JNAProductions
2016-05-13, 12:53 AM
Typhus
Medium Humanoid, Neutral Evil
Armor Class 24
Hit Points 270 (20d12+140)
Speed 30'
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
24 (+7)
18 (+4)
24 (+7)
18 (+4)
18 (+4)
18 (+4)
Saving Throws Strength +13, Constitution +13, Charisma +10
Skills Perception +10, Athletics +13, Disadvantage on Stealth Checks (Heavy Armor)
Resistances Necrotic
Immunities Poison, Poisoned condition, Frightened
Senses Passive Perception 20
Languages Common, Nurgle
Challenge 23
Abilities
Feel No Pain Any time Typhus takes damage, roll a number of d6s equal to the damage taken. Each 5 or 6 negates a point of damage.
Bloated Regeneration Typhus regains 20 HP at the start of each of his turns.
Terminator Armour Typhus has advantage on any save against effects that cause damage.
Actions
Manreaper Melee Attack, +15 to hit, 5' reach 2d8+9 damage plus 1d8 necrotic damage.
Extra Attack (3) Typhus makes four attacks or other attack actions.
Destroyer Hive 20' burst All creatures (except Typhus) within the burst must make a DC 21 Constitution saving throw, taking 10d8 necrotic damage on a failed saving throw or half on a successful saving throw. In addition, if you fail your saving throw, you are poisoned until the end of your next turn.
Bonus Actions
Plague Wind Typhus must make a DC 15 Charisma check (with proficiency). On a success, he summons a cloud of diseased fog. This acts as the Cloudkill spell (DC 18). On a failure of a 1, Typhus takes 6d8 psychic damage.
Manreaper-a +2 Greatscythe, imbued with Nurgle power. Deals 2d8 slashing damage plus 1d8 necrotic damage, gives a +2 to hit and a +2 to damage.
Terminator Armour-See my . (Typhus has a higher AC because he's trained in his armour, and can move well in it, adding half his Dexterity bonus even though it's heavy armour.)
Defensive CR
HP 14 base (*1.3 for FNP, +60 Regeneration) for a total of 440 HP, Defensive CR 21
AC +3 (+2 for 5 point difference, +1 for Terminator Armour, which is comparable to Magic Resistance)
Defensive CR 24
Offensive CR
DPR 12d8+36 (90) or 10d8 (hitting two people on average, for 90) plus Cloudkill (assumed to hit two people) for an extra 45. DPR of 135, for Offensive CR 20.
Hit bonus is 5 higher, for +2. Save bonus is one lower (on Cloudkill) for no effect.
Offensive CR 22.
Overall CR
(22+24)/2=23
Medium Humanoid, Neutral Evil
Armor Class 24
Hit Points 270 (20d12+140)
Speed 30'
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
24 (+7)
18 (+4)
24 (+7)
18 (+4)
18 (+4)
18 (+4)
Saving Throws Strength +13, Constitution +13, Charisma +10
Skills Perception +10, Athletics +13, Disadvantage on Stealth Checks (Heavy Armor)
Resistances Necrotic
Immunities Poison, Poisoned condition, Frightened
Senses Passive Perception 20
Languages Common, Nurgle
Challenge 23
Abilities
Feel No Pain Any time Typhus takes damage, roll a number of d6s equal to the damage taken. Each 5 or 6 negates a point of damage.
Bloated Regeneration Typhus regains 20 HP at the start of each of his turns.
Terminator Armour Typhus has advantage on any save against effects that cause damage.
Actions
Manreaper Melee Attack, +15 to hit, 5' reach 2d8+9 damage plus 1d8 necrotic damage.
Extra Attack (3) Typhus makes four attacks or other attack actions.
Destroyer Hive 20' burst All creatures (except Typhus) within the burst must make a DC 21 Constitution saving throw, taking 10d8 necrotic damage on a failed saving throw or half on a successful saving throw. In addition, if you fail your saving throw, you are poisoned until the end of your next turn.
Bonus Actions
Plague Wind Typhus must make a DC 15 Charisma check (with proficiency). On a success, he summons a cloud of diseased fog. This acts as the Cloudkill spell (DC 18). On a failure of a 1, Typhus takes 6d8 psychic damage.
Manreaper-a +2 Greatscythe, imbued with Nurgle power. Deals 2d8 slashing damage plus 1d8 necrotic damage, gives a +2 to hit and a +2 to damage.
Terminator Armour-See my . (Typhus has a higher AC because he's trained in his armour, and can move well in it, adding half his Dexterity bonus even though it's heavy armour.)
Defensive CR
HP 14 base (*1.3 for FNP, +60 Regeneration) for a total of 440 HP, Defensive CR 21
AC +3 (+2 for 5 point difference, +1 for Terminator Armour, which is comparable to Magic Resistance)
Defensive CR 24
Offensive CR
DPR 12d8+36 (90) or 10d8 (hitting two people on average, for 90) plus Cloudkill (assumed to hit two people) for an extra 45. DPR of 135, for Offensive CR 20.
Hit bonus is 5 higher, for +2. Save bonus is one lower (on Cloudkill) for no effect.
Offensive CR 22.
Overall CR
(22+24)/2=23