TEXT: Appendix B: Nonplayer Characters
  friends and foes of the wood
  You can use the NPC stat blocks presented here to create  
  or alter encounters in Humblewood.
  Some of the listed NPCs have been devised with certain 
  birdfolk races in mind, and this is reflected in their stat blocks. 
  Some are generic and could be used for any race of birdfolk. 
  These can be used as is, but can also be further customized 
  using the rules in Appendix C: Creating NPCs (pg.208) of 
  this book.
  Descriptions of the various NPCs which appear in 
  Chapter 4: Adventure in the Wood (pg.84) can also be 
  found here.
  ARDWYN, ELDER OF MEADOWFEN
  A venerable huden gallus with rounded grouse-like propor-
  tions and feathers that have long since lost the sheen of youth. 
  As the village Elder, Ardwyn is a figure of authority within 
  Meadowfen. She and her late husband kept the village running 
  until his death, after which she took on the role alone. Elder 
  Ardwyn is a kind and perceptive woman who exudes leader-
  ship. The villagers look to her for guidance.
  BIRDFOLK DOCKMASTER
  It may be odd to see birdfolk working the docks and ships 
  of Saltar’s Port, but the sea is a way of life for some folk. Jobs 
  in the seafaring industry are as lucrative as they are tough. For 
  the birdfolk that choose to ply their trade on the water, life is 
  about order and efficiency. One improperly stowed barrel or 
  poorly lashed line can spell disaster on the sea. Dockmasters 
  take their marine jobs very seriously.
  BIRDFOLK FARMER
  Simple farmers can be found across the Wood, providing 
  necessary food and supplies to the cities. There are many 
  places in Humblewood where digging up large heaps of soil 
  would either be impractical or damaging to the forest. While 
  traditional farms exists in Humblewood, the majority of 
  farms are built in the canopies in or around cities. Farming 
  in the canopy consists of growing flowering moss gardens or 
  fruit-bearing vines on the branches of perch trees. Canopy 
  farms can also include the raising of large insects for food, or 
  silkworms for clothing.
  birdfolk Dockmaster
  medium HumAnoid (Any birdfolk), Any Alignment
  a
  Armor Class  
  14 (leather)
  Hit Points  
  55 (10d8 + 10)
  Speed  
  30 ft.a
  STR
  DEX
  CON
  INT
  WIS 
  CHA
  10 (+0)
  16 (+3)
  13 (+1)
  8 (-1)
  13 (+1)
  15 (+2)
  a
  Skills  Athletics +2, Perception +5, Persuasion +4
  Senses  passive Perception 15
  Languages  Birdfolk. Can also understand Auran, but 
  cannot speak it.
  Challenge  2 (450 XP)a
  Glide. When falling at least 10 feet, the dockmaster can 
  spend a reaction to fly up to their speed in one direction 
  as they descend. They land in an unoccupied space at the 
  end of their movement, and take no falling damage. They 
  cannot glide while carrying heavy objects, heavy weapons, 
  or shields (though they can drop any held items as part of 
  their reaction).
  Confidence. The dockmaster adds their Charisma modi-
  fier to their initiative rolls.
  Sneak Attack. Once per turn, the dockmaster deals an 
  extra 3 (1d6) damage when they hit a target with a weapon 
  attack and they have advantage on the attack roll, or 
  when the target is within 5 ft. of an ally of the dockmaster 
  that isn’t incapacitated and the dockmaster doesn’t have 
  disadvantage on the attack roll.
  Actions
  Multiattack. The dockmaster makes two saber attacks 
  and one dagger attack.
  Saber. Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  target. Hit: 6 (1d6 + 3) slashing damage.
  Dagger. Melee Weapon Attack: +5 to hit, reach 5 ft., range 
  20/60, one target. Hit: 5 (1d4 + 3) piercing damage. 
  190
  Appendix B | Nonplayer Characters
  
  BIRDFOLK GUARD
  Aspiring recruits from all over the Wood flock to the Perch 
  Guard headquarters in the capital of Alderheart to join their 
  ranks. After successful training, these newly sworn guards 
  return to their home perch. They serve with pride, acting as 
  the perch’s first line of defense. Under the Humblefolk Treaty, 
  members of the Perch Guard are tasked to aid nearby villages 
  on the forest floor whenever necessary. In larger cities like 
  Alderheart, the Perch Guard are also responsible for dealing 
  with inner city issues such as robbery, bar fights, and investi-
  gating and arresting criminals.
  BIRDFOLK MILITIA
  In smaller perches, where a guard force may be minimal 
  or nonexistent, town security consists of a locally-organized 
  militia. Anyone can enlist in these groups, provided they are 
  upstanding citizens. They can be called upon by the Perch 
  Guard to perform duties ranging from policing streets to 
  supplementing military efforts.
  BIRDFOLK SAILOR
  For birdfolk who take up the seafaring 
  trade, their home is as much on the ocean as 
  it is at port. They relish the salt spray and 
  stiff winds, finding the closed spaces of 
  forest life to be stifling compared to the 
  wide-open expanse of the sea.
  peculiAr deSign 
  Birdfolk ship design often causes confusion among other 
  seafaring races due to the relative absence of rigging. 
  While cordage is needed to keep sails in place and cargo 
  stored, nets and climbing ropes prove less necessary when 
  the crew is capable of limited flight. A birdfolk sailor can 
  simply lash a rope to their leg, open their wings, and let 
  the ocean breeze carry them up to the sails or to a look-
  out post on the main mast. 
  BIRDFOLK SKIRMISHER
  The bulk of the Perch Guard’s military force are a light 
  infantry called ‘The Spears.” They train relentlessly with 
  polearm weapons perfectly suited for branch-to-branch 
  combat. Many are also skilled at ranged attacks with these 
  weapons, as well as performing special diving maneuvers, 
  making them an even greater threat to enemies below. In 
  times of peace, skirmishers often serve as skilled hunters, 
  following the direction of trackers to collect enough food for 
  entire villages.
  Birdfolk Guard
  medium HumAnoid (Any birdfolk), Any lAWful Alignment
  a
  Armor Class  
  16 (chain shirt and shield)
  Hit Points  
  11 (2d8 + 2)
  Speed  
  30 ft.a
  STR
  DEX
  CON
  INT
  WIS 
  CHA
  13 (+1)
  12 (+1)
  12 (+1)
  10 (+0)
  10 (+0)
  10 (+0)
  a
  Skills  Perception +2
  Senses  passive Perception 12
  Languages  Birdfolk. Can also understand Auran, but 
  cannot speak it.
  Challenge  1/8 (25 XP)a
  Glide. When falling at least 10 feet, the guard can spend 
  a reaction to fly up to their speed in one direction as they 
  descend. They land in an unoccupied space at the end of 
  their movement, and take no falling damage. They cannot 
  glide while carrying heavy objects or heavy weapons, or 
  shields (though they can drop any held items as part of 
  their reaction).
  Actions
  Spear. Melee or Ranged Weapon Attack: +3 to hit, reach 
  5 ft. or range 20/60 ft., one target. Hit: 4 (1d6 + 1) piercing 
  damage, or 5 (1d8 + 1) piercing damage if used with two 
  hands to make a melee attack. 
  Birdfolk Farmer
  medium HumAnoid (Any birdfolk), Any Alignment
  a
  Armor Class  
  10
  Hit Points  
  4 (1d8)
  Speed  
  30 ft.a
  STR
  DEX
  CON
  INT
  WIS 
  CHA
  10 (+0)
  10 (+0)
  10 (+0)
  10 (+0)
  10 (+0)
  10 (+0)
  a
  Skills Nature +4
  Senses passive Perception 10
  Languages  Birdfolk. Can also understand Auran, but 
  cannot speak it.
  Challenge  0 (10 XP)a
  Glide. When falling at least 10 feet, the farmer can spend 
  a reaction to fly up to their speed in one direction as they 
  descend. They land in an unoccupied space at the end of 
  their movement, and take no falling damage. They cannot 
  glide while carrying heavy objects, heavy weapons, or 
  shields (though they can drop any held items as part of 
  their reaction).
  Actions
  Pitchfork. Melee Weapon Attack: +2 to hit, reach 5 ft., one 
  target. Hit: 2 (1d4) piercing damage. 
  Appendix B | Nonplayer Characters
  191
  
  Birdfolk Militia
  medium HumAnoid (Any birdfolk), Any Alignment
  Armor Class  
  12 (leather armor)
  Hit Points  
  11 (2d8 + 2)
  Speed  
  30 ft.a
  STR
  DEX
  CON
  INT
  WIS 
  CHA
  12 (+1)
  10 (+0)
  12 (+1)
  10 (+0)
  10 (+0)
  10 (+0)
  a
  Senses  passive Perception 10
  Languages  Birdfolk. Can also understand Auran, but 
  cannot speak it.
  Challenge  1/8 (25 XP)a
  Glide. When falling at least 10 feet, the birdfolk militia can 
  spend a reaction to fly up to their speed in one direction 
  as they descend. They land in an unoccupied space at the 
  end of their movement, and take no falling damage. They 
  cannot glide while carrying heavy objects, heavy weapons, 
  or shields (though they can drop any held items as  
  part of their reaction).
  Actions
  Mace. Melee Weapon Attack: +3 to hit, reach 5 ft., one 
  target. Hit: 4 (1d6 + 1) bludgeoning damage. 
   
  birdfolk Sailor
  medium HumAnoid (Any birdfolk), Any Alignment
  a
  Armor Class  
  12 (leather armor)
  Hit Points  
  11 (2d8 + 2)
  Speed  
  30 ft.a
  STR
  DEX
  CON
  INT
  WIS 
  CHA
  12 (+1)
  13 (+1)
  12 (+1)
  10 (+0)
  10 (+0)
  10 (+0)
  a
  Skills  Athletics +3
  Senses  passive Perception 10
  Languages  Birdfolk. Can also understand Auran, but 
  cannot speak it.
  Challenge  1/8 (25 XP)
  Glide. When falling at least 10 feet, the sailor can spend a 
  reaction to fly up to their speed in one direction as they 
  descend. They land in an unoccupied space at the end of 
  their movement, and take no falling damage. They cannot 
  glide while carrying heavy objects, heavy weapons, or 
  shields (though they can drop any held items as part of 
  their reaction).
  Actions
  Shortsword. Melee Weapon Attack: +3 to hit, reach 5 ft., 
  one target. Hit: 5 (1d6 + 2) piercing damage.
  Light Crossbow. Ranged Weapon Attack: +3 to hit, range 
  80/320 ft., one target. Hit: 5 (1d8 + 2) piercing damage. 
  192
  Appendix B | Nonplayer Characters
  
