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  Written by Andrew Cawood 
  Layout by Catharine Chen 
  Graphic Art by Jeff Porter 
   
   
  
   
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  2 
  5th Edition Products available at DMsGuild.com: 
  Dungeon Master Handbooks 
  Between Adventures Handbook 
  The Dungeon Master’s Handbook 
  The Dungeon Master’s Handbook II 
  Friends and Foes I 
  The Stores Handbook 
  The Travelers’ Handbook 
  The Inns and Taverns Handbook 
   
  5E Adventures 
  B1 The Rogue Knight (Levels 1–3) 
  B2 The Wizard Higgs (Levels 10–12) 
  C1 Hunting the Xanathar (Levels 17+) 
  5th Edition Products available at DriveThruRPG.com:  
  5E Campaign Settings 
  The World of Myrr Campaign Setting 
  Ma Zaan (World of Myrr) Campaign Setting 
  Naern (World of Myrr) Campaign Setting 
  Game Master Handbooks 
  Between Dungeons Handbook 
  Hirelings and Henchmen 
  Monsters of Feyland 
   
  5E Adventures 
  A1 Wyld Life/A2 Some Enchanted Evening (Levels 1–3) 
  A3 The Old Wood/A4 Chasing Kyzan (Levels 4–6) 
  A5 Secrets of Port Telvan/A6 The Siege of Gorn (Levels 7–9) 
  A7 Mothik's Lair/A8 The Wyldwood Race (Levels 10–12) 
  A9 Catacombs of Wyld/A10 The Dark City (Levels 13-14) 
  A11 The City of Magic/A12 Citadel of Aramoor (Levels 15–16) 
  A13 Dark Tunnels/A14 The Thunder Halls (Levels 17-18) 
  A15 The Hell Gate/A16 Dis Pater’s Palace (Levels 19-20) 
   
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  © 2018, Andrew Cawood, All rights reserved. 
  
   
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  4 
   
  Friends  ................................................ 5 
  Barbarians  ................................... 6 
  Bards  ........................................... 14 
  Clerics  ......................................... 22 
  Druids  ......................................... 30 
  Fighters  ....................................... 38 
  Monks  ......................................... 46 
  Paladins  ...................................... 54 
  Rangers  ....................................... 62 
  Rogues  ........................................ 70 
  Sorcerers  .................................... 78 
  Warlocks  .................................... 86 
  Wizards  ...................................... 94 
  Foes/NPCs  ....................................... 95 
  Barbarians  ................................. 96 
  Bards  ......................................... 104 
  Clerics  ....................................... 112 
  Druids  ....................................... 120 
  Fighters  ..................................... 128 
  Monks  ....................................... 136 
  Paladins  .................................... 116 
  Rangers  .................................... 122 
  Rogues  ...................................... 128 
  Sorcerers  .................................. 134 
  Warlocks  .................................. 140 
  Wizards  .................................... 192 
  Monster NPCs  ............................ 200 
  Angels  ....................................... 201 
  Devils  ........................................ 203 
  Dragons  .................................... 205 
  Giants  ....................................... 215 
  Liches  ........................................ 217 
  Rakshasas  ................................. 221 
  Treants  ..................................... 223 
  Vampires  .................................. 225 
  NPC Tables  .................................. 229 
   
  1Magic item from Xanathar’s Guide to Everything 
   
   
   
   
  
   
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  6 
  MAYA STORMCLOUD  
  13th level barbarian (Path of the Totem Warrior subclass) 
  Medium humanoid (human), chaotic neutral 
  Armor Class 15 
  Hit Points 134 (13d12 + 39) 
  Speed 40 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  17 (+3) 
  14 (+2) 
  16 (+3) 
  8 (-1) 
  10 (+0) 
  9 (-1) 
  Saving Throws Str +8, Con +8  
  Skills Animal Handling +5, Insight +5, Religion +4, Survival +5 
  Senses passive Perception 10 
  Languages Common 
  Challenge 8 (3,900 XP) 
  Aspect of the Beast (Bear). Maya has the might of a bear. Her 
  carrying capacity is doubled, and she has advantage on Strength 
  checks to push, pull, lift, or break objects.     
  Brutal Critical. Can roll two additional weapon damage dice when 
  determining the extra damage for a critical hit with a melee 
  attack. 
  Danger Sense. Maya has advantage on Dexterity saving throws 
  against effects she can see, such as traps and spells.    
  Feral Instinct. Advantage on initiative rolls.  
  Rage. 5/day. Maya has advantage on Strength checks and 
  Strength saves, +3 to melee weapon damage, and resistance to 
  bludgeoning, piercing, and slashing damage.  
  Reckless Attack. She can make a melee attack with advantage on 
  the first turn of an attack but attack rolls against her have 
  advantage until her next turn. 
  Relentless Rage. If she drops to 0 hit points while she is raging 
  and doesn’t die outright, she can make a DC10 Constitution 
  saving throw. If she succeeds, she drops to 1 hit point instead. 
  Each time she uses this feature after the first, the DC increases by 
  5. When she finishes a short or long rest, the DC resets to 10. 
  Spirit Seeker. She has the ability to cast the beast speak and 
  speak with animals spells, but only as rituals.  
  Spirit Walker. She can cast the commune with nature spell, but 
  only as a ritual. When he does so, a spiritual version of a wolf 
  appears to her to convey the information she seeks.  
  Totem Spirit (Bear). While she is raging, she has resistance to all 
  damage except psychic damage.  
  Actions 
  Multiattack. Maya makes two melee attacks or two ranged 
  attacks.   
  +1 Greatsword. Melee Weapon Attack: +9 to hit, reach 5 ft., one 
  target. Hit: 11 (2d6 + 4) slashing damage.  
  Shortbow. Ranged Weapon Attack: +7 to hit, range 80/320 ft., 
  one target. Hit: 5 (1d6 + 2) piercing damage. 
  NPC BIO 
   
  Personality Maya is eternally optimistic.    
  Appearance Stocky, muscular young woman with long brown hair 
  and hazel eyes. 5’ 9” 180 lbs. 26 years old  
  Characteristics 
  Ideal. She helps to bring about the changes the gods are 
  constantly working in the world.  
  Bond. She seeks to preserve an ancient text that her enemies 
  consider heretical and seek to destroy.  
  Flaw. Once Maya picks a goal, she becomes obsessed with it to 
  the detriment of everything else in her life.  
  Background 
  Maya was an acolyte. She still worships the deity of travelers. She 
  never likes to stay in one place for too long. Maya does not get 
  along well with others, making friends is a major challenge for 
  her.   
  Equipment 
  backpack, 4 days of rations, holy symbol, herbalism kit, quiver, 17 
  arrows, alchemy jug, rope of climbing, elixir of health, torch, 
  tinderbox, bedroll, cloak, 145gp.  
   
   
   
   
   
   
   
   
   
   
   
  
   
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  7 
  HARDUR HAMMERSTONE 
  14th level barbarian (Path of the Berserker subclass) 
  Medium humanoid (mountain dwarf), lawful good 
  Armor Class 16 
  Hit Points 157 (14d12 + 56) 
  Speed 35 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  18 (+4) 
  14 (+2) 
  18 (+4) 
  10 (+0) 
  12 (+1) 
  11 (+0) 
  Saving Throws Str +9, Con +9 
  Skills Medicine +6, Perception +6, Religion +4, Survival +6 
  Senses darkvision 60 ft., passive Perception 16 
  Languages Common, Dwarvish 
  Challenge 9 (5,000 XP) 
  Brutal Critical. Can roll two additional weapon damage dice when 
  determining the extra damage for a critical hit with a melee 
  attack. 
  Danger Sense. Hardur has advantage on Dexterity saving throws 
  against effects he can see, such as traps and spells.    
  Dwarven Resilience. He has advantage on saves against poison, 
  and resistance against poison damage.  
  Feral Instinct. Advantage on initiative rolls.  
  Frenzy. Goes into a frenzy when raging. Can make a single melee 
  weapon attack as a bonus action on each of his turns after this 
  one. Suffers one level of exhaustion when the rage ends.  
  Intimidating Presence. He can choose one creature that he can 
  see within 30 ft. to frighten. If the creature can see or hear him, it 
  must succeed on a DC14 Wisdom saving throw, or be frightened 
  of him until the end of his next turn. On subsequent turns, he can 
  use an action to extend the duration until the end of his next 
  turn. This effect ends if the creature ends its turn out of line sight 
  or more than 60 ft. away from him. If the creature succeeds on 
  the saving throw, he can’t use this feature on them for 24 hrs.  
  Mindless Rage. Hardur can’t be charmed or frightened when he 
  enters his rage, any previous effects are suspended for the rage.    
  Rage. 5/day. Hardur has advantage on Strength checks and 
  Strength saves, +3 to melee weapon damage, and resistance to 
  bludgeoning, piercing, and slashing damage. He can’t be charmed 
  or frightened while raging. 
  Reckless Attack. He can make a melee attack with advantage on 
  the first turn of an attack but attack rolls against him have 
  advantage until his next turn. 
  Relentless Rage. If he drops to 0 hit points while he is raging and 
  doesn’t die outright, he can make a DC10 Constitution saving 
  throw. If he succeeds, he drops to 1 hit point instead. Each time 
  he uses this feature after the first, the DC increases by 5. When 
  he finishes a short or long rest, the DC resets to 10. 
  Retaliation. When he takes damage from a creature that is within 
  5 ft. of him, he can use his reaction to make a melee weapon 
  attack against that creature. 
  Actions 
  Multiattack. Hardur makes two melee attacks or one ranged 
  attacks.   
  Warhammer. Melee Weapon Attack: +9 to hit, reach 5 ft., one 
  target. Hit: 9 (1d10 + 4) bludgeoning damage.  
  Heavy Crossbow. Ranged Weapon Attack: +7 to hit, 
  range100/400 ft., one target. Hit: 7 (1d10 + 2) piercing damage. 
   
  NPC BIO 
   
  Personality Hardur is utterly serene, even in the face of disaster.    
  Appearance Dwarf male with black hair, a bushy black beard, and 
  light-brown eyes. 4’ 6” 153 lbs. 188 years old 
  Characteristics 
  Ideal. Balance.    
  Bond. He is very close to his clan.   
  Flaw. Hardur keeps many secrets that could help his community.  
  Background 
  Hardur was a hermit. He used to live in a cave deep in the 
  mountain kingdom of the dwarves. Living in solitude he found 
  inner peace. However, he has returned from the cave to live 
  amongst his clan again.   
  Equipment 
  backpack, 5 days of rations, tinderbox, herbalism kit, bedroll, 
  crossbow bolt case, 19 crossbow bolts, bag of beans, Quaal’s 
  feather token, Keoghtom’s ointment, cloak, 269gp.  
   
   
   
   
   
   
  
   
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  8 
  DADALAN DUMNARGH 
  15th level barbarian (Path of the Storm Herald subclass) 
  Medium humanoid (bronze dragonborn), chaotic good 
  Armor Class 14 
  Hit Points 171 (15d12 + 45) 
  Speed 40 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  19 (+4) 
  12 (+1) 
  17 (+3) 
  6 (-2) 
  16 (+3) 
  8 (-1) 
  Saving Throws Str +9, Con +8 
  Skills Athletics +9, Intimidation +5, Perception +8, Survival +8 
  Senses passive Perception 18 
  Languages Common, Draconic, Dwarvish, Goblin 
  Challenge 10 (5,900 XP) 
  Breath Weapon 1/day. Lightning breath. 14 (4d6) lightning 
  damage, DC 16 Constitution saving throw. 
  Brutal Critical. Can roll two additional weapon damage dice when 
  determining the extra damage for a critical hit with a melee 
  attack.    
  Danger Sense. Dadalan has advantage on Dexterity saving throws 
  against effects she can see, such as traps and spells.    
  Feral Instinct. Advantage on initiative rolls.  
  Lightning Resistance. Dadalan has resistance to lightning 
  damage.   
  Rage. 5/day. She has advantage on Strength checks and Strength 
  saves, +3 to melee weapon damage, and resistance to 
  bludgeoning, piercing, and slashing damage. She can’t be 
  charmed or frightened while raging. Rage only ends if she falls 
  unconscious or if she chooses to end it.  
  Raging Storm. Whenever the effect of her Storm Aura is 
  activated, she can choose one creature she can see in the aura. 
  That creature must succeed on a Strength saving throw, or its 
  speed is reduced to 0 until the start of her next turn, as magical 
  frost covers it.  
  Reckless Attack. She can make a melee attack with advantage on 
  the first turn of an attack but attack rolls against her have 
  advantage until her next turn. 
  Relentless Rage. If she drops to 0 hit points while she is raging 
  and doesn’t die outright, she can make a DC10 Constitution 
  saving throw. If she succeeds, she drops to 1 hit point instead. 
  Each time she uses this feature after the first, the DC increases by 
  5. When she finishes a short or long rest, the DC resets to 10. 
  Shielding Storm. Each creature of her choice has the damage 
  resistance she gained from the Storm Soul feature while the 
  creature is in her Storm Aura.  
  Storm Aura. She can emanate a stormy, magical aura while she 
  rages. The aura extends 10 ft. from her in every direction, but not 
  through total cover. When entering a rage, she can activate the 
  effect again on each of her turns as a bonus action. When this 
  effect is activated, each creature of her choice in her aura gains 3 
  temporary hit points, as icy spirits inure it to suffering.  
  Storm Soul. She has resistance to cold damage, and she doesn’t 
  suffer the effects of extreme cold. Moreover, as an action, she 
  can touch water and turn a 5 ft. cube of it into ice, which melts 
  after 1 min. This action fails if a creature is in the cube.  
  Actions 
  Multiattack. Dadalan makes two attacks.   
  Greataxe. Melee Weapon Attack: +9 to hit, reach 5 ft., one 
  target. Hit: 10 (1d12 + 4) slashing damage.  
   
  NPC BIO 
   
  Personality Dadalan is driven by a wanderlust that led her away 
  from her home.    
  Appearance Powerfully built copper dragonborn female with a 
  long scar on her face. 6’ 4” 236 lbs. 29 years old 
  Characteristics 
  Ideal. Change.   
  Bond. Storms.    
  Flaw. Dadalan is too enamored of ale, wine, and other 
  intoxicants.   
  Background 
  Dadalan was an outlander (guide). She has led numerous 
  adventuring parties through dangerous mountain ranges and 
  dense woods. This brave dragonborn is ready for anything.  
  Equipment 
  backpack, 3 days of rations, herbalism kit, hunting trap, set of 
  traveler’s clothes, tinderbox, torch, amulet of health, potion of 
  healing, folding boat, helm of comprehending languages, bedroll, 
  cloak, 287gp.  
   
   
   
   
   
   
  
   
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  9 
  MORGEN 
  16th level barbarian (Path of the Totem Warrior subclass) 
  Medium humanoid (human), neutral good 
  Armor Class 14 
  Hit Points 190 (16d12 + 64) 
  Speed 40 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  17 (+3) 
  10 (+0) 
  18 (+4) 
  9 (-1) 
  14 (+2) 
  17 (+3) 
  Saving Throws Str +8, Con +9  
  Skills Animal Handling +7, Athletics +8, Intimidation +8, Survival 
  +7 
  Senses passive Perception 12 
  Languages Common, Primordial 
  Challenge 11 (7,200 XP) 
  Aspect of the Beast (Wolf). Morgen gains the hunting sensibilities 
  of a wolf. He can track other creatures while traveling at a fast 
  pace, and he can move stealthily while traveling at a normal pace. 
  Brutal Critical. Can roll two additional weapon damage dice when 
  determining the extra damage for a critical hit with a melee 
  attack.    
  Danger Sense. He has advantage on Dexterity saving throws 
  against effects he can see, such as traps and spells.    
  Feral Instinct. Advantage on initiative rolls.  
  Rage. 5/day. He has advantage on Strength checks and Strength 
  saves, +4 to melee weapon damage, and resistance to 
  bludgeoning, piercing, and slashing damage. He can’t be charmed 
  or frightened while raging. Rage only ends if he falls unconscious 
  or if he chooses to end it.  
  Reckless Attack. Morgen an make a melee attack with advantage 
  on the first turn of an attack but attack rolls against him have 
  advantage until his next turn. 
  Relentless Rage. If he drops to 0 hit points while he is raging and 
  doesn’t die outright, he can make a DC10 Constitution saving 
  throw. If he succeeds, he drops to 1 hit point instead. Each time 
  he uses this feature after the first, the DC increases by 5. When 
  he finishes a short or long rest, the DC resets to 10. 
  Spirit Seeker. He has the ability to cast the beast speak and speak 
  with animals spells, but only as rituals.  
  Spirit Walker. He can cast the commune with nature spell, but 
  only as a ritual. When he does so, a spiritual version of a wolf 
  appears to him to convey the information he seeks.  
  Totem Spirit (Wolf). While he is raging, his friends have 
  advantage on melee attack rolls against any creature within 5 
  feet of him that is hostile to him.  
  Totemic Attunement (Wolf). While he is raging, he can use a 
  bonus action to knock a Large or smaller creature prone when he 
  hits it with a melee weapon attack.  
   
  Actions 
  Multiattack. Morgen makes two melee attacks or two ranged 
  attacks.   
  +1 Greatsword. Melee Weapon Attack: +9 to hit, reach 5 ft., one 
  target. Hit: 11 (2d6 + 4) slashing damage.  
  Shortbow. Ranged Weapon Attack: +5 to hit, range 80/320 ft., 
  one target. Hit: 3 (1d6) piercing damage. 
   
  NPC BIO 
   
  Personality Morgen is more comfortable in the wilderness.  
  Appearance Good-looking young man with short brown hair and 
  green eyes. 6’ 2” 190 lbs. 25 years old 
  Characteristics 
  Ideal. Nature.  
  Bond. An injury to the unspoiled wilderness of his home is an 
  injury to him.  
  Flaw. Morgen believes there’s no room for caution in a life lived 
  to the fullest.   
  Background 
  Morgen was a soldier (infantry). He used to serve in the king’s 
  army but had a falling out with the military leadership. This young 
  man is now an adventurer for hire.     
  Equipment 
  backpack, 6 days of rations, wooden wolf totem, bag of 19 
  caltrops, quiver, 19 +1 arrows, torch, tinderbox, blanket, bedroll, 
  bead of force, potion of climbing, Heward’s handy haversack, 
  cloak, 296gp.  
   
   
   
   
   
   
  
   
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  10 
  GILBERT GOODBERRY 
  17th level barbarian (Path of the Berserker subclass) 
  Small humanoid (stout halfling), chaotic good 
  Armor Class 17 (+2 shield) 
  Hit Points 191 (17d12 + 17) 
  Speed 35 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  18 (+4) 
  14 (+2) 
  12 (+1) 
  12 (+1) 
  5 (-3) 
  16 (+3) 
  Saving Throws Str +10, Con +7  
  Skills Acrobatics +8, Athletics +10, Nature +7, Performance +9 
  Senses passive Perception 7 
  Languages Common, Halfling 
  Challenge 11 (7,200 XP) 
  Brave. He has advantage on saving throws against being 
  frightened.   
  Brutal Critical. Can roll three additional weapon damage dice 
  when determining the extra damage for a critical hit with a melee 
  attack.    
  Danger Sense. Gilbert has advantage on Dexterity saving throws 
  against effects he can see, such as traps and spells.    
  Feral Instinct. Advantage on initiative rolls.  
  Frenzy. Goes into a frenzy when raging. Can make a single melee 
  weapon attack as a bonus action on each of his turns after this 
  one. Suffers one level of exhaustion when the rage ends. 
  Halfling Nimbleness. Can move through the space of any 
  creature that is larger.   
  Intimidating Presence. He can choose one creature that he can 
  see within 30 ft. to frighten. If the creature can see or hear him, it 
  must succeed on a DC14 Wisdom saving throw, or be frightened 
  of him until the end of his next turn. On subsequent turns, he can 
  use an action to extend the duration until the end of his next 
  turn. This effect ends if the creature ends its turn out of line sight 
  or more than 60 ft. away from him. If the creature succeeds on 
  the saving throw, he can’t use this feature on them for 24 hrs.  
  Lucky. Can reroll any 1s.  
  Mindless Rage. Gilbert can’t be charmed or frightened when he 
  enters her rage, any previous effects are suspended for the rage. 
  Naturally Stealthy. Can attempt to hide even when only 
  obscured by a creature that is at least one size larger.  
  Rage. 6/day. He has advantage on Strength checks and Strength 
  saves, +4 to melee weapon damage, and resistance to 
  bludgeoning, piercing, and slashing damage. He can’t be charmed 
  or frightened while raging. Rage only ends if he falls unconscious 
  or if he chooses to end it.  
  Reckless Attack. He can make a melee attack with advantage on 
  the first turn of an attack but attack rolls against him have 
  advantage until his next turn. 
  Relentless Rage. If he drops to 0 hit points while he is raging and 
  doesn’t die outright, he can make a DC10 Constitution saving 
  throw. If he succeeds, he drops to 1 hit point instead. Each time 
  he uses this feature after the first, the DC increases by 5. When 
  he finishes a short or long rest, the DC resets to 10.  
  Retaliation. When he takes damage from a creature that is within 
  5 ft. of him, he can use his reaction to make a melee weapon 
  attack against that creature. 
  Stout Resilience. Has advantage on saving throws against poison, 
  and has resistance against poison damage.  
  Actions 
  Multiattack. Gilbert makes two melee attacks or two ranged 
  attacks.   
  +2 Longsword. Melee Weapon Attack: +12 to hit, reach 5 ft., one 
  target. Hit: 12 (1d8 + 8) slashing damage.  
  Shortbow. Ranged Weapon Attack: +8 to hit, range 80/320 ft., 
  one target. Hit: 5 (1d6 + 2) piercing damage. 
   
  NPC BIO 
   
  Personality Gilbert knows a story relevant to almost every 
  situation.    
  Appearance Average-size halfling male with fair skin, brown hair, 
  and gray eyes. 2’ 10” 37 lbs. 25 years old  
  Characteristics 
  Ideal. Creativity.   
  Bond. His instrument is his most treasured possession, and it 
  reminds him of someone he loves.  
  Flaw. Gilbert is a sucker for a pretty face.   
  Background 
  Gilbert was an entertainer (storyteller). He is a very outgoing, 
  charming young halfling. Gilbert always has a story ready for the 
  evening fire. He enjoys adventuring and meeting new people.  
  Equipment 
  backpack, 3 days of rations, quiver, 19 +2 arrows, potion of 
  heroism, dust of dryness, horn of silent alarm1, potion of 
  resistance, oil of sharpness, rope of climbing, disguise kit, flute, 
  tinderbox, 3 torches, flute, bedroll, cloak, leather pouch, 293gp.  
   
   
  
   
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
  11 
  JESS BELLE 
  18th level barbarian (Path of the Ancestral Guardians subclass) 
  Medium humanoid (human), lawful good 
  Armor Class 15 
  Hit Points 202 (18d12 + 36) 
  Speed 40 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  16 (+3) 
  16 (+3) 
  16 (+2) 
  7 (-2) 
  10 (+0) 
  19 (+4) 
  Saving Throws Str +9, Con +8  
  Skills Animal Handling +6, Athletics +9, Perception +6, Survival +6 
  Senses passive Perception 16 
  Languages Common 
  Challenge 12 (8,400 XP) 
  Ancestral Protectors. Jess has spectral warriors appear when she 
  rages. The first creature she hits with an attack on her turn 
  becomes the target of the warriors, which hinder its attacks. Until 
  the start of her next turn, that target has disadvantage on any 
  attack roll that isn’t against her, and when the target hits a 
  creature other than her with an attack, that creature has 
  resistance to the damage dealt by the attack. This effect on the 
  target ends if her rage ends.  
  Brutal Critical. Can roll three additional weapon damage dice 
  when determining the extra damage for a critical hit with a melee 
  attack.    
  Consult the Spirits. She can cast the augury or clairvoyance spell, 
  without using a spell slot or material components. This use of 
  clairvoyance invisibly summons one of her ancestral spirits to the 
  location. Wisdom is her spellcasting ability. After she casts either 
  spell in this way, she must finish a short or long rest to use again.    
  Danger Sense. Jess has advantage on Dexterity saving throws 
  against effects she can see, such as traps and spells.    
  Feral Instinct. Advantage on initiative rolls.  
  Indomitable Might. Strength checks equal Strength score or 
  higher.   
  Rage. 6/day. She has advantage on Strength checks and Strength 
  saves, +4 to melee weapon damage, and resistance to 
  bludgeoning, piercing, and slashing damage. She can’t be 
  charmed or frightened while raging. Rage only ends if she falls 
  unconscious or if she chooses to end it.  
  Reckless Attack. Jess can make a melee attack with advantage on 
  the first turn of an attack but attack rolls against her have 
  advantage until her next turn. 
  Relentless Rage. If she drops to 0 hit points while she is raging 
  and doesn’t die outright, she can make a DC10 Constitution 
  saving throw. If she succeeds, she drops to 1 hit point instead. 
  Each time she uses this feature after the first, the DC increases by 
  5. When she finishes a short or long rest, the DC resets to 10. 
  Spirit Shield. If she is raging and another creature she can see 
  within 30 ft. of her takes damage, she can use her reaction to 
  reduce that damage by 4d6.  
  Vengeful Ancestors. When she uses her Spirit Shield to reduce 
  the damage of an attack, the attacker takes an amount of 
  damage equal to the damage that her Spirit Shield prevents.  
   
  Actions 
  Multiattack. Jess makes two melee attacks or two ranged 
  attacks.   
  +2 Greatsword. Melee Weapon Attack: +11 to hit, reach 5 ft., one 
  target. Hit: 12 (2d6 + 5) slashing damage.  
  +2 Longbow. Ranged Weapon Attack: +11 to hit, range 150/600 
  ft., one target. Hit: 9 (1d8 + 5) piercing damage. 
   
  NPC BIO 
   
  Personality Jess is a friendly, blunt individual.   
  Appearance Very athletic and beautiful young woman with 
  medium length brown hair and brown eyes. 5’ 9” 141 lbs. 28 
  years old 
  Characteristics 
  Ideal. Justice.   
  Bond. Her family is the most important thing in her life.   
  Flaw. Jess will never fully trust anyone other than herself.   
  Background 
  Jess was an outlander (bounty hunter). She wanted to be an 
  actress. However, she was really awful so she chose a new path. 
  She began to hunt down criminals and bring them to justice. 
  Corruption overran her hometown and her services were no 
  longer wanted. She is now determined to combat evil wherever it 
  appears.   
  Equipment 
  4 days of rations, hunting trap, set of traveler’s clothes, quiver, 17 
  +1 arrows, sending stones, bag of holding, ring of animal 
  influence, javelin of lightning, tinderbox, torch, bedroll, cloak, 
  244gp.  
   
   
   
   
  
   
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
  12 
  KAVAK OLAGA 
  19th level barbarian (Path of the Berserker subclass) 
  Medium humanoid (goliath), chaotic good 
  Armor Class 17 
  Hit Points 236 (19d12 + 75) 
  Speed 40 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  20 (+5) 
  14 (+2) 
  20 (+5) 
  16 (+3) 
  10 (+0) 
  12 (+1) 
  Saving Throws Str +11, Con +11  
  Skills Arcana +9, History +9, Perception +6, Survival +6 
  Senses passive Perception 16 
  Languages Common, Giant 
  Challenge 12 (8,400 XP) 
  Brutal Critical. Can roll three additional weapon damage dice 
  when determining the extra damage for a critical hit with a melee 
  attack.    
  Danger Sense. Kavak has advantage on Dexterity saving throws 
  against effects he can see, such as traps and spells.    
  Feral Instinct. Advantage on initiative rolls.  
  Frenzy. Goes into a frenzy when raging. Can make a single melee 
  weapon attack as a bonus action on each of his turns after this 
  one. Suffers one level of exhaustion when the rage ends.  
  Indomitable Might. Strength checks equal Strength score or 
  higher.   
  Intimidating Presence. He can choose one creature that he can 
  see within 30 ft. to frighten. If the creature can see or hear him, it 
  must succeed on a DC14 Wisdom saving throw, or be frightened 
  of him until the end of his next turn. On subsequent turns, he can 
  use an action to extend the duration until the end of his next 
  turn. This effect ends if the creature ends its turn out of line sight 
  or more than 60 ft. away from him. If the creature succeeds on 
  the saving throw, he can’t use this feature on them for 24 hrs.  
  Mindless Rage. He can’t be charmed or frightened when he 
  enters his rage, any previous effects are suspended for the rage.    
  Mountain Born. Kavak is acclimated to high altitude, including 
  elevations above 20,000 feet. He’s also naturally adapted to cold 
  climates. 
  Natural Athlete. He has proficiency in the Athletics skill.  
  Powerful Build. He counts as one size larger when determining 
  his carrying capacity and the weight he can push, drag, or lift. 
  Rage. 6/day. He has advantage on Strength checks and Strength 
  saves, +4 to melee weapon damage, and resistance to 
  bludgeoning, piercing, and slashing damage. He can’t be charmed 
  or frightened while raging. Rage only ends if he falls unconscious 
  or if he chooses to end it.  
  Reckless Attack. Kavak can make a melee attack with advantage 
  on the first turn of an attack but attack rolls against him have 
  advantage until his next turn. 
  Relentless Rage. If he drops to 0 hit points while he is raging and 
  doesn’t die outright, he can make a DC10 Constitution saving 
  throw. If he succeeds, he drops to 1 hit point instead. Each time 
  he uses this feature after the first, the DC increases by 5. When 
  he finishes a short or long rest, the DC resets to 10. 
  Retaliation. When he takes damage from a creature that is within 
  5 ft. of him, he can use his reaction to make a melee weapon 
  attack against that creature. 
  Actions 
  Multiattack. Kavak makes two melee attacks or two ranged 
  attacks.   
  +2 Greatsword. Melee Weapon Attack: +13 to hit, reach 5 ft., one 
  target. Hit: 14 (2d6 + 7) slashing damage.  
  +1 Longbow. Ranged Weapon Attack: +9 to hit, range 150/600 
  ft., one target. Hit: 7 (1d8 + 3) piercing damage. 
   
  NPC BIO 
   
  Personality Kavak is horribly, horribly awkward in social 
  situations.   
  Appearance Handsome, muscular goliath with short black hair 
  and blue eyes. 6’ 10” 257 lbs. 27 years old 
  Characteristics 
  Ideal. No Limits.   
  Bond. He works to preserve an ancient library.   
  Flaw. Kavak overlooks obvious solutions in favor of complicated 
  ones.   
  Background 
  Kavak was a sage (scribe). He is an intelligent goliath who has 
  written many books about racial relations. When he has faced 
  racism, Kavak has attempted to educate the ignorant.    
  Equipment 
  backpack, 6 days of rations, a bottle of black ink, quill, small knife, 
  3 sheets of parchment, quiver, 20 +2 arrows, potion of greater 
  healing, bag of beans, horn of blasting, eyes of the eagle, 
  tinderbox, torch, bedroll, cloak, 326gp.  
   
   
  
   
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
  13 
  RONAN ROCKBLOOD 
  20th level barbarian (Path of the Berserker subclass) 
  Medium humanoid (human), chaotic good 
  Armor Class 17 
  Hit Points 284 (20d12 +100) 
  Speed 40 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  24 (+7) 
  14 (+2) 
  20 (+5) 
  14 (+2) 
  10 (+0) 
  16 (+3) 
  Saving Throws Str +13, Con +11  
  Skills Intimidation +9, Perception +6, Sleight of Hand +8, Stealth 
  +8 
  Senses passive Perception 16 
  Languages Common, Dwarvish, Elvish 
  Challenge 13 (10,000 XP) 
  Brutal Critical. Can roll three additional weapon damage dice 
  when determining the extra damage for a critical hit with a melee 
  attack.    
  Danger Sense. Ronan has advantage on Dexterity saving throws 
  against effects he can see, such as traps and spells.    
  Feral Instinct. Advantage on initiative rolls.  
  Frenzy. Goes into a frenzy when raging. Can make a single melee 
  weapon attack as a bonus action on each of his turns after this 
  one. Suffers one level of exhaustion when the rage ends.  
  Indomitable Might. Strength checks equal Strength score or 
  higher.   
  Intimidating Presence. He can choose one creature that he can 
  see within 30 ft. to frighten. If the creature can see or hear him, it 
  must succeed on a DC14 Wisdom saving throw, or be frightened 
  of him until the end of his next turn. On subsequent turns, he can 
  use an action to extend the duration until the end of his next 
  turn. This effect ends if the creature ends its turn out of line sight 
  or more than 60 ft. away from him. If the creature succeeds on 
  the saving throw, he can’t use this feature on them for 24 hrs.  
  Frenzy. Goes into a frenzy when raging. Can make a single melee 
  weapon attack as a bonus action on each of his turns after this 
  one. Suffers one level of exhaustion when the rage ends. 
  Mindless Rage. Ronan can’t be charmed or frightened when he 
  enters his rage, any previous effects are suspended for the rage.    
  Rage. (Unlimited). He has advantage on Strength checks and 
  Strength saves, +4 to melee weapon damage, and resistance to 
  bludgeoning, piercing, and slashing damage. He can’t be charmed 
  or frightened while raging. Rage only ends if he falls unconscious 
  or if he chooses to end it.  
  Reckless Attack. He can make a melee attack with advantage on 
  the first turn of an attack but attack rolls against him have 
  advantage until his next turn. 
  Relentless Rage. If he drops to 0 hit points while he is raging and 
  doesn’t die outright, he can make a DC10 Constitution saving 
  throw. If he succeeds, he drops to 1 hit point instead. Each time 
  he uses this feature after the first, the DC increases by 5. When 
  he finishes a short or long rest, the DC resets to 10.  
  Retaliation. When he takes damage from a creature that is within 
  5 ft. of him, he can use his reaction to make a melee weapon 
  attack against that creature.  
  Actions 
  Multiattack. Ronan makes two melee attacks or two ranged 
  attacks.   
  +3 Greatsword. Melee Weapon Attack: +16 to hit, reach 5 ft., one 
  target. Hit: 17 (2d6 + 10) slashing damage.  
  +3 Longbow. Ranged Weapon Attack: +11 to hit, range 150/600 
  ft., one target. Hit: 9 (1d8 + 5) piercing damage. 
   
  NPC BIO 
   
  Personality Ronan never ever gives up. Never.   
  Appearance Handsome, muscular man with thick, brown hair and 
  blue eyes. 6’ 5” 240 lbs. 31 years old 
  Characteristics 
  Ideal. Change.  
  Bond. No one else should have to endure the hardships that he’s 
  been through.  
  Flaw. Ronan looks after others better than he looks after himself.   
  Background 
  Ronan was an urchin. He had to find a way to survive on the 
  brutal streets of a large city. Ronan will never forget how hard he 
  has worked to get where he is. He now lives in a large castle in 
  the wilderness.   
  Equipment 
  backpack, 7 days of rations, disguise kit, thieves’ tools, quiver, 19 
  +3 arrows, boots of striding and springing, horn of Valhalla 
  (silver), horseshoes of speed, potion of superior healing, ring of 
  water walking, tinderbox, 2 torches, bedroll, leather pouches, 
  cloak, 17343gp (in castle), 255gp.  
  Mount 
  riding horse  
   
   
  
   
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
  14 
  AHVAIN ROTHRA 
  13th level bard (College of Valor subclass) 
  Medium humanoid (wood elf), neutral 
  Armor Class 17 (+1 studded leather) 
  Hit Points 83 (13d8) 
  Speed 35 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  12 (+1) 
  18 (+4) 
  10 (+0) 
  10 (+0) 
  15 (+2) 
  20 (+5) 
  Saving Throws Dex +9, Cha +10 
  Skills Acrobatics +14, Insight +12, Perception +7, Performance 
  +15, Persuasion +15 
  Senses darkvision 60 ft., passive Perception 17 
  Languages Common, Elvish, Halfling 
  Challenge 8 (3,900 XP) 
  Bardic Inspiration. 5/day. Bonus action to give another creature 
  within 60 ft. a d10 to add to ability check, attack roll, or save in 
  the next 10 minutes.  
  Combat Inspiration. A creature that has a Bardic Inspiration die 
  from him can roll that die and add the number rolled to a weapon 
  damage roll it just made. Alternatively, when an attack roll is 
  made against the creature, it can use its reaction to roll the 
  Bardic Inspiration die and add the number rolled to its AC against 
  the attack.  
  Countercharm. Can start a performance that lasts until the end of 
  his next turn. During that time, he and any friendly creatures 
  within 30’ have advantage on saving throws against being 
  frightened or charmed.  
  Fey Ancestry. He has advantage on saving throws against being 
  charmed, and magic can’t put him to sleep.   
  Jack of All Trades. Add half proficiency bonus, to any ability check 
  that doesn’t already include proficiency bonus. 
  Mask of the Wild. He can attempt to hide even when he is only 
  lightly obscured by foliage, heavy rain, falling snow, mist, and 
  other natural phenomena.   
  Song of Rest. Use soothing music or oration to give an extra 1d10 
  hit points to any friendly creatures who can hear him during a 
  short rest.  
  Spellcasting. Ahvain is a 13th level bard. His spellcasting ability is 
  Charisma (spell save DC 18, +10 to hit with spell attacks). Cael has 
  the following bard spells:  
  Cantrips. (at will): light, mage hand, prestidigitation, vicious 
  mockery 
  1st level. (4 slots): charm person, cure wounds, illusory script, 
  speak with animals 
  2nd level. (3 slots): calm emotions, invisibility, see invisibility 
  3rd level. (3 slots): dispel magic, hypnotic pattern, major image 
  4th level. (3 slots): compulsion, freedom of movement, 
  hallucinatory terrain 
  5th level. (2 slots): legend lore, mass cure wounds 
  6th level. (1 slot): Otto’s irresistible dance 
  7th level. (1 slot): Mordenkainen’s Magnificent Mansion 
  Actions 
  Multiattack. Ahvain makes two attacks.   
  +2 Shortsword. Melee Weapon Attack: +11 to hit, reach 5 ft., one 
  target. Hit: 9 (1d6 + 6) piercing damage.  
  +1 Longbow. Ranged Weapon Attack: +10 to hit, range 150/600 
  ft., one target. Hit: 9 (1d8 + 5) piercing damage. 
   
  NPC BIO 
   
  Personality Ahvain is a hopeless romantic.    
  Appearance Handsome wood-elf with light-brown hair and blue 
  eyes. 5’ 7” 95 lbs. 148 years old 
  Characteristics 
  Ideal. Love.   
  Bond. He would do anything for the other members of his troupe.  
  Flaw. Ahvain has trouble keeping his true feelings hidden.    
  Background 
  Ahvain was an entertainer (poet). He is well known in the forest 
  he grew up in. Ahvain’s musical troupe was very popular with the 
  inhabitants. He misses those exciting days. Ahvain still writes 
  poetry but he rarely shares it anymore.  
  Equipment 
  6 days of rations, disguise kit, quiver, 18 +2 arrows, torch, bag of 
  16 caltrops, cloak, bag of tricks (rust), potion of cloud giant 
  strength, Heward’s handy haversack, three potions of greater 
  healing, 150gp, 71pp.  
  Mount 
  giant elk   
   
   
   
  
   
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
  15 
  DARVIN OF THE VALE 
  14th level bard (College of Valor subclass) 
  Medium humanoid (human), chaotic good 
  Armor Class 17 (+2 leather armor) 
  Hit Points 89 (14d8) 
  Speed 30 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  8 (-1) 
  18 (+4) 
  10 (+0) 
  10 (+0) 
  16 (+3) 
  18 (+4) 
  Saving Throws Dex +9, Cha +9 
  Skills Acrobatics +9, Insight +13, Medicine +13, Perception +13, 
  Religion +10 
  Senses passive Perception 20 
  Languages Common 
  Challenge 9 (5,000 XP) 
  Bardic Inspiration. 5/day. Bonus action to give another creature 
  within 60 ft. a d10 to add to ability check, attack roll, or save in 
  the next 10 minutes.  
  Battle Magic. When he uses an action to cast a bard spell, he can 
  make one weapon attack as a bonus action.  
  Combat Inspiration. A creature that has a Bardic Inspiration die 
  from him can roll that die and add the number rolled to a weapon 
  damage roll it just made. Alternatively, when an attack roll is 
  made against the creature, he can use his reaction to roll the 
  Bardic Inspiration die and add the number rolled to his AC against 
  the attack.  
  Countercharm. Can start a performance that lasts until the end of 
  his next turn. During that time, he and any friendly creatures 
  within 30’ have advantage on saving throws against being 
  frightened or charmed.  
  Jack of All Trades. Add half proficiency bonus, to any ability check 
  that doesn’t already include proficiency bonus. 
  Song of Rest. Use soothing music or oration to give an extra 1d10 
  hit points to any friendly creatures who can hear him during a 
  short rest.  
  Spellcasting. Darvin is a 14th level bard. His spellcasting ability is 
  Charisma (spell save DC 17, +9 to hit with spell attacks). Darvin 
  has the following bard spells:  
  Cantrips. (at will): dancing lights, light, mage hand, message 
  1st level. (4 slots): charm person, cure wounds, illusory script, 
  speak with animals 
  2nd level. (3 slots): animal messenger, calm emotions, lesser 
  restoration 
  3rd level. (3 slots): dispel magic, Leomund’s Tiny Hut, major 
  image 
  4th level. (3 slots): dimension door, freedom of movement, plant 
  growth 
  5th level. (2 slots): animate objects, mass cure wounds 
  6th level. (1 slot): true seeing 
  7th level. (1 slot): project image 
  Actions 
  Multiattack. Darvin makes two attacks.   
  +2 Shortsword. Melee Weapon Attack: +11 to hit, reach 5 ft., one 
  target. Hit: 9 (1d6 + 6) slashing damage.  
  +2 Shortbow. Ranged Weapon Attack: +11 to hit, range 80/320 
  ft., one target. Hit: 9 (1d6 + 6) piercing damage. 
   
  NPC BIO 
   
  Personality Darvin connects everything that happens to him to a 
  grand, cosmic plan.  
  Appearance Average-size man with curly ginger hair and blue 
  eyes. 5’ 10” 175 lbs. 48 years old 
  Characteristics 
  Ideal. Greater Good.   
  Bond. He entered seclusion because he loved someone he 
  couldn’t have.   
  Flaw. Darvin is dogmatic in his thoughts and philosophy.    
  Background 
  Darvin was a hermit. He lived alone in a small cottage in the 
  woods for many years. He has a great deal of self-awareness and 
  is a good example to others.    
  Equipment 
  3 days of rations, herbalism kit, blanket, tinderbox, quiver, 18 +1 
  arrows, torch, bag of 20 caltrops, cloak, boots of speed, ring of 
  evasion, two potions of greater healing, Keoghtom’s ointment, 
  160gp, 75pp.  
  Mount 
  riding horse   
   
   
   
   
   
  
   
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
  16 
  JAMIESON 
  15th level bard (College of Lore subclass) 
  Medium humanoid (human), lawful good 
  Armor Class 18 (+3 studded leather) 
  Hit Points 95 (15d8 + 15) 
  Speed 30 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  12 (+1) 
  16 (+3) 
  12 (+1) 
  10 (+0) 
  16 (+3) 
  18 (+4) 
  Saving Throws Dex +8, Cha +9 
  Skills Animal Handling +13, Insight +8, Perception +13, Sleight of 
  Hand +13, Stealth +13 
  Senses passive Perception 23 
  Languages Common, Elvish 
  Challenge 10 (5,900 XP) 
  Bardic Inspiration. 5/day. Bonus action to give another creature 
  within 60 ft. a d12 to add to ability check, attack roll, or save in 
  the next 10 minutes.  
  Countercharm. Can start a performance that lasts until the end of 
  her next turn. During that time, she and any friendly creatures 
  within 30’ have advantage on saving throws against being 
  frightened or charmed.  
  Cutting Words. A creature that has a Bardic Inspiration die from 
  her can roll that die and add the number rolled to a weapon 
  damage roll it just made. Alternatively, when an attack roll is 
  made against the creature, it can use its reaction to roll the 
  Bardic Inspiration die and add the number rolled to its AC against 
  the attack.  
  Jack of All Trades. Add half proficiency bonus, to any ability check 
  that doesn’t already include proficiency bonus. 
  Peerless Skill. When she makes an ability check, she can expend 
  one use of Bardic inspiration. Roll a d12 and add the number 
  rolled to the ability check.  
  Song of Rest. Use soothing music or oration to give an extra 1d10 
  hit points to any friendly creatures who can hear her during a 
  short rest.  
  Spellcasting. Jamieson is a 15th level bard. Her spellcasting ability 
  is Charisma (spell save DC 17, +9 to hit with spell attacks). 
  Jamieson has the following bard spells:  
  Cantrips. (at will): light, mage hand, minor illusion, vicious 
  mockery 
  1st level. (4 slots): charm person, cure wounds, illusory script, 
  longstrider 
  2nd level. (3 slots): crown of madness, enthrall, invisibility 
  3rd level. (3 slots): dispel magic, hypnotic pattern, stinking cloud 
  4th level. (3 slots): dimension door, freedom of movement, 
  hallucinatory terrain 
  5th level. (2 slots): dream, mass cure wounds 
  6th level. (1 slot): programmed illusion 
  7th level. (1 slot): resurrection 
  8th level. (1 slot): feeblemind 
  Actions 
  +2 Longsword. Melee Weapon Attack: +8 to hit, reach 5 ft., one 
  target. Hit: 6 (1d10 + 1) piercing damage.  
  +1 Longbow. Ranged Weapon Attack: +9 to hit, range 150/600 
  ft., one target. Hit: 9 (1d8 + 5) piercing damage. 
   
  NPC BIO 
   
  Personality Jamieson is an emotional, fiery young woman.    
  Appearance Curvaceous woman with long dark brown hair and 
  hazel eyes. 5’ 9” 140 lbs. 23 years old 
  Characteristics 
  Ideal. Love.     
  Bond. She owes a debt she can never repay to the person who 
  took pity on her.  
  Flaw. Jamieson has difficulty confronting the deep sadness in 
  herself.     
  Background 
  Jamieson was an urchin. She is a survivor and always finds a way 
  to achieve her goals. Jamieson is also a very emotional, big-
  hearted individual. At times her emotions overwhelm her. 
  However, she is a loyal companion and always acts with integrity.  
  Equipment 
  6 days of rations, disguise kit, thieves’ tools, tinderbox, small 
  knife, quiver, 18 arrows, torch, cloak, boots of elvenkind, potion 
  of greater healing, stone of good luck, 120gp, 51pp.  
   
   
   
   
   
   
  
   
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
  17 
  RHOGAR VAUGERAV 
  16th level bard (College of Valor subclass) 
  Medium humanoid (silver dragonborn), chaotic neutral 
  Armor Class 18 (+2 studded leather) 
  Hit Points 129 (16d8 + 32) 
  Speed 30 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  12 (+1) 
  18 (+4) 
  14 (+2) 
  12 (+1) 
  6 (-2) 
  18 (+4) 
  Saving Throws Dex +9, Cha +9 
  Skills Athletics +11, Deception +9, Intimidation +14, Persuasion 
  +14, Stealth +14 
  Senses passive Perception 8 
  Languages Common, Draconic, Elvish 
  Challenge 11 (7,200 XP) 
  Bardic Inspiration. 5/day. Bonus action to give another creature 
  within 60 ft. a d12 to add to ability check, attack roll, or save in 
  the next 10 minutes.  
  Battle Magic. When he uses an action to cast a bard spell, he can 
  make one weapon attack as a bonus action.  
  Breath Weapon 1/day. Cold breath. 17 (5d6), cold damage, DC 
  15 Constitution saving throw.  
  Cold Resistance. Has resistance to cold damage.   
  Combat Inspiration. A creature that has a Bardic Inspiration die 
  from him can roll that die and add the number rolled to a weapon 
  damage roll it just made. Alternatively, when an attack roll is 
  made against the creature, it can use its reaction to roll the 
  Bardic Inspiration die and add the number rolled to its AC against 
  the attack.  
  Countercharm. Can start a performance that lasts until the end of 
  his next turn. During that time, he and any friendly creatures 
  within 30’ have advantage on saving throws against being 
  frightened or charmed.  
  Jack of All Trades. Add half proficiency bonus, to any ability check 
  that doesn’t already include proficiency bonus. 
  Song of Rest. Use soothing music or oration to give an extra 1d10 
  hit points to any friendly creatures who can hear him during a 
  short rest.  
  Spellcasting. Rhogar is a 16th level bard. His spellcasting ability is 
  Charisma (spell save DC 17, +9 to hit with spell attacks). Rhogar 
  has the following bard spells:  
  Cantrips. (at will): blade ward, mage hand, prestidigitation, true 
  strike 
  1st level. (4 slots): charm person, cure wounds, feather fall, 
  Tasha’s Hideous Laughter 
  2nd level. (3 slots): blindness/deafness, cloud of daggers, heat 
  metal 
  3rd level. (3 slots): dispel magic, fear, glyph of warding 
  4th level. (3 slots): confusion, locate creature, polymorph 
  5th level. (2 slots): animate objects, hold monster 
  6th level. (1 slot): eyebite 
  7th level. (1 slot): regenerate 
  8th level. (1 slot): power word stun 
  Actions 
  Multiattack. Rhogar makes two attacks.   
  +2 Longsword. Melee Weapon Attack: +8 to hit, reach 5 ft., one 
  target. Hit: 8 (1d10 + 3) slashing damage.  
  +2 Longbow. Ranged Weapon Attack: +11 to hit, range 150/600 
  ft., one target. Hit: 10 (1d8 + 6) piercing damage. 
   
  NPC BIO 
   
  Personality Rhogar can stare down a hell hound without 
  flinching.  
  Appearance Hulking male silver dragonborn. 7’ 10” 245 lbs. 32 
  years old 
  Characteristics 
  Ideal. Independence.    
  Bond. He would still lay down his life for the people he served 
  with.  
  Flaw. Rhogar is emotionally unavailable for a relationship.  
  Background 
  Rhogar was a soldier (scout). He is a confident, experienced 
  adventurer. For a bulky humanoid, he is quite skilled at being 
  stealthy.     
  Equipment 
  5 days of rations, disguise kit, quiver, 17 +2 arrows, bedroll, 
  tinderbox, torch, cloak, decanter of endless water, dust of 
  disappearance, potion of invulnerability, Quaal’s feather token, 
  233gp, 66pp.  
   
   
   
   
   
  
   
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
  18 
  CALLIE CALDER 
  17th level bard (College of Valor subclass) 
  Medium humanoid (human), chaotic good 
  Armor Class 18 (+2 studded leather) 
  Hit Points 130 (17d8 + 34) 
  Speed 30 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  12 (+1) 
  18 (+4) 
  14 (+2) 
  11 (+0) 
  12 (+1) 
  20 (+5) 
  Saving Throws Dex +10, Cha +11 
  Skills Acrobatics +16, Athletics +13, Insight +7, Perception +13, 
  Performance +17 
  Senses passive Perception 23 
  Languages Common, Elvish 
  Challenge 11 (7,200 XP) 
  Bardic Inspiration. 5/day. Bonus action to give another creature 
  within 60 ft. a d12 to add to ability check, attack roll, or save in 
  the next 10 minutes.  
  Battle Magic. When she uses an action to cast a bard spell, she 
  can make one weapon attack as a bonus action.  
  Combat Inspiration. A creature that has a Bardic Inspiration die 
  from her can roll that die and add the number rolled to a weapon 
  damage roll it just made. Alternatively, when an attack roll is 
  made against the creature, it can use its reaction to roll the 
  Bardic Inspiration die and add the number rolled to its AC against 
  the attack.  
  Countercharm. Can start a performance that lasts until the end of 
  her next turn. During that time, she and any friendly creatures 
  within 30’ have advantage on saving throws against being 
  frightened or charmed.  
  Jack of All Trades. Add half proficiency bonus, to any ability check 
  that doesn’t already include proficiency bonus. 
  Song of Rest. Use soothing music or oration to give an extra 1d12 
  hit points to any friendly creatures who can hear her during a 
  short rest.  
  Spellcasting. Callie is a 17th level bard. Her spellcasting ability is 
  Charisma (spell save DC 19, +11 to hit with spell attacks). Callie 
  has the following bard spells:  
  Cantrips. (at will): light, mage hand, message, prestidigitation 
  1st level. (4 slots): charm person, cure wounds, disguise self, 
  healing word 
  2nd level. (3 slots): calm emotions, hold person, suggestion 
  3rd level. (3 slots): nondetection, sending, tongues 
  4th level. (3 slots): compulsion, confusion, locate creature 
  5th level. (2 slots): greater restoration, mass cure wounds 
  6th level. (1 slot): find the path 
  7th level. (1 slot): Mordenkainen’s Sword 
  8th level. (1 slot): power word stun 
  9th level. (1 slot): power word heal 
  Actions 
  Multiattack. Callie makes two attacks.   
  +2 Shortsword. Melee Weapon Attack: +12 to hit, reach 5 ft., one 
  target. Hit: 9 (1d6 + 6) piercing damage.  
  +2 Longbow. Ranged Weapon Attack: +12 to hit, range 150/600 
  ft., one target. Hit: 10 (1d8 + 6) piercing damage. 
   
  NPC BIO 
   
  Personality Callie is a serious, resourceful woman.    
  Appearance Athletic young woman with light brown hair and 
  blue eyes. 5’ 7” 126 lbs. 24 years old 
  Characteristics 
  Ideal. Discipline.    
  Bond. She is loyal to her closest friends.   
  Flaw. Callie can be egotistical at times.    
  Background 
  Callie was an athlete. She is a very focused young woman. Callie is 
  well-known as a good role model for other athletes. In fact, this 
  bard often teaches young athletes. She is a great leader and 
  makes decisions with total confidence.  
  Equipment 
  5 days of rations, dragonchess set, tinderbox, bedroll, cloak, 
  quiver, 12 +3 arrows, torch, bag of 20 caltrops, bag of beans, 
  elixir of health, 2 potions of superior healing, ring of swimming, 
  120gp, 51pp.  
  Mount 
  riding horse   
   
   
   
   
   
  
   
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
  19 
  JAMES MORRISON 
  18th level bard (College of Lore subclass) 
  Medium humanoid (human), chaotic neutral 
  Armor Class 18 (+3 leather armor) 
  Hit Points 131 (18d8) 
  Speed 30 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  12 (+1) 
  18 (+4) 
  10 (+0) 
  10 (+0) 
  18 (+4) 
  20 (+5) 
  Saving Throws Dex +10, Cha +11 
  Skills Acrobatics +16, Insight +16, Perception +16, Performance 
  +17, Religion +6 
  Senses passive Perception 23 
  Languages Common, Elvish, Primordial 
  Challenge 12 (8,400 XP) 
  Bardic Inspiration. 5/day. Bonus action to give another creature 
  within 60 ft. a d12 to add to ability check, attack roll, or save in 
  the next 10 minutes.  
  Countercharm. Can start a performance that lasts until the end of 
  his next turn. During that time, he and any friendly creatures 
  within 30’ have advantage on saving throws against being 
  frightened or charmed.  
  Cutting Words. A creature that has a Bardic Inspiration die from 
  him can roll that die and add the number rolled to a weapon 
  damage roll he just made. Alternatively, when an attack roll is 
  made against the creature, he can use his reaction to roll the 
  Bardic Inspiration die and add the number rolled to his AC against 
  the attack.  
  Jack of All Trades. Add half proficiency bonus, to any ability check 
  that doesn’t already include proficiency bonus. 
  Peerless Skill. When he makes an ability check, he can expend 
  one use of Bardic inspiration. Roll a d12 and add the number 
  rolled to the ability check.  
  Song of Rest. Use soothing music or oration to give an extra 1d12 
  hit points to any friendly creatures who can hear him during a 
  short rest.  
  Spellcasting. Jamieson is a 15th level bard. His spellcasting ability 
  is Charisma (spell save DC 19, +11 to hit with spell attacks). 
  Jamieson has the following bard spells:  
  Cantrips. (at will): mage hand, message, prestidigitation, vicious 
  mockery 
  1st level. (4 slots): charm person, cure wounds, illusory script, 
  speak with animals 
  2nd level. (3 slots): calm emotions, crown of daggers, suggestion 
  3rd level. (3 slots): dispel magic, hypnotic pattern, speak with 
  dead  
  4th level. (3 slots): compulsion, confusion, hallucinatory terrain 
  5th level. (3 slots): dominate person, dream, scrying 
  6th level. (1 slot): Otto’s irresistible dance 
  7th level. (1 slot): etherealness 
  8th level. (1 slot): mind blank 
  9th level. (1 slot): foresight 
  Actions 
  +2 Rapier. Melee Weapon Attack: +12 to hit, reach 5 ft., one 
  target. Hit: 10 (1d8 + 6) piercing damage.  
  +2 Longbow. Ranged Weapon Attack: +12 to hit, range 150/600 
  ft., one target. Hit: 10 (1d8 + 6) piercing damage. 
   
  NPC BIO 
   
  Personality James is a creative, passionate man.    
  Appearance Attractive, lean young man with long brown hair and 
  hazel eyes. 5’ 11” 171 lbs. 28 years old 
  Characteristics 
  Ideal. Love.   
  Bond. He feels closer to nature than people.  
  Flaw. James can be overly critical of others.   
  Background 
  James was an entertainer (musician). He is an emotional, 
  sensitive young man. James feels deeply and is constantly writing 
  new songs about his deep inner life. He experiments with 
  substances that can alter his consciousness.  
  Equipment 
  4 days of rations, disguise kit, bed roll, tinderbox, lute, quiver, 15 
  +3 arrows, torch, bag of 14 caltrops, bag of holding, cloak of 
  billowing1, chime of opening, dust of disappearance, pipes of the 
  sewers, potion of greater healing, 153gp, 71pp.  
  Mount 
  riding horse   
   
   
   
   
  
   
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
  20 
  PARDY 
  19th level bard (College of Lore subclass) 
  Medium humanoid (human), chaotic good 
  Armor Class 18 (+2 studded leather) 
  Hit Points 142 (19d8 + 19) 
  Speed 30 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  11 (+0) 
  18 (+4) 
  12 (+1) 
  14 (+2) 
  13 (+1) 
  18 (+4) 
  Saving Throws Dex +10, Cha +10 
  Skills Acrobatics +6, Insight +13, Perception +13, Performance 
  +16, Persuasion +16 
  Senses passive Perception 23 
  Languages Common, Elvish 
  Challenge 12 (8,400 XP) 
  Bardic Inspiration. 5/day. Bonus action to give another creature 
  within 60 ft. a d12 to add to ability check, attack roll, or save in 
  the next 10 minutes.  
  Countercharm. Can start a performance that lasts until the end of 
  his next turn. During that time, he and any friendly creatures 
  within 30’ have advantage on saving throws against being 
  frightened or charmed.  
  Cutting Words. A creature that has a Bardic Inspiration die from 
  him can roll that die and add the number rolled to a weapon 
  damage roll he just made. Alternatively, when an attack roll is 
  made against the creature, he can use his reaction to roll the 
  Bardic Inspiration die and add the number rolled to his AC against 
  the attack.  
  Jack of All Trades. Add half proficiency bonus, to any ability check 
  that doesn’t already include proficiency bonus. 
  Peerless Skill. When he makes an ability check, he can expend 
  one use of Bardic inspiration. Roll a d12 and add the number 
  rolled to the ability check.  
  Song of Rest. Use soothing music or oration to give an extra 1d12 
  hit points to any friendly creatures who can hear him during a 
  short rest.  
  Spellcasting. Pardy is a 15th level bard. His spellcasting ability is 
  Charisma (spell save DC 18, +10 to hit with spell attacks). 
  Jamieson has the following bard spells:  
  Cantrips. (at will): friends, light, minor illusion, vicious mockery 
  1st level. (4 slots): charm person, cure wounds, illusory script, 
  Tasha’s Hideous Laughter 
  2nd level. (3 slots): detect thoughts, invisibility, see invisibility 
  3rd level. (3 slots): dispel magic, Leomund’s Tiny Hut, major 
  image 
  4th level. (3 slots): dimension door, freedom of movement, 
  hallucinatory terrain 
  5th level. (3 slots): animate objects, mass cure wounds, mislead 
  6th level. (2 slots): Otto’s Irresistible Dance, true seeing 
  7th level. (1 slot): mirage arcane 
  8th level. (1 slot): power word stun 
  9th level. (1 slot): true polymorph 
  Actions 
  +3 Longsword. Melee Weapon Attack: +10 to hit, reach 5 ft., one 
  target. Hit: 9 (1d10 + 4) slashing damage.  
  +3 Longbow. Ranged Weapon Attack: +13 to hit, range 150/600 
  ft., one target. Hit: 11 (1d8 + 7) piercing damage. 
   
  NPC BIO 
   
  Personality Pardy is an expressive, friendly individual.   
  Appearance Slim young man with long brown hair and blue eyes. 
  6’ 1” 170 lbs. 25 years old 
  Characteristics 
  Ideal. Creativity.    
  Bond. He idolizes a hero of the old tales and measures his deeds 
  against that person’s.   
  Flaw. Pardy once satirized a noble who still wants his head. It was 
  a mistake that he is likely to repeat.    
  Background 
  Pardy was an entertainer (actor). He enjoys performing and has 
  worked hard to get where he is. He is very creative and lives the 
  live of a pure artist. Pardy is always ready for a new adventure.  
  Equipment 
  8 days of rations, disguise kit, quiver, 19 +3 arrows, torch, bag of 
  20 caltrops, cloak, bag of holding, boots of speed, 2 potions of 
  superior healing, ring of invisibility, 32590gp (in manor), 299pp.  
  Mount 
  pegasus   
   
   
   
   
  
   
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
  21 
  ZACHARY ZEPHYRN 
  20th level bard (College of Valor subclass) 
  Medium humanoid (human), lawful good 
  Armor Class 18 (+2 studded leather) 
  Hit Points 144 (20d8) 
  Speed 30 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  15 (+2) 
  19 (+4) 
  11 (+0) 
  10 (+0) 
  16 (+3) 
  20 (+5) 
  Saving Throws Dex +10, Cha +11 
  Skills Athletics +8, History +12, Insight +15, Perception +15, 
  Persuasion +17 
  Senses passive Perception 25 
  Languages Common, Elvish 
  Challenge 13 (10,000 XP) 
  Bardic Inspiration. 5/day. Bonus action to give another creature 
  within 60 ft. a d12 to add to ability check, attack roll, or save in 
  the next 10 minutes.  
  Battle Magic. When he uses an action to cast a bard spell, he can 
  make one weapon attack as a bonus action.  
  Combat Inspiration. A creature that has a Bardic Inspiration die 
  from him can roll that die and add the number rolled to a weapon 
  damage roll it just made. Alternatively, when an attack roll is 
  made against the creature, it can use its reaction to roll the 
  Bardic Inspiration die and add the number rolled to its AC against 
  the attack.  
  Countercharm. Can start a performance that lasts until the end of 
  his next turn. During that time, he and any friendly creatures 
  within 30’ have advantage on saving throws against being 
  frightened or charmed.  
  Jack of All Trades. Add half proficiency bonus, to any ability check 
  that doesn’t already include proficiency bonus. 
  Song of Rest. Use soothing music or oration to give an extra 1d12 
  hit points to any friendly creatures who can hear him during a 
  short rest.  
  Spellcasting. Zachary is a 20th level bard. His spellcasting ability is 
  Charisma (spell save DC 19, +11 to hit with spell attacks). Zachary 
  has the following bard spells:  
  Cantrips. (at will): dancing lights, friends, light, prestidigitation 
  1st level. (4 slots): charm person, cure wounds, disguise self, 
  illusory script 
  2nd level. (3 slots): calm emotions, knock, lesser restoration 
  3rd level. (3 slots): dispel magic, glyph of warding, stinking cloud 
  4th level. (3 slots): dimension door, greater invisibility, polymorph 
  5th level. (3 slots): animate objects, greater restoration, mass 
  cure wounds 
  6th level. (2 slots): mass suggestion, Otto’s irresistible dance 
  7th level. (2 slots): forcecage, resurrection 
  8th level. (1 slot): feeblemind 
  9th level. (1 slot): power word heal 
  Superior Inspiration. When he rolls initiative and has no more 
  uses of Bardic inspiration left, he regains one use.  
  Actions 
  Multiattack. Zachary makes two attacks.   
  +2 Shortsword. Melee Weapon Attack: +12 to hit, reach 5 ft., one 
  target. Hit: 9 (1d6 + 6) slashing damage.  
  +3 Longbow. Ranged Weapon Attack: +13 to hit, range 150/600 
  ft., one target. Hit: 11 (1d8 + 7) piercing damage. 
   
  NPC BIO 
   
  Personality Zachary is loved by the common folk for his kindness 
  and generosity.  
  Appearance Average-size man with curly ginger hair and blue 
  eyes. 5’ 10” 175 lbs. 49 years old 
  Characteristics 
  Ideal. Responsibility.     
  Bond. His loyalty to his sovereign is unwavering.  
  Flaw. Zachary believes the world revolves around him.    
  Background 
  Zachary was a noble. He left a life of luxury to follow his dreams. 
  Zachary is a very powerful bard who lives in an enormous castle. 
  He feels it is his responsibility to look after the common people. 
  However, he is a rather vain individual.    
  Equipment 
  2 days of rations, set of fine clothes, bone dice, signet ring, 
  quiver, 20 +3 arrows, amulet of health, brooch of shielding, carpet 
  of flying, oil of sharpness, saddle of the cavalier, ring of water 
  walking, torch, cloak, 24820gp (in castle), 150pp.  
  Mount 
  riding horse   
   
   
   
  
   
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
  22 
  FENDRA GOLDHEART 
  13th level cleric (Life Domain subclass) 
  Medium humanoid (hill dwarf), lawful good 
  Armor Class 18 (plate) 
  Hit Points 101 (13d8 + 26) 
  Speed 25 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  18 (+4) 
  10 (+0) 
  14 (+2) 
  12 (+1) 
  19 (+4) 
  19 (+4) 
  Saving Throws Wis +9, Cha +9 
  Skills Insight +9, Medicine +9, Perception +9, Religion +5 
  Senses darkvision 60 ft., passive Perception 19 
  Languages Common, Dwarvish, Primordial, Sylvan 
  Challenge 8 (3,900 XP) 
  Blessed Healer. The healing spells she casts also heal her. When 
  casting a spell of 1st level or higher, regain hit points equal to 2 
  plus the spell’s level.  
  Channel Divinity: Preserve Life. As an action, present holy symbol 
  and restore 9 hit points to creatures within 30 ft., divide hit 
  points among them. Must rest to reset feature.  
  Destroy Undead. CR 2 or lower if they fail save.  
  Disciple of Life. Whenever she uses a spell of 1st level or higher to 
  restore hit points to a creature, the creature regains additional 
  hit points equal to 2 + the spell’s level.   
  Divine Strike. Extra 4 (1d8) radiant damage with a weapon attack.   
  Dwarven Resilience. She has advantage on saves against poison, 
  and resistance against poison damage. 
  Spellcasting. Fendra is a 13th level cleric. Her spellcasting ability 
  is Wisdom (spell save DC 17, +9 to hit with spell attacks).  
  Cantrips. (at will): guidance, sacred flame, spare the dying, 
  thaumaturgy 
  1st level. (4 slots): command, detect evil and good, guiding bolt, 
  shield of faith 
  2nd level. (3 slots): augury, continual flame, prayer of healing 
  3rd level. (3 slots): daylight, dispel magic, mass healing word 
  4th level. (3 slots): death ward, guardian of faith, locate creature 
  5th level. (2 slots): flame strike, greater restoration 
  6th level. (1 slot): heal 
  7th level. (1 slot): conjure celestial 
  Domain spells: beacon of hope, bless, cure wounds, death ward, 
  guardian of faith, lesser restoration, mass cure wounds, raise 
  dead, revivify, spiritual weapon 
  Turn Undead. Each undead creature within 30 ft. must make a 
  Wisdom save or be turned for 1 minute. 
  Actions 
  Mace. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. 
  Hit: 7 (1d6 + 4) bludgeoning damage.  
   
  NPC BIO 
   
  Personality Fendra enjoyed the food, drink, and high society 
  among her temple’s elite. Rough living grates on her.  
  Appearance Very beautiful mountain dwarf female with braided 
  black hair and brown eyes. 4’ 4” 135 lbs. 212 years old 
  Characteristics 
  Ideal. Tradition.   
  Bond. She will do anything to protect the temple where she 
  served. 
  Flaw. Once she picks a goal, she becomes obsessed with it to the 
  detriment of everything else in her life.  
  Background 
  Fendra was an acolyte. She worships the goddess of life. Fendra 
  lives in a beautiful temple with many loyal priests. She doesn’t 
  enjoy life in the wilderness.   
  Equipment 
  backpack, 5 days of rations, holy symbol, prayer book, mystery 
  key1, ring of warmth, potion of climbing, potion of gaseous form, 
  Quaal’s feather token, tinderbox, bedroll, cloak, 55pp.  
   
   
   
   
   
   
   
   
  
   
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
  23 
  VODDAK SHIELDBEARER 
  14th level cleric (Forge Domain subclass) 
  Medium humanoid (goliath), lawful good 
  Armor Class 19 (plate with soul of the forge) 
  Hit Points 111 (14d8 + 42) 
  Speed 25 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  16 (+3) 
  10 (+0) 
  16 (+3) 
  11 (+0) 
  18 (+4) 
  19 (+4) 
  Saving Throws Wis +9, Cha +9 
  Skills Insight +9, Perception +9, Sleight of Hand +5, Stealth +5 
  Senses darkvision 60 ft., passive Perception 19 
  Languages Common, Giant 
  Challenge 9 (5,000 XP) 
  Blessing of the Forge (1/day). At the end of a long rest, he can 
  touch one nonmagical object that is a suit of armor or a simple or 
  martial weapon. Until the end of his next long rest or until he 
  dies, the object becomes a magic item, granting a +1 bonus to the 
  AC if it’s armor or a +1 bonus to attack and damage rolls if it’s a 
  weapon.   
  Channel Divinity: Artisan’s Blessing. Hour long ritual that 
  includes some metal: simple or martial weapon, 10 pieces of 
  ammunition, a set of tools, or another metal object. The ritual 
  creates a duplicate of a nonmagical item that he possesses. Must 
  rest to reset feature.  
  Destroy Undead. CR 3 or lower if they fail save.  
  Divine Strike. Extra 9 (2d8) fire damage with a weapon attack.   
  Mountain Born. Voddak is acclimated to high altitude, including 
  elevations above 20,000 feet. He’s also naturally adapted to cold 
  climates. 
  Natural Athlete. He has proficiency in the Athletics skill.  
  Powerful Build. He counts as one size larger when determining 
  his carrying capacity and the weight she can push, drag, or lift.  
  Soul of the Forge. Resistance to fire damage and +1 to AC if 
  wearing heavy armor.   
  Spellcasting. Voddak is a 14th level cleric. His spellcasting ability 
  is Wisdom (spell save DC 17, +9 to hit with spell attacks).  
  Cantrips. (at will): guidance, resistance, spare the dying, 
  thaumaturgy 
  1st level. (4 slots): bless, cure wounds, guiding bolt, shield of faith 
  2nd level. (3 slots): continual flame, prayer of healing, spiritual 
  weapon 
  3rd level. (3 slots): dispel magic, mass healing word, meld into 
  stone 
  4th level. (3 slots): death ward, guardian of faith, stone shape 
  5th level. (2 slots): flame strike, greater restoration 
  6th level. (1 slot): heroes’ feast 
  7th level. (1 slot): fire storm 
  Domain spells: animate objects, creation, elemental weapon, 
  fabricate, heat metal, identify, magic weapon, protection from 
  energy, searing smite, wall of fire 
  Stone’s Endurance. Each undead creature within 30 ft. must 
  make a Wisdom save or be turned for 1 minute. 
  Turn Undead. Each undead creature within 30 ft. must make a 
  Wisdom save or be turned for 1 minute. 
  Actions 
  +2 Mace. Melee Weapon Attack: +10 to hit, reach 5 ft., one 
  target. Hit: 8 (1d6 + 5) bludgeoning damage.  
   
  NPC BIO 
   
  Personality Voddak is tolerant of other faiths and respects the 
  worship of other gods.   
  Appearance Very handsome goliath with braided black hair and 
  brown eyes. 4’ 4” 135 lbs. 212 years old 
  Characteristics 
  Ideal. Faith.   
  Bond. Everything he does is for the common people.  
  Flaw. Voddak has few long-term relationships.    
  Background 
  Voddak was an urchin. He appreciates every moment as he had a 
  brutal childhood. This goliath trusts deeply and knows that he 
  helps create the reality he lives in. He is known as a skilled 
  blacksmith.  
  Equipment 
  backpack, 7 days of rations, small knife, disguise kit, thieves’ 
  tools, map of the city he grew up in, amulet of health, bead of 
  refreshment1, necklace of prayer beads, cloak, 164gp.  
   
   
   
   
   
  
   
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
  24 
  JODESSA ENNA 
  15th level cleric (Knowledge Domain subclass) 
  Medium humanoid (human), chaotic neutral 
  Armor Class 16 (+2 chain shirt) 
  Hit Points 112 (15d8) 
  Speed 25 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  9 (-1) 
  12 (+1) 
  10 (+0) 
  12 (+1) 
  18 (+4) 
  14 (+2) 
  Saving Throws Wis +9, Cha +7 
  Skills Arcana +6, History +6, Insight +9, Religion +5 
  Senses passive Perception 14 
  Languages Common, Elvish, Primordial, Sylvan 
  Challenge 10 (5,900 XP) 
  Blessing of Knowledge. Learns two languages of her choice. She 
  also become proficient in two skills of her choice. In addition, her 
  proficiency bonus is doubled for any ability check she makes that 
  uses either of those skills (Nature, Religion).  
  Channel Divinity: Knowledge of the Ages. As an action she 
  chooses one skill or tool. For 10 minutes, she has proficiency with 
  the chosen skill or tool. Must rest to reset feature.  
  Channel Divinity: Read Thoughts. She can use her Channel 
  Divinity to read a creature’s thoughts. She can then use your 
  access to the creature’s mind to command it. Must rest to reset 
  feature.  
  Destroy Undead. CR 3 or lower if they fail save.  
  Potent Spellcasting. She adds her + 4 Wisdom modifier to the 
  damage she deals with any cleric cantrip.  
  Spellcasting. Jodessa is a 15th level cleric. Her spellcasting ability 
  is Wisdom (spell save DC 17, +9 to hit with spell attacks).  
  Cantrips. (at will): light, resistance, spare the dying, thaumaturgy 
  1st level. (4 slots): bless, cure wounds, guiding bolt, healing word 
  2nd level. (3 slots): continual flame, prayer of healing, spiritual 
  weapon 
  3rd level. (3 slots): beacon of hope, mass healing word, sending 
  4th level. (3 slots): death ward, freedom of movement, guardian 
  of faith 
  5th level. (2 slots): commune, greater restoration 
  6th level. (1 slot): heroes’ feast 
  7th level. (1 slot): etherealness 
  8th level. (1 slot): control weather 
  Domain spells: arcane eye, augury, command, confusion, identify, 
  legend lore, nondetection, scrying, speak with dead, suggestion  
  Turn Undead. Each undead creature within 30 ft. must make a 
  Wisdom save or be turned for 1 minute. 
   
  Actions 
  Mace. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 
  Hit: 2 (1d6 - 1) bludgeoning damage.  
   
  NPC BIO 
   
  Personality Jodessa is a lost individual.   
  Appearance Pretty, young woman with medium length blonde 
  hair and blue eyes. 5’ 5” 118 lbs. 24 years old 
  Characteristics 
  Ideal. Knowledge.    
  Bond. She has an ancient text that holds terrible secrets that 
  must not fall into the wrong hands.  
  Flaw. Jodessa is not in touch with her emotions.   
  Background 
  Jodessa was a sage (researcher). She has a secret that has 
  haunted her all her life. However, she feels if she faces this horror 
  it will overwhelm her. This cleric never likes to get too close to 
  others and is emotionally unavailable in relationships.  
  Equipment 
  backpack, 3 days of rations, holy symbol, prayer book, bag of 
  beans, decanter of endless water, helm of comprehending 
  languages, cloak, 175gp.  
   
   
   
   
   
   
   
   
  
   
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
  25 
  NADRIK FIREFORGE 
  16th level cleric (War Domain subclass) 
  Medium humanoid (mountain dwarf), lawful good 
  Armor Class 19 (plate) 
  Hit Points 134 (16d8 + 32) 
  Speed 25 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  16 (+3) 
  10 (+0) 
  13 (+2) 
  12 (+1) 
  20 (+5) 
  16 (+3) 
  Saving Throws Wis +10, Cha +8 
  Skills Athletics +8, Intimidation +8, Medicine +9, Religion +6 
  Senses darkvision 60 ft., passive Perception 15 
  Languages Common, Dwarvish, Undercommon 
  Challenge 11 (7,200 XP) 
  Channel Divinity: Guided Strike. When she makes an attack roll, 
  she can use her Channel Divinity to gain a +10 bonus to the roll. 
  Resets with a long rest. Must rest to reset feature.  
  Channel Divinity: War God’s Blessing. When a creature within 30 
  ft. of her makes an attack roll, she can use her reaction to grant 
  that creature a +10 bonus to the roll. Must rest to reset feature.  
  Destroy Undead. CR 3 or lower if they fail save.  
  Divine Strike. Extra 9 (2d8) damage with a weapon attack.   
  Dwarven Resilience. She has advantage on saves against poison, 
  and resistance against poison damage. 
  Spellcasting. Nadrik is a 16th level cleric. Her spellcasting ability is 
  Wisdom (spell save DC 18, +10 to hit with spell attacks).  
  Cantrips. (at will): guidance, resistance, sacred flame, 
  thaumaturgy 
  1st level. (4 slots): command, cure wounds, guiding bolt 
  2nd level. (3 slots): calm emotions, continual flame, prayer of 
  healing, protection from evil and good 
  3rd level. (3 slots): dispel magic, glyph of warding, mass healing 
  word 
  4th level. (3 slots): banishment, control water, guardian of faith 
  5th level. (2 slots): commune, insect plague 
  6th level. (1 slot): harm 
  7th level. (1 slot): fire storm 
  8th level. (1 slot): earthquake 
  Domain spells: crusader’s mantle, divine favor, flame strike, 
  freedom of movement, hold monster, magic weapon, shield of 
  faith, spirit guardians, spiritual weapon, stoneskin 
  Turn Undead. Each undead creature within 30 ft. must make a 
  Wisdom save or be turned for 1 minute. 
  War Priest. Can make one weapon attack as a bonus action. Can 
  use this feature 4 times, resets with a long rest. 
  Actions 
  +3 Warhammer. Melee Weapon Attack: +11 to hit, reach 5 ft., 
  one target. Hit: 11 (1d10 + 6) bludgeoning damage.  
   
  NPC BIO 
   
  Personality Nadrik faces problems head on. A simple, direct 
  solution is the best path to success.  
  Appearance Very beautiful mountain dwarf female with curly 
  black hair and brown eyes. 4’ 4” 135 lbs. 212 years old 
  Characteristics 
  Ideal. Responsibility.   
  Bond. She would still lay down her life for the people she served 
  with.  
  Flaw. Nadrik has little respect for anyone who is not a proven 
  warrior.  
  Background 
  Nadrik was a soldier (officer). She is a blunt, honest individual. 
  This dwarf has a lot of experience from a long war against the 
  orcs. She lives in the dwarf capital city, deep underground in a 
  mountain range.  
  Equipment 
  backpack, 2 days of rations, set of bone dice, holy symbol, prayer 
  book, oil of etherealness, potion of gaseous form, sovereign glue, 
  pair of engraved dice, tinderbox, bedroll, cloak, 77pp.  
   
   
   
   
   
   
   
   
  
   
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
  26 
  LERRY FATRABBIT 
  17th level cleric (Forge Domain subclass) 
  Small humanoid (stout halfling), lawful neutral 
  Armor Class 16 (breastplate) 
  Hit Points 135 (17d8 + 34) 
  Speed 25 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  12 (+1) 
  14 (+2) 
  15 (+2) 
  11 (+0) 
  20 (+5) 
  8 (-1) 
  Saving Throws Wis +11, Cha +5 
  Skills Athletics +7, Perception +11, Religion +6, Survival +11 
  Senses passive Perception 21 
  Languages Common, Halfling 
  Challenge 11 (7,200 XP) 
  Blessing of the Forge (1/day). At the end of a long rest, he can 
  touch one nonmagical object that is a suit of armor or a simple or 
  martial weapon. Until the end of his next long rest or until he 
  dies, the object becomes a magic item, granting a +1 bonus to the 
  AC if it’s armor or a +1 bonus to attack and damage rolls if it’s a 
  weapon.   
  Brave. Advantage on saves against being frightened. 
  Channel Divinity: Artisan’s Blessing. Hour long ritual that 
  includes some metal: simple or martial weapon, 10 pieces of 
  ammunition, a set of tools, or another metal object. The ritual 
  creates a duplicate of a nonmagical item that she possesses. Must 
  rest to reset feature.  
  Destroy Undead. CR 4 or lower if they fail save.  
  Divine Strike. Extra 9 (2d8) fire damage with a weapon attack.   
  Halfling Nimbleness. Can move through the space of any 
  creature that is larger.   
  Lucky. Can reroll any 1s. 
  Saint of Forge and Fire. Immunity to fire damage. While wearing 
  heavy armor, he has resistance to bludgeoning, piercing, and 
  slashing damage from nonmagical attacks.  
  Soul of the Forge. Resistance to fire damage and +1 to AC if 
  wearing heavy armor.   
  Spellcasting. Lerry is a 17th level cleric. His spellcasting ability is 
  Wisdom (spell save DC 18, +11 to hit with spell attacks).  
  Cantrips. (at will): guidance, sacred flame, spare the dying, 
  thaumaturgy 
  1st level. (4 slots): bless, cure wounds, guiding bolt, shield of faith 
  2nd level. (3 slots): continual flame, prayer of healing, spiritual 
  weapon 
  3rd level. (3 slots): dispel magic, mass healing word, meld into 
  stone 
  4th level. (3 slots): death ward, guardian of faith, stone shape 
  5th level. (2 slots): flame strike, greater restoration 
  6th level. (1 slot): heal 
  7th level. (1 slot): fire storm 
  8th level. (1 slot): holy aura 
  9th level. (1 slot): mass heal 
  Domain spells: animate objects, creation, elemental weapon, 
  fabricate, heat metal, identify, magic weapon, protection from 
  energy, searing smite, wall of fire 
  Stout Resilience. Has advantage on saving throws against poison, 
  and has resistance against poison damage.  
  Turn Undead. Each undead creature within 30 ft. must make a 
  Wisdom save or be turned for 1 minute. 
  Actions 
  Mace. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 
  Hit: 4 (1d6 + 1) bludgeoning damage.  
   
  NPC BIO 
   
  Personality Lerry once ran twenty-five miles without stopping to 
  warn his clan of an approaching horde. He’d do it again if he had 
  to.  
  Appearance Handsome halfling male with black hair and gray 
  eyes. 3’ 2” 35 lbs. 32 years old 
  Characteristics 
  Ideal. Greater Good.   
  Bond. His clan is the most important thing his life, even when 
  they are far from him.  
  Flaw. There’s no room for caution in a life lived to the fullest.  
  Background 
  Lerry was an outlander (exile). He was thrown out of his 
  homeland after a cruel necromancer took over. The halfling cleric 
  hopes to return home one day. He currently lives with his 
  husband in a small human village.  
  Equipment 
  backpack, 7 days of rations, gem of seeing, helm of brilliance, orb 
  of time1, potion of gaseous form, ring of feather falling, hunting 
  trap, cloak, tinderbox, bedroll, 212gp.  
   
   
   
  
   
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
  27 
  NISSA NINGEL 
  18th level cleric (War Domain subclass) 
  Small humanoid (rock gnome), lawful good 
  Armor Class 19 (+3 chain shirt) 
  Hit Points 136 (18d8 + 18) 
  Speed 25 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  10 (+0) 
  16 (+3) 
  12 (+1) 
  8 (-1) 
  18 (+4) 
  6 (-2) 
  Saving Throws Wis +10, Cha +4 
  Skills Athletics +6, Intimidation +4, Perception +10, Religion +5 
  Senses darkvision 60 ft., passive Perception 20 
  Languages Common, Gnomish 
  Challenge 12 (8,400 XP) 
  Avatar of Battle. Resistance to bludgeoning, piercing, and 
  slashing damage from nonmagical weapons.  
  Channel Divinity: Guided Strike. When she makes an attack roll, 
  she can use her Channel Divinity to gain a +10 bonus to the roll. 
  Resets with a long rest. Must rest to reset feature.  
  Channel Divinity: War God’s Blessing. When a creature within 30 
  ft. of her makes an attack roll, she can use her reaction to grant 
  that creature a +10 bonus to the roll. Must rest to reset feature.  
  Destroy Undead. CR 4 or lower if they fail save.  
  Divine Strike. Extra 9 (2d8) damage with a weapon attack.   
  Gnome Cunning. Advantage against all Intelligence, Wisdom, and 
  Charisma saving throws against magic. 
  Spellcasting. Nissa is an 18th level cleric. Her spellcasting ability is 
  Wisdom (spell save DC 18, +10 to hit with spell attacks).  
  Cantrips. (at will): mending, sacred flame, spare the dying, 
  thaumaturgy 
  1st level. (4 slots): bless, cure wounds, guiding bolt, sanctuary 
  2nd level. (3 slots): continual flame, locate object, zone of truth 
  3rd level. (3 slots): dispel magic, mass healing word, protection 
  from energy 
  4th level. (3 slots): banishment, guardian of faith, stone shape 
  5th level. (3 slots): greater restoration, insect plague, legend lore 
  6th level. (1 slot): harm 
  7th level. (1 slot): fire storm 
  8th level. (1 slot): antimagic field 
  9th level. (1 slot): gate 
  Domain spells: crusader’s mantle, divine favor, flame strike, 
  freedom of movement, hold monster, magic weapon, shield of 
  faith, spirit guardians, spiritual weapon, stoneskin 
  Turn Undead. Each undead creature within 30 ft. must make a 
  Wisdom save or be turned for 1 minute. 
  War Priest. Can make one weapon attack as a bonus action. Can 
  use this feature 4 times, resets with a long rest. 
  Actions 
  Mace. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 
  Hit: 3 (1d6) bludgeoning damage.  
   
  NPC BIO 
   
  Personality Nissa is full of inspiring and cautionary tales from her 
  military experience.  
  Appearance Gnome female with braided blonde hair and brown 
  eyes. 4’ 4” 135 lbs. 212 years old 
  Characteristics 
  Ideal. Responsibility.   
  Bond. She is close to her father.  
  Flaw. Nissa would rather eat her armor than admit when she’s 
  wrong.  
  Background 
  Nissa was a soldier (infantry). She is a wise gnome with a lot to 
  offer an adventuring party. Nissa is a powerful warrior and has 
  worked against the forces of darkness for over one hundred 
  years.  
  Equipment 
  4 days of rations, bag of holding, boots of false tracks1, carpet of 
  flying, potion of climbing, ring of evasion, deck of cards, 
  tinderbox, bedroll, cloak, 91pp.  
   
   
   
   
   
   
   
  
   
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
  28 
  GUNTHER STEWART 
  19th level cleric (Forge Domain subclass) 
  Medium humanoid (human), lawful good 
  Armor Class 19 (plate with soul of the forge) 
  Hit Points 137 (19d8) 
  Speed 25 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  19 (+4) 
  10 (+0) 
  10 (+0) 
  10 (+0) 
  20 (+5) 
  18 (+4) 
  Saving Throws Wis +11, Cha +10 
  Skills Athletics +10, Insight +11, Perception +11, Religion +6 
  Senses passive Perception 21 
  Languages Common, Primordial 
  Challenge 12 (8,400 XP) 
  Blessing of the Forge (1/day). At the end of a long rest, he can 
  touch one nonmagical object that is a suit of armor or a simple or 
  martial weapon. Until the end of his next long rest or until he 
  dies, the object becomes a magic item, granting a +1 bonus to the 
  AC if it’s armor or a +1 bonus to attack and damage rolls if it’s a 
  weapon.   
  Channel Divinity: Artisan’s Blessing. Hour long ritual that 
  includes some metal: simple or martial weapon, 10 pieces of 
  ammunition, a set of tools, or another metal object. The ritual 
  creates a duplicate of a nonmagical item that she possesses. Must 
  rest to reset feature.  
  Destroy Undead. CR 4 or lower if they fail save.  
  Divine Strike. Extra 9 (2d8) fire damage with a weapon attack.   
  Dwarven Resilience. He has advantage on saves against poison, 
  and resistance against poison damage. 
  Saint of Forge and Fire. Immunity to fire damage. While wearing 
  heavy armor, he has resistance to bludgeoning, piercing, and 
  slashing damage from nonmagical attacks.  
  Soul of the Forge. Resistance to fire damage and +1 to AC if 
  wearing heavy armor.   
  Spellcasting. Gunther is a 19th level cleric. His spellcasting ability 
  is Wisdom (spell save DC 19, +11 to hit with spell attacks).  
  Cantrips. (at will): guidance, sacred flame, spare the dying, 
  thaumaturgy 
  1st level. (4 slots): bless, cure wounds, guiding bolt, shield of faith 
  2nd level. (3 slots): continual flame, prayer of healing, spiritual 
  weapon 
  3rd level. (3 slots): dispel magic, mass healing word, meld into 
  stone 
  4th level. (3 slots): death ward, guardian of faith, stone shape 
  5th level. (3 slots): flame strike, greater restoration, mass cure 
  wounds 
  6th level. (2 slots): heal, heroes’ feast 
  7th level. (1 slot): fire storm 
  8th level. (1 slot): control weather 
  9th level. (1 slot): astral projection 
  Domain spells: animate objects, creation, elemental weapon, 
  fabricate, heat metal, identify, magic weapon, protection from 
  energy, searing smite, wall of fire 
  Turn Undead. Each undead creature within 30 ft. must make a 
  Wisdom save or be turned for 1 minute. 
  Actions 
  +2 Mace. Melee Weapon Attack: +12 to hit, reach 5 ft., one 
  target. Hit: 9 (1d6 + 6) bludgeoning damage.  
   
  NPC BIO 
   
  Personality Gunther works hard and plays hard.  
  Appearance Older man with long white hair and green eyes. 6’ 1” 
  185 lbs. 52 years old 
  Characteristics 
  Ideal. Fairness.   
  Bond. He is loyal to his captain first, everything else comes 
  second.   
  Flaw. Gunther enjoys his mead too much.  
  Background 
  Gunther was a sailor. He enjoys life to the fullest. This cleric is a 
  loyal advisor to a wise old queen. He lives in a temple in the 
  bustling royal capital.   
  Equipment 
  backpack, 7 days of rations, cubic gate, pipe of smoke monsters1, 
  potion of invisibility, ring of swimming, navigator’s tools, 50 ft. 
  rope, tinderbox, bedroll, cloak, 156pp.  
   
   
   
   
   
  
   
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
  29 
  VOSKAR GOLDAXE 
  20th level cleric (Light Domain subclass) 
  Medium humanoid (mountain dwarf), lawful good 
  Armor Class 20 (+2 plate) 
  Hit Points 174 (20d8 + 60) 
  Speed 25 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  16 (+3) 
  10 (+0) 
  16 (+3) 
  12 (+1) 
  20 (+5) 
  13 (+2) 
  Saving Throws Wis +11, Cha +8 
  Skills Insight +11, Medicine +11, Perception +11, Religion +7 
  Senses darkvision 60 ft., passive Perception 21 
  Languages Common, Dwarvish 
  Challenge 13 (10,000 XP) 
  Channel Divinity: Radiance of the Dawn. As an action, he 
  presents his holy symbol, and any magical darkness within 30 feet 
  of him is dispelled. Additionally, each hostile creature within 30 
  feet of him must make a Constitution saving throw. A creature 
  takes radiant damage equal to 2d10 + 20 on a failed saving throw, 
  and half as much damage on a successful one. A creature that has 
  total cover from him is not affected. Must rest to reset feature.  
  Corona of Light. Can use an action to activate an aura of sunlight 
  that lasts for 1 minute or until he dismisses it using another 
  action. He emits a bright light in a 60-foot radius and dim light 30 
  feet beyond that. His enemies in the bright light have 
  disadvantage on saving throws against any spell that deals fire or 
  radiant damage.  
  Destroy Undead. CR 4 or lower if they fail save.  
  Dwarven Resilience. He has advantage on saves against poison, 
  and resistance against poison damage. 
  Potent Spellcasting. He adds his +5 Wisdom modifier to the 
  damage he deals with any cleric cantrip.  
  Spellcasting. Voskar is a 20th level cleric. His spellcasting ability is 
  Wisdom (spell save DC 19, +11 to hit with spell attacks).  
  Cantrips. (at will): guidance, sacred flame, spare the dying, 
  thaumaturgy 
  1st level. (4 slots): bless, cure wounds, guiding bolt, shield of faith 
  2nd level. (3 slots): continual flame, prayer of healing, spiritual 
  weapon 
  3rd level. (3 slots): dispel magic, mass healing word, meld into 
  stone 
  4th level. (3 slots): death ward, divination, guardian of faith 
  5th level. (3 slots): commune, greater restoration, hallow 
  6th level. (2 slots): heal, heroes’ feast, true seeing 
  7th level. (2 slots): conjure celestial, divine word 
  8th level. (1 slot): holy aura 
  9th level. (1 slot): true resurrection 
  Domain spells: burning hands, daylight, faerie fire, fireball, flame 
  strike, flaming sphere, guardian of faith, scorching ray, scrying, 
  wall of fire 
  Turn Undead. Each undead creature within 30 ft. must make a 
  Wisdom save or be turned for 1 minute. 
  Warding Flare. When he’s attacked by a creature within 30 feet 
  of him that he can see, he can use his reaction to impose 
  disadvantage on the attack roll, causing light to flare before the 
  attacker before it hits or misses. An attacker that can’t be blinded 
  is immune to this feature. He can use this feature five times, after 
  which he must finish a long rest to reset the feature.  
  Actions 
  +3 Mace. Melee Weapon Attack: +12 to hit, reach 5 ft., one 
  target. Hit: 9 (1d6 + 6) bludgeoning damage.  
   
  NPC BIO 
   
  Personality Nothing can shake his optimistic attitude.  
  Appearance Older dwarf male with gray hair, a gray beard, and 
  dark blue eyes. 4’ 4” 135 lbs. 212 years old 
  Characteristics 
  Ideal. Faith.  
  Bond. He owes his life to the priest who took him in when his 
  parents died.  
  Flaw. Voskar is inflexible in his thinking.  
  Background 
  Voskar was an acolyte. He runs a massive temple complex at the 
  center of the underground dwarf capital. He is a rival of the 
  corrupt king who rules the city.  
  Equipment 
  backpack, 7 days of rations, candle of the deep1, crystal ball, 
  eversmoking bottle, robe of useful items, holy symbol, prayer 
  book, tinderbox, bedroll, cloak, 249pp.  
   
   
   
  
   
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
  30 
  BRENNA THE BRAVE 
  13th level druid (Circle of the Land/Coast subclass) 
  Medium humanoid (human), chaotic good 
  Armor Class 12 (16 with barkskin) 
  Hit Points 68 (13d8) 
  Speed 30 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  12 (+1) 
  15 (+2) 
  10 (+0) 
  15 (+2) 
  20 (+5) 
  18 (+4) 
  Saving Throws Int +7, Wis +10 
  Skills Acrobatics +6, Medicine +9, Nature +8, Performance +8 
  Senses passive Perception 15 
  Languages Common, Primordial, Sylvan 
  Challenge 8 (3,900 XP) 
  Land’s Stride. Moving through nonmagical difficult terrain cost 
  her no extra movement. She can also pass through nonmagical 
  plants without being slowed by them and without taking damage 
  from them if they have thorns, spines, or a similar hazard. She 
  also has advantage on saving throws against plants that have 
  been created or manipulated to impede movement.       
  Natural Recovery. During a short rest, she can regain expended 
  spell slots equal to a combined level of 6. None can be 6th level or 
  higher. Needs to finish a long rest to reset this feature.  
  Nature’s Ward. Can’t be charmed or frightened by elementals or 
  fey, and she is immune to poison and disease.   
  Spellcasting. Brenna is a 13th level druid. Her spellcasting ability 
  is Wisdom (spell save DC 18, +10 to hit with spell attacks).  
  Cantrips. (at will): druidcraft, guidance, shillelagh, thorn whip 
  1st level. (4 slots): animal friendship, cure wounds, fog cloud, 
  thunderwave 
  2nd level. (3 slots): barkskin, mirror image, misty step 
  3rd level. (3 slots): call lightning, control water, dispel magic, 
  haste, water breathing, water walk 
  4th level. (3 slots): blight, conjure woodland beings, dream, 
  freedom of movement, ice storm 
  5th level. (2 slots): commune with nature, conjure elemental, 
  scrying, divination 
  6th level. (1 slot): transport via plants 
  7th level. (3 slots): regenerate 
  Wild Shape. Brenna can use a bonus action to assume the shape 
  of a CR 1 or less beast for 3 hours. Can use twice, resets w/rest. 
  Actions 
  +2 Quarterstaff. Melee Weapon Attack: +8 to hit, reach 5 ft., one 
  target. Hit: 7 (1d8 + 3) bludgeoning damage. 
   
  NPC BIO 
   
  Personality Brenna is a creative, inquisitive woman.   
  Appearance A middle-aged woman with brown hair and blue 
  eyes. 5’ 5” 124 lbs. 26 years old 
  Characteristics 
  Ideal. Health.  
  Bond. Her familiar, Sol, has been with her for years.  
  Flaw. Brenna underestimates her many talents.   
  Background 
  Brenna was an outlander (exile). She has a cat familiar named Sol. 
  She loves to read and go for walks in the wilderness. She has little 
  self-esteem and gets involved in unhealthy romantic 
  relationships. However, she is a good-hearted person who will 
  stand up for what is right.  
  Equipment 
  backpack, 2 days of rations, amulet of health, 3 potions of greater 
  healing, staff of the woodlands, quill, disguise kit, flute, sprig of 
  mistletoe, torch, cloak, 86gp, 54pp.  
   
   
   
   
   
   
   
   
   
   
   
  
   
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
  31 
  SAEVAELLE QUAREN 
  14th level druid (Circle of the Moon subclass) 
  Medium humanoid (half-elf), chaotic good 
  Armor Class 12 (16 with barkskin) 
  Hit Points 75 (14d8 + 14) 
  Speed 30 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  13 (+1) 
  15 (+2) 
  12 (+1) 
  10 (+0) 
  18 (+4) 
  8 (-1) 
  Saving Throws Int +5, Wis +9 
  Skills Medicine +9, Nature +5, Religion +5, Survival +9 
  Senses darkvision 60 ft., passive Perception 14 
  Languages Common, Elvish, Primordial 
  Challenge 9 (5,000 XP) 
  Elemental Wild Shape. She can expend two uses of Wild Shape at 
  the same time to transform into an elemental.    
  Fey Ancestry. She has advantage on saving throws against being 
  charmed, and magic can’t put her to sleep.  
  Primal Strike. Her attacks in beast form count as magical for the 
  purpose of overcoming resistance and immunity to nonmagical 
  attacks and damage.    
  Spellcasting. Saevaelle is a 14th level druid. Her spellcasting 
  ability is Wisdom (spell save DC 17, +9 to hit with spell attacks).  
  Cantrips. (at will): druidcraft, guidance, resistance, shillelagh 
  1st level. (4 slots): animal friendship, cure wounds, fog cloud, 
  thunderwave 
  2nd level. (3 slots): barkskin, beast sense, darkvision, invisibility, 
  pass without trace 
  3rd level. (3 slots): call lightning, daylight, dispel magic, haste, 
  water breathing 
  4th level. (3 slots): blight, conjure woodland beings, dream, 
  freedom of movement, ice storm 
  5th level. (2 slots): commune with nature, divination, insect 
  plague, mass cure wounds 
  6th level. (1 slot): wall of thorns 
  7th level. (1 slots): mirage arcane 
  Thousand Forms. She can cast the alter self spell at will.    
  Wild Shape. She can use a bonus action to assume the shape of a 
  CR 4 or less beast for 3 hours. Can use twice, resets w/rest. 
  Actions 
  +1 Quarterstaff. Melee Weapon Attack: +7 to hit, reach 5 ft., one 
  target. Hit: 6 (1d8 + 2) bludgeoning damage. 
   
  NPC BIO 
   
  Personality Saevaelle is eager to share her wisdom.  
  Appearance Half-elf female with long brown hair and blue eyes. 
  5’ 9” 101 lbs. 138 years old 
  Characteristics 
  Ideal. Greater Good.  
  Bond. She entered seclusion to hide from the ones who might 
  still be hunting her.  
  Flaw. Saevaelle has poor personal boundaries.  
  Background 
  Saevaelle was a hermit. She hid from a family of vampires for 
  many years. Saevalle has gained power and now has begun to 
  search for the evil monsters who hunted her.  
  Equipment 
  backpack, 3 days of rations, deck of illusions, rope of climbing, 
  staff of swarming insects, disguise kit, flute, sprig of mistletoe, 
  torch, cloak, 146gp, 54pp.  
   
