| Boreäs Blakthörn |
“I’ve fought and killed thousands of misbegotten creatures. Let’s rejoice that today I’m here to fight and kill you.”
Sold to mercenaries as a child soldier, Blakthörn would survive impossible odds and become a renown veteran. To list his campaigns is reciting tales of legends: he fought in the throne room of the Naga King during the Battle of the Serpent Kingdoms, he stood alongside the Silver Crusade in the Last Requiem against the Ghoul Horde, 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 dead from execution in the Old Sea Vortex that he found freedom.
Medium Humanoid (Human), Chaotic Neutral
Armor Class 25 (+3 Plate Armor, Shield); Initiative +5 (15)
Hit Points 220 (18d10 + 72 + 36)
Speed 30 feet, Climb 30 feet, Swim 30 feet
| STR | DEX | CON | INT | WIS | CHA | ||||||
| 20 | 8 | 13 / 19 | 12 | 20 | 10 | ||||||
| MOD | SAV | MOD | SAV | MOD | SAV | MOD | SAV | MOD | SAV | MOD | SAV |
| +5 | +11 | -1 | -1 | +4 | +10 | +1 | +1 | +5 | +5 | +0 | +0 |
Skills Animal Handling +11, Athleticsᴱ +17, Insightᴱ +17, Nature +7, Perceptionᴱ +17, Survivalᴱ +11; Carpenter’s Tools
Gear Amulet of Health, Backpack (Bedroll, Rations (5 days), Tinderbox, Traveler’s Clothes, and 2 Waterskins), Druidic Focus, +3 Plate Armor, Pouch (Diamond worth 5000 GP, 2 Diamonds worth 1000 GP each, 3 Diamonds worth 300 GP each, Jeweled Platinum Ring worth 7500 GP, and 168 GP coins), Returning Handaxe of Sharpness, Shield, and Traveler’s Clothes; Weight Carried 119 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.
MAGIC ITEMS
Amulet of Health. Blakthörn’s Constitution is 19 while he wears this amulet. It has no effect on him if his Constitution is 19 or higher without it.
Oil of Sharpness. One vial of this oil can coat one Melee weapon or twenty pieces of ammunition, but only ammunition and Melee weapons that are nonmagical and deal Slashing or Piercing damage are affected. Applying the oil takes 1 minute, after which the oil magically seeps into whatever it coats, turning the coated weapon into a +3 Weapon or the coated ammunition into +3 Ammunition.
+3 Plate. Blakthörn has a +3 bonus to Armor Class while wearing this armor.
Returning Handaxe. This magic weapon grants a +3 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.
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.
Returning Handaxe. 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.
| Primal Companion |
“SCREEEE!”
Blakthörn’s bloodthirsty Primal Companion is Malevolence: an amalgamation of different creatures Blakthörn has fought in dire combat. It combines the deadliest traits of multiple beasts into an ultimate apex predator. For this reason, Malevolence maintains a similar form in all 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 17; Initiative +2 (12)
Hit Points 90 (Beast of the Land, Beast of the Sea) or 72 (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)
| STR | DEX | CON | INT | WIS | CHA | ||||||
| 14 | 14 | 15 | 8 | 14 | 11 | ||||||
| MOD | SAV | MOD | SAV | MOD | SAV | MOD | SAV | MOD | SAV | MOD | SAV |
| +8 | +8 | +8 | +8 | +8 | +8 | +5 | +5 | +8 | +8 | +6 | +6 |
(Beast of the Sky)
| STR | DEX | CON | INT | WIS | CHA | ||||||
| 6 | 16 | 13 | 8 | 14 | 11 | ||||||
| MOD | SAV | MOD | SAV | MOD | SAV | MOD | SAV | MOD | SAV | MOD | SAV |
| +4 | +4 | +9 | +9 | +7 | +7 | +5 | +5 | +8 | +8 | +6 | +6 |
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.
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.

“There are many who consider the club to be crude. An inelegant instrument only paleolithic savages would utilize in battle. Those are who I find most enjoyable to enlighten.”
“Those who seek power for the sake of power are inevitably enslaves to power.”
“Surrender peacefully and I vow you will remain dead.”
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.
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.
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.
Mass: 30 tons
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








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

Mass: 80 tons
Tech Base: Inner Sphere [E/X-X-F-E]
Role: Scout
Battle Value: 1,884
Cost: 30,641,370 C-Bills
Equipment Mass
Internal Structure: 8
Engine: 400 XL 26.5
Walking MP: 5
Running MP: 8 [10]
Jumping MP: 3
Heat Sinks: 16 [32] 6
Gyro: 4
Cockpit: 3
Armor Factor (Stealth): 160 10
Internal Armor
Structure Value
Head 3 9
Center Torso 25 25
Center Torso (rear) 6
L/R Torso 17 20
L/R Torso (rear) 5
L/R Arm 13 15
L/R Leg 17 20
Weapons and Ammo Location Critical Mass
Light PPC RA 2 3
Light PPC RT 2 3
Bloodhound Active Probe RT 3 2
Jump Jet RT 1 1
Small Laser HD 1 0.5
Supercharger CT 2 3
Jump Jet CT 1 1
Light PPC LT 2 3
Angel ECM Suite LT 2 2
Jump Jet LT 1 1
Light PPC LA 2 3
Stealth Armor RA/RT/RL/LT/LA/LL 2/2/2/2/2/2 -
Mass: 80 tons
Tech Base: Inner Sphere [E/X-X-F-F]
Role: Scout
Battle Value: 2,193
Cost: 28,630,200 C-Bills
Equipment Mass
Internal Structure: 8
Engine: 320 XL 11.5
Walking MP: 4
Running MP: 6 [8]
Jumping MP: 6
Heat Sinks: 10 [20] 0
Gyro: 4
Cockpit (Torso-Mounted): 4
Armor Factor (Light Ferro): 203 12
Internal Armor
Structure Value
Head 3 9
Center Torso 25 30
Center Torso (rear) 12
L/R Torso 17 20
L/R Torso (rear) 8
L/R Arm 13 20
L/R Leg 17 28
Weapons and Ammo Location Critical Mass
PPC RA 3 7
Supercharger RT 1 1.5
3 Improved Jump Jets RT 6 6
Bloodhound Active Probe HD 3 2
Ammo (Gauss Rifle) 8 LT 1 1
3 Improved Jump Jets LT 6 6
Gauss Rifle LA 7 15
Ammo (Gauss Rifle) 8 LA 1 1
CASE II LA 1 1
Chameleon LPS RA/RT/RL/LT/LA/LL 1/1/1/1/1/1 -