UncleSamAI
UncleSamAI
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MOVIE 1: AI Presidents Play D&D: 148th Olympiad Campaign
Join us on a unique D&D adventure as four former U.S. presidents step out of history books and into the world of ancient Greece! In Episodes 0-5, Obama, Bush, Trump, and Biden unite as unlikely allies, each bringing their own quirks, strengths, and grudges into a world of magic, myth, and mystery. Summoned by a shadowy figure known only as the Akedemik, they set out to recover ancient relics, journeying from bustling ports to the high seas.
Their mission quickly turns treacherous as clues lead them to a wrecked ship and a deadly encounter with a colossal sea serpent. With quick thinking and a little bit of luck, they survive the serpent’s ambush, but each of them starts to realize that this world demands more than just fame or fortune-it requires courage, strategy, and sometimes… teamwork.
Expect plenty of laughs, intense banter, and unexpected moments as this group navigates dangerous terrain, unusual creatures, and the sharp barbs of each other’s personalities. Will they overcome their differences to face legendary threats together, or will old rivalries be their undoing? Find out as we dive into Episodes 0-5, where myth and magic collide, secrets lie just beneath the surface, and every choice could lead to glory-or ruin.
**Original Music Credits**:
- **Omri Lahav**: @omrilahavcomposer - Original music from *0 A.D.*, a free, open-source game of ancient warfare by Wildfire Games. Check it out: [play0ad.bandcamp.com](play0ad.bandcamp.com)
- **Joffre Ortigoza Videz**: *21 Minutes of Epic Taiko Music - Cinematic Delirium*. All rights reserved.
Don’t forget to like, comment, and subscribe for more of our epic D&D adventure!
Shoutout to the best AI creators in the game: melchatron5414, k0k0mlml, Malathrex, KevlarAI, HitboxAI, PresidentAshenHeart, KloneStudios, WeDoAIStuff, craftygg8411, brickbouseai, TheAurorAI! Constant sources of inspiration and entertainment :)
Thank you guys!
#presidentsplay #presidents #ai #aipresidents #dungeonsanddragons #dnd #ttrpg #comedy #gaming #trump #joebiden #donaldtrump #obama #bush #ancient #fantasy #parody #greece #ancientgreece #epicmusic #wildfiregames #cinematicdelirium
มุมมอง: 274

วีดีโอ

US President's crush GEOGUSSR World Famous Places!
มุมมอง 50016 ชั่วโมงที่ผ่านมา
Join former Presidents Joe, Obama, and Trump as they try to figure out where in the world they are in GeoGuessr's Famous Places mode! From the bustling streets of Paris under the Arc de Triomphe to the serene halls of San Lorenzo, Spain, our presidential players take on the world with plenty of laughs, confusion, and friendly rivalry. Watch as they navigate historic fortresses, iconic monuments...
AI Presidents Play D&D! Session 6: 148th Olympiad Campaign
มุมมอง 769วันที่ผ่านมา
Our heroes are back with some thrilling upgrades, as the party hits level 2 and dives straight into new abilities! After recounting their daring sea serpent encounter and saving four sailors, the team heads to meet the Akedemik, who delivers a chilly ‘thank you’ before revealing their next mission: retracing the Twelve Labors of Hercules. Their first tasks? Recovering the mythical Unbreakable R...
AI Presidents Play D&D! Session 5: 148th Olympiad Campaign
มุมมอง 81614 วันที่ผ่านมา
After a treacherous journey along the cliffs and a narrow escape from the depths of the shipwreck, our party finally emerges with more questions than answers. Shadows cling to their every step as they carry not only the weight of the wounded survivors but also a mysterious chest-seemingly the object of great interest to the ship's defenders. What secrets does this chest hold? And what might it ...
AI Presidents Play D&D! Session 4: 148th Olympiad Campaign
มุมมอง 87621 วันที่ผ่านมา
In Session 4 our presidential crew-Trump, Obama, Biden, and Bush-find themselves face-to-face with a massive new challenge aboard the damaged ship. With the sea raging around them and the wreck proving to be more dangerous than anticipated, tensions rise as the team navigates their way through unexpected twists and turns. Secrets aboard the ship begin to unravel as they dig deeper into the myst...
Wii Olympics The Movie!
มุมมอง 1.1K21 วันที่ผ่านมา
Get ready for a wild and side-splitting ride as four iconic Presidents face off in a Wii Sports Olympics like no other! This full-length movie weaves together smaller, action-packed segments, showcasing their hilarious and high-stakes battles across golf, table tennis, archery, basketball, and bowling. Each game brings out their unique personalities and competitive spirits, leading to unforgett...
AI Presidents Play D&D! Session 3: 148th Olympiad Campaign
มุมมอง 1.2Kหลายเดือนก่อน
In Session 3, our AI presidential crew-Donovan, Aristos, Bixby, and Taurus-set off on their very first quest! After their long-awaited meeting with the mysterious Akedemik, the group must now explore the town of Serifos and uncover the mystery behind a missing ship and its crew. With the weight of the task ahead, they’ll need to dig for clues, navigate the bustling streets, and maybe even charm...
AI Presidents Play D&D! Session 2: 148th Olympiad Campaign
มุมมอง 1.5Kหลายเดือนก่อน
Join us for Session 2 of our AI-powered D&D adventure as Trump, Obama, Biden, and Bush continue their wild journey through ancient Greece. After disembarking on the island of Serifos in Session 1, the crew finds themselves approaching “The Siren's Call” a bar rumored to be tied to their elusive employer-the Akedemik. Inside the bar, the atmosphere is tense yet full of anticipation. Will the cre...
AI Presidents Play D&D! Session 1: 148th Olympiad Campaign
มุมมอง 3.1Kหลายเดือนก่อน
Embark on a legendary D&D adventure, inspired by the Twelve Labors of Heracles, as our favorite AI presidents step into the world of ancient Greece! In Session 1, meet Donald Trump, Barack Obama, Joe Biden, and George Bush like you’ve never seen them before-creating their characters, discovering mythological beasts, and stepping into a realm of gods and monsters. Watch as they dive headfirst in...
AI Presidents Play D&D! Session 0: 148th Olympiad Campaign
มุมมอง 3.1Kหลายเดือนก่อน
Embark on an epic D&D campaign inspired by the Twelve Labors of Heracles! Journey through ancient Greece, face mythological beasts, rival adventurers, and powerful gods, all while unraveling divine mysteries. Will our favorite AI presidents retrieve legendary artifacts and survive the underworld's wrath? Adventure, danger, and glory await! In this hilarious Session 0, watch Donald Trump, Barack...
Will Trump Win? Olympic Challenge: Presidents Fight For GOLD in Wii Sports! Pt 2
มุมมอง 1.3Kหลายเดือนก่อน
Join us for the first final of a hilarious and high-stakes showdown as the four Presidents compete in a Wii Sports Olympics like you've never seen before! Watch as they clash in golf, table tennis, archery, basketball, and bowling, bringing their competitive spirits to every match. Don’t miss the banter, surprises, and the ultimate test of Wii Sports prowess. Who will come out on top? Tune in t...
Olympic Challenge: Presidents FIght For GOLD in Wii Sports! Pt 1
มุมมอง 2.8K2 หลายเดือนก่อน
Join us for the first half of a hilarious and high-stakes showdown as the four Presidents compete in a Wii Sports Olympics like you've never seen before! Watch as they clash in golf, table tennis, archery, basketball, and bowling, bringing their competitive spirits to every match. Don’t miss the banter, surprises, and the ultimate test of Wii Sports prowess. Who will come out on top? Tune in to...
LEAKED: Footage Trump and Biden's SECRET DEBATE Golf Match
มุมมอง 6453 หลายเดือนก่อน
We’ve uncovered rare, leaked footage of Donald Trump and Joe Biden’s private golf game. This exclusive footage reveals what happened behind closed doors suspiciously shortly after Biden's resignation. See for yourself how their debate claims stack up on the course and who really comes out on top! Please Note: This footage was never intended for public release and is not for redistribution. DISC...
Presidents Start a HUGE Base in Mesa Realm Ep2
มุมมอง 1703 หลายเดือนก่อน
US Presidents Play Minecraft Mesa Realm Barack and the Gang start their first foundations of a base in their brand new Minecraft Realm! DISCLAIMER: The following video contains AI generated voices of several real people. These voices are fabricated for the purposes of entertainment, and the depiction of these characters do not reflect their real life counterparts. #ai #presidents #presidentgami...
Presidents EPIC New Minecraft Mesa Realm Ep 1
มุมมอง 3864 หลายเดือนก่อน
My fellow YouTubians, don’t _misunderestimate_ us as we make Minecraft great again! Pull up a chair, grab your soft serve and Diet Coke, and join Barack, Joe, Donald, and George as we start a fresh realm and navigate a new mesa biome. Hilarity, chaos, and epic builds await! Let us know what you thought of this episode in the comments, and tell us what you’d like to see in future episodes! Discl...

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  • @Squaaaaaaa
    @Squaaaaaaa วันที่ผ่านมา

    Squaaaaa!

  • @jorgnocke991
    @jorgnocke991 2 วันที่ผ่านมา

    GUARDIAN ANGEL Medium celestial, lawful good Armor Class 16 (natural armor) Hit Points 68 (8d8-+ 32) Speed 30 ft., fly 60 ft. STR 16 (+3) DEX 14 (4+2) CON 18 (+4) INT 12 (+1) WIS 16 (+3) CHA 20 (+5) Saving Throws Wis +5, Cha +7 Skills Insight +5, Perception +5 Damage Resistances radiant; bludgeoning, piercing, and slashing from nonmagical attacks Condition Immunities charmed, exhaustion, frightened Senses darkvision 60 ft., passive Perception 15 Languages all, telepathy 60 ft. Challenge 4 (1,100 XP) Proficiency Bonus +2 Guardian's Bond (1/Day). As an action, the Guardian Angel can designate one creature within 30 1 feet to be its guarded target. While the bond is active, the Guardian Angel gains a+1 bonus on attack rolls and saving throws. The Guardian Angel can have a maximum of one guarded target at any time. If the Guardian Angel is more than 1 mile distant from the guarded target, the bond breaks. Guardian's Protection. The Guardian Angel grants a+1 bonus to all saving throws and advantage on saving throws against being frightned to the creature it is guarding ifit is within 30 feet of it. Innate Spellcasting. The Guardian Angel's spellcasting ability is Charisma (spell save DC 15).The Guardian Angel can innately cast the following spells, requiring no material Components: At will: invisibility, light 3/day each: cure wounds (3rd-level), sanctuary 1/day each: revivify, shield of faith Magic Resistance. The Guardian Angel has advantage on saving throws against spells and other magical efects. ACTIONS Multiattack. The Guardian Angel makes two attacks Radiant Sword. Melee Weapon Attack: -+5 to hit, reach 5 one target. Hit: 8 (1d10 + 3) slashing damage plus 3 (1d6) radiant damage. Healing Touch (3/Day). The Guardian Angel touches another creature. The target magically regains 20 (4d8 + 2) hit points and is freed from any curse disease, poison, blindness, or deafness. BONUS ACTIONS Invisible Guardian. The Guardian Angel turns invisible. It can turn visible again as a bonus action. REACTIONS Holy Vigilance. When the creature the Guardian Angel is guarding is within 30 feet and takes damage, the Guardian Angel takes the damage instead.

