Darlingverse/Skree/Statblock

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<-Darlingverse/Skree


Skree Statblock

Skree is the Chaotic Crescendo, representing Darling's unpredictable, disruptive energy and skill mastery.

Core Stats & Proficiencies

  • Gender: Male (He/Him)
  • Race/Class: Kenku / Rogue (Scout)
  • Armor Class (AC): 16 (Studded Leather Armor)
  • Hit Points (HP): 76 (10 hit dice)
  • Speed: 40 ft. (walking/flying)
  • STR 8 (-1), DEX 20 (+5), CON 16 (+3), INT 15 (+2), WIS 15 (+2), CHA 8 (-1)
  • Proficiency Bonus (PB): +4
  • Racial Traits: Mimicry (can perfectly mimic sounds and voices)
  • Saving Throws: Dexterity +9, Intelligence +5
  • Skills: Stealth +13, Acrobatics +13, Deception +3, Sleight of Hand +9, Perception +10, Nature +10, Survival +10
  • Tools: Thieves' tools +13

Combat & Tactical

  • Weapon: Shortsword +1 (Melee Attack)
    • Attack: +10 to hit, Reach 5 ft., one target.
    • Damage: 1d6 + 6 Piercing damage.
  • Weapon: Heavy Crossbow of Piercing (Ranged Attack)
    • Attack: +9 to hit, Range 100/400 ft., one target. heavy, loading, two-handed
    • Damage: 1d10 + 5 Piercing damage. A corporeal target that takes damage has their movement speed reduced by 10 feet until they use an Action, Bonus Action + Interact, or Reaction to dislodge the bolt.
  • Sneak Attack (Once per Turn): Skree deals an extra 5d6 damage when he hits with a finesse or ranged weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally that isn't incapacitated.
    • If two or more sneak attack dice shows a 6 or higher, Skree gains one One-Use Bonus Action.
  • Sudden Strike (Bonus Action): Skree strikes with deadly speed. After Skree takes the Attack action, he can make an additional attack as a bonus action. This attack can benefit from Sneak Attack even Skree already used it this turn, but he can't use Sneak Attack against the same target more than once in a turn. (2/ Short Rest)
  • Ambush Master (Passive): Skree has advantage on initiative rolls and, when rolling 10 or higher on the die, receives one One-Use Bonus Action. In addition, the first creature Skree hits during the first round of a combat becomes easier for all to strike; attack rolls against that target have advantage until the start of Skree's next turn.
  • Evasion (Passive) - Dex save fail = half damage and Dex save success = no damage.
  • Cunning Action (Bonus Action): Skree can use a Bonus Action to take the Dash, Disengage, or Hide action.
  • Uncanny Dodge (Reaction): When an attacker Skree can see hits him with an attack, he can use his reaction to halve the attack's damage.
  • Skirmisher (Reaction): Skree can move up to half his speed as a reaction when an enemy ends its turn or movement within 5 feet of him. This movement doesn’t provoke opportunity attacks.
  • Reliable Talent (Passive): When Skree makes an ability check that lets him add his proficiency bonus, he treats a d20 roll of 9 or lower as a 10.


Darlingverse Stabilization

These abilities focus on chaotic displacement, sonic disruption, and forcing clarity through noise.

1. Minor Stabilization: Chaotic Echo (Bonus Action or Reaction)

  • Requirement: Skree must be within 30 ft. of an affected ally that in turn is within 30 ft of an enemy.
  • Effect: Skree unleashes a sudden, loud, chaotic sound that physically disrupts space around the target. If used as a Bonus Action, Skree grants an ally within range an immediate 15-foot movement that does not provoke Opportunity Attacks. Alternatively, Skree can use this as a Reaction when an ally within 60 ft. is forced to move by a hostile effect (such as a shove or teleportation); the ally can immediately make a DC 15 Dexterity or Strength Saving Throw to instead remain in their original space. After the effects, the ally gains 1d6+5 Temporary HP.

2. Major Stabilization: The Sound Barrier (Action & 1 Minute Concentration)

  • Requirement: Using an action. Not silenced.
  • Effect: As an Action, Skree creates a sustained, high-frequency mental barrier. Skree creates a pocket of sonic interference that filters and neutralizes mental noise. When casting and at the start of Skree's consecutive turns, all Aberrations within a 40-foot radius must succeed on a DC 17 Constitution Saving Throw or suffer Disadvantage on their next attack within the next round due to sensory overload. If Skree maintains concentration for a full minute, the ritual permanently suppresses one persistent mental corruption or illusion (GM's choice) in the area. Allies within the radius gain Resistance to Psychic damage for 1 hour. If the ritual is interrupted before the full minute, Skree's movement speed is halved for the next 10 minutes. After completing the ritual, Skree needs to perform a Short or Long rest to do it again.