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RED RIDING HooD
Medium humanoid, lawful evil
Armor Class 14 (studded leather)
Hit Points 76 da + 36)
Speed 30 ft.
STR DEX CON INT wis CHA
8 (-1) 10 (+0) 16 (+3) -18 (+4)
Skills Insight Perception +2
Senses darkvision 60ft., passive Perception 15
Condition Immunities Charmed, Frightened
Languages Common, Sylvan
Challenge 5 (1,600 XP)
Visually Confused. Unable to distinguish a wolf from her grandmother, when choosing to attack target, Red Riding Hood must succeed on a DC 12 Intelligence saving throw or be forced to randomly select a target she can see to attack.
Innate Spellcasting. Red Riding Hood innate spellcasting ability is Charisma (spell save DC 14). She can innately cast the following spells, requiring no material components:
At will: dancing lights, minor chill touch
2iday each: hold person, misty step
each: hypnotic pattern
ACTIONS
Basket Swipe. Melee Weapon Attack: +7 to hit, reach SR, one target. Hit: 7 bludgeoning damage.
Enthralling Gaze. Red Riding Hood targets one creature she can see within 15ft. The target must succeed on a DC 15 Wisdom saving throw or become charmed by Red Riding Hood for 24 hours. The charmed target can repeat the saving throw af the end of each turn, ending the effect on itself on a success. While a creatures charmed by this ability, it sees an illusion of Red
Riding Hood as an innocent child and believes the true form of
Red Riding Hood seen by others to be the illusion.
Some new dark fairytale monsters - concept art pt. 2
RED RIDING HooD Medium humanoid, lawful evil Armor Class 14 (studded leather) Hit Points 76 da + 36) Speed 30 ft. STR DEX CON INT wis CHA 8 (-1) 10 (+0) 16 (+3) -18 (+4) Skills Insight Perception +2 Senses darkvision 60ft., passive Perception 15 Condition Immunities Charmed, Frightened Languages Common, Sylvan Challenge 5 (1,600 XP) Visually Confused. Unable to distinguish a wolf from her grandmother, when choosing to attack target, Red Riding Hood must succeed on a DC 12 Intelligence saving throw or be forced to randomly select a target she can see to attack. Innate Spellcasting. Red Riding Hood innate spellcasting ability is Charisma (spell save DC 14). She can innately cast the following spells, requiring no material components: At will: dancing lights, minor chill touch 2iday each: hold person, misty step each: hypnotic pattern ACTIONS Basket Swipe. Melee Weapon Attack: +7 to hit, reach SR, one target. Hit: 7 bludgeoning damage. Enthralling Gaze. Red Riding Hood targets one creature she can see within 15ft. The target must succeed on a DC 15 Wisdom saving throw or become charmed by Red Riding Hood for 24 hours. The charmed target can repeat the saving throw af the end of each turn, ending the effect on itself on a success. While a creatures charmed by this ability, it sees an illusion of Red Riding Hood as an innocent child and believes the true form of Red Riding Hood seen by others to be the illusion.
FLOWER SPIRIT
Tiny fey, chaotic neutral
Armor Class 14
Hit Points 10
Speed 10 ft., fly 40 ft.
sm DEX CON INT WIS GA
2 (-4) 19 (+4) 11 (+0) 17 (+3) 17 (+3) 21 (+5)
Skills Deception +7 , Perception +5, Persuasion +7 ,
Stealth +6
Senses passive Perception 14
Sylvan
1.( 200 xP)
False Appearance. While the spirit reamins
motionless, it is indistinguishable from a normal flower.
Innate Spelicasting. The spirit's spelicasting ability is
Charisma (spell save DC 15). The spirit can innately cast the following spells, requiring no material components:
At will: druidcraft, invisibility, minor illusion day each: phantasmal force, tree stride
Magic Resistance. The spirit has advantage on saving throws against spells and other magical effects.
Actions
Leaf Blade. Melee Weapon Attack: +6 to hit, reach 5 ft,, one target. Hit: 9 + 4) slashing damage.
This attack scores a critical hit on a roll of 18-20.
This attack has advantage against any creature currently under the influence of the spirit's spores ability.
Tender Dance. The spirit performs within a captivating dance. Each creature within 10 feet of it must succeed on a DC 15 Charisma saving throw or take
7 psychic damage and become paralyzed for minute on a failed save. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Spores disperse around the spirit. Each creature within 20 feet of it must succeed on a DC
15 Constitution saving throw or become infected by the spores on a failed save. Spores invade an infected creature's system, making their way to the brain. The spirit has advantage on all Charisma based checks made against an effected target for the next minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Made By:
FLOWER SPIRIT Tiny fey, chaotic neutral Armor Class 14 Hit Points 10 Speed 10 ft., fly 40 ft. sm DEX CON INT WIS GA 2 (-4) 19 (+4) 11 (+0) 17 (+3) 17 (+3) 21 (+5) Skills Deception +7 , Perception +5, Persuasion +7 , Stealth +6 Senses passive Perception 14 Sylvan 1.( 200 xP) False Appearance. While the spirit reamins motionless, it is indistinguishable from a normal flower. Innate Spelicasting. The spirit's spelicasting ability is Charisma (spell save DC 15). The spirit can innately cast the following spells, requiring no material components: At will: druidcraft, invisibility, minor illusion day each: phantasmal force, tree stride Magic Resistance. The spirit has advantage on saving throws against spells and other magical effects. Actions Leaf Blade. Melee Weapon Attack: +6 to hit, reach 5 ft,, one target. Hit: 9 + 4) slashing damage. This attack scores a critical hit on a roll of 18-20. This attack has advantage against any creature currently under the influence of the spirit's spores ability. Tender Dance. The spirit performs within a captivating dance. Each creature within 10 feet of it must succeed on a DC 15 Charisma saving throw or take 7 psychic damage and become paralyzed for minute on a failed save. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Spores disperse around the spirit. Each creature within 20 feet of it must succeed on a DC 15 Constitution saving throw or become infected by the spores on a failed save. Spores invade an infected creature's system, making their way to the brain. The spirit has advantage on all Charisma based checks made against an effected target for the next minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Made By: