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Orpheus has the [[Orphic Favour Aura (Condition)|Orphic Favour Aura]], giving all allies within 60ft/18m of him the {{cond|Orphic Favour}} condition.
Orpheus has the [[Orphic Favour Aura (Condition)|Orphic Favour Aura]], giving all allies within 60ft/18m of him the {{cond|Orphic Favour}} condition.
In his githyanki form, Orpheus is a {{class|Way of the Four Elements}} and has the following abilities:
In his githyanki form, Orpheus is a [[ Way of the Four Elements]] Monk and has the following abilities:
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{{Feature box|Greater Invisibility}}
{{Feature box|Greater Invisibility}}
Revision as of 10:04, 29 July 2024
Orpheus
STR
DEX
CON
INT
WIS
CHA
12 (+1)
18 (+4)
16 (+3)
14 (+2)
21 (+5)
20 (+5)
STR
DEX
CON
INT
WIS
CHA
+5
+8
+3
+2
+5
+5
The Prince of the Comet protects his champions. He and nearby allies gain resistance to Psychic and a +3 bonus to Intelligence, Wisdom, and Charisma saving throws .
Use your reaction to reduce the damage from a ranged weapon attack by 1d10 + your Dexterity Modifier + your monk level.
Successful DEX saves nullify damage; failed DEX saves reduce it by half.
You can make an additional free attack after making an unarmed or weapon attack.
Your unarmed attacks count as magical for the purpose of overcoming enemies' Resistance and Immunity to non-magical damage.
After making an attack with a Monk Weapon or while unarmed, you can make another unarmed attack as a bonus action.
Attacks with Monk Weapons and unarmed attacks deal 1d4Bludgeoning damage, unless their normal damage is higher.
Attacks with Monk Weapons and unarmed attacks scale with your Dexterity instead of your Strength if your Dexterity is higher.
Automatically attack an enemy moving out of your reach.
Your attacks deal an extra 1d6Psychic damage - the scars of illithid enslavement run deep.
You are Immune to Poison damage and can't be Poisoned or affected by disease thanks to the purifying ki flowing through your meridians.
When you fall, you can use your reaction to gain Resistance to Falling damage.
Your movement speed increases by 3 m / 10 ft while you are not wearing armour or using a shield.
STR
DEX
CON
INT
WIS
CHA
12 (+1)
18 (+4)
16 (+3)
14 (+2)
21 (+5)
20 (+5)
STR
DEX
CON
INT
WIS
CHA
+7
+10
+3
+2
+5
+5
The Prince of the Comet protects his champions. He and nearby allies gain resistance to Psychic and a +3 bonus to Intelligence, Wisdom, and Charisma saving throws .
Use your reaction to reduce the damage from a ranged weapon attack by 1d10 + your Dexterity Modifier + your monk level.
Successful DEX saves nullify damage; failed DEX saves reduce it by half.
You can make an additional free attack after making an unarmed or weapon attack.
Your unarmed attacks count as magical for the purpose of overcoming enemies' Resistance and Immunity to non-magical damage.
After making an attack with a Monk Weapon or while unarmed, you can make another unarmed attack as a bonus action.
Attacks with Monk Weapons and unarmed attacks deal 1d4Bludgeoning damage, unless their normal damage is higher.
Attacks with Monk Weapons and unarmed attacks scale with your Dexterity instead of your Strength if your Dexterity is higher.
Automatically attack an enemy moving out of your reach.
Your attacks deal an extra 1d6Psychic damage - the scars of illithid enslavement run deep.
You are Immune to Poison damage and can't be Poisoned or affected by disease thanks to the purifying ki flowing through your meridians.
When you fall, you can use your reaction to gain Resistance to Falling damage.
Your movement speed increases by 3 m / 10 ft while you are not wearing armour or using a shield.
STR
DEX
CON
INT
WIS
CHA
12 (+1)
18 (+4)
16 (+3)
14 (+2)
21 (+5)
20 (+5)
STR
DEX
CON
INT
WIS
CHA
+5
+8
+3
+2
+5
+5
The Prince of the Comet protects his champions. He and nearby allies gain resistance to Psychic and a +3 bonus to Intelligence, Wisdom, and Charisma saving throws .
Use your reaction to reduce the damage from a ranged weapon attack by 1d10 + your Dexterity Modifier + your monk level.
Successful DEX saves nullify damage; failed DEX saves reduce it by half.
You can make an additional free attack after making an unarmed or weapon attack.
Your unarmed attacks count as magical for the purpose of overcoming enemies' Resistance and Immunity to non-magical damage.
After making an attack with a Monk Weapon or while unarmed, you can make another unarmed attack as a bonus action.
Attacks with Monk Weapons and unarmed attacks deal 1d4Bludgeoning damage, unless their normal damage is higher.
Attacks with Monk Weapons and unarmed attacks scale with your Dexterity instead of your Strength if your Dexterity is higher.
Automatically attack an enemy moving out of your reach.
Your attacks deal an extra 1d6Psychic damage - the scars of illithid enslavement run deep.
You are Immune to Poison damage and can't be Poisoned or affected by disease thanks to the purifying ki flowing through your meridians.
When you fall, you can use your reaction to gain Resistance to Falling damage.
Your movement speed increases by 3 m / 10 ft while you are not wearing armour or using a shield.
This page focuses on Orpheus 's behavior during turn-based combat gameplay.
Attacks and abilities
Githyanki form
Orpheus has the Orphic Favour Aura , giving all allies within 60ft/18m of him the Orphic Favour condition.
In his githyanki form, Orpheus is a Way of the Four Elements Monk and has the following abilities:
Illithid form
Illithid Orpheus
STR
DEX
CON
INT
WIS
CHA
13 (+1)
12 (+1)
14 (+2)
14 (+2)
21 (+5)
20 (+5)
STR
DEX
CON
INT
WIS
CHA
+5
+5
+2
+2
+5
+5
The Prince of the Comet protects his champions. He and nearby allies gain resistance to Psychic and a +3 bonus to Intelligence, Wisdom, and Charisma saving throws . Affected entity has embraced ceremorphosis and become a mind flayer. While in combat, Mind Flayers can use actions and bonus actions interchangeably.
Once per turn, when you make an Attack Roll , the attack reduces that target's corresponding Ability by 1. The reduced ability score cannot be decreased lower than 1.
Channel the dark allure of the tadpole to Charm an enemy that attacks you, preventing them from attacking you until their next turn.
When you bring a creature down to fewer hit points than your number of evolved illithid powers, it dies and all nearby creatures take 1~4Psychic damage.
Use your reaction to reduce the damage from a ranged weapon attack by 1d10 + your Dexterity Modifier + your monk level.
Successful DEX saves nullify damage; failed DEX saves reduce it by half.
You can make an additional free attack after making an unarmed or weapon attack.
Your unarmed attacks count as magical for the purpose of overcoming enemies' Resistance and Immunity to non-magical damage.
After making an attack with a Monk Weapon or while unarmed, you can make another unarmed attack as a bonus action.
Attacks with Monk Weapons and unarmed attacks deal 1d4Bludgeoning damage, unless their normal damage is higher.
Attacks with Monk Weapons and unarmed attacks scale with your Dexterity instead of your Strength if your Dexterity is higher.
Automatically attack an enemy moving out of your reach.
You can use actions and bonus actions interchangeably.
When a nearby enemy casts a spell, you use your reaction to deal 1d4Psychic damage for every level of that spell.
When an enemy within 18 m / 60 ft targets you with a spell of a Level that is lower than or equal to your Proficiency Bonus , you can use your reaction to nullify the spell.
Your attacks deal an extra 1d6Psychic damage - the scars of illithid enslavement run deep.
You are Immune to Poison damage and can't be Poisoned or affected by disease thanks to the purifying ki flowing through your meridians.
When you fall, you can use your reaction to gain Resistance to Falling damage.
Your movement speed increases by 3 m / 10 ft while you are not wearing armour or using a shield.
STR
DEX
CON
INT
WIS
CHA
13 (+1)
12 (+1)
14 (+2)
14 (+2)
21 (+5)
20 (+5)
STR
DEX
CON
INT
WIS
CHA
+7
+7
+2
+2
+5
+5
The Prince of the Comet protects his champions. He and nearby allies gain resistance to Psychic and a +3 bonus to Intelligence, Wisdom, and Charisma saving throws . Affected entity has embraced ceremorphosis and become a mind flayer. While in combat, Mind Flayers can use actions and bonus actions interchangeably.
Once per turn, when you make an Attack Roll , the attack reduces that target's corresponding Ability by 1. The reduced ability score cannot be decreased lower than 1.
Channel the dark allure of the tadpole to Charm an enemy that attacks you, preventing them from attacking you until their next turn.
When you bring a creature down to fewer hit points than your number of evolved illithid powers, it dies and all nearby creatures take 1~4Psychic damage.
Use your reaction to reduce the damage from a ranged weapon attack by 1d10 + your Dexterity Modifier + your monk level.
Successful DEX saves nullify damage; failed DEX saves reduce it by half.
You can make an additional free attack after making an unarmed or weapon attack.
Your unarmed attacks count as magical for the purpose of overcoming enemies' Resistance and Immunity to non-magical damage.
After making an attack with a Monk Weapon or while unarmed, you can make another unarmed attack as a bonus action.
Attacks with Monk Weapons and unarmed attacks deal 1d4Bludgeoning damage, unless their normal damage is higher.
Attacks with Monk Weapons and unarmed attacks scale with your Dexterity instead of your Strength if your Dexterity is higher.
Automatically attack an enemy moving out of your reach.
You can use actions and bonus actions interchangeably.
When a nearby enemy casts a spell, you use your reaction to deal 1d4Psychic damage for every level of that spell.
When an enemy within 18 m / 60 ft targets you with a spell of a Level that is lower than or equal to your Proficiency Bonus , you can use your reaction to nullify the spell.
Your attacks deal an extra 1d6Psychic damage - the scars of illithid enslavement run deep.
You are Immune to Poison damage and can't be Poisoned or affected by disease thanks to the purifying ki flowing through your meridians.
When you fall, you can use your reaction to gain Resistance to Falling damage.
Your movement speed increases by 3 m / 10 ft while you are not wearing armour or using a shield.
STR
DEX
CON
INT
WIS
CHA
13 (+1)
12 (+1)
14 (+2)
14 (+2)
21 (+5)
20 (+5)
STR
DEX
CON
INT
WIS
CHA
+5
+5
+2
+2
+5
+5
The Prince of the Comet protects his champions. He and nearby allies gain resistance to Psychic and a +3 bonus to Intelligence, Wisdom, and Charisma saving throws . Affected entity has embraced ceremorphosis and become a mind flayer. While in combat, Mind Flayers can use actions and bonus actions interchangeably.
Once per turn, when you make an Attack Roll , the attack reduces that target's corresponding Ability by 1. The reduced ability score cannot be decreased lower than 1.
Channel the dark allure of the tadpole to Charm an enemy that attacks you, preventing them from attacking you until their next turn.
When you bring a creature down to fewer hit points than your number of evolved illithid powers, it dies and all nearby creatures take 1~4Psychic damage.
Use your reaction to reduce the damage from a ranged weapon attack by 1d10 + your Dexterity Modifier + your monk level.
Successful DEX saves nullify damage; failed DEX saves reduce it by half.
You can make an additional free attack after making an unarmed or weapon attack.
Your unarmed attacks count as magical for the purpose of overcoming enemies' Resistance and Immunity to non-magical damage.
After making an attack with a Monk Weapon or while unarmed, you can make another unarmed attack as a bonus action.
Attacks with Monk Weapons and unarmed attacks deal 1d4Bludgeoning damage, unless their normal damage is higher.
Attacks with Monk Weapons and unarmed attacks scale with your Dexterity instead of your Strength if your Dexterity is higher.
Automatically attack an enemy moving out of your reach.
You can use actions and bonus actions interchangeably.
When a nearby enemy casts a spell, you use your reaction to deal 1d4Psychic damage for every level of that spell.
When an enemy within 18 m / 60 ft targets you with a spell of a Level that is lower than or equal to your Proficiency Bonus , you can use your reaction to nullify the spell.
Your attacks deal an extra 1d6Psychic damage - the scars of illithid enslavement run deep.
You are Immune to Poison damage and can't be Poisoned or affected by disease thanks to the purifying ki flowing through your meridians.
When you fall, you can use your reaction to gain Resistance to Falling damage.
Your movement speed increases by 3 m / 10 ft while you are not wearing armour or using a shield.
If he undergoes ceremorphosis, Orpheus will have all the statistics (save his INT, WIS and CHA scores, which remain the same) and powers of a full-illithid . As well as gaining illithid passives, he will retain his original monk passives (but not abilities). The full-illithid ability Permanent Mind Sanctuary , allows Orpheus to use actions and bonus actions interchangeably.
Orpheus possesses the following illithid abilities:
Illithid Orpheus also possesses the unique endgame ability: