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<blockquote data-quote="bmcdaniel" data-source="post: 6816759" data-attributes="member: 1772"><p>I statted up this guy for a mini-campaign against an invading orc horde, loosely based on Red Hand of Doom. Here's how I saw him:</p><p></p><p><strong>Orc War Drummer</strong></p><p>Medium humanoid (orc), chaotic evil</p><p></p><p><strong>Armor Class</strong> 14 (scale mail)</p><p><strong>Hit Points</strong> 45 (7d8 + 14)</p><p><strong>Speed</strong> 30 ft.</p><p>------</p><p><strong>Str</strong> 14 (+2) <strong>Dex</strong> 10 (0) <strong>Con</strong> 15 (+2) <strong>Int</strong> 08 (-1) <strong>Wis</strong> 12 (+1) <strong>Cha</strong> 14 (+2)</p><p>------</p><p><strong>Saving Throws</strong> Wis +3, Cha +5</p><p><strong>Skills</strong> Intimidation +7</p><p><strong>Senses</strong> darkvision 60 ft., passive Perception +11</p><p><strong>Languages</strong> Common, Orc</p><p><strong>Challenge</strong> 2 (450 XP)</p><p>------</p><p> <strong>Doom Drum Reaction</strong> (4/Day). The turn after the war drummer begins playing his drums, he can do any of the following as a reaction (which may be done after the roll is made):</p><p>• Add 1d6 to attack roll, ability check or saving throw of any ally within 60 feet who can hear the drums</p><p>• Subtract 1d6 from attack roll, ability check or saving throw of any enemy within 60 feet who can hear the drums</p><p></p><p><strong>Actions</strong></p><p><strong>Doom Drum</strong>. The war drummer can use his action to play his drum. Until the beginning of the war drummer's next turn, all creatures of his choice within 60 feet have advantage on saving throws against being frightened and morale checks. In addition, the war drummer is eligible to take certain other actions as a bonus action or reaction as described elsewhere.</p><p></p><p> <strong>Crescendo of Doom</strong> (1/Day). While playing his doom drums, the war dummer can use his bonus action to cause enemies within 60 feet to be frightened and flee. Roll 10d8; the total is how many hit points of enemies are potentially affected. Choose enemies within 60 feet in ascending order of their current hit points. Each potentially affected creature must make a DC 13 Wis saving throw or be frightened for 1 minute and must use its dash action to move away from the war drummer. Such creatures can make a new saving throw at the end of their turn if they can no longer hear the war drummer, ending the effect on itself with a success. A creature that makes its saving throw is not affected, but its hit points still count towards the total. Undead and creatures immune to being frightened aren't affected by this spell (and their hit point does not count towards the total).</p><p></p><p> <strong>Crescendo of Inspiration</strong> (1/Day). While playing his doom drums, the war dummer can use his bonus action to cause allies within 60 feet to have advantage on all attack rolls until the beginning of the war drummer's next turn.</p><p></p><p><strong>Drumstick</strong>. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. </p><p>Hit: 4 (1d4 + 2) bludgeoning damage.</p></blockquote><p></p>
[QUOTE="bmcdaniel, post: 6816759, member: 1772"] I statted up this guy for a mini-campaign against an invading orc horde, loosely based on Red Hand of Doom. Here's how I saw him: [B]Orc War Drummer[/B] Medium humanoid (orc), chaotic evil [B]Armor Class[/B] 14 (scale mail) [B]Hit Points[/B] 45 (7d8 + 14) [B]Speed[/B] 30 ft. ------ [B]Str[/B] 14 (+2) [B]Dex[/B] 10 (0) [B]Con[/B] 15 (+2) [B]Int[/B] 08 (-1) [B]Wis[/B] 12 (+1) [B]Cha[/B] 14 (+2) ------ [B]Saving Throws[/B] Wis +3, Cha +5 [B]Skills[/B] Intimidation +7 [B]Senses[/B] darkvision 60 ft., passive Perception +11 [B]Languages[/B] Common, Orc [B]Challenge[/B] 2 (450 XP) ------ [B]Doom Drum Reaction[/B] (4/Day). The turn after the war drummer begins playing his drums, he can do any of the following as a reaction (which may be done after the roll is made): • Add 1d6 to attack roll, ability check or saving throw of any ally within 60 feet who can hear the drums • Subtract 1d6 from attack roll, ability check or saving throw of any enemy within 60 feet who can hear the drums [B]Actions[/B] [B]Doom Drum[/B]. The war drummer can use his action to play his drum. Until the beginning of the war drummer's next turn, all creatures of his choice within 60 feet have advantage on saving throws against being frightened and morale checks. In addition, the war drummer is eligible to take certain other actions as a bonus action or reaction as described elsewhere. [B]Crescendo of Doom[/B] (1/Day). While playing his doom drums, the war dummer can use his bonus action to cause enemies within 60 feet to be frightened and flee. Roll 10d8; the total is how many hit points of enemies are potentially affected. Choose enemies within 60 feet in ascending order of their current hit points. Each potentially affected creature must make a DC 13 Wis saving throw or be frightened for 1 minute and must use its dash action to move away from the war drummer. Such creatures can make a new saving throw at the end of their turn if they can no longer hear the war drummer, ending the effect on itself with a success. A creature that makes its saving throw is not affected, but its hit points still count towards the total. Undead and creatures immune to being frightened aren't affected by this spell (and their hit point does not count towards the total). [B]Crescendo of Inspiration[/B] (1/Day). While playing his doom drums, the war dummer can use his bonus action to cause allies within 60 feet to have advantage on all attack rolls until the beginning of the war drummer's next turn. [B]Drumstick[/B]. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage. [/QUOTE]
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