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Table Name
d4 | Money | Item |
---|---|---|
1 | 256 cp | Description |
2 | 125 sp | Description |
3 | 87 gp | Description |
4 | 33 pp | Description |
Descriptive Block
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Time Raider Vanguard
CR 5 Skirmisher Medium Humanoid (Time Raider), Any Alignment 1,800 XP
- Armor Class 16 (breastplate)
- Hit Points 65 (10d8 + 20)
- Speed 30 ft.
STR DEX CON INT WIS CHA 19 (+4) 14 (+2) 15 (+2) 18 (+4) 12 (+1) 10 (+0)
- Saving Throws Str +7, Con +5, Int +7
- Skills Athletics +10, Intimidation +3, Perception +4
- Damage Resistances psychic
- Condition Immunities blinded, charmed
- Senses darkvision 120 ft., passive Perception 14
- Languages Common, Kuran'zoi
- Proficiency Bonus +3
Psychic Scar. The vanguard is immune to any effect that would sense its emotions, read its thoughts, reveal it is lying, or reveal its alignment or location.
Barrier. The vanguard gains 10 temporary hit points at the start of each of its turns.
Actions
Multiattack. The vanguard makes two Slam attacks. The vanguard can replace one of the attacks with a use of Psionic Charge or Rising Wave.
Slam. Melee Power Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (1d10 + 4) force damage, and the target can't take reactions until the start of its next turn.
Psionic Charge (3rd-Order Power). The vanguard teleports up to 60 feet to an unoccupied space within 5 feet of a creature it can see. Immediately afterwards, a wave of force ripples out. Creatures within 10 feet of the vanguard must make a DC 15 Constitution saving throw, taking 14 (4d6) force damage and falling prone on a failed save, or half as much damage without falling prone on a success.
Rising Wave (Recharge 6; 4th-Order Power). The vanguard projects a rippling wave of force in a line that is 60 feet long and 10 feet wide. Creatures in the line must succeed on a DC 15 Strength saving throw or be hurled 20 feet into the air and restrained there until the start of the vanguard's next turn.
Bonus Actions
Blink (Recharge 4–6; 2nd-Order Power). The vanguard teleports up to 10 feet to an unoccupied space it can see.
Time Raider Flaming Telepath
CR 9 Controller Medium Humanoid (Time Raider), Any Alignment 5,000 XP
- Armor Class 15 (natural armor)
- Hit Points 136 (16d8 + 64)
- Speed 30 ft.
STR DEX CON INT WIS CHA 13 (+1) 15 (+2) 18 (+4) 20 (+5) 12 (+1) 10 (+0)
- Saving Throws Str +5, Int +9, Cha +4
- Skills Athletics +5, Insight +5, Perception +9
- Damage Resistances fire, psychic
- Condition Immunities blinded, charmed
- Senses darkvision 120 ft., passive Perception 19
- Languages Common, Kuran'zoi, telepathy 120 ft.
- Proficiency Bonus +4
Psychic Scar. The flaming telepath is immune to any effect that would sense its emotions, read its thoughts, reveal it is lying, or reveal its alignment or location.
Caress of Fire. When a creature within 5 feet of the flaming telepath deals damage to it, the creature takes 3 (1d6) fire damage.
Actions
Multiattack. The flaming telepath makes up to three attacks with Ignition. It can replace one attack with either Mindfire or Hyperthermic Aura, if available.
Ignition (2nd-Order Power). Melee or Ranged Power Attack: +9 to hit, reach 5 ft. or range 60 ft., one target. Hit: 14 (4d6) fire damage, and the target ignites, taking 3 (1d6) fire damage at the start of each of its turns until it uses an action to douse the flames or is drenched in water.
Mindfire (4th-Order Power). The flaming telepath forces a creature it can see within 60 feet to make a DC 17 Intelligence saving throw. On a failed save, the creature takes 10 (3d6) fire damage plus 10 (3d6) psychic damage and must use its full speed to move in a direction the flaming telepath chooses at the start of its next turn. On a successful save, the creature takes half damage and can move normally. If the creature is ignited, it makes its saving throw with disadvantage.
Hyperthermic Aura (1/Day; 4th-Order Power; Concentration). The flaming telepath conjures a shimmering, sweltering aura in a 20-foot-radius sphere centered on a point it can see within 90 feet, which lasts for 1 minute. If a creature enters the area for the first time on a turn or starts its turn there, it must make a DC 17 Constitution saving throw, taking 17 (5d6) fire damage and being poisoned until the end of its next turn on a failure, or half as much damage without being poisoned on a success.