  Tevor of the Spring Path 
  Tevor is a timid sable luma, with ruddy gray feathers and 
  a short beak. He is a good friend of Havel, and has begun to 
  feel affection for the gallus since their time working together. 
  Tevor is a Sapling, a low ranking member of the Tenders, 
  who barely escaped from an ashsnake attack which killed his 
  mentor. While he has agreed to give his report of events in 
  the Scorched Grove, he is not prepared to do much beyond 
  this. He possesses conviction in the beliefs of his order, but the 
  traumatic event has left him feeling frightened and helpless. If 
  only he could find the courage to match his ideals, he would 
  be destined for greatness. Tevor is generally averse to combat 
  now, but before joining the Tenders he trained as a perch 
  guard recruit. He uses the birdfolk skirmisher stat block but 
  with these changes:  
   l
  Tevor is Small sized, and his alignment is neutral good.
   l
  He has 22 hit points.
   l
  His speed is 25 feet, and he has resistance to 
  poison damage.
   l
  His Wisdom score is 14 (+2) and his Charisma score 
  is 12 (+1)
   l
  Tevor gains the following abilities:
  • 
  Fated (Recharges after a Long Rest). Tevor can choose 
  to reroll any attack roll, skill check, or saving throw. 
  • 
  Resilience. Tevor rolls with advantage on saving throws 
  against being poisoned. 
   l
  Tevor can also cast cure wounds as a first level spell once per 
  long rest. Wisdom is his spellcasting ability for this spell. 
  BITA, THE COUNCIL SPEAKER
  Bita is a bright gallus whose elegant white plumage 
  resembles that of a peacock. As the Birdfolk Council’s 
  Speaker, she is always first to address those who have 
  been granted an audience with the Council. She takes 
  her duties as the Speaker and as a Council member very 
  seriously. Despite her profound affection for Humblewood 
  and it’s citizens, she often comes off as severe and cold. Bita 
  believes in doing what’s best for the folks of the Wood, and 
  sometimes this means making level-headed, tough decisions.
  CARA STORMSINGER
  A tawny-feathered swift strig woman from Meadowfen. 
  Cara is the captain of the village militia. She was responsible 
  for assembling the team of villagers who went out to investi-
  gate the black plume of smoke that appeared over Meadow-
  fen’s horizon. She endured a harrowing journey to return 
  home and relate Ashbarrow’s fate to Elder Ardwynn.
  Birdfolk Skirmisher
  medium HumAnoid (Any birdfolk), Any lAWful Alignment
  a
  Armor Class  
  14 (chain shirt)
  Hit Points  
  11 (2d8 + 2)
  Speed  
  30 ft.a
  STR
  DEX
  CON
  INT
  WIS 
  CHA
  14 (+2)
  12 (+1)
  12 (+1)
  10 (+0)
  10 (+0)
  10 (+0)
  a
  Skills  Athletics +4
  Senses  passive Perception 10
  Languages  Birdfolk. Can also understand Auran, but 
  cannot speak it.
  Challenge  1/8 (25 XP)a
  Glide. When falling at least 10 feet, the skirmisher can 
  spend a reaction to fly up to their speed in one direction 
  as they descend. They land in an unoccupied space at the 
  end of their movement, and take no falling damage. They 
  cannot glide while carrying heavy objects, heavy weapons, 
  or shields (though they can drop any held items as part of 
  their reaction).
  Drop Attack. The skirmisher can make an attack during 
  their glide. If they do so they deal an extra 1d8 points 
  of damage.
  Actions
  Spear. Melee or Ranged Weapon Attack: +4 to hit, reach 
  5 ft. or range 20/60 ft., one target. Hit: 5 (1d6 + 2) piercing 
  damage, or 6 (1d8 + 2) piercing damage if used with two 
  hands to make a melee attack. 
  Appendix B | Nonplayer Characters
  193
  
  CERVAN BANDIT GENERAL
  Bandit clans are commanded by generals. Serving as both a 
  battle-tested warrior and master strategist, they alone coor-
  dinate the disparate band of thieves and outlaws that make 
  up the collective. While military monikers are used to refer 
  to bandit leadership, more than combat prowess is needed to 
  maintain order in these volatile organizations. A dominating 
  personality and charismatic voice are as necessary as a swift 
  blade and a sharp mind. Cervans don’t typically take to brig-
  andry, but their practical skills and ability to survive in even 
  the most adverse situations make those with loose morals and 
  dubious ambitions a natural fit.
  Benna Seridan
  Benna is a tall, scarred grove cervan, who wears a red 
  bandana over her lost left eye. The leader of the Bandit Coali-
  tion, she is an idealist who believes that Alderheart’s canopy, 
  the symbol of birdfolk power in the region, should be burned 
  and its resources looted to help those displaced by the flames. 
  Benna lived a tranquil village life until her mother, a respected 
  village elder and seer, foretold that the flames would come. 
  Word was sent to Alderheart’s Council, asking for supplies and 
  aid, both of which were denied because the Council didn’t 
  believe in the power of the seer’s visions. When the flames had 
  all but consumed the village, the birdfolk support arrived, but 
  it was too late. Benna lost her family. She also lost, her left eye 
  and left ear due to the burns she sustained while helping others 
  escape from the blaze. She fell in with the bandits and quickly 
  rose through their ranks, thanks to her passion and purpose. 
  She is a seasoned veteran who has been building the bandit 
  forces, and utilizing the organization to care for humblefolk 
  left homeless by the spreading fires. Benna Seridan uses the 
  cervan bandit general stat block, but the scimitar in her main 
  hand is a blade of the wood *(+1 to attack and damage rolls, see 
  Appendix D: New Magic Items, pg.211), and a shortsword 
  (1d6 + 3 piercing damage) in her offhand.
  Krall, the Scavenger King 
  Krall is an imposing mapach, standing nearly 6 feet tall 
  with a solid build and matted fur that is missing in patches. 
  He was close friends with Benna, although he didn’t share her 
  altruism and instead believed that those who couldn’t carry 
  their weight should be left behind. He expects complete loyalty 
  from his followers, and favors hit-and-run tactics. He and his 
  troops exact tolls on poorly-defended caravans for passage 
  along the roads, which many pay to avoid his wrath. 
  Krall the cervan bandit general stat block, but with 
  these changes:
   l
  He is a Mapach and knows the Birdfolk and Mapach 
  languages.
   l
  His Wisdom score is 14 (+2), his Intelligence score is 12 
  (+1), and his Constitution score is 16 (+3).
   l
  He has 75 hit points and resistance to poison damage.
   l
  His base speed is 30 feet, and he has a climb speed 
  of 20 feet. 
   l
  Replace Surge of Vigor, and Standing Leap with the 
  following:
  • 
  Resilience. Krall has advantage on saving throws against 
  being poisoned.
  • 
  Skulker. Krall has advantage on Stealth checks made in 
  dim light or total darkness. 
   l
  He wields a rapier in his main hand and a long parrying 
  dagger (use the stats for a shortsword) in his off-hand. 
  He has the following attack actions, and can multiattack, 
  though he cannot make ranged attacks with his parry-
  ing dagger:
  • 
  Rapier. Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  target. Hit: 7 (1d8 + 3) piercing damage.
  • 
  Parrying Dagger. Melee Weapon Attack: +5 to hit, reach 
  5 ft., one target. Hit: 6 (1d6 + 3) piercing damage.
  Cervan Bandit General
  medium HumAnoid (cervAn), neutrAl evil
  a
  Armor Class  
  15 (studded leather)
  Hit Points  
  65 (10d8 + 20)
  Speed  
  35 ft.a
  STR
  DEX
  CON
  INT
  WIS 
  CHA
  14 (+2)
  17 (+3)
  14 (+2)
  14 (+2)
  11 (+0)
  14 (+2)
  a
  Saving Throws  Dex +5, Cha +4
  Skills  Deception +4, Persuasion +4
  Senses  passive Perception 10
  Languages  Birdfolk, Cervan
  Challenge  2 (450 XP)a
  Surge of Vigor (Recharges after a Long Rest). If an  
  attack deals over half of the general’s current remaining 
  hit points in damage (even if their hit points are reduced 
  to 0 by the attack), the bandit general immediately heals  
  8 (1d12 + 2) hit points.
  Standing Leap. The general’s long jump is 30 feet, 
  and their base high jump is 15 feet, with or without a 
  running start.
  Actions
  Multiattack. The general makes three melee attacks, 
  two with their scimitar and one with their dagger. Alter-
  natively, the general can make two ranged attack with 
  their daggers.
  Scimitar. Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  target. Hit: 6 (1d6 + 3) slashing damage.
  Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 
  5 ft. or range 20/60 ft., one target. Hit: 5 (1d4 + 3) pierc-
  ing damage.
  Reactions
  Parry. The general adds 2 to their AC against one melee 
  attack that would hit them. The general must see the 
  attacker and be wielding a melee weapon. 
  Appendix B | Nonplayer Characters
  194
  
