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Thread: SKT Morgoth Test
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2018-11-24, 09:41 AM (ISO 8601)
- Join Date
- Nov 2007
- Gender
SKT Morgoth Test
Sheets
Gorshakt the Barbarian
Lucan the Fighter/Hexblade
Sister Rosetta the Monk
Tennosh the Wizard
Spoiler: Storm Giant Lord
Huge giant, chaotic good
Armor Class 16 (Scale Mail)
Hit Points 330
Speed 50 ft., swim 50 ft.
STR 29 (+9)
DEX 14 (+2)
CON 20 (+5)
INT 16 (+3)
WIS 18 (+4)
CHA 18 (+4)
Saving Throws Str +14, Con +10, Wis +9, Cha +9
Skills Arcana +8, Athletics +14, History +8, Perception +9
Damage Resistance Cold
Damage Immunities Lightning, Thunder
Senses passive Perception 19
Languages Common, Giant
Amphibious. The giant can breathe air and water.
Innate Spellcasting. The giant's innate spellcasting ability is Charisma (spell save DC 17). It can innately cast the following spells, requiring no material components:
At will: detect magic, feather fall, levitate, light
3/day each: control weather, water breathing
Actions
Multiattack. The giant makes two greatsword attacks.
Greatsword. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: (6d6 + 9) slashing damage.
Rock. Ranged Weapon Attack: +14 to hit, reach 60/240 ft., one target. Hit: (4d12 + 9) bludgeoning damage.
Lightning Strike (Recharge 5-6). The giant hurls a magical lightning bolt at a point it can see within 500 feet of it. Each creature within 10 feet of that point must make a DC 17 Dexterity saving throw, taking 54 (12d8) lightning damage on a failed save, or half as much damage on a successful one.
He has no greatsword but can wield a length of broken
chain as a melee weapon, making two attacks with it
as an action on his turn. Each chain attack has a +14
bonus to hit, has a reach of 15 feet, and deals 19 (3d6
+ 9) bludgeoning damage on a hit.
He has no rocks to hurl but can pick up a shipboard
ballista and use it like a heavy crossbow. The ballista
gains the heavy, loading, and two-weapon properties
when used in this way (see the "Weapon Properties"
section in chapter 5 of the Player's Handbook). The
weapon retains its range, attack modifier, and damage
(see the "Siege Equipment" section in chapter 8 of the
Dungeon Master's Guide).
Spoiler: Merrow
Merrow
Large monstrosity, chaotic evil
Armor Class 13 (Natural Armor)
Hit Points 45 (6d10+12)
Speed 10 ft., swim 40 ft.
STR
18 (+4) DEX
10 (+0) CON
15 (+2) INT
8 (-1) WIS
10 (+0) CHA
9 (-1)
Senses Darkvision 60 Ft., passive Perception 10
Languages Abyssal, Aquan
Challenge 2 (450 XP)
Amphibious. The merrow can breathe air and water.
Actions
Multiattack. The merrow makes two attacks: one with its bite and one with its claws or harpoon.
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: (1d8 + 4) piercing damage.
Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: (2d4 + 4) slashing damage.
Harpoon. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: (2d6 + 4) piercing damage.
Harpoon. Ranged Weapon Attack: +6 to hit, reach 20/60 ft., one target. Hit: (2d6 + 4) piercing damage.
Spoiler: Crew
Cultist
Medium humanoid (any race), any non-good alignment
Armor Class 12 (Leather Armor)
Hit Points 9 (2d8)
Speed 30 ft.
STR
11 (+0) DEX
12 (+1) CON
10 (+0) INT
10 (+0) WIS
11 (+0) CHA
10 (+0)
Skills Deception +2, Religion +2
Senses passive Perception 10
Languages Any One Language (Usually Common)
Challenge 1/8 (25 XP)
Dark Devotion. The cultist has advantage on saving throws against being charmed or frightened.
Actions
Scimitar. Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: (1d6 + 1) slashing damage.
Spoiler: First Mate
Assassin
Medium humanoid (any race), any non-good alignment
Armor Class 15 (Studded Leather)
Hit Points 78 (12d8+24)
Speed 30 ft.
STR
11 (+0) DEX
16 (+3) CON
14 (+2) INT
13 (+1) WIS
11 (+0) CHA
10 (+0)
Saving Throws Dex +6, Int +4
Skills Acrobatics +6, Deception +3, Perception +3, Stealth +9
Damage Resistance Poison
Senses passive Perception 13
Languages Thieves' Cant Plus Any Two Languages
Challenge 8 (3,900 XP)
Assassinate. During its first turn, the assassin has advantage on attack rolls against any creature that hasn't taken a turn. Any hit the assassin scores against a surprised creature is a critical hit.
Evasion. If the assassin is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the assassin instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.
Sneak Attack (1/Turn). The assassin deals an extra 13 (4d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 ft. of an ally of the assassin that isn't incapacitated and the assassin doesn't have disadvantage on the attack roll.
Actions
Multiattack. The assassin makes two shortsword attacks.
Shortsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: (1d6 + 3) piercing damage plus (7d6)poison damage. The target must make a dc on a failed save, or half as much damage on a successful one
Light Crossbow. Ranged Weapon Attack: +6 to hit, reach 80/320 ft., one target. Hit: (1d8 + 3) piercing damage plus (7d6)poison damage. The target must make a dc on a failed save, or half as much damage on a successful one
Spoiler: Harry Potter
Archmage
Medium humanoid (any race), any alignment
Armor Class 12 (15 With Mage Armor)
Hit Points 99 (18d8+18)
Speed 30 ft.
