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Caspian Eskander 0 Errol Vesperaux 2CR
MEDIUM HUMANOID (ELURAN), ANY ALIGNMENT MEDIUM HUMANOID (VULPIN), CHAOTIC GOOD
ART: OLIVIA REA HUMBLEWOOD © HIT POINT PRESS INC. 2021 ART: OLIVIA REA HUMBLEWOOD © HIT POINT PRESS INC. 2021
Errol Vesperaux (continued) Hayli Mountainflower 2
SMALL HUMANOID (JERBEEN), CHAOTIC NEUTRAL
ART: OLIVIA REA HUMBLEWOOD © HIT POINT PRESS INC. 2021 ART: OLIVIA REA HUMBLEWOOD © HIT POINT PRESS INC. 2021
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
15 (+2) 14 (+2) 14 (+2) 12 (+1) 12 (+1) 15 (+2) 9 (-1) 10 (+0) 10 (+0) 14 (+2) 12 (+1) 10 (+0)
Errol Vesperaux 450XP Caspian Eskander 10XP
SAVING THROWS SKILLS SENSES SKILLS
Str +4, Con +4, Dex +3 Acrobatics +4, Darkvision 60 ft., passive Arcana +6, History +6,
Intimidation +4 Perception 13 Perception +3, Stealth +2
SENSES
LANGUAGES LANGUAGES
Darkvision 60 ft.,
passive Perception 11 Birdfolk, Vulpin Ancient Eluran, Birdfolk,
Eluran, Tilian
SPECIAL TRAITS
SPECIAL TRAITS
Special Equipment. Errol’s longsword and breastplate are
finely crafted and inlaid with gold. They can be sold for Claws. Caspian has advantage on Strength (Athletics)
twice their normal price. checks made to climb any surface his claws could
Evasive. Errol includes his Intelligence modifier as a reasonably grip.
bonus to his Dexterity saving throws (already included in Graceful Landing. Caspian ignores the first 20 feet of fall
this stat block). damage, and when falling, he can always choose to land
Dashing Duelist. Whenever Errol makes an attack with on his feet.
a one-handed melee weapon while wielding nothing in
his off-hand, he can choose to expend a bonus action to ACTIONS
cause one of the following effects:
Claws. Melee Weapon Attack: +2 to hit, reach 5 ft., one
• The target has disadvantage on their next attack target. Hit: 2 (1d4) slashing damage.
against Errol.
• Errol can take the Disengage action.
• Errol can attempt to trip his target. The target must
succeed on a DC 12 Dexterity saving throw or be
knocked prone.
ARMOR CLASS HIT POINTS SPEED ARMOR CLASS HIT POINTS SPEED
16 breastplate 52 (8d8 + 16) 30 ft. 10 4 (1d8) 30 ft.
STR DEX CON INT WIS CHA ACTIONS
10 (+0) 14 (+2) 14 (+2) 15 (+2) 11 (+0) 15 (+2) Multiattack. Errol makes three attacks.
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one
Hayli Mountainflower 450XP target. Hit: 5 (1d6 + 2) piercing damage.
Longsword. Melee Weapon Attack: +4 to hit, reach 5 ft.,
SAVING THROWS SKILLS one target. Hit: 6 (1d8 + 2) slashing damage or 7 (1d10 +
Dex +4, Cha +4 Deception +6, Insight +4, 2) slashing damage if used with both hands.
Perception +2, Performance +4, Lay on Hands. Errol can touch himself or an allied
SENSES Sleight of Hand +4 creature to restore hit points to them. Errol has a pool of
passive Perception 12 25 hit points he can divide as he chooses between uses of
DAMAGE RESISTANCES this action.
