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(Grim Press) Big Book of NPCs, Allies & Antagonists

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Published by Keldren Raze, 2023-04-17 03:57:23

(Grim Press) Big Book of NPCs, Allies & Antagonists

(Grim Press) Big Book of NPCs, Allies & Antagonists

Lavausors Lava Warriors Magic is a volatile and unpredictable force and those that wield it are often the victims of that unpredictability. So it is with the Lava Warriors, also known as lavausors. What was once a failed experiment to harness the power of the elemental plane of fire by a wise and pussiant wizard of yore has turned into an order of elite warriors. The wizard, whose name has been lost to time, was experimenting with ways to augment his powers, with the power of elemental lava, even up to transforming himself into an elemental, capable of hurling devastating flame. However, something went wrong and instead of augmenting his spells, he augmented his body. While this eventually would be put to good use, it was, at first, a disaster. The wizard could not touch anything without melting or burning it. Eventually, he learned to control the magma that had replaced his blood and direct its flow to help him instead of hinder him. The story amongst the Lava Warriors is that a wise and powerful ruler of an ancient land came to the wizard, beseeching them for knowledge on how to empower his warriors. At first the wizard refused, fearful what such a transformation could do and unwilling to teach any to harness the power as he had. Because of his refusal, many of his countrymen died ferocious combat. Twice more he refused, and twice more young warriors perished. Eventually, the enemy of his people stood outside the gates of the city ready to vanquish it. All inside knew they could withstand months of siege, but that the host before them would eventually destroy them all. Finally, upon seeing the enemy and the imminent defeat apparent in the eyes of his countrymen, the wizard relented. Using the same ritual, he converted dozens of warriors into lavausor. It took many weeks to train them to control their powers, during which time the siege raged on. Eventually, though, it was done. Each warrior, now augmented with the power of elemental lava, was ready. The next day, the gates of the city opened and two hundred lavausor strode forth. The enemy howled in derision, hurling insults at the warriors. Quite soon the enemy were howling in agony as the Lava Warriors began tearing through their ranks with abandon. It seemed no weapon could touch them, their skin hardening against sword and spear and no armor was protection against them, melting at the touch of their weapons. Lava Flows Through These Veins. The ritual replaces a warrior’s blood with elemental magma, which permeates every cell of their bodies. They can use it to create a hardened shell around their bodies, or allow it to flow into their weapons or their shields. They even have limited capacity to cast spells of the elemental plane of fire. There have been rumors of some members being able to transform into fire elementals, however that has never been confirmed. Protectors of the Innocent. Since their creation during that long ago battle, the lava warriors have had only one focus: protecting the weak and the innocent from evil men. Their order has been kept small. Partly due to the risk of death from the transformation, but also to stop them from ever becoming big enough that they become a threat themselves. Lavausor Medium humanoid (shapechanger), true neutral Armor Class 17 (natural armor, shield) Hit Points 180 (19d8 + 95) Speed 30 ft. Saving Throws Str +9, Con +10 Skills Athletics +14, Intimidation +8 Damage Immunities fire Senses passive Perception 11 Languages Ignan Challenge 15 (13,000 XP) Proficiency Bonus +5 Shapechanger. The lavausor can use its bonus action to polymorph into a Large fire elemental or back into its true form. While in fire elemental form, the lavausor’s walking speed is 50 feet. Its statistics, other than its size and speed, are unchanged. Anything it is wearing or carrying transforms with it. It reverts to its true form if it dies. Fire Absorption. Whenever the lavausor is subjected to fire damage, it takes no damage and instead regains a number of hit points equal to the fire damage dealt. Fire Form (Fire Elemental Form Only). The elemental can move through a space as narrow as 1 inch wide without squeezing. A creature that touches the elemental or hits it with a melee attack while within 5 feet of it takes 11 (2d10) fire damage. In addition, the elemental can enter a hostile creature’s space and stop there. The first time it enters a creature’s space on a turn, that creature takes 11 (2d10) fire damage and catches fire; until someone takes an action to douse the fire, the creature takes 11 (2d10) fire damage at the start of each of its turns. Actions Multiattack (Lavausor Form Only). The lavausor makes three longsword attacks. Longsword (Lavausor Form Only). Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage plus 9 (2d8) fire damage. Touch (Fire Elemental Form Only). Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 25 (6d6 + 4) fire damage. If the target is a creature or a flammable object, it ignites. Until a creature takes an action to douse the fire, the target takes 11 (2d10) fire damage at the start of each of its turns. STR DEX CON INT WIS CHA 18 (+4) 14 (+2) 21 (+5) 10 (+0) 12 (+1) 16 (+3) 100 Lava Warriors


101 Lava Warriors


Lunacultricem Moon Worshippers The worship of the celestial bodies is perhaps the oldest known religion practiced by what many beings now view as pagans. These beings had a deep reverence to the spirits of nature, worshipped the sun and moon for their influence on the cycles of nature - influencing everything from the seasons to the ebb and flow of tides, and even somewhat influencing the behaviors of beings to an extent. While such pagan worship has largely died out in favor of the devotion to newer gods, there are those who still adhere to the old ways. Often these individuals will conceal their true nature rather than face the scrutiny and judgement from other religions, and meet in secret gatherings to conduct their ceremonies and continue time-honored traditions during equinoxes and solstices, and more rare events such as celestial alignments.. These individuals are known as the lunacultricem, or moon worshippers. Lunacultricem are powerful magic users, said to be able to fully wield their powers during the full moon. It is during these times when they are able to harness the powers of nature to influence weather, summoning forth gentle and consistent rains to aid in the growing season, prevent devastating hail from ruining crops and thus preventing famine, or mitigating the worst impacts of massive wind storms. They will gather at ancient barrows, druid circles, or other places of power to conduct their rituals or simply discuss if current events necessitate intervention on their behalf. Often their deeds go unnoticed by beings who would be affected by them. When not gathering and conducting their rituals and ceremonies, lunacultricem often lead rather mundane lives. Unlike other druidic peoples that may prefer to avoid civilization, the lunacultricem may choose to live at the outskirts of civilization where they can be closer to the hustle and bustle of common folk, yet also remain close to nature. They are often respected healers and herbalists sought after for their wisdom on matters both great and small. Also unlike many other druids, they seldom turn others away, but freely offer their expertise and counsel to those who seek it. Perhaps the only thing the lunacultricem truly revile would be creatures of darkness who would wreak havoc upon beings seeking a peaceful existence. The presence of evil lycanthropes and undead in particular are not tolerated by moon worshippers, and are sought out and driven away by lunacultricem that band together to confront such threats. However, they would largely prefer a peaceful existence rather than pick up arms against other beings. Strength in Numbers. When gathered in their groves, lunacultricem are able to fully harness their collective powers. While an individual moon worshipper is a powerful magic user by themselves, when gathered together their powers are significantly amplified. A grove of lunacultricem conducting their rituals at ancient places of great power are mighty indeed, capable of great deeds - summoning the greater forces of nature, causing massive regeneration of great swaths of devastated forest, changing weather patterns for weeks to come, or event resurrecting the dead. Lunacultricem Medium humanoid (any race), neutral good Armor Class 12 (leather, 16 with barkskin) Hit Points 123 (19d8 + 38) Speed 30 ft. Saving Throws Con +5, Int +6, Wis +7 Skills Medicine +7, Nature +6, Religion +6 Damage Resistances poison, radiant Senses passive Perception 14 Languages Druidic plus any two language Challenge 6 (2,300 XP) Proficiency Bonus +3 Healer. The lunacultricem has advantage on Wisdom (Medicine) checks when detecting and curing poisons. Guardian of the Living. While the lunacultricem isn’t incapacitated, any ally within 60 feet of it has advantage on death saving throws. Moon Ward. The lunacultricem can’t be charmed or frightened by lycanthropes or undead. Spellcasting. The lunacultricem is an 11thlevel spellcaster. Its spellcasting ability is Wisdom (spell save DC 15). The lunacultricem has the following druid spells prepared: Cantrips (at will): druidcraft, guidance, mending, shillelagh 1st level (4 slots): cure wounds, entangle, faerie fire 2nd level (3 slots): barkskin, lesser restoration, moonbeam 3rd level (3 slots): call lightning, daylight, speak with plants 4th level (3 slots): conjure woodland beings, locate creature, stoneskin 5th level (2 slots): commune with nature, tree stride 6th level (1 slot): heal Actions Quarterstaff. Melee Weapon Attack: +3 to hit (+7 to hit with shillelagh), reach 5 ft., one target. Hit: 3 (1d6) bludgeoning damage, or 4 (1d8) bludgeoning damage if wielded with two hands, or 8 (1d8 + 4) bludgeoning damage with shillelagh. Light of the Moon (1/Day). The lunacultricem summons 5 (1d10) moonbeams forth to target random creatures within 120 feet of it. Allied creatures regain 16 (3d10) hit points, while non-allied targets must make a successful DC 15 Constitution saving throw or take 16 (3d10) radiant damage. Undead creatures and lycanthropes automatically fail their save and take critical damage on spell attack rolls of 19 or 20. STR DEX CON INT WIS CHA 11 (+0) 12 (+1) 14 (+2) 17 (+3) 18 (+4) 15 (+3) 102


103 Moon Worshippers


Lupinantesiganus Lycanthrope Alphas Beings afflicted with lycanthropy, whether through bloodline or via contact with one so cursed, are often shunned by society. Being marginalized as they are some lycanthropes, particularly those that reject their curse and are revolted by their own existence, choose to live solitary and often miserable lives. Those that embrace their affliction or eventually come to accept their state may band together with other lycanthropes to form packs or clans of like-minded beings. These packs offer security, companionship, and a sense of belonging. The social structure of such packs closely resembles that of the wild creatures they call kin. Lycanthrope society can be loosely divided into several distinct castes. The upper caste consists of the Alphas, also known as the lupinantesiganus. There is only one alpha per pack, and they serve as leaders and strategists. The warrior caste, or lupinopraeliar, is comprised of mature lycanthropes that are hunters and defenders of the clan. These warriors often battle amongst themselves for supremacy, and the victor decreed the alpha. Young, the old or infirm, or laborers comprise what other societies would describe as civilians - lycanthropes who have not demonstrated sufficient strength to fit within the hierarchy of lycanthrope society, but who nonetheless are valued and defended as kin. Lupinantesiganus are selected primarily for their strength in battle, having overcome countless challengers to lead the pack by right of arms. However, it requires more than simple prowess in combat to maintain their coveted position, as numerous warriors continuously seek to challenge their station. Alphas tend to also be charismatic, able to navigate and influence the perception of others with the goal of both maintaining their position as well as leading the pack effectively. Lupinantesiganus are seldom found in their animal or even hybrid form, preferring the stately appearance of a noble humanoid. While their features are vaguely animal-like - elongated canines, wolf-like smile, coarse and thick hair that smells like a canine when wet - the features of alphas are refined and chiselled, their eyes piercing. While within their clans they are unmistakable, on the rare occasions they interact with other societies alphas will choose to wear fine clothes befitting their rank, and bear elaborate weapons often taken from defeated opponents as a subtle threat to any who might challenge their clan. Lupinantesiganus speak in direct and refined tones, but with an undertone that suggests impatience with frivolities and a barely restrained rage, particularly when interacting with outsiders. Lycanthrope Society. Lycanthrope society is based around respect for power and strength of arms, thus any beings interacting with werecreatures had best demonstrate sufficient strength. Any hint of weakness is likely to be met with violence, and any challenge to the strength of others is met in kind. Much like animals that communicate a great deal based on body language, one’s stance and bearing is critical when interacting with lycanthropes - prolonged eye contact can be regarded as a challenge to an alpha’s station, however too little eye contact is regarded as submission. Turning one’s back on a lycanthrope is regarded as dismissive and disrespectful, and thus keen observers will note thatequals in lycanthrope society back away a distance before turning direction. Lupinantesiganus Medium humanoid (shapechanger), lawful evil Armor Class 14 in humanoid form (studded leather), 15 (natural armor) in wolf and hybrid form Hit Points 165 (22d8 + 66) Speed 30 ft. (40 ft. in wolf form) Saving Throws Str +7, Wis +6, Cha +6 Skills Arcana Athletics +7, Intimidation +6, Perception +6, Survival +6 Damage Immunities bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons Senses darkvision 60 ft., passive Perception 16 Languages Common (can’t speak in wolf form) Challenge 8 (3,900 XP) Proficiency Bonus +3 Keen Hearing and Smell. The lupinantesiganus has advantage on Wisdom (Perception) checks that rely on hearing or smell. Shapechanger. The lupinantesiganus can use its action to polymorph into a wolf-like humanoid hybrid or into a wolf, or back into its true form, which is humanoid. Its statistics, other than its AC, are the same in each form. Any equipment it is wearing or carrying isn’t transformed. It reverts to its true form if it dies. Slaying Strikes. The lupinantesiganus deals critical damage on attack rolls of 19 or 20. Actions Multiattack. The lupinantesiganus makes three attacks with its greataxe, or one with its bite and two with its claws. Bite (Wolf or Hybrid Form Only). Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage. If the target is a humanoid, it must succeed on a DC 14 Constitution saving throw or be cursed with lycanthropy. Claws (Hybrid Form Only). Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (2d4 + 4) slashing damage. Greataxe (Humanoid Form Only). Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 10 (1d12 + 4) slashing damage. Summon Pack (1/Day). The lupinantesiganus unleashes a bloodcurdling howl, calling its pack to its aid. Any creature within 120 feet of it that can hear it must make a DC 15 Wisdom saving throw or be frightened of it until the start of the creature’s next turn. In 2 turns, 1d6 lycanthrope warriors (lupinopraeliar) will come to its aid. STR DEX CON INT WIS CHA 18 (+4) 15 (+2) 16 (+3) 12 (+1) 17 (+3) 17 (+3) 104


