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THE MAI'KOKAN MANUSCRIPT
\pagebreak ## Credits **Lead Designer:** Dan Villano **Produced By:** Hilliard Hall Games, 2022-2024 **Lead Producer:** Farenkdar "Frank" Zamek **Alpha Playtest Campaign:** *Wizon Break: Darkness Rising* Thovur (Shane) Dismas (Garth) Torment (Rob) Ezekiel (Justin) Cassian (Jess) Gorgo (Jordan) ## This work is licensed under CC BY-NC 4.0. To view a copy of this license, visit https://creativecommons.org/licenses/by-nc/4.0/ ###
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ITHACA, N.Y. • DENVER • PHILLY
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This work includes material taken from the System Reference Document 5.1 (“SRD 5.1”) by Wizards of the Coast LLC and available at https://dnd.wizards.com/resources/systems-reference-document. The SRD 5.1 is licensed under the Creative Commons Attribution 4.0 International License available at https://creativecommons.org/licenses/by/4.0/legalcode.
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Disclaimer: Use of this supplement does not make you a pirate, nor does it qualify you to operate a vessel under international maritime law. Hilliard Hall Games is not responsible for any swordfighting injuries, cannonball accidents, swashbuckling incidents, harm of any kind caused by improper tying of knots, or run-ins with and/or accidental summonings of a kraken that may arise from improper use of this supplement. Additionally, wolves are dangerous creatures. If you see a wolf, do not assume that it's a pirate, and instead run the other way. Please consult your local swashbuckler for proper pirate etiquette and DO NOT consult your local wolf for proper wolf etiquette. Just run away. Happy adventuring, and remember: always keep a weather eye on the horizon!
\columnbreak ### Art Credits **Cover Art:** "Mai'kokan Pirate Lord holding a sword on the deck of a ship with the moon in the background"
**Other Art:** "The Queen Among the Stars & The Drowned Sister, as Seen by an Onlooking Mai'Kokan" (Page 1); "Mai'Kokan Swashbuckler on the Top Deck Under the Moonlight" (Back Cover); all other art, as captioned. ## **Art Created Using:** DALL-E by OpenAI. **License:** Image generated by DALL-E is subject to the OpenAI API's Terms of Use available at https://beta.openai.com/terms/. ## **Our Position on AI Art:** At Hilliard Hall Games, we hold a deep respect for the artistic community and believe firmly in the importance of supporting artists by ensuring they receive fair compensation for their work. In line with these values, for certain projects — including this one — we release initial public playtest editions that feature placeholder art. This temporary art is solely intended to provide a preliminary look and feel of a fully finished product. We want to clarify that this use of placeholder art in no way undermines our commitment to the artistic community. It serves a practical purpose by allowing us to gauge the commercial potential of a project before making significant financial commitments. Once a project demonstrates its viability, we are committed to commissioning talented artists to create original art that will replace any AI-generated or temporary imagery used in our early editions. ### ## **Market Test Print, First Edition:** June 2024 ## **Printed by:** Access Printing 3384 South Broadway Englewood, CO 80133 www.accessprint.biz ## This supplement was brought to life through the extraordinary craftsmanship of our printing partner, known the realm over for their commitment to quality and sustainability in printing. ## Printed and bound with precision, this guide has been produced to not only meet but exceed the expectations of storytelling enthusiasts everywhere.