   
   
   
   
   
   
   
   
   
   
  
   
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
  32 
  WENDEL WILDHEART 
  15th level druid (Circle of the Land/Grassland subclass) 
  Small humanoid (lightfoot halfling), chaotic good 
  Armor Class 12 (16 with barkskin) 
  Hit Points 76 (15d8 - 15) 
  Speed 25 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  12 (+1) 
  15 (+2) 
  8 (-1) 
  14 (+2) 
  20 (+5) 
  18 (+4) 
  Saving Throws Int +7, Wis +10 
  Skills Acrobatics +7, Medicine +10, Nature +7, Performance +9 
  Senses passive Perception 15 
  Languages Common, Halfling 
  Challenge 10 (5,900 XP) 
  Brave. Advantage on saves against being frightened.  
  Halfling Nimbleness. Can move through the space of any 
  creature that is larger. 
  Land’s Stride. Moving through nonmagical difficult terrain cost 
  him no extra movement. He can also pass through nonmagical 
  plants without being slowed by them and without taking damage 
  from them if they have thorns, spines, or a similar hazard. He also 
  has advantage on saving throws against plants that have been 
  created or manipulated to impede movement.       
  Lucky. Can reroll any 1s. 
  Natural Recovery. During a short rest, he can regain expended 
  spell slots equal to a combined level of 6. None can be 6th level or 
  higher. Needs to finish a long rest to reset this feature.  
  Naturally Stealthy. Can attempt to hide even when only 
  obscured by a creature that is at least one size larger.  
  Nature’s Sanctuary. When a beast or plant creature attacks him, 
  that creature must make a DC 18 Wisdom saving throw. On a 
  failed save, the creature must choose a different target, or the 
  attack automatically misses. On a successful save, the creature is 
  immune to this effect for 24 hours. The creature is aware of this 
  effect before it makes its attack against him.   
  Nature’s Ward. Can’t be charmed or frightened by elementals or 
  fey, and he is immune to poison and disease.   
  Spellcasting. Wendel is a 15th level druid. His spellcasting ability 
  is Wisdom (spell save DC 18, +10 to hit with spell attacks).  
  Cantrips. (at will): druidcraft, guidance, shillelagh, thorn whip 
  1st level. (4 slots): animal friendship, cure wounds, fog cloud, 
  thunderwave 
  2nd level. (3 slots): barkskin, beast sense, darkvision, invisibility, 
  pass without trace 
  3rd level. (3 slots): call lightning, daylight, dispel magic, haste, 
  water breathing 
  4th level. (3 slots): blight, conjure woodland beings, dream, 
  freedom of movement, ice storm 
  5th level. (2 slots): commune with nature, divination, dream, 
  insect plague, mass cure wounds 
  6th level. (1 slot): heal 
  7th level. (1 slot): reverse gravity 
  8th level. (1 slot): feeblemind 
  Wild Shape. Wendel can use a bonus action to assume the shape 
  of a CR 1 or less beast for 3 hours. Can use twice, resets w/rest. 
  Actions 
  +2 Quarterstaff. Melee Weapon Attack: +8 to hit, reach 5 ft., one 
  target. Hit: 7 (1d8 + 3) bludgeoning damage. 
   
  NPC BIO 
   
  Personality Wendel is bitter if he’s not the center of attention.  
  Appearance A young halfling with long black hair and blue eyes. 
  3’ 4” 34 lbs. 25 years old 
  Characteristics 
  Ideal. Creativity.   
  Bond. His instrument is his most treasure possession.  
  Flaw. Wendel once satirized a noble who still wants his head. It 
  was a mistake that he will likely repeat.  
  Background 
  Wendel was an entertainer (storyteller). He is quite arrogant and 
  his tongue usually gets him in trouble. However, he has many 
  friends who are just as egocentric as him. They have no idea how 
  selfish and vain they are.  
  Equipment 
  backpack, 4 days of rations, bead of nourishment1, figurine of 
  wondrous power (onyx dog), philter of love, potion of fire giant 
  strength, puppet, disguise kit, flute, torch, cloak, 128gp, 54pp.  
   
   
   
   
  
   
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
  33 
  GAERN GOBLINBANE 
  16th level druid (Circle of the Moon subclass) 
  Medium humanoid (hill dwarf), lawful neutral 
  Armor Class 12 (16 with barkskin) 
  Hit Points 91 (16d8 + 48) 
  Speed 25 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  10 (+0) 
  15 (+2) 
  16 (+3) 
  8 (-1) 
  20 (+5) 
  9 (-1) 
  Saving Throws Int +4, Wis +10 
  Skills Medicine +9, Nature +4, Performance +4, Survival +9 
  Senses darkvision 60 ft., passive Perception 15 
  Languages Common, Dwarvish 
  Challenge 11 (7,200 XP) 
  Dwarven Resilience. He has advantage on saves against poison, 
  and resistance against poison damage. 
  Elemental Wild Shape. He can expend two uses of Wild Shape at 
  the same time to transform into an elemental.    
  Natural Recovery. During a short rest, he can regain expended 
  spell slots equal to a combined level of 6. None can be 6th level or 
  higher. Needs to finish a long rest to reset this feature.  
  Nature’s Ward. Can’t be charmed or frightened by elementals or 
  fey, and he is immune to poison and disease.   
  Primal Strike. His attacks in beast form count as magical for the 
  purpose of overcoming resistance and immunity to nonmagical 
  attacks and damage.    
  Spellcasting. Gaern is a 16th level druid. His spellcasting ability is 
  Wisdom (spell save DC 18, +10 to hit with spell attacks).  
  Cantrips. (at will): druidcraft, mending, shillelagh, thorn whip 
  1st level. (4 slots): animal friendship, cure wounds, fog cloud, 
  thunderwave 
  2nd level. (3 slots): barkskin, beast sense, darkvision, invisibility, 
  pass without trace 
  3rd level. (3 slots): call lightning, daylight, dispel magic, haste, 
  water breathing 
  4th level. (3 slots): blight, conjure woodland beings, dream, 
  freedom of movement, ice storm 
  5th level. (2 slots): commune with nature, divination, insect 
  plague, mass cure wounds 
  6th level. (1 slot): move earth 
  7th level. (1 slot): fire storm 
  8th level. (1 slot): earthquake 
  Thousand Forms. He can cast the alter self spell at will.    
  Wild Shape. He can use a bonus action to assume the shape of a 
  CR 1 or less beast for 3 hours. Can use twice, resets w/rest. 
   
  Actions 
  +2 Quarterstaff. Melee Weapon Attack: +7 to hit, reach 5 ft., one 
  target. Hit: 6 (1d8 + 2) bludgeoning damage. 
   
  NPC BIO 
   
  Personality Gaern is far more comfortable around animals than 
  people.  
  Appearance Young dwarf with a brown beard, long brown hair, 
  and blue eyes. 3’ 11” 131 lbs. 104 years old 
  Characteristics 
  Ideal. Nature.   
  Bond. An injury to the unspoiled wilderness of his home is an 
  injury to him.   
  Flaw. Gaern is slow to trust members of other races, tribes, and 
  societies.    
  Background 
  Gaern was an outlander (trapper). He has hunted in the nearby 
  hills for many, many years. He looks after the land and the 
  animals in his home. Gaern rarely visits settlements of any kind, 
  even dwarf settlements.  
  Equipment 
  backpack, 3 days of rations, boots of speed, broom of flying, 
  potion of greater healing, potion of vitality, hunting trap, sprig of 
  mistletoe, cloak, 174gp, 87pp.  
   
   
   
   
   
   
   
   
  
   
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
  34 
  DARA NAILO 
  17th level druid (Circle of the Land/Forest subclass) 
  Medium humanoid (wood elf), neutral 
  Armor Class 12 (16 with barkskin) 
  Hit Points 100 (17d8) 
  Speed 35 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  12 (+1) 
  16 (+3) 
  11 (+0) 
  18 (+4) 
  20 (+5) 
  10 (+0) 
  Saving Throws Int +10, Wis +11 
  Skills Arcana +10, History +10, Medicine +11, Nature +10, 
  Perception +11 
  Senses darkvision 60 ft., passive Perception 21 
  Languages Common, Elvish, Sylvan 
  Challenge 11 (7,200 XP) 
  Fey Ancestry. She has advantage on saving throws against being 
  charmed, and magic can’t put her to sleep.  
  Land’s Stride. Moving through nonmagical difficult terrain cost 
  her no extra movement. She can also pass through nonmagical 
  plants without being slowed by them and without taking damage 
  from them if they have thorns, spines, or a similar hazard. She 
  also has advantage on saving throws against plants that have 
  been created or manipulated to impede movement.       
  Mask of the Wild. Can attempt to hide even when she is only 
  lightly obscured by foliage, heavy rain, falling snow, mist, and 
  other natural phenomena. 
  Natural Recovery. During a short rest, she can regain expended 
  spell slots equal to a combined level of 6. None can be 6th level or 
  higher. Needs to finish a long rest to reset this feature.  
  Nature’s Sanctuary. When a beast or plant creature attacks her, 
  that creature must make a DC 18 Wisdom saving throw. On a 
  failed save, the creature must choose a different target, or the 
  attack automatically misses. On a successful save, the creature is 
  immune to this effect for 24 hours. The creature is aware of this 
  effect before it makes its attack against her.   
  Nature’s Ward. Can’t be charmed or frightened by elementals or 
  fey, and she is immune to poison and disease.   
  Spellcasting. Dara is a 17th level druid. Her spellcasting ability is 
  Wisdom (spell save DC 19, +11 to hit with spell attacks).  
  Cantrips. (at will): druidcraft, guidance, shillelagh, thorn whip 
  1st level. (4 slots): animal friendship, cure wounds, fog cloud, 
  thunderwave 
  2nd level. (3 slots): barkskin, beast sense, darkvision, invisibility, 
  pass without trace, spider climb 
  3rd level. (3 slots): call lightning, daylight, dispel magic, haste, 
  plant growth, water breathing 
  4th level. (3 slots): blight, conjure woodland beings, dream, 
  freedom of movement, ice storm 
  5th level. (2 slots): commune with nature, divination, insect 
  plague, mass cure wounds, tree stride 
  6th level. (1 slot): find the path 
  7th level. (1 slot): mirage arcane 
  8th level. (1 slot): feeblemind 
  9th level. (1 slot): foresight 
  Wild Shape. Dara can use a bonus action to assume the shape of 
  a CR 5 or less beast for 3 hours. Can use twice, resets w/rest. 
  Actions 
  +2 Quarterstaff. Melee Weapon Attack: +9 to hit, reach 5 ft., one 
  target. Hit: 7 (1d8 + 3) bludgeoning damage. 
   
  NPC BIO 
   
  Personality Dara is willing to listen to every side of an argument 
  before she makes her own judgement.  
  Appearance A wood elf with long brown hair and blue eyes. 5’ 7” 
  83 lbs. 164 years old 
  Characteristics 
  Ideal. Knowledge.   
  Bond. She works to preserve a large library in a wood elf 
  settlement.  
  Flaw. Most people scream and run when they see a demon, she 
  stops and takes notes on its anatomy.     
  Background 
  Dara was a sage (librarian). She still spends hours and hours in a 
  large library in the capital city. The druid then puts her knowledge 
  to the test when she goes into the wilderness.  
  Equipment 
  2 days of rations, bag of holding, ring of feather falling, staff of 
  thunder and lightning, quill, bottle of ink, 4 pieces of parchment, 
  toasted honey sandwich, sprig of mistletoe, cloak, 159gp, 84pp.  
   
   
   
   
  
   
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
  35 
  ELIN 
  18th level druid (Circle of the Moon subclass) 
  Medium humanoid (human), chaotic good 
  Armor Class 12 (16 with barkskin) 
  Hit Points 112 (18d8) 
  Speed 30 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  14 (+2) 
  12 (+1) 
  10 (+0) 
  16 (+3) 
  20 (+5) 
  13 (+1) 
  Saving Throws Int +9, Wis +11 
  Skills History +9, Medicine +11, Nature +9, Persuasion +7 
  Senses passive Perception 15  
  Languages Common, Primordial, Sylvan 
  Challenge 12 (8,400 XP) 
  Elemental Wild Shape. She can expend two uses of Wild Shape at 
  the same time to transform into an elemental.    
  Primal Strike. Her attacks in beast form count as magical for the 
  purpose of overcoming resistance and immunity to nonmagical 
  attacks and damage.    
  Spellcasting. Elin is a 18th level druid. Her spellcasting ability is 
  Wisdom (spell save DC 19, +11 to hit with spell attacks).  
  Cantrips. (at will): druidcraft, produce flame, shillelagh, thorn 
  whip 
  1st level. (4 slots): animal friendship, cure wounds, fog cloud, 
  thunderwave 
  2nd level. (3 slots): barkskin, beast sense, darkvision, invisibility, 
  pass without trace 
  3rd level. (3 slots): call lightning, daylight, dispel magic, haste, 
  water breathing 
  4th level. (3 slots): blight, conjure woodland beings, dream, 
  freedom of movement, ice storm 
  5th level. (3 slots): commune with nature, divination, insect 
  plague, mass cure wounds 
  6th level. (1 slot): heal 
  7th level. (1 slot): regenerate 
  8th level. (1 slot): control weather 
  9th level. (1 slot): true resurrection 
  Thousand Forms. She can cast the alter self spell at will. 
  Timeless Body. For every 10 years that pass, her body ages only 1 
  year.   
  Wild Shape. Elin can use a bonus action to assume the shape of a 
  CR 6 or less beast for 3 hours. Can use twice, resets w/rest. Can 
  cast spells in beast form, performing the somatic and verbal 
  components.  
  Actions 
  +2 Quarterstaff. Melee Weapon Attack: +10 to hit, reach 5 ft., 
  one target. Hit: 8 (1d8 + 4) bludgeoning damage. 
   
  NPC BIO 
   
  Personality Elin is loved by the common folk for her kindness and 
  generosity.  
  Appearance A middle-aged woman with long red hair and blue 
  eyes. 5’ 7” 131 lbs. 38 years old 
  Characteristics 
  Ideal. Health.  
  Bond. Her familiar, Waggles the mastiff, has been with her for 
  years.  
  Flaw. Elin underestimates her many talents.   
  Background 
  Elin was a noble. She is focused on living a healthy life. This 
  includes her physical, emotional, mental, and spiritual self. The 
  powerful druid still lives in her small village near an enormous 
  forest.  
  Equipment 
  backpack, 3 days of rations, dust of disappearance, 3 potions of 
  greater healing, potion of invulnerability, wind fan, quill, disguise 
  kit, flute, bottle of ink, 4 pieces of parchment, torch, cloak, 
  184gp, 69pp.  
   
   
   
   
   
   
   
   
  
   
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
  36 
  URLIC THE OLD 
  19th level druid (Circle of the Land/Coast subclass) 
  Medium humanoid (human), chaotic good 
  Armor Class 12 (16 with barkskin) 
  Hit Points 123 (19d8) 
  Speed 30 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  10 (+0) 
  13 (+1) 
  10 (+0) 
  20 (+5) 
  20 (+5) 
  16 (+3) 
  Saving Throws Int +11, Wis +11 
  Skills Arcana +11, History +11, Medicine +11, Nature +11 
  Senses passive Perception 15 
  Languages Common, Sylvan 
  Challenge 12 (8,400 XP) 
  Land’s Stride. Moving through nonmagical difficult terrain cost 
  him no extra movement. He can also pass through nonmagical 
  plants without being slowed by them and without taking damage 
  from them if they have thorns, spines, or a similar hazard. He also 
  has advantage on saving throws against plants that have been 
  created or manipulated to impede movement.       
  Natural Recovery. During a short rest, he can regain expended 
  spell slots equal to a combined level of 6. None can be 6th level or 
  higher. Needs to finish a long rest to reset this feature.  
  Nature’s Sanctuary. When a beast or plant creature attacks him, 
  that creature must make a DC 18 Wisdom saving throw. On a 
  failed save, the creature must choose a different target, or the 
  attack automatically misses. On a successful save, the creature is 
  immune to this effect for 24 hours. The creature is aware of this 
  effect before it makes its attack against him.   
  Nature’s Ward. Can’t be charmed or frightened by elementals or 
  fey, and he is immune to poison and disease.   
  Spellcasting. Urlic is a 19th level druid. His spellcasting ability is 
  Wisdom (spell save DC 19, +11 to hit with spell attacks).  
  Cantrips. (at will): druidcraft, guidance, shillelagh, thorn whip 
  1st level. (4 slots): animal friendship, cure wounds, fog cloud, 
  thunderwave 
  2nd level. (3 slots): barkskin, beast sense, darkvision, invisibility, 
  mirror image, misty step, pass without trace 
  3rd level. (3 slots): call lightning, daylight, dispel magic, haste, 
  water breathing, water walk 
  4th level. (3 slots): blight, conjure woodland beings, control 
  water, freedom of movement, ice storm 
  5th level. (3 slots): commune with nature, conjure elemental, 
  divination, insect plague, mass cure wounds, scrying 
  6th level. (2 slots): conjure fey, heal 
  7th level. (1 slot): plane shift 
  8th level. (1 slot): antipathy/sympathy 
  9th level. (1 slot): foresight 
  Timeless Body. For every 10 years that pass, his body ages only 1 
  year.   
  Wild Shape. Urlic can use a bonus action to assume the shape of 
  a CR 6 or less beast for 3 hours. Can use twice, resets w/rest. Can 
  cast spells in beast form, performing the somatic and verbal 
  components. 
  Actions 
  +2 Quarterstaff. Melee Weapon Attack: +8 to hit, reach 5 ft., one 
  target. Hit: 6 (1d8 + 2) bludgeoning damage. 
   
  NPC BIO 
   
  Personality Urlic is a dedicated, passionate man.   
  Appearance An older man with messy gray hair, a gray beard, 
  and brown eyes. 5’ 9” 161 lbs. 68 years old 
  Characteristics 
  Ideal. Nature.   
  Bond. He feels a deep connection with nature.  
  Flaw. Urlic never realized that teaching children about nature 
  could help preserve the wilderness.    
  Background 
  Urlic was a sage (researcher). He has been a protector of nature 
  for many years. Urlic preaches the need to respect and nurture 
  the wilderness to anyone who listens. He uses his considerable 
  power to protect nature on a daily basis.  
  Equipment 
  backpack, 7 days of rations, folding boat, gem of seeing, potion of 
  superior healing, ring of free action, rod of resurrection, quill, 
  disguise kit, leather pouch, flute, bottle of ink, 4 pieces of 
  parchment, sprig of mistletoe, torch, cloak, 254gp, 121pp.  
   
   
   
   
   
  
   
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
  37 
  SIOBHAN OF THE MOON 
  20th level druid (Circle of the Land/Forest subclass) 
  Medium humanoid (human), chaotic good 
  Armor Class 12 (16 with barkskin) 
  Hit Points 125 (20d8) 
  Speed 30 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  10 (+0) 
  16 (+3) 
  10 (+0) 
  12 (+1) 
  20 (+5) 
  19 (+4) 
  Saving Throws Int +7, Wis +11 
  Skills Acrobatics +9, Medicine +11, Nature +7, Performance +10 
  Senses passive Perception 15 
  Languages Common, Primordial, Sylvan 
  Challenge 13 (10,000 XP) 
  Land’s Stride. Moving through nonmagical difficult terrain cost 
  her no extra movement. She can also pass through nonmagical 
  plants without being slowed by them and without taking damage 
  from them if they have thorns, spines, or a similar hazard. She 
  also has advantage on saving throws against plants that have 
  been created or manipulated to impede movement.       
  Natural Recovery. During a short rest, she can regain expended 
  spell slots equal to a combined level of 6. None can be 6th level or 
  higher. Needs to finish a long rest to reset this feature.  
  Nature’s Sanctuary. When a beast or plant creature attacks her, 
  that creature must make a DC 18 Wisdom saving throw. On a 
  failed save, the creature must choose a different target, or the 
  attack automatically misses. On a successful save, the creature is 
  immune to this effect for 24 hours. The creature is aware of this 
  effect before it makes its attack against her.   
  Nature’s Ward. Can’t be charmed or frightened by elementals or 
  fey, and she is immune to poison and disease.   
  Spellcasting. Siobhan is a 20th level druid. Her spellcasting ability 
  is Wisdom (spell save DC 19, +11 to hit with spell attacks).  
  Cantrips. (at will): druidcraft, guidance, shillelagh, thorn whip 
  1st level. (4 slots): animal friendship, cure wounds, fog cloud, 
  thunderwave 
  2nd level. (3 slots): barkskin, beast sense, darkvision, pass without 
  trace, spider climb 
  3rd level. (3 slots): call lightning, daylight, dispel magic, haste, 
  plant growth, water breathing 
  4th level. (3 slots): blight, conjure woodland beings, dream, 
  freedom of movement, ice storm 
  5th level. (3 slots): commune with nature, divination, insect 
  plague, mass cure wounds, tree stride 
  6th level. (2 slots): heal, sunbeam 
  7th level. (2 slots): reverse gravity 
  8th level. (1 slot): animal shapes 
  9th level. (1 slot): shapechange 
  Timeless Body. For every 10 years that pass, her body ages only 1 
  year.   
  Wild Shape. Siobhan can use a bonus action to assume the shape 
  of a CR 6 or less beast an unlimited number of times. Unlimited 
  use. Can cast spells in beast form, performing the somatic and 
  verbal components. 
  Actions 
  +2 Quarterstaff. Melee Weapon Attack: +8 to hit, reach 5 ft., one 
  target. Hit: 6 (1d8 + 2) bludgeoning damage. 
   
  NPC BIO 
   
  Personality Siobhan is a warm, caring person   
  Appearance A pretty, middle-aged woman with blonde hair and 
  blue eyes. 5’ 5” 131 lbs. 46 years old 
  Characteristics 
  Ideal. People.   
  Bond. Her family is everything to her.  
  Flaw. Siobhan has an irresponsible, childlike side.    
  Background 
  Siobhan was an entertainer (storyteller). She wanders the land 
  telling stories and communing with nature. She seems much 
  younger than her 46 years and has a childlike innocence. Siobhan 
  is especially nurturing with children and animals.  
  Equipment 
  3 days of rations, bag of holding, broom of flying, cloak of 
  invisibility, 3 potions of superior healing, ring of feather falling, 
  staff of the woodlands, disguise kit, flute, sprig of mistletoe, 
  torch, bedroll, cloak, 453gp, 354pp.  
   
   
   
   
   
  
   
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
  38 
  WILL MERRELL 
  13th level fighter (Cavalier subclass) 
  Medium humanoid (human), chaotic good 
  Armor Class 18 (+1 studded leather) 
  Hit Points 141 (13d10 + 39) 
  Speed 30 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  12 (+1) 
  18 (+4) 
  17 (+3) 
  7 (-2) 
  7 (-2) 
  18 (+4) 
  Saving Throws Str +6, Con +8 
  Skills Acrobatics +9, Athletics +6, Intimidation +9, Performance +9 
  Senses passive Perception 8 
  Languages Common 
  Challenge 8 (3,900 XP) 
  Action Surge. He can take an additional action. He must rest to 
  regain this feature.  
  Born to the Saddle. Will has advantage on saving throws made to 
  avoid falling off his mount. If she falls off his mount and descend 
  no more than 10’, he can land on his feet if she’s not 
  incapacitated. Finally, mounting or dismounting a creature costs 
  him only 5’ of movement, rather than half his speed.  
  Hold the Line. Creatures provoking an opportunity attack from 
  him when they move 5 feet or more while within his reach, and if 
  he hits a creature with an opportunity attack, the target’s speed 
  is reduced to 0 until the end of the current turn.   
  Indomitable. He can reroll a saving throw that he fails. Resets 
  with a long rest.  
  Improved Critical. A 19 on a weapon attack is also a critical hit. 
  Second Wind. He can use a bonus action to regain 1d10 + 13 hit 
  points. He m  
  Unwavering Mark. When he hits a creature with a melee weapon 
  attack, he can mark the creature until the end of his next turn. 
  This effect ends early if he is incapacitated or he dies or if 
  someone else marks the creature. While it is within 5’ of him, a 
  creature marked by him has disadvantage on any attack roll that 
  doesn’t target him. In addition, if a creature marked by him deals 
  damage to anyone other than him, he can make a special melee 
  weapon attack against the marked creature as a bonus action on 
  his next turn. He has advantage on the attack roll, and if it hits, 
  the attack’s weapon damage deal 4 extra hit points damage. 
  Regardless of the number of creatures he marks, he can make 
  this special attack 3 times, and resets feature after a long rest.    
  Actions 
  Multiattack. Will makes three melee attacks or one ranged 
  attack. 
  +2 Longsword. Melee Weapon Attack: +8 to hit, reach 5 ft., one 
  target. Hit: 8 (1d10 + 3) slashing damage.  
  +1 Heavy Crossbow. Ranged Weapon Attack: +10 to hit, range 
  100/400 ft., one target. Hit: 10 (1d10 + 5) piercing damage. 
  Reactions 
  Warding Maneuver. If Will or a creature he can see within 5’ of 
  him is hit by an attack, he can roll a 1d8 as a reaction if he is 
  wielding a melee weapon or a shield. Roll the die, and add the 
  number rolled to the target’s AC against the attack. If the attack 
  still hits, the target has resistance against the attack’s damage. He 
  can use this feature 3 times and resets with a long rest. 
   
  NPC BIO 
   
  Personality Will is an enthusiastic, driven warrior.    
  Appearance A bulky man with short light-brown hair and hazel 
  eyes. 6’ 3” 218 lbs. 32 years old 
  Characteristics 
  Ideal. The Greater Good.   
  Bond. His family.  
  Flaw. Will acts first, asks questions later.   
  Background 
  Will was an entertainer (actor). He is a simple man lost in a 
  complex world. Will isn’t the sharpest sword in the armory, but 
  he is a dedicated warrior. Whatever he does, he does it with all 
  his heart. He has a great sense of humor and is well-liked by 
  others.  
  Equipment 
  backpack, 5 days of rations, clothes of mending1, potion of 
  greater healing, potion of vitality, dice set, crossbow bolt case, 16 
  +1 crossbow bolts, 2 torches, cloak, 172gp.  
  Mount 
  warhorse  
   
   
   
   
   
  
   
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
  39 
  TANGELLA TALMOR 
  14th level fighter (Champion subclass) 
  Medium humanoid (human), lawful neutral 
  Armor Class 20 (plate and ring of protection) 
  Hit Points 153 (14d10 + 56) 
  Speed 30 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  20 (+5) 
  16 (+3) 
  18 (+4) 
  10 (+0) 
  12 (+1) 
  12 (+1) 
  Saving Throws Str +10, Con +9 
  Skills Acrobatics +8, Athletics +10, Intimidation +6, Survival +6 
  Senses passive Perception 11 
  Languages Common, Elvish 
  Challenge 9 (5,000 XP) 
  Action Surge. She can take an additional action. She must rest to 
  regain this feature.  
  Indomitable. She can reroll a saving throw that she fails. Resets 
  with a long rest.  
  Improved Critical. A 19 on a weapon attack is also a critical hit. 
  Remarkable Athlete. She can add +2 to any Strength, Dexterity, 
  or Constitution check she makes that doesn’t already use her 
  proficiency bonus. In addition, when she makes a running jump, 
  can jump an extra 5 feet.  
  Second Wind. She can use a bonus action to regain 1d10 + 14 hit 
  points. She must rest to regain this feature. 
  Actions 
  Multiattack. Tangella makes three melee attacks or one ranged 
  attack.  
  +2 Greatsword. Melee Weapon Attack: +12 to hit, reach 5 ft., one 
  target. Hit: 14 (2d6 + 7) slashing damage.  
  +1 Heavy Crossbow. Ranged Weapon Attack: +11 to hit, range 
  100/400 ft., one target. Hit: 9 (1d10 + 4) piercing damage. 
   
   
   
   
   
   
   
  NPC BIO 
   
  Personality Tangella is a complex, mysterious young woman.    
  Appearance A dark-skinned young woman with black hair and 
  brown eyes. 6’ 2” 165 lbs. 25 years old 
  Characteristics 
  Ideal. Strength.  
  Bond. The Fighters’ Guild. 
  Flaw. Tangella acts first, asks questions later.   
  Background 
  Tangella was a soldier (infantry). She was involved in a long, 
  drawn-out civil war as a young girl. Tangella learned how to fight 
  to survive. She left her homeland in turmoil and hopes to return 
  one day and restore order.  
  Equipment 
  backpack, 4 days of rations, potion of heroism, Nolzur’s marvelous 
  pigments, ring of protection, robe of useful items, dice set, 
  crossbow bolt case, 19 crossbow bolts, 3 torches, cloak, 182gp.  
   
   
   
   
   
   
   
   
   
   
   
   
  
   
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
  40 
  FINNAN FASTFOOT 
  15th level fighter (Champion subclass) 
  Small humanoid (stout halfling), chaotic good 
  Armor Class 19 (plate) 
  Hit Points 154 (15d10 + 30)  
  Speed 25 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  13 (+1) 
  18 (+4) 
  14 (+2) 
  10 (+0) 
  11 (+0) 
  9 (-1) 
  Saving Throws Str +6, Con +7 
  Skills Athletics +6, Intimidation +4, Perception +5, Survival +5 
  Senses passive Perception 15 
  Languages Common, Halfling 
  Challenge 10 (5,900 XP) 
  Action Surge. He can take an additional action. He must rest to 
  regain this feature.  
  Brave. Advantage on saves against being frightened. 
  Halfling Nimbleness. Can move through the space of any 
  creature that is larger. 
  Indomitable. He can reroll a saving throw that he fails. Resets 
  with a long rest.  
  Improved Critical. A 19 on a weapon attack is also a critical hit. 
  Lucky. Can reroll any 1s. 
  Remarkable Athlete. He can add +2 to any Strength, Dexterity, or 
  Constitution check he makes that doesn’t already use his 
  proficiency bonus. In addition, when he makes a running jump, 
  can jump an extra 1 foot.  
  Second Wind. He can use a bonus action to regain 1d10 + 15 hit 
  points. He must rest to regain this feature. 
  Stout Resilience. Has advantage on saving throws against poison, 
  and has resistance against poison damage.  
  Superior Critical. His weapon attacks score a critical hit on a roll 
  of 18-20.  
  Actions 
  Multiattack. Finnan makes three melee attacks or three ranged 
  attacks.   
  +2 Shortsword (x2). Melee Weapon Attack: +11 to hit, reach 5 ft., 
  one target. Hit: 13 (2d6 + 6) piercing damage.  
  +1 Hand Crossbow. Ranged Weapon Attack: +12 to hit, range 
  20/80 ft., one target. Hit: 10 (1d10 + 5) piercing damage. 
   
   
   
  NPC BIO 
   
  Personality Finnan is a happy, friendly halfling.    
  Appearance A bald halfling with brown eyes. 3’ 2” 45 lbs. 28 
  years old 
  Characteristics 
  Ideal. Freedom.   
  Bond. Fellow wanderers.  
  Flaw. Finnan enjoys his mead far too much.    
  Background 
  Finnan was a sailor. He fell in with a group of pirates when he was 
  younger and barely escaped with his life. This fighter enjoys 
  traveling and meeting new people.   
  Equipment 
  5 days of rations, bag of holding, cloak of the manta ray, folding 
  boat, ring of swimming, dice set, crossbow bolt case, 20 +2 
  crossbow bolts, 2 torches, cloak, 265gp.  
   
   
   
   
   
   
   
   
   
   
   
   
  
   
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
  41 
  GIBBLESTOB THE FIGHTER 
  16th level fighter (Champion subclass) 
  Small humanoid (rock gnome), chaotic good 
  Armor Class 19 (plate) 
  Hit Points 160 (16d10 + 48) 
  Speed 25 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  16 (+3) 
  19 (+4) 
  17 (+3) 
  11 (+0) 
  16 (+3) 
  6 (-2) 
  Saving Throws Str +8, Con +8 
  Skills Athletics +8, Medicine +8, Religion +5, Survival +8 
  Senses darkvision 60 ft., passive Perception 13 
  Languages Common, Gnomish 
  Challenge 11 (7,200 XP) 
  Action Surge. He can take an additional action. He must rest to 
  regain this feature.  
  Gnome Cunning. He has advantage on saves against poison, and 
  resistance against poison damage. 
  Indomitable. He can reroll a saving throw that he fails. Resets 
  with a long rest.  
  Improved Critical. A 19 on a weapon attack is also a critical hit. 
  Remarkable Athlete. He can add +2 to any Strength, Dexterity, or 
  Constitution check he makes that doesn’t already use his 
  proficiency bonus. In addition, when he makes a running jump, 
  can jump an extra 3 feet.  
  Second Wind. He can use a bonus action to regain 1d10 + 16 hit 
  points. He must rest to regain this feature. 
  Superior Critical. His weapon attacks score a critical hit on a roll 
  of 18-20. 
  Actions 
  Multiattack. Gibblestob makes three melee attacks or one 
  ranged attack.  
  +2 Rapier. Melee Weapon Attack: +11 to hit, reach 5 ft., one 
  target. Hit: 10 (1d8 + 6) piercing damage.  
  +1 Light Crossbow. Ranged Weapon Attack: +12 to hit, range 
  80/320 ft., one target. Hit: 9 (1d8 + 5) piercing damage. 
   
   
   
   
   
  NPC BIO 
   
  Personality Gibblestob is angry because he was exiled for a crime 
  he didn’t commit.  
  Appearance A bulky gnome with short brown hair and brown 
  eyes. 3’ 8” 44 lbs. 111 years old 
  Characteristics 
  Ideal. Free Thinking.  
  Bond. He entered seclusion after being exiled.  
  Flaw. Gibblestob lets his need to win arguments overshadow 
  friendships and harmony.    
  Background 
  Gibblestob was a hermit. He lived in a cave in the Lost Hills for 
  many years. He had been sent there because he was found guilty 
  of murder. However, he had been framed and nobody believed 
  him.  
  Equipment 
  backpack, 3 days of rations, Heward’s handy haversack, periapt of 
  health, potion of longevity, dice set, leather pouch, crossbow bolt 
  case, 19 crossbow bolts, cloak, 275gp.  
   
   
   
   
   
   
   
   
   
   
   
  
   
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
  42 
  MIRANDA MYSTCALLER 
  17th level fighter (Eldritch Knight subclass) 
  Medium humanoid (human), chaotic good 
  Armor Class 19 (plate) 
  Hit Points 161 (17d10 + 34) 
  Speed 30 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  18 (+4) 
  16 (+3) 
  14 (+2) 
  16 (+3) 
  8 (-1) 
  10 (+0) 
  Saving Throws Str +10, Con +8 
  Skills Athletics +10, History +9, Intimidation +6, Persuasion +6 
  Senses passive Perception 9 
  Languages Common, Elvish, Sylvan 
  Challenge 11 (7,200 XP) 
  Action Surge. She can take an additional action. She must rest to 
  regain this feature.  
  Arcane Charge. She can teleport up to 30 feet to an unoccupied 
  space she can see when she uses her action surge. She can 
  teleport before or after the additional action.  
  Eldritch Strike. When she hits a creature with a weapon attack, 
  that creature has disadvantage on the saving throw it makes 
  against a spell she casts before the end of her next turn.  
  Indomitable. She can reroll a saving throw that she fails. Resets 
  with a long rest.  
  Second Wind. She can use a bonus action to regain 1d10 + 17 hit 
  points. She must rest to regain this feature. 
  Spellcasting. Miranda is a 17th level Eldritch Knight. Her 
  spellcasting ability is Intelligence (spell save DC 17, +9 to hit with 
  spell attacks).  
  Cantrips. (at will): fire bolt, message, prestidigitation  
  1st level. (4 slots): charm person, disguise self, magic missile, 
  shield 
  2nd level. (3 slots): darkvision, detect thoughts, suggestion 
  3rd level. (3 slots): counterspell, fireball, hypnotic pattern 
  War Magic. When she uses her action to cast a cantrip, she can 
  make one weapon attack as a bonus action.  
  Weapon Bond. She can’t be disarmed of her greatsword unless 
  she is incapacitated. If it is on the same plane of existence, she 
  can summon the weapon as a bonus action on her turn, causing it 
  to teleport instantly to her hand.  
  Actions 
  Multiattack. Miranda makes three melee attacks or one ranged 
  attack. 
  +2 Greatsword. Melee Weapon Attack: +12 to hit, reach 5 ft., one 
  target. Hit: 13 (2d6 + 6) slashing damage.  
  +1 Heavy Crossbow. Ranged Weapon Attack: +10 to hit, range 
  100/400 ft., one target. Hit: 9 (1d10 + 4) piercing damage. 
  NPC BIO 
   
  Personality Miranda takes great pains to always look her best 
  and follow the latest fashions.  
  Appearance Young woman with short brown hair and brown 
  eyes. 5’ 8” 135 lbs. 26 years old 
  Characteristics 
  Ideal. Responsibility.  
  Bond. Her loyalty to her sovereign is unwavering.  
  Flaw. Miranda feels the world revolves around her.  
  Background 
  Miranda was a noble. This princess is from an extremely wealthy 
  royal family and still lives in her family’s castle. Her parents are 
  the king and queen. She doesn’t relate to the average person and 
  has no idea what their life is like.  
  Equipment 
  backpack, 5 days of rations, boots of levitation, moon-touched 
  sword1, potion of greater healing, signet ring, crossbow bolt case, 
  20 +2 crossbow bolts, cloak, 37534gp (in castle), 285gp.  
  Mount 
  riding horse  
   
   
   
   
   
   
   
   
   
   
  
   
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
  43 
  MORGRAN GRAZZIK 
  18th level fighter (Champion subclass) 
  Medium humanoid (mountain dwarf), lawful good 
  Armor Class 20 (+1 plate) 
  Hit Points 218(18d10 + 90) 
  Speed 25 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  20 (+5) 
  13 (+1) 
  20 (+5) 
  11 (+0) 
  12 (+1) 
  10 (+0) 
  Saving Throws Str +11, Con +11 
  Skills Athletics +11, Insight +7, Intimidation +6, Survival +6 
  Senses darkvision 60 ft., passive Perception 11 
  Languages Common, Dwarvish, Undercommon 
  Challenge 12 (8,400 XP) 
  Action Surge. He can take an additional action. He must rest to 
  regain this feature.  
  Dwarven Resilience. He has advantage on saves against poison, 
  and resistance against poison damage. 
  Indomitable. He can reroll a saving throw that he fails. Resets 
  with a long rest.  
  Improved Critical. A 19 on a weapon attack is also a critical hit. 
  Remarkable Athlete. He can add +3 to any Strength, Dexterity, or 
  Constitution check he makes that doesn’t already use his 
  proficiency bonus. In addition, when he makes a running jump, 
  can jump an extra 5 feet.  
  Second Wind. He can use a bonus action to regain 1d10 + 18 hit 
  points. He must rest to regain this feature. 
  Superior Critical. His weapon attacks score a critical hit on a roll 
  of 18-20. 
  Survivor. At the start of each of his turns, he regains hit points 
  equal to 10 if he has no more than half of his hit points left. He 
  doesn’t gain this benefit if he has 0 hit points.  
  Actions 
  Multiattack. Morgran makes three melee attacks or one ranged 
  attack.  
  +3 Greataxe. Melee Weapon Attack: +14 to hit, reach 5 ft., one 
  target. Hit: 15 (2d6 + 8) slashing damage.  
  +1 Heavy Crossbow. Ranged Weapon Attack: +10 to hit, range 
  100/400 ft., one target. Hit: 7 (1d10 + 2) piercing damage. 
   
   
   
   
  NPC BIO 
   
  Personality Morgran has lost too many friends, and is slow to 
  make new ones.  
  Appearance A mountain dwarf with short brown hair, a brown 
  beard, and brown eyes. 4’ 2” 142 lbs. 168 years old 
  Characteristics 
  Ideal. Greater Good. 
  Bond. He’ll never forget the crushing defeat his company suffered 
  at the hands of the drow army. 
  Flaw. Morgran has little respect for anyone who is not a proven 
  warrior.  
  Background 
  Morgran was a soldier (infantry). He lives in a dwarf settlement in 
  the Underdark. Morgran knows the territory of the underworld 
  like the back of his rough hands. He leads dwarf patrols through 
  the darkness and can handle even the toughest of monsters.   
  Equipment 
  backpack, 2 days of rations, dice set, crossbow bolt case, 18 
  crossbow bolts, boots of elvenkind, Nolzur’s marvelous pigments, 
  potion of longevity, ring of free action, bedroll, tinderbox, cloak, 
  232gp.  
  Mount 
  donkey  
   
   
   
   
   
   
   
   
   
  
   
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
  44 
  KALADAN BAHAROOSH 
  19th level fighter (Champion subclass) 
  Medium humanoid (gold dragonborn), chaotic good 
  Armor Class 19 (plate) 
  Hit Points 226 (19d10 + 76) 
  Speed 30 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  20 (+5) 
  16 (+3) 
  19 (+4) 
  10 (+0) 
  17 (+3) 
  12 (+1) 
  Saving Throws Str +11, Con +10 
  Skills Athletics +11, Insight +9, Perception +9, Survival +9 
  Senses passive Perception 19 
  Languages Common, Draconic 
  Challenge 12 (8,400 XP) 
  Action Surge. He can take an additional action. He must rest to 
  regain this feature.  
  Breath Weapon. Fire breath. 17 (5d6) fire damage, DC 18 
  Dexterity saving throw. 
  Fire Resistance. Resistance to fire damage.  
  Indomitable. He can reroll a saving throw that he fails. Resets 
  with a long rest.  
  Improved Critical. A 19 on a weapon attack is also a critical hit. 
  Remarkable Athlete. He can add +3 to any Strength, Dexterity, or 
  Constitution check he makes that doesn’t already use his 
  proficiency bonus. In addition, when he makes a running jump, 
  can jump an extra 5 feet.  
  Second Wind. He can use a bonus action to regain 1d10 + 19 hit 
  points. He must rest to regain this feature. 
  Superior Critical. His weapon attacks score a critical hit on a roll 
  of 18-20. 
  Survivor. At the start of each of his turns, he regains hit points 
  equal to 10 if he has no more than half of his hit points left. He 
  doesn’t gain this benefit if he has 0 hit points. 
  Actions 
  Multiattack. Kaladan makes three melee attacks or one ranged 
  attack.  
  +2 Greatsword. Melee Weapon Attack: +13 to hit, reach 5 ft., one 
  target. Hit: 14 (2d6 + 7) slashing damage.  
  +1 Heavy Crossbow. Ranged Weapon Attack: +12 to hit, range 
  100/400 ft., one target. Hit: 9 (1d10 + 4) piercing damage. 
   
   
   
  NPC BIO 
   
  Personality Kaladan was raised by an ancient gold dragon.  
  Appearance A gold dragonborn male. 6’ 2” 235 lbs. 24 years old 
  Characteristics 
  Ideal. Change.  
  Bond. He suffers from awful visions of a coming disaster and will 
  do anything to prevent it.  
  Flaw. Kaladan is too enamored of ale, wine, and other 
  intoxicants. 
  Background 
  Kaladan was an outlander (trapper). He used to live in the 
  wilderness and now makes his home in a large town. His home is 
  a large imposing manor by the main gates. He has a number of 
  dragonborn bodyguards.  
  Equipment 
  backpack, 3 days of rations, hunting trap, gem of brightness, 
  potion of speed, 3 potions of supreme healing, ring of evasion, 
  dice set, crossbow bolt case, 17 +1 crossbow bolts, 2 torches, 
  cloak, 176pp. 
  Mount 
  young gold dragon  
   
   
   
   
   
   
   
   
   
  
   
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
  45 
  SIENNA THE SWORDMASTER 
  20th level fighter (Champion subclass) 
  Medium humanoid (human), lawful good 
  Armor Class 23 (+2 plate, shield) 
  Hit Points 254 (20d10 + 100) 
  Speed 30 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  20 (+5) 
  15 (+2) 
  20 (+5) 
  16 (+3) 
  9 (-1) 
  14 (+2) 
  Saving Throws Str +11, Con +11 
  Skills Athletics +11, History +9, Intimidation +8, Survival +5 
  Senses passive Perception 9 
  Languages Common, Dwarvish 
  Challenge 13 (10,000 XP) 
  Action Surge. She can take an additional action. She must rest to 
  regain this feature.  
  Indomitable. She can reroll a saving throw that she fails. Resets 
  with a long rest.  
  Improved Critical. A 19 on a weapon attack is also a critical hit. 
  Remarkable Athlete. She can add +3 to any Strength, Dexterity, 
  or Constitution check she makes that doesn’t already use her 
  proficiency bonus. In addition, when she makes a running jump, 
  can jump an extra 5 feet.  
  Second Wind. She can use a bonus action to regain 1d10 + 20 hit 
  points. She must rest to regain this feature. 
  Superior Critical. Her weapon attacks score a critical hit on a roll 
  of 18-20. 
  Survivor. At the start of each of her turns, she regains hit points 
  equal to 10 if she has no more than half of her hit points left. She 
  doesn’t gain this benefit if she has 0 hit points. 
  Actions 
  Multiattack. Sienna makes four melee attacks or four ranged 
  attacks.   
  +3 Longsword. Melee Weapon Attack: +14 to hit, reach 5 ft., one 
  target. Hit: 12 (1d8 + 8) slashing damage.  
  +1 Longbow. Ranged Weapon Attack: +11 to hit, range 150/600 
  ft., one target. Hit: 7 (1d8 + 3) piercing damage. 
   
   
   
   
   
  NPC BIO 
   
  Personality Sienna is an intelligent, responsible warrior.    
  Appearance A tall woman with long blonde hair and greenish-
  blue eyes. 6’ 2” 167 lbs. 28 years old 
  Characteristics 
  Ideal. Responsibility.  
  Bond. Her honor is her life.  
  Flaw. Sienna’s hatred of her enemies is blind and unreasoning.  
  Background 
  Sienna was a soldier (officer). She was very inexperienced when 
  she took over the command of a group of soldiers as a teenager. 
  She now commands the kingdom’s army and is known as a 
  person of integrity. This fighter lives in a keep in the capital city 
  with her officers.  
  Equipment 
  backpack, 7 days of rations, efreeti bottle, helm of brilliance, 
  potion of heroism, potion of speed, sending stones, dice set, 
  quiver, 16 +3 arrows, 2 torches, cloak, 12451gp (in keep), 132pp.  
   
   
   
   
   
   
   
   
   
   
   
  
   
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
  46 
  LONGCLAW 
  13th level monk (Way of the Sun Soul subclass) 
  Medium humanoid (tabaxi), lawful good 
  Armor Class 17  
  Hit Points 89 (13d8 + 13) 
  Speed 50 ft., climb 40 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  15 (+2) 
  20 (+5) 
  12 (+1) 
  10 (+0) 
  14 (+2) 
  11 (+0) 
  Saving Throws Str +7, Dex +10 
  Skills Acrobatics +10, Insight +7, Religion +5, Stealth +10 
  Senses darkvision 60 ft., passive Perception 12 
  Languages Common, Abyssal, Infernal 
  Challenge 8 (3,900 XP) 
  Cats Claws. Climb speed of 20’. In addition, Longclaw’s claws are 
  natural weapons, which they can use to make unarmed strikes. If 
  Longclaw hits with them, does slashing damage equal to 1d4 + 3, 
  instead of the bludgeoning damage.  
  Cat’s Talent. Is proficient in the Perception and Stealth skills.  
  Evasion. Able to dodge out of the way of certain area effects. 
  When subjected to an effect that allows them to make a 
  Dexterity saving throw to take only half damage, they instead 
  take no damage if successful on the saving throw, and only half 
  damage upon a failure.  
  Feline Agility. When Longclaw moves in combat, they can double 
  speed until the end of the turn. Once they use this trait, they 
  can’t use it again until moves 0 feet on a turn. 
  Flurry of Blows. 1 ki pt. 2 unarmed strikes/bonus action 
  Ki-Empowered Strike. Unarmed strikes are magical.  
  Patient Defense. Can spend 1 ki point to take the Dodge action as 
  a bonus action.   
  Purity of Body. Mastery of the ki makes them immune to disease 
  and poison. 
  Radiant Sun Bolt. Ranged spell attack hurls searing bolt of 
  magical radiance. Range is 30 ft. +7 to hit, 1d4 + 4 radiant 
  damage. Can spend 1 ki point to attack twice as a bonus action.  
  Searing Arc Strike. Immediately after they takes the Attack 
  action, they can spend 2 ki points to cast burning hands as a 
  bonus action. Can spend 1 ki point to increase 1 level up to 4th 
  level. 
  Searing Sunburst. As an action, they can magically create an orb 
  and hurl it at a point they choose within 150 feet, where it erupts 
  into a sphere of radiant light for a brief but deadly instant. Each 
  creature in that 20-foot-radius must succeed on a Constitution 
  saving throw or take 2d6 radiant damage. A creature doesn’t 
  need to make the save if the creature is behind total cover that is 
  opaque. Each ki point they spend, to a maximum of 3, increases 
  the damage by 2d6.  
  Step of the Wind. Can spend 1 ki point to take the Disengage or 
  Dash action as a bonus action. 
  Stillness of Mind. Use action to end charmed/frightened effect. 
  Stunning Strike. Can spend 1 ki point to stun. DC 15 Constitution 
  saving throw.  
  Tongue of the Sun and the Moon. They have learned to touch the 
  ki of other minds so that they can understand all spoken 
  languages. Any creature that can understand a language can 
  understand what they say.  
  Actions 
  Multiattack. Longclaw makes two attacks.   
  Unarmed Strike. Melee Weapon Attack: +10 to hit, reach 5 ft., 
  one target. Hit: 9 (1d8 + 5) bludgeoning damage.  
  Reactions 
  Deflect Missiles. Can use reaction to deflect or catch a missile and 
  reduce the damage by 1d10 + 18 hit points.     
  Slow Fall. Use reaction to reduce falling damage by 65 hit points. 
   
  NPC BIO 
   
  Personality Longclaw enjoys mysteries more than anything else.  
  Appearance A tabaxi with dark fur and yellow eyes. 6’ 4” 221 lbs. 
  24 years old  
  Characteristics 
  Ideal. Community.   
  Bond. They are close to other creatures in the swampy lands.  
  Flaw. Longclaw has low self-esteem.  
  Background 
  Longclaw was an acolyte. They don’t identify as male or female. 
  They live in an abandoned keep in a misty swamp. The area is 
  home to many bullywugs and lizardfolk. These other reptilian 
  humanoids steer clear of the monk.   
  Equipment 
  backpack, 5 days of rations, tinderbox, amulet of health, 3 potions 
  of superior healing, ring of warmth, cloak, 164gp.  
  Ki Points 
  13 
  
   
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
  47 
  PAPAU 
  14th level monk (Way of the Open Hand subclass) 
  Medium humanoid (human), lawful neutral 
  Armor Class 12 (13 with ring of protection) 
  Hit Points 93 (14d8 + 28) 
  Speed 55 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  12 (+1) 
  18 (+4) 
  14 (+2) 
  10 (+0) 
  7 (-2) 
  16 (+3) 
  Saving Throws Str +6, Dex +9 
  Skills Acrobatics +9, Athletics +6, Arcana +5, History +5 
  Senses passive Perception 8 
  Languages Common 
  Challenge 9 (5,000 XP) 
  Diamond Soul. Proficient in all saving throws. Can also spend 1 ki 
  point to reroll any saving throw and take the second result.  
  Evasion. Able to dodge out of the way of certain area effects. 
  When subjected to an effect that allows her to make a Dexterity 
  saving throw to take only half damage, she instead takes no 
  damage if successful on the saving throw, and only half damage 
  upon a failure.  
  Flurry of Blows. 1 ki pt. 2 unarmed strikes/bonus action 
  Ki-Empowered Strike. Unarmed strikes are magical.  
  Patient Defense. Can spend 1 ki point to take the Dodge action as 
  a bonus action.   
  Purity of Body. Mastery of the ki makes her immune to disease 
  and poison. 
  Step of the Wind. Can spend 1 ki point to take the Disengage or 
  Dash action as a bonus action. 
  Stillness of Mind. Use action to end charmed/frightened effect. 
  Stunning Strike. Can spend 1 ki point to stun. DC 11 Constitution 
  saving throw.  
  Tongue of the Sun and the Moon. She has learned to touch the ki 
  of other minds so that she can understand all spoken languages. 
  Any creature that can understand a language can understand 
  what she says. 
  Tranquility. She can enter a special meditation that surrounds 
  her with an aura of peace. At the end of a long rest, she gains the 
  effect of a sanctuary spell that lasts until the start of her next 
  long rest. DC 14. 
  Actions 
  Multiattack. Papau makes two attacks.   
  Unarmed Strike. Melee Weapon Attack: +9 to hit, reach 5 ft., one 
  target. Hit: 8 (1d8 + 4) bludgeoning damage.  
   
  Reactions 
  Deflect Missiles. Can use reaction to deflect or catch a missile and 
  reduce the damage by 1d10 + 18 hit points.     
  Slow Fall. Use reaction to reduce falling damage by 70 hit points. 
   
  NPC BIO 
   
  Personality Papau is a vain, self-centered individual.  
  Appearance Young woman with medium length blonde hair and 
  blue eyes. 5’ 6” 128 lbs. 25 years old  
  Characteristics 
  Ideal. Knowledge.   
  Bond. She has been searching for the path to happiness all her 
  life.  
  Flaw. Papau doesn’t understand she can’t think her way to 
  happiness.  
  Background 
  Papau was a sage (professor). She assumes others are out for 
  themselves. She has been part of a sisterhood of monks for a few 
  years. Papau is often found exercising on the grounds of the 
  monastery.  
  Equipment 
  backpack, 5 days of rations, quill, 2 bottles of ink, 7 pieces of 
  parchment, tinderbox, 4 beads of nourishment1, potion of 
  superior healing, ring of protection, sovereign glue, cloak, 120pp.  
  Ki Points 
  14 
  Mount 
  riding horse 
   
   
   
   
  
   
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
  48 
  FOLEY 
  15th level monk (Way of the Sun Soul subclass) 
  Medium humanoid (human), lawful good 
  Armor Class 14 
  Hit Points 99 (15d8) 
  Speed 55 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  17 (+3) 
  18 (+4) 
  10 (+0) 
  16 (+3) 
  10 (+0) 
  12 (+1) 
  Saving Throws Str +8, Dex +9 
  Skills Athletics +8, History +8, Stealth +9, Survival +5 
  Senses passive Perception 10 
  Languages Common, Celestial 
  Challenge 10 (5,900 XP) 
  Diamond Soul. Proficient in all saving throws. Can also spend 1 ki 
  point to reroll any saving throw and take the second result. 
  Evasion. Able to dodge out of the way of certain area effects. 
  When subjected to an effect that allows him to make a Dexterity 
  saving throw to take only half damage, he instead takes no 
  damage if successful on the saving throw, and only half damage 
  upon a failure.  
  Flurry of Blows. 1 ki pt. 2 unarmed strikes/bonus action 
  Ki-Empowered Strike. Unarmed strikes are magical.  
  Patient Defense. Can spend 1 ki point to take the Dodge action as 
  a bonus action.   
  Purity of Body. Mastery of the ki makes him immune to disease 
  and poison. 
  Step of the Wind. Can spend 1 ki point to take the Disengage or 
  Dash action as a bonus action. 
  Stillness of Mind. Use action to end charmed/frightened effect. 
  Stunning Strike. Can spend 1 ki point to stun. DC 13 Constitution 
  saving throw. 
  Timeless Body. Suffers none of the fragility of old age, and he 
  can’t be aged magically. No longer need food and water.  
  Tongue of the Sun and the Moon. He has learned to touch the ki 
  of other minds so that he can understand all spoken languages. 
  Any creature that can understand a language can understand 
  what he says. 
  Actions 
  Multiattack. Foley makes two attacks.   
  Unarmed Strike. Melee Weapon Attack: +9 to hit, reach 5 ft., one 
  target. Hit: 8 (1d8 + 4) bludgeoning damage.  
  Reactions 
  Deflect Missiles. Can use reaction to deflect or catch a missile and 
  reduce the damage by 1d10 + 19 hit points.     
  Slow Fall. Use reaction to reduce falling damage by 75 hit points. 
  NPC BIO 
   
  Personality Foley is a responsible, trustworthy individual.  
  Appearance Young man with short brown hair and blue eyes. 6’ 
  2” 182 lbs. 25 years old  
  Characteristics 
  Ideal. Honor.  
  Bond. He is part of a brotherhood of monks.   
  Flaw. Foley overlooks obvious solutions in favor of complicated 
  ones.   
  Background 
  Foley was an outlander (exile). He was thrown out of his 
  homeland when his father was arrested for treason. This monk 
  now heads a monastery on a beautiful, secluded mountaintop.  
  Equipment 
  backpack, 5 days of rations, tinderbox, dust of disappearance, 
  potion of vitality, ring of regeneration, cloak, 177gp.  
  Ki Points 
  15 
  Mount 
  riding horse 
   
   
   
   
   
   
   
   
   
  
   
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
  49 
  JACK CHANNING 
  16th level monk (Way of the Drunken Master subclass) 
  Medium humanoid (human), chaotic good 
  Armor Class 18  
  Hit Points 112 (16d8 + 16) 
  Speed 55 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  15 (+2) 
  20 (+5) 
  12 (+1) 
  12 (+1) 
  16 (+3) 
  11 (+0) 
  Saving Throws Str +7, Dex +10 
  Skills Acrobatics +10, Athletics +7, Sleight of Hand +10, Survival 
  +8 
  Senses passive Perception 13 
  Languages Common, Elvish 
  Challenge 11 (7,200 XP) 
  Diamond Soul. Proficient in all saving throws. Can also spend 1 ki 
  point to reroll any saving throw and take the second result. 
  Drunkard’s Luck. When he makes an ability check, an attack roll, 
  or a saving throw and has disadvantage on the roll, he can spend 
  2 ki points to cancel the disadvantage for that roll.   
  Drunken Technique. Whenever Jack uses Flurry of Blows, he gains 
  the benefit of the Disengage action, and walking speed increases 
  by 10 feet until the end of his current turn. 
  Evasion. Able to dodge out of the way of certain area effects. 
  When subjected to an effect that allows him to make a Dexterity 
  saving throw to take only half damage, he instead takes no 
  damage if successful on the saving throw, and only half damage 
  upon a failure.  
  Flurry of Blows. 1 ki pt. 2 unarmed strikes/bonus action 
  Ki-Empowered Strike. Unarmed strikes are magical.  
  Patient Defense. Can spend 1 ki point to take the Dodge action as 
  a bonus action.   
  Purity of Body. Mastery of the ki makes them immune to disease 
  and poison. 
  Step of the Wind. Can spend 1 ki point to take the Disengage or 
  Dash action as a bonus action. 
  Stillness of Mind. Use action to end charmed/frightened effect. 
  Stunning Strike. Can spend 1 ki point to stun. DC 16 Constitution 
  saving throw.  
  Timeless Body. Suffers none of the fragility of old age, and he 
  can’t be aged magically. No longer need food and water. 
  Tongue of the Sun and the Moon. He has learned to touch the ki 
  of other minds so that he can understand all spoken languages. 
  Any creature that can understand a language can understand 
  what he says. 
  Actions 
  Multiattack. Jack makes two attacks.   
  Unarmed Strike. Melee Weapon Attack: +9 to hit, reach 5 ft., one 
  target. Hit: 9 (1d8 + 5) bludgeoning damage.  
  Quarterstaff. Melee Weapon Attack: +10 to hit, reach 5 ft., one 
  target. Hit: 9 (1d8 + 5) bludgeoning damage. 
  Reactions 
  Deflect Missiles. Can use reaction to deflect or catch a missile and 
  reduce the damage by 1d10 + 21 hit points.     
  Slow Fall. Use reaction to reduce falling damage by 80 hit points. 
   
  NPC BIO 
   
  Personality Jack bluntly says what other people are hinting at or 
  hiding.  
  Appearance A short man with black hair and brown eyes. 5’ 6” 
  145 lbs. 29 years old  
  Characteristics 
  Ideal. Change.  
  Bond. He sleeps with his quarterstaff.   
  Flaw. Jack will never fully trust anyone other than himself.  
  Background 
  Jack was an urchin. He had a very challenging childhood and 
  barely survived his life in the slums. He is a man of action and 
  enjoys adventuring and exploring.  
  Equipment 
  backpack, 5 days of rations, tinderbox, amulet of health, carpet of 
  flying, Heward’s handy haversack, cloak, 225gp.  
  Ki Points 
  16 
   
   
   
   
   
  
   
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
  50 
  BOBBIN ROBBIN 
  17th level monk (Way of the Open Hand subclass) 
  Small humanoid (lightfoot halfling), lawful good 
  Armor Class 18  
  Hit Points 115 (17d8) 
  Speed 50 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  12 (+1) 
  20 (+5) 
  11 (+0) 
  13 (+1) 
  17 (+3) 
  9 (-1) 
  Saving Throws Str +7, Dex +11 
  Skills Insight +9, Medicine +9, Religion +7, Stealth +11 
  Senses passive Perception 13 
  Languages Common, Halfling 
  Challenge 11 (7,200 XP) 
  Brave. Advantage on saves against being frightened. 
  Diamond Soul. Proficient in all saving throws. Can also spend 1 ki 
  point to reroll any saving throw and take the second result. 
  Evasion. Able to dodge out of the way of certain area effects. 
  When subjected to an effect that allows him to make a Dexterity 
  saving throw to take only half damage, he instead take no 
  damage if successful on the saving throw, and only half damage 
  upon a failure.  
  Flurry of Blows. 1 ki pt. 2 unarmed strikes/bonus action 
  Halfling Nimbleness. Can move through the space of any 
  creature that is larger. 
  Ki-Empowered Strike. Unarmed strikes are magical.  
  Lucky. Can reroll any 1s.  
  Naturally Stealthy. Can attempt to hide even when only 
  obscured by a creature that is at least one size larger.  
  Patient Defense. Can spend 1 ki point to take the Dodge action as 
  a bonus action.   
  Purity of Body. Mastery of the ki makes them immune to disease 
  and poison. 
  Quivering Palm. When he hits a creature with an unarmed strike, 
  he can spend 3 ki points to start imperceptible vibrations, which 
  last for 17 days. The vibrations are harmless unless he uses his 
  action to end them. To do so, he and the target must be on the 
  same plane of existence. When he uses this action, the creature 
  must make a Constitution saving throw. If it fails, it is reduced to 
  0 hit points. If it succeeds, it takes 10d10 necrotic damage. He can 
  only have one creature under the effect of this feature at a time. 
  You can choose to end the vibrations harmlessly without using an 
  action.  
  Step of the Wind. Can spend 1 ki point to take the Disengage or 
  Dash action as a bonus action. 
  Stillness of Mind. Use action to end charmed/frightened effect. 
  Stunning Strike. Can spend 1 ki point to stun. CON save. DC17 
  Timeless Body. Suffers none of the fragility of old age, and he 
  can’t be aged magically. No longer need food and water.  
  Tongue of the Sun and the Moon. He has learned to touch the ki 
  of other minds so that he can understand all spoken languages. 
  Any creature that can understand a language can understand 
  what he says. 
  Tranquility. He can enter a special meditation that surrounds him 
  with an aura of peace. At the end of a long rest, he gains the 
  effect of a sanctuary spell that lasts until the start of his next long 
  rest. DC 14. 
  Actions 
  Multiattack. Bobbin makes two attacks.   
  Unarmed Strike. Melee Weapon Attack: +11 to hit, reach 5 ft., 
  one target. Hit: 9 (1d8 + 5) bludgeoning damage.  
  Reactions 
  Deflect Missiles. Can use reaction to deflect or catch a missile and 
  reduce the damage by 1d10 + 22 hit points.     
  Slow Fall. Use reaction to reduce falling damage by 85 hit points. 
   
  NPC BIO 
   
  Personality Bobbin feels tremendous empathy for all who suffer.  
  Appearance A halfling male with curly light-brown hair and 
  bluish-green eyes. 2’ 11” 31 lbs. 44 years old  
  Characteristics 
  Ideal. Greater Good.  
  Bond. He still seeks the enlightenment he pursued in his 
  seclusion, and it still eludes him.   
  Flaw. Bobbin is already enlightened, he just doesn’t know it.  
  Background 
  Bobbin was a hermit. He gets along with almost anyone and 
  enjoys meeting new races. He is very sensitive and is highly tuned 
  to his emotional, mental, and spiritual self.  
  Equipment 
  backpack, 3 days of rations, tinderbox, bag of tricks (tan), cloak of 
  invisibility, potion of superior healing, 99gp.  
  Ki Points 
  17 
  
   
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
  51 
  NUMBA NACKLE 
  18th level monk (Way of the Open Hand subclass) 
  Small humanoid (rock gnome), lawful good 
  Armor Class 16  
  Hit Points 117 (18d8) 
  Speed 55 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  10 (+0) 
  19 (+4) 
  11 (+0) 
  16 (+3) 
  15 (+2) 
  11 (+0) 
  Saving Throws Str +6, Dex +10 
  Skills Arcana +9, History +9, Insight +8, Stealth +10 
  Senses darkvision 60 ft., passive Perception 12 
  Languages Common, Gnomish 
  Challenge 12 (8,400 XP) 
  Diamond Soul. Proficient in all saving throws. Can also spend 1 ki 
  point to reroll any saving throw and take the second result. 
  Empty Body. Can use 4 ki points to become invisible for 1 minute. 
  During that time, she also has resistance to all damage but force 
  damage. Can also use 8 ki points to cast astral projection without 
  needing material components (can’t take others with her).  
  Evasion. Able to dodge out of the way of certain area effects. 
  When subjected to an effect that allows her to make a Dexterity 
  saving throw to take only half damage, she instead takes no 
  damage if successful on the saving throw, and only half damage 
  upon a failure.  
  Flurry of Blows. 1 ki pt. 2 unarmed strikes/bonus action 
  Gnome Cunning. Advantage against all Intelligence, Wisdom, and 
  Charisma saving throws against magic. 
  Ki-Empowered Strike. Unarmed strikes are magical.  
  Patient Defense. Can spend 1 ki point to take the Dodge action as 
  a bonus action.   
  Purity of Body. Mastery of the ki makes her immune to disease 
  and poison. 
  Quivering Palm. When she hits a creature with an unarmed 
  strike, he can spend 3 ki points to start imperceptible vibrations, 
  which last for 17 days. The vibrations are harmless unless she 
  uses her action to end them. To do so, she and the target must be 
  on the same plane of existence. When she uses this action, the 
  creature must make a Constitution saving throw. If it fails, it is 
  reduced to 0 hit points. If it succeeds, it takes 10d10 necrotic 
  damage. She can only have one creature under the effect of this 
  feature at a time. She can choose to end the vibrations 
  harmlessly without using an action.  
  Speak with Small Beasts. Is able to communicate simple ideas 
  with Small or smaller beasts through sounds and gestures. 
  Step of the Wind. Can spend 1 ki point to take the Disengage or 
  Dash action as a bonus action. 
  Stillness of Mind. Use action to end charmed/frightened effect. 
  Stunning Strike. Can spend 1 ki point to stun. CON save. DC16 
  Timeless Body. Suffers none of the fragility of old age, and she 
  can’t be aged magically. No longer need food and water. 
  Tongue of the Sun and the Moon. She has learned to touch the ki 
  of other minds so that she can understand all spoken languages. 
  Any creature that can understand a language can understand 
  what they say. 
  Tranquility. She can enter a special meditation that surrounds 
  her with an aura of peace. At the end of a long rest, she gains the 
  effect of a sanctuary spell that lasts until the start of her next 
  long rest. DC 14. 
  Actions 
  Multiattack. Numba makes two attacks.   
  Unarmed Strike. Melee Weapon Attack: +10- to hit, reach 5 ft., 
  one target. Hit: 8 (1d8 + 4) bludgeoning damage.  
  Reactions 
  Deflect Missiles. Can use reaction to deflect or catch a missile and 
  reduce the damage by 1d10 + 22 hit points.     
  Slow Fall. Use reaction to reduce falling damage by 90 hit points. 
   
  NPC BIO 
   
  Personality Numba speaks slowly when talking to idiots, which 
  almost everyone is compared to her.  
  Appearance A female gnome with short blonde hair and green 
  eyes. 2’ 4” 31 lbs. 107 years old  
  Characteristics 
  Ideal. Logic.  
  Bond. She works to preserve a monastery.  
  Flaw. Numba speaks without really thinking through her words, 
  invariably insulting others.  
  Background 
  Numba was a sage (astronomer). She has lived in the same 
  monastery for most of her adult life. She is a brutally honest 
  individual.  
  Equipment 
  backpack, 3 days of rations, quill, bottle of ink, tinderbox, gem of 
  seeing, potion of superior healing, topaz, cloak, 167gp.  
  Ki Points 
  18 
  
   
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
  52 
  FARVOK FROSTBEARD 
  19th level monk (Way of the Open Hand subclass) 
  Medium humanoid (hill dwarf), lawful good 
  Armor Class 15  
  Hit Points 151 (19d8 + 57) 
  Speed 55 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  17 (+3) 
  20 (+5) 
  16 (+3) 
  9 (-1) 
  10 (+0) 
  9 (-1) 
  Saving Throws Str +9, Dex +11 
  Skills Acrobatics +11, Athletics +9, Intimidation +5, Stealth +11 
  Senses darkvision 60 ft., passive Perception 10 
  Languages Common, Dwarvish 
  Challenge 12 (8,400 XP) 
  Diamond Soul. Proficient in all saving throws. Can also spend 1 ki 
  point to reroll any saving throw and take the second result. 
  Dwarven Resilience. He has advantage on saves against poison, 
  and resistance against poison damage. 
  Empty Body. Can use 4 ki points to become invisible for 1 minute. 
  During that time, he also has resistance to all damage but force 
  damage. Can also use 8 ki points to cast astral projection without 
  needing material components (can’t take others with him).  
  Evasion. Able to dodge out of the way of certain area effects. 
  When subjected to an effect that allows him to make a Dexterity 
  saving throw to take only half damage, he instead takes no 
  damage if successful on the saving throw, and only half damage 
  upon a failure.  
  Flurry of Blows. 1 ki pt. 2 unarmed strikes/bonus action 
  Ki-Empowered Strike. Unarmed strikes are magical.  
  Patient Defense. Can spend 1 ki point to take the Dodge action as 
  a bonus action.   
  Purity of Body. Mastery of the ki makes him immune to disease 
  and poison. 
  Quivering Palm. When he hits a creature with an unarmed strike, 
  he can spend 3 ki points to start imperceptible vibrations, which 
  last for 17 days. The vibrations are harmless unless he uses his 
  action to end them. To do so, he and the target must be on the 
  same plane of existence. When he uses this action, the creature 
  must make a Constitution saving throw. If it fails, it is reduced to 
  0 hit points. If it succeeds, it takes 10d10 necrotic damage. He can 
  only have one creature under the effect of this feature at a time. 
  You can choose to end the vibrations harmlessly without using an 
  action.  
  Step of the Wind. Can spend 1 ki point to take the Disengage or 
  Dash action as a bonus action. 
  Stillness of Mind. Use action to end charmed/frightened effect. 
  Stunning Strike. Can spend 1 ki point to stun. CON save. DC14 
  Timeless Body. Suffers none of the fragility of old age, and he 
  can’t be aged magically. No longer need food and water. 
  Tongue of the Sun and the Moon. They have learned to touch the 
  ki of other minds so that they can understand all spoken 
  languages. Any creature that can understand a language can 
  understand what they say. 
  Tranquility. He can enter a special meditation that surrounds him 
  with an aura of peace. At the end of a long rest, he gains the 
  effect of a sanctuary spell that lasts until the start of his next long 
  rest. DC 14. 
  Actions 
  Multiattack. Farvok makes two attacks.   
  Unarmed Strike. Melee Weapon Attack: +11 to hit, reach 5 ft., 
  one target. Hit: 9 (1d8 + 5) bludgeoning damage.  
  Reactions 
  Deflect Missiles. Can use reaction to deflect or catch a missile and 
  reduce the damage by 1d10 + 24 hit points.     
  Slow Fall. Use reaction to reduce falling damage by 95 hit points. 
   
  NPC BIO 
   
  Personality Farvok is haunted by memories of war.  
  Appearance A stocky, dwarf male with white hair, a white beard, 
  and gray eyes. 4’ 4” 151 lbs. 311 years old  
  Characteristics 
  Ideal. Responsibility.  
  Bond. He would still lay down his life for the people he served 
  with.  
  Flaw. Farvok made a terrible mistake in battle that cost many 
  lives.  
  Background 
  Farvok was a soldier (infantry). He is an experienced soldier who 
  has many lessons to pass on.  
  Equipment 
  backpack, 4 days of rations, tinderbox, alchemy jug, deck of 
  illusions, stone of good luck (luckstone), cloak, 236gp.  
  Ki Points 
  19 
  
   
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
  53 
  JADEN LORE 
  20th level monk (Way of the Open Hand subclass) 
  Medium humanoid (human), lawful good 
  Armor Class 19  
  Hit Points 153 (20d8 + 12) 
  Speed 60 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  17 (+3) 
  20 (+5) 
  12 (+1) 
  11 (+0) 
  18 (+4) 
  12 (+1) 
  Saving Throws Str +9, Dex +11 
  Skills Acrobatics +11, Athletics +9, Stealth +11, Survival +10 
  Senses passive Perception 14 
  Languages Common, Elvish, Undercommon 
  Challenge 13 (10,000 XP) 
  Diamond Soul. Proficient in all saving throws. Can also spend 1 ki 
  point to reroll any saving throw and take the second result. 
  Empty Body. Can use 4 ki points to become invisible for 1 minute. 
  During that time, he also has resistance to all damage but force 
  damage. Can also use 8 ki points to cast astral projection without 
  needing material components (can’t take others with him).  
  Evasion. Able to dodge out of the way of certain area effects. 
  When subjected to an effect that allows him to make a Dexterity 
  saving throw to take only half damage, he instead takes no 
  damage if successful on the saving throw, and only half damage 
  upon a failure.  
  Flurry of Blows. 1 ki pt. 2 unarmed strikes/bonus action 
  Ki-Empowered Strike. Unarmed strikes are magical.  
  Patient Defense. Can spend 1 ki point to take the Dodge action as 
  a bonus action.   
  Perfect Body. When he rolls for initiative and has no ki points 
  remaining, he regains 4 ki points.  
  Purity of Body. Mastery of the ki makes him immune to disease 
  and poison. 
  Quivering Palm. When he hits a creature with an unarmed strike, 
  he can spend 3 ki points to start imperceptible vibrations, which 
  last for 17 days. The vibrations are harmless unless he uses his 
  action to end them. To do so, he and the target must be on the 
  same plane of existence. When he uses this action, the creature 
  must make a Constitution saving throw. If it fails, it is reduced to 
  0 hit points. If it succeeds, it takes 10d10 necrotic damage. He can 
  only have one creature under the effect of this feature at a time. 
  You can choose to end the vibrations harmlessly without using an 
  action.  
  Step of the Wind. Can spend 1 ki point to take the Disengage or 
  Dash action as a bonus action. 
  Stillness of Mind. Use action to end charmed/frightened effect. 
  Stunning Strike. Can spend 1 ki point to stun. CON save. DC18 
  Timeless Body. Suffers none of the fragility of old age, and he 
  can’t be aged magically. No longer need food and water. 
  Tongue of the Sun and the Moon. He has learned to touch the ki 
  of other minds so that he can understand all spoken languages. 
  Any creature that can understand a language can understand 
  what he says.  
  Tranquility. He can enter a special meditation that surrounds him 
  with an aura of peace. At the end of a long rest, he gains the 
  effect of a sanctuary spell that lasts until the start of his next long 
  rest. DC 14. 
  Actions 
  Multiattack. Jaden makes two attacks.   
  Unarmed Strike. Melee Weapon Attack: +11 to hit, reach 5 ft., 
  one target. Hit: 9 (1d8 + 5) bludgeoning damage.  
  Reactions 
  Deflect Missiles. Can use reaction to deflect or catch a missile and 
  reduce the damage by 1d10 + 25 hit points.     
  Slow Fall. Use reaction to reduce falling damage by 100 hit 
  points. 
   
  NPC BIO 
   
  Personality Jaden places no stock in wealthy or well-mannered 
  folk.  
  Appearance A middle-aged man with long blonde hair and blue 
  eyes. 5’ 10” 170 lbs. 39 years old  
  Characteristics 
  Ideal. Greater Good. 
  Bond. His brotherhood is the most important thing in his life. 
  Flaw. Jaden is easily distracted.  
  Background 
  Jaden was an outlander (guide). He led parties of adventuring 
  through the Underdark for many years. Later he joined an 
  influential monastery in a large city.  
  Equipment 
  4 days of rations, tinderbox, bag of holding, helm of teleportation, 
  potion of animal friendship, potion of diminution, cloak, 111pp.  
  Ki Points 
  20 (Perfect Self – When he rolls for initiative and has no ki points, 
  he regains 4 ki points. 
  
   
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
  54 
  EDWARD NOTTINGHAM 
  13th level paladin (Oath of Devotion subclass) 
  Medium humanoid (human), lawful good 
  Armor Class 19 (plate) 
  Hit Points 95 (12d10) 
  Speed 30 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  18 (+4) 
  12 (+1) 
  10 (+0) 
  15 (+2) 
  12 (+1) 
  18 (+4) 
  Saving Throws Wis +6, Cha +9 
  Skills History +7, Insight +6, Persuasion +5, Religion +7 
  Senses passive Perception 11 
  Languages Common, Dwarvish, Elvish 
  Challenge 8 (3,900 XP) 
  Aura of Courage. Edward and friendly creatures within 10 feet of 
  him can’t be frightened while he is conscious.  
  Aura of Devotion. Edward and friendly creatures within 10 ft. of 
  him can’t be charmed while he is conscious.    
  Aura of Protection. Whenever Edward or a friendly creature 
  within 10 feet of him must make a saving throw, the creature 
  gains a +5 bonus to the saving throw. 
  Channel Divinity/Sacred Weapon. Add Charisma modifier to 
  attack rolls for 1 minute. Emit bright light 20 ft., dim light 20 ft.  
  Channel Divinity/Turn the Unholy. Turn fiends/undead within 30 
  ft. 
  Divine Health. He is immune to disease.  
  Divine Sense 5/day. He can know the location of any celestial, 
  fiend, or undead within 60 ft.  
  Divine Smite. All melee weapons do extra 4 (1d8) radiant 
  damage. When he hits a creature, can also deal 2d8 radiant 
  damage for a 1st level spell slot. 1d8/spell level higher than 1st up 
  to 5d8.  
  Lay on Hands. He can draw from a pool of 65 hit points to restore 
  hit points, or cure diseases or poisons.  
  Spellcasting. Edward is a 13th level spellcaster. His spellcasting 
  ability is Charisma (spell save DC 17, +9 to hit with spell attacks).  
  1st level. (4 slots): command, cure wounds, divine favor, wrathful 
  smite 
  2nd level. (3 slots): branding smite, find steed, locate object 
  3rd level. (3 slots): blinding smite, crusader’s mantle, daylight 
  4th level. (1 slot): aura of purity 
  Oath spells: beacon of hope, dispel magic, lesser restoration, 
  protection from evil and good, sanctuary, zone of truth 
  Actions 
  Multiattack. Edward makes two attacks. 
  +1 Greatsword. Melee Weapon Attack: +10 to hit, reach 5 ft., one 
  target. Hit: 12 (2d6 + 5) slashing damage plus 4 (1d8) radiant 
  damage. 
  +1 Longbow. Ranged Weapon Attack: +7 to hit, range 150/600 
  ft., one target. Hit: 6 (1d8 + 2) piercing damage. 
   
  NPC BIO 
   
  Personality Edward quotes sacred texts and proverbs in almost 
  every situation.  
  Appearance Attractive bald, middle-aged man with gray eyes. 6’ 
  3” 219 lbs. 48 years old 
  Characteristics 
  Ideal. Tradition.  
  Bond. He will do anything to protect his temple.  
  Flaw. Edward is inflexible in his thinking.   
  Background 
  Edward was a noble. He is a devout follower of the god of justice. 
  This paladin is very experienced and leads a group of loyal 
  knights. He lives in a massive castle in the mountains.  
  Equipment 
  backpack, 3 days of rations, 4 flasks of holy water, holy symbol, 
  prayer book, horseshoes of speed, ring of jumping, talisman of 
  pure good, quiver, 15 +2 arrows, tinderbox, bedroll, signet ring, 
  set of fine clothes, cloak, 21868gp (in castle), 177pp.  
  Mount 
  warhorse  
   
   
   
   
   
   
  
   
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
  55 
  CYNTHIA WAGGERTAIL 
  14th level paladin (Oath of Devotion subclass) 
  Medium humanoid (human), lawful good 
  Armor Class 22 (+3 chain mail, shield) 
  Hit Points 119 (14d10 + 28) 
  Speed 30 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  12 (+1) 
  18 (+4) 
  14 (+2) 
  7 (-2) 
  8 (-1) 
  20 (+5) 
  Saving Throws Wis +4, Cha +10 
  Skills Arcana +3, Athletics +6, History +3, Medicine +4 
  Senses passive Perception 9 
  Languages Common 
  Challenge 9 (5,000 XP) 
  Aura of Courage. Cynthia and friendly creatures within 10 feet of 
  her can’t be frightened while she is conscious.  
  Aura of Devotion. Cynthia and friendly creatures within 10 ft. of 
  her can’t be charmed while she is conscious.    
  Aura of Protection. Whenever she or a friendly creature within 
  10 feet of her must make a saving throw, the creature gains a +5 
  bonus to the saving throw. 
  Channel Divinity/Sacred Weapon. Add Charisma modifier to 
  attack rolls for 1 minute. Emit bright light 20 ft., dim light 20 ft.  
  Channel Divinity/Turn the Unholy. Turn fiends/undead within 30 
  ft. 
  Cleansing Touch. She can use her action to end one spell on 
  herself or on one willing creature that she touches. She can do 
  this five times and regains expended uses when she finishes a 
  long rest.  
  Divine Health. She is immune to disease.  
  Divine Sense 6/day. She can know the location of any celestial, 
  fiend, or undead within 60 ft.  
  Divine Smite. All melee weapons do extra 4 (1d8) radiant 
  damage. When she hits a creature, can also deal 2d8 radiant 
  damage for a 1st level spell slot. 1d8/spell level higher than 1st up 
  to 5d8.  
  Lay on Hands. She can draw from a pool of 70 hit points to 
  restore hit points, or cure diseases or poisons.  
  Spellcasting. Cynthia is a 14th level spellcaster. Her spellcasting 
  ability is Charisma (spell save DC 18, +10 to hit with spell attacks).  
  1st level. (4 slots): command, cure wounds, divine favor, wrathful 
  smite 
  2nd level. (3 slots): branding smite, find steed, locate object 
  3rd level. (3 slots): blinding smite, crusader’s mantle, daylight 
  4th level. (1 slot): aura of life 
  Oath spells: beacon of hope, dispel magic, lesser restoration, 
  protection from evil and good, sanctuary, zone of truth 
  Actions 
  Multiattack. Cynthia makes two attacks. 
  +3 Shortsword. Melee Weapon Attack: +12 to hit, reach 5 ft., one 
  target. Hit: 10 (1d6 + 7) piercing damage plus 4 (1d8) radiant 
  damage. 
  +1 Longbow. Ranged Weapon Attack: +10 to hit, range 150/600 
  ft., one target. Hit: 9 (1d8 + 5) piercing damage. 
   
  NPC BIO 
   
  Personality Cynthia is a rather nervous and serious young 
  woman.   
  Appearance Very attractive young woman with long brown hair 
  and blue eyes. 5’ 9” 130 lbs. 25 years old 
  Characteristics 
  Ideal. Perfection.   
  Bond. She wants to make the world a better place.   
  Flaw. Cynthia is inflexible in her thinking.   
  Background 
  Cynthia was a sage (professor). This paladin lives in a large manor 
  in the city. Cynthia started adventuring when she was a young 
  teenager and hasn’t stopped. However, she isn’t the smartest 
  one in the tavern and is rather naïve. In fact, she was a terrible 
  sage but got by on her looks and friendly nature. Cynthia is also 
  well-organized and seems to be on the ball. Appearances can be 
  deceiving… 
  Equipment 
  backpack, 5 days of rations, 3 flasks of holy water, holy symbol, 
  prayer book, cap of water breathing, lantern of revealing, potion 
  of heroism, iron flask, quiver, 15 +2 arrows, tinderbox, bedroll, 
  holy symbol, cloak, 18541gp (in manor), 119pp.  
  Mount 
  pegasus 
   
   
   
   
  
   
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
  56 
  FAELEN SILVERWOOD 
  15th level paladin (Oath of the Ancients subclass) 
  Medium humanoid (half-elf), lawful good 
  Armor Class 19 (plate) 
  Hit Points 124 (15d10 + 15) 
  Speed 30 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  16 (+3) 
  16 (+3) 
  12 (+1) 
  11 (+0) 
  14 (+2) 
  19 (+4) 
  Saving Throws Wis +7, Cha +9 
  Skills Athletics +8, Insight +7, Persuasion +9, Religion +5  
  Senses darkvision 60 ft., passive Perception 12 
  Languages Common, Dwarvish, Elvish 
  Challenge 10 (5,900 XP) 
  Aura of Courage. Faelen and friendly creatures within 10 feet of 
  him can’t be frightened while he is conscious.  
  Aura of Devotion. Faelen and friendly creatures within 10 ft. of 
  him can’t be charmed while he is conscious.    
  Aura of Protection. Whenever Faelen or a friendly creature 
  within 10 feet of him must make a saving throw, the creature 
  gains a +5 bonus to the saving throw. 
  Channel Divinity/Sacred Weapon. Add Charisma modifier to 
  attack rolls for 1 minute. Emit bright light 20 ft., dim light 20 ft.  
  Channel Divinity/Turn the Unholy. Turn fiends/undead within 30 
  ft. 
  Cleansing Touch. He can use his action to end one spell on 
  himself or on one willing creature that he touches. He can do this 
  four times and regains expended uses when he finishes a long 
  rest. 
  Divine Health. He is immune to disease.  
  Divine Sense 5/day. He can know the location of any celestial, 
  fiend, or undead within 60 ft.  
  Divine Smite. All melee weapons do extra 4 (1d8) radiant 
  damage. When he hits a creature, can also deal 2d8 radiant 
  damage for a 1st level spell slot. 1d8/spell level higher than 1st up 
  to 5d8.  
  Fey Ancestry. He can draw from a pool of 60 hit points to restore 
  hit points, or cure diseases or poisons.  
  Lay on Hands. He can draw from a pool of 75 hit points to restore 
  hit points, or cure diseases or poisons.  
  Spellcasting. Faelen is a 15th level spellcaster. His spellcasting 
  ability is Charisma (spell save DC 17, +9 to hit with spell attacks).  
  1st level. (4 slots): command, cure wounds, divine favor, wrathful 
  smite 
  2nd level. (3 slots): branding smite, find steed, locate object 
  3rd level. (3 slots): blinding smite, crusader’s mantle, daylight 
  4th level. (2 slots): aura of purity, death ward 
  Oath spells: beacon of hope, dispel magic, lesser restoration, 
  protection from evil and good, sanctuary, zone of truth 
  Undying Sentinel. When he is reduced to 0 hit points and isn’t 
  killed outright, he can choose to drop to 1 hit point instead. Once 
  he used this ability, he can’t use it again until he finishes a long 
  rest. Additionally, he doesn’t suffer any of the drawbacks of old 
  age, and he can’t be aged magically. 
  Actions 
  Multiattack. Faelen makes two attacks. 
  +1 Greatsword. Melee Weapon Attack: +9 to hit, reach 5 ft., one 
  target. Hit: 11 (2d6 + 4) slashing damage plus 4 (1d8) radiant 
  damage. 
  +1 Longbow. Ranged Weapon Attack: +9 to hit, range 150/600 
  ft., one target. Hit: 8 (1d8 + 4) piercing damage. 
   
  NPC BIO 
   
  Personality Faelen connects everything that happens to him to a 
  grand, cosmic plan.  
  Appearance Handsome male half-elf with light-brown hair and 
  light-blue eyes. 6’ 1” 119 lbs. 48 years old 
  Characteristics 
  Ideal. Self-Knowledge   
  Bond. His isolation gave him great insight into a great evil that 
  only he can destroy.  
  Flaw. Faelen is dogmatic in his thoughts and philosophy.  
  Background 
  Faelen was a hermit. He is a rather philosophical half-elf who has 
  tremendous patience. This half-elf believes that it is his destiny to 
  save the world. He lives in a humble cottage on the edge of the 
  kingdom.   
  Equipment 
  backpack, 4 days of rations, 5 flasks of holy water, holy symbol, 
  prayer book, boots of elvenkind, helm of comprehending 
  languages, potion of speed, quiver, 15 +2 arrows, tinderbox, 
  bedroll, holy symbol, cloak, 47cp, 100sp, 58gp.  
  Mount 
  riding horse  
   
  
   
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
  57 
  ALISTER PEACOCK 
  16th level paladin (Oath of Redemption subclass) 
  Medium humanoid (human), lawful neutral 
  Armor Class 21 (+1 plate and ring of protection) 
  Hit Points 141 (16d10 + 32) 
  Speed 30 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  18 (+4) 
  11 (+0) 
  10 (+0) 
  15 (+2) 
  13 (+1) 
  18 (+4) 
  Saving Throws Wis +6, Cha +9 
  Skills History, Insight +8, Persuasion, Religion +6  
  Senses passive Perception 14 
  Languages Common, Celestial, Elvish 
  Challenge 11 (7,200 XP) 
  Aura of Courage. Alister and friendly creatures within 10 feet of 
  him can’t be frightened while he is conscious.  
  Aura of Devotion. Alister and friendly creatures within 10 ft. of 
  him can’t be charmed while he is conscious.    
  Aura of Protection. Whenever Alister or a friendly creature within 
  10 feet of him must make a saving throw, the creature gains a +5 
  bonus to the saving throw. 
  Aura of the Guardian. When a creature within 10 feet of him 
  takes damage, he can use his reaction to magically take that 
  damage, instead of that creature taking it. This feature doesn’t 
  transfer any other effects that might accompany the damage, and 
  this damage can’t be reduced in any way.  
  Channel Divinity/Emissary of Peace. Add Charisma modifier to 
  attack rolls for 1 minute. Emit bright light 20 ft., dim light 20 ft.  
  Channel Divinity/Turn the Unholy. Turn fiends/undead within 30 
  ft. 
  Channel Divinity/Rebuke the Violent. He can use his Channel 
  Divinity to rebuke those who use violence. Immediately after an 
  attacker within 30 feet of him deals damage with an attack 
  against a creature other than him, he can use his reaction to force 
  the attacker to make a Wisdom saving throw. On a failed save, 
  the attacker takes radiant damage equal to the damage it just 
  dealt. On a successful save, it takes half as much damage.  
  Cleansing Touch. He can use his action to end one spell on 
  himself or on one willing creature that he touches. He can do this 
  four times and regains expended uses when he finishes a long 
  rest. 
  Divine Health. He is immune to disease.  
  Divine Sense 5/day. He can know the location of any celestial, 
  fiend, or undead within 60 ft.  
  Divine Smite. All melee weapons do extra 1d8 radiant damage. 
  When he hits a creature, can also deal 2d8 radiant damage for a 
  1st level spell slot. 1d8/spell level higher than 1st up to 5d8.  
  Lay on Hands. He can draw from a pool of 80 hit points to restore 
  hit points, or cure diseases or poisons.  
  Protective Spirit. He regains 1d6 + 16 hit points if he ends his turn 
  in combat with fewer than half of his hit points remaining and he 
  isn’t incapacitated.  
  Spellcasting. Alister is a 16th level spellcaster. His spellcasting 
  ability is Charisma (spell save DC 17, +9 to hit with spell attacks).  
  1st level. (4 slots): command, cure wounds, divine favor, wrathful 
  smite 
  2nd level. (3 slots): branding smite, find steed, zone of truth 
  3rd level. (3 slots): blinding smite, crusader’s mantle, daylight 
  4th level. (2 slots): banishment, staggering smite 
  Oath spells: beacon of hope, dispel magic, lesser restoration, 
  protection from evil and good, sanctuary, zone of truth 
  Actions 
  Multiattack. Alister makes two attacks. 
  +2 Longsword. Melee Weapon Attack: +11 to hit, reach 5 ft., one 
  target. Hit: 11 (1d10 + 6) slashing damage plus 4 (1d8) radiant 
  damage. 
  +1 Longbow. Ranged Weapon Attack: +6 to hit, range 150/600 
  ft., one target. Hit: 5 (1d8 + 1) piercing damage. 
   
  NPC BIO 
   
  Personality Alister is a calm, relaxed individual  
  Appearance Good-looking older man with short black hair and 
  green eyes. 6’ 4” 207 lbs. 41 years old 
  Characteristics 
  Ideal. Tradition.  
  Bond. His knighthood.   
  Flaw. Alister secretly believes everyone is beneath him.  
  Background 
  Alister was a noble. He thinks very highly of himself but also 
  wants to make the world a better place. Alister is a wealthy 
  knight who lives in a large manor with his family.  
  Equipment 
  backpack, 7 days of rations, 4 flasks of holy water, holy symbol, 
  prayer book, elixir of health, potion of flying, ring of protection, 
  quiver, 15 +2 arrows, signet ring, tinderbox, bedroll, holy symbol, 
  cloak, 83sp, 21412gp (in manor), 189pp.  
  
   
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
  58 
  ZARDEN HOTH 
  17th level paladin (Oath of Devotion subclass) 
  Medium humanoid (human), lawful good 
  Armor Class 19 (plate) 
  Hit Points 144 (17d10) 
  Speed 30 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  17 (+3) 
  12 (+1) 
  10 (+0) 
  13 (+1) 
  15 (+2) 
  20 (+5) 
  Saving Throws Wis +8, Cha +11  
  Skills Athletics, Insight +8, Religion +6  
  Senses passive Perception 14 
  Languages Common, Elvish 
  Challenge 11 (7,200 XP) 
  Aura of Courage. Zarden and friendly creatures within 10 feet of 
  him can’t be frightened while he is conscious.  
  Aura of Devotion. Zarden and friendly creatures within 10 ft. of 
  him can’t be charmed while he is conscious.    
  Aura of Protection. Whenever Zarden or a friendly creature 
  within 10 feet of him must make a saving throw, the creature 
  gains a +5 bonus to the saving throw. 
  Channel Divinity/Sacred Weapon. Add Charisma modifier to 
  attack rolls for 1 minute. Emit bright light 20 ft., dim light 20 ft.  
  Channel Divinity/Turn the Unholy. Turn fiends/undead within 30 
  ft. 
  Cleansing Touch. He can use his action to end one spell on 
  himself or on one willing creature that he touches. He can do this 
  five times and regains expended uses when he finishes a long 
  rest. 
  Divine Health. He is immune to disease.  
  Divine Sense 6/day. He can know the location of any celestial, 
  fiend, or undead within 60 ft.  
  Divine Smite. All melee weapons do extra 4 (1d8) radiant 
  damage. When he hits a creature, can also deal 2d8 radiant 
  damage for a 1st level spell slot. 1d8/spell level higher than 1st up 
  to 5d8.  
  Lay on Hands. He can draw from a pool of 85 hit points to restore 
  hit points, or cure diseases or poisons.  
  Purity of Spirit. He is always under the effects of a protection 
  from evil and good spell.  
  Spellcasting. Zarden is a 17th level spellcaster. His spellcasting 
  ability is Charisma (spell save DC 19, +11 to hit with spell attacks).  
  1st level. (4 slots): command, cure wounds, divine favor, wrathful 
  smite 
  2nd level. (3 slots): branding smite, find steed, locate object 
  3rd level. (3 slots): blinding smite, crusader’s mantle, daylight 
  4th level. (3 slots): aura of life, banishment, locate creature 
  5th level. (1 slots): banishing smite 
  Oath spells: beacon of hope, dispel magic, lesser restoration, 
  protection from evil and good, sanctuary, zone of truth 
  Actions 
  Multiattack. Zarden makes two attacks. 
  +1 Greatsword. Melee Weapon Attack: +10 to hit, reach 5 ft., one 
  target. Hit: 11 (2d6 + 4) slashing damage plus 4 (1d8) radiant 
  damage. 
  +1 Longbow. Ranged Weapon Attack: +8 to hit, range 150/600 
  ft., one target. Hit: 6 (1d8 + 2) piercing damage. 
   
  NPC BIO 
   
  Personality His friends know they can rely on him, no matter 
  what. 
  Appearance Handsome man with long black hair and dark-blue 
  eyes. 6’ 0” 194 lbs. 36 years old 
  Characteristics 
  Ideal. Greater Good. 
  Bond. He is very close to his friends.  
  Flaw. Once he starts drinking, it’s hard for him to stop.  
  Background 
  Zarden was a sailor. He is a very loyal warrior who strives to serve 
  others. He has traveled extensively and has seen just about 
  everything. Zarden now lives in a well-guarded keep on the edge 
  of a wide moor. Many knights are under his command.  
  Equipment 
  backpack, 3 days of rations, 4 flasks of holy water, holy symbol, 
  prayer book, helm of brilliance, iron flask, ring of water walking, 
  quiver, 15 +2 arrows, tinderbox, bedroll, holy symbol, cloak, 
  98gp, 75pp.  
  Mount 
  warhorse  
   
   
   
  
   
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
  59 
  ERIN SILVER 
  18th level paladin (Oath of Devotion subclass) 
  Medium humanoid (human), lawful good 
  Armor Class 22 (+1 plate, shield) 
  Hit Points 150 (18d10) 
  Speed 30 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  16 (+3) 
  18 (+4) 
  10 (+0) 
  18 (+4) 
  14 (+2) 
  22 (+6) 
  Saving Throws Wis +8, Cha +12  
  Skills Athletics +9, Insight +8, Intimidation +12, Stealth +10 
  Senses passive Perception 12 
  Languages Common, Dwarf 
  Challenge 12 (8,400 XP) 
  Aura of Courage. Erin and friendly creatures within 10 feet of her 
  can’t be frightened while she is conscious.  
  Aura of Devotion. Erin and friendly creatures within 10 ft. of her 
  can’t be charmed while she is conscious.    
  Aura of Protection. Whenever Erin or a friendly creature within 
  10 feet of her must make a saving throw, the creature gains a +5 
  bonus to the saving throw. 
  Channel Divinity/Sacred Weapon. Add Charisma modifier to 
  attack rolls for 1 minute. Emit bright light 20 ft., dim light 20 ft.  
  Channel Divinity/Turn the Unholy. Turn fiends/undead within 30 
  ft. 
  Cleansing Touch. She can use her action to end one spell on 
  herself or on one willing creature that she touches. She can do 
  this six times and regains expended uses when she finishes a long 
  rest. 
  Divine Health. She is immune to disease.  
  Divine Sense 7/day. She can know the location of any celestial, 
  fiend, or undead within 60 ft.  
  Divine Smite. All melee weapons do extra 4 (1d8) radiant 
  damage. When she hits a creature, can also deal 2d8 radiant 
  damage for a 1st level spell slot. 1d8/spell level higher than 1st up 
  to 5d8.  
  Lay on Hands. She can draw from a pool of 90 hit points to 
  restore hit points, or cure diseases or poisons.  
  Purity of Spirit. She is always under the effects of a protection 
  from evil and good spell.  
  Spellcasting. Erin is an 18th level spellcaster. Her spellcasting 
  ability is Charisma (spell save DC 20, +12 to hit with spell attacks).  
  1st level. (4 slots): command, cure wounds, divine favor, wrathful 
  smite 
  2nd level. (3 slots): branding smite, find steed, locate object 
  3rd level. (3 slots): blinding smite, crusader’s mantle, daylight 
  4th level. (3 slots): aura of life, aura of purity, death ward 
  5th level. (1 slot): destructive wave 
   
  Oath spells: beacon of hope, dispel magic, lesser restoration, 
  protection from evil and good, sanctuary, zone of truth 
  Actions 
  Multiattack. Erin makes two attacks. 
  +3 Longsword. Melee Weapon Attack: +12 to hit, reach 5 ft., one 
  target. Hit: 10 (1d8 + 6) slashing damage plus 4 (1d8) radiant 
  damage. 
  +2 Longbow. Ranged Weapon Attack: +10 to hit, range 150/600 
  ft., one target. Hit: 10 (1d8 + 6) piercing damage. 
   
  NPC BIO 
   
  Personality Erin is a disciplined, responsible warrior.   
  Appearance Very beautiful woman with long brown hair and dark 
  blue eyes. 5’ 7” 125 lbs. 27 years old 
  Characteristics 
  Ideal. Tradition.  
  Bond. She will do anything for her family.  
  Flaw. Erin is quite aloof.  
  Background 
  Erin was a soldier (officer). She leads a large contingent of knights 
  at an outpost on the border. Erin is known to be a very serious 
  person and rather uptight.  
  Equipment 
  7 days of rations, 6 flasks of holy water, holy symbol, prayer book, 
  amulet of health, bag of holding, 4 potions of superior healing, 
  quiver, 15 +3 arrows, tinderbox, bedroll, holy symbol, cloak, 
  110sp, 68gp.  
  Mount 
  young gold dragon 
   
   
   
  
   
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
  60 
  HOLDEN ASHBURN 
  19th level paladin (Oath of the Ancients subclass) 
  Medium humanoid (human), lawful good 
  Armor Class 19 (plate) 
  Hit Points 163 (19d10 + 19) 
  Speed 30 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  16 (+3) 
  12 (+1) 
  13 (+1) 
  10 (+0) 
  19 (+4) 
  20 (+5) 
  Saving Throws Wis +10, Cha +11  
  Skills Insight +10, Medicine +10, Religion +6  
  Senses passive Perception 14 
  Languages Common, Elvish, Halfling 
  Challenge 12 (8,400 XP) 
  Aura of Courage. Holden and friendly creatures within 10 feet of 
  him can’t be frightened while he is conscious.  
  Aura of Protection. Whenever Holden or a friendly creature 
  within 10 feet of him must make a saving throw, the creature 
  gains a +5 bonus to the saving throw. 
  Channel Divinity/Nature’s Wrath. Add Charisma modifier to 
  attack rolls for 1 minute. Emit bright light 20 ft., dim light 20 ft.  
  Channel Divinity/Turn the Faithless. Turn fiends/undead within 
  30 ft. 
  Cleansing Touch. He can use his action to end one spell on 
  himself or on one willing creature that he touches. He can do this 
  five times and regains expended uses when he finishes a long 
  rest. 
  Divine Health. He is immune to disease.  
  Divine Sense 6/day. He can know the location of any celestial, 
  fiend, or undead within 60 ft.  
  Divine Smite. All melee weapons do extra 4 (1d8) radiant 
  damage. When he hits a creature, can also deal 2d8 radiant 
  damage for a 1st level spell slot. 1d8/spell level higher than 1st up 
  to 5d8.  
  Elder Champion. He can assume the form of an ancient force of 
  nature, taking on an appearance he chooses. Using his action, he 
  undergoes a transformation. For 1 minute, he gains the following 
  benefits: At the start of each turn, he regains 10 hit points. 
  Whenever he casts a paladin spell that has a casting time to 1 
  action, he can cast it using a bonus action. Enemy creatures 
  within 10 feet of him have disadvantage on saving throws against 
  his paladin spells and Channel Divinity options.  
  Once he uses this feature, he can’t use it again until he finishes a 
  long rest.   
  Lay on Hands. He can draw from a pool of 95 hit points to restore 
  hit points, or cure diseases or poisons.  
  Spellcasting. Holden is a 19th level spellcaster. His spellcasting 
  ability is Charisma (spell save DC 19, +11 to hit with spell attacks).  
  1st level. (4 slots): command, cure wounds, divine favor, wrathful 
  smite 
  2nd level. (3 slots): branding smite, find steed, locate object 
  3rd level. (3 slots): blinding smite, crusader’s mantle, daylight 
  4th level. (3 slots): aura of life, aura of purity, death ward 
  5th level. (2 slots): dispel evil and good, raise dead 
  Oath spells: beacon of hope, dispel magic, lesser restoration, 
  protection from evil and good, sanctuary, zone of truth 
  Undying Sentinel. When he is reduced to 0 hit points and isn’t 
  killed outright, he can choose to drop to 1 hit point instead. Once 
  he used this ability, he can’t use it again until he finishes a long 
  rest. Additionally, he doesn’t suffer any of the drawbacks of old 
  age, and he can’t be aged magically. 
  Actions 
  Multiattack. Holden makes two attacks. 
  +3 Greatsword. Melee Weapon Attack: +12 to hit, reach 5 ft., one 
  target. Hit: 13 (2d6 + 6) slashing damage plus 4 (1d8) radiant 
  damage. 
  +3 Longbow. Ranged Weapon Attack: +10 to hit, range 150/600 
  ft., one target. Hit: 8 (1d8 + 4) piercing damage. 
   
