![]() Other creatures standing on the ground in that radius must succeed on a DC 23 Dexterity saving throw or fall prone.Ĭreate Gargoyle (Costs 3 Actions). Ogremoch stomps the ground, creating an earth tremor that extends in a 30-foot radius. Any attack roll against an affected creature has advantage if the attacker can see it, and the affected creature can’t benefit from being invisible. Each creature within 30 feet of Ogremoch becomes outlined in orange light, shedding dim light in a 10-foot radius. Ogremoch’s crystalline protrusions flare. The ogremoch regains spent legendary actions at the start of its turn. Only one legendary action option can be used at a time, and only at the end of another creature’s turn. The ogremoch can take 3 legendary actions, choosing from the options below. Summoned elementals have maximum hit points, appear within 100 feet of Ogremoch, and disappear if Ogremoch is reduced to 0 hit points. Ogremoch summons up to three earth elementals and loses 30 hit points for each elemental he summons. If the target is a creature, it must succeed on a DC 23 Strength saving throw or be knocked prone. Ranged Weapon Attack: +6 to hit, range 500 ft., one target. Hit: 30 (4d10 + 8) bludgeoning damage.īoulder. Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Ogremoch deals double damage to objects and structures with his melee and ranged weapon attacks. Ogremoch has advantage on saving throws against spells and other magical effects. If Ogremoch fails a saving throw, he can choose to succeed instead. At will: meld into stone, move earth, wall of stone.He can innately cast the following spells, requiring no material components: Ogremoch’s innate spellcasting ability is Charisma (spell save DC 20, +12 to hit with spell attacks). Ogremoch’s slam attacks are treated as magical and adamantine for the purpose of bypassing resistance and immunity to nonmagical weapons. It is our intent to work within this license in good faith.Empowered Attacks. ![]() If you see any page that contains SRD material and does not show this license statement, please contact an admin so that this license statement can be added. To distinguish it, these items will have this notice. It is covered by the Open Game License v1.0a, rather than the GNU Free Documentation License 1.3. This is part of the 3e System Reference Document. Open Game Content ( place problems on the discussion page). Please discuss possible problems on the talk page. This page is protected from editing because it is an integral part of D&D Wiki. ![]() Passwall expels the character without damage.īack to Main Page → 3e Open Game Content → System Reference Document → Spells Transmute rock to mud expels the character and then slays the character instantly unless the character succeed at a Fortitude save (DC 18), in which case the character is merely expelled. Stone shape deals the character 3d6 points of damage but does not expel the character. The following spells harm the character if cast upon the stone that the character is occupying: Stone to flesh expels the character and deals the character 5d6 points of damage. If the spell's duration runs out or the effect is dispelled before the character voluntarily exits the stone, the character is violently expelled and takes 5d6 points of damage. The stones complete destruction expels the character and slays the character instantly unless the character succeeds at a Fortitude save (DC 18).Īt any time before the duration expires, the character can step out of the stone through the surface that the character entered. Minor physical damage to the stone does not harm the character, but its partial destruction to the extent that the character no longer fits within it expels the character and deals the character 5d6 points of damage. Nothing that goes on outside the stone can be seen, but the character can still hear what happens around the character. The character remains aware of the passage of time and can cast spells on him or herself while hiding in the stone. While in the stone, the character remains in contact with the face of the stone through which the character melded. If either condition is violated, the spell fails and is wasted. When the casting is complete, the character and not more than 100 pounds of nonliving gear merge with the stone. The stone must be large enough to accommodate the character's body in all three dimensions. Meld into stone enables the character to meld the character's body and possessions into a single block of stone. This material is published under the OGL 1.0a. ![]()
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