105 Lycanthrope Alphas


Lupinocaedar Lycanthrope Bloodsingers The Lupinocaedar are a sub-caste of the lycanthrope praeliar, or warrior caste, that are reviled, revered, and respected in equal measure by their clan. Lycanthrope society is centered around the demonstration of strength, much like wild wolves, to assert dominance and social hierarchy to maintain order. Therefore, martial prowess and savagery are respected while any signs of weakness are challenged and eliminated. Bloodsingers fall outside the standard social order in that while many challenges end in bloodshed but both parties survive, a challenge with a bloodsinger almost always ends in a grisly death. Then, once their opponent has been vanquished, the lupinocaedar will harvest the spilled blood of their foes to power their fearsome abilities. Other lycanthropes within a clan often view and have often accepted their status: cursed with an ancient affliction that grants them unnatural powers, but also holds sway over their actions and has led them to be shunned by other civilizations for the most part. But the bloodsingers view lycanthropy not as a curse, but a blessing that allows them to potentially dominate and conquer other beings. Thus, while relatively rare in lycanthrope society as their bloodlust often leads them into mortal combat, their influence over others within their clan can lead to open internal revolt. They are only tolerated insofar as the apha can maintain their control over the clan and also the bloodsinger, as they have their purpose if managed correctly. Unlike other lycanthropes that often choose to maintain their humanoid form day to day, the lupinocaedar proudly exist in a hybrid form almost indefinitely. They craft their own arms and armor, and often adorn it with the grisly remains of their slain foes - skulls of the vanquished adorning their belts as chalices or sharpened bone jutting outward from their pauldrons. They bear massive doublebladed war axes constructed with humanoid bones as handles, their blades permanently stained with gore. Thus the lupinocaedar are a gruesome and intimidating sight to behold, one that may cause even the most seasoned warrior to quake in their boots. While other lycanthropes may at times cautiously interact with other humanoids, bloodsingers seldom interact with those they view as inferior. If they do so, the lupinocaedar will seek out any excuse to attack those they perceive as weaker than themselves or goad those who may be their equals or more powerful, casting thinly-veiled insults amidst their open scorn. Within their own society bloodsingers are arrogant and borderline insubordinate to their betters, doing the bare minimum to avoid challenging those above them in station while regularly taunting those of lesser station into combat. They will often speak in grudgingly respectful tones to their clan alphas, a hint of scorn barely concealed. Intelligent alphas will do their best to avoid a challenge with a bloodsinger while maintaining their own status within a clan, knowing that a bloodsinger as alpha will without question lead to open war with other species, and perhaps the extermination of their clan. Blood Magics. The magics of the lupinocaedar are dependent on the blood they collect from their slain enemies that is held in a bag crafted of the flayed skin of other humanoids. With a flick of a blood- soaked claw they can cast forth clouds of corrosive acid to liquify their enemies. Lupinocaedar Medium humanoid (shapechanger), chaotic evil Armor Class 13 in humanoid form (studded leather), 14 (natural armor) in wolf and hybrid form Hit Points 127 (17d8 + 51) Speed 30 ft. (40 ft. in wolf form) Saving Throws Str +7, Int +5, Cha +4 Skills Arcana Arcana +5, Athletics +7, Intimidation +4, Perception +3 Damage Immunities bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons Senses darkvision 60 ft., passive Perception 13 Languages Common (can’t speak in wolf form) Challenge 7 (2,900 XP) Proficiency Bonus +3 Keen Hearing and Smell. The lupinocaedar has advantage on Wisdom (Perception) checks that rely on hearing or smell. Shapechanger. The lupinocaedar can use its action to polymorph into a wolf-like humanoid hybrid or into a wolf, or back into its true form, which is humanoid. Its statistics, other than its AC, are the same in each form. Any equipment it is wearing or carrying isn’t transformed. It reverts to its true form if it dies. Actions Multiattack. The lupinocaedar makes two attacks with its war axe, or one with its bite and two with its claws. Bite (Wolf or Hybrid Form Only). Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage. If the target is a humanoid, it must succeed on a DC 14 Constitution saving throw or be cursed with lycanthropy. Claws (Hybrid Form Only). Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (2d4 + 4) slashing damage. Bloodaxe (Humanoid Form Only). Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage plus 7 (2d6) necrotic damage. The lupinocaedar is healed for half of the necrotic damage done. Acid Blood (Recharge 6). The lupinocaedar casts forth a spray of acidic blood in a 15-foot cone in front of it. Any creature within this area must succeed on a DC 15 Dexterity saving throw, taking 18 (4d8) acid damage on a failed save or half as much on a successful one. STR DEX CON INT WIS CHA 18 (+4) 13 (+1) 16 (+3) 15 (+2) 10 (+0) 12 (+1) 106


107 Lycanthrope Bloodsingers


Lupinopraeliar Lycanthrope Warriors The warrior caste of lycanthrope society is the lupinopraeliar. Consisting of adult lycanthropes who have reached maturity and demonstrated their competency in combat either by defeating another member of the praeliar or slaying an enemy outside their clan, this caste is the second highest one can achieve other than the clan alpha. The lupinopraeliar are highly regarded within their society, responsible as they are for the protection of their civilian caste - the young unproven, the laborers, and the infirm. The praeliar caste is also responsible for hunting and ensuring a sufficient supply of food for the clan and will regularly create hunting parties to send forth into the wilderness. In humanoid form, praeliar are lithe, muscular beings larger than the average humanoid. They have features that are vaguely canine, such as elongated canines, coarse dense hair, slightly larger nasal cavities, and a distinct musky scent. They tend to speak in soft, low tones when contented or unthreatened, but their tone begins to growl from deep within their chests if they see the need to assert themselves. To many, lycanthropes seem much more prone to violence than other beings. Seldom do peaceful times last whenever a lycanthrope clan is near another civilization, and this often leads to conflict or even short wars between lycanthropes and other species. Such wars are short, bloody, and may lead to the complete destruction of either side. Lycanthrope Body Language. The importance of body language to lycanthropes cannot be emphasized enough to those who interact with them. The slightest perceived weakness leads to disrespect and subtle body language cues often lead to challenges by them. A smile, while a sign of warmth and friendship in many cultures, is considered a mild threat to a lycanthrope, and a grin even more so - the baring of teeth regarded as a direct challenge to one’s station. An outsider grinning at a lupinopraeliar will be directly challenged and combat initiated, perhaps without provocation from the challengers perspective. Turning one’s back on a lycanthropraeliar is a sign the being is about to flee or demonstrates disregard for them, and may trigger an attack. Those interacting with a prealiar or any within lycanthrope society would be best advised to speak in clear, firm tones, not show weakness in their body language, and be perpetually ready for a skirmish with a praeliar. Strict Warrior Hierarchy. Within the praeliar caste, power and ferocity are valued above all. A strict hierarchy within this caste means that some warriors are more highly regarded than others, and one can advance within the caste by challenging their betters. Should a praeliar challenge one of higher standing, the more senior warrior is obligated to meet such a challenge or lose their role, being replaced by the challenger. To outsiders, challenges are often sudden and not easily noticed, but a subtle threat, inappropriately timed eye contact, or insufficient submissive body language are cues a lesser praeliar is challenging the greater. Such challenges are met immediately with a ferocious scuffle - sometimes with fists or blades, other times with tooth and claw. Combat is short, brutally violent, and often ends with one combatant wounded and left with a lesson on how to respect their betters. Lupinopraeliar Medium humanoid (shapechanger), lawful evil Armor Class 13 in humanoid form (studded leather), 14 (natural armor) in wolf and hybrid form Hit Points 110 (17d8 + 34) Speed 30 ft. (40 ft. in wolf form) Saving Throws Str +7, Dex +4 Skills Arcana Athletics +7, Intimidation +4, Perception +3 Damage Immunities bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons Senses passive Perception 13 Languages Common (can’t speak in wolf form) Challenge 6 (2,300 XP) Proficiency Bonus +3 Keen Hearing and Smell. The lupinopraeliar has advantage on Wisdom (Perception) checks that rely on hearing or smell. Shapechanger. The lupinopraeliar can use its action to polymorph into a wolf-like humanoid hybrid or into a wolf, or back into its true form, which is humanoid. Its statistics, other than its AC, are the same in each form. Any equipment it is wearing or carrying isn’t transformed. It reverts to its true form if it dies. Actions Multiattack. The lupinopraeliar makes three attacks with its greatsword, or one with its bite and two with its claws. Bite (Wolf or Hybrid Form Only). Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage. If the target is a humanoid, it must succeed on a DC 13 Constitution saving throw or be cursed with lycanthropy. Claws (Hybrid Form Only). Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (2d4 + 4) slashing damage. Greatsword (Humanoid Form Only). Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage. Reactions Defender. When a creature within 5 feet of the lupinopraeliar makes an attack against a target other than itself, the lupinopraeliar can make a melee weapon attack against the attacking creature. STR DEX CON INT WIS CHA 18 (+4) 13 (+1) 15 (+2) 10 (+0) 11 (+0) 12 (+1) 108


109 Lycanthrope Warriors


Mareviden Sea Seers The open oceans can be a treacherous place, where sudden squalls and ever changing weather can capsize the sturdiest of ships captains by experienced crews, to say nothing of the dangers of corsairs and dangerous sea creatures. Traversing the coastal waters and open waves with relative safety requires a skilled navigator as well as steel nerves. Many humanoids settle along the coast, as shallow waters provide a bounty of food and allow relatively efficient trade by sea as opposed to much lengthier trips over land. Over generations these often simple folk have developed an intimate bond with the sea, knowing the best times to harvest fish and molluscs and when to begin their trade missions. These coastal denizens have learned to read weather patterns, navigate ocean currents, and are more than able seafarers. As with other humanoids, at times a gift of magical abilities can be found within certain familial lines among the fishing villages and trading ports that dot the coast. While often these magical abilities go untrained due to a lack of knowledgeable tutors, nonetheless these magic users are able to perform minor arcane feats. Most often they are able to glimpse premonitions and auguries, foreseeing weather changes and prophesying raids by pirates. These accurate premonitions have lent the name mareviden to these individuals, who are also known as the sea seers. Members of smaller fishing villages that are more isolated from larger ports tend to be a superstitious lot, untrusting of magical powers. Hence the mareviden tend to be more solitary individuals, often dwelling in small houses constructed on bluffs overlooking the waves. There the mareviden peer into the distance, content to study the waves and cloud patterns that indicate coming storms. Other mareviden see their premonitions in the patterns of sea shells or bones of sea creatures. Mareviden are regarded with a mixture of curiosity, wariness, or even mistrust amongst those who do not understand their gifts. Those who are more often found asea than ashore often bestow a sea seer with gifts and trinkets in the hopes of obtaining favorable trade winds. While their crews are often found in taverns, ship captains will frequently venture forth to locate a mareviden with the aim of gleaning information about an upcoming voyage. Some regard the mareviden as mortal messengers of the sea gods. Fickle Premonitions. Much like the sea is fickle, so too are the premonitions of the mareviden. While simple auguries are cast with relative ease, they are often little more than fleeting glimpses of the most likely outcomes that may take place in the coming days, perhaps weeks, at most. Yet at times the mareviden are beholden to visions of great clarity and detail, perhaps a gift from the sea gods indeed. Water Manipulator. The sea seers are able to manipulate water with relative ease. Rumor has it that through their powers they can alter the ebb and flow of currents, thereby even affecting surface weather and causing great gusts of wind to blow inland from the sea. A favorable encounter with a mareviden may cause a vessel’s sails to fill as they sail away, perhaps a parting gift from a sea seer. Mareviden Medium humanoid (any race), any chaotic Armor Class 11 (14 with mage armor) Hit Points 66 (12d8 + 12) Speed 30 ft. Saving Throws Int +6, Wis +4 Skills Investigation +6, Perception +4, Nature +6, Survival +4 Damage Resistances cold Senses passive Perception 14 Languages any three languages Challenge 4 (1,100 XP) Proficiency Bonus +2 Ocean Sense. The mareviden has advantage on Wisdom (Survival) checks while it is within 1 mile of the ocean. Seafarer’s Blessing (1/Day). The mareviden can spend 1 hour focusing on the ocean. If uninterrupted, the mareviden must make a DC 14 Intelligence (Arcana) check. If it succeeds, up to 6 creatures within 30 feet of it are bestowed with a seafarer’s blessing. A target is affected until it completes a long rest, and has advantage on all ability checks and saving throws while on the open ocean. Spellcasting. The mareviden is a 10th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). The mareviden has the following spells prepared: Cantrips (at will): dancing lights, guidance, light, ray of frost (2d8), resistance 1st level (4 slots): comprehend languages, create or destroy water, identify, mage armor 2nd level (3 slots): detect thoughts, gust of wind, locate object 3rd level (3 slots): create food and water, water breathing, wind wall 4th level (3 slots): control water, divination 5th level (2 slots): commune with nature, scrying Wind Manipulation. When the mareviden concentrates for 1 minute, it can change current wind strength out to a distance of 1 mile from it. The new wind state lasts for 1 hour or until the mareviden ends the effect as a bonus action. The intensity of wind is selected from the following: calm (no wind), gusting wind, gale, or rain storm. Actions Multiattack. The mareviden makes two dagger attacks. Dagger. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 +1) piercing damage. STR DEX CON INT WIS CHA 10 (+0) 13 (+1) 13 (+1) 18 (+4) 15 (+2) 15 (+2) 110