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## Introduction The purpose of this guide is to provide game masters with an interesting building block to enhance and enrich their games by introducing the Mai'kokan race of non-player characters. Among the tools included in this guide are: * An introduction to the Mai'kokan race, including details of their history and culture. * A selection of pre-made NPC statblocks and tools for DMs to create additional Mai'kokan NPCs. * Tools for game masters to easily build a short adventure or side-quest to drop into an existing adventure, including hooks and sample encounters featuring the Mai'kokan NPCs included in this guide. This guide is not intended to be all-encompassing. The NPCs presented in this guide reflect a sub-set Mai'kokan culture, embodied by a ruthless pirate lord and their bloodthirsty pirate crew. Game masters should feel free to adapt the tools in this guide, as necessary, to fit their setting and their game, and build exciting stories that reflect other aspects of Mai'kokan society not reflected in this guide. It should also be noted, that the tools to create Mai'kokans as a playable race are not included in this guide. A great deal of care and balancing goes into the creation of playable races. With that in mind, game masters should use their discretion in determining whether a Mai'kokan playable race would be allowed in their games. ## The Sea and the Moon ### About Mai'kokans Mai'kokans are a race of sea-faring wolffolk, with a rich culture and history. Using the stars to guide them, Mai'kokans grew into a culture that worships the moon as the "Queen Among the Stars". Mai'kokans regularly have festivals under the full moon, and some Mai'kokans even believe that the moon somehow controls the tides that carry ships to port and bring other bounties of the sea. #### The Two Moons Mai'kokan legends tell of a time in history when there were two moons, the most prominent of which, tells the following: Once there were two moons in the sky, sisters, who were in fierce competition for the love of the people. Both moons would wax and wane over time, and watch over the people, but the sisters were fiercely jealous of each other. One night, the Queen Among the Stars cast her sister into the sea, drowning her. As a punishment, the Drowned Sister, as the second moon would come to be called, shines her ghost on the surface of the sea and mimics the phases of the Queen Among the Stars, identically, taunting her sister. A popular symbol amongst Mai'kokans features a large circle, representing the Queen among the Stars, a horizontal line, representing the horizon, and another circle below the line, representing the Drowned Sister. For Mai'kokan pirates, the tale of the Queen among the Stars' ruthlessness in drowning her own sister to achieve her ends is central to their moral code. #### The Kraken Another prominent Mai'kokan legend tells of an alternate history of the Queen among the Stars and the Drowned Sister. In this tale, the Drowned Sister fell in love the Lord of the Kraken, and cast herself to the bottom of the sea in search for her love, drowning herself. In this version of the story, the Drowned Sister appears at the surface of the sea every night, to see her sister, whom she cares for deeply to this day. Followers of this legend include the Kraken Priests that are
sometimes at odds, morally, with the pirates they accompany on the high seas. These priests, and their followers from within the Order of the Kraken, as they're known, draw a dark, magical necrotic energy from a tentacled diety whom they believe is the Lord of the Kraken. ## Building a Mai'kokan It's important to understand that the information included in this guide is intended to help game masters easily create non-player characters for their games, based on a specific archetype of creature. Game masters have the flexibility to lean into these archetypes when creating NPCs, and they also have the freedom to deviate from these archetypes in ways that are suitable for their games. For example, in the next section, this guide addresses a recommendation that Mai'kokans has superior strength and dexterity as compared to an average human. That's not to suggest that there could not exist a Mai'kokan that had an extreme intelligence and/or lacked in physical strength. Please use discretion when using this guide. ### Ability Scores and Skills Mai'kokans typically possess superior strength and agility, inhereted from their four-legged animal counterparts, when compared to average humans. When adapting an NPC stat block, or creating one brand new, game masters should consider giving Mai'kokans ability score increases, dependent on the desired challenge that the game master hopes to achieve. For example, when creating the Mai'kokan Swashbuckler and Mai'kokan Kraken Priest stat blocks, Strength and Dexterity were increased. Additionally, Mai'kokans typically possess darkvision and proficiency in athletics, acrobatics, and perception (based on their *keen senses*, discussed below), which game masters should consider when building a Mai'kokan NPC stat block. ### Features and Abilities Mai'kokans, by their nature, are economical fighters, and typically have access to bonus actions and reactions as part of their toolkit. ***Natural Weapons.*** Mai'kokans also have access to a *claw* and *bite* attack as a last resort. They are proficient with these weapons, and use Strength as the modifier for attack and damage rolls. \pagebreakNum Mai'kokans typically have the following features that game masters should consider adding when creating a Mai'kokan NPC stat block: ***Keen Hearing and Smell.*** The Mai'kokan has advantage on Wisdom (Perception) checks that rely on hearing or smell. ***Pack Tactics.*** The Mai'kokan has advantage on an attack roll against a creature if at least one of its allies is within 5 feet of the creature and the ally isn't incapacitated. ***Lupine Agility.*** The Mai'kokan may take the Dash or Disengage action as a bonus action. ***Cold Resistance.*** The Mai'kokan is resistant to cold damage. #### Mai'kokan Spellcasting The priests of the Order of the Kraken draw their power from a belief in a dark necromantic energy lurking deep beneath the sea. In general, this power doesn't come from the spellcaster's academic knowledge of magic nor sheer force of their will or something innate within the spellcaster but, rather, a trained tradition of tapping into the source of this magical energy. As such, Wisdom is typically the spellcasting ability of Mai'kokan spellcasters. When roleplaying a Mai'kokan spellcaster, game masters may choose take liberties with *spell personalization* to align the visual effects of the spellcaster's spells with the source of the spellcaster's magic or its beliefs. For example, if a *Mai'kokan Acolyte* (included in this guide) casts the *hold person* spell, this could be described as black tentacles, visible only to the creature being targeted, that wrap around them. #### Mai'kokan Firearms In some settings, firearms are a prevalent aspect of combat, while in others they are rare or nonexistent. To ensure compatibility across all settings, the NPCs in this guide are equipped with crossbows for ranged combat. However, game masters are encouraged to replace crossbows with firearms if it better suits their campaign world. #### Additional Options While this guide includes examples of NPC stat blocks, there are limitless possibilities for additional stat blocks, and game masters are encouraged to experiment with additional builds - whether adapted from existing NPC stat blocks or designed from scratch.
