In travelling across the lands, through places distant and dangerous, player characters are likely to need some form of guides and porters. They might hire helpful locals to carry heavy weights, navigate dangerous terrain, and be generally useful. Here are three statistic blocks you can use for NPCs in your games.
Porters are familiar with the local terrain, and have strong backs to carry supplies. They likely work for daily coin, and might have a thriving industry, or simply be enthusiastic locals. PORTER Medium humanoid (any race), any alignment Armour Class 11 (leather) Hit Points 11 (2d8 + 2) Speed 20ft. Str 15 (+2); Dex 11 (+0); Con 12 (+1); Int 10 (+0); Wis 12 (+1); Cha 10 (+0) Skills Nature +2, Survival +3 Proficiency bonus +2 Senses passive Perception 11 Languages Common and one other Challenge 1/8 (25 XP) Local Familiarity. While travelling in their local area, even while engaged in another activity (such as foraging, navigating, or tracking), the porter remains alert to danger. When a porter forages, they find twice as much food or water as they normally would. Pack rat. A porter can carry up to 50 pounds of gear for adventurers without asking for additional pay. ACTIONS Club. Melee weapon attack: +4 to hit, reach 5ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage. A guide is a professional- someone who's likely seen a dungeon or two, tracked and hunted some local wildlife and perhaps something a little more exotic. GUIDE Medium humanoid (any race), any alignment Armour Class 14 (studded leather) Hit Points 39 (6d8 + 12) Speed 30ft. Str 16 (+3); Dex 11 (+0); Con 12 (+1); Int 10 (+0); Wis 13 (+1); Cha 10 (+0) Skills Nature +2, Survival +5 Proficiency bonus +2 (doubled for Survival) Senses passive Perception 12 Languages Common and one other Challenge 2 (450 XP) Natural Guide. While travelling in familiar terrain, even while engaged in another activity (such as foraging, navigating, or tracking), the guide remains alert to danger. When a guide forages, they find twice as much food or water as they normally would. While tracking other creatures, the guide also learns their exact number, their sizes, and how long ago they passed through the area. Pack horse. A guide can carry up to 100 pounds of gear for adventurers without asking for additional pay. ACTIONS Scimitar. Melee weapon attack: +5 to hit, reach 5ft., one target. Hit: 5 (1d6 + 2) slashing damage. A pathfinder is at home anywhere in nature, able to navigate reliably, hunt for food, and get you where you need to go. PATHFINDER Medium humanoid (any race), any alignment Armour Class 15 (studded leather) Hit Points 60 (8d8 + 24) Speed 30ft. Str 16 (+3); Dex 14 (+2); Con 12 (+1); Int 12 (+1); Wis 14 (+2); Cha 10 (+0) Skills Nature +3, Perception +4, Survival +6 Proficiency bonus +2 (doubled for Survival) Senses passive Perception 14 Languages Common and one other Challenge 3 (700 XP) Natural Guide. While travelling in familiar terrain, even while engaged in another activity (such as foraging, navigating, or tracking), the pathfinder remains alert to danger. When a pathfinder forages, they find twice as much food or water as they normally would. While tracking other creatures, the pathfinder also learns their exact number, their sizes, and how long ago they passed through the area. Pack horse. A pathfinder can carry up to 100 pounds of gear for adventurers without asking for additional pay. Safety Briefing. By spending 1 hour giving advice on the local territory and threats, the pathfinder can select up to ten creatures to gain advantage on one saving throw against an effect from a beast or plant creature, or a natural feature, which must be used within 24 hours. ACTIONS Scimitar. Melee weapon attack: +5 to hit, reach 5ft., one target. Hit: 6 (1d6 + 3) slashing damage. Longbow. Ranged weapon attack: +4 to hit, range 150/600ft., one target. Hit: 6 (1d8 + 2) piercing damage. Adventurers are likely to come across a variety of different artisans in their time, from humble village blacksmiths, to professional gem-cutters or artisans, to world-class exemplars of their craft. While some might end up reluctantly entangled in adventures, others might be murderers, victims of crime, or scheming villains in their own right.
Here are three statistic blocks you can use in your games. Crafters are people whose job it is to make a thing. Their talents are somewhat unremarkable, but reliable. CRAFTER Medium humanoid (any race), any alignment Armour Class 10 Hit Points 4 (1d8) Speed 30ft. Str 10 (+0); Dex 11 (+0); Con 10 (+0); Int 14 (+2); Wis 11 (+0); Cha 10 (+0) Proficiency bonus +2 (proficient with one tool set at +6) Senses passive Perception 10 Languages Common Challenge 1/8 (25 XP) Expertise. A crafter doubles their proficiency bonus for use of one tool set related to their craft. Skilled Crafter. A crafter makes an additional 5gp of progress on a craft project per day of downtime spent working. ACTIONS Unarmed. Melee weapon attack: +0 to hit, reach 5ft., one target. Hit: 1 bludgeoning damage. An artisan is someone who has spent years, sometimes tens of years, perfecting their craft. They can incorporate related arts and sciences to make great progress. ARTISAN Medium humanoid (any human), any alignment Armour Class 10 Hit Points 18 (4d8) Speed 30ft. Str 10 (+0); Dex 11 (+0); Con 10 (+0); Int 16 (+3); Wis 11 (+0); Cha 10 (+0) Proficiency bonus +2 (proficient with one tool set at +7, and with another tool set at normal bonus) Senses passive Perception 10 Languages Common Challenge 2 (450 XP) Expertise. An artisan doubles their proficiency bonus for use of one tool set related to their craft. Expert Crafter. An artisan makes an additional 10gp of progress on a craft project per day of downtime spent working. ACTIONS Dagger. Melee weapon attack: +2 to hit, reach 5ft., one target. Hit: 2 (1d4) piercing damage. An exemplar is a world-class example of their trade. Their skills astound and amaze, and they can accomplish marvels with their tools, sometimes as much as a full workshop by working on their own. EXEMPLAR Medium humanoid (any race), any alignment Armour Class 10 Hit Points 36 (8d8) Speed 30ft. Str 10 (+0); Dex 11 (+0); Con 10 (+0); Int 19 (+4); Wis 13 (+1); Cha 10 (+0) Proficiency bonus +2 (proficient with one tool set at +10, and with another two tool sets at normal bonus) Senses passive Perception 11 Languages Common Challenge 3 (700 XP) Genius. An exemplar triples their proficiency bonus for use of one tool set related to their craft. Astounding Crafter. An exemplar makes an additional 20gp of progress on a craft project per day of downtime spent working. ACTIONS Dagger. Melee weapon attack: +2 to hit, reach 5ft., one target. Hit: 2 (1d4) piercing damage. Adventurers can expect to run into a variety of guards during their travels, whether these are working alongside them to keep a merchant safe, protecting an evil priest against their intrusion, or ensuring that they stay safe while on a diplomatic mission.
