Showing posts with label Eave. Show all posts
Showing posts with label Eave. Show all posts

Thursday, September 15, 2016

Kyardal Wynterbear for DnD 5e



Born of frost and ice, Kyardal is a tall and imposing woman.  She stands at eight-four and has pale skin tinged with blue.  Her hair is long and unruly and as white as the snow that she walks on.  Her eyes are a pale blue that is set within a scar that runs down over her left eye and down her face where a second starts below her eye.  She is half frost giant, though crossing a giant with a human is too hard to contemplate.  Her mother died in childbirth and she was raised by her widowed aunt and cousin.  She lives in a permanent village of Clan Ice Bear, Kyrheim, in the ruins of small keep.  The only thing that still stands is the shell of a tower that overlooks Kyrheim.  There her aunt Vecca runs the only shop in Kyrheim that sells sundry goods, food and furs as well as a few weapons and armor.  Kyardal is a skilled hunter and she can be seen dropping off at her aunt's place piles of furs, skins and meat that she has caught when they are in season.  Kyardal technically the last of Wynterbear tribe.  The Wynterbears were long regarded as mighty warriors.  She stands head and shoulders above and is a powerful warrior, one of the best that the Ice Bear have, but because she is a woman, she is looked down upon.  No one in the village however messes with her or her aunt as her wrath can be terrible.

Because of her heritage she is immune to the cold and can be seen wandering in clothing that would freeze normal people. She commonly wields a sword commissioned by her Vecca when she became fourteen and already as taller than any man and more powerful.  She has other weapons that include a huge spear, a massive battle axe and a great bow.  Her tower that she has partially rebuilt contains the treasures and trophies of countless battles within and out of her Clan.  Because she is a woman, as well as a great warrior, her life has become lonely.  Hani, her cousin and Vecca are is the only one who knows how lonely and does what she can.

Kyardal Wynterbear of Clan Ice Bear
Large Humanoid (Human, Giant)
Armor Class 18 (dex, con and shield)
Hit Points 140 (12d12+48)
Speed 40'

Str 21 (+5)  Dex 15 (+2)  Con 19 (+4)  Int 11 (+0)  Wis 14 (+2)  Cha 15 (+2)

Skills Athletics +8, Intimidation +8, Perception +5, Survival +5
Saving Throws Strength +8, Constitution +7
Damage Immunity Cold
Damage Resistance All damage save Psychic damage
Senses Perception +5
Languages Common, Orcish, V'tar
Challenge Rating 6

Reckless. At the start of its turn, she can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against her have advantage until the start of its next turn.
Unarmed Defense.  While she is not wearing any armor, her Armor Class equals 10 + your Dexterity modifier + your Constitution modifier.  She can use a shield and still gain this benefit.

Actions
Multi-attack.  Make two attacks with her weapons
Large +1 SwordMelee Weapon Attack: +9 to hit, reach 5', one target.  Hit: 13 (2d8+6) points of slashing damage.  17 (2d10+6) points of slashing damage if used two handed.

Large Long BowRanged Weapon Attack: +5 to hit, range 150/600 ft., one target. Hit: 9 (2d8 + 2) piercing damage 


Notes
  • Her damage resistance is due to following the Bear Totem.
  • She came about do to an RP online.  I liked the character so much, so it wasnt really much of a bother to set her as a V'tar and I made her part of the Lodge of the Ice Bear.  
  • It was strange how the last of the Wynterbears died.  It was a frost giant raid that basically ended them and she has developed an acute hatred for the them.  Whenever the snows howl deep, she is often seen on watch for the giants standing watch over Kyrheim.  Little does she know, the giants were working with a band of exiled V'tar.  The exiled V'tar are from many lodges but the leader is Hokar the Stripped, formerly of the Frost Tigers. 

Tuesday, July 26, 2016

The World of Eave; The Barony of Ysigdal and the V'tar Clans

wall.alphacoders.com



To the north of the frozen plains and marches of the western edges of the Eavelan Continent is a land of fjords and icy forests is where that the Barony of Ysigdal lies.  It is strange mix of the old and new as when the age of Nerath ruled the land.  Nerath was in battle with the V'tar barbarians of Ysigdal for generations, ever since they first encountered one another.  Nerath conquered the barbarians and settled in its place a baron to rule over the people. 

Well over two-hundred years ago, well after Nerath's pinnacle of power, Rosilar Ulsham was a commander of a Nerathian Legion who was getting seriously beat by V'taran barbarians.  After the Battle of The Andian Plains, she was the highest ranking officer left alive, so she spent the next several months doing a holding action to save herself and her men from being destroyed for reinforcements were not coming for Nerath was busy with other wars at the time.  But they were trapped and she spent nearly a year hiding her forces in the mountains and forests of the north.  It was then Rosilar and the remains her legions came across the remains of a barbarian village of the Rime Owls, that still had the attackers within it.  The attackers were V'taran warriors who feel under the sway of things not of Eave.  One of the survivors was Klee Frostfox, a novice V'taran Witch and from her Rosilar had learned that the barbarians were using Witches in a vile ritual to make them nearly unbeatable.  A peace was brokered between the Nerath and the Free Peoples of the V'tar.

The barbarians were not always this way, fighting together and warlike.  For many years before the coming of power of Horgriss and Morth, the Empire of Nerath and the V'tar barbarians fought in battles that usually ended in stalemates.  However when Horgriss Wyrmslayer, the Butcher of Khomr'dum, Wolfskinner and High King of Wyrm and V'taran people, was advised by a an incredibly powerful shaman by the name Morth.  Morth was a powerful shaman who became corrupted when he uncovered what he called an ancient ritual that would grant them the power to crush their enemies.  What is in truth he uncovered was a ritual in which infused part of Far Realms magics onto the noble warriors of the V'tar.  It took away their fear, their conscience and made them into ravening beasts slaved to their basest of hearts desire and evil thoughts.  They took to doing depraved things, marking their flesh with the marks of the Far Realms beasts, mutilating themselves, raping, maiming, torturing, butchering and engaging in cannibalism.  The V'tar lands became a vast abattoir of their evil deeds, the worst that can come of these once proud people.  If it wasn’t for the incredible strength and charisma of Horgriss, the V'tar warriors would have turned on themselves and ripped themselves apart.  The V'tar Witches recognized the coming of the Xioi.  For they are terrible beasts for the Witches were the ones who first drove it back to the darkness in which it came.  Morth took great delight in hunting down and destroying any Witch that he found.  It was only due to the actions of Commander Rosilar, the Witch Klee and their solid companions did they kill Morth and Horgriss and put an end to Xioi's machinations.

