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2 Credits Project Lead: Trevor Armstrong NPC Designers: Jeffrey Fischer, Darryl Lehane Magic Item Designer: Trevor Armstrong Cover & Interior Artist: Bob Greyvenstein Editor: Justin Cole Graphic Designer: Trevor Armstrong Sensitivity Reader: Joanna DeLaune Special Thanks: Anthony Rush, Duncan Bachen, Aaron Gentry, Kim Djordjevic, and all of our Kickstarter Backers! About this Project Allies & Antagonists: A Big Book of NPCs was only made possible due to the support of our generous 800+ project backers on Kickstarter (see the back of the book for a full list). Our goal from the onset of the project was to provide Game Masters with enough non-player characters to liven up their games —and with over 100 NPCs provided in this book, each with unique art, lore, and game stats, I think we’ve delivered on our quest! From the timid medice to the mighty apophiprael, Allies & Antagonists includes a non-player character for any situation! From everyone at Grim Press, I sincerely hope that you enjoy this product and wish to convey a heart-felt thank you for your support! Warm Regards, ~ Trevor Armstrong (Grimlore) Open Game License Allies & Antagonists: A Big Book of NPCs is a Dungeons and Dragons 5th Edition compatible supplement designed as a resource for game masters to use in their adventures. This product is compliant with the Open Game License (OGL) located on the last page of this product. Product Identity: The following items are hereby identified as Product Identity, as defined in the Open Game License version 1.0a, Section 1(e), and are not Open Content: All trademarks, registered trademarks, proper names (characters, deities, etc.), dialogue, plots, storylines, locations, characters, artwork, and trade dress. (Elements that have previously been designated as Open Game Content or are in the public domain are not included in this declaration.) Open Content: Except for material designated as Product Identity (see above), the game mechanics of this Grim Press product are Open Game Content, as defined in the Open Game License version 1.0a Section 1(d). No portion of this work other than the material designated as Open Game Content may be reproduced in any form without written permission. Product Version 1.3 Copyright © Grim Press 2022 Join Grim Press Online Website: grimpress.net Discord: discord.gg/grimpress Patreon: patreon.com/grimpress Kickstarter: kickstarter.com/profile/grimpress Mailing List: grimpress.net/mailing-list Facebook: facebook.com/grimpress Instagram: instagram.com/grim_press Twitter: twitter.com/thegrimpress YouTube: youtube.com/c/grimpress Reddit: reddit.com/r/grimpress On the Cover Bob Greyvenstein depicts an Oramagicae as it stands on the edge between light and darkness.
3 Contents Challenge Rating: 1 (200 XP) Illaqueator (pg.98) Medice (pg.114) Mercator (pg.116) Pinachuspugione (pg.147) Pirata (pg.148) Praexsul (pg.152) Sacculari (pg.156) Viatoresinplano (pg.192) Challenge Rating: 2 (450 XP) Ascerdotesterraes (pg.16) Eremudacia (pg.66) Ereptor (pg.68) Firnaeaqua (pg.79) Gladiuravit(pg.86) Harenaepraedor (pg.90) Histrio (pg.94) Militesaqua (pg.120) Peregrinatur (pg.146) Sycophantor (pg.176) Torpent(pg.181) Challenge Rating: 3 (700 XP) Cociator (pg.36) Consiliumregis (pg.40) Custofey (pg.48) Equescoronam (pg.60) Equitesaccipitre (pg.62) Eremita (pg.64) Fulmenari (pg.84) Gloriaequitibu (pg.88) Scaenicus (pg.162) Tibiferturpraecep (pg.180) Viataequor (pg.190) Challenge Rating: 4 (1,100 XP) Ariolcupitora (pg.14) Barbaridaemonium (pg.17) Barbariferros (pg.18) Cagliosilvae (pg.30) Clericivitaeetmortis (pg.34) Elementur (pg.56) Feradomnus (pg.76) Mareviden (pg.110) Paracletu (pg.140) Patrosilvestris (pg.144) Saevar (pg.160) Silvasirenis (pg.166) Ventusaltator (pg.186) Voquestrissanctum (pg.193) Challenge Rating: 5 (1,800 XP) Alsiumagi (pg.8) Copiantiquitas (pg.42) Dracosacerdos (pg.54) Exossomage (pg.72) Feroxmaga (pg.78) Golitescalicem (pg.89) Haruspicem (pg.92) Morscustos (pg.124) Mysticusilva (pg.130) Pardusnisl (pg.142) Precivenandum (pg.154) Sacerdosmatris (pg.158) Spatiumnecdivino (pg.170) Striisumbra (pg.174) Vulpesnix (pg.194) Challenge Rating: 6 (2,300 XP) Cursario (pg.46) Lunacultricem (pg.102) Lupinopraeliar (pg.108) Messore (pg.118) Sororincantation (pg.168) Challenge Rating: 7 (2,900 XP) Ananciteque (pg.10) Coppicedon (pg.44) Felisvulga (pg.74) Fortisigni (pg.80) Lupinocaedar (pg.106) Monsinveniet(pg.122) Challenge Rating: 8 (3,900 XP) Caelillustratum (pg.28) Calator ex Silendonus(pg.32) Ignisversutor (pg.96) Lupinantesiganus (pg.104) Matercondemnabitur (pg.112) Morsestanimae (pg.126) Sicariar (pg.164) Spectatrix Fati (pg.172) Challenge Rating: 9 (5,000 XP) Collimperator (pg.38) Etfugits (pg.70) Fulgurnatusest(pg.82) Narratoresexmortu (pg.132) Noctivenaticus (pg.134) Umbratextor (pg.182) Vetunus (pg.188) Challenge Rating: 10 (5,900 XP) Apophiprael (pg.10) Mystasaburra (pg.128) Challenge Rating: 11 (7,200 XP) Beluasusurro (pg.22) Equesanctus (pg.58) Praestrutinor (pg.150) Tenebralator (pg.178) Challenge Rating: 12 (8,400 XP) Aestaveneficus (pg.6) Caelestextinctios (pg.26) Daemonium (pg.50) Challenge Rating: 13 (10,000 XP) Obliviodeus (pg.136) Challenge Rating: 14 (11,500 XP) Bilantu (pg.20) Uvambellator (pg.184) Challenge Rating: 15 (13,000 XP) Dicatnunc (pg.52) Lavausors (pg.100) Challenge Rating: 17 (18,000 XP) Caculanox (pg.24) Challenge Rating: 20 (25,000 XP) Oramagicae (pg.138)
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Aestaveneficus Manipulators of Time Seers and diviners have long been sought after by a myriad of creatures wishing to peer into the future, seek long lost treasure, or obtain some premonition of that which is yet to pass. However, the future is an ever shifting tangled mess of branches that reality might take, and as such, predictions and foresight of the future is notoriously unreliable. Often diviners will only offer a glimpse of a potential future rather than that which is immutable. More reliable is the ability to peer into the past and obtain knowledge of events that have already happened, yet this ability is not so coveted as being able to foresee the future. Often diviners are able to accurately describe past history, providing minute details that allow the reconstruction of an event or occurrence that is the object of the diviner’s study. Studying the art of divination with respect to time requires an intensive amount of training and care, for the glimpses a diviner can obtain may be unreliable or tell an incomplete picture. A seer can go many weeks or even months without catching the slightest premonition. Over time they can learn to control these visions and delve deeper into them. However, delving too deeply into either past or future is not without dangers, as one can easily lose track of what is past, present, and future. The aestaveneficus are well-studied seers who have peered long and hard into both the past and the future. As a result, time to them is all concentrated into a single instant, and past, present, and future all overlap. Their utterances are seldom understood by those they interact with, and teasing desired information out of a manipulator of time is nigh impossible. To those who do not understand the intricacies of divination, the aestaveneficus might seem quite insane, their statements all of equal urgency even if the event they are observing has passed and can no longer influence the present. Their cryptic speech is often regarded by layfolk as raving madness, so the aestaveneficus will often live as hermits, rarely visited except by those wise enough to seek their counsel and clever enough to decipher it. Adding to the perceived eccentricities of the aestaveneficus are their odd dress and mannerisms. They are often clothed in a strange assortment of fashions, many from the past and some undoubtedly from the future, perhaps crafted by the manipulator of time (though some speculate the aestaveneficus have in fact traveled to the future to bring such clothing back). Peaceful by Nature. Having seen the atrocities of the past as well as those that have not yet come to pass, the aestaveneficus are pacifists who will take no direct action to harm another being. They will utilize their magical powers only to seek the truth, though they will protect themselves and others from harm if they should deem other creatures worthy, having observed their past and potential futures. The aestaveneficus have witnessed enough spilled blood to last a thousand lifetimes. Time Manipulators. As the aestaveneficus have an intimate knowledge of both past and future events, they are able to warp reality around them and those nearby. A creature visiting the aestaveneficus may seek a quick audience, only to find after leaving that weeks have passed when their perception is of mere minutes. Aestaveneficus Medium humanoid (any race), true neutral Armor Class 14 Hit Points 187 (34d8 + 34) Speed 30 ft. Saving Throws Int +10, Wis +9, Cha +6 Skills Arcana +10, History +10, Insight +9, Perception +9 Senses passive Perception 19 Languages all Challenge 12 (8,400 XP) Proficiency Bonus +4 Spellcasting. The aestaveneficus is a 17th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 18, +10 to hit with spell attacks). The aestaveneficus has the following wizard spells prepared: Cantrips (at will): friends, mending, message, minor illusion, prestidigitation 1st level (4 slots): alarm, identify, illusory script, protection from evil and good 2nd level (3 slots): detect thoughts, locate object, misty step 3rd level (3 slots): haste, nondetection, slow 4th level (3 slots): arcane eye, confusion, divination 5th level (2 slots): legend lore, scrying, seeming 6th level (1 slot): globe of invulnerability, true seeing 7th level (1 slot): sequester, simulacrum 8th level (1 slot): maze 9th level (1 slot): foresight, time stop Actions Mind Blank. Ranged Spell Attack: +10 to hit, range 60 ft., one target. Hit: 28 (4d10 + 6) psychic damage. Legendary Actions The aestaveneficus can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature’s turn. The aestaveneficus regains spent legendary actions at the start of its turn. Glimpse Future. The aestaveneficus grants a creature it can see advantage on the next d20 it rolls within 1 minute. Mind Blank (Costs 2 actions). The aestaveneficus makes a mind blank attack. Past Foretold (Costs 3 Actions). The aestaveneficus projects a horrible atrocity into the mind of a creature it can see. The creature must make a DC 17 Wisdom saving throw, taking 55 (10d10) psychic damage on a failed save or half as much on a successful one. STR DEX CON INT WIS CHA 6 (-2) 18 (+4) 12 (+1) 22 (+6) 20 (+5) 14 (+2) 6
7 Manipulators of Time
Alsiumagi Cryomancers Many magic users specialize in a specific area of interest or natural ability. Some choose to focus on peering into the future and divining great secrets, others on how to enchant and manipulate other beings, and others focus on how to harness the raw destructive elemental forces of nature. These elementalists, known as the elementur, may also choose to specialize even further. Those who focus their learning on summoning frigid storms and casting jagged bolts of ice against their foes are called the alsiumagi, more commonly known as cryomancers. The alsiumagi are not solely focused on the offensive use of ice magics, as they also have a keen interest in weather patterns and storms that they are able to subtly influence, either shifting their direction or lessening the impact of an otherwise brutal blizzard. They are able to withdraw heat and energy from a variety of sources, turning water to ice in short order, crafting great walls of ice. Using this ability they can siphon and dissipate heat from a living being, turning the blood in their veins to ice and chilling them to the bone. As individuals the alsiumagi tend to be much more hermit-like compared to other magic users, and often make their homes far away from civilization in frozen tundras, windswept mountaintops, or within glaciers. They prefer a life of quiet reflection and solitude where they can delve into their chosen profession, and as a result seldom venture forth into civilization. When they do, it is often to barter for required goods in small frontier settlements. Locals often describe the demeanour of an alsiumagus as cold, calculating, and impatient, their ice blue eyes betraying no hint of warmth or humor. Despite their demeanour, cryomancers are not without emotion, they simply choose to regard it as unnecessary given their chosen existence. Their inherent curiosity can entice them to join adventuring bands or aid parties traversing northern climes, where their dispassionate, logical, and analytical minds may set them at odds with those of a more fiery disposition. Perhaps owing to their solitary nature, in addition to their magical abilities, the alsiumagi are intrepid survivalists and students of nature. They are often found wandering and exploring their local terrain, leaving their well warded cabins or glacial caves for perhaps weeks on their expeditions. They are more than capable of finding scarce resources in even the most desolate and bitter of environments, and also to protect themselves against any predators and dangerous creatures that would challenge them. Frozen Souls. Cryomancers are able to permanently ward themselves against frigid temperatures that would freeze most other creatures in minutes. Some have said that ice flows through their veins, for the alsiumagi can resist the full brunt of a burning inferno. Essence of Frost. The alsiumagi possess a number of unique magical abilities. They are able to summon forth long, crystalline blades of ice that are as hard as steel and yet much lighter, and can also encase their bodies in the same. Creatures that are normally able to withstand the cold find themselves chilled by a cryomancer’s castings. They are also able to summon and cast much larger bolts of glacial ice than other conventionally trained magic users are capable of. Alsiumagi Medium humanoid (any race), any alignment Armor Class 11 (15 with glacial armor) Hit Points 127 (17d8 + 51) Speed 30 ft. Saving Throws Con +6, Int +7 Skills Arcana +7, Perception +5, Survival +5 Damage Immunities cold, fire Senses passive Perception 12 Languages any three languages Challenge 5 (1,800 XP) Proficiency Bonus +3 Essence of Frost. Creatures vulnerable to cold damage automatically fail their saving throws against spells cast by the alsiumagi. Creatures resistant to cold damage take full damage from any spells cast by the alsiumagi if they fail their saving throw against the spell. Glacial Armor (3/Day). The alsiumagi encases itself in a layer of ice for 1 minute. It adds its Intelligence modifier to its AC, and any creature that starts its turn within 5 feet of alsiumagi must succeed on a DC 15 Constitution saving throw or have their movement speed halved until the start of its next turn. Spellcasting. The alsiumagi is a 9th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 15, +7 to hit with spell attacks). The alsiumagi has the following wizard spells prepared: Cantrips (at will): mending, prestidigitation, ray of frost (2d8), resistance 1st level (4 slots): create or destroy water, expeditious retreat, fog cloud, magic missile 2nd level (3 slots): hold person, invisibility, misty step 3rd level (3 slots): sleet storm, slow, wind wall 4th level (3 slots): fire shield (cold), ice storm 5th level (1 slot): cone of cold Actions Multiattack. The alsiumagi makes two melee attacks. Crystalline Blade. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d8 + 1) cold damage. Glacial Bolt. Ranged Spell Attack: +7 to hit, range 120 ft., one target. Hit: 16 (3d10) cold damage. Any creature within 5 feet of the target must succeed on a DC 15 Dexterity saving throw or take 5 (1d10) cold damage from exploding shards of ice. Glacial Bolt (1/Day). Ranged Spell Attack: +7 to hit, range 60 ft., one target. Hit: 11 (2d10) cold damage. If the target is a creature, it must succeed on a DC 15 Constitution saving throw or take one point of exhaustion. STR DEX CON INT WIS CHA 11 (+1) 12 (+1) 16 (+3) 18 (+4) 14 (+2) 11 (+0) 8
