TEXT: Everglow 
  5e
  Expanded 
  translation 
  options 
  for 
  bringing 
  the 
  Ponyfinder 
  campaign 
  world 
  to 
  life 
  in
  the 
  world'
  s 
  largest 
  pen-and-paper 
  role 
  playing 
  game.
  As with the Races of Everglow installment, this text assumes you already own the Ponyfinder
  Campaign Setting. In addition, there are some Fifth Edition mechanics referenced which are not
  available in the Basic Rules available online. For legal and spatial reasons, this text references the
  document and page where the full description can be found instead of reproducing those mechanics.
  Art: Sita Duncan and Tama’at Studios
  Ponyfinder Campaign Setting: David Silver
  5th Edition Balancing Math: Karl David Brown
  Writing and Balancing: Eric Moore
  Races – 2
  Equipment and Optional Rules – 7
  Backgrounds – 8
  Feats – 9
  Deities – 11
  Bestiary – 12
  Iconic Characters – 23
  Pregen Characters – 30
  1
  
  Races
  Antean
  Antean Traits
  Anteans are to ponies what giants are to humans: imposingly distinct but familiar figures. Fortunately, 
  the Anteans are generally much more courteous than giants.
  Ability Score Increase. Your Strength and Constitution scores increase by 1.
  Age. Anteans mature at the same rate as humans, and reach old age at about the same time.
  Alignment. Anteans tend towards the lawful alignments, being tied more strongly to the forces of 
  destiny than even other ponies.
  Size. Your size is Large. Your melee reach remains 5 feet.
  Speed. Your base walking speed is 40 feet.
  Languages. You can speak, read, and write Common and Sylvan. Sylvan is a musical language of fey 
  creatures, and their sing song can find its way into other languages.
  Fingerless. Anteans may use their mouth as one hand and are considered Medium sized for sake of 
  what they can wield or not.
  Four-Legged. Being a four legged creature, you can bear greater weights (+50%) than a humanoid of 
  the same size and Strength. Any roll to avoid becoming prone is made with advantage.
  Hooves. You may make unarmed attacks with your hooves, dealing 1d10 bludgeoning damage.
  Thick Hide. Your base armor class is 12 + your Dexterity modifier when not wearing armor.
  Unique Destiny. You gain advantage on ability checks with a single skill that is tied to the brand of 
  destiny on your flank.
  2
  
  Races
  Clockwork 
  Pony
  Clockwork Pony Traits
  Descendants of nearly forgotten rebels against the gods, whose leader cursed her followers with 
  mechanical bodies to spare them from divine wrath.
  Ability Score Increase. Your Constitution score increases by 1, and your Wisdom score increases by 
  2.
  Age. Clockwork ponies mature at the same rate as humans, and reach old age at about the same time.
  Alignment. Clockwork ponies tend to lawful, partly because of their general pony nature and partly due
  to the ever-present reminder of what happens when you oppose order.
  Size. Your size is Medium.
  Speed. Your base walking speed is 30 feet.
  Languages. You can speak, read, and write Common and Sylvan. Sylvan is a musical language of fey 
  creatures, and their sing song can find its way into other languages.
  Fingerless. Clockwork ponies 
  may use their mouth as one hand
  and are considered Small sized 
  for sake of what they can or 
  cannot wield.
  Four-Legged. Being a four 
  legged creature, you can bear 
  greater weights (+50%) than a 
  humanoid of the same size and 
  Strength. Any roll to avoid 
  becoming prone is made with 
  advantage.
  Living Construct. As the 
  Warforged trait of the same name
  (see Unearthed Arcana: Eberron 
  for full details).
  Unique Destiny. You gain 
  advantage on ability checks with 
  a single skill that is tied to the 
  brand of destiny on your flank.
  Pony Ancestry. Choose a 
  subrace below based on the tribe
  of pony you are descended from. 
  You gain the traits listed for that 
  subrace.
  Doppelganger. You have 
  advantage on persuasion and 
  intimidate checks.
  Earth-bound. Whenever 
  you roll a hit die to regain hit 
  points, the minimum you regain is
  twice your Constitution modifier 
  or 2, whichever is higher.
  3
  
  Races
  Gem Pony. You have advantage on saving throws against being frightened.
  Leather Wing or Pegasus. You have wings. Your base flying speed is 25 feet, and your base 
  walking speed increases to 40 feet. You cannot fly if you are wearing armor you are not proficient in, 
  armor not tailored to accommodate your wings, or a backpack not specially tailored to your wings. 
  While flying, you are vulnerable to piercing damage, and you have disadvantage on strength checks to 
  interact with objects that are on the ground. You fall to the ground at the end of your turn unless you 
  move at least half your fly speed during your turn. In addition, you gain proficiency with one simple 
  melee weapon of your choice.
  Sea Horse. Your base swim speed is 30 feet. You add your proficiency bonus to checks made to
  swim, and have advantage on them as well.
  Unicorn. You have a magic horn growing from your forehead. You may perform a physical action
  (such as attacking someone not standing beside you with a sword, picking a lock across the room, or 
  shutting a door) up to 30 feet away. This action must use your Intelligence if Strength would be called 
  for. If the task normally requires intelligence or dexterity, you are at disadvantage. You must be able to 
  see what you are working with.
  Zebra. You gain proficiency in one skill and a related tool. In addition, you cannot be surprised 
  as long as you are not incapacitated, and you gain a +1 bonus to initiative checks.
  4
  
  Races
  Hippogriff
  Hippogriff Traits
  Living proof that griffons and ponykind can more than just peacefully coexist, hippogriffs display a 
  practical ambition reminiscent of both their parents’ species.
  Ability Score Increase. Two different ability scores of
  your choice increase by 1.
  Age. Hippogriffs mature at the same rate as humans,
  but live nearly two centuries.
  Alignment. Hippogriffs tend to lawful when raised
  among ponies, but when raised by griffons or other
  hippogriffs, they are often neutral.
  Size. Your size is Medium.
  Speed. Your base walking speed is 40 feet.
  Languages. You can speak, read, and write Common
  and Sylvan. Sylvan is a musical language of fey
  creatures, and their sing song can find its way into other
  languages.
  Four-Legged. Being a four legged creature, you can
  bear greater weights (+50%) than a humanoid of the
  same size and Strength. Any roll to avoid becoming
  prone is made with advantage.
  Sharp Beak. You have a natural bite attack that deals
  2d4 slashing damage. You are proficient with this
  weapon.
  Unique Destiny. You gain advantage on checks with a
  single skill that is tied to the brand of destiny on your
  flank.
  Wings. Your base flying speed is 25 feet. You cannot fly
  if you are wearing armor you are not proficient in, armor
  not tailored to accommodate your wings, or a backpack not specially tailored to your wings. While 
  flying, you are vulnerable to piercing damage, and you have disadvantage on strength checks to 
  interact with objects that are on the ground. You fall to the ground at the end of your turn unless you 
  move at least half your fly speed during your turn.
  5
  
  Races
  Pony Satyr
  Pony Satyr Traits
  The offspring of humans and ponykind, as well as descendants of that offspring, pony satyrs are 
  strangers of two worlds emboldened to carve a niche for themselves.
  Ability Score Increase. Two different ability scores of
  your choice increase by 1.
  Age. Pony satyrs mature at the same rate as humans,
  and reach old age at about the same time.
  Alignment. Much like humans, pony satyrs tend overall
  toward neutral.
  Size. Your size is Medium.
  Speed. Your base walking speed is 30 feet.
  Languages. You can speak, read, and write Common
  and one extra language of your choice.
  Skills. You gain proficiency in one skill of your choice.
  Unique Destiny. You gain advantage on checks with a
  single skill that is tied to the brand of destiny on your
  flank.
  Pony Ancestry. Choose a subrace below based on the
  tribe of pony you are descended from. You gain the traits
  listed for that subrace.
  Doppelganger. You have advantage on
  persuasion and intimidate checks.
  Earth-bound. Whenever you roll a hit die to
  regain hit points, the minimum you regain is twice your Constitution modifier or 2, whichever is higher.
  Gem Pony. You have advantage on saving throws against being frightened.
  Leather Wing or Pegasus. You have wings. Your base flying speed is 25 feet, and your base 
  walking speed increases to 40 feet. You cannot fly if you are wearing armor you are not proficient in, 
  armor not tailored to accommodate your wings, or a backpack not specially tailored to your wings. 
  While flying, you are vulnerable to piercing damage, and you have disadvantage on strength checks to 
  interact with objects that are on the ground. You fall to the ground at the end of your turn unless you 
  move at least half your fly speed during your turn. In addition, you gain proficiency with one simple 
  melee weapon of your choice.
  Sea Horse. Your base swim speed is 30 feet. You add your proficiency bonus to checks made to
  swim, and have advantage on them as well.
  Unicorn. You have a magic horn growing from your forehead. You may perform a physical action
  (such as attacking someone not standing beside you with a sword, picking a lock across the room, or 
  shutting a door) up to 30 feet away. This action must use your Intelligence if Strength would be called 
  for. If the task normally requires intelligence or dexterity, you are at disadvantage. You must be able to 
  see what you are working with.
  Zebra. You gain proficiency in one skill and a related tool. In addition, you cannot be surprised 
  as long as you are not incapacitated, and you gain a +1 bonus to initiative checks.
  6
  
  Equipment
  Reminder: Armor for quadrupeds is heavier and more expensive than armor for humanoids, and feed is
  heavier than rations. See pages 155-157 of the Player’s Handbook for more information.
  Morral. A morral is a bag filled with food to be strapped to the muzzle of a creature. This 
  prevents overeating and minimizes wasted feed, as well as allowing a creature with no hands to eat on 
  the move. Wt. ½ lb.; 5 cp.
  Nock Spike. A nock spike is a two-foot-long metal spike that can be driven into or pulled from 
  the ground as an action (harder substances may require a Strength check). It supports an included 
  frame for holding a shortbow or a longbow which can be mounted as part of the action to drive in the 
  spike, allowing a person to fire it one-handed. Because of the limited ability to maneuver the bow, it 
  halves the ranges given. Wt. 10 lb.; 10 gp.
  Saddle Rack. Also known as an ‘arms girth’, this piece of tack allows an intelligent creature 
  without usable hands to utilize certain melee weapons that require a better grip than they can manage. 
  Being intended for quadrupeds (or similar body types), the typical saddle rack allows a creature to 
  equip a javelin, spear, glaive, halberd, lance, pike, or trident, and use it for melee combat. Equipping a 
  weapon or removing one from a saddle rack requires an action. Wt. 5 lb.; 25 gp.
  Optional 
  Rules
  The following optional rules are available to DMs, to reinforce lighter themes in the game or
  preserve certain balance aspects.
  Camaraderie. After a player rolls a death saving throw, they gain Inspiration, which they 
  can use or award to another player as usual. See page 125 of the Player’s Handbook for details about 
  Inspiration.
  Compassion. When an attacker reduces a creature to 0 hit points by any means, the 
  target can be knocked out, falling unconscious and stable. See page 198 of the Player’s Handbook for 
  the default Knocking a Creature Out rules.
  Typecasting. When a non-humanoid player character casts a spell with effects limited to
  humanoids, the effects are limited to the caster’s type instead. See Chapter 11 of the Player’s 
  Handbook for the specifics of spells.
  7
  
  Backgrounds
  Bone Tribe
  Skill Proficiencies: Arcana, Religion
  Tool Proficiencies: One gaming set
  Languages: Dark Whisper
  Equipment: A staff, a vial of holy water, the 
  gaming set, a set of common clothes, and a set of 
  bone pipes (or roll for a random trinket).
  Feature: 
  Shelter of the Faithful
  As the Acolyte feature (PH127), but with Bone tribe
  members or zebras.
  Ghost Tribe
  Skill Proficiencies: Arcana, Stealth
  Languages: Two of your choice
  Equipment: An herbalism kit, an explorer’s pack, 
  a set of common clothes, and a diary with seven 
  missing pages (or roll for a random trinket).
  Feature: 
  Shelter of the Faithful
  As the Acolyte feature (PH127), but with Ghost 
  tribe members.
  Imperialist
  Skill Proficiencies: Athletics, History
  Languages: One of your choice
  Equipment: A dungeoneer’s pack, cartographer’s 
  tools, a set of traveler’s clothes, and a rank 
  insignia from a lost legionnaire (or roll for a random
  trinket).
  Feature: 
  Military Rank
  As the Soldier feature (PH140).
  Seeker 
  of the 
  One Herd
  Skill Proficiencies: Diplomacy, Survival
  Tool Proficiencies: Cartographer’s tools
  Languages: Two of your choice
  Equipment: An explorer’s pack, a gaming set, and
  a map of the town you grew up in (or roll for a 
  random trinket.
  Feature: Wanderer
  As the Outlander feature (PH136).
  Unbound 
  Hooves
  Skill Proficiencies: Arcana, Investigation
  Languages: Two of your choice
  Equipment: A book, a bottle of ink, an ink pen, ten
  sheets of parchment, a set of traveler’s clothes, 
  and a four-leaf clover pressed inside a book about 
  manners and etiquette (or roll for a random 
  trinket).
  Feature: Researcher
  As the Sage feature (PH138).
  Vampiric
  Skill Proficiencies: Insight, Religion
  Tool Proficiencies: Disguise kit, thieves’ tools
  Languages: One of your choice.
  Equipment: A disguise kit, thieves’ tools, a set of 
  fine clothes, and a vial of dragon blood (or roll for a
  random trinket).
  Feature: Discovery
  As the Hermit feature (PH134).
  8
  
