Advertisement
Drexel

Skandarr the Bone-Crusher

Feb 23rd, 2023
42
0
Never
Not a member of Pastebin yet? Sign Up, it unlocks many cool features!
text 4.74 KB | None | 0 0
  1. Skandarr the Bone-Crusher
  2. Hey there, my name is Skandarr and I’m here to kill you!
  3. Medium Dragonkin Barbarian, Chaotic Evil
  4.  
  5. Armor Class 17(Unarmored Defense)
  6. Hit Points 65 (10d8+30)
  7. Speed 40 ft
  8. Proficiency +4
  9. Damage Resistance (Fire), Resistant to all while Raging.
  10.  
  11. Str 20(+5) Dex 16(+3) Con 18(+4) Int 11(+0) Wis 14 (+2) Cha 10(+0)
  12.  
  13. Skills: Athletics +9, Intimidation +4, Persuasion +4, Perception +6
  14. Senses passive Perception 16
  15. Languages: Draconic, Common
  16. Challenge 6 (2,300 XP)
  17.  
  18. Multiattack: Skandarr can make two Greataxe, Attacks, or two Shortsword attacks,
  19.  
  20. Enchanted Greataxe: Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 11 (1d12 + 5) slashing damage, Plus 7(2d6) Fire Damage
  21. Shortsword: Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 5) piercing damage.
  22. Heavy Crossbow: Ranged Weapon Attack: +7 to hit, range 100/400 ft., one target. Hit: 8 (1d10 + 1) piercing damage.
  23.  
  24. Fire Breath (Recharge 5–6): The veteran exhales fire in a 15-foot cone. Each creature in that area must make a DC 15 Dexterity saving throw, taking 24 (7d6) fire damage on a failed save, or half as much damage on a successful one.
  25.  
  26. Special Actions:
  27. Unarmed Defense: While you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit.
  28.  
  29. Rage : In battle, you fight with primal ferocity. On your turn, you can enter a rage as a bonus action. While raging, you gain the following benefits if you aren't wearing heavy armor: You have advantage on Strength checks and Strength saving throws. When you make a melee weapon attack using Strength, you gain a bonus to the damage roll equal to 3. You have resistance to bludgeoning, piercing, and slashing damage. If you are able to cast spells, you can't cast them or concentrate on them while raging. Your rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven't attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action. Once you have raged the number of times equal to 4, you must finish a long rest before you can rage again.
  30.  
  31. Reckless Attack: Starting at 2nd level, you can throw aside all concern for defense to attack with fierce desperation. When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against you have advantage until your next turn.
  32.  
  33. Danger Sense At 2nd level, you gain an uncanny sense of when things nearby aren't as they should be, giving you an edge when you dodge away from danger. You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can't be blinded, deafened, or incapacitated
  34.  
  35. Bear Totem Spirit: While raging, you have resistance to all damage except psychic damage. The spirit of the bear makes you tough enough to stand up to any punishment.
  36.  
  37. Wolf Totem Spirit: You gain the hunting sensibilities of a wolf. You can track other creatures while traveling at a fast pace, and you can move stealthily while traveling at a normal pace (see chapter 8 for rules on travel pace).
  38.  
  39. Spirit Walker: At 10th level, you can cast the commune with nature spell, but only as a ritual. When you do so, a spiritual version of one of the animals you chose for Totem Spirit or Aspect of the Beast appears to you to convey the information you seek.
  40.  
  41. Feral Instinct: By 7th level, your instincts are so honed that you have advantage on initiative rolls. Additionally, if you are surprised at the beginning of combat and aren't incapacitated, you can act normally on your first turn, but only if you enter your rage before doing anything else on that turn.
  42.  
  43. Brutal Critical: Beginning at 9th level, you can roll 1 additional weapon damage die when determining the extra damage for a critical hit with a melee attack.
  44.  
  45. Sentinel: You have mastered techniques to take advantage of every drop in any enemy's guard, gaining the following benefits: * When you hit a creature with an opportunity attack, the creature's speed becomes 0 for the rest of the turn. * Creatures provoke opportunity attacks from you even if they take the Disengage action before leaving your reach. * When a creature within 5 feet of you makes an attack against a target other than you (and that target doesn't have this feat), you can use your reaction to make a melee weapon attack against the attacking creature.
  46.  
  47. Gear
  48. Elemental Greataxe (worth 5k gp), 42gp, 1 pp, a pair of dice engraved with runes, a small meteorite.100 silver pieces.
  49. Potion of Jump, Potion of Swim, Potion of Shield, Potion of Cure Wounds
  50.  
Advertisement
Add Comment
Please, Sign In to add comment
Advertisement