A group of Mai'kokan adventurers including
a Sorceress, a Cleric & a Bard
\columnbreak ## Using This Guide Included in this guide are a series of sample stat blocks that can be used to design an encounter. As a reminder, the savage pirates and kraken-worshipping dark priests described in this module are just one flavor of Mai'kokan culture. As with other races in your game setting, Mai'kokans can be wizards, shopkeepers, scholars, engineers, doctors, freedom fighters, or any variety of character that fits your setting. ### Quick Adventure This guide provides a simple template for a short adventure featuring Mai'kokans as the antagonists recommended for players level 8-12. This adventure can be run as a short one-shot adventure, or dropped into an existing campaign, and game masters should modify to fit their setting, including using the tools in this guide to create additional Mai'kokan NPCs to fit the specific needs of your setting or adventure. 1. **Origins:** Where did the Mai'kokans come from and what do they want? 2. **Motivations:** What compelling event has brought the Mai'kokans to the party's attention? 3. **Clues:** What will the party find when they investigate the Mai'Kokans? 4. **Baseof Operations:** Where will you ultimately face off against the Mai'kokans? The tables below provide options that game masters can choose from, or create your own! ##### Mai'kokan Origins | d6 | Mai'kokan Origins | |:---:|:-----------:| | 1 | A small island chain off the coast of the mainland that has been ravaged by taxes. | | 2 | A far away continent, sent to take over the region in the name of their homeland. | | 3 | The other side of the current continent, on a quest for war. | | 4 | Refugees from a war-torn part of the world. | | 5 | The last remaining vestiges of a society ravaged by an unknown sickness. | | 6 | Unknown. Just to steal stuff and do pirate things. | ##### Mai'kokan Motivations | d6 | Mai'kokan Motivations | |:---:|:-----------:| | 1 | The pirates are in possession of an important artifact that the party needs. | | 2 | The party has been hired to rid the region of pirates by the local dockmaster. | | 3 | The pirates raided a small seaside village. | | 4 | The pirates have captured someone of importance, and the party must rescue them. | | 5 | Someone holds an old pirate grudge against the admiral. | | 6 | The party wants a boat. (Of course they do.) | \pagebreakNum ##### Mai'kokan Clues | d6 | Mai'kokan Clues | |:---:|:-----------:| | 1 | The Mai'kokans burned their ships upon their arrival, and the party investigates the wreckage. | | 2 | The Mai'kokans ravaged a small village, but left a single survivor to describe what they saw. | | 3 | Villagers have seen strange wolffolk coming in the night. | | 4 | The party finds evidence of vandalism including the pirates' battle standard drawn in blood. | | 5 | A literal path of destruction through a town or forest, that leads the party straight to the pirates. | | 6 | The pirates have replaced all of the heraldry around a building with their flag. | ##### Mai'kokan Bases | d6 | Mai'kokan Bases | |:---:|:-----------:| | 1 | A previously abandoned fortress that the pirates have taken over. | | 2 | A fleet of small ships docked off of the mainland. | | 3 | One very large ship docked off of the mainland. | | 4 | A sea cave. | | 5 | A small island, previously thought to be uninhabited. | | 6 | The village aquarium. | ## Some other customization options for your Mai'kokans: ##### Mai'kokan Pirate Flags | d6 | Pirate Flag Designs | |:---:|:-----------:| | 1 | A wolf skull on a plain, solid-color flag. | | 2 | An anchor through the moon. | | 3 | A kraken. | | 4 | The traditional symbol that represents the Queen among the Stars, horizon, and Drowned Sister. | | 5 | Crossed swords. | | 6 | A shark. | ##### Mai'kokan Pirate Quirks | d6 | Pirate Quirks | |:---:|:-----------:| | 1 | The crew is obsessed with things they blieve will bring bad luck. | | 2 | The crew hates sand. It gets everwhere. | | 3 | The crew is considering a mutiny against the admiral. | | 