The Lodge of the Wyrm were the High Kings of the V'tar people, but ever since the defeat of Horgriss, there hasn’t been a High King.  When Nerath was in power, they had an Emperor, but now they have a Baron/Baroness.  The Thanes of the Tribes nominate or by contest of arms (that usually don’t end up so deadly) chose an Ur-Thane to make the decisions for the Clan on the whole.  They hold council in the city of Wynterfrost where the Baroness, bound by law when the Barony was created, breaks all ties.  The Baroness also can mobilize the V'taran people for war and provides for the general defense of the Clans, a mighty feat considering an integrated army of all Clansmen.  The Baroness only has to remind the Clans to uphold the honor of the V'tar and the Compact with the now defunct Nerath.  Many of the warriors that are in the Ysigdal army are female, for they are the most loyal to command.  Unfortunately that makes them handling certain Clans and Tribes rather hard. 

It took a couple more years and due to the compact between Nerath and the V'tar barbarians, it was all formalized into the Barony of Ysigdal.  In the glory days of Nerath all the V'tar belonged to and were under sway of the Emperor.  They follow the Barony, because it is not unlike following a High King, though the Barony does not place as much  In the current days, it is not so, as the Barony has shrunk.  The barbarians who live there don’t mind.  Once every five years during the Interim Day they have a grand moot.  Held on the Island of Vi'kel a short distance from shore; it is a sacred island.  No permanent settlements are there on Vi'kel.  It is a heavily wooded island and rife with caves and every five years the island comes alive with merriment, food, challenges, contests and sacred rites are performed by the shamans.  The Witches come down from Ysigdal on their Witchboats to confer with the clan shamans.  The Moot last for week but that doesn’t stop people coming in months in advance.  At the Moot, the next Clan is chosen to host the Moot and it is a great honor to be chosen by a cavalcade of shamans.  All the Clans make an attendance to the Moot, even the Snow Lions come from far away.  These days, the Moot is the only thing that keeps the Clans together.

Rosilar and Klee were lovers and by magics (an easy enough thing to do), Rosilar gave birth to children.   The Barony has been matriarchical due to the war and Clan Snowstorm Fox.  The Baroness if advised by a council of Witches as well as the Ur-Thanes of the other clans.  The current Baroness is Isandral Ulsham, once a powerful warrior, but now looking to retire.  She has two female children.  The older one is Aerkal, and she follows the way of Snowstorm Fox and is a powerful warrior.  Ekidhal, not out of her teens and she has a touch of magic that runs strong in her blood.  They have two brothers, the eldest of the four is a man named  Rümnar and the youngest of the four is young man still in his teens named Abulard.  Both of the young men are growing up to be fine warriors though Abulard is something of a musician as well.  Rümnar is in second in charge of the guard for Wynterfrost.  The main person in charge is a tall woman by the name of Vrianith Whitebear from Clan Ice Bear.  With a patch over her left eye, she came to Wynterfrost because of the freedoms she finds here.  She has lead the Baronial army for several years now and is well liked and well feared for her prowess in battle. 

The Nathal Forest is the great forest and forested hills of the North and it lies across the river from Wynterfrost.  It is home to the Rime Owl and holds Ysigdal itself.  Ysigdal is the spiritual heart of the V'tar people.  It is shielded from those who do not revere the ancient Primal Spirits and that is why try as he might, Horgriss was not able to strike at the heart of Ysigdal and destroy it during the war for great Ysigdal could not be seen because of the magicks so wielded by the Witches of the time.  Ysigdal is a great tree, the only one of its kind.  The thing is, Ysigdal is depicted as this glorious, ancient tree but in reality, it looks to be nothing more than a sapling of alien origin that the witches tend to diligently, for the strange and nutty fruits that it gives. 

The ancient fjords and great water of Rimedal, the great North Sea is no longer connected to Adarac Ocean for there is a great glacier that in times past blocked the way to the sea.  Called Morth's Curse, strange evils lurk in the snowy fields and the clans are fearful to tread there.  Morth's Curse lays over the lands of the Wyrm Clan and the Winter Wolves stand guard, their hatred of Horgriss knows no bounds.  Morth's Curse is one of the few things that frightens a harded V'tar warrior.  Due to Morth's Curse blocking off the way to the sea (and putting to rest the many fears of a V'tar raid), Rimedal has seen a great increase of its water level and many of the coastal flats have flooded.  About half of the Baronies arable land was flooded and the food that was grown was lost causing famine.  One of the first duties that Rosilar had to do in the early years of her rule was to ship in much grain from the storehouses of Nerath.  Proving herself yet again to the V'taran people.

Ysigdal is still a violent and bloody place but it still holds such beauty and mystery.  As such, there are many dangers that hold the prospects of fame and glory.  

  • The son the V'taran Thane belonging the Flurry Ram Elsgarth Ramsbottom, is engaged to a mighty storm giantess princess Charhetta Stormbringer.  This was made by the Thanes from both sides to cement a lofty goals of both sides.
  • Khrogan Wolfstrider of Clan Winter Wolf, comes from a long line of great heroes and Thanes.  He was leading a scouting party on Morth's Curse and as such found the remains of one of the foul shaman's totems.  Khrogan was the only one who came out, weaponless and half-dead claiming of strange beasts that killed him and his men.  The next day he was found dead even though he should have survived from his wounds.
  • There is growing consensus among some of the Ur-Thanes that they don’t need the Barony.  They are somewhat angry or just fed up with the peace and prosperity that has come over the land.  They are somewhat split as they are still others that see Barony as a good thing for the V'tar.  Houldun of the Clan of the Frost Tiger is the leader of the V'tar who wish to leave.

