Midnight Crew (Dungeons & Dragonstuck supplement)
Jack Noir
Medium humanoid (Carapacian), any evil alignment Armor Class 12
Saving Throws Dex +5 Chess People. Jack Noir has advantage on Intelligence (History) checks and can take the Disengage or Help action as a bonus action on each of his turns. Blood Frenzy. The archagent carapacian has advantage on melee attack rolls on any creature that doesn't have all its hit points. Labyrinthe Recall. The carapacian can perfectly recall any path he has traveled. ACTIONSMultiattack. Slick Noir makes two melee attacks. Dagger. Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 8 (2d4 + 3) piercing damage. Cast Iron Horse Hitcher. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 9 (2d4 + 4) bludgeoning damage.
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Archagent Jack Noir, as he is known in most versions of SDUND,[note 1] is the third most powerful carapacian in the Dersite Kingdom. He has a tendency to stab first and ask questions later. Noir has a kismesissitude with the Black Queen.[note 2]
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Hegemonic Brute
Large humanoid (Carapacian), neutral evil Armor Class 12
Skills History +1, Intimidation +2, Perception +4 Chess People. Hegemonic Brute has advantage on Intelligence (History) checks and can take the Disengage or Help action as a bonus action on each of his turns. Labyrinthe Recall. The carapacian can perfectly recall any path it has traveled. Boxcars. When Hegemonic Brute hits an opponent using his fist, he deals an additional 2d6 force damage (included in the attack). ACTIONSBattleaxe. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 19 (3d8 + 6) slashing damage or 25 (3d10 + 6) slashing damage if used with two hands to make a melee attack. Fist. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 11 (3d4 + 6) bludgeoning damage, plus 7 (2d6) force damage.
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Hegemonic Brute is the strongest of the Midnight Crew,[note 1] and he always rolls Boxcars.[note 2]
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Draconian Dignitary
Medium humanoid (Carapacian), lawful evil Armor Class 13 (leather armor)
Skills History +5, Insight +3, Perception +3, Performance +6 Chess People. Draconian Dignitary has advantage on Intelligence (History) checks and can take the Disengage or Help action as a bonus action on each of his turns. Labyrinthe Recall. The carapacian can perfectly recall any path it has traveled. Spellcasting. As a conduit for the Medium's power, the Draconian Dignitary can cast 2nd level bard spells. His spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). Draconian Dignitary has following bard spells prepared:
ACTIONSSharp Stick. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 10 (2d4 + 5) bludgeoning damage.
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Courtyard Droll
Small humanoid (Carapacian), any chaotic alignment Armor Class 14 (fancy hat)
Saving Throws Dex +4 Chess People. Courtyard Droll has advantage on Intelligence (History) checks and can take the Disengage or Help action as a bonus action on each of his turns. Labyrinthe Recall. The carapacian can perfectly recall any path it has traveled. Empty Head. Courtyard Droll has disadvantage on saving throws against illusions or being charmed and Intelligence saving throws against magic. However, he is immune to being frightened and mind reading. Fancy Hat. While wearing a fancy hat, his AC is 12 + dex modifier. This hat will not fall off the Droll's head during battle, but can be knocked off or taken by an opponent through conventional means. Courtyard Droll may spend his bonus action attempting to retrieve his hat back. Surprise Attack. If the Courtyard Droll surprises a creature and hits it with an attack during the first round of combat, the target takes an extra 1d6 bludgeoning damage from the attack. ACTIONSMultiattack. Courtyard Droll makes two melee attacks: one with his club and one with his head. Clubs' Club. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage or 13 (2d8 + 4) bludgeoning damage if used with two hands to make a melee attack. Head. Melee Weapon Attack: +6 to hit, reach 5 ft. one target. Hit: 11 (2d4 + 6) bludgeoning damage.
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Credit: MJL, et al. |
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