111 Sea Seers


Matercondemnabitur Mothers of the Damned Civilization, culture, refinement: words used by those that run societies to justify their existence and to put others into their own appropriate boxes. These labels continue down the line, until they reach those counted as undesirables, or worse, monsters. Matercondemnabitur start of as part of that structure, but something within them makes them realize early on that the very thing they grew up in is a weight on their necks, bearing them down, making them conform to a system that at its core, rewards those far more monstrous than the ones they call monsters. Generally from wealthy upper class, or even noble families, the matercondemnabitur set out at a young age to attempt to help those less fortunate. Many start as starry-eyed dreamers and quickly become disillusioned by the reception they receive. However, a few have what it takes and quickly find a niche where they can help. Some have ended up as the leaders of local thieves guilds, forming the ragtag dregs of a town or city into a group to be reckoned with, bringing those that had nothing up from the gutter and giving them a slightly better lot in life. Others have gone out into the wilderness, to the uncivilized lands, and become the leaders of groups of goblins or kobolds. Those creatures are often considered the true dregs, most less than monsters in the eyes of the civilized. When they first arrive in these groups, they are met with resentment and fear, this is when many simply leave. Those with the spine to stay find that instead of the evil creatures, they find mothers, fathers and children. Miserable, pushed to live on the fringes, forced to survive on scraps. Most of those considered evil are actually desperate, trying to simply live their lives at the bottom where they were placed by civilization, for not fitting in, for not being normal according to those in charge. Once a matercondemnabitur wins over the trust of their charges, they are fair leaders that look to care for all of their charges, mourning their losses and celebrating their victories. In some cases, they have managed to work their charges into society itself, becoming merchants, artists, bards, and even in some rare cases, living in towns alongside the other “civilized” races. In many cases, however, they raid and pillage caravans, taking what they need from societies that still consider them monstrous. Students of the Arcane. Matercondemnabitur are magic users, sent to the finest schools at a young age to learn to master the arcane. Most focus on the arts of divining, out of necessity, to keep ahead of those that would do them and their charges harm. They also possess an impressive array of spells designed to stop their enemies in their tracks and can employ magic to hide and harm. The matercondemnabitur are more than willing to protect, not just themselves, but their charges, even if it means laying down their lives to do so. Absolute Power. Unfortunately, the corrupting influence of power can be seen even amongst the matercondemnabitur, for even starry-eyed dreamers of years before come to love the power and are loath to give it up, even should it be in the best interest of their charges. Sometimes, this leads to a more tyrannical rule, although a matercondemnabitur always remains committed to protecting their charges. Matercondemnabitur Medium humanoid (any race), any chaotic Armor Class 12 (15 with mage armor) Hit Points 85 (10d8 + 40) Speed 30 ft. Saving Throws Int +6, Cha +5 Skills Arcana +6, History +6, Investigation +6, Persuasion +5 Damage Resistances poison Senses passive Perception 17 Languages any four languages Challenge 8 (2,300 XP) Proficiency Bonus +3 Inspiring Presence. Whenever the matercondemnabitur or a friendly creature within 10 feet of its must make a saving throw, the creature has advantage on the saving throw. One with the Forest. The matercondemnabitur has advantage on Dexterity (Stealth) checks it makes in any terrain with ample obscuring plant life. Spellcasting. The matercondemnabitur is a 10th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). The matercondemnabitur has the following spells prepared: Cantrips (at will): acid splash (2d6), dancing lights, fire bolt (2d10), mage hand, minor illusion 1st level (4 slots): alarm, mage armor, sleep 2nd level (3 slots): darkness, detect thoughts, hold person, locate object, suggestion 3rd level (3 slots): clairvoyance, slow 4th level (3 slots): locate creature, wall of fire 5th level (2 slots): contact other plane Actions Multiattack. The matercondemnabitur makes two mind strike attacks. Mind Strike. Ranged Spell Attack: +6 to hit, reach 120 ft., one target. Hit: 11 (2d10) psychic damage. Reactions Innate Divination (2/Day). When the matercondemnabitur or a creature it can see makes an attack roll, saving throw, or ability check, the matercondemnabitur can roll a d20 and choose to use this roll in place of the attack roll, saving throw, or ability check. STR DEX CON INT WIS CHA 11 (+0) 15 (+2) 19 (+4) 17 (+3) 15 (+2) 15 (+2) 112


113 Mothers of the Damned


Medice Ailment Apothecaries The ability to heal wounds, dull pain, and cure poisons is a highly sought after skill. This may be achieved through the application of many years of training in the medical arts, where one learns how to properly clean and disinfect wounds, set bones, and treat various maladies through the application of complex alchemical potions and poultices. While a solid foundation is created without the use of magic, some practitioners may weave castings to almost instantly mend the most grievous of wounds, poisons, and other afflictions, though these skills are much less common. These apothecaries are highly skilled medical practitioners who have spent long years studying the effects of herbs and simples to treat afflictions ranging from a mild headache to the rarest and most lethal of plagues. Their intimate knowledge of the medicinal properties of plants and, occasionally, the harvested organs and fluids of creatures allows them to treat their patients through any number of means. Often the medice prefer a solitary life in the wild, in ramshackle cabins littered will all manner of odd drying plants and any number of alchemical tools and devices. Often they are found foraging in nearby woodlands or unique environments, diligently documenting plants, taking samples to conduct their experiments, and harvesting ingredients for their treatments. Locals will visit them for treatment, or at times the medice may themselves will make the short journey to local settlements to check on their patients or trade their remedies for whatever needs they may need to procure. When not foraging or exploring for tincture and potion ingredients or tending to patients, medici are often purifying and distilling components from their gatherings, brewing strange potions, or experimenting with new procedures to treat those who may have need of their services. Some medici possess modest magical abilities which can aid their identification of poisons, disease, or toxins. The medici have little patience for idle conversation, and come across gruff and disinterested. However, their demeanour soon changes when faced with a patient — their bedside manner changing to one of compassion and concern for the wellbeing of a patient. They are often older and wizened, their backs stooped from long hours spent digging and studying the natural world. The medici are generally clad in unusual but clean garb, their steady hands rough, calloused, but meticulously scrubbed and cared for in preparation for when they might be needed. Knowledgeable Survivalists. As they often choose to live away from the settlements they serve and closer to the source of their ingredients, medici tend to be highly knowledgeable about their environments, knowing precisely the most nutritious plants to consume and which may cause less than pleasant side effects if consumed. They tend to avoid conflict and hunting, preferring instead to live a simple existence of foraging for their meals. Patient Teachers. On rare occasions, a medice may take on a willing student, should they prove to have steady hands and a keen, curious mind. In such cases, a medice is patient but also a demanding teacher, knowing well that the knowledge they can impart upon their apprentices may take a lifetime to learn, but can save countless lives. Medice Medium humanoid (any race), neutral good Armor Class 13 (padded) Hit Points 22 (5d8) Speed 30 ft. Saving Throws Int +5, Wis +5 Skills Investigation +5, Medicine +5, Nature +5, Survival +5 Damage Resistances poison Senses passive Perception 13 Languages any three languages Challenge 1 (200 XP) Proficiency Bonus +2 Alchemist (1/Day). The medice may spend 8 hours crafting a single type of potions, tinctures, or swathes each day, from the following options: • 2d6 healing potions: a creature that drinks this potion regains 2d4 + 2 hit points. • 1d4 greater healing potions: a creature that drinks this potion regains 4d4 + 4 hit points. • 1d8 antivenom potions: a creature that drinks this potion is instantly cured of any poisons, and is resistant to poison damage for 1 hour. • 1d6 potions of hardiness: a creature that drinks this potion adds 1d4 to its Constitution score, which lasts until it completes a long rest. • 1d6 ameliorate swathes: a creature that applies this wrap as a bonus action gains 2d4 temporary hit points at the start of each of its turns for 1 minute. • 1d4 curall tinctures: a creature that drinks this tincture is instantly cured of any disease, and has advantage on Constitution saving throws, which lasts until it completes a long rest. Forager. The medice has advantage on Intelligence (Investigation) and Wisdom (Perception) checks made while in forest or grassland terrain. It is also able to forage for enough food to feed itself and up to three additional creatures per day. Innate Spellcasting. The medice’s innate spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). The medice can innately cast the following spells, requiring no material components: At will: druidcraft, resistance 3/day each: detect poison and disease, purify food and drink Actions Harvesting Sickle. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) slashing damage, plus 5 (2d4) poison damage. STR DEX CON INT WIS CHA 8 (-1) 14 (+2) 11 (+0) 17 (+3) 17 (+3) 14 (+2) 114


115 Ailment Apothecaries


Mercator Discerning Merchants Traders, marketeers, and merchants can be found in almost any settlement or city, hawking and peddling their goods in busy marketplaces, in fine shops displaying their wares, or operating clandestine secretive black markets. Merchants can be found selling all manner of goods, from the mundane gear required by individuals of all walks of life to fine weaponry and armor, potions, herbs, or adventuring gear - whatever they find profitable. Whatever sort of business they run, merchants are always clever negotiators with a keen eye for a bargain, calculations of profit and loss ever in the forefront of their minds. Mercator, as they are commonly known, are a diverse group of individuals. For those in less affluent regions, they are found in bazaars and crowded marketplaces, their voices drowned out by the constant chatter and bustle of such places. Often these mercator are offering goods of a lower quality, and are wary of thieves and pickpockets pilfering their goods as they attempt to earn a modest, but honest, living. Such individuals may only rent a space for a time to determine if they can make sufficient profit - if business is slow they can simply travel on to see if more profitable ventures may be found. In wealthy cities, perhaps enriched by trade or valuable local resources, many mercator set up permanent shops, their windows displaying top quality goods for passersby in an attempt to entice them to part with their coin. Such shops are often protected at night by sturdy locks and guards to ensure they are no easy target for thieves. While most mercator have honest operations, some will dabble in black market dealings and will often have their finer goods stored in back rooms or secret compartments, choosing only to show them to customers of more refined tastes. Whatever business they choose to run, mercator are universally wary of potential thieves, knowing one incident may cause them to lose their whole livelihood. The cost of being insured by brokers is often prohibitive, thus security is often their number one concern. Similarly, ensuring their reputation as reputable merchants is equally as important to a mercator, as a steady stream of clientele is required to ensure a robust business succeeds. Mercator are therefore polite and accommodating individuals and know that a quality customer experience means referral clients may come by and that word of mouth spreads quickly. They are, however, tough negotiators with a keen eye for a bargain and must balance the needs of their business along with the needs of their customers. At times, mercator may approach groups of individuals who appear to be of an adventuring sort to contract them for their services - guarding a shipment of recently purchased wares from another city or escorting a key item to an important client, for example. Other times, they themselves may enlist adventurers to seek rare goods for their clients, acting as intermediaries of a sort - for a profit, of course. Such mercator are well connected to business groups, or even, at times, the operations of thieves’ guilds. Well Connected. Through their dealings with clients, mercator have developed an extensive network of associates and contacts. Being the astute business people that they are, they may also at times trade information as well. Mercator Medium humanoid (any race), any alignment Armor Class 14 (leather) Hit Points 36 (8d8) Speed 30 ft. Saving Throws Cha +5 Skills History +4, Insight +4, Perception +4, Performance +5, Persuasion +5 Senses passive Perception 14 Languages any four languages Challenge 1 (200 XP) Proficiency Bonus +2 Innate Spellcasting. As mercator’s innate spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). It can innately cast the following spells, requiring no material components: At will: mending 3/day: detect magic, identify 1/day: arcane lock Keen Ears and Memory. The mercator has advantage on Wisdom (Perception) checks that rely on hearing. The mercator also has advantage on Intelligence (History) checks while attempting to recall lore or information they may have heard in their shop. Persuasive Negotiator. The mercator has advantage on Wisdom (Insight) and Charisma (Persuasion) checks. Tool Proficiency. The mercator is proficient with all of the following artisan’s tools: alchemist’s supplies, carpenter’s tools, cartographer’s tools, glassblower’s tools, jeweler’s tools, leatherworkerr’s tools, potter’s supplies, smith’s tools, tinker’s tools, weaver’s tools, or woodcarver’s tools. While in their shop, the mercator has advantage on any skill checks made while using these tools. If not in their shop, the mercator adds its Wisdom modifier (+2) to its skill checks while using their tools instead. Actions Multiattack. The mercator makes two unarmed strikes. Unarmed Strike. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) bludgeoning damage. STR DEX CON INT WIS CHA 12 (+1) 16 (+3) 11 (+0) 15 (+2) 14 (+2) 16 (+3) 116


117 Discerning Merchants


Messore Death Harvesters Every culture has its myths surrounding death. In many, the figure of the grim reaper is used. The image of a figure reaping souls, like a farmer reaps wheat, is fairly common imagery and a poetic way of describing the moment of transference from this life to the next. The messores have taken this imagery to heart and have created a clerical order, of sorts, based on this. Whether or not they worship a particular deity has never really been determined. It is said by many that they worship the idea of death itself and of determining that moment when life must escape, as well as ensuring it does. Using spells of divination, they attempt to determine when the creatures around them must leave this mortal coil. They will then send out one of their order to ensure that the mortal in question meets their appointed time. Once given a mission, they will stop at nothing to achieve it. Anyone who stands in their way will be removed. They assume anyone foolish enough to try and stop them from completing their work has also reached the appointed moment. While not clerics in the normal sense, they will heal the sick and wounded, as long as they have not determined it is that person’s time to die. Many are the times when a loved one has watched their husband or wife, son or daughter, breathe their last because a messore has determined it was their time. No amount of cajoling will change their minds, bribery has no effect, and harvesters are relentless in pursuit of their faith. Many have questioned the veracity of the messores use of divination to determine whether or not someone lives or dies. None know for sure and the messores themselves refuse to entertain such questioning of their faith. They are fanatical, driven, and determined to make sure everyone meets their death at the appointed time. They will rarely ever resurrect someone, assuming that if someone died, it was their time. The only cases where they might relent on that rule, is if someone who was bound to die at a preordained time did not, and then killed another. At that point, they may relent because the natural order was been disturbed by allowing someone that should already have passed on to continue on and wreak havoc. Diviners of the Moment. Messores make great use of divination magic, especially auguries, which they use to determine the correct moment of someone’s death. Before they heal anyone, they will cast an augury; should it say it is that one’s time, they will stay their hand and prevent anyone that attempts to prevent death from doing so. More fanatical members of the sect have been known to actually hasten the moment by calling down holy fire to destroy a body. Always a Loophole. There have been a few occasions where a member has been convinced to allow someone to live, but these only occur very rarely and always follow a very specific set of circumstances. They require the dying person to swear to serve the church and to become a messore themself. Those of the order consider themselves outside of humanity and already of the realm of death. Messore Medium humanoid (any race), lawful neutral Armor Class 17 (splint) Hit Points 136 (21d8 + 42) Speed 30 ft. Saving Throws Str +5, Con +5 Skills Athletics +5, Intimidation +3, Medicine +6 Damage Immunities cold, necrotic Senses passive Perception 13 Languages any two languages Challenge 6 (2,300 XP) Proficiency Bonus +3 Innate Spellcasting. The messore’s innate spellcasting ability is Wisdom (spell save DC 14, +6 to hit with spell attacks). It can innately cast the following spells, requiring no material components: At will: guidance, mending, ray of frost (2d8), spare the dying 3/day each: augury, bane, enhance ability, hold person 1/day each: clairvoyance, cone of cold, divination, locate creature, scrying Marked for Death. As a bonus action, the messore marks a creature. For the next 24 hours, the messore has advantage on attack rolls it makes against the marked creature. If the messore reduces the marked creature to 0 hit points during the 24 hours, it dies and the messore collects its soul. Only a wish spell or similar magic can return the soul. If the marked creature doesn’t die during the 24 hours, the messore gains four levels of exhaustion and the marked creature is immune to the messore’s Marked for Death for 30 days. Opportunistic. The messore can make an opportunity attack against a creature that enters a space within 10 feet of it. Actions Scythe. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 7 (1d10 + 2) slashing damage plus 11 (2d10) necrotic damage. The messore regains hit points equal to the amount of necrotic damage dealt. STR DEX CON INT WIS CHA 15 (+2) 13 (+1) 14 (+2) 11 (+0) 16 (+3) 10 (+0) 118


119 Death Harvesters


Militesaqua Underwater Knights There is always much ado about nothing when it comes to the plethora of knightly orders, be they simple warrior orders or at the command of paladins and priests. Most of these are full of surface dwellers, mounted on majestic steeds riding into the sunset, out of the gloom saving the day, or the beacon righting all wrongs —whether or not those wrongs want to be righted. The militesaquas are a bit different. They are an order of aquatic-dwelling races that have banded together to protect themselves from their greatest threat - the surface and those that dwell there. Apart from the obvious dumping of refuse and other horrendous acts the surface perpetrates against the underwater realms, the fishing industries of the surface take their toll on many sentient dwellers of the oceans depths. To combat this ever present and ever rising threat, many of the underwater realms came together to fight back the surface dwellers’ evil. At least, that is their take on it. Some among them feel that it is more a reflection of apathy and ignorance. In the end, however, for most it amounts to the same. The dwellers in the depths need to do something to fight back against the surface before their habitats are forever destroyed. With the blessing of their deep-dwelling sea gods, they banded together and created their order, wielding the power of the sea against any surface dweller they run into without mercy or care. Pirate ships, merchant vessels, coastal towns; none are safe from their onslaught. The only respite for the surface seems to be that they won’t travel more than a mile or so inland and so those not living in coastal areas seem to be immune to their advances, at least for now. The other thing that works in the favor of the land dwellers, is that the militesaquas numbers are relatively low and many of them cannot live for long out of water. Only the foolish assume that this means that they are safe. Day-by-day and year-by-year, the underwater knights grow in number and one day they may be strong enough to wage a full scale war on the surface. Underwater Magic. Most of the underwater knights wield the power of the sea, as well as martial abilities. Whether it is the ability to send forth crushing waves, or to use the water of the seas to heal their allies; they have the favor of the gods of the depths. Many merchant vessels have found themselves becalmed, unable to move, sails hanging loose and useless, while others only a handful of miles away have been washed overboard by torrential rains that seem to be centered only on their vessel. Save the Oceans. Most on the surface would call the underwater knights an evil organization, however, they have been the subject of what they consider centuries of abuse at the hands of a surface that uses their homes as a dumping ground for rubbish, refuse, and even their dead. They have simply grown tired of this and most consider themselves to be liberators. Many militesaqua feel that the surface dwellers are the true oppressors. Militesaqua Medium humanoid (primordial), lawful neutral Armor Class 13 (natural armor) Hit Points 60 (11d8 + 11) Speed 20 ft., swim 40 ft. Saving Throws Str +6, Con +3 Skills Athletics +6, History +3, Perception +3, Persuasion +4, Religion +3, Stealth +2 Senses darkvision 120 ft., passive Perception 13 Languages Aquan plus one other language Challenge 2 (450 XP) Proficiency Bonus +2 Aquatic. The militesaqua can breathe both air and water. Deepsea Charge. If the militesaqua swims at least 40 feet in a straight line, it can leap out of the water and travel a distance of up to 30 feet long and 10 feet high. It the militesaqua hits a creature during this movement, the target must succeed on a DC 14 Strength saving throw or take 5 (2d4) bludgeoning damage and be knocked prone. Innate Spellcasting. The militesaqua’s innate spellcasting ability is Charisma (spell save DC 12, +4 to hit with spell attacks). It can innately cast the following spells, requiring no material components: At will: acid splash (2d6), ray of frost (2d8) 3/day each: create or destroy water, speak with animals, thunderwave 1/day each: branding smite, enhance ability Actions Multiattack. The militesaqua makes two trident attacks. Trident. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 7 (1d6 + 4) piercing damage, or 8 (1d8 + 4) piercing damage if used with two hands to make a melee attack. Water Spray (Recharge 5-6). The militesaqua magically shoots water in a 30-foot line that is 5 feet wide. Each creature in that line must make a DC 14 Dexterity saving throw. On a failure, a target takes 14 (4d6) bludgeoning damage and, if it is Large or smaller, is pushed up to 20 feet away from the militesaqua and knocked prone. On a success, a target takes half the bludgeoning damage, but is neither pushed nor knocked prone. STR DEX CON INT WIS CHA 18 (+4) 11 (+0) 13 (+1) 12 (+1) 13 (+1) 14 (+2) 120 Underwater Knights


121 Underwater Knights


Monsinveniet Mountain Wayfinders Most monks dedicate themselves to lives of solitude, personal reflection, and quiet contemplation of the greater mysteries of life. For the most part they lead a peaceful existence of meditation accentuated with rigorous physical and mental training. The soul and the body both need to be vigorous, disciplined, and synchronized for one to be attuned to the ebb and flow of the energies that permeate through the universe. Many monks lead sheltered lives in mountain monasteries far from the trials and tribulations of the outside world. These secluded sanctuaries are so chosen at locations where the subtle ki energies of the universe seem to align and concentrate, hence their isolation from civilizations. At times, when these energies align perfectly, and should a monk be properly attuned with them, the monk may have an epiphany - a sudden burst of understanding that allows a monk to reach a higher plane of consciousness. These monks became known as the monsinveniet, or mountain wayfinders. This epiphany may lead the monsinveniet to seek a pilgrimage. Drawn to leave the relative security and peace of their cloisters, these individuals pursue their calling with an unwavering passion, knowing only that the path ahead has been decreed by a greater power. It may be that they have a clear and distinct objective, or it may simply be that they know vaguely what direction the universe is directing them toward. While a monsinveniet generally pursues their pilgrimage alone, they may at times join with bands of other like-minded adventurers who share a common purpose. As astute individuals, they tend to scrutinize others carefully for ulterior motives and will simply move on from less than altruistic individuals. But should an individual or band of travellers meet their approval, a monsinveniet is an easy companion who shares their knowledge, wisdom, and other information gleaned from their pilgrimage. But should a party act counter to the monk’s beliefs, they may switch allegiances in pursuit of more noble callings. Inner and Outer Calm. The monsinveniet, through their epiphany, possess a deep sense of inner peace and contentment that emanates from within. They never raise their voice in anger, never strike out of rage, and never flee out of fear. Their inner calm is felt by all those around them, and allies find their courage bolstered by the mere presence of a mountain wayfinder. Understanding of the Greater Mysteries. Through their epiphany, the monsinveniet is able to harness their ki in ways previously unknown. Their minds are incredibly rigid and disciplined, allowing them to resist all but the most powerful of mind-affecting spells. In combat they move so quickly it is as though they warp the very fabric of the universe around them, enabling them to dodge all but the most accurate of attacks while delivering a devastating series of strikes with staff or fist to their foes. A select few have even witnessed a monsinveniet reuniting a departed soul with their deceased body. Monsinveniet Medium humanoid (any race), neutral good Armor Class 18 (unarmored) Hit Points 117 (18d8 + 36) Speed 40 ft., climb 40 ft. Saving Throws Dex +6, Wis +8 Skills Acrobatics +6, Athletics +4, Insight +8, Perception +8 Senses passive Perception 18 Languages any two languages Challenge 7 (2,900 XP) Proficiency Bonus +3 Calming Presence. Allied creatures within 30 feet of the monsinveniet that can see and hear it have advantage on saving throws against being charmed or frightened. Forceful Fists. The monsinveniet’s unarmed strikes are magical, and deal an additional 5 (2d4) force damage (included in the attack). Unarmored Defense. While the monsinveniet isn’t wearing armor, its armor class includes its Wisdom modifier (+5, included above). Actions Multiattack. The monsinveniet makes four unarmed strike attacks or two attacks with its master staff. Unarmed Strike. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) bludgeoning damage plus 5 (2d4) force damage. Master Staff. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be knocked prone. Stunning Strike (Recharge 6). The monsinveniet attempts to interfere with the flow of Ki in a creature’s body. When the monk hits a creature with an unarmed strike, the target must succeed on a DC 15 Constitution saving throw or be stunned until the end of the monsinveniet’s next turn. Reunite Soul (1/Day). The monsinveniet touches a creature that has been reduced to 0 hit points within the last minute. If its soul is free and willing, the target returns to life and regains 9 (2d8) hit points. Reactions Parry. The monsinveniet adds 2 to its AC against one melee attack that would hit it. To do so, the monsinveniet must see the attacker. STR DEX CON INT WIS CHA 12 (+1) 17 (+3) 14 (+2) 13 (+1) 20 (+5) 15 (+2) 122


