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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)