Monday, September 21, 2015

World of Eave: Zordia Frozen-Heart, frost giant archer


Zordia Frozen-Heart
Zordia is a tall, rather pleasing looking frost giant maiden, descendant of many powerful frost giant chieftains.  She is quick and graceful and deadly with the bow.  She became a Handmaiden of Thyrm and in doing so gained some residual power from Thrym and Gröingar Icy-Death.  The armor she wears is made from the hide of a red dragon that she has slain and in which she looks quite fetching. 

Frost giant, huge giant, neutral evil
Armor Class 16 (studded leather, dex)
Hit Points 187 (15d12 + 90)
Speed 40ft.

STR 22 (+6)  DEX 18 (+4)  CON 22 (+6)  INT 11  WIS 10 (+0)  CHA 14 (+2)

Saving Throws Con +10, Wis +4, Cha +6
Skills Athletics +10, Perception +4
Damage Immunities cold
Damage Resistances fire
Senses passive Perception 14
Languages Common, Giant
Challenge 9 (5000 XP)

Sharpshooter.  Zordia's attacks at long range doesn't impose disadvantage on her ranged weapon attack rolls with the longbow.
Ice Walk. Zordia can move across and climb icy surfaces without needing to make an ability check. Additionally, difficult terrain composed of ice or snow doesn't cost it extra moment.
Ice Sight.  Snow and ice do not obscure Zordia's sight.  So if she is within a snowstorm or hail, her sight is not obstructed at all.

ACTIONS
Multiattack. Zordia makes two attacks with her battle axe or three attacks with her longbow.
Battle Axe. Melee Weapon Attack: +10 to hit, reach 10ft., one target. Hit: 19 (3d8 + 6) slashing damage or 21 (3d10 +6) two handed.
Longbow. Ranged Weapon Attack: +10 to hit, range 600 ft., one target.  Hit 17 (3d8 + 4)
Rock. Ranged Weapon Attack: +10 to hit, range 60/240 ft., one target. Hit: 28 (4d10 + 6) bludgeoning damage.


Handmaidens of Thrym
Frost giant, huge giant, neutral evil
Armor Class 17 (breastplate, shield, dex)
Hit Points 151 (14d12 + 70)
Speed 40ft.

STR 22 (+6)  DEX 13 (+1)  CON 21 (+5)  INT 11  WIS 10 (+0)  CHA 12 (+1)

Saving Throws Con +9, Wis +3, Cha +4
Skills Athletics +9, Perception +3
Damage Immunities cold
Senses passive Perception 13
Languages Common, Giant
Challenge 8 (3,900 XP)

Ice Walk. A Handmaiden can move across and climb icy surfaces without needing to make an ability check. Additionally, difficult terrain composed of ice or snow doesn't cost it extra moment.
Ice Sight.  Snow and ice do not obscure a Handmaiden's sight.  So if she is within a snowstorm or hail, her sight is not obstructed at all.

ACTIONS
Multiattack. A Handmaiden makes two attacks with her battle axe.
Battle Axe. Melee Weapon Attack: +9 to hit, reach 10ft., one target. Hit: 19 (3d8 + 6) slashing damage or 21 (3d10 +6) two handed.
Rock. Ranged Weapon Attack: +9 to hit, range 60/240 ft., one target. Hit: 28 (4d10 + 6) bludgeoning damage.



Friday, September 18, 2015

World of Eave: Copperwood


Copperwood has just beaten back a goblin invasion and is now experiencing a sudden of people and trade from both the Moonsilver Alliance and the Emaan Empire.  The invasion was basically perpetrated by the Emaan Empire as they are moving north and displacing the goblins living among the coast.  It all ended in Copperwood with help from Emaan Empire's Nyss of the Blood, the Moonsilver Alliance's Naikel of the Moonsword and a group of adventurers that were stuck in between the two factions.

Now that the invasion is over, Copperwood is stuck between two powers that don’t get along, but they are both staying.  Nyss of the Blood has set up a small compound to hunt the goblin survivors in the Cold Woods that lie to the west of Copperwood.  But there is another reason why he is staying in Copperwood: Iona Raven's Daughter is a priestess of the Raven Queen.  A curvy, full figured woman who has captured his heart.  Iona is one of the adventuring group.  Nyss is doing everything to make his presence known to be a good thing.  Niakel doesn’t trust him and left in charge for the Moonsilver Alliance a dragonborn fighter by the name Agartaan Turanoth.  It may have been a stab at the Emaan forces there, for their animosity toward the dragonborn.  Agartaan is Knight of the Moon however and is a good choice to lead the Moonsilver contingent. 

There are elves from Courvale that fled before the goblin army and ended up in Coppperwood.  There were only fifty-six elves that made it out of Courvale alive.  The last fifty-six elves of Courvale for most of them left for Emaan Empire over the course of years.  They are led by an elf named Voremon, but their spiritual leader is Ervan of Corellon who leads four acolytes.  There is Liselai Autumnbloom, the most powerful mage in Copperwood.  She was in the first wave to flee Courvale and she came north and settled in Copperwood years ago.  She has a tower in town and is teaching two apprentices.  She sells low level scrolls and spells.

Copperwood is experiencing a period of rapid expansion.  Before there were only two inns, The Silver Frog and Cold Comfort; and three taverns: The Dancing Maiden, The Copper Dragon and The Sad Devil.  Now there are three more inns and eight more taverns being built.  The harbor is being expanded to accommodate the increased traffic that Copperwood in now getting.  Sormen, the village elder is a bit overwhelmed.  He is getting help from his two assistants, the handsome Cowri Granson and Rade One-Hand.  Unfortunately Cowri is firmly in Empire's pocket, while the one-handed Rade is leaning in toward the Alliance.  There is much in the way of new construction here as well.  Not just damage caused in the war with the goblins but new construction as well.  Homes and shops and defensive construction.  There is the House of the Coins and Shield, the temple to Erathis and Bahamut.  The young priestess Corine of Earthis who now runs the temple is a bit swamped with her duties ever since the old priest died.  The Moon House is a temple to Sehanine, and it is run by Holmis, a half-elf who is a devout man and secretly a member of Eclipse.  The name of a spy agency that is run for the Moonsilver Alliance.  As of late there are more temples being built to Kord, Pelor and Avandra.  There are two major trading houses who are at war with each other.  There is the Darvan Trading Coaster based in Moonsilver and Vorkaan Trade House based in the citystate of Altanille, a magocracy that lies across the Sea of Morning.  They are bringing more and more materials to rebuild and fortify the city.

As for defenses, Copperwood is very well defended.  Besides a wall that is being built around the town, there is Brightscale Keep that lies two-miles up along the river is where the Moonsilver Alliance has based themselves.  Already, the Moonsilver Alliance has gotten more troops in here then they had here during the invasion, now that they have more time to arrange the defenses.  Some three-hundred souls make up the Moonsilver's forces and that includes archers, infantry, cavalry, acolytes and a small handful of arcane casters.  The Emaan Empire has a small camp across the river.  Nyss of the Blood still commands in Copperwood.  He is looking at building a bridge on the upriver side of the town and has started planning it.  He only has forty Imperial Emaan Flameshields and ten minotaur Doomhammers as well as the ship named Royal Pain.  Many of the settlers that are coming to the southside of the river are Emaan citizen.  That has caused some strife with the Moonsilver Alliance, but Agartann doesn’t really say anything about it.  The Emaan Empire keeps a low profile, they havent built any defensive buildings for themselves.  Then number of the Emaan Empire hasn’t increased either, all while the Moonsilver Alliance keeps on sending more and more troops here.  With Cowri on the side of the Emaan Empire influencing Sormen, the Alliance will be hard pressed to stay with any power in the months to come.

The whole thing might be moot however.  To the west the river feeds into the Cold Woods and finally into the Frozen Marshes.  In the middle of the marshes lies the greatest threat to the area, Birthice.  Birthice is an elemental volcano, spewing ice and snow.  The elemental chaos is strong in this area as well, the elemental energy slowly mutating creatures that were native to the Frozen Marshes and the Cold Woods.  Lizardmen, for example are cold blooded creatures that usually don’t live in the cold environs of the volcano.  But they do.  The elemental energy of the volcano has mutated many of the creatures who live here to survive here.  Many ice borne creatures have made this area home, but the most dangerous one locals call Hoarfrost, an ancient white dragon.  He makes his home near the top of the volcano.  Frost giants have gathered in this area for they heard the call of the frost titan Gröingar Icy-Death.  He is a frost titan, a shamen of Thrym himself and he is as mean and unforgiving as Birthice itself.  He is attended by the Handmaids of Thrym, six female frost giants and their leader Zordia Frozen-Heart, a giant who is as accurate with her bow as she is with a thrown rock.  Birthice just erupted spewing its cold all the way to Copperwood where it changed the rain to sleet and then snow just as the invasion was broken.  It snowed in the summer causing all to wonder about the ice-volcano.

Groups of adventurers have started out for Birthice, but the one with the greatest chance is the one who did a lot of work during the invasion.  Besides Iona Raven's Daughter, there is Kade of the Ten Blades, Ervan of Corellon, Otto the Mage, Streng the Barbarian and Thonkil the Dwarf.  They ended up slaying the hobgoblin warlord that was leading the goblins.

Other dangers to Copperwood include Henstock the Bandit, an outlaw in the Cold Woods that lie to the west.  He is a handsome man and he avoids killing, preferring to rob his marks.  He is unfortunately being somewhat rousted by the remains of the goblin army and he and his bandits are in a constant fight with them.  There is the herbalist Firena that nobody knows is a worshipper of Suless.  A woman of middle years but still looks beautiful, she has been in the town for several years now.  She set herself up as an herbalist and sells potions, salves and unguents to people as well as buying the odd component from adventurers who gathers them.  She is also slowly corrupting people.  She is thinking about running however due to Marnuck and his Witch Hunters have come to town looking for followers of Suless.  They hunt for followers of the Whore Goddess for Marnuck's own wife was taken and killed by the followers.  There is a newly minted thieves guild that has been set up by way of Kade for the remaining Blades have come to out of Krusad and set up shop.  Otto is wanted in Moonsilver, for the mage is also a con-man.  He has a bounty on him and he is hiding out with his fellow adventurers.  Already Otto and Kade have convinced Streng (a bounty hunter) that Otto is not really Otto.  He is wanted alive by Renata Fallingwood and the bounty on him has risen to 500gp.  Other bounty hunters are still on the case, such as Misker Bow-weaver.  It is getting rough in this boomtown.  Thonkil is a lieutenant of the Copperwood Militia and he has to deal with all these problems and more.  During the siege of Copperwood, an old dwarf comes for a visit.  His name it Lhonkan.  He has said that Khun'drukar is open.  Only a few of the orcs that overran the small but ancient dwarven clan.  Thonkil is the grandson of the last of the ruling council.  He might be leaving the militia and going to Khun'drukar.



Saturday, September 12, 2015

World of Eave: Vash the Ravenous

Ben Wootten/deviant Art

Vash the Ravenous
Vash the Ravenous is a short, skinny gnoll who looks dead and desiccated due to the Krusadi desert sun.  He however is smarter than you average gnoll and he has gotten to be the most feared pack lord ever seen in the desert.  The gnolls revere Vash for his insight and cunning, saying that he is the favored of Yeenoghu and merchants fear him and his gnolls.

Vash is never without his elite guard.  Eleven gnolls with maximum hit points and a nasty penchant for blood.  Vash can target up to three of his elite gnolls with his incite rampage special ability.   His pack usually contains upward to forty members and attendant hyenas.  His elite gnolls follow his lead and stay somewhat in position when they attack and the others make due with their wildness.  They are like a sea of calm amid a bloodthirsty horde.  Even though as smart as he is, he doesn’t seem to want to anything more than to do what gnolls do best, slaughter and burn.  What his intelligence does is just make him a very dangerous foes.  Ambushes are his specialty.  While he does not seem to have any great aspirations, there are those who look upon him with covetous eyes.