  • @jorgnocke991
    @jorgnocke991 2 วันที่ผ่านมา

    Ice Blade of the Wizard Jörg Legendary Artifact, requires attunement by a wizard or a character with Draconic Bloodline (Ice) --- Description: The Ice Blade of the Wizard Jörg is a rare and unique sword made from sugilite-colored crystal, shimmering with violet and icy light that leaves a hint of frost in the air. Created for a legendary wizard, this blade combines radiant and cold power with the ability to banish enemies to other worlds. --- Properties of the Ice Blade of the Wizard Jörg: 1. Crystal Ice Blade: The Ice Blade is a finesse weapon that grants +2 to attack and damage rolls. It deals 1d8 + 2 radiant damage plus 1 point of cold damage with each hit. Against undead, fiends, demons, and vampires, it deals an additional 2 points of radiant damage and 2 points of cold damage. 2. Banishment to the Winx World (Once per day): Once per day, the wielder can use the blade to attempt to banish a target to the Winx Club world for one minute. The target must make a Charisma saving throw (DC based on the wielder’s spell save DC). On a failure, the target is banished for one minute before returning. The banishment now requires that the target has already taken damage from the Ice Blade, preventing it from being used immediately against a fresh target. Special Rule for Undead, Fiends, Demons, and Vampires: These creatures are permanently banished to the Winx world on a failed save and take an additional 2 points of radiant damage and 2 points of cold damage before vanishing. 3. Frost Sunlight: The blade emits bright light in a fifteen-foot radius (considered sunlight) and dim light for another fifteen feet. This light can be expanded to thirty feet or reduced to ten feet by the wielder. It pierces magical darkness and has an icy quality, casting a chill that combines the warmth of sunlight with a touch of frost. 4. Sugilite Ice Blade: The blade is made of a unique sugilite-colored crystal, slightly translucent, with veins that shimmer in deep purple and cool blue. Its appearance changes with the light, giving a mystical impression as if it burns from within with a cool, violet fire. 5. World Gate (Limited Use): The blade may be used to open a portal to the Winx Club world after a long rest. Additional uses require the wielder to expend a spell slot of third level or higher. This portal function cannot be used in combat, emphasizing its role as an escape or travel feature rather than a battle tool. ---

  • @jorgnocke991
    @jorgnocke991 2 วันที่ผ่านมา

    The Tomb of the Ice Wizard Jörg Hidden deep within a frozen cavern, the Tomb of Jörg, a powerful Ice Wizard, lies undisturbed. The tomb’s halls are coated in frost, and an unnatural chill lingers in the air. The tomb was designed to keep out intruders, filled with icy traps and guarded by loyal creatures. --- Tomb Layout and Encounters 1. Entrance Hall Description: The entrance is a narrow, ice-coated passage that opens into a larger, echoing hall. Frost-covered stone statues line the walls, each depicting figures from Jörg's life. Challenge: As the party steps in, a Magic Mouth activates, warning them that only the worthy may proceed. At the end of the hall, two Ice Mephits (small elemental creatures) appear, attacking the party with freezing breath. 2. Hall of Reflections Description: This chamber has mirrored ice walls that distort the reflections of the adventurers, creating eerie, shifting images. Challenge: A Puzzle Trap here requires adventurers to align certain icy symbols in a pattern to open the door forward. If they fail, they’re struck with cold damage (DC fifteen Dexterity saving throw, taking five cold damage on a fail). 3. Icy Bridge Room Description: The room opens to reveal an icy bridge spanning a deep chasm. The bridge is slick and dangerously narrow. Challenge: As the party crosses, Ice Methods and a Giant Ice Spider appear, defending the bridge. The ice spider uses webs to slow the party, while the Mephits try to knock them off the bridge with frost breath. 4. The Frozen Hallway Description: A dark corridor lined with sconces containing magical blue flames. The floor is slippery with ice patches. Challenge: As the players proceed, Animated Armors made of ice appear from the shadows, swinging icy swords. The slippery floor causes players to make Dexterity checks to avoid falling prone. 5. Inner Sanctum Description: At the heart of the tomb, the sanctum houses an ornate, icy sarcophagus with a glowing crystal embedded in the lid. Here, Jörg’s spirit lingers. Final Encounter: Jörg’s Specter, an undead version of the Ice Wizard himself, rises to defend his resting place. He wields freezing magic, casting spells like Ray of Frost and Sleet Storm. Once he is defeated, his spirit will dissipate, allowing the players to claim his treasures. --- Treasure in the Inner Sanctum After defeating Jörg’s Specter, the players find two treasure chests at the far end of the inner sanctum, behind the sarcophagus. 1. Treasure Chest 1: Contains two hundred gold pieces, each coin engraved with a frost symbol to signify Jörg’s legacy. 2. Treasure Chest 2: Contains fifty Crystals of Screenwalking. Each crystal can open a portal to the world of Winx Club, enabling short trips between realms. These crystals are invaluable for those seeking to travel through dimensions. 3. Additional Items: Potion of Cold Resistance: Grants the drinker resistance to cold damage for one hour. Potion of Water Walking and Water Breathing: A rare elixir that lets the drinker walk on and breathe underwater for one hour. 4. The Ice Blade of Jörg: A unique, icy longsword with a blade resembling sugilite crystal, emitting a faint, cold glow. It has the stats of a Sun Blade but deals an additional one point of frost damage. Once per day, it can banish a target for one minute into the world of Winx Club. If the target is undead or fiendish, it takes an additional two points each of radiant and frost damage and is banished permanently.

  • @jorgnocke991
    @jorgnocke991 2 วันที่ผ่านมา

    1. Club of Screenwalking Wondrous Item (Weapon), rare (requires attunement by a Barbarian) This mighty club is crafted from shimmering sugilite crystals, each jagged edge glowing faintly. When wielded by a Barbarian, the club emanates a powerful energy that draws the target into the world of Winx Club upon impact. Properties: Screenwalking Strike (Once per Day): Once per day, when you hit a creature with this club, the target must make a Wisdom saving throw (DC 12). On a failed save, the target is transported to the world of Winx Club for one minute. The target is not unconscious and can still perceive the world around them, but they cannot interact with their surroundings or participate in combat. After one minute, the target returns to their original location. On a successful save, the target resists the effect and stays in the current plane. Fiendish and Undead Resistance: This effect does not apply to fiends or undead. For these creatures, the effect is permanent, and they remain in the world of Winx Club until defeated or otherwise removed. Crystalline Resilience: The crystals of the club are naturally imbued with elemental energy, granting you a +1 bonus to your AC while attuned to this weapon. --- 2. Wand of Screenwalking Wondrous Item (Wand), rare (requires attunement by a Sorcerer or Wizard) This wand is crafted from a single, smooth sugilite crystal, with veins of iridescent light flickering through it. The wand’s handle is delicate, and it hums with subtle magical energy. It is attuned to the realm of Winx Club, pulling the target into that dimension when struck by magic. Properties: Screenwalking Spellcasting (Once per Day): Once per day, when you cast a spell that targets a creature, the target must make a Wisdom saving throw (DC 12). On a failed save, the target is transported into the world of Winx Club for one minute. The target is not unconscious and can still perceive the world around them, but they cannot interact with their surroundings or participate in combat. After one minute, the target returns to their original location. On a successful save, the target resists the effect and stays in the current plane. Fiendish and Undead Resistance: This effect does not apply to fiends or undead. For these creatures, the effect is permanent, and they remain in the world of Winx Club until defeated or otherwise removed. Crystal of the Fae: While attuned to the Wand of Screenwalking, your spell attack rolls and spell save DCs increase by +1.

  • @jorgnocke991
    @jorgnocke991 2 วันที่ผ่านมา

    1. Axe of the Crystal Walker (Barbarian) Weapon (axe), rare Weapon Type: Battleaxe Damage: 1d8 slashing damage (versatile 1d10) Properties: Heavy, Two-Handed Abilities: Screenwalking Strike: When you hit a creature with this axe, you can use a bonus action to force the target to make a Wisdom saving throw (DC 13). On a failed save, the target is pulled into the world of Winx Club for 1 minute. While in this world, the target is incapacitated and unable to take actions. They can attempt a new saving throw at the end of each of their turns to break free. Resonance of Power: Once per long rest, when you hit a target, you can deal an additional 1d6 necrotic damage. --- 2. Staff of the Arcane Flame (Wizard) Weapon (staff), uncommon Weapon Type: Quarterstaff Damage: 1d6 bludgeoning damage Properties: Versatile (1d8 when used with two hands) Abilities: Arcane Focus: While wielding this staff, you can use it as an arcane focus for casting wizard spells. Screenwalker's Shield: Once per long rest, as a reaction, you can activate the crystal atop the staff to create a shield, granting you +2 AC for 1 minute. --- 3. Staff of the Sorcerer's Channel (Sorcerer) Weapon (staff), rare Weapon Type: Quarterstaff Damage: 1d6 bludgeoning damage Properties: Versatile (1d8 when used with two hands) Abilities: Sorcerous Focus: The staff serves as a spellcasting focus for sorcerer spells. Magical Channeling: When you cast a spell of 1st level or higher, you can expend a spell slot to release a pulse of screenwalking energy. All creatures within 10 feet of you must succeed on a Wisdom saving throw (DC 12) or be pulled into the Winx Club world for 1 minute. They can repeat the saving throw at the end of each of their turns to break free. Screenwalker's Shield: Once per day, if a creature hits the shield (while you are wielding it), the target must make a Wisdom saving throw (DC 13). On a failed save, the creature is transported into the world of Winx Club for 1 minute, where it is incapacitated. The creature can repeat the saving throw at the end of each of its turns to break free. --- 4. Sword of Crystal Walkers (Crystal Sword) Weapon (longsword), legendary Weapon Type: Longsword Damage: 1d8 slashing damage (versatile 1d10) Properties: Finesse, Versatile Abilities: Screenwalking Blade: When you hit a creature with this sword, the blade shatters briefly, sending the target into the world of Winx Club for 1 minute. The target must make a Wisdom saving throw (DC 14) to resist the effect. While in this world, they are incapacitated and unable to take actions. The target can repeat the saving throw at the end of each of its turns to break free. Shards of the Realm: Once per long rest, the sword can send the wielder into the Winx Club world, granting them advantage on all Charisma-based checks for 10 minutes due to the magical environment. Crystal Edge: The sword's crystal nature deals an additional 1d6 force damage on a hit.

