Miscellaneous Chatter > RPG Discussion
Earwan Rules Hack for D&D
Cynical Cat:
Nonmen-most should be done up as individual NPCs, but we do see groups of nameless Erratics at a few points.
Ruined Wretch
Armor Class 11
Hitpoints 26 (4d8+8)
Speed 30ft
STR DEX CON INT WIS CHA
14 12 14 8 8 6
Actions
Grapple: +5, 5 foot reach, DC 15 to escape, 3hp damage
Improvised Weapon attack: +4, 5 foot reach 1d4+2 damage
Erratic: At disadvantage to any save versus confusion or misdirection effects.
Consult Enforcer
Armor Class 19 (Nimil)
Hitpoints 75 (10d8+30)
Speed 30ft
STR DEX CON INT WIS CHA
18 14 16 12 8 12
Actions
Multi attack: two sword attacks
Nimil Sword: reach 5 feet +10 to hit, d8+5 damage
Warrior Steeped in Violence: Any attack that hits by 5 or more is a critical, triple damage criticals
Erratic: At disadvantage to any saves to resist confusion or misdirection. If the Erratic has a Book, the Book will allow him a reroll for a failed confusion save (still at disadvantage).
Deranged Quya
Armor Class 15 (Nimil Chain shirt)
Hitpoints 79 (12d8+24)
Speed 30ft
STR DEX CON INT WIS CHA
14 12 14 20 12 12
Actions
Quya: Casts spells as a 14th level wizard, all spells count as if being cast using a spellslot one level higher
Nimil Sword: reach 5 feet +7to hit, d8+3 damage
Erratic: At disadvantage to any saves to resist confusion or misdirection. If the Erratic has a Book, the Book will allow him a reroll for a failed confusion save (still at disadvantage).
Unbalanced Warrior of the Tall
Armor Class 22 (Nimil Plate and Shield)
Hitpoints 165 (16d10+80)
Speed 30ft
STR DEX CON INT WIS CHA
24 12 20 12 8 12
Actions
Multi attack: two sword attacks
Nimil Sword: reach 10 feet +12to hit, 4d6+8 damage
Warrior Steeped in Violence: Any attack that hits by 5 or more is a critical, triple damage criticals
Erratic: At disadvantage to any saves to resist provocations to violence.
Knee that Bends:
This is super sick. Have to try it sometime!
Cynical Cat:
Skinspies:
Soulless Tool
Armor Class 13 without armor
Hitpoints 52 (8d8+16)
Speed 40ft
STR DEX CON INT WIS CHA
16 16 14 8 10 14
+3 Proficiency bonus on all attempts at deception. Can assume the form of any humanoid of similar size and skin colour. Dunyain can penetrate this disguise as will appropriate physical examination. Their mental limitations may also reveal their true nature as they are incapable of deep and complex thought and dominated by their instincts.
Actions
Multiattack: two attacks
Unarmed: hand strike +6 to hit, 5 foot reach, 1d4+3
Profane Packmaster
Armor Class 14 without armor
Hitpoints 75 (10d8+30)
Speed 40ft
STR DEX CON INT WIS CHA
18 18 16 8 12 14
+4 Proficiency bonus on all attempts at deception. Can assume the form of any humanoid of similar size and skin colour. Dunyain can penetrate this disguise as will appropriate physical examination. Their mental limitations may also reveal their true nature as they are incapable of deep and complex thought and dominated by their instincts.
Actions
Multiattack: two attacks
Unarmed: hand strike +8 to hit, 5 foot reach, 1d4+4
Ciphrang
Denizen of the Pit
Large Outsider
Armor Class 17 (armoured hide and dex)
Hitpoints 85 (10d10+30)
Speed 30ft, 50 ft flying
STR DEX CON INT WIS CHA
20 12 16 14 14 12
Actions
Multi attack: 2 clawed fist attacks as a single attack
Clawed fist: +8 to hit, 1d8+5 damage, piercing or bashing which is more favorable, hell yes it's magical
Powers:
Drawn from Hell: As a creature of the Outside, it takes half damage from mundane weapons
Bound by Sorcery: As the Ciphrang is tied to the mortal world by sorcery, it is as vulnerable to Chorae as sorcerers are (unless you are unfortunate enough to encounter one in the Outside or a topos). Their hellish powers do not count as sorcery.
A Ciphrang will possess several (or all if it is fearsome enough) terrible powers. Greater Ciphrang may possess more potent versions of these abilities. The Ciphrang has a limited number of uses of these powers, but especially in the case of greater Ciphrang the number may be more than large enough to slaughter a larger number of heroes. A partial list is as follows.
Infernal Aura: All beings within 10 feet take 2d6 points of fire damage every round.
Soul Rip: Counts as a 4th level spell for ward purposes. 30 foot range. DC 14 Wisdom Save to negate. Inflicts 8d8 psychic damage.
Ravening Wolves. Affects two targets within 60 feet. Counts as a 3rd level spell for ward purposes. What appears to be streams of voracious wolves fly at the targets and savage them. DC 13 Dex save for half damage. 6d6 Force damage.
Cloud of Flies: 100 foot range. 10 foot by 10 foot cloud. Counts as a 3rd level spell for ward purposes. DC 12 Constitution save for half damage. Inflicts 6d6 Necrotic damage.
Wilshire:
--- Quote from: nicodante on September 02, 2017, 06:24:31 am ---Great stuff :) hoping to run a game this month or next - might try to record it
Sent from my iPhone using Tapatalk
--- End quote ---
Please do.
TaoHorror:
Cat! Nico! How has this played out? Impressive stuff here, Cat - I want to play too! Not sure how advance the capabilities for playing D&D online with each other, but let me know how this played out.
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