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Loxo (Bard) CR: 3

Large monstrous humanoid, neutral good
Armor Class: 14 (natural armor)
Hit Points: 75 (10d8 + 30)
Speed: 30 ft

STR

19 +4

DEX

12 +1

CON

14 +2

INT

10 +0

WIS

11 +0

CHA

17 +3

Saving Throws: Dexterity, Charisma
Skills: Skills Athletics +7, Perception +4
Senses: Senses Darkvision 60 ft, passive Perception 14
Languages: Loxo, Common
Challenge Rating: 3 ( 700 XP)
Proficiency Bonus: +2

Spellcasting Ability

    Charisma is your spellcasting ability for your bard spells. Your magic comes from the heart and soul you pour into the performance of your music or oration. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a bard spell you cast and when making an attack roll with one.
  • Spell save DC = 12 = 8 + 5 (your proficiency bonus + your Charisma modifier)
  • Spell attack modifier = 5 (your proficiency bonus + your Charisma modifier)

CANTRIP (AT WILL):

    Vicious Mockery. Casting Time (1 action), Range (60 feet), Components (V), Duration (Instantaneous): You unleash a string of insults laced with subtle enchantments at a creature you can see within range. If the target can hear you (though it need not understand you), it must succeed on a Wisdom saving throw or take 1d4 psychic damage and have disadvantage on the next attack roll it makes before the end of its next turn.
    Message. Casting Time (1 action), Range (120 feet), Components (V, S, M (a short piece of copper wire)), Duration (1 round): You point your finger toward a creature within range and whisper a message. The target (and only the target) hears the message and can reply in a whisper that only you can hear.
  • You can cast this spell through solid objects if you are familiar with the target and know it is beyond the barrier. Magical silence, 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood blocks the spell. The spell doesn’t have to follow a straight line and can travel freely around corners or through openings.
    Thunderclap. Casting Time (1 action), Range (Self (5-foot radius)), Components (S), Duration (Instantaneous): You create a burst of thunderous sound, which can be heard 100 feet away. Each creature other than you within 5 feet of you must make a Constitution saving throw. On a failed save, the creature takes 1d6 thunder damage.

1ST LEVEL (4 SLOTS):

    Color Spray. Casting Time (1 action), Range (Self (15-foot cone)), Components (V, S, M (a pinch of powder or sand that is colored red, yellow, and blue)), Duration (1 round): A dazzling array of flashing, colored light springs from your hand. Roll 6d10, the total is how many hit points of creatures this spell can effect. Creatures in a 15-foot cone originating from you are affected in ascending order of their current hit points (ignoring unconscious creatures and creatures that can’t see).
  • Starting with the creature that has the lowest current hit points, each creature affected by this spell is blinded until the end of your next turn. Subtract each creature’s hit points from the total before moving on to the creature with the next lowest hit points. A creature’s hit points must be equal to or less than the remaining total for the creature to be affected.
  • At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, roll an additional 2d10 for each slot level above 1st.
    Cure Wounds. Casting Time (1 action), Range (Touch), Components (V, S), Duration (Instantaneous): A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
  • At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d8 for each slot level above 1st.
    Thunderwave. Casting Time (1 action), Range (Self (15-foot cube)), Components (V, S), Duration (Instantaneous): A wave of thunderous force sweeps out from you. Each creature in a 15-foot cube originating from you must make a Constitution saving throw. On a failed save, a creature takes 2d8 thunder damage and is pushed 10 feet away from you. On a successful save, the creature takes half as much damage and isn’t pushed.
  • In addition, unsecured objects that are completely within the area of effect are automatically pushed 10 feet away from you by the spell’s effect, and the spell emits a thunderous boom audible out to 300 feet.
  • At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.
    Bane. Casting Time (1 action), Range (30 feet), Components (V, S, M (a drop of blood)), Duration (Concentration, up to 1 minute): Up to three creatures of your choice that you can see within range must make Charisma saving throws. Whenever a target that fails this saving throw makes an attack roll or a saving throw before the spell ends, the target must roll a d4 and subtract the number rolled from the attack roll or saving throw.
  • At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.

2ND LEVEL (3 SLOTS):