9 Cryomancers
Ananciteque Metalcrafters From a young age, many creatures are tested for the ability to manipulate the energies that are intertwined in the universe. A select few are chosen and trained in the mystical arts, becoming powerful sorcerers and wizards. Most individuals fail such tests and go on to live more mundane lives. However, sometimes an individual may fail all the assigned tests but one - the ability to sense and manipulate a simple metal spoon. While rare, this ability has become known as metalcrafting. Individuals possessing this unique attunement are especially trained as elite warriors, as their ability to sense metal allows them not only to wield such weaponry with an elegance and prowess that few can match, but also allows them to sense and anticipate strikes made against them before a blow is dealt. Through their rigorous training these individuals become powerful and agile fighters, bearing even the heaviest plate armor with relative ease. Known as the ananciteques, or metalcrafters, often they find service in elite military units or special corps. They are often found in the vanguard of advancing armies, deployed as shock troops to wreak havoc upon opposing forces, intimidating them into submission. Other ananciteques find service as bodyguards to higher nobility, their innate metalsense allowing them to sense hidden daggers and other weaponry while protecting their employers. Some even take up adventuring, seeking fame and fortune. After a long career, those metalcrafters who survive often seek a quiet life and take up blacksmithing - often they are regarded as some of the finest blacksmiths in the world, their blades perfectly balanced and edges keen, their crafted armor intricate and light despite providing excellent protection. Metalcrafters are seldom seen out of their gleaming and well-maintained plate that they don as though wearing a second skin. Despite being so heavily armored, the move with a grace and fluidity seldom seen in any but the best trained warriors. Those closest to them may jest that they even sleep in their armor and only remove it to relieve themselves, to which the ananciteque may simply smile in response. By nature these warriors tend to be loyal and true, though they are often also somewhat overconfident, even bordering on arrogance. As they are only highly possessive of their arms and armor, they will rarely comply with a request to hand over their blade, preferring instead to peace-bond them as a concession, knowing however through their metalcrafting abilities they are more than capable of removing such a lock. Should their hosts insist, a metalcrafter will often stubbornly refuse admittance rather than be parted from that which makes them who they are. Metalsense. The nature of the ananciteques metalsense is mysterious, as it appears to defy common knowledge of magic. What is known is that it allows a metalcrafter to innately sense the orderly arrangement of a metallic structure. This ability appears to be stronger with more refined metals such as steel and adamantine, though it appears this ability is less potent with raw or unrefined ores found naturally. This allows them to sense incoming metallic weapon blows with uncanny anticipation, yet they remain unaware of weapons made of wood, bone, or any other material. Ananciteque Medium humanoid (any race), any lawful Armor Class 18 (plate) Hit Points 150 (20d8 + 60) Speed 30 ft. Saving Throws Str +7, Con +6, Cha +5 Skills Athletics +7, Intimidation +5 Damage Vulnerabilities lightning Senses passive Perception 10 Languages Common Challenge 7 (2,900 XP) Proficiency Bonus +3 Innate Spellcasting. The ananciteque’s innate spellcasting ability is Intelligence (spell save DC 12). The ananciteque can innately cast the following spells, requiring no material components: At will: mending 3/day each: heat metal, magic weapon Metalsense. The anaciteque can detect and pinpoint the origin and identity of metal ores and refined metals within 30 feet of it. Actions Multiattack. The ananciteque makes four attacks with its longsword. Longsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage. Manipulate Metal. The ananciteque can physically warp and alter the structure of a refined metal object (such as a sword). To do so, the ananciteque must succeed on a Strength (Athletics) check with a DC of 11 + the weight of the metal object being manipulated. For example, 50 silver coins (1 lb) requires a DC of 12, a longsword (3 lbs) requires a DC of 14. If the ananciteque fails its check by 5 or more it suffers a point of exhaustion. Reactions Evade Metal. When a melee attack roll is made against the ananciteque by a creature wielding a metal weapon, the ananciteque can use its reaction to impose disadvantage on the attack roll. Until the start of its next turn, the ananciteque has advantage on Dexterity saving throws. This has no effect on incoming ranged attacks made with arrows or crossbow bolts Protect Ally. When a creature of the ananciteque’s choice within 10 feet of it is targeted by an attack made with a metal weapon, the ananciteque can use its reaction to manipulate the trajectory of the weapon, imposing disadvantage on the attack roll. STR DEX CON INT WIS CHA 18 (+4) 14 (+2) 17 (+3) 12 (+1) 20 (+0) 14 (+2) 10
11 Metalcrafters
Apophiprael Warriors of Chaos Some beings simply want nothing more than to watch the world burn. While some despoil and destroy out of selfishness, revenge, entertainment, or even for reasons that aren’t discernible to the outside observer, others of a more calculating nature sow chaos and discord as part of a grand strategy. The apophiprael, or warriors of chaos, are disciples who pay homage to the gods of chaos, trickery, and deceit. While to others it may seem a huge risk to honor such deceptive beings, it suits the apophiprael perfectly, for neither mortal nor deity trust one another - creating a delicate balance where the patron god provides just enough of their secrets to tantalize the servant, and in return the servant’s thirst for power and lust for destruction furthers the aims and satisfies the ego of the god. The apophiprael themselves by nature are selected by their patron gods due to their cunning, their unpredictability, and their excessive egos. Often the gods will whisper promises of untold power in exchange for service in their sleep, slowly driving an already unstable mind into more and more chaotic and irrational patterns. Over time, dreams turn to reality, until the warriors of chaos eventually are able to converse with their deity during their waking hours - or so they believe. As a result, the apophiprael are at times found conversing seemingly with themselves, and those around them cannot decipher the truth. An overinflated ego is often the hallmark of an apophiprael - they have an unhealthy view of their own prowess while dismissing other beings rather nonchalantly. Self-centered and egotistical, they make no effort at all to hide their true nature, and therefore are widely distrusted and disdained by other beings of any belief system - the apophiprael are just as likely to stab a “friend” in the back as they are to share a tankard of ale. Often their egos lead to open conflict with others who take offense to them, and many times one party or the other walks away with grievous wounds, if they can walk away at all. But to an apophiprael, everything is taken in jest, or as they would describe it, “good fun”. The gods of chaos and trickery do not distinguish between races when choosing their disciples. Their only criteria appears to be self-centeredness and a predisposition toward violence. They tend to blend into society and groups rather well, and at first may seem rather charming. However over time those around them may notice odd occurrences happening - a missing coin purse here, a misplaced weapon, or flickers of unusual magic deceiving their senses even when no other creatures are present. If an apophiprael does join forces with a band of adventurers, it is to further their own self-centered goals, and before long they will become bored and disengaged before eventually deciding to leave - many times at the most inopportune moments, and in spectacularly violent ways. Chaos Fighters. The apophiprael have no code of conduct nor reason behind their unpredictable behavior. However, they have the martial prowess to back their egos, and are both fearsome warriors and capable magic users. The magical abilities locked away in their minds are both powerful and unpredictable, capable of both comical and devastating outcomes. Their blades are the manifestation of their powers, vibrating with the forces of chaos simply waiting to be unleashed. Apophiprael Medium humanoid (any race), chaotic neutral Armor Class 16 (half plate) Hit Points 142 (19d8 + 57) Speed 30 ft. Saving Throws Str +8, Int +6, Cha +7 Skills Arcana +6, Athletics +8, Deception +7, Intimidation +7 Condition Immunities charmed, frightened Senses passive Perception 10 Languages any two languages Challenge 10 (5,900 XP) Proficiency Bonus +4 Bonded Weapon. The apophiprael’s bonded weapon is its chaos blade. It cannot be disarmed if it is wielding its chaos blade. As a bonus action, the apophiprael can magically teleport its blade into its hand. Chaos Blade. The blade of the apophiprael is imbued with the essence of chaos, dealing an additional 9 (2d8) random magical damage. To determine the damage type, roll a d6: 1= acid; 2 = cold; 3 = fire; 4 = lightning; 5 = poison; 6 = thunder. The chaos blade grants a critical hit on an attack roll of 19 or 20, and on attack rolls of 1, the apophiprael takes 9 (2d8) magical damage from its chaos blade as outlined above. Fearless. The apophiprael is immune to being charmed or frightened. Spellcasting. The apophiprael is a 9th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). The apophiprael has the following warlock spells prepared: Cantrips (at will): eldritch blast (2 beams, 1d10 + 3), mage hand, infestation (2d6) 1st - 5th level (2 5th-level slots): blink, branding smite, destructive wave, elemental weapon, enervation, gaseous form, hellish rebuke, hideous laughter, magic weapon, shield Unpredictable. The apophiprael has advantage on Charisma (Deception, Intimidation) checks when interacting with lawful-aligned creatures. War Magic. If the apophiprael uses its action to cast a spell, it can use its bonus action to make a melee attack. Actions Multiattack. The alsiumagi makes two melee attacks. Chaos Blade. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage plus 9 (2d8) random magical damage (see above). STR DEX CON INT WIS CHA 18 (+4) 12 (+1) 16 (+3) 14 (+2) 10 (+0) 17 (+3) 12
13 Warriors of Chaos
Ariolcupitora Seekers of the Divine Peace Long ago there lived a wizened soul who became disillusioned with seeing the constant struggle of other mortals to survive. Race was pitted against race, religious wars left cripples and beggars of once glorious civilizations, and it seemed as though the cunning and powerful would prey upon the weak and unsuspecting. Observing this and more over the span of many long years, the wizened one stood tall and decreed that this endless struggle must end - and so let it begin with them. Thus were born an order devoted to enlightening other beings toward a better way of living - through peaceful coexistence and cooperation: the seekers of the divine peace, or the ariolcupitora. The ariolcupitora possesses a deep sense of peace and calm, yet also a deep sorrow at observing the trials and tribulations of others. Those who encounter a seeker of the divine peace describe them as being open to the suffering of others, as they are motivated to convince other beings of a better way to live. Often the ariolcupitora are deeply spiritual, possessing a profound connection to whatever noble and altruistic god they serve - such connections granting the ariolculpitora divine magical powers. Often the ariolcupitora consist of long-lived species who have had the opportunity to learn much about the ways of the world, and they too have said boldly that it must begin with them. Often the ariolcupitora travel amidst the drudgery and chaos of an unsafe world as bards, warriors, and priests, offering comfort and solace to the unfortunate and offering their service as protectors. They yearn for freedom and free will, believing in the inherent goodness of all beings and that, given the choice, life will cooperate to become more than the sum of their individual pieces. The seekers of the divine peace appear as would any being from any walk of life, dressed as the lowliest beggar to being clad in moonlit silks and satins. However they appear, they share a deep and genuine empathy toward others as they tirelessly seek to sway other beings toward their virtuous cause. They are careful in their speech and yet firm in their convictions, never hesitating from delivering their message to all who might listen. Masterful Performers. In many areas being taught to read and write is considered a luxury that few can afford in their daily existence and so the spoken or sung word is a means through which many tales are told. The ariolcupitora are therefore masters of performance, singing rousing tales of noble pursuits and stirring those who listen to their tales to action. Often they will be found amidst travelling troupes that offer companionship, protection, and the opportunity to travel across the lands while spreading their gospel of peaceful coexistence between all beings. Divine Warrior-Priests. There are times where the message of peace offered by the ariolcupitora is less than welcome, or that they may be called upon to defend the weak. In such situations, the ariolcupitora are more than capable of defending themselves, even summoning forth the divine wrath of their gods. Even the most noble and peace-loving of beings must at times raise their blade to defend a virtuous cause. Ariolcupitora Medium humanoid (any race), lawful good Armor Class 12 Hit Points 88 (16d8 + 16) Speed 30 ft. Saving Throws Wis +6, Cha +5 Skills Perception +6, Performance +5, Persuasion +5, Religion +3 Damage Resistances radiant Senses passive Perception 16 Languages any three languages Challenge 4 (1,100 XP) Proficiency Bonus +2 Divine Strikes. The ariolcupitora’s attacks are magical, and deal an additional 3 (1d6) radiant damage (included below). Inspiring Presence. Any allied creature within 30 feet of the ariolcupitora has advantage on saving throws against being charmed or frightened. Masterful Performer. The ariolcupitora has advantage on Charisma (Performance, Persuasion) rolls when interacting with neutral or good-aligned creatures. Spellcasting. The ariolcupitora is an 8th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 14, +6 to hit with spell attacks). The ariolcupitora has the following cleric spells prepared: Cantrips (at will): guidance, sacred flame (2d8), resistance, spare the dying 1st level (4 slots): bless, healing word, purify food and drink, shield of faith 2nd level (3 slots): aid, hold person, zone of truth 3rd level (3 slots): beacon of hope, mass healing word, spirit guardians 4th level (2 slots): guardian of faith, locate creature Actions Multiattack. The ariolcupitora makes three longsword attacks. Longsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d8 + 1) slashing damage plus 3 (1d6) radiant damage. Reactions Protect the Weak. When a creature within 30 feet of the ariolcupitora takes damage, the ariolcupitora can use its reaction to magically take that damage instead. The ariolcupitora doesn’t transfer any effects that might accompany that damage, and the attacker must succeed on a DC 15 Wisdom saving throw or take half the damage dealt by it as radiant damage. STR DEX CON INT WIS CHA 12 (+1) 15 (+2) 13 (+1) 12 (+1) 18 (+4) 17 (+3) 14
