Friday, October 31, 2025

Mr. Lantern, The Malevolent Jack o' Lantern.

 

Mr. Lantern
Medium Construct (Spirit-Possessed), Chaotic Evil

Armor Class 13 (natural armor)
Hit Points 52 (8d8 + 16)
Speed 30 ft.

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

Saving Throws Wis +3, Cha +5
Skills Deception +5, Intimidation +5, Stealth +4
Damage Vulnerabilities Radiance
Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities poison
Condition Immunities charmed, exhaustion, frightened, paralyzed, poisoned, unconscious
Senses darkvision 60 ft., passive Perception 11
Languages Understands Common and Sylvan but speaks only in sinister whispers
Challenge 3 (700 XP) • PB +2

TRAITS
Spirit-Bound Construct
Mr. Lantern is a construct animated by a bound malevolent spirit.
He counts as both a construct and undead for the purpose of:
  • Turn Undead
  • Consecration effects
  • Detect Evil & Good
  • Protection from Evil and Good

False Appearance
While motionless, Mr. Lantern is indistinguishable from an ordinary scarecrow or harvest mannequin dressed in old clothes.

Vulnerability

If Mr. Lantern starts his turn in an area affected by consecration, holy water, or Turn Undead, he takes 7 (2d6) radiant damage and has disadvantage on attack rolls until the end of the turn.

ACTIONS
Multiattack
Mr. Lantern makes two claw attacks.

Claw
Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit: 8 (2d6 + 1) slashing damage.

Lantern-Gaze (Recharge 5–6)
Mr. Lantern targets one creature it can see within 30 feet.
The target must make a DC 13 Wisdom saving throw. 

On a failed save: The creature is frightened for 1 minute, and While frightened, it is restrained by supernatural fear, unable to willingly move closer. The creature may repeat the save at the end of each of its turns, ending the effect on a success.

On a successful save: The creature is immune to Mr. Lantern’s Lantern-Gaze for 24 hours.

Harvest Curse (1/Day)
Mr. Lantern points at a creature he can see within 60 feet.
The target must succeed on a DC 13 Charisma saving throw or be cursed for 1 minute.

While cursed: The creature has disadvantage on attack rolls, Its speed is reduced by 10 feet, and It emits faint ember-glow from the eyes and mouth, as though “marked” by Mr. Lantern. The creature may repeat the save at the end of its turns.

REACTIONS
Smoldering Reprisal

When a creature within 5 feet hits Mr. Lantern with a melee attack, he may emit a burst of ember sparks. The attacker must succeed on a DC 13 Dex save or take 5 (2d4) fire damage.

Notes 

  • Mr. Lantern is a powerful fiend from the nether world that takes the form of a bipedal humanoid with a jack-o-lantern for a head and an ominous laugh. In addition to his natural combat abilities and his slam, Mr. Lantern has enough will to utilize any weapon it can find along with the ability to breathe cones of flame from its menacing smile.
  • Possesses a natural fear gaze. Adventurers who are able to feel fear entering in the aura of Mr. Lantern must make a Save or become frightened.
  •  Does have a weakness, the one thing that will keep Mr. Lantern at bay (and makes him a little fearful). The power of radiance and holy damage. Mr. Lantern will not cross into consecrated zones and can be driven back with a Turn Undead from a Cleric that is level 10 or higher.

Thursday, October 30, 2025

Enoch Rasmussen, The Death Master

 

Name: Enoch Rasmussen
Ancestry: Human / Class: Death Master / Level: 4

Attributes 
Str: 13 / +1
Dex: 12 / +1
Con: 16 / +3
Int: 17 / +3
Wis: 16 / +3
Cha: 12 / +1

Saving Throws 
Str: +1
Dex: +1
Con: +3
Int: +5
Wis: +5
Cha: +1

Info 
AC: 11 (Clothing)
Ini: +1
PB: +2
Perception: +3 / 13
HP: 27

Shovel: Attk: +3 / D: 1d6+1 / R: Melee / Special: Reach

Dagger: Attk: +3 / D: 1d4+1 / R: Thrown

Pistol: Attk: +3 / D: 1d10+1 / R: Near

Gear: Pack, Canteen, Flask, Bedroll, Inkpen, Ink, Spellbook, Spare Hat, Raven Feed, Bottle of Air, Figurine of Wondrous Power (Ebony Fly), Boots of Striding and Springing, Oboe of Undead Attaction (Ghoul)

Traits 
Human: Normal Vision. Versatile: Begin play with a free Proficiency in a Skill or Tool Kit. Gift: Begin play with a free Feat

Skills: Arcana: +5, History: +5, Medicine: +5, Religion: +5 / Tool Kits (+2): Calligraphy Kit, Embalming Kit 

Feats: Adept of the Black Robes 

Arcane Recovery: Recover up to 2 levels of spell slots on short rest. 

Grim Harvest: Regain HP when killing creatures with spells (twice the spell’s level, thrice if necromancy). 

Spellcasting 
Attk: +5 / Save: 13

0: Chill Touch, Light, Mage Hand, Minor Illusion, Ray of Frost 

1st - Slots: 4: Detect Magic, Mage Armor, Ray of Sickness, Sleep, Shield, Find Familiar

2nd - Slots: 3: Mirror Image, Gentle Repose, Ray of Enfeeblement + Hold Person

Notes 

  • Enoch Rasmussen is a Death Master. A potent form of Necromancer who has such an aura that mindless undead tend to avoid, or are often reluctant to strike him as he tends to his duty of caring for Lollybroch Graveyard when not offering his services to adventuring groups who want to tour the haunted crypts that are vast dungeons beneath the great graveyard.
  • Has a number of items of power on his person. He has a figurine of an ebony fly to move about the graveyard. He can move quite quick with his boots and striding and springing. He also has a bottle of air to make sure if he gets stuck somewhere, he can at least breathe as he digs his way out of a sticky situation.
  • In addition to his pet raven, Raleigh, which is one of Enoch's few companions who stays out of love of bird feed and chin scratches, rather than arcane necromatic rites, Enoch has the ability to attract a ghoul to his service. 

Wednesday, October 29, 2025

Gill Man

 


Gill Man

Medium humanoid (aquatic), Lawful Neutral
Armor Class 13 (natural armor)
Hit Points 27 (6d8)
Speed 30 ft., swim 40 ft.

STR DEX CON INT WIS CHA
14 (+2) 14 (+2) 12 (+1) 10 (+0) 13 (+1) 12 (+1)


Saving Throws: Dex +4
Skills: Perception +3, Athletics +4, Stealth +4, Medicine +3
Senses: Darkvision 60 ft., passive Perception 13
Languages: Aquan, Common (rudimentary)
Challenge: 1 (200 XP)
Proficiency Bonus: +2

Amphibious.

The Gill Man can breathe both air and water. 

Adapted Physiology.

The Gill Man has advantage on saving throws against extreme cold, paralysis, and grapple attempts (slick skin and muscular frame). 

Empathic Perception.

The Gill Man has advantage on Insight checks to read emotions or intent.

Aquatic Camouflage 

The Gill Man has advantage on Dexterity (Stealth) checks made while underwater or in heavy rain/darkness. 

Regenerative Flesh (Minor).

At the start of its turn, if the Gill Man has at least 1 hit point, it regains 2 hit points.
This trait does not function if the Gill Man takes fire or acid damage during the same round.

Multiattack
The Gill Man makes two attacks: one with its claws and one with its bite. 

Claws

Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit: 6 (1d6 + 2) slashing damage. 

Bite

Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit: 5 (1d4 + 3) piercing damage.  

Water Jet (Recharge 5–6).

The Gill Man blasts forward in a surge of water.

The Gill Man moves up to 20 feet in a straight line without provoking opportunity attacks, then makes one claw attack. If the attack hits, the target is pushed 5 feet.

Notes 

  • The Gill Man is a number of aquatic-based humanoids that dwell off the coast of the ocean and in the brackish rivers in the known world. Their physiology including gills, webbed appendages, and naturally toughened flesh allows them to dwell beneath the surface with little need to appear, however, in addition to gills, these creatures possess a set of air sacs that allow it to dwell for temporary periods on land without suffocating.
  • While not necessarily malicious, The Gill Man along with the rest of his kind are territorial and will defend regions that they deem theirs. Any mutual attraction that these creatures have to beautiful human women (and possibly men) is still not understood by scientists. The Gill Man does have an ability to project almost supernatural empathy to create an attraction.
  • Has an environmental weakness to drying out. This does require a Gill Man to regularly become submerged, preferring salt or brackish level water over pure fresh water, but any liquid will ultimately suffice in keeping its skin and sensitive organs properly moist.

Tuesday, October 28, 2025

Leopold Toutain, The Dhampir

 

Name: Leopold Toutain
Ancestry: Dhampir / Class: Rogue / Level: 5

Attributes 
Str: 14 / +2
Dex: 18 / +4
Con: 14 / +2
Int: 16 / +3
Wis: 15 / +2
Cha: 18 / +4

Saves 
Str: +2
Dex: +7
Con: +2
Int: +6
Wis: +2
Cha: +4

Info 
AC: 15 (Silkweave)
Ini: +4
PB: +3
Perception: 
HP: 38

Rapier: Attk: +7 / D: 1d8+4 / R: Melee / Special (Man Bane: +1 to-hit; +1d6 Necrotic Damage vs. Humans)

Dagger: Attk: +7 / D: 1d4+4 / R: Thrown

Derringer: Attk: +7 / D: 1d10+4 / R: Close / Special: Concealed

Bite: Attk: +7 / D: 1d4+4 / R: Melee

Gear: Lantern, Spare Handkerchief

Traits 
Dhampir: Darkvision. Vampiric Bite. Spider Climb.

Skills: Deception: +10, History: +6, Insight: +5, Persuade: +10, Sleight of Hand: +7, Stealth: +7 / Tool Kits (+3): Calligraphy Kit, Card Set, Violin

Feats: Shadow Touch ((1/day) Invisibility, Ray of Enfeeblement)

Expertise: Deception, Persuade

Cunning Action (1/Round - Bonus): Dash, Disengage, and Hide

Dastardly (3 Points per Short Rest): Craven Retreat, Rope-a-Dope, Sucker Strike

Uncanny Dodge (1/Round - Reaction): 1/2 the damage of an incoming attack that the Rogue senses coming.

Notes 

  • Leopold Toutain is a mysterious traveler who lives in one of Avalon's central cities, the urban sprawl and smog choked skies of Volifield, one of the immediate beneficiaries of oil brought in from North Umbermoor along with the ore from Ironton. The entire region is known for a thin veneer of genteel beauty trying to cover for ugly streets. Most of that beauty is found in the estates outside the great cities.
  • Leopold presents himself as an insurance broker on behalf of Broms & Archer Company. He is actually a Dhampir who keeps his bleeding amongst the middle class and the occasional lady of the night who works the Upton Road trade over the rougher crowd over in what is known as the Rack, or Lamb Street. He tries to avoid leaving any bodies, just a little nip here and there.
  • Is vexed because a fiend, a Spring-heeled Jack, is now causing mischief in Toutain's domain. Killing the innocent among many acts of malevolent mischief. Aware that this monster... or rather, this open monster such as a Spring-heeled Jack, will draw the attention of hunters, Leopold has vowed to hunt the fiend down himself.

Monday, October 27, 2025

Bonaparte, Wandering Skeleton

Name: Bonaparte
Ancestry: Skeleton / Class: Fighter / Level: 3

Attributes 
Str: 14 / +2
Dex: 14 / +2
Con: 14 / +2
Int: 10 / +0
Wis: 12 / +1
Cha: 12 / +1

Saves 
Str: +4
Dex: +2
Con: +4
Int: +0
Wis: +1
Cha: +1 

Info 
AC: 17 (Natural + Shield)
Ini: +2
PB: +2
Perception: +3 / 13
HP: 28

Longsword +1: Attk: +5 / D: 1d8+3 / R: Melee

Shield Bash: Attk: +4 / D: 1d6+1 / R: Melee

Spare Bones: Attk: +4 / D: 1d4+4 / R: Thrown

Gear: Pack, Lantern, Oil,

Traits 
Skeleton: Undead: You no longer require air, food, drink, or sleep. You can rest while motionless for 4 hours a day to gain the benefits of a long rest. You are immune to disease, and you have advantage on saving throws against poison and being paralyzed. Bone Constitution: You have resistance to poison damage and vulnerability to bludgeoning damage. False Life:  Your body is held together by necromantic energy rather than flesh and blood. As an action, you can stabilize yourself: once per long rest, you may use this trait to regain 1d8 + your proficiency bonus hit points, representing your animating force repairing your frame.

Skills: Athletics: +4, Insight: +3, Intimidate: +3, Perception: +3, Stealth: +4

Action Surge (1/Short Rest): Take a second action in the same round.

Second Wind (1/Short Rest): Regain 1d10+3 lost hit points.

Fighting Style: Thrown Weapon Fighting

Maneuvers 
# of Dice: 4 / Dice Type: d8 / Save: 12

Brace, Lunging Attack, Quick Toss

Notes 

  • Bonaparte is an sentient skeleton living in a region in-and-around Castlevania usually throwing bones and other objects at would-be vampire hunters who trouble his lord, Count Dracula. Still, when you're a skeleton powered by your ghost and have full faculties, sometimes it's good to see the land and not just stand around to throw things at members of the Belmont clan.
  • Likes to adventure around the ruins of the grand castle and occasionally go over the West Bridge to the abandoned town of Yomi and the Vrad Graveyard. Dealing with creatures of the night who think a skeleton is easy prey to push around, or avoiding traveling folk of the Polnezna clan in their colorful caravans who like to destroy skeletons and grind their bones into powder.
  • Has a bag of spare bones that are sharpened to stakes in a bag hanging from Bonaparte's belt. Despite seeking more in the world, he still has a talent for throwing them at people.

Friday, October 24, 2025

(Monster Week) - Barghest

 

Barghest
Large fey (fiend-touched), chaotic evil

Armor Class 14 (natural armor)
Hit Points 45 (6d10 + 12)
Speed 50 ft.

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

Saving Throws Dex +4, Wis +3
Skills Perception +5, Stealth +4
Damage Resistances cold, fire, lightning
Condition Immunities frightened
Senses darkvision 120 ft., passive Perception 15
Languages Goblin, Sylvan, understands Common
Challenge 3 (700 XP) • PB +2

TRAITS
Fey–Fiend Hybrid

The Barghest counts as both fey and fiend for the purposes of spells and effects such as protection from evil and good, banishment, and detect evil and good.

Shadow Step (Recharge 5–6)

As a bonus action, the Barghest magically teleports up to 30 feet to an unoccupied space it can see in dim light or darkness.

Keen Hearing and Smell

The Barghest has advantage on Wisdom (Perception) checks that rely on hearing or smell.

Terror of the Moors

The Barghest has advantage on attack rolls against frightened creatures.


ACTIONS
Multiattack

The Barghest makes two attacks: one with its bite and one with its claws.

Bite

Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 10 (2d6 + 3) piercing damage.
If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.

Claws

Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 8 (2d4 + 3) slashing damage.

Dread Howl (Recharge 5–6)

Each creature of the Barghest’s choice within 60 ft that can hear it must make a DC 13 Wisdom saving throw.

On a failed save:
  • The creature is frightened for 1 minute,
  • Takes 5 (2d4) psychic damage,
  • And must immediately use its reaction (if available) to flee from the Barghest.
A frightened creature may repeat the saving throw at the end of each of its turns.

On a successful save:
Half damage, not frightened.

Notes

  • One of the 'demon dogs' that haunt the trails and moors around Azure Springs, the barghest is a wild fey from the Unseelie Court and are said to be the hunting hounds for the Queen of Air and Darkness. Unfortunately for mortals, some of her hounds manage to pierce the veil to plague mortals.
  • Whitcomb's Nemesis is a barghest that has slowly gained an essence to grow into a greater barghest by consuming unsuspecting traveler and some of Ives' sheep. It is why Whitcomb has been tracking and has previously injured the creature.
  • A dangerous talent that the barghest possesses includes several supernatural abilities that allow the beast to charm, frighten, or quickly escape its hunters. Despite these talents, the barghest is reluctant to leave the safety of Azure Springs' gloom.

Thursday, October 23, 2025

(Monster Week) - The Creeper

 


Creeper 
Medium aberration, chaotic evil
CR 6 (2,300 XP)
Armor Class 16 (natural armor)
Hit Points 126 (12d8 + 60)
Speed 30 ft., climb 30 ft., fly 50 ft.

Attributes 
Str: 20 / +5
Dex: 16 / +3
Con: 20 / +5
Int: 12 / +1
Wis: 14 / +2
Cha: 14 / +2

Saving Throws: Dex +6, Con +8, Wis +5
Skills: Perception +7, Stealth +9, Survival +7, Intimidation +6, Athletics +9
Damage Resistances: cold, necrotic, psychic
Damage Immunities: fear; poison
Condition Immunities: charmed, frightened, poisoned
Senses: blindsight 60 ft., darkvision 120 ft., passive Perception 17
Languages Understands Common; speaks rarely; telepathy 60 ft.
Proficiency Bonus: +3
 

Traits
Aberrant Regeneration

The Creeper regains 15 hit points at the start of its turn.
If it takes radiant damage or critical damage dealt with a magical weapon, this trait doesn’t function on its next turn.

If the Creeper reduces a creature to 0 hit points, it can use a bonus action to tear away a fresh organ; when it does so, it regains 25 hit points.
 

Winged Charge

If the Creeper flies at least 20 feet toward a creature and hits it with a melee attack, the target takes 7 (2d6) extra damage and must make a DC 16 Strength save or be knocked prone.
 

Predatory Scent

The Creeper can smell wounded creatures. It knows the location (but not exact identity) of any creature within 120 feet that has less than its maximum hit points.
 

Perfect Ambusher

The Creeper has advantage on attack rolls against any creature that hasn’t taken its first turn in combat.
It also has advantage on Stealth checks made in dim light or darkness. 

Flyby

The Creeper does not provoke opportunity attacks when flying out of a creature’s reach.

Intermittent Fear Aura 

When the Creeper leaps, unfolds its wings, or takes flight, each creature of its choice within 10 feet must succeed on a DC 14 Wisdom save or become frightened until the end of its next turn.

Actions
Multiattack

The Creeper makes two attacks, either unarmed or with any wielded weapon. 

Claws

Melee Weapon Attack: +9 to hit, reach 5 ft., one target.
Hit: 13 (2d6+6) slashing damage.  

Bite

Melee Weapon Attack: +9 to hit, reach 5 ft.
Hit: 11 (1d10+6) piercing damage.

If the target is grappled, the bite deals an extra 10 (3d6) necrotic damage. 

Thrown Axe, Spear, or Harpoon.

The Creeper is proficient with medieval weaponry.
Choose appropriate stats—typically:

Harpoon: Ranged Weapon Attack: +6 to hit, range 20/60 ft., one target.
Hit: 8 (1d10+3) piercing damage, and the target must succeed on a DC 14 Strength save or be grappled (escape DC 14) as the barbed spear digs in. 

Grappling Rush 

As a bonus action, the Creeper attempts to grapple a creature within 5 ft.
Athletics: +9

If successful, it may move up to half its flying speed without provoking opportunity attacks, dragging the creature with it. 

Reactions
Wing Shield (Recharge d6: 5-in-6)

When hit by a ranged attack, the Creeper can use its wings to reduce the damage by 1d10+3.
 

Legendary Resistance (Optional Variant).

If making the Creeper a true boss, give it 1/day LR.

Notes 

  • Despite the world plunging to ruin with the post apocalypse, The Creeper continues to haunt the broken highway in the sea of grass, the former territory of the mid west that is now unsettled frontier projecting from bestial controlled city of Oskar. The Creeper preys on everything on mutant and pure stock alike, anything that knows fear is target.
  • Carries a number of home made and forged weapons backed by superior strength. The Creeper is also able to regenerate from a number of wounds, however no one has yet to test certain offensive weapons, such as beam or fire on its form to fully test what can kill it.
  • Is a target for Regulator Cheryl Walsh. One of the few humans who have vowed to help bring order to the broken roads that lie between the great city-states.

Wednesday, October 22, 2025

(Monster Week) - Atlantean Deep One

 

Atlantean Deep One Hunter

Medium Humanoid (Deep One), Neutral Evil
Armor Class 14 (natural armor)
Hit Points 32 (5d8+10)
Speed 30 ft., swim 40 ft.

Attributes 
Str: 15 (+2)
Dex: 12 (+1)
Con: 14 ( +2)
Int: 10 (+0)
Wis: 12 (+1)
Cha: 8 (-1)


Saving Throws Wis +3
Skills Perception +5, Stealth +3
Senses darkvision 120 ft., passive Perception 15
Languages Deep One, Undercommon
Challenge 1 (200 XP) • Proficiency Bonus +2 

TRAITS
Amphibious.

The Deep One can breathe both air and water. 

Slippery.

The Deep One has advantage on ability checks and saving throws made to escape a grapple.
Sunlight Sensitivity.

While in sunlight, the Deep One has disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight. 

Otherworldly Perception.

The Deep One can sense the presence of any creature within 30 feet of it that is invisible or on the Ethereal Plane. It can pinpoint such a creature that is moving. 

Bioluminescent Lure (Angler Antennae).

The Deep One sheds dim light in a 15-foot radius. As a bonus action, it can intensify this lure. One creature within 20 feet that can see it must succeed on a DC 11 Wisdom saving throw or be Charmed until the end of the Deep One’s next turn.

While charmed in this way, the creature is drawn toward the Deep One’s light — it has disadvantage on Wisdom (Perception) checks made to notice creatures other than the Deep One.

A creature that succeeds on the saving throw is immune to this effect for 24 hours. 

ACTIONS
Multiattack. 

The Deep One makes two attacks: one with its claws and one with its bite. 

Claws.

Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit: 7 (1d6 + 4) slashing damage. 

Bite.

Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit: 5 (1d4 + 3) piercing damage. 

REACTIONS
Abyssal Reflexes.

When a creature the Deep One can see enters the water within 10 feet of it, the Deep One may move up to half its swim speed without provoking opportunity attacks.

Notes 

  • Deep Ones are either degenerated citizens of sunken Atlantis, or possibly an experiment out on Bimini Road that has managed to break loose from their confines and terrorize mortal coasts. They are known for their pale to dark green skin, red or yellow eyes, and a soft glowing yellow antennae that acts as a focal point for their Power.
  • They are a current threat that shore dwelling mortal, boater, and a coastal monster hunter Jack Cunning often deals with as either lone threats, or minions to ambitious and terrible individuals who want to unlock and harness the secrets of Atlantis for their own personal gain.
  • Each Deep One appears to possesse a modicum of Occult Lore dating back the centuries. The only problem is getting one to talk, and if revealing their secrets will break one's sanity. 

Tuesday, October 21, 2025

(Monster Week) - Umbermoor Wererat

 


Umbermoor Wererat

Medium humanoid (human, shapechanger), neutral evil

Armor Class 14 (leather armor)
Hit Points 68 (8d8 + 32)
Speed 30 ft., climb 20 ft., swim 20 ft.

STR DEX CON INT WIS CHA
12 (+1) 16 (+3) 16 (+3) 11 (+0) 12 (+1) 10 (+0)

Saving Throws Dex +5, Con +5
Skills Perception +3, Stealth +5, Survival +3
Damage Immunities bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons
Senses darkvision 60 ft. (rat form only), passive Perception 13
Languages Common, Undercommon (can’t speak in rat form)
Challenge 4 (1,100 XP)

Traits

Shapechanger.
The wererat can use its action to polymorph into a rat–humanoid hybrid or into a giant rat, or back into its true humanoid form. Its statistics are the same in each form. It reverts to its true form if it dies.

Keen Smell.
The wererat has advantage on Wisdom (Perception) checks that rely on smell.

Pack Ambusher.
The wererat has advantage on attack rolls against a creature if at least one ally of the wererat is within 5 feet of the creature and isn’t incapacitated.

Sewer Runner.
The wererat can move through a space as narrow as 1 inch wide without squeezing and has advantage on Dexterity (Stealth) checks made to hide in dim light, shadow, or confined tunnels.

Actions

Multiattack (Humanoid or Hybrid Form Only).
The wererat makes two melee attacks (or one melee and one ranged attack).

Bite (Rat or Hybrid Form Only).
Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 7 (1d8 + 3) piercing damage.
If the target is a humanoid, it must succeed on a DC 13 Constitution saving throw or be cursed with wererat lycanthropy.

Shortsword (Humanoid or Hybrid Form Only).
Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 6 (1d6 + 3) piercing damage.

Shortbow (Humanoid or Hybrid Form Only).
Ranged Weapon Attack: +5 to hit, range 80/320 ft., one target.
Hit: 6 (1d6 + 3) piercing damage.

