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Abraxas of Wintergate

Abraxas of Wintergate

“Can you hear the Voices too!?”

The Commonwealth is offering a reward of up to 10,000 gold coins for the execution of Archlord Abraxas of Wintergate. Abraxas was last known to be in the Lawless Territories and may have traveled to the Dominion or the Imperium. Abraxas is wanted for his involvement in the murder of fifteen aristocrats within the Commonwealth Palace. Castle Guards discovered the bodies of the victims covered with multiple acid burns and slash wounds. If you have evidence of this person’s death, please bring proof to the nearest Commonwealth Garrison.

Medium Humanoid (Tiefling), Chaotic Neutral


Armor Class 18, Initiative +2 (12)
Hit Points 165 (18d8 + 72) plus 24 Temporary Hit Points
Speed 30 feet


STR DEX CON INT WIS CHA
14 14 14 10 8 22
MOD SAV MOD SAV MOD SAV MOD SAV MOD SAV MOD SAV
+2 +2 +2 +2 +2 +2 +0 +0 -1 +5 +6 +12

Skills Athletics +14, Arcana +12, Deception +18, Performance +12, Stealth +14; Dice Set, Flute
Gear Arcane Focus (medallion), Book (occult lore), Breastplate Armor +2, Flute, Jewelry (worth 1000 gold pieces), Noble’s Outfit, Scythe +2, Signet Ring
Resistances Poison
Senses Darkvision 60 feet, Passive Perception 12
Languages Common, Elvish, Orc
Challenge 12 (7,200 XP; Proficiency Bonus +6)


TRAITS

Bolstering Performance. After a Short or Long Rest, give a performance. Up to six allies (which can include Abraxas) within 30 feet of Abraxas gains 24 Temporary Hit Points.

Combat Inspiration. A creature that has a Bardic Inspiration die from Abraxas can use it for one of the following effects:

  • Defense. When the creature is hit by an attack roll, that creature can use its Reaction to roll the Bardic Inspiration die and add the result to its Armor Class against that attack.
  • Offense. Immediately after the creature hits a target with an attack roll, the creature can roll the Bardic Inspiration die and add the result to the attack’s damage.

Font of Inspiration. Abraxas regains all expended uses of Bardic Inspiration when he finishes a Short or Long Rest. In addition, Abraxas can expend a spell slot (no action required) to regain one expended use of Bardic Inspiration.

Jack of all Trades. Abraxas can add +3 Proficiency Bonus to ability checks he makes that uses a skill proficiency he lacks and that doesn’t otherwise use his Proficiency Bonus.

Pact Magic. Abraxas’ spellcasting ability is Charisma (spell save DC 20, +12 to hit). He regains all expended spell slots when he finishes a Short or Long Rest. Abraxas can use a Simple or Martial weapon as a Spellcasting Focus for his Warlock spells. Abraxas knows the following Warlock spells:
Cantrips (at will): Blade Ward, Eldritch Blast
1st level (1 slot): Armor of Agathys, Hex

Spellcasting. Abraxas’ spellcasting ability is Charisma (spell save DC 20, +12 to hit). He regains all expended spell slots when he finishes a Long Rest. Abraxas can use a Musical Instrument, Simple or Martial weapon as a Spellcasting Focus for his Bard spells. Abraxas knows the following Bard spells:
Cantrips (at will): Eldritch Blast, Guidance, Mage Hand, Minor Illusion, Poison Spray, Prestidigitation, Thaumaturgy
1st level (4 slots): Feather Fall, Healing Word, Ray of Sickness
2nd level (3 slots): Enhance Ability, Invisibility
3rd level (3 slots): Dispel Magic, Fly, Major Image, Tongues
4th level (3 slots): Greater Invisibility
5th level (2 slots): Greater Restoration, Steel Wind Strike
6th level (1 slots): Heal, True Seeing
7th level (1 slots): Forcecage, Teleport
8th level (1 slots): Befuddlement, Etherealness
9th level (1 slots): Mass Heal, Wish

Tome of Leadership and Influence. Abraxas’ Charisma score increases by 2, as does his maximum for that score.


ACTIONS

Extra Attack. Abraxas can attack twice instead of once whenever he takes the Attack action on his turn. In addition, Abraxas can cast one of his cantrips that has a casting time of an action in place of one of those attacks.

Scythe +2. Melee Attack Roll: +14 to hit, reach 10 feet. Hit: 19 (1d10 + 14) Necrotic, Psychic, Radiant, or Slashing damage.

Eldritch Blast. Spell Attack Roll: +12 to hit, range 120 feet. Hit: 5 (1d10) Force damage. The spell creates four beams. Abraxas can direct the beams at the same target or at different ones. Make a separate attack roll for each beam.

Poison Spray. Spell Attack Roll: +12 to hit, range 30 feet. Hit: 26 (4d12) Poison damage.


