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View Full Version : D&D 5e/Next The Traitors (boss monsters)



Gnomes2169
2015-11-24, 09:55 AM
Some villains are born to their position, their cruelty and bloodlust something that is as natural as breathing, and their hatred for all things good and clean make it so their acts of depravity bring them nothing less than the purest of joys. Such villains are depraived things that can be called monsters, who exist to inflict pain and who are only happy when there is a scream of torment filling their ears.

Others are made by circumstance, their lives harsh and their position low. They struggle and fight against the world that showed them nothing but hatred, taking what they can and willing to do anything it takes to just have more. Making pacts with dark gods, ripping power from those who "do not deserve it," carving bloody swathes through the country side, anything to prove that they are not weak, and that they are important.

And then there are the heroes who just do not care anymore.

First we have the General and his Companions. Once paragons of virtue, these broken heroes are now darkened by the influence of their foes, and the world is a little less bright for it.

One of Eo's greatest leaders, and once the mad god's greatest bane.
The void walker Edmund Heartsblade, or General Obsidian as he is now known, started his life as a simple sailor. An orphan adopted by Captain Heartsblade of the merchant vessel Silverstar, Edmund learned how to work aboard a ship and swim from the day he he could stand. The young lad displayed a prodigious intellect, and this combined with his congenial and outgoing personality soon had him stationed as the quartermaster of his first "home." The crew assumed he would be the next to succeed their captain, especially once the ship's second took ill... But then the vessel ran into an uncharacteristically violent storm, and from then on the troubles began.

Through the quick thinking of both Edmund and his captain, the crew managed to survive despite their ship being dashed into little more than flotsam and scrap. Leading their bruised and battered crew farther inland to escape the almost constant shower of unnatural lightning, the Heartsblades managed to find shelter within a shoreline cavern, keeping them out of the worst of the storm as a rain of acid began to fall. Almost three days passed, the crew running out to the wreckage in every break and pause that they could to gather food and supplies left behind, the clouds and the false night that they brought with them finally broke. What the storm left in its wake was an acid-scarred, near lifeless husk of an island, miles away from any shore... And the shadow of a ship on the horizon. Running out of their cave, the captain and half of the forty man crew congregated on the shore to wave down what looked to be their only hope, while Edmund, cautious of pirates following in the wake of the unnatural disaster, kept his half of the crew hidden behind the scarred rocks and trees of the island. And this is where the company remained hidden while lances of violet lightning rained on their companions.

Enraged by the death of his adopted father and the friends he had known his entire life, Edmund concocted a crazy, stupid plan to enact vengeance and to steal the "pirate's" ship. Luring his enemies to the island by revealing to the raiders that there were survivors that they had missed, Edmund slowly began to lead the landing parties into hastily-set-up traps around the island. Using hit and run tactics, Edmund managed to wipe out an extermination squad of thirty foes, who were some of the most interesting pirates he had seen. From their uniforms to their mannerisms they acted more like soldiers than they did raiders, which gave Edmund another idea. Using the uniforms to sneak aboard the ship, the merchants basically threw a coup and through a combination of surprise and sheer dumb luck, they actually succeeded in their mission to take down the last thirty foes within, all without loosing a single man.

Of course, the General's tale does not end there. This ship was just an advanced scout for an army, one that the merchants knew their country was not ready for. Not really knowing what they were getting themselves in for, they decided to take the fight to this mysterious army, and turned the war galley and all of its undermanned, yet still destructive magical weaponry back on those that had created it, moving to find what the recovered journal called a... "Staging area." What followed over the next year forged Edmund and his crew into the warriors that they became known as. Leading raid after raid against outposts, supply lines and new, hastily constructed fortresses, Edmund and his crew became accustomed to skirmishes and the beginning stages of warfare. And every victory brought them more power, every prisoner freed and ship rescued more soldiers, and every enemy slain and ship captured a new arsenal. Soon his army numbered in the hundreds, his fleet in the dozens, and still, after a year of hunting and the destruction of thousands of his foes, Edmund's thirst for vengeance had not been satisfied. Still he searched for this unnamed invader's staging point, looking to strike at the very heart of his nemesis...

