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Tuesday, 20 October 2015

Neo-Nerath Legionary hd 2, Knight hd 10, Veteran hd 9, Risen Legionary hd 3, Risen '300' hd 6

Nerathi Infantry

Neo-Nerath Legion Infantry
Medium humanoid
Armor Class: 18 (chain mail, shield)
Hit Points: 13 (2d8+4), Principes 26 (4d8+8)
Speed: 30 ft.
Strength 14 (crack 16), Dexterity 10, Constitution 14, Intelligence 10, Wisdom 10, Charisma 9
Skills: Perception +2
Passive perception: 12
Challenge Rating: 1/2 (100 XP) to 1 (200 XP)

Duelist: +2 damage with 1-handed melee weapon.

Actions:

Sword: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 8 (1d8+4) piercing damage, Principes ATT +5 Hit: 14 (2d8+5)
Nerathi Heavy Javelin (1): Ranged Attack: +4 (+5) to hit, 20'/60', one target. Hit: 7 (1d10+2) or 8 (d10+3) piercing damage. Javelin pin breaks on impact, cannot be rethrown. If it hits a target's shield the shield is pinned and useless, STR check DC 15 to remove.

Knight of Nerath (& Knight Commander)
Medium humanoid (human), any alignment
Armor Class 20 (plate & shield) (Commander AC 21, plate & +1 shield)
Hit Points 65 (10d8 + 20) (Commander hp 97 hd 15d8+30)
Speed 30 ft.
STR 16 (+3) DEX 11 (+0) CON 14 (+2) INT 11 (+0)  WIS 11 (+0) CHA 15 (+2)
(Commander Cha 17 (+3)
Saving Throws Con +4, Wis +2
Senses passive Perception 10
Languages Common
Challenge 4 Prof +4 (Commander 5 Prof +3)

Brave. The knight has advantage on saving throws against being frightened.
Duelist: +2 damage with 1-handed melee weapon.

Actions
Multiattack. The knight makes two melee attacks.

Sword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) slashing or piercing damage.
Commander +1 Sword, three attacks, Attack +7  hit: 1d8+6.

Heavy Javelin. Ranged Weapon Attack: +5 to hit (+7 w leadership), range 20/60 ft., one target. Hit: 8 (1d10+3) piercing damage. Javelin pin breaks on impact, cannot be rethrown. If it hits a target's shield the shield is pinned and useless, STR check DC 15 to remove.

Leadership (3 uses, Recharges after a Short or Long Rest). As a Bonus action, the knight can grant Advantage to one Ally on his next attack. If the ally hits he does +1d8 damage.
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Nerathi Legionary Veteran
Armor Class 19 (splint & shield) Hit Points 58 (9d8 + 18) Speed 30 ft.
STR 16 (+3) DEX 13 (+1) CON 14 (+2) INT 10 (+0) WIS 11 (+0) CHA 10 (+0) Skills Athletics +5, Perception +2 Senses passive Perception 12
Languages Common
Challenge 4

Traits
Duelist, +2 damage with 1-handed melee weapon

Actions 
Multiattack. The veteran makes two sword attacks.

Sword. Melee Weapon Attack: +5 to hit (+7 w leadership), reach 5 ft., one target. Hit: 9 (1d8 + 5) slashing or piercing damage.

Heavy Javelin. Ranged Weapon Attack: +5 to hit (+7 w leadership), range 20/60 ft., one target. Hit: 8 (1d10+3) piercing damage. Javelin pin breaks on impact, cannot be rethrown. If it hits a target's shield the shield is pinned and useless, STR check DC 15 to remove.
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Risen Legionary Zombie
Medium undead, neutral
Armor Class 18 (chain mail, shield)
Hit Points 22 (3d8 + 9)
Speed 20 ft.
STR 14 (+2) DEX 6 (−2) CON 16 (+3) INT 6 (−2) WIS 6 (−2) CHA 5 (−3)
Saving Throws Wis +0
Damage Immunities poison
Condition Immunities poisoned
Senses darkvision 60 ft., passive Perception 8
Languages understands the languages it knew in life but can’t speak
Challenge 1 (200 XP)

Undead Fortitude. If damage reduces the zombie to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie falls prone and drops to 1 hit point instead.
Martial Advantage: Once per turn, the Risen Legionary can deal an extra 7 (2d6) damage to a creature it hits with a melee weapon attack if that creature is within 5 feet of an ally that isn’t incapacitated.

Actions
Longsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit: 6 (1d8 + 2) slashing or piercing damage.
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Risen '300' - Wight
Medium undead, neutral
Armor Class 18 (chain & shield)
Hit Points 45 (6d8 + 18)
Speed 30 ft.
STR DEX CON INT WIS CHA
STR 15 (+2) DEX 14 (+2) CON 16 (+3) INT 10 (+0) WIS 13 (+1) CHA 15 (+2)
Skills Perception +3, Stealth +4
Damage Resistances necrotic; bludgeoning, piercing, and slashing from nonmagical weapons that aren’t silvered
Damage Immunities poison
Condition Immunities exhaustion, poisoned
Senses darkvision 60 ft., passive Perception 13
Languages Common
Challenge 4

Duelist: +2 damage with 1-handed melee weapon.

Actions
Multiattack. The wight makes two longsword attacks.

Longsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit: 8 (1d8 + 4) slashing or piercing damage.

Nerathi Heavy Javelin (1): Ranged Attack: +4 to hit, 20'/60', one target. Hit: 7 (1d10+2) piercing damage. Javelin pin breaks on impact, cannot be rethrown. If it hits a target's shield the shield is pinned and useless, STR check DC 15 to remove.

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