BONUS ACTIONS

Bardic Inspiration. Abraxas can inspire another creature within 60 feet that can see or hear him. That creature gains one of his Bardic Inspiration dice. Once within the next hour, when the creature fails a D20 Test, the creature can roll 1d12 and add the number rolled to the total, potentially turning the failure into a success. Abraxas can confer his Bardic Inspiration die 6 times per Short or Long Rest.

Battle Magic. After Abraxas casts a spell that has a casting time of an action, he can make one weapon attack.

Hew. Immediately after Abraxas 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.

Pole Strike. Melee Attack Roll: +14 to hit, reach 10 feet. Hit: 16 (1d4 + 14) Bludgeoning, Necrotic, Psychic, or Radiant damage.


REACTIONS

Countercharm. If Abraxas or a creature within 30 feet fails a saving throw against an effect that applies the Charmed or Frightened condition, Abraxas can cause the save to be rerolled with Advantage.

Feather Fall. Trigger: When Abraxas or a creature he can see within 60 feet of him falls. Response: Choose up to five falling creatures within range. A falling creature’s rate of descent slows to 60 feet per round until the spell ends. If a creature lands before the spell ends, the creature takes no damage from the fall, and the spell ends for that creature.

Reactive Strike. Trigger: While holding Scythe +2 against a creature that enters into the weapon’s reach. Response: Melee Attack Roll: +14 to hit, reach 10 feet. Hit: 19 (1d10 + 14) Necrotic, Psychic, Radiant, or Slashing damage.

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Kaizen the Iaidomaster

Kaizen the Iaidomaster

“Celerity. Accuracy. Lethality.”

Kaizen never sought to be an assassin… it just happened his swordsmanship suited assassination. As a practitioner of iaido his technique relies on first strike. Kaizen’s pragmatic methodology to exploit blindspots, inflict inhumane wounds, and withdraw from reach during duels lead to accusation of dishonor. Yet the core deterministic factor could be Kaizen’s distain for the katana and overwhelming perference for the wakizashi. Thus his options for employment fell into the influence of criminal syndicates and unscrupulous nobles.

Medium Humanoid (Human), Neutral


Armor Class 17; Initiative +9 (19)
Hit Points 93 (10d8 + 40)
Speed 40 feet


STR DEX CON INT WIS CHA
10 20 15 10 12 10
MOD SAV MOD SAV MOD SAV MOD SAV MOD SAV MOD SAV
+0 +0 +5 +9 +2 +2 +0 +4 +1 +1 +0 +0

Skills Acrobatics +9, Deception +8, Insight +9, Perception +9, Performance +4, Persuasion +4, Stealth +13; Calligrapher’s Supplies, Disguise Kit, Poisoner’s Kit, Thieves’ Tools
Gear Book (swordsman’s manuscript), Calligrapher’s Supplies, Enspelled Wakizashi of Haste, Studded Leather Armor, Thieves’ Tools, Traveler’s Clothes, Wakizashi
Senses Blindsight 10 feet, Passive Perception 19
Languages Common, Common Sign, Draconic, Giant, Thieves’ Cant
Challenge 8 (3,900 XP; Proficiency Bonus +4)


TRAITS

Agile Movement. Opportunity Attacks have Disadvantage against Kaizen.

Dash over Difficult Terrain. When Kaizen takes the Dash action on his turn, Difficult Terrain doesn’t cost him extra movement for the rest of that turn.

Enspelled Wakizashi of Haste. The weapon has 6 charges and regains 3 (1d6) expended charges daily at dawn. While holding the weapon, Kaizen can expend 1 charge to cast the Haste spell.

Evasion. When Kaizen is subjected to an effect that allows him to make a Dexterity saving throw to take only half damage, Kaizen instead takes no damage if he succeeds on the saving throw and only half damage if he fails. Kaizen can’t use this feature if he has the Incapacitated condition.

Fog of War. Kaizen gains Advantage on any Dexterity (Stealth) check he makes as part of the Hide action during combat.

Initiative. Kaizen has Advantage on Initiative rolls.

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

Masterful Mimicry. Kaizen can unerringly mimic another person’s speech, handwriting or both if Kaizen has spent at least 1 hour studying them.

Reliable Talent. Whenever Kaizen makes an ability check that uses one of his skills or tool proficiencies, he can treat a d20 roll of 9 or lower as a 10.

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

Sniper. If Kaizen makes an attack roll while hidden and the roll misses, making the attack roll doesn’t reveal his location.


ACTIONS

Sneak Attack. Once per turn Kaizen can deal an extra 27 (5d6) damage to one creature he hits with an attack if Kaizen has Advantage on the roll and the attack uses a Finesse or Ranged weapon. The extra damage’s type is the same as the weapon’s type. Kaizen doesn’t need Advantage on the attack if at least one of his allies is within 5 feet of the target, the ally doesn’t have the Incapacitated condition, and Kaizen doesn’t have Disadvantage on the attack roll.

