The Spear of Lassivern the Dark. A monk of the Order of the Scarlet Brotherhood on the continent of GreyHawk. Lassivern was a powerful monk whom did not dwell in the confines of a monastery. He ventured out to complete and fulfill the needs, desires and instructions of a higher power - unknown at this time. Completing many quests, both for evil and some good even, but always lawful the histories say.
At one time the leader of the Order of the Scarlet Brotherhood for over 100 years, it is unknown except perhaps by sages and historians how he fell from power. He disappeared from history, and his powerful weapon the Spear was lost as well.
It seems the weapon has resurfaced - used by the Black Duke to control the Rod of 3 Parts, and now to be used by one of the Heroes of the Laughing Moons........
The broad leaf-bladed weapon is close to 8 and a 1/2 feet in length. The head of the spear looks to be made of a mixture of adamantite and mithril. The Haft being of a unknown black metallic substance, a close look reveals what look to be stars and swirling galaxies. They seem to move....
- The Spear of Lassivern the Dark
- Sentient weapon - telepathic connection to wielder the sentience has no name it will give..
- +3 weapon
- Life
stealing - if
hit is +10 higher or a natural 20, wielder is healed d6hp. When this hit
is made the blade of the spear will absorb the creature’s blood into the
blade.
(No effect versus undead, constructs) - On killing blow - if creature has a spirit or soul - will suck it out in a ghastly manner.. Draining creature to a dried husk that falls to dust. (No effect versus undead, constructs) welder gains 1 temporary level for 1 hour. (With all appropriate abilities hp, ac etc.) max 1 level gain even if multiple creatures killed.
- Blood Sacrifice - The spear requires blood sacrifice once daily. The blood sacrifice can be: killing blow (as above), Life stealing (as above) or wielder make a DC18 wisdom check or will cut his/her own arm to feed the weapon - d10+3 damage. Each day not fed adds +1 to DC.
- Summon d4+1 Shadow Fey monks
- conjuration
- Casting Time: 1 action
- Range: 60 feet
- Component s: V, S, M (the spear must have been “fed” in blood from a creature killed within the past 24 hours)
- Duration: Concentration , up to 1 hour
- Usable once per 24 hours
- Under mental control of wielder. If they move out of 60’ range, fade back to shadow fey.
SHADOW MONK
Small Humanoid
(Shadar Kai), Lawful Neutral
Armor Class: 17
Hit Points: 45
Speed: 40 ft.
Saving Throws: Str +3, Dex +6
Skills: Acrobatics +6, Stealth +6
Damage Resistances: cold, necrotic
Senses: darkvision 60 ft., passive Perception
14
Languages: Sylvan
Fey Ancestry:
advantage on saving throws against being charmed and magic can’t
put sleep.
Ki-Empowered Strikes: The monk’s unarmed
strikes count as magical for the purposes of overcoming damage resistance and
immunity.
Bonus Action: The monk can use a bonus action
to take the Dodge, Disengage, or Dash action
Mental Fortitude: advantage on Wisdom and
Charisma saving throws.
Naturally Stealthy: It can attempt to hide even
when it is obscured only by a creature that is at least one size larger than
it.
Sunlight Sensitivity: It has disadvantage on
attack rolls and on Wisdom (Perception) checks that rely on sight when it, the
target of its attack, or whatever it is trying to perceive is in direct
sunlight.
Shadow Step (once per summoning): When in dim
light or darkness, as a bonus action, the monk can teleport up to 60 feet to an
unoccupied space it can see that is also in dim light or darkness. It then has
advantage on the first melee attack it makes before the end of its turn
Attacks: The monk makes one stunning strike OR
two unarmed strikes.
Stunning Strike: Melee Weapon Attack: +6 to
hit, reach 5 ft., one target. Hit: (1d6 + 3) bludgeoning damage, the target
must succeed on a DC 10 Constitution saving throw or be stunned until the end
of the monk’s next turn.
Unarmed Strike: Melee Weapon Attack: +6 to hit,
reach 5 ft., one target. Hit: (1d6 + 3) bludgeoning damage.
Reactions
Deflect Missiles: The monk can use its reaction
to reduce the damage of a ranged attack that hit it by (1d10 + 5). If the
damage is reduced to 0, it can catch the missile, if it’s small enough to fit
in its hand and you have at least one hand free. If it catches a missile using
the Deflect Missiles ability, it can make a ranged attack using the ammunition
it just caught as part of the catching reaction. This attack is made with
proficiency, and the ammo is considered a monk weapon.
Slow Fall: The monk can use its reaction when
it falls to reduce any falling damage it takes by 3
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