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Published by A Bagel Plays, 2024-06-08 15:38:49

Raiders_Guide_to_Valika_Digital - Copy

Raiders_Guide_to_Valika_Digital - Copy

178 Grim Hollow | The Raider's Guide to Valika Snow Swan The feathers of the snow swan may seem downy and soft, but their razored and frigid edges prove otherwise quickly. Even the wolves of Valika eschew hunting the great winged birds. Localized Threat, Mostly. The giant snow swans originated among the tallest peaks of the Njukca Mountains. Whether their great size and power was a naturally occurring phenomenon, or if magic was involved in their evolution, is unknown. What is not in doubt is the havoc even a single snow swan can wreak on a hunting party or trade caravan. Sightings of these creatures has spread throughout all of Valika, however. The clans of Kandar have tried to tame them, with bloody and unsuccessful consequences. As an alternative, the clans try to lead their enemies into areas where they know the swans hunt, unleashing the beasts on their unsuspecting foes. Salvage Someone who has proficiency with leatherworker’s tools can fashion the hide and feathers of two giant snow swans into leather armor, studded leather armor, or hide armor. Leather and hide require 8 days of work and extra materials worth 50 gp, while studded leather requires 10 days and 100 gp. Somebody must cast resist elements on the armor at least once during the process. A creature wearing the armor has resistance to cold damage. Lore DC 10 Intelligence (Nature): Giant snow swans are generally found near the Njukca Mountains. They are impossible to train in any reliable way. DC 15 Intelligence (Arcana): When in battle, the swans can release a burst of rime-infused feathers that freeze anything in the area. Giant Snow Swan Large Beast, Unaligned Armor Class 14 Hit Points 105 (14d10 + 28) Speed 10 ft., fly 50 ft. STR DEX CON INT WIS CHA 16 (+3) 18 (+4) 15 (+2) 5 (−3) 14 (+2) 14 (+2) Saving Throws Con +5, Wis +5 Skills Stealth +7, Survival +5 Damage Immunities cold Senses passive Perception 12 Languages — Challenge 6 (2,300 XP) Proficiency Bonus +3 Actions Multiattack. The giant snow swan makes two Bite attacks. Bite. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 20 (3d10 + 4) piercing damage. Feather Shards (Recharge 5-6). The snow swan shoots forth a burst of icy feathers, targeting all creatures within 15 feet of it. Each creature in that area must make a DC 15 Dexterity saving throw. On a failed save, a creature takes 21 (6d6) cold damage. On a successful save, a creature takes half as much damage.


179 The Raider's Guide to Valika | Chapter 4: Valikan Threats Völgr Raiders The raiders of Valika strike fear in the hearts and minds of coastal villages throughout Etharis. And the raiders of Clan Völgr are the fiercest of all. Feared Among the Fearsome. The Valikan Clans have earned a well-deserved reputation of being the most fearsome raiders Etharis has ever known. Raiding is a way of life, a means of survival in a harsh land. The raiders of Clan Völgr are a special breed, however. They combine the expertise of raiding with the single-minded fervor of the plans of the Prismatic Circle. Ships on the Horizon. Raiding parties of Clan Völgr raiders scour the coastlines of Etharis looking for loot, wealth, supplies, and thralls for capture. While the parties are comprised of mainly typical warriors, special combatants can be found among their numbers. These experienced raiders have gained experience and special abilities that make them more dangerous. For example, they are all expert swimmers. Salvage Although the raiders of Clan Völgr often use mundane equipment, they sometimes have magical equipment or runes. However, their lives are highly valued. If they are taken alive, they can be ransomed back to their clan or the Prismatic Circle. A raider veteran can fetch 25 gp, a raider lieutenant 250 gp, and a raider captain could bring up to 1000 gp. Lore DC 10 Intelligence (History): The raiders of Clan Völgr are among the fiercest in Valika. They are merciless in their plunder, and fearless in their demeanor.