Surprising Strikes. During the first round of each combat, Kaizen has Advantage on attack rolls against any creature that hasn’t taken a turn. If Kaizen’s Sneak Attack hits any target during that round, the target takes an additional 10 damage of the weapon’s type.

Cunning Strike. When Kaizen deals Sneak Attack damage, he can add one of the following Cunning Strike effects. Each effect has a die cost, which is the number of Sneak Attack dice Kaizen must forgo to add the effect. Kaizen removes the die before rolling, and the effect occurs immediately after the attack’s damage is dealt.

  • Poison (-1d6). To use this effect, Kaizen must have a Poisoner’s Kit on his person. Constitution Saving Throw: DC 17. Failure: The target has the Poisoned condition for 1 minute. At the end of each of its turns, the poisoned target repeats the save, ending the effect on a success.
  • Trip (-1d6). To use this effect, the target must be Large or smaller. Dexterity Saving Throw: DC 17. Failure: The target has the Prone condition.
  • Withdraw (-1d6). Immediately after the attack, Kaizen moves up to half his speed without provoking Opportunity Attacks.

Enspelled Wakizashi of Haste. Melee Attack Roll: +9 to hit, reach 5 feet. Hit: 8 (1d6 + 5) Slashing damage. When Kaizen makes the extra attack of the Light property, he can make it as part of the Attack action instead of as a Bonus Action. Kaizen can make this extra attack only once per turn.


BONUS ACTIONS

Cunning Action. On his turn, Kaizen can take one of the following actions: Dash, Disengage, or Hide.

Roving Aim. Kaizen gives himself Advantage on his next attack roll on the current turn, provided that he hasn’t moved during this turn.

Off-Hand Wakizashi. Melee Attack Roll: +9 to hit, reach 5 feet. Hit: 3 (1d6) Slashing damage. When Kaizen makes the extra attack, he can make it as part of the Attack action instead of as a Bonus Action. Kaizen can make this extra attack only once per turn.


REACTIONS

Parry. If another creature hits Kaizen with a melee attack, Kaizen can take a Reaction to add 4 to his Armor Class, potentially causing the attack to miss Kaizen. Kaizen gains this bonus to his Armor Class against melee attacks until the start of his next turn.

Uncanny Dodge. When an attacker that Kaizen can see hits him with an attack roll, Kaizen can take a Reaction to halve the attack’s damage against himself (round down).

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Shinare the Omenblade

Shinare the Omenblade

“You have no idea how insignificant you truly are.”

Shinare was an orphan raised by itinerant mercenaries. Through his young adulthood the regiment ventured through mountain forests where Shinare learnt swordsmanship ubiquitous to the region. He would later come into possession of an ancient blade that imprisoned entities who promised incalculable power in exchange for freedom. Deals were struck, an extinct legacy was bequeathed to a new progenitor, and eldritch horrors were released unto the world. In time Shinare realized the overwhelming magnitude of his mistake. Nonetheless, though he does not worship Those Who Were Imprisoned, Shinare is not above aiding such cultists for monetary compensation.

Medium Humanoid (Human), Lawful Neutral


Armor Class 18, Initiative +6 (16)
Hit Points 167 (1d10 + 17d8 + 72)
Speed 30 feet, Swim 30 feet


STR DEX CON INT WIS CHA
15 10 14 10 11 26
MOD SAV MOD SAV MOD SAV MOD SAV MOD SAV MOD SAV
+2 +8 +0 +0 +2 +8 +0 +0 +0 +6 +8 +8

Skills Arcana +6, Athletics +8, History +6, Perception +6, Persuasion +14; Cartographer’s Tools
Gear Arcane Focus (medallion), Book (occult lore), Greatsword, Plate Armor, Traveler’s Clothes
Resistances Psychic
Senses Blindsight 10 feet, Truesight 30 feet, Passive Perception 16
Languages Common, Draconic, Giant
Challenge 12 (7,200 XP; Proficiency Bonus +6)


TRAITS

Concentration. Shinare has Advantage on Constitution saving throws to maintain Concentration.

Contact Patron. Once per Long Rest, Shinare can cast the Contact Other Plane spell without expending a spell slot to contact his patron, and Shinare automatically succeeds on the spell’s saving throw.

Create Thrall. When Shinare casts Summon Aberration, he can modify it so that it doesn’t require Concentration. If Shinare does so, the spell’s duration becomes 1 minute for that casting.

Thrall of the Omenblade

Shinare calls forth an aberrant spirit. It manifests in an unoccupied space that Shinare can see within 90 feet. The creature disappears when it drops to 0 Hit Points or after 1 minute. The creature is an ally to Shinare and his allies. In combat, it shares Shinare’s Initiative count, but it takes its turn immediately after Shinare. It obeys Shinare’s verbal commands (no action required by Shinare). If Shinare doesn’t issue any, it takes the Dodge action and uses its movement to avoid danger.

