Monday, June 8, 2015

Masters of the Universe Monday: Scare Glow for D&D 5th Edition

Scare Glow was a shifty bounty hunter by the name of Karak Nul, who spent years attempting to break into Castle Grayskull.  He became obsessed with the countless legends that it contained the power to be the Master of the Universe and lost his life trying to break into it. 

In death, he was cursed and banished into the dimension of Infinita, forever chained to his past crimes. He was brought back to Eternia by a magical spell cast by Skeletor to locate the most evil warriors in the five dimensions. Provided with the Scythe of Doom, Nul agreed to join forces with Skeletor and quickly became known as Scare Glow, thanks to his ability to burst forth and freeze his enemies with dread.

He is a skeletal ghost warrior, who seems to have a solid but translucent body, and whose bones emit a strong glow which can intimidate even the bravest opponents.






SCARE GLOW

Medium undead, Evil                                        ________________________________________________

Armor Class 11
Hit Points 45 (10d8) 
Speed 30 ft.
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   Str            Dex         Con           Int         Wis         Cha
14 (+2)     12 (+1)     11 (+0)     14 (+2)    13 (+1)     16 (+3)
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Damage Resistances acid, cold, fire, lightning, thunder, bludgeoning, piercing, and slashing from nonmagical weapons
Damage Immunities necrotic, poison
Condition Immunities charmed , exhaustion , grappled,
paralyzed, petrified, poisoned, prone, restrained, unconscious

Skills Intimidation +5, Stealth +3, Survival +3
Senses darkvision 60 ft., passive Perception 11
Languages Common
Challenge 4 (1,100 XP)

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Incorporeal Movement. Scare Glow can move through other creatures and objects as if they were difficult terrain. He takes 5 (1d10) force damage if he ends his turn inside an object.

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ACTIONS
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Multiattack. Scare Glow makes two weapon attack or one dread glow attack attack per round

Scythe of Doom. Melee Weapon Attack: +6 to hit, reach 10 ft., one creature. Hit: 10 (1d10+4) necrotic damage.


Etherealness. Scare Glow enters the Ethereal Plane from the Material Plane, or vice versa as an action. He is visible on the Material Plane while he is in the Border Ethereal, and vice versa, yet he can't affect or be affected by anything on the other plane.

Bone Chilling Glow. Each non-undead creature within 60 feet of Scare Glow that can see him must succeed on a DC 13 Wisdom saving throw or be frightened until the end of their next turn.

  

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