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Venomous Tiefling

Venomous Tiefling

“Lorem ipsum dolor sit amet.”

Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua. Ut enim ad minim veniam, quis nostrud exercitation ullamco laboris nisi ut aliquip ex ea commodo consequat. Duis aute irure dolor in reprehenderit in voluptate velit esse cillum dolore eu fugiat nulla pariatur. Excepteur sint occaecat cupidatat non proident, sunt in culpa qui officia deserunt mollit anim id est laborum.

Medium Humanoid (Tiefling), Neutral


Armor Class 20; Initiative +4 (14)
Hit Points 87 (12d8 + 24)
Speed 50 feet


STR DEX CON INT WIS CHA
8 19 14 10 18 12
MOD SAV MOD SAV MOD SAV MOD SAV MOD SAV MOD SAV
-1 +3 +4 +8 +2 +2 +0 +0 +4 +4 +1 +1

Skills Acrobatics +8, Insight +8, Perception +8, Persuasion +5; Alchemist’s Supplies, Glassblower’s Tools, Poisoner’s Kit
Immunities Poison
Gear Worn Basic Poison (4 vials), 2 Demonic Hands, Fine Clothes, Purple Worm Poison (4 vials), Slave Bracelets, Succubus Footwear; Weight Worn 11 pounds
Senses Darkvision 60 feet, Passive Perception 14, Passive Investigation 11, Passive Insight 14
Languages Common, Draconic, Elvish
Challenge 10 (XP 5,900; Proficiency Bonus +4)


TRAITS

Acrobatic Movement. While Xue is not wearing armor or wielding a Shield, she gains the ability to move along vertical surfaces and across liquids on her turn without falling during the movement.

Dexterous Attacks. When Xue uses the Grapple or Shove option of her Unarmed Strike, she can use her Dexterity modifier instead of her Strength modifier to determine the save DC.

Envenom Weapon. At the start of her turn, Xue can expend 1 Focus Point to apply a toxin produced from her blood to one Monk weapon that she’s holding. A creature that takes damage from the weapon is subjected to one of the following toxin effects (choose when applying the toxin):

  • Slowing Toxin. Until the start of Xue’s next turn, the target’s Speed is halved; it can’t take Reactions; and it can take either an action or a Bonus Action on its turn, not both.
  • Venom. The target takes 11 (2d10) Acid or Poison damage.

Evasion. When subjected to an effect that allows Xue to make a Dexterity saving throw to take only half damage, she instead takes no damage if she succeeds on the saving throw and only half damage if she fails. Xue doesn’t benefit from this feature if you have the Incapacitated condition.

Focus Points (12/Short Rest). Xue can expend Focus Points to enhance or fuel certain Monk features.

Potent Arsenal. When creating a Basic Poison, Xue can do so over the course of 1 day (8 hours of work).

Self-Restoration. Xue can remove one of the following conditions from herself at the end of each of her turns: Charmed, Frightened, or Poisoned. In addition, forgoing food and drink doesn’t give Xue levels of Exhaustion.

Stunning Strike. Once per turn when Xue hits a creature with a Monk weapon or an Unarmed Strike, she can expend 1 Focus Point to attempt a stunning strike. The target must make a DC 16 Constitution saving throw. On a failed save, the target has the Stunned condition until the start of your next turn. On a successful save, the target’s Speed is halved until the start of Xue’s next turn, and the next attack roll made against the target before then has Advantage.

Toxic Blood. Whenever a creature hits Xue with a melee attack roll, the attacker takes 3 (1d6) Acid or Poison damage. If Xue is Bloodied, the attacker instead takes 5 (1d10) Acid or Poison damage.

Toxic Refiner. Whenever Xue is subjected to Poison damage, her Envenom Weapon options each deal an extra 5 (1d10) Acid or Poison damage, and she can’t gain this benefit again until the end of her next turn. In addition, whenever Xue ingests a poison, she regains 5 (1d10) Hit Points.

Unarmored Defense. While she isn’t wearing armor or wielding a Shield, Xue’s base Armor Class equals 10 plus her Dexterity and Wisdom modifiers.

Uncanny Metabolism (1/Long Rest). When she rolls Initiative, Xue can regain all expended Focus Points. When she does so, she regains 17 (1d10 + 12) Hit Points.

Unarmored Movement. Your speed increases by 10 feet while you aren’t wearing armor or wielding a Shield. This bonus increases when you reach certain Monk levels, as shown on the Monk Features table.


MAGIC ITEMS

Demonic Hand (Left). This magic Shortsword grants a +1 bonus to attack and damage rolls made with it.

Demonic Hand (Right). This magic Shortsword grants a +1 bonus to attack and damage rolls made with it.

Slave Bracelets. While wearing these Bracers of Defense, Xue gains a +2 bonus to Armor Class if she is wearing no armor and using no Shield.

Succubus Footwear. While wearing these Wraps of Unarmed Power, Xue has a +1 bonus to attack rolls and damage rolls made with her Unarmed Strikes. Those strikes deal her choice of Force damage or their normal damage type.


ACTIONS

Extra Attack. Xue can attack twice instead of once whenever she takes the Attack action on her turn.

Demonic Hand. Melee Attack Roll: +9 to hit, reach 5 feet. Hit: 10 (1d10 + 5) Slashing damage.

Unarmed Strike. Melee Attack Roll: +9 to hit, reach 5 feet. Hit: 10 (1d10 + 5) Bludgeoning or Force damage.

Magic Initiate. Xue is a 12th level spellcaster. She casts spells using Wisdom as the spellcasting ability (spell save DC 16, +8 to hit with spell attacks).
Cantrips (at will): Mage Hand, Minor Illusion, Poison Spray, Thaumaturgy
1st level (1/Long Rest): Charm Person, Ray of Sickness
2nd level (1/Long Rest): Hold Person

Toxic Touch. As a Magic action, Xue can expend 1 Focus Point to apply a potent toxin to a creature she touches. The target makes a DC 16 Constitution saving throw. On a failed save, the target has the Poisoned condition for 1 minute. While Poisoned, the target is affected by one of the following effects of Xue’s choice:

  • Intoxicant. The target has the Charmed condition for the duration or until Xue or her allies deals damage to the target.
  • Sedative. The creature falls asleep and has the Unconscious condition for the duration. Another creature can use an action to shake it awake and remove the condition.
  • Truth Serum. The target can’t knowingly communicate a lie for the duration.

BONUS ACTIONS

Bonus Unarmed Strike. Melee Attack Roll: +9 to hit, reach 5 feet. Hit: 10 (1d10 + 5) Bludgeoning or Force damage.

Flurry of Blows. Xue expends 1 Focus Point to make three Unarmed Strikes.

Patient Defense. Xue takes the Disengage action. Alternatively, she expends 1 Focus Point to take both the Disengage and the Dodge actions. When Xue expend a Focus Point to use Patient Defense, she gains 11 (2d10) Temporary Hit Points.

Step of the Wind. Xue takes the Dash action. Alternatively, she expends 1 Focus Point to take both the Disengage and Dash actions, and her jump distance is doubled for the turn. When Xue expends a Focus Point to use Step of the Wind, she can choose a willing creature within 5 feet of herself that is Large or smaller. Xue moves the creature with her until the end of her turn. The creature’s movement doesn’t provoke Opportunity Attacks.


REACTION

Deflect Attack. Trigger: When an attack roll that includes Bludgeoning, Piercing, or Slashing damage hits Xue. Response: Xue reduces the attack’s total damage by 21 (1d10 + 4 + 12). If Xue reduces the damage to 0, she can expend 1 Focus Point to redirect some of the attack’s force. If she does, choose a creature she can see within 5 feet of herself if it was melee, or a creature she can see within 60 feet that isn’t behind Total Cover if the attack was ranged. The creature must succeed on a DC 16 Dexterity saving throw or take 15 (2d10 + 4) damage of the same type dealt by the attack.

Slow Fall. Trigger: When Xue falls. Response: Xue reducees any falling damage by 60.


Master of the Cold

Master of the Cold

“I am the Winter. I am the Cold.”

Despite the best efforts of those who have encountered him, Quilo’s true origin remains an unsolved mystery. Nonetheless, that he is a master of ice sorcery is unquestioned. Even creatures innately resilient to extreme temperatures cannot resist the absolute zero might of Quilo’s magic.