Medium Aberration, Neutral


Armor Class 16
Hit Points 50 plus 24 Temporary Hit Points
Speed 30 feet


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

Immunities Psychic
Senses Darkvision 60 feet, Passive Perception 10
Languages Common, Deep Speech, Draconic, Giant
Challenge None (XP 0; Proficiency Bonus +6)


TRAITS

Thrall. The first time each turn the spirit hits a creature under the effect of Shinare’s Hex, the spirit deals an extra 3 (1d6) Psychic damage to the target.

Whispering Aura. At the start of each of the spirit’s turns, the spirit emits psionic energy if it doesn’t have the Incapacitated condition. Wisdom Saving Throw: 22 DC, each creature (other than Shinare) within 5 feet of the spirit. Failure: 7 (2d6) Psychic damage.


ACTIONS

Multiattack. The spirit makes two Psychic Slam attacks.

Psychic Slam. Melee Attack Roll: +14 to hit, reach 5 feet. Hit: 12 (1d8 + 8) Psychic damage.

Eldritch Hex. When Shinare casts Hex and chooses an ability, the target also has Disadvantage on saving throws of the chosen ability for the duration of the spell.

Gift of the Depths. Shinare can breathe underwater. Once per Long Rest, he can cast Water Breathing without expending a spell slot.

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

Magical Cunning. Once per Long Rest, Shinare can perform an esoteric rite for 1 minute, regaining up to 2 expended Pact Magic spell slots.

Mystic Arcanum: Shinare’s spellcasting ability is Charisma (spell save DC 22, +14 to hit). He regains all expended Mystic Arcanum spells when he finishes a Long Rest. Shinare knows the following Warlock spells:
6th level (1): Eyebite
7th level (1): Forcecage
8th level (1): Befuddlement
9th level (1): True Polymorph

Pact Magic. Shinare’s spellcasting ability is Charisma (spell save DC 22, +14 to hit). He regains all expended spell slots when he finishes a Short or Long Rest. Shinare knows the following Warlock spells:
Cantrips (at will): Blade Ward, Eldritch Blast, Mage Hand, True Strike
5th level (4 slots): Armor of Agathys, Banishment, Clairvoyance, Confusion, Contact Other Plane, Counterspell, Darkness, Detect Thoughts, Dimension Door, Dispel Magic, Dissonant Whispers, Fly, Hex, Hunger of Hadar, Major Image, Mirror Image, Misty Step, Modify Memory, Phantasmal Force, Suggestion, Summon Aberration, Synaptic Static, Tasha’s Hidenous Laughter, Telekinesis, Tongues, Vampiric Touch

Pact of the Chain. Shinare knows the Find Familiar spell and can cast it as a Magic action without expending a spell slot.

Familiar of the Omenblade

“Take care to be truthful, lest my Master learns to dislike you.”

Shinare’s familiar is a sprite named Chiyabi. She is an ally to Shinare and his allies. Chiyabi rolls her own Initiative and acts on her own turn. Chiyabi can’t attack, but she can take other actions as normal.

Tiny Fey, Neutral Good


Armor Class 15; Initiative +4 (14)
Hit Points 10 (4d4)
Speed 10 feet, Fly 40 feet, Swim 40 feet


STR DEX CON INT WIS CHA
3 18 10 14 13 11
MOD SAV MOD SAV MOD SAV MOD SAV MOD SAV MOD SAV
-4 -4 +4 +4 +0 +0 +2 +2 +1 +1 +0 +0

Skills Perception +3, Stealth +8
Senses Passive Perception 13
Languages Common, Elvish, Sylvan
Challenge None (XP 0; Proficiency Bonus +2)


TRAITS

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

Telepathic Connection. While Chiyabi is within 100 feet of Shinare, he can communicate with her telepathically.


ACTIONS

Needle Sword. Melee Attack Roll: +6 to hit, reach 5 feet. Hit: 6 (1d4 + 4) Necrotic, Piercing, or Radiant damage.

Enchanting Bow. Ranged Attack Roll: +6 to hit, range 40/160 feet. Hit: 1 Necrotic, Piercing, or Radiant damage, and the target has the Charmed condition until the start of Chiyabi’s next turn.

Heart Sight. Charisma Saving Throw: DC 22, one creature within 5 feet Chiyabi can see. Celestials, Fiends, and Undead automatically fail the save. Failure: Chiyabi knows the target’s emotions and alignment.

Invisibility. Chiyabi casts Invisibility on herself, requiring no spell components and using Charisma as the spellcasting ability.


REACTIONS

Telepathic Connection. Trigger: Shinare casts a spell with a range of touch within 100 feet of Chiyabi. Response: Chiyabi can deliver the touch when Shinare casts the spell.

Psychic Spells. When Shinare casts a Warlock spell that deals damage, he can change its damage type to Psychic. In addition, when Shinare casts a Warlock spell that is an Enchantment or Illusion, he can do so without Verbal or Somatic components.

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

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

Thought Shield. Shinare’s thoughts can’t be read by telepathy or other means unless he allows it. Whenever a creature deals Psychic damage to Shinare, it takes the same amount of damage that Shinare takes.

