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Forest Guard

The Forest Guard is one of the squadrons tasked with the protection of the Pumpkin King.

Empty Hexes + OperaQuest

Mabel

Medium nymph (peléan, sorcerer, Neutral

Armor Class 16 (with Mage Armor)
Hit Points 67 (9d6+36) 9d6+36
Speed: 30 ft

STR

10
( +0 )

DEX

18
( +4 )

CON

18
( +4 )

INT

12
( +1 )

WIS

8
( -1 )

CHA

18
( +4 )

Saving Throws CON +6, CHA +7
Skills Arcana +4, Persuasion +7, Perception +3
Damage Resistances fire
Senses Passive Perception 13, Darkvision
Languages Common, Sylvan, Elemental (Pyran)
Challenge Rating 5
Proficiency Bonus +3

Description

De facto leader (talks a lot). Looks like some kind of orangeish-reddish fire elf woman, clothed in a robe of thick grey and black smoke, with hair made of fire-- seems to flicker in and out. Over-explains but just wants to cast Fireball on everyone.

Bonds

I'm loyal to the Pumpkin King and the rest of my team, the Forest Guard.

Flaws

I think fire should be the answer to more problems.

Spellcasting. The sorcerer's spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). The sorcerer is a 9th level spellcaster.

At will: fire bolt, mage hand, mold earth, prestidigitation, shocking grasp

1/day: absorb elements, burning hands, flame blade, greater invisibility, mage armor, Maximilian's earthen grasp, suggestion, synaptic static, polymorph

3/day: chaos bolt (2nd level), fireball, shield


Metamagic. Mabel can manipulate their spells in the following ways:
Subtle Spell (3/day): Mabel casts a spell, ignoring any somatic or verbal components.
Twinned Spell (2/day): Mabel casts a spell that only targets one creature and doesn't have a range of self. The spell can instead target two creatures within the spell's range.
Heart of Fire. Whenever Mabel starts casting a spell of 1st level or higher that deals fire damage, fiery magic erupts from her. This eruption causes creatures of her choice that she can see within 10 feet of you to take 4 points of fire damage.
Fire in the Veins. Fire damage done by Mabel ignores resistance.

Actions

Club. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d4+3) 1d4+3 bludgeoning damage.

Empty Hexes

Seven of Thoughts

Medium kitsune, bard, Chaotic Neutral

Armor Class 15 (studded leather armor)
Hit Points 58 (9d8+18) 9d8+18
Speed: 30 ft

STR

10
( +0 )

DEX

16
( +3 )

CON

14
( +2 )

INT

7
( -2 )

WIS

14
( +2 )

CHA

20
( +5 )

Saving Throws DEX +6, CHA +8
Skills Acrobatics +6, Perception +8, Performance +11, Persuasion +8, Stealth +6
Senses Passive Perception 18
Darkvision 60 ft.
Languages Common, Sylvan, Elvish
Challenge Rating 5
Proficiency Bonus +3

Description

Man-shaped fox with sleek golden fur, unbelievably beautiful-- walks on two legs like a man and wearing some leather armor, and has seven tails.

Seven is a 9th-level spellcaster. His spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks).

At will: mage hand, minor illusion, vicious mockery

1/day: greater invisibility, hold person, hypnotic pattern, major image, polymorph

3/day: charm person, detect magic, faerie fire, healing word (2nd level), cure wounds (2nd level)


Song of Rest. The bard can use soothing music or oration to help revitalize wounded allies during a short rest. Any friendly creatures who hear this performance regain hit points at the end of the short rest by spending one or more Hit Dice; each of these creatures regains an extra 1d8 hit points.
Sly Shapechanger. Seven can take any of three forms: a quadripedal seven-tailed fox, a bipedal hybrid man/fox, and a humanoid man indistinguishable from an elf except for his bright green eyes and seven tails. (These are hidden between wood elven robes, but can be spotted by others with a successful DC 16 Investigation check unless intentionally masked by illusion magic.) In fox form, Seven's AC is 11, his movement speed is 40 ft., and he cannot speak but gains telepathy to a range of 60 ft.
Kitsune Pearl.

Actions

Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6+3) 1d6+3 piercing damage.
Shortbow. Ranged Weapon Attack: +5 to hit, range 80/320 ft., one target. Hit: 6 (1d6+3) 1d6+3 piercing damage.
Sly Shapechanger. As an action, Seven can switch between his fox, hybrid, and humanoid forms.

Bonus Actions

Bardic Inspiration (4/rest). One creature (other than the bard) that the bard can see within 60 feet gains a d8 bardic inspiration die. The creature can add the die to one attack roll, ability check, or saving throw it makes within the next 10 minutes.
Mantle of Inspiration. Seven can expend one use of Bardic Inspiration to take on a wondrous appearance. When they do so, choose up to 4 creatures they can see and who can see them within 60 feet. Each of them gains 8 temporary hit points. When a creature gains these temporary hit points, it can immediately use its reaction to move up to its speed, without provoking opportunity attacks.

Empty Hexes + OperaQuest

Seedmore

Medium awakened shrub, druid, Neutral

Armor Class 9
Hit Points 76 (9d6+45) 9d6+45
Speed: 20 ft Burrow: 15 ft

STR

3
( -4 )

DEX

8
( -1 )

CON

18
( +4 )

INT

12
( +1 )

WIS

20
( +5 )

CHA

12
( +1 )

Saving Throws INT +4, WIS +7
Skills Medicine +7, Nature +4, Perception +7
Damage Vulnerabilities fire
Damage Resistances piercing
Condition Immunities prone
Senses Passive Perception 17
Languages Common, Sylvan, Druidic
Challenge Rating 5
Proficiency Bonus 3

Seedmore is a 9th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 15, +7 to hit wit hspell attacks).

At will: druidcraft, frostbite, shillelagh

1/day: blight, commune with nature, cone of cold, dispel magic, locate creature, sleet storm, speak with animals

3/day: animal messenger, goodberry, thunderwave (2nd level)


Speak with Small Beasts. Through sound and gestures, Seedmore may communicate simple ideas with Small or smaller beasts.

Actions

Branch. Melee Weapon Attack: +2 to hit (+8 to hit with shillelagh, reach 5 ft., one target. Hit: 3 (1d6) 1d6 bludgeoning damage, or 8 (1d8+4) 1d8+4 bludgeoning damage with shillelagh.
Show the Paths (2x/long rest). Seedmore can teleport one willing creature you touch up to 30 feet to an unoccupied space he can see.

Bonus Actions

Balm of the Harvest. Seedmore has a pool of fey energy represented by 9 d6s. As a bonus action, Seedmore can choose an ally he can see within 120 feet and spend up to 4 of those dice. Roll the spent dice and add them together. The target regains a number of hit points equal to the total. The target also gains 1 temporary hit point per die spent. Expended dice are regained after a long rest.
Hidden Paths (2x/long rest). As a bonus action, Seedmore can teleport up to 60 feet to an unoccupied space he can see.


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