The Merchmaid Yardhena brings forth wares from the deepest seas, from sunken ships and lightless grottos. She even ventures occasionally to the Elemental Plane of Water and returns with exotic goods for sale. Those who can journey beneath the sea to exchange rare goods of the Drylands Above for her treasures may have a chance to receive goods not available anywhere else.
Here are some of the exotic goods that Yardhena might have for sale: 1. Heavy Water - This water comes from the deepest depths of the Elemental Plane of Water, near the borders of the Positive Energy and Earth Elemental Planes. A small vial containing one fluid ounce weighs nearly a pound, and it is a rich cobalt colour, glowing with a dim blue light about equivalent to a mundane candle. A drop of the water cures any thirst, and tipping the vial on even the driest desert can transform it into a lush and verdant garden. A vial sells for around 2,000 gold pieces. 2. Primeval Eolith - This weathered and worn fossil was retrieved from the black abyss below the seas, where even the greatest leviathans fear to go. It is said that all life emerged from these depths in the times before ancient was even the future, and that this relic is all that remains of the beasts that developed in this sludge. Necromancers, druids, and archmages have all sought these specimens at times, and the possibility of magically restoring one of these primal beasts could offer incredible secrets and knowledge. This fossil sells for close to 10,000 gold pieces. 3. Bag of Sand Coins: This simple bag of knotted mesh ropes, woven from Triton hair, holds a bundle of a dozen small flat discs, marked with what seem to be starfish shapes and fine scribbles. Each is a living creature, and if pulled from the bag as an action and tossed to an empty space within 30 feet, they expand in size and rapidly become a thrashing undersea creature. The creature has statistics equal to a Giant Octopus, and will follow the owner's commands for 1 minute before drying up and fading into a sand coin again, then rapidly crumbling into dust. 4. Bag of Drenchair - This leather sack, nearly the size of a human, bobs and floats while in water, but seems to weight nothing when above the waves. It comes with a ribbed hose and an awkward leather mouthpiece, which can be strapped onto most creatures. It is gathered from certain vents that open to dimensional pockets leading to the Elemental Plane of Air, and creatures that are required to breathe water can breathe this vapour without experiencing any ill-effects. Some say it was creates for the servants of dread Aboleths, others say that it hails from the mystical Kephaloth Empire. A bag sells for close to 500 gold pieces, and lasts a Medium humanoid for around a month, with careful use. If spilled, the vapour causes invisible moisture to manifest on surfaces, and quickly boils away. 5. The treasure of Ardrossan's Bounty - Four centuries ago, a vast sailing-vessel was built, named Ardrossan's Bounty, a dreadnought of the Empire of the Blood. She was a beauty, with a hull of darkwood, seven tall masts, more than forty sails, and scores of weapons. She was unconquered in battle against the pirate fleets of the Sapphire Isles, but vanished beneath the waves with all hands following a mighty storm. Her holds were filled with the treasure of a hundred towns, and chief among these was a polished sphere of labradorite, nearly the size of a man's head. This was a precious relic valuable to the goddess of the sea, and it is said that by making this an offering to her, one can earn an incredible boon. However, it draws the attention of the Kephaloths, or perhaps even a Kraken, and possessing it for too long may bring down destruction on your head. This gemstone sells for no less than 20,000 gold pieces, although Yardhena may take a lower offer to shift it from her stock quickly. 6. Pearl of Lustrous Power. This pearl is a perfect sphere of exquisite colour and lustrousness, constantly shifting like a living oilslick. Holding it in the hand confers a surge of magical energy. While this pearl is on your person, you can use an action to speak its command word and cast a single spell from the sorcerer spell list, up to 2nd level. Once you use the pearl, it can't be used again until dawn of the next day. If you are a spellcaster, it can be a spell of up to 5th level instead. This pearl sells for no less than 20,000 gold pieces. While it's easy for a hoary old lord in a draughty hall or a grizzled innkeeper in the taproom to give out a quest, sometimes an employer might want to keep their identity secret. Here are some mysterious questgivers you can use in your game!
1. Masked Monk: This person wearing the furry robe of a local monastery and a porcelain ritual mask carries a shepherd's crook and several colourful paper lanterns. They intone their request in a sepulchral voice, asking for assistance. 2. Reluctant Thief: The employer meets the players far, far into the darkest corner of the tavern, with doused candles and a drawn curtain. A dark hood conceals their identity as they tell of something they stumbled across during commission of a crime. 3. Helmed Noble: This luxuriously-dressed noble wears a helm with a closed visor, and their guards wear no livery on their coats. They tell of dark secrets of a discreet war between families, and offer payment by way of a small velvet bag, filled with polished rubies. 4. Monstrous Entrepreneur: Meeting under a bridge in the middle of the night, this tall and muscular employer seems oddly hunched under their concealing robe. As they move, there seems to be the swish of a tail behind them. 5. Absent Overseer: A series of notes, left with neatly-packaged envelopes of coin and hand-written instructions, point the way to a mission. 6. Surprising Nemesis: Set up under the guise of an unassuming bystander, the players are met by a powerful enemy- one who explains that a common foe threatens something they both hold dear, and offering a grudging concession to carry out their request. Viktor Maksimilion Vonhof Baumstein Freitag III, ruler of the Aevratha Empire, is a powerful man- some say the most powerful man in the world. He is a strong and tested battle-leader, a strategic and tactical director who has masterminded logistical concerns across an entire empire, and an artist at manipulating public opinion and intrapersonal interaction. Drawing his personal attention brings with it intense scrutiny, and incredible opportunity to win or ruin a reputation forever.
Aged in his early fifties, he is a man still in the prime of his life. His hair and beard have begun to grey in the most dignified way, and he surrounds himself with incredible finery, usually dressing in deep crimson and gold velvets to match the heraldry of his empire. He has an extensive entourage at all times - a dozen veteran knights bearing baroque gilt-inlaid armour, a cadre of law scribes, seneschals and errand-servants, a trio of mages, and others willing to act on a moment's notice to serve his every will. His word can make a man's fortune or cost his head. He is, in short, every thing an Emperor wishes to be and more. He has but one flaw- he was blinded in battle against a massive horde of werewolves which threatened his northern border. Although he emerged triumphant and the lycanthropes were hunted to seeming extinction, he was grievously wounded, and lost sight in both eyes. Now, some decisions he makes and laws he passes seem incomplete or rushed somehow. He occasionally snarls when ordinarily he would show mercy and kindness. Those close to him say he is a changed man- and there are but the briefest whispers of treason against him, efforts to take his throne and divide his tremendous empire. Hooks:
A Haruspex is one who divines the future from the entrails of animals, in a gruesome practice known as haruspicy. These gory shamans use their magical talents and control of nature to protect their interests and to bring bloody ruin to their enemies. Some say they have surrendered something of their humanity to become something more. Whatever their origin, they are menacing foes and eerie allies.
Hooks:
HARUSPEX Medium humanoid (any race), usually chaotic neutral Armour Class 12 (leather armour) Hit Points 58 (9d8 + 18) Speed 30ft. Str 11 (+0); Dex 12 (+1); Con 14 (+2); Int 9 (-1); Wis 21 (+5); Cha 16 (+3) Proficiency bonus +3 Skills Medicine +8, Nature +2, Perception +8 Senses passive Perception 18 Languages Druidic plus any other two languages Challenge 6 (2,300 XP) Spellcasting. The haruspex is a 9th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 16, +8 to hit with spell attacks). The haruspex can cast the following druidic spells: At-will: druidcraft, guidance, thorn whip, vicious mockery 2/day each: call lightning, conjure woodland beings, hallucinatory terrain 1/day: evellerecor Vicious Insight. The haruspex can cast divination as a ritual up to once per month, requiring the fresh body of a humanoid creature. ACTIONS Filthy claws. Melee Weapon Attack: +3 to hit, reach 5ft., one target. Hit: 2 (1d4) slashing damage and 3 (1d6) poison damage. The target must succeed on a DC 13 Constitution saving throw or become poisoned for 1 minute. Inspire Cult (Recharges after a Short or Long rest). For 1 minute, the haruspex can utter ritual incantations and warnings whenever a nonhostile creature that it can see within 30 feet of it makes an attack roll or saving throw. The creature can add a d4 roll provided it can hear and understand the haruspex. A creature can only benefit from one inspire cult die at a time. This effect ends if the haruspex is incapacitated. Standing nine feet tall with broad shoulders and a scarred, wolflike face, Drozgokath is one of the most feared devils of the Nine Hells. He wears the skin of a legendary lion of the Outlands atop his shoulder, and is clad in armour forged in Mechanus of the finest mithril. Drozgokath walks with a predator's confidence, and utter confidence in his skills. In the Nine Hells and beyond, Drozgokath is feared as one of the most dangerous and insightful of his kind- lawyers.
Yes, Drozgokath is an expert at law- all of them. From multiversal cross-jurisdictional interaction to simple contract nuance, Drozgokath's powers of interpretation, persuasion, and nullification are legendary. The inevitables of Mechanus acknowledge his prowess and objectivity, and even Solars grudgingly acknowledge his righteousness from time to time. Hooks:
Zastoth, a rotund scamp of an Imp, is a devil who goes out of his way to assure that he's just a merchant. Of course, the reality is much more heinous- his mission is to desensitise his customer to infernal presence and to the weight of deeds performed with his goods. He speaks honestly, and has little need for actual gold when he feeds from the souls of his customers. Those who buy from him are cajoled into deeper and deeper acts of deliberate acceptance of evil, at a bargain rate!
Here are some of the goods he might offer to adventurers in need:
Ancient agents of perfection and guardians of civilization, those who are selected to become dragonriders are bound in soul and spirit to a single dragon. They share an almost common consciousness with their steed, and train for years according to the traditions of their monasteries, all in preparation and hope, that one day they might attain a true enlightened state.
They travel the world swathed in robes and attempting to maintain peace across the world, although their numbers are few. In their hands, they wield Dragonrods, long rods of dragon ivory, pointed like daggers at one end and intricately carved. These both focus and empower their spells and those of their steed, and can be used as weapons in the rare instances they come to battle with a foe. In addition, a dragonrider emissary can channel the elemental breath of their steed through the rod, for defense or attack. Much like Federal Marshals or Jedi Knights, the arrival of these dragonrider emissaries is seen as a great event worthy of awe and great concern. They attempt to keep the peace, and occasionally intervene in events of great import, circumstances that might affect the balance of power across the continent or even the world. These mysterious agents have great power and insight, worthy of respect and awe. DRAGONRIDER EMISSARY Medium humanoid (any race), any alignment Armour Class 18 (scale mail) Hit Points 122 (16d8 + 50) Speed 30ft. Str 14 (+2); Dex 14 (+2); Con 16 (+3); Int 16 (+3); Wis 18 (+4); Cha 16 (+3) Proficiency bonus +4 Saving Throws Int +7, Wis +8, Cha +7 Skills History +7, Insight +7, Persuasion +7 Senses passive Perception 14 Languages Common and any three other languages Challenge 11 (7,200 XP) Dragon Bond. A dragonrider emissary is permanently and insolubly bound to a single specific dragon. This is usually a Young dragon of the specific type, but for particularly experienced dragonrider emissaries, this may be an Adult. The dragonrider emissary has advantage on saving throws against their own dragon's breath weapon, and has resistance to damage against one type of energy, based on their dragon's colour. In addition, the emissary's dragonrod deals damage of the same type of damage as the dragon's type. Black, Copper dragon: acid resistance. Blue, Bronze dragon: lightning resistance. Brass, Gold, Red dragon: fire resistance. Green dragon: poison resistance. Silver, white dragon: cold resistance. Dragonrod. A dragonrider possesses a dragonrod, a magical focus and weapon that can be used as either a club, quarterstaff, or dagger. It has the same statistics in any form, varying the type of damage dealt. In any form, it is a magical weapon that grants a +1 bonus on attack and damage rolls. In addition, the wielder can spend 1 hit die as an action to use a breath weapon, as a Young Dragon of their type. Enlightenment. A dragonrider emissary has advantage on saving throws against any spells or magical effects. Emissary. Dragonrider emissaries are protected by treaty and tradition, as well as deep magics. Any creature that tries to target the dragonrider emissary with an attack must first make a DC 12 Wisdom saving throw, or choose another target or lose the attack or spell. This effect doesn't protect the dragonrider emissary from area effects, such as the explosion of a fireball. If the dragonrider emissary makes an attack, the effect fades for 1 minute after the dragonrider emissary last made an attack. A creature that successfully saves against this effect is immune to the effect for the next 24 hours. Legendary Resistance (1/day). If the dragonrider emissary fails a saving throw, they can choose to succeed instead. Mystic Powers. A dragonrider emissary can innately cast spells granted by their bond to their dragon steed. A dragonrider emissary's spellcasting modifier is Wisdom (spell saving throw DC 16, +8 to hit with spell attacks). Although the spells granted to each emissary are different based on their own temperament and that of their steed, a common set of powers are listed below: Cantrips (at will): guidance, message 1st level (at will): detect magic, heroism 2nd level (at will): calm emotions, zone of truth 3rd level (2/day): beacon of hope, dispel magic 4th level (2/day): guardian of faith, staggering smite 5th level (1/day): dispel evil and good ACTIONS Multiattack. The dragonrider emissary can make two dragonrod attacks. Dragonrod. Melee Weapon Attack: +6 to hit, reach 5ft., one target. Hit: 6 (1d6 + 3) bludgeoning or piercing damage and 7 (2d6) elemental damage. LEGENDARY ACTIONS The dragonrider emissary can take 1 legendary action, choosing from the options below. A legendary action can only be used at the end of another creature's turn. The dragonrider emissary regains spent legendary actions at the start of its turn. Cast a Spell. The dragonrider emissary can cast a spell. Detect. The dragonrider emissary gains truesight with a 30ft. radius until the end of its next turn, and makes a Wisdom (Perception) check immediately. Move Like The Wind. The dragonrider emissary takes a Dash action. Creatures cannot make opportunity attacks against the dragonrider emissary during this movement. Request by Astos Matosis. Leading their people in song, ritual, and battle, Elven Wardancers are imbued with mystical and magical importance. In combat, they move quickly from target to target, operating in a well-drilled team to eliminate key members of whatever opposition they face, and improving the efforts of elves they fight alongside. They become implacable foes, keeping opponents off-balance and protecting their people as elite warriors.
ELVEN WARDANCER Medium humanoid (any elf), usually neutral Armour Class 17 (leather armour) Hit Points 36 (8d8) Speed 50ft. Str 12 (+1); Dex 18 (+4); Con 10 (+0); Int 14 (+2); Wis 13 (+1); Cha 9 (-1) Proficiency bonus +3 Skills Acrobatics +7, Arcana +5, Performance +5 Senses Darkvision 60ft., passive Perception 11 Languages Common, Elven Challenge 5 (1,800 XP) Bladesong. The wardancer and any elf allies who can hear them within a 10ft. radius of the wardancer, gain a +2 bonus on weapon damage rolls. Mobility. When a wardancer makes a melee attack against a creature, the wardancer doesn't provoke opportunity attacks from that creature for the rest of this turn, whether the attack hits or not. Spellcasting. The wardancer is a a 6th-level spellcaster, and their spellcasting ability is Intelligence (spell saving throw DC 13, +5 to hit with spell attacks). The wardancer can cast the following spells: Cantrips: blade ward, message, true strike 1st level (2 slots): feather fall, shield 2nd level (2 slots): cloud of daggers, magic weapon, misty step 3rd level (2 slots): blink, haste ACTIONS Multiattack. The wardancer makes two longblade or longbow attacks. Longblade. Melee Weapon Attack: +7 to hit, reach 5ft., one target. Hit: 8 (1d8 + 4) slashing damage. Longbow. Ranged Weapon Attack: +7 to hit, range 150/600ft., one target. Hit: 8 (1d8 + 4) piercing damage. A towering visage of flaming death, Drath'Torun is a demon lord of the Abyss. Having ascended through the ranks of demonic footsoldiers and torn power from the bodies of his foes at every step, he has incredible powers over dead souls, and can store and feast upon imprisoned souls at his will, burning them for power. He hungers to one day consume Orcus himself or even a deity to steal their throne and ascend to even greater heights of power.
