```metadata title: 'NU: Carnival D&D 5E statblocks by Phaerlax' description: >- Homebrew statblocks for characters from the gacha BL game NU: Carnival. Meant as "fanart", but made to be functional. tags: '' systems: - 5e renderer: V3 theme: 5ePHB ``` {{monster,frame ## Lord Aster *Medium Humanoid (Vampire), Neutral ~~Evil~~* ___ **Armor Class** :: 16 (natural armor) **Hit Points** :: 78(12d8 + 24) **Speed** :: 30 ft., fly 30 ft. (bat form only) ___ | STR | DEX | CON | INT | WIS | CHA | |:-----:|:-----:|:-----:|:-----:|:-----:|:-----:| |12 (+1)|18 (+4)|14 (+2)|17 (+3)|15 (+2)|19 (+4)| ___ **Saving Throws** :: Dex +7, Wis +5 **Skills** :: Acrobatics +7, Arcana +6, Deception +7, History +6, Intimidation +7, Persuasion +7 **Damage Resistances** :: necrotic **Senses** :: darkvision 120 ft., passive Perception 12 **Languages** :: Yes **Challenge** :: 6 (2,300 XP) {{width:90px}} **Proficiency Bonus** +3 ___ ***Tycoon.*** When making an ability check that involves finances (including influencing others through wealth), Aster may use a +10 modifier in place of whatever he would add to the roll. : ***Familiar Feeling.*** Aster has advantage on attacks against creatures that are within 5 ft. of Morvay. ### Actions ***Multiattack.*** Aster makes two Scratch attacks. : ***Scratch.*** *Melee Weapon Attack:* +7 to hit, reach 5ft., one target. *Hit:* 6 (1d4+4) slashing damage plus 10 (4d4) necrotic damage. : ***Bloody Moon (Recharge 5-6).*** Aster magically saps the vitality of a creature he can see within 30 ft. of him. The target must make a DC 15 Constitution saving throw, taking 40 (9d8) necrotic damage on a failed save, or half as much damage on a successful one. Aster regains hit points equal to the necrotic damage the creature takes. : ***Mind Whammy.*** Aster casts *dominate person* or *modify memory*, requiring no components and using Charisma as the spellcasting ability (save DC 15). The spell's effects are adjusted as if he cast it using a 6th level spell slot. He can’t target the same creature with this ability again before finishing a short or long rest. ### Bonus Actions ***Feast.*** Aster bites a creature that is willing, incapacitated, restrained or charmed by him. The creature takes 5 (2d4) points of necrotic damage. Aster gains 10 temporary hit points whenever he deals damage in this way.
After Aster drinks a Humanoid's blood, that creature has disadvantage on saving throws against his Mind Whammy action for 10 minutes. : ***Familiar Form.*** Aster magically transforms into a Tiny bat with a fly speed of 30 ft., or back into his true form. In bat form, he cannot take any of the actions listed in this statblock, except for his bonus actions. His statistics are otherwise the same in each form. He reverts to his true form if he dies. }} \column : The intellectual property rights for [NU: carnival](https://nucarnival.com/en-US), including its characters and all art used here, belong to Pinkcore, Infinity Alpha and SG Arts. This is fan content/derivative work with no commercial purpose. Homebrew design by [**Phaerlax**](https://phaerlax.carrd.co/). Click the link to see some actual work I'm not ashamed of, such as improvements and adaptations for *The Wild Beyond The Witchlight*. If any of *that* stuff is useful to you (God knows *this* isn't), consider [giving me money on ko-fi](https://ko-fi.com/phaerlax) so I can support a family of digital twinks. Sorry, I had to try. Don't hate the hustle.
 If you find any mistakes or inconsistencies, don't hesitate to inform me! \page {{monster,frame ## Morvay *Medium Fiend (Incubus), Chaotic Neutral* ___ **Armor Class** :: 18 (natural armor) **Hit Points** :: 115 (11d8 + 66) **Speed** :: 30 ft., fly 30 ft. ___ |STR|DEX|CON|INT|WIS|CHA| |:---:|:---:|:---:|:---:|:---:|:---:| |18 (+4)|15 (+2)|22 (+6)|10 (+0)|9 (-1)|20 (+5)| ___ **Saving Throws** :: Con +9 **Skills** :: Investigation +6, Perception +5, Performance +8, Persuasion +8, Stealth +5 **Damage Resistances** :: fire **Senses** :: passive Perception 15 **Languages** :: Yes **Challenge** :: 6 (2,300 XP) {{width:90px}} **Proficiency Bonus** +3 ___ ***Center of Attention.*** Creatures within 5 ft. of Morvay have disadvantage on attacks against other targets. A creature is immune to this effect if it is immune to being charmed. : ***Familiar Feeling.*** When Morvay starts his turn within 30 ft. of Aster, he gains 10 temporary hit points that last until the start of his next turn. : ***Rough Play (1/turn)***. The first time Morvay takes damage in a turn, all of that damage is halved. : ***Spymaster.*** Morvay may add 5 to any ability checks that he makes to use thieves’ tools and disguise kits. ### Actions ***Heated Embrace.*** *Melee Weapon Attack:* +7 to hit, reach 5ft., one target. *Hit:* 7 (1d6+4) bludgeoning damage plus 7 (2d6) fire damage. If the target is a Medium or small creature, Morvay can grapple it (escape DC 14). ### Bonus Actions ***Draining Kiss.*** Morvay kisses a Humanoid that is willing or grappled by him. The target must make a DC 16 Constitution saving throw, taking 17 (5d6) psychic damage on a failed save, or half as much damage on a success. A creature reduced to 0 hit points by this damage gains a level of exhaustion and is unconscious for 1 hour, even after regaining hit points. : ***Familiar Form.*** Morvay magically transforms into a Tiny critter, or back into his true form. In critter form, he cannot take any of the actions listed in this statblock, except for this bonus action. His statistics are otherwise the same in each form. He reverts to his true form if he dies. : ***Lusty Eyes (Recharge 4-6).*** Creatures of Morvay's choice within 20 ft. of him must succeed on a DC 16 Wisdom saving throw or be unable to attack targets other than Morvay until the end of his next turn. An affected creature also cannot use any harmful spells or abilities unless Morvay is included among the targets of the spell or ability. }} \column \page {{monster,frame ## Vice-Captain Edmond *Medium Humanoid (Human), Lawful Good* ___ **Armor Class** :: 19 (expert duelist) **Hit Points** :: 97 (13d8 + 39) **Speed** :: 35 ft. ___ |STR|DEX|CON|INT|WIS|CHA| |:---:|:---:|:---:|:---:|:---:|:---:| |17 (+3)|20 (+5)|16 (+3)|14 (+2)|15 (+2)|17 (+3)| ___ **Saving Throws** :: Str +7, Dex +9, Wis +6 **Skills** :: Acrobatics +9, Athletics +7, Insight +6, Intimidation +7, Investigation +6, Perception +6 **Senses** :: passive Perception 16 **Languages** :: Yes **Challenge** :: 9 (5,000 XP)                           **Proficiency Bonus** +4 ___ ***Expert Duelist.*** While Edmond wields a melee weapon in one hand and no shield, his AC includes his proficiency bonus. He loses this bonus if he is incapacitated. : ***Martial Advantage (1/turn).*** Edmond can deal an extra 9 (2d8) damage to a creature he hits with a weapon attack if that creature is within 5 feet of an ally of his that isn't incapacitated. ### Actions ***Multiattack.*** Edmond makes three Fencing attacks. : ***Fencing.*** *Melee Weapon Attack:* +9 to hit, reach 5ft., one target. *Hit:* 9 (1d8+5) piercing damage, and the target suffers one additional effect of Edmond's choice:
      • It takes an additional 4 (1d8) force damage;
      • It must succeed on a DC 17 Strength saving throw or drop one item it is holding;
