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# Human Enemies ## Quadrens Quadrens are an elite group of 4 assassins that have trained together and are utilized for killing rogue spellcasters. They only take orders without questions from the Confessor's order, and the church of Valikia. Their task is simple kill the target or die trying. If they should fail the order sends out another quad until the task is complete. ___ > ## Quad Member >*Medium humanoid (any race), lawful neutral* > ___ > - **Armor Class** 16 (Studded Leather and buckler) > - **Hit Points** 24 (7d6+0) > - **Speed** 35ft >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|14 (+2)|17 (+3)|11 (+0)|13 (+1)|14 (+2)|13 (+1)| >___ > - **Saving Throws** Dex +5, Wis +4 > - **Skills** Acrobatics +5, Sleight of hand +5, Stealth +5, Perception +4, Intimidation +3 > - **Senses** Passive perception 14 > - **Languages** Common, Thieves cant, one extra language of their choice > - **Challenge** 2 (400XP) > ___ > > ***Mage hunter.*** Quad has advantage on Wisdom (survival) checks to track spellcasters. In addition, if there is another quad within 10ft, this creature has advantage against spell spell saving throws and advantage on attack rolls against spellcasters. > > ***Lethal Practices.*** Quad deals an additional 7 (2d6) peircing damage if they have advantage on their attack or attacking a creature that is surprised. > > **Quadren Tactics.** The quad has advantage on an attack roll against a creature if at least one other quad within 5 feet of the creature and the quad is not incapacitated. > > ### Actions > > ***Daggar.*** *Melee or Ranged Weapon attack:* +5 to hit, reach 5 ft. or range 20/60 ft., one target. *Hit:* 5 (1d4+3) Piercing damage. > > ***Shortsword.*** *Melee Weapon attack:* +5 to hit, reach 5 ft., one target. *Hit:* 6 (1d6+3) piercing damage > > ***Shortbow.*** *Ranged attack:* +5 to hit, range 80/320 ft, one target. *Hit: 6* (1d6+3) Piercing damage. > > ### Reactions > > ***Mage slayer.*** When a creature within 5 feet of the quad casts a spell, it can use it's reaction to make a melee weapon attack against that creature. \columnbreak ## Mord-Sith The Mord-Sith are an elite group of cultist that follow Ge'Aroth. Specialized in torturing their victims for information and breaking a person of their individuality and becoming a willing slave. \pagebreakNum ___ > ## Mord-Sith >*Medium humanoid (any race), chaotic evil* > ___ > - **Armor Class** 13 *leather armour* (15 with *mage armour*) > - **Hit Points** 99 (18d8+18) > - **Speed** 30 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|10 (+0)|14 (+2)|12 (+1)|20 (+5)|16 (+3)|16 (+3)| >___ > - **Saving Throws** Dex +6, Int +9 > - **Skills** Arcana +13, Intimidation +10 > - **Damage Resistances** damage from spells; nonmagical bludgeoning, piercing, and slashing (from *stoneskin*) > - **Senses** passive Perception 13 > - **Languages** any six languages > - **Challenge** 12 (8,400 XP) > ___ > > **Magic Resistance.** The mord-sith has advantage on saving throws against spells and other magical effects. > > **Absorbed Magic.** The mord-sith doesn't have a spell list unless it has captured someones powers and has those powers until that person dies. The first target that the mord-sith cast *counterspell* on the mord-sith immediatly gains spells from that targets spell list and can cast all their domain spells as well. > > > **Spellcasting.** The Mord-sith is an 18th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 17, +9 to hit with spell attacks). The mord-sith can cast *hold person* and *hold monster* at will, but only targeting the target it used its absorb magic feature on. The mord-sith has the following spells prepared: > > Cantrips (at will): *eldritch blast, light, message, shillelagh, vicious mockery* > > 1st level (4 slots): > > 2nd level (3 slots): > > 3rd level (3 slots): *counterspell* > > 4th level (3 slots): > > 5th level (3 slots): > > 6th level (1 slot): > > 7th level (1 slot): > > 8th level (1 slot): > > 9th level (1 slot): > > ### Actions > > ***Agiel.*** *Melee Weapon attack:* +6 to hit, reach 5ft., one target. *Hit:* 4 (1d4+2) bludgeoning damage. The mord-sith can use their Agiel as a spellcasting focus. \pagebreakNum # Creatures ## Imortians No one knows who or what created the imortians, but they come from a time long before records began to be written in the Era of Hero's. They stalk the frozen wastes and thrive in snowstorms in the mountains and snowy regions of Elethrone. These massive beasts wander this wastes killing whatever they can find using their wings and range from their tails the are the undisputed lords of the north and we are their mere guests. Imortians stand 20 feet to the shoulder and have 3 heads. They have a middle head, hind legs, and fur on a mammoth. Leathery bat like wings protrude from their massive shoulders. They have the tail of a scorpion filled with poisonous barbs that they can throw at their prey. The other two heads heads and front paws of a saber tooth tiger. ## Hellstriders Hellstriders are medium sized river dwellers. They are like giant salamanders with no back legs and larger front legs. Normally fish eaters they have taken to feeding on the corpses of soldiers who have fallen during the civil war of Elethrone. Since then they have become more bold and opportunistic feeding instead of feeding on small children or the elderly but sometimes they may try and strike at solders who cross viewing them as the food that have have scavenged for many years now. ## Shoopa The shoopa are swamp elephants. Adapted to spend many hours with at least part of themselves submerged in the swamps or many hours under the water. They are bred by Locathah and Grung to travel their murky homes. ## Chocobos Chocobos are a large flightless bird that roam the planes all around the world of Tamiel. They have been domesticated and ussed in a similar manor to horses. Records of older times have them being used as mounts for armies, but that practice has fallen in recent years. However when a chocobo creates a bond they have that bond for life. ## Gitrog Monsters Massive toad like creatures that slowly hypnotize creatures to bind as their slaves. Druids try to kill them as tadpoles since when they become adults they become almost impossible to kill. Some believe that they where made by the Aboleths of old to take over the surface realms. They seem to have broken their masters former bonds to slowly corrupt and consume the world around them. \columnbreak ___ > ## Imortian >*Huge monstrosity, chaotic evil* > ___ > - **Armor Class** 16 (natural armour) > - **Hit Points** 229 (20d12 + 100) > - **Speed** 40 ft, fly 60 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|24 (+7)|11 (+0)|21 (+5)|3 (-4)|14 (+2)|10 (+0)| >___ > - **Saving Throws** Con +9 > - **Skills** Perception +9 > - **Damage Resistances** cold > - **Senses** Darkvision 30ft., passive Perception 19 > - **Languages** - > - **Challenge** 10 (5,900 XP) > ___ > > **Trampling Charge.** If the imortian moves at least 20 ft. straight toward a creature and then hits with a gore attack on the same turn, that target must succeed on a DC 18 Strength saving throw or be knocked prone. If the target is prone, the imortian can make one stomp attack against it as a bonus action. > > ### Actions > ***Multiattack.*** The Imortian makes three attacks: three poisoned tail spines attacks or one with its gore, and two with its claw. If the target is size large or bigger it may make two bite attacks instead of two claw attacks. > > ***Claws.*** *Melee Weapon attack:* +11 to hit, reach 10ft., one target. *Hit:* 21 (4d6 + 7) slashing damage > > ***Gore.*** *Melee Weapon attack:* +11 to hit, reach 10ft., one target. *Hit:* 25 (4d8+7) bludgeoning damage > > ***Poisoned Tail Spines.*** *Ranged Weapon attack:* +4 to hit, range 100/200 ft., one target. *Hit:* 4 (1d8) piercing damage plus 7 (2d6) poison damage and must succeed a DC 17 Constitution saving throw or become paralyzed until the end of their next turn. > > ***Stomp.*** *Melee Weapon attack:* +11 to hit, reach 5 ft., one target. *Hit:* 29 (4d10 + 7) bludgeoning damage > > ***Bite.