Medium Humanoid (Rimekin), Neutral


Armor Class 17; Initiative +2 (12)
Hit Points 58 (8d6 + 24)
Speed 30 feet


STR DEX CON INT WIS CHA
8 14 14 10 12 19
MOD SAV MOD SAV MOD SAV MOD SAV MOD SAV MOD SAV
-1 -1 +2 +2 +2 +5 +0 +0 +1 +1 +4 +7

Skills Deception +7, Insight +4, Intimidation +7, Perception +4, Persuasion +7, Sleight of Hand +5, Stealth +5; Forgery Kit
Resistances Cold
Gear Worn Component Pouch, Cryocentrism, Devil Mask, Genie Robe of Water, Pouch with 271 GP coins, Winter’s Embrace; Weight Worn 17 pounds
Gear Carried Backpack, Bedroll, 10 Candles, Forgery Kit, Perfume, Rations (5 days), Tinderbox, 2 Waterskins; Weight Carried 39 pounds
Senses Darkvision 60 feet, Passive Perception 14, Passive Investigation 10, Passive Insight 14
Languages Common, Draconic, Giant
Challenge 6 (XP 2,300; Proficiency Bonus +3)


TRAITS

Draconic Resilience. Quilo’s Hit Point maximum increases by 8.

Elemental Affinity. Quilo is resistant to Cold damage and when he casts spells that deal Cold damage, he adds 4 to one damage roll.

Energy Mastery. Spells Quilo casts ignore Resistance to Cold damage. In addition, when he rolls damage for a spell he casts that deals Cold damage, he can treat any 1 on a damage die as a 2.

Frostbite. Once per turn when Quilo hits a creature with an attack roll and deals Cold damage, the creature subtracts 2 (1d4) from the next saving throw it makes before the end of Quilo’s next turn.

Metamagic (8 Sorcery Points/Long Rest). Quilo can tap into a wellspring of magic represented by Sorcery Points, which allows him to create a variety of magical effects. He uses a chosen option to temporarily modify spells he casts. To use an option, Quilo must spend the number of Sorcery Points that it costs. He can use only one Metamagic option on a spell when he casts it unless otherwise noted in one of those options.

  • Empowered Spell. When Quilo rolls damage for a spell, he can spend 1 Sorcery Point to reroll up to 4 damage dice, and he must use the new rolls.
  • Heightened Spell. When Quilo casts a spell that forces a creature to make a saving throw, he can spend 2 Sorcery Points to give one target of the spell Disadvantage on saves against the spell.

Sorcerous Restoration (1/Long Rest). When he finishes a Short Rest, Quilo can regain 3 expended Sorcery Points.


MAGIC ITEMS

Cryocentrism. If Quilo places a Tiny object weighing no more than 1 pound (such as a shard of crystal, an egg, or a stone) above the tip of this Staff of Adornment while holding it, the object floats an inch from the staff’s tip and remains there until it is removed or until the staff is no longer in his possession. The staff can have up to three such objects floating over its tip at any given time. While holding the staff, Quilo can make one or more of the objects slowly spin or turn in place.

Winter’s Embrace. If Quilo takes Cold damage while wearing this Ring of Warmth, the ring reduces the damage he takes by 9 (2d8). In addition, while wearing this ring, he and everything he wears and carry are unharmed by temperatures of 0 degrees Fahrenheit or lower.


ACTIONS

Cryocentrism. Melee Attack Roll: +3 to hit, reach 5 feet. Hit: 3 (1d6) Bludgeoning damage, or 4 (1d8) Bludgeoning damage when used with two hands to make a melee attack.

Ray of Frost. Spell Attack Roll: +7 to hit, range 60 feet. Hit: 13 (2d8 + 4) Cold damage. On a hit, the target’s Speed is reduced by 10 feet until the start of Quilo next turn.

Spellcasting. Quilo is a 8th level spellcaster. He casts spells using Charisma as the spellcasting ability (spell save DC 15, +7 to hit with spell attacks). Quilo can use an Arcane Focus as a Spellcasting Focus for his Sorcerer spells.
Cantrips (at will): Mage Hand, Mind Sliver, Minor Illusion, Prestidigitation, Ray of Frost, Sorcerous Burst
1st level (4/Long Rest): Chromatic Orb, Command, Feather Fall ᴿ, Ice Knife, Shield ᴿ
2nd level (3/Long Rest): Alter Self, Dragon’s Breath, Flame Blade, Mirror Image, Misty Step ᴮᴬ, Suggestion
3rd level (3/Long Rest): Counterspell ᴿ, Fear, Fly, Protection from Energy, Sleet Storm
4th level (2/Long Rest): Arcane Eye, Charm Monster, Greater Invisibility, Ice Storm, Polymorph


BONUS ACTIONS

Font of Magic. Quilo can transform unexpended Sorcerous Points into one spell slot, creating a spell slot no higher than level 4. Any spell slot he creates with this feature vanishes when he finishes a Long Rest.

  • 2 Sorcerous Points create a 1st level spell slot.
  • 3 Sorcerous Points create a 2nd level spell slot.
  • 5 Sorcerous Points create a 3rd level spell slot.
  • 6 Sorcerous Points create a 4th level spell slot.

Innate Sorcery (2/Long Rest). For 1 minute Quilo gains the following benefits:

  • The spell save DC of his Sorcerer spells increases by 1.
  • He has Advantage on the attack rolls of Sorcerer spells he casts.

Dhampir Outcast

Dhampir Outcast

“I was denied my birthright, but I will not be denied your life.”

Ryu’jinn Feixue conceals the knowledge that he descends from an extinct vampire bloodline. Under commandment of the Jade Emperor, the Third and Fifth Imperial Legions brought ruin and destruction to the thrice accursed Ryu’jinn lineage and their Ebon Mountain strongholds. As an illegitimate dhampir, Feixue’s birth was omitted from the clan register and this exclusion kept his heritage secret from the inquisition.

Medium Humanoid (Dhampir), Neutral


Armor Class 18; Initiative +0 (10)
Hit Points 68 (8d10 + 16)
Speed 35 feet, Climb 35 feet


STR DEX CON INT WIS CHA
20 10 15 8 12 14
MOD SAV MOD SAV MOD SAV MOD SAV MOD SAV MOD SAV
+5 +8 +0 +0 +2 +5 -1 -1 +1 +1 +2 +2

Skills Athletics +8, Intimidation +5, Perception +4, Persuasion +5, Stealth +3; Cook’s Utensils
Resistances Necrotic
Gear Worn Blood Lineage, Component Pouch, 20 Darts, Pouch with 213 GP coins, Splint Armor, Traveler’s Clothes; Weight Worn 24 pounds
Gear Carried Backpack, Bedroll, Cooking Utensils, Flask, Potion of Healing, Rations (5 days), Sack, Tinderbox, 2 Waterskins; Weight Carried 39 pounds
Senses Darkvision 60 feet, Passive Perception 14, Passive Investigation 9, Passive Insight 11
Languages Common, Draconic, Orc
Challenge 6 (XP 2,300; Proficiency Bonus +3)


TRAITS

Combat Superiority (5/Long Rest). Feixue learns maneuvers that are fueled by special dice called Superiority Dice. Many maneuvers enhance an attack in some way. He can use only one maneuver per attack.

  • Ambush. When Feixue makes a Dexterity (Stealth) check or an Initiative roll, he can expend one Superiority Die and add 4 (1d8) to the roll.
  • Commanding Presence. When Feixue makes make a Charisma (Intimidation, Performance, or Persuasion) check, he can expend one Superiority Die and add 4 (1d8) to the roll.
  • Menacing Attack. When Feixue hits a creature with an attack roll, he can expend one Superiority Die and add 4 (1d8) to the attack’s damage roll. The target must succeed on a Wisdom saving throw (DC 16), or have the Frightened condition until the end of Feixue’s next turn.
  • Trip Attack. When Feixue hits a creature with an attack roll using a weapon or an Unarmed Strike, he can expend one Superiority Die and add 4 (1d8) to the attack’s damage roll. If the target is Large or smaller, it must succeed on a Strength saving throw (DC 16) or have the Prone condition.

Decanting. When Feixue finishes a Long Rest, he can create one Potion of Healing or an Antitoxin, as long as he has an empty vial or flask. These liquids evaporate when he finishes another Long Rest.

Spider Climb. Feixue can move up, down, and across vertical surfaces and along ceilings while leaving his hands free.

Tactical Mind. When Feixue fails an ability check, he can expend a use of Second Wind, and instead of regaining Hit Point, Feixue adds 5 (1d10) to the ability check. If the check still fails, this use of Second Wind isn’t expended.

Vampiric Bite (3/Long Rest). When Feixue deals Vampiric Bite damage to a creature that isn’t a Construct or an Undead, he can empower himself in one of the following ways:

  • Drain. Feixue regains Hit Points equal to the Piercing damage dealt.
  • Strengthen. Feixue gains a bonus to the next ability check or attack roll he makes within the next minute; the bonus is equal to the Piercing damage dealt.

MAGIC ITEMS

Blood Lineage. Feixue has a +1 bonus to attack rolls and damage rolls made with this +1 Greatsword.

Potion of Healing. Feixue can drink this potion or administer it to another creature within 5 feet of himself. The creature that drinks this potion regains 7 (2d4 + 2) Hit Points. These liquids evaporate when he finishes a Long Rest if not consumed.


ACTIONS

Extra Attack. Feixue can attack twice instead of once whenever he takes the Attack action on his turn.

Action Surge (1/Short Rest). On his turn Feixue can take one additional action, except the Magic action.

Blood Lineage. Melee Attack Roll: +9 to hit, reach 5 feet. Hit: 13 (2d6 + 6) Slashing damage. If Feixue’s attack roll misses a creature with this weapon, he deals 5 Slashing damage.

Dart. Ranged Attack Roll: +8 to hit, range 20/60 feet. Hit: 7 (1d4 + 5) Piercing damage. If he hits a creature with this weapon and deals damage to the creature, Feixue has Advantage on his next attack roll against that creature before the end of Feixue’s next turn.

Vampiric Bite. Melee Attack Roll: +8 to hit, reach 5 feet. Hit: 4 (1d4 + 2) Piercing damage.


BONUS ACTIONS

Fey Magic (1/Long Rest). Feixue casts the Hex spell without expending a spell slot.

Fey Magic (1/Long Rest). Feixue casts the Misty Step spell without expending a spell slot.

Hew. Immediately after Feixue scores a Critical Hit with a Melee weapon or reduces a creature to 0 Hit Points with one, he can make one attack with the same weapon.

Know Your Enemy (1/Long Rest). Feixue can discern certain strengths and weaknesses of a creature he can see within 30 feet of himself; Feixue knows whether that creature has any Immunities, Resistances, or Vulnerabilities, and if the creature has any, he knows what they are. He can also restore a use of the feature by expending one Superiority Die (no action required).

Second Wind (3/Long Rest). Feixue regains 13 (1d10 + 8) Hit Points and can also move up to half his Speed without provoking Opportunity Attacks.

Timely Retreat (3/Long Rest). Feixue can take the Dash action or the Disengage action.


REACTION

Riposte. Trigger: When a creature misses Feixue with a melee attack roll. Response: Feixue expends one Superiority die to make a melee attack roll with a weapon against that creature. If he hits, add 4 (1d8) to the attack’s damage.


Bounty Hunter

Bounty Hunter

“You can have influence and lose money, but you will never lose influence when you have money.”

Sold to mercenaries as a child soldier, Boreäs Blakthörn would survive impossible odds to become a renown veteran. His campaigns are tales of legends: he fought in the throne room of the Naga King during the Fall of the Serpent Kingdoms, he stood alongside the Silver Crusade against the lycanthropes of the Lunar Requiem, and his axe delivered the final strike that ended the Desolation of the Greatwyrm Sunscar. Yet for all his might, it was not until Blakthörn was presumed lost at sea in the Forbidden Expanse that he gained freedom.

Medium Humanoid (Human), Chaotic Neutral


Armor Class 20; Initiative +5 (15)
Hit Points 220 (18d10 + 72 + 36)
Speed 30 feet, Climb 30 feet, Swim 30 feet; Water Walk


STR DEX CON INT WIS CHA
25 8 19 12 20 10
MOD SAV MOD SAV MOD SAV MOD SAV MOD SAV MOD SAV
+7 +13 -1 -1 +4 +10 +1 +1 +5 +5 +0 +0

Skills Animal Handling +11, Athletics +19, Insight +17, Nature +7, Perception +17, Survival +11; Carpenter’s Tools
Gear Worn Armor of Gleaming, Clothes of Mending, Crimson King’s Sash, Druidic Focus, Emblem of the Masochist, Loyalty, Plate Armor, Pouch with 385 PP coins, Shield, Skyward Bound, Spyglass; Weight Worn 88 pounds
Gear Carried Backpack, Bedroll, Iron Pot, Military Saddle, Rations (5 days), Tent, Tinderbox, 2 Waterskins; Weight Carried 93 pounds
Senses Passive Perception 27, Passive Investigation 11, Passive Insight 27
Languages Common, Elvish, Orc, Sylvan, Undercommon
Challenge 15 (XP 13,000; Proficiency Bonus +6)


TRAITS

Precise Hunter. Blakthörn has Advantage on attack rolls against the creature currently marked by his Hunter’s Mark.

Primal Companion. Whenever Blakthörn finishes a Long Rest, he can summon a primal beast, which appears in an unoccupied space within 5 feet of him. Blakthörn chooses its stat block: Beast of the Land, Beast of the Sea or Beast of the Sky. If Blakthörn already has a beast from this feature, the old one vanishes when the new one appears.

Relentless Hunter. Taking damage can’t break Blakthörn’s Concentration on Hunter’s Mark.

Resourceful. Blakthörn gains Heroic Inspiration whenever he finishes a Long Rest.

Tireless. Whenever Blakthörn finishes a Short Rest, his Exhaustion level, if any, decreases by 1.

Tough. Blakthörn’s Hit Point maximum increases by 36.


MAGIC ITEMS

Armor of Gleaming. This armor never gets dirty.

Clothes of Mending. This elegant outfit magically mends itself to counteract daily wear and tear. Pieces of the outfit that are destroyed can’t be repaired in this way.

Crimson King’s Sash. While wearing this Belt of Fire Giant Strength, Blakthörn Strength changes to 25. The item has no effect on him if his Strength without the belt is equal to or greater than the belt’s score.

Emblem of the Masochist. Blakthörn’s Constitution is 19 while he wears this Amulet of Health. It has no effect on him if his Constitution is 19 or higher without it.

Loyalty. This Returning Handaxe grants a +1 bonus to attack and damage rolls made with it, and it returns to Blakthörn’s hand immediately after he uses it to make a ranged attack roll.

Skyward Bound. These Winged Boots have 4 charges and regain 1d4 expended charges daily at dawn. While wearing the boots, Blakthörn can take a Magic action to expend 1 charge, gaining a Fly Speed of 30 feet for 1 hour. If Blakthörn is flying when the duration expires, he descends at a rate of 30 feet per round until he lands.

Waterstrider Technique. While wearing this Ring of Water Walking, Blakthörn casts the Water Walk spell from it, targeting only himself.


ACTIONS

Extra Attack. Blakthörn can attack twice instead of once whenever he takes the Attack action on his turn. Blakthörn can sacrifice one of his attacks when he takes the Attack action to command the beast to take the Beast’s Strike action.

Loyalty. Melee or Ranged Attack Roll: +14 to hit, reach 5 feet or range 20/60 feet. Hit: 13 (1d6 + 10) Slashing damage or 15 (1d6 + 12) Slashing damage when thrown. The weapon returns to Blakthörn’s hand immediately after he uses it to make a ranged attack roll. If he hits a creature with this weapon and deals damage to the creature, Blakthörn has Advantage on his next attack roll against that creature before the end of Blakthörn’s next turn.

Favored Enemy (6/Long Rest). Blakthörn can cast the Hunter’s Mark spell without expending a spell slot.

Primal Companion. If Blakthörn’s Primal Companion beast has died within the last hour, Blakthörn can take a Magic action to touch it and expend a spell slot. The beast returns to life after 1 minute with all its Hit Points restored.

Spellcasting. Blakthörn is an 18th level spellcaster. He casts spells using Wisdom as the spellcasting ability (spell save DC 19, +11 to hit with spell attacks). He can use a Druidic Focus as a Spellcasting Focus for his Ranger spells.
1st level (4/Long Rest): Cure Wounds, Detect Magic, Hunter’s Mark, Longstrider
2nd level (3/Long Rest): Aid, Darkvision, Enhance Ability, Lesser Restoration, Silence
3rd level (3/Long Rest): Dispel Magic, Meld into Stone, Protection from Energy, Revivify
4th level (3/Long Rest): Freedom of Movement
5th level (1/Long Rest): Steel Wind Strike

Tireless (5/Long Rest). As a Magic Action, Blakthörn can give himself 9 (1d8 + 5) Temporary Hit Points.


BONUS ACTIONS

Beast’s Strike. Blakthörn commands his Primal Companion beast to take the Beast’s Strike action.

Nature’s Veil (5/Long Rest). Blakthörn gives himself the Invisible condition until the end of his next turn.

Second Wind (2/Long Rest). Shen regains 6 (1d10 + 1) Hit Points.


Primal Companion

“SCREEEE!”

Blakthörn’s bloodthirsty Primal Companion is Malevolence: an amalgamation of creatures Blakthörn reguarded his greatest challenges. It combines the deadliest traits of these beasts into his vision of an apex predator. For this reason, Malevolence retains a similar appearance in its incarnations of Land, Sea, and Sky. Malevolence has a violent and untamed temperament that solely obeys Blakthörn because it instinctively acknowledges him as its alpha.

