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ENCOUNTER : Dokke - Infused with the Blackstar

Dokke, Infused with the Blackstar

HP: 888

AC: 13

STR 21, DEX 8, CON 18, INT 12, WIS 12, CHA 13

Saving Throws: STR +9, CON+8

Condition Immunities: Charmed, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned.

Features

Feral Tenacity: At the top of the round, if Dokke is not in a Rage state, Dokke enters into a Rage. While in a Rage, all sources of damage from Dokke increase by 3. Dokke gains resistances to all sources of Bludgeoning, Piercing, Slashing.  Dokke gains advantage on Strength Checks and Saving Throws.

Heroic Vessel :  Withstanding the demise of DIV - Dokke is infused with a survivor’s imprint.  Upon reaching 0 HP, the Blackstar and Kaasma that have infused in this vessel will be no more. Individuals who contain the Memory of Dokke (Mottle) will be able to imprint the Memory back into Dokke, allowing him to live a life as an immortal, or allow Dokke to die, peacefully.

Enraged Spirits : If Dokke is banished, 3 Spiritual Ancestors will take his place.

Gnome Cunning : Dokke has advantages on Intelligence, Wisdom, and Charisma Saving Throws against Magic.

Emboldend Danger Sense : Dokke has advantage to Dexterity Saving Throws against traps and spells.

Ultimate Criticals : Whenever Dokke rolls a critical hit, rolls triple the amount of dice instead of double.

Reckless Exposure : If Dokke is the target of a reaction, such as an attack of opportunity, Dokke may make an Attack.  If he is dealt damage from this reaction, the Attack has an advantage.

Endless Reactions : Dokke can take a reaction during any creature’s turn instead of once a round.

True Damage : Dokke has attacks that deal True Damage - this means that damage cannot be reduced by a True Damage Source by any resistances or immunities.

The Allspice : Dokke pushes or pulled combatants around the battlefield. Until the next round , Dokke prepares to use his “Allspice” - a deadly concoction that inflicts a random condition. Any attacks made against Dokke during this time allows him to, as a reaction, attack with Allspice.

Every time Dokke loses 200 HP in combat,  Dokke may take the Howling Push or Howling Pull Special Attacks.  Marked on the current initiative, and after a full round has passed, Dokke will take the Allspice Special Attack Action.  If Dokke is dealt damage this turn, as a reaction, he can take the Allspice Special Attack Action. If Dokke uses the Execution Turn this round, The Allspice feature instead begins the following round on Initiative 25.

Second Act : At 444HP, Dokke will create a spiritual barrier cross formation at a predetermined location, separating themselves into 4 Spiritual Ancestors into each section.  Each Spiritual Ancestor has 50 HP, AC 15, and is able to take a full round of action on Initiative 20 and 10.  They attack with the Special Attack Ancestral Rage.

If the Spiritual Barrier is crossed through physically, it inflicts 4d6 points of True Damage.

If there are no players on a section where a Spiritual Ancestor is, at the end of the round, all Spiritual Ancestor’s Damage increases by 2d6 True Damage.

When a Spiritual Ancestor is defeated, a section of the Spiritual Barrier Wall is destroyed.   When all 4 Spiritual Ancestors are defeated, Dokke returns to the battlefield with True Damage inflicted.

Turns

Execution Turn (25) : Dokke may choose to take an Execution Turn if he hasn’t taken one the previous round or if it isn’t the first round. For this round, Dokke gains the following:

Move Turn (20) : Dokke moves up to his movement speed, and takes 1 Attack Action.

Action Turn (15) : Dokke takes 2 Attack Actions.

Move Turn (10) : Dokke moves up to his movement speed, and takes 1 Attack Action.

Action Turn (5) : Dokke takes 2 Attack Actions.

Move or Action Turn (1) : Dokke moves up to his movement speed, and takes 1 Attack Action or Dokke takes 2 Attack Actions.

Attacks

Greataxe of the Green Dragonbrood +1, +10 to hit, reach 5ft, one target.  Hit: 1d12+6 Slashing + 1d6 Acid Damage.

Dragonslayer Handaxe, +9 to hit, reach 5ft, 1d6+5 Force Damage.

Special Attacks

Howling Push : All targets of Dokke’s choice 30ft away from Dokke are pushed back up to 60ft away. This counts as forced movement and does not provoke Attacks of Opportunity.  A target can bypass this forced movement by taking 2d6 True Damage. This changes the Allspice target radius to a 90ft radius, where a 30ft radius from Dokke is not targeted.

Howling Pull : All targets 60ft away from Dokke are pulled up to 60ft towards Dokke. This counts as forced movement and does not provoke Attacks of Opportunity.  A target can bypass this forced movement by taking 2d6 True Damage. This changes the Allspice target radius to a 30ft radius.

Allspice : Dokke throws a mixture of cursed spices into the targeted area.  Those in the area must succeed on a CON Saving Throw (DC 17).  On failure, roll a 1d6, and be inflicted by the following condition.

Ancestral Charge : Dokke’s next attack deals 2 additional dice of True Damage (d12 for Greataxe, d6 for Handaxe). This effect stacks.  BYPASS:  If a player within 120ft chooses to be targeted by the special attack Ancestral Rage, Dokke does not gain an Ancestral Charge.

Ancestral Rage : +10 to hit, Reach 120ft, 4d6 True Damage.

ENCOUNTER : Dokke - Infused with the Blackstar

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