Sorry it been awhile, life and all that usual jazz. Do you someone looking for these I realized I had finish some content but hadn't posted it like I thought so here it is! Below you find some Daelkyr minons; the Dolgaunt and the Dolgrim; below that you find a new special material to fight against the daelkyr forces that were left behind or sneak through the planar cracks. World Anvil entries coming soon.
DOLGAUNT
The creature looks like it use to be a starved hobgoblin with their eyes scooped out. Random tendrils cover the body along with prominent tentacle emerging from each shoulder that are as long as the creature is tall.
Dolgaunt |
DOLGAUNT CREATURE 2
| Uncommon | LE | Medium | Aberration |
Perception +9; motion sense (precise) 120 feet, no Vision
Languages Common, Undercommon, Tendril Communication
Skills Athletics +8, Acrobatics +7, Stealth +6
Str +3, Dex +4, Con +2, Int +2, Wis +3, Cha +1
Tendril Communication Dolgaunts can communicate silently with other Dolgaunts within 30 feet.
Motion Sense A Dolgaunt can sense motion through vibration and air movement.
AC 18; Fort +8, Dex +10, Will +9
HP 30 ; Immunity Visual; Resistances All physical 3 except for magical or byeshk
Speed 25 feet
Melee unarmed +9 (Agile, finesse, nonlethal, unarmed), Damage 1d6+3 Bludgeoning
Melee tentacle +9 (agile, 10 ft reach) Damage 1d10+3 plus Grab
(Dolgaunt only has 2 tentacles)
Vitality Drain <Single Action> Requirement a creature restrained with the Dolgaunt’s tentacle
The restraining tentacle burrows into the flesh and sucks out body fluids. The restrained target makes a Fort save vs DC 16. On a fail they gain drain 1 while the Dolgaunt heals 3 HP. Further failures from Vitality Drain increase the drain value.
Dolgaunt Monk Creature 6
| Uncommon | LE | Medium | Aberration |
Perception +15; motion sense (precise) 120 feet, no Vision
Languages Common, Undercommon, Tendril Communication
Skills Athletics +15, Acrobatics+13, Stealth +11
Str +4, Dex +5, Con +3, Int +2, Wis +4, Cha +1
Items +1 Handwraps
Tendril Communication Dolgaunts can communicate silently with other Dolgaunts within 30 feet.
Motion Sense A Dolgaunt can sense motion through vibration and air movement.
AC 24; Fort +14, Dex +16, Will +15
HP 90; Immunity Visual; Resistances All physical 5 except for magical or byeshk
Deflect Arrow <Reaction>
Speed 35 feet
Melee unarmed +15 (agile, finesse, magical, unarmed), Damage 2d8+6 Bludgeoning
Melee tentacle +15 (agile, magical, 10 ft reach), Damage 2d12+6 plus Grab
(Dolgaunt only has 2 tentacles)
Vitality Drain <Action> Requirement a creature restrained with by the Dolgaunt’s tentacle
The Tentacle burrows into the flesh of the restrained creature and sucks out body fluids. The restrained target makes a Fort save vs DC 22. On a fail they gain drain 1 while the Dolgaunt heals 6 HP. Further fails from Vitality drain increase the drain value.
Flurry of Blows <Action>
Crushing Grab When the Dolgaunt successfully Grapple a creature they deal 4 Bludgeoning Damage.
Monk Spell 1st (1 Focus Point; occult) ki rush
DOLGRIM
This creature sort of reminds you of a goblin except it head been sucked down into it chest with a second mouth below yet attached to each other. Additonally it has four arms, two on each side, with the shoulders looking to be in the wrong places.
DOLGRIM SCOUT CREATURE 1
| Uncommon | CE | Small | Aberration |
Perception +5, darkvision
Languages Common, Undercommon
Skills +4 Athletics, +7 Stealth, +7 Acrobatics
Str +1, Dex +3, Con +1, Int -1, Wis -1, Cha -1
Items 10 daggers, leather armor
Many Hands A Dolgrim Scout has 4 hands it can use to hold items or perform actions with.
Dual Minds Multi Task The Dolgrim Scout is permanently quickened but can only perform the following actions with this extra action: drawing an item, reloading, Raise Shield or Twin Parry.
AC 15 (16 with Twin Parry); Fort +5, Ref +8, Wil +6 (+1 to saves against mental effects and treats all failures against such effects as Critical Failures)
HP 20; Resistances 3 All physical except magic or byeshk
Speed 25 feet
Melee dagger +8 (agile, finesse, thrown 10 ft., versatile S), Damage 1d4+1 piercing
Range dagger +8 (Agile, finesse, thrown 10 ft., versatile S), Damage 1d4+1 piercing
Twin Parry <Action>
Sneak Attack The Dolgrim Scout deals 1d6 extra precision damage to flat-footed creatures.
DOLGRIM WARRIOR CREATURE 1
| Uncommon | CE | Small | Aberration |
Perception +3; darkvision
Languages Common, Undercommon
Skills +7 Athletics, +5 Stealth
Str +2, Dex +2, Con +2, Int -1, Wis -1, Cha -1
Items crossbow, leather armor, morningstar, 20 bolts, wooden shield
AC 14 (16 with Raise Shield); Fort +8, Ref +5, Wil +6 (+1 to saves against mental effects and treats all failures against such effects as Critical Failures)
HP 22; Resistances 3 All physical except magic or byeshk
Speed 20 feet
Melee morningstar +8 (versatile p), Damage 1d6+3 bludgeoning
Range crossbow +8 (120 ft range), Damage 1d8 piercing
Many Hands A Dolgrim Warrior has 4 hands it can use to hold items or perform actions with.
Dual Minds Multi Task The Dolgrim warrior is permanently quickened but can only perform the following actions with this extra action: drawing an item, reloading or Raise Shield.
PRECIOUS MATERIAL
BYESHK MATERIAL 2+
| Uncommon | Precious |
Weapons made from purple tinted metal from a unique mountain range tend to easily damage those from the nightmare plane and their creations. Byeshk tends to be more dense then iron and it has a unique purple finish when polished.
Type byeshk chunk; Price 10 gp; Bulk L
Type byeshk ingot; Price 100 gp; Bulk 1
Type low-grade byeshk object; Level 2; Price 20 gp per Bulk
Type standard-grade byeshk object; Level 7; Price 250 gp
per Bulk
Type high-grade cold iron object; Level 15; Price 4,500 gp
per Bulk
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