123 Mountain Wayfinders


Morscustos Keepers of the Dead Many living creatures view the undead as mere abominations, soulless and bereft of any right to exist. It is the solemn vow of many self-proclaimed do-gooders to eliminate the perceived threat of undeath, and these individuals will seek out and destroy them wherever they stalk the earth. However, there are those that view the undead differently. Rather than evil threats to be feared, the morcustos sees the undead for what they truly are: tormented souls doomed to seek revenge upon those who did them wrong in life; misguided beings who sought and found the forbidden promise of everlasting life or beauty, husks of rotting flesh that crave and feast upon the living, or clattering skeletons bound into unending servitude. Morcustos, or keepers of the dead as they are commonly referred to in outside circles, view all undead creatures in one of two categories: those whose undeath is not of their own cause, and as such have no free will; and those whose undeath either is of their own making or who have sought to utilize their powers to dominate the living. For those undead creatures whose condition is not of their making, keepers of the dead prefer to observe, study, understand, and eventually guide the undead through their fate. Should a tormented being crave final release, a morcustos views it as their duty to aid them in this process. If a ghost seeks rest by completing some yet unresolved task, the keeper will often choose to aid them when possible. However, a keeper of the dead is selective in providing their aid - compensation must be adequate, be it material, wisdom, or their favored payment: arcane knowledge. However, morcustos detest those who have bent undeath toward selfish, evil, and sinister ends. Sentient undead who retain their own free will and yet still choose dark paths of their own volition are viewed with disdain and unworthy of their existence. They are to be hunted and terminated with extreme prejudice. Vampires who torment the living in their search for fulfilment of their dark desires, wights driven by promise of reward from their dark patrons, or mummies who spread their tyrannical reign upon the lands of the living are among the sworn enemies of the keepers of the dead. Insight into Undeath. Throughout their travels and observation of the deceased, morcustos have gained an intimate knowledge about the objects of their study, allowing them to recite obscure lore and history regarding the undead. As careful observers of undead behaviour, keepers of the dead are able to consistently predict their behaviours and actions in advance. Through keen surveillance, they are able to rapidly identify both strengths and weaknesses of undead beings so that if needed these beings are cut down with a precise and brutal onslaught. Sense Undead. Morcustos have an uncanny ability to detect the presence of undead creatures in their vicinity, as if they possess a sixth sense to sense their vile existence within 100 feet. While unable to discern the exact identity of the undead, they know when the dead are in motion. Spirit Summoners. By fulfilling their quest in aiding helpless incorporeal beings, morcustos are able call upon those they’ve helped, summoning them forth for a short time should the need arise. Morscustos Medium humanoid (any race), any neutral Armor Class 15 (studded leather) Hit Points 115 (21d8 + 21) Speed 30 ft. Saving Throws Dex +6, Wis +7, Int +7 Skills Arcana +7, History +7, Religion +10, Perception +7 Damage Resistances necrotic Senses passive Perception 17 Languages any four languages Challenge 5 (1,800 XP) Proficiency Bonus +3 Knowledge of Undeath. The morcustos has advantage on Intelligence (History and Religion) checks related to undead creatures. Additionally, the morcustos can spend 1 minute observing or interacting with an undead creature outside combat and learn one of the following characteristics (its choice) about the creature: Damage Vulnerabilities, Damage Resistances, Damage Immunities, or Intelligence score Spellcasting. The morcustos is an 8th-level wizard. Its spellcasting ability is Intelligence (spell save DC 15, +7 to hit with spell attacks). The morcustos has the following spells prepared: Cantrips (at will): chill touch (2d8), mage hand, minor illusion, spare the dying 1st level (4 slots): bane, command, cure wounds, protection from evil and good 2nd level (3 slots): aid, blur, gentle repose, invisibility, lesser restoration, misty step 3rd level (3 slots): animate dead, speak with dead, spirit guardians 4th level (2 slots): death ward, phantasmal killer Undead Slayer. The morcustos has advantage on attack rolls it makes against undead creatures. Actions Multiattack. The morcustos makes two attacks with its frigus sickle. Frigus Sickle. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) slashing damage plus 7 (2d6) cold damage. Summon Spirit (Recharge 6). The morcustos magically summons the spirit of an undead creature it has aided, which takes the form of a ghost. The summoned spirit appears in an unoccupied space within 60 feet of its summoner and acts as an ally to it. It remains for 1 minute, until it or its summoner dies, or until its summoner dismisses it as an action. The morcustos can only have one spirit summoned at a time. STR DEX CON INT WIS CHA 13 (+1) 16 (+3) 13 (+1) 18 (+4) 18 (+4) 12 (+1) 124


125 Keepers of the Dead


Morsestanimae Dead Souls Morsestanimaes or Dead Souls are tenet-breakers: paladins that once served the forces of good, but broke their sacred oaths in favor of something more sinister. While some paladins might seek to redeem themselves, these knights went even further, seeking out new darker powers to fuel their rage and thirst for vengeance against the gods that forsook them. Where once a warrior of light once stood, now stands a being of almost pure darkness. Where once their spells brought peace and healing, they now bring pain and madness. Yet they still have an allure and many find themselves drawn to dark warriors; as people are drawn to marvel at the spider, while still afraid of its venom. The morsestanimae generally favor darkened armor with horns and other adornments on their helmets to give them a more sinister appearance. As with the more traditional paladin, morsestanimaes most often wear full plate armor and either a sword and shield or a two-handed weapon. Morsestanimaes are expert strategists and can be found leading many armies, mercenary companies, and even the odd adventuring party. They rule through fear and have little regard for the lives of their comrades or the soldiers under their commands, caring only about achieving their goal. Even the cries of anguish from their allies fill the morsestanimaes with a sense of a job well done, as all suffering is holy to them. Although there are many different sects of morsestanimaes out there, many take what is often called an oath of suffering. An oath of suffering paladin seeks to instill into others the concept that life is pain, that any fleeting happiness is simply to accentuate the pain around them, and that the only way to exist is in a state of constant suffering, that through suffering, power is gained and a dark freedom of sorts. Tenets of the Wicked. Although these change slightly from sect to sect, the tenets of suffering are generally along the lines of the following: • Erode Hope. Hope is a salve for many, but it is a false one. Only once hope is gone can one see the true path and once suffering is embraced as the one truth above all, power will be yours. • Dominate the Weak. The weak are there to be used. If they seek not the power to defend themselves, then why should you care for their lot? Use them as you will; discard them when you are done. • Suffer no Goodness. The paladin of good is a lie unto themselves; they must be brought to heel. Destroy them or convert them, but suffer them not. For in their good deeds they give hope to the hopeless, robbing them of their strength. • Aid in Suffering. If you see someone injured or in distress, do not offer them solace, to do so is a disservice. Instead, help them to understand their suffering and grow more powerful because of it. If they have not learned through their suffering, aid them to fully understand suffering, even if this means causing them pain. For in that pain they will grow and become free. Morsestanimae Medium humanoid (any race), any evil Armor Class 20 (plate, shield) Hit Points 150 (20d8 + 60) Speed 30 ft. Saving Throws Con +6, Cha +6 Skills Athletics +7, Deception +6, History +3, Insight +4, Intimidation +6, Religion +6 Condition Immunities frightened Senses passive Perception 11 Languages any two languages Challenge 8 (3,900 XP) Proficiency Bonus +3 Aura of Suffering. A creature that starts its turn within 30 feet of the morsestanimae must succeed on a DC 14 Charisma saving throw or suffer for 1 minute. While suffering, a creature has disadvantage on attack rolls and saving throws, and takes 10 (4d4) psychic damage at the start of each of its turns. A suffering 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 morsestanimae’s Aura of Suffering for the next 24 hours. Innate Spellcasting. The morsestanimae’s innate spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). It can innately cast the following spells, requiring no material components: 3/day each: hellish rebuke, misty step, unseen servant 1/day each: blight, circle of death, fear Purify the Righteous. The morsestanimae has advantage on attack rolls made against creatures of good alignment and deals an additional 5 (2d4) necrotic damage on a successful attack. Actions Multiattack. The morsestanimae makes three longsword attacks. Longsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 4) slashing damage. Reactions Shield Slam. If a creature within 5 feet of the morsestanimae that the morsestanimae can see makes an attack against the morsestanimae and the attack missed, the morsestanimae can slam the attack with its shield. The attacking creature must succeed on a DC 15 Strength saving throw or be knocked prone. The morsestanimae must be wielding a shield. STR DEX CON INT WIS CHA 18 (+4) 9 (-1) 16 (+3) 11 (+0) 12 (+1) 16 (+3) 126


127 Dead Souls


Mystasaburra Sand Priests Nomadic tribes that wander arid wastelands and scorching sands are superstitious, suspicious of outsiders, and generally distrustful of magic and powers they otherwise cannot explain. As a result, magic users are seldom found within these tribes, as bloodlines that grant such gifts have historically been driven away or slain due to fear and prejudice. Paradoxically these tribes are however quite spiritual, believing in gods of sand, wind, fire and death as their primary deities. They will worship these gods in rarely observed religious ceremonies that few outsiders have been privy to. The religious leaders of these nomadic tribes will lead ceremonies and incantations to their deities, who rarely respond. However, on occasion these gods do see fit to bestow their faithful with gifts, doing so in front of all members of the tribe to ensure that the vessels for their divinity are respected and worshipped. It has been said that these sand priests are bathed in a mystical light and the voices of the gods boom forth, decreeing the mystasaburra as their representative in the lands of the mortals. Whether or not true, the eyes of a sand priest radiate an inner light that those bold enough to meet their gaze may see. The mystasaburra are forever changed if called upon to serve their gods, speaking no more in earthly voices, but rather in the grave otherworldly tones. As very few nomadic tribes record their history in text, preferring to pass down ancient knowledge and legend via song and fable instead, only a few mystaburro who are truly vessels of the divine are thought to have existed. These are often precursors to times of great wars waged upon others by nomadic peoples - other tribes, upon hearing word of the presence of the gods among them will rally to the tribe of the mystasaburra and create fierce and deadly armies of nomadic warriors. Such great armies are directed forth to conquer neighboring lands, and only through great sacrifice have they been resisted. Those who are fortunate (or unfortunate) enough to be in the presence of a mystasaburra will find them to be utterly convinced in their own divinity, and possessing of knowledge most mere mortals could not possibly understand. They are charismatic and cruel, their tribes entirely subservient to their every order, and they do not tolerate disobedience. Those before them had best show appropriate respect, else the wrath of the mystasaburra’s god-granted powers fall fall upon them. Powers of the Desert Gods. Mystasaburra are said to have knowledge from beyond the grave, capable of raising the dead to serve them or resurrecting members of their tribe. Wind, fire, and death are theirs to command however they see fit, and it is not unusual for them to create mummies and other undead. However, such unsettling powers may raise alarm among desert tribes, and it is not uncommon for a mystasaburra to lose their grip on power should they choose such dark paths. Despite being vessels of the gods, their bodies remain mortal. Mystaburra Medium humanoid (any race), lawful evil Armor Class 15 (divine protection) Hit Points 127 (15d8 + 60) Speed 30 ft. Saving Throws Int +7, Wis +8, Cha +9 Skills History +7, Intimidation +9, Perception +8, Religion +7 Damage Resistances necrotic, radiant Condition Immunities charmed, frightened Senses passive Perception 18 Languages any three languages Challenge 10 (5,900 XP) Proficiency Bonus +4 Control Undead. The mystasaburra may attempt to control undead creatures within 60 feet of it that it can see and hear. Any undead creature of CR2 or less must succeed on a DC 13 Wisdom saving throw or be permanently under the control of the mystasaburra. Divine Protection. The mystasaburra is protected by the will of the gods. It is immune to mind altering effects such as being charmed or frightened, and adds its Wisdom modifier (+4) to its armor class (included above). Divine Weapon. The mystasaburra’s weapon is magical, and deals an additional 18 (4d8) necrotic damage (included in its attacks). Magic Resistance. The mystasaburra has advantage on saving throws against spells and other magical effects. Spellcasting. The mystasaburra is an 11thlevel spellcaster. Its spellcasting ability is Wisdom (spell save DC 16, +8 to hit with spell attacks). The mystasaburra has the following spells prepared: Cantrips (at will): guidance, light, sacred flame (3d8), spare the dying, thaumaturgy 1st level (4 slots): bane, inflict wounds, shield of faith 2nd level (3 slots): hold person, silence, spiritual weapon 3rd level (3 slots): animate dead, bestow curse, revivify, speak with dead 4th level (3 slots): banishment, divination 5th level (2 slots): flame strike, raise dead 6th level (1 slots): create undead Actions Multiattack. The mystasaburra makes two attacks with its divine staff. Divine Staff. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d8 + 1) bludgeoning damage plus 18 (4d8) necrotic damage. STR DEX CON INT WIS CHA 12 (+1) 13 (+1) 19 (+4) 17 (+3) 18 (+4) 20 (+5) 128


129 Sand Priests


Mysticusilva Mysterious Forest Guardians Known as the Mysterious Guardian of the Crystalsong Woods, mysticusilva are steadfast and loyal heroines. Nomadic spirits who thrive on adventure and exploration, they are inherently curious by nature and find great joy in exploring and observing the wilderness. They have a particular fondness for creatures of the woods, many of whom will accompany a mysticusilva on their many adventures. While ferociously loyal to their friends, family, and allies alike, mysticusilva are known as pranksters, and will spend much of their time contriving elaborate tricks and schemes to play on their “victims”. A melodious cackle will echo amidst the forest glades where they remain hidden, having watched an unsuspecting target fall for yet another scheme. However, when the need arises mysticusilva will challenge evildoers without hesitation. Their clever nature allows them to set elaborate traps and challenge much more powerful foes than they would otherwise be capable of, and in combat they are strong, cunning, and determined. Few enemies are capable of withstanding the onslaught of the twin enchanted blades that are infused with the very life force of the woods, and in dire times mysticusilva can summon forth woodland allies to aid in the defense of the forest they love so dearly. Aerial Combatant. From a young age, mysticusilva are incredibly agile and a studious learners. They spend little of their time idle, preferring instead to leap amongst treetops via vines, ropes, and swings; their feet seldom (if ever) touching the ground. Few creatures can hope to match their agility and even those who can are often met with merely shadows by the time they think they have a mysticusilva cornered. Cunning Assassin. Mysticusilva are typically patient and observant, at times tracking their opponents silently from the shadows, observing and noting any potential weaknesses. Once the timing is correct, they will drop from the trees, rapidly dispatching an enemy before fading away into the tangle of the forest once more. At times, a mysticusilva has been known to set elaborate traps for her foes. Mischief Managed. Particularly mischievous individuals, mysticusilva are typically labeled as pranksters. Not only will their traps target enemies, but friends and family as well. Mysticusilva are often several steps ahead of those they have targeted, and at times the only clue a bewildered victim has regarding the prankster’s identity is a good-natured and melodious cackle echoing in the distance. Arcane Blades. The mysticusilva wield a twin set of finely crafted blades, etched with ancient elven runes of power. Crafted for by a legendary elven artificers, the magical symbols on these blades glow and crackle with fury whenever evil creatures are near. Beyond keen, any evil creature who feels the caress of these blades also feels the wrath of nature when in skilled hands. Mysticusilva Medium humanoid (elf), chaotic good Armor Class 15 (studded leather) Hit Points 90 (12d8 + 36) Speed 30 ft. Saving Throws Dex +6, Wis +5, Cha +4 Skills Acrobatics +6, Deception +4, Nature +4, Perception +5, Persuasion +4, Stealth +6 Senses darkvision 120 ft., passive Perception 15 Languages any two languages plus thieves’ cant Challenge 5 (1,800 XP) Proficiency Bonus +3 Agile. The mysticusilva has advantage on Dexterity ability checks and saving throws. Crafty. The mysticusilva has advantage on Charisma (Deception) checks. Fey Ancestry. The mysticusilva has advantage on saving throws against being charmed, and magic can’t put the mysticusilva to sleep. Innate Spellcasting. The mysticusilva’s innate spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). It can cast the following spells innately, requiring no material components: At will: animal friendship, druidcraft, minor illusion, true strike 3/day each: disguise self, detect thoughts, hideous laughter, hunter’s mark 1/day each: conjure animals, misty step, pass without trace Sneak Attack (1/Turn). The mysticusilva deals an extra 14 (4d6) damage when she hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally that isn’t incapacitated and the mysticusilva doesn’t have disadvantage on the attack roll. Actions Multiattack. The mysticusilva makes two attacks with its arcane blade. Arcane Blade. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage plus 7 (2d6) force damage. Shortbow. Ranged Weapon Attack: +6 to hit, range 80/320 ft., one target. Hit: 6 (1d6 + 3) piercing damage. STR DEX CON INT WIS CHA 14 (+2) 16 (+3) 16 (+3) 13 (+1) 15 (+2) 13 (+1) 130


