+0 | Strength |
+0 | Dexterity |
+2 | Constitution |
+2 | Intelligence |
+2 | Wisdom |
+4 | Charisma |
+1 | Acrobatics |
+0 | Animal Handling |
+0 | Arcana |
-1 | Athletics |
+2 | Deception |
+4 | History |
+0 | Insight |
+2 | Intimidation |
+2 | Investigation |
+0 | Medicine |
+2 | Nature |
+2 | Perception |
+2 | Performance |
+2 | Persuasion |
+2 | Religion |
+3 | Sleight of Hands |
+3 | Stealth |
+0 | Survival |
Unarmed | 1d20-1 | 1 | |
---|---|---|---|
Knife | 1d20+3 | 1d4+3 | |
Dagger (20-60ft) | 1d20+3 | 1d4+3 | |
Staff | 1d20+1 | 1d6+1 | 1d8+1 |
Javelin (30-120ft) | 1d20+3 | 1d6+3 | |
Eldritch Blast (120ft) | 1d20+4 | 1d10 | |
Shatter (60ft - 10ft r) | Con Save (Constructs at Dissadv') | 3d8 | |
Whispers (60ft) | Wis Save | 4d6 |
Heroes Enabled
The statblocks of your Weapons, armor and other important/magical equipment
The statblocks of your class features
Statblocks for your familiars, mounts etc.
Statblocks for race/species of the character.
Statblocks for companions, followers and other allies.
Detect Sentience: The Devourer can sence the Presence, but not the Location, of any creature withing 300ft possesing an Inteligence Score of 3 or Higher, regardless of interposing Barriers, unless the Crature is protected by a Mind Blank spell.
Devour Intelect: The Devourer targets one Creature it can see within 10ft of it that has a Brain. The Target must succeed on a DC 12 Wisdom Saving Throw against this Magic or take 1d10 Psychic Damage. Also on a Failure roll 3d6: If the total Equals or Exceeds the Target's Inteligence score, that socre is reduced to 0. The Target is stunned untill it Regains at least One Point of Inteligence. Body Thief: The Devourer initiates an Inteligence Contest with an Incapacitated Humanoid is can see within 5ft of it. If it Wins said contests, the Devourer magicaly consumes the Target's Brain, teleports into the Target's Skull, and Takes Control of the Target's Body. While inside a Creature the Devourer has Total Cover against attacks and other effects originating from Outside the Host's Body. The Devourer retains its Inteligence, Wisdom and Charisma scores, as well as its Understanding of Deep Speech, Telepathy, and Traits (Detect Sentience). It otherwise takes the Host's statistics. It knows anything the Creature Knew, including Spells and Languages, but forgets them once it Exits the Host body. If the Host drops to 0Hp, the Intelect Devourer must Leave it. A Protection from Evil and Good spell cast on the Body also drives the Devourer out. The Devourer is also Forced out if the Host regains it's missing Brain by means of a Wish. By spending 5ft of its Moovement the Devourer is capable of Voluntairly exit the Body, appearing in an Unnocupied Space within 5ft of the Body. The body, in any of this Chases, dies unless it's Brain is restores within One Round.
Usually found near Gimble, hidden from Sight, or appearing as his not-sentient Mechanical Bird.
Statblocks for your spells.
PHB
0-level (Cantrip) Evocation
beam of crackling energy streaks toward a creature
within range. Make a ranged spell attack against the
target. On a hit, the target takes 1dlO force damage.
At higher levels: The spell creates more than one beam when you reach
higher levels: two beams at 5th level, three beams at
11th level, and four beams at 17th level. You can direct
the beams at the same target or at different ones. Make
a separate attack roll for each beam.
0-level (Cantrip) Abjuration
This spell is a minor magical trick that novice spellcasters use for practice. You create one of the following magical Effects within range. • You create an Instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor. • You instantaneously light or snuff out a Candle, a torch, or a small campfire. • You instantaneously clean or soil an object no larger than 1 cubic foot. • You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour. • You make a color, a small mark, or a Symbol appear on an object or a surface for 1 hour. • You create a nonmagical trinket or an illusory image that can fit in your hand and that lasts until the end of your next turn. If you cast this spell multiple times, you can have up to three of its non-instantaneous Effects active at a time, and you can dismiss such an effect as an action.
Player's Handbook
1-level Enchantment
You whisper a discordant melody that only one creature of your choice within range can hear, wracking it with terrible pain.
The target must make an Intelligence saving throw. On a failed save, it takes 3d6 psychic damage and must immediately use its reaction , if available, to move as far as its speed allows away from you. The creature doesn’t move into obviously dangerous ground, such as a fire or a pit. On a successful save, the target takes half as much damage and doesn’t have to move away. A deafened creature automatically succeeds on the save.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st
2-level Evocation
A sudden loud ringing noise, painfully intense, erupts from a point of your choice within range. Each creature in a 10-foot-radius sphere centered on that point must make a Constitution saving throw. A creature takes 3d8 thunder damage on a failed save, or half as much damage on a successful one. A creature made of inorganic material such as stone, crystal, or metal has disadvantage on this saving throw.
A nonmagical object that isn't being worn or carried also takes the damage if it's in the spell's area.
At higher levels: When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.
2-level Enchantment
One humanoid of your choice that you can see within range must succeed on a Wisdom saving throw or become charmed by you for the duration. While the target is charmed in this way, a twisted crown of jagged iron appears on its head, and a madness glows in its eyes. The charmed target must use its action before moving on each of its turns to make a melee attack against a creature other than itself that you mentally choose. The target can act normally on its turn if you choose no creature or if none are within its reach. On your subsequent turns, you must use your action to maintain control over the target, or the spell ends. Also, the target can make a Wisdom saving throw at the end of each of its turns. On a success, the spell ends.
2-level Illusion
Three illusory duplicates of yourself appear in your space. Until the spell ends, the duplicates move with you and mimic your actions, shifting position so it's impossible to track which image is real. You can use your action to dismiss the illusory duplicates. Each time a creature targets you with an attack during the spell's duration, roll a d20 to determine whether the attack instead targets one of your duplicates. If you have three duplicates, you must roll a 6 or higher to change the attack's target to a duplicate. With two duplicates, you must roll an 8 or higher. With one duplicate, you must roll an 11 or higher. A duplicate's AC equals 10 + your Dexterity modifier. If an attack hits a duplicate, the duplicate is destroyed. A duplicate can be destroyed only by an attack that hits it. It ignores all other damage and effects. The spell ends when all three duplicates are destroyed. A creature is unaffected by this spell if it can't see, if it relies on senses other than sight, such as blindsight, or if it can perceive illusions as false, as with truesight.
Statblocks for your Trinkets, businesses, building, castles, empires.