Description
A large, ancient looking tortoise-humanoid, that moves slowly and deliberately
Drivers
- Needs to learn: always looking to read spell books, rituals, or instructions for making magical items.
- Needs to eat about once a year.
- Wants to eat magical items.
- Wants to live forever.
- Wants to perpetuate Kappa species.
O5R
Str 8 Dex 10 Con 16 Int 22 (27) Wis 17 Cha 16
MV 9" HD 18 AC 22 HP 11d8+3d6+14*3 (103) Att +5: Staff 1d6+2(5) blunt, target must Con save or be stunned for one round. Morale 5
Special Defense:
Mystic Halt As a bonus action, Vedoteknos can utter the name of a creature it knows the true name of, preventing it from approaching closer to him for one hour, if that target fail a Charisma save (-5). On a successful save, creature is immune to this ability for this encounter. As a free action, has a 1 in 6 chance of guessing the true name of a creature within sixty feet of it.
Abjuring Shell At the end of each turn, Vedoteknos picks a direction that he has his back to. All spells targeting Vedoteknos or an target or area within sixty feet of Vedoteknos either allow a savings throw if they normally do not, or allow those affected to save with advantage. All melee and missile attacks are at disadvantage.
Vedoteknos gets a +3 bonus to attacks originating from this area.
MV 9" HD 18 AC 22 HP 11d8+3d6+14*3 (103) Att +5: Staff 1d6+2(5) blunt, target must Con save or be stunned for one round. Morale 5
Special Defense:
Mystic Halt As a bonus action, Vedoteknos can utter the name of a creature it knows the true name of, preventing it from approaching closer to him for one hour, if that target fail a Charisma save (-5). On a successful save, creature is immune to this ability for this encounter. As a free action, has a 1 in 6 chance of guessing the true name of a creature within sixty feet of it.
Abjuring Shell At the end of each turn, Vedoteknos picks a direction that he has his back to. All spells targeting Vedoteknos or an target or area within sixty feet of Vedoteknos either allow a savings throw if they normally do not, or allow those affected to save with advantage. All melee and missile attacks are at disadvantage.
Vedoteknos gets a +3 bonus to attacks originating from this area.
Old School
AC 3, MV 9”, HD 14, hp 60, #AT 1, D 2-5 (staff: 1d4+1)
Monster | Source | # Enc. | Move | AC | HD | # Attacks | Attack Types | Damage | Save | Morale | XP |
Vedoteknos, Tortoise Kappa Abjurer | EtW | 1 | 9" | 3 | 14 | 1 | Staff, magic, or special | Staff 1d4+1, or restricted movement | MU11 | 5 | ?? |
Notes: Stunning Blow: Stun anyone struck by Vedoteknos is stunned for one round (save to prevent). Mystic Halt: prevents any one creature from coming within sixty feet of it, if it knows your true name (lasts one day, save to prevent, can only be tried once per day), 1 in 6 chance to correctly guess someone's name each round (only one name at a time). Abjuring Shell: At the end of each turn, Vedoteknos picks a direction that he has his back to. All spells targeting a target or area within sixty feet of Vedoteknos either have their DC reduced by 8, or allow a savings throw if they don't already. All melee and missile attacks have -4 mystic penalty to hit, -8 if Vedoteknos is the target. |
Encounter Guide
- Territory: Dry warm climates
- Exploring for more magic: Vedoteknos with 2d6 kappa attendants.They are experienced and armed appropriately, but inclined to avoid combat if possible.
- Meditating: Vedoteknos, sitting still and meditating in a place of beauty, or in the vicinity of a place of power. Preferably both. So still there is a 2 in 6 chance he will not be noticed.
- Teacher and protector: Teaching in a Kappa steadfast, and setting runic wards to enhance the integrity of defenses.
Results of Corpse
d6L | Result |
1. | 4' tortoise kappa shell |
2. | random Iouin stone |
3. | random amulet |
4. | random ring |
5. | 4' tortoise kappa shell, random Iouin stone |
6. | 4' tortoise kappa shell, random amulet |
- d6L: Roll two d6, take the lower result.
Reagents
- 4' tortoise kappa shell: stable if cured. Useful for natural shield, or natural breastplate for small humanoid, with potential for magical +2 bonus.
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