15 Seekers of the Divine Peace
Ascerdotesterraes Earth Clerics While druids are most closely related with magic and the natural world, there are clerical orders that have the same purview. One of these, the ascerdotesterraes, is devoted to keeping the natural balance as their deities wish them to. Their connection is so deep to the earth around them that many say they never wear footwear, even in the coldest weather, to maintain their connection to the earth and that the spirits of the earth take to them. They tend to live in wonderful natural gardens and are rarely, if ever, seen in stuffy old cathedrals like some of their more pious brethren, though they are able to coax the trees and plant life into a semblance of a cathedral. Natural Magic. Due to their deep connection with nature, the ascerdotesterraes draw their magic not only from their gods, but from the earth as well. This means that they can utilize both clerical and druidic spells to power their magic. This allows them to protect nature and to summon allies both natural and celestial to aid them in their battle; creatures that blur the lines between fey and celestial beings. Ascerdotesterraes Medium humanoid (any race), any neutral Armor Class 11 Hit Points 65 (10d8 + 20) Speed 30 ft. Saving Throws Con +4, Wis +4 Skills Insight +4, Religion +2 Senses passive Perception 12 Languages Celestial, Common, Sylvan Challenge 2 (450 XP) Proficiency Bonus +2 Spellcasting. The ascerdotesterraes is an 8th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). The ascerdotesterraes has the following spells prepared: Cantrips (at will): druidcraft, guidance, resistance 1st level (4 slots): absorb elements, create or destroy water, cure wounds, entangle, faerie fire, sanctuary 2nd level (3 slots): animal messenger, flaming sphere 3rd level (3 slots): conjure animals, daylight 4th level (3 slots): conjure woodland beings, dominate beast Actions Quarterstaff. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage or 6 (1d8 + 2) bludgeoning damage if wielded with two hands. STR DEX CON INT WIS CHA 14 (+2) 16 (+3) 14 (+2) 11 (+0) 15 (+2) 13 (+1) 16 Earth Clerics
Barbaridaemonium Demonborn Barbarians Some warrior groups will go to any extreme to make sure that they are in peak condition and at their fighting best. Such is the case with barbaridaemonium, a group of warriors that made pacts with demons in order to gain power and fight longer and harder to defeat their enemies. Unfortunately, the price of such a deal is high. The barbaridaemonium got what they wanted: power, speed, and skill, but they lost what they had: humanity, purpose, and their souls. The demons they approached eagerly took the deal, knowing that to do so was going to gain them an army of half-humans to use as they saw fit. Once they granted their power to the barbaridaemonium, they corrupted them, made them kill their kinsmen, and then enslaved them for eternity. A Demonic Army. Whatever may have once been good inside the barbaridaemonium died when they sold their souls for power. They have no remorse now; no emotion and no cares for anything except achieving the objectives given to them by their demonic overlords. Barbaridaemonium Medium fiend (demon), chaotic evil Armor Class 16 (breastplate) Hit Points 105 (14d8 + 42) Speed 30 ft. Saving Throws Str +6, Con +5 Skills Athletics +8, Intimidation +4, Survival +4 Damage Resistances fire, necrotic; bludgeoning, piercing, and slashing from nonmagical weapons Senses darkvision 60 ft., passive Perception 12 Languages Abyssal Challenge 4 (1,100 XP) Proficiency Bonus +2 Devil’s Sight. Magical darkness doesn’t impede barbaridaemonium’s darkvision. Actions Multiattack. The barbaridaemonium makes three attacks: two with its demonic longsword and one with its demonic dagger. Demonic Longsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage plus 4 (1d8) fire damage. Demonic Dagger. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d4 + 4) slashing damage plus 2 (1d4) fire damage. STR DEX CON INT WIS CHA 18 (+4) 14 (+2) 17 (+3) 8 (-1) 14 (+2) 11 (+0) 17 Demonborn Barbarians
Barbariferros Steel Barbarians Though very few have ever been seen outside the snowy ranges and tundra that they call home, the steel barbarians have been whispered about for many years. Many rumors, some with and some without a grain of truth, have been spread about them over the years. Most do not know the truth from fiction, however, and this has caused some distrust when the barbarians do pass through more civilized lands, as some of the tales talk of outlandish deals with demons to gain their steel-like skin. In truth, the steel barbarians are the recipient of a divine gift from their, ofttimes, unfeeling gods. The lives of barbarian tribes are often hard and their gods represent that hardness. At some unknown time in their past, one such deity reached down and bestowed a gift of sorts on his charges. While their skin is not truly metallic, it has certain properties in common with metals used in the production of weapons, armor, and other more mundane items. It has hardened the steel barbarians’ skin making them impervious to most normal weapons; it has also made the steel barbarians resistant to both extreme heat and extreme cold. A curious side effect of the gift given to them means that members of the tribe are born with a range of metal characteristics. Variations include steel skin, mithril skin, and adamantine skin. Once again, no one else outside of the tribe itself knows whether this is simply a variation in tone, which is normal amongst all races, or something that imparts other gifts to the barbarians. Those members of the tribe that are seen outside of their ancestral lands are quite often either following on the trail of those who have done great wrongs to the tribe, or are on their quest to be accepted as an adult member of the tribe. The barbariferros are stalwart companions to those they join in battle and feared adversaries to those they face across the field of battle. Their preferred fighting style is wielding two weapons, usually a hammer and war pick. These they wield in a swirling display of skill and grace. Not Only Steel. To those in more civilized lands, the steel barbarians make up the only members of the tribe they have ever seen and, therefore, are what they see as the standard member of the tribe. They are, however, only the warriors of the tribe. There are many other groups within the tribe, such as the Iron Rangers. There are even rumors of a group called the Metallic Clergy, who make up the priesthood of the barbarian tribes. Rage is Best Served Cold. Whether it is a gift that has grown from their metal heritage or something that was part of the gift of steel, barbariferros enter something they call a cold rage. Unlike most barbarians who must stay in combat to maintain their rage, steel barbarians can maintain theirs for its entire duration. Their skin also grows even tougher when they rage, making them even harder to hit and making their swings hit harder still. Barbariferros Medium humanoid (any race), lawful neutral Armor Class 14 (padded) Hit Points 110 (17d8 + 34) Speed 35 ft. Saving Throws Str +5, Con +4 Skills Athletics +5, Intimidation +5 Damage Resistances cold; bludgeoning, piercing, and slashing from nonmagical attacks (while raging) Senses passive Perception 11 Languages any one language Challenge 4 (1,100 XP) Proficiency Bonus +2 Cold Rage (Recharges after a Short or Long Rest). As a bonus action, the barbariferro can enter a rage at the start of its turn. The rage lasts for 1 minute or until the barbariferro is incapacitated. While raging, the barbariferro gains the following benefits: • The barbariferro has advantage on Strength checks and Strength saving throws • When it makes a melee weapon attack, the barbariferro gains a +4 bonus to the damage roll (included in the attack). • The barbariferro has resistance to bludgeoning, piercing, and slashing damage. Metallic Skin. The barbariferro adds its Constitution modifier to its AC. Actions Multiattack. The barbariferro makes three attacks: two with its warhammer and one with its war pick. Warhammer. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage plus 4 (1d8) cold damage and 4 bludgeoning damage while raging. War Pick. Melee Weapon Attack: +5 to hit, reach 5 ft ., one target. Hit: 7 (1d8 + 3) piercing damage plus 4 (1d8) cold damage and 4 piercing damage while raging. Reactions Counterattack. When a creature within 5 feet of the barbariferro that is can see misses barbariferro with an attack roll, the barbariferro can use its reaction make a warhammer attack against the attacker. STR DEX CON INT WIS CHA 16 (+3) 13 (+1) 14 (+2) 8 (-1) 12 (+1) 16 (+3) 18 Steel Barbarians
19 Steel Barbarians
Bilantu The Embalmed There are, as is well known, rituals that will turn an ordinary humanoid into one of the undead. Liches are a common feature of most folklore and make up the large majority of intelligent undead, at least as far as most commoners know. However, there are other rituals for those that lack the magical ability to transform themselves and for those that certain powerful practitioners of magic choose to turn against their will. One of these methods has been used to create the bilantus. Undead creatures that were once humanoid, but chose to live the unlife of a mummy. Many of those who choose this path do so for a chance at revenge against those that have done them wrong, who they might otherwise not be able to face, lacking the gifts needed. Some are terminally ill, those that cannot afford for a cleric to heal them of their ills, but are not ready to meet their gods. Others have their own reasons, whatever they may be. The procedure itself is horrendous, a mixture of magic and science, which sees the subject embalmed while they still live, all of their blood replaced with a magical embalming mixture that turns them from one of the living into one of the walking dead. The screams from the process have to be magically muted, otherwise people in the streets above might run for their lives. Once they are embalmed, they are buried in full regalia, face mask and bandages. Should the process take, they will rise within a month as one of the bilantus. Should the process not work, they will die. Some few have apparently been stuck in a state in between, neither alive nor dead, their souls trapped forever in their rotting bodies, unable to move or speak. Once they rise, they generally keep the mask and bandages in place. It adds to their ominous appearance and keeps their greyed flesh from being visible. The mask itself holds enchantments and the process gains the embalmed certain magical powers, even if they did not have them in life. Once embalmed, they are generally free to do as they wish, as long as they promise to faithfully serve whatever church or cult turned them in the first place. Many spend their eternities as temple guardians, while others join the ranks of the armies of the churches as fearsome soldiers that carve up the battlefields and sow fear in the hearts of their enemies. Some manage to break away and travel the lands, usually still in bandages and masks, however, usually hidden under other travel wear so as not to reveal their undead nature. Not All Evil. Being intelligent undead, most of the embalmed are the same person they were in life and have the same values and virtues or lack thereof. While most would not be considered anyone’s idea of the virtuous; not all are inherently evil either and many a party of adventurers have found themselves helped by an enigmatic cloaked figure, Some have even had one join their party as a valued member. Magical Regalia. The mask worn by the embalmed is a magical artifact, giving them the ability to see in any environment and even to see through many illusions and to perceive the invisible. Some have claimed that the older embalmed can even use the powers of the mask to create the illusion that they are flesh and blood, helping them to integrate back into society, if they so choose. Bilantu Medium undead, lawful neutral Armor Class 18 (ring mail, shield) Hit Points 237 (19d8 + 76) Speed 25 ft. Saving Throws Int +6, Wis +7 Skills Athletics +10, Intimidation +5, Medicine +7, Survival +7 Damage Vulnerabilities fire Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks. Damage Immunities poison, psychic Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned Senses truesight 120 ft., passive Perception 12 Languages understands the languages it knew in life. Challenge 14 (11,500 XP) Proficiency Bonus +5 Innate Spellcasting. The bilantu’s innate spellcasting ability is Wisdom (spell save DC 17, +9 to hit with spell attacks). The bilantu can innately cast the following spells, requiring no material components: 3/day each: bane, bless, blindness/deafness, hold person, inflict wounds 1/day each: animate dead, bestow curse, contagion, create undead, remove curse, speak with dead Actions Multiattack. The bilantu makes four attacks. Necrotic Mace. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 10 (2d4 + 5) bludgeoning damage plus 5 (2d4) necrotic damage. Legendary Actions The bilantu can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature’s turn. The bilantu regains spent legendary actions at the start of its turn. Unmasking. The bilantu removes its mask, revealing its horrifying form. A creature within 5 feet of the bilantu that can see it must succeed on a DC 17 Wisdom save or become frightened for 1 minute. Necrotic Mace (Costs 2 Actions). The bilantu makes an attack with its necrotic mace. Unholy Touch (Costs 3 Actions). The bilantu touches an opponent within 5 feet. The target must succeed on a DC 17 Constitution save or take 5 (2d4) necrotic damage and become cursed. A cursed creature takes 5 (2d4) necrotic damage at the start of its turns. The curse lasts until removed by the remove curse spell or other magic. STR DEX CON INT WIS CHA 20 (+5) 14 (+2) 18 (+4) 12 (+1) 14 (+2) 10 (+0) 20
21 The Embalmed
Beluasusurro Unwavering Diabolists Though the influence of demons and fiends is often kept in check by the actions of good mortal beings and noble celestials alike, demonkind still relentlessly seeks ways to spread their baleful influence. Secret demon worshipping cults will slowly preach teachings of lust for power, greed, and that it is the birthright of mortals to subjugate nature and other lesser beings to their will. Diabolists are magic users who, inherently following their own selfish pursuits, have been seduced by such teachings. Also known as the beluasusurro, these beings have bound themselves into a pact with the darkest of evil creatures - those hungering for the souls of others. Their patrons will often give a diabolist just a hint of forbidden magic unknown to all but a few of their most loyal servants, promising unrestrained power. Blinded by their lust for such powers, the beluasusurro seek the fastest methods to accumulate power, and will often perform actions and rites that make even other evil beings hesitate. The path of the beluasusurro requires a being to demonstrate their unwavering fealty to their patron. Often these involve rituals of self-mutilation and sacrificial rites that corrupt the soul of the beluasusurro so completely it also warps their body - turning them into mortal effigies of their masters. Despite their natural intelligence, the beluasusurro lack wisdom - they are rash, impulsive, and follow their base instincts where other beings would perhaps hesitate. They are also quick to anger and lash out if provoked, making a diabolist difficult to predict. Their hunger for power drives them ever deeper into depravity, a path that can only end with their souls being forever bound to the eternal pain and torment their master has deceived them into. Despite this they are also quick-witted and smooth talkers whenever seeing an opportunity to gain personally from whomever they interact with, though this facade can instantaneously turn to conflict. Through their rituals and desire to serve their masters, diabolists are easily identified. Demon-like horns curl outward from their heads, goat-like eyes with red irises bulge from their heads, and their cloaks will often cover a body riddled with scars from the rituals directed by their patrons. Some beluasussuro have more noticeable deformities, such as missing limbs or even an eye, the ultimate demonstration of their devotion to their master. Unholy Pact. The beluasussuro are granted the ability to infuse their castings with necrotic energy that drains their targets and can be used to rejuvenate the diabolist. As part of their pact, the beluasusurro gain the ability to peer through even the blackest of magical darkness and are resistant to all but the most potent of magics directed at them. Any flames, magical or otherwise, are nought but a gentle caress of warmth to a diabolist’s skin. Self-immolation. The most powerful of the diabolists - those who have demonstrated their unwavering loyalty to their patrons - are capable of channeling the flames of demonkind. When wrapped in these flames few can withstand the heat long enough to attack a beluasusurro. Beluasusurro Medium humanoid (any race), any evil Armor Class 15 Hit Points 88 (16d8 + 16) Speed 30 ft. Saving Throws Int +7, Cha +8 Skills Arcana +7, Deception +8, Intimidation +8 Damage Immunities fire, poison Condition Immunities poisoned Senses darkvision 60 ft., passive Perception 9 Languages any three languages Challenge 11 (7,200 XP) Proficiency Bonus +4 Fiend’s Sight. The beluasusurro can see normally in both magical and nonmagical darkness to a distance of 120 feet. Demonskin. The beluasusurro adds its Charisma modifier to its Armor Class (included above). Limited Magical Resistance. The beluasusurro has advantage on saving throws against magical effects, and on saving throws against any spell cast with using a spell slot of 2nd level or lower. Spellcasting. The beluasusurro is a 12th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). The beluasusurro regains its expended spell slots when it finishes a short or long rest. It knows the following warlock spells: Cantrips (at will): chill touch (3d8), eldritch blast (3 beams, 1d10 + 4), mage hand, prestidigitation 1st - 5th level (2 5th-level slots): burning hands, charm person, contact other plane, darkness, fear, fireball, fire shield, flame strike, hellish rebuke, scorching ray, suggestion Unholy Pact (3/Day). Any time the beluasusurro casts a spell that deals damage, it can choose for the spell to inflict necrotic damage instead. If a creature fails a saving throw against the beluasusurro’s spell damage, the beluasusurro regains hit points equal to half the necrotic damage dealt. Actions Multiattack. The beluasusurro makes two dagger attacks. Dagger. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 3 (1d4 +1) piercing damage. Self Immolation (1/Day). The beluasusurro wraps itself in demonic flames for 1 minute. Any creature that starts its turn within 5 feet of it must make a successful DC 15 Constitution saving throw, taking 10 (3d6) fire damage plus 10 (3d6) necrotic damage on a failed save, or half as much damage on a successful one. STR DEX CON INT WIS CHA 10 (+0) 12 (+1) 12 (+1) 17 (+3) 8 (-1) 18 (+4) 22
23 Unwavering Diabolists
Caculanox Servants of Darkness There are spirits so intensely full of malevolence that they linger on even after their bodies have crumbled to dust. Their spite is so powerful that they refuse to pass into the void, and instead will remain and attempt to latch onto another being that they may carry out their dark deeds once again. These dark spirits have lingered, potentially for millennia, perhaps even aided by the most evil gods themselves to spread their malignant woes. While for the most part they remain in a greatly weakened state and can only subtly influence the minds of other beings - often in the form of nightmares and fleeting sinister thoughts, they will at times encounter a like-minded being - remorseless murderers, corrupted wizards, or even soldiers who through countless battles and horrible deeds witnessed have lost the last vestiges of their sanity. These beings are particularly susceptible to the bitter influence of such dark spirits, which find a corner of a vulnerable mind to begin spreading their corruption. Over time, this dark spirit completely subjugates their victim thereby taking over its host that it may sow chaos upon the world once again. Known as the caculanox, these servants of darkness are the embodiment of pure evil. Their knowledge of the occult magical arts is deep, perhaps gleaned from examining or even inhabiting the minds of potentially countless beings. Thus their intellects are vastly superior to those of any mere mortal, and the caculanox have an ego to match. They regard any other being as inferior, and make no effort to hide their disdain for others. They may at times take servants from those they deem as lesser, provided that they offer sufficient value to the caculanox, though they view such beings as disposable and may slay them on a whim. The caculanox are unmistakable, clad in fine pure black garb and surrounded by grovelling slaves. Perhaps the most undeniable identifying feature is their eyes, which emit an eerie, cold otherworldly light from within that indicates their true nature. Despite their formidable array of magical powers and keen intellect, the full possession of another requires a vast amount of energy. Thus while a caculanox may inhabit a vigorous and young being, it rapidly drains the body of its vitality over time - perhaps a year or two, before the body falls into ruin. At this point, the body becomes infirm, and the caculanox spirit will relinquish its control to leave a shattered husk behind and go in search of another - a process that may take decades. However, to such a long lived spirit, this is well worth the wait to unleash chaos upon the world once again. Dark Magics. The caculanox possesses a knowledge of black magic deeper than that of any necromancer. With a mere flick of its finger, it may drain the vitality from any nearby living being. Darkness, shadows, and the undead all fall under the command of a calculanox, who can summon forth legions of such at will. Perhaps most terrifying of all, they can summon forth a blade of pure shadow that they wield with great glee, slaughtering any foolish enough to challenge them. Caculanox Medium humanoid, chaotic evil Armor Class 15 (shadow armor) Hit Points 127 (45d8 + 60) Speed 30 ft. Saving Throws Int +11, Wis +10, Cha +9 Skills Arcana +11, Deception +9, Intimidation +9, Perception +10, Religion +11 Damage Immunities necrotic Condition Immunities charmed, frightened Senses darkvision 120 ft., passive Perception 20 Languages any five languages Challenge 17 (18,000 XP) Proficiency Bonus +6 Possessed Ebon Blade. The caculanox’s weapon is its ebon blade, an ethereal weapon of pure shadow that floats and can move independently of its owner. As a bonus action, the caculanox can move the blade up to 20 feet and make an attack against a creature within 5 feet of it. After the attack, the blade returns to the caculanox. Shadow Armor. The caculanox is shrouded in shadow, granting a +5 bonus to its AC, immunity to necrotic damage, and all attacks against the caculanox have disadvantage. Spellcasting. The caculanox is a 17th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 17, +9 to hit with spell attacks). The caculanox has the following spells prepared: Cantrips (at will): chill touch (4d8), mage hand, message, true strike, vicious mockery (4d4) 1st level (4 slots): hellish rebuke, hideous laughter, magic missile 2nd level (3 slots): blindness/deafness, darkness, ray of enfeeblement 3rd level (3 slots): animate dead, bestow curse, counterspell, fear 4th level (3 slots): black tentacles, compulsion, phantasmal killer 5th level (2 slots): contagion, dominate person, telekinesis 6th level (1 slot): disintegrate, guards and wards 7th level (1 slot): finger of death, symbol 8th level (1 slot): feeblemind 9th level (1 slot): power word kill Actions Multiattack. The caculanox makes three attacks with its ebon blade. Ebon Blade. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 18 (4d8) necrotic damage. The caculanox regains hit points equal to the amount of necrotic damage done. STR DEX CON INT WIS CHA 12 (+1) 11 (+0) 18 (+4) 21 (+5) 18 (+4) 18 (+4) 24
25 Servants of Darkness
Caelestextinctios Angels of Annihilation Researchers and historians at times come across relics and remnants of ancient civilizations that appear to have little context within known recorded history. These often consist of stone fragments, pottery, and other artifacts that allow these scholars a mere glimpse into what civilizations once existed. Additionally, ancient ruins are periodically uncovered, long forgotten and in remote areas of the world, perhaps rediscovered as shifting dunes allow ancient temple columns to emerge from the sands or receding ocean waters give way to reveal once glorious ancient cities long lost beneath the waves. As they pore over meager scraps of ancient parchments and dusty scrolls in their libraries and studies, scholars have uncovered vague references to a caelestextinctio - thought to be the cause of at least one ancient civilization being removed from the annals of history. Scattered ancient texts throughout the world have been deciphered, and have allowed scholars to piece together what they believe is a loose description of an ancient celestial being or beings that at points throughout their history have wrought destruction down upon the world of mortals. Based on what archaeologists have pieced together, at various points in history, great and enlightened civilizations have emerged. Over centuries, these civilizations became the beacon of hope and an example for others to follow. However, in their enlightenment, these ancient civilizations over time became arrogant. Rulers became self-important and forgot whom they served, commoners became selfish and exploitative themselves, and gladiatorial blood games became more important than following paths of virtue. These civilizations began to worship greed rather than virtue and began straying from the path intended by those whom they once worshipped, and the civilizations began worshipping fiends, demons, and false gods. In response, the gods sent a harbinger of death, an angel of annihilation to first observe these civilizations in person and walk among them as a mortal. If the angel of annihilation, in the course of one mortal’s lifetime was convinced the civilization was worth saving and redeemable in the eyes of the gods, they would aid them in turning bath to virtuous paths. If irredeemable, the angel of annihilation would rain calamities upon the civilization, all but erasing even the memory of its existence. Mortal Form. Throughout history, the caelestextinctio have walked among mortal lands, appearing as they choose and keeping an ever watchful eye on corruption of civilization. They may appear as a beggar in the streets, a pious priest in a temple, or a wandering traveller seeking shelter from the cold - any form in which they may travel and observe the lives of mortals. At times they will destroy particularly evil threats, but for the most part they maintain, as with other celestial beings, that mortals be free to choose their own paths. While they may interfere in minor mortal affairs at their discretion, such as offering guidance, wisdom, or succor to beings in need, they will seldom, if ever, reveal their true nature. Holy Wrath. The angel of annihilation is a veritable engine of destruction if it’s holy wrath is unleashed. They are capable of raining holy fire down upon their enemies, razing entire buildings to the ground in mere seconds. Caelestextinctios Medium celestial, lawful neutral Armor Class 17 (natural armor) Hit Points 153 (18d8 + 72) Speed 30 ft., fly 90 ft. Saving Throws Str +9, Wis +8, Cha +9 Skills Athletics +9, Insight +8, Perception +8, Performance +9 Damage Resistances necrotic; bludgeoning, piercing, and slashing from nonmagical weapons Damage Immunities poison, radiant Condition Immunities charmed, exhaustion, frightened, poisoned Senses darkvision 120 ft., passive Perception 18 Languages all, telepathy 120 ft Challenge 12 (8,400 XP) Proficiency Bonus +4 Blessed Touch. When the caelestextinctios touches another creature, it is cured of all diseases and poisons. Innate Spellcasting. The caelestextinctios’ innate spellcasting ability is Charisma (spell save DC 17, +9 to hit with spell attacks). The caelestextinctios can innately cast the following spells, requiring only verbal components: At will: beacon of hope, branding smite, protection from evil and good, zone of truth 3/day each: flamestrike, guardian of faith, magic circle 1/day each: fire storm, sunbeam Magic Resistance. The caelestextinctios has advantage on saving throws against spells and other magical effects. Weapon of Judgement. The caelestextinctios’ weapon attacks are magical. When it hits with any weapon, the weapon deals an extra 27 (6d8) radiant damage (included in the attack). Actions Multiattack. The caelestextinctios makes two weapon attacks. Creator’s Staff. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 16 (2d10 + 5) bludgeoning damage plus 27 (6d8) radiant damage. Walk Among Them. The caelestextinctios magically changes its appearance to look like a humanoid of its choosing. It retains all of its game statistics and any equipment it is wearing or carrying is absorbed or borne by the new form (its choice). The caelestextinctios can revert to its true form as a bonus action. STR DEX CON INT WIS CHA 20 (+5) 18 (+4) 18 (+4) 15 (+2) 19 (+4) 20 (+5) 26
