The Adventure Zone Characters
Magnus Burnsides
Medium humanoid (human), chaotic good
- Armor Class 18 (breastplate, shield)
- Hit Points 133 (14d10 + 56)
- Speed 30 ft.
STR DEX CON INT WIS CHA 20 (+5) 14 (+2) 18 (+4) 10 (+0) 12 (+1) 12 (+1)
Saving Throws Str +8, Con +7
Skills Animal Handling +4, Athletics +8, Intimidation +4, Stealth +5, Survival +4
Senses passive Perception 11
Languages Common, Elvish, Thieves' Cant
Challenge 7 (11500 XP)
Action Surge (Recharges After A Short Or Long Rest). After taking an action on his turn, Magnus can take one additional action.
Goading Attack (1/Turn). When a weapon attack hits, Magnus can deal 5 (1d10) extra damage, and the target must make a DC 16 Wisdom saving throw, or have disadvantage on all attack rolls against targets other than Magnus until the end of his next turn.
Magic Weapons. Magnus's weapon attacks are magical.Actions
Multiattack. Magnus makes three weapon attacks.
Railsplitter. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 10 (1d8+6) slashing damage or 11 (1d10+6) slashing damage if wielded with two hands.
Chance Lance. Melee or Ranged Weapon Attack: +9 to hit, reach 5 ft., or range 20/60 ft., one target. Hit: 9 (1d6+6) piercing damage. The Chance Lance returns to Mangus' hand after thrown.Reactions
Protection. When weilding a shield, Magnus can impose disadvantage on attack rolls made against another creature he can see within 5 feet of him.
Parry. Magnus adds 3 to his AC against one melee attack that would hit. To do so, Magnus must see the attacker and be wielding a melee weapon.
Riposte. When a creature misses Magnus with a melee attack, he can make a melee weapon attack against the creature.
Merle Highchurch
Medium humanoid (dwarf), neutral good
Armor Class 18 (chain mail, shield)
Hit Points 112 (15d8 + 45)
Speed 25 ft.
STR DEX CON INT WIS CHA 14 (+2) 12 (+1) 16 (+3) 10 (+0) 17 (+3) 12 (+1)
Saving Throws Wis +6, Cha +4
Skills Animal Handling +6, Athletics +5, Intimidation +4, Medicine +6, Religion +3
Damage Resistances poison
Senses passive Perception 13
Languages Common, Dwarvish
Challenge 7 (13000 XP)
Dwarven Resilience. Merle has advantage on saving throws against being poisoned.
Spellcasting. Merle is a 15th-level spellcaster. His spellcasting ability is Wisdom (spell save DC 14, +6 to hit with spell attacks). Merle has the following cleric spells prepared:
Cantrips (at will): light, sacred flame, spare the dying, thaumaturgy, thorn whip
1st level (4 slots): animal friendship, cure wounds, guiding bolt, healing word, shield of faith, speak with animals
2nd level (3 slots): barkskin, enhance ability, spike growth, spiritual weapon, zone of truth
3rd level (3 slots): mass healing word, plant growth, revivify, spirit guardians, wind wall
4th level (3 slots): banishment, dominate beast, grasping vine, guardian of faith, stoneshape
5th level (2 slots): commune, flamestrike, insect plague, tree stride
6th level (1 slots): planar ally
7th level (1 slots): reverse gravity
8th level (1 slots): animal shapesActions
Warhammer. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d8+2) bludgeoning damage, or 7 (1d10+2) bludgeoning damage if wielded with two hands, plus 9 (2d8) cold, fire, or lightning damage (Merle's choice).
Reactions
Dampen Elements. When Merle or a creature within 30 feet of him takes acid, cold, fire, lightning, or thunder damage, he can grant resistance to the creature against that instance of the damage.
Taako
Medium humanoid (elf), chaotic neutral
Armor Class 12 (cloak of the manta ray)
Hit Points 88 (16d6 + 32)
Speed 30 ft., swim 60 ft.
STR DEX CON INT WIS CHA 10 (+0) 12 (+1) 14 (+2) 20 (+5) 12 (+1) 10 (+0)
Saving Throws Int +8, Wis +4
Skills History +8, Investigation +8, Perception +4, Religion +8
Senses darkvision 60 ft., passive Perception 14
Languages Common, Elvish, Dwarvish, Draconic, Goblin Challenge 8 (15000 XP)
Fey Ancestry. Taako has advantage on saving throws against being charmed, and magic can't put him to sleep.
Spellcasting. Taako is a 16th-level spellcaster. His spellcasting ability is Intelligence (spell save DC 16, +8 to hit with spell attacks). Taako has the following wizard spells prepared:
Cantrips (at will): mage hand, mending, message, minor illusion, prestidigitation, ray of frost
1st level (4 slots): charm person, disguise self, magic missile, shield
2nd level (3 slots): levitate, rope trick, scorching ray
3rd level (3 slots): blink, fireball, phantom steed
4th level (3 slots): evard's black tentacles, ice storm, otiluke's resiliant sphere
5th level (2 slots): animate objects, bigby's hand, mislead, planar binding
6th level (1 slots): flesh to stone, magic jar
7th level (1 slots): reverse gravity
8th level (1 slots): mazeActions
Umbra Staff. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d6+2) bludgeoning damage, or 6 (1d8+2) bludgeoning damage if wielded with two hands.
Reactions
Siphon Magic. When Taako reduces an enemy that can cast at least one spell to 0 hit points while holding the Umbra Staff, he can recover a number of spell slots with a combined level equal to the highest level spell of the defeated creature (maximum 5).
Lucretia
Medium humanoid (human), neutral good
Armor Class 17 (half plate)
Hit Points 88 (16d8 + 16)
Speed 30 ft.
STR DEX CON INT WIS CHA 12 (+1) 14 (+2) 13 (+1) 16 (+3) 20 (+5) 14 (+2)
Saving Throws Wis +8, Cha +5
Skills Deception +5, Arcana +6, History +6, Persuasion +5
Senses passive Perception 15
Languages Common, Elvish, Dwarvish, Gnomish, Draconic, Orc, Halfling, Goblin
Challenge 8 (15000 XP)
Spellcasting. Lucretia is a 16th-level spellcaster. Her spellcasting ability is Wisdom (spell save DC 16, +18 to hit with spell attacks). Lucretia has the following cleric spells prepared:
Cantrips (at will): guidance, light, mending, resistance, sacred flame
1st level (4 slots): bless, healing word, sanctuary, shield of faith
2nd level (3 slots): aid, spiritual weapon, warding bond
3rd level (3 slots): beacon of hope, glyph of warding, spirit guardians
4th level (3 slots): aura of purity, death ward, stone skin
5th level (2 slots): circle of power, wall of force
6th level (1 slots): heal
7th level (1 slots): conjure celestial
8th level (1 slots): antimagic fieldActions
Quarterstaff. Melee Weapon Attack: +4 to hit, reach 5 ft., Hit: 4 (1d6+1) bludgeoning damage, or 5 (1d8+1) bludgeoning damage if wielded with two hands, plus 9 (2d8) radiant damage.
Reactions
Shield Of Radiance. Lucretia can magically impose disadvange on attack rolls made against another creature within 30 feet of her if she can see them.
Killian
Medium humanoid (orc), neutral good
Armor Class 16 (studded leather)
Hit Points 68 (8d10 + 24)
Speed 30 ft.
STR DEX CON INT WIS CHA 12 (+1) 18 (+4) 16 (+3) 11 (+0) 12 (+1) 14 (+2)
Saving Throws Str +3, Con +5
Skills Athletics +3, Intimidation +4, Survival +3, Stealth +6
Senses darkvision 60 ft. passive Perception 11
Languages Common, Orc
Challenge 4 (3900 XP)
Relentless Endurance (1/Day). When Killian is reduced to 0 hit points but not killed outright, she drops to 1 hit point instead.
Aggressive. As a bonus action, Killian can move up to her speed towards a hostile creature that she can see.
Crossbow Expert. Killian ignores the loading property of crossbows, and being within 5 feet of a hostile creature doesn't impose disadvantage on her ranged attack rolls.
Improved Critical. Killian's weapon attacks score a critical hit on a roll of 19 or 20.Actions
Multiattack. Killian makes two heavy crossbow attacks.
Heavy Crossbow. Ranged Weapon Attack: +6 to hit, range 100/400 ft., one target. Hit: 9 (1d10+4) piercing damage.
Carey Fangbattle
Medium humanoid (dragonborn), chaotic good
Armor Class 16 (studded leather)
Hit Points 52 (8d8 + 16)
Speed 30 ft., climb 30 ft.
STR DEX CON INT WIS CHA 10 (+0) 18 (+4) 14 (+2) 14 (+2) 11 (+0) 13 (+1)
Saving Throws Dex +6, Int +4
Skills Stealth +8, Sleight of Hand +8, Acrobatics +8, Persuasion +2
Damage Resistances lightning
Senses passive Perception 10
Languages Common, Draconic, Thieves' Cant
Challenge 4 (3900 XP)
Cunning Action. On each of her turns, Carey can use a bonus action to take the Dash, Disengage, Hide, or Use an Object action. She can also make a Dexterity (Sleight of Hand) check, or use thieves' tools to disarm a trap or open a lock.
Evasion. If Carey is subjected to an effect that allows her to make a Dexterity saving throw to take only half damage, she instead takes no damage if she succeeds on the saving throw, and oly half damage if she fails.
Sneak Attack (1/Turn). Carey deals an extra 14 (4d6) damage when she hits a target with a weapon attack and has advantage on the attack roll. or when the target is within 5 feet of an ally of hers that isn't incapacitated and she doesn't have disadvantage on the attack roll.Actions
Multiattack. Carey makes two dagger attacks.
Dagger. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft., or range 20/60 ft., one target. Hit: 6 (1d4+4) piercing damage.
Lightning Breath (Recharges After A Short Or Long Rest). Carey exhales lightning in a 30-foot line that is 5-feet wide. Each creature in that line must make a DC 12 Dexterity saving throw, taking 10 (3d6) lightning damage on a failed save, or half as much damage on a successful one.
Kravitz
Medium undead, lawful neutral
Armor Class 18 (natural armor)
Hit Points 153 (18d10 + 54)
Speed 60 ft., fly 60 ft. (hover)
STR DEX CON INT WIS CHA 16 (+3) 18 (+4) 16 (+3) 15 (+2) 14 (+2) 17 (+3)
Saving Throws Dex +10, Cha +9
Skills Perception +8, Investigation +8, Insight +8, Deception +9, Intimidation +9, Stealth +9
Damage Resistances cold; bludgeoning, piercing and slashing damage from nonmagical attacks
Damage Immunities necrotic, poison
Condition Immunities charmed, frightened, paralyzed, petrified, poisoned, prone, unconscious
Senses truesight 60 ft., darkvision 60 ft., passive Perception 18
Languages All, telepathy 120 ft.
Challenge 17 (18000 XP)
Rejuvination. If Kravitz dies, his soul returns to to the astral plane, where he regains a new body in 1d12 weeks and regains all his hit points. Only a wish spell can prevent this trait from functioning.
Turning Immunity. Kravitz is immune to features that turn undead.
Legendary Resistance (3/Day). If Kravitz fails a saving throw, he can choose to succeed instead.
Evasion. If Kravitz is subjected to an effect that allows him to make a Dexterity saving throw to take only half damage, Kravitz instead takes no damage if he succeeds on the saving throw, and only half damage if he fails.
Avatar Of Death. If Kravitz reduces a creature to 0 hit points, it is killed, and cannot be returned to life in any way.
Innate Spellcasting. Kravitz's spellcasting ability is Charisma (spell save DC 17, +9 to hit with spell attacks). He may cast the following spells, requiring no material components.
At will: disguise self, locate creature, pass without trace
1/day each: commune, haste, plane shiftActions
Multiattack. Kravitz makes three reaper's scythe attacks.
Reaper's Scythe. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 10 (2d6+3) slashing damage plus 13 (3d8) necrotic damage.
Reaper's Glare. Kravitz targets one creature he can see within 30 feet of him that he has been assigned to collect. The target must make a DC 15 Wisdom saving throw. On a failure, the target is paralyzed until Kravitz deals damage to it, or until the end of the kravitz's next turn. When the paralysis ends, the
target is frightened of Kravitz for 1 minute. The frightened target can repeat the saving throw at the end of each of its turns, with disadvantage if it can see Kravitz, ending the frightened condition on itself on a success.
Legendary Actions
Kravitz can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. Kravitz regains spent legendary actions at the start of its turn.
Move. Kravitz moves up to his speed without provoking attacks of opportunity.
Attack. Kravitz makes a Reaper's Scythe attack.
Angus McDonald
Medium humanoid (human), lawful good
Armor Class 13
Hit Points 21 (6d6)
Speed 30 ft.
STR DEX CON INT WIS CHA 7 (-2) 17 (+3) 10 (+0) 18 (+4) 16 (+3) 15 (+2)
Skills Investigation +8, Perception +7, Insight +7
Senses passive Perception 17
Languages Common, Draconic
Challenge 1 (200 XP)
Cunning Action. On each of his turns, Angus can use a bonus action to take the Dash, Disengage, Help, or Hide action. When using the Help action to aid an ally in attacking a creature, the target of that attack can be within 30 feet of Angus, rather than within 5 feet of him, if the target can see or hear him.
Spellcasting. Aangus is a 4th-level spellcaster. His spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). Angus has the following wizard spells prepared:
Cantrips (at will): friends, mage hand, message, minor illusion
1st level (4 slots): comprehend languages, detect magic, disguise self, identify, shield
2nd level (3 slots): detect thoughts, invisibility, locate objectActions
Dagger. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4+3) piercing damage.
Hand Crossbow. Ranged Weapon Attack: +5 to hit, range 30/120 ft., one target. Hit: 6 (1d6+3) piercing damage.
Garfield the Deals Warlock
Medium humanoid (tabaxi), neutral evil
Armor Class 13
Hit Points 60 (8d8 + 24)
Speed 30 ft., climb 20 ft.
STR DEX CON INT WIS CHA 10 (+0) 16 (+3) 16 (+3) 12 (+1) 13 (+1) 20 (+5)
Skills Intimidation +7, Perception +3, Persuasion +7, Stealth +5
Senses darkvision 120 ft. passive Perception 13
Languages Common, Infernal
Challenge 4 (3900 XP)
Dark One's Own Luck (Recharges After A Short Or Long Rest). When Garfield makes an ability check or saving throw, he can add a d10 to the roll. He can do this after the roll is made but before any of the roll's effects occur.
Devil's Sight. Magical darkness does not impede Garfield's vision.
Pact Magic. Garfield is an 8th-level spellcaster. His spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). He regains expended spell slots when he finishes a short or long rest. Garfield knows the following warlock spells:
Cantrips (at will): eldritch blast (range 300 ft., +3 bonus to each damage roll), guidance, mage hand, minor illusion, shocking grasp, vicious mockery
1st-4th level (2 4th level slots): charm monster, command, crown of madness, darkness, hellish rebuke, hex, hypnotic pattern, summon greater demon, thunder stepActions
Claws. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d4) slashing damage.
Johann
Medium humanoid (half-elf), neutral good
Armor Class 13
Hit Points 44 (8d8 + 8)
Speed 30 ft.
STR DEX CON INT WIS CHA 12 (+1) 16 (+3) 12 (+1) 12 (+1) 11 (+0) 20 (+5)
Skills Performance +9, Animal Handling +4, Persuasion +9, Acrobatics +5
Senses darkvision 60 ft. passive Perception 10
Languages Common, Elvish
Challenge 4 (2900 XP)
Fey Ancestry. Johann has advantage on saving throws against being charmed, and magic can't put him to sleep.