Reactions
Secrets of Iron and Mind. When the flaming telepath or a creature it can see within 30 feet makes a saving throw, the flaming telepath can cause the saving throw to become an Intelligence saving throw.
Powers
In addition to the other powers in this stat block, the flaming telepath can manifest the following powers, using Intelligence as its manifestation ability (power save DC 17):
- At will: flame's master, illuminator, influence
- 3/day each: extinguish, penetrating sight, read object, veritas
- 1/day each: broadcast, distant voice, read thoughts
Vaurathi
Undermind
CR 3 Artillery Medium Aberration, Typically Lawful Neutral 700 XP
- Armor Class 14 (natural armor)
- Hit Points 45 (7d8 + 14)
- Speed 0 ft., fly 30 ft. (hover)
STR DEX CON INT WIS CHA 8 (−1) 14 (+2) 14 (+2) 16 (+3) 14 (+2) 11 (+0)
- Skills Arcana +5, Insight +4, Perception +6
- Condition Immunities flanked, prone
- Senses darkvision 120 ft., passive Perception 16
- Languages Common, Deep Speech, Undercommon, telepathy 120 ft.
- Proficiency Bonus +2
Floating Eyes. Four eyes float around the undermind to create its Eye Psionics effects. Each eye is an object with AC 21, 1 hit point, and a barrier that makes it immune to damage. After an eye creates a psionic effect, it loses this barrier until the start of the undermind's next turn. If an eye is destroyed, a new eye is created to replace it at the end of the undermind's next turn.
Actions
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
Eye Psionics. The undermind creates two of the following psionic effects. Each eye targets a creature the undermind can see within 90 feet. The undermind can't use the same effect more than once on the same turn.
- 1. Compulsion Beam. The targeted creature must succeed on a DC 13 Wisdom saving throw against being charmed or use its reaction to move up to its speed and make a weapon attack against a creature of the undermind's choice.
- 2. Dazing Beam. The targeted creature must succeed on a DC 13 Constitution saving throw or be dazed and unable to make opportunity attacks for 1 minute (save ends at end of turn).
- 3. Antimagic Beam. The targeted creature must succeed on a DC 13 Wisdom saving throw or be forced to expend its lowest-level unexpended spell slot with no benefit, and the undermind gains temporary hit points equal to 5 × the level of the spell slot expended. If the targeted creature has no spell slots to expend, it becomes frightened of the undermind for 1 minute instead (save ends at end of turn).
- 4. Sickening Beam. The targeted creature must make a DC 13 Constitution saving throw. It takes 16 (3d10) force damage and is poisoned for 1 minute on a failure (save ends at end of turn), or half as much damage without being poisoned on a success.
Reactions
Reflect Energy. When the undermind takes acid, cold, fire, lightning, or thunder damage from a spell or power, it can halve the damage it takes and deflect it towards a creature or object within 30 feet. This is a ranged power attack (+5 to hit) which deals damage equal to the type and amount of damage that the undermind reduced using this reaction.
Elves
Moon Elf Sentinel
CR 3 Soldier Medium Humanoid (Elf), Any Alignment 700 XP
- Armor Class 16 (mithral chain)
- Hit Points 65 (10d8 + 20)
- Speed 30 ft.
STR DEX CON INT WIS CHA 12 (+1) 18 (+4) 15 (+2) 12 (+1) 14 (+2) 12 (+1)
- Skills Athletics +3, Acrobatics +6, Perception +4
- Senses darkvision 60 ft., passive Perception 14
- Languages Common, Elvish
- Proficiency Bonus +2
Elf Glamour (1/Day). When the sentinel is targeted by an attack or spell, the attacker must succeed on a DC 14 Wisdom saving throw or be charmed by the sentinel until the end of the sentinel's next turn (no action required).
Unerring Eye (1/Turn). When the sentinel has advantage on a weapon attack roll, its attack can still deal damage equal to the attack's ability modifier on a miss.
Actions
Multiattack. The sentinel makes two attacks with its Sword of Sigils or Ensnaring Bolt.
Sword of Sigils. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) magical slashing damage, and the target is cursed until the end of its next turn. While cursed, if the target makes an attack against a creature other than the sentinel, the target takes 9 (2d8) force damage.
