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Captain Kapten


Medium, Neutral Evil


  • Armor Class 15
  • Hit Points 95
  • Speed 25 ft

STR DEX CON INT WIS CHA
15 (+2) 14 (+2) 20 (+5) 18 (+4) 13 (+1) 19 (+4)

  • Saving Throws +8 Constitution, +7 Charisma
  • Skills +7 Deception, +7 Investigation, +4 Insight, +4 Perception, +7 Persuasion
  • Damage Resistances poison
  • Condition Advantage poison
  • Senses darkvision 60 ft., Passive Perception 14
  • Languages Common, Dwarvish
  • Challenge 9

Stonecunning. Whenever Kapten makes an Intelligence (History) check related to the origin of stonework, it is considered proficient in the History skill and add double its proficiency bonus to the check, instead of its normal proficiency bonus.

Joined Weapon. As a bonus action, Kapten may join or disjoin his weapons. If he uses the attack action to strike while the weapon is in two-weapon form, he may disjoin the weapon during that action.

Force of Personality. Whenever Kapten is forced to make a Wisdom saving throw, he may instead save with his Charisma.

Demon Companion. Whenever Kapten is slain, the demon blade will continue to fight for Kapten. If it slays a creature, Kapten will immediately be resurrected with 7d10 + 25 health.

Actions

Multiattack. Kapten may swing his joined demon blade twice.

Demon Blade. Melee Weapon Attack: +5 to hit, 5 ft., one target. Hit: 2d6 + 2 slashing damage.

Disjoined Demon Blade. Melee Weapon Attack: +5 to hit, 5 ft., one target. Hit: 1d6 + 2 slashing damage. Bonus Attack. Melee Weapon Attack: +5 to hit, 5 ft., same target. Hit: 1d6 +2 slashing damage.



Demon Blade

Small, Chaotic Evil


  • Armor Class 14
  • Hit Points 42
  • Speed 20 ft fly

STR DEX CON INT WIS CHA
15 (+2) 14 (+2) 20 (+5) 18 (+4) 13 (+1) 19 (+4)

  • Saving Throws +8 Constitution, +7 Charisma
  • Skills +5 Acrobatics, +7 Arcana, +5 Athletics, +7 History, +7 Religion
  • Damage Resistances cold, lightning; bludgeoning, piercing, and slashing damage from nonmagical attacks
  • Damage Immunities fire, poison
  • Condition Immunities poisoned
  • Senses truesight 120 ft., passive perception 14
  • Languages Abyssal, Common
  • Challenge 6

Joined Weapon. As a bonus action, Demon Blade may join or disjoin. If it uses the attack action to strike while it is in two-weapon form, it may disjoin during that action.

Force of Personality. Whenever Demon Blade is forced to make a Wisdom saving throw, it may instead save with its Charisma.

Demon Companion. Whenever Kapten is slain, the demon blade will continue to fight for Kapten. If it slays a creature, Kapten will immediately be resurrected with 7d10 + 25 health.

Actions

Multiattack. Demon Blade may swing twice

Demon Blade. Melee Weapon Attack: +5 to hit, 5 ft., one target. Hit: 2d6 + 2 slashing damage.

Disjoined Demon Blade. Melee Weapon Attack: +5 to hit, 5 ft., one target. Hit: 1d6 + 2 slashing damage. Bonus Attack. Melee Weapon Attack: +5 to hit, 5 ft., same target. Hit: 1d6 +2 slashing damage.




                    Lissandra





































Lissandra

Medium undead, lawful evil


  • Armor Class 16 (natural armor)
  • Hit Points 82
  • Speed 30 ft.

STR DEX CON INT WIS CHA
16 (+3) 16 (+3) 17 (+3) 13 (+1) 11 (+0) 14 (+2)

  • Saving Throws Dex +6, Wis +3, Cha +5
  • Skills Deception +5, Perception +3, Religion +4, Stealth +6,
  • Damage Resistances necrotic; bludgeoning, piercing, and slashing from nonmagical attacks
  • Senses darkvision 120 ft., passive Perception 13
  • Languages common, dwarvish, elvish, goblin, halfling, orc, abyssal, infernal.
  • Challenge 9

Misty Escape. When Lissandra drops to 0 hit points outside her Resting place, she transforms into a cloud of mist (as in the Shapechanger trait) instead of Falling Unconscious, provided that she isn't in sunlight or running water. If she can't transform, she is destroyed.
    While Lissandra has 0 hit points in mist form, she can't revert to her vampire form, and must reach her Resting place within 2 hours or be destroyed. Once in her Resting place, she reverts to her vampire form. She is then Paralyzed until she regains at least 1 hit point. After spending 1 hour in her Resting place with 0 hit points, she regains 1 hit point.

Regeneration. Lissandra regains 10 hit points at the start of her turn if she has at least 1 hit point and isn't in sunlight or running water. If Lissandra takes radiant damage or damage from holy water, this trait doesn't function at the start of her next turn.

Spider Climb. Lissandra can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Vampire Weaknesses. Lissandra has the following flaws:
    Forbiddance. She can't enter a residence without an invitation from one of the occupants.
    Harmed by Running Water. She takes 20 acid damage if she ends her turn in running water.
    Stake to the Heart. If a piercing weapon made of wood is driven into her heart while she is Incapacitated in her Resting place, she is Paralyzed until the stake is removed.
    Sunlight Hypersensitivity. She takes 20 radiant damage when she starts her turn in sunlight. While in sunlight, she has disadvantage on Attack rolls and Ability Checks.


Actions

Multiattack. Lissandra makes two attacks, only one of which can be a bite attack.

Unarmed Strike. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 2d4 + 3 bludgeoning damage. Instead of dealing damage, Lissandra can grapple the target (escape DC 14).

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one willing creature, or a creature that is Grappled by Lissandra, Incapacitated, or Restrained. Hit: 1d6 + 3 piercing damage plus 2d6 necrotic damage. The target's hit point maximum is reduced by an amount equal to the necrotic damage taken, and Lissandra regains hit points equal to that amount. The reduction lasts until the target finishes a Long Rest. The target dies if this effect reduces its hit point maximum to 0. A humanoid slain in this way and then buried in the ground rises the following night as a Vampire Spawn under her control.



Pi Pheep

Small humanoid (monkey), lawful good


  • Armor Class 14
  • Hit Points 40
  • Speed 30 ft.

STR DEX CON INT WIS CHA
15 (+2) 16 (+3) 14 (+2) 7 (-2) 18 (+4) 11 (+0)

  • Saving Throws Wis +6, Cha +2
  • Skills Acrobatics +5, Athletics +4, Medicine +6,
    Survival +6
  • Senses Passive Perception 16
  • Languages understands common but cannot speak
  • Challenge 5

Spellcasting. Pi Pheep is a 2nd-level spellcaster. His spellcasting ability is Wisdom (spell save DC 14, +6 to hit with spell attacks). Pi Pheep has the following cleric spells prepared:

Cantrips (at will): light, resistance, sacred flame, spare the dying, toll the dead
1st level (4 slots): cure wounds, guiding bolt, inflict wounds, shield of faith
2nd level (3 slots): aid, lesser restoration, prayer of healing, protection from poison

Disciple of Life. Whenever Pi Pheep 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.

Channel Divinity. Pi Pheep can channel divinity once between rests.

Actions

Channel Divinity: Turn Undead. As an action, Pi Pheep presents his holy Symbol and speaks a prayer censuring the Undead. Each Undead that can see or hear Pi Pheep within 30 feet of him must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.
    A turned creature must spend its turns trying to move as far away from Pi Pheep as it can, and it can't willingly move to a space within 30 feet of him. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.

Channel Divinity: Preserve Life. As an action, Pi Pheep presents his holy Symbol and evokes Healing energy that can restore a number of hit points equal to five times Pi Pheep's cleric level.
    Choose any creatures within 30 feet of Pi Pheep, and divide those hit points among them. This feature can restore a creature to no more than half of its hit point maximum. Pi Pheep can’t use this feature on an Undead or a construct.

Stick of Light. Melee Weapon Attack: +5 to hit,
reach 5 ft., one target. Hit: 1d6 bludgeoning damage plus 1d6 radiant damage.



Yu'lanna Saylyn

Medium undead, chaotic good


  • Armor Class 15
  • Hit Points 67
  • Speed 0 ft., fly 50 ft. (hover)

STR DEX CON INT WIS CHA
10 (+0) 17 (+3) 13 (+1) 17 (+3) 14 (+2) 16 (+3)

  • Saving Throws Int +6, Wis +5, Cha +6
  • Skills History +6, Insight +5, Persuasion +6, Sleight of Hand +6, Stealth +6
  • Damage Resistances acid, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks
  • Damage Immunities cold, necrotic, poison
  • Condition Immunities charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained
  • Senses darkvision 120 ft., passive Perception 12
  • Languages common, elvish, halfling
  • Challenge 7

Ethereal Sight. Yu'lanna Saylyn can see 60 ft. into the Ethereal Plane when she is on The Material Plane, and vice versa.

Incorporeality. Yu'lanna Saylyn benefits from:

  • She may be harmed by magic weapons, spells, spell-like effects, or supernatural effects.
  • She is immune to all nonmagical attack forms.
  • She is not burned by normal fires, affected by natural cold, or harmed by mundane acids.
  • Even when struck by magic or magic weapons, an incorporeal creature has a 50% chance to ignore any damage from a corporeal source, except for a force effect or damage dealt by a ghost touch weapon.
  • She is immune to critical hits, extra damage from being a favored enemy, and sneak attacks.
  • She is inaudible unless she decides to make a noise.
  • She is immune to the following conditions: Blinded, Deafened, Grappled, Paralyzed, Petrified, Poison, Prone, Restrained, Stunned.
  • She cannot fall or take falling damage
  • She has no weight and does not set off traps that are triggered by weight.
  • She does not leave footprints, has no scent, and makes no noise unless they are manifested, and even then she only makes noise intentionally.

Actions

Withering Touch. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 4d6 + 3 necrotic damage.

Etherealness. Yu'lanna Saylyn enters the Ethereal Plane from The Material Plane, or vice versa. She is visible on The Material Plane while she is in the Border Ethereal, and vice versa, yet she can't affect or be affected by anything on the other plane.

Horrifying Visage. Each non-undead creature within 60 ft. of Yu'lanna Saylyn that can see her must succeed on a DC 14 Wisdom saving throw or be Frightened for 1 minute. If the save fails by 5 or more, the target also ages 1d4 x 10 years. A Frightened target can repeat the saving throw at the end of each of its turns, ending the Frightened condition on itself on a success. If a target's saving throw is successful or the effect ends for it, the target is immune to Yu'lanna Saylyn's Horrifying Visage for the next 24 hours. The aging effect can be reversed with a Greater Restoration spell, but only within 24 hours of it occurring.

Possession (Recharge 6). One humanoid that the Yu'lanna Saylyn can see within 5 ft. of it must succeed on a DC 14 Charisma saving throw or be possessed by the her; She then disappears, and the target is Incapacitated and loses control of its body. Yu'lanna Saylyn now controls the body but doesn't deprive the target of awareness. She can't be targeted by any Attack, spell, or other effect, except ones that turn Undead, and she retains her alignment, Intelligence, Wisdom, Charisma, and immunity to being Charmed and Frightened. She otherwise uses the possessed target's Statistics, but doesn't gain access to the target's knowledge, Class Features, or proficiencies. The possession lasts until the body drops to 0 hit points, Yu'lanna Saylyn ends it as a Bonus Action, or she is turned or forced out by an effect like the Dispel Evil and Good spell. When the possession ends, she reappears in an unoccupied space within 5 ft. of the body. The target is immune to Yu'lanna Saylyn's Possession for 24 hours after succeeding on the saving throw or after the possession ends.







                                    Yu'lanna Saylyn

 

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