(NSFW - Page 3/topless pics)

Saturday, 17 October 2020

Asar Kessell, Armoured Wight

 

Wight

Medium undead, neutral evil
    • Armor Class 20 (+1 half plate & shield)
    • Hit Points 45 (6d8+18)
    • Speed 30 ft.
STR
15 (+2)
 
DEX
14 (+2)
 
CON
16 (+3)
 
INT
10 (+0)
 
WIS
13 (+1)
 
CHA
15 (+2)
    • Skills Perception +3, Stealth +4
    • Damage Resistance necrotic; Bludgeoning, Piercing, and Slashing From Nonmagical Attacks That Aren't Silvered
    • Damage Immunities poison
    • Condition Immunities exhaustion, poisoned
    • Senses Darkvision 60 Ft., passive Perception 13
    • Languages The Languages It Knew In Life
    • Challenge 4 (1100 XP)
    • Sunlight Sensitivity. While in sunlight, the wight has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

Actions


    • Multiattack. The wight makes two +1 longsword attacks. It can use its Life Drain in place of one longsword attack.
    • Life Drain. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: (1d6 + 2) necrotic damage. The target must succeed on a DC 13 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. A humanoid slain by this attack rises 24 hours later as a zombie under the wight's control, unless the humanoid is restored to life or its body is destroyed. The wight can have no more than twelve zombies under its control at one time
    • +1 Nar Longsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: (1d8 + 3) slashing damage.

Saturday, 10 October 2020

Crypt Shadow

 

Crypt Shadow

Medium undead, chaotic evil
  • Armor Class 12
  • Hit Points 16 (3d8+3)
  • Speed 40 ft.
STR
6 (-2)
 
DEX
14 (+2)
 
CON
13 (+1)
 
INT
6 (-2)
 
WIS
10 (+0)
 
CHA
8 (-1)
  • Skills Stealth +4 or +6
  • Vulnerabilities Radiant. 
  • Damage Resistance  Fire, Lightning
  • Damage Immunities Necrotic, Poison, Acid, Cold. 
  • 1/4 damage: Thunder; Bludgeoning, Piercing, and Slashing From Nonmagical Attacks
  • Condition Immunities Exhaustion, Frightened, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained
  • Senses Darkvision 60 Ft., passive Perception 10
  • Challenge 1 (200 XP)
  • Amorphous. The shadow can move through a space as narrow as 1 inch wide without squeezing.
  • Shadow Stealth. While in dim light or darkness, the shadow can take the Hide action as a bonus action. Its stealth bonus is also improved to +6.
  • Sunlight Weakness. While in sunlight, the shadow has disadvantage on attack rolls, ability checks, and saving throws. Takes 5 damage at start of turn when in direct sunlight.

Actions


  • Strength Drain. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: (2d6 + 2) necrotic damage. The target's strength score is reduced by 1d4 The target dies if this reduces its Strength to 0. Otherwise, the reduction lasts until the target finishes a short or long rest. If a noa humanoid dies from this attack, a new shadow rises from the corpse 1 hour later.

Thursday, 8 October 2020

Infected Zombie

 Zombie, Infected

Medium undead, neutral evil
  • Armor Class 8
  • Hit Points 22 (3d8+9)
  • Speed 20 ft.
STR
14 (+2)
 
DEX
6 (-2)
 
CON
16 (+3)
 
INT
3 (-4)
 
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 All Languages It Spoke In Life But Can't Speak
  • Challenge 1/2 (100 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 drops to 1 hit point instead.
  • Spore Death (Disease). When the zombie is reduced to 0 hp and doesn’t survive with its Undead Fortitude, it explodes in a cloud of spores. Each creature within 5 feet of the zombie must succeed on a DC 11 CON save or take 5 Necrotic damage and become Diseased with azure mould, their maximum hp are reduced to 0 hp at the start of each day until cured or reduced to 0 max hp. At 0 hp they die and rise after 24 hours as an Infected Zombie.

Actions


  • Slam. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: (1d6 + 2) bludgeoning damage.

