Dwarven Resilience. The warrior has advantage on Saving Throws against poison, and has Resistance against poison damage.
Great Weapon Fighting. When the warrior rolls a 1 or 2 on a damage die for its Maul attack, it can re-roll the die as it wishes, unlimited times.
Asguardian Shield. On all saving throws, if you roll a 1,2, or 3, you may re-roll. Further, this unit is immune to pierce.
Improved Critical. The warrior's weapon attacks score a critical hit on a roll of 19 or 20.
Multiattack. The warrior makes two Maul attacks, or two melee handaxe attacks.
Maul. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 8 (2d6 + 2) bludgeoning damage.
Crossbow, Heavy. Ranged Weapon Attack: +3 to hit, range 100/400 ft., one target. Hit: 7 (1d10 + 1) piercing damage.
Handaxe. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 2) slashing damage.
Handaxe. Ranged Weapon Attack: +4 to hit, range 20/60 ft., one target. Hit: 6 (1d6 + 2) slashing damage.
Action Surge (1/Short or Long Rest). On the warrior's turn, it can take one additional action on top of its regular action and a possible bonus action.
Second Wind (1/Short or Long Rest). As a bonus action, the warrior regains 1d10 + 5 hit points.
Sentry Affinity. When an enemy attacks something other than this kind of monster, this unit can intercept and become the target with a +3d6 saving roll. If this is used, the unit has spent his next action.
Asguardian Aura (Costs 3 Actions). All allies gain +5 AC for the remainder of the round, and this unit's next saving roll is maximized.
Description
The Asguardian Dwarves are unique to the Realm wars. If the normal dwarves weren't bad enough, this version is well beyond the norm due to the blessings of the earth elementals. You've been warned.
Previous Versions
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So, there's a lot of things to go over here. If this monster's Str score is 18, why is it's damage mod only +2? And its attack mod only +4? Why does a CR 11 monster only have a +4 attack bonus? "This unit is immune to pierce." By pierce, do you mean piercing damage? If so, why is that not in the damage immunities section? Why did you make GWF unlimited? Why does "Mythril Plate" only give it an AC of 12, when normal plate gives you an AC of 18? Why does a CR 11 monster have such low AC and HP? I have so many questions about this.
old construct, I was still adapting.
It was part of a citadel war game, but it's gone now because of a lack of players.
As for the oddities, it was designed around a pretty low challenge level, so they barely had a few more interesting perks.
Lastly, I do things in stages. This is a 1/5 unit. Still recognizable as a normal dwarf, but only just infused with the earth spirit.
That means.... lucid defenses.
Exposed Weakness:
If you roll perceptions 16+, you will notice that you cannot penetrate the armor, but there's no immunity to the pierce element.
That is the fatal flaw, multiplying attack rolls by 3.
Remember that, the higher versions are immune to perceptions, but the weakness grows on their ranking.
If it was designed around a low CR, then why is it CR 11?
Also, none of your comments make any sense. Please actually understand the rules before trying to modify them.