Here are three statistic blocks you can use for your games. Sentries are guards trained to protect a person or location against attack. SENTRY Medium humanoid (any race), any alignment Armour Class 16 (chain shirt, shield) Hit Points 11 (2d8 + 2) Speed 30ft. Str 13 (+1); Dex 13 (+1); Con 12 (+1); Int 10 (+0); Wis 11 (+0); Cha 10 (+0) Skills Perception +2 Proficiency bonus +2 Senses passive Perception 12 Languages Common Challenge 1/8 (25 XP) Protection Style. Creatures adjacent to the sentry have a +1 bonus to their Armour Class. ACTIONS Spear. Melee or ranged weapon attack: +3 to hit, reach 5ft. or range 20/60ft, one target. Hit: 5 (1d8 + 1) piercing damage. Bodyguards are professional defenders, dedicated and zealous in their duty. Many are twitchy and eager for action, always keeping a hand on a weapon. BODYGUARD Medium humanoid (any race), any alignment Armour Class 18 (breastplate and shield) Hit Points 39 (6d8 + 12) Speed 30ft. Str 14 (+2); Dex 14 (+2); Con 14 (+2); Int 10 (+0); Wis 13 (+1); Cha 9 (-1) Skills Intuition +3, Perception +3 Proficiency bonus +2 Senses passive Perception 13 Languages Common and one other Challenge 2 (450 XP) Always Ready. Bodyguards have advantage on initiative rolls. Protection Style. Creatures adjacent to the bodyguard have a +1 bonus to their Armour Class. ACTIONS Multiattack. The bodyguard can make two melee attacks. Warhammer. Melee weapon attack: +4 to hit, reach 5ft., one target. Hit: 6 (1d8 + 2) bludgeoning damage. Hand crossbow. Ranged weapon attack: +4 to hit, range 30/120ft., one target. Hit: 5 (1d6 + 2) piercing damage. A lifeward is a bodyguard with preturnatural and reactions. Their reflexes are astounding, allowing them to react to danger before they can even see it. LIFEWARD Medium humanoid (any race), any alignment Armour Class 20 (plate and shield) Hit Points 60 (8d8 + 24) Speed 30ft. Str 16 (+3); Dex 15 (+2); Con 16 (+3); Int 11 (+0); Wis 14 (+2); Cha 10 (+0) Saving Throws Dex +4 Skills Athletics +5, Intuition +4, Perception +4 Proficiency bonus +2 Senses passive Perception 14 Languages Common and any one Challenge 3 (700 XP) Always Prepared. Lifewards have advantage on initiative rolls, and can take two reactions per turn. Only one reaction can be used for any given action which triggers a reaction. Protection Style. Creatures adjacent to the sentry have a +2 bonus to their Armour Class. Sentinel. Creatures within reach of the lifeward provoke an opportunity attack from the lifeward if they attack a friendly creature adjacent to the lifeward. ACTIONS Multiattack. The lifeward can make two melee attacks. Halberd. Melee weapon attack: +5 to hit, reach 10ft., one target. Hit: 8 (1d10 + 3) slashing damage. Heavy Crossbow. Ranged weapon attack: +4 to hit, range 100/400ft., one target. Hit: 7 (1d10 + 2) piercing damage. While those making decisions have a great deal of power and responsibility, the quiet advisors who enable them and assist them are vital. Skilled in many areas, they make the gears of government turn quietly, supply the right information at the right time, and ensure that their employer stays fresh and able to deal with challenges.
Here are three statistic blocks you can use to represent these unsung heroes in your game, whether as scheming viziers, able assistants, or as a loyal major-domo. A valet is a hard-working and talented advisor, able to operate quietly behind the scenes and facilitate an employer with diverse needs. VALET Medium humanoid (any race), any alignment Armour Class 11 Hit Points 5 (1d8 + 1) Speed 30ft. Str 12 (+1); Dex 12 (+1); Con 12 (+1); Int 14 (+2); Wis 12 (+1); Cha 12 (+1) Skills Intuition +3, Perception +3, Sleight of hand +3 Proficiency bonus +2 Senses passive Perception 13 Languages Common and any two others Challenge 1/8 (25 XP) Render Aid. By attending to their employer's needs and engaging in much-needed maintenance, a valet can help revitalize wounded allies during a short rest. Any friendly creatures within 30 feet of the valet that regain hit points during a short rest, regain an extra d6 hit points. ACTIONS Dagger. Melee or ranged weapon attack: +3 to hit, reach 5ft. or range 20/60ft., one target. Hit: 3 (1d4 + 1) piercing damage. Equerries are even more talented assistants, well-prepared and able to instruct their employer in nearly in any skill. They are well-rounded in nearly any task. EQUERRY Medium humanoid (any race), any alignment Armour Class 12 Hit Points 36 (6d8 + 12) Speed 30ft. Str 14 (+2); Dex 15 (+2); Con 14 (+2); Int 15 (+2); Wis 14 (+2); Cha 15 (+2) Skills Intuition +4, Perception +4, Sleight of hand +4; all other skills +3 Proficiency bonus +2 (proficient in all tools at total bonus of +3) Senses passive Perception 14 Languages Common and any three others Challenge 2 (450 XP) Instructor (recharges on a long rest). An equerry who spends 1 hour instructing a creature in use of a skill or set of tools allows them to act as if they are proficient with that skill or tool set, with a proficiency bonus of +2, for the next 1 hour. Render Aid. By attending to their employer's needs and engaging in much-needed maintenance, an equerry can help revitalize wounded allies during a short rest. Any friendly creatures within 30 feet of the equerry that regain hit points during a short rest, regain an extra d6 hit points. Well-Prepared (recharges on long rest). By spending 1 hour gathering supplies, the equerry can provide one tool set or equipment pack. ACTIONS Rapier. Melee weapon attack: +3 to hit, reach 5ft., one target. Hit: 6 (1d8 + 2) piercing damage. A steward is a master of coin, commerce, and logistics, and can get their hands on any conceivable skill or gear at nearly any location, given enough time to prepare. STEWARD Medium humanoid (any race), any alignment Armour Class 12 Hit Points 63 (9d8 + 18) Speed 30ft. Str 14 (+2); Dex 15 (+2); Con 14 (+2); Int 17 (+3); Wis 14 (+2); Cha 15 (+2) Proficiency bonus +4 (proficient in all skills and tools) Senses passive Perception 16 Languages Common and any four others Challenge 3 (700 XP) Instructor (recharges on a long rest). A steward who spends 1 hour instructing a creature in use of a skill or set of tools allows them to act as if they are proficient with that skill or tool set, with a proficiency bonus of +4, for the next 1 hour. Render Aid. By attending to their employer's needs and engaging in much-needed maintenance, a steward can help revitalize wounded allies during a short rest. Any friendly creatures within 30 feet of the steward that regain hit points during a short rest, regain an extra d6 hit points. Talented. The steward's proficiency bonus is increased by +2, to a total of +4 as listed above. Well-Prepared (recharges on long rest). By spending 1 hour gathering supplies, the steward can provide one tool set or equipment pack. ACTIONS Rapier. Melee weapon attack: +6 to hit, reach 5ft., one target. Hit: 6 (1d8 + 2) piercing damage. Light Crossbow. Ranged weapon attack: +6 to hit, range 80/320ft., one target. Hit: 6 (1d8 + 2) piercing damage. Those who learn to be knights do not become so overnight- many years of painstaking progress lead them to the accolade of knighthood. Many serve as pages from an early age, placed under the care of a knightly household and instructed in the arts of war. As teenagers, these youths often become squires, able to take to the field as seasoned warriors before being recognized for their bravery.