  CERVAN PRIEST
  Cervan villages are typically led by a community elder who 
  is wise both in politics as well as in the ways of the Amaran-
  thine. Priests provide guidance to the community, ensuring 
  that rituals are properly observed and customs well kept. As 
  storytellers and keepers of a village’s history, they are trusted 
  with the myths and folktales used to impart knowledge neces-
  sary for survival in the forest.
  CORVAX REVAYNE
  This slender dusk corvum’s plumage resembles that of a 
  black-billed magpie. A professor of divination at the Avium, 
  his brilliant mind is often held back by paranoia, an unfor-
  tunate side-effect of the diviner’s line of work. This has led 
  faculty to view his predictions cautiously, and has earned him 
  a reputation as a bit of an oddball around campus. He is smart 
  and capable, however, and can be a useful ally to the party in 
  the last two parts of the adventure. Corvax shouldn’t ever be in 
  combat, but should you need to reference his stats, use the stat 
  block for a mage, with the following changes:
   l
  Corvax has proficiency in the Religion skill. His alignment 
  is lawful neutral.
   l
  Add the Glide (pg.208) and Talons (pg.208) abilities, 
  along with the following ability: 
  • 
  Skulker. Professor Revayne has advantage on Dexterity 
  (Stealth) checks made in dim light or darkness. 
   l
  Corvax has the following spells prepared:
  Cantrips (at will): fire bolt, light,  
  mage hand, prestidigitation 
  1st level (4 slots): detect magic, mage armor,  
  magic missile, shield
  2nd level (3 slots): augury, misty step 
  3rd level (3 slots): clairvoyance, counterspell, fly 
  4th level (3 slots): greater invisibility, locate creature
  5th level (1 slot): scrying
  CORVUM ASSASSIN
  Frequently members of criminal organizations, contract 
  killers can be found in the Wood’s largest and most politically 
  complex perches. They serve powerful figures with a lack of 
  scruples and an abundance of coin. Assassins are trained from 
  a young age to become deadly masters of their craft, learning 
  how to skulk the branchroads and keep hidden in the canopy 
  to time the perfect ambush. Corvums, with their natural intel-
  ligence and cunning, make the best assassins.
  CORVUM NECROMANCER
  Every sentient being is susceptible to the lure of necro-
  mancy. The promise of seeing lost loved ones again, or raising 
  an army of powerful minions, can sometimes be difficult to 
  resist. The birdfolk of Humblewood are not immune to that 
  lure. To help curb this curiosity, professors at The Avium 
  teach necromantic theory only. But some intrepid students 
  have been known to pursue the practical applications in secret. 
  Sure of their intellect, corvums in particular are often willing 
  to challenge traditions for the sake of knowledge. As a result, 
  more than one corvum has wandered down the path of the 
  dark arts. 
  Glinda Nightseed
  This venerable huden gallus’ plumage resembles a ptarmi-
  gan, and she usually wears a pince-nez on her beak. A professor 
  of advanced theoretical necromancy, Glinda is known for 
  having strange opinions about her field of study. Unlike most 
  birdfolk, she sees necromancy as a manipulation of life ener-
  gies on par with druidic magic. She is a kind soul, and only 
  practices the lighter forms of necromancy. However, she has 
  been performing secret experiments on the servitor skeletons 
  in the Avium hoping to develop a cutting-edge resurrection 
  spell. This violates campus policies which ban practical necro-
  mancy, and could cause her to lose her job. 
  Cervan Priest
  medium HumAnoid (cervAn), Any Alignment
  a
  Armor Class  
  10
  Hit Points  
  19 (3d8 + 6)
  Speed  
  30 ft.a
  STR
  DEX
  CON
  INT
  WIS 
  CHA
  12 (+1)
  10 (+0)
  14 (+2)
  10 (+0)
  14 (+2)
  11 (+0)
  a
  Skills  Medicine +4, Religion +2 
  Senses  passive Perception 12 
  Languages  Cervan, Birdfolk 
  Challenge  1/4 (50 XP)a
  Surge of Vigor (Recharges after a Long Rest).  If the 
  priest is dealt damage equal to half or more of their 
  current remaining hit points (even if their HP is reduced 
  to 0 by the attack), they immediately regain 8 (1d12 + 2) 
  hit points.
  Charge. If the priest moves at least 20 feet in a straight line 
  towards an enemy, their antler attack deals an extra 3 (1d6) 
  points of piercing damage. If the target of the charge is 
  Large or smaller, they must make a DC 11 Strength saving 
  throw or be pushed 10 feet away from the priest.
  Spellcasting. The priest is a 3rd-level spellcaster. Their 
  spellcasting ability is Wisdom (spell save DC 12, +4 to hit 
  with spell attacks). The priest has the following cleric  
  spells prepared: 
  Cantrips (at will):  guidance, light, spare the dying
  1st level (4 slots):  bless, cure wounds, guiding bolt, 
  shield of faith
  2nd level (2 slots):  calm emotions, warding bond
  Actions
  Antlers. Melee Weapon Attack: +3 to hit, reach 5 ft., one 
  target. Hit: 4 (1d6 + 1) piercing damage.
  Quarterstaff. Melee Weapon Attack: +3 to hit, reach 5 ft., 
  one target. Hit: 4 (1d6 + 1) bludgeoning damage or 5 (1d8 + 
  1) bludgeoning damage if being held in both hands.
  Appendix B | Nonplayer Characters
  195
  
  Glinda uses the corvum necromancer stat block, but with 
  these changes:
   l
  Her Charisma score is 10 (+0) and her Wisdom score is  
  14 (+2). Her alignment is chaotic good.
   l
  Remove the Talons, Convincing, and Life Leech abilities. 
  Add Wing Flap along with the following: 
  • 
  Seedspeech. Professor Nightseed can communicate 
  simple ideas to living plants, and is able to interpret 
  their responses in simple language.
   l
  Glinda has the following spells prepared:
  Cantrips (at will): chill touch, light, mage hand, presti-
  digitation 
  1st level (4 slots): sleep, false life, mage armor, 
  magic missile
  2nd level (3 slots): misty step, web, ray of enfeeblement
  3rd level (3 slots): animate dead, counterspell, fear
  4th level (3 slots): black tentacles, blight 
  5th level (1 slot): passwall
  Odwald Ebonhart
  Odwald is a haggard old kindled corvum, resembling a 
  thick billed raven with coarse, hoary  feathers, ruffled from 
  years of adventuring. Odwald has a sharp mind but a faint 
  heart. A member of the illustrious Ebonhart family, a noble 
  house that dates back to the founding of Alderheart, Odwald 
  was an arcane prodigy who grew up in a world which expected 
  him to be brilliant. While magic always came naturally to him, 
  the pressure of his family’s expectations weighed heavily upon 
  him, and filled him with a deep-seated fear of failure. Months 
  ago, he was tricked by an unknown entity into weakening the 
  seal that held the aspect of fire beneath the Scorched Grove. 
  Ever since he has blamed himself for the worsening conditions 
  in the Wood. He has no solution for stopping the aspect, and 
  this terrifies him. Shortly after saving his friend Riffin, desper-
  ation drove him back to his alma mater, the Avium, where he 
  has since worked with forbidden magics in secrecy. Using a 
  secret door he discovered during his time as a student, Odwald 
  converted several inaccessible and defunct classrooms into a 
  makeshift laboratory where he toils tirelessly, experimenting 
  with dark and dangerous magics in the hopes of discovering a 
  way to stop the aspect. Odwald uses the corvum necromancer 
  stat block. His alignment is chaotic neutral.
  ELIZA PENNYGLEAM
  Eliza Pennygleam is an eluran, a group of cat-like people 
  from the west. While not native to Humblewood, elurans are 
  commonly seen along the roads as part of merchant caravans, 
  and behind merchant stalls in the capital. Eliza is a savvy 
  merchant, on her way to Alderheart to take over her late sister’s 
  shop. She is a natural bargainer, but she is also charitable to 
  those who have faced hardships.
  FIGORY FIGGINS 
  A slender, blond-furred jerbeen with an affable nature 
  and an unfortunate reputation. Figory has been studying 
  for two years at the Avium, but anxiety about the professors 
  expectations and the complicated schedule needed for feath-
  erless students to navigate campus have held him back a full 
  year compared to other students. He has been bullied by his 
  classmates at the Avium, and his recent encounter with the 
  cobblefright has left him deeply unnerved. He desperately 
  wants someone to believe his story and take action against the 
  creature lurking around campus. 
  GALLUS DRUID
  The gallus of Humblewood have an especially deep connec-
  tion with nature. Hanera teaches them to see the world from 
  the forest floor, instead of the canopy. This is a message many 
  gallus have taken to heart. Out of this reverence for nature, 
  some gallus dedicate themselves to the study and preservation 
  of the Wood, becoming wardens of the forest, or acting as 
  guides. A select few with a unique connection to flora and 
  fauna develop incredible powers and abilities. These druids 
  can sprout trees and mend injured animals with a touch. They 
  are revered among birdfolk and humblefolk alike as spiritual 
  leaders and wise advisors
  Havel of the Autumn Moon
  Havel is a frail but courageous huden gallus, with pheas-
  ant-like plumage. He is a dear friend of Tevor, and the two 
  have fallen for each other during their time together in Alder-
  heart. Havel is a Summerblossom, a rank given to experienced 
  members of the Tenders. He has been working at the Tenders’ 
  headquarters in the Trunk district, where he provides aid to 
  the refugees. He is also skilled in the use of natural magic, and 
  while normally too sickly to adventure, could still assist the 
  party with his talents. 
  Havel uses the gallus druid stat block with these changes:
   l
  Havel only has 10 points, and his alignment is 
  neutral good.
   l
  Havel’s Strength score is 6 (-2), his Dexterity score is 10 
  (+0) and his armor class is 10 (16 with barkskin).
  GALLUS MONK
  Gallus who are not content to settle into everyday life in 
  small communities venture out to secluded monasteries and 
  learn the way of the monk. There, a disciplined routine of 
  physical rigours and spiritual contemplation is overseen by 
  wizened masters. After years of training, initiates are deemed 
  ready to journey the land and put their learning to the test. 
  The majority return to the monastery after having had a revela-
  tion during their travels. Other continue to wander, sometimes 
  with a few trusted companions, forever finding new meaning.
  GREGOR THORNSPUR, 
  MAGISTRATE OF ALDERHEART
  Gregor is a dull-looking sable luma with a single errant 
  feather that sticks out oddly from his brow. Gregor is the 
  Magistrate of Alderheart, and though he appears to be a tired 
  bureaucrat, his demeanour hides a shrewd businessman eager 
  to turn any situation to his advantage. He is not above taking 
  bribes in exchange for expediting requests to see the Bird-
  folk Council.
  Appendix B | Nonplayer Characters
  196
  