Tome of Leadership and Influence (3). Shinare’s Charisma score increases by 2, as does his maximum for that score.


ACTIONS

Devouring Blade. Shinare 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.

Lifedrinker. Once per turn when Shinare hits a creature with his pact weapon, Shinare 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 5 (1d8 + 2) Hit Points.

Pact Blade. Melee Attack Roll: +14 to hit, reach 5 feet. Hit: 21 (2d6 + 14) Necrotic, Psychic, Radiant, or Slashing damage. If Shinare’s attack roll misses a creature, he can deal 5 Necrotic, Psychic, Radiant, or Slashing damage. Shinare can use the pact weapon as a Spellcasting Focus.

Pact of the Chain. When Shinare takes the Attack action, he can forgo one of his own attacks to allow his familiar to make one attack of its own with its Reaction.

Eldritch Blast. Spell Attack Roll: +14 to hit, range 120 feet. Hit: 13 (1d10 + 8) Force or Psychic damage. The spell creates four beams. Shinare can direct the beams at the same target or at different ones. Make a separate attack roll for each beam.

True Strike. Spell Attack Roll: +14 to hit, reach 5 feet. Hit: 21 (2d6 + 14) Radiant or Slashing damage plus 10 (3d6) Radiant damage.

Vampiric Touch. Spell Attack Roll: +14 to hit, reach 5 feet. Hit: 27 (5d6) Necrotic or Psychic damage. Shinare regains 13 Hit Points. Until the spell ends, Shinare can make the attack again on each of his turns as a Magic action, targeting the same creature or a different one.


BONUS ACTIONS

Awakened Mind. Choose one creature Shinare can see within 30 feet. Shinare and the chosen creature can communicate telepathically with each other while Shinare is within 8 miles. To understand each other, Shinare must mentally share a language. The telepathic connection lasts for 18 minutes and ends early if Shinare uses this ability to form a connection with another creature.

Clairvoyant Combatant. Wisdom Saving Throw: DC 22, when Shinare forms a telepathic bond with a creature using his Awakened Mind. Failure: The creature has Disadvantage on attack rolls against Shinare, and Shinare has Advantage on attack rolls against that creature for the duration of the bond. Once Shinare uses this feature, he can’t use it again until he finishes a Short or Long Rest unless he expends a Pact Magic spell slot (no action required) to restore his use of it.

Hew. Immediately after Shinare 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. Shinare can conjure a pact weapon in his hand. The pact weapon disappears if Shinare use this Bonus Action again, if the weapon is more than 5 feet away from him for more than 1 minute, or if he dies.

Pact of the Chain. Shinare can command his familiar to take the Attack action.

Second Wind. Shinare regains 6 (1d10 + 1) Hit Points. He can use this two times per Long Rest, and can regain one expended use when he finishes a Short Rest.

Telepathic Connection. While his familiar is within 100 feet of him, Shinare can see through the familiar’s eyes and hear what it hears until the start of Shinare’s next turn, gaining the benefits of any special senses it has.


REACTIONS

Pact of the Chain. Trigger: Shinare’s familiar takes damage. Response: Shinare can grant it Resistance against that damage.

Reactive Spell. Trigger: A creature provokes an Opportunity Attack from Shinare. Response: Shinare can cast 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.

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Ladies ‘n’ Tentacles

Ladies ‘n’ Tentacles
The Rashaar in Carnevale have two things in common with Japanese hentai: sexy ladies and lots of tentacles! I am therefore compelled to design Rashaar gangs themed upon such supremacy. My prime choices for the task are Flame That Burns Underwater and Sirena. To accompany these tentacled arcane ladies are two Lesser Rhyll, whose Fear ability benefits from Sirena’s Hypnotic Aura.
Leader The Flame That Burns Underwater 30 dt
Heroes Sirena 18 dt
Henchmen Lesser Rhyll (2) 26 dt
Equipment Flashbang Grenade 1 dt

Action Life Will Command Size
3 22 5 3 50
MOV DEX ATK PRO MND
3 3 4 5 5
Brawling Tentacles Range Evasion Damage Penetration
Stun 0″ +1
Ordinate Trident
Aquatic 2″ +1

Character Abilities:
Bulky, Fast Swimmer (3), Limited Movement, Mage (2), Water Creature

Command Abilities:
Hydra’s Gifts (PULSE Command Ability): Mutating tentacles emerge from flesh nearby. Every other character (friendly and enemy, not including this one) within 2″ loses 2 Life Points and gains +2 DEXTERITY until the end of the round.

Soul Drain (PULSE Command Ability): Make a Basic MIND Roll. The number of Aces is the number of Life Points lost by any one character (friendly or enemy) in base contact. Replenish that many Will Points.

Unique Abilities:
Brawling Tentacles: The Flame’s tentacles thrash around, hitting anyone that gets close! When making a Combat action with this weapon, roll once, and apply the roll to every character (friendly and enemy) in base contact.