Ensnaring Bolt (Cantrip). Ranged Spell Attack: +6 to hit, range 30 ft., one target. Hit: 7 (2d6) lightning damage, and the target is pulled up to 10 feet towards the sentinel.
Reactions
Arcane Ward (Recharge 5–6; 1st-Level Spell). When an ally within 30 feet of the sentinel takes damage from an attack or spell, the sentinel can reduce the damage taken by 7 (2d6).
Moon Elf Magus
CR 5 Brute Medium Humanoid (Elf), Any Alignment 1,800 XP
- Armor Class 16 (mithral breastplate)
- Hit Points 104 (16d8 + 32)
- Speed 30 ft.
STR DEX CON INT WIS CHA 15 (+2) 18 (+4) 14 (+2) 18 (+4) 12 (+1) 13 (+1)
- Saving Throws Wis +3, Cha +3
- Skills Acrobatics +7, Arcana +7, Perception +4
- Senses darkvision 60 ft., passive Perception 14
- Languages Common, Elvish
- Proficiency Bonus +3
Elf Glamour (1/Day). When the magus is targeted by an attack or spell, the attacker must succeed on a DC 15 Wisdom saving throw or be charmed by the magus until the end of the magus' next turn (no action required).
Unerring Eye (1/Turn). When the magus has advantage on a weapon attack roll, its attack can still deal damage equal to the attack's ability modifier on a miss.
Actions
Multiattack. The magus uses Bounding Lighting and makes a Levinblade attack.
Levinblade. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (1d10 + 4) magical slashing damage plus 10 (3d6) lightning damage, and the target is dazed until the end of its next turn.
Bounding Lightning (3rd-Level Spell). A stroke of lightning arcs from the magus' sword to a creature within 30 feet, forcing the creature to make a DC 15 Dexterity saving throw. The target takes 10 (3d6) lightning damage and is stunned until the start of its next turn on a failed save, or half as much damage without being stunned on a success.
The lightning then jumps to up to two other creatures within 15 feet of the target. Each creature must make a DC 15 Dexterity saving throw, taking 7 (2d6) lightning damage on a failed save, or half as much on a success.
Reactions
Dimensional Dodge (3/Day; 3rd-Level Spell). When the magus is hit by an attack from a creature it can see within 30 feet, the magus vanishes, teleporting to an unoccupied space within 5 feet of the attacker and halving the damage it takes from the attack.
Moon Elf Armathor
CR 7 Support Medium Humanoid (Elf), Any Alignment 2,900 XP
- Armor Class 18 (mithral plate)
- Hit Points 112 (15d8 + 45)
- Speed 30 ft.
STR DEX CON INT WIS CHA 20 (+5) 12 (+1) 16 (+3) 13 (+1) 14 (+2) 20 (+5)
- Saving Throws Con +6, Wis +5
- Skills Athletics +8, Perception +5
- Senses darkvision 60 ft., passive Perception 15
- Languages Common, Elvish
- Proficiency Bonus +3
Elf Glamour (1/Day). When the armathor is targeted by an attack or spell, the attacker must succeed on a DC 17 Wisdom saving throw or be charmed by the armathor until the end of the armathor's next turn (no action required).
Unerring Eye (1/Turn). When the armathor has advantage on a weapon attack roll, its attack can still deal damage equal to the attack's ability modifier on a miss.
Aura of Clarity. While the armathor isn't incapacitated, it and any allies within 10 feet of it have advantage on Intelligence, Wisdom, and Charisma saving throws.
Actions
Multiattack. The armathor makes two Courtblade or Greatbow attacks.
Courtblade. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) magical slashing damage, and the target, as well as each other enemy of the armathor within 5 feet of it, must make a DC 16 Constitution saving throw, taking 9 (2d8) thunder damage on a failed save, or half as much on a success.
Greatbow. Ranged Weapon Attack: +8 to hit, range 150/600 ft., one target. Hit: 11 (1d12 + 5) magical piercing damage plus 4 (1d8) thunder damage, the target is pushed 5 feet away from the armathor, and the target must succeed on a DC 16 Strength saving throw or be knocked prone.
Mirrorblade Army (1/Day; 5th-Level Spell). The armathor conjures 1d4 + 3 elysian duplicate minions in unoccupied spaces within 60 feet of it, each duplicate taking the appearance of the armathor. The minions act on the same initiative as the armathor, sharing a turn.