      • The next attack made against it before the start of Edmond's next turn has advantage. : ***En Garde (Recharge 3-6).*** *Melee Weapon Attack:* +11 to hit, reach 10ft., one target. *Hit:* 30 (5d8+8) force damage. If the target is a creature, Edmond has advantage on Fencing attacks against it until the end of his next turn. ### Bonus Actions ***Battlefield Command (4/day).*** Edmond targets one ally within 30 ft. of him who can hear him. The ally can use its reaction to make a weapon attack or move up to half its speed without provoking opportunity attacks. : ***Fencer's Step.*** Edmond takes the Disengage action. ### Reactions Edmond can take as many reactions per round as he wishes, but only one per turn. : ***Deflect.*** Edmond adds 4 to his AC against an attack that would have hit him. To do this, he must be able to see the attacker and be wielding a melee weapon. : ***Riposte.*** When a creature Edmond can see within 5 ft. of him misses him with a melee attack, Edmond makes a Fencing attack against it. If he hits, the creature has disadvantage on attack rolls until the end of that turn. }} \column \page {{monster,frame ## Yakumo *Medium Fey (Yokai), Neutral Good* ___ **Armor Class** :: 12 (18 while berserk) **Hit Points** :: 71 (11d8 + 22) **Speed** :: 30 ft. ___ |STR|DEX|CON|INT|WIS|CHA| |:---:|:---:|:---:|:---:|:---:|:---:| |15 (+2)|14 (+2)|17 (+3)|13 (+1)|16 (+3)|16 (+3)| ___ **Saving Throws** :: Wis +6, Cha +6 **Skills** :: Intimidation +6, Medicine +6, Perception +6 **Senses** :: passive Perception 16 **Languages** :: Yes **Challenge** :: 5 (1,800 XP)                            **Proficiency Bonus** +3 ___ ***Cozy Cuisine.*** Yakumo adds a +5 bonus to any ability checks he makes to use cook's utensils. Any creature who eats food prepared by Yakumo as part of a short rest regains double the normal amount of hit points from any hit dice it rolls. : ***Shadow Serpent of Disaster.*** When Yakumo starts his turn with 35 hit points or fewer, or when he sees an ally be reduced to fewer than half their maximum hit points, roll a d6. On a 6, Yakumo goes berserk and immediately recharges his Uncoiled Shadow action.
On each of his turns while berserk, Yakumo attacks the nearest creatures he doesn't consider allies, and has advantage on attack rolls and saving throws. He is berserk until he becomes unconscious or until a friendly creature succeeds on a DC 15 Charisma check made as an action to calm him. : ***Yokai Speech.*** Yakumo can communicate with Beasts as if they shared a language. ### Actions ***Unarmed Attack.*** *Melee Weapon Attack:* +5 to hit, reach 5ft., one target. *Hit:* 4 (1d4+2) bludgeoning damage, plus 21 (6d6) necrotic damage if the target is a creature that has harmed Yakumo or an ally of his since the end of Yakumo's last turn. If Yakumo is berserk, he always deals the extra necrotic damage. : ***Uncoiled Shadow (Recharge 6).*** Yakumo releases a burst of essence, forcing each creature within 20 ft. of him to make a DC 17 Constitution saving throw. On a failed save, a creature takes 17 (5d6) force damage and 17 (5d6) necrotic damage, is pushed up to 15 ft. away from Yakumo, and is knocked prone. On a success, a creature takes half as much damage and suffers no other effect. ### Bonus Actions ***Lash Out.*** While berserk due to his Shadow Serpent of Disaster trait, Yakumo makes an Unarmed Attack. : ***Patch Up (4/day).*** Yakumo restores 15 (3d8+2) hit points to up to two creatures he can touch within 5 ft. of him, one of which can be himself. He can't use this bonus action while berserk. }} \column \page {{monster,frame ## Father Olivine *Medium Humanoid (Human, Cleric), Lawful Good* ___ **Armor Class** :: 16 (holy blessing) **Hit Points** :: 111 (13d8 + 52) **Speed** :: 30 ft. ___ |STR|DEX|CON|INT|WIS|CHA| |:---:|:---:|:---:|:---:|:---:|:---:| |18 (+4)|13 (+1)|18 (+4)|17 (+3)|19 (+4)|20 (+5)| ___ **Saving Throws** :: Con +7, Wis +7, Cha +8 **Skills** :: Arcana +6, Athletics +7, History +6, Insight +7, Investigation +6, Medicine +7, Nature +6, Perception +7, Religion +6, Persuasion +8 **Senses** :: passive Perception 17 **Languages** :: Yes **Challenge** :: 6 (2,300 XP)                            **Proficiency Bonus** +3 ___ ***Holy Blessing.*** While Olivine is wearing no armor and wielding a holy book, his AC includes his Charisma modifier. : ***Sorcerous Insight.