Dragging Down: This character may re-roll failed dice rolls when making Drown actions.

Keywords:
Faction (Rashaar), Leader, Monster, Unique, Discipline (Blood Rites, Wild Magic)


Action Life Will Command Size
2 12 5 1 30
MOV DEX ATK PRO MND
3 5 3 1 5
Unarmed Range Evasion Damage Penetration
0″ +1

Character Abilities:
Engage, Fast Swimmer (4), Mage (2), Water Creature

Command Abilities:
Hypnotic Aura (AURA Command Ability): Until the end of the round any enemy characters within 6″ of this character have -2 MIND.

Soul Drain (PULSE Command Ability): Make a Basic MIND Roll. The number of Aces is the number of Life Points lost by any one character (friendly or enemy) in base contact. Replenish that many Will Points.

Unique Abilities:
Dragging Down: This character may re-roll failed dice rolls when making Drown actions.

Keywords:
Faction (Rashaar), Hero, Monster, Discipline (Blood Rites, Runes of Sovereignity)


Action Life Will Command Size
2 11 4 0 30
MOV DEX ATK PRO MND
4 4 3 3 5
Dementing Tentacles Range Evasion Damage Penetration
Aquatic, Stun 0″ -1

Character Abilities:
Fast Swimmer (1), Fear (0), Water Creature

Keywords:
Faction (Rashaar), Henchman, Monster

CGR-5A Charger

CGR-5A Charger

Mass: 80 tons
Chassis: Alshain Class 92
Power Plant: Hermes 400 Extralight Fusion Engine
Cruising Speed: 54 kph
Maximum Speed: 86 kph (108 kph with Supercharger)
Jump Jets: Lexington Ltd. Lifters
    Jump Capacity: 90 meters
Armor: New Samarkand Kage Stealth
Armament:
    4 Lord’s Light 4 Light Particle Projector Cannons
Manufacturer: Luthien Armor Works
    Primary Factory: Luthien
Communications System: Tek BattleCom with Guardian ECM Suite
Targeting and Tracking System: Dalban HiRez with Bloodhound Active Probe and C3 Slave Computer

The pursuit to redeem the much maligned Charger is an endeavor that continues to challenge the greatest military manufacturers of the Inner Sphere. An experimental concept from Luthien Armor Works, the CGR-5A retains the scout role of its original incarnation, with significant modifications for new stealth and added maneuverability. The design remains under gunned when compared to contemporary assault ‘Mechs, but its revised weapon payload enjoys six times greater range to a CGR-1A1.

Tech Base: Inner Sphere  [E/X-X-F-E]
Role: Scout
Battle Value: 1,804
Cost: 30,081,120 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
Supercharger                          CT                  2                 3
Jump Jet                              CT                  1                 1
Light PPC                             LT                  2                 3
C3 Slave Computer                     LT                  1                 1
Guardian ECM Suite                    LT                  2                1.5
Jump Jet                              LT                  1                 1
Light PPC                             LA                  2                 3
Stealth Armor                  RA/RT/RL/LT/LA/LL     2/2/2/2/2/2            -

RFR-2A Rattenfanger

RFR-2A Rattenfanger

Mass: 80 tons
Chassis: Foundation 128A
Power Plant: Pitban 320 Extralight Fusion Engine
Cruising Speed: 43 kph
Maximum Speed: 64 kph (86 kph with Supercharger)
Jump Jets: Dynamo Improved
    Jump Capacity: 180 meters
Armor: Valiant Lamellor with CASE II
Armament:
    1 Poland Main Model A Gauss Rifle
    1 Defiance 1001 Extended Range Particle Projector Cannon
Manufacturer: Defiance Industries
    Primary Factory: Hesperus II
Communications System: TharHes Crystal Flower RG-2
Targeting and Tracking System: TharHes Star Shark with Bloodhound Active Probe

The Lyran notion of an 80-ton scout ‘Mech is often belittled as an unrealistic pipedream by Inner Sphere militaries. Thus initial reports of the Rattenfanger were ignored as erroneous intelligence. An assault BattleMech with a dedicated long-range sensor suite, 86 kph top speed, and 180 meter leap distance were too fanciful to accept at face value. The truth became irrefutable when opposition scout ‘Mechs were consistently lost to a Lyran reconnaissance design neigh invulnerable to other BattleMechs of the same role. Mounting an Extended Range Particle Projector Cannon and a Gauss Rifle with plentiful ammunition, the Rattenfanger outran whatever it could not outgun. At an eye watering 28 million C-Bills per unit, only the overwhelming industrial might of the Lyran Commonwealth would consider large scale procurement of such a design.