DRATH'TORUN THE SOUL-DEVOURER Large fiend (demon), chaotic evil Armour Class 19 (natural armour) Hit Points 266 (28d10 + 112) Speed 40ft., fly 30ft. (hover) Str 23 (+6); Dex 18 (+4); Con 19 (+4); Int 21 (+5); Wis 18 (+4); Cha 27 (+6) Proficiency bonus +7 Saving Throws Str +13; Wis +11; Cha +13 Skills Arcana +12, Insight +11 Damage Resistances acid, cold, lightning, necrotic, psychic, thunder Damage Immunities fire; bludgeoning, piercing, and slashing that is nonmagical Condition Immunities charmed, exhaustion, frightened, poisoned Senses truesight 120ft., passive Perception 14 Languages all, telepathy 120ft. Challenge 22 (41,000 XP) Legendary Resistances (2/day). If Drath'Torun fails a saving throw, he can choose to succeed instead. As a reaction, Drath'Torun can consume 1 of the souls the has absorbed to regain one use of legendary resistance. Magic Resistance. Drath'Torun has advantage on saving throws against spells and other magical effects. Magic Weapons. Drath'Torun's weapon attacks are magical. Soul Devourer. Drath'Torun's open ribcage is filled with a swirling storm of screaming souls made up of his former victims. At the start of an encounter, Drath'Torun possesses 12 souls. When a living creature dies within 50 feet of Drath'Torun, the creature's soul must succeed on a DC 21 Charisma saving throw or be absorbed by Drath'Torun, increasing his current and maximum soul count by 1. If Drath'Torun absorbs a creature's soul, it cannot be raised or resurrected by any magic power short of a deity's direct intervention. Drath'Torun can use the souls he has absorbed to fuel his magical powers, as soul magic, below. Soulfire Aura. At the start of each of Drath'Torun's turns, each creature within 5 feet of it takes 10 (3d6) fire damage and 7 (2d6) psychic damage, and flammable objects in the aura that aren't being worn or carried ignite. A creature that touches Drath'Torun or hits him with a melee attack while within 5 feet of him takes 10 (3d6) fire damage and 7 (2d6) psychic damage. Soul Magic. Drath'Torun's spellcasting ability is Charisma (spell save DC 21, +13 to hit with spell attacks). He can innately cast any of the following spells, requiring no material components: At will: detect magic, vicious mockery (17th level). Drath'Torun can cast any of the following spells with a 9th-level spell slot by consuming 1 of his absorbed souls, requiring no material components: counterspell, destructive wave, flame strike, power word kill. ACTIONS Multiattack. Drath'Torun can make two claw attacks and one tail attack. Claw. Melee Weapon Attack: +13 melee, reach 10ft., one target. Hit: 15 (2d8 + 6) slashing damage and 7 (2d6) necrotic damage. Tail. Melee Weapon Attack: +13 melee, reach 15ft., one target. Hit: 19 (3d8 + 6) piercing damage and 7 (2d6) necrotic damage. LEGENDARY ACTIONS Drath'Torun can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. Drath'Torun regains spent legendary actions at the start of his turn. Chill Soul. Drath'Torun casts toll the dead (spell save DC 21, 17th level). Storm of Death (2 actions). Drath'Torun consumes 2 souls, and the area within 20 feet of him erupts in a howling storm of shrieking spirits, which follows him as he moves. Until the end of his next turn, Drath'Torun has half cover against all attacks. Any creature within the aura when it begins or that starts its turn within the aura takes 10 (3d6) necrotic damage. Tail. Drath'Torun makes one tail attack. Request from Kyle Ward. Fire is often considered the 'quick' path to power- although there are many dangerous creatures which resist its damage, it is efficient and effective on lower-powered creatures and their dwellings, making it an effective threat. Those pyromancers who become threats to civilized areas often lose themselves in the allure, the flicker, the inherent danger of the flame. They might be wanted as dangerous criminals, or merely spellcasters on the run, fleeing from the collateral damage they cause when attacked.
ROGUE PYROMANCER Medium humanoid (any race), usually chaotic Armour Class 13 (studded leather) Hit Points 44 (8d8 + 8) Speed 30ft. Str 9 (-1); Dex 13 (+1); Con 12 (+1); Int 10 (+0); Wis 9 (-1); Cha 16 (+3) Proficiency bonus +3 Skills Arcana +3, Survival +2 Damage Resistances fire Senses passive Perception 9 Languages Common, Draconic Challenge 5 (1,800 XP) Metamagic. Once per turn, the rogue pyromancer can heighten their spells, causing targets to have disadvantage on the saving throw. Once the rogue pyromancer has used this ability twice, they cannot use this ability again until they have finished a long rest. Spellcasting. The rogue pyromancer is an 8th-level sorcerer (spell save DC 14, +6 to hit with spell attacks). They know the following spells, and access to the following spell slots: burning hands, burning step, crown of madness, dimension door, fireball, levitate, ragefire, scorching ray, shield, thunderwave. 1st-level spells (4 slots) 2nd-level spells (3 slots) 3rd-level spells (3 slots) 4th-level spells (2 slots) ACTIONS Cast Spell. Fire Bolt. Ranged Spell Attack: +6 to hit, range 120ft., one target. Hit: 11 (2d10) fire damage. Flaming Staff. Melee Weapon Attack: +4 to hit, range 5ft., up to two targets. Hit: 2 (1d6 - 1 bludgeoning damage) and 3 (1d6) fire damage. The target is set on fire by this attack, taking 1d4 fire damage at the start of each of its turns. A creature can end this damage by using its action to make a DC 10 Dexterity check to extinguish the flames. REACTIONS Flame Lash. When damaged by an attack, the rogue pyromancer can make a fire bolt attack against a creature or object within 10ft. as a reaction. An enterprising and charismatic gnome by the name of Knagnog (pronounced "Nag-nog") owns and operates a travelling sale-wagon he calls Knagnog's Knicknacks, selling Potions of Dubious Quality and travelling from town to town. His patter is engaging and charming, and his goods are indeed of Dubious Quality, meaning he's sometimes chased out of town for being a fraud.
