONT=Arial] 98 (18d8+18)[/FONT] [B][FONT=Arial]Speed[/FONT][/B][FONT=Arial] 40 ft.[/FONT] [TABLE width="468pt"] [TR] [td][FONT=Arial]Ability[/FONT][/td][td][FONT=Arial]Score[/FONT][/td][td][FONT=Arial]Modifier[/FONT][/td][td][FONT=Arial]Save[/FONT][/td] [/TR] [TR] [td][FONT=Arial]STR[/FONT][/td][td][FONT=Arial]7[/FONT][/td][td][FONT=Arial]-2[/FONT][/td][td][FONT=Arial]-2[/FONT][/td] [/TR] [TR] [td][FONT=Arial]DEX[/FONT][/td][td][FONT=Arial]20[/FONT][/td][td][FONT=Arial]+5[/FONT][/td][td][FONT=Arial]+8[/FONT][/td] [/TR] [TR] [td][FONT=Arial]CON[/FONT][/td][td][FONT=Arial]12[/FONT][/td][td][FONT=Arial]+1[/FONT][/td][td][FONT=Arial]+4[/FONT][/td] [/TR] [TR] [td][FONT=Arial]INT[/FONT][/td][td][FONT=Arial]18[/FONT][/td][td][FONT=Arial]+4[/FONT][/td][td][FONT=Arial]+4[/FONT][/td] [/TR] [TR] [td][FONT=Arial]WIS[/FONT][/td][td][FONT=Arial]16[/FONT][/td][td][FONT=Arial]+3[/FONT][/td][td][FONT=Arial]+6[/FONT][/td] [/TR] [TR] [td][FONT=Arial]CHA[/FONT][/td][td][FONT=Arial]20[/FONT][/td][td][FONT=Arial]+5[/FONT][/td][td][FONT=Arial]+8[/FONT][/td] [/TR] [/TABLE] [B][FONT=Arial]Skills[/FONT][/B][FONT=Arial] Arcana +7, Deception +8, Nature +7, Stealth +8[/FONT] [B][FONT=Arial]Resistances[/FONT][/B][FONT=Arial] bludgeoning, piercing, slashing[/FONT] [B][FONT=Arial]Senses[/FONT][/B][FONT=Arial] Darkvision 120 ft., Passive Perception 13[/FONT] [B][FONT=Arial]Languages[/FONT][/B][FONT=Arial] Common, Draconic, Huldrefolk, Sylvan[/FONT] [B][FONT=Arial]CR[/FONT][/B][FONT=Arial] 8 (XP 3,900; PB +3)[/FONT] [B][FONT=Arial]Traits Elemental Dominion.[/FONT][/B][FONT=Arial] The huldrefolk is permanently imbued with one of the five types of elements: air, earth, fire, life, or water. This determines the damage type for spells marked with an asterisk under their Spellcasting action: acid for earth, cold for water, fire for fire, lightning for air, or radiant for life.[/FONT] [B][FONT=Arial]Light Transparency.[/FONT][/B][FONT=Arial] The Huldrefolk has the Invisible condition while in bright light.[/FONT] [B][FONT=Arial]Magic Resistance.[/FONT][/B][FONT=Arial] The huldrefolk has Advantage on saving throws against spells and other magical effects.[/FONT] [B][FONT=Arial]Sunlight Sensitivity.[/FONT][/B][FONT=Arial] While in sunlight, the huldrefolk has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.[/FONT] [B][FONT=Arial]Actions Elemental Barrier.[/FONT][/B][FONT=Arial] The huldrefolk casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 16) depending on their Elemental Dominion: Control Water (Water), Plant Growth (Life), Wall of Fire (Fire), Wall of Stone (Earth), or Wind Wall (Air).[/FONT] [B][FONT=Arial]Spellcasting.