  Corvum Assassin
  medium HumAnoid (corvum), Any non-lAWful Alignment
  a
  Armor Class  
  15 (studded leather)
  Hit Points  
  54 (12d8)
  Speed  
  30 ft.a
  STR
  DEX
  CON
  INT
  WIS 
  CHA
  10 (+0)
  16 (+3)
  11 (+0)
  14 (+2)
  14 (+2)
  10 (+0)
  a
  Saving Throws  Dex +6, Int +5 
  Skills  Insight +5, Nature +5, Perception +8, Stealth +9 
  Senses  passive Perception 18
  Languages  Birdfolk, Thieves Cant, and any one other 
  language. Can understand Auran but cannot speak it
  Challenge  5 (1,800 XP)a
  Glide. When falling at least 10 feet, the assassin can spend 
  a reaction to fly up to their speed in one direction as they 
  descend. They land in an unoccupied space at the end of 
  their movement, and take no falling damage. They cannot 
  glide while carrying heavy objects, heavy weapons, or 
  shields (though they can drop any held items as part of 
  their reaction).
  Talons. The assassin has advantage on Strength (Athlet-
  ics) checks made to climb any surface their talons could 
  reasonably grip.
  Assassinate. During their first turn, the assassin has 
  advantage on attack rolls against any creature that hasn’t 
  taken a turn. Any hit the assassin scores against a surprised 
  creature is a critical hit.
  Sneak Attack. Once per turn, the assassin deals an extra 10 
  (3d6) damage when they hit a target with a weapon attack 
  and have advantage on the attack roll, or when the target 
  is within 5 feet of an ally of the assassin that isn’t incapac-
  itated and the assassin doesn’t have disadvantage on the 
  attack roll.
  Skulker. The assassin has advantage on Dexterity (Stealth) 
  checks made in dim light or darkness.
  Actions
  Multiattack. The assassin makes two melee attacks: one 
  with their shortsword and one with their dagger. Or the 
  assassin makes two ranged attacks with their daggers.
  Talons. Melee Weapon Attack: +6 to hit, reach 5 ft., one 
  target. Hit: 5 (1d4 + 3) slashing damage.
  Shortsword. Melee Weapon Attack: +6 to hit, reach 5 ft., 
  one target. Hit: 6 (1d6 + 3) piercing damage, and the target 
  must make a DC 13 Constitution saving throw, taking 10 
  (3d6) poison damage on a failed save, or half as much 
  damage on a successful one. 
  Dagger. Melee or Ranged Weapon Attack: +6 to hit, reach 
  5 ft. or range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing 
  damage, and the target must make a DC 13 Constitution 
  saving throw, taking 10 (3d6) poison damage on a failed 
  save, or half as much damage on a successful one. 
  Corvum Necromancer
  medium HumAnoid (corvum), Any evil Alignment
  a
  Armor Class  
  12 (15 with mage armor)
  Hit Points  
  49 (9d8 + 9)
  Speed  
  30 ft.a
  STR
  DEX
  CON
  INT
  WIS 
  CHA
  9 (-1)
  14 (+2)
  12 (+1)
  18 (+4)
  10 (+0)
  14 (+2)
  a
  Saving Throws  Int +7, Wis +3
  Skills  Arcana +7, Deception +5, Medicine +3
  Senses  passive Perception 10
  Languages  Birdfolk, and any two languages. Can also 
  understand Auran, but cannot speak it.
  Challenge  6 (2,300 XP)a
  Glide. When falling at least 10 feet, the necromancer can 
  spend a reaction to fly up to their speed in one direction 
  as they descend. They land in an unoccupied space at the 
  end of their movement, and take no falling damage. They 
  cannot glide while carrying heavy objects, heavy weapons, 
  or shields (though they can drop any held items as part of 
  their reaction).
  Talons. The necromancer has advantage on Strength 
  (Athletics) checks made to climb any surface their talons 
  could reasonably grip.
  Convincing. The necromancer has advantage on all 
  Charisma checks used to convince someone of their 
  knowledge of subject matter pertaining to the Arcana skill.
  Life Leech. Once per turn, when the necromancer kills one 
  or more creatures with a spell of 1st level or higher, they 
  can regain hit points equal to twice the level of the spell, or 
  three times the level if it is a necromancy spell.
  Spellcasting. The necromancer is a 9th-level spellcaster. 
  Their spellcasting ability is Intelligence (spell save DC 15, +7 
  to hit with spell attacks). The necromancer has the follow-
  ing wizard spells prepared:
  Cantrips (at will): chill touch, light, mage hand,  
  prestidigitation 
  1st level (4 slots): disguise self, false life†, mage armor,  
  magic missile
  2nd level (3 slots): misty step, suggestion,  
  ray of enfeeblement†
  3rd level (3 slots): animate dead†, counterspell, fear
  4th level (3 slots): greater invisibility, blight† 
  5th level (1 slot): dominate person
  † necromancy spell of 1st level or higher
  Actions
  Staff. Melee Weapon Attack: +2 to hit, reach 5 ft., one 
  target. Hit: 2 (1d6 - 1) bludgeoning damage or 3 (1d8 - 1) 
  bludgeoning damage if wielded with both hands.
  Talons. Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  target. Hit: 4 (1d4 + 2) piercing damage. 
  Appendix B | Nonplayer Characters
  197
  
  Gallus Monk
  medium HumAnoid (gAlluS), Any Alignment
  a
  Armor Class  
  17 (natural armor)
  Hit Points  
  78 (12d8 + 24)
  Speed 
  40 ft.a
  STR
  DEX
  CON
  INT
  WIS 
  CHA
  11 (+0)
  18 (+4)
  14 (+2)
  11 (+0)
  16 (+3)
  10 (+0)
  a
  Saving Throws  Dex +7
  Skills  Acrobatics +7, Insight +6, Perception +6, Stealth +7
  Senses  passive Perception 16 
  Languages  Birdfolk. Can also understand Auran but 
  cannot speak it.
  Challenge  5 (1,800 XP)a
  Glide. When falling at least 10 feet, the monk can spend 
  a reaction to fly up to their speed in one direction as they 
  descend. They land in an unoccupied space at the end of 
  their movement, and take no falling damage. They cannot 
  glide while carrying heavy objects, heavy weapons, or 
  shields (though they can drop any held items as part of 
  their reaction).
  Wing Flap. As a bonus action, the monk can use their 
  powerful feathered arms to propel themselves upward 
  up to half their movement speed. The monk can use it in 
  conjunction with a regular jump, but not while gliding.
  Wind’s Grace. While moving, the monk can move along 
  vertical surfaces and across liquids without falling.
  Actions
  Multiattack. The monk makes four attacks, each of which 
  can be an unarmed strike or a dart attack. They can also 
  use their Graceful Step once, either before or after one of 
  the attacks. 
  Unarmed Attack. Melee Weapon Attack: +7 to hit, reach 5 
  ft., one target. Hit: 7 (1d6 + 4) bludgeoning damage.
  Dart. Ranged Weapon Attack: +7 to hit, range 20/60 ft., 
  one target. Hit: 6 (1d4 + 4) piercing damage.
  Graceful Step. The monk moves 40 feet. This movement 
  does not provoke opportunity attacks.
  Inspiring. The monk inspires an ally that can see and hear 
  them. The ally can roll a d4 and add the number rolled to 
  their next ability check, attack roll, or saving throw. 
  Gallus Druid
  medium HumAnoid (gAlluS), Any neutrAl Alignment
  Armor Class  
  11 (16 with barkskin)
  Hit Points  
  65 (10d8 + 20)
  Speed  
  30 ft.a
  STR
  DEX
  CON
  INT
  WIS 
  CHA
  12 (+1)
  13 (+1)
  14 (+2)
  10 (+0)
  18 (+4)
  10 (+0)
  a
  Skills  Insight +6, Nature +2, Medicine +6, Perception +6
  Senses  passive Perception 16
  Languages  Birdfolk, Druidic, Sylvan. Can also understand 
  Auran, but cannot speak it.
  Challenge  4 (1,100 XP)a
  Glide. When falling at least 10 feet, the druid can spend 
  a reaction to fly up to their speed in one direction as they 
  descend. They land in an unoccupied space at the end of 
  their movement, and take no falling damage. They cannot 
  glide while carrying heavy objects, heavy weapons, or 
  shields (though they can drop any held items as part of 
  their reaction).
  Wing Flap. As a bonus action, the druid can use their 
  powerful feathered arms to propel themselves upward 
  up to half their movement speed. The druid can use it in 
  conjunction with a regular jump, but not while gliding.  
  Seedspeech. The druid can communicate simple ideas 
  to living plants, and is able to interpret their responses in 
  simple language. 
  Spellcasting. The druid is a 6th-level spellcaster. Their 
  spellcasting ability is Wisdom (spell save DC 14, +6 
  to hit with spell attacks). The druid has the following 
  spells prepared:
  Cantrips (at will): druidcraft, produce flame, shillelagh
  1st level (4 slots): animal friendship, cure wounds,  
  entangle, fog cloud
  2nd level (3 slots): barkskin, gust of wind, moonbeam
  3rd level (3 slots): conjure animals, dispel magic,  
  wind wall
  Actions
  Staff. Melee Weapon Attack: +3 to hit, reach 5 ft., one 
  target. Hit: 4 (1d6 + 1) bludgeoning damage.
  Spirit Totem (Recharges after a Short or Long Rest). As  
  a bonus action, the druid calls forth a nature spirit. The 
  spirit appears at a point the druid can see within 60 feet. 
  The spirit creates a 30-foot-radius aura. The spirit is neither 
  an object nor a creature, but is a spectral beast. As a bonus 
  action, the druid can move the spirit to another location 
  within 60 feet. The spirit lasts for 1 minute.
  Bear Spirit. The druid and allies within the aura gain 9 
  temporary hit points and have advantage on Strength 
  checks and saving throws.
  Hawk Spirit. The druid can use their reaction to grant 
  advantage to an ally’s attack roll against a target in the 
  aura. The druid and allies within the aura have advan-
  tage on Wisdom (Perception) checks.
  Unicorn Spirit. If a spell that requires a spell slot heals 
  the druid or allies in the aura, each creature of the 
  druid’s choice also gains 4 hit points.
  Appendix B | Nonplayer Characters
  198
  
  Hedge Bard
  SmAll HumAnoid (Hedge), Any Alignment
  a
  Armor Class  
  16 (natural armor)
  Hit Points  
  36 (8d6 + 8)
  Speed 
  25 ft., burrow 15 ft
  a
  STR
  DEX
  CON
  INT
  WIS 
  CHA
  11 (+0)
  14 (+2)
  12 (+1)
  10 (+0)
  13 (+1)
  16 (+3)
  a
  Saving Throws  Dex +4, Cha +5
  Skills  Acrobatics +4, Perception +5, Performance +7
  Senses  passive Perception 15
  Languages  Birdfolk, Hedge. Can also speak with beasts 
  of any size, which represent spiders, insects, worms, or 
  other bugs.
  Challenge  2 (450 XP)a
  Spellcasting. The bard is a 4th-level spellcaster. Their 
  spellcasting ability is Charisma (spell save DC 13, +5 to 
  hit with spell attacks). They have the following bard 
  spells prepared:
  Cantrips (at will):  gust barrier, prestidigitation, 
  vicious mockery
  1st level (4 slots):  charm person, healing word, hideous 
  laughter, thunderwave
  2nd level (3 slots):  invisibility, shatter, suggestion
  Taunt (2/Day). The bard can use a bonus action on their 
  turn to target one creature within 30 feet of them. If the 
  target can hear the bard, the target must succeed on a DC 
  13 Charisma saving throw or have disadvantage on ability 
  checks, attack rolls, and saving throws until the start of the 
  bard’s next turn
  Actions
  Multiattack. The bard makes two weapon attacks, one 
  with their rapier and one with their dagger.
  Rapier. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  target. Hit: 5 (1d6 + 2) piercing damage.
  Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach 
  5 ft., or range 20/60 ft., one target. Hit: 4 (1d4 + 2) pierc-
  ing damage.
  Curl Up. The bard curls up into a spiny ball. While curled 
  up in this way they cannot move, attack, or cast spells 
  with somatic components, and their base armor class 
  becomes 19. Any creature that misses the hedge bard with 
  a melee attack while they are curled up takes 2d4 points 
  of piercing damage from their sharp quills. If a creature 
  hits the bard while they are curled up, however, the bard 
  is knocked prone in their space at the end of the turn. The 
  bard may uncurl themselves at any point during their turn. 
  HEDGE BARD
  Recognized for being excellent diplomats and mediators, 
  hedges are less well known for their love of music. Those who 
  turn their natural charm towards the talent of entertaining 
  can find great success. Some of the most gifted performers 
  are blessed with magical talents. While most hedges use these 
  powers for good, others choose a more sinister path, using 
  their bardic talents to cheat, dupe, or steal from common folk.
  Hedge Witch
  SmAll HumAnoid (Hedge), Any cHAotic Alignment
  a
  Armor Class  
  14 (natural armor)
  Hit Points  
  21 (6d6)
  Speed  
  25 ft., burrow 15 ft.
  a
  STR
  DEX
  CON
  INT
  WIS 
  CHA
  8 (-1)
  10 (+0)
  10 (+0)
  14 (+2)
  15 (+2)
  16 (+3)
  a
  Skills  Arcana +4, Survival +4
  Senses  passive Perception 12
  Languages  Abyssal, Birdfolk, Hedge. Can also speak 
  with beasts of any size which represent spiders, insects, 
  worms, or other bugs.
  Challenge  1 (200 XP)a
  Spellcasting. The witch is a 2nd-level spellcaster. Their 
  spellcasting ability is Charisma (spell save DC 13, +5 to hit 
  with spell attacks). The witch has the following warlock 
  spells prepared:
  Cantrips (at will): eldritch blast, minor illusion
  1st level (2 slots): hellish rebuke, charm person,  
  unseen servant
  Dark One’s Blessing. When the witch reduces a hostile 
  creature to 0 hit points, the witch gains 5 temporary 
  hit points.
  Repelling Blast. When the witch hits a creature with 
  eldritch blast, they can push the creature up to 10 feet 
  away in a straight line.
  Actions
  Staff. Melee Weapon Attack: +1 to hit, reach 5 ft., one 
  target. Hit: 2 (1d6 - 1) bludgeoning damage.
  Fiendish Vigor. The witch can cast false life at will as a 
  1st-level spell. 
  Curl Up. The witch curls up into a spiny ball. While curled 
  up in this way they cannot move, attack, or cast spells with 
  somatic components, and their base armor class becomes 
  19. Any creature that misses the witch with a melee attack 
  while they are curled up takes 2d4 points of piercing 
  damage from their sharp quills. If a creature hits the witch 
  while they are curled up, however, the witch is knocked 
  prone in their space at the end of the turn. The witch may 
  uncurl themselves at any point during their turn.  
  Appendix B | Nonplayer Characters
  199
  
  HEDGE WITCH
  Many who apply to study at the Avium are turned away by 
  the prestigious institution. Spurred by their desire for knowl-
  edge, rejected candidates sometimes start on a path to become 
  self-taught masters of arcana. Notably in tune with the magic 
  of the forest, hedges pursuing an individualistic path often 
  leverage their connection to these natural forces to make pacts 
  with powerful fey or elemental beings, learning secrets inacces-
  sible to traditional students.
  Susan of the Swamp
  Susan is an eccentric hedge whose magical aptitude has 
  always been outclassed by her hunger for knowledge. She 
  studied at the Avium for a short time, but left of her own 
  accord to experiment with magics the Avium found unsavory. 
  Susan recently settled in the swamp in the hopes of pursuing 
  her arcane curiosities in peace. She shares her modest home 
  with her beetle familiar, Normal, and spends her time forag-
  ing for ingredients, testing spells, and reading mystery novels 
  in addition to tomes of eldritch lore. Though she performs 
  her rituals a safe distance away from the cities and towns, her 
  presence in the region has made the Magistrate of Winnowing 
  Reach uneasy, and he wants her gone. Susan uses the hedge 
  witch stat block. Her alignment is chaotic good.
  JELL PLATENA  
  Jell is a bespectacled sera luma with bright red plumage 
  resembling a cardinal. Jell has studied at the Avium for three 
  years now, and is well on her way to becoming a graduate.  
  She is bright and studious, and serious about everything  
  she does in life. 
  JERBEEN THIEF
  While criminals can often be found picking pockets in 
  large perch cities, only the most successful end up recruited 
  by the Bandit Coalition. Small of stature, jerbeens can easily 
  move about unnoticed; their swiftness is responsible for the 
  expression “quick as a jerbeen.” This, coupled with their natu-
  ral charm, makes jerbeens perfectly suited for the thieving arts.
  Jerbeen Thief
  SmAll HumAnoid (Jerbeen), neutrAl evil
  a
  Armor Class  
  13 (leather armor)
  Hit Points  
  14 (4d6)
  Speed  
  30 ft.a
  STR
  DEX
  CON
  INT
  WIS 
  CHA
  12 (+1)
  14 (+2)
  10 (+0)
  8 (-1)
  14 (+2)
  14 (+2)
  a
  Skills  Acrobatics +4, Sleight of Hand +4
  Senses  passive Perception 12
  Languages  Birdfolk, Jerbeen
  Challenge  1/2 (100 XP)a
  Standing Leap. The thief’s long jump is up to 30 feet  
  and their high jump is up to 15 feet, with or without a  
  running start.
  Team Tactics. The thief can take the Help action as a 
  bonus action.  
  Actions
  Multiattack. The thief makes two dagger attacks.
  Dagger. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  target. Hit: 4 (1d4 + 2) piercing damage.
  Reactions
  Opportunist. When a creature fails a melee attack roll 
  against the thief, the thief can make a Dexterity (Sleight of 
  Hand) check against a DC equal to 10 + the target crea-
  ture’s Dexterity modifier. On a success, the thief steals 
  one item of the GMs choosing from the target. The item 
  cannot be actively held or worn by the target.
  Jerbeen Swashbuckler
  SmAll HumAnoid (Jerbeen), Any non-lAWful Alignment
  a
  Armor Class  
  17 (leather armor)
  Hit Points  
  34 (8d6 + 6)
  Speed  
  30 ft.a
  STR
  DEX
  CON
  INT
  WIS 
  CHA
  12 (+1)
  18 (+4)
  12 (+1)
  14 (+2)
  11 (+0)
  15 (+2)
  a
  Skills  Acrobatics +8, Athletics +5, Persuasion +6
  Senses  passive Perception 10
  Languages  Birdfolk, Jerbeen
  Challenge  3 (700 XP)a
  Standing Leap. The swashbuckler’s base long jump is 30 
  feet, and their base high jump is 15 feet, with or without a 
  running start.
  Team Tactics. The swashbuckler can take the Help action 
  as bonus action.
  Sharp Witted Defense. While the swashbuckler is wearing 
  light or no armor and wielding no shield, their AC includes 
  their Charisma modifier.
  Actions
  Multiattack. The swashbuckler makes three attacks, one 
  with a dagger and two with their rapier.
  Dagger. Melee or Ranged Weapon Attack: +6 to hit, reach 
  5 ft. or range 20/60 ft., one target. Hit: 6 (1d4 + 4) pierc-
  ing damage.
  Rapier. Melee Weapon Attack: +6 to hit, reach 5 ft., one 
  target. Hit: 8 (1d8 + 4) piercing damage.
  Reactions
  Riposte. The swashbuckler reduces the damage dealt 
  by one melee attack that would hit them by 1d8, and 
  deals that much piercing damage to their attacker. The 
  swashbuckler must see the attacker and be wielding a 
  melee weapon.
  Appendix B | Nonplayer Characters
  200
  
  JERBEEN SWASHBUCKLER
  A common figure in many jerbeen folktales, a swashbuckler 
  is a champion who fights with finesse and daring. Natural lead-
  ers, swashbucklers keep their wits about them during a duel, 
  pressing small advantages to win the day. Jerbeen swashbuck-
  lers often train in the tradition of their Amaranthine, Gaspard. 
  Each year swashbucklers participate in fencing matches held in 
  Gaspard’s honor. Not all swashbucklers follow this path, with 
  some using their talents for brigandry. 
  KENNA BRIGHTSPARK
  An energetic and curious young dusk corvum scholar who 
  is currently working on a dissertation in Winnowing Reach. 
  Kenna’s research focuses on the properties of various slimes 
  around the region. She is a student of the Avium, and hopes 
  her findings will earn her a grant to fund yet more study of 
  these fascinating creatures. Kenna is a native of  Winnowing 
  Reach, and knows the village well. She is a little precocious 
  and takes risks for her work. 
  LUMA CLERIC OF ARDEA
  Clerics of Ardea travel the Wood on holy pilgrimages  
  to sacred groves resplendent with life fostered by the Dawn-
  mother. They spread Ardea’s message of kindness wherever  
  they go, taking it upon themselves to protect all life, great  
  and small. Clerics serve the communities they pass through 
  as healers, mediators, and occasionally as valiant defenders. 
  Lumas who heed the call of the Amaranthine find their  
  natural charisma and mystic talents to be of great help as  
  they walk the cleric’s path. 
  LUMA WIZARD
  It is widely believed among the birdfolk that only those 
  with focused minds can master the subtle art of magic. For 
  unknown reasons, perhaps their inherent connection to fate or 
  particular manner of engaging with the world, lumas are able 
  to tap into the mystical and magical forces with ease.
  Gabe Windsworth 
  Gabe is an eccentric, middle-aged sable luma with a large 
  plume of iridescent feathers that surround his nape like a cowl. 
  The Dean of the Avium, Gabe always appears as though he is 
  deep in thought. Though his amiability and kooky behavior 
  cause people to underestimate him, beneath the eccentric 
  exterior lies a keen mind that carefully evaluates all possibilities 
  before taking action. He is a good-natured scholar who is just 
  as concerned with the wellbeing of his staff and students as he 
  is with the quality of research and education within the Avium. 
  Dean Windsworth uses the luma wizard stat block. His align-
  ment is neutral good.
  Luma Cleric of Ardea
  SmAll HumAnoid (lumA), Any good Alignment
  Armor Class  
  14 (chain shirt)
  Hit Points  
  27 (6d6 + 6)
  Speed  
  25 ft.a
  STR
  DEX
  CON
  INT
  WIS 
  CHA
  10 (+0)
  13 (+1)
  12 (+1)
  10 (+0)
  16 (+3)
  14 (+2)
  a
  Skills  Medicine +7, Persuasion +4, Religion +2
  Senses  passive Perception 13
  Languages  Birdfolk and one other language. Can also 
  understand Auran, but cannot speak it.
  Challenge  2 (450 XP)a
  Glide. When falling at least 10 feet, the cleric can spend 
  a reaction to fly up to their speed in one direction as they 
  descend. They land in an unoccupied space at the end of 
  their movement, and take no falling damage. They cannot 
  glide while carrying heavy objects, or heavy weapons, or 
  shields (though they can drop any held items as part of 
  their reaction).
  Wing Flap. As a bonus action, the cleric can use their 
  powerful feathered arms to propel themselves upward up 
  to half their movement speed. The cleric can use this in 
  conjunction with a regular jump, but not while gliding.
  Fated (Recharges after a Long Rest). The luma cleric can 
  choose to reroll any attack roll, skill check, or saving throw. 
  Spellcasting. The cleric is a 5th-level spellcaster. Their 
  spellcasting ability is Wisdom (spell save DC 13, +5 to hit 
  with spell attacks). The cleric has the following cleric  
  spells prepared: 
  Cantrips (at will):  light, sacred flame, thaumaturgy 
  1st level (4 slots):  bless, cure wounds, guiding bolt
  2nd level (3 slots):  lesser restoration, spiritual weapon 
  3rd level (2 slots):  dispel magic, beacon of hope
  Actions
  Staff. Melee Weapon Attack: +2 to hit, reach 5 ft., one 
  target. Hit: 3 (1d6) bludgeoning damage or 4 (1d8) blud-
  geoning damage if used with two hands to make a 
  melee attack.
  Ardea’s Vigor (1/day). The cleric calls on the powers of 
  Ardea to imbue their allies with her protective life force. 
  The luma cleric and up to 3 allies within 30 feet gain 5 
  (2d4) temporary hit points. For one minute, anyone under 
  this effect gains 5 temporary hit points at the start of each 
  of their turns.
  Songbird (Recharges after a Long Rest). The cleric can 
  cast charm person. Charisma is their spellcasting abil-
  ity (spell save DC 12) and the spell does not require any 
  somatic components to cast.
  Appendix B | Nonplayer Characters
  201
  
