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- Prince Erdu, Dozyg Warrior
- Medium humanoid (human), chaotic neutral
- Armor Class: 16 (lamellar armor)
- Hit Points: 95 (14d8 + 28)
- Speed: 40 ft.
- STR: 18 (+4)
- DEX: 18 (+4)
- CON: 14 (+2)
- INT: 10 (+0)
- WIS: 12 (+1)
- CHA: 14 (+2)
- Saving Throws: Str +7, Dex +6
- Skills: Athletics +7, Perception +4, Survival +4
- Senses: Passive Perception 14
- Languages: Common, Dozyg
- Challenge Rating: 7 (2,900 XP)
- Brave. Erdu has advantage on saving throws against being frightened.
- Actions:
- Multiattack. Erdu makes two melee attacks.
- Scimitar. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 10 (1d6 + 6) slashing damage.
- Longbow. Ranged Weapon Attack: +6 to hit, range 150/600 ft., one target. Hit: 9 (1d8 + 3) piercing damage.
- Mounted Archer. If Erdu is mounted and uses his longbow, he can move up to half his speed before and after making the attack without provoking opportunity attacks.
- Ferocious Charge. If Erdu moves at least 20 feet straight toward a target and then hits it with a melee attack on the same turn, the target takes an extra 7 (2d6) slashing damage.
- Determined Warrior. Erdu can choose to make one weapon attack as a reaction when he is hit by an attack.
- Legendary Resistance (3/Day). If Erdu fails a saving throw, he can choose to succeed instead.
- Equipment: Lamellar armor, scimitar, longbow with 20 arrows, traveler's clothes, pouch with 25 gp.
- Mount: Tengri (War Horse)
- Large beast, unaligned
- Armor Class: 13 (natural armor)
- Hit Points: 19 (3d10 + 3)
- Speed: 60 ft.
- STR: 16 (+3)
- DEX: 12 (+1)
- CON: 13 (+1)
- INT: 2 (-4)
- WIS: 11 (+0)
- CHA: 7 (-2)
- Skills: Perception +2
- Senses: Passive Perception 12
- Languages: -
- Challenge Rating: 1/2 (100 XP)
- Actions:
- Hooves. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) bludgeoning damage.
- Note: Adjust the numbers and abilities as needed to fit the power level of your campaign.
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