131 Mysterious Forest Guardians


Narratoresexmortu Chroniclers of the Dead Somewhere, every name is remembered, every deed is chronicled, and every act of bravery or cowardice is noted. The honorable are honored and the dishonorable are reviled. That somewhere is in the scrolls of the narratoresexmortu, more commonly known as the Chroniclers of the Dead. They are difficult to identify, but if one looks carefully at the aftermath of a battle, one might see the faintest of signs of their passing - a footprint here, a disturbance in the air just there. Silently they wade through the battlefields gathering the names of the fallen and rarely gathering those who don’t wish to pass to their side as servants, to aid them in their work. Who appoints these chroniclers is unknown. Some cultures talk of a great god - some being that sits neutral on all things simply chronicling the passage of time. Some even go so far as to say that this being writes time into existence and that on the day they stop writing, history will stop. Whatever the truth, the narratoresexmortu, continue to do their work. For those that know how to find them, they can be a great source of comfort, a way to get closure. Often the fate of a loved one remains uncertain, but the narratoresexmortu can be relied upon to give an impartial account of the names of the fallen, even an account of their last word. These words are given after death, to the narratoresexmortu themselves, as they walk the field collecting the names, places of birth, family names and finally the method of their demise. There is no grand temple of the narratoresexmortu. They tend to work alone, in secluded areas, although the fact that they can quickly arrive at any field of battle, makes it most likely that they have many varied ways to get wherever they need to go as quickly as they need to. Finding one of these narratoresexmortu also depends on whether they want to be found. They are secretive by the nature of their work, and even those who know of their existence will honor their privacy. Illusion and Necromancy. Much of the magic that people have seen employed by the narratoresexmortu come from either the schools of illusion or necromancy. That they can talk with the dead is well known and more than one person has spoken at length about their ability to raise those who wish to serve from the dead. They also have the ability to hide and beguile those that would wish to interfere with them or do them harm. In Times of Great Need. There have been occasions where a narratoresexmortu have called upon adventurers to aid them - either when a battle has been especially large, or a body or bodies have been stolen. Sometimes, an evil wizard will steal bodies for experimentation and while the narratoresexmortu have no real feelings on that subject, they do wish to get information from the deceased that they would be denied without the help of adventurers aiding them in returning a body so that their journey may be chronicled. Narratoresexmortu Medium humanoid (any race), true neutral Armor Class 14 (17 with mage armor) Hit Points 127 (15d8 + 60) Speed 30 ft. Saving Throws Int +8, Cha +7 Skills Arcana +8, History +8, Investigation +8, Persuasion +7 Senses passive Perception 11 Languages any five languages Challenge 9 (5,000 XP) Proficiency Bonus +4 Calculating Defense. While the narratoresexmortu is wearing no armor and wielding no shield, its AC includes its Intelligence modifier. Magical Efficiency. If the narratoresexmortu casts a spell from the illusion or necromancy schools of magic, the spell is cast as if it were two levels higher than its spell level. Spellcasting. The narratoresexmortu is a 17th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 16, +8 to hit with spell attacks). The narratoresexmortu has the following spells prepared: Cantrips (at will): chill touch, light, minor illusion, spare the dying, thaumaturgy 1st level (4 slots): guiding bolt, illusory script, inflict wounds, mage armor, silent image 2nd level (3 slots): blindness/deafness, detect thoughts, misty step, ray of enfeeblement 3rd level (3 slots): counterspell, fear, glyph of warding, spirit guardians 4th level (3 slots): blight, death ward, phantasmal killer 5th level (2 slots): contagion, raise dead, scrying 6th level (1 slot): create undead 7th level (1 slot): simulacrum Actions Dagger. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 2 (1d4) piercing damage. Reactions Grasp of the Dead. If the narratoresexmortu is targeted with an attack by a creature that it can see within 60 feet of it, the narratoresexmortu causes spectral hands to reach up from the ground and grapple the attacker (escape DC 16), which occurs before the attack roll is made. A grappled creature is restrained. The spectral hands remain until the start of the narratoresexmortu’s next turn. STR DEX CON INT WIS CHA 10 (+0) 10 (+0) 19 (+4) 19 (+4) 12 (+1) 16 (+3) 132


133 Chroniclers of the Dead


Noctivenaticus Nighthunters Creatures of darkness and of the night are often both feared and reviled. While they are present, commoners board windows and band together in the dark of night, huddling together and fearful for their lives as blood-curdling screams and primal howls break the stillness of the night. Unless driven away or slain, such creatures run amok and can cause untold damage. However, there are those beings who defy creatures of the night, making darkness their ally as they seek to exterminate any such threats. These beings are known as the noctivenacticus - the Nighthunters. Noctivenaticus often pick up their chosen calling due to some tragic oath sworn as the result of some vile deed - often they themselves are orphans, made so by the very beings they have sworn to hunt down and eliminate. As a child, they may have witnessed the massacre of their family or village at the hands of the undead or by night-prowling lycanthropes and survived only by remaining silent and concealed. Perhaps they witnessed some other atrocity as an adult and swore vengeance and retribution for the slaying of innocents. Whatever their tragic motivation, the noctivenaticus have trained long and hard to have the skills to fulfill their oaths and now travel throughout lands plagued by terrors that lurk in the night. A nighthunter is easily identified, as they are clad in pure black and often are openly and heavily armed with all manner of specialized equipment, such as silver-edged weaponry and silver-embossed studded leathers. Due to the dangerous nature of their work, they will often travel alone, perhaps fearing bringing harm to others much like that which they witnessed previously, or perhaps out of a sense of survivor’s guilt. Whatever their reason, noctivenaticus are often viewed as aloof and cold toward others, but those close and astute enough may find traces of long lingering pain and guilt behind their carefully guarded eyes. They are, however, quite caring individuals, freely offering their services to villages in need of their protection and beset by unknown threats that lurk in the darkness. If a threat is large enough, they may ally with like-minded individuals, if only for a short time before eliminating the regional threat and moving on. Allies with Darkness. While most adventurers and would-be monster slayers fear the darkness and are wary of the unknown, the noctivenaticus have chosen to make darkness their ally instead - for what better time to hunt down their prey than when they are active and unsuspecting to be hunted themselves? Nighthunters have exceptionally keen senses and are known for their ability to conceal themselves to stalk even the most powerful of creatures of the night. Even if discovered or cornered, they are more than capable of melding back into the darkness to escape and carry on their hunt another night. Silvered Weapons and Armor. Knowing as they do that many creatures of darkness cannot withstand silver, the weaponry of the noctivenaticus is especially crafted - crossbow quarrels heavily barbed and coated in a layer of silver and silver blades finely crafted and jagged. They often carry a thin whip embedded with silver thorns to immobilize their prey, perhaps to withdraw any information from their targets before delivering a killing blow. Noctivenaticus Medium humanoid (any race), chaotic good Armor Class 16 (studded leather) Hit Points 153 (18d8 + 72) Speed 30 ft. Saving Throws Dex +8, Int +6, Wis +7 Skills Acrobatics +8, Perception +7, Stealth +8, Survival +7 Damage Resistances necrotic Condition Immunities paralyzed Senses darkvision 120 ft., passive Perception 17 Languages any three languages Challenge 9 (5,000 XP) Proficiency Bonus +4 Innate Spellcasting. The noctivenaticus’s innate spellcasting ability is Wisdom (spell save DC 15). The noctivenaticus can innately cast the following spells: At will: detect evil and good, hunter’s mark, light, prestidigitation 3/day each: darkness, locate animals or plants, misty step, moonbeam 1/day each: locate creature, magic circle, remove curse Nighthunter. The noctivenaticus has advantage on Dexterity (Stealth) checks made while in darkness. If attacking while stealthed, the noctivenaticus deals critical damage on attack rolls of 19 or 20. Magical Weaponry. The weapon attacks of the noctivenaticus are silvered and considered magical. Silvered Armor. The armor of the noctivenaticus is embedded with silver. Any shapeshifter that deals melee piercing or slashing damage to the noctivenaticus takes 4 (1d8) slashing damage for each successful attack. Actions Multiattack. The noctivenaticus makes two attacks with its heavy crossbow or four attacks with its silvered blade. Silvered Blade. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage. Silvered Whip. Melee Weapon Attack: +8 to hit, reach 15 ft., one target. Hit: 6 (1d4 + 4) slashing damage. If the target is a creature, it must succeed on a DC 17 Strength saving throw or be restrained. Silvered Heavy Crossbow. Ranged Weapon Attack: +8 to hit, range 100/400 ft., one target. Hit: 15 (2d10 + 4) piercing damage. STR DEX CON INT WIS CHA 15 (+2) 19 (+4) 18 (+4) 14 (+2) 16 (+3) 14 (+2) 134


135 Nighthunters


Obliviodeus Forgotten Deities As civilizations rise and fall over centuries, the remnants of their once great cities can fall into ruin. Abandoned for whatever reason - ecological disaster, massive earthquake, depleted and infertile soils, erupted volcanoes - the wild inexorably reclaims what was once carved out of it. Any number of ancient and forgotten ruins therefore remain waiting to be rediscovered, perhaps with clues to their fate, ancient knowledge, and riches waiting to be uncovered. Amidst these ruins are often cultural centers as well, such as temples or mosques once devoted to the worship of long-forgotten deities. The presence of these deities may linger on still, bound to the places where they were once revered, and seeking to be known once more. These forgotten deities, or obliviodeus, are but an echo of their former selves, a shimmering visage bound to a once glorious pantheon. It may be that their presence was summoned to prevent whatever calamity caused their civilization to crumble and be abandoned, that the being feels compelled to watch over the ashes of their congregation, or that simply they yearn to be worshipped once again. Whatever the reason for their presence, they are unable to leave and either completely disappear into the void or join with whatever gods may have once existed. An obliviodeus may appear in any shape it so chooses - appearing as a gentle, benevolent, and beautiful woman, a hideous and wrathful demon, or anything in between. They may be indeed benevolent in nature, seeking nothing more than to pass into the void and be released from their summons or deceptive and cruel, seeking instead to be worshipped and restored to their former glory and power. They are unpredictable, however, as over perhaps centuries of isolation the forgotten deity may well have lost any sense of what once made them worthy of praise and worship. As a result, they may come across as patient and gentle in one moment, only for a dark shadow to fall over them and lead to ominous threats of raining destruction down upon those who defy them. Unpredictable as they are, a forgotten deity remains but an echo, their once awesome powers depleted and bound to the ruins of their place of worship. They are unable to leave the confines of their temple, though their magical powers may extend outward. If confronted and their physical manifestation destroyed, it will coalesce in a matter of days and remain bound until whatever conditions required for its release are met. They may harbor deep resentment toward any beings who cause them pain or those who have bound them to the physical world, thus they may hold deep anger toward mortal beings and blame them for their continued lonely existence devoid of worship. Ancient Knowledge and Wisdom. For those fortunate (or unfortunate) enough to explore ancient ruins and come across the presence of an obliviodeus, and also careful enough to entice them with either praise or final release, a forgotten deity is a fountain of ancient knowledge. Long forgotten magics may be learned from an obliviodeus, if only one is brave enough to bind to them as a patron. However the cost of such knowledge may be higher than what a mere mortal may wish to pay, and servitude to such an unpredictable being is not without significant risk. Obliviodeus Medium humanoid (any race), any chaotic Armor Class 15 Hit Points 209 (22d8 + 110) Speed 0 ft., fly 40 ft. Saving Throws Int +11, Wis +12, Cha +12 Skills Arcana +11, Deception +12, Perception +12, Religion +11 Damage Resistances bludgeoning, piercing, and slashing from nonmagical weapons Damage Immunities necrotic, poison, radiant Condition Immunities charmed, exhaustion, frightened Senses truesight 120 ft., passive Perception 22 Languages all, telepathy 120 ft. Challenge 13 (10,000 XP) Proficiency Bonus +5 Divine Awareness. The obliviodivus knows if it hears a lie. Ethereal Bonds. The obliviodivus is bound to its place of worship. If it moves outside this place, it takes 22 (4d10) force damage at the start of each turn it is outside this area. Incorporeal Movement. The obliviodivus can move through other creatures and objects as if they were difficult terrain. It takes 11 (2d10) force damage if it ends its turn inside an object. Innate Spellcasting. The obliviodivus’ innate spellcasting ability is Wisdom (spell save DC 20, +12 to hit with spell attacks). It can innately cast the following spells, requiring no material components: At will: bestow curse, remove curse, hold person, major image, spiritual weapon 3/day each: blight, contagion, greater restoration, mass cure wounds 1/day each: divine word, finger of death, heroes’ feast, resurrection Magic Resistance. The obliviodivus has advantage on saving throws against spells and other magical effects. Shapechanger. The obliviodivus can assume any humanoid form it chooses. Actions Touch of the Gods. Melee Spell Attack: +12 to hit, reach 5 ft., one target. Hit: 43 (8d8 + 7) radiant or necrotic damage (the obliviodivus’ choice). STR DEX CON INT WIS CHA 16 (+3) 20 (+5) 20 (+5) 22 (+6) 24 (+7) 25 (+7) 136


