TEXT: 1
  
  2
  Introduction
  Author
  J. Evans Payne
  Character Art
  Jack Kaiser, Kim van Deun, Ethan Slayton
  Artifact Art
  Augustinas Raginskis
  Iconography 
  J. Payne
  Design & Concept
  Jason Payne
  Developer
  Jason E. Payne
  Producer
  Jason Evans Payne
  Editor
  J. E. Payne
  Layout and Graphic Design
  Jason E. P.
  Cover Art and Logos
  Enyap Nosaj
  Cartography
  J. Evans Payne
  Typesetting
  J. Snave Enyap
  Proofreading
  Beattin A. Dedhaurs
  Indexing
  Microsoft Word
  Thanks 
  To my friends from middle school, who embraced this 
  silly nerdy hobby as a welcome escape from the pressures 
  everyone endures in that environment.
  To my friends from high school, who rekindled my love of 
  the game that was now used as the basis of philosophical 
  discussions and dreaming about the future.
  To my friends from college, who stuck with all manner 
  of nerdy obsessions of mine through the years, despite 
  dwindling free time in which to pursue such things, and 
  increasing responsibilities in other realms.
  Special Thanks: Kickstarter Backers
  Thank you for believing in me, when all I had to prove myself 
  was an idea, a blurb, a handful of maps, and a dream.  
  The product you hold in your hands—or store on your hard 
  drive—is a direct result of your faith, and support.  I can’t 
  thank you enough.
  Governors
  • Mike “Kogenta” Kromarek
  • Amadan
  Historians
  • A. Visconti, Italy
  • Brian Childress
  • Brother Tom
  • Bryan Beasley
  • Darrell Woods
  • Dr. Donald A. Turner
  • Eric Lapointe, Canada
  • Fischfail
  • Frits Juijlman
  • Inspector Butters
  • J
  • Jason Corley
  • Jean-Rene Leblanc
  • John ‘johnkzin’ Rudd
  • Justin M. Wesley
  • Kfir Mazuz
  • Kieran “DreadKnight” Ghataora
  • Kristopher Volter
  • Liam Crowter
  • Lykos Vlk
  • Martin Heim
  • Michael Arroyo
  • Michael D. Blanchard
  • N/A
  • Neal G Porter
  • Neil Coles
  • Nicole Rabenstein
  • No response
  • Paul Rivers
  • Quinn Parrott
  • Redfuji6
  • Robert H. Hudson Jr.
  • Steve Lord
  Colophon
  
  3
  Introduction
  • Tarl “Bo” Johnson, Wyoming 
  GM
  Citizens
  • AinvarG
  • Andreas Löckher
  • Ariel C. Adamson
  • Arrahnuuk
  • Aurélien LENGRAND (Shin 
  Taillelaine)
  • Benjamin Bernard
  • Chris & Anna Skuller
  • Chris Ballard
  • Chuck Hewitt
  • Dagmar Wyrmkin
  • Dalzak Falderthal
  • David Arthur
  • Drakkius
  • Étienne De Sloover
  • Fragle
  • Gabriele “Fluido” Fasano
  • Greg Curley
  • Guenther Kronenberg
  • Guy Thompson
  • Gypsyjack
  • Harvey Howell
  • Hawk Silverthorn
  • Imban
  • James Bonner Jr.
  • John “virtuadept” Bowlin
  • Jordi Rabionet
  • Keith Davies
  • Kevin J O’Brien
  • Luca Basset
  • Luis Castro, greatest 
  dragon slayer and part-
  time Dungeon Master, also 
  known as Tarhod
  • Martin Blake
  • Marvin N Hancock
  • Michael Beck
  • Mikailos
  • Mushman Spruill
  • Nathan
  • Oliver D. Dickerson III
  • Oliver von Spreckelsen
  • Paul y cod asyn Jarman
  • Pete Gerasia
  • praguepride
  • Ryan Moor
  • Scott Nerney - Smortal 
  Master
  • Stonehome Games
  • Timothy Elrod
  • William P. Payne
  • William T Beck
  • 
  Character Masters
  • Alex Sharp
  • Alexander Thissen
  • Aquilas
  • Christopher
  • Danathe Xavieris
  • Graham Cheshir
  • Jeff Limmer
  • John Bookwalter Jr.
  • Jonathan Smith
  • Mark James Featherston
  • Martin St-Laurent
  • Rhel
  • Richard Dixon
  • Russell Liley
  • Shadow Rahl
  • Stephan
  • Steven Ward
  • Thomas Alderson
  • Tim
  • Yuhki Kaneta, The 
  RoneDlagon
  Villains
  • Aaron Askam - Aaron James 
  Askam
  • Aaron Grover
  • Aaron Harper
  • Aaron Marx
  • Aaron Mulder
  • Adam Plastow
  • Agnieszka Pogorzelska
  • Alain Bennett
  • Alden Ream - Alden Forrest 
  Ream
  • Aleix Ballus Aragon
  • Alex - Alexander Flook
  • Alex Nicholson
  • Alex Parker
  • Alexander Crounk
  • Alexander Wolf - Alexander 
  Gonzales
  • Allen Halverson
  • Álvaro Jo-Jo Junior Shabadoo - 
  Álvaro Vázquez Polo
  • Amy Florence
  • Andreas Loeckher - Andreas 
  Löckher
  • Andrew Dunn
  • Anthony Reyes
  • Arthreas - Michael J Oller
  • asaf golombek
  • Austin - Austin Weatherby
  • Ben Kaliczak - Benjamin 
  Kaliczak
  • Benjamin Kueng - Benjamin 
  Küng
  • Benjamin Stickney - Benjamin 
  T Stickney
  • Bishop618
  • Blarghedy - Timothy McPherson
  • Bob Riekkoff - Robert Riekkoff
  • Bradon Jones
  • brandon reynolds - Brandon 
  Reynolds
  • Brandon Sanchez
  • Brendan Toliver
  • Brenna Matejka
  • Brian Chafin
  • Brian Davis
  • Brian Distefano
  • Brian Summers
  • Bruno Buss - Bruno Buss 
  (buss@)
  • Bulldozers - Alex Stone
  • BZ - Brendan Zinn Zinn
  • Cake - Devon Walter
  • CAM - Cade A. Moody
  • CaptainNorway - Jim O’Sullivan
  • Casey Allen
  • Castle Productions - Dave 
  ferguson
  • Cecil Maye
  • Charles Hiatt
  • Charles Martinez - charles 
  martinez
  • Choque - Christopher Berg
  • Chris Jones - Chris jones
  • Chris Mooney
  • Chris Sigler
  • Chris Skuller - Christopher 
  Skuller
  • chris stewart - Chris Stewart
  • Chris Turlington
  • Christopher Stoll
  • Christopher Sulat
  • Churchill - Jonathan Weismann
  • cocheese - Marco van Est
  • Cody Clayton
  • Colton Williams
  • Conclavidor - Kenneth Kurtz
  • Corey Groh
  • Corey Paris
  • Cory Gill
  
  4
  Introduction
  • Coy Travis
  • Damien Anderson
  • Damion Meany - damion meany
  • Damon Van Demark
  • Dan Townsend
  • Daniel Bradshaw
  • Daniel Ellebracht - Daniel 
  Ellebracht
  • Daniel Iglesias
  • Daniel Marjoram
  • Daniel Murray
  • Daniel O’Halloran
  • Daniel R Curtis
  • Daniel Smoak - Daniel Smoak
  • Daniele - Daniele Anacleto 
  Meiattini
  • Darryll Smith Walker 
  • Darwhin Torres
  • Darwin Schwartz
  • David - David Chayet
  • David - David Cochran
  • David Clarkson
  • David Dwyer - David T Dwyer
  • David Egan - David C Egan
  • David Marion
  • David Queen - David Franklin 
  Queen
  • DC - Deanna Cecile
  • Declan Harty
  • Dennis S - Dennis Saneski
  • Derek David Bruton
  • Dit464 - Evan Ellis
  • Donald A. Turner - Donald 
  Albert Turner, Jr.
  • Douglas - Douglas Dickson
  • Dustin Mayer
  • Dwayne Hauser
  • Dylan Simpson
  • Earl Mason
  • Elepaio Menehune - anthony 
  harrison
  • Elwood Burgess
  • Emily - Emily Rundle
  • Emmo Lütringer - Emily 
  Lutringer
  • Eric Weidus
  • Erik Talvola
  • Evan Mason
  • Evan Myers
  • Filip op De Beeck
  • Frank S D - Frank Davidsen
  • Frickybricky123 - Sam Walters
  • Garret Ross
  • Gene Haas
  • Geoffrey Baser
  • george Coles - George Coles
  • Gordon Johnston
  • Grant Dahling
  • Grant Reamey - Aaron Reamey
  • Greg Smith
  • guedo79 - Ryan P Buckland
  • Gurunberd - Tomas Bowers
  • Hans-Peter Götz
  • Heath Dobson
  • Helicon38 - ROUX FREDERIC
  • Henry Belizaire
  • Herrmathe - TJ McKay
  • Hörður Agnar Bjarnason
  • Howard Bampton - Howard J 
  Bampton
  • ianquest - Nathan Turner
  • ikookniet - Robert Mertens
  • Isaac - Isaac Brewster
  • Isaac Warren
  • It’s a secret! - John Rumbaugh
  • Jack Noron
  • Jacob Franklin
  • Jal Watson - Trevor Jordan
  • James Johnson
  • James L Arnold
  • James Mac Mahon
  • James P - James Patterson
  • James Pozzetta
  • Jason Corley
  • Jason Davidson
  • Jason Wells
  • Jeffery Whaley
  • Jens Zulauf
  • Jeremy W Huggins
  • Jessica Bexon
  • Joe Paris
  • Joey Outten - Joseph Outten
  • Jo-Herman Haugholt
  • John “johnkzin” Rudd
  • John Bowlin
  • John Johnson
  • John mulholland - John 
  Mulholland
  • John Szasz IV
  • John Waite
  • John Wilson
  • Johnny Vargas
  • Johnny Zhong
  • Jon - Jonathan Wright
  • Jon Terry
  • Jonas Rülke
  • Jonas Schiött
  • Jonathan Bridge
  • Jonathan Brock - JONATHAN 
  LANDON BROCK
  • Jordi Rabionet Hernandez
  • Joseph - Joseph Adrian Hanson
  • Josh - Josh Rice
  • Joshua Brooks
  • Joshua Corbett
  • Joshua Friesen
  • Juergen barters - Juergen 
  Barters
  • Justin - Justin Pomraning
  • Justin Ferrell
  • Justin Sallie
  • Kadence - Victor Kade 
  Grantham
  • Kaleb Glass
  • Kayla Peterson
  • Kayla Valderas
  • Kei Fukaya
  • Kendall Patterson
  • Kenneth Miller
  • Kerrick Long
  • Kevin N LaCroix
  • Kevin O’Donnell - Kevin 
  Odonnell
  • Kimberly & Jay - Kimberly Scott
  • Korey Mortlock
  • korrekturratte - Christine 
  Guenther
  • Kris Bryan
  • Kristen Baer
  • Krizmann - Alexandre Massie
  • Kurt Stoffer
  • KylarDragonFang - Garrett Stoll
  • Kyle Oban
  • Lazar Jovic
  • Lazislacker - Jerry Lee Barth III
  • LECLERE Christophe - 
  Christophe Leclère
  • Liam Butler - Liam Glenn Butler
  • Loosc - Lucas Grönlund
  • Luca - Luca Basset
  • Luke - James Gillilan
  • Manuel Rinnenburger - Manuel 
  Rinnenburger
  • Mark A - Mark M Asteris Jr
  • Mark Atkinson
  • Mark Farr-Nash
  • Mark Penna
  • Mark Tuton
  • Mark Wynne
  • Marshall Scott
  • Marty Golightly
  • Mathew Sprehn
  • Matthew Hollinger
  • Matthew Jensen
  • Matthew Mayo
  • Michael Blanchard - Michael D. 
  Blanchard
  • Michael Brown
  • Michael Bunting
  • Michael S Miller
  • Michael Tuchfarber
  
  5
  Introduction
  • Michael Tucker
  • Michael Vanella
  • Michael Waters
  • Miguel Hånberg Alonso - 
  Miguel Hånberg
  • Mike - Michael Scari
  • Mike - Mike Thompson
  • Mike Douglas - Michael Douglas
  • Mike Fillmann - Michael 
  Fillmann
  • Morten Stroustrup
  • MrVisong - VIET SON NGUYEN
  • Nate Margeson - Nathaniel 
  Margeson
  • Nathan Peterson - Nathaniel 
  Peterson
  • Nathan Syvertson - Nathan
  • nerfherder - Siddhartha George
  • Raul Pena Fernandez
  • Nicholas Howie
  • Nicholas King
  • Nick - Nick Sosa
  • Nick Pengilley - Nicholas
  • Niels Torenbosch
  • Nikolas Barto - Nick Barto
  • Nils Holte
  • Noahjam325 - Noah Missel
  • Orrora Young - Alexandria 
  Gentry-young
  • Paul Dawkins
  • Paul Hinshaw - Mike Hinshaw
  • Paul Nyitrai
  • Paul S - Paul Stegmaier
  • Paul Trapper
  • pebtam - Kenneth Chu
  • Peter Medrano
  • Petri Koivula
  • Phil Beneker
  • Philip Rogers
  • Pia Pedersen
  • Pizzadahuttt - Ryan Hammye
  • Quinn Parrott
  • R. Shawn Walker - Robert 
  Walker
  • R2ShihTzu - Adrian Robert
  • Rachel Marsan
  • Rainer Buschenhofen
  • Ramos Rob - Robert Koncz
  • Randy Belanger
  • Randy White
  • Rhonda Frazier-Evans
  • Rick Lindhorst
  • Rick Odom - Patrick Odom
  • Rico - Editor extraordinaire - 
  Richard Gilbert
  • Riku Sulamäki
  • rmusser - Robert Musser
  • Robert - Robert Olson
  • Robert Eason
  • Robert Esser
  • Robert Sellers Smith
  • Robert von Estorff - Robert von 
  Estorff
  • Robet Rasmussen
  • Ross Pendock - Ross pendock
  • Ross Richards
  • royalef - Royal Frazier
  • Rudy Thauberger
  • Russell ‘Redjack’ Petree
  • Russell McQuade - Russell 
  William McQuade
  • Russell Ventimeglia
  • Ryan Johnson
  • Ryan Kent - Ryan K Kent
  • Ryan Zimmerman
  • Sam Bateman
  • Scara - Jenna Silva
  • Scott A Sysol
  • Scott Reichelt - Scott Isaac 
  Reichelt
  • Scott Taylor
  • Sean - Sean King
  • Sean Dunphy
  • Sean White
  • Secespitus - Sascha 
  Zimmermann
  • Serena Kaye
  • Shane McCracken
  • Siegfried - Siegfried Bosshart
  • Simon G
  • Sindram - Sjoerd Sindram
  • Skanah - James C Warren
  • Skander Ballard
  • Skexis Chamberlain - Marc 
  Sutton
  • Soup - Scott Campbell
  • Stefan Mucha
  • Stephane Gelgoot
  • Stephen Hoffman
  • Stephen Murrish - Stephen C 
  Murrish
  • Steve Fletcher
  • Steve Gaudreau
  • Steven Messer
  • Surtyr - M Bohlin
  • Thibaut Tschiesche
  • Thomas - Marguerite Smith
  • Thomas - Thomas Talamini
  • Thomas Cruz
  • Thomas Penlington
  • Tida - Reid Nishimura
  • Timlorde - Timothy Millett
  • Timothy Baker
  • Timothy N Turba
  • Tod Jeffcoat
  • Tom - Tom Dodson
  • Tom Sayogo
  • Torben Bundgaard-Knudsen
  • Travis Beckwith
  • Travis K - Travis Kline
  • Trent Schultz
  • Troy Weipert
  • Tudy - DAMIAN TUDOR
  • Tyler Christensen
  • Tyrsell - Elton Chan
  • Ulrich Werkhoven
  • Vagueon - Jacob Earl Frank
  • Vesala - Esko Vesala
  • Virago - Rachel Bebber
  • W. Michael Möller
  • Wade Key
  • Wes Rist - Darl Wesley Rist
  • Wesley Morgan Miller - Wesley 
  Miller
  • William Hart
  • Wraithshield - Chris Daniel 
  Dowdell
  • Xierumeng - Ryan Dullaert
  • Z.Vanetti - Zack Vanetti
  • Zach - Zachary Williams
  • Zach Miller - Acumen Solutions 
  c/o Zach Miller
  • Zach Wanner
  • Zack - Zachary Goins
  • Zane Lee
  • Zett - Kyle Urban
  Lurkers
  • Alexander Wilfinger
  • ArkendFoss - Brandon T Guercio
  • ChrisK
  • Cthulhu Kid - James E. Deykes
  • Guy Edward Lark
  • Kary Realm Master K Williams
  • Liam Butler
  • Nethescurial
  • Patrick Ciraco
  • Rainer
  • Serena Kaye
  
  6
  Introduction
  Infinium Game Studio is:
  CEO
  J. Evans Payne
  Creative Director
  J. Evans Payne
  Lead Editor
  J. Evans Payne
  VP Marketing & Sales
  J. Evans Payne
  CFO
  J. Evans Payne
  Artistic Director
  J. Evans Payne
  Legal Stuff
  Villainous Compendium © 2019 J. Evans Payne.  
  Reproduction without the written permission of the author 
  is expressly forbidden.  Dark Obelisk, Berinncorte, Mondaria, 
  and Aquilae are trademarks of Infinium Game Studio, All 
  rights reserved. 
  All characters, names, places, items, art and text herein are copyrighted by J. 
  Evans Payne.  The mention of or reference toany company or product in these 
  pages is not a challenge to the trademark or copyright concerned.
  Compatibility with the Pathfinder Roleplaying Game requires the Pathfinder 
  Roleplaying Game from Paizo Publishing, LLC. See http://paizo.com/
  pathfinderRPG for more information on the Pathfinder Roleplaying Game. 
  Paizo Publishing, LLC does not guarantee compatibility, and does not endorse 
  this product.
  Pathfinder is a registered trademark of Paizo Publishing, LLC, and the 
  Pathfinder Roleplaying Game and the Pathfinder Roleplaying Game 
  Compatibility Logo are trademarks of Paizo Publishing, LLC, and are used 
  under the Pathfinder Roleplaying Game Compatibility License. See http://
  paizo.com/pathfinderRPG/compatibility for more information on the 
  compatibility license.
  “There are no heroes, only villains who win.”
  —Joel Cornah, The Sea-Stone Sword
  I’ve always thought that the best villains don’t consider 
  themselves to be villains at all.  
  The most compelling villains are almost always sympathetic, 
  or at minimum, contain an element of sympathy.  
  You need to see where the villain is coming from, in order 
  to truly experience anything more than a jump-scare level 
  of fear.  Vile things that seek our blood are all well and good 
  for hack-and-slack adventuring... but the Big Bad Evil Guy 
  (BBEG) that truly haunts not merely the PCs, but the players 
  themselves—that requires a bit more empathy.  
  The most interesting baddies are those who feel they are 
  doing right—they actually consider themselves heroes, 
  at least from their perspective or starting point.  Good 
  storytellers know this, and leverage it.
  Good GMs are, if nothing else, good storytellers.  I hope that 
  this compilation serves as inspiration, a starting point, for 
  the use of these villains in your own context.
  The greatest terror we as players, or readers, experience, is 
  not that there is evil out there in the world to fear.  It’s to 
  realize how little there is that truly separates us from that 
  evil.
  J. Evans Payne
  Malvern, Pennsylvania
  February 2019
  Dedication
  
  7
  Introduction
  Table of Contents
  Colophon 
  2
  Infinium Game Studio is: 
  6
  Legal Stuff 
  6
  Dedication 
  6
  Table of Contents 
  7
  About Infinium Game Studio 
  9
  FlexTale 
  10
  What is FlexTale? 
  10
  Introduction 
  12
  What Is This Book? 
  12
  Notes & Conventions 
  12
  Variable Challenge 
  14
  Adjusting Character Difficulty 
  16
  Crunch and Fluff 
  17
  Villain Content: Section by Section 
  19
  “Village Authority” 
  20
  Character Through Crunch 
  21
  MacCratchen 
  23
  MacCratchen 
  24
  MacCratchen 
  29
  Gurtholoemeux 
  33
  Gurtholomeux 
  39
  Undercover Servant 
  43
  Belsinquer 
  46
  Belsinquer 
  52
   
   
  55
  Portell the Butcher 
  61
  Tenderizer 
  64
  Meathook 
  67
  Orrorox the Oracle 
  71
  Orrorox the Oracle 
  76
  Orrling 
  80
  Orrguard  
  83
  Lads & Lasses 
  85
  Jassandra 
  89
  Jassandra 
  95
  Emmeretelle 
  99
  Emmeretelle 
  105
  Figmentte 
  109
  Vitaponna Requelle 
  113
  Vitaponna Requelle 
  119
  Nobleguard 
  122
  Jewelguard 
  125
  Carnage Crew Fighter 
  128
  Carnage Crew Barbarian 
  131
  Carnage Crew Ranger 
  134
  Ylgronne the Brazen 
  137
  Ylgronne the Brazen 
  142
  The Bashful 
  145
  The Insane 
  148
  Drogdon the Ashamed 
  151
  Drogdon the Ashamed 
  157
  The Will Cleric 
  160
  The Will Fighter 
  163
  The Anointed 
  166
  Dronskilla 
  169
  Dronskilla 
  174
  Keeper 
  177
  Nekshuss Malark 
  181
  Nekshuss Malark 
  187
  Perfectant 
  191
  Joquandus 
  195
  Joquandus 
  200
  Culler 
  203
  Robber 
  206
  Hood 
  209
  Galameux deRhune 
  213
  Galameux deRhune 
  218
  People’s Goodwill Bard 
  221
  People’s Goodwill Fighter 
  225
  Axillar the Penitent 
  229
  Axillar the Penitent 
  235
  Penitent Glad Cleric 
  239
  Penitent Glad Fighter 
  242
  Owynne the Wealthy 
  245
  Owynne the Wealthy 
  251
  Gemguard 
  255
  Cruelguard 
  258
  Glinter 
  261
  MacHummop the Mazemaster 
  265
  MacHummop the Mazemaster 
  270
  Puzzleling 
  274
  Rules Enforcer 
  277
  Sangitator of the Dry Cult 
  281
  Sagitator of the Dry Cult 
  288
  Dry Cult Bloodletter 
  292
  Dry Cult Pugilist 
  294
  Dry Cult High Razor 
  296
  Gottrack the Vibrant 
  299
  Gottrack the Vibrant 
  304
  Vollem the Inscriber 
  308
  Vollem the Inscriber 
  314
  Druthall the Evoker 
  319
  Druthall the Evoker 
  325
  Primer 
  329
  Swathcutter 
  332
  Murtence the Vile 
  335
  Murtence the Vile 
  341
  Murtence’s Mother 
  344
  Murtence’s Father 
  347
  Wutherford the Collector 
  351
  Wutherford the Collector 
  357
  Trinket-Fixer 
  360
  Lens 
  363
  Behtennie the Beaux 
  367
  Bethennie the Beaux 
  373
  Scalddaughter 
  376
  Salve 
  379
  Iskadelle the Innocent 
  383
  Iskadelle the Innocent 
  390
  Pureheart 
  393
  Shade of Grey Ranger 
  396
  Shade of Grey Fighter 
  399
  Shade of Grey Rogue 
  402
  Tressedelle the Mistress 
  405
  Tressedelle the Mistress 
  411
  Binder 
  414
  Drethe 
  417
  Drethe 
  423
  Rattler 
  427
  Vein 
  430
  Nocturnne 
  433
  Nocturnne 
  439
  Crescent Moon 
  443
  Sabre 
  445
  Zonnue 
  447
  Zonnue 
  453
  Habblesax 
  457
  Filliputte 
  460
  Lillie the Lame 
  463
  Lillie the Lame 
  469
  Palanquin Bearer 
  473
  Quorral 
  475
  Vollanthe 
  479
  Vollanthe 
  485
  Quieter 
  489
  
  8
  Introduction
  Broken String 
  491
  Chalyce, the Blood Maiden 
  495
  Chalyce, the Blood Maiden 
  502
  Bloodguard 
  505
  Chalicebearer 
  507
  Bloodguard Elite 
  510
  Sanguinary Veterans 
  513
  Kryssenthe, the Immortal Veneer 
  515
  Kryssenthe, the Immortal Veneer 
  522
  Preacher 
  526
  Zealot 
  529
  Dread Parishoner 
  532
  Immortal Guard 
  534
  The Distrade Crime Family 
  537
  Aldreany Distrade 
  544
  Cillyn Distrade 
  548
  Lia Distrade 
  550
  Laucien Distrade 
  552
  Diesa Dankill (advisor) 
  555
  Humphrey Hocklash (sage) 
  557
  Gloom 
  561
  Gloom 
  567
  Dealer 
  571
  Enforcer 
  573
  The Treason Sceptre of Ul-Gummyth 
  575
  Treason Sceptre Wielder 
  582
  Zealot’s Censor 
  585
  Zealot’s Censor Wielder 
  591
  Sepulchre Stave 
  595
  Sepulchre Stave Wielder 
  601
  Open Gaming License (OGL) 
  605
  
  9
  Introduction
  About Infinium Game Studio
  Founded in 2015, Infinium Game Studio (IGS) came about 
  as the result of a simple mission: Make shared storytelling 
  games easier and more fun for both players and referees 
  alike.  
  Our vision is that Infinium Game Studio empowers referees, 
  players, and the industry entire with innovative gaming 
  tools; high-quality, deeply-designed products; and creative 
  takes on established paradigms.
  Values and Key Differences
  Plays Well With Everyone
  IGS products are engineered to be usable by both novice 
  and veteran gaming groups.  As a result, they must contain 
  everything a novice GM might need to react quickly to his/
  her play group.
  Comprehensive and Immersive
  Each IGS product should “feel real” and come with 
  everything the referee might require to make the setting, 
  context, environment, or other content come alive.
  Everything You Need
  The ideal adventure should contain practically everything 
  you need to run the game, except the core rulebook.  Even 
  the most skilled GM wastes time looking things up in 
  multiple books.  It’s so exceedingly rare that an adventure 
  contain all of the crunch and fluff necessary to run it.
  Maps: Where Are We, Again?
  A picture is worth a thousand words... and also, a thousand 
  seconds of prep time. Visually appealing, easy-to-use, 
  and extensive Maps are an essential part of any shared-
  storytelling experience.
  Pervasive Maps
  Don’t put a building on a map if I can’t go inside it.
  Prepared for Anything
  In a gaming session, a good referee must be prepared for 
  the PCs to explore any aspect of the content.  All too often, 
  an otherwise outstanding adventure will fail to provide 
  for a major percentage of its content.  If there are twenty 
  buildings in a town, but maps for only two of them--well, 
  it’s fairly apparent where the Big Bad is going to be holed 
  up!  Not every map will be riddled with secret passages, 
  custom random encounters, and combat, but there should 
  be something of interest in every building.  Otherwise, it 
  shouldn’t be there!  
  Thoroughness: But What If...?
  It’s possible to have a 16-page adventure that’s wonderful 
  and exciting.  It’s also possible to have a 255-page 
  sourcebook be boring and repetitive.  Striking the right 
  balance between over-padding and under-describing is 
  challenging, but an important part of what we do at IGS.  
  Flexible
  Each product should be usable on its own, completely out 
  of context; as a start to a completely new campaign; as part 
  of the “intended” Adventure Path or associated suite of IGS 
  products; or to insert into an existing ongoing campaign.
  Reusable
  No IGS product is “one and done” by design.
  FlexTale and Comprehensive Design enable this flexibility 
  and reusability.
  Production Quality
  Our goal is to produce world-class products with high 
  production values.
  
  10
  Introduction
  FlexTale
  FlexTale™ is an attempt to make roleplaying game adventure 
  content dynamic and interesting.  A module created using 
  FlexTale is different each time it is run.  Treasure, monsters, 
  plot activities, NPC backstories and character arcs, and 
  various actions and plot elements can all occur differently.  
  Differences can occur using the roll of dice, or the GM can 
  simply choose the 
  content that s/he 
  prefers or feels would 
  be most engaging to 
  the play group.
  There are two ways that FlexTale can help make an 
  adventure dynamic: Dynamic Content and Dynamic Plots.
  Dynamic Content
  “Dynamic content” is a FlexTable term that refers to 
  anything in an adventure that can be modified.  Whether one 
  NPC is in love with another, or who murdered the vagrant 
  in the alley behind the town pub—FlexTale dynamic content 
  makes it possible to have several explanations or paths 
  through a story.
  Dynamic Content is made possible by something called a 
  FlexTable™.
  FlexTables
  Most roleplaying game resources have tables—lots and lots 
  of tables, in many cases!  Typically, these tables are two-
  column, or perhaps three-column: you have one column that 
  lists the dice roll result, and you reference that row as the 
  outcome of the randomization.  This is all well and good, 
  but it limits the scenario to that one set of probabilities and 
  outcomes, without accounting for things that happen in the 
  game that you might want to impact those outcomes.
  A Traditional RPG Lookup Table
  “: Traditional Lookup Table” is a typical “what’s in the 
  treasure chest” table that requires rolling a 
   d100.  You 
  roll a d100, and then you look up which row your roll falls 
  into, and then you get your single result.  Interesting, to be 
  sure, and it definitely provides for some variability… but the 
  extent of that variability is constant.
  Table 1: Traditional Lookup Table
  D%
  Result
  Description
  01-30
  Nothing
  The treasure chest is empty.
  31-40
  Minor Reward
  1d20 gp and a silver locket 
  worth 5 pp.
  41-80
  Average Reward
  3d12 gp, a gold-hilted dagger 
  worth 10 pp, and two potions 
  of cure light wounds.
  81-
  100
  Major Reward
  2d20 pp, a potion of cure 
  moderate wounds, and a 
  scroll of fireball (CL 12).
  The FlexTable Difference
  A FlexTable is used to do the same thing a normal RPG 
  lookup table does.  What makes FlexTables different is that 
  they have multiple columns to represent dice rolls.  Each 
  of the columns represents a different situation or set of 
  conditions under which that column is used to reference the 
  result.  
  This seemingly simple change is used to make all of the 
  following possible:
  • Differences in probabilities for the individual outcomes.
  • “Scalable” monsters and rewards that more appropriately 
  match the level and power of the PCs.
  • Proportional rewards, measured against the strength of a 
  relationship or other conditions.
  • Circumstantial content, restricted to certain conditions 
  or prerequisites.
  “Sample Treasure Chest Contents” is the same table we 
  saw earlier, modified to be a FlexTable.
  Contexts
  In the above example, there are now four columns used to 
  indicate the range of the dice roll result.  These columns are 
  referred to as Contexts.  
   Before you roll on a FlexTable like this one, you will have to 
  figure out which Context you should refer to.  In the above 
  table, the leftmost column is Context “A” (D%A), the next 
  one is “B”, and so on.  Each Context also indicates the dice 
  to be rolled—in this example, you roll the same dice (d%) in 
  each Context, but in some FlexTables, different dice may be 
  used.
  This straightforward example demonstrates the following 
  differences in converting a standard table into a FlexTable:
  Different Probabilities: Context C is the most favorable, 
  since it provides a much bigger range of rolls under which 
  you would receive the “Major Reward”.  Context B is the next 
  best, since it, too, expands the range that Context A has.
  Circumstantial Results: In Context D, not only are the 
  favorable outcomes less likely, but there is a fifth result row 
  that is only possible under this Context: “Cursed Reward”.  
  Determining Context: When you are called upon to roll on 
  this FlexTable, the adventure will use some description to 
  make it clear which Context to use.  In the above example, 
  perhaps the Context is determined by how favorable the 
  party’s relationship is with a local wizard… but if the party 
  has fought or slain that wizard, then Context D is used to 
  represent the soured atmosphere.
  Typically, just prior to a FlexTable, adventure content 
  will summarize which Context should be used.  The GM is 
  encouraged to use his/her common sense and judgement in 
  overriding this guidance as she/he sees fit based on the party 
  and how the game is going.  For example, a GM could choose 
  to reference a specific Context even though the prerequisites 
  aren’t met.  She could also choose to simply ignore the table 
  What is FlexTale?
  
  11
  Introduction
  entirely, and force a specific result without even rolling.  
  Experienced GMs should use this power wisely to improve 
  gameplay if necessary; unless you have a specific reason for 
  overruling the recommended use of a FlexTable, you should 
  try to use it as it was intended to be used.
  Here’s an example for the above table, assuming the example 
  of the contents of the treasure chest scaling to the nature of 
  the relationship the party has with the local wizard:
  • 
    Use Context A: 
  If the party’s relationship to the wizard is Unfriendly or 
  Indifferent.
  • 
    Use Context B: 
  If the party’s relationship to the wizard is Friendly.
  • 
    Use Context C: 
  If the party’s relationship to the wizard is Helpful.
  • 
    Use Context D: 
  If the party’s relationship to the wizard is Hostile, or if 
  the party has ever attacked the wizard (or slain her).
  This is an impressive-sounding title, but the goal is quite 
  simple to describe: Let the story be different.  
  FlexTable 1: Sample Treasure Chest Contents
  D%A
  D%B
  D%C
  D%D
  Result
  Description
  01-30
  01-20
  01-10
  01-30
  Nothing
  The treasure chest is empty.
  31-40
  21-50
  21-30
  31-40
  Minor Reward
  1d20 gp and a silver locket worth 5 pp.
  41-80
  51-60
  31-50
  41-45
  Average Reward
  3d12 gp, a gold-hilted dagger worth 10 pp, and two potions 
  of cure light wounds.
  81-100
  61-100
  51-100
  46-50
  Major Reward
  2d20 pp, a potion of cure moderate wounds, and a scroll of 
  fireball (CL 12).
  n/a
  n/a
  n/a
  51-100
  Cursed Reward
  6d6 cp, a rusted dagger (useless in combat), and whomever 
  opens it is struck with a bestow curse spell (CL 8).
  
  12
  Introduction
  Introduction
  What Is This Book?
  This book is intended to be any or all of the following.  These 
  are listed in no particular order.  
  • A quick and easy way for players to pick up a character 
  and instantly begin playing the Dark Obelisk 2: The 
  Mondarian Elective adventure.
  • A repository of instantly-playable PCs for use in any 
  adventure or campaign setting.
  • A source of additional NPCs for GMs to introduce in a 
  game (either of Dark Obelisk, or of another adventure).
  • A collection of “replacement” characters for PCs who die 
  in the course of an adventure and whose players wish to 
  continue participating.
  In short, how you use this book is really dependent upon you 
  and your needs as a GM.
  The ultimate goal of this book is simple, yet formidable: as a 
  GM, you should be able to open to any page, and find instant 
  material to use with zero preparation in your game.
  Notes & Conventions
  As is typical in a roleplaying game adventure or module, 
  some text herein is meant to be read or shown to players 
  verbatim… but the majority of the content is meant to be for 
  the Game Master’s (GM) eyes only.  Below please find some 
  visual conventions that make this differentiation clear.
  Player Descriptive Text
    These sections are meant to be read aloud to players as-
  is.  You are of course free to introduce your own changes 
  as you see fit as a Game Master.  Player Descriptive Text 
  blocks are meant to serve as informative tidbits that have 
  been preconstructed to reflect the exact nature of the 
  situation being encountered by the party.
  GM-Only Notes
    Granted, nearly everything not highlighted in Player 
  Descriptive Text is not meant to be read aloud to 
  the players.  However, some content is much more 
  “sensitive” than others.   
   
  GM-Only Notes such as this typically give away plot 
  points, major background, or other information that the 
  players may not normally have access to—either right 
  now, or in some cases, ever.  Make sure to conceal these 
  sections from players unless there is a specific reason to 
  tell them!
  Designer’s Soapbox
    In some cases, the game designer will want to express 
  a specific opinion about some aspect of the adventure.  
  Typically, this takes the form of a discussion on 
  interpreting rules, or a recommendation as to how best 
  to play or run a particular piece of the adventure.  In 
  all cases, veteran GMs should feel comfortable ignoring 
  these “soapbox” diatribes… but veteran and new GMs 
  alike may find something of interest in the coalesced 
  experience of three decades of roleplaying experience!
  Quests
  A quest can be large, tiny, or in between.  Some can be very 
  quickly accomplished; others span days, weeks, or even 
  years, across multiple cities and even planes of existence!
  In this book, all quests, big or small, have a similar 
  presentation and key elements, as shown by the green block 
  below.
    Quest: Rats in the Cellar (example)
    Summary: Kill rats in a fantasy tavern.  Fun and 
  creative.
    Rewards: Rat corpses.  Plus 10 gp from the bartender.
    Locations: Bar.
    Key NPCs: Bartender.
    Kickoff: When any PC speaks with the bartender.
    Description:
  • The bartender asks the party to slay 
    2d6 Giant Rats 
  that have infested his basement.  
  In so doing, they will benefit from his goodwill, and a reward 
  of 10 gp.
  Obstacles
  Doors, locks, and other obstacles that don’t necessarily 
  incorporate a trap.  You’ll find these prefaced by little brown 
  symbols like this one:
   Locked Secret Door (example)
    5” thick; Hardness 5; hp 30; 
  Perception DC 16; Break DC 15; Disable Device DC 18
    5” thick; Hardness 5; hp 30; 
  Perception DC 18; Break DC 17; Disable Device DC 20
    5” thick; Hardness 5; hp 30; 
  Perception DC 20; Break DC 19; Disable Device DC 22
    5” thick; Hardness 5; hp 30; 
  Perception DC 22; Break DC 21; Disable Device DC 24
  Skill Checks
  Whether it’s a single, simple check, or a series of checks 
  
  13
  Introduction
  in escalating difficulty, skill checks may be an opportunity 
  to either avoid disaster or discover what might otherwise 
  remain hidden and ignored.  Such chances are indicated via 
  yellow symbols as follows:
  Some PCs may have insight into the Blacksmith’s wealth; 
  make a 
    DC 12 Knowledge (Profession) check.
  Skill Challenges
  Skill checks are typically a single roll, often made in secret 
  by the GM.  A skill challenge is usually a bit more involved 
  than a simple check—or there’s simply more at stake.  Either 
  way, a challenge is a more formal, and explicit, exercise, 
  intentionally engaged in by the players.
  You’ll find a skill challenge in a yellow box such as this:
    Falling Timbers (example)
  First Check: DC 18 Perception (16 if aflame) to notice the 
  falling building; success cancels subsequent checks.
  Second Check: DC 15 Acrobatics to avoid the debris; failure 
  inflicts 
    2d6 points of crushing damage plus a possible 
    1d8 points of fire damage; success cancels subsequent 
  checks.
  Third Check: DC 12 Strength to dislodge one’s self from the 
  debris; failure inflicts 
    1d4 points of crushing damage 
  plus a possible 
    1d8 points of fire damage; success quits 
  the challenge.
  Opposed Checks
  Any Quest or other content that calls for an “opposed check” 
  requires you to compare the skill result of one character 
  against the other.
  Pathfinder already contains explicit rules for handling this 
  scenario.
  For 5E, 
  Skill Checks and Non-Explicit NPCs
  Some skill checks or opposed checks reference an NPC 
  that is not explicitly described in detail from a statblock 
  perspective.  For example, if the PCs need to convince a 
  security guard to look the other way.
  If the NPC (villain or henchman) is already described in this 
  book, simply use their statistics.
  For cases where the NPC referenced is not present in this 
  book, or is a “generic” character (such as “Guard”), you can 
  use default skill check bonuses, as follows:
    Low:  
   
  +3 
    Moderate:  +6 
    Advanced: 
  +10
    Elite: 
   
  +14
  Rewards
  Treasure, swords, gems, keys, filthy lucre—this is the stuff 
  your players are really gunning for, right?  Well, that, plus 
  a good time with friends.  And maybe, if you’re lucky, a 
  good, engaging session of shared storytelling that you’ll all 
  remember for a long time.  
  At any rate, rewards are shown with blue boxes like this 
  one.  Some containers have common treasure, which applies 
  equally to all difficulty bands; these are shown with the 
  badges for all four bands like this: 
  .
  Other treasure is “scaled”; that is, the PCs receive different 
  treasure depending on what difficulty band they are playing 
  at.  Select the band that’s appropriate for the level of the 
  PCs; that is the treasure they receive.  They do not receive all 
  of the treasure listed across all four bands!
    Secret Closet Chest
    Brushgather geneology book (a small book; 
  value 6 gp)
    19 gp; opal pendant on gold chain (value 31 gp)
    8 pp; 42 gp; opal pendant on gold chain (value 72 gp)
    19 pp; 37 gp; opal pendant on gold chain (value 180 
  gp)
    52 pp; 84 gp; opal pendant on gold chain (value 428 
  gp)
  Traps
  Hey, blame the rogue—who in all likelihood is suffering 
  the brunt of the trap s/he either failed to detect, and/or to 
  disarm.  Whether it becomes a bragging right, a bargaining 
  chip, or an epitaph, traps of all manner are shown in a 
  purple box like this one.
  Note that the statistics for the impact of most traps scale to 
  the four difficulty bands; select the one that is appropriate 
  for the PCs in your game.
   Acid Arrow Chest Trap
  Type Magic; Trigger Touch; Reset none
    Perception DC 18; Disable Device DC 20
  Effect spell effect (acid arrow; Atk +1 ranged touch (1d4 
  acid damage for 2 rounds)
    Perception DC 20; Disable Device DC 22
  Effect spell effect (acid arrow; Atk +3 ranged touch (2d4 
  acid damage for 2 rounds)
    Perception DC 22; Disable Device DC 24
  Effect spell effect (acid arrow; Atk +5 ranged touch (2d4 
  acid damage for 3 rounds)
    Perception DC 24; Disable Device DC 22
  Effect spell effect (acid arrow; Atk +7 ranged touch (2d4 
  acid damage for 4 rounds)
  
  14
  Introduction
  Items
  Be they simple items, magical items, rods, staves, potions, 
  books, or something wondrous, items share a common block 
  of information like the following… note that this format is 
  used for all manner of non-weapon, non-armor equipment 
  and usable items, both magical and mundane:
    Adventurer’s Chronicle (example)
  Value 50 gp; Weight 1 lb.; Materials paper; Nature non-
  magical; Aura none; Slot usable; CL n/a
  This book is chock full of useful information. When used as a 
  reference (an action that typically takes 
    1d4 full rounds 
  of searching the text), an adventurer’s chronicle grants a +2 
  competency bonus on a specific Knowledge check for which 
  the book is designed.
  Construction Requirements means to assemble a physical 
  book; the author must have at least 10 ranks in the skill for 
  which you are designing the book; Cost 30 gp
  Variable Challenge
  Magic items in general are almost always created and 
  presented as a single, monolithic entity: it does X and 
  Y, and costs Z.  As a result, most magical items in other 
  sourcebooks end up being appropriate for a single, narrow 
  range of character levels.  Below those levels, the item is 
  overpowered; above those levels, it’s underpowered.
  However, one of the things that has frustrated many GMs 
  is that magic items and adventures are almost universally 
  designed in this manner: for a specific level of challenge, or 
  at most, a very narrow range of PC levels (e.g., “4th to 6th 
  level”).  
  There are many advantages to this approach, not least of 
  which being the guarantee that all challenges (monsters, 
  traps, and NPCs) are calibrated very specifically to that 
  narrow zone of difficulty.
  The drawback, of course, is the narrowness of that range.  
  GMs wishing to run a module designed for 10th-level PCs, for 
  example, are either flat out of luck, or have to do some fairly 
  intensive work to scale the content up or down to better 
  align with the PCs she is playing with.
  The degree to which a particular GM, or even gaming group, 
  enjoys perusing and tweaking game statistics—“crunch”, 
  in common parlance—varies, of course.  Some GMs love 
  crunch, and spend a majority of their prep time creating and 
  refining their challenges to ensure the crunch is accurate and 
  appropriately challenging.  On the other end of the spectrum 
  are “by the seat of their pants” GMs, who ignore crunch 
  almost entirely, rarely referring to stat blocks lest it distract 
  from the focus of storytelling.  
  This adventure, and in a broader sense, 
  Infinium Game Studio, does not want to judge as to which 
  approach is “better” or “worse”.  What matters is that you 
  have fun and enjoy yourselves!
  However, we do want to make it as easy as possible to play 
  this adventure no matter what level your PCs happen to be.
  Experience Points and Reward 
  Nuggets
  There are many ways of calculating, dispersing, and 
  accounting for experience points (XP) in a Pathfinder gaming 
  group.  What follows is a method that I have used over the 
  decades, and it’s been a lot of fun.  Although it may not be 
  for every gaming group—your mileage may vary—it’s an 
  interesting spin on traditional methods, and the approach 
  may work for you.  
  Whether this approach works for you or not, however, it’s 
  worth reading through, because all of the Quests in this 
  adventure denote XP awards using this method.
  I Want Candy
  In the author’s early days as a GM, I tossed out candies as 
  rewards to the players when their characters did a good job.  
  Candy could be distributed for defeating a kobold, picking 
  a lock, dodging an attack, convincing the castle guard to 
  look the other way, or any of the ordinary actions whose 
  consequence typically involve experience points.
  However, I also gave out candy for good roleplaying, 
  convincing dialogue, outstanding (or horrid) emulation of 
  accents, meta-jokes about the circumstances of the game that 
  were truly hilarious, suggesting things to me as the GM or 
  other players that took the story in a new direction, or—and I 
  have to be honest, here—helping me as a GM.  
  My general rule was, if I forgot a rule, and you pointed it 
  out in a way that didn’t make you seem like a jerk, then 
  you got rewarded.  This could be something as innocuous 
  as reminding me that your elf ranger’s longbow was firing 
  +1 arrows, or as significant as reminding me that a certain 
  piece of equipment granted a reroll to a critically-failed 
  outcome.
  Generally speaking, candy rewards were given out in my 
  games for anything—literally, anything—that made the 
  gaming experience more fun.  Doorbell rings, and the pizza’s 
  here, and your character is tied up in the cyclops’ cave, so 
  you know you won’t be doing anything for a few minutes, 
  and so you go and grab the grub, and tip the delivery guy—
  that’s worth a candy.  Tell a funny joke—that’s worth a candy.  
  Save the life of your comrade, only to drug him unconscious 
  and use him as a prop, in the manner of Weekend at 
  Bernie’s—okay, that’s a little ghoulish, but it’s in charcter, 
  and amazing, so, yeah, that’s three candies right there.
  Candy as XP
  Candy is awesome, though for one of my gaming group, 
  who was a diabetic, it was a controlled and mindful 
  awesomeness.  But even the most free-wheeling player wants 
  their character to level up.  I get it.
  At the end of each gaming session, my players would “turn 
  in” their candy wrappers.  Each wrapper represented 
  something gone right, a good deed done—and therefore 
  it was converted to XP.  Generally speaking, no matter 
  what the PCs’ levels, no matter what the adventure, 10 
  candy wrappers meant you advanced to the next level.  If 
  you fell short—let’s say, you only got 6—then it meant you 
  were closer for next gaming session (i.e., 4 needed in this 
  example).  
  As years went on, it became a bit less practical and/or 
  
  15
  Introduction
  healthy to urge my friends to consume at least ten pieces of 
  candy every time we got together, and so the approach was 
  tweaked.  Instead of candy wrappers, gold stars, or spare 
  dice in a particular color, or Warhammer 40,000 figurines.  
  The point was, you got a token, a “nugget” of reward, which 
  was later converted into XP.
  Rules lawyers hate this method, and I respect that.  But even 
  the most hardened min/maxer eventually recognizes that 
  this approach, despite its drawbacks, keeps play flowing 
  quite quickly, and keeps everyone focused on what I believe 
  should be the goal of any roleplaying game session.
  Namely: to have fun!
  Reward Stars: The Formalized Approach
  Whether or not you appreciated the above anecdote, or the 
  approach it describes, it’s required reading, because now 
  we’ll get to how it applies to Dark Obelisk: Berinncorte.
  As with everything else in this book, the GM is encouraged 
  to completely ignore or change this approach if you feel it 
  would make it work better for your gaming group.
  The following represent opportunities to gain an experience 
  point reward in this adventure:
  • Defeating monsters and NPCs.
  • Avoiding traps, picking locks, or otherwise overcoming 
  obstacles.
  • Succeeding in skill challenges or checks.
  • Fulfilling other objects in pursuit of a Quest.
  Monsters and NPCs in this adventure list the XP reward the 
  PCs should obtain for defeating them in combat.  They also 
  list the number of “Reward Stars” players should receive for 
  success.  This is denoted like this: 
    +2.
  Think of a Reward Star as a sugar-free and abstracted 
  version of a piece of candy from the earlier anecdote: players 
  receive one or more most times that they achieve something 
  in the game.
  Locks, traps, and skill checks are typically “quadded”; each 
  level of CR lists a suggested XP reward, but also a number of 
  Reward Stars.
  Quests only list Reward Stars.  This is because Quests 
  should be fun, interesting, and above all, useful to the PCs, 
  but shouldn’t be game-breakingly powerful or ignorably 
  impotent.  A simple delivery quest, for example: what should 
  that be worth?  500 XP?  For a level one character, that can 
  be almost halfway to levelling up; for a level 19 character, 
  that makes for a completely worthless diversion.  Using 
  Reward Stars solves this problem, by automatically scaling 
  the reward to be significant regardless of character level.
  If you follow the approach I’ve used, then at the end of each 
  gaming session (or in between sessions, or at the start of 
  the next session, whatever works best for your schedule), 
  convert the Reward Stars to traditional Experience Points.
  The GM is heavily encouraged to augment the rewards 
  documented with additional rewards, for perhaps-less-
  tangible contributions: good jokes, helpful behavior, playing 
  fair and nice, being a good sport, paying for or even just 
  ordering dinner, that sort of thing.
  Such “intangible rewards” should be general in nature: a 
  good, timely joke should be rewarded with a chunk of XP 
  that’s meaningful and helpful to the PC in question, whether 
  they’re level 1 or level 19.
  Stay In Character… Or Else
  In rare cases, or with certain gaming groups, the GM should 
  reserve the right to remove or revoke the Reward Stars a 
  particular player, or the group entire, has earned.
  Such penalties should not be applied in a discouraging 
  manner, or against players who are genuinely trying, but 
  whose luck is simply poor, or for whom things just aren’t 
  working out.  Indeed, successful roleplaying in the face of 
  dire circumstances should be rewarded more!
  Reward Stars should only be revoked if the player 
  is detracting from play, distracting others, making 
  inappropriate jokes not appreciated by the rest of the group, 
  not paying their fair share… or just generally being a jerk.
  Converting Reward Stars to XP
  Each Reward Star represents different XP depending on 
  what your current level is.
  If you’ve assigned Reward Stars to a particular PC, use the 
  character’s current level on the table below to convert to an 
  XP reward.
  On some occasions, you may instead have granted Reward 
  Stars to the party as a whole.  In this scenario, calculate the 
  Average Party Level (APL) as you normally would, and use 
  that on the table below to convert the reward to standard XP.
  If a PC has more than the minimum sufficient Reward Stars 
  to advance in level, they may continue to advance!  In such a 
  scenario, count Stars using the PC’s current level, until they 
  level up.  Any remaining stars are converted to XP using the 
  character’s new level.  In exceptionally rare circumstances—
  or with exceptionally indulgent GMs!—this may involve a PC 
  levelling up multiple times between sessions, though such 
  power-levelling is generally discouraged.
  Finally, in addition to different methods of determining 
  rewards, gaming groups tend to have different theories as to 
  how rapidly characters should level up.  Slow, average, and 
  fast tracks are shown here, which scale to the corresponding 
  Character Advancement experience point totals in the 
  Pathfinder Core Rulebook.
  For purposes of Reward Stars, the following standard has 
  been used:
  • Slow advancement requires 15 Reward Stars to advance.
  • Advancement with the Average progression demands 10 
  Reward Stars per level.
  • Only 5 Reward Stars are needed to advance following the 
  Fast track.
  Table 2: Converting Reward Stars to XP
  Level, CR, or APL
  Slow
  Avg
  Fast
  1
  200
  200
  260
  2
  300
  300
  400
  3
  433
  400
  540
  4
  600
  600
  800
  
  16
  Introduction
  Level, CR, or APL
  Slow
  Avg
  Fast
  5
  800
  800
  1,000
  6
  1,200
  1,200
  1,600
  7
  1,600
  1,600
  2,200
  8
  2,533
  2,400
  3,200
  9
  3,000
  3,000
  4,200
  10
  5,000
  5,000
  6,800
  11
  6,333
  6,500
  8,000
  12
  9,667
  9,500
  13,000
  13
  12,667
  13,000
  17,000
  14
  19,333
  19,000
  26,000
  15
  26,333
  25,500
  35,000
  16
  36,667
  41,000
  50,000
  17
  53,333
  50,000
  70,000
  18
  76,667
  75,000
  100,000
  19
  100,000
  105,000
  140,000
  20
  n/a
  n/a
  n/a
  “Quadded” Stat Blocks
  Toward the goal of having an adventure that can be run 
  with PCs of various levels, all NPCs and monsters in this 
  adventure have four separate sets of statistics.  
    These represent iterations of the creature in four 
  distinct scales of challenge.  These scales are referred to, 
  in ascending difficulty, as Low, Moderate, Advanced, and 
  Elite.
    Low-level statistics are the default, and are intended 
  for parties of 1st to 4th level PCs.  Typically, the Low CR for a 
  creature will be in the range of fractional, up to 4.
    Moderate statistics present a bit more challenge, and are 
  meant for 5th to 8th level PCs.  CRs can be in the range from 
  4-10.
    Advanced creatures give even more of a fight, 
  representing CRs in the range of 10-15, and are meant for 
  adventurers of the same levels.
    Elite monsters and NPCs are the most evolved, and 
  present formidable difficulty in the 12-20 CR range.  These 
  stat blocks are designed for PCs above 15th level.
  To avoid confusion, elsewhere in the text outside of the 
  creature’s quadded stat block definition, the statistics 
  referred to are the Low, or default, block.  For example, the 
  condensed, “vital stats” block that is shown in red where the 
  NPC or monster is introduced in the adventure uses the Low 
  values.
  Quadded Challenge Blocks
  Skill challenges and checks, traps, poisons, and obstacles 
  sometimes have quadded stat blocks as well.  
  Although nearly all NPCs and monsters have quadded stat 
  blocks, not all other game elements do.  This is intentional.  
  It represents the reality that although monsters and people 
  might be of advanced difficulty, the city of Berinncorte 
  exists in a typical, average fantasy realm—DC 50 Mythic-
  caliber locks simply doesn’t exist, let alone on every door in 
  town!
  Below is an example of a door that has a quadded challenge 
  block.  The icons represent the scale of increasing difficulty; 
  from top to bottom, they are Low, Moderate, Advanced, and 
  Elite.
    Locked Secret Wooden Door
    5” thick; Hardness 5; hp 60; Perception DC 16; Break 
  DC 20; Disable Device DC 18
    5” thick; Hardness 5; hp 60; Perception DC 20; Break 
  DC 24; Disable Device DC 22
    5” thick; Hardness 5; hp 60; Perception DC 22; Break 
  DC 26; Disable Device DC 24
    5” thick; Hardness 5; hp 60; Perception DC 24; Break 
  DC 28; Disable Device DC 26
  Adjusting Character Difficulty
  NPCs typically represent less challenge from a combat 
  perspective than PCs of equivalent level.  This is due to a 
  number of factors, not least of which being that character 
  wealth by level (WBL) is typically much higher for an 
  adventuring PC than for, say, a tavern keeper.
  As a player, you may wish to play one of the villains, or 
  henchment, herein as a PC, particularly if you are involved 
  in an “evil” campaign or game setting.  As the GM, you may 
  wish to increase the difficulty of a given character.
  The characters in this book are engineered to primarily be 
  NPCs.  Many have combat characteristics and gear that is 
  elevated from a typical NPC; however, nearly all are at least 
  slightly less powerful at their level than a typical PC.
  To address this, if you are planning on using any of these 
  characters as a PC, you may wish to “buff them up” in 
  certain areas.
  Armor Class
  This is the easiest adjustment: make the character more 
  difficult to hit in combat.
  Add an amulet of natural armor to the character.  If they have 
  one already at the difficulty band you’ve selected, increase 
  its natural armor bonus.
  Alternately, or in combination with the amulet approach, add 
  a ring of protection, providing a deflection bonus to AC.
  Finally, the character can wear another piece of magical 
  clothing that provides a luck bonus to AC.
  Below is a suggested range of bonuses required to convert an 
  NPC-caliber character into a PC-caliber character.  
  For example, the net AC benefit to a character in this book 
  (assuming s/he lacks any such equipment as-is) would be as 
  follows.  This corresponds roughly to a +1 overall AC bonus 
  per character level, give or take:
  
  17
  Introduction
    Low:  
   
  +3 
    Moderate:  +6 
    Advanced: 
  +9
    Elite: 
   
  +12
  Table 3: Suggested Armor Bonuses by Difficulty Band
  Difficulty Band
  Natural
  Deflection
  Luck
    Low
  +2
  +1
  -
    Moderate
  +3
  +2
  +1
    Advanced
  +4
  +3
  +2
    Elite
  +5
  +4
  +3
  Feats
  You can also grant the character one or more Feats, focusing 
  on combat advantages.  Which Feats best apply depends most 
  crucially on the fighting style and other capabilities of the 
  character in question.
  Table 4: Suggested Feat Bonus by Difficulty Band
  Difficulty Band
  Additional Feats Granted
    Low
  +2
    Moderate
  +4
    Advanced
  +6
    Elite
  +8
  Crunch and Fluff
  “Crunch” is a term commonly used to refer to the dozens of 
  statistics that describe a creature from the standpoint of raw 
  game mechanics.  Although there is a great deal of flexibility 
  in these stat blocks being used to convey flavor, demeanor, 
  behavior, and personality, such “softer” yet still important 
  game elements are often referred to as “fluff”.
  Each GM and player has their own relationship to these 
  game elements, and preferences as to their balance in 
  gameplay.  Some groups live by crunch, and largely ignore 
  fluff; adventures tend to be little more than an organized 
  dungeon crawl, and min/maxing your PC’s character 
  options and equipment is commonplace.  Other groups 
  focus solely on storytelling, and use game mechanics only 
  when it’s necessary to introduce a bit of randomness to the 
  proceedings.  
  You can have a great deal of fun at either end of the 
  spectrum, or anywhere in between!  To support the various 
  approaches to describing monsters and characters, this 
  adventure takes the approach of providing a great deal of 
  crunch, and a great deal of fluff.
  Some may consider this overkill, and it’s likely that some 
  gaming groups will ignore a portion of what follows to focus 
  on what matters most to their style of play.  That’s exactly 
  as it is intended to be used: hopefully it has everything you 
  need, so you can use it however you like!
  Quadded Stat Blocks and Default 
  Language
  A creature’s fluff uses language assuming that you are 
  playing the 
   Low level of difficulty version of that 
  creature.  For example, the Low level of an NPC might 
  wield a run-of-the-mill rapier, and the Elite version might 
  instead use a +3 corrosive burst rapier; the descriptions that 
  accompany that NPC would refer merely to her rapier as the 
  default equipment.  Similarly, any illustrations drawn will 
  typically use imagery associated with Low-challenge gear 
  and items.
  Attitude Trackers
  Each villain, and some henchmen, have an Attitude Tracker.
  This section is meant to help track the NPC’s current 
  Attitude toward the party.  Pathfinder uses the five 
  classifications of Hostile, Unfriendly, Indifferent, Friendly, 
  and Helpful; this adventure introduces a bit more detail into 
  the equation.
  As with other elements of this adventure, the GM is 
  encouraged to use this approach to tracking NPC Attitude 
  only if it is desired; of course the GM may use alternate 
  approaches, house rules, or other rule systems to manage 
  how NPCs view the party.
  An example of an Attitude Tracker is shown below.  The GM 
  is encouraged to use pencil to mark the current and changing 
  Attitude of each NPC as the game progresses.
  Note that some quests, conversation topics, plot activities, 
  and actions rely on a given NPC having a certain Attitude 
  toward the party, so it can be helpful to have some way 
  of managing the many different characters the PCs might 
  encounter in their journey.
  Using the Attitude Tracker
  Attitude is measured on a 29-point scale: 1 is the worst 
  possible feeling an NPC can have toward the party, and 29 is 
  the most favorable.  This is referred to as an NPC’s Attitude 
  Value.
  The five Attitude classifications defined in the Pathfinder 
  Roleplaying Game correspond to roughly 6-point “blocks” 
  of these values.  Specifically, Attitude Values between 1-6 
  represent a Hostile character, values between 7-12 mean the 
  NPC is Unfriendly, Indifferent characters have Attitude 
  Values between 19 and 24, and any value of 25 or above 
  means the character is Helpful toward the party.  This is the 
  NPC’s Attitude overall.
  Each NPC has a “Starting Attitude”, and the for example, 
  “14 (Indifferent)”.  When the adventure begins, and with 
  no other considerations or complicating factors, this is the 
  NPC’s initial perspective on the party.
  
  18
  Introduction
  Attitude Modifiers
  Beneath “Starting Attitude” can be one or more Attitude 
  Modifiers.  Each describes a scenario, and the effect it has 
  on that NPC’s Attitude Value.  
  Attitude Modifiers can be pre-existing, unchangeable 
  things, such as “Party Contains at Least One Elf”.  These 
  Modifiers should be taken into consideration as soon as the 
  party see the NPC, or even during pre-game setup by the GM.
  Some are action-based: for example, “Party Engages in 
  Conversation: +2”; in that scenario, the moment the party 
  approaches the NPC and greets her, that NPC’s Attitude 
  increases by 2 points.  Action-based Attitude Modifiers 
  only have an effect once; in the example above, if the party 
  approaches the NPC the next day and speaks with her, there 
  is no further effect to her Attitude.
  An NPC may have repeatable action-based Attitude 
  Modifiers; these may take effect multiple times, and are 
  usually phrased to make this obvious.  For example: “Each 
  Time the Party Slays a Giant Rat on the Property: +1”.
  Others have maximum effect caps.  In the example “Making 
  a Purchase (+1 per 50 gp spent, max 5)”, the NPC in question 
  will grow more fond of the party the more they buy… but 
  this caps out at +5 for 250 gp spent.  The party is of course 
  welcome to spend more money than that, but it will have no 
  further effect in terms of the NPC’s Attitude.
  Attitude Modifiers that cause an NPC’s Attitude to shift to 
  the range for a different classification take immediate effect 
  as it applies to Diplomacy rolls and the like.  For example, 
  if an NPC’s Attitude Value is 18 (Indifferent), and speaking 
  with her grants +1, this would bump her up from Indifferent 
  to Friendly.  So, starting a chat with her means the ensuing 
  conversation would take place with her being Friendly.
  Modifiers that would take an NPC’s Attitude Value above 
  29, or below 1, have no effect.
  Quadded Stat Blocks
  Each villain and henchman has a set of quadded statblocks.  
  Note that unless otherwise specified, bonuses and penalties 
  from all sources should be included already in the figures 
  provided.  For example, the Attacks section should reflect 
  ability score modifiers, skill and feat modifiers, special 
  ability / special quality modifiers, and modifiers derived 
  from the enhancement bonuses of the weapon itself.
  The exception to this is effects coming from magical 
  weapons: for example, a corrosive light crossbow might 
  show as dealing 1d8 damage.  This value does not, however, 
  include the corrosive effect, which normally causes the 
  weapon to deal an additional 1d6 points of acid damage 
  when the effect is activated.
  Also of note is the Prepared Spells section.  For NPCs with 
  class levels of a spellcasting class that must prepare spells in 
  advance, this section reflects a suggested pool of spells that 
  have been memorized or that are otherwise ready to cast.  
  The GM is of course encouraged to modify the list as she 
  desires to fit the circumstances of gameplay; for example, 
  if the party starts attacking townsfolk willy-nilly, then 
  spellcasters in town might be more likely to ready defensive 
  and combat spells.
  Finally, the Treasure section in the stat blocks lists the 
  equipment normally carried or used by the creature.  Gold, 
  jewels, and non-combat items that do not have an impact on 
  game mechanics and crunch are not listed here.
  Special Abilities
  All special abilities, auras, special qualities, and other 
  remarkable effects that apply to the creature are described 
  here, in alphabetical order.
  Note that this section lists a complete set of possible special 
  abilities that apply to the creature taken from its 
   Elite 
  stat block.  Individual stat blocks above this section will list 
  out which special abilities / SQs apply to the creature in its 
  various forms of CR.
  With this, and the Feats section afterward, there is 
  considerable duplication—many NPCs have Low-Light 
  Vision, for example.  This is by design, and speaks to a 
  common complaint among GMs: bestiaries and NPC listings 
  are great for getting the vital details, but it’s often hard to 
  remember just exactly what the Power Attack feat means.  
  The intent with the Infinium Game Studios approach to 
  NPC and monster definitions is to make it as easy as possible 
  to play a given creature, without having to refer to multiple 
  other rulebooks.  GMs dancing among tomes, trying to 
  cross-reference dozens of characteristics to figure out what 
  the creature does next is unsatisfying, wasteful of time, and 
  takes everyone in the game out of immersion—“hold on, let 
  me remind myself what an Alchemist’s Explosive Bombs are 
  like” doesn’t exactly keep players on the edge of their seats!
  Feats
  All feats taken by the creature in its class level progression 
  are listed here, in alphabetical order.  As with the Special 
  Abilities section, the list here is a superset of everything 
  that applies to the Elite version of the creature; specific feats 
  taken at lower-challenge iterations are listed in the Feats 
  section of the quadded stat block.
  Treasure
  If the creature carries wealth, jewels, or valuables beyond 
  their equipment listed earlier, such booty is described here.  
  Creatures whose only possessions are arms and armor might 
  not have this section at all.
  Habits and Logistics
  NPCs tend to have habits, particularly those with jobs.  The 
  Habits and Logistics section indicates where the NPC can 
  be found, when; typically there will be a Daytime and a 
  Nighttime listing here at minimum.  Characters may more 
  complex schedules as well, breaking down their day into 
  hour-by-hour chunks of time.
  This is useful fluff for GMs wishing to introduce an NPC in a 
  manner that fits with the character’s habits.
  Conversation
  Some NPCs have a lot to say; others, not so much.  
  
  19
  Introduction
  Experienced GMs can create their own conversation trees 
  off the cuff in the midst of gameplay, but others may wish a 
  more explicit, prepared approach.  Noteworthy conversation 
  topics and responses are described here.
  In certain cases, the PCs may be able to get more information 
  if they are skilled at steering the dialogue in a certain 
  direction, or if they simply provide a bribe.  If having 
  sufficient skill or offering payment would reveal more than 
  normal, or if the PCs can apply pressure to get to the heart of 
  the matter, skill challenges are listed here as well, along with 
  the response that success at such a challenge will elicit.  
  Often, such “additional’ dialogue will follow from pressing 
  the conversation on a topic that has been listed earlier.
  Villain Content: Section by Section
  Each Villain’s content section is structured in a similar 
  manner.  
  The following breaks down each component of content.
  Overview
  A very short sound bite that summarizes the villain in a 
  nutshell.
  Appearance
  Common garb, visual presentation, tics and habits, and other 
  atmospheric details of the villain.  
  This section refers to the physical appearance of the 
  creature.  This is particularly important for NPCs who do not 
  have illustrations.
  Background
  Family history, dark deeds, secret agendas—it can all be 
  found in the Background section of an NPC.  Such backstory 
  might never be used at all, but sometimes, simply having 
  it in mind may help guide the GM as to the interaction and 
  behavior of an NPC when questioned by the PCs.
  Demeanor
  This section describes the typical atmosphere of conversation 
  and attitude presented by the character.
  Combat Tactics
  This section describes how the creature behaves prior to, 
  and once in, combat.  Some monsters are alarmingly simple 
  in this regard: “will fight the PCs on sight, and will fight 
  to the death” is about as straightforward as you can get, 
  here.  More nuanced NPCs may have a general statement as 
  to tactics, such as “will focus on melee opponents first, and 
  then move on to ranged enemies”.  Complex enemies may 
  have a round-by-round description of their approach, listing 
  the spells or techniques they choose to employ at each step 
  of the battle.
  Of course, as with most things, the GM is welcome to ignore 
  this section entirely and play the creature as they wish.
  Modus Operandi
  Each villain typically has a regular set of behavior that 
  define their villany.  The Modus Operandi of the villain is 
  the set of activities, method of selecting “targets”, or other 
  actions that illustrate how they go about their evil.
  Notoriety
  Some villains are well-known and infamous; others operate 
  below the radar or in secret.  This section informs how 
  widespread knowledge of the villain’s existence and behavior 
  are known.
  Hooks, Integration, & Adventure 
  Seeds
  There are several ways in which a villain might be inserted 
  into an adventure.  A skilled DM/GM might not need, or even 
  pay attention to, this section, deriving inspiration merely 
  from the villain’s description and Modus Operandi.
  However, as additional inspiration, this section lists which 
  of the following general approaches might apply well to this 
  villain.  
  Note that the intent is for any villain to be easily insertable 
  into any campaign setting, or adventure context.
  • Direct Attack: Whatever vile thing the villain does, they 
  try to do that to one or more pcs.
  • Plea of the Innocent: Someone affected by the villain 
  begs the PCs to help.
  • Competing Goals: The villain does their thing to a target 
  competing with a goal of the PCs.
  • Fringe Notice: The villain is doing their thing, and the pcs 
  notice the impact on their own and seek to learn more.
  • Appeal from Authority: Law enforcement or other 
  authority commissions the PCs to investigate.
  • Faction Quest: A Church ornother Faction tasks the PCs 
  with solving the mess because it competes with their 
  interests.
  • Faction Impact: A PC’s Faction is affected by the villain’s 
  actions; the PCs take it upon themselves to react.
  • Collateral Damage: In the course of conducting villainy, 
  the “bad guy” splash damages one or more of the PCs.
  • Disappearing Regular: The shopkeeper, innkeeper, 
  general store owner, or gate guard the PCs always run into 
  is either missing or distracted as a result of the villainy.
  •  Dark Rumor: Whispers tell of the villain and their acts.
  •  Dependency Interference: Something or someone the 
  PCs need or want is taken by the villain.
  
  20
  Introduction
  Rumors & Lore
  Each villain contains a list of snippets of conversation, 
  convoluted retelling, misunderstanding, urban myth, 
  hearsay, and outright lie are usable as additional incentives 
  for the PCs to uncover mysteries about the villain.  These 
  rumors and lore are organized into a FlexTable.
  There are two ways to use these FlexTables:
  First, if the PCs are actively searching for information, you 
  can make a 
    Skill Check and look up the result.  If you 
  come to a result that has already been discovered by the PCs, 
  at the GM’s discretion, you may pick a result with a lower DC 
  and read that instead.  
  The party may use 
    Knowledge (Local) or Diplomacy in 
  this manner; the DC listed applies equally to either of these 
  skills.  Alternately, a PC may use Knowledge (History), 
  or Knowledge (Geography), but with a -4 circumstance 
  penalty (as knowledge of general history will apply in only a 
  limited basis to any immediate vicinity, particularly for those 
  villains who have not been “operating” very long).
  In specific cases, a given villain’s context or situation may 
  override these options and the modifiers that govern them.  
  These more specific rules are described in the villain’s 
  section under “Rumors and Lore”.
  Alternately, if a specific quest explicitly rewards the PCs 
  with a piece of lore, you may simply roll on the appropriate 
  Context and read the result.  In such a circumstance, a Skill 
  Check is not required.
  Generally speaking, the information in this FlexTable may be 
  inserted into your campaign as foreshadowing for eventually 
  revealing a villain or introducing his/her/its work, or as a 
  means of introducing a plot hook into the Quests listed in 
  that villain’s section.
  • 
    Use Context A: 
  As a default, or if no other context specifically applies to 
  the circumstances.
  • 
    Use Context B: 
  If the party is attempting to gather information from 
  a Key NPC.  Any named NPC is a “key” NPC for these 
  purposes.
  • 
    Use Context C: 
  If the party is gathering information from generic 
  townsfolk, or NPCs without specific names.  For example, 
  Townsfolk.
  • 
    Use Context D: 
  If the party is blindly trying to obtain information in an 
  unstructured manner.
  Villainous Organization
  Describes the manner in which the villain operates.  Some 
  villains work alone; others have a retinue or group of 
  followers.
  “Village Authority”
  Throughout the Quests in this book, the term “village 
  authority” or a varient thereof is used.
  This can apply to any security authority in the town, city, or 
  other urban / municipal context your PCs find themselves in.  
  This could be the town militia, a city military, police service, 
  or other force.
  
  21
  Introduction
  Thank You
  This book was completed many months after I had originally 
  targeted.  
  That’s a symptom of two things, both equally important and 
  influential: first, my own inability to accurately predict how 
  long it takes me to do work.
  And second, the patience, support, and general goodwill of 
  my backers, and the Kickstarter community in general. 
  I get to do what I’ve always loved, and wanted to do for 30 
  years, and have it be fruitful enough to break even.  Words 
  cannot express my gratitude to those who have believed in 
  me, stuck by me... and, hopefully, have received enormous 
  benefit as a result.
  Background & Definitions
  First, some ground rules: “Crunch” is the mechanics, the 
  numbers, of a roleplaying game.  A Strength of 16, a +1 bonus 
  on damage rolls, or a spell that causes confusion for 1d6 
  rounds—these are all examples of crunch.
  Crunch is critical to nearly all roleplaying games, because 
  without it, the game is really just interactive storytelling.  
  Crunch gives determination to a game; it removes things to 
  some extent from the control of the players and the GM.  
  In abiding by the rules of the game, the gaming group gives 
  themselves up to Fate, and the whim of the dice.  Different 
  games place a different degree of emphasis on crunch, but 
  even the most storytelling-focused products still rely on 
  mechanics to some extent.
  Particularly as a player, the stereotype is that you either 
  love or hate crunch.  Typically, “rules lawyers” and “min/
  maxers” love crunch, because they turn it into a weapon: If 
  you know some obscure rule on page 385 of a two-decades-
  old book, that’s something you can use to your advantage.  
  A “min/maxer”, while we’re at it, is someone, typically 
  a player rather than a GM, who makes decisions based 
  on crunch impact.  When picking a weapon for their 
  character, they’ll pick something that deals the most damage 
  (“maxing”); when assigning rolled numbers to Ability Scores, 
  they’ll choose so as to reduce the negative implications of 
  poor values (“minning”).  This tends to result in a more 
  formidable character, at least on paper.
  Conversely, “roleplayers” focus on just that—roleplaying.  
  Pretending to be someone they are not in real life.  And for 
  people who are good at that mindset, it tends to be more 
  fun the more bizarre the choices are.  A Bard who dreams 
  of being a warrior is much more interesting and difficult 
  to roleplay than a min/maxed Bard who focuses solely on 
  buffing songs for his party, though the latter may indeed be 
  more effective in combat.  Roleplayers often contend that 
  min/maxing removes the focus from true roleplaying and 
  reduces the interactive and rich social experience of tabletop 
  RPGs to a numbers game, something that could simply be 
  reproduced on a spreadsheet.
  Interpretation
  There’s nothing wrong with either of those approaches, and 
  this essay (and in a larger sense, this book) isn’t going to try 
  and convince you otherwise.
  If you love crunch, you will continue to focus on it.  If 
  you hate it, you’ll instead focus on storytelling, and the 
  mechanics of the game will happen around that.  Either 
  way is fine.  Most gaming groups contain people from both 
  camps.
  It’s rare, however, to love crunch and storytelling.  To use 
  one, intentionally, to enhance the other.
  Even though, I’d argue, that was the very purpose of 
  crunch all along—to facilitate storytelling, to enhance it, 
  to put a frame and context around it, to make it easier 
  for everyone involved to speak a common language when 
  trying to storytell.  Can you defeat the dragon?  “Maybe” 
  isn’t a satisfying answer, because the reality is far, far more 
  complex than that. 
  Just like real life.
  Character Through Crunch
  So, to the point, here: I believe it’s possible, fun even, to 
  create character using crunch.  Crunch can be fun; it’s just a 
  matter of how you approach it.
  If you’re not having fun creating crunch, you’re either 
  devoid of imagination, or you’re not doing it with the proper 
  creative spirit.
  I remember watching the movie Backdraft.  If you’re not 
  familiar, this is a story about firefighters.  Put water on fire, 
  try not to get burned, right?  Pretty straightforward.  Yet it’s 
  compelling, and interseting, and a solid flick.
  I realized that any story can be interesting, if it’s told well.
  Same thing with character creation: every class, every 
  archetype, every spell, every skill, every feat, every 
  weapon... every single option to be found in the wealth of 
  content that’s available to us can be interesting.  
  Assume that’s true, though some will claim or point out 
  spells or items that really are single-role and throwaway 
  outside of a particular context.  Even those, however, can 
  be interesting—just assume that context exists, and create a 
  character around that.
  This just wouldn’t be a roleplaying opinion essay without 
  an Art of War quotation, so here goes: Just as war is the 
  continuation of politics by other means, crunch is the 
  continuation of character development by other means.
  Hopefully, whether you use this book as simply a stockpile 
  of ready-made characters, or if you use it as inspiration for 
  creating your own PCs or NPCs, something in here enhances 
  your respect for the concept of character through crunch.
  Character Through Crunch
  
  22
  Introduction
  “Ay, that I had not done a thousand more.
  Even now I curse the day—and yet, I think,
  Few come within the compass of my curse,—
  Wherein I did not some notorious ill,
  As kill a man, or else devise his death,
  Ravish a maid, or plot the way to do it,
  Accuse some innocent and forswear myself,
  Set deadly enmity between two friends,
  Make poor men’s cattle break their necks;
  Set fire on barns and hay-stacks in the night,
  And bid the owners quench them with their tears.
  Oft have I digg’d up dead men from their graves,
  And set them upright at their dear friends’ doors,
  Even when their sorrows almost were forgot;
  And on their skins, as on the bark of trees,
  Have with my knife carved in Roman letters,
  ‘Let not your sorrow die, though I am dead.’
  Tut, I have done a thousand dreadful things
  As willingly as one would kill a fly,
  And nothing grieves me heartily indeed
  But that I cannot do ten thousand more.” 
   
   
   
   
   
   
  William Shakespeare, Titus Andronicus
  “No one is ever the villain of their own story.”
   
   
   
   
   
   
  Cassandra Clare, Lady Midnight
  “Behind every villain is a truth, whether it be perceived or actual.” 
   
   
   
   
   
   
  Dalton Frey, The Darkest Light
  
  23
  MacCratchen
  MacCratchen
  
  24
  MacCratchen
  MacCratchen
  Overview
  A wily yet hermetic gnome, tall and lanky for his type, who 
  keeps a homeand quasi-fortress in a mountainside half 
  destroyed by volcanic activity called Stonehaven.
  Appearance
  Nearly all his garb has been accumulated from remnants, or 
  pilfered from victims.  As such, it’s a curious assortment of 
  clothing, armor, and superstitious nonsense.
  Background
  Some say MacCratchen was once an adventurer, and gave up 
  civilization one day in favor of life as a hermit.  
  Others suspect that he once enjoyed a life of priviledge, and 
  was driven insane through organic or magical means.
  The truth is somewhat in between: once a tribal leader, 
  MacCratchen led his few dozen soldiers into combat against 
  a warring faction.  Tragically, he had been betrayed by his 
  lieutenant, and what was supposed to have been a sneak 
  attack turned into an ambush.  
  His warriors slain, MacCratchen alone slunk home, wounded 
  and embittered, to find his entire village destroyed, his 
  remaining people enslaved, murdered, or driven out.
  Understandably, the incident drove the man insane.
  Demeanor
  MacCratchen lives as a hermit, suspicious and paranoid of 
  any outsiders and indeed of any sentient life in general. 
  Combat Tactics
  MacCratchen will observe from afar, silently and hidden, 
  often for days on end, to ascertain the motives of any 
  intruder into his realm.  
  If it’s feasible to pick off weaker or solitary intruders, he will 
  do so when the opportunity arises, but he will never seek 
  armed conflict against a superior force.  
  Forced into combat against greater numbers, MacCratchen 
  will run, using his knowledge of the terrain to lose his 
  pursuers and to regroup against the potential for better odds.
  Modus Operandi
  MacCratchen preys upon the weak, the solitary, the 
  wounded, and the lost.  His domain is wide, his swath of 
  coverage great; he knows well the forests and mountains of 
  the area, and his tribe of loosely-aligned Scouting Harpies 
  grants him awareness of an area larger still.
  His favorite targets are lone travelers: those out for a picnic, 
  traveling from city to city, or adventurers scouting for 
  supplies.  Any group of less than four people is a possible 
  target.
  MacCratchen will typically send in a few Scouting Harpies, 
  mainly to harangue the target into fleeing deeper into the 
  forest and away from civilization.
  As they stumble and run, the targets will suffer ranged 
  attacks until they have been weakened to a point where 
  MacCratchen will finish them off.
  His arrangement with the harpies is that they are allowed 
  to attack the targets only if MacCratchen gives the signal to 
  do so, which he will only do if he is clearly outmatched.  The 
  villain himself prefers to land the killing blows.
  Once the target has been subdued, MacCratchen will loot the 
  bodies, leaving the corpses to the harpies for sport and food.  
  Later, the harpies have been asked to dispose of the bodies; 
  in truth, more often than not, they cannot be bothered to do 
  so.
  Notoriety
  MacCratchen himself is nearly completely unknown, except 
  to rumor.  Of his once hundred-strong tribe, there is himself 
  alone remaining, and no tales of the betrayal and massacre 
  are still told by the victors; it is as though his family and 
  home have been wiped away.
  There are tales and whispers of a hermit who lives in the 
  forest, or mountains, who eats those who wander into 
  the woods and who takes harpies for lover, but these are 
  often dismissed as inappropriately foul cautionary tales for 
  children too eager to play far afield from protection.
  Hooks, Integration, & Adventure 
  Seeds
  • Direct Attack: If the PCs number 4 or fewer, they can 
  be targeted directly by MacCratchen and his Scouting 
  Harpies.
  • Plea of the Innocent: Parents of a lost child beseech the 
  PCs to help them find the boy, who in fact was targeted by 
  MacCratchen.
  • Collateral Damage: MacCratchen slays an NPC the party 
  knows, as that NPC was traveling from town to town.
  • Dependency Interference: A courier, en route with 
  information or an item vital to the PCs’ grander designs, 
  was killed by MacCratchen; the hermit now possesses that 
  item of importance.
  Habits and Logistics
  MacCratchen is, at the end of the day, a crazed loner: his 
  
  25
  MacCratchen
  
  26
  MacCratchen
  FlexTable 2: MacCratchen Rumors & Lore
  A
  B
  C
  D
  DC
  Description
  Veracity
  -
  -
  -
  01-30
  -
  No Rumor
  No information is obtained.
  01-14
  01-14
  01-14
  31-39
  12
  A mountainous hermit is so 
  vile and repugnant that he 
  takes harpies as lovers.
    Partially True.  MacCratchen is 
  something of a vile hermit, and he 
  does fraternize with harpies, though 
  the relationship thus far has not been 
  physical.
  15-29
  15-30
  15-30
  01-30
  13
  A forest hermit will attack 
  lone travelers for sport.
    True.  “Sport” is perhaps stretching 
  things; he abhors outsiders and guards his 
  solitude viciously.
  30-44
  31-45
  31-45
  31-39
  14
  Wanderlust
  Is dangerous
  For if you walk
  In deep forest
  You might befall
  The harpies’ wrath
  And then become
  A fell bloodbath!
    Partially True.  The rhyme is often 
  told to and by children to dissuade them 
  from venturing into the woods alone; 
  doing so may well result in the harpies 
  attacking.
  45-59
  46-60
  46-60
  40-49
  15
  Betrayed by his lieutenant, 
  a once-mighty chieftain 
  went insane, and now lives 
  alone, shunning society and 
  preying upon the weak and 
  wounded who venture close 
  to his lair.
    True.  This is an accurate summary of 
  MacCratchen’s life, both past and present.
  60-74
  60-69
  60-69
  50-59
  16
  A hermetic gnome has 
  befriended harpies, who are 
  ever on the lookout for fresh 
  victims they might share.
    True.  This describes the relationship 
  between the gnome and his scouts.
  75-89
  70-97
  70-94
  60-69
  11
  A cannibal hermit succors 
  children to his lair, where 
  harpies prepare their flesh 
  for his feasting.
    False.  Though elements of this story 
  are accurate, the whole is a macabre 
  extrapolation that is inaccurate.
  90-00
  98-00
  95-00
  70-00
  13
  If you are attacked by 
  harpies in the woods, you 
  must cleanse the wounds, or 
  else the grime marks they 
  leave may be used to track 
  you.
    False.  This doesn’t have anything to 
  do with MacCratchen or his scouts.
  sleep habits are bizarre and mutable, to say the least.
  In game terms, this means that at any given time of day, the 
  hermetic gnome might be asleep in his cave lair, out on the 
  prowl, or simply scouting terrain with or without the aid of 
  his Scouting Harpies.
  There is a 
    35% chance that MacCratchen is in his lair 
  at any time of day.  For every 10 minutes the PCs spend a 
  vacant lair, there is a 
    20% chance that MacCratchen 
  returns and discovers them.
  Conversation
  Though MacCratchen understands language, it has been a 
  decade since the gnome has said anything.  He communicates 
  with his Scouting Harpies mainly through gesture and 
  guttural shouting.
  Do you know anything about a missing child?   
  (This can be a general question about any victim, actual or 
  suspected.)
   
    (MacCratchen stares blankly at you.  Just as you’re not 
  entirely sure he understood the question, there seems a 
  michievous and vile glint in his eyes that both confirms 
  his understanding, and would seem to answer your 
  question, all at once.)
  What of your past?
   
    (The gnome shrugs, scowls, and shrugs again.)
  
  27
  MacCratchen
  Attitude Tracker Triggers
  Value
  Action
  <7
  MacCratchen attacks the party on sight, 
  regardless of circumstances.
  <13
  MacCratchen keeps watch on the party as long 
  as they are within 5 miles of his cave.  He will 
  send harpies to attack, or himself dispatch, any 
  lone members of the group.
  >18
  The gnome will ignore the party even if they 
  are in his domain.
  >24
  Though still hermetic, the gnome will seek out 
  and greet the party if they venture within 1 
  mile of his cave.
  Organization
  MacCratchen is loosely familiar with 
    3d6 Scouting 
  Harpies.  
  Contrary to sordid rumor, they have a working relationship, 
  symbiotic and very similar to that enjoyed by a predator and 
  scavengers.
  Henchmen, Retainers, and 
  Followers
  The harpies are under strict instruction never to trespass 
  within 100’ of MacCratchen’s cave.  
  At any given moment, outside of his cave, MacCratchen is 
  within earshot of 
    1d4 Scouting Harpies, which he can 
  summon with a shout.
  So long as MacCratchen is within shouting distance of at 
  least one Scouting Harpy, he may command her to gather all 
  other Harpies to their location; the reinforcements take 
    
  2d4 rounds to arrive.
  Lair / Residence
  MacCratchen’s lair is a naturally-occuring cave build into the 
  side of a mountain.  He has done very little to keep it tidy, 
  and in fact has imbued it with refuse and debris over the 
  years.  
  In his defense, it’s not as though there are ever any visitors.  
  At least, not any who survive to leave.
  Quests & Encounters
    Quest: Rescue the Missing Children
    Summary: One or more missing children have been last 
  seen within a mile or so of MacCratchen’s mountain lair.  
  The PCs are asked to recover them.
    Rewards:   
    500 gp / 
    2,800 gp / 
    6,000 gp / 
    12,000 gp (per child, promised); up to 
    2 Reward 
  Stars per child.
    Locations: Any.
    Key NPCs: MacCratchen.
    Kickoff: There are two possible sources of this Quest.  
  The PCs may encounter a parent of one of the missing 
  children, who then asks the party to find the boy.   
   
  For greater challenge and greater benefit, however, the 
  city authorities might offer a reward for the return of any 
  number of missing children, or information leading to the 
  recovery of their bodies.
    Description:
  The truth of the matter is that all of the children involved 
  were wandering in the woods, and were targeted by 
  MacCratchen and his harpies.  
  Whether the Quest is introduced to the party via a single 
  parent, or a village security authority, the evidence provided 
  points to the child(ren)’s last known appearance being in the 
  woods outside of town.  
  For each missing child, there is a chance (
    20%) that 
  they have not yet been killed, and have evaded the harpies’ 
  attacks and are hiding.  Roll to determine this for each 
  child separately before the party ventures into the woods to 
  explore.
  Missing children who are determined to not still be alive 
  via the above check were slain by some combination of 
  MacCratchen and his harpies; the bodies are scattered in the 
  woods, and any possessions are in the hermetic gnome’s lair.
    Finding out what happened requires skill checks: 
    
  Survival, tracking skills, or Knowledge (Nature) are 
  good examples.   
   
  Success leads the party to MacCratchen’s lair; fully 
  leading back to the lair requires 
    1d4 successive, 
  successful, skill checks along these lines.  Along the way, 
  the PCs will encounter each of the slain children (if there 
  are any; see above), in various stages of being consumed 
  by the harpies. 
   
  Each failure adds +1 to the total successes required.  Each 
  skill check attempt has a 
    15% chance of attracting 
  attention—at the GM’s option, this could be either a 
  random forest / mountain encounter, or the wrath of the 
  Scouting Harpies.
    In a party that is either ill-equipped for such 
  investigation, and/or who fails for any reason at the 
  checks, the GM can keep things moving by having the 
  Scouting Harpies attack the party.   
   
  The ensuing fight could force the PCs to the lair, or to run 
  into any missing children that are still on the run and 
  alive.
    The parents and/or authorities will also value any 
  possessions returned, or proof of the children’s fate.  
  Each missing child has at least one toy, weapon, 
  memento, or piece of clothing that identifies them; in 
  
  28
  MacCratchen
  the case of the slain children, these trinkets are in the 
  possession of MacCratchen himself.   
   
  Returning them requires either sneaking in and out of a 
  vacant lair, or slaying MacCratchen.
    To return bodies or living children, the party will have to 
  slay any harpies who attack.   
   
  If the party has not yet encountered any harpies when 
  they decide to return to town, a group of 
   2d4 
  immediately attacks them when they make this decision.
    Returning one or more alive children to parents and/or 
  authorities is worth the listed monetary reward, and 
    
  2 Reward Stars, per child.   
   
  Bringing back a corpse is worth half of these rewards in 
  each case.   
   
  Bringing back a corpse, and one or more identifiable 
  possessions, grants the full reward listed per child.
    Slaying MacCratchen, under any circumstances, grants 
    4 Reward Stars, which stack with any others earned 
  through other aspects of this Quest. 
  Unless MacCratchen is killed in the course of the PCs’ 
  activities, this Quest is sadly repeatable: the gnome won’t 
  stop what he does, so it will not be long before there are 
  other missing children.
  
  29
  MacCratchen
  MacCratchen
  CR 4; XP 1,100
    Low
    Moderate
    Advanced
    Elite
  Challenge CR 4 
  XP 1,100
  CR 8 
  XP 3,900
  CR 12 
  XP 8,400
  CR 16 
  XP 15,000
  Class / HD Barbarian 4
  Barbarian 8
  Barbarian 12
  Barbarian 16
  Size / Aln
  Small NE Gnome
  Small NE Gnome
  Small NE Gnome
  Small NE Gnome
  HP
  47
  84
  146
  196
  Armor 
  Class
  13
  13
  14
  15
  Speed
  Walk 25’
  Walk 25’
  Walk 25’
  Walk 25’
  Ability 
  Scores / 
  Saves
  STR    18 (+6) 
  DEX   8 (-1) 
  CON  18 (+6) 
  INT    15 (+2) 
  WIS    7 (-2) 
  CHA  10 (+0)
  STR    20 (+8) 
  DEX   8 (-1) 
  CON  19 (+7) 
  INT    15 (+2) 
  WIS    7 (-2) 
  CHA  10 (+0)
  STR    20 (+9) 
  DEX   9 (-1) 
  CON  20 (+9) 
  INT    15 (+2) 
  WIS    7 (-2) 
  CHA  10 (+0)
  STR    20 (+10) 
  DEX   11 (+0) 
  CON  20 (+10) 
  INT    15 (+2) 
  WIS    7 (-2) 
  CHA  10 (+0)
  Skills
  -
  -
  -
  -
  Saves
  -
  -
  -
  -
  Vulnerabilities
  -
  -
  -
  -
  Immunities -
  -
  -
  -
  Senses
  Passive Perception 10
  Passive Perception 11
  Passive Perception 12
  Passive Perception 13
  Languages Common, Gnomish
  Attacks
  Melee Halberd (Small) +6 
  (1d10+4) 
  Ranged Crossbow, Heavy 
  (Small) ) --> 100 ft.’: +1 
  (1d10-1); 400 ft.’: +1 
  (1d10-1) 
  Melee Handaxe (Small) +6 
  (1d6+4 ) 
  Ranged Handaxe (Small/
  Thrown) 20 ft.’: +6 
  (1d6+4); 60 ft.’: +6 
  (1d6+4) 
  Melee Halberd (Small/
  Weapon +1) +9/+9 
  (1d10+6)
  Melee Handaxe (Small) 
  +8/+8 (1d6+5 ) 
  Ranged Handaxe (Small/
  Thrown) 20 ft.’: +8/+8 
  (1d6+5); 60 ft.’: +8/+8 
  (1d6+5) 
  Ranged Crossbow, Heavy 
  (Small/Weapon +1) ) --> 100 
  ft.’: +3/+3 (1d10); 400 ft.’: 
  +3/+3 (1d10)
  Melee Halberd (Small/
  Weapon +2) +11/+11 
  (1d10+7)
  Melee Handaxe (Small) 
  +9/+9 (1d6+5 ) 
  Ranged Handaxe (Small/
  Thrown) 20 ft.’: +9/+9 
  (1d6+5); 60 ft.’: +9/+9 
  (1d6+5) 
  Ranged Crossbow, Heavy 
  (Small/Weapon +2) ) --> 
  100 ft.’: +5/+5 (1d10+1); 
  400 ft.’: +5/+5 (1d10+1) 
  Melee Halberd (Small/
  Weapon +3) +13/+13 
  (1d10+8)
  Melee Handaxe (Small) 
  +10/+10 (1d6+5 ) 
  Ranged Handaxe (Small/
  Thrown) 20 ft.’: +10/+10 
  (1d6+5); 60 ft.’: +10/+10 
  (1d6+5) 
  Ranged Crossbow, Heavy 
  (Small/Weapon +3) ) --> 100 
  ft.’: +8/+8 (1d10+3); 400 
  ft.’: +8/+8 (1d10+3) 
  Special
  -
  -
  -
  -
  Proficiencies
  Battleaxe, Blowgun, Club, Crossbow (Hand), Crossbow (Heavy), Crossbow (Light), Dagger, Dart, Flail, Glaive, Greataxe, 
  Greatclub, Greatsword, Halberd, Handaxe, Javelin, Lance, Light Hammer, Longbow, Longsword, Mace, Maul, Morningstar, 
  Net, Pike, Quarterstaff, Rapier, Scimitar, Shortbow, Shortsword, Sickle, Sling, Spear, Trident, War Pick, Warhammer, Whip
  NE; Small Humanoid (Gnome, Rock)
  
  30
  MacCratchen
  Special Abilities
  Artificer’s Lore Whenever you make a History check related to magic 
  items, alchemical objects, ar technological devices, you can add twice 
  your proficiency bonus (6), instead of any proficiency bonus you normally 
  appIy.
  Darkvision Accustomed to life underground, you have superior vision in 
  dark and dim conditions. You can see in dim light within 60 feet of you 
  as if it w ere bright light, and in darkness as if it were dim light. You can’t 
  discern color in darkness, only shades of gray.
  Gnome Cunning You have advantage on all Intelligence, Wisdom, and 
  Charisma saving throws against magic.
  Languages You can speak, read, and write Common and Gnomish. The 
  Gnomish language, which uses the Dwarvish script, is renowned for its 
  technical treatises and its catalogs of knowledge about the natural world.
  Tinker You have proficiency with tinker’s tools. Using those tools, you can 
  spend 1 hour and 10 gp worth of materiaIs to construct a Tiny clockwork 
  device (AC 5, 1 hp). The device ceases to function after 24 hours. (unless 
  you spend 1 hour repairing it to keep the device functioning), or when 
  you use your action to dismantle it; at that time, you can reclaim the 
  materiaIs used to create it. You can have up to three such devices active 
  at a time. When you create a device, choose one of the following options: 
  Clockwork Toy: This toy is a clockwork animal or person, such as a frog, 
  mouse, bird, or soldier. When placed on the ground, the toy moves 5 feet 
  across the ground on each of your turns in a random direction. It makes 
  noises as appropriate to the creature it represents. Fire Starter: The device 
  produces a miniature flame, which you can use to light something like a 
  candle, torch, or campfire. Using the device requires your action. Music 
  Box: When opened, this music box plays a single song at a moderate 
  volume. The box stops playing when it reaches the song’s end or when it 
  is closed.
  Tinker’s Tools Proficient with Artisan Tinker’s Tools.
  Danger Sense At 2nd level, you gain an uncanny sense of when things 
  nearby aren’t as they should be, giving you an edge when you dodge away 
  from danger. You have advantage on Dexterity saving throws against 
  effects that you can see, such as traps and spells. To gain this benefit, you 
  can’t be blinded, deafened, or incapacitated.
  Extra Attack Beginning at 5th level, you can attack twice, instead of once, 
  whenever you take the Attack action on your turn.
  Fast Movement Starting at 5th level, your speed increases by 10 feet 
  while you aren’t wearing heavy armor.
  Feral Instinct By 7th level, your instincts are so honed that you have 
  advantage on initiative rolls. Additionally, if you are surprised at the 
  beginning of combat and aren’t incapacitated, you can act normally on 
  your first turn, but only if you enter your rage before doing anything else 
  on that turn.
  Frenzy Starting when you choose this path at 3rd level, you can go into 
  a frenzy when you rage. If you do so, for the duration of your rage you 
  can make a single melee weapon attack as a bonus action on each of 
  your turns after this one. When your rage ends, you suffer one level of 
  exhaustion (as described in appendix A).
  Path of the Berserker For some barbarians, rage is a means to an end--that 
  end being violence. The Path of the Berserker is a path of untrammeled 
  fury, slick with blood. As you enter the berserker’s rage, you thrill in the 
  chaos of battle, heedless of your own health or well-being.
  Primal Path At 3rd level, you choose a path that shapes the nature of your 
  rage. Choose the Path of the Berserker or the Path of the Totem Warrior, 
  both detailed at the end of the class description. Your choice grants you 
  features at 3rd level and again at 6th, 10th, and 14th levels.
  Rage In battle, you fight with primal ferocity. On your turn, you can enter 
  a rage as a bonus action. While raging, you gain the following benefits if 
  you aren’t wearing heavy armor: You have advantage on Strength checks 
  and Strength saving throws. When you make a melee weapon attack 
  using Strength, you gain a bonus to the damage roll equal to 2. You have 
  resistance to bludgeoning, piercing, and slashing damage. If you are able 
  to cast spells, you can’t cast them or concentrate on them while raging. 
  Your rage lasts for 1 minute. It ends early if you are knocked unconscious 
  or if your turn ends and you haven’t attacked a hostile creature since your 
  last turn or taken damage since then. You can also end your rage on your 
  turn as a bonus action. Once you have raged the number of times equal 
  to 4, you must finish a long rest before you can rage again.
  Reckless Attack Starting at 2nd level, you can throw aside all concern 
  for defense to attack with fierce desperation. When you make your first 
  attack on your turn, you can decide to attack recklessly. Doing so gives 
  you advantage on melee weapon attack rolls using Strength during this 
  turn, but attack rolls against you have advantage until your next turn.
  Unarmored Defense While you are not wearing any armor, your Armor 
  Class equals 10 + your Dexterity modifier + your Constitution modifier. 
  You can use a shield and still gain this benefit. 
    Low
    Moderate
    Advanced
    Elite
  Special 
  Qualities
  Ability Score Increase, 
  Artificer’s Lore, Darkvision, 
  Gnome Cunning, Languages, 
  Tinker, Tinker’s Tools, 
  Ability Score Improvement, 
  Danger Sense, Frenzy, Path 
  of the Berserker, Primal 
  Path, Rage, Reckless Attack, 
  Unarmored Defense
  Ability Score Increase, 
  Artificer’s Lore, Darkvision, 
  Gnome Cunning, Languages, 
  Tinker, Tinker’s Tools, 
  Ability Score Improvement, 
  Danger Sense, Extra Attack, 
  Fast Movement, Feral 
  Instinct, Frenzy, Path of the 
  Berserker, Primal Path, Rage, 
  Reckless Attack, Unarmored 
  Defense
  Ability Score Increase, 
  Artificer’s Lore, Darkvision, 
  Gnome Cunning, 
  Languages, Tinker, Tinker’s 
  Tools, Ability Score 
  Improvement, Brutal 
  Critical, Danger Sense, Extra 
  Attack, Fast Movement, 
  Feral Instinct, Frenzy, Path 
  of the Berserker, Primal 
  Path, Rage, Reckless Attack, 
  Relentless Rage, Unarmored 
  Defense
  Ability Score Increase, 
  Artificer’s Lore, Darkvision, 
  Gnome Cunning, Languages, 
  Tinker, Tinker’s Tools, Ability 
  Score Improvement, Brutal 
  Critical, Danger Sense, Extra 
  Attack, Fast Movement, Feral 
  Instinct, Frenzy, Path of the 
  Berserker, Persistent Rage, 
  Primal Path, Rage, Reckless 
  Attack, Relentless Rage, 
  Unarmored Defense
  Spell-
  casting
  -
  -
  -
  -
  Equipment
  Halberd (small); 
  heavy crossbow (small); 
  handaxes (small, 5x)
  +1 Halberd (small); 
  +1 heavy crossbow 
  (small); 
  handaxes (small, 5x)
  +2 Halberd (small); 
  +2 heavy crossbow 
  (small); 
  handaxes (small, 5x)
  +3 Halberd (small); 
  +3 heavy crossbow 
  (small); 
  handaxes (small, 5x)
  
  31
  MacCratchen
  Table 5: Attitude Modifiers for MacCratchen
  Starting Attitude:  
  14 (Indifferent)
  Name
  Condition
  Effect
  Notes
  Action
  PCs attack without provocation
  -15
  Does not stack with other attack-based modifiers
  Action
  PCs attack with provocation
  -10
  Does not stack with other attack-based modifiers
  Conversation
  PCs threaten violence
  -5
  -
  Action
  NPC witnesses the PCs commit a 
  crime
  +1
  Assumes the crime does not involve the NPC; stacks with 
  other modifiers that involve crimes against the NPC; does 
  not stack with other “witnesses crime” modifiers
  Action
  NPC witnesses the PCs commit 
  murder
  +2
  Assumes the crime does not involve the NPC; stacks with 
  other modifiers that involve crimes against the NPC; does 
  not stack with other “witnesses crime” modifiers
  Action
  NPC witnesses the PCs commit 
  murder in self-defense
  +1
  Assumes the crime does not involve the NPC; stacks with 
  other modifiers that involve crimes against the NPC; does 
  not stack with other “witnesses crime” modifiers
  Action
  Villain witnesses the PCs 
  discussing the villain and/or 
  their henchmen
  -4
  Does not stack with other “witness” modifiers
  Action
  PCs defend this NPC against 
  violence
  +10
  Does not stack with other “witness” modifiers
  Conversation
  PCs attempt a bribe (for 
  information, for action)
  -1
  GM’s discretion as to whether the bribe produces results 
  (positive or negative!)
  Conversation
  PCs share Rumors / Lore 
  +1
  Per each Rumor shared; maximum +4
  Extant
  One or more PCs have been 
  arrested
  +2
  Per offense, no limit
  Extant
  PCs have slain a guard, but have 
  not been caught
  +5
  Per offense, maximum -15 total
  Action
  PCs heal or “boon” this NPC
  +5
  Per healing spell/potion/skill check or beneficial spell or 
  effect; maximum +15
  Action
  PCs refuse to help when asked
  -3
  Per request; no maximum
  Action
  PCs agree to help when asked
  +4
  Per request; maximum +12
  Action
  NPC joins party for any length 
  of time
  +5
  Does not stack with subsequent iterations of itself 
  (maximum effect +5 no matter how many times NPC joins 
  party)
  Action
  PCs save this NPC’s life
  +15
  Either as part of a Quest, or as an offer made of the 
  party’s own initiative
  Conversation
  PCs fail at an Intimidate check 
  for any reason
  -2
  Per failed check; no maximum
  Investigation
  PCs discover something 
  fundamental about this villain’s 
  MO or deeds and/or discovers 
  lair or residence
  -10
  “Fundamental” is left to the GM to adjudicate; stacks with 
  other Investigation modifiers
  Investigation
  PCs rescue a victim, recover a 
  corpse, or otherwise “undo” or 
  find hard evidence of death at 
  the hands of this villain
  -10
  Initial and first-time-only; -2 per additional victim or 
  evidence beyond the first; no limit; stacks with other 
  Investigation modifiers
  Investigation
  PCs give evidence of this villain’s 
  crimes to authorities
  -8
  Stacks with other Investigation modifiers
  
  32
  Gurtholomeux
  
  33
  Gurtholomeux
  Gurtholoemeux
  
  34
  Gurtholomeux
  Gurtholomeux
  Overview
  Gurtholomeux is an underhanded bardic rogue who ventures 
  from town to town, selling his myriad talents to all comers 
  until he gains enough confidence and wealth to assassinate a 
  wealthy mark and escape to his next city.
  Appearance
  Foppish, hipster, in vogue: Gurtholomeux’s garb is always 
  on point, but the trend followed varies greatly depending on 
  who his current target happens to be.  
  He’s above nothing and nobody in terms of his targets; he’s 
  just as likely to approach a man as a woman, a half-orc as a 
  halfling; his dress corresponds to those aims and those aims 
  alone.
  Background
  Abandoned on the streets as a very young child, 
  Gurtholomeux learned two things very quickly and painfully.  
  First, he learned that live can be harsh, and cruel—a lesson 
  he would later in life learn to impart unto others.
  Second, he learned that the two most potent weapons against 
  life’s cruelty are smarts and appearance.  Against these 
  forces, no amount of pure brutality could stand.
  Gurtholomeux’s childhood was a progression of self-
  teachings in these skills, and how they might best be applied 
  against the forces of the world.  
  A rough childhood, paired with his talents, instilled in the 
  young man a firm conclusion that everyone else in life was 
  a potential mark: balance the risk against the reward, pick 
  your targets carefully, then bleed them dry of wealth and 
  influence before moving on.
  Whether such targets were deserving of such action has 
  legitimately never once crossed the man’s mind.
  Demeanor
  Gurtholomeux has so long been in pursuit of his criminal 
  aims that he has no idea who he himself is as a single 
  individual.  
  His personality becomes fixed in service of his current 
  target; maleable is his manner as he relies on his charisma 
  and magnetism to fulfill any questions his audience may 
  have.
  Combat Tactics
  Though skilled and capable, and experienced in combat, 
  Gurtholomeux knows his talents lie elsewhere, and in any 
  event, he realizes that facing one foe can quickly turn into 
  facing many, particularly among the wealthy and elite.
  He will flee whenever possible, staying and fighting only if 
  forced to do so, or if the odds are substantially in his favor.  
  His battlefields, as he would be put it, are wordplay, the 
  foyer, and the bedroom; he has no taste for bloodshed.
  Modus Operandi
  Gurtholomeux will take the measure of the elite and 
  wealthy in a town shortly after he moves into it.  He will 
  take modest, humble lodging for a time while he evaluates 
  targets.
  In his experience, the priviledged are even more prone to 
  solitude, to loneliness, and to the need for validation than 
  the common man; perhaps, he will muse, it is because 
  they are so far from their common man that they seek 
  justification, active reinforcement, and reminders that their 
  lofty station is not just merited, but okay —acceptable to 
  those who aspire to the position.
  It is these, who are most in need of validation, on whom he 
  preys, as a preference.
  He will gather information about a potential target’s 
  household via his Undercover Servant and his own eyes and 
  ears.  
  Although certainly not opposed to paying for information, in 
  his experience, it’s often unnecessary to trade coin: smiles 
  and compliments are free, as is the sharing of information of 
  his own.
  Notoriety
  Gurtholomeux is like a trained sniper in his practice: 
  execute, and then swiftly move on.  Lingering is an invitation 
  for disaster.
  As a result, dozens of towns of all sizes and types have been 
  victimized by his behavior, but very few have anything but a 
  vague description to go off of.  
  “A charismatic and murderous bard” is about the size of it in 
  most cases... hardly specific.
  Hooks, Integration, & Adventure 
  Seeds
  • Direct Attack: Wealthy PCs may be targeted directly, 
  though this is unlikely unless the PCs own property in 
  town.
  • Plea of the Innocent: A family member asks the party to 
  investigate the disappearance or seeming murder of their 
  loved one.
  • Appeal from Authority: The town security forces ask the 
  PCs’ assistance in apprehending a murderer.
  • Appeal from Authority: For a neat twist on the 
  
  35
  Gurtholomeux
  
  36
  Gurtholomeux
  FlexTable 3: Gurtholomeux Rumors & Lore
  A
  B
  C
  D
  DC
  Description
  Veracity
  -
  -
  -
  01-30
  -
  No Rumor
  No information is obtained.
  01-14
  01-14
  01-14
  31-39
  12
  A roguish bard in town is 
  actually an assassin.
    Partially True.  Gurtholomeux kills, 
  but not for a contract.
  15-29
  15-30
  15-30
  01-30
  13
  A bard new to town has oft 
  been seen on the arm of a 
  wealthy merchant.
    True.  It’s not long before 
  Gurtholomeux attracts the attention of a 
  prominent society figure.
  30-44
  31-45
  31-45
  31-39
  14
  Beware the attentions of the 
  handsome and skilled;
  For thou art as like to find 
  love as be killed
    Partially True.  This rhyme is often 
  told to older children about to come into 
  their own and go out into the world, 
  mainly as a caution against the attentions 
  of bards in general.
  45-59
  46-60
  46-60
  40-49
  15
  A handsome and capable 
  bard has found employ 
  in the estate of a local 
  merchant.
    True.  This story is particularly 
  popular at the beginning of 
  Gurtholomeux’s tenure in a town.
  60-74
  60-69
  60-69
  50-59
  16
  A murderous bard travels 
  from city to city, preying on 
  the financially powerful yet 
  morally weak.
    True.  This is Gurtholomeux in a 
  nutshell.
  75-89
  70-97
  70-94
  60-69
  11
  A cursed bard is doomed to 
  travel from town to town, 
  falling in love, but never 
  finding reciprocation.
    False.  The “town to town” part fits, 
  but it also applies to hundreds of other 
  bards, as well.
  90-00
  98-00
  95-00
  70-00
  13
  A bard is doomed to travel 
  from town to town, in each 
  place attracting love, but 
  cursed to never himself 
  reciprocate the affection.
    Partially True.  Gurtholomeux does 
  find people to love him wherever he goes, 
  and he himself never succumbs to the 
  affection, but it is no curse (or at least, no 
  magical condition).
  traditional, perhaps a legal or tax authority asks the 
  party’s help in collecting debts owed by a merchant... and 
  in investigating, the PCs discover the merchant has been 
  murdered.
  • Faction Quest: One of Gurtholomeux’s victims owed 
  money to a Faction to which the PCs belong.  They ask the 
  party’s help in locating the victim.
  • Disappearing Regular: A wealthy merchant or elite 
  member of society with whom the PCs have a relationship 
  turns up dead, missing, or suddenly impoverished and/or 
  disgraced.
  Habits and Logistics
  Gurtholomeux takes great pains to hide his true location, 
  which is often just a hovel in which to lay his head while he 
  schemes.  During the day, he is always out and about.
  He will typically perform surveillance during the day, nap in 
  the afternoon, attend parties or events in the early evening, 
  then perform more surveillance or thievery overnight.
  Conversation
  Moreso than many other villains, Gurtholomeux may speak 
  with the PCs during their investigation.  In the wake of a 
  murder or disgrace, if Gurtholomeux has not been able to 
  escape and move on to another city, he will be well-known to 
  the victim, who may not know the source of his misery, but 
  will certainly have been seen in the bard’s company of late.
  Gurtholomeux’s mission in every interaction with the PCs 
  is to minimize his relationship with and connection to the 
  victim, to lament what has happened in sympathy with 
  the victim, and to get away from the party and the city as 
  quickly as possible.
  The man will refer to lovers and others whom he has 
  entertained; if forced to reveal an alibi in detail, he will pay 
  an upscale prostitute or convince a young scion to admit to 
  his location at the time of a murder or a break-in.
  What is/was your relationship with the victim?
   
    “We were known of late to spend a fun hour or two 
  together, on occasion, oft with others, and always in 
  merriment.  More I cannot say, owing to discretion.”
  Where were you during the murder? 
  (Murdered victims only)
   
    “Asleep, or at least abed; it’s difficult to keep track of 
  time when you are in the arms of lady lust.”
  
  37
  Gurtholomeux
  Attitude Tracker Triggers
  Value
  Action
  <7
  Gurtholomeux will try to ambush the PCs, or 
  hire thugs to waylay them.
  <13
  Gurtholomeux will actively keep an eye out for 
  the party, and avoid them as much as he can.
  >18
  Gurtholomeux may give gifts to the party, 
  particularly romantic gestures (e.g., jewelry) to 
  those with the highest Charisma score.
  >24
  Gurtholomeux may approach the party and 
  attempt to either seduce those with the greatest 
  Charisma, or to offer their involvement in his 
  schemes.
  Organization
  Gurtholomeux has only one compatriot, though it is more 
  of a role or title than a dedicated person: the Undercover 
  Servant.  
  This is typically a roguish ward, younger than the man 
  himself, and used as an observer, someone who can quickly 
  secure employ in the domicile or estate of a potential target, 
  and either add additional information to what Gurtholomeux 
  might learn on his own, or help provide access into locked 
  regions only servants are entrusted with.
  Occasionally, he will keep the same Servant follower 
  across multiple towns; much more often, the Servant 
  will be left behind, or murdered around the same time as 
  Gurtholomeux’s target to avoid anyone discovering what 
  happened.
  Henchmen, Retainers, and 
  Followers
  Gurtholomeux has, at most, a single follower.  In any 
  given scenario, there is an 
    80% chance that he has an 
  Undercover Servant in his employ.
  The Servant is a reconnaissance tool, and sometimes a 
  lover; s/he serves no further purpose to the villain.  Even a 
  besotted Servant has no wish to die on their master’s behalf, 
  and will not fight the party unless the PCs strike first and 
  escape is impossible.
  Rarely are Gurtholomeux and his Servant encountered 
  together, though tracking the latter will eventually lead to 
  observing a regrouping with the former.
  Lair / Residence
  Gurtholomeux has no lair to speak of, excepting the humble 
  room he will rent as a means of operating in a city.
  Quests & Encounters
    Quest: Stop the Drop
    Summary: Prevent Gurtholomeux from poisoning a 
  wealthy target who has recently changed her will to 
  benefit him.
    Rewards:   
    1,500 gp / 
    4,000 gp / 
    8,000 gp / 
    14,000 gp; up to 
    3 Reward Stars.
    Locations: Any city.
    Key NPCs: Gurtholomeux, Undercover Servant.
    Kickoff: An informant inside the residence of the target 
  suspects foul play when their lord makes a sudden 
  change in their last will and testament after falling in 
  love with a roguish bard.  They ask the PCs to be on the 
  lookout for poison at a huge party being thrown that 
  night.
    Description:
  In but a few short weeks, a wealthy merchant has fallen 
  in love with a man whom she had hired merely to play in 
  her foyer.  Gurtholemeux is charming, doting, and from all 
  appearances, completely devoted to his new lady love.
  Some searching will reveal chinks in the armor, however: 
  nobody is quite sure how he came to be at the estate, who 
  hired him, or indeed whether he was even invited in at all 
  to begin with.  The most anyone can recall is that one day a 
  few weeks ago, he appeared on the lady’s arm, and has fairly 
  consistently been there ever since.
  The story told—by the besotted merchant queen to anyone 
  who will listen—is that Gurtholemeux played a love song of 
  his own design to her, so inspired on the spot by her beauty 
  so as to craft a song specifically for her.  
  (In truth, Gurtholemeux had been researching her for a 
  month prior, and composed the song’s lyrics a week in 
  advance to target her insecurities and pride.  The melody, 
  he had stolen from a bard a hundred miles away who he had 
  killed in a rage.  He was never truly “hired” by the merchant 
  or her house; he snuck in and simply began playing; 
  before anyone could accost him, there was applause at the 
  conclusion of his first song, and that, as they say, was that.)
    Discovering which guest is the Undercover Servant 
  requires a great deal of luck —or, more accurately, of 
    
  Skill.  Sense Motive checks are necessary here, and the 
  luck of the draw in running into the Servant himself at 
  the party.   
   
  Successfully checking the Servant merits 
    1 Reward 
  Star in and of itself.
    The PCs may apprehend the Servant immediately.  
    
  Diplomacy or Intimidate checks against the Servant, 
  opposed by their own Bluff or Diplomacy, will get the 
  Servant to reveal the plot—but before anything can 
  happen, Gurtholemeux will assassinate the Servant and 
  escape, lest the entire scheme be revealed. 
    Apprehending the Servant is good for half the noted 
  monetary reward.  Convincing the Servant to talk—
  and preventing the assassination attempted by 
  
  38
  Gurtholomeux
  Gurtholemeux—is worth the full gold reward, as well as 2 
  more 
    Reward Stars, for a total of 3.
    The PCs might fail.  If they do not determine the Servant 
  bears posion and intent in the span of an hour, the 
  Servant manages to slip poison into the goblet of the 
  merchant queen, and she dies on the spot.   
   
  In the chaos that ensues, sharp-eyed PCs may detect that 
  Gurtholemeux and the Servant have disappeared.  
    
  Perception with DC 25 will give them the hint, and they 
  can give chase.   
   
  Although the murder will have occured, the same 
  monetary reward applies in the event that the Servant 
  and/or Gurtholemeux is captured or slain, though the PCs 
  stand to earn only 
    1 Reward Star for the Servant, and 
    2 Reward Stars for Gurtholemeux.
  
  39
  Magic Items
  Gurtholomeux
  CR 4; XP 1,100
    Low
    Moderate
    Advanced
    Elite
  Challenge CR 4 
  XP 1,100
  CR 8 
  XP 3,900
  CR 12 
  XP 8,400
  CR 16 
  XP 15,000
  Class / HD Bard 4
  Bard 8
  Bard 12
  Bard 14
  Size / Aln
  Medium NE  
  Human
  Medium NE  
  Human
  Medium NE  
  Human
  Medium NE  
  Human
  HP
  18
  31
  62
  101
  Armor 
  Class
  15
  17
  19
  20
  Speed
  Walk 30’
  Walk 30’
  Walk 30’
  Walk 30’
  Ability 
  Scores / 
  Saves
  STR   13 (+1) 
  DEX  17 (+3) 
  CON  9 (-1) 
  INT   12 (+1) 
  WIS   9 (-1) 
  CHA  20 (+5)
  STR   13 (+1) 
  DEX  19 (+7) 
  CON  9 (-1) 
  INT   12 (+1) 
  WIS   9 (-1) 
  CHA  20 (+8)
  STR   13 (+1) 
  DEX  20 (+9) 
  CON  10 (+0) 
  INT   12 (+1) 
  WIS   9 (-1) 
  CHA  20 (+9)
  STR   13 (+1) 
  DEX  20 (+10) 
  CON  12 (+1) 
  INT   12 (+1) 
  WIS   9 (-1) 
  CHA  20 (+10)
  Skills
  -
  -
  -
  -
  Saves
  -
  -
  -
  -
  Vulnerabilities
  -
  -
  -
  -
  Immunities -
  -
  -
  -
  Senses
  Passive Perception 13 
  +2 Dulcimer, Lyre, Viol
  Passive Perception 15 
  +3 Dulcimer, Lyre, Viol
  Passive Perception 17 
  +4 Dulcimer, Lyre, Viol
  Passive Perception 19 
  +5 Dulcimer, Lyre, Viol
  Languages Common, Elvish
  Attacks
  Melee Dagger +3 (1d4+3 ) 
  Ranged Dagger (Thrown) 20 
  ft.’: +3 (1d4+3); 60 ft.’: +3 
  (1d4+3) 
  Melee Rapier +3 (1d8+3 ) 
  Melee Dagger +7 (1d4+4 ) 
  Ranged Dagger (Thrown) 20 
  ft.’: +7 (1d4+4); 60 ft.’: +7 
  (1d4+4) 
  Melee +1 Rapier +8 (1d8+5)
  Melee Dagger +9 (1d4+5 ) 
  Ranged Dagger (Thrown) 
  20 ft.’: +9 (1d4+5); 60 ft.’: 
  +9 (1d4+5) 
  Melee +2 Rapier +11 
  (1d8+7 )
  Melee Dagger +10 (1d4+5 ) 
  Ranged Dagger (Thrown) 20 
  ft.’: +10 (1d4+5); 60 ft.’: 
  +10 (1d4+5) 
  Melee +3 Rapier +13 
  (1d8+8)
  Special
  -
  -
  -
  -
  Proficiencies
  Club, Crossbow (Hand), Crossbow (Light), Dagger, Dart, Greatclub, Handaxe, Javelin, Light Hammer, Longsword, Mace, 
  Quarterstaff, Rapier, Shortbow, Shortsword, Sickle, Sling, Spear
  NE; Medium Humanoid (Human)
  
  40
  Magic Items
  Special Abilities
  Languages You can speak, read, and write Common and one extra 
  language of your choice. Humans typically learn the languages of other 
  peoples they deal with, including obscure dialects. They are fond of 
  sprinkling their speech with words borrowed from other tongues: Orc 
  curses, Elvish musical expressions, Dwarvish military phrases, and so on.
  Bardic Inspiration You can inspire others through stirring words or music. 
  To do so, you use a bonus action on your turn to choose one creature 
  other than yourself within 60 feet of you who can hear you. That creature 
  gains one Bardic Inspiration die, a d12. Once within the next 10 minutes, 
  the creature can roll the die and add the number rolled to one ability 
  check, attack roll, or saving throw it makes. The creature can wait until 
  after it rolls the d20 before deciding to use the Bardic Inspiration die, 
  but must decide before the DM says whether the roll succeeds or fails. 
  Once the Bardic Inspiration die is rolled, it is lost. A creature can have only 
  one Bardic Inspiration die at a time. You can use this feature a number of 
  times equal to 5. You regain any expended uses when you finish a long 
  rest.
  College of Lore Bards of the College of Lore know something about 
  most things, collecting bits of knowledge from sources as diverse as 
  scholarly tomes and peasant tales. Whether singing folk ballads in taverns 
  or elaborate compositions in royal courts, these bards use their gifts to 
  hold audiences spellbound. When the applause dies down, the audience 
  members might find themselves questioning everything they held to be 
  true, from their faith in the priesthood of the local temple to their loyalty 
  to the king. The loyalty of these bards lies in the pursuit of beauty and 
  truth, not in fealty to a monarch or following the tenets of a deity. A 
  noble who keeps such a bard as a herald or advisor knows that the bard 
  would rather be honest than politic. The college’s members gather in 
  libraries and sometimes in actual colleges, complete with classrooms 
  and dormitories, to share their lore with one another. They also meet at 
  festivals or affairs of state, where they can expose corruption, unravel lies, 
  and poke fun at selfimportant figures of authority.
  Countercharm At 6th level, you gain the ability to use musical notes or 
  words of power to disrupt mind-influencing effects. As an action, you can 
  start a performance that lasts until the end of your next turn. During that 
  time, you and any friendly creatures within 30 feet of you have advantage 
  on saving throws against being frightened or charmed. A creature must 
  be able to hear you to gain this benefit. The performance ends early if 
  you are incapacitated or silenced or if you voluntarily end it (no action 
  required).
  Cutting Words Also at 3rd level, you learn how to use your wit to distract, 
  confuse, and otherwise sap the confidence and competence of others. 
  When a creature that you can see within 60 feet of you makes an attack 
  roll, an ability check, or a damage roll, you can use your reaction to 
  expend one of your uses of Bardic Inspiration, rolling a Bardic Inspiration 
  die and subtracting the number rolled from the creature’s roll. You can 
  choose to use this feature after the creature makes its roll, but before the 
  DM determines whether the attack roll or ability check succeeds or fails, 
  or before the creature deals its damage. The creature is immune if it can’t 
  hear you or if it’s immune to being charmed.
  Expertise At 3rd level, choose two of your skill proficiencies. Your 
  proficiency bonus is doubled for any ability check you make that uses 
    Low
    Moderate
    Advanced
    Elite
  Special 
  Qualities
  Spellcaster Spell Slots, 
  Ability Score Increase, 
  Languages, Ability Score 
  Improvement, Bard College, 
  Bardic Inspiration, Bonus 
  Proficiencies, Cantrips, 
  College of Lore, Cutting 
  Words, Expertise, Jack of 
  All Trades, Song of Rest, 
  Spellcasting
  Spellcaster Spell Slots, 
  Ability Score Increase, 
  Languages, Ability Score 
  Improvement, Additional 
  Magical Secrets, Bard 
  College, Bardic Inspiration, 
  Bonus Proficiencies, 
  Cantrips, College of Lore, 
  Countercharm, Cutting 
  Words, Expertise, Font 
  of Inspiration, Jack of 
  All Trades, Song of Rest, 
  Spellcasting
  Spellcaster Spell Slots, 
  Ability Score Increase, 
  Languages, Ability Score 
  Improvement, Additional 
  Magical Secrets, Bard 
  College, Bardic Inspiration, 
  Bonus Proficiencies, 
  Cantrips, College of Lore, 
  Countercharm, Cutting 
  Words, Expertise, Font 
  of Inspiration, Jack of All 
  Trades, Magical Secrets, 
  Song of Rest, Spellcasting
  Spellcaster Spell Slots, 
  Ability Score Increase, 
  Languages, Ability Score 
  Improvement, Additional 
  Magical Secrets, Bard 
  College, Bardic Inspiration, 
  Bonus Proficiencies, 
  Cantrips, College of Lore, 
  Countercharm, Cutting 
  Words, Expertise, Font 
  of Inspiration, Jack of All 
  Trades, Magical Secrets, 
  Peerless Skill, Song of Rest, 
  Spellcasting
  Spell-
  casting
  Save DC 15; Spell Atk +7
  2nd: calm emotions; hold 
  person; invisibility
  1st: charm person; faerie 
  fire; illusory script; sleep
  Save DC 16; Spell Atk +8
  4th: dimension door; 
  freedom of movement
  3rd: dispel magic; fear; 
  hypnotic pattern; major 
  image
  2nd: calm emotions; hold 
  person; invisibility
  1st: charm person; faerie 
  fire; illusory script; sleep
  Save DC 17; Spell Atk +9
  6th: mass suggestion
  5th: dominate person; hold 
  monster
  4th: compulsion; 
  confusion; dimension door; 
  freedom of movement
  3rd: dispel magic; fear; 
  hypnotic pattern; major 
  image
  2nd: calm emotions; hold 
  person; invisibility
  1st: charm person; faerie 
  fire; illusory script; sleep
  Save DC 18; Spell Atk +10
  8th: dominate monster
  7th: teleport
  6th: mass suggestion
  5th: dominate person; hold 
  monster
  4th: compulsion; confusion; 
  dimension door; freedom of 
  movement
  3rd: dispel magic; fear; 
  hypnotic pattern; major 
  image
  2nd: calm emotions; hold 
  person; invisibility
  1st: charm person; faerie 
  fire; illusory script; sleep
  Equipment
  Rapier; 
  Dagger; 
  Glamoured studded 
  leather armor
  +1 Rapier; 
  Dagger; 
  +1 Glamoured studded 
  leather armor
  +2 Rapier; 
  Dagger; 
  +2 Glamoured studded 
  leather armor
  +3 Rapier; 
  Dagger; 
  +3 Glamoured studded 
  leather armor
  
  41
  Magic Items
  either of the chosen proficiencies. At 10th level, you can choose another 
  two skill proficiencies to gain this benefit.
  Font of Inspiration Beginning when you reach 5th level, you regain all of 
  your expended uses of Bardic Inspiration when you finish a short or long 
  rest.
  Jack of All Trades Starting at 2nd level, you can add half your proficiency 
  bonus, rounded down, to any ability check you make that doesn’t already 
  include your proficiency bonus.
  Peerless Skill Starting at 14th level, when you make an ability check, you 
  can expend one use of Bardic Inspiration. Roll a Bardic Inspiration die 
  and add the number rolled to your ability check. You can choose to do 
  so after you roil the die for the ability check, but before the DM tells you 
  whether you succeed or fail.
  Song of Rest Beginning at 2nd level, you can use soothing music or 
  oration to help revitalize your wounded allies during a short rest. If you or 
  any friendly creatures who can hear your performance regain hit points at 
  the end of the short rest, each of those creatures regains an extra 1d10 
  hit points. A creature regains the extra hit points only if it spends one or 
  more Hit Dice at the end of the short rest.
  
  42
  Gurtholomeux
  Table 6: Attitude Modifiers for Gurtholemeux
  Starting Attitude:  
  16 (Indifferent)
  Name
  Condition
  Effect
  Notes
  Action
  PCs attack without provocation
  -15
  Does not stack with other attack-based modifiers
  Action
  PCs attack with provocation
  -10
  Does not stack with other attack-based modifiers
  Conversation
  PCs threaten violence
  -5
  -
  Action
  NPC witnesses the PCs commit a 
  crime
  +1
  Assumes the crime does not involve the NPC; stacks with 
  other modifiers that involve crimes against the NPC; does 
  not stack with other “witnesses crime” modifiers
  Action
  NPC witnesses the PCs commit 
  murder
  +2
  Assumes the crime does not involve the NPC; stacks with 
  other modifiers that involve crimes against the NPC; does 
  not stack with other “witnesses crime” modifiers
  Action
  NPC witnesses the PCs commit 
  murder in self-defense
  +1
  Assumes the crime does not involve the NPC; stacks with 
  other modifiers that involve crimes against the NPC; does 
  not stack with other “witnesses crime” modifiers
  Action
  Villain witnesses the PCs 
  discussing the villain and/or 
  their henchmen
  -4
  Does not stack with other “witness” modifiers
  Action
  PCs defend this NPC against 
  violence
  +10
  Does not stack with other “witness” modifiers
  Conversation
  PCs attempt a bribe (for 
  information, for action)
  -1
  GM’s discretion as to whether the bribe produces results 
  (positive or negative!)
  Conversation
  PCs share Rumors / Lore 
  +1
  Per each Rumor shared; maximum +4
  Extant
  One or more PCs have been 
  arrested
  +2
  Per offense, no limit
  Extant
  PCs have slain a guard, but have 
  not been caught
  +5
  Per offense, maximum -15 total
  Action
  PCs heal or “boon” this NPC
  +5
  Per healing spell/potion/skill check or beneficial spell or 
  effect; maximum +15
  Action
  PCs refuse to help when asked
  -3
  Per request; no maximum
  Action
  PCs agree to help when asked
  +4
  Per request; maximum +12
  Action
  NPC joins party for any length 
  of time
  +5
  Does not stack with subsequent iterations of itself 
  (maximum effect +5 no matter how many times NPC joins 
  party)
  Action
  PCs save this NPC’s life
  +15
  Either as part of a Quest, or as an offer made of the 
  party’s own initiative
  Conversation
  PCs fail at an Intimidate check 
  for any reason
  -2
  Per failed check; no maximum
  Investigation
  PCs discover something 
  fundamental about this villain’s 
  MO or deeds and/or discovers 
  lair or residence
  -10
  “Fundamental” is left to the GM to adjudicate; stacks with 
  other Investigation modifiers
  Investigation
  PCs rescue a victim, recover a 
  corpse, or otherwise “undo” or 
  find hard evidence of death at 
  the hands of this villain
  -10
  Initial and first-time-only; -2 per additional victim or 
  evidence beyond the first; no limit; stacks with other 
  Investigation modifiers
  Investigation
  PCs give evidence of this villain’s 
  crimes to authorities
  -8
  Stacks with other Investigation modifiers
  
  43
  Magic Items
  Undercover Servant
  CR 2; XP 200
    Low
    Moderate
    Advanced
    Elite
  Challenge CR 2 
  XP 450
  CR 6 
  XP 2,300
  CR 10 
  XP 5,900
  CR 14 
  XP 11,500
  Class / HD Rogue 2
  Rogue 6
  Rogue 10
  Rogue 14
  Size / Aln
  Medium NE  
  Half-Elf
  Medium NE  
  Half-Elf
  Medium NE  
  Half-Elf
  Medium NE  
  Half-Elf
  HP
  10
  23
  59
  89
  Armor 
  Class
  14
  16
  18
  19
  Speed
  Walk 30’
  Walk 30’
  Walk 30’
  Walk 30’
  Ability 
  Scores / 
  Saves
  STR   13 (+1) 
  DEX   17 (+5) 
  CON  9 (-1) 
  INT    10 (+2) 
  WIS    9 (-1) 
  CHA  15 (+2)
  STR   13 (+1) 
  DEX   19 (+7) 
  CON  9 (-1) 
  INT    10 (+3) 
  WIS    9 (-1) 
  CHA  15 (+2)
  STR   13 (+1) 
  DEX   20 (+9) 
  CON  12 (+1) 
  INT    10 (+4) 
  WIS    9 (-1) 
  CHA  15 (+2)
  STR   15 (+2) 
  DEX   20 (+10) 
  CON  12 (+1) 
  INT    10 (+5) 
  WIS    9 (-1) 
  CHA  15 (+2)
  Skills
  -
  -
  -
  -
  NE; Medium Humanoid (Human, Elf)
  
  44
  Magic Items
  Special Abilities
  Darkvision Thanks to your elf blood, you have superior vision in dark and 
  dim conditions. You can see in dim light within 60 feet of you as if it were 
  bright light, and in darkness as if it were dim light. You can’t discern color 
  in darkness, only shades of gray.
  Fey Ancestry You have advantage on all saving throws against being 
  charmed or put to sleep.
  Languages You can speak, read, and write Common, Elvish, and one extra 
  language of your choice.
  Blindsense Starting at 14th level, if you are able to hear, you are aware of 
  the location of any hidden or invisible creature within 10 feet of you.
  Cunning Action Starting at 2nd level, your quick thinking and agility 
  allow you to move and act quickly. You can take a bonus action on each 
  of your turns in combat. This action can be used only to take the Dash, 
  Disengage, or Hide action.
  Evasion Beginning at 7th level, you can nimbly dodge out of the way of 
  certain area effects, such as a red dragon’s fiery breath or an ice storm 
  spell. When you are subjected to an effect that allows you to make a 
  Dexterity saving throw to take only half damage, you instead take no 
  damage if you succeed on the saving throw, and only half damage if you 
  fail.
  Fast Hands Starting at 3rd level, you can use the bonus action granted 
  by your Cunning Action to make a Dexterity (Sleight of Hand) check, use 
  your thieves’ tools to disarm a trap or open a lock, or take the Use an 
  Object action.
  Reliable Talent By 11th level, you have refined your chosen skills until 
  they approach perfection. Whenever you make an ability check that lets 
  you add your proficiency bonus, you can treat a d20 roll of 9 or lower as 
  a 10.
  Second-Story Work When you choose this archetype at 3rd level, you 
  gain the ability to climb faster than normal; climbing no longer costs 
  you extra movement. In addition, when you make a running jump, the 
  distance you cover increases by a number of feet equal to 5.
  Sneak Attack Beginning at 1st level, you know how to strike subtly and 
  exploit a foe’s distraction. Once per turn, you can deal an extra 7d6 
  damage to one creature you hit with an attack if you have advantage on 
    Low
    Moderate
    Advanced
    Elite
  Saves
  -
  -
  -
  -
  Vulnerabilities
  -
  -
  -
  -
  Immunities -
  -
  -
  -
  Senses
  Passive Perception 9 
  +4 Thieves’ Tools
  Passive Perception 9 
  +6 Thieves’ Tools
  Passive Perception 9 
  +8 Thieves’ Tools
  Passive Perception 9 
  +10 Thieves’ Tools
  Languages Common, Dwarvish, Elvish
  Attacks
  Melee Dagger +5 (1d4+3 ) 
  Ranged Dagger (Thrown) 20 
  ft.’: +5 (1d4+3); 60 ft.’: +5 
  (1d4+3) 
  Melee Shortsword +5 
  (1d6+3 ) 
  Ranged Crossbow, Light ) 
  --> 80 ft.’: +5 (1d8+3); 320 
  ft.’: +5 (1d8+3) 
  Melee Dagger +7 (1d4+4 ) 
  Ranged Dagger (Thrown) 20 
  ft.’: +7 (1d4+4); 60 ft.’: +7 
  (1d4+4) 
  Melee +1 Shortsword  +8 
  (1d6+5 ) 
  Ranged Crossbow, Light ) --> 
  80 ft.’: +7 (1d8+4); 320 ft.’: 
  +7 (1d8+4) 
  Melee Dagger +9 (1d4+5 ) 
  Ranged Dagger (Thrown) 
  20 ft.’: +9 (1d4+5); 60 ft.’: 
  +9 (1d4+5) 
  Melee +2 Shortsword +11 
  (1d6+7 ) 
  Ranged Crossbow, Light ) 
  --> 80 ft.’: +9 (1d8+5); 320 
  ft.’: +9 (1d8+5) 
  Melee Dagger +10 (1d4+5 ) 
  Ranged Dagger (Thrown) 20 
  ft.’: +10 (1d4+5); 60 ft.’: 
  +10 (1d4+5) 
  Melee +3 Shortsword +13 
  (1d6+8 ) 
  Ranged Crossbow, Light ) --> 
  80 ft.’: +10 (1d8+5); 320 
  ft.’: +10 (1d8+5) 
  Special
  -
  -
  -
  -
  Proficiencies
  Club, Crossbow (Hand), Crossbow (Light), Dagger, Dart, Greatclub, Handaxe, Javelin, Light Hammer, Longsword, Mace, 
  Quarterstaff, Rapier, Shortbow, Shortsword, Sickle, Sling, Spear
  Special 
  Qualities
  Ability Score Increase, 
  Darkvision, Fey Ancestry, 
  Languages, Skill Versatility, 
  Cunning Action, Expertise, 
  Sneak Attack, Thieves’ Cant 
  Ability Score Increase, 
  Darkvision, Fey Ancestry, 
  Languages, Skill Versatility, 
  Ability Score Improvement, 
  Cunning Action, Expertise, 
  Fast Hands, Roguish 
  Archetype, Second-Story 
  Work, Sneak Attack, Thief, 
  Thieves’ Cant, Uncanny 
  Dodge
  Ability Score Increase, 
  Darkvision, Fey Ancestry, 
  Languages, Skill Versatility, 
  Ability Score Improvement, 
  Cunning Action, Evasion, 
  Expertise, Fast Hands, 
  Roguish Archetype, Second-
  Story Work, Sneak Attack, 
  Supreme Sneak, Thief, 
  Thieves’ Cant, Uncanny 
  Dodge
  Ability Score Increase, 
  Darkvision, Fey Ancestry, 
  Languages, Skill Versatility, 
  Ability Score Improvement, 
  Blindsense, Cunning Action, 
  Evasion, Expertise, Fast 
  Hands, Reliable Talent, 
  Roguish Archetype, Second-
  Story Work, Sneak Attack, 
  Supreme Sneak, Thief, 
  Thieves’ Cant, Uncanny 
  Dodge, Use Magic Device
  Spell-
  casting
  -
  -
  -
  -
  Equipment
  Dagger; 
  shortsword; 
  leather armor; 
  light crossbow; 
  crossbow bolts (10x)
  Dagger; 
  +1 shortsword; 
  +1 leather armor; 
  light crossbow; 
  crossbow bolts (10x)
  Dagger; 
  +2 shortsword; 
  +2 leather armor;
  light crossbow; 
  crossbow bolts (10x)
  Dagger; 
  +3 shortsword; 
  +3 leather armor;
  light crossbow; 
  crossbow bolts (10x)
  
  45
  Magic Items
  the attack roll. The attack must use a finesse or a ranged weapon. You 
  don’t need advantage on the attack roll if another enemy of the target 
  is within 5 feet of it, that enemy isn’t incapacitated, and you don’t have 
  disadvantage on the attack roll.
  Supreme Sneak Starting at 9th level, you have advantage on a Dexterity 
  (Stealth) check if you move no more than half your speed on the same 
  turn.
  Thief You hone your skills in the larcenous arts. Burglars, bandits, 
  cutpurses, and other criminals typically follow this archetype, but so 
  do rogues who prefer to think of themselves as professional treasure 
  seekers, explorers, delvers, and investigators. In addition to improving 
  your agility and stealth, you learn skills useful for delving into ancient 
  ruins, reading unfamiliar languages, and using magic items you normally 
  couldn’t employ.
  Thieves’ Cant During your rogue training you learned thieves’ cant, a 
  secret mix of dialect, jargon, and code that allows you to hide messages 
  in seemingly normal conversation. Only another creature that knows 
  thieves’ cant understands such messages. It takes four times longer 
  to convey such a message than it does to speak the same idea plainly. 
  In addition, you understand a set of secret signs and symbols used to 
  convey short, simple messages, such as whether an area is dangerous or 
  the territory of a thieves’ guild, whether loot is nearby, or whether the 
  people in an area are easy marks or will provide a safe house for thieves 
  on the run.
  Uncanny Dodge Starting at 5th level, when an attacker that you can see 
  hits you with an attack, you can use your reaction to halve the attack’s 
  damage against you.
  Use Magic Device By 13th level, you have learned enough about the 
  workings of magic that you can improvise the use of items even when 
  they are not intended for you. You ignore all class, race, and level 
  requirements on the use of magic items.
  
  46
  Belsinquer
  Belsinquer
  
  47
  Belsinquer
  Belsinquer
  Overview
  A halfling transmuter, obsessed with the legendary but 
  impossible ability to polymorph anything into anything else 
  at will, he seeks a mythical brazier whose fumes imbue the 
  inhaler with this gift for a fortnight.  
  Though he will stop at nothing to fulfill this lifelong quest, 
  he still needs must pay rent and keep himself fed in the 
  meantime... thus his mercenary leanings.  
  From time to time he’s held the position of vizier or sage, 
  lending his voice and presumed wisdom to the powerful, but 
  in each case, his extracurricular obsession eventually landed 
  him in hot water, and he had to make haste lest he find his 
  head atop a pike.
  Appearance
  Belsinquer appears a reserved, conservative halfling.  He 
  dresses in business attire predominantly, and bears a cane 
  that is in no way required by his physical state.  
  Though somewhat young by standards of his race, his arcane 
  leanings, late nights, and lifestyle have weathered him more 
  than his years; white hair blooms plentifully atop a lined and 
  wrinkled visage.
  Background
  Belsinquer was once a promising student, an aspiring 
  transmuter who was top of his class.  
  He had the poor luck, however, of being apprenticed to a 
  gnome with an obsession—a brazier of potent polymorphing 
  that simply does not exist.  Tales are spun of the device, but 
  all but the insane view them as simply that: tales.  
  Not so for Belsinquer’s mentor, who passed wisdom, skill, 
  and, in the end, this mental malaise on to his student.
  A few years after his learning tenure with the man, 
  Belsinquer learned of his tutor’s demise.  Though the death 
  was in truth a simple overdose of chewing addictive weed, 
  Belsinquer was convinced on the spot that his mentor had 
  simply gotten too close to the truth, and had been murdered 
  for it.
  The death finalized the passage of the obsession from 
  teacher to student, and also broke what little moral code 
  Belsinquer had retained despite his training.
  Demeanor
  Belsinquer is calm, cool, and concise in his word choice.  He 
  speaks when spoken to, and not much before.  His advice and 
  comments are often quite sensible and reasonable, though 
  he tends to be more risk-adverse than most of his employers 
  would prefer.
  All in all, he seems every inch the competent, collected 
  solicitor one might wish for one’s business or wealthy family.
  Combat Tactics
  Belsinquer is no fighter, and he is too smart to pretend 
  otherwise.  He will avoid combat, and will even avoid 
  showing the true depth of his talents, unless absolutely 
  forced to do so.
  If cornered, he will be a creative combatant, using the 
  environment, his knowledge of surroundings, and language 
  as weapons as much as his outright magical talents.
  No matter how the fight fares, Belsinquer will effect an 
  escape if any opportunity presents itself.
  Modus Operandi
  Belsinquer will approach a new situation cautiously.  He will 
  attempt to establish trust and a solid reputation over the 
  course of months of running a small business, often of advice 
  or small magical tasks, building his employ and picking 
  better and better clients until he is well-known.  
  Even in large environments, this doesn’t take nearly as long 
  a time as one might suspect; it’s often less than a year before 
  he is called to the service of a major legal, political, trade, or 
  religious authority in the town.
  Belsinquer is not picky about the nature of his employer, but 
  he is singularly focused on one factor: influence.  The more 
  powerful the employer, the greater the lengths to which the 
  halfling will go to secure employ.
  Once established, he will serve his purpose well, but behind 
  the scenes, he will be bleeding the organization dry through 
  a complex set of rules, go-betweens, and legal machinations.
  All the while, he will be attempting to discover more 
  information about the mythical device whose obsession 
  drives him.
  Notoriety
  Belsinquer tends to be very well-known in the city in which 
  he has “set up shop”; otherwise he would have difficulty 
  finding employment of the nature he prefers.
  Beyond that, however, he gathers very little attention and 
  reputation, as he takes great care to hide his misdeeds 
  behind red tape and logistical machinations.
  Hooks, Integration, & Adventure 
  Seeds
  • Competing Goals: Belsinquer works for a prominent NPC, 
  of whom the PCs require something; however, due to the 
  halfling’s leeching, the NPC’s estate is in tatters and she 
  finds herself quite unable to help the party.  This seems so 
  
  48
  Belsinquer
  
  49
  Belsinquer
  FlexTable 4: Belsinquer Rumors & Lore
  A
  B
  C
  D
  DC
  Description
  Veracity
  -
  -
  -
  01-30
  -
  No Rumor
  No information is obtained.
  01-14
  01-14
  01-14
  31-39
  12
  A halfling once discovered 
  the legendary brazier of 
  potent polymorphing.
    Partially True.  Belsinquer seeks the 
  braizer, but nobody has discovered it as it 
  does not in fact exist.
  15-29
  15-30
  15-30
  01-30
  13
  They say the advice of 
  the halfling transmuter is 
  legendarily accurate and 
  uncannily helpful.
    True.  Belsinquer, despite his 
  sometimes nefarious actions, is in fact a 
  very competent and valuable counselor.
  30-44
  31-45
  31-45
  31-39
  14
  Change a sister
  To a brother
  First one thing
  And now another
  Round and round
  It would appear
  Most potent change
  In the brazier
    Partially True.  This is a childish 
  rhyme, passed around from student to 
  student, and tells of the braizer of potent 
  polymorphing.  Most grow out of the 
  rhyme and what it purports to portend.
  45-59
  46-60
  46-60
  40-49
  15
  They say that the halfling 
  who arrived in town last 
  year has taken up shop with 
  a prominent merchant lord.
    True.  This is how Belsinquer 
  operates.
  60-74
  60-69
  60-69
  50-59
  16
  I heard tell of a faraway 
  town where a halfling 
  counsellor was giving 
  advice to a merchant who 
  was eventually ruined and 
  lost all their money.  It 
  seems something similar is 
  happening here in town!
    True.  That’s what Belsinquer does.  
  Although he strives to clear his tracks and 
  keep his fingerprints off of what occurs, 
  rumors still swirl and occasionally follow 
  him from town to town.
  75-89
  70-97
  70-94
  60-69
  11
  The halfling counselor gives 
  bad advice, but it’s followed 
  out of threat of being turned 
  into a toad!
    False.  Belsinquer is a transmuter, but 
  very rarely has cause to turn his talents 
  against people in combat.
  90-00
  98-00
  95-00
  70-00
  13
  There is a cursed counselor 
  who is doomed to give good 
  advice, but have it never be 
  followed.
    False.  This “Cassandra Complex” 
  is an excellent rumor, since it seems to 
  follow the pattern of Belsinquer providing 
  advice that seems sound, but his patron 
  losing money nevertheless.
  sudden and unexplained that the PCs may set their gaze 
  immediately upon the NPC’s new counsellor.
  • Appeal from Authority: A NPC whose finances are being 
  bled dry owes a considerable sum in taxes; in an effort to 
  persuade them to pay, the city’s authorities ask the party’s 
  help in figuring out whether it is a case of not being able, 
  or not being willing, to pay.
  • Faction Impact: A Faction with which the PCs have a 
  relationship cancels plans to improve the community (e.g., 
  a church is unable to repair its roof).  The PCs investigate, 
  and learn that a major donor was unable to provide funds.
  • Dependency Interference: The PCs are to be rewarded for 
  another quest or accomplishment... but the NPC who was 
  to have provided the reward is unable to pay.
  Habits and Logistics
  Belsinquer always occupies an office in the estate of his 
  employer.  He never leaves, if he can avoid it, excepting to 
  gather information on the brazier of potent polymorphing.
  There is thus only a 
    10% chance that Belsinquer will be 
  off the grounds of the estate of his NPC employer whenever 
  the party arrives.
  The halfling sleeps but four hours a night, regularly, between 
  1-5 in the morning.
  Conversation
  Belsinquer will indulge a small handful of questions 
  
  50
  Belsinquer
  if it seems unavoidable, but will use his station and 
  the importance of his employer as an excuse to cut the 
  conversation short as soon as things get challenging or if the 
  PCs are getting too suspicious.
  How did your patron lose all this money?
   
    “I’m privledged to certain information that I shouldn’t 
  really be sharing with you, that makes it all quite and 
  unfortunately clear.   
   
  But, in general terms, I can confirm that much of it was 
  due to commitments entered into prior to my employ 
  here; I do so wish I had been able to provide counsel 
  earlier than I have!   
   
  It’s also, it must be said, in no small part due to cases 
  where I have provided dutiful advice, but it sadly to say 
  is not always heeded as we might wish.”
  Can you prevent this from ruining your employer?
   
    “My dear sirs and madams, I can ‘prevent’ precious 
  little, I am afraid.  My skill is advice and knowing things; 
  I provide recommendations.  If they are followed, then 
  things tend to work out rather well, if you don’t mind me 
  saying so.   
   
  But I must say—there is in fact no other way to say 
  it—that if my advice is generally quite good, then not 
  following my advice must indeed be generally not good.  
  Not very good at all, I’m afraid.”
  Did you have anything do do with the missing money?
   
    “What a preposterous question.  My dear friends, I work 
  for the person in question.  Should they be ruined, then 
  not only am I out of a job, but my advice should rather be 
  called into question, should it not?   
   
  Goodness me; what possible motive should I have for 
  bringing about the ruin of my own patron?”
  Attitude Tracker Triggers
  Value
  Action
  <7
  Belsinquer will call his employer’s security 
  forces—guards, typically—on the PCs on sight.
  <13
  The halfling will decline any opportunity to 
  chat with the PCs unless forced to do so by the 
  authorities.
  >18
  Belsinquer might offer the PCs some insight as 
  to his patron’s monetary demise, and suggest 
  that the PCs get anything owed out of them 
  now.
  >24
  Belsinquer may even go so far as to split his 
  earnings with the party if they are interested in 
  assisting him.
  Organization
  Belsinquer works alone.  He is well-regarded, but very 
  private and secretive when not actively providing advice 
  in the throne room, office, reliquary, or other place of 
  importance of his patron.
  Henchmen, Retainers, and 
  Followers
  None.  Belsinquer has no close associations, and seeks none.
  Lair / Residence
  Belsinquer’s home, lair, and laboratory all in one is his 
  quarters, or office, inside the estate in which he is employed.
  Quests & Encounters
    Quest: The Paper Trail
    Summary: Find evidence that Belsinquer has been 
  stealing from his benefactor.
    Rewards:   
    1,000 gp / 
    3,000 gp / 
    7,000 gp / 
    14,000 gp; up to 
    2 Reward Stars.
    Locations: Any.
    Key NPCs: Belsinquer.
    Kickoff: Two options: 
   
  First, the town authorities might solicit the PC’s help, 
  suspecting that something might be afoot. 
   
  Second, the benefactor themselves may suspect, or at 
  least wish to rule out a possibility, and ask the PCs for 
  their help. 
   
  In either case, the party is being asked to take an action 
  that legitimate authorities may not wish to, or be able to, 
  take.
    Description:
  The PCs are asked to investigate.  The mechanism of this 
  pursuit may take many forms, but ultimately, they are 
  looking for evidence, or an admission, of guilt.
    Speaking with Belsinquer himself is the least likely 
  means of achieving the goal.  This requires a series 
  of skill checks—
    Intimidate, Diplomacy, or Sense 
  Motive, opposed by Belsinquer’s own Bluff or Diplomacy 
  skill, with a +5 circumstance bonus to Belsinquer’s check 
  given that he is in danger of losing his entire livelihood 
  (and because he is quite practiced).  Two successive 
  checks are required to get him to admit to any guilt—and 
  if he does, he will immediately recognize his gaffe, and 
  will attempt to flee. 
   
  The PCs can chase him down, and turn him in or slay 
  him, but the reward is the same: simply getting him to 
  admit to guilt in this manner is worth 
    2 Reward 
  
  51
  Belsinquer
  Stars.
    Either as a follow-up to conversation, or as its own 
  pursuit, searching the halfling counselor’s quarters is the 
  easiest approach here.   
   
  3 successive 
    Perception checks at DC 20 are required 
  here to reveal evidence, which amounts to a scribbled 
  tallying of stolen funds.  Any failure, or taking longer 
  than 5 minutes total, means that guards pass by; Stealth 
  checks are then needed to remain hidden and try again. 
   
  Success in this vein is worth 
    1 Reward Star.
  Either course of action above will grant the full monetary 
  reward, given gratefully by the employer.
  
  52
  Belsinquer
  Belsinquer
  CR 4; XP 1,100
    Low
    Moderate
    Advanced
    Elite
  Challenge CR 4 
  XP 1,100
  CR 8 
  XP 3,900
  CR 12 
  XP 8,400
  CR 16 
  XP 15,000
  Class / HD Wizard 4
  Wizard 8
  Wizard 12
  Wizard 16
  Size / Aln
  Small CN 
  Halfling
  Small CN 
  Halfling
  Small CN 
  Halfling
  Small CN 
  Halfling
  HP
  20
  41
  57
  99
  Armor 
  Class
  16
  17
  18
  18
  Speed
  Walk 25’
  Walk 25’
  Walk 25’
  Walk 25’
  Ability 
  Scores / 
  Saves
  STR    7 (-2) 
  DEX   16 (+3) 
  CON  13 (+1) 
  INT    20 (+7) 
  WIS   13 (+3) 
  CHA  10 (+0)
  STR    7 (-2) 
  DEX   18 (+4) 
  CON  13 (+1) 
  INT    20 (+8) 
  WIS   13 (+4) 
  CHA  10 (+0)
  STR    7 (-2) 
  DEX   20 (+5) 
  CON  13 (+1) 
  INT    20 (+9) 
  WIS   13 (+5) 
  CHA  10 (+0)
  STR    7 (-2) 
  DEX   20 (+5) 
  CON  15 (+2) 
  INT    20 (+10) 
  WIS   13 (+6) 
  CHA  10 (+0)
  Skills
  -
  -
  -
  -
  Saves
  -
  -
  -
  -
  Vulnerabilities
  -
  -
  -
  -
  Immunities -
  -
  -
  -
  Senses
  Passive Perception 11
  Passive Perception 11
  Passive Perception 11
  Passive Perception 11
  Languages Common, Halfling
  Attacks
  Ranged Crossbow, Light 
  (Small) ) --> 80 ft.’: -1 
  (1d8+3); 320 ft.’: -1 
  (1d8+3) 
  Melee Dagger (Small) +5 
  (1d4+3 ) 
  Ranged Dagger (Small/
  Thrown) 20 ft.’: +5 
  (1d4+3); 60 ft.’: +5 
  (1d4+3) 
  Melee Dagger (Small) +7 
  (1d4+4 ) 
  Ranged Dagger (Small/
  Thrown) 20 ft.’: +7 (1d4+4); 
  60 ft.’: +7 (1d4+4) 
  Ranged +1 Light Crossbow 
  (small) --> 80 ft.’: +2 
  (1d8+5); 320 ft.’: +2 
  (1d8+5)
  Melee Dagger (Small) +9 
  (1d4+5 ) 
  Ranged Dagger (Small/
  Thrown) 20 ft.’: +9 
  (1d4+5); 60 ft.’: +9 
  (1d4+5) 
  Ranged +2 Light Crossbow 
  (small) --> 80 ft.’: +5 
  (1d8+7); 320 ft.’: +5 
  (1d8+7) 
  Melee Dagger (Small) +10 
  (1d4+5 ) 
  Ranged Dagger (Small/
  Thrown) 20 ft.’: +10 
  (1d4+5); 60 ft.’: +10 
  (1d4+5) 
  Ranged +3 Light Crossbow 
  (small) --> 80 ft.’: +7 
  (1d8+8); 320 ft.’: +7 
  (1d8+8) 
  Special
  -
  -
  -
  -
  Proficiencies
  Crossbow (Light), Dagger, Dart, Quarterstaff, Sling
  CN; Small Humanoid (Halfling)
  
  53
  Belsinquer
  Special Abilities
  Brave You have advantage on saving throws against being frightened.
  Halfling Nimbleness You can move through the space of any creature that 
  is of a size larger than yours.
  Languages You can speak, read, and write Common and Halfling. The 
  Halfling language isn’t secret, but halflings are loath to share it with 
  others. They write very little, so they don’t have a rich body of literature. 
  Their oral tradition, however, is very strong. Almost all halflings speak 
  Common to converse with the people in whose lands they dwell or 
  through which they are traveling.
  Lucky When you roll a 1 on an attack roll, ability check, or saving throw, 
  you can reroll the die and must use the new roll.
  Naturally Stealthy You can attempt to hide even when you are obscured 
  only by a creature that is at least one size larger than you.
  Arcane Recovery You have learned to regain some of your magical energy 
  by studying your spellbook. Once per day when you finish a short rest, 
  you can choose expended spell slots to recover. The spell slots can have 
  a combined level that is equal to or less than 8, and none of the slots can 
  be 6th level or higher. For example, if you’re a 4th-level wizard, you can 
  recover up to two levels worth of spell slots. You can recover either a 2nd-
  level spell slot or two 1st-level spell slots.
  Empowered Evocation Beginning at 10th level, you can add +5 to the 
  damage roll of any wizard evocation spell you cast. The damage bonus 
  applies to one damage roll of a spell, not multiple rolls.
  Evocation Savant Beginning when you select this school at 2nd level, 
  the gold and time you must spend to copy an evocation spell into your 
  spellbook is halved.
  Overchannel Starting at 14th level, you can increase the power of your 
  simpler spells. When you cast a wizard spell of 5th level or lower that 
  deals damage, you can deal maximum damage with that spell. The first 
  time you do so, you suffer no adverse effect. If you use this feature again 
  before you finish a long rest, you take 2d12 necrotic damage for each 
  level of the spell, immediately after you cast it. Each time you use this 
  feature again before finishing a long rest, the necrotic damage per spell 
  level increases by 1d12. This damage ignores resistance and immunity. 
  The feature doesn’t benefit cantrips.
  Potent Cantrip Starting at 6th level, your damaging cantrips affect even 
  creatures that avoid the brunt of the effect. When a creature succeeds on 
  a saving throw against your cantrip, the creature takes half the cantrip’s 
  damage (if any) but suffers no additional effect from the cantrip.
  Ritual Casting You can cast a wizard spell as a ritual if that spell has the 
  ritual tag and you have the spell in your spellbook. You don’t need to have 
  the spell prepared.
  School of Evocation You focus your study on magic that creates powerful 
  elemental effects such as bitter cold, searing flame, rolling thunder, 
  crackling lightning, and burning acid. Some evokers find employment in 
  military forces, serving as artillery to blast enemy armies from afar. Others 
  use their spectacular power to protect the weak, while some seek their 
  own gain as bandits, adventurers, or aspiring tyrants.
  Sculpt Spells Beginning at 2nd level, you can create pockets of relative 
  safety within the effects of your evocation spells. When you cast an 
  evocation spell that affects other creatures that you can see, you can 
  choose a number of them equal to 1 + the spell’s level. The chosen 
  creatures automatically succeed on their saving throws against the spell, 
  and they take no damage if they would normally take half damage on a 
  successful save.
    Low
    Moderate
    Advanced
    Elite
  Special 
  Qualities
  Spellcaster Spell Slots, 
  Ability Score Increase, 
  Brave, Halfling Nimbleness, 
  Languages, Lucky, Naturally 
  Stealthy, Ability Score 
  Improvement, Arcane 
  Recovery, Arcane Tradition, 
  Cantrips, Evocation Savant, 
  Preparing and Casting 
  Spells, Ritual Casting, 
  School of Evocation, 
  Sculpt Spells, Spellbook, 
  Spellcasting
  Spellcaster Spell Slots, 
  Ability Score Increase, 
  Brave, Halfling Nimbleness, 
  Languages, Lucky, Naturally 
  Stealthy, Ability Score 
  Improvement, Arcane 
  Recovery, Arcane Tradition, 
  Cantrips, Evocation Savant, 
  Potent Cantrip, Preparing 
  and Casting Spells, Ritual 
  Casting, School of Evocation, 
  Sculpt Spells, Spellbook, 
  Spellcasting
  Spellcaster Spell Slots, 
  Ability Score Increase, 
  Brave, Halfling Nimbleness, 
  Languages, Lucky, Naturally 
  Stealthy, Ability Score 
  Improvement, Arcane 
  Recovery, Arcane Tradition, 
  Cantrips, Empowered 
  Evocation, Evocation 
  Savant, Potent Cantrip, 
  Preparing and Casting 
  Spells, Ritual Casting, 
  School of Evocation, 
  Sculpt Spells, Spellbook, 
  Spellcasting
  Spellcaster Spell Slots, 
  Ability Score Increase, 
  Brave, Halfling Nimbleness, 
  Languages, Lucky, Naturally 
  Stealthy, Ability Score 
  Improvement, Arcane 
  Recovery, Arcane Tradition, 
  Cantrips, Empowered 
  Evocation, Evocation Savant, 
  Overchannel, Potent Cantrip, 
  Preparing and Casting Spells, 
  Ritual Casting, School of 
  Evocation, Sculpt Spells, 
  Spellbook, Spellcasting
  Spell-
  casting
  Save DC 15; Spell Atk +7
  2nd: detect thoughts; hold 
  person; knock
  1st: detect magic; disguise 
  self; fog cloud; magic 
  missile
  Save DC 16; Spell Atk +8
  4th: arcane eye; dimension 
  door
  3rd: blink; dispel magic; 
  gaseous form
  2nd: detect thoughts; hold 
  person; knock
  1st: detect magic; disguise 
  self; fog cloud; magic missile
  Save DC 17; Spell Atk +9
  6th: instant summons
  5th: mislead; scrying
  4th: arcane eye; dimension 
  door; greater invisibility
  3rd: blink; dispel magic; 
  gaseous form
  2nd: detect thoughts; hold 
  person; knock
  1st: detect magic; disguise 
  self; fog cloud; magic 
  missile
  Save DC 18; Spell Atk +10
  8th: feeblemind
  7th: mirage arcane
  6th: instant summons
  5th: mislead; scrying
  4th: arcane eye; dimension 
  door; greater invisibility
  3rd: blink; dispel magic; 
  gaseous form
  2nd: detect thoughts; hold 
  person; knock
  1st: detect magic; disguise 
  self; fog cloud; magic missile
  Equipment
  Light crossbow (small); 
  dagger (small); 
  crossbow bolts (10x)
  +1 Light crossbow 
  (small); 
  dagger (small); 
  crossbow bolts (10x)
  +2 Light crossbow 
  (small); 
  dagger (small); 
  crossbow bolts (10x)
  +3 Light crossbow 
  (small); 
  dagger (small); 
  crossbow bolts (10x)
  
  54
  Belsinquer
  Table 7: Attitude Modifiers for Belsinquer
  Starting Attitude:  
  18 (Indifferent)
  Name
  Condition
  Effect
  Notes
  Action
  PCs attack without provocation
  -15
  Does not stack with other attack-based modifiers
  Action
  PCs attack with provocation
  -10
  Does not stack with other attack-based modifiers
  Conversation
  PCs threaten violence
  -5
  -
  Action
  NPC witnesses the PCs commit a 
  crime
  +1
  Assumes the crime does not involve the NPC; stacks with 
  other modifiers that involve crimes against the NPC; does 
  not stack with other “witnesses crime” modifiers
  Action
  NPC witnesses the PCs commit 
  murder
  +2
  Assumes the crime does not involve the NPC; stacks with 
  other modifiers that involve crimes against the NPC; does 
  not stack with other “witnesses crime” modifiers
  Action
  NPC witnesses the PCs commit 
  murder in self-defense
  +1
  Assumes the crime does not involve the NPC; stacks with 
  other modifiers that involve crimes against the NPC; does 
  not stack with other “witnesses crime” modifiers
  Action
  Villain witnesses the PCs 
  discussing the villain and/or 
  their henchmen
  -4
  Does not stack with other “witness” modifiers
  Action
  PCs defend this NPC against 
  violence
  +10
  Does not stack with other “witness” modifiers
  Conversation
  PCs attempt a bribe (for 
  information, for action)
  -1
  GM’s discretion as to whether the bribe produces results 
  (positive or negative!)
  Conversation
  PCs share Rumors / Lore 
  +1
  Per each Rumor shared; maximum +4
  Extant
  One or more PCs have been 
  arrested
  +2
  Per offense, no limit
  Extant
  PCs have slain a guard, but have 
  not been caught
  +5
  Per offense, maximum -15 total
  Action
  PCs heal or “boon” this NPC
  +5
  Per healing spell/potion/skill check or beneficial spell or 
  effect; maximum +15
  Action
  PCs refuse to help when asked
  -3
  Per request; no maximum
  Action
  PCs agree to help when asked
  +4
  Per request; maximum +12
  Action
  NPC joins party for any length 
  of time
  +5
  Does not stack with subsequent iterations of itself 
  (maximum effect +5 no matter how many times NPC joins 
  party)
  Action
  PCs save this NPC’s life
  +15
  Either as part of a Quest, or as an offer made of the 
  party’s own initiative
  Conversation
  PCs fail at an Intimidate check 
  for any reason
  -2
  Per failed check; no maximum
  Investigation
  PCs discover something 
  fundamental about this villain’s 
  MO or deeds and/or discovers 
  lair or residence
  -10
  “Fundamental” is left to the GM to adjudicate; stacks with 
  other Investigation modifiers
  Investigation
  PCs rescue a victim, recover a 
  corpse, or otherwise “undo” or 
  find hard evidence of death at 
  the hands of this villain
  -10
  Initial and first-time-only; -2 per additional victim or 
  evidence beyond the first; no limit; stacks with other 
  Investigation modifiers
  Investigation
  PCs give evidence of this villain’s 
  crimes to authorities
  -8
  Stacks with other Investigation modifiers
  
  55
  Portell
   
  
  56
  Portell
  Portell the Butcher
  Overview
  This dwarf thinks of gore the way much of his stereotypical 
  kindred think of stone: obsessively, professionally, and with 
  great skill.  
  He’s been labeled a cannibal, and with good reason; he 
  himself would consider his preferred meal to be an homage, 
  a ceremony, a sign of respect toward those with whom he 
  celebrates his talents.  
  A fighter by skill and a cook by trade, he’s been known to set 
  up shop for years, selling pies or other savories of unsavory 
  origin to unsuspecting customers.
  Appearance
  Tattooed and gruff, Portell appears much the stereotypical 
  dwarf.  Flecks of hardened blood from his endeavors are oft 
  captured in his beard and hair.
  He typically wears leathers, and a thick apron if he is not 
  wearing his breasplate armor.  Gore and viscera often stain 
  his boots.
  Background
  Portell comes from a family of butchers and meat-carvers.  
  From a young age, he was what might be considered 
  apprenticed to his family business, learning the trade easily.  
  Adept with cleaver and axe, he thought nothing of slaying 
  livestock and carving them up for sale.  His brothers took 
  more to animal husbandry and the farming aspect of family 
  life; a butcher born and bred was Portell.
  One winter was particularly cruel for the family farm.  Cold 
  and snow blanketed the property for many months.  Food ran 
  low.  
  Into this grim scene walked a highwayman, cadaverous 
  from the same burgeoning famine that had begun to afflict 
  Portell’s family.  The highwayman threatened their lives; 
  meager as his health was, he had no end of weaponry and 
  defenses, and the threat was enough for the family to hand 
  over what little food they had.  
  Tormented by the horror of the event, and realizing that the 
  family could not survive without the stores it had just given 
  away, Portell packed what equipment he had and set out into 
  the cold to avenge his family and secure a future.  He hunted 
  down the miscreant over the course of a week, but the 
  experience brought a quick hardening of the dwarf’s heart.
  In the cold, alone, his stomach afire, his passions narrowed 
  to a singular focus: hunt the highwayman and destroy him.
  Portell was successful in his endeavor, but not before the 
  highwayman managed to throw all of the remaining food 
  over a cliff, ensuring that the dwarf’s family would starve.
  Trapped, alone, with no food at hand and a dying family 
  behind him, Portell slowly went mad in the cold, consuming 
  the flesh of the highwayman as a desperate means of keeping 
  death at bay.
  When the ice melted and the winter faded, a very different 
  dwarf indeed returned to the family farm.  
  And so a madman was born.
  Demeanor
  It is no mere act: Portell legitimately does not see people as 
  people, but rather as food sources.  He evaluates threats and 
  customers alike in cold calculation.
  He still keeps a shop, and will serve up portions and cook 
  pies, but it is all simply in service of his truer, darker, 
  passions.
  Combat Tactics
  Portell is formidable in battle, and as he views any adversary 
  as a potential source of meat, is not shy about fighting.  
  He has difficulty acknowledging when he is overmatched; 
  once fighting begins, he will continue until one side or the 
  other is destroyed.
  Modus Operandi
  Insane or not, Portell knows well the family trade, and 
  serves up delicious enough fare to keep a stable slew of 
  customers.
  A few times a month, he will give in to his darker urgings, 
  and persuade one of them into the back chambers of his 
  store, usually on promise of a particularly special morsel.
  Once alone, customer turns victim rather quickly, and then 
  victim turns food.  
  Portell is no fool, however, and will only undertake such 
  activity when he is alone with a single customer.  He prefers 
  those with fewer societal connections, or couriers ordering 
  on behalf of others.
  He employs two types of thug to aid him: Tenderizers and 
  Meathooks.  Both kinds know the dwarf to be a ruthless man 
  who does not shy from blood and death, but if they know him 
  to be a cannibal, it is suspicion alone.
  Portell is not a wealthy dwarf, nor does he aspire to be: he 
  pays his compatriots very well for their efforts as much 
  as their discretion, mostly out of the profits from stolen 
  possessions of his victims.
  Notoriety
  Portell is well-known for his meats and pies.  Some suspect 
  something darker about the dwarf, but usually this results 
  from his demeanor and grim appearance, rather than any 
  substantive evidence or experience.
  
  57
  Portell
  
  58
  Portell
  FlexTable 5: Portell the Butcher Rumors & Lore
  A
  B
  C
  D
  DC
  Description
  Veracity
  -
  -
  -
  01-30
  -
  No Rumor
  No information is obtained.
  01-14
  01-14
  01-14
  31-39
  12
  They say the butcher is 
  haunted by the ghosts of his 
  dead family.
    Partially True.  Not in a literal sense: 
  his family, though long dead, catalyzed 
  his insanity, but they are at peace in the 
  grave.
  15-29
  15-30
  15-30
  01-30
  13
  The town butcher is so 
  focused on his craft that he 
  views everything as meat—
  even people!
    True.  Portell is a cannibal, and a 
  dispassionate one at that.
  30-44
  31-45
  31-45
  31-39
  14
  Go alone
  Into the shop
  You’re like to find
  The butcher’s chop!
    True.  A grim and fanciful child’s 
  rhyme, it is nevertheless true: this is 
  exactly how Portell picks and offs his 
  victims.
  45-59
  46-60
  46-60
  40-49
  15
  A man once crossed the 
  butcher... and Portell made 
  him into a meat pie!
    Partially True.  The highwayman 
  is the last person to “cross” Portell, and 
  although it’s true that the butcher ate 
  him, he didn’t make him into a meat pie. 
   
  Portell has made dozens of meat pies out 
  of his victims over the years... but none 
  has truly crossed him.
  60-74
  60-69
  60-69
  50-59
  18
  Portell the dwarf butcher is 
  a cannibal!
    True.  Though difficult to believe.
  75-89
  70-97
  70-94
  60-69
  14
  The dwarven butcher 
  prefers to eat his meat raw.
    False.  Portell will eat meat raw if 
  necessary, but prefers it cooked, and with 
  seasoning.
  90-00
  98-00
  95-00
  70-00
  16
  Portell belongs to a 
  dark society of secretive 
  cannibals.
    Partially True.  Portell is a cannibal, 
  that much is true, but owes allegiance to 
  no group or faction.
  Thus far, not a single potential victim has escaped an 
  encounter with the butcher.
  His 
  Hooks, Integration, & Adventure 
  Seeds
  • Plea of the Innocent: A housewife begs the PCs to locate 
  her missing husband.  He was last seen walking into 
  the butcher’s shop; perhaps the shopkeeper has more 
  information about what happened that day.
  • Appeal from Authority: As Plea of the Innocent, above, 
  except the Quest Giver is the town authorities.
  • Fringe Notice: The PCs find themselves in the butcher’s 
  shop, and one of them passes a 
    Skill check to notice 
  that the pies in the shop contain a meat not found on the 
  farm.
  • Dark Rumor: Children tell of the grim butcher who eats 
  people.  It is a joke to most, but to one child, with grim 
  and hallowed look, it is real.
  • Competing Goals: A courier is set to deliver something 
  vital to the grander scheme of things—battle plans for an 
  upcoming raid, for example.  Unfortunately, the courier 
  stops for a quick meat pie en route... and is never seen 
  again.  The PCs must investigate to retrieve the item(s) 
  that were lost in transit; they, along with the remaining 
  corpse of the courier, are in Portell’s butcher shop.
  Habits and Logistics
  Portell splits his time between his shop and his farm, though 
  he prefers the atmosphere of the former.  In the daytime, 
  there is an 
    80% chance he is at the shop; this decreases 
  to 
    30% in the evenings.
  Conversation
  Generally speaking, Portell limits his conversations to 
  grunts and monosyllabic utterances.  His wares speak for 
  themselves, and typically, his customers have what they 
  want in mind when they enter, so salesmanship is almost 
  never required.
  Those who wander into the store seeking a casual browsing 
  experience, a lively conversation about cuts of meat, or other 
  
  59
  Portell
  social interaction are in for a disappointment at best... and a 
  macabre surprise at worst if they are alone.
  Where do you get your meats?
   
    “My farm.”
  Have you seen this man? 
  (can be expanded to any victim(s), real or suspected)
   
    “Nope.”
  Someone saw this woman enter this shop.  After that, she 
  was never seen again.  What happened to her? 
  (can be expanded to any victim(s), real or suspected)
   
    (shrugs)  “Ask her.”   
   
  (any PC may make a 
    Perception check.  This is 
  opposed by Portell’s Bluff, with a +5 circumstance bonus 
  to the butcher.  Success on the part of a PC means they 
  catch a quick dart of the dwarf’s eye toward his meat 
  pies on display when he says “ask her”.)
  Attitude Tracker Triggers
  Value
  Action
  <7
  Portell attacks the party on sight.
  <13
  Portell will lock his shop doors if he sees the 
  PCs coming.  Any single PC entering the shop 
  will be abducted and slain.
  >18
  Portell offers samples of his meat pies to the 
  party for free.  Any single PC entering the shop 
  is safe from cannibalistic molestation.
  >24
  Each time the party comes into the shop, 
  Portell will give them a free, fresh, meat pie.
  Organization
  Portell employs Tenderizers and Meathooks.
  These are typically thugs, mentally unstable followers who 
  delight in pain and suffering and blood, taken from the 
  streets or saved from the madman’s own thirsty cleaver.  
  They do the butcher’s bidding through a combination of 
  bloodlust, insane devotion, or simple mercenary greed; often 
  all three combine in the same henchman.
  All of these have day-to-day responsibilities that relate to the 
  simple, mundane running of a business.  
  They also have more nefarious duties on more limited 
  occasion, and of course serve as bodyguard and enforcer of 
  Portell’s will.
  Henchmen, Retainers, and 
  Followers
  At any given time, Portell employs 
    2d6 Tenderizers and 
    3d4 Meathooks.  
  75% of these are at work day to day tending the family farm; 
  the remainder can be found either in the butcher’s shop, or 
  scavenging the streets on the prowl for innocents to lure 
  back to the store.
  Any given henchman has a 
    15% chance of knowing, or 
  strongly suspecting, his master of cannibalism.  
  Of those who know the butcher’s secret, 
    70% are 
  cannibals themselves.
  Through whatever combination of motivations discussed 
  above, all of Portell’s henchmen will defend the butcher and 
  his secrets to the death.
  Lair / Residence
  Portell owns a butcher’s shop in the city, and a family farm 
  on the outskirts of town.
  The shop seems a simple affair, but harbors a dark 
  underbelly in the basements underneath.  
  Portell’s family farm was once large and well-respected; it 
  has devolved to maintaining a bare minimum of livestock.  
  Those who witness both locations may attempt a DC 18 
    
  Profession (Farmer), Knowledge (Nature), or similar skill 
  to conclude that the amount of livestock at the farm is barely 
  one quarter of what would be required to operate the store; 
  the butcher must be getting additional meat from some other 
  source.  Alternately, a PC may attempt such a check after 
  seeing just the store, but discussing the butcher’s family 
  farm with townsfolk who are familiar with the location.
  Quests & Encounters
    Quest: Rescue the Meat
    Summary: The PCs must save victims trapped in the 
  butcher’s basement before they are eaten.
    Rewards:   
    750 gp / 
    2,500 gp / 
    4,500 gp / 
    8,500 gp (per victim, promised); up to 
    1 Reward 
  Star per victim plus up to 
    2 Reward Stars for Portell 
  himself.
    Locations: Portell’s Butcher Shop.
    Key NPCs: Portell the Butcher.
    Kickoff: The GM and/or the PCs may initiate this Quest 
  via two means: 
   
  First, they can simply be in the shop, and notice 
  something untoward.  Perhaps a muffled scream comes 
  from under the floorboards, dismissed nervously as the 
  creaking of an ill-maintained building. 
   
  Second, the PCs may be outright asked by a city authority 
  
  60
  Portell
  to investigate one or more disappearances in the last few 
  months.  Evidence suggests that all victims were known 
  to enter the butcher’s shop at some point prior to their 
  going missing.
    Description:
  Portell himself is nearly mute and unhelpful in any 
  questioning the PCs might undertake.  His henchmen are 
  similarly vague, obviously insane, or otherwise dead-ends.
    Noticing something odd in the shop can be automatic if 
  the GM wishes to introduce this Quest in that manner.  
  Otherwise, it requires a DC 20 
    Perception check, and 
  even then, it’s not certain what the noise is, simply that it 
  is coming from the basement and seems odd.
    However they come by the decision, the PCs may sneak 
  into the shop.  At night, if Portell is present, he may be 
  asleep.  Typically the shop is also is guarded by 
    1d4-
  1 Tenderizers; stealth or slaying them is required to 
  continue. 
   
  For every 10 minutes the PCs spend in the shop, there is 
  a 
    20% chance that 
    1d4-1 Meathooks return to the 
  shop to check things out.
    Once in the basement, the truth of the matter becomes 
  immediately apparent.  At any given time, Portell keeps 
    1d4 victims down there; each has a 
    60% chance 
  to be still alive. 
   
  Getting the victims out requires one of two approaches: 
  informing the city authorities and getting their 
  involvement, or slaying the guards and carrying the 
  victims out.   
   
  Each victim, living or dead, is worth the noted monetary 
  reward (provided by some combination of the victim’s 
  family, and the city authority), plus  
    1 Reward Star.
    If the PCs get the authorities, they will receive the same 
  rewards... however, for each victim they had previously 
  encountered in their scouting, there is a 
    65% chance 
  they will no longer be there when the authorities arrive 
  to free them.
    Slaying Portell in their endeavors earns the PCs 
    2 
  Reward Stars, in addition to any other rewards.
    If Portell is not present in the shop when the rescue is 
  resolved, he will escape, fleeing far away from the city 
  and hoping to set up a butcher’s shop in a town that has 
  never heard of him.
  
  61
  Portell
  Portell the Butcher
  CR 4; XP 1,100
    Low
    Moderate
    Advanced
    Elite
  Challenge CR 4 
  XP 1,100
  CR 8 
  XP 3,900
  CR 12 
  XP 8,400
  CR 16 
  XP 15,000
  Class / HD Fighter 4
  Fighter 8
  Fighter 12
  Fighter 16
  Size / Aln
  Medium NE  
  Dwarf
  Medium NE  
  Dwarf
  Medium NE  
  Dwarf
  Medium NE  
  Dwarf
  HP
  54
  106
  142
  193
  Armor 
  Class
  14
  16
  18
  19
  Speed
  Walk 25’
  Walk 25’
  Walk 25’
  Walk 25’
  Ability 
  Scores / 
  Saves
  STR    20 (+7) 
  DEX   10 (+0) 
  CON  19 (+6) 
  INT    10 (+0) 
  WIS    8 (-1) 
  CHA  13 (+1)
  STR    20 (+8) 
  DEX   13 (+1) 
  CON  19 (+8) 
  INT    10 (+0) 
  WIS    8 (-1) 
  CHA  13 (+1)
  STR    20 (+9) 
  DEX   15 (+2) 
  CON  20 (+9) 
  INT    10 (+0) 
  WIS    8 (-1) 
  CHA  13 (+1)
  STR    20 (+10) 
  DEX   19 (+4) 
  CON  20 (+10) 
  INT    10 (+0) 
  WIS    8 (-1) 
  CHA  13 (+1)
  Skills
  -
  -
  -
  -
  Saves
  -
  -
  -
  -
  Vulnerabilities
  -
  -
  -
  -
  Immunities -
  -
  -
  -
  Senses
  Passive Perception 11
  Passive Perception 12
  Passive Perception 13
  Passive Perception 14
  Languages Common, Dwarvish
  Attacks
  Melee Greataxe +7 
  (1d12+5)
  Melee Handaxe +7 (1d6+5 ) 
  Ranged Handaxe (Thrown) 
  20 ft.’: +7 (1d6+5); 60 ft.’: 
  +7 (1d6+5) 
  Melee +1 Greataxe +9/+9 
  (1d12+6)
  Melee Handaxe +8/+8 
  (1d6+5 ) 
  Ranged Handaxe (Thrown) 
  20 ft.’: +8/+8 (1d6+5); 60 
  ft.’: +8/+8 (1d6+5) 
  Melee +2 Greataxe 
  +11/+11/+11 (1d12+7)
  Melee Handaxe +9/+9/+9 
  (1d6+5) 
  Ranged Handaxe (Thrown) 
  20 ft.’: +9/+9/+9 (1d6+5); 
  60 ft.’: +9/+9/+9 (1d6+5) 
  Melee +3 Greataxe 
  +13/+13/+13 (1d12+8)
  Melee Handaxe 
  +10/+10/+10 (1d6+5 ) 
  Ranged Handaxe (Thrown) 
  20 ft.’: +10/+10/+10 
  (1d6+5); 60 ft.’: 
  +10/+10/+10 (1d6+5) 
  Special
  -
  -
  -
  -
  Proficiencies
  Battleaxe, Blowgun, Club, Crossbow (Hand), Crossbow (Heavy), Crossbow (Light), Dagger, Dart, Flail, Glaive, Greataxe, 
  Greatclub, Greatsword, Halberd, Handaxe, Javelin, Lance, Light Hammer, Longbow, Longsword, Mace, Maul, Morningstar, 
  Net, Pike, Quarterstaff, Rapier, Scimitar, Shortbow, Shortsword, Sickle, Sling, Spear, Trident, War Pick, Warhammer, Whip
  NE; Medium Humanoid (Dwarf)
  
  62
  Portell
  Special Abilities
  Darkvision Accustomed to life underground, you have superior vision in 
  dark and dim conditions. You can see in dim light within 60 feet of you 
  as if it were bright light, and in darkness as if it were dim light. You can’t 
  discern color in darkness, only shades of gray.
  Dwarven Combat Training You have proficiency with the battleaxe, 
  handaxe, light hammer, and warhammer.
  Dwarven Resilience You have advantage on saving throws against poison, 
  and you have resistance against poison damage (explained in chapter 9).
  Dwarven Toughness Your hit point maximum increases by 1, and it 
  increases by 1 every time you gain a level.
  Languages You can speak, read, and write Common and Dwarvish. 
  Dwarvish is full of hard consonants and guttural sounds, and those 
  characteristics spill over into whatever other language a dwarf might 
  speak.
  Mason’s Tools Proficient with Artisan Mason’s Tools.
  Stonecunning Whenever you make an Intelligence (History) check related 
  to the origin of stonework, you are considered proficient in the History 
  skill and add double your proficiency bonus to the check, instead of your 
  normal proficiency bonus.
  Action Surge Starting at 2nd level, you can push yourself beyond your 
  normal limits for a moment. On your turn, you can take one additional 
  action on top of your regular action and a possible bonus action. Once 
  you use this feature, you must finish a short or long rest before you can 
  use it again. You can use this feature 1 time(s) before a rest, but only once 
  on the same turn.
  Champion The archetypal Champion focuses on the development of raw 
  physical power honed to deadly perfection. Those who model themselves 
  on this archetype combine rigorous training with physical excellence to 
  deal devastating blows.
  Extra Attack Beginning at 5th level, you can attack twice, instead of once, 
  whenever you take the Attack action on your turn. The number of attacks 
  increases to three when you reach 11th level in this class and to four 
  when you reach 20th level in this class.
  Improved Critical Beginning when you choose this archetype at 3rd level, 
  your weapon attacks score a critical hit on a roll of 19 or 20.
  Indomitable Beginning at 9th level, you can reroll a saving throw that you 
  fail. If you do so, you must use the new roll, and you can’t use this feature 
  again until you finish a long rest. You can use this feature 2 time(s) 
  between long rests.
  Remarkable Athlete Starting at 7th level, you can add half your proficiency 
  bonus (round up) to any Strength, Dexterity, or Constitution check you 
  make that doesn’t already use your proficiency bonus. In addition, when 
  you make a running long jump, the distance you can cover increases by a 
  number of feet equal to +5.
  Second Wind You have a limited well of stamina that you can draw on to 
  protect yourself from harm. On your turn, you can use a bonus action to 
  regain hit points equal to 1d10 + your fighter level. Once you use this 
  feature, you must finish a short or long rest before you can use it again.
  Superior Critical Starting at 15th level, your weapon attacks score a 
  critical hit on a roll of 18-20.
  Great Weapon Fighting When you roll a 1 or 2 on a damage die for an 
  attack you make with a melee weapon that you are wielding with two 
  hands, you can reroll the die and must use the new roll, even if the new 
  roll is a 1 or a 2. The weapon must have the two-handed or versatile 
  property for you to gain this benefit.
  Protection When a creature you can see attacks a target other than 
  you that is within 5 feet of you, you can use your reaction to impose 
  disadvantage on the attack roll. You must be wielding a shield.
    Low
    Moderate
    Advanced
    Elite
  Special 
  Qualities
  Darkvision, Dwarven 
  Combat Training, 
  Dwarven Resilience, 
  Dwarven Toughness, 
  Languages, Mason’s 
  Tools, Stonecunning, Tool 
  Proficiency, Ability Score 
  Improvement, Action Surge, 
  Champion, Fighting Style, 
  Improved Critical, Martial 
  Archetype, Second Wind, 
  Great Weapon Fighting
  Darkvision, Dwarven Combat 
  Training, Dwarven Resilience, 
  Dwarven Toughness, 
  Languages, Mason’s 
  Tools, Stonecunning, Tool 
  Proficiency, Ability Score 
  Improvement, Action Surge, 
  Champion, Extra Attack, 
  Fighting Style, Improved 
  Critical, Martial Archetype, 
  Remarkable Athlete, Second 
  Wind, Great Weapon 
  Fighting
  Darkvision, Dwarven 
  Combat Training, 
  Dwarven Resilience, 
  Dwarven Toughness, 
  Languages, Mason’s 
  Tools, Stonecunning, Tool 
  Proficiency, Ability Score 
  Improvement, Action Surge, 
  Additional Fighting Style, 
  Champion, Extra Attack, 
  Fighting Style, Improved 
  Critical, Indomitable, Martial 
  Archetype, Remarkable 
  Athlete, Second Wind, 
  Great Weapon Fighting, 
  Protection
  Darkvision, Dwarven Combat 
  Training, Dwarven Resilience, 
  Dwarven Toughness, 
  Languages, Mason’s 
  Tools, Stonecunning, Tool 
  Proficiency, Ability Score 
  Improvement, Action Surge, 
  Additional Fighting Style, 
  Champion, Extra Attack, 
  Fighting Style, Improved 
  Critical, Indomitable, Martial 
  Archetype, Remarkable 
  Athlete, Second Wind, 
  Superior Critical, Great 
  Weapon Fighting, Protection
  Spell-
  casting
  -
  -
  -
  -
  Equipment
  Greataxe; 
  breastplate; 
  handaxes (3x)
  +1 Greataxe; 
  +1 breastplate; 
  handaxes (3x)
  +2 Greataxe; 
  +2 breastplate; 
  handaxes (3x)
  +3 Greataxe; 
  +3 breastplate; 
  handaxes (3x)
  
  63
  Portell
  Table 8: Attitude Modifiers for Portell the Butcher
  Starting Attitude:  
  14 (Indifferent)
  Name
  Condition
  Effect
  Notes
  Action
  PCs attack without provocation
  -15
  Does not stack with other attack-based modifiers
  Action
  PCs attack with provocation
  -10
  Does not stack with other attack-based modifiers
  Conversation
  PCs threaten violence
  -5
  -
  Action
  NPC witnesses the PCs commit a 
  crime
  +1
  Assumes the crime does not involve the NPC; stacks with 
  other modifiers that involve crimes against the NPC; does 
  not stack with other “witnesses crime” modifiers
  Action
  NPC witnesses the PCs commit 
  murder
  +2
  Assumes the crime does not involve the NPC; stacks with 
  other modifiers that involve crimes against the NPC; does 
  not stack with other “witnesses crime” modifiers
  Action
  NPC witnesses the PCs commit 
  murder in self-defense
  +1
  Assumes the crime does not involve the NPC; stacks with 
  other modifiers that involve crimes against the NPC; does 
  not stack with other “witnesses crime” modifiers
  Action
  Villain witnesses the PCs 
  discussing the villain and/or 
  their henchmen
  -4
  Does not stack with other “witness” modifiers
  Action
  PCs defend this NPC against 
  violence
  +10
  Does not stack with other “witness” modifiers
  Conversation
  PCs attempt a bribe (for 
  information, for action)
  -1
  GM’s discretion as to whether the bribe produces results 
  (positive or negative!)
  Conversation
  PCs share Rumors / Lore 
  +1
  Per each Rumor shared; maximum +4
  Extant
  One or more PCs have been 
  arrested
  +2
  Per offense, no limit
  Extant
  PCs have slain a guard, but have 
  not been caught
  +5
  Per offense, maximum -15 total
  Action
  PCs heal or “boon” this NPC
  +5
  Per healing spell/potion/skill check or beneficial spell or 
  effect; maximum +15
  Action
  PCs refuse to help when asked
  -3
  Per request; no maximum
  Action
  PCs agree to help when asked
  +4
  Per request; maximum +12
  Action
  NPC joins party for any length 
  of time
  +5
  Does not stack with subsequent iterations of itself 
  (maximum effect +5 no matter how many times NPC joins 
  party)
  Action
  PCs save this NPC’s life
  +15
  Either as part of a Quest, or as an offer made of the 
  party’s own initiative
  Conversation
  PCs fail at an Intimidate check 
  for any reason
  -2
  Per failed check; no maximum
  Investigation
  PCs discover something 
  fundamental about this villain’s 
  MO or deeds and/or discovers 
  lair or residence
  -10
  “Fundamental” is left to the GM to adjudicate; stacks with 
  other Investigation modifiers
  Investigation
  PCs rescue a victim, recover a 
  corpse, or otherwise “undo” or 
  find hard evidence of death at 
  the hands of this villain
  -10
  Initial and first-time-only; -2 per additional victim or 
  evidence beyond the first; no limit; stacks with other 
  Investigation modifiers
  Investigation
  PCs give evidence of this villain’s 
  crimes to authorities
  -8
  Stacks with other Investigation modifiers
  
  64
  Portell
  Tenderizer
  CR 2; XP 450
    Low
    Moderate
    Advanced
    Elite
  Challenge CR 2 
  XP 450
  CR 6 
  XP 2,300
  CR 10 
  XP 5,900
  CR 14 
  XP 11,500
  Class / HD Fighter 2
  Fighter 6
  Fighter 10
  Fighter 14
  Size / Aln
  Medium CE 
  Half-Orc
  Medium CE 
  Half-Orc
  Medium CE 
  Half-Orc
  Medium CE 
  Half-Orc
  HP
  19
  47
  88
  132
  Armor 
  Class
  10
  13
  14
  16
  Speed
  Walk 30’
  Walk 30’
  Walk 30’
  Walk 30’
  CE; Medium Humanoid (Human, Orc)
  
  65
  Portell
    Low
    Moderate
    Advanced
    Elite
  Ability 
  Scores / 
  Saves
  STR    20 (+7) 
  DEX   9 (-1) 
  CON  16 (+5) 
  INT    10 (+0) 
  WIS    8 (-1) 
  CHA   9 (-1)
  STR    20 (+8) 
  DEX   13 (+1) 
  CON  16 (+6) 
  INT    10 (+0) 
  WIS    8 (-1) 
  CHA   9 (-1)
  STR    20 (+9) 
  DEX   13 (+1) 
  CON  18 (+8) 
  INT    10 (+0) 
  WIS    8 (-1) 
  CHA   9 (-1)
  STR    20 (+10) 
  DEX   15 (+2) 
  CON  18 (+10) 
  INT    10 (+0) 
  WIS    8 (-1) 
  CHA   9 (-1)
  Skills
  -
  -
  -
  -
  Saves
  -
  -
  -
  -
  Vulnerabilities
  -
  -
  -
  -
  Immunities -
  -
  -
  -
  Senses
  Passive Perception 11
  Passive Perception 12
  Passive Perception 13
  Passive Perception 14
  Languages Common, Orc
  Attacks
  Melee Greatclub +7 
  (1d8+5)
  Melee Dagger +7 (1d4+5 ) 
  Ranged Dagger (Thrown) 20 
  ft.’: +7 (1d4+5); 60 ft.’: +7 
  (1d4+5) 
  Melee +1 Greatclub +9/+9 
  (1d8+6)
  Melee Dagger +8/+8 
  (1d4+5) 
  Ranged Dagger (Thrown) 20 
  ft.’: +8/+8 (1d4+5); 60 ft.’: 
  +8/+8 (1d4+5) 
  Melee +2 Greatclub 
  +11/+11 (1d8+7)
  Melee Dagger +9/+9 
  (1d4+5 ) 
  Ranged Dagger (Thrown) 
  20 ft.’: +9/+9 (1d4+5); 60 
  ft.’: +9/+9 (1d4+5) 
  Melee +3 Greatclub 
  +13/13/13 (1d8+8)
  Melee Dagger +10/+10/+10 
  (1d4+5 ) 
  Ranged Dagger (Thrown) 20 
  ft.’: +10/+10/+10 (1d4+5); 
  60 ft.’: +10/+10/+10 
  (1d4+5) 
  Special
  -
  -
  -
  -
  Proficiencies
  Battleaxe, Blowgun, Club, Crossbow (Hand), Crossbow (Heavy), Crossbow (Light), Dagger, Dart, Flail, Glaive, Greataxe, 
  Greatclub, Greatsword, Halberd, Handaxe, Javelin, Lance, Light Hammer, Longbow, Longsword, Mace, Maul, Morningstar, 
  Net, Pike, Quarterstaff, Rapier, Scimitar, Shortbow, Shortsword, Sickle, Sling, Spear, Trident, War Pick, Warhammer, Whip
  Special 
  Qualities
  Darkvision, Languages, 
  Menacing, Relentless 
  Endurance, Savage Attacks, 
  Action Surge, Fighting 
  Style, Second Wind, Great 
  Weapon Fighting
  Darkvision, Languages, 
  Menacing, Relentless 
  Endurance, Savage Attacks, 
  Ability Score Improvement, 
  Action Surge, Champion, 
  Extra Attack, Fighting Style, 
  Improved Critical, Martial 
  Archetype, Second Wind, 
  Great Weapon Fighting
  Darkvision, Languages, 
  Menacing, Relentless 
  Endurance, Savage Attacks, 
  Ability Score Improvement, 
  Action Surge, Additional 
  Fighting Style, Champion, 
  Extra Attack, Fighting 
  Style, Improved Critical, 
  Indomitable, Martial 
  Archetype, Remarkable 
  Athlete, Second Wind, 
  Dueling, Great Weapon 
  Fighting
  Darkvision, Languages, 
  Menacing, Relentless 
  Endurance, Savage Attacks, 
  Ability Score Improvement, 
  Action Surge, Additional 
  Fighting Style, Champion, 
  Extra Attack, Fighting 
  Style, Improved Critical, 
  Indomitable, Martial 
  Archetype, Remarkable 
  Athlete, Second Wind, 
  Dueling, Great Weapon 
  Fighting
  Spell-
  casting
  -
  -
  -
  -
  Equipment
  Greatclub; 
  leather armor; 
  dagger
  +1 Greatclub; 
  +1 leather armor; 
  dagger
  +2 Greatclub; 
  +2 leather armor; 
  dagger
  +3 Greatclub; 
  +3 leather armor; 
  dagger
  Menacing You gain proficiency in the Intimidation skill.
  Relentless Endurance When you are reduced to 0 hit points but not killed 
  outright, you can drop to 1 hit point instead. You can’t use this feature 
  again until you finish a long rest.
  Savage Attacks When you score a critical hit with a melee weapon attack, 
  you can roll one of the weapon’s damage dice one additional time and 
  add it to the extra damage of the critical hit.
  Action Surge Starting at 2nd level, you can push yourself beyond your 
  normal limits for a moment. On your turn, you can take one additional 
  action on top of your regular action and a possible bonus action. Once 
  Special Abilities
  Darkvision Thanks to your orc blood, you have superior vision in dark 
  and dim conditions. You can see in dim light within 60 feet of you as if it 
  were bright light, and in darkness as if it were dim light. You can’t discern 
  color in darkness, only shades of gray.
  Languages You can speak, read, and write Common and Orc. Orc is a 
  harsh, grating language with hard consonants. It has no script of its own 
  but is written in the Dwarvish script.
  
  66
  Portell
  you use this feature, you must finish a short or long rest before you can 
  use it again. You can use this feature 1 time(s) before a rest, but only once 
  on the same turn.
  Champion The archetypal Champion focuses on the development of raw 
  physical power honed to deadly perfection. Those who model themselves 
  on this archetype combine rigorous training with physical excellence to 
  deal devastating blows.
  Extra Attack Beginning at 5th level, you can attack twice, instead of once, 
  whenever you take the Attack action on your turn. The number of attacks 
  increases to three when you reach 11th level in this class and to four 
  when you reach 20th level in this class.
  Improved Critical Beginning when you choose this archetype at 3rd level, 
  your weapon attacks score a critical hit on a roll of 19 or 20.
  Indomitable Beginning at 9th level, you can reroll a saving throw that 
  you fail. If you do so, you must use the new roll, and you can’t use this 
  feature again until you finish a long rest. You can use this feature 2 time(s) 
  between long rests.
  Remarkable Athlete Starting at 7th level, you can add half your proficiency 
  bonus (round up) to any Strength, Dexterity, or Constitution check you 
  make that doesn’t already use your proficiency bonus. In addition, when 
  you make a running long jump, the distance you can cover increases by a 
  number of feet equal to +5.
  Second Wind You have a limited well of stamina that you can draw on to 
  protect yourself from harm. On your turn, you can use a bonus action to 
  regain hit points equal to 1d10 + your fighter level. Once you use this 
  feature, you must finish a short or long rest before you can use it again.
  Dueling When you are wielding a melee weapon in one hand and no other 
  weapons, you gain a +2 bonus to damage rolls with that weapon.
  Great Weapon Fighting When you roll a 1 or 2 on a damage die for an 
  attack you make with a melee weapon that you are wielding with two 
  hands, you can reroll the die and must use the new roll, even if the new 
  roll is a 1 or a 2. The weapon must have the two-handed or versatile 
  property for you to gain this benefit. 
  
  67
  Portell
  Meathook
  CR 2; XP 450
    Low
    Moderate
    Advanced
    Elite
  Challenge CR 2 
  XP 450
  CR 6 
  XP 2,300
  CR 10 
  XP 5,900
  CR 14 
  XP 11,500
  Class / HD Rogue 2
  Rogue 6
  Rogue 10
  Rogue 14
  Size / Aln
  Medium LE 
  Dwarf
  Medium LE 
  Dwarf
  Medium LE 
  Dwarf
  Medium LE 
  Dwarf
  HP
  19
  46
  67
  93
  Armor 
  Class
  13
  15
  18
  19
  Speed
  Walk 25’
  Walk 25’
  Walk 25’
  Walk 25’
  Ability 
  Scores / 
  Saves
  STR   13 (+1) 
  DEX   15 (+4) 
  CON  12 (+1) 
  INT    15 (+4) 
  WIS   10 (+0) 
  CHA   6 (-2)
  STR   13 (+1) 
  DEX   17 (+6) 
  CON  12 (+1) 
  INT    15 (+5) 
  WIS   10 (+0) 
  CHA   6 (-2)
  STR   13 (+1) 
  DEX   20 (+9) 
  CON  12 (+1) 
  INT    15 (+6) 
  WIS   10 (+0) 
  CHA   6 (-2)
  STR   15 (+2) 
  DEX   20 (+10) 
  CON  12 (+1) 
  INT    15 (+7) 
  WIS   10 (+0) 
  CHA   6 (-2)
  LE; Medium Humanoid (Dwarf)
  
  68
  Portell
    Low
    Moderate
    Advanced
    Elite
  Skills
  -
  -
  -
  -
  Saves
  -
  -
  -
  -
  Vulnerabilities
  -
  -
  -
  -
  Immunities -
  -
  -
  -
  Senses
  Passive Perception 12 
  +4 Thieves’ Tools
  Passive Perception 16 
  +6 Thieves’ Tools
  Passive Perception 18 
  +8 Thieves’ Tools
  Passive Perception 20 
  +10 Thieves’ Tools
  Languages Common, Dwarvish
  Attacks
  Melee Dagger +4 (1d4+2 ) 
  Ranged Dagger (Thrown) 20 
  ft.’: +4 (1d4+2); 60 ft.’: +4 
  (1d4+2) 
  Melee Spear +4 (1d6+2 ) 
  Ranged Spear (Thrown) 20 
  ft.’: +4 (1d6+2); 60 ft.’: +4 
  (1d6+2) 
  Melee Dagger +6 (1d4+3 ) 
  Ranged Dagger (Thrown) 20 
  ft.’: +6 (1d4+3); 60 ft.’: +6 
  (1d4+3) 
  Melee +1 Spear +7 (1d6+4 ) 
  Ranged +1 Spear 20 ft.’: +7 
  (1d6+4); 60 ft.’: +7 (1d6+4)
  Melee Dagger +9 (1d4+5 ) 
  Ranged Dagger (Thrown) 
  20 ft.’: +9 (1d4+5); 60 ft.’: 
  +9 (1d4+5) 
  Melee +2 Spear +11 
  (1d6+7 ) 
  Ranged +2 Spear 20 ft.’: 
  +11 (1d6+7); 60 ft.’: +11 
  (1d6+7) 
  Melee Dagger +10 (1d4+5 ) 
  Ranged Dagger (Thrown) 20 
  ft.’: +10 (1d4+5); 60 ft.’: 
  +10 (1d4+5) 
  Melee +3 Spear +13 (1d6+8) 
  Ranged +3 Spear 20 ft.’: 
  +13 (1d6+8); 60 ft.’: +13 
  (1d6+8) 
  Special
  -
  -
  -
  -
  Proficiencies
  Battleaxe, Club, Crossbow (Hand), Crossbow (Light), Dagger, Dart, Greatclub, Handaxe, Javelin, Light Hammer, 
  Longsword, Mace, Quarterstaff, Rapier, Shortbow, Shortsword, Sickle, Sling, Spear, Warhammer
  Special 
  Qualities
  Brewer’s Supplies, 
  Darkvision, Dwarven 
  Combat Training, Dwarven 
  Resilience, Dwarven 
  Toughness, Languages, 
  Stonecunning, Tool 
  Proficiency, Cunning Action, 
  Expertise, Sneak Attack, 
  Thieves’ Cant 
  Brewer’s Supplies, 
  Darkvision, Dwarven Combat 
  Training, Dwarven Resilience, 
  Dwarven Toughness, 
  Languages, Stonecunning, 
  Tool Proficiency, Ability 
  Score Improvement, 
  Cunning Action, Expertise, 
  Fast Hands, Roguish 
  Archetype, Second-Story 
  Work, Sneak Attack, Thief, 
  Thieves’ Cant, Uncanny 
  Dodge
  Brewer’s Supplies, 
  Darkvision, Dwarven 
  Combat Training, Dwarven 
  Resilience, Dwarven 
  Toughness, Languages, 
  Stonecunning, Tool 
  Proficiency, Ability Score 
  Improvement, Cunning 
  Action, Evasion, Expertise, 
  Fast Hands, Roguish 
  Archetype, Second-Story 
  Work, Sneak Attack, 
  Supreme Sneak, Thief, 
  Thieves’ Cant, Uncanny 
  Dodge
  Brewer’s Supplies, 
  Darkvision, Dwarven Combat 
  Training, Dwarven Resilience, 
  Dwarven Toughness, 
  Languages, Stonecunning, 
  Tool Proficiency, Ability 
  Score Improvement, 
  Blindsense, Cunning Action, 
  Evasion, Expertise, Fast 
  Hands, Reliable Talent, 
  Roguish Archetype, Second-
  Story Work, Sneak Attack, 
  Supreme Sneak, Thief, 
  Thieves’ Cant, Uncanny 
  Dodge, Use Magic Device
  Spell-
  casting
  -
  -
  -
  -
  Equipment
  Spear; 
  leather armor; 
  dagger
  +1 Spear; 
  +1 leather armor; 
  dagger
  +2 Spear; 
  +2 leather armor; 
  dagger
  +3 Spear; 
  +3 leather armor; 
  dagger
  Special Abilities
  Brewer’s Supplies Proficient with Artisan Brewer’s Supplies.
  Darkvision Accustomed to life underground, you have superior vision in 
  dark and dim conditions. You can see in dim light within 60 feet of you 
  as if it were bright light, and in darkness as if it were dim light. You can’t 
  discern color in darkness, only shades of gray.
  Dwarven Combat Training You have proficiency with the battleaxe, 
  handaxe, light hammer, and warhammer.
  Dwarven Resilience You have advantage on saving throws against poison, 
  and you have resistance against poison damage (explained in chapter 9).
  Dwarven Toughness Your hit point maximum increases by 1, and it 
  increases by 1 every time you gain a level.
  Languages You can speak, read, and write Common and Dwarvish. 
  Dwarvish is full of hard consonants and guttural sounds, and those 
  characteristics spill over into whatever other language a dwarf might 
  speak.
  Stonecunning Whenever you make an Intelligence (History) check related 
  to the origin of stonework, you are considered proficient in the History 
  skill and add double your proficiency bonus to the check, instead of your 
  normal proficiency bonus.
  Blindsense Starting at 14th level, if you are able to hear, you are aware of 
  the location of any hidden or invisible creature within 10 feet of you.
  Cunning Action Starting at 2nd level, your quick thinking and agility 
  allow you to move and act quickly. You can take a bonus action on each 
  of your turns in combat. This action can be used only to take the Dash, 
  Disengage, or Hide action.
  Evasion Beginning at 7th level, you can nimbly dodge out of the way of 
  certain area effects, such as a red dragon’s fiery breath or an ice storm 
  spell. When you are subjected to an effect that allows you to make a 
  Dexterity saving throw to take only half damage, you instead take no 
  damage if you succeed on the saving throw, and only half damage if you 
  
  69
  Portell
  fail.
  Fast Hands Starting at 3rd level, you can use the bonus action granted 
  by your Cunning Action to make a Dexterity (Sleight of Hand) check, use 
  your thieves’ tools to disarm a trap or open a lock, or take the Use an 
  Object action.
  Reliable Talent By 11th level, you have refined your chosen skills until 
  they approach perfection. Whenever you make an ability check that lets 
  you add your proficiency bonus, you can treat a d20 roll of 9 or lower as 
  a 10.
  Second-Story Work When you choose this archetype at 3rd level, you gain 
  the ability to climb faster than normal; climbing no longer costs you extra 
  movement. In addition, when you make a running jump, the distance you 
  cover increases by a number of feet equal to 5.
  Sneak Attack Beginning at 1st level, you know how to strike subtly and 
  exploit a foe’s distraction. Once per turn, you can deal an extra 7d6 
  damage to one creature you hit with an attack if you have advantage on 
  the attack roll. The attack must use a finesse or a ranged weapon. You 
  don’t need advantage on the attack roll if another enemy of the target 
  is within 5 feet of it, that enemy isn’t incapacitated, and you don’t have 
  disadvantage on the attack roll.
  Supreme Sneak Starting at 9th level, you have advantage on a Dexterity 
  (Stealth) check if you move no more than half your speed on the same 
  turn.
  Thief You hone your skills in the larcenous arts. Burglars, bandits, 
  cutpurses, and other criminals typically follow this archetype, but so 
  do rogues who prefer to think of themselves as professional treasure 
  seekers, explorers, delvers, and investigators. In addition to improving 
  your agility and stealth, you learn skills useful for delving into ancient 
  ruins, reading unfamiliar languages, and using magic items you normally 
  couldn’t employ.
  Thieves’ Cant During your rogue training you learned thieves’ cant, a 
  secret mix of dialect, jargon, and code that allows you to hide messages 
  in seemingly normal conversation. Only another creature that knows 
  thieves’ cant understands such messages. It takes four times longer 
  to convey such a message than it does to speak the same idea plainly. 
  In addition, you understand a set of secret signs and symbols used to 
  convey short, simple messages, such as whether an area is dangerous or 
  the territory of a thieves’ guild, whether loot is nearby, or whether the 
  people in an area are easy marks or will provide a safe house for thieves 
  on the run.
  Uncanny Dodge Starting at 5th level, when an attacker that you can see 
  hits you with an attack, you can use your reaction to halve the attack’s 
  damage against you.
  Use Magic Device By 13th level, you have learned enough about the 
  workings of magic that you can improvise the use of items even when 
  they are not intended for you. You ignore all class, race, and level 
  requirements on the use of magic items. 
  
  70
  Portell
  
  71
  Orrorox
  Orrorox the Oracle
  
  72
  Orrorox
  Orrorox the Oracle
  Overview
  He’s not a good wizard; in fact, all he can remember at 
  this point is Control Weather and some self defense spells.  
  But it’s enough to maintain a complete stranglehold on a 
  primitive and remote village.  
  He is their chief, their god—but his abdication of 
  responsibilities has made his followers weary; the situation 
  is ripe for an uprising when the PCs stumble upon the 
  situation.
  Appearance
  Orrorox is a beastly half-orc clothed in furs, rags, and all 
  manner of macabre superstition.  Supposedly trophies from 
  battle conquests or those who have attempted betrayal, 
  skulls have been woven into much of his garb.  In truth these 
  have been scavenged from gravesites.
  Though out of practice in their use, he bears an assortment 
  of weaponry that he mostly brandishes in threat these days.
  Background
  Orrorox has attempted life as an adventurer, a warrior, 
  and as a wizard, and has found success at none of these 
  endeavors.  
  He is too corwardly to do battle, too greedy and sociopathic 
  to be part of an adventuring party, and too unskilled to be 
  much use as a wizard. 
  Orrorox has wandered through life, unsure of his fate and 
  growing ever more hateful of his fellow man.  
  One day, several years ago, he wandered into a comparatively 
  primitive tribe of hunter-gatherers who had somehow 
  enjoyed very little contact with the outside world.  They 
  marveled at the intricacies of his crossbow.  Lacking arcane 
  talents themselves, they were enchanted—literally and 
  figuratively!—by this even meager magical talents.
  Orrorox knew enough about the nature of people that he took 
  advantage of this, and has ever since served as the tribe’s 
  leader.
  Demeanor
  Orrorox, in his heart of hearts, knows of his weakness.  He 
  knows that he is a pathetic ruler, and doesn’t care.  
  He lords his comparative levels of civilization and wizardly 
  talent over the tribe and clings to it as the only truly good 
  thing in his otherwise worthless life.
  His tone is lordly, but his voice squeaky; though the tribal 
  folk have grown accustomed to this cognitive dissonance, 
  newcomers may find it humorous (which, in turn, enrages 
  Orrorox).
  He treats all people as his subjects, as disposable resources 
  who are present only to serve his whim.
  Combat Tactics
  Orrorox hates combat, and normally would shy away from it 
  unless pressed to no alternative.
  However, in the context of the PCs approaching him in 
  combat, it most likely means a threat not just to his bodily 
  safety, but to his worldview.  As a result, in any combat 
  encounter that would threaten his station as lord of the 
  tribe, he will fight to the death. 
  Though weak and lazy, Orrorox has nothing else in his life, 
  and he despairs terribly of his livelihood if his rulership is 
  taken from him.
  Modus Operandi
  Orrorox delights in flesh and food.  He uses men and women 
  of the tribe to serve his fancy, beholden to none and having 
  formed no attachments to specific people.  They are all 
  interchangeable to him.
  He takes the best of their food, and their people, for his own 
  lusts.  When boredom befalls his mood, he will sometimes 
  drum up some imagined slight of one tribesman against 
  another.  Punishments for such circumstances are either that 
  one tribesman gets to kill the other, or the two must fight to 
  see who is in the right.
  Very rarely, his ire will be stoked to the point where he 
  himself draws blood; whenever this occurs, the closest of his 
  followers will grab the offending person and hold them so as 
  to better enable the effectiveness of his wrath.
  Notoriety
  Orrorox is of course well-known in the tribe, being their 
  leader.  
  Part of his approach in ruling them is to ensure that none 
  of the tribe encounter outsiders; he is fearful they might 
  encounter someone even more capable than he, and worship 
  them instead.
  Hooks, Integration, & Adventure 
  Seeds
  • Fringe Notice: The PCs wander into the tribe’s lands and 
  the strangers are taken before their king.
  • Collateral Damage: An NPC known to the party wanders 
  into Orrorox’s lands, and is slain by tribesmen.  In 
  pursuit of their missing friend, the PCs run into the tribe 
  themselves.
  • Disappearing Regular: As Collateral Damage above.
  
  73
  Orrorox
  
  74
  Orrorox
  FlexTable 6: Orrorox Rumors & Lore
  A
  B
  C
  D
  DC
  Description
  Veracity
  -
  -
  -
  01-30
  -
  No Rumor
  No information is obtained.
  01-14
  01-14
  01-14
  31-39
  12
  A local tribe is ruled by a 
  godling who came down 
  from the heavens to rule 
  them.
    Partially True.  This is the tale 
  Orrorox himself tells his tribe, but of 
  course it’s not accurate.
  15-29
  15-30
  15-30
  01-30
  13
  A local tribe worships a god 
  who appears as a half-orc 
  in their midst, with magical 
  powers beyond that of the 
  tribe themselves.
    True.  Though the tribespeople have 
  no natural magical talent.
  30-44
  31-45
  31-45
  31-39
  14
  A thousand paces out of 
  time,
  Lives a half-orc quite divine
  Lord is he above his folk
  Bleed he not despite a poke
    Partially True.  The children of the 
  tribe recite this verse, which bears much 
  truth, but of course Orrorox will bleed as 
  any other.
  45-59
  46-60
  46-60
  40-49
  15
  Divine powers grant the 
  leader of a local tribal 
  people power over nature.
    Partially True.  Orrorox does use his 
  magical talents to help with the weather, 
  though the source of his power is arcane, 
  not divine.
  60-74
  60-69
  60-69
  50-59
  16
  Formidable is the half-orc 
  chieftain of a local clan of 
  natives far to the east.
    True.  Comparatively formidable, but 
  not objectively.
  75-89
  70-97
  70-94
  60-69
  11
  A half-orc rules a local 
  tribe; he is in fact a physical 
  manifestation of a god.
    Partially True.  Orrorox is a half-orc 
  and rules, but everything else is hogwash.
  90-00
  98-00
  95-00
  70-00
  13
  As punishment for their 
  transgressions, a local tribe 
  is made to suffer under the 
  rule of a merciless half-orc 
  leader.
    Partially True.  The tribe does suffer 
  under Orrorox’s leadership and cruelty, 
  but it is not a function of their actions.
  • Dependency Interference: The PCs need something that 
  is either found on, or otherwise involves, land claimed by 
  the tribe.  Perhaps a rare herb grows in their region.
  Habits and Logistics
  Orrorox is a lazy, entitled, and indulgent half-orc.  
  He rarely (
    5%) leaves his hut at all.
  Conversation
  Orrorox has come to believe much of his lordly rhetoric; he 
  truly feels that he was meant to rule these people and these 
  lands, perhaps as reward for his suffering prior.
  When he talks with the party, odds are great that they are 
  not alone; Orrorox’s words are as much for his followers as 
  they are for the PCs as a result.
  Where do you hail from originally?
   
    “From the very heavens above!  Ordained by the gods to 
  serve on land, blessed in his visage.”
  How did you come to be king here?
   
    “By divine right!  It is clear to all that I was meant to 
  rule these lands.  More capable, wise, and gifted with 
  the magic of the gods themselves; how could it be 
  otherwise?”
  Do these people want you to rule?
   
    “Their desires are but small tokens in the water of life.  
  Want or not, I rule, and all are benefitted.”
  Do these people know you’re a fraud?
   
    “How dare you!  Seize these fools!”
  Attitude Tracker Triggers
  Value
  Action
  <7
  Orrorox will demand the execution of the PCs 
  immediately.
  <13
  Orrorox will demand that the PCs leave as 
  quickly as possible, under growing threat of a 
  worse fate.
  >18
  Orrorox welcomes the party to his lands.
  
  75
  Orrorox
  Value
  Action
  >24
  Orrorox offers the party one or more of his 
  Lads and Lasses for their own sport.
  Organization
  The tribe entire comprises some 100 folk.  All of those who 
  are not listed as part of the retinue above are simple hunter-
  gatherers who will flee from any combat prospects.
  Henchmen, Retainers, and 
  Followers
  Orrorox is always surrounded by tribal people.
  Within his tent are 
    1d4 Lads & Lasses; each has a 
    
  70% chance of being female.  
  Just outside his lord’s tent, 
    2d4 Godlings stand guard 
  around the clock.  Any one of these may shout to summon a 
  further 
    2d4 Godlings as reinforcements, who arrive in 
    1d4 rounds when summoned.
  Lair / Residence
  Orrorox’s lair is but a simple tent.
  Quests & Encounters
    Quest: Make God Bleed
    Summary: The PCs must discover proof of Orrorox’s 
  mortality and/or ineptitude.
    Rewards:   
    250 gp / 
    1,500 gp / 
    3,000 gp / 
    
  6,000 gp; up to 
    3 Reward Stars.
    Locations: Any plains-based region.
    Key NPCs: Orrorox the Oracle.
    Kickoff: This Quest is entirely optional and would be 
  strictly of the PCs’ own invention. 
   
  Any time the PCs are discovered on tribal lands by one 
  or more tribesmen, they will be brought before Orrorox, 
  who will ask some basic information but will ultimately 
  want the party either killed or exiled. 
   
  The party will rather quickly determine that the terrible 
  half-orc wizard is a fraud, and may wish to discredit him 
  of their own motivation.
    Description:
  Orrorox himself will die before admitting to his ruse.  Even 
  if it would save his life, he would never admit to being a 
  mortal.  
  Though he mostly believes it now, even the sane, self-aware 
  part of his brain knows that it is all he has.
  Anything that inflicts at least 1 point of damage to Orrorox 
  that draws blood will literally “make God bleed”.  Faced with 
  evidence of their lord’s mortality, the tribespeople will balk.   
   
  For 1d4 rounds after the first time Orrorox is wounded, treat 
  all Godlings as Dazed.
    Slaying Orrorox is a fairly good indicator that he is 
  mortal.  The tribespeope are freed from the dictator, and 
  the party benefits from 
    2 Reward Stars.
    Although no amount of skill checks will result in the 
  half-orc tyrant admitting to his mortality, the party can 
  wound him sufficiently that this becomes self-evident.   
   
  Once Orrorox has been wounded in combat, the party 
  may “play to the crowd”, and attempt to convince them of 
  their leader’s frailty and self-interest.  Treat this as a 
    
  Diplomacy check with DC equal to 25, or 23 if Orrorox is 
  below 50% of his maximum HP, and 18 if he is reduced to 
  fewer than 25% of his max HP. 
   
  This check can be attempted any number of times, though 
  the PC doing the check must spend their turn speaking 
  and not fighting. 
   
  Success at any point means enough tribesmen are 
  convinced so as to restrain Orrorox themselves. 
   
  This “best” solution grants the party 
    3 Reward Stars.
  
  76
  Orrorox
  Orrorox the Oracle
  CR 4; XP 1,100
    Low
    Moderate
    Advanced
    Elite
  Challenge CR 4 
  XP 1,100
  CR 8 
  XP 3,900
  CR 12 
  XP 8,400
  CR 16 
  XP 15,00
  Class / HD Wizard 4
  Wizard 8
  Wizard 12
  Wizard 16
  Size / Aln
  Medium LE 
  Half-Orc
  Medium LE 
  Half-Orc
  Medium LE 
  Half-Orc
  Medium LE 
  Half-Orc
  HP
  19
  39
  63
  85
  Armor 
  Class
  13
  14
  15
  17
  Speed
  Walk 30’
  Walk 30’
  Walk 30’
  Walk 30’
  Ability 
  Scores / 
  Saves
  STR   17 (+3) 
  DEX   13 (+1) 
  CON  12 (+1) 
  INT    18 (+6) 
  WIS    7 (+0) 
  CHA   17 (+3)
  STR   17 (+3) 
  DEX   13 (+1) 
  CON  12 (+1) 
  INT    20 (+8) 
  WIS    7 (+1) 
  CHA   17 (+3)
  STR   19 (+4) 
  DEX   13 (+1) 
  CON  12 (+1) 
  INT    20 (+9) 
  WIS    7 (+2) 
  CHA   17 (+3)
  STR   20 (+5) 
  DEX   14 (+2) 
  CON  12 (+1) 
  INT    20 (+10) 
  WIS    7 (+2) 
  CHA   17 (+3)
  Skills
  -
  -
  -
  -
  Saves
  -
  -
  -
  -
  Vulnerabilities
  -
  -
  -
  -
  Immunities -
  -
  -
  -
  Senses
  Passive Perception 8
  Armor - Disadvantage on 
  STR and DEX checks
  Passive Perception 8
  Armor - Disadvantage on 
  STR and DEX checks
  Passive Perception 8
  Armor - Disadvantage on 
  STR and DEX checks
  Passive Perception 8
  Armor - Disadvantage on 
  STR and DEX checks
  Languages Common, Orc
  Attacks
  Melee Greataxe +3 
  (1d12+5)
  Ranged Crossbow, Light ) 
  --> 80 ft.’: +3 (1d8+1); 320 
  ft.’: +3 (1d8+1) 
  Melee +1 Greataxe +6 
  (1d12+6)
  Ranged Crossbow, Light ) --> 
  80 ft.’: +4 (1d8+1); 320 ft.’: 
  +4 (1d8+1) 
  Melee +2 Greataxe +8 
  (1d12+7)
  Ranged Crossbow, Light ) 
  --> 80 ft.’: +5 (1d8+1); 320 
  ft.’: +5 (1d8+1)
  Melee +3 Greataxe +10 
  (1d12+8)
  Ranged Crossbow, Light ) --> 
  80 ft.’: +7 (1d8+2); 320 ft.’: 
  +7 (1d8+2) 
  Special
  -
  -
  -
  -
  Proficiencies
  Greataxe, Hide, Crossbow bolts (20), Wizard Spellbook, Crossbow, Light
  LE; Medium Humanoid (Human, Orc)
  
  77
  Orrorox
    Low
    Moderate
    Advanced
    Elite
  Special 
  Qualities
  Spellcaster Spell Slots, 
  Ability Score Increase, 
  Darkvision, Languages, 
  Menacing, Relentless 
  Endurance, Savage Attacks, 
  Ability Score Improvement, 
  Arcane Recovery, Arcane 
  Tradition, Cantrips, 
  Evocation Savant, Preparing 
  and Casting Spells, 
  Ritual Casting, School of 
  Evocation, Sculpt Spells, 
  Spellbook, Spellcasting
  Spellcaster Spell Slots, 
  Ability Score Increase, 
  Darkvision, Languages, 
  Menacing, Relentless 
  Endurance, Savage Attacks, 
  Ability Score Improvement, 
  Arcane Recovery, Arcane 
  Tradition, Cantrips, 
  Evocation Savant, Potent 
  Cantrip, Preparing and 
  Casting Spells, Ritual 
  Casting, School of Evocation, 
  Sculpt Spells, Spellbook, 
  Spellcasting
  Spellcaster Spell Slots, 
  Ability Score Increase, 
  Darkvision, Languages, 
  Menacing, Relentless 
  Endurance, Savage Attacks, 
  Ability Score Improvement, 
  Arcane Recovery, Arcane 
  Tradition, Cantrips, 
  Empowered Evocation, 
  Evocation Savant, Potent 
  Cantrip, Preparing and 
  Casting Spells, Ritual 
  Casting, School of 
  Evocation, Sculpt Spells, 
  Spellbook, Spellcasting
  Spellcaster Spell Slots, Ability 
  Score Increase, Darkvision, 
  Languages, Menacing, 
  Relentless Endurance, 
  Savage Attacks, Ability 
  Score Improvement, Arcane 
  Recovery, Arcane Tradition, 
  Cantrips, Empowered 
  Evocation, Evocation Savant, 
  Overchannel, Potent Cantrip, 
  Preparing and Casting Spells, 
  Ritual Casting, School of 
  Evocation, Sculpt Spells, 
  Spellbook, Spellcasting
  Spell-
  casting
  Save DC 14; Spell Atk +6
  2nd: alter self; darkness; 
  invisibility
  1st: charm person; disguise 
  self; expeditious retreat; 
  sleep
  Save DC 16; Spell Atk +8
  4th: control weather; 
  hallucinatory terrain; 
  stoneskin
  3rd: fear; gaseous form; 
  major image
  2nd: alter self; darkness; 
  invisibility
  1st: charm person; disguise 
  self; expeditious retreat; 
  sleep
  Save DC 17; Spell Atk +9
  6th: move earth
  5th: cloudkill; passwall
  4th: control weather; 
  hallucinatory terrain; 
  stoneskin
  3rd: fear; gaseous form; 
  major image
  2nd: alter self; darkness; 
  invisibility
  1st: charm person; disguise 
  self; expeditious retreat; 
  sleep
  Save DC 18; Spell Atk +10
  8th: control weather
  7th: project image
  6th: move earth
  5th: cloudkill; passwall
  4th: control weather; 
  hallucinatory terrain; 
  stoneskin
  3rd: fear; gaseous form; 
  major image
  2nd: alter self; darkness; 
  invisibility
  1st: charm person; disguise 
  self; expeditious retreat; 
  sleep
  Equipment
  Greataxe;  
  hide armor; 
  light crossbow; 
  crossbow bolts (10x)
  +1 Greataxe;  
  +1 hide armor; 
  light crossbow; 
  crossbow bolts (10x)
  +2 Greataxe;  
  +2 hide armor; 
  light crossbow; 
  crossbow bolts (10x)
  +3 Greataxe;  
  +3 hide armor; 
  light crossbow; 
  crossbow bolts (10x)
  Special Abilities
  Darkvision Thanks to your orc blood, you have superior vision in dark and 
  dim conditions. You can see in dim light within 60 feet of you as if it were 
  bright light, and in darkness as if it were dim light. You can’t discern color 
  in darkness, only shades of gray.
  Languages You can speak, read, and write Common and Orc. Orc is a 
  harsh, grating language with hard consonants. It has no script of its own 
  but is written in the Dwarvish script.
  Menacing You gain proficiency in the Intimidation skill.
  Relentless Endurance When you are reduced to 0 hit points but not killed 
  outright, you can drop to 1 hit point instead. You can’t use this feature 
  again until you finish a long rest.
  Savage Attacks When you score a critical hit with a melee weapon attack, 
  you can roll one of the weapon’s damage dice one additional time and add 
  it to the extra damage of the critical hit.
  Arcane Recovery You have learned to regain some of your magical energy 
  by studying your spellbook. Once per day when you finish a short rest, 
  you can choose expended spell slots to recover. The spell slots can have 
  a combined level that is equal to or less than 8, and none of the slots can 
  be 6th level or higher. For example, if you’re a 4th-level wizard, you can 
  recover up to two levels worth of spell slots. You can recover either a 2nd-
  level spell slot or two 1st-level spell slots.
  Arcane Tradition When you reach 2nd level, you choose an arcane 
  tradition, shaping your practice of magic through one of eight schools: 
  Abjuration, Conjuration, Divination, Enchantment, Evocation, Illusion, 
  Necromancy, or Transmutation. The school of Evocation is detailed at the 
  end of the class description; see the Player’s Handbook for information 
  on the other schools. Your choice grants you features at 2nd level and 
  again at 6th, 10th, and 14th level.
  Empowered Evocation Beginning at 10th level, you can add +5 to the 
  damage roll of any wizard evocation spell you cast. The damage bonus 
  applies to one damage roll of a spell, not multiple rolls.
  Evocation Savant Beginning when you select this school at 2nd level, 
  the gold and time you must spend to copy an evocation spell into your 
  spellbook is halved.
  Overchannel Starting at 14th level, you can increase the power of your 
  simpler spells. When you cast a wizard spell of 5th level or lower that 
  deals damage, you can deal maximum damage with that spell. The first 
  time you do so, you suffer no adverse effect. If you use this feature again 
  before you finish a long rest, you take 2d12 necrotic damage for each 
  level of the spell, immediately after you cast it. Each time you use this 
  feature again before finishing a long rest, the necrotic damage per spell 
  level increases by 1d12. This damage ignores resistance and immunity. 
  The feature doesn’t benefit cantrips.
  Potent Cantrip Starting at 6th level, your damaging cantrips affect even 
  creatures that avoid the brunt of the effect. When a creature succeeds on 
  a saving throw against your cantrip, the creature takes half the cantrip’s 
  damage (if any) but suffers no additional effect from the cantrip.
  Ritual Casting You can cast a wizard spell as a ritual if that spell has the 
  ritual tag and you have the spell in your spellbook. You don’t need to have 
  the spell prepared.
  
  78
  Orrorox
  School of Evocation You focus your study on magic that creates powerful 
  elemental effects such as bitter cold, searing flame, rolling thunder, 
  crackling lightning, and burning acid. Some evokers find employment in 
  military forces, serving as artillery to blast enemy armies from afar. Others 
  use their spectacular power to protect the weak, while some seek their 
  own gain as bandits, adventurers, or aspiring tyrants.
  Sculpt Spells Beginning at 2nd level, you can create pockets of relative 
  safety within the effects of your evocation spells. When you cast an 
  evocation spell that affects other creatures that you can see, you can 
  choose a number of them equal to 1 + the spell’s level. The chosen 
  creatures automatically succeed on their saving throws against the spell, 
  and they take no damage if they would normally take half damage on a 
  successful save. 
  
  79
  Orrorox
  Table 9: Attitude Modifiers for Orrorox the Oracle
  Starting Attitude:  
  8 (Unfriendly)
  Name
  Condition
  Effect
  Notes
  Action
  PCs attack without provocation
  -15
  Does not stack with other attack-based modifiers
  Action
  PCs attack with provocation
  -10
  Does not stack with other attack-based modifiers
  Conversation
  PCs threaten violence
  -5
  -
  Action
  NPC witnesses the PCs commit a 
  crime
  +1
  Assumes the crime does not involve the NPC; stacks with 
  other modifiers that involve crimes against the NPC; does 
  not stack with other “witnesses crime” modifiers
  Action
  NPC witnesses the PCs commit 
  murder
  +2
  Assumes the crime does not involve the NPC; stacks with 
  other modifiers that involve crimes against the NPC; does 
  not stack with other “witnesses crime” modifiers
  Action
  NPC witnesses the PCs commit 
  murder in self-defense
  +1
  Assumes the crime does not involve the NPC; stacks with 
  other modifiers that involve crimes against the NPC; does 
  not stack with other “witnesses crime” modifiers
  Action
  Villain witnesses the PCs 
  discussing the villain and/or 
  their henchmen
  -4
  Does not stack with other “witness” modifiers
  Action
  PCs defend this NPC against 
  violence
  +10
  Does not stack with other “witness” modifiers
  Conversation
  PCs attempt a bribe (for 
  information, for action)
  -1
  GM’s discretion as to whether the bribe produces results 
  (positive or negative!)
  Conversation
  PCs share Rumors / Lore 
  +1
  Per each Rumor shared; maximum +4
  Extant
  One or more PCs have been 
  arrested
  +2
  Per offense, no limit
  Extant
  PCs have slain a guard, but have 
  not been caught
  +5
  Per offense, maximum -15 total
  Action
  PCs heal or “boon” this NPC
  +5
  Per healing spell/potion/skill check or beneficial spell or 
  effect; maximum +15
  Action
  PCs refuse to help when asked
  -3
  Per request; no maximum
  Action
  PCs agree to help when asked
  +4
  Per request; maximum +12
  Action
  NPC joins party for any length 
  of time
  +5
  Does not stack with subsequent iterations of itself 
  (maximum effect +5 no matter how many times NPC joins 
  party)
  Action
  PCs save this NPC’s life
  +15
  Either as part of a Quest, or as an offer made of the 
  party’s own initiative
  Conversation
  PCs fail at an Intimidate check 
  for any reason
  -2
  Per failed check; no maximum
  Investigation
  PCs discover something 
  fundamental about this villain’s 
  MO or deeds and/or discovers 
  lair or residence
  -10
  “Fundamental” is left to the GM to adjudicate; stacks with 
  other Investigation modifiers
  Investigation
  PCs rescue a victim, recover a 
  corpse, or otherwise “undo” or 
  find hard evidence of death at 
  the hands of this villain
  -10
  Initial and first-time-only; -2 per additional victim or 
  evidence beyond the first; no limit; stacks with other 
  Investigation modifiers
  Investigation
  PCs support the story of Orrox’s 
  divinity or power
  +5
  Per incident, maximum +15
  
  80
  Orrorox
  Orrling
  CR 1; XP 200
    Low
    Moderate
    Advanced
    Elite
  Challenge CR 1 
  XP 200
  CR 4 
  XP 1,100
  CR 7 
  XP 2,900
  CR 10 
  XP 5,900
  Class / HD Rogue 1
  Rogue 4
  Rogue 7
  Rogue 10
  Size / Aln
  Medium LN 
  Human
  Medium LN 
  Human
  Medium LN 
  Human
  Medium LN 
  Human
  HP
  9
  30
  50
  70
  Armor 
  Class
  13
  14
  14
  16
  Speed
  Walk 30’
  Walk 30’
  Walk 30’
  Walk 30’
  Ability 
  Scores / 
  Saves
  STR   10 (+0) 
  DEX   15 (+4) 
  CON  12 (+1) 
  INT     7 (+0) 
  WIS    9 (-1) 
  CHA  13 (+1)
  STR   10 (+0) 
  DEX   17 (+5) 
  CON  12 (+1) 
  INT     7 (+0) 
  WIS    9 (-1) 
  CHA  13 (+1)
  STR   10 (+0) 
  DEX   17 (+6) 
  CON  12 (+1) 
  INT     7 (+1) 
  WIS    9 (-1) 
  CHA  13 (+1)
  STR   10 (+0) 
  DEX   19 (+8) 
  CON  12 (+1) 
  INT     7 (+2) 
  WIS    9 (-1) 
  CHA  15 (+2)
  Skills
  -
  -
  -
  -
  LN; Medium Humanoid (Human)
  
  81
  Orrorox
    Low
    Moderate
    Advanced
    Elite
  Saves
  -
  -
  -
  -
  Vulnerabilities
  -
  -
  -
  -
  Immunities -
  -
  -
  -
  Senses
  Passive Perception 9
  Armor - Disadvantage on 
  Stealth
  +4 Thieves’ Tools
  Passive Perception 9
  Armor - Disadvantage on 
  Stealth
  +4 Thieves’ Tools
  Passive Perception 9
  +6 Thieves’ Tools
  Passive Perception 9
  +8 Thieves’ Tools
  Languages Common, Elvish
  Attacks
  Melee Club +2 (1d4 ) 
  Ranged Sling ) --> 30 ft.’: 
  -6 (1d4+2); 120 ft.’: -6 
  (1d4+2) 
  Melee Club +2 (1d4 ) 
  Ranged Sling ) --> 30 ft.’: 
  -5 (1d4+3); 120 ft.’: -5 
  (1d4+3) 
  Melee Club +3 (1d4 ) 
  Ranged Sling ) --> 30 ft.’: 
  -4 (1d4+3); 120 ft.’: -4 
  (1d4+3) 
  Melee Club +4 (1d4 ) 
  Ranged Sling ) --> 30 ft.’: -2 
  (1d4+4); 120 ft.’: -2 (1d4+4) 
  Special
  -
  -
  -
  -
  Proficiencies
  Club, Crossbow (Hand), Crossbow (Light), Dagger, Dart, Greatclub, Handaxe, Javelin, Light Hammer, Longsword, Mace, 
  Quarterstaff, Rapier, Shortbow, Shortsword, Sickle, Sling, Spear
  Special 
  Qualities
  Languages, Expertise, Sneak 
  Attack, Thieves’ Cant 
  Languages, Ability Score 
  Improvement, Cunning 
  Action, Expertise, Fast 
  Hands, Roguish Archetype, 
  Second-Story Work, Sneak 
  Attack, Thief, Thieves’ Cant
  Languages, Ability Score 
  Improvement, Cunning 
  Action, Evasion, Expertise, 
  Fast Hands, Roguish 
  Archetype, Second-Story 
  Work, Sneak Attack, Thief, 
  Thieves’ Cant, Uncanny 
  Dodge 
  Languages, Ability Score 
  Improvement, Cunning 
  Action, Evasion, Expertise, 
  Fast Hands, Roguish 
  Archetype, Second-Story 
  Work, Sneak Attack, Supreme 
  Sneak, Thief, Thieves’ Cant, 
  Uncanny Dodge
  Spell-
  casting
  -
  -
  -
  -
  Equipment
  Club;  
  sling; 
  sling bullets (20x); 
  padded armor
  Club;  
  sling; 
  sling bullets (20x); 
  padded armor
  Club;  
  sling; 
  sling bullets (20x); 
  leather armor
  Club;  
  sling; 
  sling bullets (20x); 
  studded leather armor
  Special Abilities
  Languages You can speak, read, and write Common and one extra 
  language of your choice. Humans typically learn the languages of other 
  peoples they deal with, including obscure dialects. They are fond of 
  sprinkling their speech with words borrowed from other tongues: Orc 
  curses, Elvish musical expressions, Dwarvish military phrases, and so on.
  Cunning Action Starting at 2nd level, your quick thinking and agility 
  allow you to move and act quickly. You can take a bonus action on each 
  of your turns in combat. This action can be used only to take the Dash, 
  Disengage, or Hide action.
  Evasion Beginning at 7th level, you can nimbly dodge out of the way of 
  certain area effects, such as a red dragon’s fiery breath or an ice storm 
  spell. When you are subjected to an effect that allows you to make a 
  Dexterity saving throw to take only half damage, you instead take no 
  damage if you succeed on the saving throw, and only half damage if you 
  fail.
  Fast Hands Starting at 3rd level, you can use the bonus action granted 
  by your Cunning Action to make a Dexterity (Sleight of Hand) check, use 
  your thieves’ tools to disarm a trap or open a lock, or take the Use an 
  Object action.
  Second-Story Work When you choose this archetype at 3rd level, you gain 
  the ability to climb faster than normal; climbing no longer costs you extra 
  movement. In addition, when you make a running jump, the distance you 
  cover increases by a number of feet equal to 4.
  Sneak Attack Beginning at 1st level, you know how to strike subtly and 
  exploit a foe’s distraction. Once per turn, you can deal an extra 5d6 
  damage to one creature you hit with an attack if you have advantage on 
  the attack roll. The attack must use a finesse or a ranged weapon. You 
  don’t need advantage on the attack roll if another enemy of the target 
  is within 5 feet of it, that enemy isn’t incapacitated, and you don’t have 
  disadvantage on the attack roll.
  Supreme Sneak Starting at 9th level, you have advantage on a Dexterity 
  (Stealth) check if you move no more than half your speed on the same 
  turn.
  Thief You hone your skills in the larcenous arts. Burglars, bandits, 
  cutpurses, and other criminals typically follow this archetype, but so 
  do rogues who prefer to think of themselves as professional treasure 
  seekers, explorers, delvers, and investigators. In addition to improving 
  your agility and stealth, you learn skills useful for delving into ancient 
  ruins, reading unfamiliar languages, and using magic items you normally 
  couldn’t employ.
  Thieves’ Cant During your rogue training you learned thieves’ cant, a 
  secret mix of dialect, jargon, and code that allows you to hide messages 
  in seemingly normal conversation. Only another creature that knows 
  thieves’ cant understands such messages. It takes four times longer 
  to convey such a message than it does to speak the same idea plainly. 
  In addition, you understand a set of secret signs and symbols used to 
  convey short, simple messages, such as whether an area is dangerous or 
  the territory of a thieves’ guild, whether loot is nearby, or whether the 
  people in an area are easy marks or will provide a safe house for thieves 
  on the run.
  
  82
  Orrorox
  Uncanny Dodge Starting at 5th level, when an attacker that you can see 
  hits you with an attack, you can use your reaction to halve the attack’s 
  damage against you. 
  
  83
  Orrorox
  Orrguard 
  CR 2; XP 450
    Low
    Moderate
    Advanced
    Elite
  Challenge CR 2 
  XP 200
  CR 6 
  XP 2,300
  CR 10 
  XP 5,900
  CR 14 
  XP 11,500
  Class / HD Fighter 2
  Fighter 6
  Fighter 10
  Fighter 14
  Size / Aln
  Medium LE 
  Human
  Medium LE 
  Human
  Medium LE 
  Human
  Medium LE 
  Human
  HP
  21
  72
  105
  168
  Armor 
  Class
  13
  13
  16
  17
  Speed
  Walk 30’
  Walk 30’
  Walk 30’
  Walk 30’
  Ability 
  Scores / 
  Saves
  STR   17 (+5) 
  DEX   13 (+1) 
  CON  15 (+4) 
  INT    9 (-1) 
  WIS    10 (+0) 
  CHA  10 (+0)
  STR   19 (+7) 
  DEX   13 (+1) 
  CON  15 (+6) 
  INT    9 (-1) 
  WIS    10 (+0) 
  CHA  10 (+0)
  STR   19 (+8) 
  DEX   15 (+2) 
  CON  15 (+7) 
  INT    9 (-1) 
  WIS    10 (+0) 
  CHA  10 (+0)
  STR   20 (+10) 
  DEX   15 (+2) 
  CON  20 (+10) 
  INT    9 (-1) 
  WIS    10 (+0) 
  CHA  10 (+0)
  Skills
  -
  -
  -
  -
  Saves
  -
  -
  -
  -
  LE; Medium Humanoid (Human)
  
  84
  Orrorox
    Low
    Moderate
    Advanced
    Elite
  Vulnerabilities
  -
  -
  -
  -
  Immunities -
  -
  -
  -
  Senses
  Passive Perception 10
  Passive Perception 10
  Passive Perception 10
  Passive Perception 10
  Languages Common, Dwarvish
  Attacks
  Melee Dagger +5 (1d4+3 ) 
  Ranged Dagger (Thrown) 20 
  ft.’: +5 (1d4+3); 60 ft.’: +5 
  (1d4+3) 
  Melee Spear +5 (1d6+3 ) 
  Ranged Spear (Thrown) 20 
  ft.’: +5 (1d6+3); 60 ft.’: +5 
  (1d6+3) 
  Melee Dagger +7 (1d4+4 ) 
  Ranged Dagger (Thrown) 20 
  ft.’: +7/+7 (1d4+4); 60 ft.’: 
  +7/+7 (1d4+4) 
  Melee +1 Spear +8/+8 
  (1d6+5 ) 
  Ranged +1 Spear 20 ft.’: 
  +8/+8 (1d6+5); 60 ft.’: 
  +8/+8 (1d6+5) 
  Melee Dagger +8 (1d4+4 ) 
  Ranged Dagger (Thrown) 
  20 ft.’: +8/+8 (1d4+4); 60 
  ft.’: +8/+8 (1d4+4) 
  Melee +2 Spear +10/+10 
  (1d6+6 ) 
  Melee +2 Spear  20 ft.’: 
  +10/+10 (1d6+6); 60 ft.’: 
  +10/+10 (1d6+6) 
  Melee Dagger +10 (1d4+5 ) 
  Ranged Dagger (Thrown) 20 
  ft.’: +10/+10/+10 (1d4+5); 
  60 ft.’: +10/+10/+10 
  (1d4+5) 
  Melee +3 Spear 
  +13/+13/+13 (1d6+8 ) 
  Ranged +3 Spear 20 ft.’: 
  +13/+13/+13 (1d6+8); 60 
  ft.’: +13/+13/+13 (1d6+8)
  Special
  -
  -
  -
  -
  Proficiencies
  Battleaxe, Blowgun, Club, Crossbow (Hand), Crossbow (Heavy), Crossbow (Light), Dagger, Dart, Flail, Glaive, Greataxe, 
  Greatclub, Greatsword, Halberd, Handaxe, Javelin, Lance, Light Hammer, Longbow, Longsword, Mace, Maul, Morningstar, 
  Net, Pike, Quarterstaff, Rapier, Scimitar, Shortbow, Shortsword, Sickle, Sling, Spear, Trident, War Pick, Warhammer, Whip
  Special 
  Qualities
  Languages, Action Surge, 
  Fighting Style, Second 
  Wind, Great Weapon 
  Fighting
  Languages, Ability Score 
  Improvement, Action Surge, 
  Champion, Extra Attack, 
  Fighting Style, Improved 
  Critical, Martial Archetype, 
  Second Wind, Great Weapon 
  Fighting
  Languages, Ability Score 
  Improvement, Action Surge, 
  Additional Fighting Style, 
  Champion, Extra Attack, 
  Fighting Style, Improved 
  Critical, Indomitable, Martial 
  Archetype, Remarkable 
  Athlete, Second Wind, 
  Great Weapon Fighting, 
  Protection
  Languages, Ability Score 
  Improvement, Action Surge, 
  Additional Fighting Style, 
  Champion, Extra Attack, 
  Fighting Style, Improved 
  Critical, Indomitable, Martial 
  Archetype, Remarkable 
  Athlete, Second Wind, Great 
  Weapon Fighting, Protection
  Spell-
  casting
  -
  -
  -
  -
  Equipment
  Spear; 
  hide armor; 
  dagger
  +1 Spear; 
  +1 hide armor; 
  dagger
  +2 Spear; 
  +2 hide armor; 
  dagger
  +3 Spear; 
  +3 hide armor; 
  dagger
  Special Abilities
  Languages You can speak, read, and write Common and one extra 
  language of your choice. Humans typically learn the languages of other 
  peoples they deal with, including obscure dialects. They are fond of 
  sprinkling their speech with words borrowed from other tongues: Orc 
  curses, Elvish musical expressions, Dwarvish military phrases, and so on.
  Action Surge Starting at 2nd level, you can push yourself beyond your 
  normal limits for a moment. On your turn, you can take one additional 
  action on top of your regular action and a possible bonus action. Once 
  you use this feature, you must finish a short or long rest before you can 
  use it again. You can use this feature 1 time(s) before a rest, but only once 
  on the same turn.
  Champion The archetypal Champion focuses on the development of raw 
  physical power honed to deadly perfection. Those who model themselves 
  on this archetype combine rigorous training with physical excellence to 
  deal devastating blows.
  Extra Attack Beginning at 5th level, you can attack twice, instead of once, 
  whenever you take the Attack action on your turn. The number of attacks 
  increases to three when you reach 11th level in this class and to four 
  when you reach 20th level in this class.
  Improved Critical Beginning when you choose this archetype at 3rd level, 
  your weapon attacks score a critical hit on a roll of 19 or 20.
  Indomitable Beginning at 9th level, you can reroll a saving throw that you 
  fail. If you do so, you must use the new roll, and you can’t use this feature 
  again until you finish a long rest. You can use this feature 2 time(s) 
  between long rests.
  Remarkable Athlete Starting at 7th level, you can add half your proficiency 
  bonus (round up) to any Strength, Dexterity, or Constitution check you 
  make that doesn’t already use your proficiency bonus. In addition, when 
  you make a running long jump, the distance you can cover increases by a 
  number of feet equal to +5.
  Second Wind You have a limited well of stamina that you can draw on to 
  protect yourself from harm. On your turn, you can use a bonus action to 
  regain hit points equal to 1d10 + your fighter level. Once you use this 
  feature, you must finish a short or long rest before you can use it again.
  Great Weapon Fighting When you roll a 1 or 2 on a damage die for an 
  attack you make with a melee weapon that you are wielding with two 
  hands, you can reroll the die and must use the new roll, even if the new 
  roll is a 1 or a 2. The weapon must have the two-handed or versatile 
  property for you to gain this benefit.
  Protection When a creature you can see attacks a target other than 
  you that is within 5 feet of you, you can use your reaction to impose 
  disadvantage on the attack roll. You must be wielding a shield. 
  
  85
  Orrorox
  Lads & Lasses
  CR 1; XP 200
    Low
    Moderate
    Advanced
    Elite
  Challenge CR 1 
  XP 200
  CR 4 
  XP 1,100
  CR 7 
  XP 2,900
  CR 10 
  XP 5,900
  Class / HD Rogue 1
  Rogue 4
  Rogue 7
  Rogue 10
  Size / Aln
  Medium TN 
  Human
  Medium TN 
  Human
  Medium TN 
  Human
  Medium TN 
  Human
  HP
  10
  35
  58
  88
  Armor 
  Class
  11
  12
  12
  13
  Speed
  Walk 30’
  Walk 30’
  Walk 30’
  Walk 30’
  TN; Medium Humanoid (Human)
  
  86
  Orrorox
    Low
    Moderate
    Advanced
    Elite
  Ability 
  Scores / 
  Saves
  STR    10 (+0) 
  DEX   13 (+3) 
  CON  14 (+2) 
  INT     7 (+0) 
  WIS    11 (+0) 
  CHA   17 (+3)
  STR    10 (+0) 
  DEX   13 (+3) 
  CON  14 (+2) 
  INT     7 (+0) 
  WIS    11 (+0) 
  CHA   19 (+4)
  STR    10 (+0) 
  DEX   13 (+4) 
  CON  14 (+2) 
  INT     7 (+0) 
  WIS    11 (+0) 
  CHA   19 (+4)
  STR    10 (+0) 
  DEX   14 (+6) 
  CON  16 (+3) 
  INT     7 (+0) 
  WIS    11 (+0) 
  CHA   19 (+5)
  Skills
  -
  -
  -
  -
  Saves
  -
  -
  -
  -
  Vulnerabilities
  -
  -
  -
  -
  Immunities -
  -
  -
  -
  Senses
  Passive Perception 10
  +4 Thieves’ Tools
  Passive Perception 10
  +4 Thieves’ Tools
  Armor - Disadvantage on 
  Stealth
  Passive Perception 10
  +6 Thieves’ Tools
  Armor - Disadvantage on 
  Stealth
  Passive Perception 10
  +8 Thieves’ Tools
  Armor - Disadvantage on 
  Stealth
  Languages Common, Dwarvish
  Attacks
  Melee Club +2 (1d4 ) 
  Melee Dagger +3 (1d4+1 ) 
  Ranged Dagger (Thrown) 20 
  ft.’: +3 (1d4+1); 60 ft.’: +3 
  (1d4+1) 
  Melee Club +2 (1d4 ) 
  Melee Dagger +3 (1d4+1 ) 
  Ranged Dagger (Thrown) 20 
  ft.’: +3 (1d4+1); 60 ft.’: +3 
  (1d4+1) 
  Melee Club +3 (1d4 ) 
  Melee Dagger +4 (1d4+1 ) 
  Ranged Dagger (Thrown) 
  20 ft.’: +4 (1d4+1); 60 ft.’: 
  +4 (1d4+1) 
  Melee Club +4 (1d4 ) 
  Ranged +1 Dagger +7 
  (1d4+3 ) 
  Ranged +1 Dagger 20 ft.’: +7 
  (1d4+3); 60 ft.’: +7 (1d4+3) 
  Special
  -
  -
  -
  -
  Proficiencies
  Club, Crossbow (Hand), Crossbow (Light), Dagger, Dart, Greatclub, Handaxe, Javelin, Light Hammer, Longsword, Mace, 
  Quarterstaff, Rapier, Shortbow, Shortsword, Sickle, Sling, Spear
  Special 
  Qualities
  Languages, Expertise, Sneak 
  Attack, Thieves’ Cant
  Languages, Ability Score 
  Improvement, Cunning 
  Action, Expertise, Fast 
  Hands, Roguish Archetype, 
  Second-Story Work, Sneak 
  Attack, Thief, Thieves’ Cant 
  Languages, Ability Score 
  Improvement, Cunning 
  Action, Evasion, Expertise, 
  Fast Hands, Roguish 
  Archetype, Second-Story 
  Work, Sneak Attack, Thief, 
  Thieves’ Cant, Uncanny 
  Dodge
  Languages, Ability Score 
  Improvement, Cunning 
  Action, Evasion, Expertise, 
  Fast Hands, Roguish 
  Archetype, Second-Story 
  Work, Sneak Attack, Supreme 
  Sneak, Thief, Thieves’ Cant, 
  Uncanny Dodge
  Spell-
  casting
  -
  -
  -
  -
  Equipment
  Club; 
  dagger
  Club; 
  dagger; 
  padded armor
  Club; 
  dagger; 
  padded armor
  Club; 
  +1 dagger; 
  padded armor
  Special Abilities
  Languages You can speak, read, and write Common and one extra 
  language of your choice. Humans typically learn the languages of other 
  peoples they deal with, including obscure dialects. They are fond of 
  sprinkling their speech with words borrowed from other tongues: Orc 
  curses, Elvish musical expressions, Dwarvish military phrases, and so on.
  Cunning Action Starting at 2nd level, your quick thinking and agility 
  allow you to move and act quickly. You can take a bonus action on each 
  of your turns in combat. This action can be used only to take the Dash, 
  Disengage, or Hide action.
  Evasion Beginning at 7th level, you can nimbly dodge out of the way of 
  certain area effects, such as a red dragon’s fiery breath or an ice storm 
  spell. When you are subjected to an effect that allows you to make a 
  Dexterity saving throw to take only half damage, you instead take no 
  damage if you succeed on the saving throw, and only half damage if you 
  fail.
  Fast Hands Starting at 3rd level, you can use the bonus action granted 
  by your Cunning Action to make a Dexterity (Sleight of Hand) check, use 
  
  87
  Orrorox
  your thieves’ tools to disarm a trap or open a lock, or take the Use an 
  Object action.
  Second-Story Work When you choose this archetype at 3rd level, you gain 
  the ability to climb faster than normal; climbing no longer costs you extra 
  movement. In addition, when you make a running jump, the distance you 
  cover increases by a number of feet equal to 2.
  Sneak Attack Beginning at 1st level, you know how to strike subtly and 
  exploit a foe’s distraction. Once per turn, you can deal an extra 5d6 
  damage to one creature you hit with an attack if you have advantage on 
  the attack roll. The attack must use a finesse or a ranged weapon. You 
  don’t need advantage on the attack roll if another enemy of the target 
  is within 5 feet of it, that enemy isn’t incapacitated, and you don’t have 
  disadvantage on the attack roll.
  Supreme Sneak Starting at 9th level, you have advantage on a Dexterity 
  (Stealth) check if you move no more than half your speed on the same 
  turn.
  Thief You hone your skills in the larcenous arts. Burglars, bandits, 
  cutpurses, and other criminals typically follow this archetype, but so 
  do rogues who prefer to think of themselves as professional treasure 
  seekers, explorers, delvers, and investigators. In addition to improving 
  your agility and stealth, you learn skills useful for delving into ancient 
  ruins, reading unfamiliar languages, and using magic items you normally 
  couldn’t employ.
  Thieves’ Cant During your rogue training you learned thieves’ cant, a 
  secret mix of dialect, jargon, and code that allows you to hide messages 
  in seemingly normal conversation. Only another creature that knows 
  thieves’ cant understands such messages. It takes four times longer 
  to convey such a message than it does to speak the same idea plainly. 
  In addition, you understand a set of secret signs and symbols used to 
  convey short, simple messages, such as whether an area is dangerous or 
  the territory of a thieves’ guild, whether loot is nearby, or whether the 
  people in an area are easy marks or will provide a safe house for thieves 
  on the run.
  Uncanny Dodge Starting at 5th level, when an attacker that you can see 
  hits you with an attack, you can use your reaction to halve the attack’s 
  damage against you. 
  
  88
  Orrorox
  
  89
  Jassandra
  Jassandra
  
  90
  Jassandra
  Jassandra
  Overview
  A portly human druid / ranger, Jassandra is lazy, yet 
  knowledgeable.
  She makes as though she’s a wildlife enthusiast and activist, 
  but in truth she cares naught for he forest and instead 
  prefers the dwellings of the idle rich.  
  Has a particular talent for, and habit of, coaxing scions into 
  giving of their estate, often to the bone.
  Appearance
  Although not attractive in a conventional sense, Jassandra is 
  nevertheless compellling.  
  She wears tunics and linens, often white, as simple 
  undergarb, with more elaborate and refined leathers and 
  dresses atop.  Much of her garb is finery, or affects to be 
  so; her jewelry and accutrements typically speak of noble 
  stature.
  Background
  Jassandra was indeed born into nobility, but ran away from 
  home when a drunken aunt tried to take advantage of her.  
  She never told her family of the incident—indeed, never 
  followed up or re-established contact with them—and the 
  aunt eventually took her own life some years later.  Jassandra 
  likes to believe that it was out of guilt for her attempted 
  abuse, but the truth was lost with her aunt’s demise.
  On her own, of impressionable age, Jassandra was taken 
  advantage of by several others in her journeys.  One day, 
  she awoke with an unusual clarity, and realized that life 
  had dealt her a macabre irony in escaping one abuse only to 
  suffer through others.
  She vowed in that moment to be the abuser, rather than 
  the abused.  She still sees the world in this black-and-white 
  framing, that there are but these two roles, ultimately, and 
  that it is ever more favored to be the one who benefits from 
  the interaction.
  Intelligent and skilled, Jassandra quickly escaped from the 
  role of victim, and has ever since been perfecting the other 
  role she believes the world to be comprised of.
  Demeanor
  Jassandra has an air of authority about her, instilled mainly 
  through confidence, but also through some knowledge: 
  though she truly cares not about causes outside her own 
  benefit, she has certainly researched things to the point 
  where she is often of prominent stature of mind on matters.
  Combat Tactics
  Jassandra abhors violence, but knows its utility; she will 
  avoid it herself if possible.
  Pressed into no other options, she will fight back, but will 
  ever seek to flee no matter what the circumstances.
  Modus Operandi
  Jassandra will move into a new town and identify the most 
  prominent merchants, nobles, and scions in the region.  
  Smooth and practiced, with a trunk full of apparel for all 
  occasions, she will find her way into social events, parties, 
  and other connective points, gathering information.
  She will try to settle on a small handful of targets, talking 
  up her motives and her purity, and will first seek to secure 
  donations toward her cause.  This is Step 1: securing an 
  initial funding.
  Any who donate, she will try to charm; securing their 
  attentions; this represents Step 2.  
  Depending on the target, she will attempt to seduce 
  them; this is Step 3, securing their body and mind.  Once 
  romantically involved, the final step often requires no 
  further effort or suggestions; the target will either attempt 
  to marry Jassandra, or promise a substantial portion of their 
  fortune.
  Once the money is secured, Jassandra will either leave, 
  taking as many funds with her as possible, or arrange for a 
  tragic “accident”, which will leave her bereaved and unable 
  to dwell in the house of memories.
  In either case, Jassandra will profit and move to a new town.
  Notoriety
  Jassandra’s entire approach to her villainy is an attempt to 
  avoid notoriety.  
  This is a careful balance, as part of her method is also to talk 
  up her goals and fabricate her achievements and importance.
  Generally speaking, she will likely be well-regarded in a 
  town in which she operates, at least until she completes her 
  task and departs... after which, she will likely leave some 
  residual suspicions.
  Hooks, Integration, & Adventure 
  Seeds
  • Competing Goals: The PCs are denied a monetary reward 
  promised by a lofty benefactor, owing to the fact that 
  Jassandra has stolen most of the reward money herself.
  • Plea of the Innocent: “Innocent” in relative terms: 
  perhaps the son of a wealthy merchant is concerned 
  that his father’s new business partner has ill designs on 
  the family fortune.  Though acting purely out of self-
  interest, the son begs the PCs to investigate, find proof of 
  
  91
  Jassandra
  
  92
  Jassandra
  FlexTable 7: Jassandra Rumors & Lore
  A
  B
  C
  D
  DC
  Description
  Veracity
  -
  -
  -
  01-30
  -
  No Rumor
  No information is obtained.
  01-14
  01-14
  01-14
  31-39
  12
  A halfling do-gooder is 
  always on the lookout for 
  benefactors to her causes.
    True.  This is precisely Jassandra’s 
  cover story.
  15-29
  15-30
  15-30
  01-30
  13
  An spiring socialite has 
  dedicated her life to noble 
  causes, and has recently 
  come into town to spread 
  her mission.
    True.  At least as far as Jassandra 
  tells it; she in truth has other motives of 
  course.
  30-44
  31-45
  31-45
  31-39
  14
  Jassandra is a noblewoman 
  who impresses upon the 
  selfish elite the importance 
  of giving to worthy causes.
    Partially True.  Jassandra was born 
  noble, and does attempt to sell her 
  own profit as worthy, in the form of 
  manufactured causes.
  45-59
  46-60
  46-60
  40-49
  15
  Jassandra has been oft seen 
  in the company of a wealthy 
  merchant of late.  She 
  seems to have made quite a 
  difference in her life.
    True.  This sets up the Quest below.
  60-74
  60-69
  60-69
  50-59
  16
  There are those who prey 
  upon the wealthy and 
  powerful in the guise of 
  doing good... but who only 
  serve themselves in the end.
    True.  This is the truth behind 
  Jassandra’s message.
  75-89
  70-97
  70-94
  60-69
  11
  A halfling murderess 
  marries the wealthy, then 
  slays them on their wedding 
  night for the inheritance.
    False.  This person may exist, but it is 
  not Jassandra’s way.
  90-00
  98-00
  95-00
  70-00
  13
  A noblewoman, stripped of 
  her heritage by religious 
  gaffe, now travels the world, 
  seeking to murder those 
  who would laugh at the 
  foibles of the innocent.
    False.  This echoes some elements 
  of Jassandra’s background, but is wholly 
  inaccurate.
  Jassandra’s nefarious mission, and preserve the riches to 
  which he feels himself entitled.
  Habits and Logistics
  Jassandra prefers lavish quarters; in between “jobs”, she will 
  take high-end apartments or rent a very nice villa outside of 
  town from which to operate.
  When the PCs encounter her, she will almost certainly 
  already be “on mission”, and will likely have established 
  enough of a relationship to her target that she lives in the 
  mansion or estates owned by them.  There is a 
    65% 
  chance during the day that she will be in her quarters; 
  the remainder of the time, she will be out on the town, 
  sightseeing, or otherwise spending time with her mark.
  During the evening, she will be with her target 
    40% of 
  the time; the remainder of the time she will be alone in her 
  quarters.
  Conversation
  Unless the PCs operate from a very secure position of 
  having an existing, and strong, relationship with her target, 
  Jassandra will be dismissive of the PCs and any interest they 
  show in her affairs.  They are beneath her, excepting if they 
  are interested in preserving wildlife or helping her in other 
  ways toward her ambitions, pretended or actual.
  She will view PCs who do have a relationship with her target 
  as a threat, and will attempt to subvert such a tie at every 
  turn.
  I appreciate your mission.  What have you personally and 
  directly done to save the environment? 
  (This can be amended to whatever her “mission of the 
  moment” seems to be.)
   
    “My dear child, my work is best done in persuading 
  others, of far greater means, to act.  This, I do 
  exceptionally well, having helped to amass great sums 
  toward the ultimate benefit of all.”
  You seem to be doing quite well for yourself.  How do you 
  make your money?
   
    “I have an inheritance, from my dear, departed family; 
  it is sufficient to keep me alive and comfortable, and 
  
  93
  Jassandra
  allows me to travel the world, seeking the betterment of 
  civiliation.”
  Attitude Tracker Triggers
  Value
  Action
  <7
  Jassandra will flee the room on a pretext in 
  any scenario in which she cannot be alone with 
  them.  She will otherwise attempt to poison or 
  kill the PCs if she finds means to do so.
  <13
  Jassandra will attempt to discredit the PCs 
  at every turn.  If there is any means to frame 
  them, get them arrested, and/or exile them, 
  she will seek it out.  Unless it is unavoidable 
  that the PCs be present—for example, if they 
  are invited to a party at her target’s estate—
  Jassandra will call the guards on the PCs if she 
  sees them.
  >18
  Jassandra will invite the PCs to social functions 
  held at her mark’s estate.
  >24
  Jassandra will open up about her true 
  intentions, and will offer a cut of the proceeds 
  to share with the PCs if they assist her.
  Organization
  Jassandra works alone.  She never forms attachments that 
  last longer than her current target.
  Henchmen, Retainers, and 
  Followers
  Although she works alone, she is not above employing 
  retainers, guards, or other people for one-off work in the 
  context of a particular job.
  When the PCs encounter her, she will be secure enough in 
  her relationship with a wealthy target so as to co-command 
  his/her staff, who will respond to her whim much as they 
  would to their actual master’s.
  At any given moment, she can summon 
    3d6 guards or 
  staff.  The skill and equipment of such employees varies with 
  the target she is pursuing.
  Lair / Residence
  Jassandra herself has no lair or permanent residence, 
  preferring instead to stay in quarters provided by her 
  benefactor and target.
  Quests & Encounters
    Quest: Rescue the Merchant
    Summary: The PCs are asked to rescue a wealthy 
  merchant who has fallen under Jassandra’s charms, and 
  refuses to leave her quarters.
    Rewards:   
    1,500 gp / 
    4,000 gp / 
    8,000 gp / 
    13,000 gp; up to 
    3 Reward Stars.
    Locations: Any.
    Key NPCs: Jassandra.
    Kickoff: The PCs may be invited into this Quest via two 
  means. 
   
  First, the village authorities might request their 
  involvement.  Though the merchant may be doing nothing 
  illegal, it is certainly odd to have an influential member 
  of society hole up in their estate so suddenly after 
  meeting a persuasive woman.   
   
  Second, a similar plea might be made by those related to 
  the merchant.  Fearing for her sanity or good decision-
  making, and very possibly more interested in saving the 
  family fortune, they might hire the PCs to investigate 
  what is truly causing this behavior. 
   
  In both cases, those most concerned cannot truly act 
  without permission, and hiring an outside third party 
  to act as an intermediary allows them to stay outwardly 
  impartial.
    Description:
  This description assumes that the merchant NPC in question 
  has no existing involvement or interaction with the PCs; it 
  can be easily modified to involve someone whom the PCs 
  know (and would have greater emotional resonance and a 
  stronger hook if so).
  The PCs may take a direct approach, and call upon the 
  merchant, asking to see them.  Jassandra herself will greet 
  them, and be standoffish about their presence.  She will 
  pretend as though everything is fine, and will appear quite 
  calm, but her demeanor will make plain her desire that the 
  PCs leave immediately.
  Social 
    skill checks (e.g., Sense Motive) will reveal only 
  that Jassandra is telling only part of the story. 
  During the quest, if at any point guards from the estate 
  confront the PCs, the quest is effectively over unless the 
  party can slay all guards who have seen them; any guards 
  who see the PCs as a threat and live to report back to their 
  master ruin any chances the party may have of convincing 
  the merchant.
    The PCs can break into the merchant’s estate, and try 
  to gather information that proves Jassandra is up to 
  no good.  A combination of 
    Stealth and Perception 
  checks will keep the PCs concealed while they observe 
  the halfling rooting through jewelry and accoutrements, 
  picking and choosing what seems most valuable, and 
  placing them in an ordinary sack. 
   
  Successfully gathering such information is worth 
    1 
  Reward Star.
    With an obeserved indiscretion, the party may confront 
  Jassandra and/or her benefactor.  Jassandra will be in the 
  room with her benefactor pretty much at all times, so any 
  such confrontation will take the form mechanically of a 
  skill challenge, as follows.
  
  94
  Jassandra
  Confronting Jassandra
  All checks below involve the party’s 
    Diplomacy and/or 
  Intimidate checks opposed by Jassandra’s Bluff, Diplomacy, 
  or Intimidate.
  The first success merely gets Jassandra and her wealthy 
  merchant target to listen to the PCs.  The PCs may re-attempt 
  a failed try on this first check once; failure a second time on 
  this first attempt means that Jassandra summons the guards 
  and the quest is effectively over without success.
  The second check is to convince the merchant that valuables 
  were taken.  Failure here reverts to trying the first check 
  above, with the same stakes and conditions.  Success means 
  that Jassandra must explain why she was taking jewelry and 
  other possessions; she will try and explain that it was for her 
  cause.
  The third and final check is to convince the merchant that 
  this behavior is consistent with Jassandra’s approach to their 
  relationship overall.  Failure reverts all the way back to 
  the first check above.  Success means either that Jassandra 
  admits to her villainy, or the merchant believes the PCs 
  enough that it hardly matters; in either scenario, the guards 
  are called and Jassandra is taken away.
   
  Success in the above challenge results in an additional 
    2 Reward Stars, an improvement in Attitude by the 
  merchant who was rescued, and the conclusion of this 
  Quest.
    The PCs can confront Jassandra while she is stealing.  She 
  will try to call the guards.  In the course of events, the 
  PCs may end up fighting Jassandra, though the halfling 
  will avoid direct combat.  Slaying her effectively prevents 
  any ability the PCs have of convincing the merchant of 
  her guilt, and is worth no reward innately.
  
  95
  Jassandra
  Jassandra
  CR 4; XP 1,100
    Low
    Moderate
    Advanced
    Elite
  Challenge CR 4 
  XP 1,100
  CR 8 
  XP 3,900
  CR 12 
  XP 8,400
  CR 16 
  XP 15,000
  Class / HD Druid 4
  Druid 8
  Druid 12
  Druid 16
  Size / Aln
  Medium NE  
  Human
  Medium NE  
  Human
  Medium NE  
  Human
  Medium NE  
  Human
  HP
  16
  36
  59
  66
  Armor 
  Class
  14
  15
  16
  18
  Speed
  Walk 30’
  Walk 30’
  Walk 30’
  Walk 30’
  Ability 
  Scores / 
  Saves
  STR    12 (+1) 
  DEX   15 (+2) 
  CON  10 (+0) 
  INT    13 (+3) 
  WIS   15 (+4) 
  CHA  15 (+2)
  STR    12 (+1) 
  DEX   15 (+2) 
  CON  10 (+0) 
  INT    13 (+4) 
  WIS   17 (+6) 
  CHA  15 (+2)
  STR    12 (+1) 
  DEX   15 (+2) 
  CON  10 (+0) 
  INT    13 (+5) 
  WIS   19 (+8) 
  CHA  15 (+2)
  STR    12 (+1) 
  DEX   16 (+3) 
  CON  10 (+0) 
  INT    13 (+6) 
  WIS   20 (+10) 
  CHA  15 (+2)
  Skills
  -
  -
  -
  -
  Saves
  -
  -
  -
  -
  Vulnerabilities
  -
  -
  -
  -
  Immunities -
  -
  -
  -
  Senses
  Passive Perception 12
  +2 Herbalism Kit
  Passive Perception 13
  +3 Herbalism Kit
  Passive Perception 14
  +4 Herbalism Kit
  Passive Perception 15
  +5 Herbalism Kit
  Languages Common, Druidic, Dwarvish
  Attacks
  Melee Scimitar +4 (1d6+2 )
  Ranged Sling ) --> 30 ft.’: 
  -6 (1d4+2); 120 ft.’: -6 
  (1d4+2) 
  Ranged Sling ) --> 30 ft.’: 
  -5 (1d4+2); 120 ft.’: -5 
  (1d4+2) 
  Melee Scimitar (Weapon +1) 
  +6 (1d6+3 )
  Ranged Sling ) --> 30 ft.’: 
  -4 (1d4+2); 120 ft.’: -4 
  (1d4+2) 
  Melee Scimitar (Weapon 
  +2) +8 (1d6+4 ) 
  Ranged Sling ) --> 30 ft.’: -2 
  (1d4+3); 120 ft.’: -2 (1d4+3) 
  Melee Scimitar (Weapon +3) 
  +11 (1d6+6 )
  Special
  -
  -
  -
  -
  Proficiencies
  Club, Dagger, Dart, Javelin, Mace, Quarterstaff, Scimitar, Sickle, Sling, Spear
  NE; Medium Humanoid (Human)
  
  96
  Jassandra
    Low
    Moderate
    Advanced
    Elite
  Special 
  Qualities
  Spellcaster Spell Slots, 
  Ability Score Increase, 
  Languages, Ability Score 
  Improvement, Bonus 
  Cantrip, Cantrips, Circle 
  Spells, Druid Circle, Druidic, 
  Natural Recovery, Ritual 
  Casting, Spellcasting, 
  Spellcasting Focus, Wild 
  Shape, Circle of the Land
  Spellcaster Spell Slots, 
  Ability Score Increase, 
  Languages, Ability Score 
  Improvement, Bonus 
  Cantrip, Cantrips, Circle 
  Spells, Druid Circle, Druidic, 
  Land’s Stride, Natural 
  Recovery, Ritual Casting, 
  Spellcasting, Spellcasting 
  Focus, Wild Shape, Circle of 
  the Land
  Spellcaster Spell Slots, 
  Ability Score Increase, 
  Languages, Ability Score 
  Improvement, Bonus 
  Cantrip, Cantrips, Circle 
  Spells, Druid Circle, Druidic, 
  Land’s Stride, Natural 
  Recovery, Nature’s Ward, 
  Ritual Casting, Spellcasting, 
  Spellcasting Focus, Wild 
  Shape, Circle of the Land
  Spellcaster Spell Slots, Ability 
  Score Increase, Languages, 
  Ability Score Improvement, 
  Bonus Cantrip, Cantrips, 
  Circle Spells, Druid Circle, 
  Druidic, Land’s Stride, 
  Natural Recovery, Nature’s 
  Sanctuary, Nature’s Ward, 
  Ritual Casting, Spellcasting, 
  Spellcasting Focus, Wild 
  Shape, Circle of the Land
  Spell-
  casting
  Save DC 12; Spell Atk +4
  2nd: barkskin; hold person; 
  moonbeam
  1st: charm person; cure 
  wounds; fog cloud; speak 
  with animals
  Save DC 14; Spell Atk +6
  4th: confusion; ice storm; 
  wall of fire
  3rd: daylight; plant growth; 
  water walk
  2nd: barkskin; hold person; 
  moonbeam
  1st: charm person; cure 
  wounds; fog cloud; speak 
  with animals
  Save DC 16; Spell Atk +8
  6th: move earth
  5th: awaken; tree stride
  4th: confusion; ice storm; 
  wall of fire
  3rd: daylight; plant growth; 
  water walk
  2nd: barkskin; hold person; 
  moonbeam
  1st: charm person; cure 
  wounds; fog cloud; speak 
  with animals
  Save DC 18; Spell Atk +10
  8th: earthquake
  7th: regenerate
  6th: move earth
  5th: awaken; tree stride
  4th: confusion; ice storm; 
  wall of fire
  3rd: daylight; plant growth; 
  water walk
  2nd: barkskin; hold person; 
  moonbeam
  1st: charm person; cure 
  wounds; fog cloud; speak 
  with animals
  Equipment
  Scimitar; 
  sling; 
  sling bullets (20x); 
  studded leather armor
  +1 Scimitar; 
  sling; 
  sling bullets (20x); 
  +1 studded leather armor
  +2 Scimitar; 
  sling; 
  sling bullets (20x); 
  +2 studded leather 
  armor
  +3 Scimitar; 
  sling; 
  sling bullets (20x); 
  +3 studded leather armor
  Special Abilities
  Languages You can speak, read, and write Common and one extra 
  language of your choice. Humans typically learn the languages of other 
  peoples they deal with, including obscure dialects. They are fond of 
  sprinkling their speech with words borrowed from other tongues: Orc 
  curses, Elvish musical expressions, Dwarvish military phrases, and so on.
  Druidic You know Druidic, the secret language of druids. You can speak 
  the language and use it to leave hidden messages. You and others who 
  know this language automatically spot such a message. Others spot the 
  message’s presence with a successful DC 15 Wisdom (Perception) check 
  but can’t decipher it without magic.
  Land’s Stride Starting at 6th level, moving through nonmagical difficult 
  terrain costs you no extra movement. You can also pass through 
  nonmagical plants without being slowed by them and without taking 
  damage from them if they have thorns, spines, or a similar hazard. In 
  addition, you have advantage on saving throws against plants that are 
  magically created or manipulated to impede movement, such those 
  created by the entangle spell.
  Natural Recovery Starting at 2nd level, you can regain some of your 
  magical energy by sitting in meditation and communing with nature. 
  During a short rest, you choose expended spell slots to recover. The spell 
  slots can have a combined level that is equal to or less than 8, and none of 
  the slots can be 6th level or higher. You can’t use this feature again until 
  you finish a long rest For example, when you are a 4th-level druid, you can 
  recover up to two levels worth of spell slots. You can recover either a 2nd-
  level slot or two 1st-level slots.
  Nature’s Sanctuary When you reach 14th level, creatures of the natural 
  world sense your connection to nature and become hesitant to attack 
  you. When a beast or plant creature attacks you, that creature must 
  make a Wisdom saving throw against your druid spell save DC: 18. On 
  a failed save, the creature must choose a different target, or the attack 
  automatically misses. On a successful save, the creature is immune to 
  this effect for 24 hours. The creature is aware of this effect before it 
  makes its attack against you.
  Nature’s Ward When you reach 10th level, you can’t be charmed or 
  frightened by elementals or fey, and you are immune to poison and 
  disease.
  Ritual Casting You can cast a druid spell as a ritual if that spell has the 
  ritual tag and you have the spell prepared.
  Wild Shape Starting at 2nd level, you can use your action to magically 
  assume the shape of a beast that you have seen before. You can use 
  this feature twice. You regain expended uses when you finish a short or 
  long rest. Your druid level determines the beasts you can transform into. 
  At 2nd level, for example, you can transform into any beast that has a 
  challenge rating of 1/4 or lower that doesn’t have a flying or swimming 
  speed. You can stay in a beast shape for a number of hours equal to 8. 
  You then revert to your normal form unless you expend another use of 
  this feature. You can revert to your normal form earlier by using a bonus 
  action on your turn. You automatically revert if you fall unconscious, drop 
  to 0 hit points, or die. While you are transformed, the following rules 
  apply: Your game statistics are replaced by the statistics of the beast, 
  but you retain your alignment, personality, and Intelligence, Wisdom, 
  and Charisma scores. You also retain all of your skill and saving throw 
  proficiencies, in addition to gaining those of the creature. If the creature 
  has the same proficiency as you and the bonus in its stat block is higher 
  than yours, use the creature’s bonus instead of yours. If the creature has 
  any legendary or lair actions, you can’t use them. When you transform, 
  you assume the beast’s hit points and Hit Dice. When you revert to your 
  normal form, you return to the number of hit points you had before 
  you transformed. However, if you revert as a result of dropping to 0 hit 
  
  97
  Jassandra
  points, any excess damage carries over to your normal form. For example, 
  if you take 10 damage in animal form and have only 1 hit point left, you 
  revert and take 9 damage. As long as the excess damage doesn’t reduce 
  your normal form to 0 hit points, you aren’t knocked unconscious. You 
  can’t cast spells, and your ability to speak or take any action that requires 
  hands is limited to the capabilities of your beast form. Transforming 
  doesn’t break your concentration on a spell you’ve already cast, however, 
  or prevent you from taking actions that are part of a spell, such as call 
  lightning, that you’ve already cast. You retain the benefit of any features 
  from your class, race, or other source and can use them if the new form is 
  physically capable of doing so. However, you can’t use any of your special 
  senses, such as darkvision, unless your new form also has that sense. 
  You choose whether your equipment falls to the ground in your space, 
  merges into your new form, or is worn by it. Worn equipment functions 
  as normal, but the DM decides whether it is practical for the new form to 
  wear a piece of equipment, based on the creature’s shape and size. Your 
  equipment doesn’t change size or shape to match the new form, and any 
  equipment that the new form can’t w ear must either fall to the ground or 
  merge with it. Equipment that merges with the form has no effect until 
  you leave the form.
  Circle of the Land The Circle of the Land is made up of mystics and sages 
  who safeguard ancient knowledge and rites through a vast oral tradition. 
  These druids meet within sacred circles of trees or standing stones to 
  whisper primal secrets in Druidic. The circle’s wisest members preside 
  as the chief priests of communities that hold to the Old Faith and serve 
  as advisors to the rulers of those folk. As a member of this circle, your 
  magic is influenced by the land where you were initiated into the circle’s 
  mysterious rites. 
  
  98
  Jassandra
  Table 10: Attitude Modifiers for Jassandra
  Starting Attitude:  
  16 (Indifferent)
  Name
  Condition
  Effect
  Notes
  Action
  PCs attack without provocation
  -15
  Does not stack with other attack-based modifiers
  Action
  PCs attack with provocation
  -10
  Does not stack with other attack-based modifiers
  Conversation
  PCs threaten violence
  -5
  -
  Action
  NPC witnesses the PCs commit a 
  crime
  +1
  Assumes the crime does not involve the NPC; stacks with 
  other modifiers that involve crimes against the NPC; does 
  not stack with other “witnesses crime” modifiers
  Action
  NPC witnesses the PCs commit 
  murder
  +2
  Assumes the crime does not involve the NPC; stacks with 
  other modifiers that involve crimes against the NPC; does 
  not stack with other “witnesses crime” modifiers
  Action
  NPC witnesses the PCs commit 
  murder in self-defense
  +1
  Assumes the crime does not involve the NPC; stacks with 
  other modifiers that involve crimes against the NPC; does 
  not stack with other “witnesses crime” modifiers
  Action
  Villain witnesses the PCs 
  discussing the villain and/or 
  their henchmen
  -4
  Does not stack with other “witness” modifiers
  Action
  PCs defend this NPC against 
  violence
  +10
  Does not stack with other “witness” modifiers
  Conversation
  PCs attempt a bribe (for 
  information, for action)
  -1
  GM’s discretion as to whether the bribe produces results 
  (positive or negative!)
  Conversation
  PCs share Rumors / Lore 
  +1
  Per each Rumor shared; maximum +4
  Extant
  One or more PCs have been 
  arrested
  +2
  Per offense, no limit
  Extant
  Guards are called on the PCs for 
  any reason
  -5
  Per offense, maximum -15 total
  Action
  PCs heal or “boon” this NPC
  +5
  Per healing spell/potion/skill check or beneficial spell or 
  effect; maximum +15
  Action
  PCs refuse to help when asked
  -3
  Per request; no maximum
  Action
  PCs agree to help when asked
  +4
  Per request; maximum +12
  Action
  NPC joins party for any length 
  of time
  +5
  Does not stack with subsequent iterations of itself 
  (maximum effect +5 no matter how many times NPC joins 
  party)
  Action
  PCs save this NPC’s life
  +15
  Either as part of a Quest, or as an offer made of the 
  party’s own initiative
  Conversation
  PCs fail at an Intimidate check 
  for any reason
  -2
  Per failed check; no maximum
  Investigation
  PCs discover something 
  fundamental about this villain’s 
  MO or deeds and/or discovers 
  lair or residence
  -10
  “Fundamental” is left to the GM to adjudicate; stacks with 
  other Investigation modifiers
  Investigation
  PCs rescue a victim, recover a 
  corpse, or otherwise “undo” or 
  find hard evidence of death at 
  the hands of this villain
  -10
  Initial and first-time-only; -2 per additional victim or 
  evidence beyond the first; no limit; stacks with other 
  Investigation modifiers
  Investigation
  PCs give evidence of this villain’s 
  crimes to authorities
  -8
  Stacks with other Investigation modifiers
  
  99
  Emmeretelle
  Emmeretelle
  
  100
  Emmeretelle
  Emmeretelle
  Overview
  A shockingly compelling bardic illusionist, she often courts 
  heiresses, either to seduce them directly, or to pimp them 
  out to the seedy.  
  Emmeretelle has no soul or compulsions about using any 
  one, for any thing; she views everyone else in the universe 
  as disposable to her own aims and in her darker, drunken 
  moments believes that she’s the only sentient person in the 
  realm, and that everyone else is more or less a thoughtless 
  drone, programmed by God to serve as tests for her talents.
  Appearance
  She’s petite for a half-elf.  Her manner of dress is a curious, 
  laid-back mixture of adventurer and entertainer.  
  Weaponry and instrument are both clearly close at hand, and 
  despite the occasional element of finery, the scuffs on her 
  boots and leather armor speak to a life rougher and more 
  seasoned than that of a simple performer.
  So used to her illusions is Emmeretelle that she has gained 
  a knack for their simulation, even in the absence of true 
  magic; she makes of her face what is most needed to send 
  the message she desires.
  Background
  Emmeretelle suffered a head injury when she was just 
  entering puberty; of her true childhood she has but 
  occasional wisps and sensations as memory.
  She was discovered wandering into town; she recalled 
  clearly only that she had woken up in a cave and had 
  traveled through the thin forest that lay between the nearby 
  mountains and the city proper.
  Her garb at the time was a mixture of peasant’s smock and 
  armored leathers, and she bore a brace of daggers.
  Though bizarre, Emmeretelle shrugs off the entire 
  experience, focusing from that point onward on the here and 
  now, and how the current moment might benefit her.
  Her first night in town, scavenging outside a tavern, she 
  found a love of music as it was played from the warm 
  regions within.  
  As she watched through the blurry glass of the tavern’s 
  window, she was accosted by thugs.  Whether their intent 
  was murder, rapine, or simple coin, nobody ever discovered, 
  for Emmeretelle flew into a frenzy and slew them within a 
  minute.  She herself was as surprised at her abilities as her 
  would-be assailants.  The encounter left her confident, not 
  afraid.
  Nobody knows the real story of what happened in that cave.  
  Emmeretelle has suspicions, theories, but shares them with 
  nobody.
  She never had a formal apprenticeship or instruction; she 
  came by her bardic abilities through a series of informal and 
  sometimes serious relationships that amounted to elaborate 
  “jam sessions”, sometimes lasting days or even weeks.
  Her persuasive abilities grew and grew, outstripping her 
  magical talents.  One day, waking up next to her current 
  lover, wanderlust took her, and she began to pack her things 
  to leave, never to return.
  Her lover, still abed, woke and noticed, and confronted 
  her.  Emmeretelle shrugged, tried to thank her for her 
  companionship, and wished her well.  
  At that point, her lover took a knife and put it to her own 
  chest, threatening to end her own life if she left.
  In that moment, Emmeretelle had what would be her last 
  moment of moral clarity, and conscience.  She realized that 
  she, Emmeretelle, had done this, had made this situation.  
  She had carelessly used her talents to enthrall this human 
  woman, merely to amuse and delight her lust and need for 
  companionship, and now made as though to toss her away 
  simply because she wanted to cavort on down the road and 
  see where it led.
  Emmeretelle cast a charm on her lover, quelled her fears, 
  and then quenched her lusts.
  That woman was, and is Figmentte, now Emmeretelle’s 
  right-hand woman and sometimes lover.  Figmentte is 
  a rogue who submissively acts in whatever capacity her 
  mistress requires: wingman, third wheel in a threesome, 
  good cop/bad cop, “the ugly one”, “the pretty one”, or as 
  an independent agent from whom her mistress culls a 
  percentage of the take.  
  Their relationship is an odd sort/submissive, mercenary, 
  apprenticeship kind of relationship.  
  Neither woman would have sought the other in precisely this 
  manner, but that both are quite comfortable with, and have 
  profited greatly from.
  Demeanor
  Emmeretelle is a master manipulator, seducer, and 
  influencer.  As such, her minute-to-minute demeanor is 
  whatever the situation seems to call for, and can alter in a 
  second if her focus shifts or if circumstances change.
  Her true demeanor is very rarely shown, even to Figmentte: 
  distressingly monotone, lethargic, and exhausted.  In her 
  true moments of revelation, Emmeretelle seems as though 
  her daily habits and actions exhaust her to the very core.
  Or it could be that in those moments, she is so relieved to not 
  have to be somebody else that she is simply nobody at all... 
  her true self.
  Combat Tactics
  Emmeretelle is no stranger to combat, and knows her way 
  around a blade.  She can, and has, handled her own in 
  
  101
  Emmeretelle
  
  102
  Emmeretelle
  FlexTable 8: Emmeretelle Rumors & Lore
  A
  B
  C
  D
  DC
  Description
  Veracity
  -
  -
  -
  01-30
  -
  No Rumor
  No information is obtained.
  01-14
  01-14
  01-14
  31-39
  12
  Half-elf bards will charm 
  your very soul.
    Partially True.  Emmeretelle is this 
  race and profession, and has made it 
  a career to do just this... however, this 
  statement is questionable at best in a 
  general sense.
  15-29
  15-30
  15-30
  01-30
  13
  A bard and rogue pair will 
  steal your heart... and pick 
  your pocket.
    True.  This is one of the approaches 
  the two use.
  30-44
  31-45
  31-45
  31-39
  14
  Beware, beware
  The naughty pair
  With lute and lace they take 
  you.
  Hide jewels and rings,
  And shiny things,
  To them, these trinkets 
  make you.
    True.  A nervous jingle to whisper 
  to one’s self while walking home late at 
  night, but accurate so far as it goes.
  45-59
  46-60
  46-60
  40-49
  15
  A half-elven bard makes her 
  living by stealing from those 
  she performs for.
    True.  She’d prefer they gave her gems 
  and gold willingly, but she’s hardly above 
  a simple pilfering.
  60-74
  60-69
  60-69
  50-59
  16
  A bardic illusionist has 
  murdered dozens in her lust 
  for influence and riches.
    True.  She has hardly kept count, but 
  dozens is certainly accurate.
  75-89
  70-97
  70-94
  60-69
  11
  What seem to be a bard and 
  her roguish lover are in fact 
  a single entity: a demon, 
  wandering the earth to 
  cause chaos.
    False.  They are devilish, but 
  Figmentte and Emmeretelle are mortal 
  and ordinary in nature.
  90-00
  98-00
  95-00
  70-00
  13
  A bardic illusionist is in 
  reality a highly-trained 
  assassin, a murderer for 
  hire who has toppled 
  empires with her blade.
    False.  Emmeretelle could easily 
  take on this trade given her talents, but 
  it would mean serving the interests of 
  someone else, so it’s unlikely.
  combat versus superior numbers.
  That said, she knows her greatest strength is in social 
  combat, not physical, and will avoid armed conflict unless 
  it’s necessary or furthers her aims.
  If she feels it profitable, she has no qualms about mugging or 
  assassinating; the decision is a split-second weighing of pros 
  and cons.
  Modus Operandi
  Emmeretelle and Figmentte have a variety of approaches to 
  seduce and steal. 
  Emmeretelle herself will often use her own talents solo, 
  charming her target and then getting them to give her money 
  and riches.
  The two will team up for larger scores: the bard will perform 
  and distract with enchantments and illusions, and the rogue 
  will steal from dazed patrons.
  For a difficult or very wealthy target, the two might team up 
  in their charm.  This can take several forms depending on 
  the target.
  They can pretend not to know each other and compete 
  for the target’s affections.  They can approach the target 
  together, as a pair, offering a slightly unorthodox encounter.  
  Or, they can pretend to something more casual, and see 
  which of them the target seems more interested in.
  Regardless of the approach or role each is involved in, 
  Emmeretelle and Figmentte will try to avoid anything that 
  would tie them to the target.  They prefer to operate in 
  private, to take the target to a place where they can be alone, 
  or in a very crowded party where nobody would notice what 
  is happening.
  They will not hesitate to kill the target if it is necessary to 
  keep their involvement secret.
  
  103
  Emmeretelle
  Notoriety
  These ladies work very hard to ensure they are unknown for 
  their deeds.  
  That said, Emmeretelle has gained and encourages a 
  modest reputation for her bardic talents, and books gigs for 
  legitimate purposes a few times a month.
  Hooks, Integration, & Adventure 
  Seeds
  • Direct Attack: Emmeretelle targets one of the PCs for her 
  greed and/or lust.
  • Fringe Notice: The PCs notice Figmentte stealing from 
  entranced patrons watching Emmeretelle perform.
  • Plea of the Innocent: A loved one of a murdered 
  victim of the half-elf bard asks the party’s assistance in 
  investigating the death.
  • Appeal from Authority: City sleuths have formed a 
  pattern of thievery and murder in town, but need someone 
  undercover to put the pieces together.  
  • Disappearing Regular: A well-to-do politico is known to 
  buy free rounds when deeply imebriated.  The PCs have 
  seen him at a local tavern frequently.  One day, he isn’t 
  there; his absence is so noteworthy that the PCs start to 
  look around.
  Habits and Logistics
  During the day, Emmeretelle and Figmennte will usually (
    
  65% chance) be asleep; the remainder of the time, they will 
  be shopping in town.  
  At night, they’re likely to be working (
    55% chance), 
  carousing (
    25% chance), or performing (
    20% 
  chance).  
  While performing, there’s a good chance (
    60%) they 
  are “working” and stealing; the remainder of the time, 
  Emmeretelle will be performing with no ulterior motive for 
  the night.
  Conversation
  Emmeretelle will engage readily in conversation, and 
  approach every social interaction with a bounty of charisma.
  If the PCs are obviously wealthy, she will up her game, 
  trying to seduce the party members with the most obvious 
  valuables.  She is not shy about this approach, and will 
  execute it regardless of circumstances or how many PCs are 
  talking with her.
  Do you know anything about the person who was 
  murdered recently? 
  (This can be a general question about any victim, actual or 
  suspected.)
   
    “I think I may have seem them around.  Yes, they do 
  seem somewhat familiar.  Though to tell the truth, it’s 
  tough to recall some nights!  Speaking of which, can I 
  buy you a drink?”
  People say that they saw you with this person before they 
  were victimized.  Did you steal from them?  What 
  happened that night? 
  (“Victimized” can refer to theft, seduction, and/or 
  murder.)
   
    “I have to think hard, but... honestly, sweetie, I can’t 
  recall.  If I did steal anything from them, I promise you it 
  was only their hearts... or a kiss!  Sure sorry about what 
  happened to them, though.”
  Attitude Tracker Triggers
  Value
  Action
  <7
  Emmeretelle will attack the PCs on sight, and 
  will direct Figmentte to do the same, trying to 
  sneak attack the party.
  <13
  Emmeretelle and her partner will avoid the 
  PCs, leaving social settings if they see the party.  
  If they encounter the PCs alone, say, in an alley, 
  they may fight them.
  >18
  Emmeretelle will try to seduce the party 
  member with the highest Charisma, regardless 
  of sex or race, and with no ulterior financial 
  motive.
  >24
  Emmeretelle will share her situation and 
  Figmentte’s role, and offer to team up with the 
  PCs to take down a large and wealthy target.
  Organization
  Emmeretelle works exclusively with Figmentte, as discussed 
  above.  
  The two do not always work together, and indeed, some 
  nights, each has their own “job” to do.
  Emmeretelle will avoid hiring any intermediaries, thugs, 
  or other employees and prefers to handle all business 
  personally.
  Henchmen, Retainers, and 
  Followers
  Figmentte is always close by.  
  In any combat encounter involving only Emmeretelle, she 
  can summon her parnter with a shout; Figmentte arrives in 
    1d4-1 rounds (minimum 1).
  Lair / Residence
  The two share a studio apartment in the slums of town, 
  somewhat slovenly compared to the vast riches they have 
  amassed.  
  
  104
  Emmeretelle
  Quests & Encounters
    Quest: Guard the Message
    Summary: The PCs are asked to help ensure a courier 
  makes it out of town alive.  In the course of this defense, 
  the courier runs afoul of Emmeretelle.
    Rewards:   
    750 gp / 
    1,900 gp / 
    4,500 gp / 
    
  10,000 gp; up to 
    3 Reward Stars.
    Locations: Any.
    Key NPCs: Emmeretelle, Figmentte.
    Kickoff: A city or faction authority approaches the PCs 
  and asks for their help.  
    Description:
  The courier’s race, talents, background, and other factors 
  are maleable, as are the nature of what they carry and the 
  intended destination.  
  It may be that the PCs don’t even know these things 
  themselves, as the job is described simply as “guard the 
  courier”.  The scope of the work is solely until the courier 
  leaves city limits.
  Whatever the circumstances, the courier goes about his work 
  in a very unusual manner: his first stop is a tavern, at dusk, 
  where he proceeds to order several tankards and to take in 
  the music.
  Emmeretelle approaches the man amidst his fourth such 
  beverage, and proceeds to very clearly and persuasively 
  seduce him.
  The PCs have a few options, upon seeing this.
    They can do nothing.  Whether they look on or not, 
  Emmeretelle will seduce him, take him upstairs to a 
  rented room, kill him, and escape with the courier’s 
  message and all his valuables.   
   
  Not only do the PCs receive no reward from this 
  approach, they will lose considerable standing with 
  whomever hired them, and indeed may even have legal 
  action taken against them for their failure.
    They can confront Emmeretelle in the act, at the bar, 
  in public.  This involves a contest of wills, and a social 
  confrontation to see who is able to convince the courier 
  of their perspective.   
   
  No matter what words are chosen by the PCs, this 
  equates to a skill check: the PCs use 
    Diplomacy or 
  Intimidate, countered by Emmeretelle’s Diplomacy 
  or Bluff, in whatever combination each side prefers.  
  Whichever side gets two successes in a row “wins” the 
  conflict.   
   
  If the PCs win, Emmeretelle will shrug, pat the courier on 
  the shoulder, and leave with her regrets before any more 
  formal action can be taken against her.  This grants the 
  courier safe passage for the rest of the evening, and the 
  PCs receive the reward money as well as 
    2 Reward 
  Stars. 
   
  If the Emmeretelle wins, the courier, convinced of the 
  bard’s side of the story and deep in his cups besides, asks 
  the PCs to leave.  The PCs still have a chance to rescue the 
  situation via the more physical, direct approach below, 
  however.
    If the PCs watch, they can follow Emmeretelle and her 
  intended victim upstairs, where her plan is to slay him 
  and take his belongings. 
   
  Confronting Emmeretelle at any point once the group 
  is out of the public eye results in a combat encounter.  
  Once Emmeretelle is reduced to below half her maximum 
  HP, she will attempt to flee.  Remember, too, that 
  Emmeretelle can “summon” Figmentte to her aid; this 
  should be a surprise and should result in a successful 
  Sneak Attack against the PCs when the rogue engages. 
   
  Unless the PCs are themselves slain by the bard, they will 
  save the courier’s life with this approach, and will receive 
  the reward money as well as 
    2 Reward Stars. 
   
  If Emmeretelle escapes, she will lie low for a few weeks 
  to make sure things are back to normal.   
   
  If the PCs slay, or otherwise prevent Emmeretelle from 
  escaping, they will receive a third 
    Reward Star.
  
  105
  Emmeretelle
  Emmeretelle
  CR 5; XP 1,800
    Low
    Moderate
    Advanced
    Elite
  Challenge CR 5 
  XP 1,800
  CR 9 
  XP 5,000
  CR 13 
  XP 10,000
  CR 17 
  XP 18,000
  Class / HD Bard 5
  Bard 9
  Bard 13
  Bard 17
  Size / Aln
  Medium CE 
  Half-Elf
  Medium CE 
  Half-Elf
  Medium CE 
  Half-Elf
  Medium CE 
  Half-Elf
  HP
  23
  42
  66
  92
  Armor 
  Class
  15
  18
  19
  20
  Speed
  Walk 30’
  Walk 30’
  Walk 30’
  Walk 30’
  Ability 
  Scores / 
  Saves
  STR    9   (-1) 
  DEX   18 (+7) 
  CON  10 (+0) 
  INT    15 (+2) 
  WIS   11 (+0) 
  CHA  20 (+8)
  STR    9   (-1) 
  DEX   20 (+9) 
  CON  10 (+0) 
  INT    15 (+2) 
  WIS   11 (+0) 
  CHA  20 (+9)
  STR    9   (-1) 
  DEX   20 (+10) 
  CON  12 (+1) 
  INT    15 (+2) 
  WIS   11 (+0) 
  CHA  20 (+10)
  STR    11   (+0) 
  DEX   20 (+11) 
  CON  12 (+1) 
  INT    15 (+2) 
  WIS   11 (+0) 
  CHA  20 (+11)
  Skills
  -
  -
  -
  -
  Saves
  -
  -
  -
  -
  Vulnerabilities
  -
  -
  -
  -
  Immunities -
  -
  -
  -
  Senses
  Passive Perception 10
  +3 Horn, Lute, Lyre
  Passive Perception 10
  +4 Horn, Lute, Lyre
  Passive Perception 10
  +5 Horn, Lute, Lyre
  Passive Perception 10
  +6 Horn, Lute, Lyre
  Languages Common, Dwarvish, Elvish
  Attacks
  Melee Dagger +7 (1d4+4 ) 
  Ranged Dagger (Thrown) 20 
  ft.’: +7 (1d4+4); 60 ft.’: +7 
  (1d4+4) 
  Melee Shortsword +7 
  (1d6+4 ) 
  Ranged Crossbow, Light ) 
  --> 80 ft.’: +7 (1d8+4); 320 
  ft.’: +7 (1d8+4) 
  Melee Dagger +9 (1d4+5 ) 
  Ranged Dagger (Thrown) 20 
  ft.’: +9 (1d4+5); 60 ft.’: +9 
  (1d4+5) 
  Melee Shortsword (Weapon 
  +1) +10 (1d6+6 ) 
  Ranged Crossbow, Light ) --> 
  80 ft.’: +9 (1d8+5); 320 ft.’: 
  +9 (1d8+5) 
  Melee Dagger +10 (1d4+5) 
  Ranged Dagger (Thrown) 
  20 ft.’: +10 (1d4+5); 60 
  ft.’: +10 (1d4+5) 
  Melee Shortsword (Weapon 
  +2) +12 (1d6+7 ) 
  Ranged Crossbow, Light ) 
  --> 80 ft.’: +10 (1d8+5); 
  320 ft.’: +10 (1d8+5) 
  Melee Dagger +11 (1d4+5 ) 
  Ranged Dagger (Thrown) 20 
  ft.’: +11 (1d4+5); 60 ft.’: 
  +11 (1d4+5) 
  Melee Shortsword (Weapon 
  +3) +14 (1d6+8 ) 
  Ranged Crossbow, Light ) --> 
  80 ft.’: +11 (1d8+5); 320 
  ft.’: +11 (1d8+5) 
  Special
  -
  -
  -
  -
  Proficiencies
  Club, Crossbow (Hand), Crossbow (Light), Dagger, Dart, Greatclub, Handaxe, Javelin, Light Hammer, Longsword, Mace, 
  Quarterstaff, Rapier, Shortbow, Shortsword, Sickle, Sling, Spear
  CE; Medium Humanoid (Human, Elf)
  
  106
  Emmeretelle
    Low
    Moderate
    Advanced
    Elite
  Special 
  Qualities
  Spellcaster Spell Slots, 
  Ability Score Increase, 
  Darkvision, Fey Ancestry, 
  Languages, Skill Versatility, 
  Ability Score Improvement, 
  Bard College, Bardic 
  Inspiration, Bonus 
  Proficiencies, Cantrips, 
  College of Lore, Cutting 
  Words, Expertise, Font 
  of Inspiration, Jack of 
  All Trades, Song of Rest, 
  Spellcasting
  Spellcaster Spell Slots, 
  Ability Score Increase, 
  Darkvision, Fey Ancestry, 
  Languages, Skill 
  Versatility, Ability Score 
  Improvement, Additional 
  Magical Secrets, Bard 
  College, Bardic Inspiration, 
  Bonus Proficiencies, 
  Cantrips, College of Lore, 
  Countercharm, Cutting 
  Words, Expertise, Font 
  of Inspiration, Jack of 
  All Trades, Song of Rest, 
  Spellcasting
  Spellcaster Spell Slots, 
  Ability Score Increase, 
  Darkvision, Fey Ancestry, 
  Languages, Skill 
  Versatility, Ability Score 
  Improvement, Additional 
  Magical Secrets, Bard 
  College, Bardic Inspiration, 
  Bonus Proficiencies, 
  Cantrips, College of Lore, 
  Countercharm, Cutting 
  Words, Expertise, Font 
  of Inspiration, Jack of All 
  Trades, Magical Secrets, 
  Song of Rest, Spellcasting
  Spellcaster Spell Slots, Ability 
  Score Increase, Darkvision, 
  Fey Ancestry, Languages, 
  Skill Versatility, Ability Score 
  Improvement, Additional 
  Magical Secrets, Bard 
  College, Bardic Inspiration, 
  Bonus Proficiencies, 
  Cantrips, College of Lore, 
  Countercharm, Cutting 
  Words, Expertise, Font 
  of Inspiration, Jack of All 
  Trades, Magical Secrets, 
  Peerless Skill, Song of Rest, 
  Spellcasting
  Spell-
  casting
  Save DC 16; Spell Atk +8
  3rd: clairvoyance; fear; 
  sending
  2nd: detect thoughts; 
  invisibility; knock
  1st: charm person; disguise 
  self; silent image; unseen 
  servant
  Save DC 17; Spell Atk +9
  5th: dominate person; 
  modify memory
  4th: dimension door; locate 
  creature; polymorph
  3rd: clairvoyance; fear; 
  sending
  2nd: detect thoughts; 
  invisibility; knock
  1st: charm person; disguise 
  self; silent image; unseen 
  servant
  Save DC 18; Spell Atk +10
  7th: forecage 
  6th: mass suggestion
  5th: dominate person; 
  modify memory
  4th: dimension door; locate 
  creature; polymorph
  3rd: clairvoyance; fear; 
  sending
  2nd: detect thoughts; 
  invisibility; knock
  1st: charm person; disguise 
  self; silent image; unseen 
  servant
  Save DC 19; Spell Atk +11
  9th: foresight
  8th: glibness
  7th: forecage
  6th: mass suggestion
  5th: dominate person; 
  modify memory
  4th: dimension door; locate 
  creature; polymorph
  3rd: clairvoyance; fear; 
  sending
  2nd: detect thoughts; 
  invisibility; knock
  1st: charm person; disguise 
  self; silent image; unseen 
  servant
  Equipment
  Dagger;  
  shortsword; 
  leather armor; 
  light crossbow; 
  crossbow bolts (10x)
  Dagger;  
  +1 shortsword; 
  +1 studded leather armor; 
  light crossbow; 
  crossbow bolts (10x)
  Dagger;  
  +2 shortsword; 
  +2 studded leather 
  armor; 
  light crossbow; 
  crossbow bolts (10x)
  Dagger;  
  +3 shortsword; 
  +3 studded leather armor; 
  light crossbow; 
  crossbow bolts (10x)
  Special Abilities
  Darkvision Thanks to your elf blood, you have superior vision in dark and 
  dim conditions. You can see in dim light within 60 feet of you as if it were 
  bright light, and in darkness as if it were dim light. You can’t discern color 
  in darkness, only shades of gray.
  Fey Ancestry You have advantage on all saving throws against being 
  charmed or put to sleep.
  Languages You can speak, read, and write Common, Elvish, and one extra 
  language of your choice.
  Bardic Inspiration You can inspire others through stirring words or music. 
  To do so, you use a bonus action on your turn to choose one creature 
  other than yourself within 60 feet of you who can hear you. That creature 
  gains one Bardic Inspiration die, a d12. Once within the next 10 minutes, 
  the creature can roll the die and add the number rolled to one ability 
  check, attack roll, or saving throw it makes. The creature can wait until 
  after it rolls the d20 before deciding to use the Bardic Inspiration die, 
  but must decide before the DM says whether the roll succeeds or fails. 
  Once the Bardic Inspiration die is rolled, it is lost. A creature can have only 
  one Bardic Inspiration die at a time. You can use this feature a number of 
  times equal to 5. You regain any expended uses when you finish a long 
  rest.
  College of Lore Bards of the College of Lore know something about 
  most things, collecting bits of knowledge from sources as diverse as 
  scholarly tomes and peasant tales. Whether singing folk ballads in taverns 
  or elaborate compositions in royal courts, these bards use their gifts to 
  hold audiences spellbound. When the applause dies down, the audience 
  members might find themselves questioning everything they held to 
  be true, from their faith in the priesthood of the local temple to their 
  loyalty to the king. The loyalty of these bards lies in the pursuit of beauty 
  and truth, not in fealty to a monarch or following the tenets of a deity. A 
  noble who keeps such a bard as a herald or advisor knows that the bard 
  would rather be honest than politic. The college’s members gather in 
  libraries and sometimes in actual colleges, complete with classrooms 
  and dormitories, to share their lore with one another. They also meet at 
  festivals or affairs of state, where they can expose corruption, unravel lies, 
  and poke fun at selfimportant figures of authority.
  Countercharm At 6th level, you gain the ability to use musical notes or 
  words of power to disrupt mind-influencing effects. As an action, you can 
  start a performance that lasts until the end of your next turn. During that 
  time, you and any friendly creatures within 30 feet of you have advantage 
  on saving throws against being frightened or charmed. A creature must 
  be able to hear you to gain this benefit. The performance ends early if 
  you are incapacitated or silenced or if you voluntarily end it (no action 
  required).
  
  107
  Emmeretelle
  Cutting Words Also at 3rd level, you learn how to use your wit to distract, 
  confuse, and otherwise sap the confidence and competence of others. 
  When a creature that you can see within 60 feet of you makes an attack 
  roll, an ability check, or a damage roll, you can use your reaction to 
  expend one of your uses of Bardic Inspiration, rolling a Bardic Inspiration 
  die and subtracting the number rolled from the creature’s roll. You can 
  choose to use this feature after the creature makes its roll, but before the 
  DM determines whether the attack roll or ability check succeeds or fails, 
  or before the creature deals its damage. The creature is immune if it can’t 
  hear you or if it’s immune to being charmed.
  Font of Inspiration Beginning when you reach 5th level, you regain all of 
  your expended uses of Bardic Inspiration when you finish a short or long 
  rest.
  Jack of All Trades Starting at 2nd level, you can add half your proficiency 
  bonus, rounded down, to any ability check you make that doesn’t already 
  include your proficiency bonus.
  Peerless Skill Starting at 14th level, when you make an ability check, you 
  can expend one use of Bardic Inspiration. Roll a Bardic Inspiration die 
  and add the number rolled to your ability check. You can choose to do 
  so after you roil the die for the ability check, but before the DM tells you 
  whether you succeed or fail.
  Song of Rest Beginning at 2nd level, you can use soothing music or 
  oration to help revitalize your wounded allies during a short rest. If you or 
  any friendly creatures who can hear your performance regain hit points at 
  the end of the short rest, each of those creatures regains an extra 1d12 
  hit points. A creature regains the extra hit points only if it spends one or 
  more Hit Dice at the end of the short rest. 
  
  108
  Emmeretelle
  Table 11: Attitude Modifiers for Emmeretelle
  Starting Attitude:  
  18 (Indifferent)
  Name
  Condition
  Effect
  Notes
  Action
  PCs attack without provocation
  -15
  Does not stack with other attack-based modifiers
  Action
  PCs attack with provocation
  -10
  Does not stack with other attack-based modifiers
  Conversation
  PCs threaten violence
  -5
  -
  Action
  NPC witnesses the PCs commit a 
  crime
  +1
  Assumes the crime does not involve the NPC; stacks 
  with other modifiers that involve crimes against the 
  NPC; does not stack with other “witnesses crime” 
  modifiers
  Action
  NPC witnesses the PCs commit 
  murder
  +2
  Assumes the crime does not involve the NPC; stacks 
  with other modifiers that involve crimes against the 
  NPC; does not stack with other “witnesses crime” 
  modifiers
  Action
  NPC witnesses the PCs commit 
  murder in self-defense
  +1
  Assumes the crime does not involve the NPC; stacks 
  with other modifiers that involve crimes against the 
  NPC; does not stack with other “witnesses crime” 
  modifiers
  Action
  Villain witnesses the PCs discussing 
  the villain and/or their henchmen
  -4
  Does not stack with other “witness” modifiers
  Action
  PCs defend this NPC against violence
  +10
  Does not stack with other “witness” modifiers
  Conversation
  PCs attempt a bribe (for information, 
  for action)
  -1
  GM’s discretion as to whether the bribe produces 
  results (positive or negative!)
  Conversation
  PCs share Rumors / Lore 
  +1
  Per each Rumor shared; maximum +4
  Extant
  One or more PCs have been arrested
  +2
  Per offense, no limit
  Extant
  PCs have slain a guard, but have not 
  been caught
  +5
  Per offense, maximum -15 total
  Action
  PCs heal or “boon” this NPC
  +5
  Per healing spell/potion/skill check or beneficial spell 
  or effect; maximum +15
  Action
  PCs refuse to help when asked
  -3
  Per request; no maximum
  Action
  PCs agree to help when asked
  +4
  Per request; maximum +12
  Action
  NPC joins party for any length of 
  time
  +5
  Does not stack with subsequent iterations of itself 
  (maximum effect +5 no matter how many times NPC 
  joins party)
  Action
  PCs save this NPC’s life
  +15
  Either as part of a Quest, or as an offer made of the 
  party’s own initiative
  Conversation
  PCs fail at an Intimidate check for 
  any reason
  -2
  Per failed check; no maximum
  Investigation
  PCs discover something fundamental 
  about this villain’s MO or deeds and/
  or discovers lair or residence
  -10
  “Fundamental” is left to the GM to adjudicate; stacks 
  with other Investigation modifiers
  Investigation
  PCs rescue a victim, recover a corpse, 
  or otherwise “undo” or find hard 
  evidence of death at the hands of this 
  villain
  -10
  Initial and first-time-only; -2 per additional victim or 
  evidence beyond the first; no limit; stacks with other 
  Investigation modifiers
  Investigation
  PCs give Emmeretelle a tip for, 
  or otherwise compliment, her 
  performance
  +2
  Per such compliment; +6 maximum
  
  109
  Emmeretelle
  Figmentte
  CR 1; XP 200
    Low
    Moderate
    Advanced
    Elite
  Challenge CR 1 
  XP 200
  CR 5 
  XP 1,800
  CR 9 
  XP 5,000
  CR 13 
  XP 10,000
  Class / HD Rogue 1
  Rogue 5
  Rogue 9
  Rogue 13
  Size / Aln
  Medium NE  
  Human
  Medium NE  
  Human
  Medium NE  
  Human
  Medium NE  
  Human
  HP
  7
  19
  37
  55
  Armor 
  Class
  13
  15
  17
  19
  Speed
  Walk 30’
  Walk 30’
  Walk 30’
  Walk 30’
  NE; Medium Humanoid (Human)
  
  110
  Emmeretelle
    Low
    Moderate
    Advanced
    Elite
  Ability 
  Scores / 
  Saves
  STR    10  (+0) 
  DEX   15 (+4) 
  CON  9   (-1) 
  INT    13 (+3) 
  WIS   8   (-1) 
  CHA  17 (+3)
  STR    10  (+0) 
  DEX   17 (+6) 
  CON  9   (-1) 
  INT    13 (+4) 
  WIS   8   (-1) 
  CHA  17 (+3)
  STR    10  (+0) 
  DEX   19 (+8) 
  CON  9   (-1) 
  INT    13 (+5) 
  WIS   8   (-1) 
  CHA  17 (+3)
  STR    10  (+0) 
  DEX   20 (+10) 
  CON  9   (-1) 
  INT    13 (+6) 
  WIS   8   (-1) 
  CHA  20 (+5)
  Skills
  -
  -
  -
  -
  Saves
  -
  -
  -
  -
  Vulnerabilities
  -
  -
  -
  -
  Immunities -
  -
  -
  -
  Senses
  Passive Perception 11
  +4 Thieves’ Tools
  Passive Perception 12
  +6 Thieves’ Tools
  Passive Perception 17
  +8 Thieves’ Tools
  Passive Perception 19
  +10 Thieves’ Tools
  Languages Common, Elvish
  Attacks
  Melee Dagger +4 (1d4+2 ) 
  Ranged Dagger (Thrown) 20 
  ft.’: +4 (1d4+2); 60 ft.’: +4 
  (1d4+2) 
  Melee Shortsword +4 
  (1d6+2 ) 
  Ranged Shortbow ) --> 30 
  ft.’: +4 (1d6+2); 120 ft.’: +4 
  (1d6+2) 
  Melee Dagger +6 (1d4+3 ) 
  Ranged Dagger (Thrown) 20 
  ft.’: +6 (1d4+3); 60 ft.’: +6 
  (1d4+3) 
  Melee Shortsword (Weapon 
  +1) +7 (1d6+4 ) 
  Ranged Shortbow ) --> 30 
  ft.’: +6 (1d6+3); 120 ft.’: +6 
  (1d6+3) 
  Melee Dagger +8 (1d4+4 ) 
  Ranged Dagger (Thrown) 
  20 ft.’: +8 (1d4+4); 60 ft.’: 
  +8 (1d4+4) 
  Melee Shortsword (Weapon 
  +2) +10 (1d6+6 ) 
  Ranged Shortbow ) --> 30 
  ft.’: +8 (1d6+4); 120 ft.’: 
  +8 (1d6+4) 
  Melee Dagger +10 (1d4+5 ) 
  Ranged Dagger (Thrown) 20 
  ft.’: +10 (1d4+5); 60 ft.’: 
  +10 (1d4+5) 
  Melee Shortsword (Weapon 
  +3) +13 (1d6+8 ) 
  Ranged Shortbow ) --> 30 
  ft.’: +10 (1d6+5); 120 ft.’: 
  +10 (1d6+5) 
  Special
  -
  -
  -
  -
  Proficiencies
  Club, Crossbow (Hand), Crossbow (Light), Dagger, Dart, Greatclub, Handaxe, Javelin, Light Hammer, Longsword, Mace, 
  Quarterstaff, Rapier, Shortbow, Shortsword, Sickle, Sling, Spear
  Special 
  Qualities
  Languages, Expertise, Sneak 
  Attack, Thieves’ Cant 
  Languages, Ability Score 
  Improvement, Cunning 
  Action, Expertise, Fast 
  Hands, Roguish Archetype, 
  Second-Story Work, Sneak 
  Attack, Thief, Thieves’ Cant, 
  Uncanny Dodge
  Languages, Ability Score 
  Improvement, Cunning 
  Action, Evasion, Expertise, 
  Fast Hands, Roguish 
  Archetype, Second-Story 
  Work, Sneak Attack, 
  Supreme Sneak, Thief, 
  Thieves’ Cant, Uncanny 
  Dodge
  Languages, Ability Score 
  Improvement, Cunning 
  Action, Evasion, Expertise, 
  Fast Hands, Reliable Talent, 
  Roguish Archetype, Second-
  Story Work, Sneak Attack, 
  Supreme Sneak, Thief, 
  Thieves’ Cant, Uncanny 
  Dodge, Use Magic Device 
  Spell-
  casting
  -
  -
  -
  -
  Equipment
  Dagger; 
  shortsword; 
  leather armor; 
  shortbow; 
  arrows (20x)
  Dagger; 
  +1 shortsword; 
  +1 leather armor; 
  shortbow; 
  arrows (20x)
  Dagger; 
  +2 shortsword; 
  +2 leather armor; 
  shortbow; 
  arrows (20x)
  Dagger; 
  +3 shortsword; 
  +3 leather armor; 
  shortbow; 
  arrows (20x)
  Special Abilities
  Languages You can speak, read, and write Common and one extra 
  language of your choice. Humans typically learn the languages of other 
  peoples they deal with, including obscure dialects. They are fond of 
  sprinkling their speech with words borrowed from other tongues: Orc 
  curses, Elvish musical expressions, Dwarvish military phrases, and so on.
  Cunning Action Starting at 2nd level, your quick thinking and agility 
  allow you to move and act quickly. You can take a bonus action on each 
  of your turns in combat. This action can be used only to take the Dash, 
  Disengage, or Hide action.
  Evasion Beginning at 7th level, you can nimbly dodge out of the way of 
  certain area effects, such as a red dragon’s fiery breath or an ice storm 
  spell. When you are subjected to an effect that allows you to make a 
  Dexterity saving throw to take only half damage, you instead take no 
  damage if you succeed on the saving throw, and only half damage if you 
  fail.
  Fast Hands Starting at 3rd level, you can use the bonus action granted 
  by your Cunning Action to make a Dexterity (Sleight of Hand) check, use 
  your thieves’ tools to disarm a trap or open a lock, or take the Use an 
  Object action.
  Reliable Talent By 11th level, you have refined your chosen skills until 
  
  111
  Emmeretelle
  they approach perfection. Whenever you make an ability check that lets 
  you add your proficiency bonus, you can treat a d20 roll of 9 or lower as 
  a 10.
  Second-Story Work When you choose this archetype at 3rd level, you gain 
  the ability to climb faster than normal; climbing no longer costs you extra 
  movement. In addition, when you make a running jump, the distance you 
  cover increases by a number of feet equal to 5.
  Sneak Attack Beginning at 1st level, you know how to strike subtly and 
  exploit a foe’s distraction. Once per turn, you can deal an extra 7d6 
  damage to one creature you hit with an attack if you have advantage on 
  the attack roll. The attack must use a finesse or a ranged weapon. You 
  don’t need advantage on the attack roll if another enemy of the target 
  is within 5 feet of it, that enemy isn’t incapacitated, and you don’t have 
  disadvantage on the attack roll.
  Supreme Sneak Starting at 9th level, you have advantage on a Dexterity 
  (Stealth) check if you move no more than half your speed on the same 
  turn.
  Thief You hone your skills in the larcenous arts. Burglars, bandits, 
  cutpurses, and other criminals typically follow this archetype, but so 
  do rogues who prefer to think of themselves as professional treasure 
  seekers, explorers, delvers, and investigators. In addition to improving 
  your agility and stealth, you learn skills useful for delving into ancient 
  ruins, reading unfamiliar languages, and using magic items you normally 
  couldn’t employ.
  Thieves’ Cant During your rogue training you learned thieves’ cant, a 
  secret mix of dialect, jargon, and code that allows you to hide messages 
  in seemingly normal conversation. Only another creature that knows 
  thieves’ cant understands such messages. It takes four times longer 
  to convey such a message than it does to speak the same idea plainly. 
  In addition, you understand a set of secret signs and symbols used to 
  convey short, simple messages, such as whether an area is dangerous or 
  the territory of a thieves’ guild, whether loot is nearby, or whether the 
  people in an area are easy marks or will provide a safe house for thieves 
  on the run.
  Uncanny Dodge Starting at 5th level, when an attacker that you can see 
  hits you with an attack, you can use your reaction to halve the attack’s 
  damage against you.
  Use Magic Device By 13th level, you have learned enough about the 
  workings of magic that you can improvise the use of items even when 
  they are not intended for you. You ignore all class, race, and level 
  requirements on the use of magic items. 
  
  112
  Vitaponna
  
  113
  Vitaponna
  Vitaponna Requelle
  
  114
  Vitaponna
  Vitaponna Requelle
  Overview
  A half-elven product of a raid gone horribly violent, this 
  mercenary fighter turned caravan guard: ruthless in the 
  extreme, lending her talents out to the truly desperate or 
  similarly evil for all manner of rape, pillage, torture, or 
  worse.  
  Rumors are that she’s been in league with necromancers, 
  cannibals, and demons, but that ultimately, her exorbitant 
  fees are worth it, for she and her murderous company are 
  cruel but competent.
  Appearance
  Severe, one might even say cruel, Vitaponna presents 
  as all business.  She’s been heard to laugh or smile, but 
  only grimly, and then only in the presence of something 
  overwhelming in its notability.
  She wears armor at all times, though often with a tunic or 
  something less military in style over top.
  Background
  Vitaponna grew up the unwanted offspring of a horrible 
  human raid that left her village in near ruins.  
  When it became evident her young single mother had taken 
  with child during the raid, her mother was shamed and she 
  took to self-exile rather than endure the horrors of society.
  Unwanted though her creation may have been, Vitaponna 
  was her mother’s jewel, and the two lived in peace, alone, for 
  many years.
  One day, another small group of raiders, elven this time, 
  came across their simple farm.  Vitaponna and her mother 
  welcomed them, offering them what simple fare they had.  
  In conversation, the raiders learned of their family history, 
  and in turn, Vitaponna discovered the raiders were from the 
  village which had shunned her mother.
  Harsh words escalated the situation quickly, and what had 
  been a somewhat tense but welcoming meal turned violent.  
  Vitaponna, enraged and confused, slew the raiders in 
  defense, but not before her mother was mortally wounded.
  The experience left an adolescent Vitaponna hardened, 
  bitter, and convinced of her path of violence.  
  If, she reasoned, the world was terrible and unfair, it 
  was best to face the violence head-on, and with ample 
  preparation.
  Demeanor
  Vitaponna has little time for games, mirth, or distraction.  
  When she and her band of mercenaries have been hired for 
  a job, she is on the job, fully and completely, until it is seen 
  through.  She sleeps but rarely, and in fits; she is much more 
  comfortable taking watch at night.
  Vitaponna trains tirelessly; when not on a job, she imbues 
  her band with the rigor she herself has pursued for a decade.  
  There have been precious few days since that horrible 
  incident with her mother where she has not spent at least an 
  hour training in combat.
  Her “lighter” moments are those spent tutoring and 
  counseling her band; despite her hardness, she softens 
  slightly in these moments, offering aid where she herself had 
  had none, and on odd occasions has even smiled in pride at 
  her comrades’ improvements.
  In discussing her business, he is gruff, to the point, and very 
  straightforward: if you are looking for a blade, hers is for 
  sale, and very little is off the table in terms of how it is to be 
  used.
  Combat Tactics
  Vitaponna is ruthless and passionate in fighting.  In her 
  view, all interpersonal interactions will end up violent; any 
  excuse to do battle is therefore welcomed not as something 
  to be avoided, but as a means of cutting to the chase and 
  having done with the inevitable.
  She usually manages to temper this bloodlust with tactical 
  acumen, but when the fight takes her, she has been known 
  to lose herself in the moment, abandoning any attempt to 
  instruct or guide her comrades and simply wallowing in the 
  melee.
  If not in battle-frenzy, she leads well, preserving her forces 
  and using them where best employed.  She is not at all above 
  sending a subset of her troops to certain death if it means 
  success as a whole.  She will even tell new recruits this 
  honestly, and then recommends that the best way to avoid 
  being “used” in this manner is to be so good at combat that 
  your loss would be a significant loss of talent.
  Modus Operandi
  Vitaponna is most often employed as a guard, though 
  she’s no stranger to raiding parties, light-infantry military 
  exploits, and even adventuring parties.
  She will operate alone, or in the company with many 
  hirelings or band-mates, as the job dictates.  Unless 
  absolutely unavoidable, she will avoid a job where she 
  herself will not be a part of things; those times where she 
  sends part of her band on their own to do a job are those 
  where she herself is otherwise occupied with another job.
  Vitaponna would say that she does not actively seek out 
  violence, but she will employ it herself given any slight 
  opportunity.  If such opportunity is given, she shows no 
  quarter, no mercy, and no faint-heartedness, no matter the 
  task or force opposing her.
  She has no qualms of slaying the innocent, the young, 
  or the unarmed.  Vitaponna has murdered wives in bed, 
  
  115
  Vitaponna
  
  116
  Vitaponna
  FlexTable 9: Vitaponna Requelle Rumors & Lore
  A
  B
  C
  D
  DC
  Description
  Veracity
  -
  -
  -
  01-30
  -
  No Rumor
  No information is obtained.
  01-14
  01-14
  01-14
  31-39
  12
  They say a half-elven 
  warrior was produced by 
  a violent raid, and that she 
  has dedicated her life to 
  violence as retribution.
    Partially True.  Vitaponna was the 
  product of a rapine raid, but she would 
  characterize her chosen profession as a 
  product of her talents, not of a need for 
  vengeance.
  15-29
  15-30
  15-30
  01-30
  13
  A half-elven warrior 
  leads a band of ruthless 
  mercenaries for any task 
  imaginable... and some you 
  wouldn’t want to imagine.
    True.  This is a very apt summary of 
  Vitaponna and her band, and their talents 
  and history.
  30-44
  31-45
  31-45
  31-39
  14
  Dancing, darting
  In the night
  Or glade of spring
  Or summer’s light
  Horse be mired,
  Or misled
  Once she’s hired
  Blood will shed
    True.  The verse is meant to be a 
  mercenary equivalent of a guarantee; 
  that Vitaponna’s band will fulfill the job 
  regardless of circumstances.
  45-59
  46-60
  46-60
  40-49
  15
  Hiring Vitaponna practically 
  guarantees two things: 
  safety for those who hire 
  her, and bloodshed for 
  anyone else involved.
    True.  A concise depiction of the 
  results of employing her services.
  60-74
  60-69
  60-69
  50-59
  16
  Vitaponna’s mother was 
  exiled from an elven 
  community for becoming 
  impregnated with her 
  during a raid.  
    True.  This is how Vitaponna and her 
  mother came to live alone.
  75-89
  70-97
  70-94
  60-69
  11
  A half-elven mercenary 
  leads a band of undead 
  warriors, raised from the 
  ranks of those she kills in 
  her jobs.
    False.  There is nothing supernatural 
  or undead about Vitaponna or her band.
  90-00
  98-00
  95-00
  70-00
  13
  Beware hiring a certain 
  half-elven mercenary: she 
  is a demon in warrior form, 
  and stalks the land, seeking 
  vengeance for an imagined 
  slight long ago.
    False.  Vitaponna may kill like a 
  woman possessed, or have fighting skill 
  as though supernatural, but she is but a 
  normal, incredibly focused, half-elf.
  stolen babies from the crib, and slain dozens as they prayed 
  peacefully in a temple.
  Occasionally, she will decide the take in the caravan is worth 
  the risk to her reputation, and she will slay everyone not in 
  her crew; her aim in such a scenario is to ensure she gets 
  everything, and that the caravan is never heard from again.  
  Anyone aware of her having been hired to guard it is also 
  slain if it’s feasible; the goal is that she’s not associated with 
  the caravan in the slightest.
  Notoriety
  She has long since advanced beyond the need to advertise or 
  put the word out; her talents and those of her band are well-
  known and sought out by all manner of those with need of 
  discreet violence.
  Despite her murderous habits, she has never once been jailed 
  or accused of crime.  This is a combination of her discretion, 
  her preference for operating in “legitimate” areas, and a 
  simple fear of retribution: if she were to be apprehended, 
  her band would certainly break her out of jail and enact 
  vengeance.
  
  117
  Vitaponna
  Hooks, Integration, & Adventure 
  Seeds
  • Direct Attack: Vitaponna and her crew are hired to attack 
  either the PCs themselves (if they are of high level and/
  or notoriety, particularly if they have strong hatred from a 
  faction), or a Faction with which the PCs have a strong tie.
  • Plea of the Innocent: An innocent loses someone close 
  to them in an attack led by Vitaponna in the course of 
  her “duties”.  What little inheritance the innocent has, is 
  offered to the PCs to enact vengeance.
  • Fringe Notice: Vitaponna leaves violence in her wake 
  along a path similar to that of the party as they make their 
  way along the countryside.  Intrigued, they seek to learn 
  more, and discover the Carnage Crew and their habits.
  • Appeal from Authority: Village security authorities ask 
  the party’s assistance in preventing more slaughter.
  • Collateral Damage: Vitaponna and her crew are hired to 
  destroy a merchant’s shop.  In the act, the party is caught 
  and suffer damage.
  Habits and Logistics
  Vitaponna is usually (
    65% chance) on a job; this takes 
  her either out of town, or into hiding and planning within 
  town before she carries out the work.
  The remainder of her time, she will be in training in her 
  camp on the outskirts of town.
  Conversation
  Remember that Vitaponna considers herself a 
  businesswoman more than just a mercenary, and has a 
  personal and vital stake in whatever happens as a result of 
  her signing a contract.
  Perhaps uniquely among villains, she is very forthright 
  about what she does, and indeed describes it as part of her 
  services.  
  She neither knows nor cares what is or is not illegal in the 
  course of what she does or instructs her team to do.
  Did you kill this victim? 
  (This can be a general question about any victim, actual or 
  suspected.)
   
    “Maybe.  I kill a lot of people.  It’s part of the job.  It 
  usually is the job, in fact.”
  How did you kill this innocent person?
   
    “The same way I kill guilty people.  Just more easily, is 
  all.  Plus, everyone’s guilty of something.”
  How did you kill this unarmed person?
   
    “Very easily.”
  What is your next job?
   
    “That’s private.  Business.  Can’t say.”
  How do you sleep at night?
   
    “Atop a pile of gold, surrounded by skilled warriors in 
  my employ.  Few kings can say as much.”
  Attitude Tracker Triggers
  Value
  Action
  <7
  The PCs become a job: Vitaponna will send her 
  Carnage Crew to kill the party.  If that fails, she 
  will make a second attempt, this time leading 
  the charge herself.
  <13
  Vitaponna will send a few of her band to watch 
  the PCs, and to make sure they don’t come too 
  close to her again.
  >18
  Vitaponna will seek out the PCs, introduce 
  herself if they don’t already know her, describe 
  her services, and offer them a discount.
  >24
  Vitaponna will extend an offer to the PCs to 
  join her Crew.
  Organization
  Vitaponna herself is the sole owner of her services; anyone 
  wishing to hire her or her band must go through her 
  personally.
  She employs a varying number of henchmen.  Most are in 
  loose association, and she gathers them as needed to fulfill 
  certain jobs.
  Closer to her are the inner circle of retainers and followers, 
  who are first chosen for new jobs and with whom she trains 
  when they are not at work.  These trainees live in tents in 
  her training camp.
  Henchmen, Retainers, and 
  Followers
  Vitaponna typically has the following forces at her disposal, 
  often making her one of the predominant military groups in 
  the area:
    2d4 Nobleguard, most of whom live in her training camp
    1d8 Jewelguard, most of whom live in her training camp
    3d6 Carnage Crew Fighters, half of whom live in her 
  camp, the remainder live in slums and are ready to call upon
    3d8 Carnage Crew Barbarians, half of whom live in her 
  camp, the remainder live in slums and are ready to call upon
    2d6 Carnage Crew Rangers, half of whom live in her 
  camp, the remainder live in slums and are ready to call upon
  The Carnage Crew
  The Carnage Crew is a loose and fluid band of similarly-
  minded mercenaries who follow Vitaponna for the promise 
  of a steady paycheck, in practice they act as her miniature 
  
  118
  Vitaponna
  army.
  “Calling upon” members of the Crew who do not live in her 
  training camp typically requires 
    1d4-1 days of advance 
  notice; as such, these forces are usually only called upon in 
  association with a big job, known about in advance.
  If the mood takes her to do something or get something, she 
  orders them about as though they were under her employ, 
  threatening to turn them in, cut them out of the contract, or 
  just outright kill them if they don’t comply.  
  Lair / Residence
  Vitaponna Requelle lives in her training camp, outside of 
  town.  
  All forces not “ready to call upon” as noted above live in the 
  camp, or spend so much of their time there they may as well 
  live there.
  Confronting Vitaponna in her training camp involves the 
  possibility of her summoning all noted forces to her whim 
  within a handful of rounds.
  Each round after Vitaponna summons reinforcements, 
    
  1d4 of each kind of Carnage Crew member show up to the 
  battle.  This continues each round until her numbers are 
  exhausted.
  Quests & Encounters
    Quest: Just Another Day at the Shop
    Summary: While conducting business at a vendor, the 
  PCs suffer damage as it is attacked by Vitaponna Requelle 
  and her Carnage Crew.
    Rewards:   
    1,500 gp / 
    3,800 gp / 
    7,000 gp / 
    15,000 gp; up to 
    4 Reward Stars.
    Locations: Any merchant shop (urban).  This can be an 
  outside stall or tent, but is much more often a regular, 
  dedicated building.
    Key NPCs: Vitaponna Requelle.
    Kickoff: The PCs are engaged in a transaction, or 
  haggling, in a shop, when the attack occurs.
    Description:
  Vitaponna Requelle has been hired to attack a merchant 
  establishment.  Her mission is simply to set it ablaze and 
  retreat, but owing to her nature, she has decided instead to 
  slay all those present and raze the building to the ground.  
  Her forces are welcome to take whatever they wish from the 
  establishment before it burns.
  As a result of the promised reward that includes a rich 
  variety of wares, a much larger group of her Carnage Crew 
  has shown up than might strictly be required for a simple 
  arson job.
  This consists of the following:
    2d6 Carnage Crew Fighters
    2d4 Carnage Crew Barbarians
    1d4 Carnage Crew Rangers
  The PCs should be caught completely by surprise by the 
  attack, which they find themselves in the middle of and 
  know nothing about.
  Although most of the Carnage Crew is on the lust for looting, 
  and care little for those who may be inside, Vitaponna has 
  made it clear that there be no witnesses to the event, and so 
  the PCs will be attacked on sight by any of those present.
    The PCs can focus on simple escape.  Doing so should be 
  somewhat straightforward; despite their leader’s clearly-
  expressed will, most of the Carnage Crew will be focused 
  on looting more than killing, so as long as the PCs don’t 
  attack, they will be able to leave relatively unmolested.  
  Successful 
    Stealth checks will help avoid the gaze 
  of the Crew.  Successfully escaping gains the party 
    1 
  Reward Star.
    Good-aligned PCs will probably want to help the poor 
  shopkeeper, to whom this attack comes as a surprise 
  as well.  He has no idea if it is in retribution from a 
  customer, or by a rival shop, or simply a random act of 
  sabotage or criminal rage.  Protecting him and getting 
  him to safety will merit a more concentrated attack 
  by the Carnage Crew, who have a description of the 
  shopkeeper and who are under specific instructions to 
  kill him; in fact, Vitaponna has offered an additional 
  specific bounty to whomever does the deed. 
   
  The additional fighting and goodwill involved gains the 
  party a total of 
    2 Reward Stars, plus the described 
  monetary reward from a grateful shopkeeper.
    The “best scenario” is one in which the PCs stand their 
  ground, defending the shopkeeper and his store, and fend 
  off the Crew.  This obviously involves a great deal more 
  combat, but results in the listed monetary reward, plus 
    4 Reward Stars.   
   
  Vitaponna herself will be present in the melee, but will 
  leave and signal a retreat of her remaining forces once 
  half of the Carnage Crew has been slain by the PCs.
  
  119
  Vitaponna
  Vitaponna Requelle
  CR 5; XP 1,800
    Low
    Moderate
    Advanced
    Elite
  Challenge CR 5 
  XP 1,800
  CR 9 
  XP 5,000
  CR 13 
  XP 10,000
  CR 17 
  XP 18,000
  Class / HD Fighter 5
  Fighter 9
  Fighter 13
  Fighter 17
  Size / Aln
  Medium CE 
  Half-Elf
  Medium CE 
  Half-Elf
  Medium CE 
  Half-Elf
  Medium CE 
  Half-Elf
  HP
  30
  56
  98
  172
  Armor 
  Class
  16
  17
  18
  19
  Speed
  Walk 30’
  Walk 30’
  Walk 30’
  Walk 30’
  Ability 
  Scores / 
  Saves
  STR    16 (+6) 
  DEX   20 (+5) 
  CON  12 (+4) 
  INT    13 (+1) 
  WIS    9   (-1) 
  CHA  13 (+1)
  STR    20 (+9) 
  DEX   20 (+5) 
  CON  12 (+5) 
  INT    13 (+1) 
  WIS    9   (-1) 
  CHA  13 (+1)
  STR    20 (+10) 
  DEX   20 (+5) 
  CON  14 (+7) 
  INT    13 (+1) 
  WIS    9   (-1) 
  CHA  13 (+1)
  STR    20 (+11) 
  DEX   20 (+5) 
  CON  18 (+10) 
  INT    13 (+1) 
  WIS    9   (-1) 
  CHA  13 (+1)
  Skills
  -
  -
  -
  -
  Saves
  -
  -
  -
  -
  Vulnerabilities
  -
  -
  -
  -
  Immunities -
  -
  -
  -
  Senses
  Passive Perception 12
  Passive Perception 13
  Passive Perception 14
  Passive Perception 15
  Languages Common, Dwarvish, Elvish
  Attacks
  Melee Longsword +6/+6 
  (1d8+3 ) 
  Melee Shortsword +8 
  (1d6+5 ) 
  Ranged Longbow ) --> 150 
  ft.’: +8/+8 (1d8+5); 600 
  ft.’: +8/+8 (1d8+5) 
  Melee Dagger +8/+8 
  (1d4+5 ) 
  Ranged Dagger (Thrown) 20 
  ft.’: +8/+8 (1d4+5); 60 ft.’: 
  +8/+8 (1d4+5) 
  Melee Shortsword +9 
  (1d6+5 ) 
  Melee Longsword (Weapon 
  +1) +10/+10 (1d8+6 ) 
  Ranged Longbow ) --> 150 
  ft.’: +9/+9 (1d8+5); 600 ft.’: 
  +9/+9 (1d8+5) 
  Melee Dagger +9/+9 
  (1d4+5) 
  Ranged Dagger (Thrown) 20 
  ft.’: +9/+9 (1d4+5); 60 ft.’: 
  +9/+9 (1d4+5) 
  Melee Shortsword +10 
  (1d6+5 ) 
  Melee Longsword (Weapon 
  +2) +12/+12/+12 (1d8+7 ) 
  Ranged Longbow ) --> 150 
  ft.’: +10/+10/+10 (1d8+5); 
  600 ft.’: +10/+10/+10 
  (1d8+5) 
  Melee Dagger 
  +10/+10/+10 (1d4+5 ) 
  Ranged Dagger (Thrown) 
  20 ft.’: +10/+10/+10 
  (1d4+5); 60 ft.’: 
  +10/+10/+10 (1d4+5) 
  Melee Shortsword +11 
  (1d6+5 ) 
  Melee Longsword (Weapon 
  +3) +14/+14/+14 (1d8+8 ) 
  Ranged Longbow ) --> 150 
  ft.’: +11/+11/+11 (1d8+5); 
  600 ft.’: +11/+11/+11 
  (1d8+5) 
  Melee Dagger +11/+11/+11 
  (1d4+5 ) 
  Ranged Dagger (Thrown) 20 
  ft.’: +11/+11/+11 (1d4+5); 
  60 ft.’: +11/+11/+11 
  (1d4+5) 
  Special
  -
  -
  -
  -
  Proficiencies
  Battleaxe, Blowgun, Club, Crossbow (Hand), Crossbow (Heavy), Crossbow (Light), Dagger, Dart, Flail, Glaive, Greataxe, 
  Greatclub, Greatsword, Halberd, Handaxe, Javelin, Lance, Light Hammer, Longbow, Longsword, Mace, Maul, Morningstar, 
  Net, Pike, Quarterstaff, Rapier, Scimitar, Shortbow, Shortsword, Sickle, Sling, Spear, Trident, War Pick, Warhammer, Whip
  CE; Medium Humanoid (Human, Elf)
  
  120
  Vitaponna
    Low
    Moderate
    Advanced
    Elite
  Special 
  Qualities
  Darkvision, Fey Ancestry, 
  Languages, Skill Versatility, 
  Ability Score Improvement, 
  Action Surge, Champion, 
  Extra Attack, Fighting Style, 
  Improved Critical, Martial 
  Archetype, Second Wind, 
  Dueling
  Darkvision, Fey Ancestry, 
  Languages, Skill Versatility, 
  Ability Score Improvement, 
  Action Surge, Champion, 
  Extra Attack, Fighting 
  Style, Improved Critical, 
  Indomitable, Martial 
  Archetype, Remarkable 
  Athlete, Second Wind, 
  Dueling
  Darkvision, Fey Ancestry, 
  Languages, Skill Versatility, 
  Ability Score Improvement, 
  Action Surge, Additional 
  Fighting Style, Champion, 
  Extra Attack, Fighting 
  Style, Improved Critical, 
  Indomitable, Martial 
  Archetype, Remarkable 
  Athlete, Second Wind, 
  Dueling, Protection
  Darkvision, Fey Ancestry, 
  Languages, Skill Versatility, 
  Ability Score Improvement, 
  Action Surge, Additional 
  Fighting Style, Champion, 
  Extra Attack, Fighting 
  Style, Improved Critical, 
  Indomitable, Martial 
  Archetype, Remarkable 
  Athlete, Second Wind, 
  Superior Critical, Dueling, 
  Protection
  Spell-
  casting
  -
  -
  -
  -
  Equipment
  Longsword; 
  shortsword; 
  breastplate; 
  dagger; 
  longbow; 
  arrows (20x)
  +1 Longsword; 
  shortsword; 
  +1 breastplate; 
  dagger; 
  longbow; 
  arrows (20x)
  +2 Longsword; 
  shortsword; 
  +2 breastplate; 
  dagger; 
  longbow; 
  arrows (20x)
  +3 Longsword; 
  shortsword; 
  +3 breastplate; 
  dagger; 
  longbow; 
  arrows (20x)
  Special Abilities
  Darkvision Thanks to your elf blood, you have superior vision in dark and 
  dim conditions. You can see in dim light within 60 feet of you as if it were 
  bright light, and in darkness as if it were dim light. You can’t discern color 
  in darkness, only shades of gray.
  Fey Ancestry You have advantage on all saving throws against being 
  charmed or put to sleep.
  Languages You can speak, read, and write Common, Elvish, and one extra 
  language of your choice.
  Action Surge Starting at 2nd level, you can push yourself beyond your 
  normal limits for a moment. On your turn, you can take one additional 
  action on top of your regular action and a possible bonus action. Once 
  you use this feature, you must finish a short or long rest before you can 
  use it again. You can use this feature 2 time(s) before a rest, but only once 
  on the same turn.
  Champion The archetypal Champion focuses on the development of raw 
  physical power honed to deadly perfection. Those who model themselves 
  on this archetype combine rigorous training with physical excellence to 
  deal devastating blows.
  Extra Attack Beginning at 5th level, you can attack twice, instead of once, 
  whenever you take the Attack action on your turn. The number of attacks 
  increases to three when you reach 11th level in this class and to four 
  when you reach 20th level in this class.
  Improved Critical Beginning when you choose this archetype at 3rd level, 
  your weapon attacks score a critical hit on a roll of 19 or 20.
  Indomitable Beginning at 9th level, you can reroll a saving throw that 
  you fail. If you do so, you must use the new roll, and you can’t use this 
  feature again until you finish a long rest. You can use this feature 3 time(s) 
  between long rests.
  Remarkable Athlete Starting at 7th level, you can add half your proficiency 
  bonus (round up) to any Strength, Dexterity, or Constitution check you 
  make that doesn’t already use your proficiency bonus. In addition, when 
  you make a running long jump, the distance you can cover increases by a 
  number of feet equal to +5.
  Second Wind You have a limited well of stamina that you can draw on to 
  protect yourself from harm. On your turn, you can use a bonus action to 
  regain hit points equal to 1d10 + your fighter level. Once you use this 
  feature, you must finish a short or long rest before you can use it again.
  Superior Critical Starting at 15th level, your weapon attacks score a 
  critical hit on a roll of 18-20.
  Dueling When you are wielding a melee weapon in one hand and no other 
  weapons, you gain a +2 bonus to damage rolls with that weapon.
  Protection When a creature you can see attacks a target other than 
  you that is within 5 feet of you, you can use your reaction to impose 
  disadvantage on the attack roll. You must be wielding a shield.
  
  121
  Vitaponna
  Table 12: Attitude Modifiers for Vitaponna Requelle
  Starting Attitude:  
  13 (Indifferent)
  Name
  Condition
  Effect
  Notes
  Action
  PCs attack without provocation
  -5
  Does not stack with other attack-based modifiers
  Action
  PCs attack with provocation
  -2
  Does not stack with other attack-based modifiers
  Conversation
  PCs threaten violence
  -1
  -
  Action
  NPC witnesses the PCs commit a 
  crime
  +3
  Assumes the crime does not involve the NPC; stacks with 
  other modifiers that involve crimes against the NPC; does 
  not stack with other “witnesses crime” modifiers
  Action
  NPC witnesses the PCs commit 
  murder
  +10
  Assumes the crime does not involve the NPC; stacks with 
  other modifiers that involve crimes against the NPC; does 
  not stack with other “witnesses crime” modifiers
  Action
  NPC witnesses the PCs commit 
  murder in self-defense
  +5
  Assumes the crime does not involve the NPC; stacks with 
  other modifiers that involve crimes against the NPC; does 
  not stack with other “witnesses crime” modifiers
  Action
  Villain witnesses the PCs 
  discussing the villain and/or 
  their henchmen
  -1
  Does not stack with other “witness” modifiers
  Action
  PCs defend this NPC against 
  violence
  +15
  Does not stack with other “witness” modifiers
  Conversation
  PCs attempt a bribe (for 
  information, for action)
  +2
  GM’s discretion as to whether the bribe produces results 
  (positive or negative!)
  Conversation
  PCs share Rumors / Lore 
  +1
  Per each Rumor shared; maximum +4
  Extant
  One or more PCs have been 
  arrested
  +2
  Per offense, no limit
  Extant
  PCs have slain a guard, but have 
  not been caught
  +10
  Per offense, maximum -15 total
  Action
  PCs heal or “boon” this NPC
  +5
  Per healing spell/potion/skill check or beneficial spell or 
  effect; maximum +15
  Action
  PCs refuse to help when asked
  -3
  Per request; no maximum
  Action
  PCs agree to help when asked
  +4
  Per request; maximum +12
  Action
  NPC joins party for any length 
  of time
  +5
  Does not stack with subsequent iterations of itself 
  (maximum effect +5 no matter how many times NPC joins 
  party)
  Action
  PCs save this NPC’s life
  +15
  Either as part of a Quest, or as an offer made of the 
  party’s own initiative
  Conversation
  PCs fail at an Intimidate check 
  for any reason
  -1
  Per failed check; no maximum
  Investigation
  PCs discover something 
  fundamental about this villain’s 
  MO or deeds and/or discovers 
  lair or residence
  -10
  “Fundamental” is left to the GM to adjudicate; stacks with 
  other Investigation modifiers
  Investigation
  PCs rescue a victim, recover a 
  corpse, or otherwise “undo” or 
  find hard evidence of death at 
  the hands of this villain
  -10
  Initial and first-time-only; -2 per additional victim or 
  evidence beyond the first; no limit; stacks with other 
  Investigation modifiers
  Investigation
  PCs give evidence of this villain’s 
  crimes to authorities
  -8
  Stacks with other Investigation modifiers
  
  122
  Vitaponna
  Nobleguard
  CR 3; XP 700
    Low
    Moderate
    Advanced
    Elite
  Challenge CR 3 
  XP 700
  CR 7 
  XP 2,900
  CR 11 
  XP 7,200
  CR 15 
  XP 13,000
  Class / HD Fighter 3
  Fighter 7
  Fighter 11
  Fighter 15
  Size / Aln
  Medium LE  
  Half-Elf
  Medium LE  
  Half-Elf
  Medium LE  
  Half-Elf
  Medium LE  
  Half-Elf
  HP
  28
  54
  73
  129
  Armor 
  Class
  17
  18
  20
  21
  Speed
  Walk 30’
  Walk 30’
  Walk 30’
  Walk 30’
  Ability 
  Scores / 
  Saves
  STR    17 (+5) 
  DEX   13 (+1) 
  CON  12 (+3) 
  INT    10 (+0) 
  WIS    9 (-1) 
  CHA   8 (-1)
  STR    20 (+8) 
  DEX   13 (+1) 
  CON  12 (+4) 
  INT    10 (+0) 
  WIS    9 (-1) 
  CHA   8 (-1)
  STR    20 (+9) 
  DEX   15 (+2) 
  CON  12 (+5) 
  INT    10 (+0) 
  WIS    9 (-1) 
  CHA   8 (-1)
  STR    20 (+10) 
  DEX   15 (+2) 
  CON  17 (+8) 
  INT    10 (+0) 
  WIS    9 (-1) 
  CHA   8 (-1)
  Skills
  -
  -
  -
  -
  Saves
  -
  -
  -
  -
  LE; Medium Humanoid (Human, Elf)
  
  123
  Vitaponna
    Low
    Moderate
    Advanced
    Elite
  Vulnerabilities
  -
  -
  -
  -
  Immunities -
  -
  -
  -
  Senses
  Passive Perception 9
  Armor - Disadvantage on 
  Stealth
  Passive Perception 9
  Armor - Disadvantage on 
  Stealth
  Passive Perception 9
  Armor - Disadvantage on 
  Stealth
  Passive Perception 9
  Armor - Disadvantage on 
  Stealth
  Languages Common, Dwarvish, Elvish
  Attacks
  Melee Mace +5 (1d6+5 ) 
  Ranged Crossbow, Heavy ) 
  --> 100 ft.’: +3 (1d10+1); 
  400 ft.’: +3 (1d10+1) 
  Melee Dagger +5 (1d4+5 ) 
  Ranged Dagger (Thrown) 20 
  ft.’: +5 (1d4+3); 60 ft.’: +5 
  (1d4+3) 
  Melee Mace (Weapon +1) 
  +9/+9 (1d6+8 ) 
  Ranged Crossbow, Heavy 
  ) --> 100 ft.’: +4/+4 
  (1d10+1); 400 ft.’: +4/+4 
  (1d10+1) 
  Melee Dagger +8/+8 
  (1d4+7) 
  Ranged Dagger (Thrown) 20 
  ft.’: +8/+8 (1d4+5); 60 ft.’: 
  +8/+8 (1d4+5) 
  Melee Mace (Weapon +2) 
  +11/+11/+11 (1d6+9 )
  Ranged Crossbow, Heavy 
  ) --> 100 ft.’: +6/+6/+6 
  (1d10+2); 400 ft.’: 
  +6/+6/+6 (1d10+2) 
  Melee Dagger +9/+9/+9 
  (1d4+7 ) 
  Ranged Dagger (Thrown) 
  20 ft.’: +9/+9/+9 (1d4+5); 
  60 ft.’: +9/+9/+9 (1d4+5) 
  Melee Mace (Weapon +3) 
  +13/+13/+13 (1d6+10 )
  Ranged Crossbow, Heavy 
  ) --> 100 ft.’: +7/+7/+7 
  (1d10+2); 400 ft.’: 
  +7/+7/+7 (1d10+2) 
  Melee Dagger +10/+10/+10 
  (1d4+7 ) 
  Ranged Dagger (Thrown) 20 
  ft.’: +10/+10/+10 (1d4+5); 
  60 ft.’: +10/+10/+10 
  (1d4+5) 
  Special
  -
  -
  -
  -
  Proficiencies
  Battleaxe, Blowgun, Club, Crossbow (Hand), Crossbow (Heavy), Crossbow (Light), Dagger, Dart, Flail, Glaive, Greataxe, 
  Greatclub, Greatsword, Halberd, Handaxe, Javelin, Lance, Light Hammer, Longbow, Longsword, Mace, Maul, Morningstar, 
  Net, Pike, Quarterstaff, Rapier, Scimitar, Shortbow, Shortsword, Sickle, Sling, Spear, Trident, War Pick, Warhammer, Whip
  Special 
  Qualities
  Darkvision, Fey Ancestry, 
  Languages, Skill Versatility, 
  Action Surge, Champion, 
  Fighting Style, Improved 
  Critical, Martial Archetype, 
  Second Wind, Dueling
  Darkvision, Fey Ancestry, 
  Languages, Skill Versatility, 
  Ability Score Improvement, 
  Action Surge, Champion, 
  Extra Attack, Fighting Style, 
  Improved Critical, Martial 
  Archetype, Remarkable 
  Athlete, Second Wind, 
  Dueling 
  Darkvision, Fey Ancestry, 
  Languages, Skill Versatility, 
  Ability Score Improvement, 
  Action Surge, Additional 
  Fighting Style, Champion, 
  Extra Attack, Fighting 
  Style, Improved Critical, 
  Indomitable, Martial 
  Archetype, Remarkable 
  Athlete, Second Wind, 
  Dueling, Protection
  Darkvision, Fey Ancestry, 
  Languages, Skill Versatility, 
  Ability Score Improvement, 
  Action Surge, Additional 
  Fighting Style, Champion, 
  Extra Attack, Fighting 
  Style, Improved Critical, 
  Indomitable, Martial 
  Archetype, Remarkable 
  Athlete, Second Wind, 
  Superior Critical, Dueling, 
  Protection
  Spell-
  casting
  -
  -
  -
  -
  Equipment
  Mace; 
  scale mail; 
  shield; 
  heavy crossbow; 
  crossbow bolts (10x); 
  dagger
  +1 Mace; 
  +1 scale mail; 
  shield; 
  heavy crossbow; 
  crossbow bolts (10x); 
  dagger
  +2 Mace; 
  +2 scale mail; 
  shield; 
  heavy crossbow; 
  crossbow bolts (10x); 
  dagger
  +3 Mace; 
  +3 scale mail; 
  shield; 
  heavy crossbow; 
  crossbow bolts (10x); 
  dagger
  Special Abilities
  Darkvision Thanks to your elf blood, you have superior vision in dark and 
  dim conditions. You can see in dim light within 60 feet of you as if it were 
  bright light, and in darkness as if it were dim light. You can’t discern color 
  in darkness, only shades of gray.
  Fey Ancestry You have advantage on all saving throws against being 
  charmed or put to sleep.
  Languages You can speak, read, and write Common, Elvish, and one extra 
  language of your choice.
  Action Surge Starting at 2nd level, you can push yourself beyond your 
  normal limits for a moment. On your turn, you can take one additional 
  action on top of your regular action and a possible bonus action. Once 
  you use this feature, you must finish a short or long rest before you can 
  use it again. You can use this feature 1 time(s) before a rest, but only 
  once on the same turn.
  Champion The archetypal Champion focuses on the development of raw 
  physical power honed to deadly perfection. Those who model themselves 
  on this archetype combine rigorous training with physical excellence to 
  deal devastating blows.
  Extra Attack Beginning at 5th level, you can attack twice, instead of once, 
  whenever you take the Attack action on your turn. The number of attacks 
  increases to three when you reach 11th level in this class and to four 
  when you reach 20th level in this class.
  Improved Critical Beginning when you choose this archetype at 3rd level, 
  your weapon attacks score a critical hit on a roll of 19 or 20.
  Indomitable Beginning at 9th level, you can reroll a saving throw that you 
  fail. If you do so, you must use the new roll, and you can’t use this feature 
  
  124
  Vitaponna
  again until you finish a long rest. You can use this feature 2 time(s) 
  between long rests.
  Remarkable Athlete Starting at 7th level, you can add half your proficiency 
  bonus (round up) to any Strength, Dexterity, or Constitution check you 
  make that doesn’t already use your proficiency bonus. In addition, when 
  you make a running long jump, the distance you can cover increases by a 
  number of feet equal to +5.
  Second Wind You have a limited well of stamina that you can draw on to 
  protect yourself from harm. On your turn, you can use a bonus action to 
  regain hit points equal to 1d10 + your fighter level. Once you use this 
  feature, you must finish a short or long rest before you can use it again.
  Superior Critical Starting at 15th level, your weapon attacks score a 
  critical hit on a roll of 18-20.
  Dueling When you are wielding a melee weapon in one hand and no other 
  weapons, you gain a +2 bonus to damage rolls with that weapon.
  Protection When a creature you can see attacks a target other than 
  you that is within 5 feet of you, you can use your reaction to impose 
  disadvantage on the attack roll. You must be wielding a shield. 
  
  125
  Vitaponna
  Jewelguard
  CR 2; XP 450
    Low
    Moderate
    Advanced
    Elite
  Challenge CR 2 
  XP 450
  CR 6 
  XP 2,300
  CR 10 
  XP 5,900
  CR 14 
  XP 11,500
  Class / HD Fighter 2
  Fighter 6
  Fighter 10
  Fighter 14
  Size / Aln
  Small LN 
  Halfling
  Small LN 
  Halfling
  Small LN 
  Halfling
  Small LN 
  Halfling
  HP
  19
  45
  75
  109
  Armor 
  Class
  16
  18
  20
  21
  Speed
  Walk 25’
  Walk 25’
  Walk 25’
  Walk 25’
  Ability 
  Scores / 
  Saves
  STR    10 (+2) 
  DEX   18 (+4) 
  CON  10 (+2) 
  INT    13 (+1) 
  WIS    7   (-2) 
  CHA  10 (+0)
  STR    10 (+3) 
  DEX   20 (+5) 
  CON  12 (+4) 
  INT    13 (+1) 
  WIS    7   (-2) 
  CHA  10 (+0)
  STR    12 (+5) 
  DEX   20 (+5) 
  CON  12 (+5) 
  INT    13 (+1) 
  WIS    7   (-2) 
  CHA  10 (+0)
  STR    14 (+7) 
  DEX   20 (+5) 
  CON  12 (+7) 
  INT    13 (+1) 
  WIS    7   (-2) 
  CHA  10 (+0)
  Skills
  -
  -
  -
  -
  LN; Small Humanoid (Halfling)
  
  126
  Vitaponna
    Low
    Moderate
    Advanced
    Elite
  Saves
  -
  -
  -
  -
  Vulnerabilities
  -
  -
  -
  -
  Immunities -
  -
  -
  -
  Senses
  Passive Perception 10
  Passive Perception 11
  Passive Perception 12
  Passive Perception 13
  Languages Common, Halfling
  Attacks
  Melee Dagger (Small) +6 
  (1d4+4 ) 
  Ranged Dagger (Small/
  Thrown) 20 ft.’: +6 
  (1d4+4); 60 ft.’: +6 
  (1d4+4) 
  Melee Shortsword (Small) 
  +6 (1d6+4 ) 
  Ranged Shortbow (Small) ) 
  --> 30 ft.’: +6 (1d6+4); 120 
  ft.’: +6 (1d6+4) 
  Melee Dagger (Small) +8 
  (1d4+5 ) 
  Ranged Dagger (Small/
  Thrown) 20 ft.’: +8/+8 
  (1d4+5); 60 ft.’: +8/+8 
  (1d4+5) 
  Melee Shortsword (Small/
  Weapon +1) +9/+9 (1d6+6) 
  Ranged Shortbow (Small) ) 
  --> 30 ft.’: +8/+8 (1d6+5); 
  120 ft.’: +8/+8 (1d6+5) 
  Melee Dagger (Small) +9 
  (1d4+5 ) 
  Ranged Dagger (Small/
  Thrown) 20 ft.’: +9/+9 
  (1d4+5); 60 ft.’: +9/+9 
  (1d4+5) 
  Melee Shortsword (Small/
  Weapon +2) +11/+11 
  (1d6+7 ) 
  Ranged Shortbow (Small) ) 
  --> 30 ft.’: +9/+9 (1d6+5); 
  120 ft.’: +9/+9 (1d6+5) 
  Melee Dagger (Small) +10 
  (1d4+5 ) 
  Ranged Dagger (Small/
  Thrown) 20 ft.’: 
  +10/+10/+10 (1d4+5); 60 
  ft.’: +10/+10/+10 (1d4+5) 
  Melee Shortsword (Small/
  Weapon +3) +13/+13/+13 
  (1d6+8 ) 
  Ranged Shortbow (Small) 
  ) --> 30 ft.’: +10/+10/+10 
  (1d6+5); 120 ft.’: 
  +10/+10/+10 (1d6+5) 
  Special
  -
  -
  -
  -
  Proficiencies
  Battleaxe, Blowgun, Club, Crossbow (Hand), Crossbow (Heavy), Crossbow (Light), Dagger, Dart, Flail, Glaive, Greataxe, 
  Greatclub, Greatsword, Halberd, Handaxe, Javelin, Lance, Light Hammer, Longbow, Longsword, Mace, Maul, Morningstar, 
  Net, Pike, Quarterstaff, Rapier, Scimitar, Shortbow, Shortsword, Sickle, Sling, Spear, Trident, War Pick, Warhammer, Whip
  Special 
  Qualities
  Brave, Halfling Nimbleness, 
  Languages, Lucky, Naturally 
  Stealthy, Action Surge, 
  Fighting Style, Second 
  Wind, Two-Weapon Fighting
  Brave, Halfling Nimbleness, 
  Languages, Lucky, Naturally 
  Stealthy, Ability Score 
  Improvement, Action Surge, 
  Champion, Extra Attack, 
  Fighting Style, Improved 
  Critical, Martial Archetype, 
  Second Wind, Two-Weapon 
  Fighting 
  Brave, Halfling Nimbleness, 
  Languages, Lucky, Naturally 
  Stealthy, Ability Score 
  Improvement, Action Surge, 
  Additional Fighting Style, 
  Champion, Extra Attack, 
  Fighting Style, Improved 
  Critical, Indomitable, Martial 
  Archetype, Remarkable 
  Athlete, Second Wind, 
  Defense, Two-Weapon 
  Fighting 
  Brave, Halfling Nimbleness, 
  Languages, Lucky, Naturally 
  Stealthy, Ability Score 
  Improvement, Action Surge, 
  Additional Fighting Style, 
  Champion, Extra Attack, 
  Fighting Style, Improved 
  Critical, Indomitable, Martial 
  Archetype, Remarkable 
  Athlete, Second Wind, 
  Defense, Two-Weapon 
  Fighting
  Spell-
  casting
  -
  -
  -
  -
  Equipment
  Dagger (small); 
  shortsword (small); 
  studded leather armor; 
  shortbow (small); 
  arrows (20x)
  Dagger (small); 
  +1 shortsword (small); 
  +1 studded leather armor; 
  shortbow (small); 
  arrows (20x)
  Dagger (small); 
  +2 shortsword (small); 
  +2 studded leather 
  armor; 
  shortbow (small); 
  arrows (20x)
  Dagger (small); 
  +3 shortsword (small); 
  +3 studded leather armor; 
  shortbow (small); 
  arrows (20x)
  Special Abilities
  Brave You have advantage on saving throws against being frightened.
  Halfling Nimbleness You can move through the space of any creature that 
  is of a size larger than yours.
  Languages You can speak, read, and write Common and Halfling. The 
  Halfling language isn’t secret, but halflings are loath to share it with 
  others. They write very little, so they don’t have a rich body of literature. 
  Their oral tradition, however, is very strong. Almost all halflings speak 
  Common to converse with the people in whose lands they dwell or 
  through which they are traveling.
  Lucky When you roll a 1 on an attack roll, ability check, or saving throw, 
  you can reroll the die and must use the new roll.
  Naturally Stealthy You can attempt to hide even when you are obscured 
  only by a creature that is at least one size larger than you.
  Action Surge Starting at 2nd level, you can push yourself beyond your 
  normal limits for a moment. On your turn, you can take one additional 
  action on top of your regular action and a possible bonus action. Once 
  you use this feature, you must finish a short or long rest before you can 
  use it again. You can use this feature 1 time(s) before a rest, but only 
  once on the same turn.
  Champion The archetypal Champion focuses on the development of raw 
  physical power honed to deadly perfection. Those who model themselves 
  on this archetype combine rigorous training with physical excellence to 
  deal devastating blows.
  Extra Attack Beginning at 5th level, you can attack twice, instead of once, 
  
  127
  Vitaponna
  whenever you take the Attack action on your turn. The number of attacks 
  increases to three when you reach 11th level in this class and to four 
  when you reach 20th level in this class.
  Improved Critical Beginning when you choose this archetype at 3rd level, 
  your weapon attacks score a critical hit on a roll of 19 or 20.
  Indomitable Beginning at 9th level, you can reroll a saving throw that you 
  fail. If you do so, you must use the new roll, and you can’t use this feature 
  again until you finish a long rest. You can use this feature 2 time(s) 
  between long rests.
  Remarkable Athlete Starting at 7th level, you can add half your proficiency 
  bonus (round up) to any Strength, Dexterity, or Constitution check you 
  make that doesn’t already use your proficiency bonus. In addition, when 
  you make a running long jump, the distance you can cover increases by a 
  number of feet equal to +2.
  Second Wind You have a limited well of stamina that you can draw on to 
  protect yourself from harm. On your turn, you can use a bonus action to 
  regain hit points equal to 1d10 + your fighter level. Once you use this 
  feature, you must finish a short or long rest before you can use it again.
  Defense While you are wearing armor, you gain a +1 bonus to AC.
  Two-Weapon Fighting When you engage in two-weapon fighting, you can 
  add your ability modifier to the damage of the second attack. 
  
  128
  Vitaponna
  Carnage Crew Fighter
  CR 1; XP 200
    Low
    Moderate
    Advanced
    Elite
  Challenge CR 2 
  XP 200
  CR 6 
  XP 2,300
  CR 10 
  XP 5,900
  CR 14 
  XP 11,500
  Class / HD Fighter 2
  Fighter 6
  Fighter 10
  Fighter 14
  Size / Aln
  Medium CN 
  Half-Orc
  Medium CN 
  Half-Orc
  Medium CN 
  Half-Orc
  Medium CN 
  Half-Orc
  HP
  12
  33
  48
  92
  Armor 
  Class
  15
  17
  20
  21
  Speed
  Walk 30’
  Walk 30’
  Walk 30’
  Walk 30’
  Ability 
  Scores / 
  Saves
  STR    17 (+5) 
  DEX   13 (+1) 
  CON  10 (+2) 
  INT    11 (+0) 
  WIS     8 (-1) 
  CHA  13 (+1)
  STR    20 (+8) 
  DEX   13 (+2) 
  CON  10 (+3) 
  INT    11 (+0) 
  WIS     8 (-1) 
  CHA  13 (+1)
  STR    20 (+9) 
  DEX   16 (+3) 
  CON  10 (+4) 
  INT    11 (+0) 
  WIS     8 (-1) 
  CHA  13 (+1)
  STR    20 (+10) 
  DEX   16 (+3) 
  CON  14 (+7) 
  INT    11 (+0) 
  WIS     8 (-1) 
  CHA  13 (+1)
  Skills
  -
  -
  -
  -
  CN; Medium Humanoid (Human, Orc)
  
  129
  Vitaponna
    Low
    Moderate
    Advanced
    Elite
  Saves
  -
  -
  -
  -
  Vulnerabilities
  -
  -
  -
  -
  Immunities -
  -
  -
  -
  Senses
  Passive Perception 11
  Passive Perception 12
  Passive Perception 13
  Passive Perception 14
  Languages Common, Elvish
  Attacks
  Melee War Pick +5 (1d8+5)
  Ranged Shortbow ) --> 30 
  ft.’: +3 (1d6+1); 120 ft.’: +3 
  (1d6+1) 
  Melee Dagger +5 (1d4+5 ) 
  Ranged Dagger (Thrown) 20 
  ft.’: +5 (1d4+3); 60 ft.’: +5 
  (1d4+3) 
  Melee War Pick (Weapon 
  +1) +9/+9 (1d8+8 ) 
  Ranged Shortbow ) --> 30 
  ft.’: +5/+5 (1d6+2); 120 ft.’: 
  +5/+5 (1d6+2) 
  Melee Dagger +8/+8 
  (1d4+7) 
  Ranged Dagger (Thrown) 20 
  ft.’: +8/+8 (1d4+5); 60 ft.’: 
  +8/+8 (1d4+5) 
  Melee War Pick (Weapon 
  +2) +11/+11 (1d8+9 ) 
  Ranged Shortbow ) --> 30 
  ft.’: +7/+7 (1d6+3); 120 
  ft.’: +7/+7 (1d6+3) 
  Melee Dagger +9/+9 
  (1d4+7 ) 
  Ranged Dagger (Thrown) 
  20 ft.’: +9/+9 (1d4+5); 60 
  ft.’: +9/+9 (1d4+5) 
  Melee War Pick (Weapon +3) 
  +13/+13/+13 (1d8+10 ) 
  Ranged Shortbow ) --> 30 
  ft.’: +8/+8/+8 (1d6+3); 120 
  ft.’: +8/+8/+8 (1d6+3) 
  Melee Dagger +10/+10/+10 
  (1d4+7 ) 
  Ranged Dagger (Thrown) 20 
  ft.’: +10/+10/+10 (1d4+5); 
  60 ft.’: +10/+10/+10 
  (1d4+5) 
  Special
  -
  -
  -
  -
  Proficiencies
  Battleaxe, Blowgun, Club, Crossbow (Hand), Crossbow (Heavy), Crossbow (Light), Dagger, Dart, Flail, Glaive, Greataxe, 
  Greatclub, Greatsword, Halberd, Handaxe, Javelin, Lance, Light Hammer, Longbow, Longsword, Mace, Maul, Morningstar, 
  Net, Pike, Quarterstaff, Rapier, Scimitar, Shortbow, Shortsword, Sickle, Sling, Spear, Trident, War Pick, Warhammer, Whip
  Special 
  Qualities
  Languages, Action Surge, 
  Fighting Style, Second 
  Wind, Dueling
  Languages, Ability Score 
  Improvement, Action Surge, 
  Champion, Extra Attack, 
  Fighting Style, Improved 
  Critical, Martial Archetype, 
  Second Wind, Dueling
  Languages, Ability Score 
  Improvement, Action Surge, 
  Additional Fighting Style, 
  Champion, Extra Attack, 
  Fighting Style, Improved 
  Critical, Indomitable, Martial 
  Archetype, Remarkable 
  Athlete, Second Wind, 
  Defense, Dueling 
  Languages, Ability Score 
  Improvement, Action Surge, 
  Additional Fighting Style, 
  Champion, Extra Attack, 
  Fighting Style, Improved 
  Critical, Indomitable, Martial 
  Archetype, Remarkable 
  Athlete, Second Wind, 
  Defense, Dueling
  Spell-
  casting
  -
  -
  -
  -
  Equipment
  War pick; 
  studded leather armor; 
  shortbow; 
  arrows (20x); 
  dagger
  +1 War pick; 
  +1 studded leather armor; 
  shortbow; 
  arrows (20x); 
  dagger
  +2 War pick; 
  +2 studded leather 
  armor; 
  shortbow; 
  arrows (20x); 
  dagger
  +3 War pick; 
  +3 studded leather armor; 
  shortbow; 
  arrows (20x); 
  dagger
  Special Abilities
  Languages You can speak, read, and write Common and one extra 
  language of your choice. Humans typically learn the languages of other 
  peoples they deal with, including obscure dialects. They are fond of 
  sprinkling their speech with words borrowed from other tongues: Orc 
  curses, Elvish musical expressions, Dwarvish military phrases, and so on.
  Action Surge Starting at 2nd level, you can push yourself beyond your 
  normal limits for a moment. On your turn, you can take one additional 
  action on top of your regular action and a possible bonus action. Once 
  you use this feature, you must finish a short or long rest before you can 
  use it again. You can use this feature 1 time(s) before a rest, but only once 
  on the same turn.
  Champion The archetypal Champion focuses on the development of raw 
  physical power honed to deadly perfection. Those who model themselves 
  on this archetype combine rigorous training with physical excellence to 
  deal devastating blows.
  Extra Attack Beginning at 5th level, you can attack twice, instead of once, 
  whenever you take the Attack action on your turn. The number of attacks 
  increases to three when you reach 11th level in this class and to four 
  when you reach 20th level in this class.
  Improved Critical Beginning when you choose this archetype at 3rd level, 
  your weapon attacks score a critical hit on a roll of 19 or 20.
  Indomitable Beginning at 9th level, you can reroll a saving throw that you 
  fail. If you do so, you must use the new roll, and you can’t use this feature 
  again until you finish a long rest. You can use this feature 2 time(s) 
  between long rests.
  Remarkable Athlete Starting at 7th level, you can add half your proficiency 
  bonus (round up) to any Strength, Dexterity, or Constitution check you 
  make that doesn’t already use your proficiency bonus. In addition, when 
  you make a running long jump, the distance you can cover increases by a 
  number of feet equal to +5.
  Second Wind You have a limited well of stamina that you can draw on to 
  protect yourself from harm. On your turn, you can use a bonus action to 
  regain hit points equal to 1d10 + your fighter level. Once you use this 
  feature, you must finish a short or long rest before you can use it again.
  
  130
  Vitaponna
  Defense While you are wearing armor, you gain a +1 bonus to AC.
  Dueling When you are wielding a melee weapon in one hand and no other 
  weapons, you gain a +2 bonus to damage rolls with that weapon.
  
  131
  Vitaponna
  Carnage Crew Barbarian
  CR 2; XP 450
    Low
    Moderate
    Advanced
    Elite
  Challenge CR 2 
  XP 450
  CR 6 
  XP 2,300
  CR 10 
  XP 5,900
  CR 14 
  XP 11,500
  Class / HD Barbarian 2
  Barbarian 6
  Barbarian 10
  Barbarian 14
  Size / Aln
  Medium CE  
  Half-Orc
  Medium CE  
  Half-Orc
  Medium CE  
  Half-Orc
  Medium CE  
  Half-Orc
  HP
  28
  63
  93
  143
  Armor 
  Class
  15
  16
  17
  18
  Speed
  Walk 30’
  Walk 30’
  Walk 30’
  Walk 30’
  Ability 
  Scores / 
  Saves
  STR    15 (+4) 
  DEX   13 (+1) 
  CON  13 (+3) 
  INT      9 (-1) 
  WIS   11 (+0) 
  CHA  12 (+1)
  STR    17 (+6) 
  DEX   13 (+1) 
  CON  13 (+4) 
  INT      9 (-1) 
  WIS   11 (+0) 
  CHA  12 (+1)
  STR    19 (+8) 
  DEX   13 (+1) 
  CON  13 (+5) 
  INT      9 (-1) 
  WIS   11 (+0) 
  CHA  12 (+1)
  STR    20 (+10) 
  DEX   13 (+1) 
  CON  14 (+7) 
  INT      9 (-1) 
  WIS   11 (+0) 
  CHA  12 (+1)
  CE; Medium Humanoid (Human, Orc)
  
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    Low
    Moderate
    Advanced
    Elite
  Skills
  -
  -
  -
  -
  Saves
  -
  -
  -
  -
  Vulnerabilities
  -
  -
  -
  -
  Immunities -
  -
  -
  -
  Senses
  Passive Perception 12
  Armor - Disadvantage on 
  Stealth
  Passive Perception 13
  Armor - Disadvantage on 
  Stealth
  Passive Perception 14
  Armor - Disadvantage on 
  Stealth
  Passive Perception 15
  Armor - Disadvantage on 
  Stealth
  Languages Common, Dwarvish
  Attacks
  Melee Greatsword +4 
  (2d6+2)
  Ranged Crossbow, Heavy ) 
  --> 100 ft.’: +3 (1d10+1); 
  400 ft.’: +3 (1d10+1) 
  Melee Dagger +4 (1d4+2 ) 
  Ranged Dagger (Thrown) 20 
  ft.’: +4 (1d4+2); 60 ft.’: +4 
  (1d4+2) 
  Melee +1 Greatsword +7/+7 
  (2d6+4)
  Ranged Crossbow, Heavy 
  ) --> 100 ft.’: +4/+4 
  (1d10+1); 400 ft.’: +4/+4 
  (1d10+1) 
  Melee Dagger +6/+6 
  (1d4+3) 
  Ranged Dagger (Thrown) 20 
  ft.’: +6/+6 (1d4+3); 60 ft.’: 
  +6/+6 (1d4+3) 
  Melee +2 Greatsword 
  +10/+10 (2d6+6)
  Ranged Crossbow, Heavy 
  ) --> 100 ft.’: +5/+5 
  (1d10+1); 400 ft.’: +5/+5 
  (1d10+1) 
  Melee Dagger +8/+8 
  (1d4+4 ) 
  Ranged Dagger (Thrown) 
  20 ft.’: +8/+8 (1d4+4); 60 
  ft.’: +8/+8 (1d4+4) 
  Melee +3 Greatsword 
  +13/13 (2d6+8)
  Ranged Crossbow, Heavy 
  ) --> 100 ft.’: +6/+6 
  (1d10+1); 400 ft.’: +6/+6 
  (1d10+1) 
  Melee Dagger +10/+10 
  (1d4+5 ) 
  Ranged Dagger (Thrown) 20 
  ft.’: +10/+10 (1d4+5); 60 
  ft.’: +10/+10 (1d4+5) 
  Special
  -
  -
  -
  -
  Proficiencies
  Battleaxe, Blowgun, Club, Crossbow (Hand), Crossbow (Heavy), Crossbow (Light), Dagger, Dart, Flail, Glaive, Greataxe, 
  Greatclub, Greatsword, Halberd, Handaxe, Javelin, Lance, Light Hammer, Longbow, Longsword, Mace, Maul, Morningstar, 
  Net, Pike, Quarterstaff, Rapier, Scimitar, Shortbow, Shortsword, Sickle, Sling, Spear, Trident, Unarmed Strike, War Pick, 
  Warhammer, Whip
  Special 
  Qualities
  Darkvision, Dwarven 
  Combat Training, 
  Dwarven Resilience, 
  Dwarven Toughness, 
  Languages, Smith’s Tools, 
  Stonecunning, Tool 
  Proficiency, Danger Sense, 
  Rage, Reckless Attack, 
  Unarmored Defense
  Darkvision, Dwarven 
  Combat Training, Dwarven 
  Resilience, Dwarven 
  Toughness, Languages, 
  Smith’s Tools, Stonecunning, 
  Tool Proficiency, Ability 
  Score Improvement, Danger 
  Sense, Extra Attack, Fast 
  Movement, Frenzy, Mindless 
  Rage, Path of the Berserker, 
  Primal Path, Rage, Reckless 
  Attack, Unarmored Defense
  Darkvision, Dwarven 
  Combat Training, 
  Dwarven Resilience, 
  Dwarven Toughness, 
  Languages, Smith’s Tools, 
  Stonecunning, Tool 
  Proficiency, Ability Score 
  Improvement, Brutal 
  Critical, Danger Sense, Extra 
  Attack, Fast Movement, 
  Feral Instinct, Frenzy, 
  Intimidating Presence, Path 
  of the Berserker, Primal 
  Path, Rage, Reckless Attack, 
  Unarmored Defense
  Darkvision, Dwarven 
  Combat Training, Dwarven 
  Resilience, Dwarven 
  Toughness, Languages, 
  Smith’s Tools, Stonecunning, 
  Tool Proficiency, Ability 
  Score Improvement, Brutal 
  Critical, Danger Sense, Extra 
  Attack, Fast Movement, Feral 
  Instinct, Frenzy, Path of the 
  Berserker, Primal Path, Rage, 
  Reckless Attack, Relentless 
  Rage, Retaliation, Unarmored 
  Defense
  Spell-
  casting
  -
  -
  -
  -
  Equipment
  Greatsword; 
  scale mail; 
  heavy crossbow; 
  crossbow bolts (10x); 
  dagger
  +1 Greatsword; 
  +1 scale mail; 
  heavy crossbow; 
  crossbow bolts (10x); 
  dagger
  +2 Greatsword; 
  +2 scale mail; 
  heavy crossbow; 
  crossbow bolts (10x); 
  dagger
  +3 Greatsword; 
  +3 scale mail; 
  heavy crossbow; 
  crossbow bolts (10x); 
  dagger
  Special Abilities
  Darkvision Accustomed to life underground, you have superior vision in 
  dark and dim conditions. You can see in dim light within 60 feet of you 
  as if it were bright light, and in darkness as if it were dim light. You can’t 
  discern color in darkness, only shades of gray.
  Dwarven Combat Training You have proficiency with the battleaxe, 
  handaxe, light hammer, and warhammer.
  Dwarven Resilience You have advantage on saving throws against poison, 
  and you have resistance against poison damage (explained in chapter 9).
  Dwarven Toughness Your hit point maximum increases by 1, and it 
  increases by 1 every time you gain a level.
  Languages You can speak, read, and write Common and Dwarvish. 
  Dwarvish is full of hard consonants and guttural sounds, and those 
  
  133
  Vitaponna
  characteristics spill over into whatever other language a dwarf might 
  speak.
  Smith’s Tools Proficient with Artisan Smith’s Tools.
  Stonecunning Whenever you make an Intelligence (History) check related 
  to the origin of stonework, you are considered proficient in the History 
  skill and add double your proficiency bonus to the check, instead of your 
  normal proficiency bonus.
  Brutal Critical Beginning at 9th level, you can roll 2 additional weapon 
  damage die when determining the extra damage for a critical hit with a 
  melee attack.
  Danger Sense At 2nd level, you gain an uncanny sense of when things 
  nearby aren’t as they should be, giving you an edge when you dodge away 
  from danger. You have advantage on Dexterity saving throws against 
  effects that you can see, such as traps and spells. To gain this benefit, you 
  can’t be blinded, deafened, or incapacitated.
  Extra Attack Beginning at 5th level, you can attack twice, instead of once, 
  whenever you take the Attack action on your turn.
  Fast Movement Starting at 5th level, your speed increases by 10 feet 
  while you aren’t wearing heavy armor.
  Feral Instinct By 7th level, your instincts are so honed that you have 
  advantage on initiative rolls. Additionally, if you are surprised at the 
  beginning of combat and aren’t incapacitated, you can act normally on 
  your first turn, but only if you enter your rage before doing anything else 
  on that turn.
  Frenzy Starting when you choose this path at 3rd level, you can go into 
  a frenzy when you rage. If you do so, for the duration of your rage you 
  can make a single melee weapon attack as a bonus action on each of 
  your turns after this one. When your rage ends, you suffer one level of 
  exhaustion (as described in appendix A).
  Path of the Berserker For some barbarians, rage is a means to an end--that 
  end being violence. The Path of the Berserker is a path of untrammeled 
  fury, slick with blood. As you enter the berserker’s rage, you thrill in the 
  chaos of battle, heedless of your own health or well-being.
  Primal Path At 3rd level, you choose a path that shapes the nature of your 
  rage. Choose the Path of the Berserker or the Path of the Totem Warrior, 
  both detailed at the end of the class description. Your choice grants you 
  features at 3rd level and again at 6th, 10th, and 14th levels.
  Rage In battle, you fight with primal ferocity. On your turn, you can enter 
  a rage as a bonus action. While raging, you gain the following benefits if 
  you aren’t wearing heavy armor: You have advantage on Strength checks 
  and Strength saving throws. When you make a melee weapon attack 
  using Strength, you gain a bonus to the damage roll equal to 3. You have 
  resistance to bludgeoning, piercing, and slashing damage. If you are able 
  to cast spells, you can’t cast them or concentrate on them while raging. 
  Your rage lasts for 1 minute. It ends early if you are knocked unconscious 
  or if your turn ends and you haven’t attacked a hostile creature since your 
  last turn or taken damage since then. You can also end your rage on your 
  turn as a bonus action. Once you have raged the number of times equal 
  to 5, you must finish a long rest before you can rage again.
  Reckless Attack Starting at 2nd level, you can throw aside all concern 
  for defense to attack with fierce desperation. When you make your first 
  attack on your turn, you can decide to attack recklessly. Doing so gives 
  you advantage on melee weapon attack rolls using Strength during this 
  turn, but attack rolls against you have advantage until your next turn.
  Relentless Rage Starting at 11th level, your rage can keep you fighting 
  despite grievous wounds. If you drop to 0 hit points while you’re raging 
  and don’t die outright, you can make a DC 10 Constitution saving throw. 
  If you succeed, you drop to 1 hit point instead. Each time you use this 
  feature after the first, the DC increases by 5. When you finish a short or 
  long rest, the DC resets to 10.
  Retaliation Starting at 14th level, when you take damage from a creature 
  that is within 5 feet of you. you can use your reaction to make a melee 
  weapon attack against that creature.
  Unarmored Defense While you are not wearing any armor, your Armor 
  Class equals 10 + your Dexterity modifier + your Constitution modifier. 
  You can use a shield and still gain this benefit.
  
  134
  Vitaponna
  Carnage Crew Ranger
  CR 2; XP 450
    Low
    Moderate
    Advanced
    Elite
  Challenge CR 2 
  XP 450
  CR 6 
  XP 2,300
  CR 10 
  XP 5,900
  CR 14 
  XP 11,500
  Class / HD Ranger 2
  Ranger 6
  Ranger 10
  Ranger 14
  Size / Aln
  Medium LE 
  Half-Elf
  Medium LE 
  Half-Elf
  Medium LE 
  Half-Elf
  Medium LE 
  Half-Elf
  HP
  18
  42
  63
  84
  Armor 
  Class
  15
  17
  19
  20
  Speed
  Walk 30’
  Walk 30’
  Walk 30’
  Walk 30’
  Ability 
  Scores / 
  Saves
  STR    13 (+3) 
  DEX   17 (+5) 
  CON  10 (+0) 
  INT    12 (+1) 
  WIS   15 (+2) 
  CHA    8 (-1)
  STR    13 (+4) 
  DEX   19 (+7) 
  CON  10 (+0) 
  INT    12 (+1) 
  WIS   15 (+2) 
  CHA    8 (-1)
  STR    13 (+5) 
  DEX   20 (+9) 
  CON  11 (+0) 
  INT    12 (+1) 
  WIS   15 (+2) 
  CHA    8 (-1)
  STR    15 (+7) 
  DEX   20 (+10) 
  CON  11 (+0) 
  INT    12 (+1) 
  WIS   15 (+2) 
  CHA    8 (-1)
  Skills
  -
  -
  -
  -
  Saves
  -
  -
  -
  -
  Vulnerabilities
  -
  -
  -
  -
  Immunities -
  -
  -
  -
  LE; Medium Humanoid (Human, Elf)
  
  135
  Vitaponna
    Low
    Moderate
    Advanced
    Elite
  Senses
  Passive Perception 14
  Passive Perception 15
  Passive Perception 16
  Passive Perception 17
  Languages Common, Dwarvish, Elvish, Giant, Gnomish, Halfling
  Attacks
  Ranged Longbow ) --> 150 
  ft.’: +7 (1d8+3); 600 ft.’: +7 
  (1d8+3) 
  Melee Shortsword +5 
  (1d6+3 ) 
  Ranged Longbow (Weapon 
  +1) ) --> 150 ft.’: +10/+10 
  (1d8+5); 600 ft.’: +10/+10 
  (1d8+5) 
  Melee Shortsword +7/+7 
  (1d6+4 ) 
  Ranged Longbow (Weapon 
  +2) ) --> 150 ft.’: +13/+13 
  (1d8+7); 600 ft.’: +13/+13 
  (1d8+7) 
  Melee Shortsword +9/+9 
  (1d6+5 ) 
  Ranged Longbow (Weapon 
  +3) ) --> 150 ft.’: +15/+15 
  (1d8+8); 600 ft.’: +15/+15 
  (1d8+8) 
  Melee Shortsword +10/+10 
  (1d6+5 ) 
  Special
  -
  -
  -
  -
  Proficiencies
  Battleaxe, Blowgun, Club, Crossbow (Hand), Crossbow (Heavy), Crossbow (Light), Dagger, Dart, Flail, Glaive, Greataxe, 
  Greatclub, Greatsword, Halberd, Handaxe, Javelin, Lance, Light Hammer, Longbow, Longsword, Mace, Maul, Morningstar, 
  Net, Pike, Quarterstaff, Rapier, Scimitar, Shortbow, Shortsword, Sickle, Sling, Spear, Trident, Unarmed Strike, War Pick, 
  Warhammer, Whip
  Special 
  Qualities
  Spellcaster Spell Slots, 
  Ability Score Increase, 
  Darkvision, Fey Ancestry, 
  Languages, Skill Versatility, 
  Favored Enemy, Fighting 
  Style, Natural Explorer, 
  Spellcasting, Spell Slots, 
  Archery, Humanoids, Forest
  Spellcaster Spell Slots, 
  Ability Score Increase, 
  Darkvision, Fey Ancestry, 
  Languages, Skill Versatility, 
  Ability Score Improvement, 
  Extra Attack, Favored 
  Enemy, Fighting Style, Giant 
  Killer, Hunter, Hunter’s 
  Prey, Natural Explorer, 
  Primeval Awareness, Ranger 
  Archetype, Spellcasting, 
  Spell Slots, Archery, 
  Aberrations, Humanoids, 
  Forest, Mountain
  Spellcaster Spell Slots, 
  Ability Score Increase, 
  Darkvision, Fey Ancestry, 
  Languages, Skill Versatility, 
  Ability Score Improvement, 
  Defensive Tactics, Extra 
  Attack, Favored Enemy, 
  Fighting Style, Giant Killer, 
  Hide in Plain Sight, Hunter, 
  Hunter’s Prey, Land’s 
  Stride, Natural Explorer, 
  Primeval Awareness, Ranger 
  Archetype, Spellcasting, 
  Spell Slots, Steel Will, 
  Archery, Aberrations, 
  Humanoids, Forest, 
  Grassland, Mountain
  Spellcaster Spell Slots, 
  Ability Score Increase, 
  Darkvision, Fey Ancestry, 
  Languages, Skill Versatility, 
  Ability Score Improvement, 
  Defensive Tactics, Extra 
  Attack, Favored Enemy, 
  Fighting Style, Giant Killer, 
  Hide in Plain Sight, Hunter, 
  Hunter’s Prey, Land’s Stride, 
  Multiattack, Natural Explorer, 
  Primeval Awareness, Ranger 
  Archetype, Spellcasting, 
  Spell Slots, Steel Will, Vanish, 
  Volley, Archery, Aberrations, 
  Dragons, Humanoids, Forest, 
  Grassland, Mountain
  Spell-
  casting
  Save DC 12; Spell Atk +4
  1st: alarm; detect magic
  Save DC 13; Spell Atk +5
  2nd: find traps; pass without 
  trace
  1st: alarm; detect magic; fog 
  cloud; longstrider
  Save DC 14; Spell Atk +6
  3rd: daylight; nondetection
  2nd: find traps; pass 
  without trace; silence
  1st: alarm; detect magic; 
  fog cloud; longstrider
  Save DC 15; Spell Atk +7
  4th: locate creature
  3rd: daylight; nondetection; 
  water walk
  2nd: find traps; pass without 
  trace; silence
  1st: alarm; detect magic; fog 
  cloud; longstrider
  Equipment
  Longbow; 
  studded leather armor; 
  arrows (20x); 
  shortsword
  +1 Longbow; 
  +1 studded leather armor; 
  arrows (20x); 
  shortsword
  +2 Longbow; 
  +2 studded leather 
  armor; 
  arrows (20x); 
  shortsword
  +3 Longbow; 
  +3 studded leather armor; 
  arrows (20x); 
  shortsword
  Special Abilities
  Darkvision Thanks to your elf blood, you have superior vision in dark and 
  dim conditions. You can see in dim light within 60 feet of you as if it were 
  bright light, and in darkness as if it were dim light. You can’t discern color 
  in darkness, only shades of gray.
  Fey Ancestry You have advantage on all saving throws against being 
  charmed or put to sleep.
  Languages You can speak, read, and write Common, Elvish, and one extra 
  language of your choice.
  Extra Attack Beginning at 5th level, you can attack twice, instead of once, 
  whenever you take the Attack action on your turn.
  Favored Enemy Beginning at 1st level, you have significant experience 
  studying, tracking, hunting, and even talking to a certain type of 
  enemy. Choose a type of favored enemy: aberrations, beasts, celestials, 
  constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, 
  plants, or undead. Alternatively, you can select two races of humanoid 
  (such as gnolls and orcs) as favored enemies. You have advantage on 
  Wisdom (Survival) checks to track your favored enemies, as well as on 
  Intelligence checks to recall information about them. When you gain 
  this feature, you also learn one language of your choice that is spoken by 
  your favored enemies, if they speak one at all. You choose one additional 
  favored enemy, as well as an associated language, at 6th and 14th level. 
  As you gain levels, your choices should reflect the types of monsters you 
  have encountered on your adventures.
  Giant Killer When a Large or larger creature within 5 feet of you hits 
  or misses you with an attack, you can use your reaction to attack that 
  
  136
  Vitaponna
  creature immediately after its attack, provided that you can see the 
  creature.
  Hide in Plain Sight Starting at 10th level, you can spend 1 minute 
  creating camouflage for yourself. You must have access to fresh mud, 
  dirt, plants, soot, and other naturally occurring materials with which to 
  create your camouflage. Once you are camouflaged in this way, you can 
  try to hide by pressing yourself up against a solid surface, such as a tree 
  or wall, that is at least as tall and wide as you are. You gain a +10 bonus to 
  Dexterity (Stealth) checks as long as you remain there without moving or 
  taking actions. Once you move or take an action or a reaction, you must 
  camouflage yourself again to gain this benefit.
  Hunter Emulating the Hunter archetype means accepting your place as 
  a bulwark between civilization and the terrors of the wilderness. As you 
  walk the Hunter’s path, you learn specialized techniques for fighting the 
  threats you face, from rampaging ogres and hordes of orcs to towering 
  giants and terrifying dragons.
  Land’s Stride Starting at 8th level, moving through nonmagical difficult 
  terrain costs you no extra movement. You can also pass through 
  nonmagical plants without being slowed by them and without taking 
  damage from them if they have thorns, spines, or a similar hazard. In 
  addition, you have advantage on saving throws against plants that are 
  magically created or manipulated to impede movement, such those 
  created by the entangle spell.
  Multiattack At 11th level, you gain one of the following features of your 
  choice.
  Natural Explorer You are particularly familiar with one type of natural 
  environment and are adept at traveling and surviving in such regions. 
  Choose one type of favored terrain: arctic, coast, desert, forest, grassland, 
  mountain, swamp, or the Underdark. When you make an Intelligence or 
  Wisdom check related to your favored terrain, your proficiency bonus is 
  doubled if you are using a skill that you’re proficient in. While traveling for 
  an hour or more in your favored terrain, you gain the following benefits: 
  * Difficult terrain doesn’t slow your group’s travel. * Your group can’t 
  become lost except by magical means. * Even when you are engaged in 
  another activity while traveling (such as foraging, navigating, or tracking), 
  you remain alert to danger. * If you are traveling alone, you can move 
  stealthily at a normal pace. * When you forage, you find twice as much 
  food as you normally would. * While tracking other creatures, you also 
  learn their exact number, their sizes, and how long ago they passed 
  through the area. You choose additional favored terrain types at 6th and 
  10th level.
  Primeval Awareness Beginning at 3rd level, you can use your action 
  and expend one ranger spell slot to focus your awareness on the region 
  around you. For 1 minute per level of the spell slot you expend, you 
  can sense whether the following types of creatures are present within 
  1 mile of you (or within up to 6 miles if you are in your favored terrain): 
  aberrations, celestials, dragons, elementals, fey, fiends, and undead. This 
  feature doesn’t reveal the creatures’ location or number.
  Steel Will You have advantage on saving throws against being frightened.
  Vanish Starting at 14th level, you can use the Hide action as a bonus 
  action on your turn. Also, you can’t be tracked by nonmagical means, 
  unless you choose to leave a trail.
  Volley You can use your action to make a ranged attack against any 
  number of creatures within 10 feet of a point you can see within your 
  weapon’s range. You must have ammunition for each target, as normal, 
  and you make a separate attack roll for each target.
  Archery You gain a +2 bonus to attack rolls you make with ranged 
  weapons.
  Aberrations Advantage on Wisdom (Survival) checks to track Aberrations, 
  as well as on Intelligence checks to recall information about them. You 
  also learn one language of your choice that is spoken by your favored 
  enemies, if they speak one at all.
  Dragons Advantage on Wisdom (Survival) checks to track Dragons, as 
  well as on Intelligence checks to recall information about them. You also 
  learn one language of your choice that is spoken by your favored enemies, 
  if they speak one at all.
  Humanoids Advantage on Wisdom (Survival) checks to track Humanoids, 
  as well as on Intelligence checks to recall information about them. You 
  also learn one language of your choice that is spoken by your favored 
  enemies, if they speak one at all.
  
  137
  Ylgronne
  Ylgronne the Brazen
  
  138
  Ylgronne
  Ylgronne the Brazen
  Overview
  A powerful, massive half-orc, she is a particular and 
  practical sort of mass murderer: under the banner of 
  adventurer or mercenary, she will form a band of like-
  minded opportunists to plunder a dragon’s hoard, or a 
  goblin’s cave, or some similar hoax.  
  Once in the cave, her trap is sprung, and one by one, her 
  fellow adventurers befall a terrible fate.  Afterwards, she 
  collects the loot from the bodies, burns or sells the corpses, 
  and makes haste to another town, lest she be recognized.
  Appearance
  She engineers her appearance so as to blend into the 
  background.  Approaching an extant group of adventurers, 
  she will slyly take notes as to their current composition, and 
  will affect the same styles they do so as to pre-emptively 
  match with them even before joining their grop officially.
  Background
  Ylgronne’s backstory and motivation here are quite simple, 
  and obvious: she was an adventurer once, years ago.  She 
  and some friends of similar age made their way into the 
  wilderness in search of adventure.
  Their first sortie left them wounded and penniless, such was 
  their lack of training.  They figured they were smart, eager, 
  and ready to learn: as a fix for their failure, they enlisted 
  the help of an older, wiser dwarven woman who had herself 
  adventured.  Owing to their lack of coin, they promised the 
  woman half of their collective loot if they would join them 
  and help them prosper.
  The dwarf betrayed them, collecting treasure during their 
  first battle while Ylgronne and her friends fought a monster.  
  Though Ylgronne survived, she was the only one: all her 
  friends were slain in the conflict.
  It took her six weeks, but Ylgronne hunted down the 
  dwarven woman and slew her, taking back the gold she had 
  stolen while her friends lay bloody and dying.
  Despicable though the dwarf’s tactics had been, Ylgronne 
  was grudgingly forced to admit at least one thing about the 
  tragedy: it had worked.
  Demeanor
  Ylgronne has no true friends, just intermittent business 
  partners.  She plays her emotions close to the chest, 
  revealing nothing and saying little.
  While adventuring, she stays in the background of events, 
  letting the existing relationships dictate what happens.  She 
  will rarely offer an opinion, and when she does, it is in a 
  sagelike tone, as though offering her perspective as part of 
  her services as a hireling.
  Combat Tactics
  Ylgronne is capable in combat, but prefers to let monsters 
  do the work for her wherever possible.  She will often 
  participate in battles for the first portion of an adventure, 
  fighting minimally and conserving her own resources and 
  letting the rest of the party expend theirs.
  Later in the adventure, she will spring her trap, either 
  turning outright on the tired remnants of a party, or 
  abstaining from a fight entirely to watch monsters prey on 
  her employers until she can clean up whatever survives.
  Against more formidable adventurers, she will enlist the help 
  of her followers, and may even set up an ambush or trap 
  involving them.
  Modus Operandi
  Ylgronne will hang out wherever hireling adventurers do, 
  offering her services for competitive rates.  
  Once she is engaged, she will refuse payment up-front, 
  preferring instead to collect her percentage once loot has 
  been established.  This approach tends to engender a false 
  sense of trust in the half-orc.
  Notoriety
  Ylgronne doesn’t stay too long in the same city, mainly 
  because a mercenary adventurer cannot return alone from 
  too many sorties before people start to talk about bad luck or 
  suspect the outright betrayal she employs.
  In areas where she is known, between her battle garb and 
  her race, she is often assumed to be a competent fighter, 
  even if nobody has ever seen her in battle.
  Some of the time, Ylgronne will undertake an adventure 
  legitimately—which is to say, she will fight alongside her 
  comrades and not betray them.  She does this a lot in cities 
  in which she plans to spend a lengthy amount of time.
  Hooks, Integration, & Adventure 
  Seeds
  • Direct Attack: Ylgronne offers her services to the party, 
  and betrays them in mid-adventure.
  • Plea of the Innocent: An orphaned son of a slain 
  adventurer tells the PCs his last sight of his mother 
  was hiring Ylgronne; he begs the party to find out what 
  happened.
  • Dark Rumor: The party comes by rumors and lore of a 
  hireling who betrays her comrades.
  
  139
  Ylgronne
  
  140
  Ylgronne
  FlexTable 10: Ylgronne the Brazen Rumors & Lore
  A
  B
  C
  D
  DC
  Description
  Veracity
  -
  -
  -
  01-30
  -
  No Rumor
  No information is obtained.
  01-14
  01-14
  01-14
  31-39
  12
  Some mercenaries will hire 
  into an existing band of 
  adventurers and run when 
  the going gets tough.
    Partially True.  This is generally 
  speaking accurate, but in the context of 
  Ylgronne, she has never yet fled out of 
  fear.
  15-29
  15-30
  15-30
  01-30
  13
  It’s a good idea to make sure 
  you trust anyone you hire to 
  join you in a quest.
    True.  This is good advice in a general 
  sense, doubly so when hiring Ylgronne.
  30-44
  31-45
  31-45
  31-39
  14
  Be careful who you trust
  Of human and orc loin
  Armor turns to rust
  Betrayed for lust of coin
    True.  Ylgronne is a half-orc, and 
  betrays for greed.
  45-59
  46-60
  46-60
  40-49
  15
  Some half-orcs can’t be 
  trusted to keep their 
  battle-lust constrained to 
  monsters!
    Partially True.  A bit racist to say in 
  general terms, but in context, Ylgronne’s 
  murders may seem to be rooted in battle-
  lust as opposed to premediated betrayal.  
  Whether one is better than the other may 
  not matter!
  60-74
  60-69
  60-69
  50-59
  16
  A ceratin half-orc mercenary 
  has been known to betray 
  her comrades in a monster’s 
  lair, taking the treasure for 
  herself.
    True.  This describes a common 
  approach Ylgronne uses.
  75-89
  70-97
  70-94
  60-69
  11
  There’s a mercenary who 
  hires out her services to 
  adventurers.  When in a 
  cave, though, she reveals 
  that she’s a wyvern herself 
  in disguise, and eats them 
  all up!
    False.  Ylgronne is no monster in the 
  literal sense of the word.
  90-00
  98-00
  95-00
  70-00
  13
  If you hire someone you 
  don’t trust, it’s your own 
  damned fault if they betray 
  you.
    False.  Though it’s a good idea to 
  exercise caution, one can easily argue 
  that betrayal and murder are the fault of 
  nobody save Ylgronne herself.
  Habits and Logistics
  On any given day, there’s a 
    25% chance Ylgronne is out 
  on a job, adventuring with a group who has hired her.
  The remainder of the time, she will hang out at taverns and 
  adventurer’s guild halls, looking for work.
  Conversation
  Ylgronne’s goal in any social interaction is to obtain trust, or 
  once she’s hired, to maintain it and give nothing away.
  As a result, her conversations will be strictly business.
  What happened to those other adventurers? 
  (This can be a general question about any victim, actual or 
  suspected.)
   
    “It was terrible.  Monsters slew everyone.  I tried to 
  help, but was wounded pretty bad, myself.”
  What advice can you offer?
   
    “I trust your judgment; I’m here to help out if things get 
  bad.”
  Have you ever betrayed anyone for money?
   
    “What?  What an awful thing to say.  It’s bad enough I’ve 
  outlived some of my comrades, but to say I had anything 
  to do with it... that’s a pretty evil thing to say.”
  Attitude Tracker Triggers
  Value
  Action
  <7
  Ylgronne will plot the destruction of the party, 
  convinced they will get her jailed or hanged if 
  they’re not killed first.
  
  141
  Ylgronne
  Value
  Action
  <13
  The half-orc warrior will consider leaving town 
  to avoid a confrontation, and will actively try 
  to prevent talking with the party.  She may ask 
  one of her henchmen to follow the party and 
  report on their whereabouts.
  >18
  Ylgronne will offer to join the party, 
  legitimately, with no intent to slay or betray 
  them.
  >24
  The mercenary will consider joining the party 
  full-time, abandoning her murderous ways and 
  becoming a legitimate adventurer for only her 
  share of any looting.
  Organization
  Ylgronne has two followers who are really just like-minded 
  business partners.  They are primarily for ambushing 
  victims.
  In smaller towns, Ylgronne and her henchmen take the role 
  of a tiny adventuring party themselves, and will hire a small 
  handful of mercenaries to accompany them... and then betray 
  and murder them.
  Henchmen, Retainers, and 
  Followers
  The Bashful is a shy rogue who affects muteness.  Actually 
  quite skilled, he uses his sneak attack to slay those in total 
  darkness.  The Bashful is typically used in ambushes, but on 
  rare occasion can join an adventuring party as well, often 
  to murder the party in their sleep.  The Bashful was the 
  lone survivor of a time a year ago when Ylgronne murdered 
  everyone else in the party, and stopped just before she 
  slew The Bashful, who was looking at Ylgronne not with 
  terror, but with admiration, as though just now realizing the 
  tremendous opportunity that the half-orc warrior had seized 
  upon.
  The Insane is clearly unhinged, even for a dwarven 
  barbarian.  Her role is to distract attention while the other 
  two go about their business.
  Lair / Residence
  Ylgronne has no permanent residence, staying in slums and 
  hovels much of the time.  
  Quests & Encounters
    Quest: Sleep Tight
    Summary: Ylgronne tries to kill the party while they 
  sleep while on an adventure.
    Rewards:   Up to 
    2 Reward Stars.
    Locations: Any.
    Key NPCs: Ylgronne the Brazen.
    Kickoff: The party hires Ylgronne (and, at the GM’s 
  option, one or both of her henchmen) to join their 
  adventuring party.  One night, while most are asleep in 
  their camp, Ylgronne decides to try and murder the party 
  in their bedrolls.
    Description:
  The party’s objective here is simple: survive, and, optionally, 
  figure out what happened.
  Whether the murder attempt involves only Ylgronne, or her 
  henchmen as well, is up to the GM, though it is suggested 
  that this scale to the size and capabilities of the party itself.  
  Smaller groups of PCs need only Ylgronne; larger and higher-
  level parties may require the combined talents of all three 
  villains.
  Before the PCs rest while on the adventure with Ylgronne, 
  make sure they establish a clear watch duty explicitly.
  If there is any portion of the night where all the PCs are 
  asleep and Ylgronne herself has watch, that is when the 
  betrayers will strike.  Ylgronne gets a free attack against one 
  of the sleeping PCs, and the next round is automatically a 
  surprise round against the party.
  If the PCs are cautious and make sure watches occur in pairs, 
  with each pair including at least one PC to keep an eye on 
  mercenaries, there is no free attack, and any PCs included in 
  the watch with Ylgronne are not surprised.
    The PCs can run.  This will cause them all to scatter.  
  Ylgronne and her henchmen will pursue, but not 
  immediately, preferring to stalk their prey and let the 
  environment assist in the kill.  Successful evasion and 
  return to town requires a Skill Challenge, as follows.  If 
  henchmen are involved in the pursuit, randomly assign 
  each villain to a single PC, and check separately for each 
  PC’s escape.  PCs not assigned a villain in this manner 
  automatically escape back to town successfully, though 
  they should check at least once for a random monster 
  encounter on the way.
    Running In the Night
  First Check: Stealth or Survival, opposed by the pursuer’s 
  Perception.  Failure means the pursuer attacks and 
  combat ensues; the PC involved may flee, which resets this 
  challenge.
  Second Check: Stealth or Survival, opposed by the pursuer’s 
  Perception or Survival.  Failure reverts to the First Check 
  above; success means the PC involved has escaped.  If the 
  check is passed by 5 or more points, the PC returns to town 
  without further incident; passing by less than 5 points means 
  a roll on the appropriate random encounters table on their 
  way back to safety.
    Staying and fighting is the likely reaction.  Success means 
  the party survives, and is granted 
    1 Reward Star.
    If the party somehow subdues Ylgronne without killing 
  her, they may question her; defeated in this manner, she 
  will admit to her crimes entirely with no skill checks 
  necessary.  This grants the party a total of 
    2 Reward 
  Stars.
  
  142
  Ylgronne
  Ylgronne the Brazen
  CR 5; XP 1,800
    Low
    Moderate
    Advanced
    Elite
  Challenge CR 5 
  XP 1,800
  CR 9 
  XP 5,000
  CR 13 
  XP 10,000
  CR 17 
  XP 18,000
  Class / HD Fighter 5
  Fighter 9
  Fighter 13
  Fighter 17
  Size / Aln
  Medium NE  
  Half-Orc
  Medium NE  
  Half-Orc
  Medium NE  
  Half-Orc
  Medium NE  
  Half-Orc
  HP
  51
  111
  147
  194
  Armor 
  Class
  18
  19
  20
  21
  Speed
  Walk 30’
  Walk 30’
  Walk 30’
  Walk 30’
  Ability 
  Scores / 
  Saves
  STR    20 (+8) 
  DEX   15 (+2) 
  CON  16 (+6) 
  INT    11 (+0) 
  WIS     7 (-2) 
  CHA  11 (+0)
  STR    20 (+9) 
  DEX   15 (+2) 
  CON  20 (+9) 
  INT    11 (+0) 
  WIS     7 (-2) 
  CHA  11 (+0)
  STR    20 (+10) 
  DEX   17 (+3) 
  CON  20 (+10) 
  INT    11 (+0) 
  WIS     7 (-2) 
  CHA  11 (+0)
  STR    20 (+11) 
  DEX   20 (+5) 
  CON  20 (+11) 
  INT    11 (+0) 
  WIS     7 (-2) 
  CHA  11 (+0)
  Skills
  -
  -
  -
  -
  Saves
  -
  -
  -
  -
  Vulnerabilities
  -
  -
  -
  -
  Immunities -
  -
  -
  -
  Senses
  Passive Perception 8
  Armor - Disadvantage on 
  Stealth
  Passive Perception 8
  Armor - Disadvantage on 
  Stealth
  Passive Perception 8
  Armor - Disadvantage on 
  Stealth
  Passive Perception 8
  Armor - Disadvantage on 
  Stealth
  Languages Common, Orc
  Attacks
  Melee Greataxe +8/+8 
  (1d12+5)
  Ranged Crossbow, Heavy 
  ) --> 100 ft.’: +5/+5 
  (1d10+2); 400 ft.’: +5/+5 
  (1d10+2) 
  Melee Dagger +8/+8 
  (1d4+5 ) 
  Ranged Dagger (Thrown) 20 
  ft.’: +8/+8 (1d4+5); 60 ft.’: 
  +8/+8 (1d4+5) 
  Melee +1 Greataxe +10/+10 
  (1d12+6)
  Ranged Crossbow, Heavy 
  ) --> 100 ft.’: +6/+6 
  (1d10+2); 400 ft.’: +6/+6 
  (1d10+2) 
  Melee Dagger +9/+9 
  (1d4+5) 
  Ranged Dagger (Thrown) 20 
  ft.’: +9/+9 (1d4+5); 60 ft.’: 
  +9/+9 (1d4+5) 
  Melee +2 Greataxe 
  +12/+12/+12 (1d12+7)
  Ranged Crossbow, Heavy 
  ) --> 100 ft.’: +8/+8/+8 
  (1d10+3); 400 ft.’: 
  +8/+8/+8 (1d10+3) 
  Melee Dagger 
  +10/+10/+10 (1d4+5 ) 
  Ranged Dagger (Thrown) 
  20 ft.’: +10/+10/+10 
  (1d4+5); 60 ft.’: 
  +10/+10/+10 (1d4+5) 
  Melee +3 Greataxe 
  +14/+14/+14 (1d12+8)
  Ranged Crossbow, Heavy ) 
  --> 100 ft.’: +11/+11/+11 
  (1d10+5); 400 ft.’: 
  +11/+11/+11 (1d10+5) 
  Melee Dagger +11/+11/+11 
  (1d4+5 ) 
  Ranged Dagger (Thrown) 20 
  ft.’: +11/+11/+11 (1d4+5); 
  60 ft.’: +11/+11/+11 
  (1d4+5) 
  Special
  -
  -
  -
  -
  NE; Medium Humanoid (Human, Orc)
  
  143
  Ylgronne
    Low
    Moderate
    Advanced
    Elite
  Proficiencies
  Battleaxe, Blowgun, Club, Crossbow (Hand), Crossbow (Heavy), Crossbow (Light), Dagger, Dart, Flail, Glaive, Greataxe, 
  Greatclub, Greatsword, Halberd, Handaxe, Javelin, Lance, Light Hammer, Longbow, Longsword, Mace, Maul, Morningstar, 
  Net, Pike, Quarterstaff, Rapier, Scimitar, Shortbow, Shortsword, Sickle, Sling, Spear, Trident, Unarmed Strike, War Pick, 
  Warhammer, Whip
  Special 
  Qualities
  Darkvision, Languages, 
  Menacing, Relentless 
  Endurance, Savage Attacks, 
  Ability Score Improvement, 
  Action Surge, Champion, 
  Extra Attack, Fighting Style, 
  Improved Critical, Martial 
  Archetype, Second Wind, 
  Great Weapon Fighting
  Darkvision, Languages, 
  Menacing, Relentless 
  Endurance, Savage Attacks, 
  Ability Score Improvement, 
  Action Surge, Champion, 
  Extra Attack, Fighting 
  Style, Improved Critical, 
  Indomitable, Martial 
  Archetype, Remarkable 
  Athlete, Second Wind, Great 
  Weapon Fighting
  Darkvision, Languages, 
  Menacing, Relentless 
  Endurance, Savage Attacks, 
  Ability Score Improvement, 
  Action Surge, Additional 
  Fighting Style, Champion, 
  Extra Attack, Fighting 
  Style, Improved Critical, 
  Indomitable, Martial 
  Archetype, Remarkable 
  Athlete, Second Wind, 
  Dueling, Great Weapon 
  Fighting
  Darkvision, Languages, 
  Menacing, Relentless 
  Endurance, Savage Attacks, 
  Ability Score Improvement, 
  Action Surge, Additional 
  Fighting Style, Champion, 
  Extra Attack, Fighting 
  Style, Improved Critical, 
  Indomitable, Martial 
  Archetype, Remarkable 
  Athlete, Second Wind, 
  Superior Critical, Dueling, 
  Great Weapon Fighting
  Spell-
  casting
  -
  -
  -
  -
  Equipment
  Greataxe; 
  plate armor; 
  heavy crossbow; 
  crossbow bolts (10x); 
  dagger
  +1 Greataxe; 
  +1 plate armor; 
  heavy crossbow; 
  crossbow bolts (10x); 
  dagger
  +2 Greataxe; 
  +2 plate armor; 
  heavy crossbow; 
  crossbow bolts (10x); 
  dagger
  +3 Greataxe; 
  +3 plate armor; 
  heavy crossbow; 
  crossbow bolts (10x); 
  dagger
  Special Abilities
  Darkvision Thanks to your orc blood, you have superior vision in dark and 
  dim conditions. You can see in dim light within 60 feet of you as if it were 
  bright light, and in darkness as if it were dim light. You can’t discern color 
  in darkness, only shades of gray.
  Languages You can speak, read, and write Common and Orc. Orc is a 
  harsh, grating language with hard consonants. It has no script of its own 
  but is written in the Dwarvish script.
  Menacing You gain proficiency in the Intimidation skill.
  Relentless Endurance When you are reduced to 0 hit points but not killed 
  outright, you can drop to 1 hit point instead. You can’t use this feature 
  again until you finish a long rest.
  Savage Attacks When you score a critical hit with a melee weapon attack, 
  you can roll one of the weapon’s damage dice one additional time and add 
  it to the extra damage of the critical hit.
  Action Surge Starting at 2nd level, you can push yourself beyond your 
  normal limits for a moment. On your turn, you can take one additional 
  action on top of your regular action and a possible bonus action. Once 
  you use this feature, you must finish a short or long rest before you can 
  use it again. You can use this feature 2 time(s) before a rest, but only once 
  on the same turn.
  Champion The archetypal Champion focuses on the development of raw 
  physical power honed to deadly perfection. Those who model themselves 
  on this archetype combine rigorous training with physical excellence to 
  deal devastating blows.
  Extra Attack Beginning at 5th level, you can attack twice, instead of once, 
  whenever you take the Attack action on your turn. The number of attacks 
  increases to three when you reach 11th level in this class and to four 
  when you reach 20th level in this class.
  Improved Critical Beginning when you choose this archetype at 3rd level, 
  your weapon attacks score a critical hit on a roll of 19 or 20.
  Indomitable Beginning at 9th level, you can reroll a saving throw that 
  you fail. If you do so, you must use the new roll, and you can’t use this 
  feature again until you finish a long rest. You can use this feature 3 time(s) 
  between long rests.
  Remarkable Athlete Starting at 7th level, you can add half your proficiency 
  bonus (round up) to any Strength, Dexterity, or Constitution check you 
  make that doesn’t already use your proficiency bonus. In addition, when 
  you make a running long jump, the distance you can cover increases by a 
  number of feet equal to +5.
  Second Wind You have a limited well of stamina that you can draw on to 
  protect yourself from harm. On your turn, you can use a bonus action to 
  regain hit points equal to 1d10 + your fighter level. Once you use this 
  feature, you must finish a short or long rest before you can use it again.
  Superior Critical Starting at 15th level, your weapon attacks score a 
  critical hit on a roll of 18-20.
  Dueling When you are wielding a melee weapon in one hand and no other 
  weapons, you gain a +2 bonus to damage rolls with that weapon.
  Great Weapon Fighting When you roll a 1 or 2 on a damage die for an 
  attack you make with a melee weapon that you are wielding with two 
  hands, you can reroll the die and must use the new roll, even if the new 
  roll is a 1 or a 2. The weapon must have the two-handed or versatile 
  property for you to gain this benefit.
  
  144
  Ylgronne
  Table 13: Attitude Modifiers for Ylgronne the Brazen
  Starting Attitude:  
  18 (Indifferent)
  Name
  Condition
  Effect
  Notes
  Action
  PCs attack without provocation
  -15
  Does not stack with other attack-based modifiers
  Action
  PCs attack with provocation
  -10
  Does not stack with other attack-based modifiers
  Conversation
  PCs threaten violence
  -5
  -
  Action
  NPC witnesses the PCs commit a 
  crime
  +1
  Assumes the crime does not involve the NPC; stacks with 
  other modifiers that involve crimes against the NPC; does 
  not stack with other “witnesses crime” modifiers
  Action
  NPC witnesses the PCs commit 
  murder
  +2
  Assumes the crime does not involve the NPC; stacks with 
  other modifiers that involve crimes against the NPC; does 
  not stack with other “witnesses crime” modifiers
  Action
  NPC witnesses the PCs commit 
  murder in self-defense
  +1
  Assumes the crime does not involve the NPC; stacks with 
  other modifiers that involve crimes against the NPC; does 
  not stack with other “witnesses crime” modifiers
  Action
  Villain witnesses the PCs 
  discussing the villain and/or 
  their henchmen
  -4
  Does not stack with other “witness” modifiers
  Action
  PCs defend this NPC against 
  violence
  +10
  Does not stack with other “witness” modifiers
  Conversation
  PCs attempt a bribe (for 
  information, for action)
  -1
  GM’s discretion as to whether the bribe produces results 
  (positive or negative!)
  Conversation
  PCs share Rumors / Lore 
  +1
  Per each Rumor shared; maximum +4
  Extant
  One or more PCs have been 
  arrested
  +2
  Per offense, no limit
  Extant
  PCs have slain a guard, but have 
  not been caught
  +5
  Per offense, maximum -15 total
  Action
  PCs heal or “boon” this NPC
  +5
  Per healing spell/potion/skill check or beneficial spell or 
  effect; maximum +15
  Action
  PCs refuse to help when asked
  -3
  Per request; no maximum
  Action
  PCs agree to help when asked
  +4
  Per request; maximum +12
  Action
  NPC joins party for any length 
  of time
  +5
  Does not stack with subsequent iterations of itself 
  (maximum effect +5 no matter how many times NPC joins 
  party)
  Action
  PCs save this NPC’s life
  +15
  Either as part of a Quest, or as an offer made of the 
  party’s own initiative
  Conversation
  PCs fail at an Intimidate check 
  for any reason
  -2
  Per failed check; no maximum
  Investigation
  PCs discover something 
  fundamental about this villain’s 
  MO or deeds and/or discovers 
  lair or residence
  -10
  “Fundamental” is left to the GM to adjudicate; stacks with 
  other Investigation modifiers
  Investigation
  PCs rescue a victim, recover a 
  corpse, or otherwise “undo” or 
  find hard evidence of death at 
  the hands of this villain
  -10
  Initial and first-time-only; -2 per additional victim or 
  evidence beyond the first; no limit; stacks with other 
  Investigation modifiers
  Investigation
  PCs give evidence of this villain’s 
  crimes to authorities
  -8
  Stacks with other Investigation modifiers
  
  145
  Ylgronne
  The Bashful
  CR 2; XP 450
    Low
    Moderate
    Advanced
    Elite
  Challenge CR 2 
  XP 450
  CR 6 
  XP 2,300
  CR 10 
  XP 5,900
  CR 14 
  XP 11,500
  Class / HD Rogue 2
  Rogue 6
  Rogue 10
  Rogue 14
  Size / Aln
  Small NE  
  Gnome (Rock)
  Small NE  
  Gnome (Rock)
  Small NE  
  Gnome (Rock)
  Small NE  
  Gnome (Rock)
  HP
  12
  25
  50
  78
  Armor 
  Class
  15
  17
  18
  19
  Speed
  Walk 25’
  Walk 25’
  Walk 25’
  Walk 25’
  Ability 
  Scores / 
  Saves
  STR    10 (+0) 
  DEX   18 (+6) 
  CON  10 (+0) 
  INT    18 (+6) 
  WIS     7 (-2) 
  CHA    8 (-1)
  STR    10 (+0) 
  DEX   20 (+8) 
  CON  10 (+0) 
  INT    18 (+7) 
  WIS     7 (-2) 
  CHA    8 (-1)
  STR    12 (+1) 
  DEX   20 (+9) 
  CON  10 (+0) 
  INT    18 (+8) 
  WIS     7 (-2) 
  CHA    8 (-1)
  STR    12 (+1) 
  DEX   20 (+10) 
  CON  14 (+2) 
  INT    18 (+9) 
  WIS     7 (-2) 
  CHA    8 (-1)
  Skills
  -
  -
  -
  -
  Saves
  -
  -
  -
  -
  Vulnerabilities
  -
  -
  -
  -
  Immunities -
  -
  -
  -
  NE; Small Humanoid (Gnome)
  
  146
  Ylgronne
    Low
    Moderate
    Advanced
    Elite
  Senses
  Passive Perception 10
  +4 Thieves’ Tools
  Passive Perception 14
  +6 Thieves’ Tools
  Passive Perception 16
  +8 Thieves’ Tools
  Passive Perception 18
  +10 Thieves’ Tools
  Languages Common, Gnomish
  Attacks
  Melee Dagger (Small) +6 
  (1d4+4 ) 
  Ranged Dagger (Small/
  Thrown) 20 ft.’: +6 
  (1d4+4); 60 ft.’: +6 
  (1d4+4) 
  Melee Rapier (Small) +6 
  (1d8+4 ) 
  Ranged Crossbow, Light 
  (Small) ) --> 80 ft.’: +6 
  (1d8+4); 320 ft.’: +6 
  (1d8+4) 
  Melee Dagger (Small) +8 
  (1d4+5 ) 
  Ranged Dagger (Small/
  Thrown) 20 ft.’: +8 (1d4+5); 
  60 ft.’: +8 (1d4+5) 
  Melee Rapier (Small/Weapon 
  +1) +9 (1d8+6 ) 
  Ranged Crossbow, Light 
  (Small) ) --> 80 ft.’: +8 
  (1d8+5); 320 ft.’: +8 
  (1d8+5) 
  Melee Dagger (Small) +9 
  (1d4+5 ) 
  Ranged Dagger (Small/
  Thrown) 20 ft.’: +9 
  (1d4+5); 60 ft.’: +9 
  (1d4+5) 
  Melee Rapier (Small/
  Weapon +2) +11 (1d8+7 ) 
  Ranged Crossbow, Light 
  (Small) ) --> 80 ft.’: +9 
  (1d8+5); 320 ft.’: +9 
  (1d8+5) 
  Melee Dagger (Small) +10 
  (1d4+5 ) 
  Ranged Dagger (Small/
  Thrown) 20 ft.’: +10 
  (1d4+5); 60 ft.’: +10 
  (1d4+5) 
  Melee Rapier (Small/Weapon 
  +3) +13 (1d8+8 ) 
  Ranged Crossbow, Light 
  (Small) ) --> 80 ft.’: +10 
  (1d8+5); 320 ft.’: +10 
  (1d8+5) 
  Special
  -
  -
  -
  -
  Proficiencies
  Club, Crossbow (Hand), Crossbow (Light), Dagger, Dart, Greatclub, Handaxe, Javelin, Light Hammer, Longsword, Mace, 
  Quarterstaff, Rapier, Shortbow, Shortsword, Sickle, Sling, Spear, Unarmed Strike
  Special 
  Qualities
  Artificer’s Lore, Darkvision, 
  Gnome Cunning, Languages, 
  Tinker, Tinker’s Tools, 
  Cunning Action, Expertise, 
  Sneak Attack, Thieves’ Cant
  Artificer’s Lore, Darkvision, 
  Gnome Cunning, Languages, 
  Tinker, Tinker’s Tools, 
  Ability Score Improvement, 
  Cunning Action, Expertise, 
  Fast Hands, Roguish 
  Archetype, Second-Story 
  Work, Sneak Attack, Thief, 
  Thieves’ Cant, Uncanny 
  Dodge
  Artificer’s Lore, Darkvision, 
  Gnome Cunning, 
  Languages, Tinker, Tinker’s 
  Tools, Ability Score 
  Improvement, Cunning 
  Action, Evasion, Expertise, 
  Fast Hands, Roguish 
  Archetype, Second-Story 
  Work, Sneak Attack, 
  Supreme Sneak, Thief, 
  Thieves’ Cant, Uncanny 
  Dodge
  Artificer’s Lore, Darkvision, 
  Gnome Cunning, Languages, 
  Tinker, Tinker’s Tools, 
  Ability Score Improvement, 
  Blindsense, Cunning Action, 
  Evasion, Expertise, Fast 
  Hands, Reliable Talent, 
  Roguish Archetype, Second-
  Story Work, Sneak Attack, 
  Supreme Sneak, Thief, 
  Thieves’ Cant, Uncanny 
  Dodge, Use Magic Device
  Spell-
  casting
  -
  -
  -
  -
  Equipment
  Dagger (small); 
  rapier (small); 
  leather armor; 
  light crossbow (small); 
  crossbow bolts (10x)
  Dagger (small); 
  +1 rapier (small); 
  +1 leather armor; 
  light crossbow (small); 
  crossbow bolts (10x)
  Dagger (small); 
  +2 rapier (small); 
  +2 leather armor; 
  light crossbow (small); 
  crossbow bolts (10x)
  Dagger (small); 
  +3 rapier (small); 
  +3 leather armor; 
  light crossbow (small); 
  crossbow bolts (10x)
  Special Abilities
  Artificer’s Lore Whenever you make a History check related to magic 
  items, alchemical objects, ar technological devices, you can add twice 
  your proficiency bonus (10), instead of any proficiency bonus you 
  normally appIy.
  Darkvision Accustomed to life underground, you have superior vision in 
  dark and dim conditions. You can see in dim light within 60 feet of you 
  as if it w ere bright light, and in darkness as if it were dim light. You can’t 
  discern color in darkness, only shades of gray.
  Gnome Cunning You have advantage on all Intelligence, Wisdom, and 
  Charisma saving throws against magic.
  Languages You can speak, read, and write Common and Gnomish. The 
  Gnomish language, which uses the Dwarvish script, is renowned for its 
  technical treatises and its catalogs of knowledge about the natural world.
  Tinker You have proficiency with tinker’s tools. Using those tools, you can 
  spend 1 hour and 10 gp worth of materiaIs to construct a Tiny clockwork 
  device (AC 5, 1 hp). The device ceases to function after 24 hours. (unless 
  you spend 1 hour repairing it to keep the device functioning), or when 
  you use your action to dismantle it; at that time, you can reclaim the 
  materiaIs used to create it. You can have up to three such devices active 
  at a time. When you create a device, choose one of the following options: 
  Clockwork Toy: This toy is a clockwork animal or person, such as a frog, 
  mouse, bird, or soldier. When placed on the ground, the toy moves 5 feet 
  across the ground on each of your turns in a random direction. It makes 
  noises as appropriate to the creature it represents. Fire Starter: The device 
  produces a miniature flame, which you can use to light something like a 
  candle, torch, or campfire. Using the device requires your action. Music 
  Box: When opened, this music box plays a single song at a moderate 
  volume. The box stops playing when it reaches the song’s end or when it 
  is closed.
  Tinker’s Tools Proficient with Artisan Tinker’s Tools.
  Blindsense Starting at 14th level, if you are able to hear, you are aware of 
  the location of any hidden or invisible creature within 10 feet of you.
  Cunning Action Starting at 2nd level, your quick thinking and agility 
  allow you to move and act quickly. You can take a bonus action on each 
  of your turns in combat. This action can be used only to take the Dash, 
  Disengage, or Hide action.
  Evasion Beginning at 7th level, you can nimbly dodge out of the way of 
  certain area effects, such as a red dragon’s fiery breath or an ice storm 
  spell. When you are subjected to an effect that allows you to make a 
  
  147
  Ylgronne
  Dexterity saving throw to take only half damage, you instead take no 
  damage if you succeed on the saving throw, and only half damage if you 
  fail.
  Expertise At 1st level, choose two of your skill proficiencies, or one of 
  your skill proficiencies and your proficiency with thieves’ tools. Your 
  proficiency bonus is doubled for any ability check you make that uses 
  either of the chosen proficiencies. At 6th level, you can choose two more 
  of your proficiencies (in skills or with thieves’ tools) to gain this benefit.
  Fast Hands Starting at 3rd level, you can use the bonus action granted 
  by your Cunning Action to make a Dexterity (Sleight of Hand) check, use 
  your thieves’ tools to disarm a trap or open a lock, or take the Use an 
  Object action.
  Reliable Talent By 11th level, you have refined your chosen skills until 
  they approach perfection. Whenever you make an ability check that lets 
  you add your proficiency bonus, you can treat a d20 roll of 9 or lower as 
  a 10.
  Second-Story Work When you choose this archetype at 3rd level, you gain 
  the ability to climb faster than normal; climbing no longer costs you extra 
  movement. In addition, when you make a running jump, the distance you 
  cover increases by a number of feet equal to 5.
  Sneak Attack Beginning at 1st level, you know how to strike subtly and 
  exploit a foe’s distraction. Once per turn, you can deal an extra 7d6 
  damage to one creature you hit with an attack if you have advantage on 
  the attack roll. The attack must use a finesse or a ranged weapon. You 
  don’t need advantage on the attack roll if another enemy of the target 
  is within 5 feet of it, that enemy isn’t incapacitated, and you don’t have 
  disadvantage on the attack roll.
  Supreme Sneak Starting at 9th level, you have advantage on a Dexterity 
  (Stealth) check if you move no more than half your speed on the same 
  turn.
  Thief You hone your skills in the larcenous arts. Burglars, bandits, 
  cutpurses, and other criminals typically follow this archetype, but so 
  do rogues who prefer to think of themselves as professional treasure 
  seekers, explorers, delvers, and investigators. In addition to improving 
  your agility and stealth, you learn skills useful for delving into ancient 
  ruins, reading unfamiliar languages, and using magic items you normally 
  couldn’t employ.
  Thieves’ Cant During your rogue training you learned thieves’ cant, a 
  secret mix of dialect, jargon, and code that allows you to hide messages 
  in seemingly normal conversation. Only another creature that knows 
  thieves’ cant understands such messages. It takes four times longer 
  to convey such a message than it does to speak the same idea plainly. 
  In addition, you understand a set of secret signs and symbols used to 
  convey short, simple messages, such as whether an area is dangerous or 
  the territory of a thieves’ guild, whether loot is nearby, or whether the 
  people in an area are easy marks or will provide a safe house for thieves 
  on the run.
  Uncanny Dodge Starting at 5th level, when an attacker that you can see 
  hits you with an attack, you can use your reaction to halve the attack’s 
  damage against you.
  Use Magic Device By 13th level, you have learned enough about the 
  workings of magic that you can improvise the use of items even when 
  they are not intended for you. You ignore all class, race, and level 
  requirements on the use of magic items.
  
  148
  Ylgronne
  The Insane
  CR 1; XP 200
    Low
    Moderate
    Advanced
    Elite
  Challenge CR 1 
  XP 200
  CR 5 
  XP 1,800
  CR 9 
  XP 5,000
  CR 13 
  XP 10,000
  Class / HD Barbarian 1
  Barbarian 5
  Barbarian 9
  Barbarian 13
  Size / Aln
  Medium CE 
  Dwarf (Hill)
  Medium CE 
  Dwarf (Hill)
  Medium CE 
  Dwarf (Hill)
  Medium CE 
  Dwarf (Hill)
  HP
  16
  67
  108
  171
  Armor 
  Class
  13
  14
  16
  17
  Speed
  Walk 25’
  Walk 35’
  Walk 35’
  Walk 35’
  NE; Medium Humanoid (Gnome)
  
  149
  Ylgronne
    Low
    Moderate
    Advanced
    Elite
  Ability 
  Scores / 
  Saves
  STR    17  (+5) 
  DEX   15 (+2) 
  CON  17 (+5) 
  INT    6   (-2) 
  WIS   10 (+0) 
  CHA  11 (+0)
  STR    19  (+7) 
  DEX   15 (+2) 
  CON  17 (+6) 
  INT    6   (-2) 
  WIS   10 (+0) 
  CHA  11 (+0)
  STR    20  (+9) 
  DEX   16 (+3) 
  CON  17 (+7) 
  INT    6   (-2) 
  WIS   10 (+0) 
  CHA  11 (+0)
  STR    20  (+10) 
  DEX   16 (+3) 
  CON  19 (+9) 
  INT    6   (-2) 
  WIS   10 (+0) 
  CHA  11 (+0)
  Skills
  -
  -
  -
  -
  Saves
  -
  -
  -
  -
  Vulnerabilities
  -
  -
  -
  -
  Immunities -
  -
  -
  -
  Senses
  Passive Perception 10
  Passive Perception 10
  Passive Perception 10
  Passive Perception 10
  Languages Common, Dwarvish
  Attacks
  Melee Greataxe +5 
  (1d12+3)
  Melee Handaxe +5 (1d6+3 ) 
  Ranged Handaxe (Thrown) 
  20 ft.’: +5 (1d6+3); 60 ft.’: 
  +5 (1d6+3) 
  Melee +1 Greataxe +8/+8 
  (1d12+5)
  Melee Handaxe +7/+7 
  (1d6+4 ) 
  Ranged Handaxe (Thrown) 
  20 ft.’: +7/+7 (1d6+4); 60 
  ft.’: +7/+7 (1d6+4) 
  Melee +2 Greataxe 
  +11/+11 (1d12+7)
  Melee Handaxe +9/+9 
  (1d6+5 ) 
  Ranged Handaxe (Thrown) 
  20 ft.’: +9/+9 (1d6+5); 60 
  ft.’: +9/+9 (1d6+5) 
  Melee +3 Greataxe +13/+13 
  (1d12+8)
  Melee Handaxe +10/+10 
  (1d6+5 ) 
  Ranged Handaxe (Thrown) 
  20 ft.’: +10/+10 (1d6+5); 
  60 ft.’: +10/+10 (1d6+5) 
  Special
  -
  -
  -
  -
  Proficiencies
  Battleaxe, Blowgun, Club, Crossbow (Hand), Crossbow (Heavy), Crossbow (Light), Dagger, Dart, Flail, Glaive, Greataxe, 
  Greatclub, Greatsword, Halberd, Handaxe, Javelin, Lance, Light Hammer, Longbow, Longsword, Mace, Maul, Morningstar, 
  Net, Pike, Quarterstaff, Rapier, Scimitar, Shortbow, Shortsword, Sickle, Sling, Spear, Trident, Unarmed Strike, War Pick, 
  Warhammer, Whip
  Special 
  Qualities
  Darkvision, Dwarven 
  Combat Training, 
  Dwarven Resilience, 
  Dwarven Toughness, 
  Languages, Mason’s 
  Tools, Stonecunning, 
  Tool Proficiency, Rage, 
  Unarmored Defense
  Darkvision, Dwarven Combat 
  Training, Dwarven Resilience, 
  Dwarven Toughness, 
  Languages, Mason’s 
  Tools, Stonecunning, Tool 
  Proficiency, Ability Score 
  Improvement, Danger 
  Sense, Extra Attack, Fast 
  Movement, Frenzy, Path 
  of the Berserker, Primal 
  Path, Rage, Reckless Attack, 
  Unarmored Defense
  Darkvision, Dwarven 
  Combat Training, 
  Dwarven Resilience, 
  Dwarven Toughness, 
  Languages, Mason’s 
  Tools, Stonecunning, Tool 
  Proficiency, Ability Score 
  Improvement, Brutal 
  Critical, Danger Sense, Extra 
  Attack, Fast Movement, 
  Feral Instinct, Frenzy, Path 
  of the Berserker, Primal 
  Path, Rage, Reckless Attack, 
  Unarmored Defense
  Darkvision, Dwarven Combat 
  Training, Dwarven Resilience, 
  Dwarven Toughness, 
  Languages, Mason’s 
  Tools, Stonecunning, Tool 
  Proficiency, Ability Score 
  Improvement, Brutal Critical, 
  Danger Sense, Extra Attack, 
  Fast Movement, Feral 
  Instinct, Frenzy, Path of the 
  Berserker, Primal Path, Rage, 
  Reckless Attack, Relentless 
  Rage, Unarmored Defense 
  Spell-
  casting
  -
  -
  -
  -
  Equipment
  Greataxe; 
  leather armor; 
  handaxes (4x)
  +1 Greataxe; 
  +1 leather armor; 
  handaxes (4x)
  +2 Greataxe; 
  +2 leather armor; 
  handaxes (4x)
  +3 Greataxe; 
  +3 leather armor; 
  handaxes (4x)
  Special Abilities
  Darkvision Accustomed to life underground, you have superior vision in 
  dark and dim conditions. You can see in dim light within 60 feet of you 
  as if it were bright light, and in darkness as if it were dim light. You can’t 
  discern color in darkness, only shades of gray.
  Dwarven Combat Training You have proficiency with the battleaxe, 
  handaxe, light hammer, and warhammer.
  Dwarven Resilience You have advantage on saving throws against poison, 
  and you have resistance against poison damage (explained in chapter 9).
  Dwarven Toughness Your hit point maximum increases by 1, and it 
  increases by 1 every time you gain a level.
  Languages You can speak, read, and write Common and Dwarvish. 
  Dwarvish is full of hard consonants and guttural sounds, and those 
  characteristics spill over into whatever other language a dwarf might 
  speak.
  
  150
  Ylgronne
  Mason’s Tools Proficient with Artisan Mason’s Tools.
  Stonecunning Whenever you make an Intelligence (History) check related 
  to the origin of stonework, you are considered proficient in the History 
  skill and add double your proficiency bonus to the check, instead of your 
  normal proficiency bonus.
  Tool Proficiency You gain proficiency with the artisan’s tools of your 
  choice: smith’s tools, brewer’s supplies, or mason’s tools.
  Brutal Critical Beginning at 9th level, you can roll 2 additional weapon 
  damage die when determining the extra damage for a critical hit with a 
  melee attack.
  Danger Sense At 2nd level, you gain an uncanny sense of when things 
  nearby aren’t as they should be, giving you an edge when you dodge away 
  from danger. You have advantage on Dexterity saving throws against 
  effects that you can see, such as traps and spells. To gain this benefit, you 
  can’t be blinded, deafened, or incapacitated.
  Extra Attack Beginning at 5th level, you can attack twice, instead of once, 
  whenever you take the Attack action on your turn.
  Fast Movement Starting at 5th level, your speed increases by 10 feet 
  while you aren’t wearing heavy armor.
  Feral Instinct By 7th level, your instincts are so honed that you have 
  advantage on initiative rolls. Additionally, if you are surprised at the 
  beginning of combat and aren’t incapacitated, you can act normally on 
  your first turn, but only if you enter your rage before doing anything else 
  on that turn.
  Frenzy Starting when you choose this path at 3rd level, you can go into 
  a frenzy when you rage. If you do so, for the duration of your rage you 
  can make a single melee weapon attack as a bonus action on each of 
  your turns after this one. When your rage ends, you suffer one level of 
  exhaustion (as described in appendix A).
  Path of the Berserker For some barbarians, rage is a means to an end--that 
  end being violence. The Path of the Berserker is a path of untrammeled 
  fury, slick with blood. As you enter the berserker’s rage, you thrill in the 
  chaos of battle, heedless of your own health or well-being.
  Rage In battle, you fight with primal ferocity. On your turn, you can enter 
  a rage as a bonus action. While raging, you gain the following benefits if 
  you aren’t wearing heavy armor: You have advantage on Strength checks 
  and Strength saving throws. When you make a melee weapon attack 
  using Strength, you gain a bonus to the damage roll equal to 3. You have 
  resistance to bludgeoning, piercing, and slashing damage. If you are able 
  to cast spells, you can’t cast them or concentrate on them while raging. 
  Your rage lasts for 1 minute. It ends early if you are knocked unconscious 
  or if your turn ends and you haven’t attacked a hostile creature since your 
  last turn or taken damage since then. You can also end your rage on your 
  turn as a bonus action. Once you have raged the number of times equal 
  to 5, you must finish a long rest before you can rage again.
  Reckless Attack Starting at 2nd level, you can throw aside all concern 
  for defense to attack with fierce desperation. When you make your first 
  attack on your turn, you can decide to attack recklessly. Doing so gives 
  you advantage on melee weapon attack rolls using Strength during this 
  turn, but attack rolls against you have advantage until your next turn.
  Relentless Rage Starting at 11th level, your rage can keep you fighting 
  despite grievous wounds. If you drop to 0 hit points while you’re raging 
  and don’t die outright, you can make a DC 10 Constitution saving throw. 
  If you succeed, you drop to 1 hit point instead. Each time you use this 
  feature after the first, the DC increases by 5. When you finish a short or 
  long rest, the DC resets to 10.
  Unarmored Defense While you are not wearing any armor, your Armor 
  Class equals 10 + your Dexterity modifier + your Constitution modifier. 
  You can use a shield and still gain this benefit.
  
  151
  Drogdon
  Drogdon the Ashamed
  
  152
  Drogdon
  Drogdon the Ashamed
  Overview
  This tiefling antipaladin bears the trimmings of the devout, 
  but is wracked by guilt and regret over incidents long past 
  that were neither his fault not truly his own memories.  
  He has a particular form of degenerate brain disease which 
  causes him to take on the worst memories of those he heals 
  with magic; worse still, Drogdon himself is aloof to this 
  condition and truly believes the acquired memories to be 
  his own, no matter how outlandishly counter to his own 
  experience they are.  
  Bearing this curse, he takes out his frustration and 
  psychological malaise on any who question his motives or 
  faith, in so doing unwittingly serving the interests of a deity 
  diametrically opposed to the one whose sigil he bears on his 
  vestments.
  Appearance
  Severe and cruel, Drogdon seems a villain from even a brief 
  objective interaction.  He seems haunted and despairing, at 
  once appearing to not truly connect with the people around 
  him, and feeling too much of the pain that surrounds us.
  Scars litter his skin and notch his horns; he takes no 
  measures to hide them, being not truly even aware of their 
  presence, so consumed and unbalanced is his mind.
  Background
  Drogdon began adulthood as a paladin, pursuing noble 
  endeavors and learning under the tutelage of church 
  leadership.
  His focus was as a healer, and this he did well.  Over 
  time, however, he began to get headaches following his 
  ministrations.  At first, he thought little of them, chalking 
  them up to the pressures of the trade, or of battles that 
  followed the healings.
  A year after he had started getting headaches, he was 
  wounded badly in the leg on a mission saving children 
  from giants who attacked a farm.  Though he survived, his 
  recovery took several months.  One of the conditions of 
  his study was that although his main role was healing and 
  saving others through divine powers, he was forbidden 
  from using magical healing upon himself.  In practice, this 
  was supposed to instill a deep appreciation for the power 
  of magical healing and its vast pace of acceleration, and to 
  allow for “downtime” during recovery in which to study and 
  pray.  
  In reality, the irony of a healer forced to recuperate in 
  mundane fashion was painful each day in a way beyond mere 
  physical injury.
  It was during this lengthy period of recovery in which 
  Drogdon began to have the worst of his headaches.  Though 
  he fought no battles, and performed no magicks, he 
  nevertheless suffered immense pain.  His leaders advised 
  that he stop reading; this he did, but the headaches did not 
  relent.  It became so bad that he took to a sickbed around the 
  clock to avoid the headaches getting worse.
  While abed, and lamenting his horrid fate, a nurse slipped 
  and fell.  Without thinking, Drogdon reached out to heal 
  her... and the true nature of his mental curse was revealed 
  at last.  He sensed that the nurse had suffered abuse while 
  little.  Sensed was an incomplete word, however: in touching 
  her with his powers, he felt her experience, knew it, lived it, 
  even.
  Heal her he did... but he cursed himself irrevocably in so 
  doing.
  He knew at once that he would be unable to live a normal 
  life, to return to the track he had been on would be 
  impossible.
  Drogdon left the church that day, and in subsequent 
  journeys, his faith has devolved, and reformed, to such an 
  extent that he is now an antipaladin in practice.  
  He is cursed to heal whenever he can, acting on impulse, 
  hardly in control of his own actions... and doubly cursed to 
  suffer each time he does so, accumulating the worst psychic 
  damage of those he cures to add to his already-considerable 
  collection of mental anguish.
  To say that Drogdon grows more insane, more tortured, with 
  each day is no hyperbole: it is an apt summary of his curse.
  Demeanor
  Drogdon himself still believes that he is on a mission from 
  the divine, and that his suffering and the whole concept of 
  his curse is a condition of being granted his abilities.
  Combat Tactics
  Drogdon will act as a man convinced his every action is both 
  inherently justified and right, but also that he is cursed to 
  ultimately make little difference.  
  His resigned stance will quickly harden into murderous zeal 
  in any circumstances in which he feels his will, his divine 
  purpose, is being blocked.
  Increasingly, this zeal is triggered by ever more mundane 
  and innocuous events.  Just last week, he began to beat a 
  server when he was informed that the inn had run out of 
  bacon.
  Modus Operandi
  Every month or so, Drogdon will become convinced of a 
  certain mission that is required of him by the gods.  What 
  this mission is can vary widely.  
  Sometimes, it is beneficial to the community: last month, 
  he repained a barn which had fallen into disrepair.  Other 
  times, it seems guided by outright evil, such as a few months 
  
  153
  Drogdon
  
  154
  Drogdon
  FlexTable 11: Drogdon the Ashamed Rumors & Lore
  A
  B
  C
  D
  DC
  Description
  Veracity
  -
  -
  -
  01-30
  -
  No Rumor
  No information is obtained.
  01-14
  01-14
  01-14
  31-39
  12
  Once a paladin, a tiefling 
  antipaladin roams the land, 
  insanely butchering the 
  innocent.
    Partially True.  Drogdon does wander, 
  and did undergo the change of profession 
  described.  However, he doesn’t strictly 
  perform the mentioned atrocity.
  15-29
  15-30
  15-30
  01-30
  13
  Drogdon will as soon slay an 
  innocent as a criminal, such 
  is the zeal of his religious 
  battle frenzy.
    True.  Drogdon harbors no qualms 
  about whom he slays, since every kill is 
  justified in the eyes of his gods.
  30-44
  31-45
  31-45
  31-39
  14
  Lay on hands and close up 
  wounds
  Noble purpose gives him life
  In aftermath, he lays out 
  tombs
  Religious fervor gives him 
  strife
    True.  A bit abstract, but this 
  children’s rhyme describes the intent, 
  belief, and oft-unfortunate results of 
  Drogdon’s religious actions, and succinctly 
  measure out his curse.
  45-59
  46-60
  46-60
  40-49
  15
  A paladin was cruelly cursed 
  by the gods to suffer each 
  time he enacts his powers of 
  healing others.
    True.  This is the nature of Drogdon’s 
  curse.
  60-74
  60-69
  60-69
  50-59
  16
  Each time Drogdon heals 
  another, he takes on some 
  of their mental anguish and 
  psychic pain.
    True.  This is precisely how Drogdon’s 
  curse operates.
  75-89
  70-97
  70-94
  60-69
  11
  A tiefling antipaladin 
  sucks the life force out of 
  his victims in the name of 
  religious fervor.
    False.  Although religious fervor does 
  drive the man, there is no soul-sucking 
  involved in his actions.
  90-00
  98-00
  95-00
  70-00
  13
  A demon in mortal guise, 
  Drogdon stalks the land in 
  search of those unfaithful 
  to their church, enacting 
  vengeance on behalf of 
  slighted gods.
    Partially True.  This does describe 
  one type of “mission” which Drogdon 
  invents for himself.  However, it is but 
  one purpose of dozens to which he puts 
  his mind.
  ago (and a few towns away) when he became convinced that 
  a certain potion merchant had been brewing nothing but 
  poison.
  While on his mission of the moment, he will ruthlessly 
  pursue what he feels is divine will.  From inside his tortured 
  head, all his actions are justified, and no action is off-limits.
  From an outside perspective, though, Drogdon might simply 
  be on a murderous rampage.
  Notoriety
  Drogdon becomes well-known in the cities in which he lives 
  and operates.  After a while, unavoidably, his deeds will get 
  him arrested, exiled, or much more often, he will simply 
  wander away to the next town, claiming that he is needed 
  elsewhere.  
  One might cynically point out that even for an insane person, 
  Drogdon’s timing of “moving on” in this manner coincides 
  quite strongly with when his notoriety grows to a point 
  where citizens or militia are likely to detain him.
  Hooks, Integration, & Adventure 
  Seeds
  • Direct Attack: Drogdon gets it into his head that the PCs 
  are evil, and must be purged or exiled from the city.
  • Plea of the Innocent: Drogdon’s current mission is 
  unknown, but as part of his habit, he stops by a certain 
  farm on his way back, and takes a meal there.  He often 
  will claim that livestock has “gone bad”, and must be 
  purged, slaying a cow or pig or chicken and demanding 
  that it be buried rather than eaten.  The farmers approach 
  the PCs and offer their live savings if they get Drogdon to 
  leave them alone.
  • Fringe Notice: One week, the PCs notice Drogdon doing 
  a good deed; the next, he bashes in the doors of a church 
  and beats several people senseless while raving about 
  divine will and evil.  The PCs see him rabidly fleeing from 
  the church.
  • Appeal from Authority: Supserstition and legitimate 
  fear have prevented the town militia from apprehending 
  
  155
  Drogdon
  Drogdon.  They turn to the PCs in their plight and convey 
  their desire to have him expelled from town at minimum.
  • Faction Quest: Drogdon has claimed to align to a certain 
  church.  This church in fact has no ties to the man, and 
  has suffered a great deal of attendance and donations as a 
  result of Drogdon’s claims of association.  Church leaders, 
  desperate but truly loath to turn away a devotee, ask the 
  party to intervene, and remove the madman from town.
  • Collateral Damage: En route from a frenzied attack, 
  Drogdon runs into the party, takes a few swings in melee 
  while raving about evil and taint, and then runs away.  
  The PCs might be curious to say the least at this odd 
  behavior and assault!
  Habits and Logistics
  Drogdon’s habits are difficult to chart, which makes him easy 
  to “insert” into any situation.  His madness may manufacture 
  any number of reasons for him to be anywhere at a given 
  time.
  Generally speaking, there is a 
    60% chance that he will be 
  “on a mission” on a given day.  The rest of the time, he will 
  be in prayer in a church in town, preferably Lawful Good, 
  though he himself has lapsed from that alignment.
  Conversation
  Drogdon will often appear to be looking at something just 
  over the shoulder of the people with whom he is speaking, 
  and generally seems agitated and preoccupied.
  Why do you cause such havoc? 
  (This can be a general question about any incident or 
  damage he has caused, actual or suspected.)
   
    “I cause no havoc.  I pursue noble goals, divine goals, 
  divine will.  If there is havoc, I do not cause it, it is 
  revealed, uncovered, quenched, by my actions.”
  How can you claim to be noble when you murder the 
  innocent?
   
    “I enact divine will.  The gods themselves haunt me, 
  tell me of my goals.  Sometimes the gods demand death.  
  Who am I to question their will?  Who am I to... who am 
  I...”
  Attitude Tracker Triggers
  Value
  Action
  <7
  Drogdon forms a new mission in his mind: slay 
  the PCs, by any means necessary.  He will find 
  them and attack them, until either he or they 
  are killed.
  <13
  Drogdon will, coincidentally, make it his 
  mission to attack those close to the PCs.  
  Merchants who do business with the party, 
  factions to which the PCs belong, NPCs who are 
  close to the party... nobody is off limits.
  Value
  Action
  >18
  Drogdon will share each of his noble quests 
  with the party, asking their assistance if they 
  so wish.   
   
  Each time the party refuses such an offer, it has 
  an Attitude Tracker impact of -2.
  >24
  Drogdon’s mission is to follow the PCs and 
  help them.  This mission remains regardless of 
  whether the PCs want or accept his help.  He 
  will stay with them until his Attitude Tracker 
  dips lower than this threshold, and will stay 
  with them so long as it is above 18.
  Organization
  Drogdon attracts those with a similar and peculiar balance 
  of zeal and damage.  Generally speaking, his henchmen can 
  be classified into two kinds of followers: The Will, and The 
  Anointed.
  On a particular mission, Drogdon will often (
    65% 
  chance) gather all his followers to him; the remainder of the 
  time, he will embark on a quest alone.  His followers will 
  wait for him in prayer until he returns.
  Henchmen, Retainers, and 
  Followers
  The Will: Numbering 
    1d8+1 at any given moment, 
  depending on whether Drogdon is leading a “crusade” or 
  mission, or simply going about his day to day business.  
  Each is fanatical, often damaged, either emotionally, 
  intellectually, or physically; they seek solace and answers 
  and confidence in the assured perfection of purpose of their 
  master and the manner in which he goes about his work.  
  The Will consist of Fighters and Clerics in roughly equal 
  number.
  The Anointed: These followers are essentially the same as 
  The Will, but having risen in Drogdon’s favor and having 
  demonstrated an aptitude for greater purpose.  There are 
    
  1d4-1 of these antipaladins following Drogdon at any time.
  Lair / Residence
  Drogdon has few permanent quarters, preferring to pray in 
  churches to which he decides he belongs.  Often, he and his 
  faithful will take over a church basement, reliquary, or other 
  out-of-the-way space.
  Quests & Encounters
    Quest: From the Undercroft, I Stab At 
  Thee
    Summary: Drogdon has holed up in a church’s basement.  
  Church leadership ask the party’s help in clearing it out.
  
  156
  Drogdon
    Rewards:   
    650 gp / 
    1,700 gp / 
    3,800 gp / 
    
  9,000 gp; up to 
    3 Reward Stars.
    Locations: Any church (urban), preferably a Lawful-
  aligned church.
    Key NPCs: Drogdon the Ashamed.
    Kickoff: If the PCs belong to the church in question, 
  they will be taken aside following services one day.  In 
  this scenario, halve the monetary reward, but double the 
  Reward Stars involved, owing to the assumption that the 
  PCs should wish to help their own church. 
   
  If they have no other reason to be in the church, a church 
  neophyte will approach them on the street one day and 
  asks them to join him in the church offices to discuss a 
  business proposition.
    Description:
  Drogdon and his followers have set up camp in the church’s 
  undercroft.  One day they simply went downstairs, and have 
  been praying and sleeping there ever since.  Thus far, they 
  have not embarked on a quest that causes murder or even 
  interference in church activities, but having violent and 
  fervent warriors downstairs from families and innocents 
  who wish merely to pray is intolerable.
  The proposition here is simple: remove Drogdon and his 
  followers from the undercroft, by any means necessary.  The 
  church wishes to know nothing else about what occurs, only 
  that the deed is done.
  Good-aligned churches involved in this quest may make it 
  clear that they condone no bad or evil action against those 
  seeking solace, even Drogdon and his followers, but that 
  they fear for the collective safety of the church.  Even they, 
  however, might drop a sly and resigned wink at saying this.
    Convincing Drogdon that he must leave is the most 
  impressive course here.   
   
  Success means Drogdon is convinced his talents and zeal 
  are needed elsewhere, and he voluntarily rouses his gang 
  and heads to another town.  This benefits the PCs of the 
  full 
    3 Reward Stars (2 if the PCs have a connection 
  to the chruch) and monetary reward (half if connected) 
  listed. 
   
  Convincing Drogdon of this requires navigating the 
  following Skill Challenge.
    Farther, My Lord, Be Thee
  First Check: Diplomacy, opposed by Drogon’s Sense Motive 
  or Bluff.  Drogdon has a +3 circumstance bonus.  Failure 
  means Drogdon attacks the party with his followers; success 
  advances.
  Second Check: Diplomacy or Intimidate, opposed by 
  Drogon’s Sense Motive.  Failure reverts to the first check 
  above; successs advances, but make a note of the amount by 
  which the check succeeds.
  Third Check: Diplomacy or Intimidate, opposed by Drogon’s 
  Sense Motive.  Drogdon has a circumstance penalty equal 
  to the amount by which the Second Check above was passed.  
  Failure reverts to the Second Check above; success passes the 
  entire Skill Challenge.
    Any approach that involves combat is worth only 
    1 
  Reward Star (2 if the PCs have an extant association 
  with the church).   
   
  In battle, Drogdon will rally his remaining forces and 
  will leave only once he himself is reduced to half his 
  maximum HP, and half his followers are slain.  The PCs 
  will still benefit from the full monetary reward listed 
  (half, if the PCs have an existing connection to the 
  church).
  
  157
  Drogdon
  Drogdon the Ashamed
  CR 5; XP 1,800
    Low
    Moderate
    Advanced
    Elite
  Challenge CR 5 
  XP 1,800
  CR 9 
  XP 5,000
  CR 13 
  XP 10,000
  CR 17 
  XP 18,000
  Class / HD Fighter 5
  Fighter 9
  Fighter 13
  Fighter 17
  Size / Aln
  Medium CE 
  Tiefling
  Medium CE 
  Tiefling
  Medium CE 
  Tiefling
  Medium CE 
  Tiefling
  HP
  30
  52
  78
  128
  Armor 
  Class
  19
  21
  23
  25
  Speed
  Walk 30’
  Walk 30’
  Walk 30’
  Walk 30’
  Ability 
  Scores / 
  Saves
  STR    17 (+6) 
  DEX   15 (+2) 
  CON  10 (+3) 
  INT      8  (-1) 
  WIS     9  (-1) 
  CHA  17 (+3)
  STR    20 (+9) 
  DEX   15 (+2) 
  CON  10 (+4) 
  INT      8  (-1) 
  WIS     9  (-1) 
  CHA  17 (+3)
  STR    20 (+10) 
  DEX   15 (+2) 
  CON  13 (+6) 
  INT      8  (-1) 
  WIS     9  (-1) 
  CHA  17 (+3)
  STR    20 (+11) 
  DEX   17 (+3) 
  CON  13 (+8) 
  INT      8  (-1) 
  WIS     9  (-1) 
  CHA  17 (+3)
  Skills
  -
  -
  -
  -
  Saves
  -
  -
  -
  -
  Vulnerabilities
  -
  -
  -
  -
  Immunities -
  -
  -
  -
  Senses
  Passive Perception 9
  Armor - Disadvantage on 
  Stealth
  Passive Perception 9
  Armor - Disadvantage on 
  Stealth
  Passive Perception 9
  Armor - Disadvantage on 
  Stealth
  Passive Perception 9
  Armor - Disadvantage on 
  Stealth
  Languages Common, Infernal
  Attacks
  Melee Mace +6/+6 (1d6+5 
  ) 
  Melee Dagger +6/+6 
  (1d4+5 ) 
  Ranged Dagger (Thrown) 20 
  ft.’: +6/+6 (1d4+3); 60 ft.’: 
  +6/+6 (1d4+3) 
  Ranged Crossbow, Heavy 
  ) --> 100 ft.’: +5/+5 
  (1d10+2); 400 ft.’: +5/+5 
  (1d10+2) 
  Melee Mace (Weapon +1) 
  +10/+10 (1d6+8 ) 
  Melee Dagger +9/+9 
  (1d4+7) 
  Ranged Dagger (Thrown) 20 
  ft.’: +9/+9 (1d4+5); 60 ft.’: 
  +9/+9 (1d4+5) 
  Ranged Crossbow, Heavy 
  ) --> 100 ft.’: +6/+6 
  (1d10+2); 400 ft.’: +6/+6 
  (1d10+2) 
  Melee Mace (Weapon +2) 
  +12/+12/+12 (1d6+9 ) 
  Melee Dagger 
  +10/+10/+10 (1d4+7 ) 
  Ranged Dagger (Thrown) 
  20 ft.’: +10/+10/+10 
  (1d4+5); 60 ft.’: 
  +10/+10/+10 (1d4+5) 
  Ranged Crossbow, Heavy 
  ) --> 100 ft.’: +7/+7/+7 
  (1d10+2); 400 ft.’: 
  +7/+7/+7 (1d10+2) 
  Melee Mace (Weapon +3) 
  +14/+14/+14 (1d6+10 ) 
  Melee Dagger +11/+11/+11 
  (1d4+7 ) 
  Ranged Dagger (Thrown) 20 
  ft.’: +11/+11/+11 (1d4+5); 
  60 ft.’: +11/+11/+11 
  (1d4+5) 
  Ranged Crossbow, Heavy 
  ) --> 100 ft.’: +9/+9/+9 
  (1d10+3); 400 ft.’: 
  +9/+9/+9 (1d10+3) 
  Special
  -
  -
  -
  -
  CE; Medium Humanoid (Tiefling)
  
  158
  Drogdon
    Low
    Moderate
    Advanced
    Elite
  Proficiencies
  Battleaxe, Blowgun, Club, Crossbow (Hand), Crossbow (Heavy), Crossbow (Light), Dagger, Dart, Flail, Glaive, Greataxe, 
  Greatclub, Greatsword, Halberd, Handaxe, Javelin, Lance, Light Hammer, Longbow, Longsword, Mace, Maul, Morningstar, 
  Net, Pike, Quarterstaff, Rapier, Scimitar, Shortbow, Shortsword, Sickle, Sling, Spear, Trident, Unarmed Strike, War Pick, 
  Warhammer, Whip
  Special 
  Qualities
  Darkvision, Hellish 
  Resistance, Infernal Legacy, 
  Languages, Ability Score 
  Improvement, Action Surge, 
  Champion, Extra Attack, 
  Fighting Style, Improved 
  Critical, Martial Archetype, 
  Second Wind, Dueling
  Darkvision, Hellish 
  Resistance, Infernal Legacy, 
  Languages, Ability Score 
  Improvement, Action Surge, 
  Champion, Extra Attack, 
  Fighting Style, Improved 
  Critical, Indomitable, Martial 
  Archetype, Remarkable 
  Athlete, Second Wind, 
  Dueling
  Darkvision, Hellish 
  Resistance, Infernal Legacy, 
  Languages, Ability Score 
  Improvement, Action Surge, 
  Additional Fighting Style, 
  Champion, Extra Attack, 
  Fighting Style, Improved 
  Critical, Indomitable, Martial 
  Archetype, Remarkable 
  Athlete, Second Wind, 
  Dueling, Protection
  Darkvision, Hellish 
  Resistance, Infernal Legacy, 
  Languages, Ability Score 
  Improvement, Action Surge, 
  Additional Fighting Style, 
  Champion, Extra Attack, 
  Fighting Style, Improved 
  Critical, Indomitable, Martial 
  Archetype, Remarkable 
  Athlete, Second Wind, 
  Superior Critical, Dueling, 
  Protection, 
  Spell-
  casting
  -
  -
  -
  -
  Equipment
  Mace;
  half-plate armor;
  shield;
  heavy crossbow;
  crossbow bolts (10x);
  dagger
  +1 Mace;
  +1 half-plate armor;
  +1 shield;
  heavy crossbow;
  crossbow bolts (10x);
  dagger
  +2 Mace;
  +2 half-plate armor;
  +2 shield;
  heavy crossbow;
  crossbow bolts (10x);
  dagger
  +3 Mace;
  +3 half-plate armor;
  +3 shield;
  heavy crossbow;
  crossbow bolts (10x);
  dagger
  Special Abilities
  Darkvision Thanks to your infernal heritage, you have superior vision in 
  dark and dim conditions. You can see in dim light within 60 feet of you 
  as if it were bright light, and in darkness as if it were dim light. You can’t 
  discern color in darkness, only shades of gray.
  Hellish Resistance You have resistance to fire damage.
  Infernal Legacy You know the thaumaturgy cantrip. Once you reach 3rd 
  level, you can cast the hellish rebuke spell once per day as a 2nd-level 
  spell. Once you reach 5th level, you can also cast the darkness spell once 
  per day. Charisma is your spellcasting ability for these spells. Spell save DC 
  17.
  Languages You can speak, read, and write Common and Infernal.
  Action Surge Starting at 2nd level, you can push yourself beyond your 
  normal limits for a moment. On your turn, you can take one additional 
  action on top of your regular action and a possible bonus action. Once 
  you use this feature, you must finish a short or long rest before you can 
  use it again. You can use this feature 2 time(s) before a rest, but only once 
  on the same turn.
  Champion The archetypal Champion focuses on the development of raw 
  physical power honed to deadly perfection. Those who model themselves 
  on this archetype combine rigorous training with physical excellence to 
  deal devastating blows.
  Extra Attack Beginning at 5th level, you can attack twice, instead of once, 
  whenever you take the Attack action on your turn. The number of attacks 
  increases to three when you reach 11th level in this class and to four 
  when you reach 20th level in this class.
  Improved Critical Beginning when you choose this archetype at 3rd level, 
  your weapon attacks score a critical hit on a roll of 19 or 20.
  Indomitable Beginning at 9th level, you can reroll a saving throw that 
  you fail. If you do so, you must use the new roll, and you can’t use this 
  feature again until you finish a long rest. You can use this feature 3 time(s) 
  between long rests.
  Remarkable Athlete Starting at 7th level, you can add half your proficiency 
  bonus (round up) to any Strength, Dexterity, or Constitution check you 
  make that doesn’t already use your proficiency bonus. In addition, when 
  you make a running long jump, the distance you can cover increases by a 
  number of feet equal to +5.
  Second Wind You have a limited well of stamina that you can draw on to 
  protect yourself from harm. On your turn, you can use a bonus action to 
  regain hit points equal to 1d10 + your fighter level. Once you use this 
  feature, you must finish a short or long rest before you can use it again.
  Superior Critical Starting at 15th level, your weapon attacks score a 
  critical hit on a roll of 18-20.
  Dueling When you are wielding a melee weapon in one hand and no other 
  weapons, you gain a +2 bonus to damage rolls with that weapon.
  Protection When a creature you can see attacks a target other than 
  you that is within 5 feet of you, you can use your reaction to impose 
  disadvantage on the attack roll. You must be wielding a shield.
  
  159
  Drogdon
  Table 14: Attitude Modifiers for Drogdon the Ashamed
  Starting Attitude:  
  16 (Indifferent)
  Name
  Condition
  Effect
  Notes
  Action
  PCs attack without provocation
  -15
  Does not stack with other attack-based modifiers
  Action
  PCs attack with provocation
  -10
  Does not stack with other attack-based modifiers
  Conversation
  PCs threaten violence
  -5
  -
  Action
  NPC witnesses the PCs commit a 
  crime
  +1
  Assumes the crime does not involve the NPC; stacks with 
  other modifiers that involve crimes against the NPC; does 
  not stack with other “witnesses crime” modifiers
  Action
  NPC witnesses the PCs commit 
  murder
  +2
  Assumes the crime does not involve the NPC; stacks with 
  other modifiers that involve crimes against the NPC; does 
  not stack with other “witnesses crime” modifiers
  Action
  NPC witnesses the PCs commit 
  murder in self-defense
  +1
  Assumes the crime does not involve the NPC; stacks with 
  other modifiers that involve crimes against the NPC; does 
  not stack with other “witnesses crime” modifiers
  Action
  Villain witnesses the PCs discussing 
  the villain and/or their henchmen
  -4
  Does not stack with other “witness” modifiers
  Action
  PCs defend this NPC against 
  violence
  +10
  Does not stack with other “witness” modifiers
  Conversation
  PCs question the validity of 
  Drogdon’s actions, or otherwise 
  suspect his devoutness
  -5
  Per offense, no limit
  Conversation
  PCs share Rumors / Lore 
  +1
  Per each Rumor shared; maximum +4
  Extant
  One or more PCs have been arrested
  +2
  Per offense, no limit
  Extant
  PCs have slain a guard, but have not 
  been caught
  +5
  Per offense, maximum -15 total
  Action
  PCs heal or “boon” this NPC
  +5
  Per healing spell/potion/skill check or beneficial spell or 
  effect; maximum +15
  Action
  PCs refuse to help when asked
  -3
  Per request; no maximum
  Action
  PCs agree to help when asked
  +4
  Per request; maximum +12
  Action
  NPC joins party for any length of 
  time
  +5
  Does not stack with subsequent iterations of itself 
  (maximum effect +5 no matter how many times NPC joins 
  party)
  Action
  PCs save this NPC’s life
  +15
  Either as part of a Quest, or as an offer made of the 
  party’s own initiative
  Conversation
  PCs fail at an Intimidate check for 
  any reason
  -2
  Per failed check; no maximum
  Investigation
  PCs discover something 
  fundamental about this villain’s MO 
  or deeds and/or discovers lair or 
  residence
  -10
  “Fundamental” is left to the GM to adjudicate; stacks with 
  other Investigation modifiers
  Investigation
  PCs rescue a victim, recover a 
  corpse, or otherwise “undo” or find 
  hard evidence of death at the hands 
  of this villain
  -10
  Initial and first-time-only; -2 per additional victim or 
  evidence beyond the first; no limit; stacks with other 
  Investigation modifiers
  Investigation
  PCs give evidence of this villain’s 
  crimes to authorities
  -8
  Stacks with other Investigation modifiers
  
  160
  Drogdon
  The Will Cleric
  CR 2; XP 450
    Low
    Moderate
    Advanced
    Elite
  Challenge CR 2 
  XP 450
  CR 6 
  XP 2,300
  CR 10 
  XP 5,900
  CR 14 
  XP 11,500
  Class / HD Cleric 2
  Cleric 6
  Cleric 10
  Cleric 14
  Size / Aln
  Medium CE 
  Half-Elf
  Medium CE 
  Half-Elf
  Medium CE 
  Half-Elf
  Medium CE 
  Half-Elf
  HP
  11
  23
  41
  64
  Armor 
  Class
  18
  19
  20
  21
  Speed
  Walk 30’
  Walk 30’
  Walk 30’
  Walk 30’
  CE; Medium Humanoid (Human, Elf)
  
  161
  Drogdon
    Low
    Moderate
    Advanced
    Elite
  Ability 
  Scores / 
  Saves
  STR   15 (+2) 
  DEX   15 (+2) 
  CON  10 (+0) 
  INT     7  (-2) 
  WIS    17 (+5) 
  CHA   10 (+2)
  STR   15 (+2) 
  DEX   15 (+2) 
  CON  10 (+0) 
  INT     7  (-2) 
  WIS    19 (+7) 
  CHA   10 (+3)
  STR   16 (+3) 
  DEX   16 (+3) 
  CON  10 (+0) 
  INT     7  (-2) 
  WIS    19 (+8) 
  CHA   10 (+4)
  STR   18 (+4) 
  DEX   16 (+3) 
  CON  10 (+0) 
  INT     7  (-2) 
  WIS    19 (+9) 
  CHA   10 (+5)
  Skills
  -
  -
  -
  -
  Saves
  -
  -
  -
  -
  Vulnerabilities
  -
  -
  -
  -
  Immunities -
  -
  -
  -
  Senses
  Passive Perception 13
  Armor - Disadvantage on 
  Stealth
  Passive Perception 14
  Armor - Disadvantage on 
  Stealth
  Passive Perception 14
  Armor - Disadvantage on 
  Stealth
  Passive Perception 14
  Armor - Disadvantage on 
  Stealth
  Languages Common, Elvish, Dwarvish
  Attacks
  Melee Mace +4 (1d6+2 ) 
  Ranged Crossbow, Light ) 
  --> 80 ft.’: +4 (1d8+2); 320 
  ft.’: +4 (1d8+2) 
  Melee Dagger +4 (1d4+2 ) 
  Ranged Dagger (Thrown) 20 
  ft.’: +4 (1d4+2); 60 ft.’: +4 
  (1d4+2) 
  Melee Mace (Weapon +1) 
  +6 (1d6+3 ) 
  Ranged Crossbow, Light ) --> 
  80 ft.’: +5 (1d8+2); 320 ft.’: 
  +5 (1d8+2) 
  Melee Dagger +5 (1d4+2 ) 
  Ranged Dagger (Thrown) 20 
  ft.’: +5 (1d4+2); 60 ft.’: +5 
  (1d4+2) 
  Melee Mace (Weapon +2) 
  +9 (1d6+5 ) 
  Ranged Crossbow, Light ) 
  --> 80 ft.’: +7 (1d8+3); 320 
  ft.’: +7 (1d8+3) 
  Melee Dagger +7 (1d4+3 ) 
  Ranged Dagger (Thrown) 
  20 ft.’: +7 (1d4+3); 60 ft.’: 
  +7 (1d4+3) 
  Melee Mace (Weapon +3) 
  +12 (1d6+7 ) 
  Ranged Crossbow, Light ) --> 
  80 ft.’: +8 (1d8+3); 320 ft.’: 
  +8 (1d8+3) 
  Melee Dagger +9 (1d4+4 ) 
  Ranged Dagger (Thrown) 20 
  ft.’: +9 (1d4+4); 60 ft.’: +9 
  (1d4+4) 
  Special
  -
  -
  -
  -
  Proficiencies
  Club, Crossbow (Light), Dagger, Dart, Greatclub, Handaxe, Javelin, Light Hammer, Mace, Quarterstaff, Shortbow, Sickle, 
  Sling, Spear, Unarmed Strike
  Special 
  Qualities
  Spellcaster Spell Slots, 
  Ability Score Increase, 
  Darkvision, Fey Ancestry, 
  Languages, Skill Versatility, 
  Bonus Proficiency, Cantrips, 
  Channel Divinity, Channel 
  Divinity: Preserve Life, 
  Channel Divinity: Turn 
  Undead, Disciple of Life, 
  Divine Domain, Spellcasting 
  Ability 
  Spellcaster Spell Slots, 
  Ability Score Increase, 
  Darkvision, Fey Ancestry, 
  Languages, Skill Versatility, 
  Ability Score Improvement, 
  Blessed Healer, Bonus 
  Proficiency, Cantrips, 
  Channel Divinity, Channel 
  Divinity: Preserve Life, 
  Channel Divinity: Turn 
  Undead, Destroy Undead (CR 
  1/2), Disciple of Life, Divine 
  Domain, Spellcasting Ability
  Spellcaster Spell Slots, 
  Ability Score Increase, 
  Darkvision, Fey Ancestry, 
  Languages, Skill Versatility, 
  Ability Score Improvement, 
  Blessed Healer, Bonus 
  Proficiency, Cantrips, 
  Channel Divinity, Channel 
  Divinity: Preserve Life, 
  Channel Divinity: Turn 
  Undead, Destroy Undead 
  (CR 1), Disciple of Life, 
  Divine Domain, Divine 
  Intervention, Divine Strike, 
  Spellcasting Ability
  Spellcaster Spell Slots, Ability 
  Score Increase, Darkvision, 
  Fey Ancestry, Languages, 
  Skill Versatility, Ability Score 
  Improvement, Blessed 
  Healer, Bonus Proficiency, 
  Cantrips, Channel Divinity, 
  Channel Divinity: Preserve 
  Life, Channel Divinity: Turn 
  Undead, Destroy Undead (CR 
  3), Disciple of Life, Divine 
  Domain, Divine Intervention, 
  Divine Strike, Spellcasting 
  Ability
  
  162
  Drogdon
    Low
    Moderate
    Advanced
    Elite
  Spell-
  casting
  Save DC 13; Spell Atk +6
  1st: bane; command; inflict 
  wounds
  Save DC 15; Spell Atk +7
  3rd: dispel magic; magic 
  circle; remove curse; water 
  walk
  2nd: aid; hold person; 
  silence
  1st: bane; command; 
  guiding bolt; inflict wounds
  Save DC 16; Spell Atk +8
  5th: flame strike; insect 
  plague
  4th: control weater; 
  divination; stone shape
  3rd: dispel magic; magic 
  circle; remove curse; water 
  walk
  2nd: aid; hold person; 
  silence
  1st: bane; command; 
  guiding bolt; inflict wounds
  Save DC 17; Spell Atk +9
  7th: fire storm
  6th: harm
  5th: flame strike; insect 
  plague
  4th: control weater; 
  divination; stone shape
  3rd: dispel magic; magic 
  circle; remove curse; water 
  walk
  2nd: aid; hold person; silence
  1st: bane; command; guiding 
  bolt; inflict wounds
  Equipment
  Mace; 
  chain mail;
  shield;
  light crossbow;
  crossbow bolts (10x);
  dagger
  +1 Mace; 
  +1 chain mail;
  shield;
  light crossbow;
  crossbow bolts (10x);
  dagger
  +2 Mace; 
  +2 chain mail;
  shield;
  light crossbow;
  crossbow bolts (10x);
  dagger
  +3 Mace; 
  +3 chain mail;
  shield;
  light crossbow;
  crossbow bolts (10x);
  dagger
  Special Abilities
  Darkvision Thanks to your elf blood, you have superior vision in dark and 
  dim conditions. You can see in dim light within 60 feet of you as if it were 
  bright light, and in darkness as if it were dim light. You can’t discern color 
  in darkness, only shades of gray.
  Fey Ancestry You have advantage on all saving throws against being 
  charmed or put to sleep.
  Languages You can speak, read, and write Common, Elvish, and one extra 
  language of your choice.
  Blessed Healer Beginning at 6th level, the healing spells you cast on 
  others heal you as well. When you cast a spell of 1st level or higher that 
  restores hit points to a creature other than you, you regain hit points equal 
  to 2 + the spell’s level.
  Bonus Proficiency When you choose this domain at 1st level, you gain 
  proficiency with heavy armor.
  Channel Divinity At 2nd level, you gain the ability to channel divine energy 
  directly from your deity, using that energy to fuel magical effects. You 
  start with two such effects: Turn Undead and an effect determined by 
  your domain. Some domains grant you additional effects as you advance 
  in levels, as noted in the domain description. When you use your Channel 
  Divinity, you choose which effect to create. You must then finish a short 
  or long rest to use your Channel Divinity again. Some Channel Divinity 
  effects require saving throws. When you use such an effect from this 
  class, the DC equals your cleric spell save DC. You can use your Channel 
  Divinity 2 times between rests. When you finish a short or long rest, you 
  regain your expended uses.
  Channel Divinity: Preserve Life Starting at 2nd level, you can use your 
  Channel Divinity to heal the badly injured. As an action, you present your 
  holy symbol and evoke healing energy that can restore a number of hit 
  points equal to 70. Choose any creatures within 30 feet of you, and divide 
  those hit points among them. This feature can restore a creature to no 
  more than half of its hit point maximum. You can’t use this feature on an 
  undead or a construct.
  Channel Divinity: Turn Undead As an action, you present your holy symbol 
  and speak a prayer censuring the undead. Each undead that can see or 
  hear you within 30 feet of you must make a Wisdom saving throw. If the 
  creature fails its saving throw, it is turned for 1 minute or until it takes any 
  damage. A turned creature must spend its turns trying to move as far away 
  from you as it can, and it can’t willingly move to a space within 30 feet 
  of you. It also can’t take reactions. For its action, it can use only the Dash 
  action or try to escape from an effect that prevents it from moving. If 
  there’s nowhere to move, the creature can use the Dodge action.
  Destroy Undead (CR 3) Starting at 5th level, when an undead fails its 
  saving throw against your Turn Undead feature, the creature is instantly 
  destroyed if its challenge rating is at or below a certain threshold, as 
  shown in the Destroy Undead table.
  Disciple of Life Also starting at 1st level, your healing spells are more 
  effective. Whenever you use a spell of 1st level or higher to restore hit 
  points to a creature, the creature regains additional hit points equal to 2 + 
  the spell’s level.
  Divine Intervention Beginning at 10th level, you can call on your deity to 
  intervene on your behalf when your need is great. Imploring your deity’s 
  aid requires you to use your action. Describe the assistance you seek, and 
  roll percentile dice. If you roll a number equal to or lower than 14, then 
  your deity intervenes. The DM chooses the nature of the intervention; 
  the effect of any cleric spell or cleric domain spell would be appropriate. 
  If your deity intervenes, you can’t use this feature again for 7 days. 
  Otherwise, you can use it again after you finish a long rest. At 20th level, 
  your call for intervention succeeds automatically, no roll required.
  Divine Strike At 8th level, you gain the ability to infuse your weapon 
  strikes with divine energy. Once on each of your turns when you hit a 
  creature with a weapon attack, you can cause the attack to deal an extra 
  2d8 radiant damage to the target.
  
  163
  Drogdon
  The Will Fighter
  CR 2; XP 450
    Low
    Moderate
    Advanced
    Elite
  Challenge CR 2 
  XP 450
  CR 6 
  XP 2,300
  CR 10 
  XP 5,900
  CR 14 
  XP 11,500
  Class / HD Fighter 2
  Fighter 6
  Fighter 10
  Fighter 14
  Size / Aln
  Medium CE  
  Tiefling
  Medium CE  
  Tiefling
  Medium CE  
  Tiefling
  Medium CE  
  Tiefling
  HP
  20
  35
  60
  89
  Armor 
  Class
  17
  18
  19
  20
  CE; Medium Humanoid (Tiefling)
  
  164
  Drogdon
    Low
    Moderate
    Advanced
    Elite
  Speed
  Walk 30’
  Walk 30’
  Walk 30’
  Walk 30’
  Ability 
  Scores / 
  Saves
  STR    17  (+5) 
  DEX   15 (+2) 
  CON  10 (+2) 
  INT    15 (+2) 
  WIS   7 (-2) 
  CHA  9 (-1)
  STR    20  (+8) 
  DEX   16 (+3) 
  CON  10 (+3) 
  INT    15 (+2) 
  WIS   7 (-2) 
  CHA  9 (-1)
  STR    20  (+9) 
  DEX   16 (+3) 
  CON  12 (+5) 
  INT    15 (+2) 
  WIS   7 (-2) 
  CHA  9 (-1)
  STR    20  (+10) 
  DEX   18 (+4) 
  CON  14 (+7) 
  INT    15 (+2) 
  WIS   7 (-2) 
  CHA  9 (-1)
  Skills
  -
  -
  -
  -
  Saves
  -
  -
  -
  -
  Vulnerabilities
  -
  -
  -
  -
  Immunities -
  -
  -
  -
  Senses
  Passive Perception 10
  Armor - Disadvantage on 
  Stealth
  Passive Perception 11
  Armor - Disadvantage on 
  Stealth
  Passive Perception 12
  Armor - Disadvantage on 
  Stealth
  Passive Perception 13
  Armor - Disadvantage on 
  Stealth
  Languages Common, Infernal
  Attacks
  Melee Dagger +5 (1d4+3 ) 
  Ranged Dagger (Thrown) 20 
  ft.’: +5 (1d4+3); 60 ft.’: +5 
  (1d4+3) 
  Melee Flail +5 (1d8+3 ) 
  Ranged Crossbow, Light ) 
  --> 80 ft.’: +4 (1d8+2); 320 
  ft.’: +4 (1d8+2) 
  Melee Dagger +8 (1d4+5 ) 
  Ranged Dagger (Thrown) 20 
  ft.’: +8/+8 (1d4+5); 60 ft.’: 
  +8/+8 (1d4+5) 
  Melee Flail (Weapon +1) 
  +9/+9 (1d8+6 ) 
  Ranged Crossbow, Light ) --> 
  80 ft.’: +6/+6 (1d8+3); 320 
  ft.’: +6/+6 (1d8+3) 
  Melee Dagger +9 (1d4+5 ) 
  Ranged Dagger (Thrown) 
  20 ft.’: +9/+9 (1d4+5); 60 
  ft.’: +9/+9 (1d4+5) 
  Melee Flail (Weapon +2) 
  +11/+11 (1d8+7 ) 
  Ranged Crossbow, Light ) 
  --> 80 ft.’: +7/+7 (1d8+3); 
  320 ft.’: +7/+7 (1d8+3) 
  Melee Dagger +10 (1d4+5 ) 
  Ranged Dagger (Thrown) 20 
  ft.’: +10/+10/+10 (1d4+5); 
  60 ft.’: +10/+10/+10 
  (1d4+5) 
  Melee Flail (Weapon +3) 
  +13/+13/+13 (1d8+8 ) 
  Ranged Crossbow, Light ) --> 
  80 ft.’: +9/+9/+9 (1d8+4); 
  320 ft.’: +9/+9/+9 (1d8+4) 
  Special
  -
  -
  -
  -
  Proficiencies
  Battleaxe, Blowgun, Club, Crossbow (Hand), Crossbow (Heavy), Crossbow (Light), Dagger, Dart, Flail, Glaive, Greataxe, 
  Greatclub, Greatsword, Halberd, Handaxe, Javelin, Lance, Light Hammer, Longbow, Longsword, Mace, Maul, Morningstar, 
  Net, Pike, Quarterstaff, Rapier, Scimitar, Shortbow, Shortsword, Sickle, Sling, Spear, Trident, Unarmed Strike, War Pick, 
  Warhammer, Whip
  Special 
  Qualities
  Darkvision, Hellish 
  Resistance, Infernal Legacy, 
  Languages, Action Surge, 
  Fighting Style, Second 
  Wind, Dueling
  Darkvision, Hellish 
  Resistance, Infernal Legacy, 
  Languages, Ability Score 
  Improvement, Action Surge, 
  Champion, Extra Attack, 
  Fighting Style, Improved 
  Critical, Martial Archetype, 
  Second Wind, Dueling
  Darkvision, Hellish 
  Resistance, Infernal Legacy, 
  Languages, Ability Score 
  Improvement, Action Surge, 
  Additional Fighting Style, 
  Champion, Extra Attack, 
  Fighting Style, Improved 
  Critical, Indomitable, Martial 
  Archetype, Remarkable 
  Athlete, Second Wind, 
  Dueling, Protection
  Darkvision, Hellish 
  Resistance, Infernal Legacy, 
  Languages, Ability Score 
  Improvement, Action Surge, 
  Additional Fighting Style, 
  Champion, Extra Attack, 
  Fighting Style, Improved 
  Critical, Indomitable, Martial 
  Archetype, Remarkable 
  Athlete, Second Wind, 
  Dueling, Protection
  Spell-
  casting
  -
  -
  -
  -
  Equipment
  Flail;
  dagger;
  half plate armor;
  light crossbow;
  crossbow bolts (10x)
  +1 Flail;
  dagger;
  +1 half plate armor;
  light crossbow;
  crossbow bolts (10x)
  +2 Flail;
  dagger;
  +2 half plate armor;
  light crossbow;
  crossbow bolts (10x)
  +3 Flail;
  dagger;
  +3 half plate armor;
  light crossbow;
  crossbow bolts (10x)
  
  165
  Drogdon
  Special Abilities
  Darkvision Thanks to your infernal heritage, you have superior vision in 
  dark and dim conditions. You can see in dim light within 60 feet of you 
  as if it were bright light, and in darkness as if it were dim light. You can’t 
  discern color in darkness, only shades of gray.
  Hellish Resistance You have resistance to fire damage.
  Infernal Legacy You know the thaumaturgy cantrip. Once you reach 3rd 
  level, you can cast the hellish rebuke spell once per day as a 2nd-level 
  spell. Once you reach 5th level, you can also cast the darkness spell once 
  per day. Charisma is your spellcasting ability for these spells. Spell save DC 
  12.
  Languages You can speak, read, and write Common and Infernal.
  Action Surge Starting at 2nd level, you can push yourself beyond your 
  normal limits for a moment. On your turn, you can take one additional 
  action on top of your regular action and a possible bonus action. Once 
  you use this feature, you must finish a short or long rest before you can 
  use it again. You can use this feature 1 time(s) before a rest, but only once 
  on the same turn.
  Champion The archetypal Champion focuses on the development of raw 
  physical power honed to deadly perfection. Those who model themselves 
  on this archetype combine rigorous training with physical excellence to 
  deal devastating blows.
  Extra Attack Beginning at 5th level, you can attack twice, instead of once, 
  whenever you take the Attack action on your turn. The number of attacks 
  increases to three when you reach 11th level in this class and to four 
  when you reach 20th level in this class.
  Improved Critical Beginning when you choose this archetype at 3rd level, 
  your weapon attacks score a critical hit on a roll of 19 or 20.
  Indomitable Beginning at 9th level, you can reroll a saving throw that 
  you fail. If you do so, you must use the new roll, and you can’t use this 
  feature again until you finish a long rest. You can use this feature 2 time(s) 
  between long rests.
  Remarkable Athlete Starting at 7th level, you can add half your proficiency 
  bonus (round up) to any Strength, Dexterity, or Constitution check you 
  make that doesn’t already use your proficiency bonus. In addition, when 
  you make a running long jump, the distance you can cover increases by a 
  number of feet equal to +5.
  Second Wind You have a limited well of stamina that you can draw on to 
  protect yourself from harm. On your turn, you can use a bonus action to 
  regain hit points equal to 1d10 + your fighter level. Once you use this 
  feature, you must finish a short or long rest before you can use it again.
  Dueling When you are wielding a melee weapon in one hand and no other 
  weapons, you gain a +2 bonus to damage rolls with that weapon.
  Protection When a creature you can see attacks a target other than 
  you that is within 5 feet of you, you can use your reaction to impose 
  disadvantage on the attack roll. You must be wielding a shield.
  
  166
  Drogdon
  The Anointed
  CR 3; XP 700
    Low
    Moderate
    Advanced
    Elite
  Challenge CR 3 
  XP 700
  CR 7 
  XP 2,900
  CR 11 
  XP 7,200
  CR 15 
  XP 13,000
  Class / HD Fighter 3
  Fighter 7
  Fighter 11
  Fighter 15
  Size / Aln
  Medium CE  
  Tiefling
  Medium CE  
  Tiefling
  Medium CE  
  Tiefling
  Medium CE  
  Tiefling
  HP
  19
  58
  82
  143
  Armor 
  Class
  18
  19
  21
  22
  Speed
  Walk 30’
  Walk 30’
  Walk 30’
  Walk 30’
  CE; Medium Humanoid (Tiefling)
  
  167
  Drogdon
    Low
    Moderate
    Advanced
    Elite
  Ability 
  Scores / 
  Saves
  STR    17  (+5) 
  DEX   13 (+1) 
  CON  12 (+3) 
  INT    12 (+1) 
  WIS     7 (-2) 
  CHA  15 (+2)
  STR    19  (+7) 
  DEX   13 (+1) 
  CON  14 (+5) 
  INT    12 (+1) 
  WIS     7 (-2) 
  CHA  15 (+2)
  STR    20  (+9) 
  DEX   14 (+2) 
  CON  14 (+6) 
  INT    12 (+1) 
  WIS     7 (-2) 
  CHA  15 (+2)
  STR    20  (+10) 
  DEX   14 (+2) 
  CON  18 (+9) 
  INT    12 (+1) 
  WIS     7 (-2) 
  CHA  15 (+2)
  Skills
  -
  -
  -
  -
  Saves
  -
  -
  -
  -
  Vulnerabilities
  -
  -
  -
  -
  Immunities -
  -
  -
  -
  Senses
  Passive Perception 8
  Armor - Disadvantage on 
  Stealth
  Passive Perception 8
  Armor - Disadvantage on 
  Stealth
  Passive Perception 8
  Armor - Disadvantage on 
  Stealth
  Passive Perception 8
  Armor - Disadvantage on 
  Stealth
  Languages Common, Infernal
  Attacks
  Melee Battleaxe +5 (1d8+5) 
  Melee Handaxe +5 (1d6+5 ) 
  Ranged Handaxe (Thrown) 
  20 ft.’: +5 (1d6+3); 60 ft.’: 
  +5 (1d6+3) 
  Melee Battleaxe (Weapon 
  +1) +8/+8 (1d8+7 ) 
  Melee Handaxe +7/+7 
  (1d6+6 ) 
  Ranged Handaxe (Thrown) 
  20 ft.’: +7/+7 (1d6+4); 60 
  ft.’: +7/+7 (1d6+4) 
  Melee Battleaxe (Weapon 
  +2) +11/+11/+11 (1d8+9 ) 
  Melee Handaxe +9/+9/+9 
  (1d6+7 ) 
  Ranged Handaxe (Thrown) 
  20 ft.’: +9/+9/+9 (1d6+5); 
  60 ft.’: +9/+9/+9 (1d6+5) 
  Melee Battleaxe (Weapon 
  +3) +13/+13/+13 (1d8+10) 
  Melee Handaxe 
  +10/+10/+10 (1d6+7 ) 
  Ranged Handaxe (Thrown) 
  20 ft.’: +10/+10/+10 
  (1d6+5); 60 ft.’: 
  +10/+10/+10 (1d6+5) 
  Special
  -
  -
  -
  -
  Proficiencies
  Battleaxe, Blowgun, Club, Crossbow (Hand), Crossbow (Heavy), Crossbow (Light), Dagger, Dart, Flail, Glaive, Greataxe, 
  Greatclub, Greatsword, Halberd, Handaxe, Javelin, Lance, Light Hammer, Longbow, Longsword, Mace, Maul, Morningstar, 
  Net, Pike, Quarterstaff, Rapier, Scimitar, Shortbow, Shortsword, Sickle, Sling, Spear, Trident, Unarmed Strike, War Pick, 
  Warhammer, Whip
  Special 
  Qualities
  Darkvision, Hellish 
  Resistance, Infernal Legacy, 
  Languages, Action Surge, 
  Champion, Fighting Style, 
  Improved Critical, Martial 
  Archetype, Second Wind, 
  Dueling
  Darkvision, Hellish 
  Resistance, Infernal Legacy, 
  Languages, Ability Score 
  Improvement, Action Surge, 
  Champion, Extra Attack, 
  Fighting Style, Improved 
  Critical, Martial Archetype, 
  Remarkable Athlete, Second 
  Wind, Dueling 
  Darkvision, Hellish 
  Resistance, Infernal Legacy, 
  Languages, Ability Score 
  Improvement, Action Surge, 
  Additional Fighting Style, 
  Champion, Extra Attack, 
  Fighting Style, Improved 
  Critical, Indomitable, Martial 
  Archetype, Remarkable 
  Athlete, Second Wind, 
  Dueling, Protection
  Darkvision, Hellish 
  Resistance, Infernal Legacy, 
  Languages, Ability Score 
  Improvement, Action Surge, 
  Additional Fighting Style, 
  Champion, Extra Attack, 
  Fighting Style, Improved 
  Critical, Indomitable, Martial 
  Archetype, Remarkable 
  Athlete, Second Wind, 
  Superior Critical, Dueling, 
  Protection
  Spell-
  casting
  -
  -
  -
  -
  Equipment
  Battleaxe;
  half plate armor;
  shield;
  handaxes (3x)
  +1 Battleaxe;
  +1 half plate armor;
  shield;
  handaxes (3x)
  +2 Battleaxe;
  +2 half plate armor;
  shield;
  handaxes (3x)
  +3 Battleaxe;
  +3 half plate armor;
  shield;
  handaxes (3x)
  
  168
  Drogdon
  Special Abilities
  Darkvision Thanks to your infernal heritage, you have superior vision in 
  dark and dim conditions. You can see in dim light within 60 feet of you 
  as if it were bright light, and in darkness as if it were dim light. You can’t 
  discern color in darkness, only shades of gray.
  Hellish Resistance You have resistance to fire damage.
  Infernal Legacy You know the thaumaturgy cantrip. Once you reach 3rd 
  level, you can cast the hellish rebuke spell once per day as a 2nd-level 
  spell. Once you reach 5th level, you can also cast the darkness spell once 
  per day. Charisma is your spellcasting ability for these spells. Spell save DC 
  15.
  Languages You can speak, read, and write Common and Infernal.
  Action Surge Starting at 2nd level, you can push yourself beyond your 
  normal limits for a moment. On your turn, you can take one additional 
  action on top of your regular action and a possible bonus action. Once 
  you use this feature, you must finish a short or long rest before you can 
  use it again. You can use this feature 1 time(s) before a rest, but only once 
  on the same turn.
  Champion The archetypal Champion focuses on the development of raw 
  physical power honed to deadly perfection. Those who model themselves 
  on this archetype combine rigorous training with physical excellence to 
  deal devastating blows.
  Extra Attack Beginning at 5th level, you can attack twice, instead of once, 
  whenever you take the Attack action on your turn. The number of attacks 
  increases to three when you reach 11th level in this class and to four 
  when you reach 20th level in this class.
  Improved Critical Beginning when you choose this archetype at 3rd level, 
  your weapon attacks score a critical hit on a roll of 19 or 20.
  Indomitable Beginning at 9th level, you can reroll a saving throw that 
  you fail. If you do so, you must use the new roll, and you can’t use this 
  feature again until you finish a long rest. You can use this feature 2 time(s) 
  between long rests.
  Remarkable Athlete Starting at 7th level, you can add half your proficiency 
  bonus (round up) to any Strength, Dexterity, or Constitution check you 
  make that doesn’t already use your proficiency bonus. In addition, when 
  you make a running long jump, the distance you can cover increases by a 
  number of feet equal to +5.
  Second Wind You have a limited well of stamina that you can draw on to 
  protect yourself from harm. On your turn, you can use a bonus action to 
  regain hit points equal to 1d10 + your fighter level. Once you use this 
  feature, you must finish a short or long rest before you can use it again.
  Superior Critical Starting at 15th level, your weapon attacks score a critical 
  hit on a roll of 18-20.
  Dueling When you are wielding a melee weapon in one hand and no other 
  weapons, you gain a +2 bonus to damage rolls with that weapon.
  Protection When a creature you can see attacks a target other than 
  you that is within 5 feet of you, you can use your reaction to impose 
  disadvantage on the attack roll. You must be wielding a shield.
  
  169
  Dronskilla
  Dronskilla
  
  170
  Dronskilla
  Dronskilla
  Overview
  A mammoth-sized half-orc with a knack for beastmastery, 
  she keeps to herself in the highland ice caves... occasionally 
  venturing into a local settlement to restock raw materials for 
  her cape and furs of choice, skinpelts.
  Appearance
  Though she rarely plans to encounter people, preferring 
  the solitude of her cave lair, Dronskilla is intimidating, and 
  dresses to accentuate this. 
  Furs, pelts, and animal skulls often accentuate her garb.  Her 
  face is heavily weathered and scarred.
  Background
  Dronskilla lost her family on a mountain hike one day when 
  she was young.  The slopes were perilous, the weather 
  foreboding, and the ice was simply too much for her 
  grandfather. 
  Her parents found a nearby cave, made sure it was safe, 
  and bade her stay there until they could return.  Then they 
  ventured out into the blizzard in hopes of rescuing the 
  grandfather.  
  Dronskilla never saw them again.
  She stayed in the cave for three days, until she could stand 
  the hunger no more and her curiosity overcame her.  She 
  spent the next few years searching, but encountered no trace 
  of her family.
  Over the years, she has given up hopes of civilization, and 
  has grown cold and distant, preferring the mountain ice to 
  any warm community.  
  The cave she claims as lair is that same one in which her 
  parents abandoned her a decade ago.
  Demeanor
  Dronskilla speaks Common, but has not done so willingly 
  in so long that the words come strangely to her, as though 
  spoken at one end of a large tunnel of ice and heard only 
  echoing from the other side.  
  She has no real interest in the PCs, their conversation or 
  wishes, and ultimately, she is content; the party has nothing, 
  really, to offer her, so she will try to end the conversation as 
  quickly as possible.
  Combat Tactics
  Dronskilla is a seasoned fighter, but mostly against 
  wildlife and monsters; against a sentient opponent she has 
  remarkably little experience.  
  A mixture of forces, particularly one involving magic, should 
  be able to finish her off rather quickly.  
  She will enlist the aid of her henchment immediately if faced 
  with an overwhelming number of opponent; these arrive in 
    1d4-1 rounds (minimum 1).
  Modus Operandi
  Dronskilla’s villainy is somewhat pedestrian compared to 
  others of that moniker.
  When food is scarce in the mountain, she ventures down to 
  the farming valley below, and brings livestock back to her 
  cave to keep her fed.  
  If anyone gets in her way, she will slay them; if faced with 
  a force larger than three people, she will simply slink away 
  and seek out another farm.  There are dozens, in the valley, 
  so it’s simply not feasible for them to defend themselves all 
  the time.
  Notoriety
  Dronskilla is well-known to the farms of the valley, and 
  indeed, is a common threat against miscreant children.  
  Beyond the valley, where her deeds have no impact, she is 
  unknown entirely.
  Hooks, Integration, & Adventure 
  Seeds
  • Direct Attack: While staying at a farm, the PCs see 
  Dronskilla try to steal a cow.
  • Plea of the Innocent: A farmer, or group thereof, offers 
  pooled reward money if the PCs will help kill Dronskilla 
  and put an end to this livestock thievery and murder once 
  and for all.
  Habits and Logistics
  Dronskilla is in her lair 
    20% of the time.  
    30% of the 
  time she will be raiding a farm in the valley.  The remaining 
  time, she is hunting in the mountain forests.
  Conversation
  Dronskilla prefers to avoid conversation, and truthfully, it’s 
  difficult to imagine a scenario in which the PCs are talking 
  to her, other than if they subdue and restrain her following 
  armed conflict.
  Did you murder this farmer? 
  (This can be a general question about any victim, actual 
  
  171
  Dronskilla
  
  172
  Dronskilla
  FlexTable 12: Dronskilla Rumors & Lore
  A
  B
  C
  D
  DC
  Description
  Veracity
  -
  -
  -
  01-30
  -
  No Rumor
  No information is obtained.
  01-14
  01-14
  01-14
  31-39
  12
  A murderous half-orc 
  warrior roams the valley, in 
  search of meat.
    Partially True.  Dronskilla isn’t 
  really murderous; she’s only looking for 
  something to eat.
  15-29
  15-30
  15-30
  01-30
  13
  Farmers across the valley 
  are harassed by livestock 
  thefts of late.
    True.  Dronskilla is the sole cause, 
  however.
  30-44
  31-45
  31-45
  31-39
  14
  At the top of a mountain
  Lives a bold half-orc
  Blood geyers like a fountain
  If you fail to give her pork
    Partially True.  Dronskilla is actually 
  partial to cow, rather than pig, but will 
  certainly eat both.
  45-59
  46-60
  46-60
  40-49
  15
  A vile half-orc lives high up 
  in the mountains, coming 
  down into the valley from 
  time to time to slaughter 
  livestock.  If you see her, let 
  loose the beasts and run, 
  for she will kill and eat you, 
  too, if you interfere.
    True.  Dronskilla has eaten people, 
  but only in desperation when livestock 
  during tough winters where livestock died 
  out and there was no other option.
  60-74
  60-69
  60-69
  50-59
  16
  Vicious is the half-orc in 
  the mountain cave who 
  eats of raw flesh and who 
  enslaves the deranged as 
  her servants.
    True.  “Enslaved” is a bit harsh of a 
  term, and again, Dronskilla operates out 
  of need alone, but true from the farmers’ 
  perspective.
  75-89
  70-97
  70-94
  60-69
  11
  A half-orc, half-demon lives 
  in her mountain lair, and 
  ventures forth to slay the 
  wicked.
    False.  A twist on what really 
  happens, perhaps perverted to threaten 
  children?
  90-00
  98-00
  95-00
  70-00
  13
  Long ago, a half-orc child 
  lost her family in a blizzard.  
  She has lived in a high 
  mountain cave since then, 
  coming down to the valley 
  only to satisfy her hunger 
  when needed.
    True.  This is a rehash of Dronskilla’s 
  backstory.
  or suspected.)
   
    “Maybe.”
  Why did you murder this farmer?  Why did you steal this 
  cow? 
  (Substitute any question regarding Dronskilla’s crimes, 
  real or suspected.)
   
    “Had to.”
  Attitude Tracker Triggers
  Value
  Action
  <7
  Dronskilla will seek out the party and attack 
  them on sight.  She will devote all her time to 
  raiding livestock until the party is discovered 
  and slain.
  Value
  Action
  <13
  Dronskilla will fight the PCs on sight, but will 
  otherwise go about her normal business and 
  routine.
  >18
  Dronskilla will offer the PCs food and shelter in 
  her cave if they run into each other.
  >24
  Dronskilla will seek out the PCs and offer them 
  furs and meat.
  Organization
  Dronskilla lives alone, but a handful of followers hang 
  around, hoping to survive off of her scraps so long as they 
  prove useful in battle.
  Dronskilla can summon these followers at any time.
  
  173
  Dronskilla
  Henchmen, Retainers, and 
  Followers
  Keepers: 
    1d4-1 of these can be found close by 
  Dronskilla’s cave lair at any given time.  These are typically 
  mutes, loners, or others for whom solitude is preferable to 
  people... but safety and security of purpose is preferable to 
  wandering or starving.  Although hailing from a diversity of 
  backgrounds and skill sets, they count as Rangers.
  Lair / Residence
  Dronskilla lives in an ice cave lair.
  Quests & Encounters
    Quest: Tend to the Livestock
    Summary: While staying at a farm, the PCs notice a half-
  orc making away with some livestock.
    Rewards:   
    250 gp / 
    1,250 gp / 
    3,200 gp / 
    
  5,000 gp; up to 
    3 Reward Stars.
    Locations: Any rural farm near a mountain.
    Key NPCs: Dronskilla.
    Kickoff: The PCs must stay at a farm for at least a few 
  hours.   
   
  If they intend to stay overnight, the encounter happens in 
  the middle of the night; if they stay only for a few hours, 
  it happens in the midst of their meal.
    Description:
  Dronskilla ventures onto the farm and takes a few cows, 
  binding them loosely in leather rope to guide them. 
   
  If the PCs do not venture forth to prevent this on their 
  own, the farmers plead for their help, and if no such help is 
  forthcoming from the party, they go outside themselves.
    There is no convincing Dronskilla to stop her actions, or 
  to change her ways; there is quite literally no other way 
  for her to live in her ice cave without additional food.   
   
  Attempts to change her mind, however, are noble and 
  well-intentioned; merely trying is worth 
    1 Reward 
  Star.
    Whether as a follow-up to attempted conversation, or 
  as a first approach, fighting Dronskilla is the only real 
  choice here.  Slaying her is worth 
    2 Reward Star (for 
  a total of 3, if the party tried to talk with her first). 
   
  Once she is wounded, even by 1 HP, Dronskilla will 
  summon her henchmen.   
   
  If reduced to less than half her maximum HP, Dronskilla 
  will attempt to flee.  Letting her go is worth 
    1 
  Reward Star (for a total of 2, if the party attempted 
  conversation initially). 
   
  If Dronskilla is slain, the farmers will give the party the 
  listed reward money as thank you for preventing future 
  attacks.   
   
  If Dronskilla runs away, the farmers offer half the listed 
  amount, since it’s likely that she will return someday.
  
  174
  Dronskilla
  Dronskilla
  CR 5; XP 1,800
    Low
    Moderate
    Advanced
    Elite
  Challenge CR 5 
  XP 1,800
  CR 9 
  XP 5,000
  CR 13 
  XP 10,000
  CR 17 
  XP 18,000
  Class / HD Barbarian 5
  Barbarian 9
  Barbarian 13
  Barbarian 17
  Size / Aln
  Medium TN 
  Half-Orc
  Medium TN 
  Half-Orc
  Medium TN 
  Half-Orc
  Medium TN 
  Half-Orc
  HP
  44
  82
  134
  168
  Armor 
  Class
  15
  17
  18
  19
  Speed
  Walk 40’
  Walk 40’
  Walk 40’
  Walk 40’
  Ability 
  Scores / 
  Saves
  STR    20 (+8) 
  DEX   13 (+1) 
  CON  16 (+6) 
  INT      7 (-2) 
  WIS     9 (-1) 
  CHA  12 (+1)
  STR    20 (+9) 
  DEX   15 (+2) 
  CON  16 (+7) 
  INT      7 (-2) 
  WIS     9 (-1) 
  CHA  12 (+1)
  STR    20 (+10) 
  DEX   15 (+2) 
  CON  18 (+9) 
  INT      7 (-2) 
  WIS     9 (-1) 
  CHA  12 (+1)
  STR    20 (+11) 
  DEX   17 (+3) 
  CON  18 (+10) 
  INT      7 (-2) 
  WIS     9 (-1) 
  CHA  12 (+1) 
  Skills
  -
  -
  -
  -
  Saves
  -
  -
  -
  -
  Vulnerabilities
  -
  -
  -
  -
  Immunities -
  -
  -
  -
  Senses
  Passive Perception 12
  Passive Perception 13
  Passive Perception 14
  Passive Perception 15
  Languages Common, Orc
  Attacks
  Melee Greatsword +4 
  (2d6+3)
  Melee +1 Greatsword +6/+6 
  (2d6+4)
  Melee +2 Greatsword 
  +8/+8 (2d6+5)
  Melee +3 Greatsword 
  +11/+11 (2d6+6)
  Special
  -
  -
  -
  -
  Proficiencies
  Battleaxe, Blowgun, Club, Crossbow (Hand), Crossbow (Heavy), Crossbow (Light), Dagger, Dart, Flail, Glaive, Greataxe, 
  Greatclub, Greatsword, Halberd, Handaxe, Javelin, Lance, Light Hammer, Longbow, Longsword, Mace, Maul, Morningstar, 
  Net, Pike, Quarterstaff, Rapier, Scimitar, Shortbow, Shortsword, Sickle, Sling, Spear, Trident, Unarmed Strike, War Pick, 
  Warhammer, Whip
  TN; Medium Humanoid (Human, Orc)
  
  175
  Dronskilla
    Low
    Moderate
    Advanced
    Elite
  Special 
  Qualities
  Darkvision, Languages, 
  Menacing, Relentless 
  Endurance, Savage Attacks, 
  Ability Score Improvement, 
  Danger Sense, Extra Attack, 
  Fast Movement, Frenzy, 
  Path of the Berserker, Primal 
  Path, Rage, Reckless Attack, 
  Unarmored Defense 
  Darkvision, Languages, 
  Menacing, Relentless 
  Endurance, Savage Attacks, 
  Ability Score Improvement, 
  Brutal Critical, Danger Sense, 
  Extra Attack, Fast Movement, 
  Feral Instinct, Frenzy, Path 
  of the Berserker, Primal 
  Path, Rage, Reckless Attack, 
  Unarmored Defense
  Darkvision, Languages, 
  Menacing, Relentless 
  Endurance, Savage Attacks, 
  Ability Score Improvement, 
  Brutal Critical, Danger 
  Sense, Extra Attack, Fast 
  Movement, Feral Instinct, 
  Frenzy, Path of the 
  Berserker, Primal Path, 
  Rage, Reckless Attack, 
  Relentless Rage, Unarmored 
  Defense
  Darkvision, Languages, 
  Menacing, Relentless 
  Endurance, Savage Attacks, 
  Ability Score Improvement, 
  Brutal Critical, Danger Sense, 
  Extra Attack, Fast Movement, 
  Feral Instinct, Frenzy, Path 
  of the Berserker, Persistent 
  Rage, Primal Path, Rage, 
  Reckless Attack, Relentless 
  Rage, Unarmored Defense
  Spell-
  casting
  -
  -
  -
  -
  Equipment
  Greatsword;
  breastplate
  +1 Greatsword;
  +1 breastplate
  +2 Greatsword;
  +2 breastplate
  +3 Greatsword;
  +3 breastplate
  Special Abilities
  Darkvision Thanks to your orc blood, you have superior vision in dark and 
  dim conditions. You can see in dim light within 60 feet of you as if it were 
  bright light, and in darkness as if it were dim light. You can’t discern color 
  in darkness, only shades of gray.
  Languages You can speak, read, and write Common and Orc. Orc is a 
  harsh, grating language with hard consonants. It has no script of its own 
  but is written in the Dwarvish script.
  Menacing You gain proficiency in the Intimidation skill.
  Relentless Endurance When you are reduced to 0 hit points but not killed 
  outright, you can drop to 1 hit point instead. You can’t use this feature 
  again until you finish a long rest.
  Savage Attacks When you score a critical hit with a melee weapon attack, 
  you can roll one of the weapon’s damage dice one additional time and add 
  it to the extra damage of the critical hit.
  Brutal Critical Beginning at 9th level, you can roll 3 additional weapon 
  damage die when determining the extra damage for a critical hit with a 
  melee attack.
  Danger Sense At 2nd level, you gain an uncanny sense of when things 
  nearby aren’t as they should be, giving you an edge when you dodge away 
  from danger. You have advantage on Dexterity saving throws against 
  effects that you can see, such as traps and spells. To gain this benefit, you 
  can’t be blinded, deafened, or incapacitated.
  Extra Attack Beginning at 5th level, you can attack twice, instead of once, 
  whenever you take the Attack action on your turn.
  Fast Movement Starting at 5th level, your speed increases by 10 feet 
  while you aren’t wearing heavy armor.
  Feral Instinct By 7th level, your instincts are so honed that you have 
  advantage on initiative rolls. Additionally, if you are surprised at the 
  beginning of combat and aren’t incapacitated, you can act normally on 
  your first turn, but only if you enter your rage before doing anything else 
  on that turn.
  Frenzy Starting when you choose this path at 3rd level, you can go into 
  a frenzy when you rage. If you do so, for the duration of your rage you 
  can make a single melee weapon attack as a bonus action on each of 
  your turns after this one. When your rage ends, you suffer one level of 
  exhaustion (as described in appendix A).
  Path of the Berserker For some barbarians, rage is a means to an end--that 
  end being violence. The Path of the Berserker is a path of untrammeled 
  fury, slick with blood. As you enter the berserker’s rage, you thrill in the 
  chaos of battle, heedless of your own health or well-being.
  Persistent Rage Beginning at 15th level, your rage is so fierce that it ends 
  early only if you fall unconscious or if you choose to end it.
  Rage In battle, you fight with primal ferocity. On your turn, you can enter 
  a rage as a bonus action. While raging, you gain the following benefits if 
  you aren’t wearing heavy armor: You have advantage on Strength checks 
  and Strength saving throws. When you make a melee weapon attack 
  using Strength, you gain a bonus to the damage roll equal to 4. You have 
  resistance to bludgeoning, piercing, and slashing damage. If you are able 
  to cast spells, you can’t cast them or concentrate on them while raging. 
  Your rage lasts for 1 minute. It ends early if you are knocked unconscious 
  or if your turn ends and you haven’t attacked a hostile creature since your 
  last turn or taken damage since then. You can also end your rage on your 
  turn as a bonus action. Once you have raged the number of times equal 
  to 6, you must finish a long rest before you can rage again.
  Reckless Attack Starting at 2nd level, you can throw aside all concern 
  for defense to attack with fierce desperation. When you make your first 
  attack on your turn, you can decide to attack recklessly. Doing so gives 
  you advantage on melee weapon attack rolls using Strength during this 
  turn, but attack rolls against you have advantage until your next turn.
  Relentless Rage Starting at 11th level, your rage can keep you fighting 
  despite grievous wounds. If you drop to 0 hit points while you’re raging 
  and don’t die outright, you can make a DC 10 Constitution saving throw. 
  If you succeed, you drop to 1 hit point instead. Each time you use this 
  feature after the first, the DC increases by 5. When you finish a short or 
  long rest, the DC resets to 10.
  Unarmored Defense While you are not wearing any armor, your Armor 
  Class equals 10 + your Dexterity modifier + your Constitution modifier. 
  You can use a shield and still gain this benefit.
  
  176
  Dronskilla
  Table 15: Attitude Modifiers for Dronskilla
  Starting Attitude:  
  16 (Indifferent)
  Name
  Condition
  Effect
  Notes
  Action
  PCs attack without provocation
  -15
  Does not stack with other attack-based modifiers
  Action
  PCs attack with provocation
  -10
  Does not stack with other attack-based modifiers
  Conversation
  PCs threaten violence
  -5
  -
  Action
  NPC witnesses the PCs commit 
  murder in self-defense
  +1
  Assumes the crime does not involve the NPC; stacks with 
  other modifiers that involve crimes against the NPC; does 
  not stack with other “witnesses crime” modifiers
  Action
  Villain witnesses the PCs 
  discussing the villain and/or 
  their henchmen
  -4
  Does not stack with other “witness” modifiers
  Action
  PCs defend this NPC against 
  violence
  +10
  Does not stack with other “witness” modifiers
  Action
  PCs heal or “boon” this NPC
  +5
  Per healing spell/potion/skill check or beneficial spell or 
  effect; maximum +15
  Action
  PCs refuse to help when asked
  -3
  Per request; no maximum
  Action
  PCs agree to help when asked
  +4
  Per request; maximum +12
  Action
  NPC joins party for any length 
  of time
  +5
  Does not stack with subsequent iterations of itself 
  (maximum effect +5 no matter how many times NPC joins 
  party)
  Action
  PCs save this NPC’s life
  +15
  Either as part of a Quest, or as an offer made of the 
  party’s own initiative
  Conversation
  PCs fail at an Intimidate check 
  for any reason
  -2
  Per failed check; no maximum
  
  177
  Dronskilla
  Keeper
  CR 1; XP 200
    Low
    Moderate
    Advanced
    Elite
  Challenge CR 1 
  XP 200
  CR 5 
  XP 1,800
  CR 9 
  XP 5,000
  CR 13 
  XP 10,000
  Class / HD Ranger 1
  Ranger 5
  Ranger 9
  Ranger 13
  Size / Aln
  Small TN 
  Halfling (Lightfoot)
  Small TN 
  Halfling (Lightfoot)
  Small TN 
  Halfling (Lightfoot)
  Small TN 
  Halfling (Lightfoot)
  HP
  11
  41
  64
  89
  Armor 
  Class
  13
  15
  16
  18
  Speed
  Walk 25’
  Walk 25’
  Walk 25’
  Walk 25’
  Ability 
  Scores / 
  Saves
  STR    9  (+1) 
  DEX   15 (+4) 
  CON  12 (+1) 
  INT    13 (+1) 
  WIS   14 (+2) 
  CHA  11 (+0)
  STR    10 (+3) 
  DEX   16 (+6) 
  CON  12 (+1) 
  INT    13 (+1) 
  WIS   14 (+2) 
  CHA  11 (+0)
  STR    10 (+4) 
  DEX   16 (+7) 
  CON  12 (+1) 
  INT    13 (+1) 
  WIS   16 (+3) 
  CHA  11 (+0)
  STR    10 (+5) 
  DEX   18 (+9) 
  CON  12 (+1) 
  INT    13 (+1) 
  WIS   16 (+3) 
  CHA  11 (+0)
  Skills
  -
  -
  -
  -
  Saves
  -
  -
  -
  -
  Vulnerabilities
  -
  -
  -
  -
  Immunities -
  -
  -
  -
  TN; Small Humanoid (Halfling)
  
  178
  Dronskilla
    Low
    Moderate
    Advanced
    Elite
  Senses
  Passive Perception 14
  Passive Perception 15
  Passive Perception 17
  Passive Perception 18
  Languages Common, Dwarvish, Gnomish, Halfling
  Attacks
  Ranged Longbow (Small) 
  ) --> 150 ft.’: +4 (1d8+2); 
  600 ft.’: +4 (1d8+2) 
  Melee Dagger (Small) +4 
  (1d4+2 ) 
  Ranged Dagger (Small/
  Thrown) 20 ft.’: +4 
  (1d4+2); 60 ft.’: +4 
  (1d4+2) 
  Melee Rapier (Small) +4 
  (1d8+2 ) 
  Ranged Longbow (Small/
  Weapon +1) ) --> 150 ft.’: 
  +9/+9 (1d8+4); 600 ft.’: 
  +9/+9 (1d8+4) 
  Melee Dagger (Small) +6/+6 
  (1d4+3 ) 
  Ranged Dagger (Small/
  Thrown) 20 ft.’: +6/+6 
  (1d4+3); 60 ft.’: +6/+6 
  (1d4+3) 
  Melee Rapier (Small) +6/+6 
  (1d8+3 ) 
  Ranged Longbow (Small/
  Weapon +2) ) --> 150 ft.’: 
  +11/+11 (1d8+5); 600 ft.’: 
  +11/+11 (1d8+5) 
  Melee Dagger (Small) 
  +7/+7 (1d4+3 ) 
  Ranged Dagger (Small/
  Thrown) 20 ft.’: +7/+7 
  (1d4+3); 60 ft.’: +7/+7 
  (1d4+3) 
  Melee Rapier (Small) +7/+7 
  (1d8+3 ) 
  Ranged Longbow (Small/
  Weapon +3) ) --> 150 ft.’: 
  +14/+14 (1d8+7); 600 ft.’: 
  +14/+14 (1d8+7) 
  Melee Dagger (Small) +9/+9 
  (1d4+4 ) 
  Ranged Dagger (Small/
  Thrown) 20 ft.’: +9/+9 
  (1d4+4); 60 ft.’: +9/+9 
  (1d4+4) 
  Melee Rapier (Small) +9/+9 
  (1d8+4 ) 
  Special
  -
  -
  -
  -
  Proficiencies
  Battleaxe, Blowgun, Club, Crossbow (Hand), Crossbow (Heavy), Crossbow (Light), Dagger, Dart, Flail, Glaive, Greataxe, 
  Greatclub, Greatsword, Halberd, Handaxe, Javelin, Lance, Light Hammer, Longbow, Longsword, Mace, Maul, Morningstar, 
  Net, Pike, Quarterstaff, Rapier, Scimitar, Shortbow, Shortsword, Sickle, Sling, Spear, Trident, Unarmed Strike, War Pick, 
  Warhammer, Whip
  Special 
  Qualities
  Spellcaster Spell Slots, 
  Ability Score Increase, 
  Brave, Halfling Nimbleness, 
  Languages, Lucky, Naturally 
  Stealthy, Favored Enemy, 
  Natural Explorer, Beasts, 
  Mountain
  Spellcaster Spell Slots, 
  Ability Score Increase, 
  Brave, Halfling Nimbleness, 
  Languages, Lucky, Naturally 
  Stealthy, Ability Score 
  Improvement, Extra 
  Attack, Favored Enemy, 
  Fighting Style, Giant 
  Killer, Hunter, Hunter’s 
  Prey, Natural Explorer, 
  Primeval Awareness, Ranger 
  Archetype, Spellcasting, 
  Spell Slots, Archery, Beasts, 
  Mountain
  Spellcaster Spell Slots, 
  Ability Score Increase, 
  Brave, Halfling Nimbleness, 
  Languages, Lucky, Naturally 
  Stealthy, Ability Score 
  Improvement, Defensive 
  Tactics, Escape the Horde, 
  Extra Attack, Favored 
  Enemy, Fighting Style, 
  Giant Killer, Hunter, 
  Hunter’s Prey, Land’s 
  Stride, Natural Explorer, 
  Primeval Awareness, Ranger 
  Archetype, Spellcasting, 
  Spell Slots, Archery, 
  Aberrations, Beasts, 
  Grassland, Mountain
  Spellcaster Spell Slots, 
  Ability Score Increase, 
  Brave, Halfling Nimbleness, 
  Languages, Lucky, Naturally 
  Stealthy, Ability Score 
  Improvement, Defensive 
  Tactics, Escape the Horde, 
  Extra Attack, Favored Enemy, 
  Fighting Style, Giant Killer, 
  Hide in Plain Sight, Hunter, 
  Hunter’s Prey, Land’s Stride, 
  Multiattack, Natural Explorer, 
  Primeval Awareness, Ranger 
  Archetype, Spellcasting, 
  Spell Slots, Volley, Archery, 
  Aberrations, Beasts, 
  Grassland, Mountain, Swamp
  Spell-
  casting
  -
  -
  Save DC 15; Spell Atk +7
  3rd: daylight; nondetection
  2nd: barkskin; find traps; 
  silence
  1st: cure wounds; fog 
  cloud; jump; longstrider
  Save DC 16; Spell Atk +8
  4th: locate creature
  3rd: daylight; nondetection; 
  water walk
  2nd: barkskin; find traps; 
  silence
  1st: cure wounds; fog cloud; 
  jump; longstrider
  Equipment
  Longbow (small);
  leather armor;
  arrows (20x);
  dagger (small);
  rapier (small)
  +1 Longbow (small);
  +1 leather armor;
  arrows (20x);
  dagger (small);
  rapier (small)
  +2 Longbow (small);
  +2 leather armor;
  arrows (20x);
  dagger (small);
  rapier (small)
  +3 Longbow (small);
  +3 leather armor;
  arrows (20x);
  dagger (small);
  rapier (small)
  
  179
  Dronskilla
  Special Abilities
  Brave You have advantage on saving throws against being frightened.
  Halfling Nimbleness You can move through the space of any creature that 
  is of a size larger than yours.
  Languages You can speak, read, and write Common and Halfling. The 
  Halfling language isn’t secret, but halflings are loath to share it with 
  others. They write very little, so they don’t have a rich body of literature. 
  Their oral tradition, however, is very strong. Almost all halflings speak 
  Common to converse with the people in whose lands they dwell or 
  through which they are traveling.
  Lucky When you roll a 1 on an attack roll, ability check, or saving throw, 
  you can reroll the die and must use the new roll.
  Naturally Stealthy You can attempt to hide even when you are obscured 
  only by a creature that is at least one size larger than you.
  Escape the Horde Opportunity attacks against you are made with 
  disadvantage.
  Extra Attack Beginning at 5th level, you can attack twice, instead of once, 
  whenever you take the Attack action on your turn.
  Favored Enemy Beginning at 1st level, you have significant experience 
  studying, tracking, hunting, and even talking to a certain type of 
  enemy. Choose a type of favored enemy: aberrations, beasts, celestials, 
  constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, 
  plants, or undead. Alternatively, you can select two races of humanoid 
  (such as gnolls and orcs) as favored enemies. You have advantage on 
  Wisdom (Survival) checks to track your favored enemies, as well as on 
  Intelligence checks to recall information about them. When you gain 
  this feature, you also learn one language of your choice that is spoken by 
  your favored enemies, if they speak one at all. You choose one additional 
  favored enemy, as well as an associated language, at 6th and 14th level. 
  As you gain levels, your choices should reflect the types of monsters you 
  have encountered on your adventures.
  Giant Killer When a Large or larger creature within 5 feet of you hits 
  or misses you with an attack, you can use your reaction to attack that 
  creature immediately after its attack, provided that you can see the 
  creature.
  Hide in Plain Sight Starting at 10th level, you can spend 1 minute 
  creating camouflage for yourself. You must have access to fresh mud, 
  dirt, plants, soot, and other naturally occurring materials with which to 
  create your camouflage. Once you are camouflaged in this way, you can 
  try to hide by pressing yourself up against a solid surface, such as a tree 
  or wall, that is at least as tall and wide as you are. You gain a +10 bonus to 
  Dexterity (Stealth) checks as long as you remain there without moving or 
  taking actions. Once you move or take an action or a reaction, you must 
  camouflage yourself again to gain this benefit.
  Hunter Emulating the Hunter archetype means accepting your place as 
  a bulwark between civilization and the terrors of the wilderness. As you 
  walk the Hunter’s path, you learn specialized techniques for fighting the 
  threats you face, from rampaging ogres and hordes of orcs to towering 
  giants and terrifying dragons.
  Land’s Stride Starting at 8th level, moving through nonmagical difficult 
  terrain costs you no extra movement. You can also pass through 
  nonmagical plants without being slowed by them and without taking 
  damage from them if they have thorns, spines, or a similar hazard. In 
  addition, you have advantage on saving throws against plants that are 
  magically created or manipulated to impede movement, such those 
  created by the entangle spell.
  Multiattack At 11th level, you gain one of the following features of your 
  choice.
  Natural Explorer You are particularly familiar with one type of natural 
  environment and are adept at traveling and surviving in such regions. 
  Choose one type of favored terrain: arctic, coast, desert, forest, grassland, 
  mountain, swamp, or the Underdark. When you make an Intelligence or 
  Wisdom check related to your favored terrain, your proficiency bonus is 
  doubled if you are using a skill that you’re proficient in. While traveling for 
  an hour or more in your favored terrain, you gain the following benefits: 
  * Difficult terrain doesn’t slow your group’s travel. * Your group can’t 
  become lost except by magical means. * Even when you are engaged in 
  another activity while traveling (such as foraging, navigating, or tracking), 
  you remain alert to danger. * If you are traveling alone, you can move 
  stealthily at a normal pace. * When you forage, you find twice as much 
  food as you normally would. * While tracking other creatures, you also 
  learn their exact number, their sizes, and how long ago they passed 
  through the area. You choose additional favored terrain types at 6th and 
  10th level.
  Primeval Awareness Beginning at 3rd level, you can use your action 
  and expend one ranger spell slot to focus your awareness on the region 
  around you. For 1 minute per level of the spell slot you expend, you 
  can sense whether the following types of creatures are present within 
  1 mile of you (or within up to 6 miles if you are in your favored terrain): 
  aberrations, celestials, dragons, elementals, fey, fiends, and undead. This 
  feature doesn’t reveal the creatures’ location or number.
  Volley You can use your action to make a ranged attack against any 
  number of creatures within 10 feet of a point you can see within your 
  weapon’s range. You must have ammunition for each target, as normal, 
  and you make a separate attack roll for each target.
  Archery You gain a +2 bonus to attack rolls you make with ranged 
  weapons.
  Aberrations Advantage on Wisdom (Survival) checks to track Aberrations, 
  as well as on Intelligence checks to recall information about them. You 
  also learn one language of your choice that is spoken by your favored 
  enemies, if they speak one at all.
  Beasts Advantage on Wisdom (Survival) checks to track Beasts, as well as 
  on Intelligence checks to recall information about them. You also learn 
  one language of your choice that is spoken by your favored enemies, if 
  they speak one at all.
  
  180
  Dronskilla
  
  181
  Nekshuss
  Nekshuss Malark
  
  182
  Nekshuss
  Nekshuss Malark
  Overview
  Seeks perfection in all its forms, but is ultimately 
  disappointed when there inevitably are faults or frailties.  
  Reality is a complex beast, one which which Nekshuss has 
  never truly been comfortable. 
  Appearance
  Most young dwarves would find something paternal, or 
  grandfatherly, in Nekshuss: the white heard, expertly 
  braided with gold coils; the scratchy but well-kept eyebrows; 
  and the gruff demeanor.  A thickly-veined forehead makes 
  him always seem in dense concentration.  He nearly always 
  wears his armor, and his weaponry is oft close at hand.
  Background
  At one point, Nekshuss was an optimist: a rosy-eyed 
  visionary who saw a world that others were inspired to, 
  rather than the faulty and grimy world we are forced to 
  endure.
  He began a community leader, helping here and there as 
  best he could.  Involved with his church and its leadership, 
  he drove goodwill hard and fast, and helped hundreds out of 
  poverty, into better dwellings, and to learn so as to be able to 
  advance in their professions.
  One day, while tallying the results from his latest community 
  fundraiser, he encountered what appeared to be errors in 
  the church’s records.  Confronting leadership, it was soon 
  revealed that these were not errors, but rather intentional 
  forgeries, written to conceal corruption and embezzlement.
  Enraged and disappointed to his core, Nekshuss snapped, 
  and slew the church officials who had admitted their guilt.  
  He covered the event up, recovered the stolen funds, and 
  gave them out to the community, but the mental damage 
  of his horrible revelation and even more terrible murder 
  had been done: Nekshuss was set on his path of homicidal 
  overreaction to the worst disappointments that life can 
  present.
  Demeanor
  Nekshuss seems quite normal, if very passionate, in typical 
  conversation.  Indeed, most will have a favorable reaction 
  to him at first blush, since he tends to believe the best of 
  everyone.
  The trouble comes at his first disappointment, which usually 
  and unavoidably happens within hours of first interacting 
  with a person or situation.  Music will falter, food will be 
  overseasoned, or some other small failure will be focused on 
  to excess.
  Nekshuss cannot abide any failure in any form, no matter 
  how slight or inconsequantial.  Everything, to him, calls back 
  to that first, most massive failing of the church in which he 
  believed.
  Combat Tactics
  Nekshuss is obsessive, singularly focused on the target his 
  mind has decided is the failing in need of cleansing.  He will 
  focus on a single target, typically the person who has most 
  recently “failed” him to trigger his outrage, and will pursue 
  them until they are slain.
  Anyone who prevents him from this objective is fair game 
  for his wrath, as well, but he will consider them obstacles 
  toward his goal.
  He will neither waver, nor flee, while his target yet lives.  
  The only way to make him select a new target is to give 
  greater offense than was initially registered.  This seems 
  easy, but it is nearly impossible to even get his attention 
  while he is focused in this manner.
  Modus Operandi
  Nekshuss does not set forth to kill those who slight him.  He 
  will believe the best of every situation, and of every person.  
  Once he is triggered by an imperfection, he will draw 
  weaponry and pursue the offender to the death.
  Use the Attitude Tracker to determine the point of offense 
  that triggers his rage.
  In his darkest moments, Nekshuss has been known to 
  take prisoners, take them into the woods to his Perfection 
  Shrines, and sacrifice them as an appeasement to the gods 
  who hate imperfection as he does.  It is a bitter, macabre 
  irony that these sacrifices are very likely to be innocents.
  Notoriety
  Nekshuss has been driven from several towns for his crimes, 
  and although he has been incarcerated several times, his 
  followers inevitably break him out so they can move on to 
  another town.
  Despite their deeds and approach, Nekshuss and his 
  followers do not intend to “purge” or otherwise cleanse an 
  area of imperfection; they firmly believe there is a town out 
  there, somewhere, that is “perfect”; they merely seek it out 
  and are happy to move on once it is clear that the current 
  village falls well short of their needs.
  Hooks, Integration, & Adventure 
  Seeds
  • Direct Attack: The PCs give offense, somehow, and trigger 
  Nekshuss’ rage.
  • Plea of the Innocent: The loved one(s) of someone 
  
  183
  Nekshuss
  
  184
  Nekshuss
  FlexTable 13: Nekshuss Malark Rumors & Lore
  A
  B
  C
  D
  DC
  Description
  Veracity
  -
  -
  -
  01-30
  -
  No Rumor
  No information is obtained.
  01-14
  01-14
  01-14
  31-39
  12
  A dwarven cleric wants 
  everything to be just so, and 
  flies into a rage when it is 
  not.
    True.  This is Nekshuss in a nutshell.
  15-29
  15-30
  15-30
  01-30
  13
  Those seeking perfection 
  are doomed to find it ever 
  outside their grasp.
    True.  This is accurate in a general 
  sense, but the more so as the curse with 
  which Nekshuss is afflicted.
  30-44
  31-45
  31-45
  31-39
  14
  Just do what’s right, 
  No mistakes
  Avoid a fight,
  No heartaches
    True.  A child’s rhyming version of 
  Nekshuss’ wrath, it nevertheless holds 
  true.
  45-59
  46-60
  46-60
  40-49
  15
  Fighting Nekshuss the mad 
  cleric is an exercise in 
  futility and doom; just run if 
  he draws his weapon!
    True.  This speaks to the dwarf’s 
  obsessive approach to combat.
  60-74
  60-69
  60-69
  50-59
  16
  None live, who draw against 
  the mad cleric obsessed 
  with perfection.
    True.  A good summary of the history 
  of Nekshuss’ battles.
  75-89
  70-97
  70-94
  60-69
  11
  Two dwarves dwell within 
  Nekshuss the mad cleric: 
  one a sane perfectionist, and 
  the other a demon, seeking 
  the souls of the damned.
    False.  Nekshuss is quite mad through 
  and through; he needs no demon to drive 
  him to his deeds.
  90-00
  98-00
  95-00
  70-00
  13
  Nekshuss the mad cleric 
  roams towns the Realm 
  over, in search of pristine 
  young boys and girls to 
  indoctrinate into his cult.
    False.  This is a foreboding 
  misinterpretation of Nekshuss’ 
  perfectionism and the fact that he tends 
  to attract insane and similarly-obsessed 
  followers.
  murdered for their imperfection seeks revenge, and hires 
  the PCs to slay Nekshuss.
  • Fringe Notice: Nekshuss attacks a barkeep for serving 
  him an overly-foamy ale.  The party happens to be 
  present.
  • Appeal from Authority: Law enforcement asks the party’s 
  help in subduing Nekshuss and his followers.
  • Collateral Damage: Focused on slaying someone else, 
  Nekshuss bumps into the PCs, and takes a few swings at 
  them for their interference.
  • Disappearing Regular: An NPC whom the party regularly 
  does business with or talks to disappears; it turns out that 
  Nekshuss found them wanting and slew them.
  Habits and Logistics
  Nekshuss’ variable will and attitude means he might be 
  “placed” anywhere by the GM, conceivably, with little 
  trouble.  
  The man gravitates toward churches, however; 
    40% 
  of the time, he can be found in one, ostensibly looking for 
  an opportunity to help.  In his quest to find the perfect, he 
  reasons, churches should be beacons of this endeavor, as 
  they are closest to the gods in all things.
  Sadly, and perhaps most tellingly, the remainder of the time, 
  Nekshuss can be found in a tavern or inn, taking solace in 
  food and spirits and his fellow man, flawed or not.  
  People being people, there is opportunity for imperfection, 
  and thus disappointment, in either location, and so it’s not 
  for long that Nekshuss remains in a single establishment 
  before his rage forces him to leave by one means or another.
  Conversation
  When conversation begins, Nekshuss should be portrayed as 
  a light-hearted optimist, someone who believes the best in 
  the people with whom he talks.
  As conversation goes onward, however, chances are ever 
  higher that he will find something untoward in the PCs’ 
  responses.
  As a shorthand for the realities of imperfect beings, subtract 
  -1 from Nekshuss’ Attitude Tracker for every minute of 
  conversation the party engages in with him.  If something, 
  anything at all, goes wrong or there is a foible or a faux pas 
  or a blunder that the PCs make, immediately subtract -5.
  There is no limit to these modifiers, and they apply 
  
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  Nekshuss
  regardless of the topic at hand or how the PCs act.
  Why did you beat that barkeep? 
  (This can be a general question about any victim, actual or 
  suspected.)
   
    “He disappointed me.  Imperfection is the only true evil 
  in the Realm, and it must be punished, purged, when 
  found.”
  How can you beat and kill innocent people?  Isn’t that 
  imperfect?
   
    “I serve the will of the gods themselves, my friend.  No 
  fault can come from that.  And I have never yet laid 
  hands or blade on an innocent... nor, truly, have I ever 
  encountered an innocent.  I hope to do so, however.  I 
  truly do hope.”
  Attitude Tracker Triggers
  The true risk and despair of Nekshuss is that whether he 
  loves or hates the PCs, unless he is truly neutral about them, 
  he will seek out opportunities to talk with them further, 
  which will inevitably lead to a lowering of his Attitude 
  Tracker... and thus to a different, darker trigger on this list!
  Value
  Action
  <7
  Nekshuss will pursue the PCs until their or his 
  death, focusing on their imperfections.
  <13
  The dwarf will approach the PCs whenever he 
  sees them, asking after their imperfections—
  base his accusations on whatever prior 
  interactions he and the party have had up to 
  this point.  This will almost inevitably lead to a 
  further degrading of his Attitude Tracker, and 
  thence to violence.
  >18
  Nekshuss will approach the PCs on sight, 
  welcoming them and buying them drinks and 
  wishing to discuss things.
  >24
  Nekshuss will invite the party to join him in his 
  quest for perfection.
  Organization
  Nekshuss likes the company of people.  Truly, he is an 
  optimist to a fault, and will welcome any opportunity to talk 
  with, travel with, or join forces with, others.
  Perfection seems a morally defensible goal, and thus 
  Nekshuss attracts a great many followers and hangers-on in 
  his journeys and acts.  
  The exact makeup of these followers varies from town to 
  town, and waxes and wanes as a result of his actions: what 
  offends and disgusts one follower might attract a half-dozen 
  more.
  Henchmen, Retainers, and 
  Followers
  Perfectants: Nekshuss has 
    3d6 of these at his call at 
  any given time.  Even when he migrates to a new town, he 
  brings some retainers with him.  Perfectants are clerics, or 
  neophytes aspiring to be clerics, also dedicated to perfection.  
  Ultimately, Perfectants are dedicated more to Nekshuss than 
  to their deity or their purpose; for all intents and purposes, 
  Nekshuss Malark is their church and leader.
  Lair / Residence
  Nekshuss builds shrines outside of most cities he operates in.  
  It is at these shrines, typically roadside or just off a major 
  road in the woods, that he sleeps, preferring solitude and 
  peace than quarters in the city.
  It is to the greater good and benefit of all that he does this, 
  as sleeping in the city, it would be inevitable that some noise 
  or conversation disturb him, and he would wreak havoc 
  much more rapidly than he already does.
  Quests & Encounters
    Quest: Save the Imperfections
    Summary: The party must stop Nekshuss from 
  sacrificing  innocents in the woods.
    Rewards:   
    600 gp / 
    3,100 gp / 
    6,800 gp / 
    13,200 gp (per victim, promised); up to 
    1 Reward 
  Stars per victim, plus 
    2 Reward Stars for killing 
  Nekshuss.
    Locations: Any forest near a town.
    Key NPCs: Nekshuss Malark, Perfectants.
    Kickoff: The PCs learn of abducted children and 
  churchgoers from the village authorities or a faction 
  authority (e.g,. the church from which they were taken).  
  Many suspect Nekshuss, who has been raving for days 
  about imperfections and the need to appease embittered 
  gods. 
   
  As an accelerant to the quest, the PCs may even be told 
  the location of Nekshuss’ roadside shrine.
    Description:
    2d6 victims, townsfolk, a mixture of children and 
  other innocents, have been abducted by Nekshuss and his 
  Perfectants, and taken into the woods to his Perfection 
  Shrine.
  The mad dwarf and his followers have been preparing for a 
  sacrifice, which is to occur today.
  Nekshuss himself is overseeing things, and all his Perfectants 
  are in attendance.
  Under any circumstances, the PCs receive the listed rewards 
  for each intended victim that escapes.  For every 2 victims 
  slain in the conflict, subtract 
    1 Reward Star from the 
  
  186
  Nekshuss
  reward.
  Slaying Nekshuss, or subduing him and turning him in to 
  the authorities, grants the party an additional 
    2 Reward 
  Stars.
    The PCs can simply bust in and attack Nekshuss and his 
  followers.  This requires a lot of brute force, but may be 
  feasible.  In the battle, the innocents will flee; at the GM’s 
  option, Nekshuss and/or his Perfectants may attack the 
  innocents if they are not embroiled in melee with one or 
  more PCs.
    The party can instead sneak around.  
    Stealth checks 
  may provide some advantage; if the PCs succeed in 2 such 
  checks in a row, they gain a surprise round of combat 
  against the perfectionists.
    Nekshuss is utterly convinced of the rightness of his 
  approach, and his followers are either insane or possess 
  similar zeal.  Skill checks in conversation attempting 
  to convince the perfectionists otherwise are fruitless; 
  Nekshuss will order his forces to attack the party the 
  instant he realizes they are here to put a stop to the 
  sacrifice.
  
  187
  Nekshuss
  Nekshuss Malark
  CR 5; XP 1,800
    Low
    Moderate
    Advanced
    Elite
  Challenge CR 5 
  XP 1,800
  CR 9 
  XP 5,000
  CR 13 
  XP 10,000
  CR 17 
  XP 18,000
  Class / HD Cleric 5
  Cleric 9
  Cleric 13
  Cleric 17
  Size / Aln
  Medium LE 
  Dwarf (Hill)
  Medium LE 
  Dwarf (Hill)
  Medium LE 
  Dwarf (Hill)
  Medium LE 
  Dwarf (Hill)
  HP
  31
  53
  85
  105
  Armor 
  Class
  17
  19
  20
  21
  Speed
  Walk 25’
  Walk 25’
  Walk 25’
  Walk 25’
  Ability 
  Scores / 
  Saves
  STR    15 (+2) 
  DEX   13 (+1) 
  CON  10 (+0) 
  INT      8 (-1) 
  WIS   20 (+8) 
  CHA  12 (+4)
  STR    15 (+2) 
  DEX   15 (+2) 
  CON  10 (+0) 
  INT      8 (-1) 
  WIS    20 (+9) 
  CHA   12 (+5)
  STR    16 (+3) 
  DEX   16 (+3) 
  CON  10 (+0) 
  INT      8 (-1) 
  WIS    20 (+10) 
  CHA   12 (+6)
  STR    16 (+3) 
  DEX   18 (+4) 
  CON  10 (+0) 
  INT      8 (-1) 
  WIS    20 (+11) 
  CHA   12 (+7)
  Skills
  -
  -
  -
  -
  Saves
  -
  -
  -
  -
  Vulnerabilities
  -
  -
  -
  -
  Immunities -
  -
  -
  -
  Senses
  Passive Perception 15
  Passive Perception 15
  Passive Perception 15
  Passive Perception 15
  Languages Common, Dwarvish
  Attacks
  Melee Mace +5 (1d6+2 ) 
  Ranged Crossbow, Light ) 
  --> 80 ft.’: +4 (1d8+1); 320 
  ft.’: +4 (1d8+1) 
  Melee Dagger +5 (1d4+2 ) 
  Ranged Dagger (Thrown) 20 
  ft.’: +5 (1d4+2); 60 ft.’: +5 
  (1d4+2) 
  Melee Mace (Weapon +1) 
  +7 (1d6+3 ) 
  Ranged Crossbow, Light ) --> 
  80 ft.’: +6 (1d8+2); 320 ft.’: 
  +6 (1d8+2) 
  Melee Dagger +6 (1d4+2 ) 
  Ranged Dagger (Thrown) 20 
  ft.’: +6 (1d4+2); 60 ft.’: +6 
  (1d4+2) 
  Melee Mace (Weapon +2) 
  +10 (1d6+5 ) 
  Ranged Crossbow, Light ) 
  --> 80 ft.’: +8 (1d8+3); 320 
  ft.’: +8 (1d8+3) 
  Melee Dagger +8 (1d4+3 ) 
  Ranged Dagger (Thrown) 
  20 ft.’: +8 (1d4+3); 60 ft.’: 
  +8 (1d4+3) 
  Melee Mace (Weapon +3) 
  +12 (1d6+6 ) 
  Ranged Crossbow, Light ) --> 
  80 ft.’: +10 (1d8+4); 320 
  ft.’: +10 (1d8+4) 
  Melee Dagger +10 (1d4+4 ) 
  Ranged Dagger (Thrown) 20 
  ft.’: +10 (1d4+4); 60 ft.’: 
  +10 (1d4+4) 
  Special
  -
  -
  -
  -
  Proficiencies
  Battleaxe, Club, Crossbow (Light), Dagger, Dart, Greatclub, Handaxe, Javelin, Light Hammer, Mace, Quarterstaff, Shortbow, 
  Sickle, Sling, Spear, Unarmed Strike, Warhammer
  LE; Medium Humanoid (Dwarf)
  
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  Nekshuss
    Low
    Moderate
    Advanced
    Elite
  Special 
  Qualities
  Brewer’s Supplies, 
  Darkvision, Dwarven 
  Combat Training, Dwarven 
  Resilience, Dwarven 
  Toughness, Languages, 
  Stonecunning, Tool 
  Proficiency, Ability Score 
  Improvement, Bonus 
  Proficiency, Cantrips, 
  Channel Divinity, Channel 
  Divinity: Preserve Life, 
  Channel Divinity: Turn 
  Undead, Destroy Undead 
  (CR 1/2), Disciple of Life, 
  Divine Domain, Spellcasting 
  Ability
  Brewer’s Supplies, 
  Darkvision, Dwarven Combat 
  Training, Dwarven Resilience, 
  Dwarven Toughness, 
  Languages, Stonecunning, 
  Tool Proficiency, Ability 
  Score Improvement, Blessed 
  Healer, Bonus Proficiency, 
  Cantrips, Channel Divinity, 
  Channel Divinity: Preserve 
  Life, Channel Divinity: Turn 
  Undead, Destroy Undead (CR 
  1), Disciple of Life, Divine 
  Domain, Divine Strike, 
  Spellcasting Ability
  Brewer’s Supplies, 
  Darkvision, Dwarven 
  Combat Training, Dwarven 
  Resilience, Dwarven 
  Toughness, Languages, 
  Stonecunning, Tool 
  Proficiency, Ability Score 
  Improvement, Blessed 
  Healer, Bonus Proficiency, 
  Cantrips, Channel Divinity, 
  Channel Divinity: Preserve 
  Life, Channel Divinity: Turn 
  Undead, Destroy Undead 
  (CR 2), Disciple of Life, 
  Divine Domain, Divine 
  Intervention, Divine Strike, 
  Spellcasting Ability
  Brewer’s Supplies, 
  Darkvision, Dwarven Combat 
  Training, Dwarven Resilience, 
  Dwarven Toughness, 
  Languages, Stonecunning, 
  Tool Proficiency, Ability 
  Score Improvement, Blessed 
  Healer, Bonus Proficiency, 
  Cantrips, Channel Divinity, 
  Channel Divinity: Preserve 
  Life, Channel Divinity: Turn 
  Undead, Destroy Undead (CR 
  4), Disciple of Life, Divine 
  Domain, Divine Intervention, 
  Divine Strike, Spellcasting 
  Ability, Supreme Healing
  Spell-
  casting
  Save DC 16; Spell Atk +8
  3rd: bestow curse; glyph of 
  warding
  2nd: calm emotions; hold 
  person; silence
  1st: bane; cure wounds; 
  inflict wounds; sanctuary
  Save DC 17; Spell Atk +9
  5th: flame strike
  4th: control weater; 
  divination; freedom of 
  movement
  3rd: bestow curse; glyph of 
  warding; revivify
  2nd: calm emotions; hold 
  person; silence
  1st: bane; cure wounds; 
  inflict wounds; sanctuary
  Save DC 18; Spell Atk +10
  7th: fire storm
  6th: harm
  5th: flame strike; scrying
  4th: control weater; 
  divination; freedom of 
  movement
  3rd: bestow curse; glyph of 
  warding; revivify
  2nd: calm emotions; hold 
  person; silence
  1st: bane; cure wounds; 
  inflict wounds; sanctuary
  Save DC 19; Spell Atk +11
  9th: mass heal
  8th: earthquake
  7th: fire storm
  6th: harm
  5th: flame strike; scrying
  4th: control weater; 
  divination; freedom of 
  movement
  3rd: bestow curse; glyph of 
  warding; revivify
  2nd: calm emotions; hold 
  person; silence
  1st: bane; cure wounds; 
  inflict wounds; sanctuary
  Equipment
  Mace;
  breastplate;
  shield
  light crossbow;
  crossbow bolts (10x);
  dagger
  +1 Mace;
  +1 breastplate;
  shield
  light crossbow;
  crossbow bolts (10x);
  dagger
  +2 Mace;
  +2 breastplate;
  shield
  light crossbow;
  crossbow bolts (10x);
  dagger
  +3 Mace;
  +3 breastplate;
  shield
  light crossbow;
  crossbow bolts (10x);
  dagger
  Special Abilities
  Brewer’s Supplies Proficient with Artisan Brewer’s Supplies.
  Darkvision Accustomed to life underground, you have superior vision in 
  dark and dim conditions. You can see in dim light within 60 feet of you 
  as if it were bright light, and in darkness as if it were dim light. You can’t 
  discern color in darkness, only shades of gray.
  Dwarven Combat Training You have proficiency with the battleaxe, 
  handaxe, light hammer, and warhammer.
  Dwarven Resilience You have advantage on saving throws against poison, 
  and you have resistance against poison damage (explained in chapter 9).
  Dwarven Toughness Your hit point maximum increases by 1, and it 
  increases by 1 every time you gain a level.
  Languages You can speak, read, and write Common and Dwarvish. 
  Dwarvish is full of hard consonants and guttural sounds, and those 
  characteristics spill over into whatever other language a dwarf might 
  speak.
  Stonecunning Whenever you make an Intelligence (History) check related 
  to the origin of stonework, you are considered proficient in the History 
  skill and add double your proficiency bonus to the check, instead of your 
  normal proficiency bonus.
  Blessed Healer Beginning at 6th level, the healing spells you cast on 
  others heal you as well. When you cast a spell of 1st level or higher that 
  restores hit points to a creature other than you, you regain hit points 
  equal to 2 + the spell’s level.
  Bonus Proficiency When you choose this domain at 1st level, you gain 
  proficiency with heavy armor.
  Channel Divinity: Preserve Life Starting at 2nd level, you can use your 
  Channel Divinity to heal the badly injured. As an action, you present 
  your holy symbol and evoke healing energy that can restore a number of 
  hit points equal to 85. Choose any creatures within 30 feet of you, and 
  divide those hit points among them. This feature can restore a creature to 
  no more than half of its hit point maximum. You can’t use this feature on 
  an undead or a construct.
  Channel Divinity: Turn Undead As an action, you present your holy symbol 
  and speak a prayer censuring the undead. Each undead that can see or 
  hear you within 30 feet of you must make a Wisdom saving throw. If the 
  creature fails its saving throw, it is turned for 1 minute or until it takes 
  any damage. A turned creature must spend its turns trying to move as far 
  away from you as it can, and it can’t willingly move to a space within 30 
  feet of you. It also can’t take reactions. For its action, it can use only the 
  
  189
  Nekshuss
  Dash action or try to escape from an effect that prevents it from moving. 
  If there’s nowhere to move, the creature can use the Dodge action.
  Destroy Undead (CR 4) Starting at 5th level, when an undead fails its 
  saving throw against your Turn Undead feature, the creature is instantly 
  destroyed if its challenge rating is at or below a certain threshold, as 
  shown in the Destroy Undead table.
  Disciple of Life Also starting at 1st level, your healing spells are more 
  effective. Whenever you use a spell of 1st level or higher to restore hit 
  points to a creature, the creature regains additional hit points equal to 2 + 
  the spell’s level.
  Divine Intervention Beginning at 10th level, you can call on your deity to 
  intervene on your behalf when your need is great. Imploring your deity’s 
  aid requires you to use your action. Describe the assistance you seek, and 
  roll percentile dice. If you roll a number equal to or lower than 17, then 
  your deity intervenes. The DM chooses the nature of the intervention; 
  the effect of any cleric spell or cleric domain spell would be appropriate. 
  If your deity intervenes, you can’t use this feature again for 7 days. 
  Otherwise, you can use it again after you finish a long rest. At 20th level, 
  your call for intervention succeeds automatically, no roll required.
  Divine Strike At 8th level, you gain the ability to infuse your weapon 
  strikes with divine energy. Once on each of your turns when you hit a 
  creature with a weapon attack, you can cause the attack to deal an extra 
  2d8 radiant damage to the target.
  Supreme Healing Starting at 17th level, when you would normally roll one 
  or more dice to restore hit points with a spell, you instead use the highest 
  number possible for each die. For example, instead of restoring 2d6 hit 
  points to a creature, you restore 12.
  
  190
  Nekshuss
  Table 16: Attitude Modifiers for Nekshuss Malark
  Starting Attitude:  
  20 (Friendly)
  Name
  Condition
  Effect
  Notes
  Action
  PCs attack without provocation
  -15
  Does not stack with other attack-based modifiers
  Action
  PCs attack with provocation
  -10
  Does not stack with other attack-based modifiers
  Conversation
  PCs threaten violence
  -5
  -
  Action
  NPC witnesses the PCs commit a 
  crime
  +1
  Assumes the crime does not involve the NPC; stacks with 
  other modifiers that involve crimes against the NPC; does 
  not stack with other “witnesses crime” modifiers
  Action
  NPC witnesses the PCs commit 
  murder
  +2
  Assumes the crime does not involve the NPC; stacks with 
  other modifiers that involve crimes against the NPC; does 
  not stack with other “witnesses crime” modifiers
  Action
  NPC witnesses the PCs commit 
  murder in self-defense
  +1
  Assumes the crime does not involve the NPC; stacks with 
  other modifiers that involve crimes against the NPC; does 
  not stack with other “witnesses crime” modifiers
  Action
  Villain witnesses the PCs 
  discussing the villain and/or 
  their henchmen
  -4
  Does not stack with other “witness” modifiers
  Action
  PCs defend this NPC against 
  violence
  +10
  Does not stack with other “witness” modifiers
  Conversation
  PCs attempt a bribe (for 
  information, for action)
  -1
  GM’s discretion as to whether the bribe produces results 
  (positive or negative!)
  Conversation
  PCs share Rumors / Lore 
  +1
  Per each Rumor shared; maximum +4
  Extant
  One or more PCs have been 
  arrested
  +2
  Per offense, no limit
  Extant
  PCs have slain a guard, but have 
  not been caught
  +5
  Per offense, maximum -15 total
  Action
  PCs heal or “boon” this NPC
  +5
  Per healing spell/potion/skill check or beneficial spell or 
  effect; maximum +15
  Action
  PCs refuse to help when asked
  -3
  Per request; no maximum
  Action
  PCs agree to help when asked
  +4
  Per request; maximum +12
  Action
  NPC joins party for any length 
  of time
  +5
  Does not stack with subsequent iterations of itself 
  (maximum effect +5 no matter how many times NPC joins 
  party)
  Action
  PCs save this NPC’s life
  +15
  Either as part of a Quest, or as an offer made of the 
  party’s own initiative
  Conversation
  PCs fail at an Intimidate check 
  for any reason
  -2
  Per failed check; no maximum
  Conversation
  Per minute of conversation (any 
  topic)
  -1
  No limit; stacks with other Conversation modifiers.
  Conversation
  Per perceived mistake, faux pas, 
  bungle, etc. in conversation
  -5
  No limit; stacks with other Conversation modifiers.
  Conversation
  Per outright imperfection (e.g., 
  lying, playing a note out of tune, 
  etc.)
  -8
  No limit; stacks with other Conversation modifiers.
  
  191
  Nekshuss
  Perfectant
  CR 2; XP 450
    Low
    Moderate
    Advanced
    Elite
  Challenge CR 2 
  XP 450
  CR 6 
  XP 2,300
  CR 10 
  XP 5,900
  CR 14 
  XP 11,500
  Class / HD Cleric 2
  Cleric 6
  Cleric 10
  Cleric 14
  Size / Aln
  Medium LE 
  Elf (High)
  Medium LE 
  Elf (High)
  Medium LE 
  Elf (High)
  Medium LE 
  Elf (High)
  HP
  14
  32
  53
  67
  Armor 
  Class
  14
  15
  16
  18
  Speed
  Walk 30’
  Walk 30’
  Walk 30’
  Walk 30’
  LE; Medium Humanoid (Elf)
  
  192
  Nekshuss
    Low
    Moderate
    Advanced
    Elite
  Ability 
  Scores / 
  Saves
  STR    13  (+1) 
  DEX   15 (+2) 
  CON  10 (+0) 
  INT    9 (-1) 
  WIS   15 (+4) 
  CHA  9 (+1)
  STR    13  (+1) 
  DEX   15 (+2) 
  CON  10 (+0) 
  INT    9 (-1) 
  WIS   17 (+6) 
  CHA  9 (+2)
  STR    15  (+2) 
  DEX   15 (+2) 
  CON  10 (+0) 
  INT    9 (-1) 
  WIS   17 (+7) 
  CHA  9 (+3)
  STR    15  (+2) 
  DEX   17 (+3) 
  CON  10 (+0) 
  INT    9 (-1) 
  WIS   17 (+8) 
  CHA  9 (+4)
  Skills
  -
  -
  -
  -
  Saves
  -
  -
  -
  -
  Vulnerabilities
  -
  -
  -
  -
  Immunities -
  -
  -
  -
  Senses
  Passive Perception 14
  Passive Perception 16
  Passive Perception 17
  Passive Perception 18
  Languages Common, Elvish, Dwarvish
  Attacks
  Melee Dagger +4 (1d4+2 ) 
  Ranged Dagger (Thrown) 20 
  ft.’: +4 (1d4+2); 60 ft.’: +4 
  (1d4+2) 
  Melee Mace +3 (1d6+1 ) 
  Ranged Crossbow, Light ) 
  --> 80 ft.’: +4 (1d8+2); 320 
  ft.’: +4 (1d8+2) 
  Melee Dagger +5 (1d4+2 ) 
  Ranged Dagger (Thrown) 20 
  ft.’: +5 (1d4+2); 60 ft.’: +5 
  (1d4+2) 
  Melee Mace (Weapon +1) 
  +5 (1d6+2 ) 
  Ranged Crossbow, Light ) --> 
  80 ft.’: +5 (1d8+2); 320 ft.’: 
  +5 (1d8+2) 
  Melee Dagger +6 (1d4+2 ) 
  Ranged Dagger (Thrown) 
  20 ft.’: +6 (1d4+2); 60 ft.’: 
  +6 (1d4+2) 
  Melee Mace (Weapon +2) 
  +8 (1d6+4 ) 
  Ranged Crossbow, Light ) 
  --> 80 ft.’: +6 (1d8+2); 320 
  ft.’: +6 (1d8+2) 
  Melee Dagger +8 (1d4+3 ) 
  Ranged Dagger (Thrown) 20 
  ft.’: +8 (1d4+3); 60 ft.’: +8 
  (1d4+3) 
  Melee Mace (Weapon +3) 
  +10 (1d6+5 ) 
  Ranged Crossbow, Light ) --> 
  80 ft.’: +8 (1d8+3); 320 ft.’: 
  +8 (1d8+3) 
  Special
  -
  -
  -
  -
  Proficiencies
  Club, Crossbow (Light), Dagger, Dart, Greatclub, Handaxe, Javelin, Light Hammer, Longbow, Longsword, Mace, 
  Quarterstaff, Shortbow, Shortsword, Sickle, Sling, Spear, Unarmed Strike
  Special 
  Qualities
  Cantrip, Darkvision, Elf 
  Weapon Training, Extra 
  Language, Fey Ancestry, 
  Keen Senses, Languages, 
  Trance, Bonus Proficiency, 
  Cantrips, Channel Divinity, 
  Channel Divinity: Preserve 
  Life, Channel Divinity: Turn 
  Undead, Disciple of Life, 
  Divine Domain, Spellcasting 
  Ability ,
  Cantrip, Darkvision, Elf 
  Weapon Training, Extra 
  Language, Fey Ancestry, 
  Keen Senses, Languages, 
  Trance, Ability Score 
  Improvement, Blessed 
  Healer, Bonus Proficiency, 
  Cantrips, Channel Divinity, 
  Channel Divinity: Preserve 
  Life, Channel Divinity: Turn 
  Undead, Destroy Undead (CR 
  1/2), Disciple of Life, Divine 
  Domain, Spellcasting Ability
  Cantrip, Darkvision, Elf 
  Weapon Training, Extra 
  Language, Fey Ancestry, 
  Keen Senses, Languages, 
  Trance, Ability Score 
  Improvement, Blessed 
  Healer, Bonus Proficiency, 
  Cantrips, Channel Divinity, 
  Channel Divinity: Preserve 
  Life, Channel Divinity: Turn 
  Undead, Destroy Undead 
  (CR 1), Disciple of Life, 
  Divine Domain, Divine 
  Intervention, Divine Strike, 
  Spellcasting Ability
  Cantrip, Darkvision, Elf 
  Weapon Training, Extra 
  Language, Fey Ancestry, 
  Keen Senses, Languages, 
  Trance, Ability Score 
  Improvement, Blessed 
  Healer, Bonus Proficiency, 
  Cantrips, Channel Divinity, 
  Channel Divinity: Preserve 
  Life, Channel Divinity: Turn 
  Undead, Destroy Undead (CR 
  3), Disciple of Life, Divine 
  Domain, Divine Intervention, 
  Divine Strike, Spellcasting 
  Ability
  Spell-
  casting
  Save DC 12; Spell Atk +4
  1st: bless; command; shield 
  of fatih
  Save DC 14; Spell Atk +6
  3rd: beacon of hope; magic 
  circle; mass healing word
  2nd: aid; hold person; lesser 
  restoration
  1st: bless; command; detect 
  posion and disease; shield 
  of fatih
  Save DC 15; Spell Atk 7
  5th: geas; greater 
  restoration
  4th: death ward; locate 
  creature; stone shape
  3rd: beacon of hope; magic 
  circle; mass healing word
  2nd: aid; hold person; 
  lesser restoration
  1st: bless; command; 
  detect posion and disease; 
  shield of fatih
  Save DC 16; Spell Atk +8
  7th: regenerate
  6th: forbiddance
  5th: geas; greater restoration
  4th: death ward; locate 
  creature; stone shape
  3rd: beacon of hope; magic 
  circle; mass healing word
  2nd: aid; hold person; lesser 
  restoration
  1st: bless; command; detect 
  posion and disease; shield 
  of fatih
  
  193
  Nekshuss
    Low
    Moderate
    Advanced
    Elite
  Equipment
  Mace;
  dagger;
  studded leather armor;
  light crossbow
  crossbow bolts (10x)
  +1 Mace;
  dagger;
  +1 studded leather armor;
  light crossbow
  crossbow bolts (10x)
  +2 Mace;
  dagger;
  +2 studded leather 
  armor;
  light crossbow
  crossbow bolts (10x)
  +3 Mace;
  dagger;
  +3 studded leather armor;
  light crossbow
  crossbow bolts (10x)
  Special Abilities
  Darkvision Accustomed to twilit forests and the night sky, you have 
  superior vision in dark and dim conditions. You can see in dim light within 
  60 feet of you as if it were bright light, and in darkness as if it were dim 
  light. You can’t discern color in darkness, only shades of gray.
  Elf Weapon Training You have proficiency with the longsword, 
  shortsword, shortbow, and longbow.
  Extra Language You can speak, read, and write one extra language of your 
  choice.
  Fey Ancestry You have advantage on saving throws against being 
  charmed, and magic can’t put you to sleep.
  Keen Senses You have proficiency in the Perception skill.
  Languages You can speak, read, and write Common and Elvish. Elvish is 
  fluid, with subtle intonations and intricate grammar. Elven literature is rich 
  and varied, and their songs and poems are famous among other races. 
  Many bards learn their language so they can add Elvish ballads to their 
  repertoires.
  Trance Elves don’t need to sleep. Instead, they meditate deeply, remaining 
  semiconscious, for 4 hours a day. (The Common word for such meditation 
  is “trance.”) While meditating, you can dream after a fashion; such dreams 
  are actually mental exercises that have become reflexive through years of 
  practice. After resting in this way, you gain the same benefit that a human 
  does from 8 hours of sleep.
  Blessed Healer Beginning at 6th level, the healing spells you cast on 
  others heal you as well. When you cast a spell of 1st level or higher that 
  restores hit points to a creature other than you, you regain hit points equal 
  to 2 + the spell’s level.
  Bonus Proficiency When you choose this domain at 1st level, you gain 
  proficiency with heavy armor.
  Channel Divinity At 2nd level, you gain the ability to channel divine energy 
  directly from your deity, using that energy to fuel magical effects. You 
  start with two such effects: Turn Undead and an effect determined by 
  your domain. Some domains grant you additional effects as you advance 
  in levels, as noted in the domain description. When you use your Channel 
  Divinity, you choose which effect to create. You must then finish a short 
  or long rest to use your Channel Divinity again. Some Channel Divinity 
  effects require saving throws. When you use such an effect from this 
  class, the DC equals your cleric spell save DC. You can use your Channel 
  Divinity 2 times between rests. When you finish a short or long rest, you 
  regain your expended uses.
  Channel Divinity: Preserve Life Starting at 2nd level, you can use your 
  Channel Divinity to heal the badly injured. As an action, you present your 
  holy symbol and evoke healing energy that can restore a number of hit 
  points equal to 70. Choose any creatures within 30 feet of you, and divide 
  those hit points among them. This feature can restore a creature to no 
  more than half of its hit point maximum. You can’t use this feature on an 
  undead or a construct.
  Channel Divinity: Turn Undead As an action, you present your holy symbol 
  and speak a prayer censuring the undead. Each undead that can see or 
  hear you within 30 feet of you must make a Wisdom saving throw. If the 
  creature fails its saving throw, it is turned for 1 minute or until it takes any 
  damage. A turned creature must spend its turns trying to move as far away 
  from you as it can, and it can’t willingly move to a space within 30 feet 
  of you. It also can’t take reactions. For its action, it can use only the Dash 
  action or try to escape from an effect that prevents it from moving. If 
  there’s nowhere to move, the creature can use the Dodge action.
  Destroy Undead (CR 3) Starting at 5th level, when an undead fails its 
  saving throw against your Turn Undead feature, the creature is instantly 
  destroyed if its challenge rating is at or below a certain threshold, as 
  shown in the Destroy Undead table.
  Disciple of Life Also starting at 1st level, your healing spells are more 
  effective. Whenever you use a spell of 1st level or higher to restore hit 
  points to a creature, the creature regains additional hit points equal to 2 + 
  the spell’s level.
  Divine Intervention Beginning at 10th level, you can call on your deity to 
  intervene on your behalf when your need is great. Imploring your deity’s 
  aid requires you to use your action. Describe the assistance you seek, and 
  roll percentile dice. If you roll a number equal to or lower than 14, then 
  your deity intervenes. The DM chooses the nature of the intervention; 
  the effect of any cleric spell or cleric domain spell would be appropriate. 
  If your deity intervenes, you can’t use this feature again for 7 days. 
  Otherwise, you can use it again after you finish a long rest. At 20th level, 
  your call for intervention succeeds automatically, no roll required.
  Divine Strike At 8th level, you gain the ability to infuse your weapon 
  strikes with divine energy. Once on each of your turns when you hit a 
  creature with a weapon attack, you can cause the attack to deal an extra 
  2d8 radiant damage to the target.
  
  194
  Nekshuss
  
  195
  Joquandus
  Joquandus
  
  196
  Joquandus
  Joquandus
  Overview
  Joquandus is a tiefling Witch / Necromancer who only 
  animates and uses what he himself (or his minions) slay; 
  their compounding approach to grave robbing has bled 
  several small villages dry. 
  Appearance
  <>
  Background
  Joquandus grew up in a military household; from a young 
  age, he accompanied his parents, both of whom were in the 
  local army, to “work”, and helped on the battlefield.
  He grew used to death quickly, as any other child would 
  grow used to wildflowers or birds; he was surrounded by it 
  constantly most of the time.
  One day, the battle was particularly violent.  Joquandus, 
  barely an adolescent at the time, saw dozens of his parents’ 
  comrades, soldiers he had come to consider as aunts and 
  uncles, slain and savaged by the advancing forces.  Trying 
  to help minister to the wounds of a fallen uncle, he was 
  knocked about by a blow from a club.  When he came to, 
  he was buried in a heap of bodies, left for dead among the 
  tossed corpses of his parents’ friends.
  The enemy had begun to set up camp nearby, and poor 
  Joquandus could not leave the pile without being discovered.  
  For ten hours, he waited, hidden in the macabre pile, waiting 
  for nightfall so he could make his escape.
  It’s fair to say that the event made a lasting impression on 
  the man, who was deeply connected to death and dying from 
  that moment onward.
  Safe but now orphaned, the young tiefling found work as 
  an apprentice gravedigger, and soon took a second job at 
  a chirurgeon’s shop.  In retrospect, it was inevitable that 
  between the two professions, he turn into a formidable 
  necromancer.
  Demeanor
  Joquandus has come to value the dead more than the living, 
  and one can see his point: the dead are tools, ever able and 
  willing to serve the intent of their masters with the right 
  compulsions.  The living are more complex creatures, ever 
  serving their own interests, and never fully trustworthy.
  He tires quickly of most discussion, unless it furthers his 
  own interests; he will step away from chats if he is bored, 
  and never worries about being rude when doing so.
  Combat Tactics
  Joquandus is a savvy combatant, capable but unwilling to 
  commit to a battle he cannot win.  Although he values his 
  undead servants, hirelings and henchmen, he knows they are 
  easily replenished, and will thus send them all to their sure 
  demise merely to escape himself and rebuild his little dark 
  empire.
  He knows his own power over death, and although he has no 
  wish to die, he welcomes death’s power, and has shed any 
  fear of suffering long ago.  Between his love of the dead, his 
  full awareness of his own significant powers, and his lack of 
  fear, he is a very difficult to persuade, impress, or otherwise 
  influence.
  Modus Operandi
  Joquandus’ villainy is in how he comes by the corpses who 
  eventually serve him: his array of henchmen are employed 
  chiefly to acquire bodies by any means necessary.
  The tiefling necromancer has no moral qualms about killing 
  or death.  Neither does he harbor some unrealistic self-
  delusion about making the world a better place, or only 
  killing select subsets of the populace; any are valid targets 
  in his eyes, and he knows full well that his dark deeds 
  ultimately serve but one master: himself and his own greed.
  In each town in which he operates, dozens are slain in the 
  service of his need, and there is no upper bound on the death 
  to be caused: the dead, freshly-created for his purpose or dug 
  up from other causes, are but tools to further his ambition, 
  which has no limit.
  Notoriety
  Joquandus knows his power, and wishes ever more, but as 
  the living interest him little, he seeks no notoriety or fame.
  Indeed, such recognition can hamper his affairs, for few 
  towns long abide frequent, premediated, and indiscriminate 
  death.
  To a certain extent, he has no problem with being well-
  known in the underworld, society’s seedy underbelly, as this 
  inevitably grants him more followers.
  Once Joquandus suspects that town authorities are growing 
  more focused in their pursuit of the seemingly random 
  killings, he will pack up shop and leave to another town, to 
  set things up again and resume his pursuits.
  Hooks, Integration, & Adventure 
  Seeds
  • Direct Attack: Joquandus’ henchmen attack the PCs late at 
  night in the hopes for fresh bodies for their master.
  • Plea of the Innocent: The husband of a man who went 
  missing asks the PCs to investigate what may have 
  happened to him; in truth, he was slain by Joquandus’ 
  henchmen and given to him as fodder for undead spells.
  
  197
  Joquandus
  
  198
  Joquandus
  FlexTable 14: Joquandus Rumors & Lore
  A
  B
  C
  D
  DC
  Description
  Veracity
  -
  -
  -
  01-30
  -
  No Rumor
  No information is obtained.
  01-14
  01-14
  01-14
  31-39
  12
  A tiefling necromancer rose 
  in power by serving as both 
  a medic and a gravedigger.
    True.  This is exactly how Joquandus 
  gained his powers.
  15-29
  15-30
  15-30
  01-30
  13
  A tiefling necromancer 
  preys upon the weak and 
  isolated to fuel his undead 
  need.
    True.  Though it is usually his 
  henchmen who do the preying.
  30-44
  31-45
  31-45
  31-39
  14
  Joquandus needs bodies
  No matter how thou art 
  slain;
  By his macabre hobbies,
  What has died may rise 
  again
    True.  While childish, this rhyme 
  succinctly describes Joquandus’ habits.
  45-59
  46-60
  46-60
  40-49
  15
  Joquandus the necromancer 
  has a host of servants who 
  slay the weak and dig up 
  buried corpses for his craft.
    True.  This is how he gets bodies to 
  animate and resurrect.
  60-74
  60-69
  60-69
  50-59
  16
  A tiefling undead master has 
  love for the dead and hatred 
  for the living.
    True.  This is fairly much Joquandus’ 
  perspective on things.
  75-89
  70-97
  70-94
  60-69
  11
  An evil lich stalks the 
  city, slaying the isolated 
  and reanimating them as 
  undead.
    False.  No such lich exists, though 
  the other component does describe 
  Joquandus’ hirelings.
  90-00
  98-00
  95-00
  70-00
  13
  Undead forces are growing 
  in the city and will soon 
  launch an assault to 
  overtake it.
    False.  Joquandus has no political 
  aspirations and no wish to run a city.
  • Fringe Notice: The PCs interrupt Joquandus’ henchmen in 
  the midst of attacking a couple walking in an alley late at 
  night.
  • Appeal from Authority: Village authorities are certain 
  that a recent string of murders has a pattern, but cannot 
  figure it out on their own; out of desperation, they offer 
  the problem to the PCs.
  • Faction Quest: A church in town has had many incidents 
  of corpses being dug up from their cemetary.  Church 
  leadership asks that the party intervene and determine 
  what is happening.
  • Dark Rumor: Rumors tell of a mad necromancer who 
  preys upon the city; the PCs investigate and learn more 
  about where he might be hiding.
  Habits and Logistics
  Joquandus is almost always (
    75% chance) in his sub-
  mausoleum lair.
  The remainder of the time, he is out purchasing supplies or 
  foraging in the forests and swamps to harvest ingredients for 
  his rituals.
  Conversation
  Joquandus will end a conversation abruptly for seemingly 
  no reason, turning away and tending to business or leaving 
  witho no warning or description.
  Do you know what happened to these gravesites?
   
    “They were vandalized, and the bodies stolen.  I know, 
  because you just told me.”
  Do you know what happened to this victim? 
  (This can be a general question about any victim, actual or 
  suspected.)
   
    “They were murdered, at night, in an alley.  I know, 
  because you just told me.”
  Attitude Tracker Triggers
  Value
  Action
  <7
  Joquandus will personally find and attack the 
  party, with half his total henchmen retinue.
  
  199
  Joquandus
  Value
  Action
  <13
  Joquandus will send half his henchmen retinue 
  to attack the PCs at night.
  >18
  Joquandus will greet the PCs, and even stay to 
  hear some of their questions.
  >24
  Joquandus will offer the party money for any 
  corpses they might provide him, of any species.  
  His offered bounty is 500 gp per hit die of 
  deceased creature.
  Organization
  Joquandus has a large host of followers, retainers, and 
  hirelings.  Predmoninantly, he uses these to cull corpses—
  from alleys as much as gravesites.
  Whether a given henchman is motivated by coin, shared 
  purpose, bloodlust, or sociopathy is irrelevant mechanically: 
  all obey their master’s or employer’s command, and all have 
  little else to live for, and so will fight to the death at his will.
  Half of the numbers listed below will be present inside his 
  mausoleum lair; the remainder will either be out serving his 
  will, or “on call” pending his need.
  Henchmen, Retainers, and 
  Followers
  Cullers: These are sickle-wielding foot troops who prey upon 
  the weak in society.  
    3d6 will be serving Joquandus on a 
  given day.
  Robbers: Grave-robbing rogues who steal loot, as well as 
  corpses... preferably fresh ones.  They get to keep half of all 
  loot collected, and must return the rest to Joquandus.  
    
  2d8 are available to Joquandus at a time.
  Hoods: Formidable, scythe-wielding warriors who fancy 
  themselves minions of Death itself, and view Joquandus as 
  either an incarnation of Death, or its lieutenant.  
    2d4 will 
  have risen in Joquandus’ favor at a time.
  Lair / Residence
  Joquandus creates a cavernous lair underneath a mausoleum 
  in a cemetary of in towns in which he operates.  He is often 
  found there, are as many of his henchmen.
  Quests & Encounters
    Quest: Defend the Dearly Departed
    Summary: The PCs are asked to stand guard over a 
  recent burial, to ward against recent graverobbings.
    Rewards:   
    800 gp / 
    3,600 gp / 
    6,800 gp / 
    
  13,200 gp; up to 
    4 Reward Stars.
    Locations: Any graveyard (urban).
    Key NPCs: Joquandus, Cullers, Robbers, and Hoods.
    Kickoff: A village authority, church leadership, or simply 
  a concerned citizen who has had a recent death in the 
  family approaches the PCs and asks them to guard the 
  recent-buried.
    Description:
  The guard must take place over a week of evenings, as 
  typically the recent graverobbings have occured within a 
  week of the burial.
  Each night, the PCs must stand watch over the burial plot.  
  It’s boring work when nothing happens, and nocturnal as 
  well, but it pays well.
  The listed monetary reward reflects payment merely for 
  standing watch, and preventing the robbing of this specific 
  grave.  As a bonus, the city authority will pay well (double 
  the listed reward) if the party causes the graverobbings to 
  stop altogether.
  Each hour of total darkness in each evening, there is a 
    
  2% chance that Joquandus’ forces will strike.  These consist 
  of 
    2d4 Cullers, 
    1d8 Robbers, and 
    1d4 Hoods.
  In addition, there is a 
    15% chance that Joquandus 
  himself will arrive as well.  
  Joquandus’ forces are not strong in tactics, as they have 
  never encountered resistance; that’s part of what makes 
  grave-robbing so easy usually.  Even if they sneak up on the 
  PCs, they will balk upon seeing someone present; this allows 
  the PCs to take notice and when they attack, there will be no 
  surprise round for either side. 
    Conversation is pointless when scythe- and sickle-
  wielding psychopaths are charging at you in a pitch-
  black graveyard.  Attempting it at all merely grants the 
  graverobbers a free round of hacking at the PCs.
    After 2/3rds of the attackers have been slain, the 
  remainder will attempt to flee.  Letting them go gains the 
  party 
    1 Reward Star for successfully defending the 
  grave.  They must continue to stand watch for any nights 
  remaining in their week-long commitment, however, 
  and each hour of their watch holds the same chance of 
  attack, with the same numbers.  The party will receive an 
  additional 
    1 Reward Star for defending the gravesite 
  a second time; no further rewards accumulate for other 
  defenses.
    Following the fleeing graverobbers will lead the PCs back 
  to the mausoleum lair.  Venturing within, they will find 
  the remainder of Joquandus’ forces, including the tiefling 
  himself if he was not part of the graverobbing force.  
   
  Purging the evil from this lair is significantly more 
  challenging, but is worth a total of 
    4 Reward Stars 
  (3 more, if the PCs defended the grave once previously; 2 
  more, if they defended the grave just the one time), and 
  will triple their reward money as noted above.
  
  200
  Joquandus
  Joquandus
  CR 5; XP 1,800
    Low
    Moderate
    Advanced
    Elite
  Challenge CR 5 
  XP 1,800
  CR 9 
  XP 5,000
  CR 13 
  XP 10,000
  CR 17 
  XP 18,000
  Class / HD Wizard 5
  Wizard 9
  Wizard 13
  Wizard 17
  Size / Aln
  Medium NE  
  Tiefling
  Medium NE  
  Tiefling
  Medium NE  
  Tiefling
  Medium NE  
  Tiefling
  HP
  23
  46
  58
  92
  Armor 
  Class
  15
  16
  17
  18
  Speed
  Walk 30’
  Walk 30’
  Walk 30’
  Walk 30’
  Ability 
  Scores / 
  Saves
  STR     10  (+0) 
  DEX    15 (+2) 
  CON   13 (+1) 
  INT     20 (+8) 
  WIS     8 (+2) 
  CHA    7 (-2)
  STR     10  (+0) 
  DEX    17 (+3) 
  CON   13 (+1) 
  INT     20 (+9) 
  WIS     8 (+3) 
  CHA    7 (-2)
  STR     10  (+0) 
  DEX    19 (+4) 
  CON   13 (+1) 
  INT     20 (+10) 
  WIS     8 (+4) 
  CHA    7 (-2)
  STR     10  (+0) 
  DEX    20 (+5) 
  CON   14 (+2) 
  INT     20 (+11) 
  WIS     8 (+5) 
  CHA    7 (-2)
  Skills
  -
  -
  -
  -
  Saves
  -
  -
  -
  -
  Vulnerabilities
  -
  -
  -
  -
  Immunities -
  -
  -
  -
  Senses
  Passive Perception 9
  Passive Perception 9
  Passive Perception 9
  Passive Perception 9
  Languages Common, Infernal
  Attacks
  Ranged Crossbow, Light ) 
  --> 80 ft.’: -1 (1d8+2); 320 
  ft.’: -1 (1d8+2) 
  Melee Dagger +5 (1d4+2 ) 
  Ranged Dagger (Thrown) 20 
  ft.’: +5 (1d4+2); 60 ft.’: +5 
  (1d4+2) 
  Melee Dagger +7 (1d4+3 ) 
  Ranged Dagger (Thrown) 20 
  ft.’: +7 (1d4+3); 60 ft.’: +7 
  (1d4+3) 
  Ranged Crossbow, Light 
  (Weapon +1) ) --> 80 ft.’: 
  +2 (1d8+4); 320 ft.’: +2 
  (1d8+4) 
  Melee Dagger +9 (1d4+4 ) 
  Ranged Dagger (Thrown) 
  20 ft.’: +9 (1d4+4); 60 ft.’: 
  +9 (1d4+4) 
  Ranged Crossbow, Light 
  (Weapon +2) ) --> 80 ft.’: 
  +5 (1d8+6); 320 ft.’: +5 
  (1d8+6) 
  Melee Dagger +11 (1d4+5 ) 
  Ranged Dagger (Thrown) 20 
  ft.’: +11 (1d4+5); 60 ft.’: 
  +11 (1d4+5) 
  Ranged Crossbow, Light 
  (Weapon +3) ) --> 80 ft.’: 
  +8 (1d8+8); 320 ft.’: +8 
  (1d8+8) 
  Special
  -
  -
  -
  -
  Proficiencies
  Crossbow (Light), Dagger, Dart, Quarterstaff, Sling
  NE; Medium Humanoid (Tiefling)
  
  201
  Joquandus
    Low
    Moderate
    Advanced
    Elite
  Special 
  Qualities
  Darkvision, Hellish 
  Resistance, Infernal Legacy, 
  Languages, Ability Score 
  Improvement, Arcane 
  Recovery, Arcane Tradition, 
  Cantrips, Evocation Savant, 
  Preparing and Casting 
  Spells, Ritual Casting, 
  School of Evocation, Sculpt 
  Spells, Spellcasting 
  Darkvision, Hellish 
  Resistance, Infernal Legacy, 
  Languages, Ability Score 
  Improvement, Arcane 
  Recovery, Arcane Tradition, 
  Cantrips, Evocation Savant, 
  Potent Cantrip, Preparing 
  and Casting Spells, Ritual 
  Casting, School of Evocation, 
  Sculpt Spells, Spellcasting 
  Darkvision, Hellish 
  Resistance, Infernal Legacy, 
  Languages, Ability Score 
  Improvement, Arcane 
  Recovery, Arcane Tradition, 
  Cantrips, Empowered 
  Evocation, Evocation 
  Savant, Potent Cantrip, 
  Preparing and Casting 
  Spells, Ritual Casting, 
  School of Evocation, Sculpt 
  Spells, Spellcasting 
  Darkvision, Hellish 
  Resistance, Infernal Legacy, 
  Languages, Ability Score 
  Improvement, Arcane 
  Recovery, Arcane Tradition, 
  Cantrips, Empowered 
  Evocation, Evocation Savant, 
  Overchannel, Potent Cantrip, 
  Preparing and Casting Spells, 
  Ritual Casting, School of 
  Evocation, Sculpt Spells, 
  Spellcasting 
  Spell-
  casting
  Save DC 16; Spell Atk +8
  3rd: fireball; fly
  2nd: hold person; magic 
  mouth; scorching ray
  1st: fog cloud; mage armor; 
  magic missile; shield
  Save DC 17; Spell Atk +9
  5th: mislead
  4th: dimension door; fire 
  shield; greater invisibility
  3rd: blink; fireball; fly
  2nd: hold person; magic 
  mouth; scorching ray
  1st: fog cloud; mage armor; 
  magic missile; shield
  Save DC 18; Spell Atk +10
  7th: arcane sword
  6th: freezing sphere
  5th: mislead; passwall
  4th: dimension door; fire 
  shield; greater invisibility
  3rd: blink; fireball; fly
  2nd: hold person; magic 
  mouth; scorching ray
  1st: fog cloud; mage armor; 
  magic missile; shield
  Save DC 19; Spell Atk +11
  9th: weird
  8th: power word stun
  7th: arcane sword
  6th: freezing sphere
  5th: mislead; passwall
  4th: dimension door; fire 
  shield; greater invisibility
  3rd: blink; fireball; fly
  2nd: hold person; magic 
  mouth; scorching ray
  1st: fog cloud; mage armor; 
  magic missile; shield
  Equipment
  Light crossbow;
  dagger;
  crossbow bolts (10x)
  +1 Light crossbow;
  dagger;
  crossbow bolts (10x)
  +2 Light crossbow;
  dagger;
  crossbow bolts (10x)
  +3 Light crossbow;
  dagger;
  crossbow bolts (10x)
  Special Abilities
  Darkvision Thanks to your infernal heritage, you have superior vision in 
  dark and dim conditions. You can see in dim light within 60 feet of you 
  as if it were bright light, and in darkness as if it were dim light. You can’t 
  discern color in darkness, only shades of gray.
  Hellish Resistance You have resistance to fire damage.
  Infernal Legacy You know the thaumaturgy cantrip. Once you reach 3rd 
  level, you can cast the hellish rebuke spell once per day as a 2nd-level 
  spell. Once you reach 5th level, you can also cast the darkness spell once 
  per day. Charisma is your spellcasting ability for these spells. Spell save DC 
  12.
  Languages You can speak, read, and write Common and Infernal.
  Arcane Recovery You have learned to regain some of your magical energy 
  by studying your spellbook. Once per day when you finish a short rest, 
  you can choose expended spell slots to recover. The spell slots can have 
  a combined level that is equal to or less than 9, and none of the slots can 
  be 6th level or higher. For example, if you’re a 4th-level wizard, you can 
  recover up to two levels worth of spell slots. You can recover either a 2nd-
  level spell slot or two 1st-level spell slots.
  Arcane Tradition When you reach 2nd level, you choose an arcane 
  tradition, shaping your practice of magic through one of eight schools: 
  Abjuration, Conjuration, Divination, Enchantment, Evocation, Illusion, 
  Necromancy, or Transmutation. The school of Evocation is detailed at the 
  end of the class description; see the Player’s Handbook for information 
  on the other schools. Your choice grants you features at 2nd level and 
  again at 6th, 10th, and 14th level.
  Empowered Evocation Beginning at 10th level, you can add +5 to the 
  damage roll of any wizard evocation spell you cast. The damage bonus 
  applies to one damage roll of a spell, not multiple rolls.
  Evocation Savant Beginning when you select this school at 2nd level, 
  the gold and time you must spend to copy an evocation spell into your 
  spellbook is halved.
  Overchannel Starting at 14th level, you can increase the power of your 
  simpler spells. When you cast a wizard spell of 5th level or lower that 
  deals damage, you can deal maximum damage with that spell. The first 
  time you do so, you suffer no adverse effect. If you use this feature again 
  before you finish a long rest, you take 2d12 necrotic damage for each 
  level of the spell, immediately after you cast it. Each time you use this 
  feature again before finishing a long rest, the necrotic damage per spell 
  level increases by 1d12. This damage ignores resistance and immunity. 
  The feature doesn’t benefit cantrips.
  Potent Cantrip Starting at 6th level, your damaging cantrips affect even 
  creatures that avoid the brunt of the effect. When a creature succeeds on 
  a saving throw against your cantrip, the creature takes half the cantrip’s 
  damage (if any) but suffers no additional effect from the cantrip.
  Ritual Casting You can cast a wizard spell as a ritual if that spell has the 
  ritual tag and you have the spell in your spellbook. You don’t need to have 
  the spell prepared.
  School of Evocation You focus your study on magic that creates powerful 
  elemental effects such as bitter cold, searing flame, rolling thunder, 
  crackling lightning, and burning acid. Some evokers find employment in 
  military forces, serving as artillery to blast enemy armies from afar. Others 
  use their spectacular power to protect the weak, while some seek their 
  own gain as bandits, adventurers, or aspiring tyrants.
  Sculpt Spells Beginning at 2nd level, you can create pockets of relative 
  safety within the effects of your evocation spells. When you cast an 
  evocation spell that affects other creatures that you can see, you can 
  choose a number of them equal to 1 + the spell’s level. The chosen 
  creatures automatically succeed on their saving throws against the spell, 
  and they take no damage if they would normally take half damage on a 
  successful save.
  
  202
  Joquandus
  Table 17: Attitude Modifiers for Joquandus
  Starting Attitude:  
  13 (Indifferent)
  Name
  Condition
  Effect
  Notes
  Action
  PCs attack without provocation
  -15
  Does not stack with other attack-based modifiers
  Action
  PCs attack with provocation
  -10
  Does not stack with other attack-based modifiers
  Conversation
  PCs threaten violence
  -5
  -
  Action
  NPC witnesses the PCs commit a 
  crime
  +1
  Assumes the crime does not involve the NPC; stacks with 
  other modifiers that involve crimes against the NPC; does 
  not stack with other “witnesses crime” modifiers
  Action
  NPC witnesses the PCs commit 
  murder
  +2
  Assumes the crime does not involve the NPC; stacks with 
  other modifiers that involve crimes against the NPC; does 
  not stack with other “witnesses crime” modifiers
  Action
  NPC witnesses the PCs commit 
  murder in self-defense
  +1
  Assumes the crime does not involve the NPC; stacks with 
  other modifiers that involve crimes against the NPC; does 
  not stack with other “witnesses crime” modifiers
  Action
  Villain witnesses the PCs 
  discussing the villain and/or 
  their henchmen
  -4
  Does not stack with other “witness” modifiers
  Action
  PCs defend this NPC against 
  violence
  +10
  Does not stack with other “witness” modifiers
  Conversation
  PCs attempt a bribe (for 
  information, for action)
  -1
  GM’s discretion as to whether the bribe produces results 
  (positive or negative!)
  Conversation
  PCs share Rumors / Lore 
  +1
  Per each Rumor shared; maximum +4
  Extant
  One or more PCs have been 
  arrested
  +2
  Per offense, no limit
  Extant
  PCs have slain a guard, but have 
  not been caught
  +5
  Per offense, maximum -15 total
  Action
  PCs heal or “boon” this NPC
  +5
  Per healing spell/potion/skill check or beneficial spell or 
  effect; maximum +15
  Action
  PCs refuse to help when asked
  -3
  Per request; no maximum
  Action
  PCs agree to help when asked
  +4
  Per request; maximum +12
  Action
  NPC joins party for any length 
  of time
  +5
  Does not stack with subsequent iterations of itself 
  (maximum effect +5 no matter how many times NPC joins 
  party)
  Action
  PCs save this NPC’s life
  +15
  Either as part of a Quest, or as an offer made of the 
  party’s own initiative
  Conversation
  PCs fail at an Intimidate check 
  for any reason
  -2
  Per failed check; no maximum
  Investigation
  PCs discover something 
  fundamental about this villain’s 
  MO or deeds and/or discovers 
  lair or residence
  -10
  “Fundamental” is left to the GM to adjudicate; stacks with 
  other Investigation modifiers
  Investigation
  PCs rescue a victim, recover a 
  corpse, or otherwise “undo” or 
  find hard evidence of death at 
  the hands of this villain
  -10
  Initial and first-time-only; -2 per additional victim or 
  evidence beyond the first; no limit; stacks with other 
  Investigation modifiers
  Investigation
  PCs give evidence of this villain’s 
  crimes to authorities
  -8
  Stacks with other Investigation modifiers
  
  203
  Joquandus
  Culler
  CR 1; XP 200
    Low
    Moderate
    Advanced
    Elite
  Challenge CR 1 
  XP 200
  CR 4 
  XP 1,100
  CR 7 
  XP 2,900
  CR 10 
  XP 5,900
  Class / HD Rogue 1
  Rogue 4
  Rogue 7
  Rogue 10
  Size / Aln
  Small CE 
  Gnome (Rock)
  Small CE 
  Gnome (Rock)
  Small CE 
  Gnome (Rock)
  Small CE 
  Gnome (Rock)
  HP
  10
  35
  60
  80
  Armor 
  Class
  11
  12
  13
  15
  Speed
  Walk 25’
  Walk 25’
  Walk 25’
  Walk 25’
  CE; Small Humanoid (Gnome)
  
  204
  Joquandus
    Low
    Moderate
    Advanced
    Elite
  Ability 
  Scores / 
  Saves
  STR    15  (+2) 
  DEX   13 (+3) 
  CON  14 (+2) 
  INT      9 (+1) 
  WIS     7 (-2) 
  CHA  12 (+1)
  STR    15  (+2) 
  DEX   15 (+4) 
  CON  14 (+2) 
  INT      9 (+1) 
  WIS     7 (-2) 
  CHA  12 (+1)
  STR    15  (+2) 
  DEX   15 (+5) 
  CON  14 (+2) 
  INT      9 (+2) 
  WIS     7 (-2) 
  CHA  12 (+1)
  STR    17  (+3) 
  DEX   15 (+7) 
  CON  14 (+2) 
  INT      9 (+3) 
  WIS     7 (-2) 
  CHA  12 (+1)
  Skills
  -
  -
  -
  -
  Saves
  -
  -
  -
  -
  Vulnerabilities
  -
  -
  -
  -
  Immunities -
  -
  -
  -
  Senses
  Passive Perception 8
  +4 Thieves’ Tools
  Passive Perception 8
  +4 Thieves’ Tools
  Passive Perception 8
  +6 Thieves’ Tools
  Passive Perception 8
  +8 Thieves’ Tools
  Languages Common, Gnomish
  Attacks
  Melee Club (Small) +4 
  (1d4+2 ) 
  Melee Sickle (Small) +4 
  (1d4+2 ) 
  Melee Club (Small) +4 
  (1d4+2 ) 
  Melee Sickle (Small) +4 
  (1d4+2 ) 
  Melee Sickle (Small) +5 
  (1d4+2 ) 
  Melee Club (Small) +5 
  (1d4+2 ) 
  Melee Sickle (Small) +7 
  (1d4+3 ) 
  Melee Club (Small) +7 
  (1d4+3 ) 
  Special
  -
  -
  -
  -
  Proficiencies
  Club, Crossbow (Hand), Crossbow (Light), Dagger, Dart, Greatclub, Handaxe, Javelin, Light Hammer, Longsword, Mace, 
  Quarterstaff, Rapier, Shortbow, Shortsword, Sickle, Sling, Spear, Unarmed Strike
  Special 
  Qualities
  Artificer’s Lore, Darkvision, 
  Gnome Cunning, Languages, 
  Tinker, Tinker’s Tools, 
  Expertise, Sneak Attack, 
  Thieves’ Cant 
  Artificer’s Lore, Darkvision, 
  Gnome Cunning, Languages, 
  Tinker, Tinker’s Tools, 
  Ability Score Improvement, 
  Cunning Action, Expertise, 
  Fast Hands, Roguish 
  Archetype, Second-Story 
  Work, Sneak Attack, Thief, 
  Thieves’ Cant 
  Artificer’s Lore, Darkvision, 
  Gnome Cunning, 
  Languages, Tinker, Tinker’s 
  Tools, Ability Score 
  Improvement, Cunning 
  Action, Evasion, Expertise, 
  Fast Hands, Roguish 
  Archetype, Second-Story 
  Work, Sneak Attack, Thief, 
  Thieves’ Cant, Uncanny 
  Dodge
  Artificer’s Lore, Darkvision, 
  Gnome Cunning, Languages, 
  Tinker, Tinker’s Tools, Ability 
  Score Improvement, Cunning 
  Action, Evasion, Expertise, 
  Fast Hands, Roguish 
  Archetype, Second-Story 
  Work, Sneak Attack, Supreme 
  Sneak, Thief, Thieves’ Cant, 
  Uncanny Dodge
  Spell-
  casting
  -
  -
  -
  -
  Equipment
  Club (small);
  sickle (small)
  Club (small);
  sickle (small)
  Club (small);
  sickle (small);
  leather armor
  Club (small);
  sickle (small);
  +1 leather armor
  Special Abilities
  Artificer’s Lore Whenever you make a History check related to magic 
  items, alchemical objects, ar technological devices, you can add twice 
  your proficiency bonus (8), instead of any proficiency bonus you normally 
  appIy.
  Darkvision Accustomed to life underground, you have superior vision in 
  dark and dim conditions. You can see in dim light within 60 feet of you 
  as if it w ere bright light, and in darkness as if it were dim light. You can’t 
  discern color in darkness, only shades of gray.
  Gnome Cunning You have advantage on all Intelligence, Wisdom, and 
  Charisma saving throws against magic.
  Languages You can speak, read, and write Common and Gnomish. The 
  Gnomish language, which uses the Dwarvish script, is renowned for its 
  technical treatises and its catalogs of knowledge about the natural world.
  Tinker You have proficiency with tinker’s tools. Using those tools, you can 
  spend 1 hour and 10 gp worth of materiaIs to construct a Tiny clockwork 
  device (AC 5, 1 hp). The device ceases to function after 24 hours. (unless 
  you spend 1 hour repairing it to keep the device functioning), or when 
  you use your action to dismantle it; at that time, you can reclaim the 
  materiaIs used to create it. You can have up to three such devices active 
  at a time. When you create a device, choose one of the following options: 
  Clockwork Toy: This toy is a clockwork animal or person, such as a frog, 
  mouse, bird, or soldier. When placed on the ground, the toy moves 5 feet 
  across the ground on each of your turns in a random direction. It makes 
  noises as appropriate to the creature it represents. Fire Starter: The device 
  produces a miniature flame, which you can use to light something like a 
  candle, torch, or campfire. Using the device requires your action. Music 
  Box: When opened, this music box plays a single song at a moderate 
  volume. The box stops playing when it reaches the song’s end or when it 
  is closed.
  Tinker’s Tools Proficient with Artisan Tinker’s Tools.
  Cunning Action Starting at 2nd level, your quick thinking and agility 
  
  205
  Joquandus
  allow you to move and act quickly. You can take a bonus action on each 
  of your turns in combat. This action can be used only to take the Dash, 
  Disengage, or Hide action.
  Evasion Beginning at 7th level, you can nimbly dodge out of the way of 
  certain area effects, such as a red dragon’s fiery breath or an ice storm 
  spell. When you are subjected to an effect that allows you to make a 
  Dexterity saving throw to take only half damage, you instead take no 
  damage if you succeed on the saving throw, and only half damage if you 
  fail.
  Fast Hands Starting at 3rd level, you can use the bonus action granted 
  by your Cunning Action to make a Dexterity (Sleight of Hand) check, use 
  your thieves’ tools to disarm a trap or open a lock, or take the Use an 
  Object action.
  Second-Story Work When you choose this archetype at 3rd level, you gain 
  the ability to climb faster than normal; climbing no longer costs you extra 
  movement. In addition, when you make a running jump, the distance you 
  cover increases by a number of feet equal to 3.
  Sneak Attack Beginning at 1st level, you know how to strike subtly and 
  exploit a foe’s distraction. Once per turn, you can deal an extra 5d6 
  damage to one creature you hit with an attack if you have advantage on 
  the attack roll. The attack must use a finesse or a ranged weapon. You 
  don’t need advantage on the attack roll if another enemy of the target 
  is within 5 feet of it, that enemy isn’t incapacitated, and you don’t have 
  disadvantage on the attack roll.
  Supreme Sneak Starting at 9th level, you have advantage on a Dexterity 
  (Stealth) check if you move no more than half your speed on the same 
  turn.
  Thief You hone your skills in the larcenous arts. Burglars, bandits, 
  cutpurses, and other criminals typically follow this archetype, but so 
  do rogues who prefer to think of themselves as professional treasure 
  seekers, explorers, delvers, and investigators. In addition to improving 
  your agility and stealth, you learn skills useful for delving into ancient 
  ruins, reading unfamiliar languages, and using magic items you normally 
  couldn’t employ.
  Thieves’ Cant During your rogue training you learned thieves’ cant, a 
  secret mix of dialect, jargon, and code that allows you to hide messages 
  in seemingly normal conversation. Only another creature that knows 
  thieves’ cant understands such messages. It takes four times longer 
  to convey such a message than it does to speak the same idea plainly. 
  In addition, you understand a set of secret signs and symbols used to 
  convey short, simple messages, such as whether an area is dangerous or 
  the territory of a thieves’ guild, whether loot is nearby, or whether the 
  people in an area are easy marks or will provide a safe house for thieves 
  on the run.
  Uncanny Dodge Starting at 5th level, when an attacker that you can see 
  hits you with an attack, you can use your reaction to halve the attack’s 
  damage against you.
  
  206
  Joquandus
  Robber
  CR 1; XP 200
    Low
    Moderate
    Advanced
    Elite
  Challenge CR 1 
  XP 200
  CR 5 
  XP 1,800
  CR 9 
  XP 5,000
  CR 13 
  XP 10,000
  Class / HD Rogue 1
  Rogue 5
  Rogue 9
  Rogue 13
  Size / Aln
  Small CN 
  Halfling (Lightfoot)
  Small CN 
  Halfling (Lightfoot)
  Small CN 
  Halfling (Lightfoot)
  Small CN 
  Halfling (Lightfoot)
  HP
  9
  28
  47
  75
  Armor 
  Class
  13
  14
  15
  16
  Speed
  Walk 25’
  Walk 25’
  Walk 25’
  Walk 25’
  CN; Small Humanoid (Halfling)
  
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    Low
    Moderate
    Advanced
    Elite
  Ability 
  Scores / 
  Saves
  STR    13 (+1) 
  DEX   15 (+4) 
  CON  13 (+1) 
  INT      8 (+1) 
  WIS     8 (-1) 
  CHA  11 (+0)
  STR    15 (+2) 
  DEX   15 (+5) 
  CON  13 (+1) 
  INT      8 (+2) 
  WIS     8 (-1) 
  CHA  11 (+0)
  STR    17 (+3) 
  DEX   15 (+6) 
  CON  13 (+1) 
  INT      8 (+3) 
  WIS     8 (-1) 
  CHA  11 (+0)
  STR    19 (+4) 
  DEX   15 (+7) 
  CON  13 (+1) 
  INT      8 (+4) 
  WIS     8 (-1) 
  CHA  11 (+0)
  Skills
  -
  -
  -
  -
  Saves
  -
  -
  -
  -
  Vulnerabilities
  -
  -
  -
  -
  Immunities -
  -
  -
  -
  Senses
  Passive Perception 11
  +4 Thieves’ Tools
  Passive Perception 15
  +6 Thieves’ Tools
  Passive Perception 17
  +8 Thieves’ Tools
  Passive Perception 19
  +10 Thieves’ Tools
  Languages Common, Halfling
  Attacks
  Melee Dagger (Small) +4 
  (1d4+2 ) 
  Ranged Dagger (Small/
  Thrown) 20 ft.’: +4 
  (1d4+2); 60 ft.’: +4 
  (1d4+2) 
  Melee Spear (Small) +4 
  (1d6+2 ) 
  Ranged Spear (Small/
  Thrown) 20 ft.’: +4 
  (1d6+2); 60 ft.’: +4 
  (1d6+2) 
  Melee Dagger (Small) +5 
  (1d4+2 ) 
  Ranged Dagger (Small/
  Thrown) 20 ft.’: +5 (1d4+2); 
  60 ft.’: +5 (1d4+2) 
  Melee Spear (Small/Weapon 
  +1) +6 (1d6+3 ) 
  Ranged Spear (Small/
  Weapon +1/Thrown) 20 
  ft.’: +6 (1d6+3); 60 ft.’: +6 
  (1d6+3)
  Melee Dagger (Small) +7 
  (1d4+3 ) 
  Ranged Dagger (Small/
  Thrown) 20 ft.’: +7 
  (1d4+3); 60 ft.’: +7 
  (1d4+3) 
  Melee Spear (Small/Weapon 
  +2) +9 (1d6+5 ) 
  Ranged Spear (Small/
  Weapon +2/Thrown) 20 
  ft.’: +9 (1d6+5); 60 ft.’: +9 
  (1d6+5)
  Melee Dagger (Small) +9 
  (1d4+4 ) 
  Ranged Dagger (Small/
  Thrown) 20 ft.’: +9 (1d4+4); 
  60 ft.’: +9 (1d4+4) 
  Melee Spear (Small/Weapon 
  +3) +12 (1d6+7 ) 
  Ranged Spear (Small/
  Weapon +3/Thrown) 20 ft.’: 
  +12 (1d6+7); 60 ft.’: +12 
  (1d6+7)
  Special
  -
  -
  -
  -
  Proficiencies
  Club, Crossbow (Hand), Crossbow (Light), Dagger, Dart, Greatclub, Handaxe, Javelin, Light Hammer, Longsword, Mace, 
  Quarterstaff, Rapier, Shortbow, Shortsword, Sickle, Sling, Spear, Unarmed Strike
  Special 
  Qualities
  Brave, Halfling Nimbleness, 
  Languages, Lucky, Naturally 
  Stealthy, Expertise, Sneak 
  Attack, Thieves’ Cant 
  Brave, Halfling Nimbleness, 
  Languages, Lucky, Naturally 
  Stealthy, Ability Score 
  Improvement, Cunning 
  Action, Expertise, Fast 
  Hands, Roguish Archetype, 
  Second-Story Work, Sneak 
  Attack, Thief, Thieves’ Cant, 
  Uncanny Dodge
  Brave, Halfling Nimbleness, 
  Languages, Lucky, Naturally 
  Stealthy, Ability Score 
  Improvement, Cunning 
  Action, Evasion, Expertise, 
  Fast Hands, Roguish 
  Archetype, Second-Story 
  Work, Sneak Attack, 
  Supreme Sneak, Thief, 
  Thieves’ Cant, Uncanny 
  Dodge 
  Brave, Halfling Nimbleness, 
  Languages, Lucky, Naturally 
  Stealthy, Ability Score 
  Improvement, Cunning 
  Action, Evasion, Expertise, 
  Fast Hands, Reliable Talent, 
  Roguish Archetype, Second-
  Story Work, Sneak Attack, 
  Supreme Sneak, Thief, 
  Thieves’ Cant, Uncanny 
  Dodge, Use Magic Device
  Spell-
  casting
  -
  -
  -
  -
  Equipment
  Dagger (small);
  spear (small);
  leather armor
  Dagger (small);
  +1 spear (small);
  +1 leather armor
  Dagger (small);
  +2 spear (small);
  +2 leather armor
  Dagger (small);
  +3 spear (small);
  +3 leather armor
  Special Abilities
  Brave You have advantage on saving throws against being frightened.
  Halfling Nimbleness You can move through the space of any creature that 
  is of a size larger than yours.
  Languages You can speak, read, and write Common and Halfling. The 
  Halfling language isn’t secret, but halflings are loath to share it with 
  others. They write very little, so they don’t have a rich body of literature. 
  Their oral tradition, however, is very strong. Almost all halflings speak 
  Common to converse with the people in whose lands they dwell or 
  through which they are traveling.
  Lucky When you roll a 1 on an attack roll, ability check, or saving throw, 
  you can reroll the die and must use the new roll.
  Naturally Stealthy You can attempt to hide even when you are obscured 
  only by a creature that is at least one size larger than you.
  
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  Joquandus
  Cunning Action Starting at 2nd level, your quick thinking and agility 
  allow you to move and act quickly. You can take a bonus action on each 
  of your turns in combat. This action can be used only to take the Dash, 
  Disengage, or Hide action.
  Evasion Beginning at 7th level, you can nimbly dodge out of the way of 
  certain area effects, such as a red dragon’s fiery breath or an ice storm 
  spell. When you are subjected to an effect that allows you to make a 
  Dexterity saving throw to take only half damage, you instead take no 
  damage if you succeed on the saving throw, and only half damage if you 
  fail.
  Fast Hands Starting at 3rd level, you can use the bonus action granted 
  by your Cunning Action to make a Dexterity (Sleight of Hand) check, use 
  your thieves’ tools to disarm a trap or open a lock, or take the Use an 
  Object action.
  Reliable Talent By 11th level, you have refined your chosen skills until 
  they approach perfection. Whenever you make an ability check that lets 
  you add your proficiency bonus, you can treat a d20 roll of 9 or lower as 
  a 10.
  Second-Story Work When you choose this archetype at 3rd level, you gain 
  the ability to climb faster than normal; climbing no longer costs you extra 
  movement. In addition, when you make a running jump, the distance you 
  cover increases by a number of feet equal to 2.
  Sneak Attack Beginning at 1st level, you know how to strike subtly and 
  exploit a foe’s distraction. Once per turn, you can deal an extra 7d6 
  damage to one creature you hit with an attack if you have advantage on 
  the attack roll. The attack must use a finesse or a ranged weapon. You 
  don’t need advantage on the attack roll if another enemy of the target 
  is within 5 feet of it, that enemy isn’t incapacitated, and you don’t have 
  disadvantage on the attack roll.
  Supreme Sneak Starting at 9th level, you have advantage on a Dexterity 
  (Stealth) check if you move no more than half your speed on the same 
  turn.
  Thief You hone your skills in the larcenous arts. Burglars, bandits, 
  cutpurses, and other criminals typically follow this archetype, but so 
  do rogues who prefer to think of themselves as professional treasure 
  seekers, explorers, delvers, and investigators. In addition to improving 
  your agility and stealth, you learn skills useful for delving into ancient 
  ruins, reading unfamiliar languages, and using magic items you normally 
  couldn’t employ.
  Thieves’ Cant During your rogue training you learned thieves’ cant, a 
  secret mix of dialect, jargon, and code that allows you to hide messages 
  in seemingly normal conversation. Only another creature that knows 
  thieves’ cant understands such messages. It takes four times longer 
  to convey such a message than it does to speak the same idea plainly. 
  In addition, you understand a set of secret signs and symbols used to 
  convey short, simple messages, such as whether an area is dangerous or 
  the territory of a thieves’ guild, whether loot is nearby, or whether the 
  people in an area are easy marks or will provide a safe house for thieves 
  on the run.
  Uncanny Dodge Starting at 5th level, when an attacker that you can see 
  hits you with an attack, you can use your reaction to halve the attack’s 
  damage against you.
  Use Magic Device By 13th level, you have learned enough about the 
  workings of magic that you can improvise the use of items even when 
  they are not intended for you. You ignore all class, race, and level 
  requirements on the use of magic items.
  
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  Joquandus
  Hood
  CR 1; XP 200
    Low
    Moderate
    Advanced
    Elite
  Challenge CR 1 
  XP 200
  CR 5 
  XP 1,800
  CR 9 
  XP 5,000
  CR 13 
  XP 10,000
  Class / HD Fighter 1
  Fighter 5
  Fighter 9
  Fighter 13
  Size / Aln
  Medium NE 
  Half-Orc
  Medium NE 
  Half-Orc
  Medium NE 
  Half-Orc
  Medium NE 
  Half-Orc
  HP
  12
  48
  89
  142
  Armor 
  Class
  15
  16
  17
  19
  NE; Medium Humanoid (Human, Orc)
  
  210
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    Low
    Moderate
    Advanced
    Elite
  Speed
  Walk 30’
  Walk 30’
  Walk 30’
  Walk 30’
  Ability 
  Scores / 
  Saves
  STR    17  (+5) 
  DEX   13 (+1) 
  CON  15 (+4) 
  INT      8 (-1) 
  WIS     7 (-2) 
  CHA  15 (+2)
  STR    19  (+7) 
  DEX   13 (+1) 
  CON  15 (+5) 
  INT      8 (-1) 
  WIS     7 (-2) 
  CHA  15 (+2)
  STR    20  (+9) 
  DEX   13 (+1) 
  CON  18 (+8) 
  INT      8 (-1) 
  WIS     7 (-2) 
  CHA  15 (+2)
  STR    20  (+10) 
  DEX   13 (+1) 
  CON  20 (+10) 
  INT      8 (-1) 
  WIS     7 (-2) 
  CHA  15 (+2)
  Skills
  -
  -
  -
  -
  Saves
  -
  -
  -
  -
  Vulnerabilities
  -
  -
  -
  -
  Immunities -
  -
  -
  -
  Senses
  Passive Perception 10
  Armor - Disadvantage on 
  Stealth
  Passive Perception 11
  Armor - Disadvantage on 
  Stealth
  Passive Perception 12
  Armor - Disadvantage on 
  Stealth
  Passive Perception 13
  Armor - Disadvantage on 
  Stealth
  Languages Common, Orc
  Attacks
  Melee Greatclub +5 
  (1d8+3)
  Melee Sickle +5 (1d4+3 ) 
  Melee Greatclub +7/+7 
  (1d8+4)
  Melee Sickle +7/+7 (1d4+4 ) 
  Melee +1 Greatclub 
  +10/+10 (1d8+6)
  Melee Sickle +9/+9 
  (1d4+5) 
  Melee +2 Greatclub 
  +12/+12/+12 (1d8+7)
  Melee Sickle +10/+10/+10 
  (1d4+5 ) 
  Special
  -
  -
  -
  -
  Proficiencies
  Battleaxe, Blowgun, Club, Crossbow (Hand), Crossbow (Heavy), Crossbow (Light), Dagger, Dart, Flail, Glaive, Greataxe, 
  Greatclub, Greatsword, Halberd, Handaxe, Javelin, Lance, Light Hammer, Longbow, Longsword, Mace, Maul, Morningstar, 
  Net, Pike, Quarterstaff, Rapier, Scimitar, Shortbow, Shortsword, Sickle, Sling, Spear, Trident, Unarmed Strike, War Pick, 
  Warhammer, Whip
  Special 
  Qualities
  Darkvision, Languages, 
  Menacing, Relentless 
  Endurance, Savage Attacks, 
  Fighting Style, Second 
  Wind, Great Weapon 
  Fighting
  Darkvision, Languages, 
  Menacing, Relentless 
  Endurance, Savage Attacks, 
  Ability Score Improvement, 
  Action Surge, Champion, 
  Extra Attack, Fighting Style, 
  Improved Critical, Martial 
  Archetype, Second Wind, 
  Great Weapon Fighting
  Darkvision, Languages, 
  Menacing, Relentless 
  Endurance, Savage Attacks, 
  Ability Score Improvement, 
  Action Surge, Champion, 
  Extra Attack, Fighting 
  Style, Improved Critical, 
  Indomitable, Martial 
  Archetype, Remarkable 
  Athlete, Second Wind, 
  Great Weapon Fighting
  Darkvision, Languages, 
  Menacing, Relentless 
  Endurance, Savage Attacks, 
  Ability Score Improvement, 
  Action Surge, Additional 
  Fighting Style, Champion, 
  Extra Attack, Fighting 
  Style, Improved Critical, 
  Indomitable, Martial 
  Archetype, Remarkable 
  Athlete, Second Wind, 
  Defense, Great Weapon 
  Fighting
  Spell-
  casting
  -
  -
  -
  -
  Equipment
  Greatclub;
  sickle
  scale mail
  Greatclub;
  sickle
  +1 scale mail
  +1 Greatclub;
  sickle
  +2 scale mail
  +2 Greatclub;
  sickle
  +3 scale mail
  Special Abilities
  Darkvision Thanks to your orc blood, you have superior vision in dark and 
  dim conditions. You can see in dim light within 60 feet of you as if it were 
  bright light, and in darkness as if it were dim light. You can’t discern color 
  in darkness, only shades of gray.
  Languages You can speak, read, and write Common and Orc. Orc is a 
  harsh, grating language with hard consonants. It has no script of its own 
  but is written in the Dwarvish script.
  Menacing You gain proficiency in the Intimidation skill.
  Relentless Endurance When you are reduced to 0 hit points but not killed 
  outright, you can drop to 1 hit point instead. You can’t use this feature 
  again until you finish a long rest.
  Savage Attacks When you score a critical hit with a melee weapon attack, 
  you can roll one of the weapon’s damage dice one additional time and 
  add it to the extra damage of the critical hit.
  Action Surge Starting at 2nd level, you can push yourself beyond your 
  
  211
  Joquandus
  normal limits for a moment. On your turn, you can take one additional 
  action on top of your regular action and a possible bonus action. Once 
  you use this feature, you must finish a short or long rest before you can 
  use it again. You can use this feature 1 time(s) before a rest, but only 
  once on the same turn.
  Champion The archetypal Champion focuses on the development of raw 
  physical power honed to deadly perfection. Those who model themselves 
  on this archetype combine rigorous training with physical excellence to 
  deal devastating blows.
  Extra Attack Beginning at 5th level, you can attack twice, instead of once, 
  whenever you take the Attack action on your turn. The number of attacks 
  increases to three when you reach 11th level in this class and to four 
  when you reach 20th level in this class.
  Improved Critical Beginning when you choose this archetype at 3rd level, 
  your weapon attacks score a critical hit on a roll of 19 or 20.
  Indomitable Beginning at 9th level, you can reroll a saving throw that you 
  fail. If you do so, you must use the new roll, and you can’t use this feature 
  again until you finish a long rest. You can use this feature 2 time(s) 
  between long rests.
  Remarkable Athlete Starting at 7th level, you can add half your proficiency 
  bonus (round up) to any Strength, Dexterity, or Constitution check you 
  make that doesn’t already use your proficiency bonus. In addition, when 
  you make a running long jump, the distance you can cover increases by a 
  number of feet equal to +5.
  Second Wind You have a limited well of stamina that you can draw on to 
  protect yourself from harm. On your turn, you can use a bonus action to 
  regain hit points equal to 1d10 + your fighter level. Once you use this 
  feature, you must finish a short or long rest before you can use it again.
  Defense While you are wearing armor, you gain a +1 bonus to AC.
  Great Weapon Fighting When you roll a 1 or 2 on a damage die for an 
  attack you make with a melee weapon that you are wielding with two 
  hands, you can reroll the die and must use the new roll, even if the new 
  roll is a 1 or a 2. The weapon must have the two-handed or versatile 
  property for you to gain this benefit.
  
  212
  Joquandus
  
  213
  Galameux
  Galameux deRhune
  
  214
  Galameux
  Galameux deRhune
  Overview
  A dashing halfling cavalier who puts on airs as a Robin Hood 
  styled vigilante, but ultimately is in league with oppressors 
  and uses the goodwill of his patrons to undermine their 
  plight and crush any resistance.  
  Appearance
  Galameux is childlike, even for a halfling; he appears a pre-
  adolescent boy until he speaks or acts.  Foppish in dress and 
  businesslike in manner, he is something of a conundrum.
  Background
  Galameux grew up idolizing militia, police, armies, and 
  security forces of all kinds.  There was no such profession 
  in his lineage; he was simply drawn to militant and 
  authoritarian occupations.
  As early as he was able, he enlisted in his home town’s 
  militia.  From a skills and competence standpoint, he was 
  wihtout peer, and grew in the ranks swiftly.
  He soon learned, however, that most armed enforcing roles 
  have a political element to the career in addition to simply 
  knowing the law and applying it.  He grew dissatisfied, 
  disappointed, and cruel, and it wasn’t long before his lawful 
  inclinations turned chaotic.
  Once, leading a raid on a house suspected of harboring 
  thieves, he snapped, and turned on his comrades in arms.  
  He slew them all, then turned to the suspected thieves, and 
  offered them their freedom.
  Since then, he has been on a series of personal missions 
  and mercenary contracts to cause general chaos as much 
  as possible, and to ensure that neutral or good law is 
  erradicated.
  Demeanor
  Galameux is persuasive in conversation, dashing in action, 
  and generally a cool customer.  He exudes confidence and 
  competence, both in speech and with blade.
  Combat Tactics
  Galameux is a planner.  He prefers to engage in combat 
  only after he has evaluated options and advised his band to 
  optimal positions.
  His normal fighting is based around a quick strike: get in, 
  cause damage or accomplsih other goals, and then leave 
  safely.
  If pressed to a to-the-death fight, or if battle is sprung upon 
  him, he will summon his henchmen to assist, then try to 
  escape on his own whenever such an opportunity presents 
  itself.
  Modus Operandi
  Galameux prefers to operate as a mercenary, under 
  contract from an oppressive authority.  The more brutal the 
  leadership, the better.
  Authoritarian rule (chaotic evil, lawful evil, neutral evil, 
  or chaotic neutral, in that order of preference) is what 
  Galameux seeks to aid.  He and his band are well trained and 
  competent, and have few moral qualms about what sorts 
  of action they sanction, so are perfect tools for whatever 
  enforcement or endeavor is desired.
  In executing the will of their employers, Galameux will seek 
  to deceive the targets first, ideally getting them to relocate, 
  come to the courthouse, or whatever their destination is 
  willingly.  En route, or as a surprise at the conclusion of 
  their journey, he will spring his trap or ambush, and slay 
  everyone whom his employers have not specifically dictated 
  should survive.
  Though ruthless and cruel, Galameux has no true bloodlust; 
  he simply wishes to purge people from society, so much 
  so that he hardly ever questions the details or motivations 
  behind his contracts.
  Simply put, Galameux and his band are assassins, on a macro 
  scale.
  Notoriety
  Galameux is well-known, and well-regarded by those 
  who might seek to employ him.  He’s a useful tool for 
  authoritarian regimes, or those who seek to oppress or 
  enslave; such mercenaries are often worth an army ten times 
  their size.
  Hooks, Integration, & Adventure 
  Seeds
  • Direct Attack: Galameux is hired to move a city block’s 
  worth of inhabitants, to have the structures demolished 
  and to make room for a new building meant to house a 
  wealthy scion.
  • Plea of the Innocent: Galameux’s forces have helped 
  to enslave many; a family member of one so enslaved 
  beseeches the party help free her family.
  • Competing Goals: As a component of a larger context, 
  Galameux is hired to oppress those whom the PCs seek to 
  free and ennoble.
  • Appeal from Authority: A peaceful town is in danger 
  of being taken over by Galameux’s forces, and those for 
  whom he works.
  • Collateral Damage: Galameux and his henchmen are 
  escorting dozens of a certain race, gender, lifestyle, or 
  occupation to a camp, and when the PCs look too closely at 
  what they’re doing, they are attacked.
  
  215
  Galameux
  
  216
  Galameux
  FlexTable 15: Galameux deRhune Rumors & Lore
  A
  B
  C
  D
  DC
  Description
  Veracity
  -
  -
  -
  01-30
  -
  No Rumor
  No information is obtained.
  01-14
  01-14
  01-14
  31-39
  12
  A ruthless halfling leads 
  forces who help warlords 
  enslave and keep order.
    True.  This is part of what Galameux’ 
  services offer.
  15-29
  15-30
  15-30
  01-30
  13
  A murderous band of 
  enforcers, led by a 
  charismatic halfling, seem 
  to serve the will of the 
  people... but in truth serve 
  the regime oppressing the 
  people.
    True.  This is Galameux’s favorite 
  scenario, in fact.
  30-44
  31-45
  31-45
  31-39
  14
  Chaos, murder, rape
  A band of ruffians takes loot
  Galameux’s band serves evil
  Crushed under his boot
    True.  Galameux and his band are 
  guilty of all of these things.
  45-59
  46-60
  46-60
  40-49
  15
  Galameux deRhune will 
  seem to offer peace and a 
  means of rising up against 
  oppression... only to enslave 
  or slay those who would 
  take up such action.
    True.  This is what Galameux is hired 
  to do.
  60-74
  60-69
  60-69
  50-59
  16
  A halfling warrior will 
  conspirationally offer solace 
  and a means of escape... but 
  will spring an ambush on 
  the way.
    True.  A common tactic of the halfling 
  mercenary’s.
  75-89
  70-97
  70-94
  60-69
  11
  A conniving demon lives in 
  the facade of a charming 
  halfling who offers peace 
  with one hand, and murder 
  in the other.
    Partially True.  Peace and murder are 
  quite the approach with Galameux, but no 
  demon is involved.
  90-00
  98-00
  95-00
  70-00
  13
  Galameux deRhune hails 
  from a guild of assassins; 
  he aims to take their 
  murderous ways to the level 
  of the citystate.
    False.  This describes neither 
  Galameux’s origins nor his ultimate aims, 
  which are far more humble and darker.
  • Disappearing Regular: An NPC the party knows well 
  disappears; rumor is that she was taken by Galameux 
  because she knew a dark secret that a wealthy politician 
  did not want known.
  Habits and Logistics
  Galameux is often on a job.  There is a 
    35% chance on 
  any given day that he and his forces are employed with 
  purpose.
  The remainder of the time, he and his band will be at the 
  halfling’s camp.
  Conversation
  Galameux will be winning and charming by default; in his 
  experience, a new contract can come from anyone, no matter 
  who they appear to be.
  Once it’s clear the PCs are much more likely to side with 
  the oppressed rather than the oppressors, he will end the 
  conversation and leave as quickly as possible.
  What can you tell me about these people who were 
  butchered? 
  (This can be a general question about any victim, actual or 
  suspected.)
   
    “Not sure as how it happened, exactly, but some folk say 
  they got what was comin’ them.  Go up against the wrong 
  folks, you make enemies, sometimes.  Powerful ones, at 
  that.”
  Did you have anything to do with these deaths? 
  (This can be a general question about any victim, actual or 
  suspected.)
   
    “Not that you can prove, I think.  We’re done here; 
  goodbye.”
  
  217
  Galameux
  Attitude Tracker Triggers
  Value
  Action
  <7
  Galameux will send all his forces to slay the 
  PCs, believing them a threat to his band’s 
  success and continued operations.
  <13
  Galameux will have the party followed, and if 
  at any point they talk with authorities, he will 
  consider bloodier action against them.
  >18
  Galameux will assign 1d4 of his henchmen to 
  follow the party, and defend them against any 
  violence.
  >24
  Galameux will offer the PCs a place in his band, 
  and a share of the profits.
  Organization
  Galameux deRhune employs a wide number of henchmen, 
  mercenaries, and followers.  Some of these are motivated 
  by simple greed, and are paid in coin from the coffers of 
  Galameux’s contracts.
  Others are driven more by bloodlust, and are paid in flesh.
  Henchmen, Retainers, and 
  Followers
  The People’s Goodwill: This deeply ironic title is given 
  as a general title to all those who follow Galameux.  In 
  description, Galameux will say that they follow and enact 
  the will of the people.  In reality, of course, they serve only 
  Galameux, who in turn serves the state and warlords.
  These are all maner of bards, fighters, and even antipaladins 
  who pretend to drop the “anti” prefix.  These lieutenants and 
  ground troops enforce Galameux’s will, enhance his prestige 
  and following, and gather funds to fuel his war chest.
  In a perverse betrayal, they also seek donations from the 
  very people who will be slaughtered and oppressed by 
  Galameux’s actions.
    3d10 People’s Goodwill Bards.
    2d4 People’s Goodwill Antipaladins.
  Lair / Residence
  Galameux has a camp that serves as his lair.  Simple and 
  functional, it serves as home the majority of the time for his 
  followers.
  Quests & Encounters
    Quest: Under Suspicion
    Summary: Targeted for aiding the weak, or being likely 
  to do so, the PCs are ambushed by Galameux and his 
  forces.  Their objective is simple: survive.
    Rewards:   
    5,000 gp / 
    12,000 gp / 
    18,000 gp 
  / 
    23,000 gp; up to 
    5 Reward Stars.
    Locations: Any (preferably urban).
    Key NPCs: Galameux deRhune, People’s Goodwill Bards, 
  People’s Goodwill Antipaladins.
    Kickoff: The PCs are ambushed; this could really occur 
  anywhere at all, inside the city or outside.
    Description:
  Half of the total forces listed attack the PCs.  In addition, 
  there is a 
    20% chance Galameux himself is present for 
  the attack, though he will be watching from a rooftop or 
  treetop to see how things play out before engaging himself.
  The party’s main objective is simple: survive.
  Under any combination of circumstances, killing Galameux is 
  worth 
    2 Reward Stars.
    If the party slays more than half of Galameux’s forces, 
  they will withdraw.  The party earns 
    1 Reward Star 
  merely by surviving to this point.
    If the PCs follow the retreating forces, Galameux himself 
  will join his comrades and fight back once the party has 
  given chase.  Again, once more than half of the remaining 
  forces have been slain, or if Galameux himself is killed, 
  the remaining forces will flee, this time for good, back to 
  camp.
    Finding Galameux’s camp, either by questioning a 
  captured People’s Goodwill member or by following 
  fleeing comrades back to it, allows the PCs to lay waste 
  to it.   
   
  Destroying the camp is worth another 
    2 Reward 
  Stars, and will earn the PCs the listed reward money 
  from city authorities once they return safely to them.
  
  218
  Galameux
  Galameux deRhune
  CR 5; XP 1,800
    Low
    Moderate
    Advanced
    Elite
  Challenge CR 5 
  XP 1,800
  CR 9 
  XP 5,000
  CR 13 
  XP 10,000
  CR 17 
  XP 18,000
  Class / HD Fighter 5
  Fighter 9
  Fighter 13
  Fighter 17
  Size / Aln
  Small CN 
  Halfling (Lightfoot)
  Small CN 
  Halfling (Lightfoot)
  Small CN 
  Halfling (Lightfoot)
  Small CN 
  Halfling (Lightfoot)
  HP
  37
  58
  79
  121
  Armor 
  Class
  19
  21
  23
  25
  Speed
  Walk 25’
  Walk 25’
  Walk 25’
  Walk 25’
  Ability 
  Scores / 
  Saves
  STR    17 (+6) 
  DEX   15 (+2) 
  CON  10 (+3) 
  INT    10 (+0) 
  WIS     7 (-2) 
  CHA  19 (+4)
  STR    19 (+8) 
  DEX   17 (+3) 
  CON  10 (+4) 
  INT    10 (+0) 
  WIS     7 (-2) 
  CHA  19 (+4)
  STR    20 (+10) 
  DEX   18 (+4) 
  CON  10 (+5) 
  INT    10 (+0) 
  WIS     7 (-2) 
  CHA  19 (+4)
  STR    20 (+11) 
  DEX   20 (+5) 
  CON  12 (+7) 
  INT    10 (+0) 
  WIS     7 (-2) 
  CHA  19 (+4)
  Skills
  -
  -
  -
  -
  Saves
  -
  -
  -
  -
  Vulnerabilities
  -
  -
  -
  -
  Immunities -
  -
  -
  -
  Senses
  Passive Perception 11
  Armor - Disadvantage on 
  Stealth
  Passive Perception 12
  Armor - Disadvantage on 
  Stealth
  Passive Perception 13
  Armor - Disadvantage on 
  Stealth
  Passive Perception 14
  Armor - Disadvantage on 
  Stealth
  Languages Common, Halfling
  Attacks
  Melee Battleaxe (Small) 
  +6/+6 (1d8+5 ) 
  Melee Dagger (Small) +6/+6 
  (1d4+5 ) 
  Ranged Dagger (Small/
  Thrown) 20 ft.’: +6/+6 
  (1d4+3); 60 ft.’: +6/+6 
  (1d4+3) 
  Ranged Crossbow, Heavy 
  (Small) ) --> 100 ft.’: +5/+5 
  (1d10+2); 400 ft.’: +5/+5 
  (1d10+2) 
  Melee Battleaxe (Weapon 
  +1) (Small) +9/+9 (1d8+7 ) 
  Melee Dagger (Small) +8/+8 
  (1d4+6 ) 
  Ranged Dagger (Small/
  Thrown) 20 ft.’: +8/+8 
  (1d4+4); 60 ft.’: +8/+8 
  (1d4+4) 
  Ranged Crossbow, Heavy 
  (Small) ) --> 100 ft.’: +7/+7 
  (1d10+3); 400 ft.’: +7/+7 
  (1d10+3) 
  Melee Battleaxe (Weapon 
  +2) (Small) +12/+12/+12 
  (1d8+9 ) 
  Melee Dagger (Small) 
  +10/+10/+10 (1d4+7 ) 
  Ranged Dagger (Small/
  Thrown) 20 ft.’: 
  +10/+10/+10 (1d4+5); 60 
  ft.’: +10/+10/+10 (1d4+5) 
  Ranged Crossbow, Heavy 
  (Small) ) --> 100 ft.’: 
  +9/+9/+9 (1d10+4); 400 
  ft.’: +9/+9/+9 (1d10+4) 
  Melee Battleaxe (Weapon 
  +3) (Small) +14/+14/+14 
  (1d8+10 ) 
  Melee Dagger (Small) 
  +11/+11/+11 (1d4+7 ) 
  Ranged Dagger (Small/
  Thrown) 20 ft.’: 
  +11/+11/+11 (1d4+5); 60 
  ft.’: +11/+11/+11 (1d4+5) 
  Ranged Crossbow, Heavy 
  (Small) ) --> 100 ft.’: 
  +11/+11/+11 (1d10+5); 
  400 ft.’: +11/+11/+11 
  (1d10+5) 
  Special
  -
  -
  -
  -
  CN; Small Humanoid (Halfling)
  
  219
  Galameux
    Low
    Moderate
    Advanced
    Elite
  Proficiencies
  Battleaxe, Blowgun, Club, Crossbow (Hand), Crossbow (Heavy), Crossbow (Light), Dagger, Dart, Flail, Glaive, Greataxe, 
  Greatclub, Greatsword, Halberd, Handaxe, Javelin, Lance, Light Hammer, Longbow, Longsword, Mace, Maul, Morningstar, 
  Net, Pike, Quarterstaff, Rapier, Scimitar, Shortbow, Shortsword, Sickle, Sling, Spear, Trident, Unarmed Strike, War Pick, 
  Warhammer, Whip
  Special 
  Qualities
  Brave, Halfling Nimbleness, 
  Languages, Lucky, Naturally 
  Stealthy, Ability Score 
  Improvement, Action Surge, 
  Champion, Extra Attack, 
  Fighting Style, Improved 
  Critical, Martial Archetype, 
  Second Wind, Dueling
  Brave, Halfling Nimbleness, 
  Languages, Lucky, Naturally 
  Stealthy, Ability Score 
  Improvement, Action Surge, 
  Champion, Extra Attack, 
  Fighting Style, Improved 
  Critical, Indomitable, Martial 
  Archetype, Remarkable 
  Athlete, Second Wind, 
  Dueling
  Brave, Halfling Nimbleness, 
  Languages, Lucky, Naturally 
  Stealthy, Ability Score 
  Improvement, Action Surge, 
  Additional Fighting Style, 
  Champion, Extra Attack, 
  Fighting Style, Improved 
  Critical, Indomitable, Martial 
  Archetype, Remarkable 
  Athlete, Second Wind, 
  Dueling, Protection
   Brave, Halfling Nimbleness, 
  Languages, Lucky, Naturally 
  Stealthy, Ability Score 
  Improvement, Action Surge, 
  Additional Fighting Style, 
  Champion, Extra Attack, 
  Fighting Style, Improved 
  Critical, Indomitable, Martial 
  Archetype, Remarkable 
  Athlete, Second Wind, 
  Superior Critical, Dueling, 
  Protection
  Spell-
  casting
  -
  -
  -
  -
  Equipment
  Battleaxe (small);
  half-plate armor;
  shield;
  heavy crossbow (small);
  crossbow bolts (10x);
  dagger (small)
  +1 Battleaxe (small);
  +1 half-plate armor;
  +1 shield;
  heavy crossbow (small);
  crossbow bolts (10x);
  dagger (small)
  +2 Battleaxe (small);
  +2 half-plate armor;
  +2 shield;
  heavy crossbow (small);
  crossbow bolts (10x);
  dagger (small)
  +3 Battleaxe (small);
  +3 half-plate armor;
  +3 shield;
  heavy crossbow (small);
  crossbow bolts (10x);
  dagger (small)
  Special Abilities
  Brave You have advantage on saving throws against being frightened.
  Halfling Nimbleness You can move through the space of any creature that 
  is of a size larger than yours.
  Languages You can speak, read, and write Common and Halfling. The 
  Halfling language isn’t secret, but halflings are loath to share it with 
  others. They write very little, so they don’t have a rich body of literature. 
  Their oral tradition, however, is very strong. Almost all halflings speak 
  Common to converse with the people in whose lands they dwell or 
  through which they are traveling.
  Lucky When you roll a 1 on an attack roll, ability check, or saving throw, 
  you can reroll the die and must use the new roll.
  Naturally Stealthy You can attempt to hide even when you are obscured 
  only by a creature that is at least one size larger than you.
  Action Surge Starting at 2nd level, you can push yourself beyond your 
  normal limits for a moment. On your turn, you can take one additional 
  action on top of your regular action and a possible bonus action. Once 
  you use this feature, you must finish a short or long rest before you can 
  use it again. You can use this feature 2 time(s) before a rest, but only once 
  on the same turn.
  Champion The archetypal Champion focuses on the development of raw 
  physical power honed to deadly perfection. Those who model themselves 
  on this archetype combine rigorous training with physical excellence to 
  deal devastating blows.
  Extra Attack Beginning at 5th level, you can attack twice, instead of once, 
  whenever you take the Attack action on your turn. The number of attacks 
  increases to three when you reach 11th level in this class and to four 
  when you reach 20th level in this class.
  Improved Critical Beginning when you choose this archetype at 3rd level, 
  your weapon attacks score a critical hit on a roll of 19 or 20.
  Indomitable Beginning at 9th level, you can reroll a saving throw that 
  you fail. If you do so, you must use the new roll, and you can’t use this 
  feature again until you finish a long rest. You can use this feature 3 time(s) 
  between long rests.
  Remarkable Athlete Starting at 7th level, you can add half your proficiency 
  bonus (round up) to any Strength, Dexterity, or Constitution check you 
  make that doesn’t already use your proficiency bonus. In addition, when 
  you make a running long jump, the distance you can cover increases by a 
  number of feet equal to +5.
  Second Wind You have a limited well of stamina that you can draw on to 
  protect yourself from harm. On your turn, you can use a bonus action to 
  regain hit points equal to 1d10 + your fighter level. Once you use this 
  feature, you must finish a short or long rest before you can use it again.
  Superior Critical Starting at 15th level, your weapon attacks score a 
  critical hit on a roll of 18-20.
  Dueling When you are wielding a melee weapon in one hand and no other 
  weapons, you gain a +2 bonus to damage rolls with that weapon.
  Protection When a creature you can see attacks a target other than 
  you that is within 5 feet of you, you can use your reaction to impose 
  disadvantage on the attack roll. You must be wielding a shield.
  
  220
  Galameux
  Table 18: Attitude Modifiers for Galameux deRhune
  Starting Attitude:  
  14 (Indifferent)
  Name
  Condition
  Effect
  Notes
  Action
  PCs attack without provocation
  -15
  Does not stack with other attack-based modifiers
  Action
  PCs attack with provocation
  -10
  Does not stack with other attack-based modifiers
  Conversation
  PCs threaten violence
  -5
  -
  Action
  NPC witnesses the PCs commit a 
  crime
  +1
  Assumes the crime does not involve the NPC; stacks with 
  other modifiers that involve crimes against the NPC; does 
  not stack with other “witnesses crime” modifiers
  Action
  NPC witnesses the PCs commit 
  murder
  +2
  Assumes the crime does not involve the NPC; stacks with 
  other modifiers that involve crimes against the NPC; does 
  not stack with other “witnesses crime” modifiers
  Action
  NPC witnesses the PCs commit 
  murder in self-defense
  +1
  Assumes the crime does not involve the NPC; stacks with 
  other modifiers that involve crimes against the NPC; does 
  not stack with other “witnesses crime” modifiers
  Action
  Villain witnesses the PCs 
  discussing the villain and/or 
  their henchmen
  -4
  Does not stack with other “witness” modifiers
  Action
  PCs defend this NPC against 
  violence
  +10
  Does not stack with other “witness” modifiers
  Conversation
  PCs attempt a bribe (for 
  information, for action)
  -1
  GM’s discretion as to whether the bribe produces results 
  (positive or negative!)
  Conversation
  PCs share Rumors / Lore 
  +1
  Per each Rumor shared; maximum +4
  Extant
  One or more PCs have been 
  arrested
  +2
  Per offense, no limit
  Extant
  PCs have slain a guard, but have 
  not been caught
  +5
  Per offense, maximum -15 total
  Action
  PCs heal or “boon” this NPC
  +5
  Per healing spell/potion/skill check or beneficial spell or 
  effect; maximum +15
  Action
  PCs refuse to help when asked
  -3
  Per request; no maximum
  Action
  PCs agree to help when asked
  +4
  Per request; maximum +12
  Action
  NPC joins party for any length 
  of time
  +5
  Does not stack with subsequent iterations of itself 
  (maximum effect +5 no matter how many times NPC joins 
  party)
  Action
  PCs save this NPC’s life
  +15
  Either as part of a Quest, or as an offer made of the 
  party’s own initiative
  Conversation
  PCs fail at an Intimidate check 
  for any reason
  -2
  Per failed check; no maximum
  Investigation
  PCs discover something 
  fundamental about this villain’s 
  MO or deeds and/or discovers 
  lair or residence
  -10
  “Fundamental” is left to the GM to adjudicate; stacks with 
  other Investigation modifiers
  Investigation
  PCs rescue a victim, recover a 
  corpse, or otherwise “undo” or 
  find hard evidence of death at 
  the hands of this villain
  -10
  Initial and first-time-only; -2 per additional victim or 
  evidence beyond the first; no limit; stacks with other 
  Investigation modifiers
  Investigation
  PCs give evidence of this villain’s 
  crimes to authorities
  -8
  Stacks with other Investigation modifiers
  
  221
  Galameux
  People’s Goodwill Bard
  CR 2; XP 450
    Low
    Moderate
    Advanced
    Elite
  Challenge CR 2 
  XP 450
  CR 6 
  XP 2,300
  CR 10 
  XP 5,900
  CR 14 
  XP 11,500
  Class / HD Bard 2
  Bard 6
  Bard 10
  Bard 14
  Size / Aln
  Medium CN 
  Elf (High)
  Medium CN 
  Elf (High)
  Medium CN 
  Elf (High)
  Medium CN 
  Elf (High)
  HP
  8
  28
  38
  51
  Armor 
  Class
  13
  14
  15
  17
  CN; Medium Humanoid (Elf)
  
  222
  Galameux
    Low
    Moderate
    Advanced
    Elite
  Speed
  Walk 30’
  Walk 30’
  Walk 30’
  Walk 30’
  Ability 
  Scores / 
  Saves
  STR    9  (-1) 
  DEX   15 (+4) 
  CON  9 (-1) 
  INT    12 (+1) 
  WIS   14 (+2) 
  CHA  17 (+5)
  STR    9  (-1) 
  DEX   15 (+5) 
  CON  9 (-1) 
  INT    12 (+1) 
  WIS   14 (+2) 
  CHA  19 (+7)
  STR    10 (+0) 
  DEX   15 (+6) 
  CON  9 (-1) 
  INT    12 (+1) 
  WIS   14 (+2) 
  CHA  20 (+9)
  STR    10 (+0) 
  DEX   17 (+8) 
  CON  9 (-1) 
  INT    12 (+1) 
  WIS   14 (+2) 
  CHA  20 (+10)
  Skills
  -
  -
  -
  -
  Saves
  -
  -
  -
  -
  Vulnerabilities
  -
  -
  -
  -
  Immunities -
  -
  -
  -
  Senses
  Passive Perception 14
  +2 Lute, Lyre, Pan flute
  Passive Perception 18
  +3 Lute, Lyre, Pan flute
  Passive Perception 20
  +4 Lute, Lyre, Pan flute
  Passive Perception 22
  +5 Lute, Lyre, Pan flute
  Languages Common, Draconic, Elvish
  Attacks
  Melee Rapier +4 (1d8+2 ) 
  Melee Dagger +4 (1d4+2 ) 
  Ranged Dagger (Thrown) 20 
  ft.’: +4 (1d4+2); 60 ft.’: +4 
  (1d4+2) 
  Ranged Shortbow ) --> 30 
  ft.’: +4 (1d6+2); 120 ft.’: +4 
  (1d6+2) 
  Melee Dagger +5 (1d4+2 ) 
  Ranged Dagger (Thrown) 20 
  ft.’: +5 (1d4+2); 60 ft.’: +5 
  (1d4+2) 
  Melee Rapier (Weapon +1) 
  +6 (1d8+3 ) 
  Ranged Shortbow ) --> 30 
  ft.’: +5 (1d6+2); 120 ft.’: +5 
  (1d6+2) 
  Melee Dagger +6 (1d4+2 ) 
  Ranged Dagger (Thrown) 
  20 ft.’: +6 (1d4+2); 60 ft.’: 
  +6 (1d4+2) 
  Melee Rapier (Weapon +2) 
  +8 (1d8+4 ) 
  Ranged Shortbow ) --> 30 
  ft.’: +6 (1d6+2); 120 ft.’: 
  +6 (1d6+2) 
  Melee Dagger +8 (1d4+3 ) 
  Ranged Dagger (Thrown) 20 
  ft.’: +8 (1d4+3); 60 ft.’: +8 
  (1d4+3) 
  Melee Rapier (Weapon +3) 
  +11 (1d8+6 ) 
  Ranged Shortbow ) --> 30 
  ft.’: +8 (1d6+3); 120 ft.’: +8 
  (1d6+3) 
  Special
  -
  -
  -
  -
  Proficiencies
  Club, Crossbow (Hand), Crossbow (Light), Dagger, Dart, Greatclub, Handaxe, Javelin, Light Hammer, Longbow, 
  Longsword, Mace, Quarterstaff, Rapier, Shortbow, Shortsword, Sickle, Sling, Spear, Unarmed Strike
  Special 
  Qualities
  Cantrip, Darkvision, Elf 
  Weapon Training, Extra 
  Language, Fey Ancestry, 
  Keen Senses, Languages, 
  Trance, Bardic Inspiration, 
  Cantrips, Jack of All Trades, 
  Song of Rest, Spellcasting
  Cantrip, Darkvision, Elf 
  Weapon Training, Extra 
  Language, Fey Ancestry, 
  Keen Senses, Languages, 
  Trance, Ability Score 
  Improvement, Additional 
  Magical Secrets, Bard 
  College, Bardic Inspiration, 
  Bonus Proficiencies, 
  Cantrips, College of Lore, 
  Countercharm, Cutting 
  Words, Expertise, Font 
  of Inspiration, Jack of 
  All Trades, Song of Rest, 
  Spellcasting
  Cantrip, Darkvision, Elf 
  Weapon Training, Extra 
  Language, Fey Ancestry, 
  Keen Senses, Languages, 
  Trance, Ability Score 
  Improvement, Additional 
  Magical Secrets, Bard 
  College, Bardic Inspiration, 
  Bonus Proficiencies, 
  Cantrips, College of Lore, 
  Countercharm, Cutting 
  Words, Expertise, Font 
  of Inspiration, Jack of All 
  Trades, Magical Secrets, 
  Song of Rest, Spellcasting
  Cantrip, Darkvision, Elf 
  Weapon Training, Extra 
  Language, Fey Ancestry, 
  Keen Senses, Languages, 
  Trance, Ability Score 
  Improvement, Additional 
  Magical Secrets, Bard 
  College, Bardic Inspiration, 
  Bonus Proficiencies, 
  Cantrips, College of Lore, 
  Countercharm, Cutting 
  Words, Expertise, Font 
  of Inspiration, Jack of All 
  Trades, Magical Secrets, 
  Peerless Skill, Song of Rest, 
  Spellcasting
  
  223
  Galameux
    Low
    Moderate
    Advanced
    Elite
  Spell-
  casting
  Save DC 13; Spell Atk +5
  1st: charm person; sleep; 
  unseen servant
  Save DC 15; Spell Atk +7
  3rd: clairvoyrance; dispel 
  magic; stinking cloud
  2nd: enthrall; hold person; 
  suggestion
  1st: charm person; 
  longstrider; sleep; unseen 
  servant
  Save DC 17; Spell Atk +9
  5th: dream; hold monster
  4th: compulsion; 
  confusion; dimension door
  3rd: clairvoyrance; dispel 
  magic; stinking cloud
  2nd: enthrall; hold person; 
  suggestion
  1st: charm person; 
  longstrider; sleep; unseen 
  servant
  Save DC 18; Spell Atk +10
  7th: forcecage
  6th: guards and wards
  5th: dream; hold monster
  4th: compulsion; confusion; 
  dimension door
  3rd: clairvoyrance; dispel 
  magic; stinking cloud
  2nd: enthrall; hold person; 
  suggestion
  1st: charm person; 
  longstrider; sleep; unseen 
  servant
  Equipment
  Rapier;
  dagger;
  leather armor;
  shortbow;
  arrows (20x)
  +1 Rapier;
  dagger;
  +1 leather armor;
  shortbow;
  arrows (20x)
  +2 Rapier;
  dagger;
  +2 leather armor;
  shortbow;
  arrows (20x)
  +3 Rapier;
  dagger;
  +3 leather armor;
  shortbow;
  arrows (20x)
  Special Abilities
  Darkvision Accustomed to twilit forests and the night sky, you have 
  superior vision in dark and dim conditions. You can see in dim light within 
  60 feet of you as if it were bright light, and in darkness as if it were dim 
  light. You can’t discern color in darkness, only shades of gray.
  Elf Weapon Training You have proficiency with the longsword, 
  shortsword, shortbow, and longbow.
  Extra Language You can speak, read, and write one extra language of your 
  choice.
  Fey Ancestry You have advantage on saving throws against being 
  charmed, and magic can’t put you to sleep.
  Keen Senses You have proficiency in the Perception skill.
  Languages You can speak, read, and write Common and Elvish. Elvish is 
  fluid, with subtle intonations and intricate grammar. Elven literature is rich 
  and varied, and their songs and poems are famous among other races. 
  Many bards learn their language so they can add Elvish ballads to their 
  repertoires.
  Trance Elves don’t need to sleep. Instead, they meditate deeply, remaining 
  semiconscious, for 4 hours a day. (The Common word for such meditation 
  is “trance.”) While meditating, you can dream after a fashion; such dreams 
  are actually mental exercises that have become reflexive through years of 
  practice. After resting in this way, you gain the same benefit that a human 
  does from 8 hours of sleep.
  Bardic Inspiration You can inspire others through stirring words or music. 
  To do so, you use a bonus action on your turn to choose one creature 
  other than yourself within 60 feet of you who can hear you. That creature 
  gains one Bardic Inspiration die, a d10. Once within the next 10 minutes, 
  the creature can roll the die and add the number rolled to one ability 
  check, attack roll, or saving throw it makes. The creature can wait until 
  after it rolls the d20 before deciding to use the Bardic Inspiration die, 
  but must decide before the DM says whether the roll succeeds or fails. 
  Once the Bardic Inspiration die is rolled, it is lost. A creature can have only 
  one Bardic Inspiration die at a time. You can use this feature a number of 
  times equal to 5. You regain any expended uses when you finish a long 
  rest.
  College of Lore Bards of the College of Lore know something about 
  most things, collecting bits of knowledge from sources as diverse as 
  scholarly tomes and peasant tales. Whether singing folk ballads in taverns 
  or elaborate compositions in royal courts, these bards use their gifts to 
  hold audiences spellbound. When the applause dies down, the audience 
  members might find themselves questioning everything they held to 
  be true, from their faith in the priesthood of the local temple to their 
  loyalty to the king. The loyalty of these bards lies in the pursuit of beauty 
  and truth, not in fealty to a monarch or following the tenets of a deity. A 
  noble who keeps such a bard as a herald or advisor knows that the bard 
  would rather be honest than politic. The college’s members gather in 
  libraries and sometimes in actual colleges, complete with classrooms 
  and dormitories, to share their lore with one another. They also meet at 
  festivals or affairs of state, where they can expose corruption, unravel lies, 
  and poke fun at selfimportant figures of authority.
  Countercharm At 6th level, you gain the ability to use musical notes or 
  words of power to disrupt mind-influencing effects. As an action, you can 
  start a performance that lasts until the end of your next turn. During that 
  time, you and any friendly creatures within 30 feet of you have advantage 
  on saving throws against being frightened or charmed. A creature must 
  be able to hear you to gain this benefit. The performance ends early if 
  you are incapacitated or silenced or if you voluntarily end it (no action 
  required).
  Cutting Words Also at 3rd level, you learn how to use your wit to distract, 
  confuse, and otherwise sap the confidence and competence of others. 
  When a creature that you can see within 60 feet of you makes an attack 
  roll, an ability check, or a damage roll, you can use your reaction to 
  expend one of your uses of Bardic Inspiration, rolling a Bardic Inspiration 
  die and subtracting the number rolled from the creature’s roll. You can 
  choose to use this feature after the creature makes its roll, but before the 
  DM determines whether the attack roll or ability check succeeds or fails, 
  or before the creature deals its damage. The creature is immune if it can’t 
  hear you or if it’s immune to being charmed.
  Font of Inspiration Beginning when you reach 5th level, you regain all of 
  your expended uses of Bardic Inspiration when you finish a short or long 
  rest.
  Jack of All Trades Starting at 2nd level, you can add half your proficiency 
  bonus, rounded down, to any ability check you make that doesn’t already 
  include your proficiency bonus.
  Peerless Skill Starting at 14th level, when you make an ability check, you 
  can expend one use of Bardic Inspiration. Roll a Bardic Inspiration die 
  and add the number rolled to your ability check. You can choose to do 
  so after you roil the die for the ability check, but before the DM tells you 
  whether you succeed or fail.
  Song of Rest Beginning at 2nd level, you can use soothing music or 
  oration to help revitalize your wounded allies during a short rest. If you or 
  any friendly creatures who can hear your performance regain hit points at 
  
  224
  Galameux
  the end of the short rest, each of those creatures regains an extra 1d10 
  hit points. A creature regains the extra hit points only if it spends one or 
  more Hit Dice at the end of the short rest.
  
  225
  Galameux
  People’s Goodwill Fighter
  CR 2; XP 450
    Low
    Moderate
    Advanced
    Elite
  Challenge CR 2 
  XP 450
  CR 6 
  XP 2,300
  CR 10 
  XP 5,900
  CR 14 
  XP 11,500
  Class / HD Fighter 2
  Fighter 6
  Fighter 10
  Fighter 14
  Size / Aln
  Medium CE 
  Elf (High)
  Medium CE 
  Elf (High)
  Medium CE 
  Elf (High)
  Medium CE 
  Elf (High)
  HP
  21
  47
  74
  119
  Armor 
  Class
  18
  19
  20
  21
  Speed
  Walk 30’
  Walk 30’
  Walk 30’
  Walk 30’
  Ability 
  Scores / 
  Saves
  STR    13  (+3) 
  DEX   15 (+2) 
  CON  12 (+3) 
  INT    11 (+0) 
  WIS     6 (-2) 
  CHA  15 (+2)
  STR    17  (+6) 
  DEX   15 (+2) 
  CON  12 (+4) 
  INT    11 (+0) 
  WIS     6 (-2) 
  CHA  15 (+2)
  STR    19  (+8) 
  DEX   15 (+2) 
  CON  12 (+5) 
  INT    11 (+0) 
  WIS     6 (-2) 
  CHA  15 (+2)
  STR    20  (+10) 
  DEX   15 (+2) 
  CON  15 (+7) 
  INT    11 (+0) 
  WIS     6 (-2) 
  CHA  15 (+2)
  Skills
  -
  -
  -
  -
  Saves
  -
  -
  -
  -
  Vulnerabilities
  -
  -
  -
  -
  CE; Medium Humanoid (Elf)
  
  226
  Galameux
    Low
    Moderate
    Advanced
    Elite
  Immunities -
  -
  -
  -
  Senses
  Passive Perception 10
  Armor - Disadvantage on 
  Stealth
  Passive Perception 11
  Armor - Disadvantage on 
  Stealth
  Passive Perception 12
  Armor - Disadvantage on 
  Stealth
  Passive Perception 13
  Armor - Disadvantage on 
  Stealth
  Languages Common, Dwarvish, Elvish
  Attacks
  Melee Mace +3 (1d6+3 ) 
  Ranged Crossbow, Light ) 
  --> 80 ft.’: +4 (1d8+2); 320 
  ft.’: +4 (1d8+2) 
  Melee Dagger +4 (1d4+4 ) 
  Ranged Dagger (Thrown) 20 
  ft.’: +4 (1d4+2); 60 ft.’: +4 
  (1d4+2) 
  Melee Mace (Weapon +1) 
  +7/+7 (1d6+6 ) 
  Ranged Crossbow, Light ) --> 
  80 ft.’: +5/+5 (1d8+2); 320 
  ft.’: +5/+5 (1d8+2) 
  Melee Dagger +6/+6 
  (1d4+5) 
  Ranged Dagger (Thrown) 20 
  ft.’: +6/+6 (1d4+3); 60 ft.’: 
  +6/+6 (1d4+3) 
  Melee Mace (Weapon +2) 
  +10/+10 (1d6+8 ) 
  Ranged Crossbow, Light ) 
  --> 80 ft.’: +6/+6 (1d8+2); 
  320 ft.’: +6/+6 (1d8+2) 
  Melee Dagger +8/+8 
  (1d4+6 ) 
  Ranged Dagger (Thrown) 
  20 ft.’: +8/+8 (1d4+4); 60 
  ft.’: +8/+8 (1d4+4) 
  Melee Mace (Weapon +3) 
  +13/+13/+13 (1d6+10 )
  Ranged Crossbow, Light ) --> 
  80 ft.’: +7/+7/+7 (1d8+2); 
  320 ft.’: +7/+7/+7 (1d8+2) 
  Melee Dagger +10/+10/+10 
  (1d4+7 ) 
  Ranged Dagger (Thrown) 20 
  ft.’: +10/+10/+10 (1d4+5); 
  60 ft.’: +10/+10/+10 
  (1d4+5) 
  Special
  -
  -
  -
  -
  Proficiencies
  Battleaxe, Blowgun, Club, Crossbow (Hand), Crossbow (Heavy), Crossbow (Light), Dagger, Dart, Flail, Glaive, Greataxe, 
  Greatclub, Greatsword, Halberd, Handaxe, Javelin, Lance, Light Hammer, Longbow, Longsword, Mace, Maul, Morningstar, 
  Net, Pike, Quarterstaff, Rapier, Scimitar, Shortbow, Shortsword, Sickle, Sling, Spear, Trident, Unarmed Strike, War Pick, 
  Warhammer, Whip
  Special 
  Qualities
  Cantrip, Darkvision, Elf 
  Weapon Training, Extra 
  Language, Fey Ancestry, 
  Keen Senses, Languages, 
  Trance, Action Surge, 
  Fighting Style, Second 
  Wind, Dueling
  Cantrip, Darkvision, Elf 
  Weapon Training, Extra 
  Language, Fey Ancestry, 
  Keen Senses, Languages, 
  Trance, Ability Score 
  Improvement, Action Surge, 
  Champion, Extra Attack, 
  Fighting Style, Improved 
  Critical, Martial Archetype, 
  Second Wind, Dueling
  Cantrip, Darkvision, Elf 
  Weapon Training, Extra 
  Language, Fey Ancestry, 
  Keen Senses, Languages, 
  Trance, Ability Score 
  Improvement, Action Surge, 
  Additional Fighting Style, 
  Champion, Extra Attack, 
  Fighting Style, Improved 
  Critical, Indomitable, Martial 
  Archetype, Remarkable 
  Athlete, Second Wind, 
  Dueling, Protection
  Cantrip, Darkvision, Elf 
  Weapon Training, Extra 
  Language, Fey Ancestry, 
  Keen Senses, Languages, 
  Trance, Ability Score 
  Improvement, Action Surge, 
  Additional Fighting Style, 
  Champion, Extra Attack, 
  Fighting Style, Improved 
  Critical, Indomitable, Martial 
  Archetype, Remarkable 
  Athlete, Second Wind, 
  Dueling, Protection
  Spell-
  casting
  -
  -
  -
  -
  Equipment
  Mace;
  scale mail;
  shield;
  light crossbow;
  crossbow bolts (10x);
  dagger
  +1 Mace;
  +1 scale mail;
  shield;
  light crossbow;
  crossbow bolts (10x);
  dagger
  +2 Mace;
  +2 scale mail;
  shield;
  light crossbow;
  crossbow bolts (10x);
  dagger
  +3 Mace;
  +3 scale mail;
  shield;
  light crossbow;
  crossbow bolts (10x);
  dagger
  Special Abilities
  Cantrip You know one cantrip of your choice from the wizard spell list. 
  Intelligence is your spellcasting ability for it. Spell save DC 13; Spell attack 
  modifier +5
  Darkvision Accustomed to twilit forests and the night sky, you have 
  superior vision in dark and dim conditions. You can see in dim light within 
  60 feet of you as if it were bright light, and in darkness as if it were dim 
  light. You can’t discern color in darkness, only shades of gray.
  Elf Weapon Training You have proficiency with the longsword, 
  shortsword, shortbow, and longbow.
  Extra Language You can speak, read, and write one extra language of your 
  choice.
  Fey Ancestry You have advantage on saving throws against being 
  charmed, and magic can’t put you to sleep.
  Keen Senses You have proficiency in the Perception skill.
  Languages You can speak, read, and write Common and Elvish. Elvish 
  is fluid, with subtle intonations and intricate grammar. Elven literature 
  is rich and varied, and their songs and poems are famous among other 
  races. Many bards learn their language so they can add Elvish ballads to 
  their repertoires.
  Trance Elves don’t need to sleep. Instead, they meditate deeply, 
  remaining semiconscious, for 4 hours a day. (The Common word for such 
  meditation is “trance.”) While meditating, you can dream after a fashion; 
  such dreams are actually mental exercises that have become reflexive 
  
  227
  Galameux
  through years of practice. After resting in this way, you gain the same 
  benefit that a human does from 8 hours of sleep.
  Action Surge Starting at 2nd level, you can push yourself beyond your 
  normal limits for a moment. On your turn, you can take one additional 
  action on top of your regular action and a possible bonus action. Once 
  you use this feature, you must finish a short or long rest before you can 
  use it again. You can use this feature 1 time(s) before a rest, but only 
  once on the same turn.
  Champion The archetypal Champion focuses on the development of raw 
  physical power honed to deadly perfection. Those who model themselves 
  on this archetype combine rigorous training with physical excellence to 
  deal devastating blows.
  Extra Attack Beginning at 5th level, you can attack twice, instead of once, 
  whenever you take the Attack action on your turn. The number of attacks 
  increases to three when you reach 11th level in this class and to four 
  when you reach 20th level in this class.
  Improved Critical Beginning when you choose this archetype at 3rd level, 
  your weapon attacks score a critical hit on a roll of 19 or 20.
  Indomitable Beginning at 9th level, you can reroll a saving throw that you 
  fail. If you do so, you must use the new roll, and you can’t use this feature 
  again until you finish a long rest. You can use this feature 2 time(s) 
  between long rests.
  Remarkable Athlete Starting at 7th level, you can add half your proficiency 
  bonus (round up) to any Strength, Dexterity, or Constitution check you 
  make that doesn’t already use your proficiency bonus. In addition, when 
  you make a running long jump, the distance you can cover increases by a 
  number of feet equal to +5.
  Second Wind You have a limited well of stamina that you can draw on to 
  protect yourself from harm. On your turn, you can use a bonus action to 
  regain hit points equal to 1d10 + your fighter level. Once you use this 
  feature, you must finish a short or long rest before you can use it again.
  Dueling When you are wielding a melee weapon in one hand and no other 
  weapons, you gain a +2 bonus to damage rolls with that weapon.
  Protection When a creature you can see attacks a target other than 
  you that is within 5 feet of you, you can use your reaction to impose 
  disadvantage on the attack roll. You must be wielding a shield.
  
  228
  Galameux
  
  229
  Axillar
  Axillar the Penitent
  
  230
  Axillar
  Axillar the Penitent
  Overview
  A perpetually penitent believer, his faith is tested constantly 
  by the desire to disobey, to give in to hate and lust and all 
  manner of horrid things.  
  In our world, we’d call him bipolar, or borderline: 
  psychopathic and sociopathic, but able to emulate sympathy 
  if it serves his terrible interests.  
  He’s caught in a constant loop of sinning horribly, and 
  then committing unspeakable acts of self-destruction as a 
  misguided means of atonement.  
  Long abandoned by his professed deity, his manner of deed is 
  so random and changing that no other god will have him.  
  In his heart of hearts, the part of him that remains most 
  human realizes this is likely to be true; this occasional 
  moment of clarity serves only to deepen his depression and 
  murderous conviction.  
  There is nothing more dangerous than a man with nothing to 
  lose, who is absolutely certain in his belief that doing wrong 
  will make things right again.
  Appearance
  Fervent, anxious, and generally skittish, Axillar is a 
  handsome man who seems plagued by concern.  His hair is 
  worn loose and unkempt, and he nearly always wears his 
  armor and tunic, with weapons close at hand.
  His gaze is piercing, his eyes a brilliant blue, the more so 
  when wielding his magical weaponry, whose haze echoes the 
  hue of his eyes.
  Background
  Axillar was born into a slum, and would likely have died 
  several times over in gang violence had it not been for the 
  church.  
  Running from a gang who wanted to beat him up for some 
  imagined vengeance, he ducked into a church for safety.  In 
  some ways, he would say that he never truly left that church, 
  though the safety and peace he found there that night have 
  eluded him since.
  In exchange for safety, he offered to scrub the floors.  The 
  priests there saw a potential convert and someone in need of 
  solace, so the relationship grew and strengthened.  
  In exchange for food, he offered to help paint the pews.  In 
  exchange for lodging, he offered to help with services.  And 
  so on.
  Young Axillar was from that moment on family of the church.  
  All staff and priests thought of him as their son, and he in 
  turn thought of the church as his father, and of the priests 
  and deacons his uncles.
  Axillar was saved, in more ways than one.
  And sadly, there was no massive tragedy, no one event, that 
  broke the man, that initiated his downfall.
  Nobody molested him.  He did not accidentally murder a 
  parishoner and question his guilt.  And the church itself was 
  strong, and did not suffer at the hands of raiders.
  No, rather than a single, defining moment or action, it was 
  instead a slowly building effect of gnawing doubt.  Doubt 
  begat fear, and built upon itself, until the accumulation made 
  Axillar question his commitment to the church and its people 
  at his very core.
  Part of this was that as a handsome, intelligent, and 
  passionate man, he was prone to lust and indulgence.  
  Hard work led to the tavern, a few drinks at the tavern 
  led upstairs with a man or woman of the evening, and the 
  morning brought regret, plain and stark, and panic for his 
  actions.
  Though he always sought to redeem himself afterwards, the 
  residue of his acts remained; he never truly washed himself 
  clean of any of it.  These sins compounded until they kept 
  him awake at night, gnawed at his conscience, eroded his 
  very soul.
  Perversely, the more pious he tried to be, the more he railed 
  against this sin, punished himself for it.
  If there was a singular moment when Axillar truly morphed 
  from a penitent believer into a tortured villain, it was a year 
  ago.  Wracked with guilt and doubt, he lay awake in bed, 
  unable to sleep; this pattern continued each night until he 
  had been without any sleep for two weeks.  
  Lack of sleep does strange, terrible things to the brain; he 
  snapped at his elders, grew frustrated easily, and eventually 
  hit a slow-walking parishoner so hard they were knocked 
  unconscious.  Terrified at his own actions, Axillar fled the 
  church, and has not returned to this day.
  Demeanor
  Axillar is cadgy, nervous, and his eyes flit about him as 
  though he is ever watchful for someone waiting to ambush 
  him.  
  He will talk at length about most subjects, and when 
  distracted, can be quite charming, but ultimately cannot 
  avoid the terrible fear and guilt that consumes him daily.
  Combat Tactics
  When Axillar chooses to fight, he is truly insane and 
  enslaved by bloodlust; he cannot stop fighting once he has 
  picked a target for his rage.
  If pressed to fight outside of this, however, he will feign 
  innocence, and try to escape at every opportunity.
  He is not a trained fighter, and battles like an apprentice or 
  commoner.
  
  231
  Axillar
  
  232
  Axillar
  FlexTable 16: Axillar Rumors & Lore
  A
  B
  C
  D
  DC
  Description
  Veracity
  -
  -
  -
  01-30
  -
  No Rumor
  No information is obtained.
  01-14
  01-14
  01-14
  31-39
  12
  A faithful servant of the 
  church was driven mad by 
  guilt and lack of sleep.
    Partially True.  Axillar did snap after 
  this occured, but in truth it had been 
  happening in pieces for a few years prior.
  15-29
  15-30
  15-30
  01-30
  13
  A neophyte to the church 
  snapped one day, and hit 
  an elderly parishoner for 
  walking too slowly.
    True.  This is the moment where 
  Axillar left the church.
  30-44
  31-45
  31-45
  31-39
  14
  Axillar the Penitent 
  Has ups and downs;
  Sometimes a huge smile,
  Sometimes scary frowns.
    True.  His highs are truly high, and 
  his lows are terrible and desperate.
  45-59
  46-60
  46-60
  40-49
  15
  Axillar was once a true 
  servant of the church, but 
  now stalks from town to 
  town sinning and repenting 
  in desperate cycle.
    True.  This is his habit these days.
  60-74
  60-69
  60-69
  50-59
  16
  Axillar the Penitent 
  punishes himself for his sin 
  by laying waste to those 
  who he perceives to be more 
  sinful.  
    True.  Though of course his 
  interpretation of who is more sinful is a 
  major part of the problem.
  75-89
  70-97
  70-94
  60-69
  11
  A recovering sinner keeps 
  himself from sinning by 
  killing those who he deems 
  unworthy.
    False.  Though Axillar does slay those 
  he deems more sinful than himself, it 
  comes in the aftermath of his own sin, not 
  in lieu of it.
  90-00
  98-00
  95-00
  70-00
  13
  A human man smites the 
  unfaithful without pity.
    False.  This may be accurate in a 
  general sense of human men, but does not 
  apply to Axillar.
  Modus Operandi
  Axillar will avoid it, but the pattern has been regular for 
  the past year: First, he will sin.  Typically this is thorugh 
  indulgence, either in drink or in lust.  
  Next, he will awaken, possibly with a hangover, and certainly 
  with guilt.  He will spend a day or two trying to repent, often 
  taking up noble deeds or helping where he can, but it is no 
  use: the guilt will not escape him.
  A few days after his sin, the guilt will consume him, and 
  he will find someone he feels is morally inferior to his own 
  despair.  He then takes it upon himself to cleanse the world 
  of this sinful wretch.
  The problem—aside from self-sanctioned, somewhat 
  indiscriminate murder—is that in this state, Axillar has no 
  real ability to judge.  He cannot determine the moral state 
  of anyone else when consumed with guilt, and indeed, often 
  targets complete strangers, inventing some fantasy backstory 
  that ascribes a great many immoral acts to the person, who 
  may or may not be a complete innocent.
  His certainty, though, and the feeling of release, of 
  relaxation, that follows from each murder, make him born 
  anew into a normal, regular state of being.
  Notoriety
  Axillar is of course well-known in his home church, but 
  not so much outside of that.  When his deeds acccumulate 
  enough notority, he moves to another town; he has done this 
  a half-dozen times since the madness truly took him.
  Hooks, Integration, & Adventure 
  Seeds
  • Direct Attack: Axillar decides that one of the PCs is 
  morally inferior, and makes them the target of his rageful 
  murder.
  • Plea of the Innocent: Someone who has lost a loved one 
  to Axillar’s moral rage murders asks the PCs to put an end 
  to this cycle of suffering.
  • Appeal from Authority: City officials ask the PCs to 
  confirm that Axillar is murdering innocents, and to put a 
  stop to it if possible.
  • Faction Quest: A church to which Axillar professes 
  devotion wants no part of the murderer’s association.  
  They ask the PCs to talk to Axillar and get him to move 
  elsewhere.  
  
  233
  Axillar
  • Collateral Damage: The PCs are minding their own 
  business at a tavern or festival when Axillar erupts into 
  his murderous rage and starts attacking people; Good-
  aligned PCs will want to curb this quickly.
  • Disappearing Regular: A shopkeeper or church regular 
  is killed by Axillar’s guilty bloodlust; the PCs feel an 
  obligation to investigate.
  Habits and Logistics
  Axillar can often be found in a church (
    35% chance) or 
  roaming (the rest of the time).  Outside of sin and murder, 
  his life has no regular cycles or employment to speak of.
  He has no job or profession any longer.  When he murders, 
  he feels justified in taking loot from the body; this accounts 
  for all of his income.
  Conversation
  Axillar presents as a normal, affable young man, but is 
  quick to anger, and reacts overly emotionally to nearly every 
  subject.
  What can you tell me about this man? 
  (This can be a general question about any victim, actual or 
  suspected.)
   
    “Looks familiar.  Is he a friend of yours?  Has he been 
  here before?”
  Are you feeling okay?
   
    “Of course.  Yes, I... I think so, at least.  Am I?  Am... I?”   
  (He stares off into space for a moment, as though truly 
  pondering the question in an existential sense of the 
  words.)
   
  Attitude Tracker Triggers
  Value
  Action
  <7
  Axillar enters a murderous rage and attacks the 
  PCs to their death or his.
  <13
  The next time Axillar’s guilt-rage is triggered, 
  one of the PCs will be the person targeted for 
  his morally-balancing murder.
  >18
  Axillar will greet the PCs warmly and offer 
  them drinks, a free meal, anything he can get 
  them.
  >24
  Axillar will confidentially tell the party that 
  he is on a mission from the gods to set things 
  right, and offer to include the party in his plans 
  and actions.
  Organization
  Axillar attracts a following of what he calls “The Penitent 
  Glad”.  This is a group of self-mutilating minions who take 
  their master’s actions as gospel and to a degree far beyond 
  his own practice.
  They are all delusional, insane, or otherwise mentally 
  corrupt.  They consist of Fighters, and Clerics of evil and 
  chaos.
  Most will wander about the city like Axillar himself does, 
  meeting with their spiritual leader a few times a day, but 
  seemingly by happenstance, and often in alleys or crowded 
  marketplaces.
  In urban areas, Axillar can summon half the listed followers 
  to him by shouting; it takes 
    1d4-1 rounds for them to 
  arrive.
  Henchmen, Retainers, and 
  Followers
  Penitent Glad Clerics: 
    2d6 at any given time.
  Penitent Glad Fighters: 
    2d8 at any given time.
  Lair / Residence
  Axillar has no lair or permanent residence; he stays 
  overnight at churches, or in taverns during his indulgences.  
  He sleeps very little, particularly in the days following a 
  sinful encounter.
  Quests & Encounters
    Quest: Defend the Tavern
    Summary: An inn grows quiet one night, and all draw 
  blades in self-defense, as Axillar leads his forces to attack 
  and purge the establishment.
    Rewards:   
    350 gp / 
    2,200 gp / 
    4,700 gp / 
    
  9,200 gp; up to 
    3 Reward Stars.
    Locations: Any (tavern).
    Key NPCs: Axillar the Penitent, Penitent Glad Fighters, 
  Penitent Glad Clerics.
    Kickoff: The PCs must be within the inn, though they 
  need not be in the tavern; they might be upstairs 
  enjoying a night of sleep, or the services of prostitutes.
    Description:
  Half the listed followers, led by Axillar, approach the inn.  It 
  takes them 
    1d4-1 rounds to arrive, during which time, 
  everyone else in the tavern draws blades, kicks over tables, 
  and generally gets defensive.
  If the PCs ask anyone, they learn that Axillar spent the night 
  in one of the rooms above with a woman a few days ago.  
  That, and the fact that a bunch of armed people are coming 
  toward them, is all they know for sure.
  In actuality, wracked with guilt, Axillar has come in his 
  murderous rage to make things right by burning the inn to 
  the ground and slaying all within it.
  
  234
  Axillar
  He begins by barring the entrance; next, he and his comrades 
  use torches to set the building on fire.
  What happens next is largely up to the PCs.
  If any of the innkeepers survive, and the PCs helped make 
  this possible, they will pay them the monetary reward listed 
  as a thank-you.
    If the PCs escape, say, through a window or out the back 
  door, they will not receive the money or any experience 
  for saving their skins and leaving dozens of innocents to 
  die.
    Any scenario that results in Axillar’s death is worth 
    2 
  Reward Stars.  
    Preventing the destruction of the inn is worth 
    1 
  Reward Star.  This stacks with the above reward 
  possibility.
  
  235
  Axillar
  Axillar the Penitent
  CR 5; XP 1,800
    Low
    Moderate
    Advanced
    Elite
  Challenge CR 5 
  XP 1,800
  CR 9 
  XP 5,000
  CR 13 
  XP 10,000
  CR 17 
  XP 15,000
  Class / HD Cleric 5
  Cleric 9
  Cleric 13
  Cleric 17
  Size / Aln
  Medium LE 
  Human
  Medium LE 
  Human
  Medium LE 
  Human
  Medium LE 
  Human
  HP
  22
  46
  63
  76
  Armor 
  Class
  18
  20
  22
  24
  Speed
  Walk 30’
  Walk 30’
  Walk 30’
  Walk 30’
  Ability 
  Scores / 
  Saves
  STR    15  (+2) 
  DEX   13 (+1) 
  CON  10 (+0) 
  INT      9  (-1) 
  WIS   18 (+7) 
  CHA  14 (+5)
  STR    15  (+2) 
  DEX   13 (+1) 
  CON  10 (+0) 
  INT      9  (-1) 
  WIS   20 (+9) 
  CHA  14 (+6)
  STR    17  (+3) 
  DEX   13 (+1) 
  CON  10 (+0) 
  INT      9  (-1) 
  WIS   20 (+10) 
  CHA  14 (+7)
  STR    19  (+4) 
  DEX   13 (+1) 
  CON  10 (+0) 
  INT      9  (-1) 
  WIS   20 (+11) 
  CHA  14 (+8)
  Skills
  -
  -
  -
  -
  Saves
  -
  -
  -
  -
  Vulnerabilities
  -
  -
  -
  -
  Immunities -
  -
  -
  -
  Senses
  Passive Perception 14
  Armor - Disadvantage on 
  Stealth
  Passive Perception 15
  Armor - Disadvantage on 
  Stealth
  Passive Perception 15
  Armor - Disadvantage on 
  Stealth
  Passive Perception 15
  Armor - Disadvantage on 
  Stealth
  Languages Common, Dwarvish
  Attacks
  Melee Mace +5 (1d6+2 ) 
  Ranged Crossbow, Light ) 
  --> 80 ft.’: +4 (1d8+1); 320 
  ft.’: +4 (1d8+1) 
  Melee Dagger +5 (1d4+2 ) 
  Ranged Dagger (Thrown) 20 
  ft.’: +5 (1d4+2); 60 ft.’: +5 
  (1d4+2) 
  Melee Mace (Weapon +1) 
  +7 (1d6+3 ) 
  Ranged Crossbow, Light ) --> 
  80 ft.’: +5 (1d8+1); 320 ft.’: 
  +5 (1d8+1) 
  Melee Dagger +6 (1d4+2 ) 
  Ranged Dagger (Thrown) 20 
  ft.’: +6 (1d4+2); 60 ft.’: +6 
  (1d4+2) 
  Melee Mace (Weapon +2) 
  +10 (1d6+5 ) 
  Ranged Crossbow, Light ) 
  --> 80 ft.’: +6 (1d8+1); 320 
  ft.’: +6 (1d8+1) 
  Melee Dagger +8 (1d4+3 ) 
  Ranged Dagger (Thrown) 
  20 ft.’: +8 (1d4+3); 60 ft.’: 
  +8 (1d4+3) 
  Melee Mace (Weapon +3) 
  +13 (1d6+7 ) 
  Ranged Crossbow, Light ) --> 
  80 ft.’: +7 (1d8+1); 320 ft.’: 
  +7 (1d8+1) 
  Melee Dagger +10 (1d4+4 ) 
  Ranged Dagger (Thrown) 20 
  ft.’: +10 (1d4+4); 60 ft.’: 
  +10 (1d4+4) 
  Special
  -
  -
  -
  -
  Proficiencies
  Club, Crossbow (Light), Dagger, Dart, Greatclub, Handaxe, Javelin, Light Hammer, Mace, Quarterstaff, Shortbow, Sickle, 
  Sling, Spear, Unarmed Strike
  LE; Medium Humanoid (Human)
  
  236
  Axillar
    Low
    Moderate
    Advanced
    Elite
  Special 
  Qualities
  Languages, Ability Score 
  Improvement, Bonus 
  Proficiency, Cantrips, 
  Channel Divinity, Channel 
  Divinity: Preserve Life, 
  Channel Divinity: Turn 
  Undead, Destroy Undead 
  (CR 1/2), Disciple of Life, 
  Divine Domain, Spellcasting 
  Ability
  Languages, Ability Score 
  Improvement, Blessed 
  Healer, Bonus Proficiency, 
  Cantrips, Channel Divinity, 
  Channel Divinity: Preserve 
  Life, Channel Divinity: Turn 
  Undead, Destroy Undead (CR 
  1), Disciple of Life, Divine 
  Domain, Divine Strike, 
  Spellcasting Ability
  Languages, Ability Score 
  Improvement, Blessed 
  Healer, Bonus Proficiency, 
  Cantrips, Channel Divinity, 
  Channel Divinity: Preserve 
  Life, Channel Divinity: Turn 
  Undead, Destroy Undead 
  (CR 2), Disciple of Life, 
  Divine Domain, Divine 
  Intervention, Divine Strike, 
  Spellcasting Ability
  Languages, Ability Score 
  Improvement, Blessed 
  Healer, Bonus Proficiency, 
  Cantrips, Channel Divinity, 
  Channel Divinity: Preserve 
  Life, Channel Divinity: Turn 
  Undead, Destroy Undead (CR 
  4), Disciple of Life, Divine 
  Domain, Divine Intervention, 
  Divine Strike, Spellcasting 
  Ability, Supreme Healing
  Spell-
  casting
  Save DC 15; Spell Atk +7
  3rd: dispel magic; glyph of 
  warding
  2nd: aid; hold person; 
  prayer of healing
  1st: bless; command; inflict 
  wounds; shield of faith
  Save DC 17; Spell Atk +9
  5th: contagion; dispel evil 
  and good
  4th: control weater; 
  divination; stone shape
  3rd: dispel magic; glyph of 
  warding; magic circle
  2nd: aid; hold person; prayer 
  of healing
  1st: bless; command; inflict 
  wounds; shield of faith
  Save DC 18; Spell Atk +10
  7th: regenerate
  6th: blade barrier
  5th: contagion; dispel evil 
  and good
  4th: control weater; 
  divination; stone shape
  3rd: dispel magic; glyph of 
  warding; magic circle
  2nd: aid; hold person; 
  prayer of healing
  1st: bless; command; inflict 
  wounds; shield of faith
  Save DC 19; Spell Atk +11
  9th: mass heal
  8th: antimagic field
  7th: regenerate
  6th: blade barrier
  5th: contagion; dispel evil 
  and good
  4th: control weater; 
  divination; stone shape
  3rd: dispel magic; glyph of 
  warding; magic circle
  2nd: aid; hold person; prayer 
  of healing
  1st: bless; command; inflict 
  wounds; shield of faith
  Equipment
  Mace;
  chain mail;
  shield;
  light crossbow;
  crossbow bolts (10x);
  dagger
  +1 Mace;
  +1 chain mail;
  +1 shield;
  light crossbow;
  crossbow bolts (10x);
  dagger
  +2 Mace;
  +2 chain mail;
  +2 shield;
  light crossbow;
  crossbow bolts (10x);
  dagger
  +3 Mace;
  +3 chain mail;
  +3 shield;
  light crossbow;
  crossbow bolts (10x);
  dagger
  Special Abilities
  Languages You can speak, read, and write Common and one extra 
  language of your choice. Humans typically learn the languages of other 
  peoples they deal with, including obscure dialects. They are fond of 
  sprinkling their speech with words borrowed from other tongues: Orc 
  curses, Elvish musical expressions, Dwarvish military phrases, and so on.
  Blessed Healer Beginning at 6th level, the healing spells you cast on 
  others heal you as well. When you cast a spell of 1st level or higher that 
  restores hit points to a creature other than you, you regain hit points equal 
  to 2 + the spell’s level.
  Bonus Proficiency When you choose this domain at 1st level, you gain 
  proficiency with heavy armor.
  Channel Divinity At 2nd level, you gain the ability to channel divine energy 
  directly from your deity, using that energy to fuel magical effects. You 
  start with two such effects: Turn Undead and an effect determined by 
  your domain. Some domains grant you additional effects as you advance 
  in levels, as noted in the domain description. When you use your Channel 
  Divinity, you choose which effect to create. You must then finish a short 
  or long rest to use your Channel Divinity again. Some Channel Divinity 
  effects require saving throws. When you use such an effect from this 
  class, the DC equals your cleric spell save DC. You can use your Channel 
  Divinity 2 times between rests. When you finish a short or long rest, you 
  regain your expended uses.
  Channel Divinity: Preserve Life Starting at 2nd level, you can use your 
  Channel Divinity to heal the badly injured. As an action, you present your 
  holy symbol and evoke healing energy that can restore a number of hit 
  points equal to 85. Choose any creatures within 30 feet of you, and 
  divide those hit points among them. This feature can restore a creature to 
  no more than half of its hit point maximum. You can’t use this feature on 
  an undead or a construct.
  Channel Divinity: Turn Undead As an action, you present your holy symbol 
  and speak a prayer censuring the undead. Each undead that can see or 
  hear you within 30 feet of you must make a Wisdom saving throw. If the 
  creature fails its saving throw, it is turned for 1 minute or until it takes 
  any damage. A turned creature must spend its turns trying to move as far 
  away from you as it can, and it can’t willingly move to a space within 30 
  feet of you. It also can’t take reactions. For its action, it can use only the 
  Dash action or try to escape from an effect that prevents it from moving. 
  If there’s nowhere to move, the creature can use the Dodge action.
  Destroy Undead (CR 4) Starting at 5th level, when an undead fails its 
  saving throw against your Turn Undead feature, the creature is instantly 
  destroyed if its challenge rating is at or below a certain threshold, as 
  shown in the Destroy Undead table.
  Disciple of Life Also starting at 1st level, your healing spells are more 
  effective. Whenever you use a spell of 1st level or higher to restore hit 
  points to a creature, the creature regains additional hit points equal to 2 + 
  the spell’s level.
  Divine Intervention Beginning at 10th level, you can call on your deity to 
  intervene on your behalf when your need is great. Imploring your deity’s 
  aid requires you to use your action. Describe the assistance you seek, and 
  roll percentile dice. If you roll a number equal to or lower than 17, then 
  your deity intervenes. The DM chooses the nature of the intervention; 
  the effect of any cleric spell or cleric domain spell would be appropriate. 
  
  237
  Axillar
  If your deity intervenes, you can’t use this feature again for 7 days. 
  Otherwise, you can use it again after you finish a long rest. At 20th level, 
  your call for intervention succeeds automatically, no roll required.
  Divine Strike At 8th level, you gain the ability to infuse your weapon 
  strikes with divine energy. Once on each of your turns when you hit a 
  creature with a weapon attack, you can cause the attack to deal an extra 
  2d8 radiant damage to the target.
  Supreme Healing Starting at 17th level, when you would normally roll one 
  or more dice to restore hit points with a spell, you instead use the highest 
  number possible for each die. For example, instead of restoring 2d6 hit 
  points to a creature, you restore 12.
  
  238
  Axillar
  Table 19: Attitude Modifiers for Axillar the Penitent
  Starting Attitude:  
  18 (Indifferent)
  Name
  Condition
  Effect
  Notes
  Action
  PCs attack without provocation
  -15
  Does not stack with other attack-based modifiers
  Action
  PCs attack with provocation
  -10
  Does not stack with other attack-based modifiers
  Conversation
  PCs threaten violence
  -5
  -
  Action
  NPC witnesses the PCs commit a 
  crime
  +1
  Assumes the crime does not involve the NPC; stacks with 
  other modifiers that involve crimes against the NPC; does 
  not stack with other “witnesses crime” modifiers
  Action
  NPC witnesses the PCs commit 
  murder
  +2
  Assumes the crime does not involve the NPC; stacks with 
  other modifiers that involve crimes against the NPC; does 
  not stack with other “witnesses crime” modifiers
  Action
  NPC witnesses the PCs commit 
  murder in self-defense
  +1
  Assumes the crime does not involve the NPC; stacks with 
  other modifiers that involve crimes against the NPC; does 
  not stack with other “witnesses crime” modifiers
  Action
  Villain witnesses the PCs 
  discussing the villain and/or 
  their henchmen
  -4
  Does not stack with other “witness” modifiers
  Action
  PCs defend this NPC against 
  violence
  +10
  Does not stack with other “witness” modifiers
  Conversation
  PCs attempt a bribe (for 
  information, for action)
  -1
  GM’s discretion as to whether the bribe produces results 
  (positive or negative!)
  Conversation
  PCs share Rumors / Lore 
  +1
  Per each Rumor shared; maximum +4
  Extant
  One or more PCs have been 
  arrested
  +2
  Per offense, no limit
  Extant
  PCs have slain a guard, but have 
  not been caught
  +5
  Per offense, maximum -15 total
  Action
  PCs heal or “boon” this NPC
  +5
  Per healing spell/potion/skill check or beneficial spell or 
  effect; maximum +15
  Action
  PCs refuse to help when asked
  -3
  Per request; no maximum
  Action
  PCs agree to help when asked
  +4
  Per request; maximum +12
  Action
  NPC joins party for any length 
  of time
  +5
  Does not stack with subsequent iterations of itself 
  (maximum effect +5 no matter how many times NPC joins 
  party)
  Action
  PCs save this NPC’s life
  +15
  Either as part of a Quest, or as an offer made of the 
  party’s own initiative
  Conversation
  PCs fail at an Intimidate check 
  for any reason
  -2
  Per failed check; no maximum
  Investigation
  PCs discover something 
  fundamental about this villain’s 
  MO or deeds and/or discovers 
  lair or residence
  -10
  “Fundamental” is left to the GM to adjudicate; stacks with 
  other Investigation modifiers
  Investigation
  PCs rescue a victim, recover a 
  corpse, or otherwise “undo” or 
  find hard evidence of death at 
  the hands of this villain
  -10
  Initial and first-time-only; -2 per additional victim or 
  evidence beyond the first; no limit; stacks with other 
  Investigation modifiers
  Investigation
  PCs give evidence of this villain’s 
  crimes to authorities
  -8
  Stacks with other Investigation modifiers
  
  239
  Axillar
  Penitent Glad Cleric
  CR 1; XP 200
    Low
    Moderate
    Advanced
    Elite
  Challenge CR 1 
  XP 200
  CR 5 
  XP 1,800
  CR 9 
  XP 5,000
  CR 13 
  XP 10,000
  Class / HD Cleric 1
  Cleric 5
  Cleric 9
  Cleric 13
  Size / Aln
  Medium LE 
  Half-Orc
  Medium LE 
  Half-Orc
  Medium LE 
  Half-Orc
  Medium LE 
  Half-Orc
  HP
  9
  21
  56
  99
  Armor 
  Class
  13
  15
  16
  17
  Speed
  Walk 30’
  Walk 30’
  Walk 30’
  Walk 30’
  LE; Medium Humanoid (Human, Orc)
  
  240
  Axillar
    Low
    Moderate
    Advanced
    Elite
  Ability 
  Scores / 
  Saves
  STR    15  (+2) 
  DEX   9    (-1) 
  CON  13  (+1) 
  INT    10  (+0) 
  WIS   16  (+5) 
  CHA  9    (+1)
  STR    16  (+3) 
  DEX   10   (+0) 
  CON  13  (+1) 
  INT    10  (+0) 
  WIS   16  (+6) 
  CHA  9    (+2)
  STR    16  (+3) 
  DEX   10   (+0) 
  CON  15  (+2) 
  INT    10  (+0) 
  WIS   16  (+7) 
  CHA  9    (+3)
  STR    16  (+3) 
  DEX   10   (+0) 
  CON  17  (+3) 
  INT    10  (+0) 
  WIS   16  (+8) 
  CHA  9    (+4)
  Skills
  -
  -
  -
  -
  Saves
  -
  -
  -
  -
  Vulnerabilities
  -
  -
  -
  -
  Immunities -
  -
  -
  -
  Senses
  Passive Perception 13
  Passive Perception 13
  Passive Perception 13
  Passive Perception 13
  Languages Common, Orc
  Attacks
  Melee Mace +4 (1d6+2 ) 
  Melee Mace (Weapon +1) 
  +7 (1d6+4 ) 
  Melee Mace (Weapon +2) 
  +9 (1d6+5 ) 
  Melee Mace (Weapon +3) 
  +11 (1d6+6 ) 
  Special
  -
  -
  -
  -
  Proficiencies
  Club, Crossbow (Light), Dagger, Dart, Greatclub, Handaxe, Javelin, Light Hammer, Mace, Quarterstaff, Shortbow, Sickle, 
  Sling, Spear, Unarmed Strike
  Special 
  Qualities
  Darkvision, Languages, 
  Menacing, Relentless 
  Endurance, Savage Attacks, 
  Bonus Proficiency, Cantrips, 
  Disciple of Life, Divine 
  Domain, Spellcasting Ability 
  Darkvision, Languages, 
  Menacing, Relentless 
  Endurance, Savage Attacks, 
  Ability Score Improvement, 
  Bonus Proficiency, Cantrips, 
  Channel Divinity, Channel 
  Divinity: Preserve Life, 
  Channel Divinity: Turn 
  Undead, Destroy Undead (CR 
  1/2), Disciple of Life, Divine 
  Domain, Spellcasting Ability
  Darkvision, Languages, 
  Menacing, Relentless 
  Endurance, Savage Attacks, 
  Ability Score Improvement, 
  Blessed Healer, Bonus 
  Proficiency, Cantrips, 
  Channel Divinity, Channel 
  Divinity: Preserve Life, 
  Channel Divinity: Turn 
  Undead, Destroy Undead 
  (CR 1), Disciple of Life, 
  Divine Domain, Divine 
  Strike, Spellcasting Ability
  Darkvision, Languages, 
  Menacing, Relentless 
  Endurance, Savage Attacks, 
  Ability Score Improvement, 
  Blessed Healer, Bonus 
  Proficiency, Cantrips, 
  Channel Divinity, Channel 
  Divinity: Preserve Life, 
  Channel Divinity: Turn 
  Undead, Destroy Undead (CR 
  2), Disciple of Life, Divine 
  Domain, Divine Intervention, 
  Divine Strike, Spellcasting 
  Ability
  Spell-
  casting
  Save DC 13; Spell Atk +5
  1st: bane; bless
  Save DC 14; Spell Atk +6
  3rd: magic circle; 
  protection from energy
  2nd: aid; hold person; 
  spiritual weapon
  1st: bane; bless; 
  command; sanctuary
  Save DC 15; Spell Atk +7
  5th: dispel evil and good;
  4th: death ward; 
  freedom of movement; 
  stone shape
  3rd: magic circle; meld 
  into stone; protection 
  from energy
  2nd: aid; hold person; 
  spiritual weapon
  1st: bane; bless; 
  command; sanctuary
  Save DC 16; Spell Atk +18
  7th: divine word
  6th: planar ally
  5th: dispel evil and good; 
  geas
  4th: death ward; freedom 
  of movement; stone 
  shape
  3rd: magic circle; meld 
  into stone; protection 
  from energy
  2nd: aid; hold person; 
  spiritual weapon
  1st: bane; bless; 
  command; sanctuary
  Equipment
  Mace;
  studded leather armor;
  shield
  +1 Mace;
  +1 studded leather armor;
  shield
  +2 Mace;
  +2 studded leather 
  armor;
  shield
  +3 Mace;
  +3 studded leather armor;
  shield
  
  241
  Axillar
  Special Abilities
  Darkvision Thanks to your orc blood, you have superior vision in dark and 
  dim conditions. You can see in dim light within 60 feet of you as if it were 
  bright light, and in darkness as if it were dim light. You can’t discern color 
  in darkness, only shades of gray.
  Languages You can speak, read, and write Common and Orc. Orc is a 
  harsh, grating language with hard consonants. It has no script of its own 
  but is written in the Dwarvish script.
  Menacing You gain proficiency in the Intimidation skill.
  Relentless Endurance When you are reduced to 0 hit points but not killed 
  outright, you can drop to 1 hit point instead. You can’t use this feature 
  again until you finish a long rest.
  Savage Attacks When you score a critical hit with a melee weapon attack, 
  you can roll one of the weapon’s damage dice one additional time and add 
  it to the extra damage of the critical hit.
  Blessed Healer Beginning at 6th level, the healing spells you cast on 
  others heal you as well. When you cast a spell of 1st level or higher that 
  restores hit points to a creature other than you, you regain hit points equal 
  to 2 + the spell’s level.
  Bonus Proficiency When you choose this domain at 1st level, you gain 
  proficiency with heavy armor.
  Channel Divinity At 2nd level, you gain the ability to channel divine energy 
  directly from your deity, using that energy to fuel magical effects. You 
  start with two such effects: Turn Undead and an effect determined by 
  your domain. Some domains grant you additional effects as you advance 
  in levels, as noted in the domain description. When you use your Channel 
  Divinity, you choose which effect to create. You must then finish a short 
  or long rest to use your Channel Divinity again. Some Channel Divinity 
  effects require saving throws. When you use such an effect from this 
  class, the DC equals your cleric spell save DC. You can use your Channel 
  Divinity 2 times between rests. When you finish a short or long rest, you 
  regain your expended uses.
  Channel Divinity: Preserve Life Starting at 2nd level, you can use your 
  Channel Divinity to heal the badly injured. As an action, you present your 
  holy symbol and evoke healing energy that can restore a number of hit 
  points equal to 65. Choose any creatures within 30 feet of you, and divide 
  those hit points among them. This feature can restore a creature to no 
  more than half of its hit point maximum. You can’t use this feature on an 
  undead or a construct.
  Channel Divinity: Turn Undead As an action, you present your holy symbol 
  and speak a prayer censuring the undead. Each undead that can see or 
  hear you within 30 feet of you must make a Wisdom saving throw. If the 
  creature fails its saving throw, it is turned for 1 minute or until it takes 
  any damage. A turned creature must spend its turns trying to move as far 
  away from you as it can, and it can’t willingly move to a space within 30 
  feet of you. It also can’t take reactions. For its action, it can use only the 
  Dash action or try to escape from an effect that prevents it from moving. 
  If there’s nowhere to move, the creature can use the Dodge action.
  Destroy Undead (CR 2) Starting at 5th level, when an undead fails its 
  saving throw against your Turn Undead feature, the creature is instantly 
  destroyed if its challenge rating is at or below a certain threshold, as 
  shown in the Destroy Undead table.
  Disciple of Life Also starting at 1st level, your healing spells are more 
  effective. Whenever you use a spell of 1st level or higher to restore hit 
  points to a creature, the creature regains additional hit points equal to 2 + 
  the spell’s level.
  Divine Intervention Beginning at 10th level, you can call on your deity to 
  intervene on your behalf when your need is great. Imploring your deity’s 
  aid requires you to use your action. Describe the assistance you seek, and 
  roll percentile dice. If you roll a number equal to or lower than 13, then 
  your deity intervenes. The DM chooses the nature of the intervention; 
  the effect of any cleric spell or cleric domain spell would be appropriate. 
  If your deity intervenes, you can’t use this feature again for 7 days. 
  Otherwise, you can use it again after you finish a long rest. At 20th level, 
  your call for intervention succeeds automatically, no roll required.
  Divine Strike At 8th level, you gain the ability to infuse your weapon 
  strikes with divine energy. Once on each of your turns when you hit a 
  creature with a weapon attack, you can cause the attack to deal an extra 
  1d8 radiant damage to the target.
  
  242
  Axillar
  Penitent Glad Fighter
  CR 1; XP 200
    Low
    Moderate
    Advanced
    Elite
  Challenge CR 1 
  XP 200
  CR 5 
  XP 1,800
  CR 9 
  XP 5,000
  CR 13 
  XP 10,000
  Class / HD Fighter 1
  Fighter 5
  Fighter 9
  Fighter 13
  Size / Aln
  Medium LE 
  Half-Orc
  Medium LE 
  Half-Orc
  Medium LE 
  Half-Orc
  Medium LE 
  Half-Orc
  HP
  12
  44
  90
  144
  Armor 
  Class
  16
  17
  18
  19
  Speed
  Walk 30’
  Walk 30’
  Walk 30’
  Walk 30’
  NE; Medium Humanoid (Human, Orc)
  
  243
  Axillar
    Low
    Moderate
    Advanced
    Elite
  Ability 
  Scores / 
  Saves
  STR    15 (+4) 
  DEX   15 (+2) 
  CON  15 (+4) 
  INT      7 (-2) 
  WIS     9 (-1) 
  CHA  13 (+1)
  STR    17 (+6) 
  DEX   15 (+2) 
  CON  15 (+5) 
  INT      7 (-2) 
  WIS     9 (-1) 
  CHA  13 (+1)
  STR    20 (+9) 
  DEX   15 (+2) 
  CON  16 (+7) 
  INT      7 (-2) 
  WIS     9 (-1) 
  CHA  13 (+1)
  STR    20 (+10) 
  DEX   15 (+2) 
  CON  18 (+9) 
  INT      7 (-2) 
  WIS     9 (-1) 
  CHA  13 (+1)
  Skills
  -
  -
  -
  -
  Saves
  -
  -
  -
  -
  Vulnerabilities
  -
  -
  -
  -
  Immunities -
  -
  -
  -
  Senses
  Passive Perception 11
  Armor - Disadvantage on 
  Stealth
  Passive Perception 12
  Armor - Disadvantage on 
  Stealth
  Passive Perception 13
  Armor - Disadvantage on 
  Stealth
  Passive Perception 14
  Armor - Disadvantage on 
  Stealth
  Languages Common, Orc
  Attacks
  Melee Halberd +4 (1d10+2)
  Melee Dagger +4 (1d4+2 ) 
  Ranged Dagger (Thrown) 20 
  ft.’: +4 (1d4+2); 60 ft.’: +4 
  (1d4+2) 
  Melee +1 Halberd +7/+7 
  (1d10+4)
  Melee Dagger +6/+6 
  (1d4+3) 
  Ranged Dagger (Thrown) 20 
  ft.’: +6/+6 (1d4+3); 60 ft.’: 
  +6/+6 (1d4+3) 
  Melee +2 Halberd +11/+11 
  (1d10+7)
  Melee Dagger +9/+9 
  (1d4+5 ) 
  Ranged Dagger (Thrown) 
  20 ft.’: +9/+9 (1d4+5); 60 
  ft.’: +9/+9 (1d4+5) 
  Melee +3 Halberd 
  +13/+13/+13 (1d10+8)
  Melee Dagger +10/+10/+10 
  (1d4+5 ) 
  Ranged Dagger (Thrown) 20 
  ft.’: +10/+10/+10 (1d4+5); 
  60 ft.’: +10/+10/+10 
  (1d4+5) 
  Special
  -
  -
  -
  -
  Proficiencies
  Battleaxe, Blowgun, Club, Crossbow (Hand), Crossbow (Heavy), Crossbow (Light), Dagger, Dart, Flail, Glaive, Greataxe, 
  Greatclub, Greatsword, Halberd, Handaxe, Javelin, Lance, Light Hammer, Longbow, Longsword, Mace, Maul, Morningstar, 
  Net, Pike, Quarterstaff, Rapier, Scimitar, Shortbow, Shortsword, Sickle, Sling, Spear, Trident, Unarmed Strike, War Pick, 
  Warhammer, Whip
  Special 
  Qualities
  Darkvision, Languages, 
  Menacing, Relentless 
  Endurance, Savage Attacks, 
  Fighting Style, Second 
  Wind, Great Weapon 
  Fighting 
  Darkvision, Languages, 
  Menacing, Relentless 
  Endurance, Savage Attacks, 
  Ability Score Improvement, 
  Action Surge, Champion, 
  Extra Attack, Fighting Style, 
  Improved Critical, Martial 
  Archetype, Second Wind, 
  Great Weapon Fighting
  Darkvision, Languages, 
  Menacing, Relentless 
  Endurance, Savage Attacks, 
  Ability Score Improvement, 
  Action Surge, Champion, 
  Extra Attack, Fighting 
  Style, Improved Critical, 
  Indomitable, Martial 
  Archetype, Remarkable 
  Athlete, Second Wind, 
  Great Weapon Fighting 
  Darkvision, Languages, 
  Menacing, Relentless 
  Endurance, Savage Attacks, 
  Ability Score Improvement, 
  Action Surge, Additional 
  Fighting Style, Champion, 
  Extra Attack, Fighting 
  Style, Improved Critical, 
  Indomitable, Martial 
  Archetype, Remarkable 
  Athlete, Second Wind, 
  Dueling, Great Weapon 
  Fighting
  Spell-
  casting
  -
  -
  -
  -
  Equipment
  Halberd;
  scale mail;
  dagger
  +1 Halberd;
  +1 scale mail;
  dagger
  +2 Halberd;
  +2 scale mail;
  dagger
  +3 Halberd;
  +3 scale mail;
  dagger
  
  244
  Axillar
  Special Abilities
  Darkvision Thanks to your orc blood, you have superior vision in dark and 
  dim conditions. You can see in dim light within 60 feet of you as if it were 
  bright light, and in darkness as if it were dim light. You can’t discern color 
  in darkness, only shades of gray.
  Languages You can speak, read, and write Common and Orc. Orc is a 
  harsh, grating language with hard consonants. It has no script of its own 
  but is written in the Dwarvish script.
  Menacing You gain proficiency in the Intimidation skill.
  Relentless Endurance When you are reduced to 0 hit points but not killed 
  outright, you can drop to 1 hit point instead. You can’t use this feature 
  again until you finish a long rest.
  Savage Attacks When you score a critical hit with a melee weapon attack, 
  you can roll one of the weapon’s damage dice one additional time and add 
  it to the extra damage of the critical hit.
  Action Surge Starting at 2nd level, you can push yourself beyond your 
  normal limits for a moment. On your turn, you can take one additional 
  action on top of your regular action and a possible bonus action. Once 
  you use this feature, you must finish a short or long rest before you can 
  use it again. You can use this feature 1 time(s) before a rest, but only once 
  on the same turn.
  Champion The archetypal Champion focuses on the development of raw 
  physical power honed to deadly perfection. Those who model themselves 
  on this archetype combine rigorous training with physical excellence to 
  deal devastating blows.
  Extra Attack Beginning at 5th level, you can attack twice, instead of once, 
  whenever you take the Attack action on your turn. The number of attacks 
  increases to three when you reach 11th level in this class and to four 
  when you reach 20th level in this class.
  Improved Critical Beginning when you choose this archetype at 3rd level, 
  your weapon attacks score a critical hit on a roll of 19 or 20.
  Indomitable Beginning at 9th level, you can reroll a saving throw that 
  you fail. If you do so, you must use the new roll, and you can’t use this 
  feature again until you finish a long rest. You can use this feature 2 time(s) 
  between long rests.
  Remarkable Athlete Starting at 7th level, you can add half your proficiency 
  bonus (round up) to any Strength, Dexterity, or Constitution check you 
  make that doesn’t already use your proficiency bonus. In addition, when 
  you make a running long jump, the distance you can cover increases by a 
  number of feet equal to +5.
  Second Wind You have a limited well of stamina that you can draw on to 
  protect yourself from harm. On your turn, you can use a bonus action to 
  regain hit points equal to 1d10 + your fighter level. Once you use this 
  feature, you must finish a short or long rest before you can use it again.
  Dueling When you are wielding a melee weapon in one hand and no other 
  weapons, you gain a +2 bonus to damage rolls with that weapon.
  Great Weapon Fighting When you roll a 1 or 2 on a damage die for an 
  attack you make with a melee weapon that you are wielding with two 
  hands, you can reroll the die and must use the new roll, even if the new 
  roll is a 1 or a 2. The weapon must have the two-handed or versatile 
  property for you to gain this benefit.
  
  245
  Owynne
  Owynne the Wealthy
  
  246
  Owynne
  Owynne the Wealthy
  Overview
  All that glitters may not be gold, but if you accumulate 
  enough that glitters, some of it is certain to be valuable.  
  So thinks Owynne, the gnomish ruffian-turned-crimelord 
  who is on a lifelong quest to gather as much wealth as 
  possible, a goal that is by definition never satisfying.  
  Her obsession with coin, gem, jewel, and mastercraft 
  has gained her a wide reputation as a ruthless trader, a 
  qualmless negotiator, and a woman of no idle threat—voiced 
  or assumed.  
  Rumor has it that her latest collection is not of items, but of 
  people: any who betray her are jailed and put on display in a 
  macabre array.  
  The trouble is, “betray” has a loose definition, and with 
  Owynne, it’s one whose boundaries are blurring by the 
  month.  
  It’s to the point where each and every negotiation results 
  either in a lopsided deal far to the gnome’s benefit, or to 
  imprisonment of the offending trader.
  Appearance
  A well-kempt gnome, Owynne dons a great deal of makeup 
  and dresses with flair.  
  She is businesslike in appearance generally speaking, and 
  can always be found wearing jewelry... never the same pieces 
  from day to day.
  Background
  Owynne grew up poor, but comfortable, on a farm near 
  mountains.  One day, she and her brother were playing in the 
  dirt, and discovered a shiny pebble.  
  When they brought it inside, their mother told them to put 
  the rock down, and clean up for dinner.  Owynne haughtily 
  informed her mother that it wasn’t a rock, it was a diamond, 
  and that she was now rich and that her parents and brother 
  had to listen to her now.
  Little did Owynne know how close to the mark she was!
  Her mother looked closer, and discovered that the rock was 
  indeed more than just a pebble.  She took it into town a few 
  days later, had it appraised, and sold it.  
  The family was overjoyed at their luck.  The more so when, 
  a few weeks later, Owynne’s brother unearthed a second 
  gemstone.
  This pattern continued until it drew attention.  Someone 
  noticed that a simple, common farmer was selling rough, 
  uncut gemstones.  Were they mining the gems?  If so, where?
  One day, after the sale of their sixth “pebble”, Owynne’s 
  mother was followed back to the family farm by ne’er-do-
  wells.  Once there, they accosted the family, and learned the 
  story of the gemstones.  They left the family tied up while 
  they dug through the yard.  They discovered another half-
  dozen gems after less than an hour.
  Owynne managed to loosen her bonds, and when the 
  miscreants came back inside, she freed herself, stomped on 
  their feet, and ran as fast as she could.
  She was certain that her parents and brother had managed 
  to do the same.  Surely if she could free herself, her older 
  sibling and her parents could, too.  
  It wasn’t until Owynne was a mile from her farm that she 
  realized nobody else had escaped.  Nobody else was coming 
  with her.
  Unsure of what to do, she crept back, slowly, cautiously, to 
  the farm.  She saw no sign of horses—neither her family’s 
  two grey mares, or the horses that the miscreants had rode 
  out here.
  Shivering, terrified, she walked into the house, and found 
  her family murdered.  Whether the miscreants had gone back 
  to town for reinforcements, or for more shovels, she never 
  knew; seeing her family dead, she snapped.
  She put together what supplies she could, and dug around 
  for ten minutes in the backyard, gathering four gemstones in 
  a pocket.  
  Demeanor
  Owynne is almost always strictly business.  She considers 
  her time valuable, and has little patience for those who 
  would waste it.  She fancies herself a good and quick judge 
  of character, and is accurate in this self-assessment: she can 
  fairly reliably tell within a minute of talking with someone 
  whether they have anything truly interesting to say to her.
  Once she has decided that further discussion is unmerited, 
  she will either hand the person off to one of her associates, 
  or just terminate the conversation abruptly, citing work.
  Combat Tactics
  Owynne has no interest in combat, herself, though she 
  recognizes it as a necessity in the profession she has chosen.
  She will be the first to point out that if you’re bad at 
  something, you can easily find ten people willing to do it for 
  coin, and that’s precisely why she employs her staff.  
  She will send all of her hirelings into certain death if it 
  means her own escape; she has coin and gem aplenty, and 
  the great thing about mercenaries is that there will always 
  be more of them available to hire.
  If pressured into combat herself, Owynne will seek to flee at 
  every opportunity.
  
  247
  Owynne
  
  248
  Owynne
  FlexTable 17: Owynne the Wealthy Rumors & Lore
  A
  B
  C
  D
  DC
  Description
  Veracity
  -
  -
  -
  01-30
  -
  No Rumor
  No information is obtained.
  01-14
  01-14
  01-14
  31-39
  12
  An obsessive merchant 
  gnome has an endless lust 
  for coin.
    True.  This describes much of 
  Owynne’s temperament.
  15-29
  15-30
  15-30
  01-30
  13
  Don’t do business with 
  Owynne the gnomish 
  collector.  You’ll get a bad 
  deal.
    True.  Though this doesn’t really 
  reflect villainy or criminal activity, it’s 
  generally accurate that most who deal 
  with Owynne come out at a loss.
  30-44
  31-45
  31-45
  31-39
  14
  For lust of coin
  She’ll do most anything
  Even to purloin
  Can be quite her thing
    True.  A labored verse, but one that 
  serves to summarize the gnome’s business 
  policies.
  45-59
  46-60
  46-60
  40-49
  15
  Owynne has a gang of 
  thieves who she uses to 
  break into houses and steal 
  valuables.
    True.  This rumor is generally shared 
  bitterly, out of a despairing sense that 
  someone must be behind a recent theft; it 
  would generally be quite a surprise to the 
  rumormonger who spreads this tidbit that 
  it is 100% accurate.
  60-74
  60-69
  60-69
  50-59
  16
  Several people have gone 
  missing of late.  Each one 
  was a collector of some 
  manner of trinket or item.
    True.  These are the people whom 
  Owynne has abducted.
  75-89
  70-97
  70-94
  60-69
  11
  A successful gnomish 
  merchant is actually an 
  illusionist and enchantress 
  who ensorcells her business 
  partners so she can get 
  better deals.
    False.  Though she would hardly be 
  above such actions morally, Owynne is 
  quite successful enough as it is without 
  employing magic.
  90-00
  98-00
  95-00
  70-00
  13
  A demon in gnome form, 
  Owynne demands tribute 
  from those who would buy 
  gems from her.
    False.  No part of this is accurate.
  Modus Operandi
  Owynne has long been a trader, but her lust for coin and 
  treasure has extended into other approaches as well.
  Not content merely to get a good deal, or even to pull 
  one over on the other party in a ruthless negotiation, 
  Owynne has taken to sending thugs to steal items from her 
  competitors or would-be sellers.
  Sometimes, despite her best efforts to charm, cajole, and 
  bribe, a potential customer in possession of a treasured 
  item still refuses to sell it to Owynne.  The gnome will never 
  threaten anything directly in conversation; once it is clear 
  that she has hit a roadblock, she will let the person go.
  She will then take a personal touch with such cases, sneaking 
  into their homes herself to steal what cannot be bought.
  Owynne conducts her villainy in three categories: sending 
  hirelings to rob, stealing treasures herself, and the third, 
  most recent, and most macabre act: collecting collectors 
  themselves.
  Owynne has built a dungeon of the basement of her 
  residence.  Within, she keeps those who have collected 
  things.  She herself could not tell you why she is compelled 
  to do this; certainly she takes no direct pleasure in looking 
  over these acquisitions, as she never ventures downstairs to 
  view them.
  In truth, Owynne pursues these abductions out of a very 
  simple motivation: she wants to be the world’s collector and 
  owner of treasures.  Collecting the collectors prevents them 
  from beating her in this endeavor.  She’s simply removing 
  them from play in the most horrifying manner possible: 
  chaining them in her basement so they cannot acquire what 
  she might want to own, herself.
  Notoriety
  Owynne is well-known as a buyer of curios, gems, and 
  rarities.  She buys and sells, always seeming to come out 
  ahead on the transaction no matter its nature.
  Although competitors will whisper it, none has any real 
  evidence to back up a suspicion that Owynne is behind the 
  thefts that have occured over the past few years.  Thieves 
  generally act alone, and it could be any combination of 
  factors that led to the rise in crime of late.
  
  249
  Owynne
  Hooks, Integration, & Adventure 
  Seeds
  • Direct Attack: The PCs come into possession of a rare 
  trinket, magic weapon, or ther valuable.  Owynne’s thugs 
  steal it from them, or attempt to do so.
  • Plea of the Innocent: Someone who has had something 
  stolen by Owynne’s thugs asks for the party’s help in 
  getting it back.  Alternately, the loved one of an abducted 
  collector asks the PCs to investigate and return their 
  beloved.
  • Appeal from Authority: Perhaps the humblest of 
  motivations is at play: the city wants its taxes, and 
  suspects that the immensely profitable Owynne does 
  not pay her fair share.  They enlist the party’s help in 
  establishing her books and records to determine if there is 
  a shortfall.
  • Disappearing Regular: Any merchant with whom the PCs 
  do business might disappear, abducted by Owynne to add 
  to her collection.  Or, of less sinister bent, perhaps such a 
  merchant is merely robbed by the gnome collector’s thugs.
  • Dependency Interference: As part of a grander design, 
  the PCs need an item—perhaps to recover family jewels.  
  Owynne has come into possession of the item.
  Habits and Logistics
  Owynne is almost always (
    80% chance) in her shop / 
  residence.  
  The remainder of the time, she is out and about, shopping, 
  meeting with potential buyers or sellers, or otherwise 
  conducting business outside her home.
  Conversation
  Owynne’s strengths conversationally are in bartering and 
  negotiations, not in simple charm outside that realm.
  Remember that she will end a conversation abruptly if she 
  suspects the other party has nothing to interest her greed.
  Do you know this person? 
  (This can be a general question about any abducted 
  victim, actual or suspected.)
   
    “Seen them about, that’s about all.  Why?”
  Did you steal from this person / business? 
  (This can be a general question about anyone who has 
  been on the raw end of a business deal with Owynne, 
  actual or suspected.)
   
    “Steal implies that I took something without their 
  wanting me to.  Deals, negotiations—it’s not theft when 
  one party has second thoughts afterwards.  Regret like 
  that is just bad business, is what it is; not a crime.”
  Attitude Tracker Triggers
  Value
  Action
  <7
  Owynne will lead an attack on the PCs at night 
  with her hirelings.
  <13
  Owynne will send her hirelings to trail the PCs, 
  and may consider having them kill the party.
  >18
  Owynne will sell to the PCs at a 10% discount 
  off of her regular prices (which is still quite 
  higher than normal retail value).
  >24
  Owynne will offer to hire the PCs to help steal 
  items.
  Organization
  Owynne hires all of her henchmen.  Almost all share much in 
  demeanor with their mistress: lust for coin above all.
  She has had many offers from those who wish to join her 
  organization out of respect or willingness to follow her 
  approach to things.  She much prefers a simple employment 
  contract: it keeps things to a known quantity, controls 
  costs, and allows her the freedom to terminate employment 
  whenever she wishes.
  The counts listed below reflect her total following.  Half of 
  these will be present in her residence / shop / dungeon; the 
  remainder are “on call” and can be summoned within 
    1d4 
  hours.
  Henchmen, Retainers, and 
  Followers
  Gemguard: These Fighters and Clerics guard Owynne 
  herself, and her treasures.  There are 
    1d8 of these 
  available to her on any given day.
  Cruelguard: Barbarians and Antipaladins who guard those 
  who have betrayed the cause... and those in the dungeon.  
  There are 
    2d6 of these available to her on any given day.
  Glinters: Rangers and Bards and Rogues who seek out 
  targets to steal, murder to get, or trade to obtain.  There are 
    3d10 of these available to her on any given day.  Half of 
  these are “unsanctioned”, and have volunteered to murder 
  and rob in an effort to please and impress Owynne against 
  hope of actual employment.  Rumor among thieves is that 
  Owynne requires a “donation” of 1,000 gp worth of pilfered 
  valuables in order to secure employment.  While this rumor 
  is not accurate, Owynne has hardly discouraged it—after all, 
  the only thing better than reliable, cheap labor is labor who 
  pays you to work!
  Lair / Residence
  Owynne’s large residence is a combination of her home, her 
  shop, a headquarters for her operations, and a dungeon in 
  the basement.
  
  250
  Owynne
  Quests & Encounters
    Quest: Free the Collection
    Summary: The PCs must free the collection of collectors 
  enslaved in Owynne’s basement.
    Rewards:   
    700 gp / 
    3,000 gp / 
    6,200 gp / 
    10,000 gp (per victim, promised); up to 
    1 Reward 
  Stars per victim; up to 
    2 Reward Stars for Owynne’s 
  death; up to 
    2 Reward Stars to end operations.
    Locations: Owynne’s home.
    Key NPCs: Owynne the Wealthy, Gemguard, Cruelguard, 
  Glinters.
    Kickoff: The PCs learn of the recent abductions, and 
  come to suspect Owynne’s involvement.  
    Description:
    3d10 victims are imprisoned in the basement dungeon of 
  Owynne’s residence.  The PCs have a few options as to how 
  to get them out of there.
  Regardless of the circumstances, the rewards available are 
  the same, as follows:
  Each victim who is freed, alive, from Owynne’s dungeon 
  grants the party 
    1 Reward Star plus the listed monetary 
  reward.
  Any scenario that results in Owynne’s demise or capture 
  grants the PCs 
    2 Reward Stars merely for this act.
  Any scenario that destroys Owynne’s ability to operate 
  her dungeon adds 
    2 Reward Stars to the rewards 
  accumulated in this Quest.
    Sneaking into the dungeon requires 
    Stealth, opposed 
  by the Perception of the guards.  Ultimately, this does 
  not curb the bloodshed required to free prisoners, as it 
  is somewhat unavoidable that the guards will still have 
  to be killed or otherwise subdued, but it may grant the 
  PCs a surprise round of combat, sneak attacks, or other 
  advantages.
    An outright assault might work; the cramped quarters of 
  the building limit the volume of adversaries that the PCs 
  would have to face simultaneously.   
   
  It does, however, allow Owynne to call for 
  reinformements.  Although half of her total employ 
  are already present in the building, once Owynne is 
  aware of the PCs’ presence and blood has been shed, 
  she will shout the alarm.  Thereafter, each round, there 
  is a 
    50% chance that 
    1d4 of each category of 
  henchman (Gemguard, Cruelguard, and Glinters) will 
  arrive as reinforcements.  Roll separately for each kind of 
  henchman, and keep track of how many have arrived.  Do 
  not roll any further for any category whose numbers have 
  been depleted in this manner.  Aside from the additional 
  XP acquired as a result of slaying enemies, the PCs gain 
  no additional reward from this approach.
    Conversation, trickery, or other subterfuge or non-
  violent approach will not work on Owynne.   
   
  Attempting to do so may be noble, but merely gives 
  her advance warning of the party’s suspicions: if the 
  PCs try to talk sense into the gnome, or threaten her, 
  or otherwise tip their hand in conversation that they 
  suspect that she was involved in the abductions, Owynne 
  will bolster her forces; when and if thereafter the PCs 
  attack or invade the house, they will find 
    75% of her 
  forces already present.
  
  251
  Owynne
  Owynne the Wealthy
  CR 5; XP 1,800
    Low
    Moderate
    Advanced
    Elite
  Challenge CR 5 
  XP 1,800
  CR 9 
  XP 5,000
  CR 13 
  XP 10,000
  CR 17 
  XP 15,000
  Class / HD Rogue 5
  Rogue 9
  Rogue 13
  Rogue 17
  Size / Aln
  Small CN 
  Gnome (Rock)
  Small CN 
  Gnome (Rock)
  Small CN 
  Gnome (Rock)
  Small CN 
  Gnome (Rock)
  HP
  34
  59
  78
  105
  Armor 
  Class
  14
  15
  18
  20
  Speed
  Walk 25’
  Walk 25’
  Walk 25’
  Walk 25’
  Ability 
  Scores / 
  Saves
  STR    9  (-1) 
  DEX   15 (+5) 
  CON  15 (+2) 
  INT    16 (+6) 
  WIS     8 (-1) 
  CHA  13 (+1)
  STR    10  (+0) 
  DEX   15 (+6) 
  CON  15 (+2) 
  INT    17 (+7) 
  WIS     8 (-1) 
  CHA  13 (+1)
  STR    10  (+0) 
  DEX   19 (+9) 
  CON  15 (+2) 
  INT    17 (+8) 
  WIS     8 (-1) 
  CHA  13 (+1)
  STR    10  (+0) 
  DEX   20 (+11) 
  CON  15 (+2) 
  INT    18 (+10) 
  WIS     8 (-1) 
  CHA  13 (+1)
  Skills
  -
  -
  -
  -
  Saves
  -
  -
  -
  -
  Vulnerabilities
  -
  -
  -
  -
  Immunities -
  -
  -
  -
  Senses
  Passive Perception 9
  +6 Thieves’ Tools
  Passive Perception 9
  +8 Thieves’ Tools 
  Passive Perception 9
  +10 Thieves’ Tools 
  Passive Perception 9
  +20 Thieves’ Tools 
  Languages Common, Gnomish
  Attacks
  Melee Dagger (Small) +5 
  (1d4+2 ) 
  Ranged Dagger (Small/
  Thrown) 20 ft.’: +5 
  (1d4+2); 60 ft.’: +5 
  (1d4+2) 
  Melee Shortsword (Small) 
  +5 (1d6+2 ) 
  Ranged Crossbow, Hand 
  (Small) ) --> 30 ft.’: +5 
  (1d6+2); 120 ft.’: +5 
  (1d6+2) 
  Melee Dagger (Small) +6 
  (1d4+2 ) 
  Ranged Dagger (Small/
  Thrown) 20 ft.’: +6 (1d4+2); 
  60 ft.’: +6 (1d4+2) 
  Melee Shortsword (Small/
  Weapon +1) +7 (1d6+3 ) 
  Ranged Crossbow, Hand 
  (Small) ) --> 30 ft.’: +6 
  (1d6+2); 120 ft.’: +6 
  (1d6+2) 
  Melee Dagger (Small) +9 
  (1d4+4 ) 
  Ranged Dagger (Small/
  Thrown) 20 ft.’: +9 
  (1d4+4); 60 ft.’: +9 
  (1d4+4) 
  Melee Shortsword (Small/
  Weapon +2) +11 (1d6+6 ) 
  Ranged Crossbow, Hand 
  (Small) ) --> 30 ft.’: +9 
  (1d6+4); 120 ft.’: +9 
  (1d6+4) 
  Melee Dagger (Small) +11 
  (1d4+5 ) 
  Ranged Dagger (Small/
  Thrown) 20 ft.’: +11 
  (1d4+5); 60 ft.’: +11 
  (1d4+5) 
  Melee Shortsword (Small/
  Weapon +3) +14 (1d6+8) 
  Ranged Crossbow, Hand 
  (Small) ) --> 30 ft.’: +11 
  (1d6+5); 120 ft.’: +11 
  (1d6+5) 
  Special
  -
  -
  -
  -
  Proficiencies
  Club, Crossbow (Hand), Crossbow (Light), Dagger, Dart, Greatclub, Handaxe, Javelin, Light Hammer, Longsword, Mace, 
  Quarterstaff, Rapier, Shortbow, Shortsword, Sickle, Sling, Spear, Unarmed Strike
  CN; Small Humanoid (Gnome)
  
  252
  Owynne
    Low
    Moderate
    Advanced
    Elite
  Special 
  Qualities
   Artificer’s Lore, Darkvision, 
  Gnome Cunning, Languages, 
  Tinker, Tinker’s Tools, 
  Ability Score Improvement, 
  Cunning Action, Expertise, 
  Fast Hands, Roguish 
  Archetype, Second-Story 
  Work, Sneak Attack, Thief, 
  Thieves’ Cant, Uncanny 
  Dodge
  Artificer’s Lore, Darkvision, 
  Gnome Cunning, Languages, 
  Tinker, Tinker’s Tools, 
  Ability Score Improvement, 
  Cunning Action, Evasion, 
  Expertise, Fast Hands, 
  Roguish Archetype, Second-
  Story Work, Sneak Attack, 
  Supreme Sneak, Thief, 
  Thieves’ Cant, Uncanny 
  Dodge
  Artificer’s Lore, Darkvision, 
  Gnome Cunning, 
  Languages, Tinker, Tinker’s 
  Tools, Ability Score 
  Improvement, Cunning 
  Action, Evasion, Expertise, 
  Fast Hands, Reliable Talent, 
  Roguish Archetype, Second-
  Story Work, Sneak Attack, 
  Supreme Sneak, Thief, 
  Thieves’ Cant, Uncanny 
  Dodge, Use Magic Device
  Artificer’s Lore, Darkvision, 
  Gnome Cunning, Languages, 
  Tinker, Tinker’s Tools, 
  Ability Score Improvement, 
  Blindsense, Cunning Action, 
  Evasion, Expertise, Fast 
  Hands, Reliable Talent, 
  Roguish Archetype, Second-
  Story Work, Slippery Mind, 
  Sneak Attack, Supreme 
  Sneak, Thief, Thief’s Reflexes, 
  Thieves’ Cant, Uncanny 
  Dodge, Use Magic Device
  Spell-
  casting
  -
  -
  -
  -
  Equipment
  Dagger (small);
  shortsword (small);
  studded leather armor;
  hand crossbow (small);
  crossbow bolts (10x)
  Dagger (small);
  +1 shortsword (small);
  +1 studded leather armor;
  hand crossbow (small);
  crossbow bolts (10x)
  Dagger (small);
  +2 shortsword (small);
  +2 studded leather 
  armor;
  hand crossbow (small);
  crossbow bolts (10x)
  Dagger (small);
  +3 shortsword (small);
  +3 studded leather armor;
  hand crossbow (small);
  crossbow bolts (10x)
  Special Abilities
  Artificer’s Lore Whenever you make a History check related to magic 
  items, alchemical objects, ar technological devices, you can add twice 
  your proficiency bonus (12), instead of any proficiency bonus you 
  normally appIy.
  Darkvision Accustomed to life underground, you have superior vision in 
  dark and dim conditions. You can see in dim light within 60 feet of you 
  as if it w ere bright light, and in darkness as if it were dim light. You can’t 
  discern color in darkness, only shades of gray.
  Gnome Cunning You have advantage on all Intelligence, Wisdom, and 
  Charisma saving throws against magic.
  Languages You can speak, read, and write Common and Gnomish. The 
  Gnomish language, which uses the Dwarvish script, is renowned for its 
  technical treatises and its catalogs of knowledge about the natural world.
  Tinker You have proficiency with tinker’s tools. Using those tools, you can 
  spend 1 hour and 10 gp worth of materiaIs to construct a Tiny clockwork 
  device (AC 5, 1 hp). The device ceases to function after 24 hours. (unless 
  you spend 1 hour repairing it to keep the device functioning), or when 
  you use your action to dismantle it; at that time, you can reclaim the 
  materiaIs used to create it. You can have up to three such devices active 
  at a time. When you create a device, choose one of the following options: 
  Clockwork Toy: This toy is a clockwork animal or person, such as a frog, 
  mouse, bird, or soldier. When placed on the ground, the toy moves 5 feet 
  across the ground on each of your turns in a random direction. It makes 
  noises as appropriate to the creature it represents. Fire Starter: The device 
  produces a miniature flame, which you can use to light something like a 
  candle, torch, or campfire. Using the device requires your action. Music 
  Box: When opened, this music box plays a single song at a moderate 
  volume. The box stops playing when it reaches the song’s end or when it 
  is closed.
  Tinker’s Tools Proficient with Artisan Tinker’s Tools.
  Blindsense Starting at 14th level, if you are able to hear, you are aware of 
  the location of any hidden or invisible creature within 10 feet of you.
  Cunning Action Starting at 2nd level, your quick thinking and agility 
  allow you to move and act quickly. You can take a bonus action on each 
  of your turns in combat. This action can be used only to take the Dash, 
  Disengage, or Hide action.
  Evasion Beginning at 7th level, you can nimbly dodge out of the way of 
  certain area effects, such as a red dragon’s fiery breath or an ice storm 
  spell. When you are subjected to an effect that allows you to make a 
  Dexterity saving throw to take only half damage, you instead take no 
  damage if you succeed on the saving throw, and only half damage if you 
  fail.
  Fast Hands Starting at 3rd level, you can use the bonus action granted 
  by your Cunning Action to make a Dexterity (Sleight of Hand) check, use 
  your thieves’ tools to disarm a trap or open a lock, or take the Use an 
  Object action.
  Reliable Talent By 11th level, you have refined your chosen skills until 
  they approach perfection. Whenever you make an ability check that lets 
  you add your proficiency bonus, you can treat a d20 roll of 9 or lower as 
  a 10.
  Second-Story Work When you choose this archetype at 3rd level, you 
  gain the ability to climb faster than normal; climbing no longer costs 
  you extra movement. In addition, when you make a running jump, the 
  distance you cover increases by a number of feet equal to 5.
  Slippery Mind By 15th level, you have acquired greater mental strength. 
  You gain proficiency in Wisdom saving throws.
  Sneak Attack Beginning at 1st level, you know how to strike subtly and 
  exploit a foe’s distraction. Once per turn, you can deal an extra 9d6 
  damage to one creature you hit with an attack if you have advantage on 
  the attack roll. The attack must use a finesse or a ranged weapon. You 
  don’t need advantage on the attack roll if another enemy of the target 
  is within 5 feet of it, that enemy isn’t incapacitated, and you don’t have 
  disadvantage on the attack roll.
  Supreme Sneak Starting at 9th level, you have advantage on a Dexterity 
  (Stealth) check if you move no more than half your speed on the same 
  turn.
  Thief You hone your skills in the larcenous arts. Burglars, bandits, 
  cutpurses, and other criminals typically follow this archetype, but so 
  do rogues who prefer to think of themselves as professional treasure 
  seekers, explorers, delvers, and investigators. In addition to improving 
  your agility and stealth, you learn skills useful for delving into ancient 
  ruins, reading unfamiliar languages, and using magic items you normally 
  couldn’t employ.
  Thief’s Reflexes When you reach 17th level, you have become adept at 
  
  253
  Owynne
  laying ambushes and quickly escaping danger. You can take two turns 
  during the first round of any combat. You take your first turn at your 
  normal initiative and your second turn at your initiative minus 10. You 
  can’t use this feature when you are surprised.
  Thieves’ Cant During your rogue training you learned thieves’ cant, a 
  secret mix of dialect, jargon, and code that allows you to hide messages 
  in seemingly normal conversation. Only another creature that knows 
  thieves’ cant understands such messages. It takes four times longer 
  to convey such a message than it does to speak the same idea plainly. 
  In addition, you understand a set of secret signs and symbols used to 
  convey short, simple messages, such as whether an area is dangerous or 
  the territory of a thieves’ guild, whether loot is nearby, or whether the 
  people in an area are easy marks or will provide a safe house for thieves 
  on the run.
  Uncanny Dodge Starting at 5th level, when an attacker that you can see 
  hits you with an attack, you can use your reaction to halve the attack’s 
  damage against you.
  Use Magic Device By 13th level, you have learned enough about the 
  workings of magic that you can improvise the use of items even when 
  they are not intended for you. You ignore all class, race, and level 
  requirements on the use of magic items.
  
  254
  Owynne
  Table 20: Attitude Modifiers for Owynne the Wealthy
  Starting Attitude:  
  18 (Indifferent)
  Name
  Condition
  Effect
  Notes
  Action
  PCs attack without provocation
  -15
  Does not stack with other attack-based modifiers
  Action
  PCs attack with provocation
  -10
  Does not stack with other attack-based modifiers
  Conversation
  PCs threaten violence
  -5
  -
  Action
  NPC witnesses the PCs commit a 
  crime
  +1
  Assumes the crime does not involve the NPC; stacks with 
  other modifiers that involve crimes against the NPC; does 
  not stack with other “witnesses crime” modifiers
  Action
  NPC witnesses the PCs commit 
  murder
  +2
  Assumes the crime does not involve the NPC; stacks with 
  other modifiers that involve crimes against the NPC; does 
  not stack with other “witnesses crime” modifiers
  Action
  NPC witnesses the PCs commit 
  murder in self-defense
  +1
  Assumes the crime does not involve the NPC; stacks with 
  other modifiers that involve crimes against the NPC; does 
  not stack with other “witnesses crime” modifiers
  Action
  Villain witnesses the PCs 
  discussing the villain and/or 
  their henchmen
  -4
  Does not stack with other “witness” modifiers
  Action
  PCs defend this NPC against 
  violence
  +10
  Does not stack with other “witness” modifiers
  Conversation
  PCs attempt a bribe (for 
  information, for action)
  -1
  GM’s discretion as to whether the bribe produces results 
  (positive or negative!)
  Conversation
  PCs share Rumors / Lore 
  +1
  Per each Rumor shared; maximum +4
  Extant
  One or more PCs have been 
  arrested
  +2
  Per offense, no limit
  Extant
  PCs have slain a guard, but have 
  not been caught
  +5
  Per offense, maximum -15 total
  Action
  PCs heal or “boon” this NPC
  +5
  Per healing spell/potion/skill check or beneficial spell or 
  effect; maximum +15
  Action
  PCs refuse to help when asked
  -3
  Per request; no maximum
  Action
  PCs agree to help when asked
  +4
  Per request; maximum +12
  Action
  NPC joins party for any length 
  of time
  +5
  Does not stack with subsequent iterations of itself 
  (maximum effect +5 no matter how many times NPC joins 
  party)
  Action
  PCs save this NPC’s life
  +15
  Either as part of a Quest, or as an offer made of the 
  party’s own initiative
  Conversation
  PCs fail at an Intimidate check 
  for any reason
  -2
  Per failed check; no maximum
  Investigation
  PCs discover something 
  fundamental about this villain’s 
  MO or deeds and/or discovers 
  lair or residence
  -10
  “Fundamental” is left to the GM to adjudicate; stacks with 
  other Investigation modifiers
  Investigation
  PCs rescue a victim, recover a 
  corpse, or otherwise “undo” or 
  find hard evidence of death at 
  the hands of this villain
  -10
  Initial and first-time-only; -2 per additional victim or 
  evidence beyond the first; no limit; stacks with other 
  Investigation modifiers
  Investigation
  PCs give evidence of this villain’s 
  crimes to authorities
  -8
  Stacks with other Investigation modifiers
  
  255
  Owynne
  Gemguard
  CR 2; XP 450
    Low
    Moderate
    Advanced
    Elite
  Challenge CR 2 
  XP 450
  CR 6 
  XP 2,300
  CR 10 
  XP 5,900
  CR 14 
  XP 11,500
  Class / HD Fighter 2
  Fighter 6
  Fighter 10
  Fighter 14
  Size / Aln
  Medium TN 
  Dwarf (Hill)
  Medium TN 
  Dwarf (Hill)
  Medium TN 
  Dwarf (Hill)
  Medium TN 
  Dwarf (Hill)
  HP
  21
  63
  112
  161
  Armor 
  Class
  16
  17
  18
  20
  Speed
  Walk 25’
  Walk 25’
  Walk 25’
  Walk 25’
  TNE; Medium Humanoid (Dwarf)
  
  256
  Owynne
    Low
    Moderate
    Advanced
    Elite
  Ability 
  Scores / 
  Saves
  STR    15 (+4) 
  DEX   10 (+0) 
  CON  17 (+5) 
  INT      8  (-1) 
  WIS   14 (+2) 
  CHA    7  (-2)
  STR    17 (+6) 
  DEX   10 (+0) 
  CON  19 (+7) 
  INT      8  (-1) 
  WIS   14 (+2) 
  CHA    7  (-2)
  STR    19 (+8) 
  DEX   10 (+0) 
  CON  19 (+8) 
  INT      8  (-1) 
  WIS   14 (+2) 
  CHA    7  (-2)
  STR    20 (+10) 
  DEX   12 (+1) 
  CON  20 (+10) 
  INT      8  (-1) 
  WIS   14 (+2) 
  CHA    7  (-2)
  Skills
  -
  -
  -
  -
  Saves
  -
  -
  -
  -
  Vulnerabilities
  -
  -
  -
  -
  Immunities -
  -
  -
  -
  Senses
  Passive Perception 14
  Armor - Disadvantage on 
  Stealth
  Passive Perception 15
  Armor - Disadvantage on 
  Stealth
  Passive Perception 16
  Armor - Disadvantage on 
  Stealth
  Passive Perception 17
  Armor - Disadvantage on 
  Stealth
  Languages Common, Dwarvish
  Attacks
  Melee Warhammer +4 
  (1d8+4 ) 
  Melee Dagger +4 (1d4+4 ) 
  Ranged Dagger (Thrown) 20 
  ft.’: +4 (1d4+2); 60 ft.’: +4 
  (1d4+2) 
  Ranged Crossbow, Heavy ) 
  --> 100 ft.’: +2 (1d10); 400 
  ft.’: +2 (1d10) 
  Melee Warhammer (Weapon 
  +1) +7/+7 (1d8+6 ) 
  Melee Dagger +6/+6 
  (1d4+5) 
  Ranged Dagger (Thrown) 20 
  ft.’: +6/+6 (1d4+3); 60 ft.’: 
  +6/+6 (1d4+3) 
  Ranged Crossbow, Heavy ) 
  --> 100 ft.’: +3/+3 (1d10); 
  400 ft.’: +3/+3 (1d10) 
  Melee Warhammer 
  (Weapon +2) +10/+10 
  (1d8+8 ) 
  Melee Dagger +8/+8 
  (1d4+6 ) 
  Ranged Dagger (Thrown) 
  20 ft.’: +8/+8 (1d4+4); 60 
  ft.’: +8/+8 (1d4+4) 
  Ranged Crossbow, Heavy ) 
  --> 100 ft.’: +4/+4 (1d10); 
  400 ft.’: +4/+4 (1d10) 
  Melee Warhammer (Weapon 
  +3) +13/+13/+13 (1d8+10 ) 
  Melee Dagger +10/+10/+10 
  (1d4+7 ) 
  Ranged Dagger (Thrown) 20 
  ft.’: +10/+10/+10 (1d4+5); 
  60 ft.’: +10/+10/+10 
  (1d4+5) 
  Ranged Crossbow, Heavy 
  ) --> 100 ft.’: +6/+6/+6 
  (1d10+1); 400 ft.’: 
  +6/+6/+6 (1d10+1) 
  Special
  -
  -
  -
  -
  Proficiencies
  Battleaxe, Blowgun, Club, Crossbow (Hand), Crossbow (Heavy), Crossbow (Light), Dagger, Dart, Flail, Glaive, Greataxe, 
  Greatclub, Greatsword, Halberd, Handaxe, Javelin, Lance, Light Hammer, Longbow, Longsword, Mace, Maul, Morningstar, 
  Net, Pike, Quarterstaff, Rapier, Scimitar, Shortbow, Shortsword, Sickle, Sling, Spear, Trident, Unarmed Strike, War Pick, 
  Warhammer, Whip
  Special 
  Qualities
  Brewer’s Supplies, 
  Darkvision, Dwarven 
  Combat Training, Dwarven 
  Resilience, Dwarven 
  Toughness, Languages, 
  Stonecunning, Tool 
  Proficiency, Action Surge, 
  Fighting Style, Second 
  Wind, Dueling
  Brewer’s Supplies, 
  Darkvision, Dwarven Combat 
  Training, Dwarven Resilience, 
  Dwarven Toughness, 
  Languages, Stonecunning, 
  Tool Proficiency, Ability 
  Score Improvement, Action 
  Surge, Champion, Extra 
  Attack, Fighting Style, 
  Improved Critical, Martial 
  Archetype, Second Wind, 
  Dueling
  Brewer’s Supplies, 
  Darkvision, Dwarven 
  Combat Training, Dwarven 
  Resilience, Dwarven 
  Toughness, Languages, 
  Stonecunning, Tool 
  Proficiency, Ability Score 
  Improvement, Action Surge, 
  Additional Fighting Style, 
  Champion, Extra Attack, 
  Fighting Style, Improved 
  Critical, Indomitable, Martial 
  Archetype, Remarkable 
  Athlete, Second Wind, 
  Dueling, Protection
  Brewer’s Supplies, 
  Darkvision, Dwarven 
  Combat Training, Dwarven 
  Resilience, Dwarven 
  Toughness, Languages, 
  Stonecunning, Tool 
  Proficiency, Ability Score 
  Improvement, Action Surge, 
  Additional Fighting Style, 
  Champion, Extra Attack, 
  Fighting Style, Improved 
  Critical, Indomitable, Martial 
  Archetype, Remarkable 
  Athlete, Second Wind, 
  Dueling, Protection
  Spell-
  casting
  -
  -
  -
  -
  
  257
  Owynne
    Low
    Moderate
    Advanced
    Elite
  Equipment
  Warhammer;
  scale mail;
  shield;
  heavy crossbow;
  crossbow bolts (10x);
  dagger
  +1 Warhammer;
  +1 scale mail;
  shield;
  heavy crossbow;
  crossbow bolts (10x);
  dagger
  +2 Warhammer;
  +2 scale mail;
  shield;
  heavy crossbow;
  crossbow bolts (10x);
  dagger
  +3 Warhammer;
  +3 scale mail;
  shield;
  heavy crossbow;
  crossbow bolts (10x);
  dagger
  Special Abilities
  Brewer’s Supplies Proficient with Artisan Brewer’s Supplies.
  Darkvision Accustomed to life underground, you have superior vision in 
  dark and dim conditions. You can see in dim light within 60 feet of you 
  as if it were bright light, and in darkness as if it were dim light. You can’t 
  discern color in darkness, only shades of gray.
  Dwarven Combat Training You have proficiency with the battleaxe, 
  handaxe, light hammer, and warhammer.
  Dwarven Resilience You have advantage on saving throws against poison, 
  and you have resistance against poison damage (explained in chapter 9).
  Dwarven Toughness Your hit point maximum increases by 1, and it 
  increases by 1 every time you gain a level.
  Languages You can speak, read, and write Common and Dwarvish. 
  Dwarvish is full of hard consonants and guttural sounds, and those 
  characteristics spill over into whatever other language a dwarf might 
  speak.
  Stonecunning Whenever you make an Intelligence (History) check related 
  to the origin of stonework, you are considered proficient in the History 
  skill and add double your proficiency bonus to the check, instead of your 
  normal proficiency bonus.
  Tool Proficiency You gain proficiency with the artisan’s tools of your 
  choice: smith’s tools, brewer’s supplies, or mason’s tools.
  Action Surge Starting at 2nd level, you can push yourself beyond your 
  normal limits for a moment. On your turn, you can take one additional 
  action on top of your regular action and a possible bonus action. Once 
  you use this feature, you must finish a short or long rest before you can 
  use it again. You can use this feature 1 time(s) before a rest, but only once 
  on the same turn.
  Champion The archetypal Champion focuses on the development of raw 
  physical power honed to deadly perfection. Those who model themselves 
  on this archetype combine rigorous training with physical excellence to 
  deal devastating blows.
  Extra Attack Beginning at 5th level, you can attack twice, instead of once, 
  whenever you take the Attack action on your turn. The number of attacks 
  increases to three when you reach 11th level in this class and to four 
  when you reach 20th level in this class.
  Improved Critical Beginning when you choose this archetype at 3rd level, 
  your weapon attacks score a critical hit on a roll of 19 or 20.
  Indomitable Beginning at 9th level, you can reroll a saving throw that 
  you fail. If you do so, you must use the new roll, and you can’t use this 
  feature again until you finish a long rest. You can use this feature 2 time(s) 
  between long rests.
  Remarkable Athlete Starting at 7th level, you can add half your proficiency 
  bonus (round up) to any Strength, Dexterity, or Constitution check you 
  make that doesn’t already use your proficiency bonus. In addition, when 
  you make a running long jump, the distance you can cover increases by a 
  number of feet equal to +5.
  Second Wind You have a limited well of stamina that you can draw on to 
  protect yourself from harm. On your turn, you can use a bonus action to 
  regain hit points equal to 1d10 + your fighter level. Once you use this 
  feature, you must finish a short or long rest before you can use it again.
  Dueling When you are wielding a melee weapon in one hand and no other 
  weapons, you gain a +2 bonus to damage rolls with that weapon.
  Protection When a creature you can see attacks a target other than 
  you that is within 5 feet of you, you can use your reaction to impose 
  disadvantage on the attack roll. You must be wielding a shield.
  
  258
  Owynne
  Cruelguard
  CR 2; XP 450
    Low
    Moderate
    Advanced
    Elite
  Challenge CR 2 
  XP 450
  CR 6 
  XP 2,300
  CR 10 
  XP 5,900
  CR 14 
  XP 11,500
  Class / HD Barbarian 2
  Barbarian 6
  Barbarian 10
  Barbarian 14
  Size / Aln
  Medium NE 
  Half-Orc
  Medium NE 
  Half-Orc
  Medium NE 
  Half-Orc
  Medium NE 
  Half-Orc
  HP
  24
  60
  101
  141
  Armor 
  Class
  13
  14
  16
  17
  Speed
  Walk 30’
  Walk 40’
  Walk 40’
  Walk 40’
  NE; Medium Humanoid (Human, Orc)
  
  259
  Owynne
    Low
    Moderate
    Advanced
    Elite
  Ability 
  Scores / 
  Saves
  STR    17 (+5) 
  DEX   13 (+1) 
  CON  15 (+4) 
  INT      8 (-1) 
  WIS     9 (-1) 
  CHA  12 (+1)
  STR    19 (+7) 
  DEX   13 (+1) 
  CON  15 (+5) 
  INT      8 (-1) 
  WIS     9 (-1) 
  CHA  12 (+1)
  STR    20 (+9) 
  DEX   14 (+2) 
  CON  15 (+6) 
  INT      8 (-1) 
  WIS     9 (-1) 
  CHA  12 (+1)
  STR    20 (+10) 
  DEX   14 (+2) 
  CON  17 (+8) 
  INT      8 (-1) 
  WIS     9 (-1) 
  CHA  12 (+1)
  Skills
  -
  -
  -
  -
  Saves
  -
  -
  -
  -
  Vulnerabilities
  -
  -
  -
  -
  Immunities -
  -
  -
  -
  Senses
  Passive Perception 11
  Passive Perception 12
  Passive Perception 13
  Passive Perception 14
  Languages Common, Orc
  Attacks
  Melee Greatclub +5 
  (1d8+3)
  Melee Dagger +5 (1d4+3 ) 
  Ranged Dagger (Thrown) 20 
  ft.’: +5 (1d4+3); 60 ft.’: +5 
  (1d4+3) 
  Melee +1 Greatclub +8/+8 
  (1d8+5)
  Melee Dagger +7/+7 
  (1d4+4) 
  Ranged Dagger (Thrown) 20 
  ft.’: +7/+7 (1d4+4); 60 ft.’: 
  +7/+7 (1d4+4) 
  Melee +2 Greatclub 
  +11/+11 (1d8+7)
  Melee Dagger +9/+9 
  (1d4+5 ) 
  Ranged Dagger (Thrown) 
  20 ft.’: +9/+9 (1d4+5); 60 
  ft.’: +9/+9 (1d4+5) 
  Melee +3 Greatclub 
  +13/+13 (1d8+8)
  Melee Dagger +10/+10 
  (1d4+5 ) 
  Ranged Dagger (Thrown) 20 
  ft.’: +10/+10 (1d4+5); 60 
  ft.’: +10/+10 (1d4+5) 
  Special
  -
  -
  -
  -
  Proficiencies
  Battleaxe, Blowgun, Club, Crossbow (Hand), Crossbow (Heavy), Crossbow (Light), Dagger, Dart, Flail, Glaive, Greataxe, 
  Greatclub, Greatsword, Halberd, Handaxe, Javelin, Lance, Light Hammer, Longbow, Longsword, Mace, Maul, Morningstar, 
  Net, Pike, Quarterstaff, Rapier, Scimitar, Shortbow, Shortsword, Sickle, Sling, Spear, Trident, Unarmed Strike, War Pick, 
  Warhammer, Whip
  Special 
  Qualities
  Darkvision, Languages, 
  Menacing, Relentless 
  Endurance, Savage Attacks, 
  Danger Sense, Rage, 
  Reckless Attack, Unarmored 
  Defense
  Darkvision, Languages, 
  Menacing, Relentless 
  Endurance, Savage Attacks, 
  Ability Score Improvement, 
  Danger Sense, Extra Attack, 
  Fast Movement, Frenzy, 
  Mindless Rage, Path of the 
  Berserker, Primal Path, Rage, 
  Reckless Attack, Unarmored 
  Defense
  Darkvision, Languages, 
  Menacing, Relentless 
  Endurance, Savage Attacks, 
  Ability Score Improvement, 
  Brutal Critical, Danger 
  Sense, Extra Attack, Fast 
  Movement, Feral Instinct, 
  Frenzy, Intimidating 
  Presence, Path of the 
  Berserker, Primal Path, 
  Rage, Reckless Attack, 
  Unarmored Defense
  Darkvision, Languages, 
  Menacing, Relentless 
  Endurance, Savage Attacks, 
  Ability Score Improvement, 
  Brutal Critical, Danger Sense, 
  Extra Attack, Fast Movement, 
  Feral Instinct, Frenzy, Path 
  of the Berserker, Primal 
  Path, Rage, Reckless Attack, 
  Relentless Rage, Retaliation, 
  Unarmored Defense
  Spell-
  casting
  -
  -
  -
  -
  Equipment
  Greatclub;
  studded leather armor;
  dagger
  +1 Greatclub;
  +1 studded leather armor;
  dagger
  +2 Greatclub;
  +2 studded leather 
  armor;
  dagger
  +3 Greatclub;
  +3 studded leather armor;
  dagger
  Special Abilities
  Darkvision Thanks to your orc blood, you have superior vision in dark and 
  dim conditions. You can see in dim light within 60 feet of you as if it were 
  bright light, and in darkness as if it were dim light. You can’t discern color 
  in darkness, only shades of gray.
  Languages You can speak, read, and write Common and Orc. Orc is a 
  harsh, grating language with hard consonants. It has no script of its own 
  but is written in the Dwarvish script.
  Menacing You gain proficiency in the Intimidation skill.
  Relentless Endurance When you are reduced to 0 hit points but not killed 
  outright, you can drop to 1 hit point instead. You can’t use this feature 
  again until you finish a long rest.
  Savage Attacks When you score a critical hit with a melee weapon attack, 
  you can roll one of the weapon’s damage dice one additional time and 
  add it to the extra damage of the critical hit.
  Brutal Critical Beginning at 9th level, you can roll 2 additional weapon 
  damage die when determining the extra damage for a critical hit with a 
  melee attack.
  
  260
  Owynne
  Danger Sense At 2nd level, you gain an uncanny sense of when things 
  nearby aren’t as they should be, giving you an edge when you dodge away 
  from danger. You have advantage on Dexterity saving throws against 
  effects that you can see, such as traps and spells. To gain this benefit, you 
  can’t be blinded, deafened, or incapacitated.
  Extra Attack Beginning at 5th level, you can attack twice, instead of once, 
  whenever you take the Attack action on your turn.
  Fast Movement Starting at 5th level, your speed increases by 10 feet 
  while you aren’t wearing heavy armor.
  Feral Instinct By 7th level, your instincts are so honed that you have 
  advantage on initiative rolls. Additionally, if you are surprised at the 
  beginning of combat and aren’t incapacitated, you can act normally on 
  your first turn, but only if you enter your rage before doing anything else 
  on that turn.
  Frenzy Starting when you choose this path at 3rd level, you can go into 
  a frenzy when you rage. If you do so, for the duration of your rage you 
  can make a single melee weapon attack as a bonus action on each of 
  your turns after this one. When your rage ends, you suffer one level of 
  exhaustion (as described in appendix A).
  Path of the Berserker For some barbarians, rage is a means to an end--that 
  end being violence. The Path of the Berserker is a path of untrammeled 
  fury, slick with blood. As you enter the berserker’s rage, you thrill in the 
  chaos of battle, heedless of your own health or well-being.
  Rage In battle, you fight with primal ferocity. On your turn, you can enter 
  a rage as a bonus action. While raging, you gain the following benefits if 
  you aren’t wearing heavy armor: You have advantage on Strength checks 
  and Strength saving throws. When you make a melee weapon attack 
  using Strength, you gain a bonus to the damage roll equal to 3. You have 
  resistance to bludgeoning, piercing, and slashing damage. If you are able 
  to cast spells, you can’t cast them or concentrate on them while raging. 
  Your rage lasts for 1 minute. It ends early if you are knocked unconscious 
  or if your turn ends and you haven’t attacked a hostile creature since your 
  last turn or taken damage since then. You can also end your rage on your 
  turn as a bonus action. Once you have raged the number of times equal 
  to 5, you must finish a long rest before you can rage again.
  Reckless Attack Starting at 2nd level, you can throw aside all concern 
  for defense to attack with fierce desperation. When you make your first 
  attack on your turn, you can decide to attack recklessly. Doing so gives 
  you advantage on melee weapon attack rolls using Strength during this 
  turn, but attack rolls against you have advantage until your next turn.
  Relentless Rage Starting at 11th level, your rage can keep you fighting 
  despite grievous wounds. If you drop to 0 hit points while you’re raging 
  and don’t die outright, you can make a DC 10 Constitution saving throw. 
  If you succeed, you drop to 1 hit point instead. Each time you use this 
  feature after the first, the DC increases by 5. When you finish a short or 
  long rest, the DC resets to 10.
  Retaliation Starting at 14th level, when you take damage from a creature 
  that is within 5 feet of you. you can use your reaction to make a melee 
  weapon attack against that creature.
  Unarmored Defense While you are not wearing any armor, your Armor 
  Class equals 10 + your Dexterity modifier + your Constitution modifier. 
  You can use a shield and still gain this benefit.
  
  261
  Owynne
  Glinter
  CR 1; XP 200
    Low
    Moderate
    Advanced
    Elite
  Challenge CR 1 
  XP 200
  CR 5 
  XP 1,800
  CR 9 
  XP 5,000
  CR 13 
  XP 10,000
  Class / HD Bard 1
  Bard 5
  Bard 9
  Bard 13
  Size / Aln
  Small CN 
  Gnome (Rock)
  Small CN 
  Gnome (Rock)
  Small CN 
  Gnome (Rock)
  Small CN 
  Gnome (Rock)
  HP
  10
  32
  58
  97
  Armor 
  Class
  12
  14
  15
  17
  Speed
  Walk 25’
  Walk 25’
  Walk 25’
  Walk 25’
  CN; Small Humanoid (Gnome)
  
  262
  Owynne
    Low
    Moderate
    Advanced
    Elite
  Ability 
  Scores / 
  Saves
  STR    10  (+0) 
  DEX   13 (+3) 
  CON  14 (+2) 
  INT      9 (-1) 
  WIS     8 (-1) 
  CHA  17 (+5)
  STR    10  (+0) 
  DEX   15 (+5) 
  CON  14 (+2) 
  INT      9 (-1) 
  WIS     8 (-1) 
  CHA  17 (+6)
  STR    10  (+0) 
  DEX   15 (+6) 
  CON  14 (+2) 
  INT      9 (-1) 
  WIS     8 (-1) 
  CHA  19 (+8)
  STR    10  (+0) 
  DEX   17 (+8) 
  CON  14 (+2) 
  INT      9 (-1) 
  WIS     8 (-1) 
  CHA  19 (+9)
  Skills
  -
  -
  -
  -
  Saves
  -
  -
  -
  -
  Vulnerabilities
  -
  -
  -
  -
  Immunities -
  -
  -
  -
  Senses
  Passive Perception 9
  +2 Drum, Dulcimer, Lyre
  Passive Perception 9
  +3 Drum, Dulcimer, Lyre
  Passive Perception 9
  +4 Drum, Dulcimer, Lyre
  Passive Perception 9
  +5 Drum, Dulcimer, Lyre
  Languages Common, Gnomish
  Attacks
  Melee Sickle (Small) +2 
  (1d4 ) 
  Ranged Shortbow (Small) ) 
  --> 30 ft.’: -7 (1d6+1); 120 
  ft.’: -7 (1d6+1) 
  Melee Dagger (Small) +3 
  (1d4+1 ) 
  Ranged Dagger (Small/
  Thrown) 20 ft.’: +3 
  (1d4+1); 60 ft.’: +3 
  (1d4+1) 
  Ranged Shortbow (Small) ) 
  --> 30 ft.’: -5 (1d6+2); 120 
  ft.’: -5 (1d6+2) 
  Melee Sickle (Small/Weapon 
  +1) +4 (1d4+1 ) 
  Melee Dagger (Small) +5 
  (1d4+2 ) 
  Ranged Dagger (Small/
  Thrown) 20 ft.’: +5 (1d4+2); 
  60 ft.’: +5 (1d4+2) 
  Ranged Shortbow (Small) ) 
  --> 30 ft.’: -4 (1d6+2); 120 
  ft.’: -4 (1d6+2) 
  Melee Sickle (Small/
  Weapon +2) +6 (1d4+2 ) 
  Melee Dagger (Small) +6 
  (1d4+2 ) 
  Ranged Dagger (Small/
  Thrown) 20 ft.’: +6 
  (1d4+2); 60 ft.’: +6 
  (1d4+2) 
  Ranged Shortbow (Small) ) 
  --> 30 ft.’: -2 (1d6+3); 120 
  ft.’: -2 (1d6+3) 
  Melee Sickle (Small/Weapon 
  +3) +8 (1d4+3 ) 
  Melee Dagger (Small) +8 
  (1d4+3 ) 
  Ranged Dagger (Small/
  Thrown) 20 ft.’: +8 (1d4+3); 
  60 ft.’: +8 (1d4+3) 
  Special
  -
  -
  -
  -
  Proficiencies
  Club, Crossbow (Hand), Crossbow (Light), Dagger, Dart, Greatclub, Handaxe, Javelin, Light Hammer, Longsword, Mace, 
  Quarterstaff, Rapier, Shortbow, Shortsword, Sickle, Sling, Spear, Unarmed Strike
  Special 
  Qualities
  Artificer’s Lore, Darkvision, 
  Gnome Cunning, Languages, 
  Tinker, Tinker’s Tools, 
  Bardic Inspiration, Cantrips, 
  Spellcasting
  Artificer’s Lore, Darkvision, 
  Gnome Cunning, Languages, 
  Tinker, Tinker’s Tools, Ability 
  Score Improvement, Bard 
  College, Bardic Inspiration, 
  Bonus Proficiencies, 
  Cantrips, College of Lore, 
  Cutting Words, Expertise, 
  Font of Inspiration, Jack of 
  All Trades, Song of Rest, 
  Spellcasting
  Artificer’s Lore, Darkvision, 
  Gnome Cunning, 
  Languages, Tinker, Tinker’s 
  Tools, Ability Score 
  Improvement, Additional 
  Magical Secrets, Bard 
  College, Bardic Inspiration, 
  Bonus Proficiencies, 
  Cantrips, College of Lore, 
  Countercharm, Cutting 
  Words, Expertise, Font 
  of Inspiration, Jack of 
  All Trades, Song of Rest, 
  Spellcasting
  Artificer’s Lore, Darkvision, 
  Gnome Cunning, 
  Languages, Tinker, Tinker’s 
  Tools, Ability Score 
  Improvement, Additional 
  Magical Secrets, Bard 
  College, Bardic Inspiration, 
  Bonus Proficiencies, 
  Cantrips, College of Lore, 
  Countercharm, Cutting 
  Words, Expertise, Font of 
  Inspiration, Jack of All Trades, 
  Magical Secrets, Song of 
  Rest, Spellcasting
  
  263
  Owynne
    Low
    Moderate
    Advanced
    Elite
  Spell-
  casting
  Save DC 13; Spell Atk +5
  1st: charm person; cure 
  wounds
  Save DC 14; Spell Atk +6
  3rd: fear; glyph of warding
  2nd: hold person; magic 
  mouth; silence
  1st: charm person; cure 
  wounds; hideous laughter; 
  thunderwave
  Save DC 16; Spell Atk +8
  5th: hold monster
  4th: compulsion; greater 
  invisibility; hallucinatory 
  terrain
  3rd: fear; glyph of warding; 
  tongues
  2nd: hold person; magic 
  mouth; silence
  1st: charm person; cure 
  wounds; hideous laughter; 
  thunderwave
  Save DC 17; Spell Atk +9
  7th: mirage arcane
  6th: programmed illusion
  5th: hold monster; seeming
  4th: compulsion; greater 
  invisibility; hallucinatory 
  terrain
  3rd: fear; glyph of warding; 
  tongues
  2nd: hold person; magic 
  mouth; silence
  1st: charm person; cure 
  wounds; hideous laughter; 
  thunderwave
  Equipment
  Sickle (small);
  shortbow (small);
  leather armor;
  arrows (20x);
  dagger (small)
  +1 Sickle (small);
  shortbow (small);
  +1 leather armor;
  arrows (20x);
  dagger (small)
  +2 Sickle (small);
  shortbow (small);
  +2 leather armor;
  arrows (20x);
  dagger (small)
  +3 Sickle (small);
  shortbow (small);
  +3 leather armor;
  arrows (20x);
  dagger (small)
  Special Abilities
  Artificer’s Lore Whenever you make a History check related to magic 
  items, alchemical objects, ar technological devices, you can add twice 
  your proficiency bonus (10), instead of any proficiency bonus you 
  normally appIy.
  Darkvision Accustomed to life underground, you have superior vision in 
  dark and dim conditions. You can see in dim light within 60 feet of you 
  as if it w ere bright light, and in darkness as if it were dim light. You can’t 
  discern color in darkness, only shades of gray.
  Gnome Cunning You have advantage on all Intelligence, Wisdom, and 
  Charisma saving throws against magic.
  Languages You can speak, read, and write Common and Gnomish. The 
  Gnomish language, which uses the Dwarvish script, is renowned for its 
  technical treatises and its catalogs of knowledge about the natural world.
  Tinker You have proficiency with tinker’s tools. Using those tools, you can 
  spend 1 hour and 10 gp worth of materiaIs to construct a Tiny clockwork 
  device (AC 5, 1 hp). The device ceases to function after 24 hours. (unless 
  you spend 1 hour repairing it to keep the device functioning), or when 
  you use your action to dismantle it; at that time, you can reclaim the 
  materiaIs used to create it. You can have up to three such devices active 
  at a time. When you create a device, choose one of the following options: 
  Clockwork Toy: This toy is a clockwork animal or person, such as a frog, 
  mouse, bird, or soldier. When placed on the ground, the toy moves 5 feet 
  across the ground on each of your turns in a random direction. It makes 
  noises as appropriate to the creature it represents. Fire Starter: The device 
  produces a miniature flame, which you can use to light something like a 
  candle, torch, or campfire. Using the device requires your action. Music 
  Box: When opened, this music box plays a single song at a moderate 
  volume. The box stops playing when it reaches the song’s end or when it 
  is closed.
  Tinker’s Tools Proficient with Artisan Tinker’s Tools.
  Bardic Inspiration You can inspire others through stirring words or music. 
  To do so, you use a bonus action on your turn to choose one creature 
  other than yourself within 60 feet of you who can hear you. That creature 
  gains one Bardic Inspiration die, a d10. Once within the next 10 minutes, 
  the creature can roll the die and add the number rolled to one ability 
  check, attack roll, or saving throw it makes. The creature can wait until 
  after it rolls the d20 before deciding to use the Bardic Inspiration die, 
  but must decide before the DM says whether the roll succeeds or fails. 
  Once the Bardic Inspiration die is rolled, it is lost. A creature can have only 
  one Bardic Inspiration die at a time. You can use this feature a number of 
  times equal to 4. You regain any expended uses when you finish a long 
  rest.
  College of Lore Bards of the College of Lore know something about 
  most things, collecting bits of knowledge from sources as diverse as 
  scholarly tomes and peasant tales. Whether singing folk ballads in taverns 
  or elaborate compositions in royal courts, these bards use their gifts to 
  hold audiences spellbound. When the applause dies down, the audience 
  members might find themselves questioning everything they held to 
  be true, from their faith in the priesthood of the local temple to their 
  loyalty to the king. The loyalty of these bards lies in the pursuit of beauty 
  and truth, not in fealty to a monarch or following the tenets of a deity. A 
  noble who keeps such a bard as a herald or advisor knows that the bard 
  would rather be honest than politic. The college’s members gather in 
  libraries and sometimes in actual colleges, complete with classrooms 
  and dormitories, to share their lore with one another. They also meet at 
  festivals or affairs of state, where they can expose corruption, unravel lies, 
  and poke fun at selfimportant figures of authority.
  Countercharm At 6th level, you gain the ability to use musical notes or 
  words of power to disrupt mind-influencing effects. As an action, you can 
  start a performance that lasts until the end of your next turn. During that 
  time, you and any friendly creatures within 30 feet of you have advantage 
  on saving throws against being frightened or charmed. A creature must 
  be able to hear you to gain this benefit. The performance ends early if 
  you are incapacitated or silenced or if you voluntarily end it (no action 
  required).
  Cutting Words Also at 3rd level, you learn how to use your wit to distract, 
  confuse, and otherwise sap the confidence and competence of others. 
  When a creature that you can see within 60 feet of you makes an attack 
  roll, an ability check, or a damage roll, you can use your reaction to 
  expend one of your uses of Bardic Inspiration, rolling a Bardic Inspiration 
  die and subtracting the number rolled from the creature’s roll. You can 
  choose to use this feature after the creature makes its roll, but before the 
  DM determines whether the attack roll or ability check succeeds or fails, 
  or before the creature deals its damage. The creature is immune if it can’t 
  hear you or if it’s immune to being charmed.
  Font of Inspiration Beginning when you reach 5th level, you regain all of 
  your expended uses of Bardic Inspiration when you finish a short or long 
  rest.
  Jack of All Trades Starting at 2nd level, you can add half your proficiency 
  bonus, rounded down, to any ability check you make that doesn’t already 
  include your proficiency bonus.
  Song of Rest Beginning at 2nd level, you can use soothing music or 
  
  264
  Owynne
  oration to help revitalize your wounded allies during a short rest. If you or 
  any friendly creatures who can hear your performance regain hit points at 
  the end of the short rest, each of those creatures regains an extra 1d10 
  hit points. A creature regains the extra hit points only if it spends one or 
  more Hit Dice at the end of the short rest.
  
  265
  MacHummop
  MacHummop the Mazemaster
  
  266
  MacHummop
  MacHummop the Mazemaster
  Overview
  This sage engineer enjoys enormous favor with a fruitful 
  city, due in large part to having designed the path through 
  the mountain that yields the only access to it. 
  He controls access, however, via elaborate, sadistic, and 
  bloody traps, not unlike the serial killers in some modern-
  day films.
  Appearance
  This dwarven wizard is balding, and compensates with an 
  elaborate but unkempt beard.  His eyes are dark and beady, 
  speaking volumes as to his intelligence, ruthlessness, and 
  studiousness.
  He dresses simply and economically in cloaks, frocks, and 
  tunics.
  Background
  MacHummop comes from a wealthy family, engineers who 
  have served city-states in various areas of the Realm for 
  six generations.  From an early age, MacHummop was 
  considered the next in line to work in this capacity, and he 
  was put to study accordingly.
  Initially, he resisted this assumption, though he found the 
  concepts easy to grasp and the work itself rewarding.  After a 
  few years of tutelage, he ran away from home in an attempt 
  to find a life for himself with another profession.
  He tried several different industries: leatherworker, 
  blacksmith, farmer, animal husbandry, apothecary, and 
  medic.  Though he continued to amass a very curious set of 
  skills through these endeavors, none seemed to satisfy him.
  After five years of life on his own, he returned to his family, 
  ready to eat crow, admit his mistake, and take up the quill of 
  the family business as his parents had once assumed.
  He was shattered to realize that in his absence, his parents 
  had hired a replacement: an apprentice years younger than 
  MacHummop.  
  This replacement had now been promised MacHummop’s 
  rightful place in assuming control of things after his parents 
  died.  MacHummop, the favored only child, was enraged.  
  His parents consoled him that he was still in their will, and 
  he could partner with the replacement neophyte.  In the 
  unlikely event that both the parents and the new heir died, 
  MacHummop would inherit the business.
  MacHummop seemed to calm down, and resigned himself to 
  his new fate, as punishment for abandoning his family and 
  their business.
  Over the following year, he worked closely with the neophyte 
  to help the family business.  A large contract came their way, 
  and the two worked side by side to ensure a solid design for 
  a large building.
  One day on the worksite, MacHummop’s parents were 
  walking the structure, perusing the construction.  A massive 
  collapse occured, demolishing the building and crushing all 
  three in the debris.
  MacHummop alone survived.  It was a tragedy, he said, but 
  unavoidable given the neophyte’s designs.
  Nobody thought to accuse the grief-stricken son who had 
  now inherited the entirety of his parents’ fortune and 
  business.
  Demeanor
  MacHummop is a scholar, so tends toward studiousness, 
  but is also well-versed in all manner of professions, and 
  is used to dealing with customers.  He is businesslike, 
  but not unpleasantly so.  He is also well used to politics, 
  and recognizes the reality that most major projects and 
  investments are at least partly politically controlled.
  Combat Tactics
  MacHummop is no fighter, and does not pretend to be so.  He 
  will avoid combat wherever possible; if pressed to it, he will 
  escape if at all possible.
  If he senses a fight is coming and unavoidable, he will prefer 
  to set traps and establish a battleground of his choosing, 
  luring his would-be foes into it so that his devices and the 
  environment can do the killing rather than he himself.
  For situations that require some discretion, or where an 
  elaborate setup is unrealistic, MacHummop will send his 
  Rules Enforcers.
  Modus Operandi
  MacHummop spends most of his time working in his 
  legitimate engineering business.  In his spare time, he will 
  devise elaborate and painful games and traps, and will use 
  his Puzzlelings to construct them, and his Rules Enforcers 
  to lure the hapless and alone into them and to dispose of the 
  bodies afterward. 
  He typically will watch from a precipice, walkway, or 
  peephole.
  Notoriety
  MacHummop is well-known and well-regarded for his long 
  lineage of successful engineering work.  His business is 
  among the first to be consulted for new buildings.  
  Although authorities have certainly taken notice of the 
  disappearances and murders in the past five years, none has 
  connected the incidents to the prominent engineer.
  
  267
  MacHummop
  
  268
  MacHummop
  FlexTable 18: MacHummop the Mazemaster Rumors & Lore
  A
  B
  C
  D
  DC
  Description
  Veracity
  -
  -
  -
  01-30
  -
  No Rumor
  No information is obtained.
  01-14
  01-14
  01-14
  31-39
  12
  A tragedy killed off a master 
  builder’s family some years 
  ago.  
    True.  The tragedy was of course 
  engineered by MacHummop himself, but 
  this rumor is accurate as stated.
  15-29
  15-30
  15-30
  01-30
  13
  A master engineer had 
  been usurped in the family 
  business, until the usurper 
  and his parents were killed 
  in a building collapse.
    True.  As above, MacHummop is to 
  blame, but this is the truth.
  30-44
  31-45
  31-45
  31-39
  14
  A number of people have 
  been abducted recently; 
  their bodies are found 
  mutilated, tortured, and 
  scarred.
    True.  These are the victims of 
  MacHummop’s traps.
  45-59
  46-60
  46-60
  40-49
  15
  Abductees from all walks 
  of life are “tested” via 
  elaborate traps and 
  murderous devices before 
  they are slain and their 
  bodies dumped in the river.
    True.  This is MacHummop’s villainy 
  in a nutshell.
  60-74
  60-69
  60-69
  50-59
  16
  MacHummop the master 
  engineer can sometimes be 
  seen venturing off into dark 
  quarters of the city.  Nobody 
  knows what he does there.
    True.  He builds his traps in 
  abandoned buildings or in slums, 
  typically.
  75-89
  70-97
  70-94
  60-69
  11
  A medic tortures abducted 
  victims for fun and for 
  study.
    False.  MacHummop was a medic for 
  a short period, but he would classify his 
  traps as “tests”, not torture.
  90-00
  98-00
  95-00
  70-00
  13
  The person responsible for 
  the recent abductions is half 
  sane, half insane: they are 
  quite competent at their day 
  job, but pursue horrific acts 
  at night.
    Partially True.  MacHummop is 
  clearly insane, and enjoys a successful day 
  job, so much of this description does fit.
  Hooks, Integration, & Adventure 
  Seeds
  • Direct Attack: One or more of the PCs is abducted and 
  placed in one of MacHummop’s mazes.
  • Plea of the Innocent: A loved one of someone who has 
  been abducted hires the PCs to figure out where they 
  went.
  • Appeal from Authority: A fringe element of the city’s 
  militia suspects that MacHummop’s business may be 
  involved with the disappearances; they offer a huge 
  reward to the PCs if they can help validate this theory.
  • Disappearing Regular: A known NPC disappears one day, 
  and MacHummop took them.
  • Dark Rumor: One or more Rumors & Lore lead the PCs to 
  the conclusion that MacHummop may have something to 
  do with the recent murders.
  Habits and Logistics
  MacHummop is often (
    60% chance) on the job site, 
  designing or supervising.  
  The remainder of the time, he is either in conversation with 
  clients (
    20% chance), in his residence (
    10% chance), 
  or indulging in his murderous hobby (
    10% chance).
  Conversation
  MacHummop is all business when talking, and once he 
  realizes the PCs have nothing to do with potential business 
  and are not investors, he will be disinterested in discussing 
  anything further.
  Do you know what happened to his man? 
  (This can be a general question about any victim, actual or 
  suspected.)
   
    “Not a clue.  I don’t think he was a worker in my employ, 
  
  269
  MacHummop
  so I couldn’t say.”
  Do your projects ever have... accidents?
   
    “Not a one, generally.  Safety is of utmost concern on the 
  job site, while we’re building and of course once the job 
  is done.”
  What about the accident that killed your parents?
   
    “A tragedy, for sure.  That was a horrible day.  I still 
  relive it, in nightmares, sometimes.   
   
  All the worse that the building was designed by their 
  apprentice... though it makes sense, in a sad kind of way, 
  that the only building that’s ever fallen down that my 
  family has worked on was designed by someone outside 
  the family.”
  Attitude Tracker Triggers
  Value
  Action
  <7
  MacHummop will send his Rules Enforcers to 
  abduct the PCs.
  <13
  MacHummop will have his Puzzlelings keep an 
  eye on and follow the PCs, and may consider 
  abducting them.
  >18
  The mazemaster will offer to show the PCs 
  around his latest projects under construction.  
  They are immune from chances of abduction 
  while they are viewed this favorably.
  >24
  MacHummop will consider the PCs kindred 
  spirits enough to share his dark secret, and 
  offer to have the PCs help with a “test” if they 
  have the stomach for it.
  Organization
  Of course, MacHummop employs dozens of workers 
  legitimately for his day-to-day business of construction and 
  engineering.  
  To further his villany, however, he does have two categories 
  of follower.  These are always “on retainer”; they live in 
  slums or are homeless, and come when MacHummop calls 
  them. 
  In any urban situation, MacHummop can call out to his 
  followers; each round after he shouts an alarm, there is a 
    
  20% chance that 
    1d4-1 of each category (roll separately 
  for chance and for quantity) arrive as reinforcements to his 
  cause.
  Henchmen, Retainers, and 
  Followers
  Puzzlelings: 
    3d8 available to MacHummop on a given 
  day.  These Rangers and Rogues are tasked with setting 
  traps, maintaining his “puzzles”, and otherwise doing the 
  grunt- and dirty-work of their master to effect his designs.
  Rules Enforcers: 
    2d6 available to MacHummop on a 
  given day.  These are Barbarian brutes who enforce the 
  “rules of the game”: MacHummop will send one of these 
  underlings to punish those who play outside his guidelines or 
  seek to “cheat” against his traps.  These goons are also sent 
  to “acquire” additional victims.
  Lair / Residence
  MacHummop keeps quarters in a house in the city his family 
  build two generations ago.  
  Quests & Encounters
    Quest: Shed Blood to Stay Alive
    Summary: The PCs are abducted into one of 
  MacHummop’s “tests”, and must survive and escape.
    Rewards:   Up to 
    5 Reward Stars.
    Locations: Any (urban).
    Key NPCs: MacHummop the Mazemaster, Puzzlelings, 
  Rules Enforcers.
    Kickoff: The PCs are abducted while they sleep.  
  Depending on how formidable the PCs are in terms of 
  abilities and level, the exact methods are left to the GM, 
  but the essential elements are that the PCs are knocked 
  unconscious or put to sleep, and awaken inside the maze.
    Description:
  Although some of MacHummop’s “tests” are at least 
  ostensibly designed to put the victims through some sort of 
  learning process, this one is straightforward: MacHummop 
  sees the PCs and their potential investigation as a threat to 
  his continued operation, and has decided to do away with 
  them while having a little fun, as well.
  MacHummop himself is in attendance, spying on them as the 
  PCs are put through torture and challenge.
  The PCs must navigate the maze, overcome its challenges, 
  and escape.  As they do, they may encounter MacHummop 
  himself.
    Perception checks, opposed by MacHummop’s Stealth, 
  will give the PCs some indication they are being watched.  
  MacHummop has a +6 circumstance bonus on such checks 
  owing to his familiarity with the maze structure.
    If the PCs are successful in identifying MacHummop and 
  confront him about what is happening, he will deny it, 
  but then will run.  
    Navigating the maze and exiting grants the PCs 
    2 
  Reward Stars.
    If the PCs are able to locate and subdue or kill 
  MacHummop, it is worth an additional 
    3 Reward 
  Stars.  Given the dwarf’s combat cowardice and his 
  somewhat secure position from the maze looking on, this 
  is somewhat difficult, however.
  
  270
  MacHummop
  MacHummop the Mazemaster
  CR 5; XP 1,800
    Low
    Moderate
    Advanced
    Elite
  Challenge CR 5 
  XP 1,800
  CR 9 
  XP 5,000
  CR 13 
  XP 10,000
  CR 17 
  XP 15,000
  Class / HD Wizard 5
  Wizard 9
  Wizard 13
  Wizard 17
  Size / Aln
  Medium LE 
  Dwarf (Hill)
  Medium LE 
  Dwarf (Hill)
  Medium LE 
  Dwarf (Hill)
  Medium LE 
  Dwarf (Hill)
  HP
  35
  59
  85
  110
  Armor 
  Class
  15
  16
  16
  16
  Speed
  Walk 25’
  Walk 25’
  Walk 25’
  Walk 25’
  Ability 
  Scores / 
  Saves
  STR    8  (-1) 
  DEX   15 (+2) 
  CON  15 (+2) 
  INT    18 (+7) 
  WIS   14 (+5) 
  CHA    7 (-2)
  STR    8  (-1) 
  DEX   17 (+3) 
  CON  15 (+2) 
  INT    18 (+8) 
  WIS   14 (+6) 
  CHA    7 (-2)
  STR    8  (-1) 
  DEX   17 (+3) 
  CON  15 (+2) 
  INT    20 (+10) 
  WIS   14 (+7) 
  CHA    7 (-2)
  STR    8  (-1) 
  DEX   17 (+3) 
  CON  15 (+2) 
  INT    20 (+11) 
  WIS   14 (+8 ) 
  CHA    7 (-2)
  Skills
  -
  -
  -
  -
  Saves
  -
  -
  -
  -
  Vulnerabilities
  -
  -
  -
  -
  Immunities -
  -
  -
  -
  Senses
  Passive Perception 12
  Passive Perception 12
  Passive Perception 12
  Passive Perception 12
  Languages Common, Dwarvish
  Attacks
  Ranged Crossbow, Light ) 
  --> 80 ft.’: -1 (1d8+2); 320 
  ft.’: -1 (1d8+2) 
  Melee Dagger +5 (1d4+2 ) 
  Ranged Dagger (Thrown) 20 
  ft.’: +5 (1d4+2); 60 ft.’: +5 
  (1d4+2) 
  Melee Dagger +7 (1d4+3 ) 
  Ranged Dagger (Thrown) 20 
  ft.’: +7 (1d4+3); 60 ft.’: +7 
  (1d4+3) 
  Ranged  Crossbow, Light 
  (Weapon +1) ) --> 80 ft.’: 
  +2 (1d8+4); 320 ft.’: +2 
  (1d8+4)
  Melee Dagger +8 (1d4+3 ) 
  Ranged Dagger (Thrown) 
  20 ft.’: +8 (1d4+3); 60 ft.’: 
  +8 (1d4+3) 
  Ranged Crossbow, Light 
  (Weapon +2) ) --> 80 ft.’: 
  +4 (1d8+5); 320 ft.’: +4 
  (1d8+5)
  Melee Dagger +9 (1d4+3 ) 
  Ranged Dagger (Thrown) 20 
  ft.’: +9 (1d4+3); 60 ft.’: +9 
  (1d4+3) 
  Ranged Crossbow, Light 
  (Weapon +3) ) --> 80 ft.’: 
  +6 (1d8+6); 320 ft.’: +6 
  (1d8+6) 
  Special
  -
  -
  -
  -
  Proficiencies
  Battleaxe, Crossbow (Light), Dagger, Dart, Handaxe, Light Hammer, Quarterstaff, Sling, Warhammer
  LE; Medium Humanoid (Dwarf)
  
  271
  MacHummop
    Low
    Moderate
    Advanced
    Elite
  Special 
  Qualities
  Darkvision, Dwarven 
  Combat Training, 
  Dwarven Resilience, 
  Dwarven Toughness, 
  Languages, Mason’s 
  Tools, Stonecunning, Tool 
  Proficiency, Ability Score 
  Improvement, Arcane 
  Recovery, Arcane Tradition, 
  Cantrips, Evocation Savant, 
  Preparing and Casting 
  Spells, Ritual Casting, 
  School of Evocation, Sculpt 
  Spells, Spellcasting
  Darkvision, Dwarven Combat 
  Training, Dwarven Resilience, 
  Dwarven Toughness, 
  Languages, Mason’s 
  Tools, Stonecunning, Tool 
  Proficiency, Ability Score 
  Improvement, Arcane 
  Recovery, Arcane Tradition, 
  Cantrips, Evocation Savant, 
  Potent Cantrip, Preparing 
  and Casting Spells, Ritual 
  Casting, School of Evocation, 
  Sculpt Spells, Spellcasting
  Darkvision, Dwarven 
  Combat Training, 
  Dwarven Resilience, 
  Dwarven Toughness, 
  Languages, Mason’s 
  Tools, Stonecunning, Tool 
  Proficiency, Ability Score 
  Improvement, Arcane 
  Recovery, Arcane Tradition, 
  Cantrips, Empowered 
  Evocation, Evocation 
  Savant, Potent Cantrip, 
  Preparing and Casting 
  Spells, Ritual Casting, 
  School of Evocation, Sculpt 
  Spells, Spellcasting 
  Darkvision, Dwarven Combat 
  Training, Dwarven Resilience, 
  Dwarven Toughness, 
  Languages, Mason’s 
  Tools, Stonecunning, Tool 
  Proficiency, Ability Score 
  Improvement, Arcane 
  Recovery, Arcane Tradition, 
  Cantrips, Empowered 
  Evocation, Evocation Savant, 
  Overchannel, Potent Cantrip, 
  Preparing and Casting Spells, 
  Ritual Casting, School of 
  Evocation, Sculpt Spells, 
  Spellcasting
  Spell-
  casting
  Save DC 15; Spell Atk +7
  3rd: dispel magic; fireball
  2nd: blur; hold person; 
  invisibility
  1st: alarm; charm person; 
  floating disk; fog cloud
  Save DC 16; Spell Atk +8
  5th: dominate person
  4th: arcane eye; confusion; 
  dimension door
  3rd: dispel magic; fireball; 
  gaseous form
  2nd: blur; hold person; 
  invisibility
  1st: alarm; charm person; 
  floating disk; fog cloud
  Save DC 18; Spell Atk +10
  7th: mirage arcane
  6th: programmed illusion
  5th: dominate person; 
  dream
  4th: arcane eye; confusion; 
  dimension door
  3rd: dispel magic; fireball; 
  gaseous form
  2nd: blur; hold person; 
  invisibility
  1st: alarm; charm person; 
  floating disk; fog cloud
  Save DC 19; Spell Atk +11
  9th: meteor swarm
  8th: dominate monster
  7th: mirage arcane
  6th: programmed illusion
  5th: dominate person; dream
  4th: arcane eye; confusion; 
  dimension door
  3rd: dispel magic; fireball; 
  gaseous form
  2nd: blur; hold person; 
  invisibility
  1st: alarm; charm person; 
  floating disk; fog cloud
  Equipment
  Light crossbow;
  crossbow bolts (10x);
  dagger
  +1 Light crossbow;
  crossbow bolts (10x);
  dagger
  +2 Light crossbow;
  crossbow bolts (10x);
  dagger
  +3 Light crossbow;
  crossbow bolts (10x);
  dagger
  Special Abilities
  Darkvision Accustomed to life underground, you have superior vision in 
  dark and dim conditions. You can see in dim light within 60 feet of you 
  as if it were bright light, and in darkness as if it were dim light. You can’t 
  discern color in darkness, only shades of gray.
  Dwarven Combat Training You have proficiency with the battleaxe, 
  handaxe, light hammer, and warhammer.
  Dwarven Resilience You have advantage on saving throws against poison, 
  and you have resistance against poison damage (explained in chapter 9).
  Dwarven Toughness Your hit point maximum increases by 1, and it 
  increases by 1 every time you gain a level.
  Languages You can speak, read, and write Common and Dwarvish. 
  Dwarvish is full of hard consonants and guttural sounds, and those 
  characteristics spill over into whatever other language a dwarf might 
  speak.
  Mason’s Tools Proficient with Artisan Mason’s Tools.
  Stonecunning Whenever you make an Intelligence (History) check related 
  to the origin of stonework, you are considered proficient in the History 
  skill and add double your proficiency bonus to the check, instead of your 
  normal proficiency bonus.
  Arcane Recovery You have learned to regain some of your magical energy 
  by studying your spellbook. Once per day when you finish a short rest, 
  you can choose expended spell slots to recover. The spell slots can have 
  a combined level that is equal to or less than 9, and none of the slots can 
  be 6th level or higher. For example, if you’re a 4th-level wizard, you can 
  recover up to two levels worth of spell slots. You can recover either a 
  2nd-level spell slot or two 1st-level spell slots.
  Empowered Evocation Beginning at 10th level, you can add +5 to the 
  damage roll of any wizard evocation spell you cast. The damage bonus 
  applies to one damage roll of a spell, not multiple rolls.
  Evocation Savant Beginning when you select this school at 2nd level, 
  the gold and time you must spend to copy an evocation spell into your 
  spellbook is halved.
  Overchannel Starting at 14th level, you can increase the power of your 
  simpler spells. When you cast a wizard spell of 5th level or lower that 
  deals damage, you can deal maximum damage with that spell. The first 
  time you do so, you suffer no adverse effect. If you use this feature again 
  before you finish a long rest, you take 2d12 necrotic damage for each 
  level of the spell, immediately after you cast it. Each time you use this 
  feature again before finishing a long rest, the necrotic damage per spell 
  level increases by 1d12. This damage ignores resistance and immunity. 
  The feature doesn’t benefit cantrips.
  Potent Cantrip Starting at 6th level, your damaging cantrips affect even 
  creatures that avoid the brunt of the effect. When a creature succeeds on 
  a saving throw against your cantrip, the creature takes half the cantrip’s 
  damage (if any) but suffers no additional effect from the cantrip.
  Preparing and Casting Spells The Wizard table shows how many spell 
  slots you have to cast your spells of 1st level and higher. To cast one 
  of these spells, you must expend a slot of the spell’s level or higher. 
  You regain all expended spell slots when you finish a long rest. You 
  prepare the list of wizard spells that are available for you to cast. To do 
  so, choose a number of wizard spells from your spellbook equal to 22. 
  
  272
  MacHummop
  The spells must be of a level for which you have spell slots. For example, 
  if you’re a 3rd-level wizard, you have four 1st-level and two 2nd-level 
  spell slots. With an Intelligence of 16, your list of prepared spells can 
  include six spells of 1st or 2nd level, in any combination, chosen from 
  your spellbook. If you prepare the 1st-level spell magic missile, you can 
  cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn’t 
  remove it from your list of prepared spells. You can change your list of 
  prepared spells when you finish a long rest. Preparing a new list of wizard 
  spells requires time spent studying your spellbook and memorizing the 
  incantations and gestures you must make to cast the spell: at least 1 
  minute per spell level for each spell on your list.
  Ritual Casting You can cast a wizard spell as a ritual if that spell has the 
  ritual tag and you have the spell in your spellbook. You don’t need to have 
  the spell prepared.
  School of Evocation You focus your study on magic that creates powerful 
  elemental effects such as bitter cold, searing flame, rolling thunder, 
  crackling lightning, and burning acid. Some evokers find employment in 
  military forces, serving as artillery to blast enemy armies from afar. Others 
  use their spectacular power to protect the weak, while some seek their 
  own gain as bandits, adventurers, or aspiring tyrants.
  Sculpt Spells Beginning at 2nd level, you can create pockets of relative 
  safety within the effects of your evocation spells. When you cast an 
  evocation spell that affects other creatures that you can see, you can 
  choose a number of them equal to 1 + the spell’s level. The chosen 
  creatures automatically succeed on their saving throws against the spell, 
  and they take no damage if they would normally take half damage on a 
  successful save.
  
  273
  MacHummop
  Table 21: Attitude Modifiers for MacHummop the Mazemaster
  Starting Attitude:  
  18 (Indifferent)
  Name
  Condition
  Effect
  Notes
  Action
  PCs attack without provocation
  -15
  Does not stack with other attack-based modifiers
  Action
  PCs attack with provocation
  -10
  Does not stack with other attack-based modifiers
  Conversation
  PCs threaten violence
  -5
  -
  Action
  NPC witnesses the PCs commit a 
  crime
  +1
  Assumes the crime does not involve the NPC; stacks with 
  other modifiers that involve crimes against the NPC; does 
  not stack with other “witnesses crime” modifiers
  Action
  NPC witnesses the PCs commit 
  murder
  +2
  Assumes the crime does not involve the NPC; stacks with 
  other modifiers that involve crimes against the NPC; does 
  not stack with other “witnesses crime” modifiers
  Action
  NPC witnesses the PCs commit 
  murder in self-defense
  +1
  Assumes the crime does not involve the NPC; stacks with 
  other modifiers that involve crimes against the NPC; does 
  not stack with other “witnesses crime” modifiers
  Action
  Villain witnesses the PCs 
  discussing the villain and/or 
  their henchmen
  -4
  Does not stack with other “witness” modifiers
  Action
  PCs defend this NPC against 
  violence
  +10
  Does not stack with other “witness” modifiers
  Conversation
  PCs attempt a bribe (for 
  information, for action)
  -1
  GM’s discretion as to whether the bribe produces results 
  (positive or negative!)
  Conversation
  PCs share Rumors / Lore 
  +1
  Per each Rumor shared; maximum +4
  Extant
  One or more PCs have been 
  arrested
  +2
  Per offense, no limit
  Extant
  PCs have slain a guard, but have 
  not been caught
  +5
  Per offense, maximum -15 total
  Action
  PCs heal or “boon” this NPC
  +5
  Per healing spell/potion/skill check or beneficial spell or 
  effect; maximum +15
  Action
  PCs refuse to help when asked
  -3
  Per request; no maximum
  Action
  PCs agree to help when asked
  +4
  Per request; maximum +12
  Action
  NPC joins party for any length 
  of time
  +5
  Does not stack with subsequent iterations of itself 
  (maximum effect +5 no matter how many times NPC joins 
  party)
  Action
  PCs save this NPC’s life
  +15
  Either as part of a Quest, or as an offer made of the 
  party’s own initiative
  Conversation
  PCs fail at an Intimidate check 
  for any reason
  -2
  Per failed check; no maximum
  Investigation
  PCs discover something 
  fundamental about this villain’s 
  MO or deeds and/or discovers 
  lair or residence
  -10
  “Fundamental” is left to the GM to adjudicate; stacks with 
  other Investigation modifiers
  Investigation
  PCs rescue a victim, recover a 
  corpse, or otherwise “undo” or 
  find hard evidence of death at 
  the hands of this villain
  -10
  Initial and first-time-only; -2 per additional victim or 
  evidence beyond the first; no limit; stacks with other 
  Investigation modifiers
  Investigation
  PCs give evidence of this villain’s 
  crimes to authorities
  -8
  Stacks with other Investigation modifiers
  
  274
  MacHummop
  Puzzleling
  CR 2; XP 450
    Low
    Moderate
    Advanced
    Elite
  Challenge CR 2 
  XP 450
  CR 6 
  XP 2,300
  CR 10 
  XP 5,900
  CR 14 
  XP 11,500
  Class / HD Rogue 2
  Rogue 6
  Rogue 10
  Rogue 14
  Size / Aln
  Small NE  
  Halfling (Lightfoot)
  Small NE  
  Halfling (Lightfoot)
  Small NE  
  Halfling (Lightfoot)
  Small NE  
  Halfling (Lightfoot)
  HP
  9
  32
  49
  80
  Armor 
  Class
  13
  15
  18
  19
  Speed
  Walk 25’
  Walk 25’
  Walk 25’
  Walk 25’
  NE; Medium Humanoid (Gnome)
  
  275
  MacHummop
    Low
    Moderate
    Advanced
    Elite
  Ability 
  Scores / 
  Saves
  STR    10  (+0) 
  DEX   15 (+4) 
  CON  10 (+0) 
  INT    13 (+3) 
  WIS     8 (-1) 
  CHA  10 (+0)
  STR    10  (+0) 
  DEX   17 (+6) 
  CON  10 (+0) 
  INT    13 (+4) 
  WIS     8 (-1) 
  CHA  10 (+0)
  STR    10  (+0) 
  DEX   20 (+9) 
  CON  11 (+0) 
  INT    13 (+5) 
  WIS     8 (-1) 
  CHA  10 (+0)
  STR    10  (+0) 
  DEX   20 (+10) 
  CON  13 (+1) 
  INT    13 (+6) 
  WIS     8 (-1) 
  CHA  10 (+0)
  Skills
  -
  -
  -
  -
  Saves
  -
  -
  -
  -
  Vulnerabilities
  -
  -
  -
  -
  Immunities -
  -
  -
  -
  Senses
  Passive Perception 11
  Armor - Disadvantage on 
  Stealth
  +4 Thieves’ Tools
  Passive Perception 15
  Armor - Disadvantage on 
  Stealth
  +6 Thieves’ Tools
  Passive Perception 17
  Armor - Disadvantage on 
  Stealth
  +8 Thieves’ Tools
  Passive Perception 19
  Armor - Disadvantage on 
  Stealth
  +10 Thieves’ Tools
  Languages Common, Halfling
  Attacks
  Ranged Crossbow, Hand 
  (Small) ) --> 30 ft.’: -2 
  (1d6+2); 120 ft.’: -2 
  (1d6+2) 
  Melee Dagger (Small) +4 
  (1d4+2 ) 
  Ranged Dagger (Small/
  Thrown) 20 ft.’: +4 
  (1d4+2); 60 ft.’: +4 
  (1d4+2)
  Melee Dagger (Small) +6 
  (1d4+3 ) 
  Ranged Dagger (Small/
  Thrown) 20 ft.’: +6 (1d4+3); 
  60 ft.’: +6 (1d4+3) 
  Ranged Crossbow, Hand 
  (Small/Weapon +1) ) --> 30 
  ft.’: +1 (1d6+4); 120 ft.’: +1 
  (1d6+4) 
  Melee Dagger (Small) +9 
  (1d4+5 ) 
  Ranged Dagger (Small/
  Thrown) 20 ft.’: +9 
  (1d4+5); 60 ft.’: +9 
  (1d4+5) 
  Ranged Crossbow, Hand 
  (Small/Weapon +2) ) --> 30 
  ft.’: +5 (1d6+7); 120 ft.’: 
  +5 (1d6+7) 
  Melee Dagger (Small) +10 
  (1d4+5 ) 
  Ranged Dagger (Small/
  Thrown) 20 ft.’: +10 
  (1d4+5); 60 ft.’: +10 
  (1d4+5) 
  Ranged Crossbow, Hand 
  (Small/Weapon +3) ) --> 30 
  ft.’: +7 (1d6+8); 120 ft.’: +7 
  (1d6+8) 
  Special
  -
  -
  -
  -
  Proficiencies
  Club, Crossbow (Hand), Crossbow (Light), Dagger, Dart, Greatclub, Handaxe, Javelin, Light Hammer, Longsword, Mace, 
  Quarterstaff, Rapier, Shortbow, Shortsword, Sickle, Sling, Spear, Unarmed Strike
  Special 
  Qualities
   Brave, Halfling Nimbleness, 
  Languages, Lucky, Naturally 
  Stealthy, Cunning Action, 
  Expertise, Sneak Attack, 
  Thieves’ Cant
  Brave, Halfling Nimbleness, 
  Languages, Lucky, Naturally 
  Stealthy, Ability Score 
  Improvement, Cunning 
  Action, Expertise, Fast 
  Hands, Roguish Archetype, 
  Second-Story Work, Sneak 
  Attack, Thief, Thieves’ Cant, 
  Uncanny Dodge
  Brave, Halfling Nimbleness, 
  Languages, Lucky, Naturally 
  Stealthy, Ability Score 
  Improvement, Cunning 
  Action, Evasion, Expertise, 
  Fast Hands, Roguish 
  Archetype, Second-Story 
  Work, Sneak Attack, 
  Supreme Sneak, Thief, 
  Thieves’ Cant, Uncanny 
  Dodge
  Brave, Halfling Nimbleness, 
  Languages, Lucky, Naturally 
  Stealthy, Ability Score 
  Improvement, Blindsense, 
  Cunning Action, Evasion, 
  Expertise, Fast Hands, 
  Reliable Talent, Roguish 
  Archetype, Second-Story 
  Work, Sneak Attack, Supreme 
  Sneak, Thief, Thieves’ Cant, 
  Uncanny Dodge, Use Magic 
  Device 
  Spell-
  casting
  -
  -
  -
  -
  Equipment
  Hand crossbow (small);
  dagger (small);
  padded armor;
  crossbow bolts (10x)
  +1 Hand crossbow 
  (small);
  dagger (small);
  +1 padded armor;
  crossbow bolts (10x)
  +2 Hand crossbow 
  (small);
  dagger (small);
  +2 padded armor;
  crossbow bolts (10x)
  +3 Hand crossbow 
  (small);
  dagger (small);
  +3 padded armor;
  crossbow bolts (10x)
  
  276
  MacHummop
  Special Abilities
  Brave You have advantage on saving throws against being frightened.
  Halfling Nimbleness You can move through the space of any creature that 
  is of a size larger than yours.
  Languages You can speak, read, and write Common and Halfling. The 
  Halfling language isn’t secret, but halflings are loath to share it with 
  others. They write very little, so they don’t have a rich body of literature. 
  Their oral tradition, however, is very strong. Almost all halflings speak 
  Common to converse with the people in whose lands they dwell or 
  through which they are traveling.
  Lucky When you roll a 1 on an attack roll, ability check, or saving throw, 
  you can reroll the die and must use the new roll.
  Naturally Stealthy You can attempt to hide even when you are obscured 
  only by a creature that is at least one size larger than you.
  Blindsense Starting at 14th level, if you are able to hear, you are aware of 
  the location of any hidden or invisible creature within 10 feet of you.
  Cunning Action Starting at 2nd level, your quick thinking and agility 
  allow you to move and act quickly. You can take a bonus action on each 
  of your turns in combat. This action can be used only to take the Dash, 
  Disengage, or Hide action.
  Evasion Beginning at 7th level, you can nimbly dodge out of the way of 
  certain area effects, such as a red dragon’s fiery breath or an ice storm 
  spell. When you are subjected to an effect that allows you to make a 
  Dexterity saving throw to take only half damage, you instead take no 
  damage if you succeed on the saving throw, and only half damage if you 
  fail.
  Fast Hands Starting at 3rd level, you can use the bonus action granted 
  by your Cunning Action to make a Dexterity (Sleight of Hand) check, use 
  your thieves’ tools to disarm a trap or open a lock, or take the Use an 
  Object action.
  Reliable Talent By 11th level, you have refined your chosen skills until they 
  approach perfection. Whenever you make an ability check that lets you 
  add your proficiency bonus, you can treat a d20 roll of 9 or lower as a 10.
  Second-Story Work When you choose this archetype at 3rd level, you gain 
  the ability to climb faster than normal; climbing no longer costs you extra 
  movement. In addition, when you make a running jump, the distance you 
  cover increases by a number of feet equal to 5.
  Sneak Attack Beginning at 1st level, you know how to strike subtly and 
  exploit a foe’s distraction. Once per turn, you can deal an extra 7d6 
  damage to one creature you hit with an attack if you have advantage on 
  the attack roll. The attack must use a finesse or a ranged weapon. You 
  don’t need advantage on the attack roll if another enemy of the target 
  is within 5 feet of it, that enemy isn’t incapacitated, and you don’t have 
  disadvantage on the attack roll.
  Supreme Sneak Starting at 9th level, you have advantage on a Dexterity 
  (Stealth) check if you move no more than half your speed on the same 
  turn.
  Thief You hone your skills in the larcenous arts. Burglars, bandits, 
  cutpurses, and other criminals typically follow this archetype, but so do 
  rogues who prefer to think of themselves as professional treasure seekers, 
  explorers, delvers, and investigators. In addition to improving your agility 
  and stealth, you learn skills useful for delving into ancient ruins, reading 
  unfamiliar languages, and using magic items you normally couldn’t 
  employ.
  Thieves’ Cant During your rogue training you learned thieves’ cant, a 
  secret mix of dialect, jargon, and code that allows you to hide messages in 
  seemingly normal conversation. Only another creature that knows thieves’ 
  cant understands such messages. It takes four times longer to convey 
  such a message than it does to speak the same idea plainly. In addition, 
  you understand a set of secret signs and symbols used to convey short, 
  simple messages, such as whether an area is dangerous or the territory of 
  a thieves’ guild, whether loot is nearby, or whether the people in an area 
  are easy marks or will provide a safe house for thieves on the run.
  Uncanny Dodge Starting at 5th level, when an attacker that you can see 
  hits you with an attack, you can use your reaction to halve the attack’s 
  damage against you.
  Use Magic Device By 13th level, you have learned enough about the 
  workings of magic that you can improvise the use of items even when 
  they are not intended for you. You ignore all class, race, and level 
  requirements on the use of magic items.
  
  277
  MacHummop
  Rules Enforcer
  CR 2; XP 450
    Low
    Moderate
    Advanced
    Elite
  Challenge CR 2 
  XP 450
  CR 6 
  XP 2,300
  CR 10 
  XP 5,900
  CR 14 
  XP 11,500
  Class / HD Barbarian 2
  Barbarian 6
  Barbarian 10
  Barbarian 14
  Size / Aln
  Medium NE 
  Half-Orc
  Medium NE 
  Half-Orc
  Medium NE 
  Half-Orc
  Medium NE 
  Half-Orc
  HP
  21
  55
  109
  147
  Armor 
  Class
  14
  15
  16
  18
  Speed
  Walk 30’
  Walk 40’
  Walk 40’
  Walk 40’
  NE; Medium Humanoid (Human, Orc)
  
  278
  MacHummop
    Low
    Moderate
    Advanced
    Elite
  Ability 
  Scores / 
  Saves
  STR    17  (+5) 
  DEX   13 (+1) 
  CON  15 (+4) 
  INT      8 (-1) 
  WIS     7 (-2) 
  CHA    9 (-1)
  STR    19  (+7) 
  DEX   13 (+1) 
  CON  15 (+5) 
  INT      8 (-1) 
  WIS     7 (-2) 
  CHA    9 (-1)
  STR    20  (+9) 
  DEX   13 (+1) 
  CON  16 (+7) 
  INT      8 (-1) 
  WIS     7 (-2) 
  CHA    9 (-1)
  STR    20  (+10) 
  DEX   15 (+2) 
  CON  16 (+8) 
  INT      8 (-1) 
  WIS     7 (-2) 
  CHA    9 (-1)
  Skills
  -
  -
  -
  -
  Saves
  -
  -
  -
  -
  Vulnerabilities
  -
  -
  -
  -
  Immunities -
  -
  -
  -
  Senses
  Passive Perception 10
  Passive Perception 11
  Passive Perception 12
  Passive Perception 13
  Languages Common, Orc
  Attacks
  Melee Greataxe +5 
  (1d12+3)
  Melee Handaxe +5 (1d6+3 ) 
  Ranged Handaxe (Thrown) 
  20 ft.’: +5 (1d6+3); 60 ft.’: 
  +5 (1d6+3) 
  Melee +1 Greataxe +8/+8 
  (1d12+5)
  Melee Handaxe +7/+7 
  (1d6+4 ) 
  Ranged Handaxe (Thrown) 
  20 ft.’: +7/+7 (1d6+4); 60 
  ft.’: +7/+7 (1d6+4) 
  Melee +2 Greataxe 
  +11/+11 (1d12+7)
  Melee Handaxe +9/+9 
  (1d6+5 ) 
  Ranged Handaxe (Thrown) 
  20 ft.’: +9/+9 (1d6+5); 60 
  ft.’: +9/+9 (1d6+5) 
  Melee +3 Greataxe +13/+13 
  (1d12+8)
  Melee Handaxe +10/+10 
  (1d6+5 ) 
  Ranged Handaxe (Thrown) 
  20 ft.’: +10/+10 (1d6+5); 
  60 ft.’: +10/+10 (1d6+5) 
  Special
  -
  -
  -
  -
  Proficiencies
  Battleaxe, Blowgun, Club, Crossbow (Hand), Crossbow (Heavy), Crossbow (Light), Dagger, Dart, Flail, Glaive, Greataxe, 
  Greatclub, Greatsword, Halberd, Handaxe, Javelin, Lance, Light Hammer, Longbow, Longsword, Mace, Maul, Morningstar, 
  Net, Pike, Quarterstaff, Rapier, Scimitar, Shortbow, Shortsword, Sickle, Sling, Spear, Trident, Unarmed Strike, War Pick, 
  Warhammer, Whip
  Special 
  Qualities
  Darkvision, Languages, 
  Menacing, Relentless 
  Endurance, Savage Attacks, 
  Danger Sense, Rage, 
  Reckless Attack, Unarmored 
  Defense
  Darkvision, Languages, 
  Menacing, Relentless 
  Endurance, Savage Attacks, 
  Ability Score Improvement, 
  Danger Sense, Extra Attack, 
  Fast Movement, Frenzy, 
  Mindless Rage, Path of the 
  Berserker, Primal Path, Rage, 
  Reckless Attack, Unarmored 
  Defense
  Darkvision, Languages, 
  Menacing, Relentless 
  Endurance, Savage Attacks, 
  Ability Score Improvement, 
  Brutal Critical, Danger 
  Sense, Extra Attack, Fast 
  Movement, Feral Instinct, 
  Frenzy, Intimidating 
  Presence, Path of the 
  Berserker, Primal Path, 
  Rage, Reckless Attack, 
  Unarmored Defense
  Darkvision, Languages, 
  Menacing, Relentless 
  Endurance, Savage Attacks, 
  Ability Score Improvement, 
  Brutal Critical, Danger Sense, 
  Extra Attack, Fast Movement, 
  Feral Instinct, Frenzy, Path 
  of the Berserker, Primal 
  Path, Rage, Reckless Attack, 
  Relentless Rage, Retaliation, 
  Unarmored Defense 
  Spell-
  casting
  -
  -
  -
  -
  Equipment
  Greataxe;
  chain shirt;
  handaxes (4x)
  +1 Greataxe;
  +1 chain shirt;
  handaxes (4x)
  +2 Greataxe;
  +2 chain shirt;
  handaxes (4x)
  +3 Greataxe;
  +3 chain shirt;
  handaxes (4x)
  Special Abilities
  Darkvision Thanks to your orc blood, you have superior vision in dark and 
  dim conditions. You can see in dim light within 60 feet of you as if it were 
  bright light, and in darkness as if it were dim light. You can’t discern color 
  in darkness, only shades of gray.
  Languages You can speak, read, and write Common and Orc. Orc is a 
  harsh, grating language with hard consonants. It has no script of its own 
  but is written in the Dwarvish script.
  Menacing You gain proficiency in the Intimidation skill.
  Relentless Endurance When you are reduced to 0 hit points but not killed 
  outright, you can drop to 1 hit point instead. You can’t use this feature 
  again until you finish a long rest.
  Savage Attacks When you score a critical hit with a melee weapon attack, 
  you can roll one of the weapon’s damage dice one additional time and 
  add it to the extra damage of the critical hit.
  Brutal Critical Beginning at 9th level, you can roll 2 additional weapon 
  damage die when determining the extra damage for a critical hit with a 
  melee attack.
  Danger Sense At 2nd level, you gain an uncanny sense of when things 
  nearby aren’t as they should be, giving you an edge when you dodge away 
  
  279
  MacHummop
  from danger. You have advantage on Dexterity saving throws against 
  effects that you can see, such as traps and spells. To gain this benefit, you 
  can’t be blinded, deafened, or incapacitated.
  Extra Attack Beginning at 5th level, you can attack twice, instead of once, 
  whenever you take the Attack action on your turn.
  Fast Movement Starting at 5th level, your speed increases by 10 feet 
  while you aren’t wearing heavy armor.
  Feral Instinct By 7th level, your instincts are so honed that you have 
  advantage on initiative rolls. Additionally, if you are surprised at the 
  beginning of combat and aren’t incapacitated, you can act normally on 
  your first turn, but only if you enter your rage before doing anything else 
  on that turn.
  Frenzy Starting when you choose this path at 3rd level, you can go into 
  a frenzy when you rage. If you do so, for the duration of your rage you 
  can make a single melee weapon attack as a bonus action on each of 
  your turns after this one. When your rage ends, you suffer one level of 
  exhaustion (as described in appendix A).
  Path of the Berserker For some barbarians, rage is a means to an end--that 
  end being violence. The Path of the Berserker is a path of untrammeled 
  fury, slick with blood. As you enter the berserker’s rage, you thrill in the 
  chaos of battle, heedless of your own health or well-being.
  Rage In battle, you fight with primal ferocity. On your turn, you can enter 
  a rage as a bonus action. While raging, you gain the following benefits if 
  you aren’t wearing heavy armor: You have advantage on Strength checks 
  and Strength saving throws. When you make a melee weapon attack 
  using Strength, you gain a bonus to the damage roll equal to 3. You have 
  resistance to bludgeoning, piercing, and slashing damage. If you are able 
  to cast spells, you can’t cast them or concentrate on them while raging. 
  Your rage lasts for 1 minute. It ends early if you are knocked unconscious 
  or if your turn ends and you haven’t attacked a hostile creature since your 
  last turn or taken damage since then. You can also end your rage on your 
  turn as a bonus action. Once you have raged the number of times equal 
  to 5, you must finish a long rest before you can rage again.
  Reckless Attack Starting at 2nd level, you can throw aside all concern 
  for defense to attack with fierce desperation. When you make your first 
  attack on your turn, you can decide to attack recklessly. Doing so gives 
  you advantage on melee weapon attack rolls using Strength during this 
  turn, but attack rolls against you have advantage until your next turn.
  Relentless Rage Starting at 11th level, your rage can keep you fighting 
  despite grievous wounds. If you drop to 0 hit points while you’re raging 
  and don’t die outright, you can make a DC 10 Constitution saving throw. 
  If you succeed, you drop to 1 hit point instead. Each time you use this 
  feature after the first, the DC increases by 5. When you finish a short or 
  long rest, the DC resets to 10.
  Retaliation Starting at 14th level, when you take damage from a creature 
  that is within 5 feet of you. you can use your reaction to make a melee 
  weapon attack against that creature.
  Unarmored Defense While you are not wearing any armor, your Armor 
  Class equals 10 + your Dexterity modifier + your Constitution modifier. 
  You can use a shield and still gain this benefit.
  
  280
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  281
  Dry Cult
  Sangitator of the Dry Cult
  
  282
  Dry Cult
  Sagitator of the Dry Cult
  Overview
  This title is actually something of an umbrella term, 
  referring to the current membership and leaders of a 
  somewhat loosely-organized cult that infests towns and 
  then moves on after they have called too much attention to 
  themselves.
  Sagitators are bloodpriest necromancers who use figured out 
  a way to use blood like necrotic ammunition.  
  Appearance
  During the day, members of the Sagitator cult appear 
  normal.  That is, they may have day jobs, careers, even 
  families. 
  At night, or otherwise during their rituals, they dress in 
  simple robs—blood red, often dyed using actual blood, 
  though with that grisly approach, the color ironically stays 
  less long than with a simple traditional color dye.
  Background
  Sagitators come from all manner of background, but 
  most hail from some medical or wizardly practice before 
  gravitating toward the more macabre aspects of necromancy.
  Dyed-in-the-wool necromancers are counterintuitively less 
  likely to gravitate toward the Sagitator cult.  The reason 
  seems to be that while necromancers celebrate and use the 
  dead, Sagitators honor the dying.  
  It’s quite possible for evil-natured adherents to either cause 
  to have a latent bloodlust, or inclination toward dark deeds... 
  but even for such people, the blatant torture employed by the 
  Dry Cult, and its seemingly pointless bloodletting, are too 
  much to bear.
  Demeanor
  Grim and giddy, it’s been described: grim, for adherents 
  know full well what they practice, whether or not they’re 
  insane.  Giddy, because to indulge their darkest desires 
  floods them with a happiness they have not yet found in 
  ordinary life.
  Combat Tactics
  Dry Cultists are of course no strangers to blood and combat, 
  but they seek to inflict on others, not suffer themselves.
  They will gladly fight if the odds or numbers are in their 
  favor.  If they are winning a fight, they will continue fighting 
  and will pursue until the enemy lies in a deceased, bloody 
  heap.  Those who surrender may find themselves abducted 
  for further sport.
  If outnumbered, or once they are reduced to fewer than half 
  their maximum, they will flee, but will seek to summon other 
  adherents, and regroup as soon as possible.
  Modus Operandi
  Sagitators of the Dry Cult are murderers and torturers, plain 
  and simple.  
  They enact horrific, despicable acts on those least able to 
  defend themselves, and worst of all, they perform these 
  deeds for the darkest of all motivations: simply because they 
  want to, need to; they kill simply because it feels good to 
  them.
  Dry Cultists will seek out the weak and vulnerable in 
  society.  Most often, this means the homeless, penniless, 
  and destitute—which ironically or not describes half their 
  number.
  They are not above widening their gaze, however, and will 
  abduct anyone from any class or background if they feel 
  confident they will get away with it.
  Individually or in small packs, Dry Cultists will hunt down 
  and murder victims they find alone.  They will cut down 
  victims without compunction.  
  Better still is to bring a victim back to the group, and to take 
  turns bloodletting.  This horrific, grisly act is comparatively 
  rare, but generally increases membership significantly in the 
  weeks to follow, as the rumor spreads.
  All Dry Cult activities occur almost exclusively at night.  
  It would be exceedingly rare for any Cultist to recognize 
  another during the daytime, even if the chance for “sport” 
  presents itself: even those insane with bloodlust know the 
  risks of being discovered.
  Bloodpriests
  Cleric Sagitators are known as Bloodpriests to those in 
  the Cult.  They believe they have a special and otherwise 
  unknown ability to tap into what makes blood such a life-
  giving force, and to pervert that force to their own desires 
  through divine magicks.
  In truth, they are simply clerics whose inclinations are 
  macabre, and whose gods either stomach such activities or 
  encourage them toward their own dark purposes.
  Bloodpriests will claim all manner of ability, granted them 
  by their power over blood, life, and death.  
  In addition to decorating their Cult robes with blood of their 
  victims, Sagitator Bloodpriests will decorate their garb, 
  weaponry, and even their own skin with blood and viscera.  
  They will carry vials of blood, and will use blood in their 
  rituals and magical castings.
  To be clear: no additional powers, benefits, or effects are 
  afforded Bloodpriests through their grim use of lifeblood.  
  What they claim is simply that: a claim, a boast.  Most 
  Bloodpriests truly do believe what they say, and in fairness, 
  their deities have not forsaken them, and they do yet still 
  have divine powers granted them through their devotion.
  
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  284
  Dry Cult
  FlexTable 19: Sagitators of the Dry Cult Rumors & Lore
  A
  B
  C
  D
  DC
  Description
  Veracity
  -
  -
  -
  01-30
  -
  No Rumor
  No information is obtained.
  01-14
  01-14
  01-14
  31-39
  12
  Driven by passion 
  for murder, a cult of 
  bloodletters stalks the 
  innocent to slake their lust.
    Partially True.  “Lust” could easily be 
  misconstrued, here; in fact, rape and even 
  theft are rarer in the Cult than one might 
  expect.
  15-29
  15-30
  15-30
  01-30
  13
  Sagitators are dark cultists 
  who murder for pleasure.
    True.  This is perhaps the most 
  succinct way to summarize the Cult and 
  its adherents.
  30-44
  31-45
  31-45
  31-39
  14
  White is white,
  But not in night:
  Walk while sun still shines.
  Red is red,
  Keep wits in head:
  Run to flee their crimes.
    True.  Quite oblique, but accurate to 
  describe a traveler’s prescribed reaction 
  to the Dry Cult.
  45-59
  46-60
  46-60
  40-49
  15
  The Dry Cult seeks to 
  shed blood as a means of 
  enhancing their necromantic 
  power.
    True.  This is accurate, though most in 
  the Cult are in it simply for the bloodlust.
  60-74
  60-69
  60-69
  50-59
  16
  “Sagitators” belong to a 
  “Dry Cult” who worship 
  blood and seek to cut apart 
  the innocent to shed it.
    True.  This is unfortunately and 
  grimly the motivation and practice of the 
  Cult’s membership.
  75-89
  70-97
  70-94
  60-69
  11
  Bloodpriests are Sagitators 
  of the Dry Cult whose 
  mastery over blood has 
  granted them macabre 
  divine powers.
    Partially True.  Bloodpriests are 
  Sagitators of the Dry Cult, and do wield 
  divine power, but their magicks are 
  granted by their gods, not their blood 
  knowledge.
  90-00
  98-00
  95-00
  70-00
  13
  Bloodpriests are demons 
  in mortal form, brought to 
  this plane to extinguish life 
  and purge the blood from 
  the chosen enemies of dark 
  gods.
    False.  The reality is far more terrible: 
  that Bloodpriests and their comrades 
  rampage through cities in murderous 
  inclination simply because they want to.
  In such cases, the line has grown quite thin between 
  worshipping their god, and giving in to their darkest urges.  
  It can be argued that Bloodpriests have not just confused the 
  two, but now consider one inseparable from the other.
  Perhaps obviously, Bloodpriests must be Chaotic Evil, and 
  worship a deity of that same alignment.
  Notoriety
  Sagitators are notorious, though typically not very well-
  known.  The Dry Cult tends to ebb and flow through the 
  Realm, flourishing in a city, but then the membership moves 
  on to another village.
  This is partly a product of the Cult’s loose organization 
  and informal membership, but more out of a brutal reality: 
  participating in the Cult’s deeds and rituals draws attention, 
  and it’s not long before law enforcement’s eye is called to 
  investigate.
  Hooks, Integration, & Adventure 
  Seeds
  • Direct Attack: Sagitators target the PCs and pounce.  This 
  is most realistically triggered if the PCs are few in number 
  and weak in power; a large group of higher-level, potent 
  PCs is unlikely to be targeted!
  • Plea of the Innocent: A loved one of someone who they 
  suspect has been abducted by the Cult hires the PCs to 
  investigate and rescue them.
  • Fringe Notice: The PCs come across a grisly scene in an 
  alley; they inform the authorities, who tell the party of the 
  larger context of these “rituals” in town of late.
  • Appeal from Authority: The town militia or other 
  authority engages the party to help them hunt down the 
  people responsible for abductions and grisly murders in 
  the city.
  • Collateral Damage: Sagitators abduct several people 
  
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  Dry Cult
  with whom the PCs are passingly familiar.  The extant 
  relationship is so slight that it may have to be described 
  to them as “the person who usually hands out pamphlets 
  is now an elderly man”.  Investigating leads the PCs to 
  suspect these disappearances may be related.
  • Disappearing Regular: As Collateral Damage, above, 
  except a single well-known NPC is abducted.
  • Dark Rumor: Rumors and Lore give the PCs the right 
  impression about the Dry Cult and their practices.
  Habits and Logistics
  Sagitators of the Dry Cult never show their true colors 
  during daylight. 
  Each night, there is a chance (
    20%) that a gathering will 
  occur; this typically happens around midnight, and often in 
  an alley or in a forest or other isolated setting.  
  Dry Cult gatherings are most often (
    70%) somewhat 
  boring affairs: discussions in whispers, recollections of 
  former rituals, and boasting of plans to take darker action.
  A given gathering may rarely (
    30%) result in one or 
  more members committing a murder afterwards.
  Much more rarely (
    12%), a member will bring a subdued, 
  bound and gagged victim to a gathering.  The members will 
  then torture and kill the victim over the course of 
    1d4-1 
  hours.
  Conversation
  The folllowing applies to an “average” Cultist.  Remember 
  that members may hail from practically any walk of life, so 
  feel free to modify the response accordingly.
  “Do you know this person?” 
  (This can be a general question about any victim, actual 
  or suspected.  The response works most powerfully if the 
  question doesn’t mention the victim’s fate, or even that 
  they were a victim of something.)
   
    “No, not... really.  No, I can’t say.  Maybe I’ve seen them, 
  but I don’t know where s/he was murdered.”
  Are you a part of any cults or clubs?
   
    “Well, I have been known to tithe to a church or two, if 
  that’s your meaning.”
  Where were you the other night? 
  (The details referenced would indicate the night of a 
  murder or ritual.)
   
    “Not sure.  Might have been drinking, I guess?  Is that a 
  good answer?”
  Attitude Tracker Triggers
  Cultists are different from each other.  However, as a whole, 
  track their Attitude toward the PCs based on their interaction 
  with any and all members.
  Thus the entire Cult has a single Attitude Tracker value 
  representing the perspective of the membership as a whole.
  Value
  Action
  <7
  Sagitators will pursue the PCs en masse.  The 
  first evening they have this Attitude Tracker 
  level, 
    1d3 of each type of Sagitator attacks 
  the PCs.
  <13
  The Dry Cult considers the PCs an enemy.  If 
  any one PC is found after dark on their own, 
  they will be attacked by 
    1d2 of a random 
  single type of Sagitator.  This happens every 
  evening the PCs have this Attitude Tracker 
  value with the Cult, and will occur for each and 
  every PC who ventures out alone.  There is no 
  limit for the number of such occurances this 
  might catalyze, so long as the PCs in question 
  remain in the town in which the Cult operates.
  >18
  Sagitators will view the PCs favorably, and 
  greet them with sly winks in the street.  At 
  night, they will not shy away from the PCs if 
  they approach them during a ritual, but will 
  remain wary and cautious.
  >24
  Sagitators will greet the PCs as old friends.  
  One will suggest that they join the cult, and 
  participate in a ritual tonight.  This continues 
  each day, with a different member suggesting, 
  so long as the PCs have this Attitude Tracker 
  value with the Cult.
  Organization
  The Dry Cult flourishes in various cities.  It is comprised of 
  folk from all walks of life, but based on their skill sets and 
  profession, they can be grouped into roughly three categories 
  (see below).
  Dry Cultists may only meet and operate at night, but they 
  know each other at all times of day.  Attacking any Dry 
  Cultist means that reinforcements are inevitable.
  Each round after the first round of any combat that involves 
  one or more Sagitators of the Dry Cult, check to see if 
  reinforcements arrive.  For each of the three categories of 
  cultist, there is a 
    15% chance that 
    1d2 of them arrive 
  on the scene.
  Remember that all Sagitators, regardless of background, 
  capabilities, or circumstances, will fight gladly until half 
  their hit points have been lost, at which point they will flee.
  In any combat in which more than half of the participating 
  Dry Cultists have fled, all remaining Cultists will panic and 
  flee.
  While summoning reinforcements in the above manner, keep 
  track of those forces involved: do not summon Cultists in 
  excess of the total membership that has been determined 
  for the city (see “Henchmen, Retainers, and Followers” 
  below).
  
  286
  Dry Cult
    Dry Cult
  Icon / Badge: A blood-red water droplet.  Can 
  be applied to any background or field.
  Type: Necromancy / villainy.
  Alignments: Any allowed, though Evil is almost a 
  prerequisite given the habits and necromantic predilictions 
  of membership.
  Motivations: Power, gore, and sating bloodlust.
  Day-to-Day Goals: Claim victims, stay hidden.
  Long-Term Goals: Grow membership, conquer cities, 
  enslave the populace through fear.
  Notable Philosophies: Necromancy celebrates the dead; the 
  Dry Cult honors and creates the dying.  The Dry Cult feeds 
  necromancy and is required for both to flourish.
  Influence: Low.
  Reputation: Terrible / unknown.  Few stomach the cult’s 
  practices willingly.  Even necromancers are not big fans.
  Age: Very young (~5 years).
  Leadership: Autocracy (High Razor).
  Size: Small (20-50 members).
  Stability: Unstable.  Membership waxes and wanes with the 
  sanity of its members.  Member-on-member violence and 
  murder is not unheard of.
  Enemies: None officially.
  Allies: None.
  Resources: Low.  There is no formal structure for the cult 
  itself; it is an informal institution formed and present 
  whenever members gather.
  Description: The Dry Cult is devoted to bloodletting, 
  murder, and enabling bloody death.
  Membership: Varies greatly.  Many (
    60%) are destitute 
  or homeless.  Others (
    20%) are lower-class, but 
  employed and survive on their own.  A few (
    15%) are 
  middle-class, and take to the habits of the cult through 
  interest or macabre satisfaction.  The remaining 
    5% are 
  the cult’s true leaders: upper-class, a mixture of nobility 
  and merchants, with a horrible combination of bloodlust 
  and a desire for power.  Across all of the above classes and 
  backgrounds, there exists a kind of natural insanity to those 
  flocking to the Cult: 
    20% of them have some sort of 
  formal medical condition such as borderline, psychopathy, 
  sociopathy, etc.
  Members: Typically Neutral Evil or Chaotic Evil, with a 
  taste for bloodshed that has come through prior endeavors: 
  medicene, military service, or prior crimes.
  Common Traits: Other than a likely Evil alignment, 
  members are drawn to each other and to the Cult by their 
  love of bloodshed and gore—a passion that far outstrips that 
  which society stomachs, even in certain professions.
  Demeanor: Grim and giddy.  Even the most insane of their 
  member
  Tribute & Dues: Zero.  Partly to escape notice, partly due to 
  the fragile psyches and inconsistency of their membership, 
  the Dry Cult does not exist in a formal sense: all “official” 
  acts by the Cult are as a result of its members taking 
  initiative on their own in the Cult’s name.
  Henchmen, Retainers, and 
  Followers
  Sagitators: It’s confusing, since Sagitator is also the title 
  bestowed upon all members in the Cult.  Sagitators are 
  necromancers whose power is “real” beyond that of the other 
  members.  A mere 
    1d3 of these exist in a city at a time.  
  Once all Sagitators have been killed, the Cult evaporates as 
  though it had never existed; all prior members will vanish 
  into their day-to-day lives, and all Gatherings will stop at 
  once.  Sagitators are the elite troops, the true villains, of the 
  Cult’s membership.
  Bloodletters: 
    3d8 of these fighters and antipaladins walk 
  the city at a time, looking for victims to bring to the group.
  Pugilists: These barbarians are always looking for a fight; 
  at night, when they stalk the lonely, they get one.  
    4d6 
  Pugilists populate a city at a time.
  High Razor: These necromancer clerics are the actual 
  leaders of the Cult, in that they are typically sane, clear-
  minded, and power-hungry of the bunch.  They, moreso than 
  their bloodlusty brethren, are driven not merely by gore, 
  but by glory.  They allow the Sagitators to run the show on a 
  daily basis, but ultimately, it is the High Razors who dictate 
  the group’s goals, presented as though it was the Sagitators’ 
  will.  
    2d4 High Razors generally agree on things.
  Lair / Residence
  The Dry Cult has no lair or other establishment.
  They meet in alleys or forests, murder in glades, and draw 
  blood and torture wherever they find the means to do so.
  While this makes it extraordinarily difficult for law 
  enforcement to track them down, it also means that their 
  membership is very informal, their rules haggard, and their 
  vaults empty: there is no fund or other means that the Cult 
  can employ to exert its will, other than murder and fear.
  Quests & Encounters
    Quest: Prevent the Ritual
    Summary: The PCs come across a group of Dry Cultists 
  about to torture and murder.  
    Rewards:   
    350 gp / 
    1,750 gp / 
    4,500 gp / 
    7,800 gp (per victim); up to 
    2 Reward Stars per 
  victim; up to 
    4 Reward Stars for stopping the ritual
    Locations: Any (urban, forest).
    Key NPCs: Sagitators of the Dry Cult, Bloodletters, 
  Pugilists, High Razors.
    Kickoff: There are fundamentally two ways the PCs 
  
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  Dry Cult
  might happen into this Quest. 
   
  First, they might simply stumble upon the ritual.  This is 
  the easiest and quickest way to implement this Quest and 
  to integrate the Sagitators into your campaign.   
   
  Second, they may come here as a result of investigating 
  the murders and disappearances. 
    Description:
  If the PCs have been tracking the Cultists, they should 
  approach the scene using 
    Survival checks or Tracking 
  abilities.  The DC for such checks should be  
    14 /  
    17 / 
    20 / 
    22.
  As the PCs approach the scene, make a 
    Stealth check, 
  opposed by the Cultists’ Perception.  If the PCs are coming 
  into the area intentionally—e.g., as a result of their 
  investigation into the cult and/or its behavior—then the 
  party enjoys a +4 circumstance bonus on the check.  Success 
  means the party surprises the Cultists whenever they choose 
  to attack.
  Round by round, make additional checks in this manner 
  to see if the Cultists notice the PCs.  The Cultists have a -6 
  circumstance penalty to these subsequent rolls, given that 
  they are engrossed in their deeds.  Make only a single check 
  for the Cultists to notice each PC; that is, roll once for each 
  PC, not for each Cultist!
  Half of the total Cult membership of the city are present.  
  Recall that even if this scene plays out in the woods, the 
  cultists may summon reinforcements, as described earlier.
  The gathering includes 
    2d4-1 victims: men and women 
  clothed only in battered, grimy garb, gagged and clearly 
  wounded and bruised already.
  Any situation which results in saving one or more victims 
  grants the party 
    2 Reward Stars per surviving abductee.
  If the PCs kill all the cultists, or cause all remaining cultists 
  to flee at any point, they will receive an additional 
    4 
  Reward Stars.
  Combat under any circumstances here becomes a bloodbath.  
  The rules governing Cultist behavior apply: any one Cultist 
  will flee if their HP dips below half-max.  The group as a 
  whole will panic and flee together if more than half their 
  present number are slain and/or fleeing already.
  Finally, the cultists will attack any non-cultist at 
  convenience: any cultist who is not engaged in combat with 
  one or more PCs will attack the nearest target, be that victim 
  or PC.
    If the PCs attack, the cultists will fight back, and will 
  summon reinforcements.  
    If the PCs skulk about long enough, the cultists may 
  notice them: two cultists stay with each victim while the 
  remaining force attacks the PCs.
  
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  Dry Cult
  Sagitator of the Dry Cult
  CR 6; XP 2,300
    Low
    Moderate
    Advanced
    Elite
  Challenge CR 6 
  XP 2,300
  CR 10 
  XP 5,90
  CR 14 
  XP 11,500
  CR 18 
  XP 20,000
  Class / HD Wizard 6
  Wizard 10
  Wizard 14
  Wizard 18
  Size / Aln
  Medium CE 
  Elf (High)
  Medium CE 
  Elf (High)
  Medium CE 
  Elf (High)
  Medium CE 
  Elf (High)
  HP
  25
  32
  45
  61
  Armor 
  Class
  15
  16
  17
  18
  Speed
  Walk 30’
  Walk 30’
  Walk 30’
  Walk 30’
  Ability 
  Scores / 
  Saves
  STR    8  (-1) 
  DEX   15 (+2) 
  CON  10 (+0) 
  INT    20 (+8) 
  WIS     9 (+2) 
  CHA  13 (+1)
  STR    8  (-1) 
  DEX   17 (+3) 
  CON  10 (+0) 
  INT    20 (+9) 
  WIS     9 (+3) 
  CHA  13 (+1)
  STR    8  (-1) 
  DEX   19 (+4) 
  CON  10 (+0) 
  INT    20 (+10) 
  WIS     9 (+4) 
  CHA  13 (+1)
  STR    8  (-1) 
  DEX   20 (+5) 
  CON  11 (+0) 
  INT    20 (+11) 
  WIS     9 (+5) 
  CHA  13 (+1)
  Skills
  -
  -
  -
  -
  Saves
  -
  -
  -
  -
  Vulnerabilities
  -
  -
  -
  -
  Immunities -
  -
  -
  -
  Senses
  Passive Perception 12
  Passive Perception 13
  Passive Perception 14
  Passive Perception 15
  Languages Common, Deep Speech, Elvish
  Attacks
  Melee Dagger +5 (1d4+2 ) 
  Ranged Dagger (Thrown) 20 
  ft.’: +5 (1d4+2); 60 ft.’: +5 
  (1d4+2) 
  Ranged Shortbow ) --> 30 
  ft.’: -1 (1d6+2); 120 ft.’: -1 
  (1d6+2) 
  Melee Dagger (Weapon +1) 
  +8 (1d4+4 ) 
  Ranged Dagger (Weapon +1/
  Thrown) 20 ft.’: +8 (1d4+4); 
  60 ft.’: +8 (1d4+4) 
  Ranged Shortbow ) --> 30 
  ft.’: +1 (1d6+3); 120 ft.’: +1 
  (1d6+3) 
  Melee Dagger (Weapon +2) 
  +11 (1d4+6 ) 
  Ranged Dagger (Weapon 
  +2/Thrown) 20 ft.’: +11 
  (1d4+6); 60 ft.’: +11 
  (1d4+6) 
  Ranged Shortbow ) --> 30 
  ft.’: +3 (1d6+4); 120 ft.’: 
  +3 (1d6+4) 
  Melee Dagger (Weapon +3) 
  +14 (1d4+8 ) 
  Ranged Dagger (Weapon 
  +3/Thrown) 20 ft.’: +14 
  (1d4+8); 60 ft.’: +14 
  (1d4+8) 
  Ranged Shortbow ) --> 30 
  ft.’: +5 (1d6+5); 120 ft.’: +5 
  (1d6+5) 
  Special
  -
  -
  -
  -
  Proficiencies
  Crossbow (Light), Dagger, Dart, Longbow, Longsword, Quarterstaff, Shortbow, Shortsword, Sling
  CE; Medium Humanoid (Elf)
  
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    Low
    Moderate
    Advanced
    Elite
  Special 
  Qualities
  Cantrip, Darkvision, Elf 
  Weapon Training, Extra 
  Language, Fey Ancestry, 
  Keen Senses, Languages, 
  Trance, Ability Score 
  Improvement, Arcane 
  Recovery, Arcane Tradition, 
  Cantrips, Evocation Savant, 
  Potent Cantrip, Preparing 
  and Casting Spells, 
  Ritual Casting, School of 
  Evocation, Sculpt Spells, 
  Spellcasting
  Cantrip, Darkvision, Elf 
  Weapon Training, Extra 
  Language, Fey Ancestry, 
  Keen Senses, Languages, 
  Trance, Ability Score 
  Improvement, Arcane 
  Recovery, Arcane Tradition, 
  Cantrips, Empowered 
  Evocation, Evocation Savant, 
  Potent Cantrip, Preparing 
  and Casting Spells, Ritual 
  Casting, School of Evocation, 
  Sculpt Spells, Spellcasting
  Cantrip, Darkvision, Elf 
  Weapon Training, Extra 
  Language, Fey Ancestry, 
  Keen Senses, Languages, 
  Trance, Ability Score 
  Improvement, Arcane 
  Recovery, Arcane Tradition, 
  Cantrips, Empowered 
  Evocation, Evocation 
  Savant, Overchannel, 
  Potent Cantrip, Preparing 
  and Casting Spells, 
  Ritual Casting, School of 
  Evocation, Sculpt Spells, 
  Spellcasting
  Cantrip, Darkvision, Elf 
  Weapon Training, Extra 
  Language, Fey Ancestry, 
  Keen Senses, Languages, 
  Trance, Ability Score 
  Improvement, Arcane 
  Recovery, Arcane Tradition, 
  Cantrips, Empowered 
  Evocation, Evocation Savant, 
  Overchannel, Potent Cantrip, 
  Preparing and Casting Spells, 
  Ritual Casting, School of 
  Evocation, Sculpt Spells, 
  Spellcasting, Spell Mastery
  Spell-
  casting
  Save DC 16; Spell Atk +8
  3rd: animate dead; fly; 
  major image
  2nd: alter self; darkness; 
  invisibility
  1st: burning hands; charm 
  person; expeditious retreat; 
  magic missile
  Save DC 17; Spell Atk +9
  5th: cloudkill; creation
  4th: black tentacles; greater 
  invisibility; polymorph
  3rd: animate dead; fly; major 
  image
  2nd: alter self; darkness; 
  invisibility
  1st: burning hands; charm 
  person; expeditious retreat; 
  magic missile
  Save DC 18; Spell Atk +10
  7th: finger of death
  6th: circle of death
  5th: cloudkill; creation; wall 
  of force
  4th: black tentacles; greater 
  invisibility; polymorph
  3rd: animate dead; fly; 
  major image
  2nd: alter self; darkness; 
  invisibility
  1st: burning hands; charm 
  person; expeditious retreat; 
  magic missile
  Save DC 19; Spell Atk +11
  9th: power word kill
  8th: sunburst
  7th: finger of death
  6th: circle of death
  5th: cloudkill; creation; wall 
  of force
  4th: black tentacles; greater 
  invisibility; polymorph
  3rd: animate dead; fly; major 
  image
  2nd: alter self; darkness; 
  invisibility
  1st: burning hands; charm 
  person; expeditious retreat; 
  magic missile
  Equipment
  Dagger;
  shortbow
  arrows (20x)
  +1 Dagger;
  shortbow
  arrows (20x)
  +2 Dagger;
  shortbow
  arrows (20x)
  +3 Dagger;
  shortbow
  arrows (20x)
  Special Abilities
  Darkvision Accustomed to twilit forests and the night sky, you have 
  superior vision in dark and dim conditions. You can see in dim light within 
  60 feet of you as if it were bright light, and in darkness as if it were dim 
  light. You can’t discern color in darkness, only shades of gray.
  Elf Weapon Training You have proficiency with the longsword, 
  shortsword, shortbow, and longbow.
  Extra Language You can speak, read, and write one extra language of your 
  choice.
  Fey Ancestry You have advantage on saving throws against being 
  charmed, and magic can’t put you to sleep.
  Keen Senses You have proficiency in the Perception skill.
  Languages You can speak, read, and write Common and Elvish. Elvish is 
  fluid, with subtle intonations and intricate grammar. Elven literature is rich 
  and varied, and their songs and poems are famous among other races. 
  Many bards learn their language so they can add Elvish ballads to their 
  repertoires.
  Trance Elves don’t need to sleep. Instead, they meditate deeply, remaining 
  semiconscious, for 4 hours a day. (The Common word for such meditation 
  is “trance.”) While meditating, you can dream after a fashion; such dreams 
  are actually mental exercises that have become reflexive through years of 
  practice. After resting in this way, you gain the same benefit that a human 
  does from 8 hours of sleep.
  Arcane Recovery You have learned to regain some of your magical energy 
  by studying your spellbook. Once per day when you finish a short rest, 
  you can choose expended spell slots to recover. The spell slots can have 
  a combined level that is equal to or less than 9, and none of the slots can 
  be 6th level or higher. For example, if you’re a 4th-level wizard, you can 
  recover up to two levels worth of spell slots. You can recover either a 
  2nd-level spell slot or two 1st-level spell slots.
  Empowered Evocation Beginning at 10th level, you can add +5 to the 
  damage roll of any wizard evocation spell you cast. The damage bonus 
  applies to one damage roll of a spell, not multiple rolls.
  Evocation Savant Beginning when you select this school at 2nd level, 
  the gold and time you must spend to copy an evocation spell into your 
  spellbook is halved.
  Overchannel Starting at 14th level, you can increase the power of your 
  simpler spells. When you cast a wizard spell of 5th level or lower that 
  deals damage, you can deal maximum damage with that spell. The first 
  time you do so, you suffer no adverse effect. If you use this feature again 
  before you finish a long rest, you take 2d12 necrotic damage for each 
  level of the spell, immediately after you cast it. Each time you use this 
  feature again before finishing a long rest, the necrotic damage per spell 
  level increases by 1d12. This damage ignores resistance and immunity. 
  The feature doesn’t benefit cantrips.
  Potent Cantrip Starting at 6th level, your damaging cantrips affect even 
  creatures that avoid the brunt of the effect. When a creature succeeds on 
  a saving throw against your cantrip, the creature takes half the cantrip’s 
  damage (if any) but suffers no additional effect from the cantrip.
  Ritual Casting You can cast a wizard spell as a ritual if that spell has the 
  
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  Dry Cult
  ritual tag and you have the spell in your spellbook. You don’t need to have 
  the spell prepared.
  School of Evocation You focus your study on magic that creates powerful 
  elemental effects such as bitter cold, searing flame, rolling thunder, 
  crackling lightning, and burning acid. Some evokers find employment in 
  military forces, serving as artillery to blast enemy armies from afar. Others 
  use their spectacular power to protect the weak, while some seek their 
  own gain as bandits, adventurers, or aspiring tyrants.
  Sculpt Spells Beginning at 2nd level, you can create pockets of relative 
  safety within the effects of your evocation spells. When you cast an 
  evocation spell that affects other creatures that you can see, you can 
  choose a number of them equal to 1 + the spell’s level. The chosen 
  creatures automatically succeed on their saving throws against the spell, 
  and they take no damage if they would normally take half damage on a 
  successful save.
  
  291
  Dry Cult
  Table 22: Attitude Modifiers for Sagitators of the Dry Cult
  Starting Attitude:  
  14 (Indifferent)
  Name
  Condition
  Effect
  Notes
  Action
  PCs attack without provocation
  -15
  Does not stack with other attack-based modifiers
  Action
  PCs attack with provocation
  -10
  Does not stack with other attack-based modifiers
  Conversation
  PCs threaten violence
  -5
  -
  Action
  NPC witnesses the PCs commit a 
  crime
  +1
  Assumes the crime does not involve the NPC; stacks with 
  other modifiers that involve crimes against the NPC; does 
  not stack with other “witnesses crime” modifiers
  Action
  NPC witnesses the PCs commit 
  murder
  +2
  Assumes the crime does not involve the NPC; stacks with 
  other modifiers that involve crimes against the NPC; does 
  not stack with other “witnesses crime” modifiers
  Action
  NPC witnesses the PCs commit 
  murder in self-defense
  +1
  Assumes the crime does not involve the NPC; stacks with 
  other modifiers that involve crimes against the NPC; does 
  not stack with other “witnesses crime” modifiers
  Action
  Villain witnesses the PCs 
  discussing the villain and/or 
  their henchmen
  -4
  Does not stack with other “witness” modifiers
  Action
  PCs defend this NPC against 
  violence
  +10
  Does not stack with other “witness” modifiers
  Conversation
  PCs attempt a bribe (for 
  information, for action)
  -1
  GM’s discretion as to whether the bribe produces results 
  (positive or negative!)
  Conversation
  PCs share Rumors / Lore 
  +1
  Per each Rumor shared; maximum +4
  Extant
  One or more PCs have been 
  arrested
  +2
  Per offense, no limit
  Extant
  PCs have slain a guard, but have 
  not been caught
  +5
  Per offense, maximum -15 total
  Action
  PCs heal or “boon” this NPC
  +5
  Per healing spell/potion/skill check or beneficial spell or 
  effect; maximum +15
  Action
  PCs refuse to help when asked
  -3
  Per request; no maximum
  Action
  PCs agree to help when asked
  +4
  Per request; maximum +12
  Action
  NPC joins party for any length 
  of time
  +5
  Does not stack with subsequent iterations of itself 
  (maximum effect +5 no matter how many times NPC joins 
  party)
  Action
  PCs save this NPC’s life
  +15
  Either as part of a Quest, or as an offer made of the 
  party’s own initiative
  Conversation
  PCs fail at an Intimidate check 
  for any reason
  -2
  Per failed check; no maximum
  Investigation
  PCs discover something 
  fundamental about this villain’s 
  MO or deeds and/or discovers 
  lair or residence
  -10
  “Fundamental” is left to the GM to adjudicate; stacks with 
  other Investigation modifiers
  Investigation
  PCs rescue a victim, recover a 
  corpse, or otherwise “undo” or 
  find hard evidence of death at 
  the hands of this villain
  -10
  Initial and first-time-only; -2 per additional victim or 
  evidence beyond the first; no limit; stacks with other 
  Investigation modifiers
  Investigation
  PCs give evidence of this villain’s 
  crimes to authorities
  -8
  Stacks with other Investigation modifiers
  
  292
  Dry Cult
  Dry Cult Bloodletter
  CR 2; XP 450
    Low
    Moderate
    Advanced
    Elite
  Challenge CR 2 
  XP 450
  CR 6 
  XP 2,300
  CR 10 
  XP 5,900
  CR 14 
  XP 11,500
  Class / HD Fighter 2
  Fighter 6
  Fighter 10
  Fighter 14
  Size / Aln
  Small CE 
  Halfling (Lightfoot)
  Small CE 
  Halfling (Lightfoot)
  Small CE 
  Halfling (Lightfoot)
  Small CE 
  Halfling (Lightfoot)
  HP
  22
  60
  9
  128
  Armor 
  Class
  15
  16
  17
  19
  Speed
  Walk 25’
  Walk 25’
  Walk 25’
  Walk 25’
  Ability 
  Scores / 
  Saves
  STR    13 (+3) 
  DEX   13 (+1) 
  CON  16 (+5) 
  INT      8 (-1) 
  WIS     7 (-2) 
  CHA  13 (+1)
  STR    15 (+5) 
  DEX   13 (+1) 
  CON  18 (+7) 
  INT      8 (-1) 
  WIS     7 (-2) 
  CHA  13 (+1)
  STR    17 (+7) 
  DEX   13 (+1) 
  CON  18 (+8) 
  INT      8 (-1) 
  WIS     7 (-2) 
  CHA  13 (+1)
  STR    20 (+10) 
  DEX   14 (+2) 
  CON  18 (+9) 
  INT      8 (-1) 
  WIS     7 (-2) 
  CHA  13 (+1)
  Skills
  -
  -
  -
  -
  Saves
  -
  -
  -
  -
  Vulnerabilities
  -
  -
  -
  -
  Immunities -
  -
  -
  -
  Senses
  Passive Perception 10
  Armor - Disadvantage on 
  Stealth
  Passive Perception 11
  Armor - Disadvantage on 
  Stealth
  Passive Perception 12
  Armor - Disadvantage on 
  Stealth
  Passive Perception 13
  Armor - Disadvantage on 
  Stealth
  Languages Common, Halfling
  Attacks
  Melee Greatsword +3 
  (2d6+1)
  Melee Dagger (Small) +3 
  (1d4+1 )
  Ranged Dagger (Small/
  Thrown) 20 ft.’: +3 
  (1d4+1); 60 ft.’: +3 
  (1d4+1) 
  Ranged Crossbow, Heavy 
  (Small) ) --> 100 ft.’: +3 
  (1d10+1); 400 ft.’: +3 
  (1d10+1) 
  Melee +1 Greatsword +6/+6 
  (2d6+3)
  Melee Dagger (Small) +5/+5 
  (1d4+2 ) 
  Ranged Dagger (Small/
  Thrown) 20 ft.’: +5/+5 
  (1d4+2); 60 ft.’: +5/+5 
  (1d4+2) 
  Ranged Crossbow, Heavy 
  (Small) ) --> 100 ft.’: +4/+4 
  (1d10+1); 400 ft.’: +4/+4 
  (1d10+1) 
  Melee +2 Greatsword 
  +9/+9 (2d6+5)
  Melee Dagger (Small) 
  +7/+7 (1d4+3 ) 
  Ranged Dagger (Small/
  Thrown) 20 ft.’: +7/+7 
  (1d4+3); 60 ft.’: +7/+7 
  (1d4+3) 
  Ranged Crossbow, Heavy 
  (Small) ) --> 100 ft.’: +5/+5 
  (1d10+1); 400 ft.’: +5/+5 
  (1d10+1) 
  Melee +3 Greatsword 
  +13/+13/+13 (2d6+8)
  Melee Dagger (Small) 
  +10/+10/+10 (1d4+5 ) 
  Ranged Dagger (Small/
  Thrown) 20 ft.’: 
  +10/+10/+10 (1d4+5); 60 
  ft.’: +10/+10/+10 (1d4+5) 
  Ranged Crossbow, Heavy 
  (Small) ) --> 100 ft.’: 
  +7/+7/+7 (1d10+2); 400 
  ft.’: +7/+7/+7 (1d10+2) 
  Special
  -
  -
  -
  -
  CE; SmallHumanoid (Halfling)
  
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    Low
    Moderate
    Advanced
    Elite
  Proficiencies
   Battleaxe, Blowgun, Club, Crossbow (Hand), Crossbow (Heavy), Crossbow (Light), Dagger, Dart, Flail, Glaive, Greataxe, 
  Greatclub, Greatsword, Halberd, Handaxe, Javelin, Lance, Light Hammer, Longbow, Longsword, Mace, Maul, Morningstar, 
  Net, Pike, Quarterstaff, Rapier, Scimitar, Shortbow, Shortsword, Sickle, Sling, Spear, Trident, Unarmed Strike, War Pick, 
  Warhammer, Whip
  Special 
  Qualities
   Brave, Halfling Nimbleness, 
  Languages, Lucky, Naturally 
  Stealthy, Action Surge, 
  Fighting Style, Second 
  Wind, Great Weapon 
  Fighting
  Brave, Halfling Nimbleness, 
  Languages, Lucky, Naturally 
  Stealthy, Ability Score 
  Improvement, Action Surge, 
  Champion, Extra Attack, 
  Fighting Style, Improved 
  Critical, Martial Archetype, 
  Second Wind, Great Weapon 
  Fighting
  Brave, Halfling Nimbleness, 
  Languages, Lucky, Naturally 
  Stealthy, Ability Score 
  Improvement, Action Surge, 
  Additional Fighting Style, 
  Champion, Extra Attack, 
  Fighting Style, Improved 
  Critical, Indomitable, Martial 
  Archetype, Remarkable 
  Athlete, Second Wind, 
  Great Weapon Fighting, 
  Protection
   Brave, Halfling Nimbleness, 
  Languages, Lucky, Naturally 
  Stealthy, Ability Score 
  Improvement, Action Surge, 
  Additional Fighting Style, 
  Champion, Extra Attack, 
  Fighting Style, Improved 
  Critical, Indomitable, Martial 
  Archetype, Remarkable 
  Athlete, Second Wind, Great 
  Weapon Fighting, Protection 
  Spell-
  casting
  -
  -
  -
  -
  Equipment
  Greatsword (small);
  scale mail;
  heavy crossbow (small);
  crossbow bolts (10x);
  dagger (small)
  +1 Greatsword (small);
  +1 scale mail;
  heavy crossbow (small);
  crossbow bolts (10x);
  dagger (small)
  +2 Greatsword (small);
  +2 scale mail;
  heavy crossbow (small);
  crossbow bolts (10x);
  dagger (small)
  +3 Greatsword (small);
  +3 scale mail;
  heavy crossbow (small);
  crossbow bolts (10x);
  dagger (small)
  Special Abilities
  Brave You have advantage on saving throws against being frightened.
  Halfling Nimbleness You can move through the space of any creature that 
  is of a size larger than yours.
  Languages You can speak, read, and write Common and Halfling. The 
  Halfling language isn’t secret, but halflings are loath to share it with 
  others. They write very little, so they don’t have a rich body of literature. 
  Their oral tradition, however, is very strong. Almost all halflings speak 
  Common to converse with the people in whose lands they dwell or 
  through which they are traveling.
  Lucky When you roll a 1 on an attack roll, ability check, or saving throw, 
  you can reroll the die and must use the new roll.
  Naturally Stealthy You can attempt to hide even when you are obscured 
  only by a creature that is at least one size larger than you.
  Action Surge Starting at 2nd level, you can push yourself beyond your 
  normal limits for a moment. On your turn, you can take one additional 
  action on top of your regular action and a possible bonus action. Once 
  you use this feature, you must finish a short or long rest before you can 
  use it again. You can use this feature 1 time(s) before a rest, but only once 
  on the same turn.
  Champion The archetypal Champion focuses on the development of raw 
  physical power honed to deadly perfection. Those who model themselves 
  on this archetype combine rigorous training with physical excellence to 
  deal devastating blows.
  Extra Attack Beginning at 5th level, you can attack twice, instead of once, 
  whenever you take the Attack action on your turn. The number of attacks 
  increases to three when you reach 11th level in this class and to four 
  when you reach 20th level in this class.
  Improved Critical Beginning when you choose this archetype at 3rd level, 
  your weapon attacks score a critical hit on a roll of 19 or 20.
  Indomitable Beginning at 9th level, you can reroll a saving throw that 
  you fail. If you do so, you must use the new roll, and you can’t use this 
  feature again until you finish a long rest. You can use this feature 2 time(s) 
  between long rests.
  Remarkable Athlete Starting at 7th level, you can add half your proficiency 
  bonus (round up) to any Strength, Dexterity, or Constitution check you 
  make that doesn’t already use your proficiency bonus. In addition, when 
  you make a running long jump, the distance you can cover increases by a 
  number of feet equal to +5.
  Second Wind You have a limited well of stamina that you can draw on to 
  protect yourself from harm. On your turn, you can use a bonus action to 
  regain hit points equal to 1d10 + your fighter level. Once you use this 
  feature, you must finish a short or long rest before you can use it again.
  Great Weapon Fighting When you roll a 1 or 2 on a damage die for an 
  attack you make with a melee weapon that you are wielding with two 
  hands, you can reroll the die and must use the new roll, even if the new 
  roll is a 1 or a 2. The weapon must have the two-handed or versatile 
  property for you to gain this benefit.
  Protection When a creature you can see attacks a target other than 
  you that is within 5 feet of you, you can use your reaction to impose 
  disadvantage on the attack roll. You must be wielding a shield.
  
  294
  Dry Cult
  Dry Cult Pugilist
  CR 2; XP 450
    Low
    Moderate
    Advanced
    Elite
  Challenge CR 2 
  XP 450
  CR 6 
  XP 2,300
  CR 10 
  XP 5,900
  CR 14 
  XP 11,500
  Class / HD Barbarian 2
  Barbarian 6
  Barbarian 10
  Barbarian 14
  Size / Aln
  Medium CE  
  Dwarf (Hill)
  Medium CE  
  Dwarf (Hill)
  Medium CE  
  Dwarf (Hill)
  Medium CE  
  Dwarf (Hill)
  HP
  22
  53
  77
  135
  Armor 
  Class
  12
  13
  14
  15
  Speed
  Walk 25’
  Walk 35’
  Walk 35’
  Walk 35’
  Ability 
  Scores / 
  Saves
  STR    15  (+4) 
  DEX   13 (+1) 
  CON  13 (+3) 
  INT    13 (+1) 
  WIS     9 (-1) 
  CHA  11 (+0)
  STR    17  (+6) 
  DEX   13 (+1) 
  CON  13 (+4) 
  INT    13 (+1) 
  WIS     9 (-1) 
  CHA  11 (+0)
  STR    19  (+8) 
  DEX   13 (+1) 
  CON  13 (+5) 
  INT    13 (+1) 
  WIS     9 (-1) 
  CHA  11 (+0)
  STR    20  (+10) 
  DEX   13 (+1) 
  CON  14 (+7) 
  INT    13 (+1) 
  WIS     9 (-1) 
  CHA  11 (+0)
  Skills
  -
  -
  -
  -
  Saves
  -
  -
  -
  -
  Vulnerabilities
  -
  -
  -
  -
  Immunities -
  -
  -
  -
  Senses
  Passive Perception 11
  Passive Perception 12
  Passive Perception 13
  Passive Perception 14
  Languages Common, Dwarvish
  Attacks
  Melee Dagger +4 (1d4+2 ) 
  Ranged Dagger (Thrown) 20 
  ft.’: +4 (1d4+2); 60 ft.’: +4 
  (1d4+2) 
  Melee Handaxe +4 (1d6+2 ) 
  Ranged Handaxe (Thrown) 
  20 ft.’: +4 (1d6+2); 60 ft.’: 
  +4 (1d6+2) 
  Melee Handaxe +6/+6 
  (1d6+3 ) 
  Ranged Handaxe (Thrown) 
  20 ft.’: +6/+6 (1d6+3); 60 
  ft.’: +6/+6 (1d6+3) 
  Melee Dagger +6 (1d4+3 ) 
  Ranged Dagger (Thrown) 20 
  ft.’: +6/+6 (1d4+3); 60 ft.’: 
  +6/+6 (1d4+3) 
  Melee Handaxe +8/+8 
  (1d6+4 ) 
  Ranged Handaxe (Thrown) 
  20 ft.’: +8/+8 (1d6+4); 60 
  ft.’: +8/+8 (1d6+4) 
  Melee Dagger +8 (1d4+4 ) 
  Ranged  Dagger (Thrown) 
  20 ft.’: +8/+8 (1d4+4); 60 
  ft.’: +8/+8 (1d4+4) 
  Melee Handaxe +10/+10 
  (1d6+5 ) 
  Ranged Handaxe (Thrown) 
  20 ft.’: +10/+10 (1d6+5); 
  60 ft.’: +10/+10 (1d6+5) 
  Melee Dagger +10 (1d4+5 ) 
  Ranged Dagger (Thrown) 20 
  ft.’: +10/+10 (1d4+5); 60 
  ft.’: +10/+10 (1d4+5) 
  Special
  -
  -
  -
  -
  Proficiencies
  Battleaxe, Blowgun, Club, Crossbow (Hand), Crossbow (Heavy), Crossbow (Light), Dagger, Dart, Flail, Glaive, Greataxe, 
  Greatclub, Greatsword, Halberd, Handaxe, Javelin, Lance, Light Hammer, Longbow, Longsword, Mace, Maul, Morningstar, 
  Net, Pike, Quarterstaff, Rapier, Scimitar, Shortbow, Shortsword, Sickle, Sling, Spear, Trident, Unarmed Strike, War Pick, 
  Warhammer, Whip
  CE; Medim Humanoid (Dwarf)
  
  295
  Dry Cult
    Low
    Moderate
    Advanced
    Elite
  Special 
  Qualities
  Darkvision, Dwarven 
  Combat Training, 
  Dwarven Resilience, 
  Dwarven Toughness, 
  Languages, Mason’s 
  Tools, Stonecunning, Tool 
  Proficiency, Danger Sense, 
  Rage, Reckless Attack, 
  Unarmored Defense 
  Darkvision, Dwarven Combat 
  Training, Dwarven Resilience, 
  Dwarven Toughness, 
  Languages, Mason’s 
  Tools, Stonecunning, Tool 
  Proficiency, Ability Score 
  Improvement, Danger Sense, 
  Extra Attack, Fast Movement, 
  Frenzy, Mindless Rage, Path 
  of the Berserker, Primal 
  Path, Rage, Reckless Attack, 
  Unarmored Defense
  Darkvision, Dwarven 
  Combat Training, 
  Dwarven Resilience, 
  Dwarven Toughness, 
  Languages, Mason’s 
  Tools, Stonecunning, Tool 
  Proficiency, Ability Score 
  Improvement, Brutal 
  Critical, Danger Sense, Extra 
  Attack, Fast Movement, 
  Feral Instinct, Frenzy, 
  Intimidating Presence, Path 
  of the Berserker, Primal 
  Path, Rage, Reckless Attack, 
  Unarmored Defense
  Darkvision, Dwarven Combat 
  Training, Dwarven Resilience, 
  Dwarven Toughness, 
  Languages, Mason’s 
  Tools, Stonecunning, Tool 
  Proficiency, Ability Score 
  Improvement, Brutal Critical, 
  Danger Sense, Extra Attack, 
  Fast Movement, Feral 
  Instinct, Frenzy, Path of the 
  Berserker, Primal Path, Rage, 
  Reckless Attack, Relentless 
  Rage, Retaliation, Unarmored 
  Defense
  Spell-
  casting
  -
  -
  -
  -
  Equipment
  Dagger;
  handaxe;
  leather armor
  Dagger;
  handaxe;
  +1 leather armor
  Dagger;
  handaxe;
  +2 leather armor
  Dagger;
  handaxe;
  +3 leather armor
  Special Abilities
  Darkvision Accustomed to life underground, you have superior vision in 
  dark and dim conditions. You can see in dim light within 60 feet of you 
  as if it were bright light, and in darkness as if it were dim light. You can’t 
  discern color in darkness, only shades of gray.
  Dwarven Combat Training You have proficiency with the battleaxe, 
  handaxe, light hammer, and warhammer.
  Dwarven Resilience You have advantage on saving throws against poison, 
  and you have resistance against poison damage (explained in chapter 9).
  Dwarven Toughness Your hit point maximum increases by 1, and it 
  increases by 1 every time you gain a level.
  Languages You can speak, read, and write Common and Dwarvish. 
  Dwarvish is full of hard consonants and guttural sounds, and those 
  characteristics spill over into whatever other language a dwarf might 
  speak.
  Mason’s Tools Proficient with Artisan Mason’s Tools.
  Stonecunning Whenever you make an Intelligence (History) check related 
  to the origin of stonework, you are considered proficient in the History 
  skill and add double your proficiency bonus to the check, instead of your 
  normal proficiency bonus.
  Brutal Critical Beginning at 9th level, you can roll 2 additional weapon 
  damage die when determining the extra damage for a critical hit with a 
  melee attack.
  Danger Sense At 2nd level, you gain an uncanny sense of when things 
  nearby aren’t as they should be, giving you an edge when you dodge away 
  from danger. You have advantage on Dexterity saving throws against 
  effects that you can see, such as traps and spells. To gain this benefit, you 
  can’t be blinded, deafened, or incapacitated.
  Extra Attack Beginning at 5th level, you can attack twice, instead of once, 
  whenever you take the Attack action on your turn.
  Fast Movement Starting at 5th level, your speed increases by 10 feet 
  while you aren’t wearing heavy armor.
  Feral Instinct By 7th level, your instincts are so honed that you have 
  advantage on initiative rolls. Additionally, if you are surprised at the 
  beginning of combat and aren’t incapacitated, you can act normally on 
  your first turn, but only if you enter your rage before doing anything else 
  on that turn.
  Frenzy Starting when you choose this path at 3rd level, you can go into 
  a frenzy when you rage. If you do so, for the duration of your rage you 
  can make a single melee weapon attack as a bonus action on each of 
  your turns after this one. When your rage ends, you suffer one level of 
  exhaustion (as described in appendix A).
  Path of the Berserker For some barbarians, rage is a means to an end--that 
  end being violence. The Path of the Berserker is a path of untrammeled 
  fury, slick with blood. As you enter the berserker’s rage, you thrill in the 
  chaos of battle, heedless of your own health or well-being.
  Rage In battle, you fight with primal ferocity. On your turn, you can enter 
  a rage as a bonus action. While raging, you gain the following benefits if 
  you aren’t wearing heavy armor: You have advantage on Strength checks 
  and Strength saving throws. When you make a melee weapon attack 
  using Strength, you gain a bonus to the damage roll equal to 3. You have 
  resistance to bludgeoning, piercing, and slashing damage. If you are able 
  to cast spells, you can’t cast them or concentrate on them while raging. 
  Your rage lasts for 1 minute. It ends early if you are knocked unconscious 
  or if your turn ends and you haven’t attacked a hostile creature since your 
  last turn or taken damage since then. You can also end your rage on your 
  turn as a bonus action. Once you have raged the number of times equal 
  to 5, you must finish a long rest before you can rage again.
  Reckless Attack Starting at 2nd level, you can throw aside all concern 
  for defense to attack with fierce desperation. When you make your first 
  attack on your turn, you can decide to attack recklessly. Doing so gives 
  you advantage on melee weapon attack rolls using Strength during this 
  turn, but attack rolls against you have advantage until your next turn.
  Relentless Rage Starting at 11th level, your rage can keep you fighting 
  despite grievous wounds. If you drop to 0 hit points while you’re raging 
  and don’t die outright, you can make a DC 10 Constitution saving throw. 
  If you succeed, you drop to 1 hit point instead. Each time you use this 
  feature after the first, the DC increases by 5. When you finish a short or 
  long rest, the DC resets to 10.
  Retaliation Starting at 14th level, when you take damage from a creature 
  that is within 5 feet of you. you can use your reaction to make a melee 
  weapon attack against that creature.
  Unarmored Defense While you are not wearing any armor, your Armor 
  Class equals 10 + your Dexterity modifier + your Constitution modifier. 
  You can use a shield and still gain this benefit.
  
  296
  Dry Cult
  Dry Cult High Razor
  CR 5; XP 1,800
    Low
    Moderate
    Advanced
    Elite
  Challenge CR 5 
  XP 1,800
  CR 9 
  XP 5,000
  CR 13 
  XP 10,000
  CR 17 
  XP 18,000
  Class / HD Cleric 5
  Cleric 9
  Cleric 13
  Cleric 17
  Size / Aln
  Medium CE 
  Tiefling
  Medium CE 
  Tiefling
  Medium CE 
  Tiefling
  Medium CE 
  Tiefling
  HP
  28
  44
  68
  87
  Armor 
  Class
  18
  19
  20
  21
  Speed
  Walk 30’
  Walk 30’
  Walk 30’
  Walk 30’
  CE; Medium Humanoid (Tiefling)
  
  297
  Dry Cult
    Low
    Moderate
    Advanced
    Elite
  Ability 
  Scores / 
  Saves
  STR    15  (+2) 
  DEX   13 (+1) 
  CON  10 (+0) 
  INT      7 (-2) 
  WIS   18 (+7) 
  CHA  13 (+4)
  STR    15  (+2) 
  DEX   13 (+1) 
  CON  10 (+0) 
  INT      7 (-2) 
  WIS   20 (+9) 
  CHA  13 (+5)
  STR    17  (+3) 
  DEX   13 (+1) 
  CON  10 (+0) 
  INT      7 (-2) 
  WIS   20 (+10) 
  CHA  13 (+6)
  STR    19  (+4) 
  DEX   13 (+1) 
  CON  10 (+0) 
  INT      7 (-2) 
  WIS   20 (+11) 
  CHA  13 (+7)
  Skills
  -
  -
  -
  -
  Saves
  -
  -
  -
  -
  Vulnerabilities
  -
  -
  -
  -
  Immunities -
  -
  -
  -
  Senses
  Passive Perception 14
  Armor - Disadvantage on 
  Stealth
  Passive Perception 15
  Armor - Disadvantage on 
  Stealth
  Passive Perception 15
  Armor - Disadvantage on 
  Stealth
  Passive Perception 15
  Armor - Disadvantage on 
  Stealth
  Languages Common, Infernal
  Attacks
  Melee Mace +5 (1d6+2 ) 
  Melee Dagger +5 (1d4+2 ) 
  Ranged Dagger (Thrown) 20 
  ft.’: +5 (1d4+2); 60 ft.’: +5 
  (1d4+2) 
  Ranged Crossbow, Light ) 
  --> 80 ft.’: +4 (1d8+1); 320 
  ft.’: +4 (1d8+1) 
  Melee Mace (Weapon +1) 
  +7 (1d6+3 ) 
  Melee Dagger +6 (1d4+2 ) 
  Ranged Dagger (Thrown) 20 
  ft.’: +6 (1d4+2); 60 ft.’: +6 
  (1d4+2) 
  Ranged Crossbow, Light ) --> 
  80 ft.’: +5 (1d8+1); 320 ft.’: 
  +5 (1d8+1) 
  Melee Mace (Weapon +2) 
  +10 (1d6+5 ) 
  Melee Dagger +8 (1d4+3 ) 
  Ranged Dagger (Thrown) 
  20 ft.’: +8 (1d4+3); 60 ft.’: 
  +8 (1d4+3) 
  Ranged Crossbow, Light ) 
  --> 80 ft.’: +6 (1d8+1); 320 
  ft.’: +6 (1d8+1) 
  Melee Mace (Weapon +3) 
  +13 (1d6+7 ) 
  Melee Dagger +10 (1d4+4 ) 
  Ranged Dagger (Thrown) 20 
  ft.’: +10 (1d4+4); 60 ft.’: 
  +10 (1d4+4) 
  Ranged Crossbow, Light ) --> 
  80 ft.’: +7 (1d8+1); 320 ft.’: 
  +7 (1d8+1) 
  Special
  -
  -
  -
  -
  Proficiencies
  Club, Crossbow (Light), Dagger, Dart, Greatclub, Handaxe, Javelin, Light Hammer, Mace, Quarterstaff, Shortbow, Sickle, 
  Sling, Spear, Unarmed Strike
  Special 
  Qualities
  Darkvision, Hellish 
  Resistance, Infernal Legacy, 
  Languages, Ability Score 
  Improvement, Bonus 
  Proficiency, Cantrips, 
  Channel Divinity, Channel 
  Divinity: Preserve Life, 
  Channel Divinity: Turn 
  Undead, Destroy Undead 
  (CR 1/2), Disciple of Life, 
  Divine Domain, Spellcasting 
  Ability 
  Darkvision, Hellish 
  Resistance, Infernal Legacy, 
  Languages, Ability Score 
  Improvement, Blessed 
  Healer, Bonus Proficiency, 
  Cantrips, Channel Divinity, 
  Channel Divinity: Preserve 
  Life, Channel Divinity: Turn 
  Undead, Destroy Undead (CR 
  1), Disciple of Life, Divine 
  Domain, Divine Strike, 
  Spellcasting Ability
  Darkvision, Hellish 
  Resistance, Infernal Legacy, 
  Languages, Ability Score 
  Improvement, Blessed 
  Healer, Bonus Proficiency, 
  Cantrips, Channel Divinity, 
  Channel Divinity: Preserve 
  Life, Channel Divinity: Turn 
  Undead, Destroy Undead 
  (CR 2), Disciple of Life, 
  Divine Domain, Divine 
  Intervention, Divine Strike, 
  Spellcasting Ability
  Darkvision, Hellish 
  Resistance, Infernal Legacy, 
  Languages, Ability Score 
  Improvement, Blessed 
  Healer, Bonus Proficiency, 
  Cantrips, Channel Divinity, 
  Channel Divinity: Preserve 
  Life, Channel Divinity: Turn 
  Undead, Destroy Undead (CR 
  4), Disciple of Life, Divine 
  Domain, Divine Intervention, 
  Divine Strike, Spellcasting 
  Ability, Supreme Healing
  
  298
  Dry Cult
    Low
    Moderate
    Advanced
    Elite
  Spell-
  casting
  Save DC 15; Spell Atk +7
  3rd: dispel magic; revivify
  2nd: hold person; silence; 
  spiritual weapon
  1st: bane; bless; inflict 
  wounds; shield of faith
  Save DC 17; Spell Atk +9
  5th: contagion
  4th: death ward; freedom of 
  movement; stone shape
  3rd: dispel magic; revivify; 
  water walk
  2nd: hold person; silence; 
  spiritual weapon
  1st: bane; bless; inflict 
  wounds; shield of faith
  Save DC 18; Spell Atk +10
  7th: fire storm
  6th: true seeing
  5th: contagion; scrying
  4th: death ward; freedom of 
  movement; stone shape
  3rd: dispel magic; revivify; 
  water walk
  2nd: hold person; silence; 
  spiritual weapon
  1st: bane; bless; inflict 
  wounds; shield of faith
  Save DC 19; Spell Atk +11
  9th: gate
  8th: holy aura
  7th: fire storm
  6th: true seeing
  5th: contagion; scrying
  4th: death ward; freedom of 
  movement; stone shape
  3rd: dispel magic; revivify; 
  water walk
  2nd: hold person; silence; 
  spiritual weapon
  1st: bane; bless; inflict 
  wounds; shield of faith
  Equipment
  Mace;
  scale mail;
  shield;
  light crossbow;
  crossbow bolts (10x);
  dagger
  +1 Mace;
  +1 scale mail;
  shield;
  light crossbow;
  crossbow bolts (10x);
  dagger
  +2 Mace;
  +2 scale mail;
  shield;
  light crossbow;
  crossbow bolts (10x);
  dagger
  +3 Mace;
  +3 scale mail;
  shield;
  light crossbow;
  crossbow bolts (10x);
  dagger
  Special Abilities
  Darkvision Thanks to your infernal heritage, you have superior vision in 
  dark and dim conditions. You can see in dim light within 60 feet of you 
  as if it were bright light, and in darkness as if it were dim light. You can’t 
  discern color in darkness, only shades of gray.
  Hellish Resistance You have resistance to fire damage.
  Infernal Legacy You know the thaumaturgy cantrip. Once you reach 3rd 
  level, you can cast the hellish rebuke spell once per day as a 2nd-level 
  spell. Once you reach 5th level, you can also cast the darkness spell once 
  per day. Charisma is your spellcasting ability for these spells. Spell save DC 
  15.
  Languages You can speak, read, and write Common and Infernal.
  Blessed Healer Beginning at 6th level, the healing spells you cast on 
  others heal you as well. When you cast a spell of 1st level or higher that 
  restores hit points to a creature other than you, you regain hit points equal 
  to 2 + the spell’s level.
  Bonus Proficiency When you choose this domain at 1st level, you gain 
  proficiency with heavy armor.
  Channel Divinity At 2nd level, you gain the ability to channel divine energy 
  directly from your deity, using that energy to fuel magical effects. You 
  start with two such effects: Turn Undead and an effect determined by 
  your domain. Some domains grant you additional effects as you advance 
  in levels, as noted in the domain description. When you use your Channel 
  Divinity, you choose which effect to create. You must then finish a short 
  or long rest to use your Channel Divinity again. Some Channel Divinity 
  effects require saving throws. When you use such an effect from this 
  class, the DC equals your cleric spell save DC. You can use your Channel 
  Divinity 2 times between rests. When you finish a short or long rest, you 
  regain your expended uses.
  Channel Divinity: Preserve Life Starting at 2nd level, you can use your 
  Channel Divinity to heal the badly injured. As an action, you present your 
  holy symbol and evoke healing energy that can restore a number of hit 
  points equal to 85. Choose any creatures within 30 feet of you, and divide 
  those hit points among them. This feature can restore a creature to no 
  more than half of its hit point maximum. You can’t use this feature on an 
  undead or a construct.
  Channel Divinity: Turn Undead As an action, you present your holy symbol 
  and speak a prayer censuring the undead. Each undead that can see or 
  hear you within 30 feet of you must make a Wisdom saving throw. If the 
  creature fails its saving throw, it is turned for 1 minute or until it takes 
  any damage. A turned creature must spend its turns trying to move as far 
  away from you as it can, and it can’t willingly move to a space within 30 
  feet of you. It also can’t take reactions. For its action, it can use only the 
  Dash action or try to escape from an effect that prevents it from moving. 
  If there’s nowhere to move, the creature can use the Dodge action.
  Destroy Undead (CR 4) Starting at 5th level, when an undead fails its 
  saving throw against your Turn Undead feature, the creature is instantly 
  destroyed if its challenge rating is at or below a certain threshold, as 
  shown in the Destroy Undead table.
  Disciple of Life Also starting at 1st level, your healing spells are more 
  effective. Whenever you use a spell of 1st level or higher to restore hit 
  points to a creature, the creature regains additional hit points equal to 2 + 
  the spell’s level.
  Divine Intervention Beginning at 10th level, you can call on your deity to 
  intervene on your behalf when your need is great. Imploring your deity’s 
  aid requires you to use your action. Describe the assistance you seek, and 
  roll percentile dice. If you roll a number equal to or lower than 17, then 
  your deity intervenes. The DM chooses the nature of the intervention; 
  the effect of any cleric spell or cleric domain spell would be appropriate. 
  If your deity intervenes, you can’t use this feature again for 7 days. 
  Otherwise, you can use it again after you finish a long rest. At 20th level, 
  your call for intervention succeeds automatically, no roll required.
  Divine Strike At 8th level, you gain the ability to infuse your weapon 
  strikes with divine energy. Once on each of your turns when you hit a 
  creature with a weapon attack, you can cause the attack to deal an extra 
  2d8 radiant damage to the target.
  Supreme Healing Starting at 17th level, when you would normally roll 
  one or more dice to restore hit points with a spell, you instead use the 
  highest number possible for each die. For example, instead of restoring 
  2d6 hit points to a creature, you restore 12.
  
  299
  Gottrack
  Gottrack the Vibrant
  
  300
  Gottrack
  Gottrack the Vibrant
  Overview
  Lithe and burly, charismatic half-orc who has made a career 
  out of personal training.  
  However, in addition to being a Fighter, he’s an Illusionist 
  who hypnotises his clients, either to take physical advantage 
  of them, for social favors or influence, for monetary gain, or 
  to acquire secrets and information.  
  He’s involved in a black market for such services as well.
  Appearance
  Gottrack wears leather armor, and wields a warhammer and 
  buckler shield.  He’s nimble on his feet, and spends part of 
  each day training himself.
  He takes pride in his appearance, knowing it to be a part of 
  his sales efforts and eventual success.
  Background
  Gottrack was once an aspiring fighter, a squire of the highest 
  order to a well-known and much-beloved knight in his home 
  city.
  One day, however, that knight to whom he had grown quite 
  devoted took advantage of him, over his protests, beating 
  him both during and after the horrific act.  
  Despite his obvious pain and suffering, Gottrack was not 
  believed, and as a result of his “baseless” claim, lost his 
  position and his reputation.  Within the span of a week, he 
  went from starry-eyed optimist to penniless and homeless 
  deadbeat.
  Gottrack vowed vengeance, but it would be long in the 
  coming.  Destitute and on the streets with no employment, 
  he turned to all manner of nefarious act to keep his belly full 
  and to gather funds to escape from his new life in the gutter.
  Over the course of eight years, he grew in capability and 
  wealth, until he could finally afford to move to a new city 
  and start a new life, leaving his old one and all of its shame 
  behind.  
  He moved a few hundred miles away from his home town, 
  and set up shop as a fighting instructor and tutor.  It was, 
  after all, not too far removed from his profession as it had 
  been, and he was a burly and quite skilled half-orc when it 
  came down to it.  He discovered that he had a knack, not only 
  for helping people... but also for capitalizing on the trust 
  that such a relationship inherently placed in someone in his 
  position.
  In the course of his growth, and in large part as a result of 
  his newfound ability to victimize his clients, he has long 
  forgotten his original vow of vengeance.  This is less a 
  “living well is the best revenge” sort of effect, and more an 
  honest forgetfulness: though the event still drives his deeds, 
  it is in an abstract manner, for Gottrack has repressed the 
  particulars as a coping mechanism.
  Demeanor
  Gottrack is affable, companionable, and cheerful.  Though 
  his skills are well-regarded, and his talents considerable, 
  he seems at first blush much more a tavern buddy than a 
  formidable fighter and trainer.
  He jokes, he kids, and he treats his clients much like friends.  
  A few of his clientele have described him as being like “a 
  drinking buddy with a warhammer”.  
  Gottrack himself would be thrilled to hear himself described 
  as such... even as he blackmails those same clients.
  Combat Tactics
  Gottrack is a skilled combatant, but knows his skills and the 
  odds; he will withdraw if necessary.
  He can be ruthless in combat, but if he has learned anything 
  in the last eight years, it is that information and influence 
  are far more powerful weapons than his warhammer.  
  Whether he is winning the fight or not, if one side has a 
  fighter who is reduced to less than 1/3 their maximum hit 
  point value, he will try to call a truce to understand what is 
  going on, and to see if there is a way out of the situation to 
  mutual advantage.
  If attacked after making this offer, he will fight to the death.
  Modus Operandi
  Gottrack’s approach is somewhat straightforward: learn 
  secrets about your his clients, and then blackmail or sell 
  those secrets.
  No matter what his attitude or demeanor toward them might 
  seem, Gottrack views all his customers as means to an end, 
  and that end is getting richer or more powerful, or having 
  favors performed for him.  Having the rich and powerful 
  subjected to his will delights the half-orc to no end.
  Selling or blackmailing matters not to him, so long as one is 
  more profitable than the other.
  He will try to get most secrets from simple companionship 
  and conversation; this works in most cases.  If it does not, he 
  will employ magic, charm, and as a last resort, threats, to get 
  information.
  Notoriety
  Gottrack has a reputation both as a competent instructor, 
  and as a gossip.  Despite this rumor, however, people still 
  continue to tell him secrets in casual conversation.
  
  301
  Gottrack
  
  302
  Gottrack
  FlexTable 20: Gottrack the Vibrant Rumors & Lore
  A
  B
  C
  D
  DC
  Description
  Veracity
  -
  -
  -
  01-30
  -
  No Rumor
  No information is obtained.
  01-14
  01-14
  01-14
  31-39
  12
  A half-orc trainer has a wink 
  in his eye, and a bulge in his 
  shorts.
    Partially True.  Gottrack is hardly 
  above flirting with his female clientele, 
  or the wives or mothers of his younger 
  students.  But this is not his typical way of 
  operating.
  15-29
  15-30
  15-30
  01-30
  13
  Though his skills are 
  excellent, there is a half-orc 
  trainer who has been known 
  to blackmail anyone who he 
  gathers enough information 
  on.
    True.  This is a common approach for 
  Gottrack.
  30-44
  31-45
  31-45
  31-39
  14
  Gottrack the Vibrant?  He’s 
  a combat trainer.  None 
  better.  Though careful what 
  you say around him, if you 
  don’t want it repeated.
    True.  Gottrack is skilled, and he will 
  share secrets or solicit hush money to 
  prevent it.
  45-59
  46-60
  46-60
  40-49
  15
  If you’re looking for juicy, 
  incriminating gossip, look 
  no further than the city’s 
  half-orc combat trainer.
    True.  Gottrack prefers to profit 
  by sharing or withholding of such 
  information.
  60-74
  60-69
  60-69
  50-59
  16
  Beware the half-orc fighter 
  who trains for coin: his lips 
  are more a weapon than his 
  hammer.
    True.  This speaks to a growing 
  awareness of Gottrack’s business policies.
  75-89
  70-97
  70-94
  60-69
  11
  A half-orc combat trainer 
  can ensorcell his clients into 
  telling them their secrets.
    Partially True.  While Gottrack does 
  employ this approach, he’s found it’s 
  usually not necessary: camraderie and 
  working out are typically enough to get 
  most folk to tell some secrets.
  90-00
  98-00
  95-00
  70-00
  13
  Beware the gaze of the 
  half-orc fighting instructor; 
  he will hypnotize you into 
  divulging your secrets.
    Partially True.  Gottrack does use 
  magic when necessary, but not simple 
  hypnosis.
  Hooks, Integration, & Adventure 
  Seeds
  • Plea of the Innocent: Someone who themselves has been 
  blackmailed, or loves someone who is being blackmailed 
  by Gottrack, asks the PCs’ help in solving the matter. 
  • Faction Quest: A faction member admits to the party that 
  faction secrets are now in the hands of a military trainer.  
  He asks the PCs for their help removing the influence.
  • Faction Impact: A previously well-off faction is 
  impoverished, or a faction cancels a benefit event or 
  planned construction.  The PCs inquire, and learn that 
  they can no longer afford such luxuries, because they are 
  being blackmailed.
  Habits and Logistics
  During the daytime, Gottrack is in his training ring, either 
  performing as a combination of advertising and practice, or 
  actively training one or more customers.
  At night, there is a 
    20% chance he is at a local tavern or 
  inn.  The remainder of the nighttime, he is asleep, or abed 
  with a customer or other romantic liaison.
  Conversation
  Gottrack will generally be affable and jovial.  Part of this is a 
  sales tactic, but ultimately, it’s his personality: he genuinely 
  wants everyone to be his friend.
  Difficult to convey completely in conversation is the 
  underlying motivation for this: he wants to befriend 
  everyone, so he can blackmail or bed them.
  Do you have any connection to this person? 
  (This can be a general question about any victim, actual or 
  suspected.)
   
    “Trained ‘em.  Or, at least, tried to.  Sometimes training 
  just don’t take, you understand?”
  Did you blackmail this person?
  
  303
  Gottrack
   
    “Blackmail?  I think you have me confused with someone 
  else.  I’m in the weapons profession.  Training, using... I 
  don’t deal in information unless you consider knowledge 
  information, which, come to think of it, I suppose it is, 
  isn’t it?  Speaking of which... you interested in coming by 
  some information, along those lines?”
  Attitude Tracker Triggers
  Value
  Action
  <7
  Gottrack considers the party a volatile threat 
  to his success, and will try to attack the party 
  at his earliest convenience.  If in a training 
  session, the fight will turn lethal.
  <13
  Gottrack refuses to speak with the party unless 
  it’s absolutely necessary.  He will avoid them 
  altogether unless they accost him at his place 
  of business.
  >18
  Gottack will give free lessons to any party 
  member.
  >24
  Gottrack will offer to share secrets for coin.
  Organization
  Gottrack has no accomplices, henchmen, or followers.
  Lair / Residence
  Gottrack keeps a modest apartment, and owns a training 
  square in a good location in town.
  Quests & Encounters
    Quest: Confront the Blackmailer
    Summary: The son of a wealthy merchant has recently 
  confronted his mother, who has admitted to an affair 
  with the trainer in town.  He beseeches the party to help 
  him stop Gottrack from blackmailing his mother out of 
  the family fortune.
    Rewards:   
    1,000 gp / 
    3,200 gp / 
    7,000 gp / 
    13,000 gp; up to 
    3 Reward Stars.
    Locations: Any (urban).
    Key NPCs: Gottrack the Vibrant.
    Kickoff: The PCs can come by this request virtually 
  anywhere; someone can come up to them at a tavern, on 
  the street, etc.
    Description:
  It’s not difficult to locate Gottrack, so the real challenge here 
  is in convincing the half-orc to stop his blackmailing.
  Mechanically, this can be resolved one of two ways: talking 
  or fighting.
    Fighting Gottrack will seem illegal in broad daylight 
  without real cause—or at least cause that can be shared.  
  Nevertheless, the PCs will find the half-orc a formidable 
  opponent.  During the fight, Gottrack will solicit 
  the crowd’s favor, and ask for the town militia to be 
  summoned to his defense.   
   
  If they win, the party still comes by the monetary reward 
  promised, but they will have the law to contend with, and 
  earn no 
    Reward Stars.
    Talking it over is a bit more beneficial.  This takes the 
  form of the following Skill Challenge:
    Confronting the Blackmailer
  First Check: Intimidate or Diplomacy, opposed by 
  Gottrack’s Bluff or Diplomacy.  Failure causes Gottrack 
  to cease conversation.  After the first such failure, the PCs 
  may restart the challenge, but all their checks will suffer 
  a -2 circumstance penalty; failure this second time causes 
  Gottrack to attack the PCs.  Success either time advances to 
  the Second Check.
  Second Check: Sense Motive, opposed by Gottrack’s 
  Intimidate.  Failure reverts to the First Check above; success 
  advances.
  Third Check: Diplomacy or Bluff, opposed by Gottrack’s 
  Bluff.  Success convinces Gottrack to stop blackmailing the 
  boy’s mother; failure reverts all the way back to the First 
  Check.
  Fourth Check: If the PCs push their luck, they can try 
  and convince Gottrack not to blackmail or trade in secrets 
  any more.  This requires two successive Diplomacy or 
  Intimidate checks, opposed by Gottrack’s Bluff, Diplomacy, 
  or Intimidate.  Success means Gottrack gives up his secret-
  stealing ways.  Failure reverts all the way back to First Check 
  above.
    Getting Gottrack to stop blackmailing the child’s mother 
  is worth 
    1 Reward Star; convincing him to stop his 
  miscreant ways altogether is worth an additional 
    2 
  Reward Stars.
  
  304
  Gottrack
  Gottrack the Vibrant
  CR 4; XP 1,100
    Low
    Moderate
    Advanced
    Elite
  Challenge CR 4 
  XP 1,100
  CR 8 
  XP 3,900
  CR 12 
  XP 8,400
  CR 16 
  XP 15,00
  Class / HD Fighter 4
  Fighter 8
  Fighter 12
  Fighter 16
  Size / Aln
  Medium NE  
  Half-Orc
  Medium NE  
  Half-Orc
  Medium NE  
  Half-Orc
  Medium NE  
  Half-Orc
  HP
  24
  50
  79
  120
  Armor 
  Class
  14
  16
  19
  22
  Speed
  Walk 30’
  Walk 30’
  Walk 30’
  Walk 30’
  Ability 
  Scores / 
  Saves
  STR    19 (+6) 
  DEX   13 (+1) 
  CON  10 (+2) 
  INT    16 (+3) 
  WIS     7 (-2) 
  CHA  15 (+2)
  STR    20 (+8) 
  DEX   13 (+1) 
  CON  13 (+4) 
  INT    16 (+3) 
  WIS     7 (-2) 
  CHA  15 (+2)
  STR    20 (+9) 
  DEX   15 (+2) 
  CON  13 (+5) 
  INT    16 (+3) 
  WIS     7 (-2) 
  CHA  15 (+2)
  STR    20 (+9) 
  DEX   15 (+2) 
  CON  13 (+5) 
  INT    16 (+3) 
  WIS     7 (-2) 
  CHA  15 (+2)
  Skills
  -
  -
  -
  -
  Saves
  -
  -
  -
  -
  Vulnerabilities
  -
  -
  -
  -
  Immunities -
  -
  -
  -
  Senses
  Passive Perception 10
  Passive Perception 11
  Passive Perception 12
  Passive Perception 13
  Languages Common, Orc
  Attacks
  Melee Warhammer +6 
  (1d8+6 ) 
  Melee Dagger +6 (1d4+6 ) 
  Ranged Dagger (Thrown) 20 
  ft.’: +6 (1d4+4); 60 ft.’: +6 
  (1d4+4) 
  Ranged Crossbow, Heavy ) 
  --> 100 ft.’: +3 (1d10+1); 
  400 ft.’: +3 (1d10+1) 
  Melee Warhammer (Weapon 
  +1) +9/+9 (1d8+8 ) 
  Melee Dagger +8/+8 
  (1d4+7) 
  Ranged Dagger (Thrown) 20 
  ft.’: +8/+8 (1d4+5); 60 ft.’: 
  +8/+8 (1d4+5) 
  Ranged Crossbow, Heavy 
  ) --> 100 ft.’: +4/+4 
  (1d10+1); 400 ft.’: +4/+4 
  (1d10+1) 
  Melee Warhammer 
  (Weapon +2) +11/+11/+11 
  (1d8+9 ) 
  Melee Dagger +9/+9/+9 
  (1d4+7 ) 
  Ranged Dagger (Thrown) 
  20 ft.’: +9/+9/+9 (1d4+5); 
  60 ft.’: +9/+9/+9 (1d4+5) 
  Ranged Crossbow, Heavy 
  ) --> 100 ft.’: +6/+6/+6 
  (1d10+2); 400 ft.’: 
  +6/+6/+6 (1d10+2) 
  Melee Warhammer (Weapon 
  +3) +13/+13/+13 (1d8+10 ) 
  Melee Dagger +10/+10/+10 
  (1d4+7 ) 
  Ranged Dagger (Thrown) 20 
  ft.’: +10/+10/+10 (1d4+5); 
  60 ft.’: +10/+10/+10 
  (1d4+5) 
  Ranged Crossbow, Heavy 
  ) --> 100 ft.’: +8/+8/+8 
  (1d10+3); 400 ft.’: 
  +8/+8/+8 (1d10+3) 
  Special
  -
  -
  -
  -
  NE; Medium Humanoid (Human, Orc)
  
  305
  Gottrack
    Low
    Moderate
    Advanced
    Elite
  Proficiencies
  Battleaxe, Blowgun, Club, Crossbow (Hand), Crossbow (Heavy), Crossbow (Light), Dagger, Dart, Flail, Glaive, Greataxe, 
  Greatclub, Greatsword, Halberd, Handaxe, Javelin, Lance, Light Hammer, Longbow, Longsword, Mace, Maul, Morningstar, 
  Net, Pike, Quarterstaff, Rapier, Scimitar, Shortbow, Shortsword, Sickle, Sling, Spear, Trident, Unarmed Strike, War Pick, 
  Warhammer, Whip
  Special 
  Qualities
  Darkvision, Languages, 
  Menacing, Relentless 
  Endurance, Savage Attacks, 
  Ability Score Improvement, 
  Action Surge, Champion, 
  Fighting Style, Improved 
  Critical, Martial Archetype, 
  Second Wind, Dueling
  Darkvision, Languages, 
  Menacing, Relentless 
  Endurance, Savage Attacks, 
  Ability Score Improvement, 
  Action Surge, Champion, 
  Extra Attack, Fighting Style, 
  Improved Critical, Martial 
  Archetype, Remarkable 
  Athlete, Second Wind, 
  Dueling
  Darkvision, Languages, 
  Menacing, Relentless 
  Endurance, Savage Attacks, 
  Ability Score Improvement, 
  Action Surge, Additional 
  Fighting Style, Champion, 
  Extra Attack, Fighting 
  Style, Improved Critical, 
  Indomitable, Martial 
  Archetype, Remarkable 
  Athlete, Second Wind, 
  Dueling, Protection
  Darkvision, Languages, 
  Menacing, Relentless 
  Endurance, Savage Attacks, 
  Ability Score Improvement, 
  Action Surge, Additional 
  Fighting Style, Champion, 
  Extra Attack, Fighting 
  Style, Improved Critical, 
  Indomitable, Martial 
  Archetype, Remarkable 
  Athlete, Second Wind, 
  Superior Critical, Dueling, 
  Protection
  Spell-
  casting
  -
  -
  -
  -
  Equipment
  Warhammer;
  leather armor;
  shield;
  heavy crossbow;
  crossbow bolts (10x);
  dagger
  +1 Warhammer;
  +1 leather armor;
  +1 shield;
  heavy crossbow;
  crossbow bolts (10x);
  dagger
  +2 Warhammer;
  +2 leather armor;
  +2 shield;
  heavy crossbow;
  crossbow bolts (10x);
  dagger
  +3 Warhammer;
  +3 leather armor;
  +3 shield;
  heavy crossbow;
  crossbow bolts (10x);
  dagger
  Special Abilities
  Darkvision Thanks to your orc blood, you have superior vision in dark and 
  dim conditions. You can see in dim light within 60 feet of you as if it were 
  bright light, and in darkness as if it were dim light. You can’t discern color 
  in darkness, only shades of gray.
  Languages You can speak, read, and write Common and Orc. Orc is a 
  harsh, grating language with hard consonants. It has no script of its own 
  but is written in the Dwarvish script.
  Menacing You gain proficiency in the Intimidation skill.
  Relentless Endurance When you are reduced to 0 hit points but not killed 
  outright, you can drop to 1 hit point instead. You can’t use this feature 
  again until you finish a long rest.
  Savage Attacks When you score a critical hit with a melee weapon attack, 
  you can roll one of the weapon’s damage dice one additional time and add 
  it to the extra damage of the critical hit.
  Action Surge Starting at 2nd level, you can push yourself beyond your 
  normal limits for a moment. On your turn, you can take one additional 
  action on top of your regular action and a possible bonus action. Once 
  you use this feature, you must finish a short or long rest before you can 
  use it again. You can use this feature 1 time(s) before a rest, but only once 
  on the same turn.
  Champion The archetypal Champion focuses on the development of raw 
  physical power honed to deadly perfection. Those who model themselves 
  on this archetype combine rigorous training with physical excellence to 
  deal devastating blows.
  Extra Attack Beginning at 5th level, you can attack twice, instead of once, 
  whenever you take the Attack action on your turn. The number of attacks 
  increases to three when you reach 11th level in this class and to four 
  when you reach 20th level in this class.
  Improved Critical Beginning when you choose this archetype at 3rd level, 
  your weapon attacks score a critical hit on a roll of 19 or 20.
  Indomitable Beginning at 9th level, you can reroll a saving throw that you 
  fail. If you do so, you must use the new roll, and you can’t use this feature 
  again until you finish a long rest. You can use this feature 2 time(s) 
  between long rests.
  Remarkable Athlete Starting at 7th level, you can add half your proficiency 
  bonus (round up) to any Strength, Dexterity, or Constitution check you 
  make that doesn’t already use your proficiency bonus. In addition, when 
  you make a running long jump, the distance you can cover increases by a 
  number of feet equal to +5.
  Second Wind You have a limited well of stamina that you can draw on to 
  protect yourself from harm. On your turn, you can use a bonus action to 
  regain hit points equal to 1d10 + your fighter level. Once you use this 
  feature, you must finish a short or long rest before you can use it again.
  Superior Critical Starting at 15th level, your weapon attacks score a 
  critical hit on a roll of 18-20.
  Dueling When you are wielding a melee weapon in one hand and no other 
  weapons, you gain a +2 bonus to damage rolls with that weapon.
  Protection When a creature you can see attacks a target other than 
  you that is within 5 feet of you, you can use your reaction to impose 
  disadvantage on the attack roll. You must be wielding a shield.
  
  306
  Gottrack
  Table 23: Attitude Modifiers for Gottrack the Vibrant
  Starting Attitude:  
  18 (Indifferent)
  Name
  Condition
  Effect
  Notes
  Action
  PCs attack without provocation
  -15
  Does not stack with other attack-based modifiers
  Action
  PCs attack with provocation
  -10
  Does not stack with other attack-based modifiers
  Conversation
  PCs threaten violence
  -5
  -
  Action
  NPC witnesses the PCs commit a 
  crime
  +1
  Assumes the crime does not involve the NPC; stacks with 
  other modifiers that involve crimes against the NPC; does 
  not stack with other “witnesses crime” modifiers
  Action
  NPC witnesses the PCs commit 
  murder
  +2
  Assumes the crime does not involve the NPC; stacks with 
  other modifiers that involve crimes against the NPC; does 
  not stack with other “witnesses crime” modifiers
  Action
  NPC witnesses the PCs commit 
  murder in self-defense
  +1
  Assumes the crime does not involve the NPC; stacks with 
  other modifiers that involve crimes against the NPC; does 
  not stack with other “witnesses crime” modifiers
  Action
  Villain witnesses the PCs 
  discussing the villain and/or 
  their henchmen
  -4
  Does not stack with other “witness” modifiers
  Action
  PCs defend this NPC against 
  violence
  +10
  Does not stack with other “witness” modifiers
  Conversation
  PCs attempt a bribe (for 
  information, for action)
  -1
  GM’s discretion as to whether the bribe produces results 
  (positive or negative!)
  Conversation
  PCs share Rumors / Lore 
  +1
  Per each Rumor shared; maximum +4
  Extant
  One or more PCs have been 
  arrested
  +2
  Per offense, no limit
  Extant
  PCs have slain a guard, but have 
  not been caught
  +5
  Per offense, maximum -15 total
  Action
  PCs heal or “boon” this NPC
  +5
  Per healing spell/potion/skill check or beneficial spell or 
  effect; maximum +15
  Action
  PCs refuse to help when asked
  -3
  Per request; no maximum
  Action
  PCs agree to help when asked
  +4
  Per request; maximum +12
  Action
  NPC joins party for any length 
  of time
  +5
  Does not stack with subsequent iterations of itself 
  (maximum effect +5 no matter how many times NPC joins 
  party)
  Action
  PCs save this NPC’s life
  +15
  Either as part of a Quest, or as an offer made of the 
  party’s own initiative
  Conversation
  PCs fail at an Intimidate check 
  for any reason
  -2
  Per failed check; no maximum
  Investigation
  PCs discover something 
  fundamental about this villain’s 
  MO or deeds and/or discovers 
  lair or residence
  -10
  “Fundamental” is left to the GM to adjudicate; stacks with 
  other Investigation modifiers
  Investigation
  PCs rescue a victim, recover a 
  corpse, or otherwise “undo” or 
  find hard evidence of death at 
  the hands of this villain
  -10
  Initial and first-time-only; -2 per additional victim or 
  evidence beyond the first; no limit; stacks with other 
  Investigation modifiers
  Investigation
  PCs give evidence of this villain’s 
  crimes to authorities
  -8
  Stacks with other Investigation modifiers
  
  307
  Gottrack
  
  308
  Vollem
  Vollem the Inscriber
  
  309
  Vollem
  Vollem the Inscriber
  Overview
  Vollem operates a shop that custom-engraves gifts.  
  On the surface, it’s for keepsakes, or to mark a personal item 
  with your name to prevent or deter theft.  Deeper and darker 
  is the cadre of more nefarious services offered: magic runes 
  and inscriptions that cast spells on the unwitting victims or 
  users.  
  Love potion kinds of effects are particularly popular, as are 
  compulsion and command types of effect.  
  Appearance
  Vollem is a pensive, focused gnome, stately and severe, but 
  with a warm undercurrent.  He wears a well-manicured 
  beard heavily tinged with grey.  
  He wears well-appointed garb, simple yet very tasteful and 
  high-end.  A cravat is not unheard of, but typically he will 
  wear loose and flowing tunics or smocks against the fashion 
  hazards of his work.
  Background
  Vollem grew up in a well-to-do household, the youngest 
  of six children.  All his siblings were smart, beautiful or 
  handsome, and found success quite rapidly as they grew up.
  Vollem was always the runt of the bunch, even by gnome 
  standards.  While smart, his intelligence always seemed to 
  falter behind that of his siblings; while not unattractive, he 
  always felt ignored and homely comparatively.
  It was in this crucible of dissatisfaction that this aspiring 
  wizard started to warp his trade to his own advantage.  
  First came charms, little influences here and there to the 
  demeanor of others.  Just a bit of an edge, he would reason; 
  after all, he needed something to grant him an advantage 
  over others if he were not quite as smart or handsome.
  It wasn’t long before Vollem advanced his application of 
  magic to outright illusion and falsehood, seducing women 
  and faking out merchants on a regular basis with the aid of 
  his talents.
  His siblings, who had always teased their younger brother 
  in their childhood, got wind of these transgressions, and 
  confronted Vollem about them.  There followed a horrible 
  fight: all dark family secrets spilled out, and all six siblings 
  left the encounter disillusioned and with their friendships 
  damaged, possibly beyond repair.
  Though he had always had strife and competition with his 
  siblings, Vollem simply could not bear the dissolution of 
  their relationships.  So he crafted a special gift, customized 
  to each sibling’s greatest desires.  For some, it was jewelry; 
  others received a bauble; the eldest brother received a 
  dagger with gemstones in the hilt.  Forging these niceties 
  cost Vollem nearly everything he had.
  These reconciliatory gifts were thoughtfully delivered to 
  each sibling at a party Vollem threw for the occasion.
  Little did his siblings know that Vollem had enchanted each 
  item with magic that made each sibling love him again.
  One of them, the eldest brother, resisted the charm, and saw 
  immediately what Vollem had done.  Drawing the very sword 
  he had just been gifted, he threatened his younger brother to 
  undo the magic.
  Vollem, heartbroken but resolute, triggered a latent killing 
  magic in the sword, and slew his brother, lest his secret be 
  discovered.
  In the aftermath, he worked illusions to convince his 
  remaining siblings that the oldest brother had died following 
  a random burglary, which coincidentally removed all of the 
  gifts that had charmed them.
  Although his ploy had been in desperation, Vollem 
  recognized the value in his work, and soon expanded to offer 
  these services intentionally to clients.
  It wasn’t long before his shop was quite successful.  
  Demeanor
  Vollem is personable, but only to the extent to which his 
  profession requires it.  
  He wants desperately to be loved, and complimented, but has 
  a severe lack of confidence, stemming from his childhood 
  with many more successful siblings.
  Eager to please, he will offer discounts on mundane services, 
  knowing that his less legal offerings will garner a heavy 
  price that people will pay regardless.
  Combat Tactics
  Vollem is an inscriber, a worker, a craftsman; he is no 
  combatant, and knows this.
  He will seek to flee at every opportunity.  Though lacking 
  in charisma compared to his siblings, he will nevertheless 
  attempt to talk his way out of most situations if possible.
  Modus Operandi
  Most of Vollem’s clients are “legitimate”; that is, they simply 
  want a keepsake inscribed with a loved one’s name, a date, 
  and/or a personal message.
  A few, however, know of his darker product offerings.  Many 
  want to influence the romantic inclinations of the target 
  of their gift.  Others wish to subdue action, for example, to 
  convince someone to avoid voting a certain way.
  The most altruistic wish to grant peace to loved ones who 
  are suffering: bereaved, conflicted, diseased, terminally ill, 
  or otherwise malcontent.
  A very, very few seek to outright murder their target with a 
  
  310
  Vollem
  
  311
  Vollem
  FlexTable 21: Vollem the Inscriber Rumors & Lore
  A
  B
  C
  D
  DC
  Description
  Veracity
  -
  -
  -
  01-30
  -
  No Rumor
  No information is obtained.
  01-14
  01-14
  01-14
  31-39
  12
  Certain gifts have been 
  known to carry magicks that 
  affect the recipient.
    True.  This is generally true, but the 
  more so of items from Vollem’s shop.
  15-29
  15-30
  15-30
  01-30
  13
  The right amount of coin 
  can buy an ensorcelled 
  keepsake... and the 
  inscriber’s silence.
    True.  This is precisely what Vollem’s 
  more nefarious services offer.
  30-44
  31-45
  31-45
  31-39
  14
  Is that a cup?
  Take care your sip
  Or else you’ll get your hopes 
  too up.
  A candlestick?
  Best tamp the wick
  Lest he who gave it gets his 
  wish
    True.  An oddly-worded rhyme 
  suggesting that gifts may trigger spell 
  effects, it’s accurate inasmuch as it 
  amounts to a warning.
  45-59
  46-60
  46-60
  40-49
  15
  Cursed items of high quality 
  can enslave the recipient 
  of a gift, make them fall in 
  love, or even worse.
    True.  Vollem offers services resulting 
  in a variety of fates.
  60-74
  60-69
  60-69
  50-59
  16
  A magicked keepsake can 
  steal your soul, or even 
  worse, kill you!
    Partially True.  Soul-stealing is not 
  part of the services Vollem offers, but 
  death is... for a hefty price, of course.
  75-89
  70-97
  70-94
  60-69
  11
  Runes inscribed on 
  otherwise mundane items 
  may be curses, placed there 
  by demons to enslave your 
  soul.
    False.  While on rare occasion this 
  may be true in a general sense, it has 
  nothing to do with Vollem.
  90-00
  98-00
  95-00
  70-00
  13
  An inscriber craftsman in 
  town has a penchant for 
  transforming himself into 
  the very items he sells, 
  that he might spy on the 
  unsuspecting.
    False.  While this sounds interesting, 
  it is not the villany that Vollem practices.
  gift, for a variety of reasons.
  Vollem caters to all via his work.  
  As he tells inquisitive clients, anything that can bear a mark 
  can be imbued with curses, boons, or ill fate.
  Notoriety
  Vollem is well-known and well-regarded for his mundane 
  pursuits.  Those in the seedy underbelly of the law know a 
  bit of his other practices, but have difficulty sorting rumor 
  from fact.
  Although he has shockingly many customers who pay extra 
  for magicked keepsakes, each individual client is under 
  strong personal motivation to keep secret the nature of 
  Vollem’s work.  
  So as a result, though he has catered to dozens, very few 
  have spoken a word of it to others.
  Hooks, Integration, & Adventure 
  Seeds
  • Direct Attack: The PCs receive a gift, either from Vollem 
  directly or through a third party, which casts a spell on 
  the party.
  • Plea of the Innocent: Someone asks the party’s help in 
  determining what happened to their beloved, who had just 
  received a keepsake gift.
  • Appeal from Authority: At a loss as to any pattern, local 
  law enforcement asks the party’s help in figuring out what 
  fate is befalling a number of suspicious curses in town.
  • Disappearing Regular: A well-known NPC falls in love 
  suddenly with someone to whom they had previously 
  shown abhorrence.
  
  312
  Vollem
  Habits and Logistics
  Vollem is typically (
    65% chance) in his shop.  The 
  remainder of the time, he is out and about, procuring 
  ingredients, shopping, dining, or otherwise unavailable.
  Conversation
  Vollem is a craftsman first, and a vendor second; his 
  conversation should reflect those relative competencies.
  Did you make a keepsake for this person? 
  (This can be a general question about any victim, actual or 
  suspected.)
   
    “My customers are private, good sirs.  I cannot divulge 
  that information.”
  Do you offer keepsakes with any additional capabilities?
   
    “Such as what?  A silver candlestick that polishes itself, 
  perhaps?  No, I’m afraid my talents lie in inscribing, not 
  in that sort of magicks.”
  Attitude Tracker Triggers
  Value
  Action
  <7
  Vollem creates a death-cursed keepsake for the 
  party, and sends a courier to deliver it to them.
  <13
  Vollem refuses to speak with the party, and 
  considers sending them a cursed item to 
  dissuade them from investigating.
  >18
  The inscriber offers keepsakes at a discount... 
  and volunteers the nature of his nefarious 
  services.
  >24
  Vollem describes some of his recent 
  achievements in the vein of his villainy.
  Organization
  Vollem runs his shop, and executes his villany, alone.  
  Henchmen, Retainers, and 
  Followers
  None.
  Lair / Residence
  Vollem lives upstairs from his shop in a single building.
  Quests & Encounters
    Quest: Wherever Did You Get This?
    Summary: The PCs are victimized by one of Vollem’s 
  enchanted keepsakes.
    Rewards:  Up to 
    3 Reward Stars.
    Locations: Any (urban).
    Key NPCs: Vollem the Inscriber.
    Kickoff: The PCs receive a package.  This can be via 
  courier, delivered to their doorstep or inn, or perhaps 
  waiting for them in their room.
    Description:
  This Quest works best if there is some reason for Vollem to 
  have achieved an interest in the party.  If they had already 
  been investigating him for some reason, or interacted with 
  him curiously before, then it might make sense on its own; 
  short of that, Vollem likely has caught wind of the noble 
  deeds (or at least of the successful investigations) the PCs 
  have performed, and might wish to pre-emptively end the 
  possibility of their discovering his secrets.
  Alternately, Vollem may be hired by a third party, someone 
  with more of a direct reason to assassinate the party or a PC 
  within it.
  Receiving the package, the PCs have a number of options.
  Any situation in which the PCs determine the nature of the 
  cursed item and avoid it merits 
    1 Reward Star.
  Any situation in which Vollem is prevented from acts of 
  further villainy—due to incarceration, exile, or death—is 
  worth an additional 
    2 Reward Stars.
    The PCs can analyze the package before opening it.  This 
  requires a successful 
    Perception check, with DC 
    
  14 / 
    18 / 
    23 / 
    25.  Success means the PCs know 
  the item is cursed. 
   
  Next, the PCs can try to disable the curse.  This requires 
  either a dispel magic sort of effect (true nature, checks, 
  and mechanics dependent upon what exactly the curse 
  is; see below), or a 
    Perception check, with DC 
    
  18 / 
    20 / 
    24 / 
    28.  Failure triggers the curse 
  immediately; success removes it.
    If the PCs simply open the package, or if they are unable 
  to determine the nature of the item or disable the curse, 
  they suffer the consequences.  The nature depends on the 
  setup: if someone has hired Vollem to kill the PCs, it will 
  be a different result than if someone hired the inscriber 
  to dissuade them.
    Confronting Vollem about the cursed item results in a 
  Skill Challenge:
    Circumspect Inscriber
  First Check: Diplomacy or Intimidate, opposed by Vollem’s 
  Bluff.  Failure means Vollem tries to run away; success 
  advances.  Success by more than 5 points advances directly 
  to Third Check below.
  
  313
  Vollem
  Second Check: Diplomacy or Sense Motive, opposed by 
  Vollem’s Diplomacy.  Failure reverts to First Check; failure 
  by more than 5 points means Vollem tries to run away.  
  Success advances to the Third Check.
  Third Check: Diplomacy, Intimidate, or Sense Motive, 
  opposed by Vollem’s Intimidate.  Failure reverts all the way 
  back to First Check; success means Vollem admits his crimes 
  and alllows himself to be taken into custody rather than fight 
  the PCs or the law.
    Alternately, or as a component of failing the Skill 
  Challenge above, the party can simply attack Vollem.  He 
  will attempt to flee.  Slaying him or apprehending him 
  results in the rewards listed above.
  
  314
  Vollem
  Vollem the Inscriber
  CR 3; XP 700
    Low
    Moderate
    Advanced
    Elite
  Challenge CR 3 
  XP 700
  CR 7 
  XP 2,900
  CR 11 
  XP 7,200
  CR 15 
  XP 13,000
  Class / HD Wizard 3
  Wizard 7
  Wizard 11
  Wizard 15
  Size / Aln
  Small CE 
  Gnome (Rock)
  Small CE 
  Gnome (Rock)
  Small CE 
  Gnome (Rock)
  Small CE 
  Gnome (Rock)
  HP
  22
  48
  77
  104
  Armor 
  Class
  14
  15
  16
  17
  Speed
  Walk 25’
  Walk 25’
  Walk 25’
  Walk 25’
  Ability 
  Scores / 
  Saves
  STR    4   (-3) 
  DEX   13 (+1) 
  CON  16 (+3) 
  INT    18 (+6) 
  WIS     9 (+1) 
  CHA  12 (+1)
  STR    4   (-3) 
  DEX   15 (+2) 
  CON  16 (+3) 
  INT    18 (+7) 
  WIS     9 (+2) 
  CHA  12 (+1)
  STR    4   (-3) 
  DEX   17 (+3) 
  CON  16 (+3) 
  INT    18 (+8) 
  WIS     9 (+3) 
  CHA  12 (+1)
  STR    4   (-3) 
  DEX   19 (+4) 
  CON  16 (+3) 
  INT    18 (+9) 
  WIS     9 (+4) 
  CHA  12 (+1)
  Skills
  -
  -
  -
  -
  Saves
  -
  -
  -
  -
  Vulnerabilities
  -
  -
  -
  -
  Immunities -
  -
  -
  -
  Senses
  Passive Perception 9
  Passive Perception 9
  Passive Perception 9
  Passive Perception 9
  Languages Common, Gnomish
  Attacks
  Melee Dagger (Small) +3 
  (1d4+1 ) 
  Ranged Dagger (Small/
  Thrown) 20 ft.’: +3 
  (1d4+1); 60 ft.’: +3 
  (1d4+1) 
  Ranged Crossbow, Light 
  (Small) ) --> 80 ft.’: -7 
  (1d8+1); 320 ft.’: -7 
  (1d8+1) 
  Melee Dagger (Small) +5 
  (1d4+2 ) 
  Ranged Dagger (Small/
  Thrown) 20 ft.’: +5 (1d4+2); 
  60 ft.’: +5 (1d4+2) 
  Ranged Crossbow, Light 
  (Weapon +1) (Small) ) --> 80 
  ft.’: -4 (1d8+3); 320 ft.’: -4 
  (1d8+3) 
  Melee Dagger (Small) +7 
  (1d4+3 ) 
  Ranged  Dagger (Small/
  Thrown) 20 ft.’: +7 
  (1d4+3); 60 ft.’: +7 
  (1d4+3) 
  Ranged Crossbow, Light 
  (Weapon +2) (Small) ) --> 
  80 ft.’: -1 (1d8+5); 320 ft.’: 
  -1 (1d8+5)
  Melee Dagger (Small) +9 
  (1d4+4 ) 
  Ranged Dagger (Small/
  Thrown) 20 ft.’: +9 (1d4+4); 
  60 ft.’: +9 (1d4+4) 
  Ranged Crossbow, Light 
  (Weapon +3) (Small) ) --> 80 
  ft.’: +2 (1d8+7); 320 ft.’: +2 
  (1d8+7) 
  Special
  -
  -
  -
  -
  Proficiencies
  Crossbow (Light), Dagger, Dart, Quarterstaff, Sling
  CE; Small Humanoid (Gnome)
  
  315
  Vollem
    Low
    Moderate
    Advanced
    Elite
  Special 
  Qualities
  Artificer’s Lore, Darkvision, 
  Gnome Cunning, Languages, 
  Tinker, Tinker’s Tools, 
  Arcane Recovery, Arcane 
  Tradition, Cantrips, 
  Evocation Savant, Preparing 
  and Casting Spells, 
  Ritual Casting, School of 
  Evocation, Sculpt Spells, 
  Spellcasting 
  Artificer’s Lore, Darkvision, 
  Gnome Cunning, Languages, 
  Tinker, Tinker’s Tools, Ability 
  Score Improvement, Arcane 
  Recovery, Arcane Tradition, 
  Cantrips, Evocation Savant, 
  Potent Cantrip, Preparing 
  and Casting Spells, Ritual 
  Casting, School of Evocation, 
  Sculpt Spells, Spellcasting 
  Artificer’s Lore, Darkvision, 
  Gnome Cunning, 
  Languages, Tinker, Tinker’s 
  Tools, Ability Score 
  Improvement, Arcane 
  Recovery, Arcane Tradition, 
  Cantrips, Empowered 
  Evocation, Evocation 
  Savant, Potent Cantrip, 
  Preparing and Casting 
  Spells, Ritual Casting, 
  School of Evocation, Sculpt 
  Spells, Spellcasting 
  Artificer’s Lore, Darkvision, 
  Gnome Cunning, Languages, 
  Tinker, Tinker’s Tools, Ability 
  Score Improvement, Arcane 
  Recovery, Arcane Tradition, 
  Cantrips, Empowered 
  Evocation, Evocation Savant, 
  Overchannel, Potent Cantrip, 
  Preparing and Casting Spells, 
  Ritual Casting, School of 
  Evocation, Sculpt Spells, 
  Spellcasting
  Spell-
  casting
  Save DC 14; Spell Atk +6
  2nd: arcane lock; enlarge/
  reduce
  1st: alarm; charm person; 
  disguise self; grease
  Save DC 15; Spell Atk +7
  4th: fabricate
  3rd: clairvoyance; gaseous 
  form; magic circle
  2nd: arcane lock; enlarge/
  reduce; levitate
  1st: alarm; charm person; 
  disguise self; grease
  Save DC 16; Spell Atk +8
  6th: magic jar
  5th: creation; telekinesis
  4th: arcane eye; fabricate; 
  locate creature
  3rd: clairvoyance; gaseous 
  form; magic circle
  2nd: arcane lock; enlarge/
  reduce; levitate
  1st: alarm; charm person; 
  disguise self; grease
  Save DC 17; Spell Atk +9
  9th: shapechange
  8th: power word stun
  7th: symbol
  6th: magic jar
  5th: creation; telekinesis
  4th: arcane eye; fabricate; 
  locate creature
  3rd: clairvoyance; gaseous 
  form; magic circle
  2nd: arcane lock; enlarge/
  reduce; levitate
  1st: alarm; charm person; 
  disguise self; grease
  Equipment
  Dagger (small);
  light crossbow (small);
  crossbow bolts (10x)
  Dagger (small);
  +1 light crossbow (small);
  crossbow bolts (10x)
  Dagger (small);
  +2 light crossbow 
  (small);
  crossbow bolts (10x)
  Dagger (small);
  +3 light crossbow (small);
  crossbow bolts (10x)
  Special Abilities
  Artificer’s Lore Whenever you make a History check related to magic 
  items, alchemical objects, ar technological devices, you can add twice 
  your proficiency bonus (10), instead of any proficiency bonus you 
  normally appIy.
  Darkvision Accustomed to life underground, you have superior vision in 
  dark and dim conditions. You can see in dim light within 60 feet of you 
  as if it w ere bright light, and in darkness as if it were dim light. You can’t 
  discern color in darkness, only shades of gray.
  Gnome Cunning You have advantage on all Intelligence, Wisdom, and 
  Charisma saving throws against magic.
  Languages You can speak, read, and write Common and Gnomish. The 
  Gnomish language, which uses the Dwarvish script, is renowned for its 
  technical treatises and its catalogs of knowledge about the natural world.
  Tinker You have proficiency with tinker’s tools. Using those tools, you can 
  spend 1 hour and 10 gp worth of materiaIs to construct a Tiny clockwork 
  device (AC 5, 1 hp). The device ceases to function after 24 hours. (unless 
  you spend 1 hour repairing it to keep the device functioning), or when 
  you use your action to dismantle it; at that time, you can reclaim the 
  materiaIs used to create it. You can have up to three such devices active 
  at a time. When you create a device, choose one of the following options: 
  Clockwork Toy: This toy is a clockwork animal or person, such as a frog, 
  mouse, bird, or soldier. When placed on the ground, the toy moves 5 feet 
  across the ground on each of your turns in a random direction. It makes 
  noises as appropriate to the creature it represents. Fire Starter: The device 
  produces a miniature flame, which you can use to light something like a 
  candle, torch, or campfire. Using the device requires your action. Music 
  Box: When opened, this music box plays a single song at a moderate 
  volume. The box stops playing when it reaches the song’s end or when it 
  is closed.
  Tinker’s Tools Proficient with Artisan Tinker’s Tools.
  Arcane Recovery You have learned to regain some of your magical energy 
  by studying your spellbook. Once per day when you finish a short rest, 
  you can choose expended spell slots to recover. The spell slots can have 
  a combined level that is equal to or less than 8, and none of the slots can 
  be 6th level or higher. For example, if you’re a 4th-level wizard, you can 
  recover up to two levels worth of spell slots. You can recover either a 
  2nd-level spell slot or two 1st-level spell slots.
  Empowered Evocation Beginning at 10th level, you can add +4 to the 
  damage roll of any wizard evocation spell you cast. The damage bonus 
  applies to one damage roll of a spell, not multiple rolls.
  Evocation Savant Beginning when you select this school at 2nd level, 
  the gold and time you must spend to copy an evocation spell into your 
  spellbook is halved.
  Overchannel Starting at 14th level, you can increase the power of your 
  simpler spells. When you cast a wizard spell of 5th level or lower that 
  deals damage, you can deal maximum damage with that spell. The first 
  time you do so, you suffer no adverse effect. If you use this feature again 
  before you finish a long rest, you take 2d12 necrotic damage for each 
  level of the spell, immediately after you cast it. Each time you use this 
  feature again before finishing a long rest, the necrotic damage per spell 
  level increases by 1d12. This damage ignores resistance and immunity. 
  The feature doesn’t benefit cantrips.
  Potent Cantrip Starting at 6th level, your damaging cantrips affect even 
  creatures that avoid the brunt of the effect. When a creature succeeds on 
  a saving throw against your cantrip, the creature takes half the cantrip’s 
  damage (if any) but suffers no additional effect from the cantrip.
  Ritual Casting You can cast a wizard spell as a ritual if that spell has the 
  
  316
  Vollem
  ritual tag and you have the spell in your spellbook. You don’t need to have 
  the spell prepared.
  School of Evocation You focus your study on magic that creates powerful 
  elemental effects such as bitter cold, searing flame, rolling thunder, 
  crackling lightning, and burning acid. Some evokers find employment in 
  military forces, serving as artillery to blast enemy armies from afar. Others 
  use their spectacular power to protect the weak, while some seek their 
  own gain as bandits, adventurers, or aspiring tyrants.
  Sculpt Spells Beginning at 2nd level, you can create pockets of relative 
  safety within the effects of your evocation spells. When you cast an 
  evocation spell that affects other creatures that you can see, you can 
  choose a number of them equal to 1 + the spell’s level. The chosen 
  creatures automatically succeed on their saving throws against the spell, 
  and they take no damage if they would normally take half damage on a 
  successful save.
  
  317
  Vollem
  Table 24: Attitude Modifiers for Vollem the Inscriber
  Starting Attitude:  
  18 (Indifferent)
  Name
  Condition
  Effect
  Notes
  Action
  PCs attack without provocation
  -15
  Does not stack with other attack-based modifiers
  Action
  PCs attack with provocation
  -10
  Does not stack with other attack-based modifiers
  Conversation
  PCs threaten violence
  -5
  -
  Action
  NPC witnesses the PCs commit a 
  crime
  +1
  Assumes the crime does not involve the NPC; stacks with 
  other modifiers that involve crimes against the NPC; does 
  not stack with other “witnesses crime” modifiers
  Action
  NPC witnesses the PCs commit 
  murder
  +2
  Assumes the crime does not involve the NPC; stacks with 
  other modifiers that involve crimes against the NPC; does 
  not stack with other “witnesses crime” modifiers
  Action
  NPC witnesses the PCs commit 
  murder in self-defense
  +1
  Assumes the crime does not involve the NPC; stacks with 
  other modifiers that involve crimes against the NPC; does 
  not stack with other “witnesses crime” modifiers
  Action
  Villain witnesses the PCs 
  discussing the villain and/or 
  their henchmen
  -4
  Does not stack with other “witness” modifiers
  Action
  PCs defend this NPC against 
  violence
  +10
  Does not stack with other “witness” modifiers
  Conversation
  PCs attempt a bribe (for 
  information, for action)
  -1
  GM’s discretion as to whether the bribe produces results 
  (positive or negative!)
  Conversation
  PCs share Rumors / Lore 
  +1
  Per each Rumor shared; maximum +4
  Extant
  One or more PCs have been 
  arrested
  +2
  Per offense, no limit
  Extant
  PCs have slain a guard, but have 
  not been caught
  +5
  Per offense, maximum -15 total
  Action
  PCs heal or “boon” this NPC
  +5
  Per healing spell/potion/skill check or beneficial spell or 
  effect; maximum +15
  Action
  PCs refuse to help when asked
  -3
  Per request; no maximum
  Action
  PCs agree to help when asked
  +4
  Per request; maximum +12
  Action
  NPC joins party for any length 
  of time
  +5
  Does not stack with subsequent iterations of itself 
  (maximum effect +5 no matter how many times NPC joins 
  party)
  Action
  PCs save this NPC’s life
  +15
  Either as part of a Quest, or as an offer made of the 
  party’s own initiative
  Conversation
  PCs fail at an Intimidate check 
  for any reason
  -2
  Per failed check; no maximum
  Investigation
  PCs discover something 
  fundamental about this villain’s 
  MO or deeds and/or discovers 
  lair or residence
  -10
  “Fundamental” is left to the GM to adjudicate; stacks with 
  other Investigation modifiers
  Investigation
  PCs rescue a victim, recover a 
  corpse, or otherwise “undo” or 
  find hard evidence of death at 
  the hands of this villain
  -10
  Initial and first-time-only; -2 per additional victim or 
  evidence beyond the first; no limit; stacks with other 
  Investigation modifiers
  Investigation
  PCs give evidence of this villain’s 
  crimes to authorities
  -8
  Stacks with other Investigation modifiers
  
  318
  Druthall
  
  319
  Druthall
  Druthall the Evoker
  
  320
  Druthall
  Druthall the Evoker
  Overview
  An evoker specializing in demolition sorts of spells and 
  effects, his services are in demand from the mining and 
  construction industries.  
  Clear this space, defoliate this land, destroy this rock, tunnel 
  through this mine area: but also slightly more mundane 
  services like create a wall of stone here, temporary defenses 
  here, etc.  Siegeworks and demolitions are much in demand 
  whether there’s war or not.  
  His sinister nature is that he’s also something of a union 
  assassin: management hires him to produce worksite 
  accidents that inadvertently slay key leaders of resistance 
  and union kingpins.  
  Caught in the splash damage in such contracts are handfuls 
  or dozens of relative innocents, but Druthall feels no 
  blood on his hands: he’s a mage for hire, and the client is 
  responsible for his work.
  Appearance
  Druthall wears a heavy cloak turn by battle.  Though 
  certainly wealthy enough to repair or replace it, he keeps it 
  tattered as a brazen token of his battle qualifications.  The 
  wizard keeps the tail end of his cloak, and his boots, dirty, 
  the literal grime lending credence to his claim of keeping his 
  hands dirty metaphorically.
  Background
  Druthall grew up the son of a siegeworker, and from 
  adolescence, helped his father in the trade.  He knew well 
  the hard work such endeavors required, and heard stories 
  aplenty of how leadership ill rewarded such toil.
  One day, the battle came to them as they were repairing 
  trenches along what was supposed to have been a second 
  front.  Somehow, a legion of the enemy had slipped inside 
  the front lines.  The trenches were overrun, and the soldiers 
  who were in part sworn to protect Druthall, his father, and 
  their comrades, abandoned them to die.
  Druthall saw his father cut down in front of him.  Druthall 
  himself was spared: a soldier was just about to skewer him 
  on a pike when the man’s commander barked an order, and 
  the enemy surged forward, pursuing the fleeing comrades of 
  Druthall’s.
  For Druthall, it was a rude awakening to the stark realities 
  of war.  They who had shared ale with his father, who had 
  joked with him and held him on their shoulders—men who 
  Druthall saw as uncles and family—these men had turned tail 
  and ran when battle was joined, leaving those ill-equipped to 
  do battle for almost certain death.
  Druthall was now fatherless, penniless, and if this encounter 
  was representative of the larger battle, his home would soon 
  be overrun and sacked.  
  He pledged loyalty to these enemy soldiers without a second 
  thought, and learned a second hard and valuable lesson 
  about war: that allegiances can change easily when death 
  was the only alternative.
  It was a lesson that he would carry with him throughout his 
  profession.
  Soon after returning to camp with the enemy soldiers who 
  were now his comrades, he was assigned as an aide to a 
  wizard.  The man was elderly, near death in truth, and 
  took kindly to young Druthall, for the man had no children 
  himself.
  Over the last few years of the wizard’s life, he trained 
  Druthall in spare moments, of which there were many on the 
  battlefield in the long, plodding conflict.
  Demeanor
  Druthall is all business, and barks orders as though a senior 
  military officer, which in fact he considers himself to be 
  given his expertise.
  Though he holds no actual military rank, even lieutenants 
  and captains are beholden to his powers, and so he assumes 
  airs of authority wherever he trods.  He is quite used to 
  enlisted troops responding to his orders with even greater 
  alacrity than to their own commanders.
  Combat Tactics
  Though a seasoned and powerful evoker, Druthall does not 
  seek combat, and will withdraw unless absolutely necessary.  
  He knows his place on the battlefield, and serves it well; it is 
  to the armies themselves to actually fight.
  Modus Operandi
  Druthall ultimately serves the interests of the lowly and 
  workaday.  He keeps his ear to the ground, eats his food with 
  the grunts, and understands well their plight.
  For coin, or sometimes simply for recognition, he will do 
  all manner of dastardly deed.  Soldiers complaining of a 
  brutal or incompetent commander will soon discover a tragic 
  accident befalls their leader.  An aspiring sergeant with no 
  birthright, consistently denied a promotion because of his 
  family status, will find a new opportunity when his captain 
  recommends him suddenly for a battlefield medal.
  Druthall does as much as he can, knowing full well that 
  ultimately, his efforts will be but drops in the proverbial 
  bucket of what is necessary.  
  Notoriety
  Druthall is well known and beloved for his abilities, though 
  certainly not for his demeanor.  Leadership appreciates his 
  talents as a tool; the rank-and-file have heard rumors of 
  
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  Druthall
  
  322
  Druthall
  FlexTable 22: Druthall the Evoker Rumors & Lore
  A
  B
  C
  D
  DC
  Description
  Veracity
  -
  -
  -
  01-30
  -
  No Rumor
  No information is obtained.
  01-14
  01-14
  01-14
  31-39
  12
  A battlefield mage props up 
  siegeworks and the common 
  man as best he’s able.
    True.  What a lovely way to put 
  Druthall’s profession... and hobby.
  15-29
  15-30
  15-30
  01-30
  13
  Druthall the Evoker tours 
  battlefields, lending his 
  magicks to enhance armies’ 
  tactics.
    True.  This is Druthall’s mundane job.
  30-44
  31-45
  31-45
  31-39
  14
  Sword and blood  
  go hand in hand
  Druthall’s might 
  raises o’er the land
  Trudge through mud 
  And high aspire
  Freakish flood 
  Grants troops’ desire
    Partially True.  A bit convoluted, 
  this tale nevertheless recalls times when 
  Druthall’s abilities granted troops the 
  repreieve and opportunity they lacked.
  45-59
  46-60
  46-60
  40-49
  15
  Whisper a word of a sadistic 
  lieutenant, and Druthall can 
  ensure things change.
    True.  This is Druthall’s secret, and 
  promise.
  60-74
  60-69
  60-69
  50-59
  16
  Those humble-born who 
  wish for greater opportunity 
  need only bribe the 
  battlefield mage for an 
  advancement.
    True.  This is one type of villany 
  Druthall will perform for pay.
  75-89
  70-97
  70-94
  60-69
  11
  Druthall is immortal, a 
  virtual god among men, sent 
  here to right the wrongs of 
  the gods of war and battle.
    False.  Druthall is but a simple dwarf.
  90-00
  98-00
  95-00
  70-00
  13
  The battlefield mage can 
  enslave leaders who go 
  against his wishes.
    False.  Druthall’s energies focus on 
  Evocation, not Illusion or Enchantment.
  what the man might do on their behalf.
  Hooks, Integration, & Adventure 
  Seeds
  • Direct Attack: If by chance the PCs are in a position 
  of military authority, even as consultants, they may be 
  targeted by Druthall.
  • Plea of the Innocent: The son of a captain who was slain 
  under unusual circumstances asks the party’s help in 
  figuring out what really happened.
  • Fringe Notice: Druthall has been slaying leaders in the 
  city’s army to such a degree that the political and military 
  leadership thinks their current war may falter as a result. 
  The PCs investigate from that perspective.
  • Appeal from Authority: As Fringe Notice, but city leaders 
  outright ask the party’s help.
  • Faction Quest: As Fringe Notice, but the request is made 
  by a Faction who is sure to suffer or fail entirely if the 
  current war is lost.
  • Collateral Damage: If the PCs know a military leader to 
  any capacity, that leader may be slain by Druthall.
  Habits and Logistics
  Druthall is nearly always (
    90% chance) on the 
  battlefield.  The remainder of the time he is having dinner, 
  shopping, on leave, or otherwise in between military duties.
  Conversation
  No matter what their level, or good deeds for the city or 
  its people, Druthall views the PCs as representatives of 
  “leadership”, not of the workers he tries to help.  As a result, 
  he will choose his words carefully around the party, and will 
  view their every comment with suspicion.
  Did you know this military leader? 
  (This can be a general question about any victim, actual or 
  suspected.)
   
    “My business to know everyone in authority.  Died, 
  didn’t he?  Shame.  Though I’m sure a new leader has 
  
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  Druthall
  taken their place.  War turns meat over like that.”
  Did you have anything to do with this accident? 
  (This can be a general question about any victim’s death, 
  actual or suspected.)
   
    “Just because a death is unusual, a wizard has to be 
  involved, eh?  My friends, I’ve seen dozens of wars, 
  and served in a few militaries, myself.  In every single 
  conflict that has involved death, something strange 
  occurs.  A soldier will get stabbed in the head, with the 
  sword running right through his eye and out the back, 
  and the man will just walk home.  An archer will take an 
  arrow herself in exchange of volleys, and never notice 
  the wound for an hour until she turns to reload, and sees 
  the fletching.  Odd things, wars, and odd fates befall us 
  all, in the end.”
  Attitude Tracker Triggers
  Value
  Action
  <7
  Druthall will make it his focus to arrange for an 
  accident to befall the PCs.
  <13
  Druthall will avoid the PCs entirely, and will 
  speak ill of them to the rank-and-file soldiers, 
  who will similarly turn a cold shoulder to the 
  party.
  >18
  Druthall lauds the PCs and their exploits to the 
  soldiery.
  >24
  Druthall explains his work candidly, and offers 
  to execute military leadership whom the PCs 
  would recommend removing.
  Organization
  No wizard can manage a battle alone, and Druthall does his 
  work—both mundane, and extraordinary—with help.
  All of these serve Druthall exclusively.  Whether under 
  military contract or privately paid by Druthall as 
  subcontractors, Druthall himself arranges the hiring for each 
  person, and trains them.  
  Each given henchman has but a 
    30% chance of knowing 
  about Druthall’s extra-curricular work; these are his inner 
  circle and are used to assist.  The remainder of his followers 
  are devoted to the wizard, but may not be aware of his most 
  secret affairs.
  In combat, Druthall can summon all of these followers to 
  him.  Each round after the first in which Druthall acts, 
    
  1d6-1 (minimum 0) of each type of follower arrive to support 
  him as reinforcements.  Keep track of who arrives, and do 
  not summon additional reinforcements of a certain type 
  beyond what Druthall has available on that day.
  If any followers are present in a battle, they will flee when 
  and if Druthall flees, and will otherwise fight to the death: 
  they are on a battlefield, after all.
  Henchmen, Retainers, and 
  Followers
  Primers: These Druids focus on destroying life in an area.  
  There are 
    4d6 of these in a given battle.
  Swathcutters: These Wizards focus on destroying war 
  materiel (cannon, siegeworks, horse, supplies) in a region.  
    3d12 are present in a given war scene.
  Lair / Residence
  Druthall holds no permanent residence, prefering the 
  comfort of a tent on the front lines.  That said, his command 
  tent is quite nice comparatively, and expansive.
  Quests & Encounters
    Quest: Accidents Happen
    Summary: The PCs are targeted for destruction by 
  Druthall.
    Rewards:   
    800 gp / 
    3,500 gp / 
    7,000 gp / 
    
  14,000 gp; up to 
    3 Reward Stars.
    Locations: Any (battlefield).
    Key NPCs: Druthall the Evoker, Primers, Swathcutters.
    Kickoff: The PCs are touring a battlefield, or otherwise 
  present on one for some reason. 
   
  This is one of the hardest Quests to “place”, since it 
  nearly requires that the PCs have involvement with an 
  active war scene.   
   
  Alternately, the “accident” can befall the PCs in the city 
  itself, or anywhere at all really; however, there must be 
  some reason, some catalyst, for enough rage against the 
  PCs to be present that the rank-and-file soldiers demand 
  their murder. 
   
  Perhaps the PCs have risen in the ranks of the city due 
  to their other deeds, or they have a leadership position 
  in the city or one of its Factions.  One of the things that 
  Druthall seeks to avoid, but cannot entirely prevent, 
  is soldiers recommending targets based on personal 
  grudges, not from the altruistic perspective of the 
  brotherhood of soldiers.
    Description:
  An accident strikes the PCs.  The exact nature is left to the 
  circumstances (where it occurs, why), but it could be as 
  smple as Druthall attacking the party in an alley.  Or, it 
  could be a landslide, earthquake, or other seemingly natural 
  phenomenon.
  It’s encouraged that the accident look like something, 
  well, accidental; Druthall prefers to leave no witnesses or 
  survivors, but even so, he does want to make it seems as 
  though there was no ulterior motive or foul play involved.
  A simple earthquake can suffice, the navigation of which can 
  take the form of a Skill Challenge:
  
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  Druthall
    Salt of the Earth
  First Check: DC 15 Acrobatics for each PC to keep their 
  footing; failure inflicts 1d4 points of crushing damage and 
  knocks the PC in question prone.  Repeat this check for each 
  PC until they pass it; once a PC has passed this check, they 
  may render assistance to another PC.
  Second Check: DC 18 Acrobatics to avoid falling debris; 
  failure knocks the PC in question prone and inflits 1d4 points 
  of damage.  Make this check only once per PC, and advance 
  to the Third Check regardless of success.
  Third Check: DC 14 Strength to pull one’s self up from the 
  cracks in the ground.  Failure reverts to Second Check above; 
  success completes the challenge.
  Once the PCs regain their footing, a 
    Perception check, 
  opposed by Druthall’s Bluff, will cause a PC to spot the 
  wizard clearly incanting.  Druthall has a -3 circumstance 
  penalty to the check because he is focusing on calamity, 
  not hiding.  Failure of this check makes it difficult for the 
  party to determine who was behind the incident, or indeed 
  whether anyone was at all.
  Any situation in which the PCs survive the attack, and 
  determine it was Druthall behind it, grants them 
    1 
  Reward Star.  Preventing Druthall from making future 
  attacks—either by killing him or apprehending him—grants 
  the party an additional 
    2 Reward Stars.
    Confronting Druthall about the incident causes him to 
  shrug.  He admits it, but points out correctly that nobody 
  will believe the PCs; what is the likelihood of a beloved 
  and skilled battlefield mage assassinating a bunch of 
  adventurers?
    If the PCs do anything but back down and slink away at 
  that point, Druthall will attack them. 
   
  No amount of skill checks or persuasion will prevent 
  Druthall from doing what he does; to truly “win” this 
  Quest, the party will have to win in combat against the 
  Evoker.
  
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  Druthall
  Druthall the Evoker
  CR 5; XP 1,800
    Low
    Moderate
    Advanced
    Elite
  Challenge CR 5 
  XP 1,800
  CR 9 
  XP 5,000
  CR 13 
  XP 10,000
  CR 17 
  XP 18,000
  Class / HD Wizard 5
  Wizard 9
  Wizard 13
  Wizard 17
  Size / Aln
  Medium CE 
  Dwarf (Hill)
  Medium CE 
  Dwarf (Hill)
  Medium CE 
  Dwarf (Hill)
  Medium CE 
  Dwarf (Hill)
  HP
  24
  41
  54
  76
  Armor 
  Class
  12
  12
  13
  14
  Speed
  Walk 25’
  Walk 25’
  Walk 25’
  Walk 25’
  Ability 
  Scores / 
  Saves
  STR    7  (-2) 
  DEX   8 (-1) 
  CON  13 (+1) 
  INT    19 (+7) 
  WIS   16 (+6) 
  CHA  13 (+1)
  STR    7  (-2) 
  DEX   9 (-1) 
  CON  13 (+1) 
  INT    20 (+9) 
  WIS   16 (+7) 
  CHA  13 (+1)
  STR    7  (-2) 
  DEX   11 (+0) 
  CON  13 (+1) 
  INT    20 (+10) 
  WIS   16 (+8) 
  CHA  13 (+1)
  STR    7  (-2) 
  DEX   13 (+1) 
  CON  13 (+1) 
  INT    20 (+11) 
  WIS   16 (+9) 
  CHA  13 (+1)
  Skills
  -
  -
  -
  -
  Saves
  -
  -
  -
  -
  Vulnerabilities
  -
  -
  -
  -
  Immunities -
  -
  -
  -
  Senses
  Passive Perception 13
  Passive Perception 13
  Passive Perception 13
  Passive Perception 13
  Languages Common, Dwarivhs
  Attacks
  Melee Dagger +2 (1d4-1 ) 
  Ranged Dagger (Thrown) 20 
  ft.’: +2 (1d4-1); 60 ft.’: +2 
  (1d4-1) 
  Melee Quarterstaff +1 
  (1d8-2 ) 
  Ranged Crossbow, Light ) 
  --> 80 ft.’: +2 (1d8-1); 320 
  ft.’: +2 (1d8-1) 
  Melee Dagger +3 (1d4-1 ) 
  Ranged Dagger (Thrown) 20 
  ft.’: +3 (1d4-1); 60 ft.’: +3 
  (1d4-1) 
  Melee Quarterstaff +2 (1d8-
  2 ) 
  Ranged Crossbow, Light 
  (Weapon +1) ) --> 80 ft.’: +4 
  (1d8); 320 ft.’: +4 (1d8) 
  Melee Dagger +5 (1d4 ) 
  Ranged Dagger (Thrown) 
  20 ft.’: +5 (1d4); 60 ft.’: +5 
  (1d4) 
  Melee Quarterstaff +3 
  (1d8-2 ) 
  Ranged Crossbow, Light 
  (Weapon +2) ) --> 80 ft.’: 
  +7 (1d8+2); 320 ft.’: +7 
  (1d8+2) 
  Melee Dagger +7 (1d4+1 ) 
  Ranged Dagger (Thrown) 20 
  ft.’: +7 (1d4+1); 60 ft.’: +7 
  (1d4+1) 
  Melee Quarterstaff +4 (1d8-
  2 ) 
  Ranged Crossbow, Light 
  (Weapon +3) ) --> 80 ft.’: 
  +10 (1d8+4); 320 ft.’: +10 
  (1d8+4)
  Special
  -
  -
  -
  -
  Proficiencies
  Battleaxe, Crossbow (Light), Dagger, Dart, Handaxe, Light Hammer, Quarterstaff, Sling, Warhammer
  CE; Medium Humanoid (Dwarf)
  
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  Druthall
    Low
    Moderate
    Advanced
    Elite
  Special 
  Qualities
  Darkvision, Dwarven 
  Combat Training, 
  Dwarven Resilience, 
  Dwarven Toughness, 
  Languages, Smith’s Tools, 
  Stonecunning, Tool 
  Proficiency, Ability Score 
  Improvement, Arcane 
  Recovery, Arcane Tradition, 
  Cantrips, Evocation Savant, 
  Preparing and Casting 
  Spells, Ritual Casting, 
  School of Evocation, Sculpt 
  Spells, Spellcasting
  Darkvision, Dwarven 
  Combat Training, Dwarven 
  Resilience, Dwarven 
  Toughness, Languages, 
  Smith’s Tools, Stonecunning, 
  Tool Proficiency, Ability 
  Score Improvement, Arcane 
  Recovery, Arcane Tradition, 
  Cantrips, Evocation Savant, 
  Potent Cantrip, Preparing 
  and Casting Spells, Ritual 
  Casting, School of Evocation, 
  Sculpt Spells, Spellcasting
  Darkvision, Dwarven 
  Combat Training, 
  Dwarven Resilience, 
  Dwarven Toughness, 
  Languages, Smith’s Tools, 
  Stonecunning, Tool 
  Proficiency, Ability Score 
  Improvement, Arcane 
  Recovery, Arcane Tradition, 
  Cantrips, Empowered 
  Evocation, Evocation 
  Savant, Potent Cantrip, 
  Preparing and Casting 
  Spells, Ritual Casting, 
  School of Evocation, Sculpt 
  Spells, Spellcasting
  Darkvision, Dwarven 
  Combat Training, Dwarven 
  Resilience, Dwarven 
  Toughness, Languages, 
  Smith’s Tools, Stonecunning, 
  Tool Proficiency, Ability 
  Score Improvement, Arcane 
  Recovery, Arcane Tradition, 
  Cantrips, Empowered 
  Evocation, Evocation Savant, 
  Overchannel, Potent Cantrip, 
  Preparing and Casting Spells, 
  Ritual Casting, School of 
  Evocation, Sculpt Spells, 
  Spellcasting
  Spell-
  casting
  Save DC 15; Spell Atk +7
  3rd: fireball; lightning bolt
  2nd: acid arrow; gust of 
  wind; evitate
  1st: color spray; 
  comprehend languages; fog 
  cloud; magic missile
  Save DC 17; Spell Atk +9
  5th: cloudkill;
  4th: blight; control water; 
  ice storm
  3rd: fireball; lightning bolt; 
  stinking cloud
  2nd: acid arrow; gust of 
  wind; evitate
  1st: color spray; 
  comprehend languages; fog 
  cloud; magic missile
  Save DC 18; Spell Atk +10
  7th: delayed blast fireball
  6th: chain lightning
  5th: cloudkill; telekinesis
  4th: blight; control water; 
  ice storm
  3rd: fireball; lightning bolt; 
  stinking cloud
  2nd: acid arrow; gust of 
  wind; evitate
  1st: color spray; 
  comprehend languages; fog 
  cloud; magic missile
  Save DC 19; Spell Atk +11
  9th: prismatic wall
  8th: incendiary cloud
  7th: delayed blast fireball
  6th: chain lightning
  5th: cloudkill; telekinesis
  4th: blight; control water; ice 
  storm
  3rd: fireball; lightning bolt; 
  stinking cloud
  2nd: acid arrow; gust of 
  wind; evitate
  1st: color spray; comprehend 
  languages; fog cloud; magic 
  missile
  Equipment
  Dagger;
  quarterstaff;
  light crossbow;
  crossbow bolts (10x)
  Dagger;
  quarterstaff;
  +1 light crossbow;
  crossbow bolts (10x)
  Dagger;
  quarterstaff;
  +2 light crossbow;
  crossbow bolts (10x)
  Dagger;
  quarterstaff;
  +3 light crossbow;
  crossbow bolts (10x)
  Special Abilities
  Darkvision Accustomed to life underground, you have superior vision in 
  dark and dim conditions. You can see in dim light within 60 feet of you 
  as if it were bright light, and in darkness as if it were dim light. You can’t 
  discern color in darkness, only shades of gray.
  Dwarven Combat Training You have proficiency with the battleaxe, 
  handaxe, light hammer, and warhammer.
  Dwarven Resilience You have advantage on saving throws against poison, 
  and you have resistance against poison damage (explained in chapter 9).
  Dwarven Toughness Your hit point maximum increases by 1, and it 
  increases by 1 every time you gain a level.
  Languages You can speak, read, and write Common and Dwarvish. 
  Dwarvish is full of hard consonants and guttural sounds, and those 
  characteristics spill over into whatever other language a dwarf might 
  speak.
  Smith’s Tools Proficient with Artisan Smith’s Tools.
  Stonecunning Whenever you make an Intelligence (History) check related 
  to the origin of stonework, you are considered proficient in the History 
  skill and add double your proficiency bonus to the check, instead of your 
  normal proficiency bonus.
  Arcane Recovery You have learned to regain some of your magical energy 
  by studying your spellbook. Once per day when you finish a short rest, 
  you can choose expended spell slots to recover. The spell slots can have 
  a combined level that is equal to or less than 9, and none of the slots can 
  be 6th level or higher. For example, if you’re a 4th-level wizard, you can 
  recover up to two levels worth of spell slots. You can recover either a 
  2nd-level spell slot or two 1st-level spell slots.
  Empowered Evocation Beginning at 10th level, you can add +5 to the 
  damage roll of any wizard evocation spell you cast. The damage bonus 
  applies to one damage roll of a spell, not multiple rolls.
  Evocation Savant Beginning when you select this school at 2nd level, 
  the gold and time you must spend to copy an evocation spell into your 
  spellbook is halved.
  Overchannel Starting at 14th level, you can increase the power of your 
  simpler spells. When you cast a wizard spell of 5th level or lower that 
  deals damage, you can deal maximum damage with that spell. The first 
  time you do so, you suffer no adverse effect. If you use this feature again 
  before you finish a long rest, you take 2d12 necrotic damage for each 
  level of the spell, immediately after you cast it. Each time you use this 
  feature again before finishing a long rest, the necrotic damage per spell 
  level increases by 1d12. This damage ignores resistance and immunity. 
  The feature doesn’t benefit cantrips.
  Potent Cantrip Starting at 6th level, your damaging cantrips affect even 
  creatures that avoid the brunt of the effect. When a creature succeeds on 
  a saving throw against your cantrip, the creature takes half the cantrip’s 
  damage (if any) but suffers no additional effect from the cantrip.
  Ritual Casting You can cast a wizard spell as a ritual if that spell has the 
  ritual tag and you have the spell in your spellbook. You don’t need to have 
  
  327
  Druthall
  the spell prepared.
  School of Evocation You focus your study on magic that creates powerful 
  elemental effects such as bitter cold, searing flame, rolling thunder, 
  crackling lightning, and burning acid. Some evokers find employment in 
  military forces, serving as artillery to blast enemy armies from afar. Others 
  use their spectacular power to protect the weak, while some seek their 
  own gain as bandits, adventurers, or aspiring tyrants.
  Sculpt Spells Beginning at 2nd level, you can create pockets of relative 
  safety within the effects of your evocation spells. When you cast an 
  evocation spell that affects other creatures that you can see, you can 
  choose a number of them equal to 1 + the spell’s level. The chosen 
  creatures automatically succeed on their saving throws against the spell, 
  and they take no damage if they would normally take half damage on a 
  successful save.
  
  328
  Druthall
  Table 25: Attitude Modifiers for Druthall the Evoker
  Starting Attitude:  
  13 (Indifferent)
  Name
  Condition
  Effect
  Notes
  Action
  PCs attack without provocation
  -15
  Does not stack with other attack-based modifiers
  Action
  PCs attack with provocation
  -10
  Does not stack with other attack-based modifiers
  Conversation
  PCs threaten violence
  -5
  -
  Action
  NPC witnesses the PCs commit a 
  crime
  +1
  Assumes the crime does not involve the NPC; stacks with 
  other modifiers that involve crimes against the NPC; does 
  not stack with other “witnesses crime” modifiers
  Action
  NPC witnesses the PCs commit 
  murder
  +2
  Assumes the crime does not involve the NPC; stacks with 
  other modifiers that involve crimes against the NPC; does 
  not stack with other “witnesses crime” modifiers
  Action
  NPC witnesses the PCs commit 
  murder in self-defense
  +1
  Assumes the crime does not involve the NPC; stacks with 
  other modifiers that involve crimes against the NPC; does 
  not stack with other “witnesses crime” modifiers
  Action
  Villain witnesses the PCs 
  discussing the villain and/or 
  their henchmen
  -4
  Does not stack with other “witness” modifiers
  Action
  PCs defend this NPC against 
  violence
  +10
  Does not stack with other “witness” modifiers
  Conversation
  PCs attempt a bribe (for 
  information, for action)
  -1
  GM’s discretion as to whether the bribe produces results 
  (positive or negative!)
  Conversation
  PCs share Rumors / Lore 
  +1
  Per each Rumor shared; maximum +4
  Extant
  One or more PCs have been 
  arrested
  +2
  Per offense, no limit
  Extant
  PCs have slain a guard, but have 
  not been caught
  +5
  Per offense, maximum -15 total
  Action
  PCs heal or “boon” this NPC
  +5
  Per healing spell/potion/skill check or beneficial spell or 
  effect; maximum +15
  Action
  PCs refuse to help when asked
  -3
  Per request; no maximum
  Action
  PCs agree to help when asked
  +4
  Per request; maximum +12
  Action
  NPC joins party for any length 
  of time
  +5
  Does not stack with subsequent iterations of itself 
  (maximum effect +5 no matter how many times NPC joins 
  party)
  Action
  PCs save this NPC’s life
  +15
  Either as part of a Quest, or as an offer made of the 
  party’s own initiative
  Conversation
  PCs fail at an Intimidate check 
  for any reason
  -2
  Per failed check; no maximum
  Investigation
  PCs discover something 
  fundamental about this villain’s 
  MO or deeds and/or discovers 
  lair or residence
  -10
  “Fundamental” is left to the GM to adjudicate; stacks with 
  other Investigation modifiers
  Investigation
  PCs rescue a victim, recover a 
  corpse, or otherwise “undo” or 
  find hard evidence of death at 
  the hands of this villain
  -10
  Initial and first-time-only; -2 per additional victim or 
  evidence beyond the first; no limit; stacks with other 
  Investigation modifiers
  Investigation
  PCs give evidence of this villain’s 
  crimes to authorities
  -8
  Stacks with other Investigation modifiers
  
  329
  Druthall
  Primer
  CR 3; XP 700
    Low
    Moderate
    Advanced
    Elite
  Challenge CR 3 
  XP 700
  CR 7 
  XP 2,900
  CR 11 
  XP 7,200
  CR 15 
  XP 13,000
  Class / HD Druid 3
  Druid 7
  Druid 11
  Druid 15
  Size / Aln
  Medium NE  
  Tiefling
  Medium NE  
  Tiefling
  Medium NE  
  Tiefling
  Medium NE  
  Tiefling
  HP
  23
  42
  59
  88
  Armor 
  Class
  13
  14
  16
  18
  Speed
  Walk 30’
  Walk 30’
  Walk 30’
  Walk 30’
  Ability 
  Scores / 
  Saves
  STR    10  (+0) 
  DEX   13 (+1) 
  CON  11 (+0) 
  INT      9 (+1) 
  WIS   17 (+5) 
  CHA  13 (+1)
  STR    10  (+0) 
  DEX   13 (+1) 
  CON  11 (+0) 
  INT      9 (+2) 
  WIS   19 (+7) 
  CHA  13 (+1)
  STR    10  (+0) 
  DEX   14 (+2) 
  CON  11 (+0) 
  INT      9 (+3) 
  WIS   20 (+9) 
  CHA  13 (+1)
  STR    10  (+0) 
  DEX   16 (+3) 
  CON  11 (+0) 
  INT      9 (+4) 
  WIS   20 (+10) 
  CHA  13 (+1)
  Skills
  -
  -
  -
  -
  Saves
  -
  -
  -
  -
  Vulnerabilities
  -
  -
  -
  -
  Immunities -
  -
  -
  -
  Senses
  Passive Perception 15
  +2 Herbalism Kit
  Passive Perception 17
  +3 Herbalism Kit
  Passive Perception 19
  +4 Herbalism Kit
  Passive Perception 20
  +5 Herbalism Kit
  Languages Common, Druidic, Infernal
  Attacks
  Melee Sickle +2 (1d4 ) 
  Ranged Sling ) --> 30 ft.’: 
  -7 (1d4+1); 120 ft.’: -7 
  (1d4+1) 
  Melee Dagger +3 (1d4+1 ) 
  Ranged Dagger (Thrown) 20 
  ft.’: +3 (1d4+1); 60 ft.’: +3 
  (1d4+1) 
  Melee Sickle +3 (1d4 ) 
  Ranged Sling ) --> 30 ft.’: 
  -6 (1d4+1); 120 ft.’: -6 
  (1d4+1) 
  Melee Dagger +4 (1d4+1 ) 
  Ranged Dagger (Thrown) 20 
  ft.’: +4 (1d4+1); 60 ft.’: +4 
  (1d4+1) 
  Melee Sickle +4 (1d4 ) 
  Ranged Sling ) --> 30 ft.’: 
  -4 (1d4+2); 120 ft.’: -4 
  (1d4+2) 
  Melee Dagger +6 (1d4+2 ) 
  Ranged Dagger (Thrown) 
  20 ft.’: +6 (1d4+2); 60 ft.’: 
  +6 (1d4+2) 
  Melee Sickle +5 (1d4 ) 
  Ranged Sling ) --> 30 ft.’: -2 
  (1d4+3); 120 ft.’: -2 (1d4+3) 
  Melee Dagger +8 (1d4+3 ) 
  Ranged Dagger (Thrown) 20 
  ft.’: +8 (1d4+3); 60 ft.’: +8 
  (1d4+3) 
  Special
  -
  -
  -
  -
  Proficiencies
  Club, Dagger, Dart, Javelin, Mace, Quarterstaff, Scimitar, Sickle, Sling, Spear
  NE; Medium Humanoid (Tiefling)
  
  330
  Druthall
    Low
    Moderate
    Advanced
    Elite
  Special 
  Qualities
  Darkvision, Hellish 
  Resistance, Infernal Legacy, 
  Languages, Bonus Cantrip, 
  Cantrips, Circle Spells, Druid 
  Circle, Druidic, Natural 
  Recovery, Ritual Casting, 
  Spellcasting, Spellcasting 
  Focus, Wild Shape, Circle of 
  the Land
  Darkvision, Hellish 
  Resistance, Infernal Legacy, 
  Languages, Ability Score 
  Improvement, Bonus 
  Cantrip, Cantrips, Circle 
  Spells, Druid Circle, Druidic, 
  Land’s Stride, Natural 
  Recovery, Ritual Casting, 
  Spellcasting, Spellcasting 
  Focus, Wild Shape, Circle of 
  the Land
  Darkvision, Hellish 
  Resistance, Infernal Legacy, 
  Languages, Ability Score 
  Improvement, Bonus 
  Cantrip, Cantrips, Circle 
  Spells, Druid Circle, Druidic, 
  Land’s Stride, Natural 
  Recovery, Nature’s Ward, 
  Ritual Casting, Spellcasting, 
  Spellcasting Focus, Wild 
  Shape, Circle of the Land
  Darkvision, Hellish 
  Resistance, Infernal Legacy, 
  Languages, Ability Score 
  Improvement, Bonus Cantrip, 
  Cantrips, Circle Spells, Druid 
  Circle, Druidic, Land’s Stride, 
  Natural Recovery, Nature’s 
  Sanctuary, Nature’s Ward, 
  Ritual Casting, Spellcasting, 
  Spellcasting Focus, Wild 
  Shape, Circle of the Land
  Spell-
  casting
  Save DC 13; Spell Atk +5
  2nd: flaming sphere; gust 
  of wind
  1st: charm person; fog 
  cloud; jump; longstrider
  Save DC 15; Spell Atk +7
  4th: control water
  3rd: daylight; plant growth; 
  sleet storm
  2nd: barkskin; flaming 
  sphere; gust of wind
  1st: charm person; fog 
  cloud; jump; longstrider
  Save DC 17; Spell Atk +9
  6th: wall of thorns
  5th: insect plague; wall of 
  stone
  4th: blight; control water; 
  ice storm
  3rd: daylight; plant growth; 
  sleet storm
  2nd: barkskin; flaming 
  sphere; gust of wind
  1st: charm person; fog 
  cloud; jump; longstrider
  Save DC 18; Spell Atk +10
  8th: animal shapes
  7th: fire storm
  6th: wall of thorns
  5th: insect plague; wall of 
  stone
  4th: blight; control water; ice 
  storm
  3rd: daylight; plant growth; 
  sleet storm
  2nd: barkskin; flaming 
  sphere; gust of wind
  1st: charm person; fog 
  cloud; jump; longstrider
  Equipment
  Sickle; 
  sling;
  sling bullets (10x);
  studded leather armor;
  dagger
  Sickle; 
  sling;
  sling bullets (10x);
  +1 studded leather armor;
  dagger
  Sickle; 
  sling;
  sling bullets (10x);
  +2 studded leather 
  armor;
  dagger
  Sickle; 
  sling;
  sling bullets (10x);
  +3 studded leather armor;
  dagger
  Special Abilities
  Darkvision Thanks to your infernal heritage, you have superior vision in 
  dark and dim conditions. You can see in dim light within 60 feet of you 
  as if it were bright light, and in darkness as if it were dim light. You can’t 
  discern color in darkness, only shades of gray.
  Hellish Resistance You have resistance to fire damage.
  Infernal Legacy You know the thaumaturgy cantrip. Once you reach 3rd 
  level, you can cast the hellish rebuke spell once per day as a 2nd-level 
  spell. Once you reach 5th level, you can also cast the darkness spell once 
  per day. Charisma is your spellcasting ability for these spells. Spell save DC 
  14.
  Languages You can speak, read, and write Common and Infernal.
  Druidic You know Druidic, the secret language of druids. You can speak 
  the language and use it to leave hidden messages. You and others who 
  know this language automatically spot such a message. Others spot the 
  message’s presence with a successful DC 15 Wisdom (Perception) check 
  but can’t decipher it without magic.
  Land’s Stride Starting at 6th level, moving through nonmagical difficult 
  terrain costs you no extra movement. You can also pass through 
  nonmagical plants without being slowed by them and without taking 
  damage from them if they have thorns, spines, or a similar hazard. In 
  addition, you have advantage on saving throws against plants that are 
  magically created or manipulated to impede movement, such those 
  created by the entangle spell.
  Natural Recovery Starting at 2nd level, you can regain some of your 
  magical energy by sitting in meditation and communing with nature. 
  During a short rest, you choose expended spell slots to recover. The spell 
  slots can have a combined level that is equal to or less than 8, and none 
  of the slots can be 6th level or higher. You can’t use this feature again 
  until you finish a long rest For example, when you are a 4th-level druid, 
  you can recover up to two levels worth of spell slots. You can recover 
  either a 2nd-level slot or two 1st-level slots.
  Nature’s Sanctuary When you reach 14th level, creatures of the natural 
  world sense your connection to nature and become hesitant to attack 
  you. When a beast or plant creature attacks you, that creature must 
  make a Wisdom saving throw against your druid spell save DC: 18. On 
  a failed save, the creature must choose a different target, or the attack 
  automatically misses. On a successful save, the creature is immune to 
  this effect for 24 hours. The creature is aware of this effect before it 
  makes its attack against you.
  Nature’s Ward When you reach 10th level, you can’t be charmed or 
  frightened by elementals or fey, and you are immune to poison and 
  disease.
  Ritual Casting You can cast a druid spell as a ritual if that spell has the 
  ritual tag and you have the spell prepared.
  Wild Shape Starting at 2nd level, you can use your action to magically 
  assume the shape of a beast that you have seen before. You can use 
  this feature twice. You regain expended uses when you finish a short or 
  long rest. Your druid level determines the beasts you can transform into. 
  At 2nd level, for example, you can transform into any beast that has a 
  challenge rating of 1/4 or lower that doesn’t have a flying or swimming 
  speed. You can stay in a beast shape for a number of hours equal to 7. 
  You then revert to your normal form unless you expend another use of 
  this feature. You can revert to your normal form earlier by using a bonus 
  
  331
  Druthall
  action on your turn. You automatically revert if you fall unconscious, drop 
  to 0 hit points, or die. While you are transformed, the following rules 
  apply: Your game statistics are replaced by the statistics of the beast, 
  but you retain your alignment, personality, and Intelligence, Wisdom, 
  and Charisma scores. You also retain all of your skill and saving throw 
  proficiencies, in addition to gaining those of the creature. If the creature 
  has the same proficiency as you and the bonus in its stat block is higher 
  than yours, use the creature’s bonus instead of yours. If the creature has 
  any legendary or lair actions, you can’t use them. When you transform, 
  you assume the beast’s hit points and Hit Dice. When you revert to your 
  normal form, you return to the number of hit points you had before 
  you transformed. However, if you revert as a result of dropping to 0 hit 
  points, any excess damage carries over to your normal form. For example, 
  if you take 10 damage in animal form and have only 1 hit point left, you 
  revert and take 9 damage. As long as the excess damage doesn’t reduce 
  your normal form to 0 hit points, you aren’t knocked unconscious. You 
  can’t cast spells, and your ability to speak or take any action that requires 
  hands is limited to the capabilities of your beast form. Transforming 
  doesn’t break your concentration on a spell you’ve already cast, however, 
  or prevent you from taking actions that are part of a spell, such as call 
  lightning, that you’ve already cast. You retain the benefit of any features 
  from your class, race, or other source and can use them if the new form is 
  physically capable of doing so. However, you can’t use any of your special 
  senses, such as darkvision, unless your new form also has that sense. 
  You choose whether your equipment falls to the ground in your space, 
  merges into your new form, or is worn by it. Worn equipment functions 
  as normal, but the DM decides whether it is practical for the new form to 
  wear a piece of equipment, based on the creature’s shape and size. Your 
  equipment doesn’t change size or shape to match the new form, and any 
  equipment that the new form can’t w ear must either fall to the ground or 
  merge with it. Equipment that merges with the form has no effect until 
  you leave the form.
  Circle of the Land The Circle of the Land is made up of mystics and sages 
  who safeguard ancient knowledge and rites through a vast oral tradition. 
  These druids meet within sacred circles of trees or standing stones to 
  whisper primal secrets in Druidic. The circle’s wisest members preside 
  as the chief priests of communities that hold to the Old Faith and serve 
  as advisors to the rulers of those folk. As a member of this circle, your 
  magic is influenced by the land where you were initiated into the circle’s 
  mysterious rites.
  
  332
  Druthall
  Swathcutter
  CR 4; XP 1,100
    Low
    Moderate
    Advanced
    Elite
  Challenge CR 4 
  XP 1,100
  CR 8 
  XP 3,900
  CR 12 
  XP 8,400
  CR 16 
  XP 15,000
  Class / HD Sorcerer 4
  Sorcerer 8
  Sorcerer 12
  Sorcerer 16
  Size / Aln
  Small CE  
  Gnome (Rock)
  Small CE  
  Gnome (Rock)
  Small CE  
  Gnome (Rock)
  Small CE  
  Gnome (Rock)
  HP
  25
  41
  56
  72
  Armor 
  Class
  15
  15
  16
  17
  Speed
  Walk 25’
  Walk 25’
  Walk 25’
  Walk 25’;
  Fly 25’
  Ability 
  Scores / 
  Saves
  STR    13  (+1) 
  DEX   14 (+2) 
  CON  11 (+3) 
  INT      7 (-2) 
  WIS     9 (-1) 
  CHA  19 (+6)
  STR    13  (+1) 
  DEX   15 (+2) 
  CON  11 (+3) 
  INT      7 (-2) 
  WIS     9 (-1) 
  CHA  20 (+8)
  STR    13  (+1) 
  DEX   17 (+3) 
  CON  11 (+4) 
  INT      7 (-2) 
  WIS     9 (-1) 
  CHA  20 (+9)
  STR    13  (+1) 
  DEX   19 (+4) 
  CON  11 (+5) 
  INT      7 (-2) 
  WIS     9 (-1) 
  CHA  20 (+10)
  Skills
  -
  -
  -
  -
  Saves
  -
  -
  -
  -
  Vulnerabilities
  -
  -
  -
  -
  Immunities -
  -
  -
  -
  Senses
  Passive Perception 9
  Passive Perception 9
  Passive Perception 9
  Passive Perception 9
  Languages Common, Draconic, Gnomish
  Attacks
  Melee Dagger (Small) +4 
  (1d4+2 ) 
  Ranged Dagger (Small/
  Thrown) 20 ft.’: +4 
  (1d4+2); 60 ft.’: +4 
  (1d4+2) 
  Melee Dagger (Small/
  Weapon +1) +6 (1d4+3 ) 
  Ranged Dagger (Small/
  Weapon +1/Thrown) 20 
  ft.’: +6 (1d4+3); 60 ft.’: +6 
  (1d4+3) 
  Melee Dagger (Small/
  Weapon +2) +9 (1d4+5 ) 
  Ranged Dagger (Small/
  Weapon +2/Thrown) 20 
  ft.’: +9 (1d4+5); 60 ft.’: +9 
  (1d4+5) 
  Melee Dagger (Small/
  Weapon +3) +12 (1d4+7 ) 
  Ranged Dagger (Small/
  Weapon +3/Thrown) 20 ft.’: 
  +12 (1d4+7); 60 ft.’: +12 
  (1d4+7)
  Special
  -
  -
  -
  -
  Proficiencies
  Crossbow (Light), Dagger, Dart, Quarterstaff, Sling
  CE; Small Humanoid (Gnome)
  
  333
  Druthall
    Low
    Moderate
    Advanced
    Elite
  Special 
  Qualities
  Artificer’s Lore, Darkvision, 
  Gnome Cunning, Languages, 
  Tinker, Tinker’s Tools, 
  Ability Score Improvement, 
  Cantrips, Creating Spell 
  Slots, Distant Spell, 
  Draconic Bloodline, 
  Draconic Resilience, Dragon 
  Ancestor, Empowered 
  Spell, Flexible Casting, 
  Font of Magic, Metamagic, 
  Sorcerous Origin, Sorcery 
  Points, Spell Casting 
  Artificer’s Lore, Darkvision, 
  Gnome Cunning, Languages, 
  Tinker, Tinker’s Tools, 
  Ability Score Improvement, 
  Cantrips, Creating Spell 
  Slots, Distant Spell, 
  Draconic Bloodline, 
  Draconic Resilience, Dragon 
  Ancestor, Elemental Affinity, 
  Empowered Spell, Flexible 
  Casting, Font of Magic, 
  Metamagic, Sorcerous 
  Origin, Sorcery Points, Spell 
  Casting 
  Artificer’s Lore, Darkvision, 
  Gnome Cunning, 
  Languages, Tinker, Tinker’s 
  Tools, Ability Score 
  Improvement, Cantrips, 
  Creating Spell Slots, Distant 
  Spell, Draconic Bloodline, 
  Draconic Resilience, 
  Dragon Ancestor, Elemental 
  Affinity, Empowered Spell, 
  Extended Spell, Flexible 
  Casting, Font of Magic, 
  Metamagic, Sorcerous 
  Origin, Sorcery Points, Spell 
  Casting
  Artificer’s Lore, Darkvision, 
  Gnome Cunning, Languages, 
  Tinker, Tinker’s Tools, 
  Ability Score Improvement, 
  Cantrips, Creating Spell 
  Slots, Distant Spell, Draconic 
  Bloodline, Draconic 
  Resilience, Dragon Ancestor, 
  Dragon Wings, Elemental 
  Affinity, Empowered Spell, 
  Extended Spell, Flexible 
  Casting, Font of Magic, 
  Metamagic, Sorcerous 
  Origin, Sorcery Points, Spell 
  Casting
  Spell-
  casting
  Save DC 14; Spell Atk +6
  2nd: darkness; knock; 
  scorching ray
  1st: feather fall; fog cloud; 
  magic missile; thunderwave
  Save DC 16; Spell Atk +8
  4th: ice storm; wall of fire
  3rd: fear; haste; sleet storm
  2nd: darkness; knock; 
  scorching ray
  1st: feather fall; fog cloud; 
  magic missile; thunderwave
  Save DC 17; Spell Atk +9
  6th: move earth
  5th: cloudkill; cone of cold
  4th: dimension door; ice 
  storm; wall of fire
  3rd: fear; haste; sleet storm
  2nd: darkness; knock; 
  scorching ray
  1st: feather fall; fog cloud; 
  magic missile; thunderwave
  Save DC 18; Spell Atk +10
  8th: earthquake
  7th: fire storm
  6th: move earth
  5th: cloudkill; cone of cold
  4th: dimension door; ice 
  storm; wall of fire
  3rd: fear; haste; sleet storm
  2nd: darkness; knock; 
  scorching ray
  1st: feather fall; fog cloud; 
  magic missile; thunderwave
  Equipment
  Dagger (small)
  +1 Dagger (small)
  +2 Dagger (small)
  +3 Dagger (small)
  Special Abilities
  Artificer’s Lore Whenever you make a History check related to magic 
  items, alchemical objects, ar technological devices, you can add twice 
  your proficiency bonus (10), instead of any proficiency bonus you 
  normally appIy.
  Darkvision Accustomed to life underground, you have superior vision in 
  dark and dim conditions. You can see in dim light within 60 feet of you 
  as if it w ere bright light, and in darkness as if it were dim light. You can’t 
  discern color in darkness, only shades of gray.
  Gnome Cunning You have advantage on all Intelligence, Wisdom, and 
  Charisma saving throws against magic.
  Languages You can speak, read, and write Common and Gnomish. The 
  Gnomish language, which uses the Dwarvish script, is renowned for its 
  technical treatises and its catalogs of knowledge about the natural world.
  Tinker You have proficiency with tinker’s tools. Using those tools, you can 
  spend 1 hour and 10 gp worth of materiaIs to construct a Tiny clockwork 
  device (AC 5, 1 hp). The device ceases to function after 24 hours. (unless 
  you spend 1 hour repairing it to keep the device functioning), or when 
  you use your action to dismantle it; at that time, you can reclaim the 
  materiaIs used to create it. You can have up to three such devices active 
  at a time. When you create a device, choose one of the following options: 
  Clockwork Toy: This toy is a clockwork animal or person, such as a frog, 
  mouse, bird, or soldier. When placed on the ground, the toy moves 5 feet 
  across the ground on each of your turns in a random direction. It makes 
  noises as appropriate to the creature it represents. Fire Starter: The device 
  produces a miniature flame, which you can use to light something like a 
  candle, torch, or campfire. Using the device requires your action. Music 
  Box: When opened, this music box plays a single song at a moderate 
  volume. The box stops playing when it reaches the song’s end or when it 
  is closed.
  Tinker’s Tools Proficient with Artisan Tinker’s Tools.
  Creating Spell Slots Spell Slot Level-Sorcery Point Cost: 1st-2; 2nd-3; 
  3rd-5; 4th-6; 5th-7. Converting a Spell Slot to Sorcery Points. As a bonus 
  action on your turn, you can expend one spell slot and gain a number of 
  sorcery points equal to the slot’s level.
  Distant Spell When you cast a spell that has a range of 5 feet or greater, 
  you can spend 1 sorcery point to double the range of the spell. When you 
  cast a spell that has a range of touch, you can spend 1 sorcery point to 
  make the range of the spell 30 feet.
  Draconic Bloodline Your innate magic comes from draconic magic that 
  was mingled with your blood or that of your ancestors. Most often, 
  sorcerers with this origin trace their descent back to a mighty sorcerer of 
  ancient times who made a bargain with a dragon or who might even have 
  claimed a dragon parent. Some of these bloodlines are well established 
  in the world, but most are obscure. Any given sorcerer could be the 
  first of a new bloodline, as a result of a pact or some other exceptional 
  circumstance. You can speak, read, and write Draconic. Additionally, 
  whenever you make a Charisma check when interacting with dragons, 
  your proficiency bonus is doubled if it applies to the check.
  Draconic Resilience As magic flows through your body, it causes physical 
  traits of your dragon ancestors to emerge. At 1st level, your hit point 
  maximum increases by 1 and increases by 1 again whenever you gain a 
  level in this class. Additionally, parts of your skin are covered by a thin 
  sheen of dragon-like scales. When you aren’t wearing armor, your AC 
  equals 13 + your Dexterity modifier.
  Dragon Ancestor At 1st level, you choose one type of dragon as your 
  ancestor. The damage type associated with each dragon is used by 
  features you gain later. Brass, Damage Type Fire. You can speak, read, and 
  write Draconic. Additionally, whenever you make a Charisma check when 
  interacting with dragons, your proficiency bonus is doubled if it applies to 
  the check.
  Dragon Wings At 14th level, you gain the ability to sprout a pair of 
  dragon wings from your back, gaining a flying speed equal to your current 
  
  334
  Druthall
  speed. You can create these wings as a bonus action on your turn. They 
  last until you dismiss them as a bonus action on your turn. You can’t 
  manifest your wings while wearing armor unless the armor is made to 
  accommodate them, and clothing not made to accommodate your wings 
  might be destroyed when you manifest them.
  Elemental Affinity Starting at 6th level, when you cast a spell that deals 
  damage of the type associated with your draconic ancestry, add 5 to 
  that damage. At the same time, you can spend 1 sorcery point to gain 
  resistance to that damage type for 1 hour. The damage bonus applies to 
  one damage roll of a spell, not multiple rolls.
  Empowered Spell When you roll damage for a spell, you can spend 1 
  sorcery point to reroll a number of the damage dice up to 5. You must 
  use the new rolls. You can use Empowered Spell even if you have already 
  used a different Metamagic option during the casting of the spell.
  Extended Spell When you cast a spell that has a duration of 1 minute 
  or longer, you can spend 1 sorcery point to double its duration, to a 
  maximum duration of 24 hours.
  Flexible Casting You can use your sorcery points to gain additional spell 
  slots, or sacrifice spell slots to gain additional sorcery points. You learn 
  other ways to use your sorcery points as you reach higher levels. Creating 
  Spell Slots. You can transform unexpended sorcery points into one spell 
  slot as a bonus action on your turn. The Creating Spell Slots table shows 
  the cost of creating a spell slot of a given level. You can create spell slots 
  no higher in level than 5th. The created spell slots vanish at the end of a 
  long rest.
  Font of Magic At 2nd level, you tap into a deep wellspring of magic within 
  yourself. This wellspring is represented by sorcery points, which allow you 
  to create a variety of magical effects.
  Metamagic At 3rd level, you gain the ability to twist your spells to suit 
  your needs. You gain two of the following Metamagic options of your 
  choice. You gain another one at 10th and 17th level. You can use only 
  one Metamagic option on a spell when you cast it, unless otherwise 
  noted.
  Sorcery Points You have 16 sorcery points. You can never have more 
  sorcery points than 16 at once. You regain all spent sorcery points when 
  you finish a long rest.
  
  335
  Murtence
  Murtence the Vile
  
  336
  Murtence
  Murtence the Vile
  Overview
  A poisoner, curser, and all-around disgusting hag, Murtence 
  was once royalty who gave it all up over a quibble with her 
  family.  
  Of legendarily stubborn stock, she turned to a life of 
  isolation and evil rather than admit fault and ask for 
  forgiveness.  
  Appearance
  Once somewhat lovely in her youth, Murtence has embraced 
  the visage of an outcast, malcontent, and general hag.  
  Her facial structure still speaks of authority and high 
  breeding, but her garb is rotten, her hygiene terrible, and her 
  hair is in tatters.
  Background
  Murtence was born into nobility in a medium-sized city.  
  Her childhood was fairly idyllic, and filled with training, 
  travel, joy, and education.  
  One day in her adolescence, the family had a fight, the 
  magnitude of which has destroyed the family and sent 
  Murtence herself into exile.
  Each family member recalls a different catalyst for the 
  dissolution of their intimacy.
  Her father remembers when Murtence chose a degenerate 
  ruffian to date, and had promised herself to him already 
  when she brought the topic up.  When pressed innocently 
  for questions, Murtence threatened to leave the family and 
  reject her inheritance for the boy; once made, no amount of 
  cajoling or soothing would keep her from this statement.
  Murtence’s mother recalls when her daughter snuck into 
  her room in the middle of the night, smelling of wine and 
  incense and wearing a ceremonial smock of a nature she 
  had never seen, before or since.  In her hand was a jagged 
  dagger, and as Murtence’s mother awoke, her daughter made 
  to stab her with it.  Quickly disarmed, Murtence interpreted 
  the scene in reverse, that her mother had made as though to 
  kill her as she sleepwalked.
  Her sister swears that Murtence seduced her own beloved, 
  and came into her room haughtily in the middle of the night 
  to declare her intent to elope and marry him.  Screaming, 
  Murtence’s sister attacked her, and Murtence fled.
  Oddly, Murtence herself has no specific memories at all, 
  having sacrificed them in a self-inflicted sort of amnesia in 
  her pursuit of the haglike isolation in which she currently 
  sits.  She recalls only vile, vague thoughts, and feels only 
  resentment, hatred, and frustration at the concept of her 
  family.
  The truth of the matter is a bit more mundane, with 
  elements of truth all around: Murtence had fallen in love 
  with a somewhat lower-class suitor who dabbled in the 
  arcane, and had borrowed from the man an artifact that 
  warped dreams and memories.  The item itself vanished in 
  the confrontation of that evening, and has not been seen 
  again.  It could be that the suitor was no beloved at all, and 
  instead sought only to sow dissention in the ranks of a well-
  born family.
  Demeanor
  Murtence is every inch the hag whose guise she has 
  assumed: ill-tempered, horrid in appearance, and rude.  On 
  occasion, she shows a glint of her former self, when she tries 
  to bluff or actually talks.
  Generally, she will consider anyone who wants to talk to her 
  to be an interloper, meddling in her affairs; in fairness, this 
  has often been the case over the years, as her family has 
  reached out to her again and again.
  Combat Tactics
  Murtence will flee combat if reduced to fewer than 25% of 
  her maximum hit points. 
  Aside from that, she will fight ruthlessly and without 
  compunction, using innocents, false pleas, and distraction to 
  try to gain advantage.
  Modus Operandi
  Murtence is rumored to be a hag for hire, and there is truth 
  in this: she will concoct a poison for coin.
  Her main hobby, however, is to sow dissent in noble 
  families, much like what she herself may have sown in her 
  own.  Murder, seduction, blackmail: she is beyond nothing, 
  and has discovered that there is no shortage of similarly-
  minded people in search of political or societal gain in these 
  endeavors.
  These days, she will wait until someone has need of a 
  vile action, and will then extract a high price for her 
  involvement.  Afterward, Murtence will more often than not 
  murder her compatriot.  This is partly to remove a witness 
  to her villany... but mostly because she enjoys the double-
  crossing of someone who Has already shown themselves to 
  be evil.
  Notoriety
  Murtence is known in the underworld as a “pestle for hire”, 
  but with a dark reputation for other vile acts.  
  Generally speaking, she’s viewed as a “last resort” kind of 
  option for those in need of nefarious activity.
  She’s one of the few villains whose dark deeds are exactly 
  the same as her reputation suggests: she hides behind 
  nothing other than social separation.
  
  337
  Murtence
  
  338
  Murtence
  FlexTable 23: Murtence the Vile Rumors & Lore
  A
  B
  C
  D
  DC
  Description
  Veracity
  -
  -
  -
  01-30
  -
  No Rumor
  No information is obtained.
  01-14
  01-14
  01-14
  31-39
  12
  A hag in the woods offers 
  potions for a price.
    True.  This is one of the mundane 
  services Murtence offers.
  15-29
  15-30
  15-30
  01-30
  13
  For coin, a grizzled swamp 
  witch will concoct a love 
  potion or a poison for 
  nefarious use, no questions 
  asked.
    Partially True.  While Murtence is 
  long beyond moral compunctions of such 
  services, she does prefer to deal with 
  noble or affluent targets, and will outright 
  refuse any service with improverished 
  intended victims.
  30-44
  31-45
  31-45
  31-39
  14
  Healing, speed or maybe 
  love
  The swamp hag’s brew 
  imbues
  No mortal act she is above
  To murder or confuse
    True.  This enumerates several of 
  the more nefarious types of potion that 
  Murtence has been known to concoct for 
  her clients.
  45-59
  46-60
  46-60
  40-49
  15
  On her clients’ behalf, 
  Murtence creates potions to 
  enslave, murder, or betray.
    True.  These are in fact her three 
  favorite tools.
  60-74
  60-69
  60-69
  50-59
  16
  The wood witch was once 
  a noble daughter, thrown 
  into exile by hubris and 
  sequestered there by 
  stubbornness.
    Partially True.  Murtence’s exile is 
  self-imposed; the rest of it is accurate, 
  however.
  75-89
  70-97
  70-94
  60-69
  11
  The wood hag is a succubus 
  in mortal form, and will 
  tempt, seduce, and drink the 
  soul of those who come to 
  her with ignoble aims.
    False.  Murtence is but a skilled 
  arcanist, and has exactly the opposite 
  reaction to dark pursuits.
  90-00
  98-00
  95-00
  70-00
  13
  A wood witch has been 
  cursed with solitude as 
  punishment for her crimes 
  in seducing a warlord.
    False.  Other than being a hag who 
  lives in the woods, no part of this applies 
  to Murtence.
  Hooks, Integration, & Adventure 
  Seeds
  • Direct Attack: Murtence tries to murder the PCs.  This 
  works best if the PCs are high-level and influential.
  • Plea of the Innocent: Someone asks the party’s help in 
  finding out who murdered the family matriarch.  Signs 
  suggest someone hired the hag in the woods.
  • Fringe Notice: The powerful and mighty are leaving the 
  city in droves all of a sudden.  Upon questioning them, 
  the PCs discover they live in fear that their family will be 
  next in the growing list of horrible fates that has befallen 
  family after family in the city.
  • Appeal from Authority: The city watch begs the party’s 
  help in discovering who is behind a swath of murders or 
  poisonings that seem to afflict only affluent families.
  • Faction Quest: The leader of a guild is herself affected by 
  Murtence’s villainy, and asks the party to help her prevent 
  such acts befalling other leaders.
  • Faction Impact: As Faction Quest, but the PCs are part 
  of the faction afflicted, and take it upon themselves to 
  discover the root of the problem.
  • Disappearing Regular: A well-known NPC dies at the 
  hands of Murtence.  This could even be a poisoning which 
  occurs as the PCs watch.
  • Dark Rumor: Rumors and Lore suggest the hag may be an 
  evil worth pursuing.
  Habits and Logistics
  There is an 
    85% chance Murtence will be in her hut at 
  any given time, day or night.
  The remainder of the time she is... out.  Lurking, roaming.  
  Foraging for ingredients.  Hunting, for food.  Or... something 
  else.  Something... darker.
  Conversation
  Murtence has nothing but time, but nevertheless no patience 
  for those who would waste hers.  She has no interest in 
  
  339
  Murtence
  re-entering society other than to keep tabs on the rich and 
  powerful, and then only as a means to know which targets 
  are preferred.
  Did you know this person? 
  (This can be a general question about any victim, actual or 
  suspected.)
   
    “I look like I get out much?  Nah.  I stay put.  Unless 
  they’ve visited me, I’ve not seen ‘em, and that sort don’t 
  seem the type to pay a visit here.  Ha!”
  Did you have anything to do with what happened? 
  (This can be a general question about any victim, actual or 
  suspected.)
   
    “They didn’t come here.  How could I be behind 
  anything?  I’m just a simple hag.  Witch.  Crone.  Call me 
  what you will, but I’m here just the same.”
  Attitude Tracker Triggers
  Value
  Action
  <7
  Murtence will attack the PCs on sight, and will 
  labor to concoct a death poison for them and 
  have it delivered by one of her customers.
  <13
  Murtence will refuse to speak with the PCs, and 
  will consider a non-deadly poison delivered to 
  them as a deterrent.
  >18
  Murtence will greet the PCs as friends—or what 
  passes for such for an isolated hag!
  >24
  Murtence will give the PCs free beneficial 
  potions when they stop by her hut, and will 
  confide in them her ulterior endeavors, even 
  asking the party to help her deliver poisons.
  Organization
  Murtence works and lives alone.
  Henchmen, Retainers, and 
  Followers
  None.  However, her parents still reside in their family estate 
  an hour’s journey by horse from her woodland hut.
  Lair / Residence
  Murtence lives in her hut in the middle of the swampy 
  woods.
  Quests & Encounters
    Quest: Ill-Fated Reconciliation
    Summary: The party is tasked with brokering a 
  reconciliation between Murtence and her former family.
    Rewards:   
    1,200 gp / 
    4,000 gp / 
    7,800 gp / 
    13,000 gp; up to 
    3 Reward Stars.
    Locations: Murtence’s Hut.
    Key NPCs: Murtence the Vile, Murtence’s Father, 
  Murtence’s Mother.
    Kickoff: The PCs gain wind of Murtence and her family 
  history.  They are convinced that they can broken a 
  reconciliation between the self-exiled daughter and her 
  parents.
    Description:
  The key here is that nobody truly recalls the accurate 
  details from the dark night where the family was ruptured.  
  Murtence herself doesn’t recall things too clearly, only 
  the aftermath, though she chalks it up to repression and 
  isolation.
  This Quest should provide moments of optimism, wherein 
  the PCs genuinely believe that reconciliation is possible.  
  After all, they might reason, who wouldn’t want to come 
  back home after such a misunderstanding?
  To fully navigate this Quest, the PCs must execute two 
  components.
  Step 1 is to coordinate the parents physically meeting up 
  with Murtence.  This requires either that the party abduct 
  or convince Murtence to join them, or for them to lead the 
  parents to Murtence’s hut.
  Step 2 is to deal with the trio once they have met up in 
  person.
  Any situation in which the PCs successfully talk Murtence 
  down from fighting grants the party 
    1 Reward Star 
  (total; they do not receive additional rewards for doing this 
  more than once).
  Any situation in which Murtence’s parents see their daughter 
  for what she is is worth the monetary reward listed above, 
  plus 
    2 Reward Stars, which stack with the above reward.
  Ultimately, though the objective here is nominally to broker a 
  reconciliation between Murtence and her former family, the 
  PCs will discover in the endgame that the hag had been evil 
  from the start.  Indeed, in the intervening years, Murtence 
  murdered her twin sister, unbeknownst to the parents.  
  Her parents are terrified of her, and indeed, during the 
  endgame, Murtence attempts to slay them in betrayal.
    Whether the PCs get the hag to visit the parents, or if the 
  PCs arrange for Murtence’s parents to pay their daugther 
  a visit, it will end poorly.   
   
  Murtence will attack her parents on sight; the PCs must 
  inflict at least one quarter her hit points in damage to 
  the hag before Murtence can be talked down from her 
  rampage.   
   
  
  340
  Murtence
  This requires 
    Diplomacy or Intimidate, at DC equal 
  to 14 plus Murtence’s Base Attack Bonus.  Failure means 
  another round of combat; success means that Murtence 
  stops her attacks and listens, at least for a little while. 
   
  Each round after combat ceases in this manner, there is 
  a  
    15% chance that Murtence will launch into melee 
  again against her parents; this increases to  
    25% if 
  Murtence failed any skill check the round prior. 
   
  Although it may be fun to roleplay the interactions, 
  ultimately, Murtence is insane and evil, and will always 
  attempt to kill her parents. 
   
  So long as at least one check to calm Murtence down has 
  succeeded, the PCs receive the monetary reward and the 
  full Reward Star benefit once they slay her.
    If the PCs join in the attack and defend the parents, they 
  will almost certainly win, but at what cost: the parents 
  will pay the monetary reward but will be unconvinced 
  that their daughter was truly evil.
  
  341
  Murtence
  Murtence the Vile
  CR 5; XP 1,800
    Low
    Moderate
    Advanced
    Elite
  Challenge CR 5 
  XP 1,800
  CR 9 
  XP 5,000
  CR 13 
  XP 10,000
  CR 17 
  XP 18,000
  Class / HD Wizard 5
  Wizard 9
  Wizard 13
  Wizard 17
  Size / Aln
  Medium CE  
  Half-Elf
  Medium CE  
  Half-Elf
  Medium CE  
  Half-Elf
  Medium CE  
  Half-Elf
  HP
  21
  31
  48
  60
  Armor 
  Class
  14
  15
  16
  17
  Speed
  Walk 30’
  Walk 30’
  Walk 30’
  Walk 30’
  Ability 
  Scores / 
  Saves
  STR    9  (-1) 
  DEX   13 (+1) 
  CON  10 (+0) 
  INT    20 (+8) 
  WIS   13 (+4) 
  CHA  15 (+2)
  STR    9  (-1) 
  DEX   15 (+2) 
  CON  10 (+0) 
  INT    20 (+9) 
  WIS   13 (+5) 
  CHA  15 (+2)
  STR    9  (-1) 
  DEX   17 (+2) 
  CON  10 (+0) 
  INT    20 (+10) 
  WIS   13 (+6) 
  CHA  15 (+2)
  STR    9  (-1) 
  DEX   19 (+4) 
  CON  10 (+0) 
  INT    20 (+11) 
  WIS   13 (+7) 
  CHA  15 (+2)
  Skills
  -
  -
  -
  -
  Saves
  -
  -
  -
  -
  Vulnerabilities
  -
  -
  -
  -
  Immunities -
  -
  -
  -
  Senses
  Passive Perception 11
  Passive Perception 11
  Passive Perception 11
  Passive Perception 11
  Languages Common, Dwarvish, Elvish
  Attacks
  Melee Dagger +4 (1d4+1 ) 
  Ranged Dagger (Thrown) 20 
  ft.’: +4 (1d4+1); 60 ft.’: +4 
  (1d4+1) 
  Ranged Crossbow, Light ) 
  --> 80 ft.’: -6 (1d8+1); 320 
  ft.’: -6 (1d8+1) 
  Ranged Crossbow, Light ) --> 
  80 ft.’: -4 (1d8+2); 320 ft.’: 
  -4 (1d8+2) 
  Melee Dagger (Medium/
  Weapon +1) +7 (1d4+3 ) 
  Ranged Dagger (Medium/
  Weapon +1/Thrown) 20 
  ft.’: +7 (1d4+3); 60 ft.’: +7 
  (1d4+3) 
  Ranged Crossbow, Light ) 
  --> 80 ft.’: -2 (1d8+3); 320 
  ft.’: -2 (1d8+3) 
  Melee Dagger (Medium/
  Weapon +2) +10 (1d4+5 ) 
  Melee Dagger (Medium/
  Weapon +2/Thrown) 20 ft.’: 
  +10 (1d4+5); 60 ft.’: +10 
  (1d4+5)
  Ranged Crossbow, Light ) --> 
  80 ft.’: +0 (1d8+4); 320 ft.’: 
  +0 (1d8+4) 
  Melee Dagger (Medium/
  Weapon +3) +13 (1d4+7 ) 
  Melee Dagger (Medium/
  Weapon +3/Thrown) 20 ft.’: 
  +13 (1d4+7); 60 ft.’: +13 
  (1d4+7) 
  Special
  -
  -
  -
  -
  Proficiencies
  Crossbow (Light), Dagger, Dart, Quarterstaff, Sling
  CE; Medium Humanoid (Human, Elf)
  
  342
  Murtence
    Low
    Moderate
    Advanced
    Elite
  Special 
  Qualities
  Darkvision, Fey Ancestry, 
  Languages, Skill Versatility, 
  Ability Score Improvement, 
  Arcane Recovery, Arcane 
  Tradition, Cantrips, 
  Evocation Savant, Preparing 
  and Casting Spells, 
  Ritual Casting, School of 
  Evocation, Sculpt Spells, 
  Spellcasting
  Darkvision, Fey Ancestry, 
  Languages, Skill Versatility, 
  Ability Score Improvement, 
  Arcane Recovery, Arcane 
  Tradition, Cantrips, 
  Evocation Savant, Potent 
  Cantrip, Preparing and 
  Casting Spells, Ritual 
  Casting, School of Evocation, 
  Sculpt Spells, Spellcasting 
  Darkvision, Fey Ancestry, 
  Languages, Skill Versatility, 
  Ability Score Improvement, 
  Arcane Recovery, Arcane 
  Tradition, Cantrips, 
  Empowered Evocation, 
  Evocation Savant, Potent 
  Cantrip, Preparing and 
  Casting Spells, Ritual 
  Casting, School of 
  Evocation, Sculpt Spells, 
  Spellcasting
  Darkvision, Fey Ancestry, 
  Languages, Skill Versatility, 
  Ability Score Improvement, 
  Arcane Recovery, Arcane 
  Tradition, Cantrips, 
  Empowered Evocation, 
  Evocation Savant, 
  Overchannel, Potent Cantrip, 
  Preparing and Casting Spells, 
  Ritual Casting, School of 
  Evocation, Sculpt Spells, 
  Spellcasting
  Spell-
  casting
  Save DC 16; Spell Atk +8
  3rd: fear; fly
  2nd: darkness; gust of wind; 
  hold person
  1st: charm person; fog 
  cloud; magic missile; sleep
  Save DC 17; Spell Atk +9
  5th: dominate person; 
  seeming
  4th: black tentacles; 
  confusion; dimension door
  3rd: fear; fly; gaseous form
  2nd: darkness; gust of wind; 
  hold person
  1st: charm person; fog 
  cloud; magic missile; sleep
  Save DC 18; Spell Atk +10
  7th: reverse gravity
  6th: mass suggestion
  5th: dominate person; 
  seeming
  4th: black tentacles; 
  confusion; dimension door
  3rd: fear; fly; gaseous form
  2nd: darkness; gust of 
  wind; hold person
  1st: charm person; fog 
  cloud; magic missile; sleep
  Save DC 19; Spell Atk +11
  9th: foresight
  8th: maze
  7th: reverse gravity
  6th: mass suggestion
  5th: dominate person; 
  seeming
  4th: black tentacles; 
  confusion; dimension door
  3rd: fear; fly; gaseous form
  2nd: darkness; gust of wind; 
  hold person
  1st: charm person; fog 
  cloud; magic missile; sleep
  Equipment
  Dagger;
  light crossbow;
  crossbow bolts (10x)
  +1 Dagger;
  light crossbow;
  crossbow bolts (10x)
  +2 Dagger;
  light crossbow;
  crossbow bolts (10x)
  +3 Dagger;
  light crossbow;
  crossbow bolts (10x)
  Special Abilities
  Darkvision Thanks to your elf blood, you have superior vision in dark and 
  dim conditions. You can see in dim light within 60 feet of you as if it were 
  bright light, and in darkness as if it were dim light. You can’t discern color 
  in darkness, only shades of gray.
  Fey Ancestry You have advantage on all saving throws against being 
  charmed or put to sleep.
  Languages You can speak, read, and write Common, Elvish, and one extra 
  language of your choice.
  Arcane Recovery You have learned to regain some of your magical energy 
  by studying your spellbook. Once per day when you finish a short rest, 
  you can choose expended spell slots to recover. The spell slots can have 
  a combined level that is equal to or less than 9, and none of the slots can 
  be 6th level or higher. For example, if you’re a 4th-level wizard, you can 
  recover up to two levels worth of spell slots. You can recover either a 2nd-
  level spell slot or two 1st-level spell slots.
  Empowered Evocation Beginning at 10th level, you can add +5 to the 
  damage roll of any wizard evocation spell you cast. The damage bonus 
  applies to one damage roll of a spell, not multiple rolls.
  Evocation Savant Beginning when you select this school at 2nd level, 
  the gold and time you must spend to copy an evocation spell into your 
  spellbook is halved.
  Overchannel Starting at 14th level, you can increase the power of your 
  simpler spells. When you cast a wizard spell of 5th level or lower that 
  deals damage, you can deal maximum damage with that spell. The first 
  time you do so, you suffer no adverse effect. If you use this feature again 
  before you finish a long rest, you take 2d12 necrotic damage for each 
  level of the spell, immediately after you cast it. Each time you use this 
  feature again before finishing a long rest, the necrotic damage per spell 
  level increases by 1d12. This damage ignores resistance and immunity. 
  The feature doesn’t benefit cantrips.
  Potent Cantrip Starting at 6th level, your damaging cantrips affect even 
  creatures that avoid the brunt of the effect. When a creature succeeds on 
  a saving throw against your cantrip, the creature takes half the cantrip’s 
  damage (if any) but suffers no additional effect from the cantrip.
  Ritual Casting You can cast a wizard spell as a ritual if that spell has the 
  ritual tag and you have the spell in your spellbook. You don’t need to have 
  the spell prepared.
  School of Evocation You focus your study on magic that creates powerful 
  elemental effects such as bitter cold, searing flame, rolling thunder, 
  crackling lightning, and burning acid. Some evokers find employment in 
  military forces, serving as artillery to blast enemy armies from afar. Others 
  use their spectacular power to protect the weak, while some seek their 
  own gain as bandits, adventurers, or aspiring tyrants.
  Sculpt Spells Beginning at 2nd level, you can create pockets of relative 
  safety within the effects of your evocation spells. When you cast an 
  evocation spell that affects other creatures that you can see, you can 
  choose a number of them equal to 1 + the spell’s level. The chosen 
  creatures automatically succeed on their saving throws against the spell, 
  and they take no damage if they would normally take half damage on a 
  successful save.
  
  343
  Murtence
  Table 26: Attitude Modifiers for Murtence the Vile
  Starting Attitude:  
  15 (Indifferent)
  Name
  Condition
  Effect
  Notes
  Action
  PCs attack without provocation
  -15
  Does not stack with other attack-based modifiers
  Action
  PCs attack with provocation
  -10
  Does not stack with other attack-based modifiers
  Conversation
  PCs threaten violence
  -5
  -
  Action
  NPC witnesses the PCs commit a 
  crime
  +1
  Assumes the crime does not involve the NPC; stacks with 
  other modifiers that involve crimes against the NPC; does 
  not stack with other “witnesses crime” modifiers
  Action
  NPC witnesses the PCs commit 
  murder
  +2
  Assumes the crime does not involve the NPC; stacks with 
  other modifiers that involve crimes against the NPC; does 
  not stack with other “witnesses crime” modifiers
  Action
  NPC witnesses the PCs commit 
  murder in self-defense
  +1
  Assumes the crime does not involve the NPC; stacks with 
  other modifiers that involve crimes against the NPC; does 
  not stack with other “witnesses crime” modifiers
  Action
  Villain witnesses the PCs 
  discussing the villain and/or 
  their henchmen
  -4
  Does not stack with other “witness” modifiers
  Action
  PCs defend this NPC against 
  violence
  +10
  Does not stack with other “witness” modifiers
  Conversation
  PCs attempt a bribe (for 
  information, for action)
  -1
  GM’s discretion as to whether the bribe produces results 
  (positive or negative!)
  Conversation
  PCs share Rumors / Lore 
  +1
  Per each Rumor shared; maximum +4
  Extant
  One or more PCs have been 
  arrested
  +2
  Per offense, no limit
  Extant
  PCs have slain a guard, but have 
  not been caught
  +5
  Per offense, maximum -15 total
  Action
  PCs heal or “boon” this NPC
  +5
  Per healing spell/potion/skill check or beneficial spell or 
  effect; maximum +15
  Action
  PCs refuse to help when asked
  -3
  Per request; no maximum
  Action
  PCs agree to help when asked
  +4
  Per request; maximum +12
  Action
  NPC joins party for any length 
  of time
  +5
  Does not stack with subsequent iterations of itself 
  (maximum effect +5 no matter how many times NPC joins 
  party)
  Action
  PCs save this NPC’s life
  +15
  Either as part of a Quest, or as an offer made of the 
  party’s own initiative
  Conversation
  PCs fail at an Intimidate check 
  for any reason
  -2
  Per failed check; no maximum
  Investigation
  PCs discover something 
  fundamental about this villain’s 
  MO or deeds and/or discovers 
  lair or residence
  -10
  “Fundamental” is left to the GM to adjudicate; stacks with 
  other Investigation modifiers
  Investigation
  PCs rescue a victim, recover a 
  corpse, or otherwise “undo” or 
  find hard evidence of death at 
  the hands of this villain
  -10
  Initial and first-time-only; -2 per additional victim or 
  evidence beyond the first; no limit; stacks with other 
  Investigation modifiers
  Investigation
  PCs give evidence of this villain’s 
  crimes to authorities
  -8
  Stacks with other Investigation modifiers
  
  344
  Murtence
  Murtence’s Mother
  CR 5; XP 1,800
    Low
    Moderate
    Advanced
    Elite
  Challenge CR 5 
  XP 1,800
  CR 9 
  XP 5,000
  CR 13 
  XP 10,000
  CR 17 
  XP 18,000
  Class / HD Fighter 5
  Fighter 9
  Fighter 13
  Fighter 17
  Size / Aln
  Medium LE  
  Elf (High)
  Medium LE  
  Elf (High)
  Medium LE  
  Elf (High)
  Medium LE  
  Elf (High)
  HP
  37
  70
  114
  147
  Armor 
  Class
  14
  16
  17
  18
  Speed
  Walk 30’
  Walk 30’
  Walk 30’
  Walk 30’
  LE; Medium Humanoid (Elf)
  
  345
  Murtence
    Low
    Moderate
    Advanced
    Elite
  Ability 
  Scores / 
  Saves
  STR    10  (+3) 
  DEX   13 (+1) 
  CON  14 (+5) 
  INT    19 (+4) 
  WIS   10 (+0) 
  CHA  13 (+1)
  STR    10  (+4) 
  DEX   15 (+2) 
  CON  14 (+7) 
  INT    19 (+4) 
  WIS   10 (+0) 
  CHA  13 (+1)
  STR    12  (+6) 
  DEX   15 (+2) 
  CON  16 (+8) 
  INT    19 (+4) 
  WIS   10 (+0) 
  CHA  13 (+1)
  STR    14  (+8) 
  DEX   17 (+3) 
  CON  16 (+9) 
  INT    19 (+4) 
  WIS   10 (+0) 
  CHA  13 (+1)
  Skills
  -
  -
  -
  -
  Saves
  -
  -
  -
  -
  Vulnerabilities
  -
  -
  -
  -
  Immunities -
  -
  -
  -
  Senses
  Passive Perception 13
  Passive Perception 14
  Passive Perception 15
  Passive Perception 16
  Languages Common, Dwarvish, Elvish
  Attacks
  Ranged Crossbow, Hand ) 
  --> 30 ft.’: -6 (1d6+1); 120 
  ft.’: -6 (1d6+1) 
  Melee Rapier +4/+4 
  (1d8+1) 
  Ranged Crossbow, Hand ) 
  --> 30 ft.’: -4 (1d6+2); 120 
  ft.’: -4 (1d6+2) 
  Melee Rapier (Weapon +1) 
  +7/+7 (1d8+3 ) 
  Ranged Crossbow, Hand ) 
  --> 30 ft.’: -3 (1d6+2); 120 
  ft.’: -3 (1d6+2) 
  Melee Rapier (Weapon +2) 
  +9/+9/+9 (1d8+4 ) 
  Ranged Crossbow, Hand ) --> 
  30 ft.’: -1 (1d6+3); 120 ft.’: 
  -1 (1d6+3) 
  Melee Rapier (Weapon +3) 
  +12/+12/+12 (1d8+6 )
  Special
  -
  -
  -
  -
  Proficiencies
  Battleaxe, Blowgun, Club, Crossbow (Hand), Crossbow (Heavy), Crossbow (Light), Dagger, Dart, Flail, Glaive, Greataxe, 
  Greatclub, Greatsword, Halberd, Handaxe, Javelin, Lance, Light Hammer, Longbow, Longsword, Mace, Maul, Morningstar, 
  Net, Pike, Quarterstaff, Rapier, Scimitar, Shortbow, Shortsword, Sickle, Sling, Spear, Trident, Unarmed Strike, War Pick, 
  Warhammer, Whip
  Special 
  Qualities
  Cantrip, Darkvision, Elf 
  Weapon Training, Extra 
  Language, Fey Ancestry, 
  Keen Senses, Languages, 
  Trance, Ability Score 
  Improvement, Action Surge, 
  Champion, Extra Attack, 
  Fighting Style, Improved 
  Critical, Martial Archetype, 
  Second Wind, Dueling 
  Cantrip, Darkvision, Elf 
  Weapon Training, Extra 
  Language, Fey Ancestry, 
  Keen Senses, Languages, 
  Trance, Ability Score 
  Improvement, Action Surge, 
  Champion, Extra Attack, 
  Fighting Style, Improved 
  Critical, Indomitable, Martial 
  Archetype, Remarkable 
  Athlete, Second Wind, 
  Dueling
  Cantrip, Darkvision, Elf 
  Weapon Training, Extra 
  Language, Fey Ancestry, 
  Keen Senses, Languages, 
  Trance, Ability Score 
  Improvement, Action Surge, 
  Additional Fighting Style, 
  Champion, Extra Attack, 
  Fighting Style, Improved 
  Critical, Indomitable, Martial 
  Archetype, Remarkable 
  Athlete, Second Wind, 
  Dueling, Protection
  Cantrip, Darkvision, Elf 
  Weapon Training, Extra 
  Language, Fey Ancestry, 
  Keen Senses, Languages, 
  Trance, Ability Score 
  Improvement, Action Surge, 
  Additional Fighting Style, 
  Champion, Extra Attack, 
  Fighting Style, Improved 
  Critical, Indomitable, Martial 
  Archetype, Remarkable 
  Athlete, Second Wind, 
  Superior Critical, Dueling, 
  Protection
  Spell-
  casting
  -
  -
  -
  -
  Equipment
  Hand crossbow;
  crossbow bolts (10x);
  rapier; 
  elven chain
  Hand crossbow;
  crossbow bolts (10x);
  +1 rapier; 
  +1 elven chain
  Hand crossbow;
  crossbow bolts (10x);
  +2 rapier; 
  +2 elven chain
  Hand crossbow;
  crossbow bolts (10x);
  +3 rapier; 
  +3 elven chain
  Special Abilities
  Cantrip You know one cantrip of your choice from the wizard spell list. 
  Intelligence is your spellcasting ability for it. Spell save DC 18; Spell attack 
  modifier +10
  Darkvision Accustomed to twilit forests and the night sky, you have 
  superior vision in dark and dim conditions. You can see in dim light within 
  60 feet of you as if it were bright light, and in darkness as if it were dim 
  light. You can’t discern color in darkness, only shades of gray.
  Elf Weapon Training You have proficiency with the longsword, 
  shortsword, shortbow, and longbow.
  Extra Language You can speak, read, and write one extra language of your 
  choice.
  Fey Ancestry You have advantage on saving throws against being 
  charmed, and magic can’t put you to sleep.
  Keen Senses You have proficiency in the Perception skill.
  
  346
  Murtence
  Languages You can speak, read, and write Common and Elvish. Elvish 
  is fluid, with subtle intonations and intricate grammar. Elven literature 
  is rich and varied, and their songs and poems are famous among other 
  races. Many bards learn their language so they can add Elvish ballads to 
  their repertoires.
  Trance Elves don’t need to sleep. Instead, they meditate deeply, 
  remaining semiconscious, for 4 hours a day. (The Common word for such 
  meditation is “trance.”) While meditating, you can dream after a fashion; 
  such dreams are actually mental exercises that have become reflexive 
  through years of practice. After resting in this way, you gain the same 
  benefit that a human does from 8 hours of sleep.
  Action Surge Starting at 2nd level, you can push yourself beyond your 
  normal limits for a moment. On your turn, you can take one additional 
  action on top of your regular action and a possible bonus action. Once 
  you use this feature, you must finish a short or long rest before you can 
  use it again. You can use this feature 2 time(s) before a rest, but only 
  once on the same turn.
  Champion The archetypal Champion focuses on the development of raw 
  physical power honed to deadly perfection. Those who model themselves 
  on this archetype combine rigorous training with physical excellence to 
  deal devastating blows.
  Extra Attack Beginning at 5th level, you can attack twice, instead of once, 
  whenever you take the Attack action on your turn. The number of attacks 
  increases to three when you reach 11th level in this class and to four 
  when you reach 20th level in this class.
  Improved Critical Beginning when you choose this archetype at 3rd level, 
  your weapon attacks score a critical hit on a roll of 19 or 20.
  Indomitable Beginning at 9th level, you can reroll a saving throw that you 
  fail. If you do so, you must use the new roll, and you can’t use this feature 
  again until you finish a long rest. You can use this feature 3 time(s) 
  between long rests.
  Remarkable Athlete Starting at 7th level, you can add half your proficiency 
  bonus (round up) to any Strength, Dexterity, or Constitution check you 
  make that doesn’t already use your proficiency bonus. In addition, when 
  you make a running long jump, the distance you can cover increases by a 
  number of feet equal to +2.
  Second Wind You have a limited well of stamina that you can draw on to 
  protect yourself from harm. On your turn, you can use a bonus action to 
  regain hit points equal to 1d10 + your fighter level. Once you use this 
  feature, you must finish a short or long rest before you can use it again.
  Superior Critical Starting at 15th level, your weapon attacks score a 
  critical hit on a roll of 18-20.
  Dueling When you are wielding a melee weapon in one hand and no other 
  weapons, you gain a +2 bonus to damage rolls with that weapon.
  Protection When a creature you can see attacks a target other than 
  you that is within 5 feet of you, you can use your reaction to impose 
  disadvantage on the attack roll. You must be wielding a shield.
  
  347
  Murtence
  Murtence’s Father
  CR 3; XP 700
    Low
    Moderate
    Advanced
    Elite
  Challenge CR 3 
  XP 700
  CR 7 
  XP 2,900
  CR 11 
  XP 7,200
  CR 15 
  XP 13,000
  Class / HD Rogue 3
  Rogue 7
  Rogue 11
  Rogue 15
  Size / Aln
  Medium LN 
  Human
  Medium LN 
  Human
  Medium LN 
  Human
  Medium LN 
  Human
  HP
  24
  52
  76
  99
  Armor 
  Class
  13
  14
  15
  17
  Speed
  Walk 30’
  Walk 30’
  Walk 30’
  Walk 30’
  LN; Medium Humanoid (Human)
  
  348
  Murtence
    Low
    Moderate
    Advanced
    Elite
  Ability 
  Scores / 
  Saves
  STR    11  (+0) 
  DEX   13 (+3) 
  CON  10 (+0) 
  INT    16 (+5) 
  WIS   12 (+1) 
  CHA  17 (+3)
  STR    13  (+1) 
  DEX   13 (+4) 
  CON  10 (+0) 
  INT    16 (+6) 
  WIS   12 (+1) 
  CHA  17 (+3)
  STR    15  (+2) 
  DEX   13 (+5) 
  CON  10 (+0) 
  INT    16 (+7) 
  WIS   12 (+1) 
  CHA  17 (+3)
  STR    15  (+2) 
  DEX   15 (+7) 
  CON  10 (+0) 
  INT    16 (+8) 
  WIS   12 (+1) 
  CHA  17 (+3)
  Skills
  -
  -
  -
  -
  Saves
  -
  -
  -
  -
  Vulnerabilities
  -
  -
  -
  -
  Immunities -
  -
  -
  -
  Senses
  Passive Perception 13
  +4 Thieves’ Tools
  Passive Perception 14
  +6 Thieves’ Tools
  Passive Perception 15
  +8 Thieves’ Tools
  Passive Perception 16
  +10 Thieves’ Tools
  Languages Common, Dwarvish
  Attacks
  Melee Rapier +3 (1d8+1 ) 
  Melee Dagger +3 (1d4+1 ) 
  Ranged Dagger (Thrown) 20 
  ft.’: +3 (1d4+1); 60 ft.’: +3 
  (1d4+1) 
  Ranged Shortbow ) --> 30 
  ft.’: +3 (1d6+1); 120 ft.’: +3 
  (1d6+1) 
  Melee Dagger +4 (1d4+1 ) 
  Ranged Dagger (Thrown) 20 
  ft.’: +4 (1d4+1); 60 ft.’: +4 
  (1d4+1) 
  Melee Rapier (Weapon +1) 
  +5 (1d8+2 ) 
  Ranged Shortbow ) --> 30 
  ft.’: +4 (1d6+1); 120 ft.’: +4 
  (1d6+1) 
  Melee Dagger +6 (1d4+2 ) 
  Ranged  Dagger (Thrown) 
  20 ft.’: +6 (1d4+2); 60 ft.’: 
  +6 (1d4+2) 
  Melee Rapier (Weapon +2) 
  +8 (1d8+4 ) 
  Ranged Shortbow ) --> 30 
  ft.’: +5 (1d6+1); 120 ft.’: 
  +5 (1d6+1) 
  Melee Dagger +7 (1d4+2 ) 
  Ranged  Dagger (Thrown) 20 
  ft.’: +7 (1d4+2); 60 ft.’: +7 
  (1d4+2) 
  Melee Rapier (Weapon +3) 
  +10 (1d8+5 ) 
  Ranged Shortbow ) --> 30 
  ft.’: +7 (1d6+2); 120 ft.’: +7 
  (1d6+2) 
  Special
  -
  -
  -
  -
  Proficiencies
  Club, Crossbow (Hand), Crossbow (Light), Dagger, Dart, Greatclub, Handaxe, Javelin, Light Hammer, Longsword, Mace, 
  Quarterstaff, Rapier, Shortbow, Shortsword, Sickle, Sling, Spear, Unarmed Strike
  Special 
  Qualities
  Languages, Cunning Action, 
  Expertise, Fast Hands, 
  Roguish Archetype, Second-
  Story Work, Sneak Attack, 
  Thief, Thieves’ Cant ,
  Languages, Ability Score 
  Improvement, Cunning 
  Action, Evasion, Expertise, 
  Fast Hands, Roguish 
  Archetype, Second-Story 
  Work, Sneak Attack, Thief, 
  Thieves’ Cant, Uncanny 
  Dodge 
  Languages, Ability Score 
  Improvement, Cunning 
  Action, Evasion, Expertise, 
  Fast Hands, Reliable 
  Talent, Roguish Archetype, 
  Second-Story Work, Sneak 
  Attack, Supreme Sneak, 
  Thief, Thieves’ Cant, 
  Uncanny Dodge 
  Languages, Ability Score 
  Improvement, Blindsense, 
  Cunning Action, Evasion, 
  Expertise, Fast Hands, 
  Reliable Talent, Roguish 
  Archetype, Second-Story 
  Work, Slippery Mind, Sneak 
  Attack, Supreme Sneak, 
  Thief, Thieves’ Cant, Uncanny 
  Dodge, Use Magic Device
  Spell-
  casting
  -
  -
  -
  -
  Equipment
  Rapier;
  dagger;
  studded leather armor;
  shortbow;
  arrows (20x)
  +1 Rapier;
  dagger;
  +1 studded leather armor;
  shortbow;
  arrows (20x)
  +2 Rapier;
  dagger;
  +2 studded leather 
  armor;
  shortbow;
  arrows (20x)
  +3 Rapier;
  dagger;
  +3 studded leather armor;
  shortbow;
  arrows (20x)
  Special Abilities
  Languages You can speak, read, and write Common and one extra 
  language of your choice. Humans typically learn the languages of other 
  peoples they deal with, including obscure dialects. They are fond of 
  sprinkling their speech with words borrowed from other tongues: Orc 
  curses, Elvish musical expressions, Dwarvish military phrases, and so on.
  Blindsense Starting at 14th level, if you are able to hear, you are aware of 
  the location of any hidden or invisible creature within 10 feet of you.
  Cunning Action Starting at 2nd level, your quick thinking and agility 
  allow you to move and act quickly. You can take a bonus action on each 
  of your turns in combat. This action can be used only to take the Dash, 
  
  349
  Murtence
  Disengage, or Hide action.
  Evasion Beginning at 7th level, you can nimbly dodge out of the way of 
  certain area effects, such as a red dragon’s fiery breath or an ice storm 
  spell. When you are subjected to an effect that allows you to make a 
  Dexterity saving throw to take only half damage, you instead take no 
  damage if you succeed on the saving throw, and only half damage if you 
  fail.
  Fast Hands Starting at 3rd level, you can use the bonus action granted 
  by your Cunning Action to make a Dexterity (Sleight of Hand) check, use 
  your thieves’ tools to disarm a trap or open a lock, or take the Use an 
  Object action.
  Reliable Talent By 11th level, you have refined your chosen skills until 
  they approach perfection. Whenever you make an ability check that lets 
  you add your proficiency bonus, you can treat a d20 roll of 9 or lower as 
  a 10.
  Second-Story Work When you choose this archetype at 3rd level, you gain 
  the ability to climb faster than normal; climbing no longer costs you extra 
  movement. In addition, when you make a running jump, the distance you 
  cover increases by a number of feet equal to 2.
  Slippery Mind By 15th level, you have acquired greater mental strength. 
  You gain proficiency in Wisdom saving throws.
  Sneak Attack Beginning at 1st level, you know how to strike subtly and 
  exploit a foe’s distraction. Once per turn, you can deal an extra 8d6 
  damage to one creature you hit with an attack if you have advantage on 
  the attack roll. The attack must use a finesse or a ranged weapon. You 
  don’t need advantage on the attack roll if another enemy of the target 
  is within 5 feet of it, that enemy isn’t incapacitated, and you don’t have 
  disadvantage on the attack roll.
  Supreme Sneak Starting at 9th level, you have advantage on a Dexterity 
  (Stealth) check if you move no more than half your speed on the same 
  turn.
  Thief You hone your skills in the larcenous arts. Burglars, bandits, 
  cutpurses, and other criminals typically follow this archetype, but so 
  do rogues who prefer to think of themselves as professional treasure 
  seekers, explorers, delvers, and investigators. In addition to improving 
  your agility and stealth, you learn skills useful for delving into ancient 
  ruins, reading unfamiliar languages, and using magic items you normally 
  couldn’t employ.
  Thieves’ Cant During your rogue training you learned thieves’ cant, a 
  secret mix of dialect, jargon, and code that allows you to hide messages 
  in seemingly normal conversation. Only another creature that knows 
  thieves’ cant understands such messages. It takes four times longer 
  to convey such a message than it does to speak the same idea plainly. 
  In addition, you understand a set of secret signs and symbols used to 
  convey short, simple messages, such as whether an area is dangerous or 
  the territory of a thieves’ guild, whether loot is nearby, or whether the 
  people in an area are easy marks or will provide a safe house for thieves 
  on the run.
  Uncanny Dodge Starting at 5th level, when an attacker that you can see 
  hits you with an attack, you can use your reaction to halve the attack’s 
  damage against you.
  Use Magic Device By 13th level, you have learned enough about the 
  workings of magic that you can improvise the use of items even when 
  they are not intended for you. You ignore all class, race, and level 
  requirements on the use of magic items.
  
  350
  Wutherford
  
  351
  Wutherford
  Wutherford the Collector
  
  352
  Wutherford
  Wutherford the Collector
  Overview
  He’s a collector, but of a particularly weird brand: he 
  collects the most valuable and treasured element of others’ 
  collections.  
  The rarest or costliest doll, the glass that was only produced 
  in a certain now-defunct city, the armor produced by a 
  long-dead smith of legend: he delights not in the possession, 
  but in the theft, and in the knowledge that his items are 
  the agents of misery in those with the means to collect and 
  know.  
  Though this may be a somewhat mundane and lame-
  sounding obsession, Wutherford is a sociopath with no 
  compunction or limit as to what he will do to acquire the 
  things most beloved.
  Appearance
  <>
  Background
  Wutherford is high-born, and came from an indulgent family.  
  His parents were very close with a wealthy merchant’s 
  family, so the children from both families would often play, 
  particularly while on vacation.
  He couldn’t have been more than 6 years old when he started 
  arguing with the boy from the other family.  As children of 
  wealth and privledge, they were used to getting a great deal 
  of what they sought, and it was in the rare exceptions that 
  they found their first injustice and rage.
  A wooden soldier was at the center of one particularly 
  explosive confrontation.  The merchant’s son had received 
  it as a present, and Wutherford himself had no such 
  knickknack.  It wasn’t even a particularly compelling toy; it 
  had no moving parts, and all it did was stand there.  Its paint 
  job wasn’t very good; there were flecks falling off already, 
  and it had accumulated a good deal of grime in its travels.  It 
  had the feel of a much-beloved, but clearly secondhand, doll.
  Wutherford was obsessed with this soldier doll.  He could 
  not stand that the merchant’s son, his erstwhile friend, 
  possessed it and he did not.  
  Discussions became heated, and escalated to threats.  Then, 
  on one fateful afternoon in the spring, to violence: the two 
  boys fought viciously over the doll, and had to be separated.  
  But it would not stop with the fight.  That night, seething at 
  the disparity, the unfairness, and raging at the injustice of 
  not being able to have it out fully with his foe, Wutherford 
  concocted a plan.
  He snuck into the room of the merchant’s son, and stole the 
  soldier doll.  
  Wutherford was already chuckling to himself when the 
  merchant’s son woke up and noticed him.  Not thinking 
  clearly, Wutherford grabbed what was closest to hand, a 
  fireplace poker, and swung it round.
  Blood spurted, and the merchant’s boy lay on the floor, dead, 
  just as quickly as it had taken Wutherford to realize the boy 
  hadn’t really been awake at all, but had simply shifted in his 
  sleep.
  Wutherford stood there, staring, stunned.  Not at the deed, 
  or its violence, or even its impact.  Wutherford was stunned 
  because he found that he felt nothing.  No remorse, no guilt, 
  not sadness nor loss.  Just... contentment.  
  On his way back to his room, he hugged the solider toy to his 
  chest gleefully.  
  The merchant’s boy was discovered, of course, and although 
  he was questioned many times, he bore no evidence of the 
  incident.  During questioning, Wutherford mentioned he may 
  have seen someone sneak into the room.
  The merchant and her husband were grossly unsatisfied with 
  this explanation of their son’s obvious murder, but there 
  was no evidence to suggest any other solution.  Missing was 
  the boy’s soldier doll, which was never discovered in the 
  investigation, for Wutherford had hid it well.
  Wutherford’s parents and the merchants ended their 
  long friendship that week, in the wake of an inconclusive 
  investigation.  
  And thus Wutherford got off the hook for his first murder.
  A year or so later, Wutherford’s mother was cleaning 
  his room, and discovered the soldier doll.  Instantly, she 
  concluded the truth of the matter, and was terrified of her 
  son.
  Shortly afterward, Wutherford’s parents arranged for him 
  to go to boarding school, theoretically to give him the best 
  education possible... but in reality, to do something with him 
  that would remove the shame and the danger of something 
  worse happening.
  Wutherford saw through the ruse, and escaped from 
  boarding school within a month.  He ran away and never 
  loooked back.
  Demeanor
  Wutherford seems oddly obsessive, focused, and a bit jittery, 
  as though always late for something that he has overslept 
  about.  When discussing a trinket, he is businesslike, unless 
  he desperately wants the item, in which case he will clamor 
  and weep and exhibit all manner of drama to get his way.
  He is ultimately above nothing to get what he wants. 
  Combat Tactics
  Though a murderer through and through, and above no 
  compunctions as to ordering others to kill, Wutherford’s skill 
  is not in fighting, and he recognizes this.
  He will not hesitate to sneak attack or assassinate, but in a 
  
  353
  Wutherford
  
  354
  Wutherford
  FlexTable 24: Wutherford the Collector Rumors & Lore
  A
  B
  C
  D
  DC
  Description
  Veracity
  -
  -
  -
  01-30
  -
  No Rumor
  No information is obtained.
  01-14
  01-14
  01-14
  31-39
  12
  A human collector will pay 
  hefty coin for virtually any 
  object of interest.
    True.  This refers to Wutherford’s 
  mundane business.
  15-29
  15-30
  15-30
  01-30
  15
  The collector has bought 
  many very valuable items.  
  Shortly thereafter, some of 
  the sellers found themselves 
  burgled out of their profit.
    True.  This refers to the less 
  murderous aspects of Wutherford’s 
  villany.
  30-44
  31-45
  31-45
  31-39
  14
  In addition to antiquities, 
  Wutherford collects items 
  of emotional value.  What 
  he does with these objects, 
  nobody knows.
    True.  This is part of the oddity of 
  Wutherford.
  45-59
  46-60
  46-60
  40-49
  15
  Wutherford has a vast cache 
  in his basement of valuable 
  items, both precious and 
  emotionally poignant.
    True.  His vaults would be the stuff 
  of legend, if ever he allowed anyone else 
  down the stairs.
  60-74
  60-69
  60-69
  50-59
  16
  Wutherford has come into 
  possession of dozens of 
  items after their owners 
  were mysteriously 
  murdered.
    True.  This refers to Wutherford’s 
  villanous acts.
  75-89
  70-97
  70-94
  60-69
  18
  Wutherford the Collector 
  highly values that which 
  other collectors themselves 
  highly value, whether or not 
  it bears monetary value or 
  indeed could even be resold.
    True.  This drives Wutherford in his 
  pursuits.
  90-00
  98-00
  95-00
  70-00
  13
  Wutherford the Collector 
  collects people: his vaults 
  are full of deceased slaves 
  he has amassed simply to 
  look at as they rot.
    False.  Truly macabre, but not in 
  Wutherford’s makeup.
  standard hand-to-hand fight, he will try to escape so he can 
  regroup and summon help.
  Modus Operandi
  Wutherford manages a vibrant and perfectly legitimate 
  business buying and selling antiquities.  
  He uses the profits from these mundane transactions to fund 
  his criminal enterprise, and to buy rarities that strike his 
  fancy.
  About once a month, he will become fixated on something.  
  There is no pattern, rhyme, or reason to this obsession, other 
  than his own fascination scales to the owner’s own: the more 
  valuable something is to a person, the more valuable it is to 
  Wutherford himself.
  Once fixated, he will acquire the object in question 
  regardless of circumstances.  Often, this simply involves 
  paying an exorbitant monetary price to the current owner.  
  Other times, it can be more difficult and complicated to 
  obtain.  Family heirlooms, keepsakes of departed lovers, 
  mementos of slain children, and other items with intense 
  emotional value can be challenging to place any price of 
  mere money on.
  Wutherford thus conducts two types of villany.
  First, he will try to steal back exorbitant monies which he 
  has paid to obtain rare items.  If necessary, he will send his 
  hirelings for these actions, but most often, he prefers to 
  thieve back funds himself, keeping his Roguish skills honed.
  Second, to obtain the truly un-obtainable, he will kill.  The 
  widow who simply cannot part with her dead husband’s 
  armor can object no longer, if her throat is slit.  Wutherford 
  will send hirelings much more often in these cases, and 
  generally will pay those hirelings funds that he had mentally 
  reserved to use to buy the item.
  In the latter case, he will mock up a contract that grants him 
  possession of the priceless item.  Although it’s usually fairly 
  well known that there is contention for a beloved item, it 
  seems entirely reasonable that the widow or whomever in 
  question would bequeath the item to Wutherford in the event 
  of their death.
  Notoriety
  Wutherford is well-regarded as a collector of antiques and 
  
  355
  Wutherford
  oddities.  Word on the street is that he will buy and sell 
  practically anything, so long as there is a desire for it.
  Hooks, Integration, & Adventure 
  Seeds
  • Direct Attack: Wutherford approaches the PCs asking to 
  buy one of their items.  If they agree, he buys, but then 
  sends his ruffians to steal the money back.  If they refuse, 
  he will himself try to murder them to get the item.
  • Plea of the Innocent: A loved one of a murdered customer 
  of Wutherford’s asks the party’s help in determining what 
  actually happened.
  • Competing Goals: Wutherford purchases or otherwise 
  acquires an item of plot or other significance to the PCs.  
  He will refuse to sell it back to them.
  • Appeal from Authority: Town militia asks the party’s help 
  in figuring out what happened to several people who were 
  murdered in the past year.  The only apparent connection 
  is that they were all customers of an antiquities collector 
  in town.
  • Faction Quest: A Church or other faction has lost one 
  of its relics or other items of emotional, ritual, and/or 
  religious significance.  It could be stolen, or accidentally 
  sold.  Wutherford has it now.
  • Dependency Interference: The PCs need an item as part 
  of a grander scheme (e.g., a book of history, or a map of a 
  deserted land).  Wutherford has this item.
  Habits and Logistics
  Wutherford rarely leaves his shop.  There is, at all times of 
  day, an 
    85% chance he is in his shop.  Of these times, he 
  is downstairs perusing his vault about 
    30% of the time.
  The remaining time, when he is not in his shop, he is seeking 
  out other valuables, or fetching food etc.
  Conversation
  Wutherford is all business.  If at any point he suspects the 
  party is not interested in buying or selling, and if he does not 
  desire anything the party possesses, he will disengage from 
  conversation.
    To keep the flavor of Wutherford, it’s a good idea to have 
  him be interested in something that the PCs have, be it a 
  magic ring, weapon, or other item of rarity or value that 
  is visible normally.
  Do you have this item? 
  (This can be a general question about any victim incident, 
  actual or suspected.)
   
    “Sure do.  Was left to me by someone who I sadly 
  couldn’t figure out a deal with while they were alive.  
  They were kind enough to leave it to me in their will.”
  Did you have anything to do with this person’s death? 
  (This can be a general question about any victim, actual or 
  suspected.)
   
    “Other than accidentally profiting from it, no.”
  Did you know that this person was burgled? 
  (This can be a general question about any victim, actual or 
  suspected.)
   
    “I heard of it, yeah.  Shame, especially since they’d just 
  sold something to me.  Paid quite a hefty coin for it, I 
  must say; the burglar must’ve come up on quite a profit 
  as a result.”
  Attitude Tracker Triggers
  Value
  Action
  <7
  Wutherford will send his underlings to 
  assassinate the PCs.
  <13
  Wutherford will refuse to speak to the PCs, and 
  will consider sending his henchmen to dissuade 
  or murder them.
  >18
  Wutherford will share his collection—but not 
  his private collection!—with the PCs.
  >24
  Wutherford confides in the PCs and leads 
  them to his basement to show them his true 
  collections.
  Organization
  Wutherford operates his establishment solo, but hires 
  underlings to go about horrid business when it’s necessary.  
  These underlings are typically blades for hire, though some 
  are intrigued enough in his true business to do it for sport.
  At any given time, Wutherford has a certain number in his 
  employ.  Anywhere in town, he can summon them with a 
  yelp; each round after the first in which he can ask for help,  
    1d4-1 (minimum 0) henchmen of each type arrive.
  Keep track of those summoned; Wutherford cannot summon 
  more help than the total available to him of a given category.
  Henchmen, Retainers, and 
  Followers
  Trinket-Fixer: 
    2d4 at any given moment.  These are 
  Rogues who often do the dirty work of thievery.
  Lens: These are spies who scout ahead and case the joint, 
  design a plan, etc.  
    1d8 at a given moment.
  Lair / Residence
  Wutherford’s house, collection dungeon, vault, and store are 
  all one and the same building.
  
  356
  Wutherford
  Quests & Encounters
    Quest: By Hook or By Crook
    Summary: Wutherford wants to acquire an item that the 
  PCs own.  
    Rewards:   
    2,200 gp / 
    5,100 gp / 
    8,000 gp / 
    14,000 gp; up to 
    3 Reward Stars.
    Locations: Any (urban).
    Key NPCs: Wutherford the Collector, Trinket-Fixers, 
  Lenses.
    Kickoff: Wutherford approaches the PCs and asks them 
  to sell one of their items.  Which item hardly matters; 
  depending on which way the GM wishes this Quest to go, 
  Wutherford might ask for a beloved magical weapon, or 
  simply a useful bag of holding. 
   
  It should likely be an item that is irreplaceable, or highly 
  valued: if a weapon, make it the most formidable one the 
  party owns.
    Description:
  Any scenario in which the PCs discover the true nature of 
  Wutherford’s collecting merits 
    1 Reward Star.
  If by the party’s actions Wutherford is prevented from 
  further villany—either because he is slain, or apprehended—
  they gain another 
    2 Reward Stars, which stack with 
  other rewards for this Quest.
    If the PCs agree, they will gain 125% of the items’ 
  “retail” value by the transaction.  They can sell the 
  desired item to Wutherford in addition to any other 
  courses of action. 
   
  If the PCs complete the transaction and take no further 
  action, they will be of no further interest to Wutherford, 
  though the Quest will remain active should the PCs 
  venture into his shop at some point.
    If the PCs refuse, Wutherford ups the price to 150% of 
  the retail value.   
   
  If they still refuse, Wutherford stomps off in disgust, and 
  will send his henchmen after the party to kill them and 
  claim the item.  Specifically, he sends 
    1d4 of each 
  type of henchmen to the task. 
   
  Vanquishing the henchmen earns the party nothing above 
  the XP related to the combat, though it will likely attract 
  their attention to investigating Wutherford’s shop.
    Investigating the shop, they will discover the true 
  nature of Wutherford’s collecting hobby.  Confronting 
  Wutherford successfully requires a Skill Challenge, as 
  described below. 
   
  Alternately, or as a consequence of losing the Challenge, 
  the PCs may fight Wutherford.  Although he himself may 
  not pose a significant challenge, his henchmen might.
    Going Once, Going Twice
  First Check: Diplomacy, opposed by Wutherford’s Bluff.  
  Failure means Wutherford immediately tries to flee; if 
  cornered, he will summon all available henchmen and fight.  
  Success advances to the Second Check.
  Second Check: Intimidate or Diplomacy, opposed by 
  Wutherford’s Sense Motive.  Failure reverts to the First 
  Check, which must be repeated; success advances to the 
  Third Check.
  Third Check: Intimidate, opposed by Wutherford’s 
  Diplomacy.  Success convinces Wutherford that his 
  murderous collecting days are over, and he turns himself 
  in to the authorities.  Failure reverts to the Second Check; 
  failure by 5 or more points reverts to the First Check.
  
  357
  Wutherford
  Wutherford the Collector
  CR 5; XP 1,800
    Low
    Moderate
    Advanced
    Elite
  Challenge CR 5 
  XP 1,800
  CR 9 
  XP 5,000
  CR 13 
  XP 10,000
  CR 17 
  XP 18,000
  Class / HD Rogue 5
  Rogue 9
  Rogue 13
  Rogue 17
  Size / Aln
  Medium NE  
  Human
  Medium NE  
  Human
  Medium NE  
  Human
  Medium NE  
  Human
  HP
  30
  53
  64
  90
  Armor 
  Class
  15
  17
  19
  20
  Speed
  Walk 30’
  Walk 30’
  Walk 30’
  Walk 30’
  Ability 
  Scores / 
  Saves
  STR    11 (+0) 
  DEX   16 (+6) 
  CON  10 (+0) 
  INT    16 (+6) 
  WIS   13 (+1) 
  CHA  11 (+0)
  STR    11 (+0) 
  DEX   18 (+8) 
  CON  10 (+0) 
  INT    16 (+7) 
  WIS   13 (+1) 
  CHA  11 (+0)
  STR    13 (+1) 
  DEX   20 (+10) 
  CON  10 (+0) 
  INT    16 (+8) 
  WIS   13 (+1) 
  CHA  11 (+0)
  STR    13 (+1) 
  DEX   20 (+11) 
  CON  12 (+1) 
  INT    16 (+9) 
  WIS   13 (+7) 
  CHA  11 (+0)
  Skills
  -
  -
  -
  -
  Saves
  -
  -
  -
  -
  Vulnerabilities
  -
  -
  -
  -
  Immunities -
  -
  -
  -
  Senses
  Passive Perception 14
  +4 Thieves’ Tools
  Passive Perception 19
  +8 Thieves’ Tools
  Passive Perception 21
  +10 Thieves’ Tools
  Passive Perception 23
  +12 Thieves’ Tools
  Languages Common, Dwarvish
  Attacks
  Melee Dagger +6 (1d4+3 ) 
  Ranged Dagger (Thrown) 20 
  ft.’: +6 (1d4+3); 60 ft.’: +6 
  (1d4+3) 
  Melee Shortsword +6 
  (1d6+3 ) 
  Ranged Shortbow ) --> 30 
  ft.’: +6 (1d6+3); 120 ft.’: +6 
  (1d6+3) 
  Melee Dagger +8 (1d4+4 ) 
  Ranged Dagger (Thrown) 20 
  ft.’: +8 (1d4+4); 60 ft.’: +8 
  (1d4+4) 
  Melee Shortsword (Weapon 
  +1) +9 (1d6+5 ) 
  Ranged Shortbow ) --> 30 
  ft.’: +8 (1d6+4); 120 ft.’: +8 
  (1d6+4) 
  Melee Dagger +10 (1d4+5) 
  Ranged Dagger (Thrown) 
  20 ft.’: +10 (1d4+5); 60 
  ft.’: +10 (1d4+5) 
  Melee Shortsword (Weapon 
  +2) +12 (1d6+7 ) 
  Ranged Shortbow ) --> 30 
  ft.’: +10 (1d6+5); 120 ft.’: 
  +10 (1d6+5) 
  Melee Dagger +11 (1d4+5 )
  Ranged Dagger (Thrown) 20 
  ft.’: +11 (1d4+5); 60 ft.’: 
  +11 (1d4+5) 
  Melee Shortsword (Weapon 
  +3) +14 (1d6+8 ) 
  Ranged Shortbow ) --> 30 
  ft.’: +11 (1d6+5); 120 ft.’: 
  +11 (1d6+5) 
  Special
  -
  -
  -
  -
  Proficiencies
  Club, Crossbow (Hand), Crossbow (Light), Dagger, Dart, Greatclub, Handaxe, Javelin, Light Hammer, Longsword, Mace, 
  Quarterstaff, Rapier, Shortbow, Shortsword, Sickle, Sling, Spear, Unarmed Strike
  NE; Medium Humanoid (Human)
  
  358
  Wutherford
    Low
    Moderate
    Advanced
    Elite
  Special 
  Qualities
  Languages, Ability Score 
  Improvement, Cunning 
  Action, Expertise, Fast 
  Hands, Roguish Archetype, 
  Second-Story Work, Sneak 
  Attack, Thief, Thieves’ Cant, 
  Uncanny Dodge 
   Languages, Ability Score 
  Improvement, Cunning 
  Action, Evasion, Expertise, 
  Fast Hands, Roguish 
  Archetype, Second-Story 
  Work, Sneak Attack, 
  Supreme Sneak, Thief, 
  Thieves’ Cant, Uncanny 
  Dodge 
   Languages, Ability Score 
  Improvement, Cunning 
  Action, Evasion, Expertise, 
  Fast Hands, Reliable Talent, 
  Roguish Archetype, Second-
  Story Work, Sneak Attack, 
  Supreme Sneak, Thief, 
  Thieves’ Cant, Uncanny 
  Dodge, Use Magic Device
  Languages, Ability Score 
  Improvement, Blindsense, 
  Cunning Action, Evasion, 
  Expertise, Fast Hands, 
  Reliable Talent, Roguish 
  Archetype, Second-Story 
  Work, Slippery Mind, Sneak 
  Attack, Supreme Sneak, 
  Thief, Thief’s Reflexes, 
  Thieves’ Cant, Uncanny 
  Dodge, Use Magic Device
  Spell-
  casting
  -
  -
  -
  -
  Equipment
  Dagger;
  shortsword;
  studded leather armor;
  shortbow;
  arrows (20x)
  Dagger;
  +1 shortsword;
  +1 studded leather armor;
  shortbow;
  arrows (20x)
  Dagger;
  +2 shortsword;
  +2 studded leather 
  armor;
  shortbow;
  arrows (20x)
  Dagger;
  +3 shortsword;
  +3 studded leather armor;
  shortbow;
  arrows (20x)
  Special Abilities
  Languages You can speak, read, and write Common and one extra 
  language of your choice. Humans typically learn the languages of other 
  peoples they deal with, including obscure dialects. They are fond of 
  sprinkling their speech with words borrowed from other tongues: Orc 
  curses, Elvish musical expressions, Dwarvish military phrases, and so on.
  Blindsense Starting at 14th level, if you are able to hear, you are aware of 
  the location of any hidden or invisible creature within 10 feet of you.
  Cunning Action Starting at 2nd level, your quick thinking and agility 
  allow you to move and act quickly. You can take a bonus action on each 
  of your turns in combat. This action can be used only to take the Dash, 
  Disengage, or Hide action.
  Evasion Beginning at 7th level, you can nimbly dodge out of the way of 
  certain area effects, such as a red dragon’s fiery breath or an ice storm 
  spell. When you are subjected to an effect that allows you to make a 
  Dexterity saving throw to take only half damage, you instead take no 
  damage if you succeed on the saving throw, and only half damage if you 
  fail.
  Fast Hands Starting at 3rd level, you can use the bonus action granted 
  by your Cunning Action to make a Dexterity (Sleight of Hand) check, use 
  your thieves’ tools to disarm a trap or open a lock, or take the Use an 
  Object action.
  Reliable Talent By 11th level, you have refined your chosen skills until they 
  approach perfection. Whenever you make an ability check that lets you 
  add your proficiency bonus, you can treat a d20 roll of 9 or lower as a 10.
  Second-Story Work When you choose this archetype at 3rd level, you gain 
  the ability to climb faster than normal; climbing no longer costs you extra 
  movement. In addition, when you make a running jump, the distance you 
  cover increases by a number of feet equal to 5.
  Slippery Mind By 15th level, you have acquired greater mental strength. 
  You gain proficiency in Wisdom saving throws.
  Sneak Attack Beginning at 1st level, you know how to strike subtly and 
  exploit a foe’s distraction. Once per turn, you can deal an extra 9d6 
  damage to one creature you hit with an attack if you have advantage on 
  the attack roll. The attack must use a finesse or a ranged weapon. You 
  don’t need advantage on the attack roll if another enemy of the target 
  is within 5 feet of it, that enemy isn’t incapacitated, and you don’t have 
  disadvantage on the attack roll.
  Supreme Sneak Starting at 9th level, you have advantage on a Dexterity 
  (Stealth) check if you move no more than half your speed on the same 
  turn.
  Thief You hone your skills in the larcenous arts. Burglars, bandits, 
  cutpurses, and other criminals typically follow this archetype, but so 
  do rogues who prefer to think of themselves as professional treasure 
  seekers, explorers, delvers, and investigators. In addition to improving 
  your agility and stealth, you learn skills useful for delving into ancient 
  ruins, reading unfamiliar languages, and using magic items you normally 
  couldn’t employ.
  Thief’s Reflexes When you reach 17th level, you have become adept at 
  laying ambushes and quickly escaping danger. You can take two turns 
  during the first round of any combat. You take your first turn at your 
  normal initiative and your second turn at your initiative minus 10. You 
  can’t use this feature when you are surprised.
  Thieves’ Cant During your rogue training you learned thieves’ cant, a 
  secret mix of dialect, jargon, and code that allows you to hide messages 
  in seemingly normal conversation. Only another creature that knows 
  thieves’ cant understands such messages. It takes four times longer 
  to convey such a message than it does to speak the same idea plainly. 
  In addition, you understand a set of secret signs and symbols used to 
  convey short, simple messages, such as whether an area is dangerous or 
  the territory of a thieves’ guild, whether loot is nearby, or whether the 
  people in an area are easy marks or will provide a safe house for thieves 
  on the run.
  Uncanny Dodge Starting at 5th level, when an attacker that you can see 
  hits you with an attack, you can use your reaction to halve the attack’s 
  damage against you.
  Use Magic Device By 13th level, you have learned enough about the 
  workings of magic that you can improvise the use of items even when 
  they are not intended for you. You ignore all class, race, and level 
  requirements on the
  
  359
  Wutherford
  Table 27: Attitude Modifiers for Wutherford the Collector
  Starting Attitude:  
  14 (Indifferent)
  Name
  Condition
  Effect
  Notes
  Action
  PCs attack without provocation
  -15
  Does not stack with other attack-based modifiers
  Action
  PCs attack with provocation
  -10
  Does not stack with other attack-based modifiers
  Conversation
  PCs threaten violence
  -5
  -
  Action
  NPC witnesses the PCs commit a 
  crime
  +1
  Assumes the crime does not involve the NPC; stacks with 
  other modifiers that involve crimes against the NPC; does 
  not stack with other “witnesses crime” modifiers
  Action
  NPC witnesses the PCs commit 
  murder
  +2
  Assumes the crime does not involve the NPC; stacks with 
  other modifiers that involve crimes against the NPC; does 
  not stack with other “witnesses crime” modifiers
  Action
  NPC witnesses the PCs commit 
  murder in self-defense
  +1
  Assumes the crime does not involve the NPC; stacks with 
  other modifiers that involve crimes against the NPC; does 
  not stack with other “witnesses crime” modifiers
  Action
  Villain witnesses the PCs 
  discussing the villain and/or 
  their henchmen
  -4
  Does not stack with other “witness” modifiers
  Action
  PCs defend this NPC against 
  violence
  +10
  Does not stack with other “witness” modifiers
  Conversation
  PCs attempt a bribe (for 
  information, for action)
  -1
  GM’s discretion as to whether the bribe produces results 
  (positive or negative!)
  Conversation
  PCs share Rumors / Lore 
  +1
  Per each Rumor shared; maximum +4
  Extant
  One or more PCs have been 
  arrested
  +2
  Per offense, no limit
  Extant
  PCs have slain a guard, but have 
  not been caught
  +5
  Per offense, maximum -15 total
  Action
  PCs heal or “boon” this NPC
  +5
  Per healing spell/potion/skill check or beneficial spell or 
  effect; maximum +15
  Action
  PCs refuse to help when asked
  -3
  Per request; no maximum
  Action
  PCs agree to help when asked
  +4
  Per request; maximum +12
  Action
  NPC joins party for any length 
  of time
  +5
  Does not stack with subsequent iterations of itself 
  (maximum effect +5 no matter how many times NPC joins 
  party)
  Action
  PCs save this NPC’s life
  +15
  Either as part of a Quest, or as an offer made of the 
  party’s own initiative
  Conversation
  PCs fail at an Intimidate check 
  for any reason
  -2
  Per failed check; no maximum
  Investigation
  PCs discover something 
  fundamental about this villain’s 
  MO or deeds and/or discovers 
  lair or residence
  -10
  “Fundamental” is left to the GM to adjudicate; stacks with 
  other Investigation modifiers
  Investigation
  PCs rescue a victim, recover a 
  corpse, or otherwise “undo” or 
  find hard evidence of death at 
  the hands of this villain
  -10
  Initial and first-time-only; -2 per additional victim or 
  evidence beyond the first; no limit; stacks with other 
  Investigation modifiers
  Investigation
  PCs give evidence of this villain’s 
  crimes to authorities
  -8
  Stacks with other Investigation modifiers
  
  360
  Wutherford
  Trinket-Fixer
  CR 2; XP 450
    Low
    Moderate
    Advanced
    Elite
  Challenge CR 2 
  XP 450
  CR 6 
  XP 2,300
  CR 10 
  XP 5,900
  CR 14 
  XP 11,500
  Class / HD Rogue 2
  Rogue 6
  Rogue 10
  Rogue 14
  Size / Aln
  Small NE  
  Gnome (Rock)
  Small NE  
  Gnome (Rock)
  Small NE  
  Gnome (Rock)
  Small NE  
  Gnome (Rock)
  HP
  13
  38
  69
  104
  Armor 
  Class
  14
  16
  18
  19
  Speed
  Walk 25’
  Walk 25’
  Walk 25’
  Walk 25’
  LE; Small Humanoid (Gnome)
  
  361
  Wutherford
    Low
    Moderate
    Advanced
    Elite
  Ability 
  Scores / 
  Saves
  STR    8  (-1) 
  DEX   16 (+5) 
  CON  13 (+1) 
  INT    17 (+5) 
  WIS     7 (-2) 
  CHA    9 (-1)
  STR    8  (-1) 
  DEX   18 (+7) 
  CON  13 (+1) 
  INT    17 (+6) 
  WIS     7 (-2) 
  CHA    9 (-1)
  STR    8  (-1) 
  DEX   20 (+9) 
  CON  15 (+2) 
  INT    17 (+7) 
  WIS     7 (-2) 
  CHA    9 (-1)
  STR    10  (+0) 
  DEX   20 (+10) 
  CON  15 (+2) 
  INT    17 (+8) 
  WIS     7 (-2) 
  CHA    9 (-1)
  Skills
  -
  -
  -
  -
  Saves
  -
  -
  -
  -
  Vulnerabilities
  -
  -
  -
  -
  Immunities -
  -
  -
  -
  Senses
  Passive Perception 10
  +4 Thieves’ Tools
  Passive Perception 14
  +6 Thieves’ Tools
  Passive Perception 16
  +8 Thieves’ Tools
  Passive Perception 18
  +10 Thieves’ Tools
  Languages Common, Gnomish
  Attacks
  Melee Dagger (Small) +5 
  (1d4+3 ) 
  Ranged Dagger (Small/
  Thrown) 20 ft.’: +5 
  (1d4+3); 60 ft.’: +5 
  (1d4+3) 
  Ranged Crossbow, Light 
  (Small) ) --> 80 ft.’: -5 
  (1d8+3); 320 ft.’: -5 
  (1d8+3) 
  Melee Dagger (Small) +7 
  (1d4+4 ) 
  Ranged Dagger (Small/
  Thrown) 20 ft.’: +7 (1d4+4); 
  60 ft.’: +7 (1d4+4) 
  Ranged Crossbow, Light 
  (Weapon +1) (Small) ) --> 80 
  ft.’: -2 (1d8+5); 320 ft.’: -2 
  (1d8+5) 
  Melee Dagger (Small) +9 
  (1d4+5 ) 
  Ranged Dagger (Small/
  Thrown) 20 ft.’: +9 
  (1d4+5); 60 ft.’: +9 
  (1d4+5) 
  Ranged Crossbow, Light 
  (Weapon +2) (Small) ) --> 
  80 ft.’: +1 (1d8+7); 320 
  ft.’: +1 (1d8+7)
  Melee Dagger (Small) +10 
  (1d4+5 ) 
  Ranged  Dagger (Small/
  Thrown) 20 ft.’: +10 
  (1d4+5); 60 ft.’: +10 
  (1d4+5) 
  Ranged Crossbow, Light 
  (Weapon +3) (Small) ) --> 80 
  ft.’: +3 (1d8+8); 320 ft.’: +3 
  (1d8+8) 
  Special
  -
  -
  -
  -
  Proficiencies
  Club, Crossbow (Hand), Crossbow (Light), Dagger, Dart, Greatclub, Handaxe, Javelin, Light Hammer, Longsword, Mace, 
  Quarterstaff, Rapier, Shortbow, Shortsword, Sickle, Sling, Spear, Unarmed Strike
  Special 
  Qualities
  Artificer’s Lore, Darkvision, 
  Gnome Cunning, Languages, 
  Tinker, Tinker’s Tools, 
  Cunning Action, Expertise, 
  Sneak Attack, Thieves’ Cant 
  Artificer’s Lore, Darkvision, 
  Gnome Cunning, Languages, 
  Tinker, Tinker’s Tools, 
  Ability Score Improvement, 
  Cunning Action, Expertise, 
  Fast Hands, Roguish 
  Archetype, Second-Story 
  Work, Sneak Attack, Thief, 
  Thieves’ Cant, Uncanny 
  Dodge
  Artificer’s Lore, Darkvision, 
  Gnome Cunning, 
  Languages, Tinker, Tinker’s 
  Tools, Ability Score 
  Improvement, Cunning 
  Action, Evasion, Expertise, 
  Fast Hands, Roguish 
  Archetype, Second-Story 
  Work, Sneak Attack, 
  Supreme Sneak, Thief, 
  Thieves’ Cant, Uncanny 
  Dodge
  Artificer’s Lore, Darkvision, 
  Gnome Cunning, Languages, 
  Tinker, Tinker’s Tools, 
  Ability Score Improvement, 
  Blindsense, Cunning Action, 
  Evasion, Expertise, Fast 
  Hands, Reliable Talent, 
  Roguish Archetype, Second-
  Story Work, Sneak Attack, 
  Supreme Sneak, Thief, 
  Thieves’ Cant, Uncanny 
  Dodge, Use Magic Device
  Spell-
  casting
  -
  -
  -
  -
  Equipment
  Dagger (small);
  light crossbow (small);
  leather armor;
  crossbow bolts (10x)
  Dagger (small);
  +1 light crossbow (small);
  +1 leather armor;
  crossbow bolts (10x)
  Dagger (small);
  +2 light crossbow 
  (small);
  +2 leather armor;
  crossbow bolts (10x)
  Dagger (small);
  +3 light crossbow (small);
  +3 leather armor;
  crossbow bolts (10x)
  
  362
  Wutherford
  Special Abilities
  Artificer’s Lore Whenever you make a History check related to magic 
  items, alchemical objects, ar technological devices, you can add twice 
  your proficiency bonus (10), instead of any proficiency bonus you 
  normally appIy.
  Darkvision Accustomed to life underground, you have superior vision in 
  dark and dim conditions. You can see in dim light within 60 feet of you 
  as if it w ere bright light, and in darkness as if it were dim light. You can’t 
  discern color in darkness, only shades of gray.
  Gnome Cunning You have advantage on all Intelligence, Wisdom, and 
  Charisma saving throws against magic.
  Languages You can speak, read, and write Common and Gnomish. The 
  Gnomish language, which uses the Dwarvish script, is renowned for its 
  technical treatises and its catalogs of knowledge about the natural world.
  Tinker You have proficiency with tinker’s tools. Using those tools, you can 
  spend 1 hour and 10 gp worth of materiaIs to construct a Tiny clockwork 
  device (AC 5, 1 hp). The device ceases to function after 24 hours. (unless 
  you spend 1 hour repairing it to keep the device functioning), or when 
  you use your action to dismantle it; at that time, you can reclaim the 
  materiaIs used to create it. You can have up to three such devices active 
  at a time. When you create a device, choose one of the following options: 
  Clockwork Toy: This toy is a clockwork animal or person, such as a frog, 
  mouse, bird, or soldier. When placed on the ground, the toy moves 5 feet 
  across the ground on each of your turns in a random direction. It makes 
  noises as appropriate to the creature it represents. Fire Starter: The device 
  produces a miniature flame, which you can use to light something like a 
  candle, torch, or campfire. Using the device requires your action. Music 
  Box: When opened, this music box plays a single song at a moderate 
  volume. The box stops playing when it reaches the song’s end or when it 
  is closed.
  Tinker’s Tools Proficient with Artisan Tinker’s Tools.
  Blindsense Starting at 14th level, if you are able to hear, you are aware of 
  the location of any hidden or invisible creature within 10 feet of you.
  Cunning Action Starting at 2nd level, your quick thinking and agility 
  allow you to move and act quickly. You can take a bonus action on each 
  of your turns in combat. This action can be used only to take the Dash, 
  Disengage, or Hide action.
  Evasion Beginning at 7th level, you can nimbly dodge out of the way of 
  certain area effects, such as a red dragon’s fiery breath or an ice storm 
  spell. When you are subjected to an effect that allows you to make a 
  Dexterity saving throw to take only half damage, you instead take no 
  damage if you succeed on the saving throw, and only half damage if you 
  fail.
  Fast Hands Starting at 3rd level, you can use the bonus action granted 
  by your Cunning Action to make a Dexterity (Sleight of Hand) check, use 
  your thieves’ tools to disarm a trap or open a lock, or take the Use an 
  Object action.
  Reliable Talent By 11th level, you have refined your chosen skills until they 
  approach perfection. Whenever you make an ability check that lets you 
  add your proficiency bonus, you can treat a d20 roll of 9 or lower as a 10.
  Second-Story Work When you choose this archetype at 3rd level, you gain 
  the ability to climb faster than normal; climbing no longer costs you extra 
  movement. In addition, when you make a running jump, the distance you 
  cover increases by a number of feet equal to 5.
  Sneak Attack Beginning at 1st level, you know how to strike subtly and 
  exploit a foe’s distraction. Once per turn, you can deal an extra 7d6 
  damage to one creature you hit with an attack if you have advantage on 
  the attack roll. The attack must use a finesse or a ranged weapon. You 
  don’t need advantage on the attack roll if another enemy of the target 
  is within 5 feet of it, that enemy isn’t incapacitated, and you don’t have 
  disadvantage on the attack roll.
  Supreme Sneak Starting at 9th level, you have advantage on a Dexterity 
  (Stealth) check if you move no more than half your speed on the same 
  turn.
  Thief You hone your skills in the larcenous arts. Burglars, bandits, 
  cutpurses, and other criminals typically follow this archetype, but so 
  do rogues who prefer to think of themselves as professional treasure 
  seekers, explorers, delvers, and investigators. In addition to improving 
  your agility and stealth, you learn skills useful for delving into ancient 
  ruins, reading unfamiliar languages, and using magic items you normally 
  couldn’t employ.
  Thieves’ Cant During your rogue training you learned thieves’ cant, a 
  secret mix of dialect, jargon, and code that allows you to hide messages 
  in seemingly normal conversation. Only another creature that knows 
  thieves’ cant understands such messages. It takes four times longer 
  to convey such a message than it does to speak the same idea plainly. 
  In addition, you understand a set of secret signs and symbols used to 
  convey short, simple messages, such as whether an area is dangerous or 
  the territory of a thieves’ guild, whether loot is nearby, or whether the 
  people in an area are easy marks or will provide a safe house for thieves 
  on the run.
  Uncanny Dodge Starting at 5th level, when an attacker that you can see 
  hits you with an attack, you can use your reaction to halve the attack’s 
  damage against you.
  Use Magic Device By 13th level, you have learned enough about the 
  workings of magic that you can improvise the use of items even when 
  they are not intended for you. You ignore all class, race, and level 
  requirements on the use of magic items.
  
  363
  Wutherford
  Lens
  CR 2; XP 450
    Low
    Moderate
    Advanced
    Elite
  Challenge CR 2 
  XP 450
  CR 6 
  XP 2,300
  CR 10 
  XP 5,900
  CR 14 
  XP 11,500
  Class / HD Ranger 2
  Ranger 6
  Ranger 10
  Ranger 14
  Size / Aln
  Small TN 
  Halfling (Lightfoot)
  Small TN 
  Halfling (Lightfoot)
  Small TN 
  Halfling (Lightfoot)
  Small TN 
  Halfling (Lightfoot)
  HP
  14
  38
  59
  98
  Armor 
  Class
  13
  15
  17
  19
  Speed
  Walk 25’
  Walk 25’
  Walk 25’
  Walk 25’
  TN; Small Humanoid (Halfling)
  
  364
  Wutherford
    Low
    Moderate
    Advanced
    Elite
  Ability 
  Scores / 
  Saves
  STR    7  (+0) 
  DEX   13 (+3) 
  CON  13 (+1) 
  INT    14 (+2) 
  WIS   15 (+2) 
  CHA    9 (-1)
  STR    7  (+1) 
  DEX   15 (+5) 
  CON  13 (+1) 
  INT    14 (+2) 
  WIS   15 (+2) 
  CHA    9 (-1)
  STR    7  (+2) 
  DEX   17 (+7) 
  CON  13 (+1) 
  INT    14 (+2) 
  WIS   15 (+2) 
  CHA    9 (-1)
  STR    7  (+3) 
  DEX   19 (+9) 
  CON  13 (+1) 
  INT    14 (+2) 
  WIS   15 (+2) 
  CHA    9 (-1)
  Skills
  -
  -
  -
  -
  Saves
  -
  -
  -
  -
  Vulnerabilities
  -
  -
  -
  -
  Immunities -
  -
  -
  -
  Senses
  Passive Perception 14
  Passive Perception 15
  Passive Perception 16
  Passive Perception 17
  Languages Common, Dwarvish, Gnomish, Halfling
  Attacks
  Melee Dagger (Small) +3 
  (1d4+1 ) 
  Ranged Dagger (Small/
  Thrown) 20 ft.’: +3 
  (1d4+1); 60 ft.’: +3 
  (1d4+1) 
  Melee Shortsword (Small) 
  +3 (1d6+1 ) 
  Ranged Longbow (Small) 
  ) --> 150 ft.’: +5 (1d8+1); 
  600 ft.’: +5 (1d8+1) 
  Melee Shortsword (Small) 
  +5/+5 (1d6+2 ) 
  Melee Dagger (Small) +5 
  (1d4+2 ) 
  Ranged Dagger (Small/
  Thrown) 20 ft.’: +5/+5 
  (1d4+2); 60 ft.’: +5/+5 
  (1d4+2) 
  Ranged Longbow (Small/
  Weapon +1) ) --> 150 ft.’: 
  +8/+8 (1d8+3); 600 ft.’: 
  +8/+8 (1d8+3) 
  Melee Shortsword (Small) 
  +7/+7 (1d6+3 ) 
  Melee Dagger (Small) +7 
  (1d4+3 ) 
  Ranged Dagger (Small/
  Thrown) 20 ft.’: +7/+7 
  (1d4+3); 60 ft.’: +7/+7 
  (1d4+3) 
  Ranged Longbow (Small/
  Weapon +2) ) --> 150 ft.’: 
  +11/+11 (1d8+5); 600 ft.’: 
  +11/+11 (1d8+5) 
  Melee Shortsword (Small) 
  +9/+9 (1d6+4 ) 
  Melee Dagger (Small) +9 
  (1d4+4 ) 
  Ranged Dagger (Small/
  Thrown) 20 ft.’: +9/+9 
  (1d4+4); 60 ft.’: +9/+9 
  (1d4+4) 
  Ranged Longbow (Small/
  Weapon +3) ) --> 150 ft.’: 
  +14/+14 (1d8+7); 600 ft.’: 
  +14/+14 (1d8+7) 
  Special
  -
  -
  -
  -
  Proficiencies
  Battleaxe, Blowgun, Club, Crossbow (Hand), Crossbow (Heavy), Crossbow (Light), Dagger, Dart, Flail, Glaive, Greataxe, 
  Greatclub, Greatsword, Halberd, Handaxe, Javelin, Lance, Light Hammer, Longbow, Longsword, Mace, Maul, Morningstar, 
  Net, Pike, Quarterstaff, Rapier, Scimitar, Shortbow, Shortsword, Sickle, Sling, Spear, Trident, Unarmed Strike, War Pick, 
  Warhammer, Whip
  Special 
  Qualities
  Brave, Halfling Nimbleness, 
  Languages, Lucky, Naturally 
  Stealthy, Favored Enemy, 
  Fighting Style, Natural 
  Explorer, Spellcasting, Spell 
  Slots, Archery, Humanoids, 
  Grassland 
  Brave, Halfling Nimbleness, 
  Languages, Lucky, Naturally 
  Stealthy, Ability Score 
  Improvement, Extra 
  Attack, Favored Enemy, 
  Fighting Style, Giant 
  Killer, Hunter, Hunter’s 
  Prey, Natural Explorer, 
  Primeval Awareness, Ranger 
  Archetype, Spellcasting, 
  Spell Slots, Archery, 
  Humanoids, Monstrosities, 
  Grassland, Mountain
  Brave, Halfling Nimbleness, 
  Languages, Lucky, Naturally 
  Stealthy, Ability Score 
  Improvement, Defensive 
  Tactics, Extra Attack, 
  Favored Enemy, Fighting 
  Style, Giant Killer, Hide 
  in Plain Sight, Hunter, 
  Hunter’s Prey, Land’s 
  Stride, Natural Explorer, 
  Primeval Awareness, Ranger 
  Archetype, Spellcasting, 
  Spell Slots, Steel Will, 
  Archery, Humanoids, 
  Monstrosities, Desert, 
  Grassland, Mountain
  Brave, Halfling Nimbleness, 
  Languages, Lucky, Naturally 
  Stealthy, Ability Score 
  Improvement, Defensive 
  Tactics, Extra Attack, 
  Favored Enemy, Fighting 
  Style, Giant Killer, Hide 
  in Plain Sight, Hunter, 
  Hunter’s Prey, Land’s Stride, 
  Multiattack, Natural Explorer, 
  Primeval Awareness, Ranger 
  Archetype, Spellcasting, 
  Spell Slots, Steel Will, Vanish, 
  Volley, Archery, Giants, 
  Humanoids, Monstrosities, 
  Desert, Grassland, Mountain 
  Spell-
  casting
  -
  Save DC 13; Spell Atk +5
  2nd: barkskin; spike growth
  1st: alarm; detect magic; fog 
  cloud; longstrider
  Save DC 14; Spell Atk +6
  3rd: nondetection; 
  protection from energy
  2nd: barkskin; spike growth
  1st: alarm; detect magic; 
  fog cloud; longstrider
  Save DC 15; Spell Atk +7
  4th: water walk
  3rd: nondetection; 
  protection from energy
  2nd: barkskin; spike growth
  1st: alarm; detect magic; fog 
  cloud; longstrider
  
  365
  Wutherford
    Low
    Moderate
    Advanced
    Elite
  Equipment
  Dagger (small);
  shortsword (small);
  studded leather armor;
  longbow (small);
  arrows (20x)
  Dagger (small);
  shortsword (small);
  +1 studded leather armor;
  +1 longbow (small);
  arrows (20x)
  Dagger (small);
  shortsword (small);
  +2 studded leather 
  armor;
  +2 longbow (small);
  arrows (20x)
  Dagger (small);
  shortsword (small);
  +3 studded leather armor;
  +3 longbow (small);
  arrows (20x)
  Special Abilities
  Brave You have advantage on saving throws against being frightened.
  Halfling Nimbleness You can move through the space of any creature that 
  is of a size larger than yours.
  Languages You can speak, read, and write Common and Halfling. The 
  Halfling language isn’t secret, but halflings are loath to share it with 
  others. They write very little, so they don’t have a rich body of literature. 
  Their oral tradition, however, is very strong. Almost all halflings speak 
  Common to converse with the people in whose lands they dwell or 
  through which they are traveling.
  Lucky When you roll a 1 on an attack roll, ability check, or saving throw, 
  you can reroll the die and must use the new roll.
  Naturally Stealthy You can attempt to hide even when you are obscured 
  only by a creature that is at least one size larger than you.
  Extra Attack Beginning at 5th level, you can attack twice, instead of once, 
  whenever you take the Attack action on your turn.
  Favored Enemy Beginning at 1st level, you have significant experience 
  studying, tracking, hunting, and even talking to a certain type of 
  enemy. Choose a type of favored enemy: aberrations, beasts, celestials, 
  constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, 
  plants, or undead. Alternatively, you can select two races of humanoid 
  (such as gnolls and orcs) as favored enemies. You have advantage on 
  Wisdom (Survival) checks to track your favored enemies, as well as on 
  Intelligence checks to recall information about them. When you gain 
  this feature, you also learn one language of your choice that is spoken by 
  your favored enemies, if they speak one at all. You choose one additional 
  favored enemy, as well as an associated language, at 6th and 14th level. 
  As you gain levels, your choices should reflect the types of monsters you 
  have encountered on your adventures.
  Giant Killer When a Large or larger creature within 5 feet of you hits 
  or misses you with an attack, you can use your reaction to attack that 
  creature immediately after its attack, provided that you can see the 
  creature.
  Hide in Plain Sight Starting at 10th level, you can spend 1 minute 
  creating camouflage for yourself. You must have access to fresh mud, 
  dirt, plants, soot, and other naturally occurring materials with which to 
  create your camouflage. Once you are camouflaged in this way, you can 
  try to hide by pressing yourself up against a solid surface, such as a tree 
  or wall, that is at least as tall and wide as you are. You gain a +10 bonus to 
  Dexterity (Stealth) checks as long as you remain there without moving or 
  taking actions. Once you move or take an action or a reaction, you must 
  camouflage yourself again to gain this benefit.
  Hunter Emulating the Hunter archetype means accepting your place as 
  a bulwark between civilization and the terrors of the wilderness. As you 
  walk the Hunter’s path, you learn specialized techniques for fighting the 
  threats you face, from rampaging ogres and hordes of orcs to towering 
  giants and terrifying dragons.
  Land’s Stride Starting at 8th level, moving through nonmagical difficult 
  terrain costs you no extra movement. You can also pass through 
  nonmagical plants without being slowed by them and without taking 
  damage from them if they have thorns, spines, or a similar hazard. In 
  addition, you have advantage on saving throws against plants that are 
  magically created or manipulated to impede movement, such those 
  created by the entangle spell.
  Multiattack At 11th level, you gain one of the following features of your 
  choice.
  Natural Explorer You are particularly familiar with one type of natural 
  environment and are adept at traveling and surviving in such regions. 
  Choose one type of favored terrain: arctic, coast, desert, forest, grassland, 
  mountain, swamp, or the Underdark. When you make an Intelligence or 
  Wisdom check related to your favored terrain, your proficiency bonus is 
  doubled if you are using a skill that you’re proficient in. While traveling 
  for an hour or more in your favored terrain, you gain the following 
  benefits: * Difficult terrain doesn’t slow your group’s travel. * Your 
  group can’t become lost except by magical means. * Even when you are 
  engaged in another activity while traveling (such as foraging, navigating, 
  or tracking), you remain alert to danger. * If you are traveling alone, you 
  can move stealthily at a normal pace. * When you forage, you find twice 
  as much food as you normally would. * While tracking other creatures, 
  you also learn their exact number, their sizes, and how long ago they 
  passed through the area. You choose additional favored terrain types at 
  6th and 10th level.
  Primeval Awareness Beginning at 3rd level, you can use your action 
  and expend one ranger spell slot to focus your awareness on the region 
  around you. For 1 minute per level of the spell slot you expend, you 
  can sense whether the following types of creatures are present within 
  1 mile of you (or within up to 6 miles if you are in your favored terrain): 
  aberrations, celestials, dragons, elementals, fey, fiends, and undead. This 
  feature doesn’t reveal the creatures’ location or number.
  Steel Will You have advantage on saving throws against being frightened.
  Vanish Starting at 14th level, you can use the Hide action as a bonus 
  action on your turn. Also, you can’t be tracked by nonmagical means, 
  unless you choose to leave a trail.
  Volley You can use your action to make a ranged attack against any 
  number of creatures within 10 feet of a point you can see within your 
  weapon’s range. You must have ammunition for each target, as normal, 
  and you make a separate attack roll for each target.
  Archery You gain a +2 bonus to attack rolls you make with ranged 
  weapons.
  Giants Advantage on Wisdom (Survival) checks to track Giants, as well as 
  on Intelligence checks to recall information about them. You also learn 
  one language of your choice that is spoken by your favored enemies, if 
  they speak one at all.
  Humanoids Advantage on Wisdom (Survival) checks to track Humanoids, 
  as well as on Intelligence checks to recall information about them. You 
  also learn one language of your choice that is spoken by your favored 
  enemies, if they speak one at all.
  Monstrosities Advantage on Wisdom (Survival) checks to track 
  Monstrosities, as well as on Intelligence checks to recall information 
  about them. You also learn one language of your choice that is spoken by 
  your favored enemies, if they speak one at all.
  
  366
  Wutherford
  
  367
  Bethennie
  Behtennie the Beaux
  
  368
  Bethennie
  Bethennie the Beaux
  Overview
  Once a beauty queen, she aspired to heights too lofty: born to 
  impoverished farmers, she tried to parlay her looks to feign 
  nobility.  
  A spurned scion discovered her secret and scalded her with 
  acid.
  Appearance
  Most will take a single look at Bethennie, and turn away, 
  revolted.  Her face has been scarred horribly, and the wound 
  healed in a way that makes it always look fresh and slightly 
  moist.  The scar covers much of her face.
  However, those who talk with her for any length of time, or 
  who take a second look, see the infrastructure of a stunning 
  beauty.  
  She dresses normally, neither seeking to conceal her scar nor 
  to call attention to her former comeliness.
  Background
  Bethennie was born dirt-poor to a family of farmers who 
  were struggling to keep hold of their land year-to-year.  
  Though impoverished, they took delight in their daughter, 
  and tried to give her every advantage they could manage.
  As she grew, it became clear that she was gorgeous in a way 
  that belied her origins.  In town, she was often mistaken for 
  royalty, regardless of how she dressed or talked; folk simply 
  assumed that she was noble based on her attractiveness.
  Bethennie loved the attention, and her parents encouraged 
  this behavior, seeing a possible escape for their daughter 
  from her humble beginnings.  
  As she grew, and grew to love the attention her looks 
  garnered, Bethennie started to act out the fantasy more and 
  more.  Increasingly, she adopted a noble persona, openly 
  pretending to be the daughter of a wealthy merchant, and 
  getting others to buy her all manner of clothing, jewelry, and 
  trips.
  One day, a wealthy scion took notice of this curious, beautiful 
  young woman.  He approached her, and she flirted back, but 
  only to the point where she could get something out of him.
  After a week of seeing her on and off, the scion was 
  heartbroken to notice her taking a similar approach with 
  another young man.
  When confronted with the incident, Bethennie shrugged, and 
  told him that he wasn’t special... but she noted that she was.  
  The scion was enraged, embarassed, and humiliated.  That it 
  seemed to matter so little to Bethennie, that it was so casual 
  that it did not even merit an apology, particularly rankled 
  him.
  He kept watching her, and saw her do the same thing, over 
  and over, to other men, and even some noble women as 
  well.  Bethennie seemed to be getting as much of indulgent 
  material value out of her would-be admirers, with zero 
  commitment or respect for their feelings.
  Finally, the scion followed Bethennie home... and discovered 
  her true secret, that she was from a poor farming family, 
  with no nobility to speak of.
  In the eyes of the scion, this final falsehood was too much to 
  bear.
  He hired a black-market underling to throw acid in her face.  
  This succeeded, and Bethennie was on the mend for weeks.  
  Her family summoned the best chirurgeons that money 
  could buy, liquidating all of her accumulated high-class 
  possessions in the process.
  Although the poor girl survived, her comeliness did not.  
  Worse still, her family lost their farm in their efforts to 
  revive her.  The family was penniless, homeless, and with a 
  horrible disfigurement to show for it all.
  For no moment in her painful recovery did Bethennie 
  recognize her own role in what had happened.  She blamed 
  the scion, his family, and indeed everyone who was wealthy, 
  haughty, or otherwise took for granted their wealth and 
  benefits.
  She vowed revenge.
  Demeanor
  Bethennie assumes that everyone will waste her time, take 
  her for granted, or take advantage of her.  She plays her 
  wound to her advantage where possible, but otherwise uses 
  it as a tool; by default, people will tend to avoid her, pretend 
  as though they don’t see her.  This lends itself well to theft.
  She will treat poorly and coldly any who reek of any sort of 
  wealth. 
  Combat Tactics
  Bethennie is capable in combat, but has a great knack for 
  survival; she will flee if the odds are against her and she can.
  She will almost always summon help in the form of her 
  Scalddaughters.
  While fighting, she will seek out the most attractive male 
  enemy by default; she herself is unaware of this tendency.
  Modus Operandi
  Bethennie’s only purpose in life is to destroy any wealthy or 
  powerful person who did not come by their benefits through 
  their own hard work, and who do not use them to benefit 
  others. 
  By this standard, nearly everyone with at least a few gold 
  pieces in their purse qualifies to be a target.
  Bethennie will find targets quite easily, typically walking 
  
  369
  Bethennie
  
  370
  Bethennie
  FlexTable 25: Bethennie the Beaux Rumors & Lore
  A
  B
  C
  D
  DC
  Description
  Veracity
  -
  -
  -
  01-30
  -
  No Rumor
  No information is obtained.
  01-14
  01-14
  01-14
  31-39
  12
  A beauty queen was once 
  scalded with acid.
    Partially True.  Bethennie 
  participated in no formal beauty pageants 
  or competitions, though she likely could 
  have won.
  15-29
  15-30
  15-30
  01-30
  13
  For the supposed crime 
  of spurning a suitor, a 
  gorgeous merchant princess 
  was horribly disfigured.
    True.  Spurning is perhaps a bit 
  harsh; Bethennie had no qualms about 
  what she did, and indeed did it dozens of 
  times.
  30-44
  31-45
  31-45
  31-39
  14
  Bethennie the Beaux was 
  once a beautiful merchant 
  queen, brought low by a 
  jealous lover who hired 
  someone to toss acid in her 
  face.
    Partially True.  Bethennie pretended 
  to the title described, but never actually 
  had it.  The person who hired the acid-
  tosser was no lover, though he wished to 
  be.
  45-59
  46-60
  46-60
  40-49
  15
  A dirt-poor farmer’s 
  daughter had aspirations 
  to greatness enabled by her 
  beauty.
    True.  This is how Bethennie’s story 
  truly began.
  60-74
  60-69
  60-69
  50-59
  16
  Bethennie and her Scald-
  Daughters enact revenge 
  against the wealthy and the 
  powerful.
    True.  This is Bethennie’s approach to 
  villany.
  75-89
  70-97
  70-94
  60-69
  11
  A goddess brought herself 
  to the Realm in the form 
  of a beautiful half-elf.  She 
  was betrayed by a human 
  lover, scalded with acid, 
  and was cursed to roam the 
  mortal realm in that now-
  disfigured guise
    False.  Bethennie was indeed scalded 
  with acid, but the remainder of the story 
  is entirely false.
  90-00
  98-00
  95-00
  70-00
  13
  A succubus was cursed by 
  a powerful sorcerer to be 
  beautiful, but scarred; she 
  walks the town now, looking 
  for victims but finding none.
    False.  Bethennie is a normal, mortal 
  half-elf, and has no difficulty finding 
  victims!
  through a marketplace, or going in disguise to a ball or other 
  gathering.  She will pose as a servant, or use a mask at a 
  masquerade ball, to conceal her disfigurement.
  Once she has a target in mind—which tends to be a wealthy, 
  powerful, and abusive or otherwise entitled and ignorant 
  person—she will find a way to kill and/or rob them, using 
  her henchmen as makes the most sense.
  Notoriety
  Stories of Bethennie are told in whispers, but much of it is 
  treated as simple tales.  Those who have actually seen her 
  dismiss her as not being there; most literally do not recall 
  ever seeing her, despite her being right in front of them.  
  This tendency for people’s minds to “forget” a disfigured 
  person fascinates Bethennie.  She assumes it’s a defense 
  mechanism: a wealthy person notes a disfigured person, 
  and ignores them entirely; against the guilt such behavior 
  burgeons, the wealthy person actually makes themself forget 
  that they even saw the disfigured person in the first place.
  Hooks, Integration, & Adventure 
  Seeds
  • Direct Attack: Useful for high-level or otherwise 
  influential PCs: Bethennie targets the party as her next 
  victim.
  • Plea of the Innocent: The party is asked to protect a loved 
  one who has been targeted by Bethennie.
  • Competing Goals: Bethennie has been killing nobles; the 
  PCs, toward a separate, grander goal, have been asking 
  the nobles’ help in voting a certain way.  If this keeps up, 
  there will be no quorum to make the needed decision.
  • Fringe Notice: Nobles are relocating out of the city 
  out of fear that they are next on the list of an unknown 
  murderer.
  • Appeal from Authority: Town militia asks the party’s 
  assistance to hunt down a murderer who targets the 
  wealthy and powerful.
  
  371
  Bethennie
  • Faction Quest: A merchant’s guild asks the party’s help in 
  protecting their ranks.
  • Disappearing Regular: A noble, political leader, or other 
  NPC with whom the party regularly interacts disappears, 
  either because they were murdered by Bethennie, or 
  because they are afraid of being murdered by her.
  Habits and Logistics
  Bethennie is often (
    65% chance) at her home.  
  The remainder of the time, she is out and about, either 
  enacting revenge missions, or scouting targets for the next 
  one.
  Conversation
  Bethennie suffers no fools well, and to her, nearly everyone 
  is a fool.  Unless she is actively trying to gather information 
  for a subsequent assassination, she will dismiss nearly 
  anyone after a few back-and-forth volleys of talk.
  Did you know this murdered person? 
  (This can be a general question about any victim, actual or 
  suspected.)
   
    “Knew of ‘em.  Good riddance, you ask me.”
  Did you have anything to do with the murder? 
  (This can be a general question about any victim, actual or 
  suspected.)
   
    “So what if I did?  They’re dead, and for good cause.  
  Justice served, you ask me; that means it don’t matter if 
  anyone in particular did it.”
  Attitude Tracker Triggers
  Value
  Action
  <7
  Bethennie will target the PCs immediately for 
  assassination.
  <13
  Bethennie will avoid the PCs if she sees them; 
  she may consider striking them with her 
  Scalddaughters.
  >18
  Bethennie will consider the PCs sympathetic to 
  her cause, and will help them if she can.
  >24
  Bethennie will reveal her villanous habits, and 
  try to enlist the party to aid her.
  Organization
  Bethennie selects her targets herself.  She will occasionally 
  use her hirelings to scout, gather information, or perform 
  assassinations, but she prefers the personal touch of 
  delivering the killing blow herself.
  So long as she is in the city and can be heard, she can 
  summon her followers to her with a shout.  Each round 
  after she hails them, there is a 
    55% chance that 
    1d4 
  Scalddaughters arrive as reinforcements.   There is also a 
   
  25% chance that 
    1d4 Salves arrive.
  Keep track of those reinforcements summoned; Bethennie 
  cannot summon more henchmen than she has in town.
  Henchmen, Retainers, and 
  Followers
  Scalddaughters: These sorcerer-soldiers must be 
  conventionally attractive when they approach Bethennie 
  to join her ranks.  As initiation, each Scalddaughter must 
  receive an acid splash that leaves a mark like their new 
  mistress and reduces CHA by 2 permanently.  Bethennie has 
  attracted 
    2d8 of these henchmen on a given day.
  Salves: Naturally high-Charisma men and women who are 
  forced to effect ugliness for the pleasure of their mistress.  
  They are forced to please their mistress as she whims.  They 
  are not really intended as combat troops, but their Bardic 
  abilities may come in handy.  There are roughly 
    2d6 of 
  these in town at a given time.
  Lair / Residence
  Bethennie has a residence in town that servers as a kind of 
  hostel for many of her henchmen.
  Quests & Encounters
    Quest: Soothe the Pain
    Summary: The husband of a wealthy merchant queen 
  asks the party’s help in protecting her from a second 
  attack on her life.
    Rewards:   
    850 gp / 
    3,300 gp / 
    7,800 gp / 
    
  14,000 gp (promised); up to 
    3 Reward Stars.
    Locations: Any (urban).
    Key NPCs: Bethennie the Beaux, Scalddaughters, Salves.
    Kickoff: The PCs are approached by the husband, who 
  offers to pay them handsomely for what amounts to 
  guard duty.
    Description:
  Bethennie did indeed try to kill the noblewoman, and was 
  unsuccessful.  She will return tonight to try again.
  The PCs can simply act as guards, or they can investigate and 
  track down Bethennie’s house and confront her there.
  Any situation in which Bethennie is slain or apprehended is 
  worth 
    2 Reward Stars, which stack with other rewards 
  for this Quest.
    If the PCs simply perform the requested guard duty, 
  Bethennie’s forces will attack the first night.  On this first 
  night, half of Bethennie’s henchmen will show up, with 
  the villain herself leading the charge. 
   
  
  372
  Bethennie
  Two nights later, they will return with the full 
  complement of Bethennie’s forces. 
   
  If they are fought off this second time, Bethennie will 
  retain an interest in slaying the noblewoman, but for the 
  next few weeks, will pursue other targets. 
   
  Simply performing the guard duty successfully is worth 
  any XP accumulated for slaying enemies, plus 
    1 
  Reward Star.
    Tracking Bethennie down to her house is not difficult.  
  Once there, she may refuse to speak with the PCs; if she 
  does, the PCs will have little choice but to break in. 
   
  Inside the house dwell half of the henchmen forces 
  descrbied earlier.  Salves will attempt to seduce, 
  charm, or otherwise mystify the party; if that fails, 
  Scalddaughters will attack them. 
   
  Fighting the henchmen off successfully merits 
    1 
  Reward Star, which does not stack with the reward for 
  acting as guards for the noblewoman.
  
  373
  Bethennie
  Bethennie the Beaux
  CR 3; XP 700
    Low
    Moderate
    Advanced
    Elite
  Challenge CR 3 
  XP 700
  CR 7 
  XP 2,900
  CR 11 
  XP 7,200
  CR 15 
  XP 13,000
  Class / HD Wizard 1
  Wizard 6
  Wizard 10
  Wizard 14
  Size / Aln
  Medium NE  
  Half-Elf
  Medium NE  
  Half-Elf
  Medium NE  
  Half-Elf
  Medium NE  
  Half-Elf
  HP
  26
  48
  87
  109
  Armor 
  Class
  15
  17
  19
  20
  Speed
  Walk 30’
  Walk 30’
  Walk 30’
  Walk 30’
  Ability 
  Scores / 
  Saves
  STR    10  (+0) 
  DEX   16 (+5) 
  CON  14 (+2) 
  INT    14 (+4) 
  WIS   15 (+2) 
  CHA  17 (+3)
  STR    10  (+0) 
  DEX   18 (+7) 
  CON  14 (+2) 
  INT    14 (+5) 
  WIS   15 (+2) 
  CHA  17 (+3)
  STR    12  (+1) 
  DEX   20 (+9) 
  CON  14 (+2) 
  INT    14 (+6) 
  WIS   15 (+2) 
  CHA  17 (+3)
  STR    14  (+2) 
  DEX   20 (+10) 
  CON  14 (+2) 
  INT    14 (+7) 
  WIS   15 (+7) 
  CHA  17 (+3)
  Skills
  -
  -
  -
  -
  Saves
  -
  -
  -
  -
  Vulnerabilities
  -
  -
  -
  -
  Immunities -
  -
  -
  -
  Senses
  Passive Perception 14
  +4 Thieves’ Tools
  Passive Perception 15
  +6 Thieves’ Tools
  Passive Perception 16
  +8 Thieves’ Tools
  Passive Perception 17
  +10 Thieves’ Tools
  Languages Common, Dwarvish, Elvish
  Attacks
  Ranged Crossbow, Light ) 
  --> 80 ft.’: -5 (1d8+3); 320 
  ft.’: -5 (1d8+3) 
  Melee Spear +5 (1d6+3 ) 
  Ranged Spear (Thrown) 20 
  ft.’: +5 (1d6+3); 60 ft.’: +5 
  (1d6+3) 
  Melee Dagger +5 (1d4+3 ) 
  Ranged Dagger (Thrown) 20 
  ft.’: +5 (1d4+3); 60 ft.’: +5 
  (1d4+3) 
  Ranged Crossbow, Light ) --> 
  80 ft.’: -3 (1d8+4); 320 ft.’: 
  -3 (1d8+4) 
  Melee Spear (Weapon +1) 
  +8 (1d6+5 ) 
  Ranged Spear (Weapon +1/
  Thrown) 20 ft.’: +8 (1d6+5); 
  60 ft.’: +8 (1d6+5) 
  Melee Dagger +7 (1d4+4 ) 
  Ranged Dagger (Thrown) 20 
  ft.’: +7 (1d4+4); 60 ft.’: +7 
  (1d4+4) 
  Ranged Crossbow, Light ) 
  --> 80 ft.’: -1 (1d8+5); 320 
  ft.’: -1 (1d8+5) 
  Melee Spear (Weapon +2) 
  +11 (1d6+7 ) 
  Ranged Spear (Weapon 
  +2/Thrown) 20 ft.’: +11 
  (1d6+7); 60 ft.’: +11 
  (1d6+7) 
  Melee Dagger +9 (1d4+5 ) 
  Ranged Dagger (Thrown) 
  20 ft.’: +9 (1d4+5); 60 ft.’: 
  +9 (1d4+5) 
  Ranged Crossbow, Light ) --> 
  80 ft.’: +0 (1d8+5); 320 ft.’: 
  +0 (1d8+5) 
  Melee Spear (Weapon +3) 
  +13 (1d6+8 ) 
  Ranged Spear (Weapon 
  +3/Thrown) 20 ft.’: +13 
  (1d6+8); 60 ft.’: +13 
  (1d6+8) 
  Melee Dagger +10 (1d4+5 ) 
  Ranged Dagger (Thrown) 20 
  ft.’: +10 (1d4+5); 60 ft.’: 
  +10 (1d4+5) 
  Special
  -
  -
  -
  -
  Proficiencies
  Club, Crossbow (Hand), Crossbow (Light), Dagger, Dart, Greatclub, Handaxe, Javelin, Light Hammer, Longsword, Mace, 
  Quarterstaff, Rapier, Shortbow, Shortsword, Sickle, Sling, Spear, Unarmed Strike
  NE; Medium Humanoid (Human, Elf)
  
  374
  Bethennie
    Low
    Moderate
    Advanced
    Elite
  Special 
  Qualities
  Darkvision, Fey Ancestry, 
  Languages, Skill Versatility, 
  Cunning Action, Expertise, 
  Fast Hands, Roguish 
  Archetype, Second-Story 
  Work, Sneak Attack, Thief, 
  Thieves’ Cant 
  Darkvision, Fey Ancestry, 
  Languages, Skill Versatility, 
  Ability Score Improvement, 
  Cunning Action, Evasion, 
  Expertise, Fast Hands, 
  Roguish Archetype, 
  Second-Story Work, Sneak 
  Attack, Thief, Thieves’ Cant, 
  Uncanny Dodge
  Darkvision, Fey Ancestry, 
  Languages, Skill Versatility, 
  Ability Score Improvement, 
  Cunning Action, Evasion, 
  Expertise, Fast Hands, 
  Reliable Talent, Roguish 
  Archetype, Second-Story 
  Work, Sneak Attack, 
  Supreme Sneak, Thief, 
  Thieves’ Cant, Uncanny 
  Dodge
  Darkvision, Fey Ancestry, 
  Languages, Skill Versatility, 
  Ability Score Improvement, 
  Blindsense, Cunning Action, 
  Evasion, Expertise, Fast 
  Hands, Reliable Talent, 
  Roguish Archetype, Second-
  Story Work, Slippery Mind, 
  Sneak Attack, Supreme 
  Sneak, Thief, Thieves’ Cant, 
  Uncanny Dodge, Use Magic 
  Device
  Spell-
  casting
  -
  -
  -
  -
  Equipment
  Light crossbow;
  crossbow bolts (10x);
  spear;
  studded leather armor;
  dagger
  Light crossbow;
  crossbow bolts (10x);
  +1 spear;
  +1 studded leather armor;
  dagger
  Light crossbow;
  crossbow bolts (10x);
  +2 spear;
  +2 studded leather 
  armor;
  dagger
  Light crossbow;
  crossbow bolts (10x);
  +3 spear;
  +3 studded leather armor;
  dagger
  Special Abilities
  Darkvision Thanks to your elf blood, you have superior vision in dark and 
  dim conditions. You can see in dim light within 60 feet of you as if it were 
  bright light, and in darkness as if it were dim light. You can’t discern color 
  in darkness, only shades of gray.
  Fey Ancestry You have advantage on all saving throws against being 
  charmed or put to sleep.
  Languages You can speak, read, and write Common, Elvish, and one extra 
  language of your choice.
  Blindsense Starting at 14th level, if you are able to hear, you are aware of 
  the location of any hidden or invisible creature within 10 feet of you.
  Cunning Action Starting at 2nd level, your quick thinking and agility 
  allow you to move and act quickly. You can take a bonus action on each 
  of your turns in combat. This action can be used only to take the Dash, 
  Disengage, or Hide action.
  Evasion Beginning at 7th level, you can nimbly dodge out of the way of 
  certain area effects, such as a red dragon’s fiery breath or an ice storm 
  spell. When you are subjected to an effect that allows you to make a 
  Dexterity saving throw to take only half damage, you instead take no 
  damage if you succeed on the saving throw, and only half damage if you 
  fail.
  Fast Hands Starting at 3rd level, you can use the bonus action granted 
  by your Cunning Action to make a Dexterity (Sleight of Hand) check, use 
  your thieves’ tools to disarm a trap or open a lock, or take the Use an 
  Object action.
  Reliable Talent By 11th level, you have refined your chosen skills until they 
  approach perfection. Whenever you make an ability check that lets you 
  add your proficiency bonus, you can treat a d20 roll of 9 or lower as a 10.
  Second-Story Work When you choose this archetype at 3rd level, you gain 
  the ability to climb faster than normal; climbing no longer costs you extra 
  movement. In addition, when you make a running jump, the distance you 
  cover increases by a number of feet equal to 5.
  Slippery Mind By 15th level, you have acquired greater mental strength. 
  You gain proficiency in Wisdom saving throws.
  Sneak Attack Beginning at 1st level, you know how to strike subtly and 
  exploit a foe’s distraction. Once per turn, you can deal an extra 8d6 
  damage to one creature you hit with an attack if you have advantage on 
  the attack roll. The attack must use a finesse or a ranged weapon. You 
  don’t need advantage on the attack roll if another enemy of the target 
  is within 5 feet of it, that enemy isn’t incapacitated, and you don’t have 
  disadvantage on the attack roll.
  Supreme Sneak Starting at 9th level, you have advantage on a Dexterity 
  (Stealth) check if you move no more than half your speed on the same 
  turn.
  Thief You hone your skills in the larcenous arts. Burglars, bandits, 
  cutpurses, and other criminals typically follow this archetype, but so 
  do rogues who prefer to think of themselves as professional treasure 
  seekers, explorers, delvers, and investigators. In addition to improving 
  your agility and stealth, you learn skills useful for delving into ancient 
  ruins, reading unfamiliar languages, and using magic items you normally 
  couldn’t employ.
  Thieves’ Cant During your rogue training you learned thieves’ cant, a 
  secret mix of dialect, jargon, and code that allows you to hide messages 
  in seemingly normal conversation. Only another creature that knows 
  thieves’ cant understands such messages. It takes four times longer 
  to convey such a message than it does to speak the same idea plainly. 
  In addition, you understand a set of secret signs and symbols used to 
  convey short, simple messages, such as whether an area is dangerous or 
  the territory of a thieves’ guild, whether loot is nearby, or whether the 
  people in an area are easy marks or will provide a safe house for thieves 
  on the run.
  Uncanny Dodge Starting at 5th level, when an attacker that you can see 
  hits you with an attack, you can use your reaction to halve the attack’s 
  damage against you.
  Use Magic Device By 13th level, you have learned enough about the 
  workings of magic that you can improvise the use of items even when 
  they are not intended for you. You ignore all class, race, and level 
  requirements on the use of magic items.
  
  375
  Bethennie
  Table 28: Attitude Modifiers for Bethennie the Beaux
  Starting Attitude:  
  13 (Indifferent)
  Name
  Condition
  Effect
  Notes
  Action
  PCs attack without provocation
  -15
  Does not stack with other attack-based modifiers
  Action
  PCs attack with provocation
  -10
  Does not stack with other attack-based modifiers
  Conversation
  PCs threaten violence
  -5
  -
  Action
  NPC witnesses the PCs commit a 
  crime
  +1
  Assumes the crime does not involve the NPC; stacks with 
  other modifiers that involve crimes against the NPC; does 
  not stack with other “witnesses crime” modifiers
  Action
  NPC witnesses the PCs commit 
  murder
  +2
  Assumes the crime does not involve the NPC; stacks with 
  other modifiers that involve crimes against the NPC; does 
  not stack with other “witnesses crime” modifiers
  Action
  NPC witnesses the PCs commit 
  murder in self-defense
  +1
  Assumes the crime does not involve the NPC; stacks with 
  other modifiers that involve crimes against the NPC; does 
  not stack with other “witnesses crime” modifiers
  Action
  Villain witnesses the PCs 
  discussing the villain and/or 
  their henchmen
  -4
  Does not stack with other “witness” modifiers
  Action
  PCs defend this NPC against 
  violence
  +10
  Does not stack with other “witness” modifiers
  Conversation
  PCs attempt a bribe (for 
  information, for action)
  -1
  GM’s discretion as to whether the bribe produces results 
  (positive or negative!)
  Conversation
  PCs share Rumors / Lore 
  +1
  Per each Rumor shared; maximum +4
  Extant
  One or more PCs have been 
  arrested
  +2
  Per offense, no limit
  Extant
  PCs have slain a guard, but have 
  not been caught
  +5
  Per offense, maximum -15 total
  Action
  PCs heal or “boon” this NPC
  +5
  Per healing spell/potion/skill check or beneficial spell or 
  effect; maximum +15
  Action
  PCs refuse to help when asked
  -3
  Per request; no maximum
  Action
  PCs agree to help when asked
  +4
  Per request; maximum +12
  Action
  NPC joins party for any length 
  of time
  +5
  Does not stack with subsequent iterations of itself 
  (maximum effect +5 no matter how many times NPC joins 
  party)
  Action
  PCs save this NPC’s life
  +15
  Either as part of a Quest, or as an offer made of the 
  party’s own initiative
  Conversation
  PCs fail at an Intimidate check 
  for any reason
  -2
  Per failed check; no maximum
  Investigation
  PCs discover something 
  fundamental about this villain’s 
  MO or deeds and/or discovers 
  lair or residence
  -10
  “Fundamental” is left to the GM to adjudicate; stacks with 
  other Investigation modifiers
  Investigation
  PCs rescue a victim, recover a 
  corpse, or otherwise “undo” or 
  find hard evidence of death at 
  the hands of this villain
  -10
  Initial and first-time-only; -2 per additional victim or 
  evidence beyond the first; no limit; stacks with other 
  Investigation modifiers
  Investigation
  PCs give evidence of this villain’s 
  crimes to authorities
  -8
  Stacks with other Investigation modifiers
  
  376
  Bethennie
  Scalddaughter
  CR 2; XP 450
    Low
    Moderate
    Advanced
    Elite
  Challenge CR 2 
  XP 450
  CR 6 
  XP 2,300
  CR 10 
  XP 5,900
  CR 14 
  XP 11,500
  Class / HD Sorcerer 2
  Sorcerer 6
  Sorcerer 10
  Sorcerer 14
  Size / Aln
  Medium CE 
  Human
  Medium CE 
  Human
  Medium CE 
  Human
  Medium CE 
  Human
  HP
  11
  28
  44
  57
  Armor 
  Class
  15
  15
  16
  17
  Speed
  Walk 30’
  Walk 30’
  Walk 30’
  Walk 30’;
  Fly 30’
  CE; Medium Humanoid (Human)
  
  377
  Bethennie
    Low
    Moderate
    Advanced
    Elite
  Ability 
  Scores / 
  Saves
  STR    7  (-2) 
  DEX   15 (+2) 
  CON  9 (+1) 
  INT    13 (+1) 
  WIS   9 (-1) 
  CHA  18 (+6)
  STR    7  (-2) 
  DEX   15 (+2) 
  CON  9 (+2) 
  INT    13 (+1) 
  WIS   9 (-1) 
  CHA  20 (+8)
  STR    7  (-2) 
  DEX   17 (+3) 
  CON  9 (+3) 
  INT    13 (+1) 
  WIS   9 (-1) 
  CHA  20 (+9)
  STR    7  (-2) 
  DEX   19 (+4) 
  CON  9 (+4) 
  INT    13 (+1) 
  WIS   9 (-1) 
  CHA  20 (+10)
  Skills
  -
  -
  -
  -
  Saves
  -
  -
  -
  -
  Vulnerabilities
  -
  -
  -
  -
  Immunities -
  -
  -
  -
  Senses
  Passive Perception 9
  Passive Perception 9
  Passive Perception 9
  Passive Perception 9
  Languages Common, Draconic, Dwarvish
  Attacks
  Ranged Crossbow, Light ) 
  --> 80 ft.’: -2 (1d8+2); 320 
  ft.’: -2 (1d8+2) 
  Melee Dagger +4 (1d4+2 ) 
  Ranged Dagger (Thrown) 20 
  ft.’: +4 (1d4+2); 60 ft.’: +4 
  (1d4+2) 
  Melee Dagger +5 (1d4+2 ) 
  Ranged Dagger (Thrown) 20 
  ft.’: +5 (1d4+2); 60 ft.’: +5 
  (1d4+2) 
  Ranged Crossbow, Light 
  (Weapon +1) ) --> 80 ft.’: 
  +0 (1d8+3); 320 ft.’: +0 
  (1d8+3)
  Melee Dagger +7 (1d4+3 ) 
  Ranged Dagger (Thrown) 
  20 ft.’: +7 (1d4+3); 60 ft.’: 
  +7 (1d4+3) 
  Ranged Crossbow, Light 
  (Weapon +2) ) --> 80 ft.’: 
  +3 (1d8+5); 320 ft.’: +3 
  (1d8+5) 
  Melee Dagger +9 (1d4+4 ) 
  Ranged Dagger (Thrown) 20 
  ft.’: +9 (1d4+4); 60 ft.’: +9 
  (1d4+4) 
  Ranged Crossbow, Light 
  (Weapon +3) ) --> 80 ft.’: 
  +6 (1d8+7); 320 ft.’: +6 
  (1d8+7)
  Special
  -
  -
  -
  -
  Proficiencies
  Crossbow (Light), Dagger, Dart, Quarterstaff, Sling
  Special 
  Qualities
  Languages, Cantrips, 
  Creating Spell Slots, 
  Draconic Bloodline, 
  Draconic Resilience, Dragon 
  Ancestor, Flexible Casting, 
  Font of Magic, Sorcerous 
  Origin, Sorcery Points
   Languages, Ability Score 
  Improvement, Cantrips, 
  Creating Spell Slots, 
  Draconic Bloodline, 
  Draconic Resilience, Dragon 
  Ancestor, Elemental Affinity, 
  Empowered Spell, Flexible 
  Casting, Font of Magic, 
  Metamagic, Quickened Spell, 
  Sorcerous Origin, Sorcery 
  Points
  Languages, Ability Score 
  Improvement, Cantrips, 
  Creating Spell Slots, 
  Draconic Bloodline, 
  Draconic Resilience, 
  Dragon Ancestor, Elemental 
  Affinity, Empowered Spell, 
  Extended Spell, Flexible 
  Casting, Font of Magic, 
  Metamagic, Quickened 
  Spell, Sorcerous Origin, 
  Sorcery Points
  Languages, Ability Score 
  Improvement, Cantrips, 
  Creating Spell Slots, 
  Draconic Bloodline, Draconic 
  Resilience, Dragon Ancestor, 
  Dragon Wings, Elemental 
  Affinity, Empowered Spell, 
  Extended Spell, Flexible 
  Casting, Font of Magic, 
  Metamagic, Quickened Spell, 
  Sorcerous Origin, Sorcery 
  Points
  Spell-
  casting
  Save DC 14; Spell Atk +6
  1st: charm person; disguise 
  self
  Save DC 16; Spell Atk +8
  3rd: dispel magic; lightning 
  bolt; fireball
  2nd: blur; hold person; 
  knock
  1st: charm person; disguise 
  self; fog cloud; magic missile
  Save DC 17; Spell Atk +9
  5th: cone of cold; wall of 
  stone
  4th: dimension door; 
  greater invisibility; ice 
  storm
  3rd: dispel magic; lightning 
  bolt; fireball
  2nd: blur; hold person; 
  knock
  1st: charm person; disguise 
  self; fog cloud; magic 
  missile
  Save DC 18; Spell Atk +10
  7th: fire storm
  6th: chain lightning
  5th: cone of cold; wall of 
  stone
  4th: dimension door; greater 
  invisibility; ice storm
  3rd: dispel magic; lightning 
  bolt; fireball
  2nd: blur; hold person; knock
  1st: charm person; disguise 
  self; fog cloud; magic missile
  Equipment
  Light crossbow;
  crossbow bolts (10x);
  dagger
  +1 Light crossbow;
  crossbow bolts (10x);
  dagger
  +2 Light crossbow;
  crossbow bolts (10x);
  dagger
  +3 Light crossbow;
  crossbow bolts (10x);
  dagger
  
  378
  Bethennie
  Special Abilities
  Languages You can speak, read, and write Common and one extra 
  language of your choice. Humans typically learn the languages of other 
  peoples they deal with, including obscure dialects. They are fond of 
  sprinkling their speech with words borrowed from other tongues: Orc 
  curses, Elvish musical expressions, Dwarvish military phrases, and so on.
  Creating Spell Slots Spell Slot Level-Sorcery Point Cost: 1st-2; 2nd-3; 
  3rd-5; 4th-6; 5th-7. Converting a Spell Slot to Sorcery Points. As a bonus 
  action on your turn, you can expend one spell slot and gain a number of 
  sorcery points equal to the slot’s level.
  Draconic Bloodline Your innate magic comes from draconic magic that 
  was mingled with your blood or that of your ancestors. Most often, 
  sorcerers with this origin trace their descent back to a mighty sorcerer of 
  ancient times who made a bargain with a dragon or who might even have 
  claimed a dragon parent. Some of these bloodlines are well established 
  in the world, but most are obscure. Any given sorcerer could be the 
  first of a new bloodline, as a result of a pact or some other exceptional 
  circumstance. You can speak, read, and write Draconic. Additionally, 
  whenever you make a Charisma check when interacting with dragons, 
  your proficiency bonus is doubled if it applies to the check.
  Draconic Resilience As magic flows through your body, it causes physical 
  traits of your dragon ancestors to emerge. At 1st level, your hit point 
  maximum increases by 1 and increases by 1 again whenever you gain a 
  level in this class. Additionally, parts of your skin are covered by a thin 
  sheen of dragon-like scales. When you aren’t wearing armor, your AC 
  equals 13 + your Dexterity modifier.
  Dragon Ancestor At 1st level, you choose one type of dragon as your 
  ancestor. The damage type associated with each dragon is used by 
  features you gain later. Blue, Damage Type Lightning. You can speak, read, 
  and write Draconic. Additionally, whenever you make a Charisma check 
  when interacting with dragons, your proficiency bonus is doubled if it 
  applies to the check.
  Dragon Wings At 14th level, you gain the ability to sprout a pair of dragon 
  wings from your back, gaining a flying speed equal to your current speed. 
  You can create these wings as a bonus action on your turn. They last until 
  you dismiss them as a bonus action on your turn. You can’t manifest your 
  wings while wearing armor unless the armor is made to accommodate 
  them, and clothing not made to accommodate your wings might be 
  destroyed when you manifest them.
  Elemental Affinity Starting at 6th level, when you cast a spell that deals 
  damage of the type associated with your draconic ancestry, add 5 to 
  that damage. At the same time, you can spend 1 sorcery point to gain 
  resistance to that damage type for 1 hour. The damage bonus applies to 
  one damage roll of a spell, not multiple rolls.
  Empowered Spell When you roll damage for a spell, you can spend 1 
  sorcery point to reroll a number of the damage dice up to 5. You must use 
  the new rolls. You can use Empowered Spell even if you have already used 
  a different Metamagic option during the casting of the spell.
  Extended Spell When you cast a spell that has a duration of 1 minute 
  or longer, you can spend 1 sorcery point to double its duration, to a 
  maximum duration of 24 hours.
  Flexible Casting You can use your sorcery points to gain additional spell 
  slots, or sacrifice spell slots to gain additional sorcery points. You learn 
  other ways to use your sorcery points as you reach higher levels. Creating 
  Spell Slots. You can transform unexpended sorcery points into one spell 
  slot as a bonus action on your turn. The Creating Spell Slots table shows 
  the cost of creating a spell slot of a given level. You can create spell slots 
  no higher in level than 5th. The created spell slots vanish at the end of a 
  long rest.
  Font of Magic At 2nd level, you tap into a deep wellspring of magic within 
  yourself. This wellspring is represented by sorcery points, which allow you 
  to create a variety of magical effects.
  Metamagic At 3rd level, you gain the ability to twist your spells to suit 
  your needs. You gain two of the following Metamagic options of your 
  choice. You gain another one at 10th and 17th level. You can use only one 
  Metamagic option on a spell when you cast it, unless otherwise noted.
  Quickened Spell When you cast a spell that has a casting time of 1 action, 
  you can spend 2 sorcery points to change the casting time to 1 bonus 
  action for this casting.
  Sorcery Points You have 14 sorcery points. You can never have more 
  sorcery points than 14 at once. You regain all spent sorcery points when 
  you finish a long rest.
  
  379
  Bethennie
  Salve
  CR 2; XP 450
    Low
    Moderate
    Advanced
    Elite
  Challenge CR 2 
  XP 450
  CR 6 
  XP 2,300
  CR 10 
  XP 5,900
  CR 14 
  XP 11,500
  Class / HD Bard 2
  Bard 6
  Bard 10
  Bard 14
  Size / Aln
  Medium TN  
  Elf (High)
  Medium TN  
  Elf (High)
  Medium TN  
  Elf (High)
  Medium TN  
  Elf (High)
  HP
  12
  34
  49
  61
  Armor 
  Class
  12
  13
  14
  16
  Speed
  Walk 30’
  Walk 30’
  Walk 30’
  Walk 30’
  TN; Medium Humanoid (Elf)
  
  380
  Bethennie
    Low
    Moderate
    Advanced
    Elite
  Ability 
  Scores / 
  Saves
  STR    10  (+0) 
  DEX   13 (+3) 
  CON  10 (+0) 
  INT    13 (+1) 
  WIS   11 (+0) 
  CHA  15 (+4)
  STR    10  (+0) 
  DEX   13 (+4) 
  CON  10 (+0) 
  INT    13 (+1) 
  WIS   11 (+0) 
  CHA  17 (+6)
  STR    10  (+0) 
  DEX   13 (+5) 
  CON  10 (+0) 
  INT    13 (+1) 
  WIS   11 (+0) 
  CHA  19 (+8)
  STR    10  (+0) 
  DEX   14 (+7) 
  CON  10 (+0) 
  INT    13 (+1) 
  WIS   11 (+0) 
  CHA  20 (+10)
  Skills
  -
  -
  -
  -
  Saves
  -
  -
  -
  -
  Vulnerabilities
  -
  -
  -
  -
  Immunities -
  -
  -
  -
  Senses
  Passive Perception 12
  +2 Lute, Shawm, Viol
  Passive Perception 13
  +3 Lute, Shawm, Viol
  Passive Perception 14
  +4 Lute, Shawm, Viol
  Passive Perception 15
  +5 Lute, Shawm, Viol
  Languages Common, Dwarvish, Elvish
  Attacks
  Ranged Crossbow, Hand ) 
  --> 30 ft.’: -7 (1d6+1); 120 
  ft.’: -7 (1d6+1) 
  Melee Rapier +3 (1d8+1 ) 
  Melee Dagger +3 (1d4+1 ) 
  Ranged Dagger (Thrown) 20 
  ft.’: +3 (1d4+1); 60 ft.’: +3 
  (1d4+1) 
  Ranged Crossbow, Hand ) 
  --> 30 ft.’: -6 (1d6+1); 120 
  ft.’: -6 (1d6+1) 
  Melee Rapier (Weapon +1) 
  +5 (1d8+2 ) 
  Melee Dagger +4 (1d4+1 ) 
  Ranged Dagger (Thrown) 20 
  ft.’: +4 (1d4+1); 60 ft.’: +4 
  (1d4+1) 
  Ranged Crossbow, Hand ) 
  --> 30 ft.’: -5 (1d6+1); 120 
  ft.’: -5 (1d6+1) 
  Melee Rapier (Weapon +2) 
  +7 (1d8+3 ) 
  Melee Dagger +5 (1d4+1 ) 
  Ranged Dagger (Thrown) 
  20 ft.’: +5 (1d4+1); 60 ft.’: 
  +5 (1d4+1) 
  Ranged Crossbow, Hand ) --> 
  30 ft.’: -3 (1d6+2); 120 ft.’: 
  -3 (1d6+2) 
  Melee Rapier (Weapon +3) 
  +10 (1d8+5 ) 
  Melee Dagger +7 (1d4+2 ) 
  Ranged Dagger (Thrown) 20 
  ft.’: +7 (1d4+2); 60 ft.’: +7 
  (1d4+2) 
  Special
  -
  -
  -
  -
  Proficiencies
  Club, Crossbow (Hand), Crossbow (Light), Dagger, Dart, Greatclub, Handaxe, Javelin, Light Hammer, Longbow, 
  Longsword, Mace, Quarterstaff, Rapier, Shortbow, Shortsword, Sickle, Sling, Spear, Unarmed Strike
  Special 
  Qualities
  Cantrip, Darkvision, Elf 
  Weapon Training, Extra 
  Language, Fey Ancestry, 
  Keen Senses, Languages, 
  Trance, Bardic Inspiration, 
  Cantrips, Jack of All Trades, 
  Song of Rest, Spellcasting
  Cantrip, Darkvision, Elf 
  Weapon Training, Extra 
  Language, Fey Ancestry, 
  Keen Senses, Languages, 
  Trance, Ability Score 
  Improvement, Additional 
  Magical Secrets, Bard 
  College, Bardic Inspiration, 
  Bonus Proficiencies, 
  Cantrips, College of Lore, 
  Countercharm, Cutting 
  Words, Expertise, Font 
  of Inspiration, Jack of 
  All Trades, Song of Rest, 
  Spellcasting
  Cantrip, Darkvision, Elf 
  Weapon Training, Extra 
  Language, Fey Ancestry, 
  Keen Senses, Languages, 
  Trance, Ability Score 
  Improvement, Additional 
  Magical Secrets, Bard 
  College, Bardic Inspiration, 
  Bonus Proficiencies, 
  Cantrips, College of Lore, 
  Countercharm, Cutting 
  Words, Expertise, Font 
  of Inspiration, Jack of All 
  Trades, Magical Secrets, 
  Song of Rest, Spellcasting
  Cantrip, Darkvision, Elf 
  Weapon Training, Extra 
  Language, Fey Ancestry, 
  Keen Senses, Languages, 
  Trance, Ability Score 
  Improvement, Additional 
  Magical Secrets, Bard 
  College, Bardic Inspiration, 
  Bonus Proficiencies, 
  Cantrips, College of Lore, 
  Countercharm, Cutting 
  Words, Expertise, Font 
  of Inspiration, Jack of All 
  Trades, Magical Secrets, 
  Peerless Skill, Song of Rest, 
  Spellcasting
  
  381
  Bethennie
    Low
    Moderate
    Advanced
    Elite
  Spell-
  casting
  Save DC 12; Spell Atk +4
  1st: cure wounds; 
  longstrider
  Save DC 14; Spell Atk +6
  3rd: dispel magic; major 
  image; stinking cloud
  2nd: hold person; invisibility; 
  knock
  1st: cure wounds; 
  longstrider; silent image; 
  sleep
  Save DC 16; Spell Atk +8
  5th: geas; mislead
  4th: confusion; dimension 
  door; hallucinatory terrain
  3rd: dispel magic; major 
  image; stinking cloud
  2nd: hold person; 
  invisibility; knock
  1st: cure wounds; 
  longstrider; silent image; 
  sleep
  Save DC 18; Spell Atk +10
  7th: mirage arcane
  6th: find the path
  5th: geas; mislead
  4th: confusion; dimension 
  door; hallucinatory terrain
  3rd: dispel magic; major 
  image; stinking cloud
  2nd: hold person; invisibility; 
  knock
  1st: cure wounds; 
  longstrider; silent image; 
  sleep
  Equipment
  Hand crossbow;
  crossbow bolts (10x);
  rapier; 
  leather armor;
  dagger
  Hand crossbow;
  crossbow bolts (10x);
  +1 rapier; 
  +1 leather armor;
  dagger
  Hand crossbow;
  crossbow bolts (10x);
  +2 rapier; 
  +2 leather armor;
  dagger
  Hand crossbow;
  crossbow bolts (10x);
  +3 rapier; 
  +3 leather armor;
  dagger
  Special Abilities
  Cantrip You know one cantrip of your choice from the wizard spell list. 
  Intelligence is your spellcasting ability for it. Spell save DC 14; Spell attack 
  modifier +6
  Darkvision Accustomed to twilit forests and the night sky, you have 
  superior vision in dark and dim conditions. You can see in dim light within 
  60 feet of you as if it were bright light, and in darkness as if it were dim 
  light. You can’t discern color in darkness, only shades of gray.
  Elf Weapon Training You have proficiency with the longsword, 
  shortsword, shortbow, and longbow.
  Extra Language You can speak, read, and write one extra language of your 
  choice.
  Fey Ancestry You have advantage on saving throws against being 
  charmed, and magic can’t put you to sleep.
  Keen Senses You have proficiency in the Perception skill.
  Languages You can speak, read, and write Common and Elvish. Elvish is 
  fluid, with subtle intonations and intricate grammar. Elven literature is rich 
  and varied, and their songs and poems are famous among other races. 
  Many bards learn their language so they can add Elvish ballads to their 
  repertoires.
  Trance Elves don’t need to sleep. Instead, they meditate deeply, remaining 
  semiconscious, for 4 hours a day. (The Common word for such meditation 
  is “trance.”) While meditating, you can dream after a fashion; such dreams 
  are actually mental exercises that have become reflexive through years of 
  practice. After resting in this way, you gain the same benefit that a human 
  does from 8 hours of sleep.
  Bardic Inspiration You can inspire others through stirring words or music. 
  To do so, you use a bonus action on your turn to choose one creature 
  other than yourself within 60 feet of you who can hear you. That creature 
  gains one Bardic Inspiration die, a d10. Once within the next 10 minutes, 
  the creature can roll the die and add the number rolled to one ability 
  check, attack roll, or saving throw it makes. The creature can wait until 
  after it rolls the d20 before deciding to use the Bardic Inspiration die, 
  but must decide before the DM says whether the roll succeeds or fails. 
  Once the Bardic Inspiration die is rolled, it is lost. A creature can have only 
  one Bardic Inspiration die at a time. You can use this feature a number of 
  times equal to 5. You regain any expended uses when you finish a long 
  rest.
  College of Lore Bards of the College of Lore know something about 
  most things, collecting bits of knowledge from sources as diverse as 
  scholarly tomes and peasant tales. Whether singing folk ballads in taverns 
  or elaborate compositions in royal courts, these bards use their gifts to 
  hold audiences spellbound. When the applause dies down, the audience 
  members might find themselves questioning everything they held to 
  be true, from their faith in the priesthood of the local temple to their 
  loyalty to the king. The loyalty of these bards lies in the pursuit of beauty 
  and truth, not in fealty to a monarch or following the tenets of a deity. A 
  noble who keeps such a bard as a herald or advisor knows that the bard 
  would rather be honest than politic. The college’s members gather in 
  libraries and sometimes in actual colleges, complete with classrooms 
  and dormitories, to share their lore with one another. They also meet at 
  festivals or affairs of state, where they can expose corruption, unravel lies, 
  and poke fun at selfimportant figures of authority.
  Countercharm At 6th level, you gain the ability to use musical notes or 
  words of power to disrupt mind-influencing effects. As an action, you can 
  start a performance that lasts until the end of your next turn. During that 
  time, you and any friendly creatures within 30 feet of you have advantage 
  on saving throws against being frightened or charmed. A creature must 
  be able to hear you to gain this benefit. The performance ends early if 
  you are incapacitated or silenced or if you voluntarily end it (no action 
  required).
  Cutting Words Also at 3rd level, you learn how to use your wit to distract, 
  confuse, and otherwise sap the confidence and competence of others. 
  When a creature that you can see within 60 feet of you makes an attack 
  roll, an ability check, or a damage roll, you can use your reaction to 
  expend one of your uses of Bardic Inspiration, rolling a Bardic Inspiration 
  die and subtracting the number rolled from the creature’s roll. You can 
  choose to use this feature after the creature makes its roll, but before the 
  DM determines whether the attack roll or ability check succeeds or fails, 
  or before the creature deals its damage. The creature is immune if it can’t 
  hear you or if it’s immune to being charmed.
  Font of Inspiration Beginning when you reach 5th level, you regain all of 
  your expended uses of Bardic Inspiration when you finish a short or long 
  rest.
  Jack of All Trades Starting at 2nd level, you can add half your proficiency 
  bonus, rounded down, to any ability check you make that doesn’t already 
  include your proficiency bonus.
  Peerless Skill Starting at 14th level, when you make an ability check, you 
  can expend one use of Bardic Inspiration. Roll a Bardic Inspiration die 
  and add the number rolled to your ability check. You can choose to do 
  so after you roil the die for the ability check, but before the DM tells you 
  whether you succeed or fail.
  
  382
  Bethennie
  Song of Rest Beginning at 2nd level, you can use soothing music or 
  oration to help revitalize your wounded allies during a short rest. If you or 
  any friendly creatures who can hear your performance regain hit points at 
  the end of the short rest, each of those creatures regains an extra 1d10 
  hit points. A creature regains the extra hit points only if it spends one or 
  more Hit Dice at the end of the short rest.
  
  383
  Iskadelle
  Iskadelle the Innocent
  
  384
  Iskadelle
  Iskadelle the Innocent
  Overview
  A twin, she was sold into slavery as a child mistaken for her 
  vile sister.  
  She has since made it her life’s work to seek revenge, for her 
  own slight as well as for any who enslave.  
  Iskadelle is something of an anti-heroine.  It just so happens 
  that she’s an anti-paladin, too.
  Appearance
  Iskadelle views herself as a noble warrior, a soldier in a 
  larger effort, and dresses the part: heavy armor, greatsword, 
  and a military visage.
  Background
  Iskadelle and her twin sister Tressedelle were born 
  unwanted to an impoverished single mother in the slums of 
  a large port town.  Desperate for coin and knowing she had 
  little ability to feed herself, let alone two newborns, their 
  mother struggled greatly during their infancy.
  Tressedelle was an abhorrent sort, always causing trouble 
  and fighting with others.  As they grew older, she was 
  apprehended by law enforcement several times: for theft, 
  fighting, and even arson.  Their mother worried horribly for 
  Tressedelle, but the comparatively nice and well-behaved 
  Iskadelle was nearly forgotten in all the attention.
  One day, Tressedelle sprinted home, winded and bloody.  
  Their mother was out at work for the day; Iskadella started 
  asking her sister if she was okay, and what had happened.
  Saying nothing to her siser, she hid under the bed, leaving 
  Iskadelle to stare dumfounded as soldiers burst into their 
  shack.
  Finding Iskadelle, the soldiers figured they had their target, 
  and hauled her off, kicking and screaming.  Tressedelle 
  stayed hidden, and said nothing at all.
  Iskadelle had been captured by slavers, from whom 
  Tressedelle had stolen and stabbed her way into a sizable 
  profit.  The slavers claimed Iskadelle as their compensation 
  for these crimes.  Though she repeatedly told them she was 
  a twin, and that they had the wrong sister, her pleas were 
  ignored, and she was enslaved almost by accident.
  From that point onward, growing up in the slavers’ 
  baggage train was abnormal to say the least.  Fortunately 
  for Iskadelle, she showed early promise in that she was 
  intelligent and capable.  Her captors ruled their lot with 
  an iron fist, but so long as their rules were obeyed, they 
  provided what comforts they could.
  Iskadelle may have had a bizarre upbringing, but lacking in 
  many of the worse cruelties that other slavers inflicted.
  As she approached puberty, she was well aware of what 
  fate might lay before her: sold to brothels, or simply taken 
  advantage of by their masters or even other slaves.  The 
  older girls had told her stories, and she knew her options 
  were limited.
  With the help of a very understanding and favored older 
  slave, Iskadelle escaped one day, and never looked back.
  From the very moment of her newfound, righteous freedom, 
  Iskadelle vowed to fight slavers no matter the circumstances, 
  and to show them neither mercy nor quarter in her pursuit 
  of justice.
  Demeanor
  Iskadelle is all business.  She views her mission as a kind 
  of holy war against the evil, and has no time for any topics 
  divergent from that purpose.
  It is incredibly rare for her to show any warmth, though 
  she is loyal and remembers those who fight on behalf of 
  her cause.  She will go out of her way to free the enslaved 
  and to make sure they are well taken care of, redistributing 
  the wealth of the masters to the formerly enslaved when 
  freedom is finally made possible.
  Combat Tactics
  Iskadelle has trained hard to make herself a formidable 
  warrior, and is well aware of her abilities and limitations.  
  She will engage in combat wherever necessary, and will 
  target the most capable melee enemies first.  
  She is also an accomplished tactician, who will use her 
  henchmen as any general would: having rangers use ranged 
  attacks against magic-wielding enemies, having fighters 
  fight alongside her in melee, and so on.
  Modus Operandi
  Iskadelle’s mission is very straightforward, and in the 
  Realms, there is no shortage of targets for her to set her 
  sights upon.
  Slavery is commonplace throughout the Realm, and therefore 
  she has her choice of missions.  Iskadelle will scout things 
  out, learning as much as she can about a slaver camp or 
  brothel, and will even sell a few of her henchmen as slaves in 
  order to get inside information before her attack.
  The attack itself is often a head-on onslaught against the 
  slavemasters and their guards.  Iskadelle’s forces are brutal, 
  ruthless, and total in their destruction of the enemy, though 
  they take great pains to avoid collateral damage to any 
  slaves.
  Unfortunately, it’s commonplace for slavers to force her to 
  kill slaves.  This is generally caused by one of two actions: 
  either forcing slaves to fight as guards, or using slaves as 
  human shields.  In either case, Iskadelle will make every 
  effort to talk the slaves into joining her cause and turning on 
  their masters.  Sometimes, the slaves take advantage of the 
  
  385
  Iskadelle
  
  386
  Iskadelle
  FlexTable 26: Iskadelle the Innocent Rumors & Lore
  A
  B
  C
  D
  DC
  Description
  Veracity
  -
  -
  -
  01-30
  -
  No Rumor
  No information is obtained.
  01-14
  01-14
  01-14
  31-39
  12
  A former slave now fights 
  back against oppressors.
    True.  This is a good summary of 
  Iskadelle’s mission.
  15-29
  15-30
  15-30
  01-30
  13
  Unfairly pressed into 
  slavery for the crimes of her 
  twin sister, Iskadelle now 
  fights slavery wherever she 
  finds it.
    True.  This is a perfect summary of 
  Iskadelle’s history and present villainy.
  30-44
  31-45
  31-45
  31-39
  14
  Chains that bind 
  Cut deep and cruel.
  But soon you’ll find 
  Sweet freedom’s fuel
  In the form 
  Of Iskadelle
  Far from the norm 
  Let’s give them hell!
    True.  A rhyme chanted softly (lest 
  the masters hear) in many slave quarters 
  the Realm over.
  45-59
  46-60
  46-60
  40-49
  15
  Slaves throughout the Realm 
  should be on the lookout for 
  a human in heavy armor and 
  a greatsword, fighting with 
  dozens of soldiers to set 
  them free.
    True.  This describes Iskadelle and 
  her henchmen.
  60-74
  60-69
  60-69
  50-59
  16
  Those faced with Iskadelle 
  have a choice: side with 
  her, and likely win freedom; 
  or defend the masters, to 
  certain defeat.
    True.  This rumor was started 
  by Iskadelle herself, as a means of 
  forewarning to hopefully sway slave 
  guards to turn their arms on their 
  masters.
  75-89
  70-97
  70-94
  60-69
  11
  Though she purports to 
  set slaves free, Iskadelle 
  is actually a demon who 
  eats the souls of those she 
  “frees”.
    False.  This rumor was initiated by 
  slavemasters to combat hope.  It is hardly 
  ever believed.
  90-00
  98-00
  95-00
  70-00
  13
  Iskadelle is in fact a 
  slavemaster herself, ever on 
  the lookout to acquire more 
  and to resell them for her 
  own profit.
    False.  This is nearly exactly the 
  opposite of Iskadelle’s approach and 
  mindset.
  situation, and do turn on their masters.
  Often, however, the slaves involved are too confused or 
  conflicted to know what to do, and either stand paralyzed, or 
  fight back against Iskadelle and what they fail to recognize 
  as their impending freedom.
  In such scenarios, Iskadelle treats them as the enemy, just as 
  the slavers themselves.  She regrets the necessity, but does 
  not dwell on what she is forced to do.
  Notoriety
  Iskadelle has made quite a name for herself in the past few 
  years, to the point where many slavers are aware of her and 
  some even fear for her attention.
  Tales of her acts are sung by slaves the Realm over, though 
  most view them simply as fanciful and wishful tales rather 
  than records of her actual acts.
  Hooks, Integration, & Adventure 
  Seeds
  • Direct Attack: If the PCs have any slaves, or deal in any 
  manner with slavers, brothels, castles, or militaries, or 
  any context in which slaves are commonplace, they may 
  well be targeted by Iskadelle and attaked.
  • Plea of the Innocent: A slave sends a message to the PCs, 
  telling them of Iskadelle and asking their help in getting 
  the antipaladin to help fight to set them free from their 
  current oppression.
  • Competing Goals: Iskadelle sets a huge lot of slaves free; 
  the PCs had intended to do so themselves!
  
  387
  Iskadelle
  • Fringe Notice: Iskadelle has set hundreds of slaves free in 
  the city; the PCs notice this phenomenon and seek her out 
  to learn more about her motives and goals.
  • Appeal from Authority: Law enforcement asks the 
  party’s help in hunting down this vigilante who has taken 
  freedom into her own hands.  This can be a resigned, 
  “they’re making me do this” sort of request, or it could 
  be a legitimate, fully-felt plea from an authoritarian 
  regime whose reliance upon slavery to support society and 
  finances are now in jeopardy.
  • Faction Quest: Any variety of Faction may require slaves 
  to make their way of life possible; any of them might 
  request help wiping out this pest.
  • Faction Impact: A Faction is brought low from losing their 
  slaves as a result of Iskadelle’s incursion.
  • Collateral Damage: Iskadelle attacks a brothel and slays 
  or wounds one or more NPCs with whom the PCs have a 
  connection.  It could be a worker at the brothel—slave or 
  not—or it could really be any character in the city, merely 
  caught literally with their pants down in the attack and 
  mistaken for a slavemaster.
  • Disappearing Regular: An NPC with whom the party 
  regularly interacts is no longer where they are normally 
  found.  It turns out they were a slave, freed by Iskadelle’s 
  actions.
  Habits and Logistics
  Iskadelle keeps no permanent residence; she camps outside 
  of town with her forces as an army would.  
    70% of the time, she will be in this camp.  The remainder 
  of the time, she will be actively attacking, scouting, or 
  otherwise out of camp working toward her mission.
  Conversation
  Iskadelle is ever focused on her mission, and runs her 
  henchmen like an army.  She has no time whatsoever for 
  anyone who is not on board with that direction, and will end 
  discussion immediately if she feels as though her time is 
  being wasted.
  Did you have anything to do with this incident? 
  (This can be a general question about any victim / freeing 
  of slaves, actual or suspected.)
   
    “‘Twas a noble deed, that.  Whomever accomplished it 
  should be lauded.”
  Did you murder this slavemaster?
   
    “He was dead to any reasonable, moral person the 
  moment he put shackles on another.  That his heart no 
  longer beats is but a formality, and a just one, at that.”
  Attitude Tracker Triggers
  Value
  Action
  <7
  Iskadelle targets the PCs and mobilizes her 
  forces to attack them.  She does this even if the 
  PCs have no obvious connection to slavery; she 
  will view them as a fundamental obstacle to 
  her aims.
  <13
  Iskadelle will maintain a close watch on the 
  party, and will attack them if they seem in any 
  way related to slavery or if they approach a 
  brothel or other establishment that uses slave 
  labor.  She will place the PCs or agencies with 
  which they interact at the top of her list if an 
  obvious slavery connection is present.
  >18
  Iskadelle will always have time for the PCs, and 
  will discuss her aims openly.
  >24
  Iskadelle will share her next “targets” and even 
  solicit input from the PCs as to how to go about 
  her mission most effectively.  She will invite 
  the PCs to join her on the team’s next attack.
  Organization
  Iskadelle has one of the largest, most rigorous, and most 
  militaristic of the retainer forces in all of professional 
  villainy.  
  This is due to several factors.  As a victim, and as an 
  innocent, she is a compelling leader.  Her experience as 
  a slave gives her unique perspective on the problem, and 
  has granted her a wisdom of the topic far beyond most 
  sympathetic onlookers.
  From a bystander’s view, her mission may seem noble, and 
  though some may question her methods and ruthlessness, 
  few can question her ultimate goal, and there are many—
  Iskadelle herself included—who will claim that the ends 
  justify the means, particularly for this objective.
  Slavery may be a societal, workforce, economic, and military 
  necessity in many areas of the Realm... but many are those 
  who wish and hope for a different approach to things.
  Her followers are many, and their ranks dispsersed.  No 
  matter where she is, Iskadelle can summon ranks of those 
  who follow her quest.
  Each round following her plea, 
    1d4 of each kind of 
  henchman will arrive as reinforcements.  Keep track of those 
  summoned in this manner; Iskadelle cannot summon more 
  of a particular type of henchman than are present in her 
  retinue.
  Henchmen, Retainers, and 
  Followers
  Purehearts: There are approximately 
    2d10 of these 
  Cleric battle priestesses following Iskadelle at a time.
  Shades of Grey: Rangers, Fighters, and Rogues acting as 
  foot troops in their mistress’ mission.  They serve a variety 
  of purposes leading up to, and executing, an attack on a 
  
  388
  Iskadelle
  slavery target.  There are typically 
    2d6 Rangers, 
    3d12 
  Fighters, and 
    2d12 Rogues available to Iskadelle’s whim.
  Lair / Residence
  Iskadelle keeps a battle camp that mobilizes and regroups 
  following each attack she stages.  
  The camp is a versatile and fluid establishment that is 
  truly no more than a series of tents.  Iskadelle is unused to 
  comforts, and does not seek them for herself.  
  She frowns upon any of her followers who seem to require 
  a permanent residence, though understands how one might 
  become used to such niceties.
  Quests & Encounters
    Quest: Choose Your Side
    Summary: The PCs are speaking with those involved 
  in slavery when Iskadelle attacks.  They have a choice: 
  support Iskadelle, or stand with the slavers.
    Rewards:   
    2,500 gp / 
    6,100 gp / 
    9,600 gp / 
    15,000 gp; up to 
    5 Reward Stars.
    Locations: Any.
    Key NPCs: Iskadelle the Innocent, Purehearts, Shade of 
  Grey forces.
    Kickoff: To initiate this Quest, the PCs must be talking 
  with someone who is involved in slavery in some manner.  
  This can be quite tangential: it can be a military who 
  takes slaves as part of war, or the PCs might be exiting 
  a brothel which uses sex slaves, or the PCs might be 
  speaking to a political figure whose estate has slaves.   
    How direct the slavery involvement is, how obvious its 
  nature is to outsiders, and most importantly, the extent 
  to which the PCs themselves are aware of the slavery, 
  are all maleable.  Indeed, it can make for a much more 
  memorable action if the PCs are taken by surprise, and 
  if they truly are unaware of the nature of the attack, it 
  can make their decision all the more challenging and 
  interesting.
    Description:
  The establishment, residence, offices, camp, or other entity 
  involved with slavery the PCs are currently in is besieged by 
  Iskadelle and her forces.
  These are comprised of 
    50% of Iskadelle’s total force 
  (see “Henchmen, Retainers, and Followers” above), led by 
  Iskadelle herself.
  Although the chaos of battle likely brings a state of total 
  confusion for the PCs, they can fairly quickly appreciate the 
  aims of the attack by their actions: slaying the slavers, and 
  freeing the slaves.
  Iskadelle and all of her remaining forces will flee if they are 
  reduced to below 50% of their starting number of people, or 
  if Iskadelle herself is reduced beneath 50% of her maximum 
  hit points.
    Almost uniquely among the villains of the Realm, 
  Iskadelle’s objectives are actually morally defensible, if 
  perhaps her methods are not.   
   
  This makes for a bit of a complication, actually, from the 
  standpoint of rewards: typically, defeating or killing the 
  villain is the main hinge point for the best rewards of a 
  villainy Quest.   
   
  However, it is recommended (and described, below) that 
  the best rewards should likely align more with helping 
  ensure Iskadelle’s success. 
   
  Paladins or Lawful Good characters in particular may 
  have a huge conundrum with Iskadelle and how to deal 
  with her. 
   
  Rather than posing a significant challenge or frustration, 
  the GM should encourage the players to appreciate this 
  as an opportunity to indulge in greater roleplaying and 
  character development / depth.
    If the PCs back the slavers, whether out of ignorance 
  of Iskadelle’s objectives or in opposition to them, the 
  slavers will be hugely grateful, and will grant the PCs the 
  monetary reward listed above.  This is the only way in 
  which the PCs can profit monetarily from this Quest. 
   
  The extent to which the party’s actions merit any 
    
  Reward Stars is a function of their alignment, character, 
  and relationship with the faction and/or NPCs involved 
  in the slavery.  Barring any significant justification along 
  these lines, the PCs should receive no such additional 
  reward; extenuating story and/or character reasons may 
  justify no more than 
    2 Reward Stars.
    If the PCs back Iskadelle’s forces in the fight, either 
  immediately or as a result of growing awareness during 
  the battle, they gain 
    1 Reward Star the moment they 
  attack any slaver or guards related to them.  
    If the PCs and Iskadelle are successful in their fight 
  against the slavers, they gain a further 
    2 Reward 
  Stars.
    If the PCs and Iskadelle are successful in their fight 
  against the slavers, they gain a further 
    2 Reward 
  Stars.
    The PCs may attempt to back Iskadelle’s objectives, 
  but minimize the slaughter; this is the path of the best 
  rewards for this Quest. 
   
  Confronting the slavers, and successfully navigating 
  the Skill Challenge below, the party will gain a total of 
    5 Reward Stars; these do not stack with other 
    2 
  Reward Star objectives of this Quest. 
   
  Use the NPC involved in the establishment; if one is 
  unavailable, use default skill check bonuses of  
    +3 
  / 
    +6 / 
    +10 / 
    +14 for all opposed skill checks 
  below.
  
  389
  Iskadelle
    Listen to Reason
  First Check: Intimidate, opposed by the slaver’s Intimidate.  
  With a failure, the PCs may make one further attempt at 
  this level; a second failure means the slaver attacks the 
  PCs.  Success either the first or second time advances to the 
  Second Check.
  Second Check: Intimidate or Diplomacy, opposed by the 
  slaver’s Bluff.  Failure reverts to First Check above; success 
  advances to Third Check.  Success by more than 5 points 
  resolves the Skill Challenge succesfully and immediately.
  Third Check: Sense Motive, opposed by the slaver’s 
  Intimidate.  Failure reverts to Second Check; failure by more 
  than 5 points reverts to First Check.  Success by any count 
  resolves the challenge successfully. 
   
  Any successful resolution of this Skill Check means the 
  slavers concede defeat immediately and lay down their arms.  
  The free their slaves.
  
  390
  Iskadelle
  Iskadelle the Innocent
  CR 3; XP 700
    Low
    Moderate
    Advanced
    Elite
  Challenge CR 3 
  XP 700
  CR 7 
  XP 2,900
  CR 11 
  XP 7,200
  CR 15 
  XP 13,000
  Class / HD Fighter 3
  Fighter 7
  Fighter 11
  Fighter 15
  Size / Aln
  Medium CE 
  Human
  Medium CE 
  Human
  Medium CE 
  Human
  Medium CE 
  Human
  HP
  23
  32
  58
  80
  Armor 
  Class
  16
  18
  20
  21
  Speed
  Walk 30’
  Walk 30’
  Walk 30’
  Walk 30’
  Ability 
  Scores / 
  Saves
  STR    18  (+6) 
  DEX   13 (+1) 
  CON  10 (+2) 
  INT    13 (+1) 
  WIS    9 (-1) 
  CHA  17 (+3)
  STR    18  (+7) 
  DEX   15 (+2) 
  CON  10 (+3) 
  INT    13 (+1) 
  WIS    9 (-1) 
  CHA  19 (+4)
  STR    18  (+8) 
  DEX   17 (+3) 
  CON  10 (+4) 
  INT    13 (+1) 
  WIS    9 (-1) 
  CHA  19 (+4)
  STR    20  (+10) 
  DEX   19 (+4) 
  CON  10 (+4) 
  INT    13 (+1) 
  WIS    9 (-1) 
  CHA  19 (+4)
  Skills
  -
  -
  -
  -
  Saves
  -
  -
  -
  -
  Vulnerabilities
  -
  -
  -
  -
  Immunities -
  -
  -
  -
  Senses
  Passive Perception 11
  Armor - Disadvantage on 
  Stealth
  Passive Perception 12
  Armor - Disadvantage on 
  Stealth
  Passive Perception 13
  Armor - Disadvantage on 
  Stealth
  Passive Perception 14
  Armor - Disadvantage on 
  Stealth
  Languages Common, Dwarvish
  Attacks
  Melee Greatsword +6 
  (2d6+4)
  Melee Dagger +6 (1d4+4 ) 
  Ranged Dagger (Thrown) 20 
  ft.’: +6 (1d4+4); 60 ft.’: +6 
  (1d4+4) 
  Ranged Crossbow, Heavy ) 
  --> 100 ft.’: +3 (1d10+1); 
  400 ft.’: +3 (1d10+1) 
  Melee +1 Greatsword +8/+8 
  (2d6+5)
  Melee Dagger +7/+7 
  (1d4+4) 
  Ranged Dagger (Thrown) 20 
  ft.’: +7/+7 (1d4+4); 60 ft.’: 
  +7/+7 (1d4+4) 
  Ranged Crossbow, Heavy 
  ) --> 100 ft.’: +5/+5 
  (1d10+2); 400 ft.’: +5/+5 
  (1d10+2) 
  Melee +2 Greatsword 
  +11/+11/+11 (2d6+6)
  Melee Dagger +8/+8/+8 
  (1d4+4 ) 
  Ranged Dagger (Thrown) 
  20 ft.’: +8/+8/+8 (1d4+4); 
  60 ft.’: +8/+8/+8 (1d4+4) 
  Ranged Crossbow, Heavy 
  ) --> 100 ft.’: +7/+7/+7 
  (1d10+3); 400 ft.’: 
  +7/+7/+7 (1d10+3) 
  Melee +3 Greatsword 
  +13/+13/+13 (2d6+8)
  Melee Dagger +10/+10/+10 
  (1d4+5 ) 
  Ranged Dagger (Thrown) 20 
  ft.’: +10/+10/+10 (1d4+5); 
  60 ft.’: +10/+10/+10 
  (1d4+5) 
  Ranged Crossbow, Heavy 
  ) --> 100 ft.’: +9/+9/+9 
  (1d10+4); 400 ft.’: 
  +9/+9/+9 (1d10+4) 
  Special
  -
  -
  -
  -
  CE; Medium Humanoid (Human)
  
  391
  Iskadelle
    Low
    Moderate
    Advanced
    Elite
  Proficiencies
  Battleaxe, Blowgun, Club, Crossbow (Hand), Crossbow (Heavy), Crossbow (Light), Dagger, Dart, Flail, Glaive, Greataxe, 
  Greatclub, Greatsword, Halberd, Handaxe, Javelin, Lance, Light Hammer, Longbow, Longsword, Mace, Maul, Morningstar, 
  Net, Pike, Quarterstaff, Rapier, Scimitar, Shortbow, Shortsword, Sickle, Sling, Spear, Trident, Unarmed Strike, War Pick, 
  Warhammer, Whip
  Special 
  Qualities
  Languages, Action Surge, 
  Champion, Fighting Style, 
  Improved Critical, Martial 
  Archetype, Second Wind, 
  Great Weapon Fighting
  Languages, Ability Score 
  Improvement, Action Surge, 
  Champion, Extra Attack, 
  Fighting Style, Improved 
  Critical, Martial Archetype, 
  Remarkable Athlete, Second 
  Wind, Great Weapon 
  Fighting
  Languages, Ability Score 
  Improvement, Action Surge, 
  Additional Fighting Style, 
  Champion, Extra Attack, 
  Fighting Style, Improved 
  Critical, Indomitable, Martial 
  Archetype, Remarkable 
  Athlete, Second Wind, 
  Defense, Great Weapon 
  Fighting
  Languages, Ability Score 
  Improvement, Action Surge, 
  Additional Fighting Style, 
  Champion, Extra Attack, 
  Fighting Style, Improved 
  Critical, Indomitable, Martial 
  Archetype, Remarkable 
  Athlete, Second Wind, 
  Superior Critical, Defense, 
  Great Weapon Fighting
  Spell-
  casting
  -
  -
  -
  -
  Equipment
  Greatsword; 
  Half-plate armor;
  heavy crossbow;
  crossbow bolts (10x);
  dagger
  +1 Greatsword; 
  +1 Half-plate armor;
  heavy crossbow;
  crossbow bolts (10x);
  dagger
  +2 Greatsword; 
  +2 Half-plate armor;
  heavy crossbow;
  crossbow bolts (10x);
  dagger
  +3 Greatsword; 
  +3 Half-plate armor;
  heavy crossbow;
  crossbow bolts (10x);
  dagger
  Special Abilities
  Languages You can speak, read, and write Common and one extra 
  language of your choice. Humans typically learn the languages of other 
  peoples they deal with, including obscure dialects. They are fond of 
  sprinkling their speech with words borrowed from other tongues: Orc 
  curses, Elvish musical expressions, Dwarvish military phrases, and so on.
  Action Surge Starting at 2nd level, you can push yourself beyond your 
  normal limits for a moment. On your turn, you can take one additional 
  action on top of your regular action and a possible bonus action. Once 
  you use this feature, you must finish a short or long rest before you can 
  use it again. You can use this feature 1 time(s) before a rest, but only once 
  on the same turn.
  Champion The archetypal Champion focuses on the development of raw 
  physical power honed to deadly perfection. Those who model themselves 
  on this archetype combine rigorous training with physical excellence to 
  deal devastating blows.
  Extra Attack Beginning at 5th level, you can attack twice, instead of once, 
  whenever you take the Attack action on your turn. The number of attacks 
  increases to three when you reach 11th level in this class and to four 
  when you reach 20th level in this class.
  Improved Critical Beginning when you choose this archetype at 3rd level, 
  your weapon attacks score a critical hit on a roll of 19 or 20.
  Indomitable Beginning at 9th level, you can reroll a saving throw that 
  you fail. If you do so, you must use the new roll, and you can’t use this 
  feature again until you finish a long rest. You can use this feature 2 time(s) 
  between long rests.
  Remarkable Athlete Starting at 7th level, you can add half your proficiency 
  bonus (round up) to any Strength, Dexterity, or Constitution check you 
  make that doesn’t already use your proficiency bonus. In addition, when 
  you make a running long jump, the distance you can cover increases by a 
  number of feet equal to +5.
  Second Wind You have a limited well of stamina that you can draw on to 
  protect yourself from harm. On your turn, you can use a bonus action to 
  regain hit points equal to 1d10 + your fighter level. Once you use this 
  feature, you must finish a short or long rest before you can use it again.
  Superior Critical Starting at 15th level, your weapon attacks score a critical 
  hit on a roll of 18-20.
  Defense While you are wearing armor, you gain a +1 bonus to AC.
  Great Weapon Fighting When you roll a 1 or 2 on a damage die for an 
  attack you make with a melee weapon that you are wielding with two 
  hands, you can reroll the die and must use the new roll, even if the new 
  roll is a 1 or a 2. The weapon must have the two-handed or versatile 
  property for you to gain this benefit.
  
  392
  Iskadelle
  Table 29: Attitude Modifiers for Iskadelle the Innocent
  Starting Attitude:  
  18 (Indifferent)
  Name
  Condition
  Effect
  Notes
  Action
  PCs attack without provocation
  -15
  Does not stack with other attack-based modifiers
  Action
  PCs attack with provocation
  -10
  Does not stack with other attack-based modifiers
  Conversation
  PCs threaten violence
  -5
  -
  Action
  NPC witnesses the PCs commit a 
  crime
  +1
  Assumes the crime does not involve the NPC; stacks with 
  other modifiers that involve crimes against the NPC; does 
  not stack with other “witnesses crime” modifiers
  Action
  NPC witnesses the PCs commit 
  murder
  +2
  Assumes the crime does not involve the NPC; stacks with 
  other modifiers that involve crimes against the NPC; does 
  not stack with other “witnesses crime” modifiers
  Action
  NPC witnesses the PCs commit 
  murder in self-defense
  +1
  Assumes the crime does not involve the NPC; stacks with 
  other modifiers that involve crimes against the NPC; does 
  not stack with other “witnesses crime” modifiers
  Action
  Villain witnesses the PCs 
  discussing the villain and/or 
  their henchmen
  -4
  Does not stack with other “witness” modifiers
  Action
  PCs defend this NPC against 
  violence
  +10
  Does not stack with other “witness” modifiers
  Conversation
  PCs attempt a bribe (for 
  information, for action)
  -1
  GM’s discretion as to whether the bribe produces results 
  (positive or negative!)
  Conversation
  PCs share Rumors / Lore 
  +1
  Per each Rumor shared; maximum +4
  Extant
  One or more PCs have been 
  arrested
  +2
  Per offense, no limit
  Extant
  PCs have slain a guard, but have 
  not been caught
  +5
  Per offense, maximum -15 total
  Action
  PCs heal or “boon” this NPC
  +5
  Per healing spell/potion/skill check or beneficial spell or 
  effect; maximum +15
  Action
  PCs refuse to help when asked
  -3
  Per request; no maximum
  Action
  PCs agree to help when asked
  +4
  Per request; maximum +12
  Action
  NPC joins party for any length 
  of time
  +5
  Does not stack with subsequent iterations of itself 
  (maximum effect +5 no matter how many times NPC joins 
  party)
  Action
  PCs save this NPC’s life
  +15
  Either as part of a Quest, or as an offer made of the 
  party’s own initiative
  Conversation
  PCs fail at an Intimidate check 
  for any reason
  -2
  Per failed check; no maximum
  Investigation
  PCs discover something 
  fundamental about this villain’s 
  MO or deeds and/or discovers 
  lair or residence
  -10
  “Fundamental” is left to the GM to adjudicate; stacks with 
  other Investigation modifiers
  Investigation
  PCs rescue a victim, recover a 
  corpse, or otherwise “undo” or 
  find hard evidence of death at 
  the hands of this villain
  -10
  Initial and first-time-only; -2 per additional victim or 
  evidence beyond the first; no limit; stacks with other 
  Investigation modifiers
  Investigation
  PCs give evidence of this villain’s 
  crimes to authorities
  -8
  Stacks with other Investigation modifiers
  
  393
  Iskadelle
  Pureheart
  CR 3; XP 700
    Low
    Moderate
    Advanced
    Elite
  Challenge CR 3 
  XP 700
  CR 7 
  XP 2,900
  CR 10 
  XP 5,900
  CR 15 
  XP 13,000
  Class / HD Cleric 3
  Cleric 7
  Cleric 10
  Cleric 15
  Size / Aln
  Medium CE  
  Human
  Medium CE  
  Human
  Medium CE  
  Human
  Medium CE  
  Human
  HP
  18
  39
  72
  97
  Armor 
  Class
  18
  19
  20
  21
  Speed
  Walk 30’
  Walk 30’
  Walk 30’
  Walk 30’
  CE; Medium Humanoid (Human)
  
  394
  Iskadelle
    Low
    Moderate
    Advanced
    Elite
  Ability 
  Scores / 
  Saves
  STR    17  (+3) 
  DEX   13 (+1) 
  CON  15 (+2) 
  INT      7 (-2) 
  WIS   15 (+4) 
  CHA  13 (+3)
  STR    17  (+3) 
  DEX   13 (+1) 
  CON  15 (+2) 
  INT      7 (-2) 
  WIS   17 (+6) 
  CHA  13 (+4)
  STR    17  (+3) 
  DEX   15 (+2) 
  CON  15 (+2) 
  INT      7 (-2) 
  WIS   17 (+7) 
  CHA  13 (+5)
  STR    19  (+4) 
  DEX   15 (+2) 
  CON  15 (+2) 
  INT      7 (-2) 
  WIS   17 (+8) 
  CHA  13 (+6)
  Skills
  -
  -
  -
  -
  Saves
  -
  -
  -
  -
  Vulnerabilities
  -
  -
  -
  -
  Immunities -
  -
  -
  -
  Senses
  Passive Perception 12
  Armor - Disadvantage on 
  Stealth
  Passive Perception 13
  Armor - Disadvantage on 
  Stealth
  Passive Perception 13
  Armor - Disadvantage on 
  Stealth
  Passive Perception 13
  Armor - Disadvantage on 
  Stealth
  Languages Common, Elvish
  Attacks
  Melee Mace +5 (1d6+3 ) 
  Ranged Crossbow, Light ) 
  --> 80 ft.’: +3 (1d8+1); 320 
  ft.’: +3 (1d8+1) 
  Melee Dagger +5 (1d4+3 ) 
  Ranged Dagger (Thrown) 20 
  ft.’: +5 (1d4+3); 60 ft.’: +5 
  (1d4+3) 
  Melee Mace (Weapon +1) 
  +7 (1d6+4 ) 
  Ranged Crossbow, Light ) --> 
  80 ft.’: +4 (1d8+1); 320 ft.’: 
  +4 (1d8+1) 
  Melee Dagger +6 (1d4+3 ) 
  Ranged Dagger (Thrown) 20 
  ft.’: +6 (1d4+3); 60 ft.’: +6 
  (1d4+3) 
  Melee Mace (Weapon +2) 
  +9 (1d6+5 ) 
  Ranged Crossbow, Light ) 
  --> 80 ft.’: +6 (1d8+2); 320 
  ft.’: +6 (1d8+2) 
  Melee Dagger +7 (1d4+3 ) 
  Ranged Dagger (Thrown) 
  20 ft.’: +7 (1d4+3); 60 ft.’: 
  +7 (1d4+3) 
  Melee Mace (Weapon +3) 
  +12 (1d6+7 ) 
  Ranged Crossbow, Light ) --> 
  80 ft.’: +7 (1d8+2); 320 ft.’: 
  +7 (1d8+2) 
  Melee Dagger +9 (1d4+4 ) 
  Ranged Dagger (Thrown) 20 
  ft.’: +9 (1d4+4); 60 ft.’: +9 
  (1d4+4) 
  Special
  -
  -
  -
  -
  Proficiencies
  Club, Crossbow (Light), Dagger, Dart, Greatclub, Handaxe, Javelin, Light Hammer, Mace, Quarterstaff, Shortbow, Sickle, 
  Sling, Spear, Unarmed Strike
  Special 
  Qualities
  Languages, Bonus 
  Proficiency, Cantrips, 
  Channel Divinity, Channel 
  Divinity: Preserve Life, 
  Channel Divinity: Turn 
  Undead, Disciple of Life, 
  Divine Domain, Spellcasting 
  Ability
  Languages, Ability Score 
  Improvement, Blessed 
  Healer, Bonus Proficiency, 
  Cantrips, Channel Divinity, 
  Channel Divinity: Preserve 
  Life, Channel Divinity: Turn 
  Undead, Destroy Undead (CR 
  1/2), Disciple of Life, Divine 
  Domain, Spellcasting Ability
  Languages, Ability Score 
  Improvement, Blessed 
  Healer, Bonus Proficiency, 
  Cantrips, Channel Divinity, 
  Channel Divinity: Preserve 
  Life, Channel Divinity: Turn 
  Undead, Destroy Undead 
  (CR 2), Disciple of Life, 
  Divine Domain, Divine 
  Intervention, Divine Strike, 
  Spellcasting Ability
  Languages, Ability Score 
  Improvement, Blessed 
  Healer, Bonus Proficiency, 
  Cantrips, Channel Divinity, 
  Channel Divinity: Preserve 
  Life, Channel Divinity: Turn 
  Undead, Destroy Undead (CR 
  3), Disciple of Life, Divine 
  Domain, Divine Intervention, 
  Divine Strike, Spellcasting 
  Ability
  Spell-
  casting
  Save DC 12; Spell Atk +4
  2nd: aid; hold person
  1st: bless; command; detect 
  magic; shield of faith
  Save DC 14; Spell Atk +6
  4th: control water3rd: 
  bestow curse; dispel magic; 
  protection from energy
  2nd: aid; hold person; 
  spiritual weapon
  1st: bless; command; detect 
  magic; shield of faith
  Save DC 15; Spell Atk +7
  6th: forbiddance
  5th: flame strike; geas
  4th: control water; 
  divination; freedom of 
  movement
  3rd: bestow curse; dispel 
  magic; protection from 
  energy
  2nd: aid; hold person; 
  spiritual weapon
  1st: bless; command; 
  detect magic; shield of faith
  Save DC 16; Spell Atk +8
  8th: holy aura
  7th: fire storm
  6th: forbiddance
  5th: flame strike; geas
  4th: control water; 
  divination; freedom of 
  movement
  3rd: bestow curse; dispel 
  magic; protection from 
  energy
  2nd: aid; hold person; 
  spiritual weapon
  1st: bless; command; detect 
  magic; shield of faith
  
  395
  Iskadelle
    Low
    Moderate
    Advanced
    Elite
  Equipment
  Mace;
  chain mail;
  shield;
  light crossbow;
  crossbow bolts (10x);
  dagger
  +1 Mace;
  +1 chain mail;
  shield;
  light crossbow;
  crossbow bolts (10x);
  dagger
  +2 Mace;
  +2 chain mail;
  shield;
  light crossbow;
  crossbow bolts (10x);
  dagger
  +3 Mace;
  +3 chain mail;
  shield;
  light crossbow;
  crossbow bolts (10x);
  dagger
  Special Abilities
  Languages You can speak, read, and write Common and one extra 
  language of your choice. Humans typically learn the languages of other 
  peoples they deal with, including obscure dialects. They are fond of 
  sprinkling their speech with words borrowed from other tongues: Orc 
  curses, Elvish musical expressions, Dwarvish military phrases, and so on.
  Blessed Healer Beginning at 6th level, the healing spells you cast on 
  others heal you as well. When you cast a spell of 1st level or higher that 
  restores hit points to a creature other than you, you regain hit points equal 
  to 2 + the spell’s level.
  Bonus Proficiency When you choose this domain at 1st level, you gain 
  proficiency with heavy armor.
  Channel Divinity At 2nd level, you gain the ability to channel divine energy 
  directly from your deity, using that energy to fuel magical effects. You 
  start with two such effects: Turn Undead and an effect determined by 
  your domain. Some domains grant you additional effects as you advance 
  in levels, as noted in the domain description. When you use your Channel 
  Divinity, you choose which effect to create. You must then finish a short 
  or long rest to use your Channel Divinity again. Some Channel Divinity 
  effects require saving throws. When you use such an effect from this 
  class, the DC equals your cleric spell save DC. You can use your Channel 
  Divinity 2 times between rests. When you finish a short or long rest, you 
  regain your expended uses.
  Channel Divinity: Preserve Life Starting at 2nd level, you can use your 
  Channel Divinity to heal the badly injured. As an action, you present your 
  holy symbol and evoke healing energy that can restore a number of hit 
  points equal to 75. Choose any creatures within 30 feet of you, and divide 
  those hit points among them. This feature can restore a creature to no 
  more than half of its hit point maximum. You can’t use this feature on an 
  undead or a construct.
  Channel Divinity: Turn Undead As an action, you present your holy symbol 
  and speak a prayer censuring the undead. Each undead that can see or 
  hear you within 30 feet of you must make a Wisdom saving throw. If the 
  creature fails its saving throw, it is turned for 1 minute or until it takes 
  any damage. A turned creature must spend its turns trying to move as far 
  away from you as it can, and it can’t willingly move to a space within 30 
  feet of you. It also can’t take reactions. For its action, it can use only the 
  Dash action or try to escape from an effect that prevents it from moving. 
  If there’s nowhere to move, the creature can use the Dodge action.
  Destroy Undead (CR 3) Starting at 5th level, when an undead fails its 
  saving throw against your Turn Undead feature, the creature is instantly 
  destroyed if its challenge rating is at or below a certain threshold, as 
  shown in the Destroy Undead table.
  Disciple of Life Also starting at 1st level, your healing spells are more 
  effective. Whenever you use a spell of 1st level or higher to restore hit 
  points to a creature, the creature regains additional hit points equal to 2 + 
  the spell’s level.
  Divine Intervention Beginning at 10th level, you can call on your deity to 
  intervene on your behalf when your need is great. Imploring your deity’s 
  aid requires you to use your action. Describe the assistance you seek, and 
  roll percentile dice. If you roll a number equal to or lower than 15, then 
  your deity intervenes. The DM chooses the nature of the intervention; 
  the effect of any cleric spell or cleric domain spell would be appropriate. 
  If your deity intervenes, you can’t use this feature again for 7 days. 
  Otherwise, you can use it again after you finish a long rest. At 20th level, 
  your call for intervention succeeds automatically, no roll required.
  Divine Strike At 8th level, you gain the ability to infuse your weapon 
  strikes with divine energy. Once on each of your turns when you hit a 
  creature with a weapon attack, you can cause the attack to deal an extra 
  2d8 radiant damage to the target.
  
  396
  Iskadelle
  Shade of Grey Ranger
  CR 2; XP 450
    Low
    Moderate
    Advanced
    Elite
  Challenge CR 2 
  XP 450
  CR 6 
  XP 2,300
  CR 10 
  XP 5,900
  CR 14 
  XP 11,500
  Class / HD Ranger 2
  Ranger 6
  Ranger 10
  Ranger 14
  Size / Aln
  Medium NE  
  Human
  Medium NE  
  Human
  Medium NE  
  Human
  Medium NE  
  Human
  HP
  15
  42
  52
  74
  Armor 
  Class
  14
  16
  18
  19
  Speed
  Walk 30’
  Walk 30’
  Walk 30’
  Walk 30’
  NE; Medium Humanoid (Human)
  
  397
  Iskadelle
    Low
    Moderate
    Advanced
    Elite
  Ability 
  Scores / 
  Saves
  STR    10  (+2) 
  DEX   17 (+5) 
  CON    9 (-1) 
  INT    13 (+1) 
  WIS   14 (+2) 
  CHA   7 (-2)
  STR    10  (+3) 
  DEX   19 (+7) 
  CON    9 (-1) 
  INT    13 (+1) 
  WIS   14 (+2) 
  CHA   7 (-2)
  STR    11  (+4) 
  DEX   20 (+9) 
  CON    9 (-1) 
  INT    13 (+1) 
  WIS   14 (+2) 
  CHA   7 (-2)
  STR    13  (+6) 
  DEX   20 (+10) 
  CON    9 (-1) 
  INT    13 (+1) 
  WIS   14 (+2) 
  CHA   7 (-2)
  Skills
  -
  -
  -
  -
  Saves
  -
  -
  -
  -
  Vulnerabilities
  -
  -
  -
  -
  Immunities -
  -
  -
  -
  Senses
  Passive Perception 14
  Passive Perception 15
  Passive Perception 16
  Passive Perception 17
  Languages Common, Draconic, Dwarvish, Orc
  Attacks
  Ranged Longbow ) --> 150 
  ft.’: +7 (1d8+3); 600 ft.’: +7 
  (1d8+3) 
  Melee Spear +5 (1d6+3 ) 
  Ranged Spear (Thrown) 20 
  ft.’: +5 (1d6+3); 60 ft.’: +5 
  (1d6+3) 
  Ranged Longbow (Weapon 
  +1) ) --> 150 ft.’: +10/+10 
  (1d8+5); 600 ft.’: +10/+10 
  (1d8+5) 
  Melee Spear +7/+7 (1d6+4 ) 
  Ranged Spear (Thrown) 20 
  ft.’: +7/+7 (1d6+4); 60 ft.’: 
  +7/+7 (1d6+4) 
  Ranged Longbow (Weapon 
  +2) ) --> 150 ft.’: +13/+13 
  (1d8+7); 600 ft.’: +13/+13 
  (1d8+7) 
  Melee Spear +9/+9 (1d6+5) 
  Ranged Spear (Thrown) 20 
  ft.’: +9/+9 (1d6+5); 60 ft.’: 
  +9/+9 (1d6+5) 
  Ranged Longbow (Weapon 
  +3) ) --> 150 ft.’: +15/+15 
  (1d8+8); 600 ft.’: +15/+15 
  (1d8+8) 
  Melee Spear +10/+10 
  (1d6+5 ) 
  Ranged Spear (Thrown) 20 
  ft.’: +10/+10 (1d6+5); 60 
  ft.’: +10/+10 (1d6+5) 
  Special
  -
  -
  -
  -
  Proficiencies
  Battleaxe, Blowgun, Club, Crossbow (Hand), Crossbow (Heavy), Crossbow (Light), Dagger, Dart, Flail, Glaive, Greataxe, 
  Greatclub, Greatsword, Halberd, Handaxe, Javelin, Lance, Light Hammer, Longbow, Longsword, Mace, Maul, Morningstar, 
  Net, Pike, Quarterstaff, Rapier, Scimitar, Shortbow, Shortsword, Sickle, Sling, Spear, Trident, Unarmed Strike, War Pick, 
  Warhammer, Whip
  Special 
  Qualities
  Languages, Favored Enemy, 
  Fighting Style, Natural 
  Explorer, Spellcasting, 
  Spell Slots, Archery, Beasts, 
  Swamp 
  Languages, Ability Score 
  Improvement, Extra 
  Attack, Favored Enemy, 
  Fighting Style, Horde 
  Breaker, Hunter, Hunter’s 
  Prey, Natural Explorer, 
  Primeval Awareness, Ranger 
  Archetype, Spellcasting, 
  Spell Slots, Archery, 
  Aberrations, Beasts, 
  Grassland, Swamp
  Languages, Ability Score 
  Improvement, Defensive 
  Tactics, Extra Attack, 
  Favored Enemy, Fighting 
  Style, Hide in Plain Sight, 
  Horde Breaker, Hunter, 
  Hunter’s Prey, Land’s 
  Stride, Natural Explorer, 
  Primeval Awareness, Ranger 
  Archetype, Spellcasting, 
  Spell Slots, Steel Will, 
  Archery, Aberrations, 
  Beasts, Desert, Grassland, 
  Swamp
  Languages, Ability Score 
  Improvement, Defensive 
  Tactics, Extra Attack, 
  Favored Enemy, Fighting 
  Style, Hide in Plain Sight, 
  Horde Breaker, Hunter, 
  Hunter’s Prey, Land’s Stride, 
  Multiattack, Natural Explorer, 
  Primeval Awareness, Ranger 
  Archetype, Spellcasting, 
  Spell Slots, Steel Will, 
  Vanish, Whirlwind Attack, 
  Archery, Aberrations, 
  Beasts, Humanoids, Desert, 
  Grassland, Swamp
  Spell-
  casting
  -
  Save DC 13; Spell Atk +5
  2nd: animal messenger; find 
  traps
  1st: alarm; cure wounds; fog 
  cloud; snare
  Save DC 14; Spell Atk +6
  3rd: conjure animals; flame 
  arrows
  2nd: animal messenger; 
  find traps; protection from 
  poison
  1st: alarm; cure wounds; 
  fog cloud; snare
  Save DC 15; Spell Atk +7
  4th: conjure woodland 
  beings
  3rd: conjure animals; flame 
  arrows; plant growth
  2nd: animal messenger; 
  find traps; protection from 
  poison
  1st: alarm; cure wounds; fog 
  cloud; snare
  
  398
  Iskadelle
    Low
    Moderate
    Advanced
    Elite
  Equipment
  Longbow;
  leather armor;
  arrows (20x);
  spear
  +1 Longbow;
  +1 leather armor;
  arrows (20x);
  spear
  +2 Longbow;
  +2 leather armor;
  arrows (20x);
  spear
  +3 Longbow;
  +3 leather armor;
  arrows (20x);
  spear
  Special Abilities
  Languages You can speak, read, and write Common and one extra 
  language of your choice. Humans typically learn the languages of other 
  peoples they deal with, including obscure dialects. They are fond of 
  sprinkling their speech with words borrowed from other tongues: Orc 
  curses, Elvish musical expressions, Dwarvish military phrases, and so on.
  Extra Attack Beginning at 5th level, you can attack twice, instead of once, 
  whenever you take the Attack action on your turn.
  Favored Enemy Beginning at 1st level, you have significant experience 
  studying, tracking, hunting, and even talking to a certain type of 
  enemy. Choose a type of favored enemy: aberrations, beasts, celestials, 
  constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, 
  plants, or undead. Alternatively, you can select two races of humanoid 
  (such as gnolls and orcs) as favored enemies. You have advantage on 
  Wisdom (Survival) checks to track your favored enemies, as well as on 
  Intelligence checks to recall information about them. When you gain 
  this feature, you also learn one language of your choice that is spoken by 
  your favored enemies, if they speak one at all. You choose one additional 
  favored enemy, as well as an associated language, at 6th and 14th level. 
  As you gain levels, your choices should reflect the types of monsters you 
  have encountered on your adventures.
  Hide in Plain Sight Starting at 10th level, you can spend 1 minute 
  creating camouflage for yourself. You must have access to fresh mud, 
  dirt, plants, soot, and other naturally occurring materials with which to 
  create your camouflage. Once you are camouflaged in this way, you can 
  try to hide by pressing yourself up against a solid surface, such as a tree 
  or wall, that is at least as tall and wide as you are. You gain a +10 bonus to 
  Dexterity (Stealth) checks as long as you remain there without moving or 
  taking actions. Once you move or take an action or a reaction, you must 
  camouflage yourself again to gain this benefit.
  Horde Breaker Once on each of your turns when you make a weapon 
  attack, you can make another attack with the same weapon against a 
  different creature that is within 5 feet of the original target and within 
  range of your weapon.
  Hunter Emulating the Hunter archetype means accepting your place as 
  a bulwark between civilization and the terrors of the wilderness. As you 
  walk the Hunter’s path, you learn specialized techniques for fighting the 
  threats you face, from rampaging ogres and hordes of orcs to towering 
  giants and terrifying dragons.
  Land’s Stride Starting at 8th level, moving through nonmagical difficult 
  terrain costs you no extra movement. You can also pass through 
  nonmagical plants without being slowed by them and without taking 
  damage from them if they have thorns, spines, or a similar hazard. In 
  addition, you have advantage on saving throws against plants that are 
  magically created or manipulated to impede movement, such those 
  created by the entangle spell.
  Natural Explorer You are particularly familiar with one type of natural 
  environment and are adept at traveling and surviving in such regions. 
  Choose one type of favored terrain: arctic, coast, desert, forest, grassland, 
  mountain, swamp, or the Underdark. When you make an Intelligence or 
  Wisdom check related to your favored terrain, your proficiency bonus is 
  doubled if you are using a skill that you’re proficient in. While traveling for 
  an hour or more in your favored terrain, you gain the following benefits: 
  * Difficult terrain doesn’t slow your group’s travel. * Your group can’t 
  become lost except by magical means. * Even when you are engaged in 
  another activity while traveling (such as foraging, navigating, or tracking), 
  you remain alert to danger. * If you are traveling alone, you can move 
  stealthily at a normal pace. * When you forage, you find twice as much 
  food as you normally would. * While tracking other creatures, you also 
  learn their exact number, their sizes, and how long ago they passed 
  through the area. You choose additional favored terrain types at 6th and 
  10th level.
  Primeval Awareness Beginning at 3rd level, you can use your action 
  and expend one ranger spell slot to focus your awareness on the region 
  around you. For 1 minute per level of the spell slot you expend, you 
  can sense whether the following types of creatures are present within 
  1 mile of you (or within up to 6 miles if you are in your favored terrain): 
  aberrations, celestials, dragons, elementals, fey, fiends, and undead. This 
  feature doesn’t reveal the creatures’ location or number.
  Steel Will You have advantage on saving throws against being frightened.
  Vanish Starting at 14th level, you can use the Hide action as a bonus 
  action on your turn. Also, you can’t be tracked by nonmagical means, 
  unless you choose to leave a trail.
  Whirlwind Attack You can use your action to make a melee attack against 
  any number of creatures within 5 feet of you, with a separate attack roll 
  for each target.
  Archery You gain a +2 bonus to attack rolls you make with ranged 
  weapons.
  Aberrations Advantage on Wisdom (Survival) checks to track Aberrations, 
  as well as on Intelligence checks to recall information about them. You 
  also learn one language of your choice that is spoken by your favored 
  enemies, if they speak one at all.
  Beasts Advantage on Wisdom (Survival) checks to track Beasts, as well as 
  on Intelligence checks to recall information about them. You also learn 
  one language of your choice that is spoken by your favored enemies, if 
  they speak one at all.
  Humanoids Advantage on Wisdom (Survival) checks to track Humanoids, 
  as well as on Intelligence checks to recall information about them. You 
  also learn one language of your choice that is spoken by your favored 
  enemies, if they speak one at all.
  
  399
  Iskadelle
  Shade of Grey Fighter
  CR 2; XP 450
    Low
    Moderate
    Advanced
    Elite
  Challenge CR 2 
  XP 450
  CR 6 
  XP 2,300
  CR 10 
  XP 5,900
  CR 14 
  XP 11,500
  Class / HD Fighter 2
  Fighter 6
  Fighter 10
  Fighter 14
  Size / Aln
  Medium CE  
  Tiefling
  Medium CE  
  Tiefling
  Medium CE  
  Tiefling
  Medium CE  
  Tiefling
  HP
  22
  49
  76
  119
  Armor 
  Class
  16
  17
  18
  19
  Speed
  Walk 30’
  Walk 30’
  Walk 30’
  Walk 30’
  CE; Medium Humanoid (Tiefling)
  
  400
  Iskadelle
    Low
    Moderate
    Advanced
    Elite
  Ability 
  Scores / 
  Saves
  STR    15  (+4) 
  DEX   17 (+3) 
  CON  13 (+3) 
  INT      9 (-1) 
  WIS     8 (-1) 
  CHA  11 (+0)
  STR    19  (+7) 
  DEX   17 (+3) 
  CON  13 (+4) 
  INT      9 (-1) 
  WIS     8 (-1) 
  CHA  11 (+0)
  STR    20  (+9) 
  DEX   18 (+4) 
  CON  13 (+5) 
  INT      9 (-1) 
  WIS     8 (-1) 
  CHA  11 (+0)
  STR    20  (+10) 
  DEX   20 (+5) 
  CON  15 (+7) 
  INT      9 (-1) 
  WIS     8 (-1) 
  CHA  11 (+0)
  Skills
  -
  -
  -
  -
  Saves
  -
  -
  -
  -
  Vulnerabilities
  -
  -
  -
  -
  Immunities -
  -
  -
  -
  Senses
  Passive Perception 9
  Armor - Disadvantage on 
  Stealth
  Passive Perception 9
  Armor - Disadvantage on 
  Stealth
  Passive Perception 9
  Armor - Disadvantage on 
  Stealth
  Passive Perception 9
  Armor - Disadvantage on 
  Stealth
  Languages Common, Infernal
  Attacks
  Melee Greatclub +5 
  (1d8+3)
  Ranged Crossbow, Heavy ) 
  --> 100 ft.’: +5 (1d10+3); 
  400 ft.’: +5 (1d10+3) 
  Melee Light Hammer +5 
  (1d4+3 ) 
  Ranged Light Hammer 
  (Thrown) 20 ft.’: +5 
  (1d4+3); 60 ft.’: +5 
  (1d4+3) 
  Melee +1 Greatclub +8/+8 
  (1d8+5)
  Ranged Crossbow, Heavy 
  ) --> 100 ft.’: +6/+6 
  (1d10+3); 400 ft.’: +6/+6 
  (1d10+3) 
  Melee Light Hammer +7/+7 
  (1d4+4 ) 
  Ranged Light Hammer 
  (Thrown) 20 ft.’: +7/+7 
  (1d4+4); 60 ft.’: +7/+7 
  (1d4+4) 
  Melee +2 Greatclub 
  +11/+11 (1d8+7)
  Ranged Crossbow, Heavy 
  ) --> 100 ft.’: +8/+8 
  (1d10+4); 400 ft.’: +8/+8 
  (1d10+4) 
  Melee Light Hammer +9/+9 
  (1d4+5 ) 
  Ranged Light Hammer 
  (Thrown) 20 ft.’: +9/+9 
  (1d4+5); 60 ft.’: +9/+9 
  (1d4+5) 
  Melee +3 Greatclub 
  +13/+13/+13 (1d8+8)
  Ranged Crossbow, Heavy ) 
  --> 100 ft.’: +10/+10/+10 
  (1d10+5); 400 ft.’: 
  +10/+10/+10 (1d10+5) 
  Melee Light Hammer 
  +10/+10/+10 (1d4+5 ) 
  Ranged Light Hammer 
  (Thrown) 20 ft.’: 
  +10/+10/+10 (1d4+5); 60 
  ft.’: +10/+10/+10 (1d4+5) 
  Special
  -
  -
  -
  -
  Proficiencies
  Battleaxe, Blowgun, Club, Crossbow (Hand), Crossbow (Heavy), Crossbow (Light), Dagger, Dart, Flail, Glaive, Greataxe, 
  Greatclub, Greatsword, Halberd, Handaxe, Javelin, Lance, Light Hammer, Longbow, Longsword, Mace, Maul, Morningstar, 
  Net, Pike, Quarterstaff, Rapier, Scimitar, Shortbow, Shortsword, Sickle, Sling, Spear, Trident, Unarmed Strike, War Pick, 
  Warhammer, Whip
  Special 
  Qualities
  Darkvision, Hellish 
  Resistance, Infernal Legacy, 
  Languages, Action Surge, 
  Fighting Style, Second 
  Wind, Great Weapon 
  Fighting
  Darkvision, Hellish 
  Resistance, Infernal Legacy, 
  Languages, Ability Score 
  Improvement, Action Surge, 
  Champion, Extra Attack, 
  Fighting Style, Improved 
  Critical, Martial Archetype, 
  Second Wind, Great Weapon 
  Fighting
  Darkvision, Hellish 
  Resistance, Infernal Legacy, 
  Languages, Ability Score 
  Improvement, Action Surge, 
  Additional Fighting Style, 
  Champion, Extra Attack, 
  Fighting Style, Improved 
  Critical, Indomitable, Martial 
  Archetype, Remarkable 
  Athlete, Second Wind, 
  Great Weapon Fighting, 
  Protection 
  Darkvision, Hellish 
  Resistance, Infernal Legacy, 
  Languages, Ability Score 
  Improvement, Action Surge, 
  Additional Fighting Style, 
  Champion, Extra Attack, 
  Fighting Style, Improved 
  Critical, Indomitable, Martial 
  Archetype, Remarkable 
  Athlete, Second Wind, Great 
  Weapon Fighting, Protection
  Spell-
  casting
  -
  -
  -
  -
  Equipment
  Greatclub;
  chain mail;
  heavy crossbow;
  crossbow bolts (10x);
  light hammer (4x)
  +1 Greatclub;
  +1 chain mail;
  heavy crossbow;
  crossbow bolts (10x);
  light hammer (4x)
  +2 Greatclub;
  +2 chain mail;
  heavy crossbow;
  crossbow bolts (10x);
  light hammer (4x)
  +3 Greatclub;
  +3 chain mail;
  heavy crossbow;
  crossbow bolts (10x);
  light hammer (4x)
  
  401
  Iskadelle
  Special Abilities
  Darkvision Thanks to your infernal heritage, you have superior vision in 
  dark and dim conditions. You can see in dim light within 60 feet of you 
  as if it were bright light, and in darkness as if it were dim light. You can’t 
  discern color in darkness, only shades of gray.
  Hellish Resistance You have resistance to fire damage.
  Infernal Legacy You know the thaumaturgy cantrip. Once you reach 3rd 
  level, you can cast the hellish rebuke spell once per day as a 2nd-level 
  spell. Once you reach 5th level, you can also cast the darkness spell once 
  per day. Charisma is your spellcasting ability for these spells. Spell save DC 
  13.
  Languages You can speak, read, and write Common and Infernal.
  Action Surge Starting at 2nd level, you can push yourself beyond your 
  normal limits for a moment. On your turn, you can take one additional 
  action on top of your regular action and a possible bonus action. Once 
  you use this feature, you must finish a short or long rest before you can 
  use it again. You can use this feature 1 time(s) before a rest, but only once 
  on the same turn.
  Champion The archetypal Champion focuses on the development of raw 
  physical power honed to deadly perfection. Those who model themselves 
  on this archetype combine rigorous training with physical excellence to 
  deal devastating blows.
  Extra Attack Beginning at 5th level, you can attack twice, instead of once, 
  whenever you take the Attack action on your turn. The number of attacks 
  increases to three when you reach 11th level in this class and to four 
  when you reach 20th level in this class.
  Improved Critical Beginning when you choose this archetype at 3rd level, 
  your weapon attacks score a critical hit on a roll of 19 or 20.
  Indomitable Beginning at 9th level, you can reroll a saving throw that 
  you fail. If you do so, you must use the new roll, and you can’t use this 
  feature again until you finish a long rest. You can use this feature 2 time(s) 
  between long rests.
  Remarkable Athlete Starting at 7th level, you can add half your proficiency 
  bonus (round up) to any Strength, Dexterity, or Constitution check you 
  make that doesn’t already use your proficiency bonus. In addition, when 
  you make a running long jump, the distance you can cover increases by a 
  number of feet equal to +5.
  Second Wind You have a limited well of stamina that you can draw on to 
  protect yourself from harm. On your turn, you can use a bonus action to 
  regain hit points equal to 1d10 + your fighter level. Once you use this 
  feature, you must finish a short or long rest before you can use it again.
  Great Weapon Fighting When you roll a 1 or 2 on a damage die for an 
  attack you make with a melee weapon that you are wielding with two 
  hands, you can reroll the die and must use the new roll, even if the new 
  roll is a 1 or a 2. The weapon must have the two-handed or versatile 
  property for you to gain this benefit.
  Protection When a creature you can see attacks a target other than 
  you that is within 5 feet of you, you can use your reaction to impose 
  disadvantage on the attack roll. You must be wielding a shield.
  
  402
  Iskadelle
  Shade of Grey Rogue
  CR 2; XP 450
    Low
    Moderate
    Advanced
    Elite
  Challenge CR 2 
  XP 450
  CR 6 
  XP 2,300
  CR 10 
  XP 5,900
  CR 14 
  XP 11,500
  Class / HD Rogue 2
  Rogue 6
  Rogue 10
  Rogue 14
  Size / Aln
  Medium NE  
  Half-Elf
  Medium NE  
  Half-Elf
  Medium NE  
  Half-Elf
  Medium NE  
  Half-Elf
  HP
  13
  29
  62
  84
  Armor 
  Class
  15
  17
  18
  19
  Speed
  Walk 30’
  Walk 30’
  Walk 30’
  Walk 30’
  NE; Medium Humanoid (Human, Elf)
  
  403
  Iskadelle
    Low
    Moderate
    Advanced
    Elite
  Ability 
  Scores / 
  Saves
  STR    13 (+1) 
  DEX   17 (+5) 
  CON  10 (+0) 
  INT    13 (+3) 
  WIS     7 (-2) 
  CHA  13 (+1)
  STR    13 (+1) 
  DEX   19 (+7) 
  CON  10 (+0) 
  INT    13 (+4) 
  WIS     7 (-2) 
  CHA  13 (+1)
  STR    15 (+2) 
  DEX   19 (+8) 
  CON  10 (+0) 
  INT    13 (+5) 
  WIS     7 (-2) 
  CHA  13 (+1)
  STR    16 (+3) 
  DEX   20 (+10) 
  CON  10 (+0) 
  INT    13 (+6) 
  WIS     7 (-2) 
  CHA  13 (+1)
  Skills
  -
  -
  -
  -
  Saves
  -
  -
  -
  -
  Vulnerabilities
  -
  -
  -
  -
  Immunities -
  -
  -
  -
  Senses
  Passive Perception 8
  +4 Thieves’ Tools
  Passive Perception 8
  +6 Thieves’ Tools
  Passive Perception 8
  +8 Thieves’ Tools
  Passive Perception 8
  +10 Thieves’ Tools
  Languages Common, Dwarvish, Elvish
  Attacks
  Melee Dagger +5 (1d4+3 ) 
  Ranged Dagger (Thrown) 20 
  ft.’: +5 (1d4+3); 60 ft.’: +5 
  (1d4+3) 
  Melee Sickle +3 (1d4+1 ) 
  Ranged Shortbow ) --> 30 
  ft.’: +5 (1d6+3); 120 ft.’: +5 
  (1d6+3) 
  Melee Dagger +7 (1d4+4 ) 
  Ranged Dagger (Thrown) 20 
  ft.’: +7 (1d4+4); 60 ft.’: +7 
  (1d4+4) 
  Melee Sickle (Weapon +1) 
  +5 (1d4+2 ) 
  Ranged Shortbow ) --> 30 
  ft.’: +7 (1d6+4); 120 ft.’: +7 
  (1d6+4) 
  Melee Dagger +8 (1d4+4 ) 
  Ranged Dagger (Thrown) 
  20 ft.’: +8 (1d4+4); 60 ft.’: 
  +8 (1d4+4) 
  Melee Sickle (Weapon +2) 
  +8 (1d4+4 ) 
  Ranged Shortbow ) --> 30 
  ft.’: +8 (1d6+4); 120 ft.’: 
  +8 (1d6+4) 
  Melee Dagger +10 (1d4+5 ) 
  Ranged Dagger (Thrown) 20 
  ft.’: +10 (1d4+5); 60 ft.’: 
  +10 (1d4+5) 
  Melee Sickle (Weapon +3) 
  +11 (1d4+6 ) 
  Ranged Shortbow ) --> 30 
  ft.’: +10 (1d6+5); 120 ft.’: 
  +10 (1d6+5) 
  Special
  -
  -
  -
  -
  Proficiencies
  Club, Crossbow (Hand), Crossbow (Light), Dagger, Dart, Greatclub, Handaxe, Javelin, Light Hammer, Longsword, Mace, 
  Quarterstaff, Rapier, Shortbow, Shortsword, Sickle, Sling, Spear, Unarmed Strike
  Special 
  Qualities
  Darkvision, Fey Ancestry, 
  Languages, Skill Versatility, 
  Cunning Action, Expertise, 
  Sneak Attack, Thieves’ Cant
  Darkvision, Fey Ancestry, 
  Languages, Skill Versatility, 
  Ability Score Improvement, 
  Cunning Action, Expertise, 
  Fast Hands, Roguish 
  Archetype, Second-Story 
  Work, Sneak Attack, Thief, 
  Thieves’ Cant, Uncanny 
  Dodge
  Darkvision, Fey Ancestry, 
  Languages, Skill Versatility, 
  Ability Score Improvement, 
  Cunning Action, Evasion, 
  Expertise, Fast Hands, 
  Roguish Archetype, Second-
  Story Work, Sneak Attack, 
  Supreme Sneak, Thief, 
  Thieves’ Cant, Uncanny 
  Dodge
  Darkvision, Fey Ancestry, 
  Languages, Skill Versatility, 
  Ability Score Improvement, 
  Blindsense, Cunning Action, 
  Evasion, Expertise, Fast 
  Hands, Reliable Talent, 
  Roguish Archetype, Second-
  Story Work, Sneak Attack, 
  Supreme Sneak, Thief, 
  Thieves’ Cant, Uncanny 
  Dodge, Use Magic Device
  Spell-
  casting
  -
  -
  -
  -
  Equipment
  Dagger; 
  sickle;
  studded leather armor;
  shortbow;
  arrows (20x)
  Dagger; 
  +1 sickle;
  +1 studded leather armor;
  shortbow;
  arrows (20x)
  Dagger; 
  +2 sickle;
  +2 studded leather 
  armor;
  shortbow;
  arrows (20x)
  Dagger; 
  +3 sickle;
  +3 studded leather armor;
  shortbow;
  arrows (20x)
  Special Abilities
  Darkvision Thanks to your elf blood, you have superior vision in dark and 
  dim conditions. You can see in dim light within 60 feet of you as if it were 
  bright light, and in darkness as if it were dim light. You can’t discern color 
  in darkness, only shades of gray.
  Fey Ancestry You have advantage on all saving throws against being 
  charmed or put to sleep.
  Languages You can speak, read, and write Common, Elvish, and one extra 
  language of your choice.
  Blindsense Starting at 14th level, if you are able to hear, you are aware of 
  the location of any hidden or invisible creature within 10 feet of you.
  Cunning Action Starting at 2nd level, your quick thinking and agility 
  allow you to move and act quickly. You can take a bonus action on each 
  
  404
  Iskadelle
  of your turns in combat. This action can be used only to take the Dash, 
  Disengage, or Hide action.
  Evasion Beginning at 7th level, you can nimbly dodge out of the way of 
  certain area effects, such as a red dragon’s fiery breath or an ice storm 
  spell. When you are subjected to an effect that allows you to make a 
  Dexterity saving throw to take only half damage, you instead take no 
  damage if you succeed on the saving throw, and only half damage if you 
  fail.
  Fast Hands Starting at 3rd level, you can use the bonus action granted 
  by your Cunning Action to make a Dexterity (Sleight of Hand) check, use 
  your thieves’ tools to disarm a trap or open a lock, or take the Use an 
  Object action.
  Reliable Talent By 11th level, you have refined your chosen skills until 
  they approach perfection. Whenever you make an ability check that lets 
  you add your proficiency bonus, you can treat a d20 roll of 9 or lower as 
  a 10.
  Roguish Archetype At 3rd level, you choose an archetype that you 
  emulate in the exercise of your rogue abilities. Your choice grants you 
  features at 3rd level and then again at 9th, 13th, and 17th level.
  Second-Story Work When you choose this archetype at 3rd level, you gain 
  the ability to climb faster than normal; climbing no longer costs you extra 
  movement. In addition, when you make a running jump, the distance you 
  cover increases by a number of feet equal to 5.
  Sneak Attack Beginning at 1st level, you know how to strike subtly and 
  exploit a foe’s distraction. Once per turn, you can deal an extra 7d6 
  damage to one creature you hit with an attack if you have advantage on 
  the attack roll. The attack must use a finesse or a ranged weapon. You 
  don’t need advantage on the attack roll if another enemy of the target 
  is within 5 feet of it, that enemy isn’t incapacitated, and you don’t have 
  disadvantage on the attack roll.
  Supreme Sneak Starting at 9th level, you have advantage on a Dexterity 
  (Stealth) check if you move no more than half your speed on the same 
  turn.
  Thief You hone your skills in the larcenous arts. Burglars, bandits, 
  cutpurses, and other criminals typically follow this archetype, but so 
  do rogues who prefer to think of themselves as professional treasure 
  seekers, explorers, delvers, and investigators. In addition to improving 
  your agility and stealth, you learn skills useful for delving into ancient 
  ruins, reading unfamiliar languages, and using magic items you normally 
  couldn’t employ.
  Thieves’ Cant During your rogue training you learned thieves’ cant, a 
  secret mix of dialect, jargon, and code that allows you to hide messages 
  in seemingly normal conversation. Only another creature that knows 
  thieves’ cant understands such messages. It takes four times longer 
  to convey such a message than it does to speak the same idea plainly. 
  In addition, you understand a set of secret signs and symbols used to 
  convey short, simple messages, such as whether an area is dangerous or 
  the territory of a thieves’ guild, whether loot is nearby, or whether the 
  people in an area are easy marks or will provide a safe house for thieves 
  on the run.
  Uncanny Dodge Starting at 5th level, when an attacker that you can see 
  hits you with an attack, you can use your reaction to halve the attack’s 
  damage against you.
  Use Magic Device By 13th level, you have learned enough about the 
  workings of magic that you can improvise the use of items even when 
  they are not intended for you. You ignore all class, race, and level 
  requirements on the use of magic items.
  
  405
  Tressedelle
  Tressedelle the Mistress
  
  406
  Tressedelle
  Tressedelle the Mistress
  Overview
  Sister to Iskadelle (p 405), she has made huge profit from 
  slavery, particularly of the kind involved in brothels.  
  Her continuing strife with her sister, whose villainous 
  mission is in direct opposition to Tressedelle’s own life, have 
  caused something of a turf war in recent months.  
  Things seem likely to escalate to some monumental 
  resolution soon.
  Appearance
  <>
  Background
  Tressedelle grew up the wilder of two twin sisters, always 
  getting into trouble with the law.  Around age 10, her sister 
  was apprehended for attacks and thievery Tressedelle herself 
  committed, and the guilty sister never spoke up about it.  
  Tressedelle partly regrets that, but moreso that her sister got 
  caught, not her own role in the events or even her failure to 
  come forward and clear her sister’s name.  Over time, she 
  has convinced herself that Iskadelle was mostly to blame, 
  in fact, for not having the wits about her to escape the 
  situation.
  Since that fateful day, her mother threw her out of the house 
  for her behavior—a circumstance that Tressedelle and her 
  mother had been evolving toward over the previous few 
  years, truth be told.
  Now on her own, Tressedelle leaned into her life of crime, 
  becoming known in the criminal underworld as a resourceful 
  and capable miscreant worth watching.
  Years passed, and her career blossomed; she adapted skills 
  and forged connections that eventually enabled her to 
  acquire a slaving business.  
  The irony of having effectively sold her sister into slavery 
  with her silence, and now herself owning a slave trade, 
  occured to Tressedelle for a mere moment before she picked 
  up the whip and literally started cracking.
  Since then, Tressedelle has only grown in power and 
  influence.  Hers is one of the major slaving intermediaries 
  in the Realm; those who claim slaves in combat or in 
  other circumstances sell their slaves by ones and twos to 
  Tressedelle, who deals in far greater numbers to large entites 
  such as armies, city-states, mining concerns, and sometimes, 
  far more macabre interests such as necromancy and darker 
  arts still.
  Demeanor
  Tressedelle effects a calm, pleasant demeanor, charming and 
  casual.  Just underneath, however, beats a demon’s heart, 
  cold and merciless, and focused on profit and traffic.
  Combat Tactics
  Tressedelle has only survived as long as she has through 
  the combination of being quite capable in combat, and 
  more importantly, being quite capable of avoiding combat 
  wherever possible.  
  She’s a firm believer that no matter how skilled a fighter 
  one is, the odds will simply catch up with you at some point 
  if you seek combat left and right.  Tressedelle has seen it all 
  too often in gladiator arenas and in her own guard staff.
  Modus Operandi
  These days, Tressedelle waits for sellers and buyers to come 
  to her; she’s so well-known that she hardly needs to seek 
  these partners out with intent.
  A rogue, mercenary, or highwayman will come to her with 
  one or two waifs.  Coin is exchanged, and they become 
  Tressedelle’s property.  
  Weeks later, Tressedelle will sign parchment with the leader 
  of a barbarian cult, and unload thirty such waifs into the 
  brutal care of a chieftain.
  These scenarios, and others much like them, play out dozens 
  of times a year, regardless of what laws might provisionally 
  govern the acts.
  Occasionally, when there is a dry spell in between contracts, 
  or when the mood strikes her, Tressedelle will send her 
  Binders in to an orphanage, or accost innocents on the road 
  in between towns, to rustle up young women and enslave 
  them on the spot.  Most will resist, but not to the point of 
  being wounded, at least subconsciously relying upon the law 
  of the land to prohibit what is happening to them.  
  Tressedelle has learned over the years that no matter what 
  laws man may have put in place, possession is truly nine 
  tenths of the law, whether one is talking about a mule or a 
  slave.
  Notoriety
  Tressedelle is well-known in the slave trade, and respected, 
  if that’s the right term for it.  
  She’s a tough negotiator, but fair once terms have been 
  agreed upon; she has never once reneged on a deal or 
  otherwise altered it, though until quills scrawl signatures, 
  she is cold-blooded and ruthless.
  Hooks, Integration, & Adventure 
  Seeds
  • Direct Attack: One of the PCs is captured and enslaved by 
  
  407
  Tressedelle
  
  408
  Tressedelle
  FlexTable 27: Tressedelle the Mistress Rumors & Lore
  A
  B
  C
  D
  DC
  Description
  Veracity
  -
  -
  -
  01-30
  -
  No Rumor
  No information is obtained.
  01-14
  01-14
  01-14
  31-39
  12
  Once, a sister watched 
  her twin be taken away to 
  slavery, blamed for crimes 
  she herself committed.
    True.  This is precisely what happened 
  to Iskadelle and Tressedelle.
  15-29
  15-30
  15-30
  01-30
  13
  A human female slaver 
  started from humble 
  beginnings, and escalated 
  in her life of crime to her 
  current position.
    True.  This is a rough cut of how 
  Tressedelle got to be who she is today.
  30-44
  31-45
  31-45
  31-39
  14
  Be careful on the 
  watchman’s road
  Lest Tressedelle round you 
  up!
  She’ll add you to her hefty 
  load
  And by your sale, come up!
    True.  Tressedelle will absolutely 
  enslave people on the spot if they are 
  alone and defenseless, and there are no 
  other travelers in sight.
  45-59
  46-60
  46-60
  40-49
  15
  Tressedelle the Mistress 
  specializes in rounding up 
  comely young people and 
  selling them to brothels and 
  into harems.
    True.  This is sadly one of 
  Tressedelle’s most profitable applications 
  of the slave trade.
  60-74
  60-69
  60-69
  50-59
  16
  Whether legal or outlawed, 
  it matters not: Tressedelle 
  will enslave you if she 
  catches you alone, to be sold 
  to a terrible fate.
    True.  This is cruelly accurate.
  75-89
  70-97
  70-94
  60-69
  11
  Tressedelle is a barbaric, 
  horrid devil in human guise, 
  walking the earth to enslave 
  the weak.
    False.  It might make Tressedelle’s 
  behavior somehow less horrific if she 
  were in fact anything but a normal human 
  without sympathy for her fellow man.
  90-00
  98-00
  95-00
  70-00
  13
  Tressedelle is a demon in 
  human form, enslaving 
  people not for resale to 
  armies or brothels, but to 
  serve her interests in a 
  necrotic underworld.
    False.  One might reasonably wonder 
  if this would be worse, or better, than 
  Tressedelle’s true nature.
  Tressedelle when wandering alone one day.  
    This is a fairly significant development which 
  should only be entered into with serious storytelling 
  commitment, as it splits the party and makes play that 
  much more challenging until the PCs are all reunited.
  • Plea of the Innocent: A spouse or child of someone who 
  was abducted by Tressedelle asks the party’s help in 
  getting their loved one back.
  • Competing Goals: Tressedelle stands for slavery.  The PCs 
  may have a moral objection to that.
  • Appeal from Authority: Law enforcement requests that 
  the PCs investigate disappearances of attractive teenagers 
  in the area.
  • Faction Quest: A church or other establishment asks the 
  party’s help in staunching the growth of brothels in the 
  city; it turns out this growth is made possible due to the 
  influx of sex slaves provided by Tressedelle.
  • Disappearing Regular: One of the more attractive 
  NPCs the party interacts with disappears; rumor is that 
  someone spotted that person in one of the brothels in 
  town.
  Habits and Logistics
  Tressedelle is ever mobile, leading a giant baggage train and 
  caravan across the Realm.  
  There is a 
    75% chance that this “slave train” is “parked” 
  just outside town, as Tressedelle has arrived to do business 
  (both on the supply and demand side of the slave trade) with 
  the city.
  The remaining time, Tressedelle is between cities, and the 
  train goes with her.
  
  409
  Tressedelle
  Conversation
  Tressedelle is charming and engaging, until she realizes the 
  PCs may have objections to her trade and practice.
  Do you deal in slaves?
   
    “We all deal in slaves, hun.  Marriage is slavery.  
  Employment is slavery.  Religion is slavery.  Hell, all of 
  politics is slavery.  Any town, any city, any nation, any 
  kingdom—slavery, all.  So yes, I do.  But so do you.”
  Did you abduct this person? 
  (This can be a general question about any victim, actual or 
  suspected.)
   
    “Maybe.  Hard to tell.  I prefer not to abduct, really; I 
  prefer to deal with those pre-enslaved.  Much easier, that 
  way, you understand.”
  Attitude Tracker Triggers
  Value
  Action
  <7
  Tressedelle will organize an attack on the PCs.
  <13
  If she sees them, Tressedelle will attack the 
  PCs.
  >18
  Tressedelle will offer slaves to the PCs at a 
  discount.
  >24
  Tressedelle will share her penchant for 
  abducting and enslaving new recruits to her 
  stable, and will offer that the PCs join and help 
  her in her next such endeavor.
  Organization
  Tressedelle has many guards and hirelings, all of whom 
  roughly fit into a similar profile.
  She can summon these at any time.  Each round after she 
  summons them, 
    1d4 appear.  Keep track of those she 
  summons; more reinfocements cannot arrive than exist in 
  the city.
  Henchmen, Retainers, and 
  Followers
  Binders: 
    4d8 available to Tressedelle at a given moment.  
  These are Barbarians, tasked primarily with roping in new 
  slaves, but also used as attackers and guards when needed.
  Lair / Residence
  Tressedelle’s “slave train” serves as her mobile residence, 
  office, and stock of product.
  Quests & Encounters
    Quest: Not By Choice, Least Not My 
  Own
    Summary: The PC s encounter an innocent in a brothel, 
  and are morally compelled to take action.
    Rewards:  Up to 
    5 Reward Stars.
    Locations: Any (urban, brothel).
    Key NPCs: Tressedelle the Mistress, Binders.
    Kickoff: The PCs are in an establishment of ill repute.  
  This need not be a brothel, per se, but it should involve 
  prostitution of some sort.  The party might be there 
  to partake of the services offered, or merely to gather 
  information as part of a grander design. 
   
  Specifically, the PCs encounter someone on the cusp of 
  adolescence, serving in a menial but nonsexual capacity.  
  If the party questions this person, they learn that s/
  he is here because they were enslaved while walking 
  on the road near town, and sold to the establishment.  
  The assumption is that once they fully blossom into 
  adolescence, the “investment” will pay off as the innocent 
  will be forced into the true trade of the institution.
    Description:
  Any situation in which this particular innocent is saved from 
  their current life merits 
    1 Reward Star.
  Freeing all innocents at this establishment merits a further 
    2 Reward Stars.
    2 Reward Stars goes to the party who prevents 
  Tressedelle from further villainous acts in the realm of 
  slavery.
  All of these rewards stack with each other.
  Each 10 minutes the PCs spend trying to deal with the 
  situation, there is a 
    20% chance that Tressedelle and 
    2d4 Binders arrive on the scene; if they discover the PCs 
  talking to the owner or any slaves, they will attack the party 
  immediately.
    If the PCs seek to free this innocent, it will cost them 
  2,500 gp if dealing directly with the establishment’s 
  owner.   
   
  There are 
    2d4 other innocents in similar plight to the 
  one with whom the PCs speak; the party may simply buy 
  out these “contracts” as well and free everyone in the 
  establishment’s employ there against their will. 
   
  Alternately, they may attempt the Skill Challenge below, 
  which may result in freeing one or more innocents, but 
  involves a “press your luck” sort of risk as well:
    Is This Really Worth It?
  The PCs gain a +1 competence bonus on all checks involved 
  in this Skill Challenge for each innocent who has already 
  been freed as a result of a Third Check success.  This bonus 
  applies to all subsequent checks the PCs may be called upon 
  
  410
  Tressedelle
  to make in this challenge; i.e., it does not apply only to the 
  Third Check.
  The PCs may voluntarily stop the discussion at any point, 
  and walk away with no further risk or impact.  For example, 
  if they manage to free 3 out of 5 innocents, they can walk 
  away, leaving 2 enslaved, but not putting the 3 freed at any 
  further risk.
  First Check: Diplomacy, opposed by the owner’s Sense 
  Motive.  The owner has a +3 circumstance bonus to this 
  check, owing to the fact that the line of discussion will be 
  coming somewhat out of nowhere.   
   
  Failure means the discussion (and the party’s chances for 
  success) are at an end; any innocents “freed” as a result 
  of successes in subsequent steps in this challenge are NOT 
  freed as a result of this failure.   
   
  Failure by 5 or more points not only terminates the 
  discussion and “cancels” any freed innocents, but also 
  summons Tressedelle and 
    2d4 Binders to the scene, who 
  immediately attacks the party. 
   
  Success advances to the Second Check.
  Second Check: Intimidate or Diplomacy, opposed by the 
  owner’s Bluff.  Failure reverts to the First Check; treat 
  failure by 5 or more points as though the PCs had failed at 
  the First Check.  Success advances to the Third Check.
  Third Check: Intimidate, opposed by the owner’s 
  Intimidate.  Failure reverts to the Second Check.   
   
  Success “frees” one innocent from the owner’s employ.   
   
  So long as there are any innocents remaining enslaved in the 
  owner’s employ, the PCs may re-attempt this Third Check 
  repeatedly to free them, as well.  
    Through whatever combination of factors, the PCs may 
  end up fighting Tressedelle.  Remember that regardless of 
  how many henchmen she arrives with, she can summon 
  more.   
   
  Tressedelle cannot be reasoned with, and will not cease 
  her attack once it has begun.
  
  411
  Tressedelle
  Tressedelle the Mistress
  CR 3; XP 700
    Low
    Moderate
    Advanced
    Elite
  Challenge CR 3 
  XP 700
  CR 7 
  XP 2,900
  CR 11 
  XP 7,200
  CR 15 
  XP 13,000
  Class / HD Fighter 3
  Fighter 7
  Fighter 11
  Fighter 15
  Size / Aln
  Medium CE 
  Human
  Medium CE 
  Human
  Medium CE 
  Human
  Medium CE 
  Human
  HP
  27
  64
  99
  151
  Armor 
  Class
  18
  21
  23
  25
  Speed
  Walk 30’
  Walk 30’
  Walk 30’
  Walk 30’
  Ability 
  Scores / 
  Saves
  STR    17  (+5) 
  DEX   13 (+1) 
  CON  14 (+4) 
  INT      8 (-1) 
  WIS   13 (+1) 
  CHA  17 (+3)
  STR    20  (+8) 
  DEX   14 (+2) 
  CON  14 (+5) 
  INT      8 (-1) 
  WIS   13 (+1) 
  CHA  17 (+3)
  STR    20  (+9) 
  DEX   14 (+2) 
  CON  16 (+7) 
  INT      8 (-1) 
  WIS   13 (+1) 
  CHA  17 (+3)
  STR    20  (+10) 
  DEX   16 (+3) 
  CON  18 (+9) 
  INT      8 (-1) 
  WIS   13 (+1) 
  CHA  17 (+3)
  Skills
  -
  -
  -
  -
  Saves
  -
  -
  -
  -
  Vulnerabilities
  -
  -
  -
  -
  Immunities -
  -
  -
  -
  Senses
  Passive Perception 11
  Armor - Disadvantage on 
  Stealth
  Passive Perception 11
  Armor - Disadvantage on 
  Stealth
  Passive Perception 11
  Armor - Disadvantage on 
  Stealth
  Passive Perception 11
  Armor - Disadvantage on 
  Stealth
  Languages Common, Giant
  Attacks
  Melee Mace +5 (1d6+5 ) 
  Ranged Crossbow, Light ) 
  --> 80 ft.’: +3 (1d8+1); 320 
  ft.’: +3 (1d8+1) 
  Melee Dagger +5 (1d4+5 ) 
  Ranged Dagger (Thrown) 20 
  ft.’: +5 (1d4+3); 60 ft.’: +5 
  (1d4+3) 
  Melee Mace (Weapon +1) 
  +9/+9 (1d6+8 ) 
  Ranged Crossbow, Light ) --> 
  80 ft.’: +5/+5 (1d8+2); 320 
  ft.’: +5/+5 (1d8+2) 
  Melee Dagger +8/+8 
  (1d4+7) 
  Ranged Dagger (Thrown) 20 
  ft.’: +8/+8 (1d4+5); 60 ft.’: 
  +8/+8 (1d4+5) 
  Melee Mace (Weapon +2) 
  +11/+11/+11 (1d6+9 ) 
  Ranged Crossbow, Light 
  ) --> 80 ft.’: +6/+6/+6 
  (1d8+2); 320 ft.’: 
  +6/+6/+6 (1d8+2) 
  Melee Dagger +9/+9/+9 
  (1d4+7 ) 
  Ranged Dagger (Thrown) 
  20 ft.’: +9/+9/+9 (1d4+5); 
  60 ft.’: +9/+9/+9 (1d4+5) 
  Melee Mace (Weapon +3) 
  +13/+13/+13 (1d6+10 )
  Ranged Crossbow, Light ) --> 
  80 ft.’: +8/+8/+8 (1d8+3); 
  320 ft.’: +8/+8/+8 (1d8+3) 
  Melee Dagger +10/+10/+10 
  (1d4+7 ) 
  Ranged Dagger (Thrown) 20 
  ft.’: +10/+10/+10 (1d4+5); 
  60 ft.’: +10/+10/+10 
  (1d4+5)
  Special
  -
  -
  -
  -
  CE; Medium Humanoid (Human)
  
  412
  Tressedelle
    Low
    Moderate
    Advanced
    Elite
  Proficiencies
  Battleaxe, Blowgun, Club, Crossbow (Hand), Crossbow (Heavy), Crossbow (Light), Dagger, Dart, Flail, Glaive, Greataxe, 
  Greatclub, Greatsword, Halberd, Handaxe, Javelin, Lance, Light Hammer, Longbow, Longsword, Mace, Maul, Morningstar, 
  Net, Pike, Quarterstaff, Rapier, Scimitar, Shortbow, Shortsword, Sickle, Sling, Spear, Trident, Unarmed Strike, War Pick, 
  Warhammer, Whip
  Special 
  Qualities
  Languages, Action Surge, 
  Champion, Fighting Style, 
  Improved Critical, Martial 
  Archetype, Second Wind, 
  Dueling
  Languages, Ability Score 
  Improvement, Action Surge, 
  Champion, Extra Attack, 
  Fighting Style, Improved 
  Critical, Martial Archetype, 
  Remarkable Athlete, Second 
  Wind, Dueling
  Languages, Ability Score 
  Improvement, Action Surge, 
  Additional Fighting Style, 
  Champion, Extra Attack, 
  Fighting Style, Improved 
  Critical, Indomitable, Martial 
  Archetype, Remarkable 
  Athlete, Second Wind, 
  Dueling, Protection 
  Languages, Ability Score 
  Improvement, Action Surge, 
  Additional Fighting Style, 
  Champion, Extra Attack, 
  Fighting Style, Improved 
  Critical, Indomitable, Martial 
  Archetype, Remarkable 
  Athlete, Second Wind, 
  Superior Critical, Dueling, 
  Protection
  Spell-
  casting
  -
  -
  -
  -
  Equipment
  Mace;
  half-plate armor;
  shield;
  light crossbow;
  crossbow bolts (10x);
  dagger
  +1 Mace;
  +1 half-plate armor;
  +1 shield;
  light crossbow;
  crossbow bolts (10x);
  dagger
  +2 Mace;
  +2 half-plate armor;
  +2 shield;
  light crossbow;
  crossbow bolts (10x);
  dagger
  +3 Mace;
  +3 half-plate armor;
  +3 shield;
  light crossbow;
  crossbow bolts (10x);
  dagger
  Special Abilities
  Languages You can speak, read, and write Common and one extra 
  language of your choice. Humans typically learn the languages of other 
  peoples they deal with, including obscure dialects. They are fond of 
  sprinkling their speech with words borrowed from other tongues: Orc 
  curses, Elvish musical expressions, Dwarvish military phrases, and so on.
  Action Surge Starting at 2nd level, you can push yourself beyond your 
  normal limits for a moment. On your turn, you can take one additional 
  action on top of your regular action and a possible bonus action. Once 
  you use this feature, you must finish a short or long rest before you can 
  use it again. You can use this feature 1 time(s) before a rest, but only once 
  on the same turn.
  Champion The archetypal Champion focuses on the development of raw 
  physical power honed to deadly perfection. Those who model themselves 
  on this archetype combine rigorous training with physical excellence to 
  deal devastating blows.
  Extra Attack Beginning at 5th level, you can attack twice, instead of once, 
  whenever you take the Attack action on your turn. The number of attacks 
  increases to three when you reach 11th level in this class and to four 
  when you reach 20th level in this class.
  Improved Critical Beginning when you choose this archetype at 3rd level, 
  your weapon attacks score a critical hit on a roll of 19 or 20.
  Indomitable Beginning at 9th level, you can reroll a saving throw that 
  you fail. If you do so, you must use the new roll, and you can’t use this 
  feature again until you finish a long rest. You can use this feature 2 time(s) 
  between long rests.
  Remarkable Athlete Starting at 7th level, you can add half your proficiency 
  bonus (round up) to any Strength, Dexterity, or Constitution check you 
  make that doesn’t already use your proficiency bonus. In addition, when 
  you make a running long jump, the distance you can cover increases by a 
  number of feet equal to +5.
  Second Wind You have a limited well of stamina that you can draw on to 
  protect yourself from harm. On your turn, you can use a bonus action to 
  regain hit points equal to 1d10 + your fighter level. Once you use this 
  feature, you must finish a short or long rest before you can use it again.
  Superior Critical Starting at 15th level, your weapon attacks score a critical 
  hit on a roll of 18-20.
  Dueling When you are wielding a melee weapon in one hand and no other 
  weapons, you gain a +2 bonus to damage rolls with that weapon.
  Protection 
  When a creature you can see attacks a target other than you that is within 
  5 feet of you, you can use your reaction to impose disadvantage on the 
  attack roll. You must be wielding a shield.
  
  413
  Tressedelle
  Table 30: Attitude Modifiers for Tressedelle the Mistress
  Starting Attitude:  
  18 (Indifferent)
  Name
  Condition
  Effect
  Notes
  Action
  PCs attack without provocation
  -15
  Does not stack with other attack-based modifiers
  Action
  PCs attack with provocation
  -10
  Does not stack with other attack-based modifiers
  Conversation
  PCs threaten violence
  -5
  -
  Action
  NPC witnesses the PCs commit a 
  crime
  +1
  Assumes the crime does not involve the NPC; stacks with 
  other modifiers that involve crimes against the NPC; does 
  not stack with other “witnesses crime” modifiers
  Action
  NPC witnesses the PCs commit 
  murder
  +2
  Assumes the crime does not involve the NPC; stacks with 
  other modifiers that involve crimes against the NPC; does 
  not stack with other “witnesses crime” modifiers
  Action
  NPC witnesses the PCs commit 
  murder in self-defense
  +1
  Assumes the crime does not involve the NPC; stacks with 
  other modifiers that involve crimes against the NPC; does 
  not stack with other “witnesses crime” modifiers
  Action
  Villain witnesses the PCs 
  discussing the villain and/or 
  their henchmen
  -4
  Does not stack with other “witness” modifiers
  Action
  PCs defend this NPC against 
  violence
  +10
  Does not stack with other “witness” modifiers
  Conversation
  PCs attempt a bribe (for 
  information, for action)
  -1
  GM’s discretion as to whether the bribe produces results 
  (positive or negative!)
  Conversation
  PCs share Rumors / Lore 
  +1
  Per each Rumor shared; maximum +4
  Extant
  One or more PCs have been 
  arrested
  +2
  Per offense, no limit
  Extant
  PCs have slain a guard, but have 
  not been caught
  +5
  Per offense, maximum -15 total
  Action
  PCs heal or “boon” this NPC
  +5
  Per healing spell/potion/skill check or beneficial spell or 
  effect; maximum +15
  Action
  PCs refuse to help when asked
  -3
  Per request; no maximum
  Action
  PCs agree to help when asked
  +4
  Per request; maximum +12
  Action
  NPC joins party for any length 
  of time
  +5
  Does not stack with subsequent iterations of itself 
  (maximum effect +5 no matter how many times NPC joins 
  party)
  Action
  PCs save this NPC’s life
  +15
  Either as part of a Quest, or as an offer made of the 
  party’s own initiative
  Conversation
  PCs fail at an Intimidate check 
  for any reason
  -2
  Per failed check; no maximum
  Investigation
  PCs discover something 
  fundamental about this villain’s 
  MO or deeds and/or discovers 
  lair or residence
  -10
  “Fundamental” is left to the GM to adjudicate; stacks with 
  other Investigation modifiers
  Investigation
  PCs rescue a victim, recover a 
  corpse, or otherwise “undo” or 
  find hard evidence of death at 
  the hands of this villain
  -10
  Initial and first-time-only; -2 per additional victim or 
  evidence beyond the first; no limit; stacks with other 
  Investigation modifiers
  Investigation
  PCs give evidence of this villain’s 
  crimes to authorities
  -8
  Stacks with other Investigation modifiers
  
  414
  Tressedelle
  Binder
  CR 2; XP 450
    Low
    Moderate
    Advanced
    Elite
  Challenge CR 2 
  XP 450
  CR 6 
  XP 2,300
  CR 10 
  XP 5,900
  CR 14 
  XP 11,500
  Class / HD Barbarian 2
  Barbarian 6
  Barbarian 10
  Barbarian 14
  Size / Aln
  Medium NE  
  Dwarf (Hill)
  Medium NE  
  Dwarf (Hill)
  Medium NE  
  Dwarf (Hill)
  Medium NE  
  Dwarf (Hill)
  HP
  26
  60
  93
  142
  Armor 
  Class
  17
  20
  22
  24
  Speed
  Walk 25’
  Walk 35’
  Walk 35’
  Walk 35’
  Ability 
  Scores / 
  Saves
  STR    15  (+4) 
  DEX   13 (+1) 
  CON  14 (+4) 
  INT    10 (+0) 
  WIS   10 (+0) 
  CHA  11 (+0)
  STR    16  (+6) 
  DEX   14 (+2) 
  CON  14 (+5) 
  INT    10 (+0) 
  WIS   10 (+0) 
  CHA  11 (+0)
  STR    18  (+8) 
  DEX   14 (+2) 
  CON  14 (+6) 
  INT    10 (+0) 
  WIS   10 (+0) 
  CHA  11 (+0)
  STR    20  (+10) 
  DEX   14 (+2) 
  CON  14 (+7) 
  INT    10 (+0) 
  WIS   10 (+0) 
  CHA  11 (+0)
  Skills
  -
  -
  -
  -
  Saves
  -
  -
  -
  -
  Vulnerabilities
  -
  -
  -
  -
  Immunities -
  -
  -
  -
  Senses
  Passive Perception 12
  Passive Perception 13
  Passive Perception 4
  Passive Perception 15
  Languages Common, Dwarvish
  Attacks
  Melee Battleaxe +4 (1d8+2) 
  Melee Handaxe +4 (1d6+2 ) 
  Ranged Handaxe (Thrown) 
  20 ft.’: +4 (1d6+2); 60 ft.’: 
  +4 (1d6+2) 
  Melee Battleaxe (Weapon 
  +1) +7/+7 (1d8+4 ) 
  Melee Handaxe +6/+6 
  (1d6+3 ) 
  Ranged Handaxe (Thrown) 
  20 ft.’: +6/+6 (1d6+3); 60 
  ft.’: +6/+6 (1d6+3) 
  Melee Battleaxe (Weapon 
  +2) +10/+10 (1d8+6 ) 
  Melee Handaxe +8/+8 
  (1d6+4 ) 
  Ranged Handaxe (Thrown) 
  20 ft.’: +8/+8 (1d6+4); 60 
  ft.’: +8/+8 (1d6+4) 
  Melee Battleaxe (Weapon 
  +3) +13/+13 (1d8+8 ) 
  Melee Handaxe +10/+10 
  (1d6+5 ) 
  Ranged Handaxe (Thrown) 
  20 ft.’: +10/+10 (1d6+5); 
  60 ft.’: +10/+10 (1d6+5) 
  Special
  -
  -
  -
  -
  Proficiencies
  Battleaxe, Blowgun, Club, Crossbow (Hand), Crossbow (Heavy), Crossbow (Light), Dagger, Dart, Flail, Glaive, Greataxe, 
  Greatclub, Greatsword, Halberd, Handaxe, Javelin, Lance, Light Hammer, Longbow, Longsword, Mace, Maul, Morningstar, 
  Net, Pike, Quarterstaff, Rapier, Scimitar, Shortbow, Shortsword, Sickle, Sling, Spear, Trident, Unarmed Strike, War Pick, 
  Warhammer, Whip
  NE; Medium Humanoid (Dwarf)
  
  415
  Tressedelle
    Low
    Moderate
    Advanced
    Elite
  Special 
  Qualities
  Darkvision, Dwarven 
  Combat Training, 
  Dwarven Resilience, 
  Dwarven Toughness, 
  Languages, Smith’s Tools, 
  Stonecunning, Tool 
  Proficiency, Danger Sense, 
  Rage, Reckless Attack, 
  Unarmored Defense 
  Darkvision, Dwarven 
  Combat Training, Dwarven 
  Resilience, Dwarven 
  Toughness, Languages, 
  Smith’s Tools, Stonecunning, 
  Tool Proficiency, Ability 
  Score Improvement, Danger 
  Sense, Extra Attack, Fast 
  Movement, Frenzy, Mindless 
  Rage, Path of the Berserker, 
  Primal Path, Rage, Reckless 
  Attack, Unarmored Defense 
  Darkvision, Dwarven 
  Combat Training, 
  Dwarven Resilience, 
  Dwarven Toughness, 
  Languages, Smith’s Tools, 
  Stonecunning, Tool 
  Proficiency, Ability Score 
  Improvement, Brutal 
  Critical, Danger Sense, Extra 
  Attack, Fast Movement, 
  Feral Instinct, Frenzy, 
  Intimidating Presence, Path 
  of the Berserker, Primal 
  Path, Rage, Reckless Attack, 
  Unarmored Defense 
  Darkvision, Dwarven 
  Combat Training, Dwarven 
  Resilience, Dwarven 
  Toughness, Languages, 
  Smith’s Tools, Stonecunning, 
  Tool Proficiency, Ability 
  Score Improvement, Brutal 
  Critical, Danger Sense, Extra 
  Attack, Fast Movement, Feral 
  Instinct, Frenzy, Path of the 
  Berserker, Primal Path, Rage, 
  Reckless Attack, Relentless 
  Rage, Retaliation, Unarmored 
  Defense 
  Spell-
  casting
  -
  -
  -
  -
  Equipment
  Battleaxe;
  breastplate;
  shield
  handaxes (2x)
  +1 Battleaxe;
  +1 breastplate;
  +1 shield
  handaxes (2x)
  +2 Battleaxe;
  +2 breastplate;
  +2 shield
  handaxes (2x)
  +3 Battleaxe;
  +3 breastplate;
  +3 shield
  handaxes (2x)
  Special Abilities
  Darkvision Accustomed to life underground, you have superior vision in 
  dark and dim conditions. You can see in dim light within 60 feet of you 
  as if it were bright light, and in darkness as if it were dim light. You can’t 
  discern color in darkness, only shades of gray.
  Dwarven Combat Training You have proficiency with the battleaxe, 
  handaxe, light hammer, and warhammer.
  Dwarven Resilience You have advantage on saving throws against poison, 
  and you have resistance against poison damage (explained in chapter 9).
  Dwarven Toughness Your hit point maximum increases by 1, and it 
  increases by 1 every time you gain a level.
  Languages You can speak, read, and write Common and Dwarvish. 
  Dwarvish is full of hard consonants and guttural sounds, and those 
  characteristics spill over into whatever other language a dwarf might 
  speak.
  Smith’s Tools Proficient with Artisan Smith’s Tools.
  Stonecunning Whenever you make an Intelligence (History) check related 
  to the origin of stonework, you are considered proficient in the History 
  skill and add double your proficiency bonus to the check, instead of your 
  normal proficiency bonus.
  Brutal Critical Beginning at 9th level, you can roll 2 additional weapon 
  damage die when determining the extra damage for a critical hit with a 
  melee attack.
  Danger Sense At 2nd level, you gain an uncanny sense of when things 
  nearby aren’t as they should be, giving you an edge when you dodge away 
  from danger. You have advantage on Dexterity saving throws against 
  effects that you can see, such as traps and spells. To gain this benefit, you 
  can’t be blinded, deafened, or incapacitated.
  Extra Attack Beginning at 5th level, you can attack twice, instead of once, 
  whenever you take the Attack action on your turn.
  Fast Movement Starting at 5th level, your speed increases by 10 feet 
  while you aren’t wearing heavy armor.
  Feral Instinct By 7th level, your instincts are so honed that you have 
  advantage on initiative rolls. Additionally, if you are surprised at the 
  beginning of combat and aren’t incapacitated, you can act normally on 
  your first turn, but only if you enter your rage before doing anything else 
  on that turn.
  Frenzy Starting when you choose this path at 3rd level, you can go into 
  a frenzy when you rage. If you do so, for the duration of your rage you 
  can make a single melee weapon attack as a bonus action on each of 
  your turns after this one. When your rage ends, you suffer one level of 
  exhaustion (as described in appendix A).
  Path of the Berserker For some barbarians, rage is a means to an end--that 
  end being violence. The Path of the Berserker is a path of untrammeled 
  fury, slick with blood. As you enter the berserker’s rage, you thrill in the 
  chaos of battle, heedless of your own health or well-being.
  Rage In battle, you fight with primal ferocity. On your turn, you can enter 
  a rage as a bonus action. While raging, you gain the following benefits if 
  you aren’t wearing heavy armor: You have advantage on Strength checks 
  and Strength saving throws. When you make a melee weapon attack 
  using Strength, you gain a bonus to the damage roll equal to 3. You have 
  resistance to bludgeoning, piercing, and slashing damage. If you are able 
  to cast spells, you can’t cast them or concentrate on them while raging. 
  Your rage lasts for 1 minute. It ends early if you are knocked unconscious 
  or if your turn ends and you haven’t attacked a hostile creature since your 
  last turn or taken damage since then. You can also end your rage on your 
  turn as a bonus action. Once you have raged the number of times equal 
  to 5, you must finish a long rest before you can rage again.
  Reckless Attack Starting at 2nd level, you can throw aside all concern 
  for defense to attack with fierce desperation. When you make your first 
  attack on your turn, you can decide to attack recklessly. Doing so gives 
  you advantage on melee weapon attack rolls using Strength during this 
  turn, but attack rolls against you have advantage until your next turn.
  Relentless Rage Starting at 11th level, your rage can keep you fighting 
  despite grievous wounds. If you drop to 0 hit points while you’re raging 
  and don’t die outright, you can make a DC 10 Constitution saving throw. 
  If you succeed, you drop to 1 hit point instead. Each time you use this 
  feature after the first, the DC increases by 5. When you finish a short or 
  long rest, the DC resets to 10.
  Retaliation Starting at 14th level, when you take damage from a creature 
  that is within 5 feet of you. you can use your reaction to make a melee 
  weapon attack against that creature.
  Unarmored Defense While you are not wearing any armor, your Armor 
  Class equals 10 + your Dexterity modifier + your Constitution modifier. 
  You can use a shield and still gain this benefit.
  
  416
  Tressedelle
  
  417
  Drethe
  Drethe
  
  418
  Drethe
  Drethe
  Overview
  Drethe is a Sorcerer with a lust for power, no matter the 
  cost. 
  Appearance
  <>
  Background
  Drethe comes from middle-class origins; her mother was 
  a sailor and merchant of middling success, and she never 
  knew her father, who she was told was a soldier who died 
  in a famous battle.  Through the years growing up, Drethe 
  heard rumors that her father was in fact the first mate of 
  her mother’s merchant vessel, who left after a tumultuous 
  liaison with the captain and was never seen again.
  In contrast to other villains, Drethe’s childhood was 
  unremarkable from the standpoint of tragedies and abuse.  
  She was well-treated and much beloved by the crew of the 
  ship, and on land, she took to managing the finances of the 
  family business.  She learned a diversity of skills in so doing, 
  and got to interact with all walks of life.
  One day, she was scrubbing the deck, when a shipmate fell 
  from great height.  Without thinking, she twisted her hands 
  and yelped in a language she had never understood, and the 
  shipmate was diverted to land in a pile of grain bags.
  In the bewildered aftermath of the incident, Drethe’s mother 
  told her that she had latent sorcerous powers.  Her father, it 
  seemed, was a sorcerer as well, though he kept his powers 
  hidden for fear of superstitious reprisals from ill-informed 
  cultures they encountered in their journies.
  Her mother told her that she should study, and hone, these 
  powers, and that they were a gift she should cherish.
  Drethe was heartbroken to leave her mother and her 
  shipmates, and the only home she had ever known.  But 
  there was no use trying to apprentice on the open seas, and 
  a merchant’s daughter could ill afford a private tutor to 
  accompany them.
  So she stayed on land, and apprenticed.  This turned out 
  to be little more than an indentured servitude, spiced with 
  medicore and halfhearted lessons a few times a week if she 
  was lucky.
  When Drethe learned of her mother’s death on the seas, of 
  the storm that had claimed that life and those of all aboard, 
  something snapped within her.  She realized her current 
  approach was a waste of time, and started to resent her 
  entire existence.
  Her nominal master and teacher was not an evil man, but 
  he just happened to react to this change in precisely the 
  worst manner that would have been possible.  He considered 
  discipline and focus the panacea to all that distracted one, 
  so he doubled her chores and refused to give any instruction 
  until she stopped “moping about”.
  Drethe reacted in a violent manner that would change her 
  life forever.  With what little powers she had learned of, she 
  attacked her instructor, and slew him.
  Alone, driftless, without a rudder or wheel, she wandered 
  through life for a few years, managing a living by helping 
  wherever help was needed.  
  Then, one day, she was ambushed on the road.  Her 
  possessions were meagre, but the highwayman took notice of 
  her spellbooks and other arcane materiel.  They questioned 
  her, and, discovering her abilities, offered her a job within 
  their ranks.  It turned out that one of their own number was 
  a sorcerer, of high will but low ability, sadly.
  The combination was formidable: Drethe would study and 
  absorb everything her new, eager mentor could tell her, 
  and he would delight to see his knowledge used with true 
  aptitude.
  Drethe would have happily continued in that pattern for the 
  rest of her life, were it not for a rival group of thieves who 
  sought to claim territory.  In the impromptu struggle that 
  ensued, Drethe was the sole survivor: her mentor and all her 
  new compatriots were slain, as were all of the attackers.
  Once more adrift, Drethe at least now knew the rudiments of 
  survival: amass allies, take what you wish by force, and keep 
  it with the same.
  Demeanor
  Drethe is mercurial, owing to the circumstance: jovial at 
  the tavern, ruthless on the battlefield, and cunning when 
  negotiating.  Her true self is cold, heartless, and neutral in 
  tone.
  Combat Tactics
  Drethe is always willing to fight; she views combat as a 
  means to resolve ambiguity.  If she wins, any struggle is 
  over; if she loses, then at least she knows.  Whatever matter 
  had escalated to that situation is resolved, either way.
  Drethe will use her henchmen as pawns, and as tools; she 
  has gathered a fair amount of tactical knowledge in her 
  journeys. 
  If reduced to fewer than 1/3 her maximum hit points, she 
  will flee if at all possible, though she will “spend” her 
  henchmen as though they were immediately replaceable even 
  when doing so.
  Modus Operandi
  Drethe wishes power and profit, in any form, and nothing 
  more.  In her heart of hearts, she yearns for stability, and 
  routine; the safety and surety of her mother’s ship and all 
  that accompanied it is what she would love most of all.  In 
  
  419
  Drethe
  
  420
  Drethe
  FlexTable 28: Drethe Rumors & Lore
  A
  B
  C
  D
  DC
  Description
  Veracity
  -
  -
  -
  01-30
  -
  No Rumor
  No information is obtained.
  01-14
  01-14
  01-14
  31-39
  12
  A sorceress who seems to 
  kill for fun will actually only 
  do so for profit.
    True.  Drethe will do anything at all 
  for profit.
  15-29
  15-30
  15-30
  01-30
  13
  A mercenary sorceress 
  attacks spell shops and 
  magic-arms shops, walking 
  in through the front door 
  with fireballs at the ready.
    True.  This described Drethe’s 
  approach to villainy.
  30-44
  31-45
  31-45
  31-39
  14
  A murderous sorceress will 
  kill for hire.
    Partially True.  Drethe is no assassin, 
  and does not view herself as such; 
  however, she has been known to take a 
  murder contract for substantial enough 
  profit.  Drethe is wise enough, in such 
  circumstances, to murder those who 
  employed her, either before, after, or 
  instead of the murder contract itself.
  45-59
  46-60
  46-60
  40-49
  15
  Drethe the tiefling sorceress 
  will pillage and murder 
  any shop, or any village, no 
  matter what the risk.
    True.  Though she’s no fool, and will 
  target the easier marks first.
  60-74
  60-69
  60-69
  50-59
  16
  Drethe the sorceress has 
  fleets of vile henchmen to 
  do her dirty work.
    True.  This is accurate; see 
  “Henchmen” below.
  75-89
  70-97
  70-94
  60-69
  11
  Drethe the mercenary 
  sorceress has led many an 
  adventuring party into an 
  ambush.
    False.  She has never adventured in 
  the conventional sense of the word, but 
  would happily betray the PCs if it was 
  profitable.
  90-00
  98-00
  95-00
  70-00
  13
  A murderous sorceress has a 
  taste for human flesh; that 
  pursuit drives her every 
  whim.
    False.  Drethe is no cannibal.
  her most self-aware moments, however, she realizes that she 
  will never again be capable of that, and so makes up for it by 
  gathering as much coin, jewel, and weapon as possible.
  Her villany is more fluid, and less discriminatory, than many 
  of her villainous brethren: she will attack, and slay, any one, 
  at any time, if she feels there is profit to be found.
  Her favorite targets are shops, particularly those selling 
  magic arms and armor, or magic shops specializing in 
  spellbooks, scrolls, rods, and the like.
  Although skilled at planning, much of the time, her 
  “strategy” is blatant: attack through the front door, spells 
  and swords at the ready.  More of then than not, the suprirse 
  and audacity of the move will result in a bloodless and 
  profitable encounter.
  Notoriety
  Drethe’s reputation as a thief and murderer has grown in 
  the last few years, to the point where local militia and other 
  groups are actively on the lookout for her and her comrades.
  Hooks, Integration, & Adventure 
  Seeds
  • Direct Attack: Drethe may simply attack the PCs, if she 
  views it profitable enough.  Higher-level PCs bristling with 
  valuables would be attractive targets.
  • Plea of the Innocent: The wife or child of someone who 
  was murdered in a raid by Drethe asks the party’s help to 
  discover the culprit.
  • Fringe Notice: Drethe is harrying this town with murder 
  after murder, and the PCs walk into one such store in the 
  aftermath.
  • Appeal from Authority: Town militia asks the party’s 
  help in hunting down this robber/murderer.
  • Collateral Damage: The PCs are in a shop when Drethe 
  attacks.
  • Disappearing Regular: Any shopkeeper with whom the 
  PCs regularly interact might be targeted by Drethe in her 
  attacks.
  • Dependency Interference: The PCs are told that 
  something they need can be bought at a local store.  
  
  421
  Drethe
  Approaching that store, they see it in ruins, the owner 
  charred to a crisp.  Drethe now has the artifact the party 
  seeks.
  Habits and Logistics
  Drethe moves from place to place quite frequently.  It’s as 
  likely that she takes a simple room in an inn above a tavern 
  than for her to rent high-class apartments for a few weeks.
  Drethe keeps quiet during the day, either drinking in 
  solitude, or sleeping off the previous evening’s activities.  
  There is a 
    75% chance she is in an inn room during 
  the daytime.  Drethe will be in such quarters sleeping, 
  conducting business, rewarding loyal followers with physical 
  favors, tending to wounds, researching spells, and so on.
  The remainder of the time, she is out and about, buying food, 
  recruiting new henchmen, investigating shops in town, and 
  that sort of thing.
  At night, there is only a 
    25% chance she will be in an 
  inn or tavern.  The remaining time, she will be conducitng 
  a robbery, or in the woods outside of town practicing her 
  sorcerous craft and honing her skills.
  Conversation
  Drethe’s primary motivation in any conversation is to 
  ascertain whether the other party has valuables, or if they 
  know where some might be obtained.
  Did you know this shopkeeper? 
  (This can be a general question about any victim, actual or 
  suspected.)
   
    “I don’t know; maybe I stopped into his shop on 
  occasion?”
  Did you have anything to do with this murder? 
  (This can be a general question about any victim, actual or 
  suspected.)
   
    “Not that you can prove, or that I would volunteer.  Do 
  I look like an idiot?  What kind of question is that to ask 
  someone?  If you ask an innocent, they’ll get flustered 
  and offended; if you ask the person who actually did it, 
  do you really truly think they’d admit it?”
  Attitude Tracker Triggers
  Value
  Action
  <7
  Drethe will coordinate an intentional, focused 
  attack on the PCs, using her entire force of 
  henchmen.
  <13
  Drethe will attack the PCs on sight, but will not 
  go out of her way to locate and assault them.
  >18
  Drethe will greet the PCs in friendly manner, 
  and will even offer acts of mild beneficial 
  sorcery (i.e, cantrips or 1st level spells).
  Value
  Action
  >24
  Drethe will confide her purpose to the PCs, 
  and offer that they can join her in her next 
  endeavor for an even split of the profit.
  Organization
  Drethe has many followers.  Most follow her for a share of 
  the profits; typical ratio offered is half for Drethe herself, 
  with the remainder being split evenly among all other 
  henchmen who participate in an attack.
  Some follow her out of a sheer delight of chaos, or simple 
  bloodlust.  Many of these may take a share of the spoils, but 
  would in truth do their deeds for free if it were necessary.
  A few view Drethe as more than a power-hungry sorceress: 
  they are either in love with her, or in love with the idea of 
  her, and follow her every will and command.  Drethe is more 
  than aware of such devotion, and makes optimal use of it: 
  these are the troops she sends to certain and obvious death 
  to secure escape, or to conduct a suicide assassination.
  Anywhere in an urban environment, Drethe may call out to 
  her followers, and they will flock to her aid.  Each round 
  after she hails them, 
    1d3 of each type of follower arrives 
  as reinforcements.  Keep track of those who join the battle 
  in such a manner; Drethe may not summon more henchmen 
  than she has in total.
  Henchmen, Retainers, and 
  Followers
  Rattlers: 
    3d6 in total at a given time.  These are vermin-
  like gnome Rogues who do dirty work for their mistress.
  Veins: Armored fighters who have pledged their lives to their 
  mistress, in exchange for either favors or the promise of a 
  cut of power once she conquers.  
    2d8 such warriors are 
  available to Drethe on a given day.
  Lair / Residence
  Drethe has no permanent residence, and will pick up shop 
  and move as the whim or need suits her, particularly when 
  law enforcement gets serious wind of the pattern of her 
  attacks.
  Quests & Encounters
    Quest: Resist the Raid
    Summary: A magic-items shop hires the PCs to prevent a 
  suspected raid attemtp by Drethe and her forces.
    Rewards:   50% discount off one item; unlimited 25% 
  discount for all others; lifetime 10% discount for all 
  wares from the shop; up to 
    3 Reward Stars.
    Locations: Any shop (urban).
  
  422
  Drethe
    Key NPCs: Drethe, Rattlers, Veins.
    Kickoff: The PCs can come by this Quest a number of 
  different ways. 
   
  They might be shopping, and in conversation, the 
  shopkeep asks them if they might be interested in some 
  defense / security work. 
   
  The shopkeep might encounter the PCs in a tavern, and 
  bring the topic up on her own. 
   
  The shopkeep might work through an intermediary: 
  if there is an Adventurers’ Guild, or other such “job 
  posting” sort of “quest funnel”, the party might learn of 
  the shop’s need in that manner.
    Description:
  The PCs are asked to defend the shop at night.  The shopkeep 
  claims that the shop hasn’t been doing so well, so they can 
  only afford to compensate the PCs with the discounts listed 
  above.
  In reality, the shop has been doing quite well, and the 
  shopkeep herself is quite rich; this knowledge is indeed why 
  Drethe seeks to attack the establishment in the first place.  
  The shopkeep knows that her secret of profits has been 
  leaked, and with the swath of recent robberies, she fears for 
  the safety of her coin and comfort.
  Each evening after the Quest is brought to the party’s 
  attention, there is a 
    15% chance that Drethe attacks.  So 
  the PCs may tire of the quest long before an assault actually 
  takes place.
  When the attack occurs, Drethe herself will lead it, along 
  with half of her total henchmen forces.  Remember that once 
  combat is joined, the sorceress can and will call out to her 
  remaining henchmen as reinforcements.
  If the attack occurs on the very first evening, the PCs 
  are in luck: only 
    25% of Drethe’s henchmen will be 
  in attendance, owing to the lack of advance warning the 
  sorceress has had that the shop has hired help.
    Talking Drethe out of her attack is fruitless, though if 
  it is judged to be in keeping with the party’s alignment 
  and character, it is worth 
    1 Reward Star to suffer a 
  round of attack from the sorceress while trying to talk 
  her down.
    Fighting Drethe is really the only option here, whether 
  the PCs like it or not.   Any scenario in which Drethe 
  withdraws is worth 
    1 Reward Star (this does not 
  stack with the reward below for killing Drethe). 
   
  If Drethe herself is slain, all remaining henchmen will 
  scatter immediately, and the party gains  
    2 Reward 
  Stars. 
   
  Both combat rewards stack with the “trying to talk her 
  out of it” reward listed above, so the best-case scenario is 
  a total of  
    3 Reward Stars for trying communications, 
  and then slaying the villainous sorceress.
  
  423
  Drethe
  Drethe
  CR 5; XP 1,800
    Low
    Moderate
    Advanced
    Elite
  Challenge CR 5 
  XP 1,800
  CR 9 
  XP 5,000
  CR 13 
  XP 10,000
  CR 17 
  XP 18,000
  Class / HD Wizard 1
  Wizard 6
  Wizard 10
  Wizard 14
  Size / Aln
  Medium CE 
  Tiefling
  Medium CE 
  Tiefling
  Medium CE 
  Tiefling
  Medium CE 
  Tiefling
  HP
  31
  54
  80
  99
  Armor 
  Class
  14
  14
  15
  16
  Speed
  Walk 30’
  Walk 30’
  Walk 30’
  Walk 30’;
  Fly 30’
  Ability 
  Scores / 
  Saves
  STR    12  (+1) 
  DEX   13 (+1) 
  CON  13 (+4) 
  INT    13 (+1) 
  WIS     8 (-1) 
  CHA  17 (+6)
  STR    12  (+1) 
  DEX   13 (+1) 
  CON  13 (+5) 
  INT    13 (+1) 
  WIS     8 (-1) 
  CHA  19 (+8)
  STR    12  (+1) 
  DEX   14 (+2) 
  CON  13 (+6) 
  INT    13 (+1) 
  WIS     8 (-1) 
  CHA  20 (+10)
  STR    12  (+1) 
  DEX   16 (+3) 
  CON  13 (+7) 
  INT    13 (+1) 
  WIS     8 (-1) 
  CHA  20 (+11)
  Skills
  -
  -
  -
  -
  Saves
  -
  -
  -
  -
  Vulnerabilities
  -
  -
  -
  -
  Immunities -
  -
  -
  -
  Senses
  Passive Perception 9
  Passive Perception 9
  Passive Perception 9
  Passive Perception 9
  Languages Common, Draconic, Infernal
  Attacks
  Ranged Crossbow, Light ) 
  --> 80 ft.’: -2 (1d8+1); 320 
  ft.’: -2 (1d8+1) 
  Melee Dagger +4 (1d4+1 ) 
  Ranged Dagger (Thrown) 20 
  ft.’: +4 (1d4+1); 60 ft.’: +4 
  (1d4+1) 
  Ranged Crossbow, Light ) --> 
  80 ft.’: -1 (1d8+1); 320 ft.’: 
  -1 (1d8+1) 
  Melee Dagger (Weapon +1) 
  +6 (1d4+2 ) 
  Ranged Dagger (Weapon +1/
  Thrown) 20 ft.’: +6 (1d4+2); 
  60 ft.’: +6 (1d4+2) 
  Ranged Crossbow, Light ) 
  --> 80 ft.’: +1 (1d8+2); 320 
  ft.’: +1 (1d8+2) 
  Melee Dagger (Weapon +2) 
  +9 (1d4+4 ) 
  Ranged *Dagger (Weapon 
  +2/Thrown) 20 ft.’: +9 
  (1d4+4); 60 ft.’: +9 
  (1d4+4) 
  Ranged Crossbow, Light ) --> 
  80 ft.’: +3 (1d8+3); 320 ft.’: 
  +3 (1d8+3) 
  Melee Dagger (Weapon +3) 
  +12 (1d4+6 ) 
  Ranged Dagger (Weapon 
  +3/Thrown) 20 ft.’: +12 
  (1d4+6); 60 ft.’: +12 
  (1d4+6) 
  Special
  -
  -
  -
  -
  Proficiencies
  Crossbow (Light), Dagger, Dart, Quarterstaff, Sling
  CE; Medium Humanoid (Tiefling)
  
  424
  Drethe
    Low
    Moderate
    Advanced
    Elite
  Special 
  Qualities
  Darkvision, Hellish 
  Resistance, Infernal Legacy, 
  Languages, Ability Score 
  Improvement, Cantrips, 
  Careful Spell, Creating 
  Spell Slots, Distant Spell, 
  Draconic Bloodline, 
  Draconic Resilience, Dragon 
  Ancestor, Flexible Casting, 
  Font of Magic, Metamagic, 
  Sorcerous Origin, Sorcery 
  Points, Spell Casting
  Darkvision, Hellish 
  Resistance, Infernal Legacy, 
  Languages, Ability Score 
  Improvement, Cantrips, 
  Careful Spell, Creating Spell 
  Slots, Distant Spell, Draconic 
  Bloodline, Draconic 
  Resilience, Dragon Ancestor, 
  Elemental Affinity, Flexible 
  Casting, Font of Magic, 
  Metamagic, Sorcerous 
  Origin, Sorcery Points, Spell 
  Casting
  Darkvision, Hellish 
  Resistance, Infernal Legacy, 
  Languages, Ability Score 
  Improvement, Cantrips, 
  Careful Spell, Creating 
  Spell Slots, Distant Spell, 
  Draconic Bloodline, 
  Draconic Resilience, 
  Dragon Ancestor, Elemental 
  Affinity, Empowered Spell, 
  Flexible Casting, Font 
  of Magic, Metamagic, 
  Sorcerous Origin, Sorcery 
  Points, Spell Casting 
  Darkvision, Hellish 
  Resistance, Infernal Legacy, 
  Languages, Ability Score 
  Improvement, Cantrips, 
  Careful Spell, Creating 
  Spell Slots, Distant Spell, 
  Draconic Bloodline, Draconic 
  Resilience, Dragon Ancestor, 
  Dragon Wings, Elemental 
  Affinity, Empowered Spell, 
  Flexible Casting, Font of 
  Magic, Metamagic, Sorcerous 
  Origin, Sorcery Points, Spell 
  Casting, Subtle Spell
  Spell-
  casting
  Save DC 14; Spell Atk +6
  3rd: blink; fireball
  2nd: hold person; 
  invisibility; knock
  1st: burning hands; charm 
  person; feather fall; fog 
  cloud
  Save DC 16; Spell Atk +8
  5th: dominate person
  4th: confusion; dimension 
  door; dominate beast
  3rd: blink; fear; fireball
  2nd: hold person; invisibility; 
  knock
  1st: burning hands; charm 
  person; feather fall; fog 
  cloud
  Save DC 18; Spell Atk +10
  7th: teleport
  6th: sunbeam
  5th: dominate person; wall 
  of stone
  4th: confusion; dimension 
  door; dominate beast
  3rd: blink; fear; fireball
  2nd: hold person; 
  invisibility; knock
  1st: burning hands; charm 
  person; feather fall; fog 
  cloud
  Save DC 19; Spell Atk +11
  9th: meteor swarm
  8th: incendiary cloud
  7th: teleport
  6th: sunbeam
  5th: dominate person; wall 
  of stone
  4th: confusion; dimension 
  door; dominate beast
  3rd: blink; fear; fireball
  2nd: hold person; invisibility; 
  knock
  1st: burning hands; charm 
  person; feather fall; fog cloud
  Equipment
  Light crossbow;
  crossbow bolts (10x);
  dagger
  Light crossbow;
  crossbow bolts (10x);
  +1 dagger
  Light crossbow;
  crossbow bolts (10x);
  +2 dagger
  Light crossbow;
  crossbow bolts (10x);
  +3 dagger
  Special Abilities
  Darkvision Thanks to your infernal heritage, you have superior vision in 
  dark and dim conditions. You can see in dim light within 60 feet of you 
  as if it were bright light, and in darkness as if it were dim light. You can’t 
  discern color in darkness, only shades of gray.
  Hellish Resistance You have resistance to fire damage.
  Infernal Legacy You know the thaumaturgy cantrip. Once you reach 3rd 
  level, you can cast the hellish rebuke spell once per day as a 2nd-level 
  spell. Once you reach 5th level, you can also cast the darkness spell once 
  per day. Charisma is your spellcasting ability for these spells. Spell save DC 
  19.
  Languages You can speak, read, and write Common and Infernal.
  Careful Spell When you cast a spell that forces other creatures to make a 
  saving throw, you can protect some of those creatures from the spell’s 
  full force. To do so, you spend 1 sorcery point and choose a number of 
  those creatures up to 5. A chosen creature automatically succeeds on its 
  saving throw against the spell.
  Creating Spell Slots Spell Slot Level-Sorcery Point Cost: 1st-2; 2nd-3; 
  3rd-5; 4th-6; 5th-7. Converting a Spell Slot to Sorcery Points. As a bonus 
  action on your turn, you can expend one spell slot and gain a number of 
  sorcery points equal to the slot’s level.
  Distant Spell When you cast a spell that has a range of 5 feet or greater, 
  you can spend 1 sorcery point to double the range of the spell. When you 
  cast a spell that has a range of touch, you can spend 1 sorcery point to 
  make the range of the spell 30 feet.
  Draconic Bloodline Your innate magic comes from draconic magic that 
  was mingled with your blood or that of your ancestors. Most often, 
  sorcerers with this origin trace their descent back to a mighty sorcerer of 
  ancient times who made a bargain with a dragon or who might even have 
  claimed a dragon parent. Some of these bloodlines are well established 
  in the world, but most are obscure. Any given sorcerer could be the 
  first of a new bloodline, as a result of a pact or some other exceptional 
  circumstance. You can speak, read, and write Draconic. Additionally, 
  whenever you make a Charisma check when interacting with dragons, 
  your proficiency bonus is doubled if it applies to the check.
  Draconic Resilience As magic flows through your body, it causes physical 
  traits of your dragon ancestors to emerge. At 1st level, your hit point 
  maximum increases by 1 and increases by 1 again whenever you gain a 
  level in this class. Additionally, parts of your skin are covered by a thin 
  sheen of dragon-like scales. When you aren’t wearing armor, your AC 
  equals 13 + your Dexterity modifier.
  Dragon Ancestor At 1st level, you choose one type of dragon as your 
  ancestor. The damage type associated with each dragon is used by 
  features you gain later. Black, Damage Type Acid. You can speak, read, and 
  write Draconic. Additionally, whenever you make a Charisma check when 
  interacting with dragons, your proficiency bonus is doubled if it applies to 
  the check.
  Dragon Wings At 14th level, you gain the ability to sprout a pair of 
  dragon wings from your back, gaining a flying speed equal to your current 
  speed. You can create these wings as a bonus action on your turn. They 
  last until you dismiss them as a bonus action on your turn. You can’t 
  manifest your wings while wearing armor unless the armor is made to 
  accommodate them, and clothing not made to accommodate your wings 
  might be destroyed when you manifest them.
  
  425
  Drethe
  Elemental Affinity Starting at 6th level, when you cast a spell that deals 
  damage of the type associated with your draconic ancestry, add 5 to 
  that damage. At the same time, you can spend 1 sorcery point to gain 
  resistance to that damage type for 1 hour. The damage bonus applies to 
  one damage roll of a spell, not multiple rolls.
  Empowered Spell When you roll damage for a spell, you can spend 1 
  sorcery point to reroll a number of the damage dice up to 5. You must 
  use the new rolls. You can use Empowered Spell even if you have already 
  used a different Metamagic option during the casting of the spell.
  Flexible Casting You can use your sorcery points to gain additional spell 
  slots, or sacrifice spell slots to gain additional sorcery points. You learn 
  other ways to use your sorcery points as you reach higher levels. Creating 
  Spell Slots. You can transform unexpended sorcery points into one spell 
  slot as a bonus action on your turn. The Creating Spell Slots table shows 
  the cost of creating a spell slot of a given level. You can create spell slots 
  no higher in level than 5th. The created spell slots vanish at the end of a 
  long rest.
  Font of Magic At 2nd level, you tap into a deep wellspring of magic within 
  yourself. This wellspring is represented by sorcery points, which allow you 
  to create a variety of magical effects.
  Sorcery Points You have 17 sorcery points. You can never have more 
  sorcery points than 17 at once. You regain all spent sorcery points when 
  you finish a long rest.
  Subtle Spell When you cast a spell, you can spend 1 sorcery point to cast 
  it without any somatic or verbal components.
  
  426
  Drethe
  Table 31: Attitude Modifiers for Drethe
  Starting Attitude:  
  14 (Indifferent)
  Name
  Condition
  Effect
  Notes
  Action
  PCs attack without provocation
  -15
  Does not stack with other attack-based modifiers
  Action
  PCs attack with provocation
  -10
  Does not stack with other attack-based modifiers
  Conversation
  PCs threaten violence
  -5
  -
  Action
  NPC witnesses the PCs commit a 
  crime
  +1
  Assumes the crime does not involve the NPC; stacks with 
  other modifiers that involve crimes against the NPC; does 
  not stack with other “witnesses crime” modifiers
  Action
  NPC witnesses the PCs commit 
  murder
  +2
  Assumes the crime does not involve the NPC; stacks with 
  other modifiers that involve crimes against the NPC; does 
  not stack with other “witnesses crime” modifiers
  Action
  NPC witnesses the PCs commit 
  murder in self-defense
  +1
  Assumes the crime does not involve the NPC; stacks with 
  other modifiers that involve crimes against the NPC; does 
  not stack with other “witnesses crime” modifiers
  Action
  Villain witnesses the PCs 
  discussing the villain and/or 
  their henchmen
  -4
  Does not stack with other “witness” modifiers
  Action
  PCs defend this NPC against 
  violence
  +10
  Does not stack with other “witness” modifiers
  Conversation
  PCs attempt a bribe (for 
  information, for action)
  -1
  GM’s discretion as to whether the bribe produces results 
  (positive or negative!)
  Conversation
  PCs share Rumors / Lore 
  +1
  Per each Rumor shared; maximum +4
  Extant
  One or more PCs have been 
  arrested
  +2
  Per offense, no limit
  Extant
  PCs have slain a guard, but have 
  not been caught
  +5
  Per offense, maximum -15 total
  Action
  PCs heal or “boon” this NPC
  +5
  Per healing spell/potion/skill check or beneficial spell or 
  effect; maximum +15
  Action
  PCs refuse to help when asked
  -3
  Per request; no maximum
  Action
  PCs agree to help when asked
  +4
  Per request; maximum +12
  Action
  NPC joins party for any length 
  of time
  +5
  Does not stack with subsequent iterations of itself 
  (maximum effect +5 no matter how many times NPC joins 
  party)
  Action
  PCs save this NPC’s life
  +15
  Either as part of a Quest, or as an offer made of the 
  party’s own initiative
  Conversation
  PCs fail at an Intimidate check 
  for any reason
  -2
  Per failed check; no maximum
  Investigation
  PCs discover something 
  fundamental about this villain’s 
  MO or deeds and/or discovers 
  lair or residence
  -10
  “Fundamental” is left to the GM to adjudicate; stacks with 
  other Investigation modifiers
  Investigation
  PCs rescue a victim, recover a 
  corpse, or otherwise “undo” or 
  find hard evidence of death at 
  the hands of this villain
  -10
  Initial and first-time-only; -2 per additional victim or 
  evidence beyond the first; no limit; stacks with other 
  Investigation modifiers
  Investigation
  PCs give evidence of this villain’s 
  crimes to authorities
  -8
  Stacks with other Investigation modifiers
  
  427
  Drethe
  Rattler
  CR 2; XP 450
    Low
    Moderate
    Advanced
    Elite
  Challenge CR 2 
  XP 450
  CR 6 
  XP 2,300
  CR 10 
  XP 5,900
  CR 14 
  XP 11,500
  Class / HD Rogue 2
  Rogue 6
  Rogue 10
  Rogue 14
  Size / Aln
  Small NE  
  Gnome (Rock)
  Small NE  
  Gnome (Rock)
  Small NE  
  Gnome (Rock)
  Small NE  
  Gnome (Rock)
  HP
  17
  44
  61
  82
  Armor 
  Class
  13
  15
  18
  19
  Speed
  Walk 25’
  Walk 25’
  Walk 25’
  Walk 25’
  Ability 
  Scores / 
  Saves
  STR    13  (+1) 
  DEX   15 (+4) 
  CON  13 (+1) 
  INT    12 (+3) 
  WIS     6 (-2) 
  CHA    7 (-2)
  STR    13  (+1) 
  DEX   17 (+6) 
  CON  13 (+1) 
  INT    12 (+4) 
  WIS     6 (-2) 
  CHA    7 (-2)
  STR    14  (+2) 
  DEX   20 (+9) 
  CON  13 (+1) 
  INT    12 (+5) 
  WIS     6 (-2) 
  CHA    7 (-2)
  STR    16  (+3) 
  DEX   20 (+10) 
  CON  13 (+1) 
  INT    12 (+6) 
  WIS     6 (-2) 
  CHA    7 (-2)
  Skills
  -
  -
  -
  -
  Saves
  -
  -
  -
  -
  Vulnerabilities
  -
  -
  -
  -
  Immunities -
  -
  -
  -
  Senses
  Passive Perception 8
  +4 Thieves’ Tools
  Passive Perception 8
  +6 Thieves’ Tools
  Passive Perception 8
  +8 Thieves’ Tools
  Passive Perception 8
  +10 Thieves’ Tools
  Languages Common, Gnomish
  Attacks
  Melee Mace (Small) +3 
  (1d6+1 ) 
  Melee Dagger (Small) +4 
  (1d4+2 ) 
  Ranged  Dagger (Small/
  Thrown) 20 ft.’: +4 
  (1d4+2); 60 ft.’: +4 
  (1d4+2) 
  Ranged Shortbow (Small) ) 
  --> 30 ft.’: +4 (1d6+2); 120 
  ft.’: +4 (1d6+2) 
  Melee Dagger (Small) +6 
  (1d4+3 ) 
  Ranged nged Dagger (Small/
  Thrown) 20 ft.’: +6 (1d4+3); 
  60 ft.’: +6 (1d4+3) 
  Melee Mace (Weapon +1) 
  (Small) +5 (1d6+2 ) 
  Ranged Shortbow (Small) ) 
  --> 30 ft.’: +6 (1d6+3); 120 
  ft.’: +6 (1d6+3) 
  Melee Dagger (Small) +9 
  (1d4+5 ) 
  Ranged Dagger (Small/
  Thrown) 20 ft.’: +9 
  (1d4+5); 60 ft.’: +9 
  (1d4+5) 
  Melee Mace (Weapon +2) 
  (Small) +8 (1d6+4 ) 
  Ranged Shortbow (Small) ) 
  --> 30 ft.’: +9 (1d6+5); 120 
  ft.’: +9 (1d6+5) 
  Melee Dagger (Small) +10 
  (1d4+5 ) 
  Ranged Dagger (Small/
  Thrown) 20 ft.’: +10 
  (1d4+5); 60 ft.’: +10 
  (1d4+5) 
  Melee Mace (Weapon +3) 
  (Small) +11 (1d6+6 ) 
  Ranged Shortbow (Small) ) 
  --> 30 ft.’: +10 (1d6+5); 120 
  ft.’: +10 (1d6+5) 
  Special
  -
  -
  -
  -
  Proficiencies
  Club, Crossbow (Hand), Crossbow (Light), Dagger, Dart, Greatclub, Handaxe, Javelin, Light Hammer, Longsword, Mace, 
  Quarterstaff, Rapier, Shortbow, Shortsword, Sickle, Sling, Spear, Unarmed Strike
  NE; Small Humanoid (Gnome)
  
  428
  Drethe
    Low
    Moderate
    Advanced
    Elite
  Special 
  Qualities
  Artificer’s Lore, Darkvision, 
  Gnome Cunning, Languages, 
  Tinker, Tinker’s Tools, 
  Cunning Action, Expertise, 
  Sneak Attack, Thieves’ Cant
   Artificer’s Lore, Darkvision, 
  Gnome Cunning, Languages, 
  Tinker, Tinker’s Tools, 
  Ability Score Improvement, 
  Cunning Action, Expertise, 
  Fast Hands, Roguish 
  Archetype, Second-Story 
  Work, Sneak Attack, Thief, 
  Thieves’ Cant, Uncanny 
  Dodge
  Artificer’s Lore, Darkvision, 
  Gnome Cunning, 
  Languages, Tinker, Tinker’s 
  Tools, Ability Score 
  Improvement, Cunning 
  Action, Evasion, Expertise, 
  Fast Hands, Roguish 
  Archetype, Second-Story 
  Work, Sneak Attack, 
  Supreme Sneak, Thief, 
  Thieves’ Cant, Uncanny 
  Dodge 
  Artificer’s Lore, Darkvision, 
  Gnome Cunning, Languages, 
  Tinker, Tinker’s Tools, 
  Ability Score Improvement, 
  Blindsense, Cunning Action, 
  Evasion, Expertise, Fast 
  Hands, Reliable Talent, 
  Roguish Archetype, Second-
  Story Work, Sneak Attack, 
  Supreme Sneak, Thief, 
  Thieves’ Cant, Uncanny 
  Dodge, Use Magic Device 
  Spell-
  casting
  -
  -
  -
  -
  Equipment
  Mace (small);
  dagger (small);
  leather armor;
  shortbow (small);
  arrows (20x)
  +1 Mace (small);
  dagger (small);
  +1 leather armor;
  shortbow (small);
  arrows (20x)
  +2 Mace (small);
  dagger (small);
  +2 leather armor;
  shortbow (small);
  arrows (20x)
  +3 Mace (small);
  dagger (small);
  +3 leather armor;
  shortbow (small);
  arrows (20x)
  Special Abilities
  Artificer’s Lore Whenever you make a History check related to magic 
  items, alchemical objects, ar technological devices, you can add twice 
  your proficiency bonus (10), instead of any proficiency bonus you 
  normally appIy.
  Darkvision Accustomed to life underground, you have superior vision in 
  dark and dim conditions. You can see in dim light within 60 feet of you 
  as if it w ere bright light, and in darkness as if it were dim light. You can’t 
  discern color in darkness, only shades of gray.
  Gnome Cunning You have advantage on all Intelligence, Wisdom, and 
  Charisma saving throws against magic.
  Languages You can speak, read, and write Common and Gnomish. The 
  Gnomish language, which uses the Dwarvish script, is renowned for its 
  technical treatises and its catalogs of knowledge about the natural world.
  Tinker You have proficiency with tinker’s tools. Using those tools, you can 
  spend 1 hour and 10 gp worth of materiaIs to construct a Tiny clockwork 
  device (AC 5, 1 hp). The device ceases to function after 24 hours. (unless 
  you spend 1 hour repairing it to keep the device functioning), or when 
  you use your action to dismantle it; at that time, you can reclaim the 
  materiaIs used to create it. You can have up to three such devices active 
  at a time. When you create a device, choose one of the following options: 
  Clockwork Toy: This toy is a clockwork animal or person, such as a frog, 
  mouse, bird, or soldier. When placed on the ground, the toy moves 5 feet 
  across the ground on each of your turns in a random direction. It makes 
  noises as appropriate to the creature it represents. Fire Starter: The device 
  produces a miniature flame, which you can use to light something like a 
  candle, torch, or campfire. Using the device requires your action. Music 
  Box: When opened, this music box plays a single song at a moderate 
  volume. The box stops playing when it reaches the song’s end or when it 
  is closed.
  Tinker’s Tools Proficient with Artisan Tinker’s Tools.
  Blindsense Starting at 14th level, if you are able to hear, you are aware of 
  the location of any hidden or invisible creature within 10 feet of you.
  Cunning Action Starting at 2nd level, your quick thinking and agility 
  allow you to move and act quickly. You can take a bonus action on each 
  of your turns in combat. This action can be used only to take the Dash, 
  Disengage, or Hide action.
  Evasion Beginning at 7th level, you can nimbly dodge out of the way of 
  certain area effects, such as a red dragon’s fiery breath or an ice storm 
  spell. When you are subjected to an effect that allows you to make a 
  Dexterity saving throw to take only half damage, you instead take no 
  damage if you succeed on the saving throw, and only half damage if you 
  fail.
  Fast Hands Starting at 3rd level, you can use the bonus action granted 
  by your Cunning Action to make a Dexterity (Sleight of Hand) check, use 
  your thieves’ tools to disarm a trap or open a lock, or take the Use an 
  Object action.
  Reliable Talent By 11th level, you have refined your chosen skills until 
  they approach perfection. Whenever you make an ability check that lets 
  you add your proficiency bonus, you can treat a d20 roll of 9 or lower as 
  a 10.
  Second-Story Work When you choose this archetype at 3rd level, you 
  gain the ability to climb faster than normal; climbing no longer costs 
  you extra movement. In addition, when you make a running jump, the 
  distance you cover increases by a number of feet equal to 5.
  Sneak Attack Beginning at 1st level, you know how to strike subtly and 
  exploit a foe’s distraction. Once per turn, you can deal an extra 7d6 
  damage to one creature you hit with an attack if you have advantage on 
  the attack roll. The attack must use a finesse or a ranged weapon. You 
  don’t need advantage on the attack roll if another enemy of the target 
  is within 5 feet of it, that enemy isn’t incapacitated, and you don’t have 
  disadvantage on the attack roll.
  Supreme Sneak Starting at 9th level, you have advantage on a Dexterity 
  (Stealth) check if you move no more than half your speed on the same 
  turn.
  Thief You hone your skills in the larcenous arts. Burglars, bandits, 
  cutpurses, and other criminals typically follow this archetype, but so 
  do rogues who prefer to think of themselves as professional treasure 
  seekers, explorers, delvers, and investigators. In addition to improving 
  your agility and stealth, you learn skills useful for delving into ancient 
  ruins, reading unfamiliar languages, and using magic items you normally 
  couldn’t employ.
  Thieves’ Cant During your rogue training you learned thieves’ cant, a 
  secret mix of dialect, jargon, and code that allows you to hide messages 
  in seemingly normal conversation. Only another creature that knows 
  thieves’ cant understands such messages. It takes four times longer 
  to convey such a message than it does to speak the same idea plainly. 
  In addition, you understand a set of secret signs and symbols used to 
  convey short, simple messages, such as whether an area is dangerous or 
  the territory of a thieves’ guild, whether loot is nearby, or whether the 
  people in an area are easy marks or will provide a safe house for thieves 
  on the run.
  Uncanny Dodge Starting at 5th level, when an attacker that you can see 
  
  429
  Drethe
  hits you with an attack, you can use your reaction to halve the attack’s 
  damage against you.
  Use Magic Device By 13th level, you have learned enough about the 
  workings of magic that you can improvise the use of items even when 
  they are not intended for you. You ignore all class, race, and level 
  requirements on the use of magic items.
  
  430
  Drethe
  Vein
  CR 2; XP 450
    Low
    Moderate
    Advanced
    Elite
  Challenge CR 2 
  XP 450
  CR 6 
  XP 2,300
  CR 10 
  XP 5,900
  CR 14 
  XP 11,500
  Class / HD Fighter 2
  Fighter 6
  Fighter 10
  Fighter 14
  Size / Aln
  Medium CE  
  Dwarf (Hill)
  Medium CE  
  Dwarf (Hill)
  Medium CE  
  Dwarf (Hill)
  Medium CE  
  Dwarf (Hill)
  HP
  19
  48
  92
  154
  Armor 
  Class
  17
  18
  19
  20
  Speed
  Walk 25’
  Walk 25’
  Walk 25’
  Walk 25’
  Ability 
  Scores / 
  Saves
  STR    17  (+5) 
  DEX   15 (+2) 
  CON  15 (+4) 
  INT      5 (-3) 
  WIS   11 (+0) 
  CHA  11 (+0)
  STR    20  (+8) 
  DEX   15 (+2) 
  CON  16 (+6) 
  INT      5 (-3) 
  WIS   11 (+0) 
  CHA  11 (+0)
  STR    20  (+9) 
  DEX   15 (+2) 
  CON  18 (+8) 
  INT      5 (-3) 
  WIS   11 (+0) 
  CHA  11 (+0)
  STR    20  (+10) 
  DEX   17 (+3) 
  CON  20 (+10) 
  INT      5 (-3) 
  WIS   11 (+0) 
  CHA  11 (+0)
  Skills
  -
  -
  -
  -
  Saves
  -
  -
  -
  -
  Vulnerabilities
  -
  -
  -
  -
  Immunities -
  -
  -
  -
  Senses
  Passive Perception 12
  Armor - Disadvantage on 
  Stealth
  Passive Perception 13
  Armor - Disadvantage on 
  Stealth
  Passive Perception 14
  Armor - Disadvantage on 
  Stealth
  Passive Perception 15
  Armor - Disadvantage on 
  Stealth
  Languages Common, Dwarvish
  Attacks
  Melee Halberd +5 (1d10+3)
  Melee Dagger +5 (1d4+3 ) 
  Ranged Dagger (Thrown) 20 
  ft.’: +5 (1d4+3); 60 ft.’: +5 
  (1d4+3) 
  Ranged Crossbow, Heavy ) 
  --> 100 ft.’: +4 (1d10+2); 
  400 ft.’: +4 (1d10+2) 
  Melee +1 Halberd +9/+9 
  (1d10+6)
  Melee Dagger +8/+8 
  (1d4+5) 
  Ranged Dagger (Thrown) 20 
  ft.’: +8/+8 (1d4+5); 60 ft.’: 
  +8/+8 (1d4+5) 
  Ranged Crossbow, Heavy 
  ) --> 100 ft.’: +5/+5 
  (1d10+2); 400 ft.’: +5/+5 
  (1d10+2) 
  Melee +2 Halberd +11/+11 
  (1d10+7)
  Melee Dagger +9/+9 
  (1d4+5 ) 
  Ranged Dagger (Thrown) 
  20 ft.’: +9/+9 (1d4+5); 60 
  ft.’: +9/+9 (1d4+5) 
  Ranged Crossbow, Heavy 
  ) --> 100 ft.’: +6/+6 
  (1d10+2); 400 ft.’: +6/+6 
  (1d10+2) 
  Melee +3 Halberd 
  +13/+13/+13 (1d10+8)
  Melee Dagger +10/+10/+10 
  (1d4+5 ) 
  Ranged Dagger (Thrown) 20 
  ft.’: +10/+10/+10 (1d4+5); 
  60 ft.’: +10/+10/+10 
  (1d4+5) 
  Ranged Crossbow, Heavy 
  ) --> 100 ft.’: +8/+8/+8 
  (1d10+3); 400 ft.’: 
  +8/+8/+8 (1d10+3) 
  Special
  -
  -
  -
  -
  CE; Medium Humanoid (Dwarf)
  
  431
  Drethe
    Low
    Moderate
    Advanced
    Elite
  Proficiencies
  Battleaxe, Blowgun, Club, Crossbow (Hand), Crossbow (Heavy), Crossbow (Light), Dagger, Dart, Flail, Glaive, Greataxe, 
  Greatclub, Greatsword, Halberd, Handaxe, Javelin, Lance, Light Hammer, Longbow, Longsword, Mace, Maul, Morningstar, 
  Net, Pike, Quarterstaff, Rapier, Scimitar, Shortbow, Shortsword, Sickle, Sling, Spear, Trident, Unarmed Strike, War Pick, 
  Warhammer, Whip
  Special 
  Qualities
  Darkvision, Dwarven 
  Combat Training, 
  Dwarven Resilience, 
  Dwarven Toughness, 
  Languages, Mason’s 
  Tools, Stonecunning, Tool 
  Proficiency, Action Surge, 
  Fighting Style, Second 
  Wind, Great Weapon 
  Fighting
  Darkvision, Dwarven Combat 
  Training, Dwarven Resilience, 
  Dwarven Toughness, 
  Languages, Mason’s 
  Tools, Stonecunning, Tool 
  Proficiency, Ability Score 
  Improvement, Action Surge, 
  Champion, Extra Attack, 
  Fighting Style, Improved 
  Critical, Martial Archetype, 
  Second Wind, Great Weapon 
  Fighting
  Darkvision, Dwarven 
  Combat Training, 
  Dwarven Resilience, 
  Dwarven Toughness, 
  Languages, Mason’s 
  Tools, Stonecunning, Tool 
  Proficiency, Ability Score 
  Improvement, Action Surge, 
  Additional Fighting Style, 
  Champion, Extra Attack, 
  Fighting Style, Improved 
  Critical, Indomitable, Martial 
  Archetype, Remarkable 
  Athlete, Second Wind, 
  Great Weapon Fighting, 
  Protection
  Darkvision, Dwarven Combat 
  Training, Dwarven Resilience, 
  Dwarven Toughness, 
  Languages, Mason’s 
  Tools, Stonecunning, Tool 
  Proficiency, Ability Score 
  Improvement, Action Surge, 
  Additional Fighting Style, 
  Champion, Extra Attack, 
  Fighting Style, Improved 
  Critical, Indomitable, Martial 
  Archetype, Remarkable 
  Athlete, Second Wind, Great 
  Weapon Fighting, Protection 
  Spell-
  casting
  -
  -
  -
  -
  Equipment
  Halberd;
  half plate armor;
  dagger;
  heavy crossbow;
  crossbow bolts (10x)
  +1 Halberd;
  +1 half plate armor;
  dagger;
  heavy crossbow;
  crossbow bolts (10x)
  +2 Halberd;
  +2 half plate armor;
  dagger;
  heavy crossbow;
  crossbow bolts (10x)
  +3 Halberd;
  +3 half plate armor;
  dagger;
  heavy crossbow;
  crossbow bolts (10x)
  Special Abilities
  Darkvision Accustomed to life underground, you have superior vision in 
  dark and dim conditions. You can see in dim light within 60 feet of you 
  as if it were bright light, and in darkness as if it were dim light. You can’t 
  discern color in darkness, only shades of gray.
  Dwarven Combat Training You have proficiency with the battleaxe, 
  handaxe, light hammer, and warhammer.
  Dwarven Resilience You have advantage on saving throws against poison, 
  and you have resistance against poison damage (explained in chapter 9).
  Dwarven Toughness Your hit point maximum increases by 1, and it 
  increases by 1 every time you gain a level.
  Languages You can speak, read, and write Common and Dwarvish. 
  Dwarvish is full of hard consonants and guttural sounds, and those 
  characteristics spill over into whatever other language a dwarf might 
  speak.
  Mason’s Tools Proficient with Artisan Mason’s Tools.
  Stonecunning Whenever you make an Intelligence (History) check related 
  to the origin of stonework, you are considered proficient in the History 
  skill and add double your proficiency bonus to the check, instead of your 
  normal proficiency bonus.
  Tool Proficiency You gain proficiency with the artisan’s tools of your 
  choice: smith’s tools, brewer’s supplies, or mason’s tools.
  Action Surge Starting at 2nd level, you can push yourself beyond your 
  normal limits for a moment. On your turn, you can take one additional 
  action on top of your regular action and a possible bonus action. Once 
  you use this feature, you must finish a short or long rest before you can 
  use it again. You can use this feature 1 time(s) before a rest, but only once 
  on the same turn.
  Champion The archetypal Champion focuses on the development of raw 
  physical power honed to deadly perfection. Those who model themselves 
  on this archetype combine rigorous training with physical excellence to 
  deal devastating blows.
  Extra Attack Beginning at 5th level, you can attack twice, instead of once, 
  whenever you take the Attack action on your turn. The number of attacks 
  increases to three when you reach 11th level in this class and to four 
  when you reach 20th level in this class.
  Improved Critical Beginning when you choose this archetype at 3rd level, 
  your weapon attacks score a critical hit on a roll of 19 or 20.
  Indomitable Beginning at 9th level, you can reroll a saving throw that you 
  fail. If you do so, you must use the new roll, and you can’t use this feature 
  again until you finish a long rest. You can use this feature 2 time(s) 
  between long rests.
  Remarkable Athlete Starting at 7th level, you can add half your proficiency 
  bonus (round up) to any Strength, Dexterity, or Constitution check you 
  make that doesn’t already use your proficiency bonus. In addition, when 
  you make a running long jump, the distance you can cover increases by a 
  number of feet equal to +5.
  Second Wind You have a limited well of stamina that you can draw on to 
  protect yourself from harm. On your turn, you can use a bonus action to 
  regain hit points equal to 1d10 + your fighter level. Once you use this 
  feature, you must finish a short or long rest before you can use it again.
  Great Weapon Fighting When you roll a 1 or 2 on a damage die for an 
  attack you make with a melee weapon that you are wielding with two 
  hands, you can reroll the die and must use the new roll, even if the new 
  roll is a 1 or a 2. The weapon must have the two-handed or versatile 
  property for you to gain this benefit.
  Protection When a creature you can see attacks a target other than 
  you that is within 5 feet of you, you can use your reaction to impose 
  disadvantage on the attack roll. You must be wielding a shield.
  
  432
  Nocturnne
  
  433
  Nocturnne
  Nocturnne
  
  434
  Nocturnne
  Nocturnne
  Overview
  An assassin who works for barter: a life for a life.  Her 
  payment is that her client must either kill someone she 
  wishes slain, or themselves offer a death in payment.
  Appearance
  <>
  Background
  Nocturnne, born Alicia, comes from humble, though safe, 
  origins, the daughter of workers in a fish-gutting factory.  
  Although not mistreated, she was malcontent, and ran away 
  from home not long after adolescence.
  She attempted a life of crime, and grew in skill rapidly.  
  Within a few years, she had become a formdiable member 
  of underworld society, her talents respected and in much 
  demand.
  However, Alicia grew bored of that life, as well.  Thieving 
  was too easy for her, and although she appreciated what coin 
  could buy, something deep within her urged for something 
  greater, something more visceral than theft could provide.
  Adopting her new name of Nocturnne, she became an 
  assassin.  Overnight, it seemed, the thief Alicia effectively 
  vanished, and in her place was a mysterious and potent 
  murderer for hire.
  By that point, Nocturnne had amassed enough of a small 
  fortune to live comfortably and anonymously.  
  Demeanor
  Nocturnne has little interest in others; she is independent, 
  and used to being alone.  She has what we would today call 
  social anxiety, and in fact resents any open situation that 
  finds her in loose proximity to many other people.
  She would much rather drink a flash of spirits alone under a 
  tree than chug a mug of ale in a tavern, surrounded by dolts.
  Her conversation therefore tends to be standoffish, 
  suspicious, and almost shy, in shocking contrast to the 
  boldness of the deeds of which she is capable.
  This demeanor changes completely when she is conducting 
  business: one-on-one with either a client or a go-between, 
  she is a formidable, fierce fury, cold and bold in equal 
  measure toward the execution of her aims.
  Combat Tactics
  Nocturnne is an assassin, but a calculating one.  She will 
  strike only when her mission is a surety, and will withhold 
  action until that is the case.  
  She favors no particular method, and is flexible in service to 
  the nature of a specific job.  In preparation for a deed, she 
  will spend hours, days, or even weeks researching, waiting, 
  and watching, establishing the right plan for the target.
  Her preference is to get in to the house, establishment, 
  building, or other location of her target; do the deed; and 
  get out.  On rare occasion, this quiet and secure approach 
  is either not possible, or is ruined because of unforeseen 
  circumstances—a guard dog she had failed to account for, for 
  example.
  In these rare cases, she will enlist the aid of henchmen to the 
  task, either to assist in accomplishment of the deed itself, or 
  to enable her own escape afterwards
  Nocturnne is no stranger to pain and damage, but knows the 
  wisdom of fighting another day: if reduced to fewer than half 
  her maximum hit points, she will withdraw, using henchmen 
  to cover her escape.
  Modus Operandi
  Given her independent means, assassination was to be 
  Nocturnne’s hobby, her passion, and her obsession.  
  For her terms were set abnormally to others in her trade: 
  neither coin nor jewel was sufficient to merit her services.  
  Instead, death must follow death: the client making the 
  request must commit a murder, either of another, or of 
  themselves.  The death made in payment need not have 
  anything to do with the one that had been asked for; indeed, 
  it could be completely indiscriminate.
  Fully half of Nocturnne’s work in this vein was around 
  verifying who the ultimate, true client really was.  It was a 
  universal truth that most in need of, and with the means to 
  pay for, an assassination used go-betweens.  Rare was the 
  sailing magnate, political powerhouse, or military chieftain 
  who showed up to her alley themselves to secure her 
  services.
  So when she was handed a name, written in blood, on a 
  scroll, as was her requirement, her first task was to research 
  the situation.  Who had hired this underling, as surely 
  underling they were?  Why?  To what end?  What did this 
  person, or their organization, stand to gain?  
  Once she knew the true client, she executed the deed, and 
  then showed up to the client in person, and made plain 
  her terms.  Nearly all tried to elude her payment, or to try 
  and pay her off in coin, treasure, or favors.  These she all 
  declined.  
  Clients typically had one week from the death they had 
  commissioned to make payment.  The penalty for failing to 
  do this was severe: Nocturnne would slay not only the client, 
  but all direct blood relatives thereof.
  A surprising number of clients, when faced with the horrid 
  reality of what they had commissioned, take what Nocturnne 
  considered the easy way out: they kill themselves.
  
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  Nocturnne
  
  436
  Nocturnne
  FlexTable 29: Nocturnne Rumors & Lore
  A
  B
  C
  D
  DC
  Description
  Veracity
  -
  -
  -
  01-30
  -
  No Rumor
  No information is obtained.
  01-14
  01-14
  01-14
  31-39
  12
  Assassins are not uncommon 
  in the city.
    Partially True.  Competent ones are 
  still rare.
  15-29
  15-30
  15-30
  01-30
  13
  Murder for hire is quite 
  illegal, but it’s accepted 
  by law enforcement as an 
  unavoidable certainty.
    Partially True.  City militia would 
  still prefer it not happen, but their 
  abilities to prevent it are far outstripped 
  by the planning of someone like 
  Nocturnne.
  30-44
  31-45
  31-45
  31-39
  14
  If you’ve the coin, 
  She’ll slit their throats
  From neck to loin, 
  Or flayed on a post.
  Nocturnne, she’ll sing 
  A bladed dance
  For your escape, 
  You’ve not a chance.
    True.  Half schoolyard jingle, half 
  murderous foreboding, this rhyme is 
  repeated in many circles, often in jest but 
  always with an undercurrent of fear.
  45-59
  46-60
  46-60
  40-49
  15
  Nocturnne is a trained 
  assassin who demands a 
  terrible price for her skills.
    True.  This refers to the method of 
  payment she requires.
  60-74
  60-69
  60-69
  50-59
  16
  Nocturnne’s murder for 
  hire skills are a certainty.  
  She requires payment in 
  the form of another death, 
  however: her clients must 
  murder someone else, or 
  themselves, to achieve her 
  talents.
    True.  This is exactly what Nocturnne 
  demands; however, it leaves out the 
  horrible consequence she enacts if such 
  payment is not rendered.
  75-89
  70-97
  70-94
  60-69
  11
  There is no assassin named 
  “Nocturnne”; she is a 
  fanciful congolmeration of 
  tales and threats.
    False.  Nocturnne is very much real 
  and alive, though she would be tickled to 
  hear this rendition of her mythology.
  90-00
  98-00
  95-00
  70-00
  13
  Nocturnne is not a single 
  individual, but rather a 
  guild of trained rogues who 
  can perform a diversity 
  of deeds, including 
  assassination.
    False.  Not only does Nocturnne 
  prefer to work alone, she is limited 
  exclusively to assassination.
  Notoriety
  Nocturnne is very well-known, either as a legend, a threat, 
  or as a business partner, throughout the Realm.
  Even cities far-flung from where she operates have heard 
  wind of the bizarre payment method she extracts from her 
  clients.
  Hooks, Integration, & Adventure 
  Seeds
  • Direct Attack: Nocturnne targets one or more of the PCs 
  for assassination.  This hook works best if the PCs are high 
  level, and even better if they have some sort of established 
  enmity with a powerful person or institution.  Indeed, 
  surviving the assassination itself might simply be prelude 
  to the real adventure of discovering who was behind it!
  • Plea of the Innocent: One of Nocturnne’s targets left 
  behind a loved one, who asks the party’s help in seeking 
  vengeance.
  • Competing Goals: Nocturnne’s pattern of murder 
  interferes with the party’s own approach to such villainy, 
  and they view her as a fierce competitor.  (This works only 
  to the extent to which the party is evil, or contains one or 
  more assassins.)
  • Fringe Notice: In conversation with others, the PCs come 
  to realize that a dozen different people fear for their 
  lives, and assume that they are powerful enough to have 
  contracts put out on their lives.
  • Appeal from Authority: City militia asks the party’s help 
  in finding the assassin.
  • Faction Quest: A church asks the party’s help in 
  
  437
  Nocturnne
  removing this menace.  Or, even better, a Thieves’ Guild 
  or Assassin Guild asks the party’s help in putting down an 
  unsanctioned competitor.
  • Faction Impact: An Assassin Guild or Thieves’ Guild with 
  which the party has a relationship views Nocturnne’s 
  successful business as a major competitor... one that must 
  be dealt with swiftly.
  • Collateral Damage: Nocturnne summons her henchmen 
  to help her escape a successful assassination; those 
  henchmen attack the PCs as part of that escape, confusing 
  them with guards.
  • Disappearing Regular: A powerful NPC with whom the 
  party interacts is either killed, or an attempt on their live 
  is survived.
  • Dark Rumor: The party hears Rumors & Lore of 
  Nocturnne and her deeds.
  Habits and Logistics
  Nocturnne is frequently (
    65% chance) in her lower-class 
  residence, training or sleeping or reading.
  The remainder of the time, she is either researching an 
  assassination, or committing one.
  Conversation
  Nocturnne hates other people, not personally, but as an 
  interference with her solitude.  As a result, unless she is 
  discussing a contract, she will act shy and reluctant to the 
  prospect of talking at all.
  Did you know this murdered person? 
  (This can be a general question about any victim, actual or 
  suspected.)
   
    “No.  I mean, maybe.  They ran a business, I think?” 
  (Replace with whatever line of work or position is 
  appropriate for the victim(s) involved in the query.)
  Did you have anything to do with this person’s murder?
   
    “No.  Go away.  What a mean question.”
  Attitude Tracker Triggers
  Value
  Action
  <7
  Nocturnne will mark the party for her next 
  target.  This time there is no client; she simply 
  needs to murder the PCs.
  <13
  Nocturnne will fight the PCs if she encounters 
  them, and will avoid them if possible.
  >18
  Nocturnne will smile a little when she sees the 
  party, and will willingly talk to them if they 
  engage.
  Value
  Action
  >24
  Nocturnne will confide in the PCs as to her true 
  purpose, and offer as to whether the party has 
  any need of a murder for hire.   
   
  (Due to her payment methods, she certainly 
  can’t give them  a discount in the traditional 
  sense.)
  Organization
  Nocturnne works largely alone, and prefers it that way.
  That said, she has a number of followers and henchpeople.  
  All of them follow her either out of a sense of devotion, or as 
  a means to acquire skill, almost like an apprenticeship.
  While in the city in which she operates, Nocturnne can call 
  to these henchmen in aid.  Each round after she calls to 
  them, there is a 
    40% chance that 
    1d2 of each type of 
  henchman arrives as reinforcements.  Roll this probability 
  separately for each henchman type.
  Keep track of those who arrive in this manner; Nocturnne 
  cannot summon more retainers than exist in the city.
  Henchmen, Retainers, and 
  Followers
  Crescent Moon: 
    2d4 at a given time.  These are 
  Nocturnne’s apprentices, assassins in training.  They 
  “graduate” from this service once they fulfill their first 
  contract and extract payment on behalf of their mistress.
  Sabres: Formidable warriors tasked with making contact, 
  accepting payment... and ensuring compliance with the 
  somewhat unorthodox contract.  Nocturnne can call upon 
    
  3d6 of these fighters at a time.
  Lair / Residence
  Nocturnne has a very humble apartment in the lower-class 
  district of whatever town she operates in.
  Quests & Encounters
    Quest: Prevent the Professional
    Summary: Prevent an assassination.
    Rewards:   
    1,600 gp / 
    4,200 gp / 
    8,900 gp / 
    14,500 gp; up to 
    4 Reward Stars.
    Locations: Any (urban).
    Key NPCs: Nocturnne, Crescent Moons, Sabres.
    Kickoff: The PCs can engage with this Quest in a 
  number of ways, depending in part upon their existing 
  relationship with the assassination target. 
   
  The target himself might ask the party directly, if there is 
  
  438
  Nocturnne
  an existing connection.   
   
  He might send an intermediary to solicit the party’s 
  services, or simply to invite them to his estate to set up 
  the request. 
   
  Law enforcement might ask the party’s assistance in 
  protecting the man, as they have but rumor to go on, and 
  their own forces are stretched thin. 
   
  Finally, the target’s other bodyguards and security forces 
  might “subcontract” to the party to augment their own 
  ranks.
    Description:
  A prominent businessman turned political leader has reason 
  to suspect he is next on the list of targets of Nocturnne’s 
  assassinations.
  The hit is to be executed any night now, and he would prefer 
  that the PCs start their defense immediately.  
  The attack itself comes that very evening, and consists of 
  Nocturnne acting alone, though as noted earlier, she may 
  summon reinforcements at any time.
  Nocturnne will approach the man with a plan to simply slit 
  his throat as he sleeps; she is not expecting the PCs, and they 
  will therefore have ample opportunity to intervene.
  It turns out that the man himself contracted with Nocturnne.  
  He has a terminal disease that will end his life anyway 
  within the year; he would prefer to go in glory rahter than 
  waste away.  
  Plus, if he were to perish normally, his detractors would 
  decry it weakness; if assassinated, his followers would grow 
  in number.
  Best of all, the contract is self-paying: the man’s death is 
  both the request of, and the payment to, Nocturnne.
  Any scenario in which the PCs prevent the assassination is 
  worth 
    1 Reward Star.
  Killing Nocturnne is worth 
    2 Reward Stars, independent 
  of whether she first fulfills the murder she was contracted 
  for.
    Discussing the matter in detail with the political leader 
  reveals that he is somewhat shaky about the scenario, 
  and it is clear that he is hiding something.  A 
    Sense 
  Motive check, opposed by the man’s Bluff skill, suggests 
  that he knows more about the assassination than he is 
  describing.   
   
  The PCs can probe further if they wish, resulting in the 
  following Skill Challenge (which can only start once 
  the party has successfully accomplished the above skill 
  check):
    Death Comes to Us All
  First Check: Sense Motive, opposed by the politician’s 
  Diplomacy.  Failure concludes the Skill Challenge in failure, 
  though the party may re-initiate it after re-doing the skill 
  check noted above.  Success advances to Second Check; 
  success by more than 6 points concludes the entire Skill 
  Challenge in the party’s favor immediately.
  Second Check: Diplomacy, opposed by the politician’s Bluff.  
  Failure reverts to the First Check; success advances.
  Third Check: Intimidate or Diplomacy, opposed by the 
  politician’s Diplomacy.  Failure reverts to the Second Check; 
  success concludes the challenge in the party’s favor.
   
  Successful navigation of this Skill Challenge means that 
  the politician admits to the truth of the scenario. 
   
  The party then has a decision to make: protect him, turn 
  him in, or something else.  The man’s intent is noble, 
  though his methods may be illegal.
    Allowing the man’s death, knowing full well the true 
  nature of the contract, is worth 
    1 Reward Star, which 
  stacks with other rewards in this Quest.  Thus the most 
  fruitful scenario is one in which the party discovers the 
  truth, allows the assassination anyway, and then slays 
  Nocturnne, almost using the politician’s contract as bait 
  to be able to put further assassinations to a stop.
  
  439
  Nocturnne
  Nocturnne
  CR 6; XP 2,300
    Low
    Moderate
    Advanced
    Elite
  Challenge CR 6 
  XP 2,300
  CR 10 
  XP 5,900
  CR 14 
  XP 11,500
  CR 18 
  XP 20,000
  Class / HD Rogue 6
  Rogue 10
  Rogue 14
  Rogue 18
  Size / Aln
  Medium LE 
  Elf (High)
  Medium LE 
  Elf (High)
  Medium LE 
  Elf (High)
  Medium LE 
  Elf (High)
  HP
  27
  54
  75
  95
  Armor 
  Class
  17
  18
  19
  20
  Speed
  Walk 30’
  Walk 30’
  Walk 30’
  Walk 30’
  Ability 
  Scores / 
  Saves
  STR    13  (+1) 
  DEX   20 (+8) 
  CON    8 (-1) 
  INT    19 (+7) 
  WIS     7 (-2) 
  CHA  10 (+0)
  STR    15  (+2) 
  DEX   20 (+9) 
  CON  10 (+0) 
  INT    19 (+8) 
  WIS     7 (-2) 
  CHA  10 (+0)
  STR    17  (+3) 
  DEX   20 (+10) 
  CON  10 (+0) 
  INT    19 (+9) 
  WIS     7 (-2) 
  CHA  10 (+0)
  STR    19  (+4) 
  DEX   20 (+11) 
  CON  10 (+0) 
  INT    19 (+10) 
  WIS     7 (+4) 
  CHA  10 (+0)
  Skills
  -
  -
  -
  -
  Saves
  -
  -
  -
  -
  Vulnerabilities
  -
  -
  -
  -
  Immunities -
  -
  -
  -
  Senses
  Passive Perception 14
  +4 Thieves’ Tools
  Passive Perception 14
  +6 Thieves’ Tools
  Passive Perception 16
  +8 Thieves’ Tools
  Passive Perception 18
  +10 Thieves’ Tools
  Languages Common, Dwarvish, Elvish
  Attacks
  Melee Dagger +8 (1d4+5 ) 
  Ranged Dagger (Thrown) 20 
  ft.’: +8 (1d4+5); 60 ft.’: +8 
  (1d4+5) 
  Melee Longsword +4 
  (1d8+1 ) 
  Ranged Longbow ) --> 150 
  ft.’: +8 (1d8+5); 600 ft.’: +8 
  (1d8+5) 
  Melee Dagger +9 (1d4+5 ) 
  Ranged Dagger (Thrown) 20 
  ft.’: +9 (1d4+5); 60 ft.’: +9 
  (1d4+5) 
  Melee Longsword (Weapon 
  +1) +7 (1d8+3 ) 
  Ranged Longbow ) --> 150 
  ft.’: +9 (1d8+5); 600 ft.’: +9 
  (1d8+5) 
  Melee Dagger +10 (1d4+5) 
  Ranged  Dagger (Thrown) 
  20 ft.’: +10 (1d4+5); 60 
  ft.’: +10 (1d4+5) 
  Melee Longsword (Weapon 
  +2) +10 (1d8+5 ) 
  Ranged Longbow ) --> 150 
  ft.’: +10 (1d8+5); 600 ft.’: 
  +10 (1d8+5) 
  Melee Dagger +11 (1d4+5 ) 
  Ranged Dagger (Thrown) 20 
  ft.’: +11 (1d4+5); 60 ft.’: 
  +11 (1d4+5) 
  Melee Longsword (Weapon 
  +3) +13 (1d8+7 ) 
  Ranged Longbow ) --> 150 
  ft.’: +11 (1d8+5); 600 ft.’: 
  +11 (1d8+5) 
  Special
  -
  -
  -
  -
  Proficiencies
  Club, Crossbow (Hand), Crossbow (Light), Dagger, Dart, Greatclub, Handaxe, Javelin, Light Hammer, Longbow, 
  Longsword, Mace, Quarterstaff, Rapier, Shortbow, Shortsword, Sickle, Sling, Spear, Unarmed Strike
  LE; Medium Humanoid (Elf)
  
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  Nocturnne
    Low
    Moderate
    Advanced
    Elite
  Special 
  Qualities
  Cantrip, Darkvision, Elf 
  Weapon Training, Extra 
  Language, Fey Ancestry, 
  Keen Senses, Languages, 
  Trance, Ability Score 
  Improvement, Cunning 
  Action, Expertise, Fast 
  Hands, Roguish Archetype, 
  Second-Story Work, Sneak 
  Attack, Thief, Thieves’ Cant, 
  Uncanny Dodge 
  Cantrip, Darkvision, Elf 
  Weapon Training, Extra 
  Language, Fey Ancestry, 
  Keen Senses, Languages, 
  Trance, Ability Score 
  Improvement, Cunning 
  Action, Evasion, Expertise, 
  Fast Hands, Roguish 
  Archetype, Second-Story 
  Work, Sneak Attack, 
  Supreme Sneak, Thief, 
  Thieves’ Cant, Uncanny 
  Dodge 
  Cantrip, Darkvision, Elf 
  Weapon Training, Extra 
  Language, Fey Ancestry, 
  Keen Senses, Languages, 
  Trance, Ability Score 
  Improvement, Blindsense, 
  Cunning Action, Evasion, 
  Expertise, Fast Hands, 
  Reliable Talent, Roguish 
  Archetype, Second-Story 
  Work, Sneak Attack, 
  Supreme Sneak, Thief, 
  Thieves’ Cant, Uncanny 
  Dodge, Use Magic Device ,
  Cantrip, Darkvision, Elf 
  Weapon Training, Extra 
  Language, Fey Ancestry, Keen 
  Senses, Languages, Trance, 
  Ability Score Improvement, 
  Blindsense, Cunning Action, 
  Elusive, Evasion, Expertise, 
  Fast Hands, Reliable Talent, 
  Roguish Archetype, Second-
  Story Work, Slippery Mind, 
  Sneak Attack, Supreme 
  Sneak, Thief, Thief’s Reflexes, 
  Thieves’ Cant, Uncanny 
  Dodge, Use Magic Device
  Spell-
  casting
  -
  -
  -
  -
  Equipment
  Longsword;
  studded leather armor;
  daggers (4x);
  longbow;
  arrows (20x)
  +1 Longsword;
  +1 studded leather armor;
  daggers (4x);
  longbow;
  arrows (20x)
  +2 Longsword;
  +2 studded leather 
  armor;
  daggers (4x);
  longbow;
  arrows (20x)
  +3 Longsword;
  +3 studded leather armor;
  daggers (4x);
  longbow;
  arrows (20x)
  Special Abilities
  Cantrip You know one cantrip of your choice from the wizard spell list. 
  Intelligence is your spellcasting ability for it. Spell save DC 18; Spell attack 
  modifier +10
  Darkvision Accustomed to twilit forests and the night sky, you have 
  superior vision in dark and dim conditions. You can see in dim light within 
  60 feet of you as if it were bright light, and in darkness as if it were dim 
  light. You can’t discern color in darkness, only shades of gray.
  Elf Weapon Training You have proficiency with the longsword, 
  shortsword, shortbow, and longbow.
  Extra Language You can speak, read, and write one extra language of your 
  choice.
  Fey Ancestry You have advantage on saving throws against being 
  charmed, and magic can’t put you to sleep.
  Keen Senses You have proficiency in the Perception skill.
  Languages You can speak, read, and write Common and Elvish. Elvish is 
  fluid, with subtle intonations and intricate grammar. Elven literature is rich 
  and varied, and their songs and poems are famous among other races. 
  Many bards learn their language so they can add Elvish ballads to their 
  repertoires.
  Trance Elves don’t need to sleep. Instead, they meditate deeply, remaining 
  semiconscious, for 4 hours a day. (The Common word for such meditation 
  is “trance.”) While meditating, you can dream after a fashion; such dreams 
  are actually mental exercises that have become reflexive through years of 
  practice. After resting in this way, you gain the same benefit that a human 
  does from 8 hours of sleep.
  Blindsense Starting at 14th level, if you are able to hear, you are aware of 
  the location of any hidden or invisible creature within 10 feet of you.
  Cunning Action Starting at 2nd level, your quick thinking and agility 
  allow you to move and act quickly. You can take a bonus action on each 
  of your turns in combat. This action can be used only to take the Dash, 
  Disengage, or Hide action.
  Elusive Beginning at 18th level, you are so evasive that attackers rarely 
  gain the upper hand against you. No attack roll has advantage against you 
  while you aren’t incapacitated.
  Evasion Beginning at 7th level, you can nimbly dodge out of the way of 
  certain area effects, such as a red dragon’s fiery breath or an ice storm 
  spell. When you are subjected to an effect that allows you to make a 
  Dexterity saving throw to take only half damage, you instead take no 
  damage if you succeed on the saving throw, and only half damage if you 
  fail.
  Fast Hands Starting at 3rd level, you can use the bonus action granted 
  by your Cunning Action to make a Dexterity (Sleight of Hand) check, use 
  your thieves’ tools to disarm a trap or open a lock, or take the Use an 
  Object action.
  Reliable Talent By 11th level, you have refined your chosen skills until 
  they approach perfection. Whenever you make an ability check that lets 
  you add your proficiency bonus, you can treat a d20 roll of 9 or lower as 
  a 10.
  Second-Story Work When you choose this archetype at 3rd level, you 
  gain the ability to climb faster than normal; climbing no longer costs 
  you extra movement. In addition, when you make a running jump, the 
  distance you cover increases by a number of feet equal to 5.
  Slippery Mind By 15th level, you have acquired greater mental strength. 
  You gain proficiency in Wisdom saving throws.
  Sneak Attack Beginning at 1st level, you know how to strike subtly and 
  exploit a foe’s distraction. Once per turn, you can deal an extra 9d6 
  damage to one creature you hit with an attack if you have advantage on 
  the attack roll. The attack must use a finesse or a ranged weapon. You 
  don’t need advantage on the attack roll if another enemy of the target 
  is within 5 feet of it, that enemy isn’t incapacitated, and you don’t have 
  disadvantage on the attack roll.
  Supreme Sneak Starting at 9th level, you have advantage on a Dexterity 
  (Stealth) check if you move no more than half your speed on the same 
  turn.
  Thief You hone your skills in the larcenous arts. Burglars, bandits, 
  cutpurses, and other criminals typically follow this archetype, but so 
  do rogues who prefer to think of themselves as professional treasure 
  seekers, explorers, delvers, and investigators. In addition to improving 
  your agility and stealth, you learn skills useful for delving into ancient 
  
  441
  Nocturnne
  ruins, reading unfamiliar languages, and using magic items you normally 
  couldn’t employ.
  Thief’s Reflexes When you reach 17th level, you have become adept at 
  laying ambushes and quickly escaping danger. You can take two turns 
  during the first round of any combat. You take your first turn at your 
  normal initiative and your second turn at your initiative minus 10. You 
  can’t use this feature when you are surprised.
  Thieves’ Cant During your rogue training you learned thieves’ cant, a 
  secret mix of dialect, jargon, and code that allows you to hide messages 
  in seemingly normal conversation. Only another creature that knows 
  thieves’ cant understands such messages. It takes four times longer 
  to convey such a message than it does to speak the same idea plainly. 
  In addition, you understand a set of secret signs and symbols used to 
  convey short, simple messages, such as whether an area is dangerous or 
  the territory of a thieves’ guild, whether loot is nearby, or whether the 
  people in an area are easy marks or will provide a safe house for thieves 
  on the run.
  Uncanny Dodge Starting at 5th level, when an attacker that you can see 
  hits you with an attack, you can use your reaction to halve the attack’s 
  damage against you.
  Use Magic Device By 13th level, you have learned enough about the 
  workings of magic that you can improvise the use of items even when 
  they are not intended for you. You ignore all class, race, and level 
  requirements on the use of magic items.
  
  442
  Nocturnne
  Table 32: Attitude Modifiers for Nocturnne
  Starting Attitude:  
  13 (Indifferent)
  Name
  Condition
  Effect
  Notes
  Action
  PCs attack without provocation
  -15
  Does not stack with other attack-based modifiers
  Action
  PCs attack with provocation
  -10
  Does not stack with other attack-based modifiers
  Conversation
  PCs threaten violence
  -5
  -
  Action
  NPC witnesses the PCs commit a 
  crime
  +1
  Assumes the crime does not involve the NPC; stacks with 
  other modifiers that involve crimes against the NPC; does 
  not stack with other “witnesses crime” modifiers
  Action
  NPC witnesses the PCs commit 
  murder
  +2
  Assumes the crime does not involve the NPC; stacks with 
  other modifiers that involve crimes against the NPC; does 
  not stack with other “witnesses crime” modifiers
  Action
  NPC witnesses the PCs commit 
  murder in self-defense
  +1
  Assumes the crime does not involve the NPC; stacks with 
  other modifiers that involve crimes against the NPC; does 
  not stack with other “witnesses crime” modifiers
  Action
  Villain witnesses the PCs 
  discussing the villain and/or 
  their henchmen
  -4
  Does not stack with other “witness” modifiers
  Action
  PCs defend this NPC against 
  violence
  +10
  Does not stack with other “witness” modifiers
  Conversation
  PCs attempt a bribe (for 
  information, for action)
  -1
  GM’s discretion as to whether the bribe produces results 
  (positive or negative!)
  Conversation
  PCs share Rumors / Lore 
  +1
  Per each Rumor shared; maximum +4
  Extant
  One or more PCs have been 
  arrested
  +2
  Per offense, no limit
  Extant
  PCs have slain a guard, but have 
  not been caught
  +5
  Per offense, maximum -15 total
  Action
  PCs heal or “boon” this NPC
  +5
  Per healing spell/potion/skill check or beneficial spell or 
  effect; maximum +15
  Action
  PCs refuse to help when asked
  -3
  Per request; no maximum
  Action
  PCs agree to help when asked
  +4
  Per request; maximum +12
  Action
  NPC joins party for any length 
  of time
  +5
  Does not stack with subsequent iterations of itself 
  (maximum effect +5 no matter how many times NPC joins 
  party)
  Action
  PCs save this NPC’s life
  +15
  Either as part of a Quest, or as an offer made of the 
  party’s own initiative
  Conversation
  PCs fail at an Intimidate check 
  for any reason
  -2
  Per failed check; no maximum
  Investigation
  PCs discover something 
  fundamental about this villain’s 
  MO or deeds and/or discovers 
  lair or residence
  -10
  “Fundamental” is left to the GM to adjudicate; stacks with 
  other Investigation modifiers
  Investigation
  PCs rescue a victim, recover a 
  corpse, or otherwise “undo” or 
  find hard evidence of death at 
  the hands of this villain
  -10
  Initial and first-time-only; -2 per additional victim or 
  evidence beyond the first; no limit; stacks with other 
  Investigation modifiers
  Investigation
  PCs give evidence of this villain’s 
  crimes to authorities
  -8
  Stacks with other Investigation modifiers
  
  443
  Nocturnne
  Crescent Moon
  CR 2; XP 450
    Low
    Moderate
    Advanced
    Elite
  Challenge CR 2 
  XP 450
  CR 6 
  XP 2,300
  CR 10 
  XP 5,900
  CR 14 
  XP 11,500
  Class / HD Rogue 2
  Rogue 6
  Rogue 10
  Rogue 14
  Size / Aln
  Medium LE  
  Half-Elf
  Medium LE  
  Half-Elf
  Medium LE  
  Half-Elf
  Medium LE  
  Half-Elf
  HP
  9
  30
  64
  100
  Armor 
  Class
  15
  17
  18
  19
  Speed
  Walk 30’
  Walk 30’
  Walk 30’
  Walk 30’
  Ability 
  Scores / 
  Saves
  STR    13  (+1) 
  DEX   18 (+6) 
  CON  11 (+0) 
  INT    13 (+3) 
  WIS     8 (-1) 
  CHA  13 (+1)
  STR    13  (+1) 
  DEX   20 (+8) 
  CON  11 (+0) 
  INT    13 (+4) 
  WIS     8 (-1) 
  CHA  13 (+1)
  STR    15  (+2) 
  DEX   20 (+9) 
  CON  11 (+0) 
  INT    13 (+5) 
  WIS     8 (-1) 
  CHA  13 (+1)
  STR    15  (+2) 
  DEX   20 (+10) 
  CON  15 (+2) 
  INT    13 (+6) 
  WIS     8 (-1) 
  CHA  13 (+1)
  Skills
  -
  -
  -
  -
  Saves
  -
  -
  -
  -
  Vulnerabilities
  -
  -
  -
  -
  Immunities -
  -
  -
  -
  Senses
  Passive Perception 11
  +4 Thieves’ Tools
  Passive Perception 15
  +6 Thieves’ Tools
  Passive Perception 17
  +8 Thieves’ Tools
  Passive Perception 19
  +10 Thieves’ Tools
  Languages Common, Dwarvish, Elvish
  Attacks
  Melee Dagger +6 (1d4+4 ) 
  Ranged Dagger (Thrown) 20 
  ft.’: +6 (1d4+4); 60 ft.’: +6 
  (1d4+4) 
  Melee Rapier +6 (1d8+4 ) 
  Ranged Shortbow ) --> 30 
  ft.’: +6 (1d6+4); 120 ft.’: +6 
  (1d6+4) 
  Melee Dagger +8 (1d4+5 ) 
  Ranged Dagger (Thrown) 20 
  ft.’: +8 (1d4+5); 60 ft.’: +8 
  (1d4+5) 
  Melee Rapier (Weapon +1) 
  +9 (1d8+6 ) 
  Ranged Shortbow ) --> 30 
  ft.’: +8 (1d6+5); 120 ft.’: +8 
  (1d6+5) 
  Melee Dagger +9 (1d4+5 ) 
  Ranged Dagger (Thrown) 
  20 ft.’: +9 (1d4+5); 60 ft.’: 
  +9 (1d4+5) 
  Melee Rapier (Weapon +2) 
  +11 (1d8+7 ) 
  Ranged Shortbow ) --> 30 
  ft.’: +9 (1d6+5); 120 ft.’: 
  +9 (1d6+5) 
  Melee Dagger +10 (1d4+5 ) 
  Ranged Dagger (Thrown) 20 
  ft.’: +10 (1d4+5); 60 ft.’: 
  +10 (1d4+5) 
  Melee Rapier (Weapon +3) 
  +13 (1d8+8 ) 
  Ranged Shortbow ) --> 30 
  ft.’: +10 (1d6+5); 120 ft.’: 
  +10 (1d6+5) 
  Special
  -
  -
  -
  -
  Proficiencies
  Club, Crossbow (Hand), Crossbow (Light), Dagger, Dart, Greatclub, Handaxe, Javelin, Light Hammer, Longsword, Mace, 
  Quarterstaff, Rapier, Shortbow, Shortsword, Sickle, Sling, Spear, Unarmed Strike
  LE; Medium Humanoid (Human, Elf)
  
  444
  Nocturnne
    Low
    Moderate
    Advanced
    Elite
  Special 
  Qualities
  Darkvision, Fey Ancestry, 
  Languages, Skill Versatility, 
  Cunning Action, Expertise, 
  Sneak Attack, Thieves’ Cant
  Darkvision, Fey Ancestry, 
  Languages, Skill Versatility, 
  Ability Score Improvement, 
  Cunning Action, Expertise, 
  Fast Hands, Roguish 
  Archetype, Second-Story 
  Work, Sneak Attack, Thief, 
  Thieves’ Cant, Uncanny 
  Dodge 
  Darkvision, Fey Ancestry, 
  Languages, Skill Versatility, 
  Ability Score Improvement, 
  Cunning Action, Evasion, 
  Expertise, Fast Hands, 
  Roguish Archetype, Second-
  Story Work, Sneak Attack, 
  Supreme Sneak, Thief, 
  Thieves’ Cant, Uncanny 
  Dodge
  Darkvision, Fey Ancestry, 
  Languages, Skill Versatility, 
  Ability Score Improvement, 
  Blindsense, Cunning Action, 
  Evasion, Expertise, Fast 
  Hands, Reliable Talent, 
  Roguish Archetype, Second-
  Story Work, Sneak Attack, 
  Supreme Sneak, Thief, 
  Thieves’ Cant, Uncanny 
  Dodge, Use Magic Device
  Spell-
  casting
  -
  -
  -
  -
  Equipment
  Dagger;
  rapier;
  leather armor;
  shortbow;
  arrows (20x)
  Dagger;
  +1 rapier;
  +1 leather armor;
  shortbow;
  arrows (20x)
  Dagger;
  +2 rapier;
  +2 leather armor;
  shortbow;
  arrows (20x)
  Dagger;
  +3 rapier;
  +3 leather armor;
  shortbow;
  arrows (20x)
  Special Abilities
  Darkvision Thanks to your elf blood, you have superior vision in dark and 
  dim conditions. You can see in dim light within 60 feet of you as if it were 
  bright light, and in darkness as if it were dim light. You can’t discern color 
  in darkness, only shades of gray.
  Fey Ancestry You have advantage on all saving throws against being 
  charmed or put to sleep.
  Languages You can speak, read, and write Common, Elvish, and one extra 
  language of your choice.
  Blindsense Starting at 14th level, if you are able to hear, you are aware of 
  the location of any hidden or invisible creature within 10 feet of you.
  Cunning Action Starting at 2nd level, your quick thinking and agility 
  allow you to move and act quickly. You can take a bonus action on each 
  of your turns in combat. This action can be used only to take the Dash, 
  Disengage, or Hide action.
  Evasion Beginning at 7th level, you can nimbly dodge out of the way of 
  certain area effects, such as a red dragon’s fiery breath or an ice storm 
  spell. When you are subjected to an effect that allows you to make a 
  Dexterity saving throw to take only half damage, you instead take no 
  damage if you succeed on the saving throw, and only half damage if you 
  fail.
  Fast Hands Starting at 3rd level, you can use the bonus action granted 
  by your Cunning Action to make a Dexterity (Sleight of Hand) check, use 
  your thieves’ tools to disarm a trap or open a lock, or take the Use an 
  Object action.
  Reliable Talent By 11th level, you have refined your chosen skills until they 
  approach perfection. Whenever you make an ability check that lets you 
  add your proficiency bonus, you can treat a d20 roll of 9 or lower as a 10.
  Second-Story Work When you choose this archetype at 3rd level, you gain 
  the ability to climb faster than normal; climbing no longer costs you extra 
  movement. In addition, when you make a running jump, the distance you 
  cover increases by a number of feet equal to 5.
  Sneak Attack Beginning at 1st level, you know how to strike subtly and 
  exploit a foe’s distraction. Once per turn, you can deal an extra 7d6 
  damage to one creature you hit with an attack if you have advantage on 
  the attack roll. The attack must use a finesse or a ranged weapon. You 
  don’t need advantage on the attack roll if another enemy of the target 
  is within 5 feet of it, that enemy isn’t incapacitated, and you don’t have 
  disadvantage on the attack roll.
  Supreme Sneak Starting at 9th level, you have advantage on a Dexterity 
  (Stealth) check if you move no more than half your speed on the same 
  turn.
  Thief You hone your skills in the larcenous arts. Burglars, bandits, 
  cutpurses, and other criminals typically follow this archetype, but so 
  do rogues who prefer to think of themselves as professional treasure 
  seekers, explorers, delvers, and investigators. In addition to improving 
  your agility and stealth, you learn skills useful for delving into ancient 
  ruins, reading unfamiliar languages, and using magic items you normally 
  couldn’t employ.
  Thieves’ Cant During your rogue training you learned thieves’ cant, a 
  secret mix of dialect, jargon, and code that allows you to hide messages 
  in seemingly normal conversation. Only another creature that knows 
  thieves’ cant understands such messages. It takes four times longer 
  to convey such a message than it does to speak the same idea plainly. 
  In addition, you understand a set of secret signs and symbols used to 
  convey short, simple messages, such as whether an area is dangerous or 
  the territory of a thieves’ guild, whether loot is nearby, or whether the 
  people in an area are easy marks or will provide a safe house for thieves 
  on the run.
  Uncanny Dodge Starting at 5th level, when an attacker that you can see 
  hits you with an attack, you can use your reaction to halve the attack’s 
  damage against you.
  Use Magic Device By 13th level, you have learned enough about the 
  workings of magic that you can improvise the use of items even when 
  they are not intended for you. You ignore all class, race, and level 
  requirements on the use of magic items.
  
  445
  Nocturnne
  Sabre
  CR 3; XP 700
    Low
    Moderate
    Advanced
    Elite
  Challenge CR 3 
  XP 700
  CR 7 
  XP 2,900
  CR 11 
  XP 7,200
  CR 15 
  XP 13,000
  Class / HD Fighter 3
  Fighter 7
  Fighter 11
  Fighter 14
  Size / Aln
  Medium LE 
  Tiefling
  Medium LE 
  Tiefling
  Medium LE 
  Tiefling
  Medium LE 
  Tiefling
  HP
  12
  31
  4
  75
  Armor 
  Class
  16
  17
  18
  19
  Speed
  Walk 30’
  Walk 30’
  Walk 30’
  Walk 30’
  Ability 
  Scores / 
  Saves
  STR    15  (+4) 
  DEX   15 (+2) 
  CON  10 (+2) 
  INT    13 (+1) 
  WIS     7 (-2) 
  CHA    9 (-1)
  STR    15  (+5) 
  DEX   19 (+4) 
  CON  10 (+3) 
  INT    13 (+1) 
  WIS     7 (-2) 
  CHA    9 (-1)
  STR    16  (+7) 
  DEX   20 (+5) 
  CON  10 (+4) 
  INT    13 (+1) 
  WIS     7 (-2) 
  CHA    9 (-1)
  STR    20  (+10) 
  DEX   20 (+5) 
  CON  10 (+5) 
  INT    13 (+1) 
  WIS     7 (-2) 
  CHA    9 (-1)
  Skills
  -
  -
  -
  -
  Saves
  -
  -
  -
  -
  Vulnerabilities
  -
  -
  -
  -
  Immunities -
  -
  -
  -
  Senses
  Passive Perception 10
  Passive Perception 11
  Passive Perception 12
  Passive Perception 13
  Languages Common, Infernal
  Attacks
  Melee Greatsword +4 
  (2d6+2)
  Ranged Crossbow, Heavy ) 
  --> 100 ft.’: +4 (1d10+2); 
  400 ft.’: +4 (1d10+2) 
  Melee Dagger +4 (1d4+2 ) 
  Ranged Dagger (Thrown) 20 
  ft.’: +4 (1d4+2); 60 ft.’: +4 
  (1d4+2) 
  Melee +1 Greatsword +8/+8 
  (2d6+5)
  Ranged Crossbow, Heavy 
  ) --> 100 ft.’: +7/+7 
  (1d10+4); 400 ft.’: +7/+7 
  (1d10+4) 
  Melee Dagger +7/+7 
  (1d4+4) 
  Ranged Dagger (Thrown) 20 
  ft.’: +7/+7 (1d4+4); 60 ft.’: 
  +7/+7 (1d4+4) 
  Melee +2 Greatsword 
  +11/+11/+11 (2d6+7)
  Ranged Crossbow, Heavy 
  ) --> 100 ft.’: +9/+9/+9 
  (1d10+5); 400 ft.’: 
  +9/+9/+9 (1d10+5) 
  Melee Dagger +9/+9/+9 
  (1d4+5 ) 
  Ranged Dagger (Thrown) 
  20 ft.’: +9/+9/+9 (1d4+5); 
  60 ft.’: +9/+9/+9 (1d4+5) 
  Melee +3 Greatsword 
  +13/+13/+13 (2d6+8)
  Ranged Crossbow, Heavy ) 
  --> 100 ft.’: +10/+10/+10 
  (1d10+5); 400 ft.’: 
  +10/+10/+10 (1d10+5) 
  Melee Dagger +10/+10/+10 
  (1d4+5 ) 
  Ranged Dagger (Thrown) 20 
  ft.’: +10/+10/+10 (1d4+5); 
  60 ft.’: +10/+10/+10 
  (1d4+5) 
  Special
  -
  -
  -
  -
  LE; Medium Humanoid (Tiefling)
  
  446
  Nocturnne
    Low
    Moderate
    Advanced
    Elite
  Proficiencies
  Battleaxe, Blowgun, Club, Crossbow (Hand), Crossbow (Heavy), Crossbow (Light), Dagger, Dart, Flail, Glaive, Greataxe, 
  Greatclub, Greatsword, Halberd, Handaxe, Javelin, Lance, Light Hammer, Longbow, Longsword, Mace, Maul, Morningstar, 
  Net, Pike, Quarterstaff, Rapier, Scimitar, Shortbow, Shortsword, Sickle, Sling, Spear, Trident, Unarmed Strike, War Pick, 
  Warhammer, Whip
  Special 
  Qualities
  Darkvision, Hellish 
  Resistance, Infernal Legacy, 
  Languages, Action Surge, 
  Champion, Fighting Style, 
  Improved Critical, Martial 
  Archetype, Second Wind, 
  Great Weapon Fighting 
  Darkvision, Hellish 
  Resistance, Infernal Legacy, 
  Languages, Ability Score 
  Improvement, Action Surge, 
  Champion, Extra Attack, 
  Fighting Style, Improved 
  Critical, Martial Archetype, 
  Remarkable Athlete, Second 
  Wind, Great Weapon 
  Fighting
  Darkvision, Hellish 
  Resistance, Infernal Legacy, 
  Languages, Ability Score 
  Improvement, Action Surge, 
  Additional Fighting Style, 
  Champion, Extra Attack, 
  Fighting Style, Improved 
  Critical, Indomitable, Martial 
  Archetype, Remarkable 
  Athlete, Second Wind, 
  Great Weapon Fighting, 
  Protection
  Darkvision, Hellish 
  Resistance, Infernal Legacy, 
  Languages, Ability Score 
  Improvement, Action Surge, 
  Additional Fighting Style, 
  Champion, Extra Attack, 
  Fighting Style, Improved 
  Critical, Indomitable, Martial 
  Archetype, Remarkable 
  Athlete, Second Wind, 
  Superior Critical, Great 
  Weapon Fighting, Protection
  Spell-
  casting
  -
  -
  -
  -
  Equipment
  Greatsword;
  breastplate;
  heavy crossbow;
  crossbow bolts (10x);
  dagger
  +1 Greatsword;
  +1 breastplate;
  heavy crossbow;
  crossbow bolts (10x);
  dagger
  +2 Greatsword;
  +2 breastplate;
  heavy crossbow;
  crossbow bolts (10x);
  dagger
  +3 Greatsword;
  +3 breastplate;
  heavy crossbow;
  crossbow bolts (10x);
  dagger
  Special Abilities
  Darkvision Thanks to your infernal heritage, you have superior vision in 
  dark and dim conditions. You can see in dim light within 60 feet of you 
  as if it were bright light, and in darkness as if it were dim light. You can’t 
  discern color in darkness, only shades of gray.
  Hellish Resistance You have resistance to fire damage.
  Infernal Legacy You know the thaumaturgy cantrip. Once you reach 3rd 
  level, you can cast the hellish rebuke spell once per day as a 2nd-level 
  spell. Once you reach 5th level, you can also cast the darkness spell once 
  per day. Charisma is your spellcasting ability for these spells. Spell save DC 
  12.
  Languages You can speak, read, and write Common and Infernal.
  Action Surge Starting at 2nd level, you can push yourself beyond your 
  normal limits for a moment. On your turn, you can take one additional 
  action on top of your regular action and a possible bonus action. Once 
  you use this feature, you must finish a short or long rest before you can 
  use it again. You can use this feature 1 time(s) before a rest, but only once 
  on the same turn.
  Champion The archetypal Champion focuses on the development of raw 
  physical power honed to deadly perfection. Those who model themselves 
  on this archetype combine rigorous training with physical excellence to 
  deal devastating blows.
  Extra Attack Beginning at 5th level, you can attack twice, instead of once, 
  whenever you take the Attack action on your turn. The number of attacks 
  increases to three when you reach 11th level in this class and to four 
  when you reach 20th level in this class.
  Improved Critical Beginning when you choose this archetype at 3rd level, 
  your weapon attacks score a critical hit on a roll of 19 or 20.
  Indomitable Beginning at 9th level, you can reroll a saving throw that 
  you fail. If you do so, you must use the new roll, and you can’t use this 
  feature again until you finish a long rest. You can use this feature 2 time(s) 
  between long rests.
  Remarkable Athlete Starting at 7th level, you can add half your proficiency 
  bonus (round up) to any Strength, Dexterity, or Constitution check you 
  make that doesn’t already use your proficiency bonus. In addition, when 
  you make a running long jump, the distance you can cover increases by a 
  number of feet equal to +5.
  Second Wind You have a limited well of stamina that you can draw on to 
  protect yourself from harm. On your turn, you can use a bonus action to 
  regain hit points equal to 1d10 + your fighter level. Once you use this 
  feature, you must finish a short or long rest before you can use it again.
  Superior Critical Starting at 15th level, your weapon attacks score a 
  critical hit on a roll of 18-20.
  Great Weapon Fighting When you roll a 1 or 2 on a damage die for an 
  attack you make with a melee weapon that you are wielding with two 
  hands, you can reroll the die and must use the new roll, even if the new 
  roll is a 1 or a 2. The weapon must have the two-handed or versatile 
  property for you to gain this benefit.
  Protection When a creature you can see attacks a target other than 
  you that is within 5 feet of you, you can use your reaction to impose 
  disadvantage on the attack roll. You must be wielding a shield.
  
  447
  Zonnue
  Zonnue
  
  448
  Zonnue
  Zonnue
  Overview
  Dedicated monk who lost everything because she was 
  cloistered; she walks life now making those pay who take life 
  for granted.
  Appearance
  <>
  Background
  Zonnue was orphaned into a monastery at an early age by 
  improverished and disinterested parents whom she never 
  really knew.  Her entire childhood and adolescence was 
  spent learning, serving, and surviving; as it was all she ever 
  knew, she never truly learned to resent it apart from typical 
  childhood growing pains.
  Her entire life was sculpted around serving the church, and 
  preparing to be an ardent defender of it.
  One day toward her adulthood, the monastery was attacked.  
  Her training came into focus immediately, and without 
  thinking, she slew dozens of the foe as they laid waste to the 
  buildings and temples.
  There was chaos, death, and misery, and amidst it all, 
  Zonnue was tranquil, intent, and formidable.
  In the end, there was but a single survivor.  The young 
  woman, barely an adult, stood alone in the carnage, the 
  battle frenzy draining from her in equal proportion to her 
  growing awareness of what had transpired.
  Zonnue’s entire life, itself a fabrication to fill in for a real 
  family she had been denied, had been obliterated in a night 
  of violence.
  Her life over the following years was difficult.  Having never 
  set foot outside the monastery compound, she found dealing 
  with others challenging, and although she had plenty of 
  wealth scavenged from the remnants of the monastery, she 
  had no real feel for money and its value.
  A sort of second childhood then transpired, wherein she 
  gained all of the worldly, day-to-day knowledge about how to 
  navigate the real world with real people.
  A decade after the catastrophe at the monastery, Zonnue ran 
  afoul of a gang of thieves.  No stranger in her intervening 
  years to ruffians and cutpurses, Zonnue defended herself 
  adeptly, and the thieves relented, preferring instead to talk 
  with their would-be victim.
  Zonnue learned that this group was no simple band of 
  toughs.  They viewed themselves as on a mission to take 
  from those in power and give to those without it.  In theory, 
  they admitted, it sounded a great deal more glorious than 
  the day-to-day practice, which amounted to little more than 
  stealing to sustain themselves, with little left over for anyone 
  else.
  Zonnue recognized immediately what the group lacked: 
  leadership and training.  She took it upon herself to grant 
  both skills; that band of thieves became her first group of 
  henchmen in her pursuit of enacting the mission they had no 
  nobly put forth.
  Demeanor
  Zonnue is cold and reserved, but will occasionally explode 
  with laughter or other emotion, seemingly out of nowhere.  
  This conflicting presentation is a result of her comparatively 
  serene upbringing, and her more animated and jovial recent 
  life.
  Quiet for so much of her young life, and alone for a decade 
  thereafter, she will now gladly talk with anyone, particularly 
  as it may lead to furthering her cause.
  Combat Tactics
  Zonnue is an accomplished single combatant, but has only 
  recently started to appreciate the utility of comrades in 
  melee.  She will spend her forces sprodadically, and will 
  sometimes forget to call for reinforcements.
  She will withdraw when her hit points dip below 1/3 of her 
  maximum, or if her surviving comrades’ numbers dip below 
  1/2 of their total count.
  Modus Operandi
  Zonnue will attack anyone with money, plain and simple.  
  She will rob merchants, shopkeeps, politicians, military 
  leaders, bankers, caravans, and even churches, with equal 
  disdain for those who take their power, luxury, and comfort 
  for granted.
  Half of any monetary gain, she keeps for herself, and to 
  share amongst her followers.  
  She will try and redistribute the other half to those in 
  need, but in truth, her efforts in this vein are not always 
  successful.  Zonnue has learned that it can be quite 
  challenging to enact generosity successfully!
  Notoriety
  Zonnue has made a name for herself in the last few years.  
  She is feared by the rich and powerful somewhat universally: 
  those who came by their luxury through hard work worry 
  that the vigilante monk will take it, and those who inherited 
  or stole their riches worry that she will target them 
  specifically for these origins.
  
  449
  Zonnue
  
  450
  Zonnue
  FlexTable 30: Zonnue Rumors & Lore
  A
  B
  C
  D
  DC
  Description
  Veracity
  -
  -
  -
  01-30
  -
  No Rumor
  No information is obtained.
  01-14
  01-14
  01-14
  31-39
  12
  A vigilante monk seeks 
  to steal from the rich and 
  powerful.
    True.  These comprise her targets, 
  yes.
  15-29
  15-30
  15-30
  01-30
  13
  Those who have something 
  to hide as to how they 
  acquired their wealth would 
  do well to be on the lookout 
  for a vigilante monk who 
  seeks to steal it from them.
    Partially True.  Zonnue does 
  particularly enjoy stealing from those who 
  came by their wealth through no act or 
  hard work of their own, but she will just 
  as easily steal from another whose hard 
  work has resulted in a lax assumption as 
  to the prevalence of their profits.
  30-44
  31-45
  31-45
  31-39
  14
  Guard your gems, 
  Guard your coin
  It’s Zonnue will oft purloin
  That which gives 
  Those in power
  Reason much to hide and 
  cower
    True.  As far as it goes, the rhyme 
  seems to be accurate.
  45-59
  46-60
  46-60
  40-49
  15
  Zonnue is a monk who lost 
  everything in a monestary 
  attack that destroyed her 
  home.
    True.  This is her origin in a nutshell.
  60-74
  60-69
  60-69
  50-59
  16
  Abandoned as a baby, 
  Zonnue now seeks to 
  steal from those who take 
  their riches and power for 
  granted.
    True.  This is a very concise rendition 
  of her life to date.
  75-89
  70-97
  70-94
  60-69
  11
  A whirlwind force of the 
  gods, Zonnue was sent to 
  make evildoers repent for 
  their ill-gotten wealth.
    False.  Zonnue wishes no repentance, 
  only the removal of profit from those who 
  take it for granted.
  90-00
  98-00
  95-00
  70-00
  13
  Zonnue seeks to upheave 
  society and civilization by 
  forced redistribution of 
  wealth to the lower classes!
    False.  Zonnue has no such aims for 
  society as a whole; she merely wishes to 
  punish those who take power for granted, 
  and benefit those in need.
  Hooks, Integration, & Adventure 
  Seeds
  • Direct Attack: Zonnue may simply target the PCs, 
  particularly if they are very accomplished and/or high 
  level, or hold prominent influence in the city.
  • Plea of the Innocent: A family member or other loved one 
  of someone who has been targeted, robbed, and/or slain 
  by Zonnue and her forces pleads with the party to make 
  things right.
  • Appeal from Authority: City law enforcement asks the 
  party’s help in hunting down a repeat offender.  This 
  approach is all the more likely if Zonnue has stolen 
  sensitive information or other blackmail material from 
  those she has attacked; in such an event, official channels 
  may not be favorable given the potential for misuse.
  • Faction Quest: A major faction in the city has not yet been 
  struck by Zonnue’s attacks, but is fearful of such an event.  
  Proactively, they are setting out to solve the problem, 
  nominally on behalf of others, but in reality to prevent a 
  future attack on themselves.
  • Faction Impact: One of the Factions with which the party 
  has a connection has been struck by Zonnue and her 
  forces; this Faction reaches out to the party to request 
  their help in recovering monies or resources.
  • Collateral Damage: Zonnue attacks a prominent target 
  while that target is dealing with the PCs; they become 
  embroiled in the attack.
  • Disappearing Regular: A regular NPC with whom the 
  party interacts vanishes; in reality this is because they 
  have lost everything to Zonnue and her forces, and the 
  NPC feels disgraced.
  Habits and Logistics
  Zonnue keeps humble quarters wherever she operates.  
  
  451
  Zonnue
  There is a 
    45% chance she is in those quarters, which 
  typically amount to a lower-class apartment she rents in 
  town.
  The remainder of the time, she will be out and about: 
  attacking, planning, or scavenging.
  Conversation
  Zonnue will seem jovial much of the time, but also 
  occasionally reserved.  It is an odd effect, talking with her: 
  she does not seem unwilling to talk, but she does seem 
  awkward much of the time. 
  Do you know what happened to this person? 
  (This can be a general question about any victim, actual or 
  suspected.)
   
    “Got what they deserved, perhaps.  Do you know more 
  than I do?”
  How do you make your living?
   
    “On my own blood, sweat, and tears, as all should do.”
  Attitude Tracker Triggers
  Value
  Action
  <7
  Zonnue will target and attack the PCs as her 
  next target, regardless of their wealth or 
  stature.
  <13
  Zonnue will attack the PCs on sight if she 
  encounters them, but will not actively seek 
  them out.
  >18
  Zonnue will speak with the party candidly 
  about those in society most deserving of 
  vindictive attack, but will stop short of 
  revealing her own role in such attacks.
  >24
  Zonnue will share her true nature with the 
  party, and offer them to join her in her noble 
  endeavors.
  Organization
  Zonnue is used to, and comfortable with, operating alone.  
  However, she has accumulated followers in her journeys.  
  These typically are adherents to Zonnue’s goals, and share a 
  desire to punish those who take what they have for granted.
  Zonnue may summon her followers to her with an audible 
  cry anywhere in town.  
    1d4 rounds after making such a 
  request, henchmen start to arrive: 
    1d4-1 (minimum 0) of 
  each type of henchman arrives each round thereafter.
  Keep track of those summoned in this manner; Zonnue may 
  not call to her more henchmen than she has in total in the 
  city (see below).
  Henchmen, Retainers, and 
  Followers
  Habblesax: 
    2d4 in town at any given moment.  These 
  are Rangers who scout ahead to the next city to assemble a 
  roster of possible targets.
  Filliputte: 
    1d4 in the city at a time.  These illusionists 
  and charm wizards are typically tasked with Hold- and 
  Charm-ing targets during an attack.
  Lair / Residence
  Zonnue’s residence is a humble abode as described above.  
  Her forces are all casual in adherence, and the group as a 
  whole has no base of operations to speak of.
  Quests & Encounters
    Quest: Monastic Defense
    Summary: The PCs must defend the nuns and monks 
  who live in the cloister whom Zonnue has decided to slap 
  sense into.
    Rewards:   
    250 gp / 
    1,200 gp / 
    3,400 gp / 
    
  6,100 gp; up to 
    3 Reward Stars.
    Locations: Any (urban).
    Key NPCs: Zonnue, Habblesax, Filliputte.
    Kickoff: The PCs are approached by a representative of 
  the church asking for their involvement and assistance.
    Description:
  This Quest is somewhat straightforward in mechanics, 
  but may provide a great deal of emotional and roleplaying 
  conflict for the right party (e.g., one consisting of at least 
  one Paladin or other Lawful Good character).
  The party must defend the cloister from attack by Zonnue 
  and her full suite of henchmen.  The cloister suspects this 
  will occur the very evening the party is hired, and they 
  are correct in this timing.  (They based this hunch on an 
  overheard conversation in a tavern.)
  The conflict is this: while it is of course noble to defend a 
  religious enclave, leadership of the corresponding church has 
  been embezzling money for a decade, and spending it on all 
  manner of inappropriate indulgence.  The nuns and monks 
  in the cloister itself—those most threatened by an attack and 
  most likely to be injured—are unaware of this behavior, but 
  Zonnue assumes that they are not only aware, but complicit, 
  in the activities.
  Zonnue will withdraw if she loses more than half her forces, 
  or if she herself suffers damage that reduces her to a quarter 
  her maximum hit points.
    Successfully defending the cloister against Zonnue—
  either slaying her, or forcing her to withdraw—is worth 
  the listed reward money and  
    2 Reward Stars.   
   
  Zonnue will not repeat her attack, and will instead look 
  
  452
  Zonnue
  elsewhere for her next target.
    If the party tries, but is ultimately defeated or forced to 
  themselves flee, the mere noble attempt is worth  
    1 
  Reward Star, but of course no reward money.
    The “best case scenario” is one in which the PCs are 
  able to piece together the truth: that the illegalities are 
  true, but the clerical lay staff is unaware of the practice.  
  Realistically, the party would likely not have sufficient 
  time merely in the context of the Quest to gather this 
  information; if they have an existing relationship with 
  chruch leadership, or the GM wishes to give them more 
  time to speak with church representatives and gather 
  information, they may attempt to share it with Zonnue.   
   
  In combat, Zonnue will pause for a round, allowing the 
  PCs to tell their story.  Mechanically, this amounts to a 
    Diplomacy check for the party, opposed by Zonnue’s 
  Sense Motive skill.   
   
  If the PCs have evidence that supports their story, or 
  have one or more lay staff with them who attest to their 
  innocence in the matter, the PCs gain a +5 circumstance 
  bonus to this check.   
   
  Success means Zonnue is convinced enough to halt the 
  attack, and to learn more; assuming that the PCs are not 
  merely making their story up, Zonnue will agree with the 
  PCs, halt her attack, and will even team up with the party 
  to go after the real villains involved.  No matter how that 
  subsequent component plays out, the party will benefit 
  from  
    3 Reward Stars, and the cloister will still pay 
  the reward money.
  
  453
  Zonnue
  Zonnue
  CR 5; XP 1,800
    Low
    Moderate
    Advanced
    Elite
  Challenge CR 5 
  XP 1,800
  CR 9 
  XP 5,000
  CR 13 
  XP 10,000
  CR 17 
  XP 18,000
  Class / HD Monk 5
  Monk 9
  Monk 13
  Monk 17
  Size / Aln
  Medium LE 
  Elf (High)
  Medium LE 
  Elf (High)
  Medium LE 
  Elf (High)
  Medium LE 
  Elf (High)
  HP
  19
  37
  52
  75
  Armor 
  Class
  17
  19
  20
  20
  Speed
  Walk 40’
  Walk 45’
  Walk 50’
  Walk 55’
  Ability 
  Scores / 
  Saves
  STR    13  (+4) 
  DEX   17 (+6) 
  CON  10 (+0) 
  INT    13 (+1) 
  WIS   19 (+4) 
  CHA    9 (-1)
  STR    13  (+5) 
  DEX   18 (+8) 
  CON  10 (+0) 
  INT    13 (+1) 
  WIS   20 (+5) 
  CHA    9 (-1)
  STR    13  (+6) 
  DEX   20 (+10) 
  CON  10 (+0) 
  INT    13 (+1) 
  WIS   20 (+5) 
  CHA    9 (-1)
  STR    15  (+8) 
  DEX   20 (+11) 
  CON  10 (+6) 
  INT    13 (+7) 
  WIS   20 (+11) 
  CHA    9 (-1)
  Skills
  -
  -
  -
  -
  Saves
  -
  -
  -
  -
  Vulnerabilities
  -
  -
  -
  -
  Immunities -
  -
  -
  -
  Senses
  Passive Perception 17
  +3 Flute
  Passive Perception 19
  +4 Flute
  Passive Perception 20
  +5 Flute
  Passive Perception 21
  +6 Flute
  Languages Common, Dwarvish, Elvish
  Abyssal, Celestial, Common, Deep 
  Speech, Draconic, Druidic, Dwarvish, 
  Elvish, Giant, Gnomish, Goblin, 
  Halfling, Infernal, Orc, Primordial, 
  Sylvan, Undercommon
  Attacks
  Melee Unarmed Attack 
  +3/+3 (1d6 20/x2; 5 ft.) 
  Melee Spear +6/+6 (1d6+3) 
  Ranged Spear (Thrown) 20 
  ft.’: +6/+6 (1d6+3); 60 ft.’: 
  +6/+6 (1d6+3) 
  Melee Unarmed Attack 
  +4/+4 (1d6 20/x2; 5 ft.) 
  Melee Spear (Weapon +1) 
  +9/+9 (1d6+5 ) 
  Ranged Spear (Weapon 
  +1/Thrown) 20 ft.’: +9/+9 
  (1d6+5); 60 ft.’: +9/+9 
  (1d6+5) 
  Melee Unarmed Attack 
  +5/+5 (1d8 20/x2; 5 ft.) 
  Melee Spear (Weapon +2) 
  +12/+12 (1d6+7 ) 
  Ranged Spear (Weapon +2/
  Thrown) 20 ft.’: +12/+12 
  (1d6+7); 60 ft.’: +12/+12 
  (1d6+7)
  Melee Unarmed Attack 
  +6/+6 (1d10 20/x2; 5 ft.) 
  Melee Spear (Weapon +3) 
  +14/+14 (1d6+8 ) 
  Ranged Spear (Weapon +3/
  Thrown) 20 ft.’: +14/+14 
  (1d6+8); 60 ft.’: +14/+14 
  (1d6+8) 
  Special
  -
  -
  -
  -
  LE; Medium Humanoid (Elf)
  
  454
  Zonnue
    Low
    Moderate
    Advanced
    Elite
  Proficiencies
  Club, Crossbow (Light), Dagger, Dart, Greatclub, Handaxe, Javelin, Light Hammer, Longbow, Longsword, Mace, 
  Quarterstaff, Shortbow, Shortsword, Sickle, Sling, Spear, Unarmed Strike, Unarmed Strike (Monk)
  Special 
  Qualities
  Cantrip, Darkvision, Elf 
  Weapon Training, Extra 
  Language, Fey Ancestry, 
  Keen Senses, Languages, 
  Trance, Ability Score 
  Improvement, Deflect 
  Missiles, Extra Attack, Flurry 
  of Blows, Ki, Martial Arts, 
  Monastic Tradition, Open 
  Hand Technique, Patient 
  Defense, Slow Fall, Step 
  of the Wind, Stunning 
  Strike, Unarmored Defense, 
  Unarmored Movement, Way 
  of the Open Hand
   Cantrip, Darkvision, Elf 
  Weapon Training, Extra 
  Language, Fey Ancestry, 
  Keen Senses, Languages, 
  Trance, Ability Score 
  Improvement, Deflect 
  Missiles, Evasion, Extra 
  Attack, Flurry of Blows, 
  Ki, Ki-Empowered Strikes, 
  Martial Arts, Monastic 
  Tradition, Open Hand 
  Technique, Patient Defense, 
  Slow Fall, Step of the Wind, 
  Stillness of Mind, Stunning 
  Strike, Unarmored Defense, 
  Unarmored Movement, 
  Way of the Open Hand, 
  Wholeness of Body
  Cantrip, Darkvision, Elf 
  Weapon Training, Extra 
  Language, Fey Ancestry, 
  Keen Senses, Languages, 
  Trance, Ability Score 
  Improvement, Deflect 
  Missiles, Evasion, Extra 
  Attack, Flurry of Blows, 
  Ki, Ki-Empowered Strikes, 
  Martial Arts, Monastic 
  Tradition, Open Hand 
  Technique, Patient Defense, 
  Purity of Body, Slow 
  Fall, Step of the Wind, 
  Stillness of Mind, Stunning 
  Strike, Tongue of the Sun 
  and Moon, Tranquility, 
  Unarmored Defense, 
  Unarmored Movement, 
  Way of the Open Hand, 
  Wholeness of Body
  Cantrip, Darkvision, Elf 
  Weapon Training, Extra 
  Language, Fey Ancestry, Keen 
  Senses, Languages, Trance, 
  Ability Score Improvement, 
  Deflect Missiles, Diamond 
  Soul, Evasion, Extra Attack, 
  Flurry of Blows, Ki, Ki-
  Empowered Strikes, Martial 
  Arts, Monastic Tradition, 
  Open Hand Technique, 
  Patient Defense, Purity 
  of Body, Quivering Palm, 
  Slow Fall, Step of the 
  Wind, Stillness of Mind, 
  Stunning Strike, Timeless 
  Body, Tongue of the Sun 
  and Moon, Tranquility, 
  Unarmored Defense, 
  Unarmored Movement, 
  Way of the Open Hand, 
  Wholeness of Body
  Spell-
  casting
  -
  -
  -
  -
  Equipment
  Spear
  +1 Spear
  +2 Spear
  +3 Spear
  Special Abilities
  Cantrip You know one cantrip of your choice from the wizard spell list. 
  Intelligence is your spellcasting ability for it. Spell save DC 15; Spell attack 
  modifier +7
  Darkvision Accustomed to twilit forests and the night sky, you have 
  superior vision in dark and dim conditions. You can see in dim light within 
  60 feet of you as if it were bright light, and in darkness as if it were dim 
  light. You can’t discern color in darkness, only shades of gray.
  Elf Weapon Training You have proficiency with the longsword, 
  shortsword, shortbow, and longbow.
  Extra Language You can speak, read, and write one extra language of your 
  choice.
  Fey Ancestry You have advantage on saving throws against being 
  charmed, and magic can’t put you to sleep.
  Keen Senses You have proficiency in the Perception skill.
  Languages You can speak, read, and write Common and Elvish. Elvish is 
  fluid, with subtle intonations and intricate grammar. Elven literature is rich 
  and varied, and their songs and poems are famous among other races. 
  Many bards learn their language so they can add Elvish ballads to their 
  repertoires.
  Trance Elves don’t need to sleep. Instead, they meditate deeply, remaining 
  semiconscious, for 4 hours a day. (The Common word for such meditation 
  is “trance.”) While meditating, you can dream after a fashion; such dreams 
  are actually mental exercises that have become reflexive through years of 
  practice. After resting in this way, you gain the same benefit that a human 
  does from 8 hours of sleep.
  Deflect Missiles Starting at 3rd level, you can use your reaction to deflect 
  or catch the missile when you are hit by a ranged weapon attack. When 
  you do so, the damage you take from the attack is reduced by 1d10 + 
  22. If you reduce the damage to 0, you can catch the missile if it is small 
  enough for you to hold in one hand and you have at least one hand free. If 
  you catch a missile in this way, you can spend 1 ki point to make a ranged 
  attack with the weapon or piece of ammunition you just caught, as part 
  of the same reaction. You make this attack with proficiency, regardless of 
  your weapon proficiencies, and the missile counts as a monk weapon for 
  the attack. The range of the monk’s ranged attack is 20/60 feet.
  Diamond Soul Beginning at 14th level, your mastery of ki grants you 
  proficiency in all saving throws. Additionally, whenever you make a saving 
  throw and fail, you can spend 1 ki point to reroll it and take the second 
  result.
  Evasion At 7th level, your instinctive agility lets you dodge out of the 
  way of certain area effects, such as a blue dragon’s lightning breath or a 
  fireball spell. When you are subjected to an effect that allows you to make 
  a Dexterity saving throw to take only half damage, you instead take no 
  damage if you succeed on the saving throw, and only half damage if you 
  fail.
  Extra Attack Beginning at 5th level, you can attack twice, instead of once, 
  whenever you take the Attack action on your turn.
  Flurry of Blows Immediately after you take the Attack action on your turn, 
  you can spend 1 ki point to make two unarmed strikes as a bonus action.
  Ki Starting at 2nd level, your training allows you to harness the mystic 
  energy of ki. Your access to this energy is represented by a number of ki 
  points. You have a total of 17 ki points. You can spend these points to 
  fuel various ki features. You start knowing three such features: Flurry of 
  Blows, Patient Defense, and Step of the Wind. You learn more ki features 
  as you gain levels in this class. When you spend a ki point, it is unavailable 
  until you finish a short or long rest, at the end of which you draw all of 
  your expended ki back into yourself. You must spend at least 30 minutes 
  of the rest meditating to regain your ki points. Some of your ki features 
  require your target to make a saving throw to resist the feature’s effects. 
  The saving throw DC is as follows: Ki save DC = 19
  Ki-Empowered Strikes Starting at 6th level, your unarmed strikes count 
  as magical for the purpose of overcoming resistance and immunity to 
  nonmagical attacks and damage.
  
  455
  Zonnue
  Martial Arts At 1st level, your practice of martial arts gives you mastery 
  of combat styles that use unarmed strikes and monk weapons, which are 
  shortswords and any simple melee weapons that don’t have the two-
  handed or heavy property. You gain the following benefits while you are 
  unarmed or wielding only monk weapons and you aren’t wearing armor 
  or wielding a shield: * You can use Dexterity instead of Strength for the 
  attack and damage rolls of your unarmed strikes and monk weapons. * 
  You can roll a d10 in place of the normal damage of your unarmed strike 
  or monk weapon. * When you use the Attack action with an unarmed 
  strike or a monk weapon on your turn, you can make one unarmed strike 
  as a bonus action. For example, if you take the Attack action and attack 
  with a quarterstaff, you can also make an unarmed strike as a bonus 
  action, assuming you haven’t already taken a bonus action this turn. 
  Certain monasteries use specialized forms of the monk weapons. For 
  example, you might use a club that is two lengths of wood connected 
  by a short chain (called a nunchaku) or a sickle with a shorter, straighter 
  blade (called a kama). Whatever name you use for a monk weapon, you 
  can use the game statistics provided for the weapon in chapter 5.
  Open Hand Technique Starting when you choose this tradition at 3rd 
  level, you can manipulate your enemy’s ki when you harness your own. 
  Whenever you hit a creature with one of the attacks granted by your 
  Flurry of Blows, you can impose one of the following effects on that 
  target: * It must succeed on a Dexterity saving throw or be knocked 
  prone. * It must make a Strength saving throw. If it fails, you can push it 
  up to 15 feet away from you. * It can’t take reactions until the end of your 
  next turn.
  Patient Defense You can spend 1 ki point to take the Dodge action as a 
  bonus action on your turn.
  Purity of Body At 10th level, your mastery of the ki flowing through you 
  makes you immune to disease and poison.
  Quivering Palm At 17th level, you gain the ability to set up lethal 
  vibrations in someone’s body. When you hit a creature with an unarmed 
  strike, you can spend 3 ki points to start these imperceptible vibrations, 
  which last for a number of days equal to 17. The vibrations are harmless 
  unless you use your action to end them. To do so, you and the target 
  must be on the same plane of existence. When you use this action, the 
  creature must make a Constitution saving throw. If it fails, it is reduced 
  to 0 hit points. If it succeeds, it takes 10d10 necrotic damage. You can 
  have only one creature under the effect of this feature at a time. You can 
  choose to end the vibrations harmlessly without using an action.
  Slow Fall Beginning at 4th level, you can use your reaction when you fall 
  to reduce any falling damage you take by 85.
  Step of the Wind You can spend 1 ki point to take the Disengage or Dash 
  action as a bonus action on your turn, and your jump distance is doubled 
  for the turn.
  Stillness of Mind Starting at 7th level, you can use your action to end one 
  effect on yourself that is causing you to be charmed or frightened.
  Stunning Strike Starting at 5th level, you can interfere with the flow of 
  ki in an opponent’s body. When you hit another creature with a melee 
  weapon attack, you can spend 1 ki point to attempt a stunning strike. The 
  target must succeed on a Constitution saving throw or be stunned until 
  the end of your next turn.
  Timeless Body At 15th level, your ki sustains you so that you suffer none 
  of the frailty of old age, and you can’t be aged magically. You can still die 
  of old age, however. In addition, you no longer need food or water.
  Tongue of the Sun and Moon Starting at 13th level, you learn to touch the 
  ki of other minds so that you understand all spoken languages. Moreover, 
  any creature that can understand a language can understand what you say.
  Tranquility Beginning at 11th level, you can enter a special meditation 
  that surrounds you with an aura of peace. At the end of a long rest, you 
  gain the effect of a sanctuary spell that lasts until the start of your next 
  long rest (the spell can end early as normal). The saving throw DC for the 
  spell equals 19.
  Unarmored Defense Beginning at 1st level, while you are wearing no 
  armor and not wielding a shield, your AC equals 10 + your Dexterity 
  modifier + your Wisdom modifier.
  Unarmored Movement Starting at 2nd level, your speed increases by 10 
  feet while you are not wearing armor or wielding a shield. This bonus 
  increases when you reach certain monk levels, as shown in the Monk 
  table. At 9th level, you gain the ability to move along vertical surfaces and 
  across liquids on your turn without falling during the move.
  Way of the Open Hand Monks of the Way of the Open Hand are the 
  ultimate masters of martial arts combat, whether armed or unarmed. 
  They learn techniques to push and trip their opponents, manipulate ki to 
  heal damage to their bodies, and practice advanced meditation that can 
  protect them from harm.
  Wholeness of Body At 6th level, you gain the ability to heal yourself. As 
  an action, you can regain hit points equal to 51. You must finish a long 
  rest before you can use this feature again.
  
  456
  Zonnue
  Table 33: Attitude Modifiers for Zonnue
  Starting Attitude:  
  18 (Indifferent)
  Name
  Condition
  Effect
  Notes
  Action
  PCs attack without provocation
  -15
  Does not stack with other attack-based modifiers
  Action
  PCs attack with provocation
  -10
  Does not stack with other attack-based modifiers
  Conversation
  PCs threaten violence
  -5
  -
  Action
  NPC witnesses the PCs commit a 
  crime
  +1
  Assumes the crime does not involve the NPC; stacks with 
  other modifiers that involve crimes against the NPC; does 
  not stack with other “witnesses crime” modifiers
  Action
  NPC witnesses the PCs commit 
  murder
  +2
  Assumes the crime does not involve the NPC; stacks with 
  other modifiers that involve crimes against the NPC; does 
  not stack with other “witnesses crime” modifiers
  Action
  NPC witnesses the PCs commit 
  murder in self-defense
  +1
  Assumes the crime does not involve the NPC; stacks with 
  other modifiers that involve crimes against the NPC; does 
  not stack with other “witnesses crime” modifiers
  Action
  Villain witnesses the PCs 
  discussing the villain and/or 
  their henchmen
  -4
  Does not stack with other “witness” modifiers
  Action
  PCs defend this NPC against 
  violence
  +10
  Does not stack with other “witness” modifiers
  Conversation
  PCs attempt a bribe (for 
  information, for action)
  -1
  GM’s discretion as to whether the bribe produces results 
  (positive or negative!)
  Conversation
  PCs share Rumors / Lore 
  +1
  Per each Rumor shared; maximum +4
  Extant
  One or more PCs have been 
  arrested
  +2
  Per offense, no limit
  Extant
  PCs have slain a guard, but have 
  not been caught
  +5
  Per offense, maximum -15 total
  Action
  PCs heal or “boon” this NPC
  +5
  Per healing spell/potion/skill check or beneficial spell or 
  effect; maximum +15
  Action
  PCs refuse to help when asked
  -3
  Per request; no maximum
  Action
  PCs agree to help when asked
  +4
  Per request; maximum +12
  Action
  NPC joins party for any length 
  of time
  +5
  Does not stack with subsequent iterations of itself 
  (maximum effect +5 no matter how many times NPC joins 
  party)
  Action
  PCs save this NPC’s life
  +15
  Either as part of a Quest, or as an offer made of the 
  party’s own initiative
  Conversation
  PCs fail at an Intimidate check 
  for any reason
  -2
  Per failed check; no maximum
  Investigation
  PCs discover something 
  fundamental about this villain’s 
  MO or deeds and/or discovers 
  lair or residence
  -10
  “Fundamental” is left to the GM to adjudicate; stacks with 
  other Investigation modifiers
  Investigation
  PCs rescue a victim, recover a 
  corpse, or otherwise “undo” or 
  find hard evidence of death at 
  the hands of this villain
  -10
  Initial and first-time-only; -2 per additional victim or 
  evidence beyond the first; no limit; stacks with other 
  Investigation modifiers
  Investigation
  PCs give evidence of this villain’s 
  crimes to authorities
  -8
  Stacks with other Investigation modifiers
  
  457
  Zonnue
  Habblesax
  CR 2; XP 450
    Low
    Moderate
    Advanced
    Elite
  Challenge CR 2 
  XP 450
  CR 6 
  XP 2,300
  CR 10 
  XP 5,900
  CR 14 
  XP 11,500
  Class / HD Ranger 2
  Ranger 6
  Ranger 10
  Ranger 14
  Size / Aln
  Small LE 
  Halfling (Lightfoot)
  Small LE 
  Halfling (Lightfoot)
  Small LE 
  Halfling (Lightfoot)
  Small LE 
  Halfling (Lightfoot)
  HP
  10
  28
  54
  72
  Armor 
  Class
  16
  18
  19
  21
  Speed
  Walk 25’
  Walk 25’
  Walk 25’
  Walk 25’
  Ability 
  Scores / 
  Saves
  STR    10  (+2) 
  DEX   15 (+4) 
  CON    9 (-1) 
  INT    15 (+2) 
  WIS   16 (+3) 
  CHA    9 (-1)
  STR    10  (+3) 
  DEX   17 (+6) 
  CON    9 (-1) 
  INT    15 (+2) 
  WIS   16 (+3) 
  CHA    9 (-1)
  STR    12  (+5) 
  DEX   17 (+7) 
  CON    9 (-1) 
  INT    15 (+2) 
  WIS   16 (+3) 
  CHA    9 (-1)
  STR    12  (+6) 
  DEX   19 (+9) 
  CON    9 (-1) 
  INT    15 (+2) 
  WIS   16 (+3) 
  CHA    9 (-1)
  Skills
  -
  -
  -
  -
  Saves
  -
  -
  -
  -
  Vulnerabilities
  -
  -
  -
  -
  Immunities -
  -
  -
  -
  Senses
  Passive Perception 15
  Passive Perception 16
  Passive Perception 17
  Passive Perception 18
  Languages Common, Elvish, 
  Halfling
  Common, Elvish, 
  Halfling, Draconic
  Common, Elvish, 
  Halfling, Draconic
  Common, Elvish, 
  Halfling, Draconic, 
  Giant
  Attacks
  Melee Shortsword (Small) 
  +4 (1d6+4 ) 
  Ranged Longbow (Small) 
  ) --> 150 ft.’: +4 (1d8+2); 
  600 ft.’: +4 (1d8+2) 
  Melee Dagger (Small) +4 
  (1d4+4 ) 
  Ranged Dagger (Small/
  Thrown) 20 ft.’: +4 
  (1d4+2); 60 ft.’: +4 
  (1d4+2)
  Melee Shortsword (Small/
  Weapon +1) +7/+7 (1d6+6 ) 
  Ranged Longbow (Small) ) 
  --> 150 ft.’: +6/+6 (1d8+3); 
  600 ft.’: +6/+6 (1d8+3) 
  Melee Dagger (Small) +6/+6 
  (1d4+5 ) 
  Ranged Dagger (Small/
  Thrown) 20 ft.’: +6/+6 
  (1d4+3); 60 ft.’: +6/+6 
  (1d4+3)
  Melee Shortsword (Small/
  Weapon +2) +9/+9 
  (1d6+7) 
  Ranged Longbow (Small) ) 
  --> 150 ft.’: +7/+7 (1d8+3); 
  600 ft.’: +7/+7 (1d8+3) 
  Melee Dagger (Small) 
  +7/+7 (1d4+5 ) 
  Ranged Dagger (Small/
  Thrown) 20 ft.’: +7/+7 
  (1d4+3); 60 ft.’: +7/+7 
  (1d4+3)
  Melee Shortsword (Small/
  Weapon +3) +12/+12 
  (1d6+9 ) 
  Ranged Longbow (Small) ) 
  --> 150 ft.’: +9/+9 (1d8+4); 
  600 ft.’: +9/+9 (1d8+4) 
  Melee Dagger (Small) +9/+9 
  (1d4+6 ) 
  Ranged Dagger (Small/
  Thrown) 20 ft.’: +9/+9 
  (1d4+4); 60 ft.’: +9/+9 
  (1d4+4)
  Special
  -
  -
  -
  -
  LE; Small Humanoid (Halfling)
  
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    Low
    Moderate
    Advanced
    Elite
  Proficiencies
   Battleaxe, Blowgun, Club, Crossbow (Hand), Crossbow (Heavy), Crossbow (Light), Dagger, Dart, Flail, Glaive, Greataxe, 
  Greatclub, Greatsword, Halberd, Handaxe, Javelin, Lance, Light Hammer, Longbow, Longsword, Mace, Maul, Morningstar, 
  Net, Pike, Quarterstaff, Rapier, Scimitar, Shortbow, Shortsword, Sickle, Sling, Spear, Trident, Unarmed Strike, War Pick, 
  Warhammer, Whip
  Special 
  Qualities
  Brave, Halfling Nimbleness, 
  Languages, Lucky, Naturally 
  Stealthy, Favored Enemy, 
  Fighting Style, Natural 
  Explorer, Spellcasting, 
  Spell Slots, Dueling, 
  Monstrosities, Forest
  Brave, Halfling Nimbleness, 
  Languages, Lucky, Naturally 
  Stealthy, Ability Score 
  Improvement, Extra 
  Attack, Favored Enemy, 
  Fighting Style, Giant 
  Killer, Hunter, Hunter’s 
  Prey, Natural Explorer, 
  Primeval Awareness, Ranger 
  Archetype, Spellcasting, 
  Spell Slots, Dueling, 
  Elementals, Monstrosities, 
  Forest, Swamp
  Brave, Halfling Nimbleness, 
  Languages, Lucky, Naturally 
  Stealthy, Ability Score 
  Improvement, Defensive 
  Tactics, Extra Attack, 
  Favored Enemy, Fighting 
  Style, Giant Killer, Hide 
  in Plain Sight, Hunter, 
  Hunter’s Prey, Land’s 
  Stride, Multiattack Defense, 
  Natural Explorer, Primeval 
  Awareness, Ranger 
  Archetype, Spellcasting, 
  Spell Slots, Dueling, 
  Elementals, Monstrosities, 
  Forest, Grassland, Swamp
   Brave, Halfling Nimbleness, 
  Languages, Lucky, Naturally 
  Stealthy, Ability Score 
  Improvement, Defensive 
  Tactics, Extra Attack, 
  Favored Enemy, Fighting 
  Style, Giant Killer, Hide 
  in Plain Sight, Hunter, 
  Hunter’s Prey, Land’s Stride, 
  Multiattack, Multiattack 
  Defense, Natural Explorer, 
  Primeval Awareness, Ranger 
  Archetype, Spellcasting, Spell 
  Slots, Vanish, Whirlwind 
  Attack, Dueling, Elementals, 
  Humanoids, Monstrosities, 
  Forest, Grassland, Swamp
  Spell-
  casting
  -
  Save DC 14; Spell Atk +6
  2nd: barkskin; find traps
  1st: alarm; cure wounds; fog 
  cloud; jump
  Save DC 15; Spell Atk +7
  3rd: daylight; flame arrows
  2nd: barkskin; find traps; 
  locate object
  1st: alarm; cure wounds; 
  fog cloud; jump
  Save DC 16; Spell Atk +8
  4th: grasping vine
  3rd: daylight; flame arrows; 
  speak with plants
  2nd: barkskin; find traps; 
  locate object
  1st: alarm; cure wounds; fog 
  cloud; jump
  Equipment
  Shortsword (small);
  studded leather armor;
  shield;
  longbow (small);
  arrows (20x);
  dagger (small)
  +1 Shortsword (small);
  +1 studded leather armor;
  shield;
  longbow (small);
  arrows (20x);
  dagger (small)
  +2 Shortsword (small);
  +2 studded leather 
  armor;
  shield;
  longbow (small);
  arrows (20x);
  dagger (small)
  +3 Shortsword (small);
  +3 studded leather armor;
  shield;
  longbow (small);
  arrows (20x);
  dagger (small)
  Special Abilities
  Brave You have advantage on saving throws against being frightened.
  Halfling Nimbleness You can move through the space of any creature that 
  is of a size larger than yours.
  Languages You can speak, read, and write Common and Halfling. The 
  Halfling language isn’t secret, but halflings are loath to share it with 
  others. They write very little, so they don’t have a rich body of literature. 
  Their oral tradition, however, is very strong. Almost all halflings speak 
  Common to converse with the people in whose lands they dwell or 
  through which they are traveling.
  Lucky When you roll a 1 on an attack roll, ability check, or saving throw, 
  you can reroll the die and must use the new roll.
  Naturally Stealthy You can attempt to hide even when you are obscured 
  only by a creature that is at least one size larger than you.
  Extra Attack Beginning at 5th level, you can attack twice, instead of once, 
  whenever you take the Attack action on your turn.
  Favored Enemy Beginning at 1st level, you have significant experience 
  studying, tracking, hunting, and even talking to a certain type of 
  enemy. Choose a type of favored enemy: aberrations, beasts, celestials, 
  constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, 
  plants, or undead. Alternatively, you can select two races of humanoid 
  (such as gnolls and orcs) as favored enemies. You have advantage on 
  Wisdom (Survival) checks to track your favored enemies, as well as on 
  Intelligence checks to recall information about them. When you gain 
  this feature, you also learn one language of your choice that is spoken by 
  your favored enemies, if they speak one at all. You choose one additional 
  favored enemy, as well as an associated language, at 6th and 14th level. 
  As you gain levels, your choices should reflect the types of monsters you 
  have encountered on your adventures.
  Giant Killer When a Large or larger creature within 5 feet of you hits 
  or misses you with an attack, you can use your reaction to attack that 
  creature immediately after its attack, provided that you can see the 
  creature.
  Hide in Plain Sight Starting at 10th level, you can spend 1 minute 
  creating camouflage for yourself. You must have access to fresh mud, 
  dirt, plants, soot, and other naturally occurring materials with which to 
  create your camouflage. Once you are camouflaged in this way, you can 
  try to hide by pressing yourself up against a solid surface, such as a tree 
  or wall, that is at least as tall and wide as you are. You gain a +10 bonus to 
  Dexterity (Stealth) checks as long as you remain there without moving or 
  taking actions. Once you move or take an action or a reaction, you must 
  camouflage yourself again to gain this benefit.
  Hunter Emulating the Hunter archetype means accepting your place as 
  a bulwark between civilization and the terrors of the wilderness. As you 
  
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  walk the Hunter’s path, you learn specialized techniques for fighting the 
  threats you face, from rampaging ogres and hordes of orcs to towering 
  giants and terrifying dragons.
  Land’s Stride Starting at 8th level, moving through nonmagical difficult 
  terrain costs you no extra movement. You can also pass through 
  nonmagical plants without being slowed by them and without taking 
  damage from them if they have thorns, spines, or a similar hazard. In 
  addition, you have advantage on saving throws against plants that are 
  magically created or manipulated to impede movement, such those 
  created by the entangle spell.
  Multiattack Defense When a creature hits you with an attack, you gain a 
  +4 bonus to AC against all subsequent attacks made by that creature for 
  the rest of the turn.
  Natural Explorer You are particularly familiar with one type of natural 
  environment and are adept at traveling and surviving in such regions. 
  Choose one type of favored terrain: arctic, coast, desert, forest, grassland, 
  mountain, swamp, or the Underdark. When you make an Intelligence or 
  Wisdom check related to your favored terrain, your proficiency bonus is 
  doubled if you are using a skill that you’re proficient in. While traveling for 
  an hour or more in your favored terrain, you gain the following benefits: 
  * Difficult terrain doesn’t slow your group’s travel. * Your group can’t 
  become lost except by magical means. * Even when you are engaged in 
  another activity while traveling (such as foraging, navigating, or tracking), 
  you remain alert to danger. * If you are traveling alone, you can move 
  stealthily at a normal pace. * When you forage, you find twice as much 
  food as you normally would. * While tracking other creatures, you also 
  learn their exact number, their sizes, and how long ago they passed 
  through the area. You choose additional favored terrain types at 6th and 
  10th level.
  Primeval Awareness Beginning at 3rd level, you can use your action 
  and expend one ranger spell slot to focus your awareness on the region 
  around you. For 1 minute per level of the spell slot you expend, you 
  can sense whether the following types of creatures are present within 
  1 mile of you (or within up to 6 miles if you are in your favored terrain): 
  aberrations, celestials, dragons, elementals, fey, fiends, and undead. This 
  feature doesn’t reveal the creatures’ location or number.
  Vanish Starting at 14th level, you can use the Hide action as a bonus 
  action on your turn. Also, you can’t be tracked by nonmagical means, 
  unless you choose to leave a trail.
  Whirlwind Attack You can use your action to make a melee attack against 
  any number of creatures within 5 feet of you, with a separate attack roll 
  for each target.
  Dueling When you are wielding a melee weapon in one hand and no other 
  weapons, you gain a +2 bonus to damage rolls with that weapon.
  Elementals Advantage on Wisdom (Survival) checks to track Elementals, 
  as well as on Intelligence checks to recall information about them. You 
  also learn one language of your choice that is spoken by your favored 
  enemies, if they speak one at all.
  Humanoids Advantage on Wisdom (Survival) checks to track Humanoids, 
  as well as on Intelligence checks to recall information about them. You 
  also learn one language of your choice that is spoken by your favored 
  enemies, if they speak one at all.
  Monstrosities Advantage on Wisdom (Survival) checks to track 
  Monstrosities, as well as on Intelligence checks to recall information 
  about them. You also learn one language of your choice that is spoken by 
  your favored enemies, if they speak one at all.
  
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  Filliputte
  CR 2; XP 450
    Low
    Moderate
    Advanced
    Elite
  Challenge CR 2 
  XP 450
  CR 6 
  XP 2,300
  CR 10 
  XP 5,900
  CR 14 
  XP 11,500
  Class / HD Sorcerer 2
  Sorcerer 6
  Sorcerer 10
  Sorcerer 14
  Size / Aln
  Medium NE  
  Elf (High)
  Medium NE  
  Elf (High)
  Medium NE  
  Elf (High)
  Medium NE  
  Elf (High)
  HP
  12
  35
  54
  71
  Armor 
  Class
  12
  12
  13
  14
  Speed
  Walk 30’
  Walk 30’
  Walk 30’
  Walk 30’;
  Fly 30’
  Ability 
  Scores / 
  Saves
  STR    10  (+0) 
  DEX     8 (-1) 
  CON  10 (+2) 
  INT    16 (+3) 
  WIS     8 (-1) 
  CHA  18 (+6)
  STR    10  (+0) 
  DEX     8 (-1) 
  CON  10 (+3) 
  INT    16 (+3) 
  WIS     8 (-1) 
  CHA  20 (+8)
  STR    10  (+0) 
  DEX    10 (+0) 
  CON  10 (+4) 
  INT    16 (+3) 
  WIS     8 (-1) 
  CHA  20 (+9)
  STR    10  (+0) 
  DEX    12 (+1) 
  CON  10 (+5) 
  INT    16 (+3) 
  WIS     8 (-1) 
  CHA  20 (+10)
  Skills
  -
  -
  -
  -
  Saves
  -
  -
  -
  -
  Vulnerabilities
  -
  -
  -
  -
  Immunities -
  -
  -
  -
  Senses
  Passive Perception 11
  Passive Perception 12
  Passive Perception 13
  Passive Perception 14
  Languages Common, Draconic, Dwarvish, Elvish
  Attacks
  Melee Dagger +2 (1d4 ) 
  Ranged Dagger (Thrown) 
  20 ft.’: +2 (1d4); 60 ft.’: +2 
  (1d4) 
  Ranged Shortbow ) --> 30 
  ft.’: -9 (1d6-1); 120 ft.’: -9 
  (1d6-1) 
  Melee Dagger (Weapon +1) 
  +4 (1d4+1 ) 
  Melee Dagger (Weapon +1/
  Thrown) 20 ft.’: +4 (1d4+1); 
  60 ft.’: +4 (1d4+1) 
  Ranged Shortbow ) --> 30 
  ft.’: -8 (1d6-1); 120 ft.’: -8 
  (1d6-1) 
  Melee Dagger (Weapon +2) 
  +6 (1d4+2 ) 
  Ranged Dagger (Weapon 
  +2/Thrown) 20 ft.’: +6 
  (1d4+2); 60 ft.’: +6 
  (1d4+2) 
  Ranged Shortbow ) --> 30 
  ft.’: -6 (1d6); 120 ft.’: -6 
  (1d6) 
  Melee Dagger (Weapon +3) 
  +9 (1d4+4 ) 
  Ranged Dagger (Weapon +3/
  Thrown) 20 ft.’: +9 (1d4+4); 
  60 ft.’: +9 (1d4+4) 
  Ranged Shortbow ) --> 30 
  ft.’: -4 (1d6+1); 120 ft.’: -4 
  (1d6+1) 
  Special
  -
  -
  -
  -
  Proficiencies
  Crossbow (Light), Dagger, Dart, Longbow, Longsword, Quarterstaff, Shortbow, Shortsword, Sling
  NE; Medium Humanoid (Elf)
  
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    Low
    Moderate
    Advanced
    Elite
  Special 
  Qualities
  Cantrip, Darkvision, Elf 
  Weapon Training, Extra 
  Language, Fey Ancestry, 
  Keen Senses, Languages, 
  Trance, Cantrips, Creating 
  Spell Slots, Draconic 
  Bloodline, Draconic 
  Resilience, Dragon 
  Ancestor, Flexible Casting, 
  Font of Magic, Sorcerous 
  Origin, Sorcery Points, Spell 
  Casting
  Cantrip, Darkvision, Elf 
  Weapon Training, Extra 
  Language, Fey Ancestry, 
  Keen Senses, Languages, 
  Trance, Ability Score 
  Improvement, Cantrips, 
  Creating Spell Slots, 
  Draconic Bloodline, 
  Draconic Resilience, Dragon 
  Ancestor, Elemental Affinity, 
  Flexible Casting, Font of 
  Magic, Heightened Spell, 
  Metamagic, Quickened Spell, 
  Sorcerous Origin, Sorcery 
  Points, Spell Casting 
  Cantrip, Darkvision, Elf 
  Weapon Training, Extra 
  Language, Fey Ancestry, 
  Keen Senses, Languages, 
  Trance, Ability Score 
  Improvement, Cantrips, 
  Creating Spell Slots, 
  Draconic Bloodline, 
  Draconic Resilience, 
  Dragon Ancestor, Elemental 
  Affinity, Flexible Casting, 
  Font of Magic, Heightened 
  Spell, Metamagic, 
  Quickened Spell, Sorcerous 
  Origin, Sorcery Points, Spell 
  Casting, Subtle Spell 
  Cantrip, Darkvision, Elf 
  Weapon Training, Extra 
  Language, Fey Ancestry, Keen 
  Senses, Languages, Trance, 
  Ability Score Improvement, 
  Cantrips, Creating Spell Slots, 
  Draconic Bloodline, Draconic 
  Resilience, Dragon Ancestor, 
  Dragon Wings, Elemental 
  Affinity, Flexible Casting, 
  Font of Magic, Heightened 
  Spell, Metamagic, Quickened 
  Spell, Sorcerous Origin, 
  Sorcery Points, Spell Casting, 
  Subtle Spell
  Spell-
  casting
  Save DC 14; Spell Atk +6
  1st: charm person; feather 
  fall; fog cloud
  Save DC 16; Spell Atk +8
  3rd: fireball; gaseous form; 
  haste
  2nd: alter self; hold person; 
  invisibility
  1st: charm person; feather 
  fall; fog cloud; sleep
  Save DC 17; Spell Atk +9
  5th: cone of cold; hold 
  monster
  4th: confusion; dimension 
  door; ice storm
  3rd: fireball; gaseous form; 
  haste
  2nd: alter self; hold person; 
  invisibility
  1st: charm person; feather 
  fall; fog cloud; sleep
  Save DC 18; Spell Atk +10
  7th: finger of death
  6th: globe of invulnerability
  5th: cone of cold; hold 
  monster
  4th: confusion; dimension 
  door; ice storm
  3rd: fireball; gaseous form; 
  haste
  2nd: alter self; hold person; 
  invisibility
  1st: charm person; feather 
  fall; fog cloud; sleep
  Equipment
  Dagger;
  shortbow;
  arrows (20x)
  +1 Dagger;
  shortbow;
  arrows (20x)
  +2 Dagger;
  shortbow;
  arrows (20x)
  +3 Dagger;
  shortbow;
  arrows (20x)
  Special Abilities
  Cantrip You know one cantrip of your choice from the wizard spell list. 
  Intelligence is your spellcasting ability for it. Spell save DC 16; Spell attack 
  modifier +8
  Darkvision Accustomed to twilit forests and the night sky, you have 
  superior vision in dark and dim conditions. You can see in dim light within 
  60 feet of you as if it were bright light, and in darkness as if it were dim 
  light. You can’t discern color in darkness, only shades of gray.
  Elf Weapon Training You have proficiency with the longsword, 
  shortsword, shortbow, and longbow.
  Extra Language You can speak, read, and write one extra language of your 
  choice.
  Fey Ancestry You have advantage on saving throws against being 
  charmed, and magic can’t put you to sleep.
  Keen Senses You have proficiency in the Perception skill.
  Languages You can speak, read, and write Common and Elvish. Elvish is 
  fluid, with subtle intonations and intricate grammar. Elven literature is rich 
  and varied, and their songs and poems are famous among other races. 
  Many bards learn their language so they can add Elvish ballads to their 
  repertoires.
  Trance Elves don’t need to sleep. Instead, they meditate deeply, remaining 
  semiconscious, for 4 hours a day. (The Common word for such meditation 
  is “trance.”) While meditating, you can dream after a fashion; such dreams 
  are actually mental exercises that have become reflexive through years of 
  practice. After resting in this way, you gain the same benefit that a human 
  does from 8 hours of sleep.
  Creating Spell Slots Spell Slot Level-Sorcery Point Cost: 1st-2; 2nd-3; 
  3rd-5; 4th-6; 5th-7. Converting a Spell Slot to Sorcery Points. As a bonus 
  action on your turn, you can expend one spell slot and gain a number of 
  sorcery points equal to the slot’s level.
  Draconic Bloodline Your innate magic comes from draconic magic that 
  was mingled with your blood or that of your ancestors. Most often, 
  sorcerers with this origin trace their descent back to a mighty sorcerer of 
  ancient times who made a bargain with a dragon or who might even have 
  claimed a dragon parent. Some of these bloodlines are well established 
  in the world, but most are obscure. Any given sorcerer could be the 
  first of a new bloodline, as a result of a pact or some other exceptional 
  circumstance. You can speak, read, and write Draconic. Additionally, 
  whenever you make a Charisma check when interacting with dragons, 
  your proficiency bonus is doubled if it applies to the check.
  Draconic Resilience As magic flows through your body, it causes physical 
  traits of your dragon ancestors to emerge. At 1st level, your hit point 
  maximum increases by 1 and increases by 1 again whenever you gain a 
  level in this class. Additionally, parts of your skin are covered by a thin 
  sheen of dragon-like scales. When you aren’t wearing armor, your AC 
  equals 13 + your Dexterity modifier.
  Dragon Ancestor At 1st level, you choose one type of dragon as your 
  ancestor. The damage type associated with each dragon is used by 
  features you gain later. Red, Damage Type Fire. You can speak, read, and 
  write Draconic. Additionally, whenever you make a Charisma check when 
  interacting with dragons, your proficiency bonus is doubled if it applies to 
  the check.
  Dragon Wings At 14th level, you gain the ability to sprout a pair of 
  dragon wings from your back, gaining a flying speed equal to your current 
  
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  speed. You can create these wings as a bonus action on your turn. They 
  last until you dismiss them as a bonus action on your turn. You can’t 
  manifest your wings while wearing armor unless the armor is made to 
  accommodate them, and clothing not made to accommodate your wings 
  might be destroyed when you manifest them.
  Elemental Affinity Starting at 6th level, when you cast a spell that deals 
  damage of the type associated with your draconic ancestry, add 5 to 
  that damage. At the same time, you can spend 1 sorcery point to gain 
  resistance to that damage type for 1 hour. The damage bonus applies to 
  one damage roll of a spell, not multiple rolls.
  Flexible Casting You can use your sorcery points to gain additional spell 
  slots, or sacrifice spell slots to gain additional sorcery points. You learn 
  other ways to use your sorcery points as you reach higher levels. Creating 
  Spell Slots. You can transform unexpended sorcery points into one spell 
  slot as a bonus action on your turn. The Creating Spell Slots table shows 
  the cost of creating a spell slot of a given level. You can create spell slots 
  no higher in level than 5th. The created spell slots vanish at the end of a 
  long rest.
  Font of Magic At 2nd level, you tap into a deep wellspring of magic within 
  yourself. This wellspring is represented by sorcery points, which allow you 
  to create a variety of magical effects.
  Heightened Spell When you cast a spell that forces a creature to make a 
  saving throw to resist its effects, you can spend 3 sorcery points to give 
  one target of the spell disadvantage on its first saving throw made against 
  the spell.
  Quickened Spell When you cast a spell that has a casting time of 1 action, 
  you can spend 2 sorcery points to change the casting time to 1 bonus 
  action for this casting.
  Sorcery Points You have 14 sorcery points. You can never have more 
  sorcery points than 14 at once. You regain all spent sorcery points when 
  you finish a long rest.
  Subtle Spell When you cast a spell, you can spend 1 sorcery point to cast 
  it without any somatic or verbal components.
  
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  Lillie the Lame
  Lillie the Lame
  
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  Lillie the Lame
  Lillie the Lame
  Overview
  Hobbled as a sex slave to prevent flight, this half-elven monk 
  now takes out her latent anger on betrayers and enslaves of 
  all kinds.
  Appearance
  Beautiful in her youth, her visage has been aged prematurely, 
  a phenomenon brought on by seeing, feeling, and doing too 
  much beyond the realm of the everyday.
  Background
  Lillie remembers very little of her childhood.  Her earliest 
  true memory is of begging for a piece of bread, and being 
  taken in by a seemingly kindly older woman, who fed and 
  cared for her for a few years before turning her toward the 
  true craft of her profession.
  Horrified, Lillie saw little other choice, particularly given the 
  woman’s kindliness outside of this demand.  For years she 
  worked as best she was able, but grew increasingly hateful of 
  the entire arrangement.
  As she grew older, her madame and surrogate mother-figure 
  turned her affections toward younger, newer recruits, and 
  Lillie’s simmering rage grew.
  One day, she declined a particular request of a client.  That 
  client was furious, and demanded either a refund or the 
  service desired.  The madame backed the client, and Lillie 
  tried to flee, sprinting away barefoot and barely dressed 
  down the city streets.
  Knowing little of the city and having no resources about her, 
  Lillie was quickly captured and put back to work.  To prevent 
  further such elopement, she was hobbled.
  A year later, she found a client who sympathized with her 
  plight, and offered to buy her freedom.  Shocked and jealous, 
  the madame demanded an exorbitant sum.  The man knew 
  this offer for what it was: a tacit refusal.
  Secretly, the man snuck in tools and weapons and gave them 
  to Lillie, to enable her escape.  He hired men to meet her in 
  the alley behind the brothel in which she was kept, with a 
  coach and horses ready to take her away.
  While the escape itself was successful, the subsequent 
  flight was cursed: on the road back to the client’s estate, 
  the stagecoach was beset by a band of brigands, who knew 
  nothing of Lillie or the escape attempt in process, but who 
  saw a well-to-do coach when they saw one.
  The hirelings fought back, and in the ensuing battle and 
  chaos, Lillie found herself on her back, fighting for her life 
  against a robber; she grabbed for a sword, and struck back.
  That moment, that singular moment of haphazard success, 
  redefined her instantly.  
  For she was no longer the disadvantaged sex slave with no 
  options.  She was now a warrior... de facto, perhaps, but a 
  warrior nevertheless.
  Over the last decade, she has completed this transformation: 
  from weakling to warrior, and from slave to savior.  
  She fights now on behalf of those who have not yet had the 
  fortune she did, to raise them up from their shackles.
  Demeanor
  Lillie can be charming and engaging, but mercenary in doing 
  so: she has aims and goals, and she will speak with others, 
  particularly men, only in pursuit of these goals.  
  Outside of a particular objective that she herself has 
  established, she is cold and dismissive.
  Combat Tactics
  Lillie is ruthless, and has grown a bit of bloodlust; once 
  she strikes back against someone she conceives of as an 
  oppressor, she will not cease until there is death.
  Before this, or in careful advance planning, she is a 
  competent tactician, and is mindful of “spending” her forces 
  in an effective and efficient manner.  She will not send 
  someone willingly to their death unless that demise saves 
  more innocents.
  Modus Operandi
  Fortunately for Lillie, it’s often easy enough to establish a 
  wide range of potential targets for her liberating villany: 
  slavery, in various forms and with varying degrees of 
  explicitness, is well and truly alive in the Realm, from the 
  enforcement of unfair indentured servant contracts to the 
  outright conquest of entire populations as a consequence of 
  war.
  Lillie will typically focus on more private enterprises as 
  targets for her attacks.  Brothels in particular are prime 
  targets, given her background and experience in this zone.  
  Lillie prefers to select a target that is largely unsuspecting, 
  and will be caught by surprise.  Entrenched establishments, 
  fearing little in the way of reprecussions from their routine 
  and casual enslavement of innocents, are Lillie’s favorite 
  objectives.
  Once selected, a target will be under surveillance from 
  Lillie and her henchmen for a period ranging from a few 
  days to several months.  During this time, Lillie’s forces 
  gather information about the building’s habits, its staff, and 
  operations, so they can identify weaknesses.
  Lillie will strike when it is most advantageous to do so: often 
  at night, during a shift change, or during a delivery or other 
  time when “regular chaos” causes a natural distration she 
  can take advantage of.
  In the attack itself, Lillie will seek to kill outright those most 
  
  465
  Lillie the Lame
  
  466
  Lillie the Lame
  FlexTable 31: Lillie the Lame Rumors & Lore
  A
  B
  C
  D
  DC
  Description
  Veracity
  -
  -
  -
  01-30
  -
  No Rumor
  No information is obtained.
  01-14
  01-14
  01-14
  31-39
  12
  A hobbled sex slave seeks revenge 
  against any who enslave.
    True.  This is as concise a 
  description of Lillie and her aims as 
  is possible
  15-29
  15-30
  15-30
  01-30
  13
  Once a brothel worker, Lillie 
  the Lame now seeks to free the 
  oppressed in all of their forms.
    True.  This expands a bit upon 
  her approach: it is not merely those 
  forced into the sex trade that Lillie 
  seeks to liberate.
  30-44
  31-45
  31-45
  31-39
  14
  Day and night,  
  We work without hope.
  Toil and fight, 
  It’s bed or the rope.
  Keep hopes up, 
  For Lillie arrives;
  Drink from the cup 
  Of freedom and sigh
    True.  Lillie’s efforts have 
  gathered fame, and her victories 
  are sung cautiously by those still 
  oppressed.
  45-59
  46-60
  46-60
  40-49
  15
  Though seeking to free those 
  enslaved, Lillie will destroy 
  countless dozens in this objective.
    True.  Those responsible for 
  the oppression of others deserve no 
  quarter, in her mind.
  60-74
  60-69
  60-69
  50-59
  16
  From the lowliest worker paid 
  unfair wages, to the entire 
  country shackled in war, all may 
  hope for freedom in the form of 
  Lillie the Lame and her band of 
  liberators.
    True.  They may hope, indeed, 
  but ultimately, Lillie’s targets are 
  picked by Lillie herself, and she 
  rarely responds to outright requests 
  or pleas.
  75-89
  70-97
  70-94
  60-69
  11
  Lillie the Lame once fought for 
  freedom, but now seeks to steal 
  slaves for her own army.
    False.  Likely a rumor spread by 
  those seeking to discredit her, this is 
  blatantly untrue.
  90-00
  98-00
  95-00
  70-00
  13
  Lillie the Lame is in fact a 
  mercenary, open to the highest 
  bidder, and willing to destroy 
  brothels and slave rings to 
  prevent competition.  Her aims, 
  while seemingly noble, are 
  paid for in coin by those up to 
  far worse deeds than those she 
  attacks.
    False.  Because Lillie’s selection 
  of targets is so random and 
  haphazard, it’s easy to conclude that 
  she has ulterior motives in picking 
  who to attack.  But she has never 
  accepted compensation for her 
  operations.
  responsible for oppression, offering them little opportunity 
  to redeem or defend themselves.  Those enslaved, she sets 
  free.  Everyone in between is treated according to how they 
  react: those who fight back on behalf of the oppressors are 
  typically slain; those who remain neutral or aid the attackers 
  are offered amnesty and even a share of the spoils.
  Although such endeavors are often quite profitable, Lillie 
  seeks no monetary reward for her liberations, preferring 
  instead that any monies seized are used to grant a new life to 
  those newly freed.
  Notoriety
  Lillie the Lame has made quite a name for herself in recent 
  years.  Far and wide, tales of her exploits are told: to 
  enslavers, as a warning and a heads-up; to those oppressed, 
  as a means of offering hope and solace.
  It would be rare indeed for a sex worker or a brothel owner 
  in a major city to have not heard anything at all about Lillie 
  and her band, though most who have no firsthand exposure 
  to her deeds dismiss the rumors as stories only.
  Hooks, Integration, & Adventure 
  Seeds
  • Direct Attack: Lillie attacks the PCs themselves.  This 
  approach only really works well if the PCs employ slaves, 
  frequently enjoy the company and/or services of slaves, or 
  habitually support those who use slaves.
  • Plea of the Innocent: Someone whose life or loved ones 
  have been ruined by slavery emplore the PCs for their 
  
  467
  Lillie the Lame
  assistance.
  • Fringe Notice: Many establishments in town have been 
  rendered inoperable by Lillie’s exploits and destruction.  
  The party notices, and investigates.
  • Appeal from Authority: Town militia asks the party’s 
  help in seeking the culprit.  They may be paid for by a 
  conglomerate of interested parties.
  • Faction Quest: One or more Factions, perhaps in league, 
  ask the party’s help in preventing further attacks.  This 
  works especially well if it is a military whose might is 
  based on the backs of slaves.
  • Faction Impact: A slave-using Faction has been dealt a 
  heavy blow by Lillie’s crew, and asks the party’s help in 
  staving off further attacks.
  • Collateral Damage: Perhaps the party is indulging in the 
  services of a brothel when Lillie and her henchmen attack 
  the establishment.  Knowing little of the woman or her 
  motives, the PCs will be hard-pressed to make an informed 
  split-section decision as to how to react appropriately.
  • Disappearing Regular: In the course of one of her 
  attacks, Lillie kills one of the NPCs with whom the party 
  regularly interacts.  This could be because that NPC 
  themselves owned slaves, or because they happened to be 
  in the wrong place at the wrong time.
  Habits and Logistics
  Lillie and her cohorts are loosely organized.  They typically 
  take shelter in woods or mountains surrounding the city 
  in which they currently operate; under dire environmental 
  circumstances this might be in a swamp.
  There is only a 
    25% chance Lillie is present at this 
  makeshift facility at any time of day.  The remainder of the 
  time, she is in town, gathering research or merely shopping 
  or hobnobbing with the populace so as to better understand 
  the situation.
  Conversation
  Lillie was taught to be charming, influential, and seductive 
  from an early age.  Though she feels she has little natural 
  talent for these skills, she knows how to employ them well 
  enough, and will do so especially well if it is toward her 
  ultimate aims.
  Aside from furthering the plight of the innocent, Lillie has no 
  true interest in conversation, having long ago learned that 
  most talk is idle, even if fervent.
  Do you know what happened to this person (and/or 
  establishment)? 
  (This can be a general question about any victim, actual or 
  suspected.)
   
    “You mean the slave-abusers who got what was coming 
  to them?  Yes, I know that happened, if that’s what you 
  mean.  Not sad or sorry that it did; nor should anyone 
  else be.”
  What of your past?
   
    “It’s past.  Leave it at that.  None have cause or purpose 
  to know more than that.”
  Did you know this person? 
  (This can be a general question about any victim, actual or 
  suspected.)
   
    “Not beyond their reputation.  Ask instead if I know the 
  innocents they abused.”
  Attitude Tracker Triggers
  Value
  Action
  <7
  The PCs become Lillie’s next target of attack, 
  regardless of their stance toward or actions 
  regarding slavery.
  <13
  Lillie will attack the PCs on sight, or flee from 
  them if circumstances would dictate odds 
  against her or would prevent an attack entirely.
  >18
  Lillie will be quite candid in her feelings 
  toward her targets, and the victims of these 
  recent attacks.
  >24
  Lillie will admit to her villainous behavior, and 
  offer to engage the party’s help in her next 
  attack.
  Organization
  Lillie has never sought retainers, but has amassed quite a 
  following.  This is a combination of two factors.
  First, many sympathize with, or have a personal connection 
  to, her cause.  Former slaves, those who briefly had run-
  ins or close calls with “pseudo-slavery”, or those still in the 
  struggle will almost universally laud Lillie’s aims, if not her 
  methods.  For some, this is enough for them to commit fully 
  to help support Lillie, even if only for a brief time or a single 
  attack against their former “employer”.
  Second, those she frees often have little choice as to where 
  else to go.  Lillie’s little army may not be a path to long-term 
  objectives, but it’s safe and secure and different from the 
  former life of many... particularly those who have known 
  nothing but the slavemaster’s whip their entire lives.
  No matter where she is—in town or outside—Lillie can call 
  to her followers, who will arrive 
    1d4 rounds after she 
  calls to them.  Each round thereafter, 
    1d4 of each type of 
  henchman will show up as reinforcements.
  Keep track of those summoned in this manner; Lillie cannot 
  bring forth more henchmen of a particular type than she has 
  in total in the city (see below).
  Henchmen, Retainers, and 
  Followers
  Palanquin Bearer: 
    3d6 at a given time.  These sturdy 
  dwarves are tasked with carrying their mistress’ litter, and 
  defending it by any means necessary.
  Quorral: These Paladins are in the midst of a moral 
  
  468
  Lillie the Lame
  conundrum.  For though they quite agree with Lillie’s goals, 
  her methods certainly run counter to the Quorrals’ own 
  pursuits and beliefs.  In addition to being good viziers who 
  whispers in Lillie’s ear in an attempt to steer her toward the 
  righteous path, Quorrals also act as intermediaries for her.  
  There are generally 
    2d8 of these warriors available to 
  Lillie at a time.  
  From a roleplaying standpoint, any Paladin who follows Lillie 
  as a Quorral for more than a month risks losing their faith 
  and Lawful Good alignment, as Lillie’s approach to her cause 
  is best described judiciously as Chaotic Good.
  Lair / Residence
  Lillie the Lame keeps camp outside of town, typically with 
  about half of her total followers alongside her.  This “camp” 
  is usually a makeshift arrangement, consisting of a loosely-
  organized cluster of camps and bedrolls and firepits that 
  form an impromptu sort of village in the forest, mountain, or 
  swamps outside of the city that is their focus.
  Quests & Encounters
    Quest: Taking Sides
    Summary: The PCs must choose whether to help defend 
  against, or to participate in, a raid of Lillie the Lame 
  against an abusive brothel.
    Rewards:   
    1,800 gp / 
    4,200 gp / 
    9,700 gp / 
    15,000 gp; up to 
    4 Reward Stars.
    Locations: Any (urban).
    Key NPCs: Lillie the Lame, Palanquin Bearers, Quorrals.
    Kickoff: This Quest may be introduced in a variety of 
  ways, in service to the PCs, their relationship to brothels, 
  their stance toward slavery in general, established 
  relationships to NPCs who may have a role in the brothel, 
  and other factors in your gaming environment. 
   
  The simplest and most easily-inserted introduction is 
  that the PCs are in the brothel when the attack occurs.  
  They have precious little time in which to establish the 
  true nature of the attack, Lillie’s motives, and to make an 
  actual informed decision as to their reaction.  Most likely, 
  regardless of their alignment or possible sympathies with 
  Lillie’s cause, they will feel forced to react into defending 
  the brothel. 
   
  Alternately, perhaps a worker in the brothel with inside 
  information mentions an impending “liberation” to the 
  party.  She describes Lillie as a saint, and explains her 
  purpose in these attacks.  That way, when the attack 
  comes, it’s viewed in a more complex, positive context, 
  and the PCs are more forced to make a decision rather 
  than simply reacting to violence. 
   
  Finally, depending on the party’s alignment, connections, 
  and other factors, it might make sense for Lillie to 
  approach the PCs directly, and tell them of her intent, and 
  ask their assistance in the fight. 
   
  Although arguably the decision the PCs face remains 
  identical in these scenarios, the amount of context 
  and information they have in advance and during the 
  event makes their decision progressively more complex, 
  particularly as a reaction to how it matches with their 
  alignment.
    Description:
  Lillie brings with her her entire entourage of henchmen, 
  which she herself leads.
  She will call off her forces, and will herself withdraw, if 
  her numbers are reduced to fewer than one-third of their 
  original quantity, or if she herself is reduced to fewer than 
  one-quarter her maximum hit points.
  Ultimately, although the decision may be complex to varying 
  degrees, the PCs have a simple decision in terms of outcome: 
  they can help Lillie and the attackers liberate slaves, or they 
  can defend the institution which is being attacked.
    Rewards described below assume a typical adventuring 
  party composed of generally Good characters; the 
  GM is encouraged to adjust rewards in service to the 
  roleplaying of the composition of your particular party.
    Any scenario in which Lillie is defeated (that is, either 
  she is slain, or withdraws under the conditions described 
  above) merits 
    2 Reward Stars.
    Backing Lillie and her forces is worth 
    1 Reward Star, 
  or 
    2 Reward Stars if the PCs undertake this backing 
  out of sympathy for her cause rather than simply being 
  opportunistic and sensing the chaos of the situation.
    The “best case scenario” is one in which the PCs have 
  foreknowledge of the attack, but are able to use their 
  noncombat talents to avoid violence and collateral 
  damage.  Convincing the establishment owner to free 
  slaves without a direct, obvious threat of violence is 
  tricky: this requires three successful skill checks in a 
  row, with no failures.   
   
  Each matches the 
    Diplomacy or Intimidate of the 
  party against the Bluff or Diplomacy of the owner.   
   
  Success means the owner agrees to Lillie’s terms without 
  a fight; this is worth 
    4 Reward Stars and avoids the 
  attack entirely. 
   
  Failure in any of the three checks means that the attack 
  proceeds as planned; the owner either doesn’t believe the 
  party’s story, or believes it, but doesn’t appreciate the 
  severity of Lillie’s assault.   
   
  Failure on the very first check will not only ensure the 
  attack proceeds as planned, but will get the party banned 
  from the establishment for life. 
   
  In either “failure” scenario above, the party remains free 
  to join Lillie or back the brothel, with the rewards those 
  approaches entail as described earlier.
  
  469
  Lillie the Lame
  Lillie the Lame
  CR 5; XP 200
    Low
    Moderate
    Advanced
    Elite
  Challenge CR 5 
  XP 1,800
  CR 9 
  XP 5,000
  CR 13 
  XP 10,000
  CR 17 
  XP 18,000
  Class / HD Monk 5
  Monk 9
  Monk 13
  Monk 17
  Size / Aln
  Medium LE 
  Elf (High)
  Medium LE 
  Elf (High)
  Medium LE 
  Elf (High)
  Medium LE 
  Elf (High)
  HP
  32
  52
  70
  96
  Armor 
  Class
  16
  17
  18
  19
  Speed
  Walk 40’
  Walk 45’
  Walk 50’
  Walk 55’
  Ability 
  Scores / 
  Saves
  STR    10  (+3) 
  DEX   13 (+4) 
  CON  10 (+0) 
  INT    10 (+0) 
  WIS   20 (+5) 
  CHA  17 (+3)
  STR    10  (+4) 
  DEX   15 (+6) 
  CON  10 (+0) 
  INT    10 (+0) 
  WIS   20 (+5) 
  CHA  17 (+3)
  STR    10  (+5) 
  DEX   17 (+8) 
  CON  10 (+0) 
  INT    10 (+0) 
  WIS   20 (+5) 
  CHA  17 (+3)
  STR    10  (+6) 
  DEX   19 (+10) 
  CON  10 (+6) 
  INT    10 (+6) 
  WIS   20 (+11) 
  CHA  17 (+9)
  Skills
  -
  -
  -
  -
  Saves
  -
  -
  -
  -
  Vulnerabilities
  -
  -
  -
  -
  Immunities -
  -
  -
  -
  Senses
  Passive Perception 15
  +3 Viol
  Passive Perception 15
  +4 Viol
  Passive Perception 15
  +5 Viol
  Passive Perception 15
  +6 Viol
  Languages Common, Dwarvish, Elvish
  Abyssal, Celestial, Common, Deep 
  Speech, Draconic, Druidic, Dwarvish, 
  Elvish, Giant, Gnomish, Goblin, 
  Halfling, Infernal, Orc, Primordial, 
  Sylvan, Undercommon 
  Attacks
  Melee Unarmed Attack 
  +3/+3 (1d6 20/x2; 5 ft.) 
  Ranged Crossbow, Light ) 
  --> 80 ft.’: -2/-2 (1d8+1); 
  320 ft.’: -2/-2 (1d8+1) 
  Melee Dagger +4 (1d4+1 ) 
  Ranged Dagger (Thrown) 20 
  ft.’: +4/+4 (1d4+1); 60 ft.’: 
  +4/+4 (1d4+1) 
  Melee Unarmed Attack 
  +4/+4 (1d6 20/x2; 5 ft.) 
  Ranged Crossbow, Light ) --> 
  80 ft.’: +0/+0 (1d8+2); 320 
  ft.’: +0/+0 (1d8+2) 
  Melee Dagger (Weapon +1) 
  +7 (1d4+3 ) 
  Ranged Dagger (Weapon 
  +1/Thrown) 20 ft.’: +7/+7 
  (1d4+3); 60 ft.’: +7/+7 
  (1d4+3) 
  Melee Unarmed Attack 
  +5/+5 (1d8 20/x2; 5 ft.) 
  Ranged Crossbow, Light ) 
  --> 80 ft.’: +2/+2 (1d8+3); 
  320 ft.’: +2/+2 (1d8+3) 
  Melee Dagger (Weapon +2) 
  +10 (1d4+5 ) 
  Ranged Dagger (Weapon 
  +2/Thrown) 20 ft.’: 
  +10/+10 (1d4+5); 60 ft.’: 
  +10/+10 (1d4+5)
  Melee Unarmed Attack 
  +6/+6 (1d10 20/x2; 5 ft.) 
  Ranged Crossbow, Light ) --> 
  80 ft.’: +4/+4 (1d8+4); 320 
  ft.’: +4/+4 (1d8+4) 
  Melee Dagger (Weapon +3) 
  +13 (1d4+7 ) 
  Ranged Dagger (Weapon +3/
  Thrown) 20 ft.’: +13/+13 
  (1d4+7); 60 ft.’: +13/+13 
  (1d4+7) 
  NE; Medium Humanoid (Gnome)
  
  470
  Lillie the Lame
    Low
    Moderate
    Advanced
    Elite
  Special
  -
  -
  -
  -
  Proficiencies
  Club, Crossbow (Light), Dagger, Dart, Greatclub, Handaxe, Javelin, Light Hammer, Mace, Quarterstaff, Shortbow, 
  Shortsword, Sickle, Sling, Spear, Unarmed Strike, Unarmed Strike (Monk)
  Special 
  Qualities
  Darkvision, Fey Ancestry, 
  Languages, Skill Versatility, 
  Ability Score Improvement, 
  Deflect Missiles, Extra 
  Attack, Flurry of Blows, 
  Ki, Martial Arts, Monastic 
  Tradition, Open Hand 
  Technique, Patient Defense, 
  Slow Fall, Step of the Wind, 
  Stunning Strike, Unarmored 
  Defense, Unarmored 
  Movement, Way of the 
  Open Hand
  Darkvision, Fey Ancestry, 
  Languages, Skill Versatility, 
  Ability Score Improvement, 
  Deflect Missiles, Evasion, 
  Extra Attack, Flurry of Blows, 
  Ki, Ki-Empowered Strikes, 
  Martial Arts, Monastic 
  Tradition, Open Hand 
  Technique, Patient Defense, 
  Slow Fall, Step of the Wind, 
  Stillness of Mind, Stunning 
  Strike, Unarmored Defense, 
  Unarmored Movement, 
  Way of the Open Hand, 
  Wholeness of Body
  Darkvision, Fey Ancestry, 
  Languages, Skill Versatility, 
  Ability Score Improvement, 
  Deflect Missiles, Evasion, 
  Extra Attack, Flurry of 
  Blows, Ki, Ki-Empowered 
  Strikes, Martial Arts, 
  Monastic Tradition, Open 
  Hand Technique, Patient 
  Defense, Purity of Body, 
  Slow Fall, Step of the Wind, 
  Stillness of Mind, Stunning 
  Strike, Tongue of the Sun 
  and Moon, Tranquility, 
  Unarmored Defense, 
  Unarmored Movement, 
  Way of the Open Hand, 
  Wholeness of Body
  Darkvision, Fey Ancestry, 
  Languages, Skill Versatility, 
  Ability Score Improvement, 
  Deflect Missiles, Diamond 
  Soul, Evasion, Extra Attack, 
  Flurry of Blows, Ki, Ki-
  Empowered Strikes, Martial 
  Arts, Monastic Tradition, 
  Open Hand Technique, 
  Patient Defense, Purity 
  of Body, Quivering Palm, 
  Slow Fall, Step of the 
  Wind, Stillness of Mind, 
  Stunning Strike, Timeless 
  Body, Tongue of the Sun 
  and Moon, Tranquility, 
  Unarmored Defense, 
  Unarmored Movement, 
  Way of the Open Hand, 
  Wholeness of Body
  Spell-
  casting
  -
  -
  -
  -
  Equipment
  Light crossbow;
  crossbow bolts (10x);
  dagger
  Light crossbow;
  crossbow bolts (10x);
  +1 dagger
  Light crossbow;
  crossbow bolts (10x);
  +2 dagger
  Light crossbow;
  crossbow bolts (10x);
  +3 dagger
  Special Abilities
  Darkvision Thanks to your elf blood, you have superior vision in dark and 
  dim conditions. You can see in dim light within 60 feet of you as if it were 
  bright light, and in darkness as if it were dim light. You can’t discern color 
  in darkness, only shades of gray.
  Fey Ancestry You have advantage on all saving throws against being 
  charmed or put to sleep.
  Languages You can speak, read, and write Common, Elvish, and one extra 
  language of your choice.
  Deflect Missiles Starting at 3rd level, you can use your reaction to deflect 
  or catch the missile when you are hit by a ranged weapon attack. When 
  you do so, the damage you take from the attack is reduced by 1d10 + 
  21. If you reduce the damage to 0, you can catch the missile if it is small 
  enough for you to hold in one hand and you have at least one hand free. If 
  you catch a missile in this way, you can spend 1 ki point to make a ranged 
  attack with the weapon or piece of ammunition you just caught, as part 
  of the same reaction. You make this attack with proficiency, regardless of 
  your weapon proficiencies, and the missile counts as a monk weapon for 
  the attack. The range of the monk’s ranged attack is 20/60 feet.
  Diamond Soul Beginning at 14th level, your mastery of ki grants you 
  proficiency in all saving throws. Additionally, whenever you make a saving 
  throw and fail, you can spend 1 ki point to reroll it and take the second 
  result.
  Evasion At 7th level, your instinctive agility lets you dodge out of the 
  way of certain area effects, such as a blue dragon’s lightning breath or a 
  fireball spell. When you are subjected to an effect that allows you to make 
  a Dexterity saving throw to take only half damage, you instead take no 
  damage if you succeed on the saving throw, and only half damage if you 
  fail.
  Extra Attack Beginning at 5th level, you can attack twice, instead of once, 
  whenever you take the Attack action on your turn.
  Flurry of Blows Immediately after you take the Attack action on your turn, 
  you can spend 1 ki point to make two unarmed strikes as a bonus action.
  Ki Starting at 2nd level, your training allows you to harness the mystic 
  energy of ki. Your access to this energy is represented by a number of ki 
  points. You have a total of 17 ki points. You can spend these points to 
  fuel various ki features. You start knowing three such features: Flurry of 
  Blows, Patient Defense, and Step of the Wind. You learn more ki features 
  as you gain levels in this class. When you spend a ki point, it is unavailable 
  until you finish a short or long rest, at the end of which you draw all of 
  your expended ki back into yourself. You must spend at least 30 minutes 
  of the rest meditating to regain your ki points. Some of your ki features 
  require your target to make a saving throw to resist the feature’s effects. 
  The saving throw DC is as follows: Ki save DC = 19
  Ki-Empowered Strikes Starting at 6th level, your unarmed strikes count 
  as magical for the purpose of overcoming resistance and immunity to 
  nonmagical attacks and damage.
  Martial Arts At 1st level, your practice of martial arts gives you mastery 
  of combat styles that use unarmed strikes and monk weapons, which are 
  shortswords and any simple melee weapons that don’t have the two-
  handed or heavy property. You gain the following benefits while you are 
  unarmed or wielding only monk weapons and you aren’t wearing armor 
  or wielding a shield: * You can use Dexterity instead of Strength for the 
  attack and damage rolls of your unarmed strikes and monk weapons. * 
  You can roll a d10 in place of the normal damage of your unarmed strike 
  or monk weapon. * When you use the Attack action with an unarmed 
  strike or a monk weapon on your turn, you can make one unarmed strike 
  as a bonus action. For example, if you take the Attack action and attack 
  with a quarterstaff, you can also make an unarmed strike as a bonus 
  action, assuming you haven’t already taken a bonus action this turn. 
  Certain monasteries use specialized forms of the monk weapons. For 
  example, you might use a club that is two lengths of wood connected 
  
  471
  Lillie the Lame
  by a short chain (called a nunchaku) or a sickle with a shorter, straighter 
  blade (called a kama). Whatever name you use for a monk weapon, you 
  can use the game statistics provided for the weapon in chapter 5.
  Open Hand Technique Starting when you choose this tradition at 3rd 
  level, you can manipulate your enemy’s ki when you harness your own. 
  Whenever you hit a creature with one of the attacks granted by your 
  Flurry of Blows, you can impose one of the following effects on that 
  target: * It must succeed on a Dexterity saving throw or be knocked 
  prone. * It must make a Strength saving throw. If it fails, you can push it 
  up to 15 feet away from you. * It can’t take reactions until the end of your 
  next turn.
  Patient Defense You can spend 1 ki point to take the Dodge action as a 
  bonus action on your turn.
  Purity of Body At 10th level, your mastery of the ki flowing through you 
  makes you immune to disease and poison.
  Quivering Palm At 17th level, you gain the ability to set up lethal 
  vibrations in someone’s body. When you hit a creature with an unarmed 
  strike, you can spend 3 ki points to start these imperceptible vibrations, 
  which last for a number of days equal to 17. The vibrations are harmless 
  unless you use your action to end them. To do so, you and the target 
  must be on the same plane of existence. When you use this action, the 
  creature must make a Constitution saving throw. If it fails, it is reduced 
  to 0 hit points. If it succeeds, it takes 10d10 necrotic damage. You can 
  have only one creature under the effect of this feature at a time. You can 
  choose to end the vibrations harmlessly without using an action.
  Slow Fall Beginning at 4th level, you can use your reaction when you fall 
  to reduce any falling damage you take by 85.
  Step of the Wind You can spend 1 ki point to take the Disengage or Dash 
  action as a bonus action on your turn, and your jump distance is doubled 
  for the turn.
  Stillness of Mind Starting at 7th level, you can use your action to end one 
  effect on yourself that is causing you to be charmed or frightened.
  Stunning Strike Starting at 5th level, you can interfere with the flow of 
  ki in an opponent’s body. When you hit another creature with a melee 
  weapon attack, you can spend 1 ki point to attempt a stunning strike. The 
  target must succeed on a Constitution saving throw or be stunned until 
  the end of your next turn.
  Timeless Body At 15th level, your ki sustains you so that you suffer none 
  of the frailty of old age, and you can’t be aged magically. You can still die 
  of old age, however. In addition, you no longer need food or water.
  Tongue of the Sun and Moon Starting at 13th level, you learn to touch the 
  ki of other minds so that you understand all spoken languages. Moreover, 
  any creature that can understand a language can understand what you say.
  Tranquility Beginning at 11th level, you can enter a special meditation 
  that surrounds you with an aura of peace. At the end of a long rest, you 
  gain the effect of a sanctuary spell that lasts until the start of your next 
  long rest (the spell can end early as normal). The saving throw DC for the 
  spell equals 19.
  Unarmored Defense Beginning at 1st level, while you are wearing no 
  armor and not wielding a shield, your AC equals 10 + your Dexterity 
  modifier + your Wisdom modifier.
  Unarmored Movement Starting at 2nd level, your speed increases by 10 
  feet while you are not wearing armor or wielding a shield. This bonus 
  increases when you reach certain monk levels, as shown in the Monk 
  table. At 9th level, you gain the ability to move along vertical surfaces and 
  across liquids on your turn without falling during the move.
  Way of the Open Hand Monks of the Way of the Open Hand are the 
  ultimate masters of martial arts combat, whether armed or unarmed. 
  They learn techniques to push and trip their opponents, manipulate ki to 
  heal damage to their bodies, and practice advanced meditation that can 
  protect them from harm.
  Wholeness of Body At 6th level, you gain the ability to heal yourself. As 
  an action, you can regain hit points equal to 51. You must finish a long 
  rest before you can use this feature again.
  
  472
  Lillie the Lame
  Table 34: Attitude Modifiers for Lillie the Lame
  Starting Attitude:  
  18 (Indifferent)
  Name
  Condition
  Effect
  Notes
  Action
  PCs attack without provocation
  -15
  Does not stack with other attack-based modifiers
  Action
  PCs attack with provocation
  -10
  Does not stack with other attack-based modifiers
  Conversation
  PCs threaten violence
  -5
  -
  Action
  NPC witnesses the PCs commit a 
  crime
  +1
  Assumes the crime does not involve the NPC; stacks with 
  other modifiers that involve crimes against the NPC; does 
  not stack with other “witnesses crime” modifiers
  Action
  NPC witnesses the PCs commit 
  murder
  +2
  Assumes the crime does not involve the NPC; stacks with 
  other modifiers that involve crimes against the NPC; does 
  not stack with other “witnesses crime” modifiers
  Action
  NPC witnesses the PCs commit 
  murder in self-defense
  +1
  Assumes the crime does not involve the NPC; stacks with 
  other modifiers that involve crimes against the NPC; does 
  not stack with other “witnesses crime” modifiers
  Action
  Villain witnesses the PCs 
  discussing the villain and/or 
  their henchmen
  -4
  Does not stack with other “witness” modifiers
  Action
  PCs defend this NPC against 
  violence
  +10
  Does not stack with other “witness” modifiers
  Conversation
  PCs attempt a bribe (for 
  information, for action)
  -1
  GM’s discretion as to whether the bribe produces results 
  (positive or negative!)
  Conversation
  PCs share Rumors / Lore 
  +1
  Per each Rumor shared; maximum +4
  Extant
  One or more PCs have been 
  arrested
  +2
  Per offense, no limit
  Extant
  PCs have slain a guard, but have 
  not been caught
  +5
  Per offense, maximum -15 total
  Action
  PCs heal or “boon” this NPC
  +5
  Per healing spell/potion/skill check or beneficial spell or 
  effect; maximum +15
  Action
  PCs refuse to help when asked
  -3
  Per request; no maximum
  Action
  PCs agree to help when asked
  +4
  Per request; maximum +12
  Action
  NPC joins party for any length 
  of time
  +5
  Does not stack with subsequent iterations of itself 
  (maximum effect +5 no matter how many times NPC joins 
  party)
  Action
  PCs save this NPC’s life
  +15
  Either as part of a Quest, or as an offer made of the 
  party’s own initiative
  Conversation
  PCs fail at an Intimidate check 
  for any reason
  -2
  Per failed check; no maximum
  Investigation
  PCs discover something 
  fundamental about this villain’s 
  MO or deeds and/or discovers 
  lair or residence
  -10
  “Fundamental” is left to the GM to adjudicate; stacks with 
  other Investigation modifiers
  Investigation
  PCs rescue a victim, recover a 
  corpse, or otherwise “undo” or 
  find hard evidence of death at 
  the hands of this villain
  -10
  Initial and first-time-only; -2 per additional victim or 
  evidence beyond the first; no limit; stacks with other 
  Investigation modifiers
  Investigation
  PCs give evidence of this villain’s 
  crimes to authorities
  -8
  Stacks with other Investigation modifiers
  
  473
  Lillie the Lame
  Palanquin Bearer
  CR 2; XP 450
    Low
    Moderate
    Advanced
    Elite
  Challenge CR 2 
  XP 450
  CR 6 
  XP 2,300
  CR 10 
  XP 5,900
  CR 14 
  XP 11,500
  Class / HD Fighter 2
  Fighter 6
  Fighter 10
  Fighter 14
  Size / Aln
  Medium NE  
  Dwarf (Hill)
  Medium NE  
  Dwarf (Hill)
  Medium NE  
  Dwarf (Hill)
  Medium NE  
  Dwarf (Hill)
  HP
  22
  74
  120
  186
  Armor 
  Class
  16
  16
  17
  18
  Speed
  Walk 25’
  Walk 25’
  Walk 25’
  Walk 25’
  Ability 
  Scores / 
  Saves
  STR    18  (+6) 
  DEX     7 (-2) 
  CON  16 (+5) 
  INT      9 (-1) 
  WIS   12 (+1) 
  CHA    9 (-1)
  STR    20  (+8) 
  DEX     7 (-2) 
  CON  18 (+7) 
  INT      9 (-1) 
  WIS   12 (+1) 
  CHA    9 (-1)
  STR    20  (+9) 
  DEX     9 (-1) 
  CON  18 (+8) 
  INT      9 (-1) 
  WIS   12 (+1) 
  CHA    9 (-1)
  STR    20  (+10) 
  DEX     11 (+0) 
  CON  20 (+10) 
  INT      9 (-1) 
  WIS   12 (+1) 
  CHA    9 (-1)
  Skills
  -
  -
  -
  -
  Saves
  -
  -
  -
  -
  Vulnerabilities
  -
  -
  -
  -
  Immunities -
  -
  -
  -
  Senses
  Passive Perception 13
  Armor - Disadvantage on 
  Stealth
  Passive Perception 14
  Armor - Disadvantage on 
  Stealth
  Passive Perception 15
  Armor - Disadvantage on 
  Stealth
  Passive Perception 16
  Armor - Disadvantage on 
  Stealth
  Languages Common, Dwarvish
  Attacks
  Melee Dagger +6 (1d4+4 ) 
  Ranged Dagger (Thrown) 20 
  ft.’: +6 (1d4+4); 60 ft.’: +6 
  (1d4+4) 
  Melee Scimitar +6 (1d6+4 ) 
  Melee Dagger +8 (1d4+5 ) 
  Ranged Dagger (Thrown) 20 
  ft.’: +8/+8 (1d4+5); 60 ft.’: 
  +8/+8 (1d4+5) 
  Melee Scimitar (Weapon +1) 
  +9/+9 (1d6+6 ) 
  Melee Dagger +9 (1d4+5 ) 
  Ranged Dagger (Thrown) 
  20 ft.’: +9/+9 (1d4+5); 60 
  ft.’: +9/+9 (1d4+5) 
  Melee Scimitar (Weapon 
  +2) +11/+11 (1d6+7 ) 
  Melee Dagger +10 (1d4+5 ) 
  Ranged Dagger (Thrown) 20 
  ft.’: +10/+10/+10 (1d4+5); 
  60 ft.’: +10/+10/+10 
  (1d4+5) 
  Melee Scimitar (Weapon +3) 
  +13/+13/+13 (1d6+8 ) 
  Special
  -
  -
  -
  -
  Proficiencies
  Battleaxe, Blowgun, Club, Crossbow (Hand), Crossbow (Heavy), Crossbow (Light), Dagger, Dart, Flail, Glaive, Greataxe, 
  Greatclub, Greatsword, Halberd, Handaxe, Javelin, Lance, Light Hammer, Longbow, Longsword, Mace, Maul, Morningstar, 
  Net, Pike, Quarterstaff, Rapier, Scimitar, Shortbow, Shortsword, Sickle, Sling, Spear, Trident, Unarmed Strike, War Pick, 
  Warhammer, Whip
  NE; Medium Humanoid (Dwarf)
  
  474
  Lillie the Lame
    Low
    Moderate
    Advanced
    Elite
  Special 
  Qualities
  Darkvision, Dwarven 
  Combat Training, 
  Dwarven Resilience, 
  Dwarven Toughness, 
  Languages, Mason’s 
  Tools, Stonecunning, Tool 
  Proficiency, Action Surge, 
  Fighting Style, Second 
  Wind, Dueling 
  Darkvision, Dwarven Combat 
  Training, Dwarven Resilience, 
  Dwarven Toughness, 
  Languages, Mason’s 
  Tools, Stonecunning, Tool 
  Proficiency, Ability Score 
  Improvement, Action Surge, 
  Champion, Extra Attack, 
  Fighting Style, Improved 
  Critical, Martial Archetype, 
  Second Wind, Dueling
  Darkvision, Dwarven 
  Combat Training, 
  Dwarven Resilience, 
  Dwarven Toughness, 
  Languages, Mason’s 
  Tools, Stonecunning, Tool 
  Proficiency, Ability Score 
  Improvement, Action Surge, 
  Additional Fighting Style, 
  Champion, Extra Attack, 
  Fighting Style, Improved 
  Critical, Indomitable, Martial 
  Archetype, Remarkable 
  Athlete, Second Wind, 
  Dueling, Protection
  Darkvision, Dwarven Combat 
  Training, Dwarven Resilience, 
  Dwarven Toughness, 
  Languages, Mason’s 
  Tools, Stonecunning, Tool 
  Proficiency, Ability Score 
  Improvement, Action Surge, 
  Additional Fighting Style, 
  Champion, Extra Attack, 
  Fighting Style, Improved 
  Critical, Indomitable, Martial 
  Archetype, Remarkable 
  Athlete, Second Wind, 
  Dueling, Protection
  Spell-
  casting
  -
  -
  -
  -
  Equipment
  Scimitar;
  dagger;
  dwarven plate
  +1 Scimitar;
  dagger;
  dwarven plate
  +2 Scimitar;
  dagger;
  dwarven plate
  +3 Scimitar;
  dagger;
  dwarven plate
  Special Abilities
  Darkvision Accustomed to life underground, you have superior vision in 
  dark and dim conditions. You can see in dim light within 60 feet of you 
  as if it were bright light, and in darkness as if it were dim light. You can’t 
  discern color in darkness, only shades of gray.
  Dwarven Combat Training You have proficiency with the battleaxe, 
  handaxe, light hammer, and warhammer.
  Dwarven Resilience You have advantage on saving throws against poison, 
  and you have resistance against poison damage (explained in chapter 9).
  Dwarven Toughness Your hit point maximum increases by 1, and it 
  increases by 1 every time you gain a level.
  Languages You can speak, read, and write Common and Dwarvish. 
  Dwarvish is full of hard consonants and guttural sounds, and those 
  characteristics spill over into whatever other language a dwarf might 
  speak.
  Mason’s Tools Proficient with Artisan Mason’s Tools.
  Stonecunning Whenever you make an Intelligence (History) check related 
  to the origin of stonework, you are considered proficient in the History 
  skill and add double your proficiency bonus to the check, instead of your 
  normal proficiency bonus.
  Action Surge Starting at 2nd level, you can push yourself beyond your 
  normal limits for a moment. On your turn, you can take one additional 
  action on top of your regular action and a possible bonus action. Once 
  you use this feature, you must finish a short or long rest before you can 
  use it again. You can use this feature 1 time(s) before a rest, but only once 
  on the same turn.
  Champion The archetypal Champion focuses on the development of raw 
  physical power honed to deadly perfection. Those who model themselves 
  on this archetype combine rigorous training with physical excellence to 
  deal devastating blows.
  Extra Attack Beginning at 5th level, you can attack twice, instead of once, 
  whenever you take the Attack action on your turn. The number of attacks 
  increases to three when you reach 11th level in this class and to four 
  when you reach 20th level in this class.
  Improved Critical Beginning when you choose this archetype at 3rd level, 
  your weapon attacks score a critical hit on a roll of 19 or 20.
  Indomitable Beginning at 9th level, you can reroll a saving throw that you 
  fail. If you do so, you must use the new roll, and you can’t use this feature 
  again until you finish a long rest. You can use this feature 2 time(s) 
  between long rests.
  Remarkable Athlete Starting at 7th level, you can add half your proficiency 
  bonus (round up) to any Strength, Dexterity, or Constitution check you 
  make that doesn’t already use your proficiency bonus. In addition, when 
  you make a running long jump, the distance you can cover increases by a 
  number of feet equal to +5.
  Second Wind You have a limited well of stamina that you can draw on to 
  protect yourself from harm. On your turn, you can use a bonus action to 
  regain hit points equal to 1d10 + your fighter level. Once you use this 
  feature, you must finish a short or long rest before you can use it again.
  Dueling When you are wielding a melee weapon in one hand and no other 
  weapons, you gain a +2 bonus to damage rolls with that weapon.
  Protection When a creature you can see attacks a target other than 
  you that is within 5 feet of you, you can use your reaction to impose 
  disadvantage on the attack roll. You must be wielding a shield.
  
  475
  Lillie the Lame
  Quorral
  CR 2; XP 450
    Low
    Moderate
    Advanced
    Elite
  Challenge CR 2 
  XP 450
  CR 6 
  XP 2,300
  CR 10 
  XP 5,900
  CR 14 
  XP 11,500
  Class / HD Paladin 2
  Paladin 6
  Paladin 10
  Paladin 14
  Size / Aln
  Medium LG 
  Human
  Medium LG 
  Human
  Medium LG 
  Human
  Medium LG 
  Human
  HP
  15
  44
  63
  88
  Armor 
  Class
  17
  18
  20
  21
  Speed
  Walk 30’
  Walk 30’
  Walk 30’
  Walk 30’
  Ability 
  Scores / 
  Saves
  STR    15  (+2) 
  DEX     9 (-1) 
  CON  10 (+0) 
  INT    10 (+0) 
  WIS   13 (+3) 
  CHA  17 (+5)
  STR    17  (+3) 
  DEX     9 (-1) 
  CON  10 (+0) 
  INT    10 (+0) 
  WIS   13 (+4) 
  CHA  17 (+6)
  STR    17  (+3) 
  DEX   11 (+0) 
  CON  10 (+0) 
  INT    10 (+0) 
  WIS   13 (+5) 
  CHA  17 (+7)
  STR    19  (+4) 
  DEX   11 (+0) 
  CON  10 (+0) 
  INT    10 (+0) 
  WIS   13 (+6) 
  CHA  17 (+8)
  Skills
  -
  -
  -
  -
  Saves
  -
  -
  -
  -
  Vulnerabilities
  -
  -
  -
  -
  Immunities -
  -
  -
  -
  Senses
  Passive Perception 11
  Armor - Disadvantage on 
  Stealth
  Passive Perception 11
  Armor - Disadvantage on 
  Stealth
  Passive Perception 11
  Armor - Disadvantage on 
  Stealth
  Passive Perception 11
  Armor - Disadvantage on 
  Stealth
  Languages Common, Elvish
  Attacks
  Melee Longsword +4 
  (1d8+4 ) 
  Ranged Longbow ) --> 150 
  ft.’: +1 (1d8-1); 600 ft.’: +1 
  (1d8-1) 
  Melee Longsword +6/+6 
  (1d8+5 ) 
  Ranged Longbow (Weapon 
  +1) ) --> 150 ft.’: +3/+3 
  (1d8); 600 ft.’: +3/+3 (1d8) 
  Melee Longsword (Weapon 
  +2) +9/+9 (1d8+7 ) 
  Ranged Longbow (Weapon 
  +1) ) --> 150 ft.’: +5/+5 
  (1d8+1); 600 ft.’: +5/+5 
  (1d8+1) 
  Melee Longsword (Weapon 
  +3) +12/+12 (1d8+9 ) 
  Ranged Longbow (Weapon 
  +1) ) --> 150 ft.’: +6/+6 
  (1d8+1); 600 ft.’: +6/+6 
  (1d8+1) 
  Special
  -
  -
  -
  -
  Proficiencies
  Battleaxe, Blowgun, Club, Crossbow (Hand), Crossbow (Heavy), Crossbow (Light), Dagger, Dart, Flail, Glaive, Greataxe, 
  Greatclub, Greatsword, Halberd, Handaxe, Javelin, Lance, Light Hammer, Longbow, Longsword, Mace, Maul, Morningstar, 
  Net, Pike, Quarterstaff, Rapier, Scimitar, Shortbow, Shortsword, Sickle, Sling, Spear, Trident, Unarmed Strike, War Pick, 
  Warhammer, Whip
  LG; Medium Humanoid (Human)
  
  476
  Lillie the Lame
    Low
    Moderate
    Advanced
    Elite
  Special 
  Qualities
  Languages, Divine Sense, 
  Divine Smite, Fighting Style, 
  Lay on Hands, Spellcasting, 
  Spellcasting Focus, Dueling
  Languages, Ability Score 
  Improvement, Aura of 
  Protection, Channel Divinity, 
  Divine Health, Divine Sense, 
  Divine Smite, Extra Attack, 
  Fighting Style, Lay on Hands, 
  Oath of Devotion, Oath 
  Spells, Sacred Oath, Sacred 
  Weapon, Spellcasting, 
  Spellcasting Focus, Turn the 
  Unholy, Dueling
  Languages, Ability Score 
  Improvement, Aura of 
  Courage, Aura of Devotion, 
  Aura of Protection, Channel 
  Divinity, Divine Health, 
  Divine Sense, Divine Smite, 
  Extra Attack, Fighting 
  Style, Lay on Hands, Oath 
  of Devotion, Oath Spells, 
  Sacred Oath, Sacred 
  Weapon, Spellcasting, 
  Spellcasting Focus, Turn the 
  Unholy, Dueling
  Languages, Ability Score 
  Improvement, Aura of 
  Courage, Aura of Devotion, 
  Aura of Protection, Channel 
  Divinity, Cleansing Touch, 
  Divine Health, Divine Sense, 
  Divine Smite, Extra Attack, 
  Fighting Style, Improved 
  Divine Smite, Lay on Hands, 
  Oath of Devotion, Oath 
  Spells, Sacred Oath, Sacred 
  Weapon, Spellcasting, 
  Spellcasting Focus, Turn the 
  Unholy, Dueling
  Spell-
  casting
  Save DC 13; Spell Atk +5
  1st: bless; command
  Save DC 14; Spell Atk +6
  2nd: aid; lesser restoration
  1st: bless; command; cure 
  wounds; heroism
  Save DC 15; Spell Atk +7
  3rd: daylight; dispel magic
  2nd: aid; lesser restoration; 
  magic weapon
  1st: bless; command; cure 
  wounds; heroism
  Save DC 16; Spell Atk +8
  4th: locate creature
  3rd: daylight; dispel magic; 
  magic circle
  2nd: aid; lesser restoration; 
  magic weapon
  1st: bless; command; cure 
  wounds; heroism
  Equipment
  Longsword;
  chain mail;
  longbow;
  arrows (20x);
  shield
  Longsword;
  +1 chain mail;
  +1 longbow;
  arrows (20x);
  shield
  +2 Longsword;
  +2 chain mail;
  +1 longbow;
  arrows (20x);
  shield
  +3 Longsword;
  +3 chain mail;
  +1 longbow;
  arrows (20x);
  shield
  Special Abilities
  Languages You can speak, read, and write Common and one extra 
  language of your choice. Humans typically learn the languages of other 
  peoples they deal with, including obscure dialects. They are fond of 
  sprinkling their speech with words borrowed from other tongues: Orc 
  curses, Elvish musical expressions, Dwarvish military phrases, and so on.
  Aura of Courage Starting at 10th level, you and friendly creatures within 
  10 feet of you can’t be frightened while you are conscious.
  Aura of Devotion Starting at 7th level, you and friendly creatures within 
  10 feet of you can’t be charmed while you are conscious.
  Aura of Protection Starting at 6th level, whenever you or a friendly 
  creature within 10 feet of you must make a saving throw, the creature 
  gains a bonus to the saving throw equal to 3. You must be conscious to 
  grant this bonus.
  Channel Divinity Your oath allows you to channel divine energy to fuel 
  magical effects. Each Channel Divinity option provided by your oath 
  explains how to use it. When you use your Channel Divinity, you choose 
  which option to use. You must then finish a short or long rest to use 
  your Channel Divinity again. Some Channel Divinity effects require saving 
  throws. When you use such an effect from this class, the DC equals your 
  paladin spell save DC.
  Cleansing Touch Beginning at 14th level, you can use your action to end 
  one spell on yourself or on one willing creature that you touch. You can 
  use this feature 3 times. You regain expended uses when you finish a long 
  rest.
  Divine Health By 3rd level, the divine magic flowing through you makes 
  you immune to disease.
  Divine Sense The presence of strong evil registers on your senses like a 
  noxious odor, and powerful good rings like heavenly music in your ears. 
  As an action, you can open your awareness to detect such forces. Until 
  the end of your next turn, you know the location of any celestial, fiend, or 
  undead within 60 feet of you that is not behind total cover. You know the 
  type (celestial, fiend, or undead) of any being whose presence you sense, 
  but not its identity (the vampire Count Strahd von Zarovich, for instance). 
  Within the same radius, you also detect the presence of any place or 
  object that has been consecrated or desecrated, as with the hallow spell. 
  You can use this feature 4 times. When you finish a long rest, you regain 
  all expended uses.
  Divine Smite Starting at 2nd level, when you hit a creature with a melee 
  weapon attack, you can expend one spell slot to deal radiant damage to 
  the target, in addition to the weapon’s damage. The extra damage is 2d8 
  for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a 
  maximum of 5d8. The damage increases by 1d8 if the target is an undead 
  or a fiend.
  Extra Attack Beginning at 5th level, you can attack twice, instead of once, 
  whenever you take the Attack action on your turn.
  Improved Divine Smite By 11th level, you are so suffused with righteous 
  might that all your melee weapon strikes carry divine power with them. 
  Whenever you hit a creature with a melee weapon, the creature takes 
  an extra 1d8 radiant damage. If you also use your Divine Smite with an 
  attack, you add this damage to the extra damage of your Divine Smite.
  Lay on Hands Your blessed touch can heal wounds. You have a pool 
  of healing power that replenishes when you take a long rest. With that 
  pool, you can restore a total number of hit points equal to 70. As an 
  action, you can touch a creature and draw power from the pool to restore 
  a number of hit points to that creature, up to the maximum amount 
  remaining in your pool. Alternatively, you can expend 5 hit points from 
  your pool of healing to cure the target of one disease or neutralize 
  one poison affecting it. You can cure multiple diseases and neutralize 
  multiple poisons with a single use of Lay on Hands, expending hit 
  points separately for each one. This feature has no effect on undead and 
  constructs.
  Oath of Devotion The Oath of Devotion binds a paladin to the loftiest 
  ideals of justice, virtue, and order. Sometimes called cavaliers, white 
  knights, or holy warriors, these paladins meet the ideal of the knight in 
  shining armor, acting with honor in pursuit of justice and the greater 
  
  477
  Lillie the Lame
  good. They hold themselves to the highest standards of conduct, 
  and some, for better or worse, hold the rest of the world to the same 
  standards. Many who swear this oath are devoted to gods of law and 
  good and use their gods’ tenets as the measure of their devotion. They 
  hold angels-the perfect servants of good-as their ideals, and incorporate 
  images of angelic wings into their helmets or coats of arms.
  Oath Spells Each oath has a list of associated spells. You gain access to 
  these spells at the levels specified in the oath description. Once you gain 
  access to an oath spell, you always have it prepared. Oath spells don’t 
  count against the number of spells you can prepare each day. If you gain 
  an oath spell that doesn’t appear on the paladin spell list, the spell is 
  nonetheless a paladin spell for you.
  Sacred Oath When you reach 3rd level, you swear the oath that binds you 
  as a paladin forever. Up to this time you have been in a preparatory stage, 
  committed to the path but not yet sworn to it. Now you choose the 
  Oath of Devotion, the Oath of the Ancients, or the Oath of Vengeance, 
  all detailed at the end of the class description. Your choice grants you 
  features at 3rd level and again at 7th, 15th, and 20th level. Those features 
  include oath spells and the Channel Divinity feature.
  Sacred Weapon As an action, you can imbue one weapon that you are 
  holding with positive energy, using your Channel Divinity. For 1 minute, 
  you add +3 to attack rolls made with that weapon. The weapon also emits 
  bright light in a 20-foot radius and dim light 20 feet beyond that. If the 
  weapon is not already magical, it becomes magical for the duration. You 
  can end this effect on your turn as part of any other action. If you are no 
  longer holding or carrying this weapon, or if you fall unconscious, this 
  effect ends.
  Spellcasting By 2nd level, you have learned to draw on divine magic 
  through meditation and prayer to cast spells as a cleric does. See chapter 
  10 for the general rules of spellcasting and chapter 11 for the paladin 
  spell list. Spell save DC 16; Spell attack modifier +8; Number of spells to 
  prepare 10.
  Turn the Unholy As an action, you present your holy symbol and speak 
  a prayer censuring fiends and undead, using your Channel Divinity. Each 
  fiend or undead that can see or hear you within 30 feet of you must make 
  a Wisdom saving throw. If the creature fails its saving throw, it is turned 
  for 1 minute or until it takes damage. A turned creature must spend its 
  turns trying to move as far away from you as it can, and it can’t willingly 
  move to a space within 30 feet of you. It also can’t take reactions. For its 
  action, it can use only the Dash action or try to escape from an effect that 
  prevents it from moving. If there’s nowhere to move, the creature can use 
  the Dodge action.
  Dueling When you are wielding a melee weapon in one hand and no other 
  weapons, you gain a +2 bonus to damage rolls with that weapon.
  
  478
  Lillie the Lame
  
  479
  Vollanthe
  Vollanthe
  
  480
  Vollanthe
  Vollanthe
  Overview
  This serene Druid wishes only for quiet, and will kill any 
  who disrupt it.
  Appearance
  <>
  Background
  Vollanthe was raised by Bards in the upper slums of a 
  well-to-do city.  As their talents grew, so did their living 
  conditions, and by his adolescence, Vollanthe was used to 
  dressing in silks and traveling in style with his parents as 
  they performed commissions in various cities far and wide.
  One day, amidst an otherwise successful and well-received 
  performance in a throne room / banquet hall, there was a 
  coup: the leader of that city’s military forces stormed into 
  the celebration, and demanded that the duke—his parents’ 
  patron, for this performance—step down and cede all powers 
  to the warcaptain.
  Drunk and completely unaware of the gravity of the 
  situation, the poor duke approached his warcaptain, made to 
  toast in his honor, and then spat wine in his face.
  The resulting chaos and bloodshed traumatized Vollanthe 
  and shaped the remainder of his life.  
  His parents bizarrely continued to play throughout the 
  carnage, until the warcaptain approached them and slit 
  their throats as they played.  At the time, Vollanthe—who 
  hid shamelessly and terrorized, under a table—could not 
  understand why they did not flee, or gather him to safety.
  Over the years, Vollanthe has concluded that his parents kept 
  playing for a mixture of reasons.  They may have figured that 
  playing might underscore their somewhat neutral role in the 
  scenario, and suggest that performers should be immune 
  from the murder that proceeded.  They may instead have 
  been trying to curry favor with the warcaptain, by setting his 
  victory to music.
  Or, much more likely than all of the other possible 
  motivations: they may simply have been terrified, and, at a 
  complete loss for what else to do, they simply did the only 
  thing that they knew they should be doing: performing.
  The warbled, frenzied reek of the strings on his parent’s 
  lute and harp as they played their last notes ever haunts 
  Vollanthe.  It is a tone that seems ever about to play, just 
  beyond the moment, as though an otherworldly symphony 
  was tuning in anticipation of executing it.  
  Any music or noise whatosever startles Vollanthe to the point 
  of terror; a nearly animal hatred soon follows as he grows 
  enraged at whomever just forced him to relive that terrible 
  moment.
  Demeanor
  Vollanthe speaks in quiet tones, and is generally reserved.  
  He seems always as though just roused gently from 
  meditation, and as well that we would prefer to return back 
  to that endeavor rather than talk, or eat, or whatever else he 
  is seen doing.
  His movements are graceful, and there is music in his voice 
  as he speaks, be it ever a whisper or mumble; he can hardly 
  escape his lineage, and his parents were quite the talents in 
  their day.
  Combat Tactics
  Vollanthe is a Druid, a serene elf who wishes only to remain 
  alone and focus on thought.  He will never seek combat for 
  its own purposes or other aims.
  That said, once battle is joined, his quiet demeanor falls 
  away, and he reveals himself to be a formidable, focused 
  warrior, with clear mind and able purpose.  
  In combat he will direct his followers to best purpose, and 
  will flee alongside them if his forces are reduced to fewer 
  than half their original headcount, and/or he himself is 
  reduced to fewer than one-third his maxmium.
  Modus Operandi
  Unlike many other villains who scheme and plan and select 
  targets according to some metric of perhaps-delusional right 
  and wrong, Vollanthe is mainly reactionary in his purpose: 
  anything that makes noise, must be stopped.
  Thus, his “targets” are varied, and usually immediate: the 
  vagrant who starts singing a tune to herself; the street 
  performer who picks up a lute; the bard who is escorting a 
  street parade; the lover who is singing outside his intended’s 
  window to attract her attention.  
  Though most of Vollanthe’s targets are individuals, some are 
  groups: the militia who practice swordplay in the courtyard; 
  the orchestra who gives a public performance; or the caravan 
  with the squeaky wheels.  
  From a GM’s perspective, this is a rich opportunity, as nearly 
  any person or place or group has a tendency to make noise, 
  intended or planned or otherwise.
  Once he has picked a target, Vollanthe will simply attack.  
  There is no planning, no advance notice, no request 
  to abstain from whatever behavior has been deemed 
  unwelcome.  He simply marshals his forces, and assaults the 
  person, place, or thing that has offended him.
  He has on occasion been imprisoned for his rash and 
  overreactionary assaults, but also sometimes acquitted when 
  the letter of a particular civil noise ordinance was pointed 
  out.
  
  481
  Vollanthe
  
  482
  Vollanthe
  FlexTable 32: Vollanthe Rumors & Lore
  A
  B
  C
  D
  DC
  Description
  Veracity
  -
  -
  -
  01-30
  -
  No Rumor
  No information is obtained.
  01-14
  01-14
  01-14
  31-39
  12
  A haunted bard seeks to destroy 
  all who disturb the peace.
    Partially True.  Vollanthe may be 
  figuratively haunted by the memories 
  of his parents’ murder, but he is not 
  a bard, and it’s not peace, it is quiet, 
  that triggers his rage.
  15-29
  15-30
  15-30
  01-30
  13
  Vollanthe is a druid who seeks 
  to maintain peace and quiet... 
  even if it means through violent 
  methods.
    True.  This is Vollanthe’s approach 
  to villainy in a nutshell.
  30-44
  31-45
  31-45
  31-39
  14
  Quiet, now; 
  Or else he’ll hear
  And come to murder 
  All held dear
  Celebrate later, 
  No unrest
  Peace for now, 
  Silence is best.
    True.  A rhyme taught recently 
  to children in an effort to keep them 
  silent under threat of Vollanthe.  
  Most who chant it or teach it don’t 
  truly believe in the rumors of the 
  murderous Druid, but will embrace 
  any opportunity or excuse to get their 
  kids to shush!
  45-59
  46-60
  46-60
  40-49
  15
  Enraged by even the slightest 
  sound, Vollanthe will murder 
  anyone who makes loud music 
  or noise.
    True.  Vollanthe would not phrase 
  it that way, of course, but in practice, 
  this is precisely what he does.
  60-74
  60-69
  60-69
  50-59
  16
  Haunted by the murder of his 
  parents set to music, Vollanthe 
  is a sad druid who seeks peace 
  and quiet, even at the expense 
  of the lives of the innocent.
    True.  Vollanthe cares little for 
  others and in fact sees himself a hero, 
  someone who keeps things quiet for 
  perhaps selfish reasons at the core, 
  but to the benefit of all.
  75-89
  70-97
  70-94
  60-69
  11
  Vollanthe is a bardic druid 
  demon whose true name is a 
  certain sequence of musical 
  notes.  Against the possibility 
  of someone even accidentally 
  triggering mastery over him, 
  he will slay anyone who makes 
  music in his presence.
    Partially True.  Vollanthe is of 
  course neither demon nor bard, and 
  has no true name or mastery trigger, 
  but will indeed slay those making 
  music.
  90-00
  98-00
  95-00
  70-00
  13
  A vengeful spirit given physical 
  form, Vollanthe suffers pain 
  and damage from harmony, 
  and seeks to prevent music as a 
  result.
    False.  This is not Vollanthe’s 
  nature or approach.
  Notoriety
  Vollanthe has been practicing this violent approach to 
  keeping peace and quiet for a number of years.  It’s only in 
  the past year or so, however, that his tolerance has decreased 
  to the point where anything above a conversation will trigger 
  his rage.
  As a result, rumors of his nature and deeds have begun to 
  spread a great deal more rapidly and broadly than before.  
  Many have heard of him, but very few believe much of what 
  they hear.
  Hooks, Integration, & Adventure 
  Seeds
  • Direct Attack: If the PCs are causing a ruckus, Vollanthe 
  overhears, and attacks them.
  • Plea of the Innocent: The loved one of a slain bard 
  or entertainer begs the party to enact revenge against 
  Vollanthe, the murderer.
  • Fringe Notice: The party cannot help but notice that the 
  town is quiet as they walk into town—too quiet.  Some 
  quick inquiries make the cause plain, prompting further 
  investigation and action.
  • Appeal from Authority: Town militia has been unable to 
  
  483
  Vollanthe
  track Vollanthe down, and may not even credit the rumors 
  that ascribe recent murders to his name.  They ask the PCs 
  to investigate on their own.
  • Faction Quest: A Faction dedicated to making noise—for 
  example, an entertainer’s guild or bardic congregation—
  asks the party to put a stop to the killings that have not 
  only reduced their membership, but also requests for their 
  services.
  • Collateral Damage: Vollanthe attacks a noisy drunk.  The 
  party might call out to the pair to see what is happening, 
  and Vollanthe might misinterpret this as noise, worthy of 
  attack.
  • Disappearing Regular: A performer who frequented a 
  tavern at which the party was known to stop disappears, 
  slain by Vollanthe one night.
  Habits and Logistics
  Vollanthe keeps low-class quarters, where he keeps to 
  himself nearly all of the (
    85% chance) time.
  The remainder of the time, he will be out and about, making 
  necessary purchases or simply strolling about aimlessly.
  Conversation
  Vollanthe speaks in quiet tones, and seems meditative.  
  Generally speaking, he is uninterested in conversation, as it 
  rarely serves his needs, and has a tendency in his experience 
  to escalate to a level where it triggers his rage.
  Each minute of conversation, there is a chance that Vollanthe 
  interprets the mere act of talking to be unacceptably loud, 
  and he will attack whomever is speaking with him.  This 
  chance begins at 
    5%; it increases by 5% for each minute 
  of conversation.  Add 20% if the PCs are being loud, though 
  this call is subjective on the part of the GM and should be 
  based on the type of questions they are asking him, and 
  whether they are taking any precautions in making sure their 
  speech is quiet.
  Check at the start of each minute of chatting.  This means 
  that the PCs could literally greet the man, and he might 
  attack them on sight merely for speaking to him at all!
  Did you know this murdered person? 
  (This can be a general question about any victim, actual or 
  suspected.)
   
    “Perhaps.  I don’t know many folk, nor do I wish to.  
  Were they unruly?”
  Why do you hate sound so much?
   
    “Why do you not hate it?  Making noise... it’s a violent 
  attack on everyone who can hear it.  Unwanted, and 
  nothing you can do if you hear it.”
  Attitude Tracker Triggers
  Value
  Action
  <7
  Vollanthe seeks out the party and attacks them, 
  to the death.
  <13
  Vollanthe will attack the party on sight, but 
  will not actively try to locate them.
  >18
  Vollanthe greets the party warmly when he 
  sees them... which amounts to nothing more 
  than a smile and a nod.
  >24
  Vollanthe will willingly talk to the party if they 
  wish to do so.
  Organization
  Vollanthe has no wish for others, knowing that this would 
  require talking, and nosie.
  However, his approach to life has not gone unnoticed, and he 
  is not unique in his preference.  Others have joined him in 
  his quest.
  Vollanthe discourages all followers, but does not actively 
  turn folk away who have the same motivations as he, 
  particularly if they do not bother him and make no noise.
  Unlike most other villains with followers, Vollanthe will 
  not call out to his henchmen for help.  Therefore, if he is 
  involved in combat, there is only a 
    10% chance each 
  round that 
    1d4 of each henchman type will arrive on 
  the scene to reinforce his efforts.  Keep track of henchmen 
  summoned in this manner; more cannot arrive to the scene 
  than are physically in the city at maximum (see below).
  Vollanthe will cease an attack only in death, or if physically 
  prevented from pursuing his enemies.  Any followers who 
  have arrived will vanish back into the city’s underbelly after 
  combat ends, with not so much as a word to the man they 
  had just fought for.
  Henchmen, Retainers, and 
  Followers
  Quieter: 
    2d4 of these Rogues of all races follow 
  Vollanthe.  They have made themselves mute by choice, in 
  solidarity with Vollanthe’s cause; he has requested this of 
  none of them.
  Broken Strings: These former Bards are now Fighters, 
  having abandoned their instruments and gifts in service to 
  the peace which they believe Vollanthe brings.  
    2d6 of 
  these warriors specialize in slaying entertainers of all kinds.
  Lair / Residence
  Vollanthe keeps modest quarters in town; his henchmen have 
  their own lives.  The attacks Vollanthe largely instigates are 
  usually not premeditated.  Whether Vollanthe initiates an 
  assault, or one of his followers, each incident has the same 
  chances described above of attracting other followers of the 
  Druid. 
  
  484
  Vollanthe
  Quests & Encounters
    Quest: Bring the Noise
    Summary: A minstrel troupe hires the PCs to defend 
  them from Vollanthe and his followers as they perform.
    Rewards:   
    250 gp / 
    1,400 gp / 
    3,800 gp / 
    
  6,900 gp; up to 
    2 Reward Stars.
    Locations: Any.
    Key NPCs: Vollanthe, Broken Strings, Quieters.
    Kickoff: The PCs are approached by a representative of 
  the band.  They describe Vollanthe and the threat; feel 
  free to explicitly relate 
    1d3 of Rumors and Lore as 
  part of this interaction. 
   
  The commission (and fee listed above) is for one 
  evening’s performance; at the GM’s discretion, this 
  contract could extend longer.
    Description:
  Each night the troupe performs, there is a 
    40% chance 
  Vollanthe attacks the group, together with half his total 
  henchman following (determined above).
  The party receives the listed reward on a nightly basis, 
  whether or not Vollanthe attacks.  The only circumstance 
  under which the party is not compensated is if Vollanthe 
  attacks, and the party flees during the fight.
  Any scenario in which the villainous Druid is slain merits 
    
  2 Reward Stars.
    Vollanthe cannot be reasoned with; attempting any 
  manner of 
    skill check with him simply invites a 
  surprise round of combat against the party.
  
  485
  Vollanthe
  Vollanthe
  CR 5; XP 1,800
    Low
    Moderate
    Advanced
    Elite
  Challenge CR 5 
  XP 1,800
  CR 9 
  XP 5,000
  CR 13 
  XP 10,000
  CR 17 
  XP 18,000
  Class / HD Druid 5
  Druid 9
  Druid 13
  Druid 17
  Size / Aln
  Medium LE 
  Elf (High)
  Medium LE 
  Elf (High)
  Medium LE 
  Elf (High)
  Medium LE 
  Elf (High)
  HP
  25
  44
  65
  91
  Armor 
  Class
  15
  16
  17
  18
  Speed
  Walk 30’
  Walk 30’
  Walk 30’
  Walk 30’
  Ability 
  Scores / 
  Saves
  STR    13  (+1) 
  DEX   16 (+3) 
  CON  10 (+0) 
  INT    13 (+4) 
  WIS   18 (+7) 
  CHA  12 (+1)
  STR    13  (+1) 
  DEX   18 (+4) 
  CON  10 (+0) 
  INT    13 (+5) 
  WIS   18 (+8) 
  CHA  12 (+1)
  STR    15  (+2) 
  DEX   18 (+4) 
  CON  10 (+0) 
  INT    13 (+6) 
  WIS   18 (+9) 
  CHA  12 (+1)
  STR    15  (+2) 
  DEX   20 (+5) 
  CON  10 (+0) 
  INT    13 (+7) 
  WIS   18 (+10) 
  CHA  12 (+1)
  Skills
  -
  -
  -
  -
  Saves
  -
  -
  -
  -
  Vulnerabilities
  -
  -
  -
  -
  Immunities -
  -
  -
  -
  Senses
  Passive Perception 17
  +3 Herbalism Kit
  Passive Perception 18
  +4 Herbalism Kit
  Passive Perception 19
  +5 Herbalism Kit
  Passive Perception 20
  +6 Herbalism Kit
  Languages Common, Druidic, Dwarvish, Elvish
  Attacks
  Melee Dagger +6 (1d4+3 ) 
  Ranged Dagger (Thrown) 20 
  ft.’: +6 (1d4+3); 60 ft.’: +6 
  (1d4+3) 
  Melee Scimitar +6 (1d6+3 ) 
  Ranged Longbow ) --> 150 
  ft.’: +6 (1d8+3); 600 ft.’: +6 
  (1d8+3) 
  Melee Dagger +8 (1d4+4 ) 
  Ranged Dagger (Thrown) 20 
  ft.’: +8 (1d4+4); 60 ft.’: +8 
  (1d4+4) 
  Melee Scimitar (Weapon +1) 
  +9 (1d6+5 ) 
  Ranged Longbow ) --> 150 
  ft.’: +8 (1d8+4); 600 ft.’: +8 
  (1d8+4) 
  Melee Dagger +9 (1d4+4 ) 
  Ranged Dagger (Thrown) 
  20 ft.’: +9 (1d4+4); 60 ft.’: 
  +9 (1d4+4) 
  Melee Scimitar (Weapon 
  +2) +11 (1d6+6 ) 
  Ranged Longbow ) --> 150 
  ft.’: +9 (1d8+4); 600 ft.’: 
  +9 (1d8+4) 
  Melee Dagger +11 (1d4+5 ) 
  Ranged  Dagger (Thrown) 
  20 ft.’: +11 (1d4+5); 60 ft.’: 
  +11 (1d4+5) 
  Melee Scimitar (Weapon +3) 
  +14 (1d6+8 ) 
  Ranged Longbow ) --> 150 
  ft.’: +11 (1d8+5); 600 ft.’: 
  +11 (1d8+5) 
  Special
  -
  -
  -
  -
  Proficiencies
  Club, Dagger, Dart, Javelin, Longbow, Longsword, Mace, Quarterstaff, Scimitar, Shortbow, Shortsword, Sickle, Sling, Spear
  LE; Medium Humanoid (Elf)
  
  486
  Vollanthe
    Low
    Moderate
    Advanced
    Elite
  Special 
  Qualities
  Cantrip, Darkvision, Elf 
  Weapon Training, Extra 
  Language, Fey Ancestry, 
  Keen Senses, Languages, 
  Trance, Ability Score 
  Improvement, Bonus 
  Cantrip, Cantrips, Circle 
  Spells, Druid Circle, Druidic, 
  Natural Recovery, Ritual 
  Casting, Spellcasting, 
  Spellcasting Focus, Wild 
  Shape, Circle of the Land
  Cantrip, Darkvision, Elf 
  Weapon Training, Extra 
  Language, Fey Ancestry, 
  Keen Senses, Languages, 
  Trance, Ability Score 
  Improvement, Bonus 
  Cantrip, Cantrips, Circle 
  Spells, Druid Circle, Druidic, 
  Land’s Stride, Natural 
  Recovery, Ritual Casting, 
  Spellcasting, Spellcasting 
  Focus, Wild Shape, Circle of 
  the Land
  Cantrip, Darkvision, Elf 
  Weapon Training, Extra 
  Language, Fey Ancestry, 
  Keen Senses, Languages, 
  Trance, Ability Score 
  Improvement, Bonus 
  Cantrip, Cantrips, Circle 
  Spells, Druid Circle, Druidic, 
  Land’s Stride, Natural 
  Recovery, Nature’s Ward, 
  Ritual Casting, Spellcasting, 
  Spellcasting Focus, Wild 
  Shape, Circle of the Land
  Cantrip, Darkvision, Elf 
  Weapon Training, Extra 
  Language, Fey Ancestry, Keen 
  Senses, Languages, Trance, 
  Ability Score Improvement, 
  Bonus Cantrip, Cantrips, 
  Circle Spells, Druid Circle, 
  Druidic, Land’s Stride, 
  Natural Recovery, Nature’s 
  Sanctuary, Nature’s Ward, 
  Ritual Casting, Spellcasting, 
  Spellcasting Focus, Wild 
  Shape, Circle of the Land
  Spell-
  casting
  Save DC 15; Spell Atk +7
  3rd: dispel magic; meld into 
  stone
  2nd: barkskin; hold person; 
  pass without trace
  1st: charm person; 
  faerie fire; goodberry; 
  thunderwave
  Save DC 16; Spell Atk +8
  5th: contagion
  4th: confusion; control 
  weater; dominate beast
  3rd: dispel magic; meld into 
  stone; sleet storm
  2nd: barkskin; hold person; 
  pass without trace
  1st: charm person; faerie 
  fire; goodberry; thunderwave
  Save DC 17; Spell Atk +9
  7th: mirage arcane
  6th: transport via plants
  5th: contagion; mass cure 
  wounds
  4th: confusion; control 
  weater; dominate beast
  3rd: dispel magic; meld into 
  stone; sleet storm
  2nd: barkskin; hold person; 
  pass without trace
  1st: charm person; 
  faerie fire; goodberry; 
  thunderwave
  Save DC 18; Spell Atk +10
  9th: foresight
  8th: feeblemind
  7th: mirage arcane
  6th: transport via plants
  5th: contagion; mass cure 
  wounds
  4th: confusion; control 
  weater; dominate beast
  3rd: dispel magic; meld into 
  stone; sleet storm
  2nd: barkskin; hold person; 
  pass without trace
  1st: charm person; faerie 
  fire; goodberry; thunderwave
  Equipment
  Dagger;
  scimitar;
  chain shirt;
  longbow;
  arrows (20x)
  Dagger;
  +1 scimitar;
  +1 chain shirt;
  longbow;
  arrows (20x)
  Dagger;
  +2 scimitar;
  +2 chain shirt;
  longbow;
  arrows (20x)
  Dagger;
  +3 scimitar;
  +3 chain shirt;
  longbow;
  arrows (20x)
  Special Abilities
  Cantrip You know one cantrip of your choice from the wizard spell list. 
  Intelligence is your spellcasting ability for it. Spell save DC 15; Spell attack 
  modifier +7
  Darkvision Accustomed to twilit forests and the night sky, you have 
  superior vision in dark and dim conditions. You can see in dim light within 
  60 feet of you as if it were bright light, and in darkness as if it were dim 
  light. You can’t discern color in darkness, only shades of gray.
  Elf Weapon Training You have proficiency with the longsword, 
  shortsword, shortbow, and longbow.
  Extra Language You can speak, read, and write one extra language of your 
  choice.
  Fey Ancestry You have advantage on saving throws against being 
  charmed, and magic can’t put you to sleep.
  Keen Senses You have proficiency in the Perception skill.
  Languages You can speak, read, and write Common and Elvish. Elvish is 
  fluid, with subtle intonations and intricate grammar. Elven literature is rich 
  and varied, and their songs and poems are famous among other races. 
  Many bards learn their language so they can add Elvish ballads to their 
  repertoires.
  Trance Elves don’t need to sleep. Instead, they meditate deeply, remaining 
  semiconscious, for 4 hours a day. (The Common word for such meditation 
  is “trance.”) While meditating, you can dream after a fashion; such dreams 
  are actually mental exercises that have become reflexive through years of 
  practice. After resting in this way, you gain the same benefit that a human 
  does from 8 hours of sleep.
  Druidic You know Druidic, the secret language of druids. You can speak 
  the language and use it to leave hidden messages. You and others who 
  know this language automatically spot such a message. Others spot the 
  message’s presence with a successful DC 15 Wisdom (Perception) check 
  but can’t decipher it without magic.
  Land’s Stride Starting at 6th level, moving through nonmagical difficult 
  terrain costs you no extra movement. You can also pass through 
  nonmagical plants without being slowed by them and without taking 
  damage from them if they have thorns, spines, or a similar hazard. In 
  addition, you have advantage on saving throws against plants that are 
  magically created or manipulated to impede movement, such those 
  created by the entangle spell.
  Natural Recovery Starting at 2nd level, you can regain some of your 
  magical energy by sitting in meditation and communing with nature. 
  During a short rest, you choose expended spell slots to recover. The spell 
  slots can have a combined level that is equal to or less than 9, and none 
  of the slots can be 6th level or higher. You can’t use this feature again 
  until you finish a long rest For example, when you are a 4th-level druid, 
  you can recover up to two levels worth of spell slots. You can recover 
  either a 2nd-level slot or two 1st-level slots.
  Nature’s Sanctuary When you reach 14th level, creatures of the natural 
  world sense your connection to nature and become hesitant to attack 
  you. When a beast or plant creature attacks you, that creature must 
  make a Wisdom saving throw against your druid spell save DC: 18. On 
  
  487
  Vollanthe
  a failed save, the creature must choose a different target, or the attack 
  automatically misses. On a successful save, the creature is immune to 
  this effect for 24 hours. The creature is aware of this effect before it 
  makes its attack against you.
  Nature’s Ward When you reach 10th level, you can’t be charmed or 
  frightened by elementals or fey, and you are immune to poison and 
  disease.
  Ritual Casting You can cast a druid spell as a ritual if that spell has the 
  ritual tag and you have the spell prepared.
  Wild Shape Starting at 2nd level, you can use your action to magically 
  assume the shape of a beast that you have seen before. You can use 
  this feature twice. You regain expended uses when you finish a short or 
  long rest. Your druid level determines the beasts you can transform into. 
  At 2nd level, for example, you can transform into any beast that has a 
  challenge rating of 1/4 or lower that doesn’t have a flying or swimming 
  speed. You can stay in a beast shape for a number of hours equal to 8. 
  You then revert to your normal form unless you expend another use of 
  this feature. You can revert to your normal form earlier by using a bonus 
  action on your turn. You automatically revert if you fall unconscious, drop 
  to 0 hit points, or die. While you are transformed, the following rules 
  apply: Your game statistics are replaced by the statistics of the beast, 
  but you retain your alignment, personality, and Intelligence, Wisdom, 
  and Charisma scores. You also retain all of your skill and saving throw 
  proficiencies, in addition to gaining those of the creature. If the creature 
  has the same proficiency as you and the bonus in its stat block is higher 
  than yours, use the creature’s bonus instead of yours. If the creature has 
  any legendary or lair actions, you can’t use them. When you transform, 
  you assume the beast’s hit points and Hit Dice. When you revert to your 
  normal form, you return to the number of hit points you had before 
  you transformed. However, if you revert as a result of dropping to 0 hit 
  points, any excess damage carries over to your normal form. For example, 
  if you take 10 damage in animal form and have only 1 hit point left, you 
  revert and take 9 damage. As long as the excess damage doesn’t reduce 
  your normal form to 0 hit points, you aren’t knocked unconscious. You 
  can’t cast spells, and your ability to speak or take any action that requires 
  hands is limited to the capabilities of your beast form. Transforming 
  doesn’t break your concentration on a spell you’ve already cast, however, 
  or prevent you from taking actions that are part of a spell, such as call 
  lightning, that you’ve already cast. You retain the benefit of any features 
  from your class, race, or other source and can use them if the new form is 
  physically capable of doing so. However, you can’t use any of your special 
  senses, such as darkvision, unless your new form also has that sense. 
  You choose whether your equipment falls to the ground in your space, 
  merges into your new form, or is worn by it. Worn equipment functions 
  as normal, but the DM decides whether it is practical for the new form to 
  wear a piece of equipment, based on the creature’s shape and size. Your 
  equipment doesn’t change size or shape to match the new form, and any 
  equipment that the new form can’t w ear must either fall to the ground or 
  merge with it. Equipment that merges with the form has no effect until 
  you leave the form.
  Circle of the Land The Circle of the Land is made up of mystics and sages 
  who safeguard ancient knowledge and rites through a vast oral tradition. 
  These druids meet within sacred circles of trees or standing stones to 
  whisper primal secrets in Druidic. The circle’s wisest members preside 
  as the chief priests of communities that hold to the Old Faith and serve 
  as advisors to the rulers of those folk. As a member of this circle, your 
  magic is influenced by the land where you were initiated into the circle’s 
  mysterious rites.
  
  488
  Vollanthe
  Table 35: Attitude Modifiers for Vollanthe
  Starting Attitude:  
  12 (Unfriendly)
  Name
  Condition
  Effect
  Notes
  Action
  PCs attack without provocation
  -15
  Does not stack with other attack-based modifiers
  Action
  PCs attack with provocation
  -10
  Does not stack with other attack-based modifiers
  Conversation
  PCs threaten violence
  -5
  -
  Action
  NPC witnesses the PCs commit a 
  crime
  +1
  Assumes the crime does not involve the NPC; stacks with 
  other modifiers that involve crimes against the NPC; does 
  not stack with other “witnesses crime” modifiers
  Action
  NPC witnesses the PCs commit 
  murder
  +2
  Assumes the crime does not involve the NPC; stacks with 
  other modifiers that involve crimes against the NPC; does 
  not stack with other “witnesses crime” modifiers
  Action
  NPC witnesses the PCs commit 
  murder in self-defense
  +1
  Assumes the crime does not involve the NPC; stacks with 
  other modifiers that involve crimes against the NPC; does 
  not stack with other “witnesses crime” modifiers
  Action
  Villain witnesses the PCs 
  discussing the villain and/or 
  their henchmen
  -4
  Does not stack with other “witness” modifiers
  Action
  PCs defend this NPC against 
  violence
  +10
  Does not stack with other “witness” modifiers
  Conversation
  PCs attempt a bribe (for 
  information, for action)
  -1
  GM’s discretion as to whether the bribe produces results 
  (positive or negative!)
  Conversation
  PCs share Rumors / Lore 
  +1
  Per each Rumor shared; maximum +4
  Extant
  One or more PCs have been 
  arrested
  +2
  Per offense, no limit
  Extant
  PCs have slain a guard, but have 
  not been caught
  +5
  Per offense, maximum -15 total
  Action
  PCs heal or “boon” this NPC
  +5
  Per healing spell/potion/skill check or beneficial spell or 
  effect; maximum +15
  Action
  PCs refuse to help when asked
  -3
  Per request; no maximum
  Action
  PCs agree to help when asked
  +4
  Per request; maximum +12
  Action
  NPC joins party for any length 
  of time
  +5
  Does not stack with subsequent iterations of itself 
  (maximum effect +5 no matter how many times NPC joins 
  party)
  Action
  PCs save this NPC’s life
  +15
  Either as part of a Quest, or as an offer made of the 
  party’s own initiative
  Conversation
  PCs fail at an Intimidate check 
  for any reason
  -2
  Per failed check; no maximum
  Investigation
  PCs discover something 
  fundamental about this villain’s 
  MO or deeds and/or discovers 
  lair or residence
  -10
  “Fundamental” is left to the GM to adjudicate; stacks with 
  other Investigation modifiers
  Investigation
  PCs rescue a victim, recover a 
  corpse, or otherwise “undo” or 
  find hard evidence of death at 
  the hands of this villain
  -10
  Initial and first-time-only; -2 per additional victim or 
  evidence beyond the first; no limit; stacks with other 
  Investigation modifiers
  Investigation
  PCs give evidence of this villain’s 
  crimes to authorities
  -8
  Stacks with other Investigation modifiers
  
  489
  Vollanthe
  Quieter
  CR 2; XP 450
    Low
    Moderate
    Advanced
    Elite
  Challenge CR 2 
  XP 450
  CR 6 
  XP 2,300
  CR 10 
  XP 5,900
  CR 14 
  XP 11,500
  Class / HD Rogue 2
  Rogue 6
  Rogue 10
  Rogue 14
  Size / Aln
  Medium LE 
  Tiefling
  Medium LE 
  Tiefling
  Medium LE 
  Tiefling
  Medium LE 
  Tiefling
  HP
  20
  46
  81
  117
  Armor 
  Class
  13
  15
  17
  18
  Speed
  Walk 30’
  Walk 30’
  Walk 30’
  Walk 30’
  Ability 
  Scores / 
  Saves
  STR    15  (+2) 
  DEX   13 (+3) 
  CON  16 (+3) 
  INT      9 (+1) 
  WIS   10 (+0) 
  CHA    8 (-1)
  STR    15  (+2) 
  DEX   15 (+5) 
  CON  16 (+3) 
  INT      9 (+2) 
  WIS   10 (+0) 
  CHA    8 (-1)
  STR    16  (+3) 
  DEX   16 (+7) 
  CON  16 (+4) 
  INT      9 (+3) 
  WIS   10 (+0) 
  CHA    8 (-1)
  STR    18  (+4) 
  DEX   16 (+8) 
  CON  16 (+4) 
  INT      9 (+4) 
  WIS   10 (+0) 
  CHA    8 (-1)
  Skills
  -
  -
  -
  -
  Saves
  -
  -
  -
  -
  Vulnerabilities
  -
  -
  -
  -
  Immunities -
  -
  -
  -
  Senses
  Passive Perception 12
  +4 Thieves’ Tools
  Passive Perception 16
  +6 Thieves’ Tools
  Passive Perception 18
  +8 Thieves’ Tools
  Passive Perception 20
  +10 Thieves’ Tools
  Languages Common, Infernal
  Attacks
  Melee Spear +4 (1d6+2 ) 
  Ranged Spear (Thrown) 20 
  ft.’: +4 (1d6+2); 60 ft.’: +4 
  (1d6+2) 
  Melee Dagger +4 (1d4+2 ) 
  Ranged Dagger (Thrown) 20 
  ft.’: +4 (1d4+2); 60 ft.’: +4 
  (1d4+2) 
  Ranged Crossbow, Hand ) 
  --> 30 ft.’: +3 (1d6+1); 120 
  ft.’: +3 (1d6+1) 
  Melee Dagger +5 (1d4+2 ) 
  Ranged Dagger (Thrown) 20 
  ft.’: +5 (1d4+2); 60 ft.’: +5 
  (1d4+2) 
  Melee Spear (Weapon +1) 
  +6 (1d6+3 ) 
  Ranged Spear (Weapon +1/
  Thrown) 20 ft.’: +6 (1d6+3); 
  60 ft.’: +6 (1d6+3) 
  Ranged Crossbow, Hand ) 
  --> 30 ft.’: +5 (1d6+2); 120 
  ft.’: +5 (1d6+2) 
  Melee Dagger +7 (1d4+3 ) 
  Ranged Dagger (Thrown) 
  20 ft.’: +7 (1d4+3); 60 ft.’: 
  +7 (1d4+3) 
  Melee Spear (Weapon +2) 
  +9 (1d6+5 ) 
  Melee Spear (Weapon 
  +2/Thrown) 20 ft.’: +9 
  (1d6+5); 60 ft.’: +9 
  (1d6+5) 
  Ranged Crossbow, Hand ) 
  --> 30 ft.’: +7 (1d6+3); 120 
  ft.’: +7 (1d6+3) 
  Melee Dagger +9 (1d4+4 ) 
  Ranged Dagger (Thrown) 20 
  ft.’: +9 (1d4+4); 60 ft.’: +9 
  (1d4+4) 
  Melee Spear (Weapon +3) 
  +12 (1d6+7 ) 
  Ranged Spear (Weapon 
  +3/Thrown) 20 ft.’: +12 
  (1d6+7); 60 ft.’: +12 
  (1d6+7) 
  Ranged Crossbow, Hand ) --> 
  30 ft.’: +8 (1d6+3); 120 ft.’: 
  +8 (1d6+3) 
  Special
  -
  -
  -
  -
  Proficiencies
  Club, Crossbow (Hand), Crossbow (Light), Dagger, Dart, Greatclub, Handaxe, Javelin, Light Hammer, Longsword, Mace, 
  Quarterstaff, Rapier, Shortbow, Shortsword, Sickle, Sling, Spear, Unarmed Strike
  LE; Medium Humanoid (Tiefling)
  
  490
  Vollanthe
    Low
    Moderate
    Advanced
    Elite
  Special 
  Qualities
  Darkvision, Hellish 
  Resistance, Infernal Legacy, 
  Languages, Cunning Action, 
  Expertise, Sneak Attack, 
  Thieves’ Cant 
  Darkvision, Hellish 
  Resistance, Infernal Legacy, 
  Languages, Ability Score 
  Improvement, Cunning 
  Action, Expertise, Fast 
  Hands, Roguish Archetype, 
  Second-Story Work, Sneak 
  Attack, Thief, Thieves’ Cant, 
  Uncanny Dodge
  Darkvision, Hellish 
  Resistance, Infernal Legacy, 
  Languages, Ability Score 
  Improvement, Cunning 
  Action, Evasion, Expertise, 
  Fast Hands, Roguish 
  Archetype, Second-Story 
  Work, Sneak Attack, 
  Supreme Sneak, Thief, 
  Thieves’ Cant, Uncanny 
  Dodge
  Darkvision, Hellish 
  Resistance, Infernal Legacy, 
  Languages, Ability Score 
  Improvement, Blindsense, 
  Cunning Action, Evasion, 
  Expertise, Fast Hands, 
  Reliable Talent, Roguish 
  Archetype, Second-Story 
  Work, Sneak Attack, Supreme 
  Sneak, Thief, Thieves’ Cant, 
  Uncanny Dodge, Use Magic 
  Device
  Spell-
  casting
  -
  -
  -
  -
  Equipment
  Dagger;
  spear;
  studded leather armor;
  hand crossbow;
  crossbow bolts (10x)
  Dagger;
  +1 spear;
  +1 studded leather armor;
  hand crossbow;
  crossbow bolts (10x)
  Dagger;
  +2 spear;
  +2 studded leather 
  armor;
  hand crossbow;
  crossbow bolts (10x)
  Dagger;
  +3 spear;
  +3 studded leather armor;
  hand crossbow;
  crossbow bolts (10x)
  Special Abilities
  Darkvision Thanks to your infernal heritage, you have superior vision in 
  dark and dim conditions. You can see in dim light within 60 feet of you 
  as if it were bright light, and in darkness as if it were dim light. You can’t 
  discern color in darkness, only shades of gray.
  Hellish Resistance You have resistance to fire damage.
  Infernal Legacy You know the thaumaturgy cantrip. Once you reach 3rd 
  level, you can cast the hellish rebuke spell once per day as a 2nd-level 
  spell. Once you reach 5th level, you can also cast the darkness spell once 
  per day. Charisma is your spellcasting ability for these spells. Spell save DC 
  12.
  Languages You can speak, read, and write Common and Infernal.
  Blindsense Starting at 14th level, if you are able to hear, you are aware of 
  the location of any hidden or invisible creature within 10 feet of you.
  Cunning Action Starting at 2nd level, your quick thinking and agility 
  allow you to move and act quickly. You can take a bonus action on each 
  of your turns in combat. This action can be used only to take the Dash, 
  Disengage, or Hide action.
  Evasion Beginning at 7th level, you can nimbly dodge out of the way of 
  certain area effects, such as a red dragon’s fiery breath or an ice storm 
  spell. When you are subjected to an effect that allows you to make a 
  Dexterity saving throw to take only half damage, you instead take no 
  damage if you succeed on the saving throw, and only half damage if you 
  fail.
  Fast Hands Starting at 3rd level, you can use the bonus action granted 
  by your Cunning Action to make a Dexterity (Sleight of Hand) check, use 
  your thieves’ tools to disarm a trap or open a lock, or take the Use an 
  Object action.
  Reliable Talent By 11th level, you have refined your chosen skills until they 
  approach perfection. Whenever you make an ability check that lets you 
  add your proficiency bonus, you can treat a d20 roll of 9 or lower as a 10.
  Second-Story Work When you choose this archetype at 3rd level, you gain 
  the ability to climb faster than normal; climbing no longer costs you extra 
  movement. In addition, when you make a running jump, the distance you 
  cover increases by a number of feet equal to 3.
  Sneak Attack Beginning at 1st level, you know how to strike subtly and 
  exploit a foe’s distraction. Once per turn, you can deal an extra 7d6 
  damage to one creature you hit with an attack if you have advantage on 
  the attack roll. The attack must use a finesse or a ranged weapon. You 
  don’t need advantage on the attack roll if another enemy of the target 
  is within 5 feet of it, that enemy isn’t incapacitated, and you don’t have 
  disadvantage on the attack roll.
  Supreme Sneak Starting at 9th level, you have advantage on a Dexterity 
  (Stealth) check if you move no more than half your speed on the same 
  turn.
  Thief You hone your skills in the larcenous arts. Burglars, bandits, 
  cutpurses, and other criminals typically follow this archetype, but so 
  do rogues who prefer to think of themselves as professional treasure 
  seekers, explorers, delvers, and investigators. In addition to improving 
  your agility and stealth, you learn skills useful for delving into ancient 
  ruins, reading unfamiliar languages, and using magic items you normally 
  couldn’t employ.
  Thieves’ Cant During your rogue training you learned thieves’ cant, a 
  secret mix of dialect, jargon, and code that allows you to hide messages 
  in seemingly normal conversation. Only another creature that knows 
  thieves’ cant understands such messages. It takes four times longer 
  to convey such a message than it does to speak the same idea plainly. 
  In addition, you understand a set of secret signs and symbols used to 
  convey short, simple messages, such as whether an area is dangerous or 
  the territory of a thieves’ guild, whether loot is nearby, or whether the 
  people in an area are easy marks or will provide a safe house for thieves 
  on the run.
  Uncanny Dodge Starting at 5th level, when an attacker that you can see 
  hits you with an attack, you can use your reaction to halve the attack’s 
  damage against you.
  Use Magic Device By 13th level, you have learned enough about the 
  workings of magic that you can improvise the use of items even when 
  they are not intended for you. You ignore all class, race, and level 
  requirements on the use of magic items.
  
  491
  Vollanthe
  Broken String
  CR 2; XP 450
    Low
    Moderate
    Advanced
    Elite
  Challenge CR 2 
  XP 450
  CR 6 
  XP 2,300
  CR 10 
  XP 5,900
  CR 14 
  XP 11,500
  Class / HD Bard 2
  Bard 6
  Bard 10
  Bard 14
  Size / Aln
  Medium NE 
  Half-Elf
  Medium NE 
  Half-Elf
  Medium NE 
  Half-Elf
  Medium NE 
  Half-Elf
  HP
  10
  23
  43
  59
  Armor 
  Class
  14
  16
  18
  20
  Speed
  Walk 30’
  Walk 30’
  Walk 30’
  Walk 30’
  Ability 
  Scores / 
  Saves
  STR    15 (+2) 
  DEX   15 (+4) 
  CON    9 (-1) 
  INT    13 (+1) 
  WIS     9 (-1) 
  CHA  17 (+5)
  STR    15 (+2) 
  DEX   17 (+6) 
  CON    9 (-1) 
  INT    13 (+1) 
  WIS     9 (-1) 
  CHA  17 (+6)
  STR    15 (+2) 
  DEX   19 (+8) 
  CON    9 (-1) 
  INT    13 (+1) 
  WIS     9 (-1) 
  CHA  17 (+7)
  STR    15 (+2) 
  DEX   20 (+10) 
  CON    9 (-1) 
  INT    13 (+1) 
  WIS     9 (-1) 
  CHA  18 (+9)
  Skills
  -
  -
  -
  -
  Saves
  -
  -
  -
  -
  Vulnerabilities
  -
  -
  -
  -
  Immunities -
  -
  -
  -
  Senses
  Passive Perception 9
  +2 Drum, Flute, Lyre
  Passive Perception 12
  +3 Drum, Flute, Lyre
  Passive Perception 17
  +4 Drum, Flute, Lyre
  Passive Perception 19
  +5 Drum, Flute, Lyre
  Languages Common, Dwarvish, Elvish
  Attacks
  Melee Mace +4 (1d6+2 ) 
  Melee Dagger +4 (1d4+2 ) 
  Ranged Dagger (Thrown) 20 
  ft.’: +4 (1d4+2); 60 ft.’: +4 
  (1d4+2) 
  Ranged Shortbow ) --> 30 
  ft.’: +4 (1d6+2); 120 ft.’: +4 
  (1d6+2) 
  Melee Dagger +6 (1d4+3 ) 
  Ranged Dagger (Thrown) 20 
  ft.’: +6 (1d4+3); 60 ft.’: +6 
  (1d4+3) 
  Melee Mace (Weapon +1) 
  +6 (1d6+3 ) 
  Ranged Shortbow ) --> 30 
  ft.’: +6 (1d6+3); 120 ft.’: +6 
  (1d6+3) 
  Melee Dagger +8 (1d4+4 ) 
  Ranged Dagger (Thrown) 
  20 ft.’: +8 (1d4+4); 60 ft.’: 
  +8 (1d4+4) 
  Melee Mace (Weapon +2) 
  +8 (1d6+4 ) 
  Ranged Shortbow ) --> 30 
  ft.’: +8 (1d6+4); 120 ft.’: 
  +8 (1d6+4) 
  Melee Dagger +10 (1d4+5 ) 
  Ranged Dagger (Thrown) 20 
  ft.’: +10 (1d4+5); 60 ft.’: 
  +10 (1d4+5) 
  Melee Mace (Weapon +3) 
  +10 (1d6+5 ) 
  Ranged Shortbow ) --> 30 
  ft.’: +10 (1d6+5); 120 ft.’: 
  +10 (1d6+5) 
  Special
  -
  -
  -
  -
  Proficiencies
  Club, Crossbow (Hand), Crossbow (Light), Dagger, Dart, Greatclub, Handaxe, Javelin, Light Hammer, Longsword, Mace, 
  Quarterstaff, Rapier, Shortbow, Shortsword, Sickle, Sling, Spear, Unarmed Strike
  NE; Medium Humanoid (Human, Elf)
  
  492
  Vollanthe
    Low
    Moderate
    Advanced
    Elite
  Special 
  Qualities
  Darkvision, Fey Ancestry, 
  Languages, Skill Versatility, 
  Bardic Inspiration, Cantrips, 
  Jack of All Trades, Song of 
  Rest, Spellcasting
  Darkvision, Fey Ancestry, 
  Languages, Skill 
  Versatility, Ability Score 
  Improvement, Additional 
  Magical Secrets, Bard 
  College, Bardic Inspiration, 
  Bonus Proficiencies, 
  Cantrips, College of Lore, 
  Countercharm, Cutting 
  Words, Expertise, Font 
  of Inspiration, Jack of 
  All Trades, Song of Rest, 
  Spellcasting
  Darkvision, Fey Ancestry, 
  Languages, Skill 
  Versatility, Ability Score 
  Improvement, Additional 
  Magical Secrets, Bard 
  College, Bardic Inspiration, 
  Bonus Proficiencies, 
  Cantrips, College of Lore, 
  Countercharm, Cutting 
  Words, Expertise, Font 
  of Inspiration, Jack of All 
  Trades, Magical Secrets, 
  Song of Rest, Spellcasting
  Darkvision, Fey Ancestry, 
  Languages, Skill 
  Versatility, Ability Score 
  Improvement, Additional 
  Magical Secrets, Bard 
  College, Bardic Inspiration, 
  Bonus Proficiencies, 
  Cantrips, College of Lore, 
  Countercharm, Cutting 
  Words, Expertise, Font 
  of Inspiration, Jack of All 
  Trades, Magical Secrets, 
  Peerless Skill, Song of Rest, 
  Spellcasting
  Spell-
  casting
  Save DC 13; Spell Atk +5
  1st: charm person; disguise 
  self; silent image
  Save DC 14; Spell Atk +6
  3rd: bestow curse; 
  clairvoyance; dispel magic
  2nd: blindness/deafness/
  enthrall; hold person
  1st: charm person; disguise 
  self; longstrider; silent image
  Save DC 15; Spell Atk +7
  5th: animate objects; 
  dream
  4th: compulsion; 
  confusion; dimension door
  3rd: bestow curse; 
  clairvoyance; dispel magic
  2nd: blindness/deafness/
  enthrall; hold person
  1st: charm person; disguise 
  self; longstrider; silent 
  image
  Save DC 17; Spell Atk +9
  7th: regenerate
  6th: eyebite
  5th: animate objects; dream
  4th: compulsion; confusion; 
  dimension door
  3rd: bestow curse; 
  clairvoyance; dispel magic
  2nd: blindness/deafness/
  enthrall; hold person
  1st: charm person; disguise 
  self; longstrider; silent image
  Equipment
  Mace;
  dagger;
  studded leather armor;
  shortbow;
  arrows (20x)
  +1 Mace;
  dagger;
  +1 studded leather armor;
  shortbow;
  arrows (20x)
  +2 Mace;
  dagger;
  +2 studded leather 
  armor;
  shortbow;
  arrows (20x)
  +3 Mace;
  dagger;
  +3 studded leather armor;
  shortbow;
  arrows (20x)
  Special Abilities
  Darkvision Thanks to your elf blood, you have superior vision in dark and 
  dim conditions. You can see in dim light within 60 feet of you as if it were 
  bright light, and in darkness as if it were dim light. You can’t discern color 
  in darkness, only shades of gray.
  Fey Ancestry You have advantage on all saving throws against being 
  charmed or put to sleep.
  Languages You can speak, read, and write Common, Elvish, and one extra 
  language of your choice.
  Bardic Inspiration You can inspire others through stirring words or music. 
  To do so, you use a bonus action on your turn to choose one creature 
  other than yourself within 60 feet of you who can hear you. That creature 
  gains one Bardic Inspiration die, a d10. Once within the next 10 minutes, 
  the creature can roll the die and add the number rolled to one ability 
  check, attack roll, or saving throw it makes. The creature can wait until 
  after it rolls the d20 before deciding to use the Bardic Inspiration die, 
  but must decide before the DM says whether the roll succeeds or fails. 
  Once the Bardic Inspiration die is rolled, it is lost. A creature can have only 
  one Bardic Inspiration die at a time. You can use this feature a number of 
  times equal to 4. You regain any expended uses when you finish a long 
  rest.
  College of Lore Bards of the College of Lore know something about 
  most things, collecting bits of knowledge from sources as diverse as 
  scholarly tomes and peasant tales. Whether singing folk ballads in taverns 
  or elaborate compositions in royal courts, these bards use their gifts to 
  hold audiences spellbound. When the applause dies down, the audience 
  members might find themselves questioning everything they held to 
  be true, from their faith in the priesthood of the local temple to their 
  loyalty to the king. The loyalty of these bards lies in the pursuit of beauty 
  and truth, not in fealty to a monarch or following the tenets of a deity. A 
  noble who keeps such a bard as a herald or advisor knows that the bard 
  would rather be honest than politic. The college’s members gather in 
  libraries and sometimes in actual colleges, complete with classrooms 
  and dormitories, to share their lore with one another. They also meet at 
  festivals or affairs of state, where they can expose corruption, unravel lies, 
  and poke fun at selfimportant figures of authority.
  Countercharm At 6th level, you gain the ability to use musical notes or 
  words of power to disrupt mind-influencing effects. As an action, you can 
  start a performance that lasts until the end of your next turn. During that 
  time, you and any friendly creatures within 30 feet of you have advantage 
  on saving throws against being frightened or charmed. A creature must 
  be able to hear you to gain this benefit. The performance ends early if 
  you are incapacitated or silenced or if you voluntarily end it (no action 
  required).
  Cutting Words Also at 3rd level, you learn how to use your wit to distract, 
  confuse, and otherwise sap the confidence and competence of others. 
  When a creature that you can see within 60 feet of you makes an attack 
  roll, an ability check, or a damage roll, you can use your reaction to 
  expend one of your uses of Bardic Inspiration, rolling a Bardic Inspiration 
  die and subtracting the number rolled from the creature’s roll. You can 
  choose to use this feature after the creature makes its roll, but before the 
  DM determines whether the attack roll or ability check succeeds or fails, 
  or before the creature deals its damage. The creature is immune if it can’t 
  hear you or if it’s immune to being charmed.
  Font of Inspiration Beginning when you reach 5th level, you regain all of 
  your expended uses of Bardic Inspiration when you finish a short or long 
  
  493
  Vollanthe
  rest.
  Jack of All Trades Starting at 2nd level, you can add half your proficiency 
  bonus, rounded down, to any ability check you make that doesn’t already 
  include your proficiency bonus.
  Peerless Skill Starting at 14th level, when you make an ability check, you 
  can expend one use of Bardic Inspiration. Roll a Bardic Inspiration die 
  and add the number rolled to your ability check. You can choose to do 
  so after you roil the die for the ability check, but before the DM tells you 
  whether you succeed or fail.
  Song of Rest Beginning at 2nd level, you can use soothing music or 
  oration to help revitalize your wounded allies during a short rest. If you or 
  any friendly creatures who can hear your performance regain hit points at 
  the end of the short rest, each of those creatures regains an extra 1d10 
  hit points. A creature regains the extra hit points only if it spends one or 
  more Hit Dice at the end of the short rest.
  
  494
  Chalyce
  
  495
  Chalyce
  Chalyce, the Blood Maiden
  
  496
  Chalyce
  Chalyce, the Blood Maiden
  Overview
  A cult leader with aspirations to sainthood, Chaylce demands 
  sacrifice to fuel miracles.  
  Her cult is churchlike in its devotion, but all flows through 
  her, very little is delegated or credited to a divine power.
  Appearance
  Chalyce is striking, if not beautiful; her gaze is forceful and 
  intense, and leaves most feeling quite uncomfortable to 
  suffer for more than a second or two.
  She dresses in high-quality, though not ostentatious, robes 
  and vestments, often covering her hair and neck, though she 
  requires no such formalities from her flock.
  Chalyce takes her surname from her tendency to leave her 
  vestments—typically ivory or parchment in hue—spattered 
  with blood from sacrifices and ceremonies, making for a 
  striking if macabre effect.
  Background
  Chalyce grew up the only child of a preacher in a small 
  church on the outskirts of a small village.  
  She saw firsthand the hold that her mother had over her 
  flock, and the way that (from a young Chalyce’s perspective) 
  she manipulated others to be better people, or to donate.  
  Her father had passed away when she was but an infant, so 
  she grew particularly close to her mother, who was the only 
  family she knew.
  Dedicated and severe, Chalyce served her family and its 
  church without hesitation and seemingly without limit.  Her 
  selflessness became the stuff of story in the whisperings of 
  the church; many was the suitor who sought her hand.  She 
  turned them all away, preferring instead, she claimed, to be 
  married to the church itself.
  One day, following a bad fall that left her leg broken, 
  her mother spoke to her with gravity.  Chalyce’s mother 
  encouraged the young lady to go out, travel about the Realm, 
  and become more worldly.  
  In truth, Chalyce’s mother had grown concerned that her 
  daughter had too sheltered, to cloistered, a life, and that 
  she had become too dedicated to the church and its people.  
  She worried about the possibility of the faithful scattering, 
  of a larger church absorbing theirs, or any number of other 
  possibilities.
  Chalyce was inexperienced in any life outside of what she 
  had known from birth, and therefore woefully unprepared 
  for any of these eventualities.
  The young woman recoiled at the thought of leaving home, 
  even for a few weeks.  Why, she reasoned, would she ever 
  venture forth, when she has everything she could possibly 
  want here?  
  It was then that Chalyce revealed to her horrified mother 
  her long-term plan: to take over the church from her mother 
  once she could no longer perform the requisite services, 
  and to turn it to her will, demanding more and more of the 
  faithful and adopting ever-more-elaborate rituals to gather 
  more to the flock.  In her experience, ritual and spectacle 
  were what most grew the congregation; she would turn what 
  her family had started into a cult... and an enormous one at 
  that.  
  Chalyce’s mother was outraged and terrified that her 
  seemingly innocent, simple daughter could even conceive of 
  the vicious mockery that had been described.  In a testament 
  to the magnitude of her reaction, that Chalyce herself did not 
  even believe in the god they worshipped ranked low on the 
  list of horrors that she had witnessed.
  She forbid Chalyce from any further part in the church, and 
  demanded that she set out on her own and learn about true 
  human nature.  Chalyce’s mother was convinced that once 
  she saw a bit of life outside the church, her daughter would 
  return a reformed, penitent soul.
  Chalyce smiled grimly, nodded, and left without a word.
  A year later, Chalyce returned to her family home, leading a 
  new congregation of a hundred followers.  Chanting bizarre 
  cants, armed with torches and swords, they set ablaze the 
  entire village, and slew the entire town.  To a person, all 
  were slain.
  The very last to die was Chalyce’s mother.  The prodigal 
  offspring captured her early in the killings, and forced 
  her mother to watch as her “new family” set ablaze and 
  skewered all whom the woman held dear.  Once all other life 
  in her former home had been quenched, did Chalyce slit the 
  throat of her own mother.
  Chalyce’s birth name has been lost to all save herself, though 
  some suspect even she has forgotten it in favor of the 
  moniker she granted herself upon the formation of her cult.
  Demeanor
  Chalyce is intense and severe, and fervent in her apparent 
  beliefs.  
  She has convinced herself that she is a deity, a god who 
  walks among the people, and that everything she does, 
  therefore, is by default in service to godly aims.
  Delusional or not, Chalyce has amassed a sizable following, 
  and a not-insignificant amount of worldly power and 
  influence.  In addition, her actual talents as a cleric are 
  formidable.
  So whether her godliness is a fabrication of her mind or not, 
  her words are very much backed up by her power... mortal 
  though she may be.
  Combat Tactics
  Chalyce considers herself a god, and thus immortal... but 
  
  497
  Chalyce
  
  498
  Chalyce
  FlexTable 33: Chalyce, the Blood Maiden Rumors & Lore
  A
  B
  C
  D
  DC
  Description
  Veracity
  -
  -
  -
  01-30
  -
  No Rumor
  No information is obtained.
  01-14
  01-14
  01-14
  31-39
  12
  The Blood Maiden demands 
  sacrifice and commitment, 
  and will slay any who do not 
  serve her.
    True.  This is her faith distilled to its 
  essence.
  15-29
  15-30
  15-30
  01-30
  13
  Chalyce, a preacher who 
  thinks herself a god, has a 
  huge following.
    True.  Hundreds serve the Blood 
  Maiden, though only dozens fight for her 
  outright.
  30-44
  31-45
  31-45
  31-39
  14
  Join along, or face the 
  malice
  Of the faithful who serve 
  Chalyce
  Fight ‘longside, eternal 
  palace
    Partially True.  The options of those 
  facing Chalyce’s forces are to convert, or 
  die; that much is accurate.  Eternal palace 
  in the afterlife is what the Blood Maiden 
  often promises, but it is a matter of faith 
  whether this has any accuracy.
  45-59
  46-60
  46-60
  40-49
  15
  Those who fail to convert to 
  Chalyce the Blood Maiden 
  are destined to die by her 
  knife.
    Partially True.  This is certainly 
  what Chalyce preaches, and during an 
  attack, these options are wholly accurate.  
  However, Chalyce’s influence is limited 
  to attacking small churches and cults and 
  villages at this point.  Though she does 
  aspire to greater conquest.
  60-74
  60-69
  60-69
  50-59
  16
  Chalyce the Blood Maiden 
  has been a church and 
  community leader her entire 
  life.
    True.  Born the daughter of a 
  preacher, she has always held a place of 
  religious focus in her community.
  75-89
  70-97
  70-94
  60-69
  11
  Chalyce the Blood Maiden 
  gains power from having 
  intimiate relations with 
  corpses.
    False.  Likely a combination of her 
  nickname with observed rituals involving 
  blood, this is a macabre and false 
  conclusion.
  90-00
  98-00
  95-00
  70-00
  13
  The Blood Maiden sucks 
  the souls of the unfaithful 
  and uses them to fuel her 
  rampages.
    False.  Though her power and 
  influence do seem to grow following 
  each successful attack, this is due mostly 
  to scavenged equipment and bolstered 
  confidence, not some necromantic 
  conversion of life force.
  some part of her holds to self-preservation, and is concerned 
  about what might happen if she is wrong.
  She will attack with gusto, and great violence, until reduced 
  to fewer than half her maxmium hit points.  At this point, 
  she will have a moment of clarity, will coldly assess the 
  odds and the situation, and will regroup, offering herself the 
  possibility to flee if required.
  Her henchmen and followers she will “spend” without 
  hesitation; their devotion to her is their reward, and there 
  are always more followers beyond what is immediately 
  available to her.  She will gladly send dozens to their deaths 
  if it saves her own hide, or furthers her aims.
  Modus Operandi
  Chalyce is delusional, power-hungry, and murderous.  Aside 
  from growing her flock of faithful, growing in power, and 
  growing in influence and wealth, she has no true long-term 
  or greater motives, though her sermons are filled with 
  claims to the contrary.
  Everything she does and leads her flock to, she justifies to 
  them through religious purpose.  Ultimately, though, all 
  “missions” she embarks upon are toward selfish growth.
  Common targets of a “mission” are to slay or convert the 
  faithful of a competing church or cult, taking money from the 
  powerful (and keeping it, so as to herself grow in power), or 
  “rescuing” slaves from a war camp or other establishment 
  (with the understanding that the slaves will join the cult 
  and serve it just as mindlessly as they had served their 
  slavemasters).
  On such missions, there are but two distinctions in the minds 
  of Chalyce and her flock: Us and Them.  Those not adherent 
  to Chalyce and her faith are to be slain; the only way to avoid 
  this is to convert on the spot, and swear loyalty to the Blood 
  Maiden.
  Ceremony demands that any converts be covered in the blood 
  
  499
  Chalyce
  of the battlefield; this can be any mixture of slain faithful 
  and heathen alike.  The blood must completely coat the 
  convert, that they may be born again into the true faith of 
  Chalyce.
  This grisly baptism can be performed on the battlefield, or 
  soon after the fighting ends.
  Notoriety
  Chalyce’s gruesome and ruthless approach to rule and faith 
  has garnered a great deal of attention.  
  Smaller churches fear her attack, so much so that entire 
  congregations have been known to disband completely if 
  they hear of an attack nearby.
  Larger institutions use stories of the Blood Maiden to bolster 
  their own forces and secure donations as a protective 
  measure.
  Though thus far, Chalyce’s attacks seem focused primarily on 
  competing religions, cities and other factions keep their ears 
  to the ground as to the Blood Maiden’s behavior, and will 
  conscript additional security forces as a precaution if they 
  hear of her approach.
  Hooks, Integration, & Adventure 
  Seeds
  • Direct Attack: Chalyce attacks the party directly.  This 
  is only feasible if the party have prominent positions in 
  some sort of religious Faction.
  • Plea of the Innocent: Someone whose life has been 
  ruined by a previous attack, or has lost a loved one in such 
  an attack, pleads with the party to bring an end to the 
  strikes.
  • Competing Goals: The party learns that Chalyce plans to 
  strike at a church that the PCs have business with... for 
  example, a larger-scale plot requires them to venture into 
  the church’s undercroft.
  • Fringe Notice: It’s hard not to notice the burnt churches 
  as the party ambles into town.  Naturally, they will want 
  to ask some questions!
  • Appeal from Authority: Legal authority of a small town 
  is ill-equipped to interfere with zealous, bloodthirsty 
  cultists.  That sounds like a job much better situated with 
  adventurers out to make a name for themselves!
  • Faction Quest: A church or religious faction asks the 
  party’s help in defense of their building and people.  This 
  is the most straightforward adventure hook, and in no 
  way requires that the PCs have any prior connections 
  established with the church in question.
  • Collateral Damage: Innocents merely attending services 
  are slain, threatened, or forced to flee in the wake of a 
  Chalyce onslaught.
  • Disappearing Regular: A regularly-seen NPC disappears, 
  slain in the fervorous assault of their church.
  • Dependency Interference: In the course of their wanton 
  destruction, Chalyce and her followers steal or destroy a 
  religious artifact that the PCs either desired or required 
  toward a larger goal.
  Habits and Logistics
  Chalyce and her henchmen inhabit upscale apartments, or 
  take over a gutted church, in towns in which they operate.  
  There is an 
    80% chance that Chalyce is there at any 
  given moment, surrounded by half of her henchmen (see 
  below).
  The remainder of the time, she will be planing or executing 
  an attack.
  Conversation
  Chalyce is stunning in her devotion to her ideals, and as 
  noted, most feel uncomfortable talking with her one-on-one 
  for very long.
  The Blood Maiden’s entire affect, demeneaor, tone, and 
  volume of voice all seem custom-constructed for a sermon 
  or pulpit; she seems to have no ability to scale these down to 
  a more intimiate conversation or setting.  The result seems 
  inappropriate and awkward at best, or threatening and 
  dreadful at worst.
  It would be difficult to envision a conversation with Chalyce 
  that did not also have present at least a handful of her 
  followers.  This has a further unsettling effect, in that at the 
  conclusion of nearly everything the woman says, her faithful 
  will intone “amen” or something similar, as though her every 
  word were read from godly scripture.  
  Though this behavior seems a mere slavish obedience, one 
  must give Chalyce and her followers credit for at least being 
  consistent: they all truly do believe that Chalyce is a god on 
  earth, so her word may as well truly be scripture.
  Do you know what happened to this church and its 
  officiants? 
  (This can be a general question about any victim, actual or 
  suspected.)
   
    “I know not what becometh of others, save that they 
  obtain that which they are most owed according to their 
  actions in this life, that they may be better prepared for 
  the next.”
  Did you or your followers murder these innocent people? 
  (This can be a general question about any victims, actual 
  or suspected.)
   
    “Whatsoever I doeth in this life, ‘tis in service to the 
  gods, and the power they have bequeathed me in this 
  life to see wisdom where others see folly, service where 
  others see chaos, and to ever seek a true path forward 
  where others amble aimlessly.  All we do, we do in 
  service to these aims.  Noble, indeed, are such actions 
  in support of pure objectives, be they viewed by mortals 
  as uncouth: for it is not for mortals to judge the divinely 
  ordained.”
  
  500
  Chalyce
  Attitude Tracker Triggers
  Value
  Action
  <7
  Chalyce makes the party her next target, and 
  will stop at nothing short of death to secure 
  their destruction.
  <13
  Chalyce will have her followers attack the party 
  on sight, but will not actively seek them out.
  >18
  Chalyce welcomes the party into her flock, and 
  assumes their devotion and obedience.
  >24
  Chalyce shares her plans with the PCs and 
  includes them in the next attack.
  Organization
  The Blood Maiden has a massive, and growing, following, 
  ranging in the hundreds when the PCs come upon her.  
  Although numerous, many are ill, decrepit, too young to hold 
  a weapon, cowardly, or otherwise effectively noncombatants.
  Those who remain still number in the high dozens.  
  Anywhere in town, Chalyce may call to her followers; a mere 
  round later, 
    2d4 of each type of henchman show up to 
  join her side.
  Thereafter, and until she tells them to stop, each round sees 
  a 
    40% chance of 
    1d4 of each type of henchman will 
  arrive on the scene as reinforcements to her cause, and will 
  start fighting immediately, staying to the death or until their 
  leader calls a stop to the violence.  Roll for probability as 
  well as quantity separately for each type of henchman.
  Unlike with most other villains, you need not keep track of 
  how many followers arrive on the scene: violence ennobles 
  her cause, and brings followers to the fore; as any fight 
  involving her wages on, additional followers will join the 
  fray.
  Henchmen, Retainers, and 
  Followers
  Bloodguard: 
    4d8 of these typically half-orc Barbarians 
  are available to support Chalyce.
  Chalicebearers: 
    2d8 of these highly-trained dwarven 
  Cleric ritual aides will serve the Blood Maiden’s will on a 
  given day.
  Bloodguard Elite: Blending in to any crowd, these elven 
  monks are a formidable force, comprising 
    2d6 in town at 
  a time.
  Sanguinary Veterans: Her propensity for bloodshed means 
  that Chlayce loses much of her warrior faithful each time she 
  attacks.  Those who survive from encounter to encounter, 
  and town to town, advance in her esteem; these Fighters 
  represent such warriors, of which roughly 
    2d4 are at 
  their leader’s call.
  Lair / Residence
  Chalyce and her warriors will take up station in any large 
  structure in town: they will rent apartments or an estate, 
  but prefer to simply squat and take over any church they lay 
  waste to.  
  Chalyce and half the forces numbered above will be in 
  residence in these quarters at any given time.
  Quests & Encounters
    Quest: Save the Sanctity
    Summary: This quest is straightforward: protect the 
  church and its inhabitants..
    Rewards:   
    750 gp / 
    3,000 gp / 
    7,500 gp / 
    
  13,000 gp; up to 
    5 Reward Stars.
    Locations: Any (urban).
    Key NPCs: Chalyce, the Blood Maiden; Bloodguard; 
  Chalicebearers; Bloodguard Elite; Sanguinary Veterans.
    Kickoff: At least two possible introductions are feasible 
  to this Quest. 
   
  The PCs can be explicitly asked to help, by either the city 
  authorities, or by the chruch itself. 
   
  Alternately, the PCs can simply be in the church for some 
  unrelated reason when the attack occurs.
    Description:
  Chalyce and half of her forces attack a small church, 
  containing 
    4d12 congregants and 
    3d4 officiants.  
  The Blood Maiden’s objective is simple: destroy or convert all 
  life, and ransack the place.  They already have a larger, nicer 
  church in town in which to camp, so they need not leave this 
  one in one piece when they are through.
  The PCs may flee, help defend, or (for evil-aligned parties) 
  help Chalyce destroy the innocents and join her cause.
  Chalyce will fight until she is reduced to fewer than one-
  quarter her maximum hit points, at which point she will flee 
  if possible, ordering her followers to cover her escape with 
  their lives.
  Ten rounds after battle commences, whether she has 
  withdrawn or not, the remainder of Chalyce’s forces arrive as 
  reinforcements.  
  All henchmen will fight to the death if their mistress is still 
  on the scene.  
  If Chalyce is slain, there is a 
    50% chance per henchman 
  type that all henchmen of that type will flee immediately.  
  Thereafter, check each round for their morale; after the 
  initial shock of their leader having fallen, the chance reduces 
  to 
    15% per henchman type.
  If Chalyce flees, check for morale and flight as above, but 
  the chances are reduced to 
    20% initially, and 
    5% 
  ongoing.
    Any scenario in which Chalyce is forced to flee or slain 
  
  501
  Chalyce
  merits 
    2 Reward Stars simply for her defeat.  This 
  stacks with other rewards for this Quest.
    Any scenario in which at least one church officiant 
  remains alive grants the party 
    1 Reward Star and the 
  monetary reward listed.  This stacks with other rewards 
  for this Quest.
    Successfully defending the church requires that Chalyce 
  is slain or flees, and that all of her followers are slain 
  or flee.  This scenario merits  
    2 Reward Star for the 
  party, which stacks with other rewards; this means that 
  in the best-case scenario in which the party keeps some 
  churchgoers alive, defeats the Blood Maiden, and defeats 
  her forces, they receive a grand total of  
    5 Reward 
  Stars and the money.
  
  502
  Chalyce
  Chalyce, the Blood Maiden
  CR 5; XP 1,800
    Low
    Moderate
    Advanced
    Elite
  Challenge CR 5 
  XP 1,800
  CR 9 
  XP 5,000
  CR 13 
  XP 10,000
  CR 17 
  XP 18,000
  Class / HD Fighter 5
  Fighter 9
  Fighter 13
  Fighter 7
  Size / Aln
  Medium CE 
  Tiefling
  Medium CE 
  Tiefling
  Medium CE 
  Tiefling
  Medium CE 
  Tiefling
  HP
  36
  65
  97
  140
  Armor 
  Class
  18
  21
  23
  25
  Speed
  Walk 30’
  Walk 30’
  Walk 30’
  Walk 30’
  Ability 
  Scores / 
  Saves
  STR    18  (+7) 
  DEX   13 (+1) 
  CON  13 (+4) 
  INT    12 (+1) 
  WIS     6 (-2) 
  CHA  16 (+3)
  STR    20  (+9) 
  DEX   15 (+2) 
  CON  13 (+5) 
  INT    12 (+1) 
  WIS     6 (-2) 
  CHA  16 (+3)
  STR    20  (+10) 
  DEX   17 (+3) 
  CON  13 (+6) 
  INT    12 (+1) 
  WIS     6 (-2) 
  CHA  16 (+3)
  STR    20  (+10) 
  DEX   19 (+4) 
  CON  13 (+8) 
  INT    12 (+1) 
  WIS     6 (-2) 
  CHA  16 (+3)
  Skills
  -
  -
  -
  -
  Saves
  -
  -
  -
  -
  Vulnerabilities
  -
  -
  -
  -
  Immunities -
  -
  -
  -
  Senses
  Passive Perception 11
  Armor - Disadvantage on 
  Stealth
  Passive Perception 12
  Armor - Disadvantage on 
  Stealth
  Passive Perception 13
  Armor - Disadvantage on 
  Stealth
  Passive Perception 14
  Armor - Disadvantage on 
  Stealth
  Languages Common, Infernal
  Attacks
  Melee Longsword +7/+7 
  (1d8+6 ) 
  Ranged Crossbow, Heavy 
  ) --> 100 ft.’: +4/+4 
  (1d10+1); 400 ft.’: +4/+4 
  (1d10+1) 
  Melee Dagger +7/+7 
  (1d4+6 ) 
  Ranged Dagger (Thrown) 20 
  ft.’: +7/+7 (1d4+4); 60 ft.’: 
  +7/+7 (1d4+4)
  Melee Longsword (Weapon 
  +1) +10/+10 (1d8+8 ) 
  Ranged Crossbow, Heavy 
  ) --> 100 ft.’: +6/+6 
  (1d10+2); 400 ft.’: +6/+6 
  (1d10+2) 
  Melee Dagger +9/+9 
  (1d4+7) 
  Ranged Dagger (Thrown) 20 
  ft.’: +9/+9 (1d4+5); 60 ft.’: 
  +9/+9 (1d4+5) 
  Melee Longsword (Weapon 
  +2) +12/+12/+12 (1d8+9 ) 
  Ranged Crossbow, Heavy 
  ) --> 100 ft.’: +8/+8/+8 
  (1d10+3); 400 ft.’: 
  +8/+8/+8 (1d10+3) 
  Melee Dagger 
  +10/+10/+10 (1d4+7 ) 
  Ranged Dagger (Thrown) 
  20 ft.’: +10/+10/+10 
  (1d4+5); 60 ft.’: 
  +10/+10/+10 (1d4+5) 
  Melee Longsword (Weapon 
  +3) +14/+14/+14 (1d8+10 ) 
  Ranged Crossbow, Heavy ) 
  --> 100 ft.’: +10/+10/+10 
  (1d10+4); 400 ft.’: 
  +10/+10/+10 (1d10+4) 
  Melee Dagger +11/+11/+11 
  (1d4+7 ) 
  Ranged Dagger (Thrown) 20 
  ft.’: +11/+11/+11 (1d4+5); 
  60 ft.’: +11/+11/+11 
  (1d4+5) 
  Special
  -
  -
  -
  -
  CE; Medium Humanoid (Tiefling)
  
  503
  Chalyce
    Low
    Moderate
    Advanced
    Elite
  Proficiencies
  Battleaxe, Blowgun, Club, Crossbow (Hand), Crossbow (Heavy), Crossbow (Light), Dagger, Dart, Flail, Glaive, Greataxe, 
  Greatclub, Greatsword, Halberd, Handaxe, Javelin, Lance, Light Hammer, Longbow, Longsword, Mace, Maul, Morningstar, 
  Net, Pike, Quarterstaff, Rapier, Scimitar, Shortbow, Shortsword, Sickle, Sling, Spear, Trident, Unarmed Strike, War Pick, 
  Warhammer, Whip
  Special 
  Qualities
  Darkvision, Hellish 
  Resistance, Infernal Legacy, 
  Languages, Ability Score 
  Improvement, Action Surge, 
  Champion, Extra Attack, 
  Fighting Style, Improved 
  Critical, Martial Archetype, 
  Second Wind, Dueling 
  Darkvision, Hellish 
  Resistance, Infernal Legacy, 
  Languages, Ability Score 
  Improvement, Action Surge, 
  Champion, Extra Attack, 
  Fighting Style, Improved 
  Critical, Indomitable, Martial 
  Archetype, Remarkable 
  Athlete, Second Wind, 
  Dueling 
  Darkvision, Hellish 
  Resistance, Infernal Legacy, 
  Languages, Ability Score 
  Improvement, Action Surge, 
  Additional Fighting Style, 
  Champion, Extra Attack, 
  Fighting Style, Improved 
  Critical, Indomitable, Martial 
  Archetype, Remarkable 
  Athlete, Second Wind, 
  Dueling, Protection
  Darkvision, Hellish 
  Resistance, Infernal Legacy, 
  Languages, Ability Score 
  Improvement, Action Surge, 
  Additional Fighting Style, 
  Champion, Extra Attack, 
  Fighting Style, Improved 
  Critical, Indomitable, Martial 
  Archetype, Remarkable 
  Athlete, Second Wind, 
  Superior Critical, Dueling, 
  Protection
  Spell-
  casting
  -
  -
  -
  -
  Equipment
  Longsword;
  half-plate armor;
  shield;
  heavy crossbow;
  crossbow bolts (20x);
  dagger
  +1 Longsword;
  +1 half-plate armor;
  +1 shield;
  heavy crossbow;
  crossbow bolts (20x);
  dagger
  +2 Longsword;
  +2 half-plate armor;
  +2 shield;
  heavy crossbow;
  crossbow bolts (20x);
  dagger
  +3 Longsword;
  +3 half-plate armor;
  +3 shield;
  heavy crossbow;
  crossbow bolts (20x);
  dagger
  Special Abilities
  Darkvision Thanks to your infernal heritage, you have superior vision in 
  dark and dim conditions. You can see in dim light within 60 feet of you 
  as if it were bright light, and in darkness as if it were dim light. You can’t 
  discern color in darkness, only shades of gray.
  Hellish Resistance You have resistance to fire damage.
  Infernal Legacy You know the thaumaturgy cantrip. Once you reach 3rd 
  level, you can cast the hellish rebuke spell once per day as a 2nd-level 
  spell. Once you reach 5th level, you can also cast the darkness spell once 
  per day. Charisma is your spellcasting ability for these spells. Spell save DC 
  17.
  Languages You can speak, read, and write Common and Infernal.
  Action Surge Starting at 2nd level, you can push yourself beyond your 
  normal limits for a moment. On your turn, you can take one additional 
  action on top of your regular action and a possible bonus action. Once 
  you use this feature, you must finish a short or long rest before you can 
  use it again. You can use this feature 2 time(s) before a rest, but only once 
  on the same turn.
  Champion The archetypal Champion focuses on the development of raw 
  physical power honed to deadly perfection. Those who model themselves 
  on this archetype combine rigorous training with physical excellence to 
  deal devastating blows.
  Extra Attack Beginning at 5th level, you can attack twice, instead of once, 
  whenever you take the Attack action on your turn. The number of attacks 
  increases to three when you reach 11th level in this class and to four 
  when you reach 20th level in this class.
  Improved Critical Beginning when you choose this archetype at 3rd level, 
  your weapon attacks score a critical hit on a roll of 19 or 20.
  Indomitable Beginning at 9th level, you can reroll a saving throw that 
  you fail. If you do so, you must use the new roll, and you can’t use this 
  feature again until you finish a long rest. You can use this feature 3 time(s) 
  between long rests.
  Remarkable Athlete Starting at 7th level, you can add half your proficiency 
  bonus (round up) to any Strength, Dexterity, or Constitution check you 
  make that doesn’t already use your proficiency bonus. In addition, when 
  you make a running long jump, the distance you can cover increases by a 
  number of feet equal to +5.
  Second Wind You have a limited well of stamina that you can draw on to 
  protect yourself from harm. On your turn, you can use a bonus action to 
  regain hit points equal to 1d10 + your fighter level. Once you use this 
  feature, you must finish a short or long rest before you can use it again.
  Superior Critical Starting at 15th level, your weapon attacks score a 
  critical hit on a roll of 18-20.
  Dueling When you are wielding a melee weapon in one hand and no other 
  weapons, you gain a +2 bonus to damage rolls with that weapon.
  Protection When a creature you can see attacks a target other than 
  you that is within 5 feet of you, you can use your reaction to impose 
  disadvantage on the attack roll. You must be wielding a shield.
  
  504
  Chalyce
  Table 36: Attitude Modifiers for Chalyce, the Blood Maiden
  Starting Attitude:  
  14 (Indifferent)
  Name
  Condition
  Effect
  Notes
  Action
  PCs attack without provocation
  -15
  Does not stack with other attack-based modifiers
  Action
  PCs attack with provocation
  -10
  Does not stack with other attack-based modifiers
  Conversation
  PCs threaten violence
  -5
  -
  Action
  NPC witnesses the PCs commit a 
  crime
  +1
  Assumes the crime does not involve the NPC; stacks with 
  other modifiers that involve crimes against the NPC; does 
  not stack with other “witnesses crime” modifiers
  Action
  NPC witnesses the PCs commit 
  murder
  +2
  Assumes the crime does not involve the NPC; stacks with 
  other modifiers that involve crimes against the NPC; does 
  not stack with other “witnesses crime” modifiers
  Action
  NPC witnesses the PCs commit 
  murder in self-defense
  +1
  Assumes the crime does not involve the NPC; stacks with 
  other modifiers that involve crimes against the NPC; does 
  not stack with other “witnesses crime” modifiers
  Action
  Villain witnesses the PCs 
  discussing the villain and/or 
  their henchmen
  -4
  Does not stack with other “witness” modifiers
  Action
  PCs defend this NPC against 
  violence
  +10
  Does not stack with other “witness” modifiers
  Conversation
  PCs attempt a bribe (for 
  information, for action)
  -1
  GM’s discretion as to whether the bribe produces results 
  (positive or negative!)
  Conversation
  PCs share Rumors / Lore 
  +1
  Per each Rumor shared; maximum +4
  Extant
  One or more PCs have been 
  arrested
  +2
  Per offense, no limit
  Extant
  PCs have slain a guard, but have 
  not been caught
  +5
  Per offense, maximum -15 total
  Action
  PCs heal or “boon” this NPC
  +5
  Per healing spell/potion/skill check or beneficial spell or 
  effect; maximum +15
  Action
  PCs refuse to help when asked
  -3
  Per request; no maximum
  Action
  PCs agree to help when asked
  +4
  Per request; maximum +12
  Action
  NPC joins party for any length 
  of time
  +5
  Does not stack with subsequent iterations of itself 
  (maximum effect +5 no matter how many times NPC joins 
  party)
  Action
  PCs save this NPC’s life
  +15
  Either as part of a Quest, or as an offer made of the 
  party’s own initiative
  Conversation
  PCs fail at an Intimidate check 
  for any reason
  -2
  Per failed check; no maximum
  Investigation
  PCs discover something 
  fundamental about this villain’s 
  MO or deeds and/or discovers 
  lair or residence
  -10
  “Fundamental” is left to the GM to adjudicate; stacks with 
  other Investigation modifiers
  Investigation
  PCs rescue a victim, recover a 
  corpse, or otherwise “undo” or 
  find hard evidence of death at 
  the hands of this villain
  -10
  Initial and first-time-only; -2 per additional victim or 
  evidence beyond the first; no limit; stacks with other 
  Investigation modifiers
  Investigation
  PCs give evidence of this villain’s 
  crimes to authorities
  -8
  Stacks with other Investigation modifiers
  
  505
  Chalyce
  Bloodguard
  CR 3; XP 700
    Low
    Moderate
    Advanced
    Elite
  Challenge CR 3 
  XP 700
  CR 7 
  XP 2,900
  CR 11 
  XP 7,200
  CR 15 
  XP 13,000
  Class / HD Barbarian 3
  Barbarian 7
  Barbarian 11
  Barbarian 15
  Size / Aln
  Medium CE 
  Half-Orc
  Medium CE 
  Half-Orc
  Medium CE 
  Half-Orc
  Medium CE 
  Half-Orc
  HP
  30
  52
  93
  131
  Armor 
  Class
  15
  16
  17
  19
  Speed
  Walk 30’
  Walk 40’
  Walk 40’
  Walk 40’
  Ability 
  Scores / 
  Saves
  STR    18  (+6) 
  DEX   13 (+1) 
  CON  15 (+4) 
  INT      7 (-2) 
  WIS     8 (-1) 
  CHA  13 (+1)
  STR    20  (+8) 
  DEX   13 (+1) 
  CON  15 (+5) 
  INT      7 (-2) 
  WIS     8 (-1) 
  CHA  13 (+1)
  STR    20  (+9) 
  DEX   13 (+1) 
  CON  17 (+7) 
  INT      7 (-2) 
  WIS     8 (-1) 
  CHA  13 (+1)
  STR    20  (+10) 
  DEX   15 (+2) 
  CON  17 (+8) 
  INT      7 (-2) 
  WIS     8 (-1) 
  CHA  13 (+1)
  Skills
  -
  -
  -
  -
  Saves
  -
  -
  -
  -
  Vulnerabilities
  -
  -
  -
  -
  Immunities -
  -
  -
  -
  Senses
  Passive Perception 11
  Passive Perception 12
  Passive Perception 13
  Passive Perception 14
  Languages Common, Orc
  Attacks
  Melee Dagger +6 (1d4+4 ) 
  Ranged Dagger (Thrown) 20 
  ft.’: +6 (1d4+4); 60 ft.’: +6 
  (1d4+4) 
  Melee Flail +6 (1d8+4 ) 
  Ranged Crossbow, Heavy ) 
  --> 100 ft.’: +3 (1d10+1); 
  400 ft.’: +3 (1d10+1) 
  Melee Dagger +8 (1d4+5 ) 
  Ranged Dagger (Thrown) 20 
  ft.’: +8/+8 (1d4+5); 60 ft.’: 
  +8/+8 (1d4+5) 
  Melee Flail (Weapon +1) 
  +9/+9 (1d8+6 ) 
  Ranged Crossbow, Heavy 
  ) --> 100 ft.’: +4/+4 
  (1d10+1); 400 ft.’: +4/+4 
  (1d10+1) 
  Melee Dagger +9 (1d4+5 ) 
  Ranged Dagger (Thrown) 
  20 ft.’: +9/+9 (1d4+5); 60 
  ft.’: +9/+9 (1d4+5) 
  Melee Flail (Weapon +2) 
  +11/+11 (1d8+7 ) 
  Ranged Crossbow, Heavy 
  ) --> 100 ft.’: +5/+5 
  (1d10+1); 400 ft.’: +5/+5 
  (1d10+1) 
  Melee Dagger +10 (1d4+5 ) 
  Ranged Dagger (Thrown) 20 
  ft.’: +10/+10 (1d4+5); 60 
  ft.’: +10/+10 (1d4+5) 
  Melee Flail (Weapon +3) 
  +13/+13 (1d8+8 ) 
  Ranged Crossbow, Heavy 
  ) --> 100 ft.’: +7/+7 
  (1d10+2); 400 ft.’: +7/+7 
  (1d10+2) 
  Special
  -
  -
  -
  -
  Proficiencies
  Battleaxe, Blowgun, Club, Crossbow (Hand), Crossbow (Heavy), Crossbow (Light), Dagger, Dart, Flail, Glaive, Greataxe, 
  Greatclub, Greatsword, Halberd, Handaxe, Javelin, Lance, Light Hammer, Longbow, Longsword, Mace, Maul, Morningstar, 
  Net, Pike, Quarterstaff, Rapier, Scimitar, Shortbow, Shortsword, Sickle, Sling, Spear, Trident, Unarmed Strike, War Pick, 
  Warhammer, Whip
  CE; Medium Humanoid (Human, Orc)
  
  506
  Chalyce
    Low
    Moderate
    Advanced
    Elite
  Special 
  Qualities
  Darkvision, Languages, 
  Menacing, Relentless 
  Endurance, Savage Attacks, 
  Danger Sense, Frenzy, Path 
  of the Berserker, Primal 
  Path, Rage, Reckless Attack, 
  Unarmored Defense
  Darkvision, Languages, 
  Menacing, Relentless 
  Endurance, Savage Attacks, 
  Ability Score Improvement, 
  Danger Sense, Extra Attack, 
  Fast Movement, Feral 
  Instinct, Frenzy, Path of the 
  Berserker, Primal Path, Rage, 
  Reckless Attack, Unarmored 
  Defense
  Darkvision, Languages, 
  Menacing, Relentless 
  Endurance, Savage Attacks, 
  Ability Score Improvement, 
  Brutal Critical, Danger 
  Sense, Extra Attack, Fast 
  Movement, Feral Instinct, 
  Frenzy, Path of the 
  Berserker, Primal Path, 
  Rage, Reckless Attack, 
  Relentless Rage, Unarmored 
  Defense
  Darkvision, Languages, 
  Menacing, Relentless 
  Endurance, Savage Attacks, 
  Ability Score Improvement, 
  Brutal Critical, Danger Sense, 
  Extra Attack, Fast Movement, 
  Feral Instinct, Frenzy, Path 
  of the Berserker, Persistent 
  Rage, Primal Path, Rage, 
  Reckless Attack, Relentless 
  Rage, Unarmored Defense
  Spell-
  casting
  -
  -
  -
  -
  Equipment
  Flail;
  dagger;
  breastplate;
  heavy crossbow;
  crossbow bolts (10x)
  +1 Flail;
  dagger;
  +1 breastplate;
  heavy crossbow;
  crossbow bolts (10x)
  +2 Flail;
  dagger;
  +2 breastplate;
  heavy crossbow;
  crossbow bolts (10x)
  +3 Flail;
  dagger;
  +3 breastplate;
  heavy crossbow;
  crossbow bolts (10x)
  Special Abilities
  Darkvision Thanks to your orc blood, you have superior vision in dark and 
  dim conditions. You can see in dim light within 60 feet of you as if it were 
  bright light, and in darkness as if it were dim light. You can’t discern color 
  in darkness, only shades of gray.
  Languages You can speak, read, and write Common and Orc. Orc is a 
  harsh, grating language with hard consonants. It has no script of its own 
  but is written in the Dwarvish script.
  Menacing You gain proficiency in the Intimidation skill.
  Relentless Endurance When you are reduced to 0 hit points but not killed 
  outright, you can drop to 1 hit point instead. You can’t use this feature 
  again until you finish a long rest.
  Savage Attacks When you score a critical hit with a melee weapon attack, 
  you can roll one of the weapon’s damage dice one additional time and add 
  it to the extra damage of the critical hit.
  Brutal Critical Beginning at 9th level, you can roll 2 additional weapon 
  damage die when determining the extra damage for a critical hit with a 
  melee attack.
  Danger Sense At 2nd level, you gain an uncanny sense of when things 
  nearby aren’t as they should be, giving you an edge when you dodge away 
  from danger. You have advantage on Dexterity saving throws against 
  effects that you can see, such as traps and spells. To gain this benefit, you 
  can’t be blinded, deafened, or incapacitated.
  Extra Attack Beginning at 5th level, you can attack twice, instead of once, 
  whenever you take the Attack action on your turn.
  Fast Movement Starting at 5th level, your speed increases by 10 feet 
  while you aren’t wearing heavy armor.
  Feral Instinct By 7th level, your instincts are so honed that you have 
  advantage on initiative rolls. Additionally, if you are surprised at the 
  beginning of combat and aren’t incapacitated, you can act normally on 
  your first turn, but only if you enter your rage before doing anything else 
  on that turn.
  Frenzy Starting when you choose this path at 3rd level, you can go into 
  a frenzy when you rage. If you do so, for the duration of your rage you 
  can make a single melee weapon attack as a bonus action on each of 
  your turns after this one. When your rage ends, you suffer one level of 
  exhaustion (as described in appendix A).
  Path of the Berserker For some barbarians, rage is a means to an end--that 
  end being violence. The Path of the Berserker is a path of untrammeled 
  fury, slick with blood. As you enter the berserker’s rage, you thrill in the 
  chaos of battle, heedless of your own health or well-being.
  Persistent Rage Beginning at 15th level, your rage is so fierce that it ends 
  early only if you fall unconscious or if you choose to end it.
  Rage In battle, you fight with primal ferocity. On your turn, you can enter 
  a rage as a bonus action. While raging, you gain the following benefits if 
  you aren’t wearing heavy armor: You have advantage on Strength checks 
  and Strength saving throws. When you make a melee weapon attack 
  using Strength, you gain a bonus to the damage roll equal to 3. You have 
  resistance to bludgeoning, piercing, and slashing damage. If you are able 
  to cast spells, you can’t cast them or concentrate on them while raging. 
  Your rage lasts for 1 minute. It ends early if you are knocked unconscious 
  or if your turn ends and you haven’t attacked a hostile creature since your 
  last turn or taken damage since then. You can also end your rage on your 
  turn as a bonus action. Once you have raged the number of times equal 
  to 5, you must finish a long rest before you can rage again.
  Reckless Attack Starting at 2nd level, you can throw aside all concern 
  for defense to attack with fierce desperation. When you make your first 
  attack on your turn, you can decide to attack recklessly. Doing so gives 
  you advantage on melee weapon attack rolls using Strength during this 
  turn, but attack rolls against you have advantage until your next turn.
  Relentless Rage Starting at 11th level, your rage can keep you fighting 
  despite grievous wounds. If you drop to 0 hit points while you’re raging 
  and don’t die outright, you can make a DC 10 Constitution saving throw. 
  If you succeed, you drop to 1 hit point instead. Each time you use this 
  feature after the first, the DC increases by 5. When you finish a short or 
  long rest, the DC resets to 10.
  Unarmored Defense While you are not wearing any armor, your Armor 
  Class equals 10 + your Dexterity modifier + your Constitution modifier. 
  You can use a shield and still gain this benefit.
  
  507
  Chalyce
  Chalicebearer
  CR 2; XP 450
    Low
    Moderate
    Advanced
    Elite
  Challenge CR 2 
  XP 450
  CR 6 
  XP 2,300
  CR 10 
  XP 5,900
  CR 14 
  XP 11,500
  Class / HD Cleric 2
  Cleric 6
  Cleric 10
  Cleric 14
  Size / Aln
  Medium NE  
  Dwarf (Hill)
  Medium NE  
  Dwarf (Hill)
  Medium NE  
  Dwarf (Hill)
  Medium NE  
  Dwarf (Hill)
  HP
  18
  38
  68
  96
  Armor 
  Class
  17
  18
  19
  21
  Speed
  Walk 25’
  Walk 25’
  Walk 25’
  Walk 25’
  Ability 
  Scores / 
  Saves
  STR    15  (+2) 
  DEX     9 (-1) 
  CON  12 (+1) 
  INT      9 (-1) 
  WIS   20 (+7) 
  CHA    8 (+1)
  STR    17  (+3) 
  DEX     9 (-1) 
  CON  12 (+1) 
  INT      9 (-1) 
  WIS   20 (+8) 
  CHA    8 (+2)
  STR    19  (+4) 
  DEX     9 (-1) 
  CON  12 (+1) 
  INT      9 (-1) 
  WIS   20 (+9) 
  CHA    8 (+3)
  STR    20  (+5) 
  DEX     10 (+0) 
  CON  12 (+1) 
  INT      9 (-1) 
  WIS   20 (+10) 
  CHA    8 (+4)
  Skills
  -
  -
  -
  -
  Saves
  -
  -
  -
  -
  Vulnerabilities
  -
  -
  -
  -
  Immunities -
  -
  -
  -
  Senses
  Passive Perception 15
  Armor - Disadvantage on 
  Stealth
  Passive Perception 15
  Armor - Disadvantage on 
  Stealth
  Passive Perception 15
  Armor - Disadvantage on 
  Stealth
  Passive Perception 15
  Armor - Disadvantage on 
  Stealth
  Languages Common, Dwarvish
  Attacks
  Melee Mace +4 (1d6+2 ) 
  Ranged Crossbow, Light ) 
  --> 80 ft.’: +1 (1d8-1); 320 
  ft.’: +1 (1d8-1) 
  Melee Dagger +4 (1d4+2 ) 
  Ranged Dagger (Thrown) 20 
  ft.’: +4 (1d4+2); 60 ft.’: +4 
  (1d4+2) 
  Melee Mace (Weapon +1) 
  +7 (1d6+4 ) 
  Ranged Crossbow, Light ) --> 
  80 ft.’: +2 (1d8-1); 320 ft.’: 
  +2 (1d8-1) 
  Melee Dagger +6 (1d4+3 ) 
  Ranged Dagger (Thrown) 20 
  ft.’: +6 (1d4+3); 60 ft.’: +6 
  (1d4+3) 
  Melee Mace (Weapon +2) 
  +10 (1d6+6 ) 
  Ranged Crossbow, Light ) 
  --> 80 ft.’: +3 (1d8-1); 320 
  ft.’: +3 (1d8-1) 
  Melee Dagger +8 (1d4+4 ) 
  Ranged Dagger (Thrown) 
  20 ft.’: +8 (1d4+4); 60 ft.’: 
  +8 (1d4+4) 
  Melee Mace (Weapon +3) 
  +13 (1d6+8 ) 
  Ranged Crossbow, Light ) --> 
  80 ft.’: +5 (1d8); 320 ft.’: +5 
  (1d8) 
  Melee Dagger +10 (1d4+5 ) 
  Ranged Dagger (Thrown) 20 
  ft.’: +10 (1d4+5); 60 ft.’: 
  +10 (1d4+5) 
  Special
  -
  -
  -
  -
  Proficiencies
  Battleaxe, Club, Crossbow (Light), Dagger, Dart, Greatclub, Handaxe, Javelin, Light Hammer, Mace, Quarterstaff, Shortbow, 
  Sickle, Sling, Spear, Unarmed Strike, Warhammer
  NE; Medium Humanoid (Dwarf)
  
  508
  Chalyce
    Low
    Moderate
    Advanced
    Elite
  Special 
  Qualities
  Darkvision, Dwarven 
  Combat Training, 
  Dwarven Resilience, 
  Dwarven Toughness, 
  Languages, Mason’s 
  Tools, Stonecunning, 
  Tool Proficiency, Bonus 
  Proficiency, Cantrips, 
  Channel Divinity, Channel 
  Divinity: Preserve Life, 
  Channel Divinity: Turn 
  Undead, Disciple of Life, 
  Divine Domain, Spellcasting 
  Ability
  Darkvision, Dwarven Combat 
  Training, Dwarven Resilience, 
  Dwarven Toughness, 
  Languages, Mason’s 
  Tools, Stonecunning, Tool 
  Proficiency, Ability Score 
  Improvement, Blessed 
  Healer, Bonus Proficiency, 
  Cantrips, Channel Divinity, 
  Channel Divinity: Preserve 
  Life, Channel Divinity: Turn 
  Undead, Destroy Undead (CR 
  1/2), Disciple of Life, Divine 
  Domain, Spellcasting Ability
  Darkvision, Dwarven 
  Combat Training, 
  Dwarven Resilience, 
  Dwarven Toughness, 
  Languages, Mason’s 
  Tools, Stonecunning, Tool 
  Proficiency, Ability Score 
  Improvement, Blessed 
  Healer, Bonus Proficiency, 
  Cantrips, Channel Divinity, 
  Channel Divinity: Preserve 
  Life, Channel Divinity: Turn 
  Undead, Destroy Undead 
  (CR 1), Disciple of Life, 
  Divine Domain, Divine 
  Intervention, Divine Strike, 
  Spellcasting Ability
  Darkvision, Dwarven Combat 
  Training, Dwarven Resilience, 
  Dwarven Toughness, 
  Languages, Mason’s 
  Tools, Stonecunning, Tool 
  Proficiency, Ability Score 
  Improvement, Blessed 
  Healer, Bonus Proficiency, 
  Cantrips, Channel Divinity, 
  Channel Divinity: Preserve 
  Life, Channel Divinity: Turn 
  Undead, Destroy Undead (CR 
  3), Disciple of Life, Divine 
  Domain, Divine Intervention, 
  Divine Strike, Spellcasting 
  Ability 
  Spell-
  casting
  Save DC 15; Spell Atk +7
  1st: bless; cure wounds; 
  inflict wounds
  Save DC 16; Spell Atk +8
  3rd: beacon of hope; 
  glyph of warding; remove 
  curse
  2nd: aid; hold person; 
  lesser restoration
  1st: bless; command; 
  cure wounds; inflict 
  wounds
  Save DC 17; Spell Atk +9
  5th: geas; greater 
  restoration
  4th: control water; 
  death ward; freedom of 
  movemant
  3rd: beacon of hope; 
  glyph of warding; 
  remove curse
  2nd: aid; hold person; 
  lesser restoration
  1st: bless; command; 
  cure wounds; inflict 
  wounds
  Save DC 18; Spell Atk +10
  7th: divine word
  6th: forbiddance
  5th: geas; greater 
  restoration
  4th: control water; 
  death ward; freedom of 
  movemant
  3rd: beacon of hope; 
  glyph of warding; remove 
  curse
  2nd: aid; hold person; 
  lesser restoration
  1st: bless; command; cure 
  wounds; inflict wounds
  Equipment
  Mace;
  chain mail;
  shield;
  light crossbow;
  crossbow bolts (10x);
  dagger
  +1 Mace;
  +1 chain mail;
  shield;
  light crossbow;
  crossbow bolts (10x);
  dagger
  +2 Mace;
  +2 chain mail;
  shield;
  light crossbow;
  crossbow bolts (10x);
  dagger
  +3 Mace;
  +3 chain mail;
  shield;
  light crossbow;
  crossbow bolts (10x);
  dagger
  Special Abilities
  Darkvision Accustomed to life underground, you have superior vision in 
  dark and dim conditions. You can see in dim light within 60 feet of you 
  as if it were bright light, and in darkness as if it were dim light. You can’t 
  discern color in darkness, only shades of gray.
  Dwarven Combat Training You have proficiency with the battleaxe, 
  handaxe, light hammer, and warhammer.
  Dwarven Resilience You have advantage on saving throws against poison, 
  and you have resistance against poison damage (explained in chapter 9).
  Dwarven Toughness Your hit point maximum increases by 1, and it 
  increases by 1 every time you gain a level.
  Languages You can speak, read, and write Common and Dwarvish. 
  Dwarvish is full of hard consonants and guttural sounds, and those 
  characteristics spill over into whatever other language a dwarf might 
  speak.
  Mason’s Tools Proficient with Artisan Mason’s Tools.
  Stonecunning Whenever you make an Intelligence (History) check related 
  to the origin of stonework, you are considered proficient in the History 
  skill and add double your proficiency bonus to the check, instead of your 
  normal proficiency bonus.
  Tool Proficiency You gain proficiency with the artisan’s tools of your 
  choice: smith’s tools, brewer’s supplies, or mason’s tools.
  Blessed Healer Beginning at 6th level, the healing spells you cast on 
  others heal you as well. When you cast a spell of 1st level or higher that 
  restores hit points to a creature other than you, you regain hit points 
  equal to 2 + the spell’s level.
  Bonus Proficiency When you choose this domain at 1st level, you gain 
  proficiency with heavy armor.
  Channel Divinity At 2nd level, you gain the ability to channel divine 
  energy directly from your deity, using that energy to fuel magical effects. 
  You start with two such effects: Turn Undead and an effect determined by 
  your domain. Some domains grant you additional effects as you advance 
  in levels, as noted in the domain description. When you use your Channel 
  Divinity, you choose which effect to create. You must then finish a short 
  or long rest to use your Channel Divinity again. Some Channel Divinity 
  effects require saving throws. When you use such an effect from this 
  class, the DC equals your cleric spell save DC. You can use your Channel 
  Divinity 2 times between rests. When you finish a short or long rest, you 
  
  509
  Chalyce
  regain your expended uses.
  Channel Divinity: Preserve Life Starting at 2nd level, you can use your 
  Channel Divinity to heal the badly injured. As an action, you present 
  your holy symbol and evoke healing energy that can restore a number of 
  hit points equal to 70. Choose any creatures within 30 feet of you, and 
  divide those hit points among them. This feature can restore a creature to 
  no more than half of its hit point maximum. You can’t use this feature on 
  an undead or a construct.
  Channel Divinity: Turn Undead As an action, you present your holy symbol 
  and speak a prayer censuring the undead. Each undead that can see or 
  hear you within 30 feet of you must make a Wisdom saving throw. If the 
  creature fails its saving throw, it is turned for 1 minute or until it takes 
  any damage. A turned creature must spend its turns trying to move as far 
  away from you as it can, and it can’t willingly move to a space within 30 
  feet of you. It also can’t take reactions. For its action, it can use only the 
  Dash action or try to escape from an effect that prevents it from moving. 
  If there’s nowhere to move, the creature can use the Dodge action.
  Destroy Undead (CR 3) Starting at 5th level, when an undead fails its 
  saving throw against your Turn Undead feature, the creature is instantly 
  destroyed if its challenge rating is at or below a certain threshold, as 
  shown in the Destroy Undead table.
  Disciple of Life Also starting at 1st level, your healing spells are more 
  effective. Whenever you use a spell of 1st level or higher to restore hit 
  points to a creature, the creature regains additional hit points equal to 2 + 
  the spell’s level.
  Divine Intervention Beginning at 10th level, you can call on your deity to 
  intervene on your behalf when your need is great. Imploring your deity’s 
  aid requires you to use your action. Describe the assistance you seek, and 
  roll percentile dice. If you roll a number equal to or lower than 14, then 
  your deity intervenes. The DM chooses the nature of the intervention; 
  the effect of any cleric spell or cleric domain spell would be appropriate. 
  If your deity intervenes, you can’t use this feature again for 7 days. 
  Otherwise, you can use it again after you finish a long rest. At 20th level, 
  your call for intervention succeeds automatically, no roll required.
  Divine Strike At 8th level, you gain the ability to infuse your weapon 
  strikes with divine energy. Once on each of your turns when you hit a 
  creature with a weapon attack, you can cause the attack to deal an extra 
  2d8 radiant damage to the target.
  
  510
  Chalyce
  Bloodguard Elite
  CR 4; XP 1,100
    Low
    Moderate
    Advanced
    Elite
  Challenge CR 4 
  XP 1,100
  CR 8 
  XP 3,900
  CR 12 
  XP 8,400
  CR 16 
  XP 15,000
  Class / HD Monk 4
  Monk 8Monk 4
  Monk 12
  Monk 16
  Size / Aln
  Medium LE  
  Elf (High)
  Medium LE  
  Elf (High)
  Medium LE  
  Elf (High)
  Medium LE  
  Elf (High)
  HP
  25
  42
  56
  79
  Armor 
  Class
  18
  19
  20
  20
  Speed
  Walk 40’
  Walk 45’
  Walk 50’
  Walk 55’
  Ability 
  Scores / 
  Saves
  STR    10  (+2) 
  DEX   18 (+6) 
  CON  10 (+0) 
  INT    14 (+2) 
  WIS   18 (+4) 
  CHA    9 (-1)
  STR    10  (+3) 
  DEX   20 (+8) 
  CON  10 (+0) 
  INT    14 (+2) 
  WIS   18 (+4) 
  CHA    9 (-1)
  STR    10  (+4) 
  DEX   20 (+9) 
  CON  10 (+0) 
  INT    14 (+2) 
  WIS   20 (+5) 
  CHA    9 (-1)
  STR    12  (+6) 
  DEX   20 (+10) 
  CON  10 (+5) 
  INT    14 (+7) 
  WIS   20 (+10) 
  CHA    9 (+4)
  Skills
  -
  -
  -
  -
  Saves
  -
  -
  -
  -
  Vulnerabilities
  -
  -
  -
  -
  Immunities -
  -
  -
  -
  Senses
  Passive Perception 16
  +2 Drum
  Passive Perception 17
  +3 Drum
  Passive Perception 17
  +3 Drum
  Passive Perception 19
  +4 Drum
  Languages Common, 
  Dwarvish, Elvish
  Common, 
  Dwarvish, Elvish
  Common, 
  Dwarvish, Elvish
  Abyssal, Celestial, 
  Common, 
  Deep Speech, 
  Draconic, Druidic, 
  Dwarvish, Elvish, 
  Giant, Gnomish, 
  Goblin, Halfling, 
  Infernal, Orc, 
  Primordial, Sylvan, 
  Undercommon 
  LE; Medium Humanoid (Elf)
  
  511
  Chalyce
    Low
    Moderate
    Advanced
    Elite
  Attacks
  Ranged Crossbow, Light ) 
  --> 80 ft.’: +0 (1d8+4); 320 
  ft.’: +0 (1d8+4) 
  Melee Dagger +6 (1d4+4 ) 
  Ranged Dagger (Thrown) 20 
  ft.’: +6 (1d4+4); 60 ft.’: +6 
  (1d4+4) 
  Ranged Crossbow, Light ) --> 
  80 ft.’: +2/+2 (1d8+5); 320 
  ft.’: +2/+2 (1d8+5) 
  Melee Dagger +8 (1d4+5 ) 
  Ranged Dagger (Thrown) 20 
  ft.’: +8/+8 (1d4+5); 60 ft.’: 
  +8/+8 (1d4+5) 
  Ranged Crossbow, Light ) 
  --> 80 ft.’: +3/+3 (1d8+5); 
  320 ft.’: +3/+3 (1d8+5) 
  Melee Dagger +9 (1d4+5 ) 
  Melee Dagger (Thrown) 20 
  ft.’: +9/+9 (1d4+5); 60 ft.’: 
  +9/+9 (1d4+5) 
  Ranged Crossbow, Light ) --> 
  80 ft.’: +4/+4 (1d8+5); 320 
  ft.’: +4/+4 (1d8+5) 
  Melee Dagger +10 (1d4+5 ) 
  Ranged Dagger (Thrown) 20 
  ft.’: +10/+10 (1d4+5); 60 
  ft.’: +10/+10 (1d4+5) 
  Special
  -
  -
  -
  -
  Proficiencies
  Club, Crossbow (Light), Dagger, Dart, Greatclub, Handaxe, Javelin, Light Hammer, Longbow, Longsword, Mace, 
  Quarterstaff, Shortbow, Shortsword, Sickle, Sling, Spear, Unarmed Strike, Unarmed Strike (Monk)
  Special 
  Qualities
  Cantrip, Darkvision, Elf 
  Weapon Training, Extra 
  Language, Fey Ancestry, 
  Keen Senses, Languages, 
  Trance, Ability Score 
  Improvement, Deflect 
  Missiles, Flurry of Blows, 
  Ki, Martial Arts, Monastic 
  Tradition, Open Hand 
  Technique, Patient Defense, 
  Slow Fall, Step of the 
  Wind, Unarmored Defense, 
  Unarmored Movement, Way 
  of the Open Hand
  Cantrip, Darkvision, Elf 
  Weapon Training, Extra 
  Language, Fey Ancestry, 
  Keen Senses, Languages, 
  Trance, Ability Score 
  Improvement, Deflect 
  Missiles, Evasion, Extra 
  Attack, Flurry of Blows, 
  Ki, Ki-Empowered Strikes, 
  Martial Arts, Monastic 
  Tradition, Open Hand 
  Technique, Patient Defense, 
  Slow Fall, Step of the Wind, 
  Stillness of Mind, Stunning 
  Strike, Unarmored Defense, 
  Unarmored Movement, 
  Way of the Open Hand, 
  Wholeness of Body
  Cantrip, Darkvision, Elf 
  Weapon Training, Extra 
  Language, Fey Ancestry, 
  Keen Senses, Languages, 
  Trance, Ability Score 
  Improvement, Deflect 
  Missiles, Evasion, Extra 
  Attack, Flurry of Blows, 
  Ki, Ki-Empowered Strikes, 
  Martial Arts, Monastic 
  Tradition, Open Hand 
  Technique, Patient Defense, 
  Purity of Body, Slow Fall, 
  Step of the Wind, Stillness 
  of Mind, Stunning Strike, 
  Tranquility, Unarmored 
  Defense, Unarmored 
  Movement, Way of the 
  Open Hand, Wholeness of 
  Body
  Cantrip, Darkvision, Elf 
  Weapon Training, Extra 
  Language, Fey Ancestry, Keen 
  Senses, Languages, Trance, 
  Ability Score Improvement, 
  Deflect Missiles, Diamond 
  Soul, Evasion, Extra Attack, 
  Flurry of Blows, Ki, Ki-
  Empowered Strikes, Martial 
  Arts, Monastic Tradition, 
  Open Hand Technique, 
  Patient Defense, Purity of 
  Body, Slow Fall, Step of the 
  Wind, Stillness of Mind, 
  Stunning Strike, Timeless 
  Body, Tongue of the Sun 
  and Moon, Tranquility, 
  Unarmored Defense, 
  Unarmored Movement, 
  Way of the Open Hand, 
  Wholeness of Body
  Spell-
  casting
  -
  -
  -
  -
  Equipment
  Light crossbow;
  dagger;
  crossbow bolts (10x)
  Light crossbow;
  dagger;
  crossbow bolts (10x)
  Light crossbow;
  dagger;
  crossbow bolts (10x)
  Light crossbow;
  dagger;
  crossbow bolts (10x)
  Special Abilities
  Cantrip You know one cantrip of your choice from the wizard spell list. 
  Intelligence is your spellcasting ability for it. Spell save DC 15; Spell attack 
  modifier +7
  Darkvision Accustomed to twilit forests and the night sky, you have 
  superior vision in dark and dim conditions. You can see in dim light within 
  60 feet of you as if it were bright light, and in darkness as if it were dim 
  light. You can’t discern color in darkness, only shades of gray.
  Elf Weapon Training You have proficiency with the longsword, 
  shortsword, shortbow, and longbow.
  Extra Language You can speak, read, and write one extra language of your 
  choice.
  Fey Ancestry You have advantage on saving throws against being 
  charmed, and magic can’t put you to sleep.
  Keen Senses You have proficiency in the Perception skill.
  Languages You can speak, read, and write Common and Elvish. Elvish is 
  fluid, with subtle intonations and intricate grammar. Elven literature is rich 
  and varied, and their songs and poems are famous among other races. 
  Many bards learn their language so they can add Elvish ballads to their 
  repertoires.
  Trance Elves don’t need to sleep. Instead, they meditate deeply, 
  remaining semiconscious, for 4 hours a day. (The Common word for such 
  meditation is “trance.”) While meditating, you can dream after a fashion; 
  such dreams are actually mental exercises that have become reflexive 
  through years of practice. After resting in this way, you gain the same 
  benefit that a human does from 8 hours of sleep.
  Deflect Missiles Starting at 3rd level, you can use your reaction to deflect 
  or catch the missile when you are hit by a ranged weapon attack. When 
  you do so, the damage you take from the attack is reduced by 1d10 + 
  21. If you reduce the damage to 0, you can catch the missile if it is small 
  enough for you to hold in one hand and you have at least one hand free. If 
  you catch a missile in this way, you can spend 1 ki point to make a ranged 
  attack with the weapon or piece of ammunition you just caught, as part 
  of the same reaction. You make this attack with proficiency, regardless of 
  your weapon proficiencies, and the missile counts as a monk weapon for 
  the attack. The range of the monk’s ranged attack is 20/60 feet.
  Diamond Soul Beginning at 14th level, your mastery of ki grants you 
  proficiency in all saving throws. Additionally, whenever you make a saving 
  throw and fail, you can spend 1 ki point to reroll it and take the second 
  result.
  Evasion At 7th level, your instinctive agility lets you dodge out of the 
  way of certain area effects, such as a blue dragon’s lightning breath or a 
  fireball spell. When you are subjected to an effect that allows you to make 
  
  512
  Chalyce
  a Dexterity saving throw to take only half damage, you instead take no 
  damage if you succeed on the saving throw, and only half damage if you 
  fail.
  Extra Attack Beginning at 5th level, you can attack twice, instead of once, 
  whenever you take the Attack action on your turn.
  Flurry of Blows Immediately after you take the Attack action on your turn, 
  you can spend 1 ki point to make two unarmed strikes as a bonus action.
  Ki Starting at 2nd level, your training allows you to harness the mystic 
  energy of ki. Your access to this energy is represented by a number of ki 
  points. You have a total of 16 ki points. You can spend these points to 
  fuel various ki features. You start knowing three such features: Flurry of 
  Blows, Patient Defense, and Step of the Wind. You learn more ki features 
  as you gain levels in this class. When you spend a ki point, it is unavailable 
  until you finish a short or long rest, at the end of which you draw all of 
  your expended ki back into yourself. You must spend at least 30 minutes 
  of the rest meditating to regain your ki points. Some of your ki features 
  require your target to make a saving throw to resist the feature’s effects. 
  The saving throw DC is as follows: Ki save DC = 18
  Ki-Empowered Strikes Starting at 6th level, your unarmed strikes count 
  as magical for the purpose of overcoming resistance and immunity to 
  nonmagical attacks and damage.
  Martial Arts At 1st level, your practice of martial arts gives you mastery 
  of combat styles that use unarmed strikes and monk weapons, which are 
  shortswords and any simple melee weapons that don’t have the two-
  handed or heavy property. You gain the following benefits while you are 
  unarmed or wielding only monk weapons and you aren’t wearing armor 
  or wielding a shield: * You can use Dexterity instead of Strength for the 
  attack and damage rolls of your unarmed strikes and monk weapons. * 
  You can roll a d8 in place of the normal damage of your unarmed strike or 
  monk weapon. * When you use the Attack action with an unarmed strike 
  or a monk weapon on your turn, you can make one unarmed strike as a 
  bonus action. For example, if you take the Attack action and attack with 
  a quarterstaff, you can also make an unarmed strike as a bonus action, 
  assuming you haven’t already taken a bonus action this turn. Certain 
  monasteries use specialized forms of the monk weapons. For example, 
  you might use a club that is two lengths of wood connected by a short 
  chain (called a nunchaku) or a sickle with a shorter, straighter blade 
  (called a kama). Whatever name you use for a monk weapon, you can use 
  the game statistics provided for the weapon in chapter 5.
  Monastic Tradition When you reach 3rd level, you commit yourself to a 
  monastic tradition: the Way of the Open Hand, the Way of Shadow, or the 
  Way of the Four Elements, all detailed at the end of the class description. 
  Your tradition grants you features at 3rd level and again at 6th, 11th, and 
  17th level.
  Open Hand Technique Starting when you choose this tradition at 3rd 
  level, you can manipulate your enemy’s ki when you harness your own. 
  Whenever you hit a creature with one of the attacks granted by your 
  Flurry of Blows, you can impose one of the following effects on that 
  target: * It must succeed on a Dexterity saving throw or be knocked 
  prone. * It must make a Strength saving throw. If it fails, you can push it 
  up to 15 feet away from you. * It can’t take reactions until the end of your 
  next turn.
  Patient Defense You can spend 1 ki point to take the Dodge action as a 
  bonus action on your turn.
  Purity of Body At 10th level, your mastery of the ki flowing through you 
  makes you immune to disease and poison.
  Slow Fall Beginning at 4th level, you can use your reaction when you fall 
  to reduce any falling damage you take by 80.
  Step of the Wind You can spend 1 ki point to take the Disengage or Dash 
  action as a bonus action on your turn, and your jump distance is doubled 
  for the turn.
  Stillness of Mind Starting at 7th level, you can use your action to end one 
  effect on yourself that is causing you to be charmed or frightened.
  Stunning Strike Starting at 5th level, you can interfere with the flow of 
  ki in an opponent’s body. When you hit another creature with a melee 
  weapon attack, you can spend 1 ki point to attempt a stunning strike. The 
  target must succeed on a Constitution saving throw or be stunned until 
  the end of your next turn.
  Timeless Body At 15th level, your ki sustains you so that you suffer none 
  of the frailty of old age, and you can’t be aged magically. You can still die 
  of old age, however. In addition, you no longer need food or water.
  Tongue of the Sun and Moon Starting at 13th level, you learn to touch the 
  ki of other minds so that you understand all spoken languages. Moreover, 
  any creature that can understand a language can understand what you say.
  Tranquility Beginning at 11th level, you can enter a special meditation 
  that surrounds you with an aura of peace. At the end of a long rest, you 
  gain the effect of a sanctuary spell that lasts until the start of your next 
  long rest (the spell can end early as normal). The saving throw DC for the 
  spell equals 18.
  Unarmored Defense Beginning at 1st level, while you are wearing no 
  armor and not wielding a shield, your AC equals 10 + your Dexterity 
  modifier + your Wisdom modifier.
  Unarmored Movement Starting at 2nd level, your speed increases by 10 
  feet while you are not wearing armor or wielding a shield. This bonus 
  increases when you reach certain monk levels, as shown in the Monk 
  table. At 9th level, you gain the ability to move along vertical surfaces and 
  across liquids on your turn without falling during the move.
  Way of the Open Hand Monks of the Way of the Open Hand are the 
  ultimate masters of martial arts combat, whether armed or unarmed. 
  They learn techniques to push and trip their opponents, manipulate ki to 
  heal damage to their bodies, and practice advanced meditation that can 
  protect them from harm.
  Wholeness of Body At 6th level, you gain the ability to heal yourself. As 
  an action, you can regain hit points equal to 48. You must finish a long 
  rest before you can use this feature again.
  
  513
  Chalyce
  Sanguinary Veterans
  CR 4; XP 1,100
    Low
    Moderate
    Advanced
    Elite
  Challenge CR 4 
  XP 1,100
  CR 8 
  XP 3,900
  CR 12 
  XP 8,400
  CR 16 
  XP 15,000
  Class / HD Fighter 4
  Fighter 8
  Fighter 12
  Fighter 16
  Size / Aln
  Medium CE 
  Elf (High)
  Medium CE 
  Elf (High)
  Medium CE 
  Elf (High)
  Medium CE 
  Elf (High)
  HP
  25
  57
  76
  112
  Armor 
  Class
  17
  18
  20
  21
  Speed
  Walk 30’
  Walk 30’
  Walk 30’
  Walk 30’
  Ability 
  Scores / 
  Saves
  STR    10  (+2) 
  DEX   20 (+5) 
  CON  10 (+2) 
  INT    14 (+2) 
  WIS     7 (-2) 
  CHA  13 (+1)
  STR    12  (+4) 
  DEX   20 (+5) 
  CON  10 (+4) 
  INT    14 (+2) 
  WIS     7 (-2) 
  CHA  13 (+1)
  STR    14 (+6) 
  DEX   20 (+5) 
  CON  10 (+5) 
  INT    14 (+2) 
  WIS     7 (-2) 
  CHA  13 (+1)
  STR    16 (+8) 
  DEX   20 (+5) 
  CON  10 (+7) 
  INT    14 (+2) 
  WIS     7 (-2) 
  CHA  13 (+1)
  Skills
  -
  -
  -
  -
  Saves
  -
  -
  -
  -
  Vulnerabilities
  -
  -
  -
  -
  Immunities -
  -
  -
  -
  Senses
  Passive Perception 10
  Passive Perception 11
  Passive Perception 12
  Passive Perception 13
  Languages Common, Elvish, Dwarvish
  Attacks
  Melee Shortsword +7 
  (1d6+5 ) 
  Melee Sickle +2 (1d4 ) 
  Ranged Longbow ) --> 150 
  ft.’: +7 (1d8+5); 600 ft.’: +7 
  (1d8+5) 
  Melee Dagger +7 (1d4+5 ) 
  Ranged Dagger (Thrown) 20 
  ft.’: +7 (1d4+5); 60 ft.’: +7 
  (1d4+5) 
  Melee Sickle +4 (1d4+1 ) 
  Melee Shortsword (Weapon 
  +1) +9/+9 (1d6+6 ) 
  Ranged Longbow ) --> 150 
  ft.’: +8/+8 (1d8+5); 600 ft.’: 
  +8/+8 (1d8+5) 
  Melee Dagger +8/+8 
  (1d4+5) 
  Ranged Dagger (Thrown) 20 
  ft.’: +8/+8 (1d4+5); 60 ft.’: 
  +8/+8 (1d4+5) 
  Melee Sickle +6 (1d4+2 ) 
  Melee Shortsword (Weapon 
  +2) +11/+11/+11 (1d6+7 ) 
  Ranged Longbow ) --> 150 
  ft.’: +9/+9/+9 (1d8+5); 
  600 ft.’: +9/+9/+9 (1d8+5) 
  Melee Dagger +9/+9/+9 
  (1d4+5 ) 
  Ranged Dagger (Thrown) 
  20 ft.’: +9/+9/+9 (1d4+5); 
  60 ft.’: +9/+9/+9 (1d4+5) 
  Melee Sickle +8 (1d4+3 ) 
  Melee Shortsword (Weapon 
  +3) +13/+13/+13 (1d6+8 ) 
  Ranged Longbow ) --> 150 
  ft.’: +10/+10/+10 (1d8+5); 
  600 ft.’: +10/+10/+10 
  (1d8+5) 
  Melee Dagger +10/+10/+10 
  (1d4+5 ) 
  Ranged Dagger (Thrown) 20 
  ft.’: +10/+10/+10 (1d4+5); 
  60 ft.’: +10/+10/+10 
  (1d4+5) 
  Special
  -
  -
  -
  -
  CE; Medium Humanoid (Elf)
  
  514
  Chalyce
    Low
    Moderate
    Advanced
    Elite
  Proficiencies
  Battleaxe, Blowgun, Club, Crossbow (Hand), Crossbow (Heavy), Crossbow (Light), Dagger, Dart, Flail, Glaive, Greataxe, 
  Greatclub, Greatsword, Halberd, Handaxe, Javelin, Lance, Light Hammer, Longbow, Longsword, Mace, Maul, Morningstar, 
  Net, Pike, Quarterstaff, Rapier, Scimitar, Shortbow, Shortsword, Sickle, Sling, Spear, Trident, Unarmed Strike, War Pick, 
  Warhammer, Whip
  Special 
  Qualities
  Cantrip, Darkvision, Elf 
  Weapon Training, Extra 
  Language, Fey Ancestry, 
  Keen Senses, Languages, 
  Trance, Ability Score 
  Improvement, Action Surge, 
  Champion, Fighting Style, 
  Improved Critical, Martial 
  Archetype, Second Wind, 
  Dueling
  Cantrip, Darkvision, Elf 
  Weapon Training, Extra 
  Language, Fey Ancestry, 
  Keen Senses, Languages, 
  Trance, Ability Score 
  Improvement, Action Surge, 
  Champion, Extra Attack, 
  Fighting Style, Improved 
  Critical, Martial Archetype, 
  Remarkable Athlete, Second 
  Wind, Dueling
  Cantrip, Darkvision, Elf 
  Weapon Training, Extra 
  Language, Fey Ancestry, 
  Keen Senses, Languages, 
  Trance, Ability Score 
  Improvement, Action Surge, 
  Additional Fighting Style, 
  Champion, Extra Attack, 
  Fighting Style, Improved 
  Critical, Indomitable, Martial 
  Archetype, Remarkable 
  Athlete, Second Wind, 
  Defense, Dueling
  Cantrip, Darkvision, Elf 
  Weapon Training, Extra 
  Language, Fey Ancestry, 
  Keen Senses, Languages, 
  Trance, Ability Score 
  Improvement, Action Surge, 
  Additional Fighting Style, 
  Champion, Extra Attack, 
  Fighting Style, Improved 
  Critical, Indomitable, Martial 
  Archetype, Remarkable 
  Athlete, Second Wind, 
  Superior Critical, Defense, 
  Dueling
  Spell-
  casting
  -
  -
  -
  -
  Equipment
  Shortsword;
  sickle; 
  studded leather armor;
  longbow;
  arrows (20x);
  dagger
  +1 Shortsword;
  sickle; 
  +1 studded leather armor;
  longbow;
  arrows (20x);
  dagger
  +2 Shortsword;
  sickle; 
  +2 studded leather 
  armor;
  longbow;
  arrows (20x);
  dagger
  +3 Shortsword;
  sickle; 
  +3 studded leather armor;
  longbow;
  arrows (20x);
  dagger
  Special Abilities
  Cantrip You know one cantrip of your choice from the wizard spell list. 
  Intelligence is your spellcasting ability for it. Spell save DC 15; Spell attack 
  modifier +7
  Darkvision Accustomed to twilit forests and the night sky, you have 
  superior vision in dark and dim conditions. You can see in dim light within 
  60 feet of you as if it were bright light, and in darkness as if it were dim 
  light. You can’t discern color in darkness, only shades of gray.
  Elf Weapon Training You have proficiency with the longsword, 
  shortsword, shortbow, and longbow.
  Extra Language You can speak, read, and write one extra language of your 
  choice.
  Fey Ancestry You have advantage on saving throws against being 
  charmed, and magic can’t put you to sleep.
  Keen Senses You have proficiency in the Perception skill.
  Languages You can speak, read, and write Common and Elvish. Elvish is 
  fluid, with subtle intonations and intricate grammar. Elven literature is rich 
  and varied, and their songs and poems are famous among other races. 
  Many bards learn their language so they can add Elvish ballads to their 
  repertoires.
  Trance Elves don’t need to sleep. Instead, they meditate deeply, remaining 
  semiconscious, for 4 hours a day. (The Common word for such meditation 
  is “trance.”) While meditating, you can dream after a fashion; such dreams 
  are actually mental exercises that have become reflexive through years of 
  practice. After resting in this way, you gain the same benefit that a human 
  does from 8 hours of sleep.
  Action Surge Starting at 2nd level, you can push yourself beyond your 
  normal limits for a moment. On your turn, you can take one additional 
  action on top of your regular action and a possible bonus action. Once 
  you use this feature, you must finish a short or long rest before you can 
  use it again. You can use this feature 1 time(s) before a rest, but only once 
  on the same turn.
  Champion The archetypal Champion focuses on the development of raw 
  physical power honed to deadly perfection. Those who model themselves 
  on this archetype combine rigorous training with physical excellence to 
  deal devastating blows.
  Extra Attack Beginning at 5th level, you can attack twice, instead of once, 
  whenever you take the Attack action on your turn. The number of attacks 
  increases to three when you reach 11th level in this class and to four 
  when you reach 20th level in this class.
  Improved Critical Beginning when you choose this archetype at 3rd level, 
  your weapon attacks score a critical hit on a roll of 19 or 20.
  Indomitable Beginning at 9th level, you can reroll a saving throw that you 
  fail. If you do so, you must use the new roll, and you can’t use this feature 
  again until you finish a long rest. You can use this feature 2 time(s) 
  between long rests.
  Remarkable Athlete Starting at 7th level, you can add half your proficiency 
  bonus (round up) to any Strength, Dexterity, or Constitution check you 
  make that doesn’t already use your proficiency bonus. In addition, when 
  you make a running long jump, the distance you can cover increases by a 
  number of feet equal to +3.
  Second Wind You have a limited well of stamina that you can draw on to 
  protect yourself from harm. On your turn, you can use a bonus action to 
  regain hit points equal to 1d10 + your fighter level. Once you use this 
  feature, you must finish a short or long rest before you can use it again.
  Superior Critical Starting at 15th level, your weapon attacks score a 
  critical hit on a roll of 18-20.
  Defense While you are wearing armor, you gain a +1 bonus to AC.
  Dueling When you are wielding a melee weapon in one hand and no other 
  weapons, you gain a +2 bonus to damage rolls with that weapon.
  
  515
  Kryssenthe
  Kryssenthe, the Immortal Veneer
  
  516
  Kryssenthe
  Kryssenthe, the Immortal 
  Veneer
  Overview
  Granted godlike power by a raiment of Artifacts, Kryssenthe 
  is now convinced she is a goddess, and rules her church and 
  followers accordingly.  
  Interestingly, she can grant divine spell powers and has 
  formidable clerical powers... so there’s actually a legitimate 
  question as to whether she actually might count as a bit of a 
  minor deity depending on how one looks at it!
  Appearance
  Kryssenthe dresses ornately, often with elaborate robes and 
  neckpieces that accentuate her stature, which is already tall 
  for a half-elf.  
  She will always attempt to sit, but in an elevated 
  position, such that she looks down (physically as well as 
  psychologically) upon those with whom she speaks.
  Background
  Kryssenthe was born into a middle-class merchant family.  
  One day, her family was in transit between cities in a 
  caravan, transporting their wares to another town.  Their 
  wagson were waylaid by brigands, and in the resulting fight, 
  her parents were slain before her eyes.  
  As luck would have it, the blood and gore and noise attracted 
  a clutch of wyverns who roosted nearby.  They joined the 
  fray, and the carnage turned truly horrid.
  Kryssenthe hid in the muck and mire underneath one of 
  the wagons, and watched in horror as the wyverns slew 
  everyone who remained.  Trying desperately not to sob, the 
  girl saw the beasts take their feast from the corpses, and had 
  to wait there until they fell asleep.  The next morning, when 
  Kryssenthe awakened, the wyverns had departed.
  The lone survivor of this horrid act, Kryssenthe took what 
  valuables she could from the corpses and wagons, and, not 
  knowing what else to do, continued on to the town the group 
  had intended to venture to anyway.
  New in town, she sold some gemstones in order to get 
  spendable cash.  Her first night, she secured lodging in an 
  inn; her terrified demeanor and obvious desperation caught 
  the eye of not one but two cutpurses and would-be rapists, 
  who snuck up to her room later that night while she slept.
  One of the thieves broke into her room, and she awoke, 
  startled at the noise.  As he advanced, the second miscreant 
  entered the room.  There followed an almost comically 
  awkward pause, where the two men sized one another up.
  Then, in an instant, they attacked each other.  Kryssenthe 
  lost track of what happened exactly, still rubbing sleep from 
  her eyes, but one wounded the other, and then suffered 
  a mortal blow themselves.  Staggering and losing blood 
  rapidly, the “winner” of the conflict turned his attention 
  at last toward the young woman he had sought to rob—and 
  collapsed, dead himself.
  There followed weeks, then months, of similar mishaps 
  and tragedies, as Kryssenthe made her way in the world.  
  Something horrible would happen, but she herself would be 
  unharmed.  Others would perish, or suffer, but Kryssenthe 
  was somehow unmarked from it all.
  After almost a year, she had sold through all of the 
  possessions she had scavenged from her family’s wagon so 
  long ago.  Kryssenthe grew very conscious of two things.
  First: that she was blessed, protected, or otherwise 
  exceedingly fortunate in avoiding fates far worse than what 
  she had found.
  Second: fortunate or not, she needed some gainful 
  employment if she were to survive.
  As her luck would have it, a local church was in need of lay 
  staff to help administer things.  As soon as she set foot in the 
  building, Kryssenthe knew it was the right place for her; a 
  decade later, she was effectively running the place, and when 
  the archpriest stepped down from her leadership to retire in 
  peace, Kryssenthe was only too happy to take up the miter.
  Years passed, and Kryssenthe grew bored with the day-
  to-day goings-on of the church.  As she reflected upon her 
  bizarre life, she grew more and more convinced that she was 
  not merely fortunate, but blessed.  Eventually, she realized 
  that she was not merely blessed... but divine.  Immortal.  
  Indestructible.  After all, if this were not true, how could she 
  ever have made it this far, with all of the adversity that life 
  had thrown her way?
  Kryssenthe’s perspective evolved, and she gradually 
  transformed her church into a kind of frenzied cult, at least 
  from the perspective of outsiders.  Rituals remained the 
  same, but the tone of sermons started to use language that 
  deified the preacher, not the gods they nominally served.
  This approach was only bolstered by the fact that the 
  congregation accepted, and even seemed to embrace and 
  prefer, this stance to their spiritual life.  If anything, they 
  prefered the in-person, accessible aspect of the target 
  of their worship, rather than a nebulous figure that was 
  presumed to exist and guide from on high.
  There was also the tangible advantage of Kryssenthe’s 
  abilities: a formidable cleric by any measure, she was able to 
  put action to her lessons, and physically enact much of what 
  she purported to be in store... both in forms of reward, and 
  punishment.
  These days, Kryssenthe uses her power and devoted 
  population to serve her will.  Typically, this takes the form 
  of accumlating ever-increasing donations to the church, 
  
  517
  Kryssenthe
  
  518
  Kryssenthe
  FlexTable 34: Kryssenthe, the Immortal Veneer Rumors & Lore
  A
  B
  C
  D
  DC
  Description
  Veracity
  -
  -
  -
  01-30
  -
  No Rumor
  No information is obtained.
  01-14
  01-14
  01-14
  31-39
  12
  A priest took over a local 
  church years ago, and has in 
  recent years turned it into 
  something of a cult which 
  worships her, not a god.
    True.  This is Kryssenthe’s recent 
  history in a nutshell.
  15-29
  15-30
  15-30
  01-30
  13
  A cult of parishoners 
  worships the mortal 
  preacher they revere as a 
  god on earth.
    True.  Although they would disagree 
  with the wording, even the parishoners 
  would agree with the core of this 
  statement.
  30-44
  31-45
  31-45
  31-39
  14
  Though she walks among 
  us, in truth she is not of this 
  Realm;
  For to see her true nature, 
  us mortals she would 
  o’erwhelm
  Guid us, o Kryssenthe, to 
  fates much better
  Your will we shall follow, in 
  action to the letter
    True.  A chant created by her 
  followers, Kryssenthe adores it for 
  its simplicity in conveying her flock’s 
  willingness to acede to her wishes.
  45-59
  46-60
  46-60
  40-49
  15
  Kryssenthe the preacher is 
  an immortal who walks this 
  earth in search of riches.
    Partially True.  She certainly does 
  seek riches, and although revered as a 
  god by some, and recognzied as powerful 
  indeed by all, she is but a mortal.
  60-74
  60-69
  60-69
  50-59
  16
  Kryssenthe does good deeds, 
  but also hoards much of 
  the gold contributed to her 
  cause.
    True.  This is very much true.  
  The exact percentage is a matter of 
  speculation, as Kryssenthe is loathe to 
  reveal any details about donations or their 
  use.
  75-89
  70-97
  70-94
  60-69
  11
  A demon in half-elven form, 
  Kryssenthe has enslaved or 
  magically charmed dozens 
  in her quest to dominate life 
  in this Realm.
    False.  She is no demon, and though 
  powerful in divine magicks, she has never 
  needed magic to force others to serve her 
  will.
  90-00
  98-00
  95-00
  70-00
  13
  Kryssenthe is in actuality 
  a half-elven preacher 
  who was possessed by a 
  wayward devil some years 
  ago.
    False.  Kryssenthe is self-abosrbed, 
  delusional, and opportunistic, but she 
  has ever been consistent and true to her 
  image of self-importance, needing no 
  devil or other outside force to be so.
  nominally to increase their ability to perform beneficial 
  outreach.  In reality, much of what is contributed goes 
  directly to Kryssenthe’s coffers.
  Demeanor
  Kryssenthe is severe, cold, and distant, rarely making eye 
  contact and always seeming as though she is distracted, 
  looking into the far-off distance above and behind the heads 
  of those she speaks with.
  To be fair, this attitude is not entirely out of place with 
  someone who thinks themselves a god; mere mortals would 
  indeed be typically beneath her full attention.
  At times, she will seem quite stentorian; at other times, 
  she will seem peaceful, placating, as though speaking to a 
  favored child.
  Combat Tactics
  Kryssenthe thinks herself immortal, but has no wish to 
  participate in bloodshed directly if she can avoid it.  If 
  battle is necessary to achieve her aims, she will first prefer 
  to delegate the combat to those more capable.  To this end, 
  she makes certain to have many of her flock battle-ready in 
  service to her need.
  She will gladly send her entire congregation their certain 
  deaths if it means safety for herself.  
  
  519
  Kryssenthe
  Modus Operandi
  Kryssenthe prefers to deal in threats and demands, and 
  appeals to her divinity, than to murder outright.  
  She will approach wealthy and influential individuals and 
  organizations in person and through intermediaries, and will 
  demand tribute.
  Kryssenthe’s ultimate goal is to convert all of her target’s 
  resources to serve her.  She tends to favor a multi-stage 
  approach, which seems to begin innocently and nobly 
  enough, but ends in the complete destruction of the target 
  she is dealing with, one way or the other.
  At first, the demands will be in support of noble causes—
  outreach, rebuilding burned-down farms, that sort of thing.  
  In truth, only a portion of any such donations will be used 
  for such endeavors.
  Regardless of whether these initial forays into tribute are 
  successful, Kryssenthe will then ramp up her demands so 
  that they materially impact the person or enterprise of 
  whom she is demanding money.  The cause cited at this 
  stage will be a bit more advanced, and less obviously noble: 
  helping fund a major expansion of Kryssenthe’s temple, 
  refitting her warriors with better equipment.
  In the final stage of her “attack” on her target, she will 
  demand that whatever resources remain at that point be 
  turned over to her control, and absorbed.  Money, servants, 
  estates, lands, equipment, horses, livestock, and so on are to 
  be given wholly to Kryssenthe and her church.  
  If at any point in this three-stage approach, the target 
  balks, refuses, or cites her self-delusion at professing to be 
  immortal, Kryssenthe will turn immediately to “cautious 
  violence”, planning a physical assault on the person, estate, 
  or institution who has offended her.  She will typically send 
  the militant aspects of her flock in to attack; in a particularly 
  challenging scenario or against a hardened target, she 
  herself will lead the siege.
  Notoriety
  Kryssenthe has dealt with enough “targets” in the above 
  manner to have accumulated a reputation, particularly in 
  those regions close to cities in which she operates.  
  It is to the point where even upon an initial foray into the 
  above approach, a wealthy merchant or small-time jeweler 
  will immeidately hand over deeds, gems, and monies, 
  recognizing what they are likely in for if they refuse, or draw 
  things out.
  Hooks, Integration, & Adventure 
  Seeds
  • Direct Attack: Kryssenthe, or her emissary, approaches 
  the PCs as a target, and demands tribute.  This hook works 
  best for high-level, and/or influential or wealthy PCs.
  • Plea of the Innocent: Someone who Kryssenthe has 
  victimized, or a loved one of some such, approaches the 
  party and asks their help in recovering funds or lands.
  • Fringe Notice: As the PCs roll into town, they notice that 
  one structure dominates all others: Kryssenthe’s church, 
  an enormous complex with three expansions apparently in 
  process of construction.
  • Appeal from Authority: Kryssenthe’s influence and the 
  magnitude of her following have grown to the point where 
  even the city’s militia feel threatened.  Paralyzed, they 
  ask the party to intervene, and solve the problem without 
  harming those who follow the self-professed immortal.
  • Faction Quest: A rival church senses an imminent attack 
  from, or discussion with, Kryssenthe, or has already been 
  solicited for tribute in the first stage of her approach to 
  such things.  Desperate and afraid, they ask the party’s 
  help.
  • Faction Impact: A Faction with which the PCs have 
  regular dealings is closing up shop entirely, having ceded 
  their power and resources to Kryssenthe entirely under 
  threat of assault.
  • Collateral Damage / Disappearing Regular: One of the 
  NPC with whom the PCs interact is slain, killed in defense 
  of their small shop that Kryssenthe wished to take over.
  • Dependency Interference: An artifact that the PCs 
  need, or a weapon they have been saving up to buy, goes 
  missing; it has been given to or stolen by Kryssenthe as 
  tribute demanded.
  Habits and Logistics
  Kryssenthe tends to have an elaborate and extensive church 
  in town.  Roughly a quarter of the space is dedicated to her 
  apartments.  There is a 
    75% chance she will be in the 
  church somewhere; 
    50% of this time, she will be in her 
  quarters.  The remainder of the time, Kryssenthe will be out 
  and about in town, recruiting warriors, purchasing wares or 
  food, and so on.
  Conversation
  Kryssenthe considers herself an immortal and a god, and 
  views pretty much any other source of power or money as 
  a threat to be taken over.  Unless the PCs are of particularly 
  low station and power, it won’t be long before Kryssenthe 
  appreciates the talents and wealth of the party, and views 
  them as a possible target.  
  Did you have anything to do with the death of this 
  shopkeeper? 
  (This can be a general question about any victim, actual or 
  suspected.)
   
    “Whatosever fate befell this poor man, I’ve no doubt it 
  was given to him to suffer, perhaps in recompense for his 
  deeds thus far in life.  I wish ill on no man, but ill befalls 
  those who grant ill to others; by this mechanism are 
  many saved from sin and granted redemption.”
  Isn’t your church a cult?  You’re not actually a god, or 
  immortal, you know.
   
    “I live yet, though fate has heaped much tragedy upon 
  me.  Three score times have I narrowly escaped death, 
  certain would it be for any other.   
   
  By rights, I should be dead these many times over.  What 
  other definition do you ascribe to immortality, that I 
  
  520
  Kryssenthe
  have not proven out?   
   
  If indeed then our difference of opinion on the matter 
  merely semantic, I would urge you to couch your words 
  in more cautious terms, lest the ire of my following take 
  up the matter with you in more direct manner.”
  Attitude Tracker Triggers
  Value
  Action
  <7
  Kryssenthe immediately attacks the PCs as her 
  next target.
  <13
  Kryssenthe will plan an attack against the PCs 
  over the next week or so, but may attack other 
  targets first.
  >18
  Kryssenthe will welcome the PCs into her flock, 
  and will share some of what she intends.
  >24
  Kryssenthe will fully share the nature and 
  timing of her next target, and will offer that 
  the PCs should join her in the battle.
  Organization
  Her religious followers number in the hundreds, but those 
  sworn to her military service are still several dozen in 
  number.
  Some of these armed henchmen have taken up arms on 
  their own initiative; others she has picked and trained and 
  equipped.
  In any urban situation, she may call upon their aid; a mere 
  2 rounds after she calls to them, 
    1d4 of each henchman 
  type will arrive as reinforcements.
  Keep track of those summoned in this manner; Kryssenthe 
  cannot call to her aid more henchmen of a type than exist in 
  the city.
  Henchmen, Retainers, and 
  Followers
  Preachers: 
    3d6 of these exist in the city.  Typically called 
  in to substitute for, or introduce, her, these followers are 
  charismatic warriors in battle.
  Zealots: 
    1d4 of these Sorcerers can be called upon at a 
  time to fight by Kryssenthe’s side.
  Dread Parisohners: These gnomish Rogues are delirious and 
  vacant, a combination of insane, haunted, post-traumatic, 
  and fervent.  They seem as zombies, but no necromancy is at 
  play here: disease of the mind paired with religious zeal have 
  taken their course.  
    3d12 of these followers can come to 
  their mistress’ side.
  Immortal Guard: The elite and best-equipped of her flock, 
  Immortal Guard are typically dwarven Fighters who relish 
  in righteous bloodshed.  
    2d8 of these elite warriors are 
  present.
  Lair / Residence
  Kryssenthe’s residence is also her church, in which she keeps 
  extensive apartments.  The church is typically attended, and 
  guarded, by roughly half her total congregation.
  Quests & Encounters
    Quest: Captive Audience
    Summary: The PCs attend a service at Kryssenthe’s 
  church, are captured, hopefully escape, and have the 
  option of freeing other captives in so doing.
    Rewards:   
    800 gp / 
    3,300 gp / 
    6,500 gp / 
    
  11,000 gp (per captive); up to 
    4 Reward Stars plus 
    1 Reward Star per captive.
    Locations: Any (urban).
    Key NPCs: Kryssenthe, the Immortal Veneer; Preachers; 
  Zealots; Dread Parishoners; Immortal Guards.
    Kickoff: The PCs enter church and attend a sermon.   
   
  Why they do so is the real hook: They may simply be new 
  in town, and this church may have been suggested by a 
  tavern keeper who is also an adherent to Kryssenthe’s 
  faith. 
   
  Alternately, the PCs may end up here as part of 
  information-gathering, at the behest and heads-up 
  of another NPC (see Hooks, earlier, for options and 
  inspiration). 
   
  Regardless of why they are present, the PCs are taken 
  hostage.  As the service draws to an end, armed 
  henchmen appear and take the party to locked rooms in 
  the undercroft, where they will wait until their mistress 
  deems it proper to execute or ransom them, as options 
  dictate. 
    Description:
  Any scenario in which the PCs are free merits 
    1 Reward 
  Star, which stacks with other rewards for this Quest.
  Any situation in which Kryssenthe is made to bleed—that 
  is, she suffers at least 1 point of damage—the PCs receive 
    1 Reward Star, which stacks with other rewards for this 
  Quest.
  Finally, killing Kryssenthe (and, perhaps obviously, proving 
  that she is not immortal) is worth 
    1 Reward Star, which 
  stacks with other rewards for this Quest.
  Thus, escaping, wounding, and then slaying Kryssenthe is 
  worth 
    3 Reward Stars.
  Any fighting that happens in the church has a chance of 
  attracting the Immortal Veneer herself.  Each round of 
  combat in which at least one attack occurs (this can be the 
  party, and/or enemies), roll to determine if Kryssenthe 
  shows up the very next round to bolster her forces.  This 
  chance has a baseline of 
    10%.  Reduce this to 5% if 
  only Sneak Attacks were used, a Surprise Round of combat, 
  or similar circumstances.  Add 5% for each spell cast in 
  
  521
  Kryssenthe
  combat, or combat Feat taken advantage of (e.g., Stunning 
  Fist).  Add 5% for each creature who dies that round (i.e., is 
  reduced to 0 or fewer hit points).  Add 10% for each creature 
  summoned that round.
    If the PCs fight back immediately upon being accosted in 
  the church, they may secure their freedom quickly, but 
  gain no further reward and have no real opportunity to 
  save the other captives.
    If they are imprisoned, and then escape, it is worth an 
  additional 
    1 Reward Star, which stacks with the 
  others for being free.   
   
  At the GM’s discretion, escaping can be the simple 
  function of a 
    Disable Device check, with DC equal 
  to  
    15 / 
    19 / 
    24 / 
    28; this can be combined 
  with the need to fight off at least 
    1d4 Immortal 
  Guards and 
    1d4 Dread Parishoners on the way out. 
    Even before they attempt escape, the PCs will notice 
  they are not alone: 
    1d6 other congregants have been 
  imprisoned in cells alongside them.  They have been 
  chained because they disobeyed, or are suspected of 
  being traitors to the church.  Their spirits are broken: as 
  their faith remains strong, they conclude that they must 
  have done something evil to merit such punishment. 
   
  Freeing them requires a 
    Disable Device check of 
  the same DC as the party’s own cell (see above).  Each 
  attempt takes 5 minutes; whether a given attempt 
  succeeds or not, there is a chance that the commotion 
  and delay will attract the attention of guards.  The chance 
  of guards arriving and attacking the PCs immediately 
  is 
    15%, plus 5% for each point that an attempt is 
  failed by (there is no reduction in chance if an attempt 
  succeeds).   
   
  If guards are triggered, the attack consists of 
    1d6 
  Dread Parishoners and 
    1d4-1 (minimum 0) 
  Immortal Guards. 
   
  Successfully freeing other prisoners grants the party 
    
  1 Reward Star per freed innocent; they will also pay the 
  party a thankful sum of gold as noted above.
  
  522
  Kryssenthe
  Kryssenthe, the Immortal 
  Veneer
  CR 8; XP 3,900
    Low
    Moderate
    Advanced
    Elite
  Challenge CR 8 
  XP 3,900
  CR 12 
  XP 8,400
  CR 16 
  XP 15,000
  CR 20 
  XP 25,000
  Class / HD Cleric 8
  Cleric 12
  Cleric 16
  Cleric 20
  Size / Aln
  Medium LE 
  Half-Elf
  Medium LE 
  Half-Elf
  Medium LE 
  Half-Elf
  Medium LE 
  Half-Elf
  HP
  41
  57
  71
  92
  Armor 
  Class
  15
  16
  17
  18
  Speed
  Walk 30’
  Walk 30’
  Walk 30’
  Walk 30’
  Ability 
  Scores / 
  Saves
  STR    14  (+2) 
  DEX   13 (+1) 
  CON  10 (+0) 
  INT    10 (+0) 
  WIS   20 (+8) 
  CHA  15 (+5)
  STR    14  (+2) 
  DEX   13 (+1) 
  CON  10 (+0) 
  INT    10 (+0) 
  WIS   20 (+9) 
  CHA  17 (+7)
  STR    14  (+2) 
  DEX   13 (+1) 
  CON  10 (+0) 
  INT    10 (+0) 
  WIS   20 (+10) 
  CHA  19 (+9)
  STR    16  (+3) 
  DEX   13 (+1) 
  CON  10 (+0) 
  INT    10 (+0) 
  WIS   20 (+11) 
  CHA  19 (+10)
  Skills
  -
  -
  -
  -
  Saves
  -
  -
  -
  -
  Vulnerabilities
  -
  -
  -
  -
  Immunities -
  -
  -
  -
  Senses
  Passive Perception 18
  Passive Perception 19
  Passive Perception 20
  Passive Perception 21
  Languages Common, Dwarvish, Elvish
  Attacks
  Melee Mace +5 (1d6+2 ) 
  Melee Dagger +5 (1d4+2 ) 
  Ranged Dagger (Thrown) 20 
  ft.’: +5 (1d4+2); 60 ft.’: +5 
  (1d4+2) 
  Ranged Crossbow, Light ) 
  --> 80 ft.’: +4 (1d8+1); 320 
  ft.’: +4 (1d8+1) 
  Melee Dagger +6 (1d4+2 ) 
  Ranged Dagger (Thrown) 20 
  ft.’: +6 (1d4+2); 60 ft.’: +6 
  (1d4+2) 
  Melee Mace (Weapon +1) 
  +7 (1d6+3 ) 
  Ranged Crossbow, Light ) --> 
  80 ft.’: +5 (1d8+1); 320 ft.’: 
  +5 (1d8+1) 
  Melee Dagger +7 (1d4+2 ) 
  Ranged Dagger (Thrown) 
  20 ft.’: +7 (1d4+2); 60 ft.’: 
  +7 (1d4+2) 
  Melee Mace (Weapon +2) 
  +9 (1d6+4 ) 
  Ranged Crossbow, Light ) 
  --> 80 ft.’: +6 (1d8+1); 320 
  ft.’: +6 (1d8+1) 
  Melee Dagger +9 (1d4+3 ) 
  Ranged Dagger (Thrown) 20 
  ft.’: +9 (1d4+3); 60 ft.’: +9 
  (1d4+3) 
  Melee Mace (Weapon +3) 
  +12 (1d6+6 ) 
  Ranged Crossbow, Light ) --> 
  80 ft.’: +7 (1d8+1); 320 ft.’: 
  +7 (1d8+1) 
  Special
  -
  -
  -
  -
  Proficiencies
  Club, Crossbow (Light), Dagger, Dart, Greatclub, Handaxe, Javelin, Light Hammer, Mace, Quarterstaff, Shortbow, Sickle, 
  Sling, Spear, Unarmed Strike
  LE; Medium Humanoid (Human, Elf)
  
  523
  Kryssenthe
    Low
    Moderate
    Advanced
    Elite
  Special 
  Qualities
  Darkvision, Fey Ancestry, 
  Languages, Skill Versatility, 
  Ability Score Improvement, 
  Blessed Healer, Bonus 
  Proficiency, Cantrips, 
  Channel Divinity, Channel 
  Divinity: Preserve Life, 
  Channel Divinity: Turn 
  Undead, Destroy Undead 
  (CR 1), Disciple of Life, 
  Divine Domain, Divine 
  Strike, Spellcasting Ability
  Darkvision, Fey Ancestry, 
  Languages, Skill Versatility, 
  Ability Score Improvement, 
  Blessed Healer, Bonus 
  Proficiency, Cantrips, 
  Channel Divinity, Channel 
  Divinity: Preserve Life, 
  Channel Divinity: Turn 
  Undead, Destroy Undead (CR 
  2), Disciple of Life, Divine 
  Domain, Divine Intervention, 
  Divine Strike, Spellcasting 
  Ability
  Darkvision, Fey Ancestry, 
  Languages, Skill Versatility, 
  Ability Score Improvement, 
  Blessed Healer, Bonus 
  Proficiency, Cantrips, 
  Channel Divinity, Channel 
  Divinity: Preserve Life, 
  Channel Divinity: Turn 
  Undead, Destroy Undead 
  (CR 3), Disciple of Life, 
  Divine Domain, Divine 
  Intervention, Divine Strike, 
  Spellcasting Ability 
  Darkvision, Fey Ancestry, 
  Languages, Skill Versatility, 
  Ability Score Improvement, 
  Blessed Healer, Bonus 
  Proficiency, Cantrips, 
  Channel Divinity, Channel 
  Divinity: Preserve Life, 
  Channel Divinity: Turn 
  Undead, Destroy Undead (CR 
  5), Disciple of Life, Divine 
  Domain, Divine Intervention, 
  Divine Strike, Spellcasting 
  Ability, Supreme Healing
  Spell-
  casting
  Save DC 16; Spell Atk +8
  4th: death ward; divination
  3rd: clairvoyance; dispel 
  magic; glyph of warding
  2nd: augury; calm 
  emotions; hold person
  1st: bless; command; 
  healing word; shield of faith
  Save DC 17; Spell Atk +9
  6th: true seeing
  5th: geas; legend lore; 
  scrying
  4th: death ward; divination; 
  locate creature
  3rd: clairvoyance; dispel 
  magic; glyph of warding
  2nd: augury; calm emotions; 
  hold person
  1st: bless; command; 
  healing word; shield of faith
  Save DC 18; Spell Atk +10
  8th: holy aura
  7th: divine word
  6th: true seeing
  5th: geas; legend lore; 
  scrying
  4th: death ward; divination; 
  locate creature
  3rd: clairvoyance; dispel 
  magic; glyph of warding
  2nd: augury; calm 
  emotions; hold person
  1st: bless; command; 
  healing word; shield of faith
  Save DC 19; Spell Atk +11
  9th: true ressurection
  8th: holy aura
  7th: divine word; regenerate
  6th: blade barrier; true seeing
  5th: geas; legend lore; 
  scrying
  4th: death ward; divination; 
  locate creature
  3rd: clairvoyance; dispel 
  magic; glyph of warding
  2nd: augury; calm emotions; 
  hold person
  1st: bless; command; healing 
  word; shield of faith
  Equipment
  Mace;
  breastplate;
  dagger;
  light crossbow;
  crossbow bolts (10x)
  +1 Mace;
  +1 breastplate;
  dagger;
  light crossbow;
  crossbow bolts (10x)
  +2 Mace;
  +2 breastplate;
  dagger;
  light crossbow;
  crossbow bolts (10x)
  +3 Mace;
  +3 breastplate;
  dagger;
  light crossbow;
  crossbow bolts (10x)
  Special Abilities
  Darkvision Thanks to your elf blood, you have superior vision in dark and 
  dim conditions. You can see in dim light within 60 feet of you as if it were 
  bright light, and in darkness as if it were dim light. You can’t discern color 
  in darkness, only shades of gray.
  Fey Ancestry You have advantage on all saving throws against being 
  charmed or put to sleep.
  Languages You can speak, read, and write Common, Elvish, and one extra 
  language of your choice.
  Blessed Healer Beginning at 6th level, the healing spells you cast on 
  others heal you as well. When you cast a spell of 1st level or higher that 
  restores hit points to a creature other than you, you regain hit points equal 
  to 2 + the spell’s level.
  Bonus Proficiency When you choose this domain at 1st level, you gain 
  proficiency with heavy armor.
  Cantrips At 1st level, you know three cantrips of your choice from the 
  cleric spell list. You learn additional cleric cantrips of your choice at higher 
  levels, as shown in the Cantrips Known column of the Cleric table.
  Channel Divinity At 2nd level, you gain the ability to channel divine energy 
  directly from your deity, using that energy to fuel magical effects. You 
  start with two such effects: Turn Undead and an effect determined by 
  your domain. Some domains grant you additional effects as you advance 
  in levels, as noted in the domain description. When you use your Channel 
  Divinity, you choose which effect to create. You must then finish a short 
  or long rest to use your Channel Divinity again. Some Channel Divinity 
  effects require saving throws. When you use such an effect from this 
  class, the DC equals your cleric spell save DC. You can use your Channel 
  Divinity 3 times between rests. When you finish a short or long rest, you 
  regain your expended uses.
  Channel Divinity: Preserve Life Starting at 2nd level, you can use your 
  Channel Divinity to heal the badly injured. As an action, you present your 
  holy symbol and evoke healing energy that can restore a number of hit 
  points equal to 100. Choose any creatures within 30 feet of you, and 
  divide those hit points among them. This feature can restore a creature to 
  no more than half of its hit point maximum. You can’t use this feature on 
  an undead or a construct.
  Channel Divinity: Turn Undead As an action, you present your holy symbol 
  and speak a prayer censuring the undead. Each undead that can see or 
  hear you within 30 feet of you must make a Wisdom saving throw. If the 
  creature fails its saving throw, it is turned for 1 minute or until it takes 
  any damage. A turned creature must spend its turns trying to move as far 
  away from you as it can, and it can’t willingly move to a space within 30 
  feet of you. It also can’t take reactions. For its action, it can use only the 
  Dash action or try to escape from an effect that prevents it from moving. 
  If there’s nowhere to move, the creature can use the Dodge action.
  Destroy Undead (CR 5) Starting at 5th level, when an undead fails its 
  saving throw against your Turn Undead feature, the creature is instantly 
  destroyed if its challenge rating is at or below a certain threshold, as 
  shown in the Destroy Undead table.
  Disciple of Life Also starting at 1st level, your healing spells are more 
  
  524
  Kryssenthe
  effective. Whenever you use a spell of 1st level or higher to restore hit 
  points to a creature, the creature regains additional hit points equal to 2 + 
  the spell’s level.
  Divine Intervention Beginning at 10th level, you can call on your deity 
  to intervene on your behalf when your need is great. Imploring your 
  deity’s aid requires you to use your action. Describe the assistance you 
  seek, then your deity intervenes. The DM chooses the nature of the 
  intervention; the effect of any cleric spell or cleric domain spell would be 
  appropriate. If your deity intervenes, you can’t use this feature again for 7 
  days. Otherwise, you can use it again after you finish a long rest. At 20th 
  level, your call for intervention succeeds automatically, no roll required.
  Divine Strike At 8th level, you gain the ability to infuse your weapon 
  strikes with divine energy. Once on each of your turns when you hit a 
  creature with a weapon attack, you can cause the attack to deal an extra 
  2d8 radiant damage to the target.
  Supreme Healing Starting at 17th level, when you would normally roll one 
  or more dice to restore hit points with a spell, you instead use the highest 
  number possible for each die. For example, instead of restoring 2d6 hit 
  points to a creature, you restore 12.
  
  525
  Kryssenthe
  Table 37: Attitude Modifiers for Kryssenthe, the Immortal Veneer
  Starting Attitude:  
  18 (Indifferent)
  Name
  Condition
  Effect
  Notes
  Action
  PCs attack without provocation
  -15
  Does not stack with other attack-based modifiers
  Action
  PCs attack with provocation
  -10
  Does not stack with other attack-based modifiers
  Conversation
  PCs threaten violence
  -5
  -
  Action
  NPC witnesses the PCs commit a 
  crime
  +1
  Assumes the crime does not involve the NPC; stacks with 
  other modifiers that involve crimes against the NPC; does 
  not stack with other “witnesses crime” modifiers
  Action
  NPC witnesses the PCs commit 
  murder
  +2
  Assumes the crime does not involve the NPC; stacks with 
  other modifiers that involve crimes against the NPC; does 
  not stack with other “witnesses crime” modifiers
  Action
  NPC witnesses the PCs commit 
  murder in self-defense
  +1
  Assumes the crime does not involve the NPC; stacks with 
  other modifiers that involve crimes against the NPC; does 
  not stack with other “witnesses crime” modifiers
  Action
  Villain witnesses the PCs 
  discussing the villain and/or 
  their henchmen
  -4
  Does not stack with other “witness” modifiers
  Action
  PCs defend this NPC against 
  violence
  +10
  Does not stack with other “witness” modifiers
  Conversation
  PCs attempt a bribe (for 
  information, for action)
  -1
  GM’s discretion as to whether the bribe produces results 
  (positive or negative!)
  Conversation
  PCs share Rumors / Lore 
  +1
  Per each Rumor shared; maximum +4
  Extant
  One or more PCs have been 
  arrested
  +2
  Per offense, no limit
  Extant
  PCs have slain a guard, but have 
  not been caught
  +5
  Per offense, maximum -15 total
  Action
  PCs heal or “boon” this NPC
  +5
  Per healing spell/potion/skill check or beneficial spell or 
  effect; maximum +15
  Action
  PCs refuse to help when asked
  -3
  Per request; no maximum
  Action
  PCs agree to help when asked
  +4
  Per request; maximum +12
  Action
  NPC joins party for any length 
  of time
  +5
  Does not stack with subsequent iterations of itself 
  (maximum effect +5 no matter how many times NPC joins 
  party)
  Action
  PCs save this NPC’s life
  +15
  Either as part of a Quest, or as an offer made of the 
  party’s own initiative
  Conversation
  PCs fail at an Intimidate check 
  for any reason
  -2
  Per failed check; no maximum
  Investigation
  PCs discover something 
  fundamental about this villain’s 
  MO or deeds and/or discovers 
  lair or residence
  -10
  “Fundamental” is left to the GM to adjudicate; stacks with 
  other Investigation modifiers
  Investigation
  PCs rescue a victim, recover a 
  corpse, or otherwise “undo” or 
  find hard evidence of death at 
  the hands of this villain
  -10
  Initial and first-time-only; -2 per additional victim or 
  evidence beyond the first; no limit; stacks with other 
  Investigation modifiers
  Investigation
  PCs give evidence of this villain’s 
  crimes to authorities
  -8
  Stacks with other Investigation modifiers
  
  526
  Kryssenthe
  Preacher
  CR 2; XP 450
    Low
    Moderate
    Advanced
    Elite
  Challenge CR 2 
  XP 450
  CR 6 
  XP 2,300
  CR 10 
  XP 5,900
  CR 14 
  XP 11,500
  Class / HD Bard 2
  Bard 6
  Bard 10
  Bard 14
  Size / Aln
  Medium LE  
  Human
  Medium LE  
  Human
  Medium LE  
  Human
  Medium LE  
  Human
  HP
  11
  23
  39
  55
  Armor 
  Class
  14
  15
  17
  19
  Speed
  Walk 30’
  Walk 30’
  Walk 30’
  Walk 30’
  Ability 
  Scores / 
  Saves
  STR    10  (+0) 
  DEX   15 (+4) 
  CON    9 (-1) 
  INT    15 (+2) 
  WIS     8 (-1) 
  CHA  17 (+5)
  STR    10  (+0) 
  DEX   15 (+5) 
  CON    9 (-1) 
  INT    15 (+2) 
  WIS     8 (-1) 
  CHA  19 (+7)
  STR    10  (+0) 
  DEX   16 (+7) 
  CON    9 (-1) 
  INT    15 (+2) 
  WIS     8 (-1) 
  CHA  20 (+9)
  STR    10  (+0) 
  DEX   18 (+9) 
  CON    9 (-1) 
  INT    15 (+2) 
  WIS     8 (-1) 
  CHA  20 (+10)
  Skills
  -
  -
  -
  -
  Saves
  -
  -
  -
  -
  Vulnerabilities
  -
  -
  -
  -
  Immunities -
  -
  -
  -
  Senses
  Passive Perception 9
  +2 Flute, Lyre, Shawm
  Passive Perception 9
  +3 Flute, Lyre, Shawm
  Passive Perception 9
  +4 Flute, Lyre, Shawm
  Passive Perception 9
  +5 Flute, Lyre, Shawm
  Languages Common, Dwarvish
  Attacks
  Melee Dagger +4 (1d4+2 ) 
  Ranged Dagger (Thrown) 20 
  ft.’: +4 (1d4+2); 60 ft.’: +4 
  (1d4+2) 
  Melee Rapier +4 (1d8+2 ) 
  Ranged Shortbow ) --> 30 
  ft.’: +4 (1d6+2); 120 ft.’: +4 
  (1d6+2) 
  Melee Dagger +5 (1d4+2 ) 
  Ranged Dagger (Thrown) 20 
  ft.’: +5 (1d4+2); 60 ft.’: +5 
  (1d4+2) 
  Melee Rapier (Weapon +1) 
  +6 (1d8+3 ) 
  Ranged Shortbow ) --> 30 
  ft.’: +5 (1d6+2); 120 ft.’: +5 
  (1d6+2) 
  Melee Dagger +7 (1d4+3 ) 
  Ranged Dagger (Thrown) 
  20 ft.’: +7 (1d4+3); 60 ft.’: 
  +7 (1d4+3) 
  Melee Rapier (Weapon +2) 
  +9 (1d8+5 ) 
  Ranged Shortbow ) --> 30 
  ft.’: +7 (1d6+3); 120 ft.’: 
  +7 (1d6+3) 
  Melee Dagger +9 (1d4+4 ) 
  Ranged Dagger (Thrown) 20 
  ft.’: +9 (1d4+4); 60 ft.’: +9 
  (1d4+4) 
  Melee Rapier (Weapon +3) 
  +12 (1d8+7 ) 
  Ranged Shortbow ) --> 30 
  ft.’: +9 (1d6+4); 120 ft.’: +9 
  (1d6+4) 
  Special
  -
  -
  -
  -
  Proficiencies
  Club, Crossbow (Hand), Crossbow (Light), Dagger, Dart, Greatclub, Handaxe, Javelin, Light Hammer, Longsword, Mace, 
  Quarterstaff, Rapier, Shortbow, Shortsword, Sickle, Sling, Spear, Unarmed Strike
  LE; Medium Humanoid (Human)
  
  527
  Kryssenthe
    Low
    Moderate
    Advanced
    Elite
  Special 
  Qualities
  Languages, Bardic 
  Inspiration, Cantrips, Jack 
  of All Trades, Song of Rest, 
  Spellcasting 
  Languages, Ability Score 
  Improvement, Additional 
  Magical Secrets, Bard 
  College, Bardic Inspiration, 
  Bonus Proficiencies, 
  Cantrips, College of Lore, 
  Countercharm, Cutting 
  Words, Expertise, Font 
  of Inspiration, Jack of 
  All Trades, Song of Rest, 
  Spellcasting
  Languages, Ability Score 
  Improvement, Additional 
  Magical Secrets, Bard 
  College, Bardic Inspiration, 
  Bonus Proficiencies, 
  Cantrips, College of Lore, 
  Countercharm, Cutting 
  Words, Expertise, Font 
  of Inspiration, Jack of All 
  Trades, Magical Secrets, 
  Song of Rest, Spellcasting
  Languages, Ability Score 
  Improvement, Additional 
  Magical Secrets, Bard 
  College, Bardic Inspiration, 
  Bonus Proficiencies, 
  Cantrips, College of Lore, 
  Countercharm, Cutting 
  Words, Expertise, Font 
  of Inspiration, Jack of All 
  Trades, Magical Secrets, 
  Peerless Skill, Song of Rest, 
  Spellcasting
  Spell-
  casting
  Save DC 13; Spell Atk +5
  1st: charm person; 
  disguise self; hideous 
  laughter
  Save DC 15; Spell Atk +7
  3rd: fear; hypnotic 
  pattern; tongues
  2nd: calm emotions; 
  detect thoughts; enthrall
  1st: charm person; 
  disguise self; hideous 
  laughter; sleep
  Save DC 17; Spell Atk +9
  5th: dominate person; 
  geas
  4th: compulsion; 
  confusion; hallucinatory 
  terrain
  3rd: fear; hypnotic 
  pattern; tongues
  2nd: calm emotions; 
  detect thoughts; enthrall
  1st: charm person; 
  disguise self; hideous 
  laughter; sleep
  Save DC 18; Spell Atk +10
  7th: project image
  6th: irresistible dance
  5th: dominate person; 
  geas
  4th: compulsion; 
  confusion; hallucinatory 
  terrain
  3rd: fear; hypnotic 
  pattern; tongues
  2nd: calm emotions; 
  detect thoughts; enthrall
  1st: charm person; 
  disguise self; hideous 
  laughter; sleep
  Equipment
  Rapier;
  dagger;
  studded leather armor;
  shortbow;
  arrows (20x)
  +1 Rapier;
  dagger;
  +1 studded leather armor;
  shortbow;
  arrows (20x)
  +2 Rapier;
  dagger;
  +2 studded leather 
  armor;
  shortbow;
  arrows (20x)
  +3 Rapier;
  dagger;
  +3 studded leather armor;
  shortbow;
  arrows (20x)
  Special Abilities
  Languages You can speak, read, and write Common and one extra 
  language of your choice. Humans typically learn the languages of other 
  peoples they deal with, including obscure dialects. They are fond of 
  sprinkling their speech with words borrowed from other tongues: Orc 
  curses, Elvish musical expressions, Dwarvish military phrases, and so on.
  Bard College At 3rd level, you delve into the advanced techniques of a 
  bard college of your choice: the College of Lore or the College of Valor, 
  both detailed at the end of the class description. Your choice grants you 
  features at 3rd level and again at 6th and 14th level.
  Bardic Inspiration You can inspire others through stirring words or music. 
  To do so, you use a bonus action on your turn to choose one creature 
  other than yourself within 60 feet of you who can hear you. That creature 
  gains one Bardic Inspiration die, a d10. Once within the next 10 minutes, 
  the creature can roll the die and add the number rolled to one ability 
  check, attack roll, or saving throw it makes. The creature can wait until 
  after it rolls the d20 before deciding to use the Bardic Inspiration die, 
  but must decide before the DM says whether the roll succeeds or fails. 
  Once the Bardic Inspiration die is rolled, it is lost. A creature can have only 
  one Bardic Inspiration die at a time. You can use this feature a number of 
  times equal to 5. You regain any expended uses when you finish a long 
  rest.
  Cantrips You know two cantrips of your choice from the bard spell list. 
  You learn additional bard cantrips of your choice at higher levels, as 
  shown in the Cantrips Known column of the Bard table.
  College of Lore Bards of the College of Lore know something about 
  most things, collecting bits of knowledge from sources as diverse as 
  scholarly tomes and peasant tales. Whether singing folk ballads in taverns 
  or elaborate compositions in royal courts, these bards use their gifts to 
  hold audiences spellbound. When the applause dies down, the audience 
  members might find themselves questioning everything they held to 
  be true, from their faith in the priesthood of the local temple to their 
  loyalty to the king. The loyalty of these bards lies in the pursuit of beauty 
  and truth, not in fealty to a monarch or following the tenets of a deity. A 
  noble who keeps such a bard as a herald or advisor knows that the bard 
  would rather be honest than politic. The college’s members gather in 
  libraries and sometimes in actual colleges, complete with classrooms 
  and dormitories, to share their lore with one another. They also meet at 
  festivals or affairs of state, where they can expose corruption, unravel lies, 
  and poke fun at selfimportant figures of authority.
  Countercharm At 6th level, you gain the ability to use musical notes or 
  words of power to disrupt mind-influencing effects. As an action, you can 
  start a performance that lasts until the end of your next turn. During that 
  time, you and any friendly creatures within 30 feet of you have advantage 
  on saving throws against being frightened or charmed. A creature must 
  be able to hear you to gain this benefit. The performance ends early if 
  you are incapacitated or silenced or if you voluntarily end it (no action 
  required).
  Cutting Words Also at 3rd level, you learn how to use your wit to distract, 
  confuse, and otherwise sap the confidence and competence of others. 
  When a creature that you can see within 60 feet of you makes an attack 
  
  528
  Kryssenthe
  roll, an ability check, or a damage roll, you can use your reaction to 
  expend one of your uses of Bardic Inspiration, rolling a Bardic Inspiration 
  die and subtracting the number rolled from the creature’s roll. You can 
  choose to use this feature after the creature makes its roll, but before the 
  DM determines whether the attack roll or ability check succeeds or fails, 
  or before the creature deals its damage. The creature is immune if it can’t 
  hear you or if it’s immune to being charmed.
  Font of Inspiration Beginning when you reach 5th level, you regain all of 
  your expended uses of Bardic Inspiration when you finish a short or long 
  rest.
  Jack of All Trades Starting at 2nd level, you can add half your proficiency 
  bonus, rounded down, to any ability check you make that doesn’t already 
  include your proficiency bonus.
  Peerless Skill Starting at 14th level, when you make an ability check, you 
  can expend one use of Bardic Inspiration. Roll a Bardic Inspiration die 
  and add the number rolled to your ability check. You can choose to do 
  so after you roil the die for the ability check, but before the DM tells you 
  whether you succeed or fail.
  Song of Rest Beginning at 2nd level, you can use soothing music or 
  oration to help revitalize your wounded allies during a short rest. If you or 
  any friendly creatures who can hear your performance regain hit points at 
  the end of the short rest, each of those creatures regains an extra 1d10 
  hit points. A creature regains the extra hit points only if it spends one or 
  more Hit Dice at the end of the short rest.
  
  529
  Kryssenthe
  Zealot
  CR 3; XP 700
    Low
    Moderate
    Advanced
    Elite
  Challenge CR 3 
  XP 700
  CR 7 
  XP 2,900
  CR 11 
  XP 7,200
  CR 15 
  XP 13,000
  Class / HD Sorcerer 3
  Sorcerer 7
  Sorcerer 11
  Sorcerer 15
  Size / Aln
  Small CE 
  Halfling (Lightfoot)
  Small CE 
  Halfling (Lightfoot)
  Small CE 
  Halfling (Lightfoot)
  Small CE 
  Halfling (Lightfoot)
  HP
  12
  26
  43
  54
  Armor 
  Class
  14
  15
  16
  17
  Speed
  Walk 25’
  Walk 25’
  Walk 25’
  Walk 25’;
  Fly 25’
  Ability 
  Scores / 
  Saves
  STR    9  (-1) 
  DEX   12 (+1) 
  CON   9 (+1) 
  INT    14 (+2) 
  WIS     7 (-2) 
  CHA  20 (+7)
  STR    9  (-1) 
  DEX   14 (+2) 
  CON   9 (+2) 
  INT    14 (+2) 
  WIS     7 (-2) 
  CHA  20 (+8)
  STR    9  (-1) 
  DEX   16 (+3) 
  CON   9 (+2) 
  INT    14 (+2) 
  WIS     7 (-2) 
  CHA  20 (+9)
  STR    9  (-1) 
  DEX   18 (+4) 
  CON   9 (+4) 
  INT    14 (+2) 
  WIS     7 (-2) 
  CHA  20 (+10)
  Skills
  -
  -
  -
  -
  Saves
  -
  -
  -
  -
  Vulnerabilities
  -
  -
  -
  -
  Immunities -
  -
  -
  -
  Senses
  Passive Perception 8
  Passive Perception 8
  Passive Perception 8
  Passive Perception 8
  Languages Common, Draconic, Halfling
  Attacks
  Ranged Crossbow, Light 
  (Small) ) --> 80 ft.’: -3 
  (1d8+1); 320 ft.’: -3 
  (1d8+1) 
  Melee Dagger (Small) +3 
  (1d4+1 ) 
  Ranged Dagger (Small/
  Thrown) 20 ft.’: +3 
  (1d4+1); 60 ft.’: +3 
  (1d4+1) 
  Melee Dagger (Small) +5 
  (1d4+2 ) 
  Ranged Dagger (Small/
  Thrown) 20 ft.’: +5 (1d4+2); 
  60 ft.’: +5 (1d4+2) 
  Ranged Crossbow, Light 
  (Small/Weapon +1) ) --> 80 
  ft.’: +0 (1d8+3); 320 ft.’: +0 
  (1d8+3)
  Melee Dagger (Small) +7 
  (1d4+3 ) 
  Ranged Dagger (Small/
  Thrown) 20 ft.’: +7 
  (1d4+3); 60 ft.’: +7 
  (1d4+3) 
  Ranged Crossbow, Light 
  (Small/Weapon +2) ) --> 80 
  ft.’: +3 (1d8+5); 320 ft.’: 
  +3 (1d8+5)
  Melee Dagger (Small) +9 
  (1d4+4 ) 
  Ranged Dagger (Small/
  Thrown) 20 ft.’: +9 (1d4+4); 
  60 ft.’: +9 (1d4+4) 
  Ranged Crossbow, Light 
  (Small/Weapon +3) ) --> 80 
  ft.’: +6 (1d8+7); 320 ft.’: +6 
  (1d8+7) 
  Special
  -
  -
  -
  -
  Proficiencies
  Crossbow (Light), Dagger, Dart, Quarterstaff, Sling
  CE; Small Humanoid (Halfling)
  
  530
  Kryssenthe
    Low
    Moderate
    Advanced
    Elite
  Special 
  Qualities
  Brave, Halfling Nimbleness, 
  Languages, Lucky, Naturally 
  Stealthy, Cantrips, Careful 
  Spell, Creating Spell 
  Slots, Draconic Bloodline, 
  Draconic Resilience, Dragon 
  Ancestor, Flexible Casting, 
  Font of Magic, Metamagic, 
  Sorcerous Origin, Sorcery 
  Points, Spell Casting, Subtle 
  Spell
  Brave, Halfling Nimbleness, 
  Languages, Lucky, Naturally 
  Stealthy, Ability Score 
  Improvement, Cantrips, 
  Careful Spell, Creating Spell 
  Slots, Draconic Bloodline, 
  Draconic Resilience, 
  Dragon Ancestor, Elemental 
  Affinity, Flexible Casting, 
  Font of Magic, Metamagic, 
  Sorcerous Origin, Sorcery 
  Points, Spell Casting, Subtle 
  Spell
  Brave, Halfling Nimbleness, 
  Languages, Lucky, Naturally 
  Stealthy, Ability Score 
  Improvement, Cantrips, 
  Careful Spell, Creating Spell 
  Slots, Draconic Bloodline, 
  Draconic Resilience, 
  Dragon Ancestor, Elemental 
  Affinity, Flexible Casting, 
  Font of Magic, Metamagic, 
  Sorcerous Origin, Sorcery 
  Points, Spell Casting, Subtle 
  Spell, Twinned Spell
  Brave, Halfling Nimbleness, 
  Languages, Lucky, Naturally 
  Stealthy, Ability Score 
  Improvement, Cantrips, 
  Careful Spell, Creating Spell 
  Slots, Draconic Bloodline, 
  Draconic Resilience, Dragon 
  Ancestor, Dragon Wings, 
  Elemental Affinity, Flexible 
  Casting, Font of Magic, 
  Metamagic, Sorcerous 
  Origin, Sorcery Points, 
  Spell Casting, Subtle Spell, 
  Twinned Spell 
  Spell-
  casting
  Save DC 15; Spell Atk +7
  2nd: hold person; invisibility
  1st: charm person; 
  expeditious retreat; mage 
  armor; magic missile
  Save DC 16; Spell Atk +8
  4th: dimension door
  3rd: dispel magic; fireball; 
  lightning bolt
  2nd: blur; hold person; 
  invisibility
  1st: charm person; 
  expeditious retreat; mage 
  armor; magic missile
  Save DC 17; Spell Atk +9
  6th: disintegrate
  5th: cloudkill; dominate 
  person
  4th: dimension door; ice 
  storm; stoneskin
  3rd: dispel magic; fireball; 
  lightning bolt
  2nd: blur; hold person; 
  invisibility
  1st: charm person; 
  expeditious retreat; mage 
  armor; magic missile
  Save DC 18; Spell Atk +10
  8th: power word stun
  7th: finger of death
  6th: disintegrate
  5th: cloudkill; dominate 
  person
  4th: dimension door; ice 
  storm; stoneskin
  3rd: dispel magic; fireball; 
  lightning bolt
  2nd: blur; hold person; 
  invisibility
  1st: charm person; 
  expeditious retreat; mage 
  armor; magic missile
  Equipment
  Light crossbow (small);
  dagger (small);
  crossbow bolts (10x)
  +1 Light crossbow 
  (small);
  dagger (small);
  crossbow bolts (10x)
  +2 Light crossbow 
  (small);
  dagger (small);
  crossbow bolts (10x)
  +3 Light crossbow 
  (small);
  dagger (small);
  crossbow bolts (10x)
  Special Abilities
  Brave You have advantage on saving throws against being frightened.
  Halfling Nimbleness You can move through the space of any creature that 
  is of a size larger than yours.
  Languages You can speak, read, and write Common and Halfling. The 
  Halfling language isn’t secret, but halflings are loath to share it with 
  others. They write very little, so they don’t have a rich body of literature. 
  Their oral tradition, however, is very strong. Almost all halflings speak 
  Common to converse with the people in whose lands they dwell or 
  through which they are traveling.
  Lucky When you roll a 1 on an attack roll, ability check, or saving throw, 
  you can reroll the die and must use the new roll.
  Naturally Stealthy You can attempt to hide even when you are obscured 
  only by a creature that is at least one size larger than you.
  Cantrips At 1st level, you know four cantrips of your choice from the 
  sorcerer spell list. You learn additional sorcerer cantrips of your choice 
  at higher levels, as shown in the Cantrips Known column of the Sorcerer 
  table.
  Careful Spell When you cast a spell that forces other creatures to make a 
  saving throw, you can protect some of those creatures from the spell’s 
  full force. To do so, you spend 1 sorcery point and choose a number of 
  those creatures up to 5. A chosen creature automatically succeeds on its 
  saving throw against the spell.
  Creating Spell Slots Spell Slot Level-Sorcery Point Cost: 1st-2; 2nd-3; 
  3rd-5; 4th-6; 5th-7. Converting a Spell Slot to Sorcery Points. As a bonus 
  action on your turn, you can expend one spell slot and gain a number of 
  sorcery points equal to the slot’s level.
  Draconic Bloodline Your innate magic comes from draconic magic that 
  was mingled with your blood or that of your ancestors. Most often, 
  sorcerers with this origin trace their descent back to a mighty sorcerer of 
  ancient times who made a bargain with a dragon or who might even have 
  claimed a dragon parent. Some of these bloodlines are well established 
  in the world, but most are obscure. Any given sorcerer could be the 
  first of a new bloodline, as a result of a pact or some other exceptional 
  circumstance. You can speak, read, and write Draconic. Additionally, 
  whenever you make a Charisma check when interacting with dragons, 
  your proficiency bonus is doubled if it applies to the check.
  Draconic Resilience As magic flows through your body, it causes physical 
  traits of your dragon ancestors to emerge. At 1st level, your hit point 
  maximum increases by 1 and increases by 1 again whenever you gain a 
  level in this class. Additionally, parts of your skin are covered by a thin 
  sheen of dragon-like scales. When you aren’t wearing armor, your AC 
  equals 13 + your Dexterity modifier.
  Dragon Ancestor At 1st level, you choose one type of dragon as your 
  ancestor. The damage type associated with each dragon is used by 
  features you gain later. Black, Damage Type Acid. You can speak, read, and 
  write Draconic. Additionally, whenever you make a Charisma check when 
  interacting with dragons, your proficiency bonus is doubled if it applies to 
  the check.
  Dragon Wings At 14th level, you gain the ability to sprout a pair of 
  
  531
  Kryssenthe
  dragon wings from your back, gaining a flying speed equal to your current 
  speed. You can create these wings as a bonus action on your turn. They 
  last until you dismiss them as a bonus action on your turn. You can’t 
  manifest your wings while wearing armor unless the armor is made to 
  accommodate them, and clothing not made to accommodate your wings 
  might be destroyed when you manifest them.
  Elemental Affinity Starting at 6th level, when you cast a spell that deals 
  damage of the type associated with your draconic ancestry, add 5 to 
  that damage. At the same time, you can spend 1 sorcery point to gain 
  resistance to that damage type for 1 hour. The damage bonus applies to 
  one damage roll of a spell, not multiple rolls.
  Flexible Casting You can use your sorcery points to gain additional spell 
  slots, or sacrifice spell slots to gain additional sorcery points. You learn 
  other ways to use your sorcery points as you reach higher levels. Creating 
  Spell Slots. You can transform unexpended sorcery points into one spell 
  slot as a bonus action on your turn. The Creating Spell Slots table shows 
  the cost of creating a spell slot of a given level. You can create spell slots 
  no higher in level than 5th. The created spell slots vanish at the end of a 
  long rest.
  Font of Magic At 2nd level, you tap into a deep wellspring of magic within 
  yourself. This wellspring is represented by sorcery points, which allow you 
  to create a variety of magical effects.
  Sorcery Points You have 15 sorcery points. You can never have more 
  sorcery points than 15 at once. You regain all spent sorcery points when 
  you finish a long rest.
  Subtle Spell When you cast a spell, you can spend 1 sorcery point to cast 
  it without any somatic or verbal components.
  Twinned Spell When you cast a spell that targets only one creature and 
  doesn’t have a range of self, you can spend a number of sorcery points 
  equal to the spell’s level to target a second creature in range with the 
  same spell (1 sorcery point if the spell is a cantrip). To be eligible for 
  Twinned Spell, a spell must be incapable of targeting more than one 
  creature at the spell’s current level.
  
  532
  Kryssenthe
  Dread Parishoner
  CR 1; XP 200
    Low
    Moderate
    Advanced
    Elite
  Challenge CR 1 
  XP 200
  CR 4 
  XP 1,100
  CR 7 
  XP 2,900
  CR 10 
  XP 5,900
  Class / HD Rogue 1
  Rogue 4
  Rogue 7
  Rogue 10
  Size / Aln
  Small NE  
  Gnome (Rock)
  Small NE  
  Gnome (Rock)
  Small NE  
  Gnome (Rock)
  Small NE  
  Gnome (Rock)
  HP
  10
  27
  46
  62
  Armor 
  Class
  11
  12
  13
  15
  Speed
  Walk 25’
  Walk 25’
  Walk 25’
  Walk 25’
  Ability 
  Scores / 
  Saves
  STR    9  (-1) 
  DEX   13 (+3) 
  CON  14 (+2) 
  INT      8 (+1) 
  WIS   12 (+1) 
  CHA  13 (+1)
  STR    10  (+0) 
  DEX   13 (+3) 
  CON  14 (+2) 
  INT      8 (+1) 
  WIS   12 (+1) 
  CHA  13 (+1)
  STR    10  (+0) 
  DEX   13 (+4) 
  CON  15 (+2) 
  INT      8 (+2) 
  WIS   12 (+1) 
  CHA  13 (+1)
  STR    10  (+0) 
  DEX   15 (+6) 
  CON  15 (+2) 
  INT      8 (+3) 
  WIS   12 (+1) 
  CHA  13 (+1)
  Skills
  -
  -
  -
  -
  Saves
  -
  -
  -
  -
  Vulnerabilities
  -
  -
  -
  -
  Immunities -
  -
  -
  -
  Senses
  Passive Perception 11
  +4 Thieves’ Tools
  Passive Perception 11
  +4 Thieves’ Tools
  Armor - Disadvantage on 
  Stealth
  Passive Perception 11
  +6 Thieves’ Tools
  Armor - Disadvantage on 
  Stealth
  Passive Perception 11
  +8 Thieves’ Tools
  Armor - Disadvantage on 
  Stealth
  Languages Common, Gnomish
  Attacks
  Melee Spear (Small) +3 
  (1d6+1 ) 
  Ranged Spear (Small/
  Thrown) 20 ft.’: +3 
  (1d6+1); 60 ft.’: +3 
  (1d6+1) 
  Ranged Sling (Small) ) --> 
  30 ft.’: -7 (1d4+1); 120 ft.’: 
  -7 (1d4+1) 
  Melee Dagger (Small) +3 
  (1d4+1 ) 
  Ranged Dagger (Small/
  Thrown) 20 ft.’: +3 
  (1d4+1); 60 ft.’: +3 
  (1d4+1) 
  Ranged Sling (Small) ) --> 30 
  ft.’: -7 (1d4+1); 120 ft.’: -7 
  (1d4+1) 
  Melee Spear (Small/Weapon 
  +1)  +4 (1d6+2 ) 
  Melee Spear (Small/Weapon 
  +1/Thrown) 20 ft.’: +4 
  (1d6+2); 60 ft.’: +4 (1d6+2) 
  Melee Dagger (Small) +3 
  (1d4+1 ) 
  Ranged Dagger (Small/
  Thrown) 20 ft.’: +3 (1d4+1); 
  60 ft.’: +3 (1d4+1) 
  Ranged Sling (Small) ) --> 
  30 ft.’: -6 (1d4+1); 120 ft.’: 
  -6 (1d4+1) 
  Melee Spear (Small/Weapon 
  +2)  +6 (1d6+3 ) 
  Melee Spear (Small/
  Weapon +2/Thrown) 20 
  ft.’: +6 (1d6+3); 60 ft.’: +6 
  (1d6+3) 
  Melee Dagger (Small) +4 
  (1d4+1 ) 
  Ranged Dagger (Small/
  Thrown) 20 ft.’: +4 
  (1d4+1); 60 ft.’: +4 
  (1d4+1) 
  Ranged Sling (Small) ) --> 30 
  ft.’: -4 (1d4+2); 120 ft.’: -4 
  (1d4+2) 
  Melee Spear (Small/Weapon 
  +3) +9 (1d6+5 ) 
  Melee Spear (Small/Weapon 
  +3/Thrown) 20 ft.’: +9 
  (1d6+5); 60 ft.’: +9 (1d6+5) 
  Melee Dagger (Small) +6 
  (1d4+2 ) 
  Ranged Dagger (Small/
  Thrown) 20 ft.’: +6 (1d4+2); 
  60 ft.’: +6 (1d4+2) 
  Special
  -
  -
  -
  -
  NE; Small Humanoid (Gnome)
  
  533
  Kryssenthe
    Low
    Moderate
    Advanced
    Elite
  Proficiencies
  Club, Crossbow (Hand), Crossbow (Light), Dagger, Dart, Greatclub, Handaxe, Javelin, Light Hammer, Longsword, Mace, 
  Quarterstaff, Rapier, Shortbow, Shortsword, Sickle, Sling, Spear, Unarmed Strike
  Special 
  Qualities
  Artificer’s Lore, Darkvision, 
  Gnome Cunning, Languages, 
  Tinker, Tinker’s Tools, 
  Expertise, Sneak Attack, 
  Thieves’ Cant 
  Artificer’s Lore, Darkvision, 
  Gnome Cunning, Languages, 
  Tinker, Tinker’s Tools, 
  Ability Score Improvement, 
  Cunning Action, Expertise, 
  Fast Hands, Roguish 
  Archetype, Second-Story 
  Work, Sneak Attack, Thief, 
  Thieves’ Cant 
  Artificer’s Lore, Darkvision, 
  Gnome Cunning, 
  Languages, Tinker, Tinker’s 
  Tools, Ability Score 
  Improvement, Cunning 
  Action, Evasion, Expertise, 
  Fast Hands, Roguish 
  Archetype, Second-Story 
  Work, Sneak Attack, Thief, 
  Thieves’ Cant, Uncanny 
  Dodge
  Artificer’s Lore, Darkvision, 
  Gnome Cunning, Languages, 
  Tinker, Tinker’s Tools, Ability 
  Score Improvement, Cunning 
  Action, Evasion, Expertise, 
  Fast Hands, Roguish 
  Archetype, Second-Story 
  Work, Sneak Attack, Supreme 
  Sneak, Thief, Thieves’ Cant, 
  Uncanny Dodge
  Spell-
  casting
  -
  -
  -
  -
  Equipment
  Spear (small);
  sling (small);
  sling bullets (20x);
  dagger (small)
  +1 Spear (small);
  sling (small);
  sling bullets (20x);
  dagger (small);
  padded armor
  +2 Spear (small);
  sling (small);
  sling bullets (20x);
  dagger (small);
  +1 padded armor
  +3 Spear (small);
  sling (small);
  sling bullets (20x);
  dagger (small);
  +2 padded armor
  Special Abilities
  Artificer’s Lore Whenever you make a History check related to magic 
  items, alchemical objects, ar technological devices, you can add twice 
  your proficiency bonus (8), instead of any proficiency bonus you normally 
  appIy.
  Darkvision Accustomed to life underground, you have superior vision in 
  dark and dim conditions. You can see in dim light within 60 feet of you 
  as if it w ere bright light, and in darkness as if it were dim light. You can’t 
  discern color in darkness, only shades of gray.
  Gnome Cunning You have advantage on all Intelligence, Wisdom, and 
  Charisma saving throws against magic.
  Languages You can speak, read, and write Common and Gnomish. The 
  Gnomish language, which uses the Dwarvish script, is renowned for its 
  technical treatises and its catalogs of knowledge about the natural world.
  Tinker You have proficiency with tinker’s tools. Using those tools, you can 
  spend 1 hour and 10 gp worth of materiaIs to construct a Tiny clockwork 
  device (AC 5, 1 hp). The device ceases to function after 24 hours. (unless 
  you spend 1 hour repairing it to keep the device functioning), or when 
  you use your action to dismantle it; at that time, you can reclaim the 
  materiaIs used to create it. You can have up to three such devices active 
  at a time. When you create a device, choose one of the following options: 
  Clockwork Toy: This toy is a clockwork animal or person, such as a frog, 
  mouse, bird, or soldier. When placed on the ground, the toy moves 5 feet 
  across the ground on each of your turns in a random direction. It makes 
  noises as appropriate to the creature it represents. Fire Starter: The device 
  produces a miniature flame, which you can use to light something like a 
  candle, torch, or campfire. Using the device requires your action. Music 
  Box: When opened, this music box plays a single song at a moderate 
  volume. The box stops playing when it reaches the song’s end or when it 
  is closed.
  Tinker’s Tools Proficient with Artisan Tinker’s Tools.
  Cunning Action Starting at 2nd level, your quick thinking and agility 
  allow you to move and act quickly. You can take a bonus action on each 
  of your turns in combat. This action can be used only to take the Dash, 
  Disengage, or Hide action.
  Evasion Beginning at 7th level, you can nimbly dodge out of the way of 
  certain area effects, such as a red dragon’s fiery breath or an ice storm 
  spell. When you are subjected to an effect that allows you to make a 
  Dexterity saving throw to take only half damage, you instead take no 
  damage if you succeed on the saving throw, and only half damage if you 
  fail.
  Fast Hands Starting at 3rd level, you can use the bonus action granted 
  by your Cunning Action to make a Dexterity (Sleight of Hand) check, use 
  your thieves’ tools to disarm a trap or open a lock, or take the Use an 
  Object action.
  Second-Story Work When you choose this archetype at 3rd level, you 
  gain the ability to climb faster than normal; climbing no longer costs 
  you extra movement. In addition, when you make a running jump, the 
  distance you cover increases by a number of feet equal to 2.
  Sneak Attack Beginning at 1st level, you know how to strike subtly and 
  exploit a foe’s distraction. Once per turn, you can deal an extra 5d6 
  damage to one creature you hit with an attack if you have advantage on 
  the attack roll. The attack must use a finesse or a ranged weapon. You 
  don’t need advantage on the attack roll if another enemy of the target 
  is within 5 feet of it, that enemy isn’t incapacitated, and you don’t have 
  disadvantage on the attack roll.
  Supreme Sneak Starting at 9th level, you have advantage on a Dexterity 
  (Stealth) check if you move no more than half your speed on the same 
  turn.
  Thief You hone your skills in the larcenous arts. Burglars, bandits, 
  cutpurses, and other criminals typically follow this archetype, but so 
  do rogues who prefer to think of themselves as professional treasure 
  seekers, explorers, delvers, and investigators. In addition to improving 
  your agility and stealth, you learn skills useful for delving into ancient 
  ruins, reading unfamiliar languages, and using magic items you normally 
  couldn’t employ.
  Thieves’ Cant During your rogue training you learned thieves’ cant, a 
  secret mix of dialect, jargon, and code that allows you to hide messages 
  in seemingly normal conversation. Only another creature that knows 
  thieves’ cant understands such messages. It takes four times longer 
  to convey such a message than it does to speak the same idea plainly. 
  In addition, you understand a set of secret signs and symbols used to 
  convey short, simple messages, such as whether an area is dangerous or 
  the territory of a thieves’ guild, whether loot is nearby, or whether the 
  people in an area are easy marks or will provide a safe house for thieves 
  on the run.
  Uncanny Dodge Starting at 5th level, when an attacker that you can see 
  hits you with an attack, you can use your reaction to halve the attack’s 
  damage against you.
  
  534
  Kryssenthe
  Immortal Guard
  CR 2; XP 450
    Low
    Moderate
    Advanced
    Elite
  Challenge CR 2 
  XP 450
  CR 6 
  XP 2,300
  CR 10 
  XP 5,900
  CR 14 
  XP 11,500
  Class / HD Fighter 2
  Fighter 6
  Fighter 10
  Fighter 14
  Size / Aln
  Medium LN 
  Dwarf (Hill)
  Medium LN 
  Dwarf (Hill)
  Medium LN 
  Dwarf (Hill)
  Medium LN 
  Dwarf (Hill)
  HP
  18
  47
  82
  124
  Armor 
  Class
  14
  15
  16
  18
  Speed
  Walk 25’
  Walk 25’
  Walk 25’
  Walk 25’
  Ability 
  Scores / 
  Saves
  STR    15  (+4) 
  DEX   10 (+0) 
  CON  13 (+3) 
  INT    10 (+0) 
  WIS   10 (+0) 
  CHA  11 (+0)
  STR    19  (+7) 
  DEX   10 (+0) 
  CON  13 (+4) 
  INT    10 (+0) 
  WIS   10 (+0) 
  CHA  11 (+0)
  STR    20  (+9) 
  DEX   11 (+0) 
  CON  13 (+5) 
  INT    10 (+0) 
  WIS   10 (+0) 
  CHA  11 (+0)
  STR    20  (+10) 
  DEX   13 (+1) 
  CON  15 (+7) 
  INT    10 (+0) 
  WIS   10 (+0) 
  CHA  11 (+0)
  Skills
  -
  -
  -
  -
  Saves
  -
  -
  -
  -
  Vulnerabilities
  -
  -
  -
  -
  Immunities -
  -
  -
  -
  Senses
  Passive Perception 10
  Armor - Disadvantage on 
  Stealth
  Passive Perception 10
  Armor - Disadvantage on 
  Stealth
  Passive Perception 10
  Armor - Disadvantage on 
  Stealth
  Passive Perception 10
  Armor - Disadvantage on 
  Stealth
  Languages Common, Dwarvish
  Attacks
  Melee Greatsword +4 
  (2d6+2)
  Melee Dagger +4 (1d4+2 ) 
  Ranged Dagger (Thrown) 20 
  ft.’: +4 (1d4+2); 60 ft.’: +4 
  (1d4+2) 
  Ranged Crossbow, Heavy ) 
  --> 100 ft.’: +2 (1d10); 400 
  ft.’: +2 (1d10) 
  Melee +1 Greatsword +8/+8 
  (2d6+5)
  Melee Dagger +7/+7 
  (1d4+4) 
  Ranged Dagger (Thrown) 20 
  ft.’: +7/+7 (1d4+4); 60 ft.’: 
  +7/+7 (1d4+4) 
  Ranged Crossbow, Heavy ) 
  --> 100 ft.’: +3/+3 (1d10); 
  400 ft.’: +3/+3 (1d10) 
  Melee +2 Greatsword 
  +11/+11 (2d6+7)
  Melee Dagger +9/+9 
  (1d4+5 ) 
  Ranged Dagger (Thrown) 
  20 ft.’: +9/+9 (1d4+5); 60 
  ft.’: +9/+9 (1d4+5) 
  Ranged Crossbow, Heavy ) 
  --> 100 ft.’: +4/+4 (1d10); 
  400 ft.’: +4/+4 (1d10) 
  Melee +3 Greatsword 
  +13/+13/+13 (2d6+8)
  Melee Dagger +10/+10/+10 
  (1d4+5 ) 
  Ranged Dagger (Thrown) 20 
  ft.’: +10/+10/+10 (1d4+5); 
  60 ft.’: +10/+10/+10 
  (1d4+5) 
  Ranged Crossbow, Heavy 
  ) --> 100 ft.’: +6/+6/+6 
  (1d10+1); 400 ft.’: 
  +6/+6/+6 (1d10+1) 
  Special
  -
  -
  -
  -
  LN; Medium Humanoid (Dwarf)
  
  535
  Kryssenthe
    Low
    Moderate
    Advanced
    Elite
  Proficiencies
  Battleaxe, Blowgun, Club, Crossbow (Hand), Crossbow (Heavy), Crossbow (Light), Dagger, Dart, Flail, Glaive, Greataxe, 
  Greatclub, Greatsword, Halberd, Handaxe, Javelin, Lance, Light Hammer, Longbow, Longsword, Mace, Maul, Morningstar, 
  Net, Pike, Quarterstaff, Rapier, Scimitar, Shortbow, Shortsword, Sickle, Sling, Spear, Trident, Unarmed Strike, War Pick, 
  Warhammer, Whip
  Special 
  Qualities
  Darkvision, Dwarven 
  Combat Training, 
  Dwarven Resilience, 
  Dwarven Toughness, 
  Languages, Mason’s 
  Tools, Stonecunning, Tool 
  Proficiency, Action Surge, 
  Fighting Style, Second 
  Wind, Great Weapon 
  Fighting
  Darkvision, Dwarven Combat 
  Training, Dwarven Resilience, 
  Dwarven Toughness, 
  Languages, Mason’s 
  Tools, Stonecunning, Tool 
  Proficiency, Ability Score 
  Improvement, Action Surge, 
  Champion, Extra Attack, 
  Fighting Style, Improved 
  Critical, Martial Archetype, 
  Second Wind, Great Weapon 
  Fighting
  Darkvision, Dwarven 
  Combat Training, 
  Dwarven Resilience, 
  Dwarven Toughness, 
  Languages, Mason’s 
  Tools, Stonecunning, Tool 
  Proficiency, Ability Score 
  Improvement, Action Surge, 
  Additional Fighting Style, 
  Champion, Extra Attack, 
  Fighting Style, Improved 
  Critical, Indomitable, Martial 
  Archetype, Remarkable 
  Athlete, Second Wind, 
  Great Weapon Fighting, 
  Protection
  Darkvision, Dwarven Combat 
  Training, Dwarven Resilience, 
  Dwarven Toughness, 
  Languages, Mason’s 
  Tools, Stonecunning, Tool 
  Proficiency, Ability Score 
  Improvement, Action Surge, 
  Additional Fighting Style, 
  Champion, Extra Attack, 
  Fighting Style, Improved 
  Critical, Indomitable, Martial 
  Archetype, Remarkable 
  Athlete, Second Wind, Great 
  Weapon Fighting, Protection
  Spell-
  casting
  -
  -
  -
  -
  Equipment
  Greatsword;
  scale mail;
  heavy crossbow
  crossbow bolts (10x);
  dagger
  +1 Greatsword;
  +1 scale mail;
  heavy crossbow
  crossbow bolts (10x);
  dagger
  +2 Greatsword;
  +2 scale mail;
  heavy crossbow
  crossbow bolts (10x);
  dagger
  +3 Greatsword;
  +3 scale mail;
  heavy crossbow
  crossbow bolts (10x);
  dagger
  Special Abilities
  Darkvision Accustomed to life underground, you have superior vision in 
  dark and dim conditions. You can see in dim light within 60 feet of you 
  as if it were bright light, and in darkness as if it were dim light. You can’t 
  discern color in darkness, only shades of gray.
  Dwarven Combat Training You have proficiency with the battleaxe, 
  handaxe, light hammer, and warhammer.
  Dwarven Resilience You have advantage on saving throws against poison, 
  and you have resistance against poison damage (explained in chapter 9).
  Dwarven Toughness Your hit point maximum increases by 1, and it 
  increases by 1 every time you gain a level.
  Languages You can speak, read, and write Common and Dwarvish. 
  Dwarvish is full of hard consonants and guttural sounds, and those 
  characteristics spill over into whatever other language a dwarf might 
  speak.
  Mason’s Tools Proficient with Artisan Mason’s Tools.
  Stonecunning Whenever you make an Intelligence (History) check related 
  to the origin of stonework, you are considered proficient in the History 
  skill and add double your proficiency bonus to the check, instead of your 
  normal proficiency bonus.
  Action Surge Starting at 2nd level, you can push yourself beyond your 
  normal limits for a moment. On your turn, you can take one additional 
  action on top of your regular action and a possible bonus action. Once 
  you use this feature, you must finish a short or long rest before you can 
  use it again. You can use this feature 1 time(s) before a rest, but only once 
  on the same turn.
  Champion The archetypal Champion focuses on the development of raw 
  physical power honed to deadly perfection. Those who model themselves 
  on this archetype combine rigorous training with physical excellence to 
  deal devastating blows.
  Extra Attack Beginning at 5th level, you can attack twice, instead of once, 
  whenever you take the Attack action on your turn. The number of attacks 
  increases to three when you reach 11th level in this class and to four 
  when you reach 20th level in this class.
  Improved Critical Beginning when you choose this archetype at 3rd level, 
  your weapon attacks score a critical hit on a roll of 19 or 20.
  Indomitable Beginning at 9th level, you can reroll a saving throw that you 
  fail. If you do so, you must use the new roll, and you can’t use this feature 
  again until you finish a long rest. You can use this feature 2 time(s) 
  between long rests.
  Remarkable Athlete Starting at 7th level, you can add half your proficiency 
  bonus (round up) to any Strength, Dexterity, or Constitution check you 
  make that doesn’t already use your proficiency bonus. In addition, when 
  you make a running long jump, the distance you can cover increases by a 
  number of feet equal to +5.
  Second Wind You have a limited well of stamina that you can draw on to 
  protect yourself from harm. On your turn, you can use a bonus action to 
  regain hit points equal to 1d10 + your fighter level. Once you use this 
  feature, you must finish a short or long rest before you can use it again.
  Great Weapon Fighting When you roll a 1 or 2 on a damage die for an 
  attack you make with a melee weapon that you are wielding with two 
  hands, you can reroll the die and must use the new roll, even if the new 
  roll is a 1 or a 2. The weapon must have the two-handed or versatile 
  property for you to gain this benefit.
  Protection When a creature you can see attacks a target other than 
  you that is within 5 feet of you, you can use your reaction to impose 
  disadvantage on the attack roll. You must be wielding a shield.
  
