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Einbach Wintergate

Einbach Wintergate

“Too old for this.”

No one could foresee, Einbach least among them all, that the chance encounter with a dragon hatchling would manifest a permanent psychic bond. A decorated veteran guardsman, Einbach was anticipating retirement after fifty years of militia service. He must now enlist into the ranks of the kingdom’s prestigious Royal Knights of the Dragon as the oldest new recruit in memorable history. It is both an incredible honor and a most unfortunate obligation.

Medium Humanoid (Human), Lawful Neutral


Armor Class 18; Initiative +2 (12)
Hit Points 28 (3d10 + 6)
Speed 30 feet


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

Skills Animal Handing +2, Athletics +5, Investigation +5, Perception +2, Survival +2; Dragonchess Set
Gear Moon-Touched Longsword, Shield, Chain Mail Armor, Traveler’s Clothes
Senses Passive Perception 12
Languages Common, Draconic, Elvish, Undercommon
Challenge 2 (450 XP; Proficiency Bonus +2)


TRAITS

Dragon Companion. Einbach is psionically bonded to a dragon hatchling. This bond irrevocably transforms both dragon and knight, allowing the dragon to grow in strength alongside its partner knight.

Grimfang

Einbach is bonded to a dragon hatchling who serves as his companion. The dragon is Friendly to him, his allies, and obeys Einbach’s commands. In combat, the dragon acts during Einbach’s turn. It can move and use its Reaction on its own, but the only action it takes is the Dodge action unless Einbach takes a Bonus Action to command it to take an action. If Einbach has the Incapacitated condition, the dragon acts on its own and isn’t limited to the Dodge action.

Small Dragon, Neutral


Armor Class 16
Hit Points 16 (3d6)
Speed 30 feet, Fly 30 feet, Swim 30 feet


STR DEX CON INT WIS CHA
16 16 12 8 13 10
MOD SAV MOD SAV MOD SAV MOD SAV MOD SAV MOD SAV
+3 +3 +3 +3 +1 +1 -1 -1 +1 +1 +0 +0

Senses Darkvision 60 feet, Passive Perception 11
Languages Understands Common, Elvish, Sylvan; Telepathy 30 feet
Challenge None (XP 0; Proficiency Bonus +2)


TRAITS

Amphibious. The dragon can breathe both air and water.

Resurrecting the Dragon. If the dragon companion has died within the last hour, Einbach can take a Magic action to touch the dragon and expend a use of his Second Wind. The dragon returns to life after 1 minute with all its Hit Points restored. Otherwise, Einbach can perform a 1-hour ceremony to resurrect the dragon; this ceremony can be performed as part of a Short or Long Rest.

Stalwart Bond. Add 1 to any ability check or saving throw the dragon makes.


ACTIONS

Rend. Melee Attack Roll: +6, reach 5 feet. Hit: 6 (1d6 + 3) Force damage.

Gravity Breath (2/Day). Constitution Saving Throw: DC 13, each creature in a 15-foot Cone. Failure: The target is either pulled up to 15 feet straight toward the dragon or pushed 15 feet straight away from the dragon (Einbach’s choice).

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

Knightly Envoy. Einbach can cast the Comprehend Languages spell but only as a Ritual. Intelligence is his spellcasting ability for it.

Lizard Familiar. Einbach has the service of a familiar, a spirit that takes an animal form. The familiar acts independently of Einbach, but it obeys his commands. Einbach can’t have more than one familiar at a time.

Swiftscale

The lizard familiar is an ally to Einbach and his allies. It rolls its own Initiative and acts on its own turn. A lizard familiar can’t attack, but it can take other actions as normal.

Tiny Fey, Unaligned


Armor Class 10
Hit Points 2 (1d4)
Speed 20 feet, Climb 20 feet


STR DEX CON INT WIS CHA
2 11 10 1 8 3
MOD SAV MOD SAV MOD SAV MOD SAV MOD SAV MOD SAV
-4 -4 +0 +0 +0 +0 -5 -5 -1 -1 -4 -4

Senses Darkvision 30 feet, Passive Perception 9
Languages None
Challenge None (XP 0; Proficiency Bonus +2)


TRAITS

Familiar. When the familiar drops to 0 Hit Points, it disappears. The familiar reappears after Einbach casts the Find Familiar spell again. As a Magic action, Einbach can temporarily dismiss the familiar to a pocket dimension. As a Magic action while the familiar is temporarily dismissed, Einbach can cause it to reappear in an unoccupied space within 30 feet of Einbach. Whenever the familiar drops to 0 Hit Points or disappears into the pocket dimension, the familiar leaves behind in its space anything it was wearing or carrying.

Spider Climb. The lizard can climb difficult surfaces, including along ceilings, without needing to make an ability check.

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

Magic Initiate. Einbach’s spellcasting ability is Intelligence (spell save DC 13, +5 to hit). He regains all expended spell slots when he finishes a Short or Long Rest. Einbach knows the following Wizard spells:
Cantrips (at will): Minor Illusion, Ray of Frost
1st level (1/Rest): Find Familiar

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


ACTIONS

Action Surge. On his turn, Einbach can take one additional action, except the Magic action. He can use this feature 1 time until he finishes a Short or Long Rest.

Moon-Touched Sword. Melee Attack Roll: +5, reach 5 feet. Hit: 9 (1d8 + 5) Slashing damage. Sap: If Einbach hits a creature with this weapon, that creature has Disadvantage on its next attack roll before the start of Einbach’s next turn. In Darkness, the unsheathed blade of this weapon sheds moonlight, creating Bright Light in a 15-foot radius and Dim Light for an additional 15 feet.

Ray of Frost. Spell Attack Roll: +5 to hit, range 60 feet. Hit: 4 (1d8) Cold damage. On a hit the target’s Speed is reduced by 10 feet until the start of Einbach’s next turn.


BONUS ACTIONS

Second Wind. Einbach can regain 8 Hit Points (1d10 + 3). He can use this 2 times per Long Rest, and can regain one expended use when he finishes a Short Rest.

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

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