  Feats
  Remember: Feats are an optional rule; ask your DM if they are available.
  Cloud Walk
  Your steps are lighter than most can imagine. 
  ●
  Increase your Dexterity score by 1, to a
  maximum of 20.
  ●
  Once per rest, as an action, you gain the
  benefits of the water walk spell for one
  hour, and can also walk on the surface of
  any heavily obscured area. You do not
  immediately rise when using this ability.
  ●
  The first 5 feet of difficult terrain you enter
  on your turn does not cost extra movement.
  Dashing 
  Flier
  Prerequisite: flight as a race/class feature
  Through talent and tenacity, you have overcome 
  some of the limitations of your aerodynamics. You 
  gain the following benefits:
  ●
  Your fly speed increases by 10 feet.
  ●
  You gain the ability to hover while you are not
  incapacitated or restrained.
  ●
  You resist piercing damage while flying.
  ●
  You have advantage on Strength checks to
  manipulate objects on the ground, such as
  pushing boulders or moving rubble.
  ●
  You can fly in any armor fitted for wings even if
  you are not proficient with it.
  Diffuse Concentration
  Prerequisite: capable of casting at least one 
  concentration duration spell
  You can concentrate on two spells for up to one 
  minute. You have disadvantage on concentration 
  saving throws while using this ability. Once this 
  effect ends, you must finish a rest before you can 
  use it again. In addition, once per long rest, you 
  can double the duration of any spell which has a 
  duration of at least one minute and targets only 
  yourself.
  Horn 
  Focus
  Prerequisite: a horn or similar attribute, capable of 
  casting at least one spell with somatic components
  A unicorn is not just a horse with a horn attached; 
  you were born with a spear at your eyes and 
  magic in your blood. 
  ●
  Increase your Wisdom or Charisma score
  by 1, to a maximum of 20.
  ●
  You can make an unarmed attack using
  your horn, dealing 1d8 bludgeoning or
  piercing damage (as appropriate).
  ●
  You can use your horn to perform somatic
  gestures even if you would be otherwise 
  incapable of them (e.g, hands tightly 
  bound).
  Koidon’
  s 
  Guest
  The world beyond the living holds no mysteries to 
  you, and you find the boundary between far less 
  imposing than most. When you are the target of 
  raise dead or resurrection, you suffer only a -2 
  penalty instead. When you are the target of 
  reincarnation, you can choose to return as the 
  same race in exchange for taking the -2 penalty as
  if affected by raise dead.
  Living 
  Large
  You are too amazing to be constrained by your 
  typical form. Power wells up within you and you 
  have learned to release it. 
  ●
  Increase your Strength or Charisma score
  by 1, to a maximum of 20.
  ●
  Once per day, you can increase your size
  as per the enlarge/reduce spell for one
  minute; your reach increases by 5 feet
  while enlarged.
  ●
  You count as one size category larger for
  grappling, shoving, and lifting/carrying
  capacity.
  9
  
  Feats
  Perfect Presentation
  You pay special attention to the finer details of self-
  image, giving you preternatural acuity when 
  manipulating the mindsets of others. You gain the 
  following benefits:
  ●
  You have advantage on checks to disguise or
  pass yourself off as any specific creature that
  you have met before.
  ●
  You can cast the beacon of hope spell, but
  only creatures which can see you can gain the
  benefits. Once you have used this ability, you
  must finish a long rest to use it again.
  ●
  When you would be hit by an attack, you may
  use your reaction to increase your AC against
  that attack by your Charisma modifier.
  Psychopomp
  Whether warrior, shaman, priest, or untouchable, 
  you’ve dealt with death and the dead more than 
  most. Your connection with the departed grants 
  you the following benefits:
  ●
  You can cast augury once per day. If you
  can cast the spell from another feature, this
  casting does not increase the chance of a
  random reading.
  ●
  You have advantage on all saving throws
  against effects which would reduce your
  maximum hit points.
  ●
  You have resistance to necrotic damage.
  Sun-Kissed
  You have become inured to prolonged exposure to
  the sun.
  ●
  Your Constitution score increases by 1, to a
  maximum of 20.
  ●
  You get a save to avoid exhaustion from
  thirst as long as you have any water, made
  with advantage if you have at least half the
  water you normally need.
  ●
  You have resistance to radiant damage.
  ●
  You have advantage on Wisdom
  (Perception) checks in direct sunlight.
  Vanguard
  You understand the arts of war, at least as far as 
  the front lines are concerned.
  ●
  You gain proficiency in Acrobatics or
  Athletics.
  ●
  You gain a +1 bonus to AC against
  opportunity attacks when you take the
  Dash action.
  When you hit an enemy with a melee weapon 
  attack, you can allow one ally that is adjacent to 
  that enemy to move up to half its speed without 
  provoking opportunity attacks from the target. You 
  must finish a short or long rest before you can use 
  this ability again.
  10
  
  Deities
  Deity
  Aligne
  d
  Suggested 
  Domains
  Symbol
  Blaze, the goddess of 
  war and fury
  CE
  Light, War
  Immolated pony
  Huntress, goddess of 
  war and fury
  CE
  Tempest, War
  Clawed hand raking 
  across a globe
  Kara, queen of 
  shapeshifters
  NE
  Nature, Trickery
  Tattered dragonfly wings
  Lashtada, harbinger of 
  love
  N
  Knowledge, Life
  Two hearts bound with 
  silver wire
  Moon Princess, ruler of 
  the night and dreams
  LN
  Life, Trickery
  Full moon overlaid with 
  pony shadow
  Princess Luminance, 
  patron of knowledge
  LG
  Knowledge, Life
  Opened book held on hoof
  Sheila the Author, 
  goddess of fate
  N
  Knowledge, 
  Nature
  Book of destiny brands
  Soft Whisper, goddess of
  the afterlife
  N
  Death
  House made of horse 
  femurs
  Sun King, high god of 
  feline races
  NG
  Light, Trickery
  Feline perched on radiant 
  sun
  Sun Queen, goddess of 
  the sun and joy
  NG
  Life, Light
  Pegasus with wings 
  unfurled in golden circle
  The Night Mare, queen 
  of darkness and fear
  LE
  Trickery, War
  Hoof wrapped in jagged 
  wire
  The Unspoken, lord of 
  chaos
  CN
  Tempest, Trickery
  Sphere with various limbs 
  at odd angles
  White Talon, goddess of 
  the dead
  N
  Death, Tempest
  Jagged cliff topped by a 
  lone nest
  11
  
  Bestiary
  Cliffside Eel
  Large beast, unaligned
  Armor Class 15 (natural armor)
  Hit Points 153 (18d10 + 54)
  Speed 10 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  17 (+3)
  15 (+2)
  17 (+3)
  2 (-4)
  13 (+1)
   5 (-3)
  Saving Throws Dexterity +5
  Skills Perception +4, Stealth +5
  Senses passive Perception 14, blindsight 30 ft.
  Languages ⏤
  Challenge 6 (2,300 XP)
  Den. When entirely within its tunnel, the cliffside 
  eel has advantage on checks made to hide.
  Lunge. When a cliffside eel first uses its bite 
  attack in combat, extend its reach by 10 feet.
  Actions
  Bite. Melee weapon attack: +6 to hit, reach 10 ft., 
  one creature. Hit: 39 (8d8 + 3) piercing damage 
  and the target is grappled if Medium or smaller.
  Constrict. Melee weapon attack: +6 to hit, reach 
  10 ft, one grappled creature. Hit: 22 (4d8 + 3) 
  piercing damage and the target is restrained.
  12
  
  Bestiary
  Deeptide 
  Horse
  Large fey, lawful evil
  Armor Class 17 (natural armor)
  Hit Points 90 (12d10 + 24)
  Speed 10 ft., swim 60 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  16 (+3)
  13 (+1)
  14 (+2)
  14 (+2)
  13 (+1)
   9 (-1)
  Saving Throws Constitution +5
  Skills Athletics +6, Stealth +4
  Damage Resistance bludgeoning, piercing, and 
  slashing from nonmagical weapons that aren’t 
  silvered
  Senses passive Perception 11, blindsight 30 ft. 
  (only in water), darkvision 60 ft.
  Languages Common, Sylvan
  Challenge 5 (1,800 XP)
  Dive. When a deeptide horse knocks a creature 
  into the water with its water spout attack, it can use
  its tail attack against that creature as a bonus 
  action on the same turn.
  Light Sensitivity. While in bright light, the 
  deeptide horse has disadvantage on attack rolls 
  and Wisdom (perception) checks that rely on sight.
  Actions
  Multiattack. The deeptide horse makes two melee
  attacks against a grappled target.
  Bite. Melee weapon attack: +6 to hit, reach 5 ft., 
  one creature. Hit: 14 (2d10 + 3) piercing damage.
  Claw. Melee weapon attack: +6 to hit, reach 5 ft., 
  one creature. Hit: 10 (2d6 + 3) slashing damage, 
  and the target must succeed on a DC 13 
  Constitution save or be poisoned for one minute. 
  The target can repeat the saving throw on each of 
  its turns, ending the effect on itself on a success.
  Tail. Melee weapon attack: +6 to hit, reach 10 ft., 
  one creature. Hit: 19 (3d10 + 3) bludgeoning 
  damage. If the target is Medium or smaller, the 
  target is grappled (escape DC 16).
  Water Spout. Ranged weapon attack: +4 to hit, 
  range 30 ft., one Medium or smaller creature. Hit: 
  The target is shoved 10 ft. away from the deeptide 
  horse and must make succeed on a DC 13 
  Strength saving throw to avoid falling prone. The 
  deeptide horse must be in water at least 3 ft. deep 
  to use this ability.
  13
  
  Bestiary
  Flutter
  Tiny fey, neutral
  Armor Class 14 (natural armor)
  Hit Points 9 (2d4 + 4)
  Speed 10 ft., fly 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
   3 (-4)
  16 (+3)
  14 (+2)
   8 (-1)
  12 (+1)
   6 (-2)
  Saving Throws Dexterity +5
  Skills Perception +3
  Senses passive Perception 13
  Languages Common, Sylvan
  Challenge 0 (10 XP)
  Actions
  Bite. Melee weapon attack: +5 to hit, reach 5 ft., 
  one creature. Hit: 1 piercing damage.
  Swarm of Flutters
  Large swarm of Tiny fey, neutral
  Armor Class 15 (natural armor)
  Hit Points 105 (14d10 + 28)
  Speed 5 ft., fly 40 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
   8 (-1)
  16 (+3)
  15 (+2)
   6 (-2)
  12 (+1)
   6 (-2)
  Skills Perception +3
  Damage Resistances bludgeoning, piercing, 
  slashing
  Condition Immunities charmed, frightened, 
  paralyzed, petrified, prone, restrained, stunned
  Senses passive Perception 13
  Languages Common, Sylvan
  Challenge 5 (1,800 XP)
  Magic Theft. The swarm has advantage on saving
  throws against spells and other magical effects 
  originating in its space.      Whenever it succeeds
  on a saving throw against a magical effect, it 
  moves 10 ft. and 
        bites one creature in its 
  space as a reaction.
  Swarm. The swarm can occupy
  another creature’s space and
  vice versa, and the swarm can
  move through any
  opening large enough
  for a Tiny flutter. The
  swarm can’t regain hit
  points or gain
  temporary hit points.
  Actions
  Multiattack. The
  swarm bites each
  creature in its
  space.
  Bites. Melee
  weapon attack: +6
  to hit, reach 0 ft.,
  one creature in the
  swarm’s space.
  Hit: 16 (2d12 + 3)
  piercing damage.
  If the swarm is at
  half health or
  less, 9 (1d12 + 3)
  piercing damage
  instead. 
  14
  
  Bestiary
  Gem 
  Gnoll
  Medium humanoid (gnoll), chaotic evil
  Armor Class 13 (leather armor + shield)
  Hit Points 27 (6d6 + 6)
  Speed 30 ft., burrow 20 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  15 (+2)
  10 (+0)
  13 (+1)
  8 (-1)
   11 (+0)
  8 (-1)
  Skills Investigation +1, Perception +2
  Senses passive Perception 12, darkvision 60 ft.
  Languages Common, Gnoll
  Challenge 1/2 (100 XP)
  Desperation. A gem gnoll has advantage on 
  melee attack rolls if has less than half its maximum
  hit points remaining and there are no allies within 
  10 ft. that are not incapacitated.
  Actions
  Multiattack. The gem gnoll makes two melee 
  attacks.
  Spear. Melee or ranged weapon attack: +4 to hit, 
  reach 5 ft. or range 20/60 ft., one target. Hit: 5 
  (1d6 + 2) piercing damage. A roll of 19 or 20 is a 
  critical hit for the gem gnoll.
  Racial Features
  Strength +2, Constitution +1
  Desperation.
  Languages: Common, Gnoll
  Darkvision 60 ft.
  Burrow 20 ft.
  15
  
  Bestiary
  Gem 
  Golem
  Large construct, neutral
  Armor Class 18
  Hit Points 102 (12d10 + 36)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  20 (+5)
  9 (-1)
  16 (+3)
  8 (-1)
  11 (+0)
  8 (-1)
  Skills Athletics +9, Perception +4
  Damage Resistance bludgeoning, piercing, and 
  slashing from nonmagical weapons that aren’t 
  adamantine
  Senses passive Perception 14, darkvision 60 ft.
  Languages ⏤
  Challenge 9 (5,000 XP)
  Bleed. When a gem golem scores a critical hit or 
  hits a single target with all three claw attacks with 
  its multiattack action, the target must succeed on a
  DC 17 Constitution save at the beginning of its 
  next turn or lose 1d12 hit points due to blood loss.
  Constructed Nature. A gem golem doesn’t require
  air, food, drink, or sleep.
  Dazzling. A gem golem in bright light causes 
  creatures that can see it to make a DC 15 
  Constitution save. Those that fail have 
  disadvantage on attack rolls and Wisdom 
  (perception) checks that rely on sight for one 
  round. Once a creature succeeds on the save, it is 
  immune to that gem golem’s dazzling for 24 hours.
  Arcane Immunity. A gem golem can only be 
  affected by spells of third level or lower if it is 
  willing. It has advantage on saving throws against 
  all other spells and magical effects.
  Actions
  Multiattack. The gem golem makes three claw 
  attacks.
  Claw. Melee weapon attack: +9 to hit, reach 10 ft., 
  one target. Hit: 18 (2d12 + 5) slashing damage.
  Reactions
  Arcane Luster. When targeted by a magic missile 
  spell, a line spell, or a spell that requires a ranged 
  attack roll, the gem golem can use its reaction to 
  reflect the spell back at the caster as if it originated
  from the gem golem, turning the caster into the 
  target.
  16
  
  Bestiary
  Inevitable Vanguard
  Large construct, lawful neutral
  Armor Class 17
  Hit Points 207 (18d10 + 108)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  25 (+7)
  16 (+3)
  23 (+6)
  10 (+0)
  17 (+3)
  16 (+3)
  Saving Throws Dexterity +7, Wisdom +7
  Skills Perception +7
  Damage Resistance bludgeoning, piercing, and 
  slashing from nonmagical weapons
  Senses passive Perception 17, darkvision 60 ft.
  Languages all, telepathy 60 ft.
  Challenge 12 (8,400 XP)
  Innate Spellcasting. The Inevitable Vanguard’s 
  spellcasting ability is Wisdom (spell save DC 15, 
  +7 to hit with spell attacks). An Inevitable Vanguard
  can cast the following spells, requiring no material
  components:
  At-will: chill touch (3d8), detect thoughts, fear, hold
  person, invisibility (self only), locate creature, 
  mending, suggestion, zone of truth
  3/day each: hold monster, geas (30 days)
  1/day: geas (1 year)
  1/week: geas (permanent)
  Regeneration. An Inevitable Vanguard regains 10 
  hit points at the start of its turn if it has at least 1 hit
  point.
  Watchful. The Inevitable Vanguard has advantage
  on Dexterity checks for initiative and on Wisdom 
  (perception) checks.
  Actions
  Multiattack. The Inevitable Vanguard makes 
  either two slam attacks or one slam attack and one
  longsword attack.
  Longsword. Melee weapon attack: +11 to hit, 
  reach 10 ft., one target. Hit: 16 (2d8 + 7) slashing 
  damage, or 18 (2d10 + 7) if held in both hands.
  Slam. Melee weapon attack: +11 to hit, reach 5 ft., 
  one target. Hit: 16 (2d8 + 7) bludgeoning damage.
  17
  
  Bestiary
  Mountain 
  Worm
  Huge monstrosity, unaligned
  Armor Class 18
  Hit Points 262 (25d12 + 100)
  Speed 20 ft., burrow 20 ft., climb 10 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  25 (+7)
  16 (+3)
  18 (+4)
  1 (-5)
  8 (-1)
  8 (-1)
  Saving Throws Constitution +9
  Skills Perception +4, Stealth +8
  Senses passive Perception 14, darkvision 60 ft., 
  tremorsense 60 ft.
  Languages ⏤
  Challenge 13 (10,000 XP)
  Flora Camouflage. The mountain worm has 
  advantage on Dexterity (stealth) checks made to 
  hide in wooded terrain.
  Actions
  Multiattack. The mountain worm makes two 
  tendril attacks and a bite attack.
  Bite. Melee weapon attack: +12 to hit, reach 15 ft.,
  one target. Hit: 41 (8d8 + 5) piercing damage. If 
  the target is a Medium or smaller creature 
  grappled by the mountain worm, that creature is 
  swallowed, and the grapple ends. While 
  swallowed, the creature is blinded and restrained, 
  it has total cover against attacks and other effects 
  outside the mountain worm, and it takes 21 (6d6) 
  acid damage at the start of each of the mountain 
  worm’s turns. 
  If the mountain worm takes 30 damage or 
  more on a single turn from a creature, the 
  mountain worm must succeed on a DC 19 
  Constitution saving throw at the end of that turn or 
  regurgitate all swallowed creatures, which fall 
  prone in a space within 10 feet of the mountain 
  worm. If the mountain worm dies, a swallowed 
  creature is no longer restrained by it and can 
  escape from the corpse by using 20 feet of 
  movement, exiting prone.
  Tendril. Melee weapon attack: +8 to hit, reach 30 
  ft., one target. Hit: 21 (4d8 + 3) bludgeoning 
  damage, and the target is grappled.
  18
  
  Bestiary
  Sky 
  Mask
  Tiny Sky 
  Mask 
  Tiny elemental, chaotic evil
  Armor Class 15
  Hit Points 24 (7d4 + 7)
  Speed 0 ft., fly 25 ft. (hover)
  STR
  DEX
  CON
  INT
  WIS
  CHA
  1 (-5)
  20 (+5)
  13 (+1)
  4 (-3)
  12 (+1)
  8 (-1)
  Saving Throws Dexterity +7
  Skills Acrobatics +7, Perception +3, Stealth +7
  Damage Resistance bludgeoning, piercing, and 
  slashing from nonmagical weapons
  Senses passive Perception 13, blindsense 0 ft.
  Languages Primordial
  Challenge 1/2 (100 XP)
  Haze. A space occupied by a sky mask is lightly 
  obscured. Creatures the same size or smaller than
  a sky mask that share a space are heavily 
  obscured instead.
  Storm Form. The sky mask can enter a hostile 
  creature’s space and stop there. It can move 
  through a space as narrow as 1 inch wide without 
  squeezing.
  Actions
  Discharge Lightning. Melee or ranged spell 
  attack: +3 to hit, reach 0 ft. or range 10 ft, one 
  target. Hit: 7 (2d6 + 1) lightning damage.
  Small Sky Mask 
  Small elemental, chaotic evil
  Armor Class 14
  Hit Points 44 (8d6 + 16)
  Speed 0 ft., fly 50 ft. (hover)
  STR
  DEX
  CON
  INT
  WIS
  CHA
  6 (-2)
  19 (+4)
  14 (+2)
  5 (-3)
  13 (+1)
  8 (-1)
  Saving Throws Dexterity +6
  Skills Acrobatics +6, Perception +3, Stealth +6
  Damage Resistance bludgeoning, piercing, and 
  slashing from nonmagical weapons
  Senses passive Perception 13, blindsense 0 ft. 
  Languages Primordial
  Challenge 2 (450 XP)
  Haze. A space occupied by a sky mask is lightly 
  obscured. Creatures the same size or smaller than
  a sky mask that share a space are heavily 
  obscured instead.
  Storm Form. The sky mask can enter a hostile 
  creature’s space and stop there. It can move 
  through a space as narrow as 1 inch wide without 
  squeezing.
  Actions
  Discharge Lightning. Melee or ranged spell 
  attack: +3 to hit, reach 0 ft. or range 25 ft, one 
  target. Hit: 15 (4d6 + 1) lightning damage.
  19
  
  Bestiary
  Medium 
  Sky 
  Mask 
  Medium elemental, chaotic evil
  Armor Class 14
  Hit Points 58 (9d8 + 18)
  Speed 0 ft., fly 75 ft. (hover)
  STR
  DEX
  CON
  INT
  WIS
  CHA
  11 (+0)
  18 (+4)
  15 (+2)
  5 (-3)
  14 (+2)
  7 (-2)
  Saving Throws Dexterity +6
  Skills Acrobatics +6, Perception +4, Stealth +6
  Damage Resistance bludgeoning, piercing, and 
  slashing from nonmagical weapons
  Senses passive Perception 14, blindsense 0 ft.
  Languages Primordial
  Challenge 4 (1,100 XP)
  Haze. A space occupied by a sky mask is lightly 
  obscured. Creatures the same size or smaller than
  a sky mask that share a space are heavily 
  obscured instead.
  Storm Form. The sky mask can enter a hostile 
  creature’s space and stop there. It can move 
  through a space as narrow as 1 inch wide without 
  squeezing.
  Actions
  Discharge Lightning. Melee or ranged spell 
  attack: +4 to hit, reach 0 ft. or range 35 ft, one or 
  two targets. Hit: 29 (8d6 + 1) lightning damage 
  against one target or 15 (4d6 + 1) lightning 
  damage against two targets.
  Large Sky Mask 
  Large elemental, chaotic evil
  Armor Class 16
  Hit Points 76 (9d10 + 27)
  Speed 0 ft., fly 100 ft. (hover)
  STR
  DEX
  CON
  INT
  WIS
  CHA
  16 (+3)
  17 (+3)
  16 (+3)
  5 (-3)
  15 (+2)
  7 (-2)
  Saving Throws Strength +6, Constitution +6, 
  Dexterity +6
  Skills Athletics +6, Perception +5, Stealth +6
  Damage Resistance bludgeoning, piercing, and 
  slashing from nonmagical weapons
  Senses passive Perception 15, blindsense 0 ft.
  Languages Primordial
  Challenge 6 (2,300 XP)
  Control Weather. Once per day, a sky mask can 
  cast control weather without the need for material 
  components. 
  Gust. A sky mask creates a strong wind in spaces 
  it moves through or occupies in a turn. The effects 
  persist until the start of its next turn.
  Haze. A space occupied by a sky mask is lightly 
  obscured. Creatures the same size or smaller than
  a sky mask that share a space are heavily 
  obscured instead.
  Storm Form. The sky mask can enter a hostile 
  creature’s space and stop there. It can move 
  through a space as narrow as 1 inch wide without 
  squeezing.
  Actions
  Discharge Lightning. Melee or ranged spell 
  attack: +5 to hit, reach 0 ft. or range 50 ft, one or 
  two targets. Hit: 38 (8d8 + 2) lightning damage 
  against one target or 20 (4d8 + 2) lightning 
  damage against two targets.
  20
  
  Bestiary
  Whirlwind (recharge 5-6). Each creature in the 
  sky mask’s space must make a DC 14 Strength 
  saving throw. On a failure, a target takes 20 (5d6 +
  3) bludgeoning damage and is flung up to 20 feet
  away from the sky mask in a random direction and
  knocked prone. If a thrown target strikes an object,
  such as a wall or floor, the target takes 3 (1d6) for
  every 10 feet it was thrown. If the target is flung at
  another creature, that creature must succeed on a
  DC 14 Dexterity saving throw or take the same
  damage and be knocked prone. If the saving throw
  is successful, the target takes half the bludgeoning
  damage and isn’t flung away or knocked prone.
  Huge 
  Sky Mask 
  Huge elemental, chaotic evil
  Armor Class 16
  Hit Points 85 (9d12 + 30)
  Speed 0 ft., fly 125 ft. (hover)
  STR
  DEX
  CON
  INT
  WIS
  CHA
  21 (+5)
  16 (+3)
  17 (+3)
  6 (-2)
  16 (+3)
  6 (-2)
  Saving Throws Strength +8, Constitution +6
  Skills Athletics +8, Perception +6, Stealth +6
  Damage Resistance bludgeoning, piercing, and 
  slashing from nonmagical weapons
  Senses passive Perception 16, blindsense 0 ft.
  Languages Primordial
  Challenge 8 (3,900 XP)
  Control Weather. Twice per day, a sky mask can 
  cast control weather without the need for material 
  components.
  Gust. A sky mask creates a strong wind in spaces 
  it moves through or occupies in a turn. The effects 
  persist until the start of its next turn.
  Haze. A space occupied by a sky mask is lightly 
  obscured. Creatures the same size or smaller than
  a sky mask that share a space are heavily 
  obscured instead.
  Storm Form. The sky mask can enter a hostile 
  creature’s space and stop there. It can move 
  through a space as narrow as 1 inch wide without 
  squeezing.
  Actions
  Discharge Lightning. Melee or ranged spell 
  attack: +7 to hit, reach 0 ft. or range 60 ft, one or 
  two targets. Hit: 48 (8d10 + 3) lightning damage 
  against one target or 25 (4d10 + 3) lightning 
  damage against two targets.
  Whirlwind (recharge 5-6). Each creature in the 
  sky mask’s space must make a DC 14 Strength 
  saving throw. On a failure, a target takes 25 (5d8 +
  3) bludgeoning damage and is flung up to 20 feet
  away from the sky mask in a random direction and 
  knocked prone. If a thrown target strikes an object,
  such as a wall or floor, the target takes 3 (1d6) for 
  every 10 feet it was thrown. If the target is flung at 
  another creature, that creature must succeed on a 
  DC 14 Dexterity saving throw or take the same 
  damage and be knocked prone. If the saving throw
  is successful, the target takes half the bludgeoning
  damage and isn’t flung away or knocked prone.
  Gargantuan Sky Mask 
  Gargantuan elemental, chaotic evil
  Armor Class 16
  Hit Points 101 (7d20 + 28)
  Speed 0 ft., fly 150 ft. (hover)
  STR
  DEX
  CON
  INT
  WIS
  CHA
  26 (+8)
  15 (+2)
  18 (+4)
  6 (-2)
  17 (+3)
  6 (-2)
  Saving Throws Strength +12, Constitution +8
  Skills Athletics +12, Perception +7, Stealth +6
  Damage Resistance bludgeoning, piercing, and 
  slashing from nonmagical weapons
  Senses passive Perception 17, blindsense 0 ft.
  Languages Primordial
  Challenge 10 (5,900 XP)
  21
  
  Bestiary
  Control Weather. Thrice per day, a sky mask can 
  cast control weather without the need for material 
  components.
  Gust. A sky mask creates a strong wind in spaces 
  it moves through or occupies in a turn. The effects 
  persist until the start of its next turn.
  Haze. A space occupied by a sky mask is lightly 
  obscured. Creatures the same size or smaller than
  a sky mask that share a space are heavily 
  obscured instead.
  Storm Form. The sky mask can enter a hostile 
  creature’s space and stop there. It can move 
  through a space as narrow as 1 inch wide without 
  squeezing.
  Actions
  Discharge Lightning. Melee or ranged spell 
  attack: +8 to hit, reach 0 ft. or range 75 ft, one or 
  two targets. Hit: 58 (10d10 + 3) lightning damage 
  against one target or 30 (5d10 + 3) lightning 
  damage against two targets.
  Whirlwind (recharge 5-6). Each creature in the 
  sky mask’s space must make a DC 16 Strength 
  saving throw. On a failure, a target takes 31 (5d10 
  + 4) bludgeoning damage and is flung up to 20 
  feet away from the sky mask in a random direction 
  and knocked prone. If a thrown target strikes an 
  object, such as a wall or floor, the target takes 3 
  (1d6) for every 10 feet it was thrown. If the target is
  flung at another creature, that creature must 
  succeed on a DC 16 Dexterity saving throw or take
  the same damage and be knocked prone. If the 
  saving throw is successful, the target takes half the
  bludgeoning damage and isn’t flung away or 
  knocked prone.
  22
  
  Iconic 
  Characters
  Fast Shadow
  Iconic Seeker of the One Herd
  1st-level Fighter, Medium fey (earth-bound pony), 
  neutral good
  Armor Class 18 (chain mail + shield)
  Hit Points 13 (hit dice 1d10)
  Speed 40 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  15 (+2)
  8 (-1)
  16 (+3)
  13 (+1)
  12 (+1)
   10 (+0)
  Saving Throws Strength +4, Constitution +5
  Skills Athletics +4, Diplomacy +2, Intimidation +2, 
  Survival +5
  Tools Cartographer’s tools
  Senses passive Perception 11
  Languages Common, Sylvan, Gnoll, Primordial
  Four-Legged. Fast Shadow can carry 337.5  lbs., 
  push, drag, or lift 675 lbs., and has advantage on 
  checks to avoid becoming prone.
  Fingerless. As Clockwork ponies above.
  Unique Destiny. Fast Shadow has advantage on 
  Athletics checks.
  Like a Rock. Once per long rest, when Fast 
  Shadow would be reduced to 0 hit points but not 
  killed outright, she drops to 1 hit point instead. In 
  addition, whenever she rolls a hit die to regain hit 
  points, she regains either the rolled value plus her 
  Constitution modifier or 6 hit points, whichever is 
  higher.
  Like a Weed. Fast Shadow has advantage on 
  saving throws against poison, and has resistance 
  against poison damage.
  Show Jump. Fast Shadow has a high jump of 10 
  feet and a long jump of 20 feet.
  Actions
  Lance. Melee weapon attack: +4 to hit, reach 10 
  ft., one target, disadvantage if the target is within 5 
  feet. Hit: 7 (1d10 + 2) piercing damage.
  Handaxe. Melee or ranged weapon attack: +4 to 
  hit, reach 5 ft. or range 20 ft./60 ft., one target. Hit: 
  5 (1d6 + 2) slashing damage.
  Reactions
  Protection. When a target within 5 ft. of Fast 
  Shadow other than herself is attacked by an 
  enemy she can see, she can use her shield to 
  impose disadvantage on the attack roll.
  Bonus 
  Actions
  Second Wind. Once per rest, Fast Shadow can 
  regain 1d10 + 1 hit points as a bonus action.
  Gear
  A lance, a shield, chainmail, two handaxes, a 
  dungeoneer’s pack, an explorer’s pack, a saddle 
  rack, a dice set, and a map of her hometown.
  Background
  Seeker of the One Herd
  Personality Trait. “I like to win, and I’m very good 
  at it.”
  Ideal. Community. “We can, and will, make this 
  world a better place.”
  Bond. “My family? The Seekers. I belong here.”
  Flaw. “I never refuse a challenge. Never.”
  23
  
  Iconic 
  Characters
  Aeroean
  Iconic Druid
  1st-level Druid, Medium fey (pegasus pony), 
  neutral good
  Armor Class 16 (leather armor + shield)
  Hit Points 10 (hit dice 1d8)
  Speed 40 ft., fly 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  8 (-1)
  15 (+2)
  14 (+2)
  12 (+1)
  15 (+2)
   10 (+0)
  Saving Throws Intelligence +3, Wisdom +4
  Skills Animal Handling +4, Insight +4, Medicine 
  +4, Religion +3
  Senses passive Perception 12
  Languages Common, Sylvan, Druidic, Primordial,
  Elvish
  Four-Legged. Aeroean can carry 180 lbs., push, 
  drag, or lift 360 lbs., and has advantage on checks 
  to avoid becoming prone.
  Fingerless. As Clockwork ponies above.
  Spellcasting. Aeroean knows the cantrips 
  druidcraft and produce flame, usable at will. In 
  addition, he can prepare 3 druid spells per day, 
  usually detect magic, fog cloud, and thunderwave. 
  He has two 1st-level spell slots with which to cast 
  these spells. The save DC is 12 and his attack 
  bonus is +4.
  Unique Destiny. Aeroean has advantage on 
  Nature checks.
  Wings. Aeroean cannot fly when wearing armor he
  isn’t proficient in, or when wearing armor or packs 
  not tailored to wings. While flying, he is vulnerable 
  to piercing damage, and has disadvantage on 
  Strength checks to interact with objects that are on
  the ground.
  Actions
  Spear. Melee weapon attack: +1 to hit, reach 5 ft., 
  one target. Hit: 2 (1d6 - 1) piercing damage.
  Produce Flame. Ranged spell attack: +4 to hit, 
  range 30 ft., one target. Hit: 4 (1d8) fire damage. 
  (PH269 for full details.)
  Gear
  A spear, a wooden shield, leather armor, a saddle 
  rack, an explorer’s pack, a druidic focus, an icon of
  the Sun Queen, a prayer wheel featuring assorted 
  destiny brands, 5 sticks of incense, vestments, a 
  set of common clothes, and a belt pouch 
  containing 15 gp.
  Background
  Acolyte.
  Personality Trait. “I enjoy my work, even if others 
  say I enjoy it too much to be able to call it work.”
  Ideal. Independence. “The weather tends to do 
  what needs doing; not a bad example for us.”
  Bond. “I’m no fair weather friend, just the opposite.
  When you need it most, I’ll bring the lightning.”
  Flaw. “I’m not so much easily distracted as I am 
  always wondering which cloud is going to be the 
  bigger storm.”
  24
  
  Iconic 
  Characters
  Dawn Event
  Iconic Cleric
  1st-level Cleric, Medium fey (earth-bound pony), 
  lawful neutral
  Armor Class 18 (chain mail + shield)
  Hit Points 10 (hit dice 1d8)
  Speed 40 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  14 (+2)
  8 (-1)
  14 (+2)
  10 (+0)
  15 (+2)
   13 (+1)
  Saving Throws Wisdom +4, Charisma +3
  Skills Medicine +4, Insight +4, Perception +4, 
  Religion +2
  Senses passive Perception 14
  Languages Common, Sylvan, Celestial, Elvish
  Four-Legged. Dawn can carry 315 lbs., push, 
  drag, or lift 630 lbs., and has advantage on checks 
  to avoid becoming prone.
  Fingerless. Dawn may use his mouth as one hand
  and is considered small sized for the sake of 
  wielding weapons.
  Life Domain. Dawn has bless and cure wounds 
  prepared (PH60 for full details).
  Spellcasting. Dawn knows the cantrips light, 
  sacred flame, and spare the dying, usable at will. 
  In addition, he can prepare 3 cleric spells per day, 
  usually detect magic, inflict wounds, and shield of 
  faith. He has two 1st-level spell slots with which to 
  cast these spells. The save DC is 12 and his attack
  bonus is +4.
  Unique Destiny. Dawn has advantage on Religion
  checks.
  Actions
  Mace. Melee weapon attack: +4 to hit, reach 5 ft., 
  one target. Hit: 5 (1d6 + 2) bludgeoning damage.
  Sacred Flame. One creature within 60 feet of 
  Dawn must succeed on a Dexterity saving throw or
  take 4 (1d8) radiant damage.
  Inflict Wounds. Melee spell attack: +4 to hit, reach
  5 ft., one creature. Hit: 13 (3d8) necrotic damage.
  Cure Wounds. Dawn can touch one creature, 
  causing it to regain 9 (1d8 + 5) hit points.
  Bonus 
  Actions
  Shield of Faith. One creature within 60 feet of 
  Dawn gains a bonus to AC until the spell ends 
  (PH275 for full details).
  Gear
  A mace, chainmail, a saddle rack, a priest’s pack, 
  a shield, icons of the Night Mare and Blaze, a 
  prayer wheel featuring the Moon Princess, 5 sticks
  of incense, vestments, a set of common clothes, 
  and a belt pouch containing 15 gp.
  Background
  Acolyte.
  Personality Trait. “There are two things in life: 
  what we protect, and what we overcome.”
  Ideal. Piety. “It is not for such as we to question 
  the will of the gods. All of the gods.”
  Bond. “I live, and die, for the glory of the divine.”
  Flaw. “I edge towards, and sometimes over, 
  taunting the narrow clergy with my knowledge.”
  25
  
  Iconic 
  Characters
  Under Score
  Iconic Wizard
  1st-level Wizard, Medium fey (earth-bound pony), 
  neutral good
  Armor Class 12 (15 with mage armor)
  Hit Points 8 (hit dice 1d6)
  Speed 40 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  10 (+0)
  14 (+2)
  14 (+2)
  15 (+2)
  11 (+0)
   8 (-1)
  Saving Throws Intelligence +4, Wisdom +2
  Skills Arcana +4, History +4, Investigation +4, 
  Perception +2
  Senses passive Perception 12
  Languages Common, Sylvan, Celestial, Primordial
  Four-Legged. Under Score can carry 225 lbs., 
  push, drag, or lift 450 lbs., and has advantage on 
  checks to avoid becoming prone.
  Fingerless. As Clockwork ponies above.
  Spellcasting. Under Score knows the cantrips 
  light, ray of frost, and shocking grasp, usable at 
  will. In addition, he can prepare 3 wizard spells per
  day from the list of burning hands, chromatic orb, 
  comprehend languages, detect magic, mage 
  armor, and magic missile. He has two 1st-level 
  spell slots with which to cast these prepared spells.
  The save DC is 12 and his attack bonus is +4.
  Arcane Recovery. Once per day after a short rest,
  Under Score can recover one expended 1st-level 
  spell slot.
  Unique Destiny. Under Score has advantage on 
  Investigation checks.
  Actions
  Dagger. Melee weapon attack: +2 to hit, reach 5 
  ft., one target. Hit: 2 (1d4) slashing damage.
  Ray of Frost. Ranged spell attack: +4 to hit, range
  ft., one creature. Hit: 4 (1d8) cold damage and the 
  target’s speed is reduced by 10 feet until the start 
  of Under Score’s next turn.
  Shocking Grasp. Melee spell attack: +4 to hit, 
  reach 5 ft., one creature,advantage on the attack 
  roll if target is wearing metal armor. Hit: 4 (1d8) 
  lightning damage, and the target cannot take 
  reactions until the start of its next turn.
  Gear
  A dagger, an arcane focus, a scholar’s pack, a 
  spellbook, a bottle of black ink, a quill, a small 
  knife, a set of common clothes, and a belt pouch 
  containing 10 gp.
  Background
  Sage.
  Personality Trait. “I read avidly, some would say 
  religiously.”
  Ideal. Knowledge. “There is no greater balm for 
  tragedy than the knowledge to overcome it.”
  Bond. “My knowledge must be used to help 
  others; it does no good if it stays hidden after I’ve 
  found it.”
  Flaw. “The slightest rumor of forgotten lore is 
  enough to make me chase after it.”
  26
  