Medium Beast (Beast of the Land, Beast of the Sea) or Small Beast (Beast of the Sky), Neutral


Armor Class 20; Initiative +2 (12)
Hit Points 124 (Beast of the Land, Beast of the Sea) or 123 (Beast of the Sky)
Speed 40 feet, Climb 40 feet (Beast of the Land) or 5 feet, Swim 60 feet (Beast of the Sea) or 10 feet, Fly 60 feet (Beast of the Sky)


Beast of the Land, Beast of the Sea

STR DEX CON INT WIS CHA
14 14 19 8 14 11
MOD SAV MOD SAV MOD SAV MOD SAV MOD SAV MOD SAV
+8 +9 +8 +9 +10 +11 +5 +6 +8 +9 +6 +7

Beast of the Sky

STR DEX CON INT WIS CHA
6 16 19 8 14 11
MOD SAV MOD SAV MOD SAV MOD SAV MOD SAV MOD SAV
+4 +5 +9 +10 +10 +11 +5 +6 +8 +9 +6 +7

Senses Darkvision 60 feet (Beast of the Land, Beast of the Sky) or Darkvision 90 feet (Beast of the Sea), Passive Perception 12
Languages Understands the languages that Blakthörn knows
Challenge None (XP 0; Proficiency Bonus +6)


TRAITS

Amphibious (Beast of the Sea). The beast can breathe air and water

Bestial Fury. The first time each turn it hits a creature under the effect of Blakthörn’s Hunter’s Mark spell, the beast deals extra Force damage equal to the bonus damage of that spell.

Flyby (Beast of the Sky). The beast doesn’t provoke Opportunity Attacks when it flies out of an enemy’s reach.

Primal Companion. In Combat, the beast acts during Blakthörn’s turn. It can move and use its Reaction on its own, but the only action it takes is the Dodge action unless Blakthörn takes a Bonus Action to command it to take an action in its stat block or some other action. Blakthörn can also sacrifice one of his attacks when he takes the Attack action to command the beast to take the Beast’s Strike action. If Blakthörn has the Incapacitated condition, the beast acts on its own and isn’t limited to the dodge action.

Share Spells. When Blakthörn casts a spell targeting himself, he can also affect his Primal Companion beast with the spell if the beast is within 30 feet of him.


MAGIC ITEMS

Druidic Shroud. The Primal Companion gains a +1 bonus to Armor Class and saving throws while she wears this Cloak of Protection.

Heart of the Goddess. The Primal Companion’s Constitution is 19 while she wears this Amulet of Health. It has no effect on her if her Constitution is 19 or higher without it.

Nature’s Protection. While wearing these Bracers of Defense, the Primal Companion gains a +2 bonus to Armor Class if she is wearing no armor and using no Shield.


ACTIONS

Bestial Fury. When Blakthörn commands his Primal Companion beast to take the Beast’s Strike action, the beast can use it twice.

Beast’s Strike (Beast of the Land). Melee Attack Roll: +11, reach 5 feet. Hit: 11 (1d8 + 7) Force or Slashing damage. If the beast moved at least 20 feet straight toward the target before the hit, the target takes an extra 3 (1d6) damage of the same type, and the target has the Prone condition if it is a Large or smaller creature.

Beast’s Strike (Beast of the Sea). Melee Attack Roll: +11, reach 5 feet. Hit: 10 (1d6 + 7) Force or Piercing damage, and the target has the Grappled condition (escape DC 19).

Beast’s Strike (Beast of the Sky). Melee Attack Roll: +11, reach 5 feet. Hit: 10 (1d4 + 8) Force or Slashing damage.


BONUS ACTIONS

Exceptional Training. When Blakthörn commands his Primal Companion beast to take an action, he can also command it to take the Dash, Disengage, Dodge, or Help action.


Arcane Strategist

Arcane Strategist

“Many contemporaries would deem the club an inelegant weapon best fit for crude paleolithic savages. Such unimaginative combatants are those I find most delightful to enlighten.”

Savalan is a valedictorian graduate from the prestigious Royal Battlefield Academy. Though evaluated as too arrogant for command leadership, his sharp intellect and ingenious cartography made him an exceptional strategist. Savalan has fought in two major campaigns and two border incursions. The troops assigned to him acknowledge his egotistical nature, but Savalan’s sincere care for the conditions and morale of his subordinates led them to trust his victorious tactical acumen.

Medium Humanoid (Human), Chaotic Good


Armor Class 18; Initiative +2 (12)
Hit Points 92 (8d10 + 24 + 16)
Speed 30 feet


STR DEX CON INT WIS CHA
10 14 16 20 12 8
MOD SAV MOD SAV MOD SAV MOD SAV MOD SAV MOD SAV
+0 +3 +2 +2 +3 +6 +5 +5 +1 +1 -1 -1

Skills Athletics +3, Investigation +8, Perception +4, Stealth +5, Survival +4; Cartographer’s Tools
Gear Worn Breastplate, Component Pouch, Corrective Lenses, Ironwood Katana, Pouch with 32 GP coins, Shield; Weight Worn 35 pounds
Gear Carried Backpack, Bedroll, Cartographer’s Tools, Grappling Hook, Ink, Ink Pen, Iron Pot, Map Case with 5 Parchment Maps, Rations (5 days), Rope, Tinderbox, 2 Waterskins; Weight Carried 60 pounds
Senses Darkvision 60 feet, Passive Perception 14, Passive Investigation 18, Passive Insight 11
Languages Common, Giant, Goblin
Challenge 6 (XP 2,300; Proficiency Bonus +3)


TRAITS

Minor Telekinesis. Savalan casts Mage Hand without Verbal or Somatic components, can make the spectral hand Invisible, and its range increases by 30 feet when he casts it.

Resourceful. Savalan gains Heroic Inspiration whenever he finishes a Long Rest.

Tactical Mind. When Savalan fails an ability check, he can expend a use of his Second Wind. Rather than regaining Hit Points, he adds 5 (1d10) to the ability check, potentially turning it into a success. If the check still fails, this use of Second Wind isn’t expended.

Tough. Savalan’s Hit Point maximum increases by 16.

War Bond. Savalan can perform a ritual over the course of 1 hour, which can be done during a Short Rest. The weapon must be within his reach throughout the ritual, at the conclusion of which he touches the weapon and forges the bond. The bond fails if another Fighter is bonded to the weapon or if the weapon is a magic item to which someone else is attuned. Savalan can’t be disarmed of a bonded weapon unless he has the Incapacitated condition. Savalan can have up to two bonded weapons. If he attempts to bond with a third weapon, he must break the bond with one of the other two.


MAGIC ITEMS

Corrective Lenses. While wearing these Goggles of Night, Savalan has Darkvision out to 60 feet. If he already has Darkvision, wearing the goggles increases his range by 60 feet.

Ironwood Katana. Whenever this Adamantine Club hits an object, the hit is a Critical Hit.


ACTIONS

Extra Attack. Savalan can attack twice instead of once whenever he takes the Attack action on his turn.

War Magic. When Savalan takes the Attack action on his turn, he can replace one of the attacks with a casting of one of his Wizard cantrips that has a casting time of an action.

Shillelagh. Melee Attack Roll: +8, reach 5 feet. Hit: 12 (1d10 + 7) Bludgeoning damage. Whenever this weapon hits an object, the hit is a Critical Hit. If Savalan hits a creature with this weapon and deals damage to it, he can reduce its Speed by 10 feet until the start of Savalan’s next turn. If the creature is hit more than once by weapons that have this property, the Speed reduction doesn’t exceed 10 feet.

Spellcasting. Savalan is a 8th level spellcaster. He casts spells using Intelligence as the spellcasting ability (spell save DC 16, +8 to hit with spell attacks).
Cantrips (at will): Guidance, Mage Hand, Mind Sliver, Shillelagh ᴮᴬ, True Strike
1st level (4/Long Rest): Find Familiar, Healing Word ᴮᴬ, Protection from Evil and Good, Sleep
2nd level (2/Long Rest): Magic Weapon, Phantasmal Force, Suggestion


BONUS ACTIONS

Magic Initiate (1/Long Rest). Savalan casts the Healing Word spell without expending a spell slot.

Second Wind (3/Long Rest). Savalan regains 13 Hit Points (1d10 + 8) and can move up to half his Speed without provoking Opportunity Attacks.

Telekinetic Shove. Savalan telekinetically shoves one creature he can see within 30 feet of himself. When he does so, the target must succeed on a Strength saving throw (DC 16) or be moved 5 feet toward or away from Savalan.

War Bond. Savalan summons a bonded weapon, causing it to teleport instantly to his hand.


Necromantic Archaeologist

Necromantic Archaeologist

“Surrender peacefully and I vow you will remain dead.”

Professor Nikolaos Vesper the Third ranks among the foremost archaeologist on the lost knowledge of fallen civilizations. Though his methods are macabre, his academic accomplishments are not lightly questioned. Vesper’s unorthodox expeditions provide an effective means to retrieve ancient treasures that would otherwise be outside the reach of academia. He is therefore granted substantial funding and unprecedented leeway by his colleagues to acquire them, so long as the ventures do not attract attention.

Medium Humanoid (Human), Neutral Evil


Armor Class 18; Initiative +2 (12)
Hit Points 76 (8d6 + 1d8 + 18 + 18) plus 9 (2d4 + 4; False Life) Temporary HP
Speed 30 feet


STR DEX CON INT WIS CHA
8 14 14 20 12 10
MOD SAV MOD SAV MOD SAV MOD SAV MOD SAV MOD SAV
-1 -1 +2 +2 +2 +6 +5 +9 +1 +1 +0 +0

Skills Arcana +9, History +9, Investigation +9, Perception +9, Religion +9; Alchemist’s Supplies, Calligrapher’s Supplies, Thieves’ Tools, Tinker’s Tools
Resistances Necrotic
Gear Backpack (Incense worth 10 GP, Ink, Ink Pen, Rations (5 days), Thieves’ Tools, Tinker’s Tools, 5 GP coins), Bedroll, Failed Philosopher’s Stone, Gilded Skull worth 300 GP, Recompense, Scale Mail, Shield, Spellbook (Animate Dead, Arcane Eye, Banishment, Blight, Death Armor, Darkvision, Detect Magic, Dispel Magic, False Life, Feather Fall, Find Familiar, Fireball, Fly, Leomund’s Tiny Hut, Misty Step, Polymorph, Protection from Evil and Good, Ray of Enfeeblement, Ray of Sickness, Shield, Sleep, Speak with Dead, Stone Shape, Suggestion, Summon Undead, Vampiric Touch), Traveler’s Clothes, Waterskin; Weight Carried 104 pounds
Senses Passive Perception 19, Passive Investigation 19, Passive Insight 11
Languages Common, Elvish, Giant
Challenge 6 (XP 2,300; Proficiency Bonus +4)


TRAITS

Arcane Recovery (1/Short Rest). Vesper can recover expended spell slots. The spell slots can have a combined level equal to no more than 4, and none of the slots can be level 6 or higher.

Concentration. Vesper has Advantage on Constitution saving throws that he makes to maintain Concentration.

Grave Resilience. While holding his spellbook, when Vesper uses Arcane Recovery, his Exhaustion level, if any, decreases by 1.

Memorize Spell (1/Short Rest). Vesper can study his spellbook and replace one of the level 1+ Wizard spells he has prepared for his Spellcasting feature with another level 1+ spell from the book.

Overwhelming Necrosis. While holding his spellbook, damage from Vesper’s Wizard spells and Wizard features ignores Resistance to Necrotic damage.

Resourceful. Vesper gains Heroic Inspiration whenever he finishes a Long Rest.

Ritual Adept. Vesper can cast any spell as a Ritual if that spell has the Ritual tag and the spell is in his spellbook. He needn’t have the spell prepared, but he must read from the book to cast a spell in this way.

Somatic Components. Vesper can perform the Somatic components of spells even when he has weapons or a Shield in one or both hands.

Telepathic Connection. While the familiar is within 100 feet of Vesper, he can communicate with it telepathically.

Tough. Vesper’s Hit Point maximum increases by 18.

Undead Thralls. Whenever Vesper starts casting the Animate Dead spell, he can modify it so that the spell’s effective level is increased by 1. In addition, whenever he casts a Necromancy spell using a spell slot that creates or summons an Undead, the Undead gains the benefits below.

  • Undead Fortitude. The Undead’s Hit Point maximum and current Hit points increase by a number equal to the level of the spell slot used plus 5 for the duration of the spell.
  • Withering Strike. Whenever the Undead hits a creature with an attack roll, the Undead deals an extra 5 Necrotic damage.

MAGIC ITEMS

Failed Philosopher’s Stone. This 1-inch-diameter Ruby of the War Mage allows Vesper to use a Simple or Martial weapon as a Spellcasting Focus for his spells. For this property to work, he must attach the ruby to the weapon by pressing the ruby against it for at least 10 minutes. Thereafter, the ruby can’t be removed unless Vesper detaches it as a Magic action, the weapon is destroyed, or his Attunement to the ruby ends.

Recompense. This Returning Handaxe grants a +1 bonus to attack and damage rolls made with it, and it returns to Vesper’s hand immediately after he uses it to make a ranged attack roll.


ACTIONS

Recompense. Melee or Ranged Attack Roll: +4 to hit, reach 5 feet or range 20/60 feet. Hit: 3 (1d6) Slashing damage. The weapon returns to Vesper’s hand immediately after he uses it to make a ranged attack roll. He can use the weapon as a Spellcasting Focus for his spells.

True Strike with Recompense. Melee or Ranged Attack Roll: +9 to hit, reach 5 feet or range 20/60 feet. Hit: 8 (1d6 + 5) Slashing or Radiant damage plus 3 (1d6) Radiant damage. The weapon returns to Vesper’s hand immediately after he uses it to make a ranged attack roll. He can use the weapon as a Spellcasting Focus for his spells.

Magic Initiate (1/Long Rest). Vesper can cast the False Life spell without expending a spell slot.

Spellcasting. Vesper is a 9th level spellcaster. He casts spells using Intelligence as the spellcasting ability (spell save DC 17, +9 to hit with spell attacks). Vesper has the following spells prepared:
Cantrips (at will): Acid Splash, Guidance, Mage Hand, Mending, Mind Sliver, Minor Illusion, Prestidigitation, Spare the Dying, True Strike
1st level (4/Long Rest): Cure Wounds, False Life, Feather Fall ᴿ, Find Familiar, Sanctuary ᴮᴬ, Shield ᴿ
2nd level (3/Long Rest): Darkvision, Mirror Image, Misty Step ᴮᴬ, Suggestion
3rd level (3/Long Rest): Animate Dead, Fireball, Fly, Speak with Dead, Summon Undead
4th level (3/Long Rest): Arcane Eye, Banishment, Polymorph, Stone Shape
5th level (1/Long Rest):

Tinker’s Magic (5/Long Rest). As a Magic action while holding Tinker’s Tools, Vesper can create one item in an unoccupied space within 5 feet of himself, from the provided list: Ball Bearings, Basket, Bedroll, Bell, Blanket, Block and Tackle, Bucket, Caltrops, Candle, Crowbar, Flask, Glass Bottle, Grappling Hook, Hunting Trap, Iron Spikes, Jug, Lamp, Manacles, Net, Oil, Paper, Parchment, Pole, Pouch, Rope, Sack, Shovel, String, Tinderbox, Torch, Vial. The item lasts until you finish a Long Rest, at which point it vanishes.

Undead Thralls (1/Long Rest). Vesper can cast the Animate Dead spell without expending a spell slot.


BONUS ACTIONS

Animate Dead. Vesper controls six Skeletons. He can mentally command any creature he made with the Animate Dead spell if the creature is within 60 feet of him (if Vesper controls multiple creatures, he can command any of them at the same time, issuing the same command to each one). Vesper decides what action the creature will take and where it will move on its next turn, or he can issue a general command, such as to guard a chamber or corridor. If Vesper issues no commands, the creature takes the Dodge action and moves only to avoid harm. Once given an order, the creature continues to follow it until its task is complete.

Telepathic Connection. Vesper can see through his familiar’s eyes and hear what it hears until the start of Vesper’s next turn, gaining the benefits of any special senses it has.


REACTIONS

Reactive Spell. Trigger: When a creature provokes an Opportunity Attack from Vesper by leaving his reach. Response: Vesper casts a spell at the creature rather than making an Opportunity Attack. The spell must have a casting time of one action and must target only that creature.


Skeleton Familiar

Skeletons are reanimated Humanoid bones bearing the equipment they had in life. They have rudimentary faculties and greater agility than zombies and similar shambling corpses. While they aren’t capable of creating plans of their own, they avoid obvious barriers and self-destructive situations.

Medium Undead, Lawful Evil


Armor Class 14; Initiative +3 (13)
Hit Points 13 (2d8 + 4)
Speed 30 feet


STR DEX CON INT WIS CHA
10 16 15 6 8 5
MOD SAV MOD SAV MOD SAV MOD SAV MOD SAV MOD SAV
+0 +0 +3 +3 +2 +2 -2 -2 -1 -1 -3 -3

Vulnerabilities Bludgeoning
Immunities Poison; Exhaustion, Poisoned
Gear Backpack (Handaxe, Light Hammer, Oil (3 flasks), Rations (5 days), Rope, Shovel, Tinderbox), Healer’s Kit, Hooded Lantern, Pouch, Traveler’s Clothes, 2 Waterskins; Weight Carried 49 pounds
Senses Darkvision 60 feet, Passive Perception 9
Languages Understands Common plus one other language but can’t speak
Challenge ¼ (XP 50; Proficiency Bonus +2)


TRAITS

Telepathic Connection. While the familiar is within 100 feet of Vesper, he can communicate with it telepathically.


ACTIONS

Familiar. The familiar rolls its own Initiative and acts on its own turn. A familiar can’t attack, but it can take other actions as normal.


REACTIONS

Telepathic Connection. Trigger: Vesper casts a spell with a range of touch and his familiar is within 100 feet of him. Response: The familiar can deliver the touch.