Bardic Inspiration (5/Day). Johann can inspire one creature other than himself that can hear him within 60 feet. That creature can then add a d8 to one attack roll, ability check, or saving throw of their choice.
Spellcasting. Johann is a 8th-level spellcaster. His spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). Johann has the following bard spells prepared:
Cantrips (at will): dancing lights, minor illusion, vicious mockery
1st level (4 slots): bane, dissonant whispers, healing word, thunderwave
2nd level (3 slots): enhance ability, hold person, shatter
3rd level (3 slots): hypnotic pattern, major image
4th level (2 slots): confusion, dimension doorActions
Rapier. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8+3) piercing damage.
Lieutenant Hurley
Small fey (halfling, dryad), neutral good
Armor Class 16
Hit Points 52 (8d8 + 16)
Speed 35 ft.
STR DEX CON INT WIS CHA 10 (+0) 16 (+3) 14 (+2) 10 (+0) 16 (+3) 12 (+1)
Skills Acrobatics +5, Investigation +2, Insight +5, Persuasion +3
Senses passive Perception 13
Languages Common, Halfling
Challenge 4 (3900 XP)
Brave. Hurley has advantage on saving throws against being frightened.
Halfling Nimbleness. Hurley can move through the space of any creature that is of any size larger than hers.
Unarmored Defence. While Hurley is wearing no armor and weilding no shield, her AC includes her Wisdom modifier.
Innate Spellcasting. Hurley's spellcasting ability is Charisma (spell save DC 11). Hurley can innately cast the following spells, requiring no material components: At will: druidcraft
3/day each: entangle, goodberry
1/day each: barkskin, pass without trace, shillelagh
Tree Stride. Once on her turn, Hurley can use 10 feet of her movement to step magically into one living tree within her reach and emerge from a second living tree within 60 feet of the first tree, appearing in an unoccupied space within 5 feet of the second tree. Both trees must be Large or bigger.Actions
Multiattack. Hurley makes three unarmed strikes, or one unarmed strike and uses fist of four thunders.
Unarmed Strike. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6+3) bludgeoning damage.
Fist of Four Thunders. Each creature within a 15-foot cube originating from Hurley must make a DC 13 Constitution saving throw. On a failed save it takes 9 (2d8) thunder damage and is pushed 10 feet away. On a successful save, it takes half as much damage and isn't pushed.
Sloane
Medium fey (half-elf, dryad), chaotic neutral
Armor Class 15 (studded leather)
Hit Points 52 (8d10 + 8)
Speed 30 ft.
STR DEX CON INT WIS CHA 12 (+1) 17 (+3) 12 (+1) 12 (+1) 16 (+3) 14 (+2)
Skills Acrobatics +5, Perception +5, Persuasion +4, Stealth +5
Senses darkvision 60 ft., passive Perception 15
Languages Common, Elvish
Challenge 4 (3900 XP)
Colossus Slayer (1/Turn). When Sloane hits a creature that is below its hit point maximum with a weapon attack, she deals an extra 4 (1d8) damage.
Innate Spellcasting. Sloane's spellcasting ability is Charisma (spell save DC 12). Sloane can innately cast the following spells, requiring no material components: At will: druidcraft
3/day each: entangle, goodberry
1/day each: barkskin, pass without trace, shillelagh
Spellcasting. Sloane is a 8th-level spellcaster. Her spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). Sloane knows the following ranger spells:
Cantrips (at will): *
1st level (4 slots): cure wounds, ensnaring strike, hunter's mark, zephyr strike
2nd level (3 slots): healing spirit
Tree Stride. Once on her turn, Sloane can use 10 feet of her movement to step magically into one living tree within her reach and emerge from a second living tree within 60 feet of the first tree, appearing in an unoccupied space within 5 feet of the second tree. Both trees must be Large or bigger.Actions
Multiattack. Sloane makes two weapon attacks.
Whip. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 7 (1d4+5) slashing damage. Longbow. Ranged Weapon Attack +5 to hit, range 150/600 ft., one target. Hit: 7 (1d8+3) piercing damage.