Listen I understand you had  few of the Brisbane Spears as friends when you worked at the carnival

And maybe a few of those spears are ok blokes but here is thre reality you are a 10th circle Nomad. That means something.

It means you cant go back into the desert. It also means you can’t go to anywhere that is occupied by the Heirpohant.

The second thing you need to know is if one of your old blokes comes looking for you in the esteryon  you turn run use your best spell and conjure your favorite nursery rhyme.

The sheild you conjure will not only bring down the slave takers and they will clear your good name while you are at it.

Just dont actualy break the law around them that’s the only other thing you need to remember, don’t actually break the law.

Then you will get hammered from both ends of things.

The Mome Raths they’re always watch with their dredful glare you see.

Thats why in the old toungue they’re called MoMe Raths in the old tongue

They’re wrathful. They’re the wrath of the people bodies that got burned while they’re  tombs got raided.




Medium undead (Rune Saint), lawful Good

Armor Class 18 (sheild + halfplate +natural armor)

Hit Points 58 (9d8 + 18)

Speed 30 ft.

STR
16 (+3)
DEX
8 (?1)
CON
15 (+2)
INT
16 (+3)
WIS
20 (+5)
CHA
22 (+6)
Saving Throws Wis +5

Damage Resistances: Fire Bludgeoning, piercing, and slashing from Nonmagical Attacks,

Damage Immunities necrotic, poison

Condition Immunities charmed, exhaustion, frightened, paralyzed, poisoned

Senses darkvision 60 ft., passive Perception 10

Languages the languages it knew in life

Challenge 4 (900 XP)

Actions

1st level (3 slots): Cure Wounds, Hunters Mark, Spike Growth

-Favored terrain: Desert, Urban

-Fighting style: Carney trained Paladin.

-Favored Enemy: humanoids + (officer specializing in murder and arson investigation)

-Hunter: Colossus slayer

Prestige Bonuses

  • Rune Box Worker
  • Card Counter
  • Golem vanguard

Feats

  • Sheld master
  • Sentinel
  • Keen mind.

Innocence: Copper sheilds dont intriniscly bring harm to anyone and cant be targeted by anti undead spells and spell like abilities.

Multiattack. The sheild can use her Dreadful Glare and makes one attack with its sheild. Sickle Sword. Or Any combination of sword and sheild attacks

Royal Sickle sword (scimitar +1 of the electric slice). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: +7 ,  then (2d6 + 5) slashing +(2D6) electric damage

Talon of Horus: Falcon Strike

Add divine smite damage + Rune Cascade 10 (3d6 ) radiant damage 7 (2D8) radiant damage + Colossus slayer 4 (1D8) + hunters mark  3 (1D6)

Please note that that a Falcons strike uses two spell slots.


Royal Sheild bash. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) peircing damage plus 10 (3d6) necrotic damage.

(When confronted with a fellon they are hunting they use this maneuver hut it requires they use two of their spell slots.)

Talon of Horus: Hammer of Osiris.

: Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) peircing damage plus 10 (3d6) necrotic damage. plus 10 (3d6) radiant damage.plus divine smite 7 (2D8) radiant damage + Colossus slayer 4 (1D8) + hunters mark  3 (1D6)

A Fellon that drops to 0 hit points aftwr this doesn’t die but just goes unconscious for a day.

Moon of Truth. This being has deep lunar knowledge. Consisting of two feats and three prestige bonuses

Ally in the Mist. Instead of traditional necromancy spells you can use spells like call to the mist to have one of these beings aid you for 2d4 rounds.

Rune Cascade. When faceing off against a fellon her attack does an aditional 3d6 radiant damage. A Fellon slain by this attack that drops to 0 hit points doesn’t die but just goes  unconscious for a day.

Dreadful Glare. The crusader targets one creature it can see within 60 feet of it. If the target can see the mummy, it must succeed on a DC 16 Wisdom saving throw against this magic or become frightened until the end of the mummy’s next turn. If the target fails the saving throw by 5 or more, it is also paralyzed for the same duration. A target that succeeds on the saving throw is immune to the Dreadful Glare of all mummies (but not mummy lords) for the next 24 hours.

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