AO The Anti-Party

“Spitfire” Red Dragonborn Illrigger

 

 

AC: 22 (+1 Half-Plate, TZARION’S FAVOR)

HIT POINTS: 78

SPEED: 30 ft.

ALIGNMENT: Lawful Evil

ATTRIBUTES:

        STR: 18 (+4)

        DEX: 14 (+2)

        CON: 16 (+3)

        INT: 10 (0)

        WIS: 12 (+1)

        CHA: 17 (+3)

IMMUNITIES: None

RESISTANCES: Fire

 

ABILITIES:

HELLSIGHT: Spitfire has advantage on Wisdom (Perception) and Intelligence (Investigation) checks to notice creatures using magic to hide or disguise themselves.

FIGHTING STYLE – TREACHERY: When Spitfire attacks an enemy with none of his allies adjacent to it, he gains a +2 to damage rolls.

TZARION’S FAVOR: The favored adventurers of Lord Tzarion are greatly rewarded for their unquestioning servitude. All party members gain a +4 to their AC.

 

ACTIONS:

MULTIATTACK: Spitfire makes three AXE or JAVELIN attacks in any combination.

          AXE: Melee Weapon Attack: +8 to hit, Reach 5 ft., one target. Hit: 9 (1d8 + 5) slashing damage.

          JAVELIN: Ranged Weapon Attack: +6 to hit, Reach 5 ft., one target. Hit 7 (1d8 + 3) piercing damage.

DRAGON’S BREATH: As an action, Spitfire breaths a 15 ft. cone of fire. All creatures within the cone must make a DC 14 DEX saving throw or take 3d6 fire damage. Damage is halved on a save.

INFERNAL CONDUIT (6 dice [1d8]): As an action, Spitfire touches a target creature to transfer hit points between the target and Spitfire. If the creature is unwilling it is a melee spell attack with Charisma as his spellcasting ability. Roll any number of dice from the remaining pool. The result of the roll is how many hit points are transferred. Spitfire may either give his hit points to the target or take the target’s hit points for himself.

SPELLCASTING (DC 14): Spitfire has access to the following wizard spells:

          CANTRIPS: Fire Bolt, Chill Touch

          1st-Level (3 slots): Thunderwave, Magic Missile, Burning Hands, Chromatic Orb

BALEFUL INTERDICT: As a bonus action, Spitfire places a seal on a target within 30 ft. Spitfire can do this a number of times equal to his charisma modifier. He replenishes all of his seals after a short or long rest. When he or an ally hits a target, he can see with a seal on them, he may consume the seals to cause the attack to deal an additional 2d6 necrotic damage on the target per seal consumed. If he is within 30 feet of the target, he heals two points of damage for each die of damage his seals inflict.

Spitfire may also spend an unused seal to cast a spell with a casting time of one action as a bonus action.

SPELLBREAKER: As a reaction, Spitfire may cast Counterspell at 3rd-level.

 

VILLAIN ACTIONS:

AN ILLRIGGER’S CHALLENGE: Spitfire speaks with the authority of the Archdevil Asmodeus. As such, when Spitfire issues a challenge his enemies listen. At the end of a hero’s turn on round 1 all heroes must make a DC 14 WIS saving throw or be forced to attack Spitfire if they are able until the end of their next turn. If a hero is unable to attack Spitfire, they take no action. 

“Sepulcher” Skeletal Fighter

 

 

AC: 23 (Chainmail, Shield, TZARION’S FAVOR)

HIT POINTS: 72

SPEED: 30 ft.

ALIGNMENT: Lawful Evil

ATTRIBUTES:

        STR: 18 (+4)

        DEX: 14 (+2)

        CON: 14 (+2)

        INT: 12 (+1)

        WIS: 10 (0)

        CHA: 10 (0)

IMMUNITIES: None

RESISTANCES: None

 

ABILITIES:

ACTION SURGE: Once per combat Sepulcher can take an additional action on their turn.

FIGHTING STYLE – DEFENSE: While Sepulcher is wearing armor, they gain a +1 bonus to AC.

IMPROVED CRITICAL: Sepulcher’s weapon attacks score a critical hit on a roll of 19 or 20.

TZARION’S FAVOR: The favored adventurers of Lord Tzarion are greatly rewarded for their unquestioning servitude. All party members gain a +4 to their AC.

 

ACTIONS:

MULTIATTACK: Sepulcher makes three LONGSWORD or CROSSBOW attacks in any combination.

          LONGSWORD: Melee Weapon Attack: +8 to hit, Reach 5 ft., one target. Hit: 9 (1d8 + 5) slashing damage.

          CROSSBOW: Ranged Weapon Attack: +6 to hit, Range 30/120 ft., one target. Hit 7 (1d8 + 3) piercing damage.

PLAY DEAD: As an action Sepulcher can collapse into a pile of bones, appearing to have expired. Sepulcher may reassemble themselves on their next turn at the cost of their movement.

CLOAK OF SHADOW STEP: Sepulcher’s magical cloak allows them to use Shadow Step as a shadow monk would. When in dim light or darkness, as a bonus action, they can teleport up to 60 ft. to an unoccupied space that is also in dim light or darkness.

SECOND WIND: As a bonus action, Sepulcher can regain 1d10 + 6 hit points. This ability can only be used once per combat.

