Grimdark
The world of Elden Ring, a hauntingly beautiful yet desolate land of gold that is scarred from war.
Author's Note: Still have a ton of work to do
-Still trying to figure out how to work casting into classes.
-Slowly adding items, monsters, and NPCs
-All 307 base game weapons and 171 base game spells added. added, they will still require balancing but waiting for the combat overhaul before I dig too deeply into that.
See the following document for homebrew rules specific to this world.
https://docs.google.com/document/d/1t7MkfUj7CvzkERJoJGxCYYEd5H6lBEml9pYQl9rHUUY/edit?usp=drivesdk
Played | 209 times |
Cloned | 12 times |
Created | 93 days ago |
Last Updated | 7 days ago |
Visibility | Public |
Omenkiller
Medium Humanoid - CR 6
Omenkillers are relentless hunters who specialize in tracking and eliminating Omen, their masked faces adorned with twisted horns that evoke the terrifying spirits seen in the nightmares of their prey. Clad in grim aprons reminiscent of their infamous originator, Rollo, they wield lethal paired cleavers, each affixed with the severed horns of Omen, showcasing their grim dedication to their bloody craft.
Details
Size | Medium |
Type | Humanoid |
CR | 6 |
XP | 2300 |
Languages | Common, Celestial |
Defenses
Armor Class | 16 |
HP Range | 65 - 75 (Avg: 70) |
Damage Vulnerabilities | None |
Damage Resistances | None |
Damage Immunities | None |
Condition Immunities | None |
Stats
strength
14
dexterity
16
constitution
14
intelligence
12
wisdom
13
charisma
10
Appearance
An Omenkiller stands tall, their presence intimidating with a uniquely carved mask featuring intricate, twisted horns. Their aprons are dark and stained, complemented by the gruesome cleavers they wield skillfully. Their attire hints at both a hunter's practicality and a perfumer's elegance, creating a disturbing juxtaposition.
Actions
Cleave
The Omenkiller makes two melee attacks with their cleavers. On a hit, the target takes 12 (2d6 + 5) slashing damage.
Nightmare Strike
Once per day, the Omenkiller can channel the horrific nightmares of their prey. One target within 30 feet must succeed on a DC 15 Wisdom saving throw or take 27 (6d8) psychic damage and be frightened until the end of their next turn.