*** *Melee Weapon attack:* +11 to hit, reach 10 ft., one target. *Hit:* 33 (4d12 + 7) piercing damage \pagebreak ___ > ## Hellstrider >*Medium beast, unaligned* > ___ > - **Armor Class** 13 (natural armour) > - **Hit Points** 19 (3d10 + 3) > - **Speed** 15 ft., swim 40 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|15 (+2)|12 (+1)|13 (+1)|2 (-4)|10 (+0)|3 (-4)| >___ > - **Senses** passive Perception 10 > - **Languages** - > - **Challenge** 1/2 (100 XP) > ___ > > **Amphibious.** The hellstrider can breath air and water. > > ### Actions > ***Bite.*** *Melee Weapon attack:* +4 to hit, reach 5 ft., one target. *Hit:* 7 (1d10 + 2) piercing damage, and the target is grappled (escape DC 12). Until this grapple ends, the target is restrained, and the hellstrider can't bite another target. > > **Swallow.** The hellstrider makes one bite Attack against a Small or smaller target it is Grappling. If the attack hits, the target is swallowed, and the grapple ends. The swallowed target is blinded and restrained, it has total cover against attacks and other effects outside the hellstrider, and it takes 5 (2d4) acid damage at the start of each of the hellstrider's turns. The hellstrider can have only one target swallowed at a time. If the hellstrider dies, a swallowed creature is no longer Restrained by it and can escape from the corpse using 5 ft. of movement, exiting prone. \columnbreak ___ > ## Shoopa >*Huge beast, unaligned* > ___ > - **Armor Class** 12 (natural armour) > - **Hit Points** 76 (8d12 + 24) > - **Speed** 35 ft., swim 30 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|20 (+5)|9 (-1)|17 (+4)|3 (-4)|11 (+0)|6 (-2)| >___ > - **Senses** passive Perception 10 > - **Languages** - > - **Challenge** 4 (1,100 Xp) > ___ > > **Trampling Charge.** If the shoopa moves at least 20 ft. straight toward a creature and then hits with a trunk attack on the same turn, that target must succeed on a DC 12 Strength saving throw or be knocked prone. If the target is prone, the shoopa can make one stomp attack against it as a bonus action. > > ### Actions > ***Trunk.*** *Melee Weapon attack:* +8 to hit, reach 10 ft., one target. *Hit:* 18 (3d8 + 5) bludgeoning damage > > ***Stomp.*** *Melee Weapon attack:* +8 to hit, reach 5 ft., one target. *Hit:* 21 (3d10 + 5) bludgeoning damage \pagebreakNum ___ > ## Chocobo >*Medium beast, unaligned* > ___ > - **Armor Class** 12 (natural armour) > - **Hit Points** 38 (5d8 + 15) > - **Speed** 70 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|16 (+3)|12 (+1)|16 (+3)|5 (-3)|12 (+1)|10 (0)| >___ > - **Senses** passive Perception 11 > - **Languages** - > - **Challenge 1 (200Xp)** > ___ > > ### Actions > > ***Peck.*** *Melee Weapon Attack:* +5 to hit, reach 5ft., one target. *Hit:* 10 (2d6+3) slashing damage > > ***Claw.*** *Melee Weapon Attack:* +5 hit, reach 5ft., one target. *Hit:* 8 (1d8+3) slashing damage \columnbreak ___ > ## Oxten >*Large beast, unaligned* > ___ > - **Armor Class** 11 (natural armour) > - **Hit Points** 42 (4d10 + 20) > - **Speed** 50 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|20 (+5)|10 (0)|20 (+5)|2 (-4)|10 (10)|5 (-3)| >___ > - **Senses** passive Perception 10 > - **Languages** - > - **Challenge** 2 (450XP) > ___ > > **Beast of Burden.** The Oxten is considered to be a Huge animal for the purposes of determining its carrying capacity. > > **Charge** If the Oxten moves at least 20 feet straight towards a target and then hits with its gore attack on the same turn, the targer takes an extra 9 (2d8) piercing damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be knocked prone. > > ### Actions > > ***Gore.*** *Melee Weapon Attack:* +7 to hit, reach 5 ft., one target. *Hit:* 14 (2d8+5) piercing damage. \pagebreakNum # Constructs ## Guardians of the Wall The Great Wall of Sand is dangerous in more ways then one. As even though its winds kick up a sandstorm that could skin a person alive in under an hour. That can be overcome by magic and the right protective spells. The real danger is the things that live inside the wall feeding on travelers that dare try to make the journey. They came in different shapes and sizes, but they all share one thing in common They are living things made of sand and gears. The blood and gore of those they slay is pulverized into their gears and they arise