4 | Some of the men are convinced they've seen a mermaid. | | 5 | Some of the men try incessantly to convince people that they're fishermen, not pirates. | | 6 | Some of the men verbally shout "shwing! shwing!" every time they swing their swords. | ### Encounter Design This guide includes a few examples of encounters featuring Mai'kokans that are suitable for parties of **fifth level**, using the NPC statblocks included in this guide, which can be modified to fit your campaign. As a game master running a large dungeon, lair or fleet encounter, consider running a variety of different encounters to challenge your players in unique ways, but also give your players opportunities to understand the abilities of the different enemies. ## Some sample encounters are included below *(the abbreviation "#PC" is used to represent the number of Player Characters)*: #### Basic Encounter **Enemies:** Mai'kokan Swashbucklers ("MS") |Difficulty: | MS | |:--|:---:| |Easy| #PC/2 | |Med. | #PC - 1 | |Hard | #PC x 3/2 | As an early encounter, it's possible that a surprised Mai'kokan would not have their sword readied, and would fight using their (less powerful) claw weapons. This encounter serves as a good opportunity to showcase Mai'kokans *Pack Tactics* and *Lupine Agility* for your players. #### Intermediate Encounter **Enemies:** Mai'kokan Swashbucklers ("MS"); Mai'kokan Sea Captains ("SC") **Difficulty:** Easy-to-moderate Build upon the Basic encounter, by introducing the *Sea Captain*. A 1:3 ratio of SC to MS is considered a fair challenge. Game masters should include at least 1 Sea Captain and no more than a 1:1 ratio of SC to MS. In this encounter, game masters have the opportunity to present an obvious solution. The sea captain is a particularly powerful addition to this encounter, considering the *Commander's Strike* ability and the sea captain's ranged attacks. Reward your party for devising a strategy to eliminate the sea captain first. #### Intermediate Encounter II **Enemies:** Mai'kokan Acolytes ("MA") |Difficulty: | MA | |:--|:---:| |Easy| #PC/3 2 | |Med. | #PC/2 + 1 | |Hard | #PC + 1 | In this encounter, game masters have the opportunity to show off their support casters' abilities. While these magic-users likely will not have the firepower to take down your players, the encounter serves as a battle of attrition, and game masters should consider using the first of these encounters to demonstrate for the players what the MA NPC is capable of, both from the standpoint of spellcasting abilities and action economy. #### Advanced Encounter **Enemies:** Mai'kokan Swashbucklers ("MS"); Mai'kokan Acolytes ("MA"); Mai'kokan Sea Captains ("SC") |Difficulty: | MS | MA | SC | |:--|:---:|:---:|:---:| |Easy| #PC - 3 | 2 | 1 | |Med. | #PC | #PC / 2 | 1-2 | |Hard | #PC | #PC | 1-4 | In this encounter, your players can really experience the threat of combo potential. Multiple acolytes have the ability to direct your players' attacks to the least vulnerable enemy by combining *sanctuary* and *shield of faith*. Further, if the acolytes can land a *hold person* spell on one of your players, and they are successfuly swarmed by the pirates, this can be a deadly encounter and potentially a TPK. \pagebreakNum #### Advanced Encounter II **Enemies:** Mai'kokan Acolytes ("MA"); Mai'kokan Sea Captain ("SC"); Mai'kokan Kraken Priest ("KP") |Difficulty: | MA | SC | KP | |:--|:---:|:---:|:---:| |Easy| 2 | 1 | 1 | |Med. | #PC | #PC / 2 | 1-2 | |Hard | #PC | #PC | 1-4 | With the exception of Evard's black tentatcles, the Kraken Priest probably won't use Spellcasting in combat, but who cares? Thundering Claws and Thunderbolt are very versatile abilities in their own right, and while the DC on Voice of the Kraken is low, it can easily disrupt the players' strategy if they think they're going to burn down the priest. Don't forget, *Commander's Strike* gives your Kraken Priest access to an additional use of *Thundering Claws* on the sea captain's turn, with a bonus 1d10. Unlike in other encounters, your acolytes have the ability to switch from being support casters to full damage dealers - not to mention, *Evard's Black Tentacles* will restrain targets, forcing all of the DEX saves that come as a result of the Acolyte's *Black Flame* ability to be made at disadvantage. #### Boss Encounter **Enemies:** Mai'kokan Sea Captain, Mai'kokan Kraken Priest, Mai'kokan Fleet Admiral **Difficulty:** This encounter should be run with a total number of enemies equal to the total number of player characters, with equal number of Kraken Priests and Fleet Admirals. Game masters should adjust the difficulty of the encounter based on the party's resources and ability, as needed. Your party is battered, bruised and bloodied. They're out of spellslots. They're up against the BBEG, and as a game master you have an opportunity to make this feel like an epic boss battle. There are lots of ways to run this encounter, and the one presented in this guide is just one option. At the start of the fight, the fleet admiral is largely uninterested in combat, and dispatches his lieutenants to address the party. Your party may attempt to go straight for the boss, but the lieutenants should actively defend their admiral. The admiral is no pacifist by any means - more of a sadist who enjoys watching the combat from his throne, or perhaps a deck above the main deck where adventurers would have difficulty getting to him. The fleet admiral can take *commander's strike* as a legendary action, which gives him effectively 3 melee attacks on your players each round before he even enters combat. Your players will be motivated to quickly dispatch of his lieutenants, and that's when the real fight begins. Once the fourth lieutenant is down (or sooner, if your party deserves it), the Fleet Admiral leaps into action. Having no minions on the board cuts the admiral off from Commander's Strike and Pack Tactics, so game master's should consider whether a lair action to call in additional *swashbucklers* would be useful. Even without additional resources, the admiral can pump out a significant amount of damage with his 4 melee attacks and 3 ranged attacks each turn - and at 19 AC, it's likely that he'll get to Riposte once as well. Also - don't be a punching bag for the party either. *Whirlwind* gives your fleet admiral a ton of offensive mobility, plus the added mobility on your turn from *lupine agility*. #### Other Encounters The above are just a short list of encounters that game masters can run. There are plenty of combinations not discussed with the NPCs included in this guide, and any other Mai'kokan NPCs that game masters build for their games. ### Pack Tactics: Additional Mai'kokan Combat Strategies A few additional strategy notes to for game masters running Mai'kokans in combat: * Mai'kokans benefit significantly on the advantage gained from swarming targets. As a game master, you should use this strategy to adjust the difficulty of an encounter on the fly. A group of three Mai'kokans swarming a single target will be drastically more threatening than three Mai'kokans attacking three separate targets. * Don't ignore the mobility provided by the *Lupine Agility* feature. In a lot of melee combat, NPC creatures feel paralyzed by the looming threat of attacks of opportunity. A pack of *Swashbucklers* may immediately move through a front line of martial PCs and immediately attack a back-line spellcaster before that character has a chance to use a devestating spell. * Mai'kokans use hierarchy in combat, as well as in their society. In the sample statblocks provided in this guide, *Swashbucklers* are an effective front-line meat shield, while *Sea Captains* are effective from the back line, using ranged attacks and using the *Commander's Strike* feature to direct the action in the front. * Similarly, Mai'kokan spellcasters, while formidable damage dealers, can provide sigificant support, either by buffing and healing front-line fighters or by utilizing effective crowd-controlling abilities. * Don't forget the claw attacks. They can be a deadly way to quickly change the pace of combat.