  Iconic 
  Characters
  Wandering Note
  Iconic Bard
  1st-level Bard, Medium fey (cloven), neutral good
  Armor Class 12 (leather armor)
  Hit Points 10 (hit dice 1d8)
  Speed 40 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  11 (+0)
  13 (+1)
  14 (+2)
  15 (+2)
  9 (-1)
   16 (+3)
  Saving Throws Dexterity +3, Charisma +5
  Skills Acrobatics +3, Nature +4, Perception +1, 
  Performance +5, Stealth +3
  Senses passive Perception 11
  Languages Common, Sylvan
  Tools Drum, Flute, Horn
  Four-Legged. Wandering Note can carry 247.5 
  lbs., push, drag, or lift 495 lbs., and has advantage
  on checks to avoid becoming prone.
  Fingerless. Wandering Note may use his mouth 
  as one hand and is considered small sized for the 
  sake of wielding weapons.
  Spellcasting. Wandering Note knows the cantrips 
  light and minor illusion, usable at will. In addition, 
  he knows the following spells: cure wounds, detect
  magic, sleep, and Tasha’s hideous laughter. He 
  has two 1st-level spell slots with which to cast 
  these spells. The save DC is 13 and his attack 
  bonus is +5.
  Cloven Resilience. Wandering Note has 
  advantage on saving throws against poison and 
  resistance to poison damage.
  Actions
  Horn. Melee weapon attack: +2 to hit, reach 5 ft., 
  one target. Hit: 2 (1d4) piercing damage.
  Rapier. Melee weapon attack: +3 to hit, reach 5 ft.,
  one target. Hit: 5 (1d8 + 1) piercing damage.
  Dagger. Melee or ranged weapon attack: +3 to hit,
  reach 5 ft. or range 20 ft./60 ft., one target. Hit: 3 
  (1d4 + 1) slashing damage.
  Tasha’s Hideous Laughter. A creature must 
  succeed on a Wisdom saving throw or be 
  incapacitated for the duration (PH280 for full 
  details). 
  Bonus 
  Actions
  Bardic Inspiration. Wandering Note can grant 
  bonuses to checks (PH53 for full details). 
  Gear
  A rapier, an entertainer’s pack, a flute, leather 
  armor, a dagger, a drum, a costume, a belt pouch 
  containing 15 gp, and a piece of crystal that glows 
  faintly in moonlight given to him by a sweetheart in
  Clovenhame.
  Background
  Entertainer.
  Personality Trait. “People hardly notice I’m there 
  until I start playing, but then they perk right up!”
  Ideal. Discovery. “There’s a whole wide world out 
  there, just waiting for me to see it.”
  Bond. “I know the folks back in Clovenhame must 
  be worried, but I’m not ready to go back.”
  Flaw. “It’s never enough to hear about something; 
  I always end up right in it.”
  27
  
  Iconic 
  Characters
  Steel Prism
  Iconic Paladin
  1st-level Paladin, Medium fey (unicorn pony), 
  lawful good
  Armor Class 18 (chain mail + shield)
  Hit Points 12 (hit dice 1d10)
  Speed 40 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  10 (+0)
  12 (+1)
  14 (+2)
  16 (+3)
  8 (-1)
   14 (+2)
  Saving Throws Wisdom +1, Charisma +4
  Skills Athletics +2, History +5, Insight +4, 
  Persuasion +4
  Senses passive Perception 9
  Languages Common, Sylvan, Celestial
  Four-Legged. Steel can carry 225 lbs., push, 
  drag, or lift 450 lbs., and has advantage on checks 
  to avoid becoming prone.
  Telekinesis. Steel is able to use weapons and 
  equipment as well as a normal human. He uses 
  Intelligence instead of Strength for melee attacks 
  or other actions involving a held item, and can 
  grapple creatures more than one size larger than 
  himself.
  Distant Focus. Steel can perform physical actions
  up to 30 feet away as long as he can see what 
  he’s doing. He substitutes Intelligence for Strength.
  If the task normally requires Intelligence or 
  Dexterity, any checks made have disadvantage.
  Unique Destiny. Steel has advantage on Religion 
  checks.
  Actions
  Longsword. Melee weapon attack: +5 to hit, reach
  30 ft., one target. Hit: 7 (1d8 + 3) slashing damage.
  Javelin. Melee or ranged weapon attack: +5 to hit,
  reach 30 ft. or range 30 ft./120 ft., one target. Hit: 6
  (1d6 + 3) piercing damage.
  Divine Sense. Steel can sense celestials, fiends, 
  and undead around him (PH84 for full details).
  Lay on Hands. Steel can restore hit points, or cure
  disease or poison (PH84 for full details).
  Gear
  A longsword, a shield with the Sun Queen’s holy 
  symbol emblazoned on the face, chain mail, five 
  javelins, a priest’s pack, a dungeoneer’s pack, 
  cartographer’s tools, a set of traveler’s clothes, 
  and a silver badge in the shape of a five-pointed 
  star.
  Background
  Imperialist.
  Personality Trait. “I’ve learned to anticipate 
  commands with excellent, but not perfect, 
  accuracy.”
  Ideal. Loyalty. “The Queen has given us these 
  lives of peace, and I’d give mine for hers and still 
  not count it even.”
  Bond. “I will protect and foster all that is important 
  to my Queen.”
  Flaw. “Nothing, not family, friends, or love, is more 
  important than my duty.”
  28
  
  Iconic 
  Characters
  Brie Brightwing
  Iconic Barbarian
  1st-level Barbarian, Medium fey (griffon), chaotic 
  neutral
  Armor Class 13 (unarmored defense)
  Hit Points 14 (hit dice 1d12)
  Speed 40 ft., fly 25 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  17 (+3)
  12 (+1)
  14 (+2)
  10 (+0)
  14 (+2)
   8 (-1)
  Saving Throws Strength +5, Constitution +4
  Skills Acrobatics +3, Intimidation +1, Nature +2, 
  Performance +1
  Tools. Disguise kit, drum
  Senses passive Perception 12
  Languages Common, Sylvan
  Four-Legged. Brie can carry 382.5 lbs., push, 
  drag, or lift 765 lbs., and has advantage on checks 
  to avoid becoming prone.
  Wings. Brie cannot fly when wearing armor she 
  isn’t proficient in, or when wearing armor or packs 
  not tailored to wings. While flying, she is vulnerable
  to piercing damage, and has disadvantage on 
  Strength checks to interact with objects that are on
  the ground.
  Unarmored Defense. Brie’s armor class is 13 
  when not wearing any armor.
  Actions
  Beak. Melee weapon attack: +3 to hit, reach 5 ft., 
  one target. Hit: 8 (2d4 + 3) slashing damage.
  Greataxe. Melee weapon attack: +5 to hit, reach 5 
  ft., one target. Hit: 9 (1d12 + 3) slashing damage.
  Greatclub. Melee weapon attack: +5 to hit, reach 
  5 ft., one target. Hit: 7 (1d8 + 3) bludgeoning 
  damage.
  Javelin. Melee or ranged weapon attack: +5 to hit,
  reach 5 ft. or range 30 ft./120 ft., one target. Hit: 6 
  (1d6 + 3) piercing damage.
  Pike. Melee weapon attack: +5 to hit, reach 10 ft., 
  one target. Hit: 8 (1d10 + 3) piercing damage.
  Bonus 
  Actions
  Rage. Twice a day, Brie can enter a rage (PH48 
  for full details).
  Gear
  A greataxe, a greatclub, an explorer’s pack, four 
  javelins, a pike, a costume, a belt pouch containing
  15 gp, and a silver skull the size of a coin from 
  someone she once saved.
  Background
  Variant Entertainer: Gladiator (PH131).
  Personality Trait. “I’m always on the lookout for 
  the next great fight.”
  Ideal. Glory. “There are things out there worse 
  than me; I’m going to show them just how much 
  better I am.”
  Bond. “I will only channel my fury at people who 
  have earned it.”
  Flaw. “I used to be a bully, and reputations die as 
  hard as habits.”
  29
  
  Pregen 
  Characters
  Feeling stuck on character creation? Want a quick sheet for a one-shot? Try these!
  Boulder 
  Eclipse
  1st-level Cleric, Large fey (Antean pony), lawful 
  good
  Armor Class 13 (scale mail)
  Hit Points 10 (hit dice 1d8)
  Speed 40 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  16 (+3)
  8 (-1)
  14 (+2)
  10 (+0)
  14 (+2)
  12 (+1)
  Saving Throws Wisdom +4, Charisma +3
  Skills Athletics +5, Insight +3, Medicine +4, 
  Religion +2
  Tools Disguise kit, thieves’ tools
  Senses passive Perception 17
  Languages Common, Sylvan
  Fingerless.  Boulder may use his mouth as one 
  hand and is considered Medium sized for sake of 
  what he can or cannot wield.
  Four-Legged. Boulder can carry 360 lbs., push, 
  drag, or lift 720 lbs., and has advantage on checks 
  to avoid becoming prone.
  Thick Hide. Boulder’s armor class is 11 when not 
  wearing armor.
  Light Domain. Boulder has burning hands and 
  faerie fire prepared (PH61 for full details).
  Spellcasting. Boulder knows the cantrips 
  guidance, light, sacred flame, and thaumaturgy, 
  usable at will. In addition, he can prepare 3 cleric 
  spells per day, usually cure wounds, guiding bolt, 
  and healing word. He has two 1st-level spell slots 
  with which to cast these prepared spells. The save 
  DC is 12 and his attack bonus is +4.
  Unique Destiny. Boulder has advantage on 
  Perception checks.
  Actions
  Hooves. Melee weapon attack: +5 to hit, reach 5 
  ft., one target. Hit: 8 (1d10 + 3) bludgeoning 
  damage.
  Javelin. Melee or ranged weapon attack: +5 to hit,
  reach 5 ft. or range 30 ft./60 ft., one target. Hit: 6 
  (1d6 + 3) piercing damage.
  Guiding Bolt. Ranged spell attack: +4 to hit, range
  120 ft., one target. Hit: 14 (4d6) radiant damage, 
  and the next attack against the target before the 
  end of your next turn has advantage.
  Cure Wounds. Boulder touches one creature and 
  restores 6 (1d8 + 2) hit points.
  Reactions
  Warding Flare. Boulder imposes disadvantage on 
  incoming attacks. (PH61 for full details.)
  Bonus 
  Actions
  Healing Word. Boulder chooses a creature within 
  60 feet to regain 4 (1d4 + 2) hit points.
  Gear
  A mace, scale mail, a javelin, a priest’s pack, a 
  shield, a pendant of the Sun Queen’s emblem, a 
  disguise kit, thieves’ tools, a set of fine clothes, and
  a glass eye.
  Background
  Vampiric.
  30
  
  Pregen Characters
  Rocky Gunner
  1st-level Sorcerer, Medium fey (clockwork gem 
  pony), neutral good
  Armor Class 12
  Hit Points 8 (hit dice 1d6)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  10 (+0)
  14 (+2)
  14 (+2)
  12 (+1)
  10 (+0)
  15 (+2)
  Saving Throws Constitution +4, Charisma +4
  Skills Animal Handling +4, Deception +4, 
  Intimidation +4, Survival +4
  Tools Jeweler’s tools, vehicles (land)
  Senses passive Perception 10
  Languages Common, Sylvan
  Fingerless. Rocky may use his mouth as one 
  hand and is considered Small sized for sake of 
  what he can or cannot wield.
  Four-Legged. Rocky can carry 225 lbs., push, 
  drag, or lift 450 lbs., and has advantage on checks 
  to avoid becoming prone.
  Living Construct. As Clockwork ponies above.
  Spellcasting. Rocky knows the cantrips acid 
  splash, dancing lights, minor illusion, and poison 
  spray, usable at will. In addition, he knows 2 
  sorcerer spells: disguise self and ray of sickness. 
  He has two 1st-level spell slots with which to cast 
  these prepared spells. The save DC is 12 and his 
  attack bonus is +4.
  Unique Destiny. Rocky has advantage on 
  Persuasion checks.
  Pony Ancestry: Gem. Rocky has advantage on 
  saving throws to avoid becoming frightened.
  Wild Magic Surge. A random event sometimes 
  occurs when Rocky casts a spell (PH103 for full 
  details).
  Tides of Chaos. Rocky gains advantage on one 
  check of his choosing (PH103 for full details).
  Actions
  Acid Splash. One or two targets within 60 feet of 
  Rocky and within 5 feet of each other must 
  succeed on a Dexterity saving throw or take 3 
  (1d6) acid damage.
  Poison Spray. One creature within 10 feet must 
  succeed on a Constitution saving throw or take 6 
  (1d12) poison damage.
  Ray of Sickness. Ranged spell attack: +4 to hit, 
  range 60 ft., one target.  Hit: Target takes poison 
  damage and may be poisoned (PH271 for full 
  details).
  Sling. Ranged weapon attack: +4 to hit, range 30 
  ft./120 ft., one target. Hit: 4 (1d4 +2) bludgeoning 
  damage.
  Gear
  A sling with 20 bullets, a crystal focus from his own
  body, a dungeoneer’s pack, two daggers, jeweler’s
  tools, a shovel, an iron pot, a set of common 
  clothes, and a belt pouch containing 10 gp.
  Background
  Folk Hero (defining event 3).
  31
  
  Pregen Characters
  Nanny Thunderclap
  1st-level Fighter, Medium fey (cloven), neutral
  Armor Class 16 (chain mail)
  Hit Points 12 (hit dice 1d10)
  Speed 40 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  16 (+3)
  11 (+0)
  15 (+2)
  14 (+2)
  13 (+1)
  9 (-1)
  Saving Throws Strength +5, Constitution +4
  Skills Athletics +5, History +4, Insight +3, 
  Intimidation +1
  Tools Dice, vehicles (land)
  Senses passive Perception 11
  Languages Common, Sylvan
  Fingerless. Nanny may use her mouth as one 
  hand and is considered Small sized for sake of 
  what she can or cannot wield.
  Four-Legged. Nanny Thunderclap can carry 360
  lbs., push, drag, or lift 720 lbs., and has advantage
  on checks to avoid becoming prone.
  Fighting Style: Dueling. Nanny Thunderclap has 
  +2 to damage rolls with a melee when wielding it in
  her mouth if it is the only weapon she wields.
  Cloven Resilience. Nanny Thunderclap has 
  advantage on saving throws against poison and 
  resistance to poison damage.
  Actions
  Horn. Melee weapon attack: +5 to hit, reach 5 ft., 
  one target. Hit: 5 (1d4 + 3) piercing damage.
  Longsword. Melee weapon attack: +5 to hit, 
  reach 5 ft., one target. Hit: 9 (1d8 + 5) slashing 
  damage.
  Flail. Melee weapon attack: +5 to hit, reach 5 ft., 
  one target. Hit: 9 (1d8 + 5) bludgeoning damage.
  Bonus 
  Actions
  Second Wind. Once per rest, Nanny Thunderclap 
  can regain 1d10 + 1 hit points as a bonus action.
  Gear
  Chain mail, a longsword, a flail, two handaxes, an 
  explorer’s pack, rank insignia, an arrowhead 
  removed from her armor, a set of bone dice, a set 
  of common clothes, and a belt pouch containing 10
  gp.
  Background
  Soldier.
  32
  
  Pregen Characters
  The Painted 
  Harvester
  1st-level Barbarian, Medium fey (flutterpony), 
  chaotic good
  Armor Class 13 (unarmored defense)
  Hit Points 14 (hit dice 1d12)
  Speed 25 ft., fly 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  15 (+2)
  12 (+1)
  14 (+2)
  8 (-1)
  12 (+1)
  14 (+2)
  Saving Throws Strength +4, Constitution +4
  Skills Animal Handling +3, Athletics +4, 
  Intimidation +4, Survival +3
  Tools Drum
  Senses passive Perception 11
  Languages Common, Sylvan, Orc
  Fingerless. The Harvester may use her mouth as 
  one hand and is considered Small sized for sake of
  what she can or cannot wield.
  Four-Legged. The Harvester can carry 337.5 lbs., 
  push, drag, or lift 675 lbs., and has advantage on 
  checks to avoid becoming prone.
  Wings. The Harvester cannot fly while wearing 
  armor she is not proficient in or not tailored to 
  accommodate her wings, or a backpack not 
  specially tailored to wings. While flying, she is 
  vulnerable to piercing damage, and has 
  disadvantage on Strength checks to interact with 
  objects on the ground.
  Unarmored Defense. The Harvester’s armor class
  is 13 when not wearing any armor.
  Actions
  Warhammer. Melee weapon attack: +4 to hit, 
  reach 5 ft., one target. Hit: 6 (1d8 + 2) bludgeoning
  damage.
  Handaxe. Melee or ranged weapon attack: +4 to 
  hit, reach 5 ft. or range 20 ft./60 ft., one target. Hit: 
  5 (1d6 + 2) slashing damage.
  Javelin. Melee or ranged weapon attack: +4 to hit,
  reach 30 ft. or range 30 ft./120 ft., one target. Hit: 5
  (1d6 + 2) piercing damage.
  Bonus 
  Actions
  Small Origins. Once per long rest, the Harvester 
  can shrink herself for one minute. While shrunk, 
  attack rolls against her have disadvantage and she
  has advantage on Dexterity saving throws, but her 
  weapon attacks deal 1d6 less damage (minimum 
  1).
  Rage. Twice a day, the Harvester can enter a rage
  (PH48 for full details).
  Gear
  A warhammer, two handaxes, an explorer’s pack, 
  four javelins, a staff, a hunting trap, a necklace of 
  cliffside eel teeth, a set of traveler’s clothes, and a 
  belt pouch containing 10 gp.
  Background
  Outlander.
  33
  
  Pregen Characters
  Melete Phantomfeather
  1st-level Bard, Medium fey (griffon), lawful neutral
  Armor Class 13 (leather armor)
  Hit Points 8 (hit dice 1d8)
  Speed 40 ft., fly 25 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  14 (+2)
  14 (+2)
  10 (+0)
  8 (-1)
  14 (+2)
  15 (+2)
  Saving Throws Dexterity +4, Charisma +4
  Skills Deception +4, History +1, Insight +4, 
  Investigation +1, Persuasion +4
  Tools Drum, dulcimer, lyre
  Senses passive Perception 12
  Languages Common, Sylvan
  Four-Legged. Melete can carry 315 lbs., push, 
  drag, or lift 630 lbs., and has advantage on checks 
  to avoid becoming prone.
  Wings. Melete cannot fly while wearing armor she 
  is not proficient in or not tailored to accommodate 
  her wings, or a backpack not specially tailored to 
  wings. While flying, she is vulnerable to piercing 
  damage, and has disadvantage on Strength 
  checks to interact with objects on the ground.
  Spellcasting. Melete knows the cantrips friends 
  and vicious mockery, usable at will. In addition, she
  knows the following spells: charm person, 
  comprehend languages, healing word, and illusory
  script. She has two 1st-level spell slots with which 
  to cast these spells. The save DC is 12 and her 
  attack bonus is +4.
  Actions
  Sharp Beak. Melee weapon attack: +4 to hit, 
  reach 5 ft., 1 target. Hit: 7 (2d4 + 2) slashing 
  damage.
  Rapier. Melee weapon attack: +4 to hit, reach 5 ft.,
  1 target. Hit: 6 (1d8 + 2) piercing damage.
  Vicious Mockery. A creature within 60 feet must 
  succeed on a Wisdom saving throw or take 
  psychic damage and have disadvantage (PH285 
  for full details).
  Bonus 
  Actions
  Bardic Inspiration. Melete can grant bonuses to 
  checks (PH53 for full details).
  Healing Word. Melete chooses a creature within 
  60 feet to regain 4 (1d4 + 2) hit points.
  Gear
  A rapier, a diplomat’s pack, a horn, leather armor, a
  dagger, a set of fine clothes, a signet ring, a scroll 
  of pedigree, and a purse containing 25 gp.
  Background
  Noble.
  34
  
  Pregen Characters
  Dusk Silence
  1st-level Rogue, Medium fey (hippogriff), neutral
  Armor Class 14 (leather armor)
  Hit Points 7 (hit dice 1d8)
  Speed 40 ft., fly 25 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  12 (+1)
  16 (+3)
  8 (-1)
  14 (+2)
  14 (+2)
  10 (+0)
  Saving Throws Dexterity +5, Intelligence +4
  Skills Acrobatics +5, Deception +2, Investigation 
  +4, Perception +4, Sleight of Hand +5, Stealth +7
  Tools Thieves’ tools, dice, disguise kit
  Senses passive Perception 14
  Languages Common, Sylvan
  Four-Legged. Dusk can carry 270 lbs., push, 
  drag, or lift 540 lbs., and has advantage on checks 
  to avoid becoming prone.
  Wings. Dusk cannot fly while wearing armor she is
  not proficient in or not tailored to accommodate her
  wings, or a backpack not specially tailored to 
  wings. While flying, she is vulnerable to piercing 
  damage, and has disadvantage on Strength 
  checks to interact with objects on the ground.
  Unique Destiny. Dusk has advantage on Stealth 
  checks.
  Expertise. Dusk is an expert at Stealth and using 
  thieves’ tools (PH96 for full details).
  Sneak Attack. Dusk deals extra damage with 
  certain weapons (PH96 for full details).
  Actions
  Sharp Beak. Melee weapon attack: +3 to hit, 
  reach 5 ft., 1 target. Hit: 6 (2d4 + 1) slashing 
  damage.
  Shortsword. Melee weapon attack: +5 to hit, 
  reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing 
  damage.
  Shortbow. Ranged weapon attack: +5 to hit, range
  80 ft./320 ft., one target. Hit: 6 (1d6 + 3) piercing 
  damage.
  Gear
  A shortsword, a shortbow and 20 arrows, a 
  burglar’s pack, leather armor, two daggers, thieves’
  tools, 
  Background
  Criminal (specialty 2).
  35
  
  Pregen Characters
  Aeozihr
  1st-level Warlock, Medium fey (phoenix wolf), 
  lawful good
  Armor Class 13 (leather armor)
  Hit Points 9 (hit dice 1d8)
  Speed 40 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  8 (-1)
  14 (+2)
  12 (+1)
  10 (+0)
  15 (+2)
  15 (+2)
  Saving Throws Wisdom +4, Charisma +4
  Skills Arcana +2, History +2, Insight +4, Religion 
  +2
  Senses passive Perception 12
  Languages Common, Sylvan, Infernal, Dwarvish
  Fingerless. Aeozhir may use her mouth as one 
  hand and is considered Small sized for sake of 
  what she can or cannot wield.
  Four-Legged. Aeozihr can carry 180 lbs., push, 
  drag, or lift 360 lbs., and has advantage on checks 
  to avoid becoming prone.
  Fiery Pelt. Aeozihr has resistance to fire damage.
  Fire Heart. Aeozihr knows the fire bolt cantrip; 
  Charisma is her spellcasting ability for this.
  Wildfire Rush. Aeozihr ignores difficult terrain after
  taking the Dash action on a turn.
  Otherworldly Patron. Aeozihr has struck a 
  bargain with a Fiend, adding spells to those she 
  can learn and giving her temporary hit points when
  defeating an enemy (PH107-109 for full details).
  Spellcasting. Aeozihr knows the cantrips eldritch 
  blast and mage hand, usable at will. In addition, 
  she knows the following spells: hellish rebuke and 
  hex. She has one 1st-level spell slot with which to 
  cast these spells (PH107 for full details). The save 
  DC is 12 and her attack bonus is +4.
  Actions
  Fangs. Melee weapon attack: +1 to hit, reach 5 ft.,
  one target. Hit: 3 (1d8 - 1) piercing damage.
  Dagger. Melee or ranged weapon attack: +4 to hit,
  reach 5 ft. ot range 20 ft./60 ft., one target. Hit: 4 
  (1d4 + 2) piercing damage.
  Reactions
  Hellish Rebuke. A creature that hurts Aeozihr 
  takes fire damage (PH250 for full details).
  Bonus 
  Actions
  Hex. Aeozihr deals extra damage and imposes 
  disadvantage on a creature for the duration 
  (PH251 for full details).
  Gear
  Four daggers, a wand, a dungeoneer’s pack, 
  leather armor, an iron moon pendant with a pony 
  silhouette etched on it, a prayer wheel reflecting 
  the phases of the moon, 5 sticks of incense, 
  vestments, a set of common clothes, and a belt 
  pouch containing 15 gp.
  Background
  Acolyte (Moon Princess).
  36
  
  Pregen Characters
  Cliff Jumper
  1st-level Warlock, Medium fey (earth-bound pony 
  satyr), neutral good
  Armor Class 13 (leather armor)
  Hit Points 7 (hit dice 1d8)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  12 (+1)
  14 (+2)
  8 (-1)
  10 (+0)
  14 (+2)
  16 (+3)
  Saving Throws Wisdom +4, Charisma +5
  Skills Athletics +3, Deception +5, Nature +2, 
  Sleight of Hand +4
  Tools Disguise kit, forgery kit
  Senses passive Perception 12
  Languages Common, Sylvan
  Pony Ancestry: Earth-bound. Whenever Cliff 
  rolls a hit die to regain hit points, he regains at 
  least 2 hit points.
  Unique Destiny. Cliff has advantage on Deception
  checks.
  Otherworldly Patron. Cliff has struck a bargain 
  with an Archfey, adding spells to those he can 
  learn and giving him the ability to charm or frighten
  enemies (PH107-109 for full details).
  Spellcasting. Cliff knows the cantrips chill touch 
  and prestidigitation, usable at will. In addition, he 
  knows the following spells: expeditious retreat and 
  sleep. He has one 1st-level spell slot with which to 
  cast these spells (PH107 for full details). The save 
  DC is 13 and his attack bonus is +5.
  Actions
  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 
  held in both hands.
  Dagger. Melee or ranged weapon attack: +4 to hit,
  reach 5 ft. ot range 20 ft./60 ft., one target. Hit: 4 
  (1d4 + 2) piercing damage.
  Chill Touch. A creature within range takes necrotic
  damage and cannot heal (PH221 for full details).
  Gear
  A light crossbow and 20 bolts, a spell component 
  pouch, a dungeoneer’s pack, leather armor, a 
  quarterstaff, two daggers, a set of fine clothes, a 
  set of common clothes, and a belt pouch 
  containing 15 gp.
  Background
  Charlatan (scam 4).
  37
  