  NPC BIO 
   
  Personality Holden spent so long in the temple that he has little 
  experience dealing with people in the outside world.  
  Appearance Human male with long blonde hair and green eyes. 
  6’ 4” 238 lbs. 29 years old 
  Characteristics 
  Ideal. Charity.   
  Bond. Everything he does is for the common people.  
  Flaw. Holden puts too much trust in those who wield power 
  within his temple’s hierarchy.  
  Background 
  Holden was an acolyte. He lives in an ancient keep in an old 
  forest. From there he protects the inhabitants of the peaceful 
  woods.  
  Equipment 
  backpack, 7 days of rations, 4 flasks of holy water, holy symbol, 
  prayer book, ear horn of hearing1, driftglobe, necklace of prayer 
  beads, potion of speed, quiver, 15 +2 arrows, tinderbox, bedroll, 
  holy symbol, cloak, 10901gp (in keep), 68gp.  
  
   
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
  61 
  JADE MOONGLOW 
  20th level paladin (Oath of Devotion subclass) 
  Medium humanoid (human), lawful good 
  Armor Class 20 (+1 plate) 
  Hit Points 168 (20d10) 
  Speed 30 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  18 (+4) 
  11 (+0) 
  10 (+0) 
  10 (+0) 
  19 (+4) 
  20 (+5) 
  Saving Throws Wis +10, Cha +11 
  Skills Insight +10, Religion +6, Sleight of Hand +6, Stealth +6 
  Senses passive Perception 14 
  Languages Common, Dwarvish, Elvish 
  Challenge 13 (10,000 XP) 
  Aura of Courage. Jade and friendly creatures within 10 feet of 
  her can’t be frightened while she is conscious.  
  Aura of Devotion. Jade and friendly creatures within 30 ft. of her 
  can’t be charmed while she is conscious.    
  Aura of Protection. Whenever Jade or a friendly creature within 
  10 feet of her must make a saving throw, the creature gains a +5 
  bonus to the saving throw. 
  Channel Divinity/Sacred Weapon. Add Charisma modifier to 
  attack rolls for 1 minute. Emit bright light 20 ft., dim light 20 ft.  
  Channel Divinity/Turn the Unholy. Turn fiends/undead within 30 
  ft. 
  Cleansing Touch. She can use her action to end one spell on 
  herself or on one willing creature that she touches. She can do 
  this five times and regains expended uses when she finishes a 
  long rest. 
  Divine Health. She is immune to disease.  
  Divine Sense 6/day. She can know the location of any celestial, 
  fiend, or undead within 60 ft.  
  Divine Smite. All melee weapons do extra 4 (1d8) radiant 
  damage. When she hits a creature, can also deal 2d8 radiant 
  damage for a 1st level spell slot. 1d8/spell level higher than 1st up 
  to 5d8.  
  Lay on Hands. She can draw from a pool of 100 hit points to 
  restore hit points, or cure diseases or poisons.  
  Holy Nimbus. She can emanate an aura of sunlight. For 1 minute, 
  bright light shines from her in a 30-foot radius, and dim light 
  shines 30 feet beyond that. Whenever an enemy creature starts 
  its turn in the bright light, the creature takes 10 radiant damage. 
  In addition, for the duration, she has advantage on saving throws 
  against spells cast by fiends or undead. Resets with a long rest.   
  Purity of Spirit. She is always under the effects of a protection 
  from evil and good spell.  
  Spellcasting. Jade is a 20th level spellcaster. Her spellcasting 
  ability is Charisma (spell save DC 19, +11 to hit with spell attacks).  
  1st level. (4 slots): command, cure wounds, divine favor, wrathful 
  smite 
  2nd level. (3 slots): branding smite, find steed, locate object 
  3rd level. (3 slots): blinding smite, crusader’s mantle, daylight 
  4th level. (3 slots): aura of life, banishment, staggering smite 
  5th level. (2 slots): circle of power, raise dead 
  Oath spells: beacon of hope, dispel magic, lesser restoration, 
  protection from evil and good, sanctuary, zone of truth 
  Actions 
  Multiattack. Jade makes two attacks. 
  +3 Longsword. Melee Weapon Attack: +13 to hit, reach 5 ft., one 
  target. Hit: 12 (1d10 + 7) slashing damage plus 4 (1d8) radiant 
  damage. 
  +3 Longbow. Ranged Weapon Attack: +9 to hit, range 150/600 
  ft., one target. Hit: 7 (1d8 + 3) piercing damage. 
   
  NPC BIO 
   
  Personality Jade asks a lot of questions.  
  Appearance Gorgeous woman with long black hair and blue eyes. 
  5’ 9” 136lbs. 27 years old 
  Characteristics 
  Ideal. Community.   
  Bond. Her city is her home, and she’ll fight to defend it.  
  Flaw. Jade can be loud and overbearing at times.  
  Background 
  Jade was an urchin. She has grown into a mighty warrior who 
  leads the royal army. Jade is incredibly powerful and some have 
  said she is on par with the demi-gods. This paladin is based in a 
  sprawling castle in the capital city.  
  Equipment 
  backpack, 4 days of rations, 4 flasks of holy water, holy symbol, 
  prayer book, boots of speed, cubic gate, Daern’s instant fortress, 
  gem of brightness, horseshoes of speed, quiver, 15 +3 arrows, 
  tinderbox, bedroll, holy symbol, cloak, 15421gp (in castle), 68pp.  
  Equipment 
  warhorse  
  
   
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
  62 
  BERYL HEARTWOOD 
  13th level ranger (Hunter subclass) 
  Medium humanoid (half-elf), chaotic good 
  Armor Class 18 (+2 leather armor) 
  Hit Points 102 (13d10) 
  Speed 30 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  12 (+1) 
  19 (+4) 
  10 (+0) 
  12 (+1) 
  15 (+2) 
  18 (+4) 
  Saving Throws Str +6, Dex +9 
  Skills Animal Handling +7, Insight +7, Perception +7, Survival +7 
  Senses darkvision 60 ft., passive Perception 17 
  Languages Common, Elvish, Goblin 
  Challenge 8 (3,900 XP) 
  Escape the Horde. Opportunity attacks against her are made with 
  disadvantage.   
  Favored Enemy. Goblins and Orcs! She has advantage on Wisdom 
  (Survival) checks to track them. 
  Fey Ancestry. She has advantage on saving throws against being 
  charmed, and magic can’t put her to sleep.  
  Hide in Plain Sight. Can spend 1 minute camouflaging herself. 
  +10 to Dexterity (Stealth) checks as long as remaining there 
  without moving or taking actions.  
  Horde Breaker. She can take another attack with same weapon 
  once per turn against a different creature. 
  Hunter’s Sense. As an action she can choose one creature she can 
  see within 60’. She immediately learns whether the creature has 
  any damage immunities, resistances, or vulnerabilities and what 
  they are (unless hidden by divination magic). 2 uses/resets with 
  long rest.   
  Land Stride. Moving through nonmagical difficult terrain costs 
  her no extra movement. She can also pass through nonmagical 
  plants without being slowed down by them and without taking 
  damage from them if they have thorns, spikes, or a similar 
  hazard. In addition, she has advantage on saving throws against 
  plants that are magically created or manipulated to impede 
  movement, such as those created by the entangle spell. 
  Natural Explorer. Difficult terrain doesn’t slow group. Group can’t 
  get lost. If alone, move stealthily at normal pace. Find twice as 
  much food. When tracking, learn number, size, and how long ago 
  they passed by area.   
  Primeval Awareness. Use spell slot to sense what creatures are 
  within a mile, 6 miles for favored enemy. 
  Spellcasting. Her spellcasting ability is Wisdom (spell save DC 15, 
  +7 to hit with spell attacks).  
  1st level. (4 slots): animal friendship, cure wounds, fog cloud, 
  speak with animals 
  2nd level. (3 slots): beast sense, find traps, spike growth 
  3rd level. (3 slots): conjure animals, lightning arrow, speak with 
  plants 
  4th level. (1 slot): conjure woodland beings 
  Whirlwind Attack. Can make a melee attack against any number 
  of creatures within 5’, with separate attack rolls.   
   
  Actions 
  Multiattack. Beryl makes two melee attacks or one ranged 
  attack.  
  +2 Shortsword. Melee Weapon Attack: +11 to hit, reach 5 ft., one 
  target. Hit: 11 (1d10 + 6) piercing damage. 
  +2 Light Crossbow. Ranged Weapon Attack: +11 to hit, range 
  80/320 ft., one target. Hit: 10 (1d8 + 6) piercing damage. 
   
  NPC BIO 
   
  Personality Beryl is an incredibly patient individual.  
  Appearance Athletic half-elf female with long blonde hair and 
  green eyes. 5’ 5” 89 lbs. 26 years old 
  Characteristics 
  Ideal. Change.  
  Bond. She feels a deep connection to the forest she makes home.  
  Flaw. Beryl looks after others better than she looks after herself.  
  Background 
  Beryl was an outlander (exile). She is skilled at hunting and 
  tracking and is always ready for a new adventure. This ranger gets 
  along easily with others and is very comfortable in her skin.  
  Equipment 
  backpack, 5 days of rations, crossbow bolt case, 20 crossbow 
  bolts, bag of 20 caltrops, cloak, ring of regeneration, potion of 
  superior healing, potion of speed, 66gp, 44pp.  
  Mount 
  riding horse  
   
   
   
   
  
   
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
  63 
  KARAN MACKENZIE 
  14th level ranger (Horizon Walker subclass) 
  Medium humanoid (human), neutral good 
  Armor Class 19 (+2 studded leather) 
  Hit Points 118 (14d10 + 14) 
  Speed 30 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  14 (+2) 
  18 (+4) 
  12 (+1) 
  16 (+3) 
  10 (+0) 
  19 (+4) 
  Saving Throws Str +7, Dex +10 
  Skills Animal Handling +6, Insight +6, Perception +6 
  Senses passive Perception 12 
  Languages Common, Elvish 
  Challenge 9 (5,000 XP) 
  Detect Portal. As an action, she detects the distance and 
  direction to the closest planar portal within 1 mile of her. Must 
  rest to reset this feature.  
  Distant Strike. When she takes the Attack action, she can 
  teleport up to 10 feet before each attack to an unoccupied space 
  she can see. If she attacks at least two different creatures with 
  the action, she can make one additional attack with it against a 
  third creature.  
  Ethereal Step. As a bonus action, she can cast the etherealness 
  spell with this feature, without expending a spell slot, but the 
  spell ends at the end of the current turn. Must rest to reset this 
  feature.  
  Favored Enemy. Fiends and Undead and Constructs! She has 
  advantage on Wisdom (Survival) checks to track them. 
  Hide in Plain Sight. Can spend 1 minute camouflaging herself. 
  +10 to Dexterity (Stealth) checks as long as remaining there 
  without moving or taking actions.  
  Land Stride. Moving through nonmagical difficult terrain costs 
  her no extra movement. She can also pass through nonmagical 
  plants without being slowed down by them and without taking 
  damage from them if they have thorns, spikes, or a similar 
  hazard. In addition, she has advantage on saving throws against 
  plants that are magically created or manipulated to impede 
  movement, such as those created by the entangle spell. 
  Natural Explorer. Difficult terrain doesn’t slow group. Group can’t 
  get lost. If alone, move stealthily at normal pace. Find twice as 
  much food. When tracking, learn number, size, and how long ago 
  they passed by area.   
  Planar Warrior. As a bonus action, she can choose one creature 
  that she can see within 30 feet of her. The next time she hits that 
  creature on this turn with a weapon attack, all damage dealt by 
  the attack becomes force damage, and the creature takes an 
  extra 2d8 force damage from the attack.  
  Primeval Awareness. Use spell slot to sense what creatures are 
  within a mile, 6 miles for favored enemy. 
  Spellcasting. Her spellcasting ability is Wisdom (spell save DC 13, 
  +5 to hit with spell attacks).  
  1st level. (4 slots): alarm, cure wounds, fog cloud, speak with 
  animals 
  2nd level. (3 slots): beast sense, darkvision, protection from evil 
  and good, spike growth 
  3rd level. (3 slots): banishment, conjure animals, lightning arrow, 
  misty step, speak with plants 
  4th level. (1 slot): freedom of movement, haste 
  Actions 
  Multiattack. Karan makes two melee attacks or two ranged 
  attacks.  
  +2 Longsword. Melee Weapon Attack: +9 to hit, reach 5 ft., one 
  target. Hit: 9 (1d10 + 4) slashing damage. 
  +2 Longbow. Ranged Weapon Attack: +11 to hit, range 80/320 
  ft., one target. Hit: 10 (1d8 + 6) piercing damage. 
   
  NPC BIO 
   
  Personality Karan is a thoughtful, mature individual.  
  Appearance Pretty, young woman with long brown hair and hazel 
  eyes. 5’ 7” 124 lbs. 25 years old 
  Characteristics 
  Ideal. Freedom.  
  Bond. She is very close to her older sister.  
  Flaw. Karan can be cool and aloof at times.   
  Background 
  Karan was an athlete. She is a wanderer who enjoys travelling to 
  new places. Karan would be a valuable companion as she is very 
  mature and reliable. Her silver dragon, Argentanan, is usually 
  nearby.  
  Equipment 
  backpack, 5 days of rations, quiver, 20 +2 arrows, bag of 20 
  caltrops, cloak, potion of superior healing, decanter of endless 
  water, arrow of giant slaying, lantern of revealing, 101gp, 72pp.  
  Mount 
  young silver dragon  
   
  
   
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
  64 
  MORRIS WHISTLESOD 
  15th level ranger (Hunter subclass) 
  Medium humanoid (stout halfling), chaotic neutral 
  Armor Class 17 (studded leather) 
  Hit Points 119 (15d10) 
  Speed 25 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  11 (+0) 
  19 (+4) 
  10 (+0) 
  11 (+0) 
  17 (+3) 
  7 (-2) 
  Saving Throws Str +5, Dex +9 
  Skills Animal Handling +6, Insight +6, Perception +6 
  Senses passive Perception 12 
  Languages Common, Halfling 
  Challenge 10 (5,900 XP) 
  Brave. He has advantage on saves against poison, and resistance 
  against poison damage. 
  Escape the Horde. Opportunity attacks against him are made 
  with disadvantage.   
  Evasion. When he is subjected to an effect that allows him to 
  make a Dexterity save to take only half damage, he instead takes 
  no damage if he succeeds and only half damage if he fails. 
  Favored Enemy. Dwarves and Elves and Gnomes! He has 
  advantage on Wisdom (Survival) checks to track them. 
  Halfling Nimbleness. Can move through the space of any 
  creature that is larger.   
  Hide in Plain Sight. Can spend 1 minute camouflaging himself. 
  +10 to Dexterity (Stealth) checks as long as remaining there 
  without moving or taking actions.  
  Horde Breaker. He can take another attack with same weapon 
  once per turn against a different creature. 
  Land Stride. Moving through nonmagical difficult terrain costs 
  him no extra movement. He can also pass through nonmagical 
  plants without being slowed down by them and without taking 
  damage from them if they have thorns, spikes, or a similar 
  hazard. In addition, he has advantage on saving throws against 
  plants that are magically created or manipulated to impede 
  movement, such as those created by the entangle spell. 
  Lucky. He has advantage on saves against poison, and resistance 
  against poison damage. 
  Natural Explorer. Difficult terrain doesn’t slow group. Group can’t 
  get lost. If alone, move stealthily at normal pace. Find twice as 
  much food. When tracking, learn number, size, and how long ago 
  they passed by area.   
  Primeval Awareness. Use spell slot to sense what creatures are 
  within a mile, 6 miles for favored enemy. 
  Spellcasting. His spellcasting ability is Wisdom (spell save DC 16, 
  +8 to hit with spell attacks).  
  1st level. (4 slots): animal friendship, cure wounds, fog cloud, 
  speak with animals 
  2nd level. (3 slots): beast sense, darkvision, spike growth 
  3rd level. (3 slots): conjure animals, lightning arrow, speak with 
  plants 
  4th level. (2 slots): grasping vine, stoneskin 
  Stout Resilience. Has advantage on saving throws against poison, 
  and has resistance against poison damage.  
  Vanish. He can use the Hide action as bonus action and can’t be 
  tracked by nonmagical means, unless he chooses to leave a trail.  
  Whirlwind Attack. Can make a melee attack against any number 
  of creatures within 5’, with separate attack rolls.   
  Actions 
  Multiattack. Morris makes two melee attacks or one ranged 
  attack.  
  +2 Shortsword. Melee Weapon Attack: +11 to hit, reach 5 ft., one 
  target. Hit: 9 (1d6 + 6) piercing damage. 
  +2 Light Crossbow. Ranged Weapon Attack: +11 to hit, range 
  80/320 ft., one target. Hit: 10 (1d8 + 6) piercing damage. 
   
  NPC BIO 
   
  Personality Morris is a gruff, blunt individual.  
  Appearance Athletic halfling male with long blonde hair and 
  green eyes. 3’ 10” 33 lbs. 34 years old 
  Characteristics 
  Ideal. Greed.  
  Bond. He sleeps with his shortsword.    
  Flaw. Morris is self-absorbed and uncaring.  
  Background 
  Morris was a hermit. He doesn’t get along well with others. This 
  halfling is greedy and is out for himself. He’ll join any adventuring 
  party with the goal of getting more gold.  
  Equipment 
  backpack, 5 days of rations, crossbow bolt case, 20 +1 crossbow 
  bolts, bag of 20 caltrops, cloak, bag of tricks (tan), oil of 
  sharpness, dust of disappearance, chime of opening, 66gp, 74pp.  
   
   
  
   
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
  65 
  SORSHA SHAW 
  16th level ranger (Monster Slayer subclass) 
  Medium humanoid (half-elf), chaotic neutral 
  Armor Class 18 (+1 studded leather) 
  Hit Points 124 (16d10) 
  Speed 30 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  16 (+3) 
  19 (+4) 
  10 (+0) 
  12 (+1) 
  15 (+2) 
  15 (+2) 
  Saving Throws Str +8, Dex +9 
  Skills Animal Handling +6, Arcana, History, Insight +6, Perception 
  +6 
  Senses darkvision 60 ft., passive Perception 12 
  Languages Common, Elvish, Goblin 
  Challenge 11 (7,200 XP) 
  Favored Enemy. Dragons and Fiends and Giants! She has 
  advantage on Wisdom (Survival) checks to track them. 
  Fey Ancestry. She has advantage on saving throws against being 
  charmed, and magic can’t put her to sleep.  
  Hide in Plain Sight. Can spend 1 minute camouflaging herself. 
  +10 to Dexterity (Stealth) checks as long as remaining there 
  without moving or taking actions.  
  Hunter’s Sense. As an action she can choose one creature she can 
  see within 60’. She immediately learns whether the creature has 
  any damage immunities, resistances, or vulnerabilities and what 
  they are (unless hidden by divination magic). 2 uses/resets with 
  long rest.   
  Land Stride. Moving through nonmagical difficult terrain costs 
  her no extra movement. She can also pass through nonmagical 
  plants without being slowed down by them and without taking 
  damage from them if they have thorns, spikes, or a similar 
  hazard. In addition, she has advantage on saving throws against 
  plants that are magically created or manipulated to impede 
  movement, such as those created by the entangle spell. 
  Magic-User’s Nemesis. When she sees a creature casting a spell 
  or teleporting within 60 ft., she can use her reaction to magically 
  foil it. The creature must succeed on a Wisdom saving throw 
  against her spell save DC, or its spell or teleport fails and is 
  wasted. Must finish a short or long rest to reset this feature.    
  Natural Explorer. Difficult terrain doesn’t slow group. Group can’t 
  get lost. If alone, move stealthily at normal pace. Find twice as 
  much food. When tracking, learn number, size, and how long ago 
  they passed by area.   
  Primeval Awareness. Use spell slot to sense what creatures are 
  within a mile, 6 miles for favored enemy. 
  Slayer’s Prey. As a bonus action, she can designate one creature 
  she can see within 60’ of her as the target of this feature. The first 
  time each turn that she hits that target with a weapon attack, it 
  takes an extra 1d6 damage. Resets with a short or long rest. Ends 
  if she designates a different creature.  
  Spellcasting. Her spellcasting ability is Wisdom (spell save DC 15, 
  +7 to hit with spell attacks).  
  1st level. (4 slots): animal friendship, cure wounds, detect magic, 
  speak with animals 
  2nd level. (3 slots): beast sense, lesser restoration, spike growth 
  3rd level. (3 slots): conjure animals, lightning arrow, speak with 
  plants 
  4th level. (2 slots): conjure woodland beings, grasping vine 
  Supernatural Defense. Whenever the target of her Slayer’s Prey 
  forces her to make a saving throw and whenever she makes an 
  ability check to escape that target’s grapple, add 1d6 to her roll.   
  Vanish. She can use the Hide action as bonus action and can’t be 
  tracked by nonmagical means, unless she chooses to leave a trail.  
  Actions 
  Multiattack. Sorsha makes two melee attacks or two ranged 
  attacks.  
  +2 Longsword. Melee Weapon Attack: +11 to hit, reach 5 ft., one 
  target. Hit: 10 (1d10 + 5) slashing damage. 
   
  NPC BIO 
   
  Personality Sorsha is a passionate, intense individual.   
  Appearance Half-elf female with long blonde hair and green eyes. 
  5’ 8” 138 lbs. 43 years old 
  Characteristics 
  Ideal. Greater Good  
  Bond. She is very close to her father.  
  Flaw. Sorsha has a sharp tongue and curses like a sailor.  
  Background 
  Sorsha was a sage (librarian). She hunts down evil dragons, 
  demons, and devils! Sorsha does her own thing and ignores the 
  desires of others.  
  Equipment 
  5 days of rations, bag of 20 caltrops, cloak, boots of speed, ring of 
  evasion, bag of holding, potion of supreme healing, silver 
  necklace, 66gp, 44pp.  
   
   
  
   
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
  66 
  SHIAN 
  17th level ranger (Hunter subclass) 
  Medium humanoid (triton), lawful good 
  Armor Class 19 (+2 studded leather) 
  Hit Points 145 (17d10 +17) 
  Speed 30 ft., swim 30 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  15 (+2) 
  19 (+4) 
  12 (+1) 
  11 (+0) 
  15 (+2) 
  13 (+1) 
  Saving Throws Str +8, Dex +10 
  Skills Animal Handling +6, Athletics, Insight +6, Perception +6, 
  Survival 
  Senses darkvision 60 ft., passive Perception 12 
  Languages Common, Primordial 
  Challenge 11 (7,200 XP) 
  Amphibious. She can breathe air and water.  
  Control Air and Water. She can cast fog cloud, gust of wind, or 
  wall of water with this trait. Charisma is the spellcasting ability. 
  Resets with a long rest.  
  Emissary of the Sea. She can communicate with simple beasts 
  that can breathe water. They can understand the meaning of her 
  words, though she has no special ability to understand them.  
  Escape the Horde. Opportunity attacks against her are made with 
  disadvantage.   
  Evasion. When she is subjected to an effect that allows her to 
  make a Dexterity save to take only half damage, she instead takes 
  no damage if she succeeds and only half damage if she fails. 
  Favored Enemy. Goblins and Orcs and Hobgoblins! She has 
  advantage on Wisdom (Survival) checks to track them. 
  Fey Ancestry. She has advantage on saving throws against being 
  charmed, and magic can’t put her to sleep.  
  Guardians of the Depths. Adapted to even the most extreme 
  ocean depths, she has resistance to cold damage, and she ignores 
  any of the drawbacks caused by a deep underwater environment. 
  Hide in Plain Sight. Can spend 1 minute camouflaging herself. 
  +10 to Dexterity (Stealth) checks as long as remaining there 
  without moving or taking actions.  
  Horde Breaker. She can take another attack with same weapon 
  once per turn against a different creature. 
  Land Stride. Moving through nonmagical difficult terrain costs 
  her no extra movement. She can also pass through nonmagical 
  plants without being slowed down by them and without taking 
  damage from them if they have thorns, spikes, or a similar 
  hazard. In addition, she has advantage on saving throws against 
  plants that are magically created or manipulated to impede 
  movement, such as those created by the entangle spell. 
  Natural Explorer. Difficult terrain doesn’t slow group. Group can’t 
  get lost. If alone, move stealthily at normal pace. Find twice as 
  much food. When tracking, learn number, size, and how long ago 
  they passed by area.   
  Primeval Awareness. Use spell slot to sense what creatures are 
  within a mile, 6 miles for favored enemy. 
  Spellcasting. Her spellcasting ability is Wisdom (spell save DC 15, 
  +8 to hit with spell attacks).  
  1st level. (4 slots): animal friendship, cure wounds, fog cloud, 
  speak with animals 
  2nd level. (3 slots): beast sense, locate object, spike growth 
  3rd level. (3 slots): conjure animals, lightning arrow, speak with 
  plants 
  4th level. (3 slots): conjure woodland beings, freedom of 
  movement, locate creature 
  5th level. (1 slot): commune with nature 
  Vanish. She can use the Hide action as bonus action and can’t be 
  tracked by nonmagical means, unless she chooses to leave a trail.  
  Whirlwind Attack. Can make a melee attack against any number 
  of creatures within 5’, with separate attack rolls.   
  Actions 
  Multiattack. Shian makes two attacks. 
  +2 Longsword. Melee Weapon Attack: +10 to hit, reach 5 ft., one 
  target. Hit: 9 (1d10 + 4) slashing damage. 
   
  NPC BIO 
   
  Personality Shian feels far more comfortable around animals 
  (including sea creatures) than people.  
  Appearance Gorgeous triton female with long white hair, blue 
  skin, and green eyes. 5’ 9” 128 lbs. 28 years old 
  Characteristics 
  Ideal. Change.   
  Bond. She is the last of her tribe, and it is up to her to ensure 
  their names enter legend.  
  Flaw. Shian is slow to trust members of other races, tribes, and 
  societies.   
  Background 
  Shian was an outlander (hunter). She grew up on the coast, far 
  away from civilization. Now she lives in a large keep in the city.  
  Equipment 
  backpack, 5 days of rations, hunting trap, bag of 17 caltrops, 
  cloak, elemental gem, potion of invisibility, Nolzur’s marvelous 
  pigments, ring of warmth, arrow of giant slaying, 32gp, 99pp.  
  
   
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
  67 
  ROBIN FELLOW 
  18th level ranger (Hunter subclass) 
  Medium humanoid (human), chaotic good 
  Armor Class 21 (+3 studded leather) 
  Hit Points 152 (18d10) 
  Speed 30 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  14 (+2) 
  20 (+5) 
  10 (+0) 
  12 (+1) 
  14 (+2) 
  17 (+3) 
  Saving Throws Str +8, Dex +11 
  Skills Animal Handling +6, Athletics, Insight +6, Perception +6, 
  Survival 
  Senses darkvision 60 ft., passive Perception 12 
  Languages Common, Sylvan 
  Challenge 12 (8,400 XP) 
  Escape the Horde. Opportunity attacks against him are made 
  with disadvantage.   
  Favored Enemy. Beasts and Constructs and Plants! He has 
  advantage on Wisdom (Survival) checks to track them. 
  Hide in Plain Sight. Can spend 1 minute camouflaging himself. 
  +10 to Dexterity (Stealth) checks as long as remaining there 
  without moving or taking actions.  
  Horde Breaker. He can take another attack with same weapon 
  once per turn against a different creature. 
  Land Stride. Moving through nonmagical difficult terrain costs 
  him no extra movement. He can also pass through nonmagical 
  plants without being slowed down by them and without taking 
  damage from them if they have thorns, spikes, or a similar 
  hazard. In addition, he has advantage on saving throws against 
  plants that are magically created or manipulated to impede 
  movement, such as those created by the entangle spell. 
  Natural Explorer. Difficult terrain doesn’t slow group. Group can’t 
  get lost. If alone, move stealthily at normal pace. Find twice as 
  much food. When tracking, learn number, size, and how long ago 
  they passed by area.   
  Primeval Awareness. Use spell slot to sense what creatures are 
  within a mile, 6 miles for favored enemy. 
  Spellcasting. His spellcasting ability is Wisdom (spell save DC 15, 
  +8 to hit with spell attacks).  
  1st level. (4 slots): animal friendship, cure wounds, hail of thorns, 
  hunter’s mark 
  2nd level. (3 slots): beast sense, cordon of arrows, darkvision 
  3rd level. (3 slots): conjure animals, lightning arrow, speak with 
  plants 
  4th level. (3 slots): freedom of movement, grasping vine, locate 
  creature 
  5th level. (1 slot): swift quiver 
  Stand Against the Tide. Can make a melee attack against any 
  number of creatures within 5’, with separate attack rolls.   
  Vanish. He can use the Hide action as bonus action and can’t be 
  tracked by nonmagical means, unless he chooses to leave a trail.  
  Whirlwind Attack. Can make a melee attack against any number 
  of creatures within 5’, with separate attack rolls.   
  Actions 
  Multiattack. Robin makes two melee attacks or two ranged 
  attacks.  
  +2 Longsword. Melee Weapon Attack: +10 to hit, reach 5 ft., one 
  target. Hit: 9 (1d10 + 4) piercing damage. 
  +3 Longbow. Ranged Weapon Attack: +14 to hit, range 80/320 
  ft., one target. Hit: 12 (1d8 + 8) piercing damage. 
   
  NPC BIO 
   
  Personality Robin watches over his friends as if they were a litter 
  of newborn pups.  
  Appearance Handsome, athletic man with long blonde hair and 
  green eyes. 5’ 10” 169 lbs. 26 years old 
  Characteristics 
  Ideal. Greater Good.   
  Bond. He will bring terrible wrath down on the evildoers who 
  destroyed his homeland.   
  Flaw. Robin doesn’t always take things seriously.  
  Background 
  Robin was an outlander (guide). He has led people through the 
  kingdom’s woods for many years. Robin is a talented archer. The 
  common folk say he rarely ever misses the target. Robin has also 
  been known to rob evil nobles and give their gold to peasants.  
  Equipment 
  backpack, 3 days of rations, hunting trap, quiver, 20 +3 arrows, 
  bag of 20 caltrops, cloak, boots of striding and springing, 
  Oathbow, quiver of Ehlonna, lantern of revealing, 3 potions of 
  superior healing, 59gp, 237pp.  
  Mount 
  riding horse  
   
   
  
   
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
  68 
  CRAWFORD 
  19th level ranger (Hunter subclass) 
  Medium humanoid (high elf), chaotic good 
  Armor Class 20 (+2 studded leather) 
  Hit Points 157 (19d10) 
  Speed 30 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  12 (+1) 
  20 (+5) 
  10 (+0) 
  14 (+2) 
  18 (+4) 
  18 (+4) 
  Saving Throws Str +7, Dex +11 
  Skills Acrobatics +11, Animal Handling +10, Insight +10, 
  Perception +10, Performance +10 
  Senses darkvision 60 ft., passive Perception 20 
  Languages Common, Elvish 
  Challenge 12 (8,400 XP) 
  Elf Cantrip. light cantrip. Intelligence is the spellcasting ability. 
  Escape the Horde. Opportunity attacks against him are made 
  with disadvantage.   
  Evasion. Can make a melee attack against any number of 
  creatures within 5’, with separate attack rolls.   
  Favored Enemy. Fiends and Undead and Constructs! He has 
  advantage on Wisdom (Survival) checks to track them. 
  Fey Ancestry. He has advantage on saving throws against being 
  charmed, and magic can’t put him to sleep.  
  Feral Senses. He doesn’t have disadvantage against creatures he 
  can’t see. He also knows the location of any invisible creatures 
  within 30 feet, provided they aren’t hidden from him.   
  Hide in Plain Sight. Can spend 1 minute camouflaging himself. 
  +10 to Dexterity (Stealth) checks as long as remaining there 
  without moving or taking actions.  
  Horde Breaker. He can take another attack with same weapon 
  once per turn against a different creature. 
  Land Stride. Moving through nonmagical difficult terrain costs 
  her no extra movement. He can also pass through nonmagical 
  plants without being slowed down by them and without taking 
  damage from them if they have thorns, spikes, or a similar 
  hazard. In addition, she has advantage on saving throws against 
  plants that are magically created or manipulated to impede 
  movement, such as those created by the entangle spell. 
  Natural Explorer. Difficult terrain doesn’t slow group. Group can’t 
  get lost. If alone, move stealthily at normal pace. Find twice as 
  much food. When tracking, learn number, size, and how long ago 
  they passed by area.   
  Primeval Awareness. Use spell slot to sense what creatures are 
  within a mile, 6 miles for favored enemy. 
  Spellcasting. His spellcasting ability is Wisdom (spell save DC 18, 
  +10 to hit with spell attacks).  
  1st level. (4 slots): animal friendship, cure wounds, fog cloud, 
  speak with animals 
  2nd level. (3 slots): cordon of arrows, protection from poison, 
  silence 
  3rd level. (3 slots): conjure animals, lightning arrow, speak with 
  plants 
  4th level. (3 slots): conjure woodland beings, freedom of 
  movement, locate creature 
  5th level. (2 slots): commune with nature, tree stride 
  Vanish. He can use the Hide action as bonus action and can’t be 
  tracked by nonmagical means, unless he chooses to leave a trail.  
  Whirlwind Attack. Can make a melee attack against any number 
  of creatures within 5’, with separate attack rolls.   
  Actions 
  Multiattack. Crawford makes two melee attacks or two ranged 
  attacks.  
  +2 Rapier. Melee Weapon Attack: +13 to hit, reach 5 ft., one 
  target. Hit: 11 (1d8 + 7) piercing damage. 
  +2 Longbow. Ranged Weapon Attack: +13 to hit, range 150/600 
  ft., one target. Hit: 11 (1d8 + 7) piercing damage. 
   
  NPC BIO 
   
  Personality Crawford knows a story relevant to almost every 
  situation.  
  Appearance High elf male with long light-brown hair and gray 
  eyes. 5’ 10” 114 lbs. 33 years old 
  Characteristics 
  Ideal. Creativity  
  Bond. He idolizes a hero of the old tales and measures his deeds 
  against that person.  
  Flaw. Crawford has trouble keeping his true feelings hidden.   
  Background 
  Crawford was an entertainer (storyteller). He is one of the 
  brightest and most eloquent storytellers around. Crawford is 
  enthusiastic and respectful. He is well-liked by many in the 
  kingdom and is a frequent visitor to the king’s court.  
  Equipment 
  4 days of rations, lute, 17 +3 arrows, bag of 16 caltrops, cloak, 
  quiver of Ehlonna, bag of holding, bracers of archery, ring of 
  animal influence, deck of many things, 66gp, 244pp.  
  
   
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
  69 
  IMMAE THAERL 
  20th level ranger (Hunter subclass) 
  Medium humanoid (wood elf), chaotic neutral 
  Armor Class 20 (+3 studded leather) 
  Hit Points 166 (20d10) 
  Speed 35 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  12 (+1) 
  19 (+4) 
  11 (+0) 
  13 (+1) 
  20 (+5) 
  19 (+4) 
  Saving Throws Str +7, Dex +10 
  Skills Animal Handling +11, Insight +11, Perception +11, Sleight of 
  Hand +10, Stealth +10 
  Senses darkvision 60 ft., passive Perception 21 
  Languages Common, Elvish, Sylvan 
  Challenge 13 (10,000 XP) 
  Escape the Horde. Opportunity attacks against her are made with 
  disadvantage.   
  Favored Enemy. Bugbears and Goblins and Hobgoblins! She has 
  advantage on Wisdom (Survival) checks to track them. 
  Feral Senses. She doesn’t have disadvantage against creatures 
  she can’t see. She also knows the location of any invisible 
  creatures within 30 feet, provided they aren’t hidden from her.   
  Fey Ancestry. She has advantage on saving throws against being 
  charmed, and magic can’t put her to sleep.  
  Foe Slayer. Once on each turn she can add +5 to her attack roll or 
  damage roll against a favored enemy.  
  Hide in Plain Sight. Can spend 1 minute camouflaging herself. 
  +10 to Dexterity (Stealth) checks as long as remaining there 
  without moving or taking actions.  
  Horde Breaker. She can take another attack with same weapon 
  once per turn against a different creature. 
  Land Stride. Moving through nonmagical difficult terrain costs 
  her no extra movement. She can also pass through nonmagical 
  plants without being slowed down by them and without taking 
  damage from them if they have thorns, spikes, or a similar 
  hazard. In addition, she has advantage on saving throws against 
  plants that are magically created or manipulated to impede 
  movement, such as those created by the entangle spell. 
  Mask of the Wild. Can attempt to hide even when she is only 
  lightly obscured by foliage, heavy rain, falling snow, mist, and 
  other natural phenomena.  
  Natural Explorer. Difficult terrain doesn’t slow group. Group can’t 
  get lost. If alone, move stealthily at normal pace. Find twice as 
  much food. When tracking, learn number, size, and how long ago 
  they passed by area.   
  Primeval Awareness. Use spell slot to sense what creatures are 
  within a mile, 6 miles for favored enemy. 
  Spellcasting. Her spellcasting ability is Wisdom (spell save DC 19, 
  +11 to hit with spell attacks).  
  1st level. (4 slots): animal friendship, cure wounds, hail of thorns, 
  speak with animals 
  2nd level. (3 slots): beast sense, find traps, silence 
  3rd level. (3 slots): conjure animals, lightning arrow, speak with 
  plants 
  4th level. (3 slots): freedom of movement, locate creature, 
  stoneskin 
  5th level. (2 slots): conjure volley, tree stride 
  Vanish. She can use the Hide action as bonus action and can’t be 
  tracked by nonmagical means, unless she chooses to leave a trail.  
  Whirlwind Attack. Can make a melee attack against any number 
  of creatures within 5’, with separate attack rolls.   
  Actions 
  Multiattack. Immae makes two melee attacks or two ranged 
  attacks.  
  +3 Shortsword. Melee Weapon Attack: +13 to hit, reach 5 ft., one 
  target. Hit: 10 (1d6 + 7) piercing damage. 
  +2 Shortbow. Ranged Weapon Attack: +12 to hit, range 80/320 
  ft., one target. Hit: 9 (1d6 + 6) piercing damage. 
  Reactions 
  Uncanny Dodge. When an attacker that she can see hits her with 
  an attack, she can use her reaction to halve the attack’s damage 
  against her. 
   
  NPC BIO 
   
  Personality Immae speaks bluntly and honestly.  
  Appearance Good-looking wood elf female with long blonde hair 
  and light blue eyes. 5’ 5” 89 lbs. 110 years old 
  Characteristics 
  Ideal. People.   
  Bond. No one else should have to endure the hardships she has 
  been through.   
  Flaw. Immae will run from a fight if she’s outnumbered.   
  Background 
  Immae was an urchin. She lives in the king of the elves’ complex 
  in an enormous forest.  
  Equipment 
  backpack, 5 days of rations, quiver, +3 arrows, bag of 14 caltrops, 
  cloak of billowing1, ring of shooting stars, gem of seeing, iron 
  flask, broom of flying, emerald, 66gp, 109pp.  
  
   
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
  70 
  EMMETT MOONACRES 
  13th level rogue (Mastermind subclass) 
  Small humanoid (lightfoot halfling), chaotic good 
  Armor Class 18 (+2 studded leather) 
  Hit Points 86 (13d8) 
  Speed 25 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  12 (+1) 
  18 (+4) 
  10 (+0) 
  16 (+3) 
  15 (+2) 
  11 (+0) 
  Saving Throws Dex +9, Int +8 
  Skills Acrobatics +14, Performance +10, Persuasion +10, Stealth 
  +9 
  Senses passive Perception 12 
  Languages Common, Thieves’ cant, Halfling 
  Challenge 8 (3,900 XP) 
  Brave. Advantage on saves against being frightened.  
  Cunning Action. Bonus action/Dash, Disengage, or Hide  
  Evasion. When he is subjected to an effect that allows him to 
  make a Dexterity save to take only half damage, he instead takes 
  no damage if he succeeds and only half damage if he fails.  
  Halfling Nimbleness. Can move through the space of any 
  creature that is larger. 
  Insightful Manipulator. If he spends at least 1 minute observing 
  or interacting with another creature outside combat, he can learn 
  certain information about its capabilities compared to his. He 
  knows if the creature is his equal, superior, or inferior in regard to 
  2 of these: Int, Wis, Cha, or class level. He might also realize he 
  knows a piece of the creature’s history or one of its personality 
  traits.  
  Lucky. Can reroll any 1s.  
  Master of Intrigue. He has proficiency with the disguise kit, the 
  forgery kit, and the chess set. He can also unerringly mimic the 
  speech patterns and accent of a creature that he hears speak for 
  at least 1 minute, enabling him to pass himself off as a native 
  speaker of a particular land, provided he knows the language.   
  Master of Tactics. He can use the Help action as a bonus action. 
  Additionally, when he uses the Help action to aid an ally in 
  attacking a creature, the target of that attack can be within 30 ft. 
  of him, rather than within 5 ft. of him, if the target can see or 
  hear him.  
  Misdirection. When he is targeted by an attack while a creature 
  within 5 feet of him is granting him cover against that attack, he 
  can use his reaction to have the attack target that creature 
  instead of him.    
  Naturally Stealthy. Can attempt to hide even when only 
  obscured by a creature that is at least one size larger. 
  Reliable Talent. Whenever he makes an ability check that lets 
  him add his proficiency bonus, he can treat a d20 roll of 9 or 
  lower as a 10. 
  Sneak Attack. Once per turn, he can deal an extra 24 (7d6) 
  damage to one creature he hits with an attack if he has 
  advantage or if another enemy is within 5 ft. of it. 
  Actions 
  +2 Shortsword. Melee Weapon Attack: +11 to hit, reach 5 ft., one 
  target. Hit: 9 (1d6 + 6) piercing damage.  
  +2 Shortbow. Ranged Weapon Attack: +11 to hit, range 80/320 
  ft., one target. Hit: 9 (1d6 + 6) piercing damage. 
  Reactions 
  Uncanny Dodge. When an attacker that he can see hits him with 
  an attack, he can use his reaction to halve the attack’s damage 
  against him. 
   
  NPC BIO 
   
  Personality Emmett gets bitter if he’s not the center of attention.    
  Appearance A halfling male with tanned skin, curly blonde hair, 
  and light-blue eyes. 2’ 9” 39 lbs. 32 years old 
  Characteristics 
  Ideal. Beauty.  
  Bond. He would do anything for the members of his old troupe.  
  Flaw. Emmett is a sucker for a pretty face.   
  Background 
  Emmett was an entertainer (actor). He is very outgoing and says 
  exactly what he feels. This halfling is for hire and has worked for 
  some questionable individuals.  
  Equipment 
  backpack, 4 days of rations, thieves’ tools, drum, potion of 
  climbing, potion of greater healing, bracers of archery, rod of 
  absorption, bedroll, tinderbox, quiver, 20 +1 arrows, cloak, 
  211gp, 31pp.  
   
   
   
  
   
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
  71 
  OSBIN DEEPDELVER 
  14th level rogue (Thief subclass) 
  Medium humanoid (mountain dwarf), chaotic neutral 
  Armor Class 18 (+3 leather armor) 
  Hit Points 89 (14d8) 
  Speed 25 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  15 (+2) 
  19 (+4) 
  11 (+0) 
  11 (+0) 
  17 (+3) 
  12 (+1) 
  Saving Throws Dex +9, Int +5 
  Skills Acrobatics +14, Performance +5, Persuasion +5, Sleight of 
  Hand +14, Stealth +14 
  Senses darkvision 60 ft., blindsense 10 ft., passive Perception 13 
  Languages Common, Thieves’ cant, Dwarvish 
  Challenge 9 (5,000 XP) 
  Cunning Action. Bonus action/Dash, Disengage, or Hide  
  Dwarven Resilience. He has advantage on saves against poison, 
  and resistance against poison damage. 
  Fast Hands. Can use a bonus action to make a Dexterity (Sleight 
  of Hand) check, use his thieves’ tools to disarm a trap or open a 
  lock, or take the Use an Object action.  
  Reliable Talent. Whenever he makes an ability check that lets 
  him add his proficiency bonus, he can treat a d20 roll of 9 or 
  lower as a 10 
  Second-Story Work. Climbing no longer costs him extra 
  movement. In addition, when he makes a running jump, the 
  distance covered increases by 5 feet.  
  Sneak Attack. Once per turn, he can deal an extra 24 (7d6) 
  damage to one creature he hits with an attack if he has 
  advantage or if another enemy is within 5 ft. of it. 
  Supreme Sneak. He has advantage on a Dexterity (Stealth) check 
  if he moves no more than half his speed on the same turn.    
  Use Magic Device. He ignores all requirements for magic items. 
   
   
   
   
   
   
   
   
  Actions 
  +2 Dagger. Melee Weapon Attack: +11 to hit, reach 5 ft., one 
  target. Hit: 8 (1d4 + 6) piercing damage.  
  +2 Light Crossbow. Ranged Weapon Attack: +11 to hit, range 
  80/320 ft., one target. Hit: 10 (1d8 + 6) piercing damage. 
  Reactions 
  Uncanny Dodge. When an attacker that he can see hits him with 
  an attack, he can use his reaction to halve the attack’s damage 
  against him. 
   
  NPC BIO 
   
  Personality Osbin eats like a pig and has bad manners.    
  Appearance A dwarf male with brown hair, a brown beard, and 
  dark-blue eyes. 4’ 2” 45 lbs. 132 years old 
  Characteristics 
  Ideal. Change.   
  Bond. He owes a debt to an old friend.  
  Flaw. Osbin is obsessed with food.    
  Background 
  Osbin was an urchin. He is trying to pay a debt off to someone 
  who helped him get out of a tough situation. Osbin robs the rich 
  and makes sure that nobody gets hurt.  
  Equipment 
  backpack, 2 days of rations, bag of beans, chime of opening, oil of 
  sharpness, stone of good luck, ring of swimming, thieves’ tools, 
  disguise kit, bedroll, tinderbox, crossbow bolt case, 20 +1 bolts, 2 
  garnets, cloak, 77pp.  
   
   
   
   
   
  
   
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
  72 
  BIRNEY THE BIRDMAN 
  15th level rogue (Thief subclass) 
  Medium humanoid (human), chaotic good 
  Armor Class 19 (+2 studded leather) 
  Hit Points 92 (15d8 + 15) 
  Speed 30 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  12 (+1) 
  20 (+5) 
  12 (+1) 
  9 (-1) 
  13 (+1) 
  19 (+4) 
  Saving Throws Dex +9, Int +4, Wis +6 
  Skills Acrobatics +15, Performance +14, Persuasion +9, Stealth 
  +15 
  Senses blindsense 10 ft., passive Perception 11 
  Languages Common, Thieves’ cant 
  Challenge 10 (5,900 XP) 
  Cunning Action. Can take a bonus action to Dash, Disengage, or 
  Hide  
  Evasion. When he is subjected to an effect that allows him to 
  make a Dexterity save to take only half damage, he instead takes 
  no damage if he succeeds and only half damage if he fails.  
  Fast Hands. Can use a bonus action to make a Dexterity (Sleight 
  of Hand) check, use his thieves’ tools to disarm a trap or open a 
  lock, or take the Use an Object action.  
  Reliable Talent. Whenever he makes an ability check that lets her 
  add his proficiency bonus, he can treat a d20 roll of 9 or lower as 
  a 10. 
  Second-Story Work. Climbing no longer costs him extra 
  movement. In addition, when he makes a running jump, the 
  distance covered increases by 5 feet.  
  Sneak Attack. Once per turn, he can deal an extra 28 (8d6) 
  damage to one creature he hits with an attack if he has 
  advantage or if another enemy is within 5 ft. of it. 
  Supreme Sneak. He has advantage on a Dexterity (Stealth) check 
  if he moves no more than half his speed on the same turn.    
  Use Magic Device. He ignores all requirements for magic items. 
   
   
   
   
   
   
   
  Actions 
  +2 Rapier. Melee Weapon Attack: +13 to hit, reach 5 ft., one 
  target. Hit: 11 (1d8 + 7) piercing damage.  
  +2 Shortbow. Ranged Weapon Attack: +13 to hit, range 80/320 
  ft., one target. Hit: 10 (1d6 + 7) piercing damage. 
  Reactions 
  Uncanny Dodge. When an attacker that he can see hits him with 
  an attack, he can use his reaction to halve the attack’s damage 
  against him. 
   
  NPC BIO 
   
  Personality Birney changes his mood or his mind as quickly as he 
  changes key in a song.   
  Appearance Attractive middle-aged man with brown hair and 
  light-blue eyes. 5’ 8” 153 lbs. 39 years old 
  Characteristics 
  Ideal. Creativity.   
  Bond. He wants his instrument back. It was stolen a few months 
  ago.  
  Flaw. Birney has trouble keeping his true feelings hidden. His 
  sharp tongue lands him in trouble.    
  Background 
  Birney was an entertainer (singer). He is skilled at getting inside 
  tall towers and scaling walls. Birney is therefore known as ‘the 
  Birdman’.  
  Equipment 
  backpack, 3 days of rations, boots of levitation, bracers of 
  defense, amulet of health, dust of disappearance. thieves’ tools, 
  drum, bedroll, tinderbox, quiver, 19 +2 arrows, cloak, 229gp.  
   
   
   
   
  
   
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
  73 
  DARNIN JOSS 
  16th level rogue (Mastermind subclass) 
  Medium humanoid (human), neutral 
  Armor Class 19 (+2 studded leather) 
  Hit Points 101 (16d8 + 16) 
  Speed 30 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  10 (+0) 
  20 (+5) 
  13 (+1) 
  16 (+3) 
  11 (+0) 
  8 (-1) 
  Saving Throws Dex +10, Int +8, Wis +5 
  Skills Acrobatics +10, Arcana +13, History +13, Persuasion +4, 
  Stealth +15 
  Senses blindsense 10 ft., passive Perception 10 
  Languages Common, Thieves’ cant 
  Challenge 11 (7,200 XP) 
  Cunning Action. Bonus action/Dash, Disengage, or Hide  
  Evasion. When he is subjected to an effect that allows him to 
  make a Dexterity save to take only half damage, he instead takes 
  no damage if he succeeds and only half damage if he fails.  
  Insightful Manipulator. If he spends at least 1 minute observing 
  or interacting with another creature outside combat, he can learn 
  certain information about its capabilities compared to his. He 
  knows if the creature is his equal, superior, or inferior in regard to 
  2 of these: Int, Wis, Cha, or class level. He might also realize he 
  knows a piece of the creature’s history or one of its personality 
  traits.  
  Master of Intrigue. He has proficiency with the disguise kit, the 
  forgery kit, and the chess set. He can also unerringly mimic the 
  speech patterns and accent of a creature that he hears speak for 
  at least 1 minute, enabling him to pass himself off as a native 
  speaker of a particular land, provided he knows the language.   
  Master of Tactics. He can use the Help action as a bonus action. 
  Additionally, when he uses the Help action to aid an ally in 
  attacking a creature, the target of that attack can be within 30 ft. 
  of him, rather than within 5 ft. of him, if the target can see or 
  hear him.  
  Misdirection. When he is targeted by an attack while a creature 
  within 5 feet of him is granting him cover against that attack, he 
  can use his reaction to have the attack target that creature 
  instead of him.    
  Reliable Talent. Whenever he makes an ability check that lets 
  him add his proficiency bonus, he can treat a d20 roll of 9 or 
  lower as a 10. 
  Sneak Attack. Once per turn, he can deal an extra 28 (8d6) 
  damage to one creature he hits with an attack if he has 
  advantage or if another enemy is within 5 ft. of it. 
   
   
   
  Actions 
  +2 Shortsword. Melee Weapon Attack: +12 to hit, reach 5 ft., one 
  target. Hit: 10 (1d6 + 7) piercing damage.  
  +2 Shortbow. Ranged Weapon Attack: +12 to hit, range 80/320 
  ft., one target. Hit: 10 (1d6 + 7) piercing damage. 
  Reactions 
  Uncanny Dodge. When an attacker that he can see hits him with 
  an attack, he can use his reaction to halve the attack’s damage 
  against him. 
   
  NPC BIO 
   
  Personality Darnin is convinced that people are always trying to 
  steal his secrets.    
  Appearance A slim man with tanned skin, blonde hair, and light-
  blue eyes. 5’ 10” 137 lbs. 32 years old 
  Characteristics 
  Ideal. Knowledge.   
  Bond. He works to preserve an ancient library.  
  Flaw. Darnin overlooks obvious solutions in favor of complicated 
  ones.    
  Background 
  Darnin was a sage (discredited academic). He is rather paranoid 
  and is always watching his back. Darnin doesn’t trust anyone. He 
  lives in an ancient library, wandering the halls at all hours.  
  Equipment 
  backpack, 4 days of rations, potion of invisibility, potion of greater 
  healing, bead of force, ring of regeneration, thieves’ tools, quill, 
  bottle of ink, 5 pieces of parchment, bedroll, tinderbox, quiver, 19 
  +1 arrows, cloak, 174gp, 56pp.  
   
   
   
   
  
   
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
  74 
  HARRIET HOGFELLOW 
  17th level rogue (Scout subclass) 
  Small humanoid (lightfoot halfling), chaotic good 
  Armor Class 19 (+3 leather armor) 
  Hit Points 105 (17d8 + 17) 
  Speed 35 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  12 (+1) 
  20 (+5) 
  13 (+1) 
  10 (+0) 
  16 (+3) 
  10 (+0) 
  Saving Throws Dex +11, Int +6, Wis +9 
  Skills Acrobatics +11, Athletics +13, Performance +6, Persuasion 
  +6, Stealth +17, Survival +15 
  Senses blindsense 10 ft., passive Perception 13 
  Languages Common, Thieves’ cant, Halfling 
  Challenge 11 (7,200 XP) 
  Ambush Master. She has advantage on initiative rolls. In addition, 
  the first creature she hits during the first round of combat 
  becomes easier for her and others to strike; attack rolls against 
  that target have advantage until the start of her next turn.  
  Brave. Advantage on saves against being frightened.  
  Cunning Action. Bonus action/Dash, Disengage, or Hide  
  Evasion. When she is subjected to an effect that allows her to 
  make a Dexterity save to take only half damage, she instead takes 
  no damage if she succeeds and only half damage if she fails.  
  Halfling Nimbleness. Can move through the space of any 
  creature that is larger. 
  Lucky. Can reroll any 1s.  
  Naturally Stealthy. Can attempt to hide even when only 
  obscured by a creature that is at least one size larger. 
  Reliable Talent. Whenever she makes an ability check that lets 
  her add her proficiency bonus, she can treat a d20 roll of 9 or 
  lower as a 10. 
  Sneak Attack. Once per turn, she can deal an extra 31 (9d6) 
  damage to one creature she hits with an attack if she has 
  advantage or if another enemy is within 5 ft. of it. 
  Skirmisher. She can move up to half her speed as a reaction when 
  an enemy ends its turn with 5 ft. of her. This movement doesn’t 
  provoke opportunity attacks. 
  Sudden Strike. If she takes the Attack action on her turn, she can 
  make one additional attack as a bonus action. The attack can 
  benefit from her Sneak Attack even if she has already used it this 
  turn, but she can’t use her Sneak Attack against the same target 
  more than once in a turn.  
  Survivalist. She has proficiency in the Nature and Survival skills. 
  Her proficiency bonus is also doubled for an ability check she 
  makes with either of these proficiencies. 
   
   
   
  Actions 
  +3 Shortsword. Melee Weapon Attack: +14 to hit, reach 5 ft., one 
  target. Hit: 11 (1d6 + 8) piercing damage.  
  +2 Light Crossbow. Ranged Weapon Attack: +13 to hit, range 
  80/320 ft., one target. Hit: 11 (1d8 + 7) piercing damage. 
  Reactions 
  Uncanny Dodge. When an attacker that she can see hits her with 
  an attack, she can use her reaction to halve the attack’s damage 
  against her. 
   
  NPC BIO 
   
  Personality Harriet once ran twenty-five miles without stopping 
  to warn her clan of an approaching orc horde. She’d do it again if 
  she had to.    
  Appearance A halfling female with curly blonde hair, and 
  greenish-blue eyes. 2’ 9” 31 lbs. 28 years old 
  Characteristics 
  Ideal. Greater Good.   
  Bond. Her clan is the most important thing in her life, even when 
  they are far from her.  
  Flaw. Harriet is slow to trust members of other races, tribes, and 
  societies.    
  Background 
  Harriet was an outlander (trapper). She grew up in a small 
  woodland village with many other halflings. This rogue then 
  joined the royal scouts and served the elf queen for a couple of 
  years.  
  Equipment 
  backpack, 5 days of rations, rope of climbing, potion of longevity, 
  ring of animal influence, boots of elvenkind, thieves’ tools, 
  hunting trap, bedroll, tinderbox, crossbow bolt case, 17 +2 
  crossbow bolts, garnet, cloak, 141gp, 78pp.  
   
   
   
  
   
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
  75 
  GENNAI BEREVAN 
  18th level rogue (Mastermind subclass) 
  Medium humanoid (high elf), chaotic neutral  
  Armor Class 19 (+2 studded leather) 
  Hit Points 110 (18d8) 
  Speed 30 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  13 (+1) 
  20 (+5) 
  10 (+0) 
  16 (+3) 
  14 (+2) 
  12 (+1) 
  Saving Throws Dex +11, Int +9, Wis +8 
  Skills Acrobatics +11, History +15, Perception +14, Performance 
  +7, Persuasion +13, Stealth +11 
  Senses darkvision 60 ft., blindsense 10 ft., passive Perception 24 
  Languages Common, Thieves’ cant, Elvish, Halfling 
  Challenge 12 (8,400 XP) 
  Cunning Action. Bonus action/Dash, Disengage, or Hide  
  Elf Cantrip. blade ward cantrip. Intelligence is the spellcasting 
  ability. 
  Elusive. No attack roll has advantage against him while he isn’t 
  incapacitated.   
  Evasion. When he is subjected to an effect that allows him to 
  make a Dexterity save to take only half damage, he instead takes 
  no damage if he succeeds and only half damage if he fails.  
  Fey Ancestry. He has advantage on saving throws against being 
  charmed, and magic can’t put him to sleep.  
  Insightful Manipulator. If he spends at least 1 minute observing 
  or interacting with another creature outside combat, he can learn 
  certain information about its capabilities compared to his. He 
  knows if the creature is his equal, superior, or inferior in regard to 
  2 of these: Int, Wis, Cha, or class level. He might also realize he 
  knows a piece of the creature’s history or one of its personality 
  traits  
  Master of Intrigue. He has proficiency with the disguise kit, the 
  forgery kit, and the chess set. He can also unerringly mimic the 
  speech patterns and accent of a creature that he hears speak for 
  at least 1 minute, enabling him to pass himself off as a native 
  speaker of a particular land, provided he knows the language.   
  Master of Tactics. He can use the Help action as a bonus action. 
  Additionally, when he uses the Help action to aid an ally in 
  attacking a creature, the target of that attack can be within 30 ft. 
  of him, rather than within 5 ft. of him, if the target can see or 
  hear him.  
  Misdirection. When he is targeted by an attack while a creature 
  within 5 feet of him is granting him cover against that attack, he 
  can use his reaction to have the attack target that creature 
  instead of him.  
  Reliable Talent. Whenever he makes an ability check that lets 
  him add his proficiency bonus, he can treat a d20 roll of 9 or 
  lower as a 10. 
  Sneak Attack. Once per turn, he can deal an extra 31 (9d6) 
  damage to one creature he hits with an attack if he has 
  advantage or if another enemy is within 5 ft. of it. 
  Actions 
  +2 Rapier. Melee Weapon Attack: +13 to hit, reach 5 ft., one 
  target. Hit: 10 (1d6 + 7) piercing damage.  
  +2 Shortbow. Ranged Weapon Attack: +13 to hit, range 80/320 
  ft., one target. Hit: 10 (1d6 + 7) piercing damage. 
  Reactions 
  Uncanny Dodge. When an attacker that he can see hits him with 
  an attack, he can use his reaction to halve the attack’s damage 
  against him. 
   
  NPC BIO 
   
  Personality Gennai doesn’t like to get his hands dirty, and he 
  won’t be caught dead in unsuitable accommodations.   
  Appearance A male elf with copper skin, blonde hair, and light-
  blue eyes. 5’ 9” 88 lbs. 267 years old 
  Characteristics 
  Ideal. Independence.   
  Bond. He is love with the heir of a family that his family despises.  
  Flaw. Gennal secretly believes that everyone is beneath him.    
  Background 
  Gennai was a noble. He is an arrogant high elf who doesn’t think 
  much of those who aren’t in the upper class. He lives in a large 
  manor in a dark forest.   
  Equipment 
  backpack, 3 days of rations, boots of striding and springing, 
  amulet of health, ring of telekinesis, thieves’ tools, signet ring, set 
  of fine clothes, bedroll, tinderbox, pink pearl, silver bracelet, 
  quiver, 20 +2 arrows, cloak, 243gp, 2817pp (in manor).  
   
   
   
   
   
  
   
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
  76 
  VORSIK BLOODBEARD 
  19th level rogue (Inquisitive subclass) 
  Medium humanoid (hill dwarf), lawful good 
  Armor Class 19 (+2 studded leather) 
  Hit Points 117 (19d8 + 19) 
  Speed 25 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  11 (+0) 
  20 (+5) 
  12 (+1) 
  18 (+4) 
  20 (+5) 
  8 (-1) 
  Saving Throws Dex +11, Int +10, Wis +11 
  Skills Acrobatics +17, Performance +5, Persuasion +5, Sleight of 
  Hand +17, Stealth +17 
  Senses darkvision 60 ft., blindsense 10 ft., passive Perception 15 
  Languages Common, Thieves’ cant, Dwarvish, Orc 
  Challenge 12 (8,400 XP) 
  Cunning Action. Bonus action/Dash, Disengage, or Hide  
  Dwarven Resilience. He has advantage on saves against poison, 
  and resistance against poison damage. 
  Ear for Deceit. Whenever Vorsik makes a Wisdom (Insight) check 
  to determine a lie, he treats a roll of 7 or lower as an 8.  
  Elusive. No attack roll has advantage against him while he isn’t 
  incapacitated.   
  Evasion. When he is subjected to an effect that allows him to 
  make a Dexterity save to take only half damage, he instead takes 
  no damage if he succeeds and only half damage if he fails.  
  Eye for Detail. Able to use a bonus action to make a Wisdom 
  (Perception) check to spot a hidden creature or object or to make 
  an Intelligence (Investigation) check to uncover or decipher clues. 
  Eye for Weakness. While his Insightful Fighting feature applies to 
  a creature, his Sneak Attack damage against that creature 
  increases by 3d6.     
  Insightful Fighting. Able to use a bonus action to make a Wisdom 
  (Insight) check against a creature he can see that isn’t 
  incapacitated, contested by the target’s Charisma (Deception) 
  check. If he succeeds, he can use his Sneak Attack against that 
  target even if he doesn’t have advantage on the attack roll, but 
  not if he has disadvantage on it. Lasts for 1 minute or until he 
  successfully uses this feature against a different target. 
  Reliable Talent. Whenever he makes an ability check that lets 
  him add his proficiency bonus, he can treat a d20 roll of 9 or 
  lower as a 10. 
  Sneak Attack. Once per turn, he can deal an extra 35(10d6) 
  damage to one creature he hits with an attack if he has 
  advantage or if another enemy is within 5 ft. of it. 
  Steady Eye. He has advantage on any Wisdom (Perception) or 
  Intelligence (Investigation) check if he moves no more than half 
  his speed on the same turn.  
  Unerring Eye. When he is targeted by an attack while a creature 
  within 5 feet of him is granting him cover against that attack, he 
  can use his reaction to have the attack target that creature 
  instead of him.    
  Actions 
  +3 Shortsword. Melee Weapon Attack: +14 to hit, reach 5 ft., one 
  target. Hit: 11 (1d6 + 8) piercing damage.  
  +2 Light Crossbow. Ranged Weapon Attack: +13 to hit, range 
  80/320 ft., one target. Hit: 10 (1d6 + 7) piercing damage. 
  Reactions 
  Uncanny Dodge. When an attacker that he can see hits him with 
  an attack, he can use his reaction to halve the attack’s damage 
  against him. 
   
  NPC BIO 
   
  Personality Vorsik blunts says what other people are hinting at or 
  hiding.    
  Appearance A dwarf male with black hair, a black beard, and 
  light-blue eyes. 3’ 11” 39 lbs. 152 years old 
  Characteristics 
  Ideal. Community.  
  Bond. His city is his home, and he’ll fight to defend it.  
  Flaw. Vorsik will never fully trust anyone other than himself.    
  Background 
  Vorsik was an urchin. He is loyal adventurer and would be a great 
  addition to any party of heroes. However, his honesty can 
  sometimes rub people the wrong way.   
  Equipment 
  backpack, 4 days of rations, dust of disappearance, medallion of 
  thoughts, bag of beans, oil of sharpness, thieves’ tools, bedroll, 
  tinderbox, crossbow bolt case, 18 +2 crossbow bolts, cloak, 82pp. 
   
   
   
   
   
  
   
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
  77 
  PHAEDRA TIMMINS 
  20th level rogue (Mastermind subclass) 
  Medium humanoid (human), chaotic neutral 
  Armor Class 20 (+3 studded leather) 
  Hit Points 86 (20d8) 
  Speed 30 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  6 (-2) 
  20 (+5) 
  10 (+0) 
  17 (+3) 
  17 (+3) 
  14 (+2) 
  Saving Throws Dex +11, Int +9, Wis +9 
  Skills Acrobatics +17, Performance +14, Persuasion +14, Stealth 
  +11 
  Senses blindsense 10 ft., passive Perception 13 
  Languages Common, Thieves’ cant, Dwarvish 
  Challenge 13 (10,000 XP) 
  Cunning Action. Bonus action/Dash, Disengage, or Hide  
  Elusive. No attack roll has advantage against her while she isn’t 
  incapacitated.   
  Evasion. When she is subjected to an effect that allows her to 
  make a Dexterity save to take only half damage, she instead takes 
  no damage if she succeeds and only half damage if she fails.  
  Insightful Manipulator. If she spends at least 1 minute observing 
  or interacting with another creature outside combat, she can 
  learn certain information about its capabilities compared to hers. 
  She knows if the creature is her equal, superior, or inferior in 
  regard to 2 of these: Int, Wis, Cha, or class level. She might also 
  realize she knows a piece of the creature’s history or one of its 
  personality traits.  
  Master of Intrigue. She has proficiency with the disguise kit, the 
  forgery kit, and the chess set. She can also unerringly mimic the 
  speech patterns and accent of a creature that she hears speak for 
  at least 1 minute, enabling her to pass herself off as a native 
  speaker of a particular land, provided she knows the language.   
  Master of Tactics. She can use the Help action as a bonus action. 
  Additionally, when she uses the Help action to aid an ally in 
  attacking a creature, the target of that attack can be within 30 ft. 
  of her, rather than within 5 ft. of her, if the target can see or hear 
  her.  
  Misdirection. When she is targeted by an attack while a creature 
  within 5 feet of her is granting her cover against that attack, she 
  can use her reaction to have the attack target that creature 
  instead of her.    
  Naturally Stealthy. Can attempt to hide even when only 
  obscured by a creature that is at least one size larger. 
  Reliable Talent. Whenever she makes an ability check that lets 
  her add her proficiency bonus, he can treat a d20 roll of 9 or 
  lower as a 10. 
  Sneak Attack. Once per turn, she can deal an extra 35 (10d6) 
  damage to one creature she hits with an attack if she has 
  advantage or if another enemy is within 5 ft. of it. 
  Soul of Deceit. Her thoughts can’t be read by any means, unless 
  allowed. She can present false thoughts by succeeding on a 
  Charisma (Deception) check contested by the mind reader’s 
  Wisdom (Insight check). Additionally, magic always indicates 
  she’s being truthful if she chooses and she cannot be compelled 
  to tell the truth by magic.     
  Stroke of Luck. If her attack misses a target within range, she can 
  turn the miss into a hit. Alternatively, if she fails an ability check, 
  she can treat the d20 roll as a 20. Must rest to reset this feature.    
  Actions 
  +3 Longsword. Melee Weapon Attack: +14 to hit, reach 5 ft., one 
  target. Hit: 13 (1d10 + 8) slashing damage.  
  Reactions 
  Uncanny Dodge. When an attacker that she can see hits her with 
  an attack, she can use her reaction to halve the attack’s damage 
  against her. 
   
  NPC BIO 
   
  Personality Phaedra loves a good insult, even one directed at her.    
  Appearance Young woman with medium-length blonde hair, and 
  blue eyes. 5’ 6” 139 lbs. 29 years old 
  Characteristics 
  Ideal. Creativity.   
  Bond. Her instrument is her most treasured possession, and it 
  reminds her of someone she loved.  
  Flaw. Despite her best efforts, Phaedra is unreliable to her 
  friends.    
  Background 
  Phaedra was an entertainer (instrumentalist). She is a free spirit 
  who enjoys life to the fullest. She is known to be very dramatic 
  and chaos seems to follow her around.  
  Equipment 
  2 days of rations, ring of invisibility, bag of holding, Quaal’s 
  feather token, gem of seeing, mantle of spell resistance, gloves of 
  missile snaring, thieves’ tools, lute, bedroll, tinderbox, quiver, 20 
  +3 arrows, cloak, 1999gp, 234pp.  
   
   
  
   
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
  78 
  RIMPLE REESE 
  13th level sorcerer (Storm Sorcery subclass) 
  Small humanoid (forest gnome), lawful good 
  Armor Class 10 (13 with mage armor) 
  Hit Points 66 (13d6 + 26) 
  Speed 25 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  10 (+0) 
  10 (+0) 
  14 (+2) 
  16 (+3) 
  16 (+3) 
  18 (+4) 
  Saving Throws Con +7, Cha +9 
  Skills Arcana +8, History +8, Religion +8  
  Senses darkvision 60 ft., passive Perception 13 
  Languages Common, Gnomish, Primordial 
  Challenge 8 (3,900 XP) 
  Font of Magic. Can create extra spell slots or sorcery points.   
  Gnome Cunning. Advantage against all Intelligence, Wisdom, and 
  Charisma saving throws against magic. 
  Heart of the Storm. He has resistance to lightning and thunder 
  damage. In addition, whenever he starts casting a spell of 1st level 
  or higher that deals lightning or thunder damage, stormy magic 
  erupts from him. This eruption causes creatures of his choice that 
  he can see within 10 ft. of him to take lightning or thunder 
  damage equal to 5 hit points.     
  Metamagic. Distant Spell. Can spend 1 sorcery point to double 
  the range of a spell with a range of 5’ or greater or make the 
  range of a touch spell 30’. Extended Spell. Can spend 1 sorcery 
  point to double a spell’s duration (w/duration of at least 1 
  minute), to a maximum of 24 hours. Quickened Spell. When 
  casting a spell with casting time of 1 action, he can spend 2 
  sorcery points to change the casting time to 1 bonus action.  
  Speak with Small Beasts. Is able to communicate simple ideas 
  with Small or smaller beasts through sounds and gestures.  
  Spellcasting. Rimple is a 13th level sorcerer. His spellcasting 
  ability is Charisma (spell save DC 17, +9 to hit with spell attacks). 
  Rimple has the following sorcerer spells:  
  Cantrips. (at will): fire bolt, light, message, minor illusion, 
  prestidigitation, shocking grasp 
  1st level. (4 slots): burning hands, disguise self, expeditious 
  retreat, mage armor 
  2nd level. (3 slots): knock, misty step, scorching ray 
  3rd level. (3 slots): blink, lightning bolt, Melf’s minute meteors 
  4th level. (3 slots): banishment, greater invisibility, wall of fire 
  5th level. (2 slots): cone of cold, teleportation circle 
  6th level. (1 slot): arcane gate 
  7th level. (3 slots): plane shift 
  Storm Guide. Has the ability to control the weather around him. 
  It its raining, he can use an action to cause the rain to stop falling 
  in a 20-foot-radius sphere centered on him. End w/bonus action. 
  If it is windy, he can use a bonus action each round to choose the 
  direction that the wind blows in a 100-foot-radius sphere 
  centered on him. The wind blows in that direction until the end of 
  his next turn. This feature doesn’t alter the speed of the wind.   
  Tempestuous Magic. He can use a bonus action to cause whirling 
  gusts of elemental air to briefly surround him, immediately 
  before and after he casts a spell of 1st level or higher. Doing so 
  allows him to fly up to 10 ft. without provoking opportunity 
  attacks.     
  Wind Speaker. Knows Primordial and can be understood by those 
  who speak it dialects: Aquan, Auran, Ignan, and Terran. 
  Actions 
  +1 Quarterstaff. Melee Weapon Attack: +6 to hit, reach 5 ft., one 
  target. Hit: 5 (1d8 + 1) bludgeoning damage.  
   
  NPC BIO 
   
  Personality Rimple loves mysteries.   
  Appearance Handsome gnome male with long blonde hair and 
  gray eyes. 3’ 7” 30 lbs. 227 years old 
  Characteristics 
  Ideal. Logic.   
  Bond. He has been searching his whole life for the answer to a 
  certain question.  
  Flaw. Rimple can’t keep a secret to save his life, or anyone else’s.   
  Background 
  Rimple was a sage (astronomer). He is an absent-minded gnome 
  who often gets lost in his thoughts.  
  Equipment 
  backpack, 7 days of rations, potion of superior healing, staff of 
  thunder and lightning, gem of seeing, quill, bottle of ink, 6 pieces 
  of parchment, tinderbox, cloak, 92pp.  
  Sorcery Points 
  13 
   
   
  
   
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
  79 
  RARATHAE ITHKIIR 
  14th level sorcerer (Draconic subclass) 
  Medium humanoid (half-elf), chaotic good 
  Armor Class 10 (13 with mage armor) 
  Hit Points 71 (14d6 + 28) 
  Speed 30 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  10 (+0) 
  12 (+1) 
  14 (+2) 
  11 (+0) 
  14 (+2) 
  18 (+4) 
  Saving Throws Con +7, Cha +9 
  Skills Arcana +5, Athletics +5, History +5, Religion +5, Survival +7 
  Senses darkvision 60 ft., passive Perception 12 
  Languages Common, Draconic, Elvish 
  Challenge 9 (5,000 XP) 
  Draconic Ancestor. Blue dragon ancestry. Proficiency bonus is 
  doubled for Charisma checks with dragons if it applies. 
  Draconic Resilience. Skin is covered with a thin blue sheen of 
  dragon-like scales, AC is 14. 
  Dragon Wings. He gains the ability to sprout a pair of dragon 
  wings from his back, gaining a flying speed equal to his current 
  speed. He can create these wings as a bonus action on his turn. 
  They last until he dismisses them as a bonus action on his turn. 
  He can’t manifest his wings while wearing armor unless the 
  armor is made to accommodate them, and clothing not made to 
  accommodate his wings might be destroyed when he manifests 
  them.   
  Elemental Affinity. When he casts a spell that deals cold damage, 
  he adds +3 to the damage roll. At the same time, he can spend 1 
  sorcery point to gain resistance to cold damage for 1 hour.  
  Fey Ancestry. He has advantage on saves against poison, and 
  resistance against poison damage. 
  Font of Magic. Can create extra spell slots or sorcery points.   
  Metamagic. Distant Spell. Can spend 1 sorcery point to double 
  the range of a spell with a range of 5’ or greater or make the 
  range of a touch spell 30’. Extended Spell. Can spend 1 sorcery 
  point to double a spell’s duration (w/duration of at least 1 
  minute), to a maximum of 24 hours. Quickened Spell. When 
  casting a spell with casting time of 1 action, he can spend 2 
  sorcery points to change the casting time to 1 bonus action.  
  Speak with Small Beasts. Is able to communicate simple ideas 
  with Small or smaller beasts through sounds and gestures.  
  Spellcasting. Rarathae is a 14th level sorcerer. His spellcasting 
  ability is Charisma (spell save DC 17, +9 to hit with spell attacks). 
  Jebeddo has the following sorcerer spells:  
  Cantrips. (at will): blade ward, light, message, minor illusion, 
  prestidigitation, shocking grasp 
  1st level. (4 slots): charm person, disguise self, expeditious 
  retreat, mage armor 
  2nd level. (3 slots): knock, misty step, scorching ray 
  3rd level. (3 slots): blink, lightning bolt, Melf’s minute meteors 
  4th level. (3 slots): banishment, greater invisibility, wall of fire 
  5th level. (2 slots): cone of cold, teleportation circle 
  6th level. (1 slot): globe of invulnerability 
  7th level. (3 slots): delayed blast fireball 
  Actions 
  +2 Quarterstaff. Melee Weapon Attack: +7 to hit, reach 5 ft., one 
  target. Hit: 6 (1d8 + 2) bludgeoning damage.  
   
  NPC BIO 
   
  Personality Rarathae places no stock in wealthy or well-
  mannered folk. Money and manners won’t save you from a 
  hungry owlbear.   
  Appearance Half-elf male with long blonde hair and green eyes. 
  5’ 7” 100 lbs. 37 years old 
  Characteristics 
  Ideal. Greater Good.  
  Bond. He suffers awful visions of a coming disaster and will do 
  anything to prevent it.  
  Flaw. Rarathae believes there is no room for caution in a life lived 
  to the fullest.   
  Background 
  Rarathae was an outlander (guide). He used to guide humans 
  through an old forest. He gets along well with the common folk 
  but can’t stand nobles.  
  Equipment 
  backpack, 7 days of rations, dust of disappearance, potion of 
  invulnerability, potion of speed, oil of etherealness, hunting trap, 
  tinderbox, cloak, 213gp.  
  Sorcery Points 
  14 
   
   
   
   
  
   
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
  80 
  HAVA RAAGOG 
  15th level sorcerer (Draconic subclass) 
  Medium humanoid (gold dragonborn), lawful good 
  Armor Class 13 
  Hit Points 72 (15d6 + 30) 
  Speed 30 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  14 (+2) 
  10 (+0) 
  15 (+2) 
  10 (+0) 
  9 (-1) 
  19 (+4) 
  Saving Throws Con +7, Cha +9 
  Skills Arcana +7, Athletics, History +7, Intimidation, Religion +7  
  Senses passive Perception 7 
  Languages Common, Draconic 
  Challenge 10 (5,900 XP) 
  Breath Weapon 1/day. Fire breath. 14 (4d6) fire damage, DC 15 
  Dexterity saving throw. 
  Draconic Ancestor. Gold dragon ancestry. Proficiency bonus is 
  doubled for Charisma checks with dragons if it applies. 
  Draconic Resilience. Skin is covered with a thin gold sheen of 
  dragon-like scales, AC is 13. 
  Dragon Wings. She gains the ability to sprout a pair of dragon 
  wings from her back, gaining a flying speed equal to her current 
  speed. She can create these wings as a bonus action on her turn. 
  They last until she dismisses them as a bonus action on her turn. 
  She can’t manifest her wings while wearing armor unless the 
  armor is made to accommodate them, and clothing not made to 
  accommodate her wings might be destroyed when she manifests 
  them.   
  Elemental Affinity. When she casts a spell that deals fire damage, 
  she adds +3 to the damage roll. At the same time, she can spend 
  1 sorcery point to gain resistance to cold damage for 1 hour.  
  Fire Resistance. Has resistance to fire damage.  
  Font of Magic. Can create extra spell slots or sorcery points.   
  Metamagic. Distant Spell. Can spend 1 sorcery point to double 
  the range of a spell with a range of 5’ or greater or make the 
  range of a touch spell 30’. Extended Spell. Can spend 1 sorcery 
  point to double a spell’s duration (w/duration of at least 1 
  minute), to a maximum of 24 hours. Quickened Spell. When 
  casting a spell with casting time of 1 action, she can spend 2 
  sorcery points to change the casting time to 1 bonus action.  
  Spellcasting. Hava is a 15th level sorcerer. Her spellcasting ability 
  is Charisma (spell save DC 17, +9 to hit with spell attacks). 
  Jebeddo has the following sorcerer spells:  
  Cantrips. (at will): blade ward, light, message, minor illusion, 
  prestidigitation, shocking grasp 
  1st level. (4 slots): charm person, disguise self, expeditious 
  retreat, mage armor 
  2nd level. (3 slots): knock, misty step, scorching ray 
  3rd level. (3 slots): counterspell, fly, water breathing 
  4th level. (3 slots): banishment, greater invisibility, wall of fire 
  5th level. (2 slots): insect plague, teleportation circle 
  6th level. (1 slot): chain lightning 
  7th level. (1 slot): fire storm 
  8th level. (1 slot): power word stun 
  Actions 
  +1 Quarterstaff. Melee Weapon Attack: +8 to hit, reach 5 ft., one 
  target. Hit: 7 (1d8 + 3) bludgeoning damage.  
   
  NPC BIO 
   
  Personality Hava is always polite and respectful.   
  Appearance Gold dragonborn female. 6’ 7” 240 lbs. 22 years old 
  Characteristics 
  Ideal. Responsibility.  
  Bond. She will never forget the crushing defeat her company 
  suffered, or the tieflings who dealt it.  
  Flaw. Hava would rather eat her quarterstaff than admit when 
  she’s wrong.   
  Background 
  Hava was a soldier (standard bearer). She was a proud member of 
  a famous company of warriors. However, the company was 
  almost wiped out after a surprise attack by tieflings.  
  Equipment 
  backpack, 7 days of rations, sovereign glue, boots of false tracks1, 
  potion of superior healing, tinderbox, cloak, 111pp.  
  Sorcery Points 
  15 
   
   
   
  
   
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
  81 
  ALEXIS GILMORE 
  16th level sorcerer (Wild Magic subclass) 
  Medium humanoid (human), lawful good 
  Armor Class 10 (14 with mage armor and ring of protection) 
  Hit Points 74 (16d6 + 64) 
  Speed 30 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  10 (+0) 
  12 (+1) 
  18 (+4) 
  16 (+3) 
  11 (+0) 
  20 (+5) 
  Saving Throws Con +9, Cha +10 
  Skills Arcana +7, History +7, Religion +7  
  Senses passive Perception 7 
  Languages Common, Elvish, Giant 
  Challenge 11 (7,200 XP) 
  Controlled Chaos. Whenever she rolls on the Wild Magic Surge 
  table, she can roll twice and use either number.    
  Font of Magic. Can create extra spell slots or sorcery points.   
  Metamagic. Distant Spell. Can spend 1 sorcery point to double 
  the range of a spell with a range of 5’ or greater or make the 
  range of a touch spell 30’. Extended Spell. Can spend 1 sorcery 
  point to double a spell’s duration (w/duration of at least 1 
  minute), to a maximum of 24 hours. Quickened Spell. When 
  casting a spell with casting time of 1 action, she can spend 2 
  sorcery points to change the casting time to 1 bonus action.  
  Speak with Small Beasts. Is able to communicate simple ideas 
  with Small or smaller beasts through sounds and gestures.  
  Spellcasting. Alexis is a 16th level sorcerer. Her spellcasting 
  ability is Charisma (spell save DC 18, +10 to hit with spell attacks). 
  Jebeddo has the following sorcerer spells:  
  Cantrips. (at will): chill touch, light, message, minor illusion, 
  prestidigitation, shocking grasp 
  1st level. (4 slots): charm person, disguise self, expeditious 
  retreat, mage armor 
  2nd level. (3 slots): cloud of daggers, misty step, scorching ray 
  3rd level. (3 slots): dispel magic, gaseous form, slow 
  4th level. (3 slots): banishment, greater invisibility, wall of fire 
  5th level. (2 slots): dominate person, teleportation circle 
  6th level. (1 slot): globe of invulnerability 
  7th level. (1 slot): teleport 
  8th level. (1 slot): dominate monster 
  Tides of Chaos 1/day. Advantage on attack, check, or save.    
  Wild Magic Surge. Roll a d20 after casting spells, if she rolls a 1, 
  roll on the Wild Magic Surge table. 
   
   
  Actions 
  +1 Quarterstaff. Melee Weapon Attack: +6 to hit, reach 5 ft., one 
  target. Hit: 5 (1d8 + 1) bludgeoning damage.  
  Reactions 
  Bend Luck 1/day. Add 1d4 to another creature’s attack roll, 
  ability check, or saving throw (that she can see). 2 sorcery points.  
   
  NPC BIO 
   
  Personality Alexis is a friendly, respectful young woman.   
  Appearance Pretty woman with long dark-brown hair and blue 
  eyes. 5’ 7” 119 lbs. 26 years old 
  Characteristics 
  Ideal. Beauty. 
  Bond. She is very close to her mother.  
  Flaw. Alexis is a risk-taker.   
  Background 
  Alexis was a noble. She went against her mother’s wishes and left 
  home to seek adventures. Alexis would be an ideal addition to 
  any adventuring party.  
  Equipment 
  backpack, 7 days of rations, ring of protection, helm of 
  teleportation, 3 potions of supreme healing, signet ring, set of 
  fine clothes, quill, bottle of ink, 3 pieces of parchment, tinderbox, 
  cloak, 122pp.  
  Sorcery Points 
  16 
   
   
   
   
   
  
   
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
  82 
  THEA QUICKHEART 
  17th level sorcerer (Draconic subclass) 
  Medium humanoid (human), chaotic good 
  Armor Class 10 (13 with mage armor) 
  Hit Points 80 (17d6 + 34) 
  Speed 30 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  10 (+0) 
  10 (+0) 
  15 (+2) 
  16 (+3) 
  8 (-1) 
  20 (+5) 
  Saving Throws Con +8, Cha +11 
  Skills Arcana +9, History +9, Religion +9  
  Senses passive Perception 9 
  Languages Common, Draconic, Giant, Infernal 
  Challenge 11 (7,200 XP) 
  Draconic Ancestor. Blue dragon ancestry. Proficiency bonus is 
  doubled for Charisma checks with dragons if it applies. 
  Draconic Resilience. Skin is covered with a thin blue sheen of 
  dragon-like scales, AC is 13 plus Dexterity modifier. 
  Dragon Wings. She gains the ability to sprout a pair of dragon 
  wings from her back, gaining a flying speed equal to her current 
  speed. She can create these wings as a bonus action on her turn. 
  They last until she dismisses them as a bonus action on her turn. 
  She can’t manifest her wings while wearing armor unless the 
  armor is made to accommodate them, and clothing not made to 
  accommodate her wings might be destroyed when she manifests 
  them.   
  Elemental Affinity. When she casts a spell that deals cold 
  damage, she adds +3 to the damage roll. At the same time, she 
  can spend 1 sorcery point to gain resistance to cold damage for 1 
  hour.  
  Font of Magic. Can create extra spell slots or sorcery points.   
  Metamagic. Distant Spell. Can spend 1 sorcery point to double 
  the range of a spell with a range of 5’ or greater or make the 
  range of a touch spell 30’. Extended Spell. Can spend 1 sorcery 
  point to double a spell’s duration (w/duration of at least 1 
  minute), to a maximum of 24 hours. Quickened Spell. When 
  casting a spell with casting time of 1 action, she can spend 2 
  sorcery points to change the casting time to 1 bonus action.  
  Spellcasting. Thea is a 17th level sorcerer. Her spellcasting ability 
  is Charisma (spell save DC 19, +11 to hit with spell attacks). Thea 
  has the following sorcerer spells:  
  Cantrips. (at will): blade ward, light, message, minor illusion, 
  prestidigitation, shocking grasp 
  1st level. (4 slots): chromatic orb, disguise self, expeditious 
  retreat, mage armor 
  2nd level. (3 slots): blur, misty step, scorching ray 
  3rd level. (3 slots): counterspell, lightning bolt, Melf’s minute 
  meteors 
  4th level. (3 slots): banishment, greater invisibility, wall of fire 
  5th level. (2 slots): animate objects, seeming 
  6th level. (1 slot): mass suggestion 
  7th level. (1 slot): etherealness 
  8th level. (1 slot): dominate monster 
  9th level. (1 slot): time stop 
  Actions 
  +1 Quarterstaff. Melee Weapon Attack: +7 to hit, reach 5 ft., one 
  target. Hit: 5 (1d8 + 1) bludgeoning damage.  
   
  NPC BIO 
   
  Personality Thea is convinced that people are always trying to 
  steal her secrets.  
  Appearance Attractive middle-aged woman with long blonde hair 
  and gray eyes. 5’ 7” 158 lbs. 44 years old 
  Characteristics 
  Ideal. Knowledge.  
  Bond. She has been searching her whole life for the secret to 
  Draconic Magic.  
  Flaw. Thea speaks without thinking.  
  Background 
  Thea was a sage (discredited academic). She is an obsessive type 
  who doesn’t get along well with others. Thea is obsessed with 
  finding the source of Draconic Magic.  
  Equipment 
  7 days of rations, bag of holding, potion of superior healing, bag 
  of tricks (rust), boots of speed, ring of mind shielding, quill, bottle 
  of ink, 3 pieces of parchment, tinderbox, cloak, 2017gp, 246pp.  
  Sorcery Points 
  17 
   
   
   
   
  
   
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
  83 
  WALDEN THE WISE 
  18th level sorcerer (Wild Magic subclass) 
  Medium humanoid (human), neutral 
  Armor Class 10 (13 with mage armor) 
  Hit Points 83 (18d6 + 18) 
  Speed 30 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  9 (-1) 
  12 (+1) 
  13 (+1) 
  16 (+3) 
  16 (+3) 
  20 (+5) 
  Saving Throws Con +7, Cha +11 
  Skills Arcana +7, History +7, Medicine, Religion +7  
  Senses passive Perception 7 
  Languages Common, Giant, Gnomish, Infernal 
  Challenge 12 (8,400 XP) 
  Controlled Chaos. Whenever he rolls on the Wild Magic Surge 
  table, he can roll twice and use either number.    
  Font of Magic. Can create extra spell slots or sorcery points.   
  Metamagic. Distant Spell. Can spend 1 sorcery point to double 
  the range of a spell with a range of 5’ or greater or make the 
  range of a touch spell 30’. Extended Spell. Can spend 1 sorcery 
  point to double a spell’s duration (w/duration of at least 1 
  minute), to a maximum of 24 hours. Quickened Spell. When 
  casting a spell with casting time of 1 action, he can spend 2 
  sorcery points to change the casting time to 1 bonus action.  
  Spell Bombardment. Once a turn when he rolls damage for a 
  spell and rolls the highest number possible on any of the dice, he 
  can choose one of those dice, roll it again and add that roll to the 
  damage. 
  Spellcasting. Walden is an 18th level sorcerer. His spellcasting 
  ability is Charisma (spell save DC 19, +11 to hit with spell attacks). 
  Jebeddo has the following sorcerer spells:  
  Cantrips. (at will): light, message, minor illusion, prestidigitation, 
  shocking grasp, true strike 
  1st level. (4 slots): charm person, disguise self, expeditious 
  retreat, mage armor 
  2nd level. (3 slots): mirror image, misty step, scorching ray 
  3rd level. (3 slots): blink, lightning bolt, Melf’s minute meteors 
  4th level. (3 slots): banishment, greater invisibility, wall of fire 
  5th level. (2 slots): cone of cold, teleportation circle 
  6th level. (1 slot): globe of invulnerability 
  7th level. (1 slot): plane shift 
  8th level. (1 slot): power word stun 
  9th level. (1 slot): gate 
  Tides of Chaos 1/day. Advantage on attack, check, or save.    
  Wild Magic Surge. Roll a d20 after casting spells, if he roll is a 1, 
  roll on the Wild Magic Surge table. 
  Actions 
  +2 Quarterstaff. Melee Weapon Attack: +7 to hit, reach 5 ft., one 
  target. Hit: 5 (1d8 + 1) bludgeoning damage.  
  Reactions 
  Bend Luck 1/day. Add 1d4 to another creature’s attack roll, 
  ability check, or saving throw (that he can see). 2 sorcery points.  
   
  NPC BIO 
   
  Personality Walden has been isolated for so long that he rarely 
  speaks. 
  Appearance Good-looking man with long brown hair and green 
  eyes. 5’ 10” 170 lbs. 48 years old 
  Characteristics 
  Ideal. Community.   
  Bond. Should his discovery come to light, it could bring ruin to 
  the world.   
  Flaw. Walden underestimates his worthiness.    
  Background 
  Walden was a hermit. He is an interesting combination, a 
  charming introvert who gets along with almost anyone. However, 
  he is not very verbal and only speaks when he feels moved to.  
  Equipment 
  backpack, 5 days of rations, robe of stars, potion of gaseous form, 
  well of many worlds, quill, bottle of ink, 3 pieces of parchment, 
  tinderbox, cloak, 136pp.  
  Sorcery Points 
  18 
   
   
   
   
   
  
   
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
  84 
  TABITHA STEPHENSON 
  19th level sorcerer (Wild Magic subclass) 
  Medium humanoid (human), lawful good 
  Armor Class 10 (13 with mage armor) 
  Hit Points 85 (19d6 + 76) 
  Speed 30 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  8 (-1) 
  11 (+0) 
  18 (+4) 
  16 (+3) 
  14 (+2) 
  20 (+5) 
  Saving Throws Con +10, Cha +11 
  Skills Arcana +7, Athletics, History +7, Perception, Survival  
  Senses passive Perception 18 
  Languages Common, Elvish 
  Challenge 12 (8,400 XP) 
  Controlled Chaos. Whenever she rolls on the Wild Magic Surge 
  table, she can roll twice and use either number.    
  Font of Magic. Can create extra spell slots or sorcery points.   
  Metamagic. Distant Spell. Can spend 1 sorcery point to double 
  the range of a spell with a range of 5’ or greater or make the 
  range of a touch spell 30’. Extended Spell. Can spend 1 sorcery 
  point to double a spell’s duration (w/duration of at least 1 
  minute), to a maximum of 24 hours. Quickened Spell. When 
  casting a spell with casting time of 1 action, she can spend 2 
  sorcery points to change the casting time to 1 bonus action.  
  Spell Bombardment. Once a turn when she rolls damage for a 
  spell and rolls the highest number possible on any of the dice, she 
  can choose one of those dice, roll it again and add that roll to the 
  damage. 
  Spellcasting. Tabitha is a 19th level sorcerer. Her spellcasting 
  ability is Charisma (spell save DC 19, +11 to hit with spell attacks). 
  Jebeddo has the following sorcerer spells:  
  Cantrips. (at will): mage hand, message, minor illusion, 
  prestidigitation, shocking grasp 
  1st level. (4 slots): color spray, disguise self, expeditious retreat, 
  mage armor 
  2nd level. (3 slots): knock, misty step, scorching ray 
  3rd level. (3 slots): blink, lightning bolt, Melf’s minute meteors 
  4th level. (3 slots): confusion, greater invisibility, wall of fire 
  5th level. (2 slots): cone of cold, teleportation circle 
  6th level. (1 slot): globe of invulnerability 
  7th level. (1 slot): teleport 
  8th level. (1 slot): dominate monster 
  9th level. (1 slot): wish 
  Tides of Chaos 1/day. Advantage on attack, check, or save.    
  Wild Magic Surge. Roll a d20 after casting spells, if the roll is a 1, 
  roll on the Wild Magic Surge table. 
  Actions 
  +2 Quarterstaff. Melee Weapon Attack: +7 to hit, reach 5 ft., one 
  target. Hit: 5 (1d8 + 1) bludgeoning damage.  
  Reactions 
  Bend Luck 1/day. Add 1d4 to another creature’s attack roll, 
  ability check, or saving throw (that she can see). 2 sorcery points.  
   
  NPC BIO 
   
  Personality Tabitha is a responsible, honest young woman.  
  Appearance Pretty, young woman with long blonde hair and 
  light-blue eyes. 5’ 9” 127 lbs. 26 years old 
  Characteristics 
  Ideal. Honor.  
  Bond. She suffers awful visions of a coming disaster and will do 
  anything to prevent it.  
  Flaw. Tabitha can be too hard on herself.   
  Background 
  Tabitha was an outlander (exile). She was raised by a famous 
  witch and had a peaceful childhood. However, that all changed 
  when the enemies of the good witches drove them out of the 
  kingdom.   
  Equipment 
  backpack, 7 days of rations, wand of magic missiles, wand of 
  fireballs, periapt of health, talisman of the sphere, hunting trap, 
  tinderbox, cloak, 177pp.  
  Sorcery Points 
  19 
   
   
   
   
   
  
   
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
  85 
  CLOUDFIRE 
  20th level sorcerer (Wild Magic subclass) 
  Medium humanoid (air gensai), chaotic good 
  Armor Class 10 (13 with mage armor) 
  Hit Points 147 (20d6 + 80) 
  Speed 30 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  12 (+1) 
  13 (+1) 
  18 (+4) 
  11 (+0) 
  16 (+3) 
  20 (+5) 
  Saving Throws Con +10, Cha +11 
  Skills Arcana +7, History +7, Religion +7, Sleight of Hand, Stealth 
  Senses darkvision 60 ft., passive Perception 7 
  Languages Common, Primordial 
  Challenge 13 (10,000 XP) 
  Controlled Chaos. Whenever he rolls on the Wild Magic Surge 
  table, he can roll twice and use either number.    
  Font of Magic. Can create extra spell slots or sorcery points.   
  Metamagic. Distant Spell. Can spend 1 sorcery point to double 
  the range of a spell with a range of 5’ or greater or make the 
  range of a touch spell 30’. Extended Spell. Can spend 1 sorcery 
  point to double a spell’s duration (w/duration of at least 1 
  minute), to a maximum of 24 hours. Quickened Spell. When 
  casting a spell with casting time of 1 action, he can spend 2 
  sorcery points to change the casting time to 1 bonus action.  
  Mingle with the Wind. He can cast the levitate spell once with 
  this trait, requiring no material components, and he regains the 
  ability to cast it this way when he finishes a long rest. 
  Constitution is her spellcasting ability for this spell.  
  Spell Bombardment. Once a turn when he rolls damage for a 
  spell and rolls the highest number possible on any of the dice, he 
  can choose one of those dice, roll it again and add that roll to the 
  damage. 
  Spellcasting. Cloudfire is a 20th level sorcerer. His spellcasting 
  ability is Charisma (spell save DC 19, +11 to hit with spell attacks). 
  Jebeddo has the following sorcerer spells:  
  Cantrips. (at will): blade ward, friends, light, message, minor 
  illusion, prestidigitation 
  1st level. (4 slots): charm person, disguise self, expeditious 
  retreat, mage armor 
  2nd level. (3 slots): gust of wind, misty step, scorching ray 
  3rd level. (3 slots): blink, lightning bolt, Melf’s minute meteors 
  4th level. (3 slots): banishment, greater invisibility, wall of fire 
  5th level. (2 slots): cloudkill, insect plague 
  6th level. (1 slot): chain lightning 
  7th level. (1 slot): delayed blast fireball 
  8th level. (1 slot): incendiary cloud 
  9th level. (1 slot): meteor swarm 
  Tides of Chaos 1/day. Advantage on attack, check, or save.    
  Unending Breath. He can hold his breath indefinitely while she is 
  not incapacitated. 
  Wild Magic Surge. Roll a d20 after casting spells, if the roll is a 1, 
  roll on the Wild Magic Surge table. 
  Actions 
  +3 Quarterstaff. Melee Weapon Attack: +10 to hit, reach 5 ft., 
  one target. Hit: 8 (1d8 + 4) bludgeoning damage.  
  Reactions 
  Bend Luck 1/day. Add 1d4 to another creature’s attack roll, 
  ability check, or saving throw (that he can see). 2 sorcery points.  
   
  NPC BIO 
   
  Personality Cloudfire thinks anyone who’s nice to him is hiding 
  evil intent.  
  Appearance Air gensai with gray skin, white hair and light-blue 
  eyes. 5’ 11” 173 lbs. 49 years old 
  Characteristics 
  Ideal. Greater Good.    
  Bond. His town is his home, and he’ll fight to defend it.  
  Flaw. Cloudfire speaks without thinking.  
  Background 
  Cloudfire was an urchin. He had a rough upbringing and 
  appreciates each and every day. He is cautious about meeting 
  new people and it takes him time to warm up to them. This 
  sorcerer lives in a tower in the mountains. He has a number of 
  pegasi and air elemental allies.  
  Equipment 
  backpack, 7 days of rations, 4 potions of superior healings, crystal 
  ball (legendary version), ring of evasion, dice set, tinderbox, 
  cloak, 157pp.  
  Sorcery Points 
  20 
  Mount 
  pegasus  
   
  
   
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
  86 
  SIMMONS 
  13th level warlock (The Archfey subclass) 
  Medium humanoid (human), chaotic neutral  
  Armor Class 16 (+1 studded leather and ring of protection) 
  Hit Points 70 (13d8) 
  Speed 30 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  6 (-2) 
  15 (+2) 
  10 (+0) 
  14 (+2) 
  18 (+4) 
  19 (+4) 
  Saving Throws Wis +9, Cha +9 
  Skills Investigation +5, Medicine +8, Nature +8, Religion +5 
  Senses passive Perception 14 
  Languages Common, Sylvan 
  Challenge 8 (3,900 XP) 
  Fey Presence 2/day. Can use an action to charm or frighten in a 
  10ft. cube from them/DC 17 Wisdom save. Must rest to reset 
  feature. 
  Pact of the Chain. Has a sprite familiar. Can use an attack to let 
  the familiar attack with its reaction.  
  Spellcasting. Simmons is a 13th level warlock. Their spellcasting 
  ability is Charisma (spell save DC 17, +9 to hit with spell attacks).  
  Cantrips. (at will): blade ward, eldritch blast, friends, minor 
  illusion 
  1st – 5th level. (3 slots): arcane gate, armor of Agathys, 
  banishment, blink, calm emotions, darkness, dominate beast, 
  dominate person, faerie fire, fly, forcecage, greater invisibility, 
  hold monster, hypnotic pattern, magic circle, misty step, 
  phantasmal force, plant growth, remove curse, scrying, seeming, 
  shatter, sleep 
  Invocations. (6): ascendant step, bewitching whispers, eldritch 
  sight, eldritch spear, mask of many faces, misty visions 
  Actions 
  +2 Dagger. Melee Weapon Attack: +9 to hit, reach 5 ft., one 
  target. Hit: 6 (1d4 + 4) piercing damage.  
  Reactions 
  Beguiling Defenses. They are immune to being charmed, and 
  when another creature attempts to charm them, they can use 
  their reaction to attempt to turn the charm back on that 
  creature. The creature must succeed on a DC 15 Wisdom saving 
  throw or be charmed by them for 1 minute or until the creature 
  takes any damage.   
  Misty Escape. Can vanish in a puff of mist in response to harm. 
  Use reaction to turn invisible and move 60 ft. Invisible until start 
  of next turn or action. Must rest to reset feature. 
   
   
  NPC BIO 
   
  Personality Simmons is oblivious to etiquette and social 
  expectations.  
  Appearance Short middle-aged individual with curly black hair 
  and blue eyes. 5’ 9” 155 lbs. 41 years old 
  Characteristics 
  Ideal. Free Thinking.  
  Bond. They are close to their family.   
  Flaw. Simmons enjoys the delights of the world a little too much.   
  Background 
  Simmons was a charlatan. However, they have seen the error of 
  their ways and left that life behind them. Simmons wants to do 
  what they can to make the world a better place. They don’t 
  identify as male or female.   
  Equipment 
  backpack, 4 days of rations, ring of protection, potion of 
  invulnerability, necklace of fireballs, herbalism kit, bag of 18 
  caltrops, tankard, bedroll, tinderbox, cloak, 78gp.  
   
   
   
   
   
   
   
   
   
   
   
   
  
   
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
  87 
  FOPS BOGGLE 
  14th level warlock (The Archfey subclass) 
  Small humanoid (rock gnome), chaotic neutral  
  Armor Class 16 (+2 studded leather) 
  Hit Points 81 (14d8 + 14) 
  Speed 30 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  10 (+0) 
  11 (+0) 
  12 (+1) 
  9 (-1) 
  18 (+4) 
  19 (+4) 
  Saving Throws Wis +9, Cha +9 
  Skills Investigation +5, Medicine +8, Nature +8, Survival 
  Senses darkvision 60 ft., passive Perception 14 
  Languages Common, Gnomish, Sylvan 
  Challenge 9 (5,000 XP) 
  Dark Delirium. As action, he can choose a creature he can see 
  within 60 feet of him. It must make a DC 17 Wisdom saving 
  throw. On a failed save, it is charmed or frightened by him for 1 
  minute or until your concentration is broken. This effect ends 
  early if the creature takes any damage. Until this illusion ends, 
  the creature thinks it is lost in a misty realm, the appearance of 
  which he chooses. The creature can see and hear only itself, him, 
  and the illusion. He must rest to reset this feature.    
  Fey Presence. Can use an action to charm or frighten in a 10ft. 
  cube from him/DC 17 Wisdom save. Must rest to reset feature. 
  Gnome Cunning. Advantage against all Intelligence, Wisdom, and 
  Charisma saving throws against magic. 
  Pact of the Chain. Has a hawk familiar. Can use an attack to let 
  the familiar attack with its reaction.  
  Speak with Small Beasts. Is able to communicate simple ideas 
  with Small or smaller beasts through sounds and gestures. 
  Spellcasting. Fops is a 14th level warlock. His spellcasting ability is 
  Charisma (spell save DC 17, +9 to hit with spell attacks).  
  Cantrips. (at will): chill touch, eldritch blast, friends, minor illusion 
  1st – 5th level. (3 slots): banishment, blink, calm emotions, charm 
  person, conjure fey, darkness, dominate beast, dominate person, 
  faerie fire, fly, greater invisibility, hallucinatory terrain, hold 
  monster, hypnotic pattern, magic circle, misty step, phantasmal 
  force, planet shift, plant growth, remove curse, seeming, sleep, 
  spider climb 
  Invocations. (6): ascendant step, beguiling influence, bewitching 
  whispers, eldritch sight, eldritch spear, mask of many faces 
  Actions 
  +2 Dagger. Melee Weapon Attack: +7 to hit, reach 5 ft., one 
  target. Hit: 4 (1d4 + 2) piercing damage.  
  Reactions 
  Beguiling Defenses. He is immune to being charmed, and when 
  another creature attempts to charm him, he can use his reaction 
  to attempt to turn the charm back on that creature. The creature 
  must succeed on a DC 15 Wisdom saving throw or be charmed by 
  him for 1 minute or until the creature takes any damage.   
  Misty Escape. Can vanish in a puff of mist in response to harm. 
  Use reaction to turn invisible and move 60 ft. Invisible until start 
  of next turn or action. Must rest to reset feature. 
   
  NPC BIO 
   
  Personality Fops is a very confused, creative gnome.   
  Appearance Overweight gnome with short blonde hair and blue 
  eyes. 2’ 11” 47 lbs. 141 years old 
  Characteristics 
  Ideal. Creativity.  
  Bond. He feels closer to animals than other humanoids.  
  Flaw. Fops has difficulty functioning in the everyday world.    
  Background 
  Fops was an outlander (hunter). He lived deep in a mysterious 
  forest for many years. After he returned to the world, he never 
  quite got his feet back on the ground. Stubbins is a lost soul and 
  enjoys his mead far too much. This warlock is an extremely 
  unpredictable individual.  
  Equipment 
  3 days of rations, bag of holding, lantern of revealing, bag of 
  beans, cloak of the bat, Nolzur’s marvelous pigments, ring of 
  resistance, herbalism kit, bag of 18 caltrops, tankard, hunting 
  trap, bedroll, tinderbox, cloak, 138gp.  
   
   
   
   
   
   
   
  
   
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
  88 
  DARRAK TRUEBLOOD 
  15th level warlock (Celestial subclass) 
  Medium humanoid (mountain dwarf), lawful neutral  
  Armor Class 16 (+2 studded leather) 
  Hit Points 87 (15d8 + 45) 
  Speed 25 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  15 (+2) 
  12 (+1) 
  16 (+3) 
  10 (+0) 
  11 (+0) 
  19 (+4) 
  Saving Throws Wis +5, Cha +9 
  Skills Investigation +5, Medicine +5, Sleight of Hand +6, Stealth +6 
  Senses darkvision 60 ft., passive Perception 10 
  Languages Common, Dwarvish, Celestial 
  Challenge 10 (5,900 XP) 
  Celestial Resilience. He gains 19 temporary hit points whenever 
  he finishes a short or long rest. Additionally, he can choose up to 
  five creatures he can see at the end of the rest. Those creatures 
  each gain 11 temporary hit points.  
  Dwarven Resilience. He has advantage on saves against poison, 
  and resistance against poison damage. 
  Healing Light. Healing pool of 9d6 hit points to cure wounds. As a 
  bonus action he can heal a creature he can see within 60 ft. Can 
  spend a maximum of 4d6. Feature resets with a long rest.  
  Pact of the Chain. Has a owl familiar. Can use an attack to let the 
  familiar attack with its reaction.  
  Radiant Soul. He has resistance to radiant damage, and when he 
  casts a spell that deals radiant or fire damage, he can add +3 to 
  one radiant or fire damager roll against one of its targets.  
  Searing Vengeance. When he has to make a death saving throw 
  at the start of his turn, he can instead spring back to his feet with 
  a burst of radiant energy. He regains hit points equal to half his 
  hit point maximum, and then he stands up if he chooses. Each 
  creature of his choice that is within 30 feet of him takes 2d8 + 4 
  radiant damage, and it is blinding until the end of the current 
  turn. He must finish a long rest to reset this feature.  
  Spellcasting. Darrak is a 15th level warlock. His spellcasting ability 
  is Charisma (spell save DC 17, +9 to hit with spell attacks).  
  Cantrips. (at will): blade ward, eldritch blast, friends, minor 
  illusion 
  1st – 5th level. (3 slots): armor of Agathys, blight, blink, calm 
  emotions, contact other plane, darkness, dominate beast, 
  dominate person, etherealness, faerie fire, fly, greater invisibility, 
  hold monster, hypnotic pattern, magic circle, misty step, 
  phantasmal force, plant growth, power word stun, remove curse, 
  seeming, shatter, sleep, spider climb, true seeing 
  Invocations. (7): agonizing blast, beguiling influence, bewitching 
  whispers, eldritch sight, eldritch spear, misty visions, repelling 
  blast 
   
  Actions 
  +1 Mace. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. 
  Hit: 6 (1d6 + 3) piercing damage.  
   
  NPC BIO 
   
  Personality Darrak is on a path of redemption.   
  Appearance Old, overweight dwarf with short black hair, a black 
  beard, and blue eyes. 4’ 0” 155 lbs. 41 years old 
  Characteristics 
  Ideal. Responsibility.   
  Bond. He is dedicated to helping society.   
  Flaw. Darrak is a gambler.    
  Background 
  Darrak was a criminal (thief). He was part of the Thieves’ Guild at 
  a young age. However, he left that life behind him and does what 
  service he can for society.  
  Equipment 
  backpack, 4 days of rations, herbalism kit, bag of 18 caltrops, 
  tankard, bedroll, 2 potions of speed, 3 potions of greater healing, 
  thieves’ tools, tinderbox, cloak, 59pp.  
   
   
   
   
   
   
   
   
   
  
   
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
  89 
  SCORCHAS 
  16th level warlock (The Archfey subclass) 
  Medium humanoid (fire gensai), chaotic good  
  Armor Class 16 (+2 studded leather) 
  Hit Points 96 (16d8 + 16) 
  Speed 30 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  10 (+0) 
  15 (+2) 
  12 (+1) 
  12 (+1) 
  18 (+4) 
  19 (+4) 
  Saving Throws Wis +9, Cha +9 
  Skills Investigation +5, Medicine +8, Nature +8, Survival 
  Senses passive Perception 14 
  Languages Common, Primordial, Sylvan 
  Challenge 11 (7,200 XP) 
  Dark Delirium. As action, he can choose a creature he can see 
  within 60 feet of him. It must make a DC 17 Wisdom saving 
  throw. On a failed save, it is charmed or frightened by him for 1 
  minute or until your concentration is broken. This effect ends 
  early if the creature takes any damage. Until this illusion ends, 
  the creature thinks it is lost in a misty realm, the appearance of 
  which he chooses. The creature can see and hear only itself, him, 
  and the illusion. He must rest to reset this feature.    
  Fey Presence. Can use an action to charm or frighten in a 10ft. 
  cube from him/DC 17 Wisdom save. Must rest to reset feature. 
  Fire Resistance. He has resistance to fire damage.  
  Pact of the Chain. Has a sprite familiar. Can use an attack to let 
  the familiar attack with its reaction.  
  Reach to the Blaze. He knows the produce flame cantrip and 
  burning hands. 
  Spellcasting. Scorchas is a 16th level warlock. His spellcasting 
  ability is Charisma (spell save DC 17, +9 to hit with spell attacks).  
  Cantrips. (at will): blade ward, eldritch blast, friends, minor 
  illusion 
  1st – 5th level. (3 slots): armor of Agathys, banishment, blight, 
  blink, calm emotions, conjure fey, darkness, dispel magic, 
  dominate beast, dominate person, faerie fire, fly, forcecage, 
  greater invisibility, hold monster, hypnotic pattern, magic circle, 
  misty step, phantasmal force, plant growth, power word stun, 
  remove curse, seeming, shatter, spider climb 
  Invocations. (7): agonizing blast, ascendant step, bewitching 
  whispers, eldritch sight, eldritch spear, fiendish vigor, misty 
  visions 
  Actions 
  +3 Mace. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. 
  Hit: 6 (1d6 + 3) bludgeoning damage.  
  Reactions 
  Beguiling Defenses. He is immune to being charmed, and when 
  another creature attempts to charm him, he can use his reaction 
  to attempt to turn the charm back on that creature. The creature 
  must succeed on a DC 15 Wisdom saving throw or be charmed by 
  him for 1 minute or until the creature takes any damage.   
  Misty Escape. Can vanish in a puff of mist in response to harm. 
  Use reaction to turn invisible and move 60 ft. Invisible until start 
  of next turn or action. Must rest to reset feature. 
   
  NPC BIO 
   
  Personality Thinking is for other people. Scorchas prefers action.  
  Appearance Fire gensai male orange skin, short black hair, and 
  red eyes. 5’ 6” 125 lbs. 41 years old 
  Characteristics 
  Ideal. Freedom. 
  Bond. He protects those who cannot protect themselves.   
  Flaw. Scorchas has a weakness for the vices of the city, especially 
  hard drink.  
  Background 
  Scorchas was a folk hero. He saved his homeland from an evil 
  sorcerer a dozen years ago. This gensai is extremely brave and 
  loyal. He is an experienced adventurer.  
  Equipment 
  backpack, 2 days of rations, herbalism kit, bag of 18 caltrops, 7 
  beads of nourishment1, wand of smiles1, tankard, love letter, 
  bedroll, tinderbox, cloak, 257gp.  
   
   
   
   
   
   
   
   
  
   
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
  90 
  HISSAN 
  17th level warlock (The Archfey subclass) 
  Medium humanoid (lizardfolk), neutral  
  Armor Class 16 (natural armor) 
  Hit Points 101 (17d8) 
  Speed 30 ft., swim 30 ft.  
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  14 (+2) 
  15 (+2) 
  11 (+0) 
  6 (-2) 
  18 (+4) 
  19 (+4) 
  Saving Throws Wis +10, Cha +10 
  Skills Investigation +5, Medicine +8, Nature +8, Perception, 
  Stealth, Survival 
  Senses passive Perception 14 
  Languages Common, Draconic 
  Challenge 11 (7,200 XP) 
  Cunning Artisan. As part of a short rest, he can harvest bone and 
  hide from a slain beast, construct, dragon, monstrosity, or plant 
  creature of size Small or larger to create one the following items: 
  a shield, a club, a javelin, or 1d4 darts or blowgun needles. To use 
  this trait, he needs a blade, such as a dagger, or appropriate 
  artisan’s tools, such as leatherworker’s tools.  
  Dark Delirium. As action, he can choose a creature he can see 
  within 60 feet of him. It must make a DC 18 Wisdom saving 
  throw. On a failed save, it is charmed or frightened by him for 1 
  minute or until your concentration is broken. This effect ends 
  early if the creature takes any damage. Until this illusion ends, 
  the creature thinks it is lost in a misty realm, the appearance of 
  which he chooses. The creature can see and hear only itself, him, 
  and the illusion. He must rest to reset this feature.    
  Fey Presence. Can use an action to charm or frighten in a 10ft. 
  cube from him/DC 18 Wisdom save. Must rest to reset feature. 
  Hold Breath. Can use an action to charm or frighten in a 10ft. 
  cube from him/DC 15 Wisdom save.  
  Hungry Jaws. As a bonus action he can make a special attack with 
  his bite. If the attack hits, it deals its normal damage, and he gains 
  3 temporary hit points. He must rest to reset this feature.  
  Pact of the Chain. Has a pseudodragon familiar. Can use an 
  attack to let the familiar attack with its reaction.  
  Spellcasting. Hissan is a 17th level warlock. His spellcasting ability 
  is Charisma (spell save DC 18, +10 to hit with spell attacks).  
  Cantrips. (at will): eldritch blast, friends, mage hand, minor 
  illusion 
  1st – 5th level. (4 slots): armor of Agathys, blight, blink, calm 
  emotions, darkness, dimension door, dominate beast, dominate 
  person, eyebite, faerie fire, fly, greater invisibility, hallucinatory 
  terrain, hold monster, hypnotic pattern, magic circle, misty step, 
  phantasmal force, plane shift, plant growth, remove curse, 
  seeming, shatter, sleep, spider climb, true polymorph 
  Invocations. (7): agonizing blast, beguiling influence, bewitching 
  whispers, eldritch sight, eldritch spear, mask of many faces, 
  master of myriad forms, misty visions 
  Actions 
  +3 Dagger. Melee Weapon Attack: +11 to hit, reach 5 ft., one 
  target. Hit: 7 (1d4 + 5) piercing damage.  
  Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 
  5 (1d6 + 2) piercing damage. 
  Reactions 
  Beguiling Defenses. He is immune to being charmed, and when 
  another creature attempts to charm him, he can use his reaction 
  to attempt to turn the charm back on that creature. The creature 
  must succeed on a DC 15 Wisdom saving throw or be charmed by 
  him for 1 minute or until the creature takes any damage.   
  Misty Escape. Can vanish in a puff of mist in response to harm. 
  Use reaction to turn invisible and move 60 ft. Invisible until start 
  of next turn or action. Must rest to reset feature. 
   
  NPC BIO 
   
  Personality Hissan has a lesson for every situation, drawn from 
  observing nature.  
  Appearance Lizardfolk male with short black hair and blue eyes. 
  6’ 5” 245 lbs. 29 years old 
  Characteristics 
  Ideal. Nature.  
  Bond. An injury to the unspoiled wilderness is an injury to him.  
  Flaw. He is slow to trust members of other races, tribes, and 
  societies.  
  Background 
  Hissan was an outlander (guide). He has guided adventurers 
  through the swampy terrain of his homeland for many years. This 
  lizardfolk is a powerful warlock and cares deeply about nature.  
  Equipment 
  backpack, 3 days of rations, amulet of health, potion of supreme 
  healing, sending stones, hunting trap, tankard, bedroll, tinderbox, 
  cloak, 199pp.  
   
   
   
  
   
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
  91 
  CANDICE SWAN 
  18th level warlock (The Archfey subclass) 
  Medium humanoid (human), chaotic neutral  
  Armor Class 18 (+3 studded leather) 
  Hit Points 111 (18d8) 
  Speed 30 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  10 (+0) 
  16 (+3) 
  10 (+0) 
  12 (+1) 
  18 (+4) 
  25 (+7) 
  Saving Throws Wis +10, Cha +13 
  Skills Acrobatics +9, Deception +13, Nature +10, Performance +13 
  Senses passive Perception 14 
  Languages Common, Sylvan 
  Challenge 12 (8,400 XP) 
  Dark Delirium. As action, she can choose a creature she can see 
  within 60 feet of her. It must make a DC 21 Wisdom saving throw. 
  On a failed save, it is charmed or frightened by her for 1 minute 
  or until your concentration is broken. This effect ends early if the 
  creature takes any damage. Until this illusion ends, the creature 
  thinks it is lost in a misty realm, the appearance of which she 
  chooses. The creature can see and hear only itself, her, and the 
  illusion. She must rest to reset this feature.    
  Fey Presence. Can use an action to charm or frighten in a 10ft. 
  cube from her/DC 21 Wisdom save. Must rest to reset feature. 
  Pact of the Chain. Has a cat familiar. Can use an attack to let the 
  familiar attack with its reaction.  
  Spellcasting. Candice is a 18th level warlock. Her spellcasting 
  ability is Charisma (spell save DC 21, +13 to hit with spell attacks).  
  Cantrips. (at will): blade ward, eldritch blast, friends, minor 
  illusion 
  1st – 5th level. (4 slots): armor of Agathys, astral projection, 
  banishment, blink, calm emotions, darkness, dimension door, 
  dominate beast, dominate person, dream, faerie fire, feeblemind, 
  fly, forcecage, greater invisibility, hypnotic pattern, magic circle, 
  mass suggestion, misty step, phantasmal force, plant growth, 
  remove curse, scrying, seeming, shatter, sleep, spider climb 
  Invocations. (8): agonizing blast, beguiling influence, bewitching 
  whispers, eldritch sight, mask of many faces, misty visions, one 
  with shadows, visions of distant realms 
  Actions 
  +3 Dagger. Melee Weapon Attack: +12 to hit, reach 5 ft., one 
  target. Hit: 8 (1d4 + 6) piercing damage.  
  Reactions 
  Beguiling Defenses. She is immune to being charmed, and when 
  another creature attempts to charm her, she can use his reaction 
  to attempt to turn the charm back on that creature. The creature 
  must succeed on a DC 15 Wisdom saving throw or be charmed by 
  her for 1 minute or until the creature takes any damage.   
  Misty Escape. Can vanish in a puff of mist in response to harm. 
  Use reaction to turn invisible and move 60 ft. Invisible until start 
  of next turn or action. Must rest to reset feature. 
   
  NPC BIO 
   
  Personality Candice is a hopeless romantic.  
  Appearance Gorgeous blonde-haired beauty with light blue eyes. 
  5’ 9” 125 lbs. 26 years old 
  Characteristics 
  Ideal. Beauty.  
  Bond. She is deeply connected to the sea.  
  Flaw. Candice tries to do too much at times.  
  Background 
  Candice was an entertainer (actress). She is famous across the 
  land and her beauty rivals that of the gods. In fact, several deities 
  and demi-gods have asked for her hand in marriage.  
  Equipment 
  4 days of rations, lute, disguise kit, costume, 23 love letters, 
  bedroll, perfume of bewitching1, bag of holding, cloak of 
  billowing1, ring of evasion, tinderbox, diamond earrings, 545pp.  
   
   
   
   
   
   
   
   
   
  
   
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
  92 
  ARGENAAN 
  19th level warlock (The Archfey subclass) 
  Medium humanoid (silver dragonborn), chaotic good  
  Armor Class 16 (+2 studded leather) 
  Hit Points 123 (19d8) 
  Speed 30 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  12 (+1) 
  15 (+2) 
  10 (+0) 
  11 (+0) 
  18 (+4) 
  19 (+4) 
  Saving Throws Wis +10, Cha +10 
  Skills Deception +10, History +6, Insight +10, Persuasion +10 
  Senses passive Perception 14 
  Languages Common, Draconic, Sylvan 
  Challenge 12 (8,400 XP) 
  Breath Weapon 1/day. Cold breath. 17 (5d6) cold damage, DC 14 
  Constitution saving throw. 
  Cold Resistance. He has resistance to cold damage.  
  Dark Delirium. As action, he can choose a creature he can see 
  within 60 feet of him. It must make a DC 18 Wisdom saving 
  throw. On a failed save, it is charmed or frightened by him for 1 
  minute or until your concentration is broken. This effect ends 
  early if the creature takes any damage. Until this illusion ends, 
  the creature thinks it is lost in a misty realm, the appearance of 
  which he chooses. The creature can see and hear only itself, him, 
  and the illusion. He must rest to reset this feature.    
  Fey Presence. Can use an action to charm or frighten in a 10ft. 
  cube from him/DC 18 Wisdom save. Must rest to reset feature. 
  Pact of the Chain. Has a sprite familiar. Can use an attack to let 
  the familiar attack with its reaction.  
  Spellcasting. Argenaan is a 19th level warlock. His spellcasting 
  ability is Charisma (spell save DC 18, +10 to hit with spell attacks).  
  Cantrips. (at will): eldritch blast, friends, minor illusion, poison 
  spray 
  1st – 5th level. (4 slots): banishment, blight, blink, calm emotions, 
  contact other plane, darkness, dominate beast, dominate person, 
  faerie fire, fear, fly, gaseous form, greater invisibility, hold 
  monster, hypnotic pattern, magic circle, misty step, phantasmal 
  force, plane shift, plant growth, power word stun, remove curse, 
  seeming, shatter, sleep, spider climb, true polymorph, true seeing 
  Invocations. (8): ascendant step, beast speech, bewitching 
  whispers, eldritch sight, eldritch spear, master of myriad forms, 
  misty visions, repelling blast 
  Actions 
  +3 Mace. Melee Weapon Attack: +10 to hit, reach 5 ft., one 
  target. Hit: 7 (1d6 + 4) bludgeoning damage.  
  Reactions 
  Beguiling Defenses. He is immune to being charmed, and when 
  another creature attempts to charm him, he can use his reaction 
  to attempt to turn the charm back on that creature. The creature 
  must succeed on a DC 15 Wisdom saving throw or be charmed by 
  him for 1 minute or until the creature takes any damage.   
  Misty Escape. Can vanish in a puff of mist in response to harm. 
  Use reaction to turn invisible and move 60 ft. Invisible until start 
  of next turn or action. Must rest to reset feature. 
   
  NPC BIO 
   
  Personality Argenaan always wants to know how things work and 
  what makes people tick.  
  Appearance Male silver dragonborn. 6’ 3” 225 lbs. 25 years old 
  Characteristics 
  Ideal. Freedom.  
  Bond. One day he’ll return to his guild and prove that he is the 
  greatest artisan of them all.  
  Flaw. No one must ever learn that he once stole money from 
  guild coffers.  
  Background 
  Argenaan was a guild artisan (tinker). He used to work as a tinker 
  in a large city. He left that life after robbing his own guild. Now he 
  makes a good living as an adventurer.  
  Equipment 
  backpack, 3 days of rations, tankard of sobriety1, boots of the 
  winterlands, 3 potions of speed, deck of illusions, tinker’s tools, 
  tankard, bedroll, tinderbox, cloak, 142pp.  
   
   
   
   
   
   
   
  
   
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
  93 
  EMILY EVE 
  20th level warlock (The Archfey subclass) 
  Medium humanoid (human), chaotic neutral  
  Armor Class 19 (+3 studded leather) 
  Hit Points 130 (20d8) 
  Speed 30 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  11 (+0) 
  18 (+4) 
  11 (+0) 
  12 (+1) 
  18 (+4) 
  20 (+5) 
  Saving Throws Wis +10, Cha +11 
  Skills History +7, Intimidation +11, Persuasion +11, Religion +10 
  Senses passive Perception 14 
  Languages Common, Elvish, Sylvan 
  Challenge 13 (10,000 XP) 
  Dark Delirium. As action, she can choose a creature she can see 
  within 60 feet of her. It must make a DC 19 Wisdom saving throw. 
  On a failed save, it is charmed or frightened by her for 1 minute 
  or until your concentration is broken. This effect ends early if the 
  creature takes any damage. Until this illusion ends, the creature 
  thinks it is lost in a misty realm, the appearance of which she 
  chooses. The creature can see and hear only itself, her, and the 
  illusion. She must rest to reset this feature.    
  Fey Presence. Can use an action to charm or frighten in a 10ft. 
  cube from her/DC 19 Wisdom save. Must rest to reset feature.  
  Pact of the Chain. Has a pseudodragon familiar. Can use an 
  attack to let the familiar attack with its reaction.  
  Spellcasting. Emily is a 20th level warlock. Her spellcasting ability 
  is Charisma (spell save DC 19, +11 to hit with spell attacks).  
  Cantrips. (at will): blade ward, eldritch blast, friends, minor 
  illusion 
  1st – 5th level. (4 slots): armor of Agathys, banishment, blink, 
  calm emotions, conjure fey, contact other plane, darkness, 
  dominate beast, dominate person, dream, etherealness, faerie 
  fire, fly, glibness, greater invisibility, hold monster, hypnotic 
  pattern, invisibility, major image, magic circle, misty step, 
  phantasmal force, remove curse, seeming, shatter, sleep, spider 
  climb, true polymorph 
  Invocations. (8): agonizing blast, ascendant step, bewitching 
  whispers, eldritch sight, eldritch spear, misty visions, otherworldly 
  leap, witch sight 
  Actions 
  +3 Dagger. Melee Weapon Attack: +13 to hit, reach 5 ft., one 
  target. Hit: 9 (1d4 + 7) piercing damage.  
  Reactions 
  Beguiling Defenses. She is immune to being charmed, and when 
  another creature attempts to charm her, she can use her reaction 
  to attempt to turn the charm back on that creature. The creature 
  must succeed on a DC 15 Wisdom saving throw or be charmed by 
  her for 1 minute or until the creature takes any damage.   
  Misty Escape. Can vanish in a puff of mist in response to harm. 
  Use reaction to turn invisible and move 60 ft. Invisible until start 
  of next turn or action. Must rest to reset feature. 
   
  NPC BIO 
   
  Personality Her eloquent flattery makes everyone she talks to 
  feel like the most wonderful and important person in the world.   
  Appearance Short middle-aged woman with short black hair and 
  blue eyes. 5’ 9” 155 lbs. 58 years old 
  Characteristics 
  Ideal. Independence.  
  Bond. She is in love with the heir of a family that her family 
  despises.  
  Flaw. Emily has an insatiable desire for carnal pleasures.  
  Background 
  Emily was a noble. She has always been part of the upper class 
  and has lived a life of luxury. She is a charming individual who 
  knows who to manipulate others.  
  Equipment 
  backpack, 4 days of rations, signet ring, set of fine clothes, Three-
  Dragon Ante set, tinderbox, wand of smiles1, potion of speed, 
  driftglobe, cubic gate, cloak, 29333gp (in manor), 473pp (in 
  manor), 195pp.  
   
   
   
   
   
   
   
   
   
  
   
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
  94 
  REGAN COLLINS 
  13th level wizard (War Magic subclass) 
  Medium humanoid (human), lawful good 
  Armor Class 12 (16 with mage armor and cloak of protection) 
  Hit Points 62 (13d6 + 13) 
  Speed 30 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  12 (+1) 
  14 (+2) 
  12 (+1) 
  18 (+4) 
  8 (-1) 
  7 (-2) 
  Saving Throws Int +9, Wis +4 
  Skills Arcana +9, Athletics +6, Intimidation +3, Investigation +9 
  Senses passive Perception 9 
  Languages Common, Dwarvish, Elvish 
  Challenge 8 (3,900 XP) 
  Arcane Deflection. When he is hit by an attack or he fails a saving 
  throw, he can use his reaction to gain a +2 bonus to his AC 
  against that attack or a +4 bonus to that saving throw.  
  Durable Magic. While he maintains concentration on a spell, he 
  has a +2 bonus to AC and all saving throws.    
  Power Surge. He can store 3 power surges. Whenever he finishes 
  a long rest, his number of power surges resets to one. Whenever 
  he successfully ends a spell with dispel magic or counterspell, he 
  gains one power surge, as he steals magic from the spell he 
  foiled. If he ends a short rest with no power surges, he gains one 
  power surge. Once per turn when he deals damage to a creature 
  or object with a wizard spell, he can spend one power surge to 
  deal an extra 3 force damage to that target.  
  Spellcasting. Regan is a 13th level wizard. His spellcasting ability 
  is Intelligence (spell save DC 17, +9 to hit with spell attacks). 
  Regan has the following wizard spells prepared: 
  Cantrips. (at will): blade ward, fire bolt, prestidigitation, ray of 
  frost, shocking grasp 
  1st level. (4 slots): catapult, mage armor, magic missile, 
  protection from evil and good, shield, thunderwave 
  2nd level. (3 slots): continual flame, scorching ray, shatter 
  3rd level. (3 slots): counterspell, fireball, magic circle 
  4th level. (3 slots): banishment, Otiluke’s Resilient Sphere, 
  polymorph 
  5th level. (2 slots): destructive wave, flame strike 
  6th level. (1 slot): disintegrate 
  7th level. (1 slot): delayed blast fireball 
  Tactical Wit. He can add +3 to his initiative rolls.   
  Actions 
  +2 Quarterstaff. Melee Weapon Attack: +8 to hit, reach 5 ft., one 
  target. Hit: 7 (1d8 + 3) bludgeoning damage. 
  NPC BIO 
   
  Personality Regan can stare down a hell hound without flinching.  
  Appearance Middle-aged man with red hair, a long gray beard, 
  and blue eyes. 5’ 11” 172 lbs. 46 years old 
  Characteristics 
  Ideal. Responsibility.   
  Bond. His kitchen is his home.  
  Flaw. Regan would rather eat his armor than admit when he’s 
  wrong.   
  Background 
  Regan was a soldier (cook). He is a brave, responsible wizard who 
  loves adventuring. He is also a fabulous cook and owns a tavern 
  in his hometown.  
  Equipment 
  4 days of rations, spellbook, a set of bone dice, a deck of cards, an 
  insignia of rank, component pouch, 4 darts, bag of holding, 2 
  potions of superior healing, cloak of protection, boots of speed, 
  sack of salt, pot, tinderbox, 4 torches, cloak, 129gp, 96pp.  
   
   
   
   
   
   
   
   
   
   
   
  
   
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
  95 
  JAVAK RAZORBLOOD 
  14th level wizard (School of Enchantment subclass) 
  Medium humanoid (goliath), chaotic good 
  Armor Class 12 (16 with mage armor and ring of protection) 
  Hit Points 82 (14d6 + 28) 
  Speed 30 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  15 (+2) 
  14 (+2) 
  12 (+2) 
  20 (+5) 
  8 (-1) 
  9 (-1) 
  Saving Throws Int +9, Wis +4 
  Skills Arcana +9, Athletics +7, Insight +4, Perception +4 
  Senses passive Perception 9 
  Languages Common, Giant 
  Challenge 9 (5,000 XP) 
  Alter Memories. When he casts an enchantment spell, the 
  creature remains unaware it’s being charmed. Additionally, once 
  before spell expires, creature must succeed on an Intelligence 
  saving throw or lose up to four hours of memories. 
  Hypnotic Gaze. He can choose one creature that he can see 
  within 5’ of him. If the target can see or hear him, it must succeed 
  on a Wisdom saving throw (DC 15) or be charmed by him until 
  the end of his next turn. The charmed creature’s speed drops to 
  0, and the creature is incapacitated and visibly dazed. On 
  subsequent turns, he can use his action to maintain this effect, 
  extending the duration until the end of his nest turn. However, 
  the effect ends if he moves more than 5’ away from the creature, 
  or if the creature takes damage. Once the effect ends, or if the 
  creature succeeds on its initial saving throw, he can’t use this 
  feature on that creature again until he finishes a long rest.  
  Instinctive Charm. When a creature he can see within 30’ of him 
  makes an attack roll against him, he can use his reaction to divert 
  the attack, provided that another creature is within the attack’s 
  range. The attacker must make a Wisdom saving throw (DC 15). 
  On a failed save, the attacker must target the creature that is 
  closest to it, not including him or itself. If multiple creatures are 
  closest, the attacker chooses which one to target. On a successful 
  save, he can’t use this feature on the attacker again until he 
  finishes a long rest.  
  Mountain Born. Javak is acclimated to high altitude, including 
  elevations above 20,000 feet. He’s also naturally adapted to cold 
  climates. 
  Natural Athlete. He has proficiency in the Athletics skill.  
  Powerful Build. He counts as one size larger when determining 
  his carrying capacity and the weight he can push, drag, or lift. 
  Spellcasting. Javak is a 12th level wizard. His spellcasting ability is 
  Intelligence (spell save DC 18, +10 to hit with spell attacks). Javak 
  has the following wizard spells prepared: 
  Cantrips. (at will): friends, light, mage hand, minor illusion, 
  prestidigitation 
  1st level. (4 slots): charm person, mage armor, magic missile, 
  Tasha’s Hideous Laughter 
  2nd level. (3 slots): crown of madness, invisibility, scorching ray 
  3rd level. (3 slots): fear, fireball, magic circle 
  4th level. (3 slots): confusion, Mordenkainen’s Faithful Hound, 
  wall of fire 
  5th level. (2 slots): modify memory, synaptic static 
  6th level. (1 slot): Otto’s Irresistible Dance 
  7th level. (1 slot): power word pain 
  Split Enchantment. When he casts an enchantment spell of 1st 
  level or higher that targets only one creature, he can have it 
  target a second creature. 
  Stone’s Endurance. Each undead creature within 30 ft. must 
  make a Wisdom save or be turned for 1 minute. 
  Actions 
  +2 Quarterstaff. Melee Weapon Attack: +9 to hit, reach 5 ft., one 
  target. Hit: 8 (1d8 + 4) bludgeoning damage. 
   
  NPC BIO 
   
  Personality Javak enjoys sailing into new ports and making new 
  friends over a flagon of ale.  
  Appearance Massive bald goliath with a long black beard, and 
  brown eyes. 6’ 9” 245 lbs. 33 years old 
  Characteristics 
  Ideal. Freedom.   
  Bond. In a harbor town, he has a paramour whose eyes nearly 
  stole him from the sea.   
  Flaw. Javak will say anything to avoid having to do extra work.   
  Background 
  Javak was a sailor. He has made many friends over the years and 
  has an extensive network of loyal contacts. He enjoys 
  adventuring and meeting new people.  
  Equipment 
  backpack, 3 days of rations, navigator’s tools, 50 feet of silk rope, 
  a rabbit foot, a set of common clothes, spellbook, component 
  pouch, 4 darts, 2 potions of superior healing, ring of protection, 
  driftglobe, cloak, 125gp, 51pp.  
   
   
  
   
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
  96 
  ARANNIS ALORO 
  15th level wizard (School of Transmutation subclass) 
  Medium humanoid (wood elf), chaotic neutral  
  Armor Class 12 (16 with mage armor) 
  Hit Points 83 (15d6 + 30) 
  Speed 35 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  9 (-1) 
  11 (+0) 
  15 (+2) 
  18 (+4) 
  18 (+4) 
  16 (+3) 
  Saving Throws Int +9, Wis +9 
  Skills Arcana +9, Athletics +4, Insight +9, Investigation +9, 
  Perception +9, Survival +9 
  Senses darkvision 60 ft., passive Perception 19 
  Languages Common, Elvish, Goblin, Halfling 
  Challenge 10 (5,900 XP) 
  Fey Ancestry. He has advantage on saving throws against being 
  charmed, and magic can’t put him to sleep.   
  Mask of the Wild. Can attempt to hide even when he is only 
  lightly obscured by foliage, heavy rain, falling snow, mist, and 
  other natural phenomena.  
  Master Transmuter. Can use an action to consume the reserve of 
  transmuter’s stone in a single burst. Major Transformation, 
  Panacea, Restore Life, or Restore Youth.  
  Minor Alchemy. He can temporarily alter the physical properties 
  of one nonmagical object, changing it from one substance to 
  another. He performs a special alchemical procedure on one 
  object composed entirely of wood, stone (but not a gemstone), 
  iron, copper, or silver, transforming it into a different one of 
  those materials. For each 10 minutes he spends performing the 
  procedure, he can transform up to 1 cubic foot of material. After 
  1 hour, or until he loses his concentration, the material reverts to 
  its original substance.  
  Shapechanger. Arannis can cast the polymorph spell without 
  expending a spell slot. When he does so, he can target himself 
  and transform into a beast who has a CR of 1 or lower. Resets 
  with a rest, though he can still cast it normally with a spell slot.  
  Spellcasting. Arannis is a 15th level wizard. His spellcasting ability 
  is Intelligence (spell save DC 17, +9 to hit with spell attacks). 
  Arannis has the following wizard spells prepared: 
  Cantrips. (at will): mage hand, mending, message, 
  prestidigitation, shape water 
  1st level. (4 slots): feather fall, longstrider, mage armor, magic 
  missile 
  2nd level. (3 slots): enlarge/reduce, knock, spider climb 
  3rd level. (3 slots): blink, fly, gaseous form  
  4th level. (3 slots): fabricate, polymorph, stone shape 
  5th level. (2 slots): animate objects, awaken 
  6th level. (1 slot): move earth 
  7th level. (1 slot): reverse gravity 
  8th level. (1 slot): control weather 
  Transmuter’s Stone. Can spend eight hours to create a magical 
  stone that can gives him or another creature darkvision 60 ft., 
  increase speed 10 ft., proficiency in Constitution saves, or 
  resistance to acid, cold, fire, lightning, or thunder damage. 
  Actions 
  +2 Quarterstaff. Melee Weapon Attack: +6 to hit, reach 5 ft., one 
  target. Hit: 5 (1d8 + 1) bludgeoning damage. 
   
  NPC BIO 
   
  Personality Arannis places no stock in wealthy or well-mannered 
  folk.  
  Appearance Handsome wood elf male with red hair and silver 
  eyes. 5’ 5” 95 lbs. 238 years old 
  Characteristics 
  Ideal. Nature.   
  Bond. An injury to the unspoiled wilderness is an injury to him. 
  Flaw. Arannis is slow to trust members of other races, tribes, and 
  societies.   
  Background 
  Arannis was an outlander (exile). He was thrown out of his 
  kingdom for opposing the young elf king. Arannis now lives in a 
  dark forest in a strange land.  
  Equipment 
  backpack, 3 days of rations, hunting trap, staff, a set of traveler’s 
  clothes, spellbook, component pouch, 4 darts, 2 potions of 
  superior healing, orb of time1, deck of illusions, cloak, 129gp, 
  21pp.  
   
   
   
   
   
   
  
   
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
  97 
  PORTIS 
  16th level wizard (War Magic subclass) 
  Medium humanoid (human), lawful good 
  Armor Class 12 (16 with mage armor and cloak of protection) 
  Hit Points 84 (16d6) 
  Speed 30 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  11 (+0) 
  12 (+1) 
  10 (+0) 
  20 (+5) 
  16 (+3) 
  14 (+2) 
  Saving Throws Int +10, Wis +8 
  Skills Arcana +10, History +10, Insight +8, Investigation +10 
  Senses passive Perception 13 
  Languages Common, Dwarvish, Elvish 
  Challenge 11 (7,200 XP) 
  Arcane Deflection. When he is hit by an attack or he fails a saving 
  throw, he can use his reaction to gain a +2 bonus to his AC 
  against that attack or a +4 bonus to that saving throw.   
  Durable Magic. While he maintains concentration on a spell, he 
  has a +2 bonus to AC and all saving throws.    
  Deflecting Shroud. When he uses his Arcane Deflection feature, 
  he can cause magical energy to arc from him. Up to three 
  creatures of his choice that he can see within 60 feet of him each 
  take 8 force damage.   
  Power Surge. Portis can store 3 power surges. Whenever he 
  finishes a long rest, his number of power surges resets to one. 
  Whenever he successfully ends a spell with dispel magic or 
  counterspell, he gains one power surge, as he steals magic from 
  the spell he foiled. If he ends a short rest with no power surges, 
  he gains one power surge. Once per turn when he deals damage 
  to a creature or object with a wizard spell, he can spend one 
  power surge to deal an extra 3 force damage to that target.  
  Spellcasting. Portis is a 16th level wizard. His spellcasting ability is 
  Intelligence (spell save DC 18, +10 to hit with spell attacks). Portis 
  has the following wizard spells prepared: 
  Cantrips. (at will): blade ward, dancing lights, light, mage hand, 
  prestidigitation 
  1st level. (4 slots): catapult, mage armor, magic missile, shield, 
  thunderwave 
  2nd level. (3 slots): arcane lock, continual flame, scorching ray 
  3rd level. (3 slots): counterspell, fireball, magic circle 
  4th level. (3 slots): banishment, ice storm, fire shield 
  5th level. (2 slots): Bigby’s Hand, cone of cold 
  6th level. (1 slot): disintegrate 
  7th level. (1 slot): delayed blast fireball 
  8th level. (1 slot): sunburst 
  Tactical Wit. He can add +3 to his initiative rolls.   
   
  Actions 
  +2 Dagger. Melee Weapon Attack: +8 to hit, reach 5 ft., one 
  target. Hit: 5 (1d4 + 3) piercing damage. 
   
  NPC BIO 
   
  Personality Portis loves a good mystery.  
  Appearance Middle-aged man with black hair, a long gray beard, 
  and blue eyes. 5’ 9” 175 lbs. 46 years old 
  Characteristics 
  Ideal. No Limits.   
  Bond. His life’s work is a series of tomes related to alchemy.   
  Flaw. Portis overlooks obvious solutions in favor of complicated 
  ones.   
  Background 
  Portis was a sage (alchemist). He has brewed potions all of his 
  life. These days he runs a large alchemy store in a bustling city. 
  Portis often leaves on adventures to gather new ingredients for 
  his potion making.  
  Equipment 
  backpack, 3 days of rations, spellbook, component pouch, 4 darts, 
  2 potions of superior healing, amulet of health, jug of alchemy, 
  ring of spell storing, cloak, 167gp, 101pp.  
   
   
   
   
   
   
   
   
  
   
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
  98 
  DOBBIN REDRIVER 
  17th level wizard (School of Abjuration subclass) 
  Small humanoid (lightfoot halfling), lawful good 
  Armor Class 12 (16 with mage armor and cloak of protection) 
  Hit Points 91 (17d6 + 17) 
  Speed 25 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  12 (+1) 
  14 (+2) 
  12 (+1) 
  20 (+5) 
  14 (+2) 
  11 (+0) 
  Saving Throws Int +11, Wis +8 
  Skills Arcana +11, Athletics +7, Insight +8, Survival +8 
  Senses passive Perception 12 
  Languages Common, Halfling, Gnomish 
  Challenge 11 (7,200 XP) 
  Arcane Ward. Dobbin can cast an abjuration spell of 1st level or 
  higher, and simultaneously use a strand of the spell’s magic to 
  create a magical ward on himself that lasts until he finishes a long 
  rest. The ward has 20 hit points. Whenever he takes damage, the 
  ward takes the damage instead. If the damage reduces the ward 
  to 0 hit points, he takes any remaining damage. While the ward 
  has 0 hit points, it can’t absorb damage, but its magic remains. 
  Whenever he casts an abjuration spell of 1st level or higher, the 
  ward regains a number of hit points equal to twice the level of 
  the spell. Once he creates the ward, he can’t create it again until 
  he finishes a long rest.  
  Brave. Advantage on saves against being frightened.  
  Halfling Nimbleness. Can move through the space of any 
  creature that is larger.   
  Improved Abjuration. When he casts an abjuration spell that 
  requires him to make an ability check as a part of casting that 
  spell, he adds +4 to that ability check. 
  Lucky. Can reroll any 1s.  
  Naturally Stealthy. Can attempt to hide even when only 
  obscured by a creature that is at least one size larger.  
  Projected Ward. When a creature that he can see within 30’ of 
  him takes damage, he can use his reaction to cause his Arcana 
  Ward to absorb that damage. If this damage reduces the ward to 
  0 hit points, the warded creature takes any remaining damage.  
  Spellcasting. Dobbin is a 17th level wizard. His spellcasting ability 
  is Intelligence (spell save DC 19, +11 to hit with spell attacks). 
  Dobbin has the following wizard spells prepared: 
  Cantrips. (at will): blade ward, dancing lights, light, mending, 
  prestidigitation 
  1st level. (4 slots): alarm, mage armor, magic missile, shield 
  2nd level. (3 slots): arcane lock, invisibility, scorching ray 
  3rd level. (3 slots): counterspell, dispel magic, nondetection 
  4th level. (3 slots): banishment, Mordenkainen’s Private Sanctum, 
  stoneskin 
  5th level. (2 slots): Bigby’s Hand, planar binding 
  6th level. (1 slot): primordial ward 
  7th level. (1 slot): symbol 
  8th level. (1 slot): antimagic field 
  9th level. (1 slot): invulnerability 
  Spell Resistance. He has advantage on saving throws against 
  spells. Furthermore, he has resistance against the damage of 
  spells. 
  Actions 
  +2 Quarterstaff. Melee Weapon Attack: +9 to hit, reach 5 ft., one 
  target. Hit: 7 (1d8 + 3) bludgeoning damage. 
   
  NPC BIO 
   
  Personality Dobbin is always picking things up, absently fiddling 
  with them, and sometimes accidentally breaking them.  
  Appearance Halfling male with brown hair and blue eyes. 3’ 4” 35 
  lbs. 29 years old 
  Characteristics 
  Ideal. Honor.   
  Bond. His family is the most important thing in his life.   
  Flaw. Dobbin is too enamored of mead.  
  Background 
  Dobbin was an outlander (hunter). He grew up living a simple life 
  in a small village. Dobbin is a curious fellow and an eager student 
  of life.  
  Equipment 
  backpack, 3 days of rations, hunting trap, lute, staff, spellbook, 
  component pouch, ring of evasion, cloak of protection, cubic 
  gate, 103gp, 78pp.  
   
   
   
   
   
  
   
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
  99 
  BORADIN GRAYBEARD 
  18th level wizard (School of Transmutation subclass) 
  Medium humanoid (mountain dwarf), lawful neutral 
  Armor Class 12 (16 with mage armor) 
  Hit Points 92 (18d6 + 36) 
  Speed 25 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  12 (+1) 
  9 (-1) 
  14 (+2) 
  20 (+5) 
  18 (+4) 
  6 (-2) 
  Saving Throws Int +11, Wis +10 
  Skills Arcana +11, Investigation +11, Medicine +10, Religion +11 
  Senses darkvision 60 ft., passive Perception 14 
  Languages Common, Dwarvish 
  Challenge 12 (8,400 XP) 
  Dwarven Resilience. He has advantage on saves against poison, 
  and resistance against poison damage. 
  Master Transmuter. Can use an action to consume the reserve of 
  transmuter’s stone in a single burst. Major Transformation, 
  Panacea, Restore Life, or Restore Youth.  
  Minor Alchemy. He can temporarily alter the physical properties 
  of one nonmagical object, changing it from one substance to 
  another. He performs a special alchemical procedure on one 
  object composed entirely of wood, stone (but not a gemstone), 
  iron, copper, or silver, transforming it into a different one of 
  those materials. For each 10 minutes he spends performing the 
  procedure, he can transform up to 1 cubic foot of material. After 
  1 hour, or until he loses his concentration, the material reverts to 
  its original substance.  
  Shapechanger. He can cast the polymorph spell without 
  expending a spell slot. When he does so, he can target himself 
  and transform into a beast who has a CR of 1 or lower. Resets 
  with a rest, though he can still cast it normally with a spell slot.  
  Spellcasting. Boradin is a 18th level wizard. His spellcasting ability 
  is Intelligence (spell save DC 19, +11 to hit with spell attacks). 
  Boradin has the following wizard spells prepared: 
  Cantrips. (at will): dancing lights, light, mage hand, 
  prestidigitation, shape water 
  1st level. (4 slots): expeditious retreat, longstrider, mage armor, 
  magic missile 
  2nd level. (3 slots): knock, levitate, rope trick 
  3rd level. (3 slots): blink, gaseous form, haste 
  4th level. (3 slots): fabricate, polymorph, stone shape 
  5th level. (3 slots): animate objects, telekinesis, transmute rock 
  6th level. (1 slot): Tenser’s Transformation 
  7th level. (1 slot): reverse gravity 
  8th level. (1 slot): glibness 
  9th level. (1 slot): true polymorph 
  Transmuter’s Stone. Can spend eight hours to create a magical 
  stone that can gives him or another creature darkvision 60 ft., 
  increase speed 10 ft., proficiency in Constitution saves, or 
  resistance to acid, cold, fire, lightning, or thunder damage. 
  Actions 
  +2 Quarterstaff. Melee Weapon Attack: +9 to hit, reach 5 ft., one 
  target. Hit: 7 (1d8 + 3) bludgeoning damage. 
   
  NPC BIO 
   
  Personality Boradin has been isolated for so long that he rarely 
  speaks, preferring gestures and the occasional grunt.  
  Appearance Dwarf male with black hair, a tidy black beard, and 
  blue eyes. 3’ 9” 145 lbs. 146 years old 
  Characteristics 
  Ideal. Logic.   
  Bond. Should his discovery come to light, it could bring ruin to 
  the world.  
  Flaw. Boradin is dogmatic in his thoughts and philosophy.   
  Background 
  Boradin was a hermit. He has an abrasive, stubborn personality. 
  He doesn’t get along well with others and has a bad reputation. 
  This dwarf is mainly interested in a hiding an incredible discovery 
  he made recently.  
  Equipment 
  backpack, 3 days of rations, herbalism kit, scroll case, spellbook, 
  component pouch, elixir of health, potion of supreme healing, 
  ring of feather falling, cloak, 88gp, 207pp.  
   
   
   
   
   
   
   
  
   
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
  100 
  SAMANTHA THE SEER 
  19th level wizard (School of Conjuration subclass) 
  Medium humanoid (human), lawful good 
  Armor Class 12 (16 with mage armor) 
  Hit Points 93 (19d6) 
  Speed 30 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  9 (-1) 
  15 (+2) 
  10 (+0) 
  20 (+5) 
  12 (+1) 
  16 (+3) 
  Saving Throws Int +11, Wis +7 
  Skills Animal Handling +7, Arcana +11, Insight +7, Persuasion +9, 
  Survival +7 
  Senses passive Perception 14 
  Languages Common, Celestial, Elvish 
  Challenge 12 (8,400 XP) 
  Benign Transposition. Samantha can use her action to teleport 
  up to 30’ to an unoccupied space that she can see. Alternatively, 
  she can choose a space within range that is occupied by a Small 
  or Medium creature. If that creature is willing, they both teleport, 
  swapping places. One she uses this feature, she can’t use it again 
  until she finishes a long rest or she casts a conjuration spell of 1st 
  level or higher.  
  Durable Summons. Any creature that she summons or creates 
  with a conjuration spell has 30 temporary hit points.  
  Focused Concentration. While she is concentrating on a 
  conjuration spell, her concentration can’t be broken as a result of 
  taking damage.  
  Minor Conjuration. She can use her action to conjure up an 
  inanimate object in her hand or on the ground in an unoccupied 
  space that she can see within 10’ of her. This object can be no 
  larger than 3 feet on a side and weigh no more than 10 pounds, 
  and its form must be that of a nonmagical object that she has 
  seen. The object is visibly magical, radiating dim light out to 5’. 
  The object disappears after 1 hour, when she uses this feature 
  again, or if it takes any damage.  
  Spellcasting. Samantha is a 19th level wizard. Her spellcasting 
  ability is Intelligence (spell save DC 19, +11 to hit with spell 
  attacks). Samantha has the following wizard spells prepared: 
  Cantrips. (at will): fire bolt, light, mage hand, poison spray, shape 
  water 
  1st level. (4 slots): catapult, detect magic, feather fall, find 
  familiar, mage armor, Tenser’s Floating Disk 
  2nd level. (3 slots): flaming sphere, scorching ray, web 
  3rd level. (3 slots): fireball, sleet storm, stinking cloud 
  4th level. (3 slots): conjure minor elementals, dimension door, 
  Leomund’s Secret Chest 
  5th level. (3 slots): cloudkill, conjure elemental, teleportation 
  circle 
  6th level. (2 slots): conjure fey, wall of thorns 
  7th level. (1 slot): Mordenkainen’s Magnificent Mansion 
  8th level. (1 slot): maze 
  9th level. (1 slot): gate 
  Transmuter’s Stone. Can spend eight hours to create a magical 
  stone that can gives her or another creature darkvision 60 ft., 
  increase speed 10 ft., proficiency in Constitution saves, or 
  resistance to acid, cold, fire, lightning, or thunder damage. 
  Actions 
  +3 Dagger. Melee Weapon Attack: +11 to hit, reach 5 ft., one 
  target. Hit: 7 (1d4 + 5) piercing damage. 
   
  NPC BIO 
   
  Personality Samantha is confident in her own abilities and do 
  what she can to instill confidence in others.  
  Appearance Beautiful young woman with medium-length long 
  blonde hair and blue eyes. 5’ 8” 115 lbs. 27 years old 
  Characteristics 
  Ideal. Fairness.  
  Bond. She would do anything for her family.   
  Flaw. The powerful tyrant who rules a neighbouring kingdom will 
  stop at nothing to see her killed.  
  Background 
  Samantha was a folk hero. She had a vision of a coming flood and 
  saved hundreds of people. Her legend has grown and she is 
  known across the land as a truth teller. Samantha gives almost all 
  her gold to her family and lives in a small hut.   
  Equipment 
  backpack, 4 days of rations, cartographer’s tools, bottle of ink, 
  quill, 7 pieces of parchment, wand of magic missiles, ring of spell 
  storing, 4 potions of supreme healing, spellbook, component 
  pouch, cloak, 23pp. 
   
   
   
   
   
  
   
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
  101 
  GOSBALOR 
  20th level wizard (School of Transmutation subclass) 
  Medium humanoid (human), chaotic neutral 
  Armor Class 12 (16 with mage armor and ring of protection) 
  Hit Points 95 (20d6) 
  Speed 30 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  6 (-2) 
  14 (+2) 
  11 (+0) 
  20 (+5) 
  14 (+2) 
  16 (+3) 
  Saving Throws Int +11, Wis +8 
  Skills Arcana +11, Insight +8, Sleight of Hand +8, Stealth +8 
  Senses passive Perception 12 
  Languages Common, Dwarvish, Elvish, Goblin 
  Challenge 13 (10,000 XP) 
  Master Transmuter. Can use an action to consume the reserve of 
  transmuter’s stone in a single burst. Major Transformation, 
  Panacea, Restore Life, or Restore Youth. 
  Minor Alchemy. He can temporarily alter the physical properties 
  of one nonmagical object, changing it from one substance to 
  another. He performs a special alchemical procedure on one 
  object composed entirely of wood, stone (but not a gemstone), 
  iron, copper, or silver, transforming it into a different one of 
  those materials. For each 10 minutes he spends performing the 
  procedure, he can transform up to 1 cubic foot of material. After 
  1 hour, or until he loses his concentration, the material reverts to 
  its original substance.  
  Shapechanger. He can cast the polymorph spell without 
  expending a spell slot. When he does so, he can target himself 
  and transform into a beast who has a CR of 1 or lower. Resets 
  with a rest, though he can still cast it normally with a spell slot.  
  Spellcasting. Gosbalor is a 20th level wizard. His spellcasting 
  ability is Intelligence (spell save DC 19, +11 to hit with spell 
  attacks). Gosbalor has the following wizard spells prepared: 
  Cantrips. (at will): light, mending, message, prestidigitation, 
  shape water 
  1st level. (4 slots): expeditious retreat, feather fall, find familiar, 
  mage armor 
  2nd level. (3 slots): enlarge/reduce, scorching ray, spider climb 
  3rd level. (3 slots): blink, counterspell, gaseous form 
  4th level. (3 slots): fabricate, polymorph, stone shape 
  5th level. (3 slots): animate objects, passwall, telekinesis 
  6th level. (2 slots): create homunculus, disintegrate 
  7th level. (2 slots): etherealness, regenerate 
  8th level. (1 slot): control weather 
  9th level. (1 slot): mass polymorph 
  Transmuter’s Stone. Can spend eight hours to create a magical 
  stone that can gives him or another creature darkvision 60 ft., 
  increase speed 10 ft., proficiency in Constitution saves, or 
  resistance to acid, cold, fire, lightning, or thunder damage. 
  Actions 
  +3 Dagger. Melee Weapon Attack: +11 to hit, reach 5 ft., one 
  target. Hit: 7 (1d4 + 5) piercing damage. 
   
  NPC BIO 
   
  Personality Gosbalor is a grumpy, disillusioned old man.   
  Appearance Skinny, old man with gray hair, a long gray beard, 
  and striking green eyes. 6’ 4” 156 lbs. 61 years old 
  Characteristics 
  Ideal. Freedom.   
  Bond. He owes a debt he can never repay to the person who took 
  pity on him.   
  Flaw. Gosbalor will never fully trust anyone other than myself.   
  Background 
  Gosbalor was an urchin. He has risen from the slums to become 
  the greatest wizard in the land! However, he is not a happy 
  individual and is extremely unpredictable. Considering how much 
  power he has, this isn’t a great combination.  
  Equipment 
  backpack, 3 days of rations, disguise kit, thieves’ tools, small 
  knife, spellbook, component pouch, staff of the arch magi, 3 
  potions of speed, sending stones, ring of protection, cloak of 
  billowing1, 45989gp (in castle), 190pp.  
   
   
   
   
   
  
   
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  104 
  VAUGOTH HORNSMASHER  
  13th level barbarian (Path of the Ancestral Guardian subclass) 
  Medium humanoid (goliath), chaotic evil 
  Armor Class 15 
  Hit Points 126 (13d12 + 52) 
  Speed 40 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  18 (+4) 
  12 (+1) 
  18 (+4) 
  11 (+0) 
  14 (+2) 
  10 (+0) 
  Saving Throws Str +9, Con +9 
  Skills Animal Handling +7, Athletics +9, Nature +7, Survival +7 
  Senses passive Perception 12 
  Languages Common, Giant 
  Challenge 8 (3,900 XP) 
  Ancestral Protectors. Vaugoth has spectral warriors appear when 
  he rages. The first creature he hits with an attack on his turn 
  becomes the target of the warriors, which hinder its attacks. Until 
  the start of his next turn, that target has disadvantage on any 
  attack roll that isn’t against him, and when the target hits a 
  creature other than him with an attack, that creature has 
  resistance to the damage dealt by the attack. This effect on the 
  target ends if his rage ends.  
  Brutal Critical. Can roll two additional weapon damage dice when 
  determining the extra damage for a critical hit with a melee 
  attack.    
  Consult the Spirits. He can cast the augury or clairvoyance spell, 
  without using a spell slot or material components. This use of 
  clairvoyance invisibly summons one of his ancestral spirits to the 
  location. Wisdom is his spellcasting ability. After he casts either 
  spell in this way, he must finish a short or long rest to use again.    
  Danger Sense. Vaugoth has advantage on Dexterity saving throws 
  against effects he can see, such as traps and spells.    
  Feral Instinct. Advantage on initiative rolls.  
  Mountain Born. Vaugoth is acclimated to high altitude, including 
  elevations above 20,000 feet. He’s also naturally adapted to cold 
  climates. 
  Natural Athlete. He has proficiency in the Athletics skill.  
  Powerful Build. He counts as one size larger when determining 
  his carrying capacity and the weight he can push, drag, or lift.  
  Rage. 5/day. Vaugoth has advantage on Strength checks and 
  Strength saves, +3 to melee weapon damage, and resistance to 
  bludgeoning, piercing, and slashing damage.  
  Reckless Attack. Vaugoth can make a melee attack with 
  advantage on the first turn of an attack but attack rolls against 
  him have advantage until his next turn. 
  Relentless Rage. If he drops to 0 hit points while he is raging and 
  doesn’t die outright, he can make a DC10 Constitution saving 
  throw. If he succeeds, he drops to 1 hit point instead. Each time 
  he uses this feature after the first, the DC increases by 5. When 
  he finishes a short or long rest, the DC resets to 10.  
  Spirit Shield. If he is raging and another creature he can see 
  within 30 ft. of him takes damage, he can use his reaction to 
  reduce that damage by 3d6. 
  Stone’s Endurance. He can focus himself to occasionally shrug off 
  injury. When he takes damage, he can use his reaction to roll a 
  d12. He then reduces the damage by that amount. After he uses 
  this trait, he can’t use it again until he finishes a short or long 
  rest.  
  Vengeful Ancestors. When he uses his Spirit Shield to reduce the 
  damage of an attack, the attacker takes an amount of damage 
  equal to the damage that his Spirit Shield prevents.  
  Actions 
  Multiattack. Vaugoth makes two melee attacks or two ranged 
  attacks.   
  +2 Greatsword. Melee Weapon Attack: +11 to hit, reach 5 ft., one 
  target. Hit: 13 (2d6 + 6) slashing damage.  
  Shortbow. Ranged Weapon Attack: +6 to hit, range 80/320 ft., 
  one target. Hit: 4 (1d6 + 1) piercing damage. 
   
  NPC BIO 
   
  Personality Vaugoth is a loud, abrasive individual.  
  Appearance Massive, powerfully-built bald goliath with large 
  black tattoos on his face. 8’ 340 lbs. 26 years old 
  Characteristics 
  Ideal. Might.  
  Bond. He never lets his sword out of his sight.  
  Flaw. Vaugoth can’t control his temper or his tongue.  
  Background 
  Vaugoth was an outlander (exile). He is a dangerous warrior that 
  embodies chaos and evil. He lives in a small keep in the hills. This 
  goliath has a small army with numerous veterans and bandits.  
  Equipment 
  backpack, 5 days of rations, hunting trap, manacles, drum, quiver, 
  18 +2 arrows, bag of holding, ring of animal influence, manual of 
  bodily health, cloak, 129gp.  
  Mount 
  warhorse  
  
   
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  105 
  BALKAN  
  14th level barbarian (Path of the Berserker subclass) 
  Medium humanoid (human), neutral evil 
  Armor Class 13 
  Hit Points 137 (14d12 + 42) 
  Speed 40 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  19 (+4) 
  11 (+0) 
  16 (+3) 
  10 (+0) 
  14 (+2) 
  6 (-2) 
  Saving Throws Str +9, Con +8 
  Skills Medicine +7, Nature +7, Religion +5, Survival +7 
  Senses passive Perception 12 
  Languages Common 
  Challenge 9 (5,000 XP) 
  Brutal Critical. Can roll two additional weapon damage dice when 
  determining the extra damage for a critical hit with a melee 
  attack.    
  Danger Sense. Balkan has advantage on Dexterity saving throws 
  against effects he can see, such as traps and spells.    
  Feral Instinct. Advantage on initiative rolls.  
  Frenzy. Goes into a frenzy when raging. Can make a single melee 
  weapon attack as a bonus action on each of his turns after this 
  one. Suffers one level of exhaustion when the rage ends. 
  Intimidating Presence. He can choose one creature that he can 
  see within 30 ft. to frighten. If the creature can see or hear him, it 
  must succeed on a DC14 Wisdom saving throw, or be frightened 
  of him until the end of his next turn. On subsequent turns, he can 
  use an action to extend the duration until the end of his next 
  turn. This effect ends if the creature ends its turn out of line sight 
  or more than 60 ft. away from him. If the creature succeeds on 
  the saving throw, he can’t use this feature on them for 24 hrs.  
  Mindless Rage. He can’t be charmed or frightened when he 
  enters his rage, any previous effects are suspended for the rage. 
  Rage. 5/day. Balkan has advantage on Strength checks and 
  Strength saves, +3 to melee weapon damage, and resistance to 
  bludgeoning, piercing, and slashing damage.  
  Reckless Attack. Balkan can make a melee attack with advantage 
  on the first turn of an attack but attack rolls against him have 
  advantage until his next turn. 
  Relentless Rage. If he drops to 0 hit points while he is raging and 
  doesn’t die outright, he can make a DC10 Constitution saving 
  throw. If he succeeds, he drops to 1 hit point instead. Each time 
  he uses this feature after the first, the DC increases by 5. When 
  he finishes a short or long rest, the DC resets to 10.  
  Retaliation. When he takes damage from a creature that is within 
  5 ft. of him, he can use his reaction to make a melee weapon 
  attack against that creature. 
  Stone’s Endurance. He can focus himself to occasionally shrug off 
  injury. When he takes damage, he can use his reaction to roll a 
  d12. He then reduces the damage by that amount. After he uses 
  this trait, he can’t use it again until he finishes a short or long 
  rest.  
  Actions 
  Multiattack. Balkan makes two melee attacks or two ranged 
  attacks.   
  +2 Greataxe. Melee Weapon Attack: +11 to hit, reach 5 ft., one 
  target. Hit: 12 (1d12 + 6) slashing damage.  
  Shortbow. Ranged Weapon Attack: +5 to hit, range 80/320 ft., 
  one target. Hit: 3 (1d6) piercing damage. 
   
  NPC BIO 
   
  Personality Balkan often gets lost in his own thoughts and 
  contemplation, becoming oblivious to his surroundings.  
  Appearance Muscular man with curly brown hair and blue eyes. 
  6’ 3” 223 lbs. 29 years old 
  Characteristics 
  Ideal. Power.   
  Bond. He entered seclusion to hide from his family.    
  Flaw. Balkan is dogmatic in his thoughts and philosophy.   
  Background 
  Balkan was a hermit. He had to hide for many years from his 
  family. He had looted the family treasury and fled to a far away 
  land. Once there he lived by himself in solitude. Balkan is still on 
  the run.  
  Equipment 
  backpack, 5 days of rations, herbalism kit, tinderbox, bedroll, 
  quiver, 18 +2 arrows, dread helm1, folding boat, alchemy jug, 
  cloak, 175gp.  
  Mount 
  riding horse  
   
   
   
   
  
   
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  106 
  DORN 
  15th level barbarian (Path of the Berserker subclass) 
  Medium humanoid (half-orc), chaotic evil 
  Armor Class 14 
  Hit Points 169 (15d12 + 45) 
  Speed 40 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  20 (+5) 
  12 (+1) 
  16 (+3) 
  14 (+2) 
  11 (+0) 
  10 (+0) 
  Saving Throws Str +10, Con +8 
  Skills Athletics +10, Deception +5, Intimidation +5, Stealth +6, 
  Survival +5 
  Senses darkvision 60 ft., passive Perception 10 
  Languages Common, Orc 
  Challenge 10 (5,900 XP) 
  Brutal Critical. Can roll two additional weapon damage dice when 
  determining the extra damage for a critical hit with a melee 
  attack.    
  Danger Sense. Dorn has advantage on Dexterity saving throws 
  against effects he can see, such as traps and spells.    
  Feral Instinct. Advantage on initiative rolls.  
  Frenzy. Goes into a frenzy when raging. Can make a single melee 
  weapon attack as a bonus action on each of her turns after this 
  one. Suffers one level of exhaustion when the rage ends. 
  Intimidating Presence. He can choose one creature that he can 
  see within 30 ft. to frighten. If the creature can see or hear him, it 
  must succeed on a DC14 Wisdom saving throw, or be frightened 
  of him until the end of his next turn. On subsequent turns, he can 
  use an action to extend the duration until the end of his next 
  turn. This effect ends if the creature ends its turn out of line sight 
  or more than 60 ft. away from him. If the creature succeeds on 
  the saving throw, he can’t use this feature on them for 24 hrs.  
  Mindless Rage. Dorn can’t be charmed or frightened when he 
  enters his rage, any previous effects are suspended for the rage. 
  Rage. 5/day. Dorn has advantage on Strength checks and 
  Strength saves, +3 to melee weapon damage, and resistance to 
  bludgeoning, piercing, and slashing damage. Rage only ends if he 
  falls unconscious or if he chooses to end it.  
  Reckless Attack. He can make a melee attack with advantage on 
  the first turn of an attack but attack rolls against him have 
  advantage until his next turn. 
  Relentless Endurance. When he is reduced to 0 hit points but not 
  killed outright, he can drop to 1 hit point instead. He can’t use 
  this feature again until he finishes a long rest.  
  Relentless Rage. If he drops to 0 hit points while he is raging and 
  doesn’t die outright, he can make a DC10 Constitution saving 
  throw. If he succeeds, he drops to 1 hit point instead. Each time 
  he uses this feature after the first, the DC increases by 5. When 
  he finishes a short or long rest, the DC resets to 10.  
  Retaliation. When he takes damage from a creature that is within 
  5 ft. of him, he can use his reaction to make a melee weapon 
  attack against that creature. 
  Savage Attacks. When he scores a critical hit with a melee 
  weapon attack, he can roll one of the weapon’s damage dice one 
  additional time and add it to the extra damage of the critical hit. 
  Stone’s Endurance. He can focus himself to occasionally shrug off 
  injury. When he takes damage, he can use his reaction to roll a 
  d12. He then reduces the damage by that amount. After he uses 
  this trait, he can’t use it again until he finishes a short or long 
  rest.  
  Actions 
  Multiattack. Dorn makes two melee attacks or one ranged 
  attack.   
  +2 Greatsword. Melee Weapon Attack: +12 to hit, reach 5 ft., one 
  target. Hit: 14 (2d6 + 7) slashing damage.  
  Heavy Crossbow. Ranged Weapon Attack: +6 to hit, range 
  100/400 ft., one target. Hit: 6 (1d10 + 1) piercing damage. 
   
  NPC BIO 
   
  Personality Dorn is always calm, no matter what the situation.   
  Appearance Tall, muscular half-orc male with long brown hair 
  and brown eyes. 6’ 6” 236 lbs. 24 years old 
  Characteristics 
  Ideal. Might.  
  Bond. He uses his ill-gotten gains to support his large family.    
  Flaw. Dorn has a ‘tell’ that reveals when he is lying.   
  Background 
  Dorn was a criminal (enforcer). He takes his time and then takes 
  what he wants. He has put together a dangerous gang. This 
  notorious group includes two human fighters, a half-orc monk, 
  and two gnome thieves.  
  Equipment 
  backpack, 5 days of rations, thieves’ tools, set of dice, crowbar, 
  set of dark common clothes including a hood, crossbow bolt case, 
  12 +2 crossbow bolts, rope of climbing, ring of free action, cloak, 
  252gp.  
  Mount 
  worg  
   
  
   
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  107 
  VICTORIA OF THE BEASTS 
  16th level barbarian (Path of the Totem Warrior subclass) 
  Medium humanoid (human), neutral evil 
  Armor Class 16 (with ring of protection) 
  Hit Points 187 (16d12 + 64) 
  Speed 40 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  20 (+5) 
  12 (+1) 
  18 (+4) 
  8 (-1) 
  6 (-3) 
  19 (+4) 
  Saving Throws Str +10, Con +10 (with ring of protection) 
  Skills Athletics +10, Intimidation +9, Nature +2, Survival +2 
  Senses passive Perception 7 
  Languages Common 
  Challenge 11 (7,200 XP) 
  Aspect of the Beast (Bear). Her carrying capacity is doubled, and 
  she has advantage on Strength checks made to push, pull, lift, or 
  break objects.  
  Brutal Critical. Can roll two additional weapon damage dice when 
  determining the extra damage for a critical hit with a melee 
  attack.    
  Danger Sense. Victoria has advantage on Dexterity saving throws 
  against effects she can see, such as traps and spells.    
  Feral Instinct. Advantage on initiative rolls.  
  Rage. 5/day. Victoria has advantage on Strength checks and 
  Strength saves, +4 to melee weapon damage, and resistance to 
  bludgeoning, piercing, and slashing damage. Rage only ends if she 
  falls unconscious or if she chooses to end it.  
  Reckless Attack. She can make a melee attack with advantage on 
  the first turn of an attack but attack rolls against her have 
  advantage until her next turn. 
  Relentless Rage. If she drops to 0 hit points while she is raging 
  and doesn’t die outright, she can make a DC10 Constitution 
  saving throw. If she succeeds, she drops to 1 hit point instead. 
  Each time she uses this feature after the first, the DC increases by 
  5. When she finishes a short or long rest, the DC resets to 10.  
  Spirit Seeker. She has the ability to cast the beast speak and 
  speak with animals spells, but only as rituals.  
  Spirit Walker. She can cast the commune with nature spell, but 
  only as a ritual. When she does so, a spiritual version of a bear 
  appears to her to convey the information she seeks.  
  Totem Spirit (Bear). While she is raging, she has resistance to all 
  damage except psychic damage.   
  Totemic Attunement (Bear). While she is raging, any creature 
  within 5 feet of her that’s hostile to her has disadvantage on 
  attack rolls against targets other than her or another character 
  with this feature. An enemy is immune to this effect if it can’t see 
  or hear her or if it can’t be frightened.  
  Actions 
  Multiattack. Victoria makes two melee attacks or two ranged 
  attacks.   
  +3 Greatsword. Melee Weapon Attack: +13 to hit, reach 5 ft., one 
  target. Hit: 15 (2d6 + 8) slashing damage.  
  Shortbow. Ranged Weapon Attack: +6 to hit, range 80/320 ft., 
  one target. Hit: 4 (1d6 + 1) piercing damage. 
   
  NPC BIO 
   
  Personality Victoria is an aggressive, extroverted individual.   
  Appearance Curvaceous, athletic woman with medium length 
  blonde hair and light-blue eyes. 5’ 6” 115 lbs. 28 years old 
  Characteristics 
  Ideal. Might.  
  Bond. She is surrounded by loyal henchmen.    
  Flaw. Victoria obsesses over her looks. She’s very jealous of any 
  other women she finds attractive.   
  Background 
  Victoria was an outlander (exile). She is a beautiful woman who 
  takes whatever she can get. This barbarian is incredibly strong 
  and fit. She has a large country estate and is guarded by several 
  bandit captains and many bandits.   
  Equipment 
  backpack, 5 days of rations, hunting trap, tinderbox, bedroll, 50 
  ft. rope, quiver, 18 +2 arrows, ring of protection, potion of fire 
  breath, necklace of adaptation, cloak, 12099gp (in estate), 101pp.  
  Mount 
  riding horse  
   
   
   
   
   
  
   
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  108 
  RED DONJA 
  17th level barbarian (Path of the Berserker subclass) 
  Medium humanoid (human), chaotic evil 
  Armor Class 16 
  Hit Points 199 (17d12 + 68) 
  Speed 40 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  20 (+5) 
  15 (+2) 
  18 (+4) 
  9 (-1) 
  14 (+2) 
  18 (+4) 
  Saving Throws Str +11, Con +10 
  Skills Athletics +11, Intimidation +10, Sleight of Hand +8, Stealth 
  +8 
  Senses passive Perception 12 
  Languages Common 
  Challenge 11 (7,200 XP) 
  Brutal Critical. Can roll three additional weapon damage dice 
  when determining the extra damage for a critical hit with a melee 
  attack.    
  Danger Sense. Red Donja has advantage on Dexterity saving 
  throws against effects she can see, such as traps and spells.    
  Feral Instinct. Advantage on initiative rolls.  
  Frenzy. Goes into a frenzy when raging. Can make a single melee 
  weapon attack as a bonus action on each of her turns after this 
  one. Suffers one level of exhaustion when the rage ends. 
  Intimidating Presence. She can choose one creature that she can 
  see within 30 ft. to frighten. If the creature can see or hear her, it 
  must succeed on a DC14 Wisdom saving throw, or be frightened 
  of her until the end of her next turn. On subsequent turns, she 
  can use an action to extend the duration until the end of his next 
  turn. This effect ends if the creature ends its turn out of line sight 
  or more than 60 ft. away from her. If the creature succeeds on 
  the saving throw, she can’t use this feature on them for 24 hrs.  
  Mindless Rage. She can’t be charmed or frightened when she 
  enters her rage, any previous effects are suspended for the rage. 
  Rage. 6/day. Red Donja has advantage on Strength checks and 
  Strength saves, +4 to melee weapon damage, and resistance to 
  bludgeoning, piercing, and slashing damage. Rage only ends if she 
  falls unconscious or if she chooses to end it.  
  Reckless Attack. She can make a melee attack with advantage on 
  the first turn of an attack but attack rolls against her have 
  advantage until her next turn. 
  Relentless Rage. If he drops to 0 hit points while he is raging and 
  doesn’t die outright, he can make a DC10 Constitution saving 
  throw. If he succeeds, he drops to 1 hit point instead. Each time 
  he uses this feature after the first, the DC increases by 5. When 
  he finishes a short or long rest, the DC resets to 10.  
  Retaliation. When she takes damage from a creature that is 
  within 5 ft. of her, she can use her reaction to make a melee 
  weapon attack against that creature. 
  Actions 
  Multiattack. Red Donja makes two melee attacks or two ranged 
  attacks.   
  +1 Greatsword. Melee Weapon Attack: +12 to hit, reach 5 ft., one 
  target. Hit: 13 (2d6 + 6) slashing damage.  
  Longbow. Ranged Weapon Attack: +8 to hit, range 150/600 ft., 
  one target. Hit: 6 (1d8 + 2) piercing damage. 
   
  NPC BIO 
   
  Personality Red Donja is an angry, wild individual.   
  Appearance Tall, muscular red-haired woman with blue eyes. 6’ 
  2” 161 lbs. 27 years old 
  Characteristics 
  Ideal. Might.  
  Bond. She will lay down her life for those she fights alongside.    
  Flaw. Red Donja can’t control her temper or her tongue.  
  Background 
  Red Donja was an urchin. She escaped her life of poverty by 
  fighting her way out of the slums. Red Donja is a warrior that 
  dominates every battle she is in. She lives in an old castle in the 
  mountains.  
  Equipment 
  backpack, 4 days of rations, disguise kit, thieves’ tools, small 
  knife, quiver, 15 +3 arrows, 6 +3 spears, 3 potions of greater 
  healing, periapt of health, horseshoes of speed, quiver of Ehlonna, 
  tinderbox, bedroll, cloak, 169pp.  
  Mount 
  riding horse  
   
   
   
   
   
  
   
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  109 
  RANGRIM EVERSHARP 
  18th level barbarian (Path of the Berserker subclass) 
  Medium humanoid (mountain dwarf), chaotic evil 
  Armor Class 14 
  Hit Points 219 (18d12 + 54) 
  Speed 35 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  20 (+5) 
  12 (+1) 
  16 (+3) 
  14 (+2) 
  16 (+3) 
  10 (+0) 
  Saving Throws Str +11, Con +9 
  Skills Insight +9, Nature +9, Religion +8, Survival +9 
  Senses darkvision 60 ft., passive Perception 13 
  Languages Common, Dwarvish 
  Challenge 12 (8,400 XP) 
  Brutal Critical. Can roll three additional weapon damage dice 
  when determining the extra damage for a critical hit with a melee 
  attack.    
  Danger Sense. Rangrim has advantage on Dexterity saving throws 
  against effects he can see, such as traps and spells.    
  Dwarven Resilience. He has advantage on saves against poison, 
  and resistance against poison damage.   
  Feral Instinct. Advantage on initiative rolls.  
  Frenzy. Goes into a frenzy when raging. Can make a single melee 
  weapon attack as a bonus action on each of her turns after this 
  one. Suffers one level of exhaustion when the rage ends. 
  Indomitable Might. Strength checks equal Strength score or 
  higher. 
  Intimidating Presence. He can choose one creature that he can 
  see within 30 ft. to frighten. If the creature can see or hear him, it 
  must succeed on a DC14 Wisdom saving throw, or be frightened 
  of him until the end of his next turn. On subsequent turns, he can 
  use an action to extend the duration until the end of his next 
  turn. This effect ends if the creature ends its turn out of line sight 
  or more than 60 ft. away from him. If the creature succeeds on 
  the saving throw, he can’t use this feature on them for 24 hrs.  
  Mindless Rage. He can’t be charmed or frightened when he 
  enters his rage, any previous effects are suspended for the rage. 
  Rage. 6/day. He has advantage on Strength checks and Strength 
  saves, +4 to melee weapon damage, and resistance to 
  bludgeoning, piercing, and slashing damage. Rage only ends if he 
  falls unconscious or if he chooses to end it.  
  Reckless Attack. He can make a melee attack with advantage on 
  the first turn of an attack but attack rolls against him have 
  advantage until his next turn. 
  Relentless Rage. If he drops to 0 hit points while he is raging and 
  doesn’t die outright, he can make a DC10 Constitution saving 
  throw. If he succeeds, he drops to 1 hit point instead. Each time 
  he uses this feature after the first, the DC increases by 5. When 
  he finishes a short or long rest, the DC resets to 10.  
  Retaliation. When he takes damage from a creature that is within 
  5 ft. of him, he can use his reaction to make a melee weapon 
  attack against that creature. 
  Actions 
  Multiattack. Rangrim makes two melee attacks or one ranged 
  attack.   
  +2 Warhammer. Melee Weapon Attack: +13 to hit, reach 5 ft., 
  one target. Hit: 12 (1d10 + 7) bludgeoning damage.  
  +2 Light Crossbow. Ranged Weapon Attack: +9 to hit, range 
  80/320 ft., one target. Hit: 7 (1d8 + 3) piercing damage. 
   
  NPC BIO 
   
  Personality Rangrim is a crazed, impulsive warrior.    
  Appearance Bald dwarf male with strange black tattoos on his 
  face. 4’ 2” 140 lbs. 229 years old 
  Characteristics 
  Ideal. Power.   
  Bond. He feels close to the land.   
  Flaw. Rangrim can’t control his temper or his tongue.  
  Background 
  Rangrim was an acolyte. He worships an evil god of war. Rangrim 
  is constantly getting into conflicts, and he usually comes out on 
  top. This dwarf lives in a keep in a beautiful valley. He has a small 
  army of evil dwarves at his command.  
  Equipment 
  backpack, 5 days of rations, holy symbol, prayer book, 5 sticks of 
  incense, vestments, a set of common clothes, crossbow bolt case, 
  18 +2 bolts, bag of beans, orb of time1, ring of swimming, sending 
  stones, cloak, 214gp.  
   
   
   
   
   
  
   
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
  110 
  TAVIS THE TREE 
  19th level barbarian (Path of the Berserker subclass) 
  Medium humanoid (human), neutral evil 
  Armor Class 17 
  Hit Points 244 (19d12 + 76) 
  Speed 40 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  20 (+5) 
  16 (+3) 
  19 (+4) 
  5 (-3) 
  7 (-2) 
  11 (+0) 
  Saving Throws Str +11, Con +10 
  Skills Deception +6, Nature +4, Stealth +9, Survival +4 
  Senses passive Perception 8 
  Languages Common 
  Challenge 12 (8,400 XP) 
  Brutal Critical. Can roll three additional weapon damage dice 
  when determining the extra damage for a critical hit with a melee 
  attack.    
  Danger Sense. Tavis has advantage on Dexterity saving throws 
  against effects he can see, such as traps and spells.    
  Feral Instinct. Advantage on initiative rolls.  
  Frenzy. Goes into a frenzy when raging. Can make a single melee 
  weapon attack as a bonus action on each of his turns after this 
  one. Suffers one level of exhaustion when the rage ends. 
  Indomitable Might. Strength checks equal Strength score or 
  higher. 
  Intimidating Presence. He can choose one creature that he can 
  see within 30 ft. to frighten. If the creature can see or hear him, it 
  must succeed on a DC14 Wisdom saving throw, or be frightened 
  of him until the end of his next turn. On subsequent turns, he can 
  use an action to extend the duration until the end of his next 
  turn. This effect ends if the creature ends its turn out of line sight 
  or more than 60 ft. away from him. If the creature succeeds on 
  the saving throw, he can’t use this feature on them for 24 hrs.  
  Mindless Rage. Tavis can’t be charmed or frightened when he 
  enters his rage, any previous effects are suspended for the rage. 
  Rage. 6/day. Tavis has advantage on Strength checks and 
  Strength saves, +4 to melee weapon damage, and resistance to 
  bludgeoning, piercing, and slashing damage. Rage only ends if he 
  falls unconscious or if he chooses to end it.  
  Reckless Attack. Tavis can make a melee attack with advantage 
  on the first turn of an attack but attack rolls against him have 
  advantage until his next turn. 
  Relentless Rage. If he drops to 0 hit points while he is raging and 
  doesn’t die outright, he can make a DC10 Constitution saving 
  throw. If he succeeds, he drops to 1 hit point instead. Each time 
  he uses this feature after the first, the DC increases by 5. When 
  he finishes a short or long rest, the DC resets to 10.  
  Retaliation. When he takes damage from a creature that is within 
  5 ft. of him, he can use his reaction to make a melee weapon 
  attack against that creature. 
  Actions 
  Multiattack. Tavis makes two melee attacks or two ranged 
  attacks.   
  +2 Greatsword. Melee Weapon Attack: +13 to hit, reach 5 ft., one 
  target. Hit: 14 (2d6 + 7) slashing damage.  
  Shortbow. Ranged Weapon Attack: +9 to hit, range 80/320 ft., 
  one target. Hit: 6 (1d6 + 3) piercing damage. 
   
  NPC BIO 
   
  Personality Tavis has an ego almost as big as his big frame.    
  Appearance Hulking bald man with a gray moustache and blue 
  eyes. 6’ 4” 240 lbs. 29 years old 
  Characteristics 
  Ideal. Might.  
  Bond. He feels close to the land.   
  Flaw. Tavis can’t control his temper or his tongue.  
  Background 
  Tavis was a criminal (smuggler). He was named ‘The Tree’ 
  because he was such a large child. He and his family have 
  smuggled goods along the coast for many years. Tavis has just 
  taken over the operation from his ailing father. He has a sister 
  (10th level fighter) who is often at his side.  
  Equipment 
  backpack, 7 days of rations, crowbar, thieves’ tools, set of dice, 
  set of dark common clothes including a hood, quiver, 18 +2 
  arrows, potion of supreme healing, well of many worlds, cloak, 
  313pp.  
  Mount 
  riding horse  
   
   
   
   
  
   
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
  111 
  ADAMA  
  20th level barbarian (Path of the Berserker subclass) 
  Medium humanoid (human), chaotic evil 
  Armor Class 17 
  Hit Points 276 (20d12 + 80) 
  Speed 40 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  20 (+5) 
  16 (+3) 
  18 (+4) 
  14 (+2) 
  14 (+2) 
  15 (+2) 
  Saving Throws Str +11, Con +10 
  Skills Athletics +11, Intimidation +8, Nature +8, Perception +8 
  Senses passive Perception 18 
  Languages Common, Dwarvish, Elvish 
  Challenge 13 (10,000 XP) 
  Brutal Critical. Can roll three additional weapon damage dice 
  when determining the extra damage for a critical hit with a melee 
  attack.    
  Danger Sense. Adama has advantage on Dexterity saving throws 
  against effects he can see, such as traps and spells.    
  Feral Instinct. Advantage on initiative rolls.  
  Frenzy. Goes into a frenzy when raging. Can make a single melee 
  weapon attack as a bonus action on each of his turns after this 
  one. Suffers one level of exhaustion when the rage ends. 
  Indomitable Might. Strength checks equal Strength score or 
  higher. 
  Intimidating Presence. He can choose one creature that he can 
  see within 30 ft. to frighten. If the creature can see or hear him, it 
  must succeed on a DC14 Wisdom saving throw, or be frightened 
  of him until the end of his next turn. On subsequent turns, he can 
  use an action to extend the duration until the end of his next 
  turn. This effect ends if the creature ends its turn out of line sight 
  or more than 60 ft. away from him. If the creature succeeds on 
  the saving throw, he can’t use this feature on them for 24 hrs.  
  Mindless Rage. Adama can’t be charmed or frightened when he 
  enters his rage, any previous effects are suspended for the rage. 
  Rage (Unlimited). He has advantage on Strength checks and 
  Strength saves, +4 to melee weapon damage, and resistance to 
  bludgeoning, piercing, and slashing damage. Rage only ends if he 
  falls unconscious or if he chooses to end it.  
  Reckless Attack. He can make a melee attack with advantage on 
  the first turn of an attack but attack rolls against him have 
  advantage until his next turn. 
  Relentless Rage. If he drops to 0 hit points while he is raging and 
  doesn’t die outright, he can make a DC10 Constitution saving 
  throw. If he succeeds, he drops to 1 hit point instead. Each time 
  he uses this feature after the first, the DC increases by 5. When 
  he finishes a short or long rest, the DC resets to 10.  
  Retaliation. When he takes damage from a creature that is within 
  5 ft. of him, he can use his reaction to make a melee weapon 
  attack against that creature. 
  Actions 
  Multiattack. Adama makes two melee attacks or two ranged 
  attacks.   
  +3 Greatsword. Melee Weapon Attack: +14 to hit, reach 5 ft., one 
  target. Hit: 15 (2d6 + 8) slashing damage.  
  + 3 Longbow. Ranged Weapon Attack: +10 to hit, range 150/600 
  ft., one target. Hit: 8 (1d8 + 4) piercing damage. 
   
  NPC BIO 
   
  Personality Adama is a wise, seasoned warrior.  
  Appearance Massive, powerfully-built man with gray hair and 
  blue eyes. 8’ 340 lbs. 47 years old 
  Characteristics 
  Ideal. Power.  
  Bond. He is loyal to his soldiers.    
  Flaw. Adama can’t control his temper or his tongue.  
  Background 
  Adama was a soldier (officer). This evil barbarian commands a 
  large force of berserkers. His army are mounted on warhorses 
  and raid the surrounding countryside at will. He uses a large 
  castle as his home.  
  Equipment 
  backpack, 3 days of rations, dragonchess set, deck of cards, quiver 
  of Ehlonna, 6 +2 spears, 4 potions of supreme healing, ring of 
  warmth, helm of teleportation, 20 +3 arrows, cloak, 20835gp (in 
  castle), 329gp.  
  Mount 
  warhorse 
   
   
   
   
  
   
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
  112 
  GONNA AGEN 
  13th level bard (College of Whispers subclass) 
  Small humanoid (forest gnome), neutral evil 
  Armor Class 16 (+2 studded leather) 
  Hit Points 79 (13d8) 
  Speed 30 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  11 (+0) 
  14 (+2) 
  10 (+0) 
  10 (+0) 
  16 (+3) 
  18 (+4) 
  Saving Throws Dex +7, Cha +9 
  Skills Insight +13, Medicine +13, Perception +13, Religion +5, 
  Stealth +12 
  Senses darkvision 60 ft., passive Perception 23 
  Languages Common, Gnomish, Elvish 
  Challenge 8 (3,900 XP) 
  Bardic Inspiration. 4/day. Bonus action to give another creature 
  within 60 ft. a d8 to add to ability check, attack roll, or save in the 
  next 10 minutes.  
  Gnome Cunning. Advantage against all Intelligence, Wisdom, and 
  Charisma saving throws against magic. 
  Jack of All Trades. Add half proficiency bonus, to any ability check 
  that doesn’t already include proficiency bonus.  
  Mantle of Whispers. When a humanoid dies within 30’ of her, 
  she can magically capture its shadow using her reaction. She 
  retains this shadow until she uses it or she finishes a long rest. 
  She can use this shadow as an action. When she does so, it 
  vanishes, magically transforming into a disguise that appears on 
  her. She now looks like the dead person, but healthy and alive. 
  This disguise lasts for 1 hr or until she ends it as a bonus action. 
  While she is in disguise, she gains access to all information that 
  the humanoid would freely share with a casual acquaintance. 
  Such information includes general details on its background and 
  personal life, but doesn’t include secrets. The information is 
  enough that she can pass herself off as the person by drawing on 
  its memories. Another creature can see through this disguise by 
  succeeding on a Wisdom (Insight) check contested by her 
  Charisma (Deception) check. She gains a +5 bonus to her check. 
  This feature resets with a short or long rest.  
  Psychic Blades. When she hits a creature with a weapon attack, 
  she can expend one of her uses of Bardic Inspiration to deal an 
  extra 5d6 psychic damage 1/round on her turn.  
  Song of Rest. Use soothing music or oration to give an extra 1d10 
  hit points to any friendly creatures who can hear her during a 
  short rest.  
  Speak with Small Beasts. Is able to communicate simple ideas 
  with Small or smaller beasts through sounds and gestures. 
  Spellcasting. Gonna is a 13th level bard. Her spellcasting ability is 
  Charisma (spell save DC 17, +9 to hit with spell attacks). Gonna 
  has the following bard spells:  
  Cantrips. (at will): blade ward, message, prestidigitation, vicious 
  mockery 
  1st level. (4 slots): charm person, dissonant whispers, illusory 
  script, silent image 
  2nd level. (3 slots): animal messenger, magic mouth, suggestion 
  3rd level. (3 slots): clairvoyance, hypnotic pattern, major image 
  4th level. (3 slots): compulsion, dimension door, greater invisibility 
  5th level. (2 slots): animate objects, scrying 
  6th level. (1 slot): mass suggestion 
  7th level. (1 slot): etherealness 
  Word of Terror. If she speaks to a humanoid alone for at least 1 
  minute, she can attempt to seed paranoia in its mind. At the end 
  of the conversation, the target must succeed on a Wisdom saving 
  throw against her saving throw DC 16 or be frightened of her or 
  another creature of her choice. The target is frightened in this 
  way for 1 hr, until it is attacked or damaged, or until it witnesses 
  its allies being attacked or damaged. If the target succeeds on its 
  saving throw, the target has no hint that she tried to frighten it. 
  This feature resets with a short or long rest.    
  Actions 
  +2 Shortsword. Melee Weapon Attack: +9 to hit, reach 5 ft., one 
  target. Hit: 7 (1d6 + 4) piercing damage.  
   
  NPC BIO 
   
  Personality Gonna is driven by a wanderlust.   
  Appearance Gnome female with brown spiky hair and brown 
  eyes. 2’ 10” 35 lbs. 130 years old 
  Characteristics 
  Ideal. Freedom.  
  Bond. She guards her treasure with her life.    
  Flaw. Gonna is a risk-taker.  
  Background 
  Gonna was a folk hero. She saved a group of other gnomes from a 
  large ogre. However, the fame went to her head and she came to 
  see herself as better than anyone. Gonna doesn’t care about 
  anyone except herself.  
  Equipment 
  backpack, 5 days of rations, herbalism kit, scroll case, 2 potions of 
  superior healing, ring of feather falling, universal solvent, quiver, 
  16 +2 arrows, cloak, 5032gp (hidden away), 150gp, 38pp.  
  
   
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
  113 
  SAMUEL THE SMARMY 
  14th level bard (College of Valor subclass) 
  Medium humanoid (human), neutral evil 
  Armor Class 15 (+2 studded leather) 
  Hit Points 88 (14d8) 
  Speed 30 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  11 (+0) 
  12 (+1) 
  11 (+0) 
  15 (+2) 
  16 (+3) 
  18 (+4) 
  Saving Throws Dex +6, Cha +9 
  Skills Deception +14, Insight +13, Perception +13, Sleight of Hand 
  +11, Stealth +6 
  Senses passive Perception 23 
  Languages Common, Elvish 
  Challenge 9 (5,000 XP) 
  Bardic Inspiration. 5/day. Bonus action to give another creature 
  within 60 ft. a d10 to add to ability check, attack roll, or save in 
  the next 10 minutes.  
  Battle Magic. When he uses an action to cast a bard spell, he can 
  make one weapon attack as a bonus action.  
  Combat Inspiration. A creature that has a Bardic Inspiration die 
  from him can roll that die and add the number rolled to a weapon 
  damage roll it just made. Alternatively, when an attack roll is 
  made against the creature, he can use his reaction to roll the 
  Bardic Inspiration die and add the number rolled to his AC against 
  the attack.  
  Countercharm. Can start a performance that lasts until the end of 
  his next turn. During that time, he and any friendly creatures 
  within 30’ have advantage on saving throws against being 
  frightened or charmed.  
  Jack of All Trades. Add half proficiency bonus, to any ability check 
  that doesn’t already include proficiency bonus. 
  Song of Rest. Use soothing music or oration to give an extra 1d10 
  hit points to any friendly creatures who can hear him during a 
  short rest.  
  Spellcasting. Samuel is a 14th level bard. His spellcasting ability is 
  Charisma (spell save DC 17, +9 to hit with spell attacks). Samuel 
  has the following bard spells:  
  Cantrips. (at will): friends, message, prestidigitation, vicious 
  mockery 
  1st level. (4 slots): charm person, dissonant whispers, illusory 
  script, silent image 
  2nd level. (3 slots): detect thoughts, magic mouth, suggestion 
  3rd level. (3 slots): dispel magic, hypnotic pattern, major image 
  4th level. (3 slots): compulsion, dimension door, greater invisibility 
  5th level. (2 slots): dominate person, modify memory 
  6th level. (1 slot): programmed illusion 
  7th level. (1 slot): teleport 
  Word of Terror. If he speaks to a humanoid alone for at least 1 
  minute, he can attempt to seed paranoia in its mind. At the end 
  of the conversation, the target must succeed on a Wisdom saving 
  throw against his saving throw DC 16 or be frightened of him or 
  another creature of his choice. The target is frightened in this way 
  for 1 hr, until it is attacked or damaged, or until it witnesses its 
  allies being attacked or damaged. If the target succeeds on its 
  saving throw, the target has no hint that he tried to frighten it. 
  This feature resets with a short or long rest.    
  Actions 
  Multiattack. Samuel makes two attacks.   
  +2 Longsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one 
  target. Hit: 7 (1d10 + 2) slashing damage.  
  +1 Longbow. Ranged Weapon Attack: +7 to hit, range 150/600 
  ft., one target. Hit: 6 (1d8 + 2) piercing damage. 
   
  NPC BIO 
   
  Personality Samuel is an obnoxious, self-centered young man.  
  Appearance Bald man with a red moustache and green eyes. 5’ 
  10” 175 lbs. 39 years old 
  Characteristics 
  Ideal. Greed. 
  Bond. He entered seclusion because he loved someone he could 
  not have.  
  Flaw. Samuel can be overly critical of others.   
  Background 
  Samuel was a charlatan. He has cheated folks out of their gold for 
  years and years. Although he’s naturally an obnoxious, know-it-
  all, he can turn on the charm when he wants. Samuel will do 
  anything to get more gold.  
  Equipment 
  backpack, 3 days of rations, disguise kit, set of weighted dice, 
  forgery kit, deck of cards, ring of evasion, cloak of the bat, potion 
  of cloud giant strength, quiver, 17 +2 arrows, cloak, 187gp, 
  123pp.  
  Mount 
  riding horse 
   
  
   
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
  114 
  CARRIE QUICKMOUSE 
  15th level bard (College of Valor subclass) 
  Small humanoid (stout halfling), neutral evil 
  Armor Class 18 (+2 studded leather) 
  Hit Points 102 (15d8) 
  Speed 30 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  14 (+2) 
  18 (+4) 
  11 (+0) 
  10 (+0) 
  12 (+1) 
  18 (+4) 
  Saving Throws Dex +9, Cha +9 
  Skills Acrobatics +14, Deception +14, Insight +11, Perception +6, 
  Stealth +14 
  Senses passive Perception 16 
  Languages Common, Halfling 
  Challenge 10 (5,900 XP) 
  Battle Magic. When he uses an action to cast a bard spell, he can 
  make one weapon attack as a bonus action.  
  Bardic Inspiration. 4/day. Bonus action to give another creature 
  within 60 ft. a d8 to add to ability check, attack roll, or save in the 
  next 10 minutes.  
  Brave. Advantage on saves against being frightened. 
  Combat Inspiration. A creature that has a Bardic Inspiration die 
  from him can roll that die and add the number rolled to a weapon 
  damage roll it just made. Alternatively, when an attack roll is 
  made against the creature, he can use his reaction to roll the 
  Bardic Inspiration die and add the number rolled to his AC against 
  the attack.  
  Halfling Nimbleness. Can move through the space of any 
  creature that is larger. 
  Jack of All Trades. Add half proficiency bonus, to any ability check 
  that doesn’t already include proficiency bonus.  
  Lucky. Can reroll any 1s.  
  Song of Rest. Use soothing music or oration to give an extra 1d10 
  hit points to any friendly creatures who can hear her during a 
  short rest.  
  Spellcasting. Carrie is a 15th level bard. Her spellcasting ability is 
  Charisma (spell save DC 17, +9 to hit with spell attacks). Natasha 
  has the following bard spells:  
  Cantrips. (at will): mage hand, minor illusion, prestidigitation, 
  vicious mockery 
  1st level. (4 slots): dissonant whispers, illusory script, longstrider, 
  silent image 
  2nd level. (3 slots): blindness/deafness, detect thoughts, 
  suggestion 
  3rd level. (3 slots): bestow curse, hypnotic pattern, major image 
  4th level. (3 slots): compulsion, dimension door, greater invisibility 
  5th level. (2 slots): dream, geas 
  6th level. (1 slot): true seeing 
  7th level. (1 slot): project image 
  8th level. (1 slot): power word stun 
  Stout Resilience. Has advantage on saving throws against poison, 
  and has resistance against poison damage.     
  Actions 
  Multiattack. Carrie makes two attacks.   
  +2 Shortsword. Melee Weapon Attack: +11 to hit, reach 5 ft., one 
  target. Hit: 9 (1d6 +6) piercing damage.  
  +1 Shortbow. Ranged Weapon Attack: +10 to hit, range 80/320 
  ft., one target. Hit: 8 (1d6 + 5) piercing damage. 
   
  NPC BIO 
   
  Personality Carrie connects everything to a grand cosmic plan.  
  Appearance Pretty, tanned halfling with blonde hair and blue 
  eyes. 3’ 8” 32 lbs. 25 years old 
  Characteristics 
  Ideal. Destiny.  
  Bond. She is close to her mother.  
  Flaw. Carrie is easily distracted.    
  Background 
  Carrie was a criminal (fence). This halfling believes she is destined 
  for greatness. Therefore, she’ll do just about anything she can get 
  away with. She lives in an elegant manor in a wealthy settlement.  
  Equipment 
  backpack, 5 days of rations, thieves’ tools, dice set, 2 potions of 
  speed, dust of disappearance, dust of sneezing and choking, ring 
  of spell storing, orb of direction1, quiver, 12 +2 arrows, 2 garnets, 
  cloak, 4120gp (in manor), 55pp.  
   
   
   
   
   
  
   
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
  115 
  VINCENT STONE 
  16th level bard (College of Lore subclass) 
  Medium humanoid (human), chaotic evil 
  Armor Class 16 (+2 studded leather) 
  Hit Points 107 (16d8 + 16) 
  Speed 30 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  10 (+0) 
  15 (+2) 
  12 (+1) 
  10 (+0) 
  11 (+0) 
  18 (+4) 
  Saving Throws Dex +7, Cha +9 
  Skills Acrobatics, +12, Insight +10, Performance +14, Persuasion 
  +14, Stealth +7 
  Senses passive Perception 10 
  Languages Common 
  Challenge 11 (7,200 XP) 
  Bardic Inspiration. 4/day. Bonus action to give another creature 
  within 60 ft. a d8 to add to ability check, attack roll, or save in the 
  next 10 minutes.  
  Cutting Words. A creature that has a Bardic Inspiration die from 
  him can roll that die and add the number rolled to a weapon 
  damage roll he just made. Alternatively, when an attack roll is 
  made against the creature, he can use his reaction to roll the 
  Bardic Inspiration die and add the number rolled to his AC against 
  the attack.  
  Jack of All Trades. Add half proficiency bonus, to any ability check 
  that doesn’t already include proficiency bonus.  
  Peerless Skill. When she makes an ability check, she can expend 
  one use of Bardic inspiration. Roll a d12 and add the number 
  rolled to the ability check.  
  Song of Rest. Use soothing music or oration to give an extra 1d10 
  hit points to any friendly creatures who can hear him during a 
  short rest.  
  Spellcasting. Vincent is a 16th level bard. His spellcasting ability is 
  Charisma (spell save DC 17, +9 to hit with spell attacks). Vincent 
  has the following bard spells:  
  Cantrips. (at will): friends, message, prestidigitation, vicious 
  mockery 
  1st level. (4 slots): charm person, dissonant whispers, illusory 
  script, silent image 
  2nd level. (3 slots): detect thoughts, magic mouth, suggestion 
  3rd level. (3 slots): clairvoyance, hypnotic pattern, major image 
  4th level. (3 slots): compulsion, dimension door, greater invisibility 
  5th level. (2 slots): dominate person, modify memory 
  6th level. (1 slot): mass suggestion 
  7th level. (1 slot): mirage arcane 
  8th level. (1 slot): feeblemind 
   
  Actions 
  +2 Longsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one 
  target. Hit: 7 (1d10 + 2) slashing damage.  
  +1 Longbow. Ranged Weapon Attack: +8 to hit, range 150/600 
  ft., one target. Hit: 7 (1d8 + 3) piercing damage. 
   
  NPC BIO 
   
  Personality Vincent is a hopeless romantic.  
  Appearance Attractive dark-skinned young man with long black 
  hair and brown eyes. 6’ 2” 185 lbs. 26 years old 
  Characteristics 
  Ideal. Creativity.  
  Bond. He sleeps with his flute.  
  Flaw. Vincent is a sucker for a pretty face.  
  Background 
  Vincent was an entertainer (musician). He was part of a famous 
  musical group. However, he grew jealous of the lead singer. 
  Vincent killed him and took over leadership of the band. He will 
  often use violence to solve his problems.  
  Equipment 
  backpack, 2 days of rations, flute, Nolzur’s marvelous pigments, 
  ring of water walking, potion of climbing, bag of tricks (rust), 
  quiver, 18 +2 arrows, black pearl, cloak, 220gp, 87pp.  
  Mount 
  nightmare  
   
   
   
   
   
  
   
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
  116 
  HARGIN GOLDHARP 
  17th level bard (College of Lore subclass) 
  Medium humanoid (hill dwarf), lawful evil 
  Armor Class 18 (+3 leather armor and ring of protection) 
  Hit Points 126 (17d8 + 51) 
  Speed 25 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  14 (+2) 
  16 (+3) 
  16 (+3) 
  9 (-1) 
  6 (-2) 
  19 (+4) 
  Saving Throws Dex +9, Cha +10 
  Skills Acrobatics +15, Deception +16, Perception +4, Performance 
  +16, Stealth +15 
  Senses darkvision 60 ft., passive Perception 14 
  Languages Common, Dwarvish, Gnomish 
  Challenge 11 (7,200 XP) 
  Bardic Inspiration. 4/day. Bonus action to give another creature 
  within 60 ft. a d8 to add to ability check, attack roll, or save in the 
  next 10 minutes.  
  Cutting Words. A creature that has a Bardic Inspiration die from 
  him can roll that die and add the number rolled to a weapon 
  damage roll he just made. Alternatively, when an attack roll is 
  made against the creature, he can use his reaction to roll the 
  Bardic Inspiration die and add the number rolled to his AC against 
  the attack.  
  Jack of All Trades. Add half proficiency bonus, to any ability check 
  that doesn’t already include proficiency bonus.  
  Peerless Skill. When she makes an ability check, she can expend 
  one use of Bardic inspiration. Roll a d12 and add the number 
  rolled to the ability check.  
  Song of Rest. Use soothing music or oration to give an extra 1d10 
  hit points to any friendly creatures who can hear him during a 
  short rest.  
  Spellcasting. Hargin is a 17th level bard. His spellcasting ability is 
  Charisma (spell save DC 18, +10 to hit with spell attacks). Hargin 
  has the following bard spells:  
  Cantrips. (at will): dancing lights, minor illusion, prestidigitation, 
  vicious mockery 
  1st level. (4 slots): charm person, dissonant whispers, illusory 
  script, silent image 
  2nd level. (3 slots): cloud of daggers, crown of madness, 
  suggestion 
  3rd level. (3 slots): fear, feign death, nondetection 
  4th level. (3 slots): dimension door, freedom of movement, 
  greater invisibility 
  5th level. (2 slots): dominate person, modify memory 
  6th level. (1 slot): find the path 
  7th level. (1 slot): etherealness 
  8th level. (1 slot): power word stun 
  9th level. (1 slot): true polymorph 
  Actions 
  +2 Quarterstaff. Melee Weapon Attack: +10 to hit, reach 5 ft., 
  one target. Hit: 8 (1d8 + 4) bludgeoning damage.  
   
  NPC BIO 
   
  Personality Hargin knows a story relevant to almost every 
  situation.  
  Appearance Attractive hill dwarf male with long black hair, a 
  black beard, and brown eyes. 3’ 10” 145 lbs. 112 years old 
  Characteristics 
  Ideal. Tradition.  
  Bond. He will do anything to prove himself superior to his hated 
  rival. Hargin always calls him the ‘new man’.  
  Flaw. Hargin has trouble keeping his feelings hidden.  
  Background 
  Hargin was an entertainer (poet). He was a very unsuccessful 
  poet and grew angrier and angrier. Eventually his rage turned him 
  to the dark side. He is insanely jealous of his hated rival, a very 
  successful poet.  
  Equipment 
  backpack, 5 days of rations, lute, ring of protection, cloak of the 
  bat, potion of growth, bead of force, hat of disguise, quiver, 18 +2 
  arrows, cloak, 4 garnets, 120gp, 55pp.  
   
   
   
   
   
   
   
   
  
   
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
  117 
  SHANNON SWIFT 
  18th level bard (College of Valor subclass) 
  Medium humanoid (human), neutral evil 
  Armor Class 20 (+3 studded leather) 
  Hit Points 128 (18d8 + 36) 
  Speed 30 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  10 (+0) 
  20 (+5) 
  14 (+2) 
  7 (-2) 
  9 (-1) 
  22 (+6) 
  Saving Throws Dex +11, Cha +12 
  Skills Acrobatics +17, Deception +18, Insight +5, Perception +5, 
  Performance +18, Persuasion +18, Survival +5 
  Senses passive Perception 15 
  Languages Common 
  Challenge 12 (8,400 XP) 
  Bardic Inspiration. 5/day. Bonus action to give another creature 
  within 60 ft. a d12 to add to ability check, attack roll, or save in 
  the next 10 minutes.  
  Battle Magic. When she uses an action to cast a bard spell, she 
  can make one weapon attack as a bonus action.  
  Combat Inspiration. A creature that has a Bardic Inspiration die 
  from her can roll that die and add the number rolled to a weapon 
  damage roll it just made. Alternatively, when an attack roll is 
  made against the creature, it can use its reaction to roll the 
  Bardic Inspiration die and add the number rolled to its AC against 
  the attack.  
  Countercharm. Can start a performance that lasts until the end of 
  her next turn. During that time, she and any friendly creatures 
  within 30’ have advantage on saving throws against being 
  frightened or charmed.  
  Jack of All Trades. Add half proficiency bonus, to any ability check 
  that doesn’t already include proficiency bonus. 
  Song of Rest. Use soothing music or oration to give an extra 1d12 
  hit points to any friendly creatures who can hear her during a 
  short rest.  
  Spellcasting. Shannon is a 18th level bard. Her spellcasting ability 
  is Charisma (spell save DC 17, +9 to hit with spell attacks). 
  Shannon has the following bard spells:  
  Cantrips. (at will): friends, message, prestidigitation, vicious 
  mockery 
  1st level. (4 slots): charm person, dissonant whispers, illusory 
  script, silent image 
  2nd level. (3 slots): detect thoughts, enthrall, suggestion 
  3rd level. (3 slots): clairvoyance, hypnotic pattern, major image 
  4th level. (3 slots): compulsion, dimension door, greater invisibility 
  5th level. (3 slots): dominate person, mislead, modify memory 
  6th level. (1 slot): Otto’s Irresistible Dance 
  7th level. (1 slot): forcecage, teleport 
  8th level. (1 slot): mind blank, power word stun 
  9th level. (1 slot): power word kill 
  Actions 
  Multiattack. Shannon makes two attacks.    
  +3 Longsword. Melee Weapon Attack: +9 to hit, reach 5 ft., one 
  target. Hit: 8 (1d10 + 3) slashing damage.  
  +2 Longbow. Ranged Weapon Attack: +13 to hit, range 150/600 
  ft., one target. Hit: 11 (1d8 + 7) piercing damage. 
   
  NPC BIO 
   
  Personality Shannon is a sly, seductive young woman.  
  Appearance Very beautiful, athletic young woman with long dark 
  brown hair and dark brown eyes. 5’ 9” 125 lbs. 24 years old 
  Characteristics 
  Ideal. Greed.  
  Bond. She is a member of the local Thieves’ Guild.  
  Flaw. Shannon thinks she can charm anyone.  
  Background 
  Shannon was an entertainer (dancer). She was a very popular 
  dancer when she was a teenager. People would come from miles 
  around to watch her dance. One day she met a dark lord who 
  took her away from the spotlight. Now she runs the Thieves’ 
  Guild with help from her old mentor.  
  Equipment 
  backpack, 5 days of rations, thieves’ tools, lute, deck of many 
  things, dust of disappearance, 3 potions of supreme healing, 
  philter of love, quiver, 19 +3 arrows, gold belly ring, cloak, 120gp, 
  55pp.  
  Mount 
  riding horse  
   
   
   
  
   
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
  118 
  NATHANIEL ZANE 
  19th level bard (College of Valor subclass) 
  Medium humanoid (human), neutral evil 
  Armor Class 19 (+2 studded leather) 
  Hit Points 131 (19d8) 
  Speed 30 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  14 (+2) 
  20 (+5) 
  11 (+0) 
  10 (+0) 
  16 (+3) 
  19 (+4) 
  Saving Throws Dex +11, Cha +10 
  Skills Acrobatics +11, History +12, Perception +15, Persuasion 
  +16, Stealth +17 
  Senses passive Perception 25 
  Languages Common, Elvish 
  Challenge 12 (8,400 XP) 
  Bardic Inspiration. 5/day. Bonus action to give another creature 
  within 60 ft. a d12 to add to ability check, attack roll, or save in 
  the next 10 minutes.  
  Battle Magic. When he uses an action to cast a bard spell, he can 
  make one weapon attack as a bonus action.  
  Combat Inspiration. A creature that has a Bardic Inspiration die 
  from him can roll that die and add the number rolled to a weapon 
  damage roll it just made. Alternatively, when an attack roll is 
  made against the creature, it can use its reaction to roll the 
  Bardic Inspiration die and add the number rolled to its AC against 
  the attack.  
  Countercharm. Can start a performance that lasts until the end of 
  his next turn. During that time, he and any friendly creatures 
  within 30’ have advantage on saving throws against being 
  frightened or charmed.  
  Jack of All Trades. Add half proficiency bonus, to any ability check 
  that doesn’t already include proficiency bonus. 
  Song of Rest. Use soothing music or oration to give an extra 1d12 
  hit points to any friendly creatures who can hear him during a 
  short rest.  
  Spellcasting. Nathaniel is a 19th level bard. His spellcasting ability 
  is Charisma (spell save DC 18, +10 to hit with spell attacks). 
  Nathaniel has the following bard spells:  
  Cantrips. (at will): light, mending, prestidigitation, vicious 
  mockery 
  1st level. (4 slots): charm person, dissonant whispers, illusory 
  script, silent image 
  2nd level. (3 slots): enthrall, heat metal, hold person 
  3rd level. (3 slots): dispel magic, hypnotic pattern, major image 
  4th level. (3 slots): compulsion, hallucinatory terrain, polymorph 
  5th level. (3 slots): animate objects, awaken, dream 
  6th level. (2 slots): eyebite, Otto’s Irresistible Dance 
  7th level. (1 slot): teleport 
  8th level. (1 slot): power word stun 
  9th level. (1 slot): power word kill 
  Actions 
  Multiattack. Nathaniel makes two attacks.   
  +3 Rapier. Melee Weapon Attack: +14 to hit, reach 5 ft., one 
  target. Hit: 12 (1d8 + 8) piercing damage.  
  +2 Longbow. Ranged Weapon Attack: +13 to hit, range 150/600 
  ft., one target. Hit: 11 (1d8 + 7) piercing damage. 
   
  NPC BIO 
   
  Personality Nathaniel takes great pains to always look his best 
  and follow the latest fashions.  
  Appearance Handsome young man with short black hair and 
  brown eyes. 6’ 1” 198 lbs. 26 years old 
  Characteristics 
  Ideal. Family.    
  Bond. He will face any challenge to win the approval of his family.  
  Flaw. Nathaniel secretly believes that everyone is beneath him.  
  Background 
  Nathaniel was a noble. This young bard is incredibly vain and 
  greedy. He will do whatever he can to gain more gold and power 
  for himself and his evil family.   
  Equipment 
  backpack, 8 days of rations, signet ring, set of fine clothes, lantern 
  of revealing, potion of speed, potion of vitality, ring of spell 
  storing, quiver, 18 +2 arrows, diamond, cloak, 274pp.  
  Mount 
  riding horse  
   
   
   
   
   
  
   
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
  119 
  THAEDRIA MINDAR 
  20th level bard (College of Lore subclass) 
  Medium humanoid (wood elf), chaotic evil 
  Armor Class 20 (+3 studded leather and ring of protection) 
  Hit Points 157 (20d8 + 20) 
  Speed 35 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  11 (+0) 
  18 (+4) 
  12 (+1) 
  16 (+3) 
  11 (+0) 
  20 (+5) 
  Saving Throws Dex +10, Cha +11 
  Skills History +9, Insight +12, Medicine +12, Perception +6, 
  Religion +15, Stealth +16 
  Senses darkvision 60 ft., passive Perception 16 
  Languages Common, Elvish, Sylvan 
  Challenge 13 (10,000 XP) 
  Bardic Inspiration. 5/day. Bonus action to give another creature 
  within 60 ft. a d12 to add to ability check, attack roll, or save in 
  the next 10 minutes.  
  Countercharm. Can start a performance that lasts until the end of 
  his next turn. During that time, he and any friendly creatures 
  within 30’ have advantage on saving throws against being 
  frightened or charmed.  
  Cutting Words. A creature that has a Bardic Inspiration die from 
  him can roll that die and add the number rolled to a weapon 
  damage roll he just made. Alternatively, when an attack roll is 
  made against the creature, he can use his reaction to roll the 
  Bardic Inspiration die and add the number rolled to his AC against 
  the attack.  
  Jack of All Trades. Add half proficiency bonus, to any ability check 
  that doesn’t already include proficiency bonus. 
  Peerless Skill. When he makes an ability check, he can expend 
  one use of Bardic inspiration. Roll a d12 and add the number 
  rolled to the ability check.  
  Song of Rest. Use soothing music or oration to give an extra 1d12 
  hit points to any friendly creatures who can hear her during a 
  short rest.  
  Spellcasting. Thaedria is a 20th level bard. Her spellcasting ability 
  is Charisma (spell save DC 19, +11 to hit with spell attacks). 
  Thaedria has the following bard spells:  
  Cantrips. (at will): dancing lights, message, prestidigitation, 
  vicious mockery 
  1st level. (4 slots): charm person, dissonant whispers, illusory 
  script, silent image 
  2nd level. (3 slots): detect thoughts, silence, suggestion 
  3rd level. (3 slots): dispel magic, hypnotic pattern, major image 
  4th level. (3 slots): confusion, dimension door, greater invisibility 
  5th level. (3 slots): dominate person, mislead 
  6th level. (2 slots): mass suggestion 
  7th level. (2 slots): Mordenkainen’s Sword, teleport 
  8th level. (1 slot): feeblemind, mind blank 
  9th level. (1 slot): power word kill 
  Superior Inspiration. When she rolls initiative and has no more 
  uses of Bardic inspiration left, she regains one use. 
  Actions 
  +3 Longsword. Melee Weapon Attack: +9 to hit, reach 5 ft., one 
  target. Hit: 8 (1d10 + 3) slashing damage.  
  +3 Longbow. Ranged Weapon Attack: +13 to hit, range 150/600 
  ft., one target. Hit: 11 (1d8 + 7) piercing damage. 
   
  NPC BIO 
   
  Personality Thaedria often gets lost in her own thoughts and 
  contemplation, becoming oblivious to her surroundings.  
  Appearance Attractive, tanned wood elf female with long copper 
  hair and green eyes. 5’ 10” 115 lbs. 174 years old 
  Characteristics 
  Ideal. Free Thinking.  
  Bond. Nothing is more important than the other members of her 
  order.  
  Flaw. Thaedria likes keeping secrets and won’t share them with 
  anyone.  
  Background 
  Thaedria was a hermit. She has never been the same after her 
  period of solitude. Her heart turned dark and she joined a 
  demon-worshipping cult. This cult uses a deserted dungeon as 
  their headquarters.  
  Equipment 
  10 days of rations, herbalism kit, bag of holding, potion of 
  superior healing, ring of protection, quiver, 19 +2 arrows, 2 
  emeralds, cloak, 348pp.  
   
   
   
   
  
   
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
  120 
  DUST 
  13th level cleric (Tempest Domain subclass) 
  Medium humanoid (earth gensai), neutral evil 
  Armor Class 15 (+2 studded leather) 
  Hit Points 88 (13d8 + 13) 
  Speed 30 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  15 (+2) 
  12 (+1) 
  13 (+1) 
  10 (+0) 
  18 (+4) 
  15 (+2) 
  Saving Throws Wis +9, Cha +7 
  Skills Insight +9, Medicine +9, Persuasion +7, Religion +5 
  Senses passive Perception 14 
  Languages Common, Primordial, Dwarvish, Gnomish 
  Challenge 8 (3,900 XP) 
  Channel Divinity: Destructive Wrath. When she rolls lightning or 
  thunder damage, she can use her Channel Divinity to deal 
  maximum damage instead of rolling. Must rest to reset feature.    
  Divine Strike. Can cause a weapon attack to deal an extra 4 (1d8) 
  thunder damage to the target.  
  Earth Walk. Dust can move across difficult terrain made of earth 
  or stone without expending extra movement.  
  Spellcasting. Dust is a 13th level cleric. Her spellcasting ability is 
  Wisdom (spell save DC 17, +9 to hit with spell attacks).  
  Cantrips. (at will): light, resistance, spare the dying, thaumaturgy 
  1st level. (4 slots): cure wounds, detect good and evil, guiding 
  bolt, shield of faith  
  2nd level. (3 slots): calm emotions, hold person, prayer of healing  
  3rd level. (3 slots): bestow curse, dispel magic, meld into stone 
  4th level. (3 slots): banishment, divination, stone shape 
  5th level. (2 slots): raise dead, scrying 
  6th level. (1 slot): harm 
  7th level. (1 slot): fire storm 
  Domain spells: call lightning, control water, destructive wave, fog 
  cloud, gust of wind, ice storm, insect plague, shatter, sleet storm, 
  thunderwave 
  Thunderous Strike. When she deals lightning damage to a Large 
  or smaller creature, she can also push it up to 10’ feet away.  
  Actions 
  +1 Mace. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. 
  Hit: 7 (1d6 + 4) bludgeoning damage.  
  Reaction 
  Wrath of the Storm 5/day. When a creature within 5’ of her that 
  she can see hits her with an attack, she can use her reaction to 
  cause the creature to make a Dexterity save. The creature takes 9 
  (2d8) thunder damage on a failed saving throw, and half as much 
  damage on a successful one. Resets with a long rest. 
   
  NPC BIO 
   
  Personality Dust idolizes a particular hero of her faith, and 
  constantly refer to that person’s deeds and example.  
  Appearance Brown-skinned earth gensai female with stunning 
  purple eyes. 5’ 10” 181 lbs. 29 years old 
  Characteristics 
  Ideal. Aspiration.   
  Bond. She would do anything to protect the temple.  
  Flaw. Dust blindly trusts her god.   
  Background 
  Dust was an acolyte. She has belonged to the temple since she 
  was a teenager. This cleric enjoys chaos and seeks it out every 
  day.  
  Equipment 
  backpack, 3 days of rations, unholy symbol, amulet of health, orb 
  of direction1, potion of speed, ring of evasion, 2 vials of poison, 
  cloak, 3 pearls, 91gp.  
   
   
   
   
   
   
   
   
   
   
  
   
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
  121 
  RAGGAR HAMMERBEARD 
  14th level cleric (Forge Domain subclass) 
  Medium humanoid (mountain dwarf), lawful evil 
  Armor Class 15 (+3 leather armor) 
  Hit Points 90 (14d8 + 42) 
  Speed 25 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  17 (+3) 
  12 (+1) 
  16 (+3) 
  9 (-1) 
  18 (+4) 
  8 (-2) 
  Saving Throws Wis +9, Cha +3 
  Skills Athletics +8, Insight +9, Intimidation +3, Medicine +9 
  Senses darkvision 60 ft., passive Perception 14 
  Languages Common, Dwarvish, Gnomish 
  Challenge 9 (5,000 XP) 
  Blessing of the Forge (1/day). At the end of a long rest, he can 
  touch one nonmagical object that is a suit of armor or a simple or 
  martial weapon. Until the end of his next long rest or until he 
  dies, the object becomes a magic item, granting a +1 bonus to the 
  AC if it’s armor or a +1 bonus to attack and damage rolls if it’s a 
  weapon.   
  Channel Divinity: Artisan’s Blessing. Hour long ritual that 
  includes some metal: simple or martial weapon, 10 pieces of 
  ammunition, a set of tools, or another metal object. The ritual 
  creates a duplicate of a nonmagical item that he possesses. Must 
  rest to reset feature.  
  Destroy Undead. CR 3 or lower if they fail save.  
  Divine Strike. Extra 9 (2d8) fire damage with a weapon attack.   
  Dwarven Resilience. He has advantage on saves against poison, 
  and resistance against poison damage.   
  Soul of the Forge. Resistance to fire damage and +1 to AC if 
  wearing heavy armor.   
  Spellcasting. Raggar is a 14th level cleric. His spellcasting ability is 
  Wisdom (spell save DC 17, +9 to hit with spell attacks).  
  Cantrips. (at will): light, resistance, spare the dying, thaumaturgy 
  1st level. (4 slots): cure wounds, detect good and evil, guiding 
  bolt, shield of faith  
  2nd level. (3 slots): calm emotions, hold person, prayer of healing  
  3rd level. (3 slots): bestow curse, dispel magic, mass healing word 
  4th level. (3 slots): banishment, divination, freedom of movement 
  5th level. (2 slots): planar binding, scrying 
  6th level. (1 slot): planar ally 
  7th level. (1 slot): plane shift 
  Domain spells: animate objects, creation, elemental weapon, 
  fabricate, heat metal, identify, magic weapon, protection from 
  energy, searing smite, wall of fire 
   
  Actions 
  +1 Mace. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. 
  Hit: 7 (1d6 + 4) bludgeoning damage.  
   
  NPC BIO 
   
  Personality Raggar is always polite and charming  
  Appearance Bald male dwarf with blue eyes. 4’ 4” 151 lbs. 229 
  years old 
  Characteristics 
  Ideal. Greed.   
  Bond. His massive treasure trove.  
  Flaw. He isn’t the smartest dwarf.  
  Background 
  Raggar was a criminal (burglar). He travels the planes seeking to 
  add to his treasure hoard. This dwarf has hidden his treasure on 
  another plane of existence.  
  Equipment 
  backpack, 5 days of rations, unholy symbol, cloak of the bat, 
  lantern of revealing, folding boat, 2 vials of poison, 4 amethysts, 
  cloak, 10987gp (hidden), 209gp.  
   
   
   
   
   
   
   
   
   
  
   
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
  122 
  STOMPY RIPPLES 
  15th level cleric (Grave Domain subclass) 
  Small humanoid (rock gnome), chaotic evil 
  Armor Class 15 (+2 studded leather) 
  Hit Points 99 (15d8 + 15) 
  Speed 25 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  11 (+0) 
  13 (+1) 
  12 (+1) 
  10 (+0) 
  19 (+4) 
  9 (-1) 
  Saving Throws Wis +9, Cha +4 
  Skills Deception +4, Insight +9, Persuasion +4, Stealth +6 
  Senses darkvision 60 ft., passive Perception 14 
  Languages Common, Gnomish, Goblin 
  Challenge 10 (5,900 XP) 
  Channel Divinity: Path to the Grave. When he rolls lightning or 
  thunder damage, he can use his Channel Divinity to deal 
  maximum damage instead of rolling. Must rest to reset feature.   
  Circle of Mortality. Can cause a weapon attack to deal an extra 
  1d8 thunder damage to the target.  
  Eyes of the Grave. When he deals lightning damage to a Large or 
  smaller creature, he can also push it up to 10’ feet away.  
  Gnome Cunning. Advantage against all Intelligence, Wisdom, and 
  Charisma saving throws against magic. 
  Potent Spellcasting. When he deals lightning damage to a Large 
  or smaller creature, he can also push it up to 10’ feet away. 
  Sentinel at Death’s Door. Bonus action to give another creature 
  within 60 ft. a d12 to add to ability check, attack roll, or save in 
  the next 10 minutes.  
  Speak with Small Beasts. Is able to communicate simple ideas 
  with Small or smaller beasts through sounds and gestures. 
  Spellcasting. Stompy is a 15th level cleric. His spellcasting ability 
  is Wisdom (spell save DC 17, +9 to hit with spell attacks).  
  Cantrips. (at will): light, resistance, spare the dying, thaumaturgy 
  1st level. (4 slots): cure wounds, detect good and evil, guiding 
  bolt, shield of faith  
  2nd level. (3 slots): calm emotions, hold person, prayer of healing  
  3rd level. (3 slots): bestow curse, dispel magic, mass healing word 
  4th level. (3 slots): banishment, divination, freedom of movement 
  5th level. (2 slots): insect plague, flame strike 
  6th level. (1 slot): harm 
  7th level. (1 slot): fire storm 
  8th level. (1 slot): earthquake 
  Domain spells: antilife shell, bane, blight, death ward, false life, 
  gentle repose, raise dead, ray of enfeeblement, revivify, vampiric 
  touch 
   
   
  Actions 
  +1 Mace. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 
  Hit: 4 (1d6 + 1) bludgeoning damage.  
   
  NPC BIO 
   
  Personality Stompy is an enthusiastic gnome 
  Appearance Male gnome with long blonde hair and blue eyes. 2’ 
  10” 31 lbs. 59 years old 
  Characteristics 
  Ideal. Change.  
  Bond. He would do anything to protect the temple.  
  Flaw. Stompy blindly trusts his god.   
  Background 
  Stompy was a soldier (infantry). He was involved in a long war 
  between the gnomes and the goblins. He learned much about 
  death and became obsessed with the dark elements of death.  
  Equipment 
  6 days of rations, unholy symbol, potion of fire breath, potion of 
  climbing, bag of holding, cloak, 124pp.  
   
   
   
   
   
   
   
   
   
  
   
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
  123 
  ARAD SHADOWFIST 
  16th level cleric (Grave Domain subclass) 
  Medium humanoid (goliath), neutral evil 
  Armor Class 15 (+2 studded leather) 
  Hit Points 100 (16d8 + 16) 
  Speed 30 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  18 (+4) 
  11 (+0) 
  12 (+1) 
  11 (+0) 
  20 (+5) 
  11 (+0) 
  Saving Throws Wis +10, Cha +5 
  Skills Athletics +9, Insight +10, Medicine +10, Survival +10  
  Senses passive Perception 15 
  Languages Common, Giant 
  Challenge 11 (7,200 XP) 
  Channel Divinity: Path to the Grave. When he rolls lightning or 
  thunder damage, he can use his Channel Divinity to deal 
  maximum damage instead of rolling. Must rest to reset feature.   
  Circle of Mortality. Can cause a weapon attack to deal an extra 
  1d8 thunder damage to the target.  
  Eyes of the Grave. When he deals lightning damage to a Large or 
  smaller creature, he can also push it up to 10’ feet away.  
  Divine Strike. Can cause a weapon attack to deal an extra 9 (2d8) 
  thunder damage to the target.  
  Mountain Born. Torzak is acclimated to high altitude, including 
  elevations above 20,000 feet. He’s also naturally adapted to cold 
  climates. 
  Natural Athlete. He has proficiency in the Athletics skill.  
  Potent Spellcasting. When he deals lightning damage to a Large 
  or smaller creature, he can also push it up to 10’ feet away. 
  Powerful Build. He counts as one size larger when determining 
  his carrying capacity and the weight he can push, drag, or lift.  
  Sentinel at Death’s Door. Bonus action to give another creature 
  within 60 ft. a d12 to add  
  Spellcasting. Arad is a 16th level cleric. His spellcasting ability is 
  Wisdom (spell save DC 18, +10 to hit with spell attacks).  
  Cantrips. (at will): light, resistance, spare the dying, thaumaturgy 
  1st level. (4 slots): cure wounds, detect good and evil, guiding 
  bolt, shield of faith  
  2nd level. (3 slots): calm emotions, hold person, prayer of healing  
  3rd level. (3 slots): bestow curse, dispel magic, mass healing word 
  4th level. (3 slots): banishment, divination, freedom of movement 
  5th level. (2 slots): contagion, scrying 
  6th level. (1 slot): blade barrier 
  7th level. (1 slot): etherealness 
  8th level. (1 slot): control weather 
  Domain spells: antilife shell, bane, blight, death ward, false life, 
  gentle repose, raise dead, ray of enfeeblement, revivify, vampiric 
  touch 
  Stone’s Endurance. Arad can focus himself to occasionally shrug 
  off injury. When he takes damage, he can use his reaction to roll 
  a d12. He then reduces the damage by that amount. After he uses 
  this trait, he can’t use it again until he finishes a short or long 
  rest. 
  Actions 
  +1 Mace. Melee Weapon Attack: +10 to hit, reach 5 ft., one 
  target. Hit: 8 (1d6 + 5) bludgeoning damage.  
   
  NPC BIO 
   
  Personality Arad watches over his friends as if they were a litter 
  of newborn pups.   
  Appearance Goliath male with short black hair and beautiful blue 
  eyes. 7’ 1” 181 lbs. 29 years old 
  Characteristics 
  Ideal. Might.   
  Bond. He is the last of his tribe, and it is up to him to ensure their 
  names enter legend.   
  Flaw. Arad remembers every insult he has received and nurses a 
  silent resentment toward anyone who’s ever wronged him.    
  Background 
  Arad was an outlander (forester). He lived in a beautiful forest 
  with his small family. A party of adventurers killed his evil family 
  and drove him insane. He now spends his days seeking revenge 
  against adventurers of any kind.  
  Equipment 
  backpack, 5 days of rations, hunting trap, unholy symbol, ear horn 
  of hearing1, 3 potions of speed, ring of invisibility, gold bracelet, 
  cloak, 135pp.  
   
   
   
   
  
   
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
  124 
  BOBS THE BOAR 
  17th level cleric (Tempest Domain subclass) 
  Small humanoid (stout halfling), lawful evil 
  Armor Class 15 (+2 studded leather) 
  Hit Points 107 (17d8) 
  Speed 25 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  12 (+1) 
  10 (+0) 
  11 (+0) 
  14 (+2) 
  20 (+5) 
  12 (+1) 
  Saving Throws Wis +11, Cha +7 
  Skills Insight +11, Medicine +11, Persuasion +7, Religion +11 
  Senses passive Perception 15 
  Languages Common, Halfling 
  Challenge 11 (7,200 XP) 
  Brave. Advantage on saves against being frightened. 
  Channel Divinity: Destructive Wrath. When he rolls lightning or 
  thunder damage, he can use her Channel Divinity to deal 
  maximum damage instead of rolling. Must rest to reset feature.  
  Divine Strike. Can cause a weapon attack to deal an extra 2d8 
  thunder damage to the target.  
  Halfling Nimbleness. Can move through the space of any 
  creature that is larger. 
  Lucky. Can reroll any 1s.  
  Spellcasting. Bobs is a 17th level cleric. His spellcasting ability is 
  Wisdom (spell save DC 19, +11 to hit with spell attacks).  
  Cantrips. (at will): light, resistance, spare the dying, thaumaturgy 
  1st level. (4 slots): cure wounds, detect good and evil, guiding 
  bolt, shield of faith  
  2nd level. (3 slots): calm emotions, hold person, prayer of healing  
  3rd level. (3 slots): bestow curse, dispel magic, mass healing word 
  4th level. (3 slots): banishment, divination, freedom of movement 
  5th level. (2 slots): flame strike, scrying 
  6th level. (1 slot): harm 
  7th level. (1 slot): regenerate 
  8th level. (1 slot): antimagic field 
  9th level. (1 slot): gate 
  Domain spells: call lightning, control water, destructive wave, fog 
  cloud, gust of wind, ice storm, insect plague, shatter, sleet storm, 
  thunderwave 
  Stormborn. He has a flying speed equal to his current walking 
  speed whenever he is not underground or indoors.  
  Stout Resilience. Has advantage on saving throws against poison, 
  and has resistance against poison damage. 
  Thunderous Strike. When he deals lightning damage to a Large or 
  smaller creature, he can also push it up to 10’ feet away.  
  Actions 
  +2 Mace. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. 
  Hit: 6 (1d6 + 3) bludgeoning damage.  
  Reaction 
  Wrath of the Storm 5/day. When a creature within 5’ of him that 
  he can see hits his with an attack, he can use his reaction to cause 
  the creature to make a Dexterity save. The creature takes 9 (2d8) 
  thunder damage on a failed saving throw, and half as much 
  damage on a successful one. Resets with a long rest. 
   
  NPC BIO 
   
  Personality Bobs is utterly serene, even the face of disaster.  
  Appearance Male halfling with brown hair and dark blue eyes. 3’ 
  5” 31 lbs. 35 years old 
  Characteristics 
  Ideal. Power.  
  Bond. He entered seclusion to hide from a group of paladins 
  seeking to kill him for the horrible crimes he committed.  
  Flaw. Bobs would risk much to uncover a lost bit of knowledge.  
  Background 
  Bobs was a hermit. He has gotten away with a series of murders 
  after returning to civilization. Bobs seems like an unassuming 
  fellow, but he is evil. 
  Equipment 
  backpack, 4 days of rations, unholy symbol, ring of spell storing, 
  amulet of health, helm of comprehending languages, sending 
  stones, cloak, 91pp.  
   
   
   
   
   
  
   
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
  125 
  AZURAZA 
  18th level cleric (War Domain subclass) 
  Medium humanoid (water gensai), neutral evil 
  Armor Class 15 (+2 studded leather) 
  Hit Points 113 (18d8) 
  Speed 30 ft., swim 30 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  12 (+1) 
  15 (+2) 
  11 (+0) 
  11 (+0) 
  20 (+5) 
  16 (+3) 
  Saving Throws Wis +11, Cha +9 
  Skills History +11, Insight +11, Persuasion +9, Religion +6 
  Senses passive Perception 15 
  Languages Common, Primordial 
  Challenge 12 (8,400 XP) 
  Acid Resistance. She has resistance to acid damage.   
  Amphibious. She can breathe air and water.  
  Avatar of Battle. Resistance to bludgeoning, piercing, and 
  slashing damage from nonmagical weapons. 
  Call to the Wave. She can cast the shape water cantrip and can 
  cast the create or destroy water spell as a 2nd level spell once with 
  this trait. She must finish a long rest to cast create or destroy 
  water again. Constitution is the spellcasting ability for these 
  spells.  
  Channel Divinity: Guided Strike. When she rolls lightning or 
  thunder damage, she can use her Channel Divinity to deal 
  maximum damage instead of rolling. Must rest to reset feature.  
  Channel Divinity: War God’s Blessing. When a creature within 30 
  ft. of her makes an attack roll, she can use her reaction to grant 
  that creature a +10 bonus to the roll. Must rest to reset feature. 
  Divine Strike. Can cause a weapon attack to deal an extra 9 (2d8) 
  weapon damage to the target.  
  Spellcasting. Azuraza is a 18th level cleric. Her spellcasting ability 
  is Wisdom (spell save DC 19, +11 to hit with spell attacks).  
  Cantrips. (at will): light, resistance, spare the dying, thaumaturgy 
  1st level. (4 slots): bane, cure wounds, detect good and evil, 
  guiding bolt 
  2nd level. (3 slots): calm emotions, hold person, prayer of healing  
  3rd level. (3 slots): bestow curse, dispel magic, mass healing word 
  4th level. (3 slots): banishment, control water, divination 
  5th level. (3 slots): legend lore, scrying 
  6th level. (1 slot): harm 
  7th level. (1 slot): fire storm 
  8th level. (1 slot): control weather 
  9th level. (1 slot): astral projection 
  Domain spells: crusader’s mantle, divine favor, flame strike, 
  freedom of movement, hold monster, magic weapon, shield of 
  faith, spirit guardian, spiritual weapon, stoneskin 
  War Priest. Can make one weapon attack as a bonus action. Can 
  use this feature 5 times, resets with a long rest. 
  Actions 
  +3 Mace. Melee Weapon Attack: +10 to hit, reach 5 ft., one 
  target. Hit: 7 (1d6 + 4) bludgeoning damage.  
   
  NPC BIO 
   
  Personality Azuraza doesn’t like to get her hands dirty, and won’t 
  be caught dead in unsuitable accommodations.  
  Appearance Water gensai female with light-blue skin, blue hair, 
  and gray eyes. 5’ 10” 181 lbs. 29 years old 
  Characteristics 
  Ideal. Power.  
  Bond. Her house’s alliance with another noble family must be 
  sustained at all costs.   
  Flaw. Azuraza believes the world revolves around her.  
  Background 
  Azuraza was a noble. She lived in a hidden gensai community 
  deep under the ocean. However, a kraken wiped out her home. 
  Azuraza wants to gain more and more power and hunt down the 
  huge monster. She pursues the kraken with every fiber of her 
  being.  
  Equipment 
  backpack, 5 days of rations, unholy symbol, potion of growth, bag 
  of holding, helm of teleportation, trident of fish command, cloak, 
  176pp.  
   
   
   
   
   
   
   
  
   
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
  126 
  ZEDAAR ZUROTH  
  19th level cleric (War Domain subclass) 
  Medium humanoid (black dragonborn), lawful evil 
  Armor Class 15 (+2 studded leather) 
  Hit Points 125 (19d8 + 38) 
  Speed 30 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  17 (+3) 
  12 (+1) 
  14 (+2) 
  12 (+1) 
  20 (+5) 
  9 (-1) 
  Saving Throws Wis +11, Cha +5 
  Skills History +7, Insight +11, Persuasion +5, Religion +5 
  Senses passive Perception 15 
  Languages Common, Draconic 
  Challenge 12 (8,400 XP) 
  Acid Resistance. Resistance to acid damage.   
  Avatar of Battle. Resistance to bludgeoning, piercing, and 
  slashing damage from nonmagical weapons. 
  Breath Weapon 1/day. Acid breath. 17 (5d6) acid damage, DC 16 
  Dexterity saving throw. 
  Channel Divinity: Guided Strike. When she rolls lightning or 
  thunder damage, she can use her Channel Divinity to deal 
  maximum damage instead of rolling. Must rest to reset feature.  
  Channel Divinity: War God’s Blessing. When a creature within 30 
  ft. of her makes an attack roll, she can use her reaction to grant 
  that creature a +10 bonus to the roll. Must rest to reset feature. 
  Divine Strike. Can cause a weapon attack to deal an extra 9 (2d8) 
  thunder damage to the target.  
  Spellcasting. Zedaar is a 19th level cleric. Her spellcasting ability 
  is Wisdom (spell save DC 19, +11 to hit with spell attacks).  
  Cantrips. (at will): light, mending, spare the dying, thaumaturgy 
  1st level. (4 slots): command, cure wounds, detect good and evil, 
  guiding bolt  
  2nd level. (3 slots): calm emotions, hold person, prayer of healing  
  3rd level. (3 slots): bestow curse, dispel magic, mass healing word 
  4th level. (3 slots): banishment, divination, locate creature 
  5th level. (3 slots): geas, legend lore, scrying 
  6th level. (2 slots): forbiddance 
  7th level. (1 slot): plane shift 
  8th level. (1 slot): earthquake 
  9th level. (1 slot): gate 
  Domain spells: crusader’s mantle, divine favor, flame strike, 
  freedom of movement, hold monster, magic weapon, shield of 
  faith, spirit guardian, spiritual weapon, stoneskin  
  War Priest. Can make one weapon attack as a bonus action. Can 
  use this feature 5 times, resets with a long rest. 
  Actions 
  +2 Mace. Melee Weapon Attack: +11 to hit, reach 5 ft., one 
  target. Hit: 8 (1d6 + 5) bludgeoning damage.  
   
  NPC BIO 
   
  Personality Zedaar idolizes a legendary dragonborn cleric, and 
  constantly refers to their deeds and example.  
  Appearance Black dragonborn female. 6’ 5” 236 lbs. 37 years old 
  Characteristics 
  Ideal. Retribution.   
  Bond. She will someday get revenge on the temple hierarchy who 
  branded her a heretic.  
  Flaw. Zedaar is suspicious of strangers and expects the worst of 
  them.  
  Background 
  Zedaar was an acolyte. She was thrown out of her temple years 
  ago. Zedaar follows the teachings of an evil dragonborn cleric and 
  vows she will help the dragonborn and dragons take over the 
  world.  
  Equipment 
  backpack, 7 days of rations, unholy symbol, talking doll1, potion of 
  heroism, deck of illusions, gem of brightness, potion of gaseous 
  form, cloak, 185pp.  
   
   
   
   
   
   
   
   
  
   
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
  127 
  TOMAS OF THE TEMPESTS 
  20th level cleric (Tempest Domain subclass) 
  Medium humanoid (human), chaotic evil 
  Armor Class 15 (+2 studded leather) 
  Hit Points 134 (20d8) 
  Speed 30 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  16 (+3) 
  11 (+0) 
  11 (+0) 
  16 (+3) 
  20 (+5) 
  15 (+2) 
  Saving Throws Wis +11, Cha +8 
  Skills Insight +11, Medicine +11, Sleight of Hand +6, Stealth +6 
  Senses passive Perception 15 
  Languages Common, Primordial, Dwarvish 
  Challenge 13 (10,000 XP) 
  Channel Divinity: Destructive Wrath 3/day. When he rolls 
  lightning or thunder damage, he can use his Channel Divinity to 
  deal maximum damage instead of rolling.   
  Divine Strike. Can cause a weapon attack to deal an extra 9 (2d8) 
  thunder damage to the target.  
  Spellcasting. Tomas is a 20th level cleric. His spellcasting ability is 
  Wisdom (spell save DC 19, +11 to hit with spell attacks).  
  Cantrips. (at will): light, resistance, spare the dying, thaumaturgy 
  1st level. (4 slots): cure wounds, detect good and evil, guiding 
  bolt, shield of faith  
  2nd level. (3 slots): calm emotions, hold person, prayer of healing  
  3rd level. (3 slots): bestow curse, dispel magic, mass healing word 
  4th level. (3 slots): banishment, divination, freedom of movement 
  5th level. (3 slots): flame strike, raise dead, scrying 
  6th level. (2 slots): harm 
  7th level. (2 slots): fire storm 
  8th level. (1 slot): control weather 
  9th level. (1 slot): gate 
  Domain spells: call lightning, control water, destructive wave, fog 
  cloud, gust of wind, ice storm, insect plague, shatter, sleet storm, 
  thunderwave 
  Stormborn. He has a flying speed equal to his current walking 
  speed whenever he is not underground or indoors.  
  Thunderbolt Strike. When he deals lightning damage to a Large 
  or smaller creature, he can also push it up to 10’ feet away.  
  Actions 
  +3 Mace. Melee Weapon Attack: +12 to hit, reach 5 ft., one 
  target. Hit: 9 (1d6 + 6) bludgeoning damage.  
   
  Reaction 
  Wrath of the Storm 5/day. When a creature within 5’ of his that 
  he can see hits his with an attack, he can use his reaction to cause 
  the creature to make a Dexterity save. The creature takes 2d8 
  thunder damage on a failed saving throw, and half as much 
  damage on a successful one. Resets with a long rest. 
   
  NPC BIO 
   
  Personality Tomas bluntly says what other people are hinting at 
  or hiding.   
  Appearance Older bald man with a black moustache and green 
  eyes. 5’ 10” 190 lbs. 56 years old 
  Characteristics 
  Ideal. Change. 
  Bond. He owes his survival to another urchin who taught him to 
  live on the streets.  
  Flaw. People who can’t take care of themselves get what they 
  deserve. 
  Background 
  Tomas was an urchin. He barely survived a very difficult 
  childhood. However, he always solved problems with violence. 
  This has never changed and he has taken control of the kingdom. 
  Tomas has a large army of evil warriors and wizards.  
  Equipment 
  11 days of rations, unholy symbol, bag of holding, cube of force, 
  boots of speed, ring of jumping, deck of many things, 2 diamonds, 
  6 garnets, cloak, 212pp.  
   
   
   
   
   
   
   
  
   
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
  128 
  THERIAN QUARNIN 
  13th level druid (Circle of the Moon subclass) 
  Medium humanoid (half-elf), chaotic evil 
  Armor Class 12 (16 with barkskin) 
  Hit Points 85 (13d8) 
  Speed 30 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  10 (+0) 
  14 (+2) 
  10 (+0) 
  18 (+4) 
  18 (+4) 
  6 (-2) 
  Saving Throws Int +9, Wis +9 
  Skills Deception +2, Insight +9, Perception +9, Stealth +6 
  Senses darkvision 60 ft., passive Perception 19 
  Languages Common, Elvish, Sylvan 
  Challenge 8 (3,900 XP) 
  Combat Wild Shape. Therian can use a bonus action to use Wild 
  Shape and use a bonus action to regain 1d8 hit points per level of 
  the spell slot expended.    
  Fey Ancestry. He has advantage on saving throws against being 
  charmed, and magic can’t put him to sleep. 
  Primal Strike. Attacks in beast form count as magical attacks.  
  Spellcasting. Therian is a 13th level druid. His spellcasting ability 
  is Wisdom (spell save DC 17, +9 to hit with spell attacks).  
  Cantrips. (at will): shillelagh, poison spray, resistance, thorn whip 
  1st level. (4 slots): charm person, entangle, fog cloud, 
  thunderwave 
  2nd level. (3 slots): barkskin, moonbeam, pass without trace 
  3rd level. (3 slots): call lightning, dispel magic, feign death 
  4th level. (3 slots): blight, conjure woodland beings, polymorph 
  5th level. (2 slots): contagion, insect plague 
  6th level. (1 slot): bones of the earth 
  7th level. (1 slot): whirlwind 
  Wild Shape. He can use a bonus action to assume the shape of a 
  CR 4 or less beast for 3 hours. Can use twice, resets w/rest. 
  Actions 
  +2 Quarterstaff. Melee Weapon Attack: +7 to hit, reach 5 ft., one 
  target. Hit: 6 (1d8 + 2) bludgeoning damage. 
   
   
   
   
  NPC BIO 
   
  Personality Therian blows up at the slightest insult.  
  Appearance Middle-aged half-elf with many scars on his face. 5’ 
  8” 173 lbs. 33 years old 
  Characteristics 
  Ideal. Freedom.  
  Bond. Therian’s ill-gotten gains go to support his family.  
  Flaw. If there’s a plan, he’ll forget it. If he doesn’t forget it, he’ll 
  ignore it.  
  Background 
  Therian was a criminal (blackmailer). He grew up in an elf 
  community and learned how lucrative crime could be from a 
  drow prisoner. Therian now leads a gang of criminals in a large 
  woodland settlement. The gang includes two other evil druids , 
  two rangers, and a monk.  
  Equipment 
  backpack, 3 days of rations, herbalism kit, dice set, bedroll, quill, 
  bottle of ink, 6 pieces of parchment, amulet of health, brooch of 
  shielding, sending stones, cloak of elvenkind, wind fan, amethyst, 
  cloak, 87gp.  
   
   
   
   
   
   
   
   
   
   
   
  
   
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
  129 
  RAELAS 
  14th level druid (Circle of the Moon subclass) 
  Medium humanoid (firbolg), neutral evil 
  Armor Class 12 (16 with barkskin) 
  Hit Points 86 (14d8 + 14) 
  Speed 30 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  14 (+2) 
  11 (+0) 
  12 (+1) 
  11 (+0) 
  18 (+4) 
  17 (+3) 
  Saving Throws Int +5, Wis +9 
  Skills Athletics +7, Nature +9, Perception +9, Survival +9 
  Senses darkvision 60 ft., passive Perception 19 
  Languages Common, Elvish, Giant, Sylvan 
  Challenge 9 (5,000 XP) 
  Combat Wild Shape. He can use a bonus action to use Wild Shape 
  and use a bonus action to regain 1d8 hit points per level of the 
  spell slot expended.    
  Fey Ancestry. He has advantage on saving throws against being 
  charmed, and magic can’t put him to sleep. 
  Firbolg Magic. Can cast detect magic and disguise self, Wisdom is 
  the spellcasting ability. Resets with rest 
  Hidden Step. As a bonus action, he can magically turn invisible 
  until the start of his next turn or until he attacks, makes a damage 
  roll, or forces someone to make a saving throw. Resets with rest.   
  Powerful Build. Counts as one size larger when determining 
  carrying capacity and the weight he can push, drag, or lift.   
  Primal Strike. Attacks in beast form count as magical attacks.  
  Speech of Beast and Leaf. Beasts and plants can understand the 
  meaning of his words. Advantage on Charisma checks to 
  influence them. 
  Spellcasting. Raelas is a 14th level druid. His spellcasting ability is 
  Wisdom (spell save DC 17, +9 to hit with spell attacks).  
  Cantrips. (at will): druidcraft, poison spray, resistance, thorn whip 
  1st level. (4 slots): animal friendship, entangle, fog cloud, 
  thunderwave 
  2nd level. (3 slots): barkskin, moonbeam, pass without trace 
  3rd level. (3 slots): call lightning, dispel magic, feign death 
  4th level. (3 slots): blight, conjure woodland beings, polymorph 
  5th level. (2 slots): conjure elemental, tree stride 
  6th level. (1 slot): conjure fey 
  7th level. (1 slot): fire storm 
  Wild Shape. Raelas can use a bonus action to assume the shape 
  of a CR 4 or less beast for 3 hours. Can use twice, resets w/rest. 
   
   
  Actions 
  +2 Quarterstaff. Melee Weapon Attack: +9 to hit, reach 5 ft., one 
  target. Hit: 8 (1d8 + 4) bludgeoning damage. 
   
  NPC BIO 
   
  Personality Raelas doesn’t pay attention to the risks in a 
  situation.   
  Appearance Handsome firbolg with ginger hair and light blue 
  eyes. 7’ 8” 290 lbs. 353 years old 
  Characteristics 
  Ideal. Greed.  
  Bond. Raelas is close to members of the Thieves’ Guild.  
  Flaw. He is a compulsive liar.    
  Background 
  Raelas was an outlander (bounty hunter). For many years he has 
  hunted down individuals for the highest bidder. He has a terrible 
  reputation and is feared by many of the forest’s inhabitants.  
  Equipment 
  backpack, 2 days of rations, hunting trap, dice set, bedroll, staff of 
  the woodlands, boots of speed, cloak of billowing1, golden nose 
  ring, 179gp.  
   
   
   
   
   
   
   
   
  
   
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
  130 
  MAERIS SUNSHINE 
  15th level druid (Circle of the Land subclass) 
  Medium humanoid (wood elf), chaotic evil 
  Armor Class 12 (16 with barkskin) 
  Hit Points 89 (15d8) 
  Speed 35 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  9 (-1) 
  15 (+2) 
  10 (+0) 
  5 (-3) 
  19 (+4) 
  16 (+3) 
  Saving Throws Int +2, Wis +9 
  Skills Insight +9, Perception +9, Persuasion +8, Stealth +6 
  Senses darkvision 60 ft., passive Perception 19 
  Languages Common, Elvish, Gnomish 
  Challenge 10 (5,900 XP) 
  Combat Wild Shape. She can use a bonus action to use Wild 
  Shape and use a bonus action to regain 1d8 hit points per level of 
  the spell slot expended.    
  Fey Ancestry. She has advantage on saving throws against being 
  charmed, and magic can’t put her to sleep. 
  Mask of the Wild. Can attempt to hide even when she is only 
  lightly obscured by foliage, heavy rain, falling snow, mist, and 
  other natural phenomena. 
  Primal Strike. Attacks in beast form count as magical attacks.  
  Spellcasting. Maeris is a 15th level druid. Her spellcasting ability 
  is Wisdom (spell save DC 17, +9 to hit with spell attacks).  
  Cantrips. (at will): mending, poison spray, resistance, thorn whip 
  1st level. (4 slots): charm person, entangle, fog cloud, 
  thunderwave 
  2nd level. (3 slots): barkskin, moonbeam, pass without trace 
  3rd level. (3 slots): dispel magic, meld into stone, water walk 
  4th level. (3 slots): freedom of movement, giant insect, ice storm 
  5th level. (2 slots): contagion, scrying 
  6th level. (1 slot): sunbeam 
  7th level. (1 slot): mirage arcane 
  8th level. (1 slot): sunburst 
  Wild Shape. She can use a bonus action to assume the shape of a 
  CR 4 or less beast for 3 hours. Can use twice, resets w/rest. 
  Actions 
  +1 Quarterstaff. Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  target. Hit: 4 (1d8) bludgeoning damage. 
   
   
  NPC BIO 
   
  Personality Maeris is a foul-mouthed, angry wood elf.    
  Appearance Very skinny wood elf female with long red hair and 
  blue eyes. 5’ 6” 82 lbs. 28 years old 
  Characteristics 
  Ideal. Greed.  
  Bond. Maeris wants to become a rich smuggler.  
  Flaw. She will turn tail and run when things look bad.  
  Background 
  Maeris was a criminal (smuggler). She operates a smuggling gang 
  on a busy river. The river runs through a large, dark forest filled 
  with many kinds of settlements. Her gang includes a crazy 
  sorcerer and several rogues.  
  Equipment 
  backpack, 3 days of rations, dice set, bedroll, quill, bottle of ink, 6 
  pieces of parchment, boots of elvenkind, eversmoking bottle, 
  folding boat, potion of supreme healing, emerald, cloak, 147pp.  
   
   
   
   
   
   
   
   
   
   
   
  
   
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
  131 
  AGNES BATSHAT  
  16th level druid (Circle of the Moon subclass) 
  Medium humanoid (human), neutral evil 
  Armor Class 12 (16 with barkskin) 
  Hit Points 96 (16d8 + 48) 
  Speed 30 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  10 (+0) 
  11 (+0) 
  16 (+3) 
  13 (+1) 
  20 (+5) 
  6 (-2) 
  Saving Throws Int +6, Wis +10 
  Skills History +6, Insight +10, Medicine +10, Religion +6 
  Senses passive Perception 15 
  Languages Common 
  Challenge 11 (7,200 XP) 
  Combat Wild Shape. Agnes can use a bonus action to use Wild 
  Shape and use a bonus action to regain 1d8 hit points per level of 
  the spell slot expended.    
  Fey Ancestry. She has advantage on saving throws against being 
  charmed, and magic can’t put her to sleep. 
  Primal Strike. Attacks in beast form count as magical attacks.  
  Spellcasting. Agnes is a 16th level druid. Her spellcasting ability is 
  Wisdom (spell save DC 18, +10 to hit with spell attacks).  
  Cantrips. (at will): shillelagh, produce flame, resistance, thorn 
  whip 
  1st level. (4 slots): entangle, fog cloud, longstrider, thunderwave 
  2nd level. (3 slots): barkskin, moonbeam, pass without trace 
  3rd level. (3 slots): call lightning, dispel magic, plant growth 
  4th level. (3 slots): blight, conjure woodland beings, polymorph 
  5th level. (2 slots): control winds, maelstrom 
  6th level. (1 slot): wind walk 
  7th level. (1 slot): reverse gravity 
  8th level. (1 slot): earthquake 
  Wild Shape. She can use a bonus action to assume the shape of a 
  CR 4 or less beast for 3 hours. Can use twice, resets w/rest. 
  Actions 
  +3 Greatclub. Melee Weapon Attack: +8 to hit, reach 5 ft., one 
  target. Hit: 7 (1d8 + 3) bludgeoning damage. 
   
   
   
  NPC BIO 
   
  Personality Agnes is working on a grand philosophical theory and 
  loves sharing her ideas.  
  Appearance Bald, old woman with scars on her face. 5’ 8” 166 
  lbs. 64 years old 
  Characteristics 
  Ideal. Power.  
  Bond. Agnes’ isolation gave her great insight into the meaning of 
  life. She’s pretty sure it’s all about power.  
  Flaw. She would risk much to uncover a lost bit of knowledge.   
  Background 
  Agnes was a hermit. She believes power is about controlling 
  others. This druid lives in a swamp and rules the territory around 
  the swamp for miles. Many of the swamp creatures serve her out 
  of fear.  
  Equipment 
  backpack, 2 days of rations, herbalism kit, bedroll, potion of 
  climbing, sovereign glue, sending stones, bloodstone, 2 opals, 
  cloak, 167gp.  
   
   
   
   
   
   
   
   
   
   
   
  
   
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
  132 
  SAM FATFEET 
  17th level druid (Circle of the Land subclass) 
  Small humanoid (lightfoot halfling), chaotic evil 
  Armor Class 12 (16 with barkskin) 
  Hit Points 104 (17d8) 
  Speed 25 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  14 (+2) 
  14 (+2) 
  11 (+0) 
  12 (+1) 
  20 (+5) 
  14 (+2) 
  Saving Throws Int +7, Wis +11 
  Skills Deception +8, Insight +11, Perception +11, Stealth +8 
  Senses passive Perception 21 
  Languages Common, Halfling 
  Challenge 11 (7,200 XP) 
  Brave. Advantage on saves against being frightened. 
  Combat Wild Shape. Sam can use a bonus action to use Wild 
  Shape and use a bonus action to regain 1d8 hit points per level of 
  the spell slot expended.    
  Halfling Nimbleness. Can move through the space of any 
  creature that is larger. 
  Lucky. Can reroll any 1s.  
  Naturally Stealthy. Can attempt to hide even when only 
  obscured by a creature that is at least one size larger.  
  Primal Strike. Attacks in beast form count as magical attacks.  
  Spellcasting. Sam is a 17th level druid. His spellcasting ability is 
  Wisdom (spell save DC 19, +11 to hit with spell attacks).  
  Cantrips. (at will): shillelagh, poison spray, resistance, thorn whip 
  1st level. (4 slots): charm person, entangle, fog cloud, 
  thunderwave 
  2nd level. (3 slots): barkskin, moonbeam, pass without trace 
  3rd level. (3 slots): conjure animals, sleet storm, wind wall  
  4th level. (3 slots): blight, conjure woodland beings, polymorph 
  5th level. (2 slots): contagion, scrying 
  6th level. (1 slot): conjure fey 
  7th level. (1 slot): regenerate 
  8th level. (1 slot): feeblemind 
  9th level. (1 slot): shapechange 
  Wild Shape. He can use a bonus action to assume the shape of a 
  CR 4 or less beast for 3 hours. Can use twice, resets w/rest. 
  Actions 
  +2 Quarterstaff. Melee Weapon Attack: +10 to hit, reach 5 ft., 
  one target. Hit: 8 (1d8 + 4) bludgeoning damage. 
   
  NPC BIO 
   
  Personality Sam is friendly and outgoing.  
  Appearance Overweight halfling with curly brown hair and brown 
  eyes. 3’ 1” 53 lbs. 28 years old 
  Characteristics 
  Ideal. Greed.  
  Bond. Sam is close to his brother.  
  Flaw. His temper can boil over at times.   
  Background 
  Sam was a criminal (fence). Anyone knows that Sam is the one to 
  get rid of stolen items. The local Thieves’ Guild visits his forest 
  community all the time. Sam lives in a large forest manor and 
  enjoys his life of luxury.  
  Equipment 
  backpack, 4 days of rations, herbalism kit, bedroll, quill, bottle of 
  ink, 6 pieces of parchment, potion of greater healing, hat of 
  disguise, boots of levitation, cloak, 4563gp (in manor), 198gp. 
   
   
   
   
   
   
   
   
   
   
   
   
  
   
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
  133 
  SHARAE SHAREE 
  18th level druid (Circle of the Moon subclass) 
  Medium humanoid (half-elf), chaotic evil 
  Armor Class 12 (16 with barkskin) 
  Hit Points 111 (18d8 + 18) 
  Speed 30 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  15 (+2) 
  14 (+2) 
  12 (+1) 
  15 (+2) 
  20 (+5) 
  7 (-2) 
  Saving Throws Int +8, Wis +11 
  Skills Athletics +8, Insight +11, Perception +11, Survival +11 
  Senses darkvision 60 ft., passive Perception 21 
  Languages Common, Elvish, Sylvan 
  Challenge 12 (8,400 XP) 
  Combat Wild Shape. She can use a bonus action to use Wild 
  Shape and use a bonus action to regain 1d8 hit points per level of 
  the spell slot expended.    
  Fey Ancestry. She has advantage on saving throws against being 
  charmed, and magic can’t put her to sleep. 
  Primal Strike. Attacks in beast form count as magical attacks.  
  Spellcasting. Sharae is a 18th level druid. Her spellcasting ability 
  is Wisdom (spell save DC 19, +11 to hit with spell attacks).  
  Cantrips. (at will): shillelagh, poison spray, resistance, thorn whip 
  1st level. (4 slots): charm person, entangle, fog cloud, 
  thunderwave 
  2nd level. (3 slots): barkskin, moonbeam, pass without trace 
  3rd level. (3 slots): call lightning, dispel magic, feign death 
  4th level. (3 slots): hallucinatory terrain, polymorph, stone shape 
  5th level. (3 slots): contagion, scrying, tree stride 
  6th level. (1 slot): wall of thorns 
  7th level. (1 slot): mirage arcane 
  8th level. (1 slot): control weather 
  9th level. (1 slot): storm of vengeance 
  Wild Shape. She can use a bonus action to assume the shape of a 
  CR 4 or less beast for 3 hours. Can use twice, resets w/rest. 
  Actions 
  +2 Quarterstaff. Melee Weapon Attack: +10 to hit, reach 5 ft., 
  one target. Hit: 8 (1d8 + 4) bludgeoning damage. 
   
   
   
  NPC BIO 
   
  Personality Sharae is a loud, obnoxious individual.   
  Appearance Half-elf female with light-brown hair and brown 
  eyes. 5’ 10” 145 lbs. 33 years old 
  Characteristics 
  Ideal. Change.  
  Bond. Sharae feels it is her duty to provide children to sustain her 
  village.   
  Flaw. There’s no room for caution in a life lived to the fullest.  
  Background 
  Sharae was an outlander (guide). She led many groups of 
  strangers through her forest. She grew angry about the visitors’ 
  treatment of the wilderness. This druid now wanders the 
  woodlands, driving any newcomers out.  
  Equipment 
  backpack, 3 days of rations, herbalism kit, bedroll, potion of 
  gaseous form, orb of time1, cloak, 87gp.  
   
   
   
   
   
   
   
   
   
   
   
  
   
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
  134 
  BALDUR GREENBEARD 
  19th level druid (Circle of the Land subclass) 
  Medium humanoid (hill dwarf), neutral evil 
  Armor Class 12 (16 with barkskin) 
  Hit Points 122 (19d8 + 57) 
  Speed 25 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  10 (+0) 
  11 (+0) 
  16 (+3) 
  18 (+4) 
  20 (+5) 
  11 (+0) 
  Saving Throws Int +10, Wis +11 
  Skills History +10, Insight +11, Persuasion +6, Religion +10 
  Senses darkvision 60 ft., passive Perception 15 
  Languages Common, Dwarvish 
  Challenge 12 (8,400 XP) 
  Combat Wild Shape. Baldur can use a bonus action to use Wild 
  Shape and use a bonus action to regain 1d8 hit points per level of 
  the spell slot expended.    
  Dwarven Resilience. He has advantage on saves against poison, 
  and resistance against poison damage.   
  Primal Strike. Attacks in beast form count as magical attacks.  
  Spellcasting. Baldur is a 19th level druid. His spellcasting ability is 
  Wisdom (spell save DC 19, +11 to hit with spell attacks).  
  Cantrips. (at will): shillelagh, poison spray, resistance, thorn whip 
  1st level. (4 slots): charm person, entangle, fog cloud, 
  thunderwave 
  2nd level. (3 slots): barkskin, beast sense, flame blade 
  3rd level. (3 slots): call lightning, dispel magic, meld into stone 
  4th level. (3 slots): blight, polymorph, stone shape 
  5th level. (3 slots): commune with nature, conjure elemental, wall 
  of stone 
  6th level. (2 slots): move earth, wind walk 
  7th level. (1 slot): fire storm 
  8th level. (1 slot): earthquake 
  9th level. (1 slot): shapechange 
  Wild Shape. He can use a bonus action to assume the shape of a 
  CR 4 or less beast for 3 hours. Can use twice, resets w/rest. 
  Actions 
  +3 Quarterstaff. Melee Weapon Attack: +9 to hit, reach 5 ft., one 
  target. Hit: 7 (1d8 + 3) bludgeoning damage. 
   
   
  NPC BIO 
   
  Personality Baldur is full of witty aphorisms.  
  Appearance Old hill dwarf male with gray hair, a gray beard, and 
  blue eyes. 4’ 0” 173 lbs. 347 years old 
  Characteristics 
  Ideal. Greed. 
  Bond. Baldur owes everything to his mentor.  
  Flaw. He is inflexible in his thinking.  
  Background 
  Baldur was a noble. He was a rich dwarf with a close bond to the 
  dwarf king. However, he was framed for a crime and thrown out 
  of the kingdom. This turned him to the dark side and he wanders 
  the mountains attacking any members of the dwarf race.  
  Equipment 
  backpack, 5 days of rations, signet ring, bedroll, potion of 
  supreme healing, universal solvent, cloak, 134pp.  
   
   
   
   
   
   
   
   
   
   
   
   
  
   
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
  135 
  ISABELLA STORM 
  20th level druid (Circle of the Moon subclass) 
  Medium humanoid (human), chaotic evil 
  Armor Class 12 (16 with barkskin) 
  Hit Points 125 (20d8) 
  Speed 30 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  15 (+2) 
  16 (+3) 
  12 (+1) 
  11 (+0) 
  20 (+5) 
  17 (+3) 
  Saving Throws Int +6, Wis +11 
  Skills Insight +11, Religion +6, Sleight of Hand +9, Stealth +9 
  Senses passive Perception 15 
  Languages Common, Elvish 
  Challenge 13 (10,000 XP) 
  Combat Wild Shape. Isabella can use a bonus action to use Wild 
  Shape and use a bonus action to regain 1d8 hit points per level of 
  the spell slot expended.    
  Primal Strike. Attacks in beast form count as magical attacks.  
  Spellcasting. Isabella is a 20th level druid. Her spellcasting ability 
  is Wisdom (spell save DC 19, +11 to hit with spell attacks).  
  Cantrips. (at will): druidcraft, guidance, mending, thorn whip 
  1st level. (4 slots): charm person, entangle, fog cloud, 
  thunderwave 
  2nd level. (3 slots): barkskin, flaming sphere, spike growth 
  3rd level. (3 slots): call lightning, dispel magic, wind wall 
  4th level. (3 slots): blight, conjure woodland beings, ice storm 
  5th level. (3 slots): insect plague, scrying, tree stride 
  6th level. (2 slots): conjure fey, wall of thorns 
  7th level. (2 slots): plane shift, reverse gravity 
  8th level. (1 slot): control weather 
  9th level. (1 slot): storm of vengeance 
  Wild Shape. She can use a bonus action to assume the shape of a 
  CR 4 or less beast for 3 hours. Can use twice, resets w/rest. 
  Actions 
  +3 Quarterstaff. Melee Weapon Attack: +11 to hit, reach 5 ft., 
  one target. Hit: 9 (1d8 + 5) bludgeoning damage. 
   
   
   
   
  NPC BIO 
   
  Personality Isabella has a crude sense of humor.  
  Appearance Pretty woman with medium-length brown hair and 
  hazel eyes. 5’ 6” 129 lbs. 36 years old 
  Characteristics 
  Ideal. Power. 
  Bond. Isabella robbed a famous noble to escape from her life of 
  poverty.  
  Flaw. She has trouble trusting her allies.   
  Background 
  Isabella was an urchin. When she was younger she stole a great 
  deal of gold and joined the noble class in a large city. She left the 
  city and built an enormous castle in the woods. From there she 
  has gained more and more power. The ambitious druid plans to 
  take over the entire kingdom.  
  Equipment 
  backpack, 6 days of rations, herbalism kit, dice set, bedroll, staff 
  of the woodlands, bag of tricks (rust), potion of supreme healing, 
  ring of father falling, portable hole, cloak, 10412gp (in castle), 
  176pp.  
   
   
   
   
   
   
   
   
   
   
  
   
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
  136 
  LAURAE IMMERAE 
  13th level fighter (Cavalier subclass) 
  Medium humanoid (half-elf), chaotic evil 
  Armor Class 18 (+1 chain mail) 
  Hit Points 112 (13d10 + 52) 
  Speed 30 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  9 (-1) 
  16 (+3) 
  18 (+4) 
  8 (-2) 
  10 (+0) 
  16 (+3) 
  Saving Throws Str +4, Con +9 
  Skills Acrobatics +8, Intimidation +8, Perception +5, Performance 
  =8  
  Senses darkvision 60 ft., passive Perception 15 
  Languages Common, Elvish 
  Challenge 8 (3,900 XP) 
  Action Surge. She can take an additional action. She must rest to 
  regain this feature.  
  Born to the Saddle. Will has advantage on saving throws made to 
  avoid falling off his mount. If she falls off his mount and descend 
  no more than 10’, he can land on his feet if she’s not 
  incapacitated. Finally, mounting or dismounting a creature costs 
  him only 5’ of movement, rather than half his speed.  
  Hold the Line. Creatures provoking an opportunity attack from 
  him when they move 5 feet or more while within his reach, and if 
  he hits a creature with an opportunity attack, the target’s speed 
  is reduced to 0 until the end of the current turn. Fey Ancestry. 
  She has advantage on saving throws against being charmed, and 
  magic can’t put her to sleep.  
  Indomitable. She can reroll a saving throw he fails.    
  Improved Critical. A 19 on a weapon attack is also a critical hit. 
  Remarkable Athlete. She can add +2 to any Strength, Dexterity, 
  or Constitution check she makes that doesn’t already use her 
  proficiency bonus. In addition, when she makes a running jump, 
  can jump an extra 4 feet.  
  Second Wind. She can use a bonus action to regain 1d10 + 13 hit 
  points. She must rest to regain this feature. 
  Unwavering Mark. When he hits a creature with a melee weapon 
  attack, he can mark the creature until the end of his next turn. 
  This effect ends early if he is incapacitated or he dies or if 
  someone else marks the creature. While it is within 5’ of him, a 
  creature marked by him has disadvantage on any attack roll that 
  doesn’t target him. In addition, if a creature marked by him deals 
  damage to anyone other than him, he can make a special melee 
  weapon attack against the marked creature as a bonus action on 
  his next turn. He has advantage on the attack roll, and if it hits, 
  the attack’s weapon damage deal 4 extra hit points damage. 
  Regardless of the number of creatures he marks, he can make 
  this special attack 3 times, and resets feature after a long rest.    
   
   
  Actions 
  Multiattack. Laurae makes three melee attacks or one ranged 
  attack.   
  +2 Shortsword. Melee Weapon Attack: +10 to hit, reach 5 ft., one 
  target. Hit: 8 (1d6 + 5) piercing damage.  
  +1 Heavy Crossbow. Ranged Weapon Attack: +9 to hit, range 
  100/400 ft., one target. Hit: 9 (1d10 + 4) piercing damage. 
  Reactions 
  Warding Maneuver. If Will or a creature he can see within 5’ of 
  him is hit by an attack, he can roll a 1d8 as a reaction if he is 
  wielding a melee weapon or a shield. Roll the die, and add the 
  number rolled to the target’s AC against the attack. If the attack 
  still hits, the target has resistance against the attack’s damage. He 
  can use this feature 3 times and resets with a long rest. 
   
  NPC BIO 
   
  Personality Laurae knows a story relevant to almost every 
  situation.  
  Appearance Short half-elf female with long black hair and brown 
  eyes. 5’ 4” 100 lbs. 31 years old 
  Characteristics 
  Ideal. Freedom.  
  Bond. She would do anything for the members of her old troupe. 
  Flaw. Laurae would kill to acquire a noble title.  
  Background 
  Laurae was an entertainer (musician). She was part of an 
  unsuccessful troupe who traveled the land. The negative reviews 
  affected her dreadfully and her heart turned cold.  
  Equipment 
  backpack, 3 days of rations, disguise kit, tinderbox, bedroll, 
  crossbow case, 15 crossbow bolts, saddle of the cavalier, sending 
  stones, ring of invisibility, horn of silent alarm1, cloak, 123gp. 
  Mount 
  warhorse  
   
   
  
   
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
  137 
  MAUG 
  14th level fighter (Champion subclass) 
  Medium humanoid (half-orc), chaotic evil 
  Armor Class 19 (plate) 
  Hit Points 114 (14d10 + 56) 
  Speed 30 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  20 (+5) 
  12 (+1) 
  18 (+4) 
  9 (-1) 
  6 (-2) 
  9 (-1) 
  Saving Throws Str +10, Con +9 
  Skills Animal Handling +3, Athletics +10, Deception +4, 
  Intimidation +4, Stealth +6 
  Senses darkvision 60 ft., passive Perception 8 
  Languages Common, Orc 
  Challenge 9 (5,000 XP) 
  Action Surge. He can take an additional action. He must rest to 
  regain this feature.  
  Indomitable. He can reroll a saving throw he fails.    
  Improved Critical. A 19 on a weapon attack is also a critical hit. 
  Remarkable Athlete. He can add +2 to any Strength, Dexterity, or 
  Constitution check he makes that doesn’t already use his 
  proficiency bonus. In addition, when he makes a running jump, 
  can jump an extra 4 feet.  
  Relentless Endurance. When he is reduced to 0 hit points but not 
  killed outright, he can drop to 1 hit point instead. He can’t use 
  this feature again until he finishes a long rest.  
  Savage Attacks. When he scores a critical hit with a melee 
  weapon attack, he can roll one of the weapon’s damage dice one 
  additional time and add it to the extra damage of the critical hit. 
  Second Wind. He can use a bonus action to regain 1d10 + 14 hit 
  points. He must rest to regain this feature. 
  Actions 
  Multiattack. Maug makes three melee attacks or one ranged 
  attack.   
  +2 Greatsword. Melee Weapon Attack: +12 to hit, reach 5 ft., one 
  target. Hit: 14 (2d6 + 7) slashing damage.  
  +1 Heavy Crossbow. Ranged Weapon Attack: +9 to hit, range 
  100/400 ft., one target. Hit: 7 (1d10 + 2) piercing damage. 
   
   
   
   
   
  NPC BIO 
   
  Personality Maug is an unintelligent, crude warrior.  
  Appearance Bald male half-orc. 6’ 6” 256 lbs. 25 years old 
  Characteristics 
  Ideal. Might.  
  Bond. He is obsessed with his sword.  
  Flaw. Maug has terrible instincts.  
  Background 
  Maug was a criminal (enforcer). He has been a violent bully all of 
  his life. This fighter now works for a dark knight and does his 
  bidding.  
  Equipment 
  backpack, 5 days of rations, disguise kit, thieves’ tools, tinderbox, 
  bedroll, crossbow case, 20 +2 crossbow bolts, chime of opening, 
  gem of seeing, Quaal’s feather token, cloak, 188gp.  
   
   
   
   
   
   
   
   
   
   
   
   
  
   
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
  138 
  SIMON THE BAD 
  15th level fighter (Champion subclass) 
  Medium humanoid (human), chaotic evil 
  Armor Class 20 (+1 plate) 
  Hit Points 123 (15d10 + 45) 
  Speed 30 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  18 (+4) 
  15 (+2) 
  16 (+3) 
  12 (+1) 
  10 (+0) 
  12 (+1) 
  Saving Throws Str +9, Con +8 
  Skills Athletics +9, Insight +5, Perception +5, Survival +5 
  Senses passive Perception 15 
  Languages Common 
  Challenge 10 (5,900 XP) 
  Action Surge. He can take an additional action. He must rest to 
  regain this feature.  
  Indomitable. He can reroll a saving throw he fails.    
  Improved Critical. A 19 on a weapon attack is also a critical hit. 
  Remarkable Athlete. He can add +2 to any Strength, Dexterity, or 
  Constitution check he makes that doesn’t already use his 
  proficiency bonus. In addition, when he makes a running jump, 
  can jump an extra 4 feet.  
  Second Wind. He can use a bonus action to regain 1d10 + 15 hit 
  points. He must rest to regain this feature. 
  Actions 
  Multiattack. Simon the Bad makes three melee attacks or one 
  ranged attack.   
  +2 Greatsword. Melee Weapon Attack: +12 to hit, reach 5 ft., one 
  target. Hit: 14 (2d6 + 7) slashing damage.  
  +1 Heavy Crossbow. Ranged Weapon Attack: +10 to hit, range 
  100/400 ft., one target. Hit: 8 (1d10 + 3) piercing damage. 
   
   
   
   
   
   
   
   
  NPC BIO 
   
  Personality Simon the Bad is a cunning, sly warrior.  
  Appearance Young man with long blonde hair and greenish-blue 
  eyes. 6’ 3” 211 lbs. 25 years old 
  Characteristics 
  Ideal. Greed.  
  Bond. He is very close to his brother.  
  Flaw. Simon is a sucker for a pretty face.  
  Background 
  Simon the Bad was an outlander (bounty hunter). He and twin his 
  brother grew up in a tiny mountain village. Now the two of them 
  live in a keep in those same mountains with their small army. He 
  is a nasty individual but not nearly as bad as his brother, he is just 
  the worst.  
  Equipment 
  backpack, 4 days of rations, disguise kit, thieves’ tools, 3 torches, 
  tinderbox, bedroll, crossbow case, 17 +2 crossbow bolts, bag of 
  holding, rope of climbing, gem of seeing, potion of speed, cloak, 
  108pp.  
  Mount 
  warhorse  
   
   
   
   
   
   
   
   
   
  
   
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
  139 
   
  SIMON THE WORST 
  16th level fighter (Champion subclass) 
  Medium humanoid (human), chaotic evil 
  Armor Class 20 (+1 plate) 
  Hit Points 127 (16d10 + 64) 
  Speed 30 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  18 (+4) 
  12 (+1) 
  18 (+4) 
  11 (+0) 
  14 (+2) 
  9 (-1) 
  Saving Throws Str +9, Con +9 
  Skills Athletics +9, Insight +7, Perception +7, Survival +7 
  Senses passive Perception 17 
  Languages Common 
  Challenge 11 (7,200 XP) 
  Action Surge. He can take an additional action. He must rest to 
  regain this feature.  
  Indomitable. He can reroll a saving throw he fails.    
  Improved Critical. A 19 on a weapon attack is also a critical hit. 
  Remarkable Athlete. He can add +2 to any Strength, Dexterity, or 
  Constitution check he makes that doesn’t already use his 
  proficiency bonus. In addition, when he makes a running jump, 
  can jump an extra 4 feet.  
  Second Wind. He can use a bonus action to regain 1d10 + 16 hit 
  points. He must rest to regain this feature. 
  Actions 
  Multiattack. Simon the Worst makes three melee attacks or one 
  ranged attack.   
  +2 Greatsword. Melee Weapon Attack: +11 to hit, reach 5 ft., one 
  target. Hit: 14 (2d6 + 7) slashing damage.  
  +1 Heavy Crossbow. Ranged Weapon Attack: +9 to hit, range 
  100/400 ft., one target. Hit: 6 (1d10 + 1) piercing damage. 
   
   
   
   
   
   
   
   
  NPC BIO 
   
  Personality Simon the Worst is a bold, brash warrior.  
  Appearance Young man with long blonde hair and greenish-blue 
  eyes. 6’ 3” 211 lbs. 25 years old 
  Characteristics 
  Ideal. Power. 
  Bond. He is very close to his brother.  
  Flaw. Simon thinks he’s smarter than he is. 
  Background 
  Simon the Worst was an outlander (bounty hunter). His brother is 
  pretty bad, but Simon the Worst is even worse. He is the leader 
  of their small army. They raid caravans and nearby settlements 
  from their headquarters, a small keep.  
  Equipment 
  backpack, 3 days of rations, 3 torches, tinderbox, bedroll, 
  crossbow case, 20 +2 crossbow bolts, driftglobe, ring of warmth, 
  potion of supreme healing, cloak, 16786gp (in keep), 199pp.  
  Mount 
  warhorse  
   
   
   
   
   
   
   
   
   
  
   
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
  140 
  TORZAK BONECRUSHER 
  17th level fighter (Champion subclass) 
  Medium humanoid (goliath), chaotic evil 
  Armor Class 19 (plate) 
  Hit Points 134 (17d10 + 68) 
  Speed 30 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  20 (+5) 
  11 (+0) 
  18 (+4) 
  10 (+0) 
  10 (+0) 
  6 (-2) 
  Saving Throws Str +11, Con +10 
  Skills Athletics +11, Sleight of Hand +6, Stealth +6, Survival +6 
  Senses passive Perception 10 
  Languages Common, Giant 
  Challenge 11 (7,200 XP) 
  Action Surge. He can take an additional action. He must rest to 
  regain this feature.  
  Indomitable. He can reroll a saving throw he fails.    
  Improved Critical. A 19 on a weapon attack is also a critical hit. 
  Mountain Born. Torzak is acclimated to high altitude, including 
  elevations above 20,000 feet. He’s also naturally adapted to cold 
  climates. 
  Natural Athlete. He has proficiency in the Athletics skill.  
  Powerful Build. He counts as one size larger when determining 
  his carrying capacity and the weight he can push, drag, or lift.  
  Remarkable Athlete. He can add +2 to any Strength, Dexterity, or 
  Constitution check he makes that doesn’t already use his 
  proficiency bonus. In addition, when he makes a running jump, 
  can jump an extra 4 feet.  
  Second Wind. He can use a bonus action to regain 1d10 + 17 hit 
  points. He must rest to regain this feature. 
  Stone’s Endurance. Torzak can focus himself to occasionally shrug 
  off injury. When he takes damage, he can use his reaction to roll 
  a d12. He then reduces the damage by that amount. After he uses 
  this trait, he can’t use it again until he finishes a short or long 
  rest.  
  Actions 
  Multiattack. Torzak makes three melee attacks or one ranged 
  attack.   
  +2 Warhammer. Melee Weapon Attack: +13 to hit, reach 5 ft., 
  one target. Hit: 12 (1d10 + 7) slashing damage.  
  +2 Heavy Crossbow. Ranged Weapon Attack: +10 to hit, range 
  100/400 ft., one target. Hit: 7 (1d10 + 2) piercing damage. 
   
   
  NPC BIO 
   
  Personality Torzak loves to brawl.  
  Appearance Bald goliath with gray eyes. 7’ 2” 266 lbs. 34 years 
  old 
  Characteristics 
  Ideal. Might.  
  Bond. He is wants to rule the kingdom.  
  Flaw. Torzak has trouble keeping his true feelings hidden.  
  Background 
  Torzak was an urchin. He grew up in a poor village on the border. 
  He fought his way out of the village and began to work for a 
  wealthy necromancer. He lives in a dungeon with the vile 
  spellcaster and numerous minions.  
  Equipment 
  backpack, 3 days of rations, disguise kit, 3 torches, tinderbox, 
  bedroll, crossbow case, 20 +3 crossbow bolts, sending stones, 
  potion of greater healing, cloak, 18999gp (in dungeon), 205pp.  
  Mount 
  wyvern  
   
   
   
   
   
   
   
   
   
   
  
   
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
  141 
  BRAAK 
  18th level fighter (Champion subclass) 
  Medium humanoid (half-orc), chaotic evil 
  Armor Class 21 (+2 plate) 
  Hit Points 140 (18d10 + 54) 
  Speed 30 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  20 (+5) 
  12 (+1) 
  17 (+3) 
  16 (+3) 
  10 (+0) 
  9 (-1) 
  Saving Throws Str +11, Con +9 
  Skills Athletics +11, Insight +6, Intimidation +5, Perception +6, 
  Survival +6 
  Senses darkvision 60 ft., passive Perception 16 
  Languages Common, Orc 
  Challenge 12 (8,400 XP) 
  Action Surge. He can take an additional action. He must rest to 
  regain this feature.  
  Indomitable. He can reroll a saving throw he fails.    
  Improved Critical. A 19 on a weapon attack is also a critical hit. 
  Relentless Endurance. When he is reduced to 0 hit points but not 
  killed outright, he can drop to 1 hit point instead. He can’t use 
  this feature again until he finishes a long rest.  
  Remarkable Athlete. He can add +2 to any Strength, Dexterity, or 
  Constitution check he makes that doesn’t already use his 
  proficiency bonus. In addition, when he makes a running jump, 
  can jump an extra 4 feet.  
  Savage Attacks. When he scores a critical hit with a melee 
  weapon attack, he can roll one of the weapon’s damage dice one 
  additional time and add it to the extra damage of the critical hit. 
  Second Wind. He can use a bonus action to regain 1d10 + 18 hit 
  points. He must rest to regain this feature. 
  Actions 
  Multiattack. Braak makes three melee attacks or three ranged 
  attacks.   
  +3 Greatsword. Melee Weapon Attack: +14 to hit, reach 5 ft., one 
  target. Hit: 15 (2d6 + 8) slashing damage.  
  +1 Longbow. Ranged Weapon Attack: +10 to hit, range 150/600 
  ft., one target. Hit: 6 (1d8 + 2) piercing damage. 
   
   
   
   
   
  NPC BIO 
   
  Personality Braak is an intelligent, well-spoken warrior.  
  Appearance Male half-orc with black hair and gray eyes. 6’ 2” 238 
  lbs. 32 years old 
  Characteristics 
  Ideal. Glory.  
  Bond. His tribe is the most important thing in the world to him.   
  Flaw. Braak believes he can think his way out of any situation.  
  Background 
  Braak was a sailor. He has returned from his adventures a rich 
  man. Braak has built a large keep on the coast and bought a small 
  army. He plans to take the surrounding settlements by force.  
  Equipment 
  backpack, 3 days of rations, 3 torches, tinderbox, bedroll, 
  crossbow case, 19 +2 crossbow bolts, folding boat, Nolzur’s 
  marvelous pigments, saddle of the cavalier, cloak, 9234gp (in 
  keep), 234pp.  
  Mount 
  warhorse  
   
   
   
   
   
   
   
   
   
   
  
   
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
  142 
  HAGRAD BLADEBEARD 
  19th level fighter (Champion subclass) 
  Medium humanoid (mountain dwarf), chaotic evil 
  Armor Class 19 (plate) 
  Hit Points 152 (19d10 + 76) 
  Speed 25 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  20 (+5) 
  10 (+0) 
  20 (+5) 
  11 (+0) 
  10 (+0) 
  14 (+2) 
  Saving Throws Str +11, Con +11 
  Skills Athletics +11, Medicine +6, Perception +6, Religion +6 
  Senses darkvision 60 ft., passive Perception 16 
  Languages Common, Dwarvish 
  Challenge 12 (8,400 XP) 
  Action Surge. He can take an additional action. He must rest to 
  regain this feature.  
  Dwarven Resilience. He has advantage on saves against poison, 
  and resistance against poison damage.   
  Indomitable. He can reroll a saving throw he fails.    
  Improved Critical. A 19 on a weapon attack is also a critical hit. 
  Remarkable Athlete. He can add +2 to any Strength, Dexterity, or 
  Constitution check he makes that doesn’t already use his 
  proficiency bonus. In addition, when he makes a running jump, 
  can jump an extra 4 feet.  
  Second Wind. He can use a bonus action to regain 1d10 + 19 hit 
  points. He must rest to regain this feature. 
  Actions 
  Multiattack. Hagrad makes three melee attacks or three ranged 
  attacks.  
  +3 Greataxe. Melee Weapon Attack: +14 to hit, reach 5 ft., one 
  target. Hit: 14 (1d12 + 8) slashing damage.  
  +1 Longbow. Ranged Weapon Attack: +9 to hit, range 100/400 
  ft., one target. Hit: 5 (1d8 + 1) piercing damage. 
   
   
   
   
   
   
   
  NPC BIO 
   
  Personality Hagrad will never pass up a friendly wager.  
  Appearance Male mountain dwarf with red hair, a red beard, and 
  hazel eyes. 4’ 3” 152 lbs. 115 years old 
  Characteristics 
  Ideal. Power. 
  Bond. He is loyal to his king.  
  Flaw. Hagrad is loyal to an evil king.  
  Background 
  Hagrad was a hermit. He has lived in a small hut by a dark wood 
  for many years. The evil king visits the fighter when he has need 
  of his services. Hagrad’s patron often communicates with him by 
  a sending stone.   
  Equipment 
  backpack, 3 days of rations, herbalism kit, 3 torches, tinderbox, 
  bedroll, quiver, 18 +3 arrows, sending stones, ring of warmth, 
  horn of blasting, cloak, 303pp.  
   
   
   
   
   
   
   
   
   
   
   
   
  
   
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
  143 
  RARGRIM ALDUTH 
  20th level fighter (Champion subclass) 
  Medium humanoid (red dragonborn), chaotic evil 
  Armor Class 20 (+1 plate) 
  Hit Points 224 (20d10 + 100) 
  Speed 30 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  20 (+5) 
  14 (+2) 
  20 (+5) 
  16 (+3) 
  10 (+0) 
  14 (+2) 
  Saving Throws Str +11, Con +11 
  Skills Athletics +11, Animal Handling +6, History +9, Intimidation 
  +8 
  Senses passive Perception 10 
  Languages Common, Draconic 
  Challenge 13 (10,000 XP) 
  Action Surge. He can take an additional action. He must rest to 
  regain this feature.  
  Breath Weapon 1/day. Fire breath. 17 (5d6) fire damage, DC 19 
  Dexterity saving throw. 
  Fire Resistance. Resistance to fire damage.  
  Indomitable. He can reroll a saving throw he fails.    
  Improved Critical. A 19 on a weapon attack is also a critical hit. 
  Remarkable Athlete. He can add +2 to any Strength, Dexterity, or 
  Constitution check he makes that doesn’t already use his 
  proficiency bonus. In addition, when he makes a running jump, 
  can jump an extra 4 feet.  
  Second Wind. He can use a bonus action to regain 1d10 + 20 hit 
  points. He must rest to regain this feature. 
  Actions 
  Multiattack. Rargrim makes four melee attacks or two ranged 
  attacks.   
  +3 Greatsword. Melee Weapon Attack: +14 to hit, reach 5 ft., one 
  target. Hit: 15 (2d6 + 8) slashing damage.  
  +3 Heavy Crossbow. Ranged Weapon Attack: +13 to hit, range 
  100/400 ft., one target. Hit: 10 (1d10 + 5) piercing damage. 
   
   
   
   
   
   
  NPC BIO 
   
  Personality Rargrim is an intelligent, cunning warrior.  
  Appearance Tall red dragonborn male. 6’ 9” 252 lbs. 25 years old 
  Characteristics 
  Ideal. Freedom.  
  Bond. He owes his life to another dragonborn who taught him to 
  live on the street.   
  Flaw. Rargrim is crude and cruel.   
  Background 
  Rargrim was a soldier (officer). He is a worshipper of Tiamat and 
  wants the dragons and the dragonborn to rule the multiverse. 
  Rargrim rides into a battle on the back of a red dragon. His home 
  is a huge mountain fortress. A small army of dragonborn warriors 
  follow his lead.  
  Equipment 
  4 days of rations, 3 torches, tinderbox, bedroll, crossbow case, 20 
  +3 crossbow bolts, bag of holding, ring of resistance, cloak, 
  5133gp (in fortress), 526pp.  
  Mount 
  adult red dragon  
   
   
   
   
   
   
   
   
   
  
   
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
  144 
  YELLOWEYES 
  13th level monk (Way of the Open Hand subclass) 
  Medium humanoid (tabaxi), lawful evil 
  Armor Class 16 
  Hit Points 87 (13d8) 
  Speed 50 ft., climb 20 ft.  
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  17 (+3) 
  18 (+4) 
  10 (+0) 
  9 (-1) 
  14 (+2) 
  11 (+0) 
  Saving Throws Str +8, Dex +9 
  Skills Acrobatics +9, Insight +7, Religion +4, Stealth +9 
  Senses darkvision 60 ft., passive Perception 12 
  Languages Common, Halfling 
  Challenge 8 (3,900 XP) 
  Cats Claws. Climb speed of 20’. In addition, his claws are natural 
  weapons, which he can use to make unarmed strikes. If 
  Yelloweyes hits with them, he does slashing damage equal to 1d4 
  + 3, instead of the bludgeoning damage.  
  Cat’s Talent. Is proficient in the Perception and Stealth skills. 
  Cloak of Shadows. When he is in an area of dim light or darkness, 
  he can use his action to become invisible. He remains invisible 
  until he makes an attack, cast a spell, or are in an area of bright 
  light.  
  Evasion. Able to dodge out of the way of certain area effects. 
  When he is subjected to an effect that allows him to make a 
  Dexterity saving throw to take only half damage, he instead take 
  no damage if he succeeds on the saving throw, and only half 
  damage if he fails.  
  Feline Agility. When he moves on his turn in combat, he can 
  double his speed until the end of the turn. Once he uses this trait, 
  he can’t use it again until he moves 0 feet on one of his turns.  
  Flurry of Blows. 1 ki pt. 2 unarmed strikes/bonus action 
  Ki-Empowered Strike. Unarmed strikes are magical.  
  Patient Defense. He can spend 1 ki point to take the Dodge 
  action as a bonus action.   
  Purity of Body. His mastery of the ki flowing through him makes 
  him immune to disease and poison. 
  Shadow Arts. He can use his ki to duplicate the effects of certain 
  spells. As an action, he can spend 2 ki points to cast darkness, 
  darkvision, pass without trace, or silence, without providing 
  material components. Additionally, he gains the minor illusion 
  cantrip.  
  Shadow Stip. He can step from one shadow into another. When 
  he is in dim light or darkness, as a bonus action he can teleport 
  up to 60’ to an unoccupied space you can see that is also in dim 
  light or darkness. He can then have advantage on the first melee 
  attack he makes before the end of the turn.  
  Step of the Wind. He can spend 1 ki point to take the Disengage 
  or Dash action as a bonus action. 
  Stillness of Mind. Use action to end charmed/frightened effect. 
  Stunning Strike. He can spend 1 ki point to stun. DC 15 
  Constitution saving throw.   
  Actions 
  Multiattack. Yelloweyes makes two attacks.   
  Unarmed Strike. Melee Weapon Attack: +9 to hit, reach 5 ft., one 
  target. Hit: 8 (1d8 + 4) bludgeoning damage.  
  Reactions 
  Deflect Missiles. Can use reaction to deflect or catch a missile and 
  reduce the damage by 1d10 + 17 hit points.     
  Slow Fall. Use reaction to reduce falling damage by 65 hit points. 
   
  NPC BIO 
   
  Personality Yelloweyes never pays attention to the risks in a 
  situation. Never tell him the odds.   
  Appearance Average-size tabaxi male with red fur and yellow 
  eyes. 6’ 4” 220 lbs. 26 years old 
  Characteristics 
  Ideal. Greed.   
  Bond. He aims to be the greatest monk that ever lived.  
  Flaw. Yelloweyes is a risk-taker.  
  Background 
  Yelloweyes was an acolyte. He now belongs to a devil-
  worshipping cult. They operate from a hidden dungeon lair.  
  Equipment 
  backpack, 2 days of rations, 6 darts, thieves’ tools, set of playing 
  cards, tinderbox, bedroll, 50 ft. rope, potion of diminution, 
  manacles, cloak, 84pp.  
  Ki Points 
  13  
  Mount 
  riding horse 
   
  
   
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
  145 
  LANDON HEARN 
  14th level monk (Way of the Shadow subclass) 
  Small humanoid (stout halfling), lawful evil 
  Armor Class 15 
  Hit Points 89 (14d8) 
  Speed 50 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  11 (+0) 
  20 (+5) 
  10 (+0) 
  16 (+3) 
  11 (+0) 
  15 (+2) 
  Saving Throws Str +5, Dex +10 
  Skills Acrobatics +10, Arcana +8, History +8, Stealth +10 
  Senses passive Perception 10 
  Languages Common, Halfling 
  Challenge 9 (5,000 XP) 
  Brave. Advantage on saves against being frightened. 
  Cloak of Shadows. When he is in an area of dim light or darkness, 
  he can use his action to become invisible. He remains invisible 
  until he makes an attack, cast a spell, or are in an area of bright 
  light.  
  Evasion. Able to dodge out of the way of certain area effects. 
  When he is subjected to an effect that allows him to make a 
  Dexterity saving throw to take only half damage, he instead take 
  no damage if he succeeds on the saving throw, and only half 
  damage if he fails.  
  Halfling Nimbleness. Can move through the space of any 
  creature that is larger. 
  Lucky. Can reroll any 1s.  
  Flurry of Blows. 1 ki pt. 2 unarmed strikes/bonus action 
  Ki-Empowered Strike. Unarmed strikes are magical.  
  Patient Defense. He can spend 1 ki point to take the Dodge 
  action as a bonus action.   
  Purity of Body. His mastery of the ki flowing through him makes 
  him immune to disease and poison. 
  Shadow Arts. He can use his ki to duplicate the effects of certain 
  spells. As an action, he can spend 2 ki points to cast darkness, 
  darkvision, pass without trace, or silence, without providing 
  material components. Additionally, he gains the minor illusion 
  cantrip.  
  Shadow Stip. He can step from one shadow into another. When 
  he is in dim light or darkness, as a bonus action he can teleport 
  up to 60’ to an unoccupied space you can see that is also in dim 
  light or darkness. He can then have advantage on the first melee 
  attack he makes before the end of the turn.  
  Step of the Wind. He can spend 1 ki point to take the Disengage 
  or Dash action as a bonus action. 
  Stillness of Mind. Use action to end charmed/frightened effect. 
  Stout Resilience. Has advantage on saving throws against poison, 
  and has resistance against poison damage.  
  Stunning Strike. He can spend 1 ki point to stun. DC 13 
  Constitution saving throw.  
  Actions 
  Multiattack. Landon makes two attacks.   
  Unarmed Strike. Melee Weapon Attack: +10 to hit, reach 5 ft., 
  one target. Hit: 9 (1d8 + 5) bludgeoning damage.  
  Reactions 
  Deflect Missiles. Can use reaction to deflect or catch a missile and 
  reduce the damage by 1d10 + 19 hit points.     
  Slow Fall. Use reaction to reduce falling damage by 70 hit points. 
   
  NPC BIO 
   
  Personality Landon is a cowardly, cruel individual.  
  Appearance Halfling male with long black hair and green eyes. 3’ 
  2” 32 lbs. 49 years old 
  Characteristics 
  Ideal. Greed.   
  Bond. He aims to be the greatest thief that ever lived.  
  Flaw. Landon is a risk-taker.  
  Background 
  Landon was a sage (scribe). He used to be a writer, but turned to 
  a life of crime after writers’ block and poor reviews got to him. He 
  lives in a hidden dungeon under a busy inn. The halfling hoards 
  treasure and hides it in this dark lair.  
   
  Equipment 
  backpack, 2 days of rations, quill, bottle of ink, 4 pieces of 
  parchment, thieves’ tools, set of playing cards, tinderbox, bedroll, 
  50 ft. rope, chime of opening, potion of diminution, potion of 
  supreme healing, manacles, yellow sapphire, 3 garnets, black 
  pearl, jeweled dagger, cloak, 11120gp (in dungeon), 98gp.  
  Ki Points 
  14  
  Mount 
  donkey  
  
   
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
  146 
  ULVAR STONEHANDS 
  15th level monk (Way of the Drunken Master subclass) 
  Medium humanoid (hill dwarf), lawful evil 
  Armor Class 16 
  Hit Points 93 (15d8 + 15) 
  Speed 50 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  13 (+1) 
  18 (+4) 
  12 (+1) 
  16 (+3) 
  14 (+2) 
  11 (+0) 
  Saving Throws Str +6, Dex +9 
  Skills Acrobatics +9, Insight +7, Persuasion +5, Stealth +9 
  Senses darkvision 60 ft., passive Perception 12 
  Languages Common, Dwarvish 
  Challenge 10 (5,900 XP) 
  Cloak of Shadows. When he is in an area of dim light or darkness, 
  he can use his action to become invisible. He remains invisible 
  until he makes an attack, cast a spell, or are in an area of bright 
  light.  
  Dwarven Resilience. He has advantage on saves against poison, 
  and resistance against poison damage.   
  Evasion. Able to dodge out of the way of certain area effects. 
  When he is subjected to an effect that allows him to make a 
  Dexterity saving throw to take only half damage, he instead take 
  no damage if he succeeds on the saving throw, and only half 
  damage if he fails.  
  Flurry of Blows. 1 ki pt. Can do two unarmed strikes as a bonus 
  action. 
  Ki-Empowered Strike. His unarmed strikes are all considered 
  magical attacks.  
  Patient Defense. He can spend 1 ki point to take the Dodge 
  action as a bonus action.   
  Purity of Body. His mastery of the ki flowing through him makes 
  him immune to disease and poison. 
  Shadow Arts. He can use his ki to duplicate the effects of certain 
  spells. As an action, he can spend 2 ki points to cast darkness, 
  darkvision, pass without trace, or silence, without providing 
  material components. Additionally, he gains the minor illusion 
  cantrip.  
  Shadow Stip. He can step from one shadow into another. When 
  he is in dim light or darkness, as a bonus action he can teleport 
  up to 60’ to an unoccupied space you can see that is also in dim 
  light or darkness. He can then have advantage on the first melee 
  attack he makes before the end of the turn.  
  Step of the Wind. He can spend 1 ki point to take the Disengage 
  or Dash action as a bonus action. 
  Stillness of Mind. Can use an action to end charmed/frightened 
  effect. 
  Stunning Strike. He can spend 1 ki point to stun. DC 15 
  Constitution saving throw. 
   
   
  Actions 
  Multiattack. Ulvar makes two attacks.   
  Unarmed Strike. Melee Weapon Attack: +9 to hit, reach 5 ft., one 
  target. Hit: 8 (1d8 + 4) bludgeoning damage.  
  Reactions 
  Deflect Missiles. Can use reaction to deflect or catch a missile and 
  reduce the damage by 1d10 + 19 hit points.     
  Slow Fall. Use reaction to reduce falling damage by 75 hit points. 
   
  NPC BIO 
   
  Personality Ulvar is a snob who looks down on those who can’t 
  appreciate good mead.  
  Appearance Hill dwarf male with red hair, a red beard, and blue 
  eyes. 4’ 4” 220 lbs. 145 years old 
  Characteristics 
  Ideal. Aspiration.    
  Bond. He will return to his guild one day and prove that he is the 
  greatest brewer of them all.  
  Flaw. Ulvar is never satisfied with what he has.   
  Background 
  Ulvar was a guild artisan (brewer). He has a very successful 
  brewery in a port town. When he’s not brewing mead, he 
  partners with a nasty gang who raid nearby settlements. This 
  gang includes a wizard, two fighters, and a rogue.  
  Equipment 
  backpack, 2 days of rations, brewer’s tools, thieves’ tools, 
  tinderbox, bedroll, 50 ft. rope, Nolzur’s marvelous pigments, 
  potion of diminution, manacles, pair of engraved dice, cloak, 
  120pp  
  Ki Points 
  15 
   
   
   
  
   
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
  147 
  VARG 
  16th level monk (Way of the Shadow subclass) 
  Medium humanoid (half-orc), lawful evil 
  Armor Class 17 
  Hit Points 94 (16d8) 
  Speed 55 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  17 (+3) 
  19 (+4) 
  11 (+0) 
  13 (+1) 
  16 (+3) 
  11 (+0) 
  Saving Throws Str +8, Dex +9 
  Skills Acrobatics +9, Athletics +8, Intimidation +5, Sleight of Hand 
  +9, Stealth +9 
  Senses darkvision 60 ft., passive Perception 13 
  Languages Common, Orc 
  Challenge 11 (7,200 XP) 
  Cloak of Shadows. When he is in an area of dim light or darkness, 
  he can use his action to become invisible. He remains invisible 
  until he makes an attack, cast a spell, or are in an area of bright 
  light.  
  Evasion. Able to dodge out of the way of certain area effects. 
  When he is subjected to an effect that allows him to make a 
  Dexterity saving throw to take only half damage, he instead take 
  no damage if he succeeds on the saving throw, and only half 
  damage if he fails.  
  Flurry of Blows. 1 ki pt. 2 unarmed strikes/bonus action 
  Ki-Empowered Strike. Unarmed strikes are magical.  
  Patient Defense. He can spend 1 ki point to take the Dodge 
  action as a bonus action.   
  Purity of Body. His mastery of the ki flowing through him makes 
  him immune to disease and poison. 
  Relentless Endurance. When he is reduced to 0 hit points but not 
  killed outright, he can drop to 1 hit point instead. He can’t use 
  this feature again until he finishes a long rest.  
  Savage Attacks. When he scores a critical hit with a melee 
  weapon attack, he can roll one of the weapon’s damage dice one 
  additional time and add it to the extra damage of the critical hit. 
  Shadow Arts. He can use his ki to duplicate the effects of certain 
  spells. As an action, he can spend 2 ki points to cast darkness, 
  darkvision, pass without trace, or silence, without providing 
  material components. Additionally, he gains the minor illusion 
  cantrip.  
  Shadow Stip. He can step from one shadow into another. When 
  he is in dim light or darkness, as a bonus action he can teleport 
  up to 60’ to an unoccupied space you can see that is also in dim 
  light or darkness. He can then have advantage on the first melee 
  attack he makes before the end of the turn.  
  Step of the Wind. He can spend 1 ki point to take the Disengage 
  or Dash action as a bonus action. 
  Stillness of Mind. Use action to end charmed/frightened effect. 
  Stunning Strike. He can spend 1 ki point to stun. DC 16 
  Constitution saving throw.  
  Actions 
  Multiattack. Varg makes two attacks.   
  Unarmed Strike. Melee Weapon Attack: +9 to hit, reach 5 ft., one 
  target. Hit: 8 (1d8 + 4) bludgeoning damage.  
  Reactions 
  Deflect Missiles. Can use reaction to deflect or catch a missile and 
  reduce the damage by 1d10 + 20 hit points.     
  Slow Fall. Use reaction to reduce falling damage by 80 hit points. 
   
  NPC BIO 
   
  Personality Varg works hard and plays hard.  
  Appearance Average-size half-orc male with black hair and brown 
  eyes. 6’ 210 lbs. 26 years old 
  Characteristics 
  Ideal. Mastery.  
  Bond. He will always remember his first love.   
  Flaw. His pride will probably lead to his destruction.  
  Background 
  Varg was an urchin. He is a very extroverted character who ends 
  up in the center of the action. Varg thinks highly of himself and 
  lets everyone else know.  
  Equipment 
  backpack, 2 days of rations, 6 black darts, thieves’ tools, set of 
  playing cards, tinderbox, bedroll, 50 ft. rope, potion of 
  diminution, manacles, cloak, 111pp.  
  Ki Points 
  16  
  Mount 
  riding horse  
   
   
  
   
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
  148 
  JARED TANNER 
  17th level monk (Way of the Open Hand subclass) 
  Medium humanoid (human), lawful evil 
  Armor Class 18 
  Hit Points 99 (17d8 + 17) 
  Speed 55 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  17 (+3) 
  20 (+5) 
  12 (+1) 
  10 (+0) 
  16 (+3) 
  11 (+0) 
  Saving Throws Str +9, Dex +11 
  Skills Acrobatics +11, Athletics +9, Perception +9, Stealth +11 
  Senses passive Perception 19 
  Languages Common 
  Challenge 11 (7,200 XP) 
  Cloak of Shadows. When he is in an area of dim light or darkness, 
  he can use his action to become invisible. He remains invisible 
  until he makes an attack, cast a spell, or are in an area of bright 
  light.  
  Evasion. Able to dodge out of the way of certain area effects. 
  When he is subjected to an effect that allows him to make a 
  Dexterity saving throw to take only half damage, he instead take 
  no damage if he succeeds on the saving throw, and only half 
  damage if he fails.  
  Flurry of Blows. 1 ki pt. 2 unarmed strikes/bonus action 
  Ki-Empowered Strike. Unarmed strikes are magical.  
  Patient Defense. He can spend 1 ki point to take the Dodge 
  action as a bonus action.   
  Purity of Body. His mastery of the ki flowing through him makes 
  him immune to disease and poison. 
  Shadow Arts. He can use his ki to duplicate the effects of certain 
  spells. As an action, he can spend 2 ki points to cast darkness, 
  darkvision, pass without trace, or silence, without providing 
  material components. Additionally, he gains the minor illusion 
  cantrip.  
  Shadow Stip. He can step from one shadow into another. When 
  he is in dim light or darkness, as a bonus action he can teleport 
  up to 60’ to an unoccupied space you can see that is also in dim 
  light or darkness. He can then have advantage on the first melee 
  attack he makes before the end of the turn.  
  Step of the Wind. He can spend 1 ki point to take the Disengage 
  or Dash action as a bonus action. 
  Stillness of Mind. Use action to end charmed/frightened effect. 
  Stunning Strike. He can spend 1 ki point to stun. DC 17 
  Constitution saving throw.  
  Actions 
  Multiattack. Jared makes two attacks.   
  Unarmed Strike. Melee Weapon Attack: +11 to hit, reach 5 ft., 
  one target. Hit: 9 (1d8 + 5) bludgeoning damage.  
  Reactions 
  Deflect Missiles. Can use reaction to deflect or catch a missile and 
  reduce the damage by 1d10 + 22 hit points.     
  Slow Fall. Use reaction to reduce falling damage by 85 hit points. 
   
  NPC BIO 
   
  Personality Jared is convinced people are always trying to cheat 
  him.  
  Appearance Young man with long brown hair and gray eyes. 6’ 2” 
  207 lbs. 25 years old 
  Characteristics 
  Ideal. Greed.   
  Bond. It is his duty to protect his students.  
  Flaw. Jared is paranoid.  
  Background 
  Jared was a sailor. He is part of the local Thieves’ Guild. He is loyal 
  to his guild but will also do anything to gain more wealth. He 
  leaves a calling card at each of his robberies, leaving a black dart 
  behind. A number of different factions are looking to bring him to 
  justice.   
  Equipment 
  backpack, 2 days of rations, 6 black darts, thieves’ tools, set of 
  playing cards, tinderbox, bedroll, 50 ft. rope, potion of cloud giant 
  strength, Keoghtom’s ointment, manacles, cloak, 98pp.  
  Ki Points 
  17  
  Mount 
  young black dragon 
   
   
   
   
  
   
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
  149 
  KUMANA 
  18th level monk (Way of the Shadow subclass) 
  Medium humanoid (human), lawful evil 
  Armor Class 18 
  Hit Points 118 (18d8) 
  Speed 60 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  11 (+0) 
  20 (+5) 
  11 (+0) 
  16 (+3) 
  16 (+3) 
  7 (-1) 
  Saving Throws Str +6, Dex +11 
  Skills Acrobatics +11, Athletics +6, Stealth +11, Survival +9 
  Senses passive Perception 13 
  Languages Common, Halfling 
  Challenge 12 (8,400 XP) 
  Cloak of Shadows. When he is in an area of dim light or darkness, 
  he can use his action to become invisible. He remains invisible 
  until he makes an attack, cast a spell, or are in an area of bright 
  light.  
  Evasion. Able to dodge out of the way of certain area effects. 
  When he is subjected to an effect that allows him to make a 
  Dexterity saving throw to take only half damage, he instead take 
  no damage if he succeeds on the saving throw, and only half 
  damage if he fails.  
  Flurry of Blows. 1 ki pt. 2 unarmed strikes/bonus action 
  Ki-Empowered Strike. Unarmed strikes are magical.  
  Patient Defense. He can spend 1 ki point to take the Dodge 
  action as a bonus action.   
  Purity of Body. His mastery of the ki flowing through him makes 
  him immune to disease and poison. 
  Shadow Arts. He can use his ki to duplicate the effects of certain 
  spells. As an action, he can spend 2 ki points to cast darkness, 
  darkvision, pass without trace, or silence, without providing 
  material components. Additionally, he gains the minor illusion 
  cantrip.  
  Shadow Stip. He can step from one shadow into another. When 
  he is in dim light or darkness, as a bonus action he can teleport 
  up to 60’ to an unoccupied space you can see that is also in dim 
  light or darkness. He can then have advantage on the first melee 
  attack he makes before the end of the turn.  
  Step of the Wind. He can spend 1 ki point to take the Disengage 
  or Dash action as a bonus action. 
  Stillness of Mind. Use action to end charmed/frightened effect. 
  Stunning Strike. He can spend 1 ki point to stun. DC 17 
  Constitution saving throw.  
  Actions 
  Multiattack. Kumana makes two attacks.   
  Unarmed Strike. Melee Weapon Attack: +11 to hit, reach 5 ft., 
  one target. Hit: 9 (1d8 + 5) bludgeoning damage.  
  Reactions 
  Deflect Missiles. Can use reaction to deflect or catch a missile and 
  reduce the damage by 1d10 + 23 hit points.     
  Slow Fall. Use reaction to reduce falling damage by 90 hit points. 
   
  NPC BIO 
   
  Personality Kumana will stretch the truth for the sake of a good 
  story.  
  Appearance Handsome young man with long black hair and 
  brown eyes. 5’ 9” 137 lbs. 27 years old 
  Characteristics 
  Ideal. Power.   
  Bond. He is loyal to his evil brotherhood of monks.   
  Flaw. Kumana is a compulsive liar.    
  Background 
  Kumana was an outlander (pilgrim). He worshipped a god of 
  charity for many years and became disillusioned with him. He left 
  that life and joined an evil brotherhood of ambitious monks.  
  Equipment 
  backpack, 2 days of rations, 6 black darts, thieves’ tools, set of 
  playing cards, tinderbox, bedroll, 50 ft. rope, potion of speed, ring 
  of warmth, manacles, cloak, 136gp.  
  Ki Points 
  18 
   
   
   
   
   
   
   
  
   
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
  150 
  PHARLAN VAEL 
  19th level monk (Way of the Open Hand subclass) 
  Medium humanoid (half-elf), lawful evil 
  Armor Class 18 
  Hit Points 119 (19d8 + 19) 
  Speed 60 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  15 (+2) 
  20 (+5) 
  13 (+1) 
  7 (-2) 
  16 (+3) 
  14 (+2) 
  Saving Throws Str +8, Dex +11 
  Skills Acrobatics +11, Athletics +8, Deception +8, Stealth +11 
  Senses darkvision 60 ft., passive Perception 13 
  Languages Common, Elvish 
  Challenge 12 (8,400 XP) 
  Cloak of Shadows. When he is in an area of dim light or darkness, 
  he can use his action to become invisible. He remains invisible 
  until he makes an attack, cast a spell, or are in an area of bright 
  light.  
  Evasion. Able to dodge out of the way of certain area effects. 
  When he is subjected to an effect that allows him to make a 
  Dexterity saving throw to take only half damage, he instead take 
  no damage if he succeeds on the saving throw, and only half 
  damage if he fails.  
  Fey Ancestry. He has advantage on saving throws against being 
  charmed, and magic can’t put him to sleep.  
  Flurry of Blows. 1 ki pt. 2 unarmed strikes/bonus action 
  Ki-Empowered Strike. Unarmed strikes are magical.  
  Patient Defense. He can spend 1 ki point to take the Dodge 
  action as a bonus action.   
  Purity of Body. His mastery of the ki flowing through him makes 
  him immune to disease and poison. 
  Shadow Arts. He can use his ki to duplicate the effects of certain 
  spells. As an action, he can spend 2 ki points to cast darkness, 
  darkvision, pass without trace, or silence, without providing 
  material components. Additionally, he gains the minor illusion 
  cantrip.  
  Shadow Stip. He can step from one shadow into another. When 
  he is in dim light or darkness, as a bonus action he can teleport 
  up to 60’ to an unoccupied space you can see that is also in dim 
  light or darkness. He can then have advantage on the first melee 
  attack he makes before the end of the turn.  
  Step of the Wind. He can spend 1 ki point to take the Disengage 
  or Dash action as a bonus action. 
  Stillness of Mind. Use action to end charmed/frightened effect. 
  Stunning Strike. He can spend 1 ki point to stun. DC 17 
  Constitution saving throw.  
   
  Actions 
  Multiattack. Pharlan makes two attacks.   
  Unarmed Strike. Melee Weapon Attack: +11 to hit, reach 5 ft., 
  one target. Hit: 9 (1d8 + 5) bludgeoning damage.  
  Reactions 
  Deflect Missiles. Can use reaction to deflect or catch a missile and 
  reduce the damage by 1d10 + 24 hit points.     
  Slow Fall. Use reaction to reduce falling damage by 95 hit points. 
   
  NPC BIO 
   
  Personality Pharlan is incredibly slow to trust.  
  Appearance Average-size half-elf male with red hair and green 
  eyes. 6’ 0” 172 lbs. 28 years old 
  Characteristics 
  Ideal. Greed.   
  Bond. He idolizes a legendary criminal.  
  Flaw. Pharlan isn’t the sharpest sword in the armory.  
  Background 
  Pharlan was a criminal (burglar). He has been a thief for most of 
  his life. Now he has become one of the greatest thieves to ever 
  live. However, Pharlan spends gold faster than he can steal it.  
  Equipment 
  backpack, 2 days of rations, 6 black darts, thieves’ tools, set of 
  playing cards, tinderbox, bedroll, 50 ft. rope, potion of supreme 
  healing, deck of illusions, manacles, cloak, 121pp.  
  Ki Points 
  19 
   
   
   
   
  
   
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
  151 
  DAUGON  
  20th level monk (Way of the Shadow subclass) 
  Medium humanoid (human), chaotic evil 
  Armor Class 20 
  Hit Points 136 (20d8 + 20) 
  Speed 60 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  14 (+2) 
  20 (+5) 
  12 (+1) 
  12 (+1) 
  20 (+5) 
  11 (+0) 
  Saving Throws Str +8, Dex +11 
  Skills Acrobatics +11, Deception +6, Insight +11, Stealth +11 
  Senses passive Perception 15 
  Languages Common 
  Challenge 13 (10,000 XP) 
  Cloak of Shadows. When he is in an area of dim light or darkness, 
  he can use his action to become invisible. He remains invisible 
  until he makes an attack, cast a spell, or are in an area of bright 
  light.  
  Evasion. Able to dodge out of the way of certain area effects. 
  When he is subjected to an effect that allows him to make a 
  Dexterity saving throw to take only half damage, he instead takes 
  no damage if he succeeds on the saving throw, and only half 
  damage if he fails.  
  Flurry of Blows. 1 ki pt. 2 unarmed strikes/bonus action 
  Ki-Empowered Strike. Unarmed strikes are magical.  
  Patient Defense. He can spend 1 ki point to take the Dodge 
  action as a bonus action.   
  Purity of Body. His mastery of the ki flowing through him makes 
  him immune to disease and poison. 
  Shadow Arts. He can use his ki to duplicate the effects of certain 
  spells. As an action, he can spend 2 ki points to cast darkness, 
  darkvision, pass without trace, or silence, without providing 
  material components. Additionally, he gains the minor illusion 
  cantrip.  
  Shadow Stip. He can step from one shadow into another. When 
  he is in dim light or darkness, as a bonus action he can teleport 
  up to 60’ to an unoccupied space you can see that is also in dim 
  light or darkness. He can then have advantage on the first melee 
  attack he makes before the end of the turn.  
  Step of the Wind. He can spend 1 ki point to take the Disengage 
  or Dash action as a bonus action. 
  Stillness of Mind. Use action to end charmed/frightened effect. 
  Stunning Strike. He can spend 1 ki point to stun. DC 19 
  Constitution saving throw.  
  Actions 
  Multiattack. Daugon makes two attacks.   
  Unarmed Strike. Melee Weapon Attack: +11 to hit, reach 5 ft., 
  one target. Hit: 9 (1d8 + 5) bludgeoning damage.  
  Reactions 
  Deflect Missiles. Can use reaction to deflect or catch a missile and 
  reduce the damage by 1d10 + 25 hit points.     
  Slow Fall. Use reaction to reduce falling damage by 100 hit 
  points. 
   
  NPC BIO 
   
  Personality Daugon doesn’t pay attention to the risks in a 
  situation. Never tell him the odds.  
  Appearance Bald old man with a red tattoo on his face. 5’ 9” 173 
  lbs. 51 years old 
  Characteristics 
  Ideal. Greed.  
  Bond. Something important was taken from him, and he aims to 
  steal it back.  
  Flaw. When faced with a choice between gold and his friends, 
  he’ll usually choose the gold.  
  Background 
  Daugon was a criminal (hired killer). He came into the world 
  during a storm and that storm hasn’t passed yet! This monk is 
  chaos embodied!  
  Equipment 
  backpack, 2 days of rations, 6 darts, thieves’ tools, set of playing 
  cards, tinderbox, bedroll, rope of climbing, potion of longevity, 
  potion of speed, manacles, cloak, 152pp.  
  Ki Points 
  20 
   
   
   
   
   
  
   
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
  152 
  BREA RALAKIIR 
  13th level paladin (Oathbreaker subclass) 
  Medium humanoid (high elf), chaotic evil 
  Armor Class 20 (+1 plate) 
  Hit Points 107 (13d10 + 13) 
  Speed 30 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  11 (+0) 
  18 (+4) 
  12 (+1) 
  16 (+3) 
  11 (+0) 
  20 (+5) 
  Saving Throws Wis +5, Cha +10 
  Skills Acrobatics +5, Intimidation +10, Perception +5, Performance 
  +10, Persuasion +10 
  Senses darkvision 60 ft., passive Perception 15 
  Languages Common, Elvish, Sylvan 
  Challenge 8 (3,900 XP) 
  Aura of Courage. Any friendly creatures within 10 feet of her can’t 
  be frightened while she is conscious.  
  Aura of Hate. She and any fiends and undead within 10 feet of her 
  have +5 melee weapon damage rolls.  
  Aura of Protection. Whenever Brea or a friendly creature within 
  10 feet of her must make a saving throw, the creature gains a +5 
  bonus to the saving throw. 
  Channel Divinity. Control Undead. As an action, she targets one 
  undead creature she can see within 30 ft. of her. The target must 
  make a Wisdom saving throw. On failed save, the target must 
  obey her for the next 24 hours, or until she uses this option again. 
  An undead whose CR is equal to or greater than her level is 
  immune to this effect. Dreadful Aspect. As an action, she channels 
  the darkest emotions and focuses them into a burst of magical 
  menace. Each creature of her choice within 30 ft. of her must 
  make a Wisdom saving throw if it can see her. On a failed save, the 
  target is frightened of her for 1 minute. If a creature frightened by 
  this effect ends its turn more than 30 ft. away from the paladin, it 
  can attempt another Wisdom save.  
  Divine Health. She is immune to disease.  
  Divine Sense 6/day. She can know the location of any celestial, 
  fiend, or undead within 60 ft.  
  Elf Cantrip. mending cantrip. Intelligence is the spellcasting ability. 
  Fey Ancestry. She has advantage on saving throws against being 
  charmed, and magic can’t put her to sleep.  
  Lay on Hands. She can draw from a pool of 60 hit points to restore 
  hit points, or cure diseases or poisons.  
  Spellcasting. Brea is an 13th level spellcaster. Her spellcasting 
  ability is Charisma (spell save DC 18, +10 to hit with spell attacks).  
  1st level. (4 slots): compelled duel, cure wounds, thunderous smite, 
  wrathful smite 
  2nd level. (3 slots): branding smite, find steed, zone of truth 
  3rd level. (3 slots): blinding smite, dispel magic, elemental weapon 
  4th level. (1 slot): staggering smite 
  Oath spells: animate dead, bestow curse, blight, confusion, crown 
  of madness, darkness, hellish rebuke, inflict wounds 
  Unholy Smite. When she hits a creature, she can expend a spell 
  slot to deal 9 (2d8) necrotic damage. 1d8 for 2nd level spell. 
  Actions 
  Multiattack. Brea makes two attacks. 
  +3 Rapier. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. 
  Hits: 8 (1d8 + 4) piercing damage plus 4 (1d8) necrotic damage. 
   
  NPC BIO 
   
  Personality Brea is vain and self-centered. She gets bitter if she’s 
  not the center of attention.  
  Appearance Very beautiful, young high elf with long red hair and 
  silver eyes. 5’ 10” 107 lbs. 103 years old 
  Characteristics 
  Ideal. Greed. 
  Bond. She wants to be famous, whatever it takes.  
  Flaw. Brea will do anything to win fame and renown.  
  Background 
  Brea was an entertainer (actress). This vain elf has been 
  performing all of her life. She will do anything to get rich. She 
  lives in an elegant manor in the center of a grand city. This anti-
  paladin has surrounded herself with a number of powerful 
  bodyguards.  
  Equipment 
  backpack, 3 days of rations, lyre, tinderbox, potion of fire breath, 
  cloak of the bat, 11733gp (in manor), 105pp.  
  Mount 
  nightmare  
   
   
   
   
  
   
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
  153 
  MYERS MAYERYN 
  14th level paladin (Oathbreaker subclass) 
  Medium humanoid (human), chaotic evil 
  Armor Class 19 (plate) 
  Hit Points 108 (14d10) 
  Speed 30 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  17 (+3) 
  10 (+0) 
  11 (+0) 
  16 (+3) 
  12 (+1) 
  18 (+4) 
  Saving Throws Wis +6, Cha +9 
  Skills Deception +9, Insight +6, Persuasion +9, Sleight of Hand +5 
  Senses passive Perception 11 
  Languages Common, Draconic, Dwarvish 
  Challenge 9 (5,000 XP) 
  Aura of Courage. Any friendly creatures within 10 feet of him 
  can’t be frightened while he is conscious.  
  Aura of Hate. He and any fiends and undead within 10 feet of him 
  have +5 melee weapon damage rolls.  
  Aura of Protection. Whenever Myers or a friendly creature within 
  10 feet of him must make a saving throw, the creature gains a +5 
  bonus to the saving throw. 
  Channel Divinity. Control Undead. As an action, he targets one 
  undead creature he can see within 30 ft. of him. The target must 
  make a Wisdom saving throw. On failed save, the target must 
  obey him for the next 24 hours, or until he uses this option again. 
  An undead whose CR is equal to or greater than his level is 
  immune to this effect. Dreadful Aspect. As an action, he channels 
  the darkest emotions and focuses them into a burst of magical 
  menace. Each creature of his choice within 30 ft. of him must 
  make a Wisdom saving throw if it can see him. On a failed save, 
  the target is frightened of him for 1 minute. If a creature 
  frightened by this effect ends its turn more than 30 ft. away from 
  the paladin, it can attempt another Wisdom save.  
  Divine Health. He is immune to disease.  
  Divine Sense 5/day. He can know the location of any celestial, 
  fiend, or undead within 60 ft.  
  Lay on Hands. He can draw from a pool of 60 hit points to restore 
  hit points, or cure diseases or poisons.  
  Spellcasting. Myers is an 14th level spellcaster. His spellcasting 
  ability is Charisma (spell save DC 17, +9 to hit with spell attacks).  
  1st level. (4 slots): compelled duel, cure wounds, thunderous smite, 
  wrathful smite 
  2nd level. (3 slots): branding smite, find steed, zone of truth 
  3rd level. (3 slots): blinding smite, dispel magic, magic circle 
  4th level. (1 slot): banishment 
  Oath spells: animate dead, bestow curse, blight, confusion, crown 
  of madness, darkness, hellish rebuke, inflict wounds 
  Unholy Smite. When he hits a creature, he can expend a spell slot 
  to deal 9 (2d8) necrotic damage. 1d8 for 2nd level spell.  
  Actions 
  Multiattack. Myers makes two attacks. 
  +3 Longsword. Melee Weapon Attack: +11 to hit, reach 5 ft., one 
  target. Hit: 11 (1d10 + 6) slashing damage plus 4 (1d8) necrotic 
  damage. 
   
  NPC BIO 
   
  Personality Myers is vain and inconsiderate.  
  Appearance Handsome man with short brown hair and hazel 
  eyes. 6’ 0” 188 lbs. 25 years old 
  Characteristics 
  Ideal. Greed.  
  Bond. His is close to his younger brother.  
  Flaw. Myers is too greedy for his own good. He can’t resist taking 
  a risk if there’s money involved.  
  Background 
  Myers was a charlatan. This anti-paladin left his life as a charlatan 
  to become a dark knight. He rules a small city with an iron fist and 
  a company of evil knights.  
  Equipment 
  backpack, 7 days of rations, set of marked playing cards, torch, 
  lyre, disguise kit, small mirror, tinderbox, sending stones, cloak of 
  the manta ray, potion of vitality, 17983gp (in castle), 217pp.  
  Mount 
  young green dragon 
   
   
   
   
   
   
  
   
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
  154 
  VORDEN VARR 
  15th level paladin (Oathbreaker subclass) 
  Medium humanoid (human), chaotic evil 
  Armor Class 20 (+1 plate) 
  Hit Points 114 (15d10 + 30) 
  Speed 30 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  18 (+4) 
  12 (+1) 
  14 (+2) 
  14 (+2) 
  11 (+0) 
  20 (+5) 
  Saving Throws Wis +5, Cha +10 
  Skills Athletics +9, Deception +10, Intimidation +10, Stealth +6 
  Senses passive Perception 10 
  Languages Common, Abyssal 
  Challenge 10 (5,900 XP) 
  Aura of Courage. Any friendly creatures within 10 feet of him 
  can’t be frightened while he is conscious.  
  Aura of Hate. He and any fiends and undead within 10 feet of him 
  have +5 melee weapon damage rolls.  
  Aura of Protection. Whenever Vorden or a friendly creature 
  within 10 feet of him must make a saving throw, the creature 
  gains a +5 bonus to the saving throw. 
  Channel Divinity. Control Undead. As an action, he targets one 
  undead creature he can see within 30 ft. of him. The target must 
  make a Wisdom saving throw. On failed save, the target must 
  obey him for the next 24 hours, or until he uses this option again. 
  An undead whose CR is equal to or greater than his level is 
  immune to this effect. Dreadful Aspect. As an action, he channels 
  the darkest emotions and focuses them into a burst of magical 
  menace. Each creature of his choice within 30 ft. of him must 
  make a Wisdom saving throw if it can see him. On a failed save, 
  the target is frightened of him for 1 minute. If a creature 
  frightened by this effect ends its turn more than 30 ft. away from 
  the paladin, it can attempt another Wisdom save.  
  Divine Health. He is immune to disease.  
  Divine Sense 6/day. He can know the location of any celestial, 
  fiend, or undead within 60 ft.  
  Lay on Hands. He can draw from a pool of 60 hit points to restore 
  hit points, or cure diseases or poisons.  
  Spellcasting. Vorden is an 15th level spellcaster. His spellcasting 
  ability is Charisma (spell save DC 18, +10 to hit with spell attacks).  
  1st level. (4 slots): compelled duel, cure wounds, thunderous smite, 
  wrathful smite 
  2nd level. (3 slots): branding smite, find steed, locate object 
  3rd level. (3 slots): blinding smite, create food and water, dispel 
  magic 
  4th level. (2 slots): locate creature, staggering smite 
  Oath spells: animate dead, bestow curse, blight, confusion, crown 
  of madness, darkness, hellish rebuke, inflict wounds 
  Supernatural Resistance. Resistance to bludgeoning, piercing, and 
  slashing from nonmagical weapons.  
  Unholy Smite. When he hits a creature, he can expend a spell slot 
  to deal 9 (2d8) necrotic damage. 1d8 for 2nd level spell.  
  Actions 
  Multiattack. Vorden makes two attacks. 
  +3 Greataxe. Melee Weapon Attack: +12 to hit, reach 5 ft., one 
  target. Hit: 13 (1d12 + 7) slashing damage plus 4 (1d8) necrotic 
  damage. 
   
  NPC BIO 
   
  Personality Vorden always has a plan for what to do when things 
  go wrong. The plan usually involves him running away.  
  Appearance Good-looking young man with long brown hair and 
  blue eyes. 5’ 10” 172 lbs. 24 years old 
  Characteristics 
  Ideal. Freedom.  
  Bond. He is guilty of a terrible crime. He’s ok with that.  
  Flaw. Vorden turns tail and runs when things look bad.  
  Background 
  Vorden was criminal (enforcer). Vorden has climbed the ranks in 
  an evil army. He commands a troop of evil warriors from his 
  castle. However, he’s a terrible, cowardly leader.  
  Equipment 
  4 days of rations, torch, lyre, disguise kit, small mirror, tinderbox, 
  bag of holding, cloak of billowing1, deck of many things, ring of 
  feather falling, diamond, 3785gp (in castle), 213pp.  
  Mount 
  warhorse 
   
   
   
   
  
   
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
  155 
  BRUZ STORMBRINGER 
  16th level paladin (Oathbreaker subclass) 
  Medium humanoid (goliath), chaotic evil 
  Armor Class 19 (+1 plate) 
  Hit Points 120 (16d10 + 32) 
  Speed 30 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  19 (+4) 
  11 (+0) 
  14 (+2) 
  10 (+0) 
  12 (+1) 
  18 (+4) 
  Saving Throws Wis +6, Cha +9 
  Skills Athletics +9, Insight +6, Persuasion +9, Survival +6  
  Senses passive Perception 11 
  Languages Common, Giant, Abyssal 
  Challenge 11 (7,200 XP) 
  Aura of Courage. Any friendly creatures within 10 feet of him 
  can’t be frightened while he is conscious.  
  Aura of Hate. He and any fiends and undead within 10 feet of him 
  have +5 melee weapon damage rolls.  
  Aura of Protection. Whenever Bruz or a friendly creature within 
  10 feet of him must make a saving throw, the creature gains a +5 
  bonus to the saving throw. 
  Channel Divinity. Control Undead. As an action, he targets one 
  undead creature he can see within 30 ft. of him. The target must 
  make a Wisdom saving throw. On failed save, the target must 
  obey him for the next 24 hours, or until he uses this option again. 
  An undead whose CR is equal to or greater than his level is 
  immune to this effect. Dreadful Aspect. As an action, he channels 
  the darkest emotions and focuses them into a burst of magical 
  menace. Each creature of his choice within 30 ft. of him must 
  make a Wisdom saving throw if it can see him. On a failed save, 
  the target is frightened of him for 1 minute. If a creature 
  frightened by this effect ends its turn more than 30 ft. away from 
  the paladin, it can attempt another Wisdom save.   
  Divine Health. He is immune to disease.  
  Divine Sense 5/day. He can know the location of any celestial, 
  fiend, or undead within 60 ft.  
  Lay on Hands. He can draw from a pool of 60 hit points to restore 
  hit points, or cure diseases or poisons.  
  Mountain Born. Bruz is acclimated to high altitude, including 
  elevations above 20,000 feet. He’s also naturally adapted to cold 
  climates. 
  Natural Athlete. He has proficiency in the Athletics skill.  
  Powerful Build. He counts as one size larger when determining his 
  carrying capacity and the weight he can push, drag, or lift.  
  Spellcasting. Bruz is an 16th level spellcaster. His spellcasting 
  ability is Charisma (spell save DC 17, +9 to hit with spell attacks).  
  1st level. (4 slots): compelled duel, cure wounds, thunderous smite, 
  wrathful smite 
  2nd level. (3 slots): find steed, protection from poison, zone of 
  truth 
  3rd level. (3 slots): blinding smite, elemental weapon, magic circle 
  4th level. (2 slots): banishment, staggering smite 
  Oath spells: animate dead, bestow curse, blight, confusion, crown 
  of madness, darkness, hellish rebuke, inflict wounds 
  Stone’s Endurance. He can focus himself to occasionally shrug off 
  injury. When he takes damage, he can use his reaction to roll a 
  d12. He then reduces the damage by that amount. After he uses 
  this trait, he can’t use it again until he finishes a short or long rest. 
  Supernatural Resistance. Resistance to bludgeoning, piercing, and 
  slashing from nonmagical weapons.  
  Unholy Smite. When he hits a creature, he can expend a spell slot 
  to deal 9 (2d8) necrotic damage. 1d8 for 2nd level spell.  
  Actions 
  Multiattack. Bruz makes two attacks. 
  +3 Greatsword. Melee Weapon Attack: +12 to hit, reach 5 ft., one 
  target. Hit: 14 (2d6 + 7) slashing damage plus 4 (1d8) necrotic 
  damage. 
   
  NPC BIO 
   
  Personality Bruz is a confident and violent man.  
  Appearance Very attractive, tall goliath with long black hair and 
  gray eyes. 6’ 4” 229 lbs. 30 years old 
  Characteristics 
  Ideal. Greed.    
  Bond. He feels close to nature.  
  Flaw. Bruz enjoys his mead too much.    
  Background 
  Bruz was an outlander (guide). He knows all the kingdom’s trails 
  and hidden caves better than anyone. Bruz commands a small 
  army from his fortified keep in the mountains.  
  Equipment 
  backpack, 4 days of rations, torch, lyre, disguise kit, small mirror, 
  tinderbox, silver crown, gem of seeing, potion of gaseous form, 
  well of the worlds, 14522gp (in keep), 188pp.  
  Mount 
  nightmare  
  
   
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
  156 
  TALIA SHADOWMARE 
  17th level paladin (Oathbreaker subclass) 
  Medium humanoid (human), chaotic evil 
  Armor Class 20 (+1 plate) 
  Hit Points 132 (17d10) 
  Speed 30 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  18 (+4) 
  12 (+1) 
  11 (+0) 
  16 (+3) 
  9 (-1) 
  20 (+5) 
  Saving Throws Wis +5, Cha +11 
  Skills Athletics +10, History +9, Intimidation +11, Persuasion +11 
  Senses passive Perception 9 
  Languages Common, Elvish 
  Challenge 11 (7,200 XP) 
  Aura of Courage. Any friendly creatures within 10 feet of her can’t 
  be frightened while she is conscious.  
  Aura of Hate. She and any fiends and undead within 10 feet of her 
  have +5 melee weapon damage rolls.  
  Aura of Protection. Whenever Talia or a friendly creature within 
  10 feet of her must make a saving throw, the creature gains a +5 
  bonus to the saving throw. 
  Channel Divinity. Control Undead. As an action, she targets one 
  undead creature she can see within 30 ft. of her. The target must 
  make a Wisdom saving throw. On failed save, the target must 
  obey her for the next 24 hours, or until she uses this option again. 
  An undead whose CR is equal to or greater than her level is 
  immune to this effect. Dreadful Aspect. As an action, she channels 
  the darkest emotions and focuses them into a burst of magical 
  menace. Each creature of her choice within 30 ft. of her must 
  make a Wisdom saving throw if it can see her. On a failed save, the 
  target is frightened of her for 1 minute. If a creature frightened by 
  this effect ends its turn more than 30 ft. away from the paladin, it 
  can attempt another Wisdom save.  
  Divine Health. She is immune to disease.  
  Divine Sense 6/day. She can know the location of any celestial, 
  fiend, or undead within 60 ft.  
  Lay on Hands. She can draw from a pool of 60 hit points to restore 
  hit points, or cure diseases or poisons.  
  Spellcasting. Talia is an 17th level spellcaster. Her spellcasting 
  ability is Charisma (spell save DC 19, +11 to hit with spell attacks).  
  1st level. (4 slots): compelled duel, cure wounds, thunderous smite, 
  wrathful smite 
  2nd level. (3 slots): branding smite, find steed, zone of truth 
  3rd level. (3 slots): dispel magic, elemental weapon, magic circle 
  4th level. (3 slots): banishment, locate creature, staggering smite 
  5th level. (1 slot): geas 
  Oath spells: animate dead, bestow curse, blight, confusion, 
  contagion, crown of madness, darkness, dominate person, hellish 
  rebuke, inflict wounds 
  Supernatural Resistance. Resistance to bludgeoning, piercing, and 
  slashing from nonmagical weapons.  
  Unholy Smite. When she hits a creature, she can expend a spell 
  slot to deal 9 (2d8) necrotic damage. 1d8 for 2nd level spell.  
  Actions 
  Multiattack. Talia makes two attacks. 
  +3 Longsword. Melee Weapon Attack: +13 to hit, reach 5 ft., one 
  target. Hit: 12 (1d10 + 7) slashing damage plus 4 (1d8) necrotic 
  damage. 
   
  NPC BIO 
   
  Personality Talia takes great pains to always look her best and 
  follow the latest fashions.  
  Appearance Very beautiful, tall young woman with long black 
  hair and blue eyes. 5’ 10” 127 lbs. 26 years old 
  Characteristics 
  Ideal. Fame.   
  Bond. She wants to be famous, whatever it takes.  
  Flaw. Talia will do anything to win fame and renown.   
  Background 
  Talia was a noble. She only cares about fame and will do anything 
  for it. Talia is very wealthy and has a great deal of resources at 
  her disposal. She lives in a massive compound overlooking a large 
  city. Numerous minions serve this anti-paladin.  
  Equipment 
  backpack, 7 days of rations, torch, lyre, disguise kit, small mirror, 
  tinderbox, helm of teleportation, potion of diminution, cloak of 
  Mountebank, platinum nose ring, blue sapphire, 16477gp (in 
  manor), 291pp.  
  Mount 
  young red dragon 
   
   
   
  
   
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
  157 
  NARVOTH SAAL 
  18th level paladin (Oathbreaker subclass) 
  Medium humanoid (red dragonborn), chaotic evil 
  Armor Class 19 (+1 plate) 
  Hit Points 145 (18d10) 
  Speed 30 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  18 (+4) 
  14 (+2) 
  11 (+0) 
  11 (+0) 
  16 (+3) 
  20 (+5) 
  Saving Throws Wis +9, Cha +11 
  Skills Athletics +10, Insight +9, Intimidation +11, Religion +6 
  Senses passive Perception 13 
  Languages Common, Draconic 
  Challenge 12 (8,400 XP) 
  Aura of Courage. Any friendly creatures within 10 feet of her can’t 
  be frightened while she is conscious.  
  Aura of Hate. She and any fiends and undead within 10 feet of her 
  have +5 melee weapon damage rolls.  
  Aura of Protection. Whenever Narvoth or a friendly creature 
  within 10 feet of her must make a saving throw, the creature gains 
  a +5 bonus to the saving throw. 
  Breath Weapon 1/day. Fire breath. 17 (5d6) fire damage, DC 14 
  Constitution saving throw. 
  Channel Divinity. Control Undead. As an action, she targets one 
  undead creature she can see within 30 ft. of her. The target must 
  make a Wisdom saving throw. On failed save, the target must 
  obey her for the next 24 hours, or until she uses this option again. 
  An undead whose CR is equal to or greater than her level is 
  immune to this effect. Dreadful Aspect. As an action, she channels 
  the darkest emotions and focuses them into a burst of magical 
  menace. Each creature of her choice within 30 ft. of her must 
  make a Wisdom saving throw if it can see her. On a failed save, the 
  target is frightened of her for 1 minute. If a creature frightened by 
  this effect ends its turn more than 30 ft. away from the paladin, it 
  can attempt another Wisdom save.  
  Divine Health. She is immune to disease.  
  Divine Sense 6/day. She can know the location of any celestial, 
  fiend, or undead within 60 ft.  
  Fire Resistance. She has resistance to fire.  
  Lay on Hands. She can draw from a pool of 60 hit points to restore 
  hit points, or cure diseases or poisons.  
  Spellcasting. Narvoth is an 18th level spellcaster. Her spellcasting 
  ability is Charisma (spell save DC 19, +11 to hit with spell attacks).  
  1st level. (4 slots): compelled duel, cure wounds, thunderous smite, 
  wrathful smite 
  2nd level. (3 slots): branding smite, find steed, zone of truth 
  3rd level. (3 slots): blinding smite, create food and water, magic 
  circle 
  4th level. (3 slots): banishment, locate creature, staggering smite 
  5th level. (1 slot): destructive smite 
  Oath spells: animate dead, bestow curse, blight, confusion, 
  contagion, crown of madness, darkness, dominate person, hellish 
  rebuke, inflict wounds 
  Supernatural Resistance. Resistance to bludgeoning, piercing, and 
  slashing from nonmagical weapons.  
  Unholy Smite. When she hits a creature, she can expend a spell 
  slot to deal 9 (2d8) necrotic damage. 1d8 for 2nd level spell.  
  Actions 
  Multiattack. Narvoth makes two attacks. 
  +3 Greatsword. Melee Weapon Attack: +13 to hit, reach 5 ft., one 
  target. Hit: 12 (1d10 + 7) slashing damage plus 4 (1d8) necrotic 
  damage. 
   
  NPC BIO 
   
  Personality Narvoth is cruel and violent.   
  Appearance Tall red dragonborn female. 7’ 10” 297 lbs. 27 years 
  old 
  Characteristics 
  Ideal. Power.    
  Bond. She is loyal to those who fight alongside her.   
  Flaw. Narvoth thinks she’s much smarter than she is.  
  Background 
  Narvoth was an acolyte. She worships a brutal war deity and 
  follows his teachings closely. This dragonborn uses violence to 
  achieve her goals. She lives in a large castle in the mountains.    
  Equipment 
  backpack, 4 days of rations, unholy symbol, torch, lyre, disguise 
  kit, small mirror, tinderbox, potion of gaseous form, potion of 
  speed, saddle of the cavalier, cubic gate, 17732gp (in castle), 
  196pp.  
  Mount 
  nightmare  
   
   
  
   
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
  158 
  MAXIMUS THE MERCILESS 
  19th level paladin (Oathbreaker subclass) 
  Medium humanoid (human), lawful evil 
  Armor Class 24 (+2 plate, +1 shield) 
  Hit Points 156 (19d10) 
  Speed 30 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  20 (+5) 
  12 (+1) 
  10 (+0) 
  15 (+2) 
  17 (+3) 
  20 (+5) 
  Saving Throws Wis +9, Cha +11 
  Skills Athletics +11, Deception +11, Insight +9, Stealth +7 
  Senses passive Perception 13 
  Languages Common, Abyssal 
  Challenge 12 (8,400 XP) 
  Aura of Courage. Any friendly creatures within 10 feet of him 
  can’t be frightened while he is conscious.  
  Aura of Hate. He and any fiends and undead within 10 feet of him 
  have +5 melee weapon damage rolls.  
  Aura of Protection. Whenever Maximus or a friendly creature 
  within 10 feet of him must make a saving throw, the creature 
  gains a +5 bonus to the saving throw. 
  Channel Divinity. Control Undead. As an action, he targets one 
  undead creature he can see within 30 ft. of him. The target must 
  make a Wisdom saving throw. On failed save, the target must 
  obey him for the next 24 hours, or until he uses this option again. 
  An undead whose CR is equal to or greater than his level is 
  immune to this effect. Dreadful Aspect. As an action, he channels 
  the darkest emotions and focuses them into a burst of magical 
  menace. Each creature of his choice within 30 ft. of him must 
  make a Wisdom saving throw if it can see him. On a failed save, 
  the target is frightened of him for 1 minute. If a creature 
  frightened by this effect ends its turn more than 30 ft. away from 
  the paladin, it can attempt another Wisdom save.  
  Divine Health. He is immune to disease.  
  Divine Sense 6/day. He can know the location of any celestial, 
  fiend, or undead within 60 ft.  
  Lay on Hands. He can draw from a pool of 60 hit points to restore 
  hit points, or cure diseases or poisons.  
  Spellcasting. Maximus is an 19th level spellcaster. His spellcasting 
  ability is Charisma (spell save DC 19, +11 to hit with spell attacks).  
  1st level. (4 slots): compelled duel, cure wounds, thunderous smite, 
  wrathful smite 
  2nd level. (3 slots): branding smite, find steed, zone of truth 
  3rd level. (3 slots): dispel magic, magic circle, revivify 
  4th level. (3 slots): banishment, locate creature, staggering smite 
  5th level. (2 slots): geas, raise dead 
  Oath spells: animate dead, bestow curse, blight, confusion, 
  contagion, crown of madness, darkness, dominate person, hellish 
  rebuke, inflict wounds 
  Supernatural Resistance. Resistance to bludgeoning, piercing, and 
  slashing from nonmagical weapons.  
  Unholy Smite. When he hits a creature, he can expend a spell slot 
  to deal 9 (2d8) necrotic damage. 1d8 for 2nd level spell.  
  Actions 
  Multiattack. Maximus makes two attacks. 
  +3 Longsword. Melee Weapon Attack: +14 to hit, reach 5 ft., one 
  target. Hit: 12 (1d8 + 8) slashing damage plus 4 (1d8) necrotic 
  damage. 
   
  NPC BIO 
   
  Personality Maximus is patient and calm  
  Appearance Handsome, tall man with curly ginger hair and blue 
  eyes. 6’ 5” 237 lbs. 28 years old 
  Characteristics 
  Ideal. Power.  
  Bond. He is loyal to his minions. 
  Flaw. Maximus enjoys his wine too much.     
  Background 
  Maximus was a criminal (smuggler). This anti-paladin works 
  directly for an evil god. He lives in a huge temple with his small 
  army.  
  Equipment 
  backpack, 4 days of rations, torch, lyre, disguise kit, small mirror, 
  tinderbox, ring of evasion, driftglobe, oil of sharpness, 19099gp 
  (in temple), 305pp.  
  Mount 
  wyvern 
   
   
   
   
  
   
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
  159 
  BASIL BRAITHWAITE 
  20thlevel paladin (Oathbreaker subclass) 
  Medium humanoid (human), lawful evil 
  Armor Class 22 (+3 plate) 
  Hit Points 189 (20d10 + 20) 
  Speed 30 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  19 (+4) 
  12 (+1) 
  12 (+1) 
  18 (+4) 
  17 (+3) 
  22 (+6) 
  Saving Throws Wis +9, Cha +12 
  Skills Athletics +10, History +10, Intimidation +12, Persuasion +12 
  Senses passive Perception 13 
  Languages Common, Goblin, Infernal 
  Challenge 13 (10,000 XP) 
  Aura of Courage. Any friendly creatures within 10 feet of him 
  can’t be frightened while he is conscious.  
  Aura of Hate. He and any fiends and undead within 10 feet of him 
  have +5 melee weapon damage rolls.  
  Aura of Protection. Whenever Basil or a friendly creature within 
  10 feet of him must make a saving throw, the creature gains a +5 
  bonus to the saving throw. 
  Channel Divinity. Control Undead. As an action, he targets one 
  undead creature he can see within 30 ft. of him. The target must 
  make a Wisdom saving throw. On failed save, the target must 
  obey him for the next 24 hours, or until he uses this option again. 
  An undead whose CR is equal to or greater than his level is 
  immune to this effect. Dreadful Aspect. As an action, he channels 
  the darkest emotions and focuses them into a burst of magical 
  menace. Each creature of his choice within 30 ft. of him must 
  make a Wisdom saving throw if it can see him. On a failed save, 
  the target is frightened of him for 1 minute. If a creature 
  frightened by this effect ends its turn more than 30 ft. away from 
  the paladin, it can attempt another Wisdom save.  
  Divine Health. He is immune to disease.  
  Divine Sense 7/day. He can know the location of any celestial, 
  fiend, or undead within 60 ft.  
  Dread Lord. Can use an action to surround himself with an aura of 
  gloom that lasts for 1 minute. The aura reduces any bright light in 
  a 30-foot radius around the anti-paladin to dim light. Whenever an 
  enemy that is frightened by the anti-paladin starts its turn in the 
  aura, it takes 4d10 psychic damage. Additionally, Basil and 
  creatures he chooses in the aura are draped in deeper shadow. 
  Creatures that rely on sight have disadvantage on attack rolls 
  against creatures draped in this shadow. While the aura lasts, the 
  anti-paladin can use a bonus action on his turn to cause the 
  shadows in the aura to attack one creature. The anti-paladin 
  makes a melee spell attack against the target. If the attack hits, 
  the target takes necrotic damage equal to 3d10 + 6. After 
  activating the aura, the anti-paladin must use a long rest to reset 
  this feature.  
  Lay on Hands. He can draw from a pool of 60 hit points to restore 
  hit points, or cure diseases or poisons.  
  Spellcasting. Basil is an 20th level spellcaster. His spellcasting 
  ability is Charisma (spell save DC 20, +12 to hit with spell attacks).  
  1st level. (4 slots): compelled duel, cure wounds, thunderous smite, 
  wrathful smite 
  2nd level. (3 slots): branding smite, find steed, zone of truth 
  3rd level. (3 slots): blinding smite, dispel magic, magic circle 
  4th level. (3 slots): banishment, locate creature, staggering smite 
  5th level. (2 slots): banishing smite, destructive smite 
  Oath spells: animate dead, bestow curse, blight, confusion, 
  contagion, crown of madness, darkness, dominate person, hellish 
  rebuke, inflict wounds 
  Supernatural Resistance. Resistance to bludgeoning, piercing, and 
  slashing from nonmagical weapons.  
  Unholy Smite. When he hits a creature, he can expend a spell slot 
  to deal 9 (2d8) necrotic damage. 1d8 for each spell level above 1st.  
  Actions 
  Multiattack. Basil makes two attacks. 
  +3 Longsword. Melee Weapon Attack: +13 to hit, reach 5 ft., one 
  target. Hit: 12 (1d10 + 7) slashing damage plus 4 (1d8) necrotic 
  damage. 
   
  NPC BIO 
   
  Personality If you do him an injury, he will crush you, ruin your 
  name, and salt your fields.   
  Appearance Very good-looking older man with gray hair and blue 
  eyes. 6’ 4” 222 lbs. 47 years old 
  Characteristics 
  Ideal. Power.     
  Bond. He will face any challenge to win the approval of his family.  
  Flaw. Basil believes that everyone is beneath him.  
  Background 
  Basil was a noble. He has an awful temper and always wants his 
  way. Basil rules a large kingdom from Braithwaite Castle. He has a 
  large army of hobgoblins and evil human soldiers.  
  Equipment 
  8 days of rations, torch, lyre, disguise kit, small mirror, tinderbox, 
  bag of holding, dread helm1, rod of absorption, potion of growth, 
  ring of water walking, black opal, platinum bracelet, golden 
  necklace, silver greatsword, 24432gp (in castle), 265pp.  
  
   
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
  160 
  HERASH YETHIC 
  13th level ranger (Gloom Stalker subclass) 
  Medium humanoid (green dragonborn), neutral evil 
  Armor Class 14 (studded leather) 
  Hit Points 104 (13d10) 
  Speed 30 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  14 (+2) 
  12 (+1) 
  10 (+0) 
  16 (+3) 
  14 (+2) 
  11 (+0) 
  Saving Throws Str +7, Dex +6 
  Skills Animal Handling +7, Athletics +7, Intimidation +5, Nature 
  +7, Survival +7 
  Senses darkvision 60 ft., passive Perception 12 
  Languages Common, Draconic, Dwarvish, Elvish 
  Challenge 8 (3,900 XP) 
  Breath Weapon 1/day. Poison breath. 14 (4d6) poison damage, 
  DC 13 Constitution saving throw. 
  Dread Ambusher. She adds +3 to his initiative roll. At the start of 
  her first turn of each combat, her walking speed increases by 10’, 
  which lasts until the end of that turn. If she takes the Attack 
  action on that turn, she can make one additional weapon attack 
  as part of that action. If that attack hits, the target makes an extra 
  1d8 damage of the weapon’s damage type.   
  Favored Enemy. Dwarves and Elves! She has advantage on 
  Wisdom (Survival) checks to track them. 
  Iron Mind. She has proficiency in Wisdom saving throws.  
  Land Stride. Moving through nonmagical difficult terrain costs 
  her no extra movement. She can also pass through nonmagical 
  plants without being slowed down by them and without taking 
  damage from them if they have thorns, spikes, or a similar 
  hazard. In addition, she has advantage on saving throws against 
  plants that are magically created or manipulated to impede 
  movement, such as those created by the entangle spell. 
  Natural Explorer. Difficult terrain doesn’t slow group. Group can’t 
  get lost. If alone, move stealthily at normal pace. Find twice as 
  much food. When tracking, learn number, size, and how long ago 
  they passed by area.   
  Poison Resistance. Resistance to poison damage.  
  Primeval Awareness. Use spell slot to sense what creatures are 
  within a mile, 6 miles for favored enemy. 
  Spellcasting. His spellcasting ability is Wisdom (spell save DC 15, 
  +7 to hit with spell attacks).  
  1st level. (4 slots): cure wounds, hunter’s mark, jump, longstrider 
  2nd level. (3 slots): cordon of arrows, darkvision, pass without 
  trace 
  3rd level. (3 slots): nondetection, speak with plants, wind wall 
  4th level. (1 slot): freedom of movement 
  Stalker’s Flurry. Once on each of her turns when she misses with 
  a weapon attack, she can make another weapon attack as part of 
  the same action.  
  Umbral Sight. Darkvision increases by 30’. She is also adept at 
  evading creatures that rely on darkvision. While in darkness, she 
  is invisible to any creature that relies on darkvision to see her. 
   
  Actions 
  Multiattack. Herash makes two melee attacks or two ranged 
  attacks.  
  Longsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one 
  target. Hit: 7 (1d10 + 2) slashing damage. 
  Longbow. Ranged Weapon Attack: +5 to hit, range 150/600 ft., 
  one target. Hit: 5 (1d8 + 1) piercing damage. 
   
  NPC BIO 
   
  Personality Herash is feared and respected.  
  Appearance Enormous, muscled green dragonborn. 7’ 2” 280 lbs.  
  Characteristics 
  Ideal. Might. 
  Bond. She will never forget the crushing defeat of her army. 
  Flaw. Herash would rather eat her armor than admit when she is 
  wrong.   
  Background 
  Herash was a soldier (scout). She was part of a large army that 
  was wiped out by an elf invasion. Nuthra’s scouting company was 
  the first to be defeated. The green dragonborn was the only scout 
  to survive.  
  Equipment 
  backpack, 2 days of rations, set of playing cards, berserker axe, 
  potion of speed, sending stones, quiver, 18 +1 arrows, bag of 12 
  caltrops, cloak, 51pp.  
   
   
   
   
  
   
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
  161 
  AGGAR  
  14th level ranger (Horizon Walker subclass) 
  Medium humanoid (human), neutral evil 
  Armor Class 17 (+1 studded leather) 
  Hit Points 109 (14d10) 
  Speed 30 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  14 (+2) 
  16 (+3) 
  10 (+0) 
  16 (+3) 
  14 (+2) 
  10 (+0) 
  Saving Throws Str +7, Dex +8 
  Skills Animal Handling +6, Athletics +6, Nature +7, Perception +7, 
  Survival +6 
  Senses passive Perception 17 
  Languages Common, Elvish, Gnomish, Halfling 
  Challenge 9 (5,000 XP) 
  Detect Portal. As an action, she detects the distance and 
  direction to the closest planar portal within 1 mile of her. Must 
  rest to reset this feature.  
  Distant Strike. When she takes the Attack action, she can 
  teleport up to 10 feet before each attack to an unoccupied space 
  she can see. If she attacks at least two different creatures with 
  the action, she can make one additional attack with it against a 
  third creature.  
  Ethereal Step. As a bonus action, she can cast the etherealness 
  spell with this feature, without expending a spell slot, but the 
  spell ends at the end of the current turn. Must rest to reset this 
  feature.  
  Favored Enemy. Elves, Gnomes, and Halflings! He has advantage 
  on Wisdom (Survival) checks to track them. 
  Land Stride. Moving through nonmagical difficult terrain costs 
  him no extra movement. He can also pass through nonmagical 
  plants without being slowed down by them and without taking 
  damage from them if they have thorns, spikes, or a similar 
  hazard. In addition, he has advantage on saving throws against 
  plants that are magically created or manipulated to impede 
  movement, such as those created by the entangle spell. 
  Natural Explorer. Difficult terrain doesn’t slow group. Group can’t 
  get lost. If alone, move stealthily at normal pace. Find twice as 
  much food. When tracking, learn number, size, and how long ago 
  they passed by area.   
  Planar Warrior. As a bonus action, she can choose one creature 
  that she can see within 30 feet of her. The next time she hits that 
  creature on this turn with a weapon attack, all damage dealt by 
  the attack becomes force damage, and the creature takes an 
  extra 2d8 force damage from the attack.  
  Primeval Awareness. Use spell slot to sense what creatures are 
  within a mile, 6 miles for favored enemy. 
  Spellcasting. His spellcasting ability is Wisdom (spell save DC 15, 
  +7 to hit with spell attacks).  
  1st level. (4 slots): cure wounds, hunter’s mark, jump, longstrider 
  2nd level. (3 slots): cordon of arrows, darkvision, pass without 
  trace 
  3rd level. (3 slots): conjure barrage, lightning arrow, plant growth 
  4th level. (1 slot): freedom of movement 
  Vanish. He can use the Hide action as bonus action and can’t be 
  tracked by nonmagical means, unless he chooses to leave a trail.  
  Actions 
  Multiattack. Aggar makes two melee attacks or two ranged 
  attacks.  
  Longsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one 
  target. Hit: 7 (1d10 + 2) slashing damage. 
  Longbow. Ranged Weapon Attack: +5 to hit, range 150/600 ft., 
  one target. Hit: 5 (1d8 + 1) piercing damage. 
   
  NPC BIO 
   
  Personality Aggar is patient and cunning.   
  Appearance Short, balding man with green eyes. 5’ 2” 145 lbs.  
  Characteristics 
  Ideal. Greed. 
  Bond. He is close with his father. His father is even more evil! 
  Flaw. Aggar would rather eat his armor than admit when he is 
  wrong.   
  Background 
  Aggar was a folk hero. He left that life long ago and joined forces 
  with an evil forest witch. Aggar ambushes caravans and raids 
  settlements with the witch’s other minions. These include some 
  undead and two half-orc warlocks.  
  Equipment 
  backpack, 2 days of rations, quiver, 18 arrows, bag of 12 caltrops, 
  8 beads of nourishment1, dust of disappearance, alchemy jug, orb 
  of direction1, cloak, 161gp.  
   
   
   
  
   
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
  162 
  BURROWS  
  15th level ranger (Hunter subclass) 
  Medium humanoid (human), neutral evil 
  Armor Class 14 (+1 studded leather) 
  Hit Points 114 (15d10 + 15) 
  Speed 30 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  11 (+0) 
  12 (+1) 
  13 (+1) 
  9 (-1) 
  7 (-2) 
  7 (-2) 
  Saving Throws Str +5, Dex +6 
  Skills Animal Handling +3, Athletics +5, Deception +3, Stealth +6, 
  Survival +3 
  Senses passive Perception 8 
  Languages Common, Dwarvish, Elvish, Halfling 
  Challenge 10 (5,900 XP) 
  Evasion. When he is subjected to an effect that allows him to 
  make a Dexterity save to take only half damage, he instead takes 
  no damage if he succeeds and only half damage if he fails.  
  Favored Enemy. Dwarves, Elves, and Halflings! He has advantage 
  on Wisdom (Survival) checks to track them. 
  Horde Breaker. He can take another attack with same weapon 
  once per turn against a different creature within 5 ft. of the 
  original target and within range of his weapon.  
  Land Stride. Moving through nonmagical difficult terrain costs 
  him no extra movement. He can also pass through nonmagical 
  plants without being slowed down by them and without taking 
  damage from them if they have thorns, spikes, or a similar 
  hazard. In addition, he has advantage on saving throws against 
  plants that are magically created or manipulated to impede 
  movement, such as those created by the entangle spell. 
  Natural Explorer. Difficult terrain doesn’t slow group. Group can’t 
  get lost. If alone, move stealthily at normal pace. Find twice as 
  much food. When tracking, learn number, size, and how long ago 
  they passed by area.   
  Poison Resistance. Resistance to poison damage.  
  Primeval Awareness. Use spell slot to sense what creatures are 
  within a mile, 6 miles for favored enemy. 
  Spellcasting. His spellcasting ability is Wisdom (spell save DC 11, 
  +3 to hit with spell attacks).  
  1st level. (4 slots): cure wounds, hunter’s mark, jump, longstrider 
  2nd level. (3 slots): cordon of arrows, darkvision, pass without 
  trace 
  3rd level. (3 slots): conjure barrage, lightning arrow, water walk 
  4th level. (2 slots): grasping vine, locate creature 
  Vanish. He can use the Hide action as bonus action and can’t be 
  tracked by nonmagical means, unless he chooses to leave a trail. 
  Volley. He can use his action to make a ranged attack against any 
  number of creatures within 10 feet of a point he can see within 
  his weapon’s range. He must ammunition for each target, as 
  normal, and he makes a separate attack roll for each target.  
  Actions 
  Multiattack. Burrows makes two melee attacks.  
  +2 Dagger. Melee Weapon Attack: +6 to hit, reach 5 ft., one 
  target. Hit: 4 (1d4 + 2) piercing damage. 
  Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 
  1 piercing damage. 
   
  NPC BIO 
   
  Personality Burrows is a cowardly, hateful young man.   
  Appearance Average-size human male with short black hair and 
  brown eyes. 5’ 10” 180 lbs. 29 years old 
  Characteristics 
  Ideal. Greed. 
  Bond. He sleeps with his sword.  
  Flaw. Burrows is known to lose his mind and bite people.  
  Background 
  Burrows was a criminal (burglar). He grew up in a slum and had to 
  fight just to survive. Burrows eventually escaped his life of 
  poverty, however his heart had turned dark and cold.  
  Equipment 
  backpack, 1 day of rations, set of playing cards, horn of silent 
  alarm1, amulet of health, potion of climbing, ring of warmth, 
  quiver, 12 arrows, bag of 12 caltrops, cloak, 177pp.  
   
   
   
   
   
   
   
  
   
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
  163 
  ZABBY TRUFFLEFEET 
  16th level ranger (Gloom Stalker subclass) 
  Small humanoid (stout halfling), lawful evil 
  Armor Class 17 (+2 leather armor) 
  Hit Points 124 (16d10) 
  Speed 25 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  12 (+1) 
  16 (+3) 
  10 (+0) 
  16 (+3) 
  12 (+1) 
  17 (+3) 
  Saving Throws Str +6, Dex +8 
  Skills Animal Handling +6, Athletics +6, Insight +6, Nature +7, 
  Survival +6 
  Senses passive Perception 11 
  Languages Common, Halfling, Celestial, Elvish, Sylvan 
  Challenge 11 (7,200 XP) 
  Brave. Advantage on saves against being frightened. 
  Dread Ambusher. He adds +3 to his initiative roll. At the start of 
  his first turn of each combat, his walking speed increases by 10’, 
  which lasts until the end of that turn. If he takes the Attack action 
  on that turn, she can make one additional weapon attack as part 
  of that action. If that attack hits, the target makes an extra 1d8 
  damage of the weapon’s damage type.   
  Favored Enemy. Celestials, Elves, and Fey! He has advantage on 
  Wisdom (Survival) checks to track them. 
  Halfling Nimbleness. Can move through the space of any 
  creature that is larger. 
  Iron Mind. He has proficiency in Wisdom saving throws.  
  Land Stride. Moving through nonmagical difficult terrain costs 
  him no extra movement. He can also pass through nonmagical 
  plants without being slowed down by them and without taking 
  damage from them if they have thorns, spikes, or a similar 
  hazard. In addition, he has advantage on saving throws against 
  plants that are magically created or manipulated to impede 
  movement, such as those created by the entangle spell. 
  Lucky. Can reroll any 1s.  
  Natural Explorer. Difficult terrain doesn’t slow group. Group can’t 
  get lost. If alone, move stealthily at normal pace. Find twice as 
  much food. When tracking, learn number, size, and how long ago 
  they passed by area.   
  Primeval Awareness. Use spell slot to sense what creatures are 
  within a mile, 6 miles for favored enemy. 
  Spellcasting. His spellcasting ability is Wisdom (spell save DC 14, 
  +6 to hit with spell attacks).  
  1st level. (4 slots): hail of thorns, hunter’s mark, jump, longstrider 
  2nd level. (3 slots): animal messenger, beast sense, darkvision 
  3rd level. (3 slots): conjure barrage, lightning arrow, protection 
  from energy 
  4th level. (2 slots): conjure woodland beings, freedom of 
  movement 
  Stalker’s Flurry. Once on each of her turns when he misses with a 
  weapon attack, he can make another weapon attack as part of 
  the same action.  
  Stout Resilience. Has advantage on saving throws against poison, 
  and has resistance against poison damage.  
  Umbral Sight. Darkvision increases by 30’. He is also adept at 
  evading creatures that rely on darkvision. While in darkness, he is 
  invisible to any creature that relies on darkvision to see him. 
  Actions 
  Multiattack. Zabby makes two melee attacks or two ranged 
  attacks.  
  +2 Shortsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one 
  target. Hit: 8 (1d6 + 5) piercing damage. 
  +1 Shortbow. Ranged Weapon Attack: +5 to hit, range 80/320 ft., 
  one target. Hit: 8 (1d6 + 5) piercing damage. 
  Reactions 
  Shadowy Dodge. Whenever a creature makes an attack roll 
  against him and doesn’t have advantage on the roll, he can use 
  his reaction to impose disadvantage on it. He must use this 
  feature before he knows the outcome of the attack roll.   
   
   
  NPC BIO 
   
  Personality Zabby is driven by a wanderlust that led him away 
  from home.   
  Appearance Athletic halfling male with brown hair and green 
  eyes. 3’ 8” 34 lbs. 38 years old 
  Characteristics 
  Ideal. Might.  
  Bond. His clan is the most important thing in his life.  
  Flaw. Violence is his answer to almost any challenge.  
  Background 
  Zabby was an outlander (guide). He guided his fellow halflings 
  through a dangerous forest for many years. Then he met a 
  powerful evil king and decided to join him.  
  Equipment 
  backpack, 5 days of rations, hunting trap, quiver, 19 +2 arrows, 3 
  potions of greater healing, potion of invulnerability, ring of 
  evasion, Nolzur’s marvelous pigments, 3 jaspers, cloak, 103pp.  
  
   
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
  164 
  NAEREN CAEL 
  17th level ranger (Hunter subclass) 
  Medium humanoid (wood elf), chaotic evil 
  Armor Class 16 (+2 studded leather) 
  Hit Points 136 (17d10) 
  Speed 35 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  16 (+3) 
  12 (+1) 
  10 (+0) 
  11 (+0) 
  14 (+2) 
  17 (+3) 
  Saving Throws Str +9, Dex +7 
  Skills Animal Handling +8, History +6, Perception +8, Persuasion 
  +9, Stealth +7 
  Senses darkvision 60 ft., passive Perception 18 
  Languages Common, Elvish, Dwarvish, Giant, Gnomish 
  Challenge 11 (7,200 XP) 
  Favored Enemy. Dwarves, Giants, and Gnomes! She has 
  advantage on Wisdom (Survival) checks to track them. 
  Fey Ancestry. She has advantage on saving throws against being 
  charmed, and magic can’t put her to sleep.  
  Horde Breaker. She can take another attack with same weapon 
  once per turn against a different creature. 
  Land Stride. Moving through nonmagical difficult terrain costs 
  her no extra movement. She can also pass through nonmagical 
  plants without being slowed down by them and without taking 
  damage from them if they have thorns, spikes, or a similar 
  hazard. In addition, she has advantage on saving throws against 
  plants that are magically created or manipulated to impede 
  movement, such as those created by the entangle spell. 
  Mask of the Wild. Can attempt to hide even when she is only 
  lightly obscured by foliage, heavy rain, falling snow, mist, and 
  other natural phenomena. 
  Natural Explorer. Difficult terrain doesn’t slow group. Group can’t 
  get lost. If alone, move stealthily at normal pace. Find twice as 
  much food. When tracking, learn number, size, and how long ago 
  they passed by area.   
  Primeval Awareness. Use spell slot to sense what creatures are 
  within a mile, 6 miles for favored enemy. 
  Spellcasting. Her spellcasting ability is Wisdom (spell save DC 16, 
  +8 to hit with spell attacks).  
  1st level. (4 slots): cure wounds, hunter’s mark, jump, longstrider 
  2nd level. (3 slots): cordon of arrows, pass without trace, silence 
  3rd level. (3 slots): conjure barrage, lightning arrow, protection 
  from energy 
  4th level. (3 slots): conjure woodland beings, freedom of 
  movement, grasping vine 
  5th level. (1 slot): tree stride 
  Vanish. She can use the Hide action as bonus action and can’t be 
  tracked by nonmagical means, unless she chooses to leave a trail.  
  Whirlwind Attack. Can make a melee attack against any number 
  of creatures within 5’, with separate attack rolls.   
  Actions 
  Multiattack. Naeren makes two melee attacks or two ranged 
  attacks.  
  +3 Longsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one 
  target. Hit: 11 (1d10 + 6) slashing damage. 
  +2 Longbow. Ranged Weapon Attack: +5 to hit, range 150/600 
  ft., one target. Hit: 7 (1d8 + 3) piercing damage. 
  Reactions 
  Uncanny Dodge. When an attacker that she can see hits her with 
  an attack, she can use her reaction to halve the attack’s damage 
  against her. 
   
  NPC BIO 
   
  Personality No one could doubt by looking at her regal bearing 
  that she is a cut above the unwashed masses.   
  Appearance Pretty wood elf with long red hair and green eyes. 5’ 
  2” 88 lbs. 115 years old 
  Characteristics 
  Ideal. Power. 
  Bond. Her loyalty to her sovereign is unwavering.  
  Flaw. She has an insatiable desire for carnal pleasures.  
  Background 
  Naeren was a noble. She looks down on everyone else and takes 
  what she wants. Her family rules an evil elf kingdom and she is 
  next in line to the throne. The people live in fear of the powerful, 
  evil royal family.  
  Equipment 
  backpack, 3 days of rations, signet ring, quiver, 16 +2 arrows, bag 
  of 20 caltrops, cap of water breathing, cloak, 4 garnets, 
  embroidered silk handkerchief, 3579gp (in castle), 151pp.  
   
   
   
   
  
   
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
  165 
  CORBIN STEELE 
  18th level ranger (Gloom Stalker subclass) 
  Medium humanoid (human), neutral evil 
  Armor Class 19 (+3 leather armor) 
  Hit Points 141 (18d10) 
  Speed 30 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  14 (+2) 
  18 (+4) 
  11 (+0) 
  10 (+0) 
  16 (+3) 
  17 (+3) 
  Saving Throws Str +8, Dex +10 
  Skills Deception +9, Perception +9, Sleight of Hand +10, Stealth 
  +10, Survival +9 
  Senses passive Perception 19 
  Languages Common, Elvish, Gnomish, Undercommon 
  Challenge 12 (8,400 XP) 
  Dread Ambusher. He adds +3 to his initiative roll. At the start of 
  his first turn of each combat, his walking speed increases by 10’, 
  which lasts until the end of that turn. If he takes the Attack action 
  on that turn, she can make one additional weapon attack as part 
  of that action. If that attack hits, the target makes an extra 1d8 
  damage of the weapon’s damage type.   
  Favored Enemy. Deep Gnomes, Oozes, and Kuo Toa! He has 
  advantage on Wisdom (Survival) checks to track them. 
  Iron Mind. He has proficiency in Wisdom saving throws.  
  Land Stride. Moving through nonmagical difficult terrain costs 
  him no extra movement. He can also pass through nonmagical 
  plants without being slowed down by them and without taking 
  damage from them if they have thorns, spikes, or a similar 
  hazard. In addition, he has advantage on saving throws against 
  plants that are magically created or manipulated to impede 
  movement, such as those created by the entangle spell. 
  Natural Explorer. Difficult terrain doesn’t slow group. Group can’t 
  get lost. If alone, move stealthily at normal pace. Find twice as 
  much food. When tracking, learn number, size, and how long ago 
  they passed by area.   
  Primeval Awareness. Use spell slot to sense what creatures are 
  within a mile, 6 miles for favored enemy. 
  Spellcasting. His spellcasting ability is Wisdom (spell save DC 17, 
  +9 to hit with spell attacks).  
  1st level. (4 slots): detect magic, hunter’s mark, jump, longstrider 
  2nd level. (3 slots): cordon of arrows, darkvision, pass without 
  trace 
  3rd level. (3 slots): conjure barrage, lightning arrow, protection 
  from energy 
  4th level. (3 slots): freedom of movement, grasping vine, locate 
  creature 
  5th level. (1 slot): swift quiver 
  Stalker’s Flurry. Once on each of his turns when he misses with a 
  weapon attack, he can make another weapon attack as part of 
  the same action.  
  Umbral Sight. Darkvision increases by 30’. He is also adept at 
  evading creatures that rely on darkvision. While in darkness, he is 
  invisible to any creature that relies on darkvision to see him. 
  Vanish. He can use the Hide action as bonus action and can’t be 
  tracked by nonmagical means, unless he chooses to leave a trail.  
  Actions 
  Multiattack. Corbin makes two melee attacks or two ranged 
  attacks.  
  +2 Longsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one 
  target. Hit: 9 (1d10 + 4) slashing damage. 
  +2 Longbow. Ranged Weapon Attack: +5 to hit, range 150/600 
  ft., one target. Hit: 10 (1d8 + 6) piercing damage. 
  Reactions 
  Shadowy Dodge. Whenever a creature makes an attack roll 
  against him and doesn’t have advantage on the roll, he can use 
  his reaction to impose disadvantage on it. He must use this 
  feature before he knows the outcome of the attack roll.   
   
   
  NPC BIO 
   
  Personality Corbin lies about almost everything, even when 
  there’s no good reason to.  
  Appearance Human male with gray hair, and blue eyes. 6’ 2” 180 
  lbs. 53 years old 
  Characteristics 
  Ideal. Aspiration.  
  Bond. A powerful person killed someone he loved. Some day 
  soon he’ll have his revenge.  
  Flaw. Corbin is always in debt.    
  Background 
  Corbin was a charlatan. He stalks those in the Underdark for a 
  drow noble. He knows almost every trail in the strange 
  underworld.  
  Equipment 
  backpack, 4 days of rations, set of playing cards, pot of 
  awakening1, potion of speed, quiver, 16 +2 arrows, ruby, cloak, 
  51pp.  
   
   
  
   
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
  166 
  GARED STONEBROW 
  19th level ranger (Hunter subclass) 
  Medium humanoid (hill dwarf), lawful evil 
  Armor Class 20 (+3 studded leather) 
  Hit Points 152 (19d10 + 38) 
  Speed 25 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  14 (+2) 
  18 (+4) 
  15 (+2) 
  8 (-1) 
  11 (+0) 
  7 (-2) 
  Saving Throws Str +8, Dex +10 
  Skills Animal Handling +6, Athletics +8, Insight +6, Perception +6, 
  Persuasion +4 
  Senses darkvision 60 ft., passive Perception 16 
  Languages Common, Dwarvish, Elvish, Infernal, Sylvan 
  Challenge 12 (8,400 XP) 
  Dwarven Resilience. He has advantage on saves against poison, 
  and resistance against poison damage. 
  Favored Enemy. Elves, Fey, and Fiends! He has advantage on 
  Wisdom (Survival) checks to track them. 
  Horde Breaker. He can take another attack with same weapon 
  once per turn against a different creature. 
  Iron Mind. He has proficiency in Wisdom saving throws.  
  Land Stride. Moving through nonmagical difficult terrain costs 
  him no extra movement. He can also pass through nonmagical 
  plants without being slowed down by them and without taking 
  damage from them if they have thorns, spikes, or a similar 
  hazard. In addition, he has advantage on saving throws against 
  plants that are magically created or manipulated to impede 
  movement, such as those created by the entangle spell. 
  Natural Explorer. Difficult terrain doesn’t slow group. Group can’t 
  get lost. If alone, move stealthily at normal pace. Find twice as 
  much food. When tracking, learn number, size, and how long ago 
  they passed by area.   
  Primeval Awareness. Use spell slot to sense what creatures are 
  within a mile, 6 miles for favored enemy. 
  Spellcasting. His spellcasting ability is Wisdom (spell save DC 14, 
  +6 to hit with spell attacks).  
  1st level. (4 slots): cure wounds, hunter’s mark, jump, longstrider 
  2nd level. (3 slots): cordon of arrows, pass without trace, spike 
  growth 
  3rd level. (3 slots): conjure barrage, lightning arrow, protection 
  from energy 
  4th level. (3 slots): grasping vine, locate creature, stoneskin 
  5th level. (2 slots): conjure volley, swift quiver 
  Vanish. He can use the Hide action as bonus action and can’t be 
  tracked by nonmagical means, unless he chooses to leave a trail.  
  Whirlwind Attack. Can make a melee attack against any number 
  of creatures within 5’, with separate attack rolls.   
  Actions 
  Multiattack. Gared makes two melee attacks or two ranged 
  attacks.  
  +3 Shortsword. Melee Weapon Attack: +13 to hit, reach 5 ft., one 
  target. Hit: 10 (1d6 + 7) piercing damage. 
  +3 Longbow. Ranged Weapon Attack: +13 to hit, range 150/600 
  ft., one target. Hit: 11 (1d8 + 7) piercing damage. 
  Reactions 
  Uncanny Dodge. When an attacker that he can see hits him with 
  an attack, he can use his reaction to halve the attack’s damage 
  against him. 
   
  NPC BIO 
   
  Personality Gared is a snob who looks down on those who can’t 
  appreciate fine art.  
  Appearance Hill dwarf male with black hair, a black beard, and 
  only one ear, and one white eye. 4’ 0” 152 lbs. 341 years old 
  Characteristics 
  Ideal. Greed.  
  Bond. The workshop where he learned his trade is the most 
  important place in the world to him.  
  Flaw. He would kill to acquire a noble title.  
  Background 
  Gared was a guild artisan (cartographer). He now commands a 
  large army of dwarves in an expansive forest. Gared is based out 
  of a keep on the edge of the woods.  
  Equipment 
  backpack, 2 days of rations, quiver, 20 +3 arrows, bag of 12 
  caltrops, bag of holding, potion of supreme healing, cloak, 
  12099gp (in keep), 51pp.  
   
   
   
   
  
   
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
  167 
  ARIELLE THE KILLER 
  20th level ranger (Gloom Stalker subclass) 
  Medium humanoid (human), neutral evil 
  Armor Class 21 (+3 studded leather) 
  Hit Points 157 (20d10) 
  Speed 30 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  13 (+1) 
  20 (+5) 
  10 (+0) 
  11 (+0) 
  14 (+2) 
  20 (+5) 
  Saving Throws Str +7, Dex +11 
  Skills Animal Handling +8, Athletics +7, Deception +11, Perception 
  +8, Stealth +11 
  Senses passive Perception 18 
  Languages Common, Draconic, Dwarvish, Goblin, Orc 
  Challenge 13 (10,000 XP) 
  Dread Ambusher. She adds +3 to his initiative roll. At the start of 
  her first turn of each combat, her walking speed increases by 10’, 
  which lasts until the end of that turn. If she takes the Attack 
  action on that turn, she can make one additional weapon attack 
  as part of that action. If that attack hits, the target makes an extra 
  1d8 damage of the weapon’s damage type.   
  Favored Enemy. Dragons, Dwarves, and Orcs! She has advantage 
  on Wisdom (Survival) checks to track them. 
  Land Stride. Moving through nonmagical difficult terrain costs 
  her no extra movement. She can also pass through nonmagical 
  plants without being slowed down by them and without taking 
  damage from them if they have thorns, spikes, or a similar 
  hazard. In addition, she has advantage on saving throws against 
  plants that are magically created or manipulated to impede 
  movement, such as those created by the entangle spell. 
  Natural Explorer. Difficult terrain doesn’t slow group. Group can’t 
  get lost. If alone, move stealthily at normal pace. Find twice as 
  much food. When tracking, learn number, size, and how long ago 
  they passed by area.   
  Primeval Awareness. Use spell slot to sense what creatures are 
  within a mile, 6 miles for favored enemy. 
  Spellcasting. Her spellcasting ability is Wisdom (spell save DC 16, 
  +8 to hit with spell attacks).  
  1st level. (4 slots): cure wounds, hunter’s mark, jump, longstrider 
  2nd level. (3 slots): cordon of arrows, darkvision, pass without 
  trace 
  3rd level. (3 slots): conjure barrage, lightning arrow, protection 
  from energy 
  4th level. (3 slots): freedom of movement, grasping vine, locate 
  creature 
  5th level. (2 slots): conjure volley, tree stride 
  Stalker’s Flurry. Once on each of her turns when she misses with 
  a weapon attack, she can make another weapon attack as part of 
  the same action.  
  Umbral Sight. Darkvision increases by 30’. He is also adept at 
  evading creatures that rely on darkvision. While in darkness, he is 
  invisible to any creature that relies on darkvision to see him. 
  Vanish. She can use the Hide action as bonus action and can’t be 
  tracked by nonmagical means, unless she chooses to leave a trail.  
  Actions 
  Multiattack. Arielle makes two melee attacks or two ranged 
  attacks.  
  +3 Rapier. Melee Weapon Attack: +14 to hit, reach 5 ft., one 
  target. Hit: 12 (1d8 + 8) piercing damage. 
  +3 Longbow. Ranged Weapon Attack: +14 to hit, range 150/600 
  ft., one target. Hit: 12 (1d8 + 8) piercing damage. 
  Reactions 
  Shadowy Dodge. Whenever a creature makes an attack roll 
  against her and doesn’t have advantage on the roll, she can use 
  her reaction to impose disadvantage on it. She must use this 
  feature before she knows the outcome of the attack roll.   
   
   
  NPC BIO 
   
  Personality Arielle is a charming, friendly individual.   
  Appearance Gorgeous young woman with medium-length blonde 
  hair and green eyes. 5’ 8” 124 lbs. 26 years old 
  Characteristics 
  Ideal. Greed.  
  Bond. She is close to her father.  
  Flaw. Arielle is a sociopath.   
  Background 
  Arielle was a criminal (hired killer). She rules a dark forest from 
  her tree fortress. A large force of goblins now serves the 
  powerful ranger. Numerous traps are set up throughout the 
  woods.  
  Equipment 
  backpack, 2 days of rations, set of playing cards, quiver, 20 +3 
  arrows, dust of disappearance, potion of diminution, potion of 
  supreme healing, 3 diamonds, large gold bracelet, cloak, 251pp.  
   
  
   
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
  168 
  LINDEN LOON 
  13th level rogue (Thief subclass) 
  Medium humanoid (human), chaotic evil 
  Armor Class 19 (+2 studded leather) 
  Hit Points 86 (13d8 + 26) 
  Speed 30 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  12 (+1) 
  20 (+5) 
  14 (+2) 
  10 (+0) 
  16 (+3) 
  10 (+0) 
  Saving Throws Dex +10, Int +5 
  Skills Acrobatics +15, Athletics +11, Deception +5, Perception +8, 
  Sleight of Hand +15, Stealth +10 
  Senses passive Perception 18 
  Languages Common, Thieves’ cant 
  Challenge 8 (3,900 XP) 
  Cunning Action. Bonus action/Dash, Disengage, or Hide  
  Evasion. When he is subjected to an effect that allows him to 
  make a Dexterity save to take only half damage, he instead takes 
  no damage if he succeeds and only half damage if he fails.  
  Fast Hands. Linden can use a bonus action granted by Cunning 
  Action to make a Dexterity (Sleight of Hand) check, use thieves’ 
  tools to disarm a trap or open a lock, or take the Use an Object 
  action.  
  Reliable Talent. Whenever he makes an ability check that lets 
  him add his proficiency bonus, he can treat a d20 roll of 9 or 
  lower as a 10. 
  Second-Story Work. Climbing is normal movement and when 
  making a running jump he jumps an extra 5 ft. 
  Sneak Attack. Once per turn, he can deal an extra 24 (7d6) 
  damage to one creature he hits with an attack if he has 
  advantage or if another enemy is within 5 ft. of it. 
  Supreme Sneak. He has advantage on Dexterity (Stealth) checks if 
  he moves no more than half his speed on the same turn. 
  Use Magic Device. He ignores all requirements for magic items. 
  Actions 
  +2 Shortsword. Melee Weapon Attack: +11 to hit, reach 5 ft., one 
  target. Hit: 10 (1d6 + 7) piercing damage.  
  Light Crossbow. Ranged Weapon Attack: +9 to hit, range 80/320 
  ft., one target. Hit: 9 (1d8 + 5) piercing damage. 
  Reactions 
  Uncanny Dodge. When an attacker that he can see hits him with 
  an attack, he can use his reaction to halve the attack’s damage 
  against him. 
   
   
  NPC BIO 
   
  Personality Linden doesn’t like to bathe.  
  Appearance Skinny young man with short blonde hair, a weak 
  attempt at a beard, and blue eyes. 5’ 10” 132 lbs. 25 years old 
  Characteristics 
  Ideal. Change. 
  Bond. He escaped his life of poverty by robbing an important 
  person, and he’s wanted for it.  
  Flaw. Linden will never fully trust anyone other than himself.    
  Background 
  Linden was an urchin. He is an angry young individual who uses 
  violence to get what he wants. Linden lives in a sailing ship 
  anchored at a seaport.   
  Equipment 
  backpack, 4 days of rations, dice set, thieves’ tools, crossbow bolt 
  case, 19 +2 crossbow bolts, potion of gaseous form, wand of 
  magic missiles, 6 garnets, cloak, 105pp.  
   
   
   
   
   
   
   
   
   
   
   
   
  
   
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
  169 
  COHEN 
  14th level rogue (Thief subclass) 
  Medium humanoid (human), neutral evil 
  Armor Class 18 (+2 brown leather armor) 
  Hit Points 88 (14d8 + 28) 
  Speed 30 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  12 (+1) 
  20 (+5) 
  14 (+2) 
  8 (-1) 
  6 (-2) 
  10 (+0) 
  Saving Throws Dex +10, Int +4 
  Skills Acrobatics +10, Deception +10, Perception +3, Persuasion 
  +10, Sleight of Hand +10, Stealth +15 
  Senses blindsense 10 ft., passive Perception 13 
  Languages Common, Thieves’ cant, Infernal 
  Challenge 9 (5,000 XP) 
  Cunning Action. Bonus action/Dash, Disengage, or Hide  
  Evasion. When he is subjected to an effect that allows him to 
  make a Dexterity save to take only half damage, he instead takes 
  no damage if he succeeds and only half damage if he fails.  
  Fast Hands. Cohen can use a bonus action granted by Cunning 
  Action to make a Dexterity (Sleight of Hand) check, use thieves’ 
  tools to disarm a trap or open a lock, or take the Use an Object 
  action.  
  Reliable Talent. Whenever he makes an ability check that lets 
  him add his proficiency bonus, he can treat a d20 roll of 9 or 
  lower as a 10. 
  Second-Story Work. Climbing is normal movement and when 
  making a running jump he jumps an extra 5 ft. 
  Sneak Attack. Once per turn, he can deal an extra 24 (7d6) 
  damage to one creature he hits with an attack if he has 
  advantage or if another enemy is within 5 ft. of it. 
  Supreme Sneak. He has advantage on Dexterity (Stealth) checks if 
  he moves no more than half his speed on the same turn. 
  Use Magic Device. He ignores all requirements for magic items. 
  Actions 
  +2 Shortsword. Melee Weapon Attack: +11 to hit, reach 5 ft., one 
  target. Hit: 10 (1d6 + 7) piercing damage.  
  Light Crossbow. Ranged Weapon Attack: +9 to hit, range 80/320 
  ft., one target. Hit: 9 (1d8 + 5) piercing damage. 
  Reactions 
  Uncanny Dodge. When an attacker that he can see hits him with 
  an attack, he can use his reaction to halve the attack’s damage 
  against him. 
   
   
  NPC BIO 
   
  Personality Cohen is self-centered.     
  Appearance Middle-aged man with brown hair and blue eyes. 6’ 
  1” 179 lbs. 37 years old 
  Characteristics 
  Ideal. Greed.  
  Bond. He feels a bond with his thieves’ tools.  
  Flaw. Cohen thinks he is much smarter than he is.   
  Background 
  Cohen was a criminal (fence). He has worked for criminals most 
  of his life. However, once he started to work for a powerful ogre, 
  everything changed. This unusual ogre was installed as a leader 
  by a group of corrupt nobles. The ogre made Cohen a very, very 
  rich man. Eventually the ogre was thrown in prison and locked 
  away for life. However, Cohen continues to live his life of crime.   
  Equipment 
  backpack, 2 days of rations, Three-Dragon Ante set, thieves’ tools, 
  crossbow bolt case, 19 +2 crossbow bolts, bag of holding, 3 
  potions of poison, chime of opening, pink pearl, diamond, gold 
  ring with bloodstones, cloak, 6321gp (in manor), 124pp.  
   
   
   
   
   
   
   
   
   
   
   
  
   
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
  170 
  LYSA MARSH 
  15th level rogue (Thief subclass) 
  Medium humanoid (human), lawful evil 
  Armor Class 17 (+1 studded leather) 
  Hit Points 89 (15d8 - 15) 
  Speed 30 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  7 (-2) 
  18 (+4) 
  9 (-1) 
  8 (-1) 
  10 (+0) 
  6 (-2) 
  Saving Throws Dex +9, Int +4, Wis +5 
  Skills Acrobatics +14, Arcana +9, Deception +3, History +4, Insight 
  +5, Persuasion +8 
  Senses blindsense 10 ft., passive Perception 10 
  Languages Common, Thieves’ cant 
  Challenge 10 (5,900 XP) 
  Cunning Action. Bonus action/Dash, Disengage, or Hide  
  Evasion. When she is subjected to an effect that allows her to 
  make a Dexterity save to take only half damage, she instead takes 
  no damage if she succeeds and only half damage if she fails.  
  Fast Hands. Lysa can use a bonus action granted by Cunning 
  Action to make a Dexterity (Sleight of Hand) check, use thieves’ 
  tools to disarm a trap or open a lock, or take the Use an Object 
  action.  
  Reliable Talent. Whenever she makes an ability check that lets 
  him add his proficiency bonus, she can treat a d20 roll of 9 or 
  lower as a 10. 
  Second-Story Work. Climbing is normal movement and when 
  making a running jump she jumps an extra 4 ft. 
  Sneak Attack. Once per turn, she can deal an extra 28 (8d6) 
  damage to one creature she hits with an attack if she has 
  advantage or if another enemy is within 5 ft. of it. 
  Supreme Sneak. She has advantage on Dexterity (Stealth) checks 
  if she moves no more than half her speed on the same turn. 
  Use Magic Device. She ignores all requirements for magic items. 
  Actions 
  +2 Rapier. Melee Weapon Attack: +11 to hit, reach 5 ft., one 
  target. Hit: 11 (1d8 + 7) piercing damage.  
  Shortbow. Ranged Weapon Attack: +9 to hit, range 80/320 ft., 
  one target. Hit: 8 (1d6 + 5) piercing damage. 
  Reactions 
  Uncanny Dodge. When an attacker that she can see hits her with 
  an attack, she can use her reaction to halve the attack’s damage 
  against her. 
   
   
  NPC BIO 
   
  Personality Lysa is an odd, awkward young woman.    
  Appearance Short woman with messy black hair and brown eyes. 
  5’ 3” 92 lbs. 33 years old 
  Characteristics 
  Ideal. Greed.  
  Bond. She is close to her friends.   
  Flaw. Lysa is incredibly self-centered.    
  Background 
  Lysa was a sage (scribe). Her old mentor helped her sell more 
  books and taught her to do whatever it took to succeed. She 
  decided to take that literally, leaving the world of literature to 
  become a thief.  
  Equipment 
  backpack, 4 days of rations, bottle of ink, quill, 8 pieces of 
  parchment, dice set, thieves’ tools, quiver, 16 arrows, pot of 
  awakening1, bag of tricks (grey), deck of illusions, cap of disguise, 
  6 garnets, cloak, 136pp.  
   
   
   
   
   
   
   
   
   
   
   
  
   
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
  171 
  TAD ROCKRABBIT 
  16th level rogue (Assassin subclass) 
  Small humanoid (lightfoot halfling), neutral evil 
  Armor Class 19 (+2 leather armor) 
  Hit Points 100 (16d8) 
  Speed 25 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  9 (-1) 
  20 (+5) 
  11 (+0) 
  10 (+0) 
  12 (+1) 
  11 (+0) 
  Saving Throws Dex +10, Int +5, Wis 
  Skills Acrobatics +15, Athletics +4, Perception +6, Sleight of Hand 
  +15, Stealth +15, Survival +6 
  Senses blindsense 10 ft., passive Perception 16 
  Languages Common, Thieves’ cant, Halfling 
  Challenge 11 (7,200 XP) 
  Assassinate. He has advantage on attack rolls against any 
  creature who hasn’t taken a turn in the combat yet. In addition, 
  any hit he scores against a creature that is surprised is a critical 
  hit.   
  Brave. Advantage on saves against being frightened. 
  Cunning Action. Bonus action/Dash, Disengage, or Hide  
  Evasion. When he is subjected to an effect that allows him to 
  make a Dexterity save to take only half damage, he instead takes 
  no damage if he succeeds and only half damage if he fails.  
  Halfling Nimbleness. Can move through the space of any 
  creature that is larger. 
  Impostor. He gains the ability to unerringly mimic another 
  person’s speech, writing, and behavior. He must spend at least 
  three hours studying these three components of the person’s 
  behavior, listening to speech, examining handwriting, and 
  observing mannerisms. His ruse is indiscernible to the casual 
  observer. If a wary creature suspects something is amiss, he has 
  advantage on any Charisma (Deception) check he makes to avoid 
  detection.  
  Infiltration Expertise. He can unfailingly create false identities for 
  himself. He must spend seven days and 25gp to establish the 
  history, profession, and affiliations for an identity. He can’t 
  establish an identity that belongs to someone else. For example, 
  he might acquire the appropriate clothing, letters of introduction 
  and official-looking certification to establish himself as a member 
  of a trading house from a remote city so he can insinuate himself 
  into the company of other wealthy merchants. Thereafter, if he 
  adopts the new identity as a disguise, other creatures believe his 
  to be that person until given an obvious reason not to. 
  Lucky. Can reroll any 1s.  
  Naturally Stealthy. Can attempt to hide even when only 
  obscured by a creature that is at least one size larger.  
  Reliable Talent. Whenever he makes an ability check that lets 
  him add his proficiency bonus, he can treat a d20 roll of 9 or 
  lower as a 10. 
  Sneak Attack. Once per turn, he can deal an extra 28 (8d6) 
  damage to one creature he hits with an attack if he has 
  advantage or if another enemy is within 5 ft. of it. 
  Actions 
  +2 Shortsword. Melee Weapon Attack: +11 to hit, reach 5 ft., one 
  target. Hit: 10 (1d6 + 7) piercing damage.  
  Light Crossbow. Ranged Weapon Attack: +9 to hit, range 80/320 
  ft., one target. Hit: 9 (1d8 + 5) piercing damage. 
  Reactions 
  Uncanny Dodge. When an attacker that he can see hits him with 
  an attack, he can use his reaction to halve the attack’s damage 
  against him. 
   
  NPC BIO 
   
  Personality Tad is a quiet, shy halfling.    
  Appearance Skinny young halfling with short blonde hair, a weak 
  attempt at a beard, and blue eyes. 3’ 5” 28 lbs. 27 years old 
  Characteristics 
  Ideal. Retribution.   
  Bond. He feels a bond with his thieves’ tools.  
  Flaw. Tad is a sociopath.   
  Background 
  Tad was an outlander (guide). He is a dangerous foe and appears 
  to be much the opposite. Tad appears to be a meek fellow, but 
  that isn’t the case. He is a vengeful, nasty character.  
  Equipment 
  backpack, 6 days of rations, dice set, thieves’ tools, crossbow bolt 
  case, 19 +2 crossbow bolts, 4 potions of poison, cloak, 176pp.  
   
   
   
   
  
   
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
  172 
  KATE WORTHINGTON 
  17th level rogue (Mastermind subclass) 
  Medium humanoid (human), neutral evil 
  Armor Class 20 (+3 studded black leather) 
  Hit Points 116 (17d8 + 17) 
  Speed 30 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  10 (+0) 
  20 (+5) 
  12 (+1) 
  14 (+2) 
  16 (+3) 
  25 (+7) 
  Saving Throws Dex +11, Int +8, Wis +9 
  Skills Acrobatics +17, Deception +19, History +8, Perception +9, 
  Persuasion +19, Stealth +11 
  Senses blindsense 10 ft., passive Perception 19 
  Languages Common, Thieves’ cant, Elvish 
  Challenge 11 (7,200 XP) 
  Assassinate. She has advantage on attack rolls against any 
  creature who hasn’t taken a turn in the combat yet. In addition, 
  any hit she scores against a creature that is surprised is a critical 
  hit.   
  Cunning Action. Bonus action/Dash, Disengage, or Hide  
  Death Strike. When she attacks and hits a creature that is 
  surprised, it must make a DC 19 Constitution saving throw. On a 
  failed save, she doubles the damage on her attack against the 
  creature.   
  Evasion. When she is subjected to an effect that allows her to 
  make a Dexterity save to take only half damage, she instead takes 
  no damage if she succeeds and only half damage if she fails the 
  saving throw.  
  Insightful Manipulator. If she spends at least 1 minute observing 
  or interacting with another creature outside combat, she can 
  learn certain information about its capabilities compared to hers. 
  She knows if the creature is her equal, superior, or inferior in 
  regard to 2 of these: Int, Wis, Cha, or class level. She might also 
  realize she knows a piece of the creature’s history or one of its 
  personality traits  
  Master of Intrigue. She has proficiency with the disguise kit, the 
  forgery kit, and the chess set. She can also unerringly mimic the 
  speech patterns and accent of a creature that she hears speak for 
  at least 1 minute, enabling her to pass himself off as a native 
  speaker of a particular land, provided she knows the language.   
  Master of Tactics. She can use the Help action as a bonus action. 
  Additionally, when she uses the Help action to aid an ally in 
  attacking a creature, the target of that attack can be within 30 ft. 
  of her, rather than within 5 ft. of her, if the target can see or hear 
  her.  
  Misdirection. When she is targeted by an attack while a creature 
  within 5 feet of her is granting him cover against that attack, she 
  can use her reaction to have the attack target that creature 
  instead of him. 
  Reliable Talent. Whenever she makes an ability check that lets 
  her add her proficiency bonus, she can treat a d20 roll of 9 or 
  lower as a 10. 
  Sneak Attack. Once per turn, she can deal an extra 31 (9d6) 
  damage to one creature she hits with an attack if she has 
  advantage or if another enemy is within 5 ft. of it. 
  Soul of Deceit. She can present false thoughts by succeeding on a 
  Charisma (Deception) check contested by the mind reader’s 
  Wisdom (Insight) check. Additionally, no matter what she says, 
  magic that would determine if she is telling the truth indicates 
  that she is being truthful if she chooses, and she can’t be 
  compelled to tell the truth by magic.  
  Actions 
  +3 Dagger. Melee Weapon Attack: +11 to hit, reach 5 ft., one 
  target. Hit: 10 (1d4 + 8) piercing damage.  
  +2 Light Crossbow. Ranged Weapon Attack: +9 to hit, range 
  80/320 ft., one target. Hit: 9 (1d8 + 5) piercing damage. 
  Reactions 
  Uncanny Dodge. When an attacker that she can see hits her with 
  an attack, she can use her reaction to halve the attack’s damage 
  against her. 
   
