The Ninth World, Homebrew
Elmo (Henchmen, Groot) CR: 6th level Ranger (Monster Slayer)
Medium plant (human), chaotic good
Armor Class: 20 (chain shirt +1, +1 shield)
Hit Points: 67 (6d10+30)
Speed:
30 ft
Saving Throws: STR +7, CON +6, DEX +6
Skills: Survival +6
Damage Vulnerabilities: fire
Damage Resistances: bludgeoning, piercing
Languages: Common
Challenge Rating: 6th level Ranger (Monster Slayer)
- Goblin Slayer. Elmo does +5 damage to goblinoids, and +10 damage vs goblins specifically (Elmo hates goblins).
- Fighting Style - Defensive. As long as Elmo wears armour, he gets +1 bonus to AC (included). You may also “tank” for your allies.
- Barkskin. Elmo has a minimum AC of 16. This does not stack with armor but does stack with shields or magic protection.
- Tree! Elmo gains nourishment from the sun and earth. He can eat and drink but does not need to if he spends at least 1 hour in the sun and attached to the earth each day.
- Gift of the Slow God. Elmo regains 1d6 hit points every 10 minutes, provided that he has at least 1 hit point. If he loses a body part, he can regrow the missing part and return to full functionality after 1d6 + 1 days if you have at least 1 hit point the whole time.
Actions
- +8/Goblin Slayer 1d8+5 slashing damage + 1d8 to an adjacent target.
- +6/dagger 1d4+4 piercing damage
- Hunter’s Sense (3/day). As an action, Elmo can study a creature and know it's resistances, vulnerabilities and immunities.
Bonus Action
- Slayer’s Prey (1/day). Designate a target as your prey, you deal an extra 1d6 damage to the target for the rest of the encounter.
Elmo the ranger and a member of the Hommlet Badgers, is faithfully loyal to Augusta (thanks to the deck of many things). After being killed in battle, he was brought back with a seed of life which resurrected him but turned him into a plant.
Equipment
Chain shirt +1 (ac 15), Ivy-bound Ironwood shield (+3 AC), +1 Battle Axe (Goblin Slayer).
Experience
- For level 7: 75,001
- Running Total: