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Thorne the Fortress

Thorne the Fortress

“I shall not yield.”

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Medium Humanoid (Dwarf), Lawful Neutral


Armor Class 20 (Plate, Shield), Initiative -1 (-1)
Hit Points 100 (8d10 + 48)
Speed 30 feet


STR DEX CON INT WIS CHA
20 8 16 10 13 12
MOD SAV MOD SAV MOD SAV MOD SAV MOD SAV MOD SAV
+5 +8 -1 -1 +3 +6 +0 +0 +1 +1 +1 +1

Skills Animal Handling +4, Athletics +8, Nature +3, Perception +4; Carpenter’s Tools
Resistances Poison
Gear Backpack, Bedroll, Carpenter’s Tools, Plate, Rations (10 days), Sack, Tinderbox, Traveler’s Clothes, 2 Waterskins
Senses Darkvision 120 feet, Passive Perception 14, Passive Investigation 10, Passive Insight 11
Languages Common, Dwarvish, Giant
Challenge 4 (XP 1,100; Proficiency Bonus +3)


TRAITS

Damage Reduction. When hit by an attack while he’s wearing Heavy armor, any Bludgeoning, Piercing, and Slashing damage dealt to Thorne by that attack is reduced by 3.

Dwarven Resilience. Thorne has Resistance to Poison damage. He also has Advantage on saving throws he makes to avoid or end the Poisoned condition.

Enhanced Critical. When he scores a Critical Hit that deals Piercing damage to a creature, Thorne can roll one additional damage die when determining the extra Piercing damage the target takes.

Improved Critical. Thorne’s attack rolls with weapons and Unarmed Strikes can score a Critical Hit on a d20 roll of 19 or 20.

Puncture. Once per turn, when Thorne hits a creature with an attack that deals Piercing damage, he can reroll one of the attack’s damage dice, and he must use the new roll.

Remarkable Athlete. Thorne has Advantage on Initiative rolls and Strength (Athletics) checks. In addition, immediately after he scores a Critical Hit, he can move up to half his Speed without provoking Opportunity Attacks.

Tactical Mind. When Thorne fails an ability check, he can expend a use of his Second Wind. Rather than regaining Hit Points, he adds 5 (1d10) to the ability check, potentially turning it into a success. If the check still fails, this use of Second Wind isn’t expended.


MAGIC ITEMS

Returning Trident. This magic weapon grants a +1 bonus to attack and damage rolls made with it, and it returns to Throne’s hand immediately after he uses it to make a ranged attack roll.


ACTIONS

Extra Attack. Thorne can attack twice instead of once whenever he takes the Attack action on his turn.

Returning Trident. Melee or Ranged Attack Roll: +9, reach 5 feet or range 20/60 feet. Hit: 12 (1d8 + 8) Piercing damage, or 14 (1d8 + 10) Piercing damage if thrown to make a ranged attack. If Thorne hits a creature with a Trident, he can force it to make a Constitution saving throw (DC 16). On a failed save, the creature has the Prone condition.

Stonecunning (3/Long Rest). Thorne gains Tremorsense with a range of 60 feet for 10 minutes. He must be on or touching a natural or worked stone surface to use this Tremorsense.


BONUS ACTIONS

Second Wind (3/Long Rest). Thorne regains 13 Hit Points (1d10 + 8) and can move up to half his Speed without provoking Opportunity Attacks.


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