Tech Base: Inner Sphere [E/X-X-F-F]
Role: Scout
Battle Value: 2,332
Cost: 27,849,000 C-Bills

Equipment                                                                 Mass
Internal Structure:                Endo Steel                               4
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:                         240                                  15
                                   Internal             Armor
                                   Structure            Value
    Head                               3                  9
    Center Torso                      23                 32
    Center Torso (rear)                                  15
    L/R Torso                         16                 22
    L/R Torso (rear)                                     12
    L/R Arm                           12                 26
    L/R Leg                           16                 32

Weapons and Ammo                   Location           Critical            Mass
ER PPC                                RA                  3                 7
Supercharger                          RT                  1                1.5
Ammo (Gauss Rifle) 8                  RT                  1                 1
3 Improved Jump Jets                  RT                  6                 6
Bloodhound Active Probe               HD                  3                 2
Ammo (Gauss Rifle) 16                 LT                  2                 2
3 Improved Jump Jets                  LT                  6                 6
Gauss Rifle                           LA                  7                15
CASE II                               LA                  1                 1

GOR-1A Gorilla

GOR-1A Gorilla

Mass: 40 tons
Chassis: GM Marauder
Power Plant: Omni 175 Fusion Engine
Cruising Speed: 54 kph
Maximum Speed: 86 kph
Jump Jets: None
    Jump Capacity: None
Armor: Aldis Heavy Ferro-Fibrous
Armament:
    1 Fusigon Strongtooth Heavy Particle Projector Cannon with Turret
    1 Magna Small Laser
Manufacturer: Unknown
    Primary Factory: Unknown
Communications System: Garret 500A
Targeting and Tracking System: Garret GRNDTRK 9

* CRITICAL_DATA_FAILURE *
Reject Humanity. Return to Monke.
* FILE_INTEGRITY_ERROR *
Reject Humanity. Return to Monke.
* MISSING_DATA_BACKUP *
Reject Humanity. Return to Monke.

Tech Base: Inner Sphere [E/X-X-F-F]
Role: Sniper
Battle Value: 1,042
Cost: 4,174,988 C-Bills

Equipment                                                                 Mass
Internal Structure:                                                        3.5
Engine:                               175                                   7
    Walking MP:                        5
    Running MP:                        8
    Jumping MP:                        0
Heat Sinks:                         10 [20]                                 0
Gyro (Compact):                                                             3
Cockpit (Torso-Mounted):                                                    4
Armor Factor (Heavy Ferro):           119                                   6
                                   Internal             Armor
                                   Structure            Value
    Head                               3                  9
    Center Torso                      11                 14
    Center Torso (rear)                                   8
    L/R Torso                          8                 12
    L/R Torso (rear)                                      4
    L/R Front Leg                      8                 14
    L/R Rear Leg                       8                 14

Weapons and Ammo                   Location           Critical            Mass
Small Laser                           CT                  1                0.5
Turret                                CT                  1                 0
Heavy PPC                             HD                  4                10

MDG-1T Rakshasa

MDG-1T Rakshasa

Mass: 75 tons
Chassis: GM Marauder
Power Plant: Vlar 300 Fusion Engine
Cruising Speed: 43 kph
Maximum Speed: 64 kph
Jump Jets: None
    Jump Capacity: None
Armor: Leviathon Plus
Armament:
    2 Sunglow Type 2 Large Lasers
    3 Diverse Optics Type 18 Medium Lasers
    2 Delta Dart Long Range Missile 10 Racks
Manufacturer: Taurus Territorial Industries
    Primary Factory: Taurus
Communications System: O/P 3000 COMSET
Targeting and Tracking System: O/P 1500-ARB

Ninety years of corporate espionage and reverse engineering led to the manufacture of the MDG-1T Rakshasa. An obsolete replication of an already inferior facsimile; it is a welcome addition to the militaries of the Periphery. The “Taurian Rakshasa” leverages technologies common before the Helm Memory Core revolution and therefore compatible with readily available components. Though the obvious replication of a Federated Suns BattleMech, Taurus Territorial Industries proved successful at avoiding Taurian prejudice of all things Davion through aggressive propaganda emphasizing the Rakshasa as a Periphery duplication of the Timber Wolf. In addition, AFFS disappointment with the Rakshasa mitigated widespread deployment or promotion, thus TDF garrisons did not encounter them to develop a negative association.

Tech Base: Inner Sphere
Role: Skirmisher
Battle Value: 1,379
Cost: 6,601,000 C-Bills

Equipment                                                                 Mass
Internal Structure:                                                        7.5
Engine:                               300                                  19
    Walking MP:                        4
    Running MP:                        6
    Jumping MP:                        0
Heat Sinks:                           16                                    6
Gyro:                                                                       3
Cockpit:                                                                    3
Armor Factor:                         184                                 11.5
                                   Internal             Armor
                                   Structure            Value
    Head                               3                  9
    Center Torso                      23                 35
    Center Torso (rear)                                  10
    L/R Torso                         16                 17
    L/R Torso (rear)                                      8
    L/R Arm                           12                 22
    L/R Leg                           16                 18

