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#so it's like. 2d10 + 2d6 + 4 vs 2d8 + 3d6 + 4
flashhwing · 1 year
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tasha's optional rules let rangers respec their fighting style when u reach a level that grants ASI ...... n the warlock initiate feat exists .... i think I can save Dev's build n it'll be funny coz she STILL won't be using any of her actual warlock class features but I can change her to two weapon fighting and give her green flame blade which will make her damage output a little bit insane but she will still have 13 ac so like. glass cannon build ftw
okay so what this will end up being is like. 1d6 (weapon) + 1d6 (slayer's prey) + 1d6 (hex) +1d8 (green flame blade) + 2 on the first hit (plue 1d8+2 on another enemy within 5 feet). then 1d6 (weapon) + 1d6 (hex) + 2 on the second hit. for a total of 5d6 + 2d8 + 6 total damage output. assuming both attacks hit and there's a second enemy within 5 feet.
which feels a LITTLE bit like cheesing but also remember that slayer's prey and hex are both bonus actions, so she needs to take two turns to get those up, during which she doesn't take a second attack at all because that's ALSO a bonus action. so win some lose some? hex is also concentration and costs a spell slot so it's not always gonna be there. so the above is like. OPTIMAL conditions which will not always be the case
AND this will make some sense narratively too because currently we have two frontliners, which are the Very Large Tank barb/fighter and the Extremely Frail Old Man cleric. why is the old man taking so many hits while our ranger, rogue, and gunslinger stay far far back. nah. Dev's gonna take out her swords and take some glory for herself dammit (not that she CARES about father raylen at all she definitely just wants to prove herself. if she's protecting him it's only because he'll be USEFUL to her down the line she is NOT fond of that old man. stop looking at her like that.)
(none of this is applicable until the next time we level up anyway fjdskl we levelled up last session so it'll be A While)
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thecreaturecodex · 3 years
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Asura, Ledikkarthr
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“Polar Devil” © Kenzer and Co., by Anthony Carpenter.
[In the source material, as the name above suggests, this is a devil. Making the ice devil analogue in your D&D clone a polar bear is a fun idea. But I decided to make it an asura, both in order to avoid devil redundancy and because I don’t have a lot of asuras in the Codex. I think about half of them are currently asura ranas, which is a weird power imbalance.]
Asura, Ledikkarthr CR 16 LE Outsider (extraplanar) This creature resembles a bipedal polar bear, except it has a pair of forward facing horns growing from its brow. It stands twice as tall as a man, and as it opens its mouth, its jaws stretch abnormally wide. Its gut hangs in a potbelly, but its limbs seem fast and strong.
One of the oldest and most dramatic religious practices is sacrifice. As the values of cultures change and the attitudes of the gods towards their worshipers vary, some faiths have relied on the sacrifice of sapient creatures at some times and then turned away from it at others. It is not the rite of humanoid sacrifice that has created the ledikkarthr, a form of asura devoted to the practice. Rather, it is the allowing and then withholding of the ritual, and the uncertainty in the divine inspired by this deific flip-flopping, that created these creatures, sometimes called “polar asuras” or “sacrifice asuras”.
A leddikarthr delights in veneration, and most of the creatures maintain some sort of cult to which they serve as idol. Unlike many outsiders, they allow their names and natures to leak out into the mortal world, hoping to be summoned by a conjurer with more ambition then sense. In Hell, they are decidedly servitors—most leddikarthrs act as adjutants and bodyguards for the more intelligent ice devils—but on the Material Plane they can be godlings. A leddikarthr demands tribute in both lives and treasure, and they often accumulate impressive hoards.
In combat, a leddikarthr begins by surrounding itself in an aura of whipping winds and blinding snow. The asura can see the life force of creatures, and so rarely suffers penalties from its own concealing magic. A leddikarthr usually begins combat by instilling fear into their enemies, and then picking off those that do not scatter in terror. Their claws inflict the agony of divine torment, and they delight in swallowing weak prey whole.
Despite their bear-like frames, leddikarthr never walk on four legs. They stand between ten and twelve feet tall.
Ledikkarthr            CR 16 XP 76,800 LE Large outsider (asura, evil, extraplanar, lawful) Init +4; Senses darkvision 120 ft., lifesense 60 ft., Perception +24 Aura frightful presence (100 ft., 5d6 rounds, Will DC 24), polar vortex (30 ft., Fort DC 26) Defense AC 31, touch 14, flat-footed 26 (-1 size, +4 Dex, +1 dodge, +17 natural) hp 243 (18d10+144); regeneration 10 (good weapons or spells) Fort +13, Ref +15, Will +17; +2 vs. enchantment DR 10/good and silver; Immune cold, curses, disease, poison; Resist acid 10, electricity 10; SR 27 Defensive Abilities freedom of movement Offense Speed 40 ft., air walk Melee 2 claws +25 (3d6+8 plus agony), bite +25 (2d10+8 plus grab), gore +25 (2d8+8) Space 10 ft.; Reach 10 ft. Special Attacks fast swallow, swallow whole (AC 18, 24 hp, 2d6+12 bludgeoning) Spell-like Abilities CL 16th, concentration +21 (+25 casting defensively) Constant—air walk, freedom of movement At will—detect magic, detect thoughts (DC 17), fear (DC 19), greater teleport (self plus 50 lbs. objects only), ice storm 3/day—empowered cone of cold (DC 20), greater dispel magic, quickened wall of ice 1/day—dictum (DC 22), mass hold person (DC 21), polar ray (DC 23), summon (level 7, 1 aghasura, 50%) Statistics Str 26, Dex 19, Con 24, Int 13, Wis 22, Cha 21 Base Atk +18; CMB +27 (+31 grapple); CMD 42 Feats Blind-fight, Combat Casting, Combat Reflexes, Dodge, Empower SLA (cone of cold), Improved Critical (claw), Power Attack, Quicken SLA (wall of ice), Toughness Skills Acrobatics +18 (+22 jumping), Bluff +19, Escape Artist +18, Intimidate +19, Knowledge (arcana) +11, Knowledge (planes, religion) +14, Perception +24, Sense Motive +20, Spellcraft +11, Stealth +14, Swim +21; Racial Modifiers +6 Escape Artist, +4 Perception Languages Common, Infernal, telepathy 100 ft. SQ icewalking Ecology Environment any cold (Hell) Organization solitary Treasure double standard Special Abilities Agony (Su) A creature struck by a ledikkarthr’s claw attack must succeed a DC 24 Fortitude save or be wracked with pain, suffering a -4 penalty to attack rolls, skill checks and ability checks for the next 10 minutes. Multiple failed saves do not increase the penalty or extend the duration. This is a pain effect and the save DC is Charisma based. Icewalking (Ex) A ledikkarthr can move without penalty in mundane or magical snow, ice or other frozen terrain. Polar Vortex (Su) A ledikkarthr is surrounded by a supernatural blizzard in a 30 foot radius. All creatures in the area take 4d6 points of cold damage each round (Fortitude DC 26 half). In addition, the vortex blocks vision, granting creatures concealment if they are more than five feet from each other. The blizzard affects ranged attacks and movement as if it were an area of severe wind. A ledikkarthr can suppress or resume this aura as a swift action. The save DC is Constitution based.
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