once more. ## The Porcelain Guard The Porcelain Guard are constructs created by the Godess Imgara as body guards and escort to her celestial followers on earth. To witness perfection carved by the gods is a sight to behold. There is one found in every church as a representative to Imgara to protect the holy grounds of the church. ## The Obsidian Soldiers The Obsidian Solders are the highest honor to be bestowed upon a follower of Bor. They are 10 foot tall pure black statues with claws that wield black greatswords as large as themselves in one hand. It is a conduit for select souls to be housed after death. The reason that they have not been mass produced is that since it still a person's soul and them in all manners the cult of Ge'Aroth have taken to twisting these magnificent creations to their dark desires. \columnbreak ___ > ## Sand Hound >*Large construct, chaotic evil* > ___ > - **Armor Class** 18 (natural armour) > - **Hit Points** 42 (4d10 + 20) > - **Speed** 50 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|20 (+5)|13 (+1)|15 (+2)|7 (-2)|12 (+1)|7 (-2)| >___ > - **Skills** perception +5, stealth +3 > - **Damage Resistances** bludgeoning, piercing, and slashing from nonmagical attacks > - **Damage Immunities** poison > - **Condition Immunities** exhaustion, frightened, paralyzed, poisoned > - **Senses** blindsight 60ft., passive Perception 15 > - **Languages** Sand Guardian > - **Challenge** 3 (700 XP) > ___ > > **Guardian of the Sand Wall.** If in a sand storm the construct can dash, dodge, disengage, or hide as a bonus action. This construct's blindsight can still see perfectly in sandstorms, and has advantage for hiding in sandstorms. > > **Pack Tactics.** The sand hound has advantage on an attack roll against a creature if at least one of the sand hound's allies is within 5 feet of the creature and the ally isn't incapacitated. > > ### Actions > > ***Bite.*** *Melee Weapon Attack:* +7 to hit, reach 5 ft., one target. *Hit:* 12 (2d6 + 5) piercing damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be knocked prone. \pagebreakNum ___ > ## Sand Scorpion >*Large construct, chaotic evil* > ___ > - **Armor Class** 18 (natural armour) > - **Hit Points** 52 (7d10 + 14) > - **Speed** 40 ft., burrow 35ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|16 (+3)|13 (+1)|15 (+2)|7 (-2)|10 (+0)|7 (-2)| >___ > - **Damage Resistances** bludgeoning, piercing, and slashing from nonmagical attacks > - **Damage Immunities** poison > - **Condition Immunities** exhaustion, frightened, paralyzed, poisoned > - **Senses** blindsight 60ft., passive Perception 10 > - **Languages** Sand Guardian > - **Challenge** 3 (700 XP) > ___ > > **Guardian of the Sand Wall.** If in a sand storm the construct can dash, dodge, disengage, or hide as a bonus action. This construct's blindsight can still see perfectly in sandstorms, and has advantage for hiding in sandstorms. > > **Exploding Eruption.** If the sand scorpion ends it turn under a creature, it can bust upward. Everything within a 5 ft. radius must make a DC 15 Dexterity saving throw, taking 11 (2d10) bludgeoning damage and are knocked prone on a failed save, or take half as much and not falling prone on a success. > > ### Actions > ***Multiattack.*** The sand scorpion makes three attacks: two with its claws and one with its sting. > > ***Claw.*** *Melee Weapon attack:* +5 to hit, reach 5ft., one target. *Hit:* 7 (1d8 + 3) bludgeoning damage, and the target is grappled (escape DC 13). The sand scorpion has two claws, each of which can grapple only one target. > > ***Sting.*** *Melee Weapon attack:* +5 to hit, reach 5ft., one target. *Hit:* 8 (1d10 + 3) piercing damage, and the target must make a DC 13 Constitution saving throw, taking 22 (4d10) acid damage on a failed save, or half as much damage on a successful one. \columnbreak ___ > ## Sand Giant >*Huge construct, chaotic evil* > ___ > - **Armor Class** 18 (natural armour) > - **Hit Points** 105 (10d12 + 40) > - **Speed** 50 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|21 (+5)|8 (-1)|19 (+4)|7 (-2)|10 (+0)|7 (-2)| >___ > - **Skills** Perception +3 > - **Damage Resistances** bludgeoning, piercing, and slashing from nonmagical attacks > - **Damage Immunities** poison > - **Condition Immunities** exhaustion, frightened, paralyzed, poisoned > - **Senses** blindsight 60ft., passive Perception 13 > - **Languages** Sand Guardian > - **Challenge** 5 (1,800 XP) > ___ > > **Guardian of the Sand Wall.