And finally, after another half year had passed, his fleet sailed into the docks of a mountain fortress. For five days his ragtag force besieged the outer walls, and for three more the inner keep, until finally, wading through a flood of fresh troops, Edmund and his twenty companions pressed into the inner sanctum, bloodied, exhausted... And close to despair once they found what waited for them. In this sanctum, a creature of magic lay chained to the walls, its heart and body a gaping, blackened rip in reality that yet more soldiers poured from like a ceaseless black tide. Directing his magically inclined companions to destroy the portal while he and the others did their best to keep from being overrun. However, the magic users and their stores were exhausted, leaving them to feebly try and kill it with cantrips and a stray lightning bolt. Noticing this, Edmund gave out a cry of frustration and he literally threw his father's blade at the aberration. Which has become known as the single luckiest event in all of his military career.

First off, the sword should not have had the momentum to make it across the fifty foot cavern. However, a low flung sling bullet caused it to skip and bounce off the helmet of an enemy, getting it about half of the way it needed to reach before a lightning bolt flung at exactly the right time and exactly the right angle struck the cold iron, sending it careening and whirling through the air...

... Over the heads of all the assembled onlookers...

And straight into the throat of the portal, still crackling with energy.

The creature's death throes caused the fortress to tremble, and the few remaining foes hastily retreated through their collapsing portal just before that black, gaping abyss in the air disappeared.

And after that, the real war began.
Of course, even such a major victory with such a small force would not have been all that large of an accomplishment, and it would not have given Heartsblade the title of "Eo's Bane." Resting for the handful of days they had before their unnamed foes returned to discover what had happened to their supply of reinforcements, Edmund's troops did their best to strip the fortress bare. Finding every record, message and battle map of the countryside they could and pulling them from the coastal keep, Edmund and his troops began to plan for their next move.

From what they could glean from hundreds of battle reports and maps of the mainland, this enemy was more than just some pirate empire. Resembling a well organized and incredibly powerful cult, the roving armies went by the name Oblivion. Having turned the main bulk of their armies inland, Oblivion had managed to overrun almost half of the continent by this time, and they wrote that with just a few reinforcements, the last few crumbling forces of the kingdoms and federations which opposed them should be soundly swept away.

Also in the scattered messages, Edmund and his crew discovered that the enemy they had spent just over a year hunting and opposing along the shores of the mainland had finally given up on their naval exploits, sighting "rampant piracy" as the reason for this silent surrender. He and his twenty companions had a good laugh about that one, especially since none of the reports did anything more than hint that the pirates "might" be working together.

Exhausted, but also elated by their recent victory, the sailors maneuvered themselves to one of the weaker points in Oblivion's supply train and finally disembarked from their ships. Stripping all of the magical weaponry and cannons they could from each warship's deck and attaching them to the backs of wagons and carts, Edmund had his forces sink their galleys, leaving him with no way to go but forward, and forever ripping the war vessels from Oblivion's grasp.

And then the ragtag army of once-sailors, merchants, pirates and apprentices began to march.

Striking at every enemy caravan between them and the first of a long line of subjugated kingdoms, Edmund's armies encountered hardly any resistance. While Oblivion still had far more soldiers, they were thousands of miles away, and already engaged in combat, with no warning of what was happening to the territories they had left behind, and no indication that their stream of reinforcements were being mopped up leagues away.

And while Oblivion's forces were being cut into, slowly bled out by their continued advance and butchered by Edmund's forces, the army of Captain Heartsblade only continued to grow. Every city liberated found a well of insurgents still holding out, waiting for a cause to come and bring them to light. Every castle conquered a new stronghold, with what leaders who remained pledging themselves to Edmund's banner. Every kingdom fully restored, a call to other oppressed peoples to ready themselves for their salvation. Even the creatures of magic -fey, dragons and aberrations nearly hunted to extinction by Oblivion's armies- crawled from their caverns to stand beside this swelling force. What was once less than a thousand turned into legions, and at its head stood the General and his twenty companions.