Here are some of the goods he might have for sale: 1 - Ichor Draught (50gp): These green, honey-consistency potions contain a couple of tentacles from some aquatic monster, and are popular with cultists as a defensive measure. They taste absolutely vile, but grant the drinker the ability to manifest shadowy tentacles which lash out at all around them. When drunk as an action, the target can manifest Arms of Hadar. 2 - Cure-All (50gp): This thin vial of clear liquid seems unremarkable, having the consistency of water, and no discernible smell or taste. Knagnog promises that it'll "cure your ills" and sells it to folks who are unwell. When drunk, this potion cures the drinker of any of the following conditions which currently affect them: blinded, charmed, deafened, exhaustion, frightened, invisible, paralyzed, petrified, poisoned, stunned, or unconscious. The drinker then gains the poisoned condition for the next 24 hours. 3 - Anti-venom Elixir (50gp): A brilliant cobalt-coloured solution with the taste of rotted chalk, Knagnog promises that this will cure any poison. When drunk, the drinker loses the poisoned condition and if they have taken any poison damage in the past 24 hours, they regain 2d6 hit points. However, they gain 5 levels of exhaustion. 4 - Fun-Gal Libation (25gp): This liquid is pinkish-grey and streaky, flavoured something like strawberry syrup. He promises this will give someone a 'good time' (accompanied by a creepy wink). If drunk or consumed with alcohol, this potion enhances the drinker's enjoyment and fun, without impairing their judgement at all. Any children conceived by the drinker or their immediate partner in the next 24 hours will be born as baby Myconids, who will escape at the first opportunity to found a new colony. 5 - Thirst Quencher (50gp): This drink comes in a comically-large conical flask, nearly two pints, and is a soft red colour. It tastes of burned copper, and when drunk, which requires at least an entire round's worth of actions, the drinker is cured of any levels of exhaustion and finds themselves feeling bloated with liquid and strongly smelling of copper. For the next hour, the wearer has vulnerability to fire damage, and any attempts to locate them by smell have advantage. 6 - The Swagswig (500gp): Knagnog promises that this very rare potion will bring incredible luck to someone who drinks it, and only carried one, in a secure box. The potion comes in a bottle wrapped with golden wire and decorated with tiny quartz gems, and has tiny flakes of gold floating within its liquid. As surprising as it sounds, this potion is actually blessed by the gods of fortune. When drunk, the value of any random amounts of coinage, art objects, or jewellery that the drinker discovers or finds in the next 24 hours are doubled. Favoured weapons of criminal syndicates and vile warlords, chem-berserkers are encased in a protective suit and given stimulant drugs that can spur them into horrifying and violent action. Inured to pain and suffering, they move at near-lightning speed and can be controlled by their masters until they are unleashed upon their enemies, a blur of violence and wheezing. By the time an addict becomes a chem-berserker, their mind is all but lost, and many months of magical cures would be necessary for them to return to their normal state.
CHEM-BERSERKER Medium humanoid (any race), chaotic evil Armour Class 17 (half plate) Hit Points 45 (6d8 + 18) Speed 50ft. Str 19 (+4); Dex 19 (+4); Con 14 (+2); Int 4 (-3); Wis 11 (+0); Cha 1 (-5) Proficiency bonus +2 Damage Resistances Psychic; Bludgeoning, piercing and slashing Senses passive Perception 10 Languages Understand fragments of Common but can't speak Challenge 3 (700 XP) Lightning Speed. The chem-berserker can choose to use either the Dash action or a Blade attack as a bonus action each round. If a chem-berserker uses the Dash action, ranged attacks against it are made with disadvantage until the start of its next turn. Razor-Sharp. The chem-berserker's blade attacks score a critical hit on a roll of 19 or 20. Suit Components. The various chem-injection components of a chem-berserker's suit can be targeted by attacks. The three components each have an AC of 15 and 10 hit points, and for each one that is destroyed, the chem-berserker gains one level of exhaustion. The suit components are considered worn or held objects, and cannot be damaged by most area spells. ACTIONS Multiattack. The chem-berserker makes two blade attacks. Blade. Melee Weapon Attack: +6 to hit, reach 5ft., one target. Hit: 9 (1d10 + 4) slashing damage. The stone giant known as the Rumbling Sentry keeps watch over a valley pass and wards off bandits. Arumalok, as he is named, swore a powerful oath to his ancestors to guard their cavesfrom intruders, and has spent centuries sitting watch, mostly (and accidentally) disguised as a mossy boulder. Those who idly damage the valley, or who intrude on the caves where his people make their homes, or those who would do harm on other passers-by, incur his wrath. This most often comes in the form of a horse-sized boulder being hurled at their head at tremendous speed, although he is not shy about taking to hand-to-hand combat with these foes.
Arumalok is a Stone giant who has sworn the Oath of the Ancients, and glowing chains of magical energy seem to bind him without restricting his movement. He can use his powers to resist magic, and to bind those foes who attempt to intrude on upon his territory. However, he is content to observe those who cause no damage to the region, and enjoys hearing songs and chatter from those who make camp in the area. If noticed and welcomed, Arumalok may join in, singing in a deep throat-rumble or telling an epic of his people, who pass through the region only about once a decade. As a dweller in the Dreaming World (as stone giants call the realm with a sky), Arumalok is lonely even among his own people, and craves some kind of interaction from time to time. STATISTICS Arumalok's statistics are identical to a stone giant, with the following additions: Huge giant, lawful neutral Challenge 8 (3,900 XP) Aura of Warding. Arumalok and friendly creatures within 10 feet have resistance to damage from spells. Divine Health. Arumalok is immune to disease. He also suffers no drawbacks of old age, and can't be aged magically. ACTIONS Greatclub. Melee Weapon Attack: +9 to hit, reach 15ft., one target. Hit: 19 (3d8 + 6) bludgeoning damage and 4 (1d8) radiant damage. Ensnaring Strike (Recharge 5-6). Melee Weapon Attack: +9 to hit, reach 15ft., one target. Hit: 19 (3d8 +6) bludgeoning damage, and the target must succeed on a DC 17 Strength saving throw or restrained by magical vines for 1 minute. Large or larger creatures have advantage on this saving throw. While restrained by this ability, the target takes 3 (1d6) piercing damage at the start of each of its turns. A creature restrained by the vines or one that can touch the creature can use its action to make a DC 17 Strength check. On a success, the target is freed and the effect ends. Hooks:
Swaggering boss of the Whispering Bastards mercenary company, the woman called Ella Gantz is a dangerous warrior and a cunning foe. She's crafty, charismatic, and wants work for her employees. To that end, she's happy to cast shade on the reputation or competence of her rivals, sabotage their supply lines to make them turn up late to jobs, and even outright challenge them for work. The Whispering Bastards keep the skulls of those among their number who have fallen in battle, embodying the concept that 'dead men tell no tales', often tying them to their belts in memory of their friends. Ella herself keeps the skull-plates of her two ex-husbands on her belt, and it is rumoured that she's been looking for a third.