Mai'kokan Kraken Priest
\pagebreakNum # Appendix A: Creatures --- ___ > ## Mai'kokan Swashbuckler >*Medium humanoid, Typically Chaotic* > ___ > - **Armor Class** 17 > - **Hit Points** 44 (8d8 + 8) > - **Speed** 30 ft, swim 30 ft >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|16 (+3)|18 (+4)|12 (+1)|14 (+2)|11 (+0)|15 (+2)| >___ > - **Skills** Acrobatics +6, Athletics +5, Perception +2 > - **Damge Resistances** Cold > - **Senses** Darkvision 60 ft., Passive Perception 12 > - **Challenge** 3 (700 XP)
**Proficiency Bonus** +2 > ___ > ***Keen Hearing and Smell.*** The swashbuckler has advantage on Wisdom (Perception) checks that rely on hearing or smell. > > ***Pack Tactics.*** The swashbuckler has advantage on an attack roll against a creature if at least one of its allies is within 5 feet of the creature and the ally isn't incapacitated. > > ***Suave Defense.*** While the swashbuckler is wearing light or no armor and wielding no shield, its AC includes its Charisma modifier. > > ### Actions > ***Multiattack.*** The swashbuckler makes two attacks using either its Rapier or its claws. > > ***Rapier.*** *Melee Weapon Attack:* +6 to hit, Reach 5 ft., one target. *Hit:* 8 (1d8 + 4) piercing damage. > > ***Claws.*** *Melee Weapon Attack:* +5 to hit, Reach 5 ft., one target. *Hit:* 7 (1d8 + 3) slashing damage. > > ### Bonus Actions > ***Lupine Agility.*** The swashbuckler may take the Dash or Disengage action as a bonus action. > --- --- > ## Mai'kokan Acolyte >*Medium humanoid, Typically Lawful* > ___ > - **Armor Class** 12 > - **Hit Points** 49 (9d8 + 9) > - **Speed** 30 ft >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|13 (+1)|14 (+2)|12 (+1)|15 (+2)|15 (+2)|13 (+1)| >___ > - **Saving Throws** Wisdom +4 > - **Skills** Acrobatics +4, Athletics +3, Perception +4, Religion +6 > - **Damage Resistances** Cold, Lightning > - **Senses** Darkvision 60 ft., Passive Perception 14 > - **Challenge** 4 (1100 XP)
**Proficiency Bonus** +2 > ___ > ***Keen Hearing and Smell.*** The acolyte has advantage on Wisdom (Perception) checks that rely on hearing or smell. > > ***Pack Tactics.*** The acolyte has advantage on an attack roll against a creature if at least one of its allies is within 5 feet of the creature and the ally isn't incapacitated. > > ### Actions > > ***Multiattack.*** The acolyte makes two attacks with Black Flame or its Claws. > >***Black Flame.*** Flame-like darkness descends on a creature that the acolyte can see. The target must succeed on a DC 14 Dexterity saving throw or take 11 (2d8+2) necrotic damage. The target gains no benefit from cover on this saving throw. > > ***Claws.*** *Melee Weapon Attack:* +3 to hit, Reach 5 ft., one target. *Hit:* 5 (1d8 + 1) slashing damage. > >***Spellcasting.*** The acolyte casts one of the following spells, requiring no material components, using Wisdom as the spellcasting ability (spell save DC 12): > >At will: *resistance* >3/day: *arms of hadar* >2/day each: *aid, hold person* > > ### Bonus Actions > >***Quick Spells.*** If the acolyte did not take the Spellcasting action, they cast one of the following spells, requiring no material components: > >3/day each: *shield of faith, healing word, sanctuary* > > ***Lupine Agility.*** The acolyte may take the Dash or Disengage action as a bonus action. > >### Reactions >***Leviathan's Rebuke (2/Day).*** In response to being damaged by a visible creature within 60 feet of it, the acolyte forces that creature to make a DC 14 Constitution saving throw, taking 15 (2d10+4) necrotic damage on a failed save, or half as much damage on a successful one \pagebreakNum --- > ## Mai'kokan Sea Captain >*Medium humanoid, Typically Chaotic* > ___ > - **Armor Class** 18 > - **Hit Points** 80 (14d8 + 14) > - **Speed** 30 ft, swim 30 ft >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|17 (+3)|20 (+5)|12 (+1)|14 (+2)|11 (+0)|16 (+3)| >___ > - **Saving Throws** Dexterity +8 > - **Skills** Acrobatics +8, Athletics +9, Insight +6, Perception +6, Sleight of Hand +8, Stealth +8 > - **Damage Resistances** Cold > - **Senses** Darkvision 60 ft., Passive Perception 15 > - **Challenge** 5 (1800 XP)
**Proficiency Bonus** +3 > ___ > > ***Keen Hearing and Smell.*** The sea captain has advantage on Wisdom (Perception) checks that rely on hearing or smell. > > ***Pack Tactics.*** The sea captain has advantage on an attack roll against a creature if at least one of its allies is within 5 feet of the creature and the ally isn't incapacitated. > > ***Suave Defense.*** While the sea captain is wearing light or no armor and wielding no shield, its AC includes its Charisma modifier. > > ### Actions > ***Multiattack.*** The sea Captain makes three attacks, only one of which may be with its crossbow. > > ***Rapier.*** *Melee Weapon Attack:* +8 to hit, Reach 5 ft., one target. *Hit:* 9 (1d8 + 5) piercing damage. > > ***Claws.*** *Melee Weapon Attack:* +6 to hit, Reach 5 ft., one target. *Hit:* 7 (1d8 + 3) slashing damage. > > ***Hand Crossbow.*** *Ranged Weapon Attack:* +8 to hit, Range 30/120 ft., one target. *Hit:* 8 (1d6 + 5) piercing damage. > > ### Bonus Actions > >***Commander's Strike*** When it takes the Attack action, the sea captain can forgo one of its attacks and use a bonus action to direct an ally that can see or hear it to strike using its reaction, adding 1d10 to the attack's damage roll > > ***Lupine Agility.*** The sea captain may take the Dash or Disengage action as a bonus action.