LANGUAGES cold
Birdfolk, Eluran, Hedge, Jerbeen REACTIONS
SPECIAL TRAITS Riposte. Errol reduces the damage dealt by one melee
attack that would hit him by 1d8, and deals that much
Cheek Pouches. Hayli’s cheeks have elastic pouches that can stretch to fit 1/5 piercing damage to his attacker. Errol must see the
cubic feet and allow her to safely store up to 2 lbs of objects. While stored in attacker and be wielding a melee weapon.
this way, they are concealed.
Nimbleness. Hayli can move through the space of any creature that is of a
size larger than hers.
Team Tactics. Hayli can take the Help action as a bonus action.
Spellcasting. Hayli is a 4th-level spellcaster. Her spellcasting ability is
Charisma (spell save DC 12, + 4 to hit with spell attacks). She has the
following bard spells prepared:
Cantrips (at will): dancing lights, message, vicious mockery
1st level (4 slots): bane, charm person, faerie fire, hideous laughter,
unseen servant
2nd level (3 slots): invisibility, silence
ACTIONS
Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5
(1d6 + 2) piercing damage.
Shortbow. Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit:
5 (1d6 + 2) piercing damage.
ARMOR CLASS HIT POINTS SPEED
14 studded 44 (8d6 + 16) 25 ft.
Leather armor
Mateo, the Frostsage 2 Mateo, the Frostsage (continued)
MEDIUM HUMANOID (CERVAN), LAWFUL NEUTRAL
ART: OLIVIA REA HUMBLEWOOD © HIT POINT PRESS INC. 2021 ART: OLIVIA REA HUMBLEWOOD © HIT POINT PRESS INC. 2021
Nadia Dar 2 Nadia Dar (continued)
MEDIUM HUMANOID (ELURAN), NEUTRAL GOOD ART: OLIVIA REA
ART: OLIVIA REA HUMBLEWOOD © HIT POINT PRESS INC. 2021 HUMBLEWOOD © HIT POINT PRESS INC. 2021
Surge of Vigor (Recharges after a Long Rest). If an STR DEX CON INT WIS CHA
attack deals over half of Mateo’s current remaining hit
points in damage (even if his HP is reduced to 0 by the 10 (+0) 10 (+0) 15 (+2) 18 (+4) 12 (+1) 9 (-1)
attack), Mateo immediately regains 8 (1d12 + 2) hit
points. Mateo, the Frostsage 450XP
Sure Footing. Mateo ignores nonmagical difficult terrain
and can’t suffer disadvantage on Strength or Dexterity SAVING THROWS SKILLS
checks made to climb or maintain their balance.
Magic of the Frostsage (3/day). Mateo can spend a bonus Con +5, Wis +4 Arcana +6, Nature +6,
action to cause the next spell he casts to deal cold damage Survival +3
instead of the type it would normally deal. Any creature SENSES
damaged by this spell must make a DC 14 Dexterity LANGUAG-
saving throw or become grappled by ice (escape DC 15). passive Perception 11
Any amount of fire damage dealt to the target breaks Birdfolk, Cervan,
the grapple. DAMAGE RESISTANCES Primordial
ACTIONS cold
Quarterstaff. Melee Weapon Attack: +2 to hit, reach 5 ft., SPECIAL TRAITS
one target. Hit: 3 (1d6) bludgeoning damage or 4 (1d8)
bludgeoning damage if used with both hands. Spellcasting. Mateo is a 5th-level spellcaster. His
spellcasting ability is Intelligence (spell save DC 14, +6 to
hit with spell attacks). He has the following wizard spells
prepared:
Cantrips (at will): chill touch, minor illusion,
ray of frost, prestidigitation
1st level (4 slots): detect magic, magic missile,
mage armor*, shield
2nd level (3 slots): knock, mirror image, misty step
3rd level (2 slots): fireball
*-Mateo casts mage armor on himself before combat.
ARMOR CLASS HIT POINTS SPEED
10 13 with 39 (6d8 + 12) 30 ft.
mage armor
Whip. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. STR DEX CON INT WIS CHA
Hit: 6 (1d6 + 3) slashing damage. If the target is a Large or smaller
creature, it must succeed on a DC 13 Strength saving throw or be 12 (+1) 17 (+3) 14 (+2) 15 (+2) 11 (+0) 14 (+2)
knocked prone and pulled up to 10 feet toward Nadia.
Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft., Nadia Dar 450XP
range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage. If
the target is a creature they must make a DC 11 Constitution SAVING THROWS SKILLS
saving throw or become poisoned until the end of their next turn. Dex +5, Int +4 Acrobatics +5, Deception +4,
A creature poisoned in this way is restrained for as long as they SENSES Insight +4, Perception +4,
are poisoned. Darkvision 60 ft., passive Persuasion +4, Stealth +5
Perception 14
REACTIONS LANGUAGES
Birdfolk, Eluran, Jerbeen
Whip Parry. Nadia adds 2 to her AC against one melee
attack that would hit her. If the attack misses, the attacker SPECIAL TRAITS
must succeed on a DC 14 Strength saving throw or be
disarmed, as Nadia uses her whip to fling their weapon 10 Claws. Nadia has advantage on Strength (Athletics) checks made
feet in a direction of her choice. Nadia must be able to see to climb any surface her claws could reasonably grip.
the attacker and be wielding a whip. Cunning Action. On each of her turns, Nadia can use a bonus
action to take the Dash, Disengage, or Hide action.
Graceful Landing. Nadia ignores the first 20 feet of fall damage
and, when falling, she can always choose to land on her feet.
Sneak Attack (1/Turn). Nadia deals an extra 7 (2d6) damage
when she hits a target with a weapon attack and has advantage
on the attack roll, or when the target is within 5 feet of an
ally of Nadia’s that isn’t incapacitated and Nadia doesn’t have
disadvantage on the attack roll.
ACTIONS
Multiattack. Nadia makes three melee attacks. Alternatively,
Nadia can make two ranged attacks with her daggers.
Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit:
5 (1d4 + 3) slashing damage.
ARMOR CLASS HIT POINTS SPEED
15 studded leather 65 (10d8 + 20)
30 ft.
Eluran Construct 2 Feliad Stalker 1CR
LARGE CONSTRUCT, UNALIGNED LARGE MONSTROSITY, UNALIGNED
ART: RISA HULET HUMBLEWOOD © HIT POINT PRESS INC. 2021 ART: JULIA METZGER HUMBLEWOOD © HIT POINT PRESS INC. 2021
Fizzar Slime 1 Kappu CR 1/4
MEDIUM OOZE, UNALIGNED HUMBLEWOOD © HIT POINT PRESS INC. 2021 LARGE BEAST, UNALIGNED HUMBLEWOOD © HIT POINT PRESS INC. 2021
ART: SAM KEY ART: OLIVIA REA
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
17 (+3) 15 (+2) 15 (+2) 6 (-2) 12 (+1) 8 (-1) 14 (+2) 8 (-1) 14 (+2) 1 (-5) 5 (-3) 1 (-5)
Feliad Stalker 200XP Eluran Construct 450XP
SENSES SKILLS DAMAGE RESISTANCES CONDITION IMMUNITIES
Darkvision 60 ft., passive Perception +3, Stealth +6 piercing, slashing, bludgeoning charmed, exhaustion, frightened,
Perception 13 with nonmagical weapons poisoned
DAMAGE IMMUNITIES SENSES
SPECIAL TRAITS poison, psychic passive Perception 7
Keen Hearing and Smell. The feliad stalker has advantage on Wisdom LANGUAGES
(Perception) checks that rely on hearing or smell. understands Ancient Eluran but
Natural Camouflage. The feliad stalker has advantage on Dexterity can’t speak
(Stealth) checks made to hide in forest terrain.
