One of God's own prototypes. A high-powered mutant of some kind never even considered for mass production. Too weird to live, and too rare to die.” -Hunter S. Thompson

Sunday, March 5, 2017

Jaroo Ashstaff - Benevolent Protector of Hommlet

I decided to try my hand at crafting some NPCs from the original Temple of Elemental Evil campaign. I tried to stay as close to the original as I could. After having done all this work my advice would be that you should only convert what you need as this process took a good about of time. for example using the base stat block for the druid in the Monster Manual and adding a few hit dice and magic items would have probably been a lot faster and more efficient use of my time. But what the heck, it was an interesting experience. I might stat up Elmo too some time. 

You don't want to make Jaroo mad...
Jaroo Ashstaff
Medium Humanoid (Human), neutral good
Armor Class 11 (17 with barkskin)
Hit Points 54
Speed: 30 ft.
Saving Throws: Str +1, Dex +0, Int +4, Wis +8, Cha +3
Skills: Perception +7, Nature +3
Senses: Perception +7
Languages: Common, Druidic, Gnomish  
Special Equipment – Leather Armor Cloak of Protection (DMG 159), Staff of the Serpent (DMG 204), Scimitar +1, potion of invisibility, Spell casting focus.

Spell Casting. 7th-level Caster (Wisdom); Spell Saves (DC 15); Attack Rolls (+7)
Cantrips –  (At Will): druidcraft, guidance, produce flame, shillelagh*,
Level 1 – (4 Slots): speak with animals, entangle, faire fire, cure wounds
Level 2 – (3 Slots): barkskin*, spider climb*, lesser restoration, animal messenger,
Level 3 – (3 Slots): call lightning*, plant growth*, dispel magic, conjure animals, speak with plants
Level 4 – (1 Slot): conjure woodland beings, icestorm

Druid Circle. As a member of the Gnarly Wood Druid circle Jaroo has bonus spells denoted above with an asterisk.  

Natural Recovery. During a short rest Jaroo can recover up to three combined spell slots. Example: three 1st-level slots or one 1st-level slot and one 2nd-Level, or one 3rd-level slot.  

Ritual Casting. Jaroo can cast spells he has prepared as a ritual if it has the ritual tag.

Wild Shape. Jaroo can take and action to wild shape two times. Recover all uses after a short or long rest. He can stay in this form for 3-hours. Reverting back to human form is a bonus action. He automatically reverts back if he falls unconscious, drops to 0 hit points, or dies.

Str 11 (+0), Dex 9 (-1), Con 15 (+2), Int 11 (+0), Wis 18 (+4), Cha 15 (+2)


Staff of Serpents. (DMG 204) Melee Weapon Attack: +3 to hit, reach 5 ft., one target.
Hit: 5 (1d6+3) bludgeoning damage. (1d8+3 if two handed)

Scimitar +1. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.

Hit: 5 (1d6+4) slashing damage.

You were warned not to make Jaroo mad!

Wild Shape: Black Bear
Medium Beast, neutral good
Armor Class 11 (natural armor)
Hit Points 19 (3d8+6)
Speed 40 ft., climb 30 ft.
Saving Throws: Int +3, Wis +7
Skills Peception +7, Nature +3
Senses passive Perception 14
Keen Smell. Advantage on Wisdom (Perception) checks that rely on smell.

Str 15 (+2), Dex 10 (+0), Con 14 (+2), Int 11 (+0), Wis 18 (+4)  Cha 15 (+2)


Multiattack. The bear makes two attacks: one bite and one claw.

Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target.
Hit: 5 (1d6+2) piercing damage.

Claws. Melee Weapon Attack: +3 to hit, reach 5ft., one target.
Hit: 7 (2d4+2) slashing damage.

Say hell to my little friend!
Giant Constrictor Snake Staff
Huge Beast, unaligned
Armor Class 12
Hit Points 60 (8d12+8)
Speed 30 ft., swim 30 ft.
Skills Peception +7
Senses blindsight 10 ft., passive Perception 12

Str 19 (+4), Dex 14 (+2), Con 12 (+1), Int 1 (-5), Wis 10 (+0)  Cha 3 (-4)


Bite. Melee Weapon Attack: +6 to hit, reach 10 ft., one creature.
Hit: 11 (2d6+4) piercing damage.

Constrict. Melee Weapon Attack: +6 to hit, reach 5ft., one creature.
Hit: 13 (2d8+4) bludgeoning damage, and the creature is grappled (escape DC 16). Until this grapple ends, the creature is restrained, and the snake can’t constrict another target.

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