    Pyrotechnics. Casting Time (1 action), Range (60 feet), Components (V, S), Duration (Instantaneous): Choose an area of flame that you can see and that can fit within a 5-foot cube within range. You can extinguish the fire in that area, and you create either fireworks or smoke.
  • Fireworks. The target explodes with a dazzling display of colors. Each creature within 10 feet of the target must succeed on a Constitution saving throw or become blinded until the end of your next turn.
  • Smoke. Thick black smoke spreads out from the target in a 20-foot radius, moving around corners. The area of the smoke is heavily obscured. The smoke persists for 1 minute or until a strong wind disperses it.
    Enlarge/Reduce. Casting Time (1 action), Range (30 feet), Components (V, S, M (a pinch of powdered iron)), Duration (Concentration, up to 1 minute): You cause a creature or an object you can see within range to grow larger or smaller for the duration. Choose either a creature or an object that is neither worn nor carried. If the target is unwilling, it can make a Constitution saving throw. On a success, the spell has no effect.
  • If the target is a creature, everything it is wearing and carrying changes size with it. Any item dropped by an affected creature returns to normal size at once.
  • Enlarge. The target’s size doubles in all dimensions, and its weight is multiplied by eight. This growth increases its size by one category – from Medium to Large, for example. If there isn’t enough room for the target to double its size, the creature or object attains the maximum possible size in the space available. Until the spell ends, the target also has advantage on Strength checks and Strength saving throws. The target’s weapons also grow to match its new size. While these weapons are enlarged, the target’s attack with them deal 1d4 extra damage.
  • Reduce. The target’s size is halved in all dimensions, and its weight is reduced to one-eighth of normal. This reduction decreases its size by one category – from Medium to Small, for example. Until the spell ends, the target also has disadvantage on Strength checks and Strength saving throws. The target’s weapons also shrink to match its new size. While these weapons are reduced, the target’s attacks with them deal 1d4 less damage (this can’t reduce the damage below 1).
    Calm Emotions. Casting Time (1 action), Range (60 feet), Components (V, S), Duration (Concentration, up to 1 minute): You attempt to suppress strong emotions in a group of people. Each humanoid in a 20-foot-radius sphere centered on a point you choose within range must make a Charisma saving throw; a creature can choose to fail this saving throw if it wishes. If a creature fails its saving throw, choose one of the following two effects. You can suppress any effect causing a target to be charmed or frightened. When this spell ends, any suppressed effect resumes, provided that its duration has not expired in the meantime.
  • Alternatively, you can make a target indifferent about creatures of your choice that it is hostile toward. This indifference ends if the target is attacked or harmed by a spell or if it witnesses any of its friends being harmed. When the spell ends, the creature becomes hostile again, unless the DM rules otherwise.


    Multiattack. The loxo makes two melee attacks.
    Keen Smell. The loxo has advantage on Wisdom (Perception) checks that rely on smell.
    Powerful Build. The loxo counts as one size larger when determining its carrying capacity and the weight it can push, drag, or lift.
    Berserk Rage (Recharge 6). If the loxo sees a clan member killed or incapacitated, it can enter a berserk rage. For 6 rounds, the loxo gains a +4 bonus to Strength, a +4 bonus to Constitution, and a +2 bonus on Wisdom saving throws, but takes a -2 penalty to Armor Class. After the berserk rage ends, the loxo is fatigued until it finishes a short or long rest.

Bard: College of Glamour

    Bardic Inspiration. You can inspire others through stirring words or music. To do so, you use a bonus action on your turn to choose one creature other than yourself within 60 feet of you who can hear you. That creature gains one Bardic Inspiration die, a d6.
  • Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the Bardic Inspiration die, but must decide before the DM says whether the roll succeeds or fails. Once the Bardic Inspiration die is rolled, it is lost. A creature can have only one Bardic Inspiration die at a time.
  • You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain any expended uses when you finish a long rest.
  • Your Bardic Inspiration die changes when you reach certain levels in this class. The die becomes a d8 at 5th level, a d10 at 10th level, and a d12 at 15th level.
    Jack of All Trades. Starting at 2nd level, you can add half your proficiency bonus, rounded down, to any ability check you make that doesn't already include your proficiency bonus.
    Song of Rest. You can use soothing music or oration to help revitalize your wounded allies during a short rest. If you or any friendly creatures who can hear your performance regain hit points at the end of the short rest by spending one or more Hit Dice, each of those creatures regains an extra 1d6 hit points.
    Mantle of Inspiration. When you join the College of Glamour at 3rd level, you gain the ability to weave a song of fey magic that imbues your allies with vigor and speed. As a bonus action, you can expend one use of your Bardic Inspiration to grant yourself a wondrous appearance. When you do so, choose a number of creatures you can see and who can see you within 60 feet of you, up to a number equal to your Charisma modifier (minimum of one). Each of them gains 5 temporary hit points. When a creature gains these temporary hit points, it can immediately use its reaction to move up to its speed, without provoking opportunity attacks.
    Enthralling Performance. You can charge your performance with seductive, fey magic.
  • If you perform for at least 1 minute, you can attempt to inspire wonder in your audience by singing, reciting a poem, or dancing. At the end of the performance, choose a number of humanoids within 60 feet of you who watched and listened to all of it, up to a number equal to your Charisma modifier (minimum of one). Each target must succeed on a Wisdom saving throw against your spell save DC or be charmed by you. While charmed in this way, the target idolizes you, it speaks glowingly of you to anyone who speaks to it, and it hinders anyone who opposes you, avoiding violence unless it was already inclined to fight on your behalf. This effect ends on a target after 1 hour, if it takes any damage, if you attack it, or if it witnesses you attacking or damaging any of its allies.
  • If a target succeeds on its saving throw, the target has no hint that you tried to charm it. Once you use this feature, you can’t use it again until you finish a short or long rest.
    Expertise. At 3rd level, choose two of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.

Feat

    Crusher. You are practiced in the art of crushing your enemies, granting you the following benefits:
  • Once per turn, when you hit a creature with an attack that deals bludgeoning damage, you can move it 5 feet to an unoccupied space, provided the target is no more than one size larger than you.
  • When you score a critical hit that deals bludgeoning damage to a creature, attack rolls against that creature are made with advantage until the start of your next turn.

Actions

Slam. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (1d6 + 4) bludgeoning damage.

Bonus Actions

Trample. As a bonus action during its turn each round, the loxo can attempt to trample creatures in a straight line. Each creature in that line must make a DC 14 Dexterity saving throw, taking 2d8 + 4 bludgeoning damage on a failed save, or half as much damage on a successful one.

A loxo with bagpipes.

Created by

TheGazingEye.

Statblock Type

Monster

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