Genshin Impact's Treasure Hoarders

by PixieAlchemist

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Treasure Hoaders

"Treasure Hoarders are a gang of bandits that can be found across numerous locations in The world. Renown for their Ravenwing motif, while each members have their own origin as to how they ended up joining the Treasure Hoarder, such as the Scouts who have joined due to poverty or lack of education and some such as the Crushers have ended up in their cause after the closure of their workplace. They are particularly notorious for their deception; some members will disguise themselves as workers such as merchants or hunters to gain advantage over unfortunate adventurers.

"A member of decentralized criminal organization that has footprints all over the continent and even deep within unknown domains. Theirs is the legwork and the tailing of targets. They usually wind up in criminal circles due to poverty or lack of education, but they don't seem to have gotten any richer after choosing a life of crime..."


Scout

Medium Humanoid, lawful evil


  • Armor Class 14 (Leather armor)
  • Hit Points 39 (6d8+12)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
14 (+2) 17 (+3) 15 (+2) 11 (+0) 12 (+1) 10 (+0)

  • Saving Throws Dex +5
  • Skills stealth +5
  • Senses passive perception 11
  • Languages Common, Thieves' cant
  • Challenge 1 (100 XP)

Actions

Dagger Throw. Ranged Attack: +5 to hit, 20/60 ft., one target. Hit: 5(1d4+3) piercing damage

Roundhouse. Melee Attack: +4 to hit, 5 ft., one target. Hit: 5(1d6+2) bludgeoning damage

"Though they are called "marksmen", this name has an undercurrent of mockery to it, as they use crossbows instead of bows, which require a long period of training to use. It must be said that even hilichurls know how to operate a crossbow. Just point the wider end at the enemy, pull the trigger, and bam — that's all there is to it."


Marksman

Medium Humanoid, lawful evil


  • Armor Class 14 (Leather armor)
  • Hit Points 39 (6d8+12)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
13 (+1) 17 (+3) 15 (+2) 12 (+1) 13 (+1) 11 (+0)

  • Saving Throws Dex +5
  • Skills stealth +5
  • Senses passive perception 11
  • Languages Common, Thieves' cant
  • Challenge 1 (100 XP)

Actions

Light Crossbow. Ranged Attack: +5 to hit, 60/240 ft., one target. Hit: 7(1d8+3) piercing damage

Variant Attack: Flame Bolts

Flame Bolts (Recharge 5-6). The Marksman ignites three bolts and fires them in quick succession, each attack has a +5 to hit and deals 7(1d8+3) fire damage.

This feature increases the marksman's CR to 2 and changes their Hit Points to 58(9d8+18)

"'Potioneer' is the nickname given to members of the Treasure Hoarder organization who know how to brew up dangerous chemicals.

"What? Did you think this treasure has 'Adventurers' Guild' written all over it or something?" —A certain Treasure Hoarder Potioneer during a confrontation with adventurers"


Electro Potioneer

Medium Humanoid, lawful evil


  • Armor Class 14 (Leather armor)
  • Hit Points 37 (5d8+15)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
15 (+2) 17 (+3) 16 (+3) 12 (+1) 13 (+1) 10 (+0)

  • Saving Throws Dex +5
  • Skills perception +3
  • Senses passive perception 13
  • Languages Common, Thieves' cant
  • Challenge 1 (100 XP)

Actions

Potion Throw (3/Day). The Potioneer throws a potion of condensed electro energy at a point within 30 ft. of it, upon impact the potion shatters all creatures within 10 ft. are forced to make a DC 13 Dexterity saving throw or take 10(3d6) lightning damage, and a 10 ft. radius circle becomes charged with electro energy for 1 minute. a creature that moves into this area for the first time on their turn or starts their turn in this radius must make a DC 13 Dexterity Saving throw or take 5(1d10) lightning damage.

Roundhouse. Melee Attack: +4 to hit, 5 ft., one target. Hit: 5(1d6+2) bludgeoning damage

"They say that some Treasure Hoarder Potioneers used to be charlatans who would wander villages, towns, and cities, hawking their special blends of elixirs, holy waters, and the like. These cure-alls certainly seem to serve better in combat than they ever did in chicanery."


