Skip to main content

The Lancer




"Hard to tell what color this lady's scales used ta be, don't much matter in the end, suppose.


This grey horror once fought to slay rampaging dragons, only to be betrayed by the common folk fer being born of those hated lizards. Drove some mystic lance in her chest, broke it off. Guess what weapon she carries now as the hungry dead? It aint intact but it acts that way.


Suppose she's atoning fer her sins now, but racking up a whole host o' new ones. The Lancer claims she's protecting dragon-kind, but killin everythin' else aint the way to do it."

-Fossor Carvilius Graeme

The Lancer

Medium undead, lawful evil

Armor Class 13

Hit Points 65 (10d8 + 20)

Speed 0ft

Flight 40ft (hover)

Str 7 Dex 16 Con 15 Int 11 Wis 14 Cha 18

Skills: Perception +5

Condition Immunities charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained Damage Immunities cold, necrotic, poison

Damage Immunities cold, necrotic, poison

Damage Resistances acid, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks

Senses darksight 60ft, passive Perception 15

Languages Common, Draconic

Challenge 6 (2,300 XP)

Clutch Defender.

When the ghost hits a creature with an opportunity attack, the creature's speed becomes 0 for the rest of the turn.


Creatures provoke opportunity attacks from the lancer even if they take the Disengage action before leaving her reach.


When a creature makes an attack against a target other than the ghost, she can use her reaction to make a melee weapon attack against the attacking creature.

Ethereal Sight:

The ghost can see 60 ft. into the Ethereal Plane when it is on the Material Plane, and vice versa.

Incorporeal Movement:

The ghost can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.

Actions

Wasting Lance.

Melee Weapon Attack: +7 to hit, reach 10ft., one target. Hit: 18(4d6+4) necrotic damage. If the creature has ever killed a dragon or dragonborn, they take an additional 7(2d6) necrotic damage

Breathless Weapon (Recharge 5-6).

The lancer exhales a 15ft cone of death energy. All targets within the area of effect must succeed on a DC 13 Dexterity save or take 13 (4d6) necrotic damage, or half as much damage on success. If a creature fails this save by 5 or more they also fall Unconcious until awakened.

Etherealness:

The ghost enters the Ethereal Plane from the Material Plane, or vice versa. It is visible on the Material Plane while it is in the Border Ethereal, and vice versa, yet it can't affect or be affected by anything on the other plane.

Bonus Actions

Vengeance Born.

The lancer can detect if a creature it can see within 60ft has ever killed a dragon or dragonborn.

Comments

Popular posts from this blog

Gears

Gears can't remember if he was a dwarven hero or a condemned criminal. Either way, he is more cogwork than flesh now and driven to mete out justice with his metal fists. He was first deployed during an intense goblin invasion of a dwarven stronghold. Initially he served as something between a shocktroop and a living weapon, but this cigar chopping 'cyborg' inspired the dwarven defenders fighting along side of him to the point that he became a mascot, then a leader. More times than one could count, he should have gone down under a barrage of attacks only to plow forward losing more flesh and blood later replaced with mithril and steel. Eventually, Gears lost every last dwarf he fought along side and just kept killing goblins whenever he could until the fortress housed him alone. Now he wanders the world, making things right the best he can one punch at a time. Gears Medium construct (dwarf), chaotic good Armor Class 12 (natural armor) ...

Netting Mimic

This particular mimic species has a rather unique origin. As polyps the first batch was caught in a giant spider's web soon after being spawned. Rather than being devoured by the arachnid, they turned into sticky strands amid the webwork. Not long after that, a group of adventurers slew said spider and moved on. The mimics had something to subsist on and kept their disguise to keep more bugs. When the spider's eggs hatched, instead of eating the young, the mimics were amused by the creatures and they protected them until they were large enough until to ride off to better climes. Eventually, these mimics took the shape of netting of all sorts: ship rigging, cargo nets, and so on as they were less conspicuous than spider webs. They still remain friends with things eight-legged. Netting Mimic Medium Monstrosity (shapechanger), neutral Armor Class 13 (natural armor) 52 (8d8 + 16) Speed 15 ft Climb ...

The Black Lady

The Black Lady claims to be the The King of Fools' concubine and takes pride in the title despite how other devils look down on her and the rest of the cavalcade for it. She adores the 'silly' archdevil to no end and works tirelessly to ensure that the devils beneath him show the properly courtly respect that her lord is due... if he is around. Otherwise, she focuses more on vicious gossip, violent fetes, and malicious matchmaking. Pitch black in skin with burning red eyes, the Black Lady's legs end in smolding pig hooves while long, curled horns poke from her ebony coiffure. She wears a variety of overy fancy dresses that are always stripped, monochrome, and risque. One accessory she is never without is an enchanted fan made from burnt angel feathers. This fan is as sharp as any demon's claws and will always return to her hand. The Black Lady Medium Fiend (devil), lawful evil Armor Class 22 (natural armor) Hit Points...