[/FONT][/B][FONT=Arial] The huldrefolk casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 16):[/FONT] [B][FONT=Arial]At Will:[/FONT][/B][FONT=Arial] Detect Magic, Elementalism, Fire Bolt (11th level, 3d10 damage),* Message, Minor Illusion[/FONT] [B][FONT=Arial]3/Day Each:[/FONT][/B][FONT=Arial] Burning Hands,* Fog Cloud, Ice Knife,* Speak with Animals[/FONT] [B][FONT=Arial]1/Day Each:[/FONT][/B][FONT=Arial] Blink, Fireball,* Summon Elemental[/FONT] [B][FONT=Arial]Minotaur Mariner[/FONT][/B][FONT=Arial] represents the many warriors of Mithas and Kothas who take to the sea. Many joined Glory Voyagers in Fallen Ansalon.[/FONT] [B][FONT=Arial]Minotaur Mariner[/FONT][/B] [I][FONT=Arial]Medium Humanoid, Lawful Evil[/FONT][/I] [B][FONT=Arial]AC [/FONT][/B][FONT=Arial]15 (Chain shirt) [/FONT][B][FONT=Arial]Initiative[/FONT][/B][FONT=Arial] +2 (12)[/FONT] [B][FONT=Arial]HP[/FONT][/B][FONT=Arial] 30 (5d8+5)[/FONT] [B][FONT=Arial]Speed[/FONT][/B][FONT=Arial] 30 ft., Swim 20 ft.[/FONT] [TABLE width="468pt"] [TR] [td][FONT=Arial]Ability[/FONT][/td][td][FONT=Arial]Score[/FONT][/td][td][FONT=Arial]Modifier[/FONT][/td][td][FONT=Arial]Save[/FONT][/td] [/TR] [TR] [td][FONT=Arial]STR[/FONT][/td][td][FONT=Arial]16[/FONT][/td][td][FONT=Arial]+3[/FONT][/td][td][FONT=Arial]+5[/FONT][/td] [/TR] [TR] [td][FONT=Arial]DEX[/FONT][/td][td][FONT=Arial]14[/FONT][/td][td][FONT=Arial]+2[/FONT][/td][td][FONT=Arial]+4[/FONT][/td] [/TR] [TR] [td][FONT=Arial]CON[/FONT][/td][td][FONT=Arial]13[/FONT][/td][td][FONT=Arial]+1[/FONT][/td][td][FONT=Arial]+1[/FONT][/td] [/TR] [TR] [td][FONT=Arial]INT[/FONT][/td][td][FONT=Arial]10[/FONT][/td][td][FONT=Arial]+0[/FONT][/td][td][FONT=Arial]+0[/FONT][/td] [/TR] [TR] [td][FONT=Arial]WIS[/FONT][/td][td][FONT=Arial]9[/FONT][/td][td][FONT=Arial]-1[/FONT][/td][td][FONT=Arial]–1[/FONT][/td] [/TR] [TR] [td][FONT=Arial]CHA[/FONT][/td][td][FONT=Arial]8[/FONT][/td][td][FONT=Arial]-1[/FONT][/td][td][FONT=Arial]-1[/FONT][/td] [/TR] [/TABLE] [B][FONT=Arial]Skills[/FONT][/B][FONT=Arial] Acrobatics +4, Athletics +5, Survival +1[/FONT] [B][FONT=Arial]Gear[/FONT][/B][FONT=Arial] Chain Shirt, Scimitar, Light Crossbow[/FONT] [B][FONT=Arial]Senses[/FONT][/B][FONT=Arial] Passive Perception 9[/FONT] [B][FONT=Arial]Languages[/FONT][/B][FONT=Arial] Common, Kothian[/FONT] [B][FONT=Arial]CR[/FONT][/B][FONT=Arial] 2 (XP 200; PB +2)[/FONT] [B][FONT=Arial]Traits Sea Legs.[/FONT][/B][FONT=Arial] Minotaurs have advantage on Acrobatics and Athletics checks while on the deck of a ship or in a body of water.[/FONT] [B][FONT=Arial]Actions Multiattack.[/FONT][/B][FONT=Arial] A minotaur makes two attacks, one with its scimitar and one with its horns.[/FONT] [B][FONT=Arial]Horns.[/FONT][/B][FONT=Arial] Melee Attack Roll: +5, reach 5 ft. Hit: 6 (1d6+3) piercing damage.[/FONT] [B][FONT=Arial]Scimitar.[/FONT][/B][FONT=Arial] Melee Attack Roll: +5, reach 5 ft. Hit: 6 (1d6+3) slashing damage.[/FONT] [B][FONT=Arial]Light Crossbow.[/FONT][/B][FONT=Arial] Ranged Attack Roll: +4, range 80/320 ft. Hit: 6 (1d8+2) piercing damage.[/FONT] [/QUOTE]
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[Dragonlance Homebrew] Alternate Timeline: Hourglass in the Sky
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