Hydro Potioneer

Medium Humanoid, lawful evil


  • Armor Class 14 (Leather armor)
  • Hit Points 37 (5d8+15)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
15 (+2) 16 (+3) 16 (+3) 12 (+1) 14 (+1) 11 (+0)

  • Saving Throws Dex +5
  • Skills perception +4
  • Senses passive perception 14
  • Languages Common, Thieves' cant
  • Challenge 1 (100 XP)

Actions

Potion Throw (3/Day). The Potioneer throws a potion of condensed electro energy at a point within 30 ft. of it, upon impact the potion shatters all creatures within 10 ft. are forced to make a DC 13 Constitution saving throw or take 9(2d8) cold(hydro) damage, and a 10 ft. radius circle becomes charged with electro energy for 1 minute. a creature that moves into this area for the first time on their turn or starts their turn in this radius must make a DC 13 Constitution Saving throw or take 6(1d12) cold(hydro) damage.

Roundhouse. Melee Attack: +4 to hit, 5 ft., one target. Hit: 5(1d6+2) bludgeoning damage

"Risk-takers who utilize their knowledge of chemistry to mix volatile and flammable brews that aid in their comrades' dastardly deeds."


Pyro Potioneer

Medium Humanoid, lawful evil


  • Armor Class 14 (Leather armor)
  • Hit Points 37 (5d8+15)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
16 (+3) 16 (+3) 16 (+3) 12 (+1) 13 (+1) 10 (+0)

  • Saving Throws Dex +5
  • Skills perception +3
  • Senses passive perception 13
  • Languages Common, Thieves' cant
  • Challenge 1 (100 XP)

Actions

Potion Throw (3/Day). The Potioneer throws a potion of condensed electro energy at a point within 30 ft. of it, upon impact the potion shatters all creatures within 10 ft. are forced to make a DC 13 Dexterity saving throw or take 10(3d6) fire damage, and a 10 ft. radius circle becomes charged with electro energy for 1 minute. a creature that moves into this area for the first time on their turn or starts their turn in this radius must make a DC 13 Dexterity Saving throw or take 5(1d10) fire damage.

Roundhouse. Melee Attack: +4 to hit, 5 ft., one target. Hit: 6(1d6+3) bludgeoning damage

"Cryo Potioneers are quite welcome sight amongst the Treasure Hoarders due to their elixirs having the ability to rapidly cool things down. Even out in the wild where there are no Mist Flowers to be found, they can have some cold liquor to make merry with."


Cryo Potioneer

Medium Humanoid, lawful evil


  • Armor Class 14 (Leather armor)
  • Hit Points 37 (5d8+15)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
16 (+3) 16 (+3) 16 (+3) 12 (+1) 13 (+1) 10 (+0)

  • Saving Throws Dex +5
  • Skills perception +3
  • Senses passive perception 13
  • Languages Common, Thieves' cant
  • Challenge 1 (100 XP)

Actions

Potion Throw (3/Day). The Potioneer throws a potion of condensed electro energy at a point within 30 ft. of it, upon impact the potion shatters all creatures within 10 ft. are forced to make a DC 13 Constitution saving throw or take 9(2d8) cold(cryo) damage, and a 10 ft. radius circle becomes charged with electro energy for 1 minute. a creature that moves into this area for the first time on their turn or starts their turn in this radius must make a DC 13 Dexterity Saving throw or take 6(1d12) lightning damage.

Roundhouse. Melee Attack: +4 to hit, 5 ft., one target. Hit: 6(1d6+3) bludgeoning damage

""They say that we stand on the shoulders of giants. That means digging up the accumulated wealth of our forebears, taking them with us, and... uh, returning them to the economic cycle! What a noble endeavor, am I right?" —A certain Treasure Hoarder Gravedigger, while delving deep into a ruin"


Gravedigger

Medium Humanoid, lawful evil


  • Armor Class 13 (Leather armor)
  • Hit Points 85 (10d8+40)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
17 (+3) 14 (+2) 18 (+4) 11 (+0) 12 (+1) 10 (+0)

  • Saving Throws Str +5 Con +6
  • Skills athletics +5
  • Senses passive perception 11
  • Languages Common, Thieves' cant
  • Challenge 2 (300 XP)

Actions

Shovel(1-handed). Melee Attack: +5 to hit, 5 ft., one target. Hit: 7(1d8+3) bludgeoning damage

Shovel(2-handed). Melee Attack: +5 to hit, 5 ft., one target. Hit: 8(1d10+3) bludgeoning damage

Dirt Toss. The Grave Digger digs up a ball of dirt with their shovel and tosses it towards a creature within 60 feet, that creature must make a DC 13 Constitution saving throw or be blinded until the end of their next turn.

"Passionate about battle and muscles, they are quite picky about food and will often boast of the benefits of having fine musculature, leading to some dissatisfaction from their fellow Treasure Hoarders."