He is never seen without his hyena Crackbone.  Spawned by Yeenoghu himself when he took and ravaged Crackbone's mother, or so the legend goes.  All said, she is a spawn of something from the abyss as her maw is twice as large as a hyena's should be.  Vash attacks with two scimitars named Thrister and Biter.  He doesn’t like missile weapons and prefers getting into melee to spill the blood of his enemies.

GNOLL PACK LORD Medium humanoid (gnoll), chaotic evil
Armor Class 16 (breastplate, dex)
Hit Points 82 (12d8 + 24)
Speed 30ft.

STR 14 (+2)  DEX 18 (+4)  CON 14 (+2)  INT 14 (+2)  WIS 11 (+0)  CHA 12 (+1)

Skills Survival +6
Senses darkvision 60ft., passive Perception 10
Languages Common, Gnoll
Challenge 5 (1800 XP)

Rampage. When Vash reduces a creature to 0 hit points with a melee attack on its turn, he can take a bonus action to move up to half its speed and make a bite attack.
Yeenoghu's Fury.  Vash is filled with the fury of Yeenoghu and other gnolls around him feel it too.  While they are in battle, he and all gnolls within 30-feet of him gain +2 on damage rolls.  For him, the damage is already included.

ACTIONS
Multiattack. Vash makes three attacks, two with his two scimitars and the third with his bite, and uses its Incite Rampage if it can.
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 8 (1d4 + 6) piercing damage.
Scimitars. Melee Weapon Attack: +7 to hit, reach 5ft., one target. Hit: 9 (1d6 + 6) slashing damage.
Incite Rampage (Recharge 5- 6). One creature Vash can see within 30 feet of it can use its reaction to make a melee attack if it can hear Vash and has the Rampage trait.  Vash can incite rampage on up to three of his elite gnolls or Crackbone.


Crackbone
DEMONIC HYENA Medium fiend, chaotic evil
Armor Class 15 (natural armor)
Hit Points 35 (4d8 + 16)
Speed 50 ft.

STR 16 (+3)  DEX 13 (+1)  CON 14 (+2)  INT 5 (-3)  WIS 14 (+2)  CHA 5 (-3)

Skills Perception +4 
Senses passive Perception 14
Damage Resistances cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical weapons
Damage Immunities poison
Condition Immunities poisoned 
Languages Challenge 1 (200 XP)

Pack Tactics. The hyena has advantage on an attack roll against a creature if at least one of the hyena's allies is within 5 feet of the creature and the ally isn't incapacitated.
Rampage. When Crackbone reduces a creature to 0 hit points with a melee attack on its turn, he can take a bonus action to move up to half its speed and make a bite attack.

ACTIONS
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8+3) piercing damage


Thursday, September 10, 2015

World of Eave: The Demon of Krusad



The Demon of Krusad
The Demon of Krusad is one of the many dangers that face the nation.  He is trying to collect all he needs in order to free the primordials trapped in the elemental chaos.  He has failed many times in the past, but even time is not meaningless to this titan.  He has grown truly ancient and somewhat frail in his advanced years.  His armored carapace is scarred but still none can penetrate his hide.  He has also grown a bit mad in all of his failed attempts, often lashing out at people and things for no apparent reason.  The thing is, he has slowly been corrupted by Nihal of the Red Worms, an aberration of the Far Realms.  What Nihal has been doing is slowly corrupting the ritual so that instead of the waking the primordials, the Demon of Krusad has been opening a portal to the Far Realms to let Nihal and its ilk in.

The Demon makes use of Ill'vae'naas, the Lamia Queen to secure him sacrifices and components for his rituals.

Sand Kraken, Gargantuan monstrosity (titan), chaotic evil
Armor Class 22 (natural armor)
Hit Points 475 (30d20 + 150)
Speed 20ft.

STR 30 (+10)  DEX 10 (+0)  CON 20 (+5)  INT 24 (+7)  WIS 18 (+4)  CHA 20 (+5)

Skills Arcana +14
Saving Throws Str +18, Dex +8, Con +13, lnt +15, Wis + 12
Damage Immunities fire; bludgeoning, piercing, and slashing from nonmagical weapons
Condition Immunities frightened, paralyzed
Senses truesight 120ft., passive Perception 14
Languages understands Abyssal, Celestial, Infernal, and Primordial but can't speak, telepathy 120ft.
Challenge 24 (62,000 XP)

Freedom of Movement. The Demon of Krusad ignores difficult terrain, and magical effects can't reduce its speed or cause it to be restrained. It can spend 5 feet of movement to escape from nonmagical restraints or being grappled.
Siege Monster. The Demon of Krusad deals double damage to objects and structures.

ACTIONS
Multiattack. The Demon of Krusad makes three tentacle attacks, each of which it can replace with one use of Fling.
Bite. Melee Weapon Attack: +18 to hit, reach 5 ft., one target. Hit: 27 (3d10 + 1 0) piercing damage. If the target is a Large or smaller creature grappled by the Demon of Krusad, that creature is swallowed, and the grapple ends. While swallowed, the creature is blinded and restrained, it has total cover against attacks and other effects outside the Demon of Krusad, and it takes 42 (12d6) acid damage at the start of each of the Demon of Krusad's turns.
If the Demon of Krusad takes 50 damage or more on a single turn from a creature inside it, the Demon of Krusad must succeed on a DC 25 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the Demon of Krusad. If the Demon of Krusad dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 15 feet of movement, exiting prone.
Tentacle. Melee Weapon Attack: +18 to hit, reach 30ft., one target. Hit: 23 (3d8 + 10) bludgeoning damage, and the target is grappled (escape DC 18). Until this grapple ends, the target is restrained. The Demon of Krusad has ten tentacles, each of which can grapple one target.
Fling. One Large or smaller object held or creature grappled by the Demon of Krusad is thrown up to 60 feet in a random direction and knocked prone. If a thrown target strikes a solid surface, the target takes 3 (1d6) bludgeoning damage for every 10 feet it was thrown. If the target is thrown at another creature, that creature must succeed on a DC 18 Dexterity saving throw or take the same damage and be knocked prone.
Rain of Fire. The Demon of Krusad magically creates around itself a rain of fire that effects all targets in 60-feet of it.  Every target must make a DC 23 Dexterity saving throw, taking 17 (3d10) fire damage on a failed save, or half as much damage on a successful one.  Unattended, flammable materials catch on fire.