Skeletal Knight

 

Skeletal Knight

Medium undead, neutral evil
    • Armor Class 16 (armour)
    • Hit Points 26 (4 hd d8+2)
    • Speed 30 ft.
STR
15 (+2)
 
DEX
14 (+2)
 
CON
15 (+2)
 
INT
10 (+0)
 
WIS
13 (+1)
 
CHA
15 (+2)
    • Skills Perception +3, Stealth +4
    • Damage Resistance necrotic
    • Damage Immunities poison
    • Condition Immunities exhaustion, poisoned
    • Senses Darkvision 60 Ft., passive Perception 13
    • Languages The Languages It Knew In Life
    • Challenge 1 (200 XP)
    • Sunlight Sensitivity. While in sunlight, the skeletal knight has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

Actions


    • Multiattack. The knight makes two longsword attacks. 
    • Longsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: (1d10 + 2) slashing damage. two handed

Tuesday, 6 October 2020

Faerun Adventures XP

Experience: Experience is awarded to surviving PCs at end of session. Initial campaign Scope is Tier I, Levels 1-4. PCs can reach 2nd level with 300 XP, 3rd level with 900 XP (+600), 4th level with 2700 XP (+1800). Training is needed for advancement - see below.

Low Level XP awards (per PC)
Easy Achievement: 10 XP (Challenge 0)
Minor Achievement: 25 XP (Challenge 1/8)
Moderate Achievement: 50 XP (Challenge 1/4)
Major Achievement: 100 XP (Challenge 1/2)
Very Hard Achievement: 200 XP (Challenge 1)
Exceptional Achievement: 450 XP (Challenge 2)

XP awards tend to increase over time, as the scale of achievements increase.
Acquiring significant Treasure is usually worth some XP, as is rescuing prisoners, infiltrating a guarded keep, exploring a cavern network, etc. A typical session award for non-combat achievements might be 25 XP per PC at level 1, rising to 100 XP per PC at level 4.

Monster XP
XP for defeating monsters is divided between all characters who took part. 
Example: 4 PCs defeat an Ogre, a powerful foe (Challenge 2, 450 XP). Each PC receives 450/4=112 XP. If a single PC had defeated the Ogre, this would be an exceptional achievement, worth 450 XP.

XP for high level monsters - these normally take a team of experienced adventurers to defeat.
TIER I
CR 3 700 XP - eg Manticore, Hook Horror, Yeti, Minotaur, Wight
CR 4 1,100 XP - eg Ettin, Red Dragon Wyrmling, Shadow Demon
TIER II
CR 5 1,800 - eg Troll, Hill Giant, Wraith, Gorgon, Flesh Golem, Elemental
CR 6 2,300 - eg Chimera, Wyvern, Young White Dragon, Vrock Demon
CR 7 2,900 - eg Stone Giant, Young Black Dragon
CR 8 3,900 - eg Frost Giant, Hezrou Demon, Young Green Dragon
CR 9 5,000 - eg Fire Giant, Glabrezu Demon, Young Blue Dragon
CR 10 5,900 - eg Stone Golem, Young Red Dragon

Advancement

Level Tiers
1-4: Novice or Local Hero
5-10: Hero
11-16: Paragon Hero
17-20: Epic Hero

Level   XP Needed > Estimated Typical Session Award > Sessions to Level
TIER 1
1                   0                     >  50 > 6
2               300 (+300)         > 100 > 6
3               900 (+600)         > 150 > 12
4             2,700 (+1,800)     > 250 > 15.2
TIER 2
5             6,500 (+3,800)    > 500 > 15
6           14,000 (+7,500)    > 600 > 15
7           23,000 (+9,000)    > 750 > 14.66
8           34,000 (+11,000)  > 900 > 15.55         
9           48,000 (+14,000)  > 1100 > 14.54
10         64,000 (+16,000)  > 1200 > 17.5            
TIER 3
11*         85,000 (+21,000)

Wednesday, 30 September 2020

The Sisters of St Cecilia (Nuns)

 Nun of St Cecilia

  • Armor Class 10
  • Hit Points 6 (1d8)
  • Speed 30 ft.
STR
6 (-2)
 
DEX
10 (+0)
 
CON
10 (+0)
 
INT
10 (+0)
 
WIS
12 (+1)
 
CHA
13 (+1)
  • Skills Medicine +4, Religion +2
  • Senses passive Perception 12
  • Languages Common
  • Challenge 0 (10 XP)
  • Spellcasting. The nun is a 1st-level spellcaster. Her spellcasting ability is Wisdom (spell save DC 11, +3 to hit with spell attacks). She has following cleric spells prepared:

    • Cantrips (at will): mending, spare the dying
    • 1st level (2 slots): cure wounds (d8+2), purify food & drink
Sister Cecily




Sister Praetoria 

CR 1/2 (100 XP) PB +2  HD 3d8+3 HP 16
AC 15 (chain shirt) speed 30'
ST +1 DE +2 CON +1 IN +1 WI +1 CH +2
Skills: Religion +3, Insight +3, Persuasion +4
Passive Perception 11

Battle Sister Praetoria, friend of Mirabelle Cumin

wpn: Halberd ATT +3 2h dam 1d10+1 reach 10'

wpn: 2 shortswords (attack & bonus attack) ATT +4 dam 1d6+2 & 1d6

The Battle Nun is a 1st level spellcaster. Save DC 11, Attack Bonus +3
Cantrips (at will): light, sacred flame (rng 60', sv DEX, 1d8 radiant), thaumaturgy.
1st level (3 slots): shield of faith (BA, 60', conc, +2 AC), healing word (BA, 60', d4+1), cure wounds (d8+1)


Sister Bronda 


Battle Sister Bronda, former tormentor of Mirabelle Cumin

CR 1/2 (100 XP) PB +2  HD 3d8+6 HP 19
AC 14 (chain shirt) speed 30'
ST +2 (15) DE +1 (13) CON +2 (14) IN +1 (12) WI +1 (12) CH +1 (13)
Skills: Religion +3, Insight +3, Persuasion +3
Passive Perception 11
wpn: Halberd ATT +4 2h dam 1d10+2 reach 10'
The Battle Nun is a 1st level spellcaster. Save DC 11, Attack Bonus +3
Cantrips (at will): light, sacred flame (rng 60', sv DEX, 1d8 radiant), thaumaturgy.
1st level (3 slots): shield of faith (BA, conc, rng 60', target +2 AC), healing word (d4+1), cure wounds (d8+1)

Sister Wendy 


Battle Sister Wendy 

CR 1/2 (100 XP) PB +2  HD 4d8+4 HP 22
AC 14 (chain shirt)>16 (shield of faith) speed 30'
ST +1 DE +1 CON +1 IN +1 WI +2 CH +1
Skills: Religion +3, Insight +3, Persuasion +3
Passive Perception 11
wpn: Halberd ATT +3 2h dam 1d10+1 reach 10'
The Battle Nun is a 1st level spellcaster. Save DC 12, Attack Bonus +4
Cantrips (at will): light, sacred flame (rng 60', sv DEX, 1d8 radiant), thaumaturgy.
1st level (3 slots): shield of faith (BA, conc, +2 AC), healing word (d4+2), cure wounds (d8+2)


Abbess Mara Alotius 

Abbess Mara, Priestess

Medium humanoid (half elf), lawful good
    • Armor Class 10 
    • Hit Points 27 (5d8+5)
    • Speed 30 ft .
STR
8 (-2)
 
DEX
11 (+0)
 
CON
12 (+1)
 
INT
13 (+1)
 
WIS
16 (+3)
 
CHA
14 (+2)
    • Skills Medicine +7, Persuasion +4, Religion +3, History +3, Athletics +0
    • Senses passive Perception 13
    • Languages Common, Elvish, Gnomic
    • Challenge 2 (450 XP)
    • Divine Eminence. As a bonus action, the priest can expend a spell slot to cause its melee weapon attacks to magically deal an extra 10 (3d6) radiant damage to a target on a hit. This benefit lasts until the end of the turn. If the priest expends a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each level above 1st.
    • Spellcasting. The priest is a 5th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). The priest has the following cleric spells prepared:

      • Cantrips (at will): light, sacred flame, thaumaturgy
      • 1st level (4 slots): cure wounds, healing word, ceremony
      • 2nd level (3 slots): lesser restoration, hold person, aid
      • 3rd level (2 slots):  spirit guardians (angels of Ilmater)

Actions


    • Staff. Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: (1d8-1) bludgeoning damage.


Darkvision: Thanks to your elf blood, you have superior vision in dark and dim Conditions. You can see in dim light within 60 feet of you as if it were bright light, and in Darkness as if it were dim light. You can’t discern color in Darkness, only Shades of Gray.

Fey Ancestry: You have advantage on Saving Throws against being Charmed, and magic can’t put you to sleep.

Skill Versatility: You gain proficiency in two Skills of your choice.

Languages: You can speak, read, and write Common, Elvish, and one extra language of your choice.

Prior Mordrin, Moravin Friar

 


PRIOR MORDRIN

Medium human
  • Armor Class 10 (unarmoured) or 20 (Plate & Shield))
  • Hit Points 32 (5d8+10)
  • Speed 30 ft.
STR
16 (+3)
 
DEX
10 (+0)
 
CON
14 (+2)
 
INT
12 (+1)
 
WIS
16 (+3)
 
CHA
12 (+1)
  • Skills Medicine +5, Persuasion +3, Religion +3 History +3
  • Senses passive Perception 13
  • Challenge 3 (700 XP)
  • Divine Eminence. As a bonus action, the priest can expend a spell slot to cause its next melee weapon attack to magically deal an extra 10 (3d6) radiant damage to a target on a hit. This benefit lasts until the end of the turn. If the priest expends a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each level above 1st.
  • Spellcasting. The priest is a 5th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). The priest has the following cleric spells prepared:

