He poses as a githzerai sage, using his abilities to disguise his appearance in public. He dispenses cryptic advice from the Styx Oarsman, which is a tavern & rooming house in the Lower Ward of the city of Sigil. Most people in Sigil are not aware that he is actually a cambion and the son of the demon lord Graz'zt.
Rule-of-Three
Medium fiend, chaotic evil
Armor Class
22 (studded leather)
Hit Points
105 (14d8+42)
Speed 30 ft.
Str Dex Con Int Wis Cha
18 (+4) 18 (+4) 16
(+3) 17 (+3) 14 (+2) 20 (+5)
Saving Throws Str +7, Con +6, Int +6, Cha +8
Skills Arcana +6, Deception +8, History +6,
Perception +5, Persuasion +8, Stealth +7
Damage Resistances cold, fire, lightning, poison;
bludgeoning, piercing, and slashing from nonmagical weapons
Senses darkvision 60 ft., passive
Perception 15
Languages Abyssal, Common, Infernal
Challenge 7 (2,900 XP)
Abyssal Expertise. Rule-of-Three’s proficiency modifier
is doubled for Intelligence (Arcana) or (History) checks related to the Abyss.
For these checks, he has Arcana +9 & History +9.
Fiendish Blessing. Rule-of-Three’s AC includes his Charisma
bonus.
Innate Spellcasting. Rule-of-Three’s spellcasting ability
is Charisma (spell save DC 16). Rule-of-Three can innately cast the following
spells, requiring no material components:
3/day: alter self, command, detect magic
1/day: plane shift (self only)
Sneak Attack. Once per turn, Rule-of-Three can
deal an extra 10 (3d6) to one creature he hits if he had advantage on the
attack roll. He must use a finesse or ranged weapon.
He doesn’t
need advantage on the attack roll if another enemy of the target is within 5
feet of it, that enemy isn’t incapacitated, and Rule-of-Three doesn’t have
disadvantage on the attack roll.
Rule-of-Three
also doesn’t need advantage on the attack roll if no creature other than his
target is within 5 feet of him.
Actions
Multiattack. Rule-of-Three makes two melee attacks
or uses his Eldritch Ray twice.
Dagger. Melee or Ranged Weapon Attack: +8 to
hit, reach 5 ft. or range 20/60 ft., one target. Hit: 7 (1d4+5) piercing
damage.
Eldritch Ray. Ranged Spell Attack: +7 to hit,
range 120 ft., one target. Hit: 10 (3d6) force damage.
Fiendish Charm. One humanoid Rule-of-Three
can see within 30 feet of him must succeed on a DC 16 Wisdom saving throw or be
magically charmed for 1 day. The charmed target obeys Rule-of-Three’s spoken
commands. If the target suffers any harm from Rule-of-Three or another creature
or receives a suicidal command from Rule-of-Three, the target can repeat the
saving throw, ending the effect on itself on a success. If a target’s saving
throw is successful, or if the effect ends for it, the creature is immune to Rule-of-Three’s
Fiendish Charm for the next 24 hours.
Equipment
Dagger of Venom. You gain a +1 bonus to attack and
damage rolls made with this magic weapon.
You can use an
action to cause thick, black poison to coat the blade. The poison remains for 1
minute or until an attack using this weapon hits a creature. That creature must
succeed on a DC 15 Constitution saving throw or take 2d10 poison damage and become
poisoned for 1 minute. The dagger can't be used this way again until the next
dawn.
Glamoured Studded Leather. While wearing this armor, you gain a +1
bonus to AC. You can also use a bonus action to speak the armor's command word
and cause the armor to assume the appearance of a normal set of clothing or
some other kind of armor. You decide what it looks like, including color,
style, and accessories, but the armor retains its normal bulk and weight. The
illusory appearance lasts until you use this property again or remove the armor.
Eyes of Seeing. These crystal lenses fit over the
eyes. They have 3 charges. As an action, you can speak the lenses' command word and
expend 1 charge. For the next 10 minutes, you have truesight out to 120 feet when
you peer through the lenses.
The lenses regain 1d3 expended charges daily at dawn.
Ring of Mind Shielding. While wearing this ring, you are immune
to magic that allows other creatures to read your thoughts, determine whether you
are lying, know your alignment, or know your creature type. Creatures can telepathically
communicate with you only if you allow it.
You can use
an action to cause the ring to become invisible until you use another action to
make it visible, until you remove the ring, or until you die.
If you die
while wearing the ring, your soul enters it, unless it already houses a soul.
You can remain in the ring or depart for the afterlife. As long as your soul is
in the ring, you can telepathically communicate with any creature wearing it. A
wearer can't prevent this telepathic communication.
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