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Thread: Rhuobhe Manslayer
04-01-2017, 06:28 PM #1
Medium monstrosity (awnshegh), neutral evil
AC 24 (magical plate & shield)
HP 201 (31d8+62)
Str 19 (+4), Dex 18 (+4), Con 15 (+2), Int 18 (+4), Wis 15 (+2), Cha 17 (+3)
Saves Str +10, Dex +4, Con +8, Int +10, Wis +8, Cha +3
Damage Resistances bludgeoning, piercing, and slashing from non-magical weapons.
Skills Athletics +10, Arcana +10, History +10, Perception +8 (adv.)
Senses Darkvision 120 ft., Passive Perception 23
Languages Sidhelien, Anuirean, several more
Alabaster Skin. Rhuobhe is immune to all damage caused by weapons with the “ammunition” property.
Alertness. Rhuobhe has advantage on Perception checks, and +5 to Passive Perception.
Legendary Resistance (3/Day). If Rhuobhe fails a saving throw, he can choose to succeed instead.
Spell Resistance. Advantage on saving throws vs. spells.
Spellcasting. Rhuobhe is a 15th level spellcaster. Its spell casting ability is Intelligence (spell save DC 18, +8 to hit with spell attacks). Rhuobhe has the following wizard spells prepared:
Cantrips (at-will) fire bolt, light, mage hand, poison spray, ray of frost.
1st (4 slots) burning hands, detect magic, magic missile, thunderwave
2nd (3 slots) darkness, hold person, web
3rd (3 slots) counterspell, dispel magic, fly, haste
4th (3 slots) dimension door, fire shield, wall of fire
5th (2 slots) cone of cold, wall of force
6th (1 slot) mass suggestion
7th (1 slot) forcecage
8th (1 slot) maze
Sunlight Sensitivity. While in sunlight, Rhuobhe has disadvantage on attack rolls, as well as on Wisdom(Perception) checks that rely on sight
Regeneration. If he’s has at least one hit point left, Rhuobhe regains 10 hit points at the start of his turn.
Multiattack. Rhuobhe uses his Frightful Presence. He then makes three attacks with Hearthspiller or Winged Death
Hearthspiller. Melee Weapon Attack: +10 to hit, range 5 ft., one target. Hit: 8 (1d8+4) slashing damage plus 16 (3d10) necrotic damage. If Rhuobhe scores a critical hit, he gains 16 (3d10) temporary hit points.
Winged Death. Ranged Weapon Attack: +12 to hit, range 150/600 ft., one target. Hit: 10 (1d8+6) piercing damage plus 16 (3d10) force damage.
Frightful Presence. Each creature of Rhuobhe’s choice that is within 120 feet of him and aware of him must succeed on a DC 18 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to Rhuobhe’s Frightful Presence for the next 24 hours.
Rhuobhe 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. Rhuobhe regains spent legendary actions at the start of its turn.
Attack. Rhuobhe makes one melee or ranged attack, or he casts one of his cantrips.
Move. Rhuobhe moves his speed. This movement does not provoke attacks of opportunity.
Cast a Spell (2 actions). Rhuobhe casts one of his prepared spells.
On initiative count 20 (losing initiative ties), Rhuobhe takes a lair action to cause one of the following effects; Rhuobhe can't use the same effect two rounds in a row:
• Rhuobhe chooses a point he can see within the lair. Plants erupt from the ground in a 20-foot radius surrounding that point, creating difficult terrain. Any creatures in the area at the start of their turn, or who enter the area for the first time on a turn, must make a successful DC 15 Dexterity saving throw or become restrained by the vines and take 13 (3d8) poison damage. A creature can be freed if it or an adjacent ally uses an action to make a successful DC 15 Strength check. This effect lasts until the Rhuobhe uses this lair action again, or dies.
• Rhuobhe magically marks a target he can see within 120 feet. Rhuobhe has advantage on attack rolls against the marked target. The mark lasts until initiative count 20 on the following turn.
• Rhuobhe targets one creature within 60 feet of him and assails its mind with visions of hopelessness and despair. The creature must succeed on a DC 15 Wisdom saving throw or be stunned until initiative count 20 on the next round.
Equipment. Glaivebreaker (plate +2), Anger's Turning (shield +2), Heartspiller (longsword of life stealing), Winged Death (longbow +2)
Last edited by Delazar; 04-01-2017 at 06:34 PM.Delazar
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