  Pregen Characters
  Ocean Mirage
  1st-level Fighter, Medium fey (doppelganger 
  pony), lawful neutral
  Armor Class 17 (chainmail + defense)
  Hit Points 12 (hit dice 1d10)
  Speed 40 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  15 (+2)
  10 (+0)
  14 (+2)
  12 (+1)
  14 (+2)
  9 (-1)
  Saving Throws Strength +4, Constitution +4
  Skills Athletics +4, Nature +3, Perception +4, 
  Survival +4
  Tools Disguise kit, navigator’s tools, vehicles 
  (water)
  Senses passive Perception 14
  Languages Common, Sylvan
  Fingerless. Ocean may use his mouth as one 
  hand and is considered Small sized for sake of 
  what he can or cannot wield.
  Four-Legged. Ocean can carry 337.5 lbs., push, 
  drag, or lift 675 lbs., and has advantage on checks 
  to avoid becoming prone.
  Unique Destiny. Ocean has advantage on 
  Survival checks.
  Shapeshifter. Ocean is proficient with disguise kits
  and has advantage when using them. He can 
  disguise himself as an action.
  Emotional Predator. Ocean has advantage on 
  Charisma (intimidate) and Charisma (persuasion) 
  checks.
  Best Friends. Once per long rest, Ocean can cast 
  friends (PH244 for full details).
  Fighting Style: Defense. Ocean has +1 to AC 
  while wearing armor.
  Actions
  Scimitar. Melee weapon attack: +4 to hit, reach 5 
  ft., one target. Hit: 5 (1d6 + 2) slashing damage.
  Shortsword. Melee weapon attack: +4 to hit, 
  reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing 
  damage.
  Handaxe. Melee or ranged weapon attack: +4 to 
  hit, reach 5 ft. or range 20 ft./60 ft., one target. Hit: 
  5 (1d6 + 2) slashing damage.
  Bonus 
  Actions
  Second Wind. Once per rest, Ocean can regain 
  1d10 + 1 hit points as a bonus action.
  Gear
  Chainmail, a scimitar, a short sword, two hand 
  axes, an explorer’s pack, a belaying pin, 50 ft. of 
  silk rope, a pirate’s black flag, a set of common 
  clothes, and a belt pouch containing 10 gp.
  Background
  Sailor.
  38
  
  Pregen Characters
  Spring Song
  1st-level Ranger, Medium fey (earth-bound pony), 
  neutral good
  Armor Class 14 (scale mail)
  Hit Points 12 (hit dice 1d10)
  Speed 40 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  15 (+2)
  10 (+0)
  14 (+2)
  13 (+1)
  14 (+2)
  8 (-1)
  Saving Throws Strength +4, Dexterity +2
  Skills Athletics +4, Medicine +4, Nature +4, 
  Stealth +2, Survival +4
  Senses passive Perception 17
  Languages Common, Sylvan
  Fingerless. Spring may use her mouth as one 
  hand and is considered Small sized for sake of 
  what she can or cannot wield.
  Four-Legged. Spring can carry 337.5 lbs., push, 
  drag, or lift 675 lbs., and has advantage on checks 
  to avoid becoming prone.
  Unique Destiny. Spring has advantage on 
  Perception checks.
  Favored Enemy. Spring has bonuses on dealing 
  with fey enemies (PH91 for full details).
  Natural Explorer. Spring is particularly at home in 
  the desert (PH91 for full details).
  Actions
  Quarterstaff. Melee weapon attack: +4 to hit, 
  reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning
  damage.
  Handaxe. Melee weapon attack: +4 to hit, reach 5 
  ft., one target. Hit: 5 (1d6 + 2) slashing damage.
  Longbow. Ranged weapon attack: +2 to hit, range
  (with nock spike) 75 ft./300 ft., one target. Hit: 4 
  (1d8 + 0) piercing damage.
  Gear
  Scale mail, a quarterstaff, a handaxe, an explorer’s
  pack, a longbow and a quiver of 20 arrows, a staff, 
  a hunting trap, a pouch containing the claws of a 
  hag, a set of traveler’s clothes, and a nock spike.
  Background
  Outlander.
  39
  
  Pregen Characters
  Obsidian Dream
  1st-level Wizard, Medium fey (gem pony), neutral
  Armor Class 11
  Hit Points 9 (hit dice 1d6)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  10 (+0)
  13 (+1)
  16 (+3)
  15 (+2)
  8 (-1)
  12 (+1)
  Saving Throws Intelligence +4, Wisdom +1
  Skills Arcana +4, Investigation +4, Medicine +1, 
  Stealth +3
  Senses passive Perception 9
  Languages Common, Sylvan
  Fingerless. Obsidian may use his mouth as one 
  hand and is considered Small sized for sake of 
  what he can or cannot wield.
  Four-Legged. Obsidian can carry 225 lbs., push, 
  drag, or lift 450 lbs., and has advantage on checks 
  to avoid becoming prone.
  Unique Destiny. Obsidian has advantage on 
  Arcana checks.
  Crystalline. When Obsidian is targeted by a 
  ranged attack that deals acid, cold, lightning, fire, 
  or radiant damage, the attack roll is made with 
  disadvantage.
  Eternal Hope. Obsidian has advantage on saves 
  to avoid becoming frightened.
  Spellcasting. Obsidian knows the cantrips 
  dancing lights, mage hand, and poison spray, 
  usable at will. In addition, he can prepare 3 wizard 
  spells per day from the list of alarm, detect magic, 
  feather fall, find familiar, identify, and unseen 
  servant. He has two 1st-level spell slots with which
  to cast these prepared spells. The save DC is 12 
  and his attack bonus is +4.
  Arcane Recovery. Once per day after a short rest,
  Obsidian can recover one expended 1st-level spell
  slot.
  Actions
  Dagger. Melee or ranged weapon attack: +3 to hit,
  reach 5 ft. or range 20 ft./60 ft., one target. Hit: 3 
  (1d4 + 1) piercing damage.
  Poison Spray. One creature within 10 feet of 
  Obsidian must succeed on a Constitution saving 
  throw or take 1d12 poison damage.
  Gear
  A dagger, a polished stone orb, a scholar’s pack, a 
  spellbook, an herbalism kit, an explorer’s pack, a 
  set of common clothes, a diary with seven missing 
  pages, and a fey hawk familiar.
  Background
  Ghost Tribe.
  40
  
  Pregen Characters
  Curiosity Gloom
  1st-level Sorcerer, Medium fey (leatherwing pony),
  lawful good
  Armor Class 14
  Hit Points 8 (hit dice 1d6)
  Speed 40 ft., fly 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  12 (+1)
  13 (+1)
  10 (+0)
  9 (-1)
  15 (+2)
  15 (+2)
  Saving Throws Constitution +2, Charisma +4
  Skills Deception +4, Insight +4, Persuasion +4, 
  Stealth +3
  Tools Chess set, thieves’ tools
  Senses passive Perception 12, darkvision 90 ft.
  Languages Common, Sylvan, Draconic
  Fingerless. Curiousity may use her mouth as one 
  hand and is considered Small sized for sake of 
  what she can or cannot wield.
  Four-Legged. Curiosity can carry 270 lbs., push, 
  drag, or lift 540 lbs., and has advantage on checks 
  to avoid becoming prone.
  Unique Destiny. Curiosity has advantage on ABC 
  checks.
  In Darkness Thrive. Curiosity has disadvantage 
  on saves against light-based effects, including 
  radiant damage.
  Spellcasting. Curiosity knows the cantrips blade 
  ward, fire bolt, message, and true strike, usable at 
  will. In addition, she knows 2 sorcerer spells: 
  charm person and sleep. She has two 1st-level 
  spell slots with which to cast these prepared spells.
  The save DC is 12 and his attack bonus is +4.
  Draconic Ancestry: Gold. Curiosity can trace her 
  lineage back to a gold dragon, and can 
  communicate with dragons more easily than others
  (PH102 for full details).
  Draconic Resilience. Curiosity has inherited a 
  measure of toughness from her dragon ancestor 
  (PH102 for full details).
  Wings. Curiosity cannot fly while wearing armor 
  she is not proficient in or not tailored to 
  accommodate her wings, or a backpack not 
  specially tailored to wings. While flying, she is 
  vulnerable to piercing damage, and has 
  disadvantage on Strength checks to interact with 
  objects on the ground.
  Actions
  Quarterstaff. Melee weapon attack: +3 to hit, 
  reach 5 ft., one target. Hit: 4 (1d6 + 1) bludgeoning
  damage.
  Dagger. Melee or ranged weapon attack: +3 to hit,
  reach 5 ft. or range 20 ft./60 ft., one target. Hit: 3 
  (1d4 + 1) piercing damage.
  Fire Bolt. Ranged spell attack: +4 to hit, range 120
  ft, one target. Hit: 5 (1d10) fire damage, and 
  unattended flammable objects catch fire.
  Gear
  A quarterstaff, a rod carved to look like a long 
  dragon, a dungeoneer’s pack, two daggers, a 
  crowbar, a set of common clothes with a hood, and
  a belt pouch containing 15 gp.
  Background
  Variant Criminal: Spy.
  41
  
  Pregen Characters
  Final Thunder
  1st-level Cleric, Medium fey (pegasus pony), 
  lawful neutral
  Armor Class 18 (scale mail + shield)
  Hit Points 7 (hit dice 1d8)
  Speed 40 ft., fly 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  12 (+1)
  14 (+2)
  9 (-1)
  10 (+0)
  15 (+2)
  14 (+2)
  Saving Throws Wisdom +4, Charisma +4
  Skills Arcana +2, History +2, Medicine +4, 
  Religion +2
  Tools Dice sets
  Senses passive Perception 12
  Languages Common, Sylvan, Dark Whisper
  Fingerless. Final may use his mouth as one hand 
  and is considered Small sized for sake of what he 
  can or cannot wield.
  Four-Legged. Final can carry 270 lbs., push, drag,
  or lift 540 lbs., and has advantage on checks to 
  avoid becoming prone.
  Unique Destiny. Final has advantage on History 
  checks.
  Death Domain. Final has the false life and ray of 
  sickness spells prepared (DM 96).
  Spellcasting. Final knows the cantrips resistance, 
  sacred flame, and spare the dying, usable at will. 
  In addition, he can prepare 3 cleric spells per day, 
  usually detect evil and good, inflict wounds, and 
  protection from evil and good. He has two 1st-level
  spell slots with which to cast these prepared spells.
  The save 
  DC is 12 and his attack bonus is +4.
  Wings. Final cannot fly while wearing armor he is 
  not proficient in or not tailored to accommodate his
  wings, or a backpack not specially tailored to 
  wings. While flying, he is vulnerable to piercing 
  damage, and has disadvantage on Strength 
  checks to interact with objects on the ground.
  Reaper. Final knows the chill touch cantrip (DM 
  96).
  Actions
  Warhammer. Melee weapon attack: +3 to hit, 
  reach 5 ft., one target. Hit: 5 (1d8 + 1) bludgeoning
  damage.
  Chill Touch. A creature within range takes necrotic
  damage and cannot heal (PH221 for full details).
  Sacred Flame. One creature within 60 feet of Final
  must succeed on a Dexterity saving throw or take 
  4 (1d8) radiant damage.
  Inflict Wounds. Melee spell attack: +4 to hit, reach
  5 ft., one creature. Hit: 13 (3d8) necrotic damage.
  Gear
  A warhammer, scale mail, a dagger, a priest’s 
  pack, a shield depicting a house made from bones,
  a staff, a vial of holy water, the gaming set, a set of
  common clothes, and a knife that his great-
  grandfather used to make wood carvings.
  Background
  Bone Tribe.
  42
  
