Durgeddin / Durgeddin-Illiren


Illiren

Instructions

Attack

  • Carry great axe. On first round, launch great axe and as a free action draw the halberd. On the 4th round, sheath the halberd to catch the axe.
  • Bite: When you take damage, your jaws grow into a wolflike muzzle. In place of a normal attack, it deals 1d8+5 points of damage, has +10 or more to hit, and if it hits (if not attacking a construct or undead), you regain hit points equal to your proficiency bonus as long as you have less than half hit points.
  • Broadhead bow can be used to cast faerie fire and darkness once each per day and dancing lights at will. Hates dwarves. (Range: 150/600, where 600 is max range at disadvantage)

Healing

  • Second Wind: 1/short rest, heal 1d10+level as a bonus action
  • Call the Hunt: When you first begin raging in combat (which happens after taking damage), a number of allies equal to your Constitution modifier can also gain ferocity. While you rage, 1/turn they can deal an extra 1d6 dmg when they hit with an attack. You gain 5 temp hp for each creature empowered.

Movement

  • Bestial Movement: You have a climbing speed equal to your walking speed. When you jump, you can make an Athletics check and extend your jump by a number of feat equal to the result.
  • Celestial chainmail: can fly

Saving throws

  • Indomitable: 3/day, if you fail a saving throw, you may choose to succeed instead
  • Advantage against all spell saving throws, absorbs 8 failures

Skills

  • Remarkable Athlete: Whenever rolling Athletics or Acrobatics, a roll of 7 or less on 1d20 is treated as an 8
  • Feral Senses: You have advantage on perception checks based on hearing or smell, and as long as you can hear and smell you have blindsight 10 ft.

Abilities

  • Action Surge: 1/short rest, take an extra action in a round
  • Second Wind: 1/short rest, heal 1d10+level as a bonus action
  • Improved Critical: You make a critical hit on a natural 19 or 20
  • Remarkable Athlete: Whenever rolling Athletics or Acrobatics, a roll of 7 or less on 1d20 is treated as an 8
  • Extra Attack: When you take the attack action, you may make 4 attacks
  • Indomitable: 2/day, if you fail a saving throw, you may choose to succeed instead
  • Bite: When you take damage, your jaws grow into a wolflike muzzle. It deals 1d8+5 points of damage, has +10 or more to hit, and if it hits, you regain hit points equal to your proficiency bonus as long as you have less than half hit points.
  • Bestial Movement: You have a climbing speed equal to your walking speed. When you jump, you can make an Athletics check and extend your jump by a number of feat equal to the result.
  • Feral Senses: You have advantage on perception checks based on hearing or smell, and as long as you can hear and smell you have blindsight 10 ft.
  • Call the Hunt: When you first begin raging in combat, a number of allies equal to your Constitution modifier can also gain ferocity. While you rage, 1/turn they can deal an extra 1d6 dmg when they hit with an attack. You gain 5 temp hp for each creature empowered.

Loot

  • 4 healing potions
  • 1 antitoxin
  • warhorse with studded leather barding
  • 3200 silver pieces
  • 1757 gold pieces
  • 1206 platinum pieces
  • 9800 gp worth of misc jewelry
  • 3300' of rope (magic item, weighs 10 pounds)
  • EagleEye Halberd - you have advantage on initiative rolls, and cannot be surprised
  • Dancing Greataxe
  • Celestial chainmail: has fly
  • 5 antiplague
  • Enchanted Wyvernscale Mail - +1 enhancement, and doesn't impose disadvantage on Stealth checks (not using)
  • Scarab of protection (advantage on saving throws against spells. If you fail against necromancy or undead effect, spend a reaction to spend a charge. It has 12 charges.)
Page last modified on September 07, 2024, at 02:11 PM