JNAProductions
2024-02-19, 01:53 PM
Tank Warden
Medium Humanoid, Lawful Evil
Armor Class 21 (Full Plate, Shield, Defensive)
Hit Points 42 (5d8+20)
Speed 30'
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
16 (+3)
14 (+2)
18 (+4)
10 (0)
14 (+2)
10 (0)
Skills Athletics +6, Perception +5
Senses Darkvision 60', Passive Perception 15
Languages Common
Challenge 2
Defensive
Tank Wardens get +1 AC while in armor.
Actions
Warhammer Melee Weapon Attack:
+6 to-hit, reach 5', one target. Hit: 1d8+3 bludgeoning damage.
Shield Bash Melee Weapon Attack:
+6 to-hit, reach 5', one target. Hit: 1d4+3 bludgeoning damage and if the target is a Large or smaller creature, they are pushed back 5'.
Bonus Actions
Guard Stance
Until the start of their next turn, the Tank Warden may make an Attack of Opportunity against any creature that enters their reach for the first time in a turn. Disengage denies this attack, as usual.
Cover Stance
Until the start of their next turn, any allies within 5' of the Tank Warden gain half-cover against all attacks.
Strike Warden
Medium Humanoid, Lawful Evil
Armor Class 18 (Full Plate)
Hit Points 32 (5d8+10)
Speed 35'
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
18 (+4)
16 (+3)
14 (+2)
12 (+1)
10 (+0)
12 (+1)
Skills Athletics +7
Senses Darkvision 60', Passive Perception 10
Languages Common
Challenge 2
Trait
Actions
Maul Melee Weapon Attack:
+7 to-hit, reach 5', one target. Hit: 2d6+4 bludgeoning damage.
Reactions
Retaliate
When damaged by a creature within 5', they may make a single melee attack against them.
Mage Warden
Medium Humanoid, Lawful Evil
Armor Class 16 (Mage Armor)
Hit Points 52 (8d8+16)
Speed 30'
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
8 (-1)
16 (+3)
14 (+2)
18 (+4)
10 (0)
14 (+2)
Skills Stealth +6, Arcana +7, Deception +5, Intimidation +5
Senses Darkvision 60', Passive Perception 10
Languages Common, Draconic
Challenge 3
Actions
Arcane Strike Ranged Spell Attack:
+7 to-hit, range 120', one target. Hit: 2d12+4 force damage.
This is the equivalent of a cantrip, with somatic, material, and verbal components.
Zone Of Denial 2/Short Rest
The Mage Warden creates a 15' cube of magical forces. Allies within the area are unaffected, while enemies in the area treat it as difficult terrain, treat anyone inside as having 3/4ths cover and anyone on the other side of it as having half cover, and upon entering for the first time in a turn or starting their turn in the area, suffer 2d8 force damage.
This is the equivalent of a 3rd level spell, with somatic, material, and verbal components. It has a duration of one minute (Concentration).
Bonus Actions
Move Zone
The Mage Warden moves an active Zone of Denial up to 20'.
Misty Step 1/Short Rest
The Mage Warden teleports up to 30' to a place they can see, as per Misty Step.
Sint Junten
Medium Humanoid, Lawful Evil
Armor Class 17 (Half-Plate, Cloak Of Protection, Ring Of Protection)
Hit Points 11 (2d8+2)
Speed 30'
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
10 (0)
10 (0)
12 (+1)
14 (+2)
12 (+1)
18 (+4)
Saving Throws +2 Strength, +2 Dexterity, +3 Constitution, +4 Intelligence, +3 Wisdom, +6 Charisma (from magic items)
Skills Sleight of Hand +2, History +4, Insight +3, Deception +8, Intimidation +6, Persuasion +6
Senses Passive Perception 11
Languages Common
Challenge 1/8th
Actions
Longsword Melee Weapon Attack:
+0 to-hit, reach 5', one target. Hit: 1d8 slashing damage.
Dagger Melee or Thrown Weapon Attack:
+2 to-hit, reach 5' or range 20'/60', one target. Hit: 1d4 piercing damage.
Equipment
Rod of Rulership, Rod of Security, Ring of Protection, Cloak of Protection
This will be a battle my PCs are going up against. Three Tanks, three Strikes, one Mage, and Sint (who will be hiding and cowering his bigoted butt as hard as he can).
They're six level 4 gestalt PCs.
Medium Humanoid, Lawful Evil
Armor Class 21 (Full Plate, Shield, Defensive)
Hit Points 42 (5d8+20)
Speed 30'
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
16 (+3)
14 (+2)
18 (+4)
10 (0)
14 (+2)
10 (0)
Skills Athletics +6, Perception +5
Senses Darkvision 60', Passive Perception 15
Languages Common
Challenge 2
Defensive
Tank Wardens get +1 AC while in armor.
Actions
Warhammer Melee Weapon Attack:
+6 to-hit, reach 5', one target. Hit: 1d8+3 bludgeoning damage.
Shield Bash Melee Weapon Attack:
+6 to-hit, reach 5', one target. Hit: 1d4+3 bludgeoning damage and if the target is a Large or smaller creature, they are pushed back 5'.
Bonus Actions
Guard Stance
Until the start of their next turn, the Tank Warden may make an Attack of Opportunity against any creature that enters their reach for the first time in a turn. Disengage denies this attack, as usual.
Cover Stance
Until the start of their next turn, any allies within 5' of the Tank Warden gain half-cover against all attacks.
Strike Warden
Medium Humanoid, Lawful Evil
Armor Class 18 (Full Plate)
Hit Points 32 (5d8+10)
Speed 35'
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
18 (+4)
16 (+3)
14 (+2)
12 (+1)
10 (+0)
12 (+1)
Skills Athletics +7
Senses Darkvision 60', Passive Perception 10
Languages Common
Challenge 2
Trait
Actions
Maul Melee Weapon Attack:
+7 to-hit, reach 5', one target. Hit: 2d6+4 bludgeoning damage.
Reactions
Retaliate
When damaged by a creature within 5', they may make a single melee attack against them.
Mage Warden
Medium Humanoid, Lawful Evil
Armor Class 16 (Mage Armor)
Hit Points 52 (8d8+16)
Speed 30'
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
8 (-1)
16 (+3)
14 (+2)
18 (+4)
10 (0)
14 (+2)
Skills Stealth +6, Arcana +7, Deception +5, Intimidation +5
Senses Darkvision 60', Passive Perception 10
Languages Common, Draconic
Challenge 3
Actions
Arcane Strike Ranged Spell Attack:
+7 to-hit, range 120', one target. Hit: 2d12+4 force damage.
This is the equivalent of a cantrip, with somatic, material, and verbal components.
Zone Of Denial 2/Short Rest
The Mage Warden creates a 15' cube of magical forces. Allies within the area are unaffected, while enemies in the area treat it as difficult terrain, treat anyone inside as having 3/4ths cover and anyone on the other side of it as having half cover, and upon entering for the first time in a turn or starting their turn in the area, suffer 2d8 force damage.
This is the equivalent of a 3rd level spell, with somatic, material, and verbal components. It has a duration of one minute (Concentration).
Bonus Actions
Move Zone
The Mage Warden moves an active Zone of Denial up to 20'.
Misty Step 1/Short Rest
The Mage Warden teleports up to 30' to a place they can see, as per Misty Step.
Sint Junten
Medium Humanoid, Lawful Evil
Armor Class 17 (Half-Plate, Cloak Of Protection, Ring Of Protection)
Hit Points 11 (2d8+2)
Speed 30'
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
10 (0)
10 (0)
12 (+1)
14 (+2)
12 (+1)
18 (+4)
Saving Throws +2 Strength, +2 Dexterity, +3 Constitution, +4 Intelligence, +3 Wisdom, +6 Charisma (from magic items)
Skills Sleight of Hand +2, History +4, Insight +3, Deception +8, Intimidation +6, Persuasion +6
Senses Passive Perception 11
Languages Common
Challenge 1/8th
Actions
Longsword Melee Weapon Attack:
+0 to-hit, reach 5', one target. Hit: 1d8 slashing damage.
Dagger Melee or Thrown Weapon Attack:
+2 to-hit, reach 5' or range 20'/60', one target. Hit: 1d4 piercing damage.
Equipment
Rod of Rulership, Rod of Security, Ring of Protection, Cloak of Protection
This will be a battle my PCs are going up against. Three Tanks, three Strikes, one Mage, and Sint (who will be hiding and cowering his bigoted butt as hard as he can).
They're six level 4 gestalt PCs.