After five years, Edmund had finally gathered all of his soldiers and allies together, and Oblivion, still locked in battle with the last kingdom on this continent to resist their advance for all of these years, turned around to find their dwindling armies sandwiched between the armies of General Heartsblade and the coast.

Of course, by this time Oblivion had heard about the rebel force, and had been holding their beasts of war, ripped from nightmares and the death throes of previous worlds. Hoping to deter Edmund's advance with the threat these beasts posed, Oblivion's armies held them in reserve for almost three years, slowing their forward progress and bleeding themselves out faster before the final confrontation...

And General Heartsblade couldn't have been more pleased with the results. It had given him all the time he needed, and while he wasn't quite sure of the creatures' capabilities, he also knew that Oblivion had been running low on food for the last year, leaving their troops far weaker than they might otherwise have been. And so the final confrontation was set in motion.

Simply put, it was a complete and total rout. The beasts were as starved as their masters, and served as little more than a road block. The final (literal) hell storm that Oblivion unleashed barely managed to unleash the smallest trickles of brimstone before the casters channeling it were brought down by a barrage of magical fire and siege equipment, and their armies fared no better. Oblivion's last soldiers did not find their end in a glorious battle, nor did they have a legendary last stand or some heroic rally that would cause them to be remembered. Instead all of them, from the highest of generals to the lowest of conscripts, were cut down lime wheat in the field, barely letting out a whimper before the executioner's blade fell.

And finally, almost seven years after the day his father had been murdered, Edmund had his revenge.
The next twenty years passed quickly. Now with an entire continent unified behind him, and threats of Oblivion's return looming, Edmund created and sent out fleets to all corners of the world, looking for the origin of his foes. But every strange people he met and freed from Oblivion's grasp only heard rumors. Every wondrous land held only Oblivion's incursions, and gateways leading into some black unknown, from which endless streams of monsters and soldiers billowed. Even the agents of his foe vexed him, their minds disappearing as they were wiped clean by some entity at the moment of their capture. Finally, as his searching drew to a close and his alliance began to span the world, unifying against what seemed to be a global threat by diplomacy or the sword, it became apparent to Edmund that this Oblivion was some kind of otherworldly threat. And it was foolish to think that they would not return.

Now with a world rallied behind him, and all of their resources and armies beginning to stockpile, Edmund began a global effort to connect his people in a way that no one had thought they could. By studying the portals, Edmund's magically inclined companions, with some input from the various mage guilds of his home country, developed the first teleportation circles the world had ever seen. Using their magics to return to the far-off lands, Edmund's companions spread the knowledge far and wide, giving merchants and guilds means of traveling to places barely imagined in minutes instead of months. Spices and goods once thought rare now flowed between ports and the mainland en-mass, and the armies of the world were now more able to stand on alert and reinforce one another rapidly. Under the council of General Heartsblade, every country and every people were taught how to combat the horrors Oblivion could throw at them. And for almost a decade the world stood unified, ready to march and destroy any incursion Oblivion sent their way.

But then something unexpected happened.

While Oblivion did indeed return, surging through portals that appeared within every country at once, a second force emerged as well. Fighting with Edmund against Oblivion's legions, this force called themselves Creation. Within a month, only marginally assisted by creation, Oblivion was once again crushed and driven from the General's world. Impressed with the efficiency of the natives, Creation reached out with an envoy of peace to see just who led this coalition, and in response Edmund kindly requested that they get off of his world. After a moment's hesitance the draconic lieutenant at Creation's head agreed, pulling her troops back through the portals they had created, leaving just one open in case this world needed assistance.