Here are three statistic blocks you can use to represent these non-player characters within your games. Pages are young apprentices, able to fight to protect others in desperate situations, but mostly kept around for wrangling animals, and helping with care of armour and equipment. PAGE Medium humanoid (any race), any alignment Armour Class 12 (padded armour) Hit Points 5 (1d8 + 1) Speed 30ft. Str 11 (+0); Dex 12 (+1); Con 12 (+1); Int 10 (+0); Wis 9 (-1); Cha 11 (+0) Skills Animal handling +1 Proficiency bonus +2 Senses passive Perception 9 Languages Common Challenge 1/8 (25 XP) Armour-wrangler. A page is an expert at helping to don and doff armour, reducing the total time to one-quarter if they assist. Co-ordinated strike. If a page takes the Help action to aid a friendly creature in attacking a target, the target must succeed on a Wisdom saving throw (DC 10) or lose its reaction. ACTIONS Club. Melee weapon attack: +2 to hit, reach 5ft., one target. Hit: 3 (1d6) bludgeoning damage. Squires are trained combatants, drilled for years in weapon and armour use. By the time they see battle, they are eager to impress, and talented beyond their years. They have access to a variety of weapons, depending on the type of foes they fight. SQUIRE Medium humanoid (any race), any alignment Armour Class 18 (chainmail and shield) Hit Points 30 (5d8 + 5) Speed 30ft. Str 14 (+2); Dex 11 (+0); Con 13 (+1), Int 10 (+0); Wis 10 (+0); Cha 12 (+1) Skills Animal handling +2, Athletics +4 Proficiency bonus +2 Senses passive Perception 10 Languages Common Challenge 2 (450 XP) Bold. Squires have advantage on saving throws to resist effects that would make them frightened. Co-ordinated strike. If a squire takes the Help action to aid a friendly creature in attacking a target, the target must succeed on a Wisdom saving throw (DC 12) or lose its reaction. ACTIONS Multiattack. The squire can make two melee attacks. Handaxe, Mace, or Spear. Melee weapon attack: +4 to hit, reach 5ft. (10ft. with spear), one target. Hit: 5 (1d6 + 2) bludgeoning, piercing, or slashing damage (as appropriate to weapon type). Knights of the realm are recognized as some of the finest warriors in the land, mighty in battle and inspiring to follow. KNIGHT OF THE REALM Medium humanoid (any race), any alignment Armour Class 18 (plate) or 20 (plate and shield) Hit Points 52 (8d8 + 16) Speed 30ft. Str 16 (+3); Dex 11 (+0); Con 15 (+2); Int 10 (+0); Wis 11 (+0); Cha 14 (+2) Saving Throws Con +4 Skills Animal handling +2, Athletics +5, Intimidate or Persuasion +4 Proficiency bonus +2 Senses passive Perception 10 Languages Common Challenge 3 (700 XP) Brave. Knights of the realm have advantage on saving throws against effects that would make them charmed or frightened. Expert Combatant. As a bonus action, a knight of the realm can take a Help action to aid a friendly creature in attacking a target. The target must make a Wisdom saving throw (DC 15) or lose its reaction. ACTIONS Multiattack. The knight of the realm can make two melee attacks. Battleaxe or Longsword. Melee weapon attack: +5 to hit, reach 5ft., one target. Hit: 7 (1d8 + 3) slashing damage or 9 (1d10 + 3) slashing damage if used two-handed. Heavy Crossbow. Ranged weapon attack: +2 to hit, range 100/400ft., one target. Hit: 5 (1d10) piercing damage. Non-player characters of bardic talent may play a vital part in an adventure- whether as dudes in distress, hirelings, unwilling tag-alongs, or even villains in their own right. Here are three NPC stat blocks you can use to populate your world.
Minstrels are inexpert but talented musicians, whose performance can stir hearts. MINSTREL Medium humanoid (any race), any alignment Armour Class 11 Hit Points 4 (1d8) Speed 30ft. Str 10 (+0); Dex 12 (+1); Con 10 (+0); Int 10 (+0); Wis 10 (+0); Cha 14 (+2) Skills Performance +4 Proficiency bonus +2 (proficient with any 2 musical instruments) Senses passive Perception 10 Languages Common and one other Challenge 1/8 (25 XP) Inspiring (recharge after a long rest). By performing for 1 minute, a minstrel can choose one creature other than itself within 60 feet that can hear it. That creature gains one Bardic Inspiration die, a d4. Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the Bardic Inspiration die, but must decide before the GM says whether the roll succeeds or fails. Once the Bardic Inspiration die is rolled, it is lost. A creature can have only one Bardic Inspiration die at a time. ACTIONS Dagger. Melee weapon attack: +3 to hit reach 5ft., one target. Hit: 3 (1d4 + 1) piercing damage. Performers are professional musicians, whose talents can soothe wounds and set hearts ablaze. They sometimes carry armour and weapons if setting out on the road or prepared for trouble. If unarmed, their AC is 12. PERFORMER Medium humanoid (any race), any alignment Armour Class 15 (studded leather) Hit Points 36 (8d8) Speed 30ft. Str 11 (+0); Dex 14 (+2); Con 10 (+0); Int 12 (+1); Wis 10 (+0); Cha 15 (+2) Skills Perception +2, Performance +6 Proficiency bonus +2 (expertise with any three musical instruments) Senses passive Perception 12 Languages Common and two others Challenge 2 (450 XP) Expertise. A performer's proficiency bonus is doubled for Performance checks and for any three musical instruments of their choice. Inspiring (recharge after a long rest). By performing for 1 minute, a performer can choose one creature other than itself within 60 feet that can hear it. That creature gains one Bardic Inspiration die, a d6. Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the Bardic Inspiration die, but must decide before the GM says whether the roll succeeds or fails. Once the Bardic Inspiration die is rolled, it is lost. A creature can have only one Bardic Inspiration die at a time. Song of Rest. A performer can use soothing music to help revitalize wounded allies during a short rest. Any friendly creatures that can hear the performer within 30 feet that regain hit points during the short rest, regain an extra d6 hit points. ACTIONS Jibe (2/day). The performer casts Vicious mockery on a target within 60 feet. If the target can hear it, they must succeed on a Wisdom saving throw (DC 12) or take 5 (2d4) psychic damage and have disadvantage on the next attack roll it makes before the end of its next turn. Rapier. Melee weapon attack: +4 to hit, reach 5ft., one target. Hit: 6 (1d8 + 2) piercing damage. Shortbow. Ranged weapon attack: +4 to hit, range 80/320 ft., one target. Hit: 5 (1d6 + 2) piercing damage. A Maestra (or maestro) is an expert performer, one whose shows have been appreciated far and wide. Their fame has reached the ears of many patrons, and their craft has been honed to incredible precision. Their roadside days are far behind them, although when they do expect trouble, they have access to fine protection. MAESTRA Medium humanoid (any race), any alignment Armour Class 15 (chain shirt) Hit Points 45 (10d8) Speed 30ft. Str 10 (+0); Dex 16 (+3); Con 11 (+0); Int 14 (+2); Wis 12 (+1); Cha 18 (+4) Skills Intimidation +6, Perception +3, Performance +10 Proficiency bonus: +2 (proficient with all musical instruments) Senses passive Perception 13 Languages Common and any three other languages Challenge 3 (700 XP) Expertise. A maestra's proficiency bonus is tripled for Performance checks and for any musical instruments of their choice. Inspiring (recharge after a long rest). By performing for 1 minute, a maestra can choose one creature other than itself within 60 feet that can hear it. That creature gains one Bardic Inspiration die, a d8. Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the Bardic Inspiration die, but must decide before the GM says whether the roll succeeds or fails. Once the Bardic Inspiration die is rolled, it is lost. A creature can have only one Bardic Inspiration die at a time. Song of Rest. A maestra can use soothing music to help revitalize wounded allies during a short rest. Any friendly creatures that can hear the maestra within 30 feet that regain hit points during the short rest, regain an extra d6 hit points. ACTIONS Jibe (2/day). The performer casts Vicious mockery on a target within 60 feet. If the target can hear it, they must succeed on a Wisdom saving throw (DC 12) or take 8 (3d4) psychic damage and have disadvantage on the next attack roll it makes before the end of its next turn. Rapier. Melee weapon attack: +5 to hit, reach 5ft., one target. Hit: 7 (1d8 + 3) piercing damage. Shortbow. Ranged weapon attack: +5 to hit, range 80/320 ft., one target. Hit: 6 (1d6 + 3) piercing damage. "The Daydream Dealer" reads the lovingly hand-painted sign outside what seems to be a cave mouth, welcoming you in. Inside, warm air makes the cavern surprisingly appealing, and a scattering of fresh flowers and soft autumn leaves belie the weather outside. A scattering of dimly-glowing stones illuminate the interior as an entrancing voice calls to you.