  MAPACH BANDIT
  Mapachs are particularly distrusted among birdfolk 
  because of their eccentricities and willingness to break with 
  commonly held customs. Often judged on sight to be crim-
  inals, some mapachs find it hard to integrate into birdfolk 
  society and turn to crime to survive. Local bandit forces are 
  happy to exploit this, offering the displaced mapachs shelter 
  and a share of the spoils in exchange for their service.
  MAPACH TINKERER
  Unlike those who are content to stay within the boundar-
  ies of their established craft, tinkerers have a passion for inno-
  vation that is unfettered by tradition. Mapach craftspeople 
  who constantly look for ways to improve upon past creations 
  find themselves branded as eccentrics. Their methods are 
  unconventional, but eminently practical. Designs are often 
  carefully considered, and some of their innovations eventually 
  find widespread use around the Wood. 
  MORDANE SWIFTGALE
  Mordane is a prim-and-proper elderly swift strig, who 
  keeps his gray and white feathers preened, and his librarian 
  robes freshly pressed. He is wise, but old fashioned, and 
  prefers to read in solitude when off shift, rather than frater-
  nize with his peers. Despite his social shortcomings, he’s an 
  experienced librarian, and has incredible knowledge of even 
  the oldest parts of the lower library. 
  Mapach Bandit
  medium HumAnoid (mApAcH), neutrAl evil
  a
  Armor Class  
  12 (leather armor)
  Hit Points  
  9 (2d8)
  Speed  
  30 ft., climb 10 ft.
  a
  STR
  DEX
  CON
  INT
  WIS 
  CHA
  12 (+1)
  13 (+1)
  10 (+0)
  8 (-1)
  12 (+1)
  12 (+1)
  a
  Senses  darkvision 60ft., passive Perception 11
  Damage Resistances  poison
  Languages  Birdfolk, Mapach
  Challenge  1/8 (25 XP)a
  Resilience. The bandit has advantage on saving throws 
  against being poisoned.
  Skulker. The bandit has advantage on Stealth checks 
  made in dim light or total darkness.
  Actions
  Short sword. Melee Weapon Attack: +3 to hit, reach 5 ft., 
  one target. Hit: 4 (1d6 + 1) slashing damage.
  Short bow. Ranged Weapon Attack: +3 to hit, reach 
  80/320 ft., one target. Hit: 4 (1d6 + 1) piercing damage. 
  Luma Wizard
  SmAll HumAnoid (lumA), Any Alignment
  Armor Class  
  12 (15 with mage armor)
  Hit Points  
  58 (13d6 + 13)
  Speed 
  25 ft.a
  STR
  DEX
  CON
  INT
  WIS 
  CHA
  8 (-1)
  15 (+2)
  12 (+1)
  18 (+4)
  12 (+1)
  15 (+2)
  a
  Saving Throws  Int +7, Wis +4
  Skills  Arcana +7, History +7
  Damage Resistances  poison
  Senses  passive Perception 11
  Languages  Auran, Birdfolk, and any three other languages
  Challenge  6 (2,300 XP)a
  Glide. When falling at least 10 feet, the wizard can spend 
  a reaction to fly up to their speed in one direction as they 
  descend. They land in an unoccupied space at the end of 
  their movement, and take no falling damage. They cannot 
  glide while carrying heavy objects, heavy weapons, or shields 
  (though they can drop any held items as part of  
  their reaction).
  Wing Flap. As a bonus action, the wizard can use their 
  powerful feathered arms to propel themselves upward up to 
  half their movement speed. The wizard can use it in conjunc-
  tion with a regular jump, but not while gliding. 
  Fated (Recharges after a Long Rest). The wizard can 
  choose to reroll any attack, skill check, or saving throw.
  Resilience. The  wizard has advantage on saving throws 
  against poison.
  Spellcasting. The wizard is a 10th-level spellcaster. Their 
  spellcasting ability is Intelligence (spell save DC 15, +7 
  to hit with spell attacks). The wizard has the following 
  spells prepared:
  Cantrips (at will): chill touch, fire bolt, minor illusion,  
  prestidigitation, ray of frost
  1st level (4 slots): charm person, detect magic,  
  mage armor, shield, sleep, thunderwave
  2nd level (3 slots): darkness, hold person,  
  ray of enfeeblement
  3rd level (3 slots): counterspell, fireball
  4th level (3 slots): banishment, stellar bodies*
  5th level (2 slots): conjure elemental, mislead
  Actions
  Staff. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. 
  Hit: 2 (1d6 - 1) bludgeoning damage.
  Reactions
  Charming (3/day). When a creature makes an attack against 
  the wizard, the creature must succeed on a DC 14 Wisdom 
  saving throw or target the next closest creature within 
  range. If multiple creatures are closest, the attacker chooses. 
  This feature does not work if there are no other creatures 
  within range.
  Appendix B | Nonplayer Characters
  202
  
  OAKHEART 
  Oakheart is a huge tree-shaped creature with charred bark 
  that smolders in places, and many small flames which burn on 
  his branches, giving the impression of leaves. Once a treant, he 
  bathed in the primal energies of the Scorched Grove, trans-
  forming into a cinder-tree: an entity possessed of the element 
  of flame so thoroughly that he could serve as The Borealus’* 
  keeper. He is the artifact’s guardian, and will not relinquish the 
  staff until he has been convinced that whoever has disturbed 
  him can control the staff’s considerable power, and that they 
  mean to maintain the natural balance he sacrificed himself to 
  protect. Oakheart uses the stat block for a treant, but with the 
  following changes: 
   l
  His strength score is 20 (+5) and his attacks each have 
  +8 to hit.
   l
  His slam attacks deal fire damage instead of bludgeoning 
  damage, though his boulder attacks deal damage as normal. 
  He will fling obsidian tiles from the floor when using 
  this attack.
   l
  He has 69 hit points. 
   l
  He is resistant to fire rather than being vulnerable to it. 
  RAPTOR EXPLORER
  Whether drawn by tales of treasure or the allure of 
  faraway lands, some residents of Humblewood journey 
  to seek out distant ruins or remote vistas to satisfy their 
  wanderlust. Explorers are common among raptors, many of 
  whom do so out of veneration for the Amaranthine Reya, 
  the guide and protector of travelers. Numerous explorers 
  embark on such adventures for the sake of self-discovery 
  and personal growth. Those who have made a life out of 
  exploring often find their service as guides in high demand.
  RAPTOR RANGER
  The ranger is an iconic figure in raptor stories and myths, 
  and has inspired many to follow in their legendary footsteps. 
  Outfitted for rough living in the wilds, these rangers are 
  consummate archers and exceptional hunters. With supernatu-
  ral eyesight and quick reflexes, raptors are ideally suited to the 
  life of a hunter. Many who chose this path find themselves the 
  inspiration for new tales.
  The raptor ranger listed is outfitted with a red-feather bow* 
  (see Appendix D: New Magic Items, pg.211).
  RHYS BIRCHWALKER
  An associate professor of conjuration at the Avium, this 
  middle-aged mistral raptor has little in the way of mystic 
  talent, but she makes up for it with an enthusiasm for learning 
  and a wealth of knowledge on her chosen subject. She is well-
  versed in conjuratory theory, and can provide characters with 
  any of the information they would otherwise find in Conju-
  ration Magic (see Into the Library, pg.139) if she is asked 
  about the subject directly. Professor Birchwalker can also help 
  a character perform the calculations to find the location of the 
  conjuration circle within the Grove. 
  Mapach Tinkerer
  medium HumAnoid (mApAcH), Any Alignment
  a
  Armor Class  
  12
  Hit Points  
  13 (3d8)
  Speed  
  30 ft., climb 20 ft.
  a
  STR
  DEX
  CON
  INT
  WIS 
  CHA
  10 (+0)
  14 (+2)
  10 (+0)
  13 (+1)
  12 (+1)
  10 (+0)
  a
  Senses  darkvision 60 ft., passive Perception 11
  Languages  Birdfolk, Mapach
  Challenge  1/4 (50 XP)a
  Resilience. The tinkerer has advantage on saving throws 
  against being poisoned.
  Skulker. The tinkerer has advantage on Stealth checks 
  made in dim light and total darkness. 
  Actions
  Dagger. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  target. Hit: 4 (1d4 + 2) piercing damage.
  Tinker’s Toys. The tinkerer uses one of the following 
  options (roll a d4 or choose one); the tinkerer can use each 
  one no more than once per day:
  1. Clockwork Bird. The tinkerer winds and releases a small 
  mechanical bird that flies to a target creature within 30 
  feet and distracts it. The next attack against that creature 
  is made with advantage.
  2. Flash-bangs. The tinkerer targets a space up to 10 ft. 
  away, and throws some small explosive shells that flare 
  up in a blinding light. All creatures within 10 ft. of the 
  target space must make a DC 11 Constitution saving 
  throw or be blinded until the start of the tinkerer’s 
  next turn.
  3. Nettle Gun. The tinkerer turns the crank on a small 
  gadget that sprays nettles at a target. Ranged Weapon 
  Attack: +4 to hit, range 10/20 ft., one target. Hit: 4 (1d4 + 
  2) piercing damage. All creatures within 5 ft. of the target 
  must make a DC 11 Dexterity saving throw or take 5 (1d10) 
  piercing damage.
  4. Grease Balloon. The tinkerer targets a 10-foot by 10-foot 
  area up to 15 feet away, and makes it slick with grease. 
  The area is considered difficult terrain, and each creature 
  standing in the area must succeed on a DC 11 Dexterity 
  saving throw or fall prone. A creature that enters the 
  area or ends its turn there must also succeed on a DC 11 
  Dexterity saving throw or fall prone.  
  Appendix B | Nonplayer Characters
  203
  