Pounce. If the feliad stalker moves at least 20 feet straight toward a SPECIAL TRAITS
creature and then hits it with a claw attack on the same turn, that Magic Resistance. The construct has advantage on saving throws
target must succeed on a DC 13 Strength saving throw or be knocked against spells and other magical effects.
prone. If the target is prone, the feliad stalker can make one bite attack Heart Powered. The construct is powered by a magic item, the Heart of
against it as a bonus action. Dako, which it requires to function effectively. While in operation, the
Heart of Dako can be removed from its chest with a successful DC 17
ACTIONS Strength check. If the Heart of Dako is removed, the construct cannot
attack, follows whoever holds the Heart of Dako, and goes dormant
Multiattack. The feliad stalker makes two attacks: one with its Bite and after 1 minute.
one with its Claw. Illumination. When powered by the Heart of Dako, the construct
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 magically shines bright light in a 15-foot radius and dim light for an
+ 3) piercing damage. additional 15 feet. This light goes out if the construct drops to 0 hit
Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 points or the Heart of Dako is removed from its chest.
(1d6 + 3) slashing damage. Indestructible. The construct is made of an indestructible material
Tail Blossom (Recharge 6). The feliad stalker chooses one creature it created by powerful magic. When it drops to 0 hit points, it is not
can see within 15 feet of it and releases a puff of pollen from its tail. destroyed, but it ceases to function until the Heart of Dako powering it
The target must succeed on a DC 12 Constitution saving throw or is recharged or replaced.
fall asleep. At the end of each round, the affected target can repeat the
saving throw, waking up on a success. Undead, creatures who do not ACTIONS
sleep, and creatures immune to being charmed aren’t affected by Slam. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6
the pollen. (1d8 + 2)
ARMOR CLASS HIT POINTS SPEED ARMOR CLASS HIT POINTS SPEED
13 37 (5d10 + 10) 9 75 (10d10 + 20) 30 ft.
30 ft., fly 30 ft., climb 30 ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
17 (+3) 12 (+1) 12 (+1) 4 (-3) 10 (0) 6 (-2) 15 (+2) 6 (-2) 15 (+2) 5 (-3) 6 (-2) 16 (+3)
Kappu 50XP Fizzar Slime 200XP
SKILLS SENSES DAMAGE RESISTANCES CONDITION IMMUNITIES
acid, bludgeoning, psychic blinded, charmed, deafened,
Perception +2 passive Perception 10 DAMAGE IMMUNITIES exhaustion, frightened, prone
lightning, slashing SENSES
SPECIAL TRAITS Blindsight 60 ft. (blind beyond this
radius), passive Perception 8
Keen Hearing. The kappu has advantage on
Wisdom (Perception) checks that rely SPECIAL
on hearing.
Amorphous. The slime can move through a space as narrow as 1 inch wide
ACTIONS without squeezing.
Spider Climb. The slime can climb difficult surfaces, including upside down
Bite. Melee Weapon Attack: +5 to hit, on ceilings, without needing to make an ability check.
reach 5 ft., one target. Hit: 8 (2d4 + 3) Limited Telepathy. The slime can detect the thoughts of creatures within
piercing damage 60 feet of it, though it can’t communicate with them. The slime can relay
any thoughts it detects to a creature touching it, for as long as that creature
remains in contact with the slime. If the slime has split, the slimes that
arise from it maintain a psychic link, and transmit the thoughts they detect
between themselves as long as they are on the same plane of existence.
Resonance. When a slime is subjected to psychic or bludgeoning damage,
each creature within 5 feet of the slime must succeed on a DC 13 Wisdom
saving throw or take 4 (1d8) psychic damage.
AC-
Pseudopod. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5
(2d4 + 2) bludgeoning damage plus 4 (1d8) psychic damage.
REACTIONS
Split. When a slime that is Medium or larger is subjected to lightning or
slashing damage, it splits into two new slimes if it has at least 10 hit points.
Each new slime has hit points equal to half the original slime’s, rounded
down. New slimes are one size smaller than the original slime.
ARMOR CLASS HIT POINTS SPEED ARMOR CLASS HIT POINTS SPEED
11 13 (2d10 + 2) 8 32 (5d8 + 10)
60 ft., swim 30 ft. 10 ft., climb 10 ft.
Swarm of Tanglewasps CR 1/2 Tilia Treewarden CR 1/2
MEDIUM SWARM OF TINY BEASTS, UNALIGNED MEDIUM HUMANOID (TILIA), ANY NEUTRAL ALIGNMENT
ART: JULIA METZGER HUMBLEWOOD © HIT POINT PRESS INC. 2021 ART: OLIVIA REA HUMBLEWOOD © HIT POINT PRESS INC. 2021
STR DEX CON INT WIS CHA
14 (+2) 15 (+2) 10 (+0) 3 (-4) 14 (+2) 7 (-2)
Panther 50XP SENSES
SKILLS passive Perception 14
Perception +4
Stealth +6
SPECIAL TRAITS
Keen Smell. The panther has advantage on
Wisdom (Perception) checks that rely on smell.
Pounce. If the panther moves at least 20 feet
straight toward a creature and then hits it with
a claw attack on the same turn, that target must
succeed on a DC 12 Strength saving throw or
be knocked prone. If the target is prone, the
panther can make one bite attack against it as
a bonus action.
ACTIONS
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft.,
one target. Hit: 5 (1d6 + 2) piercing damage.
Claw. Melee Weapon Attack: +4 to hit, reach 5 ft.,
one target. Hit: 4 (1d4 + 2) slashing damage.
ARMOR CLASS HIT POINTS SPEED Heart of Dako
12 13 (3d8)
50 ft., climb 40 ft. WONDROUS ITEM, LEGENDARY HUMBLEWOOD © HIT POINT PRESS INC. 2021
ART: RISA HULET
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
12 (+1) 15 (+2) 14 (+2) 9 (-1) 12 (+1) 12 (+1) 3 (-4) 13 (+1) 10 (+0) 1 (-5) 7 (-2) 1 (-5)
Tilia Treewarden 100XP Swarm of Tanglewasps 100XP
SENSES SKILLS DAMAGE RESISTANCES SENSES
passive Perception 13 Perception +3, Intimidation +3, bludgeoning, fire, piercing, Blindsight 10 ft., passive
Survival +5 slashing Perception 8
LANGUAGES
Birdfolk, Tilian CONDITION IMMUNITIES
Charmed, Frightened, Grappled,
SPECIAL TRAITS Paralyzed, Petrified, Prone,
Restrained, Stunned
Pack Tactics. The treewarden has advantage on an attack roll against a
creature if at least one of the treewarden’s allies is within 5 feet of the creature SPECIAL TRAITS
and the ally isn’t incapacitated. Swarm. The swarm can occupy another creature’s space and vice versa,
Sticky Grip. The treewarden’s hands and feet have special pads that allow and the swarm can move through any opening large enough for a Tiny
them to climb in extraordinary ways. They can climb upside down or on insect. The swarm can’t regain hit points or gain temporary hit points.
difficult surfaces without making a check. Wrong Step. A tanglewasp swarm congregates around a nest, which is
a 1-foot sphere made of hardened mud that occupies a 5-foot space.
ACTIONS The nest is naturally camouflaged in the soft mud the swarm used to
build it. A successful DC 17 Wisdom (Perception) check is required
Multiattack. The treewarden makes two attacks with its Scimitar. They can to spot a nest. If stepped on, the target must make a DC 14 Strength
forego one of these attacks to use their Sticky Tongue. saving throw or be grappled (Escape DC 14). Until this grapple ends,
Scimitar. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 5 the target takes 5 (2d4) poison damage at the start of each of its turns.
