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  1. - Top - End - #1
    Colossus in the Playground
     
    JNAProductions's Avatar

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    Default Wardens Of Rodin

    Spoiler: Tank Warden, CR 2
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    Tank Warden
    Medium Humanoid, Lawful Evil

    Armor Class 21 (Full Plate, Shield, Defensive)
    Hit Points 42 (5d8+20)
    Speed 30'

    Strength Dexterity Constitution Intelligence Wisdom Charisma
    16 (+3) 14 (+2) 18 (+4) 10 (0) 14 (+2) 10 (0)

    Skills Athletics +6, Perception +5
    Senses Darkvision 60', Passive Perception 15
    Languages Common
    Challenge 2

    Defensive
    Tank Wardens get +1 AC while in armor.

    Actions

    Warhammer Melee Weapon Attack:
    +6 to-hit, reach 5', one target. Hit: 1d8+3 bludgeoning damage.

    Shield Bash Melee Weapon Attack:
    +6 to-hit, reach 5', one target. Hit: 1d4+3 bludgeoning damage and if the target is a Large or smaller creature, they are pushed back 5'.

    Bonus Actions

    Guard Stance
    Until the start of their next turn, the Tank Warden may make an Attack of Opportunity against any creature that enters their reach for the first time in a turn. Disengage denies this attack, as usual.

    Cover Stance
    Until the start of their next turn, any allies within 5' of the Tank Warden gain half-cover against all attacks.

    Spoiler: Strike Warden, CR 2
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    Strike Warden
    Medium Humanoid, Lawful Evil

    Armor Class 18 (Full Plate)
    Hit Points 32 (5d8+10)
    Speed 35'

    Strength Dexterity Constitution Intelligence Wisdom Charisma
    18 (+4) 16 (+3) 14 (+2) 12 (+1) 10 (+0) 12 (+1)

    Skills Athletics +7
    Senses Darkvision 60', Passive Perception 10
    Languages Common
    Challenge 2

    Trait

    Actions

    Maul Melee Weapon Attack:
    +7 to-hit, reach 5', one target. Hit: 2d6+4 bludgeoning damage.

    Reactions

    Retaliate
    When damaged by a creature within 5', they may make a single melee attack against them.

    Spoiler: Mage Warden, CR 3
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    Mage Warden
    Medium Humanoid, Lawful Evil

    Armor Class 16 (Mage Armor)
    Hit Points 52 (8d8+16)
    Speed 30'

    Strength Dexterity Constitution Intelligence Wisdom Charisma
    8 (-1) 16 (+3) 14 (+2) 18 (+4) 10 (0) 14 (+2)

    Skills Stealth +6, Arcana +7, Deception +5, Intimidation +5
    Senses Darkvision 60', Passive Perception 10
    Languages Common, Draconic
    Challenge 3



    Actions

    Arcane Strike Ranged Spell Attack:
    +7 to-hit, range 120', one target. Hit: 2d12+4 force damage.
    This is the equivalent of a cantrip, with somatic, material, and verbal components.

    Zone Of Denial 2/Short Rest
    The Mage Warden creates a 15' cube of magical forces. Allies within the area are unaffected, while enemies in the area treat it as difficult terrain, treat anyone inside as having 3/4ths cover and anyone on the other side of it as having half cover, and upon entering for the first time in a turn or starting their turn in the area, suffer 2d8 force damage.
    This is the equivalent of a 3rd level spell, with somatic, material, and verbal components. It has a duration of one minute (Concentration).

    Bonus Actions

    Move Zone
    The Mage Warden moves an active Zone of Denial up to 20'.

    Misty Step 1/Short Rest
    The Mage Warden teleports up to 30' to a place they can see, as per Misty Step.

    Spoiler: Sint Junten, CR 1/8th
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    Sint Junten
    Medium Humanoid, Lawful Evil

    Armor Class 17 (Half-Plate, Cloak Of Protection, Ring Of Protection)
    Hit Points 11 (2d8+2)
    Speed 30'

    Strength Dexterity Constitution Intelligence Wisdom Charisma
    10 (0) 10 (0) 12 (+1) 14 (+2) 12 (+1) 18 (+4)

    Saving Throws +2 Strength, +2 Dexterity, +3 Constitution, +4 Intelligence, +3 Wisdom, +6 Charisma (from magic items)
    Skills Sleight of Hand +2, History +4, Insight +3, Deception +8, Intimidation +6, Persuasion +6
    Senses Passive Perception 11
    Languages Common
    Challenge 1/8th


    Actions

    Longsword Melee Weapon Attack:
    +0 to-hit, reach 5', one target. Hit: 1d8 slashing damage.

    Dagger Melee or Thrown Weapon Attack:
    +2 to-hit, reach 5' or range 20'/60', one target. Hit: 1d4 piercing damage.

    Equipment

    Rod of Rulership, Rod of Security, Ring of Protection, Cloak of Protection

    Spoiler: Notes
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    This will be a battle my PCs are going up against. Three Tanks, three Strikes, one Mage, and Sint (who will be hiding and cowering his bigoted butt as hard as he can).

    They're six level 4 gestalt PCs.
    Last edited by JNAProductions; 2024-02-19 at 10:12 PM.
    I have a LOT of Homebrew!

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  2. - Top - End - #2
    Ettin in the Playground
     
    MindFlayer

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    Default Re: Wardens Of Rodin

    These... look like the kind of enemies you need to be careful with.

    Tank Warden:
    AC 21 is high. Not bad, but this is well into the range where GWM and Sharpshooter won't be useful, advantage/bless will be powerful and things like palain smites will be awesome (if hits are rare, doing extra damage on a hit is great). Add in that tools like fireball or fear or other save based answers wil be relatively strong.

    Throw in on top the cover stance letting a couple of these support each other and you could make a very frustrating encounter for some PCs.

    Guard stance seems to b a reacion, not a bonus action?


    Strike Warden:
    I was thinking tha the +7 to hit was unheard of for a CR2 creature, but there are some I found upon checking. They might still be more effective than you expect as the others do have much lower AC. The retaliation coupled with high AC might make a number of your matrial players hate you...


    Mage Warden:
    Looks good... mostly. OK< damage, a bit different from th others. A bit higher CR. All fine. Zone of denial though is great, but maybe not for this fight. 3/4 Cover will just shut down melee martials. 2d8 damage isn't over the top, bu moving it freely as a bonus action kind of is very strong. Its not that much less damage than a 3rd level moonbeam and the ability to keep pace with enemies and slow them down is just crazy good. Imagine a standard 30ft move PC that neds to get into melee to do their thing. Drop this on top of them - it will take all their move to go from one side to the other and if the fight starts with them an apprecialble distance away this could be a) vry powerful and b) very annoying. The upside is that those PCs that can't make it to the front lines wer probably not going to do much against AC21 enemies anyway. There is no range on this though - so if is range was 0, then it could be reasonable.

    Each elemnt looks fine, but together I worry that some players might not have so much fun.

  3. - Top - End - #3
    Colossus in the Playground
     
    JNAProductions's Avatar

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    Default Re: Wardens Of Rodin

    Well, they did have the ability to ambush them. Which was pretty pivotal.

    Took out the mage before he could do a dang thing. I will say, the high AC was a lil' frustrating for them-they won, but there was a LOT of missing.

    So, lesson learned: More HP, less AC.
    I have a LOT of Homebrew!

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