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    Default Re: Red Hand of Doom: Conversion/Journal in one!

    Meeting the Tiri Kitor

    Spoiler: Killiar Arrowswift
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    Medium Humanoid (elf), Chaotic Good
    -------------------------
    Armor Class 16 (studded leather armor)
    HP 37 (5d10+10)
    Speed 35 ft
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    Str 12 (+1), Dex 18 (+4), Con 14 (+2)
    Int 8 (-1), Wis 14 (+2), Cha 10 (+0)
    -------------------------
    Saving Throws Str +3, Dex +6
    Skills Animal Handling +4, Athletics +3, Investigation +1, Perception +4, Stealth +6, Survival +4
    Senses darkvision 60 ft, passive Perception 14
    Languages Elvish, Common
    CR 2 (450 XP)
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    Favored Enemy. Killiar gains a +2 bonus to damage rolls with weapon attacks against monstrosities. He has advantage on Wisdom (Survival) checks to track monstrosities, and on Intelligence checks to recall information about monstrosities.
    Natural Explorer. Killiar ignores difficult terrain. He has advantage on initiative rolls, and on attack rolls against creatures that have not yet acted (in the first round of combat). When Killiar travels for an hour or more, his group is not slowed by difficult terrain, and cannot get lost except by magical means. Killiar remains alert to danger even while engaged in another activity, such as foraging, navigating, or tracking. When Killiar travels alone, he can move stealthily at a normal pace. When he forages, he finds twice as much food as normal. When he tracks other creatures, he learns their exact numbers, sizes, and how long ago they passed through the area.
    Colossus Slayer. Once per turn when Killiar hits a creature with a weapon attack, the target takes an extra 1d8 damage if it's below its hit point maximum.
    Fey Ancestry. Killiar has advantage on saving throws against being charmed, and magic canít put him to sleep.
    Mask of the Wild. Killiar can attempt to hide even when he is only lightly obscured by natural phenomena.
    Spellcasting. Killiar is a 2nd-level spellcaster. His spellcasting ability is Wisdom. Killiar knows the following ranger spells:
    1st level (3 slots): animal friendship, goodberry, hunter's mark
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    Actions
    Rapier (melee 5 ft) +6: 1d8+4 piercing
    Longbow +1 (ranged 150/600 ft) +9: 1d8+5 piercing
    Primeval Awareness. Killiar has an innate ability to communicate with beasts, and they recognize him as a kindred spirit. Through sounds and gestures, Killiar can communicate simple ideas to a beast, and can read its basic mood and intent. He learns its emotional state, whether it is affected by magic of any sort, its short-term needs, and actions he can take (if any) to persuade it not to attack. He cannot use this ability against a creature that he has attacked within the past 10 minutes.

    Spoiler: Tiri Kitor Hunter
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    Medium Humanoid (elf), Chaotic Good
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    Armor Class 13 (leather armor)
    HP 16 (3d8+3)
    Speed 35 ft
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    Str 11 (+0), Dex 14 (+2), Con 12 (+1)
    Int 11 (+0), Wis 13 (+1), Cha 11 (+0)
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    Skills Athletics +2, Nature +2, Perception +5, Stealth +6, Survival +5
    Senses darkvision 60 ft, passive Perception 15
    Languages Elvish, Common
    CR 1/2 (100 XP)
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    Keen Hearing and Sight. The hunter has advantage on Wisdom (Perception) checks that rely on hearing or sight.
    Fey Ancestry. The hunter has advantage on saving throws against being charmed, and magic canít put it to sleep.
    Mask of the Wild. The hunter can attempt to hide even when it is only lightly obscured by natural phenomena.
    -------------------------
    Actions
    Multiattack. The hunter makes two melee attacks or two ranged attacks.
    Shortsword (melee 5 ft) +4: 1d6+2 piercing
    Longbow (ranged 150/600 ft) +4: 1d8+2 piercing

    Spoiler: Giant Owl
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    Large Beast, Neutral
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    Armor Class 12
    HP 19 (3d10+3)
    Speed 5 ft, fly 60 ft
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    Str 13 (+1), Dex 15 (+2), Con 12 (+1)
    Int 8 (-1), Wis 13 (+1), Cha 10 (+0)
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    Skills Perception +5, Stealth +4
    Senses darkvision 120 ft, passive Perception 15
    Languages Giant Owl; understands Elvish, Sylvan, and Common but can't speak them
    CR 1/4 (50 XP)
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    Flyby. The owl doesn't provoke opportunity attacks when it flies out of an enemy's reach.
    Keen Hearing and Sight. The owl has advantage on Wisdom (Perception) checks that rely on hearing or sight.
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    Actions
    Talons (melee 5 ft) +3: 2d6+1 slashing