Pugilist

Medium Humanoid, lawful evil


  • Armor Class 13 (Leather armor)
  • Hit Points 119 (14d8+56)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
18 (+4) 14 (+2) 18 (+4) 11 (+0) 12 (+1) 10 (+0)

  • Saving Throws Str +6 Con +6
  • Skills athletics +5
  • Senses passive perception 11
  • Languages Common, Thieves' cant
  • Challenge 3 (900 XP)

Momentum. If both Punch attacks hit a target, the Pugilist can take the Lunge attack as a bonus action.

Actions

Multiattack. The Pugilist can make two Punch attacks.

Punch. Melee Attack: +6 to hit, 5 ft., one target. Hit: 9(1d8+4) bludgeoning damage

Lunge. Melee Attack: +6 to hit, 10 ft., one target. Hit: 13(2d8+4) bludgeoning damage. Additionally, the Pugilist moves to be within 5 feet of the target.

"This one was originally a miner — one who, even with the allowance they were provided with after the closure of the Chasm, ended up with the Treasure Hoarders for various reasons."


Crusher

Medium Humanoid, lawful evil


  • Armor Class 13 (Leather armor)
  • Hit Points 85 (10d8+40)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
17 (+3) 14 (+2) 18 (+4) 11 (+0) 12 (+1) 10 (+0)

  • Saving Throws Str +5 Con +6
  • Skills athletics +5
  • Senses passive perception 11
  • Languages Common, Thieves' cant
  • Challenge 2 (300 XP)

Momentum. When the Crusher hits a creature with their Heavy Attack, they can make a 1-handed War-hammer Attack as a bonus action.

Actions

Multiattack. The Crusher can make two War-hammer attacks.

War-hammer(1-handed). Melee Attack: +5 to hit, 5 ft., one target. Hit: 7(1d8+3) bludgeoning damage

War-hammer(2-handed). Melee Attack: +5 to hit, 5 ft., one target. Hit: 8(1d10+3) bludgeoning damage

Heavy Attack (Recharge 5-6). Melee Attack: +5 to hit, 5 ft., one target. Hit: 14(2d10+3) bludgeoning damage

"These members do physical work and are lower on the pecking order. They are often laughed at for their physique — but when the gang comes under attack, they get a chance to show their unexpectedly high strength and agility."


Handyman

Medium Humanoid, lawful evil


  • Armor Class 14 (Leather armor)
  • Hit Points 85 (10d8+40)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
17 (+3) 14 (+2) 18 (+4) 11 (+0) 12 (+1) 10 (+0)

  • Saving Throws Str +5 Con +6
  • Skills athletics +5
  • Senses passive perception 11
  • Languages Common, Thieves' cant
  • Challenge 2 (300 XP)

Momentum. When the Handyman falls prone after using their Dropkick Attack, they only need to use 5 ft. to stand up.

Actions

Multiattack (Recharge 5-6). The Crusher can make three Kick attacks.

Kick. Melee Attack: +5 to hit, 5 ft., one target. Hit: 8(1d10+3) bludgeoning damage

Dropkick (Recharge 5-6).* Melee Attack: +5 to hit, 10 ft., one target. Hit: 14(2d10+3) bludgeoning damage and the creature must succeed on a DC 13 Strength Check or be knocked prone. The Handyman always falls prone after using this action.

"'Stealing? What do you mean, stealing? It's re-discovery, I tell you — the return of treasure to those who appreciate it! Makes every happy, to boot! How great is that, eh?' —A certain Treasure Hoarder Seaman, in response to a question posed by a doubtful recruit"


Seaman

Medium Humanoid, lawful evil


  • Armor Class 13 (Leather armor)
  • Hit Points 85 (10d8+40)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
18 (+4) 14 (+2) 18 (+4) 11 (+0) 12 (+1) 10 (+0)

  • Saving Throws Str +6 Con +6
  • Skills athletics +5
  • Senses passive perception 11
  • Languages Common, Thieves' cant
  • Challenge 2 (300 XP)

Momentum. If both Oar attacks hit a target, the Pugilist can take the Lunge attack on it's following turn

Actions

Multiattack. The Seaman can make two Oar attacks.

Oar. Melee Attack: +6 to hit, 5 ft., one target. Hit: 9(1d8+4) bludgeoning damage

Charge (Recharge 5-6). The seaman uses its full movement to run forward in a straight line while swinging its oar wildly, any creature it runs into must succeed on a DC 13 Dexterity saving throw or be pushed with the seaman, taking damage equal to one attack from its oar for every 10 feet it gets pushed.

 

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