Gen Legend



Sinitrix Tolkink

The Geist

Kobold: Ethereal Kobold

Bandit

True Neutral
Medium size
She
⚜️

Lvl: 16

💚

HP: 93

🛡️

AC: 18

🔆

Proficiency Bonus:
+5

🦾

STR: 12 +1

🥢

DEX: 15 +2

🫀

CON: 10 +0

🧩

INT: 12 +1

🦉

WIS: 15 +2

🎭

CHA: 14 +2

⭐️
Skills:

Athletics: +1
Acrobatics: +7
Sleight of Hand: +2
Stealth: +2
Arcana: +1
History: +1
Investigation: +1
Nature: +4
Religion: +1
Animal Handling: +10
Insight: +2
Medicine: +2
Perception: +9
Survival: +3
Deception: +2
Intimidation: +2
Performance: +2
Persuasion: +2

Passive Perception:

19
🎲
Saving Throws:

STR: +6
DEX: +2
CON: +4
INT: +1
WIS: +2
CHA: +2

📜

Languages:

Draconic
Common
Giant
Abyssal

🦿

Movement

Walk: 30ft.

⚔️

Combat Actions

To hit: +7

Pike: 3d10+1 Piercing, reach.

Special Attack:

3 charges per day. Recharges on a short or long rest.
Radiant Pike: 4d10+1 Radiant, reach, On a hit the target is affected by the Paralyzed condition. The Condition may be countered with a succesful DC 13CHA Saving Throw at the beggining of the target's turn..

🔮

SPELLCASTING: WIS

Spell Save DC: 15

To hit: +7

Cantrips:
Blade Ward:
Abjuration(Action)⟨Concentration⟨Up to 1 minute⟩-Self


Whenever a creature makes an attack roll against you before the spell ends, the attacker subtracts 1d4 from the attack roll.



Natural Spells:
1 use per day each:
Color Spray :
Illusion (1 Action )⟨1 round ⟩-Self (15-foot cone)

You launch a dazzling array of flashing, colorful light. Each creature in a 15-foot Cone originating from you must succeed on a Constitution saving throw or have the Blinded condition until the end of your next turn.

Sleep
Fog Cloud :
Conjuration(Action)⟨Concentration⟨1 hour⟩-120 feet


You create a 20-foot-radius Sphere of fog centered on a point within range. The Sphere is Heavily Obscured. It lasts for the duration or until a strong wind (such as one created by Gust of Wind) disperses it.


Using a Higher-Level Spell Slot. The fog's radius increases by 20 feet for each spell slot level above 1.


Rechargable Spells:
Leadership:
Reaction.
(Recharges after a Short or Long Rest)
- V.
The Geist can utter a special command or warning whenever another creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand The Geist. A creature can benefit from only one Leadership die at a time. This effect ends if The Geist is incapacitated.

👁️

Senses

Darkvision: 40ft.


Sunlight Sensitivity: While in sunlight, The Geist has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

Hold Breath: The Geist can hold its breath for 20 minutes.

Treasure Sense.: The Geist can sense, like guided by scent, the location of precious metals and stones, such as coins and gems, within 30 feet of it.


🛟

Resistances

Immunities:

None

Resistances:

None

Vulnerabilities:

bludgeoning
cold
fire
necrotic
poison
slashing



Protections:

Parry: The Geist adds 2 to its AC against one melee attack that would hit it. To do so, The Geist must see the attacker and be wielding a melee weapon.

🥊

Martial Habilities


Pack Tactics: The Geist has advantage on an attack roll against a creature if at least one of The Geist's allies is within 5 feet of the creature and the ally isn't incapacitated.

Multiattack: The Geist makes two different simple attacks.

👑

Legendary

Legendary Actions

The Geist gains 1 legendary action charge at the end of their turn. Charges can be spent when using a Legendary Action, choosing from the options below.
Only one legendary action can be used at a time, and only at the end of another creature's turn.
('Sneaky Stab: The Geist makes a sudden simple melee attack with advantage on its attack roll.',)

🏰

Lair

Unless otherwise noted, any lair action that demands a saving throw uses the spellsave DC 15.
On initiative count 20 (losing initiative ties), the creature can take a lair action to cause one of the following effects, but can't use the same effect two rounds in a row:
Entangling Vines: The Geist causes vines to sprout from the ground and entangle creatures in the area. Each creature must succeed on a DC 15 Strength saving throw or be restrained until the end of its next turn.
Ink Splash: The Geist splashes magical ink that spreads across the floor in a 20-foot radius centered on a point within the lair. The area becomes difficult terrain, and any creature that starts its turn in the area or enters it for the first time on a turn must succeed on a DC15 Dexterity saving throw or be restrained by the sticky ink until the end of its next turn.
Necrotic Fog: The Geist creates a cloud of necrotic fog in a 20-foot radius. Each creature in the area must succeed on a DC 15 Constitution saving throw or take 15 (5D6) necrotic damage and be blinded until the end of its next turn.

🌋

Region

The Geist has an effect on its domains that may include any of the following magical effects:
Shroud of Silence: The presence of The Geist cloaks the area in an eerie stillness. Villages nearby are distrustful and secretive, with people speaking in hushed tones. The forest around their lair seems to conspire, offering no clear paths to outsiders.
If The Geist dies, these effects dissipate during the next 6 days.

🏵️

Traits


I'll do anything to win fame and renown.
I have lived a hard life and find it difficult to empathize with others.

🏛️

Ideal

People. For all my many lies, I place a high value on friendship.

🪝

Plot Hook

I will hunt the many famous beasts of this land.

📖

My Story