  Pregen Characters
  Soul Arch
  1st-level Monk, Medium fey (sea horse pony), 
  chaotic good
  Armor Class 15
  Hit Points 10 (hit dice 1d8)
  Speed 40 ft., swim 40 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  12 (+1)
  14 (+2)
  14 (+2)
  10 (+0)
  16 (+3)
  8 (-1)
  Saving Throws Strength +3, Dexterity +4
  Skills Acrobatics +4, Arcana +2, Insight +5, 
  Investigation +2
  Senses passive Perception 13
  Languages Common, Sylvan, Elvish, Halfling
  Fingerless. Soul may use his mouth as one hand 
  and is considered Small sized for sake of what he 
  can or cannot wield.
  Four-Legged. Soul can carry 270 lbs., push, drag,
  or lift 540 lbs., and has advantage on checks to 
  avoid becoming prone.
  Unique Destiny. Soul has advantage on 
  Acrobatics checks.
  Fish in Water. Soul is amphibious, and adds his 
  proficiency bonus to checks made to swim. He 
  also has advantage on such checks.
  Unarmored Defense. Soul’s armor class is 15 
  when not wearing any armor and not using a 
  shield.
  Martial Arts. Soul gains a number of benefits from 
  his training (PH78 for full details).
  Actions
  Spear. Melee weapon attack: +4 to hit, reach 5 ft., 
  one target. Hit: 5 (1d6 + 2) piercing damage.
  Dart. Ranged weapon attack: +4 to hit, range 20 
  ft./60 ft., one target. Hit: 4 (1d4 + 2) piercing 
  damage.
  Bonus 
  Actions
  Martial Arts. Melee weapon attack: +4 to hit, 
  reach 5 ft., one target (PH78 for full details). Hit: 4 
  (1d4 + 2) bludgeoning damage.
  Gear
  A spear, a dungeoneer’s pack, 10 darts, a book, a 
  bottle of ink, an ink pen, ten sheets of parchment, 
  a set of traveler’s clothes, and an old key of 
  tarnished brass.
  Background
  Unbound Hooves.
  43
  
  Pregen Characters
  Fairy Gold
  1st-level Rogue, Medium fey (unicorn pony), 
  neutral
  Armor Class 13 (leather armor)
  Hit Points 10 (hit dice 1d8)
  Speed 40 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  8 (-1)
  14 (+2)
  14 (+2)
  16 (+3)
  12 (+1)
  10 (+0)
  Saving Throws Dexterity +4, Intelligence +5
  Skills Deception +3, Insight +3, Perception +3, 
  Investigation +7, Sleight of Hand +6, Stealth +4
  Tools Thieves’ tools, playing cards, calligrapher's 
  tools
  Senses passive Perception 13
  Languages Common, Sylvan
  Four-Legged. Fairy can carry 180 lbs., push, drag,
  or lift 360 lbs., and has advantage on checks to 
  avoid becoming prone.
  Unique Destiny. Fairy has advantage on Sleight 
  of Hand checks.
  Telekinesis. Fairy can wield weapons as a 
  humanoid with her horn magic. She can use 
  Intelligence instead of Strength for attack and 
  damage rolls with melee weapons or other checks 
  involving held items, and can grapple creatures of 
  any size.
  Distant Focus. Fairy can manipulate items or 
  weapons held with her telekinesis up to 30 feet 
  away as long as she can see what she’s doing. If a
  roll for such use would normally require Strength, 
  she uses Intelligence instead; if it would normally 
  require Intelligence or Dexterity, she has 
  disadvantage on the roll.
  Expertise. Fairy is an expert at Investigation and 
  Sleight of Hand (PH96 for full details).
  Actions
  Shortsword. Melee weapon attack: +5 to hit, 
  reach 30 ft., one target. Hit: 6 (1d6 + 3) piercing 
  damage.
  Dagger. Melee or ranged weapon attack: +5 to hit,
  reach 30 ft. or range 20 ft./60 ft., one target. Hit: 5 
  (1d4 + 3) piercing damage.
  Gear
  Two short swords, an explorer’s pack, leather 
  armor, two daggers, thieves’ tools, a crowbar, a set
  of dark common clothes including a hood, 
  calligrapher’s tools, two homemade sets of playing 
  cards (one marked), and a belt pouch containing 4 
  gp.
  Background
  Criminal (specialty 7).
  44
  
  Pregen Characters
  Sooyama Hadama
  1st-level Ranger, Medium fey (zebra pony), 
  chaotic good
  Armor Class 13 (leather armor)
  Hit Points 10 (hit dice 1d10)
  Speed 40 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  12 (+1)
  15 (+2)
  11 (+0)
  14 (+2)
  14 (+2)
  8 (-1)
  Saving Throws Strength +3, Dexterity +4
  Skills Animal Handling +4, Insight +4, Medicine 
  +4, Nature +4, Persuasion +1, Survival +4
  Tools Herbalism kit, brewer’s supplies
  Senses passive Perception
  Languages Common, Sylvan, Elvish
  Fingerless. Sooyama may use her mouth as one 
  hand and is considered Small sized for sake of 
  what she can or cannot wield.
  Four-Legged. Sooyama can carry 270 lbs., push, 
  drag, or lift 540 lbs., and has advantage on checks 
  to avoid becoming prone.
  Unique Destiny. Sooyama has advantage on 
  Medicine checks.
  Driven by Curiosity. Sooyama is proficient in 
  Medicine and with the herbalism kit.
  Clarity of Thought. Sooyama cannot be surprised
  while conscious, and she gains a +1 bonus to 
  initiative checks.
  Favored Enemy: Plants. Sooyama has select 
  bonuses when dealing with Plant type creatures 
  (PH91 for full details).
  Natural Explorer: Forests. Sooyama has select 
  bonuses in forest terrain (PH91 for full details).
  Actions
  Longbow. Ranged weapon attack: +4 to hit, range
  (with nock spike) 75 ft./300 ft., one target. Hit: 6 
  (1d8 + 2) piercing damage.
  Handaxe. Melee or ranged weapon attack: +3 to 
  hit, reach 5 ft. or range 20 ft./60 ft., one target. Hit: 
  5 (1d6 + 1) slashing damage.
  Gear
  Leather armor, two handaxes, an explorer’s pack, 
  a longbow with a quiver of 20 arrows, an herbalism
  kit, a letter of introduction from the Alchemists and 
  Apothecaries Guild, a set of traveler’s clothes, a 
  nock spike, and a belt pouch containing 5 gp.
  Background
  Guild Artisan
  45
  
  Pregen Characters
  Eclipse Brightcloud
  1st-level Fighter, Medium fey (purrsian), chaotic 
  good
  Armor Class 16 (chain mail)
  Hit Points 12 (hit dice 1d10)
  Speed 40 ft., fly 25 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  15 (+2)
  14 (+2)
  14 (+2)
  10 (+0)
  12 (+1)
  9 (-1)
  Saving Throws Strength +5, Constitution +4
  Skills Athletics +5, History +2, Persuasion +1, 
  Survival +4
  Tools Card sets
  Senses passive Perception 12
  Languages Common, Sylvan, Draconic
  Feline Speed. Eclipse has a +1 bonus to initiative 
  checks and can use the Dash action as a bonus 
  action.
  Fingerless. Eclipse may use her mouth as one 
  hand and is considered Small sized for sake of 
  what she can or cannot wield.
  Four-Legged. Eclipse can carry 360 lbs., push, 
  drag, or lift 720 lbs., and has advantage on checks 
  to avoid becoming prone.
  Wings. Eclipse cannot fly while wearing armor she
  is not proficient in or not tailored to accommodate 
  her wings, or a backpack not specially tailored to 
  wings. While flying, she is vulnerable to piercing 
  damage, and has disadvantage on Strength 
  checks to interact with objects on the ground.
  Fighting Style: Great Weapon Fighting. Eclipse 
  has rerolls any damage dice that come up 1 or 2 
  when she hits with a melee attack using a two-
  handed or versatile melee weapon.
  Actions
  Small Fangs. Melee weapon attack: +5 to hit, 
  reach 5 ft., one target. Hit: 5 (1d3 + 3) piercing 
  damage.
  Lance. Melee weapon attack: +5 to hit, reach 10 
  ft., one target, disadvantage if the target is within 5 
  feet. Hit: 8 (1d10 + 3) piercing damage.
  Warhammer. Melee weapon attack: +5 to hit, 
  reach 5 ft., one target. Hit: 7 (1d8 + 3) bludgeoning
  damage.
  Handaxe. Melee or ranged weapon attack: +5 to 
  hit, reach 5 ft. or range 20 ft./60 ft., one target. Hit: 
  7 (1d6 + 3) slashing damage.
  Bonus 
  Actions
  Dash.
  Second Wind. Once per rest, Eclipse can regain 
  1d10 + 1 hit points as a bonus action.
  Gear
  Chain mail, a lance, a warhammer, two handaxes, 
  a dungeoneer’s pack, a saddle rack, a set of fine 
  clothes, a signet ring, and a scroll of pedigree.
  Background
  Noble.
  46
  
  Pregen Characters
  Pneumatic Ontological 
   
  Notation
  Instrument (P.O.N.I.)
  1st-level Paladin, Medium fey (steelheart), chaotic 
  good
  Armor Class 16 (chain mail)
  Hit Points 12 (hit dice 1d10)
  Speed 50 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  14 (+2)
  12 (+1)
  14 (+2)
  14 (+2)
  8 (-1)
  15 (+2)
  Saving Throws Wisdom +1, Charisma +4
  Skills Insight +1, Medicine +1, Religion +4, 
  Persuasion +4
  Damage Resistance Lightning
  Senses passive Perception 9
  Languages Common, Sylvan, Celestial
  Fingerless. P.O.N.I. may use his mouth as one 
  hand and is considered Small sized for sake of 
  what he can or cannot wield.
  Four-Legged. P.O.N.I. can carry 315 lbs., push, 
  drag, or lift 630 lbs., and has advantage on checks 
  to avoid becoming prone.
  Living Construct. P.O.N.I. is immune to disease, 
  and does not need to eat, drink, or breathe 
  (although he can choose to do so). He enters an 
  inactive state for four hours each day instead of 
  sleeping, and remains aware of his surroundings.
  Actions
  Divine Sense. P.O.N.I. senses celestials, fiends, 
  and undead in the area (PH84 for full details).
  Lay on Hands. P.O.N.I. can heal wounds or illness
  with a touch (PH84 for full details).
  Battleaxe. Melee weapon attack: +4 to hit, reach 5
  ft., one target. Hit: 6 (1d8 + 2) slashing damage.
  Warhammer. Melee weapon attack: +4 to hit, 
  reach 5 ft., one target. Hit: 6 (1d8 + 2) bludgeoning
  damage.
  Javelin. Melee or ranged weapon attack: +4 to hit,
  reach 5 ft. or range 30 ft./120 ft., one target. Hit: 5 
  (1d6 + 2) piercing damage.
  Gear
  A battleaxe, a warhammer, five javelins, an 
  explorer’s pack, chain mail, an icon of an open 
  book held on a hoof emblazoned on a silver cog 
  wheel, a mechanized prayer wheel, 5 sticks of 
  incense, vestments, a set of common clothes, and 
  a belt pouch containing 15 gp.
  Background
  Acolyte.
  47
  
  Pregen Characters
  Airglow Darling
  1st-level Druid, Medium fey (sun cat), chaotic good
  Armor Class 11 (leather armor)
  Hit Points 10 (hit dice 1d8)
  Speed 40 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  14 (+2)
  10 (+0)
  14 (+2)
  12 (+1)
  16 (+3)
  8 (-1)
  Saving Throws Intelligence +3, Wisdom +5
  Skills Animal Handling +5, Medicine +5, Religion 
  +3, Survival +5
  Tools Herbalism kit, cook’s utensils
  Senses passive Perception 
  Languages Common, Sylvan, Druidic, Elvish
  Feline Senses. Airglow does not have 
  disadvantage on Wisdom (perception) checks that 
  rely on sight in dim light, and has advantage on 
  Wisdom (survival) checks that rely on smell.
  Feline Speed. Airglow has a +1 bonus to initiative 
  checks and can use the Dash action as a bonus 
  action.
  Fingerless. Airglow may use her mouth as one 
  hand and is considered Small sized for sake of 
  what she can or cannot wield.
  Four-Legged. Airglow can carry 315 lbs., push, 
  drag, or lift 630 lbs., and has advantage on checks 
  to avoid becoming prone.
  Pride Tactics. Airglow has advantage on attack 
  rolls against any enemies within 5 feet of an ally 
  who is not incapacitated.
  Spellcasting. Airglow knows the cantrips 
  guidance and thorn whip, usable at will. In addition,
  she can prepare 4 druid spells per day, usually 
  cure wounds, entangle, faerie fire, and healing 
  word. She has two 1st-level spell slots with which 
  to cast these prepared spells. The save DC is 13 
  and her attack bonus is +5.
  Actions
  Cure Wounds. Airglow can touch one creature, 
  causing it to regain 7 (1d8 + 3) hit points.
  Entangle. Airglow can cause vines to grow and 
  hold down enemies (PH238 for full details)
  Thorn Whip. Airglow makes a melee attack to pull 
  an enemy close (PH282 for full details).
  Bonus 
  Actions
  Dash.
  Healing Word. Airglow chooses a creature within 
  60 feet to regain 5 (1d4 + 3) hit points.
  Gear
  A scimitar, a spear, leather armor, an explorer’s 
  pack, a wand of braided yew and ash strips, a 
  scroll case stuffed with notes on animal migrations 
  and breeding habits, a winter blanket, a set of 
  common clothes, an herbalism kit, a set of cook’s 
  utensils, and 4 gp.
  Background
  Hermit.
  48
  
SOURCE: textdata/thevault/My Little Pony (MLP)/Ponyfinder (Pathfinder)/Ponyfinder - 5th Edition Gods Feats and Expanded Races.pdf