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Tuesday 12 May 2015

Altanian Chosen Axeman hd 5, Altanian Berserker hd 9, Altanian Great Warlord hd 20

Altanian Chosen Axeman
Medium humanoid
Armor Class 12 (unarmoured defence)
Hit Points 32 (5d8 + 10)
Speed 30 ft.
STR 15 (+2) DEX 11 (+0) CON 14 (+2) INT 10 (+0) WIS 11 (+0) CHA 10 (+0)
Skills Intimidation +2
Senses passive Perception 10
Languages Altanian, Common
Challenge 1 (200 XP)

Actions
Multiattack. The Axeman makes two melee attacks.

Great Axe. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature.
Hit:  8 (1d12 + 2) slashing damage.
Javelin (2) Missile Weapon Attack +4 to hit,
Hit: 5 (1d6+2) piercing damage.

The Chosen Axemen are the elite warriors of an Altanian tribe. Usually each Warrior Lodge produces a handful of Chosen Axemen, who band together to guard the Chief in battle. Some Warrior Lodges are led by Berserkers who lead them against the strongest foes.
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Altanian Berserker
Medium humanoid
Armor Class 14 (dex, unarmoured toughness)
Hit Points 67 (9d8 + 27)
Speed 30 ft.
STR 16 (+3) DEX 12 (+1) CON 17 (+3) INT 9 (−1) WIS 10 (+0) CHA 10 (0)
Senses passive Perception 10
Languages any one language (usually Common)
Challenge 3 (700 XP)
Reckless Attack. The Berserker may choose to gain and grant advantage on all melee attack rolls until the start of his next turn.

Actions
Multiattack. The Axeman makes two melee attacks.

Greataxe. Melee Weapon Attack: +5 to hit, reach 5 ft., one
target. Hit: 9 (1d12 + 5) slashing damage (+3 STR +2 Rage).

Javelin (2) Missile Weapon Attack +5 to hit,
Hit: 6 (1d6+3) piercing damage.

Altanian Berserkers are tribal champions who often lead the clan's Chosen Axemen in battle against rival clans and outsiders. Some are encountered as wandering 'lone wolves'. Others are Tribal Chiefs themselves, or are picked by an older chief to lead his warband.
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Altanian Great Warlord
Medium humanoid
Armor Class 17 (+2 dex, +5 unarmoured toughness)
Hit Points 190 (20d8 +100)
Proficiency +4
Speed 40 ft.
STR 20 (+5) DEX 14 (+2) CON 20 (+5) INT 12 (+1) WIS 10 (+0) CHA 14 (+2)
Saves STR +9 CON +9 WIS +5
Senses passive Perception 15
Languages Altanian, Common
Challenge 10

SA
Danger Sense - Advantage on DEX saves
Feral Instinct - Advantage on Initiative rolls
Reckless Attack. May choose to gain and grant advantage on all melee attack rolls until the start of his next turn.

Actions
Multiattack. The Great Warlord makes two melee attacks & 1 bonus melee attack.

Javelin (2) Missile Weapon Attack +9 to hit,
Hit: 1d6+5 piercing damage.

Yusan - Sword of Bondorr
+2 Greatsword, Dragonslayer. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 2d6+10 slashing damage (+5 STR +3 Rage +2 magic) (3 attacks) (crit 6d6+10)
Sword does +3d6 damage vs dragons and dragon-blooded (Orichalans etc).
The sword when drawn gives its wielder immunity to enchantment/charm effects.

Minars Rapak, Vice Regent of Altani-Nerath (fr M8 4447), Commander of the Altanian Host, and Warden of Nerra.
Axe of Minars
+1 Altanian War Axe, 10' reach & Polearm Master.
Melee Weapon Attack: +10 to hit, reach 10 ft, one target. Hit: 2d12+9 slashing damage (2 attacks), 2d4+9 blunt damage (bonus attack).
Opportunity Attack on enemy entering Reach.

Great Warlords command coalitions of clans, barbarian hordes and the like.

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