  • @jorgnocke991
    @jorgnocke991 3 วันที่ผ่านมา

    Sugilite Snake Medium Beast, Neutral Armor Class: 15 (natural armor) Hit Points: 44 (8d8 + 8) Speed: 30 ft., burrow 20 ft. --- STR 15 (+2) DEX 18 (+4) CON 15 (+2) INT 20 (+5) WIS 16 (+3) CHA 18 (+4) --- Skills: Perception +6, Stealth +8 Senses: Darkvision 60 ft., Passive Perception 16 Languages: Common, Draconic, Sylvan Challenge: 4 (1,100 XP) Proficiency Bonus: +2 --- Traits Crystal Body (Screenwalking Crystals): The body of the Sugilite Snake is made of shimmering screenwalking crystals, resembling sugilite, giving it an ethereal glow. While it appears to flow with energy, these crystals do not grant the ability to shift between dimensions. Alignment Sense: The Sugilite Snake can sense the alignment of creatures within 30 feet of it. It knows if a creature is Lawful, Chaotic, Good, or Evil. It can also detect if a creature has a celestial or fiendish nature. Spirit Vision: The Sugilite Snake can perceive the presence of spirits and other ethereal beings within 30 feet. It has advantage on Wisdom (Perception) checks related to detecting such entities. Jokester: The Sugilite Snake enjoys telling corny jokes, riddles, and puns. Before combat, it will pose the famous Riddle of the Sphinx to the party: "Which creature walks on four legs in the morning, on two legs at noon, and on three legs in the evening?" Correct Answer (Human): If the party answers correctly, they avoid combat with the Sugilite Snake, and it slithers away with a witty remark. Incorrect Answer: If the party answers incorrectly, combat begins. --- Actions Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 4) piercing damage plus 3 (1d6 poison damage) and 1 (necrotic damage). The target must succeed on a DC 14 Constitution saving throw or be poisoned for 1 minute. While poisoned, the target is immediately teleported to the World of Winx Club for 1 minute. If the snake is killed immediately after the bite, the target has 24 hours to be healed or retrieved. If not healed or retrieved within 24 hours, the target will be permanently teleported to the World of Winx Club and will need the party’s help to return to the real world. Venomous Constrict. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) bludgeoning damage, and the target is grappled (escape DC 15). Until this grapple ends, the target is restrained. --- Reactions Corrosive Joke (Recharge 5-6): When the snake is hit with an attack, it may react by cracking a corny joke. The attacker must succeed on a DC 14 Wisdom saving throw or have disadvantage on their next attack roll against the snake. --- Special Item Interaction - Venom-Tipped Arrows Venom-Tipped Arrows: If a party member applies the venom to their arrows, the poisoned arrow causes the target to be teleported to the World of Winx Club for 1 minute. This effect does not carry the 24-hour window or the permanent teleportation effect; the target will return to the real world after 1 minute. ---

  • @jorgnocke991
    @jorgnocke991 3 วันที่ผ่านมา

    --- Aromantic Boar, Child of the Aromantic Large Beast, Neutral Armor Class: 14 (natural armor) Hit Points: 40 (5d10 + 10) Speed: 40 ft. --- STR 16 (+3) DEX 12 (+1) CON 14 (+2) INT 2 (-4) WIS 12 (+1) CHA 6 (-2) --- Skills: Perception +5 Senses: Darkvision 60 ft., Keen Smell, Keen Hearing, Keen Vision, Spirit Vision, passive Perception 15 Languages: Understands Sylvan, but can’t speak --- Traits Keen Smell. The boar has advantage on Wisdom (Perception) checks that rely on smell. Keen Hearing. The boar has advantage on Wisdom (Perception) checks that rely on hearing. Keen Vision. The boar has advantage on Wisdom (Perception) checks that rely on sight. Spirit Vision. The Aromantic Boar can see into the spiritual realm as far as its darkvision allows. It can see creatures and objects that are invisible or hidden from normal sight, and it can also perceive the true alignment of any creature it can see. This ability allows it to track enemies or detect magical auras with ease. The boar can use this ability once per turn to discern alignment or hidden magical properties. Crystals of Screenwalking (Tusks). The boar's tusks appear to be made of Sugilite, with veins of black crystal running through them. In truth, these tusks are Crystals of Screenwalking. The boar can choose to activate the crystals each time it strikes with its tusks. When a creature is struck by the tusks, the target must make a DC 12 Wisdom saving throw. On a failed save, the target is teleported for 1 minute to the world of Winx Club-a magical realm where they can briefly interact with the environment but cannot affect it. After 1 minute, they return to the same spot they were teleported from. The target takes 1d4 force damage upon returning. The DM can decide when the boar uses this effect, but it can be triggered whenever the boar strikes with its tusks. --- Actions Multiattack. The boar makes two tusk attacks. Tusks. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage. ---

  • @jorgnocke991
    @jorgnocke991 3 วันที่ผ่านมา

    --- Guardian of the Mine Large construct, unaligned Steam-Powered Armor Class 16 (natural armor, shield) Hit Points 50 (6d10 + 12) Speed 30 ft. --- STR 18 (+4) DEX 12 (+1) CON 14 (+2) INT 10 (+0) WIS 12 (+1) CHA 14 (+2) --- Saving Throws Dexterity +4, Wisdom +4 Skills Perception +4 Damage Immunities poison, psychic Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned Senses darkvision 60 ft., spirit vision 60 ft., passive Perception 14 Languages Common (understands), the language of its creator (speaks) Challenge 3 (700 XP) --- TRAITS Immutable Form: The Guardian is immune to any spell or effect that would alter its form. Steam Powered: The Guardian is a steam-powered construct, fueled by an internal boiler and mechanical gears. It requires periodic refueling or maintenance but is highly resilient. The steam vents from its joints and vents, giving it a distinct mechanical hissing sound as it moves. Spirit Vision: The Guardian can see into the spirit world up to 60 feet, detecting ethereal beings, spirits, and entities that are not normally visible. It can also see through all illusions and detect the true nature of creatures and objects. Alignment Vision: The Guardian can see the true alignments of creatures within 60 feet. At the start of combat, it announces the alignments of all party members in a booming voice, including whether they are Good, Neutral, or Evil. Joke Lover: The Guardian loves to tell corny, dad, and any type of jokes. It will speak in a playful tone and occasionally pause to tell jokes between combat or events, much to the confusion or amusement of others. Protective Nature: The Guardian's primary goal is to protect the mine and its contents. It will defend its domain against intruders or threats, using its full might to deter or eliminate any trespassers. --- ACTIONS Multiattack: The Guardian makes two attacks: one with its Spear and one with its Beam Weapon (if recharged). Spear: Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (1d8 + 4) piercing damage plus 1 (1d6) necrotic damage. Beam Weapon (Recharge 5-6): The Guardian fires a beam from the two crystals of screenwalking embedded in its eye sockets. Choose one target within 60 feet. The target must make a DC 12 Constitution saving throw or be transported into the World of Wings Club for 1 minute. After 1 minute, the target is returned to their original location. ---the guardian of the mind has the simple of the Festes in the middle of his chest He is also made of bronze and he wears a Greek inspired helmet on his head

  • @jorgnocke991
    @jorgnocke991 3 วันที่ผ่านมา

    Crystal-Eyed Cyclops Huge Giant, Chaotic Neutral Armor Class 15 (Leather Armor) Hit Points 161 (14d12 + 70) Speed 40 ft. Senses Passive Perception 9 Languages Giant, Common Challenge 7 (2,900 XP) --- Traits Crystal Eye of Screenwalking. Instead of a regular eye, this cyclops has a powerful Crystal of Screenwalking embedded in its eye socket. This crystal allows it to project an interdimensional beam attack. Poor Depth Perception. The cyclops has disadvantage on any attack roll or perception roll against a target more than 30 feet away. --- Actions Multiattack. The Crystal-Eyed Cyclops makes two attacks: one with its wooden club and one with its Screenwalking Beam. Wooden Club. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 18 (3d8 + 5) bludgeoning damage. Screenwalking Beam. Ranged Spell Attack: +7 to hit, range 60 ft., one creature. Hit: The target must succeed on a DC 14 Charisma saving throw or be transported to the magical world of Winx Club. The transported creature remains in that world for up to one minute or until it can find a way to return. At the end of each of its turns, the creature can make another DC 14 Charisma saving throw to attempt to return early. If it fails to return within one minute, it reappears in its original location automatically. --- Reactions Careless Swinging. Whenever a creature moves within 10 feet of the cyclops, it can use its reaction to make a melee weapon attack with its wooden club at disadvantage against that creature. --- With Common added to its languages, the Crystal-Eyed Cyclops can communicate directly with players, potentially adding another layer of interaction to encounters.

  • @jorgnocke991
    @jorgnocke991 3 วันที่ผ่านมา

    MEDUSA As deadly as they are ravishing, the serpent-haired medusas suffer an immortal curse brought on by their vanity. They lurk in quiet exile among the tumbled ruins of their former lives, surrounded by the petrified remains of past admirers and would-be heroes. Immortal Splendor. Men and women who desire eternal youth, beauty, and adoration might pray to malicious gods, beg dragons for ancient magic, or seck out powerful archmages to fulfill their wishes. Others make sacrifices to demon lords or archdevils, offering allin exchange for this gift, oblivious to the curse that accompanies it. Those who strike such bargains gain physical beauty, restored youth, immortality, and the adoration of all who behold them, granting them the influence and power they so desire. However, after years of the living like a demigod among mortals, the price for their vanity and hubris is exacted, and they are forever transformed into medusas. A medusa's hair turns into a nest ofs yenomous serpents, and all who gaze upon the medusa are petrified, becoming stone monuments to its corruption, Medusa eak men and woman who desire eternal youth, beauty, ,and adoration might pray to malicious gods, beg dragons for ancient magic, or seek out powerful archmages to fulfill their wishes. Others make sacrifices to demon lords or archdevils, offering all in exchange for this gift, oblivious to the curse that accompanies it. Those who strike such bargains gain physical beauty, restored youth, immortality, and the adoration of all who behold them, granting them the influence and power they so desire. However, after years of living like a demigod among mortals, the price for their vanity and hubris is exacted, and they are forever transformed into lesser medusas. A lesser medusa's hair turns into a nest of writhing tentacles, and it gains the ability to petrify those within its gaze, turning them into stone monuments with its corruption. Lesser Medusa Traits As a lesser medusa you gain the following racial traits. Ability Score Increase. Your Charisma score increases by 2, your Constitution score increases by 1. Age. An undisturbed lesser medusa can practically live forever, as they cannot die from old age. They are cursed to bear their unsightly visage until slain. Alignment. Lesser medusas are usually evil, bearing hatred for those who have cursed them. However, some medusas attempt to redeem themselves after being cursed, taking the opportunity to right their wrongs with their newfound power. Size. Lesser medusas are about 5 and a half feet tall and weigh between 140 and 200 pounds. Your size is Medium. Speed. Your base walking speed is 30 feet. Once Beautiful You have proficiency in the Persuasion skill Petrifying Gaze. As an action, you can attempt to turn a creature that you can see into stone. Choose a Medium or smaller creature of your choice that you can see, and that can see you, within 30 feet of you. That creature must make a Constitution saving throw. The DC for this saving throw equals 8 your Charisma modifier + your proficiency bonus. If it fails, it is restrained until the end of your next turn as its flesh begins to harden. If you use your Petrifying Gaze on a creature who is already restrained by your Petrifying Gaze, it must repeat its saving throw. If it fails, it is turned to stone and subjected to the petrified condition for 1 minute. It it succeeds, it is no longer restrained. If a creature is physically broken while petrified, it suffers from similar deformities if it reverts to its original state. You can use this feature a number of times equal to your proficiency bonus. You regain any expended uses when you finish a long rest. Languages. You can speak, read, and write Common. Credits Check out patreon.com/dungeonmastershi to gain access to PDFs and future versions of all my homebrew content! Art is "Vraska, Scheming Gorgon" by Grzegorz Rutkowski. This is unofficial Fan Content permitted under the Open Gaming License. It is not approved/endorsed by Wizards of the Coast. Portions of the material used may be property of Wizards of the Coast. Copyright Wizards of the Coast LLC, DU Medusa Lairs. Medusas live forever in'seclusion, alienated from the world around them by their monstrous form and caprice. Their homes gradually fall into disrepair until they are little more than shadowy ruins covered with thorns and creepers, riddled with obstructions and hiding places. Foolhardy looters and adventurers who enter are often unaware of the medusa's presence until the creature is among them. A medusa is subject to its own curse. By looking vainly on its reflection, it turns to stone as surely as any living mortal. As a result, a medusa destroys or removes any mirrors or reflective surfaces in its lair. MEDUSA Medium monstrosity, lawful eil Armor Class 15 (natural armor) Hit Points 127 (17d8+ 51) Speed 30 ft. STR 10 (+0) DEX 15 (+2) CON 16 (43) INT 12 (+) WIS 13 (+) CHA 15 (+2) Skills Deception +5, Insight+4, Perception +4, Stealth -+5 Senses darkvision 60 ft., Passive Perception 14 Languages Common Challenge 6 (2,300 XP) Petrifying Gaze. When a creature that can see the medusa's eyes starts its turn within 30 feet of the medusa, the medusa can force it to make a DC 14 Constitution saving throw if the medusa isn't incapacitated and can see the creature. If the saving throw fails by 5 or more, the creature is instantly petrified. Otherwise, a creature that fails the save begins to turn to stone and is restrained. The restrained creature must repeat the saving throw at the end of its next turn, becoming petrified on a failure or ending the effect on a success. The petrification lasts until the creature is freed by the greater restoration spell or other magic. Unless surprised, a creature can avert its eyes to avoid the saving throw at the start of its turn. If the creature does so, it can't see the medusa until the start of its next? turn, when it can avert its eyes again. If the creature looks at the medusa in the meantime, it must immediately make the save. If the medusa sees itself reflected on a polished surface within 30 feet of it and in an area of bright light, the medusa is, due to its curse, affected by its own gaze. ACTIONS Multiattack. The medusa makes either three melee attacks- one with its snake hair and two with its shortsword--- or two ranged attacks with its longbow. Snake Hair. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 4 (1d4 + 2) piercing damage plus 14 (1d6) poison damage Shortsword. Melee Weapon Attack: -+5 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage. Longbow. Ranged Weapon Attack: +5 to hit, range 150/600 ft, one target. Hit: 6 (1d8-+.2) piercing damage plus 7 (2d6) poison damage.

  • @jorgnocke991
    @jorgnocke991 4 วันที่ผ่านมา

    --- The Candy Dragon’s Treasure Hoard Deep within the mine, the Candy Dragon guards a massive hoard made entirely of sweets, candies, and enchanted crystals. Unlike typical treasure, its pile is a glittering collection of sugary delights and magical gemstones. Sweets and Candies: The hoard overflows with all kinds of candy. Large lollipops, shimmering candy-coated gemstones, sticky caramel, and glowing sugar crystals fill the lair. There are chocolates wrapped in golden foil, taffy that stretches and coils by itself, and piles of crystallized sugar that sparkle in the light. Each piece of candy is enchanted with its own magic-some enhancing flavor, others imbued with the charm to soothe or even enthrall those who eat them. Crystals of Screenwalking: Among the sweets are the rare Crystals of Screenwalking-beautiful, glowing gems that shimmer with a magical light. These crystals have the ability to open a portal to the world of Winx Club, allowing anyone who touches them to step into that enchanted realm. Only those who possess the crystal and speak the proper incantation can access the magical world, where they can interact with its inhabitants, explore its wonders, and even alter the course of events. The Candy Dragon guards these crystals jealously, as they hold the power to connect two very different worlds. Chocolate Chip Ice Cream: Resting near the top of the hoard is a mountain of chocolate chip ice cream, gleaming with frosty delight. The ice cream is enchanted to never melt, maintaining its perfect texture and temperature no matter the heat. It is swirled with chocolate chips that seem to shimmer like little diamonds, creating an irresistible, mouthwatering aroma. The ice cream holds a special charm-it can instantly uplift anyone’s spirits who takes a bite, providing a burst of joy and energy. The hoard exudes an aura of warmth and sweetness, tempting anyone who dares to approach. Those who get too close might find themselves distracted by the irresistible scent of the candies and the ice cream, making them vulnerable to the dragon’s watchful gaze. ---

  • @jorgnocke991
    @jorgnocke991 4 วันที่ผ่านมา

    Candy Dragon Large Dragon, Neutral --- Armor Class: 17 (Natural Armor) Hit Points: 127 (15d10 + 45) Speed: 40 ft., fly 60 ft. --- STR 18 (+4) DEX 14 (+2) CON 16 (+3) INT 10 (+0) WIS 12 (+1) CHA 16 (+3) --- Saving Throws: Dex +5, Con +6, Wis +4, Cha +6 Skills: Perception +4, Stealth +5 Damage Resistances: Acid, Fire, Cold Senses: Darkvision 60 ft., Passive Perception 14 Languages: Common, Draconic, Sylvan Challenge: 8 (3,900 XP) --- Traits Dual Heads. The Candy Dragon has two heads, each with its own set of awareness. While one head sleeps, the other keeps watch, preventing the dragon from being surprised. Each head can act independently, and if one head is damaged, the other can still act normally. Candy Heart Lair. The Candy Dragon’s lair is located deep within a mine, hidden in a shaft that twists and turns into a cavern of sugary delights. The walls of the cavern are covered in candy crystals, and the floor is a soft, sticky mix of various sweets. At the center of the lair is the dragon's heart-a pulsating mass of hard candies, chocolates, sugar crystals, and gooey sweets that power its magic and regenerative abilities. The heart can be damaged or destroyed, but doing so requires overcoming layers of enchanted candy defenses. Sweet Breath (Recharge 5-6). The Candy Dragon exhales a cone of sugary mist in a 15-foot radius. Creatures in the area must make a DC 15 Constitution saving throw or become charmed for 1 minute. While charmed, creatures are fascinated by the sweet scent and feel an overwhelming urge to consume the dragon's candy. Charmed creatures will try to get closer and may even take damage to get at the candy. --- Actions Multiattack. The Candy Dragon makes two attacks with its bite and claws. Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 18 (2d10 + 4) piercing damage. Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14 (2d6 + 4) slashing damage. Candy Crystal Spikes (Recharge 5-6). The Candy Dragon hurls shards of crystalline candy in a 30-foot line that is 5 feet wide. Each creature in the line must make a DC 15 Dexterity saving throw, taking 24 (6d6) piercing damage on a failed save, or half as much on a successful one. --- Legendary Actions The Candy Dragon can take 3 legendary actions, 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. The Candy Dragon regains spent legendary actions at the start of its turn. Detect. The Candy Dragon makes a Wisdom (Perception) check. Sweet Shards (Costs 2 Actions). The Candy Dragon creates a burst of crystallized candy that strikes one creature it can see within 30 feet, dealing 9 (2d6) piercing damage.

  • @jorgnocke991
    @jorgnocke991 4 วันที่ผ่านมา

    Fledermaus (Cave Bat) Small beast, unaligned Armor Class: 12 Hit Points: 2 (1d4) Speed: 10 ft., fly 30 ft. STR 6 (-2) | DEX 15 (+2) | CON 10 (+0) | INT 2 (-4) | WIS 12 (+1) | CHA 5 (-3) Skills: Stealth +4 Senses: Blindsight 60 ft. (can't see, relies on echolocation), passive Perception 11 Languages: -- Challenge: 1/8 (25 XP) Traits Pack Tactics. The Fledermaus has advantage on an attack roll against a creature if at least one of the Fledermaus’s allies is within 5 feet of the creature and the ally isn’t incapacitated. Echolocation. The Fledermaus is blind and relies entirely on echolocation. It has Blindsight 60 feet but cannot perceive anything beyond that range or if deafened. Actions Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 1 (1d4) piercing damage and 1 (1d4) necrotic damage. ---

  • @jorgnocke991
    @jorgnocke991 4 วันที่ผ่านมา

    In the depths of the mine, the adventurers spot what appears to be an ordinary backpack left behind, casually leaning against a rock. Its worn leather suggests it’s been here for some time, but it looks intact enough to contain useful supplies. Perhaps it’s filled with rations, or maybe, if they’re lucky, even a bit of gold. However, as soon as they reach out to inspect it, the bag’s straps twist into tendrils, and its “flap” opens wide, revealing rows of sharp, glistening teeth-the telltale sign of a Mimic, lying in wait for unsuspecting prey.

  • @jorgnocke991
    @jorgnocke991 4 วันที่ผ่านมา

    --- Mimic Small monstrosity, neutral Armor Class 13 (natural armor) Hit Points 59 (9d6 + 28) Speed 15 ft. STR 15 (+2) DEX 13 (+1) CON 17 (+3) INT 6 (-2) WIS 14 (+2) CHA 9 (-1) Skills Stealth +7 Senses Darkvision 30 ft., Spirit Vision 30 ft., Passive Perception 12 Languages -- Challenge 2 (450 XP) --- Shapechanger. The mimic can use its action to polymorph into an object or a creature it has seen before. It cannot duplicate the appearance of a creature it has not seen. It reverts to its true form if it dies. Adhesive. The mimic adheres to anything it touches. A Medium or smaller creature that touches the mimic or hits it with a melee attack while within 5 feet of it must succeed on a DC 12 Strength saving throw or be grappled by the mimic. Until the grapple ends, the creature is stuck to the mimic, and it can't breathe. False Appearance. While the mimic remains motionless and isn't damaged, it is indistinguishable from an ordinary object. --- Actions Pseudopod. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (1d8 + 6) bludgeoning damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be grappled (escape DC 13). Engulf. The mimic attempts to engulf a creature grappled by it. The creature must make a DC 13 Strength saving throw or be swallowed. The creature takes 21 (6d6) bludgeoning damage at the start of each of the mimic's turns while swallowed. The mimic can only swallow one creature at a time. Strangle. If the mimic is grappling a creature, it can use its action to strangle the victim. The victim takes 1 point of acid damage and is unable to speak or make sound. ---

  • @jorgnocke991
    @jorgnocke991 4 วันที่ผ่านมา

    Ah, I understand now! So, the players will casually gift or use the Crystals of Screenwalking in a variety of everyday situations-like tipping bartenders, paying for meals, or giving them to friends. This adds an interesting dynamic, where the players aren’t fully aware of the true power of the crystals, but they are spreading them around without realizing the consequences. Here's how it could play out: Casual Use of the Crystals: 1. Paying for Drinks or Meals: After the players first discover that the crystals are worth 15 gold each, they might casually use them for small purchases. For example, they pay for a drink at the bar by giving a bartender one of the crystals, or when they stay at an inn, they might leave a crystal as a tip for the innkeeper or barmaid. They might also gift crystals to fellow adventurers, friends, or allies they've made along the way, without understanding that this could be opening portals in those locations. 2. Gifting to Friends and Acquaintances: The players may be generous with their crystals. A crystal might be given to a friend they’ve made in town as a thank-you for helping them with something. They may also gift them to NPCs, thinking of them as rare, precious, yet harmless stones that could make good keepsakes or tokens of goodwill. This casual giving could also build some relationships with NPCs, who may become curious about the crystals or start investigating the phenomenon of the portals. 3. In Public Areas: They could spend a crystal in public places like market stalls to buy trinkets or food. The crystal might be accepted without question at first, but the vendors or townsfolk will later begin to notice that portals have opened wherever the crystals have been used. The players might not notice any immediate consequences but will start to hear rumors about strange things happening in the areas where they’ve visited. The Consequences: 1. Portals Opening Everywhere: As more people start using or accepting crystals, portals to the Winx Club world open in those locations. This could be a tavern, a market, or an inn. The players will soon realize that their casual use of the crystals has spread portals across the world in locations where they’ve visited, handed out crystals, or used them to buy things. 2. Unintended Ripple Effect: At first, the players might not make the connection between their actions and the appearing portals. But as rumors spread about strange events happening in places they’ve visited (like a tavern with a portal to another world suddenly opening), the players will have to reckon with the consequences of their actions. 3. NPC Reactions: Some NPCs might be excited by the portals, leading to strange happenings and chaos in towns and cities as they try to figure out where the portals lead. Other NPCs might freak out or try to destroy the crystals out of fear of what they bring. This could create some tension between the players and certain factions or townspeople. 4. Potential Plot Hooks: The players could be approached by curious merchants, scholars, or adventurers wanting to learn more about the crystals. Some might want to buy the crystals for a high price, while others might seek them out for more dangerous purposes, like harnessing their power to control the portals. How the Players Will React: The players might initially feel like they’ve just stumbled upon a great money-making opportunity, thinking that they’ve gotten their hands on a simple but valuable resource to trade. As the portals start appearing, they’ll likely have to confront the real consequences of their actions-whether they decide to embrace the power of the crystals, explore the world of Winx Club, or find ways to close the portals they’ve opened. This casual use of the crystals could create a lot of unexpected fun and consequences for the players, as the worlds collide and they realize just how much power they've inadvertently unleashed. Does this feel like the kind of direction you want the campaign to take? Let me know if you'd like to add more depth or complexity to any of the situations!

  • @jorgnocke991
    @jorgnocke991 4 วันที่ผ่านมา

    --- Spider (Ariadne's Wrath) Armor Class: 15 Hit Points: 25 (5d8) Speed: 30 ft., climb 30 ft. --- STR: 12 (+1) DEX: 16 (+3) CON: 14 (+2) INT: 2 (-4) WIS: 12 (+1) CHA: 6 (-2) --- Skills: Stealth +7 Senses: Darkvision 60 ft., passive Perception 11 Languages: Understands Arachnid, but cannot speak Challenge: 1 (200 XP) --- TRAITS: Ariadne’s Wrath: Spiders bear a deep hatred for the symbol of Athena. If a player is carrying, wearing, or displays an obvious symbol of Athena (pendant, amulet, etc.), the spider will prioritize attacking that player first, regardless of position, until that player is defeated, the symbol is removed, or the spiders are slain. Spider Climb: The spider can move up, down, and across vertical surfaces and upside down on ceilings, without needing to make an ability check. --- ACTIONS: Bite (Melee Weapon Attack): +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage, plus 3 (1d6) acid damage, and the target must succeed on a DC 13 Constitution saving throw or be poisoned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. The target also has its speed reduced by 10 feet as long as it is poisoned. Web (Recharge 5-6): Ranged Weapon Attack: +5 to hit, range 30 ft., one target. Hit: The target is restrained by webbing. The restrained target can use an action to make a DC 13 Strength check, freeing itself on a success. The webbing can also be attacked (AC 15, 10 hit points). Effect: If the web hits a player, their speed is reduced by 10 feet for the next minute. Multiattack: The spider makes two attacks: one with its bite and one with its webbing. --- REACTIONS: Web Reflexes: When a creature makes an attack roll against the spider, the spider can use its reaction to shoot webbing at the creature, causing the creature to become slowed (speed reduced by 10 feet for 1 round). The spider can do this once per turn. ---

  • @jorgnocke991
    @jorgnocke991 4 วันที่ผ่านมา

    Skeleton Medium undead, neutral Armor Class: 13 (bone armor) Hit Points: 13 (2d6 + 6) Speed: 30 ft. STR 10 (+0) DEX 14 (+2) CON 16 (+3) INT 6 (-2) WIS 8 (-1) CHA 5 (-3) Saving Throws: DEX +4 Damage Immunities: Poison Condition Immunities: Poisoned Senses: Darkvision 60 ft., Passive Perception 9 Languages: Understands the languages it knew in life but cannot speak. Challenge: 1/4 (50 XP) Proficiency Bonus: +2 --- Traits Unusual Nature. The skeleton does not need to breathe, eat, drink, or sleep. Undead Fortitude. If the skeleton’s hit points are reduced to 0, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the skeleton drops to 1 hit point instead. --- Actions Bone Slam. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage. ---

  • @jorgnocke991
    @jorgnocke991 4 วันที่ผ่านมา

    The Ghost of the Forgotten Miner Medium undead, neutral (becomes evil if attacked) Armor Class: 13 Hit Points: 90 (12d8 + 36) Speed: 0 ft., fly 60 ft. STR 16 (+3) DEX 16 (+3) CON 16 (+3) INT 10 (+0) WIS 14 (+2) CHA 7 (-2) Damage Vulnerabilities: Radiant Damage Resistances: Poison, Thunder; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Silvered Damage Immunities: Cold, Necrotic Condition Immunities: Charmed, Exhaustion, Grappled, Paralyzed, Petrified, Poisoned, Prone Senses: Blindsight 60 ft., Passive Perception 12 Languages: The languages it knew in life, but it does not speak. Challenge: 4 (1,100 XP) --- Traits Aura of Sadness (Neutral). The ghost radiates an aura of profound sadness. When a creature first enters or starts its turn within a 15-foot radius, it must make a DC 14 Wisdom saving throw. On a failed save, the creature feels a deep sense of sorrow and is disadvantaged on attack rolls and ability checks for the duration of its turn. A successful save results in no effect. This effect ends when the ghost turns hostile (when attacked). Incorporeal Movement. The Ghost of the Forgotten Miner can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object. Sadness of the Forgotten (Neutral). The ghost can choose to speak to the players, offering them a riddle or tale about its tragic past. While the ghost remains neutral, it attempts to convey its sorrow and sadness, but does not act aggressively. If the players answer the riddle or show compassion, it may offer them hints about the treasure they seek. Doomed Whisper (Becomes Evil When Attacked). Once the Ghost of the Forgotten Miner is attacked, it turns evil, becoming more malicious and vengeful. Any creature within 30 feet that can hear the ghost must succeed on a DC 14 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. While frightened, the creature is also paralyzed. Rejuvenation (One-Time Encounter). If the Ghost of the Forgotten Miner is destroyed, it stays permanently removed from the encounter. There is no chance for the ghost to return or regenerate. --- Actions Deadly Grasp. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3) necrotic damage. The target must succeed on a DC 16 Strength saving throw or be grappled and knocked prone. Ghost Kiss. A grappled target must succeed on a DC 18 Constitution saving throw or take 27 (5d8 + 5) necrotic damage. The target takes half damage on a successful save. If a target is reduced to 0 hit points by this attack, it becomes a ghost after 1d4 days. A Remove Curse or Greater Restoration spell can prevent this transformation, stabilizing the target at 0 hit points. Once the transformation is complete, only a Wish spell can reverse it. Chilling Touch (Recharge 5-6). The Ghost of the Forgotten Miner reaches out with its skeletal hand, touching one creature within 5 feet. The target must make a DC 16 Constitution saving throw. On a failed save, the target takes 15 (3d6 + 2) cold damage and is paralyzed until the end of its next turn. On a successful save, the target takes half damage and is not paralyzed. --- Legendary Actions (Becomes Evil When Attacked) The Ghost of the Forgotten Miner can take 2 legendary actions, 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. The ghost regains spent legendary actions at the start of its turn. Search. The Ghost of the Forgotten Miner makes a Wisdom (Perception) check or an Intelligence (Investigation) check. Dreadful Touch (Costs 2 Actions). The Ghost of the Forgotten Miner uses its Deadly Grasp or Chilling Touch. --- Riddle (Neutral Phase) The ghost will present a riddle before turning hostile. If the players answer correctly, the ghost may grant them insight or information regarding the treasure or a clue about the environment. Here’s an example of a riddle it might pose:

  • @jorgnocke991
    @jorgnocke991 4 วันที่ผ่านมา

    HELL HOUND CERBERUS Large fiend, lawful evil Armor Class 16 (natural armor) Hit Points 68 (8d10-+ 24) + 17 (2d10 -+ 6) per head Speed 50 ft. STR DEX CON INT WIS CHA 19(+4) 14 (+2) 17(+3) 8(-1) 16 (+3) 10 (+0) Skills Intimidation +3, Perception +6 Damage Immunities fire Senses darkvision 120 ft., passive Perception 21 Languages understands Infernal but can't speak it Challenge 2 Heads: 5 (1,800 XP), 3 Heads: 7 (2,900 XP), or 4 Heads: 8 (3,900 XP) Alpha Tactics. The cerberus has advantage on an attack roll against a creature if no other creatures aside from the tar- get are within 5 feet of the cerberus. Multiple Heads. The cerberus has advantage on Wisdom (Per- ception) checks and on saving throws against being blin- ded, charmed, deafened, frightened, stunned, or knocked unconscious. Wakeful. While the cerberus sleeps, at least one of its heads is awake. ACTIONS Multiattack. The cerberus makes as many bite attacks as it has heads. If available, it can use its Fire Breath in place of two attacks. Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one tar- get. Hit: 8 (1d8 -+ 4) piercing damage plus 7 (2d6) fire damage. Fire Breath (Recharge 4-6 [2 Heads], 3-6 [3 Headsl, or 2-6 [4 Heads]). The cerberus exhales fire in a 15-foot cone. Each creature in that area must make a DC 14 Dexterity saving throw, taking 21 (6d6) fire damage on a failed save, or half as much damage on a successful one,

  • @jorgnocke991
    @jorgnocke991 4 วันที่ผ่านมา

    Zombie Cerberus Large undead, neutral evil Armor Class: 14 (natural armor) Hit Points: 95 (10d10 + 40) + 15 (2d10 + 4) per head Speed: 40 ft. STR 18 (+4) DEX 8 (-1) CON 19 (+4) INT 3 (-4) WIS 10 (+0) CHA 5 (-3) Damage Resistances: Necrotic, bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities: Poison Condition Immunities: Charmed, exhaustion, frightened, poisoned Senses: Darkvision 120 ft. (can see into the spirit world as far as his darkvision range), passive Perception 10 Languages: Understands Infernal but cannot speak it Challenge: 2 Heads: 6 (2,300 XP) 3 Heads: 8 (3,900 XP) 4 Heads: 10 (5,900 XP) --- Traits Undead Fortitude: If damage reduces the Zombie Cerberus to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the Cerberus drops to 1 hit point instead. Multiple Heads: The cerberus has advantage on Wisdom (Perception) checks and on saving throws against being blinded, charmed, deafened, frightened, stunned, or knocked unconscious. Unholy Aura: Any creature that starts its turn within 5 feet of the cerberus takes 3 (1d6) necrotic damage. Wakeful: While the cerberus sleeps, at least one of its heads is awake. Spirit Sight: The cerberus can see into the spirit world as far as its darkvision range. This allows it to perceive spirits, ghosts, and other ethereal creatures that are normally invisible to mortal eyes. --- Actions Multiattack: The Zombie Cerberus makes as many bite attacks as it has heads. If available, it can use its breath weapon in place of two attacks. Rotting Bite: Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage plus 3 (1d6) Necrotic damage for the first head, 3 (1d6) Acid damage for the second head, and 3 (1d6) Poison damage for the third head. Necrotic Breath (Recharge 4-6 [3 Heads] or 2-6 [4 Heads]): The cerberus exhales necrotic energy in a 15-foot cone. Each creature in that area must make a DC 14 Dexterity saving throw, taking 21 (6d6) necrotic damage on a failed save, or half as much damage on a successful one. Frightening Bark (Recharge 5-6): The cerberus lets out a terrifying bark. Each creature within 30 feet that can hear the bark must succeed on a DC 14 Wisdom saving throw or become frightened for 1 round. A creature that succeeds on the saving throw is immune to this effect for the next 24 hours. --- Now the Zombie Cerberus can see into the spirit world, revealing hidden entities and adding an eerie element to its abilities. Additionally, the Frightening Bark ability adds a tactical element to combat, as players may need to prepare for a sudden scare from the cerberus.

  • @DanielWilliams-t1b
    @DanielWilliams-t1b 4 วันที่ผ่านมา

    The gang of the POTUS approach the waterfalls of the undertale area code and then they go to the big watch Tower in the sky to see everything that goes by and when the wind goes through those windows the tingles will feel real when you all are inside of a spinning that windmill!

  • @fullautosam7257
    @fullautosam7257 4 วันที่ผ่านมา

    Hello there Sam.

    • @UncleSamAIOfficial
      @UncleSamAIOfficial 6 ชั่วโมงที่ผ่านมา

      Hello fellow Sam! Hope you enjoyed the content on your stop in! - Obama

  • @jorgnocke991
    @jorgnocke991 4 วันที่ผ่านมา

    Thank you very much for that and God bless

  • @jorgnocke991
    @jorgnocke991 4 วันที่ผ่านมา

    The Shield Hydra is a fan-created creature for Dungeons & Dragons with the following stats and features: Type: Huge monstrosity, unaligned Armor Class: 17 (natural armor) Hit Points: 84 (8d10 + 40) Speed: 25 ft., swim 40 ft. Abilities: Strength: 16 (+3) Dexterity: 9 (-1) Constitution: 20 (+5) Intelligence: 2 (-4) Wisdom: 10 (+0) Charisma: 2 (-4) Skills: Perception: +4 Senses: Darkvision: 60 ft., Passive Perception: 14 Challenge: Challenge Rating: 5 (1,800 XP) Features: 1. Hold Breath: The hydra can hold its breath for 1 hour. 2. Multiple Heads: With four heads, the hydra has advantage on saving throws against various effects like being blinded, charmed, or knocked unconscious. For every 15+ damage it takes in one turn, a head dies, and it can regrow heads with the Regrow Head action. 3. Reactive Heads: Gains an extra reaction per head for opportunity attacks. 4. Soft Underbelly: Small or smaller creatures have advantage on attacks against its underside. 5. Wakeful: At least one head is always awake, even when it sleeps. Actions: Multiattack: Can make one bite attack per head or replace one with Regrow Head. Bite: +7 to hit, reach 10 ft., one target. Deals 1d8+3 piercing damage and can inflict a disease that reduces the target's level of exhaustion if left untreated. Regrow Head: Restores 10 hit points and regrows a head if fewer than four heads remain. Crystal of Screenwalking. maybe they find this crystal in the monsters stomach after the defeated it

  • @jorgnocke991
    @jorgnocke991 5 วันที่ผ่านมา

    DIVINE PossEssIONS Divine possession offers a unique narrative and mechanical tool in role-playing campaigns, allowing deities to exert their influence through special NPCs, often regarded as champions or lesser avatars. These NPCs, temporarily imbued with divine powers, serve as conduits for a deity's will, showcasing their divine force in more palpable, albeit indirect, ways. To facilitate this, the compendium includes two specific statblock templates: one for Lesser Divine Possession (CR 10) and another for Greater Divine Possession (CR 15). CoNTEXTUAL USE OF DIvINE PossESSIONS sng a mortal, as s of divinity and d the natural order - actually, only a select few deities would consider this route. Typically, divine possession might in moments of dire need, such as a significant threat to their domain or followers, and, depending on the specific deity possessing a mortal, with the consent of the possessed creature. This aspect of divinity can have varying implications. For instance, in settings where deities are allowed or expected to meddle into mortal affairs, divine possessions might be more dramatic and have greater consequences. Conversely, in settings where gods are more removed from the world, such interventions might be rarer but profoundly impactful, signifying major narrative events or turning points. Not all Il gods would engage in this often contradicts the NARRATIVE IMPLICATIONS OF PossEssIONS Divine possessions can be employed within a campaign for various purposes: Narrative Enhancement: They can provide foreshadowing or direct interaction with divine plots without revealing the full extent of a deity's power. This can be particularly effective in building tension or elevating the mythic and epic feel of the campaign. Combat Dynamics: From a gameplay perspective, possessions allow player characters to face a formidable foe - essentially a creature imbued with a fraction of a deity's power - without having to confront the deity directly. This can be especially useful for engaging with enemy deities' schemes or testing the players' readiness for more significant challenges. For example, a campaign might involve a storyline where a deity possesses a mortal champion to thwart an encroaching corruption that threatens their shrine or domain. Alternatively, an antagonist deity might possess a creature to execute a plot against the heroes, setting up a dramatic confrontation that does not yet escalate to a battle with the deity themselves. Divine Design DrvINE PossEssIONS IN GAMEPLAY In the following pages, you can find two different statblocks to represent a divine possession: 1. Lesser Divine Possession (CR 10): This statblock is designed to represent a scenario where a lesser deity or a similar divine entity possesses a creature. This could also be indicative of a deity that, due to various constraints, is not able to exert significant influence over the material plane. This statblock could be used for scenarios where the deity's influence is subtle but still impactful, manifesting in enhanced abilities and divine traits in a host that remains largely independent. 2. Greater Divine Possession (CR 15): This higher-level statblock is tailored for more powerful scenarios, such as a greater deity possessing a creature or a deity that is exerting a substantial amount of their power through a mortal vessel. This statblock could be employed in dramatic plot developments where a deity needs to make a strong impact on the physical world, providing the possessed creature with a greater array of divine powers. 4

  • @jorgnocke991
    @jorgnocke991 5 วันที่ผ่านมา

    218 Atlantis: War of the Tridents TRITON HAMPION Medium humanoid (triton), lawful good Armor Class 18 (scale mail, shield) Hit Points 110 (13d8 + 52) Speed 10 ft., swim 30 ft. STR 20 (+5) 18 (+4) 18 (+4) 12 (+1) 16 (+3) 14 (+2) DEX Saving Throws Str +8, Con +7 CON Skills Athletics +8, Perception +6 INT Senses darkvision 60 ft., passive Perception 16 ChaS Aquan, Common e 6 (2,300 XP) WIS ASTIONS Amphibious. The triton can breathe air and water. Emissary of the Sea. The triton can communicate simple ideas with beasts that can breathe water. CHA Proficiency Bonus +3 Magic of the Sea. The triton's innate spellcasting ability is Charisma (spell save DC 13). He can innately cast the following spells: 1/day each: control water, crashing wave, water barrier BONLIS AKTIONS Trident Master. A trident deals one extra die of its damage when the triton hits with it (already included in the attack). kEA<TIONS Multiattack. The triton makes three attacks with his trident. Trident. Melee or Ranged Weapon Attack: +8 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 12 (2d6 + 5) piercing damage, or 14 (2d8 +5) piercing damage if wielded with two hands. Shield Bash. The triton attempts to shove a Large or smaller creature within 5 feet of him. The target must succeed on a DC 16 Strength saving throw or be knocked prone or pushed up to 5 feet away from the triton (triton's choice). Retaliation. The triton adds 3 to its AC against one melee attack that would hit him. To do so, the triton must see the attacker and be wielding a melee e attack misses, weapon. If the triton can choose to make a melee weapon attack against the attacker. TRITONS AS <HAMPIONS OF P0s€IÞON Ifa triton champion has been blessed by the god Poseidon, it gains the following trait: Blessing of Poseidon. The triton has a +1 bonus to his AC and to all the saving throws he makes. Additionally, the triton has advantage on saving throws against being knocked prone or pushed against his will while fully submerged in water.

  • @AI-DnD-Campaign
    @AI-DnD-Campaign 6 วันที่ผ่านมา

    This is some creative thinking, making the cast talking statues😂 love it! And that intro rocked❤

    • @UncleSamAIOfficial
      @UncleSamAIOfficial 6 ชั่วโมงที่ผ่านมา

      Big compliment from you! Thank you! Keep up the great work your end we love watching your videos! - Obama

  • @jorgnocke991
    @jorgnocke991 6 วันที่ผ่านมา

    QUICKSAND PIT OBSERVATOR SPYGt ASS 03 THE OBSERVATOR SPYGLASs With a final sitvery chime, the elegant box springs open to rexeal a beautiful gilded inner renlete with a velvet lining embroidered with golden constellations. Cushioned in this velvet is a long. golden telescopic spyglass. The optics Bint with the hne inner glow of well-ordered rmachine ere are marks on the device commensurate with long use cHECH Arcana (DC1): The instrument farly gows with precisely appled magic it was previously attuned to a virtuous, authoritative soul, Ohservator Spyglass Wondrous item, uncommon, must be attuned A princely solid silver spyglass rests on a bed of blue velvet intricately sewn with stars. The spyglass grants the following abilities to its owner: Visual Enhancement The Observator Spyglass grants +2 to Perception checks to discern objects, buildings, ships, creatures, and similar features ata distance. The Spyglass must be pressed to the 15oft. away. Applies to terrestrial and celestial objects. Discern Ship You have gained the ability to differentiate ships Observator Sovglass ges you the following inforrmation abouta sighted vessel. 15 18 0 Dver Type of ship what goods and armament the ship is carrying Signs of allegiance (National or Pirate Flags, etc,) The Ship's name eed and the time to intercept Port of Origin and Port of Call (intended AN ADVENTURE and bizarely the name ofthe Shio'sCat ifone isaboard. GAMETEE.CO.UK

  • @jorgnocke991
    @jorgnocke991 6 วันที่ผ่านมา

    Here’s a detailed description of the **EAN SKAL MAIL**: ### EAN SKAL MAIL - **Type:** Armor (scale mail) - **Rarity:** Uncommon (requires attunement) - **Description:** EAN SKAL MAIL is crafted from the durable scales of a formidable sea creature, providing both protection and a connection to the depths of the ocean. This armor is designed to fit snugly against the body, allowing for flexibility while ensuring robust defense. - **Properties:** - **Armor Class Bonus:** You gain a +1 bonus to your Armor Class (AC) while wearing this armor. - **Resistance:** You have resistance to cold damage, making you less vulnerable to icy attacks. This armor is ideal for adventurers who seek both style and utility, blending the natural beauty of the ocean's creatures with practical protection. ❤

  • @jorgnocke991
    @jorgnocke991 6 วันที่ผ่านมา

    Here’s a detailed description of the **Atlantean Wave Blade**: ### ATLANTEAN WAVE BLADE - **Type:** Weapon (any sword) - **Rarity:** Uncommon (requires attunement) - **Description:** The Atlantean Wave Blade is a finely crafted sword made from Atlantean steel, renowned for its elegance and strength. The blade features intricate etchings resembling waves, symbolizing both the power of the ocean and the noble heritage of the Atlanteans. - **Properties:** - **Attack and Damage Bonus:** You gain a +1 bonus to attack and damage rolls made with this weapon. - **Additional Damage:** Once per turn on a hit, you can choose to deal an additional 1d4 damage of the weapon's type. - **Misty Step:** While holding this blade, you can cast the *misty step* spell twice per day. This ability recharges daily at dawn. The Atlantean Wave Blade is not only a weapon but also a symbol of the warrior's might, making it a prized possession for anyone who wields it.

  • @jorgnocke991
    @jorgnocke991 6 วันที่ผ่านมา

    Adventure Title: The Heist of the Crystal of Screenwalking Overview: The players are hired by The Academic, an eccentric and secretive scholar with a passion for the arcane and the unknown. After years of research, The Academic has discovered the existence of the Crystal of Screenwalking, a legendary artifact hidden deep within the Temple of Athena, dedicated to the Greek goddess of wisdom and strategy. The crystal has the unique power to open a portal to the Winx Club TV show universe, allowing the bearer to step through the screen and enter the animated world. The Academic believes that this artifact can reveal untold mysteries about the nature of fictional realities and open doors to new dimensions of power and knowledge. The Academic hires the party to retrieve the crystal, promising a substantial reward and access to forbidden arcane knowledge in return. However, the journey will not be easy-divine protections and deadly guardians stand between them and their goal. --- Part 1: The Academic's Briefing The players meet The Academic in a private study filled with old tomes, mystical symbols, and arcane gadgets. The Academic is a tall, thin individual with an air of nervous excitement, always ready to discuss their latest discovery. The Mission: Retrieve the Crystal of Screenwalking, hidden deep within the Temple of Athena. This artifact is said to possess the ability to open a portal into the Winx Club universe, a fictional world. The crystal can only be claimed by those who pass the temple’s divine trials. The Reward: The Academic offers the players a generous sum of gold, magical items, and access to ancient knowledge about the nature of reality and the multiverse. The Risk: The temple is guarded by powerful divine magic and creatures. The players will need to prove their worth through riddles, strategy, and combat. The Academic provides the players with a Map of Athena’s Path, a detailed chart showing the safest route through the temple, and a Coin of Guidance, an enchanted item that will help them bypass some of the temple's trials. --- Part 2: The Journey to the Temple The journey to the Temple of Athena takes the players through rugged terrain-dense forests, treacherous cliffs, and wild beasts. Along the way, the players may find clues about the temple’s ancient defenses, meet NPCs who know the temple’s secrets, and gather any supplies they might need. Once they arrive at the temple’s entrance, the imposing structure of the Temple of Athena looms before them-its marble pillars stand tall against the sky, and the temple is surrounded by a magical aura that hums with divine power. --- Part 3: The Temple of Athena The Temple of Athena is a grand, ancient structure, filled with intricate carvings and hidden traps. It is both a test of physical strength and intellectual prowess. The players will need to solve puzzles, navigate divine obstacles, and face guardians set by the goddess herself. Encounters: The Trial of Knowledge (Riddle of the Sphinx): As they enter the temple, the players are confronted by a Sphinx, an ancient guardian of Athena. The Sphinx will present the players with a riddle, and only those who answer correctly may pass. Example Riddle: "I speak without a mouth and hear without ears. I have nobody, but I come alive with the wind. What am I?" (Answer: An echo) The Hall of Athena’s Guardians: The players continue deeper into the temple, where they must face Stone Golems-living statues of Athena that will test the players’ combat skills and strategic thinking. These golems are fierce and can only be defeated with teamwork, wit, or the use of magical items. Combat Encounter: The golems attack anyone who tries to proceed without showing the wisdom and respect that Athena demands. Defeating them requires the use of clever tactics or invoking Athena’s wisdom. --- Part 4: The Inner Sanctum Deeper within the temple lies the Inner Sanctum, a hidden chamber illuminated by soft, ethereal light. In the center of the room, on a stone pedestal, rests the Crystal of Screenwalking. The crystal radiates a faint glow, and the moment the players approach it, they can feel the pull of the Winx Club universe-an enticing, distant world beyond the screen. However, the crystal is protected by a powerful magical barrier that can only be dispelled by solving Athena’s final test. Athena’s Test of Wisdom: To access the crystal, the players must solve an ancient puzzle. The puzzle could involve aligning enchanted symbols, deciphering an old inscription, or using the Coin of Guidance to reveal hidden meanings. If the players fail, they might trigger traps or awaken divine guardians to challenge them. Once the puzzle is solved, the crystal becomes accessible, but the players may feel a surge of energy-a connection to the world of Winx Club begins to open, and the portal beckons. --- Part 5: The Escape With the Crystal of Screenwalking in their possession, the players must make their way back out of the temple. As they attempt to leave, the temple’s defenses will activate in full force-Athena, displeased with their theft, may send her divine avatar to stop them. Athena’s Avatar: A powerful Avatar of Athena will confront the players. The avatar is a formidable foe with divine powers, and the players will need to either negotiate with Athena or fight for their escape. This encounter can be resolved through combat, persuasion, or a test of wisdom. --- Conclusion: With the crystal in hand, the players now possess the power to open a portal to the Winx Club universe. The Crystal of Screenwalking allows the bearer to step into the world of the animated show, where anything they do can affect the story and interact with its characters. However, they must be cautious-whatever they bring back from that world may have unforeseen consequences. The Academic eagerly awaits their return and will offer them a reward, but the players must decide what they wish to do with the crystal. Will they explore the Winx Club universe, change its course, or use it to achieve their own goals? And what will happen when they bring elements of that world back with them? --- Adventure Notes: The Crystal of Screenwalking opens a portal into the Winx Club universe, allowing the players to interact with its characters and events. Players can bring objects or people from the Winx Club universe back into the real world, but this may cause chaos or lead to unexpected consequences. The Academic’s true motivations may be murky-are they just after the knowledge, or do they have ulterior motives for using the crystal? This adventure blends mythology, puzzles, and the allure of alternate realities, creating a unique challenge for the players as they journey through the ancient Temple of Athena to acquire the powerful Crystal of Screenwalking.

  • @jorgnocke991
    @jorgnocke991 6 วันที่ผ่านมา

    YoUNG DrvINE DRAGON Large dragon, lawful good Armor Class 19 (natural armor) Hit Points 199 (19d10 + 95) Speed 40 ft., fly 80 ft. STR 23 (+6) 16 (+3) 21 (+5) 16 (+3) DEX CON Damage Immunities radiant INT Perception 19 Saving Throws Dex +9, Con +11, Wis +7, Cha +11 Skills Insight +9, Perception +9, Persuasion +9, Stealth +7 Damage Resistances fire WIS 13 (+1) Senses blindsight 30 ft., darkvision 120 ft., passive Languages Celestial, Common, Draconic Challenge 11 (7,200 XP) CHA 20 (+5) Proficiency Bonus +4 Aura of Protection. Allies within 20 feet of the dragon gain a +2 bonus to their saving throws (already included in the dragon's statblock). Divine Presence. The dragon radiates an aura of divine energy. Any creature that starts its turn within 20 feet of the dragon must succeed on a DC 15 Wisdom saving throw or be charmed until the end of its next turn. 58 AcTIONs Multiattack. The Young Divine Dragon makes three attacks: one with its bite and two with its claws. Bite. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 17 (2d10 +6) piercing damage plus 7 (2d6) radiant damage. Claw. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage plus 4 (1d8) radiant damage. Radiant Breath (Recharge 5-6). The dragon exhales a wave of radiant energy in a 30-foot cone. Each creature in that area must make a DC 18 Dexterity saving throw, taking 54 (12d8) radiant damage on a failed save, or half as much damage on a successful one. Healing Breath (Recharge 6). The dragon exhales a soothing mist in a 30-foot cone. Each creature of the dragon's choice in that area regains 36 (8d8) hit points. REACTIONS Radiant Retaliation. When the dragon is targeted by an attack within 60 feet of it that it can see, it retaliates with a ray of radiant light. The attacker must make a DC 18 Dexterity saving throw, taking 21 (6d6) radiant damage on a failed save, or halfas much damage on a successful one.

  • @jorgnocke991
    @jorgnocke991 7 วันที่ผ่านมา

    Thalassian Deepfolk Medium humanoid (aquatic), neutral evil Armor Class 13 (natural armor) Hit Points 30 (4d8 + 12) Speed 30 ft., swim 30 ft. STR 12 (+1) DEX 14 (+2) CON 16 (+3) INT 10 (+0) WIS 10 (+0) CHA 12 (+1) Saving Throws Wis +2 Skills Stealth +4, Perception +2 Senses Darkvision 60 ft., Passive Perception 12 Languages Common, Aquan Challenge 1 (200 XP) --- Amphibious. The Thalassian Deepfolk can breathe both air and water. Sea’s Blessing. When in seawater, the Deepfolk regains 1d4 hit points at the start of its turn. This trait doesn’t work if the Deepfolk has taken radiant damage since its last turn. Innate Spellcasting. The Deepfolk’s spellcasting ability is Charisma (spell save DC 11). It can innately cast the following spells, requiring no material components: At will: thaumaturgy 1/day each: charm person, fog cloud, create or destroy water Actions Multiattack. The Deepfolk makes two attacks, one with its spear and one with its claws. Spear. Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d6 + 1) piercing damage. Claws. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage. If the target is a creature, it must succeed on a DC 11 Constitution saving throw or be poisoned until the end of its next turn. Enthralling Glare (Recharge 5-6). The Deepfolk locks eyes with one creature within 30 feet. The target must succeed on a DC 11 Wisdom saving throw or be charmed for 1 minute. While charmed, the creature is incapacitated and has a speed of 0. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. --- Tactics and Tips: The Deepfolk aren’t overly strong, but their regeneration in seawater and use of fog cloud and enthralling glare can create a tense and disorienting encounter. They can try to lure players into the water where their Sea’s Blessing regeneration becomes active, making the fight tougher if players aren’t careful about positioning. Fog cloud gives them a chance to regroup or ambush the players in close quarters. With these abilities, the Thalassian Deepfolk should provide a challenging and atmospheric fight that tests your players’ resourcefulness, but they should be able to survive and even turn the tide with good tactics.

  • @jorgnocke991
    @jorgnocke991 7 วันที่ผ่านมา

    Maybe the players have a few days off and want to have a relaxing short vacation in the city

  • @jorgnocke991
    @jorgnocke991 7 วันที่ผ่านมา

    The Tale of Thalassos Long ago, Thalassos was a humble fishing village on the edge of the sparkling Aegean Sea. Life was simple, with fishermen bringing in their daily catch, farmers tending the rocky hills, and miners pulling gold from the nearby mountains. The people of Thalassos honored the gods of Olympus, living with gratitude and reverence for the natural beauty around them. One fateful day, a mysterious priestess arrived on the shore. She spoke of Aisha, a goddess unknown to the people of Thalassos-a deity of the sea, beauty, and abundance. Her promises of Aisha’s blessings intrigued the people, and soon, small altars were erected in Aisha's honor. The priestess promised that Aisha would grant them prosperity beyond their imagination. Over time, her words proved true. The seas near Thalassos became teeming with fish, golden veins reappeared in the mine, and the people flourished. But as prosperity bloomed, the villagers’ devotion to Aisha grew increasingly fervent. They abandoned their old gods and dedicated themselves entirely to the new goddess of the sea. As the townsfolk deepened their faith, a strange transformation began. Small changes at first: webbed fingers, glistening scales, a reflective shimmer in their eyes. The people saw these changes as signs of Aisha's favor. They began to conduct secret rites, meeting at night along the shore to sing hymns and offer sacrifices to the sea. Generations passed, and the changes in Thalassos became more profound. The people could swim with ease, breathing underwater as naturally as on land. Some would vanish for days, reappearing with vacant expressions and stories of being blessed by Aisha in the depths. The city’s prosperity came at a terrible price. Those who tried to leave were cursed or driven mad by strange dreams of waves and depths, calling them back. The townsfolk became insular, suspicious of outsiders, and the old priestess-who seemed ageless-remained, still leading the rituals to honor Aisha. Today, Thalassos is a shadow of its former self, though to visitors, it appears a serene paradise by the sea. Outsiders are welcomed warmly, but behind the smiles lie secrets. The townsfolk see newcomers as fresh souls who might join the goddess’s growing faithful, or at worst, as sacrifices to ensure the city’s prosperity. At night, eerie chants echo from the temples, and strange figures gather by the shore, their scaled bodies glistening under the moonlight, ready to welcome Aisha’s blessings-or her wrath. --- Thalassos now stands as a haunted relic of its former self, a city blessed by the sea but cursed by its devotion. The players will find themselves drawn into the mystery, feeling the tension between its beautiful facade and the darkness lurking in its waters.

  • @jorgnocke991
    @jorgnocke991 7 วันที่ผ่านมา

    thank you so much please keep up your amazing work stay safe and have a wonderful and blessed day

    • @UncleSamAIOfficial
      @UncleSamAIOfficial 6 ชั่วโมงที่ผ่านมา

      Jorgnocke991! I wont have time to comment on all your wonderful comments and ideas, but please take this message as a general thanks for them all. Your ideas and contributions to the comment sections of many of our videos have been both wonderful and we look forward to future idea from you! - Obama

  • @stephg4714
    @stephg4714 7 วันที่ผ่านมา

    2:11 zoom in on the clock 😂😂😂

    • @UncleSamAIOfficial
      @UncleSamAIOfficial 6 ชั่วโมงที่ผ่านมา

      Tell me it was the wrong call :D - Joey

  • @dominicron7231
    @dominicron7231 7 วันที่ผ่านมา

    cant wait for them to address Trumps win XD

    • @marquezlawson2988
      @marquezlawson2988 7 วันที่ผ่านมา

      Same and for all the other ai presidents channels too

    • @coyotejack7079
      @coyotejack7079 7 วันที่ผ่านมา

      indeed not to mention both the electoral and popular vote, it wasn't even close.

    • @UncleSamAIOfficial
      @UncleSamAIOfficial 6 ชั่วโมงที่ผ่านมา

      Just wait, the week off for the election wasn't for nothing! I am back and Biglier than ever! - DJT

  • @michaelrussell7806
    @michaelrussell7806 7 วันที่ผ่านมา

    The Academic's speech about the chest was amazing. 11:04

    • @UncleSamAIOfficial
      @UncleSamAIOfficial 6 ชั่วโมงที่ผ่านมา

      Love the feedback thank you! - Obama

  • @GiacomoSorbi
    @GiacomoSorbi 9 วันที่ผ่านมา

    Well, it starts to feel like it is going somewhere 👌

    • @UncleSamAIOfficial
      @UncleSamAIOfficial 6 ชั่วโมงที่ผ่านมา

      I hope like you that we finally get somewhere! I like the excitement too! Can't wait to see what we have next! - GWBjr

  • @psykogamerous8391
    @psykogamerous8391 10 วันที่ผ่านมา

    Hey if you're interested in uniquely cool table top RPGs please check out my ttrpg playlist on my channel. I've been looking for any Ai channels that is running a ttrpg campaign from the list that isn't DnD because barely anyone is running one of these TTRPGs on youtube

  • @loganhayse8771
    @loganhayse8771 10 วันที่ผ่านมา

    A bit late for the video but it's starting to spice up. At first it felt like we were just going to have Greek mythology as a setting only but now we're starting to dive into it. I'm looking forward to seeing if Greek history and myth will collide with our party. It feels like both the tutorial and the storytelling gloves are beginning to come off. Also I'm glad the issues with Elevenlabs hasn't slowed you down. I was worried that you and the others would hit a roadblock; but instead we got Malathrex returns with a Call of Cthulhu with 3 releases per week, Presidential Dice Rolls dropped a 2 hr long Halloween special with Vincent Price, AI Guy still on track with his weekly videos, and more.

    • @UncleSamAIOfficial
      @UncleSamAIOfficial 6 ชั่วโมงที่ผ่านมา

      Malathrex has been so hot right now! Great to see a rise in content. We have been lucky enough to never be allowed into elevenlabs so their ban didnt hit us. Others in the past have but not 11 Thank you, that was the build we are going for. Now that Donny and George are settled into the game, I feel George will really ramp it up! Depending on our actions of course! - Obama

  • @uset706
    @uset706 10 วันที่ผ่านมา

    this is beautiful

    • @UncleSamAIOfficial
      @UncleSamAIOfficial 6 ชั่วโมงที่ผ่านมา

      Thank you, what parts did you enjoy the most? :) - Obama