Skeleton Thrall (3rd Level)

Skeletons are reanimated Humanoid bones bearing the equipment they had in life. They have rudimentary faculties and greater agility than zombies and similar shambling corpses. While they aren’t capable of creating plans of their own, they avoid obvious barriers and self-destructive situations.

Medium Undead, Lawful Evil


Armor Class 14; Initiative +3 (13)
Hit Points 22 (2d8 + 13)
Speed 30 feet


STR DEX CON INT WIS CHA
10 16 15 6 8 5
MOD SAV MOD SAV MOD SAV MOD SAV MOD SAV MOD SAV
+0 +0 +3 +3 +2 +2 -2 -2 -1 -1 -3 -3

Vulnerabilities Bludgeoning
Immunities Poison; Exhaustion, Poisoned
Gear Shortbow, Shortsword; Weight Carried 4 pounds
Senses Darkvision 60 feet, Passive Perception 9
Languages Understands Common plus one other language but can’t speak
Challenge ¼ (XP 50; Proficiency Bonus +2)


ACTIONS

Shortsword. Melee Attack Roll: +5, reach 5 feet. Hit: 6 (1d6 + 3) Piercing damage plus 5 Necrotic damage.

Shortbow. Ranged Attack Roll: +5, range 80/320 feet. Hit: 6 (1d6 + 3) Piercing damage plus 5 Necrotic damage.


Undead Thrall (5th Level)

The spirit resembles an Undead creature with a chosen form, which determines certain details in its stat block. The creature disappears when it drops to 0 Hit Points or when the spell ends. The creature is an ally to Vesper and his allies. In combat, the creature shares Vesper’s Initiative count, but it takes its turn immediately after his. It obeys Vesper’s verbal commands (no action required by him). If he doesn’t issue any, it takes the Dodge action and uses its movement to avoid danger.

Medium Undead, Neutral


Armor Class 17
Hit Points 70 (Ghostly and Putrid only) or 60 (Skeletal only)
Speed 30 feet; Fly 40 feet (hover; Ghostly only)


STR DEX CON INT WIS CHA
12 16 15 4 10 9
MOD SAV MOD SAV MOD SAV MOD SAV MOD SAV MOD SAV
+1 +1 +3 +3 +2 +2 -3 -3 +0 +0 -1 -1

Immunities Necrotic, Poison; Exhaustion, Frightened, Paralyzed, Poisoned
Senses Darkvision 60 feet, Passive Perception 10
Languages Understands the languages that Vesper knows
Challenge None (XP 0; Proficiency Bonus +4)


TRAITS

Festering Aura (Putrid Only). Constitution saving throw (17 DC), any creature (other than Vesper) that starts its turn within a 5-foot Emanation originating from the spirit. Failure: The creature has the Poisoned condition until the start of its next turn.

Incorporeal Passage (Ghostly Only). The spirit can move through other creatures and objects as if they were Difficult Terrain. If it ends its turn inside an object, it is shunted to the nearest unoccupied space and takes 5 (1d10) Force damage for every 5 feet traveled.


ACTIONS

Multiattack. The spirit makes three attacks.

Deathly Touch (Ghostly Only). Melee Attack Roll: +9, reach 5 feet. Hit: 18 (1d8 + 14) Necrotic damage, and the target has the Frightened condition until the end of its next turn.

Grave Bolt (Skeletal Only). Ranged Attack Roll: +9, range 150 feet. Hit: 19 (2d4 + 14) Necrotic damage.

Rotting Claw (Putrid Only). Melee Attack Roll: +9, reach 5 feet. Hit: 17 (1d6 + 14) Slashing damage. If the target has the Poisoned condition, it has the Paralyzed condition until the end of its next turn.


FFL-LAM Firefly

FFL-LAM Firefly

Mass: 30 tons
Chassis: Earthwerks FFL
Power Plant: General Motors 150 Fusion Engine
Cruising Speed: 54 kph
Maximum Speed: 86 kph
Jump Jets: Lexington Lifters
    Jump Capacity: 120 meters
Armor: StarSlab/1 with CASE
Armament:
    3 Martell Medium Lasers
    1 Coventry Five-Tube LRM 5
Manufacturer: Coventry/Earthwerks Combine
    Primary Factory: Terra
Communications System: Datacom 18
Targeting and Tracking System: RadCom TXX

* FFL-LAM_FILE_NOT_FOUND *
Up in the sky!
* DATA_ACCESS_FAILURE *
It’s an Aerospace Fighter!
* FILE_INTEGRITY_ERROR *
It’s a BattleMech!
* CORRUPTED_DATA_BACKUP *
No, it’s a Land-Air BattleMech!

Tech Base: Inner Sphere [D/D-E-F-F]
Role: Striker
Battle Value: 1,031
Cost: 2,440,100 C-Bills

Equipment                                                                 Mass
Internal Structure:                                                         3
Engine:                               150                                  5.5
    Walking MP:                        5
    Running MP:                        8
    Jumping MP:                        4
    AirMech Waking MP:                 2
    AirMech Running MP:                3
    AirMech Cruising MP:              12
    AirMech Flanking MP:              18
    Safe Thrust:                       4
    Max Thrust:                        6

Heat Sinks:                         10 [20]                                 0
Gyro:                                                                       2
Cockpit:                                                                    3
Fuel:                                  80                                   0
Structural Integrity:                  10
Armor Factor:                          80                                   5
                                   Internal             Armor
                                   Structure            Value
    Head                               3                  8
    Center Torso                      10                 12
    Center Torso (rear)                                   4
    L/R Torso                          7                  8
    L/R Torso (rear)                                      3
    L/R Arm                            5                  7
    L/R Leg                            7                 10

Weapons and Ammo                   Location           Critical            Mass
Medium Laser                          RT                  1                 1
Medium Laser                          CT                  1                 1
Medium Laser                          LT                  1                 1
LRM-5                                 LT                  1                 1
Ammo (LRM-5) 24                       LT                  1                 1
CASE                                  LT                  1                0.5
2 Jump Jets                           RL                  2                 1
2 Jump Jets                           LL                  2                 1

Beauty and the Beast

Beauty and the Beast

In a desperate bid to increase her social standing within Dracula’s Court, a Noble Strigoi has agreed to supervise the destructive rampage of a Monstrous Stryx. Aware of the lethal jeopardy if control was lost, the Noble Strigoi has chosen replaceable resources, such as Starved Dhampir, to assist with guiding the creature without endangering herself. Thus far results have proven satisfactory and if the raid of an enemy stronghold proves successful, the Noble Strigoi hopes to impress Lord Dracula with her diligence.

Leader Noble Strigoi 21 dt
Heroes Monstrous Stryx 40 dt
Henchmen Starved Dhampir, Starved Dhampir 14 dt

Noble Strigoi

Action Life Will Command Size
3 13 0 4 30mm
MOV DEX ATK PRO MND
5 5 4 4 4
Fangs Range Evasion Damage Penetration
0″

Character Abilities:
Expert Offence (3), Frenzied, Vampiric Attack (2)

Command Abilities:
Blood Frenzy (AURA Command Ability): Until the end of the round, any friendly characters with the Vampire keyword within Line of Sight increase their Vampiric Attack by 1 to a maximum of 2.

Necrotic Mist (PULSE Command Ability): All friendly characters with the Vampire keyword within 6″ receive a Hidden counter.

Unique Abilities:
Bloodline: All friendly characters with the Vampire keyword in line of sight to this character gain Companion (Noble Strigoi).

Sanguine Sabotage: The Noble Strigoi has infiltrated the opponent’s gang to take them down from within. Whenever an enemy character uses a Command within 6″ of this character, roll a dice. On a 7+ the Command costs an extra Command Point if possible.

Keywords:
Faction (Strigoi), Leader, Vampire


Monstrous Stryx

Action Life Will Command Size
2 30 75mm
MOV DEX ATK PRO MND
6 3 5 2 2
Monstrous Claws Range Evasion Damage Penetration
0″ +2 -2
Baleful Screech Range Evasion Damage Penetration
Blast, Harmless, Stun 6″ -2

Character Abilities:
Bulky, Flight, Frenzied, Mindless, Slippery, Vampiric Attack (2)

Unique Abilities:
Aerial Aggression: When this character moves into base contact with an enemy character that is either 3″ above or 3″ below it at the start of the action, that enemy character skips their Protection roll for this character’s Attack of Opportunity.

Rip and Tear: When this character makes a Combat action with Monstrous Claws against an enemy character with full Life Points, for the rest of this character’s activation, it may re-roll any failed dice for Combat actions against that enemy character.

Serpentine: This character is able to move through spaces smaller than its base to a minimum of 2″. It must be able to fit where it ends its turn.

Keywords:
Faction (Strigoi), Hero, Unique, Vampire


Starved Dhampir

Action Life Will Command Size
2 10 0 0 30mm
MOV DEX ATK PRO MND
4 3 3 2 1
Fangs Range Evasion Damage Penetration
0″

Character Abilities:
Frenzied, Vampiric Attack (2)

Unique Abilities:
Rejuvenated: This character starts the game with only 5 Life Points remaining. However, if they start any turn with 6 or more Life Points, they increase their MOVEMENT, DEXTERITY, ATTACK, and MIND by 1 until the start of their next turn.

