Medium Or Small Humanoid
Armor Class 18 Scale Mail & Shield
Hit Points 273 (26d10 + 130)
Speed
STR
16 (+3)
DEX
16 (+3)
CON
20 (+5)
INT
12 (+1)
WIS
18 (+4)
CHA
10 (+0)
Saving Throws CON +10, WIS +9
Senses Passive Perception 19
Languages --
Challenge 14 (11,500 XP)
Proficiency Bonus +5
Traits

Channeling. This Creature while remaining stationary can concentrate on their Channel, gaining more effects the longer it's able to channel. Spells cast through the Channel are cast with Constitution being the spellcasting ability used. Cantrips dealing 3 die of damage, otherwise all spells are cast at their lowest level.

Actions

Plant Channel.  This creature begins to channel magic. This requires Concentration to maintain and gain bonuses. Any spell cast that would require concentration during this channeling is maintained as long as they concentrate on the Channel;
•Each turn while channeling this creature may cast Thornwhip(3d6), every 3 rounds they have spent channeling they are able to target an additional creature with Thornwhip.
•Every other round while Channeling this creature may cast the spell Entangle as a reaction.
•Every 3 rounds this creature has been channeling, they are able to cast Spike Growth as a Bonus Action.
•Every 4 rounds this creature at the start of its turn, may cast Plant Growth for its instantaneous effect.
• Every 5 rounds this creature may cast Grasping Vine at the start of the next creature's turn.

Divine Channel. This creature begins to channel magic. This requires Concentration to maintain and gain bonuses. Any spell cast that would require concentration during this channeling is maintained as long as they concentrate on the Channel;
• Each turn while channeling this creature may cast Word of Radiance(3d6), every 3 rounds this creature channels allows them to target an additional creature with Word of Radiance.
• Every other turn this creature is Channeling they are able to cast the spell Guiding Bolt as a reaction.
• Every 3 rounds this creature has been channeling they are able to cast Moonbeam as a Bonus Action.
• Every 4 rounds this creature may cast Mass Healing Word.
• Every 5 rounds this creature channels, it may cast Guardian of Faith at the start of the next creature's turn.

Fire-fright Channel. This creature begins to channel magic. This requires Concentration to maintain and gain bonuses. Any spell cast that would require concentration during this channeling is maintained as long as they concentrate on the Channel;
• Each turn while channeling this creature may cast Chill Touch(3d8), every 3 rounds this creature channels allows them to target an additional creature with Chill Touch.
• Every other turn this creature is Channeling they are able to cast the spell Burning Hands as a reaction.
• Every 3 rounds this creature has been channeling they are able to cast Phantasmal Force as a Bonus Action.
• Every 4 rounds this creature may cast Animate Dead.
• Every 5 rounds this creature channels, it may cast Wall of Fire at the start of the next creature's turn. 

Storm Channel. This creature begins to channel magic. This requires Concentration to maintain and gain bonuses. Any spell cast that would require concentration during this channeling is maintained as long as they concentrate on the Channel;
• Each turn while channeling this creature may cast Ray of Frost(3d8), every 3 rounds this creature channels allows them to target an additional creature with Ray of Frost.
• Every other turn this creature is Channeling they are able to cast the spell Ice Knife as a reaction.
• Every 3 rounds this creature has been channeling they are able to cast Warding Wind as a Bonus Action.
• Every 4 rounds this creature may cast Sleet Storm.
• Every 5 rounds this creature channels, it may cast Ice Storm at the start of the next creature's turn.

Staff. Melee Weapon Attack: +8 to hit, reach 5 ft., 1 target. Hit: 8 (1d8 + 3) bludgeoning damage.

Description

This is a framework to be added to a humanoid, giant, or other sapient creature to buff it up to 3rd tier.

The requirement for them not to move to increase their output, means they will likely be part of a group. The premise being that the party can focus down this stationary target or focus the others as this becomes more dangerous. As it loses bodyguards it gains actions to keep a balance to action economy. The Concentration requirement is to reward players that expend the occasional action to interrupt.

 

 

EmberlaRedthorne

Comments

Posts Quoted:
Reply
Clear All Quotes