JNAProductions
2016-03-05, 01:09 PM
Sher'Tul Apprentice
Medium Aberration, Unaligned
Armor Class 14 (17 With Mage Armor)
Hit Points 240 (20d8+80, Max HP)
Speed 50'
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
12 (+1)
18 (+4)
18 (+4)
22 (+6)
12 (+1)
18 (+4)
Saving Throws Constitution +10, Intelligence +12, Wisdom +7, Charisma +10
Skills Acrobatics +10 (+16 against grapples), Arcana +18, Perception +7
Damage Resistances Nonmagical damage
Senses Blindsight 60', Passive Perception 17
Languages Sher'Tul, Telepathy 60'
Challenge 20?
Magic Resistance The Sher'Tul Apprentice has advantage on saving throws against spells and other magical effects.
Spellcasting The Sher'Tul Apprentice is a 20th level spellcaster. Its spellcasting ability is Intelligence (spell save DC 20, +12 to hit with spell attacks). The Sher'Tul Apprentice can cast Sleep and Misty Step at-will. A Sher'Tul APprentice usually has the following spells prepared:
Cantrips (At-Will): Eldritch Blast, Mage Hand, Prestidigitation, Shocking Grasp
1st level (4 slots): Mage Armor, Thunderwave, Fog Cloud, Grease
2nd level (3 slots): Mirror Image, Invisibility, Cloud of Daggers
3rd level (3 slots): Counterspell, Fly, Fireball
4th level (3 slots): Banishment, Ice Storm, Wall of Fire
5th level (3 slots): Cone of Cold, Wall of Force, Animate Objects
6th level (2 slots): Eyebite, Disintegrate
7th level (2 slots): Forcecage, Reverse Gravity
8th level (1 slot): Maze
9th level (1 slot): Meteor Swarm
Tentacular Grappler A Sher'Tul Apprentice has Expertise in all Acrobatics checks related to grappling, and may use Acrobatics in place of Athletics when attempting to initiate or maintain a grapple.
Actions
Tentacle Slam, Melee Attack: +10 to hit, 10' reach, one target. Hit: 1d8+4 bludgeoning damage and 1d8 force damage.
Extra Attack: The Sher'Tul Apprentice makes two Tentacle Slams or any other Attack action.
Sher'Tul Apprentices are the weakest of the Sher'Tul, barely able to cast spells that others do with ease. They make up for this by training harder physically, and are often much quicker and stronger than their elders.
A Sher'Tul Apprentice has the same form as any other Sher'Tul-a malleable tentacled form, vaguely humanoid in shape, largely transparent, with veins of magical energy running throughout the body.
If you are in The Sher'Tul Come, don't you DARE open that spoiler.
Now, with that out of the way, what CR do you think this is? And what do you think would make sense to add or remove?
Medium Aberration, Unaligned
Armor Class 14 (17 With Mage Armor)
Hit Points 240 (20d8+80, Max HP)
Speed 50'
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
12 (+1)
18 (+4)
18 (+4)
22 (+6)
12 (+1)
18 (+4)
Saving Throws Constitution +10, Intelligence +12, Wisdom +7, Charisma +10
Skills Acrobatics +10 (+16 against grapples), Arcana +18, Perception +7
Damage Resistances Nonmagical damage
Senses Blindsight 60', Passive Perception 17
Languages Sher'Tul, Telepathy 60'
Challenge 20?
Magic Resistance The Sher'Tul Apprentice has advantage on saving throws against spells and other magical effects.
Spellcasting The Sher'Tul Apprentice is a 20th level spellcaster. Its spellcasting ability is Intelligence (spell save DC 20, +12 to hit with spell attacks). The Sher'Tul Apprentice can cast Sleep and Misty Step at-will. A Sher'Tul APprentice usually has the following spells prepared:
Cantrips (At-Will): Eldritch Blast, Mage Hand, Prestidigitation, Shocking Grasp
1st level (4 slots): Mage Armor, Thunderwave, Fog Cloud, Grease
2nd level (3 slots): Mirror Image, Invisibility, Cloud of Daggers
3rd level (3 slots): Counterspell, Fly, Fireball
4th level (3 slots): Banishment, Ice Storm, Wall of Fire
5th level (3 slots): Cone of Cold, Wall of Force, Animate Objects
6th level (2 slots): Eyebite, Disintegrate
7th level (2 slots): Forcecage, Reverse Gravity
8th level (1 slot): Maze
9th level (1 slot): Meteor Swarm
Tentacular Grappler A Sher'Tul Apprentice has Expertise in all Acrobatics checks related to grappling, and may use Acrobatics in place of Athletics when attempting to initiate or maintain a grapple.
Actions
Tentacle Slam, Melee Attack: +10 to hit, 10' reach, one target. Hit: 1d8+4 bludgeoning damage and 1d8 force damage.
Extra Attack: The Sher'Tul Apprentice makes two Tentacle Slams or any other Attack action.
Sher'Tul Apprentices are the weakest of the Sher'Tul, barely able to cast spells that others do with ease. They make up for this by training harder physically, and are often much quicker and stronger than their elders.
A Sher'Tul Apprentice has the same form as any other Sher'Tul-a malleable tentacled form, vaguely humanoid in shape, largely transparent, with veins of magical energy running throughout the body.
If you are in The Sher'Tul Come, don't you DARE open that spoiler.
Now, with that out of the way, what CR do you think this is? And what do you think would make sense to add or remove?