Bonus Actions
Arcane Transposition (3/Day; 3rd-Level Spell). The armathor chooses two creatures it can see within 60 feet, or itself and another creature within 60 feet. The chosen creatures instantly teleport, swapping places. If a creature is unwilling, it can avoid being teleported by succeeding on a DC 16 Charisma saving throw.
Elysian Duplicate
CR 8 Minion Medium Construct, Any Alignment 485 XP
- Armor Class 18 (natural armor)
- Hit Points 15
- Speed 30 ft.
STR DEX CON INT WIS CHA 20 (+5) 12 (+1) 15 (+2) 13 (+1) 14 (+2) 20 (+5)
- Skills Athletics +9, Perception +6
- Senses darkvision 60 ft., passive Perception 16
- Languages Common, Elvish
- Proficiency Bonus +3
Illusion. Friendly creatures can pass through the duplicate without treating its space as difficult terrain.
Unerring Eye (1/Turn). When the duplicate has advantage on an attack roll, its attack can still deal half damage on a miss.
Aura of Conquest. When an enemy within 5 feet of three or more duplicates makes a saving throw against a spell or magical effect, the creature takes a penalty to the save equal to the number of duplicates within 5 feet of it.
Minion. If the duplicate takes damage from an attack or as the result of a failed saving throw, its hit points are reduced to 0. If the duplicate takes damage from another effect, it dies if the damage equals or exceeds its hit point maximum; otherwise it takes no damage.
Actions
Courtblade (Group Attack). Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 5 force damage. If this attack was made by more than one minion, each minion that joined the attack can pick another creature within 5 feet of the original target. Each creature picked takes 5 force damage (a creature can't be picked more than once).
Greatbow (Group Attack). Ranged Weapon Attack: +8 to hit, range 150/600 ft., one target. Hit: 5 force damage, and the target must succeed on a Strength saving throw (DC 12 plus the number of minions that made the group attack) or be knocked prone and shoved 5 feet away.
Human Field Marshal
CR 10 Support Medium Humanoid (Human), Any Alignment 5,900 XP
- Armor Class 17 (breastplate, defensive fighting)
- Hit Points 150 (20d8 + 60)
- Speed 30 ft.
STR DEX CON INT WIS CHA 20 (+5) 15 (+2) 16 (+3) 16 (+3) 12 (+1) 16 (+3)
- Saving Throws Dex +6, Con +7, Wis +5
- Skills Athletics +9, Intimidation +7, Insight +5, Perception +5, Persuasion +7
- Senses passive Perception 15
- Languages Common plus any two languages
- Proficiency Bonus +4
Hammer and Anvil. Friendly creatures within 30 feet of the field marshal gain an additional +4 bonus to hit on attacks that are successfully flanking.
Exploit Opening (3/Day). When the field marshal makes an attack, they gain advantage on the attack roll.
Actions
Multiattack. The field marshal makes three attacks. The field marshal can replace up to two attacks with uses of Onwards!
Greatsword. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage.
Greatbow. Ranged Weapon Attack: +9 to hit, range 150/600 ft., one target. Hit: 10 (1d10 + 5) piercing damage.
Onwards! The field marshal orders an ally within 30 feet that can see or hear them to either move up to half their speed or make one attack (no action required).
Nobody Gets Left Behind! (1/Day). The field marshal and up to three allies within 30 feet can each move up to their speed without provoking opportunity attacks. When one of them moves to within 5 feet of an ally at 0 hit points, they can cause that ally to immediately regain 15 hit points. A creature can grant this healing no more than once during this action.
Unleash Hell! (1/Day). The field marshal orders any allies within 30 feet to make an attack against one creature the field marshal can see. Before the attacks are resolved, the target must succeed on a DC 17 Wisdom saving throw or become frightened of the field marshal for 1 minute or until the field marshal is incapacitated.
Bonus Actions
Tactical Supervision (Concentration). The field marshal chooses an ally within 30 feet that can see or hear them. Until the start of the field marshal's next turn, or until the field marshal loses concentration, the ally gains a 1d6 bonus to the result of any attack rolls or saving throws they make.
Reactions
Shake It Off! When an ally the field marshal can see within 30 feet fails a saving throw, the field marshal can shout an order to the ally, permitting the ally to reroll the saving throw with advantage.
Scion of Orcus
CR 10 Leader Medium Humanoid (Human), Chaotic Evil 5,900 XP
- Armor Class 17 (+1 scale mail)
- Hit Points 171 (18d8 + 90)
- Speed 30 ft.
STR DEX CON INT WIS CHA 14 (+2) 17 (+4) 20 (+5) 11 (+0) 14 (+2) 21 (+5)
- Saving Throws Int +4, Wis +6
- Skills Athletics +6, Perception +10, Religion +4
- Damage Resistances necrotic, poison
- Condition Immunities frightened
- Senses darkvision 120 ft., passive Perception 20
- Languages Common, Draconic, Goblin, Abyssal
- Proficiency Bonus +4
Fugite Omnis. The Scion can hover several inches off the ground, permitting him to ignore certain types of difficult terrain. If the Scion would be knocked prone while hovering or flying, he lands instead. He can spend 5 feet of movement while standing to resume hovering.
Reclaim Anima (3/Day). If the Scion fails a saving throw, he can drain the animating force from one non-minion undead creature within 30 feet of him that he controls to succeed instead, reducing that creature to 0 hit points.
Exploit Opening (3/Day). When the Scion makes an attack, he gains advantage on the attack roll.
Actions
Multiattack. The Scion makes two Rod of Ruin or three Decaying Ray attacks.
Rod of Ruin. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 10 (1d10 + 5) magical bludgeoning damage, and the target takes 7 (2d6) necrotic damage at the start and end of its next turn, as clinging black flames lap at its body.
Decaying Ray (Cantrip). Ranged Spell Attack: +9 to hit, range 120 ft., one target. Hit: 10 (1d10 + 5) necrotic damage, and the target loses any resistance to necrotic damage until the start of the Scion's next turn.
Energy Drain (Recharge 5–6; 3rd-Level Spell). Melee Spell Attack: +9 to hit, reach 5 ft., one target. Hit: 14 (4d6) necrotic damage, and the target must succeed on a DC 17 Constitution saving throw or be dazed (save ends at end of turn). Each time a target dazed in this way fails a save to end the effect, its current hit points are halved.
Bonus Actions
Abyssal Step (2nd-Level Spell). The Scion magically teleports up to 20 feet to an unoccupied space he can see. Immediately after he disappears, the ground on the space he left is coated in green slime.
Reactions
Entropic Reversal. When a creature the Scion can see within 30 feet of him regains hit points, the Scion reduces the number of hit points regained by 21 (6d6). If this reduces the number to below 0, the creature takes necrotic damage equal to the excess.
Service Eternal. When the Scion sees a non-undead creature die within 60 feet of him, he can raise it as an undead servant of a CR equal to or less than the level or CR the creature was previously.
Villain Actions
The Scion has three villain actions. He can take each action once during an encounter after an enemy creature's turn. He takes these actions in the order listed below, and can only use one per round.
Action 1: Roll the Bones. Skeletal arms rise from a 20-foot square on the ground, causing it to become difficult terrain. Each creature in the area when the arms appear must make a DC 17 Strength saving throw. A creature that succeeds is grappled, and a creature that fails is restrained (escape DC 17). On this initiative count next round, the arms disappear and decrepit skeleton minions rise to occupy each space formerly taken up by the arms.
Action 2: Dark Energy. Cracks form on the ground in the arena, consisting of up to thirty 5-foot-square sections, each of which must be adjacent to at least one other cracked section. Each section immediately breaks away into a 5-foot-deep hole shrouded in magical darkness, which is difficult terrain.
A creature takes 10 (3d6) necrotic damage when it enters the darkness for the first time on a turn or starts its turn there, and 3 necrotic damage for every 5 feet it moves horizontally through the darkness. Climbing out requires success on a DC 13 Strength (Athletics) check.Action 3: Worlds Collide. The Black Gate partially opens on the other side. The cracks from Dark Energy worsen, becoming 10-foot-deep holes. Up to three different sections of the arena also break away into the magical darkness, each of which can comprise up to a 20-foot-square or 10-foot-radius area. Until the Scion dies, on this initiative count this round, and each subsequent round, a demon of CR 1d4 or less walks through the gate.
Pact Magic
In addition to any other spells in this stat block, the Scion can cast the following spells, using Charisma as the spellcasting ability (spell save DC 17):
- At will: contact other plane +, detect magic A, identify +, locate object A
- 3/rest (at 5th-level): antilife shell A, arcane eye A,
cloudkill A, command A, counterspell R, dispel magic A, fly A, scrying +