  NPC BIO 
   
  Personality Kate is a sly, cunning individual.    
  Appearance Very beautiful young woman with long light-brown 
  hair and hazel eyes. 5’ 7” 119 lbs. 26 years old 
  Characteristics 
  Ideal. Power.  
  Bond. Her family is very important to her.  
  Flaw. Kate is a risk-taker.    
  Background 
  Kate was a noble. She was around powerful, influential people as 
  she grew up. Kate decided long ago, she would be more powerful 
  than any of them. Using her cunning, she has gained more and 
  more influence in the kingdom. Many men have succumbed to 
  her charms and become stepping stones on her climb to power.   
  Equipment 
  4 days of rations, dragonchess set, thieves’ tools, crossbow bolt 
  case, 19 +3 crossbow bolts, bag of holding, 6 potions of poison, 4 
  philters of love, chime of opening, cloak of the bat, diamond belly 
  ring, 3 emeralds, 10467gp (in manor), 167pp.  
  
   
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
  173 
  ELISE CUTTHROAT 
  18th level rogue (Swashbuckler subclass) 
  Medium humanoid (human), lawful evil 
  Armor Class 19 (+2 leather armor) 
  Hit Points 128 (18d8 + 36) 
  Speed 30 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  9 (-1) 
  20 (+5) 
  14 (+2) 
  10 (+0) 
  9 (-1) 
  19 (+4) 
  Saving Throws Dex +11, Int +6, Wis +5 
  Skills Acrobatics +11, Deception +16, Perception +5, Performance 
  +17, Sleight of Hand +11, Stealth +17 
  Senses blindsense 10 ft., passive Perception 15 
  Languages Common, Thieves’ cant 
  Challenge 12 (8,400 XP) 
  Cunning Action. Bonus action/Dash, Disengage, or Hide  
  Elegant Maneuver. She can use a bonus action on her turn to 
  gain advantage on the next Dexterity (Acrobatics) or Strength 
  (Athletics) check you make during the same turn.  
  Elusive. No attack roll has advantage against her while she isn’t 
  incapacitated.   
  Evasion. When she is subjected to an effect that allows her to 
  make a Dexterity save to take only half damage, she instead takes 
  no damage if she succeeds and only half damage if she fails.  
  Master Duelist. If she misses with an attack roll, she can roll it 
  again with advantage. Once she does so, she must rest to reset.  
  Supreme Sneak. She has advantage on Dexterity (Stealth) checks 
  if she moves no more than half her speed on the same turn. 
  Panache. As an action, she can make a Charisma (Persuasion) 
  check contested by a creature’s Wisdom (Insight) check. The 
  creature must be able to hear her, and the two individuals must 
  share a language. If she succeeds on the check and the creature is 
  hostile to her, it has disadvantage on attack rolls against targets 
  other than her. This effect lasts for 1 minute, until one of her 
  companions attacks the target or affects it with a spell, or until 
  she and the target are more than 60 feet apart. If she succeeds 
  on the check and the creature isn’t hostile to her, it is charmed by 
  her for 1 minute. While charmed, it regards her as a friendly 
  acquaintance. This effect ends immediately if she or her 
  companions do anything harmful to it.  
  Rakish Audacity. She can give herself a +4 bonus to her initiative 
  rolls. She also gains an additional way to use her Sneak Attack; 
  she doesn’t need advantage on the attack roll to use her Sneak 
  Attack against a creature if she is within 5 feet of it, no other 
  creatures are within 5 feet of her, and she doesn’t have 
  disadvantage on the attack roll. All the other rules for Sneak 
  Attack still apply to her.  
  Reliable Talent. Whenever she makes an ability check that lets 
  her add her proficiency bonus, she can treat a d20 roll of 9 or 
  lower as a 10. 
  Sneak Attack. Once per turn, she can deal an extra 31 (9d6) 
  damage to one creature she hits with an attack if she has 
  advantage or if another enemy is within 5 ft. of it. 
  Supreme Sneak. She has advantage on Dexterity (Stealth) checks 
  if she moves no more than half her speed on the same turn. 
  Actions 
  +3 Shortsword. Melee Weapon Attack: +11 to hit, reach 5 ft., one 
  target. Hit: 10 (1d6 + 7) piercing damage.  
  +2 Shortbow. Ranged Weapon Attack: +9 to hit, range 80/320 ft., 
  one target. Hit: 8 (1d6 + 5) piercing damage. 
  Reactions 
  Uncanny Dodge. When an attacker that she can see hits her with 
  an attack, she can use her reaction to halve the attack’s damage 
  against her. 
   
  NPC BIO 
   
  Personality Elise is a cool, aloof young woman.  
  Appearance Pretty, young woman with short blonde hair and 
  blue eyes. 5’ 2” 123 lbs. 24 years old 
  Characteristics 
  Ideal. Greed.  
  Bond. She is allied with the Thieves’ Guild.  
  Flaw. Elise is a sociopath.   
  Background 
  Elise was an entertainer (actress). She was very famous at a 
  young age and grew up too quickly. Elise lost her way and ended 
  up marrying an angry young man. She left the unhappy marriage 
  and ended up joining the local Thieves’ Guild.   
  Equipment 
  backpack, 4 days of rations, Three-Dragon Ante set, thieves’ tools, 
  quiver, 19 +2 arrows, gem of seeing, ring of invisibility, diamond 
  bracelet, 6 amethysts, cloak, 173pp.  
   
   
   
  
   
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
  174 
  KELLA THE BLACK CAT 
  19th level rogue (Assassin subclass) 
  Medium humanoid (human), neutral evil 
  Armor Class 20 (+3 studded black leather) 
  Hit Points 153 (19d8 + 38) 
  Speed 30 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  12 (+1) 
  20 (+5) 
  14 (+2) 
  8 (-1) 
  10 (+0) 
  30 (+10) 
  Saving Throws Dex +11, Int +5 
  Skills Acrobatics +11, Athletics +7, Deception +22, Performance 
  +22, Persuasion +22, Stealth +11 
  Senses blindsense 10 ft., passive Perception 10 
  Languages Common, Thieves’ cant, Elvish 
  Challenge 12 (8,400 XP) 
  Assassinate. She has advantage on attack rolls against any 
  creature who hasn’t taken a turn in the combat yet. In addition, 
  any hit she scores against a creature that is surprised is a critical 
  hit.   
  Cunning Action. Bonus action/Dash, Disengage, or Hide  
  Death Strike. When she attacks and hits a creature that is 
  surprised, it must make a DC 19 Constitution saving throw. On a 
  failed save, she doubles the damage on her attack against the 
  creature. 
  Elusive. No attack roll has advantage against her while she isn’t 
  incapacitated.   
  Evasion. When she is subjected to an effect that allows her to 
  make a Dexterity save to take only half damage, she instead takes 
  no damage if she succeeds and only half damage if she fails.  
  Impostor. She gains the ability to unerringly mimic another 
  person’s speech, writing, and behavior. She must spend at least 
  three hours studying these three components of the person’s 
  behavior, listening to speech, examining handwriting, and 
  observing mannerisms. Her ruse is indiscernible to the casual 
  observer. If a wary creature suspects something is amiss, she has 
  advantage on any Charisma (Deception) check she makes to avoid 
  detection.  
  Infiltration Expertise. She can unfailingly create false identities 
  for herself. She must spend seven days and 25gp to establish the 
  history, profession, and affiliations for an identity. She can’t 
  establish an identity that belongs to someone else. For example, 
  she might acquire the appropriate clothing, letters of 
  introduction and official-looking certification to establish herself 
  as a member of a trading house from a remote city so she can 
  insinuate herself into the company of other wealthy merchants. 
  Thereafter, if she adopts the new identity as a disguise, other 
  creatures believe his to be that person until given an obvious 
  reason not to. 
  Reliable Talent. Whenever she makes an ability check that lets 
  her add her proficiency bonus, she can treat a d20 roll of 9 or 
  lower as a 10. 
  Sneak Attack. Once per turn, she can deal an extra 35 (10d6) 
  damage to one creature she hits with an attack if she has 
  advantage or if another enemy is within 5 ft. of it. 
  Supreme Sneak. She has advantage on Dexterity (Stealth) checks 
  if she moves no more than half her speed on the same turn. 
  Actions 
  +3 Rapier. Melee Weapon Attack: +11 to hit, reach 5 ft., one 
  target. Hit: 11 (1d8 + 7) piercing damage plus 31 (9d6) poison 
  damage.  
  +3 Shortbow. Ranged Weapon Attack: +9 to hit, range 80/320 ft., 
  one target. Hit: 8 (1d6 + 5) piercing damage. 
  Reactions 
  Uncanny Dodge. When an attacker that she can see hits her with 
  an attack, she can use her reaction to halve the attack’s damage 
  against her. 
   
  NPC BIO 
   
  Personality Kella is a playful, seductive individual.      
  Appearance Gorgeous, tanned young woman with long dark 
  brown hair, and gray eyes. 5’ 6” 118 lbs. 25 years old 
  Characteristics 
  Ideal. Greed.  
  Bond. She is close to her mentor. He taught her everything she 
  knows.  
  Flaw. Kella is attracted to violent warriors who take charge of the 
  situation.  
  Background 
  Kella was a criminal (burglar). She learned to steal hearts and 
  other priceless items at a young age. If she can’t charm her way 
  to gaining someone’s gold, she kills them and steals it. Kella is 
  also for hire, for a lofty price she’ll kill anyone.   
  Equipment 
  backpack, 4 days of rations, dice set, thieves’ tools, quiver, 20 +3 
  arrows, 4 philters of love, ring of feather falling, potion of speed, 2 
  diamonds, jeweled anklet, fine gold chain, cloak, 198pp.  
   
  
   
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
  175 
  BAZ 
  20th level rogue (Thief subclass) 
  Medium humanoid (human), chaotic evil 
  Armor Class 22 (+3 studded leather) 
  Hit Points 184 (20d8 + 60) 
  Speed 30 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  14 (+2) 
  24 (+7) 
  17 (+3) 
  10 (+0) 
  8 (-1) 
  18 (+4) 
  Saving Throws Dex +13, Int +6, Wis +5 
  Skills Acrobatics +19, Athletics +8, Deception +10, Persuasion 
  +10, Sleight of Hand +19, Stealth +19 
  Senses blindsense 10 ft., passive Perception 9 
  Languages Common, Thieves’ cant 
  Challenge 13 (10,000 XP) 
  Cunning Action. Bonus action/Dash, Disengage, or Hide  
  Elusive. No attack roll has advantage against him while he isn’t 
  incapacitated.   
  Evasion. When he is subjected to an effect that allows him to 
  make a Dexterity save to take only half damage, he instead takes 
  no damage if he succeeds and only half damage if he fails the 
  saving throw.  
  Fast Hands. Baz can use a bonus action granted by Cunning 
  Action to make a Dexterity (Sleight of Hand) check, use thieves’ 
  tools to disarm a trap or open a lock, or take the Use an Object 
  action.  
  Reliable Talent. Whenever he makes an ability check that lets 
  him add his proficiency bonus, he can treat a d20 roll of 9 or 
  lower as a 10. 
  Second-Story Work. Climbing is normal movement and when 
  making a running jump he jumps an extra 7 ft. 
  Sneak Attack. Once per turn, he can deal an extra 35 (10d6) 
  damage to one creature he hits with an attack if he has 
  advantage or if another enemy is within 5 ft. of it. 
  Stroke of Luck. If his attack misses a target within range, he can 
  turn the miss into a hit. Alternatively, if he fails an ability check, 
  he can treat the d20 roll as a 20. Must rest to reset this feature.    
  Supreme Sneak. He has advantage on Dexterity (Stealth) checks if 
  he moves no more than half his speed on the same turn. 
  Thief’s Reflexes. He can take two turns during the first round of 
  combat. He takes his first turn at his normal initiative and his 
  second turn at his initiative minus 10. He can’t use this feature 
  when he’s surprised.  
  Use Magic Device. He ignores all requirements for magic items. 
  Actions 
  +3 Longsword. Melee Weapon Attack: +11 to hit, reach 5 ft., one 
  target. Hit: 10 (1d10 + 5) slashing damage.  
  +3 Light Crossbow. Ranged Weapon Attack: +16 to hit, range 
  80/320 ft., one target. Hit: 14 (1d8 + 10) piercing damage. 
  Reactions 
  Uncanny Dodge. When an attacker that he can see hits him with 
  an attack, he can use his reaction to halve the attack’s damage 
  against him. 
   
  NPC BIO 
   
  Personality Baz is a confident, charming young man.    
  Appearance Handsome young man with short brown hair and 
  blue eyes. 5’ 11” 165 lbs. 27 years old 
  Characteristics 
  Ideal. Greed.  
  Bond. He feels a bond with his thieves’ tools.  
  Flaw. Baz thinks he’s very intelligent. He’s not.    
  Background 
  Baz was a criminal (burglar). He grew up in a poor family of 
  criminals. However, Baz wanted to be rich and left to make his 
  own way. He has been very successful and lives in an enormous 
  manor in a wealthy city. Baz’s new wealth has helped him find 
  many nobles to rob.  
  Equipment 
  3 days of rations, dice set, thieves’ tools, crossbow bolt case, 18 
  +3 crossbow bolts, bag of holding, ring of invisibility, emerald, 
  black opal, black pearl, cloak, 13128gp (in manor), 303pp.  
   
   
   
   
   
   
   
   
  
   
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
  176 
  NATALIA THE SAD 
  13th level sorcerer (Shadow Magic subclass) 
  Medium humanoid (human), neutral evil 
  Armor Class 10 (13 with mage armor) 
  Hit Points 57 (13d6 - 13) 
  Speed 30 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  10 (+0) 
  11 (+0) 
  9 (-1) 
  10 (+0) 
  8 (-1) 
  18 (+4) 
  Saving Throws Con +4, Cha +9 
  Skills Arcana +5, Deception +9, Persuasion +9, Sleight of Hand +5  
  Senses passive Perception 9 
  Languages Common 
  Challenge 8 (3,900 XP) 
  Font of Magic. Can create extra spell slots or sorcery points.   
  Metamagic. Distant Spell. Can spend 1 sorcery point to double 
  the range of a spell with a range of 5’ or greater or make the 
  range of a touch spell 30’. Extended Spell. Can spend 1 sorcery 
  point to double a spell’s duration (w/duration of at least 1 
  minute), to a maximum of 24 hours. Quickened Spell. When 
  casting a spell with casting time of 1 action, she can spend 2 
  sorcery points to change the casting time to 1 bonus action.  
  Spellcasting. Natalia is a 13th level sorcerer. Her spellcasting 
  ability is Charisma (spell save DC 17, +9 to hit with spell attacks). 
  Natalia has the following sorcerer spells:  
  Cantrips. (at will): chill touch, minor illusion, prestidigitation, ray 
  of frost, shocking grasp 
  1st level. (4 slots): expeditious retreat, mage armor, magic 
  missile, witch bolt 
  2nd level. (3 slots): blur, darkvision, crown of madness, dragon’s 
  breath 
  3rd level. (3 slots): dispel magic, fireball, fly, lightning bolt 
  4th level. (3 slots): banishment, greater invisibility, wall of fire 
  5th level. (2 slots): cone of cold, dominate person 
  6th level. (1 slot): globe of invulnerability 
  7th level. (1 slot): delayed blast fireball 
   
   
   
   
   
   
  Actions 
  +2 Quarterstaff. Melee Weapon Attack: +7 to hit, reach 5 ft., one 
  target. Hit: 6 (1d8 + 2) bludgeoning damage.  
   
  NPC BIO 
   
  Personality Natalia is always depressed.  
  Appearance Slim woman with long dirty-blonde hair and light-
  blue eyes. 5’ 6” 122 lbs. 26 years old 
  Characteristics 
  Ideal. Sadness.  
  Bond. She feels a powerful connection to Wild Magic.  
  Flaw. Natalia turns tail and runs when things look bad.  
  Background 
  Natalia was a charlatan. She is always severely depressed. This 
  sorcerer isn’t impressed by anything or anybody. She was raised 
  by two uncaring parents who neglected her.   
  Equipment 
  backpack, 3 days of rations, forgery kit, set of fine clothes, leather 
  pouch, tinderbox, bedroll, ring of feather falling, cloak, 2 
  moonstones, 287gp, 91pp.  
  Sorcery Points 
  13 
   
   
   
   
   
   
   
  
   
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
  177 
  ORIAN RAEDAS 
  14th level sorcerer (Wild Magic subclass) 
  Medium humanoid (half-elf), chaotic evil 
  Armor Class 10 (13 with mage armor) 
  Hit Points 73 (14d6 + 14) 
  Speed 30 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  11 (+0) 
  12 (+1) 
  12 (+1) 
  11 (+0) 
  17 (+3) 
  19 (+4) 
  Saving Throws Con +6, Cha +9 
  Skills Deception +9, Insight +8, Persuasion +9, Religion +5 
  Senses darkvision 60 ft., passive Perception 13 
  Languages Common, Elvish, Halfling 
  Challenge 9 (5,000 XP) 
  Controlled Chaos. Whenever he rolls on the Wild Magic Surge 
  table, he can roll twice and use either number.    
  Fey Ancestry. He has advantage on saving throws against being 
  charmed, and magic can’t put him to sleep.  
  Font of Magic. Can create extra spell slots or sorcery points.   
  Metamagic. Distant Spell. Can spend 1 sorcery point to double 
  the range of a spell with a range of 5’ or greater or make the 
  range of a touch spell 30’. Extended Spell. Can spend 1 sorcery 
  point to double a spell’s duration (w/duration of at least 1 
  minute), to a maximum of 24 hours. Quickened Spell. When 
  casting a spell with casting time of 1 action, he can spend 2 
  sorcery points to change the casting time to 1 bonus action.  
  Naturally Stealthy. Can attempt to hide even when only 
  obscured by a creature that is at least one size larger. 
  Spellcasting. Orian is a 14th level sorcerer. His spellcasting ability 
  is Charisma (spell save DC 17, +9 to hit with spell attacks). Orian 
  has the following sorcerer spells:  
  Cantrips. (at will): acid splash, blade ward, message, minor 
  illusion, ray of frost 
  1st level. (4 slots): charm person, mage armor, magic missile, 
  witch bolt 
  2nd level. (3 slots): blur, darkvision, crown of madness, dragon’s 
  breath 
  3rd level. (3 slots): dispel magic, fireball, fly, lightning bolt 
  4th level. (3 slots): blight, greater invisibility, wall of fire 
  5th level. (2 slots): cone of cold, dominate person 
  6th level. (1 slot): disintegrate 
  7th level. (1 slot): finger of death 
  Tides of Chaos 1/day. Advantage on attack, check, or save.    
  Wild Magic Surge. Roll a d20 after casting spells, if the roll is a 1, 
  roll on the Wild Magic Surge table. 
   
  Actions 
  +1 Quarterstaff. Melee Weapon Attack: +6 to hit, reach 5 ft., one 
  target. Hit: 5 (1d8 + 1) bludgeoning damage.  
  Reactions 
  Bend Luck 1/day. Add 1d4 to another creature’s attack roll, 
  ability check, or saving throw (that he can see).   
   
  NPC BIO 
   
  Personality Orian always takes notice of the locations of 
  valuables.  
  Appearance Handsome half-elf male with tanned skin, light 
  brown hair, and green eyes. 5’ 8” 132 lbs. 32 years old 
  Characteristics 
  Ideal. Greed.  
  Bond. He feels a powerful connection to Wild Magic.  
  Flaw. Orian turns tail and runs when things look bad.  
  Background 
  Orian was an acolyte. For many years he traveled the kingdom 
  with his friends. They all preached the word of a noble deity. One 
  day his friends abandoned him. Now he worships the god of 
  trade. Orian also works with an evil trading guild.  
  Equipment 
  backpack, 3 days of rations, disguise kit, forgery kit, set of fine 
  clothes, leather pouch, tinderbox, bedroll, 2 potions of healing, 
  ring of evasion, cloak, 287gp, 176pp.  
  Sorcery Points 
  14 
   
   
   
   
   
  
   
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
  178 
  DERRY DUCKFOOT 
  15th level sorcerer (Wild Magic subclass) 
  Small humanoid (lightfoot halfling), neutral evil 
  Armor Class 10 (13 with mage armor) 
  Hit Points 74 (15d6) 
  Speed 25 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  12 (+1) 
  17 (+3) 
  10 (+0) 
  15 (+2) 
  7 (-1) 
  18 (+4) 
  Saving Throws Con +5, Cha +9 
  Skills Arcana +7, Deception +9, Persuasion +9, Stealth +8  
  Senses passive Perception 9 
  Languages Common, Halfling 
  Challenge 10 (5,900 XP) 
  Brave. Advantage on saves against being frightened.  
  Controlled Chaos. Whenever he rolls on the Wild Magic Surge 
  table, he can roll twice and use either number.    
  Font of Magic. Can create extra spell slots or sorcery points.   
  Halfling Nimbleness. Can move through the space of any 
  creature that is larger. 
  Lucky. Can reroll any 1s.  
  Metamagic. Distant Spell. Can spend 1 sorcery point to double 
  the range of a spell with a range of 5’ or greater or make the 
  range of a touch spell 30’. Extended Spell. Can spend 1 sorcery 
  point to double a spell’s duration (w/duration of at least 1 
  minute), to a maximum of 24 hours. Quickened Spell. When 
  casting a spell with casting time of 1 action, he can spend 2 
  sorcery points to change the casting time to 1 bonus action.  
  Naturally Stealthy. Can attempt to hide even when only 
  obscured by a creature that is at least one size larger. 
  Spellcasting. Derry is a 15th level sorcerer. His spellcasting ability 
  is Charisma (spell save DC 17, +9 to hit with spell attacks). Derry 
  has the following sorcerer spells:  
  Cantrips. (at will): create bonfire, minor illusion, prestidigitation, 
  ray of frost, shocking grasp 
  1st level. (4 slots): fog cloud, mage armor, magic missile, witch 
  bolt 
  2nd level. (3 slots): alter self, darkvision, crown of madness, 
  dragon’s breath 
  3rd level. (3 slots): blink, counterspell, lightning bolt 
  4th level. (3 slots): banishment, greater invisibility, wall of fire 
  5th level. (2 slots): animate objects, dominate person 
  6th level. (1 slot): mass suggestion 
  7th level. (1 slot): teleport 
  8th level. (1 slot): power word stun 
  Tides of Chaos 1/day. Advantage on attack, check, or save.    
  Wild Magic Surge. Roll a d20 after casting spells, if the roll is a 1, 
  roll on the Wild Magic Surge table. 
  Actions 
  +2 Quarterstaff. Melee Weapon Attack: +8 to hit, reach 5 ft., one 
  target. Hit: 7 (1d8 + 3) bludgeoning damage.  
  Reactions 
  Bend Luck 1/day. Add 1d4 to another creature’s attack roll, 
  ability check, or saving throw (that he can see). 
   
  NPC BIO 
   
  Personality Derry doesn’t pay attention to the risks in a situation.  
  Appearance Attractive halfling male with blonde hair and gray 
  eyes. 3’ 1” 32 lbs. 32 years old 
  Characteristics 
  Ideal. Greed.    
  Bond. Someone he loved died because of a mistake he made. 
  Flaw. Derry will choose gold above anything else.   
  Background 
  Derry was a criminal (fence). He works as a fence in a large, 
  bustling city. The local thieves and scoundrels know they can deal 
  with him.  
  Equipment 
  backpack, 3 days of rations, disguise kit, forgery kit, set of fine 
  clothes, leather pouch, tinderbox, bedroll, pipe of smoke 
  monsters1, ring of spell storing, bag of beans, Nolzur’s marvelous 
  pigments, cloak, 287gp, 76pp.  
  Sorcery Points 
  15 
   
   
   
   
  
   
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
  179 
  RAVEN KOL 
  16th level sorcerer (Draconic Magic subclass) 
  Medium humanoid (human), neutral evil  
  Armor Class 10 (13 with draconic resilience) 
  Hit Points 77 (16d6 + 48) 
  Speed 30 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  12 (+1) 
  10 (+0) 
  17 (+3) 
  12 (+1) 
  10 (+0) 
  19 (+4) 
  Saving Throws Con +8, Cha +9 
  Skills Acrobatics +5, Deception +9, Performance +9, Persuasion 
  +9 
  Senses passive Perception 10 
  Languages Common 
  Challenge 11 (7,200 XP) 
  Draconic Resilience. Skin is covered with a thin blue sheen of 
  dragon-like scales, AC is 13 plus Dexterity modifier. 
  Dragon Wings. They gain the ability to sprout a pair of dragon 
  wings from their back, gaining a flying speed equal to their 
  current speed. They can create these wings as a bonus action on 
  their turn. The wings last until they dismiss them as a bonus 
  action on their turn. They can’t manifest their wings while 
  wearing armor unless the armor is made to accommodate them, 
  and clothing not made to accommodate their wings might be 
  destroyed when they manifest them.   
  Elemental Affinity. When they cast a spell that deals damage, 
  they add +3 to the damage roll. At the same time, they can spend 
  1 sorcery point to gain resistance to cold damage for 1 hour.  
  Font of Magic. Can create extra spell slots or sorcery points.   
  Metamagic. Distant Spell. Can spend 1 sorcery point to double 
  the range of a spell with a range of 5’ or greater or make the 
  range of a touch spell 30’. Extended Spell. Can spend 1 sorcery 
  point to double a spell’s duration (w/duration of at least 1 
  minute), to a maximum of 24 hours. Quickened Spell. When 
  casting a spell with casting time of 1 action, they can spend 2 
  sorcery points to change the casting time to 1 bonus action.  
  Spellcasting. Raven a 16th level sorcerer. Their spellcasting ability 
  is Charisma (spell save DC 17, +9 to hit with spell attacks). Raven 
  has the following sorcerer spells:  
  Cantrips. (at will): light, mending, minor illusion, prestidigitation, 
  ray of frost 
  1st level. (4 slots): fog cloud, mage armor, magic missile, witch 
  bolt 
  2nd level. (3 slots): blur, darkvision, crown of madness, dragon’s 
  breath 
  3rd level. (3 slots): dispel magic, fireball, water wolk 
  4th level. (3 slots): confusion, greater invisibility, ice storm 
  5th level. (2 slots): cone of cold, teleportation circle 
  6th level. (1 slot): chain lightning 
  7th level. (1 slot): fire storm 
  8th level. (1 slot): earthquake 
  Actions 
  +2 Quarterstaff. Melee Weapon Attack: +8 to hit, reach 5 ft., one 
  target. Hit: 7 (1d8 + 3) bludgeoning damage.  
   
  NPC BIO 
   
  Personality Raven Kol is charming and sly  
  Appearance Tall person with short black hair and brown eyes. 6’ 
  2” 179 lbs. 36 years old 
  Characteristics 
  Ideal. Control.    
  Bond. They love the books they have written.  
  Flaw. Raven feels the need to control everything.   
  Background 
  Raven was an entertainer (storyteller). They brag about their 
  skills as a storyteller. However, they are not talented and are 
  much better at charming everyone. They live in a small hut with 
  their consort, a lowly rogue. Raven is their own worst enemy. 
  They don’t identify as male or female.  
  Equipment 
  backpack, 5 days of rations, leather pouch, tinderbox, bedroll, 
  ring of invisibility, potion of invulnerability, cube of force, efreeti 
  bottle, cloak, 287gp, 76pp.  
  Sorcery Points 
  16 
   
   
   
   
   
  
   
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
  180 
  MEBBA RAD 
  17th level sorcerer (Wild Magic subclass) 
  Small humanoid (rock gnome), lawful evil 
  Armor Class 10 (13 with mage armor) 
  Hit Points 80 (17d6) 
  Speed 25 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  10 (+0) 
  12 (+1) 
  11 (+0) 
  11 (+0) 
  18 (+4) 
  20 (+5) 
  Saving Throws Con +6, Cha +11 
  Skills Arcana +6, Deception +11, Insight +10, Persuasion +11 
  Senses darkvision 60 ft., passive Perception 14 
  Languages Common, Gnomish, Halfling 
  Challenge 11 (7,200 XP) 
  Controlled Chaos. Whenever she rolls on the Wild Magic Surge 
  table, she can roll twice and use either number.    
  Font of Magic. Can create extra spell slots or sorcery points.   
  Gnome Cunning. Advantage against all Intelligence, Wisdom, and 
  Charisma saving throws against magic. 
  Metamagic. Distant Spell. Can spend 1 sorcery point to double 
  the range of a spell with a range of 5’ or greater or make the 
  range of a touch spell 30’. Extended Spell. Can spend 1 sorcery 
  point to double a spell’s duration (w/duration of at least 1 
  minute), to a maximum of 24 hours. Quickened Spell. When 
  casting a spell with casting time of 1 action, she can spend 2 
  sorcery points to change the casting time to 1 bonus action.  
  Naturally Stealthy. Can attempt to hide even when only 
  obscured by a creature that is at least one size larger. 
  Speak with Small Beasts. Is able to communicate simple ideas 
  with Small or smaller beasts through sounds and gestures. 
  Spellcasting. Mebba is a 17th level sorcerer. Her spellcasting 
  ability is Charisma (spell save DC 19, +11 to hit with spell attacks). 
  Mebba has the following sorcerer spells:  
  Cantrips. (at will): create bonfire, minor illusion, prestidigitation, 
  ray of frost, shocking grasp 
  1st level. (4 slots): mage armor, magic missile, ray of sickness, 
  witch bolt 
  2nd level. (3 slots): crown of madness, dragon’s breath, mirror 
  image 
  3rd level. (3 slots): dispel magic, fireball, fly 
  4th level. (3 slots): banishment, greater invisibility, wall of fire 
  5th level. (2 slots): cloudkill, wall of stone 
  6th level. (1 slot): disintegrate 
  7th level. (1 slot): reverse gravity 
  8th level. (1 slot): sunburst 
  9th level. (1 slot): time stop 
  Tides of Chaos 1/day. Advantage on attack, check, or save.    
  Wild Magic Surge. Roll a d20 after casting spells, if the roll is a 1, 
  roll on the Wild Magic Surge table. 
  Actions 
  +2 Quarterstaff. Melee Weapon Attack: +8 to hit, reach 5 ft., one 
  target. Hit: 6 (1d8 + 2) bludgeoning damage.  
  Reactions 
  Bend Luck 1/day. Add 1d4 to another creature’s attack roll, 
  ability check, or saving throw (that she can see).   
   
  NPC BIO 
   
  Personality Mebba likes to talk at length about her paintings.  
  Appearance Attractive gnome female with light brown skin, light 
  brown hair, and green eyes. 2’ 9” 30 lbs. 32 years old 
  Characteristics 
  Ideal. Greed.  
  Bond. She pursues wealth to secure someone’s love.   
  Flaw. Mebba is quick to assume that someone is trying to cheat 
  her.   
  Background 
  Mebba was a guild artisan (painter). Her catchphrase is “Mebba 
  me?”. She still sells her paintings throughout the kingdom. She is 
  in love with a fellow painter. He has no idea she is an evil 
  sorceress.   
  Equipment 
  2 days of rations, set of fine clothes, leather pouch, tinderbox, 
  bedroll, amulet of health, bag of holding, broom of flying, cloak, 
  287gp, 76pp.  
  Sorcery Points 
  17 
   
   
   
  
   
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
  181 
  HELENA OWEN 
  18th level sorcerer (Wild Magic subclass) 
  Medium humanoid (human), neutral evil 
  Armor Class 10 (13 with mage armor) 
  Hit Points 84 (18d6) 
  Speed 30 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  8 (-1) 
  10 (+0) 
  10 (+0) 
  12 (+1) 
  8 (-1) 
  25 (+7) 
  Saving Throws Con +6, Cha +13 
  Skills Acrobatics +6, Deception +13, Performance +13, Persuasion 
  +13 
  Senses passive Perception 9 
  Languages Common 
  Challenge 12 (8,400 XP) 
  Controlled Chaos. Whenever she rolls on the Wild Magic Surge 
  table, she can roll twice and use either number.    
  Font of Magic. Can create extra spell slots or sorcery points.   
  Metamagic. Distant Spell. Can spend 1 sorcery point to double 
  the range of a spell with a range of 5’ or greater or make the 
  range of a touch spell 30’. Extended Spell. Can spend 1 sorcery 
  point to double a spell’s duration (w/duration of at least 1 
  minute), to a maximum of 24 hours. Quickened Spell. When 
  casting a spell with casting time of 1 action, she can spend 2 
  sorcery points to change the casting time to 1 bonus action.  
  Spell Bombardment. Once a turn when she rolls damage for a 
  spell and rolls the highest number possible on any of the dice, she 
  can choose one of those dice, roll it again and add that roll to the 
  damage. 
  Spellcasting. Helena is an 18th level sorcerer. Her spellcasting 
  ability is Charisma (spell save DC 21, +13 to hit with spell attacks). 
  Elena has the following sorcerer spells:  
  Cantrips. (at will): friends, message, minor illusion, 
  prestidigitation, shocking grasp 
  1st level. (4 slots): charm person, fog cloud, mage armor, witch 
  bolt 
  2nd level. (3 slots): blur, darkvision, misty step, suggestion 
  3rd level. (3 slots): dispel magic, fireball, tongues 
  4th level. (3 slots): banishment, hypnotic pattern, polymorph 
  5th level. (2 slots): cone of cold, dominate person 
  6th level. (1 slot): eyebite 
  7th level. (1 slot): delayed blast fireball 
  8th level. (1 slot): power word stun 
  9th level. (1 slot): gate 
  Tides of Chaos 1/day. Advantage on attack, check, or save.    
  Wild Magic Surge. Roll a d20 after casting spells, if the roll is a 1, 
  roll on the Wild Magic Surge table. 
  Actions 
  +3 Quarterstaff. Melee Weapon Attack: +8 to hit, reach 5 ft., one 
  target. Hit: 6 (1d8 + 2) bludgeoning damage.  
  Reactions 
  Bend Luck 1/day. Add 1d4 to another creature’s attack roll, 
  ability check, or saving throw (that she can see).   
   
  NPC BIO 
   
  Personality Helena always takes notice of the locations of 
  valuables.  
  Appearance Stunningly beautiful young woman with tanned skin, 
  chestnut brown hair, and green eyes. 5’ 7” 120 lbs. 24 years old 
  Characteristics 
  Ideal. Greed.  
  Bond. She is close to her lover.   
  Flaw. Elena thinks her looks will always help her.  
  Background 
  Helena was an entertainer (hostess). She travels the land trying to 
  find more unique treasures to add to her hoard. Seemingly 
  innocent, she hides her true nature. Helena has terrible instincts 
  and is drawn to individuals with huge egos like herself.  
  Equipment 
  backpack, 7 days of rations, disguise kit, forgery kit, set of fine 
  clothes, leather pouch, tinderbox, bedroll, cloak of invisibility, 4 
  philters of love, ring of protection, 6 perfumes of bewitching1, 
  287gp, 76pp.  
  Sorcery Points 
  18 
   
   
   
   
   
  
   
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
  182 
  NOVA RAIN 
  19th level sorcerer (Draconic subclass) 
  Medium humanoid (human), chaotic evil 
  Armor Class 10 (13 with draconic resilience) 
  Hit Points 99 (19d6 + 57) 
  Speed 30 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  14 (+2) 
  10 (+0) 
  17 (+3) 
  9 (-1) 
  12 (+1) 
  20 (+5) 
  Saving Throws Con +9, Cha +11 
  Skills Athletics +8, Deception +11, Persuasion +11, Survival +7  
  Senses passive Perception 11 
  Languages Common, Draconic 
  Challenge 12 (8,400 XP) 
  Draconic Presence. She can channel the dread presence of her 
  dragon ancestor, causing those around her to become awestruck 
  or frightened. As an action, she can spend 5 sorcery points to 
  draw on this power and exude an aura of awe or fear to a 
  distance of 60 feet. For 1 minute or until she loses her 
  concentration, each hostile creature that starts its turn in this 
  aura must succeed on a Wisdom saving throw or be charmed 
  (awe) or frightened (fear) until the aura ends. A creature that 
  succeeds on this saving throw is immune to her aura for 24 hours. 
  Draconic Resilience. Skin is covered with a thin blue sheen of 
  dragon-like scales, AC is 13 plus Dexterity modifier. 
  Dragon Wings. She gains the ability to sprout a pair of dragon 
  wings from her back, gaining a flying speed equal to her current 
  speed. She can create these wings as a bonus action on her turn. 
  They last until she dismisses them as a bonus action on her turn. 
  She can’t manifest her wings while wearing armor unless the 
  armor is made to accommodate them, and clothing not made to 
  accommodate her wings might be destroyed when she manifests 
  them.   
  Elemental Affinity. When she casts a spell that deals cold 
  damage, she adds +3 to the damage roll. At the same time, she 
  can spend 1 sorcery point to gain resistance to cold damage for 1 
  hour.  
  Font of Magic. Can create extra spell slots or sorcery points.   
  Metamagic. Distant Spell. Can spend 1 sorcery point to double 
  the range of a spell with a range of 5’ or greater or make the 
  range of a touch spell 30’. Extended Spell. Can spend 1 sorcery 
  point to double a spell’s duration (w/duration of at least 1 
  minute), to a maximum of 24 hours. Quickened Spell. When 
  casting a spell with casting time of 1 action, she can spend 2 
  sorcery points to change the casting time to 1 bonus action.  
  Spellcasting. Nova is a 19th level sorcerer. Her spellcasting ability 
  is Charisma (spell save DC 19, +11 to hit with spell attacks). Nova 
  has the following sorcerer spells:  
  Cantrips. (at will): fire bolt, light, prestidigitation, ray of frost, 
  shocking grasp 
  1st level. (4 slots): detect magic, mage armor, magic missile, 
  witch bolt 
  2nd level. (3 slots): darkvision, detect magic, dragon’s breath, 
  misty step 
  3rd level. (3 slots): dispel magic, fly, lightning bolt 
  4th level. (3 slots): banishment, greater invisibility, wall of fire 
  5th level. (2 slots): cone of cold, teleportation circle 
  6th level. (1 slot): disintegrate 
  7th level. (1 slot): fire storm 
  8th level. (1 slot): incendiary cloud 
  9th level. (1 slot): meteor swarm 
  Actions 
  +3 Quarterstaff. Melee Weapon Attack: +11 to hit, reach 5 ft., 
  one target. Hit: 9 (1d8 + 5) bludgeoning damage.  
   
  NPC BIO 
   
  Personality Nova is far more comfortable around animals than 
  people.  
  Appearance Bald woman with clear blue eyes. 5’ 10” 132 lbs. 29 
  years old 
  Characteristics 
  Ideal. Might.  
  Bond. She will bring terrible wrath down on the knights who 
  destroyed her homeland. 
  Flaw. Nova is a risk-taker.   
  Background 
  Nova was an outlander (exile). She has lived in the wilderness 
  most of her life. However, the rest of her clan were killed by a 
  company of holy knights. Nova has spent years hunting down 
  each of the knights one by one.   
  Equipment 
  backpack, 9 days of rations, disguise kit, forgery kit, set of fine 
  clothes, leather pouch, tinderbox, bedroll, bag of tricks (grey), 
  wand of magic missiles, cloak, 254gp, 87pp.  
  Sorcery Points 
  19 
   
  
   
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
  183 
  MEGHAN THE MAD 
  20th level sorcerer (Wild Magic subclass) 
  Medium humanoid (human), chaotic evil 
  Armor Class 10 (13 with mage armor) 
  Hit Points 101 (20d6 + 20) 
  Speed 30 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  11 (+0) 
  10 (+0) 
  13 (+1) 
  18 (+4) 
  13 (+1) 
  20 (+5) 
  Saving Throws Con +7, Cha +11 
  Skills Arcana +10, Deception +11, History +10, Persuasion +11  
  Senses passive Perception 11 
  Languages Common, Elvish, Halfling 
  Challenge 13 (10,000 XP) 
  Controlled Chaos. Whenever she rolls on the Wild Magic Surge 
  table, she can roll twice and use either number.    
  Font of Magic. Can create extra spell slots or sorcery points.   
  Metamagic. Distant Spell. Can spend 1 sorcery point to double 
  the range of a spell with a range of 5’ or greater or make the 
  range of a touch spell 30’. Extended Spell. Can spend 1 sorcery 
  point to double a spell’s duration (w/duration of at least 1 
  minute), to a maximum of 24 hours. Quickened Spell. When 
  casting a spell with casting time of 1 action, she can spend 2 
  sorcery points to change the casting time to 1 bonus action.  
  Spell Bombardment. Once a turn when she rolls damage for a 
  spell and rolls the highest number possible on any of the dice, she 
  can choose one of those dice, roll it again and add that roll to the 
  damage. 
  Spellcasting. Meghan is a 20th level sorcerer. Her spellcasting 
  ability is Charisma (spell save DC 19, +11 to hit with spell attacks). 
  Meghan has the following sorcerer spells:  
  Cantrips. (at will): create bonfire, minor illusion, prestidigitation, 
  ray of frost, shocking grasp 
  1st level. (4 slots): fog cloud, mage armor, magic missile, witch 
  bolt 
  2nd level. (3 slots): darkvision, scorching ray, see invisibility 
  3rd level. (3 slots): lightning bolt, major image, water breathing 
  4th level. (3 slots): banishment, greater invisibility, wall of fire 
  5th level. (2 slots): animate objects, insect plague 
  6th level. (1 slot): globe of invulnerability 
  7th level. (1 slot): teleport 
  8th level. (1 slot): power word stun 
  9th level. (1 slot): time stop 
  Tides of Chaos 1/day. Advantage on attack, check, or save.    
  Wild Magic Surge. Roll a d20 after casting spells, if the roll is a 1, 
  roll on the Wild Magic Surge table. 
  Actions 
  +3 Quarterstaff. Melee Weapon Attack: +9 to hit, reach 5 ft., one 
  target. Hit: 7 (1d8 + 3) bludgeoning damage.  
  Reactions 
  Bend Luck 1/day. Add 1d4 to another creature’s attack roll, 
  ability check, or saving throw (that she can see).   
   
  NPC BIO 
   
  Personality Her eloquent flattery makes everyone she talks to 
  feel like the most wonderful and important person in the world.   
  Appearance Older woman with long white hair and hazel eyes. 5’ 
  11” 156 lbs. 51 years old 
  Characteristics 
  Ideal. Power.  
  Bond. Nothing is more important than the other members of her 
  family.  
  Flaw. Meghan hides a truly scandalous secret that could ruin her 
  family forever.  
  Background 
  Meghan was a noble. She lives in the largest manor of the capital 
  city. Rumors about her nefarious activities persist but nobody has 
  proven anything. She is on the elder council that governs the city 
  and has a great deal of influence.  
  Equipment 
  backpack, 4 days of rations, signet ring, set of fine clothes, leather 
  pouch, tinderbox, bedroll, lantern of revealing, potion of gaseous 
  form, star sapphire, small gold idol, cloak, 18287gp (in manor), 
  76pp.  
  Sorcery Points 
  20 
   
   
   
   
  
   
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
  184 
  VAILAZ 
  13th level warlock (The Fiend subclass) 
  Medium humanoid (tiefling), lawful evil 
  Armor Class 14 (+2 leather armor) 
  Hit Points 75 (13d8 + 13) 
  Speed 30 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  10 (+0) 
  13 (+1) 
  12 (+1) 
  13 (+1) 
  12 (+1) 
  18 (+4) 
  Saving Throws Wis +6, Cha +9 
  Skills Arcana +6, History +6, Sleight of Hand +6, Stealth +6 
  Senses darkvision 60 ft., passive Perception 11 
  Languages Common, Infernal 
  Challenge 8 (3,900 XP) 
  Dark One’s Blessing. When she reduces a hostile creature to 0 hit 
  points, she gains 15 temporary hit points.  
  Dark One’s Own Luck. When she makes an ability check or a 
  saving throw, she can use this feature to add a d10 to her roll. 
  She can do so after seeing the initial roll but before any of the 
  roll’s effects occur. Feature resets after short or long rest.  
  Fiendish Resilience. She can choose one damage type when she 
  finishes a short or long rest. She gains resistance to that damage 
  type until she chooses a different one with this feature. Damage 
  from magical weapons or silver weapons ignores this resistance.  
  Hellish Resistance. She has resistance to fire damage.  
  Infernal Legacy. Can cast darkness and hellish rebuke 1/day. 
  Charisma is the spellcasting ability.  
  Pact of the Chain. Has an imp familiar. Can use an attack to let 
  the familiar attack with its reaction.  
  Spellcasting. Vailaz is a 13th level warlock. Her spellcasting ability 
  is Charisma (spell save DC 17, +9 to hit with spell attacks).  
  Cantrips. (at will): eldritch blast, minor illusion, poison spray, 
  prestidigitation, thaumaturgy 
  1st – 5th level. (3 slots): armor of Agathys, burning hands, calm 
  emotions, circle of death, command, expeditious retreat, finger of 
  death, fireball, fire shield, flame strike, fly, hellish rebuke, misty 
  step, phantasmal force, plant growth, scorching ray, sleep, spider 
  climb, stinking cloud, wall of fire 
  Invocations. (6): beguiling influence, eldritch sight, mask of many 
  faces, minions of chaos, misty visions, witch sight 
  Actions 
  +1 Mace. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 
  Hit: 4 (1d6 + 1) bludgeoning damage.  
  Reactions 
  Misty Escape 2/day. Can vanish in a puff of mist in response to 
  harm. Use reaction to turn invisible and move 60 ft. Invisible until 
  start of next turn or action. 
  NPC BIO 
   
  Personality Vailaz asks a lot of questions.   
  Appearance Tall tiefling female with blue skin, purple hair, and 
  red eyes. 6’ 1” 164 lbs. 37 years old 
  Characteristics 
  Ideal. Retribution.  
  Bond. Her town is her home, and she’ll fight to defend it.  
  Flaw. Vailaz believes that people who can’t take care of 
  themselves get what they deserve.    
  Background 
  Vailaz was an urchin. She used to work in the royal court and was 
  captured by a group of cultists. The cultists introduced her to a 
  devil that became her patron.  
  Equipment 
  backpack, 3 days of rations, ring of water walking, amulet of 
  health, potion of superior healing, gold necklace, set of dice, 
  tinderbox, quill, bottle of ink, 2 pieces of parchment, cloak, 
  111pp.  
   
   
   
   
   
   
   
   
   
   
   
  
   
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
  185 
   
  KATHRYN THE CAT 
  14th level warlock (The Fiend subclass) 
  Medium humanoid (human), lawful evil 
  Armor Class 15 (+1 studded leather) 
  Hit Points 85 (14d8) 
  Speed 30 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  12 (+1) 
  11 (+0) 
  10 (+0) 
  18 (+4) 
  12 (+1) 
  20 (+5) 
  Saving Throws Wis +6, Cha +10 
  Skills Arcana +9, Deception +10, History +9, Religion +9 
  Senses passive Perception 11 
  Languages Common, Infernal 
  Challenge 9 (5,000 XP) 
  Dark One’s Blessing. When she reduces a hostile creature to 0 hit 
  points, she gains 15 temporary hit points.  
  Dark One’s Own Luck. When she makes an ability check or a 
  saving throw, she can use this feature to add a d10 to her roll. 
  She can do so after seeing the initial roll but before any of the 
  roll’s effects occur. Feature resets after short or long rest.  
  Fiendish Resilience. She can choose one damage type when she 
  finishes a short or long rest. She gains resistance to that damage 
  type until she chooses a different one with this feature. Damage 
  from magical weapons or silver weapons ignores this resistance.  
  Infernal Legacy. Knows darkness, hellish rebuke, and 
  thaumaturgy. Charisma is the spellcasting ability.  
  Pact of the Chain. Has an owl familiar. Can use an attack to let 
  the familiar attack with its reaction.  
  Spellcasting. Kathryn is a 14th level warlock. Her spellcasting 
  ability is Charisma (spell save DC 18, +10 to hit with spell attacks).  
  Cantrips. (at will): chill touch, eldritch blast, friends, minor illusion 
  1st – 5th level. (3 slots): blindness/deafness, burning hands, calm 
  emotions, charm person, command, fireball, fire shield, flame 
  strike, fly, forcecage, mass suggestion, misty step, phantasmal 
  force, plant growth, scorching ray, shatter, sleep, spider climb, 
  stinking cloud, witch bolt 
  Invocations. (6): agonizing blast, beguiling influence, devil’s sight, 
  eldritch sight, mask of many faces, minions of chaos, misty visions 
  Actions 
  +2 Dagger. Melee Weapon Attack: +7 to hit, reach 5 ft., one 
  target. Hit: 4 (1d4 + 2) piercing damage.  
  Reactions 
  Misty Escape 2/day. Can vanish in a puff of mist in response to 
  harm. Use reaction to turn invisible and move 60 ft. Invisible until 
  start of next turn or action. 
   
  NPC BIO 
   
  Personality Kathryn is highly intelligent, and extremely 
  dangerous. 
  Appearance Curvaceous woman with medium-length brown hair 
  with brown eyes. 5’ 6” 134 lbs. 31 years old 
  Characteristics 
  Ideal. Power. 
  Bond. She would do anything for her devil master.   
  Flaw. Kathryn never considers the risks.   
  Background 
  Kathryn was a sage (scribe). She has been mentored by a 
  supremely powerful devil since she was a teenager. She is very 
  organized and is a powerful opponent. Kathryn lives in a huge 
  manor on the edge of a beautiful forest. She has a number of 
  henchmen who serve as bodyguards.  
  Equipment 
  backpack, 6 days of rations, tinderbox, 4 potions of poison, quill, 
  bottle of ink, 2 pieces of parchment, cloak, 5434gp (in manor), 
  105pp.  
   
   
   
   
   
   
   
   
   
   
   
  
   
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
  186 
  KALITHAR HELMSMASHER 
  15th level warlock (The Fiend subclass) 
  Medium humanoid (goliath), chaotic evil 
  Armor Class 14 (+1 studded leather) 
  Hit Points 89 (15d8 + 15) 
  Speed 30 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  12 (+1) 
  12 (+1) 
  12 (+1) 
  16 (+3) 
  9 (-1) 
  18 (+4) 
  Saving Throws Wis +4, Cha +9 
  Skills Arcana +8, Athletics +6, History +8, Intimidation +9 
  Senses darkvision 60 ft., passive Perception 9 
  Languages Common, Giant, Abyssal 
  Challenge 10 (5,900 XP) 
  Dark One’s Blessing. When she reduces a hostile creature to 0 hit 
  points, she gains 15 temporary hit points.  
  Dark One’s Own Luck. When she makes an ability check or a 
  saving throw, she can use this feature to add a d10 to her roll. 
  She can do so after seeing the initial roll but before any of the 
  roll’s effects occur. Feature resets after short or long rest.  
  Fiendish Resilience. She can choose one damage type when she 
  finishes a short or long rest. She gains resistance to that damage 
  type until she chooses a different one with this feature. Damage 
  from magical weapons or silver weapons ignores this resistance.  
  Infernal Legacy. Knows darkness, hellish rebuke, and 
  thaumaturgy. Charisma is the spellcasting ability.  
  Mountain Born. She is acclimated to high altitude, including 
  elevations above 20,000 feet. She’s also naturally adapted to cold 
  climates. 
  Natural Athlete. She has proficiency in the Athletics skill.  
  Pact of the Chain. Has an quasit familiar. Can use an attack to let 
  the familiar attack with its reaction.  
  Powerful Build. She counts as one size larger when determining 
  her carrying capacity and the weight she can push, drag, or lift.  
  Spellcasting. Kalithar is a 15th level warlock. Her spellcasting 
  ability is Charisma (spell save DC 17, +9 to hit with spell attacks).  
  Cantrips. (at will): chill touch, eldritch blast, minor illusion, poison 
  spray 
  1st – 5th level. (3 slots): armor of Agathys, burning hands, 
  command, create undead, finger of death, fireball, fire shield, 
  flame strike, fly, hallow, misty step, phantasmal force, plant 
  growth, scorching ray, shatter, sleep, spider climb, stinking cloud, 
  wall of fire, witch bolt 
  Invocations. (7): agonizing blast, beguiling influence, eldritch 
  sight, mask of many faces, master of myriad forms, minions of 
  chaos, misty visions 
  Stone’s Endurance. She can focus herself to occasionally shrug off 
  injury. When she takes damage, she can use her reaction to roll a 
  d12. She then reduces the damage by that amount. After she 
  uses this trait, she can’t use it again until she finishes a short or 
  long rest. 
  Actions 
  +2 Quarterstaff. Melee Weapon Attack: +8 to hit, reach 5 ft., one 
  target. Hit: 6 (1d8 + 2) bludgeoning damage.  
  Reactions 
  Misty Escape 2/day. Can vanish in a puff of mist in response to 
  harm. Use reaction to turn invisible and move 60 ft. Invisible until 
  start of next turn or action. 
   
  NPC BIO 
   
  Personality Kalithar is a brutal and cruel goliath.   
  Appearance Attractive, female goliath with short black hair and 
  gray eyes. 6’ 6” 245 lbs. 38 years old 
  Characteristics 
  Ideal. Might.  
  Bond. She will never forget the crushing defeat her company 
  suffered or the elves who dealt it.   
  Flaw. Kalithar’s hatred of her enemies is blind and unreasoning.  
  Background 
  Kalithar was a soldier (officer). She commanded a company of 
  troops who served a dark lord. However, the company was 
  crushed by a group of high elf knights. She now lives in an 
  isolated tower plotting her revenge.  
  Equipment 
  backpack, 3 days of rations, tinderbox, bedroll, 2 pieces of 
  parchment, ring of spell storing, cloak of billowing1, medallion of 
  thoughts, 109pp.  
   
   
   
   
   
  
   
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
  187 
  TAGGA  
  16th level warlock (The Fiend subclass) 
  Medium humanoid (half-orc), neutral evil 
  Armor Class 15 (+2 studded leather) 
  Hit Points 94 (16d8 + 32) 
  Speed 30 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  13 (+1) 
  11 (+0) 
  14 (+2) 
  12 (+1) 
  16 (+3) 
  18 (+4) 
  Saving Throws Wis +8, Cha +9 
  Skills Arcana +6, Deception +9, History +6, Intimidation +9, 
  Stealth +5 
  Senses darkvision 60 ft., passive Perception 13 
  Languages Common, Orcish 
  Challenge 11 (7,200 XP) 
  Dark One’s Blessing. When he reduces a hostile creature to 0 hit 
  points, he gains 15 temporary hit points.  
  Dark One’s Own Luck. When he makes an ability check or a 
  saving throw, he can use this feature to add a d10 to his roll. He 
  can do so after seeing the initial roll but before any of the roll’s 
  effects occur. Feature resets after short or long rest.  
  Fiendish Resilience. He can choose one damage type when he 
  finishes a short or long rest. He gains resistance to that damage 
  type until he chooses a different one with this feature. Damage 
  from magical weapons or silver weapons ignores this resistance.  
  Infernal Legacy. Knows darkness, hellish rebuke, and 
  thaumaturgy. Charisma is the spellcasting ability.  
  Pact of the Chain. Has an imp familiar. Can use an attack to let 
  the familiar attack with its reaction.  
  Relentless Endurance. When he is reduced to 0 hit points but not 
  killed outright, he can drop to 1 hit point instead. He can’t use 
  this feature again until he finishes a long rest.  
  Savage Attacks. When he scores a critical hit with a melee 
  weapon attack, he can roll one of the weapon’s damage dice one 
  additional time and add it to the extra damage of the critical hit.  
  Spellcasting. Tagga is a 16th level warlock. His spellcasting ability 
  is Charisma (spell save DC 17, +9 to hit with spell attacks).  
  Cantrips. (at will): chill touch, eldritch blast, minor illusion, poison 
  spray 
  1st – 5th level. (3 slots): burning hands, calm emotions, 
  command, etherealness, feeblemind, fireball, fire shield, flame 
  strike, fly, hallow, illusory script, mass suggestion, misty step, 
  phantasmal force, plant growth, scorching ray, shatter, sleep, 
  spider climb, stinking cloud, wall of fire 
  Invocations. (7): beast speech, beguiling influence, eldritch sight, 
  eldritch spear, mask of many faces, minions of chaos, misty 
  visions 
  Actions 
  +2 Quarterstaff. Melee Weapon Attack: +8 to hit, reach 5 ft., one 
  target. Hit: 7 (1d8 + 3) bludgeoning damage.  
  Reactions 
  Misty Escape 2/day. Can vanish in a puff of mist in response to 
  harm. Use reaction to turn invisible and move 60 ft. Invisible until 
  start of next turn or action. 
   
  NPC BIO 
   
  Personality Tagga is a scheming, cunning half-orc.   
  Appearance Average-size half-orc male. 6’ 0” 181 lbs. 24 years 
  old 
  Characteristics 
  Ideal. Greed.  
  Bond. He has many allies in the local Thieves’ Guild.  
  Flaw. An innocent person is in jail for a crime Tagga committed. 
  He’s okay with that.  
  Background 
  Tagga was a criminal (smuggler). He is an intelligent ally of the 
  Thieves’ Guild. He has been a smuggler for most of his life.  
  Equipment 
  backpack, 5 days of rations, tinderbox, quill, bottle of ink, 2 pieces 
  of parchment, dust of disappearance, ring of evasion, cloak, 
  127pp.  
   
   
   
   
   
   
   
   
  
   
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
  188 
  DONGIN THE DARK 
  17th level warlock (The Fiend subclass) 
  Medium humanoid (mountain dwarf), lawful evil 
  Armor Class 15 (+3 studded leather) 
  Hit Points 98 (17d8) 
  Speed 25 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  18 (+4) 
  10 (+0) 
  10 (+0) 
  11 (+0) 
  18 (+4) 
  20 (+5) 
  Saving Throws Wis +10, Cha +11 
  Skills Deception +11, History +6, Nature +10, Persuasion +11 
  Senses darkvision 60 ft., passive Perception 14 
  Languages Common, Dwarvish, Infernal 
  Challenge 11 (7,200 XP) 
  Dark One’s Blessing. When he reduces a hostile creature to 0 hit 
  points, he gains 15 temporary hit points.  
  Dark One’s Own Luck. When he makes an ability check or a 
  saving throw, he can use this feature to add a d10 to his roll. He 
  can do so after seeing the initial roll but before any of the roll’s 
  effects occur. Feature resets after short or long rest.  
  Dwarven Resilience. He has advantage on saves against poison, 
  and resistance against poison damage.   
  Fiendish Resilience. He can choose one damage type when he 
  finishes a short or long rest. He gains resistance to that damage 
  type until he chooses a different one with this feature. Damage 
  from magical weapons or silver weapons ignores this resistance.  
  Infernal Legacy. Knows darkness, hellish rebuke, and 
  thaumaturgy. Charisma is the spellcasting ability.  
  Pact of the Chain. Has an imp familiar. Can use an attack to let 
  the familiar attack with its reaction.  
  Spellcasting. Dongin is a 17th level warlock. His spellcasting 
  ability is Charisma (spell save DC 19, +11 to hit with spell attacks).  
  Cantrips. (at will): chill touch, eldritch blast, minor illusion, poison 
  spray 
  1st – 5th level. (4 slots): armor of Agathys, blindness/deafness, 
  burning hands, calm emotions, command, finger of death, 
  fireball, fire shield, foresight, glibness, hallow, illusory script, mass 
  suggestion, misty step, phantasmal force, plant growth, scorching 
  ray, shatter, sleep, spider climb, stinking cloud, wall of fire 
  Invocations. (7): agonizing blast, beguiling influence, eldritch 
  sight, mask of many faces, minions of chaos, mire the mind, misty 
  visions 
  Actions 
  +3 Mace. Melee Weapon Attack: +12 to hit, reach 5 ft., one 
  target. Hit: 10 (1d6 + 7) bludgeoning damage.  
   
  Reactions 
  Misty Escape 2/day. Can vanish in a puff of mist in response to 
  harm. Use reaction to turn invisible and move 60 ft. Invisible until 
  start of next turn or action. 
   
   
  NPC BIO 
   
  Personality Dongin lies about almost everything, even when 
  there’s no reason to.  
  Appearance Male dwarf with black hair, a black beard, and green 
  eyes. 4’ 1” 145 lbs. 233 years old 
  Characteristics 
  Ideal. Power. 
  Bond. He would do anything for his patron.  
  Flaw. Dongin never considers the risks.   
  Background 
  Dongin was a charlatan. This dwarf has been cheating and lying 
  for as long as he can remember. He is following in the footsteps 
  of a notorious uncle of his.  
  Equipment 
  backpack, 7 days of rations, tinderbox, bag of holding, potion of 
  greater healing, potion of invulnerability, Quaal’s feather token, 
  quill, bottle of ink, 2 pieces of parchment, cloak, 153pp.  
   
   
   
   
   
   
   
  
   
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
  189 
  PYRA  
  18th level warlock (The Fiend subclass) 
  Medium humanoid (tiefling), lawful evil 
  Armor Class 15 (+2 studded leather) 
  Hit Points 103 (18d8 + 36) 
  Speed 30 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  14 (+2) 
  12 (+1) 
  14 (+2) 
  10 (+0) 
  12 (+1) 
  20 (+5) 
  Saving Throws Wis +7, Cha +11 
  Skills Athletics +8, Deception +11, History +6, Perception +7 
  Senses darkvision 60 ft., passive Perception 17 
  Languages Common, Infernal, Draconic, Elvish 
  Challenge 12 (8,400 XP) 
  Dark One’s Blessing. When she reduces a hostile creature to 0 hit 
  points, she gains 15 temporary hit points.  
  Dark One’s Own Luck. When she makes an ability check or a 
  saving throw, she can use this feature to add a d10 to her roll. 
  She can do so after seeing the initial roll but before any of the 
  roll’s effects occur. Feature resets after short or long rest.  
  Fiendish Resilience. She can choose one damage type when she 
  finishes a short or long rest. She gains resistance to that damage 
  type until she chooses a different one with this feature. Damage 
  from magical weapons or silver weapons ignores this resistance.  
  Hellish Resistance. She has resistance to fire damage.  
  Infernal Legacy. Can cast darkness and hellish rebuke 1/day. 
  Charisma is the spellcasting ability.  
  Pact of the Chain. Has an imp familiar. Can use an attack to let 
  the familiar attack with its action.  
  Spellcasting. Pyra is a 18th level warlock. Her spellcasting ability 
  is Charisma (spell save DC 19, +11 to hit with spell attacks).  
  Cantrips. (at will): chill touch, eldritch blast, minor illusion, poison 
  spray, thaumaturgy 
  1st – 5th level. (4 slots): armor of Agathys, calm emotions, circle 
  of death, command, fireball, fire shield, flame strike, fly, 
  forcecage, hallow, hellish rebuke, misty step, phantasmal force, 
  plant growth, power word stun, power word kill, scorching ray, 
  shatter, sleep, spider climb, stinking cloud, wall of fire 
  Invocations. (8): agonizing blast, eldritch sight, fiendish vigor, 
  mask of many faces, minions of chaos, mire the mind, misty 
  visions, voice of the chain master 
  Actions 
  +2 Mace. Melee Weapon Attack: +10 to hit, reach 5 ft., one 
  target. Hit: 7 (1d6 + 4) bludgeoning damage.  
   
   
  Reactions 
  Misty Escape 2/day. Can vanish in a puff of mist in response to 
  harm. Use reaction to turn invisible and move 60 ft. Invisible until 
  start of next turn or action. 
   
  NPC BIO 
   
  Personality Pyra is a foul-mouthed individual.  
  Appearance Tiefling female with ebony skin, red hair, and silver 
  eyes. 5’ 6” 115 lbs. 34 years old 
  Characteristics 
  Ideal. Mastery.  
  Bond. She always remembers her first ship.   
  Flaw. Her pride will probably lead to her destruction.  
  Background 
  Pyra was a sailor. She was part of a group that mutinied and took 
  a large warship. Her group became pirates and she their leader.  
  They terrorize the coastal waters and have made a fortune.  
  Equipment 
  backpack, 10 days of rations, potion of supreme healing, dust of 
  disappearance, cap of water breathing, folding boat, navigator’s 
  tools, cloak, 10222gp (buried), 199pp.  
   
   
   
   
   
   
   
   
  
   
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
  190 
  FALLAN 
  19th level warlock (The Fiend subclass) 
  Medium humanoid (triton), chaotic evil 
  Armor Class 15 (+3 studded leather) 
  Hit Points 112 (19d8) 
  Speed 30 ft., swim 30 ft.  
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  16 (+3) 
  12 (+1) 
  11 (+0) 
  10 (+0) 
  15 (+2) 
  20 (+5) 
  Saving Throws Wis +8, Cha +11 
  Skills Deception +11, Intimidation +11, Nature +8, Stealth +7 
  Senses darkvision 60 ft., passive Perception 12 
  Languages Common, Primordial, Abyssal 
  Challenge 12 (8,400 XP) 
  Amphibious. He can breathe air and water.  
  Control Air and Water. He can cast fog cloud, gust of wind, or 
  wall of water with this trait. Charisma is the spellcasting ability. 
  Resets with a long rest.  
  Dark One’s Blessing. When he reduces a hostile creature to 0 hit 
  points, he gains 15 temporary hit points.  
  Dark One’s Own Luck. When he makes an ability check or a 
  saving throw, he can use this feature to add a d10 to his roll. He 
  can do so after seeing the initial roll but before any of the roll’s 
  effects occur. Feature resets after short or long rest.  
  Emissary of the Sea. He can communicate with simple beasts that 
  can breathe water. They can understand the meaning of his 
  words, though he has no special ability to understand them.  
  Fiendish Resilience. He can choose one damage type when he 
  finishes a short or long rest. He gains resistance to that damage 
  type until he chooses a different one with this feature. Damage 
  from magical weapons or silver weapons ignores this resistance.  
  Guardians of the Depths. Adapted to even the most extreme 
  ocean depths, he has resistance to cold damage, and he ignores 
  any of the drawbacks caused by a deep underwater environment. 
  Infernal Legacy. Knows darkness, hellish rebuke, and 
  thaumaturgy. Charisma is the spellcasting ability.  
  Pact of the Chain. Has a frog familiar. Can use an attack to let the 
  familiar attack with its reaction.  
  Spellcasting. Fallan is a 19th level warlock. His spellcasting ability 
  is Charisma (spell save DC 19, +11 to hit with spell attacks).  
  Cantrips. (at will): chill touch, eldritch blast, minor illusion, poison 
  spray 
  1st – 5th level. (4 slots): arcane gate, armor of Agathys, calm 
  emotions, command, comprehend languages, finger of death, 
  fireball, fire shield, flame strike, fly, hallow, misty step, 
  phantasmal force, plant growth, power word stun, scorching ray, 
  shatter, sleep, spider climb, stinking cloud, true polymorph, wall 
  of fire 
  Invocations. (8): beast speech, beguiling influence, dreadful word, 
  eldritch sight, mask of many faces, minions of chaos, misty 
  visions, sign of ill omen  
  Actions 
  +2 Quarterstaff. Melee Weapon Attack: +11 to hit, reach 5 ft., 
  one target. Hit: 9 (1d8 + 5) bludgeoning damage.  
  Reactions 
  Misty Escape 2/day. Can vanish in a puff of mist in response to 
  harm. Use reaction to turn invisible and move 60 ft. Invisible until 
  start of next turn or action. 
   
  NPC BIO 
   
  Personality Fallan always has a plan for what to do when things 
  go wrong.  
  Appearance Male triton with blue skin, gray hair, and white eyes. 
  5’ 10” 155 lbs. 30 years old 
  Characteristics 
  Ideal. Freedom.  
  Bond. He is guilty of a terrible crime.  
  Flaw. Fallan has a ‘tell’ that reveals when he’s lying.    
  Background 
  Fallan was a criminal (hired killer). He now operates from a 
  hidden dungeon under a large settlement. The warlock emerges 
  now and then with his many henchmen.  
  Equipment 
  backpack, 7 days of rations, crowbar, Three-Dragon Ante set, 
  potion of supreme healing, necklace of fireballs, helm of 
  teleportation, tinderbox, quill, bottle of ink, 2 pieces of 
  parchment, pouch, cloak, 174pp.  
   
   
   
   
   
  
   
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
  191 
  HELLAZAH 
  20th level warlock (The Fiend subclass) 
  Medium humanoid (human), lawful evil 
  Armor Class 15 (+3 studded leather) 
  Hit Points 136 (20d8 + 40) 
  Speed 30 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  10 (+0) 
  14 (+2) 
  14 (+2) 
  18 (+4) 
  16 (+3) 
  20 (+5) 
  Saving Throws Wis +9, Cha +11 
  Skills Arcana +10, History +10, Insight +9, Persuasion +11 
  Senses passive Perception 13 
  Languages Common, Infernal, Draconic 
  Challenge 13 (10,000 XP) 
  Dark One’s Blessing. When she reduces a hostile creature to 0 hit 
  points, she gains 15 temporary hit points.  
  Dark One’s Own Luck. When she makes an ability check or a 
  saving throw, she can use this feature to add a d10 to her roll. 
  She can do so after seeing the initial roll but before any of the 
  roll’s effects occur. Feature resets after short or long rest.  
  Fiendish Resilience. She can choose one damage type when she 
  finishes a short or long rest. She gains resistance to that damage 
  type until she chooses a different one with this feature. Damage 
  from magical weapons or silver weapons ignores this resistance.  
  Infernal Legacy. Knows darkness, hellish rebuke, and 
  thaumaturgy. Charisma is the spellcasting ability.  
  Pact of the Chain. Has an imp familiar. Can use an attack to let 
  the familiar attack with its reaction.  
  Spellcasting. Hellazah is a 20th level warlock. Her spellcasting 
  ability is Charisma (spell save DC 17, +9 to hit with spell attacks).  
  Cantrips. (at will): chill touch, eldritch blast, minor illusion, poison 
  spray 
  1st – 5th level. (4 slots): armor of Agathys, blindness/deafness, 
  burning hands, fireball, fire shield, flame strike, flesh to stone, fly, 
  hallow, misty step, phantasmal force, plane shift, plant growth, 
  power word kill, power word stun, scorching ray, shatter, sleep, 
  spider climb, stinking cloud, unseen servant, wall of fire 
  Invocations. (8): agonizing blast, devil’s sight, eldritch sight, mask 
  of many faces, minions of chaos, misty visions, visions of distant 
  realms, witch sight 
  Actions 
  +3 Dagger. Melee Weapon Attack: +11 to hit, reach 5 ft., one 
  target. Hit: 7 (1d4 +5) piercing damage.  
  Reactions 
  Misty Escape 2/day. Can vanish in a puff of mist in response to 
  harm. Use reaction to turn invisible and move 60 ft. Invisible until 
  start of next turn or action. 
  NPC BIO 
   
  Personality Hellazah is well-known for her creations. She weaves 
  beautiful blankets and cloaks.   
  Appearance Pretty, older woman with brown skin, brown hair, 
  and brown eyes. 5’ 7” 138 lbs. 63 years old 
  Characteristics 
  Ideal. Greed.  
  Bond. She would do anything for her husband.   
  Flaw. Hellazah is horribly jealous of anyone who can outshine her 
  handiwork. Everywhere she goes, she’s surrounded by rivals.  
  Background 
  Hellazah was a guild artisan (weaver). She is obsessed with 
  gathering more treasure. Hellazah is a very powerful warlock with 
  a deadly reputation. Her manor is located on the edge of a slum.  
  Equipment 
  14 days of rations, weaver’s tools, bag of holding, wand of magic 
  missiles, robe of stars, tinderbox, quill, bottle of ink, 2 pieces of 
  parchment, cloak, 8799gp (in manor), 201pp.  
   
   
   
   
   
   
   
   
   
   
   
   
  
   
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
  192 
  GASPAR 
  13th level wizard (School of Conjuration subclass) 
  Medium humanoid (human), chaotic evil 
  Armor Class 11 (14 with mage armor) 
  Hit Points 65 (13d6) 
  Speed 30 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  10 (+0) 
  7 (-2) 
  11 (+0) 
  18 (+4) 
  13 (+1) 
  10 (+0) 
  Saving Throws Int +9, Wis +6 
  Skills Arcana +9, History +9, Medicine +6, Religion +9 
  Senses passive Perception 11 
  Languages Common, Deep Speech, Undercommon 
  Challenge 8 (3,900 XP) 
  Benign Transposition. Gaspar can use his action to teleport up to 
  30’ to an unoccupied space that he can see. Alternatively, he can 
  choose a space within range that is occupied by a Small or 
  Medium creature. If that creature is willing, you both teleport, 
  swapping places. One he uses this feature, he can’t use it again 
  until he finishes a long rest or he casts a conjuration spell of 1st 
  level or higher.  
  Focused Concentration. While he is concentrating on a 
  conjuration spell, his concentration can’t be broken as a result of 
  taking damage.  
  Minor Conjuration. He can use his action to conjure up an 
  inanimate object in his hand or on the ground in an unoccupied 
  space that he can see within 10’ of him. This object can be no 
  larger than 3 feet on a side and weigh no more than 10 pounds, 
  and its form must be that of a nonmagical object that he has 
  seen. The object is visibly magical, radiating dim light out to 5’. 
  The object disappears after 1 hour, when he uses this feature 
  again, or if it takes any damage.  
  Spellcasting. Gaspar is a 13th level wizard. His spellcasting ability 
  is Intelligence (spell save DC 17, +9 to hit with spell attacks). 
  Gaspar has the following wizard spells prepared: 
  Cantrips. (at will): acid splash, fire bolt, light, mage hand, poison 
  spray 
  1st level. (4 slots): find familiar, fog cloud, mage armor, magic 
  missile, unseen servant 
  2nd level. (3 slots): cloud of daggers, flaming sphere, misty step, 
  web 
  3rd level. (3 slots): lightning bolt, phantom steed, sleet storm 
  4th level. (3 slots): conjure minor elementals, dimension door, 
  greater invisibility 
  5th level. (2 slots): cloudkill, conjure elemental 
  6th level. (1 slot): Drawmij’s Instant Summons 
   
   
  Actions 
  +1 Quarterstaff. Melee Weapon Attack: +6 to hit, reach 5 ft., one 
  target. Hit: 5 (1d8 + 1) bludgeoning damage. 
   
  NPC BIO 
   
  Personality Gaspar has no empathy for those who suffer.   
  Appearance Obese older man with curly black hair and blue eyes. 
  6’ 0” 259 lbs. 56 years old 
  Characteristics 
  Ideal. Free Thinking.   
  Bond. He is still seeking the enlightenment he pursued in his 
  seclusion.   
  Flaw. Gaspar harbors dark, bloodthirsty thoughts that his 
  isolation and meditations failed to quell.    
  Background 
  Gaspar was a hermit. He is a cruel, soulless individual. He uses 
  violence to achieve his goals. This wizard lives on a sailing ship 
  anchored on a large lake.  
  Equipment 
  backpack, 7 days of rations, herbalism kit, scroll case, winter 
  blanket, folding boat, lantern of revealing, 2 potions of superior 
  healing, orb, spellbook, 4 bloodstones, gold locket, cloak, 110pp.  
   
   
   
   
   
   
   
   
  
   
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
  193 
  NATHANIEL HAWK 
  14th level wizard (School of Illusion subclass) 
  Medium humanoid (human), chaotic evil 
  Armor Class 11 (14 with mage armor) 
  Hit Points 66 (14d6 - 14) 
  Speed 30 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  10 (+0) 
  12 (+1) 
  9 (-1) 
  19 (+4) 
  12 (+1) 
  7 (-2) 
  Saving Throws Int +9, Wis +6 
  Skills Athletics +5, Arcana +9, History +9, Survival +6 
  Senses passive Perception 11 
  Languages Common, Abyssal, Primordial 
  Challenge 9 (5,000 XP) 
  Illusory Reality. When he casts an illusion spell of 1st level or 
  higher, he can choose on inanimate, nonmagical object that is 
  part of the illusion and make that object real. He can do this on 
  his turn as a bonus action while the spell is ongoing. The object 
  remains real for 1 minute. The object can’t deal damage or 
  otherwise directly harm anyone.  
  Illusory Self. He can create an illusory duplicate of himself as an 
  instant, almost instinctual reaction to danger. When a creature 
  makes an attack roll against him, he can use his reaction to 
  interpose the illusory duplicate between the attacker and 
  himself. The attack automatically missed him, then the illusion 
  dissipates. He must finish a short or long rest to reset this feature.  
  Improved Minor Illusion. His minor illusion cantrip doesn’t count 
  against number of cantrips known. When he casts minor illusion, 
  he can create both a sound and an image with a single casting of 
  the spell.  
  Malleable Illusions. When he casts an illusion spell that has a 
  duration of 1 minute or longer, he can use his action to change 
  the nature of that illusion, provided that he can see the illusion. 
  Spellcasting. Nathaniel is a 14th level wizard. His spellcasting 
  ability is Intelligence (spell save DC 17, +9 to hit with spell 
  attacks). Nathaniel has the following wizard spells prepared: 
  Cantrips. (at will): dancing lights, mage hand, message, minor 
  illusion, prestidigitation 
  1st level. (4 slots): disguise self, mage armor, magic missile, silent 
  image 
  2nd level. (3 slots): invisibility, misty step, phantasmal force, 
  scorching ray 
  3rd level. (3 slots): lightning bolt, major image, phantom steed 
  4th level. (3 slots): greater invisibility, hallucinatory terrain, 
  phantasmal killer 
  5th level. (2 slots): mislead, seeming 
  6th level. (1 slot): programmed illusion 
   
  Actions 
  +1 Quarterstaff. Melee Weapon Attack: +6 to hit, reach 5 ft., one 
  target. Hit: 5 (1d8 + 1) bludgeoning damage. 
   
  NPC BIO 
   
  Personality Nathaniel is far more comfortable around animals 
  than people.   
  Appearance Very tall older man with curly brown hair and gray 
  eyes. 6’ 6” 193 lbs. 59 years old 
  Characteristics 
  Ideal. Change.  
  Bond. He will bring terrible wrath down on the holy knights who 
  destroyed his small army.    
  Flaw. Nathaniel uses violence to solve any problem.    
  Background 
  Nathaniel was an outlander (bounty hunter). He is an eccentric 
  fellow who lives in a small village. He is plotting to strike back 
  against a group of knights.  
  Equipment 
  backpack, 5 days of rations, drum, hunting trap, a set of traveler’s 
  clothes, leather pouch, 2 potions of superior healing, elixir of 
  health, yew wand, spellbook, cloak, 125pp.  
  Mount 
  riding horse  
   
   
   
   
   
   
  
   
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
  194 
  PHAEDEN QUAE 
  15th level wizard (School of Enchantment subclass) 
  Medium humanoid (high elf), chaotic evil 
  Armor Class 11 (14 with mage armor) 
  Hit Points 70 (15d6 + 15) 
  Speed 30 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  16 (+3) 
  12 (+1) 
  13 (+1) 
  20 (+5) 
  11 (+0) 
  15 (+2) 
  Saving Throws Int +10, Wis +5 
  Skills Arcana +10, History +10, Insight +5, Perception +5, 
  Persuasion +7 
  Senses darkvision 60 ft., passive Perception 15 
  Languages Common, Elvish, Sylvan 
  Challenge 10 (5,900 XP) 
  Alter Memories. When he casts an enchantment spell, the 
  creature remains unaware it’s being charmed. Additionally, once 
  before spell expires, creature must succeed on an Intelligence 
  saving throw or lose up to four hours of memories. 
  Elf Cantrip. blade ward cantrip. Intelligence is the spellcasting 
  ability. 
  Fey Ancestry. He has advantage on saving throws against being 
  charmed, and magic can’t put him to sleep.  
  Hypnotic Gaze. He can choose one creature that he can see 
  within 5’ of him. If the target can see or hear him, it must succeed 
  on a Wisdom saving throw (DC 15) or be charmed by him until 
  the end of his next turn. The charmed creature’s speed drops to 
  0, and the creature is incapacitated and visibly dazed. On 
  subsequent turns, he can use his action to maintain this effect, 
  extending the duration until the end of his nest turn. However, 
  the effect ends if he moves more than 5’ away from the creature, 
  or if the creature takes damage. Once the effect ends, or if the 
  creature succeeds on its initial saving throw, he can’t use this 
  feature on that creature again until he finishes a long rest.  
  Instinctive Charm. When a creature he can see within 30’ of him 
  makes an attack roll against him, he can use his reaction to divert 
  the attack, provided that another creature is within the attack’s 
  range. The attacker must make a Wisdom saving throw (DC 15). 
  On a failed save, the attacker must target the creature that is 
  closest to it, not including him or itself. If multiple creatures are 
  closest, the attacker chooses which one to target. On a successful 
  save, he can’t use this feature on the attacker again until he 
  finishes a long rest. 
  Spellcasting. Phaeden is a 15th level wizard. His spellcasting 
  ability is Intelligence (spell save DC 18, +10 to hit with spell 
  attacks). Phaeden has the following wizard spells prepared: 
  Cantrips. (at will): acid splash, friends, light, mage hand, poison 
  spray 
  1st level. (4 slots): charm person, mage armor, magic missile, 
  Tasha’s Hideous Laughter 
  2nd level. (3 slots): crown of madness, hold person, misty step, 
  scorching ray 
  3rd level. (3 slots): lightning bolt, magic circle, phantom steed 
  4th level. (3 slots): confusion, greater invisibility, phantasmal 
  killer 
  5th level. (2 slots): dominate person, hold monster 
  6th level. (1 slot): Otto’s Irresistible Dance 
  Split Enchantment. When he casts an enchantment spell of 1st 
  level or higher that targets only one creature, he can have it 
  target a second creature. 
  Actions 
  +3 Longsword. Melee Weapon Attack: +11 to hit, reach 5 ft., one 
  target. Hit: 11 (1d10 + 6) slashing damage. 
   
  NPC BIO 
   
  Personality Phaeden takes great pains to always look his best and 
  follow the latest fashions.  
  Appearance Male high elf with copper hair and light-blue eyes. 6’ 
  103 lbs. 261 years old 
  Characteristics 
  Ideal. Power. 
  Bond. He will face any challenge to win the approval of his family.  
  Flaw. Phaeden hides a truly scandalous secret that could ruin his 
  family forever.    
  Background 
  Phaeden was a noble. He was born into a famous and extremely 
  wealthy family. Phaeden still lives in his family’s castle in the elf 
  capital. The royal family has trying to banish the evil house of 
  Quae without success.  
  Equipment 
  backpack, 2 days of rations, a set of fine clothes, a purse, signet 
  ring, spellbook, 2 potions of speed, ring of spell storing, robe of 
  stars, manual of golems, staff, cloak, 22197gp (in castle), 118pp.  
  Mount 
  nightmare  
   
   
  
   
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
  195 
  KALININ 
  16th level wizard (School of Necromancy subclass) 
  Medium humanoid (human), neutral evil 
  Armor Class 11 (14 with mage armor) 
  Hit Points 71 (16d6) 
  Speed 30 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  9 (-1) 
  12 (+1) 
  11 (+0) 
  20 (+5) 
  17 (+3) 
  7 (-2) 
  Saving Throws Int +10, Wis +8 
  Skills Arcana +10, History +10, Insight +8, Investigation +10 
  Senses passive Perception 13 
  Languages Common, Elvish, Sylvan, Undercommon 
  Challenge 11 (7,200 XP) 
  Command Undead. As an action, he can choose one undead that 
  he can see within 60 feet of him. That creature must make a DC 
  18 Charisma saving throw. If it succeeds, he can’t use this feature 
  on it again. If it fails, it becomes friendly to him and obeys his 
  commands until he uses this feature again. If the target has an 
  Intelligence of 8 or higher, it has advantage on the saving throw. 
  If it fails the saving throw and has an Intelligence of 12 or higher, 
  it can repeat the saving throw at the end of every hour until it 
  succeeds and breaks free.  
  Grim Harvest. Kalinin has the ability to reap life energy from 
  creatures he kills with his spells. Once per turn when he kills one 
  or more creatures with a spell of 1st level or higher, he regains hit 
  points equal to twice the spell’s level, or three times its level if 
  the spell belongs to the School of Necromancy.  
  Inured to Death. He has resistance to necrotic damage, and his 
  hit point maximum can’t be reduced.   
  Spellcasting. Kalinin is a 16th level wizard. His spellcasting ability 
  is Intelligence (spell save DC 18, +10 to hit with spell attacks). 
  Kalin has the following wizard spells prepared: 
  Cantrips. (at will): chill touch, dancing lights, message, minor 
  illusion, shocking grasp 
  1st level. (4 slots): fog cloud, mage armor, magic missile, ray of 
  sickness 
  2nd level. (3 slots): blindness/deafness, gentle repose, misty step, 
  ray of enfeeblement 
  3rd level. (3 slots): animate dead, bestow curse, feign death, 
  vampiric touch 
  4th level. (3 slots): banishment, blight, Evard’s Black Tentacles 
  5th level. (2 slots): animate objects, conjure elemental 
  6th level. (1 slot): circle of death 
  Undead Thralls. He can cast animate dead and target one 
  additional corpse or pile of bones, creating another zombie or 
  skeleton, as appropriate. Whenever he creates an undead using a 
  necromancy spell, it has the following benefits: 
  - The creature’s hit point maximum is increased by 16 and adds 
  +5 to its weapon damage rolls.   
  Actions 
  +2 Quarterstaff. Melee Weapon Attack: +6 to hit, reach 5 ft., one 
  target. Hit: 5 (1d8 + 1) bludgeoning damage. 
   
  NPC BIO 
   
  Personality Kalinin uses polysyllabic words that convey the 
  impression of great erudition.   
  Appearance Very tall older man with long white hair and green 
  eyes. 6’ 4” 216 lbs. 67 years old 
  Characteristics 
  Ideal. Power.  
  Bond. He has spent his life searching for powerful magical tomes.  
  Flaw. Kalinin is easily distracted by the promise of information.    
  Background 
  Kalinin was a sage (scribe). He thinks he is the smartest person 
  alive. It’s true that he is highly intelligent, but evil has warped his 
  mind. He lives in a tall tower on the borderlands.  
  Equipment 
  backpack, 8 days of rations, a bottle of black ink, a quill, 6 pieces 
  of parchment, spellbook, ring of feather falling, 2 potions of 
  gaseous form, 2 potions of superior healing, oak wand, cloak, 
  15332gp (in tower), 112pp.  
  Mount 
  adult black dragon 
   
   
   
   
   
   
   
  
   
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
  196 
  OSBERK THE ODD 
  17th level wizard (School of Necromancy subclass) 
  Medium humanoid (hill dwarf), chaotic evil 
  Armor Class 11 (14 with mage armor) 
  Hit Points 74 (17d6 + 17) 
  Speed 25 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  10 (+0) 
  9 (-1) 
  12 (+1) 
  20 (+5) 
  12 (+1) 
  14 (+2) 
  Saving Throws Int +11, Wis +7 
  Skills Arcana +11, Deception +8, History +11, Sleight of Hand +5 
  Senses darkvision 60 ft., passive Perception 11 
  Languages Common, Dwarvish, Abyssal 
  Challenge 11 (7,200 XP) 
  Command Undead. As an action, he can choose one undead that 
  he can see within 60 feet of him. That creature must make a DC 
  19 Charisma saving throw. If it succeeds, he can’t use this feature 
  on it again. If it fails, it becomes friendly to him and obeys his 
  commands until he uses this feature again. If the target has an 
  Intelligence of 8 or higher, it has advantage on the saving throw. 
  If it fails the saving throw and has an Intelligence of 12 or higher, 
  it can repeat the saving throw at the end of every hour until it 
  succeeds and breaks free.  
  Dwarven Resilience. He has advantage on saves against poison, 
  and resistance against poison damage. 
  Grim Harvest. Kalinin has the ability to reap life energy from 
  creatures he kills with his spells. Once per turn when he kills one 
  or more creatures with a spell of 1st level or higher, he regains hit 
  points equal to twice the spell’s level, or three times its level if 
  the spell belongs to the School of Necromancy.  
  Inured to Death. He has resistance to necrotic damage, and his 
  hit point maximum can’t be reduced.   
  Spellcasting. Osberk is a 17th level wizard. His spellcasting ability 
  is Intelligence (spell save DC 19, +11 to hit with spell attacks). 
  Osberk has the following wizard spells prepared: 
  Cantrips. (at will): chill touch, fire bolt, light, mage hand, poison 
  spray 
  1st level. (4 slots): false life, mage armor, magic missile, ray of 
  sickness 
  2nd level. (3 slots): blindness/deafness, misty step, phantasmal 
  force, ray of enfeeblement 
  3rd level. (3 slots): animate dead, bestow curse, feign death, 
  vampiric touch 
  4th level. (3 slots): blight, greater invisibility, phantasmal killer 
  5th level. (2 slots): cone of cold, dominate person 
  6th level. (1 slot): create undead 
  7th level. (1 slot): finger of death 
  8th level. (1 slot): clone 
  Undead Thralls. He can cast animate dead and target one 
  additional corpse or pile of bones, creating another zombie or 
  skeleton, as appropriate. Whenever he creates an undead using a 
  necromancy spell, it has the following benefits: 
  - The creature’s hit point maximum is increased by 17 and adds 
  +6 to its weapon damage rolls.   
  Actions 
  +3 Dagger. Melee Weapon Attack: +8 to hit, reach 5 ft., one 
  target. Hit: 4 (1d4 + 2) piercing damage. 
   
  NPC BIO 
   
  Personality Osberk uses sarcasm and insults as his weapons of 
  choice.   
  Appearance Older man with gray hair and gray eyes. 6’ 0” 193 
  lbs. 58 years old 
  Characteristics 
  Ideal. Aspiration.  
  Bond. A powerful person killed someone he loved. Some day 
  soon, he’ll have his revenge.   
  Flaw. Osberk wants to be the most notorious wizard of all time.     
  Background 
  Osberk was a charlatan. He stole from people most of his life. He 
  became rich enough to buy a small island. The wizard has built a 
  huge compound there.  
  Equipment 
  backpack, 9 days of rations, disguise kit, forgery kit, deck of 
  marked cards, spellbook, hat of wizardry1, lantern of revealing, 
  ring of evasion, 2 potions of supreme healing, wooden wand, 
  cloak, 125pp.  
  Mount 
  wyvern 
   
   
   
   
  
   
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  197 
  MAELA SILVERTONGUE 
  18th level wizard (School of Evocation subclass) 
  Medium humanoid (half-elf), lawful evil 
  Armor Class 11 (14 with mage armor) 
  Hit Points 75 (18d6) 
  Speed 30 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  14 (+2) 
  11 (+0) 
  10 (+0) 
  20 (+5) 
  8 (-1) 
  16 (+3) 
  Saving Throws Int +11, Wis +5 
  Skills Acrobatics +6, Arcana +11, History +11, Performance +9 
  Senses darkvision 60 ft., passive Perception 9 
  Languages Common, Elvish, Halfling 
  Challenge 12 (8,400 XP) 
  Empowered Evocation. Maela can add her +5 Intelligence 
  modifier to one damage roll of any wizard evocation spell she 
  casts.  
  Fey Ancestry. She has advantage on saving throws against being 
  charmed, and magic can’t put her to sleep.  
  Overchannel. When she casts a wizard spell of 1st through 5th 
  level that deals damage, you can deal maximum damage with 
  that spell. The first time she does so, she suffers no adverse 
  effect. If she uses this feature again before she finishes a long 
  rest, she takes 2d12 necrotic damage for each level of the spell, 
  immediately after she casts it. Each time she uses this feature 
  again before finishing a long rest, the necrotic damage per spell 
  level increases by 1d12. This damage ignores resistance and 
  immunity.  
  Potent Cantrip. When a creature succeeds on a saving throw 
  against her cantrip, the creature takes half the cantrip’s damage 
  (if any) but suffers no additional effect from the cantrip.  
  Sculpt Spells. She can create pockets of relative safety within the 
  effects of her evocation spells. When she casts an evocation spell 
  that effects other creatures that she can see, she can choose a 
  number of them equal to 1 + the spell’s level. The chosen 
  creatures automatically succeed on their saving throws against 
  the spell, and they take no damage if they would normally take 
  half damage on a successful save.  
  Spellcasting. Maela is a 18th level wizard. Her spellcasting ability 
  is Intelligence (spell save DC 19, +11 to hit with spell attacks). 
  Maela has the following wizard spells prepared: 
  Cantrips. (at will): dancing lights, fire bolt, friends, mage hand, 
  shocking grasp 
  1st level. (4 slots): burning hands, mage armor, magic missile, 
  witch bolt 
  2nd level. (3 slots): continual flame, gust of wind, Melf’s Acid 
  Arrow, scorching ray 
  3rd level. (3 slots): fireball, lightning bolt, magic circle 
  4th level. (3 slots): fire shield, Otiluke’s Resilient Sphere, wall of 
  fire 
  5th level. (2 slots): Bigby’s Hand, cone of cold 
  6th level. (1 slot): chain lightning 
  7th level. (1 slot): delayed blast fireball  
  8th level. (1 slot): sunburst 
  Actions 
  +2 Quarterstaff. Melee Weapon Attack: +10 to hit, reach 5 ft., 
  one target. Hit: 8 (1d8 + 4) bludgeoning damage. 
   
  NPC BIO 
   
  Personality Maela loves a good insult, even one directed at her.   
  Appearance Very tall half-elf female with curly brown hair and 
  blue eyes. 6’ 3” 153 lbs. 62 years old 
  Characteristics 
  Ideal. Tradition.  
  Bond. She wants to be famous, whatever it takes.   
  Flaw. Maela will do anything to win fame and renown.    
  Background 
  Maela was an entertainer (singer). She is a famous singer known 
  throughout many kingdoms. Maela lives in a manor in the 
  wealthy part of a large city. She is guarded by many apprentices 
  and shield guardians.  
  Equipment 
  backpack, 11 days of rations, disguise kit, flute, love letter, 
  spellbook, perfume of bewitching1, potions of supreme healing, 
  cloak of the bat, sending stones, orb, cloak, 141pp.  
   
   
   
   
   
   
  
   
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
  198 
  PHADAMAR 
  19th level wizard (School of Conjuration subclass) 
  Medium humanoid (human), neutral evil 
  Armor Class 11 (15 with mage armor and ring of protection) 
  Hit Points 93 (19d6) 
  Speed 30 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  9 (-1) 
  12 (+1) 
  11 (+0) 
  20 (+5) 
  16 (+3) 
  14 (+2) 
  Saving Throws Int +12, Wis +10 (with ring of protection) 
  Skills Arcana +12, Deception +8, History +12, Stealth +7 
  Senses passive Perception 13 
  Languages Common, Abyssal, Deep Speech, Undercommon 
  Challenge 12 (8,400 XP) 
  Benign Transposition. He can use his action to teleport up to 30’ 
  to an unoccupied space that he can see. Alternatively, he can 
  choose a space within range that is occupied by a Small or 
  Medium creature. If that creature is willing, they both teleport, 
  swapping places. One he uses this feature, he can’t use it again 
  until he finishes a long rest or he casts a conjuration spell of 1st 
  level or higher.  
  Durable Summons. Any creature that he summons or creates 
  with a conjuration spell has 30 temporary hit points.  
  Focused Concentration. While he is concentrating on a 
  conjuration spell, his concentration can’t be broken as a result of 
  taking damage.  
  Minor Conjuration. He can use his action to conjure up an 
  inanimate object in his hand or on the ground in an unoccupied 
  space that he can see within 10’ of him. This object can be no 
  larger than 3 feet on a side and weigh no more than 10 pounds, 
  and its form must be that of a nonmagical object that he has 
  seen. The object is visibly magical, radiating dim light out to 5’. 
  The object disappears after 1 hour, when he uses this feature 
  again, or if it takes any damage.  
  Spellcasting. Phadamar is a 19th level wizard. His spellcasting 
  ability is Intelligence (spell save DC 19, +11 to hit with spell 
  attacks). Phadamar has the following wizard spells prepared: 
  Cantrips. (at will): dancing lights, fire bolt, mage hand, poison 
  spray, true strike 
  1st level. (4 slots): find familiar, fog cloud, mage armor, unseen 
  servant 
  2nd level. (3 slots): cloud of daggers, misty step, scorching ray, 
  web 
  3rd level. (3 slots): lightning bolt, sleet storm, stinking cloud 
  4th level. (3 slots): conjure minor elementals, Leomund’s Secret 
  Chest, phantasmal killer 
  5th level. (2 slots): cloudkill, teleportation circle 
  6th level. (1 slot): arcane gate 
  7th level. (1 slot): Mordenkainen’s Magnificent Mansion 
  8th level. (1 slot): demiplane 
  9th level. (1 slot): gate 
  Actions 
  +3 Dagger. Melee Weapon Attack: +10 to hit, reach 5 ft., one 
  target. Hit: 6 (1d4 + 4) piercing damage. 
   
  NPC BIO 
   
  Personality Phadamar always has a plan for what to do when 
  things go wrong.   
  Appearance Overweight man with long black hair and hazel eyes. 
  5’ 8” 193 lbs. 68 years old 
  Characteristics 
  Ideal. Greed. 
  Bond. A powerful staff was stolen from him. He aims to steal it 
  back.  
  Flaw. Phadamar turns tail and runs when things look bad.    
  Background 
  Phadamar was a criminal (fence). He used to work with the 
  Thieves’ Guild. In fact, he’s still allied with them. Now the wizard 
  operates out of a small keep in a dark wood.  
  Equipment 
  backpack, 4 days of rations, dragonchess set, thieves’ tools, 
  spellbook, 2 potions of vitality, ring of protection, orb, cloak, 
  10234gp (in keep), 122pp.  
  Mount 
  nightmare  
   
   
   
   
   
  
   
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
  199 
  EON 
  20th level wizard (School of Evocation subclass) 
  Medium humanoid (human), chaotic evil 
  Armor Class 14 (17 with mage armor) 
  Hit Points 96 (20d6) 
  Speed 30 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  11 (+0) 
  14 (+2) 
  10 (+0) 
  24 (+7) 
  17 (+3) 
  17 (+3) 
  Saving Throws Int +13, Wis +9 
  Skills Arcana +13, History +13, Sleight of Hand +8, Stealth +8 
  Senses passive Perception 13 
  Languages Common, Abyssal, Draconic, Primordial 
  Challenge 13 (10,000 XP) 
  Empowered Evocation. Eon can add his +5 Intelligence modifier 
  to one damage roll of any wizard evocation spell he casts.  
  Overchannel. When he casts a wizard spell of 1st through 5th level 
  that deals damage, he can deal maximum damage with that spell. 
  The first time he does so, he suffers no adverse effect. If he uses 
  this feature again before he finishes a long rest, he takes 2d12 
  necrotic damage for each level of the spell, immediately after he 
  casts it. Each time he uses this feature again before finishing a 
  long rest, the necrotic damage per spell level increases by 1d12. 
  This damage ignores resistance and immunity.  
  Potent Cantrip. When a creature succeeds on a saving throw 
  against his cantrip, the creature takes half the cantrip’s damage 
  (if any) but suffers no additional effect from the cantrip.  
  Sculpt Spells. He can create pockets of relative safety within the 
  effects of his evocation spells. When he casts an evocation spell 
  that effects other creatures that he can see, he can choose a 
  number of them equal to 1 + the spell’s level. The chosen 
  creatures automatically succeed on their saving throws against 
  the spell, and they take no damage if they would normally take 
  half damage on a successful save.  
  Spellcasting. Eon is a 20th level wizard. His spellcasting ability is 
  Intelligence (spell save DC 21, +13 to hit with spell attacks). Eon 
  has the following wizard spells prepared: 
  Cantrips. (at will): dancing lights, fire bolt, light, mage hand, ray 
  of frost 
  1st level. (4 slots): burning hands, mage armor, magic missile, 
  thunderwave 
  2nd level. (3 slots): gust of wind, Melf’s Acid Arrow, misty step, 
  scorching ray 
  3rd level. (3 slots): fireball, lightning bolt, sending 
  4th level. (3 slots): greater invisibility, ice storm, wall of fire 
  5th level. (3 slots): Bigby’s Hand, cone of cold, flame strike 
  6th level. (2 slots): chain lightning, Otiluke’s Freezing Sphere 
  7th level. (1 slot): forcecage 
  8th level. (1 slot): telepathy 
  9th level. (1 slot): meteor swarm 
  Actions 
  +3 Quarterstaff. Melee Weapon Attack: +9 to hit, reach 5 ft., one 
  target. Hit: 7 (1d8 + 3) bludgeoning damage. 
   
