Orthon
Large fiend (devil)- Challenge
- STR
- 6
- DEX
- 3
- CON
- 5
- INT
- 2
- WIS
- 3
- CHA
- 2
- Soak
- 2
- Fort
- +8
- Ref
- +7
- Will
- +5
Magic Resistance. The orthon has advantage on saving throws against spells and other magical effects.
Maneuvers. The orthon uses maneuvers (maneuver save Difficulty 18). It has 10 stamina dice which are d8s, a dice limit of 4, regains all expended stamina dice when it finishes a long rest, and regains half its total stamina dice when it finishes a short rest. It knows the following maneuvers:
1 stamina die: bloodletting blade, cripple, distant shot, fan of knives, feint, impaling shot, knockback, ricochet, spring attack
2 stamina dice: entangling shot, precision, slice tendon, snap shot
Spellcasting. The orthon uses Divinity (wis) to cast spells (spell save Difficulty 15, +6 to hit with spell attacks). It has 5 mana, a mana limit of 2, regains all expended mana when it finishes a long rest, and regains half its total mana when it finishes a short rest. It knows the following spells:
At will: invisibility
1 mana: bloodhound, extort truth, judge, locate, seeking strike
2 mana: find the path, seeing, spiritual impressions
Actions (2)
Infernal Dagger (1/turn). Melee or Ranged Weapon Attack: +9 to hit, reach 1 m. or range 3/10 m. Hit: 11 (2d4 + 6) piercing damage plus 13 (3d8) poison damage and the target must succeed on a Difficulty 17 Fortitude saving throw or be poisoned for 1 minute. The poisoned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Brass Crossbow (1/turn). Ranged Weapon Attack: +6 to hit, range 20/200 m. Hit: 14 (2d10 + 3) piercing damage plus one of the following effects.
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Acid. The target must make a Difficulty 17 Fortitude saving throw, taking an additional 17 (5d6) acid damage on a failed save and its armor or natural armor is corroded 1 until the end of Orthon’s next turn, or half as much damage on a successful one.
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Blindness (1/day). The target takes 5 (1d10) radiant damage. In addition, the target and all other creatures within 4 meters of it must each make a successful Difficulty 17 Reflex saving throw or be blinded until the end of the orthon’s next turn.
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Concussion. The target and each creature within 4 meters of it must make a Difficulty 17 Fortitude saving throw, taking 13 (2d12) concussion damage on a failed save, or half as much damage on a successful one.
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Entanglement. The target must make a successful Difficulty 17 Reflex saving throw or be restrained for 1 hour by strands of sticky webbing. A restrained creature can escape by using an action to make a successful Difficulty 17 Brawn or Nimbleness check. Any creature other than an orthon that touches the restrained creature must make a successful Difficulty 17 Reflex saving throw or become similarly restrained.
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Paralysis (1/day). The target takes 22 (4d10) lightning damage and must make a successful Difficulty 17 Fortitude saving throw or be paralyzed for 1 minute. The paralyzed target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
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Tracking. For the next 24 hours, the orthon knows the direction and distance to the target, as long as it’s on the same plane of existence. If the target is on a different plane, the orthon knows which one, but not the exact location there.
Reactions
Explosive Retribution. When it is reduced to 15 health or less, the orthon causes itself to explode. All other creatures within 5 meters of it must each make a Difficulty 17 Reflex saving throw, taking 9 (2d8) fire damage plus 9 (2d8) concussion damage on a failed save, or half as much damage on a successful one. This explosion destroys the orthon, its infernal dagger, and its brass crossbow.
Maneuvers
As an action, make a melee weapon attack with a light or finesse weapon that deals piercing or slashing damage to cause the creature to bleed.
On a hit, add the stamina die to the attack’s damage and the creature is bleeding 1.
On a critical hit, add twice as much damage.
On a miss by 4 or less, add half as much damage.
Enhance
You can increase the damage and bleeding level by 1 for each additional stamina die expended.