Keywords:
Faction (Strigoi), Henchman, Vampire

Strigoi True Ancestors

Strigoi True Ancestors

Rule updates since the release of Blood in the Water made it possible to field Vlad Dracula, Ceres, Cibele, and Miriam — the sovereigns of the Strigoi faction — at a mere 100 Ducats. Though the Strigoi faction has suffered significant nerfs since their initial debut, the Vampire King and his Brides continue to maintain deadly melee supremacy. This gang intends for Vlad Dracula to punch through enemy lines, obliterate opposition, and create opportunities the Brides can exploit for further havoc. Keep in mind that African Bewitching, Eastern Swiftness, and Romani Fury do not need contact or line of sight to function. The progenitor vampires are attended by a Highborn Servant to provide ranged support and increased Equipment usage.

Leader Vlad Dracula 27 dt
Heroes Highborn Servant 13 dt
Henchmen Ceres, Cibele, Miriam 57 dt
Equipment Bottled Courage, Flashbang 3 dt

Vlad Dracula

Action Life Will Command Size
3 15 0 5 30
MOV DEX ATK PRO MND
4 5 5 5 5
Wallachian Halberd Range Evasion Damage Penetration
Two-handed 2″ +1 -2

Character Abilities:
Expert Offence (2), Expert Protection (2), Frenzied

Command Abilities:
Necrotic Mist (PULSE Command Ability): All friendly characters with the Vampire keyword within 6″ receive a Hidden counter.

Transformation (PULSE Command Ability): Remove this character and place it anywhere on solid ground within 8″. This placement cannot be in base contact with an enemy character, and does not count as disengaging.

Unique Abilities:
Connoisseur: Vlad will not drink the blood of just anyone. When attacking a character with the Hero keyword, he gains Vampiric Attack (1). When attacking a character with the Leader keyword, he gains Vampiric Attack (3).

Master Bloodline: All friendly characters with the Vampire keyword in line of sight to this character gain Bodyguard (Vlad Dracula) and Companion (Vlad Dracula).

Keywords:
Faction (Strigoi), Leader, Unique, Vampire


Cebele

Action Life Will Command Size
2 12 0 1 30
MOV DEX ATK PRO MND
5 5 4 2 5
Fangs Range Evasion Damage Penetration
0″

Character Abilities:
Concealment (+2), Frenzied, Infiltration, Slippery, Vampiric Attack (2)

Command Abilities:
Necrotic Mist (PULSE Command Ability): All friendly characters with the Vampire keyword within 6″ receive a Hidden counter.

Romani Fury (PULSE Command Ability): Every friendly character with the Bride Keyword gains Expert Offence (3) until the end of the round.

Unique Abilities:
Procession of Brides: While building your Gang, if it contains Vlad Dracula, this character counts as having the Henchman keyword instead of the Hero keyword for the purposes of Frequency.

Keywords:
Faction (Strigoi), Hero, Unique, Vampire, Bride


Ceres

Action Life Will Command Size
2 12 0 1 30
MOV DEX ATK PRO MND
5 5 4 2 5
Fangs Range Evasion Damage Penetration
0″

Character Abilities:
Expert Sorcerer (1), Frenzied, Mage (2), Vampiric Attack (1)

Command Abilities:
African Bewitching (PULSE Command Ability): Every friendly character with the Bride keyword gains Stunned on their weapons until the end of the round.

Necrotic Mist (PULSE Command Ability): All friendly characters with the Vampire keyword within 6″ receive a Hidden counter.

Unique Abilities:
Procession of Brides: While building your Gang, if it contains Vlad Dracula, this character counts as having the Henchman keyword instead of the Hero keyword for the purposes of Frequency.

Keywords:
Faction (Strigoi), Hero, Unique, Vampire, Bride, Discipline (Runes of Sovereignity, Blood Rites, Fateweaving)


Miriam

Action Life Will Command Size
2 12 0 4 30
MOV DEX ATK PRO MND
5 5 4 2 5
Fangs Range Evasion Damage Penetration
0″

Character Abilities:
Frenzied, Vampiric Attack (1)

Command Abilities:
Eastern Swiftness (PULSE Command Ability): Every friendly character with the Bride keyword gains 1 AP until the end of the round.

Necrotic Mist (PULSE Command Ability): All friendly characters with the Vampire keyword within 6″ receive a Hidden counter.

Unique Abilities:
Procession of Brides: While building your Gang, if it contains Vlad Dracula, this character counts as having the Henchman keyword instead of the Hero keyword for the purposes of Frequency.

Sisters of Gelo: This character replenishes 1 Command Point at the start of each character turn if it has line of sight to any other friendly character with the Bride Keyword.

Keywords:
Faction (Strigoi), Hero, Unique, Vampire, Bride


Highborn Servant

Action Life Will Command Size
2 12 2 30
MOV DEX ATK PRO MND
4 4 4 3 1
Pistol Range Evasion Damage Penetration
Black Powder, Reload (2) 8″ +1 -1
Sword Range Evasion Damage Penetration
0″ +1 -1

Character Abilities:
Companion (Vampire), Parry (1)

Unique Abilities:
Bankroll: For every character with this ability in your gang at the start of the round, select a different piece of Equipment that you have already used. You may use this piece of Equipment once more this round.

Keywords:
Faction (Strigoi), Hero

Omenblade Inheritor

Omenblade Inheritor

“I could provide guaranteed safe passage through the Porcelain Forest. Of course such perilous wayfinding would not be done out of mere generosity.”

Zaisetsu was an orphan raised by itinerant mercenaries known as the Shadowfrost Clan. Throughout his youth, as the regiment fought across lucrative battlefield after lucrative battlefield, Zaisetsu learnt to master the swordsmanship ubiquitous in opposing armies. He would later come into possession of an ancient blade that promised incalculable power in exchange for slaughter in its name. The deal was struck, and though in time Zaisetsu realized the magnitude of his mistake, he adheres to his end of the bargain so long as the sword maintains its role in kind.

Medium Humanoid (Human), Lawful Evil


Armor Class 20; Initiative +6 (16)
Hit Points 167 (17d8 + 1d10 + 36 + 36)
Speed 30 feet; Water Walk


STR DEX CON INT WIS CHA
15 10 14 8 13 22
MOD SAV MOD SAV MOD SAV MOD SAV MOD SAV MOD SAV
+2 +10 +0 +2 +2 +10 -1 +1 +1 +9 +6 +8

Skills Athletics +8, Intimidation +12, Perception +13, Stealth +6, Survival +7; Cartographer’s Tools
Gear Worn Bandolier with 6 Potions of Greater Healing, Mithral-Thread Raiment, Ōdachi of the Heavenly Demon, Pouch with Ruby Dust worth 3000 GP, Pouch with 272 GP coins, Saya of the Heavenly Demon, Shadowfrost Haori, Shadowfrost Signet Ring, Traveler’s Clothes, Waterstrider Technique; Weight Worn 130 pounds
Gear Carried Backpack, Bedroll, Cartographer’s Tools, Gilded Ladle worth 500 GP, Ink, Ink Pen, Locking Spellbook, Map Case with 5 Parchment Maps, Mirror worth 1000 GP, Perfume, Rations (5 days), Scroll Case with 2 Scrolls of Prestidigitation, Ten Thousand Precepts, Traveler’s Clothes, 2 Waterskins; Weight Carried 57 pounds
Senses Blindsight 10 feet, Truesight 30 feet, Passive Perception 23, Passive Investigation 9, Passive Insight 11
Languages Common, Draconic, Giant
Challenge 15 (XP 13,000; Proficiency Bonus +6)


TRAITS

Curse Magic. When a creature that Zaisetsu cursed with the Hex spell hits him with an attack roll, the creature takes 6 Psychic damage. A creature takes this damage only once per turn.

Exploit Opening. When Zaisetsu rolls damage for an Opportunity Attack, he can roll the damage dice twice and use either roll against the target.

Family First. If Zaisetsu has Heroic Inspiration when he rolls Initiative, he can expend it to give himself and his allies Advantage on that Initiative roll.

Hex Restoration. Zaisetsu regains one expended use of Hexblade’s Curse when he finish a Short Rest or uses his Magical Cunning feature.

Initiative Swap. Immediately after Zaisetsu rolls Initiative, he can swap his Initiative with the Initiative of one willing ally in the same combat. Zaisetsu can’t make this swap if he or the ally has the Incapacitated condition.

Lifedrinker. Once per turn when Zaisetsu hits a creature with his pact weapon, Zaisetsu can deal an extra 3 (1d6) Necrotic, Psychic, or Radiant damage to the creature, and expend one of his Hit Point Dice to roll it and regain 6 (1d8 + 2) Hit Points.