And eventually, after almost a century of constantly hunting down and breaking Oblivion's stronghold, Edmund sent two of his companions through the portal to negotiate an alliance with the off-worlders. Within a week, working along side the native armies, Creation managed to wipe off Oblivion's strongholds and began helping heal the damage the repeated invasions had done. Finally having found some peace, Edmund accepted Creation's invitation to meet with their leader.

After traveling through portals connecting dozens of worlds, seeing all of their peoples and how life seemed to thrive under this cult of life, the General finally entered the sanctum of Gaia. And for the first time, someone from his world had contact with one of the primordial deities. After a brief discussion Edmund and Gaia made a pact, the goddess granting him her blessing and ensuring that her armies would protect his world, and Edmund swearing his service to her as the leader of the armies of her frontier worlds. Given his experience as a leader and an explorer, Edmund was perfect for the position.

And he fell in love with it.

The constant struggle to live in and settle new worlds, to learn new languages and forge new alliances, beating back Oblivion back into their hole, and through it all just finding the places of quiet beauty that he laid eyes on before anyone else, this was Edmund's calling. This is what he felt born to do. World after world his accomplishments grew, the General and his Companions claiming and defending the worlds from the horrors of Oblivion, even going so far as to press back into and reclaim worlds lost to those dark forces. He and his companions were an unstoppable tide, and for the next thousand years, Gaia's blessings extending their already unnaturally long lives, General Heartsblade's armies would not know defeat.
Of course, while Edmund was a brilliant general, and the best leader Creation would know for quite some time, he was that once in a millennium general, where none of his peers could match his abilities. And there were only so many places he could be at once. For every front he rescued, another would begin to crumble. Every victory was dulled by the defeat (and sometimes death) of a fellow general. Every inch taken another that he had to reclaim within a month. Eventually, Edmund was only fighting to keep the territory and protect the worlds that he had adopted as his own. And all the while, Edmund's companions began to fall. One by one, the general lost friends in a war that he could find no end to, with each loss slowly eating into his conviction, weakening what little hope remained.

Then, a thousand years after he left it and at the lowest moment of his life, his home world began to fall under Oblivion's sway. For the next three years, Edmund and his last five companions fought against the encroaching tide, for the first time in their career only slowing Oblivion's conquests instead of turning the tide with their presence, and suffering defeat after crushing defeat. After a particularly deadly battle, General Heartsblade lost two more companions and was forced to retreat to his last bastion on his world.

And finally, the last straw broke his resolve. While Oblivion rallied to begin their final assault, Edmund ordered the last few tatters of Creation's elite back through the portal, telling them that he and his companions would stay behind to oversee the evacuation of the civilians. And once the last member of Creation and the last innocent was out of the way, Edmund destroyed Creation's portal. Left without any means of escape, and no will to retreat even if they wanted to, the General and his companions opened the gates for Oblivion and surrendered. They were somewhat surprised when they were taken prisoner instead of being executed on the spot, but there was no struggle from them. What was the point, after all? Their home and friends were gone, there was no escape for them even if they did fight, and no matter what they did, no matter the victories they claimed and no matter what beasts they slew, Oblivion always, always had new horrors and would always return. It was better to just give up and accept it than trying to fight any longer.

Humbled, more broken than anything else, Edmund was brought before Eo's Warden, who, seeing the potential in Heartsblade's despair, took advantage of the situation and wove both magic and words within the general's mind. His hoplessness twisted into acceptance of creation's doom, Edmund soon re-emerged from his imprisonment, given a new name and a new purpose. With his loyal companions still at his side, General Obsidian seeks to end the eternal war by destroying the resistance against Oblivion's inevitability.

Still the brilliant tactician and leader he was before, General Obsidian has not yet been defeated. Secretly, he hopes that one day someone will be smart enough to stop him, and that someone will be powerful enough to give him and his companions peace in death, but enough of his pride remains to keep him from intentionally letting himself be defeated. One should be cautious in any endeavors to engage him or his armies, as the general's resources are deep, and he will do everything in his power to grind his foes into the dirt.
"Do not entertain the thought of failure. Whenever you give a command, assure your troops that it will bring them victory. Even the smallest thought that failure is an option will ensure that you see all of your plans fail."

"Do not waste the lives of your soldiers. Every death should have purpose, every sacrifice the price for success. Your men and women are more than just their blades or spell book, they are the summation of their friends and family, their brothers in arms and their memories. Every loss is a hole in your army's unity, and it will be sorely felt. The least you can do is ensure that your men die heroes, so that you can tell their families of their glory and legacy. Let those that live know you will do the same for them and, even if they should fall, they will not falter or waver in their duty."

"My only wish is to die someplace where I am surrounded by beauty."

General Obsidian (Edmund Heartsblade)
Medium humanoid (void walker), true neutral

Armor class 24 (+2 Full plate (Legion's plate) and +2 shield (Gaia's heart))
Hit points 379 (33d8+231)
Speed 45 feet

StrDexConIntWisCha
26 (+8)18 (+4)25 (+7)24 (+7)20 (+5)26 (+8)

Saving throws Str +16, Con +15, Wis +13, Cha +16
Skills Arcana +15, Athletics +16, History +15, Insight +13, Nature +15, Perception +13, Persuasion +16
Damage resistances Necrotic; Bludgeoning, piercing and slashing from non-magic sources
Damage immunities Poison, radiant
Condition immunities Blinded, charmed, frightened, poisoned
Senses Blindsight 30 ft, Darkvision 60 ft, Truesight 60 ft
Languages All
Challenge 25 (41,500 exp)

Blessed champion General Obsidian has advantage on saving throws made to remove negative conditions.

Cold iron blade This nameless sword is the oldest possession of General Obsidian. Broken, reforged, tempered in the blood of magical beasts and infused with the general's essence, in his hands it is a force to be reckoned with. His attacks with this weapon count as magical, are made with a +2 bonus to attack and damage rolls, and deal an extra 1d12 necrotic and 1d12 radiant damage on a hit (already added).

Deciphering mind General Obsidian has advantage on all intelligence checks.

Gaia's heart This magical shield is blessed by the primordial goddess herself for Edmund. This shield grants an additional +2 AC to a creature that equips it (already calculated). Additionally, in Edmund's hands it will heal him by 20 hit points each round unless he is truly slain, and it grants him the ability to use the Creation's blessing legendary action.

Legendary resistance (3/ day) When General Obsidian fails a saving throw, he may choose to succeed at it instead.

Legion's plate This +2 fullplate is custom fit to General Obsidian's body. While he wears it, he has resistance to bludgeoning, piercing and slashing damage from non-magical weapons (already included) and he increases the amount of hit points he recovers from all healing effects by 2d8.

Master awareness General Obsidian does not grant advantage to unseen or flanking enemies.

Undying When General Obsidian is reduced to 0 hit points he does not die. Instead, he has disadvantage on his attack rolls and skill checks and is able to keep fighting as normal otherwise. He makes death saving throws as a player character at this time (and suffers failed death saving throws from being damaged as normal). If he fails six death saving throws, the General finally dies. If the General has possession of Gaia's Heart at the start of a turn when he is not dead, instead of making a death saving throw he is healed by its regeneration.

Weapons master General Obsidian deals an extra 2d8 damage with his weapon attacks.

Actions

Multiattack General obsidian makes three attacks with his cold iron blade and one shield bash with Gaia's Heart.

Cold iron blade Melee weapon attack: +18 to hit, reach 5ft, one target. On hit: The target is dealt 23 (3d8+10) slashing damage, 6 (1d12) necrotic damage and 6 (1d12) radiant damage.

Shield bash Melee weapon attack: +16 to hit, reach 5ft, one target. On hit: The target is dealt 19 (1d4+2d8+8) bludgeoning damage, and must make a DC 26 strength saving throw.

Reactions

Magical conduit When a friendly creature casts a spell within 60 feet of him, General Obsidian may choose an additional target for that spell within 60 feet (including himself).

Parry When a creature hits General Obsidian with a melee weapon attack, he may increase his armor class by 3 against that attack, potentially making the attack miss.

Legendary actions

General Obsidian may take three legendary actions, chosen from the options below. Only one option may be used at a time, and a legendary action may only be taken at the end of a creature's turn. All used legendary actions recharge at the end of General Obsidian's turn.
Charge General Obsidian moves up to 45 ft and makes one attack against a creature in range.
Creation's Blessing (2 actions) General Obsidian recovers 34 (6d8+7) damage. This legendary action cannot be taken while he is at 0 hit points, or while he is not wielding Gaia's Heart.
Command (2 actions) One of General Obsidian's allies within 60 ft of him moves and takes an action.

Edmund's oldest, most loyal and most powerful allies, the Companions are paragons of their fields. Never too far from their general's side, any battle against them should be taken cautiously, as any direct confrontation with all four is likely doomed to fail.

A human who has been beside Edmund since the General rescued him from the prison barge, Tiabalt is one of the most influential archmagi of his time. Having been key in multiple different magical studies in his home world, from the development of the first teleportation circles and creation of divination magic to predict the birth and placement of a world portal, to the development of cloning and lifetime-extending enchantments, Tiabalt is easily one of the most renowned void mages. With his long list of spells and bevy of magical items to protect him, Obsidian uses Tibalt as both a scout and as long-ranged artillery, keeping him away from the reach of foes to allow the archmage to freely rain down hell with his magic.

Tibalt, the Archmage
Medium humanoid (human), lawful neutral
Armor Class 17 (Robe of the Archmage)
Hit points 180 (24d8+72)
Movement 30 feet, 30 foot fly (winged boots)

StrDexConIntWisCha
14 (+2)20 (+5)16 (+3)22 (+6)16 (+3)14 (+2)

Saving throws Dex +11, Int +12, Wis +9
Skills Arcana +18, Investigation +12, Perception +9, Religion +12
Senses Passive perception 19
Languages All
Challenge 17 (18,000 exp)

Archmage's reserves Tiabalt may cast an additional level 8 spell each day (already included).

Evocation specialist Tiabalt increases the damage of his evocation spells by his intelligence modifier (+6) on every hit or instance of damage.

Faithful companion As long as Tiabalt can see or hear General Obsidian he is immune to the charmed and frightened conditions.

Robe of the Archmage While wearing these robes, Tiabalt's armor class is equal to 15+his dexterity modifier, he has advantage on saving throws against spells or other magical effects, and his spell attack bonus and save DC's are increased by 2 (already added to the statblock).

Spellcasting Tiabalt is a 20th-level spellcaster. His spellcasting ability is Intelligence (spell save DC 22, +14 to hit with spell attacks). Tiabalt has the following Wizard spells prepared:
Cantrips (at will): fire bolt*, message, prestidigitation, ray of frost*, shocking grasp*
1st level (4 slots): alarm, feather fall, magic missile*, shield
2nd level (3 slots): blur+, hold person, mirror image+, scorching ray*
3rd level (3 slots): counterspell, fireball*, sleet storm
4th level (3 slots): fire shield*, greater invisibility
5th level (3 slots): Bigby's hand*, cone of cold*, scrying, teleportation circle
6th level (2 slots): chain lightning*, contingency^, globe of invulnerability
7th level (2 slots): forcecage, prismatic spray*
8th level (2 slots): maze, mindblank+
9th level (1 slot): foresight, meteor swarm*
*Denotes spells modified by Evocation Specialist.
+Denotes spells already cast on Tiabalt.
^Contingency is already cast on Tiabalt. If he is reduced to 30 or fewer hitpoints, the spell dimension door teleports him up to 10 miles in the direction of the nearest allied healer he knows about.