137 Forgotten Deities


Oramagicae Wizards of the Edge There is power at the edge, in the spaces between, where both light and dark dwell; be it the time between one day and the next, between life and death, dawn and dusk, even the edges between the planes of existence. It is here that power wells and flows. Those trained in gathering such power and redirecting it are considered rare and powerful practitioners of magic. The wizards of the edge, or Oramagicae, as they are known, are practitioners able to feel the edge of any situation and turn it into power. Such magic is highly volatile and takes a steady hand and a steadier mind. In the hands of a lesser mage, this would lead to unpredictable magical surges and strange effects. Oramagicae have learned how to direct those surges to their benefit and use them instead to empower their spells: making their destructive spells even more destructive, their divining spells more accurate and far reaching, their conjurations capable of bringing forth more powerful creatures, and the illusion spells have caused many a powerful warrior or rogue to stare blissfully into space as they were dispatched, never even feeling the killing blow so enraptured were they. However, there is always a downside to this sort of magic. If the Oramagicae cannot find an edge, they cannot use it to empower their magic. Sometimes, there is simply no edge to be found and the wizard can quickly find their powerful magics curtailed by a weakened connection to the weave. Edge magic is not for the faint of heart. It is a road to power and greatness for those that can walk the fine line and a death sentence for those that have neither the will nor the intellect to properly direct the flow of magic. Some have even been known to pull so much of this magical essence into themselves that they explode from the overload of energies, causing widespread damage and wild magic sparks in surrounding areas. Such uncontrolled explosions have been known to cause permanent areas of magic, causing anyone entering them to fall sick if they linger in the area for long. Even those without magical gifts have become prone to magical sparks, which results in unpredictable and uncontrollable effects. Living on the Edge. Controlling unpredictable amounts of magical power is always dangerous. There is always a chance of overloading oneself and Oramagicae are no exception to that rule. However, because of their iron control, they tend to do damage to themselves rather than cause magical sparks. Should that damage kill them, however, the wild magic sparking out could cause considerable damage to those around them. Straddling the Border. Oramagicae are generally neutral, sitting as they do on the border between. They wield the magics of life and death in equal measure and in many cases where the magic they use would be considered light or dark, they can use their edge abilities to change it to another type entirely. Such magic needs a large surge of edge magic to work well and can cause backlash to the caster if they don’t possess enough power to control this fantastical force. Oramagicae Medium humanoid (any race), any neutral Armor Class 18 Hit Points 212 (25d8 + 100) Speed 30 ft., fly 60 ft. (hover) Saving Throws Int +11, Cha +10 Skills Arcana +11, History +11, Insight +10, Investigation +11, Perception +10 Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities necrotic, radiant Senses darkvision 120 ft., passive Perception 20 Languages Any five languages Challenge 20 (25,000 XP) Proficiency Bonus +6 Edge Magic (1/Turn). At the start of its turn, the oramagicae rolls a d6. On a 1, the oramagicae takes 18 (4d8) psychic damage. On any other roll, the oramagicae manifests a powerful connection to the edge. It can select one of the following traits if it casts a spell that turn: • Amplify. The range of the spell is doubled and it ignores half cover and three-quarters cover. • Doom. A target of the spell has disadvantage on the saving throw. • Imperceptible. After the spell is cast, the oramagicae turns invisible until the start of its next turn. Magical Overload. When the oramagicae dies, it explodes and each creature within 30 feet of it must succeed on a DC 18 Intelligence saving throw or take 70 (20d6) psychic damage. Spellcasting. The oramagicae is a 20th-level wizard. Its spellcasting ability is Intelligence (spell save DC 19, +11 to hit with spell attacks). It has the following wizard spells prepared: Cantrips (at will): acid splash (4d6), chill touch (4d8), mending, poison spray (4d12), shocking grasp (4d8) 1st level (4 slots): identify, magic missle, shield 2nd level (3 slots): arcanist’s magic aura, shatter, detect thoughts, enlarge/reduce 3rd level (3 slots): fireball, stinking cloud, water breathing 4th level (3 slots): private sanctum, hallucinatory terrain, locate creature, resilient sphere, conjure minor elementals 5th level (3 slots): arcane hand 6th level (2 slots): freezing sphere, contingency 7th level (2 slots): finger of death, magnificent mansion, symbol 8th level (1 slots): incendiary cloud, sunburst 9th level (1 slots): meteor swarm, power word kill Actions Staff. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) bludgeoning damage. STR DEX CON INT WIS CHA 12 (+1) 18 (+4) 18 (+4) 20 (+5) 19 (+4) 18 (+4) 138


139 Wizards of the Edge


Paracletu Chaotic Helpers There are many tales in many cultures about creatures often mistaken for elves or fey. Creatures that come in the night and steal babies; who make the cows’ milk go sour; who hate iron; and sow chaos wherever they go. They come from over there, in that other place... While these stories are wildly inaccurate, they do have a sliver of truth to them. There is a group of beings out there, possibly from that other place, but most likely from any place at all, that cause chaos wherever they go, who are charming and use their abilities to beguile and disrupt. How they appear, none know, though stories of them dropping in on windy days abound. Some have them carried down from the clouds by a babbling flock of birds that always seems to hover around them, only to leave again once they have sown chaos and confusion. These paracletus, as they call themselves, are here to help. They are, by their own declarations, harbingers of change, turning the world upside down to show people what they have been missing and never wanted, or never knew they wanted, or never wanted to know that they wanted? A common story is one where a family will be moving through their lives as one parent provides for the home and one for the family. They will have children that are growing, the normal bit rowdy and unruly. In comes a paracletu, to turn the children into pure chaos, all the while convincing them they are doing good. Before too long, the paracletu moves onto the parents. The provider is suddenly convinced they need to be free of the burden of providing; the carer that they need to care for themselves, and where a short while ago you had a cohesive household, you now have nothing but chaos. It is then that the paracletu feeds, growing strong off the pure chaos it has sown. There are whispers, here and there, that some have been so powerful, or that enough have worked in concert, so as to destroy whole civilizations; that the fall of ancient empires, lost in hedonism and decadence, may be attributed to the work of ancient paracletus. If true, the amount of chaos they created would have been a feast for the paracletus. This Way Comes Chaos. While not all evil, all paracletus are creatures of chaos. However, that does not mean they always act rashly. Any student of chaos could tell you that the chaotic quite often appear to be well-grounded and serene. They have been known to join adventuring groups, posing as anything from a travelling salesperson, to a nanny on their way to a new job, or a simple traveller on their way to a new life. They then work on sowing chaos in the group and feeding off the fallout. The More Chaotic, the More Powerful. The more chaos a paracletu has to feed on the more powerful they become. Not to be trifled with at any stage, a fully fed paracletu is a terrifying sight to behold. At this point, they shed their serene outer appearance and become the epicenter of chaos. Thair chaos magic can easily manipulate friends to fight friends or to fall in love with foe. Betrayal and madness follow closely on the heels of a well fed paracletu, if someone is foolish enough to try and stop them. Paracletu Medium humanoid (any race),any chaotic Armor Class 13 (padded) Hit Points 82 (15d8 + 15) Speed 30 ft., fly 60 ft. (hover) Saving Throws Int +4, Cha +6 Skills Arcana +4, History +4, Persuasion +8 Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks Senses passive Perception 11 Languages any three languages Challenge 4 (1,100 XP) Proficiency Bonus +2 Chaotic Power (1/Day). After completing a long rest, the paracletu can select one of the following traits, which lasts until it completes its next long rest: • Domination. The paracletu’s spell save DC becomes DC 20. • Indominable. The paracletu automatically succeeds on saving throws against enchantment spells. • Overpower. The paracletu’s spells that deal damage deal an extra 7 (4d4) psychic damage. • Trickery. A creature targeted with an enchantment spell cast by the paracletu has disadvantage on the saving throw. Innate Spellcasting. The paracletu’s innate spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). The paracletu can innately cast the following spells, requiring no material components: At will: animal friendship, animal messenger, vicious mockery (2d4) 3/day each: calm emotions, charm person, heroism, hideous laughter, sleep, suggestion 1/day each: confusion, enthrall Actions Multiattack. The paracletu makes two attacks with its spell staff. Spell Staff. Melee Spell Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (3d4 + 4) psychic damage. If the target is a creature, it must succeed on a DC 14 Wisdom saving throw or be stunned until the end of the creature’s next turn. Reactions Wrong Target. If the paracletu is targeted with an attack by a creature it can see, it can compel the attacking creature to attack a different target instead. The attacking creature must succeed on a DC 14 Wisdom saving throw or attack one of its allies that it can see within range instead of the paracletu. STR DEX CON INT WIS CHA 8 (-1) 14 (+2) 12 (+1) 14 (+2) 12 (+1) 19 (+4) 140


141 Chaotic Helpers


Pardusnisl Spotted Minstrels Pardusnisl, or Spotted Minstrels as they are sometimes called, are an enigmatic group. More mystery surrounds them, than is known about them. Where do they come from? Were they always leopard people? Where do they get their extra powers from? All is unknown. What is known is that to a claw, they are all musically gifted. Most playing multiple instruments, all gifted vocally. Watching the bardic stylings of a pardusnisl performing, many often wonder how they so quickly pick the strings of a lute with claws in the way. Off the stage they are stalwart companions. Often travelling with groups of adventurers, looking for that elusive song that will grant them a spot on the eternal stage. The eternal stage is the one other thing known about pardusnisl. Whoever their god, or gods are, they rule over something the pardusnisl call the eternal stage. Those that perform well in this life are granted a spot on the eternal stage, entertaining for eternity at their gods’ side. Because of this drive, pardusnisl have created some of the most epic songs and poems in existence. To hear a master loutist play Pardus Agit Canticum Laetitiae, considered by many to be the greatest song ever written, is to hear a room full of people break down in tears at the sheer beauty of such a masterful song. There is a tale of the battle of Mors et postea amicitia, where two fearsome armies had fought for many times many days. The piles of dead on both sides were said to have created new mountains that blocked out the sun and created a permanent dusk on the battlefield. On the fifty fifth day of battle a pardusnisl happened upon the scene and began playing their most famous song. Before long the entire battlefield was silent apart from the song and the sobs and tears of those listening. Once the song was over, rather than resume the battle, both sides joined together and killed their evil overlords. After that both lands were at peace for a hundred years and more. In combat the pardusnisl is a fearsome opponent. Able to use not only their bardic skills, but also their ability to change shape into a full leopard and to teleport around the field. Both supporting their allies and dealing damage in kind. Limited Shapeshifters. A pardusnisl can only turn into one creature, a blink leopard and while it is a powerful shape it can only be used a limited number of times a day, requiring the pardusnisl to rest in between in order to replenish both their own energies and those of the focus. In their humanoid form they fight like any bard, wielding a rapier and their music with skill and precision. Blink Leopards. The pardusnisl ability to teleport makes for an even more dangerous adversary than normal, as they have been known to blink around the field of battle, swinging at one opponent, only to appear seconds later behind another, surprising them and keeping everyone on the battlefield in a constant state of fear, for where the next blow will come from. They have even been known to climb a sheer cliff, twist and leap towards their prey, only to teleport mid air and appear behind them, finishing the leap from an angle for which their prey was not prepared. Pardusnisl Medium humanoid (leopardfolk), any alignment Armor Class 14 (padded) Hit Points 97 (15d8 + 30) Speed 40 ft. Saving Throws Dex +6, Cha +6 Skills Arcana +5, History +5, Performance +9 Senses darkvision 60 ft., passive Perception 10 Languages any two languages Challenge 5 (1,800 XP) Proficiency Bonus +3 Shapechanger (2/Day). As pardusnisl can use its action to polymorph into a blink leopord or back into its true form, which is humanoid. Its statistics are the same in each form. Any equipment it is wearing or carrying isn’t transformed. It reverts to its true form if it dies. Spellcasting. The pardusnisl is a 10th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 14, +7 to hit with spell attacks). The pardusnisl has the following bard spells prepared: Cantrips (at will): dancing lights, mending, prestidigitation, vicious mockery (2d4) 1st level (4 slots): silent image, speak with animals, thunderwave 2nd level (3 slots): enthrall, locate object, ray of enfeeblement 3rd level (3 slots): bestow curse, dispel magic, fear, tongues 4th level (3 slots): freedom of movement, greater invisibility 5th level (2 slots): awaken, hold monster Actions Multiattack (Humanoid Form Only). The pardusnisl makes three scimitar attacks. Bite (Blink Leopard Form Only). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d10 + 2) piercing damage. Scimitar (Humanoid Form Only). Melee Weapon Attack: +6 to hit, reach 5 ft, one target. Hit: 6 (1d6 +3 ) slashing damage. Teleport (Blink Leopard Form Only): The pardusnisl magically teleports, along with any equipment it is wearing or carrying, up to 40 ft. to an unoccupied space it can see. Before or after teleporting, the pardusnisl can make one bite attack. Pardus Agit Canticum Laetitiae (Humanoid Form Only). The pardusnisl plays a rendition of the greatest song ever written. Each creature within 60 feet that can hear it must succeed on a DC15 Charisma saving throw or become paralysed for 1d4 rounds as they cry at the sheer beauty of the song. Any damage the creature takes will end the effect for that creature. STR DEX CON INT WIS CHA 14 (+2) 17 (+3) 15 (+2) 14 (+2) 11 (+0) 17 (+3) 142