"Welcome, I'm interested to see what you have to trade. You may call me Carnelia, may I have your names?" comes the greeting from the reclining merchant, a long-haired woman wearing a crown of leaves. Here are some of the wares a Fey merchant might offer, and the price they might ask: 1 - A dead name: For the cost of a name no longer wanted, you can have one someone else has discarded. If you give it to someone else, they will believe it is yours unless they have information to the contrary. If subject to a curse that uses this name, you have advantage on the saving throw.. 2 - Silver tongue: For the cost of an absolute truth, never before spoken, you can purchase a potion of quicksilver-fluid chrome-bright liquid which can be drunk. Once within the next hour, when you make a Charisma check, you can replace the number you roll with a 15. Additionally, no matter what you say, magic that would determine if you are telling the truth indicates that you are being truthful. 3 - Unwanted child: For the cost of an unspecified favour later, a childless couple can have their very own baby. Well-behaved, quiet, and with the stare of an 'old soul', this cherubic babe does not age or grow for fifty years, until it transforms into a full-sized Doppelganger. Like a cuckoo, it harbours little love for its adoptive parents, even if treated well. 4 - Brave spirit: Perfect for when you need confidence for a special event, this garish neck-cloth imbues you with not only certainty, but social grace. While worn, your Charisma modifier is increased to +3 unless your natural modifier is higher, and you can add a number equal to your proficiency bonus to any Charisma-based checks. At midnight, or when you take it off, it loses its magic, and your Charisma modifier becomes -2 until 1d4 long rests have passed. 5 - A Delicious Secret: This will cost a secret of its own, one that you don't want to tell. However, for this juicy price, you will learn something that the merchant couldn't possibly know- the location of a lost treasure, the name of a villain, the identity of a murderer. 6 - Deepest Wish (dot com?): This, the most valuable of goods available, can solve your deepest desire- at least for a little while. As with any Fey gift, what you get might not be what you actually bargained for, and it's likely to be only a cheap facsimile, perhaps forged of illusion magic or one that falls apart as it's being used. This comes at the princely cost of the promise of your firstborn child- whether you already have one or will do later. Also posted on Game Masters Stash on 10 November 2021. At the peak of a mountain surrounded by crystal-clear skies and whipping winds, sits a solitary winged figure. They seem to be meditating, and disturbing their rest might be a welcome respite- or a deadly error.
This figure is Tirahnan, a Deva who has taken a sabbatical to regain some measure of calm following a particularly vicious battle against the forces of Evil. Tirahnan is titled the Guardian of the Gates of the East Wind, and a protector of innocent children. How you could use the Celestial on Sabbatical in your games: - Interrupting Tirahnan's meditation with any sort of violence leads to immediate retribution, while an offer of friendship or kindness may lead to welcoming discourse and company. Simply knowing the name of a powerful Celestial might be a very useful thing for later on, when people are able to cast spells like planar ally. - Tirahnan's help might be sought out by locals in desperate need of aid, and ask adventurers to call the deva to help them. The deva's meditation renders it unable to hear such calls (perhaps some force is interfering, or has trapped it upon the mountaintop?) for now. - Those who would wish capture or death of such a powerful being for some reason might offer some great bounty for this service. In particular, evil cults might hire bounty hunters or assassins, or have agents of their own who might be able to undertake such business. Also posted on Game Masters Stash on 8 October 2021. A curious and quiet merchant, the Unkindness Trader appears to be a young human woman of albino-pale skin and hair, marked by some paint on her face. Her garb is adorned with shiny black raven feathers, and she usually chooses an out-of-the-way corner of whatever market she happens to be in. Her stall is a simple affair of a canvas sheet over a wooden frame, but it is inevitably festooned with at least a dozen silent ravens who watch all passers-by, tracking their movements.
In person, the trader is pleasant, if shy, and offers a variety of exotic goods which seem to come from the Shadowfell itself. Among the goods sold are: 1 - Gloomcloak (250gp) - This seems like a single layer of insubstantial dark silk, but is hard for the eye to focus upon. When worn, this grants advantage on Stealth checks and allows a Hide check as a bonus action, even when not in cover. However, once donned, it begins to irreversibly fray, and entirely disintegrates within 1 minute. 2 - Ring of Ravencalling (500gp) - This plain metal ring is a glossy black in colour, and can be magically activated as an action by taking it off and reversing it. When this is done, the user is surrounded by a flock of ravens which grant them three-quarters cover for 1 minute (as Call the concealing horde). If the wearer attacks, the flock dissipates immediately. The ring's magic fades after this has been activated three times. 3 - Midnight apples (10 gp each) - These apples are a deep purple with white spots, appearing much like a night sky. When eaten, they are crisp and flavourful. More surprisingly, these can be eaten by (and interacted with) by incorporeal creatures, often granting them some human comfort in undeath. 4 - Bell of Safe Passage (750 gp) - This small tarnished silver bell can be rung as an action to cast Hold person, affecting only an Undead creature within range. Legend tells that there are seven of these bells, belonging to a special order of 'white necromancers', but the others have been lost. 5 - Feather Token (Raven) (1,500 gp) - This token can be unfolded to conjure an almost horse-sized giant raven (statistics as a Giant Eagle), which will follow your commands for 1 hour. 6 - Second Shadow (a favour) - This particular service costs the customer a favour to the Raven Queen herself, the terms of which are appropriately nebulous. For this favour, the Unkindness Trader uses special thread spun from moonlight to stitch an additional shadow to the customer's heels, meaning that they have double the usual number of shadows under an overhead light. However, when subject to any effect that would kill them instantly (a finger of death spell, or similar effect), the second shadow instead absorbs the curse and burns away, leaving the user with no ill effects. Also posted on Game Masters Stash on 6 October 2021. The infamous Salon D'eterriere, owned and operated by the scholar Jorylo Orelion, is a library and bookstore containing rare and highly sought-after books of occult lore, daemonology, and forbidden studies. It is whispered that Jorylo, an aloof and studious man, is secretly a Binder, a student of strange entities and bizarre creatures.
While he has an eclectic library at his fingertips, rare or unique books will guarantee his attention and the probability of coin. Here are some that your PCs might happen across, or require for study. 1 - Norenno's Mind Castle - A treatise on memory aids and maintaining concentration through complex distractions, this tome is bound in simple black leather with silver foil patterns traced within. Studying this book during a long rest grants a +1 bonus on Constitution saves and any memory-based Arcana checks for the next day. 2 - Celebrations of Mystical Medimagic - A rare scholastic tome by a clerical healer, this tome has an oilskin wrapping, although the page edges are stained by various substances. Within, it discusses the arts of mundane and magical healing in combination. Studying this tome during a long rest grants advantage on Medicine checks, and the user has gains 3 extra d6s which can be added to any healing spell which they cast during the next day. 3 - My Accidents in Protection Against the Dark Arts, by Seryna - This battered canvas-bound book is singed and scorched, and has definitely seen battle. While held in at least one hand, the user has advantage on ability checks used for Counterspell and Dispel magic spells. 4 - Displays of Dynamic Transformation, vol II - This tome of simple tan leather holds an array of dry technical knowledge on transmutational magic. What makes it truly fascinating is the scrawled margin notes by no less famous an archmage than the vampire Dynerion, which hold a bewildering and earthshaking array of knowledge on several historical figures and events, including incredibly personal disclosures. 5 - Unknown Astronomies of Nilaena - This book is bound in inky-black leather, and a minor illusion effect shows shimmering stars that shift as the book moves around. It goes into incredible detail of the astrology and astronomy of an unknown world, none of which matches any known stars. The book is valuable for its detail, and no-one is sure if this is fiction at an incredible level or truly a book belonging to a different planet. 6 - Voloris' Beginner Handbook of Mystical Sites - This book has incredibly detailed geographical maps with specifics on ley lines, specific mystical sites, and notes on the dazzling array of people who have welcomed the author and explained their ways. These include two archdruids, a tribe of verbeeg giants, and a singularly welcoming Aboleth. It is more thrilling as an adventure travel journal than its level of detail on the actual mystical sites. Also posted on Game Masters Stash on 30 September 2021. Assassins come in a variety of types, none the same. Each uses tools and weapons that suit their style, and if an assassin is hired to take out an important NPC (or even a PC), here are a few you can use, detailing their favoured approach.
1 - The Black Fletch - An archer, famed for taking out her targets unseen. This assassin uses distinctive raven-feather fletchings on her arrows, and is known for her patience and timing, sometimes waiting days for the perfect shot. 2 - Smudge - This assassin operates through a number of layers, hiring townsfolk to turn up and negotiate for them, collect their reward, and so on. They tend to arrange accidents or poisonings, sometimes even using compound poisons administered in several types of dose - an otherwise harmless contact poison on a doorknob, combined with another otherwise harmless poison administered in a drink. 3 - The Deadlock - A servant of the bloody god Guthurzk, this assassin cares not at all for collateral damage, dosing up on a combination of killdrugs before rampaging in the direction of their target. They pile the decapitated skulls of their victims in a shrine to their fell god, leaving them behind for witnesses to find. 4 - Silence - A diminutive and shy man who has been cursed with a permanent Silence spell. They use this to incapacitate spellcasters before bloodily finishing them with a knife. 5 - Dusk - A halfling bearing a variety of shiny knives, Dusk operates quickly and violently. He is still learning some of the killing arts, and has been shunned by the assassins' guild for taking out the wrong target a few times. 6 - The Bridesmaid - A half-elf who operates undercover for long periods of time. She is a master of disguise and deception, taking up a position as an assistant or trusted friend before turning on their target at an opportune time. Also posted on Game Masters Stash on 24 September 2021. Rembert Höger, the many who came to be known as the Door to Many Worlds, was once an unassuming scribe, who made the mistake of reading out loud as he transcribed a tome that had slipped into his pile of works. The Unspeakable Oath to Vhor'krutl spoken, he was granted the powers of a Warlock, and discovered despite his intentions that he was quite good at it. Over the span of two decades, he amassed vast powers and accomplished great deeds in the world. But too many oaths led down paths of forbidden and abominable deeds, and finally all that he was was given over to his monstrous master.
Now, he walks the earth as something no longer truly human, driven by an alien intelligence and struggling to recall fragments of mortal life. In form, he appears a ragged, dusty human with unknowable patterns somehow embossed into his skin, covering his body. Something about his form seems pathetic and unnatural, and he is often mistaken for a beggar. When wounded, his skin splits like that of an overripe fruit, and horrid limbs reach through to claw at those who would harm him. Where his blood falls, tiny aberrant creatures wriggle forth from the fabric of reality, joining and growing until they can protect their once-master. Rembert can serve as a stereotypical unaware villain, much like Diablo II's Wanderer, ranting in an unknown tongue and perhaps sprouting useful prophecy. Or perhaps Vhor'krutl's hunger for the Material World has grown, and he is actively wandering the earth to spread corruption and weaken its defenses as he draws near. Rembert Höger, the Door to Many Worlds Medium humanoid (once human), Neutral Evil Armour Class 13 Hit Points 116 (21d8+21) Speed 25 feet Str 10 (+0); Dex 12 (+1); Con 12 (+1); Int 7 (-2); Wis 9 (-1); Cha 24 (+7) Saving Throws Constitution +6, Wisdom +4, Charisma +12 Skills Arcana +3, Survival +4 Damage Resistances Bludgeoning, piercing, and slashing; Cold, fire, electricity Damage Immunity Psychic Senses Truesight 30 feet; passive Perception 9 Languages speaks only Primordial, understands all spoken words. Challenge 15 (13,000 XP) Aberrant Mind. Any attempt to read Rembert's mind fails, and the creature attempting this takes 14 (4d6) psychic damage. If Rembert is targeted with an attack that would deal psychic damage, the attacking creature takes the psychic damage instead. No Longer Human. When Rembert is hit by a weapon attack that deals bludgeoning, piercing, or slashing nonmagical damage, he ignores the extra damage from any critical hit. Legendary Resistance (3/day). If Rembert fails a saving throw, he can choose to succeed instead. Spring Forth Life. When Rembert takes 10 or more damage from a weapon attack, his blood transforms into a writhing mass of aberrant life, which is treated as a swarm of insects. This should placed within 5 feet of his space immediately, if possible. This insect swarm deals an additional 2 points of psychic damage per attack. Pact Magic. Rembert is a 21st-level spellcaster. His spellcasting ability is Charisma (spell save DC 20, +12 to hit with spell attacks). He can cast dissonant whispers (3d6 psychic damage) and detect thoughts at will and has the following warlock spells known (5 slots, all at 5th level). Cantrips. Eldritch blast (4 beams), mage hand, minor illusion, prestidigitation. Spells Known (5 slots, all at 5th level). Arms of Hadar, banishment, blight, contact other plane, counterspell, crown of madness, darkness, dimension door, dominate person, dream, Evard's black tentacles, hold monster, hunger of Hadar, hypnotic pattern, ray of enfeeblement, unseen servant. Mystic Arcanum (6th). Eyebite. Mystic Arcanum (7th). Forcecage. Mystic Arcanum (8th). Power word