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  1. - Top - End - #1
    Colossus in the Playground
     
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    Default Mid-Fight Masses

    Spoiler: Sarv (CR 10)
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    Sarv
    Medium Celestial, Neutral Good

    Armor Class 18 (Blessings Of Grace)
    Hit Points 182 (28d8+56)
    Speed 35'

    Strength Dexterity Constitution Intelligence Wisdom Charisma
    10 (0) 16 (+3) 14 (+2) 16 (+3) 18 (+4) 20 (+5)

    Skills Performance +13, Insight +8, History +12, Acrobatics +7
    Damage Resistances Thunder, Radiant, Necrotic
    Condition Immunities Deafened
    Senses Darkvision 60', Passive Perception 14
    Languages Common, Celestial, Abyssal, Infernal
    Challenge 9

    Blessings Of Grace
    Sarv adds her Charisma modifier to her AC when unarmored.

    Melodies Of Battle
    Sarv may use a Performance check in place of any attack roll. Opponents may use a Performance check in place of attacks against Sarv.

    Actions

    Word Of Grace
    Sarv heals another creature within 120' that can hear her for 2d6+5 HP.

    Biting Trill
    Sarv chooses a creature within 120' that can hear her, and forces them to make a DC 17 Constitution save. On a failure, they take 4d8 thunder damage.

    Dagger Melee or Ranged Weapon Attack:
    +13 to-hit, reach 5' or range 20'/60', one target. Hit: 1d4+3 piercing damage.

    Extra Attack III
    Sarv makes four attacks. She may replace any attack with a Biting Trill, and may replace up to two attacks with Word Of Grace.

    Bonus Actions

    Entrance
    Sarv chooses a creature within 120' that can hear her, and forces them to make a DC 17 Charisma save. On a failure, they are entranced by her for the next minute, and suffer disadvantage on any Perception checks or attack rolls that do not include her. The creature may repeat their save at the end of each of their turns.

    Shun
    Sarv chooses a creature within 120' that can hear her, and forces them to make a DC 17 Wisdom save. On a failure, they suffer disadvantage on any attack rolls made against Sarv, and she has advantage against any saves they provoke for the next minute. Maintaining this requires concentration, as if casting a spell.

    Reactions

    Melody Of Protection
    Sarv may, after failing a save or being hit by an attack, replace the result of her save or her AC with a Performance check.


    Spoiler: Ruv (CR 10)
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    Ruv
    Medium Humanoid, Lawful Good

    Armor Class 16 (Blessings of Grace)
    Hit Points 170 (20d8+80)
    Speed 30'

    Strength Dexterity Constitution Intelligence Wisdom Charisma
    20 (+5) 12 (+1) 18 (+4) 18 (+4) 16 (+3) 20 (+5)

    Saving Throws Constitution +8, Strength +9
    Skills Performance +13, Athletics +9, Intimidation +9
    Damage Resistances Thunder
    Condition Immunities Deafened
    Senses Passive Perception 13
    Languages Common, Celestial
    Challenge 10

    Blessings Of Grace
    Ruv adds his Charisma modifier to his AC when unarmored.

    Melodies Of Battle
    Ruv may use a Performance check in place of any attack roll. Opponents may use a Performance check in place of attacks against Ruv.

    Actions

    Unarmed Strike Melee Weapon Attack:
    +13 to-hit, reach 5', one target. Hit: 4d6+5 bludgeoning damage.

    Hard Bass Wave
    Ruv forces all creatures in a 30' cone emanating out from him to make a DC 17 Constitution save, taking 2d8 thunder damage on a failed save and being pushed back 20'. On a success, damage is halved and the target is not pushed back.

    Hard Bass Solo
    Ruv forces a single creature within 60' to make a DC 17 Constitution save, taking 2d12 thunder damage on a failed save and becoming deafened for one minute. They may repeat the save at the end of each of their turns to recover from the deafness. On a successful save, the target is not deafened and takes half damage.

    Extra Attack III
    Ruv makes four attacks. Any attack may be replaced with either form of Hard Bass.

    Tumultuous Assault
    Ruv singles out a solitary foe for a good pummeling. He can make up to six attacks against the target, in any combination of Unarmed Strikes and Hard Bass Solos. Additionally, Ruv may move the target up to 10' for each instance of damage dealt.

    Bonus Actions

    Bass Blat
    All creatures within 10' of Ruv must make a DC 17 Constitution save. On a failure, they take 2d6 thunder damage and are pushed back 10'. On a success, half damage and no pushback.

    Reactions

    Melody Of Protection
    Ruv may, after failing a save or being hit by an attack, replace the result of his save or his AC with a Performance check.
    I have a LOT of Homebrew!

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  2. - Top - End - #2
    Troll in the Playground
    Join Date
    Apr 2011
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    The Great White North

    Default Re: Mid-Fight Masses

    Looks fun, with no context.

    Extra Attack III should be replaced with Multiattack, though. Can Sarv make 4 Biting Trill attacks instead of attacking with her dagger at all? And conversely, can Ruv make 4 Hard Bass (either) attacks?

    Melody of Protection is a really strong ability, wow. Good thing it's limited to their reaction, but jeez. 1/turn super Advantage (or a 75% chance at higher AC).

    Feels bad to be a CR10 with no alternate movement capabilities, though. No flight or teleportation means that you're going to get surrounded and stomped.

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