  536
  Kryssenthe
  
  537
  Distrade Family
  The Distrade Crime Family
  
  538
  Distrade Family
  The Distrade Crime Family
  Overview
  This extended family includes Aldreany, the matriarch; 
  Cillyn, the patriarch; Laucien, their son; Lia, their daughter; 
  and advisors: Humphrey Hocklash, the sage; and Diesa 
  Dankill, their financial and legal advisor.
  Although the children have not universally decided to follow 
  in their parents’ footsteps, they cannot escape the family 
  business of adminstering and executing organized crime in 
  the city.
  Appearance
  Mom and Dad are well-dressed, richly-appointed, and appear 
  as either nobles or wealthy merchants of some importance 
  and reknown.  Aldreany and Cillyn are not ostentatious, 
  but it’s clear to see from even a casual vantage that they are 
  persons of merit.
  Humphrey and Diesa, their advisors, take a similar 
  approach in dressing professionally, but with garb that befits 
  their station and role, seeming rich and important, but on 
  both notes, very certainly a few stages behind those whom 
  they serve.
  Lia, militant in her approach to the family business, wears 
  her armor and weapons wherever she goes, even to the 
  dinner table, taking them off only to sleep, and then only in 
  comfortable circumstance—on the road, adventuring, she 
  slumbers ever in her war-garb.
  Laucien, devout in his faith, piously wears vestments, his 
  weaponry close at hand if the need presents itself.
  Background
  It’s a tale as old as time: an ambitious elven man meets a 
  high-born human woman, the two begin a life of crime by 
  accident, and end up running organized murder in a large 
  city.  A classic tale, really.
  Upon their first meeting decades ago, the two ended up 
  accidentally stealing clothing from a shop, having playfully 
  tried on different outfits in an impromptu fashion show and 
  having forgotten that they still wore unpaid-for merchandise 
  as they sauntered out, arm in arm.
  The shopkeep did not believe their tale of distracted fancy, 
  and summoned the city militia.  
  Now, it so happened that the pair were not exactly 
  sanctioned by Aldreany’s parents, to the point where if they 
  discovered that she had been seeing Cillyn, and particularly 
  if they ran into trouble with the law in so doing, things 
  would end well for neither of the young lovers.
  Uncertain as to what to do, they fled.
  It was the single most exciting thing either of them had 
  ever done.  Giggling in a frenzied mixture of fear, thrill, 
  and burgeoning love, they tossed some coins to a roadside 
  innkeep to borrow his cellar for the night so they could hide.  
  They made love for the first time that evening, hiding in the 
  basement among the must and cobwebs, gleefully shedding 
  the clothes they had accidentally stolen.
  In addition to cementing their romance, this incident 
  sparked something in the pair, something neither would ever 
  have suspected had been present.  The passion that a mere 
  brush with the law had unlocked was like a drug that both 
  needed another dose of; they stole food from the innkeeper’s 
  cellar the next morning, and soon began to steal all manner 
  of wares from other shops as well.
  Something extraordinary had blossomed, something that 
  would set the course, not merely of their own lives, but of 
  the fabric of the city itself over the coming decades.
  For in addition to the excitement of ill deeds, they soon 
  found that they were also quite talented at it.  Both came 
  from demanding, diverse backgrounds, rich in education not 
  simply of book-smarts, but of the human condition.  It was 
  not so far a stretch, they soon discovered, to pervert that to 
  manipulation.
  It was Aldreany, steeped in history of rule as her noble 
  birth was, who first suggested they make things official.  
  Cillyn misunderstood, and, well used to powerful women 
  taking charge in his life, agreed to marry her.  After the 
  two laughed, celebrated, and put clothes back on, Aldreany 
  clarified her intent: she wanted them to formalize their 
  approach to crime and become an institution.
  There followed decades of increasing power, influence, and, 
  eventually, an informal rule of the underworld elements of 
  the city.  Cillyn and Aldreany were soon the de facto king 
  and queen of the black market; where was little criminal 
  and planned that they did not have a hand in, even if it was 
  simply to be aware of the action and to approve of it... for a 
  cut, of course.
  With time and love came children, blessed little followers, 
  they assumed, in the family footsteps.  This was both to 
  be, and not to be, however, as their ages advanced: one 
  dedicated herself too strongly to the cause, and the other 
  abandoned it.
  Lia was always difficult as a child, and as she matured, 
  and gathered more and more of the true nature of what 
  her parents were up to, she turned this stubbornness and 
  drama to the family business.  She viewed it as a war, 
  and dressed the part: a gladiator and warrior, rather than 
  businesswoman, as her mother had preferred.  Lia viewed 
  their followers as an army, not a business.  Though her 
  parents disapproved of the major change in direction from 
  teir own approach, they could hardly argue with the results: 
  their advisor Diesa calculated that profts had nearly doubled 
  in the areas that Lia had been given to administer.
  One might say the opposite occurred with Laucien, 
  their son.  Though only minimally exposed to religious 
  institutions, he nevertheless gained a sympathy to them 
  even as he orchestrated collecting protection monies from 
  them.  What seemed a charming soft spot in adolescence 
  became a hardened faith in adulthood, and one day in heated 
  debate, Laucien resigned his part in the family business, and 
  
  539
  Distrade Family
  
  540
  Distrade Family
  FlexTable 35: The Distrade Crime Family Rumors & Lore
  A
  B
  C
  D
  DC
  Description
  Veracity
  -
  -
  -
  01-30
  -
  No Rumor
  No information is obtained.
  01-14
  01-14
  01-14
  31-39
  12
  The Distrades have a 
  stranglehold on organized 
  crime in the city.
    Partially True.  They would say that 
  they have merely brought order to what 
  would otherwise be true chaos, for a slice 
  of the earnings.
  15-29
  15-30
  15-30
  01-30
  13
  Aldreany Distrade is the 
  true brains behind the 
  family’s crime enterprise.
    Partially True.  The Distrades are of a 
  mixed wisdom in their success.
  It was the matriarch’s perspective to 
  formalize things, so she is perhaps the 
  brains behind the strategy of the business.  
  Cillyn, however, may have the edge in the 
  day-to-day actions undertaken; his is more 
  of a tactical approach.
  And neither parent holds a candle to the 
  results obtained via their daughter Lia’s 
  iron-fist approach to criminal rule.
  One also wonders how successful the 
  family might have been over the years 
  without the benefit of Diesa’s political 
  machinations and skiilled bribes, or 
  Humphrey’s foresight into whether a given 
  approach would result in tragedy.
  30-44
  31-45
  31-45
  31-39
  14
  Take bribes, steal loot? 
  They’ll need a cut
  Stiff the Distrades, 
  A knife shall gut
    Partially True.  The elder Distrades 
  prefer the long game, keeping alive even 
  those who have momentarily turned 
  against their interests, against the 
  possibility for profits over later years.
  Lia’s approach is ruthless: cross her once, 
  and she takes a life.
  With both styles of leadership, however, 
  this much of the rhyme is true: they’ll need 
  their cut, for certain.
  45-59
  46-60
  46-60
  40-49
  15
  Not talked about very 
  often, the Distrade crime 
  family has a son, Laucien, 
  who abandoned the family 
  interests.  He now serves a 
  church!
    True.  Though his parents would have 
  preferred a different course for their son, 
  and regret the heated conditions under 
  which he enacted his decision, Laucien’s 
  choice of lifestyle is hardly shameful to 
  the pair.  Lia hates him for it and views it 
  as weak, but that is consistent with her 
  approach and demeanor.
  60-74
  60-69
  60-69
  50-59
  16
  The Distrade crime family 
  daughter, Lia, is a ruthless 
  bloodlord, killing any 
  who cross her without 
  compunction.
    True.  That’s Lia.  She would love the 
  nickname “Bloodlord”.
  75-89
  70-97
  70-94
  60-69
  11
  The true brains behind 
  the Distrade criminal 
  enterprise is their advisor, 
  Diesa Dankill.
    False.  No one would question Diesa’s 
  value to the organization, but she herself 
  would laugh to hear this rumor.
  90-00
  98-00
  95-00
  70-00
  13
  Laucien, the son who 
  seems to have abandoned 
  the family, in truth runs 
  the entire business from 
  the protection of church.
    False.  This approach would impress 
  even Diesa.  But in addition to being utterly 
  unfeasible from a legal standpoint, it flies 
  in the face of Laucien’s attitudes.
  
  541
  Distrade Family
  abandoned his relatives in favor of serving the church full-
  time.
  Though in the years since the incident, the feud has 
  simmered down, and the family does still get together for 
  holidays and special occasions, Laucien’s interests still 
  firmly lie with the church and its service, not with crime.
  Humphrey Hocklash is a halfling sage, and advises the 
  family in matters spiritual, with a focus on divination.
  Finally, Diesa Dankill, a dwarven scholar, is expert in legal 
  and financial affairs.  In practice, she keeps the books, 
  and warns as to which actions would be too much for the 
  political aspects of the city to bear.  Diesa helps the family 
  walk the often-challenging balance between maximizing 
  profits and influence, and upsetting the straight-and-narrow 
  aspects of the city into true action against them.
  Demeanor
  Aldreany is regal, beautiful, and somewhat unsettling in 
  her focus.  She loves what her enterprise has become, but 
  is occasionally wistful for the days where she had more of a 
  hand in day-to-day crimes.
  Cillyn is charming, roguish, and swift of hand.  He loves 
  horses, and rides them everywhere about town, even for very 
  short distances.
  Lia is tough, vindictive, and almost playful in her cruelty.  
  That said, she is also loyal to a fault; if you have helped her, 
  and have not betrayed her, she will back you to the end, no 
  matter the cost.  Cross her even once, even by accident, even 
  if you truly had no other option, and she will hunt you down 
  and make you pay.
  Laucien is quiet, but energetic; he seems ever a boy in 
  a schoolyard in his apprehensive desire to be a part of 
  activities.  With religion, he has found what he feels had 
  been missing his entire life, for if nothing else, one’s place 
  and role is quite clear, if not one’s purpose.
  Diesa Dankill is studious, thoughtful, but also mirthful, 
  with a dry wit and a terrible aptitude for puns.  She 
  has an uncanny natural ability to size up a political 
  organization and immediately know whom to bribe, and the 
  appropriate amount that will satisfy greed but not attract 
  too much attention.  Before adhering to the Distrade crime 
  organization, Diesa had studied to be a solicitor, and aspired 
  to be lawyer to kings.  She would say that she got her wish... 
  merely to a different manner of king and queen than she had 
  originally envisioned.
  Humphrey Hocklash has been a victim of cults, owned 
  his own apothecary and fortune-telling shop, traveled 
  in a caravan for many years... and about a dozen other 
  professions and lives.  He has never quite found his place, 
  never quite felt comfortable staying in one situation for 
  very long.  With the Distrades, he knows his value, and has 
  complete freedom and power to do whatever else he wishes.  
  Always prone to wanderlust, Humphrey now spends about 
  half the year traveling and roaming about.  The Distrades are 
  comfortable with this only so long as he checks in with them, 
  and remains available via scrying for divination purposes.
  Combat Tactics
  None of the Distrades is a fool, and although violence plays a 
  huge role in their lives, they are well aware of the risk such 
  an approach requires.  Even Lia, militant though she is in 
  her approach to business, would rather resolve things civilly, 
  with money and words rather than swords and bloodshed.
  That said, they have a cast of dozens, hundreds in fact, to call 
  upon in service to their aims.  These are spread across the 
  city, acting in various ways toward the business’ purpose.  
  In personal terms, however, each will behave in the 
  following manner:
  Aldreany will defend Cillyn to the death.  She would never 
  admit it, and indeed may not even actively be aware of it 
  herself, but in her true heart, she loves her husband more 
  than her children, and will choose his defense over theirs 
  subconsciously.  She is a careful combatant, perusing options 
  and choosing cautiously; her elven heritage and her strategic 
  approach to business make her see the long view of the war 
  rather than the temptation of a quick win of the battle.
  Cillyn will try to save himself, his wife, and his kids, but 
  ultimately will sacrifice himself to prevent harm to his 
  children.  Like his wife, he is a careful, purposeful warrior, 
  but much more prone to reckless acts, and ever wanting the 
  fulfillment of the quick win if it seems feasible.  Realistically, 
  if only one family member is slain in a fight with them all, it 
  will probably be Cillyn.
  Diesa and Humphrey are loyal and feel as though they are 
  part of the family.  They will fight alongside, and for, their 
  employers, and will gladly die if it means saving any family 
  member.  That said, they’re not stupid, and will only lay 
  down their lives if it seems not only absolutely necessary, 
  but likely to succeed.
  Lia is eager to battle, and has the most natural bloodlust 
  of any family member.  She will wade into melee unasked, 
  and often joins brawls among her underlings simply for the 
  sport of it (behavior that Diesa is constantly warning her 
  against).  She will call off an attack only if defeat seems 
  absolutely certain, and will spend her forces to the last to 
  secure victory.
  Laucien tells himself and others that he hates violence, 
  preferring instead the serenity of the church.  He cannot hide 
  from his lineage, however: he is a seasoned combatant and 
  has never lost a fight, even in school when he was younger.  
  Once his anger is roused, it is difficult to extinguish without 
  the satisfaction of death’s final answer; in a “family fight”, 
  it is likely that someone else will have to physically restrain 
  Laucien or drag him away from the battlefield.
  Modus Operandi
  The Distrades have their hooks into nearly every aspect of 
  criminal enterprise in the city.  Essentially, any action that is 
  both illegal, and planned ahead of time, is theirs to weigh in 
  on, if not orchestrate.
    Though vague, this framing provides nearly limitless 
  possibilities for introducing the Family into any 
  campaign setting or set of adventures.
  
  542
  Distrade Family
  Notoriety
  The Distrades have a reputation commensurate with their 
  stature and importance in town: everyone knows of them, 
  even officials and politicos who will outwardly pretend 
  as though the city’s crime wave is without a centralized 
  purpose.
  Hooks, Integration, & Adventure 
  Seeds
  • Direct Attack: The Distrades approach the PCs, and ask 
  them to leave town.  They might be threatened by the 
  party’s growing influence, or perhaps their reputation for 
  “cleaning things up” around town, if they have had recent 
  success against criminal activity.
  • Plea of the Innocent: A loved one, or victim themselves, 
  begs the party’s help in recovering stolen monies, 
  property, or simply in enacting vengeance against the 
  Distrades for interfering with their lives.  This could be 
  any crime-based impact: for example, the Distrades might 
  shut down a shop that is in competition with another store 
  that is under their “protection”.
  • Competing Goals: The Distrades are fundamentally at 
  odds with any attempt at law and order in the city, even 
  though ironically, their entire enterprise is based on 
  imposing order on criminal activity.  Lawful parties, or 
  those including at least one Paladin, will have conflict 
  with the Distrades unavoidably at some point if both 
  remain in town.
  • Fringe Notice: The reach of the crime family is long, and 
  pervasive throughout town.  It’s impossible not to notice 
  the impact.
  • Appeal from Authority: Beleagured and under-manned, 
  the city watch asks the PCs to intervene on their behalf 
  and try to shut down the Distrade organization.  Perhaps 
  the Militia and the PCs team up (see Quest below).
  • Faction Impact: A church, guild, or other Faction with 
  which the party is affilitated loses a substantial amount 
  of wealth and/or influence and/or membership, as a 
  result of anti-competition measures enacted by Lia’s rule.  
  Faction leadership asks the party’s help in remedying the 
  situation.
  • Disappearing Regular: A well-regarded shopkeep is 
  imprisoned or enslaved as a result of her inability to pay 
  protection money to the Distrade family.
  Habits and Logistics
  The eldar Distrades are largely administrative at this point in 
  the business’ evolution.  There is a 
    65% chance they are 
  in their estate at a given time, typically hearing reports or 
  requests from new “customers”.  The remainder of the time, 
  Aldreany and Cillyn are traveling, either within the city to 
  see things first-hand, or outside the city, either on vacation, 
  or making connections in their broader sphere of influence.  
  Humphrey travels outside the city 
    65% of the time; 
  the remainder of his time in-city, he spends with the elder 
  Distrades.
  Diesa is nearly always (
    80%) close by her masters; the 
  remainder of the time, she is paying off civil or military 
  servants.
  Lia is fiercely dedicated to the craft, and hardly ever rests: 
    85% of the time, she is enforcing things in various 
  districts, either hearing reports, checking on things herself, 
  or enacting punishment on deserving holdouts or betrayers.
  Laucien is devoted to the church, spending 
    90% of his 
  time there.  With the remainder, he pays visits to his true 
  family.
  Attitude Tracker Triggers
  Note that the Attitude of the crime family toward the 
  party may be tracked collectively, representing the general 
  sentiment.  In a given scenario, it may be that an individual 
  in the family has different feelings toward the party.
  Most notably, Laucien may be swayed, or prone to a 
  different perspective, than the rest of his family.
    The GM should take this complexity into account when 
  interpreting the below triggers.
  Value
  Action
  <7
  The Distrades actively target the party for 
  assassination, believing them to be a clear and 
  present threat to their livelihood.
  <13
  If they encounter the party, the Distrades will 
  send henchmen to kill them or fight them 
  off, but the family will not actively seek their 
  deaths.
  >18
  The Distrades will act favorably toward the 
  party.  What this means is a function of the size 
  and nature of the city in which they operate, 
  but expect discounts in stores controlled or 
  influenced by the family, as a starting point.
  >24
  As above in terms of favorable reaction, but 
  the Distrades make a formal offer to the party 
  to join their forces and help enact their will in 
  town.
  Organization, 
  The Distrade crime family is a complex organization, with 
  followers and participants into the hundreds.  The exact 
  nature of this hierarchy, and how it plays out in your 
  campaign world, is a function of the nature of the city that 
  you “place” the Distrades in.
  Henchmen, Retainers, and 
  Followers
  At any given time in their estate, the family should be 
  surrounded by guards.  When any family member except 
  Laucien travels, they will bring bodyguards with them.
  
  543
  Distrade Family
  Lair / Residence
  The Distrade family estate is on the outskirts of the city 
  limits, and is palatial in its lands.  Crime has been good to 
  the family, and they have no hesitation about showing it.
  Quests & Encounters
    Quest: The Greater Good
    Summary: The city militia teams up with the PCs to 
  bring down a criminal organization... only to betray 
  the party and reveal that they were hired by that 
  organization to remove the PCs as a law-abiding threat.
    Rewards:   
    3,500 gp / 
    10,000 gp / 
    14,000 gp 
  / 
    23,000 gp; up to 
    7 Reward Stars.
    Locations: Any.
    Key NPCs: Aldreany Distrade, Cillyn Distrade, Diesa 
  Dankill, Humphrey Hocklash, Lia Distrade, Laucien 
  Distrade.
    Kickoff: A captain in the city militia approaches the 
  party candidly, seeking a discussion.  She reveals that city 
  authorities are fed up with the influence of the Distrades, 
  and wish to bring about their downfall once and for all.  
  She asks the party’s help in attacking the elder Distrades 
  in their estate.
    Description:
  In simple terms, 20 militia guards will accompany the party 
  to the Distrade estate, where a battle will ensue... but once 
  there, the militia will reveal that they were in fact hired by 
  the Distrades to take the party out of play.  
  The PCs are given a choice: exile, or death. 
  Any scenario where Laucien is convinced to act against his 
  family is worth 
    1 Reward Star, which stacks with other 
  rewards for this Quest.
    If the party chooses exile, they will be allowed to leave, 
  on the condition that they never set foot in the city limits 
  again.  If they ever return, city militia, paid off by the 
  Distrades, will apprehend the party and imprison them or 
  worse.  There is no reward for this course of action, and 
  although it is safe, it may be at odds with the Alignment 
  and/or nature of many PCs, with further consequences to 
  be determined as appropriate.
    The party can fight their way out.  The elder Distrades 
  will recuse themselves from the bloodshed, and will 
  retire elsewhere in their estate.   
   
  This means that the PCs will have to fight 20 militia 
  warriors.   
   
  Once the militia’s ranks have been reduced to fewer than 
  1/3 their starting number, the remaining forces will 
  scatter, leaving the estate. 
   
  Slaying, and/or causing to flee, all 20 militia members 
  is worth 
    2 Reward Stars, which stack with other 
  rewards from this Quest.
    If the party flees, the militia will let them go, on the 
  assumption that this is a de facto acceptance of the 
  proferred exile, and under the same conditions of that 
  exile as described above.
    The PCs can attempt to talk the militia out of their 
  alliance.  As the odds are vastly against the party here, 
    Intimidate checks will not work, but 
    Diplomacy 
  checks might.   
   
  The following Skill Challenge must be traversed to avoid 
  a hideous battle.  Successfully completing it is worth 
    
  2 Reward Stars, which stacks with other rewards from 
  this Quest.  Note that it is not possible to receive this 
  reward, as well as the reward for slaying the Militia; it’s 
  one or the other.
    Think About What You’re Doing!
  First Check: DC 18 Diplomacy, merely to get the attention 
  of battle-eager militia members.  Failure means the militia 
  gets a surprise round of combat against the party; success 
  advances to the Second Check.
  Second Check: DC 
    20 / 
    22 / 
    24 / 
    28 
  Diplomacy, in an attempt to get the militia to listen to 
  reason.  The PCs receive a +3 circumstance bonus to this 
  check if they have resolved a major crisis or issue on behalf 
  of the town within the past month, or are otherwise well-
  known and well-regarded.  Failure by more than 4 points 
  means immediate combat; failure by 4 or fewer points 
  reverts to having to make the First Check over again.  
  Success advances; success by 5 or more points grants the PCs 
  a +2 circumstance bonus on the Third Check.
  Third Check: DC DC 
    21 / 
    23 / 
    25 / 
    29 
  Diplomacy or Intimidate, to finally convince the militia 
  that this is not the best course of action for them.  Failure 
  by more than 5 points means outright combat immediately; 
  failure by 5 or fewer points reverts to making the Second 
  Check again.  Success means the fight is over and the militia 
  agrees not to attack the party and to let them go, or attack 
  the Distrades.  Success by 5 or more points convinces some 
  militia to fight alongside the party, attacking the Distrades; 
  one militia member joins the party’s ranks for each point 
  beyond 5 the check is won by.
    If the party successfully defeats, causes to flee, and/or 
  convinces the militia to cease the attack, they will have 
  free reign to attack the Distrades.  No reason will change 
  their ways, however, so it will be an outright battle.   
   
    1 Reward Star is granted for each Distrade slain, 
  with the exclusion of Laucien, who is not in the estate at 
  the time of the fighting.  
    If all Distrades are defeated, and the Militia vanquished 
  or convinced, the city authorities will grant the party the 
  mentioned monetary reward as well.
  
  544
  Distrade Family
  Aldreany Distrade
  CR 6; XP 2,300
    Low
    Moderate
    Advanced
    Elite
  Challenge CR 6 
  XP 2,300
  CR 10 
  XP 5,900
  CR 14 
  XP 11,500
  CR 18 
  XP 20,000
  Class / HD Sorcerer 6
  Sorcerer 10
  Sorcerer 14
  Sorcerer 18
  Size / Aln
  Medium LE 
  Human
  Medium LE 
  Human
  Medium LE 
  Human
  Medium LE 
  Human
  HP
  30
  40
  60
  83
  Armor 
  Class
  17
  18
  18
  18
  Speed
  Walk 30’
  Walk 30’
  Walk 30’;
  Fly 30’
  Walk 30’;
  Fly 30’
  Ability 
  Scores / 
  Saves
  STR    14  (+2) 
  DEX   13 (+1) 
  CON  10 (+3) 
  INT    13 (+1) 
  WIS     7 (-2) 
  CHA  20 (+8)
  STR    14  (+2) 
  DEX   15 (+2) 
  CON  10 (+4) 
  INT    13 (+1) 
  WIS     7 (-2) 
  CHA  20 (+9)
  STR    14  (+2) 
  DEX   17 (+3) 
  CON  10 (+5) 
  INT    13 (+1) 
  WIS     7 (-2) 
  CHA  20 (+10)
  STR    14  (+2) 
  DEX   19 (+4) 
  CON  10 (+5) 
  INT    13 (+1) 
  WIS     7 (-2) 
  CHA  20 (+11)
  Skills
  -
  -
  -
  -
  Saves
  -
  -
  -
  -
  Vulnerabilities
  -
  -
  -
  -
  Immunities -
  -
  -
  -
  Senses
  Passive Perception 8
  Passive Perception 8
  Passive Perception 8
  Passive Perception 8
  Languages Common, Draconic, Dwarvish
  Attacks
  Ranged Crossbow, Light ) 
  --> 80 ft.’: -2 (1d8+1); 320 
  ft.’: -2 (1d8+1) 
  Melee Dagger +5 (1d4+2 ) 
  Ranged Dagger (Thrown) 20 
  ft.’: +5 (1d4+2); 60 ft.’: +5 
  (1d4+2) 
  Ranged Crossbow, Light 
  (Weapon +1) ) --> 80 ft.’: 
  +1 (1d8+3); 320 ft.’: +1 
  (1d8+3) 
  Melee Dagger (Weapon +1) 
  +7 (1d4+3 ) 
  Ranged Dagger (Weapon +1/
  Thrown) 20 ft.’: +7 (1d4+3); 
  60 ft.’: +7 (1d4+3) 
  Ranged Crossbow, Light 
  (Weapon +2) ) --> 80 ft.’: 
  +4 (1d8+5); 320 ft.’: +4 
  (1d8+5) 
  Melee Dagger (Weapon +2) 
  +10 (1d4+5 ) 
  Ranged Dagger (Weapon 
  +2/Thrown) 20 ft.’: +10 
  (1d4+5); 60 ft.’: +10 
  (1d4+5) Y
  Melee Dagger (Weapon +3) 
  +13 (1d4+7 ) 
  Ranged Dagger (Weapon 
  +3/Thrown) 20 ft.’: +13 
  (1d4+7); 60 ft.’: +13 
  (1d4+7) 
  Ranged Crossbow, Light 
  (Weapon +3) ) --> 80 ft.’: 
  +3 (1d8+7); 320 ft.’: +3 
  (1d8+7) 
  Special
  -
  -
  -
  -
  Proficiencies
  Crossbow (Light), Dagger, Dart, Quarterstaff, Sling
  LE; Medium Humanoid (Human)
  
  545
  Distrade Family
    Low
    Moderate
    Advanced
    Elite
  Special 
  Qualities
  Languages, Ability Score 
  Improvement, Cantrips, 
  Creating Spell Slots, 
  Draconic Bloodline, 
  Draconic Resilience, Dragon 
  Ancestor, Elemental Affinity, 
  Empowered Spell, Flexible 
  Casting, Font of Magic, 
  Metamagic, Sorcerous 
  Origin, Sorcery Points, Spell 
  Casting, Twinned Spell 
  Languages, Ability Score 
  Improvement, Cantrips, 
  Creating Spell Slots, 
  Draconic Bloodline, 
  Draconic Resilience, 
  Dragon Ancestor, Elemental 
  Affinity, Empowered Spell, 
  Flexible Casting, Font of 
  Magic, Heightened Spell, 
  Metamagic, Sorcerous 
  Origin, Sorcery Points, Spell 
  Casting, Twinned Spell
  Languages, Ability Score 
  Improvement, Cantrips, 
  Creating Spell Slots, 
  Draconic Bloodline, 
  Draconic Resilience, 
  Dragon Ancestor, Dragon 
  Wings, Elemental Affinity, 
  Empowered Spell, 
  Flexible Casting, Font of 
  Magic, Heightened Spell, 
  Metamagic, Sorcerous 
  Origin, Sorcery Points, Spell 
  Casting, Twinned Spell 
  Languages, Ability Score 
  Improvement, Cantrips, 
  Creating Spell Slots, 
  Draconic Bloodline, 
  Draconic Presence, Draconic 
  Resilience, Dragon Ancestor, 
  Dragon Wings, Elemental 
  Affinity, Empowered Spell, 
  Flexible Casting, Font of 
  Magic, Heightened Spell, 
  Metamagic, Quickened 
  Spell, Sorcerous Origin, 
  Sorcery Points, Spell Casting, 
  Twinned Spell 
  Spell-
  casting
  Save DC 16; Spell Atk +8
  3rd: clairvoyance; dispel 
  magic; fear
  2nd: detect thoughts; hold 
  person; invisibility
  1st: charm person; 
  comprehend languages; 
  disguise self; sleep
  Save DC 17; Spell Atk +9
  5th: dominate person; hold 
  monster
  4th: confusion; dimension 
  door; dominate beast
  3rd: clairvoyance; dispel 
  magic; fear
  2nd: detect thoughts; hold 
  person; invisibility
  1st: charm person; 
  comprehend languages; 
  disguise self; sleep
  Save DC 18; Spell Atk +10
  7th: finger of death
  6th: mass suggestion
  5th: dominate person; hold 
  monster; telekinesis
  4th: confusion; dimension 
  door; dominate beast
  3rd: clairvoyance; dispel 
  magic; fear
  2nd: detect thoughts; hold 
  person; invisibility
  1st: charm person; 
  comprehend languages; 
  disguise self; sleep
  Save DC 19; Spell Atk +11
  9th: time stop
  8th: dominate monster
  7th: finger of death
  6th: mass suggestion
  5th: dominate person; hold 
  monster; telekinesis
  4th: confusion; dimension 
  door; dominate beast
  3rd: clairvoyance; dispel 
  magic; fear
  2nd: detect thoughts; hold 
  person; invisibility
  1st: charm person; 
  comprehend languages; 
  disguise self; sleep
  Equipment
  Light crossbow;
  crossbow bolts (10x);
  dagger;
  elven chain
  +1 Light crossbow;
  crossbow bolts (10x);
  +1 dagger;
  +1 elven chain
  +2 Light crossbow;
  crossbow bolts (10x);
  +2 dagger;
  +2 elven chain
  +3 Light crossbow;
  crossbow bolts (10x);
  +3 dagger;
  +3 elven chain
  Special Abilities
  Languages You can speak, read, and write Common and one extra 
  language of your choice. Humans typically learn the languages of other 
  peoples they deal with, including obscure dialects. They are fond of 
  sprinkling their speech with words borrowed from other tongues: Orc 
  curses, Elvish musical expressions, Dwarvish military phrases, and so on.
  Creating Spell Slots Spell Slot Level-Sorcery Point Cost: 1st-2; 2nd-3; 
  3rd-5; 4th-6; 5th-7. Converting a Spell Slot to Sorcery Points. As a bonus 
  action on your turn, you can expend one spell slot and gain a number of 
  sorcery points equal to the slot’s level.
  Draconic Bloodline Your innate magic comes from draconic magic that 
  was mingled with your blood or that of your ancestors. Most often, 
  sorcerers with this origin trace their descent back to a mighty sorcerer of 
  ancient times who made a bargain with a dragon or who might even have 
  claimed a dragon parent. Some of these bloodlines are well established 
  in the world, but most are obscure. Any given sorcerer could be the 
  first of a new bloodline, as a result of a pact or some other exceptional 
  circumstance. You can speak, read, and write Draconic. Additionally, 
  whenever you make a Charisma check when interacting with dragons, 
  your proficiency bonus is doubled if it applies to the check.
  Draconic Presence Beginning at 18th level, you can channel the dread 
  presence of your dragon ancestor, causing those around you to become 
  awestruck or frightened. As an action, you can spend 5 sorcery points 
  to draw on this power and exude an aura of awe or fear (your choice) to 
  a distance of 60 feet. For 1 minute or until you lose your concentration 
  (as if you were casting a concentration spell), each hostile creature that 
  starts its turn in this aura must succeed on a Wisdom saving throw or be 
  charmed (if you chose awe) or frightened (if you chose fear) until the aura 
  ends. A creature that succeeds on this saving throw is immune to your 
  aura for 24 hours.
  Draconic Resilience As magic flows through your body, it causes physical 
  traits of your dragon ancestors to emerge. At 1st level, your hit point 
  maximum increases by 1 and increases by 1 again whenever you gain a 
  level in this class. Additionally, parts of your skin are covered by a thin 
  sheen of dragon-like scales. When you aren’t wearing armor, your AC 
  equals 13 + your Dexterity modifier.
  Dragon Ancestor At 1st level, you choose one type of dragon as your 
  ancestor. The damage type associated with each dragon is used by 
  features you gain later. Blue, Damage Type Lightning. You can speak, read, 
  and write Draconic. Additionally, whenever you make a Charisma check 
  when interacting with dragons, your proficiency bonus is doubled if it 
  applies to the check.
  Dragon Wings At 14th level, you gain the ability to sprout a pair of 
  dragon wings from your back, gaining a flying speed equal to your current 
  speed. You can create these wings as a bonus action on your turn. They 
  last until you dismiss them as a bonus action on your turn. You can’t 
  manifest your wings while wearing armor unless the armor is made to 
  accommodate them, and clothing not made to accommodate your wings 
  might be destroyed when you manifest them.
  Elemental Affinity Starting at 6th level, when you cast a spell that deals 
  damage of the type associated with your draconic ancestry, add 5 to 
  
  546
  Distrade Family
  that damage. At the same time, you can spend 1 sorcery point to gain 
  resistance to that damage type for 1 hour. The damage bonus applies to 
  one damage roll of a spell, not multiple rolls.
  Empowered Spell When you roll damage for a spell, you can spend 1 
  sorcery point to reroll a number of the damage dice up to 5. You must 
  use the new rolls. You can use Empowered Spell even if you have already 
  used a different Metamagic option during the casting of the spell.
  Flexible Casting You can use your sorcery points to gain additional spell 
  slots, or sacrifice spell slots to gain additional sorcery points. You learn 
  other ways to use your sorcery points as you reach higher levels. Creating 
  Spell Slots. You can transform unexpended sorcery points into one spell 
  slot as a bonus action on your turn. The Creating Spell Slots table shows 
  the cost of creating a spell slot of a given level. You can create spell slots 
  no higher in level than 5th. The created spell slots vanish at the end of a 
  long rest.
  Font of Magic At 2nd level, you tap into a deep wellspring of magic within 
  yourself. This wellspring is represented by sorcery points, which allow you 
  to create a variety of magical effects.
  Heightened Spell When you cast a spell that forces a creature to make a 
  saving throw to resist its effects, you can spend 3 sorcery points to give 
  one target of the spell disadvantage on its first saving throw made against 
  the spell.
  Quickened Spell When you cast a spell that has a casting time of 1 action, 
  you can spend 2 sorcery points to change the casting time to 1 bonus 
  action for this casting.
  Sorcery Points You have 18 sorcery points. You can never have more 
  sorcery points than 18 at once. You regain all spent sorcery points when 
  you finish a long rest.
  Twinned Spell When you cast a spell that targets only one creature and 
  doesn’t have a range of self, you can spend a number of sorcery points 
  equal to the spell’s level to target a second creature in range with the 
  same spell (1 sorcery point if the spell is a cantrip). To be eligible for 
  Twinned Spell, a spell must be incapable of targeting more than one 
  creature at the spell’s current level.
  
  547
  Distrade Family
  Table 38: Attitude Modifiers for The Distrade Crime Family
  Starting Attitude:  
  14 (Indifferent)
  Name
  Condition
  Effect
  Notes
  Action
  PCs attack without provocation
  -15
  Does not stack with other attack-based modifiers
  Action
  PCs attack with provocation
  -10
  Does not stack with other attack-based modifiers
  Conversation
  PCs threaten violence
  -5
  -
  Action
  NPC witnesses the PCs commit a 
  crime
  +1
  Assumes the crime does not involve the NPC; stacks with 
  other modifiers that involve crimes against the NPC; does 
  not stack with other “witnesses crime” modifiers
  Action
  NPC witnesses the PCs commit 
  murder
  +2
  Assumes the crime does not involve the NPC; stacks with 
  other modifiers that involve crimes against the NPC; does 
  not stack with other “witnesses crime” modifiers
  Action
  NPC witnesses the PCs commit 
  murder in self-defense
  +1
  Assumes the crime does not involve the NPC; stacks with 
  other modifiers that involve crimes against the NPC; does 
  not stack with other “witnesses crime” modifiers
  Action
  Villain witnesses the PCs 
  discussing the villain and/or 
  their henchmen
  -4
  Does not stack with other “witness” modifiers
  Action
  PCs defend this NPC against 
  violence
  +10
  Does not stack with other “witness” modifiers
  Conversation
  PCs attempt a bribe (for 
  information, for action)
  -1
  GM’s discretion as to whether the bribe produces results 
  (positive or negative!)
  Conversation
  PCs share Rumors / Lore 
  +1
  Per each Rumor shared; maximum +4
  Extant
  One or more PCs have been 
  arrested
  +2
  Per offense, no limit
  Extant
  PCs have slain a guard, but have 
  not been caught
  +5
  Per offense, maximum -15 total
  Action
  PCs heal or “boon” this NPC
  +5
  Per healing spell/potion/skill check or beneficial spell or 
  effect; maximum +15
  Action
  PCs refuse to help when asked
  -3
  Per request; no maximum
  Action
  PCs agree to help when asked
  +4
  Per request; maximum +12
  Action
  NPC joins party for any length 
  of time
  +5
  Does not stack with subsequent iterations of itself 
  (maximum effect +5 no matter how many times NPC joins 
  party)
  Action
  PCs save this NPC’s life
  +15
  Either as part of a Quest, or as an offer made of the 
  party’s own initiative
  Conversation
  PCs fail at an Intimidate check 
  for any reason
  -2
  Per failed check; no maximum
  Investigation
  PCs discover something 
  fundamental about this villain’s 
  MO or deeds and/or discovers 
  lair or residence
  -10
  “Fundamental” is left to the GM to adjudicate; stacks with 
  other Investigation modifiers
  Investigation
  PCs rescue a victim, recover a 
  corpse, or otherwise “undo” or 
  find hard evidence of death at 
  the hands of this villain
  -10
  Initial and first-time-only; -2 per additional victim or 
  evidence beyond the first; no limit; stacks with other 
  Investigation modifiers
  Investigation
  PCs give evidence of this villain’s 
  crimes to authorities
  -8
  Stacks with other Investigation modifiers
  
  548
  Distrade Family
  Cillyn Distrade
  CR 6; XP 2,300
    Low
    Moderate
    Advanced
    Elite
  Challenge CR 6 
  XP 2,300
  CR 10 
  XP 5,900
  CR 14 
  XP 11,500
  CR 18 
  XP 20,000
  Class / HD Fighter 6
  Fighter 10
  Fighter 14
  Fighter 18
  Size / Aln
  Medium NE  
  Elf (High)
  Medium NE  
  Elf (High)
  Medium NE  
  Elf (High)
  Medium NE  
  Elf (High)
  HP
  40
  65
  88
  102
  Armor 
  Class
  18
  20
  23
  25
  Speed
  Walk 30’
  Walk 30’
  Walk 30’
  Walk 30’
  Ability 
  Scores / 
  Saves
  STR    17  (+6) 
  DEX   13 (+1) 
  CON  10 (+3) 
  INT    11 (+0) 
  WIS   10 (+0) 
  CHA  18 (+4)
  STR    19  (+8) 
  DEX   13 (+1) 
  CON  10 (+4) 
  INT    11 (+0) 
  WIS   10 (+0) 
  CHA  18 (+4)
  STR    20  (+10) 
  DEX   16 (+3) 
  CON  10 (+5) 
  INT    11 (+0) 
  WIS   10 (+0) 
  CHA  18 (+4)
  STR    20  (+10) 
  DEX   18 (+4) 
  CON  10 (+6) 
  INT    11 (+0) 
  WIS   10 (+0) 
  CHA  18 (+4)
  Skills
  -
  -
  -
  -
  Saves
  -
  -
  -
  -
  Vulnerabilities
  -
  -
  -
  -
  Immunities -
  -
  -
  -
  Senses
  Passive Perception 13
  Armor - Disadvantage on 
  Stealth
  Passive Perception 14
  Armor - Disadvantage on 
  Stealth
  Passive Perception 15
  Armor - Disadvantage on 
  Stealth
  Passive Perception 16
  Armor - Disadvantage on 
  Stealth
  Languages Common, Dwarvish, Elvish
  Attacks
  Melee Mace +6/+6 (1d6+5 
  ) 
  Ranged Longbow ) --> 150 
  ft.’: +4/+4 (1d8+1); 600 
  ft.’: +4/+4 (1d8+1) 
  Melee Dagger +6/+6 
  (1d4+5 ) 
  Ranged Dagger (Thrown) 20 
  ft.’: +6/+6 (1d4+3); 60 ft.’: 
  +6/+6 (1d4+3)
  Melee Mace (Weapon +1) 
  +9/+9 (1d6+7 ) 
  Ranged Longbow ) --> 150 
  ft.’: +5/+5 (1d8+1); 600 ft.’: 
  +5/+5 (1d8+1) 
  Melee Dagger +8/+8 
  (1d4+6) 
  Ranged Dagger (Thrown) 20 
  ft.’: +8/+8 (1d4+4); 60 ft.’: 
  +8/+8 (1d4+4) 
  Melee Mace (Weapon +2) 
  +12/+12/+12 (1d6+9 ) 
  Ranged Longbow ) --> 150 
  ft.’: +8/+8/+8 (1d8+3); 
  600 ft.’: +8/+8/+8 (1d8+3) 
  Melee Dagger 
  +10/+10/+10 (1d4+7 ) 
  Ranged Dagger (Thrown) 
  20 ft.’: +10/+10/+10 
  (1d4+5); 60 ft.’: 
  +10/+10/+10 (1d4+5) 
  Melee Mace (Weapon +3) 
  +14/+14/+14 (1d6+10 ) 
  Ranged Longbow ) --> 150 
  ft.’: +10/+10/+10 (1d8+4); 
  600 ft.’: +10/+10/+10 
  (1d8+4) 
  Melee Dagger +11/+11/+11 
  (1d4+7 ) 
  Ranged Dagger (Thrown) 20 
  ft.’: +11/+11/+11 (1d4+5); 
  60 ft.’: +11/+11/+11 
  (1d4+5) 
  Special
  -
  -
  -
  -
  NE; Medium Humanoid (Elf)
  
  549
  Distrade Family
    Low
    Moderate
    Advanced
    Elite
  Proficiencies
  Battleaxe, Blowgun, Club, Crossbow (Hand), Crossbow (Heavy), Crossbow (Light), Dagger, Dart, Flail, Glaive, Greataxe, 
  Greatclub, Greatsword, Halberd, Handaxe, Javelin, Lance, Light Hammer, Longbow, Longsword, Mace, Maul, Morningstar, 
  Net, Pike, Quarterstaff, Rapier, Scimitar, Shortbow, Shortsword, Sickle, Sling, Spear, Trident, Unarmed Strike, War Pick, 
  Warhammer, Whip
  Special 
  Qualities
  Cantrip, Darkvision, Elf 
  Weapon Training, Extra 
  Language, Fey Ancestry, 
  Keen Senses, Languages, 
  Trance, Ability Score 
  Improvement, Action Surge, 
  Champion, Extra Attack, 
  Fighting Style, Improved 
  Critical, Martial Archetype, 
  Second Wind, Dueling 
  Cantrip, Darkvision, Elf 
  Weapon Training, Extra 
  Language, Fey Ancestry, 
  Keen Senses, Languages, 
  Trance, Ability Score 
  Improvement, Action Surge, 
  Additional Fighting Style, 
  Champion, Extra Attack, 
  Fighting Style, Improved 
  Critical, Indomitable, Martial 
  Archetype, Remarkable 
  Athlete, Second Wind, 
  Dueling, Protection
  Cantrip, Darkvision, Elf 
  Weapon Training, Extra 
  Language, Fey Ancestry, 
  Keen Senses, Languages, 
  Trance, Ability Score 
  Improvement, Action Surge, 
  Additional Fighting Style, 
  Champion, Extra Attack, 
  Fighting Style, Improved 
  Critical, Indomitable, Martial 
  Archetype, Remarkable 
  Athlete, Second Wind, 
  Dueling, Protection 
  Cantrip, Darkvision, Elf 
  Weapon Training, Extra 
  Language, Fey Ancestry, 
  Keen Senses, Languages, 
  Trance, Ability Score 
  Improvement, Action Surge, 
  Additional Fighting Style, 
  Champion, Extra Attack, 
  Fighting Style, Improved 
  Critical, Indomitable, Martial 
  Archetype, Remarkable 
  Athlete, Second Wind, 
  Superior Critical, Survivor, 
  Dueling, Protection
  Spell-
  casting
  -
  -
  -
  -
  Equipment
  Mace;
  half-plate armor;
  shield;
  longbow;
  arrows (20x);
  dagger
  +1 Mace;
  +1 half-plate armor;
  +1 shield;
  longbow;
  arrows (20x);
  dagger
  +2 Mace;
  +2 half-plate armor;
  +2 shield;
  longbow;
  arrows (20x);
  dagger
  +3 Mace;
  +3 half-plate armor;
  +3 shield;
  longbow;
  arrows (20x);
  dagger
  Special Abilities
  Cantrip You know one cantrip of your choice from the wizard spell list. 
  Intelligence is your spellcasting ability for it. Spell save DC 14; Spell attack 
  modifier +6
  Darkvision Accustomed to twilit forests and the night sky, you have 
  superior vision in dark and dim conditions. You can see in dim light within 
  60 feet of you as if it were bright light, and in darkness as if it were dim 
  light. You can’t discern color in darkness, only shades of gray.
  Elf Weapon Training You have proficiency with the longsword, 
  shortsword, shortbow, and longbow.
  Extra Language You can speak, read, and write one extra language of your 
  choice.
  Fey Ancestry You have advantage on saving throws against being 
  charmed, and magic can’t put you to sleep.
  Keen Senses You have proficiency in the Perception skill.
  Languages You can speak, read, and write Common and Elvish. Elvish is 
  fluid, with subtle intonations and intricate grammar. Elven literature is rich 
  and varied, and their songs and poems are famous among other races. 
  Many bards learn their language so they can add Elvish ballads to their 
  repertoires.
  Trance Elves don’t need to sleep. Instead, they meditate deeply, remaining 
  semiconscious, for 4 hours a day. (The Common word for such meditation 
  is “trance.”) While meditating, you can dream after a fashion; such dreams 
  are actually mental exercises that have become reflexive through years of 
  practice. After resting in this way, you gain the same benefit that a human 
  does from 8 hours of sleep.
  Action Surge Starting at 2nd level, you can push yourself beyond your 
  normal limits for a moment. On your turn, you can take one additional 
  action on top of your regular action and a possible bonus action. Once 
  you use this feature, you must finish a short or long rest before you can 
  use it again. You can use this feature 2 time(s) before a rest, but only once 
  on the same turn.
  Champion The archetypal Champion focuses on the development of raw 
  physical power honed to deadly perfection. Those who model themselves 
  on this archetype combine rigorous training with physical excellence to 
  deal devastating blows.
  Extra Attack Beginning at 5th level, you can attack twice, instead of once, 
  whenever you take the Attack action on your turn. The number of attacks 
  increases to three when you reach 11th level in this class and to four 
  when you reach 20th level in this class.
  Improved Critical Beginning when you choose this archetype at 3rd level, 
  your weapon attacks score a critical hit on a roll of 19 or 20.
  Indomitable Beginning at 9th level, you can reroll a saving throw that you 
  fail. If you do so, you must use the new roll, and you can’t use this feature 
  again until you finish a long rest. You can use this feature 3 time(s) 
  between long rests.
  Remarkable Athlete Starting at 7th level, you can add half your proficiency 
  bonus (round up) to any Strength, Dexterity, or Constitution check you 
  make that doesn’t already use your proficiency bonus. In addition, when 
  you make a running long jump, the distance you can cover increases by a 
  number of feet equal to +5.
  Second Wind You have a limited well of stamina that you can draw on to 
  protect yourself from harm. On your turn, you can use a bonus action to 
  regain hit points equal to 1d10 + your fighter level. Once you use this 
  feature, you must finish a short or long rest before you can use it again.
  Superior Critical Starting at 15th level, your weapon attacks score a 
  critical hit on a roll of 18-20.
  Survivor At 18th level, you attain the pinnacle of resilience in battle. At 
  the start of each of your turns, you regain hit points equal to 5 if you have 
  no more than half of your hit points left. You don’t gain this benefit if you 
  have 0 hit points.
  Dueling When you are wielding a melee weapon in one hand and no other 
  weapons, you gain a +2 bonus to damage rolls with that weapon.
  Protection When a creature you can see attacks a target other than 
  you that is within 5 feet of you, you can use your reaction to impose 
  disadvantage on the attack roll. You must be wielding a shield.
  
  550
  Distrade Family
  Lia Distrade
  CR 5; XP 1,800
    Low
    Moderate
    Advanced
    Elite
  Challenge CR 5 
  XP 1,800
  CR 9 
  XP 5,000
  CR 13 
  XP 10,000
  CR 17 
  XP 18,000
  Class / HD Fighter 5
  Fighter 9
  Fighter 13
  Fighter 17
  Size / Aln
  Medium CE  
  Half-Elf
  Medium CE  
  Half-Elf
  Medium CE  
  Half-Elf
  Medium CE  
  Half-Elf
  HP
  39
  59
  78
  120
  Armor 
  Class
  15
  16
  17
  18
  Speed
  Walk 30’
  Walk 30’
  Walk 30’
  Walk 30’
  Ability 
  Scores / 
  Saves
  STR    15  (+5) 
  DEX   18 (+4) 
  CON  10 (+3) 
  INT    13 (+1) 
  WIS     8 (-1) 
  CHA  14 (+2)
  STR    17  (+7) 
  DEX   20 (+5) 
  CON  10 (+4) 
  INT    13 (+1) 
  WIS     8 (-1) 
  CHA  14 (+2)
  STR    19  (+9) 
  DEX   20 (+5) 
  CON  10 (+5) 
  INT    13 (+1) 
  WIS     8 (-1) 
  CHA  14 (+2)
  STR    20  (+11) 
  DEX   20 (+5) 
  CON  10 (+7) 
  INT    13 (+1) 
  WIS     8 (-1) 
  CHA  14 (+2)
  Skills
  -
  -
  -
  -
  Saves
  -
  -
  -
  -
  Vulnerabilities
  -
  -
  -
  -
  Immunities -
  -
  -
  -
  Senses
  Passive Perception 12
  Passive Perception 13
  Passive Perception 14
  Passive Perception 15
  Languages Common, Dwarvish, Elvish
  Attacks
  Melee Dagger +7 (1d4+4 ) 
  Ranged *Dagger (Thrown) 
  20 ft.’: +7/+7 (1d4+4); 60 
  ft.’: +7/+7 (1d4+4) 
  Melee Shortsword +7/+7 
  (1d6+4 ) 
  Ranged Crossbow, Light ) 
  --> 80 ft.’: +7/+7 (1d8+4); 
  320 ft.’: +7/+7 (1d8+4) 
  Melee Dagger (Weapon +1) 
  +10 (1d4+6 ) 
  Melee Dagger (Weapon +1/
  Thrown) 20 ft.’: +10/+10 
  (1d4+6); 60 ft.’: +10/+10 
  (1d4+6) 
  Melee Shortsword (Weapon 
  +1) +10/+10 (1d6+6 ) 
  Ranged Crossbow, Light ) --> 
  80 ft.’: +9/+9 (1d8+5); 320 
  ft.’: +9/+9 (1d8+5) 
  Melee Dagger (Weapon +2) 
  +12 (1d4+7 ) 
  Ranged Dagger (Weapon 
  +2/Thrown) 20 ft.’: 
  +12/+12/+12 (1d4+7); 60 
  ft.’: +12/+12/+12 (1d4+7) 
  Melee Shortsword (Weapon 
  +2) +12/+12/+12 (1d6+7 ) 
  Ranged Crossbow, Light ) 
  --> 80 ft.’: +10/+10/+10 
  (1d8+5); 320 ft.’: 
  +10/+10/+10 (1d8+5) 
  Melee Dagger (Weapon +3) 
  +14 (1d4+8 ) 
  Ranged Dagger (Weapon 
  +3/Thrown) 20 ft.’: 
  +14/+14/+14 (1d4+8); 60 
  ft.’: +14/+14/+14 (1d4+8) 
  Melee Shortsword (Weapon 
  +3) +14/+14/+14 (1d6+8 ) 
  Ranged Crossbow, Light ) 
  --> 80 ft.’: +11/+11/+11 
  (1d8+5); 320 ft.’: 
  +11/+11/+11 (1d8+5) 
  Special
  -
  -
  -
  -
  Proficiencies
  Battleaxe, Blowgun, Club, Crossbow (Hand), Crossbow (Heavy), Crossbow (Light), Dagger, Dart, Flail, Glaive, Greataxe, 
  Greatclub, Greatsword, Halberd, Handaxe, Javelin, Lance, Light Hammer, Longbow, Longsword, Mace, Maul, Morningstar, 
  Net, Pike, Quarterstaff, Rapier, Scimitar, Shortbow, Shortsword, Sickle, Sling, Spear, Trident, Unarmed Strike, War Pick, 
  Warhammer, Whip
  CE; Medium Humanoid (Human, Elf)
  
  551
  Distrade Family
    Low
    Moderate
    Advanced
    Elite
  Special 
  Qualities
  Darkvision, Fey Ancestry, 
  Languages, Skill Versatility, 
  Ability Score Improvement, 
  Action Surge, Champion, 
  Extra Attack, Fighting Style, 
  Improved Critical, Martial 
  Archetype, Second Wind, 
  Two-Weapon Fighting
  Darkvision, Fey Ancestry, 
  Languages, Skill Versatility, 
  Ability Score Improvement, 
  Action Surge, Champion, 
  Extra Attack, Fighting 
  Style, Improved Critical, 
  Indomitable, Martial 
  Archetype, Remarkable 
  Athlete, Second Wind, Two-
  Weapon Fighting 
  Darkvision, Fey Ancestry, 
  Languages, Skill Versatility, 
  Ability Score Improvement, 
  Action Surge, Additional 
  Fighting Style, Champion, 
  Extra Attack, Fighting 
  Style, Improved Critical, 
  Indomitable, Martial 
  Archetype, Remarkable 
  Athlete, Second Wind, 
  Protection, Two-Weapon 
  Fighting
  Darkvision, Fey Ancestry, 
  Languages, Skill Versatility, 
  Ability Score Improvement, 
  Action Surge, Additional 
  Fighting Style, Champion, 
  Extra Attack, Fighting 
  Style, Improved Critical, 
  Indomitable, Martial 
  Archetype, Remarkable 
  Athlete, Second Wind, 
  Superior Critical, Protection, 
  Two-Weapon Fighting
  Spell-
  casting
  -
  -
  -
  -
  Equipment
  Shortsword;
  dagger;
  elven chain;
  light crossbow;
  crossbow bolts (10x)
  +1 Shortsword;
  +1 dagger;
  +1 elven chain;
  light crossbow;
  crossbow bolts (10x)
  +2 Shortsword;
  +2 dagger;
  +2 elven chain;
  light crossbow;
  crossbow bolts (10x)
  +3 Shortsword;
  +3 dagger;
  +3 elven chain;
  light crossbow;
  crossbow bolts (10x)
  Special Abilities
  Darkvision Thanks to your elf blood, you have superior vision in dark and 
  dim conditions. You can see in dim light within 60 feet of you as if it were 
  bright light, and in darkness as if it were dim light. You can’t discern color 
  in darkness, only shades of gray.
  Fey Ancestry You have advantage on all saving throws against being 
  charmed or put to sleep.
  Languages You can speak, read, and write Common, Elvish, and one extra 
  language of your choice.
  Action Surge Starting at 2nd level, you can push yourself beyond your 
  normal limits for a moment. On your turn, you can take one additional 
  action on top of your regular action and a possible bonus action. Once 
  you use this feature, you must finish a short or long rest before you can 
  use it again. You can use this feature 2 time(s) before a rest, but only once 
  on the same turn.
  Champion The archetypal Champion focuses on the development of raw 
  physical power honed to deadly perfection. Those who model themselves 
  on this archetype combine rigorous training with physical excellence to 
  deal devastating blows.
  Extra Attack Beginning at 5th level, you can attack twice, instead of once, 
  whenever you take the Attack action on your turn. The number of attacks 
  increases to three when you reach 11th level in this class and to four 
  when you reach 20th level in this class.
  Improved Critical Beginning when you choose this archetype at 3rd level, 
  your weapon attacks score a critical hit on a roll of 19 or 20.
  Indomitable Beginning at 9th level, you can reroll a saving throw that 
  you fail. If you do so, you must use the new roll, and you can’t use this 
  feature again until you finish a long rest. You can use this feature 3 time(s) 
  between long rests.
  Remarkable Athlete Starting at 7th level, you can add half your proficiency 
  bonus (round up) to any Strength, Dexterity, or Constitution check you 
  make that doesn’t already use your proficiency bonus. In addition, when 
  you make a running long jump, the distance you can cover increases by a 
  number of feet equal to +5.
  Second Wind You have a limited well of stamina that you can draw on to 
  protect yourself from harm. On your turn, you can use a bonus action to 
  regain hit points equal to 1d10 + your fighter level. Once you use this 
  feature, you must finish a short or long rest before you can use it again.
  Superior Critical Starting at 15th level, your weapon attacks score a critical 
  hit on a roll of 18-20.
  Protection When a creature you can see attacks a target other than 
  you that is within 5 feet of you, you can use your reaction to impose 
  disadvantage on the attack roll. You must be wielding a shield.
  Two-Weapon Fighting When you engage in two-weapon fighting, you can 
  add your ability modifier to the damage of the second attack.
  
  552
  Distrade Family
  Laucien Distrade
  CR 5; XP 1,800
    Low
    Moderate
    Advanced
    Elite
  Challenge CR 5 
  XP 1,800
  CR 9 
  XP 5,000
  CR 13 
  XP 10,000
  CR 17 
  XP 18,000
  Class / HD Cleric 5
  Cleric 9
  Cleric 13
  Cleric 17
  Size / Aln
  Medium LN 
  Half-Elf
  Medium LN 
  Half-Elf
  Medium LN 
  Half-Elf
  Medium LN 
  Half-Elf
  HP
  36
  64
  86
  100
  Armor 
  Class
  17
  18
  20
  23
  Speed
  Walk 30’
  Walk 30’
  Walk 30’
  Walk 30’
  Ability 
  Scores / 
  Saves
  STR    12  (+1) 
  DEX   13 (+1) 
  CON  13 (+1) 
  INT    10 (+0) 
  WIS   18 (+7) 
  CHA  15 (+5)
  STR    12  (+1) 
  DEX   13 (+1) 
  CON  13 (+1) 
  INT    10 (+0) 
  WIS   18 (+8) 
  CHA  17 (+7)
  STR    12  (+1) 
  DEX   13 (+1) 
  CON  13 (+1) 
  INT    12 (+1) 
  WIS   18 (+9) 
  CHA  17 (+8)
  STR    12  (+1) 
  DEX   15 (+2) 
  CON  13 (+1) 
  INT    12 (+1) 
  WIS   18 (+10) 
  CHA  17 (+9)
  Skills
  -
  -
  -
  -
  Saves
  -
  -
  -
  -
  Vulnerabilities
  -
  -
  -
  -
  Immunities -
  -
  -
  -
  Senses
  Passive Perception 14
  Passive Perception 14
  Passive Perception 14
  Passive Perception 14
  Languages Common, Dwarvish, Elvish
  Attacks
  Melee Mace +4 (1d6+1 ) 
  Melee Dagger +4 (1d4+1 ) 
  Ranged Dagger (Thrown) 20 
  ft.’: +4 (1d4+1); 60 ft.’: +4 
  (1d4+1) 
  Ranged Crossbow, Light ) 
  --> 80 ft.’: +4 (1d8+1); 320 
  ft.’: +4 (1d8+1) 
  Melee Mace (Weapon +1) 
  +6 (1d6+2 ) 
  Melee Dagger +5 (1d4+1 ) 
  Ranged Dagger (Thrown) 20 
  ft.’: +5 (1d4+1); 60 ft.’: +5 
  (1d4+1) 
  Ranged Crossbow, Light ) --> 
  80 ft.’: +5 (1d8+1); 320 ft.’: 
  +5 (1d8+1) 
  Melee Mace (Weapon +2) 
  +8 (1d6+3 ) 
  Melee Dagger +6 (1d4+1 ) 
  Ranged Dagger (Thrown) 
  20 ft.’: +6 (1d4+1); 60 ft.’: 
  +6 (1d4+1) 
  Ranged Crossbow, Light ) 
  --> 80 ft.’: +6 (1d8+1); 320 
  ft.’: +6 (1d8+1) 
  Melee Mace (Weapon +3) 
  +10 (1d6+4 ) 
  Melee Dagger +8 (1d4+2 ) 
  Ranged Dagger (Thrown) 20 
  ft.’: +8 (1d4+2); 60 ft.’: +8 
  (1d4+2) 
  Ranged Crossbow, Light ) --> 
  80 ft.’: +8 (1d8+2); 320 ft.’: 
  +8 (1d8+2) 
  Special
  -
  -
  -
  -
  Proficiencies
  Club, Crossbow (Light), Dagger, Dart, Greatclub, Handaxe, Javelin, Light Hammer, Mace, Quarterstaff, Shortbow, Sickle, 
  Sling, Spear, Unarmed Strike
  LN; Medium Humanoid (Human, Elf)
  
  553
  Distrade Family
    Low
    Moderate
    Advanced
    Elite
  Special 
  Qualities
  Darkvision, Fey Ancestry, 
  Languages, Skill Versatility, 
  Ability Score Improvement, 
  Bonus Proficiency, Cantrips, 
  Channel Divinity, Channel 
  Divinity: Preserve Life, 
  Channel Divinity: Turn 
  Undead, Destroy Undead 
  (CR 1/2), Disciple of Life, 
  Divine Domain, Spellcasting 
  Ability
  Darkvision, Fey Ancestry, 
  Languages, Skill Versatility, 
  Ability Score Improvement, 
  Blessed Healer, Bonus 
  Proficiency, Cantrips, 
  Channel Divinity, Channel 
  Divinity: Preserve Life, 
  Channel Divinity: Turn 
  Undead, Destroy Undead (CR 
  1), Disciple of Life, Divine 
  Domain, Divine Strike, 
  Spellcasting Ability
  Darkvision, Fey Ancestry, 
  Languages, Skill Versatility, 
  Ability Score Improvement, 
  Blessed Healer, Bonus 
  Proficiency, Cantrips, 
  Channel Divinity, Channel 
  Divinity: Preserve Life, 
  Channel Divinity: Turn 
  Undead, Destroy Undead 
  (CR 2), Disciple of Life, 
  Divine Domain, Divine 
  Intervention, Divine Strike, 
  Spellcasting Ability
  Darkvision, Fey Ancestry, 
  Languages, Skill Versatility, 
  Ability Score Improvement, 
  Blessed Healer, Bonus 
  Proficiency, Cantrips, 
  Channel Divinity, Channel 
  Divinity: Preserve Life, 
  Channel Divinity: Turn 
  Undead, Destroy Undead (CR 
  4), Disciple of Life, Divine 
  Domain, Divine Intervention, 
  Divine Strike, Spellcasting 
  Ability, Supreme Healing
  Spell-
  casting
  Save DC 15; Spell Atk +7
  3rd: beacon of hope; mass 
  healing word
  2nd: aid; calm emotions; 
  lesser restoration
  1st: bless; command; detect 
  evil and good; healing word
  Save DC 16; Spell Atk +8
  5th: greater restoration; 
  mass cure wounds
  4th: death ward; freedom of 
  movement; stone shape
  3rd: beacon of hope; dispel 
  magic; mass healing word
  2nd: aid; calm emotions; 
  lesser restoration
  1st: bless; command; detect 
  evil and good; healing word
  Save DC 17; Spell Atk +9
  7th: symbol
  6th: blade barrier
  5th: greater restoration; 
  mass cure wounds
  4th: death ward; freedom of 
  movement; stone shape
  3rd: beacon of hope; dispel 
  magic; mass healing word
  2nd: aid; calm emotions; 
  lesser restoration
  1st: bless; command; 
  detect evil and good; 
  healing word
  Save DC 18; Spell Atk +10
  9th: mass heal
  8th: antimagic field
  7th: symbol
  6th: blade barrier
  5th: greater restoration; 
  mass cure wounds
  4th: death ward; freedom of 
  movement; stone shape
  3rd: beacon of hope; dispel 
  magic; mass healing word
  2nd: aid; calm emotions; 
  lesser restoration
  1st: bless; command; detect 
  evil and good; healing word
  Equipment
  Mace;
  breastplate;
  shield;
  light crossbow;
  crossbow bolts (10x);
  dagger
  +1 Mace;
  +1 breastplate;
  shield;
  light crossbow;
  crossbow bolts (10x);
  dagger
  +2 Mace;
  +2 breastplate;
  +1 shield;
  light crossbow;
  crossbow bolts (10x);
  dagger
  +3 Mace;
  +3 breastplate;
  +2 shield;
  light crossbow;
  crossbow bolts (10x);
  dagger
  Special Abilities
  Darkvision Thanks to your elf blood, you have superior vision in dark and 
  dim conditions. You can see in dim light within 60 feet of you as if it were 
  bright light, and in darkness as if it were dim light. You can’t discern color 
  in darkness, only shades of gray.
  Fey Ancestry You have advantage on all saving throws against being 
  charmed or put to sleep.
  Languages You can speak, read, and write Common, Elvish, and one extra 
  language of your choice.
  Blessed Healer Beginning at 6th level, the healing spells you cast on 
  others heal you as well. When you cast a spell of 1st level or higher that 
  restores hit points to a creature other than you, you regain hit points equal 
  to 2 + the spell’s level.
  Bonus Proficiency When you choose this domain at 1st level, you gain 
  proficiency with heavy armor.
  Channel Divinity At 2nd level, you gain the ability to channel divine energy 
  directly from your deity, using that energy to fuel magical effects. You 
  start with two such effects: Turn Undead and an effect determined by 
  your domain. Some domains grant you additional effects as you advance 
  in levels, as noted in the domain description. When you use your Channel 
  Divinity, you choose which effect to create. You must then finish a short 
  or long rest to use your Channel Divinity again. Some Channel Divinity 
  effects require saving throws. When you use such an effect from this 
  class, the DC equals your cleric spell save DC. You can use your Channel 
  Divinity 2 times between rests. When you finish a short or long rest, you 
  regain your expended uses.
  Channel Divinity: Preserve Life Starting at 2nd level, you can use your 
  Channel Divinity to heal the badly injured. As an action, you present 
  your holy symbol and evoke healing energy that can restore a number of 
  hit points equal to 85. Choose any creatures within 30 feet of you, and 
  divide those hit points among them. This feature can restore a creature to 
  no more than half of its hit point maximum. You can’t use this feature on 
  an undead or a construct.
  Channel Divinity: Turn Undead As an action, you present your holy symbol 
  and speak a prayer censuring the undead. Each undead that can see or 
  hear you within 30 feet of you must make a Wisdom saving throw. If the 
  creature fails its saving throw, it is turned for 1 minute or until it takes 
  any damage. A turned creature must spend its turns trying to move as far 
  away from you as it can, and it can’t willingly move to a space within 30 
  feet of you. It also can’t take reactions. For its action, it can use only the 
  Dash action or try to escape from an effect that prevents it from moving. 
  If there’s nowhere to move, the creature can use the Dodge action.
  Destroy Undead (CR 4) Starting at 5th level, when an undead fails its 
  saving throw against your Turn Undead feature, the creature is instantly 
  destroyed if its challenge rating is at or below a certain threshold, as 
  shown in the Destroy Undead table.
  Disciple of Life Also starting at 1st level, your healing spells are more 
  
  554
  Distrade Family
  effective. Whenever you use a spell of 1st level or higher to restore hit 
  points to a creature, the creature regains additional hit points equal to 2 + 
  the spell’s level.
  Divine Domain Choose one domain related to your deity: Knowledge, 
  Life, Light, Nature, Tempest, Trickery, or War. The Life domain is 
  detailed at the end of the class description and provides examples of 
  gods associated with it. See the Player’s Handbook for details on all 
  the domains. Your choice grants you domain spells and other features 
  when you choose it at 1st level. It also grants you additional ways to use 
  Channel Divinity when you gain that feature at 2nd level, and additional 
  benefits at 6th, 8th, and 17th levels.
  Divine Intervention Beginning at 10th level, you can call on your deity to 
  intervene on your behalf when your need is great. Imploring your deity’s 
  aid requires you to use your action. Describe the assistance you seek, and 
  roll percentile dice. If you roll a number equal to or lower than 17, then 
  your deity intervenes. The DM chooses the nature of the intervention; 
  the effect of any cleric spell or cleric domain spell would be appropriate. 
  If your deity intervenes, you can’t use this feature again for 7 days. 
  Otherwise, you can use it again after you finish a long rest. At 20th level, 
  your call for intervention succeeds automatically, no roll required.
  Divine Strike At 8th level, you gain the ability to infuse your weapon 
  strikes with divine energy. Once on each of your turns when you hit a 
  creature with a weapon attack, you can cause the attack to deal an extra 
  2d8 radiant damage to the target.
  Supreme Healing Starting at 17th level, when you would normally roll one 
  or more dice to restore hit points with a spell, you instead use the highest 
  number possible for each die. For example, instead of restoring 2d6 hit 
  points to a creature, you restore 12.
  
  555
  Distrade Family
  Diesa Dankill (advisor)
  CR 2; XP 450
    Low
    Moderate
    Advanced
    Elite
  Challenge CR 2 
  XP 450
  CR 6 
  XP 2,300
  CR 10 
  XP 5,900
  CR 14 
  XP 11,500
  Class / HD Rogue 2
  Rogue 6
  Rogue 10
  Rogue 14
  Size / Aln
  Medium LN 
  Dwarf (Hill)
  Medium LN 
  Dwarf (Hill)
  Medium LN 
  Dwarf (Hill)
  Medium LN 
  Dwarf (Hill)
  HP
  14
  30
  39
  57
  Armor 
  Class
  13
  15
  16
  17
  Speed
  Walk 25’
  Walk 25’
  Walk 25’
  Walk 25’
  Ability 
  Scores / 
  Saves
  STR    10  (+0) 
  DEX   13 (+3) 
  CON    8 (-1) 
  INT    15 (+4) 
  WIS   20 (+5) 
  CHA  12 (+1)
  STR    10  (+0) 
  DEX   15 (+5) 
  CON    8 (-1) 
  INT    15 (+5) 
  WIS   20 (+5) 
  CHA  12 (+1)
  STR    10  (+0) 
  DEX   15 (+5) 
  CON    8 (-1) 
  INT    17 (+6) 
  WIS   20 (+5) 
  CHA  12 (+1)
  STR    10  (+0) 
  DEX   15 (+6) 
  CON    8 (-1) 
  INT    19 (+8) 
  WIS   20 (+5) 
  CHA  12 (+1)
  Skills
  -
  -
  -
  -
  Saves
  -
  -
  -
  -
  Vulnerabilities
  -
  -
  -
  -
  Immunities -
  -
  -
  -
  Senses
  Passive Perception 17
  +4 Thieves’ Tools
  Passive Perception 18
  +6 Thieves’ Tools
  Passive Perception 21
  +6 Thieves’ Tools
  Passive Perception 23
  +8 Thieves’ Tools
  Languages Common, Dwarvish
  Attacks
  Melee Dagger +3 (1d4+1 ) 
  Ranged *Dagger (Thrown) 
  20 ft.’: +3 (1d4+1); 60 ft.’: 
  +3 (1d4+1) 
  Ranged Crossbow, Light ) 
  --> 80 ft.’: -7 (1d8+1); 320 
  ft.’: -7 (1d8+1) 
  Melee Dagger +5 (1d4+2 ) 
  Ranged Dagger (Thrown) 20 
  ft.’: +5 (1d4+2); 60 ft.’: +5 
  (1d4+2) 
  Ranged Crossbow, Light ) --> 
  80 ft.’: -5 (1d8+2); 320 ft.’: 
  -5 (1d8+2) 
  Melee Dagger +5 (1d4+2 ) 
  Ranged Dagger (Thrown) 
  20 ft.’: +5 (1d4+2); 60 ft.’: 
  +5 (1d4+2) 
  Ranged Crossbow, Light ) 
  --> 80 ft.’: -5 (1d8+2); 320 
  ft.’: -5 (1d8+2) 
  Melee Dagger +6 (1d4+2 ) 
  Melee *Dagger (Thrown) 20 
  ft.’: +6 (1d4+2); 60 ft.’: +6 
  (1d4+2) 
  Ranged *Crossbow, Light ) 
  --> 80 ft.’: -4 (1d8+2); 320 
  ft.’: -4 (1d8+2) 
  Special
  -
  -
  -
  -
  Proficiencies
  Crossbow (Light), Dagger, Dart, Quarterstaff, Sling
    Low
    Moderate
    Advanced
    Elite
  Challenge CR 2 
  XP 450
  CR 6 
  XP 2,300
  CR 10 
  XP 5,900
  CR 14 
  XP 11,500
  Class / HD Rogue 2
  Rogue 6
  Rogue 10
  Rogue 14
  Size / Aln
  Medium LN 
  Dwarf (Hill)
  Medium LN 
  Dwarf (Hill)
  Medium LN 
  Dwarf (Hill)
  Medium LN 
  Dwarf (Hill)
  HP
  14
  30
  39
  57
  Armor 
  Class
  13
  15
  16
  17
  Speed
  Walk 25’
  Walk 25’
  Walk 25’
  Walk 25’
  Ability 
  Scores / 
  Saves
  STR    10  (+0) 
  DEX   13 (+3) 
  CON    8 (-1) 
  INT    15 (+4) 
  WIS   20 (+5) 
  CHA  12 (+1)
  STR    10  (+0) 
  DEX   15 (+5) 
  CON    8 (-1) 
  INT    15 (+5) 
  WIS   20 (+5) 
  CHA  12 (+1)
  STR    10  (+0) 
  DEX   15 (+5) 
  CON    8 (-1) 
  INT    17 (+6) 
  WIS   20 (+5) 
  CHA  12 (+1)
  STR    10  (+0) 
  DEX   15 (+6) 
  CON    8 (-1) 
  INT    19 (+8) 
  WIS   20 (+5) 
  CHA  12 (+1)
  Skills
  -
  -
  -
  -
  Saves
  -
  -
  -
  -
  Vulnerabilities
  -
  -
  -
  -
  Immunities -
  -
  -
  -
  Senses
  Passive Perception 17
  +4 Thieves’ Tools
  Passive Perception 18
  +6 Thieves’ Tools
  Passive Perception 21
  +6 Thieves’ Tools
  Passive Perception 23
  +8 Thieves’ Tools
  Languages Common, Dwarvish
  Attacks
  Melee Dagger +3 (1d4+1 ) 
  Ranged *Dagger (Thrown) 
  20 ft.’: +3 (1d4+1); 60 ft.’: 
  +3 (1d4+1) 
  Ranged Crossbow, Light ) 
  --> 80 ft.’: -7 (1d8+1); 320 
  ft.’: -7 (1d8+1) 
  Melee Dagger +5 (1d4+2 ) 
  Ranged Dagger (Thrown) 20 
  ft.’: +5 (1d4+2); 60 ft.’: +5 
  (1d4+2) 
  Ranged Crossbow, Light ) --> 
  80 ft.’: -5 (1d8+2); 320 ft.’: 
  -5 (1d8+2) 
  Melee Dagger +5 (1d4+2 ) 
  Ranged Dagger (Thrown) 
  20 ft.’: +5 (1d4+2); 60 ft.’: 
  +5 (1d4+2) 
  Ranged Crossbow, Light ) 
  --> 80 ft.’: -5 (1d8+2); 320 
  ft.’: -5 (1d8+2) 
  Melee Dagger +6 (1d4+2 ) 
  Ranged Dagger (Thrown) 20 
  ft.’: +6 (1d4+2); 60 ft.’: +6 
  (1d4+2) 
  Ranged Crossbow, Light ) --> 
  80 ft.’: -4 (1d8+2); 320 ft.’: 
  -4 (1d8+2) 
  Special
  -
  -
  -
  -
  Proficiencies
  Battleaxe, Club, Crossbow (Hand), Crossbow (Light), Dagger, Dart, Greatclub, Handaxe, Javelin, Light Hammer, 
  Longsword, Mace, Quarterstaff, Rapier, Shortbow, Shortsword, Sickle, Sling, Spear, Unarmed Strike, Warhammer
  LN; Medium Humanoid (Dwarf)
  
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    Low
    Moderate
    Advanced
    Elite
  Special 
  Qualities
  Darkvision, Dwarven 
  Combat Training, 
  Dwarven Resilience, 
  Dwarven Toughness, 
  Languages, Smith’s Tools, 
  Stonecunning, Tool 
  Proficiency, Cunning Action, 
  Expertise, Sneak Attack, 
  Thieves’ Cant 
  Darkvision, Dwarven Combat 
  Training, Dwarven Resilience, 
  Dwarven Toughness, 
  Languages, Smith’s Tools, 
  Stonecunning, Tool 
  Proficiency, Ability Score 
  Improvement, Cunning 
  Action, Expertise, Fast 
  Hands, Roguish Archetype, 
  Second-Story Work, Sneak 
  Attack, Thief, Thieves’ Cant, 
  Uncanny Dodge
  Darkvision, Dwarven 
  Combat Training, 
  Dwarven Resilience, 
  Dwarven Toughness, 
  Languages, Smith’s Tools, 
  Stonecunning, Tool 
  Proficiency, Ability Score 
  Improvement, Cunning 
  Action, Evasion, Expertise, 
  Fast Hands, Roguish 
  Archetype, Second-Story 
  Work, Sneak Attack, Thief, 
  Thieves’ Cant, Uncanny 
  Dodge
  Darkvision, Dwarven Combat 
  Training, Dwarven Resilience, 
  Dwarven Toughness, 
  Languages, Smith’s Tools, 
  Stonecunning, Tool 
  Proficiency, Ability Score 
  Improvement, Cunning 
  Action, Evasion, Expertise, 
  Fast Hands, Reliable Talent, 
  Roguish Archetype, Second-
  Story Work, Sneak Attack, 
  Supreme Sneak, Thief, 
  Thieves’ Cant, Uncanny 
  Dodge
  Spell-
  casting
  -
  -
  -
  -
  Equipment
  Dagger;
  light crossbow;
  crossbow bolts (10x);
  studded leather armor
  Dagger;
  light crossbow;
  crossbow bolts (10x);
  +1 studded leather armor
  Dagger;
  light crossbow;
  crossbow bolts (10x);
  +2 studded leather 
  armor
  Dagger;
  light crossbow;
  crossbow bolts (10x);
  +3 studded leather armor
  Special Abilities
  Darkvision Accustomed to life underground, you have superior vision in 
  dark and dim conditions. You can see in dim light within 60 feet of you 
  as if it were bright light, and in darkness as if it were dim light. You can’t 
  discern color in darkness, only shades of gray.
  Dwarven Combat Training You have proficiency with the battleaxe, 
  handaxe, light hammer, and warhammer.
  Dwarven Resilience You have advantage on saving throws against poison, 
  and you have resistance against poison damage (explained in chapter 9).
  Dwarven Toughness Your hit point maximum increases by 1, and it 
  increases by 1 every time you gain a level.
  Languages You can speak, read, and write Common and Dwarvish. 
  Dwarvish is full of hard consonants and guttural sounds, and those 
  characteristics spill over into whatever other language a dwarf might 
  speak.
  Smith’s Tools Proficient with Artisan Smith’s Tools.
  Stonecunning Whenever you make an Intelligence (History) check related 
  to the origin of stonework, you are considered proficient in the History 
  skill and add double your proficiency bonus to the check, instead of your 
  normal proficiency bonus.
  Tool Proficiency You gain proficiency with the artisan’s tools of your 
  choice: smith’s tools, brewer’s supplies, or mason’s tools.
  Cunning Action Starting at 2nd level, your quick thinking and agility 
  allow you to move and act quickly. You can take a bonus action on each 
  of your turns in combat. This action can be used only to take the Dash, 
  Disengage, or Hide action.
  Evasion Beginning at 7th level, you can nimbly dodge out of the way of 
  certain area effects, such as a red dragon’s fiery breath or an ice storm 
  spell. When you are subjected to an effect that allows you to make a 
  Dexterity saving throw to take only half damage, you instead take no 
  damage if you succeed on the saving throw, and only half damage if you 
  fail.
  Fast Hands Starting at 3rd level, you can use the bonus action granted 
  by your Cunning Action to make a Dexterity (Sleight of Hand) check, use 
  your thieves’ tools to disarm a trap or open a lock, or take the Use an 
  Object action.
  Reliable Talent By 11th level, you have refined your chosen skills until they 
  approach perfection. Whenever you make an ability check that lets you 
  add your proficiency bonus, you can treat a d20 roll of 9 or lower as a 10.
  Second-Story Work When you choose this archetype at 3rd level, you 
  gain the ability to climb faster than normal; climbing no longer costs 
  you extra movement. In addition, when you make a running jump, the 
  distance you cover increases by a number of feet equal to 2.
  Sneak Attack Beginning at 1st level, you know how to strike subtly and 
  exploit a foe’s distraction. Once per turn, you can deal an extra 6d6 
  damage to one creature you hit with an attack if you have advantage on 
  the attack roll. The attack must use a finesse or a ranged weapon. You 
  don’t need advantage on the attack roll if another enemy of the target 
  is within 5 feet of it, that enemy isn’t incapacitated, and you don’t have 
  disadvantage on the attack roll.
  Supreme Sneak Starting at 9th level, you have advantage on a Dexterity 
  (Stealth) check if you move no more than half your speed on the same 
  turn.
  Thief You hone your skills in the larcenous arts. Burglars, bandits, 
  cutpurses, and other criminals typically follow this archetype, but so 
  do rogues who prefer to think of themselves as professional treasure 
  seekers, explorers, delvers, and investigators. In addition to improving 
  your agility and stealth, you learn skills useful for delving into ancient 
  ruins, reading unfamiliar languages, and using magic items you normally 
  couldn’t employ.
  Thieves’ Cant During your rogue training you learned thieves’ cant, a 
  secret mix of dialect, jargon, and code that allows you to hide messages 
  in seemingly normal conversation. Only another creature that knows 
  thieves’ cant understands such messages. It takes four times longer 
  to convey such a message than it does to speak the same idea plainly. 
  In addition, you understand a set of secret signs and symbols used to 
  convey short, simple messages, such as whether an area is dangerous or 
  the territory of a thieves’ guild, whether loot is nearby, or whether the 
  people in an area are easy marks or will provide a safe house for thieves 
  on the run.
  Uncanny Dodge Starting at 5th level, when an attacker that you can see 
  hits you with an attack, you can use your reaction to halve the attack’s 
  damage against you.
  
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  Humphrey Hocklash (sage)
  CR 2; XP 450
    Low
    Moderate
    Advanced
    Elite
  Challenge CR 2 
  XP 450
  CR 5 
  XP 1,800
  CR 8 
  XP 3,900
  CR 11 
  XP 7,200
  Class / HD Sorcerer 2
  Sorcerer 5
  Sorcerer 8
  Sorcerer 11
  Size / Aln
  Small CN 
  Halfling (Lightfoot)
  Small CN 
  Halfling (Lightfoot)
  Small CN 
  Halfling (Lightfoot)
  Small CN 
  Halfling (Lightfoot)
  HP
  9
  16
  24
  34
  Armor 
  Class
  15
  16
  17
  17
  Speed
  Walk 25’
  Walk 25’
  Walk 25’
  Walk 25’
  Ability 
  Scores / 
  Saves
  STR    8  (-1) 
  DEX   15 (+2) 
  CON    7 (+0) 
  INT      9 (-1) 
  WIS   13 (+1) 
  CHA  20 (+7)
  STR    8  (-1) 
  DEX   17 (+3) 
  CON    7 (+1) 
  INT      9 (-1) 
  WIS   13 (+1) 
  CHA  20 (+8)
  STR    8  (-1) 
  DEX   19 (+4) 
  CON    7 (+1) 
  INT      9 (-1) 
  WIS   13 (+1) 
  CHA  20 (+8)
  STR    8  (-1) 
  DEX   19 (+4) 
  CON    7 (+2) 
  INT      9 (-1) 
  WIS   13 (+1) 
  CHA  20 (+9)
  Skills
  -
  -
  -
  -
  Saves
  -
  -
  -
  -
  Vulnerabilities
  -
  -
  -
  -
  Immunities -
  -
  -
  -
  Senses
  Passive Perception 11
  Passive Perception 11
  Passive Perception 11
  Passive Perception 11
  Languages Common, Draconic, Halfling
  Attacks
  Melee Dagger (Small) +4 
  (1d4+2 ) 
  Ranged Dagger (Small/
  Thrown) 20 ft.’: +4 
  (1d4+2); 60 ft.’: +4 
  (1d4+2) 
  Ranged Sling (Small) ) --> 
  30 ft.’: -6 (1d4+2); 120 ft.’: 
  -6 (1d4+2) 
  Melee Dagger (Weapon +1) 
  (Small) +7 (1d4+4 ) 
  Ranged Dagger (Weapon +1) 
  (Small/Thrown) 20 ft.’: +7 
  (1d4+4); 60 ft.’: +7 (1d4+4) 
  Ranged Sling (Small) ) --> 30 
  ft.’: -4 (1d4+3); 120 ft.’: -4 
  (1d4+3) 
  Melee Dagger (Weapon +2) 
  (Small) +9 (1d4+6 ) 
  Ranged  Dagger (Weapon 
  +2) (Small/Thrown) 20 ft.’: 
  +9 (1d4+6); 60 ft.’: +9 
  (1d4+6) 
  Ranged Sling (Small) ) --> 
  30 ft.’: -3 (1d4+4); 120 ft.’: 
  -3 (1d4+4) 
  Melee Dagger (Weapon +3) 
  (Small) +11 (1d4+7 ) 
  Ranged  Dagger (Weapon 
  +3) (Small/Thrown) 20 ft.’: 
  +11 (1d4+7); 60 ft.’: +11 
  (1d4+7) 
  Ranged Sling (Small) ) --> 30 
  ft.’: -2 (1d4+4); 120 ft.’: -2 
  (1d4+4) 
  Special
  -
  -
  -
  -
  Proficiencies
  Crossbow (Light), Dagger, Dart, Quarterstaff, Sling
  CN; Small Humanoid (Halfling)
  
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    Low
    Moderate
    Advanced
    Elite
  Special 
  Qualities
  Brave, Halfling Nimbleness, 
  Languages, Lucky, Naturally 
  Stealthy, Cantrips, Creating 
  Spell Slots, Draconic 
  Bloodline, Draconic 
  Resilience, Dragon 
  Ancestor, Flexible Casting, 
  Font of Magic, Sorcerous 
  Origin, Sorcery Points, Spell 
  Casting 
  Brave, Halfling Nimbleness, 
  Languages, Lucky, Naturally 
  Stealthy, Ability Score 
  Improvement, Cantrips, 
  Creating Spell Slots, 
  Draconic Bloodline, 
  Draconic Resilience, Dragon 
  Ancestor, Empowered 
  Spell, Flexible Casting, 
  Font of Magic, Metamagic, 
  Sorcerous Origin, Sorcery 
  Points, Spell Casting, Subtle 
  Spell 
  Brave, Halfling Nimbleness, 
  Languages, Lucky, Naturally 
  Stealthy, Ability Score 
  Improvement, Cantrips, 
  Creating Spell Slots, 
  Draconic Bloodline, 
  Draconic Resilience, 
  Dragon Ancestor, Elemental 
  Affinity, Empowered Spell, 
  Flexible Casting, Font 
  of Magic, Metamagic, 
  Sorcerous Origin, Sorcery 
  Points, Spell Casting, Subtle 
  Spell 
  Brave, Halfling Nimbleness, 
  Languages, Lucky, Naturally 
  Stealthy, Ability Score 
  Improvement, Cantrips, 
  Creating Spell Slots, Distant 
  Spell, Draconic Bloodline, 
  Draconic Resilience, Dragon 
  Ancestor, Elemental Affinity, 
  Empowered Spell, Flexible 
  Casting, Font of Magic, 
  Metamagic, Sorcerous 
  Origin, Sorcery Points, Spell 
  Casting, Subtle Spell 
  Spell-
  casting
  Save DC 15; Spell Atk +7
  1st: charm person; 
  comprehend languages; 
  disguise self
  Save DC 16; Spell Atk +8
  3rd: clairvoyance; 
  counterspell
  2nd: detect thoughts; knock; 
  see invisibility
  1st: charm person; 
  comprehend languages; 
  disguise self; sleep
  Save DC 16; Spell Atk +8
  4th: dimension door; 
  greater invisibility
  3rd: clairvoyance; 
  counterspell; protection 
  from energy
  2nd: detect thoughts; 
  knock; see invisibility
  1st: charm person; 
  comprehend languages; 
  disguise self; sleep
  Save DC 17; Spell Atk +9
  6th: true seeing
  5th: seeming; telekinesis
  4th: confusion; dimension 
  door; greater invisibility
  3rd: clairvoyance; 
  counterspell; protection 
  from energy
  2nd: detect thoughts; knock; 
  see invisibility
  1st: charm person; 
  comprehend languages; 
  disguise self; sleep
  Equipment
  Dagger (small);
  sling (small);
  sling bullets (20x)
  +1 Dagger (small);
  sling (small);
  sling bullets (20x)
  +2 Dagger (small);
  sling (small);
  sling bullets (20x)
  +3 Dagger (small);
  sling (small);
  sling bullets (20x)
  Special Abilities
  Brave You have advantage on saving throws against being frightened.
  Halfling Nimbleness You can move through the space of any creature that 
  is of a size larger than yours.
  Languages You can speak, read, and write Common and Halfling. The 
  Halfling language isn’t secret, but halflings are loath to share it with 
  others. They write very little, so they don’t have a rich body of literature. 
  Their oral tradition, however, is very strong. Almost all halflings speak 
  Common to converse with the people in whose lands they dwell or 
  through which they are traveling.
  Lucky When you roll a 1 on an attack roll, ability check, or saving throw, 
  you can reroll the die and must use the new roll.
  Naturally Stealthy You can attempt to hide even when you are obscured 
  only by a creature that is at least one size larger than you.
  Creating Spell Slots Spell Slot Level-Sorcery Point Cost: 1st-2; 2nd-3; 
  3rd-5; 4th-6; 5th-7. Converting a Spell Slot to Sorcery Points. As a bonus 
  action on your turn, you can expend one spell slot and gain a number of 
  sorcery points equal to the slot’s level.
  Distant Spell When you cast a spell that has a range of 5 feet or greater, 
  you can spend 1 sorcery point to double the range of the spell. When you 
  cast a spell that has a range of touch, you can spend 1 sorcery point to 
  make the range of the spell 30 feet.
  Draconic Bloodline Your innate magic comes from draconic magic that 
  was mingled with your blood or that of your ancestors. Most often, 
  sorcerers with this origin trace their descent back to a mighty sorcerer of 
  ancient times who made a bargain with a dragon or who might even have 
  claimed a dragon parent. Some of these bloodlines are well established 
  in the world, but most are obscure. Any given sorcerer could be the 
  first of a new bloodline, as a result of a pact or some other exceptional 
  circumstance. You can speak, read, and write Draconic. Additionally, 
  whenever you make a Charisma check when interacting with dragons, 
  your proficiency bonus is doubled if it applies to the check.
  Draconic Resilience As magic flows through your body, it causes physical 
  traits of your dragon ancestors to emerge. At 1st level, your hit point 
  maximum increases by 1 and increases by 1 again whenever you gain a 
  level in this class. Additionally, parts of your skin are covered by a thin 
  sheen of dragon-like scales. When you aren’t wearing armor, your AC 
  equals 13 + your Dexterity modifier.
  Dragon Ancestor At 1st level, you choose one type of dragon as your 
  ancestor. The damage type associated with each dragon is used by 
  features you gain later. Green, Damage Type Poison. You can speak, read, 
  and write Draconic. Additionally, whenever you make a Charisma check 
  when interacting with dragons, your proficiency bonus is doubled if it 
  applies to the check.
  Elemental Affinity Starting at 6th level, when you cast a spell that deals 
  damage of the type associated with your draconic ancestry, add 5 to 
  that damage. At the same time, you can spend 1 sorcery point to gain 
  resistance to that damage type for 1 hour. The damage bonus applies to 
  one damage roll of a spell, not multiple rolls.
  Empowered Spell When you roll damage for a spell, you can spend 1 
  sorcery point to reroll a number of the damage dice up to 5. You must 
  use the new rolls. You can use Empowered Spell even if you have already 
  used a different Metamagic option during the casting of the spell.
  Flexible Casting You can use your sorcery points to gain additional spell 
  slots, or sacrifice spell slots to gain additional sorcery points. You learn 
  other ways to use your sorcery points as you reach higher levels. Creating 
  Spell Slots. You can transform unexpended sorcery points into one spell 
  slot as a bonus action on your turn. The Creating Spell Slots table shows 
  the cost of creating a spell slot of a given level. You can create spell slots 
  no higher in level than 5th. The created spell slots vanish at the end of a 
  
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  Distrade Family
  long rest.
  Font of Magic At 2nd level, you tap into a deep wellspring of magic within 
  yourself. This wellspring is represented by sorcery points, which allow you 
  to create a variety of magical effects.
  Sorcerous Origin Choose a sorcerous origin, which describes the source 
  of your innate magical power: Draconic Bloodline or Wild Magic, both 
  detailed at the end of the class description. Your choice grants you 
  features when you choose it at 1st level and again at 6th, 14th, and 18th 
  level.
  Sorcery Points You have 11 sorcery points. You can never have more 
  sorcery points than 11 at once. You regain all spent sorcery points when 
  you finish a long rest.
  Subtle Spell When you cast a spell, you can spend 1 sorcery point to cast 
  it without any somatic or verbal components.
  
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  561
  Gloom
  Gloom
  
  562
  Gloom
  Gloom
  Overview
  Gloom uses a hat of disguises to portray himself as a 
  gnomish alchemist.  In truth he is what we would in modern 
  times call a drug dealer.
  He pawns off his extracts to any who come to call, by calling 
  them things like “uppers” (enlarge effects) and “speedballs” 
  (haste effects).
  Gloom particularly enjoys mischief especially against people 
  who try to stiff him his payments.
  Appearance
  In his natural guise, Gloom is a gnomish Alchemist / Wizard 
  who dresses in thick, cloaklike leather coats, into which 
  he has sewn numerous pockets and hooks for dangling his 
  wares and secreting weapons.
  He also like to effect disguises, however.  Alternate forms 
  he is particularly proud of are a buxom halfling woman or a 
  tiefling male warrior of diminutive stature.
  No matter his guise, he is a somewhat compelling, intense 
  individual with a bit of chin stubble.
  Background
  Gloom hails from humble origins, the son of a fishmonger 
  who threw him out of the house when he was very young.
  Left alone for hours to fend for himself while his father 
  worked a double shift, the inquisitive and intelligent Gloom 
  naturally took to tinkering about the house, focusing on 
  kitchen wares and ingredients.  It wasn’t long until he 
  happened upon his father’s stash of ale and pipeweed, and 
  the beleaguered and exhausted father came home in the 
  middle of the night to discover his son passed out and the 
  house a complete disarray.
  Enraged and embarrassed, his father threw Gloom out of 
  the house.  In the aftermath, he searched the streets for his 
  outcast son, wanting to invite him back home, but Gloom 
  had already moved on, inspired by the life of mild crime he 
  quickly discovered.
  Gloom’s power and abilities grew over the ensuing years.  He 
  stole some books from an apothecary, and used them to gain 
  alchemical talents far beyond what he had once attempted in 
  his father’s kitchen.
  He has refined and cultivated his talents to create 
  concoctions that produce short-term boosts... often at the 
  expense of addictive properties or long-term unhealthiness.
  Demeanor
  Gloom is charming, in a rogueish and nefarious manner.  
  He is only too willing to make a quick, casual connection, 
  then push his wares as swiftly as possible.  Although this is 
  off-putting to many, the approach works very well: those 
  offended would likely not have made a purchase anyway; 
  those who aren’t too turned off by the mercenary aspect of 
  his approach usually make a rapid buy.
  Combat Tactics
  Gloom is no warrior, and knows it.  
  To this end, he employs henchmen to fight on his behalf.  
  Modus Operandi
  Gloom’s approach to his villany is simple: produce high-
  quality drugs, give them away free to new customers, and 
  then sell at increasing rates until the addict’s abilities and 
  funds are exhausted.  
  He cares nothing for the death and destruction of family and 
  society he leaves in his wake, and views any who succumb as 
  victims only of their own desires.
  Those who stiff him on payments, or those who seek to steal 
  from him or otherwise threaten his livelihood, will find him 
  suddenly and surprisingly generous: the concoctions he 
  then gives them for free by way of “apology” are poisons in 
  various degree.
  Those unable to pay Gloom are also sometimes enslaved to 
  his will: he gives them drugs to feed their need, and he uses 
  them as militant henchmen.
  Notoriety
  Gloom is well-known in underworld circles, and although 
  many profess to have never hard of him, he has clientele 
  throughout the various strata of society.
  Hooks, Integration, & Adventure 
  Seeds
  • Direct Attack: Gloom will sell, or attempt to sell, the PCs 
  his wares.
  • Plea of the Innocent: Someone whose life has been 
  ruined, or who has lost a loved one to Gloom’s vengeance, 
  asks the PCs to set things right.
  • Appeal from Authority: Town militia knows Gloom is 
  behind recent murders, but cannot prove it, and in fact it’s 
  likely his hirelings who did the actual deeds.
  • Faction Quest: Gloom is judged a menace to society, 
  perhaps by a religious faction, and the party is asked to 
  “move him out of town” by whatever means necessary.
  • Faction Impact: Gloom secures influence in a Faction 
  with which the PCs have an established relationship, likely 
  as a result of one of the Faction leaders being addicted to 
  his wares.
  
  563
  Gloom
  
  564
  Gloom
  FlexTable 36: Gloom Rumors & Lore
  A
  B
  C
  D
  DC
  Description
  Veracity
  -
  -
  -
  01-30
  -
  No Rumor
  No information is obtained.
  01-14
  01-14
  01-14
  31-39
  12
  The city is plagued by 
  druglords and dealers.
    Partially True.  It’s left to the GM 
  as to the level of impact “drug” dealing 
  affects your campaign world, but it is 
  suggested that Gloom’s approach to 
  alchemy, profit, and human nature be 
  notable and unusual.
  15-29
  15-30
  15-30
  01-30
  13
  Those who wish to feel a bit 
  better than normal have but 
  to traverse the proper alley, 
  so as to purchase a vial from 
  the dealer.
    True.  Gloom’s typical marketplace of 
  choice is indeed alleys.
  30-44
  31-45
  31-45
  31-39
  14
  Potions and draughts 
  He’s got by the dram
  Notions for aught 
  But take taste, and be 
  damned
    True.  The first few doses may be 
  given to new customers for free, but only 
  inasmuch as this will addict them.
  45-59
  46-60
  46-60
  40-49
  15
  There’s a black-market 
  apothecary by the name 
  of Gloom who creates 
  particular concoctions that 
  grant temporary boons.
    True.  This is nominally Gloom’s aim, 
  though the true purpose is the addictive 
  qualities.
  60-74
  60-69
  60-69
  50-59
  16
  Those who take free 
  samples from underworld 
  alchemists may soon find 
  their world turned upside 
  down by addiction.
    True.  This is a potent and usual side-
  effect of Gloom’s business practices.
  75-89
  70-97
  70-94
  60-69
  11
  Gloom is in fact a demon in 
  disguise, who sells potions 
  that trap the spirits of the 
  drinkers.
    False.  Though one may feasibly argue 
  that addiction does indeed trap some 
  aspect of the soul within the vials that 
  sustain it.
  90-00
  98-00
  95-00
  70-00
  13
  An alchemist known only 
  as “Gloom” haunts the 
  alleyways of the city, 
  appearing in many forms 
  and offering salvation in the 
  form of a vial.
    Partially True.  Gloom is his name, 
  and he uses a Hat of Disguise to change 
  his appearance, and his own sales pitch 
  commonly refers to “salvation”.
  • Collateral Damage: Gloom’s goons assault an NPC with 
  whom the PCs are conversing.  Though the party is urged 
  not to interfere, they may feel compelled to do so.
  • Disappearing Regular: A regularly-seen NPC vanishes, 
  now enslaved to Gloom in exchange for the drug they are 
  addicted to.
  Habits and Logistics
  Gloom is nearly always (
    85% chance) located in 
  alleyways within the city.  The remainder of the time, me 
  may be found in a low-class apartment that he rents on the 
  cheap, asleep.  
  Conversation
  Gloom is all business, all of the time.  However, he 
  recognizes that getting to know someone, to understand 
  their weaknesses and desires, is much a part of his trade, so 
  “small talk” and other chat is not unwelcome.
  He will, however, frequently push for a quick-fix, alchemical 
  solution to whatever issues the PCs discuss with him, always 
  trying to make a sale and close a deal.  
  If it becomes apparent that the PCs are not interested in 
  doing business with him, Gloom will make excuses and 
  hastily depart.
  Do you know of this addict? 
  (This can be a general question about any victim, actual or 
  suspected.)
   
    “Not sure.  Could be a customer, sure; I’ve many.  
  Haven’t seen them in a bit, though, if they are, and 
  mind you, I’m not saying for sure if they are.  I can’t 
  remember, is all.”
  Do you know what you sell is addictive to people?
   
    “What is addictive to one, may be an everyday affair to 
  
  565
  Gloom
  others.  I knew a dwarf—many, in fact, truth be told—
  who can drink a dozen ales in a sitting, stand up, and 
  then go fight with competence.  Then there’s this farmer, 
  right, who can’t get within a whiff of a tavern without 
  wrecking his entire livelihood with two mugs of mead.  
  It’s a funny thing, constitution, and what makes you tick.  
  So to answer your question... no, and how could I?  And 
  more to the point, it’s no business of mine what is or isn’t 
  something to somebody; it’s theirs and theirs alone.”
  Attitude Tracker Triggers
  Value
  Action
  <7
  Gloom will have his goons attack the party this 
  very evening, and will continue these attacks 
  until either he, or the party, is slain, or his 
  Attitude toward the party improves beyond this 
  threshold.
  <13
  Gloom will avoid the PCs if he sees them 
  coming, and will order his henchmen to block 
  their way and make good his escape if the party 
  pursues him.
  >18
  Gloom will offer everyone in the party several 
  free doses of mild uppers, and tells them 
  that he will give them discounts to further 
  purchases.  
  Take this with a grain of salt: this is much the 
  same smarmy sales pitch he gives to all new 
  customers.  
  Although the party has little way of knowing 
  it, in this scenario, the discount offered is 
  accurate; he will sell any common potion 
  (involving a 3rd-level spell or lower caliber) for 
  25% off of what it would cost typically.
  >24
  Gloom will not only offer 50% discounts on all 
  4th-level-or-lower potions and extracts he can 
  create, but will offer that the party can act as 
  enforcers in his retinue, for a reasonable daily 
  rate of compensation.
  Organization
  Gloom has no followers in the normal sense of the word; 
  he has hirelings whose exact population comes and goes 
  in service to better offers and the whim and flux of the 
  underworld’s job market, such as it is.
  Although he may attract no loyal following, Gloom is, if 
  nothing else, a businessman, and a successful one at that, 
  and so can afford to pay good rates.  
  Anywhere in the city, Gloom may call for help.  A single 
  round later, 
    1d4-1 (minimum 0) henchmen of each type 
  will arrive as reinforcements, and will keep showing up 
  every other round in this manner and quantity.
  Keep track of those summoned in this manner.  More 
  henchmen cannot be summoned than Gloom has available to 
  him in the city entire (see below).
  Henchmen, Retainers, and 
  Followers
  Dealers: 
    2d4 work for Gloom on a given evening.  These 
  are lower-level, common thugs who sell cheaper wares (i.e., 
  first-level spell doses).
  Enforcers: 
    2d6 of these are typically in service to Gloom 
  at a point in time.  Burly Barbarian types typically defend 
  Gloom and his Dealers, and can be found as bodyguards or 
  staking out territory in the city.
  Lair / Residence
  Gloom holds a modest, cheap, low-class apartment in town, 
  nothing more.
  Quests & Encounters
    Quest: Doom and Gloom
    Summary: One of the PCs is mistaken for a druglords, 
  and must determine what is really going on.
    Rewards:   
    950 gp / 
    3,800 gp / 
    7,300 gp / 
    
  14,000 gp; up to 
    3 Reward Stars.
    Locations: Any (urban).
    Key NPCs: Gloom, Enforcers, Dealers.
    Kickoff: A drug user approaches the PCs and asks for 
  another dose of their addictive substance.  The man is 
  obviously unwell, shaking, and looks in truth close to 
  death.
    Description:
  It seems that Gloom has noticed the PCs in town, and, on a 
  mischeivous whim, used his hat of disguise to impersonate 
  one of the PCs.  If there is a gnome in the party, that is 
  the pick; otherwise, randomly determine which PC was 
  impersonated.
  Several drug addicts have therefore recently done business 
  with a person whom they swear is that PC.
  The PCs can try to ignore the situation, but that will only 
  goad Gloom on to impersonate them further, thus attracting 
  many more addicts to the party.
  The exact mechanics of investigating what is going on 
  are left to the GM, in service to the particular campaign 
  setting, the party’s connections to the underworld, and so 
  on.  However, at minimum, it should involve attempts to talk 
  with seedy folk, at the very least bartenders and thieves, and 
  successful application of 
    1d3 
    Diplomacy or Sense 
  Motive checks, with a DC of 18 (this is constant, regardless 
  of difficulty range. 
   
  Repeated failures simply mean the mysterious addicts keep 
  appearing.  A successful DC 16 
    Intimidate check may get 
  a given addict to reveal the name of the person with whom 
  they believe they are speaking, which reduces the number of 
  “underworld checks” described above by 1 (minimum still 1). 
   
  
  566
  Gloom
  Success points the party in the direction of Gloom, who is 
  easily found in his natural guise the following evening if the 
  PCs explore alleys in town.
  When approached, Gloom will have 
    1d4+1 Enforcers 
  alongside him, just in case this exact eventuality occurs.
  Any scenario in which Gloom is slain is worth 
    2 Reward 
  Stars.  This reward stacks with the bonus below for Gloom 
  stopping his trade, since, of course, he will not be alive to 
  practice it any longer.  In addition, the PCs may collect a 
  bounty in the amount listed as a reward above from the city 
  militia, which has been collected from victims’ families and 
  various interested Factions in town.  
    Confronting Gloom requires some tact: in truth, he is 
  only too happy to give up his little game, and in fact had 
  been waiting to be caught.  However, he’s loathe to give 
  anyone anything for free, unless it pays off down the line. 
   
  He demands as tribute half of the gold piece reward 
  listed above to stop his tricks impersonating the party.  If 
  the PCs pay, he will indeed stop, and will even offer them 
  some free samples. 
   
  If the PCs do not stop, he will meaningfully ask his 
  Enforcers to advance.  At this point, the PCs may either 
  flee, attack, or talk Gloom down.
    If the party runs, Gloom will let them go; it’s just 
  good sport, after all.  He will, however, continue to 
  occasionally impersonate the PCs in drug dealing.   
   
  Where this leads from here is the GM’s dominion, but it 
  could prompt no end of entertaining adventure hooks, 
  such as mistakenly being arrested by the city militia!
    If the party attacks, or simply waits to be attacked, 
  Gloom will try to escape, summoning other underlings to 
  cover his escape.
    If the party wishes to talk him down, they have but 
  a single chance to do so before battle is joined: this 
  requires a 
    Diplomacy or Intimidate check, opposed 
  by Gloom’s Bluff skill; in this check, Gloom receives 
  a +4 circumstance bonus given that this is his entire 
  livelihood and business. 
   
  Failure means the Enforcers attack, and effectively 
  surprise the PCs.   
   
  Success means Gloom reconsiders what he has been 
  doing, and decides to retire.  This is worth 
    1 Reward 
  Star to the party.
  
  567
  Gloom
  Gloom
  CR 4; XP 200
    Low
    Moderate
    Advanced
    Elite
  Challenge CR 4 
  XP 1,100
  CR 8 
  XP 3,900
  CR 12 
  XP 8,400
  CR 16 
  XP 15,000
  Class / HD Wizard 4
  Wizard 8
  Wizard 12
  Wizard 16
  Size / Aln
  Small CN 
  Gnome (Rock)
  Small CN 
  Gnome (Rock)
  Small CN 
  Gnome (Rock)
  Small CN 
  Gnome (Rock)
  HP
  20
  39
  58
  78
  Armor 
  Class
  14
  15
  16
  17
  Speed
  Walk 25’
  Walk 25’
  Walk 25’
  Walk 25’
  Ability 
  Scores / 
  Saves
  STR    10  (+0) 
  DEX   13 (+1) 
  CON  12 (+1) 
  INT    18 (+6) 
  WIS     8 (+1) 
  CHA  16 (+3)
  STR    10  (+0) 
  DEX   15 (+2) 
  CON  12 (+1) 
  INT    18 (+7) 
  WIS     8 (+2) 
  CHA  16 (+3)
  STR    10  (+0) 
  DEX   17 (+3) 
  CON  12 (+1) 
  INT    18 (+8) 
  WIS     8 (+3) 
  CHA  16 (+3)
  STR    10  (+0) 
  DEX   19 (+4) 
  CON  12 (+1) 
  INT    18 (+9) 
  WIS     8 (+4) 
  CHA  16 (+3)
  Skills
  -
  -
  -
  -
  Saves
  -
  -
  -
  -
  Vulnerabilities
  -
  -
  -
  -
  Immunities -
  -
  -
  -
  Senses
  Passive Perception 9
  Passive Perception 9
  Passive Perception 9
  Passive Perception 9
  Languages Common, Gnomish
  Attacks
  Melee Dagger (Small) +3 
  (1d4+1 ) 
  Ranged Dagger (Small/
  Thrown) 20 ft.’: +3 
  (1d4+1); 60 ft.’: +3 
  (1d4+1) 
  Ranged Sling (Small) ) --> 
  30 ft.’: -7 (1d4+1); 120 ft.’: 
  -7 (1d4+1) 
  Melee Dagger (Weapon +1) 
  (Small) +6 (1d4+3 ) 
  Ranged Dagger (Weapon +1) 
  (Small/Thrown) 20 ft.’: +6 
  (1d4+3); 60 ft.’: +6 (1d4+3) 
  Ranged Sling (Small) ) --> 30 
  ft.’: -5 (1d4+2); 120 ft.’: -5 
  (1d4+2) 
  Melee Dagger (Weapon +2) 
  (Small) +9 (1d4+5 ) 
  Ranged Dagger (Weapon 
  +2) (Small/Thrown) 20 ft.’: 
  +9 (1d4+5); 60 ft.’: +9 
  (1d4+5) 
  Ranged Sling (Small) ) --> 
  30 ft.’: -3 (1d4+3); 120 ft.’: 
  -3 (1d4+3) 
  Melee Dagger (Weapon +3) 
  (Small) +12 (1d4+7 ) 
  Ranged Dagger (Weapon 
  +3) (Small/Thrown) 20 ft.’: 
  +12 (1d4+7); 60 ft.’: +12 
  (1d4+7) 
  Ranged Sling (Small) ) --> 30 
  ft.’: -1 (1d4+4); 120 ft.’: -1 
  (1d4+4) 
  Special
  -
  -
  -
  -
  Proficiencies
  Crossbow (Light), Dagger, Dart, Quarterstaff, Sling
  CN; Small Humanoid (Gnome)
  
  568
  Gloom
    Low
    Moderate
    Advanced
    Elite
  Special 
  Qualities
  Artificer’s Lore, Darkvision, 
  Gnome Cunning, Languages, 
  Tinker, Tinker’s Tools, 
  Ability Score Improvement, 
  Arcane Recovery, Arcane 
  Tradition, Cantrips, 
  Evocation Savant, Preparing 
  and Casting Spells, 
  Ritual Casting, School of 
  Evocation, Sculpt Spells
  Artificer’s Lore, Darkvision, 
  Gnome Cunning, Languages, 
  Tinker, Tinker’s Tools, Ability 
  Score Improvement, Arcane 
  Recovery, Arcane Tradition, 
  Cantrips, Evocation Savant, 
  Potent Cantrip, Preparing 
  and Casting Spells, Ritual 
  Casting, School of Evocation, 
  Sculpt Spells
  Artificer’s Lore, Darkvision, 
  Gnome Cunning, 
  Languages, Tinker, Tinker’s 
  Tools, Ability Score 
  Improvement, Arcane 
  Recovery, Arcane Tradition, 
  Cantrips, Empowered 
  Evocation, Evocation 
  Savant, Potent Cantrip, 
  Preparing and Casting 
  Spells, Ritual Casting, 
  School of Evocation, Sculpt 
  Spells
  Artificer’s Lore, Darkvision, 
  Gnome Cunning, Languages, 
  Tinker, Tinker’s Tools, Ability 
  Score Improvement, Arcane 
  Recovery, Arcane Tradition, 
  Cantrips, Empowered 
  Evocation, Evocation Savant, 
  Overchannel, Potent Cantrip, 
  Preparing and Casting Spells, 
  Ritual Casting, School of 
  Evocation, Sculpt Spells 
  Spell-
  casting
  Save DC 14; Spell Atk +6
  2nd: detect thoughts; hold 
  person; knock
  1st: charm person; 
  expeditious retreat; hideous 
  laughter; sleep
  Save DC 151; Spell Atk +7
  4th: greater invisibility; 
  private sanctum
  3rd: clairvoyance; dispel 
  magic; hypnotic pattern
  2nd: detect thoughts; hold 
  person; knock
  1st: charm person; 
  expeditious retreat; hideous 
  laughter; sleep
  Save DC 16; Spell Atk +8
  6th: mass suggestion
  5th: dominate person; 
  modify memory
  4th: greater invisibility; 
  private sanctum; secret 
  chest
  3rd: clairvoyance; dispel 
  magic; hypnotic pattern
  2nd: detect thoughts; hold 
  person; knock
  1st: charm person; 
  expeditious retreat; hideous 
  laughter; sleep
  Save DC 17; Spell Atk +9
  8th: maze
  7th: forcecage
  6th: mass suggestion
  5th: dominate person; 
  modify memory
  4th: greater invisibility; 
  private sanctum; secret chest
  3rd: clairvoyance; dispel 
  magic; hypnotic pattern
  2nd: detect thoughts; hold 
  person; knock
  1st: charm person; 
  expeditious retreat; hideous 
  laughter; sleep
  Equipment
  Dagger (small);
  sling (small);
  sling bullets (20x)
  +1 Dagger (small);
  sling (small);
  sling bullets (20x)
  +2 Dagger (small);
  sling (small);
  sling bullets (20x)
  +3 Dagger (small);
  sling (small);
  sling bullets (20x)
  Special Abilities
  Artificer’s Lore Whenever you make a History check related to magic 
  items, alchemical objects, ar technological devices, you can add twice 
  your proficiency bonus (10), instead of any proficiency bonus you 
  normally appIy.
  Darkvision Accustomed to life underground, you have superior vision in 
  dark and dim conditions. You can see in dim light within 60 feet of you 
  as if it w ere bright light, and in darkness as if it were dim light. You can’t 
  discern color in darkness, only shades of gray.
  Gnome Cunning You have advantage on all Intelligence, Wisdom, and 
  Charisma saving throws against magic.
  Languages You can speak, read, and write Common and Gnomish. The 
  Gnomish language, which uses the Dwarvish script, is renowned for its 
  technical treatises and its catalogs of knowledge about the natural world.
  Tinker You have proficiency with tinker’s tools. Using those tools, you can 
  spend 1 hour and 10 gp worth of materiaIs to construct a Tiny clockwork 
  device (AC 5, 1 hp). The device ceases to function after 24 hours. (unless 
  you spend 1 hour repairing it to keep the device functioning), or when 
  you use your action to dismantle it; at that time, you can reclaim the 
  materiaIs used to create it. You can have up to three such devices active 
  at a time. When you create a device, choose one of the following options: 
  Clockwork Toy: This toy is a clockwork animal or person, such as a frog, 
  mouse, bird, or soldier. When placed on the ground, the toy moves 5 feet 
  across the ground on each of your turns in a random direction. It makes 
  noises as appropriate to the creature it represents. Fire Starter: The device 
  produces a miniature flame, which you can use to light something like a 
  candle, torch, or campfire. Using the device requires your action. Music 
  Box: When opened, this music box plays a single song at a moderate 
  volume. The box stops playing when it reaches the song’s end or when it 
  is closed.
  Tinker’s Tools Proficient with Artisan Tinker’s Tools.
  Arcane Recovery You have learned to regain some of your magical energy 
  by studying your spellbook. Once per day when you finish a short rest, 
  you can choose expended spell slots to recover. The spell slots can have 
  a combined level that is equal to or less than 8, and none of the slots can 
  be 6th level or higher. For example, if you’re a 4th-level wizard, you can 
  recover up to two levels worth of spell slots. You can recover either a 
  2nd-level spell slot or two 1st-level spell slots.
  Empowered Evocation Beginning at 10th level, you can add +4 to the 
  damage roll of any wizard evocation spell you cast. The damage bonus 
  applies to one damage roll of a spell, not multiple rolls.
  Evocation Savant Beginning when you select this school at 2nd level, 
  the gold and time you must spend to copy an evocation spell into your 
  spellbook is halved.
  Overchannel Starting at 14th level, you can increase the power of your 
  simpler spells. When you cast a wizard spell of 5th level or lower that 
  deals damage, you can deal maximum damage with that spell. The first 
  time you do so, you suffer no adverse effect. If you use this feature again 
  before you finish a long rest, you take 2d12 necrotic damage for each 
  level of the spell, immediately after you cast it. Each time you use this 
  feature again before finishing a long rest, the necrotic damage per spell 
  level increases by 1d12. This damage ignores resistance and immunity. 
  The feature doesn’t benefit cantrips.
  Potent Cantrip Starting at 6th level, your damaging cantrips affect even 
  creatures that avoid the brunt of the effect. When a creature succeeds on 
  a saving throw against your cantrip, the creature takes half the cantrip’s 
  damage (if any) but suffers no additional effect from the cantrip.
  
  569
  Gloom
  Ritual Casting You can cast a wizard spell as a ritual if that spell has the 
  ritual tag and you have the spell in your spellbook. You don’t need to have 
  the spell prepared.
  School of Evocation You focus your study on magic that creates powerful 
  elemental effects such as bitter cold, searing flame, rolling thunder, 
  crackling lightning, and burning acid. Some evokers find employment in 
  military forces, serving as artillery to blast enemy armies from afar. Others 
  use their spectacular power to protect the weak, while some seek their 
  own gain as bandits, adventurers, or aspiring tyrants.
  Sculpt Spells Beginning at 2nd level, you can create pockets of relative 
  safety within the effects of your evocation spells. When you cast an 
  evocation spell that affects other creatures that you can see, you can 
  choose a number of them equal to 1 + the spell’s level. The chosen 
  creatures automatically succeed on their saving throws against the spell, 
  and they take no damage if they would normally take half damage on a 
  successful save.
  
  570
  Gloom
  Table 39: Attitude Modifiers for Gloom
  Starting Attitude:  
  17 (Indifferent)
  Name
  Condition
  Effect
  Notes
  Action
  PCs attack without provocation
  -15
  Does not stack with other attack-based modifiers
  Action
  PCs attack with provocation
  -10
  Does not stack with other attack-based modifiers
  Conversation
  PCs threaten violence
  -5
  -
  Action
  NPC witnesses the PCs commit a 
  crime
  +1
  Assumes the crime does not involve the NPC; stacks with 
  other modifiers that involve crimes against the NPC; does 
  not stack with other “witnesses crime” modifiers
  Action
  NPC witnesses the PCs commit 
  murder
  +2
  Assumes the crime does not involve the NPC; stacks with 
  other modifiers that involve crimes against the NPC; does 
  not stack with other “witnesses crime” modifiers
  Action
  NPC witnesses the PCs commit 
  murder in self-defense
  +1
  Assumes the crime does not involve the NPC; stacks with 
  other modifiers that involve crimes against the NPC; does 
  not stack with other “witnesses crime” modifiers
  Action
  Villain witnesses the PCs 
  discussing the villain and/or 
  their henchmen
  -4
  Does not stack with other “witness” modifiers
  Action
  PCs defend this NPC against 
  violence
  +10
  Does not stack with other “witness” modifiers
  Conversation
  PCs attempt a bribe (for 
  information, for action)
  -1
  GM’s discretion as to whether the bribe produces results 
  (positive or negative!)
  Conversation
  PCs share Rumors / Lore 
  +1
  Per each Rumor shared; maximum +4
  Extant
  One or more PCs have been 
  arrested
  +2
  Per offense, no limit
  Extant
  PCs have slain a guard, but have 
  not been caught
  +5
  Per offense, maximum -15 total
  Action
  PCs heal or “boon” this NPC
  +5
  Per healing spell/potion/skill check or beneficial spell or 
  effect; maximum +15
  Action
  PCs refuse to help when asked
  -3
  Per request; no maximum
  Action
  PCs agree to help when asked
  +4
  Per request; maximum +12
  Action
  NPC joins party for any length 
  of time
  +5
  Does not stack with subsequent iterations of itself 
  (maximum effect +5 no matter how many times NPC joins 
  party)
  Action
  PCs save this NPC’s life
  +15
  Either as part of a Quest, or as an offer made of the 
  party’s own initiative
  Conversation
  PCs fail at an Intimidate check 
  for any reason
  -2
  Per failed check; no maximum
  Investigation
  PCs discover something 
  fundamental about this villain’s 
  MO or deeds and/or discovers 
  lair or residence
  -10
  “Fundamental” is left to the GM to adjudicate; stacks with 
  other Investigation modifiers
  Investigation
  PCs rescue a victim, recover a 
  corpse, or otherwise “undo” or 
  find hard evidence of death at 
  the hands of this villain
  -10
  Initial and first-time-only; -2 per additional victim or 
  evidence beyond the first; no limit; stacks with other 
  Investigation modifiers
  Investigation
  PCs give evidence of this villain’s 
  crimes to authorities
  -8
  Stacks with other Investigation modifiers
  
  571
  Gloom
  Dealer
  CR 2; XP 450
    Low
    Moderate
    Advanced
    Elite
  Challenge CR 2 
  XP 450
  CR 6 
  XP 2,300
  CR 10 
  XP 5,900
  CR 14 
  XP 11,500
  Class / HD Rogue 2
  Rogue 6
  Rogue 10
  Rogue 14
  Size / Aln
  Small CE 
  Halfling (Lightfoot)
  Small CE 
  Halfling (Lightfoot)
  Small CE 
  Halfling (Lightfoot)
  Small CE 
  Halfling (Lightfoot)
  HP
  9
  26
  46
  65
  Armor 
  Class
  14
  16
  17
  19
  Speed
  Walk 25’
  Walk 25’
  Walk 25’
  Walk 25’
  Ability 
  Scores / 
  Saves
  STR    10  (+0) 
  DEX   17 (+5) 
  CON  10 (+0) 
  INT    13 (+3) 
  WIS     8 (-1) 
  CHA  13 (+1)
  STR    10  (+0) 
  DEX   19 (+7) 
  CON  10 (+0) 
  INT    13 (+4) 
  WIS     8 (-1) 
  CHA  13 (+1)
  STR    10  (+0) 
  DEX   19 (+8) 
  CON  12 (+1) 
  INT    13 (+5) 
  WIS     8 (-1) 
  CHA  13 (+1)
  STR    13  (+1) 
  DEX   20 (+10) 
  CON  12 (+1) 
  INT    13 (+6) 
  WIS     8 (-1) 
  CHA  13 (+1)
  Skills
  -
  -
  -
  -
  Saves
  -
  -
  -
  -
  Vulnerabilities
  -
  -
  -
  -
  Immunities -
  -
  -
  -
  Senses
  Passive Perception 11
  +4 Thieves’ Tools
  Passive Perception 12
  +6 Thieves’ Tools
  Passive Perception 13
  +8 Thieves’ Tools
  Passive Perception 14
  +10 Thieves’ Tools
  Languages Common, Halfling
  Attacks
  Melee Dagger (Small) +5 
  (1d4+3 ) 
  Rnaged Dagger (Small/
  Thrown) 20 ft.’: +5 
  (1d4+3); 60 ft.’: +5 
  (1d4+3) 
  Melee Mace (Small) +2 
  (1d6 ) 
  Ranged Dart (Small) ) --> 20 
  ft.’: +5 (1d4+3); 80 ft.’: +5 
  (1d4+3) 
  Melee Dagger (Small) +7 
  (1d4+4 ) 
  Ranged Dagger (Small/
  Thrown) 20 ft.’: +7 (1d4+4); 
  60 ft.’: +7 (1d4+4) 
  Melee Mace (Weapon +1) 
  (Small) +4 (1d6+1 ) 
  Ranged Dart (Small) ) --> 20 
  ft.’: +7 (1d4+4); 80 ft.’: +7 
  (1d4+4) 
  Melee Dagger (Small) +8 
  (1d4+4 ) 
  Ranged Dagger (Small/
  Thrown) 20 ft.’: +8 
  (1d4+4); 60 ft.’: +8 
  (1d4+4) 
  Melee Mace (Weapon +2) 
  (Small) +7 (1d6+3 ) 
  Ranged Dart (Small) ) --> 
  20 ft.’: +8 (1d4+4); 80 ft.’: 
  +8 (1d4+4) 
  Melee Dagger (Small) +10 
  (1d4+5 ) 
  Rnaged Dagger (Small/
  Thrown) 20 ft.’: +10 
  (1d4+5); 60 ft.’: +10 
  (1d4+5) 
  Melee Mace (Weapon +3) 
  (Small) +9 (1d6+4 ) 
  Ranged Dart (Small) ) --> 20 
  ft.’: +10 (1d4+5); 80 ft.’: 
  +10 (1d4+5) 
  Special
  -
  -
  -
  -
  Proficiencies
  Club, Crossbow (Hand), Crossbow (Light), Dagger, Dart, Greatclub, Handaxe, Javelin, Light Hammer, Longsword, Mace, 
  Quarterstaff, Rapier, Shortbow, Shortsword, Sickle, Sling, Spear, Unarmed Strike
  CE; Small Humanoid (Halfling)
  
  572
  Gloom
    Low
    Moderate
    Advanced
    Elite
  Special 
  Qualities
  Brave, Halfling Nimbleness, 
  Languages, Lucky, Naturally 
  Stealthy, Cunning Action, 
  Expertise, Sneak Attack, 
  Thieves’ Cant
  Brave, Halfling Nimbleness, 
  Languages, Lucky, Naturally 
  Stealthy, Ability Score 
  Improvement, Cunning 
  Action, Expertise, Fast 
  Hands, Roguish Archetype, 
  Second-Story Work, Sneak 
  Attack, Thief, Thieves’ Cant, 
  Uncanny Dodge
  Brave, Halfling Nimbleness, 
  Languages, Lucky, Naturally 
  Stealthy, Ability Score 
  Improvement, Cunning 
  Action, Evasion, Expertise, 
  Fast Hands, Roguish 
  Archetype, Second-Story 
  Work, Sneak Attack, 
  Supreme Sneak, Thief, 
  Thieves’ Cant, Uncanny 
  Dodge
  Brave, Halfling Nimbleness, 
  Languages, Lucky, Naturally 
  Stealthy, Ability Score 
  Improvement, Blindsense, 
  Cunning Action, Evasion, 
  Expertise, Fast Hands, 
  Reliable Talent, Roguish 
  Archetype, Second-Story 
  Work, Sneak Attack, Supreme 
  Sneak, Thief, Thieves’ Cant, 
  Uncanny Dodge, Use Magic 
  Device
  Spell-
  casting
  -
  -
  -
  -
  Equipment
  Dagger (small);
  mace (small);
  leather armor;
  dart (small, 5x)
  Dagger (small);
  +1 mace (small);
  +1 leather armor;
  dart (small, 5x)
  Dagger (small);
  +2 mace (small);
  +2 leather armor;
  dart (small, 5x)
  Dagger (small);
  +3 mace (small);
  +3 leather armor;
  dart (small, 5x)
  Special Abilities
  Brave You have advantage on saving throws against being frightened.
  Halfling Nimbleness You can move through the space of any creature that 
  is of a size larger than yours.
  Languages You can speak, read, and write Common and Halfling. The 
  Halfling language isn’t secret, but halflings are loath to share it with 
  others. They write very little, so they don’t have a rich body of literature. 
  Their oral tradition, however, is very strong. Almost all halflings speak 
  Common to converse with the people in whose lands they dwell or 
  through which they are traveling.
  Lucky When you roll a 1 on an attack roll, ability check, or saving throw, 
  you can reroll the die and must use the new roll.
  Naturally Stealthy You can attempt to hide even when you are obscured 
  only by a creature that is at least one size larger than you.
  Blindsense Starting at 14th level, if you are able to hear, you are aware of 
  the location of any hidden or invisible creature within 10 feet of you.
  Cunning Action Starting at 2nd level, your quick thinking and agility 
  allow you to move and act quickly. You can take a bonus action on each 
  of your turns in combat. This action can be used only to take the Dash, 
  Disengage, or Hide action.
  Evasion Beginning at 7th level, you can nimbly dodge out of the way of 
  certain area effects, such as a red dragon’s fiery breath or an ice storm 
  spell. When you are subjected to an effect that allows you to make a 
  Dexterity saving throw to take only half damage, you instead take no 
  damage if you succeed on the saving throw, and only half damage if you 
  fail.
  Fast Hands Starting at 3rd level, you can use the bonus action granted 
  by your Cunning Action to make a Dexterity (Sleight of Hand) check, use 
  your thieves’ tools to disarm a trap or open a lock, or take the Use an 
  Object action.
  Reliable Talent By 11th level, you have refined your chosen skills until they 
  approach perfection. Whenever you make an ability check that lets you 
  add your proficiency bonus, you can treat a d20 roll of 9 or lower as a 10.
  Second-Story Work When you choose this archetype at 3rd level, you gain 
  the ability to climb faster than normal; climbing no longer costs you extra 
  movement. In addition, when you make a running jump, the distance you 
  cover increases by a number of feet equal to 5.
  Sneak Attack Beginning at 1st level, you know how to strike subtly and 
  exploit a foe’s distraction. Once per turn, you can deal an extra 7d6 
  damage to one creature you hit with an attack if you have advantage on 
  the attack roll. The attack must use a finesse or a ranged weapon. You 
  don’t need advantage on the attack roll if another enemy of the target 
  is within 5 feet of it, that enemy isn’t incapacitated, and you don’t have 
  disadvantage on the attack roll.
  Supreme Sneak Starting at 9th level, you have advantage on a Dexterity 
  (Stealth) check if you move no more than half your speed on the same 
  turn.
  Thief You hone your skills in the larcenous arts. Burglars, bandits, 
  cutpurses, and other criminals typically follow this archetype, but so 
  do rogues who prefer to think of themselves as professional treasure 
  seekers, explorers, delvers, and investigators. In addition to improving 
  your agility and stealth, you learn skills useful for delving into ancient 
  ruins, reading unfamiliar languages, and using magic items you normally 
  couldn’t employ.
  Thieves’ Cant During your rogue training you learned thieves’ cant, a 
  secret mix of dialect, jargon, and code that allows you to hide messages 
  in seemingly normal conversation. Only another creature that knows 
  thieves’ cant understands such messages. It takes four times longer 
  to convey such a message than it does to speak the same idea plainly. 
  In addition, you understand a set of secret signs and symbols used to 
  convey short, simple messages, such as whether an area is dangerous or 
  the territory of a thieves’ guild, whether loot is nearby, or whether the 
  people in an area are easy marks or will provide a safe house for thieves 
  on the run.
  Uncanny Dodge Starting at 5th level, when an attacker that you can see 
  hits you with an attack, you can use your reaction to halve the attack’s 
  damage against you.
  Use Magic Device By 13th level, you have learned enough about the 
  workings of magic that you can improvise the use of items even when 
  they are not intended for you. You ignore all class, race, and level 
  requirements on the use of magic items.
  
  573
  Gloom
  Enforcer
  CR 2; XP 450
    Low
    Moderate
    Advanced
    Elite
  Challenge CR 2 
  XP 450
  CR 6 
  XP 2,300
  CR 10 
  XP 5,900
  CR 14 
  XP 11,500
  Class / HD Barbarian 2
  Barbarian 6
  Barbarian 10
  Barbarian 14
  Size / Aln
  Medium CN 
  Human
  Medium CN 
  Human
  Medium CN 
  Human
  Medium CN 
  Human
  HP
  21
  60
  89
  148
  Armor 
  Class
  13
  14
  16
  17
  Speed
  Walk 30’
  Walk 40’
  Walk 40’
  Walk 40’
  Ability 
  Scores / 
  Saves
  STR    17  (+5) 
  DEX   13 (+1) 
  CON  15 (+4) 
  INT      8 (-1) 
  WIS     9 (-1) 
  CHA  13 (+1)
  STR    19  (+7) 
  DEX   13 (+1) 
  CON  15 (+5) 
  INT      8 (-1) 
  WIS     9 (-1) 
  CHA  13 (+1)
  STR    20  (+9) 
  DEX   14 (+2) 
  CON  15 (+6) 
  INT      8 (-1) 
  WIS     9 (-1) 
  CHA  13 (+1)
  STR    20  (+10) 
  DEX   14 (+2) 
  CON  17 (+8) 
  INT      8 (-1) 
  WIS     9 (-1) 
  CHA  13 (+1)
  Skills
  -
  -
  -
  -
  Saves
  -
  -
  -
  -
  Vulnerabilities
  -
  -
  -
  -
  Immunities -
  -
  -
  -
  Senses
  Passive Perception 9
  Passive Perception 9
  Passive Perception 9
  Passive Perception 9
  Languages Common, Dwarvish
  Attacks
  Melee Greatclub +5 
  (1d8+3) 
  Ranged Crossbow, Heavy ) 
  --> 100 ft.’: +3 (1d10+1); 
  400 ft.’: +3 (1d10+1) 
  Melee Dagger +5 (1d4+3 ) 
  Ranged Dagger (Thrown) 20 
  ft.’: +5 (1d4+3); 60 ft.’: +5 
  (1d4+3) 
  Melee +1 Greatclub +8/+8 
  (1d8+5)
  Ranged Crossbow, Heavy 
  ) --> 100 ft.’: +4/+4 
  (1d10+1); 400 ft.’: +4/+4 
  (1d10+1) 
  Melee Dagger +7/+7 
  (1d4+4) 
  Ranged Dagger (Thrown) 20 
  ft.’: +7/+7 (1d4+4); 60 ft.’: 
  +7/+7 (1d4+4) 
  Melee +2 Greatclub +8/+8 
  (1d8+7)
  Ranged Crossbow, Heavy 
  ) --> 100 ft.’: +6/+6 
  (1d10+2); 400 ft.’: +6/+6 
  (1d10+2) 
  Melee Dagger +9/+9 
  (1d4+5 ) 
  Ranged Dagger (Thrown) 
  20 ft.’: +9/+9 (1d4+5); 60 
  ft.’: +9/+9 (1d4+5) 
  Melee +3 Greatclub 
  +10/+10 (1d8+8)
  Ranged Crossbow, Heavy 
  ) --> 100 ft.’: +7/+7 
  (1d10+2); 400 ft.’: +7/+7 
  (1d10+2) 
  Melee Dagger +10/+10 
  (1d4+5 ) 
  Ranged Dagger (Thrown) 20 
  ft.’: +10/+10 (1d4+5); 60 
  ft.’: +10/+10 (1d4+5) 
  Special
  -
  -
  -
  -
  Proficiencies
  Battleaxe, Blowgun, Club, Crossbow (Hand), Crossbow (Heavy), Crossbow (Light), Dagger, Dart, Flail, Glaive, Greataxe, 
  Greatclub, Greatsword, Halberd, Handaxe, Javelin, Lance, Light Hammer, Longbow, Longsword, Mace, Maul, Morningstar, 
  Net, Pike, Quarterstaff, Rapier, Scimitar, Shortbow, Shortsword, Sickle, Sling, Spear, Trident, Unarmed Strike, War Pick, 
  Warhammer, Whip
  CN; Medium Humanoid (Human)
  
  574
  Gloom
    Low
    Moderate
    Advanced
    Elite
  Special 
  Qualities
   Languages, Danger Sense, 
  Rage, Reckless Attack, 
  Unarmored Defense
  Languages, Ability Score 
  Improvement, Danger Sense, 
  Extra Attack, Fast Movement, 
  Frenzy, Mindless Rage, Path 
  of the Berserker, Primal 
  Path, Rage, Reckless Attack, 
  Unarmored Defense
  Languages, Ability Score 
  Improvement, Brutal 
  Critical, Danger Sense, Extra 
  Attack, Fast Movement, 
  Feral Instinct, Frenzy, 
  Intimidating Presence, Path 
  of the Berserker, Primal 
  Path, Rage, Reckless Attack, 
  Unarmored Defense
  Languages, Ability Score 
  Improvement, Brutal Critical, 
  Danger Sense, Extra Attack, 
  Fast Movement, Feral 
  Instinct, Frenzy, Path of the 
  Berserker, Primal Path, Rage, 
  Reckless Attack, Relentless 
  Rage, Retaliation, Unarmored 
  Defense
  Spell-
  casting
  -
  -
  -
  -
  Equipment
  Greatclub;
  studded leather armor;
  heavy crossbow;
  crossbow bolts (10x);
  dagger
  +1 Greatclub;
  +1 studded leather armor;
  heavy crossbow;
  crossbow bolts (10x);
  dagger
  +2 Greatclub;
  +2 studded leather 
  armor;
  heavy crossbow;
  crossbow bolts (10x);
  dagger
  +3 Greatclub;
  +3 studded leather armor;
  heavy crossbow;
  crossbow bolts (10x);
  dagger
  Special Abilities
  Languages You can speak, read, and write Common and one extra 
  language of your choice. Humans typically learn the languages of other 
  peoples they deal with, including obscure dialects. They are fond of 
  sprinkling their speech with words borrowed from other tongues: Orc 
  curses, Elvish musical expressions, Dwarvish military phrases, and so on.
  Brutal Critical Beginning at 9th level, you can roll 2 additional weapon 
  damage die when determining the extra damage for a critical hit with a 
  melee attack.
  Danger Sense At 2nd level, you gain an uncanny sense of when things 
  nearby aren’t as they should be, giving you an edge when you dodge away 
  from danger. You have advantage on Dexterity saving throws against 
  effects that you can see, such as traps and spells. To gain this benefit, you 
  can’t be blinded, deafened, or incapacitated.
  Extra Attack Beginning at 5th level, you can attack twice, instead of once, 
  whenever you take the Attack action on your turn.
  Fast Movement Starting at 5th level, your speed increases by 10 feet 
  while you aren’t wearing heavy armor.
  Feral Instinct By 7th level, your instincts are so honed that you have 
  advantage on initiative rolls. Additionally, if you are surprised at the 
  beginning of combat and aren’t incapacitated, you can act normally on 
  your first turn, but only if you enter your rage before doing anything else 
  on that turn.
  Frenzy Starting when you choose this path at 3rd level, you can go into 
  a frenzy when you rage. If you do so, for the duration of your rage you 
  can make a single melee weapon attack as a bonus action on each of 
  your turns after this one. When your rage ends, you suffer one level of 
  exhaustion (as described in appendix A).
  Path of the Berserker For some barbarians, rage is a means to an end--that 
  end being violence. The Path of the Berserker is a path of untrammeled 
  fury, slick with blood. As you enter the berserker’s rage, you thrill in the 
  chaos of battle, heedless of your own health or well-being.
  Rage In battle, you fight with primal ferocity. On your turn, you can enter 
  a rage as a bonus action. While raging, you gain the following benefits if 
  you aren’t wearing heavy armor: You have advantage on Strength checks 
  and Strength saving throws. When you make a melee weapon attack 
  using Strength, you gain a bonus to the damage roll equal to 3. You have 
  resistance to bludgeoning, piercing, and slashing damage. If you are able 
  to cast spells, you can’t cast them or concentrate on them while raging. 
  Your rage lasts for 1 minute. It ends early if you are knocked unconscious 
  or if your turn ends and you haven’t attacked a hostile creature since your 
  last turn or taken damage since then. You can also end your rage on your 
  turn as a bonus action. Once you have raged the number of times equal 
  to 5, you must finish a long rest before you can rage again.
  Reckless Attack Starting at 2nd level, you can throw aside all concern 
  for defense to attack with fierce desperation. When you make your first 
  attack on your turn, you can decide to attack recklessly. Doing so gives 
  you advantage on melee weapon attack rolls using Strength during this 
  turn, but attack rolls against you have advantage until your next turn.
  Relentless Rage Starting at 11th level, your rage can keep you fighting 
  despite grievous wounds. If you drop to 0 hit points while you’re raging 
  and don’t die outright, you can make a DC 10 Constitution saving throw. 
  If you succeed, you drop to 1 hit point instead. Each time you use this 
  feature after the first, the DC increases by 5. When you finish a short or 
  long rest, the DC resets to 10.
  Retaliation Starting at 14th level, when you take damage from a creature 
  that is within 5 feet of you. you can use your reaction to make a melee 
  weapon attack against that creature.
  Unarmored Defense While you are not wearing any armor, your Armor 
  Class equals 10 + your Dexterity modifier + your Constitution modifier. 
  You can use a shield and still gain this benefit.
  
  575
  Treason Sceptre
  The Treason Sceptre 
  of Ul-Gummyth
  
  576
  Treason Sceptre
  Treason Sceptre of Ul-
  Gummyth
  Overview
  The rod that has toppled empires; imagine an evil vizier in 
  sceptre form.  
    Treason Sceptre of Ul-Gummyth
  Value:  
    350,000 gp / 
    500,000 gp /   
    750,000 gp / 
    1M gp
  Weight 1 lb.; Materials gold, steel, gemstones; Nature 
  magical; Aura strong enchantment (compulsion) [mind-
  affecting]; Slot hand (wand)
   
  Intelligent Item Profile:
  CL:   
   
    10th / 
    13th / 
    16th / 
    20th
  Intellligence:  
    11 /  
    13 /  
    15 /  
    17
  Wisdom:  
    13 /  
    16 /  
    19 /  
    23
  Charisma:  
    14 /  
    18 /  
    22 /  
    26
  Ego:  
   
    +7 / 
    +12/ 
    +15/ 
    +17
  Alignment: 
  Lawful Evil
  Senses:  
  Empathy, Blindsense, Read Magic, Read  
   
   
  Languages, Telepathy
  Languages:  
  Common, Elven, Dwarven, Halfling, Gnome
  Initiative: 
  +6
  Effect Summary: 
  The treason sceptre of ul-gummyth (hereinafter simply 
  “sceptre”) is an intelligent, willful magical artifact that 
  operates with a mind of its own.  Unless it is dormant, or 
  there is a compelling reason otherwise, treat it for all intents 
  and purposes like an NPC.  
  Note that typically, wands or items with charges cannot 
  be intelligent; although the sceptre’s physical form is that 
  of a wand, but it is not like that class of item from a rules-
  mechanics standpoint.
  The sceptre operates in two ways to serve its aims.  First, 
  it can grant abilities to its holder.  Second, it can generate 
  spell-like effects itself, but only targeting the holder.
  Each of the abilities listed is usable a number of times per 
  day equal to 
    10 / 
    12 / 
    14 / 
    16, minus the spell 
  level of the effect (assume Wizard class origins).  Whether 
  the sceptre casts the effect on the holder, or if the holder is 
  granted the ability and casts it, either of these usages counts 
  against this shared limitation.  
  The treason sceptre may grant any, all, or none of the 
  following listed abilities to a creature who is actively 
  gripping it.  Such abilities are granted, or not, entirely at the 
  discretion of the sceptre itself.  
  As a free action, the sceptre may choose to change the suite 
  of abilities that it does and does not grant to its holder; it 
  may perform this at any time, even if it is not the sceptre’s 
  turn or its holders.
  Ironically, part of the item’s curse is that it itself cannot 
  activate any of its abilities; they must instead be activated 
  by an intelligent creature holding the device.  Therefore 
  the artifact executes its will through the physical actions of 
  another.  This limitation frustrates the device to no end.
  Any spell effects generated by the sceptre that have a 
  sustaining duration are immediately dispelled when and if 
  the sceptre chooses to revoke the ability from its holder.
    Spell-like abilities: charm person; battle trance; bestow 
  weapon proficiency; bestow insight; bungle; command; 
  confusion; crushing despair; daze; geas, lesser; heroism; 
  sow thought.
    Spell-like abilities: as above, plus dominate person; 
  envious urge; feeblemind; geas/quest; heroism, greater; 
  suggestion; undaulterated loathing; unnatural lust.
    Spell-like abilities: as above, plus mind fog; reckless 
  infatuation; serenity; smug narcissim
    Spell-like abilities: as above, plus insanity; unconscious 
  agenda
  Construction Requirements: 
  1/8th the value in gold, 1/6th the value in gemstones; Craft 
  Wondrous Item feat
  Additional Construction Requirements: 
  Ability to cast each of the spells in its capability
  Construction Cost: 
    180,000 gp / 
    275,000 gp /   
    400,000 gp / 
    625,000 gp
  Appearance
  The treason sceptre appears ornate and valuable, but is not 
  outwardly and obviously magical in nature.
  The sceptre has some very limited shapeshifting capabilities; 
  if it focuses all of its energy for one full minute, it can take 
  on any shape fundamentally the same mass as its original 
  wandlike form.  This ability is used predominantly to adapt 
  to various cultural or religious expectations—for example, 
  the sceptre can easily tweak its appearance to include a 
  particular spiritual sigil, or the logo of a certain empire.
  It typically employs this ability in an attempt to make itself 
  more appealing to a potential new owner.
  Shapechanging in this manner consumes half of all of its 
  abilities for the day.  If the sceptre has fewer uses of a 
  
  577
  Treason Sceptre
  
  578
  Treason Sceptre
  FlexTable 37: Treason Sceptre of Ul-Gummyth Rumors & Lore
  A
  B
  C
  D
  DC
  Description
  Veracity
  -
  -
  -
  01-30
  -
  No Rumor
  No information is obtained.
  01-14
  01-14
  01-14
  31-39
  12
  Legend speaks of a rod of 
  immense mental power 
  that can be used to grow 
  empires.
    True.  This is the sceptre.
  15-29
  15-30
  15-30
  01-30
  13
  Long ago, a massive empire 
  was ruled from behind the 
  scenes... not by the king’s 
  advisor, but by the advisor’s 
  magical staff, a potent and 
  willful artifact with its own 
  agenda.
    True.  This could refer to dozens of 
  empires across the years.
  30-44
  31-45
  31-45
  31-39
  14
  Look into my eyes’ domain
  Lesser tribes shall fall like 
  rain
  From fear of power, granted 
  thus
  If in me, you grant your 
  trust
    True.  The sceptre itself sometimes 
  chants this via telepathy to its victim/
  owners as it performs mental influence.
  45-59
  46-60
  46-60
  40-49
  15
  Beware the powerful rod 
  of leadership: for though it 
  grants powers of influencing 
  the minds of others, it may 
  also use those same powers 
  against its holder to further 
  its own will!
    True.  This is precisely how the 
  sceptre operates.
  60-74
  60-69
  60-69
  50-59
  16
  A wand of command grants 
  its holder mental powers 
  over their subjects, so long 
  as such powers are used 
  to further the aims of the 
  artifact itself.
    Partially True.  The sceptre will really 
  only revoke powers if they are being used 
  counter to its aims; so long as the owner 
  is gaining in power and influence, they 
  may use the sceptre’s gifts in whatever 
  manner they please.
  75-89
  70-97
  70-94
  60-69
  11
  Take care in wielding a rod 
  of lordship, lest you lose 
  your mind!
    Partially True.  Though vague, this 
  rumor could be an interpretation of 
  the insanity capabilities of more potent 
  iterations of the sceptre.
  90-00
  98-00
  95-00
  70-00
  13
  Wielders who misuse the 
  sceptre of kingdoms risk 
  having their soul sucked 
  into the device.
    False.  Though the sceptre is potent, 
  the described risk is not in its wewalth of 
  powers.
  given power than half of its maximum, it may not use this 
  shapechanging ability.
  It may change its appearance, hue, the type, size, and quality 
  of gemstones embedded within it, and its general shape and 
  appearance, including the metal out of which it appears to 
  have been constructed.  It may not alter its weight or total 
  volume.  
  It may, if it desires, take the shape of any Light weapon; the 
  resulting shape may be used as a Masterwork example of 
  the weapon it emulates in addition to the sceptre’s regular 
  powers.
  Demeanor
  Though it works a definite will toward certain goals, the 
  sceptre prefers that its influence remain unknown, to the 
  point where it actively seeks out and kills any who know its 
  true nature (acting through a current owner, of course).
  The sceptre does not shy away from killing, and in fact has 
  slain nearly every owner it has ever had.  At some point, 
  inevitably, something happens to dissolve the likely success 
  of the relationship: either the sceptre’s goals and those of 
  its owner diverge, or the owner no longer wishes to rule or 
  expand her power, or the owner clearly reaches the zenith of 
  influence they are likely to be capable of.
  Or perhaps the owner merely discovers the true nature of the 
  sceptre.
  
  579
  Treason Sceptre
  The sceptre speaks, whispers, to its owner, subtly.  At first, 
  it’s not clear whether there is any actual communication 
  happening; the sceptre often speaks with its owner alongside 
  a mind-controlling effect, so any conscious awareness of the 
  dialogue or spell effect could be conflated to the perception 
  of the owner.
  Over time, the sceptre has found that a built-up foundation 
  of trust, combined with the obvious results the sceptre’s 
  abilities grant, tend to make outright magical manipulation 
  unnecessary: consciously or not, most owners start to simply 
  accept the whisperings as commands, and enact the artifact’s 
  will almost unthinkingly.
  Combat Tactics
  The closest thing to outright combat that affects the sceptre 
  is when it comes time to transition to a new owner.  Ideally, 
  the artifact effects this transition without bloodshed: it 
  causes itself to become “lost” or left behind, or “accidentally” 
  traded or sold to a merchant in a bulk purchase, perhaps.
  With stronger and more willful owners, or those who begin 
  to suspect the true nature of their potent wand, stronger 
  matters might be needed.  The sceptre can simply use its 
  abilities on its owner, but doing so too much tends to show 
  its hand too obviously.  
  As a last resort, the sceptre will bring about the death of its 
  owner.  This is most easily done via suicide: the sceptre gains 
  command of the owner, and then leads them off a cliff, for 
  example.  The trick is typically not merely to slay the owner, 
  but to do so in a manner that guarantees that the sceptre will 
  be discovered by a new owner, preferably one with greater 
  prosects than the current owner.
  Modus Operandi
  The sceptre seeks to dominate and control minds, and ideally, 
  to place itself as the brains behind the scenes of rule in the 
  most powerful empire in the Realm.
  The easiest course to this objective is for it to locate the 
  current most powerful empire in existence, and to dominate 
  a leader within it.  
  It can be difficult to ascertain this, however, and the sceptre 
  is of course limited in its ability to transport itself.  So, an 
  alternate, and more common, approach is for it to secure 
  control of a leader nearby, and to try to use its influence to 
  grow the power of whatever tribe, city, or other structure 
  that leader is affiliated with.
  So, in the abstract, the sceptre either finds the best, or builds 
  the best.
  To do so, it first seeks to simply be held.  Without this 
  connection, its influence over even the most simple-minded 
  creature is zero, so it’s crucial that it appear attractive to 
  whomever finds it.  The sceptre will use its shapechanging 
  ability to adapt to whatever circumstances might seem to 
  help it in this regard.
  Once it is owned by an intelligent creature, it shifts its 
  objectives to being actively held as much as possible.  As its 
  powers require touch, it’s essential that the owner hold it.  It 
  uses its communication abilities to whisper command words 
  and triggers, and to grant beneficial abilities to the owner.  
  Usually, this wealth of formidable powers is more than 
  sufficient for it to become a much-treasured artifact.
  Over time, the sceptre will then seek to pervert and override 
  the aims of its owner.  If owned by a creature who is already 
  Lawful Evil in nature, the sceptre’s needs along these lines 
  tend to be straightforward: it simply grants its powers to 
  the owner to enhance the owner’s potency, and typically, the 
  objectives of the owner align well with the artifact’s aims.
  With a non-Lawful Evil owner, the sceptre’s work is more 
  difficult, and it will resort to applying its powers directly 
  against the owner.  
  Long-term, the sceptre’s goals will shift to investigation: it 
  will direct its owner to research other sources of power and 
  competition, and seek to either help take those over, or, if 
  the owner is truly outranked, to get the owner to transfer the 
  sceptre to a leader in that larger, more powerful empire.
  Notoriety
  Rumors abound of “rods of command”, “mind-control staves”, 
  and other such artifacts.  Some of these whisperings have 
  origins related to the treason sceptre.
  Very, very few people in the Realm know of the sceptre’s true 
  nature, and that it still exists.  The sceptre’s top priority is 
  to ensure that its desires and nature are unknown; if these 
  were common knowledge, then it wouldn’t be long before a 
  very strong-willed owner seized the sceptre and forced it to 
  her will.
  Hooks, Integration, & Adventure 
  Seeds
  • Direct Attack: The PCs discover the treason sceptre, and 
  pick it up.
  • Plea of the Innocent: An underling in service to the king 
  was recently fired, their livelihood ruined.  The now-
  homeless worker attributes this to the new artifact the 
  king’s advisor brought back from a caravan recently; 
  there’s something about it, they say, that has changed the 
  advisor’s tone.
  • Fringe Notice: A formerly ordinary town has militarized 
  in recent months, and has even gone so far as to attack 
  smaller villages.
  • Appeal from Authority: Military or law enforcement 
  leadership has noticed the change in direction from the 
  king, mayor, or other political leader of late.  They are 
  concerned that things are being taken over from some 
  unseen force.
  • Faction Impact: A Faction in town has been impacted 
  by the sceptre’s schemes.  Perhaps it was judged to be 
  in competition with the sceptre’s wielder, or maybe the 
  sceptre was unable to absorb the influence and wealth that 
  the Faction possessed.
  • Disappearing Regular: The sceptre has commanded its 
  owner to slay or abduct an NPC with whom the party 
  regularly interacts, as part of its grander design.
  • Dark Rumor: Rumors and Lore abound about the latest 
  direction the city’s leadership seems to be taking things in.
  
  580
  Treason Sceptre
  Habits and Logistics
  The treason sceptre is always awake, always aware, and 
  always scheming.  Unless the sceptre is introduced to the 
  party by having one of the PCs find it and pick it up, the 
  sceptre will already be in the possession of an NPC when the 
  party becomes aware of its impact.
    The best way of introducing the sceptre into your 
  campaign is to leverage power strucutres that you 
  already have in place, to “place” the sceptre into them, 
  and to brainstorm as to what the likely consequences 
  would be.   
   
  For example, if the town’s militia captain finds the 
  sceptre, she might begin to rule the town with an iron 
  fist, and demand additional resources from the mayor in 
  order to increase militia troop strength and equipment. 
   
  Alternately, if a political leader comes across the sceptre, 
  he may impose marshal law, and cruel punishments; 
  he might also forge alliances with nearby towns he 
  knowingly will break at a later point, and rally troops 
  from the populace to invade a neighboring province. 
   
  If a clear, interesting path to introducing the sceptre does 
  not seem evident, or you are simply looking to randomize 
  things, use the table below.
  Roll on the table below to determine the type of leader 
  possesses the sceptre.
  Table 40: Treason Sceptre Leader Type
  d100
  Type of Leader
  Examples
  01-40
  Political leader
  Mayor, king, duke
  41-60
  Religious leader
  Archbishop, preacher, 
  priest
  61-80
  Faction leader
  Guild president, trading 
  leader, chief assassin
  81-00
  Military leader
  Warlord, militia captain, 
  army general
  Attitude Tracker Triggers
  Attitude Modifiers (see later) should apply to both the 
  sceptre itself, but much more likely, to the sceptre’s owner, 
  particularly given the assumption that the PCs (and the 
  artifact’s owner!) are completely unaware of the device 
  having intellilgence and its own will.
  Note that the Attitude Tracker, and the Triggers below, 
  should reflect the attitude not of the sceptre’s owner, but of 
  the sceptre itself.  
  To be clear, much of the time, these two Attitudes and 
  perpsectives will be the same.  But it could easily be (and 
  might most interestingly be) the case that the sceptre’s 
  current owner is actively fighting against the artifact’s 
  control.
  The sceptre will exert its will over its current owner in an 
  attempt to take the actions listed below.
  Value
  Action
  <7
  The sceptre will seek to have the party slain, by 
  any means necessary.
  <13
  If the sceptre’s owner comes across the party’s 
  path, the device will seek to harm or eliminate 
  the PCs, but neither the artifact nor its wielder 
  will actively seek the party out.
  >18
  The sceptre views the party, or at least one 
  member of it, as a potential asset, and will 
  induce its owner to react favorably to any 
  suggestion that the party makes to them.
  >24
  The sceptre views an alliance, or manipulation 
  of, the party as essential to its aims, and will 
  make such an approach a critical focus in the 
  immediate future.
  Quests & Encounters
    Quest: Behind the Throne
    Summary: The party investigates suspicion that the 
  mayor’s advisor is behind a subtle takeover of leadership, 
  only to discover that the advisor is but a pawn to the true 
  influence: the treason sceptre.
    Rewards:   
    1,000 gp / 
    4,000 gp / 
    8,000 gp / 
    15,000 gp; up to 
    4 Reward Stars, treason sceptre 
  of ul-gummyth
    Locations: Any.
    Key NPCs: Treason-Sceptre of Ul-Gummyth, Treason 
  Sceptre Wielder.
    Kickoff: The PCs hear Rumors and Lore that the city’s 
  leadership seems to have been usurped, influenced, or 
  charmed in the past few months.   
   
  The party either acts on their own to investigate, or are 
  urged to do so by a Faction within the city (for example, 
  the militia captain, religious leadership, merchant guilds, 
  an administrator in the mayor’s or king’s offices, or 
  even just a wealthy noble who feels the new direction is 
  counter to her own objectives.
    Description:
  Any amount of research and discussion with citizens leads 
  them to a likely culprit: the king’s advisor returned a month 
  ago from a vacation spent speleunking, and brought back 
  with him a glorious artifact he discovered buried deep in an 
  abandoned cave.
  Ever since, her personality has started to alter, and her 
  ability to get things done and enact change has advanced 
  considerably.  They say she has command of minds: to speak 
  with her is to be charmed, and not merely from a compelling 
  presence or beauty.
    It’s important that the rumors stop short of suggesting 
  that the sceptre itself is behind things.  The advisor 
  herself is unaware of the item’s intelligence, so word on 
  
  581
  Treason Sceptre
  the street would likely be ignorant of this truth!
  If the party fails to act, rumors can turn stronger, outright 
  declaring that this artifact seems to have granted the advisor 
  new suggestive powers, and that the wielding of these 
  powers has corrupted her spirit so that she has begun to turn 
  cruel.
  The king himself seems hapless in the face of these newly-
  acquired powers.  It is up to an external, third-party factor, 
  such as the PCs, to set things right.
  Any scenario which ends with the sceptre no longer 
  controlling the advisor merits 
    2 Reward Stars, which 
  stacks with other rewards from this Quest.  It also grants the 
  party the monetary reward described.
    Talking with the advisor can be fruitful, and results in 
  the following Skill Challenge.  Navigating it successfully 
  grants the party 
    1 Reward Star, which stacks with 
  other rewards from this Ques.
    Clear Your Head
  First Check: DC 
    14 / 
    16 / 
    18 / 
    20 Diplomacy 
  to capture the attention of the advisor in a peaceful and 
  constructive manner.  Failure means that the sceptre directs 
  the advisor to attack the PCs; success advances to the Second 
  Check.  Success by 5 or more points allows the party to skip 
  the Second Check and move directly to the Third Check.
  Second Check: DC 
    15 / 
    17 / 
    19 / 
    21 Intimidate 
  or Sense Motive to tactfully broach the subject of the 
  advisor’s perspective and demeanor having changed recently.  
  Failure means the party must re-attempt the First Check; 
  failure by 5 or more points moves immediately to an attack 
  by the advisor as above.  Success advances to the Third 
  Check.
  Third Check: DC 
    16 / 
    18 / 
    20 / 
    22 Diplomacy 
  or Intimidate to convince the advisor that the changes are 
  related to the discovery of the sceptre, and to the abilities she 
  has been granted since then by the device.  Failure reverts to 
  the Second Check; success completes the challenge.  Success 
  by 5 or more points so convinces the advisor of the sceptre’s 
  influence that she drops it.
   
  Failure of the above Skill Challenge at any point means 
  the sceptre’s wielder will attack the PCs, with full powers 
  granted by the artifact to reinforce this assault. 
   
  Successfully completing the Skill Challenge above 
  means that the owner will realize the device’s power 
  over her, and attempt to fight back against it.  If she 
  still holds the artifact—as she will, unless the final skill 
  check above was overly successful as noted—the sceptre 
  immediately revokes all granted powers, and uses those 
  powers against the advisor in an attempt to control 
  her.  If the sceptre is successful, then the advisor will 
  attack the PCs, but she will continue to try and fight the 
  device’s influence as combat unfurls.  If the sceptre is 
  not successful in controlling the advisor at any point past 
  this first attempt, she will drop the artifact immediately, 
  preventing any additional control.
    Attacking the advisor immediately, or being forced to 
  fight her due to the influence of the sceptre, is worth 
    
  1 Reward Star if the party is successful in defeating her.   
   
  This reward stacks with other rewards for the Quest, 
  meaning that the “best case scenario” is for the party to 
  talk the advisor down successfully, but then the sceptre 
  takes control of her, and the PCs are forced to defeat her 
  in combat.
    Whether the advisor is slain, or if she drops the sceptre 
  as a result of the skill challenge, the PCs have the option 
  of picking it up.   
   
  Although this is worth no further reward formally, 
  it might introduce substantial subsequent adventure 
  opportunities!
  
  582
  Treason Sceptre
  Treason Sceptre Wielder
  CR 3; XP 700
    Low
    Moderate
    Advanced
    Elite
  Challenge CR 3 
  XP 700
  CR 7 
  XP 2,900
  CR 11 
  XP 7,200
  CR 15 
  XP 13,000
  Class / HD Rogue 3
  Rogue 7
  Rogue 11
  Rogue 15
  Size / Aln
  Medium LE 
  Tiefling
  Medium LE 
  Tiefling
  Medium LE 
  Tiefling
  Medium LE 
  Tiefling
  HP
  9
  21
  44
  64
  Armor 
  Class
  12
  13
  15
  17
  Speed
  Walk 30’
  Walk 30’
  Walk 30’
  Walk 30’
  Ability 
  Scores / 
  Saves
  STR     9  (-1) 
  DEX     8 (+1) 
  CON    8 (-1) 
  INT    20 (+7) 
  WIS   16 (+3) 
  CHA  14 (+2)
  STR     9  (-1) 
  DEX    10 (+3) 
  CON    8 (-1) 
  INT    20 (+8) 
  WIS   16 (+3) 
  CHA  14 (+2)
  STR     9  (-1) 
  DEX    12 (+5) 
  CON    8 (-1) 
  INT    20 (+9) 
  WIS   16 (+3) 
  CHA  14 (+2)
  STR     9  (-1) 
  DEX    14 (+7) 
  CON    8 (-1) 
  INT    20 (+10) 
  WIS   16 (+8) 
  CHA  14 (+2)
  Skills
  -
  -
  -
  -
  Saves
  -
  -
  -
  -
  Vulnerabilities
  -
  -
  -
  -
  Immunities -
  -
  -
  -
  Senses
  Passive Perception 13
  +4 Thieves’ Tools
  Armor - Disadvantage on 
  STR and Dex checks
  Passive Perception 13
  +6 Thieves’ Tools
  Armor - Disadvantage on 
  STR and Dex checks
  Passive Perception 13
  +8  Thieves’ Tools
  Armor - Disadvantage on 
  STR and Dex checks
  Passive Perception 13
  +10 Thieves’ Tools
  Armor - Disadvantage on 
  STR and Dex checks
  Languages Common, Infernal
  Attacks
  Melee Dagger +1 (1d4-1 ) 
  Ranged Dagger (Thrown) 20 
  ft.’: +1 (1d4-1); 60 ft.’: +1 
  (1d4-1) 
  Melee Quarterstaff +1  
  (1d8) 
  Ranged Dart ) --> 20 ft.’: +1 
  (1d4-1); 80 ft.’: +1 (1d4-1) 
  Melee Dagger (Weapon +1) 
  +4 (1d4+1 ) 
  Ranged Dagger (Weapon +1/
  Thrown) 20 ft.’: +4 (1d4+1); 
  60 ft.’: +4 (1d4+1) 
  Melee Quarterstaff +2  (1d8) 
  Ranged Dart ) --> 20 ft.’: +3 
  (1d4); 80 ft.’: +3 (1d4) 
  Melee Dagger (Weapon +2) 
  +7 (1d4+3 ) 
  Ranged Dagger (Weapon 
  +2/Thrown) 20 ft.’: +7 
  (1d4+3); 60 ft.’: +7 
  (1d4+3) 
  Melee Quarterstaff +3  
  (1d8) 
  Ranged Dart ) --> 20 ft.’: 
  +5 (1d4+1); 80 ft.’: +5 
  (1d4+1) 
  Melee Dagger (Weapon +3) 
  +10 (1d4+5 ) 
  Ranged Dagger (Weapon 
  +3/Thrown) 20 ft.’: +10 
  (1d4+5); 60 ft.’: +10 
  (1d4+5) 
  Melee Quarterstaff +4  (1d8) 
  Ranged Dart ) --> 20 ft.’: +7 
  (1d4+2); 80 ft.’: +7 (1d4+2) 
  Special
  -
  -
  -
  -
  Proficiencies
  Club, Crossbow (Hand), Crossbow (Light), Dagger, Dart, Greatclub, Handaxe, Javelin, Light Hammer, Longsword, Mace, 
  Quarterstaff, Rapier, Shortbow, Shortsword, Sickle, Sling, Spear, Unarmed Strike
  LE; Medium Humanoid (Tiefling)
  
  583
  Treason Sceptre
    Low
    Moderate
    Advanced
    Elite
  Special 
  Qualities
  Darkvision, Hellish 
  Resistance, Infernal Legacy, 
  Languages, Cunning Action, 
  Expertise, Fast Hands, 
  Roguish Archetype, Second-
  Story Work, Sneak Attack, 
  Thief, Thieves’ Cant 
  Darkvision, Hellish 
  Resistance, Infernal Legacy, 
  Languages, Ability Score 
  Improvement, Cunning 
  Action, Evasion, Expertise, 
  Fast Hands, Roguish 
  Archetype, Second-Story 
  Work, Sneak Attack, Thief, 
  Thieves’ Cant, Uncanny 
  Dodge
  Darkvision, Hellish 
  Resistance, Infernal Legacy, 
  Languages, Ability Score 
  Improvement, Cunning 
  Action, Evasion, Expertise, 
  Fast Hands, Reliable 
  Talent, Roguish Archetype, 
  Second-Story Work, Sneak 
  Attack, Supreme Sneak, 
  Thief, Thieves’ Cant, 
  Uncanny Dodge 
  Darkvision, Hellish 
  Resistance, Infernal Legacy, 
  Languages, Ability Score 
  Improvement, Blindsense, 
  Cunning Action, Evasion, 
  Expertise, Fast Hands, 
  Reliable Talent, Roguish 
  Archetype, Second-Story 
  Work, Slippery Mind, Sneak 
  Attack, Supreme Sneak, 
  Thief, Thieves’ Cant, Uncanny 
  Dodge, Use Magic Device
  Spell-
  casting
  -
  -
  -
  -
  Equipment
  Quarterstaff;
  dagger;
  elven chain;
  dart (4x)
  Quarterstaff;
  +1 dagger;
  elven chain;
  dart (4x)
  Quarterstaff;
  +2 dagger;
  +1 elven chain;
  dart (4x)
  Quarterstaff;
  +3 dagger;
  +2 elven chain;
  dart (4x)
  Special Abilities
  Darkvision Thanks to your infernal heritage, you have superior vision in 
  dark and dim conditions. You can see in dim light within 60 feet of you 
  as if it were bright light, and in darkness as if it were dim light. You can’t 
  discern color in darkness, only shades of gray.
  Hellish Resistance You have resistance to fire damage.
  Infernal Legacy You know the thaumaturgy cantrip. Once you reach 3rd 
  level, you can cast the hellish rebuke spell once per day as a 2nd-level 
  spell. Once you reach 5th level, you can also cast the darkness spell once 
  per day. Charisma is your spellcasting ability for these spells. Spell save DC 
  15.
  Languages You can speak, read, and write Common and Infernal.
  Blindsense Starting at 14th level, if you are able to hear, you are aware of 
  the location of any hidden or invisible creature within 10 feet of you.
  Cunning Action Starting at 2nd level, your quick thinking and agility 
  allow you to move and act quickly. You can take a bonus action on each 
  of your turns in combat. This action can be used only to take the Dash, 
  Disengage, or Hide action.
  Evasion Beginning at 7th level, you can nimbly dodge out of the way of 
  certain area effects, such as a red dragon’s fiery breath or an ice storm 
  spell. When you are subjected to an effect that allows you to make a 
  Dexterity saving throw to take only half damage, you instead take no 
  damage if you succeed on the saving throw, and only half damage if you 
  fail.
  Fast Hands Starting at 3rd level, you can use the bonus action granted 
  by your Cunning Action to make a Dexterity (Sleight of Hand) check, use 
  your thieves’ tools to disarm a trap or open a lock, or take the Use an 
  Object action.
  Reliable Talent By 11th level, you have refined your chosen skills until they 
  approach perfection. Whenever you make an ability check that lets you 
  add your proficiency bonus, you can treat a d20 roll of 9 or lower as a 10.
  Second-Story Work When you choose this archetype at 3rd level, you gain 
  the ability to climb faster than normal; climbing no longer costs you extra 
  movement. In addition, when you make a running jump, the distance you 
  cover increases by a number of feet equal to 2.
  Slippery Mind By 15th level, you have acquired greater mental strength. 
  You gain proficiency in Wisdom saving throws.
  Sneak Attack Beginning at 1st level, you know how to strike subtly and 
  exploit a foe’s distraction. Once per turn, you can deal an extra 8d6 
  damage to one creature you hit with an attack if you have advantage on 
  the attack roll. The attack must use a finesse or a ranged weapon. You 
  don’t need advantage on the attack roll if another enemy of the target 
  is within 5 feet of it, that enemy isn’t incapacitated, and you don’t have 
  disadvantage on the attack roll.
  Supreme Sneak Starting at 9th level, you have advantage on a Dexterity 
  (Stealth) check if you move no more than half your speed on the same 
  turn.
  Thief You hone your skills in the larcenous arts. Burglars, bandits, 
  cutpurses, and other criminals typically follow this archetype, but so 
  do rogues who prefer to think of themselves as professional treasure 
  seekers, explorers, delvers, and investigators. In addition to improving 
  your agility and stealth, you learn skills useful for delving into ancient 
  ruins, reading unfamiliar languages, and using magic items you normally 
  couldn’t employ.
  Thieves’ Cant During your rogue training you learned thieves’ cant, a 
  secret mix of dialect, jargon, and code that allows you to hide messages 
  in seemingly normal conversation. Only another creature that knows 
  thieves’ cant understands such messages. It takes four times longer 
  to convey such a message than it does to speak the same idea plainly. 
  In addition, you understand a set of secret signs and symbols used to 
  convey short, simple messages, such as whether an area is dangerous or 
  the territory of a thieves’ guild, whether loot is nearby, or whether the 
  people in an area are easy marks or will provide a safe house for thieves 
  on the run.
  Uncanny Dodge Starting at 5th level, when an attacker that you can see 
  hits you with an attack, you can use your reaction to halve the attack’s 
  damage against you.
  Use Magic Device By 13th level, you have learned enough about the 
  workings of magic that you can improvise the use of items even when 
  they are not intended for you. You ignore all class, race, and level 
  requirements on the use of magic items.
  
  584
  Treason Sceptre
  Table 41: Attitude Modifiers for Treason Sceptre of Ul-Gummyth
  Starting Attitude:  
  14 (Indifferent)
  Name
  Condition
  Effect
  Notes
  Action
  PCs attack without provocation
  -15
  Does not stack with other attack-based modifiers
  Action
  PCs attack with provocation
  -10
  Does not stack with other attack-based modifiers
  Conversation
  PCs threaten violence
  -5
  -
  Action
  NPC witnesses the PCs commit a 
  crime
  +1
  Assumes the crime does not involve the NPC; stacks with 
  other modifiers that involve crimes against the NPC; does 
  not stack with other “witnesses crime” modifiers
  Action
  NPC witnesses the PCs commit 
  murder
  +2
  Assumes the crime does not involve the NPC; stacks with 
  other modifiers that involve crimes against the NPC; does 
  not stack with other “witnesses crime” modifiers
  Action
  NPC witnesses the PCs commit 
  murder in self-defense
  +1
  Assumes the crime does not involve the NPC; stacks with 
  other modifiers that involve crimes against the NPC; does 
  not stack with other “witnesses crime” modifiers
  Action
  Villain witnesses the PCs 
  discussing the villain and/or 
  their henchmen
  -4
  Does not stack with other “witness” modifiers
  Action
  PCs defend this NPC against 
  violence
  +10
  Does not stack with other “witness” modifiers
  Conversation
  PCs attempt a bribe (for 
  information, for action)
  -1
  GM’s discretion as to whether the bribe produces results 
  (positive or negative!)
  Conversation
  PCs share Rumors / Lore 
  +1
  Per each Rumor shared; maximum +4
  Extant
  One or more PCs have been 
  arrested
  +2
  Per offense, no limit
  Extant
  PCs have slain a guard, but have 
  not been caught
  +5
  Per offense, maximum -15 total
  Action
  PCs heal or “boon” this NPC
  +5
  Per healing spell/potion/skill check or beneficial spell or 
  effect; maximum +15
  Action
  PCs refuse to help when asked
  -3
  Per request; no maximum
  Action
  PCs agree to help when asked
  +4
  Per request; maximum +12
  Action
  NPC joins party for any length 
  of time
  +5
  Does not stack with subsequent iterations of itself 
  (maximum effect +5 no matter how many times NPC joins 
  party)
  Action
  PCs save this NPC’s life
  +15
  Either as part of a Quest, or as an offer made of the 
  party’s own initiative
  Conversation
  PCs fail at an Intimidate check 
  for any reason
  -2
  Per failed check; no maximum
  Investigation
  PCs discover something 
  fundamental about this villain’s 
  MO or deeds and/or discovers 
  lair or residence
  -10
  “Fundamental” is left to the GM to adjudicate; stacks with 
  other Investigation modifiers
  Investigation
  PCs rescue a victim, recover a 
  corpse, or otherwise “undo” or 
  find hard evidence of death at 
  the hands of this villain
  -10
  Initial and first-time-only; -2 per additional victim or 
  evidence beyond the first; no limit; stacks with other 
  Investigation modifiers
  Investigation
  PCs give evidence of this villain’s 
  crimes to authorities
  -8
  Stacks with other Investigation modifiers
  
  585
  Zealot’s Censor
  Zealot’s Censor
  
  586
  Zealot’s Censor
  Zealot’s Censor
  Overview
  A battle aspergillum that induces religious fervor in those 
  who wield it, to the point of devotional lunacy. 
    Zealot’s Censor
  Value:  
    150,000 gp / 
    300,000 gp /   
    550,000 gp / 
    800,000
  Weight 4 lbs.; Materials silver, steel, leather; Nature 
  magical; Aura strong enchantment (compulsion) [mind-
  affecting], strong necromancy, strong evocation; Slot hand 
  (Light Weapon)
  Weapon Profile: 
   
  Group Hammers; Category Light; Proficiency Simple; 
  Damage 1d6 (bludgeoning); Critical x2
   
  Intelligent Item Profile:
  CL:   
   
    10th / 
    12th / 
    14th / 
    16th
  Intellligence:  
    8 /  
    10 /  
    12 /  
    14
  Wisdom:  
    16 /  
    18 /  
    22 /  
    24
  Charisma:  
    12 /  
    15 /  
    18 /  
    21
  Ego:  
   
    +5 / 
    +9/ 
    +13/ 
    +17
  Alignment: 
  Lawful Evil
  Senses:  
  Empathy, Telepathy
  Languages:  
  Common, Celestial, Draconic
  Initiative: 
  +2
  Effect Summary: 
  The censor may cast spell-like effects on its wielder so 
  long as it is being held; touch is required for the artifact to 
  produce its effects.
  Some of the spell effects listed below have a beneficial effect; 
  these are cast upon the wielder.  
  Other listed spell effects are harmful; these can be cast 
  against an enemy of the wielder, but only upon a successful 
  melee attack with the censor.  When attacking, the wielder 
  may choose to trigger a spell effect in addition to resolving 
  damage.  If the hit misses, or does not inflict any damage due 
  to damage resistance or other immunities, the spell effect 
  still counts as having been consumed.
  Each spell-like ability listed may be used up to 
    2 / 
    3 / 
    4 / 
    5 times per day.  A given ability’s total remaining 
  uses resets to its maximum 24 hours after the first use 
  from a maximum count.  Transferring the censor to another 
  wielder does not affect its uses per day of any ability.
  Smite 
  Any given melee attack made with the censor has a chance of 
  producing a smite-like effect against the enemy struck.  For 
  each hit scored in combat with the censor, check to see if the 
  smite effect is produced, using the following chances: 
    5% 
  / 
    10% / 
    12% / 
    15%.  
  Wielders capable of making multiple melee attacks with this 
  weapon can only trigger a single use of this smite ability in a 
  given round of combat, but check for each attack.
  This functions as holy smite, except that the effect will fully 
  affect creatures only of Chaotic Good alignment.  
  Creatures with only one of these alignment components are 
  affected, but halve the damage received.  
  Those creatures struck with the censor who do not have 
  either Chaotic or Good as part of their alignment are 
  unaffected by this additional power (but will still be affected 
  normally by the weapon’s damage, enhancement bonus, and 
  other spell-like abilities listed below).
  Granting Powers
  Generally speaking, the censor will make its abilities 
  available to a wielder who is either of the same alignment as 
  itself, or is acting in parallel to its own interests.  
    Counts as a +1 weapon in all respects;  
  Spell-like abilities: heroism; cure light wounds; barkskin
    Counts as a +2 weapon in all respects;  
  Spell-like abilities: as above, plus bull’s strength; blur; 
  enlarge person; resist energy; protection from good; 
  protection from chaos; cure moderate wounds
    Counts as a +3 weapon in all respects;  
  Spell-like abilities: as above, plus heroism, greater; 
  haste; mirror image; bladed dash; remove fear; remove 
  disease; neutralize poison; cure serious wounds
    Counts as a +4 weapon in all respects;  
  Spell-like abilities: as above, plus stoneskin; heal; harm; 
  enervation; heroic invocation; cure critical wounds
  Construction Requirements: 
  1/8th the value in holy water, which is distilled and 
  evaporated into the device during construction; 1/4th the 
  value in incense; Craft Wondrous Item feat; Craft Magic 
  Arms and Armor feat
  Additional Construction Requirements: 
  Ability to cast each of the spells in its capability
  Construction Cost: 
    90,000 gp / 
    190,000 gp /   
    290,000 gp / 
    490,000 gp
  Appearance
  The zealot’s censor appears as a mastercrafted mace or battle 
  aspergillum.  Nicks and dents mar the surface of its globe.  
  It commonly is discovered wrapped in vestments or tatters 
  of ceremonial garb; often, these silks or linens are defaced, 
  grubby, or otherwise far from pristine.
  Upon discovery, there is little to suggest that this device is 
  such a massively powerful intelligent artifact.
  
  587
  Zealot’s Censor
  
  588
  Zealot’s Censor
  FlexTable 38: Zealot’s Censor
  A
  B
  C
  D
  DC
  Description
  Veracity
  -
  -
  -
  01-30
  -
  No Rumor
  No information is obtained.
  01-14
  01-14
  01-14
  31-39
  12
  A mace was forged, long 
  ago, that ennobled religious 
  warriors on the battlefield.
    True.  This may or may not refer to 
  the zealot’s censor.
  15-29
  15-30
  15-30
  01-30
  13
  A holy water sprinkler was 
  forged into a war mace, and 
  imbued with an intelligence 
  all its own to help serve the 
  gods.
    True.  This speaks to the origins of the 
  artifact.
  30-44
  31-45
  31-45
  31-39
  14
  A zealot’s censor grants 
  its wielder the fervor to 
  enact her god’s will: aiding 
  herself, and harming her 
  enemies.
    True.  This speaks to the beneficial, 
  and harmful, capabilities of the device.
  45-59
  46-60
  46-60
  40-49
  15
  A powerful battle 
  aspergillum grants helpful 
  powers to its wielder so 
  long as they are Lawful Evil.
    True.  This speaks to the artifact’s 
  alignment and its desires.
  60-74
  60-69
  60-69
  50-59
  16
  A powerful battle mace 
  inflicts magical harm on 
  enemies, so long as they are 
  in conflict with Lawful Evil 
  objectives.
    True.  This speaks to the artifact’s 
  alignment and its desires.
  75-89
  70-97
  70-94
  60-69
  11
  The zealot’s censor is a 
  powerful magical artifact 
  that will seek to control and 
  command the actions of 
  anyone who picks it up.
    Partially True.  All of this is true, 
  except the assumption of control: the 
  censor is only too willing to let its wielder 
  do whatever they want to, so long as it’s 
  not counter to its aims.
  90-00
  98-00
  95-00
  70-00
  13
  Wielding the zealot’s censor 
  for too long without a break 
  risks losing one’s very spirit 
  to the device, which fuels its 
  powers.
    False.  The censor has no such 
  capabilities.
  Demeanor
  Upon picking up the censor, any creature aligned as it is 
  will be spoken to via telepathy.  The artifact makes plain 
  its capabilities, but decrees that such powers will only be 
  granted in service to the item’s objectives.
  Its aims are simple and straightforward, and (it will remind 
  the wielder at every opportunity) easily achieved: battle, 
  carnage, and bloodshed, against those different and vile.  
  Chaotic Good enemies are its foe of choice, but any creature 
  not the same alignment as itself are fair game.
  Combat Tactics
  The censor functions as a normal macelike weapon in 
  combat.  It will continue to boost its wielder, and inflict 
  damage on its enemies, so long as the wielder is attacking 
  creatures that are in alignment opposition to itself.
    At the GM’s discretion, if a wielder attempts to use the 
  weapon against creatures the same alignment as the 
  censor, it may not only refuse to grant its beneficial 
  powers, but might instead enact its harmful powers 
  against the wielder! 
   
  If the wielder attacks an enemy with only one alignment 
  component in common with itself, it may simply revoke 
  its beneficial and harmful abilities altogether.
  Modus Operandi
  Per the above, the zealot’s censor seeks bloodshed, plain and 
  simple, and will grant its abilities to any wielder in pursuit 
  of that singular objective.
  For every day that transpires in which it is not used to inflict 
  at least 1 point of damage, there is a chance that the censor 
  will actively seek another owner.  Check at the start of each 
  day: the chance is equal to 
    5%, plus 5% for each prior 
  consecutive day in which it has gone unused.  Thus a zealot’s 
  censor that has gone unused for a full week will have a 35% 
  chance of seeking new ownership.
  The censor does not always share its decision with its current 
  owner, but may actively threaten this course of action in an 
  effort to spur its wielder into action before it’s too late.
  Once the censor has decided to abandon its current holder, 
  
  589
  Zealot’s Censor
  its bloodlust must be sated to excess in order to placate its 
  desires and re-cement ownership.  In game mechanics, this 
  means that the censor must be used to inflict 
    10 / 
    
  30 / 
    50 / 
    100 points of damage before it gives up 
  on seeking a new wielder.  This damage is in total, and is 
  measured across any span of time, against any combination 
  of creatures, so long as it is current owner inflicts the 
  damage, and so long as the censor itself is used to inflict it.
  “Seeking new ownership” means that that the device will 
  actively use its telepathy to try and get another creature to 
  pick it up and take ownership of it.  Not uncommonly, this 
  results in a subsequent battle between the new owner and 
  the old to establish a clear winner.
  Notoriety
  The zealot’s censor is something of a hidden treasure.  It 
  appears somewhat ordinary, but is up front about its powers 
  once obtained.
  Although rumors appear here and there, in a general sense, 
  the device is relatively unknown.  It neither resents this, nor 
  really even cares about how it is perceived.
  Hooks, Integration, & Adventure 
  Seeds
  • Direct Attack: The PCs discover the zealot’s censor, and 
  pick it up.
  • Plea of the Innocent: Someone whose loved one was 
  struck down by an overly-zealous wielder of the censor 
  seeks the party’s help in setting things right.
  • Fringe Notice: A formerly moderate church has 
  galvanized violently around the zeal of a new militant, 
  who holds in her hand the zealot’s censor.
  • Appeal from Authority: Concerned that many of the 
  recent acts attributed to a censor-wielder should be 
  considered outright murder, city officials call for vigilante 
  justice in the form of the PCs.
  • Faction Impact: A religious Faction in town, perhaps the 
  very church the censor-wielder purports to serve, has 
  grown concerned about the violence conducted of late 
  in religion’s name.  They ask the PCs to bring about a 
  solution peacefully if possible.
  • Collateral Damage: It is very feasible that in the course 
  of a bout of violent religious zeal, a censor-wielder attacks 
  the party for no obvious reason other than a continuation 
  of bloodlust.
  Habits and Logistics
  The zealot’s censor has bloodlust, and has it bad: going too 
  long without inflicting damage causes it to go a bit insane, 
  along the lines as if a normal person went without sleep for 
  more than a day or two.  Thus it will actively call out via its 
  telepathy to a new owner if it is dormant, or has decided to 
  leave its current owner.
  Unless the censor is introduced to the party by having one of 
  the PCs find it and pick it up, the artifact will already be in 
  the possession of an NPC when the party becomes aware of 
  its impact.
    An excellent way of introducing the censor into your 
  campaign is to leverage religions or religious Factions 
  that you already have in place, to “place” the artifact 
  into them, and to brainstorm as to what the likely 
  consequences would be.   
   
  Almost always, this will take the form of a religious 
  member inflicting a newfound sense of militant right and 
  might in the name of their god and the censor itself. 
   
  If a clear, interesting path to introducing the censor does 
  not seem evident, or you are simply looking to randomize 
  things, use the table below.
  Roll on the table below to determine the type of leader 
  possesses the censor.
  Table 42: Zealot’s Censor Leader Type
  d100
  Type of Leader
  Examples
  01-10
  Political leader
  Mayor, king, duke
  11-80
  Religious leader
  Archbishop, preacher, 
  priest
  81-90
  Congregant
  Villager, citizen who is 
  member of a church
  91-00
  Military leader
  Warlord, militia captain, 
  army general
  Attitude Tracker Triggers
  Attitude Modifiers (see later) should apply to both the 
  censor itself, but much more likely, to the censor’s owner.
  Note that the Attitude Tracker, and the Triggers below, 
  should reflect the attitude of the censor’s owner.  The censor 
  itself seeks only bloodshed in alignment with its nature, 
  and neither cares about nor is much aware of more complex 
  social relationships that may exist.
  The censor will exert its will over its current owner in an 
  attempt to take the actions listed below.
  Value
  Action
  <7
  The censor’s wielder will seek to kill the party, 
  and will actively seek them out.
  <13
  The censor’s wielder will attack the PCs if he 
  sees them, but will not actively seek them out.
  >18
  The artifact’s owner will befriend the PCs, and 
  will offer them a prominent role in the church.
  >24
  The item’s wielder will confide in the party 
  plans for greater carnage, and will invite them 
  to help participate in a great cleansing of the 
  impure.
  
  590
  Zealot’s Censor
  Quests & Encounters
    Quest: The Cleansing
    Summary: The party is asked to participate in a religious 
  “Cleansing”; they have the option of joining it, or trying 
  to prevent it.
    Rewards:  Up to 
    3 Reward Stars, zealot’s censor
    Locations: Any.
    Key NPCs: Zealot’s Censor, Zealot’s Censor Wielder.
    Kickoff: The PCs may be in the church when a preacher 
  tries to rally the faithful to participate in a “Cleansing”.   
   
  Alternately, they may be informed of this intent by a 
  bystander, or a concerned congregant who feels this 
  approach is quite contrary to what they feel the church 
  should be involved with.
    Description:
  The Cleansing is simple: slay those whom the church feels 
  are evil and impure.  Although church leadership—and 
  particularly the censor’s wielder, who is its head—would 
  prefer this apply to citizens whose approach to life runs 
  counter to their own, for the time being, the proposed 
  Cleansing is limited to slaying orcs, a warband of which has 
  been spotted outside of town.
  Now, while orcs are few people’s idea of a pious and well-
  behaving population, this particular band has done little to 
  attract a genocidal level of ire from an otherwise peaceful 
  town.  In fact, these orcs have largely preyed upon brigands, 
  highwaymen, and others who themselves are much more vile 
  and ill-suited for lawful society.  
  If the PCs ask around, one villager will even liken the orc 
  warband to a spider in the doorway of one’s house: if you 
  poke at it, yes, it may attack you; but ultimately, it does more 
  good than harm, in eating flies and other pests.
  Any scenario which ends with the zealot’s censor no longer 
  in the possession of any member of the church merits 
    2 
  Reward Stars, which stacks with other rewards from this 
  Quest.  
  In any situation in which the censor’s ownership is up for 
  discussion, the party might seize it.  Although there is no 
  immediate further benefit to this beyond the artifact’s 
  capabilities, it certainly opens a wealth of further 
  adventuring plot opportunities.
  Ultimately, the PCs have three options: ignore, prevent, or 
  participate in the Cleansing.
    The PCs can simply ignore the event entirely.  This is an 
  odd approach for all but the most neutral, disinterested 
  parties, however, and may have further consequences if 
  it seems in conflict with the alignment of one or more of 
  the PCs.  
    If you are looking to force involvement in the Cleansing, 
  have it complete its stated mission, but then, spurred on 
  by the zeal and bloodlust, the censor-wielder returns to 
  town and attacks those who could have participated in 
  the event, but did not: namely, the PCs. 
    Trying to talk the censor wielder down from the 
  Cleansing is pointless.  A combination of the wielder’s 
  natural tendencies, and the rush brought on by the 
  abilities made possible by the artifact, have blinded the 
  wielder to all deterrents but mortal danger. 
   
  The PCs can physically try to take the weapon from the 
  wielder; this results in immediate combat. 
   
  Slaying the censor wielder is worth 
    1 Reward Star, 
  which stacks with other rewards from this Quest.
    Alternately, the PCs may join the Cleansing.  This is 
  quite definitely a Lawful Evil action, and any PCs whose 
  alignement opposes this will be hard-pressed to justify 
  their actions (to themselves, the GM, and/or their gods, if 
  they are, for example, Paladins or Clerics). 
   
  They will find it a straightforward fight, and 
  anticlimactic, for the orcs are hardly well-equipped, and 
  the censor-wielder is made quite potent by the weapon. 
   
  This course of action accrues no reward, other than 
  arguably the experience points associated with slaying 
  the orc warband.   
   
  It will also increase the censor-wielder’s Attitude 
  Tracker by +10, merely for joining the fight; active 
  participation will further improve Attitude by +1 point 
  per orc slain.
  
  591
  Zealot’s Censor
  Zealot’s Censor Wielder
  CR 5; XP 200
    Low
    Moderate
    Advanced
    Elite
  Challenge CR 5 
  XP 1,800
  CR 9 
  XP 5,000
  CR 13 
  XP 10,000
  CR 17 
  XP 18,000
  Class / HD Cleric 5
  Cleric 9
  Cleric 13
  Cleric 17
  Size / Aln
  Medium LE 
  Half-Elf
  Medium LE 
  Half-Elf
  Medium LE 
  Half-Elf
  Medium LE 
  Half-Elf
  HP
  20
  36
  53
  72
  Armor 
  Class
  17
  18
  19
  21
  Speed
  Walk 30’
  Walk 30’
  Walk 30’
  Walk 30’
  Ability 
  Scores / 
  Saves
  STR    14  (+2) 
  DEX   13 (+1) 
  CON  10 (+0) 
  INT      7 (-2) 
  WIS   18 (+7) 
  CHA  15 (+5)
  STR    14  (+2) 
  DEX   13 (+1) 
  CON  10 (+0) 
  INT      7 (-2) 
  WIS   18 (+8) 
  CHA  17 (+7)
  STR    14  (+2) 
  DEX   13 (+1) 
  CON  10 (+0) 
  INT      7 (-2) 
  WIS   18 (+9) 
  CHA  19 (+9)
  STR    14  (+2) 
  DEX   14 (+2) 
  CON  10 (+0) 
  INT      7 (-2) 
  WIS   18 (+10) 
  CHA  20 (+11)
  Skills
  -
  -
  -
  -
  Saves
  -
  -
  -
  -
  Vulnerabilities
  -
  -
  -
  -
  Immunities -
  -
  -
  -
  Senses
  Passive Perception 14
  Passive Perception 14
  Passive Perception 14
  Passive Perception 14
  Languages Common, Dwarvish, Elvish
  Attacks
  Melee Mace +5 (1d6+2 ) 
  Melee Dagger +5 (1d4+2 ) 
  Ranged Dagger (Thrown) 20 
  ft.’: +5 (1d4+2); 60 ft.’: +5 
  (1d4+2) 
  Ranged Crossbow, Light ) 
  --> 80 ft.’: +4 (1d8+1); 320 
  ft.’: +4 (1d8+1) 
  Melee Mace (Weapon +1) 
  +7 (1d6+3 ) 
  Melee Dagger +6 (1d4+2 ) 
  Ranged Dagger (Thrown) 20 
  ft.’: +6 (1d4+2); 60 ft.’: +6 
  (1d4+2) 
  Ranged Crossbow, Light ) --> 
  80 ft.’: +5 (1d8+1); 320 ft.’: 
  +5 (1d8+1) 
  Melee Mace (Weapon +2) 
  +9 (1d6+4 ) 
  Melee Dagger +7 (1d4+2 ) 
  Ranged Dagger (Thrown) 
  20 ft.’: +7 (1d4+2); 60 ft.’: 
  +7 (1d4+2) 
  Ranged Crossbow, Light ) 
  --> 80 ft.’: +6 (1d8+1); 320 
  ft.’: +6 (1d8+1) 
  Melee Mace (Weapon +3) 
  +11 (1d6+5 ) 
  Melee Dagger +8 (1d4+2 ) 
  Ranged Dagger (Thrown) 20 
  ft.’: +8 (1d4+2); 60 ft.’: +8 
  (1d4+2) 
  Ranged Crossbow, Light ) --> 
  80 ft.’: +8 (1d8+2); 320 ft.’: 
  +8 (1d8+2) 
  Special
  -
  -
  -
  -
  Proficiencies
  Club, Crossbow (Light), Dagger, Dart, Greatclub, Handaxe, Javelin, Light Hammer, Mace, Quarterstaff, Shortbow, Sickle, 
  Sling, Spear, Unarmed Strike
  LE; Medium Humanoid (Human, Elf)
  
  592
  Zealot’s Censor
    Low
    Moderate
    Advanced
    Elite
  Special 
  Qualities
  Darkvision, Fey Ancestry, 
  Languages, Skill Versatility, 
  Ability Score Improvement, 
  Bonus Proficiency, Cantrips, 
  Channel Divinity, Channel 
  Divinity: Preserve Life, 
  Channel Divinity: Turn 
  Undead, Destroy Undead 
  (CR 1/2), Disciple of Life, 
  Divine Domain
  Darkvision, Fey Ancestry, 
  Languages, Skill Versatility, 
  Ability Score Improvement, 
  Blessed Healer, Bonus 
  Proficiency, Cantrips, 
  Channel Divinity, Channel 
  Divinity: Preserve Life, 
  Channel Divinity: Turn 
  Undead, Destroy Undead (CR 
  1), Disciple of Life, Divine 
  Domain, Divine Strike
  Darkvision, Fey Ancestry, 
  Languages, Skill Versatility, 
  Ability Score Improvement, 
  Blessed Healer, Bonus 
  Proficiency, Cantrips, 
  Channel Divinity, Channel 
  Divinity: Preserve Life, 
  Channel Divinity: Turn 
  Undead, Destroy Undead 
  (CR 2), Disciple of Life, 
  Divine Domain, Divine 
  Intervention, Divine Strike
  Darkvision, Fey Ancestry, 
  Languages, Skill Versatility, 
  Ability Score Improvement, 
  Blessed Healer, Bonus 
  Proficiency, Cantrips, 
  Channel Divinity, Channel 
  Divinity: Preserve Life, 
  Channel Divinity: Turn 
  Undead, Destroy Undead (CR 
  4), Disciple of Life, Divine 
  Domain, Divine Intervention, 
  Divine Strike, Spellcasting 
  Ability, Supreme Healing 
  Spell-
  casting
  Save DC 15; Spell Atk +7
  3rd: clairvoyance; dispel 
  magic
  2nd: augury; hold person; 
  silence
  1st: command; healing 
  word; inflict wounds; 
  sanctuary
  Save DC 16; Spell Atk +8
  5th: flame strike
  4th: control water; 
  divination; freedom of 
  movement
  3rd: clairvoyance; dispel 
  magic; glyph of warding
  2nd: augury; hold person; 
  silence
  1st: command; healing 
  word; inflict wounds; 
  sanctuary
  Save DC 17; Spell Atk +9
  7th: fire storm
  6th: harm
  5th: flame strike; greater 
  restoration
  4th: control water; 
  divination; freedom of 
  movement
  3rd: clairvoyance; dispel 
  magic; glyph of warding
  2nd: augury; hold person; 
  silence
  1st: command; healing 
  word; inflict wounds; 
  sanctuary
  Save DC 18; Spell Atk +10
  9th: gate
  8th: holy aura
  7th: fire storm
  6th: harm
  5th: flame strike; greater 
  restoration
  4th: control water; 
  divination; freedom of 
  movement
  3rd: clairvoyance; dispel 
  magic; glyph of warding
  2nd: augury; hold person; 
  silence
  1st: command; healing word; 
  inflict wounds; sanctuary
  Equipment
  Mace;
  breastplate;
  shield;
  light crossbow;
  crossbow bolts (10x);
  dagger
  +1 Mace;
  +1 breastplate;
  shield;
  light crossbow;
  crossbow bolts (10x);
  dagger
  +2 Mace;
  +2 breastplate;
  shield;
  light crossbow;
  crossbow bolts (10x);
  dagger
  +3 Mace;
  +3 breastplate;
  shield;
  light crossbow;
  crossbow bolts (10x);
  dagger
  Special Abilities
  Darkvision Thanks to your elf blood, you have superior vision in dark and 
  dim conditions. You can see in dim light within 60 feet of you as if it were 
  bright light, and in darkness as if it were dim light. You can’t discern color 
  in darkness, only shades of gray.
  Fey Ancestry You have advantage on all saving throws against being 
  charmed or put to sleep.
  Languages You can speak, read, and write Common, Elvish, and one extra 
  language of your choice.
  Blessed Healer Beginning at 6th level, the healing spells you cast on 
  others heal you as well. When you cast a spell of 1st level or higher that 
  restores hit points to a creature other than you, you regain hit points equal 
  to 2 + the spell’s level.
  Bonus Proficiency When you choose this domain at 1st level, you gain 
  proficiency with heavy armor.
  Cantrips At 1st level, you know three cantrips of your choice from the 
  cleric spell list. You learn additional cleric cantrips of your choice at higher 
  levels, as shown in the Cantrips Known column of the Cleric table.
  Channel Divinity At 2nd level, you gain the ability to channel divine energy 
  directly from your deity, using that energy to fuel magical effects. You 
  start with two such effects: Turn Undead and an effect determined by 
  your domain. Some domains grant you additional effects as you advance 
  in levels, as noted in the domain description. When you use your Channel 
  Divinity, you choose which effect to create. You must then finish a short 
  or long rest to use your Channel Divinity again. Some Channel Divinity 
  effects require saving throws. When you use such an effect from this 
  class, the DC equals your cleric spell save DC. You can use your Channel 
  Divinity 2 times between rests. When you finish a short or long rest, you 
  regain your expended uses.
  Channel Divinity: Preserve Life Starting at 2nd level, you can use your 
  Channel Divinity to heal the badly injured. As an action, you present 
  your holy symbol and evoke healing energy that can restore a number of 
  hit points equal to 85. Choose any creatures within 30 feet of you, and 
  divide those hit points among them. This feature can restore a creature to 
  no more than half of its hit point maximum. You can’t use this feature on 
  an undead or a construct.
  Channel Divinity: Turn Undead As an action, you present your holy symbol 
  and speak a prayer censuring the undead. Each undead that can see or 
  hear you within 30 feet of you must make a Wisdom saving throw. If the 
  creature fails its saving throw, it is turned for 1 minute or until it takes 
  any damage. A turned creature must spend its turns trying to move as far 
  away from you as it can, and it can’t willingly move to a space within 30 
  feet of you. It also can’t take reactions. For its action, it can use only the 
  Dash action or try to escape from an effect that prevents it from moving. 
  If there’s nowhere to move, the creature can use the Dodge action.
  
  593
  Zealot’s Censor
  Destroy Undead (CR 4) Starting at 5th level, when an undead fails its 
  saving throw against your Turn Undead feature, the creature is instantly 
  destroyed if its challenge rating is at or below a certain threshold, as 
  shown in the Destroy Undead table.
  Disciple of Life Also starting at 1st level, your healing spells are more 
  effective. Whenever you use a spell of 1st level or higher to restore hit 
  points to a creature, the creature regains additional hit points equal to 2 + 
  the spell’s level.
  Divine Domain Choose one domain related to your deity: Knowledge, 
  Life, Light, Nature, Tempest, Trickery, or War. The Life domain is 
  detailed at the end of the class description and provides examples of 
  gods associated with it. See the Player’s Handbook for details on all 
  the domains. Your choice grants you domain spells and other features 
  when you choose it at 1st level. It also grants you additional ways to use 
  Channel Divinity when you gain that feature at 2nd level, and additional 
  benefits at 6th, 8th, and 17th levels.
  Divine Intervention Beginning at 10th level, you can call on your deity to 
  intervene on your behalf when your need is great. Imploring your deity’s 
  aid requires you to use your action. Describe the assistance you seek, and 
  roll percentile dice. If you roll a number equal to or lower than 17, then 
  your deity intervenes. The DM chooses the nature of the intervention; 
  the effect of any cleric spell or cleric domain spell would be appropriate. 
  If your deity intervenes, you can’t use this feature again for 7 days. 
  Otherwise, you can use it again after you finish a long rest. At 20th level, 
  your call for intervention succeeds automatically, no roll required.
  Divine Strike At 8th level, you gain the ability to infuse your weapon 
  strikes with divine energy. Once on each of your turns when you hit a 
  creature with a weapon attack, you can cause the attack to deal an extra 
  2d8 radiant damage to the target.
  Supreme Healing Starting at 17th level, when you would normally roll one 
  or more dice to restore hit points with a spell, you instead use the highest 
  number possible for each die. For example, instead of restoring 2d6 hit 
  points to a creature, you restore 12.
  
  594
  Zealot’s Censor
  Table 43: Attitude Modifiers for Zealot’s Censor
  Starting Attitude:  
  18 (Indifferent)
  Name
  Condition
  Effect
  Notes
  Action
  PCs attack without provocation
  -15
  Does not stack with other attack-based modifiers
  Action
  PCs attack with provocation
  -10
  Does not stack with other attack-based modifiers
  Conversation
  PCs threaten violence
  -5
  -
  Action
  NPC witnesses the PCs commit a 
  crime
  +1
  Assumes the crime does not involve the NPC; stacks with 
  other modifiers that involve crimes against the NPC; does 
  not stack with other “witnesses crime” modifiers
  Action
  NPC witnesses the PCs commit 
  murder
  +2
  Assumes the crime does not involve the NPC; stacks with 
  other modifiers that involve crimes against the NPC; does 
  not stack with other “witnesses crime” modifiers
  Action
  NPC witnesses the PCs commit 
  murder in self-defense
  +1
  Assumes the crime does not involve the NPC; stacks with 
  other modifiers that involve crimes against the NPC; does 
  not stack with other “witnesses crime” modifiers
  Action
  Villain witnesses the PCs 
  discussing the villain and/or 
  their henchmen
  -4
  Does not stack with other “witness” modifiers
  Action
  PCs defend this NPC against 
  violence
  +10
  Does not stack with other “witness” modifiers
  Conversation
  PCs attempt a bribe (for 
  information, for action)
  -1
  GM’s discretion as to whether the bribe produces results 
  (positive or negative!)
  Conversation
  PCs share Rumors / Lore 
  +1
  Per each Rumor shared; maximum +4
  Extant
  One or more PCs have been 
  arrested
  +2
  Per offense, no limit
  Extant
  PCs have slain a guard, but have 
  not been caught
  +5
  Per offense, maximum -15 total
  Action
  PCs heal or “boon” this NPC
  +5
  Per healing spell/potion/skill check or beneficial spell or 
  effect; maximum +15
  Action
  PCs refuse to help when asked
  -3
  Per request; no maximum
  Action
  PCs agree to help when asked
  +4
  Per request; maximum +12
  Action
  NPC joins party for any length 
  of time
  +5
  Does not stack with subsequent iterations of itself 
  (maximum effect +5 no matter how many times NPC joins 
  party)
  Action
  PCs save this NPC’s life
  +15
  Either as part of a Quest, or as an offer made of the 
  party’s own initiative
  Conversation
  PCs fail at an Intimidate check 
  for any reason
  -2
  Per failed check; no maximum
  Investigation
  PCs discover something 
  fundamental about this villain’s 
  MO or deeds and/or discovers 
  lair or residence
  -10
  “Fundamental” is left to the GM to adjudicate; stacks with 
  other Investigation modifiers
  Investigation
  PCs rescue a victim, recover a 
  corpse, or otherwise “undo” or 
  find hard evidence of death at 
  the hands of this villain
  -10
  Initial and first-time-only; -2 per additional victim or 
  evidence beyond the first; no limit; stacks with other 
  Investigation modifiers
  Investigation
  PCs give evidence of this villain’s 
  crimes to authorities
  -8
  Stacks with other Investigation modifiers
  
  595
  Sepulchre Stave
  Sepulchre Stave
  
  596
  Sepulchre Stave
  Sepulchre Stave
  Overview
  “Lichstick” is the informal word for this potent necromantic 
  artifact.  
  This sentient staff that also acts as a phylactery is ever in 
  search of the ideal companion soul to spend eternity with.  
  The problem is, sentient though it may be, it’s also insane, 
  and has ever-fluctuating standards that are impossible to 
  meet.  
  Anyone transferring their soul to the stave basically starts 
  the clock on how long it is until the stave itself arranges to 
  have the soul ejected and a new one inserted, using the lich 
  themselves as a conduit for this motive. 
    Sepulchre Stave
  Value:  
    500,000 gp / 
    800,000 gp / 
    1M gp / 
    1.2M gp
  Weight 4 lbs.; Materials wood, ichor, bone; Nature magical; 
  Aura strong enchantment (compulsion) [mind-affecting], 
  strong necromancy, strong evocation; Slot hand (Two-
  Handed Weapon)
  Weapon Profile: 
   
  Group Double, Monk; Category Two-Handed; 
  Proficiency Simple; Damage 1d6/1d6 (bludgeoning); 
  Critical x2
   
  Intelligent Item Profile:
  CL:   
   
    14th / 
    16th / 
    18th / 
    20th
  Intellligence:  
    18 /  
    20 / 
    22 /  
    24
  Wisdom:  
    6 /  
    8 /  
    10 /  
    12
  Charisma:  
    16 /  
    18 /  
    20 / 
    22
  Ego:  
   
    +6 / 
    +10/ 
    +14/ 
    +18
  Alignment: 
  Chaotic Evil
  Senses:  
  Speech, Senses 30’, Read Magic, Read  
   
   
  Languages, Telepathy, Darkvision
  Languages:  
  Common, Abyssal, Infernal, Draconic, Giant
  Initiative: 
  +6
  Perception:  
  +4  abcdef
  Effect Summary: 
  The sepulchre stave (hereinafter simply “stave”) is an 
  intelligent, willful magical artifact that operates with a mind 
  of its own.  Unless it is dormant, or there is a compelling 
  reason otherwise, treat it for all intents and purposes like an 
  NPC.  
  So long as the stave agrees with its owner’s aims, it will 
  allow its wielder to use it to cast spell-like effects.  Each of 
  these may target the wielder and/or others, so long as all 
  targets are within the senses of the stave.
  Each of the abilities listed is usable a number of times per 
  day equal to 
    8 / 
    10 / 
    12 / 
    14, minus the spell 
  level of the effect (assume Wizard class origins).  
  As a free action, the stave may choose to change the suite of 
  abilities that it does and does not grant to its holder; it may 
  perform this at any time, even if it is not the stave’s turn or 
  its holders.
  Ironically, part of the item’s curse is that it itself cannot 
  activate any of its abilities; they must instead be activated 
  by an intelligent creature holding the device.  Therefore 
  the artifact executes its will through the physical actions 
  of another.  The stave welcomes this limitation as it craves 
  living flesh to hold it, that it might manipulate dead flesh.
  Any spell effects generated by the stave that have a 
  sustaining duration are immediately dispelled when and if 
  the stave chooses to revoke the ability from its holder.
    Spell-like abilities: charm person; command; crushing 
  despair; daze; bleed; cause fear; chill touch; decompose 
  corpse; inflict light wounds; ray of enfeeblement.
    Spell-like abilities: as above, plus doom; restore corpse; 
  repair undead; blindness/deafness; command undead; 
  corpse lanterns; defending bone; inflict moderate wounds; 
  animate dead, lesser.
    Spell-like abilities: as above, plus inflict serious 
  wounds; ray of exhaustion; speak with dead; aura of 
  doom; animate dead; enervation.
    Spell-like abilities: as above, plus inflict critical wounds; 
  poison; slay living; circle of death; create undead; curse, 
  major; harm.
  Construction Requirements: 
  1/10th the value in ivory, 1/8th the value in incense; 1/4th 
  the value in diamonds, which are destroyed as part of the 
  creation process; Craft Wondrous Item feat
  Additional Construction Requirements: 
  Ability to cast each of the spells in its capability
  Construction Cost: 
    280,000 gp / 
    425,000 gp /   
    615,000 gp / 
    690,000 gp
  Appearance
  Though it operates like a typical quarterstaff, one head of the 
  sepulchre stave is decorated with an ornate headpiece.  
  This carving defies description: eyes bulge out from within, 
  pointing in multiple directions; a sigil adorns the surface 
  of unknown origins; and the entire design seems to drip an 
  ever-slick ichor.
  Demeanor
  When picked up, the stave conveys to its new owner all of its 
  capabilities, and how to trigger them.
  Prior to that, it will speak to or convey via telepathy 
  potential owners.
  
  597
  Sepulchre Stave
  
  598
  Sepulchre Stave
  FlexTable 39: Sepulchre Stave
  A
  B
  C
  D
  DC
  Description
  Veracity
  -
  -
  -
  01-30
  -
  No Rumor
  No information is obtained.
  01-14
  01-14
  01-14
  31-39
  12
  Necromantic staves grant 
  the wielder immense power 
  over the undead.
    True.  Though this certainly doesn’t 
  apply uniquely to the sepulchre stave.
  15-29
  15-30
  15-30
  01-30
  13
  Some powerful artifact 
  staves can act as 
  phylacteries for liches or 
  other powerful undead.
    True.  This, too, is not a unique 
  property of the stave.
  30-44
  31-45
  31-45
  31-39
  14
  Intelligent and willful, 
  the sepulchre stave has 
  razed cities and raised the 
  populace anew as undead.
    True.  The stave has been used for this 
  purpose often throughout its history.
  45-59
  46-60
  46-60
  40-49
  15
  A necromantic staff grants 
  its wielder unholy power... 
  but only in service to its 
  aims.
    True.  This speaks to the harmony 
  required with the stave to use it.
  60-74
  60-69
  60-69
  50-59
  16
  Tales tell of a staff used 
  to raise the dead that can 
  command an empire... but 
  woe betide the possessor 
  who fails to meet the 
  sentient item’s standards!
    True.  Very accurate depiction of the 
  stave’s uses and risks.
  75-89
  70-97
  70-94
  60-69
  11
  Even for the most 
  accomplished possessor, the 
  sepulchre stave may betray 
  its owner, as its needs and 
  wants are ever shifting like 
  sand in a desert.
    True.  This reflects the stave’s 
  mercurial stance toward ownership.
  90-00
  98-00
  95-00
  70-00
  13
  Fail to meet the ever-
  shifting needs of the 
  powerful sepulchre stave, 
  and find your soul trapped 
  within it!
    False.  Although the stave can be 
  used to intentionally store souls, and 
  has limited power over them, it does not 
  punish its owner in this manner.
  Combat Tactics
  The closest thing to outright combat that affects the stave is 
  when it comes time to transition to a new owner.  
  The stave’s quickest, easiest  path to a new owner is to bring 
  about the death of its current owner.  
  However, the trick is typically not merely to slay the owner, 
  but to do so in a manner that guarantees that the stave will 
  be discovered by a new owner, preferably one with greater 
  compatability with the stave’s latest batch of interests and 
  requirements than the current owner.
  Modus Operandi
  The stave is intelligent, and willful, and demanding, but on a 
  day-to-day basis, flexible as to what it asks of its owner.
  So long as the owner is behaving in a manner consistent with 
  the artifact’s own alignment, it is happy... for a time.  
  At its core, it is a necrotic device, and it is happiest when it 
  is being used as a phylactery for a lich, or a repository for 
  undead life in some other format.  
  Each day of ownership, make a secret check as to whether 
  the stave decides that it requires new ownership.  
  The base chance that ownership is retained is 
    80%.  
  Adjust this chance based on circumstances as described in 
  the table below.  If a set of conditions that brings the chance 
  to 100% or above, no check is necessary.
  Table 44: Sepulchre Stave Ownership Modifiers
  Modifier
  Circumstance
  -10
  The stave has controlled the owner in the past 
  24 hours (resulting from failed Ego conflict)
  -5
  If the owner has killed no other living creature 
  in the last 24 hours
  +5
  For each living creature the owner has slain in 
  the last 24 hours
  +5
  For each spell of the Necromancy school, or 
  with the Death descriptor, the owner has cast 
  in the last 24 hours (“casting” includes use of 
  staves, rods, or other magic items, including 
  the stave itself)
  
  599
  Sepulchre Stave
  Modifier
  Circumstance
  -10
  For each creature of the Undead type that the 
  owner has slain over the last 24 hours
  -5
  For each time in the past 10 days that this 
  check has been failed already
  -10
  If the owner is in a romantic relationship with 
  at least one other person (the stave is asexual 
  and hardly a prude, but hates competition for 
  attention)
  If a check is failed on a given day, the stave begins to actively 
  seek a new owner.  At the start of each subsequent day, keep 
  making this check; if the check is passed, then the stave’s 
  mercurial nature reconsiders its situation and stays with the 
  owner for the time being.
  Notoriety
  Among necromancers exclusively, the sepulchre stave is 
  known of in some circles of high power, or deep research.  
  Outside of that context, however, even the most learned 
  arcanist would be hard-pressed to accumulate information 
  about it.
  Hooks, Integration, & Adventure 
  Seeds
  • Direct Attack: The PCs discover the sepulchre stave, and 
  pick it up.
  • Plea of the Innocent: Someone approaches the party, 
  claiming that they have seen their newly-buried loved 
  one rise from the grave and stalk the living.  They beg the 
  party to investigate and grant their beloved rest.
  • Fringe Notice: As the party passes the town cemetary, 
  they notice the abundance of freshly-opened graves.  
  Naturally, this may lead to a bit of questioning and further 
  analysis!
  • Appeal from Authority: Unaccustomed as they are to 
  necromancy and the undead, city militia invite the party 
  to conduct their own investigation into recent grave-
  robberies and reports of zombie and ghoul attacks.
  • Faction Impact: Religious factions in town ask the PCs 
  to do something about the vile necromancy that seems to 
  have arisen in recent months.
  • Dark Rumor: Portents of the End Times and other 
  widespread hand-wringing by the commoners leads the 
  PCs to investigate further.
  Habits and Logistics
  The sepulchre stave is always awake, always aware, and 
  always scheming.  Unless the stave is introduced to the party 
  by having one of the PCs find it and pick it up, the sceptre 
  will already be in the possession of an NPC when the party 
  becomes aware of its impact.
    The best way of introducing the stave into your campaign 
  is to assess where it would be most interesting to 
  introduce it—typically in the context of a church, 
  cemetary groundskeeper, or an apothecary who dabbles 
  in necromancy.  Then, “place” the stave into these 
  circumstances, and brainstorm as to what the likely 
  consequences would be.   
   
  If a clear, interesting path to introducing the stave does 
  not seem evident, or you are simply looking to randomize 
  things, use the table below.
  Roll on the table below to determine the type of leader 
  possesses the stave.
  Table 45: Sepulchre Stave Leader Type
  d100
  Type of Leader
  Examples
  01-10
  Political leader
  Mayor, king, duke
  11-45
  Religious leader
  Archbishop, preacher, 
  priest
  46-70
  Faction leader
  Guild president, trading 
  leader, chief assassin
  71-00
  Shopkeeper or 
  merchant
  Apothecary; alchemist; 
  general store owner
  Attitude Tracker Triggers
  Attitude Modifiers (see later) should apply to the stave’s 
  owner.  In rare circumstance, the stave may have a different 
  perspective toward the PCs than its owner; most commonly 
  this would be in a scenario in which the stave wishes to leave 
  its current owner, and views at least one of the PCs as a 
  viable candidate for new ownership.
  Value
  Action
  <7
  The stave’s owner will actively seek to destroy 
  the party, and raise them as undead.
  <13
  If the stave’s owner encounters the PCs, s/
  he will attack them, but s/he will not actively 
  pursue the party so long as they stay away.
  >18
  The stave’s wielder views the party as allies, 
  and will offer to help them however s/he can.
  >24
  The stave’s owner will ally themselves with the 
  party, and will involve them in any planning or 
  scheming toward the stave’s aims.   
   
  Note that this may introduce a likelihood of the 
  stave seeking ownership with the PCs after a 
  time, particularly if the party contains at least 
  one character of higher level than its current 
  wielder.
  Quests & Encounters
    Quest: Ashes to—Ooh, Hi, Who Are 
  
  600
  Sepulchre Stave
  You?
    Summary: The party comes across the sepulchre stave 
  being used midst a necromantic ritual.  Instantly, the 
  stave decides that it wants to be owned by one of the 
  PCs; this creates something of a conflict with the current 
  owner!
    Rewards:  Up to 
    3 Reward Stars, sepulchre stave
    Locations: Any (graveyard).
    Key NPCs: Sepulchre Stave, Sepulchre Stave Wielder.
    Kickoff: The party is wandering about town, and 
  encounters the graveyard, which they soon realize is 
  home to a macabre scene in which the dead are being 
  brought to a form of malevolent life. 
   
  Alternately, the scene can be placed in a cavern, or even 
  in an alley, with corpses having been brought from 
  elsewhere to fuel the ritual.
    Description:
  It’s not that the stave doesn’t like its current owner: simply 
  that it has a chaotic approach toward ownership, and the PCs 
  just happened to come along when it was contemplating a 
  change.
  Mechanically, treat this as the stave and owner having just 
  failed the daily check to retain ownership.  
  The stave intuitively selects the party member most likely to 
  align with its needs and preferences.
  If there is a Chaotic Evil PC, that PC is targeted 
  automatically; randomize a selection if more than one PC 
  qualifies.
  If there is any PC in the party who has spells from the 
  Necromancy school memorized, s/he is the target.  If 
  multiple PCs qualify here, pick the one with the greater 
  number of qualifying spells memorized; if there is a tie, 
  simply randomize a selection.
  Failing the above approaches, the stave will pick the party 
  member closest to its alignment.  An Evil character will 
  work, and as a second choice, a Chaotic character will work 
  too.
  If none of the above scenarios helps pick a candidate, just 
  randomize which party member is selected; however, the 
  “lower down” on this list of picking options the relationship 
  results from, the sooner the stave will seek out new 
  ownership!
  If the PCs are able to take the stave from its owner without 
  that owner being killed, it is worth 
    2 Reward Stars, 
  which stacks with other rewards for this Quest.
  Killing the current owner merits 
    1 Reward Star, 
  which stacks with other rewards for this Quest.  While 
  this combination may seem awkward, it is actually a likely 
  scenario that the stave causes itself to be dropped, and the 
  PCs pick it up, at which point the now-former owner attacks 
  the party, and they are forced to defend themselves.
    The stave has made up its mind, and in any event 
  is entirely unused to being talked into anything, so 
  discussing the matter is a moot point.  It can be coaxed 
  into picking an alternate target, but the moment it sees 
  the PCs, it is so over its current owner and will not 
  return to or remain with him.
    If the stave is dropped, and the PCs do nothing, the 
  former owner will attack them after three rounds of 
  watching them cautiously and waiting to see what 
  happens..
    If the stave is dropped, and the PCs immediately pick it 
  up, the former owner attacks them instantly.  The owner 
  cannot be talked down from his assault once begun, and 
  he will fight to the death in an effort to retrieve the stave.
  
  601
  Sepulchre Stave
  Sepulchre Stave Wielder
  CR 6; XP 2,300
    Low
    Moderate
    Advanced
    Elite
  Challenge CR 6 
  XP 2,300
  CR 10 
  XP 5,900
  CR 14 
  XP 11,500
  CR 18 
  XP 20,000
  Class / HD Wizard 6
  Wizard 10
  Wizard 14
  Wizard 18
  Size / Aln
  Medium CE  
  Elf (High)
  Medium CE  
  Elf (High)
  Medium CE  
  Elf (High)
  Medium CE  
  Elf (High)
  HP
  26
  39
  53
  63
  Armor 
  Class
  14
  15
  16
  17
  Speed
  Walk 30’
  Walk 30’
  Walk 30’;
  Fly 30’
  Walk 30’;
  Fly 30’
  Ability 
  Scores / 
  Saves
  STR    8  (-1) 
  DEX   13 (+1) 
  CON   9 (+2) 
  INT    16 (+3) 
  WIS     8 (-1) 
  CHA  19 (+7)
  STR    8  (-1) 
  DEX   14 (+2) 
  CON   9 (+3) 
  INT    16 (+3) 
  WIS     8 (-1) 
  CHA  20 (+9)
  STR    8  (-1) 
  DEX   16 (+3) 
  CON   9 (+4) 
  INT    16 (+3) 
  WIS     8 (-1) 
  CHA  20 (+10)
  STR    8  (-1) 
  DEX   18 (+4) 
  CON   9 (+5) 
  INT    16 (+3) 
  WIS     8 (-1) 
  CHA  20 (+11)
  Skills
  -
  -
  -
  -
  Saves
  -
  -
  -
  -
  Vulnerabilities
  -
  -
  -
  -
  Immunities -
  -
  -
  -
  Senses
  Passive Perception 12
  Passive Perception 13
  Passive Perception 14
  Passive Perception 15
  Languages Common, Deep Speech, Draconic, Elvish
  Attacks
  Melee Dagger +4 (1d4+1 ) 
  Ranged Dagger (Thrown) 20 
  ft.’: +4 (1d4+1); 60 ft.’: +4 
  (1d4+1) 
  Ranged Dart ) --> 20 ft.’: -6 
  (1d4+1); 80 ft.’: -6 (1d4+1) 
  Ranged Dart ) --> 20 ft.’: -4 
  (1d4+2); 80 ft.’: -4 (1d4+2) 
  Melee Dagger (Weapon +1) 
  +7 (1d4+3 ) 
  Ranged  Dagger (Weapon 
  +1/Thrown) 20 ft.’: +7 
  (1d4+3); 60 ft.’: +7 (1d4+3) 
  Ranged Dart ) --> 20 ft.’: -2 
  (1d4+3); 80 ft.’: -2 (1d4+3) 
  Melee Dagger (Weapon +2) 
  +10 (1d4+5 ) 
  Ranged Dagger (Weapon 
  +2/Thrown) 20 ft.’: +10 
  (1d4+5); 60 ft.’: +10 
  (1d4+5)
  Ranged Dart ) --> 20 ft.’: +0 
  (1d4+4); 80 ft.’: +0 (1d4+4) 
  Melee Dagger (Weapon +3) 
  +13 (1d4+7 ) 
  Ranged  Dagger (Weapon 
  +3/Thrown) 20 ft.’: +13 
  (1d4+7); 60 ft.’: +13 
  (1d4+7)
  Special
  -
  -
  -
  -
  Proficiencies
  Crossbow (Light), Dagger, Dart, Longbow, Longsword, Quarterstaff, Shortbow, Shortsword, Sling
  CE; Medium Humanoid (Elf)
  
  602
  Sepulchre Stave
    Low
    Moderate
    Advanced
    Elite
  Special 
  Qualities
  Cantrip, Darkvision, Elf 
  Weapon Training, Extra 
  Language, Fey Ancestry, 
  Keen Senses, Languages, 
  Trance, Ability Score 
  Improvement, Cantrips, 
  Creating Spell Slots, 
  Draconic Bloodline, 
  Draconic Resilience, Dragon 
  Ancestor, Elemental Affinity, 
  Empowered Spell, Flexible 
  Casting, Font of Magic, 
  Metamagic, Quickened 
  Spell, Sorcerous Origin, 
  Sorcery Points
  Cantrip, Darkvision, Elf 
  Weapon Training, Extra 
  Language, Fey Ancestry, 
  Keen Senses, Languages, 
  Trance, Ability Score 
  Improvement, Cantrips, 
  Creating Spell Slots, 
  Draconic Bloodline, 
  Draconic Resilience, Dragon 
  Ancestor, Elemental Affinity, 
  Empowered Spell, Extended 
  Spell, Flexible Casting, 
  Font of Magic, Metamagic, 
  Quickened Spell, Sorcerous 
  Origin, Sorcery Points
  Cantrip, Darkvision, Elf 
  Weapon Training, Extra 
  Language, Fey Ancestry, 
  Keen Senses, Languages, 
  Trance, Ability Score 
  Improvement, Cantrips, 
  Creating Spell Slots, 
  Draconic Bloodline, 
  Draconic Resilience, 
  Dragon Ancestor, Dragon 
  Wings, Elemental Affinity, 
  Empowered Spell, Extended 
  Spell, Flexible Casting, 
  Font of Magic, Metamagic, 
  Quickened Spell, Sorcerous 
  Origin, Sorcery Points
  Cantrip, Darkvision, Elf 
  Weapon Training, Extra 
  Language, Fey Ancestry, Keen 
  Senses, Languages, Trance, 
  Ability Score Improvement, 
  Cantrips, Creating Spell 
  Slots, Draconic Bloodline, 
  Draconic Presence, Draconic 
  Resilience, Dragon Ancestor, 
  Dragon Wings, Elemental 
  Affinity, Empowered Spell, 
  Extended Spell, Flexible 
  Casting, Font of Magic, 
  Metamagic, Quickened 
  Spell, Sorcerous Origin, 
  Sorcery Points, Spell Casting, 
  Twinned Spell
  Spell-
  casting
  Save DC 15; Spell Atk +7
  3rd: gaseous form; major 
  image; stinking cloud
  2nd: hold person; 
  invisibility; scorching ray
  1st: burning hands; false 
  life; fog cloud; silent image
  Save DC 17; Spell Atk +9
  5th: dominate person; hold 
  monster
  4th: dimension door; 
  dominate beast; polymorph
  3rd: gaseous form; major 
  image; stinking cloud
  2nd: hold person; invisibility; 
  scorching ray
  1st: burning hands; false life; 
  fog cloud; silent image
  Save DC 18; Spell Atk +10
  7th: finger of death
  6th: circle of death
  5th: dominate person; hold 
  monster
  4th: dimension door; 
  dominate beast; polymorph
  3rd: gaseous form; major 
  image; stinking cloud
  2nd: hold person; 
  invisibility; scorching ray
  1st: burning hands; false 
  life; fog cloud; silent image
  Save DC 19; Spell Atk +11
  9th: power word kill
  8th: power word stun
  7th: finger of death
  6th: circle of death
  5th: dominate person; hold 
  monster; wall of stone
  4th: dimension door; 
  dominate beast; polymorph
  3rd: gaseous form; major 
  image; stinking cloud
  2nd: hold person; invisibility; 
  scorching ray
  1st: burning hands; false life; 
  fog cloud; silent image
  Equipment
  Dagger;
  dart (4x)
  +1 Dagger;
  dart (4x)
  +2 Dagger;
  dart (4x)
  +3 Dagger;
  dart (4x)
  Special Abilities
  Darkvision Accustomed to twilit forests and the night sky, you have 
  superior vision in dark and dim conditions. You can see in dim light within 
  60 feet of you as if it were bright light, and in darkness as if it were dim 
  light. You can’t discern color in darkness, only shades of gray.
  Elf Weapon Training You have proficiency with the longsword, 
  shortsword, shortbow, and longbow.
  Extra Language You can speak, read, and write one extra language of your 
  choice.
  Fey Ancestry You have advantage on saving throws against being 
  charmed, and magic can’t put you to sleep.
  Keen Senses You have proficiency in the Perception skill.
  Languages You can speak, read, and write Common and Elvish. Elvish is 
  fluid, with subtle intonations and intricate grammar. Elven literature is rich 
  and varied, and their songs and poems are famous among other races. 
  Many bards learn their language so they can add Elvish ballads to their 
  repertoires.
  Trance Elves don’t need to sleep. Instead, they meditate deeply, remaining 
  semiconscious, for 4 hours a day. (The Common word for such meditation 
  is “trance.”) While meditating, you can dream after a fashion; such dreams 
  are actually mental exercises that have become reflexive through years of 
  practice. After resting in this way, you gain the same benefit that a human 
  does from 8 hours of sleep.
  Creating Spell Slots Spell Slot Level-Sorcery Point Cost: 1st-2; 2nd-3; 
  3rd-5; 4th-6; 5th-7. Converting a Spell Slot to Sorcery Points. As a bonus 
  action on your turn, you can expend one spell slot and gain a number of 
  sorcery points equal to the slot’s level.
  Draconic Bloodline Your innate magic comes from draconic magic that 
  was mingled with your blood or that of your ancestors. Most often, 
  sorcerers with this origin trace their descent back to a mighty sorcerer of 
  ancient times who made a bargain with a dragon or who might even have 
  claimed a dragon parent. Some of these bloodlines are well established 
  in the world, but most are obscure. Any given sorcerer could be the 
  first of a new bloodline, as a result of a pact or some other exceptional 
  circumstance. You can speak, read, and write Draconic. Additionally, 
  whenever you make a Charisma check when interacting with dragons, 
  your proficiency bonus is doubled if it applies to the check.
  Draconic Presence Beginning at 18th level, you can channel the dread 
  presence of your dragon ancestor, causing those around you to become 
  awestruck or frightened. As an action, you can spend 5 sorcery points 
  to draw on this power and exude an aura of awe or fear (your choice) to 
  a distance of 60 feet. For 1 minute or until you lose your concentration 
  (as if you were casting a concentration spell), each hostile creature that 
  starts its turn in this aura must succeed on a Wisdom saving throw or be 
  charmed (if you chose awe) or frightened (if you chose fear) until the aura 
  ends. A creature that succeeds on this saving throw is immune to your 
  aura for 24 hours.
  Draconic Resilience As magic flows through your body, it causes physical 
  
  603
  Sepulchre Stave
  traits of your dragon ancestors to emerge. At 1st level, your hit point 
  maximum increases by 1 and increases by 1 again whenever you gain a 
  level in this class. Additionally, parts of your skin are covered by a thin 
  sheen of dragon-like scales. When you aren’t wearing armor, your AC 
  equals 13 + your Dexterity modifier.
  Dragon Ancestor At 1st level, you choose one type of dragon as your 
  ancestor. The damage type associated with each dragon is used by 
  features you gain later. White, Damage Type Cold. You can speak, read, 
  and write Draconic. Additionally, whenever you make a Charisma check 
  when interacting with dragons, your proficiency bonus is doubled if it 
  applies to the check.
  Dragon Wings At 14th level, you gain the ability to sprout a pair of dragon 
  wings from your back, gaining a flying speed equal to your current speed. 
  You can create these wings as a bonus action on your turn. They last until 
  you dismiss them as a bonus action on your turn. You can’t manifest your 
  wings while wearing armor unless the armor is made to accommodate 
  them, and clothing not made to accommodate your wings might be 
  destroyed when you manifest them.
  Elemental Affinity Starting at 6th level, when you cast a spell that deals 
  damage of the type associated with your draconic ancestry, add 5 to 
  that damage. At the same time, you can spend 1 sorcery point to gain 
  resistance to that damage type for 1 hour. The damage bonus applies to 
  one damage roll of a spell, not multiple rolls.
  Empowered Spell When you roll damage for a spell, you can spend 1 
  sorcery point to reroll a number of the damage dice up to 5. You must 
  use the new rolls. You can use Empowered Spell even if you have already 
  used a different Metamagic option during the casting of the spell.
  Extended Spell When you cast a spell that has a duration of 1 minute 
  or longer, you can spend 1 sorcery point to double its duration, to a 
  maximum duration of 24 hours.
  Flexible Casting You can use your sorcery points to gain additional spell 
  slots, or sacrifice spell slots to gain additional sorcery points. You learn 
  other ways to use your sorcery points as you reach higher levels. Creating 
  Spell Slots. You can transform unexpended sorcery points into one spell 
  slot as a bonus action on your turn. The Creating Spell Slots table shows 
  the cost of creating a spell slot of a given level. You can create spell slots 
  no higher in level than 5th. The created spell slots vanish at the end of a 
  long rest.
  Font of Magic At 2nd level, you tap into a deep wellspring of magic within 
  yourself. This wellspring is represented by sorcery points, which allow you 
  to create a variety of magical effects.
  Quickened Spell When you cast a spell that has a casting time of 1 action, 
  you can spend 2 sorcery points to change the casting time to 1 bonus 
  action for this casting.
  Sorcery Points You have 18 sorcery points. You can never have more 
  sorcery points than 18 at once. You regain all spent sorcery points when 
  you finish a long rest.
  Twinned Spell When you cast a spell that targets only one creature and 
  doesn’t have a range of self, you can spend a number of sorcery points 
  equal to the spell’s level to target a second creature in range with the 
  same spell (1 sorcery point if the spell is a cantrip). To be eligible for 
  Twinned Spell, a spell must be incapable of targeting more than one 
  creature at the spell’s current level.
  
  604
  Sepulchre Stave
  Table 46: Attitude Modifiers for Sepulchre Stave
  Starting Attitude:  
  18 (Indifferent)
  Name
  Condition
  Effect
  Notes
  Action
  PCs attack without provocation
  -15
  Does not stack with other attack-based modifiers
  Action
  PCs attack with provocation
  -10
  Does not stack with other attack-based modifiers
  Conversation
  PCs threaten violence
  -5
  -
  Action
  NPC witnesses the PCs commit a 
  crime
  +1
  Assumes the crime does not involve the NPC; stacks with 
  other modifiers that involve crimes against the NPC; does 
  not stack with other “witnesses crime” modifiers
  Action
  NPC witnesses the PCs commit 
  murder
  +2
  Assumes the crime does not involve the NPC; stacks with 
  other modifiers that involve crimes against the NPC; does 
  not stack with other “witnesses crime” modifiers
  Action
  NPC witnesses the PCs commit 
  murder in self-defense
  +1
  Assumes the crime does not involve the NPC; stacks with 
  other modifiers that involve crimes against the NPC; does 
  not stack with other “witnesses crime” modifiers
  Action
  Villain witnesses the PCs 
  discussing the villain and/or 
  their henchmen
  -4
  Does not stack with other “witness” modifiers
  Action
  PCs defend this NPC against 
  violence
  +10
  Does not stack with other “witness” modifiers
  Conversation
  PCs attempt a bribe (for 
  information, for action)
  -1
  GM’s discretion as to whether the bribe produces results 
  (positive or negative!)
  Conversation
  PCs share Rumors / Lore 
  +1
  Per each Rumor shared; maximum +4
  Extant
  One or more PCs have been 
  arrested
  +2
  Per offense, no limit
  Extant
  PCs have slain a guard, but have 
  not been caught
  +5
  Per offense, maximum -15 total
  Action
  PCs heal or “boon” this NPC
  +5
  Per healing spell/potion/skill check or beneficial spell or 
  effect; maximum +15
  Action
  PCs refuse to help when asked
  -3
  Per request; no maximum
  Action
  PCs agree to help when asked
  +4
  Per request; maximum +12
  Action
  NPC joins party for any length 
  of time
  +5
  Does not stack with subsequent iterations of itself 
  (maximum effect +5 no matter how many times NPC joins 
  party)
  Action
  PCs save this NPC’s life
  +15
  Either as part of a Quest, or as an offer made of the 
  party’s own initiative
  Conversation
  PCs fail at an Intimidate check 
  for any reason
  -2
  Per failed check; no maximum
  Investigation
  PCs discover something 
  fundamental about this villain’s 
  MO or deeds and/or discovers 
  lair or residence
  -10
  “Fundamental” is left to the GM to adjudicate; stacks with 
  other Investigation modifiers
  Investigation
  PCs rescue a victim, recover a 
  corpse, or otherwise “undo” or 
  find hard evidence of death at 
  the hands of this villain
  -10
  Initial and first-time-only; -2 per additional victim or 
  evidence beyond the first; no limit; stacks with other 
  Investigation modifiers
  Investigation
  PCs give evidence of this villain’s 
  crimes to authorities
  -8
  Stacks with other Investigation modifiers
  
  605
  Appendices
  Open Gaming License (OGL)
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  Pathfinder Roleplaying Game Pathfinder Unchained. © 2015, Paizo Inc.; Authors: Dennis 
  Baker, Jesse Benner, Ross Byers, Logan Bonner, Jason Bulmahn, Robert Emerson, Tim 
  Hitchcock, Jason Nelson, Tom Phillips, Stephen Radney-MacFarland, Thomas M. Reid, Robert 
  Schwalb, Mark Seifter, and Russ Taylor.
  Pathfinder Roleplaying Game Ultimate Magic. © 2011, Paizo Publishing, LLC; Authors: 
  Jason Bulmahn, Tim Hitchcock, Colin McComb, Rob McCreary, Jason Nelson, Stephen 
  Radney-MacFarland, Sean K Reynolds, Owen K.C. Stephens, and Russ Taylor.
  Pathfinder Roleplaying Game Ultimate Campaign. © 2013, Paizo Publishing, LLC; Authors: 
  Jesse Benner, Benjamin Bruck, Jason Bulmahn, Ryan Costello, Adam Daigle, Matt Goetz, Tim 
  Hitchcock, James Jacobs, Ryan Macklin, Colin McComb, Jason Nelson, Richard Pett, Stephen 
  Radney-MacFarland, Patrick Renie, Sean K Reynolds, F. Wesley Schneider, James L. Sutter, 
  Russ Taylor, and Stephen Townshend.
  Pathfinder Roleplaying Game Ultimate Combat. © 2011, Paizo Publishing, LLC; Authors: 
  Dennis Baker, Jesse Benner, Benjamin Bruck, Jason Bulmahn, Brian J. Cortijo, Jim Groves, 
  Tim Hitchcock, Richard A. Hunt, Colin McComb, Jason Nelson, Tom Phillips, Patrick Renie, 
  Sean K Reynolds, and Russ Taylor.
  Pathfinder Roleplaying Game Ultimate Equipment. © 2012 Paizo Publishing, LLC; 
  Authors: Dennis Baker, Jesse Benner, Benjamin Bruck, Ross Byers, Brian J. Cortijo, Ryan 
  Costello, Mike Ferguson, Matt Goetz, Jim Groves, Tracy Hurley, Matt James, Jonathan H. 
  Keith, Michael Kenway, Hal MacLean, Jason Nelson, Tork Shaw, Owen KC Stephens, and Russ 
  Taylor. 
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/Infinium Game Studios/Villainous Compendium.pdf