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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

Praestrutinor Keepers of the Balance The struggle for existence is often regarded as a dichotomous, never-ending battle between good and evil, light and darkness, law and chaos. Yet in reality, existence is neither good nor evil, it simply is a matter of perspective. This perspective is a reflection of the choices made and actions taken by any being possessing free will - an action taken by one being may well be regarded as “good” by those it benefits, or as “evil” by those it negatively affects. True peaceful and harmonious existence may only occur in a state of equilibrium or balance. The keepers of the balance, or praestrutinor, represent a secretive sect of impartial beings whose purpose is to ensure balance is maintained and living beings can exist with some semblance of peace. Wherever the scales of balance tip toward what other beings may consider evil or chaos, such as times of persecution, subjugation of free will, domination, and dishonorable war, the praestrutinor may be found striving to aid those in need while laying waste to those agents of chaos sowing discord. Likewise, where extreme lawfulness exists, choices are dictated, and free will is no longer tolerated, the keepers of the balance will disrupt such behaviors to ensure all beings are capable of choosing their own paths. Similarly, whenever demonic, undead, or other creatures of darkness and chaos spread their influence, the praestrutinor will oppose them, as they will any significant overt interference conducted by celestial beings. Once either forces of law or chaos are brought into check, praestrutinors take their leave. Balancing the light and darkness requires great wisdom to avoid becoming corrupted toward one extreme or the other. It is rumored the praestrutinor’s teachings are passed from one caretaker to another when they themselves perish, though it has also been speculated that the praestrutinor descend from a long line of defenders, their powers inherited through a pure bloodline of guardians tracing back millenia. The keepers of the balance are solemn in their demeanor and solitary in their existence. They will seldom interact with any other being, save those who also seek balance. Creatures whose actions reflect bias toward either good or evil, chaos or lawfulness, are regarded with quiet skepticism. In maintaining their unbiased guardianship over balance, a praestrutinor will not enter into a formal allegiance with any creature, though they will at times intervene on behalf of others to prevent the scales of balance from tipping too far in either direction. Keepers of Light and Darkness. In serving the balance, the praestrutinor is capable of wielding both holy and unholy magical powers. While most lesser beings would become tempted by pathways to the light or the darkness, the keepers of the balance in their great wisdom remain untempted by such inclinations toward either. They are both bringers of light and darkness incarnate. Banisher of Angels and Demons. In seeking to restore balance to wherever they tread, the praestrutinor will seek out and banish any beings of great power, such as celestials or demons, that they encounter. It is their belief that such undue influence in the realms of mortals is antithetical to maintaining balance, and thus such beings must be sent back from whence they came. Praestrutinor Medium humanoid (any race), true neutral Armor Class 16 (breastplate) Hit Points 187 (25d8 + 75) Speed 30 ft. Saving Throws Con +7, Int +7, Wis +10 Skills Athletics +7, History +7, Nature +7, Perception +10, Religion +7 Damage Resistances necrotic, radiant Condition Immunities charmed, frightened, paralyzed Senses passive Perception 20 Languages any four languages Challenge 11 (7,200 XP) Proficiency Bonus +4 Favored Enemy: Celestials, Demons, and Fiends. The praestrutinor has advantage on Wisdom (Survival) checks to track its favored enemy, as well as Intelligence (History) checks to recall information about them. Spellcasting. The praestrutinor is a 15th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 18, +10 to hit with spell attacks). It has the following cleric spells prepared: Cantrips (at will): guidance, light, resistance, sacred flame (3d8), spare the dying 1st level (4 slots): bane, bless, detect evil and good, protection from evil and good 2nd level (3 slots): hold person, locate object, silence, spiritual weapon 3rd level (3 slots): beacon of hope, daylight, dispel magic 4th level (3 slots): banishment, death ward, divination, locate creature 5th level (2 slots): dispel evil and good, planar binding 6th level (1 slot): forbiddance, heal 7th level (1 slot): symbol 8th level (1 slot): antimagic field Spiteful Attacks. The praestrutinor deals critical damage to celestials, demons, or fiends on an attack roll of 19 or 20. Weapon of Light and Dark. The praestrutinor’s weapon attacks are magical and deal an additional 13 (3d8) necrotic or radiant damage (its choice, included in its attack). Actions Multiattack. The praestrutinor makes three attacks with its staff of balance. Staff of Balance. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage plus 13 (3d8) necrotic or radiant damage (its choice). STR DEX CON INT WIS CHA 16 (+3) 14 (+2) 16 (+3) 16 (+3) 22 (+6) 17 (+3) 150


151 Keepers of the Balance


Praexsul Leaders of the Hidden Wherever conflict or war arise, so inevitably a victor inevitably rises while servitude and subjugation await the vanquished. To the victor go the spoils, whatever remains of the conquered —land, gold, and resources. Those who have been defeated are often left with a choice: to attempt to rebuild under the watchful eyes of those who defeated them, or to flee and attempt to rebuild in a new area, free from whatever consequences might arise from their defiance. Often such groups will seek refuge in the wilderness where they can either attempt to lead in insurrection and strike at their foes, or where they may attempt to live in relative peace once more. Inevitably, leaders must arise from those who flee into the wilds or seek refuge in ancient hidden ruins. The survival of refugees often depends on the will and guidance of a praexsul who offers both hope and strength where otherwise there might be none. These groups may be overburdened with the elderly, infirm, or children, as many able-bodied individuals may have been lost in the fighting that preceded their flight. As a result, praexsul are business-like and efficient, with little time for idle chatter or frivolities, and are ferociously protective of their wards. They are highly regarded leaders of their communities, able to carefully influence and negotiate with others, as they know any internal strife or discord could jeopardize the fragile morale of those whom they lead. Praexsul place the interests of their group above all else, even their own self-interest. Often they possess modest magical abilities, and are able to carefully evaluate and predict whatever is next required to ensure the survival of their group. They use their magical abilities to keep careful watch over their wards, and they may sense when danger approaches. Due to their highly protective nature, they are quite suspicious of outsiders, and thus may take additional precautions to protect their groups. Outsiders are often met by scouts well before they are near to the newly constructed settlements led by a praexsul, and such visitors are muffled, gagged, blindfolded, and disoriented some distance away lest they deliberately or inadvertently reveal the location of a hidden camp. As with many individuals that find themselves in a position of power, praexsul are often convinced in their own path and decision making. While they may solicit advice from others within their group, in the end their decision is final. They are highly intelligent and can tactfully navigate delicate situations in a mostly firm and respectful manner. Observant Leaders. Often a praexsul never anticipated being in a position where the lives of others depended on them. Their skills come from a keen and analytical mind, capable of anticipating issues before they arise and directing settlement members according to their strengths and abilities. Despite never having received a formal education, praexsul are efficient and competent, directing daily activities with ease while shouldering the burden of whatever issues may arise. They know the survival of their group may well depend on them. Rebuff Their Charms. Praexsuls are so in-tune with their thoughts and emotions that they are unable to be charmed by another. Should someone try and persuade them through magical means, they could soon find themselves under the praexsul’s influence instead. Praexsul Medium humanoid (any race), lawful good Armor Class 13 Hit Points 33 (6d8 + 6) Speed 30 ft. Saving Throws Wis +5, Cha +5 Skills Insight +5, Perception +5, Persuasion +5, Survival +5 Condition Immunities charmed Senses passive Perception 15 Languages any two languages Challenge 1 (200 XP) Proficiency Bonus +2 Inspiring Presence. Any allied creature within 60 feet of the praexsul that can see and hear it has advantage on Wisdom and Charisma ability checks and saving throws. Keen Observer. The praexsul has advantage on Wisdom (Insight, Perception) and Charisma (Deception, Intimidation, Persuasion) checks. Spellcasting. The praexsul is a 5th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). It has the following spells prepared: Cantrips (at will): mending, minor illusion, poison spray, spare the dying 1st level (4 slots): alarm, detect poison and disease, sanctuary 2nd level (3 slots): augury, detect thoughts 3rd level (2 slots): clairvoyance, nondetection Actions Multiattack. The praexsul makes two dagger attacks. Dagger. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage. Rousing Command. The praexsul utters a bold command, bolstering its allies. Any allied creature within 60 feet of the praexsul that can hear and see the praexsul can move an additional 10 feet on its next turn. In addition, it makes attack rolls with advantage during that turn. Reactions Uncharmable. If the praexsul is targeted with a spell or spell-like effect that attempts to charm it, the spell fails and the spellcaster must make a saving throw as if praexsul originally cast the spell on that creature. On a failure, the spellcasting creature is under the effect of the spell or spell-like ability as if it were cast by the praexsul, which does not require concentration even if the original spell required it. STR DEX CON INT WIS CHA 9 (-1) 16 (+3) 13 (+1) 14 (+2) 16 (+3) 16 (+3) 152


153 Leaders of the Hidden


Precivenandum Bounty Hunters On town notice boards and overheard in hushed tones within dingy taverns, from formal decree, and from the mouths of individuals desperate for justice, any number of potential quests can be found for those willing to take on the risk. Sometimes these may be mundane, such as escorting a trade caravan across dangerous brigand-infested regions, or more personal - such as a desperate search for a kidnapped loved one. Some advertisements will offer a bounty or reward for the capture or elimination of some infamous criminal. Precivenandum, or bounty hunters, are lone mercenaries who excel at taking on such assignments. Traveling from settlement to settlement, bounty hunters take on whatever assignments they can, hoping to make a name for themselves while earning good coin and notoriety while doing so. As they themselves may often have a less than virtuous past, they have minds that often think similarly to criminals - thus they understand what actions and motivations may drive such beings, allowing them to more easily anticipate their actions and track them down. There is no mistaking a bounty hunter when they venture forth into a new town - they carry themselves with an arrogant swagger, demonstrating their weapons and tools of their trade openly for all to see. The reputation of a bounty hunter will often precede them, and a precivenandum will go to great lengths to preserve their notoriety. In taverns, they often find themselves inundated with requests for aid, yet desperate pleas will fall on deaf ears - they only choose the richest rewards to pursue. Precivenandum thus appear uncaring toward the plights of the common folk, which offer little other than satisfaction, and will leave such quests for those of a more noble and altruistic nature. Yet they will boastfully tell any and all within earshot of their latest exploits, further bolstering both ego and reputation. Each scratch, scar, and mark has a tale to tell, and one can seldom tell if their outlandish tales are gross embellishments or genuine truth. Despite their cleverness, the arrogance and attitude of a bounty hunter may blind them to danger, yet for the most part they have survived due to their skills which allow them to navigate out of many vicious situations. They lack subtlety, yet on rare occasions can be discrete if absolutely required. Bounty hunters tend not to associate themselves with other adventurers, preferring to operate alone. Perhaps this is to avoid sharing in the spoils of a bounty, though on rare occasions where a particularly handsome reward is offered or a perceived threat is too large, they may make exceptions. Those who engage their services or associate with a precivenandum will find them difficult individuals to deal with, as they tend to be arrogant and condescending, more concerned with gold and reputation than any purpose. To a precivenandum, the end - gold - will always justify the means, and thus their methods are often brutal yet efficient. Master Tracker. Bounty hunters excel at tracking down their quarry, particularly humanoids. They understand how a criminal mind works, and take great joy in toying with the minds of their targets before making a grand entrance to take their bounty. Precivenandum Medium humanoid (any race), any chaotic Armor Class 14 (studded leather) Hit Points 142 (19d8 + 57) Speed 30 ft. Saving Throws Str +6, Dex +5, Cha +6 Skills Athletics +6, Deception +6, Performance +6, Stealth +5 Senses passive Perception 10 Languages any two languages plus thieves’ cant Challenge 5 (1,800 XP) Proficiency Bonus +3 Brutally Efficient. The precivenandum deals critical damage on attack rolls of 18, 19, or 20 made against creatures with less than half of their maximum hit points. They have advantage on attack rolls made against creatures with less than a quarter of their maximum hit points. Charmingly Arrogant. The precivenandum has advantage on Charisma (Deception, Intimidation, Performance, Persuasion) checks when interacting with creatures of chaotic alignment, but disadvantage on all Charisma checks when interacting with lawfully-aligned creatures. Cunning Action. The precivenandum can take the Dash, Disengage, or Hide actions as a bonus action on its turn. Dirty Fighting (1/Turn). The precivenandum deals an additional 7 (2d6) damage when it hits a target with a weapon attack and has advantage on the attack roll. The target must succeed on a DC 15 Strength or Dexterity save or be knocked prone. Master Tracker. The precivenandum adds its Charisma bonus to its Wisdom (Survival) checks when tracking creatures, and has advantage on Wisdom (Survival) checks made when tracking humanoids. Actions Multiattack. The precivenandum makes three machete attacks. Machete. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 3) slashing damage. Blunderbuss. Ranged Weapon Attack: +5 to hit, range 20/60 ft., one target. Hit: 15 (2d12 + 2) bludgeoning damage. Reactions Counterblow. If the precivenandum takes critical damage from a melee attack, it can make a melee attack with advantage against the attacker. STR DEX CON INT WIS CHA 17 (+3) 15 (+2) 16 (+3) 13 (+1) 10 (+0) 16 (+3) 154


