Wednesday, 1 May 2019

XVARTS

using the sidekicks ua and xvart warlock together...

ok, so the queen of these xvarts is a xvart warlock named MAJAR the UNBLINKING as in Volo's Guide with few changes, she has boots of striding and springing, a rod of the pact keeper +1 and a shield +1
35hp, ac18 with a +1 shield

 but her champion is this guy...

STRITTEN BLAXT (XVART BATRIDER HEXCASTER)
hp 10d6+10 (70hp)
a xvart warlock with 5 levels of spellcaster (cleric)
that replaces its 'spellcasting' trait
but he still has innate spellcasting which is detect magic and mage armor at will, so we'll keep him in no armor. (AC15)

xvarts have the thing where they can communicate with rats and bats, and with giant bats and rats. so i would put this guy on a giant bat mount and have him oversee fighters on the ground...

(there are like 400 xvarts in this stack, not includign the ones outlined here.)

that gives him a range of 60ft. and the bat also makes its bite attack which adds another (+4/d6+2) damage. i would let him use the xvart disengage and shove proficiency for the bat. so advantage on shoves if theres an ally in 5ft of the target. then he uses his whole move to shove and disengage, making no attacks.

give him a shortbow, so its...
(+4/d6+2) either with the bow or the scimitar ... and flavor him a sort of branding iron thing instead of a scimitar, that does burning damage.

so ill give him... does a melee attack, which is also casting a touch spell with the branding iron, the bat makes a bite attack, and disengage in the same turn.

stealth +3
give him wisdom 16 (+3) and constitution 14 (+2)
wisdom based casting (+6/ DC14)
wisdom saving throw (+6)

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three cleric cantrips (thaumaturgy, guidance, resistance)
1st level spells (bane, guiding bolt, cure wounds)
2nd level spells (lesser restoration, blindness/deafness)
3rd level spell (bestow curse)

so buffs and debuffs, some touch spells, some healing.

on a short rest, recovers 5 points of spell slots.

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REXVOLT, JARN and YESRA, XVART BATRIDERs
so i'll give him some level 3 lieutenants. these guys can be based on regular xvarts rather than warlocks.. with 16 dex, so ac14(leather armor) and 30 hit points each. im giving them three levels of warrior.

proficiency (+2) in athletics, acrobatics, and animal handling

theyre also bat riders, basically to confuse which guy is the spellcaster. stritten goes into stealth, these guys pop out. so they also do the disengage and shove while on bats. im picturing a lot of narrow platforms over pits in this cave.

so shove is a str-athletics check opposed by the targets dex-acrobatics check. so these guys are the best at the shove thing, having advantage +2 if an ally is adjacent to the target. the shove knocks you prone or

they make an attack or a bat attack, not both, and theres generally no reason to use the bat's bite rather than shove or arrows.

 they make bow attacks and scimitar attacks at (+5/d6+3) and also make bat bite attacks at (+4/d6+2)
they also crit on a 19 and have advantage on dex saves they can see.

then some roguey ones on the ground...

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SALM, JISBIT, SILSBY and CLAX, XVART WHISPERERs - these ones are (level 2 expert) speakers, so they speak either common or goblin. call them 15 hp.

proficiency acrobatics, slight of hand, stealth, insight, survival, with expertise in insight and survival.

they do net attacks (+4, 10 feet) or mallet attacks (+4/d6+4)... but nonlethal. but can disengage, dash or hide as a bonus action. these guys automatically crit against a foe on the ground.

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okay, so the theme with these guys is theyre noble avatar smurf types who are just trying to maintain their secret homeland, but the place is also a beholder lair or such (who they sort of believe is an avatar of their god, the NIGHT HUNTER) and the beholder guy is starting to pull planar terrors into the world....

so they will prefer to scare off adventurers rather than kill them, the idea is to rough them up, dump them out of the dungeon and make it so that they dont come back. I think if they tpk the party, they will take 1 eye and dump the party outside.

treasure.... majar would have a bunch of gold jewelry covered in moonstones, 2000 gold worth. a +1 rod of the pact keeper. a +1 shield. and a boots of striding and springing.

TWINZEL AND DANGDELON

4es martial power has this strength rogue build which seems built for the bugbear, and also somewhere theres a feat that lets a drow fight with a crossbow and a melee weapon at no penalty, and these are pretty killer dnd guys but hard to reproduce in 5e...

im trying to convert these dudes from a document where they are halfbaked 4e pcs to be 5e monsters… because thats probably more useful…

when i was making these i wanted to make two dudes who would fight well together, a two dudes...
both have, leather and no shield, is AC15. they each have maybe like... 50 hit points? they are each level 7 dudes so maybe like a CR5 encounter if you fight them together. whatever that is.

both fight in melee and with a crossbow in one hand and a melee weapon in the other.

TWINZEL, a bugbear rogue...
dex 16 (+3)
int 16
str 16
cha 13 (+1)
con 10 (+0)
wis 8  (-1)

skills: stealth +9, thieves tools +6, intimidate +4, deception +3, insight +3
initiative: +3.

