Chapter 8: The Wormwrithings
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Rolls
Initiative - (1d20+5)
(4) + 5 = 9
Rolls
Shedrak Init - (1d20+2)
(10) + 2 = 12
If the tikbalang moves at least 20 feet straight toward a creature right before hitting it with a hooves attack, the target must succeed on a Strength saving throw or be knocked prone. The DC for this save is DC 8 + Strength modifier + proficiency bonus. If the target is knocked prone, the tikbalang can take a bonus action to make another attack with its hooves against the target.
Rolls
Tie breaker Initiative - (1d20+5)
(11) + 5 = 16
Trampling Charge DC 13 STR or fall Prone - (1d20+5, 2d6+1)
1d20+5 : (6) + 5 = 11
2d6+1 : (54) + 1 = 10
If Prone, bonus action Hooves attack - (1d20+5, 1d20+5, 2d6+1)
1d20+5 : (6) + 5 = 11
1d20+5 : (2) + 5 = 7
2d6+1 : (13) + 1 = 5
If not prone, bonus action kris attack. - (1d20+10, 1d6+6)
1d20+10 : (15) + 10 = 25
1d6+6 : (2) + 6 = 8
Extra Attack: Sinag (advantage if Prone) - (1d20+11, 1d20+11, 1d8+7)
1d20+11 : (6) + 11 = 17
1d20+11 : (3) + 11 = 14
1d8+7 : (5) + 7 = 12
Hit Points 49/62 (10d6+20)
Speed 30 ft.
STR 10 (+0); DEX 10 (+0); CON 14 (+2); INT 12 (+1); WIS 12 (+1); CHA 20 (+5)
Saving Throws Con +6, Cha +9
Skills Arcana +5, Deception +9, History +5, Intimidation +9, Perception +5, Persuasion +9
Senses Darkvision 60 ft., Passive Perception 15
Languages Common, Dwarvish, Elvish, Goblin, Orc
Armor Proficiencies None
Weapon Proficiencies Daggers, darts, slings, quarterstaffs, light crossbows
Tool Proficiencies None
Fey Ancestry Advantage on saving throws against being charmed, and magic cannot put Hunter to sleep.
Daemonic Research Advantage on Intelligence (Arcana) checks regarding demons.
Tides of Chaos 0/1 long rest
Sorcery Points 3/10 long rest
Distant Spell 1 sorcery point to double range of spells, or extend touch spells to 30 ft.
Empowered Spell 1 sorcery point to reroll up to 5 damage dice for spells; can combine with other Metamagic.
Extended Spell 1 sorcery point to double duration of spells that are 1 minute or longer, up to 24 hours.
Spellcasting. Hunter is a 10th-level spellcaster. Her spellcasting ability is Charisma (save DC 17, +9 to hit with spell attacks). She knows the following sorcerer spells:
-- Cantrips (at will) Chill Touch, Mage Hand, Message, Mold Earth, Prestidigitation, Shocking Grasp
-- 1st level (3/4 slots) Catapult, Magic Missile, Shield
-- 2nd level (2/3 slots) Alter Self, Maximilian's Earthen Grasp
-- 3rd level (1/3 slots) Counterspell, Dispel Magic, Erupting Earth
-- 4th level (1/3 slots) Banishment
-- 5th level (0/2 slots) Synaptic Static, Wall of Stone
Actions:
-- Light Crossbow Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 1d8 piercing damage
-- Dagger (2) Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. and range 20/60 ft., one target. Hit: 1d4 piercing damage.
-- Quarterstaff Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 1d6 bludgeoning damage, or 1d8 bludgeoning damage if used with two hands to make a melee attack.
Bonus Actions:
-- Creating Spell Slots Convert sorcery points into one spell slot (see chart)
-- Converting a Spell Slot to Sorcery Points Expend one spell slot to gain sorcery points equal to slot's level.
Reactions:
-- Bend Luck 2 sorcery points to roll 1d4 and apply as a bonus or penalty to any creature's attack roll, ability check, or saving throw.
Conditions None
Rolls
Chill Touch, Necrotic Damage - (1d20+9, 2d8)
1d20+9 : (16) + 9 = 25
2d8 : (26) = 8
Wild Magic Surge - (1d20)
(16) = 16
He breathes healing and shakes his head, "Master, I have found them," he says.
Hit Points 49/62 (10d6+20)
Speed 30 ft.
STR 10 (+0); DEX 10 (+0); CON 14 (+2); INT 12 (+1); WIS 12 (+1); CHA 20 (+5)
Saving Throws Con +6, Cha +9
Skills Arcana +5, Deception +9, History +5, Intimidation +9, Perception +5, Persuasion +9
Senses Darkvision 60 ft., Passive Perception 15
Languages Common, Dwarvish, Elvish, Goblin, Orc
Armor Proficiencies None
Weapon Proficiencies Daggers, darts, slings, quarterstaffs, light crossbows
Tool Proficiencies None
Fey Ancestry Advantage on saving throws against being charmed, and magic cannot put Hunter to sleep.
Daemonic Research Advantage on Intelligence (Arcana) checks regarding demons.
Tides of Chaos 0/1 long rest
Sorcery Points 3/10 long rest
Distant Spell 1 sorcery point to double range of spells, or extend touch spells to 30 ft.
Empowered Spell 1 sorcery point to reroll up to 5 damage dice for spells; can combine with other Metamagic.
Extended Spell 1 sorcery point to double duration of spells that are 1 minute or longer, up to 24 hours.
Spellcasting. Hunter is a 10th-level spellcaster. Her spellcasting ability is Charisma (save DC 17, +9 to hit with spell attacks). She knows the following sorcerer spells:
-- Cantrips (at will) Chill Touch, Mage Hand, Message, Mold Earth, Prestidigitation, Shocking Grasp
-- 1st level (3/4 slots) Catapult, Magic Missile, Shield
-- 2nd level (2/3 slots) Alter Self, Maximilian's Earthen Grasp
-- 3rd level (0/3 slots) Counterspell, Dispel Magic, Erupting Earth
-- 4th level (1/3 slots) Banishment
-- 5th level (0/2 slots) Synaptic Static, Wall of Stone
Actions:
-- Light Crossbow Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 1d8 piercing damage
-- Dagger (2) Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. and range 20/60 ft., one target. Hit: 1d4 piercing damage.
-- Quarterstaff Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 1d6 bludgeoning damage, or 1d8 bludgeoning damage if used with two hands to make a melee attack.
Bonus Actions:
-- Creating Spell Slots Convert sorcery points into one spell slot (see chart)
-- Converting a Spell Slot to Sorcery Points Expend one spell slot to gain sorcery points equal to slot's level.
Reactions:
-- Bend Luck 2 sorcery points to roll 1d4 and apply as a bonus or penalty to any creature's attack roll, ability check, or saving throw.
Conditions None
Rolls
Counterspell - (1d20+5)
(10) + 5 = 15
Rolls
Spell ability check? - (1d20)
(6) = 6
Rolls
Light Crossbow, Piercing Damage - (1d20+4, 1d8)
1d20+4 : (14) + 4 = 18
1d8 : (2) = 2
AC: 18
Conditions:
War Dance slots: 0/2
Action Surge: 0/1
Second Wind: 0/1
Minor Illusion: 0/1
Longstrider: 0/1
Misty Step: 0/1
Luck points: 0/3
Indomitable: 0/1
Rolls
Second Wind - (1d10+9)
(1) + 9 = 10