*** Olivine has advantage on saving throws against spells if he can see the caster and isn't incapacitated. : ***Soothing Presence.*** Friendly creatures within 10 ft. of Olivine have a +5 bonus to Intelligence, Wisdom and Charisma saving throws while he isn't incapacitated. ### Actions ***Holy Book.*** *Melee Spell Attack:* +8 to hit, reach 5ft., one target. *Hit:* 24 (7d6) radiant damage. If the target is a creature, it is pushed up to 10 ft. away from Olivine. : ***Spellcasting.*** Olivine casts one of the following spells, requiring no material components and using Wisdom as the spellcasting ability (save DC 15, +7 to hit with attacks):
   at will: *crusader's mantle*, *bless*, *guiding bolt*, *thaumaturgy*
   4/day each: *lesser restoration*, *prayer of healing* (as an action)
   1/day each: *destructive wave*, *dispel magic*, *greater restoration*, *heal*, *mass cure wounds* ### Bonus Actions ***Glittering Prayer (recharge 5-6).*** Olivine imbues divine magic on himself and up to four creatures he can see within 30 ft. of him. Each affected creature has advantage on attack rolls and saving throws until the end of Olivine's next turn. Furthermore, whenever an affected creature regains hit points before the end of Olivine's next turn, it regains an additional 5 hit points. }} \column \page {{monster,frame ## Quincy *Medium Humanoid (Human, Ranger), Neutral* ___ **Armor Class** :: 17 (natural armor) **Hit Points** :: 133 (14d8 + 70) **Speed** :: 35 ft. ___ |STR|DEX|CON|INT|WIS|CHA| |:---:|:---:|:---:|:---:|:---:|:---:| |21 (+5)|14 (+2)|20 (+5)|12 (+1)|20 (+5)|12 (+1)| ___ **Saving Throws** :: Str +9, Dex +6, Con +9 **Skills** :: Athletics +9, Intimidation +5, Nature +9, Perception +9, Stealth +6, Survival +13 **Senses** :: passive Perception 19 **Languages** :: Yes **Challenge** :: 9 (5,000 XP)                            **Proficiency Bonus** +4 ___ ***Expert Woodsman.*** While in a forest, Quincy has advantage on initative rolls and can't become lost except through magic. : ***Legendary Resistance (1/day).*** If Quincy fails a saving throw, he can choose to succeed instead. : ***Little Buddy.*** Quincy is always accompanied by a Tiny creature named Topper. Topper has the statistics of a *weasel* with an Intelligence of 10. He gains 50 temporary hit points whenever he finishes a short or long rest within 10 ft. of Quincy. In combat, Topper shares Quincy's initiative but otherwise has his own turn. : ***Nature Speech.*** Quincy can communicate with Beasts as if they shared a language. : ***Stalwart***. Quincy has advantage on saving throws against being frightened, knocked prone or moved against his will. ### Actions ***Multiattack.*** Quincy makes one Slam attack and one Essence Burst attack. : ***Slam.*** *Melee Weapon Attack:* +9 to hit, reach 5ft., one target. *Hit:* 15 (3d6+5) bludgeoning damage plus 21 (6d6) force damage. : ***Essence Burst.*** *Melee or Ranged Spell Attack:* +9 to hit, reach 5ft. or range 15/30ft., one target. *Hit:* 17 (5d6) force damage. : ***Essence Demolition (recharge 6)***. *Melee Spell Attack:* +9 to hit, reach 10ft., one target. *Hit:* 54 (12d8) force damage. If the target is a creature, it is knocked prone and must succeed on a DC 17 Constitution saving throw or be stunned until the end of its next turn. : ***Spellcasting.*** Quincy casts one of the following spells, using Wisdom as the spellcasting ability:
   2/day each: *cure wounds*, *druidcraft*, *lesser restoration* }} \column \page {{monster,frame ## Kuya *Medium Fey (Yokai), Chaotic ~~Evil~~ Neutral* ___ **Armor Class** :: 19 (natural armor) **Hit Points** :: 150 (20d8 + 60) **Speed** :: 40 ft. ___ |STR|DEX|CON|INT|WIS|CHA| |:---:|:---:|:---:|:---:|:---:|:---:| |17 (+3)|18 (+4)|16 (+3)|17 (+3)|22 (+6)|19 (+4)| ___ **Saving Throws** :: Dex +8, Int +7, Wis +10, Cha +8 **Skills** :: Arcana +7, Deception +8, Insight +10, Intimidation +8, Nature +7, Perception +10, Stealth +8, Survival +10 **Senses** :: blindsight 30 ft., truesight 60 ft., passive Perception 20 **Languages** :: Yes **Challenge** :: 12 (7,200 XP)                         **Proficiency Bonus** +4 ___ ***Master of Mists.*** Illusion spells of 3rd level or lower never require Kuya's concentration. He can end any such spell early as bonus action on his turn. : ***Legendary Resistance (3/day).*** If Kuya fails a saving throw, he can choose to succeed instead. : ***Yokai Speech.*** Kuya can communicate with Beasts as if they shared a language. ### Actions ***Foxfire.*** *Melee or Ranged Spell Attack:* +10 to hit, reach 5ft. or range 60 ft., one creature. *Hit:* 34 (8d6+6) fire damage, and the target can't regain hit points until the end of its next turn. If this damage reduces a creature to 0 hit points, it dies and its body is turned to dust. : ***Bindings.*** *Melee Spell Attack:* +10 to hit, reach 10ft., one creature. *Hit:* the target is restrained. A restrained creature can use its action to make a DC 18 Strength check, freeing itself on a success. Any effect that ends a curse also ends the condition. : ***Spellcasting.*** Kuya casts one of the following spells, requiring no material components and using Wisdom as the spellcasting ability (save DC 18):
   at will: *animal friendship*, *fog cloud*, *invisibility*, *mage hand*, *major image*, *pass without trace*, *phantasmal force*, *prestidigitation*, *sleep*
   2/day each: *bestow curse* (cast at 5th level), *confusion*, *cure wounds*, *dimension door*, *hallucinatory terrain* (as an action), *phantasmal killer*, *polymorph*, *seeming*, *telekinesis*, *water walk*
   1/day each: *feeblemind*, *mental prison*, *teleport*, *weird* ### Legendary Actions Kuya can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. Kuya regains spent legendary actions at the start of his turn. : ***Fox Step.*** Kuya teleports to a space within 60 feet. If the space is occupied, this has no effect. : ***Vanish.*** Kuya uses Spellcasting to cast *invisibility* on himself. : ***Kitsune Wrath (Costs 2 Actions).*** Kuya makes a Bindings attack, a Foxfire attack, or uses Spellcasting to cast any of his spells. }} \page {{monster,frame ## Garu *Medium Fey (Yokai), Neutral* ___ **Armor Class** :: 18 (natural armor) **Hit Points** :: 102 (12d8 + 48) **Speed** :: 50 ft. ___ | STR | DEX | CON | INT | WIS | CHA | |:-----:|:-----:|:-----:|:-----:|:-----:|:-----:| |17 (+3)|20 (+5)|18 (+4)|8 (-1)|16 (+3)|15 (+2)| ___ **Saving Throws** :: Dex +8 **Skills** :: Animal Handling +6, Acrobatics +8, Nature +2, Perception +9, Stealth +8, Survival +9 **Senses** :: darkvision 60 ft., passive Perception 19 **Languages** :: Yes **Challenge** :: 7 (2,900 XP)                            **Proficiency Bonus** +3 ___ ***Evasion.*** When subjected to an effect that allows him to make a Dexterity saving throw to take only half damage, Garu instead takes no damage if he succeeds on the saving throw, and only half damage if he fails. : ***Pack Tactics.*** Garu has advantage on an attack roll against a creature if at least one of his allies is within 5 feet of the creature and the ally isn't incapacitated. : ***Two Wolves.*** Garu has advantage on saving throws against being charmed, frightened, paralyzed, stunned, and knocked unconscious. : ***Yokai Speech.*** Garu can communicate with Beasts as if they shared a language. ### Actions ***Multiattack.*** Garu makes four Slash attacks. : ***Slash.*** *Melee Weapon Attack:* +8 to hit, reach 5ft., one target. *Hit:* 10 (2d4 + 5) slashing damage plus 2 (1d4) force damage. Whether he hits or misses, Garu's movement does not provoke opportunity attacks from the target until the end of the turn. : ***Supersonic Blitz (recharge 5-6).*** Garu moves up to his speed without provoking opportunity attacks, and he can make one Slash attack against each creature that is in his reach at any time during that movement. A Slash attack made as part of this action deals an additonal 10 (3d6) force damage on a hit. ### Bonus Actions ***Chase.*** Garu moves up to his speed toward a hostile creature that he can see. He must end the movement closer to the creature than he started. : ***Karu (Recharges On A Short Or Long Rest).*** Garu gains 20 temporary hit points and immediately ends the charmed and frightened conditions on himself. Until the end of his next turn after taking this bonus action, he has advantage on attack rolls and saving throws, and attacks against him are made with disadvantage. }} \page {{monster,frame ## Blade *Medium Construct, Chaotic Good* ___ **Armor Class** :: 20 (natural armor) **Hit Points** :: 142 (15d8 + 75) **Speed** :: 40 ft., climb 30 ft. ___ | STR | DEX | CON | INT | WIS | CHA | |:-----:|:-----:|:-----:|:-----:|:-----:|:-----:| |20 (+5)|20 (+5)|20 (+5)|15 (+2)|8 (-1)|11 (+0)| ___ **Saving Throws** :: Str +9, Dex +9 **Skills** :: Acrobatics +13, Arcana +6, Athletics +8, Investigation +6, Perception +7, Persuasion +4, Stealth +13 **Damage Resistances** :: damage from spells; poison **Condition Immunities** :: poisoned **Senses** :: blindsight 20 ft., passive Perception 17 **Languages** :: Yes **Challenge** :: 12 (7,200 XP)                        **Proficiency Bonus** +4 ___ ***Assassinate.*** During his first turn, Blade has advantage on attack rolls against any creature that hasn't taken a turn. Any hit he scores against a surprised creature is a critical hit. : ***E-Droid Nature.*** Blade doesn't require air, food or drink, and he is immune to the effects of extreme heat and cold. He can be affected by healing magic that normally only affects Humanoids, such as the *cure wounds* spell. : ***Evasion.*** When subjected to an effect that allows him to make a Dexterity saving throw to take only half damage, Blade instead takes no damage if he succeeds on the saving throw, and only half damage if he fails. : ***Emergency Repairs (1/day).*** When Blade starts his turn with 99 or fewer hit points, he can recover 35 (10d6) hit points. ### Actions ***Multiattack.*** Blade makes two Chained Dagger attacks. Alternatively, he makes one Chained Dagger attack against each creature within 5 ft. of him. : ***Chained Dagger.*** *Melee or Ranged Weapon Attack:* +9 to hit, reach 5ft. or range 40 ft., one target. *Hit:* 8 (1d6 + 5) piercing damage plus 21 (6d6) force damage if the attack was made with advantage. After Blade makes a ranged attack with one of these weapons, it immediately returns to his hand. : ***Execution Style (recharge 5-6).*** *Melee Weapon Attack:* automatic hit, reach 5ft., one creature currently targeted by Blade's Set Target bonus action. *Hit:* 52 (12d6+10) force damage. A creature dies if this damage reduces it to 0 hit points. ### Bonus Actions ***Blinding Flash.*** Blade casts *color spray* as a 3rd-level spell, using Intelligence as the spellcasting ability. : ***Celerity.*** Blade takes the Dash, Disengage or Hide action. : ***Set Target.*** Blade chooses a creature he can see within 60 ft. of him as his quarry. Until he chooses a different target, he has advantage on attack rolls against that creature. }} \page {{monster,frame ## Sun Lord Dante *Medium Humanoid (Human, Ranger), Lawful Neutral* ___ **Armor Class** :: 18 (natural armor) **Hit Points** :: 119 (14d8 + 56) **Speed** :: 30 ft. ___ | STR | DEX | CON | INT | WIS | CHA | |:-----:|:-----:|:-----:|:-----:|:-----:|:-----:| |20 (+5)|18 (+4)|18 (+4)|17 (+3)|16 (+3)|18 (+4)| ___ **Saving Throws** :: Str +9, Dex +8, Wis +7 **Skills** :: Animal Handling +11, Athletics +9, History +7, Intimidation +8, Perception +7, Stealth +8, Survival +7 **Damage Resistances** :: fire **Senses** :: passive Perception 17 **Languages** :: Yes **Challenge** :: 9 (5,000 XP)                        **Proficiency Bonus** +4 ___ ***Elemental Blessing.*** A creature that hits Dante with an attack within 5 ft. of him takes 7 (2d6) fire damage. : ***Rule Through Fear.*** Dante has advantage on saving throws to avoid or end the frightened condition on himself, and he has advantage on attacks against frightened creatures. : ***Walk Through Flame (3/day).*** When Dante would take fire damage, he can reduce the damage to 0. ### Actions ***Multiattack.*** Dante makes two attacks. : ***Fiery Armament.*** *Melee Weapon Attack:* +9 to hit, reach 5ft., one target. *Hit:* 8 (1d6 + 5) slashing damage plus 18 (4d8) fire damage, and the target's AC is reduced by 1 until the start of Dante's next turn. : ***Hunting Bow.