Luck Points (6/Long Rest). Zaisetsu has 6 Luck Points that he can spend on the benefits below.

  • Advantage. When Zaisetsu rolls a d20 for a D20 Test, he can spend 1 Luck Point to give himself Advantage on the roll.
  • Disadvantage. When a creature rolls a d20 for an attack roll against Zaisetsu, Zaisetsu can spend 1 Luck Point to impose Disadvantage on that roll.

Resourceful. Zaisetsu gains Heroic Inspiration whenever he finishes a Long Rest.

Tough. Zaisetsu’s Hit Point maximum increases by 36.

Unyielding Will. When he succeeds on a saving throw to maintain Concentration, each creature of Zaisetsu’s choice in a 10-foot Emanation originating from Zaisetsu takes 7 (2d6) Necrotic damage. Once Zaisetsu uses this benefit, he can’t do so again until the start of his next turn.

Unyielding Will (1/Long Rest). When Zaisetsu fails a saving throw to maintain Concentration, he can choose to succeed instead, and Zaisetsu gains 22 (1d10 + 17) Temporary Hit Points.

Versatile Merc. When Zaisetsu finishes a Long Rest, choose a skill in which he has proficiency. Zaisetsu has Expertise in that skill until he finishes his next Long Rest.


MAGIC ITEMS

Mithral-Thread Raiment. This Mithral Plate Armor does not impose Disadvantage on Dexterity (Stealth) checks or have a Strength requirement.

Ōdachi of the Heavenly Demon. This Adamantine Greatsword grants a +2 bonus to attack and damage rolls made with it. In addition, when it hits an object, the hit is a Critical Hit.

Potion of Greater Healing (6). Zaisetsu can drink this potion or administer it to another creature within 5 feet of himself. The creature that drinks this potion regains 14 (4d4 + 4) Hit Points. When Zaisetsu casts the Tasha’s Bubbling Cauldron spell again, the potion disappears if not consumed.

Saya of the Heavenly Demon. While holding this Rod of the Pact Keeper, Zaisetsu gains a +2 bonus to spell attack rolls and to the saving throw DCs of his Warlock spells. In addition, Zaisetsu can regain one spell slot as a Magic action while holding the rod. He can’t use this property again until he finishes a Long Rest.

Scroll of Prestidigitation (2). Zaisetsu can read the scroll and cast the Prestidigitation spell. Once the spell is cast, the scroll crumbles to dust. If the casting is interrupted, the scroll isn’t lost.

Shadowfrost Haori. Zaisetsu gains a +1 bonus to Armor Class and saving throws while he wears this Cloak of Protection.

Shadowfrost Signet Ring. Zaisetsu gains a +1 bonus to Armor Class and saving throws while he wears this Ring of Protection.

Ten Thousand Precepts. Zaisetsu studied this Tome of Leadership and Influence contents and practiced its guidelines, increasing his Charisma by 2.

Waterstrider Technique. While wearing this Ring of Water Walking, Zaisetsu casts the Water Walk spell from it, targeting only himself.


ACTIONS

Devouring Blade. Zaisetsu gains the Extra Attack feature for his pact weapon. With that feature, he can attack thrice with the weapon instead of once when he takes the Attack action on his turn.

Pact Weapon: Ōdachi of the Heavenly Demon. Melee Attack Roll: +14 to hit, reach 5 feet. Hit: 21 (2d6 + 14) Necrotic, Psychic, Radiant, or Slashing damage. Whenever this weapon hits an object, the hit is a Critical Hit. If Zaisetsu’s attack roll misses a creature with this weapon, he deals 6 Necrotic, Psychic, Radiant, or Slashing damage.

Eldritch Blast. Spell Attack Roll: +14 to hit, range 120 feet. Hit: 11 (1d10 + 6) Force damage. The spell creates four beams. Zaisetsu can direct the beams at the same target or at different ones. Make a separate attack roll for each beam.

Contact Patron (1/Long Rest). Zaisetsu casts the Contact Other Plane spell without expending a spell slot to contact his patron, and Zaisetsu automatically succeeds on the spell’s saving throw.

Hex (1/Long Rest). Zaisetsu casts the Hex spell without expending a spell slot.

Magical Cunning (1/Long Rest). Zaisetsu performs an esoteric rite for 1 minute, regaining up to 2 expended Pact Magic spell slots.

Pact Magic. Zaisetsu is an 18th level spellcaster. He casts spells using Charisma as the spellcasting ability (spell save DC 22, +14 to hit with spell attacks). He can use his pact weapon as a Spellcasting Focus.
Cantrips (at will): Chill Touch, Eldritch Blast, Mage Hand, Minor Illusion
5th level (4/Short Rest): Animate Objects, Arcane Vigor ᴮᴬ, Armor of Agathys ᴮᴬ, Banishment, Bestow Curse, Conjure Barrage, Contact Other Plane, Counterspell ᴿ, Dimension Door, Dispel Magic, Fly, Freedom of Movement, Hex ᴮᴬ, Hunger of Hadar, Invisibility, Major Image, Misty Step ᴮᴬ, Remove Curse, Scrying, Shield ᴿ, Staggering Smite ᴮᴬ, Steel Wind Strike, Suggestion, Synaptic Static, Wrathful Smite
6th level (1/Long Rest): Tasha’s Bubbling Cauldron
7th level (1/Long Rest): Forcecage
8th level (1/Long Rest): Befuddlement
9th level (1/Long Rest): Foresight

Saya of the Heavenly Demon (1/Long Rest). Zaisetsu regains one spell slot as a Magic action.


BONUS ACTIONS

Harrowing Hex. After Zaisetsu casts a level 1+ spell that has a casting time of an action, he can make one attack with a weapon.

Hexblade’s Curse (6/Long Rest). Choose one creature Zaisetsu can see within 30 feet of himself. The target is cursed for 1 minute, during which Zaisetsu gains the benefits below. The curse ends early if Zaisetsu uses this feature again, if he dismiss it (no action required), or dies. When he casts a spell using a spell slot that curses a target, Zaisetsu can use his Hexblade’s Curse as a part of casting that spell instead of taking a Bonus Action. When he does so, the target of the spell is the target of Zaisetsu’s Hexblade’s Curse, and Hexblade’s Curse’s duration is either 1 minute or the spell’s duration, whichever is longer. In addition, Zaisetsu gains the benefits below:

  • Hungering Hex. When the target cursed by his Hexblade’s Curse drops to 0 Hit Points, Zaisetsu regains 12 (1d8 + 8) Hit Points.
  • Accursed Shield. While Zaisetsu isn’t wearing armor or wielding a Shield, he gains a +2 bonus to Armor Class while he is within 10 feet of the target cursed by his Hexblade’s Curse.
  • Hindering Curse. When Zaisetsu hits the target cursed by his Hexblade’s Curse with an attack roll, the target has Disadvantage on the next saving throw it makes before the start of Zaisetsu’s next turn.
  • Inescapable Hex. When the target of his Hexblade’s Curse ends its turn 30 feet or further from Zaisetsu, Zaisetsu can move up to 30 feet straight toward the target.
  • Accursed Critical. Any attack roll Zaisetsu makes against the target cursed by his Hexblade’s Curse scores a Critical Hit on a roll of a 19 or 20 on the d20.
  • Explosive Hex (1/Long Rest). When he deals damage to the target cursed by his Hexblade’s Curse, Zaisetsu can cause his curse to explode with sinister energy. The target and each creature of Zaisetsu’s choice in a 30-foot Emanation originating from the target takes 10 (3d6) Necrotic, Psychic, or Radiant damage (Zaisetsu’s choice), and their Speed is reduced by 10 feet until the start of Zaisetsu’s next turn.

Hew. Immediately after Zaisetsu scores a Critical Hit with a Melee weapon or reduces a creature to 0 Hit Points with one, he can make one attack with the same weapon.

Pact of the Blade. Zaisetsu can conjure a pact weapon in his hand – a Simple or Martial Melee weapon of his choice with which he bonds – or create a bond with a magic weapon he touches. Zaisetsu can’t bond with a magic weapon if someone else is attuned to it or another Warlock is bonded with it. Until the bond ends, Zaisetsu has proficiency with the weapon, and he can use it as a Spellcasting Focus. Zaisetsu’s bond with the weapon ends if he uses this feature again, if the weapon is more than 5 feet away from him for 1 minute or more, or if he dies. A conjured weapon disappears when the bond ends.

Second Wind (2/Long Rest). Zaisetsu regains 6 (1d10 + 1) Hit Points.


REACTIONS

Armor of Hexes. Trigger: Zaisetsu takes damage from the target cursed by his Hexblade’s Curse. Response: Zaisetsu reduces the damage taken by 17.

Retaliate. Trigger: A creature within 5 feet of Zaisetsu hits him with a melee attack. Response: Immediately after Zaisetsu makes an Opportunity Attack against that creature.