    Spoiler: Sellyria Starsinger
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    Medium Humanoid (elf), Neutral Good
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    Armor Class 12 (hide armor)
    HP 31 (7d8)
    Speed 35 ft
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    Str 8 (-1), Dex 11 (+0), Con 10 (+0)
    Int 14 (+2), Wis 17 (+3), Cha 15 (+2)
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    Saving Throws Int +5, Wis +6
    Skills Animal Handling +6, Nature +5, Perception +6, Persuasion +5, Survival +6
    Senses darkvision 60 ft, passive Perception 16
    Languages Elvish, Common, Druidic, Sylvan
    CR 5 (1800 XP)
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    Fey Ancestry. Sellyria has advantage on saving throws against being charmed, and magic canít put her to sleep.
    Mask of the Wild. Sellyria can attempt to hide even when she is only lightly obscured by natural phenomena.
    War Caster. Sellyria has advantage on Constitution saving throws that she makes to maintain concentration on a spell when she takes damage. She can perform the somatic components of spells even when she has weapons or a shield in both hands. When a hostile creatureís movement provokes an opportunity attack from her, she can use her reaction to cast a spell at the creature, rather than making an opportunity attack. The spell must have a casting time of 1 action and must target only that creature.
    Spellcasting. Sellyria is a 7th-level spellcaster. Her spellcasting ability is Wisdom (spell save DC 14, +6 to hit with spell attacks). Sellyria has the following druid spells prepared:
    Cantrips (at will): guidance, mending, produce flame
    1st level (4 slots): cure wounds, entangle, goodberry, speak with animals
    2nd level (3 slots): animal messenger, enhance ability, flaming sphere, lesser restoration
    3rd level (3 slots): call lightning
    4th level (1 slot): control water
    -------------------------
    Actions
    Scimitar (melee 5 ft) +3: 1d6 slashing
    Longbow (ranged 150/600 ft) +3: 1d8 piercing
    Wild Shape. Sellyria can magically assume the shape of a beast that she has seen before. This beast can have a CR of no greater than 1/2, and cannot have a flying speed. She can stay in a beast shape for 3 hours. She then reverts to her normal form unless she expends another use of this feature. She can revert to her normal form earlier by using a bonus action on her turn. She automatically reverts if she falls unconscious, drops to 0 hit points, or dies. Once she has used this feature twice, she cannot use it again until she has completed a short or long rest. This feature otherwise follows all of the rules for the Druidic Wild Shape ability.

    Spoiler: Relivax the Crocodile
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    Large Beast, Neutral Good
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    Armor Class 15 (natural armor)
    HP 45 (7d10+7)
    Speed 20 ft, swim 30 ft
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    Str 17 (+3), Dex 10 (+0), Con 13 (+1)
    Int 2 (-4), Wis 10 (+0), Cha 5 (-3)
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    Saving Throws Str +6, Dex +3, Con +4, Int -1, Wis +3, Cha +0
    Skills Athletics +6, Perception +3, Stealth +3
    Languages n/a
    CR n/a (is a class feature of Sellyria)
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    Hold Breath. Relivax can hold his breath for 15 minutes.
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    Actions
    Bite (melee 5 ft) +6: 1d10+6 piercing, and the target is grappled (escape DC 16). Until this grapple ends, the target is restrained, and Relivax can't bite another target.

    Spoiler: Trellara Nightshadow
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    Medium Humanoid (elf), Chaotic Good
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    Armor Class 17 (studded leather armor, shield)
    HP 22 (4d8+4)
    Speed 35 ft
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    Str 8 (+0), Dex 16 (+4), Con 12 (+2)
    Int 12 (+2), Wis 13 (+2), Cha 16 (+4)
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    Saving Throws Str -1, Dex +5, Con +1, Int +1, Wis +1, Cha +5
    Skills Acrobatics +5, History +5, Nature +3, Perception +5, Performance +5, Stealth +5
    Tools Lute +5, Lyre +5, Viol +5
    Senses darkvision 60 ft, passive Perception 15
    Languages Elvish, Common, Sylvan
    CR 1/2 (100 XP)
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    Fey Ancestry. Trellara has advantage on saving throws against being charmed, and magic canít put her to sleep.
    Mask of the Wild. Trellara can attempt to hide even when she is only lightly obscured by natural phenomena.
    Song of Rest. Trellara can use soothing music or oration to help revitalize her wounded allies during a short rest. If she or any friendly creatures who can hear her performance regain hit points at the end of the short rest, each of those creatures regains an extra 1d6 hit points.
    Bardic Inspiration. As a bonus action on her turn, Trellara can choose one creature other than herself within 60 feet who can hear her. That creature gains one Bardic Inspiration die, a d6. Once within the next 10 minutes, the creature can roll the die and add the number rolled to one weapon damage roll, ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the Bardic Inspiration die, but must decide before the DM says whether the roll succeeds or fails. Alternatively, when an attack roll is made against the creature, it can use its reaction to roll the Bardic Inspiration die and add the number rolled to its AC against that attack, after seeing the roll but before knowing whether it hits or misses. Once the Bardic Inspiration die is rolled, it is lost. A creature can have only one Bardic Inspiration die at a time. Trellara can use this feature a 3 times. She regains any expended uses when she finishes a long rest.
    Jack of All Trades. Trellara's ability score modifiers above reflect her ability to add half her proficiency bonus to ability checks. If her ability score modifiers are needed for other purposes, they are 1 lower than what is listed.
    Spellcasting. Trellara is a 4th-level spellcaster. Her spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). Trellara knows the following bard spells:
    Cantrips (at will): dancing lights, mage hand, prestidigitation
    1st level (4 slots): cure wounds, detect magic, sleep, thunderwave
    2nd level (3 slots): enhance ability, lesser restoration, shatter
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    Actions
    Rapier (melee 5 ft) +5: 1d8+3 piercing
    Longbow (ranged 150/600 ft) +5: 1d8+3 piercing