** If in a sand storm the construct can dash, dodge, disengage, or hide as a bonus action. This construct's blindsight can still see perfectly in sandstorms, and has advantage for hiding in sandstorms. > > ### Actions > ***Multiattack.*** The sand giant makes two pillar attacks. > > ***Pillar.*** *Melee Weapon Attack:* +8 to hit, reach 10 ft., one target. *Hit:* 18 (3d8 + 5) bludgeoning damage. > > ***Imploding Gears.*** *Ranged Weapon Attack:* +8 to hit, range 60/240 ft., one target. *Hit:* 21 (3d10 + 5) bludgeoning damage. Then every creature within 15 ft. of the target must make a DC 16 Dexterity saving throw taking 14 (4d6) slashing damage and are pulled 15 ft toward the center and are grappled (escape DC 15) on a failed save, or half damage and are not pulled on a successful one. \pagebreakNum ___ > ## The Porcelain Guard >*Large construct, lawful neutral* > ___ > - **Armor Class** 16 (natural armour) > - **Hit Points** 152 (16d10 + 64) > - **Speed** 30 ft., fly 30ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|18 (+4)|8 (-1)|18 (+4)|10 (0)|10 (0)|18 (+4)| >___ > - **Skills** Religion +3 > - **Damage Immunities** Poison > - **Condition Immunities** charmed, exhaustion, frightened, paralyzed, poisoned > - **Senses** blindsight 10ft., darkvision 60ft., passive Perception 10 > - **Languages** Celestial > - **Challenge** 8 (3,900 XP) > ___ > > **Regeneration.** The porcelain guard regains 10 hit points at the start of its turn if it has at least 1 hit point. > > ### Actions > ***Multiattack.*** The porcelain guard makes two fist attacks > > ***Fist.*** *Melee Weapon Attack:* +7 to hit, reach 5 ft., one target. *Hit:* 11 (2d6 + 4) bludgeoning damage. > > ### Reactions > > ***Shield of the Gods.*** If a creature within 15 ft. of the porcelain guard is attacked, the porcelain guard can grant the creature +2 to its AC. \columnbreak ___ > ## Obsidian Soldier >*Large Construct, neutral good* > ___ > - **Armor Class** 19 (natural armour) > - **Hit Points** 210 (20d10 + 100) > - **Speed** 30 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|23 (+6)|9 (-1)|20 (+5)|12 (+1)|16 (+3)|7 (-2)| >___ > - **Skills** Religion +8 > - **Damage Vulnerabilities** bludgeoning from magical weapons > - **Damage Immunities** fire, poison, psychic, bludgeoning, piercing, and slashing from nonmagical attacks > - **Condition Immunities** charmed, exhaustion, frightened, paralyzed, petrified, poisoned > - **Senses** darkvision 120 ft., passive Perception 13 > - **Languages** Common, and the languages it knew in life > - **Challenge** 15 (13,000 XP) > ___ > > **Fire Absorption.** Whenever the obsidian soldier is subjected to fire damage, it takes no damage and instead regains a number of hit points equal to the fire damage dealt. > > **Immutable Form.** The obsidian soldier is immune to any spell or effect that would alter its form. > > **Magic Resistance.** The obsidian soldier has advantage on saving throws against spells and other magical effects. > > **Magic Weapons.** The obsidian soldier's weapon attacks are magical > > ### Actions > ***Multiattack.*** The obsidian soldier makes two melee attacks. > > ***Claw.*** *Melee Weapon Attack:* +12 to hit, reach 5 ft., one target. *Hit:* 19 (3d8 + 6) slashing damage > > ***Sword.*** *Melee Weapon Attack:* +12 to hit, reach 10 ft., one target. *Hit:* 22 (3d10 + 6) slashing damage > > ***Petrifying Gaze (Recharge 6).*** The obsidian soldier emits a petrifying light from its eyes in a 30-foot cone. Each creature in that area must succeed on a DC 15 Constitution saving throw. On a failed save, a target begins to turn to stone and is restrained. The restrained target must repeat the saving throw at the end of its next turn. On a success, the effect ends on the target. On a failure, the target is petrified until freed by the *greater restoration* spell or other magic.