*** *Ranged Weapon Attack:* +8 to hit, range 320ft., one target. *Hit:* 7 (1d6 + 4) piercing damage plus 10 piercing damage if the target is a Beast or Monstrosity. : ***Razing Slash (Recharge 4-6).*** *Melee Weapon Attack:* +9 to hit, reach 5ft., one target. *Hit:* 21 (6d6) radiant damage plus 21 (6d6) fire damage, and attacks against the target have advantage until the end of Dante's next turn. : ***Spellcasting.*** Dante casts one of the following spells, requiring no material components and using Wisdom as the spellcasting ability (save DC 15, +7 to hit with attacks):
   at will: *dancing lights*, *dominate beast*, *produce flame*, *fireball*
   1/day each: *cure wounds*, *fear*, *fire storm*, *immolation*, *summon elemental* (fire only) ### Bonus Actions ***Battlefield Command (4/day).*** Dante targets one ally within 30 ft. of him who can hear him. The ally can use its reaction to make a weapon attack or move up to half its speed without provoking opportunity attacks. : ***Imposing Presence.*** Dante forces a creature within 30 ft. of him to make a DC 16 Wisdom saving throw or be frightened of him until the end of his next turn. The creature must be aware of him and able to see him. : }} \page {{monster,frame ## Rei *Medium... Humanoid (?), Neutral* ___ **Armor Class** :: 15 (natural armor) **Hit Points** :: 84 (13d8 + 26) **Speed** :: 35 ft. ___ |STR|DEX|CON|INT|WIS|CHA| |:---:|:---:|:---:|:---:|:---:|:---:| |16 (+3)|19 (+4)|15 (+2)|21 (+5)|20 (+5)|15 (+2)| ___ **Saving Throws** :: Dex +7, Int +8, Wis +8, Cha +5 **Skills** :: Arcana +11, Deception +5, History +8, Investigation +11, Medicine +11, Nature +8, Perception +8, Sleight of Hand +7, Stealth +10, Survival +8 **Senses** :: passive Perception 18, passive Investigation 26 **Languages** :: Yes **Challenge** :: 8 (3,900 XP)                            **Proficiency Bonus** +3 ___ ***Nature Speech.*** Rei can communicate with Beasts as if they shared a language. : ***Used to Pain.*** Rei's concentration can't be broken as a result of taking damage. : ***Ominous Companion.*** Rei is always accompanied by a Tiny bird named Father. Father has the statistics of an *owl* with an Intelligence of 15. He gains 50 temporary hit points whenever he finishes a short or long rest within 10 ft. of Rei. In combat, Father shares Rei's initiative but otherwise has his own turn. Rei has advantage on attacks against creatures within 5 ft. of Father if the bird isn't incapacitated. ### Actions ***Fragment Chisel.*** *Melee Weapon Attack:* +8 to hit, reach 5ft., one target. *Hit:* 8 (1d6+5) force damage, plus 20 (6d6) force damage if the attack was made with advantage. : ***Essence Extraction Needle.*** *Melee Weapon Attack:* +8 to hit, reach 5ft., one creature. *Hit:* 1 piercing damage, and the target must succeed on a DC 17 Constitution saving throw or lose 60 (17d6) hit points and gain a level of exhaustion. After making this attack, Rei must roll a d6; on a roll of 1, the needle breaks and must be repaired during a long rest. If the attack was a miss, the needle breaks on a roll of 1 or 2. : ***Spellcasting.*** Rei casts one of the following spells, using Intelligence as the spellcasting ability (save DC 16):
   at will: *detect magic*, *identify* (as an action), *magic missile*, *prestidigitation*, *sleep* (cast at 4th level)
   2/day each: *arcanist's magic aura*, *cure wounds*, *hold person*, *hypnotic pattern*, *pass without trace*, *seeming* ### Bonus Actions ***Quick Quaff (3/day).*** Rei drinks a potion and gains 20 temporary hit points from it. While he has these temporary hit points, attacks against him are made at disadvantage. ### Reactions ***Flash of Genius (6/day).*** When an ally makes a saving throw within 30 ft. of Rei and can hear him, Rei can share special insight that grants the ally a +5 bonus to its saving throw. If multiple allies within range are trying to resist the same effect, Rei can spend multiple uses of this ability to benefit them all. }} \column