    • Cantrips (at will): light, sacred flame, thaumaturgy
    • 1st level (4 slots): cure wounds, sanctuary
    • 2nd level (3 slots): lesser restoration, aid (+5 hp to three targets for 8 hours, +10 hp at level 3), spiritual weapon (Sword of Sollars, ATT +5/d8+2)
    • 3rd level (2 slots): dispel magic, spirit guardians (WIS DC 13, 3d8 radiant/save half)

Actions


  • Longsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: (1d8+3) slashing damage, +3d6 radiant with Divine Eminence.
  • Unarmed ATT +5 dam: 4 (+3d6 with divine eminence)

Aid

2 abjuration
  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V S M (A tiny strip of white cloth)
  • Duration: 8 hours
  • Classes: Cleric, Paladin
  • Your spell bolsters your allies with toughness and resolve. Choose up to three creatures within range. Each target’s hit point maximum and current hit points increase by 5 for the duration.
  • At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, a target’s hit points increase by an additional 5 for each slot level above 2nd.

Spirit Guardians

3 conjuration
  • Casting Time: 1 action
  • Range: Self (15-foot radius)
  • Components: V S M (A holy symbol)
  • Duration: Concentration, Up to 10 minutes
  • Classes: Cleric
  • You call forth spirits to protect you. They flit around you to a distance of 15 feet for the duration. If you are good or neutral, their spectral form appears angelic or fey (your choice). If you are evil, they appear fiendish. When you cast this spell, you can designate any number of creatures you can see to be unaffected by it. An affected creature’s speed is halved in the area, and when the creature enters the area for the first time on a turn or starts its turn there, it must make a Wisdom saving throw. On a failed save, the creature takes 3d8 radiant damage (if you are good or neutral) or 3d8 necrotic damage (if you are evil). On a successful save, the creature takes half as much damage.
  • At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd.

        5e Victoria of the Golden Cup, RIP



        Armor Class 20 (plate mail, shield)

        Hit Points 36 (Hit Dice 4, d10+2)

        Longsword. Melee Weapon Attack: +5 (+8 when Sacred Weapon) to hit, reach 5 ft., one target.

        Hit: 1d8 + 5 slashing damage. +2d8 Radiant if Smite (3 spell slots; 3d8 vs undead)

        Javelin. Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 30/120 ft.,

        one target. Hit: 1d6 + 3 piercing damage.

        XP 2700 (maxed)

        Speed 30 ft.

        STR 16 (+3) DEX 10 (0) CON 14 (+2) INT 10 (0) WIS 14 (+2) CHA 16 (+3)

        Proficiencies (+2 proficiency bonus)

        Saving Throws Wis +4, Cha +5

        Skills History +3, Medicine +4, Persuasion +5, Religion +3

        Fighting Style: Duelist, +2 damage 1hw

        Tools dragonchess set

        Armor all armor, shields

        Weapons simple weapons,

        martial weapons

        Immunities disease

        Senses passive (Perception) 12

        Languages Common, Dwarvish, Elvish

        Actions

        Attack. You can attack once when you take this action, using the following:

        +0 Shining Longsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.

        Hit: 1d8 + 5 slashing damage. Javelin. Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 30/120 ft.,

        one target. Hit: 1d6 + 3 piercing damage.

        Divine Sense. Paladin feature

        Lay on Hands. Paladin feature

        Sacred Weapon. Paladin feature

        Spellcasting. Paladin feature

        Turn the Unholy. Paladin feature

        Options

        Divine Smite. Paladin feature

        Reactions

        Protection. Paladin feature

        Divine Sense (4; Recharges after a

        Long Rest). As an action, you can open

        your awareness to sense strong evil and

        powerful good. Until the end of your

        next turn, you know the location of any

        celestial, fiend, or undead within 60

        feet of you that is not behind total cover.

        You know the type of any being whose

        presence you sense, but not its identity.

        Within the same radius, you also detect

        the presence of any place or object that

        has been consecrated or desecrated, as

        with the hallow spell.

        You can use this feature a

        number of times equal to 1 + your

        Charisma modifier (4)

        Divine Smite. When you hit a creature

        with a melee weapon attack, you can

        expend one paladin spell slot to deal an

        extra 2d8 radiant damage to the target

        (3d8 radiant damage if it is an undead

        or a fiend).

        Lay on Hands. You have a pool of healing

        power, with which you can restore up to

        20 hit points. This pool replenishes after

        you finish a long rest.