LEGENDARY ACTIONS
The Demon of Krusad can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The Demon of Krusad regains spent legendary actions at the start of its turn.
Tentacle Attack or Fling. The Demon of Krusad makes one tentacle attack or uses its Fling.
Rain of Fire (Costs 2 Actions). The Demon of Krusad uses Rain of Fire.
Sand Storm (Costs 3 Actions). The Demon of Krusad rouses the sand into a storm that covers a 60-foot radius that spreads around corners, and that area is heavily obscured to creatures other that the Demon of Krusad.  Each creature other than the Demon of Krusad that ends its turn there must succeed on a DC 23 Constitution saving throw, taking 16 (3d10) bludgeoning damage on a failed save, or half as much damage on a successful one as the sand scours the flesh from bone.  The sand storm lasts until the Demon of Krusad's next turn.

A KRAKEN'S LAIR
A Demon of Krusad lives in deep, dark caves in the desert.
LAIR ACTIONS On initiative count 20 (losing initiative ties), the kraken takes a lair action to cause one of the following magical effects:
  • A strong air current moves through the Demon of Krusad's lair. Each creature within 60 feet of the kraken must succeed on a DC 23 Strength saving throw or be pushed up to 60 feet away from the Demon of Krusad. On a success, the creature is pushed 10 feet away from the Demon of Krusad.
  • Creatures within 60 feet of the kraken have vulnerability to fire damage until initiative count 20 on the next round.
  • The air in the Demon of Krusad's lair becomes super-heated charged. All creatures within 120 feet of the Demon of Krusad must succeed on a DC 23 Constitution saving throw, taking 13 (3d8) fire damage on a failed save, or half as much damage on a successful one.
  • Small, red worms about a foot long, eat their way through the stone and sand that make up the Demon of Krusad's lair.  In a 30-foot cube at any point that the kraken can see 120-feet away, those in the cube must make a DC 24 Dexterity saving throw or become mired in the red worm muck and unable to move until the Demon's next turn.  The worms then dissolve into a disgusting slime.  A gift from Nihal.

REGIONAL EFFECTS
The region containing a kraken's lair is warped by the creature's blasphemous presence, creating the following magical effects:
  • The kraken can alter the weather at will in an 18-mile radius centered on its lair. The effect is identical to the control weather spell.
  • Strange vegetation can been seen growing within 18-miles.  The vegetation is harmful to those of this plane of existence and a DC 24 saving throw in required if eaten or the eaters become poisoned for a day.
  • Because of the effects of Nihal, red worms have been seen in the area.  Treat the red worms as purple worms, but only red.  Currently there are only seven of the red worms that ply along his territory of 18-miles.
  • Desert creatures within 18 miles of the lair that have an Intelligence score of 2 or lower are charmed by the Demon of Krusad and aggressive toward intruders in the area.
When the kraken dies, all of these regional effects fade immediately. 


Wednesday, September 9, 2015

World of Eave: Monsters: Sand Kraken


SAND KRAKEN
Huge, armored beasts sand krakens are the distant cousins to their water bound kin.   They are found in the deserts of Krusad and other places with a large arid climate and lose, sandy soil to support them.  

Gargantuan monstrosity (titan), chaotic evil
Armor Class 20 (natural armor)
Hit Points 472 (27d20 + 189)
Speed 20ft., burrow 20ft.

STR 30 (+10)  DEX 10 (+0)  CON 25 (+7)  INT 22 (+6)  WIS 18 (+4)  CHA 20 (+5)

Saving Throws Str +18, Dex +8, Con +15, lnt +14, Wis + 12
Damage Immunities fire; bludgeoning, piercing, and slashing from nonmagical weapons
Condition Immunities frightened, paralyzed
Senses truesight 120ft., passive Perception 14
Languages understands Abyssal, Celestial, Infernal, and Primordial but can't speak, telepathy 120ft.
Challenge 23 (50,000 XP)

Freedom of Movement. The sand kraken ignores difficult terrain, and magical effects can't reduce its speed or cause it to be restrained. It can spend 5 feet of movement to escape from nonmagical restraints or being grappled.
Siege Monster. The sand kraken deals double damage to objects and structures.

ACTIONS
Multiattack. The sand kraken makes three tentacle attacks, each of which it can replace with one use of Fling.
Bite. Melee Weapon Attack: +18 to hit, reach 5 ft., one target. Hit: 23 (3d8 + 10) piercing damage. If the target is a Large or smaller creature grappled by the sand kraken, that creature is swallowed, and the grapple ends. While swallowed, the creature is blinded and restrained, it has total cover against attacks and other effects outside the sand kraken, and it takes 42 (12d6) acid damage at the start of each of the sand kraken's turns.
If the sand kraken takes 50 damage or more on a single turn from a creature inside it, the sand kraken must succeed on a DC 25 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the sand kraken. If the sand kraken dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 15 feet of movement, exiting prone.
Tentacle. Melee Weapon Attack: +18 to hit, reach 30ft., one target. Hit: 20 (3d6 + 10) bludgeoning damage, and the target is grappled (escape DC 18). Until this grapple ends, the target is restrained. The sand kraken has ten tentacles, each of which can grapple one target.
Fling. One Large or smaller object held or creature grappled by the sand kraken is thrown up to 60 feet in a random direction and knocked prone. If a thrown target strikes a solid surface, the target takes 3 (1d6) bludgeoning damage for every 10 feet it was thrown. If the target is thrown at another creature, that creature must succeed on a DC 18 Dexterity saving throw or take the same damage and be knocked prone.
Rain of Fire. The sand kraken magically creates around itself a rain of fire that effects all targets in 60-feet of it.  Every target must make a DC 23 Dexterity saving throw, taking 11 (2d10) fire damage on a failed save, or half as much damage on a successful one.  Unattended, flammable materials catch on fire.