TWINZEL fights with a light crossbow (+5,d8+3) in one hand and an oversize mace (+5, d10+5) in the other. after attacking, he can shift 3 spaces and hide as a free action, even on a miss. he grants opportunity attacks when he attacks with the crossbow in melee (as usual) - DANGDELON does not. TWINZEL and DANGDELON each know the secret crossbow art that lets you reload a crossbow with one hand, and as a free action.

SNEAK ATTACK: +3d8 damage to one target he hits per round, that he can sneak attack. (5e monsters can't sneak attack when they have disadvantage to hit, and they need to either have advantage to hit or have an ally in 5 feet of the target, in order to sneak attack. TWINZEL often attacks from hidden, and DANGDELON is often within 5ft of enemies, so TWINZEL will likely be able to sneak attack on any given round. If attacking with the mace, he can sneak attack two targets per round.)

SURPRISE ATTACK: (bugbear) a further +2d6 damage if you surprise a creature in the first round of combat.

MACE: +5 to hit. reach 10ft. d10+5 damage, and the target is RATTLED (has -2 to hit). after attacking, he can shift 3 spaces and hide as a free action, even on a miss.

MULTIATTACK: if TWINZEL has two targets he can sneak attack with his mace, then he can use the mace to make one attack on each target, RATTLING both targets and sneak attacking both if he hits them. after attacking, he can shift 3 spaces and hide as a free action.

DIRE OPPORTUNITY: (using the reaction) when you hit with an opportunity attack with the mace against a RATTLED target, knock the target prone. and it is RATTLED again.

BAT ASIDE: 1/short rest, make a mace attack against one target. on a hit, the target takes 3d10+3 damage. slide the target up to 5 squares to be adjacent to one of its allies. that target and all its adjacent allies are knocked prone and RATTLED. after attacking, TWINZEL can shift 3 spaces and hide as a free action, even on a miss.

CROSSBOW: +5 to hit. 30/120 feet. d8+3 damage plus 3d8 sneak attack damage. after attacking, he can shift 3 spaces and hide as a free action, even on a miss.

BLINDING CROSSBOW BARRAGE: 1/short rest, hits each enemy target in a 15ft cube adjacent to TWINZEL. each target makes a dex save (dc14) - if they fail the save they take 2d8+3 damage and are blinded, if they succeed they take half damage and are not blinded. after attacking, he can shift 3 spaces and hide as a free action, even on a miss.

BRUTAL CUNNING: TWINZEL had advantage on deception and insight checks.


and DANGDELON, a drow barbarian/ranger...
str 16 (+3)
dex 16
cha 14 (+2)
con 14
wis 10 (+0)
int 10

skills: stealth +6, athletics +6, acrobatics +6, persuasion +5, intimidation +5, survival +3
initiative: +7.

DANGDELON fights in one of two modes:
two picks: with a war pick (+6,d6+3) in each hand.
crossbow and pick: with a hand crossbow (+6,d6+3) and war pick (+6,d6+3). (this is his normal style.)
and he can swap between these modes as a free action.

RAMPAGE: when DANGDELON crits on or reduces an enemy to 0 with with an attack, he can shift 3 spaces and make a melee attack as a free action. and each enemy standing within 20 feet of DANGDELON is UNSETTLED (attack rolls against that target's AC are granted a bonus +2 to hit) until the end of DANGDELON's next turn. Each target can be UNSETTLED more than once, and they stack.

and he also gets the ranger's sneak attack...
HUNTER'S QUARRY: (using the bonus action) mark the closest enemy as your hunters quarry.. deal +2d6 damage on one attack on this target, once/round. DANGDELON has advantage on survival rolls to track his quarry, and wisdom checks to learn about his quarry.

PICK: +6 to hit, d6+3 damage. DANGDELON's pick attacks crit on a 19. and any target he hits with a war pick, is UNSETTLED: attack rolls against that target's AC are given a bonus +2 to hit until the end of DANGDELON's next turn. Each target can be UNSETTLED more than once, and they stack.

CROSSBOW: +6 to hit, d6+3. DANGDELON never grants opportunity attacks when attacking with a crossbow, and can reload the crossbow one-handed and as a free action.

MULTIATTACK: DANGDELON makes two attacks, either 2 pick attacks or 2 crossbow attacks, or one of each.

RAPID SHOT: make a crossbow attack against each creature in or adjacent to a given square that the weapon can reach. these attacks all take -2 to hit.

CRUCIAL ADVICE: 3/short rest (as a reaction) DANGDELON grants a creature within short range, other than himself, advantage on a skill check that uses a skill he is trained in.

and he has the drow stuff:
drow spells: dancing lights as a cantrip. faerie fire 1/long rest. darkness 1/long rest. he'd use faerie fire on or before the first round of a combat, and darkness when he wants to escape.
Superior Darkvision: Your darkvision has a range of 120 feet, instead of 60.
Sunlight Sensitivity: You have disadvantage on attack rolls and Wisdom (Perception) checks that rely on sight when you, the target of the attack, or whatever you are trying to perceive is in direct sunlight.