NOT SO FAST: As a reaction, when Sepulcher is hit by a melee weapon, they can attempt to take the weapon from his opponent. The target must make a DC 15 STR saving throw or lost their weapon to Sepulcher.

 

VILLAIN ACTIONS:

STUBBORN REANIMATION: Sepulcher was not given the gift of un-life by such a pedestrian spell as Raise Dead. The powers that bind their soul to this world are not easily broken. The first time that Sepulcher falls during combat they may choose to return to life at half hit points. 

“Onyx” Drow Warlock

 

 

AC: 19 (Studded Leather +1, TZARION’S FAVOR)

HIT POINTS: 60

SPEED: 30 ft.

ALIGNMENT: NEUTRAL EVIL

ATTRIBUTES:

        STR: 10 (0)

        DEX: 14 (+2)

        CON: 14 (+2)

        INT: 16 (+3)

        WIS: 10 (0)

        CHA: 18 (+4)

IMMUNITIES: None

RESISTANCES: None

 

ABILITIES:

AGONIZING BLAST: Onyx adds her CHA modifier to her Eldritch Blast damage.

DARK ONE’S BLESSING: When Onyx reduces a hostile creature to 0 hit points, she gains 10 hitpoints.

DARK ONE’S OWN LUCK: Onyx can call on her patron to alter fate in her favor. Once per combat, when she makes an ability check or saving throw, she may add 1d10 to her roll.

TZARION’S FAVOR: The favored adventurers of Lord Tzarion are greatly rewarded for their unquestioning servitude. All party members gain a +4 to their AC.

 

ACTIONS:

ATTACK: Onyx makes one STAFF attack, one CROSSBOW attack, or two ELDRITCH BLAST ATTACKS.

          STAFF: Melee Weapon Attack: +3 to hit, Reach 5 ft., one target, Hit 4 (1d6 + 1) bludgeoning damage.

          CROSSBOW: Ranged Weapon Attack: +5 to hit, Range 30/120 ft., one target, Hit 7 (1d8 + 3) piercing damage.

          ELDRITCH BLAST: Ranged Spell Attack: +7 to hit, Range 120 ft., one target, Hit 9 (1d10 + 4) force damage.

SPELLCASTING (DC 15): Onyx has access to the following spells; she has 2 spell slots:

          CANTRIPS: Chill Touch, Eldritch Blast, Poison Spray

          1st Level: Burning Hands, Hellish Rebuke, Witch Bolt

          2nd Level: Scorching Ray, Shatter, Cloud of Daggers

          3rd Level: Fireball

DROW MAGIC (DC 15): Onyx may cast the following spells at will: Dancing Lights, Faerie Fire, and Darkness.

ARMOR OF SHADOWS: Onyx may cast Mage Armor at will.

OTHERWORLDLY BOON: As a bonus action, Onyx call upon her patron to restore her power, regaining any spent spell slots.

 

VILLAIN ACTIONS:

WRATH OF PRAXIAN: Onyx’s patron rewards those who are loyal to him, and punishes those who would stand in the way of his servants. At the end of a hero’s turn on round 3, Onyx selects 1d4 heroes. The target heroes must make a DC 18 DEX saving throw or take 2d10 necrotic damage as they are blasted by arcs of sickly green energy that erupt from the air around them. Damage is halved on a save. 

“Umbra” Human Monk

 

 

AC: 20 (Unarmored Defense, TZARION’S FAVOR)

HIT POINTS: 54

SPEED: 45 ft.

ALIGNMENT: Neutral Evil

ATTRIBUTES:

        STR: 18 (+4)

        DEX: 16 (+3)

        CON: 12 (+1)

        INT: 10 (0)

        WIS: 16 (+3)

        CHA: 10 (0)

IMMUNITIES: None

RESISTANCES: None

 

ABILITIES:

FIGHTING DIRTY: Umbra may use his monk weapon for all attacks.

TZARION’S FAVOR: The favored adventurers of Lord Tzarion are greatly rewarded for their unquestioning servitude. All party members gain a +4 to their AC.

 

ACTIONS:

MULTIATTACK: Umbra makes 4 STAFF attacks; if one target is hit by two STAFF attacks, they must make a DC 14 CON saving throw or be stunned.

          STAFF: Melee Weapon Attack: +9 to hit, Reach 5 ft., one target, Hit: 10 (1d8 + 6) bludgeoning damage.

SHADOW STEP: When in dim light or darkness, as a bonus action, Umbra can teleport up to 60 ft. to an unoccupied space that is also in dim light or darkness.

DEFLECT MISSILES: As a reaction, when Umbra is hit by a ranged weapon attack, he may choose to deflect it.  Reduce the damage by 1d10 + 3. If the damage is reduce to 0 Umbra can make a ranged attack with the caught weapon or ammunition.

 

VILLAIN ACTIONS:

BLIND FOOLS: Umbra prides himself on his ability to pass by his enemies unseen. Sometimes though, it is just easier if his enemies cannot see at all. At the end of a hero’s turn on round 2, Umbra can select 1d4 heroes. Those heroes must make a DC 16 CON saving throw or be blinded.  At the end of each of their turns the heroes may make another saving throw. On a success, the effect ends. 

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