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− | Gaaeld Huote Meethrim | + | Gaaeld Huote Meethrim |
− | Ancient Brass Dragon: Gargantuan dragon, chaotic good | + | Ancient Brass Dragon: Gargantuan dragon, chaotic good |
− | Armor Class 20 (natural armor), Hit Points 297 (17d20 + 119), Speed 40 ft., burrow 40 ft., fly 80 ft. | + | Armor Class 20 (natural armor), Hit Points 297 (17d20 + 119), Speed 40 ft., burrow 40 ft., fly 80 ft. |
− | STR 27 (+8) | + | STR 27 (+8) |
− | DEX 10 | + | DEX 10 (+0 |
− | CON 25 (+7) | + | CON 25 (+7) |
− | INT 16 (+3) | + | INT 16 (+3) |
− | WIS 15 (+2) | + | WIS 15 (+2) |
− | CHA 19 (+4) | + | CHA 19 (+4) |
− | Saving Throws: Dex +6, Con +13, Wis +8, Cha +10 | + | Saving Throws: Dex +6, Con +13, Wis +8, Cha +10 |
− | Skills History +9, Perception +14, Persuasion +10, Stealth +6 | + | Skills History +9, Perception +14, Persuasion +10, Stealth +6 |
− | Damage Immunities fire | + | Damage Immunities fire |
− | Senses blindsight 60 ft., darkvision 120 ft., passive Perception 24 | + | Senses blindsight 60 ft., darkvision 120 ft., passive Perception 24 |
− | Languages Common, Draconic | + | Languages Common, Draconic |
− | Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead. | + | Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead. |
− | Actions | + | Actions |
− | + | >Multiattack. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws. | |
− | + | >Bite. Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 19 (2d10 + 8) piercing damage. | |
− | + | >Claw. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 15 (2d6 + 8) slashing damage. | |
− | + | >Tail. Melee Weapon Attack: +14 to hit, reach 20 ft., one target. Hit: 17 (2d8 + 8) bludgeoning damage. | |
− | Frightful Presence. Each creature of the dragon’s choice that is within 120 feet of the dragon and aware of it 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 the dragon’s Frightful Presence for the next 24 hours. | + | Frightful Presence. Each creature of the dragon’s choice that is within 120 feet of the dragon and aware of it 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 the dragon’s Frightful Presence for the next 24 hours. |
Breath Weapons: (Recharge 5–6). The dragon uses one of the following breath weapons: | Breath Weapons: (Recharge 5–6). The dragon uses one of the following breath weapons: | ||
− | + | >Fire Breath. The dragon exhales fire in an 90-foot line that is 10 feet wide. Each creature in that line must make a DC 21 Dexterity saving throw, taking 56 (16d6) fire damage on a failed save, or half as much damage on a successful one. | |
− | + | >Sleep Breath. The dragon exhales sleep gas in a 90-foot cone. Each creature in that area must succeed on a DC 21 Constitution saving throw or fall unconscious for 10 minutes. This effect ends for a creature if the creature takes damage or someone uses an action to wake it. | |
− | Change Shape: The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon’s choice). In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form. | + | Change Shape: The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon’s choice). In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form. |
− | Legendary Actions: The dragon 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 dragon regains spent legendary actions at the start of its turn. | + | Legendary Actions: The dragon 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 dragon regains spent legendary actions at the start of its turn. |
− | + | >Detect. The dragon makes a Wisdom (Perception) check. | |
− | + | >Tail Attack. The dragon makes a tail attack. | |
− | + | >Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 22 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed. | |
− | + | *Earth: | |
*Jewel-Bright Eyes (On Turn) = 1 | *Jewel-Bright Eyes (On Turn) = 1 | ||
Commit Effort. While committed, you can see through earth or stone. | Commit Effort. While committed, you can see through earth or stone. | ||
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perfectly relay all the sounds and sights that took place in its presence. | perfectly relay all the sounds and sights that took place in its presence. | ||
You must specify a particular time to focus on, however. | You must specify a particular time to focus on, however. | ||
− | + | *Endurance: | |
*Untiring Inspiration (Constant)=1 | *Untiring Inspiration (Constant)=1 | ||
Pick one Influence project you’ve undertaken. Add 1 to the Influence | Pick one Influence project you’ve undertaken. Add 1 to the Influence | ||
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gift, divine miracle, or gift-enhanced attack. If not slain, you regenerate | gift, divine miracle, or gift-enhanced attack. If not slain, you regenerate | ||
fully in an hour from your largest remaining piece. | fully in an hour from your largest remaining piece. | ||
− | + | *[U]Sorcery: | |
*Adept of the Gate (Constant) = 1 | *Adept of the Gate (Constant) = 1 | ||
You have been initiated into the Gate, the humblest level of theurgy, | You have been initiated into the Gate, the humblest level of theurgy, | ||
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choose four invocations of the Gate to master as part of this learning | choose four invocations of the Gate to master as part of this learning | ||
and may learn more as you find them. | and may learn more as you find them. | ||
− | + | ||
+ | *Open the Night Road | ||
Many of the Night Roads between realms are hidden deep within the | Many of the Night Roads between realms are hidden deep within the | ||
earth or concealed in remote locations far from the cities of men. Of | earth or concealed in remote locations far from the cities of men. Of | ||