As an action, make a melee weapon attack to cripple the creature.
On a hit, add the stamina die to the attack’s damage and the creature must succeed on a Fortitude saving throw or it is slowed 1 until the end of its next turn.
On a critical hit, add twice as much damage.
On a miss by 4 or less, add half as much damage.
Enhance
You can increase the damage for each additional stamina die expended and the slowed level by 1 for every two additional stamina die expended.
You can expend 1 additional stamina die so the creature is slowed for 1 minute/stamina die. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
As an action, make a ranged weapon attack at double your weapon’s range and long range.
On a hit, add the stamina die to the attack’s damage.
On a critical hit, add twice as much damage.
On a miss by 4 or less, add half as much damage.
Enhance
You can increase the damage for each additional stamina die expended.
As an action you can make two ranged weapon attacks with a dagger, hatchet, sai, dart, or shuriken against two different targets.
Enhance
You can throw an additional weapon for each additional stamina die expended, but you can only attack each creature once.
As an action, make a melee weapon attack along with a deceptive or pretended blow, thrust, or other movement.
On a hit, add the stamina die to the attack’s damage and make a Deception check opposed by the creature’s passive Insight or the creature is flat-footed to you until the end of its next turn.
On a critical hit, add twice as much damage.
On a miss by 4 or less, add half as much damage.
Enhance
You can increase the damage for each additional stamina die expended.
As an action, make a ranged weapon attack with a weapon that deals piercing damage to pierce the creature, traveling through to other targets. Each creature in a line with the point of origin including the creature and facing directly away from you must make a Reflex saving throw.
On a failure, a creature takes piercing damage equal to the stamina die.
On a failure, it takes piercing damage equal to the stamina die.
On a critical failure, it takes twice as much damage.
Enhance
You can increase the damage for each additional stamina die expended.
As an action, make a weapon attack to knock the creature back.
On a hit, add the stamina die to the attack’s damage and if the creature is your size or smaller, it must succeed on a Reflex saving throw or you push it 4 meters away from you.
On a critical hit, add twice as much damage.
On a miss by 4 or less, add half as much damage.
Enhance
You can increase the damage, push the creature an additional meter, and target a creature of a larger size for each additional stamina die expended.
As an action, make a ranged weapon attack to ricochet the attack toward another target.
On a hit, the attack ricochets toward another target, which must be within 5 meters of the first target. The second target must succeed on a Reflex saving throw or it takes damage equal to the stamina die.
The damage type is the same as the weapon used.
Enhance
You can increase the damage for each additional stamina die expended.
As an action, you can use the Dash action. If you move at least 3 meters straight toward a creature, you can make a melee weapon attack against it.
On a hit, add the stamina die to the attack’s damage.
On a critical hit, add twice as much damage.
On a miss by 4 or less, add half as much damage.
Enhance
You can increase the damage for each additional stamina die expended.
As an action, you can attach some rope to a projectile and make a ranged weapon attack with it to entangle the creature.
On a hit, add one stamina die to the attack’s damage and if the creature is Large or smaller, the rope wraps around it as it is immobilized. The rope has no effect on creatures that are formless.
On a critical hit, add twice as much damage.
On a miss by 4 or less, add half as much damage.
The rope is an object that can be damaged and thus removed. It has 10 Defense and 5 Health. A creature entangled by the rope, or one that can touch the creature, can also use an action to make a Brawn or Nimbleness check (its choice) against your maneuver Difficulty.
Enhance
You can increase the damage for each additional stamina die expended.
As a reaction, which you use when you make a weapon attack against a creature, you can strike precisely. You make the roll with advantage. You can do so after the roll but before any effects of the roll occur.
If the roll already has advantage or disadvantage, you cannot apply another instance of advantage or disadvantage and you must use this before the roll to cancel out any advantage or disadvantage.
1 minute/stamina die
As an action, make a melee weapon attack with a light or finesse weapon to slice the creature’s tendon.