Her company, the Whispering Bastards, usually number fifty to a hundred tough warriors willing to get in a scrap, and might work for local nobles feuding for land, local warlords, or rich merchants needing guards. They get in, get the job done roughly, and get paid, and then go drinking after- but that doesn't mean they won't look for a scrap in between jobs. But as trained and professional warriors, they watch their own backs and each others', making them trouble for unwary adventurers or town drunks. Ella is a brash, wily, and smart veteran, able to end a fight as quickly as she can start one. She could be a valuable ally, a dangerous liability, or a very dangerous foe, depending on how she's treated. And enough coin can probably change that category quickly! Also posted on Game Masters Stash on 6 January 2022. "...The Champion worried her. He had to be at least forty, but he carried the massive war axe as if it was a toy. Old scars patterned a hard, unyielding face, and his constant slight smile wasn't reflected in the cold, dark eyes."
- From Blue Moon Rising, by Simon R. Green. A Champion isn't just a warrior, they're an unstoppable force. Combining rigorous training with physical excellence and decades of experiences, they are proud and dependable guardians and impressive foes. One Champion and a half-dozen Knights to reinforce them can be enough to see off a whole battalion of enemies. Clad in the finest and heaviest of armours, a champion rarely strays from the side of their ward. CHAMPION Medium humanoid (any race), any alignment (usually Lawful) Armour Class 22 (juggernaut plate) Hit Points 135 (18d8 + 54) Speed 20ft. Str 20 (+5); Dex 16 (+3); Con 17 (+3); Int 11 (+0); Wis 10 (+0); Cha 9 (-1) Proficiency bonus +4 Saving Throws Str +9, Dex +3 (disadvantage), Con +7 Skills Athletics +9, Intimidate +7 Senses tremorsense 5ft., passive Perception 10 Languages Common Challenge 10 (5,900 XP) Brute. A melee weapon deals two extra dice of its damage when the champion hits with it (included in the statistics below). In addition, the champion doubles its proficiency bonus for Intimidate checks. Fearless. The champion has advantage on saving throws against effects that would make them charmed or frightened. Immovable Force. A champion has advantage on saving throws against any effect that would move them from their space, or make them grappled, prone, or restrained. Superior Critical. A champion's weapon attacks score a critical hit on a roll of 18 - 20. ACTIONS Multiattack. The champion makes three greatsword attacks and a slam attack. Greatsword. Melee Weapon Attack: +9 to hit, reach 5ft., one target. Hit: 19 (4d6 + 5) slashing damage. Slam. Melee Weapon Attack: +9 to hit, reach 5ft, one target. Hit: 6 bludgeoning damage, and if the target is Medium or smaller, it must succeed on a DC 17 Strength saving throw or be knocked prone. Heavy crossbow. Ranged Weapon Attack: +7 to hit, range 100/400ft., one target. Hit: 8 (1d10 +3) piercing damage. REACTIONS Parry. The champion adds 3 to its AC or to that of a friendly creature within 5 feet against one melee attack that would hit it. To do so, the champion must see the attacker and be wielding a melee weapon. Also posted on Game Masters Stash on 4 January 2022. Ineffables are chaotic spirits formed at the junctions of the Abyss and the Positive Energy plane. They seethe with purposeless growth and riotous energy. Although they are not malicious, they do not understand mortal life's fragility.
In appearance, Ineffables are constantly growing and shifting, manifesting elements of various creatures and objects they have seen recently. Some Ineffables fixate on specific elements that they have grown fond of- orchids, scissors, spiders, bouncy balls, or other random forms- and attempt to adopt aspect of that thing in all their forms. Some wish to experiment with the mortal realm, some wish only to experience it, some experience an unpleasant buzzing from the light, and just want to go home. Hooks:
INEFFABLE Medium aberration (shapeshifter), Chaotic Neutral Armour Class 19 (natural armour) Hit Points 144 (18d8 + 72) Speed 30ft. Str 15 (+2); Dex 19 (+4); Con 19 (+4); Int 25 (+7); Wis 17 (+3); Cha 18 (+4) Proficiency bonus +4 Skills Arcana +11, History +11, Perception +7 Saving Throws Constitution +8, Charisma +8 Damage Resistances Psychic, radiant; bludgeoning, piercing, and slashing damage from nonmagical attacks Senses Truesight 120ft., passive Perception 17 Languages Telepathy 60ft., understand all languages Challenge 12 (8,400 XP) Disturbing Presence. Creatures with a Lawful alignment take 3 (1d6) psychic damage if they begin their turn within 20 feet of an ineffable. Any creature that inflicts psychic damage on an ineffable takes 16 (3d10) psychic damage. Innate Spellcasting. An ineffable's spellcasting ability is Charisma (spell save DC 16, +8 to hit with spell attacks). An ineffable knows and can innately cast any Sorcerer spell up to 5th level at will, requiring no material components. Any time that an ineffable casts a spell in this way, they trigger a Wild Magic Surge (see the PHB, page 104). An ineffable has advantage on saving throws against any effect created by their own wild magic surge, and resistance to damage from any effect created by their own wild magic surge. An ineffable can hold concentration on two spells at once. While maintaining concentration on two spells, the Constitution saving throw DC from taking damage is 15, or the damage taken, whichever is higher. If an ineffable casts a third spell requiring concentration, they may choose which spell to lose concentration on. If they lose concentration due to taking damage, they lose concentration on all their spells. Regeneration. An ineffable regains 11 (2d10) hit points at the start of its turn, as long as it has more than 0 hit points. Shapeshifting. An ineffable constantly shifts their form, and at the start of their turn, they end any effect that changes their form. ACTIONS Chaotic touch. Melee weapon attack: +8 to hit, reach 5ft., one target. Hit: 3d10 necrotic damage, and the target regains a number of hit points equal to 3d10. A target that has a net result of hit point gain from this touch finds their scars healing over with fresh skin, and small growths of flesh begin to form on them permanently. Adapted from the earlier version of the Ineffable, published on 13 December 2019. A mystical merchant who travels the realms searching for the finest deals and opportunities, Oluronin's Arcane Exchange is a shop that can appear anywhere, even within a dungeon. The titular Oluronin, a canny and personable fellow, is willing to chase down opportunities he hears of, and trades in rare and magical items. Here are some of the goods he might have available, or might offer for a particular item which your player characters possess:
1 - Censer of Censure: This brass censer can be filled with incense and, when lit, floats in mid-air, moving around slowly in a 10-foot radius from the owner and filling the air with thick, sweet-smelling smoke. Once per day as an action, an attuned owner can surreptitiously select a creature within 20 feet and the censer will circle around that creature for 1 minute. The creature gains half cover, but also gains the poisoned condition for the duration. At the end, the censer drops to the ground and the smoke dissipates. 2 - Containment Jar: This gold-inlaid glass jar comes with a warded lid. By holding the jar and spending a reaction when a creature that the owner can see casts a spell within 60 feet, they can cast Counterspell. The jar is then filled with roiling, violent magical energy and seals itself. By unsealing the jar or shattering it as an action, the counterspelled spell is then released, with the jar counting as the target. 3 - Orb of Pondering: This cursed orb looks and acts exactly as an ordinary Crystal ball. However, each time it is used, the user must make a Wisdom saving throw (DC 17). On a successful save, the orb functions normally. On a failed save, the user instead becomes Charmed by the orb and will gaze at it until interrupted by an outside source, ignoring even the need for sleep or food. 4 - Wand-Polishing Wax: This small tin contains a wax made from a combination of manticore oil, powdered diamond dust, and giant bee wax. The tin contains 6 charges of wax. When used to polish a magical wand during a short rest, using the spell from the wand lowers the wand's maximum number of charges by 1, but the saving throw DC of spells used from the wand increases by 1. 5 - Robe of Safety: This magical robe includes detailed gold piping and embroidered sigils of warding. The wearer has resistance to damage from their own spells, which is applied after a saving throw, if applicable. 6 - Pocket Watch of Chronurgy: This brass clockwork pocket-watch hangs on a chain, and its face bears a tiny starry sky made with glinting diamonds. The watch has three charges, and as an action, the wearer can spend one charge to use either Haste or Slow. The watch regains 1 charge at dawn. Also posted on Game Masters Stash on 8 December 2021. In the shady streets, people grow up quick and often take to violence. Adventurers might run across these folk during their journeys, either as antagonists or accompaniment. Here are a few levelled NPCs that can be used in your games as members of a crime gang, amateur assassins, or friends in a fight.
Alleyrats are usually young or very inexperienced, but make effective thieves. While they might try to hold their own in a scrap, they're easily overwhelmed by the presence of weapons, and will likely flee. ALLEYRAT Medium humanoid (any race), any alignment Armour Class 12 Hit Points 4 (1d8) Speed 30ft. Str 9 (-1); Dex 14 (+2); Con 10 (+0); Int 11 (+0); Wis 8 (-1); Cha 10 (+0) Proficiency bonus +2 Skills Acrobatics +4, Perception +1, Sleight of Hand +4 Senses passive Perception 11 Languages Common, foul language Challenge 1/8 (25 XP) ACTIONS Unarmed strike. Melee weapon attack: +1 to hit, reach 5ft., one target. Hit: 1 bludgeoning damage. Light Fingers. The alleyrat can make a Sleight of hand check against a target within 5 feet, opposed by the target's passive Perception. If successful, the alleyrat takes one item of jewellery or a coinpurse containing up to 20 coins, and then takes a Disengage action. A cutthroat is someone up-and-coming in a criminal enterprise, someone with a bit of skill in fighting and some training in sneak attacks. Any crime-boss is likely to have a few nearby, even while in an inn or CUTTHROAT Medium humanoid (any race), any alignment Armour Class 13 (leather armour) Hit Points 18 (4d8) Speed 30ft. Str 12 (+1); Dex 15 (+2); Con 11 (+0); Int 11 (+0); Wis 10 (+0); Cha 10 (+0) Proficiency bonus +2 Skills Perception +2, Stealth +4 Senses passive Perception 12 Languages Common, Thieves' Cant Challenge 2 (450 XP) Sneak Attack. Once per turn, the cutthroat deals an extra 7 (2d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or the when the target is within 5 feet of an ally of the cutthroat and the cutthroat doesn't have disadvantage on the roll. ACTIONS Multiattack. The cutthroat makes two dagger attacks. Dagger. Melee weapon attack or ranged weapon attack: +4 to hit, reach 5ft. or range 20/60ft., one target. Hit: 4 (1d4 + 2) piercing damage. A knife fighter is someone who has specialised in fighting with daggers. Some are duellists, while others are bravos who fancy themselves swashbucklers. They are fast, jumpy, and eager to get in a fight, but wear no armour and are fragile. KNIFE FIGHTER Medium humanoid (any race), any alignment Armour Class 14 Hit Points 28 (8d8 - 8) Speed 30ft. Str 12 (+1); Dex 18 (+4); Con 9 (-1); Int 12 (+1); Wis 9 (-1); Cha 8 (-1) Skills Acrobatics +6, Deception +1, Intuition +1, Stealth +6 Senses passive Perception 9 Languages Common, Thieves' Cant Challenge 3 (700 XP) Sneak Attack. Once per turn, the knife fighter deals an extra 14 (4d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or the when the target is within 5 feet of an ally of the knife fighter and the knife fighter doesn't have disadvantage on the roll. ACTIONS Multiattack. The knife fighter makes three dagger attacks. Dagger. Melee weapon attack or ranged weapon attack: +6 to hit, reach 5ft. or range 20/60ft., one target; Hit: 6 (1d4 + 4) piercing damage. Dirty Trick. The knife fighter makes a Dexterity (Deception) check at +6 against a target within 5ft., opposed by the target's Wisdom (Intuition) roll. If successful, the knife fighter makes one dagger attack against the target immediately, with advantage. Also posted on Game Masters Stash on 3 December 2021. Adventurers are likely to encounter a variety of non-combatant NPCs in the course of their explorations. These might be people they need to protect from harm, consult for advice, escort on a mission through a perilous dungeon, or keep as hirelings for consulting when they need advice.
