OBBINJAR
medium humanoid (human), lawful evil
fighter (champion) 8th level; background: soldier
AC: 19; HD: 88 (8D10+40); Initiative: +2 (advantage); Senses: passive Perception 11; Speed: 30 ft.
STR: 23*, DEX: 14, CON: 18, INT: 10, WIS: 12, CHA: 08
Saves: STR +9*, CON +6; Skills: Animal Handling +4, Athletics +9* (advantage), History +3, Insight +4, Intimidation +2; Feats: Fighting Style (Defense), Great Weapon Master. Heavy Armor Master, Savage Attacker, Tough; CR: 5 (1,800 XP); Languages: 3- Gotic (Germanic), 2- Ynge (Middle English), 1- Infernal, Vulgate (Latin) ; PB: +3.
TRAITS
Action Surge (1/Short Rest): Take one additional action per turn, except for Magic Action.
Damage Reduction: Reduce bludgeoning, piercing, or slashing damage by 3 HP.
Hew: Immediately after he scores a Critical Hit with a melee weapon OR reduces a creature to 0 HP, he can make another attack with the same weapon.
Improved Critical Hit: 19-20 on D20 attack roll.
Resourceful: Gain Heroic Inspiration after Long Rest.
Savage Attacker: Reroll damage dice.
Tactical Mind: When he fails an ability check, he can expend one use of your Second Wind to push yourself toward success. Rather than regaining HP, he can roll D10 and add the result to the ability check. If the check still fails, this use of Second Wind isn't expended.
Tactical Shift: Whenever he activates his Second Wind, he can move 15 ft. without provoking opportunity attacks.
ACTIONS
Multiattack: He may make up to two Berserker Greatsword attacks per turn.
Berserker Greatsword: melee magic weapon attack (+10 to hit, reach 5 ft., one target. Hit: 2D6+10 slashing damage OR 10 HP slashing damage if you miss)
Heavy Crossbow: ranged weapon attack - at disadvantage (+5 to hit, ranged 100/400 ft., one target. Hit: D10+2 piercing damage PLUS push target back 10 ft. if Large or smaller)
Lance: melee weapon attack - at disadvantage (+9 to hit, reach 10 ft., one target. Hit: D10+6 piercing damage PLUS target must make CON save 17 or be knocked prone)
Unarmed Strike: melee natural weapon (+9 to hit, reach 5 ft., one target. Hit: 7 HP bludgeoning damage)
BONUS ACTION
Second Wind (3/Short Rest): Regain D10+8 HP..
SIGNIFICANT ITEMS
Belt of Frost Giant Strength: Base STR 15. Replace with STR 23.
Berserker Greatsword: +1 to hit, when berserk grants 8 temporary HP, WIS save DC 15 to avoid berserk state.
Plate +1: grants +1 to AC.
DESCRIPTION
Obbinjar is very much the strong, silent type. He is a convert to the worship of Baalzebul and a member of his Satanic Order. He believes that Might Makes Right and that the Strong should rule over the Weak. He prefers to take the most direct action in conflict, but is not rash. He is a survivor and succeeds through his toughness and force of will.
DESIGN NOTES
In the original campaign, he started his career adventuring with Eric and Paladino the werewolf assassin. Eric died when they set fire to a town and Paladino from when they fought a band of goblins armed with silver weapons. But as always, Obbinjar survived and thrived.
In this world, they all live. Obbinjar is a Saxon warrior from a satanic order of knights, and leads an expeditionary force of those knights against the Kingdom of Falkirk on the island Albion. He is accompanied by his evil chaplain Angus the Black and his henchmen.
His name is an homage to our high-school social-sciences teacher and advisor to our Strategy & Tactics Club, Mr. Obmascher (who was definitely not evil!).
--LM
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