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  1. - Top - End - #1
    Colossus in the Playground
     
    JNAProductions's Avatar

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    Default Klor, Khornate Marine

    Klor, Khornate Marine
    Medium Humanoid (Augmented), Neutral Evil

    Armor Class 21 (Power Armor)
    Hit Points 168 (16d8+128)
    Speed 45'

    Strength Dexterity Constitution Intelligence Wisdom Charisma
    22 (+6) 16 (+3) 26 (+8) 14 (+2) 8 (-1) 16 (+3)

    Saving Throws Constitution +12
    Skills Athletics +14
    Damage Resistances Non-magical bludgeoning, piercing, and slashing damage
    Damage Immunities Poison
    Condition Immunities Poisoned
    Senses Darkvision 120', Passive Perception 9
    Languages Low G0thic, High Gothic
    Challenge 12

    Scornful Psyche
    Whenever Klor takes psychic damage, the aggressor takes an equal amount.

    Powerful Build
    Klor counts as one-size larger whenever beneficial to himself.

    Reckless Attack
    Klor can gain advantage on all melee attacks made until the start of his next turn. If he does, all attacks made against him until the start of his next turn have advantage.

    Actions

    Needler Ranged Weapon Attack:
    +7 to-hit, range 50'/200', one target. Hit: 1d4+3 piercing damage, and 2d10 necrotic damage

    Chainaxe Melee Weapon Attack:
    +10 to-hit, reach 5', one target. Hit: 3d12+6 slashing (counts as magical) damage

    Extra Attack II
    Klor makes three attacks from Needler and Chainaxe, or other attack actions.

    Bonus Actions

    Aggressive
    Klor moves up to his speed towards an enemy target.

    Reactions

    Defiance
    When targeted by a spell, Klor may cast Counterspell, treated as if from a 0th-level slot and without requiring any components. Charisma is his casting stat for this ability, and it is not treated as a spell in and of itself.
    Last edited by JNAProductions; 2022-08-08 at 12:36 PM.
    I have a LOT of Homebrew!

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  2. - Top - End - #2
    Ettin in the Playground
     
    Yakk's Avatar

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    Default Re: Klor, Khornate Marine

    I'd just write out the effects of Defiance. It is almost as simple as what you described.

    I might add the equivalent of "archery" combat style, and give +2 to hit on the Needler.

    As a CR 12 melee creature, having a few more moving parts might be fun. Like, the Chainaxe cleaving into another creature? Or aggressive having some hook on it?

    Aggressive: Klor moves up to his speed towards a creature. When a creature makes an opportunity attack on Klor as part of this movement, Klor may respond with a Chainaxe attack.

    that adds some "slaughter foes as you advance" ness to the Marine.

    For Chainaxe, give it a 19-20 crit range, and if you score a critical hit or drop a foe to 0 you can make another attack on a different creature. That doesn't have a huge impact on Klor's damage per round, but does add a lot to the narrative mayhem.

    Needler needs something. Poison the target? Whenever Klor is using the needler, they are seriously sub optimal; so adding Needler effectiveness won't impact how tough Klor is much. Also, you shouldn't suffer disadvantage for making Needler attacks if Klor has attacked the creature adjacent to him this turn.

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