LEGENDARY ACTIONS
The sand kraken can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The sand kraken regains spent legendary actions at the start of its turn.
Tentacle Attack or Fling. The sand kraken makes one tentacle attack or uses its Fling.
Rain of Fire (Costs 2 Actions). The sand kraken uses Rain of Fire.
Sand Storm (Costs 3 Actions). The sand kraken rouses the sand into a storm that covers a 60-foot radius that spreads around corners, and that area is heavily obscured to creatures other that the sank kraken.  Each creature other than the sand kraken that ends its turn there must succeed on a DC 23 Constitution saving throw, taking 16 (3d10) bludgeoning damage on a failed save, or half as much damage on a successful one as the sand scours the flesh from bone.  The sand storm lasts until the sand kraken's next turn.

A KRAKEN'S LAIR
A sand kraken lives in deep, dark caves in the desert.
LAIR ACTIONS On initiative count 20 (losing initiative ties), the sand kraken takes a lair action to cause one of the following magical effects:
  • A strong air current moves through the sand kraken's lair. Each creature within 60 feet of the kraken must succeed on a DC 23 Strength saving throw or be pushed up to 60 feet away from the sand kraken. On a success, the creature is pushed 10 feet away from the sand kraken.
  • Creatures within 60 feet of the kraken have vulnerability to fire damage until initiative count 20 on the next round.
  • The air in the sand kraken's lair becomes super-heated charged. All creatures within 120 feet of the sand kraken must succeed on a DC 23 Constitution saving throw, taking 10 (3d6) fire damage on a failed save, or half as much damage on a successful one.

REGIONAL EFFECTS
The region containing a kraken's lair is warped by the creature's blasphemous presence, creating the following magical effects:
  • The kraken can alter the weather at will in a 6-mile radius centered on its lair. The effect is identical to the control weather spell.
  • Air elementals coalesce within 6 miles of the lair. These elementals can't leave the 6 mile radius and have Intelligence and Charisma scores of 1 (- 5).
  • Desert creatures within 6 miles of the lair that have an Intelligence score of 2 or lower are charmed by the sand kraken and aggressive toward intruders in the area.
When the kraken dies, all of these regional effects fade immediately.





Sunday, September 6, 2015

World of Eave: Roak Darkhand, vampire drow


Roak Darkhand
Roak is a dangerous foe.  Born Roak Uthor'ran, he was a drow of a long dead family and only survived the attack by his will to survive.  He scrabbled on the fringes of Chael, alone and forgotten until he fell into a band of thieves.  Mostly males, but one ruled by a female gang leader.  He grew to hate the matriarchal society that controls all of drow society, for he may have had the will to survive the attack but could do nothing to change his fate.  Hanella was as dark and cruel as any drow female was made to be.  She took many lovers and was spiteful of any attempts to better oneself like Roak tried to do.  In the end she betrayed her gang for a better life. 

Roak found himself on the docks of Chael, picking pockets and staying out of any females he encountered.  They naturally gravitated to the top of any gang and after Hanella, he avoided them like the plague.  Everywhere he looked he saw the danger in which his gender put him in and he seethed.

The thing with picking pockets is that sooner or later, you get caught.  Nostur Darkhand was a wizard of some small skill and he caught the little thief with his hand in his pocket.  Roak thought himself dead and bravely prepared himself.  At least a male would put him out of his misery.  Nostur looked down at the young man and offered him a choice.  He could die or he could come with him and possibly learn the wizardly arts.  It took him five years, to earn Nostur's confidence, but he did and took the first steps to a larger world.  He learned how to hide his contempt for females for even Nostur was still beholden to the females.  For thirty years he apprenticed for Nostur until he crossed someone that he was not supposed to.  Hanella was back working as an assassin for The Heartweb, the Grand Temple of Lloth.  Roak saw her as she plunged a dagger into his heart and flee. 

Roak was furious but he remembered the word of his mentor.  He bided his time.  In the twenty years he adventured, gaining power.  As much as he hated Chael, he couldn’t leave the city in flames just yet.  He wasn’t powerful enough.  It was close to his twentieth year when he met his doom, his answer and his salvation.  Beathia was vampire who was enchanted by the young drow and he became of vampire.  He used every trick he had ever learned and it paid off when she turned him.  After words he was the one who did the betraying and slew her.

He returned to Chael and with his wealth bought a large barge and turned it into the premier pleasure barges.  Naming it the Dark Dreams, the barge is close to two-hundred feet long and sixty feet wide in hand, he can do whatever he wishes some miles out to shore.  He recruited those who hated the matriarchy and slowly built an empire of deceit.  He has secretly done away with countless drow women, by either killing them, turning them or the ultimate humiliation, selling them for slaves.  One of the first things he did was trap Hanella, tortured her in the most dark ways and turned her into a spawn.  He keeps her locked in the bilge.

It was about a hundred years ago that he encountered Kyartane Kal'kanis, a haughty drow matron who was fast becoming a mover and a shaker in Chael.  He drew her out, kidnapped her and proceeded to use her in the most vile ways.  She was in his clutches for eight days before a team from her House lead by an ex-pitfighter named Kazzurat before she was freed.  Sometime later, she gave birth to a girl-child and so named her Kala.

Siobhan the succubus has dropped some words in the ears of the right people that has got word back to Roak.  Already he is planning something that would tear Chael'lut'theas apart and crash the matriarchy.

Vampire, medium undead (shapechanger), neutral evil
Armor Class 16 (natural armor)
Hit Points 168 (17d8 + 68)
Speed 30ft.