stun. Mystic Arcanum (9th). Imprisonment. ACTIONS Multiattack. Rembers can attack once with his dagger and once with each of his horrid protrusions. Dagger. Melee weapon attack: +6 to hit, reach 5 feet, one target. Hit: 3 (1d4+1) piercing damage. Eldritch Blast. Ranged spell attack: +12 to hit, range 300 feet, 4 targets. Hit: 12 (1d10+7) force damage. Horrid Protrusion. Melee weapon attack: +6 to hit, reach 10 feet, one target. Hit: 7 (2d6) bludgeoning damage and Rembert can attempt to grapple the target. LEGENDARY ACTIONS Rembert can take 2 legendary actions per turn, choosing from the options below. Only one legendary action option can be used at a time, and only at the end of another creature's turn. Rembert regains spent legendary actions at the start of his turn. Dimension Door. Rembert casts Dimension door. Engulf. After Rembert is hit by a melee attack, he can attempt to engulf the attacker. The attacker must make a Dexterity saving throw (DC 20) or disappear through his form and begin hurtling through a nightmare landscape of other planes. If the target is not an Aberration, they take 28 (8d6) psychic damage at the start of their turn while in this nightmare landscape of planes. At the end of their turn, they can make another saving throw. On a success, they return to the space they previously occupied, or the nearest space, if that space is now occupied. Horrid Protrusion. After Rembert is damaged by a melee attack, he sprouts one horrid protrusion as his skin splits open and tentacles, fanged claws, or a maw filled with his bones appears. He can make one attack with this horrid protrusion immediately. When he uses this legendary action again, a second horrid protrusion forms, and so on. Also posted on Game Masters Stash on 18 September 2021. The tale of the dryad named Junipher is a tragic one. In ages past, she lived in the deep woods, undisturbed by mortals and frolicking in the sunlight and the shadowed groves alike with badgers and wolves. She swam in the ponds and creeks, and made friends with the freshwater fish that inhabited them. She made her home in a coil of brambles that caressed her skin, and she lived a happy existence.
But some time ago, evil came to the forest. A nest of vampires were chased from their homes and fled from those who would see them destroyed. These vampires made their way into the deep forest, where the terrain might favour them and where their fell will could forge them an army of beasts. Many lives were lost in overcoming these monsters, and the few who survived stumbled, ragged, into Junipher's grove, begging for succour. The dryad was curious, as she had never met beings like this. However, they showed kindness to one another, and respected her wishes, and even offered some of their meagre rations to her and her animal friends. One of them even showed that he wielded natural magic as a druid, although his powers were limited. She decided that whatever force had harmed them was worthy of protecting her own grove from, and agreed to shelter them, to guide them through the forest at dawn, and to help to find and destroy their enemies. The battles that followed lasted through a season of bitter winter in the forest. The snows were stained with blood, packs of wolves hunted at the command of the vampire masters, and Junipher and her allies made fast hit-and-run attacks, pruning off the lesser spawn of the vampires' nest. It was not until spring came, and the passes reopened, that the vampires attempted a final push to escape. At the mouth of the Kerropon Pass, the furthest Junipher had ever gone from her forest, they finally brought the vampires to bay, their backs against a cliff face as the sun began to rise. Radomir, last of all the vampires gathered, seized Junipher in the battle, and bit her savagely. Knowing that her time was ending, and that these evil beings would only spread further if allowed, Junipher called upon all the magic she knew, and transformed into a thick tangle of woody thorns, piercing Radomir through and rending him asunder. Heartbroken, the survivors gave thanks to Junipher and returned to civilization, except for one - the druid. This druid, having given his love to the brave dryad, swore vengeance upon all vampires, and called forth a weapon designed to slay them, grown from Junipher's arboreal body. This weapon, Heartsthorn, somehow made its way to civilization. However, a darker magic than he envisioned has played a part, and now, gorged on the blood it has drained, Heartsthorn waits to be fed enough to restore its mistress to unholy life, as a full-fledged vampire! While she may initially spare those who played a part in her restoration, her hunger will soon take over. Junipher's love for comfort may take her back to the forest that spawned her, but prey will be scarce there. And attempting to reverse this almighty curse, or overcome the vampire herself, will be yet another tale to tell. Also posted on Game Masters Stash on 11 September 2021. Khehili was once a Warlock, but his own lust for power led him to be disavowed by the one who once gave him power. For years, he stumbled, adrift and bitter, and in a back alley after too many drinks, cut the throat of another warlock. Suddenly, power flooded through him once more, filling him with purpose and potency. But it faded all too soon, leaving him empty again.
Now, he is a predator- one who preys on others whose power is not their own. He has become a vicious serial killer, hunting warlocks and draining them of their power in order to fuel his own depraved hunger. KHEHILI, THE HOLLOW Medium-sized humanoid (Human), Neutral Evil Armour Class 13 Hit Points 58 (9d8+18) Speed 30 feet Str 12 (+1); Dex 13 (+1); Con 14 (+2); Int 14 (+2); Wis 9 (-1); Cha 16 (+3) Saves Wis +2, Cha +6 Skills Arcana +5, Deception +6, Stealth +5 Senses passive Perception 9 Languages Common Challenge 6 (2,300 XP) Hungry for Power. When Khehili reduces a creature that is a warlock to 0 hit points, he gains the following abilities for 1 hour. If the warlock returns to life, they lose all warlock abilities until they have completed 1d4 long rests.
ACTIONS Stealthy knife. Melee weapon attack: +5 to hit, reach 5ft., one target. Hit: 4 (1d4+2) piercing damage. If the target is unaware of Khehili or surprised by the attack, they take an additional 10 (3d6) piercing damage. Note that unless he has recently absorbed power from another warlock, Khehili is not magical himself, and cannot be detected by most magical spells. How you can use Khehili, the Hollow, in your game: - Khehili serves as a fine antagonist for a murder mystery. Once he has burned through his power, he seems to be just an old man with bad eyes, even to magical detection. However, he is a cunning and vicious opponent, and awaits an opportunity to ambush and steal power, stealing away as quickly as possible. - Khehili's ambition and cleverness might lead him to sponsor or encourage a cult of warlocks, allowing him to prey upon them at his own will. Rumours of an unstoppable spellcaster causing havoc and unleashing hellfire blasts might leave red herrings which could distract from Khehili or even the warlocks. - Khehili might pose as an ally, a mentor who lost his power and someone who could offer to help another warlock. Of course, he is only waiting for an opportunity to steal their power and escape, which might make him a memorable returning villain. Also posted on Game Masters Stash on 7 September 2021. Now known as 'the dungeon sage', the man known as Bralcar Mossthorn once had a flourishing career as a wise man and dispenser of knowledge. Cursed with punishment for having given false advice to a cleric of the wrong deity, he has been imprisoned within the lid of the very trapped chest that claimed his client's life, and is now forced to do services for adventurers to earn his redemption. The writ of punishment attached to his chest is cursed, and restores slowly if torn, stained, or damaged. His book of knowledge is chained to his waist, and a set of ever-burning candles adorn the lid of the chest behind him. His eternal life leads him back to the world each time he dies, until his penance is done.