  Raptor Explorer
  SmAll HumAnoid (rAptor), Any neutrAl Alignment
  a
  Armor Class  
  13 (leather armor)
  Hit Points  
  18 (4d6 + 4)
  Speed  
  25 ft., swim 25 ft.
  a
  STR
  DEX
  CON
  INT
  WIS 
  CHA
  11 (+0)
  14 (+2)
  12 (+1)
  11 (+0)
  15 (+2)
  11 (+0)
  a
  Skills  History +2, Perception +6, Stealth +4, Survival +6 
  Senses  passive Perception 16 
  Languages  Birdfolk. Can also understand Auran but 
  cannot speak it
  Challenge  1/2 (100 XP)a
  Glide. When falling at least 10 feet, the explorer can spend 
  a reaction to fly up to their speed in one direction as they 
  descend. They land in an unoccupied space at the end of 
  their movement, and take no falling damage. They cannot 
  glide while carrying heavy objects, heavy weapons, or 
  shields (though they can drop any held items as part of 
  their reaction).
  Talons. The explorer rolls advantage on Strength (Athlet-
  ics) checks made to climb any surface their talons could 
  reasonably grip.
  Patient. When the explorer reacts with a readied action, 
  they have advantage on the first attack roll, skill check, or 
  ability check they make as a part of that action.
  Keen Hearing and Sight. The explorer has advantage on 
  Wisdom (Perception) checks that rely on hearing or sight.
  Sure Footing. The explorer ignores non-magical  
  difficult terrain.
  Actions
  Multiattack. The explorer makes two melee attacks or two 
  attacks with their hand crossbow.
  Talons. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  target. Hit: 4 (1d4 + 2) piercing damage. 
  Saber. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  target. Hit: 5 (1d6 + 2) slashing damage. 
  Hand Crossbow. Ranged Weapon Attack: +4 to hit, 
  ranged 30/120 ft., one target. Hit: 5 (1d6 + 2) pierc-
  ing damage. 
  Raptor Ranger
  SmAll HumAnoid (rAptor), Any neutrAl Alignment
  a
  Armor Class  
  15 (studded leather)
  Hit Points  
  66 (12d6 + 24)
  Speed  
  25 ft.a
  STR
  DEX
  CON
  INT
  WIS 
  CHA
  12 (+1)
  16 (+3)
  14 (+2)
  10 (+0)
  16 (+3)
  8 (-1)
  a
  Skills  Athletics +3, Stealth +7, Survival +5
  Senses  passive Perception 14
  Languages  Birdfolk, Mapach. Can also understand Auran, 
  but cannot speak it.
  Challenge  4 (1,100 XP)a
  Glide. When falling at least 10 feet, the ranger can spend 
  a reaction to fly up to their speed in one direction as they 
  descend. They land in an unoccupied space at the end of 
  their movement, and take no falling damage. They cannot 
  glide while carrying heavy objects, heavy weapons, or 
  shields (though they can drop any held items as part of 
  their reaction).
  Talons. The ranger rolls advantage on Strength (Athlet-
  ics) checks made to climb any surface their talons could 
  reasonably grip.
  Aerial Defense. Creatures who attack the ranger while the 
  ranger is falling, gliding, or jumping have disadvantage on 
  their attack roll.
  Arrow Sight (3/day). When the ranger attacks with their 
  red-feather bow, they can use their bonus action to see 
  from the point the arrow struck as if they were there. If 
  the arrow strikes a creature, the ranger can see from the 
  creature’s perspective. This effect lasts for 1 minute.
  Hunter (3/day). As a bonus action, the ranger can deal  
  an extra 1d10 damage on their next attack made with a 
  shortbow or longbow.
  Spellcasting. The ranger is a 3rd-level spellcaster. Their 
  spellcasting ability is Wisdom (spell save DC 13, + 5 to 
  hit with spell attacks). The ranger has the following 
  spells prepared:
  1st level (3 slots): cure wounds, fog cloud, hunter’s mark, 
  protection from evil and good
  Actions
  Multiattack. The ranger makes two red-feather 
  bow attacks.
  Red-Feather Bow. Ranged Weapon Attack: +6 to hit, 
  80/320 feet, one target. Hit: 6 (1d6 + 4) piercing damage.
  Dagger. Melee Weapon Attack: +5 to hit, reach 5 ft., range 
  20/60, one target. Hit: 5 (1d4 + 3) piercing damage.
  Talons. Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  target. Hit: 5 (1d4 + 3) piercing damage.
  Appendix B | Nonplayer Characters
  204
  
  SHYLA DENN 
  A scarred, gray-and-russet-furred vulpin cleric of Kren, 
  Shyla serves as Krall’s lieutenant. Krall saved her life when 
  she was but a child, orphaned in the Wood, and she has been 
  grateful to him ever since. Her loyalty to Krall is absolute, 
  and she believes that Krall will only cut loose those who can’t 
  pull their weight. Shyla uses the priest stat block, but with 
  these changes:
   l
  She has a neutral evil alignment.
   l
  She has a Dexterity score of 14 (+2), and an Intelligence 
  score of 15 (+2).
   l
  Her armor class is 15.
   l
  She gains this ability: 
  • 
  Evasive. Shyla includes her Intelligence modifier as a 
  bonus on all Dexterity saving throws.
   l
  She gains the following attack action: 
  • 
  Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  target. Hit: 5 (1d6 + 2) piercing damage.
   l
  Shyla has the following spells prepared:
  Cantrips (at will): light, sacred flame, thaumaturgy 
  1st level (4 slots): cure wounds, disguise self, guiding bolt 
  2nd level (3 slots): lesser restoration, mirror image, 
  spiritual weapon 
  3rd level (2 slots): blink, spirit guardians
  STRIG KNIGHT
  The Perch Guard produces many skilled soldiers, but 
  only those who possess a great degree of talent are trained 
  to become knights. The knights of Alderheart’s Perch Guard 
  are taught how to protect others by creating opportunities 
  for allies to regroup or retreat as necessary. Experts in sword-
  and-shield fighting, the knight’s heavily-armoured fighting 
  style allows them to hold the line against even the fiercest of 
  enemies. The strig knight listed is equipped with a wing crest 
  shield* (see Appendix D: New Magic Items, pg.211).
  Riffin, the Ash-Knight
  Riffin is a small stout strig, standing a few inches over 
  three feet, whose plumage and proportions resemble a little 
  owl. A traveling knight of the realm, Riffin lived in Ashbar-
  row before its destruction, and was carried to Alderheart by 
  his friend Odwald, who saved him from the fire. Being one 
  of the only knights to hail from Ashbarrow, folk began 
  calling him the “Ash-Knight,” a title which he now 
  uses to keep the memory of his home alive. Riffin 
  is a simple strig with a charming way of 
  viewing the world. He is also a steadfast 
  warrior who strongly believes in doing 
  what is right, helping those in need, 
  and honoring his debts. Riffin uses 
  the strig knight stat block. His 
  alignment is lawful good.
  STRIG TRACKER
  Capable of moving swiftly through the wilderness, trackers 
  help find those who have lost their way in the forest. Accom-
  plished survivalists, they are familiar with hidden pathways 
  throughout the Wood. Often found alongside woodland 
  beasts, many have formed bonds with these creatures, and find 
  their aid useful in locating lost travelers. For Strigs, known for 
  being at ease even in the harshest environments, becoming a 
  tracker can prove a satisfying challenge. Some use their skills to 
  double as bounty hunters, which can provide for an even more 
  thrilling chase.
  Strig Knight
  medium HumAnoid (Strig), Any lAWful Alignment
  Armor Class  
  18 (half plate, shield)
  Hit Points  
  60 (8d8 + 24)
  Speed  
  30 ft.a
  STR
  DEX
  CON
  INT
  WIS 
  CHA
  16 (+3)
  10 (+0)
  16 (+3)
  8 (-1)
  13 (+1)
  12 (+1)
  a
  Saving Throws  Con +5, Wis +4
  Senses  darkvision 60 ft., passive Perception 12
  Languages  Birdfolk. Can also understand Auran, but 
  cannot speak it.
  Challenge  3 (700 XP)a
  Glide. When falling at least 10 feet, the knight can spend 
  a reaction to fly up to their speed in one direction as they 
  descend. They land in an unoccupied space at the end of 
  their movement, and take no falling damage. They cannot 
  glide while carrying heavy objects, heavy weapons, or 
  shields (though they can drop any held items as part of 
  their reaction).
  Talons. The knight rolls advantage on Strength (Athlet-
  ics) checks made to climb any surface their talons could 
  reasonably grip.
  Maneuver (2/day). When the knight hits with an attack, 
  they can choose to maneuver the enemy out of position, 
  granting an ally within 5 feet of the target the opportunity 
  to use their reaction to move away from this enemy at half 
  their movement speed without provoking an attack  
  of opportunity.
  Actions
  Multiattack. The knight makes two short sword attacks.
  Short Sword. Melee Weapon Attack: +5 to hit, reach 5 ft., 
  one target. Hit: 6 (1d6 + 3) piercing damage.
  Talons. Melee Weapon Attack: +5 to hit, reach 5 ft., 
  one target. Hit: 5 (1d4 + 3) piercing damage. The knight 
  can choose to grapple a target hit by this attack as a 
  bonus action.
  Wing Crest Shield (1/day). The knight casts the gust of 
  wind spell (save DC 15).
  Appendix B | Nonplayer Characters
  205
  