  NPC BIO 
   
  Personality Eon bluntly says what other people are hinting at or 
  hiding.   
  Appearance Handsome, older man with long brown hair and 
  green eyes. 5’ 11” 168 lbs. 62 years old 
  Characteristics 
  Ideal. Retribution.  
  Bond. He escaped his life of poverty by robbing an important 
  person, and he’s still wanted for it.   
  Flaw. Eon speaks without thinking, invariably insulting others.   
  Background 
  Eon was an urchin. He was the youngest of a large family of 
  wizards. The young Eon never got much attention and felt 
  overwhelmed in a confusing world. Eon lives in an enormous 
  manor by the docks in a crowded city.   
  Equipment 
  backpack, 7 days of rations, disguise kit, thieves’ tools, pet 
  mouse, spellbook, helm of teleportation, 4 potions of speed, ring 
  of spell storing, universal solvent, orb, cloak, 37999gp (in manor), 
  1075pp (in manor), 125pp.  
  Mount 
  young red dragon 
   
   
   
   
   
  
   
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  200 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
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  201 
  IRRAEL 
  Solar 
  Large celestial, lawful good 
  Armor Class 21 (natural armor) 
  Hit Points 259 (18d10 + 144) 
  Speed 50 ft., fly 150 ft.  
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  26 (+8) 
  22 (+6) 
  26 (+8) 
  25 (+7) 
  25 (+7) 
  30 (+10) 
  Saving Throws Int +14, Wis +14, Cha +17 
  Skills Perception +14 
  Damage Resistances radiant; bludgeoning, piercing, and slashing 
  from nonmagical attacks 
  Damage Immunities necrotic, poison 
  Condition Immunities charmed, exhaustion, frightened, poisoned 
  Senses truesight 120 ft., passive Perception 24 
  Languages all, telepathy 120 ft.  
  Challenge 21 (33,000 XP) 
  Angelic Weapons. The solar’s weapons attacks are magical. 
  When the solar hits with any weapon, the weapon deals an extra 
  d6d8 radiant damage (included in the attack).    
  Divine Awareness. The solar knows if it hears a lie.  
  Innate Spellcasting. The solar’s spellcasting ability is Charisma 
  (spell save DC 25). The solar can innately cast the following spells, 
  requiring no material components:  
  At will: detect evil and good, invisibility (self only) 
  3/day each: blade barrier, dispel evil and good, resurrection 
  1/day each: commune, control weather 
  Magic Resistance. The solar has advantage on saving throws 
  against spells and other magical effects.   
  Actions 
  Multiattack. The solar makes two greatsword attacks.  
  Greatsword. Melee Weapon Attack: +1 to hit, reach 5 ft., one 
  target. Hit: 22 (4d6 + 8) slashing damage plus 27 (6d8) radiant 
  damage.  
  Slaying Longbow. Ranged Weapon Attack: +13 to hit, range 
  150/600 ft., one target. Hit: 15 (2d8 + 4) piercing damage plus 27 
  (6d8) radiant damage. If the target is a creature that has 100 hit 
  points or fewer, it must succeed on a DC 15 Constitution saving 
  throw or die.  
  Healing Touch (4/Day). The solar touches another creature. The 
  target magically regains 40 (8d8 + 4) hit points and is freed from 
  any curse, disease, poison, blindness, or deafness.   
  Legendary Actions 
  Can take 3 legendary actions. Only one legendary action can be 
  used at a time and only at the end of another creature’s turn. The 
  dragon regains spent legendary actions at the start of its turn.  
  Teleport. The solar magically teleports, along with any equipment 
  it is wearing or carrying, up to 120 feet to an unoccupied space it 
  can see.  
  Searing Burst (Costs 2 Actions). The solar emits magical, divine 
  energy. Each creature of its choice in a 10-foot radius must make 
  a DC 23 Dexterity saving throw, taking 14 (4d6) fire damage plus 
  14 (4d6) radiant damage on a failed save, or half as much damage 
  on a successful one.  
  Blinding Gaze (Costs 3 Actions). The solar targets one creature it 
  can see within 30 feet of it. If the target can see it, the target 
  must succeed on a DC 15 Constitution saving throw or be blinded 
  until magic such as the lesser restoration spell removes the 
  blindness.    
   
  NPC MONSTER BIO 
   
  Personality He awaits the day when angels lead the lost souls to 
  the light.    
  Appearance Handsome male angel with gray hair. 6’ 0” 185 lbs. 
  Characteristics 
  Ideal. Love.    
  Bond. He serves the god of light.   
  Flaw. Irrael frequently overindulges in food and wine.  
  Background 
  Irrael is usually a principled, disciplined holy warrior. However, he 
  has a fondness for food and wine.   
   
   
   
   
   
   
   
  
   
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  202 
  GABRIELLE 
  Solar 
  Large celestial, lawful good 
  Armor Class 21 (natural armor) 
  Hit Points 259 (18d10 + 144) 
  Speed 50 ft., fly 150 ft.  
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  26 (+8) 
  22 (+6) 
  26 (+8) 
  25 (+7) 
  25 (+7) 
  30 (+10) 
  Saving Throws Int +14, Wis +14, Cha +17 
  Skills Perception +14 
  Damage Resistances radiant; bludgeoning, piercing, and slashing 
  from nonmagical attacks 
  Damage Immunities necrotic, poison 
  Condition Immunities charmed, exhaustion, frightened, poisoned 
  Senses truesight 120 ft., passive Perception 24 
  Languages all, telepathy 120 ft.  
  Challenge 21 (33,000 XP) 
  Angelic Weapons. The solar’s weapons attacks are magical. 
  When the solar hits with any weapon, the weapon deals an extra 
  d6d8 radiant damage (included in the attack).    
  Divine Awareness. The solar knows if it hears a lie.  
  Innate Spellcasting. The solar’s spellcasting ability is Charisma 
  (spell save DC 25). The solar can innately cast the following spells, 
  requiring no material components:  
  At will: detect evil and good, invisibility (self only) 
  3/day each: blade barrier, dispel evil and good, resurrection 
  1/day each: commune, control weather 
  Magic Resistance. The solar has advantage on saving throws 
  against spells and other magical effects.   
  Actions 
  Multiattack. The solar makes two greatsword attacks.  
  Greatsword. Melee Weapon Attack: +1 to hit, reach 5 ft., one 
  target. Hit: 22 (4d6 + 8) slashing damage plus 27 (6d8) radiant 
  damage.  
  Slaying Longbow. Ranged Weapon Attack: +13 to hit, range 
  150/600 ft., one target. Hit: 15 (2d8 + 4) piercing damage plus 27 
  (6d8) radiant damage. If the target is a creature that has 100 hit 
  points or fewer, it must succeed on a DC 15 Constitution saving 
  throw or die.  
  Healing Touch (4/Day). The solar touches another creature. The 
  target magically regains 40 (8d8 + 4) hit points and is freed from 
  any curse, disease, poison, blindness, or deafness.   
   
   
   
  Legendary Actions 
  Can take 3 legendary actions. Only one legendary action can be 
  used at a time and only at the end of another creature’s turn. The 
  dragon regains spent legendary actions at the start of its turn.  
  Teleport. The solar magically teleports, along with any equipment 
  it is wearing or carrying, up to 120 feet to an unoccupied space it 
  can see.  
  Searing Burst (Costs 2 Actions). The solar emits magical, divine 
  energy. Each creature of its choice in a 10-foot radius must make 
  a DC 23 Dexterity saving throw, taking 14 (4d6) fire damage plus 
  14 (4d6) radiant damage on a failed save, or half as much damage 
  on a successful one.  
  Blinding Gaze (Costs 3 Actions). The solar targets one creature it 
  can see within 30 feet of it. If the target can see it, the target 
  must succeed on a DC 15 Constitution saving throw or be blinded 
  until magic such as the lesser restoration spell removes the 
  blindness.    
   
  NPC MONSTER BIO 
   
  Personality Gabrielle sees omens in every event and action.  
  Appearance A tall beautiful, female angel with long blonde hair 
  and blue eyes. 6’ 0” 145 lbs. 
  Characteristics 
  Ideal. Courage.   
  Bond. She is close to a knighthood of paladins.  
  Flaw. Gabrielle is a risk-taker.  
  Background 
  Gabrielle is a bold, brave angel who will put herself in harms way. 
  She works with a devoted group of knights to cleanse the land of 
  evil.   
   
   
   
   
   
  
   
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
  203 
  BAALMOTH 
  Pit Fiend 
  Large fiend (devil), lawful evil 
  Armor Class 19 (natural armor) 
  Hit Points 326 (24d10 + 168) 
  Speed 30 ft., fly 60 ft.  
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  26 (+8) 
  14 (+2) 
  24 (+7) 
  22 (+6) 
  18 (+4) 
  24 (+7) 
  Saving Throws Dex +8, Con +13, Wis +10 
  Damage Resistances cold, bludgeoning, piercing, and slashing 
  from nonmagical attacks not made with silvered weapons 
  Damage Immunities fire, poison 
  Condition Immunities poisoned 
  Senses truesight 120 ft., passive Perception 14 
  Languages Infernal, telepathy 120 ft.  
  Challenge 20 (25,000 XP) 
  Fear Aura. Any creature hostile to the pit fiend that starts its turn 
  within 20 feet of the pit fiend must make a DC 21 Wisdom saving 
  throw, unless the pit fiend is incapacitated. On a failed save, the 
  creature is frightened until the start of its next turn. If a 
  creature’s saving throw is successful, the creature is immune to 
  the pit fiend’s Fear Aura for the next 24 hours.   
  Magic Resistance. The pit fiend has advantage on saving throws 
  against spells and other magical effects.    
  Magic Weapons. The pit fiend’s weapon attacks are magical.    
  Innate Spellcasting. The pit fiend’s spellcasting ability is Charisma 
  (spell save DC 21). The pit fiend can innately cast the following 
  spells, requiring no material components.  
  At will: dispel magic, fireball 
  3/day: hold monsters, wall of fire 
  Actions 
  Multiattack. The pit fiend makes four attacks: one with its bite, 
  one with its claw, one with its mace, and one with its tail.     
  Bite. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. 
  Hit: 22 (4d6 + 8) piercing damage. The target must succeed on a 
  DC 21 Constitution saving throw or become poisoned. While 
  poisoned in this way, the target can’t regain hit points, and it 
  takes 21 (6d6) poison damage at the start of each of its turns. The 
  poisoned target can repeat the saving throw at the end of each of 
  its turns, ending the effect on itself on a success.  
  Claw. Melee Weapon Attack: +14 to hit, reach 10 ft., one 
  creature. Hit: 17 (2d8 + 8) slashing damage.  
  Mace. Melee Weapon Attack: +14 to hit, reach 10 ft., one 
  creature. Hit: 15 (2d6 + 8) bludgeoning damage plus 21 (6d6) fire 
  damage.   
  Tail. Melee Weapon Attack: +14 to hit, reach 10 ft., one creature. 
  Hit: 24 (3d10 + 8) bludgeoning damage.  
   
  NPC MONSTER BIO 
   
  Personality Violent and shrewd 
  Appearance Massive red pit fiend. 12’ 3” 821 lbs.  
  Characteristics 
  Ideal. Dominance.   
  Bond. He is determined to gain the upper hand on other devils.   
  Flaw. His pride.  
  Background 
  Baalmoth is a very ambitious pit fiend climbing the hierarchy in 
  the Nine Hells. He has a large treasure hoard hidden in a manor 
  outside the city of Dis. He commands a legion of barbed devils.  
  Treasure Hoard 
  robe of stars, bag of beans, 3 potions of supreme healing, wand of 
  wonder, Quaal’s feather token, 51,008gp, 32451pp 
   
   
   
   
   
   
   
   
   
   
   
   
  
   
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  204 
  GORGRYM 
  Pit Fiend 
  Large fiend (devil), lawful evil 
  Armor Class 19 (natural armor) 
  Hit Points 326 (24d10 + 168) 
  Speed 30 ft., fly 60 ft.  
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  26 (+8) 
  14 (+2) 
  24 (+7) 
  22 (+6) 
  18 (+4) 
  24 (+7) 
  Saving Throws Dex +8, Con +13, Wis +10 
  Damage Resistances cold, bludgeoning, piercing, and slashing 
  from nonmagical attacks not made with silvered weapons 
  Damage Immunities fire, poison 
  Condition Immunities poisoned 
  Senses truesight 120 ft., passive Perception 14 
  Languages Infernal, telepathy 120 ft.  
  Challenge 20 (25,000 XP) 
  Fear Aura. Any creature hostile to the pit fiend that starts its turn 
  within 20 feet of the pit fiend must make a DC 21 Wisdom saving 
  throw, unless the pit fiend is incapacitated. On a failed save, the 
  creature is frightened until the start of its next turn. If a 
  creature’s saving throw is successful, the creature is immune to 
  the pit fiend’s Fear Aura for the next 24 hours.   
  Magic Resistance. The pit fiend has advantage on saving throws 
  against spells and other magical effects.    
  Magic Weapons. The pit fiend’s weapon attacks are magical.    
  Innate Spellcasting. The pit fiend’s spellcasting ability is Charisma 
  (spell save DC 21). The pit fiend can innately cast the following 
  spells, requiring no material components.  
  At will: dispel magic, fireball 
  3/day: hold monsters, wall of fire 
  Actions 
  Multiattack. The pit fiend makes four attacks: one with its bite, 
  one with its claw, one with its mace, and one with its tail.     
  Bite. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. 
  Hit: 22 (4d6 + 8) piercing damage. The target must succeed on a 
  DC 21 Constitution saving throw or become poisoned. While 
  poisoned in this way, the target can’t regain hit points, and it 
  takes 21 (6d6) poison damage at the start of each of its turns. The 
  poisoned target can repeat the saving throw at the end of each of 
  its turns, ending the effect on itself on a success.  
  Claw. Melee Weapon Attack: +14 to hit, reach 10 ft., one 
  creature. Hit: 17 (2d8 + 8) slashing damage.  
  Mace. Melee Weapon Attack: +14 to hit, reach 10 ft., one 
  creature. Hit: 15 (2d6 + 8) bludgeoning damage plus 21 (6d6) fire 
  damage.   
  Tail. Melee Weapon Attack: +14 to hit, reach 10 ft., one creature. 
  Hit: 24 (3d10 + 8) bludgeoning damage.  
   
  NPC MONSTER BIO 
   
  Personality Gorgrym never lets an opportunity pass to show his 
  contempt for lesser beings.  
  Appearance Very tall dark-red pit fiend 12’ 11” 888 lbs 
  Characteristics 
  Ideal. Obedience.  
  Bond. Nothing is more important than serving his arch devil.  
  Flaw. Overconfidence.   
  Background 
  Gorgrym is focused on serving his master. His treasure hoard is 
  kept in the arch devil’s palace. Gorgrym commands a legion of 
  spined devils.   
  Treasure Hoard 
  holy avenger, mace of smiting, helm of brilliance, 2 potions of 
  speed, folding boat, cloak of the bat, 53997gp, 34955pp 
   
   
   
   
   
   
   
   
  
   
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
  205 
  NAUX 
  Adult Black Dragon 
  Huge dragon, chaotic evil 
  Armor Class 19 (natural armor) 
  Hit Points 218 (17d12 + 85) 
  Speed 40 ft., fly 80 ft., swim 40 ft.  
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  23 (+6) 
  14 (+2) 
  21 (+5) 
  14 (+2) 
  13 (+1) 
  17 (+3) 
  Saving Throws Dex +7, Con +10, Wis +6, Cha +8 
  Skills Perception +11, Stealth +7 
  Damage Immunities acid 
  Senses blindsight 60 ft., darkvision 120 ft., passive Perception 21 
  Languages Common, Draconic 
  Challenge 14 (11,500 XP) 
  Amphibious. The dragon can breathe air and water.  
  Legendary Resistance 3/day. If the dragon fails a saving throw, it 
  can choose to succeed instead.   
  Actions 
  Multiattack. The dragon can use its Frightful Presence. It then 
  makes three attacks: one with its bite and two with its claws.  
  Bite. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. 
  Hit: 17 (2d10 + 6) piercing damage plus 4 (1d8) acid damage.   
  Claw. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. 
  Hit: 13 (2d6 + 6) slashing damage.   
  Tail. Melee Weapon Attack: +11 to hit, reach 15 ft., one target. 
  Hit: 15 (2d8 + 6) bludgeoning damage.   
  Frightful Presence. Each creature of the dragon’s choice within 
  120 ft. and aware of it must make a DC 16 Wis saving throw or 
  become frightened for 1 minute. A creature can repeat the saving 
  throw at the end of its turns, ending the effect on a success. If a 
  creature’s saving throw is successful or the effect ends for it, 
  creature is immune to the Frightful Presence for the next 24 
  hours.  
  Acid Breath (Recharge 5-6). The dragon exhales acid in a 60-foot 
  line that is 5 feet wide. Each creature in that line must make a DC 
  18 Dexterity saving throw, taking 54 (12d8) acid damage on a 
  failed save, or half as much damage on a successful one.   
  Legendary Actions 
  Can take 3 legendary actions. Only one legendary action can be 
  used at a time and only at the end of another creature’s turn. The 
  dragon regains spent legendary actions at the start of its turn.  
  Detect. The dragon makes a Wisdom (Perception) check.  
  Tail Attack. The dragon makes a tail attack.  
  Wing Attack (Costs 2 Actions). The dragon beats its wings. Each 
  creature within 10’ of the dragon must succeed on a DC 19 
  Dexterity saving throw or take 13 (2d6 + 6) bludgeoning damage 
  and be knocked prone. The dragon can then fly up to half its 
  flying speed.  
   
  NPC MONSTER BIO 
   
  Personality Nervous and excited  
  Appearance Male adult black dragon  
  Characteristics 
  Ideal. Greed. 
  Bond. He enjoys collecting the treasures of fallen people.    
  Flaw. His anxiety is overwhelming at times.   
  Background 
  Naux lives in a foul-smelling swamp near several large 
  settlements.   
  Treasure Hoard 
  rod of rulership, bag of devouring, potion of gaseous form, gem of 
  seeing, mace of terror, ring of evasion, 4 bloodstones, 2 topaz, 
  17326gp, 2192pp  
   
   
   
   
   
   
   
   
   
   
  
   
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
  206 
  SHADARAAZ 
  Ancient Black Dragon 
  Gargantuan dragon, chaotic evil 
  Armor Class 22 (natural armor) 
  Hit Points 401 (21d20 + 147) 
  Speed 40 ft., fly 80 ft., swim 40 ft.  
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  27 (+8) 
  14 (+2) 
  25 (+7) 
  16 (+3) 
  15 (+2) 
  19 (+4) 
  Saving Throws Dex +9, Con +14, Wis +9, Cha +11 
  Skills Perception +16, Stealth +9 
  Damage Immunities acid 
  Senses blindsight 60 ft., darkvision 120 ft., passive Perception 26 
  Languages Common, Draconic 
  Challenge 21 (33,000 XP) 
  Amphibious. The dragon can breathe air and water.  
  Legendary Resistance 3/day. If the dragon fails a saving throw, it 
  can choose to succeed instead.   
  Actions 
  Multiattack. The dragon can use its Frightful Presence. It then 
  makes three attacks: one with its bite and two with its claws.  
  Bite. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. 
  Hit: 17 (2d10 + 6) piercing damage plus (1d8) cold damage.   
  Claw. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. 
  Hit: 13 (2d6 + 6) slashing damage.   
  Tail. Melee Weapon Attack: +11 to hit, reach 15 ft., one target. 
  Hit: 15 (2d8 + 6) bludgeoning damage.   
  Frightful Presence. Each creature of the dragon’s choice within 
  120 ft. and aware of it must make a DC 19 Wis save or become 
  frightened for 1 minute. A creature can repeat the saving throw 
  at the end of its turns, ending the effect on a success. If a 
  creature’s saving throw is successful or the effect ends for it, 
  creature is immune to the Frightful Presence for the next 24 
  hours.  
  Acid Breath (Recharge 5-6). The dragon exhales acid in a 90-foot 
  line that is 10 feet wide. Each creature in that line must make a 
  DC 22 Dexterity saving throw, taking 67 (15d8) acid damage on a 
  failed save, or half as much damage on a successful one.   
  Legendary Actions 
  Can take 3 legendary actions. Only one legendary action can be 
  used at a time and only at the end of another creature’s turn. The 
  dragon regains spent legendary actions at the start of its turn.  
  Detect. The dragon makes a Wisdom (Perception) check.  
  Tail Attack. The dragon makes a tail attack.  
  Wing Attack (Costs 2 Actions). The dragon beats its wings. Each 
  creature within 10’ of the dragon must succeed on a DC 23 
  Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage 
  and be knocked prone. The dragon can then fly up to half its 
  flying speed.  
   
  NPC MONSTER BIO 
   
  Personality Bad-tempered and grumpy  
  Appearance Male ancient black dragon  
  Characteristics 
  Ideal. Power.   
  Bond. Keeps the bodies of his greatest enemies as trophies, 
  freezing their corpses.   
  Flaw. Unintelligent and lonely.  
  Background 
  Shadaraaz lives in the crumbling ruins of an old castle. A clan of 
  lizardfolk serve his every need.  
  Treasure Hoard 
  diamond, 2 emeralds, 3 onyx, horn of Valhalla (iron), robe of the 
  archmagi, helm of brilliance, carpet of flying, Nolzur’s marvelous 
  pigments, staff of healing, boots of speed, orb of direction1, giant 
  slayer. 52245gp, 3100pp 
   
   
   
   
   
   
   
   
  
   
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
  207 
  SAPHARA 
  Adult Blue Dragon 
  Huge dragon, lawful evil 
  Armor Class 19 (natural armor) 
  Hit Points 248 (18d12 + 108) 
  Speed 40 ft., burrow 30ft., fly 80 ft.  
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  25 (+7) 
  10 (+0) 
  23 (+6) 
  16 (+3) 
  15 (+2) 
  19 (+4) 
  Saving Throws Dex +5, Con +11, Wis +7, Cha +9 
  Skills Perception +12, Stealth +5 
  Damage Immunities lightning 
  Senses blindsight 60 ft., darkvision 120 ft., passive Perception 22 
  Languages Common, Draconic 
  Challenge 16 (15,000 XP) 
  Legendary Resistance 3/day. If the dragon fails a saving throw, it 
  can choose to succeed instead.   
  Actions 
  Multiattack. The dragon can use its Frightful Presence. It then 
  makes three attacks: one with its bite and two with its claws.  
  Bite. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. 
  Hit: (2d10 + 7) piercing damage plus (1d10) lightning damage.   
  Claw. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. 
  Hit: (2d6 + 7) slashing damage.   
  Tail. Melee Weapon Attack: +12 to hit, reach 15 ft., one target. 
  Hit: (2d8 + 7) bludgeoning damage.   
  Frightful Presence. Each creature of the dragon’s choice within 
  120 ft. and aware of it must make a DC 17 Wisdom saving throw 
  or become frightened for 1 minute. A creature can repeat the 
  saving throw at the end of its turns, ending the effect on a 
  success. If a creature’s saving throw is successful or the effect 
  ends for it, creature is immune to the Frightful Presence for the 
  next 24 hours.  
  Lightning Breath (Recharge 5-6). The dragon exhales lightning in 
  a 90-foot line that is 5 feet wide. Each creature in that line must 
  make a DC 19 Dexterity saving throw, taking 66 (12d10) lightning 
  damage on a failed save, or half as much damage on a successful 
  one.   
  Legendary Actions 
  Can take 3 legendary actions. Only one legendary action can be 
  used at a time and only at the end of another creature’s turn. The 
  dragon regains spent legendary actions at the start of its turn.  
  Detect. The dragon makes a Wisdom (Perception) check.  
  Tail Attack. The dragon makes a tail attack.  
  Wing Attack (Costs 2 Actions). The dragon beats its wings. Each 
  creature within 10 ft. of the dragon must succeed on a DC 20 
  Dexterity saving throw or take 14 (2d6 + 7) bludgeoning damage 
  and be knocked prone. The dragon can then fly up to half its 
  flying speed.  
  NPC MONSTER BIO 
   
  Personality Brutal and territorial  
  Appearance Female adult blue dragon  
  Characteristics 
  Ideal. Greed.  
  Bond. She has a few loyal spies in the nearby settlements.    
  Flaw. Impulsiveness.   
  Background 
  Saphara lives in a cave in the Lost Hills. She raids the nearby 
  settlements and caravans. A number of rogues and fighters make 
  up her spy network.  
  Treasure Hoard 
  figureheads from ships, jeweled anklet, star sapphire, bag of 
  beans, rope of entanglement, potion of superior healing, potion of 
  gaseous form, boots of elvenkind, 23450gp, 2960pp  
   
   
   
   
   
   
   
   
   
   
   
   
  
   
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
  208 
  BLEZMA 
  Ancient Blue Dragon 
  Gargantuan dragon, lawful evil 
  Armor Class 22 (natural armor) 
  Hit Points 499 (26d20 + 208) 
  Speed 40 ft., burrow 30ft., fly 80 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  29 (+9) 
  10 (+0) 
  27 (+8) 
  18 (+4) 
  17 (+3) 
  21 (+5) 
  Saving Throws Dex +7, Con +15, Wis +10, Cha +12 
  Skills Perception +17, Stealth +7 
  Damage Immunities lightning 
  Senses blindsight 60 ft., darkvision 120 ft., passive Perception 27 
  Languages Common, Draconic 
  Challenge 23 (50,000 XP) 
  Legendary Resistance 3/day. If the dragon fails a saving throw, it 
  can choose to succeed instead.   
  Actions 
  Multiattack. The dragon can use its Frightful Presence. It then 
  makes three attacks: one with its bite and two with its claws.  
  Bite. Melee Weapon Attack: +16 to hit, reach 15 ft., one target. 
  Hit: 20 (2d10 + 9) piercing damage plus 11 (2d10) lightning 
  damage.   
  Claw. Melee Weapon Attack: +16 to hit, reach 10 ft., one target. 
  Hit: 16 (2d6 + 9) slashing damage.   
  Tail. Melee Weapon Attack: +16 to hit, reach 20 ft., one target. 
  Hit: 16 (2d8 + 9) bludgeoning damage.   
  Frightful Presence. Each creature of the dragon’s choice within 
  120 ft. and aware of it must make a DC 20 Wisdom saving throw 
  or become frightened for 1 minute. A creature can repeat the 
  saving throw at the end of its turns, ending the effect on a 
  success. If a creature’s saving throw is successful or the effect 
  ends for it, creature is immune to the Frightful Presence for the 
  next 24 hours.  
  Lightning Breath (Recharge 5-6). The dragon exhales lightning in 
  a 120-foot line that is 10 feet wide. Each creature in that line 
  must make a DC 23 Dexterity saving throw, taking 88 (16d10) 
  lightning damage on a failed save, or half as much damage on a 
  successful one. 
  Legendary Actions 
  Can take 3 legendary actions. Only one legendary action can be 
  used at a time and only at the end of another creature’s turn. The 
  dragon regains spent legendary actions at the start of its turn.  
  Detect. The dragon makes a Wisdom (Perception) check.  
  Tail Attack. The dragon makes a tail attack.  
  Wing Attack (Costs 2 Actions). The dragon beats its wings. Each 
  creature within 10’ of the dragon must succeed on a DC 19 DEX 
  save or take (2d6 + 6) bludgeoning damage and be knocked 
  prone. The dragon can then fly up to half its flying speed.  
  NPC MONSTER BIO 
   
  Personality Vain and Extroverted  
  Appearance Female ancient blue dragon  
  Characteristics 
  Ideal. Greed.   
  Bond. She knows the shipping routes better than the sailors.   
  Flaw. Her vanity and greed.    
  Background 
  Blezma lives on a rocky coast. Her cavern looks out onto a huge 
  ocean. The local fishermen know to stay well clear of her 
  territory.  
  Treasure Hoard 
  figureheads from ships, 3 moonstones, golden statues, rod of 
  resurrection, holy avenger, cubic gate, carpet of flying, folding 
  boat, amulet of health, sending stones, ring of swimming, bracers 
  of defense, 51000gp, 32437pp  
   
   
   
   
   
   
   
   
   
   
   
   
  
   
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
  209 
  VERDOK 
  Adult Green Dragon 
  Huge dragon, lawful evil 
  Armor Class 19 (natural armor) 
  Hit Points 233 (18d12 + 90) 
  Speed 40 ft., fly 80 ft., swim 40 ft.  
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  23 (+6) 
  12 (+1) 
  21 (+5) 
  18 (+4) 
  15 (+2) 
  17 (+3) 
  Saving Throws Dex +6, Con +10, Wis +7, Cha +8 
  Skills Deception +8, Insight +7, Perception +12, Persuasion +8, 
  Stealth +6 
  Damage Immunities poison 
  Senses blindsight 60 ft., darkvision 120 ft., passive Perception 22 
  Languages Common, Draconic 
  Challenge 15 (13,000 XP) 
  Amphibious. The dragon can breathe air and water.  
  Legendary Resistance 3/day. If the dragon fails a saving throw, it 
  can choose to succeed instead.   
  Actions 
  Multiattack. The dragon can use its Frightful Presence. It then 
  makes three attacks: one with its bite and two with its claws.  
  Bite. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. 
  Hit: 17 (2d10 + 6) piercing damage plus 7 (2d8) poison damage.   
  Claw. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. 
  Hit:13 (2d6 + 6) slashing damage.   
  Tail. Melee Weapon Attack: +11 to hit, reach 15 ft., one target. 
  Hit: 15 (2d8 + 6) bludgeoning damage.   
  Frightful Presence. Each creature of the dragon’s choice within 
  120 ft. and aware of it must make a DC 16 Wisdom saving throw 
  or become frightened for 1 minute. A creature can repeat the 
  saving throw at the end of its turns, ending the effect on a 
  success. If a creature’s saving throw is successful or the effect 
  ends for it, creature is immune to the Frightful Presence for the 
  next 24 hours.  
  Poison Breath (Recharge 5-6). The dragon exhales poisonous gas 
  in a 60-foot cone. Each creature in that area must make a DC 18 
  Constitution saving throw, taking 56 (16d6) poison damage on a 
  failed save, or half as much damage on a successful one.   
  Legendary Actions 
  Can take 3 legendary actions. Only one legendary action can be 
  used at a time and only at the end of another creature’s turn. The 
  dragon regains spent legendary actions at the start of its turn.  
  Detect. The dragon makes a Wisdom (Perception) check.  
  Tail Attack. The dragon makes a tail attack.  
  Wing Attack (Costs 2 Actions). The dragon beats its wings. Each 
  creature within 10 ft. of the dragon must succeed on a DC 19 
  Dexterity saving throw or take 13 (2d6 + 6) bludgeoning damage 
  and be knocked prone. The dragon can then fly up to half its 
  flying speed.  
   
  NPC MONSTER BIO 
   
  Personality Clever and treacherous  
  Appearance Male adult green dragon  
  Characteristics 
  Ideal. Greed  
  Bond. Is in love with another green dragon in the forest.    
  Flaw. Thinks he can outsmart anyone.   
  Background 
  Verdok lives in a huge cavern in the middle of a beautiful forest.   
  Treasure Hoard 
  5 garnets, 2 pieces of obsidian, enduring spellbook1, cloak of 
  invisibility, boots of elvenkind, quiver of Ehlonna, bag of holding, 
  potion of heroism, lantern of revealing, 23955gp, 2756pp 
   
   
   
   
   
   
   
   
   
  
   
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
  210 
  EMERALLE 
  Ancient Green Dragon 
  Gargantuan dragon, lawful evil 
  Armor Class 21 (natural armor) 
  Hit Points 418 (22d20 + 154) 
  Speed 40 ft., fly 80 ft., swim 40 ft.  
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  27 (+8) 
  12 (+1) 
  25 (+7) 
  20 (+5) 
  17 (+3) 
  19 (+4) 
  Saving Throws Dex +8, Con +14, Wis +10, Cha +11 
  Skills Deception +11, Insight +10, Perception +17, Persuasion +11, 
  Stealth +8 
  Damage Immunities poison 
  Senses blindsight 60 ft., darkvision 120 ft., passive Perception 27 
  Languages Common, Draconic 
  Challenge 22 (41,000 XP) 
  Amphibious. The dragon can breathe air and water.  
  Legendary Resistance (3/day). If the dragon fails a saving throw, 
  it can choose to succeed instead.   
  Actions 
  Multiattack. The dragon can use its Frightful Presence. It then 
  makes three attacks: one with its bite and two with its claws.  
  Bite. Melee Weapon Attack: +15 to hit, reach 15 ft., one target. 
  Hit: 19 (2d10 + 8) piercing damage plus 10 (3d6) poison damage.   
  Claw. Melee Weapon Attack: +15 to hit, reach 10 ft., one target. 
  Hit: 22 (4d6 + 8) slashing damage.   
  Tail. Melee Weapon Attack: +15 to hit, reach 20 ft., one target. 
  Hit: 17 (2d8 + 68 bludgeoning damage.   
  Frightful Presence. Each creature of the dragon’s choice within 
  120 ft. and aware of it must make a DC 19 Wisdom saving throw 
  or become frightened for 1 minute. A creature can repeat the 
  saving throw at the end of its turns, ending the effect on a 
  success. If a creature’s saving throw is successful or the effect 
  ends for it, creature is immune to the Frightful Presence for the 
  next 24 hours.  
  Poison Breath (Recharge 5-6). The dragon exhales poisonous gas 
  in a 90-foot cone. Each creature in that area must make a DC 22 
  Constitution saving throw, taking 77 (22d6) poison damage on a 
  failed save, or half as much damage on a successful one.   
  Legendary Actions 
  Can take 3 legendary actions. Only one legendary action can be 
  used at a time and only at the end of another creature’s turn. The 
  dragon regains spent legendary actions at the start of its turn.  
  Detect. The dragon makes a Wisdom (Perception) check.  
  Tail Attack. The dragon makes a tail attack.  
  Wing Attack (Costs 2 Actions). The dragon beats its wings. Each 
  creature within 15 ft. of the dragon must succeed on a DC 23 
  Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage 
  and be knocked prone. The dragon can then fly up to half its 
  flying speed.  
   
  NPC MONSTER BIO 
   
  Personality Patient and cunning  
  Appearance Female ancient green dragon  
  Characteristics 
  Ideal. Power.   
  Bond. Keeps several powerful humans as minions.    
  Flaw. Keeping ambitious evil minions around.   
  Background 
  Emeralle lives deep in the darkest of woods. She makes her home 
  in the remains of an old keep.   
  Treasure Hoard 
  12 garnets, 2 emeralds, 2 jade, cloak of billowing1, wand of 
  polymorph, staff of the woodlands, Oathbow, iron flask, 3 potions 
  of speed, bracers of defense, 55345gp, 36444pp 
   
   
   
   
   
   
   
   
   
  
   
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
  211 
  FYRAAN 
  Adult Red Dragon 
  Huge dragon, chaotic evil 
  Armor Class 19 (natural armor) 
  Hit Points 279 (19d12 + 133) 
  Speed 40 ft., climb 40 ft., fly 80 ft.  
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  27 (+8) 
  10 (+0) 
  25 (+7) 
  16 (+3) 
  13 (+1) 
  21 (+5) 
  Saving Throws Dex +6, Con +13, Wis +7, Cha +11 
  Skills Perception +13, Stealth +6 
  Damage Immunities fire 
  Senses blindsight 60 ft., darkvision 120 ft., passive Perception 23 
  Languages Common, Draconic 
  Challenge 17 (18,000 XP) 
  Legendary Resistance (3/day). If the dragon fails a saving throw, 
  it can choose to succeed instead.   
  Actions 
  Multiattack. The dragon can use its Frightful Presence. It then 
  makes three attacks: one with its bite and two with its claws.  
  Bite. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. 
  Hit: 19 (2d10 + 8) piercing damage plus 7 (2d6) fire damage.   
  Claw. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. 
  Hit: 15 (2d6 + 8) slashing damage.   
  Tail. Melee Weapon Attack: +14 to hit, reach 15 ft., one target. 
  Hit: 17 (2d8 + 8) bludgeoning damage.   
  Frightful Presence. Each creature of the dragon’s choice within 
  120 ft. and aware of it must make a DC 19 Wisdom saving throw 
  or become frightened for 1 minute. A creature can repeat the 
  saving throw at the end of its turns, ending the effect on a 
  success. If a creature’s saving throw is successful or the effect 
  ends for it, creature is immune to the Frightful Presence for the 
  next 24 hours.  
  Fire Breath (Recharge 5-6). The dragon exhales fire in a 60-foot 
  cone. Each creature in that area must make a DC 21 Dexterity 
  saving throw, taking 63 (18d6) fire damage on a failed save, or 
  half as much damage on a successful one.   
  Legendary Actions 
  Can take 3 legendary actions. Only one legendary action can be 
  used at a time and only at the end of another creature’s turn. The 
  dragon regains spent legendary actions at the start of its turn.  
  Detect. The dragon makes a Wisdom (Perception) check.  
  Tail Attack. The dragon makes a tail attack.  
  Wing Attack (Costs 2 Actions). The dragon beats its wings. Each 
  creature within 10 ft. of the dragon must succeed on a DC 21 
  Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage 
  and be knocked prone. The dragon can then fly up to half its 
  flying speed.  
  NPC MONSTER BIO 
   
  Personality Arrogant and cruel  
  Appearance Male adult red dragon with a scar across his face  
  Characteristics 
  Ideal. Greed.    
  Bond. Obsessed with gathering a massive treasure hoard.    
  Flaw. Destructive rage.   
  Background 
  Fyraan is a ferocious dragon who lives in the upper reaches of a 
  massive fortress. He is allied with the dark lord who owns the 
  spacious home.  
  Treasure Hoard 
  ring of spell storing, wand of fear, driftglobe, 2 potions of 
  heroism, orb of time1, sun blade, staff of fire, cloak of the bat, 4 
  obsidian, pair of engraved dice, 36546gp, 23112pp 
   
   
   
   
   
   
   
   
   
   
   
   
  
   
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
  212 
  RUBAK 
  Ancient Red Dragon 
  Gargantuan dragon, chaotic evil 
  Armor Class 22 (natural armor) 
  Hit Points 609 (28d20 + 252) 
  Speed 40 ft., climb 40 ft., fly 80 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  30 (+10) 
  10 (+0) 
  29 (+9) 
  18 (+4) 
  15 (+2) 
  23 (+6) 
  Saving Throws Dex +7, Con +16, Wis +9, Cha +13 
  Skills Perception +17, Stealth +7 
  Damage Immunities fire 
  Senses blindsight 60 ft., darkvision 120 ft., passive Perception 26 
  Languages Common, Draconic 
  Challenge 24 (62,000 XP) 
  Legendary Resistance (3/day). If the dragon fails a saving throw, 
  it can choose to succeed instead.   
  Actions 
  Multiattack. The dragon can use its Frightful Presence. It then 
  makes three attacks: one with its bite and two with its claws.  
  Bite. Melee Weapon Attack: +17 to hit, reach 15 ft., one target. 
  Hit: 21 (2d10 + 10) piercing damage plus 14 (4d6) fire damage.   
  Claw. Melee Weapon Attack: +17 to hit, reach 10 ft., one target. 
  Hit: 17 (2d6 + 10) slashing damage.   
  Tail. Melee Weapon Attack: +17 to hit, reach 20 ft., one target. 
  Hit: 19 (2d8 + 10) bludgeoning damage.   
  Frightful Presence. Each creature of the dragon’s choice within 
  120 ft. and aware of it must make a DC 21 Wisdom saving throw 
  or become frightened for 1 minute. A creature can repeat the 
  saving throw at the end of its turns, ending the effect on a 
  success. If a creature’s saving throw is successful or the effect 
  ends for it, creature is immune to the Frightful Presence for the 
  next 24 hours.  
  Fire Breath (Recharge 5-6). The dragon exhales fire in a 60-foot 
  cone. Each creature in that area must make a DC 24 Dexterity 
  saving throw, taking 91 (26d6) fire damage on a failed save, or 
  half as much damage on a successful one.   
  Legendary Actions 
  Can take 3 legendary actions. Only one legendary action can be 
  used at a time and only at the end of another creature’s turn. The 
  dragon regains spent legendary actions at the start of its turn.  
  Detect. The dragon makes a Wisdom (Perception) check.  
  Tail Attack. The dragon makes a tail attack.  
  Wing Attack (Costs 2 Actions). The dragon beats its wings. Each 
  creature within 15 ft. of the dragon must succeed on a DC 25 
  Dexterity saving throw or take 17 (2d6 + 10) bludgeoning damage 
  and be knocked prone. The dragon can then fly up to half its 
  flying speed.  
  NPC MONSTER BIO 
   
  Personality Vain and vengeful  
  Appearance Male ancient red dragon  
  Characteristics 
  Ideal. Power.  
  Bond. His family.    
  Flaw. His pride.   
  Background 
  Rubak lives in an enormous mountain cavern. Half a dozen red 
  dragon wyrmlings make their home there as well.   
  Treasure Hoard 
  golden crown, silver necklace, +3 plate, +3 shield, 20 +3 arrows, 
  dread helm1, deck of many things, helm of teleportation, bag of 
  tricks, berserker axe, staff of thunder and lightning, staff of 
  healing, robe of protection, robe of stars, 3 opals, topaz, emerald, 
  jeweled platinum ring, 67499gp, 45021pp 
   
   
   
   
   
   
   
   
   
   
   
  
   
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
  213 
  BLANCA 
  Adult White Dragon 
  Huge dragon, chaotic evil 
  Armor Class 18 (natural armor) 
  Hit Points 219 (16d12 + 96) 
  Speed 40 ft., burrow 30ft., fly 80 ft., swim 40 ft.  
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  22 (+6) 
  10 (+0) 
  22 (+6) 
  8 (-1) 
  12 (+1) 
  12 (+1) 
  Saving Throws Dex +5, Con +11, Wis +6, Cha +6 
  Skills Perception +11, Stealth +5 
  Damage Immunities cold 
  Senses blindsight 60 ft., darkvision 120 ft., passive Perception 21 
  Languages Common, Draconic 
  Challenge 13 (10,000 XP) 
  Ice Walk. The dragon can move across and climb icy surfaces 
  without needing to make an ability check. Additionally, difficult 
  terrain composed of ice or snow doesn’t cost it extra movement. 
  Legendary Resistance 3/day. If the dragon fails a saving throw, it 
  can choose to succeed instead.   
  Actions 
  Multiattack. The dragon can use its Frightful Presence. It then 
  makes three attacks: one with its bite and two with its claws.  
  Bite. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. 
  Hit: 17 (2d10 + 6) piercing damage plus 4 (1d8) cold damage.   
  Claw. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. 
  Hit: 13 (2d6 + 6) slashing damage.   
  Tail. Melee Weapon Attack: +11 to hit, reach 15 ft., one target. 
  Hit: 15 (2d8 + 6) bludgeoning damage.   
  Frightful Presence. Each creature of the dragon’s choice within 
  120 ft. and aware of it must make a DC 14 Wis save or become 
  frightened for 1 minute. A creature can repeat the saving throw 
  at the end of its turns, ending the effect on a success. If a 
  creature’s saving throw is successful or the effect ends for it, 
  creature is immune to the Frightful Presence for the next 24 
  hours.  
  Cold Breath (Recharge 5-6). Icy blast in a 60-foot-cone. Make a 
  DC 19 CON save or take 81 (12d8) cold damage, half on a success.  
  Legendary Actions 
  Can take 3 legendary actions. Only one legendary action can be 
  used at a time and only at the end of another creature’s turn. The 
  dragon regains spent legendary actions at the start of its turn.  
  Detect. The dragon makes a Wisdom (Perception) check.  
  Tail Attack. The dragon makes a tail attack.  
  Wing Attack (Costs 2 Actions). The dragon beats its wings. Each 
  creature within 10’ of the dragon must succeed on a DC 19 DEX 
  save or take 13 (2d6 + 6) bludgeoning damage and be knocked 
  prone. The dragon can then fly up to half its flying speed.  
  NPC MONSTER BIO 
   
  Personality Clumsy and violent  
  Appearance Female adult white dragon  
  Characteristics 
  Ideal. Hunger.   
  Bond. She knows every inch of her mountain and all its caves.    
  Flaw. Unintelligent and clumsy.   
  Background 
  Blanca lives on the top of an enormous snowy mountain. She 
  hunts throughout the nearby territory.  
  Treasure Hoard 
  walrus and mammoth tusk ivory, whale bone sculptures, furs, 
  figureheads from ships, +2 shield, wand of smiles1, manual of 
  golems, Nolzur’s marvelous pigments, ring of regeneration, 
  folding boat, robe of stars, 16989gp, 2643pp 
   
   
   
   
   
   
   
   
   
   
   
   
  
   
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
  214 
  FRAZELLA 
  Ancient White Dragon 
  Gargantuan dragon, chaotic evil 
  Armor Class 20 (natural armor) 
  Hit Points 437 (18d20 + 144) 
  Speed 40 ft., burrow 40ft., fly 80 ft., swim 40 ft.  
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  26 (+8) 
  10 (+0) 
  26 (+8) 
  10 (+0) 
  13 (+1) 
  14 (+2) 
  Saving Throws Dex +6, Con +14, Wis +7, Cha +8 
  Skills Perception +13, Stealth +6 
  Damage Immunities cold 
  Senses blindsight 60 ft., darkvision 120 ft., passive Perception 23 
  Languages Common, Draconic 
  Challenge 20 (25,000 XP) 
  Ice Walk. The dragon can move across and climb icy surfaces 
  without needing to make an ability check. Additionally, difficult 
  terrain composed of ice or snow doesn’t cost it extra movement. 
  Legendary Resistance 3/day. If the dragon fails a saving throw, it 
  can choose to succeed instead.   
  Actions 
  Multiattack. The dragon can use its Frightful Presence. It then 
  makes three attacks: one with its bite and two with its claws.  
  Bite. Melee Weapon Attack: +14 to hit, reach 15 ft., one target. 
  Hit: 19 (2d10 + 8) piercing damage plus 9 (2d8) cold damage.   
  Claw. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. 
  Hit: 15 (2d6 + 8) slashing damage.   
  Tail. Melee Weapon Attack: +14 to hit, reach 20 ft., one target. 
  Hit: 17 (2d8 + 8) bludgeoning damage.   
  Frightful Presence. Each creature of the dragon’s choice within 
  120 ft. and aware of it must make a DC 16 Wisdom saving throw 
  or become frightened for 1 minute. A creature can repeat the 
  saving throw at the end of its turns, ending the effect on a 
  success. If a creature’s saving throw is successful or the effect 
  ends for it, creature is immune to the Frightful Presence for the 
  next 24 hours.  
  Cold Breath (Recharge 5-6). Icy blast in a 90-foot-cone. Make a 
  DC 22 Constitution saving throw or take 72 (16d8) cold damage, 
  half on a success.  
  Legendary Actions 
  Can take 3 legendary actions. Only one legendary action can be 
  used at a time and only at the end of another creature’s turn. The 
  dragon regains spent legendary actions at the start of its turn.  
  Detect. The dragon makes a Wisdom (Perception) check.  
  Tail Attack. The dragon makes a tail attack.  
  Wing Attack (Costs 2 Actions). The dragon beats its wings. Each 
  creature within 10’ of the dragon must succeed on a DC 22 
  Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage 
  and be knocked prone. The dragon can then fly up to half its 
  flying speed.  
   
  NPC MONSTER BIO 
   
  Personality Crazy and cruel  
  Appearance Female ancient white dragon  
  Characteristics 
  Ideal. Power.   
  Bond. Has made friends with the beasts in her lair.    
  Flaw. Unintelligent. 
  Background 
  Frazella lives in an icy cavern on the edge of a frozen sea. She has 
  a massive hoard of treasure covered in deep snow. Polar bears 
  and winter wolves live in the cavern.  
  Treasure Hoard 
  walrus and mammoth tusk ivory, whale bone sculptures, furs, 
  figureheads from ships, +3 shield, mariner’s armor, mace of 
  smiting, 3 potions of speed, potion of supreme healing, frost 
  blade, ring of warmth, boots of the winterlands, 4 amethysts, 
  43535gp, 28343pp 
   
   
   
   
   
   
   
   
   
  
   
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
  215 
  ANNAN 
  Storm Giant 
  Huge giant, chaotic good 
  Armor Class 16 (scale mail) 
  Hit Points 246 (20d12 + 100) 
  Speed 50 ft., swim 50 ft.  
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  29 (+9) 
  14 (+2) 
  20 (+5) 
  16 (+3) 
  18 (+4) 
  18 (+4) 
  Saving Throws Str +14, Con +10, Wis +9, Cha +9 
  Skills Arcana +8, Athletics +14, History +8, Perception +9 
  Damage Resistances cold 
  Damage Immunities lightning, thunder 
  Senses passive Perception 19 
  Languages Common, Giant 
  Challenge 13 (10,000 XP) 
  Amphibious. The giant can breathe air and water.    
  Innate Spellcasting. The giant’s innate spellcasting ability is 
  Charisma (spell save DC 17). It can cast innately cast the following 
  spells, requiring no material components.  
  At Will: detect magic, feather fall, levitate, light 
  3/day: control weather, water breathing 
  Actions 
  Multiattack. The giant makes two greatsword attacks.   
  Greatsword. Melee Weapon Attack: +14 to hit, reach 10 ft., one 
  target. Hit: 30 (6d6 + 9) slashing damage.  
  Rock. Ranged Weapon Attack: +14 to hit, range 60/240 ft., one 
  target. Hit: 35 (4d12 + 9) bludgeoning damage. 
  Lightning Strike (1/day). The giant hurls a magical lightning bolt 
  at a point it can see within 500 feet of it. Each creature within 10 
  feet of that point must make a DC 17 Dexterity saving throw, 
  taking 54 (12d8) lightning damage on a failed save, or half as 
  much damage on a successful one.    
   
   
   
   
   
   
   
  NPC MONSTER BIO 
   
  Personality Everything he does is to glorify his ancestors 
  Appearance Annan is a bulky storm giant 
  Characteristics 
  Ideal. Tribute.     
  Bond. He is the leader of a loyal clan.  
  Flaw. Ancient dragons fill him with dread. His knees grow weak in 
  their presence.    
  Background 
  Annan lives in a massive castle in a remote mountain range. 
  Many ogres and hill giants are at his command.  
  Treasure Hoard 
  platinum greatsword, golden statuette of a giant, 10275gp, 
  quiver of Ehlonna, helm of brilliance, necklace of fireballs 
   
   
   
   
   
   
   
   
   
   
   
   
  
   
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
  216 
  STRONMAL 
  Storm Giant 
  Huge giant, chaotic good 
  Armor Class 16 (scale mail) 
  Hit Points 269 (20d12 + 100) 
  Speed 50 ft., swim 50 ft.  
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  29 (+9) 
  14 (+2) 
  20 (+5) 
  16 (+3) 
  18 (+4) 
  18 (+4) 
  Saving Throws Str +14, Con +10, Wis +9, Cha +9 
  Skills Arcana +8, Athletics +14, History +8, Perception +9 
  Damage Resistances cold 
  Damage Immunities lightning, thunder 
  Senses passive Perception 19 
  Languages Common, Giant 
  Challenge 13 (10,000 XP) 
  Amphibious. The giant can breathe air and water.    
  Innate Spellcasting. The giant’s innate spellcasting ability is 
  Charisma (spell save DC 17). It can cast innately cast the following 
  spells, requiring no material components.  
  At Will: detect magic, feather fall, levitate, light 
  3/day: control weather, water breathing 
  Actions 
  Multiattack. The giant makes two greatsword attacks.   
  Greatsword. Melee Weapon Attack: +14 to hit, reach 10 ft., one 
  target. Hit: 30 (6d6 + 9) slashing damage.  
  Rock. Ranged Weapon Attack: +14 to hit, range 60/240 ft., one 
  target. Hit: 35 (4d12 + 9) bludgeoning damage. 
  Lightning Strike (1/day). The giant hurls a magical lightning bolt 
  at a point it can see within 500 feet of it. Each creature within 10 
  feet of that point must make a DC 17 Dexterity saving throw, 
  taking 54 (12d8) lightning damage on a failed save, or half as 
  much damage on a successful one.    
   
   
   
   
   
   
   
  NPC MONSTER BIO 
   
  Personality As the most powerful beings in creation, we have a 
  duty to use our strength for the benefit of all.  
  Appearance Stronmal is an old storm giant 
  Characteristics 
  Ideal. Greater Good.    
  Bond. Humans have proven their worth in the world and earned a 
  measure of respect from giantkind.     
  Flaw. He is terrible at making decisions.    
  Background 
  Stronmal is an arrogant giant who lives in a massive series of 
  caves near the coast.  
  Treasure Hoard 
  11939gp, 6 quartz, smoldering armor1, folding boat, mariner’s 
  armor, cloak of the manta ray, ring of feather falling, bag of tricks 
  (grey), ring of swimming, 4 potions of greater healing 
   
   
   
   
   
   
   
   
   
   
   
   
  
   
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
  217 
  VALZYR ARKENARN 
  Lich 
  Medium undead, neutral evil 
  Armor Class 18 (natural armor and ring of protection) 
  Hit Points 142 (18d8 + 54) 
  Speed 30 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  11 (+0) 
  16 (+3) 
  16 (+3) 
  20 (+5) 
  14 (+2) 
  16 (+3) 
  Saving Throws Con +10, Int +12, Wis +9 
  Skills Arcana +18, History +12, Insight +9, Perception +9 
  Damage Resistances cold, lightning, necrotic 
  Damage Immunities poison, bludgeoning, piercing, and slashing 
  from nonmagical attacks 
  Condition Immunities charmed, exhaustion, frightened, 
  paralyzed, poisoned 
  Senses truesight 120 ft., passive Perception 19 
  Languages Common, Elvish, Gnomish, Halfling 
  Challenge 21 (33,000 XP) 
  Legendary Resistance (3/day). If the lich fails a saving throw, it 
  can choose to succeed instead.  
  Rejuvenation. If it has a phylactery, a destroyed lich gains a new 
  body in 1d10 days, regaining all of its hit points and becoming 
  active again. The new body appears within 5 ft. of the phylactery.  
  Spellcasting. The lich is an 18th level spellcaster. Its spellcasting 
  ability is Intelligence (spell save DC 20, +12 to hit with spell 
  attacks). The lich has the following wizard spells prepared.  
  Cantrips (at will): mage hand, prestidigitation, ray of frost 
  1st level (4 slots): detect magic, magic missile, shield, 
  thunderwave 
  2nd level (3 slots): detect thoughts, invisibility, Melf’s acid arrow, 
  mirror image 
  3rd level (3 slots): animate dead, counterspell, dispel magic, 
  fireball 
  4th level (3 slots): blight, dimension door 
  5th level (3 slots): cloudkill, scrying 
  6th level (1 slot): disintegrate, globe of invulnerability 
  7th level (1 slot): finger of death, plane shift 
  8th level (1 slot): dominate monster, power word stun 
  9th level (1 slot): power word kill  
  Turn Resistance. The lich has advantage on saving throws against 
  any effect that turns undead.  
  Actions 
  Paralyzing Touch. Melee Weapon Attack: +12 to hit, reach 5 ft., 
  one target. Hit: 10 (3d6) cold damage. The target must succeed 
  on a DC 20 Constitution saving throw or be paralyzed for 1 
  minute. The target can repeat the saving throw at the end of each 
  of its turns, ending the effect on itself on a success.  
  Legendary Actions 
  Cantrip. The lich casts a cantrip.  
  Paralyzing Touch (Costs 2 Actions). The lich uses its Paralyzing 
  Touch.  
  Frightening Gaze (Costs 2 Actions). The lich fixes its gaze on one 
  creature it can see within 10 feet of it. The target must succeed 
  on a DC 18 Wisdom saving throw against this magic or become 
  frightened for 1 minute. The frightened target can repeat the 
  saving throw at the end of each of its turns, ending the effect on 
  itself on a success. If a target’s saving throw is successful or the 
  effect ends for it, the target is immune to the lich’s gaze for the 
  next 24 hours.  
  Disrupt Life (Casts 3 Actions). Each living creature within 20 feet 
  of the lich must make a DC 18 Constitution saving throw against 
  this magic, taking 21 (6d6) necrotic damage on a failed save, or 
  half as much damage on a successful one.  
   
   
  NPC MONSTER BIO 
   
  Personality Sly and charming 
  Appearance A very tall skeletal figure in a long green robe. 6’ 10” 
  253 lbs. 511 years old 
  Characteristics 
  Ideal. Power.  
  Bond. He sleeps with his rod of absorption. 
  Flaw. He is supremely overconfident.  
  Background 
  Valzyr was a powerful wizard exiled from a faraway land.   
  Equipment 
  +2 greatsword, rod of absorption, ring of protection, 3 diamonds, 
  52775gp (in lair), 40788pp (in lair) 
   
   
  
   
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
  218 
  YOGGAL 
  Lich 
  Medium undead, neutral evil 
  Armor Class 17 (natural armor) 
  Hit Points 142 (18d8 + 54) 
  Speed 30 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  11 (+0) 
  16 (+3) 
  16 (+3) 
  20 (+5) 
  14 (+2) 
  16 (+3) 
  Saving Throws Con +10, Int +12, Wis +9 
  Skills Arcana +18, History +12, Insight +9, Perception +9 
  Damage Resistances cold, lightning, necrotic 
  Damage Immunities poison, bludgeoning, piercing, and slashing 
  from nonmagical attacks 
  Condition Immunities charmed, exhaustion, frightened, 
  paralyzed, poisoned 
  Senses truesight 120 ft., passive Perception 19 
  Languages Common, Dwarvish, Elvish 
  Challenge 21 (33,000 XP) 
  Legendary Resistance (3/day). If the lich fails a saving throw, it 
  can choose to succeed instead.  
  Rejuvenation. If it has a phylactery, a destroyed lich gains a new 
  body in 1d10 days, regaining all of its hit points and becoming 
  active again. The new body appears within 5 ft. of the phylactery.  
  Spellcasting. The lich is an 18th level spellcaster. Its spellcasting 
  ability is Intelligence (spell save DC 20, +12 to hit with spell 
  attacks). The lich has the following wizard spells prepared.  
  Cantrips (at will): mage hand, prestidigitation, ray of frost 
  1st level (4 slots): detect magic, magic missile, shield, 
  thunderwave 
  2nd level (3 slots): detect thoughts, invisibility, Melf’s acid arrow, 
  mirror image 
  3rd level (3 slots): animate dead, counterspell, dispel magic, 
  fireball 
  4th level (3 slots): blight, dimension door 
  5th level (3 slots): cloudkill, scrying 
  6th level (1 slot): disintegrate, globe of invulnerability 
  7th level (1 slot): finger of death, plane shift 
  8th level (1 slot): dominate monster, power word stun 
  9th level (1 slot): power word kill  
  Turn Resistance. The lich has advantage on saving throws against 
  any effect that turns undead.  
  Actions 
  Paralyzing Touch. Staff. Melee Weapon Attack: +12 to hit, reach 
  5 ft., one target. Hit: 10 (3d6) cold damage. The target must 
  succeed on a DC 20 Constitution saving throw or be paralyzed for 
  1 minute. The target can repeat the saving throw at the end of 
  each of its turns, ending the effect on itself on a success.  
  Legendary Actions 
  Cantrip. The lich casts a cantrip.  
  Paralyzing Touch (Costs 2 Actions). The lich uses its Paralyzing 
  Touch.  
  Frightening Gaze (Costs 2 Actions). The lich fixes its gaze on one 
  creature it can see within 10 feet of it. The target must succeed 
  on a DC 18 Wisdom saving throw against this magic or become 
  frightened for 1 minute. The frightened target can repeat the 
  saving throw at the end of each of its turns, ending the effect on 
  itself on a success. If a target’s saving throw is successful or the 
  effect ends for it, the target is immune to the lich’s gaze for the 
  next 24 hours.  
  Disrupt Life (Casts 3 Actions). Each living creature within 20 feet 
  of the lich must make a DC 18 Constitution saving throw against 
  this magic, taking 21 (6d6) necrotic damage on a failed save, or 
  half as much damage on a successful one.  
   
  NPC MONSTER BIO 
   
  Personality Bold and fearless 
  Appearance A short, skeletal monster wearing red robes. 5’ 4” 
  145 lbs. 386 years old 
  Characteristics 
  Ideal. Destruction.    
  Bond. He protects his loyal minions.   
  Flaw. He believes everyone is beneath him. 
  Background 
  Yoggal is an arch mage who turned to the dark side. He lives in an 
  isolated burial complex hidden from ordinary folk. Several mages 
  and many undead serve him.  
  Equipment 
  8 garnets, golden bracelet, robe of the archmagi, ring of evasion, 
  black opal, ceremonial electrum dagger, 27355gp (in lair), 4551pp 
  (in lair) 
   
   
   
  
   
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
  219 
  ABBAZARON 
  Lich 
  Medium undead, neutral evil 
  Armor Class 17 (natural armor) 
  Hit Points 142 (18d8 + 54) 
  Speed 30 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  11 (+0) 
  16 (+3) 
  16 (+3) 
  20 (+5) 
  14 (+2) 
  16 (+3) 
  Saving Throws Con +10, Int +12, Wis +9 
  Skills Arcana +18, History +12, Insight +9, Perception +9 
  Damage Resistances cold, lightning, necrotic 
  Damage Immunities poison, bludgeoning, piercing, and slashing 
  from nonmagical attacks 
  Condition Immunities charmed, exhaustion, frightened, 
  paralyzed, poisoned 
  Senses truesight 120 ft., passive Perception 19 
  Languages Common, Abyssal, Infernal 
  Challenge 21 (33,000 XP) 
  Legendary Resistance (3/day). If the lich fails a saving throw, it 
  can choose to succeed instead.  
  Rejuvenation. If it has a phylactery, a destroyed lich gains a new 
  body in 1d10 days, regaining all of its hit points and becoming 
  active again. The new body appears within 5 ft. of the phylactery.  
  Spellcasting. The lich is an 18th level spellcaster. Its spellcasting 
  ability is Intelligence (spell save DC 20, +12 to hit with spell 
  attacks). The lich has the following wizard spells prepared.  
  Cantrips (at will): mage hand, prestidigitation, ray of frost 
  1st level (4 slots): detect magic, magic missile, shield, 
  thunderwave 
  2nd level (3 slots): detect thoughts, invisibility, Melf’s acid arrow, 
  mirror image 
  3rd level (3 slots): animate dead, counterspell, dispel magic, 
  fireball 
  4th level (3 slots): blight, dimension door 
  5th level (3 slots): cloudkill, scrying 
  6th level (1 slot): disintegrate, globe of invulnerability 
  7th level (1 slot): finger of death, plane shift 
  8th level (1 slot): dominate monster, power word stun 
  9th level (1 slot): power word kill  
  Turn Resistance. The lich has advantage on saving throws against 
  any effect that turns undead.  
  Actions 
  Paralyzing Touch. Staff. Melee Weapon Attack: +12 to hit, reach 
  5 ft., one target. Hit: 10 (3d6) cold damage. The target must 
  succeed on a DC 20 Constitution saving throw or be paralyzed for 
  1 minute. The target can repeat the saving throw at the end of 
  each of its turns, ending the effect on itself on a success.  
  Legendary Actions 
  Cantrip. The lich casts a cantrip.  
  Paralyzing Touch (Costs 2 Actions). The lich uses its Paralyzing 
  Touch.  
  Frightening Gaze (Costs 2 Actions). The lich fixes its gaze on one 
  creature it can see within 10 feet of it. The target must succeed 
  on a DC 18 Wisdom saving throw against this magic or become 
  frightened for 1 minute. The frightened target can repeat the 
  saving throw at the end of each of its turns, ending the effect on 
  itself on a success. If a target’s saving throw is successful or the 
  effect ends for it, the target is immune to the lich’s gaze for the 
  next 24 hours.  
  Disrupt Life (Casts 3 Actions). Each living creature within 20 feet 
  of the lich must make a DC 18 Constitution saving throw against 
  this magic, taking 21 (6d6) necrotic damage on a failed save, or 
  half as much damage on a successful one.  
   
  NPC MONSTER BIO 
   
  Personality Inquisitive and enthusiastic 
  Appearance A bulky skeletal figure. 6’ 3” 243 lbs. 231 years old 
  Characteristics 
  Ideal. Greed.  
  Bond. His personal hoard of treasure is all she cares about.  
  Flaw. Abbazaron has made numerous enemies over the years.  
  Background 
  Abbazaron was a powerful wizard who lost a bet and became a 
  lich.  
  Equipment 
  golden ring, silver bracelet, black pearl, ring of free action, robe of 
  stars, 20152gp (in lair), 2877pp (in lair) 
   
   
   
  
   
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
  220 
  HENNAMONNA 
  Lich 
  Medium undead, neutral evil 
  Armor Class 17 (natural armor) 
  Hit Points 142 (18d8 + 54) 
  Speed 30 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  11 (+0) 
  16 (+3) 
  16 (+3) 
  20 (+5) 
  14 (+2) 
  16 (+3) 
  Saving Throws Con +10, Int +12, Wis +9 
  Skills Arcana +18, History +12, Insight +9, Perception +9 
  Damage Resistances cold, lightning, necrotic 
  Damage Immunities poison, bludgeoning, piercing, and slashing 
  from nonmagical attacks 
  Condition Immunities charmed, exhaustion, frightened, 
  paralyzed, poisoned 
  Senses truesight 120 ft., passive Perception 19 
  Languages Common, Dwarvish, Elvish 
  Challenge 21 (33,000 XP) 
  Legendary Resistance (3/day). If the lich fails a saving throw, it 
  can choose to succeed instead.  
  Rejuvenation. If it has a phylactery, a destroyed lich gains a new 
  body in 1d10 days, regaining all of its hit points and becoming 
  active again. The new body appears within 5 ft. of the phylactery.  
  Spellcasting. The lich is an 18th level spellcaster. Its spellcasting 
  ability is Intelligence (spell save DC 20, +12 to hit with spell 
  attacks). The lich has the following wizard spells prepared.  
  Cantrips (at will): mage hand, prestidigitation, ray of frost 
  1st level (4 slots): detect magic, magic missile, shield, 
  thunderwave 
  2nd level (3 slots): detect thoughts, invisibility, Melf’s acid arrow, 
  mirror image 
  3rd level (3 slots): animate dead, counterspell, dispel magic, 
  fireball 
  4th level (3 slots): blight, dimension door 
  5th level (3 slots): cloudkill, scrying 
  6th level (1 slot): disintegrate, globe of invulnerability 
  7th level (1 slot): finger of death, plane shift 
  8th level (1 slot): dominate monster, power word stun 
  9th level (1 slot): power word kill  
  Turn Resistance. The lich has advantage on saving throws against 
  any effect that turns undead.  
  Actions 
  Paralyzing Touch. Staff. Melee Weapon Attack: +12 to hit, reach 
  5 ft., one target. Hit: 10 (3d6) cold damage. The target must 
  succeed on a DC 20 Constitution saving throw or be paralyzed for 
  1 minute. The target can repeat the saving throw at the end of 
  each of its turns, ending the effect on itself on a success.  
  Legendary Actions 
  Cantrip. The lich casts a cantrip.  
  Paralyzing Touch (Costs 2 Actions). The lich uses its Paralyzing 
  Touch.  
  Frightening Gaze (Costs 2 Actions). The lich fixes its gaze on one 
  creature it can see within 10 feet of it. The target must succeed 
  on a DC 18 Wisdom saving throw against this magic or become 
  frightened for 1 minute. The frightened target can repeat the 
  saving throw at the end of each of its turns, ending the effect on 
  itself on a success. If a target’s saving throw is successful or the 
  effect ends for it, the target is immune to the lich’s gaze for the 
  next 24 hours.  
  Disrupt Life (Casts 3 Actions). Each living creature within 20 feet 
  of the lich must make a DC 18 Constitution saving throw against 
  this magic, taking 21 (6d6) necrotic damage on a failed save, or 
  half as much damage on a successful one.  
   
  NPC MONSTER BIO 
   
  Personality Quiet and calculating 
  Appearance A lean skeleton wearing purple robes. 6’ 5” 180 lbs. 
  199 years old 
  Characteristics 
  Ideal. Power.  
  Bond. She is friends with a demi-lich who lives nearby.   
  Flaw. Hennamonna angered a number of her former henchmen. 
  They are out for revenge.  
  Background 
  Hennamonna is a patient foe who will take her time. She might 
  wait years to spring a trap on her enemies.    
  Equipment 
  platinum crown, silver necklace, ivory drinking horn, cubic gate, 
  ring of evasion, wand of magic missiles, 17834gp (in lair), 3744pp 
  (in lair) 
   
   
  
   
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  221 
  DHOOMRALANA 
  Rakshasa 
  Medium fiend, lawful evil 
  Armor Class 16 (natural armor) 
  Hit Points 145 (13d8 + 52) 
  Speed 40 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  14 (+2) 
  17 (+3) 
  18 (+4) 
  13 (+1) 
  16 (+3) 
  20 (+5) 
  Skills Deception +10, Insight +8 
  Damage Vulnerabilities piercing from weapons wielded by good 
  creatures 
  Damage Immunities bludgeoning, piercing, and slashing from 
  nonmagical attacks 
  Senses darkvision 60 ft., passive Perception 13 
  Languages Common, Infernal 
  Challenge 13 (10,000 XP) 
  Limited Magic Immunity. The rakshasa can’t be affected or 
  detected by spells of 6th level or lower unless it wishes to be. It 
  has advantage on saving throws against all other spells and 
  magical effects.  
  Innate Spellcasting. The rakshasa’s innate spellcasting ability is 
  Charisma (spell save DC 18, +10 to hit with spell attacks). The 
  rakshasa can innately cast the following spells, requiring no 
  material components:  
  At will: detect thoughts, disguise self, mage hand, minor illusion 
  3/day each: charm person, detect magic, invisibility, major image, 
  suggestion 
  1/day each: dominate person, fly, plane shift, true seeing 
  Actions 
  Multiattack. The rakshasa makes two claw attacks.  
  Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 
  9 (2d6 + 2) slashing damage, and the target is cursed if it is a 
  creature. The magical curse takes effect whenever the target 
  takes a short or long rest, filling the target’s thoughts with 
  horrible images and dreams. The cursed target gains no benefit 
  from finishing a short or long rest. The curse lasts until it is lifted 
  by a remove curse spell or similar magic.  
   
   
   
   
   
  NPC MONSTER BIO 
   
  Personality Secretive and cunning 
  Appearance A tall older man with long red hair and light-blue 
  eyes. 6’ 4” 212 lbs.  
  Characteristics 
  Ideal. Dominance.  
  Bond. He is an ally of a number of evil beings.    
  Flaw. He cannot resist the temptation of gold.   
  Background 
  Dhoomralana is masquerading as a priest in a large city. He 
  pretends to worship a god of magic.  
  Treasure Hoard 
  16334gp, 1843pp, 3 amethysts, emerald, Nolzur’s marvelous 
  pigments, carpet of flying.  
   
   
   
   
   
   
   
   
   
   
   
   
  
   
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
  222 
  MARA 
  Rakshasa 
  Medium fiend, lawful evil 
  Armor Class 17 (natural armor and ring of protection) 
  Hit Points 124 (13d8 + 52) 
  Speed 40 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  14 (+2) 
  17 (+3) 
  18 (+4) 
  13 (+1) 
  16 (+3) 
  20 (+5) 
  Skills Deception +10, Insight +8 
  Damage Vulnerabilities piercing from weapons wielded by good 
  creatures 
  Damage Immunities bludgeoning, piercing, and slashing from 
  nonmagical attacks 
  Senses darkvision 60 ft., passive Perception 13 
  Languages Common, Infernal 
  Challenge 13 (10,000 XP) 
  Limited Magic Immunity. The rakshasa can’t be affected or 
  detected by spells of 6th level or lower unless it wishes to be. It 
  has advantage on saving throws against all other spells and 
  magical effects.  
  Innate Spellcasting. The rakshasa’s innate spellcasting ability is 
  Charisma (spell save DC 18, +10 to hit with spell attacks). The 
  rakshasa can innately cast the following spells, requiring no 
  material components:  
  At will: detect thoughts, disguise self, mage hand, minor illusion 
  3/day each: charm person, detect magic, invisibility, major image, 
  suggestion 
  1/day each: dominate person, fly, plane shift, true seeing 
  Actions 
  Multiattack. The rakshasa makes two claw attacks.  
  Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 
  9 (2d6 + 2) slashing damage, and the target is cursed if it is a 
  creature. The magical curse takes effect whenever the target 
  takes a short or long rest, filling the target’s thoughts with 
  horrible images and dreams. The cursed target gains no benefit 
  from finishing a short or long rest. The curse lasts until it is lifted 
  by a remove curse spell or similar magic.  
   
   
   
   
   
  NPC MONSTER BIO 
   
  Personality Clever and calculating 
  Appearance A pretty, middle-aged woman with short gray hair 
  and green eyes. 5’ 10” 140 lbs.  
  Characteristics 
  Ideal. Greed.  
  Bond. She has a number of allies from the Nine Hells.  
  Flaw. Mara will do anything to get more gold.     
  Background 
  Mara is in the guise of a rich merchant. She lives in the queen’s 
  castle and has become a trusted advisor.   
  Treasure Hoard 
  19247gp, 2020pp, silver crown, golden necklace, 2 garnets, ring of 
  protection, pearl of power 
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
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  223 
  BEECHVALE 
  Treant 
  Huge plant, chaotic good 
  Armor Class 16 (natural armor) 
  Hit Points 139 (12d12 + 60) 
  Speed 30 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  23 (+6) 
  8 (-1) 
  21 (+5) 
  12 (+1) 
  16 (+3) 
  12 (+1) 
  Damage Vulnerabilities fire 
  Damage Resistances bludgeoning, piercing 
  Senses passive Perception 13 
  Languages Common, Druidic, Elvish, Sylvan 
  Challenge 9 (5,000 XP) 
  False Appearance. While the treant remains motionless, it is 
  indistinguishable from a normal tree.   
  Siege Monster. The treant does double damage to objects and 
  structures.    
  Actions 
  Multiattack. The treant makes two slam attacks.  
  Slam. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. 
  Hit: 16 (3d6 + 6) bludgeoning damage.  
  Rock. Ranged Weapon Attack: +10 to hit, range 60/180 ft., one 
  target. Hit: 28 (4d10 + 6) bludgeoning damage. 
  Animate Trees (1/day). The treant magically animates one or two 
  trees it can see within 60 feet of it. These trees have the same 
  statistics as a treant, except they have Intelligent and Charisma 
  scores of 1, they can’t speak, and they have only the Slam action 
  option. An animated tree acts as an ally of the treant. The tree 
  remains animate for 1 day or until it dies; until the treant dies or 
  is more than 120 feet from the tree; or until the treant takes a 
  bonus action to turn it back into an inanimate tree. The tree then 
  takes root if possible.   
   
   
   
   
   
   
   
  NPC MONSTER BIO 
   
  Personality He is an anxious and energetic 
  Appearance Beechvale is a young treant 
  Characteristics 
  Ideal. Greater Good.    
  Bond. He is close to all the creatures in the forest.    
  Flaw. His anxiety can get the best of him at times.   
  Background 
  Beechvale arrived in these woods recently. He has spent much 
  time ridding the area of evil creatures. This treant rushes about 
  all day and then falls asleep wherever he ends up.   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
  224 
  LEAFBARK 
  Treant 
  Huge plant, chaotic good 
  Armor Class 16 (natural armor) 
  Hit Points 201 (12d12 + 60) 
  Speed 30 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  23 (+6) 
  8 (-1) 
  21 (+5) 
  12 (+1) 
  16 (+3) 
  12 (+1) 
  Damage Vulnerabilities fire 
  Damage Resistances bludgeoning, piercing 
  Senses passive Perception 13 
  Languages Common, Druidic, Elvish, Sylvan 
  Challenge 9 (5,000 XP) 
  False Appearance. While the treant remains motionless, it is 
  indistinguishable from a normal tree.   
  Siege Monster. The treant does double damage to objects and 
  structures.    
  Actions 
  Multiattack. The treant makes two slam attacks.  
  Slam. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. 
  Hit: 16 (3d6 + 6) bludgeoning damage.  
  Rock. Ranged Weapon Attack: +10 to hit, range 60/180 ft., one 
  target. Hit: 28 (4d10 + 6) bludgeoning damage. 
  Animate Trees (1/day). The treant magically animates one or two 
  trees it can see within 60 feet of it. These trees have the same 
  statistics as a treant, except they have Intelligent and Charisma 
  scores of 1, they can’t speak, and they have only the Slam action 
  option. An animated tree acts as an ally of the treant. The tree 
  remains animate for 1 day or until it dies; until the treant dies or 
  is more than 120 feet from the tree; or until the treant takes a 
  bonus action to turn it back into an inanimate tree. The tree then 
  takes root if possible.   
   
   
   
   
   
   
   
  NPC MONSTER BIO 
   
  Personality Calm and patient  
  Appearance Leafbark is a very old treant  
  Characteristics 
  Ideal. Nature.    
  Bond. He is good friends with a powerful circle of druids.   
  Flaw. Leafbark can be slow to act.   
  Background 
  Leafbark has lived in the same forest all of his life. He will protect 
  the woods with his life. His druid friends tell visitors they should 
  leave the forest and not come back.   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
  225 
  PHINEAS PHANE 
  Vampire 
  Medium undead (shapechanger), lawful evil 
  Armor Class 16 (natural armor) 
  Hit Points 199 (17d8 + 68) 
  Speed 30 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  18 (+4) 
  18 (+4) 
  18 (+4) 
  17 (+3) 
  15 (+2) 
  18 (+4) 
  Saving Throws Dex +9, Wis +7, Cha +9 
  Skills Perception +7, Stealth +9 
  Damage Resistances necrotic; bludgeoning, piercing, and slashing 
  from nonmagical attacks  
  Senses darkvision 120 ft., passive Perception 17 
  Languages the languages it knew in life 
  Challenge 13 (10,000 XP) 
  Shapechanger. The vampire can polymorph into a Tiny bat or a 
  Medium cloud of mist.  
  Legendary Resistance 3/day. If the vampire fails a saving throw, 
  it can choose to succeed instead.  
  Misty Escape. When it drops to 0 hit points outside its resting 
  place, it can transform into a cloud of mist.  
  Regeneration. The vampire regains 20 hit points at the start of its 
  turn if it has at least 1 hit point. If the vampire takes radiant 
  damage or damage from holy water, this trait doesn’t function at 
  the start of the vampire’s next turn.  
  Spider Climb. The vampire can climb difficult surfaces, including 
  upside down on ceilings, without needing to make an ability 
  check.   
  Vampiric Weaknesses. The vampire has these flaws: 
  Forbiddance. Can only be invited into a residence.  
  Harmed by Running Water. Takes 20 acid damage when it ends 
  its turn in running water.  
  Stake to the Heart. Destroyed by wooden piercing weapon if 
  incapacitated in its resting place.  
  Sunlight Hypersensitivity. It takes 20 radiant damage if it starts its 
  turn in sunlight. While in sunlight, it has disadvantage on attack 
  rolls and ability checks. 
  Actions 
  Multiattack (Vampire form). It makes two attacks. Can only bite 
  once. 
  Unarmed Strike (Vampire form). Melee Weapon Attack: +9 to hit, 
  reach 5 ft., one target. Hit: 8 (1d8 + 4) bludgeoning damage. Can 
  grapple instead of damage (escape DC 18). 
  Bite (Bat or Vampire form only). Melee Weapon Attack: +9 to hit, 
  reach 5 ft., one target. Hit: 7 (1d6 + 4) plus 10 (3d6) necrotic. 
  Target’s hit point maximum is reduced by necrotic attack and 
  vampire regains that amount of hit points. The reduction lasts 
  until target takes long rest. The target dies if this effect reduces 
  its hit point maximum to 0. If a humanoid is slain in this way and 
  then buried in the ground, it rises the following night as a 
  vampire spawn under vampire’s control. 
  Charm. Can target one humanoid it sees within 30 ft. Target must 
  succeed on DC 17 Wisdom save or be charmed by the vampire. It 
  takes the vampire’s requests or actions in a favorable way, and is 
  a willing target for a bite attack. Target can repeat save if 
  vampire’s or its companions do anything harmful to it. Lasts 24 
  hours.  
  Children of the Night 1/day. Can call 2d4 swarms of bats or rats 
  at night. Or call 3d6 wolves outdoors. Act as allies and remain for 
  1 hour. Arrive in 1d4 rounds.  
  Legendary Actions 
  Can take 3 legendary actions. Only one legendary action can be 
  used at a time and only at the end of another creature’s turn. The 
  vampire regains spent legendary actions at the start of its turn.  
  Move. Move up to its speed without provoking opportunity 
  attacks.   
  Unarmed Strike. It makes one unarmed strike.  
  Bite (Costs 2 Actions). It makes one bite attack.  
   
   
   
  NPC MONSTER BIO 
   
  Personality Polite and charming  
  Appearance A very handsome older man with gray hair, a gray 
  goatee, and dark-blue eyes. 6’ 5” 236 lbs.  
  Characteristics 
  Ideal. Lust.   
  Bond. He is close to his clan of vampires.   
  Flaw. He is a sucker for a pretty face.   
  Background 
  He wasn’t allowed join in any games when he was younger. This 
  drove him mad and he wandered the streets at night. Then one 
  foggy eve, a vampire came to slay. He bit the young noble and 
  changed his life forever. Now Rudolph lives in an elegant manor 
  in a large city and preys on the local citizens. 
  Equipment 
  6545gp (in manor), 120gp, cloak of many fashions1, 2 vials of 
  poison, gold dragon comb, golden greatsword (in manor), deck of 
  illusions  
  
   
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
  226 
  LADY AMERIS VALE 
  Vampire 
  Medium undead (shapechanger), lawful evil 
  Armor Class 16 (natural armor) 
  Hit Points 190 (17d8 + 68) 
  Speed 30 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  18 (+4) 
  18 (+4) 
  18 (+4) 
  17 (+3) 
  15 (+2) 
  18 (+4) 
  Saving Throws Dex +9, Wis +7, Cha +9 
  Skills Perception +7, Stealth +9 
  Damage Resistances necrotic; bludgeoning, piercing, and slashing 
  from nonmagical attacks  
  Senses darkvision 120 ft., passive Perception 17 
  Languages the languages it knew in life 
  Challenge 13 (10,000 XP) 
  Shapechanger. The vampire can polymorph into a Tiny bat or a 
  Medium cloud of mist.  
  Legendary Resistance 3/day. If the vampire fails a saving throw, 
  it can choose to succeed instead.  
  Misty Escape. When it drops to 0 hit points outside its resting 
  place, it can transform into a cloud of mist.  
  Regeneration. The vampire regains 20 hit points at the start of its 
  turn if it has at least 1 hit point. If the vampire takes radiant 
  damage or damage from holy water, this trait doesn’t function at 
  the start of the vampire’s next turn.  
  Spider Climb. The vampire can climb difficult surfaces, including 
  upside down on ceilings, without needing to make an ability 
  check.   
  Vampiric Weaknesses. The vampire has these flaws: 
  Forbiddance. Can only be invited into a residence.  
  Harmed by Running Water. Takes 20 acid damage when it ends 
  its turn in running water.  
  Stake to the Heart. Destroyed by wooden piercing weapon if 
  incapacitated in its resting place.  
  Sunlight Hypersensitivity. It takes 20 radiant damage if it starts its 
  turn in sunlight. While in sunlight, it has disadvantage on attack 
  rolls and ability checks. 
  Actions 
  Multiattack (Vampire form). It makes two attacks. Can only bite 
  once. 
  Unarmed Strike (Vampire form). Melee Weapon Attack: +9 to hit, 
  reach 5 ft., one target. Hit: 8 (1d8 + 4) bludgeoning damage. Can 
  grapple instead of damage (escape DC 18). 
  Bite (Bat or Vampire form only). Melee Weapon Attack: +9 to hit, 
  reach 5 ft., one target. Hit: 7 (1d6 + 4) plus 10 (3d6) necrotic. 
  Target’s hit point maximum is reduced by necrotic attack and 
  vampire regains that amount of hit points. The reduction lasts 
  until target takes long rest. The target dies if this effect reduces 
  its hit point maximum to 0. If a humanoid is slain in this way and 
  then buried in the ground, it rises the following night as a 
  vampire spawn under vampire’s control. 
  Charm. Can target one humanoid it sees within 30 ft. Target must 
  succeed on DC 17 Wisdom save or be charmed by the vampire. It 
  takes the vampire’s requests or actions in a favorable way, and is 
  a willing target for a bite attack. Target can repeat save if 
  vampire’s or its companions do anything harmful to it. Lasts 24 
  hours.  
  Children of the Night 1/day. Can call 2d4 swarms of bats or rats 
  at night. Or call 3d6 wolves outdoors. Act as allies and remain for 
  1 hour. Arrive in 1d4 rounds.  
  Legendary Actions 
  Can take 3 legendary actions. Only one legendary action can be 
  used at a time and only at the end of another creature’s turn. The 
  vampire regains spent legendary actions at the start of its turn.  
  Move. Move up to its speed without provoking opportunity 
  attacks.   
  Unarmed Strike. It makes one unarmed strike.  
  Bite (Costs 2 Actions). It makes one bite attack.  
   
   
   
  NPC MONSTER BIO 
   
  Personality Patient and quiet 
  Appearance A gorgeous noblewoman with long red hair and 
  light-blue eyes. 5’ 7” 126 lbs.  
  Characteristics 
  Ideal. Intolerance.   
  Bond. She loathes non-humans.   
  Flaw. She enjoys the vices of life (and death) to the fullest.   
  Background 
  Chastity lives in a large castle on the edge of a lake. She has 
  seduced many of the noblemen in a nearby city. A number of 
  them are vampire spawn.  
  Equipment 
  1099gp (in castle), 434pp, cloak, emerald, pink pearl, 2 vials of 
  poison, bag of holding, wand of magic missiles 
   
  
   
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
  227 
  BARON STONEWALL 
  Vampire 
  Medium undead (shapechanger), lawful evil 
  Armor Class 16 (natural armor) 
  Hit Points 182 (17d8 + 68) 
  Speed 30 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  18 (+4) 
  18 (+4) 
  18 (+4) 
  17 (+3) 
  15 (+2) 
  18 (+4) 
  Saving Throws Dex +9, Wis +7, Cha +9 
  Skills Perception +7, Stealth +9 
  Damage Resistances necrotic; bludgeoning, piercing, and slashing 
  from nonmagical attacks  
  Senses darkvision 120 ft., passive Perception 17 
  Languages the languages it knew in life 
  Challenge 13 (10,000 XP) 
  Shapechanger. The vampire can polymorph into a Tiny bat or a 
  Medium cloud of mist.  
  Legendary Resistance 3/day. If the vampire fails a saving throw, 
  it can choose to succeed instead.  
  Misty Escape. When it drops to 0 hit points outside its resting 
  place, it can transform into a cloud of mist.  
  Regeneration. The vampire regains 20 hit points at the start of its 
  turn if it has at least 1 hit point. If the vampire takes radiant 
  damage or damage from holy water, this trait doesn’t function at 
  the start of the vampire’s next turn.  
  Spider Climb. The vampire can climb difficult surfaces, including 
  upside down on ceilings, without needing to make an ability 
  check.   
  Vampiric Weaknesses. The vampire has these flaws: 
  Forbiddance. Can only be invited into a residence.  
  Harmed by Running Water. Takes 20 acid damage when it ends 
  its turn in running water.  
  Stake to the Heart. Destroyed by wooden piercing weapon if 
  incapacitated in its resting place.  
  Sunlight Hypersensitivity. It takes 20 radiant damage if it starts its 
  turn in sunlight. While in sunlight, it has disadvantage on attack 
  rolls and ability checks. 
  Actions 
  Multiattack (Vampire form). It makes two attacks. Can only bite 
  once. 
  Unarmed Strike (Vampire form). Melee Weapon Attack: +9 to hit, 
  reach 5 ft., one target. Hit: 8 (1d8 + 4) bludgeoning damage. Can 
  grapple instead of damage (escape DC 18). 
  Bite (Bat or Vampire form only). Melee Weapon Attack: +9 to hit, 
  reach 5 ft., one target. Hit: 7 (1d6 + 4) plus 10 (3d6) necrotic. 
  Target’s hit point maximum is reduced by necrotic attack and 
  vampire regains that amount of hit points. The reduction lasts 
  until target takes long rest. The target dies if this effect reduces 
  its hit point maximum to 0. If a humanoid is slain in this way and 
  then buried in the ground, it rises the following night as a 
  vampire spawn under vampire’s control. 
  Charm. Can target one humanoid it sees within 30 ft. Target must 
  succeed on DC 17 Wisdom save or be charmed by the vampire. It 
  takes the vampire’s requests or actions in a favorable way, and is 
  a willing target for a bite attack. Target can repeat save if 
  vampire’s or its companions do anything harmful to it. Lasts 24 
  hours.  
  Children of the Night 1/day. Can call 2d4 swarms of bats or rats 
  at night. Or call 3d6 wolves outdoors. Act as allies and remain for 
  1 hour. Arrive in 1d4 rounds.  
  Legendary Actions 
  Can take 3 legendary actions. Only one legendary action can be 
  used at a time and only at the end of another creature’s turn. The 
  vampire regains spent legendary actions at the start of its turn.  
  Move. Move up to its speed without provoking opportunity 
  attacks.   
  Unarmed Strike. It makes one unarmed strike.  
  Bite (Costs 2 Actions). It makes one bite attack.  
   
   
   
  NPC MONSTER BIO 
   
  Personality Clumsy and anxious 
  Appearance A very attractive older man with short black hair and 
  green eyes. 6’ 3” 205 lbs.  
  Characteristics 
  Ideal. Freedom.   
  Bond. His ships.  
  Flaw. He is obsessed with his ships.   
  Background 
  Baron lives in a beautiful manor by the docks. He owns a fleet of 
  ships that he uses to run a trading guild.   
  Equipment 
  6237gp (in manor), 39pp, cloak, diamond, 3 sleeping potions, bag 
  of 20 caltrops, pipes of haunting 
   
  
   
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  228 
  LAUREL BALE 
  Vampire 
  Medium undead (shapechanger), lawful evil 
  Armor Class 16 (natural armor) 
  Hit Points 161 (17d8 + 68) 
  Speed 30 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  18 (+4) 
  18 (+4) 
  18 (+4) 
  17 (+3) 
  15 (+2) 
  18 (+4) 
  Saving Throws Dex +9, Wis +7, Cha +9 
  Skills Perception +7, Stealth +9 
  Damage Resistances necrotic; bludgeoning, piercing, and slashing 
  from nonmagical attacks  
  Senses darkvision 120 ft., passive Perception 17 
  Languages the languages it knew in life 
  Challenge 13 (10,000 XP) 
  Shapechanger. The vampire can polymorph into a Tiny bat or a 
  Medium cloud of mist.  
  Legendary Resistance 3/day. If the vampire fails a saving throw, 
  it can choose to succeed instead.  
  Misty Escape. When it drops to 0 hit points outside its resting 
  place, it can transform into a cloud of mist.  
  Regeneration. The vampire regains 20 hit points at the start of its 
  turn if it has at least 1 hit point. If the vampire takes radiant 
  damage or damage from holy water, this trait doesn’t function at 
  the start of the vampire’s next turn.  
  Spider Climb. The vampire can climb difficult surfaces, including 
  upside down on ceilings, without needing to make an ability 
  check.   
  Vampiric Weaknesses. The vampire has these flaws: 
  Forbiddance. Can only be invited into a residence.  
  Harmed by Running Water. Takes 20 acid damage when it ends 
  its turn in running water.  
  Stake to the Heart. Destroyed by wooden piercing weapon if 
  incapacitated in its resting place.  
  Sunlight Hypersensitivity. It takes 20 radiant damage if it starts its 
  turn in sunlight. While in sunlight, it has disadvantage on attack 
  rolls and ability checks. 
  Actions 
  Multiattack (Vampire form). It makes two attacks. Can only bite 
  once. 
  Unarmed Strike (Vampire form). Melee Weapon Attack: +9 to hit, 
  reach 5 ft., one target. Hit: 8 (1d8 + 4) bludgeoning damage. Can 
  grapple instead of damage (escape DC 18). 
  Bite (Bat or Vampire form only). Melee Weapon Attack: +9 to hit, 
  reach 5 ft., one target. Hit: 7 (1d6 + 4) plus 10 (3d6) necrotic. 
  Target’s hit point maximum is reduced by necrotic attack and 
  vampire regains that amount of hit points. The reduction lasts 
  until target takes long rest. The target dies if this effect reduces 
  its hit point maximum to 0. If a humanoid is slain in this way and 
  then buried in the ground, it rises the following night as a 
  vampire spawn under vampire’s control. 
  Charm. Can target one humanoid it sees within 30 ft. Target must 
  succeed on DC 17 Wisdom save or be charmed by the vampire. It 
  takes the vampire’s requests or actions in a favorable way, and is 
  a willing target for a bite attack. Target can repeat save if 
  vampire’s or its companions do anything harmful to it. Lasts 24 
  hours.  
  Children of the Night 1/day. Can call 2d4 swarms of bats or rats 
  at night. Or call 3d6 wolves outdoors. Act as allies and remain for 
  1 hour. Arrive in 1d4 rounds.  
  Legendary Actions 
  Can take 3 legendary actions. Only one legendary action can be 
  used at a time and only at the end of another creature’s turn. The 
  vampire regains spent legendary actions at the start of its turn.  
  Move. Move up to its speed without provoking opportunity 
  attacks.   
  Unarmed Strike. It makes one unarmed strike.  
  Bite (Costs 2 Actions). It makes one bite attack.  
   
   
   
  NPC MONSTER BIO 
   
  Personality Charming and arrogant 
  Appearance Young woman with long black hair and green eyes. 5’ 
  5” 121 lbs.  
  Characteristics 
  Ideal. Fame.   
  Bond. Laurel is still close to her grandmother.   
  Flaw. She is obsessed with being famous.   
  Background 
  Laurel lives in a small manor in a large city. She is a failed actress 
  who has many anger issues. Underneath her charming surface, 
  she’s a violent monster.  
  Equipment 
  2088gp (in manor), 82pp, cloak, blue sapphire, ring of spell 
  storing, bag of tricks 
   
  
   
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  229 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
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  230 
  Characteristics 
   
  D100 
  Encounter 
  D100 
  Encounter 
  01-02 
  03-04 
  05-06 
  07-08 
  09-10 
  11-12 
  13-14 
  15-16 
  17-18 
  19-20 
  21-22 
  23-24 
  25-26 
  27-28 
  29-30 
  31-32 
  33-34 
  35-36 
  37-38 
  39-40 
  41-42 
  43-44 
  45-46 
  47-48 
  49-50 
  Genius 
  Quick-witted 
  Joyful 
  Depressed 
  Untrustworthy 
  Callous 
  Talkative 
  Listless 
  Menacing 
  Sarcastic 
  Demanding 
  Polite 
  Humorous 
  Determined 
  Inquisitive 
  Lazy 
  Wise 
  Bold 
  Complaining 
  Trustworthy 
  Happy 
  Nervous 
  Arrogant 
  Charming 
  Friendly 
  51-52 
  53-54 
  55-56 
  57-58 
  59-60 
  61-62 
  63-64 
  65-66 
  67-68 
  69-70 
  71-72 
  73-74 
  75-76 
  77-78 
  79-80 
  81-82 
  83-84 
  85-86 
  87-88 
  89-90 
  91-92 
  93-94 
  95-96 
  97-98 
  99-00 
  Loyal 
  Helpful 
  Brave 
  Loud 
  Quiet 
  Excited  
  Calm 
  Intelligent 
  Optimistic 
  Reliable 
  Sleepy 
  Slow-witted 
  Seductive 
  Fearful 
  Tough 
  Sad 
  Hard-working 
  Awkward 
  Resourceful 
  Unreliable 
  Confident 
  Satisfied 
  Disturbed 
  Obnoxious 
  Nurturing 
   
  
   
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  231 
  Races 
   
  D100 
  Encounter 
  D100 
  Encounter 
  01-02 
  03-04 
  05-06 
  07-08 
  09-10 
  11-12 
  13-14 
  15-16 
  17-18 
  19-20 
  21-22 
  23-24 
  25-26 
  27-28 
  29-30 
  31-32 
  33-34 
  35-36 
  37-38 
  39-40 
  41-42 
  43-44 
  45-46 
  47-48 
  49-50 
  Dragonborn 
  Water Gensai 
  Half-Elf 
  Goliath 
  Stout Halfling 
  Aasimar 
  Tabaxi 
  Half-Orc 
  Hill Dwarf 
  High Elf 
  Dragonborn 
  Wood Elf 
  Human 
  Mountain Dwarf 
  Rock Gnome 
  Lightfoot Halfling 
  Tiefling 
  Dragonborn 
  Human 
  Forest Gnome 
  Stout Halfling 
  Mountain Dwarf 
  High Elf 
  Half-Elf 
  Human 
  51-52 
  53-54 
  55-56 
  57-58 
  59-60 
  61-62 
  63-64 
  65-66 
  67-68 
  69-70 
  71-72 
  73-74 
  75-76 
  77-78 
  79-80 
  81-82 
  83-84 
  85-86 
  87-88 
  89-90 
  91-92 
  93-94 
  95-96 
  97-98 
  99-00 
  Human 
  Half-Elf 
  Wood Elf 
  Mountain Dwarf 
  Stout Halfling 
  Rock Gnome 
  Human 
  Tiefling 
  Dragonborn 
  Hill Dwarf 
  High Elf 
  Lightfoot Halfling 
  Human 
  Triton 
  Half-Elf 
  Stout Halfling 
  Fire Gensai 
  Human 
  Hill Dwarf 
  Forest Gnome 
  Wood Elf 
  Dragonborn 
  Lightfoot Halfling 
  Human 
  Firbolg 
   
  
   
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  232 
  Classes 
   
  D100 
  Encounter 
  D100 
  Encounter 
  01-02 
  03-04 
  05-06 
  07-08 
  09-10 
  11-12 
  13-14 
  15-16 
  17-18 
  19-20 
  21-22 
  23-24 
  25-26 
  27-28 
  29-30 
  31-32 
  33-34 
  35-36 
  37-38 
  39-40 
  41-42 
  43-44 
  45-46 
  47-48 
  49-50 
  Sorcerer 
  Fighter 
  Warlock 
  Rogue 
  Wizard 
  Cleric 
  Bard 
  Druid 
  Barbarian 
  Rogue 
  Paladin 
  Ranger 
  Druid 
  Warlock 
  Cleric 
  Wizard 
  Fighter 
  Monk 
  Cleric 
  Ranger 
  Sorcerer 
  Bard 
  Rogue 
  Paladin 
  Fighter 
  51-52 
  53-54 
  55-56 
  57-58 
  59-60 
  61-62 
  63-64 
  65-66 
  67-68 
  69-70 
  71-72 
  73-74 
  75-76 
  77-78 
  79-80 
  81-82 
  83-84 
  85-86 
  87-88 
  89-90 
  91-92 
  93-94 
  95-96 
  97-98 
  99-00 
  Wizard 
  Cleric 
  Druid 
  Barbarian 
  Monk 
  Ranger 
  Sorcerer 
  Rogue 
  Warlock 
  Fighter 
  Paladin 
  Wizard 
  Monk 
  Rogue 
  Bard 
  Ranger 
  Barbarian 
  Cleric 
  Fighter 
  Druid 
  Sorcerer 
  Ranger 
  Paladin 
  Wizard 
  Bard 
   
  
   
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  233 
  Backgrounds 
   
  D100 
  Encounter 
  D100 
  Encounter 
  01-02 
  03-04 
  05-06 
  07-08 
  09-10 
  11-12 
  13-14 
  15-16 
  17-18 
  19-20 
  21-22 
  23-24 
  25-26 
  27-28 
  29-30 
  31-32 
  33-34 
  35-36 
  37-38 
  39-40 
  41-42 
  43-44 
  45-46 
  47-48 
  49-50 
  Criminal (Hired Killer) 
  Outlander (Exile) 
  Guild Artisan (Tinker) 
  Folk Hero 
  Entertainer (Actor) 
  Sage (Researcher) 
  Noble 
  Acolyte 
  Criminal (Enforcer) 
  Urchin 
  Sailor 
  Guild Artisan (Carpenter) 
  Sage (Alchemist) 
  Athlete 
  Criminal (Burglar) 
  Entertainer (Poet) 
  Charlatan 
  Sailor 
  Outlander (Guide) 
  Noble 
  Criminal (Enforcer) 
  Folk Hero 
  Entertainer (Storyteller) 
  Soldier (Infantry) 
  Urchin 
  51-52 
  53-54 
  55-56 
  57-58 
  59-60 
  61-62 
  63-64 
  65-66 
  67-68 
  69-70 
  71-72 
  73-74 
  75-76 
  77-78 
  79-80 
  81-82 
  83-84 
  85-86 
  87-88 
  89-90 
  91-92 
  93-94 
  95-96 
  97-98 
  99-00 
  Noble 
  Sage (Alchemist) 
  Outlander (Guide) 
  Criminal (Burglar) 
  Guild Artisan (Blacksmith) 
  Charlatan  
  Athlete 
  Diplomat 
  Urchin 
  Entertainer (Singer) 
  Acolyte 
  Sailor 
  Noble 
  Charlatan 
  Criminal (Hired Killer) 
  Hermit 
  Sage (Scribe) 
  Guild Artisan (Brewer) 
  Folk Hero 
  Outlander (Hunter) 
  Soldier (Officer) 
  Urchin 
  Entertainer (Dancer) 
  Criminal (Hired Killer) 
  Hermit 
   
  
   
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  234 
  Appearances 
   
  D100 
  Encounter 
  D100 
  Encounter 
  01-02 
  03-04 
  05-06 
  07-08 
  09-10 
  11-12 
  13-14 
  15-16 
  17-18 
  19-20 
  21-22 
  23-24 
  25-26 
  27-28 
  29-30 
  31-32 
  33-34 
  35-36 
  37-38 
  39-40 
  41-42 
  43-44 
  45-46 
  47-48 
  49-50 
  Gorgeous 
  Fashionable 
  Obese 
  Disheveled 
  Bald 
  Hideous 
  Bulky 
  Lanky 
  Short 
  Tanned 
  Handsome 
  Sophisticated 
  Athletic 
  Unhealthy 
  Regal  
  Poorly dressed 
  Hairy 
  Ugly 
  Scruffy 
  Old 
  Bearded 
  Handsome 
  Muscular 
  Slim 
  Tall 
  51-52 
  53-54 
  55-56 
  57-58 
  59-60 
  61-62 
  63-64 
  65-66 
  67-68 
  69-70 
  71-72 
  73-74 
  75-76 
  77-78 
  79-80 
  81-82 
  83-84 
  85-86 
  87-88 
  89-90 
  91-92 
  93-94 
  95-96 
  97-98 
  99-00 
  Short 
  Overweight 
  Athletic 
  Well dressed 
  Beautiful 
  Healthy 
  Long-haired 
  Skinny 
  Young 
  Beautiful 
  Elegant 
  Stocky 
  Tall 
  Cat-like 
  Pale 
  Filthy 
  Middle-aged 
  Athletic 
  Drab 
  Overweight 
  Gaunt 
  Large 
  Glamorous 
  Handsome 
  Graceful 
   
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Cawood/Friends and Foes II.pdf