Mai'kokan
Sea Captain
\columnbreak ___ > ## Mai'kokan Kraken Priest >*Medium humanoid, Typically Chaotic* > ___ > - **Armor Class** 15 > - **Hit Points** 75 (10d8 + 30) > - **Speed** 30 ft, swim 30 ft >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|16 (+3)|12 (+1)|16 (+3)|10 (+0)|15 (+2)|14 (+2)| >___ > - **Saving Throws** Wisdom +5 > - **Skills** Acrobatics +4, Athletics +9, Insight +5, Perception +8, Religion +6 > - **Damage Resistances** Cold, Lightning, Thunder > - **Senses** Darkvision 60 ft., Passive Perception 15 > - **Languages** Any 2 regional languages plus Abyssal, Infernal or Primordial > - **Challenge** 5 (1800 XP)
**Proficiency Bonus** +3 > ___ > ***Keen Hearing and Smell.*** The priest has advantage on Wisdom (Perception) checks that rely on hearing or smell. > > ***Pack Tactics.*** The acolyte has advantage on an attack roll against a creature if at least one of its allies is within 5 feet of the creature and the ally isn't incapacitated. > > ***Amphibious.*** The priest can breathe air and water. > ###### > > > ### Actions > ***Multiattack.*** The priest makes two Thundering Claws or Thunderbolt attacks. > > ***Thundering Claws.*** *Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. *Hit:* 12 (2d8+3) slashing damage plus 15 (3d10) thunder damage. > > ***Thunderbolt.*** *Ranged Spell Attack:* +5 to hit, range 60 ft., one target. *Hit:* 11 (2d10) lightning damage plus 11 (2d10) thunder damage, and the target must succeed on a DC 14 CON saving throw or be knocked prone. > > ***Spellcasting.*** The priest casts one of the following spells, requiring no material components and using Wisdom as the spellcasting ability (spell save DC13): > > At will: *arms of hadar, command, create or destroy water* > 3/day each: *control water, water breathing, water walk* > 1/day: *Evard's black tentacles* > > ***Voice of the Kraken (1/Day).*** A kraken speaks through the priest with a thunderous voice audible within 300 feet. Creatures of the priest's choice that can hear the kraken's words (spoken in a language the priest knows) must succeed on a DC 14 WIS saving throw or be frightened of the priest for 1 minute. A frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. > > ### Bonus Actions > ***Lupine Agility.*** The priest may take the Dash or Disengage action as a bonus action. > \pagebreakNum ___ ___ > ## Mai'kokan Fleet Admiral >*Medium humanoid, Any Alignment* > ___ > - **Armor Class** 19 > - **Hit Points** 130 (20d8 + 40) > - **Speed** 30 ft, swim 30 ft >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|18 (+4)|20 (+5)|14 (+2)|12 (+1)|14 (+2)|18 (+4)| >___ > - **Saving Throws** Dexterity +9 > - **Skills** Acrobatics +9, Athletics +12, Insight +10, Perception +10, Sleight of Hand +9, Stealth +9 > - **Senses** Darkvision 60 ft., Passive Perception 16 > - **Damage Resistances** Cold > - **Challenge** 9 (5000 XP)
**Proficiency Bonus** +4 > ___ >***Legendary Resistance (3/Day).*** If the admiral fails a saving throw, it can choose to succeed instead. > > ***Keen Hearing and Smell.*** The sea captain has advantage on Wisdom (Perception) checks that rely on hearing or smell. > > ***Pack Tactics.*** The sea captain has advantage on an attack roll against a creature if at least one of its allies is within 5 feet of the creature and the ally isn't incapacitated. > > ***Suave Defense.*** While the sea captain is wearing light or no armor and wielding no shield, its AC includes its Charisma modifier. > > ### Actions > ***Multiattack.*** The admiral makes four attacks: one of which may be with its hand crossbow, and three using either its Rapier or its claws. > > ***Rapier.*** *Melee Weapon Attack:* +9 to hit, Reach 5 ft., one target. *Hit:* 9 (1d8 + 5) piercing damage. > > ***Claws.*** *Melee Weapon Attack:* +8 to hit, Reach 5 ft., one target. *Hit:* 8 (1d8 + 4) slashing damage. > > ***Hand Crossbow.*** *Ranged Weapon Attack:* +9 to hit, Range 30/120 ft., one target. *Hit:* 8 (1d6 + 5) piercing damage. > > ***Dagger (Thrown).*** *Ranged Weapon Attack:* +9 to hit, Range 20/60 ft., one target. *Hit:* 7 (1d4 + 5) piercing damage > > ### Bonus Actions > >***Lupine Agility.*** The sea captain may take the Dash or Disengage action as a bonus action. > > ### Reactions > >***Riposte.*** When a creature misses the admiral with a melee attack, it can use its reaction and make a melee weapon attack against it (and add 1d12 to the damage if successful). > > ### Legendary Actions > > The admiral can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The admiral regains spent legendary actions at the start of its turn. > > ***Commander's Strike*** The admiral chooses a friendly creature who can see or hear it. That creature can immediately use its reaction to make one weapon attack and add 1d12 damage to the attack's damage roll. > > ***Quick Toss.*** The admiral makes a ranged attack with a dagger, and adds 1d12 damage to the attack's damage roll. > > ***Whirlwind Attack (Costs 2 Actions).*** The admiral grips its rapier and spins. Each creature within 10 feet of the dread captain must succeed on a DC 16 Dexterity saving throw or take 18 (4d8) slashing damage and be knocked prone. The admiral can then move up to half its movement speed without invoking attacks of opportunity.
Mai'kokan Swashbuckeler &
Mai'kokan Fleet Admiral
\pagebreakNum # Appendix B: Suggested Spells
The list of spells below is a brief summary of spells that might be learned by a Mai'kokan spellcaster, particularly the priests of the Order of the Kraken. Game masters should feel free to use spells from this list or other spells when building Mai'Kokan spellcasters.
##### Cantrips (0 Level) - Booming Blade - Gust - Lightning Lure - Mending - Shape Water - Thaumaturgy ##### 1st Level - Arms of Hadar - Cause Fear - Command - Create or Destroy Water - Cure Wounds - Healing Word - Sanctuary - Shield of Faith - Speak with Animals (sea creatures) - Zephyr Strike \columnbreak ##### 2nd Level - Aid - Blindness/Deafness - Gust of Wind - Hold Person - Levitate - Magic Weapon - Mind Spike - Summon Beast (sea creatures) - Warding Wind ##### 3rd Level - Animate Dead - Call Lightning - Counterspell - Fear - Hunger of Hadar - Lightning Bolt - Mass Healing Word - Revivify - Sleet Storm - Wall of Water - Water Walk - Wind Wall \columnbreak ##### 4th Level - (Evard's) Black Tentacles - Conjure Minor Elementals (water & air) - Control Water - Ice Storm - Stone Chest - Storm Sphere - Summon Elemental (water & air) - Watery Sphere ##### 5th Level - Cone of Cold - Conjure Elemental (water & air) - Control Winds - Maelstrom - Mass Cure Wounds \columnbreak ##### 6th Level - Chain Lightning - Freezing Sphere - Investiture of Ice - Investiture of Wind - Wall of Ice ##### 7th Level - Crown of Stars - Resurrection - Simulacrum - Whirlwind ##### 8th Level - Control Weather - Tsunami ##### 9th Level - Blade of Disaster - Invulnerability
Mai'kokan Acolyte
\pagebreakNum # Notes \pagebreak
Avast, Ye Scurvy Sea Dogs!
Dive into the depths of the sea and discover the enigmatic Mai'kokans, a race of sea-faring wolffolk known for their cunning, bravery, and mystical connection to the ocean. *The Mai'kokan Manuscript* offers game masters a treasure trove of lore, adventures, and new NPCs to enrich any campaign. Within these pages, you'll find: * Rich Lore and History: Uncover the myths and legends of the Mai'kokan, from their ancient origins to their modern exploits as rulers of the waves. * Detailed NPCs: Bring your game to life with a host of unique Mai'kokan characters, each with their own backgrounds, personalities, and stat blocks. * Adventure Hooks and Quests: Embark on thrilling seafaring adventures with ready-to-use scenarios and quest ideas designed to challenge even the most seasoned adventurers. ## Whether you're a seasoned game master or just starting your journey, The Mai'kokan Manuscript is an indispensable guide to creating unforgettable stories on the high seas. Set sail, and may the winds be ever in your favor!
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