GM Advice: The Prismatic Circle have specific goals they’ll only trust to their personal agents. Circle druids, shamans, and spies will likely accompany Völgr raiding parties. Mixing these two groups of enemies together will make fighting them feel more dynamic and dangerous. Your players must contend with both aggressive martial combatants and blood-wielding mages. The Prismatic Circle shaman’s curse is particularly deadly to characters beset by Völgr raiders, while the raider captain’s guiding words can make the Prismatic Circle spy’s damaging attacks even more devastating. 180 Grim Hollow | The Raider's Guide to Valika Raider Veteran Medium Humanoid (Any), Neutral Evil Armor Class 14 (studded leather) Hit Points 45 (7d8 + 14) Speed 30 ft., swim 30 ft. STR DEX CON INT WIS CHA 16 (+3) 14 (+2) 14 (+2) 9 (−1) 10 (+0) 8 (−1) Skills Athletics +5, Intimidation +1 Condition Immunities frightened Senses passive Perception 10 Languages Valiki Challenge 2 (450 XP) Proficiency Bonus +2 Water Tactics. The raider veteran ignores difficult terrain when moving through water that is not over their head. Actions Multiattack. The raider veteran makes two Handaxe attacks. Handaxe. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60, one target. Hit: 6 (1d6 + 3) slashing damage. Shortbow. Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 5 (1d6 + 2) piercing damage. Bonus Actions Quick Stand. The raider veteran can stand from prone as a bonus action that does not cost any movement. Raider Lieutenant Medium Humanoid (Any), Neutral Evil Armor Class 16 (studded leather, shield) Hit Points 75 (10d8 + 30) Speed 30 ft., swim 30 ft. STR DEX CON INT WIS CHA 18 (+4) 14 (+2) 16 (+3) 11 (+0) 12 (+1) 12 (+1) Saving Throws Con +5, Wis +3 Skills Athletics +6, Intimidation +3 Condition Immunities frightened Senses passive Perception 11 Languages Valiki Challenge 4 (1,100 XP) Proficiency Bonus +2 Water Tactics. The veteran raider ignores difficult terrain when moving through water that is not over their head. Actions Multiattack. The raider lieutenant makes two Spear attacks. Spear. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60, one target. Hit: 11 (2d6 + 4) piercing damage. Shortbow. Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 5 (1d6 + 2) piercing damage. Intimidating Shout. The raider lieutenant targets one creature that it can see within 20 feet of it. The target must make a DC 13 Wisdom saving throw. On a failed save, the target deals only half damage with weapon attacks for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Bonus Actions Quick Stand. The raider lieutenant can stand from prone as a bonus action that does not cost any movement.


GM Advice: The Völgr raider stat blocks can be used to represent raiders from other clans as well with some simple inclusions or adjustments. Raiders from Clan Limgri might benefit from the effects of rune magic tattoos (see Chapter 2). Raiders from Clan Rune might be led by a mage, while raiders from Clan Sýr might wield adamantine or silvered weapons. Agents or outcasts from the Redclaws may also hide among raider's ranks, allowing you to employ lycanthrope stat blocks. 181 The Raider's Guide to Valika | Chapter 4: Valikan Threats Raider Captain Medium Humanoid (Any), Neutral Evil Armor Class 18 (studded leather and shield) Hit Points 119 (14d8 + 56) Speed 30 ft., swim 30 ft. STR DEX CON INT WIS CHA 18 (+4) 18 (+4) 18 (+4) 13 (+1) 13 (+1) 14 (+2) Skills Athletics +7, Intimidation +5, Perception +4 Condition Immunities frightened Senses passive Perception 14 Languages Valiki Challenge 8 (3,900 XP) Proficiency Bonus +3 Water Tactics. The veteran captain ignores difficult terrain when moving through water that is not over their head. Actions Multiattack. The veteran captain makes three Battleaxe or three Longbow attacks. Battleaxe. Melee Weapon Attack: +7 to hit, reach 5 ft, one target. Hit: 13 (2d8 + 4) slashing damage, or 15 (2d10 + 4) slashing damage if wielded with two hands. Longbow. Ranged Weapon Attack: +7 to hit, range 150/600 ft., one target. Hit: 13 (2d8 + 4) piercing damage. Bonus Actions Quick Stand. The raider captain can stand from prone as a bonus action that does not cost any movement. Reactions Guiding Words. The raider captain can allow an ally it can see within 60 feet to gain advantage on a weapon attack roll or saving throw. If the attack hits, the ally does an additional 11 (2d10) damage of the type normally done.


182 Grim Hollow | The Raider's Guide to Valika


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