155 Bounty Hunters


Sacculari Crafty Cutpurses While any number of threats exist outside of civilization, relatively few beings consider the threats that lurk within the walls and palisades of cities and settlements. Arguably greater dangers lie within, particularly for the unsuspecting or naive. Most creatures will pursue an honest living, yet there are some choose instead to prey upon others. The sacculari are not known for their subtlety, their cunning, or their foresight. Rather, they are direct and impulsive, using brute force to obtain whatever coin and valuables they can. Often found in areas of cities less frequented by members of the law, these cutpurses skulk in hidden alleys, waiting for drunken tavern patrons to stumble forth into the night. Once outside, away from tavern bouncers and the relative safety of numbers, sacculari find easy prey in lone targets or even small groups - at times these ruffians will band together and form loosely allied bands to better relieve their victims of coin. Should one particularly clever and coercive member step forward they may even begin to form criminal organizations, but owing to the nature of their members, such groups are fragile, prone to infighting, and tend to have rapidly changing leadership as their former bosses conveniently disappear rather frequently. There is no mistaking a sacculari —burly and ill-kept, their clothing is usually grubby and in poor condition. They are boorish and threatening toward others, particularly when they consider themselves at an advantage over their targets. While initially they may firmly request a target simply hand over their coin, things rapidly escalate should they not get their way - cutpurses have no issues with making open threats against those they view as weaker than themselves. The only possessions a sacculari appears to value are their weapons - crossbows are oiled and well maintained, and daggers are kept sharpened and ready for use. These they will carefully conceal, preferring the threat of fists to intimidate their enemies at first. Knowing the repercussions of drawing weapons may be severe if caught or if their potential victims are up for a fight, they choose to not play their hand too aggressively - at first. Cowardly Nature. Despite their aggressive and uncultured approach, sacculari are cowards by nature and will hesitate to actually engage in combat. They greatly prefer bluffing and intimidating other beings into submission, and will flee if opposed by stronger creatures they may have misjudged. They have a strong sense of self preservation, and if unable to escape they quickly yield and become much more acquiescent - at least until they are able to slip a dagger into the back of whomever embarrassed them. Dirty Tricks. Cutpurses are not known for their virtuous ways - they may lure their unsuspecting victims into blind alleys, where their allies may encircle them before violently beating and mugging them. Other times, for more rich or dangerouslooking creatures, they may choose to encircle them and use the threat of several well-placed crossbow bolts to intimidate. At times they may attempt to deceive their victims into simple traps. Should they fail to intimidate their victims, a sacculari may employ any number of dirty tricks on their targets. Such a lifestyle cares not at all for honorable combat, so they may blind their opponents with handfuls of dust. Sacculari Medium humanoid (any race), chaotic neutral Armor Class 14 (studded leather) Hit Points 45 (10d8) Speed 30 ft. Saving Throws Str +4, Cha +3 Skills Athletics +4, Deception +3, Intimidation +3, Investigation +4 Damage Resistances poison Senses passive Perception 9 Languages any two languages plus thieves’ cant Challenge 1 (200 XP) Proficiency Bonus +2 Alley Dweller. The sacculari has advantage on Charisma (Deception, Intimidation) checks while in darkness and in an urban setting. Cheat Death. If the sacculari is reduced to 0 hit points but not killed outright, it can drop to 1 hit point instead. Dirty Fighting (1/Turn). When the sacculari makes a melee weapon attack against a creature on its turn, it can add one of the following effects to its attack: • Disarm. The sacculari chooses an item the target is holding. On a hit, the target takes an additional 2 (1d4) piercing damage and must succeed on a DC 11 Dexterity saving throw or drop the object. The object lands at its feet. • Mocking Blow. On a successful attack, the target only takes 1 damage, but must succeed on a DC 13 Charisma saving throw. On a failed save, the target has disadvantage on its next melee attack. • Shove. On a successful attack, the target must succeed on a DC 13 Strength saving throw or be pushed 10 feet away from the saccularia. Actions Multiattack. The sacculari makes two attacks with its shortsword or one with its light crossbow. Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage. Light Crossbow. Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 6 (1d8 + 2) piercing damage. Reations Dirty Trick. When the sacculari is targeted by a melee attack, it can use its reaction to throw debris into the attacker’s eyes, forcing it to make a DC 11 Dexterity saving throw. On a failure, the attacker has disadvantage on attack rolls until the start of its next turn, including on the triggering attack. STR DEX CON INT WIS CHA 14 (+2) 15 (+2) 11 (+0) 13 (+2) 8 (-1) 12 (+1) 156


157 Crafty Cutpurses


Sacerdosmatris Priests of the Mother In the long forgotten places, there are ancient relics of long lost civilizations. Many cultures worshiped a blessed mother figure, an earth mother, responsible for the seasons and the cycles of nature. Many philosophers believe that these deities were all the same, all facets of one being —while others believe that they were separate entities, responsible for their small sphere of influence and nothing more. Sometimes, these philosophers turn explorers and go looking for the evidence to back their claims; many return empty handed, while some never return. An even smaller number of those that return, come back changed. Through luck, knowledge, or perhaps providence, they find what they were looking for and become something more than they once were. The relics of the mother still retain her power. When the mother deems someone worthy of attention, a portion of that power is transferred to the curious traveler, changing them from a mere traveler; from a philosopher, into one of the sacerdosmatris, or priests of the Mother. These priests travel the land, speaking of the mother, attempting to get those they meet to understand the balance of all things, tending to the sick, helping where needed. It is not uncommon to see a sacerdosmatris tending a herd, or helping a farmer with their crops, or simply sitting in the middle of a meadow and contemplating the beauty of existence. Sacerdomatris tend to be slow to anger, like a placid lake. They remain calm in even the worst of situations, preferring to weigh their options before acting. They can erupt like a volcano when needed however, and act when required. Because none know how the mother chooses her acolytes, there is a great range of differences between her adherents. They come from all walks of life and one is just as likely to see a goblinoid or orcish priest, as a human or elvish one. While they may all be from different paths, they share a love of the mother and work all their days to protect her and her children, most having left whatever life they lived prior behind. Druidic Priests. Due to their attachment to nature, they draw some of their power from the earth itself. However, their power is still divine in nature and spells they wield that would normally be considered of the earth, have their roots in divine magic. Protecting the Mother. Everything in nature works by symbiosis; each creature supporting each other, whether it is as prey, or predator, helper, or helpless. Humanoid races are the only ones that can move outside of this system, should one of the sacerdomatris come upon someone acting outside of nature; be it a lich who blights the land with their presence or woodcutters cutting beyond that which is sustainable. The sacerdosmatris will take steps to rectify the problem and restore balance. Branch of the Forest. Bestowed as a gift, sacerdosmatri carry a Nature’s Branch, which symbolizes their love for the very place they hold dear. While is can be wielded as a weapon, these branches allow for a quick identification of their carriers. Sacerdosmatris Medium humanoid (any race), true neutral Armor Class 14 (padded) Hit Points 110 (17d8 + 34) Speed 25 ft. Saving Throws Con +5, Wis +6 Skills Insight +6, Perception +6, Religion +6 Senses passive Perception 16 Languages Druidic plus any two languages Challenge 5 (1,800 XP) Proficiency Bonus +3 Call on the Mother. The sacerdosmatris calls upon The Mother to augment its powers. Any time the sacerdosmatri deals damage with its nature’s branch weapon, it can use a bonus action on that turn to heal another creature it can see within 30 feet of it for the amount of force damage done. Magic Resistance. The sacerdosmatris has advantage on saving throws against spells and other magical effects. Spellcasting. The sacerdosmatris is a 5th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 14, +6 to hit with spell attacks). The sacerdosmatris has the following spells prepared: Cantrips (at will): druidcraft, poison spray, thaumaturgy 1st level (4 slots): cure wounds, detect magic, entangle, protection from evil and good, speak with animals 2nd level (3 slots): animal messenger, ray of enfeeblement 3rd level (2 slots): daylight, remove curse Actions Nature’s Branch. Melee Spell Attack: +6 to hit, reach 10 ft., one target. Hit: 5 (1d10) force damage. Reactions Spell Reflection. If the sacerdosmatris makes a successful saving throw against a spell, or a spell attack misses it, the sacerdosmatris can choose another creature (including the spellcaster) it can see within 120 feet of it. The spell targets the chosen creature instead of the sacerdosmatris. If the spell forced a saving throw, the chosen creature makes its own save. If the spell was an attack, the attack roll is rerolled against the chosen creature. STR DEX CON INT WIS CHA 12 (+1) 16 (+3) 14 (+2) 16 (+3) 17 (+3) 14 (+2) 158


159 Priests of the Mother


Saevar Battle Berserkers In the heat of battle, there are those who grimly set about their task with both regret and abhorrence for what they may do. The horrors of battle and its aftermath may break the minds of even the strongest of warriors, causing them to flee before their enemies. Most soldiers, should they survive, are forever changed and never regarded the same by those they once knew. However, there are some who, when faced with carnage and mayhem, are veritable engines of destruction, their rage powering their arms and allowing them to shrug off even the most devastating of blows. These crazed warriors are feared no matter where they go, and are dubbed the saevar - berserkers. Many saevar started out as nothing more than common soldiers - commoners conscripted into wars they knew little of and serving lords who cared little for them and whom they gave little thought to in return. Given nothing more than a pair of blades and the tattered remnants of armor of whatever poor unfortunates wore them before, they were thrust into combat without any preparation. Perhaps it was seeing their boon comrades or those they were conscripted alongside with slain or the realization that they needed to take a life to preserve their own that caused their minds to break, but whatever the cause the saevar’s inner rage was released to the woe of those facing them. When not in combat, saevar are known for their fondness for excess - for excess drink, excess pleasure - anything to avoid acknowledgement of the horrors they have witnessed. They are frequently found in taverns or wherever they can soothe the remnants of their sanity. They, therefore, live as though their next day might be their last, which it very well may be as they never know when they will be called upon again. Berserkers will gamble freely and openly, spending whatever meager coin their service has provided them and may take whatever work they can find. That said, they are notoriously unreliable for any work other than fighting and are prone to random outbursts of aggression. Their attitudes are uncaring and selfish, yet within their shrouded eyes reveal a deep pain, and that they are haunted by the horrors they have witnessed. Saevar are found in vanguards and serve as shock troops to advancing armies, sowing chaos and fear amidst their enemies. When not pressed into service, but rather on whatever mission will allow them to refill their cups, they are rash and aggressive, prone to rushing into battle whereas cooler heads may find other solutions. Berserker Rage. Whenever battle is to be joined, a saevar will enter the fray without hesitation or consideration for their own safety, often with a maniacal glint in their otherwise cold and empty eyes. They attack with reckless abandon; their strikes so wild and powerful they will often overpower even welltrained and battle-hardened warriors. When their full rage overcomes them, their blows are so devastating they often outright slay their opponent, yet those that can withstand the berserker’s onslaught will find the saevar vulnerable to counterattack. While in their rage, saevar feel neither pain nor fear, and are immune to any mind-altering effects that would stop most creatures in their tracks. Saevar Medium humanoid (any race), chaotic neutral Armor Class 13 Hit Points 97 (13d8 + 39) Speed 30 ft. (45 ft. while raging) Saving Throws Str +6, Dex +5 Skills Athletics +6, Intimidation +3 Damage Resistances bludgeoning, piercing, and slashing from nonmagical weapons Condition Immunities charmed, frightened Senses passive Perception 8 Languages any one language Challenge 4 (1,100 XP) Proficiency Bonus +2 Berserker’s Rage (3/Day). As a bonus action on its turn, the saevar can enter into a berserker’s rage that lasts for one minute or until the saevar is incapacitated. The saevar gains the following benefits: • The saevar has advantage on Strength checks and saving throws. • The saevar gains an additional 15 feet of movement speed. • The saevar has advantage on all melee attack rolls, and deals critical damage on an attack roll of 19 or 20. • Melee attacks made against the saevar are made with advantage until the rage ends. Death’s Embrace. The saevar regains only half of any hit points regained by magical means, and has disadvantage on death saving throws. Howl of Fury. As a bonus action, the saevar unleashes a bloodcurdling howl of fury. Any allied creature within 60 feet of the saevar that can hear it deals an additional 2 (1d4) damage on melee attacks. Any enemies of the saevar within 60 feet of it must succeed on a DC 11 Wisdom saving throw or make their next attack roll with disadvantage, and have disadvantage on all Wisdom saving throws made against being frightened. Reckless. The saevar has disadvantage on Charisma (Deception, Persuasion) checks. Actions Multiattack. The saevar makes four attacks with its blades. Blades. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage. Reactions Furious Counter. When the saevar is hit with an attack that deals damage, it can make an attack against a target within range. If the saevar takes critical damage, it can make two attacks against a target within range with advantage. STR DEX CON INT WIS CHA 18 (+4) 17 (+3) 16 (+3) 9 (-1) 7 (-2) 12 (+1) 160


161 Battle Berserkers


Scaenicus Mischievous Troubadours Skilled performers are often held in high regard wherever they are found. Commoners look forward to distraction from the mundane drudgery of their life and the wealthy nobility wish to be entertained for sheer frivolity. While many individuals can pick up a lute or set of pipes to busk or play in taverns for the entertainment of all, the most highly sought after performers are those who have studied and trained diligently with other master performers. These individuals are well-read and have studied great theatre works of tragedy, comedy, and drama. Scaenicus, or troubadours, are a group of wandering performers often commissioned by wealthy merchants or nobility to perform at their events. Their patrons, ever seeking to climb the social ladder and demonstrate their wealth and influence to their peers, spend exorbitant amounts of coin to ensure the highest level of entertainment they can as they negotiate dealings with their peers. As such, troubadours will often spend long months perfecting a unique theatre piece for their patrons, designed to delight the senses of those who watch their masterpieces. Traveling from city to city, a scaenicus will often stop at smaller villages along the way, offering entertainment in exchange for food, drink, and a warm bed for a few nights. Inns and taverns will often scramble to secure such offers, for nights on which a scaenicus troupe performs will pack a tavern and allow the owners to reap perhaps a months’ worth of coin on a single night. At times they will travel with carnivals, circuses, or other entertainers for safety and the promise of consistent coin during difficult times or in less affluent regions, but the scaenicus can navigate any social circle effortlessly. They may travel with an entourage along with a number of draft horses; the better to haul their props and numerous trunks of clothing and costumes with them. The scaenicus are quick witted by nature, but careful with both thought and spoken word - an ill-advised word toward a patron could potentially devastate the career of a troubadour, and reputations spread much more quickly than one can travel. They are therefore exceedingly courteous, their manners refined enough to impress even the highest of noble circles, and they treat even the lowliest beggar with the same courtesy as they would a great lord. Enchanting Performances. The performances of the scaenicus are brilliantly executed, their tragedies leaving not a single dry eye amongst their audience and their comedies having revelers roll about in mirth, roaring with laughter. Their masterpieces often incorporate twists of magic, illusions confusing the eye and just the faintest of scents or enchantments bringing the tales of the scaenicus to life. Story Weavers. Seldom will a troubadour encounter trouble of any kind. However, there are rare occasions when a jilted lover or a jealous spouse of a past fling may take issue with the actions of a scaenicus, or a drunken ruffian may deem them to be an easy target. In most cases, the scaenicus is able to weave their way out of such situations by clever word alone, but if not a would-be foe will find to their woe that the scaenicus often has any number of daggers hidden amongst their often outlandish clothing. Scaenicus Medium humanoid (any race), chaotic good Armor Class 14 (padded) Hit Points 93 (17d8 + 17) Speed 30 ft. Saving Throws Wis +5, Cha +6 Skills Acrobatics +5, History +4, Insight +5, Performance +8, Persuasion +6 Senses passive Perception 13 Languages any four languages Challenge 3 (700 XP) Proficiency Bonus +2 Masterful Performer. The scaenicus has advantage on Charisma (Performance, Persuasion) skill checks. Spellcasting. The scaenicus is an 8th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). The scaenicus has the following bard spells prepared: Cantrips (at will): message, minor illusion, prestidigitation, vicious mockery (2d4) 1st level (4 slots): charm person, disguise self, hideous laughter, silent image 2nd level (3 slots): detect thoughts, hold person, suggestion 3rd level (3 slots): hypnotic pattern, major image 4th level (2 slots): greater invisibility, polymorph Taunt. The scaenicus can use a bonus action to taunt one creature within 30 feet of it. If the target can hear the scaenicus, it must succeed on a DC 13 Wisdom saving throw or have disadvantage on ability checks, attack rolls, and saving throws until the end of its next turn. Actions Multiattack. The scaenicus makes two dagger attacks and uses Flurry of Daggers if available. Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage plus 2 (1d4) poison damage. If the target is a creature, it must succeed on a DC 13 Constitution saving throw or be poisoned until the end of its next turn. Flurry of Daggers (Recharge 6). The scaenicus throws a barrage of daggers in a 15-foot cone in front of it. Each creature in the area must succeed on a DC 14 Dexterity saving throw, taking 15 (6d4) piercing damage on a failed save, or half as much on a successful one. Terrifying Visage (1/Day). The scaenicus creates an elaborate visage, realistic to those who behold it. Any creature within 60 feet of it that can see the visage must succeed on a DC 15 Wisdom saving throw or become frightened of it for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. STR DEX CON INT WIS CHA 12 (+1) 16 (+3) 13 (+1) 14 (+2) 16 (+3) 19 (+4) 162


163 Mischievous Troubadours


Sicariar Master Assassins Whether in the secluded corner of a dingy, poorly lit tavern or via a clandestine meeting in a back alley, anyone can procure illicit goods and services if they know where to seek them and whom to ask. Black markets and thieves’ guilds thrive in less affluent regions of cities, particularly those that are commercial centers or trade hubs where any number of individuals travel to and from, bringing with them their unique talents or exotic goods. While generally a vile service, there are times when one might need a threat eliminated with the utmost discretion. Rather than hiring a band of ruffians or thugs to to send a warning, crime lords may prefer a more subtle approach and enlist the services of a sicariar. These master assassins are highly skilled at entering even the most well-protected and secure locations with ease, eliminating their target by whatever means their contract decrees, and escaping with no one the wiser to their presence. Their methods vary from the gruesome - a garrotted rival gruesomely displayed as a warning to a rival - or the subtle, where their target appears to simply pass into the void in their sleep. As their profession requires the utmost discretion, sicariar are found only when they want to be, and are often contacted only through intermediaries to protect both their identities and those of their employers. Only when final negotiations have come to fruition will they meet with their employer to obtain critical information regarding their target - the nature of the defenses surrounding them, their habits, tendencies, and any scraps of knowledge that can help the sicariar plan an appropriate course of action. They are very focused, no detail overlooked in planning their attack, and leave nothing to chance. As a result, a sicariar may come across as overly paranoid, however the results of their work are a testament to their attention to detail. Their approach is methodical as the master assassin’s mind formulates their plan, and they are patient as well; as part of their contract, employers must acknowledge that a flawless assassination may take weeks or even months to execute to perfection. However, anyone employing a sicariar may rest easy knowing that the deed will be carried out flawlessly and to their precise specifications. Nimble Fingers and Mind. While a sicariar disdains common thievery, they will at times acknowledge that their unique skills allow them to not only carry out assassinations but also allow them simultaneously obtain documents or items that may be of use to their employers. They are incredibly adept at opening even the most complex and wellcrafted of locks, and they almost have an additional sense for the presence of traps that the less than wary might be ensnared by. Caution and discretion are two words a sicariar lives by. Master of Poisons. Sicariar are highly knowledgeable regarding the alchemical brewing of and application of poisons and toxins. They may formulate tasteless, odorless, and nigh undetectable poisons that may act either immediately or with a delayed response, slowly weakening their victim before killing them to give plausible deniability toward their employer as needed. Sicariar Medium humanoid (any race), lawful evil Armor Class 17 (studded leather) Hit Points 77 (14d8 + 14) Speed 30 ft. Saving Throws Dex +8, Wis +7 Skills Acrobatics +8, Investigation +5, Perception +7, Sleight of Hand +8, Stealth +11 Damage Resistances poison Senses passive Perception 17 Languages any two languages plus thieves’ cant Challenge 8 (3,900 XP) Proficiency Bonus +3 Deadly Ambusher. The sicariar adds its Dexterity modifier (+5) to its initiative rolls. Additionally, if the sicariar has advantage on its attack roll, the target takes an additional 9 (2d8) damage. Perceptive. The sicariar has advantage on Intelligence (Investigation), Wisdom (Perception), and Dexterity (Sleight of Hand) checks to when dealing with traps. Poison Master. As a bonus action, the sicariar may apply poison to its weapon (lasts for up to 1 minute, used on first successful hit) or to food/ drink for ingestion (lasts for 1 hour). It may use the following poisons: • Noxious. The target must succeed on a DC 15 Constitution saving throw or take 22 (5d8) poison damage and become poisoned. The poision lasts until cured. • Paralytic. The target must succeed on a DC 15 Constitution save or be paralyzed for 1 minute. Stealthy. The sicariar has advantage on Dexterity (Stealth) checks. Actions Multiattack. The sicariar makes three shortsword attacks. Shortsword. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 8 (1d6 + 5) piercing damage. Bolas. Ranged Weapon Attack: +8 to hit, range 20 ft./60 ft., one target. Hit: 5 (1d4 + 5) bludgeoning damage. If the target is a Large or smaller creature, it is knocked prone and restrained (escape DC 16). Garrote (Recharge 5-6). Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 7 (1d4 +5) slashing damage. If the target is a creature, it is restrained (escape DC 16). A restrained creature is knocked prone and is suffocating. STR DEX CON INT WIS CHA 15 (+2) 20 (+5) 13 (+1) 15 (+2) 19 (+4) 14 (+2) 164


165 Master Assassins


Silvasirenis Empowered Enchantresses The empowered enchantress is one who, owing to an ancient, noble, and fair bloodline, possesses a rare combination of both unique innate beauty, keen intelligence, and natural magical ability. Brought up in familial country estates wanting for nothing and having servants cater to their every whim, the enchantress was schooled by the finest tutors and most learned scholars their family could procure. Curriculum by day consisted of the fine arts - music, poetry, and performance; while by night the enchantress pored over tomes of history, languages, and magic. An adept student with an unrelenting thirst for knowledge, their intelligence rapidly exceeded even the wildest expectations of their teachers. From these intensive studies emerged a brilliant being, learned in the ways of enthralling others be it through spoken word, strum of a lute, or through the subtle weaving of enchantments upon an unsuspecting victim. Though a remarkably quick study at magic of many schools, the enchantress focused her fascinated attention upon spells that beguile the mind and ensnare the senses. Alarmed with their pupils expanding magical powers and ability to manipulate the unsuspecting, the enchantress’ magical teachers became concerned that they would soon be unable to best a thirst for power and propensity to bend others to their will. In an attempt to restrain and focus their pupil, the teachers attempted to weave mental constraints and psychic chains within their student’s mind - never knowing, in fact, that they were the ones being manipulated. Their attempts at controlling the enchantress backfired, the enchantress using the subtle psychic linkages to their tutors to siphon their knowledge and wisdom, thereby expanding and magnifying the enchantress’ powers - at a cost to their sanity. They are prone to take offense quickly, and other beings note the quick temper and outbursts of anger from them. Their actions and speed are notably impulsive, as though different personality traits were absorbed from the minds of their former tutors. No longer constrained by the limitations placed upon them by their teachers, the enchantress amplified their abilities, becoming empowered. Such empowered beings have become known as the silvasirenis. Beguiling Senses. Whether or not through magical means, the silvasirenis appears to always be surrounded by beauty. A nearby creature may catch an elusive whiff of an enticing smell, the sun may always appear to shine when they are around, food may taste that much more succulent, and the drink may flow more freely. Some say that the appearance of the silvasirenis subtly varied to any who view them, perhaps caused by a carefully constructed magical illusion that surrounds them. Nonetheless, the silvasirenis is constantly attended to by a veritable horde of admirers, though the intent of the enchantress may be less than virtuous. Naive Spirit. Despite their unpredictable and uninhibited nature, the silvasirenis still spent the majority of their time sheltered from the outside world. Despite their propensity to cause havoc through their subtle manipulations, the silvasirenis remains naive and curious as would a small child, and at times they may pause whatever schemes they may concoct in the pursuit of knowledge. Silvasirenis Medium humanoid (any race), chaotic neutral Armor Class 11 (14 with mage armor) Hit Points 71 (13d8 + 13) Speed 30 ft. Saving Throws Int +7, Cha +6 Skills Arcana +7, Deception +6, Insight +3, Performance +6, Persuasion +6 Senses passive Perception 11 Languages Common, Elvish, Sylvan, and any other two languages Challenge 4 (1,100 XP) Proficiency Bonus +2 Beguiling Presence. Creatures within 10 feet of the silvasirenis have disadvantage on Wisdom and Charisma saving throws. Silver Tongue. The silvasirenis has advantage on Charisma (Deception and Persuasion) checks. Spellcasting. The silvasirenis is a 10th-level spellcaster (wizard 9/bard 1). The silvasirenis’ spellcasting ability is Intelligence (spell save DC 15, +7 to hit with spell attacks). The silvasirenis has the following bard/wizard spells prepared: Cantrips (at will): dancing lights, message, minor illusion, vicious mockery (2d4) 1st level (4 slots): charm person, detect magic, disguise self, hideous laughter, mage armor 2nd level (3 slots): alter self, hold person, suggestion 3rd level (3 slots): counterspell, hypnotic pattern, major image 4th level (3 slots): confusion, greater invisibility, phantasmal killer 5th level (2 slots): geas, modify memory Actions Multiattack. The silvasirenis makes two dagger attacks. Dagger. Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 3 (1d4 + 1) piercing damage. Ensnare Senses. The silvasirenis creates an enticing illusion in the mind of a creature within 60 feet of it that it can see. The target must succeed on a DC 14 Intelligence saving throw or become incapacitated for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a successful save. The silvasirenis can only use Ensnare Senses on one creature at a time. STR DEX CON INT WIS CHA 8 (-1) 13 (+1) 12 (+1) 20 (+5) 13 (+1) 18 (+4) 166


167 Empowered Enchantresses


Sororincantation Sisters of Enchantment The sororibusincantoinum, or Sisters of Enchantment, as they are more commonly known are, contrary to the name, not a cloistered order. Instead, they wield the magic of the lower planes to charm and deceive the wicked and the gullible, as well as to spread their message of love. While worship is not the right word, the sisters do have an allegiance or an understanding with those known as succubi. Much of their power is derived from these magical creatures and other creatures that use charm and enchantment to affect the minds of other living creatures. While they are called the Sisters of Enchantment, their order does not stop any who pass their doors from joining. Only a willingness and interest in the arts of enchantment and the urge to spread the order’s message of love to all is necessary to join the order. Those initiated in the secrets of the order, spend many years traveling the world, giving the gifts of love and friendship to all they meet. Many have tried to point out that the love and friendship are false, generated by means most magical. But the sisters have a saying: “It matters not where the love comes from, just that it be felt.” They believe that there is a dearth of love and friendship in the world and that if everyone could just be convinced to follow the dictates of their hearts then the world would be a better place. They are fanatical in this belief, always happy to the point of being giddy. This has led at times to their enemies underestimating them. But do not be fooled; they are deadly adversaries when confronted with violence. Some have tried to point at the apparent destruction the order tends to leave in its wake, as the villages it goes through have a tendency to head towards debauchery and forget that simple things like growing food and raising children are important, but the order shrugs these off as no more than bumps in the road on the path to enlightenment. Beauty is Only Skin Deep. While many use their magic to affect the way they look to the outside world, the Sisters of Enchantment instead use their powers to affect the minds of those they target. Making room in their minds to appreciate those around them for more than that which is only skin deep. Many vain humanoids have been brought to heel by the sisters and made to see the beauty in the world around them. For the Greater Good. While many would correctly view the Sisters as chaotic creatures, they view theirs as the only true path. They see the chaos they sow as the seeds that will one day flourish into a beautiful forest, a world where love and understanding, and not violence, are the prevalent attitudes. They do not really wish power for themselves, but equality through love for all, and are prepared to use whatever means necessary to achieve that lofty goal. Sorcerous Origins. The sororincantation’s magical gifts come to them innately, and as such they are able to bend the very workings of their arcane touch to empower spell effects beyond what my be expected. Sororincantation Medium humanoid (any race), any chaotic Armor Class 11 (14 with mage armor) Hit Points 97 (15d8 +30) Speed 30 ft. Saving Throws Con +5, Cha +6 Skills History +4, Insight +8, Perception +5, Persuasion +6 Condition Immunities charmed Senses passive Perception 15 Languages any two languages Challenge 6 (2,300 XP) Proficiency Bonus +3 Sorcerous Focus (Recharge 6). As part of the action it uses to cast a spell, the sororincantation can gain one of the following benefits: • Heightened Spell. When the sororincantation casts a spell that forces a creature to make a saving throw to resist its effects, it can give one target of the spell disadvantage on its first saving throw made against the spell. • Quickened Spell. When the sororincantation casts a spell that has a casting time of 1 action, it can change the casting time to 1 bonus action for this casting. • Subtle Spell. When the sororincantation casts a spell, it can cast it without any somatic or verbal components. Spellcasting. The sororincantation is a 15th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). It has the following sorcerer spells prepared: Cantrips (at will): dancing lights, guidance, mage hand, message, minor illusion, prestidigitation 1st level (4 slots): charm person, mage armor, sleep 2nd level (3 slots): alter self, misty step, suggestion 3rd level (3 slots): hypnotic pattern, major image 4th level (3 slots): confusion, dominate beast 5th level (2 slots): dominate person 6th level (1 slot): mass suggestion 7th level (1 slot): prismatic spray 8th level (1 slot): power word stun Actions Harsh Love. Ranged Spell Attack: +6 to hit, range 30 ft., one target. Hit: 22 (4d10) psychic damage. STR DEX CON INT WIS CHA 9 (-1) 13 (+1) 14 (+2) 12 (+1) 14 (+2) 16 (+3) 168


169 Sisters of Enchantment


Spatiumnecdivino Galaxy Wizard Apprentices In a distant land, where one’s stature in society is dictated by the magic in their veins, live the Galaxy Wizards of the Order Spatiumnecdivinos. An order of wizards dedicated to the manipulation of the very stuff that makes up the cosmos. As such, they tend towards magics that call upon the forces of the heavens and the manipulation of time and space. Wizards of the school of Galaxy magic that have the skill to manipulate the very fabric of space and time typically become aristocrats. Well dressed, arrogant, and above all else, powerful; used to being treated as above the rest of society. While their powers have never been fully documented, those who have borne witness to displays of their power attest that spatiumnecdivinos have power over not only the elements, but time itself; able to slow or speed its flow or to call down meteors from the heavens to smite their foes. They, along with a select few of their rival schools, are considered above the law in their lands and tend towards either decadence and debauchery or worse. Some have been known to conduct experiments on their fellow, but mundane humanoids, knowing that they will not face any repercussions because the law does not apply to them. They look down on those without magic and even those who perform magics they consider base, such as the druidic or sorcerous schools of magic. Even clerics are held in low regard as the wizards of spatiumnecdivinos consider themselves one very small step removed from gods and could never imagine being subservient to one. For those who have no magic, they have pity at best and violent disdain at worst, and consider those as sometimes less than human. To meet a member of the order is to meet a powerful practitioner of magic, one in touch with the very cosmos. It is also to meet someone devoid of common decency and any feeling for their fellow man, if that fellow lacks magical ability. When one considers the very gods to be little more than peers, one does not consider other humanoids to be members of the same species. Aristocratic Bearing. Wizards of the spatiumnecdivinos are the epitome of style and grace. They expect to be treated as they are accustomed, as the pinnacle of society, and will become incredibly offended should someone not do so. Magical Endowments. While many look exactly as they appear, some (especially those who are getting along in years) turn to magic to endow them with the youth they have lost. A few even go so far as to magically enhance their hair or other features, pulling them up into impossible shapes, all in the name of vanity. Should someone cast dispel magic on a member of the spatiumnecdivinos, it is even money whether they would still see the same person, or a much changed and chagrined wizard in front of them, stripped of their youthful grace. Galaxy Globes. When the spatiumnecdivino extends its hand, it can manipulate the very fabric of reality and bring forth a globe of stellar particles. Any creature hit by these particles is assaulted by the extreme cold of space and the extreme heat of a star at the same time. Spatiumnecdivino Medium humanoid (any race), any chaotic Armor Class 11 (14 with mage armor) Hit Points 97 (15d8 + 30) Speed 30 ft. Saving Throws Con +5, Cha +6 Skills History +4, Insight +5, Perception +5, Persuasion +6 Damage Resistances cold, fire Senses passive Perception 15 Languages any four languages Challenge 5 (1,800 XP) Proficiency Bonus +3 Spellcasting. The spatiumnecdivino is a 5th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). It has the following spells prepared: Cantrips (at will): dancing lights, light, mending, minor illusion 1st level (4 slots): detect magic, mage armor, thunderwave 2nd level (3 slots): alter self, darkvision, flaming sphere 3rd level (2 slots): hypnotic pattern, slow Voiding Mind. If a creature of the spatiumnecdivino’s choosing that it can see ends its turn within 5 feet it, the creature must succeed on a DC 12 Intelligence saving throw or be stunned until the end of its next turn. Actions Galaxy Globe. Ranged Spell Attack: +6 to hit, reach 120 ft., one target. Hit: 15 (6d4) cold and 15 (6d4) fire damage. If the target is a creature, it must succeed on a DC 14. On a failure, the target’s speed reduced by half and it becomes vulnerable to fire damage until the end of its next turn. Reactions Wyrmhole (2/Day). When a creature hits the spatiumnecdivino but before the damage is rolled, the spatiumnecdivino can open a tear in space and teleports to an unoccupied space that it can see within 60 feet of it. The triggering attack misses the spatiumnecdivino. STR DEX CON INT WIS CHA 9 (-1) 13 (+1) 14 (+2) 12 (+1) 14 (+2) 16 (+3) 170


171 Galaxy Wizard Apprentices


Spectatrix Fati Observers of Fate The immortal and powerful gods, benevolent and sinister, are known to walk among the lands of lesser mortal beings from time to time to observe their actions and pass judgment upon them. However, the existence of gods often dictates that their presence may be required elsewhere, and therefore they may send forth their trusted servants to observe, record, and report on the actions of the mortals over whom they watch. On rare occasions, the gods may deem that divine intervention is required to shift the balance of power toward either good or ill, but such actions often have significant consequences. The observer of fate is one such being, tasked with watching the actions and struggles of mortals. They may be called upon by the gods to specifically observe one mortal or a whole group in order to judge their intent and actions at a crucial point in time. The judgment of the spectatrix fati may one day dictate the fate of the soul being observed - when that soul has departed, are they worthy of ascension into a higher plane of existence, will the soul be given another opportunity to prove its worth, or will it be cast into the chill abyss where await others whose deeds and actions in life were less than noble? Mortal Form. In their true form, the observer of fate is a beautiful, winged, angelic celestial being that both frightens and inspires mortals who gaze upon them. However, they rarely appear in their true form before mortals. The spectatrix fati will often disguise themselves as mortals to gain a better, first-hand understanding of their activities. While they can assume any form they choose, often they appear as beings of fair and noble demeanor to those creatures of an altruistic nature, or powerful and forceful to those beings with a more evil character. Their features are refined and handsome as males, and as females they have regal and beautiful appearances. When interacting with mortals, an observer of fate will rarely offer advice or guidance, instead choosing a noncommittal approach. They will offer facts and observations, but rarely advice or opinions, as their duties generally preclude them from influencing the activities of mortals. They will, however, engage in other activities with mortals, even reluctantly entering combat where necessary to achieve their goal of observing their subjects. In combat, however, they will never land the killing blow upon a mortal, as it is forbidden for them to send another soul for judgment prematurely. Divine Intervention. The observer of fate, as their name suggests, generally does not interfere with the fates of mortals. If it is time for one’s soul to pass for judgment, it is not for the spectatrix fati to decide otherwise. They are, however, given a certain limited license to interfere in cases they deem unnatural, though this is entirely a subjective judgment on behalf of the observer. They have been known to interfere in subtle ways, such as nudging a band of adventurers along a more virtuous path or magically guiding the hands of a healer treating a mortal of great potential. It is questionable whether they have interfered to a greater extent in the affairs of mortals, and yet, at times, wars have been averted or started seemingly when the opposite was likely, potentially through the subtle interventions of a greater being. Spectatrix Fati Medium celestial, lawful neutral Armor Class 16 (natural armor) Hit Points 110 (13d8 + 52) Speed 30 ft., fly 90 ft. Saving Throws Con +7, Wis +7 Skills Insight +7, Perception +7, Religion +6 Damage Resistances necrotic, radiant; bludgeoning, piercing, and slashing from nonmagical weapons Condition Immunities charmed, exhaustion, frightened Senses darkvision 120 ft., passive Perception 17 Languages all, telepathy 120 ft. Challenge 8 (3,900 XP) Proficiency Bonus +3 Innate Spellcasting. The spectatrix fati’s innate spellcasting ability is Wisdom (spell save DC 15). The spectatrix fati can innately cast the following spells, requiring only verbal components: At will: detect evil and good, spare the dying 1/day each: augury, commune, detect thoughts Magic Resistance. The spectatrix fati has advantage on saving throws against spells and other magical effects. Actions Virtuous Horn. The spectatrix fati blows into its horn. Each creature that can hear the spectatrix fati must make a DC 15 Constitution saving throw. On a failed save the target takes 11 (2d10) psychic damage and is frightened of the spectatrix fati for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on a success, or taking 11 (2d10) psychic damage on a failure. Change Shape. The spectatrix fati magically polymorphs into a beast or humanoid with a challenge rating of 8 or less, and can remain in this form for up to 9 hours. The spectatrix fati can choose whether its equipment falls to the ground, melds with its new form, or is worn by the new form. The spectatrix fati reverts to its true form if it dies or falls unconscious. The spectatrix fati can revert to its true form using a bonus action on its turn. While in a new form, the spectatrix fati retains its game statistics and ability to speak, but its AC, movement modes, Strength, and Dexterity are replaced by those of the new form, and it gains any special senses, proficiencies, traits, actions, and reactions (except class features, legendary actions, and lair actions) that the new form has but that it lacks. It can cast its spells with verbal or somatic components in its new form. The new form’s attacks count as magical for the purpose of overcoming resistances and immunity to nonmagical attacks. STR DEX CON INT WIS CHA 18 (+4) 16 (+3) 18 (+4) 16 (+3) 19 (+4) 18 (+4) 172 Observers of Fate


173 Observers of Fate


Striisumbra Shadow Warlocks Striisumbras, or shadow warlocks, tap into an umbral power residing in realms of shadow, making pacts with their dezidens to grant them a portion of their power. They can often be seen accompanied by a shadowy pet, a reflection of their pact and perhaps an indication to the being that they made their pact with. The striisumbras tend to be furtive and lack trust in their fellow humanoids, preferring to live apart from society. They desire power and work tirelessly to garner more. Wielding the dark powers of the plane of shadows, however, has adverse effects that render the striisumbra’s soul prone to paranoia, suspicion, and deceit. Shadowy Invocations. All of the powers of a striisumbras have an afterimage attached to them, a shadowy double self, as if part of the spell is occurring on another plane of existence, or being affected by it. Which is exactly what is happening. The longer the striisumbras wield their shadowy powers, the more powerful the effect becomes. Striisumbra Medium humanoid (any race), any non-good Armor Class 12 (15 with mage armor) Hit Points 90 (12d8 + 36) Speed 30 ft., fly 30 ft. (hover) Saving Throws Con +6, Cha +6 Skills Arcana +4, Deception +6, History +4 Damage Imunities necrotic Senses darkvision 120 ft., passive Perception 10 Languages any two languages Challenge 5 (1,800 XP) Proficiency Bonus +3 Devil’s Sight. The striisumbras can see normally in darkness, both magical and nonmagical, to a distance of 120 feet. Cloak of the Wraith. The striisumbras can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object. Innate Spellcasting. The striisumbras’s innate spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). The striisumbras can innately cast the following spells, requiring no material components: At will: chill touch (2d8), eldritch blast, find familiar, mage hand, minor illusion 3/day each: darkness, hellish rebuke, invisibility, mage armor, misty step, spider climb, unseen servant, 1/day each: banishment, contact other plane, fear, gaseous form, hallucinatory terrain, vampiric touch Shadow Pet. When the striisumbra summons a familiar with the find familiar spell, the familiar’s animal form has a shadowy form and is immune to necrotic damage. Actions Multiattack. The striisumbras’s makes two eldritch blast attacks. Eldritch Blast. Ranged Spell Attack: +6 to hit, reach 120 ft., one target. Hit: 8 (1d10 + 3) necrotic damage. Reactions Misty Escape (1/Day). In response to taking damage, the striisumbras turns invisible and teleports up to 60 feet to an unoccupied space it can see. It remains invisible until the start of its next turn or until it attacks, makes a damage roll, or casts a spell. STR DEX CON INT WIS CHA 8 (-1) 15 (+2) 16 (+3) 13 (+1) 11 (+0) 17 (+3) Cloak of the Wraith Wondrous item, rare (requires attunement) This dark green silk hood exudes continuallyflowing shadows that dissapate as they move away from it. While you wear this cloak, you can move through other creatures and objects as if they were difficult terrain. You take 5 (1d10) force damage if you end your turn inside an object. 174


175 Shadow Warlocks


Sycophantor Narcissistic Charlatans There are many threats to navigate while adventuring. Vicious creatures and sinister humanoids are perhaps the most obvious, but there are also dangers that are more subtle. There are those beings who would cheat, lie, and exploit others for their own selfish gains before simply disappearing and never to be heard from again. Such con artists, frauds, and charlatans are known as the sycophantor, and are reviled wherever they are found. They care little for the troubles of others, instead choosing to exploit the goodwill of naive and well-intentioned beings. A scyophantor will never dally in one place too long, for when their activities are at last discovered, they leave a trail of angry victims swindled of coin and treasure. To most beings who encounter them, a charlatan is incredibly charismatic, charming, and debonair. They may have the appearance of a wealthy noble, dressed in elegant garb and speaking as would an aristocrat. Those around them are often impressed by their knowledge of current events and clever tales, encountering them by what appears to be nothing more than random chance. Yet those in the sycophantor’s presence rarely realize the truth: that the charlatan has intentionally set up the situation, and that they have already selected their mark. Thus begins an elaborate deception that often ends with a furious victim swindled of their belongings and a newly wealthy, but vanished, sychophantor cheerfully moving on to their next scheme. The deception often begins with a tale of misfortune, with a series of unfortunate events and calamities having befallen the sycophantor, who is now seeking the aid of powerful and reputable beings. Perhaps a family heirloom has been stolen by vagabonds, or the synchophantor was itself the innocent victim of a horrible tragedy. They add just enough detail into their schemes to seem plausible, and inject enough misfortune to draw in a softhearted fool who may wish to aid them. Weaving such lies is not without risk, however, as a sychophantor had best remember each detail lest their scheme be revealed. Often several initial truths will be woven in so that the charlatan’s marks come to believe the truth of their tale, and so even the more suspicious targets begin to trust them. Eventually, the charlatan’s targets will come to completely trust the sycophantor, and the trap is now set. The marks will find themselves bound in some unfortunate situation while their hard-earned gold and treasures are “safely” stowed, and only once they have navigated out of whatever scheme will they return to discover both gold and sychophantor vanished. Selfish and Impulsive. The true nature of a charlatan is impulsive, selfish, and cowardly. They feel no regret for the harm their actions may cause, believing the world is divided into those clever enough to earn a living, and those clever enough to take a living. They are highly intelligent and capable of devising elaborate schemes, but often compulsive gamblers heavily in debt to collectors, thieves’ guilds, or other crime bosses, who are often introduced to the sychophantor’s new “friends” just when it is time to disappear. Sychophantor Medium humanoid (any race), chaotic neutral Armor Class 14 (padded) Hit Points 36 (8d8) Speed 30 ft. Saving Throws Dex +5, Int +4, Cha +6 Skills Deception +6, Insight +3, Persuasion +6, Sleight of Hand +7 Senses passive Perception 11 Languages any two languages plus thieves’ cant Challenge 2 (450 XP) Proficiency Bonus +2 Cunning Action. The sychophantor can use its bonus action to take the Dash, Disengage, or Hide action. Elaborate Schemer. The sychophantor has advantage on Charisma (Deception, Persuasion) checks when interacting with good or lawful aligned humanoids. Fortunate (3/Day). When the sycophantor fails an ability check or saving throw, it can reroll the die but must take the second result. Keen Perceptions. The sycophantor has advantage on Intelligence (Investigation) or Wisdom (Insight, Perception) checks when gathering information about other humanoids. Sneak Attack (1/Turn). The sychophantor deals an additional 7 (2d6) 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 sychophnator that isn’t incapacitated and the sycophantor doesn’t have disadvantage on the attack roll. Thief’s Fingers. The sychophantor has advantage on Dexterity (Sleight of Hand) checks when picking pockets or opening locks. Actions Multiattack. The sychophantor makes two shortsword attacks. Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage. Reactions Flee. If the sychophantor takes damage from a melee attack, it can immediately move 15 feet away from its attacker without triggering oppotunity attacks. STR DEX CON INT WIS CHA 10 (+0) 16 (+3) 11 (+0) 15 (+2) 12 (+1) 18 (+4) 176


177 Narcissistic Charlatans


Tenebralator Nightbringers Most mortal beings have a healthy fear of pain, death, and the unknown that awaits them once their bodies succumb to the ravages of disease, time, or violence. Many seek ways to prolong their existence, often through a cautious existence with rigorous attention to diet and training. Others choose to experiment with extending their lives through magical means, some of which many others would view as unnatural. While necromantic magics are often associated with the raising and controlling of corpses and skeletons and binding them to a necromancer’s will, such dark arts also involve the leaching of vitality and energy from other living beings, thus sustaining the caster’s youth and vitality well beyond the span of other humanoids. Such lengthy lifespans also allow a necromancer more than ample time to delve into yet darker secrets and uncover yet more sinister magics. Over time, however, the leaching of another being’s vital essence can forever damage both body and soul of the caster, leaving them corrupted and requiring a constant sustaining life force drawn from their victims. While not quite living and not quite one of the undead, these beings developed an unexpected side effect in that they are repelled by the light of day. Such practitioners of necromantic leeching magic, due to their sensitivity to light, have become known as the tenebralator, or nightbringers. To avoid detection, the tenebralator will often summon an unnaturally quiet and inky stillness to cover for their foul actions. In appearance, the tenebralator appear as thin, almost skeletal, pale-skinned humanoids shrouded in fine black silks and regal vestments befitting their own self image of an ancient and terrifying being. Jet black, pupil-less eyes peer coldly from behind ceremonial masks crafted in the terrible likenesses of long-forgotten deities of death. When they speak, the voice of a nightbringer rattles with power, confidence, and the authority of one who has little patience for anything other than their own selfish existence. Unending Hunger. In their thirst for immortality and the life force required to sustain it, the tenebralator possesses a terrible unending hunger for the essence of living beings. With the merest flick of their finger they can leave even the strongest being a sunken husk, feeble and ailing while the nightbringer is rejuvenated and empowered. Visage of Darkness. It has been said that a veil of darkness and silence heralds the arrival of a nightbringer. On such nights, villagers and commoners will often huddle together in terror, stoking hearth fires in a vain effort to ward off the darkness that slowly envelopes a poorly protected settlement. The few beings who have survived an encounter with a nightbringer describe them as cloaked in darkness and able to rapidly blink from shadow to shadow with nary a sound but the tenebralator’s cold and soulless laugh. Mask of Terror. What lies behind the ceremonial mask of a nightbringer remains a mystery, for those who gaze upon the true face of such desperate hunger and darkness are driven beyond terror. Only the most stout-hearted of beings can withstand the visage of such depravity, their memories are scoured for they bear no recollection of the face behind the mask. Tenebralator Medium humanoid (any race), chaotic evil Armor Class 17 (natural armor) Hit Points 136 (21d8 + 42) Speed 0 ft., fly 45 ft. (hover) Saving Throws Dex +8, Int +9, Wis +7 Skills Arcana +13, Deception +7, Insight +7, Perception +7, Religion +9 Damage Vulnerabilities radiant Damage Resistances bludgeoning, piercing, and slashing from nonmagical weapons Damage Immunities necrotic, poison Condition Immunities charmed, frightened, grappled, petrified, poisoned, prone, restrained Senses truesight 120 ft., passive Perception 17 Languages any four languages Challenge 11 (7,200 XP) Proficiency Bonus +4 Consume Soul. When the tenebralator reduces a target to 0 hit points, it can use a bonus action to consume its soul. The affected creature must succeed on a DC 16 Constitution saving throw or be instantly killed. The target can only be resurrected by the wish spell. Innate Spellcasting. The tenebralator’s innate spellcasting ability is Intelligence (spell save DC 17, +9 to hit with spell attacks). It can innately cast the following spells, requiring only somatic components: At will: chill touch (3d8), minor illusion , ray of enfeeblement 3/day each: darkness, fear, silence, vampiric touch 1/day each: blight, finger of death Actions Multiattack. The tenebralator makes two shadow strike attacks. Shadow Strike. Ranged Weapon Attack: +7 to hit, range 30 ft., one target. Hit: 11 (2d6 + 5) necrotic damage. Legendary Actions The tenebralator can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The tenebralator regains spent legendary actions at the start of its turn. Shadow Strike. The tenebralator makes a shadow strike attack. Shifting Shadows. The tenebralator teleports up to 40 ft. Black of Night (2 Actions). The tenebralator shrouds itself in magical darkness (as the darkness spell, but with a 30-foot radius) that lasts until the end of its next turn. STR DEX CON INT WIS CHA 6 (-2) 18 (+4) 14 (+2) 20 (+5) 17 (+3) 16 (+3) 178


179 Nightbringers


Tibiferturpraecep Cliff Jumpers The cliff jumpers, or tibiferturpraeceps as they call themselves, are a very small order of trained warriors; trained specifically to focus on their leg strength and their ability to jump. Often they will spend hours perched precariously on the edge of high cliffs, knees bent and weapons out, attempting to maintain their balance and not plummet to their deaths. This training leads to a warrior that is incredibly agile on the field of battle, able to leap all across the battlefield, like an insane rabbit. Not only confusing their opponents, but also landing deadly blows with their dual longswords, sometimes mid-flight. Some opponents have been known to quit the field of battle, simply because of the confusion of fighting such a mobile fighter, seemingly possessed of the legs of a grasshopper. A Jump Like No Other. Tibiferturpraeceps are able to jump incredible distances. They can jump up to double, sometimes triple the distance of other humanoids, not only in distance, but also in height. When seen without their customary chain armor, their legs looked like knotted cordwood. Sinew and muscle showing in stark detail. A kick from one of these legs could break a mighty oak in two. Tibiferturpraecep Medium humanoid (any race), any alignment Armor Class 16 (chain mail) Hit Points 110 (17d8 + 34) Speed 30 ft. Saving Throws Str +5, Dex +5 Skills Acrobatics +7, Athletics +7 Senses passive Perception 10 Languages any one language Challenge 3 (700 XP) Proficiency Bonus +2 Leaping Attacker. If the tibiferturpraecep jumps at least 20 feet straight toward a target and then hits it with a longsword attack on the same turn, the target takes an extra 10 (3d6) slashing damage. Long Jump. The distance the tibiferturpraecep can long jump and high jump is double. Actions Multiattack. The tibiferturpraecep makes two longsword attacks. Longsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage. Reactions Leap Away. When the tibiferturpraecep is targeted with an attack, the tibiferturpraecep can make a standing long jump to a space is can see up to 15 feet away. The triggering attack is made with disadvantage. This movement does not trigger opporunity attacks. STR DEX CON INT WIS CHA 17 (+3) 17 (+3) 15 (+2) 8 (-1) 10 (+0) 12 (+1) 180 Cliff Jumpers


Torpent The Numbed There are rituals in almost every faith and doctrine that can ease pain and calm the mind. Mostly, these are used in order to treat the injured and heal the sick. Sometimes, however, they are used in far more nefarious ways than intended. Whether it is an attempt to create the perfect soldier, to punish criminals, or as a way for someone to get revenge against those that killed their families, one thing always remains true: torpentes live short, brutal lives, oftentimes dying of wounds they never even knew they had. The magical removal of their hearts removes all pain or fear from torpentes, granting them greater endurance and making them harder to kill. It also removes all emotion and care for anything. They live only to complete their mission and will let nothing stop them from that goal. Numb in Every Way. The Numb cannot feel pain at all, be it physical or mental. Because of this, they are immune to most forms of mental manipulation. They cannot feel fear and are hard to charm, because they want nothing and need nothing. Their only goal is to fulfill their missions, whatever that may be. Torpent Medium humanoid (any race), true neutral Armor Class 18 (plate) Hit Points 65 (10d8 + 20) Speed 30 ft. Saving Throws Str +4, Con +4 Skills Athletics +4, Intimidation +3 Condition Immunities charmed, exhaustion, frightened, paralyzed Senses passive Perception 10 Languages any one language Challenge 2 (450 XP) Proficiency Bonus +2 Numb Endurance (1/Day). When the torpent is reduced to 0 hit points but not killed outright, it can drop to 1 hit point instead. When this happens, the torpent gains 2d10 temporary hit points. Actions Multiattack. The torpent makes two greataxe attacks. Greataxe. Melee Weapon Attack: +4 to hit, reach 5 ft, one target. Hit: 8 (1d12 + 2) slashing damage. Reactions Retaliation. When the torpent takes damage from a creature that is within 5 feet of it, the torpent can use its reaction to make a melee weapon attack against that creature. STR DEX CON INT WIS CHA 15 (+2) 11 (+0) 15 (+2) 7 (-2) 11 (+0) 8 (-1) 181 The Numbed


Umbratextor Shadoweavers For millennia, predators and evil beings have lurked within the shadows, just beyond the edges of perception and creeping at the fringes of torchlight, waiting to prey on any who let their guard down or stray from the protection of the tribe. In most societies darkness is therefore associated with fear, death, and even more terrifying - the unknown. The deepest fears of mortals dwell in the shadows, awaiting an opportunity to strike into their minds and souls. Many myths and legends have spawned from a fear of the darkness; some more truthful than others. To other beings, darkness represents safety and seclusion from a world that would otherwise shun them should they fully emerge from the shadows. Such creatures choose to dwell in the darkness, such as in the deep places of the world that have never been touched by the light of day. Whether their deeds and intentions are malevolent or not, many beings still choose a life in darkness. The undead in particular embrace the darkness. The umbratextor, or shadoweavers, are undead beings that tread in both light and darkness. These beings have a deep fascination with undeath, believing them to have the answer to the greatest of mysteries - the fate of the soul once the flesh is no longer capable of containing it. As such, the umbratextor are often found where dwell the undead - in vast underground caverns, catacombs, necropoli, burial grounds, and graveyards. There the shadoweavers study their subjects, believing the undead have a tale of infinity to share if only they could be properly understood. At times the umbratextor will venture forth into “civilized” realms to interact with the living. Often warily regarded, yet tolerated as outsiders, shadoweavers are clad in inky black robes that swirl around them as would shadows dance in the gentle flicker of candlelight. Peering from behind cowls, their milky eyes are unsettling, often mismatched, inhuman, and burning with arcane energies that hint at a depth of knowledge few other mortals can comprehend. The fleeting glimpses of an umbratextor’s skin reveals grey, mottled, and withered flesh that grasps weaponry carved out of black ebony wood or blades crafted of obsidian. When they speak to others they do so in dry raspy voices that make those who hear it question whether or not the shadoweavers yet remain alive. Embrace of the Shadows. The umbratextors are powerful magic users, their natural aptitude allowing them to bend both light and darkness to their will with a trivial flick of their hand. Even the brightest torches are snuffed out by the will of an umbratextor, and even magically summoned light is muted in their presence. Those around them are protected from even the most intense of radiant and holy lights. Agent of Undeath. Perhaps more unsettling is their ability to summon forth and command legions of undead servants, the remnants of undead souls brought forth from the abyss to inhabit the deceased remains of other creatures for a time to serve the umbratextor before they are released once again. Those undead beings who exist in a permanent state often acknowledge the presence of a shadoweaver, even potentially aiding them - such is the sway they hold over the undead. Umbratextor Medium undead, lawful neutral Armor Class 14 (17 with mage armor) Hit Points 132 (24d8 + 24) Speed 30 ft. Saving Throws Dex +8, Int +9, Wis +7 Skills Arcana +9, History +9, Stealth +8, Perception +7, Religion +9 Damage Vulnerabilities radiant Damage Immunities poison, necrotic Condition Immunities charmed, exhaustion, frightened, petrified, poisoned Senses darkvision 120 ft., passive Perception 17 Languages the languages it knew in life Challenge 9 (5,000 XP) Proficiency Bonus +4 Spellcasting. The umbratextor is a 13th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 17, +9 to hit with spell attacks). The umbratextor has the following spells prepared: Cantrips (at will): chill touch (3d8), mage hand, minor illusion, ray of frost (3d8), true strike 1st level (4 slots): bane, inflict wounds, mage armor, protection from evil and good 2nd level (3 slots): blindness/deafness, darkness,pass without trace, silence 3rd level (3 slots): animate dead, bestow curse, speak with dead 4th level (3 slots): phantasmal killer, private sanctum 5th level (2 slots): antilife shell, contact other plane 6th level (1 slot): create undead, harm 7th level (1 slot): finger of death Umbral Cloak. An aura of darkness protrudes out the umbratextor to 30 feet. While active, all creatures in the area of the umbratextor’s choosing have resistance to radiant damage. Additionally, bright light becomes dim light and dim light becomes darkness. Weave Shadows. While in darkness, the shadoweaver is invisible to any creature that would rely on darkvision to see it and the umbratextor has advantage on Dexterity (Stealth) rolls. Actions Stygian Staff. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) bludgeoning damage plus 18 (4d8) necrotic damage. If the target is a creature, it must succeed on a DC 15 Wisdom saving throw or be blinded for 1d4 rounds. STR DEX CON INT WIS CHA 12 (+1) 18 (+4) 13 (+1) 20 (+5) 17 (+3) 15 (+2) 182


183 Shadoweavers


Uvambellator Necrotic Warriors When one talks of warriors, one talks about a large range of different disciplines. Many focus on perfecting their martial skill, others on leading others, still others mix magic and weapons together in a magnificent display of whirling death. The necrotic warriors fall into the latter category. They fuse magic with their weapons to create a deadly display of necrotic energy that saps the strength and life from anyone they face; a display of sentient claws and steel that promises swift death to all who face them. How they go about this is one of the most unique ways ever imagined. Anyone can join the necrotic warriors no matter their birth or station. All one needs is a willingness to fight and a willingness to die to achieve the goal of becoming a necrotic warrior. Even known murderers who have fled justice have joined the order. When those hunting them came upon the order to claim them back, they were turned away. Once someone is a member, their past is gone and only their future, no matter how short, remains. Once their training is complete, they are sent out into the world to hunt down great beasts. Without any help, they must slay these beasts so that they may claim a single claw; prestige is gained within their ranks by gaining multiple claws. While they only need one claw to join, those who manage to kill three or more great creatures earn a place of honor with the ranks. Once this phase of their initiation is over, they take the claws gathered back to be prepared in a ritual of foul magic and undeath. The claws are imbued with necrotic energy and attached by a chain to the necrotic warrior’s weapon. These claws gain sentience and the ability to act on their own. The little talked about and most closely guarded secret of the order is the last part of the initiation and one that claims the most lives. In order to wield their new weapons, the initiates must fight a battle of wills with the sentient claws, overcoming their mental attacks and taking control of them. One in ten initiates that make it this far survive the process. Those that do go on to be necrotic warriors. Wielding their necrotic weapons with a fury that stops many in their tracks, necrotic warriors make puissant allies and terrible foes. Necrotic But Not Chaotic. Many view the order as an evil organization and while there are members that fall into that category, they are not the only ones. Anyone may join, from criminal to saint. So while a large portion of them may be evil, many of them are good people that felt called to become necrotic warriors. Sentient Weapons. The weapons wielded by necrotic warriors are sentient, acting on their own at times. Fighting a necrotic warrior is akin to fighting a small army, especially if they have three or more claws attached to their weapons. They are almost impossible to surprise and even when the warrior is incapacitated, the sentient part of the weapon is still capable of fighting on. Only the warrior who has crafted the weapon may use the claws to attack. Uvambellator Medium humanoid (any race), any non-chaotic Armor Class 18 Hit Points 180 (19d8 + 95) Speed 40 ft. Saving Throws Str +10 Skills Animal Handling +7, Athletics +10, Intimidation +8, Survival +7 Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities necrotic, poison Condition Immunities exhaustion, poisoned Senses darkvision 60 ft., passive Perception 12 Languages any one language Challenge 14 (11,500 XP) Proficiency Bonus +5 Necrotic Healing (1/Day). As a bonus action, the uvambellator taps into its necrotic wellspring and gains 65 (10d12) hit points. Twisted Demise. When the uvambellator dies, it explodes, and each creature within 30 feet of it must make a DC 18 Constitution saving throw, taking 59 (17d6) necrotic damage on a failed save, or half as much damage on a successful one. If a creature is a plant, it automatically fails its save and takes maximum damage. The explosion causes all nonmagical plants in that area to wilt and die. New plant life is unable to grow in this area for 1 year. The uvambellator’s leaves behind the equipment it was wearing or carrying. Unarmored Defense. While the uvambellator is wearing no armor and wielding no shield, its AC includes its Constitution modifier. Actions Multiattack. The uvambellator makes two attacks: three with its greataxe or two with its greataxe and one with its axeclaw. Greataxe. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 11 (1d12 + 5) slashing damage plus 13 (2d12) necrotic damage. Axeclaw. Melee Weapon Attack: +10 to hit, reach 15 ft., one target. Hit: 15 (3d6 + 5) piercing damage plus 11 (2d12) necrotic damage, and the target is grappled (escape DC 18). Until this grapple ends, the target is restrained. The uvambellator can only grapple one target at a time, and the uvambellator can’t make an axeclaw attack when a target is grappled by it. Reactions Sentient Retaliation. A creature provokes an opportunity attack from the uvambellator if it moves within 15 feet of the uvambellator. The uvambellator uses its axeclaw to make this attack, but can only do so if it does not have a target grappled with the axeclaw. STR DEX CON INT WIS CHA 20 (+5) 16 (+3) 21 (+5) 11 (+0) 15 (+2) 16 (+3) 184 Necrotic Warriors


185 Necrotic Warriors


Ventusaltator Dune Dancers Hot desert sands and arid grasslands are inhospitable places, where both food and water are scarce. Even shelter from the glaring sun can be difficult to come across, as trees and rocky outcroppings are sparse. Life in such environments is largely dictated by the best adaptations to the heat and glare of the sun, and only the hardiest and most ingenious humanoids may thrive. Resources are scarce, thus inhabitants of these regions utilize everything possible to aid their survival. Bones are collected and used for tools, weapons, and decoration, twisted desert plants and animals are consumed or used for their medicinal qualities, and even dried dung is used for campfires to keep the cold of a desert night at bay. Wind dancers, or ventusaltator as they are known, are swift and deadly desert trackers and hunters. Members of nomadic warrior clans that range from watering hole to oasis to deeply set stone well searching for migrating animal herds that are their primary source of food, these clever hunters are as resourceful as they are dangerous. Their eyesight is incredibly keen, capable of detecting even the slightest movement of a creature from hundreds of feet away, even amidst the intense heat haze that radiates off sand and rock. This keen eyesight makes a wind dancer incredibly difficult to fool, and they can detect all but the most perfectly constructed illusions and images. The hunts of a wind dancer may lead them to range far from the encampments of their tribes. Often a tribe will send out individual wind dancers in different directions, the better to track their migratory prey and bring home much needed meat. These lone scouts may be gone for many days, even weeks at a time, where they must survive using finely honed survival skills. In order to travel as efficiently as possible, they are unencumbered but for their weaponry, clothing, meager rations, and a skin of water. On occasion they will send out larger hunting parties, where a rare flash rain draws and concentrates desert animals near short-lived pools, and these hunts will often feed the tribe for weeks. Desert tribes are superstitious lots, and distrustful of outsiders. A ventusaltator may track rival tribes or caravans traversing their territories, yet will hesitate to approach and openly engage. They are rarely surprised, and often travelers are unaware they are being tracked. However, a lone wind dancer may warily approach beleaguered desert travelers, offering what little they have to share. Desert Marksman. Thanks to their incredible vision, a ventusaltator is also a superb marksman. Bearing white bone shortbows crafted from the remains of their prey, they are capable of striking even distant and moving targets at ranges most other archers would not consider possible. They know how to precisely account for the slightest of desert winds that may throw off their aim, and also the most vulnerabilities of their prey. Wind Dance. Wind dancers are named not only for their innate swiftness, but for their innate ability to predict and control the hot desert winds. To conceal their approach, a soft gust of wind may conceal the sound of their steps or blow away their scent from wary prey. Some wind dancers may even summon forth sand storms, which they use to obscure a hasty retreat if they are detected by enemies. Ventusaltator Medium humanoid (any race), any neutral Armor Class 14 (unarmored) Hit Points 55 (10d8 + 10) Speed 45 ft. Saving Throws Dex +6, Wis +4 Skills Acrobatics +6, Perception +4, Stealth +6, Survival +4 Senses passive Perception 14 Languages any one language Challenge 4 (1,100 XP) Proficiency Bonus +2 Keen Eyesight. The ventusaltator has advantage on Wisdom (Perception) checks that rely on sight, and has advantage on any checks to detect illusions. Desert Marksman. The ventusaltator is not penalized on attack rolls made at long range or targets that have half or three-quarters cover. Desert Survivalist. While in a desert terrain, the ventusaltator has advantage on Wisdom (Survival) checks and is able to forage enough food and water to sustain itself and up to two additional creatures per day. Innate Spellcasting. The ventusaltator’s innate spellcasting ability is Wisdom (spell save DC 12). The ventusaltator can innately cast the following spells, requiring no material components: 3/day each: hunter’s mark, jump, longstrider 1/day each: gust of wind, pass without trace, wind wall Sneak Attack (1/Turn). The ventusaltator deals an extra 7 (2d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of the cursario and the cursario doesn’t have disadvantage on the attack roll. Actions Multiattack. The ventusaltator makes three attacks with its shortbow. Shortbow. Ranged Weapon Attack: +6 to hit, range 80/320 ft. one target. Hit: 7 (1d6 + 4) piercing damage. Sand Storm (Recharge 6). The ventusaltator summons a 10-foot-radius, 80-foot-high cylinder sand storm on a point it can see within 120 feet, which lasts for 1 minute. The area is heavily obscured. When a creature enters the area for the first time on a turn or starts its turn there, it must succeed on a DC 12 Strength saving throw be restrained and is lifted 1d4 X 10 feet into the air. If a creature is restrained by the sand storm at the start of its turn, but saves on its Strength saving throw, it is able to leave the area but falls when doing so. STR DEX CON INT WIS CHA 9 (-1) 18 (+4) 13 (+1) 10 (+0) 15 (+2) 13 (+1) 186


187 Dune Dancers


Vetunus Ancient Ones Ancient texts and crumbling tomes reference prehistoric civilizations and a time where the gods may have walked among mortals. Legends also tell of gods falling in love and bearing or siring children with mortals. The offspring of such unions were regarded as demigods and possessed powerful magical abilities, immunity to all but the most virulent of diseases, as well as an unnaturally long life. Yet they remained mortal, and not even these so-called vetunus, or ancient ones, were immune to the ravages of old age or the keen edge of a blade. After many of the gods chose to no longer walk among mortals but rather in their own realms, the ancient ones interbred with other mortal races. Over millennia, this diluted the powers bestowed upon their offspring. Now, the bloodlines of the vetunus are all but extinct, save for a few beings who have still trodden the earth for a few millennia. There still may be some creatures bearing the blood of the gods, yet few may know of this. It may be that some magical traits are passed down through countless generations and manifest in sorcerous ways. As one would expect, such a long-lived being would accumulate a wealth of knowledge and experience over their lifetime. Thus, the remaining vetunus that are known are sought after for their wisdom and counsel by any number of rulers. However, the ancient ones are nothing if not careful with their knowledge and are selective in whom they serve - they have seen countless good-intentioned rulers corrupted by the lure of power and their kingdoms descended into disarray. Likewise, they have seen the horror of countless wars and the ensuing famine and rebuilding that can last for generations. The counsel of an ancient one, while highly sought after, is therefore very carefully given. Thanks to their bloodlines, ancient ones still retain impressive magical abilities. While they can manipulate their bodies to appear however they decide, in their wisdom, they often choose appearances that reflect their names. Vetunus often resemble elder councillors attending a king or queen in their court, and are often close at hand whenever negotiations are being held or treaties signed. Knowing as they do that a few well-chosen words can have a significant impact, they are reflective, thoughtful, and very careful with what counsel and advice they may offer. At times, they will act as emissaries between nations, conducting sensitive negotiations on behalf of their lords. As their wisdom is highly regarded, such negotiations between nations are long-lived and binding, and alliances forged with the aid and influence of a vetunus are strong and can withstand the test of time. Powers of Foresight. The vetunus have both the advantage of many years of experience, as well as the ability to peer into the distant future and evaluate the myriad of futures that may exist. They are careful with sharing such auguries, however, as they know the future is ever shifting and mutable. Sometimes, the wisest thing a being can do is to say nothing at all. Vetunus Medium humanoid (any race), true neutral Armor Class 16 (19 with mage armor) Hit Points 94 (21d8) Speed 5 ft., fly 20 ft. (hover) Saving Throws Int +9, Wis +10, Cha +8 Skills Arcana +9, History +9, Insight +10, Perception +10, Persuasion +8 Damage Resistances bludgeoning, piercing, and slashing from nonmagical weapons Senses blindsight 120 ft. (blind beyond this radius), passive Perception 20 Languages all, telepathy 120 ft. Challenge 9 (5,000 XP) Proficiency Bonus +4 Otherworldly Grave. The vetunus adds is Wisdom modifer (+6) to is Armor Class (included above). Keen Observer. The vetunus is a keen observer of other humanoids, and has advantage on Wisdom (Perception) and Charisma (Deception, Persuasion) checks when interacting with them. Legendary Resistance (3/Day). If the vetunus fails a saving throw, it can choose to succeed instead. Disease Immunity. The vetunus is immune to disease. Spellcasting. The vetunus is a 17th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 17, +9 to hit with spell attacks). The vetunus has the following spells prepared: Cantrips (at will): mage hand, message, minor illusion, poison spray (4d12), prestidigitation 1st level (4 slots): comprehend languages, identify, illusory script, mage armor 2nd level (3 slots): alter self, detect thoughts, zone of truth 3rd level (3 slots): clairvoyance, nondetection, sending 4th level (3 slots): arcane eye, private sanctum 5th level (2 slots): legend lore, mislead, scrying 6th level (1 slot): contingency, true seeing 7th level (1 slot): forcecage, sequester 8th level (1 slot): antipathy/sympathy, dominate monster 9th level (1 slots): foresight Actions Staff. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 1 (1d6 - 2) bludgeoning damage or 2 (1d8 - 2) bludgeoning damage if wielded with two hands. STR DEX CON INT WIS CHA 7 (-2) 10 (+0) 11 (+0) 20 (+5) 22 (+6) 18 (+4) 188


189 Ancient Ones


Viataequor Travelers of the Sea The sea is widely thought to have given birth to all living things, and as such is venerated and worshipped by many cultures. The ocean allows rapid trade and transit between nations and provides all manner of food to those who know how to harvest it. Cultures that inhabit island archipelagos, in particular, are peaceful explorers, traders, and fishers known to worship a plethora of water-dwelling gods and deities with rituals that may seem unusual to those not familiar with them. However, it is thought that such rituals protect them from powerful tropical cyclones and other potential disasters. Even the gods could not prevent a massive earthquake and subsequent tsunami that would devastate an entire region. Knowledgeable as they were about storms and the ebbs and flows of the sea, when the ocean receded past the protective reef surrounding their island home, island priests knew only a matter of minutes remained before their entire civilization would be scoured from the earth. So they retreated to their temples, beseeching their gods to allow their people to survive. The gods beheld their prayers and took pity on the islanders, and as the tsunami passed far above the island, its denizens were transformed - hidden gills sprouted along their necks to allow them to breath beneath the waves as well as above water, and webbing formed between their digits. Despite these augmentations quickly bestowed by their gods, most of the islanders perished due to the sheer savage force of the tsunami, and their archipelago was lost beneath the waves for all time. A once proud and peaceful civilization was no more, and those few who survived began the long process of rebuilding anew. These survivors became known as the viataequor - the travelers of the sea. Viataequor are a proud people, still inhabiting the underwater ruins of their once mighty cities and temples. Much like their ancestors they continue to explore the ocean depths, sometimes crossing vast distances but always staying within the warmer tropical waters they love so dearly. They remain peaceful and curious, and will often emerge from their watery homes to interact with merchant ships and fisherman that traverse their waters, guiding them to safe waters or directing them to the best fishing grounds - provided the fishermen are not excessive in their harvest. They will not tolerate piracy however, and abhor bloodshed. That said, they are powerful fighters that will take up sword or harpoon to drive off pirates or any number of dangers lurking in the ocean depths. Walking Among Us. Viataequors may also fully emerge onto land, exploring other islands they come across or coastal regions to sate their curiosity and thirst for exploration. In such cases though, they prefer not to reveal their true nature, hiding the adaptations that have allowed them to survive for so long. They are often clad in lightweight scaled armor crafted from the fish they hunt, and will possess any number of ornaments and decorations upon themselves as a symbol of their status - rings, bracers, earrings, necklaces, or medallions are commonly worn, either crafted themselves or found within shipwrecks. Storm Summoners. Another gift from their gods, the viataequor are said to be able to either summon or calm ocean storms and quell turbulent seas. Viataequor Medium humanoid (any race), chaotic good Armor Class 16 (scale mail) Hit Points 82 (15d8 + 15) Speed 30 ft., swim 60 ft. Saving Throws Dex +4, Wis +4, Cha +5 Skills Acrobatics +4, Religion +3, Survival +4 Condition Immunities exhaustion Senses darkvision 60 ft., passive Perception 12 Languages any two languages Challenge 3 (700 XP) Proficiency Bonus +2 Amphibious. The viataequor can breathe air and water. Innate Spellcasting. The viataequor’s innate spellcasting ability is Wisdom (spell save DC 12). They can innately cast the following spells requiring no material components: At will: light, mending, ray of frost (2d8), thaumaturgy 3/day each: alter self, fog cloud, gust of wind, thunderwave 1/day each: call lightning, control water Net Prey. As a bonus action, the viataequor can attempt to entangle one creature within 20 feet of it in a fishing net. On a successful attack roll, the target must succeed on a DC 15 Dexterity saving throw. The target is considered grappled if it fails this saving throw. The target can use its next action to extract itself from the net without requiring another save. Actions Multiattack. The viataequor makes three shortsword attacks or two attacks with its harpoon. Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 +2) slashing damage. Harpoon. Ranged Weapon Attack: +4 to hit, range 20/60 ft., one target. Hit: 9 (2d6 + 2) piercing damage. If the target is a Large or smaller creature, it must succeed on a DC 13 Strength saving throw or be pulled up to 20 feet toward the viataequor. If the target is entangled in the viataequor’s net, it makes its Strength save with disadvantage. Summon Squall (1/Day). The viataequor summons forth a 20-foot-radius, 60-foot-high cylinder, centered on a point it can see within 120 feet. Each creature that starts its turn or enters the area for the first time must succeed on a successful DC 13 Constitution saving throw or take 13 (3d8) thunder damage and is deafened for 1d8 rounds. The squall lasts for 1 minute, heavily obscuring the area. If a creature takes thunder damage on two successive turns, it is knocked prone. STR DEX CON INT WIS CHA 14 (+2) 15 (+2) 13 (+1) 12 (+1) 15 (+2) 16 (+3) 190


191 Travelers of the Sea


Viatoresinplano Travelers of the Planes There are many individuals that make a living traveling between the planes of existence, whether as mercenaries, adventurers or merchants that deal in exotic wares from the far flung planes of existence. These individuals often band together, adhering to the age old adage of safety in numbers. One such grouping of planes travellers, many years back, led to the formation of the viatoresinplanos. Their organization is composed of merchants and mercenaries, the latter generally protecting the former during their travels. Most of the members are descendants from the original members, which has led to some interesting changes to the individuals in question, due to overexposure to the varied planes of existence. One of these changes is that many of the mercenaries can now channel the power of the planes into themselves. The leaders of the group decreed that there should be a parity of power within the group and so, with the work of many puissant wizards, designed a way for those mercenaries to focus their power. This created a uniformity in said powers, making them more like an army and less like a ragtag group of mercenaries. Coordinated Fighters. The viatoresinplanos are more like a military unit than a mercenary company. When they work together, they work as a single well-oiled machine. Many who have seen them fight have commented on the fluidity with which they work together, both defending each other from enemy blows and aiding each other in striking at an enemy. Magical Weapons. The weapons the viatoresinplanos wield are magical in nature. The staff, while appearing to be simple wood, is able to withstand even the mightiest of blows from any weapon, and has even been known to be able to absorb significant magical damage, while the trident can be willed in and out of existence as the traveller sees fit. This has created a situation where an enemy has swung an attack, expecting to meet resistance, only to end up missing entirely, because the weapon was no longer there, putting themselves in a position where the viatoresinplanos would have a clear shot with their staff, at their now off-balance opponent. Viatoresinplano Medium humanoid (any race), chaotic good Armor Class 14 (studded leather) Hit Points 66 (12d8 + 12) Speed 30 ft., fly 60 ft. (hover) Saving Throws Str +4, Con +3 Skills Survival +3, Perception +3 Senses passive Perception 13 Languages any three languages Challenge 1 (200 XP) Proficiency Bonus +2 Spell Shield (3/Day). As a bonus action, the viatoresinplano can hold forth its staff and absorb up to 10 (4d4) incoming magical damage from any source that it takes before the start of its next turn. Actions Multiattack. The viatoresinplano makes two attacks, one with its quarterstaff and one with its trident. Quarterstaff. Melee Weapon Attack: +4 to hit, reach 5 ft, one target. Hit: 5 (1d6 + 2) bludgeoning damage or 6 (1d8 + 2) bludgeoning damage if used with two hands. Trident. Melee Weapon Attack: +4 to hit, reach 20/60 ft, one target. Hit: 5 (1d6 +2 ) piercing damage or 6 (1d8 + 2) piercing damage if used in both hands. Reactions Counterattack. When the viatoresinplano is targeted with an attack, its trident disappears until the start of the viatoresinplano’s next turn. The disappearance of the tirdent causes the triggering attack to be made with disadvantage. If the triggering attack misses, the trident reappears instantly and the viatoresinplano makes a trident attack against the attacker. STR DEX CON INT WIS CHA 14 (+2) 15 (+2) 13 (+1) 10 (+0) 13 (+1) 8 (-1) 192 Travelers of the Planes


Voquestrissanctum Knights of Saint Valicaus The Knights of Saint Valicaus aren’t knights any more than Valicaus, once known as Valicaus the Despicable, is a saint. They are, in fact, a mercenary company. Valicaus formed them after spending time in prison for fraud and other less pleasant crimes. They are a strange mix of the dregs of almost everywhere and owe allegiance to nothing but the good gold coins they demand as payment for their services. They have no real moral compass, working for whomever pays and doing whatever needs to be done. The name “The Knights of Saint Valicaus” started as something of a joke. However, Valicaus loved the sound of it and adopted its name. Being that they work for the highest bidder, they are a quite well-off company and use the best armor and weapons money can buy. While Valicaus is not the best person in the realm, he does outfit his mercenaries well, which leads to the illusion that they are a well organized military group. You will find these mercenaries wherever there is money to be made from other people’s misery. They have been known on many occasions to join groups of adventurers for a share of the spoils. The only thing about the group that comes close to being virtuous, is that once a contract is made, they will not break it, no matter how much money someone offers them to do so. It is this one small virtue alone that has allowed them to grow as a company, because the sort of loyalty money can buy is often the hardest to trust, so a good name makes all the difference. A Home for Any. Not much is known about Valicaus. Is he human? Is he Elvish? Drow? Some have suggested he may even be an Orc, while others have suggested that he may not be a he at all. Whatever the truth, Valicaus welcomes all into the ranks that can fight, there is even a rumor that some lesser demons and devils are among his ranks, although, those have not been confirmed. Voquestrissanctum Medium humanoid (any race), lawful neutral Armor Class 16 (chain mail) Hit Points 110 (17d8 + 34) Speed 30 ft. Saving Throws Cha +3 Skills Athletics +5, Persuasion +3, History +2 Senses passive Perception 10 Languages any two languages Challenge 4 (1,100 XP) Proficiency Bonus +2 Assault. When the voquestrissanctum has advantage on an attack and it hits, that attack deals critical damage. Fling Dirt. As a bonus action, the voquestrissanctum can fling dirt into the face of a creature it can see within 5 feet of it. The target must succeed on a DC 12 Dexterity saving throw or have disadvantage on the next attack it makes. Pack Tactics. The voquestrissanctum has advantage on an attack roll against a creature if at least one of the npcs’s allies is within 5 feet of the creature and the ally isn’t incapacitated. Actions Multiattack. The voquestrissanctum makes two longsword attacks. Longsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage or 8 (1d10 + 3) slashing damage when wielded with two hands Longbow. Ranged Weapon Attack: +2 to hit, range 150/600 ft., one target. Hit: 4 (1d8) piercing damage. STR DEX CON INT WIS CHA 16 (+3) 10 (+0) 14 (+2) 10 (+0) 11 (+0) 12 (+1) 193 Knights of Saint Valicaus


Vulpesnix Snow Foxes In a land of almost perpetual winter, where life is a constant struggle against predators, enemies, and a race for scant resources, live the snow foxes; a unique group of individuals who have done their best to become one with the harsh world they live in. Rather than taming the wild, they have adapted to it and grown stronger as a result. A vulpesnix is actually two creatures living in symbiosis. One is a humanoid; the other is a fey foxlike creature. The two form a bond for their mutual survival which becomes permanent —often the bond occurs when both creatures are quite young. Among the tribes and towns of their lands, it has become a great honor to be chosen to become a Vulpesnix. The fey fox rests on the recipient’s shoulders, looking for all the world like a fox shawl, which has caused contention amongst those in more populated lands that have issue with that sort of thing. That is at least until they notice that the fox is actually blinking and that it can speak! The bond is permanent and neither can live without the other once it occurs. This works well for the foxes as they have only a very short life span without a host, no more than five years. For the humanoid, they gain a number of advantages from the bonding, including a slightly increased life span and a resistance to the cold. Much like any other creature, the snow foxes are neither predominantly good or evil, but a spectrum ranging from those that pursue truth and justice to those that wish only to serve themselves. The fey fox decides who they want to bond with, so a parity of mind is essential, meaning that the fox will seek out those like itself. Vulpesnix have been seen helping the poor and the sick. Some hit the road to seek adventure and make great companions with their many varied gifts, and many spend their lives meditating, attempting to gain insight to the secrets of the universe. Dual Nature. Due to their blended nature, the snow foxes have the benefits of two minds instead of one. This makes them very resistant to any magic, charms, or controls. They also have heightened senses of both sight and smell. All four eyes function and the fox can move its head, , so it is almost impossible for a snow fox to be surprised. The bonding also gives the snow fox great endurance and they find it easy to run for greater distances than most without tiring. Foxy Magic. The vulpesnix also have some innate magical abilities, which come from its fey heritage. It excels in using those magics that help to disguise and beguile, the fey part of it preferring to trick its enemies than face them directly. Because of the blending, as well, the snow foxes count as fey regardless of what their humanoid form was before the blending. Fey Lands Hideaway. Harnessing their fey ancestry, a vulpesnix can magically enter a pocket dimension, which serves to rejuvenate them for a short time. Vulpesnix Medium fey, any neutral Armor Class 15 Hit Points 90 (12d8 + 36) Speed 30 ft. Saving Throws Cha +6 Skills Arcana +5, Deception +6, Nature +5, Perception +6, Stealth +8 Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities cold, psychic Senses passive Perception 16 Languages Sylvan and any other two languages Challenge 5 (1,800 XP) Proficiency Bonus +3 Fey Ancestry. The vulpesnix has advantage on saving throws against being charmed, and magic can’t put the vulpesnix to sleep. Fey Lands Strider (2/Day). As a bonus action, the vulpesnix magically teleports itself to a pocket dimension for fey creatures until the start of its next turn. Before returning at the start of its next turn, the vulpesnix regains 9 (2d8) hit points. It appears in an unoccupied space within 10 feet of its original location (its choice), otherwise it appears in the nearest unoccupied space available. Innate Spellcasting. The vulpesnix’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: At will: chill touch (2d8), find familiar (fox), minor illusion, prestidigitation 3/day each: charm person, counterspell, enthrall, expeditious retreat, fly, hold person, invisibility 1/day each: dimension door, dream, hallucinatory terrain, hold monster Keen senses. The vulpesnix has advantage on Wisdom (Perception) checks that rely on sight, hearing, or smell. Sheath of Winter. The vulpesnix has advantage on Dexterity (Stealth) checks in snowy terrain. Actions Multiattack. The vulpesnix makes two arctic chill attacks. Arctic Chill. Ranged Spell Attack: +6 to hit, range 120 ft., one target. Hit: 9 (2d8) cold damage. If the target is a creature, it must succeed on a DC 14 Consitution saving throw or its speed is halved until the end of its next turn. STR DEX CON INT WIS CHA 10 (+0) 20 (+5) 17 (+3) 15 (+2) 10 (+0) 16 (+3) 194


195 Snow Foxes


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197 OPEN GAME LICENSE Version 1.0aThe following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc. (“Wizards”). All Rights Reserved. 1 - Definitions: (a)”Contributors” means the copyright and/or trademark owners who have contributed Open Game Content; (b)”Derivative Material” means copyrighted material including derivative works and translations (including into other computer languages), potation, modification, correction, addition, extension, upgrade, improvement, compilation, abridgment or other form in which an existing work may be recast, transformed or adapted; (c)”Distribute” means to reproduce, license, rent, lease, sell, broadcast, publicly display, transmit or otherwise distribute;(d) ”Open Game Content” means the game mechanic and includes the methods, procedures, processes and routines to the extent such content does not embody the Product Identity and is an enhancement over the prior art and any additional content clearly identified as Open Game Content by the Contributor, and means any work covered by this License, including translations and derivative works under copyright law, but specifically excludes Product Identity. 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