Weapons and Ammo                   Location           Critical            Mass
Large Laser                           RA                  2                 5
Medium Laser                          RA                  1                 1
LRM 10                                RT                  2                 5
Ammo (LRM) 12                         RT                  1                 1
LRM 10                                LT                  2                 5
Ammo (LRM) 12                         LT                  1                 1
Medium Laser                          LT                  1                 1
Large Laser                           LA                  2                 5
Medium Laser                          LA                  1                 1

MAD-9LP Marauder

MAD-9LP Marauder

Mass: 75 tons
Chassis: GM Marauder
Power Plant: Vlar 300 Extralight Fusion Engine
Cruising Speed: 43 kph
Maximum Speed: 64 kph
Jump Jets: HildCo Model 13
    Jump Capacity: 120 meters
Armor: Durallex Heavy
Armament:
    3 Ceres Arms Crusher Plasma Rifles
    2 Diverse Optics Sunbeam Extended Range Medium Lasers
Manufacturer: Ceres Metals Industries
    Primary Factory: Capella
Communications System: Dalban Micronics
Targeting and Tracking System: Dalban Hi-Rez

The MAD-9LP Marauder exemplifies an old Liao stratagem: “in battle there are two paths to victory, the direct and the indirect.” At a glance the variant is little different from it’s siblings. That assumption is the fatal mistake: three Ceres Arms Crusher plasma rifles signify the core of this particular Marauder. An opponent who might survive direct damage, will always be weakened by the indirect heat. With the right timing, the MAD-9LP can coerce enemy BattleMechs to shutdown or roast MechWarriors alive. Two paths, same victory.

Tech Base: Inner Sphere [E/X-X-E-D]
Role: Skirmisher
Battle Value: 2,121
Cost: 16,045,750 C-Bills

Equipment                                                                 Mass
Internal Structure:                                                        7.5
Engine:                              300 XL                                9.5
    Walking MP:                        4
    Running MP:                        6
    Jumping MP:                        4
Heat Sinks:                         19 [38]                                 9
Gyro:                                                                       3
Cockpit:                                                                    3
Armor Factor:                         208                                  13
                                   Internal             Armor
                                   Structure            Value
    Head                               3                  9
    Center Torso                      23                 35
    Center Torso (rear)                                  10
    L/R Torso                         16                 24
    L/R Torso (rear)                                      8
    L/R Arm                           12                 24
    L/R Leg                           16                 21

Weapons and Ammo                   Location           Critical            Mass
Plasma Rifle                          RA                  2                 6
ER Medium Laser                       RA                  1                 1
Ammo (Plasma Rifle) 20                RA                  2                 2
Ammo (Plasma Rifle) 20                RT                  2                 2
Plasma Rifle                          CT                  2                 6
Plasma Rifle                          LA                  2                 6
ER Medium Laser                       LA                  1                 1
Ammo (Plasma Rifle) 20                LA                  2                 2
Jump Jets                             RL                  2                 2
Jump Jets                             LL                  2                 2

HCT-3G Hatchetman

HCT-3G Hatchetman

Mass: 45 tons
Chassis: Chariot Type III
Power Plant: GM 180 Fusion Engine
Cruising Speed: 43 kph
Maximum Speed: 64 kph
Jump Jets: Luxor 2/Q
    Jump Capacity: 120 meters
Armor: Durallex Super Medium Ferro-Fibrous
Armament:
    1 Hatchet
    1 Defiance B3L Large Laser
    1 Defiance Binary Laser Cannon
Manufacturer: Defiance Industries
    Primary Factory: Hesperus II
Communications System: TharHes Thalia HM-22
Targeting and Tracking System: TharHes Ares-8a

Avoiding the common modernization of an extralight fusion engine replacement, the HCT-3G can be found in garrisons throughout the Lyran Commonwealth. Consolidating firepower between an enormous Binary Laser Cannon and Large Laser, the ‘Mech can deploy without ammunition. Its retention of a standard fusion engine ensures maintenance and repair costs are accessible to even the poorest mainteance crew.

Tech Base: Inner Sphere [E/X-F-E-D]
Role: Brawler
Battle Value: 1,063
Cost: 3,751,440 C-Bills

Equipment                                                                 Mass
Internal Structure:                                                        4.5
Engine:                               180                                   7
    Walking MP:                        4
    Running MP:                        6
    Jumping MP:                        4
Heat Sinks:                         13 (26)                                 3
Gyro:                                                                       2
Cockpit:                                                                    3
Armor Factor (Ferro-Fibrous):        116                                   6.5
                                   Internal             Armor
                                   Structure            Value
    Head                               3                  9
    Center Torso                      14                 17
    Center Torso (rear)                                   4
    L/R Torso                         11                 14
    L/R Torso (rear)                                      4
    L/R Arm                            7                 11
    L/R Leg                           11                 14

Weapons and Ammo                   Location           Critical            Mass
Hatchet                               RA                  3                 3
Binary Laser Cannon                   RT                  4                 9
Large Laser                           LA                  2                 5
Jump Jets                             RL                  2                 1
Jump Jets                             LL                  2                 1