    Spoiler: Illien Snowmantle
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    Medium Humanoid (elf), Chaotic Good
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    Armor Class 18 (breastplate, shield)
    HP 33 (6d8+6)
    Speed 35 ft
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    Str 12 (+1), Dex 14 (+2), Con 12 (+1)
    Int 10 (+0), Wis 16 (+3), Cha 12 (+1)
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    Saving Throws Wis +6, Cha +4
    Skills Arcana +3, History +3, Medicine +6, Perception +6, Persuasion +4, Religion +3
    Tools Herbalism Kit +3
    Senses darkvision 60 ft, passive Perception 16
    Languages Elvish, Common, Sylvan
    CR 3 (700 XP)
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    Fey Ancestry. Illien has advantage on saving throws against being charmed, and magic canít put him to sleep.
    Mask of the Wild. Illien can attempt to hide even when he is only lightly obscured by natural phenomena.
    Channel Divinity. Illien can use Channel Divinity twice. He regains the use of this feature when he finishes a short or long rest.
    Spellcasting. Illian is a 6h-level spellcaster. His spellcasting ability is Wisdom (spell save DC 14, +6 to hit with spell attacks). Illien has the following cleric spells prepared:
    Cantrips (at will): fire bolt, guidance, mending, message, sacred flame, thaumaturgy
    1st level (4 slots): detect magic, magic missile, bless, ceremony, cure wounds, guiding bolt, purify food and drink
    2nd level (3 slots): magic weapon, Nystul's magic aura, enhance ability, lesser restoration, spiritual weapon
    3rd level (3 slots): dispel magic, magic circle, water walk
    -------------------------
    Actions
    Channel Divinity: Turn Undead. Each undead that can see or hear Illien within 30 feet of him must make a DC 14 Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage. If its CR is 1/2 or lower, it is instead instantly destroyed. A turned creature must spend its turns trying to move as far away from Brother Derny as it can, and it can't willingly move to a space within 30 feet of him. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.
    Channel Divinity: Arcane Abjuration. Illien presents his holy symbol, and one celestial, elemental, fey, or fiend of his choice that is within 30 feet of him must make a DC 14 Wisdom saving throw, provided that the creature can see or hear him. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage. A turned creature must spend its turns trying to move as far away from him as it can, and it can't willingly end its move in a space within 30 feet of him. It also can't take reactions. For its action, it can use the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, then the creature can use the Dodge action. When a creature fails its saving throw against Arcane Abjuration, the creature is banished for 1 minute (as in the Banishment spell, no concentration required) if it isn't on its plane of origin and if its challenge rating is 1/2 or lower.
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    Equipment
    Spell Scroll of Sanctuary. Ward a creature within 30 feet for 1 minute (or until the warded creature attacks); enemies must succeed on a DC 11 Wisdom save to target warded creature.


    For Sale

    Spoiler: Temple of Corellon Larethian
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    2x potion of healing - 50 gp each
    potion of climbing - 55 gp
    potion of animal friendship - 120 gp
    2x potion of greater healing - 150 gp each
    potion of water breathing - 170 gp
    spell scroll of detect magic - 50 gp
    2x spell scroll of sanctuary - 70 gp each
    spell scroll of lesser restoration - 120 gp
    spell scroll of dispel magic (level 3) - 220 gp


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    Notes

    Like other probably-helpful NPCs, the leaders of Starsong Hill are built close to PC builds. Sellyria is level 7, Illien level 6, Trellara level 4. Sellyria uses the homebrew Circle of the Beast found here. The crocodile isn't really a legal animal companion (slightly too big and powerful), but I decided that was ok for an otherwise-sub-optimal NPC.

    Trellara is designed with the idea that she might become a supportive DMNPC in the campaign, since there's no Leadership feat for the players to use to turn her into a class feature. The players will have to be careful to keep her alive until she levels up a couple times, though. She's fragile. (In case it wasn't clear from the stat block, she's a Valor Bard.)
    Last edited by Draz74; 2019-01-28 at 11:14 PM.
    You can call me Draz.
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    Also of note:

    I'm back to working on converting Red Hand of Doom to 5e.