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surrealcanine
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icon Beethro as a D&D 5e monster (+3)  
Guess who has a Really Big Sword and is going to cameo in my D&D campaign, "Trails of Creation"?

The premise of Trails of Creation is that, a few years ago, the world was destroyed in a game of Pokémon Go gone horribly wrong. In the aftermath, certain godlike figures recreated portions of the world and claimed them as their own territory, and many humanoids found themselves waking up in the new world as if from a strange dream, and in unfamiliar forms.

One such godlike figure is the King of Spaalone, whose goals include military conquest of the other territories, and even the undefined ruins of the rest of the world. To that end, he has trained soldiers and hired mercenaries, and is waiting for the perfect opportunity to launch his attack.

One of these mercenaries is Beethroo Budkin, level 10 Roo Fighter. He'll be leading a company of generic soldiers, but those guys aren't important right now.
Beethroo comes from a background not too different from his canonical life on the Eighth, and has seen his share of monsters in his travels. He has no particular respect for the King of Spaalone, but a job's a job, so he may stand in the party's way.

Beethroo Budkin, level 10 fighter
Medium Monstrosity, Neutral

Armor Class: 10 (natural)
Hit Points: 82 (10d10 + 20)
Speed: 30 ft

19 STR, 10 DEX, 14 CON, 10 INT, 12 WIS, 9 CHA. These stats may not perfectly reflect the smitemaster we know and love, but this is what I rolled.

Saving Throw Proficiencies: Strength +8, Constitution +6
Skill Proficiencies: Athletics +8, Intimidation +3, Investigation +4, Perception +5, Survival +5
Senses: passive Perception 15
Languages: Common, Modron, understands Giant

CR 4 (tentative)

Traits
Great Weapon Master + Crusher
On Beethroo's turn, when he scores a critical hit with Really Big Sword or Octimate, or reduces a creature to 0 hit points with one of these attacks, he can use either attack again as a bonus action. In addition, attack rolls against that creature are made with advantage until the start of Beethroo's next turn.

Improved Critical
Beethroo scores a critical hit on a d20 roll of 19 or 20.

Great Weapon Fighting Style
When Beethroo rolls a 1 or 2 on a damage die for Really Big Sword or Octimate, he can reroll the die. He must use the new roll.

Indomitable (1/Day)
If Beethroo fails a saving throw, he can reroll it.

Remarkable Athlete
Beethro adds 2 to any Strength, Dexterity, or Constitution check he makes that doesn't use his proficiency bonus.
When Beethro makes a running long jump, he can jump 23 feet.

Crusher
Once per turn, if Beethroo hits a Large or smaller creature with an attack that deals bludgeoning damage, he can move the target 5 feet to an unoccupied space.


Actions
Multiattack
Beethroo makes two attacks with a combination of Really Big Sword and Octimate.

Really Big Sword
Melee Weapon Attack: +8 to hit, reach 5 ft, one target. Hit: 2d6 + 4 slashing damage + 2d6 bludgeoning damage.

Really Big Sword: Octimate
Beethroo makes a perfect pie-slice swing. Melee Weapon Attack: +3 to hit, reach 5 ft, one target. Hit: 2d6 + 14 slashing damage + 2d6 bludgeoning damage.

Second Wind (1/Rest)
Bonus Action. Beethroo draws from his well of stamina and regains 1d10 + 10 hit points.

Action Surge (1/Rest)
Beethroo takes two actions.


Reactions
Brace (1/Rest)
When a creature Beethroo can see moves within 5 feet of him, as a reaction Beethroo can attack using Really Big Sword or Octimate. If the attack hits, the target takes an extra 1d6 damage.

-----
Beethroo is a Roo in this game because his name was just begging for it. If you want ordinary human Beethro in your campaign, just make him a Humanoid instead of a Monstrosity and remove Giant from his list of languages.

If you want to play as Beethro, here's what I did:
- Your stat priority should be Strength, Constitution, Wisdom, Intelligence, Dexterity, Charisma.
- Variant Human race. His racial skill is Investigation and his racial feat is Great Weapon Master.
- The vanilla backgrounds most fitting Beethro are Folk Hero and Outlander.
- Give Beethro a maul (2d6 bludgeoning damage) and reflavor it as a Really Big Sword. Or, you could stick with the greatsword (2d6 slashing damage).
- At Fighter level 1, give Beethro the Great Weapon Fighting style, and two of Athletics, Perception, Intimidation, and Survival.
- At Fighter level 3, choose the Champion archetype. (Battle Master is also a valid choice, but departs a bit from the simplicity of DROD!)
- At Fighter level 4, give Beethro the Crusher feat (or Slasher, if you picked a greatsword) from Tasha's Cauldron of Everything.
- At Fighter levels 6 and 8, give Beethro Ability Score Increase.
- At Fighter level 10, pick up the Superior Technique fighting style from Tasha's Cauldron of Everything. His technique is Brace.

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136th Skywatcher
surrealcanine plays All the DRODs

[Last edited by surrealcanine at 01-31-2022 03:35 AM : Fix an erroneous statistic]
01-30-2022 at 08:53 PM
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ErikH2000
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icon Re: Beethro as a D&D 5e monster (+1)  
Also, ask your DM to give all your enemies either 1 or infinite hit points.