  THE TENDERS
  Although the Tenders are most well known across the 
  Wood for their involvement in healing and studying the 
  Scorched Grove, their order is actually far more ancient. 
  Wardens of nature, they use their gentle magics to mediate 
  between the people of the Wood and the living forest itself, 
  and to help the forest heal from natural disasters. 
  Today, many of their members find employ as tree-shapers, 
  and are well-respected in birdfolk settlements. Nowhere is 
  this more true than in Alderheart, where the Tenders are 
  looked upon favourably for the work they’ve done to create 
  and strengthen living spaces within Alderheart’s trunk. Other 
  factions of Tenders work to respond to forest fires across the 
  Wood, using their magic to encourage new growth in burned 
  areas, as well as to help any survivors. 
  Since the Great Calamity, a large part of their order has 
  dedicated their efforts to tending the Grove, monitoring its 
  spread, and studying the mysterious creatures that live there. 
  Unfortunately, much of the healing in the Grove can end up 
  ruined by a sudden blaze. Progress has been made, however. 
  Before the fires started to rage with renewed force, the Tenders 
  managed to shrink the Grove little by little, doing much to 
  bolster the forest that grows around its edges.
  The Tenders are a unique organization in birdfolk society. 
  Gaining admission to their ranks is akin to joining a monas-
  tery or convent. After initiation, a novice is generally expected 
  to make their way to the Scorched Grove to learn from the 
  masters who live there. Recruits live and study communally in 
  special shelters within the Grove, protected by Tender magic. 
  When they are sent out in the world again, new acolytes are 
  taught to leave the high cities and walk among the under-
  growth, to gain a better perspective on forest life. On occasion, 
  Tenders living in the Wood will go on pilgrimages to tend to 
  the Grove before returning to their normal duties. Masters of 
  the order often choose to completely dedicate themselves to 
  healing the Grove, setting up permanent homes there. This 
  is considered to be a noble self-sacrifice among Tenders, and 
  those who do this are given the order’s highest honors. 
  Joining tHe tenderS 
  Gaining admission to the ranks of the Tenders is not 
  difficult, and recruits are especially welcome now to 
  help expand their thinning numbers. Any player who 
  shows proper devotion to the tenets of natural balance 
  and a willingness to swear an oath to become a keeper of 
  the Wood can speak with Havel of the Autumn Moon 
  about joining the Tenders. New recruits will begin at the 
  Seedling rank.  
   
  The Tenders 
  Rank 1 - Seedling 
  Rank 2 - Sproutling 
  Rank 3 - Sapling 
  Rank 4 - Summerblossom 
  Rank 5 - Autumnal  
  Leader - Treekeeper 
   
  Joining the Tenders involves taking an oath to keep the 
  balance of nature, to help it recover from disasters both 
  natural and unnatural, and to help all people who have 
  been harmed by natural imbalance. The Tenders know 
  they can’t control nature, and they teach that trying to do 
  so is a folly which will only lead to further unbalancing of 
  natural cycles. They do believe that when disaster strikes, 
  it is their duty to restore the balance that was lost for the 
  sake of all beings. 
  Strig Tracker
  medium HumAnoid (Strig), Any neutrAl Alignment
  Armor Class  
  14 (Hide Armor)
  Hit Points  
  65 (10d8 + 20)
  Speed  
  35 ft.a
  STR
  DEX
  CON
  INT
  WIS 
  CHA
  16 (+3)
  14 (+2)
  14 (+2)
  11 (+0)
  15 (+2)
  10 (+0)
  a
  Skills  Acrobatics +6, Perception +4, Survival +4
  Senses  darkvision 60 ft., passive Perception 15
  Languages  Birdfolk, and two other languages. Can 
  understand Auran but cannot speak it.
  Challenge  3 (700 XP)a
  Glide. When falling at least 10 feet, the tracker can spend 
  a reaction to fly up to their speed in one direction as they 
  descend. They land in an unoccupied space at the end of 
  their movement, and take no falling damage. They cannot 
  glide while carrying heavy objects, heavy weapons, or 
  shields (though they can drop any held items as part of 
  their reaction).
  Patterned Feathers. The tracker has advantage on Dexter-
  ity (Stealth) checks when they attempt to hide in a forest. 
  Reya’s Keen Eye. The tracker can make Wisdom (Percep-
  tion) checks as a bonus action to try and find hidden 
  creatures.
  Spellcasting. The tracker is a 3rd-level spellcaster. Their 
  spellcasting ability is Wisdom (spell save DC 12, +4 to hit 
  with spell attacks). The strig tracker has the following 
  ranger spells prepared: 
  1st level (3 slots):  elevated sight*, hunter’s mark, long-
  strider, speak with animals
  Actions
  Multiattack. The tracker makes two melee attacks, one 
  with their longsword and one with their hand axe. Or they 
  make two ranged attacks with their hand axe.
  Longsword. Melee Weapon Attack: +5 to hit, reach 5 ft., 
  one target. Hit: 7 (1d8 + 3) slashing damage or 8 (1d10 + 3) 
  slashing damage if wielding with both hands.
  Hand Axe. Melee or Ranged Weapon Attack: +5 to hit, 
  reach 5 ft., or range 20/60 ft., one target. Hit: 6 (1d6 + 3) 
  slashing damage.
  Talons. Melee Weapon Attack: +5 to hit, reach 5 ft., 
  one target. Hit: 5 (1d4 + 3) piercing damage. The knight 
  can choose to grapple a target hit by this attack as a 
  bonus action. 
  Appendix B | Nonplayer Characters
  206
  
  VULPIN CAPTAIN
  Captains are respected among the bandit forces, leading 
  units on raids and ambushes, and sometimes running the 
  operations of an entire camp. While captains are among 
  the more skilled warriors in the coalition, involvement with 
  day-to-day operations grants them a certain rapport with even 
  the low-ranking bandits. This leadership, coupled with their 
  prowess, allows them to rally or kowtow those foolish enough 
  to consider desertion. Vulpins, with their natural ambition, 
  cunning, and force of personality, can readily be found climb-
  ing to the rank of captain.
  Fray Merridan
  Fray is a dashing red-furred vulpin with sharp eyes and a 
  quick wit. A highly skilled swordswoman, she was left without 
  a home when forest fires spreading from the Scorched Grove 
  burned her village. She saw joining the bandits as an opportu-
  nity to use her skills to provide for herself and those she cares 
  for. She is astute and talented, but also competitive and unwill-
  ing to forget even the smallest slight against her. Fray uses the 
  vulpin captain stat block.
  VULPIN NOBLE
  Although founded by birdfolk, Alderheart is home to 
  several noble families of influential humblefolk. Among 
  them are vulpins who find both their charms and wiles 
  perfectly suited to the political intrigue of Alderheart’s high 
  society. Some vulpin nobles can trace their lineage back to 
  ancient royalty. 
  WALDEN KRANE, MAGISTRATE OF 
  WINNOWING REACH
  A fastidious, easily agitated, middle-aged kindled corvum 
  with drab black feathers. As the Magistrate of Winnowing 
  Reach, he is a prominent political figure in the region. Walden 
  isn’t a particularly good or kind man, but he tries to be a 
  reasonable and honorable one. He will not break his bargains, 
  and likewise won’t tolerate anything on the party’s part which 
  could be conceived as oath-breaking, dishonesty, or actions 
  that might bring harm to the Reach. He cares deeply for his 
  citizens, but that sometimes fails to come across as his political 
  ambitions tend to get in the way. Walden has known Kenna 
  Brightspark since she was but a fledgeling.
  Vulpin Captain
  medium HumAnoid (vulpin), neutrAl evil
  a
  Armor Class  
  14 (studded leather armor)
  Hit Points  
  27 (5d8 + 5)
  Speed  
  30 ft.a
  STR
  DEX
  CON
  INT
  WIS 
  CHA
  13 (+1)
  15 (+2)
  12 (+1)
  14 (+2)
  14 (+2)
  12 (+1)
  a
  Skills  Acrobatics +4, Perception +4
  Senses  darkvision 60ft., passive Perception 14
  Languages  Birdfolk, Vulpin
  Challenge  1 (200 XP)a
  Evasive. The captain includes their Intelligence modifier 
  as a bonus to their Dexterity saving throws.
  Actions
  Multiattack. The captain makes two attacks.
  Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  target. Hit: 5 (1d6 + 2) piercing damage.
  Short sword. Melee Weapon Attack: +4 to hit, reach 5 ft., 
  one target. Hit: 5 (1d6 + 2) piercing damage.
  Short bow. Ranged Weapon Attack: +4 to hit, reach 
  80/320 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
  Reactions
  Parry. The captain adds 2 to their AC against one melee 
  attack that would hit them per round. The captain must 
  see the attacker and be wielding a melee weapon. 
  Vulpin Noble
  medium HumAnoid (vulpin), Any Alignment
  a
  Armor Class  
  15 (breastplate)
  Hit Points  
  9 (2d8)
  Speed  
  30 ft.a
  STR
  DEX
  CON
  INT
  WIS 
  CHA
  11(+0)
  12 (+1)
  11 (+0)
  14 (+2)
  12 (+1)
  16 (+3)
  a
  Skills  Deception +5, History +4, Insight +3, Persuasion +5 
  Senses  darkvision 60 ft., passive Perception 11 
  Languages  Birdfolk, Vulpin
  Challenge  1/8 (25 XP)a
  Evasive. The noble includes their Intelligence modifier as 
  a bonus to their Dexterity saving throws.
  Actions
  Bite. Melee Weapon Attack: +3, reach 5 ft., one target.  
  Hit: 4 (1d6 + 1) piercing damage.
  Rapier. Melee Weapon Attack: +3 to hit, reach 5 ft.,  
  one target. Hit: 5 (1d8 + 1) piercing damage.
  Reactions
  Disparaging Remark. When a creature the noble can see 
  makes an attack roll against an ally, the noble can use their 
  reaction to impose disadvantage on that roll. The target of 
  this effect must be able to hear and understand the noble. 
  Appendix B | Nonplayer Characters
  207
  
  Luma
  ma
  ma
  ma
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SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/The Deck of Many/Humblewood/Book/v1.02/6Humblewood-AppendixB-NonplayerCharacters.pdf