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casters can tear the seal away entirely, leaving the road open for all to | casters can tear the seal away entirely, leaving the road open for all to | ||
pass until fresh sorcery or natural law closes it once more. | pass until fresh sorcery or natural law closes it once more. | ||
− | + | *Barred Gates of Forbiddance | |
By means of an arcane connection the theurge may forbid a subject | By means of an arcane connection the theurge may forbid a subject | ||
from entering a particular place. The banned location may be as small | from entering a particular place. The banned location may be as small | ||
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make a Spirit saving throw to resist the forbiddance. The forbiddance | make a Spirit saving throw to resist the forbiddance. The forbiddance | ||
lasts until it is dispelled or the caster lifts the ban. | lasts until it is dispelled or the caster lifts the ban. | ||
− | + | *Beacon of Celestial Purity | |
The theurge shines with a brilliantly clarifying radiance that gently | The theurge shines with a brilliantly clarifying radiance that gently | ||
illumines everything within one hundred feet. The light purifies and | illumines everything within one hundred feet. The light purifies and | ||
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the caster desires it and remains conscious. Those with the Word | the caster desires it and remains conscious. Those with the Word | ||
of Deception can speak lies without being discovered by this spell. | of Deception can speak lies without being discovered by this spell. | ||
− | + | *The Bright God’s Canticle | |
This invocation requires that the caster sing, forbidding other speech | This invocation requires that the caster sing, forbidding other speech | ||
or spellcasting while it is maintained. So long as the caster remains | or spellcasting while it is maintained. So long as the caster remains | ||
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You master three invocations of the Way as part of this learning and | You master three invocations of the Way as part of this learning and | ||
may learn more as you find them. | may learn more as you find them. | ||
− | + | *Sunder the Greater Spell | |
This dispelling charm functions much as does Sunder the Lesser Spell, | This dispelling charm functions much as does Sunder the Lesser Spell, | ||
but can also affect theurgy of the Way as well as the Gate. | but can also affect theurgy of the Way as well as the Gate. | ||
− | + | *Delaying the Coming of Dawn | |
Most often used as an swiftly-cast spell, this invocation tampers with | Most often used as an swiftly-cast spell, this invocation tampers with | ||
the natural flow of time around the sorcerer. When cast, the GM | the natural flow of time around the sorcerer. When cast, the GM | ||
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creatures are immune to this spell, and may act freely in the | creatures are immune to this spell, and may act freely in the | ||
otherwise-frozen moment. | otherwise-frozen moment. | ||
− | + | *Shutting the Dark Way | |
The Night Roads bring terrifying plagues when they erupt too close | The Night Roads bring terrifying plagues when they erupt too close | ||
to civilized lands. Uncreated monsters, relict refugees, and the terrible | to civilized lands. Uncreated monsters, relict refugees, and the terrible | ||
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may learn more as you find them. | may learn more as you find them. | ||
− | + | *The Grinding Teeth of God | |
The adept drags the fabric of reality into the teeth of the celestial gears | The adept drags the fabric of reality into the teeth of the celestial gears | ||
that support it, churning every solid object in the area of effect into | that support it, churning every solid object in the area of effect into | ||
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of effect, the celestine engines will bind up and shatter, likely creating | of effect, the celestine engines will bind up and shatter, likely creating | ||
a Night Road entrance on the spot, if not an even worse outcome. | a Night Road entrance on the spot, if not an even worse outcome. | ||
− | + | *Legion of Marching Clay | |
The greatest theurges can call up automatons the way lesser sorcerers | The greatest theurges can call up automatons the way lesser sorcerers | ||
raise undead husks. This spell conjures 2 hit die minions from clay, | raise undead husks. This spell conjures 2 hit die minions from clay, | ||
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His primary people are the dwarves that build grand subterranean cities unearthing priceless treasures which he hoards; perfect stones of every hue and color alive with the magic of creation. Nomadic humans that live with their horse inhabit the southern regions while giants live in the frozen climbs of the north. The ancient wood is managed by treants and other magical creatures but stands as a kingdom of its own within Gaaeld's kingdom. | His primary people are the dwarves that build grand subterranean cities unearthing priceless treasures which he hoards; perfect stones of every hue and color alive with the magic of creation. Nomadic humans that live with their horse inhabit the southern regions while giants live in the frozen climbs of the north. The ancient wood is managed by treants and other magical creatures but stands as a kingdom of its own within Gaaeld's kingdom. | ||
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