Hold Breath. The Scarboril can hold its breath for 15 minutes.
Horrifying Presence. Any creature, other than a Scarboril, that starts in turn within 10 feet of the Slaughterthane must succeed a DC 20 Wisdom saving throw or be frightened of him until the start of its next turn. A creature succeeds on this saving throw automatically if the Slaughterthane so wishes or if they are incapacitated.
Legendary Resistance (3/Day). If the Slaughterthane fails a saving throw, they can choose to succeed instead.
Magic Resistance. The Slaughterthane has advantage on saving throws against spells and other magical effects.
Magic Weapons. The Slaughterthane's weapon attacks are magical.
Multiattack. The Slaughterthane makes two attacks with its Scornblade.
Scornblade. Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit: 20 (3d8 + 7) slashing damage plus 13 (3d8) necrotic damage.
Wyvernhunter Longbow. Ranged Weapon Attack: +9 to hit, range 150/600 ft., one target. Hit: 14 (2d6 + 7) piercing damage plus 13 (3d8) poison damage, and the target must succeed DC 20 Constitution saving throw or be poisoned. While poisoned, the targets flying speed (if any) is reduced to 0. An airborne creature immediately falls. A creature can repeat this saving throw at the beginning of its turn, removing the poisoned condition on success.
No Room for Weakness. Each of the Slaughterthane's allies within 60 feet can't be charmed or frightened until the end of the Slaughterthane's next turn.
You don't get to die! Whenever an ally that can see and hear the Slaughterthane would be reduced to 0 hit points, it instead is reduced to 1.
The Slaughterthane 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 Slaughterthane regains spent legendary actions at the start of its turn.
Move. The Slaughterthane moves up to half its speed.
Attack. The Slaughterthane makes one Scornblade attack.
Gut Them! (Costs 2 Actions). Up to three allies within 60 feet of the Slaughterthane that can hear him gain advantage on all attacks against a target of the Slaughterthane's choosing until the start of the Slaughterthane's next turn.
Description
Scarboril society is one giant, brutal game of King-of-The-Hill; the only way upward is over whoever is above you, and more often than not it takes a certain kind of maliciousness and callousness to make it anywhere in the brutal hegemony. Nevertheless, all Scarboril look up to the Slaughterthanes with an almost alien mix of fear and jealousy.
Slaughterthanes are the hulking leaders of a Scarboril holding, tyrant and warlord that rouses the chattering warbands to action in their bid to prove Scarboril supremacy across the Lands. Their weapons, the terrible Scornblades and Wyvernhunter arrows, are forged by the most talented of slagmasters and their forge-slaves, yet their armor is surprisingly ramshackle; a patchwork of trophies pried from the corpses of favored conquests. Their bodies, hardened and enhanced by magic rituals from court Hatemeisters, grow to terrible size and might. Some even fuse bound fiends with their flesh to further empower them, or make deals with aberrant beings in exchange for more power.
The Slaughterthanes are the paragons of Scarboril society; paranoid, murderous, narcissistic psychopaths who build their legacies on a mountain of corpses. While any decent folk would revile such characteristics in the leaders, the Scarboril revere these traits, lifetimes of indoctrination ingraining an adoration for the title of Slaughterthane. Only twenty two Slaughterthanes may exist at any time, by decree of the Kill-King himself, and Slaughterthane is a title held for life; is it any wonder they are always paranoid of the hidden knife waiting to cut their reign short?
Lair and Lair Actions
The Slaughterthane's lair will always be its wretched palace, a hulking domain of half-rotted buildings stacked haphazardly upon itself. These halls are filled to the brim with countermeasures and traps in between lavish furnishings and stolen finery. These palaces sit in the center of the Slaughterthane's hold, often either the heart of their largest settlement or on top of a defensible location.
Lair Actions
On initiative count 20 (losing initiative ties), the Slaughterthane takes a lair action to cause one of the following effects; the Slaughterthane can’t use the same effect two rounds in a row:
- The Slaughterthane roars for reinforcements, summoning 1d4+1 Scarboril to fight, and die, for it.
- A hidden mechanism is tripped, causing hidden gouts of flame to erupt from the floor in a 30 foot radius. All creatures in this radius must succeed a DC 18 Dexterity save or take 6d6 fire damage, or half as much on a successful save.
- The Slaughterthane invokes his latent sorcerous blood, conjuring a wall of roiling energy 20 feet high and 40 feet wide. Any creature in the area when the wall is conjured must make a DC 18 Intelligence or take 4d6 force damage. The wall fades one the next Lair Action.
Regional Effects
The region containing a legendary Slaughterthane’s lair is plagued not only by the latent energy within the Slaughterthane themself, but also their legion of raiding Scarboril, which creates one or more of the following effects:
- All plantlife and terrain within 30 miles of the Slaughterthane's palace devolves into marshy fens and boglands.
- Scarboril raiding parties wander within 30 miles of the palace, hunting for victims.
- The sun perpetually hides behind thick, dark clouds that persist within 60 miles, yet it never seems to rain.
If the Scarboril Slaughterthane dies, these effects fade over the course of 2d6+2 days.
Previous Versions
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