GreatestHonor
Explorer
A diminutive daemon that holds deep-seated grudges under its hood. It relies on its small stature, sluggish movements, and rounded features to lull victims into a false sense of security before striking swiftly and suddenly, plunging its knife in for the kill.
Sir Tonberry
Small Abberation (Daemon), Chaotic Evil
Armor Class 16
Hit Points 225 (30d6 + 120)
Speed 15 ft.
Initiative 31 (+21)
Saving Throws Dex +7, Wis +5
Skills Perception +8
Damage Resistances nonmagical bludgeoning, piercing, and slashing
Damage Immunities necrotic
Condition Immunities Charmed, Exhaustion, Frightened, Stunned
Senses darkvision 240 ft., passive Perception 18
Languages ——
Challenge 23 (33,000 XP) Proficiency Bonus +7
Aversion to Sunlight. When the tonberry enters or starts its turn in an area of sunlight it must succeed a DC 15 Constitution saving throw or have its Constitution ability score reduced by 1. If the tonberry’s Constitution score reaches 0 this way, it is destroyed. This reduction disappears after a short or long rest within an area of darkness. While within sunlight, the tonberry has Disadvantage on attack rolls and ability checks.
Daemonic Attacks. Whenever the tonberry deals damage against another creature other than another Daemon, that creature must succeed on a DC 20 Constitution or Charisma saving throw (creature’s choice) or have its hit point maximum reduced by half of the damage dealt. This reduction can be reverted by a short or long rest or the spell lesser restoration or similar magic.
Lantern. The tonberry holds a lantern in one hand, shedding bright light in a 15-foot radius, and dim light for another 30 feet.
Legendary Resistance (3/Day). If tonberry fails a saving throw, it can choose to succeed instead.
Magical Resistance. The tonberry has Advantage on saving throws against spells and other magical effects.
Menace (Mythic Trait, 1/Rest). When the tonberry is reduced to 0 hit points or slain outright, its hit points reset to 225, it removes all unwanted conditions and effects, and it recharges its Lantern Flame bonus action. Award a party an additional 50,000 XP (100,000 XP total) for activating this trait.
ACTIONS
Multiattack. The tonberry makes two Knife attacks.
Knife. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit. 6 (1d4 + 4) piercing damage plus 66 (12d10) necrotic damage.
BONUS ACTIONS
Rush. The tonberry takes the Disengage action and quadruples its movement speed until the end of its turn.
Lantern Flame (Recharge 6). The tonberry unleashes a small, slow-moving ball of flame from its lantern into an adjacent space. The ball moves up to 10 feet on each of the tonberry's turns towards the nearest hostile creature. Once the ball is within 5 feet of a hostile creature, it detonates. When the ball detonates, each creature within 5 feet of it must succeed a DC 20 Dexterity saving throw taking 45 (10d8) fire damage on a failed save, or half as much on a success.
Sir Tonberry
Small Abberation (Daemon), Chaotic Evil
Armor Class 16
Hit Points 225 (30d6 + 120)
Speed 15 ft.
Initiative 31 (+21)
STR | DEX | CON | INT | WIS | CHA |
8 (-1) | 24 (+7) | 18 (+4) | 10 (+0) | 14 (+2) | 8 (-1) |
Saving Throws Dex +7, Wis +5
Skills Perception +8
Damage Resistances nonmagical bludgeoning, piercing, and slashing
Damage Immunities necrotic
Condition Immunities Charmed, Exhaustion, Frightened, Stunned
Senses darkvision 240 ft., passive Perception 18
Languages ——
Challenge 23 (33,000 XP) Proficiency Bonus +7
Aversion to Sunlight. When the tonberry enters or starts its turn in an area of sunlight it must succeed a DC 15 Constitution saving throw or have its Constitution ability score reduced by 1. If the tonberry’s Constitution score reaches 0 this way, it is destroyed. This reduction disappears after a short or long rest within an area of darkness. While within sunlight, the tonberry has Disadvantage on attack rolls and ability checks.
Daemonic Attacks. Whenever the tonberry deals damage against another creature other than another Daemon, that creature must succeed on a DC 20 Constitution or Charisma saving throw (creature’s choice) or have its hit point maximum reduced by half of the damage dealt. This reduction can be reverted by a short or long rest or the spell lesser restoration or similar magic.
Lantern. The tonberry holds a lantern in one hand, shedding bright light in a 15-foot radius, and dim light for another 30 feet.
Legendary Resistance (3/Day). If tonberry fails a saving throw, it can choose to succeed instead.
Magical Resistance. The tonberry has Advantage on saving throws against spells and other magical effects.
Menace (Mythic Trait, 1/Rest). When the tonberry is reduced to 0 hit points or slain outright, its hit points reset to 225, it removes all unwanted conditions and effects, and it recharges its Lantern Flame bonus action. Award a party an additional 50,000 XP (100,000 XP total) for activating this trait.
ACTIONS
Multiattack. The tonberry makes two Knife attacks.
Knife. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit. 6 (1d4 + 4) piercing damage plus 66 (12d10) necrotic damage.
BONUS ACTIONS
Rush. The tonberry takes the Disengage action and quadruples its movement speed until the end of its turn.
Lantern Flame (Recharge 6). The tonberry unleashes a small, slow-moving ball of flame from its lantern into an adjacent space. The ball moves up to 10 feet on each of the tonberry's turns towards the nearest hostile creature. Once the ball is within 5 feet of a hostile creature, it detonates. When the ball detonates, each creature within 5 feet of it must succeed a DC 20 Dexterity saving throw taking 45 (10d8) fire damage on a failed save, or half as much on a success.
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