Friday, March 6, 2015

Elemental Evil: Barrage, Harbinger of Stone for D&D 5th Edition [UPDATED]

Inexorable is the best word to describe the Harbinger of Stone.  He is accustomed to the weight of entire worlds and intimately understands the power that binds them together...and tears them apart.







BARRAGE, HARBINER OF STONE                                                                                     Large monstrosity (human), neutral evil                                        ________________________________________________

Armor Class 18 (natural armor)
Hit Points 310 (20d10 + 90) 
Speed 40 ft., burrow 40 ft.
________________________________________________
   Str            Dex         Con           Int         Wis         Cha
22 (+6)     10 (+0)     21 (+4)     12 (+1)    14 (+2)     11 (+0)
________________________________________________

Damage Resistances bludgeoning, piercing, and slashing from
nonmagical weapons
Damage Immunities poison
Condition Immunities exhaustion, paralyzed, petrified, poisoned, unconscious
Senses darkvision 60ft., tremorsense 60ft., passive Perception 12 Languages Terran
Challenge 13 (10,000 XP)

________________________________________________

Earth Glide. The harbinger can burrow through nonmagical, unworked earth and stone. While doing so, the harbinger doesn't disturb the material it moves through.

Siege Monstrosity. The harbinger deals triple damage to objects and structures.

________________________________________________


ACTIONS

________________________________________________


Multiattack. The harbinger makes two melee attacks.

Rock. Ranged Weapon Attack: +10 to hit, range 60/240 ft., one target. Hit: 32 (4d12 + 6) bludgeoning damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be knocked prone.

Greatsword. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 33 (5d10 + 6slashing damage. 

Slam. Melee Weapon Attack+10 to hit, reach 5 ft., one target. Hit: 19 (3d8 + 6bludgeoning damage. 


Temblor (Recharge 5-6). The harbinger shakes the very foundations of the earth it stands upon. Each creature within a 30 foot radius of the harbinger must make a DC 14 Dexterity saving throw, taking 54 (12d8) bludgeoning damage on a failed save, or half as much damage on a successful one.





Post a Comment

Oakhurst: Rangers of Roan

The Rangers of Roan were founded 587 years ago in the Monarchy of Sumter when Princess Roan was visited by the goddess Melora who wante...