        As an action, you can touch a creature

        and draw power from the pool to restore

        a number of hit points to that creature,

        up to the maximum amount remaining

        in your pool.

        Alternatively, you can expend 5 hit

        points from your pool of healing to cure

        the target of one disease or neutralize

        one poison affecting it. You can cure

        multiple diseases and neutralize multiple

        poisons with a single use of Lay on

        Hands, expending hit points separately

        for each one.

        This feature has no effect on undead

        and constructs.

        Channel Divinity (Recharges after a

        Short or Long Rest). You can use one of

        the following options.

        Sacred Weapon. As an action, you can

        imbue one weapon that you are holding

        with positive energy. For 1 minute, you

        add a +3 bonus to attack rolls made with

        that weapon. The weapon also emits

        bright light in a 20-foot radius and dim

        light 10 feet beyond that. If the weapon is

        not already magical, it becomes magical

        for the duration.

        You can end this effect on your turn

        as part of any other action. If you are no

        longer holding or carrying this weapon,

        or if you fall unconscious, this effect ends.

        Turn the Unholy. As an action, you

        present your holy symbol and speak a

        prayer censuring fiends and undead.

        Each fiend or undead that can see or hear

        you within 30 feet of you must make a DC

        13 Wisdom saving throw. If the creature

        fails its saving throw, it is turned for 1

        minute or until it takes damage.

        A turned creature must spend its turns

        trying to move as far away from you as it

        can, and it can’t willingly move to a space

        within 30 feet of you. 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.


        Spellcasting. Charisma is your

        spellcasting ability for your paladin

        spells. You use your Charisma whenever

        a spell refers to your spellcasting ability.

        To cast a spell, you must expend a slot

        of the spell’s level or higher. You regain

        all expended spell slots when you finish

        a long rest.

        Spell save DC: 13

        Spell attack modifier: +5

        Spells Prepared:

        1st level (3 slots): command , compelled duel,

        cure wounds (d8+3), protection from evil and good,

        sanctuary, searing smite

        Equipment

        +0 Shining Longsword (serves as a focus for paladin spells), javelins (4),plate mail, shield, explorer’s pack, bell, dragonchess set, engraved tankard, signet ring, sealing wax, scroll of pedigree, holy symbol, fine clothes, traveler’s clothes, perfume, soap, (2), waterskin with fine wine, healer’s kit, holy water, belt pouch.


        Paladin 4

        “No thanks are necessary. I am but a humble servant of the gods.”

        Position of Privilege. Thanks to your noble birth, people are inclined to think the best of you. You are welcome in

        high society, and people assume you have the right to be wherever you are. The common folk make every effort

        to accommodate you and avoid your displeasure, and other people of high birth treat you as a member of the

        same social sphere. You can secure an audience with a local noble if you need to.

        Faction: Knight of the Golden Cup 

        Personality Trait. You are convinced that the common folk love you for your kindness and generosity.

        Ideal. It is your duty to protect and care for those beneath you.

        Bond. Your loyalty to your nation is unswerving.

        Flaw. You have a secret desire for carnal pleasures.


        1st-level enchantment

        Casting Time: 1 bonus action
        Range: 30 feet
        Components: V
        Duration: Concentration, up to 1 minute

        You attempt to compel a creature into a duel. One creature that you can see within range must make a Wisdom saving throw. On a failed save, the creature is drawn to you, compelled by your divine demand. For the duration, it has disadvantage on attack rolls against creatures other than you, and must make a Wisdom saving throw each time it attempts to move to a space that is more than 30 feet away from you; if it succeeds on this saving throw, this spell doesn’t restrict the target’s movement for that turn.

        The spell ends if you attack any other creature, if you cast a spell that targets a hostile creature other than the target, if a creature friendly to you damages the target or casts a harmful spell on it, or if you end your turn more than 30 feet away from the target.

        Spell Lists. Paladin


        1st-level evocation

        Casting Time: 1 bonus action
        Range: Self
        Components: V
        Duration: Concentration, up to 1 minute

        The next time you hit a creature with a melee weapon attack during the spell’s duration, your weapon flares with white-hot intensity, and the attack deals an extra 1d6 fire damage to the target and causes the target to ignite in flames.

        At the start of each of its turns until the spell ends, the target must make a Constitution saving throw. On a failed save, it takes 1d6 fire damage. On a successful save, the spells ends. If the target or a creature within 5 feet of it uses an action to put out the flames, or if some other effect douses the flames (such as the target being submerged in water), the spell ends.

        At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the initial extra damage dealt by the attack increases by 1d6 for each slot.

        Spell Lists. Paladin