Headless.
Due to the Headless nature of the Buried, they have disadvantage on all Wisdom (Perception) checks."To complete their ritual, the Buried joined a mass suicide via decapitation. Some would try and leave before this, but were forced to participate by others."
Club.
Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) bludgeoning damage.
Sling.
Ranged Weapon Attack: +3 to hit, range 30/120 ft., one target. Hit: 3 (1d4 + 1) bludgeoning damage.
Spirit Walk.
As an action, instantly move to a point within 15ft as long as there is space. You also enact the Dodge action freely. "The Buried disappear and reappear at a location nearby in a cloudy haze of chilly, blue mist.
Spirit Travel.
As a reaction to being attacked, or an enemy moving next to you. Instantly move to a point within 15ft as long as there is space.
If the enemy attack has enough range and can still feasibly hit you, it is made disadvantage. Otherwise, the enemy rolls a DC12 Dexterity ability check, on a success, the enemy can cancel the attack and regain any spent resources/actions. If the enemy fails, the attack continues, but misses automatically.
Description
“These weak beings knew the fate of those that served Malgor, so they joined the ritual to escape that fate. Hoping to live out the rest of their lives in the afterlife. In life, they were fodder, in death, they remain so.
Dallas the Coward is the most known of these, he remains locked far beneath the Mausoleum, fully aware and sentient for it was he who twisted the ritual for his own gain.”
Lair and Lair Actions
Previous Versions
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7/19/2024 12:01:29 PM
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7/19/2024 12:30:01 PM
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6
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Coming Soon
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