143 Spotted Minstrels


Patrosilvestris Protectors of the Wild So-called civilized societies appear to be ever expanding in a ceaseless search for scarce resources. As populations grow, so do the demands on food supplies and as resources are consumed, new sources must be found and exploited. Inevitably, some individuals will migrate away from civilization, seeking a simpler life where they may take up plow and shovel to work as yet untamed lands or to seek work in distant mines to delve for iron, silver, gold, or coal. These individuals often care little for the damage they may wreak upon the natural world and its fragile ecosystems. Yet there are individuals who have spent their lifetimes learning about and revering the wild, exploring and bonding with nature’s children. While many shun society or even seek to stop its advance, there are those who take a more patient approach - to educate settlers ignorant in the ways of the wild and those who would exploit the natural world on the responsible harvesting of resources. These patrosilvestri, or protectors of the wild, believe that civilization and nature can coexist in peaceful harmony, provided there is a balanced approach. The patrosilvestri are patient, calm, wise, soft spoken, and respectful of others who would seek their knowledge, yet ever vigilant against those who would cause wanton destruction without pausing for thought. They will wander through vast forest ranges, ensuring the safety of the forest and its denizens and coming to the aid of good beings in need. Should they come across evil beings, the patrosilvestri become less than patient, knowing that some beings simply are not open to peaceful coexistence. To their woe, such beings will find the patrosilvestri to be formidable foes. Patrosilvestri will form unique spirit bonds with wild creatures, most often bears or wolves. Some believe they are benevolent shapeshifters, capable of assuming the form of wild creatures as they will. Indeed, some travelers within dark and tangled forests report being followed by bears that are unfearful of the presence of humanoids, remaining in cover and calmly escorting travelers of caravans through particularly dangerous regions. It is said the eyes of such bears are unusually intelligent, and if provoked will withdraw rather than attack. Bridge Between Worlds. The patrosilvestri view themselves as a bridge between worlds. On the one hand, they revere and would protect nature to their last breath, but on the other they know the inexorable and relentless pressure of civilization will always be a danger to the wild. Thus, rather than put their own lives at risk to stop it, they have chosen instead to encourage respect for nature and guide them toward a more harmonious relationship with the natural world. Humanoids are, after all, a part of nature as well. Animal Companion. In addition to being shapeshifters, patrosilverstri are frequently found in the company of other wild creatures, most notably bears. Such wild creatures treat the patrosilverstri as kindred spirits, and are affectionate and respectful toward them. The patrosilvestri themselves are similarly bear-like: stoic, strong, fiercely protective, and capable of great violence when severely provoked. Patrosilvestris Medium humanoid (any race), lawful neutral Armor Class 13 (studded leather) Hit Points 135 (18d8 + 54) Speed 30 ft. (45 ft. in bear form) Saving Throws Str +6, Con +5, Wis +4 Skills Animal Handling +4, Athletics +6, Nature +3, Perception +4, Survival +4 Senses passive Perception 14 Languages Druidic and any two other languages Challenge 4 (1,100 XP) Proficiency Bonus +2 Charge. If the patrosilvestris is in bear form and moves at least 30 feet straight towards a target and then hits it with a melee attack on the same turn, the target takes an extra 7 (2d6) bludgeoning damage and must succeed on a DC 15 Strength check or be knocked prone. Keen Smell. The patrosilvestris has advantage on Wisdom (Perception) checks that rely on smell. Shapechanger. The patrosilvestris can use its action to polymorph into a large bear or back into its true form, which is humanoid. Its statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying is also transformed. It reverts to its true form if it dies. Spellcasting. The patrosilvestris is a 10th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). It has the following druid spells prepared: Cantrips (at will): druidcraft, mending, resistance, shillelagh 1st level (4 slots): animal friendship, entangle, goodberry 2nd level (3 slots): locate animals or plants, moonbeam, pass without trace 3rd level (3 slots): dispel magic, plant growth, speak with plants 4th level (3 slots): conjure woodland beings, locate creature 5th level (2 slots): awaken Actions Multiattack. The patrosilvestris makes three attacks with its yew staff, or one bite and two claw attacks (bear form only). Yew Staff (Humanoid Form Only). Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (1d10 + 4) bludgeoning damage. Bite (Bear Form Only). Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage. Claws (Bear Form Only). Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage. STR DEX CON INT WIS CHA 19 (+4) 12 (+1) 16 (+3) 12 (+1) 15 (+2) 13 (+1) 144


145 Protectors of the Wild


Peregrinatur Pilgrims of the Three Plains Where are the Three Plains? is a common question asked when people first meet one of the peregrinators or pilgrims of the Three Plains as they are known. The answer? Over there...no, not there, look behind you, now take a half turn to the right. Look directly ahead and you will be facing the three plains, or maybe you won’t! The truth of the matter is that the peregrinators themselves always refuse to answer the question, so no one knows where they actually come from and no map anyone can find plains of this sort on it. This has led to some outlandish theories. Everything from they are from another dimension entirely to they are just making it all up as they go! The one thing that people agree on is that they are truly amazing in combat, wielding a spear with a precision rarely seen in even the most disciplined fighting forces. They have also been seen to produce some sort of breath weapon, similar to what one might see from a dragon, albeit on a smaller scale. Unknown Ancestry. Because of their lack of communication on the subject, next to nothing is known about the origins of the peregrinators or their powers. As such, they could sport a large range of powers and abilities that have never been documented. Peregrinatur Medium humanoid (any race), lawful neutral Armor Class 15 (scale mail) Hit Points 91 (14d8 + 28) Speed 30 ft. Saving Throws Str +5, Con +4 Skills Athletics +5, Intimidation +3 Senses passive Perception 12 Languages any three languages Challenge 2 (450 XP) Proficiency Bonus +2 Ambusher. The peregrinatur has advantage on attack rolls against any creature it has surprised. Actions Multiattack. The peregrinatur makes two spear attacks. Spear. Melee or Ranged Weapon Attack: +5 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. Golden Flame Breath (Recharge 5-6). The veteran exhales fire in a 15-foot cone. Each creature in that area must make a DC 15 Dexterity saving throw or take 14 (4d6) fire damage on a failed save, or half as much damage on a successful one. STR DEX CON INT WIS CHA 16 (+3) 14 (+2) 15 (+2) 14 (+2) 15 (+2) 12 (+1) 146 Pilgrims of the Three Plains


Pinachuspugione Monks of the Whirling Blade The monks of the whirling blade, or pinachuspugione as they are commonly known, are an order of monks that focuses on a very specific weapon - a whirling, double-bladed kukuri. To see them in action is to be dazzled by a display of whirling blades that seem to defy the laws of nature and possibly time as well. The pinachuspugione, like many, are an order dedicated to good, but unlike most they are also an itinerant organization. All of their members are required to spend their time in the wilds and cities. Their contemplation of the nature of the universe is performed under the canopy of the stars; their training in any available clearing. Only the elderly that can no longer perform their duties reside in the master house, training new initiates, to send out into the world. In Touch with Nature. Due to much of their time being spent in the wilderness, pinachuspugione are much closer to nature than other monastic orders. As such, they have learned how to communicate with animals, how to befriend them, and even how to use nature’s magic to predict what weather patterns will occur. Pinachuspugione Medium humanoid (any race), any neutral Armor Class 14 Hit Points 55 (10d8 + 10) Speed 40 ft. Saving Throws Dex +4 Skills Acrobatics +4, Religion +2 Senses passive Perception 12 Languages any two languages Challenge 1 (200 XP) Proficiency Bonus +2 Innate Spellcasting. The pinachuspugione’s innate spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). It can innately cast the following spells, requiring no material components: At will: druidcraft 1/day each: animal friendship, speak with animals Unarmored Defense. While the pinachuspugione is wearing no armor and wielding no shield, its AC includes its Wisdom modifier. Actions Multiattack. The pinachuspugione makes four attacks with its double kukri. Double Kukri. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) slashing damage. STR DEX CON INT WIS CHA 11 (+0) 15 (+2) 12 (+1) 10 (+0) 14 (+2) 10 (+0) 147 Monks of the Whirling Blade


Pirata Cunning Corsairs Traversing the seas can be a dangerous venture where even the most skilled seafarer can be overwhelmed by a sudden violent tempest, ambushed by deadly creatures that lurk beneath the waves, or waylaid by pirates, raiders, and privateers. Life asea is hardly for the faint of heart, and even merchant vessels travel well-manned and well-armed to resist any potential threats. Corsair ships often navigate into and out of wellknown shipping lanes, raiding unsuspecting and illprepared vessels. Nimble and swift upon the waves, such ships are low profile, rigged with sky blue sails by day or dark grey by night to avoid detection by keen sailor eyes. At times, the only hint of a corsair ship among the waves in the distance is their wooden masts, often overlooked by all but the most observant lookouts perched in a crow’s nest. Corsair ships are crewed by fearless buccaneers also known as the pirata. The pirata are often lured into pirating through a combination of fear and greed. Some sought escape from scrounging a meager living working in the docks of coastal port cities and took up with a pirata crew that smuggled their way ashore into the rowdier, less law-abiding taverns that litter the docks, others were skilled sailors taken captive from previous corsair raids and given the choice of service or a swift watery grave, and others still chose pirating for the lure of plunder and freedom from the law. Regardless of their motivation for pursuing the path of piracy, pirata are eccentric and suspicious unless their senses are lost to a bottle of rum. They are suspicious of anyone not of their crew, never trusting their ill-gained spoils to a bank or lender but rather choosing to spend as soon as they can trade or sell their plunder. Many corsairs choose to spend lavishly when ashore; what they cannot spend is often invested in gold jewelry, golden teeth, or a fine new rapier or sabre. Despite their suspicious nature, corsairs tend to be quick-witted and engaging with those they come across ashore. At times they will take on passengers seeking covert passage or take to smuggling if their raiding of shipping lanes becomes too risky. In these cases, those bartering with a corsair will find them difficult negotiators, and their prices steep. Agile and Fearless Combatant. The nature of their work naturally selects for individuals who are both fearless and reckless. Corsairs recklessly charge into battle, be it on a boarded ship or in a tavern brawl, with no regard for their own safety. Perhaps their time raiding at sea has given them an uncanny sense of balance, as they are surefooted and not easily unbalanced. Their fighting style is precise, but equally as reckless as their attitudes; vicious thrusts of their rapier interspersed with a few dirty tricks that no formal weapon trainer would likely teach a pupil. Bawdy Performers. Corsairs ashore can be found in the seediest of taverns where drink is strong, harsh, and inexpensive. Seeking to make the most of their time ashore, they are often found leading others in singing bawdy sailing songs into the wee hours amongst dockworkers and ruffians or instigating brawls with those inebriated enough to pick a fight with them. Pirata Medium humanoid (any race), chaotic neutral Armor Class 14 (leather, buckler) Hit Points 27 (5d8 + 5) Speed 30 ft. Saving Throws Dex +4, Cha +4 Skills Acrobatics +4, Performance +4, Sleight of Hand +4 Senses passive Perception 9 Languages any two languages Challenge 1 (200 XP) Proficiency Bonus +2 Agile Seafarer. While at sea, the pirata has advantage on Dexterity (Acrobatics) ability checks. Buckler. The pirata uses a small shield, called a buckler, which grants it a +1 bonus to its AC. Nimble Escape. The pirata can take the Disengage or Hide action as a bonus action on each of its turns. Seafarer’s Feet. The pirata has advantage on Strength or Dexterity ability checks or saving throws made against any abilities that would render it grappled, prone, or restrained. Skilled Navigator. The pirata is skilled at interpreting weather patterns, ocean currents, and navigating. It has advantage on all Wisdom (Survival) skill checks made while at sea. Sneak Attack (1/Turn). The pirata deals an extra 3 (1d6) 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 an ally of the pirata that isn’t incapacitated and the pirata doesn’t have disadvantage on the attack roll. Trip. On a critical hit with its rapier, the pirata can choose to knock its target prone as a bonus action. Actions Multiattack. The pirata makes two attacks: one its rapier and one with its blunderbuss if it is available. Rapier. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage. Blunderbuss (Recharge 6). Ranged Weapon Attack: +9 to hit, range 30/120 ft., one target. Hit: 7 (1d12) piercing damage. If the target is a creature, it must succeed on a DC 14 Dexterity saving throw or have disadvantage on saving throws until the end of the target’s next turn. STR DEX CON INT WIS CHA 14 (+2) 15 (+2) 13 (+1) 10 (+0) 9 (-1) 15 (+2) 148


149 Cunning Corsairs


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