My Documents
Support GM Binder!
# 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. \columnbreak ___ > ## 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 shapes* > ### Actions >**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. ___ \pagebreak ___ > ## 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): *maze* >### Actions >**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 field* > ### Actions >**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. \pagebreak ___ > ## 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. \columnbreak ___ > ## 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. \pagebreak ___ > ## 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 shift* > ### Actions >**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 object* > ### Actions >**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. \pagebreak ___ > ## 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 step* > ### Actions > **Claws.** *Melee Weapon Attack:* +2 to hit, reach 5 ft., one target. *Hit:* 2 (1d4) slashing damage. \columnbreak ___ > ## 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 door* > ### Actions >**Rapier.** *Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 7 (1d8+3) piercing damage. \pagebreak ___ > ## 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. \columnbreak ___ > ## 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. ___