STR 10 (+0)
DEX 14 (+2)
CON 12 (+1)
INT 20 (+5)
WIS 15 (+2)
CHA 16 (+3)
Saving Throws Int +9, Wis +6
Skills Arcana +13, History +13
Damage Resistance Damage From Spells; Non Magical Bludgeoning, Piercing, And Slashing (From Stoneskin)
Senses passive Perception 12
Languages Any Six Languages
Challenge 12 (8,400 XP)
Magic Resistance. The archmage has advantage on saving throws against spells and other magical effects.
Spellcasting. The archmage is an 18th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 17, +9 to hit with spell attacks). The archmage can cast disguise self and invisibility at will and has the following wizard spells prepared:
Cantrips (at will): fire bolt, light, mage hand, prestidigitation, shocking grasp
1st level (4 slots): detect magic, identify, mage armor*, magic missile
2nd level (3 slots): detect thoughts, mirror image, misty step
3rd level (3 slots): counterspell,fly, lightning bolt
4th level (3 slots): banishment, fire shield, stoneskin
5th level (3 slots): cone of cold, scrying, wall of force
6th level (1 slot): globe of invulnerability
7th level (1 slot): teleport
8th level (1 slot): mind blank
9th level (1 slot): time stop
* The archmage casts these spells on itself before combat.
Actions
Dagger. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: (1d4 + 2) piercing damage.
Dagger. Ranged Weapon Attack: +6 to hit, reach 20/60 ft., one target. Hit: (1d4 + 2) piercing damage.
Spoiler: Cthulhu
Kraken
Gargantuan monstrosity (titan), chaotic evil
Armor Class 18 (Natural Armor)
Hit Points 472 (27d20+189)
Speed 20 ft., swim 60 ft.
STR 30 (+10)
DEX 11 (+0)
CON 25 (+7)
INT 22 (+6)
WIS 18 (+4)
CHA 20 (+5)
Saving Throws Str +17, Dex +7, Con +14, Int +13, Wis +11
Damage Immunities Lightning; Bludgeoning, Piercing, And Slashing From Nonmagical Weapons
Condition Immunities Frightened, Paralyzed
Senses Truesight 120 Ft., passive Perception 14
Languages Understands Abyssal, Celestial, Infernal, And Primordial But Can't Speak, Telepathy 120 Ft.
Amphibious. The kraken can breathe air and water.
Freedom of Movement. The kraken ignores difficult terrain, and magical effects can't reduce its speed or cause it to be restrained. It can spend 5 feet of movement to escape from nonmagical restraints or being grappled.
Siege Monster. The kraken deals double damage to objects and structures.
Actions
Multiattack. The kraken makes three tentacle attacks, each of which it can replace with one use of Fling.
Bite. Melee Weapon Attack: +17 to hit, reach 5 ft., one target. Hit: (3d8 + 10) piercing damage. If the target is a Large or smaller creature grappled by the kraken, that creature is swallowed, and the grapple ends. While swallowed, the creature is blinded and restrained, it has total cover against attacks and other effects outside the kraken, and it takes 42 (12d6) acid damage at the start of each of the kraken's turns. If the kraken takes 50 damage or more on a single turn from a creature inside it, the kraken must succeed on a DC 25 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the kraken. If the kraken dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 15 feet of movement, exiting prone
Tentacle. Melee Weapon Attack: +17 to hit, reach 30 ft., one target. Hit: (3d6 + 10) bludgeoning damage. The target is grappled (escape dc 18) Until this grapple ends, the target is restrained. The kraken has ten tentacles, each of which can grapple one target
Fling. One Large or smaller object held or creature grappled by the kraken is thrown up to 60 feet in a random direction and knocked prone. If a thrown target strikes a solid surface, the target takes 3 (1d6) bludgeoning damage for every 10 feet it was thrown. If the target is thrown at another creature, that creature must succeed on a DC 18 Dexterity saving throw or take the same damage and be knocked prone.
Lightning Storm. The kraken magically creates three bolts of lightning, each of which can strike a target the kraken can see within 120 feet of it. A target must make a DC 23 Dexterity saving throw, taking 22 (4d10) lightning damage on a failed save, or half as much damage on a successful one.
Legendary Actions
Kraken can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creatures turn. Kraken regains spent legendary actions at the start of their turn.
Tentacle Attack or Fling.The kraken makes one tentacle attack or uses its Fling.
Lightning Storm (Costs 2 Actions).The kraken uses Lightning Storm.
Ink Cloud (Costs 3 Actions).While underwater, the kraken expels an ink cloud in a 60-foot radius. The cloud spreads around corners, and that area is heavily obscured to creatures other than the kraken. Each creature other than the kraken that ends its turn there must succeed on a DC 23 Constitution saving throw, taking 16 (3d10) poison damage on a failed save, or half as much damage on a successful one. A strong current disperses the cloud, which otherwise disappears at the end of the kraken's next turn.
Challenge rating of 25 (75,000 XP).
It gains the Legendary Resistance and Spellcasting
features described below, and it casts foresight on
itself before it attacks.
Legendary Resistance (3/Day). If fails a saving throw, it can choose to succeed instead.
Spellcasting:
20th-level spellcaster. Its spell*casting ability is lntelligence (spell save DC 22; + 14 to hit with spell attacks). It has the following wizard spells prepared:
1st level (4 slots): comprehend languages, detect magic, identify, sleep
2nd level (3 slots): blindness/deafness, detect thoughts,
suggestion
3rd level (3 slots): fly, nondetection, sending
4th level (3 slots): arcane eye, ice storm, locate creature
5th level (3 slots): cloudkill, scrying, telekinesis
6th level (2 slots): chain lightning, flesh to stone, mass suggestion
7th level (2 slots): delayed blast fireball, sequester, teleport
8th level (1 slot): control weather, feeblemind
9th level (1 slot):foresight, power word kill
Last edited by Barbarian MD; 2018-11-24 at 10:48 AM.