Here are statistic blocks for three different varieties of experts which you can use for your game. If used in combat, these NPCs shine when used to assist others, rather than winning fights on their own. A scribe is a civilian expert, one skilled at writing and copying text, and learned in the history of their kind. Some might be dragged along on an adventure or end up tangled in some kind of intrigue. SCRIBE Medium humanoid (any race), any alignment Armour Class 11 Hit Points 4 (1d8) Speed 30ft. Str 9 (-1); Dex 12 (+1); Con 10 (+0); Int 14 (+2); Wis 13 (+1); Cha 9 (-1) Skills History +4 Proficiency bonus +2 Senses passive Perception 11 Languages Common and any two other languages Challenge 1/8 (25 XP) Expertise. A scribe doubles their proficiency bonus to +4 for use of a calligraphy tool set. Instruction (recharges after a long rest). A scribe who spends one hour instructing a creature in History allows them to make History checks using the scribe's proficiency bonus of +2 until they finish a long rest. ACTIONS Unarmed. Melee weapon attack: -1 to hit, reach 5ft., one target. Hit: 1 bludgeoning damage. An expert is a skilled scribe, one acknowledged as a professional among their kind. Many are aged, having lost the flexibility of their youth but even more experienced in their chosen career. An expert might be consulted or brought along on a mission for their useful knowledge. EXPERT Medium humanoid (any race), any alignment Armour Class 10 Hit Points 18 (4d8) Speed 30ft. Str 9 (-1); Dex 11 (+0); Con 10 (+0); Int 16 (+3); Wis 14 (+2); Cha 10 (+0) Skills Arcana +5, History +7, Investigation +5 Proficiency bonus +2 Senses passive Perception 12 Languages Common and any three other languages Challenge 2 (450 XP) Expertise. An expert doubles their proficiency bonus to +4 for use of a calligraphy tool set or History skill check. Expert Instruction (recharges after a long rest). An expert who spends one hour instructing a creature in Arcana or History allows them to make skill checks using the expert's proficiency bonus of +2 until they finish a long rest. ACTIONS Dagger. Melee weapon attack: +1 to hit, reach 5ft., one target. Hit: 2 (1d4 - 1) piercing damage. Identify Weakness (recharges after a short rest). The expert chooses a target it can see within 50 feet. The next attack made by an ally who can hear the expert, until the start of the expert's next turn, has advantage. A sage is a world-class expert, schooled in a variety of skills and able to identify commonalities in methods to effect amazing insight. While they make poor combatants, sages are nevertheless useful to bring along for their tremendous reserves of knowledge. SAGE Medium humanoid (any race), any alignment Armour Class 10 Hit Points 28 (8d8 - 8) Speed 30ft. Str 8 (-1); Dex 10 (-1); Con 9 (-1); Int 19 (+4); Wis 16 (+3); Cha 12 (+1) Skills Arcana +6, History +10, Investigation +6, Nature +6, Religion +6 Proficiency bonus +2 Senses passive Perception 13 Languages Common and any four other languages Challenge 3 (700 XP) Expertise. A sage triples their proficiency bonus to +6 for use of a calligraphy tool set or History skill check. Sage Advice (recharges after a long rest). A sage who spends one hour instructing up to three creatures in Arcana or History allows them to make skill checks using the sage's proficiency bonus of +2 until they finish a long rest. During this time, they can reroll a skill check result of 1. ACTIONS Dagger. Melee weapon attack: +1 to hit, reach 5ft., one target. Hit: 2 (1d4 - 1) piercing damage. Identify Weakness. The sage chooses a target it can see within 50 feet. The next attack made by an ally who can hear the sage, until the start of the sage's next turn, has advantage. Also posted on Game Masters Stash on 25 November 2021. Ilyxeos, a silver dragon known as 'the Kind', crusades relentlessly against evil dragons to increase the size of his hoard. He makes the location of his lair, on a secluded mountainside, common knowledge. He also ensures that the paths there are clear from all but the most inconsequential threats, allowing travellers to journey to beg a boon of him. In truth, Ilyxeos has built his hoard in order to fund social programs and relieve debt, allowing petitioners to take all the wealth they need to avoid trouble, often for just the promise that they be generous to others.
A stern but understanding dragon, Ilyxeos sometimes pays messengers to deliver messages calling specific adventurers to perform tasks for him, or sending messengers to call for commitments to be honoured, sometimes by the debtor's descendants. If knowledge of those debts has not been passed along, Ilyxeos often asks for a service to increase the size of his hoard, often accompanied by then donating it to a nearby orphanage or improving a nearby community. How you can use Ilyxeos in your game: - A player character might be descended from someone who owes a great debt to the dragon, perhaps enough gold to have absolved their debts long ago, enough for them to be prosperous now. This could launch the party into an adventure to liberate treasure from the vault of a tyrant, the lair of another dragon, or some kind of other treasure-hoarding monster. - A PC in great debt might be directed (perhaps by one of the dragon's servants, or perhaps by the dragon himself, in magical disguise) to Ilyxeos' remote lair to solve all their troubles. The sign saying "take only what you need" at the cave entrance can be confusing, but Ilyxeos means it. - For a PC who hears of the dragon's wealth and plans to rob it, the offer might be too tempting to pass up. The dragon's appearance, reclining upon a bed of coinage and fabulous gems and jewellery, seems to be one of incredible privilege. However, his generosity and mercy can be astounding. Also posted on Game Masters Stash on 20 November 2021. |
AuthorI'm Luke. He/him pronouns. Archives
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