Spell sniper The range of Tiabalt's spells that require an attack roll doubles, and they ignore 1/2 and 3/4 cover.

Winged boots Tiabalt may activate these boots to gain a flying speed equal to his walking speed for up to 4 hours each day.

Actions

Quarterstaff Melee weapon attack: +8 to hit, reach 5 ft., one target. Hit: 5 (1d6+2) bludgeoning damage, or 6 (1d8+2) bludgeoning damage if used with two hands to make the melee attack.
General Obsidian's master of ceremonies, moral officer and second in command, Elijah was once his superior officer back when he and the general served on the same merchant vessel. Now, he is a powerful conduit for raw divine energies. A potent healer and master of the storm, Elijah is the lead priest and General Obsidian's closest friend, and he is only called to the front lines when absolutely everyone is needed. Otherwise, he stays back and tends to the wounded.

Elijah, the Hierophant
Medium humanoid (void walker), true neutral
Armor class 23 (Full plate, +2 shield, ring of protection)
Hit points 221 (26d8+104)
Movement 35 feet

StrDexConIntWisCha
18 (+4)12 (+1)18 (+4)14 (+2)20 (+5)22 (+6)

Saving throws* Str +5, Dex +2, Con +11, Int +3, Wis +12, Cha +13
Skills Insight +11, Medicine +17, Perception +11, Persuasion +18, Religion +8
Senses Darkvision 60 feet, passive perception 21
Languages All
Challenge 17 (18,000)

Deciphering mind Elijah has advantage on all intelligence checks.

Divine conduit Elijah can cast spells without a god, and can cast cleric spells with his charisma or wisdom score (already included).

Faithful companion As long as Elijah can see or hear General Obsidian he is immune to the charmed and frightened conditions.

Ring of Protection While wearing this ring Elijah increases his armor class and saving throw bonuses by 1 (already included).

Sanctified healer Elijah's healing spells and abilities that roll dice to determine how much they heal always restore the maximum amount of hit points. Additionally when Elijah heals a creature he is healed by 12 hit points, and may remove one negative condition from himself and one target he healed this round.

Spellcasting Elijah is a 20th-level spellcaster. His spellcasting ability is Charisma (spell save DC 20, +12 to hit with spell attacks). He has the following spells from the cleric spell list prepared:
Cantrips (at will): guidance, sacred flame, spare the dying, thaumaturgy, thunderclap
Level 1 (4 slots): cure wounds, guiding bolt, healing word, fog cloud*, sanctuary+, thunderwave
Level 2 (3 slots): gust of wind*, lesser restoration, prayer of healing, shatter*, spiritual weapon, warding bond^
Level 3 (3 slots): call lightning*, magic circle, mass healing word, sleet storm*, revivify, spirit guardians
Level 4 (3 slots): banishment, control water*, death ward+, guardian of faith, ice storm*
Level 5 (3 slots): destructive wave*, hallow, insect plague*, mass cure wounds, raise dead
Level 6 (2 slots): heal, hero's feast
Level 7 (2 slots): conjure celestial, symbol
Level 8 (1 slot): control weather, holy aura
Level 9 (1 slot): mass heal, true resurrection
*Denotes a spell from the tempest domain list
+Denotes a spell Elijah has already cast on himself.
^Choose a creature at the start of the encounter. This is the target of Elijah's warding bond (cast before the battle)

Tempest Priest Elijah may cast spells from the cleric's tempest domain as if they were prepared spells (already included), and if he casts a spell that deals lightning or thunder damage he gains a fly speed of 60 for 1 minute.

Actions

Multiattack Elijah casts a spell, and then either makes two attacks with his flail, or uses his healing touch ability.

Healing touch Elijah heals himself or a creature adjacent to himself of 20 damage.

Flail Melee weapon attack: +10 to hit, reach 5 ft., one target. On hit: The target is dealt 8 (1d8+4) piercing damage.