STR 18 (+4)  DEX 18 (+4)  CON 18 (+4)  INT 18 (+4)  WIS 15 (+2)  CHA 18 (+4)

Saving Throws Dex +9, Wis +7, Cha +9
Skills Arcana +9, Deception +9, Insight +7, Perception +7, Sleight of Hand +9, Stealth +9
Damage Resistances necrotic; bludgeoning, piercing, and slashing from nonmagical weapons
Senses darkvision 120 ft. , passive Perception 17
Languages Common, Elvan, Undercommon
Challenge 15 (13,000 XP)

Shapechanger. If Roak isn't in sunlight or running water, it can use its action to polymorph into a Tiny bat or a Medium cloud of mist, or back into its true form. While in bat form, Roak can't speak, its walking speed is 5 feet, and it has a flying speed of 30 feet. Its statistics, other than its size and speed, are unchanged. Anything it is wearing transforms with it, but nothing it is carrying does. It reverts to its true form if it dies. While in mist form, the vampire can't take any actions, speak, or manipulate objects. It is weightless, has a flying speed of 20 feet, can hover, and can enter a hostile creature's space and stop there. In addition, if air can pass through a space, the mist can do so without squeezing, and it can't pass through water. It has advantage on Strength, Dexterity, and Constitution saving throws, and it is immune to all nonmagical damage, except the damage it takes from sunlight.
Legendary Resistance (3/Day). If Roak fails a saving throw, it can choose to succeed instead.
Misty Escape. When it drops to 0 hit points outside its resting place, Roak transforms into a cloud of mist (as in the Shapechanger trait) instead of falling unconscious, provided that it isn't in sunlight or running water. If it can't transform, it is destroyed. While it has 0 hit points in mist form, it can't revert to its vampire form, and it must reach its resting place within 2 hours or be destroyed. Once in its resting place, it reverts to its vampire form . It is then paralyzed until it regains at least 1 hit point. After spending 1 hour in its resting place with 0 hit points, it regains 1 hit point.
Regeneration. Roak regains 20 hit points at the start of its turn if it has at least 1 hit point and isn't in sunlight or running water.  If the vampire takes radiant damage or damage from holy water, this trait doesn't function at the start of the vampire's next turn.
Spider Climb. The vampire can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Vampire Weaknesses. The vampire has the following flaws:
  • Forbiddance. The vampire can't enter a residence without an invitation from one of the occupants,
  • Harmed by Running Water. The vampire takes 20 acid damage if it ends its turn in running water.
  • Stake to the Heart. If a piercing weapon made of wood is driven into the vampire's heart while the vampire is incapacitated in its resting place, the vampire is paralyzed until the stake is removed.
  • Sunlight Hypersensitivity. The vampire takes 20 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks.
Sneak Attack (1/Turn). Roak deals an extra 13 (4d6) damage when it hits a target with a weapon attack or unarmed strike and has advantage on the attack roll, or when the target is within 5 feet of an ally of the assassin that isn't incapacitated and the assassin doesn't have disadvantage on the attack roll.
Spellcasting. Roak is a 9th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 16, +8 to hit with spell attacks). The vampire has the following wizard spells prepared:
  • Cantrips (at will) : mage hand, prestidigitation, ray of frost
  • 1st level (4 slots): comprehend languages, fogcloud, sleep
  • 2nd level (3 slots): detect thoughts, gust of wind, mirror image
  • 3rd level (3 slots): animate dead, bestow curse, lightning bolt, nondetection
  • 4th level (3 slots): blight, greater invisibility
  • 5th level (1 slot): dominate person

ACTIONS
Multiattack (Vampire Form Only). The vampire makes two attacks, only one of which can be a bite attack.
Unarmed Strike (Vampire Form Only). Melee Weapon Attack: +9 to hit, reach 5 ft., one creature. Hit: 8 (1d8 + 4) bludgeoning damage. Instead of dealing damage, the vampire can grapple the target (escape DC 18).
Bite (Bat or Vampire Form Only). Melee Weapon Attack: +9 to hit, reach 5 ft., one willing creature, or a creature that is grappled by the vampire, incapacitated, or restrained. Hit: 7 (1d6 + 4) piercing damage plus 10 (3d6) necrotic damage. The target's hit point maximum is reduced by an amount equal to the necrotic damage taken, and the vampire regains hit points equal to that amount. The 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 in this way and then buried in the ground rises the following night as a vampire spawn under the vampire's control.
Charm. The vampire targets one humanoid it can see within 30 feet of it. If the target can see the vampire, the target must succeed on a DC 17 Wisdom saving throw against this magic or be charmed by the vampire. The charmed target regards the vampire as a trusted friend to be heeded and protected. Although the target isn't under the vampire's control, it takes the vampire's requests or actions in the most favorable way it can, and it is a willing target for the vampire's bite attack. Each time the vampire or the vampire's companions do anything harmful to the target, it can repeat the saving throw, ending the effect on itself on a success. Otherwise, the effect lasts 24 hours or until the vampire is destroyed, is on a different plane of existence than the target, or takes a bonus action to end the effect.
Children of the Night (1/Day). The vampire magically calls 2d4 swarms of bats or rats, provided that the sun isn't up. While outdoors, the vampire can call 3d6 wolves instead. The called creatures arrive in 1d4 rounds, acting as allies of the vampire and obeying its spoken commands. The beasts remain for 1 hour, until the vampire dies, or until the vampire dismisses them as a bonus action.

LEGENDARY ACTIONS
The vampire can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The vampire regains spent legendary actions at the start of its turn.
Move. The vampire moves up to its speed without provoking opportunity attacks.
Unarmed Strike. The vampire makes one unarmed strike.
Bite (Costs 2 Actions). The vampire makes one bite

REGIONAL EFFECTS
The region surrounding a vampire's lair is warped by the creature's unnatural presence, creating any of the following effects:
  • There's a noticeable increase in the populations of bats, rats, and wolves in the region.
  • Plants within 500 feet of the lair wither, and their stems and branches become twisted and thorny.
  • Shadows cast within 500 feet of the lair seem abnormally gaunt and sometimes move as though alive. A creeping fog clings to the ground within 500 feet of the vampire's lair.
  • The fog occasionally takes eerie forms, such as grasping claws and writhing serpents.
If the vampire is destroyed, these effects end after 2d6 days.