27 Angels of Annihilation
Caelillustratum Enlightened Celestials Immortal gods, celestials, demons and fiends alike have been known to infiltrate the realms of mortals. Whether simply to observe and learn, spread their influence through means both subtle or overt, or to outright change the course of history, their motivations remain their own. Yet spending too much time amongst humanoids can, over time, begin to affect such powerful being’s perceptions - even those near-perfect celestial beings may find themselves enamored with the imperfections of humanity they observe, or may find themselves slowly corrupted by malignant influences over time. The caelillustratum are thought to be ancient celestial beings sent long ago by their masters to observe and potentially influence mortals toward paths of righteousness, valor, and virtue. Others were sent to stamp out the baleful influence of demons and fiends who were seeking to sway mortals toward paths of domination, power, and subjugation of free will. Whatever their purpose, the caelillustratum began to become less god-like and more human. Over time, they became more focused on what it meant to be mortal - the brutal struggle to live yet one more day, the depths of despair and pain, the unfathomable highs of love, affection, and achievement. These celestials began to reject their perceptions of perfection and virtue and chose to embrace what it meant to be flawed and mortal. They chose to forsake their divinity and live amongst the flaws, beauty, and horror of the moral realms forever. These enlightened celestial beings gave up much of their divine power to walk among mortals as one of them. Unlike their immortal brethren, they are susceptible to poison and corruption, though only the most virulent of diseases may affect them. They retain much of their righteous might, though they use it sparingly and only in self-defense or to protect those in need. The caelillustratum may die as any mortal would, by disease or blade, though it remains unknown if old age would eventually take them as well. However, they retain their sense of serenity, and while they will strive for each breath to survive as any creature would, when death comes to them they fully embrace it - for that is what it means to be mortal. The caelillustrum are fair to behold, androgynous beings able to subtly shift their appearances at will often to avoid revealing their heritage. Often the only clue to their true identity is a holy symbol they bear in homage to their past existence, and they seldom carry any items nor wear anything other than simple, but elegant garb. They are perceptive and speak in riddling tones, guiding beings to come to their own conclusions and choosing their own path to tread. Wisdom of the Ages. Having witnessed countless millennia as a celestial being, they are wise beyond what many mortals can comprehend. Often they are found in temples and retreats where they choose a simple life of reflection and meditation, or perhaps acting in service to others - healing the sick and infirm or offering guidance to lost and broken souls. Holy Powers. Choosing a simple mortal life does not mean the caelillustratum have completely forgotten their sacred charge - to ensure that demonic influence and corruption does not take root in the realms of mortals, and ensure free will for all. While they abhor physical violence, their holy powers are more than capable of destroying such baleful influences while leaving the righteous in awe. Caelillustratum Medium celestial, neutral good Armor Class 14 Hit Points 172 (23d8 +69) Speed 30 ft. Saving Throws Dex +7, Wis +8, Cha +7 Skills Acrobatics +7, Perception +8, Medicine +8, Religion +6 Damage Resistances radiant; bludgeoning, piercing, slashing from nonmagical weapons Damage Immunities poison, radiant Condition Immunities charmed, frightened Senses darkvision 60 ft., passive Perception 18 Languages any three languages Challenge 8 (3,900 XP) Proficiency Bonus +3 Holy Fists. The caelillustratum’s unarmed strikes are magical, and deal an additional 10 (3d6) radiant damage (included in its attack). Innate Spellcasting. The caelillustratum’s innate spellcasting ability is Wisdom (spell save DC 16). The caelillustratum can innately cast the following spells, requiring only verbal components: At will: mending, message, sacred flame (2d8), spare the dying 3/day each: bless, healing word, shield of faith 1/day each: lesser restoration, remove curse, raise dead Tranquil Presence. The caelillustratum is surrounded by an aura of peace. Each creature of the caelillustratum’s choice within 30 feet is immune to being frightened, and any creature who targets a creature affected by this aura must make a DC 11 Wisdom saving throw. On a failed save, the creature’s spell fizzles out and is lost. This aura does not protect from area effects, such as the explosion of a fireball. Actions Multiattack. The caelillustratum makes three unarmed strikes attacks, one of which can include a holy smite, if available. Unarmed Strike. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) bludgeoning damage plus 10 (3d6) radiant damage. Blessed Smite (Recharge 5-6). The caelillustratum unleashes a strike imbued with righteous rage. When it hits a creature with an unarmed strike, the target must succeed on a DC 15 Wisdom saving throw or take an additional 18 (4d8) radiant damage and be stunned until the end of the caelillustratum’s next turn. Devils, fiends, and undead make this saving throw with disadvantage. STR DEX CON INT WIS CHA 14 (+2) 18 (+4) 16 (+3) 17 (+3) 21 (+5) 19 (+4) 28
29 Enlightened Celestials
Cagliosilvae Miststalkers The wild can be a treacherous and deadly place, where any number of calamities can befall an unprepared traveller or ill-equipped adventurer. Dangerous creatures lurk within the wild waiting to prey upon the unwitting, and all manner of hidden and invisible hazards await those not wary enough to stay on well-protected and maintained routes. Patrolling throughout the wild are intrepid rangers who keep an everwatchful eye upon both creatures and humanoids who may pose a threat to civilization. The rangers are well studied in survival, tracking, and navigation. Over years of honing their skills in the wild, some of these individuals are selected to train as an elite cadre of rangers known as the caligosilvae, or the miststalkers. These elite rangers are named such for their ability to seemingly fade away unnoticed as a mist blows away with a gentle gust of wind. The miststalkers are not only trained to survive in the harshest of conditions, but they are also trained in more subtle and nefarious arts - that of marksmanship, the crafting and identification and distilling of poisons, venoms, and toxins, setting and laying traps, and stealth. These skills, along with a minor education in basic magical arts, make the caligosilvae highly sought after as assassins, scouts, and spies. While they are often found wandering the wilds carrying out their duties and prefer to remain in these settings, miststalkers are also equally adept at navigating urban environments, navigating alleys and taverns with the same ease by which they navigate woodlands and mountain passes. Miststalkers are generally clad in rough black or grey leathers; their clothing often simple, durable, and in decent repair from long periods of time spent in the elements. While they prefer to wield the elegantly curved bows that are their trademark, in close combat they are equally adept with a blade. However, a well-placed arrow is considered by the caligosilvae as a much more simple and elegant way to bring down their quarry. The caligosilvae are hardly noted for their conversational skills, preferring instead to let their actions speak for them. When they do speak they do so in calm, measured, and thoughtful ways, each word carefully weighed and considered. They are highly knowledgeable regarding a variety of settings, with a keen memory for navigating city streets or wild game trails alike. Arcane Arrows. While much of a miststalker’s training is focused on their ranging and more nefarious martial skills, they do possess a rudimentary knowledge of the arcane. They use these skills to conceal themselves, escape difficult situations, or even augment their already impressive archery skills with a minor infusion of elemental magic. Misty Presence. Much like their name suggests, a miststalker is elusive and difficult to find. Often they observe their subjects carefully and for a lengthy period of time before making their presence known through a well-placed arrow or willingly revealing themselves. They leave little discernible trace suggesting their presence, and if detected they will simply fade away into the underbrush or the press of civilization. Cagliosilvae Medium humanoid (any race), chaotic neutral Armor Class 15 (leather armor) Hit Points 91 (14d8 + 28) Speed 35 ft. Saving Throws Dex +6, Wis +5 Skills Perception +5, Survival +5, Stealth +6 Senses passive Perception 15 Languages Common, Sylvan Challenge 4 (1,100 XP) Proficiency Bonus +2 Ambusher. The cagliosilvae adds its Wisdom modifier (+3) to its initiative rolls. If the cagliosilvae’s initiative roll exceeds that of its target by 5 or more, it adds 5 (2d4) to its weapon attacks against that target. If its initiative roll exceeds that of its target by 10 or more, the cagliosilvae has advantage on its first attack roll against that target. Imbued Arrows (3/Day). The cagliosilvae can imbue one arrow on its turn, adding one of the following effects to its attack: • Magical Arrow: The arrow is imbued with a minor evocation, adding an additional 2 (1d4) cold, fire, or lightning damage that the cagliosilvae chooses upon impact. • Marksman’s Arrow: The cagliosilvae adds 3 (1d6) to its attack roll. • Piercing Arrow: The attack scores a critical strike on a roll of 19 or 20. If it scores a critical, the arrow passes through the first target, dealing half damage to any creature directly behind the first target. Innate Spellcasting. The cagliosilvae’ s innate spellcasting ability is Wisdom (spell save DC 13) The cagliosilvae can innately cast the following spells, requiring no material components: At will: hunter’s mark, mending, prestidigitation 3/day each: detect poison and disease, disguise self, expeditious retreat 1/day each: misty step, pass without trace Sharpshooter. The cagliosilvae can attack at long range without disadvantage on its ranged weapon attack rolls, and its ranged weapon attacks ignore all cover except full cover. Actions Multiattack. The cagliosilvae makes two attacks with its longbow. Shortsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage. Longbow. Ranged Weapon Attack: +6 to hit, range 150/600 ft., one target. Hit: 8 (1d8 +4) piercing damage. STR DEX CON INT WIS CHA 12 (+1) 18 (+4) 14 (+2) 11 (+0) 17 (+3) 9 (-1) 30
31 Miststalkers
Calator ex Silendonus Servants of the Secret One Not all patrons of mighty magic users known as warlocks are powerful gods or deities. Such beings are highly selective in whom they bestow glimmers of their knowledge to, choosing only those beings curious and powerful enough to share their secrets with. However, ancient texts and lore describe a plethora of all but forgotten deities, some of whom no doubt would delight in spreading their influence once again through the realms of mortals. One such being has become known only as the Secret One, whose name and memory is all but lost. Only a few mortals are believed to have stumbled across a lost temple devoted to the Secret One, said to be hidden deep within the heart of an ancient forest. Rumor has it that a secret room within contains a powerful relic, the last remaining artifact allowing the Secret One to communicate with the mortal realm. Those who seek this artifact and are deemed worthy by the Secret One may become members of the calator ex silendonus, or Servants of the Secret Sne. Those who do not meet the approval of the Secret One are never heard from again. The calator ex silendonus have been tasked with restoring the knowledge of the Secret One to its former glory. Thus, the Servants of the Secret One travel the world, visiting temples, museums, libraries, and other repositories of ancient knowledge seeking the incantations and rituals that will empower their patron. In exchange, a portion of the Secret One’s essence has been in a magical blade that allows the calator ex silendonus to commune with their patron as well as granting them unique abilities that empower them in battle. The motivations of the Secret One beyond becoming known once again are unknown. The calator ex silendonus’ intentions appear to be neither good nor evil, reflected in their actions. Their interests and those of the Secret One are their own, and the calator ex silendonus will often travel wherever the lure of ancient history may take them. For the most part, they are reluctant to commit any heinous acts that may draw attention to them, knowing such actions would hinder the Secret One’s ultimate goals, however, nor are they opposed to taking matters into their own hands should it meet their objectives. Those who encounter one of the calator ex silendonus describe them as unerringly driven by their task - they may join forces with others so long as it suits their aims, but will not hesitate to leave and pursue their own goals. Stoic in nature, they are powerful fighters and magic users, battle-tested and uncompromising. They are insatiable scholars, often leafing through crumbling tomes and ancient manuscripts by firelight deep into the early hours of day. Such scholarly pursuits do not, however, prevent the calator ex silendonus from also pursuing other knowledge, and they are well-travelled, knowledgeable, and speak a plethora of languages. Pact of the Secret One. The pact of the Secret One grants the calator ex silendonus tremendous physical and magical strength when called upon, enabling them to smite their foes with great fury, but can leave the servant drained and requiring significant rest after. Very few creatures can stand before the fully unleashed might of the Secret One, and those who feel the Secret One’s full presence are often left cowering in fear before it. Calator ex Silendonus Medium humanoid (any race), lawful neutral Armor Class 13 (leather armor) Hit Points 120 (16d8 + 48) Speed 30 ft. Saving Throws Str +5, Int +6, Cha +6 Skills Arcana +6, History +6, Intimidation +6 Senses passive Perception 11 Languages any four languages Challenge 8 (3,900 XP) Proficiency Bonus +3 Bonded Weapon. The calator ex siledonus is bonded to a sentient weapon called the Blade of Secrets (Int 20, Wis 18, Cha 20), is lawful neutral, and is a +2 magical weapon, for which it uses its Charisma modifier for its attack and damage rolls. The weapon and the calator ex silendonus can communicate telepathically, and the weapon obeys its bonded master’s commands. The master can use its bonus action to teleport the weapon into a free hand or dismiss the weapon temporarily into a pocket dimension. Invocation to the Secret One (1/Day). The calator ex silendonus invokes the true name of the secret one. For two rounds, the calator ex silendonus has advantage on all attack rolls, skill checks, and saving throws and deals critical damage on attack rolls of 18, 19, or 20. The calator ex silendonus gains a +5 bonus to its Strength ability score for the duration. Spellcasting. The calator ex silendonus is a 10th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). The calator ex silendonus regains its expended spell slots when it finishes a short or long rest. It knows the following warlock spells: Cantrips (at will): eldritch blast (2 beams), minor illusion, resistance, true strike 1st-5th level (3 5th-level slots): acid arrow, banishment, comprehend languages, fear, hallucinatory terrain, harm, hellish rebuke, hold person, mislead, vampiric touch Actions Multiattack. The calator ex silendonus makes three weapon attacks. Blade of Secrets. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) slashing damage, plus 4 (1d8) psychic damage. Name of the Secret One (3/Day). The calator ex silendonus selects one creature within 30 feet that it can see and hear, and telepathically reveals the true name of the Secret One. The target must succeed on a DC 17 Wisdom saving throw or take 27 (6d8) psychic damage and be frightened (no effect on a successful save). STR DEX CON INT WIS CHA 15 (+2) 14 (+2) 17 (+3) 16 (+3) 12 (+1) 17 (+3) 32
33 Servants of the Secret One
Clericivitaeetmortis Clerics of Life and Death In many cultures, there are old tales of ancient gods beloved by the people. Sometimes these gods lived amongst the people and spread their joy and prosperity and their people prospered. Often the god had a wife and a child, who were also loved by the people. In many of these tales, the god has a brother or uncle that is jealous and petty; one who hates their lot in life and wants to bring the good god down to their level. In their tellings, the jealous god actually kills, or attempts to kill the good god. The good god’s lover often brings them back to life, albeit in a changed form. Where once they held sway over life and abundance, they now also hold sway over the dead and their immortal souls. The order of clericivitaeetmortis’, also known as the clerics of life and death, are the mortal embodiment of these forces; holding sway over the worlds of both the living and the dead. A cleric of the order is responsible for the lives and deaths of their flock, often tending to everything from the birth of a child to death and beyond. They also perform the funerary right, including preservation of the body, to ensure the eternal soul’s earthen vessel is kept free from the ravages of time. The clerics of the clericivitaeetmortis are mostly found in towns, villages, and cities, although they do number a small contingent of healers that travel the land, offering aid where it is needed, healing the sick, and passing judgment in both mundane matters of law and spiritual matters of the eternal. One of their domains is the dwellings of the dead, which they protect from the ravages of time and from the tomb thieves, who sometimes endeavor to steal the earthly belongings of the departed. At times like these, they have been known to employ adventurers to aid them in their task. An adventuring party that tries to loot the tombs they guard should take heed, as the clericivitaeetmortis are able to call upon the dead to aid them, using the powers of life and death to aid them in fighting off looters and desecrators. Power of Life. The powers that the clericivitaeetmortis wield over life are so great they can bring back from the brink those that most orders would consider well and truly beyond help. There have also been rumors that some are so powerful they have been able to cure some creatures of the curse of undeath, bringing them back to the world of the living. Power of Death. The powers that the clericivitaeetmortis wield over death are in exact balance with those they wield over life; able to speed souls on their way or call them back to help defend their charges. Even in some cases, they are able to take the life of another hale and healthy human, though such abilities are rarely used, except in times of great need or against great evils. Clericivitaeetmortis Medium humanoid (any race), lawful neutral Armor Class 15 Hit Points 127 (18d8+36) Speed 30 ft. Saving Throws Wis +5 Skills Insight +5, Medicine +5, Religion +2 Damage Resistances radiant, necrotic Senses passive Perception 13 Languages Abyssal, Celestial, Common Challenge 4 (1,100 XP) Proficiency Bonus +2 Spellcasting. The clericivitaeetmortis is a 12th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). The clericivitaeetmortis has the following cleric spells prepared: Cantrips (at will): guidance, resistance, sacred flame (3d8), spare the dying 1st level (4 slots): bane, bless, cure wounds, inflict wounds 2nd level (3 slots): aid, lesser restoration, spiritual weapon 3rd level (3 slots): animate dead, bestow curse, remove curse, revivify 4th level (3 slots): death ward 5th level (2 slots): dispel evil and good, raise dead 6th level (1 slot): forbiddance Unarmored Defence. While the clericivitaeetmortis is wearing no armor and wielding no shield, its AC includes its Wisdom modifier. Actions Multiattack. The clericivitaeetmortis makes two spear attacks. Spear. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d6 + 2) piercing damage, or 6 (1d8 + 2) piercing damage if used with two hands to make a melee attack. Summon Mummy (1/Day). The clericivitaeetmortis magically summons a mummy, or attempts to summon a mummy lord with a 10 percent chance of success. The summoned undead appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can’t summon other undead. It remains for 10 minutes, until it or its summoner dies, or until its summoner dismisses it as an action. STR DEX CON INT WIS CHA 15 (+2) 14 (+2) 14 (+2) 11 (+0) 16 (+3) 11 (+0) 34
35 Clerics of Life and Death
Cociator Cunning Courtiers The courts and households of various lords and nobles are often visited upon by their retainers, loyal subjects, and servants. Within their private halls and villas deals are brokered between rich merchants and the nobles whose favor they seek, peace treaties and trade agreements are negotiated, and alliances forged or disrupted. Such are the ways of the wealthy that very few of the common folk have even the slightest inkling as to the deals signed and shaken upon behind closed doors. Politicians and statespeople are often found in such courts where they hope to curry the potential favor of the rich and well connected; for where flows gold shall flow power. Amidst these individuals and more the cociators, or cunning courtiers, must navigate. Unlike those born into privilege, a cociator has risen to a place of power not through their birthright, but rather through their wits, their powers of observation, and their uncanny ability to observe what holds sway over other beings. A cociator often rises to their position at court through slow and subtle means, first gaining favor through loyal service to a lesser noble. Over time, gaining the trust of their patron and obtaining intimate information regarding the affairs of state, a cunning courtier becomes more than adept at navigating within political circles. Before long, they are able to carry on their patron’s business affairs independently, eventually even becoming able to stand in for their sponsor at more clandestine meetings. Over time, a cociator becomes more than a subtle influence, and is able to manipulate business dealings and treaty negotiations toward their advantage with little effort, such is the influence they hold at court. A cociator seldom speaks in direct, certain terms. More often they voice their intentions and aims in the subtlest of terms, offering only hints and nuances of their true objectives. These cloaked statements are often missed by those not carefully paying attention or or quick wit, and seldom will a cunning courtier have the patience to make their will known a second time. A cociator can make a powerful ally should they take another into their service, or a potent foe should their schemes and machinations be disrupted. Adversaries are often dealt with quietly and quickly, never to be heard from again. The cociator is methodical in approach, their inquisitive and cold eyes carefully and rapidly surveying a scene before them. Having moved rapidly through circles of nobility they are excellent conversationalists, and have superb memories capable of retaining even the most seemingly insignificant facts. They are also highly knowledgeable, being well informed as they are, and can often provide a wealth of knowledge to those willing to offer either coin, knowledge of their own, or some other valuable exchange. Master of the Subtle Arts. In addition to their already formidable powers of observation and keen intellect, a cociator also possesses some modest magical powers to augment their dealings. On occasion the faintest traces of magical powers may follow them, as though the cunning courtier was ever so slightly weaving enchantments upon unsuspecting guests and fellow courtiers. Due to their disciplined minds, a cociator is seldom influenced whether through magical or nonmagical means. Cociator Medium humanoid (any race), chaotic neutral Armor Class 12 (padded) Hit Points 97 (15d8 + 30) Speed 30 ft. Saving Throws Int +5, Wis +5, Cha +6 Skills Deception +6, Insight +5, Perception +5, Persuasion +6 Damage Immunities psychic Condition Immunities charmed, frightened Senses passive Perception 15 Languages any four languages Challenge 3 (700 XP) Proficiency Bonus +2 Insightful. The cociator has advantage on Wisdom (Insight) checks that rely on sight. Iron Mind. The cociator is resistant to psychic damage and cannot be charmed or frightened. Persuasive. The cociator has advantage on all Charisma (Deception, Persuasion) checks when negotiating with other creatures. Spellcasting. The cociator is a 9th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 13, +5 to hit with spell attacks). It requires no somatic or material components to cast its spells. The cociator has the following spells prepared: Cantrips (at will): guidance, message, minor illusion, prestidigitation 1st level (4 slots): charm person, comprehend languages, disguise self, illusory script 2nd level (3 slots): detect thoughts, enthrall, suggestion 3rd level (3 slots): major image, tongues, nondetection 4th level (3 slots): arcane eye 5th level (1 slot): geas Actions Multiattack. The cociator makes two dagger attacks. Dagger. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) piercing damage. Erase Memory (1/Day). The cociator attempts to enter the mind of a creature within 30 feet of it. The creature must succeed on a DC 14 Wisdom saving throw or have its memory of the past 24 hours erased. If the target succeeds on its saving throw, the cociator expends three random spell slots. The cociator can regain spell slots expended in this way on its next short or long rest. STR DEX CON INT WIS CHA 8 (-1) 12 (+1) 14 (+2) 16 (+3) 17 (+3) 18 (+4) 36
37 Cunning Courtiers
Collimperator Lords of the Mountain Dwarven kingdoms and strongholds are derived from the vast caverns beneath mountain ranges, mostly near areas rich in valuable ores, rare gems, and precious metals. Founding a new dwarvenholt is no small feat and creating a vast subterranean kingdom can take centuries of hard labor to carve out living quarters, artisan chambers, and smithies where all manner of wondrous items are forged. While under construction and even when fully inhabited, dwarvenholts are favored targets of less than noble beings who would seek to plunder dwarven riches for their own. Thus dwarves must remain even vigilant against invasion. Dwarven society is highly structured and members of individual clans bear a strong sense of loyalty and identity with other members of their clan. Central to dwarven society are the lords of the mountain, known also as the collimperator - the clan leaders who provide daily leadership to a dwarvenholt. While smaller strongholds might have members of a single clan and thus only one collimperator ruling over it, vast underground kingdoms may consist of many clans and are thus ruled over by a council of clan leaders. The collimperator are elected by their clan, and are often selected for their age, experience, courage, loyalty, and acts in service to their clan. Seldom are adventuring dwarves selected for such an honor as they are viewed as seeking their own glory as opposed to glory for the clan, though should war befall the clan it is not uncommon for a dwarven warchief or a warrior of great deed to be elected as a collimperator. Lords of the mountain are easily distinguished from others in dwarven society not just through their demeanour, which is particularly commanding, but through their finely wrought armor that is both intricate and functional. Often inlaid with gemstones and crafted to the finest specifications, the armor of a collimperator is a wondrous sight and may have taken a full decade to craft. Whenever a great deed in service of their clan is performed, the collimperator’s armor is inlaid with runes telling the story of their great deeds. Equally impressive are the weapons they bear - massive warhammers crafted in the likeness of fearsome beasts or even double-bladed battle axes etched with scenes of battles past. When a collimperator passes into death, these cherished belongings are entombed in stone with their body, and the crypts of dwarven lords are carefully guarded. As with most dwarves, collimperator are loyal, true to their word when it is given, and decisive in their actions. They do tend to be wiser in their maturity however, and younger dwarves may be more impulsive. They listen carefully and give weight to each word spoken, but listen more to deeds. They are particularly stubborn, even for dwarves, when they have made a decision and seldom will they stray from their path once decided. They are quite skeptical of unknown individuals, and will often ask for actions to prove the trustworthiness of outsiders. Generous and Loyal. To their allies, collimperator are generous and loyal, often sharing resources with other nearby settlements in times of need. They respect industriousness, and those who earn their respect and loyalty earn that of their clan so that in times of need allies need only ask for their aid. Collimperator Medium humanoid (dwarf), lawful good Armor Class 18 (dwarven plate) Hit Points 190 (20d8 + 100) Speed 25 ft. Saving Throws Str +8, Con +9, Cha +8 Skills Athletics +8, History +5, Intimidation +8, Perception +7 Damage Resistances poison Senses darkvision 60 ft., passive Perception 17 Languages Common, Dwarvish, Uncercommon Challenge 9 (5,000 XP) Proficiency Bonus +4 Collimperator’s Cunning. The collimperator has advantage on Intelligence (History) checks related to the origin of stonework, arms and armor, and artifacts. Dwarven Fury (3/Day). As a bonus action on its turn, the collimperator can enter a state of fury until the start of its next turn. While in this state, the collimperator has advantage on all melee attack rolls and saving throws. Dwarven Might. The collimperator scores a critical hit on a roll of 19 or 20. When the collimperator rolls a 1 or 2 on damage die for a melee attack, it can reroll the die. It must use the new roll, even if it is a 1 or 2. Dwarven Resistance. The collimperator has advantage on saving throws against poison and is resistant to poison damage. Indomitable (3/Day). If the collimperator fails a Strength, Constitution, or Wisdom saving throw it can choose to reroll. It must accept the result of the new roll. Actions Multiattack. The collimperator makes three weapon attacks, and can use its warcry if available. Dwarvenforged Battleaxe. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage. Warcry (Recharge 6). The collimperator unleashes a fearsome warcry. Any allies within 30 feet of the collimperator that can hear it can use their reaction to make a melee attack against a creature within range. STR DEX CON INT WIS CHA 18 (+4) 12 (+1) 20 (+5) 13 (+1) 17 (+3) 18 (+4) 38
39 Lords of the Mountain
Consiliumregis Council of Seven Kings There is a tale told of the days of yore and seven good kings. These kings ruled seven city-states and in their time had ushered in an era of peace and prosperity. As they began to age, they became convinced that the era of prosperity would end once they all died and their hard fought for peace would crumble to dust. In an attempt to stop that eventuality, the kings sought ways to ensure the peace they had garnered continued. There was talk of alliance through marriage and trade agreements. There was talk of laws and traditions, but none of these, they knew, would stop the inevitable fallout. It might take generations, but eventually laws would be changed, alliances would crumble, and trade agreements would be renegotiated. One of the kings, whose name is lost to the annals of time, lamented that there was no way they could remain ruling so as to keep the peace. It is said that a cold wind swept the room, blowing objects around and temporarily blinding everyone present. When the wind had settled, a man stood before them. He had an aura of power so great it almost dimmed the candles and turned the sun dark. He told them of a way they could do exactly what they wished to do. The being convinced them he was an ancient learned sage. That he himself had used this ability and now lived through the centuries guiding and teaching. He appealed to their egos, telling them that they ruled wisely and he was impressed by their achievements and that he too wished to see their era continue. In short, the being convinced them with subtle enchantments and honeyed words. He bade them each gather a bird from the palace garden as it would be the vessel of their ascension. Once they had done so, each king stood at the point of a seven pointed star, with the sage in the center. Each held their bird aloft as the chanting began. It was only in their last seconds that they realized their error. Stripped of his humanoid form by the magic he had tricked the kings into weaving, a powerful lich before them completed his spell, placing the souls of the kings within the birds. That is how they live even now. The bodies of the great kings, now immortal undead, feast on the living to grow an undead army to serve their dark lord. Ever present are the souls of the cursed kings, flitting about and chirping in horror and frustration. Glamorous Undead. The kings appear now as they did then; in the prime of their lives, hale and hardy. Their eyes are devoid of even the slightest warmth, however, and the glamour that keeps them looking young fades when they attack, revealing them as grey corpses with taut skin covering to yellowing bone. The only things that remains untouched are their crowns, as if to mock these kings. The Birds! The birds that circle around the seven mindless kings serve as vessels for their souls. Anyone with the ability to understand the speech of birds will realize, to their horror, that the souls inside the birds are fully aware of what is going on. Whether by design or as a side effect. They are cogent of events. They can be heard endlessly screaming, “Help me”, as they watch - horrified at what their bodies are doing. Undead Nature. The consiliumregis, as well as the bird to which it is bound, doesn’t require air, food, drink, or sleep. Consiliumregis Medium undead, chaotic evil Armor Class 12 (padded) Hit Points 85 (10d8 + 40) Speed 30 ft. Saving Throws Int +1, Wis -2 Skills Intimidation +4, Performance +4 Damage Vulnerabilities fire Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks that aren’t silvered Damage Immunities poison, psychic Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned Senses passive Perception 6 Languages understands all languages it knew in life but can’t speak Challenge 3 (700 XP) Proficiency Bonus +2 Aura of Fear. The consiliumregis is surrounded by an aura of fear. A creature that starts its turn within 10 feet of the consiliumregis must succeed on a DC 12 Wisdom saving throw of be frightened for 1d4 rounds. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the consiliumregis’ Aura of Fear for the next 24 hours. Despoil the Living. As a bonus action, the consiliumregis can touch a living humanoid with 0 hit point that it can see within 5 feet of it. A creature touched in this manner has disadvantage on death saving throws. It it dies within the next minute, the creature becomes a zombie. Rejuvenation. If its bird is still alive, a destroyed consiliumregis gains a new body in 1d10 days, regaining all its hit points and becoming active again. The new body appears within 5 feet of the bird. Undead Fortitude. If damage reduces the consiliumregis to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the consiliumregis drops to 1 hit point instead. Actions Siphon Life. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 21 (4d8 + 3) necrotic damage. The consiliumregis regains hit points equal to half of the necrotic damage done. STR DEX CON INT WIS CHA 17 (+3) 13 (+1) 18 (+4) 5 (-3) 2 (-4) 14 (+2) 40
41 Council of Seven Kings
Copiantiquitas Purveyors of Antiquities Any being can simply walk into a merchant’s store and procure any manner of basic goods including tools, rations, crafting materials, or weapons. Such stores are commonly found throughout many settlements and proprietors are more than happy to relieve folk of their coin. Even alchemist’s shops are relatively common where one can purchase basic recipes, potions, and ingredients for their own concoctions. Few are merchants who deal with more refined taste - magical scrolls, enchanted items, rare and exotic gems such as jade or opals or unique, one-of-a-kind artifacts. These shops are managed by elegant and knowledgeable owners who are well connected with both legitimate suppliers, and perhaps even shadier black-market dealers to supply their customers with the finest of goods. These purveyors of antiquities, also known as copiantiquitas, are selective in their goods they choose to offer to their distinguished buyers, displaying their wares in an elegant magical emporium - but often saving their choice pieces for their valued return customers in private rooms warded by all manner of magical enchantments. The shop of a copiantiquitas is well organized with items, potions, scrolls, jewelry, weapons, and other items on display or hanging on walls. Ornate boxes and jars contain all manner of oddities, sometimes including preserved body parts of rare creatures used by alchemists when creating rare potions. The copiantiquitas themselves are often elegantly dressed in fine cloth or even silk, and they themselves may appear to be from distant lands. Some of their goods may even be completely unknown to their visitors, but the purveyor of antiquities is more than delighted to educate interested parties in the details of their object of interest. Those who visit the emporium of a copiantiquitas find them to be an excellent source of information, knowledgeable about all manner of artifacts - moreso if one is willing to part with good coin for an item. They are elegant, well educated, refined in manners, and courteous, however they will not tolerate would-be thieves - such beings often find themselves magically restrained before they can escape the emporium, either by the copiantiquitas themselves or by the numerous wards triggered by illicit activities. Once a copiantiquitas’s shop is breached and knowledge of the fate of those responsible becomes known, thieves will give a wide berth to such dangerous targets. Copiantiquitas have been known at times to commission adventurers to procure artifacts rumored to be held in ancient ruins or forgotten places of power. In such cases they will offer a top value for their contracts, in gold or even an exchange of one of their pieces. The word of a copiantiquitas is their bond, for in such business reputation and trust in their suppliers and customers alike is essential to the success of their emporium. Dragon-like Mind. The knowledge of a copiantiquitas is vast, as is their ability to know precisely where each one of their goods is in their shop. This has led their customers to joke that the copiantiquitas has a dragon-like mind when it comes to treasure, a rumor they are more than happy to propagate. They also have subtle magical abilities, and are able to identify the rarest of items, even at times scrying out potential locations to send their procurers to explore. Copiantiquitas Medium humanoid (any race), lawful neutral Armor Class 12 Hit Points 99 (22d8) Speed 30 ft. Saving Throws Int +7, Wis +6, Cha +8 Skills Arcana +7, History +7, Insight +6, Persuasion +8 Senses passive Perception 13 Languages any five languages Challenge 5 (1,800 XP) Proficiency Bonus +3 Innate Spellcasting. The copiantiquitas’s innate spellcasting ability is Charisma (spell save DC 16, +8 to hit with spell attacks). It can innately cast the following spells, requiring no material components: At will: alarm, detect magic, identify, mage hand, mending, prestidigitation, thaumaturgy 3/day each: arcane lock, locate object, nondetection,unseen servant 1/day each: arcane eye, guards and wards, passwall, secret chest Magical Weapons. The copiantiquitas’ weapon attacks are magical, with a +3 bonus to hit and damage rolls (included in its attacks). Magical Emporium. While inside its emporium, the copiantiquitas has advantage on saving throws and attack rolls. Artifacts and items within the emporium are immune to being magically damaged. Purveyor of Antiquities. The copiantiquitas has advantage on Intelligence (History) checks when examining an item. Actions Multiattack. The copiantiquitas makes four tanto dagger attacks. Tanto Dagger. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 10 (2d4 + 5) piercing damage. Dragon’s Breath (Recharge 5-6). The copiantiquitas exhales flames in a 15-foot cone. Each creature in that area must make a DC 14 Dexterity saving throw, taking 24 (7d6) fire damage on a failed save, or half as much damage on a successful one. Objects inside the copiantiquitas’ emporium are immune to these flames. STR DEX CON INT WIS CHA 10 (+0) 14 (+2) 10 (+0) 18 (+4) 17 (+3) 20 (+5) 42
43 Purveyors of Antiquities