Brynn is General Obsidian's final remaining companion, and the half silver dragon female wears this title as a badge of honor. The only companion to seek out General Obsidian of her own devices, Brynn used to be a pirate lord with her own small navy before Oblivion sank the majority if her fleet. Joining Edmund in his original quest, her logistics skills proved invaluable to the general, and ever since she has served as his quarter master and marshal. A natural born and deadly warrior, Brynn has earned herself the nick-name "line breaker" for her martial prowess, specifically her ability to cleave through multiple foes with her enchanted greataxe, aptly named Hordeslayer.

Brynn, the Legionnaire
Medium humanoid (half silver dragon, human), chaotic neutral
Armor class 21 (+2 full plate (legion's plate), cloak of protection)
Hit points 285 (30d8+150)
Movement 40 feet

StrDexConIntWisCha
22 (+6)16 (+3)20 (+5)16 (+3)18 (+4)13 (+1)

Saving throws Str +13, Dex +10, Con +12, Int +4, Wis +11, Cha +2
Skills Athletics +12, History +10, Intimidation +13, Perception +16
Damage resistances Cold; Bludgeoning, piercing and slashing from non-magical sources.
Senses Blindsight 10 ft., darkvision 60 ft., passive perception 26
Languages All
Challenge 17 (18,000 exp)

Blades master Brynn doubles the damage dice she rolls when she hits with her weapons (already included).

Cloak of Protection Brynn increases her armor class and saving throw bonuses by 1 (already included).

Faithful companion As long as Brynn can see General Obsidian she is immune to the charmed and frightened conditions.

Hordebreaker This +3 silver greataxe allows Brynn to make each attack against two targets adjacent to each other. Use the same attack and damage roll for both targets.

Legion's plate This +2 fullplate is custom fit to Brynn's body. While she wears it, she has resistance to bludgeoning, piercing and slashing damage from non-magical weapons (already included) and she increases the amount of hit points she recovers from all healing effects by 2d8.

Second wind (2/ short or long rest) As a bonus action, Brynn recovers 1d10+30 hit points.

Warlord Allied creatures within 30 feet of Brynn add 1d4 to their attack rolls and saving throws.

Actions

Multiattack Brynn makes three attacks with Hordebreaker, or five attacks with her longbow.

Hordebreaker Melee weapon attack: +15 to hit, reach 5 ft., two targets. On hit: Target is dealt 22 (2d12+9) slashing damage.

Longbow Ranged weapon attack:, +9 to hit, range 150 ft. /600 ft., one target. On hit: Target is dealt 12 (2d8+3) piercing damage.

Breath weapons (recharge 5/6) Brynn uses one of the following breath weapons.
[list] Cold breath Brynn exhales an icy blast in a 30-foot cone. Each creature in the cone must make a DC 19 Constitution saving throw, taking 54 (12d8) cold damage on a failed save, or half as much damage on a successful one.
Paralyzing breath Brynn exhales paralyzing gas in a 30 foot cone. Each creature in the area must make a DC 19 constitution saving throw or be paralyzed for 1 minute. A creature may remake this saving throw at the end of each of its turns, ending the effect on a success.

Gnomes2169
2015-11-24, 09:58 AM
Next we have a man who was once seen as a healer, almost a messiah... Before his dark studies caught up with him.








Once a place of healing, this shining, still outwardly beautiful clinic is now a place to twist and experiment on the many afflictions that the worlds have to offer. Each wing is dedicated to the study of a specific type of madness, while the basement is reserved for Rassad's... Experiments.

Masochists/ PTSD/ Schizophrenics

Sadists/ Egomaniacs/ Depressed

Diseased/ Scientists/ High-profile

Experiments

Entrance

East/west wing

South wing/ basement

Azure bracelets

Banelight hazard suit

Banelight steel

Banelight

Cell "cleaner"

Collapsing ceiling

Nightmare engine

Putrid pod

Gnomes2169
2015-11-24, 10:05 AM
Does not care about control/ emotionless