On a hit, add one stamina die to the attack’s damage and the creature must succeed on a Fortitude saving throw or it is slowed 1 for the duration and while affected it loses health equal to one of the stamina dice for every meter it travels. This has no effect on any creature that cannot bleed or lose a vital liquid substance.
On a critical hit, add twice as much damage.
On a miss by 4 or less, add half as much damage.
The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Enhance
You can increase the damage for each additional stamina die expended and the slowed level by 1 for every two additional stamina die expended.
Spells
1 hour/mana
As an action, you can smell creatures that don’t have full health within 10 meters for the duration, which allows you to pinpoint the space the creature occupies.
Additionally, you have advantage on skill checks to track any creature that doesn’t have full health.
1 minute/mana
As an action, a creature that you can touch or see within 10 meters must make a Will saving throw.
On a failure, you temporarily disrupt a creature’s ability to mask their true thoughts and intent. The creature is unable to speak a deliberate lie for the duration.
An affected creature is aware of the spell and can avoid answering questions they would normally have responded with a lie. Such a creature can remain evasive in its answers as they remain within the limits of truth.
Augment
You can target one additional creature for each additional mana expended. The creatures must be within 5 meters of each other when you target them.
Zone of Truth. You can expend 1 additional mana to create a magical zone that guards against deception in a sphere twice as big as normal centered on a point of your choice within 10 meters. The duration changes to 5 minutes/mana and until the spell ends, a creature that enters the spell’s area for the first time on a turn or starts its turn there must make a Will saving throw.
concentration, 1 minute/mana
As an action, you become invisible for the duration. Anything you are wearing or carrying is invisible as long as it is on your person. The spell ends if you attack, throw a concoction, use a maneuver, or cast a spell.
Augment
Shared Invisibility. You can target two additional creatures or objects for each additional mana expended. The creatures and objects must be within 5 meters of each other when you target them.
Continued Invisibility. You can expend 1 additional mana to change the duration to 1 hour/mana.
Mislead. You can expend 1 additional mana to create an illusory double of yourself where you are standing when you turn invisible.
You can use an action to move your illusory double up to twice your speed and make it gesture, speak, and behave in whatever way you choose.
You can see through its eyes and hear through its ears as if you were located where it is. On each of your turns as an action, you can switch from using its senses to using your own, or back again. While you are using its senses, you are blinded and deafened in regard to your own surroundings.
Misty Escape. You can expend 1 additional mana to cast the spell as a reaction, which you use when you are hit by an attack or missed by 4 or less. Change the duration to instantaneous. You can turn invisible and teleport up to 10 meters to an unoccupied space you can see. You halve the attack’s damage against you. You remain invisible until the start of your next turn or until you attack or cast a spell.
Greater Invisibility. You can expend 3 additional mana so the spell does not end for a target that attacks, throws a concoction, uses a maneuver, or casts a spell.
As a reaction, which you use when you make an Insight check, you gain temporary, intuitive insight into piercing lies. You make the roll with advantage. You can do so after the roll but before any effects of the roll occur.
If the roll already has advantage or disadvantage, you cannot apply another instance of advantage or disadvantage and you must use this before the roll to cancel out any advantage or disadvantage.
(ritual); concentration, 5 minutes/mana
As an action, describe or name an object that is familiar to you. You sense the direction to the object’s location, as long as that object is within 400 meters of you. If the object is in motion, you know the direction of its movement.
The spell can locate a specific object known to you, as long as you have seen it up close—within 5 meters—at least once. Alternatively, the spell can locate the nearest object of a particular kind, such as a certain kind of apparel, jewelry, furniture, tool, or weapon.
This spell can’t locate an object if any thickness of lead, even a thin sheet, blocks a direct path between you and the object.
Augment
Locate Creature. You can expend 1 additional mana to locate a creature instead of an object. Describe or name a creature that is familiar to you. You sense the direction to the creature’s location, as long as that creature is within 400 meters of you. If the creature is moving, you know the direction of its movement.