Coppicedon Lords of the Forest The reclusive wood elves are often found wandering through forest and fen, patrolling, studying, and protecting the diverse wild ecosystems they love so dearly. They see themselves as guardians and protectors of the dense forest and all those that dwell within, and over many centuries have built many scattered villages, settlements, and outposts concealed deep within green hidden valleys. These villages are loosely organized, and while communication with each other is fairly amiable and common, for the most part they tend to prefer solitude more than socialization. In peaceful times, elven culture is advised by a village council. Rangers, druids, and other lovers of the wild come and go as they please, though the location of elven villages are a closely guarded secret not shared with outsiders. Harmony, pursuit of artistic endeavours such as crafting, music, and integration of their architecture with nature are the primary pursuit of wood elves. However, when orcish warbands threaten their borders, undead beings defile nearby woodlands, or a green dragon chooses to expand its territory, wood elven warriors gather under the leadership of an elected warrior, the Lord of the Forest. The Lord of the Forest, or coppicedon, is elected from the numerous nearby village counsellors, and is respected due to their prowess in battle, careful and methodical strategic mind, and depth of knowledge regarding nature, tactics, and diplomacy. When negotiating with outsiders, the coppicedon casts a regal bearing as the designated speaker for the unified elven forces. Clad in finely wrought glimmering mithral plate and wielding a magical blade, the coppicedon speaks in measured and careful tones, weighing each word carefully and always with respect. While slow to anger and well in control of their emotions, if provoked sufficiently the offender may well meet the keen blade of this protector of the wild. When patrolling the woodlands on a scouting mission, ranging about gathering intelligence on enemy forces and location, or otherwise unencumbered by the duties of their elected office, the coppicedon is a clever and adept woodsman capable of tracking the most elusive quarry. Druidic Ancestry. Much like other council members and wood elves, the coppicedon’s ancestry and deep bond with nature allows them to wield primal magical forces. They draw their powers seemingly from the life force of their forest home itself, and are able to summon forth spirits of the rock, stone, root and vine to lash out against their enemies. During less turbulent times the coppicedon provides more benign services, such as those of a healer giving succor to those in need and aiding woodland creatures within their domain. For the Greater Good. While many followers of the druidic calling are bound to ensure the balance of all natural forces remain in equilibrium, the lord of the forest has no compunctions about relentlessly and mercilessly destroying those that threaten the homes of those that are under their protection. Sometimes the greater good dictates that equilibrium be disrupted for a time to ensure balance is maintained in the longer term. The balance of nature be damned should innocent lives be at stake. Coppicedon Medium humanoid (elf), neutral good Armor Class 18 (mithral plate) Hit Points 136 (21d8 +42) Speed 30 ft., fly 60 ft. (in forest terrain) Saving Throws Dex +7, Wis +7, Cha +6 Skills Animal Handling +7, Investigation +6, Nature +9, Perception +7, Stealth +7, Survival +10 Senses darkvision 60 ft., passive Perception 17 Languages Common, Druidic, Elvish, Sylvan Challenge 7 (2,900 XP) Proficiency Bonus +3 Enchanted Weapons. While it is in a forest terrain, the coppicedon’s weapon attacks are magical. Fey Ancestry. The coppicedon has advantage on saving throws against being charmed, and magic can’t put the coppicedon to sleep. Forest Protector. The coppicedon has advantage on Intelligence (Investigation) and Wisdom (Survival) checks to obtain information about a disturbance in a forest terrain. Innate Spellcasting. The coppicedon’s innate spellcasting ability is Wisdom (spell save DC 15). It can innately cast the following spells, requiring no material components: At will: animal friendship, druidcraft, goodberry, resistance 3/day each: cure wounds, dispel magic, pass without trace, plant growth 1/day each: commune with nature, conjure woodland beings, speak with plants Woodland Grace. While in a forest terrain, the coppicedon forms ethereal wings that grant it a 60-foot fly speed. Actions Multiattack. The coppicedon makes two greatsword attacks. Additionally, it can make a ranged attack with its arborblade if it has the blade in its possession. Greatsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage. Arborblade. Ranged Weapon Attack: +7 to hit, range 80/320 ft., one target. Hit: 14 (4d4 + 4) piercing damage and the blade is implanted in the target. While the blade is implanted in a target, the target has disadvantage on attack rolls and ability checks. The target can use its action to remove the blade. The coppicedon can use a bonus action to magically return the blade to itself. STR DEX CON INT WIS CHA 19 (+4) 18 (+4) 15 (+2) 16 (+3) 18 (+4) 17 (+3) 44
45 Lords of the Forest
Cursario Privateers Traversing the high seas is hardly for the faint of heart. Corsairs, pirates, and raiders abound seeking to prey on merchant and passenger vessels alike and unpredictable tempests can catch vessels unaware. To protect themselves, their cargo and passengers, some of the wealthiest nations will enlist the services of the cursario, or privateers. Highly skilled sailors who have adopted a mercenary’s life, few cursario would willingly choose this path. Many adopt this style of life out of necessity rather than a sense of duty, greed for gold, or lust for battle. Instead, they reluctantly enter into an unsigned privateer’s agreement with their financier, knowing through their actions slavers may be brought to justice, pirates brought to heel, and the seas made a little bit safer for travellers. The rather lucrative agreement taken on by the cursario makes them no mere pirate, but rather a well paid, loyal mercenary force that falls upon opponents like wolves of the sea. In return, their financier obtains the service of a loyal and capable retainer while maintaining the plausible deniability needed for them to direct perhaps less than legal means of harassing their adversaries. Privateering has long been used as a means by which nations can wage war upon each other outside of the laws that bind nation states, where they can vie for control over lucrative shipping and supply lanes. Cursario ships often fly neutral colors when patrolling their territories, though when harassing pirates and other raiders they will raise a red flag. The red flag serves a double purpose, leaving no doubt in the minds of pirates and corsairs as to what fate they shall meet should the cursario in battle - a long plank and a short, wet fall into the briny depths. Should they be captured by their opponents, a rare occurrence if ever for these skilled sailors and fighters, their financiers can plausibly deny having ever taken the cursario into their service. The privateer fly under no flag save that of the Red, and will maintain the integrity of their privateer’s agreement even in the face of torture. However, the cursario knows well upon their death they will receive no honors, but instead go to their grave with their integrity intact. The cursario are often well read, courteous, and professional in their dealings with others. Due to their dangerous choice in profession, they are cold, cautious, and calculating in their approach to any interaction with others. They contemplate the implications of their actions well in advance, mapping out contingencies and alternatives to ensure a successful mission. Efficient and Professional. Unlike more roguish swashbuckling pirates and the like who are more often found boasting of their deeds in taverns and regaling admiring crowds with bawdy shanty songs, the cursario are professional and efficient, knowing their reputation is almost as important as their deeds. Their fighting style is equally professional, a series of precise and brutally efficient sword strokes capable of rapidly dispatching their opponents all which warily defend against the dirty tricks known to be the calling card of the less skilled but more ruthless pillagers and pirates. Whereas a pirate may take pleasure in tormenting an already defeated foe, a privateer will choose to end an engagement as quickly as possible, knowing that no reinforcements will come. Cursario Medium humanoid (any race), any chaotic Armor Class 17 (leather armor, shield) Hit Points 104 (19d8 +19) Speed 30 ft. Saving Throws Dex +7, Int +5, Cha +5 Skills Acrobatics +7, Intimidation +5, Perception +4, Sleight of Hand +7 Senses passive Perception 14 Languages any two languages Challenge 6 (2,300 XP) Proficiency Bonus +3 Calculating Combatant. The cursario adds its Intelligence modifier to its attack rolls. Cunning Action. The cursario can take the Dash, Disengage, or Hide actions as a bonus action on its turn. Fancy Footwork. When the cursario makes a successful melee attack against a target, that target cannot make opportunity attacks against the cursario until the start of its next turn. Seafarer’s Feet. The cursario has advantage on Strength or Dexterity saving throws made against any attacks that would render it grappled, prone, or restrained. Sneak Attack (1/Turn). The cursario deals an extra 10 (3d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of the cursario and the cursario doesn’t have disadvantage on the attack roll. Actions Multiattack. The cursario makes two rapier attacks. Rapier. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage. Steel Wind (1/Day). The cursario brandishes its rapier, moves up to its maximum movement speed and makes four melee attacks against any creatures it can see within a 20 foot radius. After the cursario has made its melee attacks it can end its turn within 5 feet of any targets the cursario hit. If the cursario provokes an attack of opportunity, the attack roll is made with disadvantage. Reactions Riposte. When a creature forces the cursario to make a saving throw, the cursario can use its reaction to make one weapon attack against the creature if it is within range, which it makes before the saving throw. If the attack hits and deals damage, the cursario automatically succeeds on the saving throw against the creature’s effect. STR DEX CON INT WIS CHA 14 (+2) 18 (+4) 13 (+1) 15 (+2) 13 (+1) 14 (+2) 46
47 Privateers
Custofey Guardians of the Fey Centaurs are generally nomadic and reclusive by nature, their tribes avoiding contact with other species as they wander the plains, grasslands, and forests that lie within their ranges. Their tribes slowly follow millenia old migration patterns long trodden by their ancestors. Despite their reluctance to interact with other species, centaur tribes do at times seek out the company of elves, druids, and other naturerevering, like-minded creatures. Being inherently curious explorers and wanderers who value freedom above all else, centaurs are natural explorers. Often their curiosity will lead them to secluded and hidden places in the wild where dwell fey creatures - faeries, sprites, pixies, and other tiny mischievous creatures that delight in playing pranks on unsuspecting visitors. While perhaps they might seem opposites - tiny magical trickster and large, stoic nomad, it appears there is a deep bond between certain fey and these curious students of nature. While centaurs greatly prefer the company of their own kind, those who encounter the magical fey tend to develop deep friendships with such creatures and may choose to resist their ancestral urges. Rather than follow the ancient paths, these centaurs choose instead to guard the wild forests, fens, and grasslands where dwell wild and fey creatures, aligning themselves with elves, druid clans, and other wild-worshipping beings. These centaurs fiercely guard their beloved wild places alongside these other like-minded beings, becoming known as the guardians of the fey. Stoic Personalities. Owing to their origins, guardians of the fey tend to be stoic and solemn in personality, which makes them an ideal target for the pranks and tricks of their wards. Their lack of a sense of humor makes it all the easier to trick them, however the fey’s pranks are always taken in stride. Similar to the centaur tribes from which they hail, The guardians of the fey regard outsiders with an inherent distrust, particularly if they do not show an appropriate respect for the wild. Outsiders are readily confronted and strongly encouraged away from the places where fey creatures dwell, though violence is used only as a last resort. Ever the Nomad. Despite their choosing to settle and protect a certain wild region, a centaur cannot fully ignore the urge to roam. Thus the guardian of the fey is constantly patrolling and exploring the wilderness based on knowledge provided by their wards. They seek out other fey creatures and wild beings throughout a vast territory, ensuring their safety. Together with their loose alliance with other protectors of the wild, the guardians of the fey ensure the integrity of their borders and investigate any instances of trespassing. Fierce Protector. Much like their kin, a guardian of the fey is a fierce warrior, charging fearlessly into battle to spit their enemies upon a pike, or spraying arrows into enemy ranks from afar. Their ability to cover great distances makes them ideally suited to scout enemy forces and intercept unsuspecting trespassers who dared disrupt their borders. Reluctant Mounts. While asking a centaur to act as a mount is regarded as a great insult to these proud creatures, there are times when it is appropriate. A guardian of the wild may offer its back to a ranger or druid if a grove is in danger, or a healer if a creature is in dire need. Custofey Large monstrosity, neutral good Armor Class 14 (natural armor) Hit Points 76 (9d10 + 27) Speed 40 ft. Saving Throws Str +6, Wis +4 Skills Nature +2, Perception +4, Survival +4 Senses passive Perception 14 Languages Elvish, Sylvan Challenge 3 (700 XP) Proficiency Bonus +2 Charge. If the custofey moves at least 30 feet straight toward a target and then hits it with a pike attack on the same turn, the target takes an extra 10 (3d6) piercing damage. Mountable. The custofey can carry a medium or small humanoid. While mounted and while the custofey and its rider aren’t incapacitated, the rider has advantage on melee attack rolls made against unmounted creatures smaller than the custofey. The rider can force an attack targeted at the custofey to attack it instead, and when the custofey is subjected to an effect that allows it to make a Dexterity saving throw for half damage, the custofey instead takes no damage on a successful save and only half damage on a failed save. Seasoned Mount. A rider has advantage on saving throws made to avoid falling off the custofey. The rider can dismount as a free action, requiring no movement. Survivalist. The custofey makes Wisdom (Survival) checks with advantage. It is also able to forage for enough food to feed itself and up to three additional creatures per day. Actions Multiattack. The custofey makes two attacks: one with its pike and one with its hooves or two with its longbow. Pike. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 9 (1d10 + 4) piercing damage. Hooves. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage. Longbow. Ranged Weapon Attack: +4 to hit, range 150/600 ft., one target. Hit: 6 (1d8 + 2) piercing damage. Reactions Protect Ally. When a creature within 5 feet of the custofey takes damage, the custofey can use its reaction to take damage instead of the intended target. STR DEX CON INT WIS CHA 18 (+4) 15 (+2) 16 (+3) 11 (+0) 14 (+2) 11 (+0) 48 Guardians of the Fey
49 Guardians of the Fey