The Dungeon Sage now wanders the dark places of the world, unmolested by most beasts and villains. Those who find him and can offer him a chance to use his abilities earn him a tiny fraction of his redemption, and he eagerly follows such folk, trying to do all he can to help them, but simultaneously betrayed by his own nature. Statistics: The Dungeon Sage has abilities equivalent to a Commoner, with an Arcana skill of +15. In addition, he regains 1d6 hit points at the start of each of his turns, and is immune to any ability that would kill him instantly. He is Neutral Evil, and will sometimes try to seize treasure he sees, or to lift his curse. For this reason, his work with an adventuring party is generally not long. Also posted on Game Masters Stash on 1 September 2021. On the walls overlooking the docks of Laufenzell, an urchin by the name of Drasia sits, bored and waiting for travellers. She sells exotic pets, often small creatures stolen or liberated from ship's holds. While chatty, Drasia doesn't really know a lot about the different types of creatures she sells, but will happily make up things she thinks they might do, if it'll get her the sale. She sells these creatures for her bosses, getting a percentage of the sale. She'll try to talk up the sale in order to get tips.
Here are a few of the critters she has for sale, and what she might say about them: 1. Fledgling Hyenagriff (150gp): This winged doglike beast, about the size and weight of a small kitten, only hatched last week. It has a scrap of leather as a collar, and barks manically like a chihuahua. Drasia says it'll breathe fire if you tell it the right jokes. 2. Ooze Salamander (75gp): This rather sluggish reptile with a blunt head has a frill of large scales behind its neck. It mostly just sits there but will occasionally eat an insect that wanders past. Drasia tells that if you treat it well, it grants wishes. 3. Floating Eyes (20gp each): Drasia has three of these single-eyed beasts with wings, tied up on string and flitting about at head-height. They're ugly and ill-tempered, and her bosses can't quite figure out what to do with them, so if someone buys all three, she can let them go for 50gp. Unknown to her, they are bizarre variants of Spectator Beholderkin, and can each Counterspell once per day, with a spellcasting ability modifier of +2. 4. Drakehound Hatchling (250gp): This small wingless drake, about the size of a Jack Russell dog, is a territorial and aggressive critter. Drasia says it's a fine creature and well-behaved. In actuality, it has a breath weapon which produces a 5-foot cone of cold, dealing 1d6 cold damage, which refreshes on a short rest. 5. Tentacle... Thing? (100gp): This roiling mass of tentacles and eyes emits pitiful mewling noises. It is being held in a wooden cage to avoid it slithering away. It is some juvenile form of chaos beast, found on a faraway island some time ago. Drasia has no clue what it is, and just wants it gone because it's creepy. 6. Iguana (35gp): This sizeable lizard is personable and has no magical talents. Drasia tells that it was once a prince, and that only his true love's kiss can turn him back to his proper dwarven form. Also posted on Game Masters Stash on 26 August 2021. Once known as the Queen of Blood, the tyrant by the name Ethellanor was brought low nearly eight centuries ago by a revolt of her people. She was slain, and her body mummified and spread across the Emerald Islands so that she could never again return to wreak terror on her people. Her soul wandered for many many years in the Desert of Souls, slowly atrophying until nothing but a wandering husk devoid of memory remained, ready to begin its final journey into the Halls of the Dead.
However, a passing kindness by travellers seeking to restore a lost friend saw her husk restored to life and able not only to regather some of its memories, but to escape the Halls of the Dead altogether, returning in whole to the mortal realm. Now, restored against the wishes of gods and men, she seeks to establish her cruel reign again, and rule forever as an undead monarch. She has only a fraction of her previous power, but seeks to reunite her original body and to regain the magical items and artefacts she once used to rule. Ethellanor recalls knowledge of the magics she once held, and her frustration at the ultimate powers now denied to her ensures that her cruelty continues unabated. She appears much as she did in life- a confident elf, floating about a foot from the fround, with long blackened talons instead of hands. She wears a veil of gold covering her mouth, hiding her sharpened teeth. ETHELLANOR, THE QUEEN OF BLOOD Medium humanoid (elf), Lawful Evil Armour Class 16 (breastplate) Hit Points 77 (11d8 + 22) Speed 30ft., levitate 30ft. Str 13 (+1); Dex 15 (+2); Con 14 (+2); Int 12 (+1); Wis 14 (+2); Cha 20 (+5) Saving Throws Con +6, Int +5, Cha +19 Skills Arcana +6, History +6, Religion +6 Damage Immunities Necrotic Damage Resistances Poison; Bludgeoning, Piercing, and Slashing damage from nonmagical weapons Condition Immunities Sleeping Senses Darkvision 60ft., passive Perception 12 Languages archaic Common, Elven Challenge 9 (5,000 XP) Magic Resistance. Ethellanor has advantage on saving throws against spells and magical effects. Rejuvenation. Ethellanor has walked the Desert of Souls and returned for her crown, and cannot be truly destroyed without the intervention of deific forces, or until all of the remnants of her original body are found and destroyed. If slain, she rejuvenates in 24 hours, regaining all of her hit points and becoming active again. The new body appears within 5 feet of where she died. Spellcasting. Ethellanor is an 11th-level spellcaster. Her spellcasting ability is Charisma (spell save DC 17, +9 to hit with spell attacks). Ethellanor knows the following spells (some used from vanDorne's Spell Compendium, volume I): Cantrips: Friends, mage hand, message, prestidigitation, thaumaturgy, true strike 1st level (4 slots): Blade of regrets, blood of retribution, inflict wounds 2nd level (3 slots): Crown of madness, silence, suggestion 3rd level (3 slots): Outburst, spirit guardians 4th level (3 slots): Blight, guardian of faith, ragefire 5th level (2 slots): Call forth the scarlet flux 6th level (1 slot): Eyebite ACTIONS Multiattack. Ethellanor can use her corrupting gaze and strike once with her blighted claws. Blighted claws. Melee weapon attack: +6 to hit, reach 5ft., one target. Hit: 9 (2d6+2) slashing damage and 10 (3d6) necrotic damage. If the target is a creature, it must make a Constitution saving throw (DC 14) or lose one Hit Die until it finishes a long rest. If the creature has no remaining Hit Dice, it takes an additional 10 (3d6) necrotic damage instead. Corrupting Gaze. Ethellanor targets one creature that she can see within 60 feet. If the target can see Ethellanor, it must make a DC 17 Charisma saving throw or become Charmed until the end of Ethellanor's next turn. If the target fails the saving throw by 5 or more, it is also vulnerable to necrotic damage for the same duration. LEGENDARY ACTIONS Ethellanor can take 1 legendary action, choosing from the options below at the end of another creature's turn. Ethellanor regains spent legendary actions at the start of her turn. Attack. Ethellanor makes one attack with her blighted claws or her corrupting gaze. Queen of Blood. Ethellanor vanishes into an existing puddle of blood and emerges from another within 60 feet, recovering 4d8 hit points as she does. Recover Spell Slot. Ethellanor regains a single spell slot, up to 3rd level. Reviled Word. Ethellanor utters a blasphemous word. All creatures within 60 feet that can hear her take 18 (4d8) points of necrotic damage. Also posted on Game Masters Stash on 20 August 2021. Stelbarth, self-titled 'the stoutarm' is a genial and efficient city guard. He loves to chat with adventurers, and often offers recommendations or gossip that he's become aware of, to help him feel valued and important. Stelbarth will proudly proclaim his friendship with a particular adventuring party to all nearby, waving brightly to them while carrying out his guarding duties, inspecting a tavern, or conducting a raid. This might be of benefit to them, or severely embarassing.