Seriously, I love the write-up above. Also, I think there's enough lore in the Eighth to support some decent role-playing.

-Erik

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01-31-2022 at 10:52 PM
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surrealcanine
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icon Re: Beethro as a D&D 5e monster (+2)  
I'm back with another character sheet! This character is an upcoming boss monster in Trails of Creation.

7th Game Master is the former 108th Slayer of the game world's Rooted Empire. She was recruited by 2nd Game Master to "moderate" the player community of 1st Game Master's game, using her exceptional combat skills to weed out potential problem players. The party's fighter, Bastion Sikes, was one such player, who four years ago came a little too close to exposing the Game Masters' activities. It's sure to be a fun reunion.

Like most Slayers, 7th Game Master lives for the thrill of the hunt and is very cocky about her skills. Eschewing any kind of armor, she charges into the fray with only her hook sword, a magical shortbow for a bit of versatility, and her ridiculously high Dexterity score.

7th Game Master's hook sword is a finesse weapon that does 1d8 slashing damage. Optionally, you could let it give the wielder advantage on checks to disarm a target.
Unlike Beethroo Budkin above, 7th Game Master is using my campaign's special rules for fighters, in which every fighter gets maneuvers and superiority dice, as the technical answer to the barbarian's brute force, the rogue's precision, and the monk's swiftness.
It's also worth noting that I initially made 7th Game Master level 15, but the sheer damage potential of making three attacks per round with 27 Dexterity and a +13 to hit would have spelled certain doom for the party.

7th Game Master, level 10 fighter (samurai)
Medium Beast (Primarina), Lawful Evil
AC: 16 (unarmored)
HP: 115 (10d10 + 60)
Speed: 25 ft walking, 30 ft swimming
Challenge Rating: 7. Proficiency Bonus: +4.

14 STR, 23 DEX, 22 CON, 11 INT, 14 WIS, 12 CHA

Saving throws: Strength +6, Constitution +10, Wisdom +6, Charisma +5, Intelligence +4
Skills: Acrobatics +10, Athletics +6, Insight +6, Intimidation +5, Performance +5, Persuasion +5, Survival +6
Senses: darkvision 120 ft., passive Perception 16 (see traits)
Languages: Undercommon, Pokémon, Elvish

Traits:
Combat Superiority. 7th Game Master has 10 superiority dice, which are d10s. She uses her superiority dice to fuel combat maneuvers. They are replenished when she finishes a short rest.
Fighting Style. 7th Game Master's fighting style is Dueling.
Action Surge (1/Rest). On 7th Game Master's turn, she can push herself beyond her normal limits and take two actions.
Legendary Resistance (2/Day). If 7th Game Master fails a saving throw, she can instead choose to succeed.
Indomitable (1/Day). If 7th Game Master fails a saving throw, she can reroll it, and must use the new roll.
Sentinel - No Escape. Creatures provoke opportunity attacks from 7th Game Master even if they take the Disengage action before leaving her reach. When she hits a creature with an opportunity attack, its speed becomes 0 for the rest of the turn.
The wisp will find you. The hook will follow. 7th Game Master can use her passive Survival score in place of her passive Perception score.

Actions
Multiattack. 7th Game Master attacks twice with her hook sword, or twice with her vicious shortbow.
Hook sword.Melee weapon attack: +10 to hit, reach 5 ft., one target. Hit: 12 (1d8 + 8) slashing damage, and the target's speed is reduced by 10 feet until the start of 7th Game Master's next turn. (This does not stack with itself.) On a critical hit, the target also has disadvantage on all attack rolls.
Vicious Shortbow. Ranged weapon attack: +10 to hit, range 80/320 ft, one target. Hit: 9 (1d6 + 6) piercing damage. If she rolls a natural 20, her critical hit deals an extra 7 damage.

Reactions
Defensive Duelist. If 7th Game Master is wielding her Hook Sword and another creature hits her with a melee attack, she can use this reaction to add 4 to her AC against that attack, potentially causing the attack to miss.
Sentinel - Distracted Foe. When a creature within 5 ft of 7th Game Master makes an attack against a target other than her (and that target doesn't have the Sentinel feat), she can use this reaction to attack the attacking creature with Hook Sword.

Legendary Actions
7th Game Master can use 3 legendary actions per round. At the end of another creature's turn, she can use one of the following actions.
Fighting Spirit (3/Day)
7th Game Master gives herself 10 temporary hit points, and has advantage on weapon attack rolls until the end of her next turn.
Disengage. 7th Game Master moves up to half her speed. This movement does not provoke opportunity attacks.
The Wisp. 7th Game Master makes a Wisdom (Survival) check against a creature she can see, contested by the target's Dexterity (Acrobatics) check. If 7th Game Master succeeds, then until the end of her next turn, the creature cannot hide from her, the creature gains no benefit from cover against her attacks, and her weapon attacks against that creature have advantage. The Wisp can only affect one creature at a time.

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136th Skywatcher
surrealcanine plays All the DRODs
02-23-2022 at 08:12 PM
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