(1d6 + 2) slashing damage. The nest can only grapple one target at a time. Another creature within
Heavy Crossbow. Ranged Weapon Attack: +4 to hit, range 100/400 ft., one reach of the tanglewasps’ nest can use its action to attempt to end
target. Hit: 7 (1d10 + 2) piercing damage. the grapple on a target by succeeding on a Strength (Athletics) check
Sticky Tongue. As an action, the treewarden extends their long sticky tongue against the escape DC.
toward an object they can see within 20 feet of them. Their sticky tongue
latches onto the object and pulls it toward them. If the treewarden has free ACTIONS
hands, they can immediately wield the object; otherwise, the object drops Sting. Melee Weapon Attack: +3 to hit, reach 0 ft., one target in the
at the treewarden’s feet. If the targeted object is being held or carried by a swarm’s space. Hit: 10 (4d4) poison damage, or 5 (2d4) poison damage
creature, that creature must succeed on a DC 12 Strength saving throw to if the swarm has half of its hit points or fewer.
maintain its grip on the object. If the treewarden targets an object that is too
heavy to move, like a wall or a large rock, they are instead pulled toward the
object, provoking opportunity attacks as normal.
ARMOR CLASS HIT POINTS SPEED ARMOR CLASS HIT POINTS SPEED
13 leather armor 32 (5d8 + 10) 11 22 (5d8) 30 ft.
30 ft., climb 30 ft.
Heart of Dako STR DEX CON INT WIS CHA
WONDROUS ITEM, LEGENDARY 15 (+2) 10 (+0) 13 (+1) 2 (-4) 10 (+0) 5 (-3)
The Heart of Dako is a large ruby inside of an intricately Crocodile 100XP SKILLS
carved obsidian stone egg. It pulses with warmth and
radiates dim light in a 15-foot radius unless covered. SENSES Stealth +2
The Heart of Dako is a mysterious object with two special
properties: passive Perception 10
Charge. The Heart of Dako is a cell that stores magical
energy inside of itself to power an eluran construct. SPECIAL TRAITS
When the Heart’s power is depleted, it stops glowing.
If an almost empty Heart is powering a construct, the Hold Breath. The crocodile can hold its
construct removes the Heart and places it upon a special breath for 15 minutes.
temple pedestal before it goes dormant. When placed
upon the pedestal, the gemstone inside the Heart begins ACTIONS
to accumulate magical power, taking 1d10 days to fully
recharge. The Heart of Dako taken by the Companions of Bite. Melee Weapon Attack: +4 to hit, reach
the Blue Rose is nearly at full power. 5 ft., one creature. Hit: 7 (1d10 + 2) piercing
Power. When a powered Heart of Dako is damage, and the target is grappled (escape
placed inside the chest of a dormant DC 12). Until this grapple ends, the target
eluran construct, it causes the is restrained, and the crocodile can’t bite
construct to activate and perform another target.
programmed duties. If the
construct drops to 0 hit points
with the Heart of Dako inside,
the heart loses its stored power
and the construct cannot return
it to the pedestal.
ARMOR CLASS HIT POINTS SPEED
12 natural armor 19 (3d10 + 3)
20 ft., swim 30 ft.
LICENCE bility or co-adaptability with any Trademark or Registered Trademark
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original Open Game Content you Distribute. layouts, box design, graphics, and iconography,
7. Use of Product Identity: You agree not to Use any Product Identity, All text created by Hit Point Press Inc. not found in the Open Gaming
including as an indication as to compatibility, except as expressly License Version 1.0a, System Reference Document 5.1 found at the
licensed in another, independent Agreement with the owner of each internet link http://media.wizards.com/2016/downloads/DND/SRD-
element of that Product Identity. You agree not to indicate compati- OGL_V5.1.pdf,
Promotional materials for the Deck of Many, including but not limited
to, video, animation, and social media content,
All merchandise associated with the Deck of Many, including but not
limited to, enamel pins, deck boxes, books, figurines, card names, statis-
tics, abilities, spells, and all information found on all cards.
OPEN GAMING CONTENT
All content from the System Reference Document 5.1 is Open Game