The spell can locate a specific creature known to you, or the nearest creature of a specific kind (such as a human or a unicorn), so long as you have seen such a creature up close—within 5 meters—at least once. If the creature you described or named is in a different form, such as being under the effects of a polymorph spell, this spell doesn’t locate the creature.
This spell can’t locate a creature if running water at least 2 meters wide blocks a direct path between you and the creature.
As an action, make a ranged weapon attack as the weapon’s ammunition, or the weapon itself if it’s a thrown weapon, curves and twists its path in search of its prey. Choose a creature you have seen in the past minute. The projectile or weapon flies up to 100 meters beyond its normal maximum toward that creature, moving around corners if necessary and ignoring three-quarters cover and half-cover.
If the creature is within the weapon’s range and there is a path large enough for the weapon or projectile to travel to the creature, the creature must make a Reflex saving throw.
On a failure, it takes damage as if it were hit by the weapon or projectile plus an additional 2d6 + your spellcasting ability damage, and you learn the creature’s current location.
Augment
You can increase the weapon or projectile damage by 3d6 and the range by 100 meters for each additional mana expended.
concentration, 3 hours/mana
As you spend 1 minute to cast this spell, you can find the shortest, most direct physical route to a specific fixed location that you are familiar with on the same plane of existence. If you name a destination on another plane of existence, a destination that moves (such as a mobile fortress), or a destination that isn’t specific (such as “a green dragon’s lair”), the spell fails.
For the duration, as long as you are on the same plane of existence as the destination, you know how far it is and in what direction it lies. While you are traveling there, whenever you are presented with a choice of paths along the way, you automatically determine which path is the shortest and most direct route (but not necessarily the safest route) to the destination.
1 hour/mana
As two actions, your senses are almost impossible to foil. For the duration, you can see things as they truly are out to a range of 20 meters, allowing you to:
- see invisible creatures and objects
- see into the Ethereal Plane. Ethereal creatures and objects appear ghostly and translucent.
Augment
You can expend 1 additional mana to grant this ability to a willing creature you touch.
True Seeing. You can expend 1 additional mana so the creature has truesight, allowing it to see the following in addition to those listed above:
- see in normal and magical darkness
- automatically detect visual illusions and succeed on saving throws against them
- perceive the original form of a shapechanger or a creature that is transformed by magic
concentration, 1 hour/mana
As you spend 1 minute to cast this spell, you conjure ghostly historical impressions of a given location that only you can see within 10 meters or object you touch.
Location. Rooms, streets, tunnels, and other discrete locations accumulate impressions left by powerful emotions experienced in a given area. These impressions offer you a ghostly recreation of the location’s past.
The types of events most likely to leave impressions are those that elicited strong emotions: battles and betrayals, marriages and murders, births and great pain, or any other event where one emotion dominates. Everyday occurrences leave no residue for a caster to detect.
The ghostly impressions of the event are ethereal, and cannot be interacted with. You do not gain special knowledge of those involved in the vision, though you might be able to read large banners or other writing if they are in your language.
Beginning with the most recent significant event at a location and working backward in time, you can conjure one distinct event for every 10 minutes you maintain concentration, if any such events exist to be conjured.
Object. You conjure ghostly echoes which let you learn about the past owners of an object. You learn the owner’s species, gender, age, and how the owner gained and lost the object. Beginning with the most recent owner of an object and working backward in time, you can conjure one distinct owner for every 10 minutes you maintain concentration, if any such owner exists to be conjured.
Track. You can track creatures with an Intelligence of −4 or greater by following the ghostly trails of spiritual energy they leave behind. You have advantage on Streetwise and Wilderness checks made to track such creatures.
The impressions can extend 100 years into the past.
Augment
The impressions can be 500 years further in the past for each additional mana expended.
Shared Impressions. You can expend 1 additional mana to share this impression with one other creature that you touch. An unwilling target may make a Will saving throw to avoid being affected.