Stelbarth's friendship should be equal parts useful and cringey, whether that involves loudly bringing his friends to the head of a line or allowing them to leave a crime scene because they're well-trusted friends of the Guard, even sometimes to his own detriment at getting him in trouble with his superiors. He just wants desperately to feel important, and appealing to his own sense of loyalty and favouritism is the best way to reach him. Also posted on Game Masters Stash on 14 August 2021. Thrargobela Kragmane, or 'Bella', as she is known to her confidantes and allies, is a fierce warrior and skilled performer. Although her family was initially confused by her new identity, they came to cherish her as one of their finest defenders, and one that brought them much prestige due to her continued performance in the Fighting Pits. Her victories over rival gladiators, captive beasts, and mechanical traps there brought the Kragmane family great honour. Although she still enjoys her pre-fighting career of smithing, she loves to sit with her friends and embroider or practice courtly dance.
Bella is a heavily-muscled dwarf woman who bears a neatly-braided beard and a tracery of fine crawling vine tattoos crossing her cheeks and the bridge of her nose. She wears finely-made clothing with heavy leather panels sewn in, covered in heavy embroidery and polished steel beads. In combat, she bears a greatsword with hooked ends, and moves with a speed and grace unexpected for a stolid dwarven frame. Her exposed skin glistens with a network of old scars, long since healed. Those who cheer for her in the arena chant her family name- "Kragmane!". BELLA KRAGMANE, GLADIATOR Medium humanoid (dwarf), Chaotic Good Armour Class 14 (studded leather) Hit Points 75 (10d8 + 30) Speed 30ft. Str 16 (+3); Dex 15 (+2); Con 16 (+3); Int 10 (+0); Wis 12 (+1); Cha 14 (+2) Saving Throws Str +6, Dex +5, Con +6 Skills Athletics +6, Intimidation +5, Performance +5 Senses Darkvision 60ft., passive Perception 12 Languages Common, Dwarven Challenge 5 (1,800 XP) Brave. Bella has advantage on saving throws to avoid being frightened. ACTIONS Multiattack. Bella makes two greatsword attacks and one unarmed strike. Greatsword. Melee weapon attack: +5 to hit, reach 5ft., one target. Hit: 10 (2d6+3) slashing damage. Unarmed Strike. Melee weapon attack: +5 to hit, reach 5ft., one target. Hit: 5 (1d4+3) bludgeoning damage. REACTIONS Parry. Bella adds 3 to her AC against one melee attack that would hit her. To do so, Bella must see the attacker and be wielding a melee weapon. How you can use Thrargobela Kragmane in your games: - Bella may be a childhood friend or relative of a Dwarven PC, and if she can help out in a combat, in between her arena fights, her skillsare likely to be appreciated. However, she has many obligations, and will not be able to babysit the group forever. Her involvement might be a gateway to adventures in or around the Dwarven Fighting Pits. - Bella might be able to help a PC fight an Honour Duel in the Fighting Pits, or might request the aid of the PCs if she has somehow been pulled in to something beyond her capability or understanding- pledging to help a friend who then turns out to be guilty, or becoming entangled in criminal activity. - If the ancient enemies of her family declare a vendetta and somehow eliminate the rest of her family, Bella's sweet nature may turn to violent retribution. In this instance, she may seek out old friends and allies to help her discover those responsible for the attack, and to assist her in her quest for vengeance. Also posted on Game Masters Stash on 13 August 2021. The enigmatic warrior known as "Sir Lauter" dresses in tailor-made armour in scarlet and jet-black, capering and mugging for the audience as he does battle. He seems to delight in his terrible appearance, and his impeccable performance is matched only by his awful rhymes and wordplay. Sir Lauter works as a high-end mercenary and assassin, famed for his open slaying of Lady Branfort during the Tournament of Ten Swords, and his single-handed defeat of the Seven Scarves bandit gang, walking into their den alone, and leaving without a scratch on his armour, only bloody corpses behind him. In combat, his moves are graceful and flowing, but he fights with no mercy and speaks only in rhyme while he fights.
SIR LAUTER Medium humanoid, neutral evil Armour Class: 18 (plate) Hit Points: 98 (15d8+30) Speed: 30 feet Str 14 (+2); Dex 19 (+4); Con 14 (+2); Int 12 (+1); Wis 13 (+1); Cha 19 (+4) Saving Throws Dexterity +8, Charisma +8 Skills Acrobatics +8, Athletics +6, Intimidation +8, Performance +12 Senses passive Perception 11 Languages Common, Elven, Infernal Challenge 9 (5,000 XP) Battlesong. In combat, Sir Lauter's constant rhyming words befuddle, confound, and undermine his opponents. The first time in each turn that an opponent is hit by Sir Lauter with a melee attack, they take an additional 10 (3d6) psychic damage. Mobility. When Sir Lauter has made a melee attack against an opponent, that opponent cannot make opportunity attacks against Sir Lauter for the rest of that turn, whether he hit or not. Spellcasting. Sir Lauter is a spellcaster. His spellcasting ability is Charisma spell save DC 16, +8 to hit with spell attacks). He can cast the following spells, as well as incidental bard spells when necessary. At-will: Blade ward, dissonant whispers, heroism, true strike. 1/day each: Dimension door, dominate person, greater invisibility, power word stun. ACTIONS Multiattack. Sir Lauter can make two longblade attacks. Battle Magic. When Sir Lauter uses his action to cast one of the spells above, he can make a longblade attack as a bonus action. Longblade. Melee weapon attack: +9 to hit, reach 5ft., one target. Hit: 10 (1d10+5) slashing damage. How you can use Sir Lauter in your games: - As an assassin, Sir Lauter is incredibly showy, and loves making an entrance, making a mess, and leaving a shocked audience behind. His trademark armour and style draw attention, but he usually vanishes without a trace. - Sir Lauter might take a short-term contract as a second-in-command or lieutenant to a more powerful foe. His style leaves him alienated from common troops, but they will most certainly follow his commands out of fear. - The PCs might run afoul of Sir Lauter during one of his attacks, and although he might win an initial battle, those who are able to pursue him might find him a different prospect when not on his terms. Also posted on Game Masters Stash on 28 July 2021. |
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