Bonus Action — Gnaw and Latch (Hybrid Form Only).
After hitting a creature with a bite, the wererat can latch onto it. While latched, the target’s speed is reduced by 10 ft., and the wererat automatically deals 3 (1d6) piercing damage at the start of its next turn unless it lets go (no action required). The wererat can’t bite another target while latched.

Reactions 

Sewer Retreat.
When the wererat takes damage, it can move up to half its speed toward the nearest pipe, grate, or body of water without provoking opportunity attacks.

Notes 
  • An Umbermoor Wererat is part of a warren of lycanthropes that haunt the canals and vast sewer system of North Umbermoor. Despite the profitability of the great oil wells within the steaming bogs, Umbermoor remains a hazardous backwater in part of the wererats that will grab unwary workers and civilians, sometimes to turn, sometimes for food, and sometimes for sport.
  • They, along with the undead, are a common target for hunters like Black Leaf. Like all lycanthropes, they are only truly slain when struck by silver or magical weapons, however, fire also scares and harms them, but does not truly kill them. A 'dead' wererat from fire will slowly and painfully heal.
  • In addition to their bites, these warren dwelling killers will use sword, dagger, and sometimes bow, although they prefer melee to work in their ghastly business.

Monday, October 20, 2025

(Monster Week) - Hearts Crone

 


Hearts Crone 
Medium humanoid (hag, shapechanger), chaotic evil

Armor Class 16 (preternatural grace)
Hit Points 75 (10d8 + 30)
Speed 30 ft.

STR DEX CON INT WIS CHA
12 (+1) 14 (+2) 16 (+3) 15 (+2) 14 (+2) 17 (+3)


Saving Throws Wis +5, Cha +6
Skills Arcana +5, Deception +6, Insight +5, Persuasion +6, Stealth +5
Damage Resistances cold, necrotic; bludgeoning, piercing, and slashing from nonmagical attacks
Condition Immunities charmed, frightened
Senses darkvision 60 ft., passive Perception 12
Languages Common, Infernal, Sylvan
Challenge 5 (1,800 XP)

Traits 

Spellcasting.
The Hearts Crone is a 5th-level spellcaster. Her spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). She requires no components for her innate spells.

She can cast the following spells, each once per day unless otherwise noted:

Frequency Spells
At will: Thaumaturgy, Minor Illusion, Chill Touch
2/day each: Disguise Self, Fog Cloud
1/day each: Charm Person, Charm Monster, Witch Bolt (2d12, sustained with concentration)

Actions 

Multiattack.
The Hearts Crone makes two attacks: either two daggers, or one dagger and one bite.

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

Bite.
Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 7 (1d6 + 4) piercing damage. If the target is a humanoid, it must succeed on a DC 14 Constitution saving throw or take an additional 7 (2d6) necrotic damage as the Crone drinks their life-blood.

Kiss (Recharge 5–6).
Melee Spell Attack: +6 to hit, reach 5 ft., one creature charmed by or willingly interacting with the Crone.
Hit: 14 (4d6) necrotic damage, and the target must succeed on a DC 14 Constitution saving throw or have its maximum HP reduced by the same amount.

This reduction lasts until the target finishes a long rest. A creature slain by this attack has its heart wither to ash.

Grapple.
When the Crone hits with a melee attack, she can attempt to grapple (escape DC 13). While grappled, she may use her Kiss on that creature as a bonus action.

Reactions 

Spell Resistance.
The Hearts Crone can use her reaction to impose disadvantage on one spell attack targeting her, or grant herself advantage on a saving throw against a spell. She can do this 5 times per day. 

Notes 

  • Strakird's foe is one of the Heartscrones. These witches who haunt the woods around Colwyn, preying on travelers or the innocent who stray too close to the border between farmland and dark forest that surrounds the region. Heartscrones are said to be able to change self, appearing as normal, harmless old women or beautiful strangers in the forest, but their form is sickly green and dark lipped as they drain the life out of their targets.
  • Heartsbane are able to attack quick with multiple slashes of their ritual knives and bite with their fanged teeth. If they can grapple a target, they will plant a life stealing kiss causing 2d6 damage of necrotic energy. A target reduced to 0 HP via this kiss adds to the toll of sacrifices a Heartscrone needs to ascend to a higher rank and become a full hag.
  • A Heartscrone has the ability to Charm Monster. They often like to charm bestial trolls or beasts, causing such a creature to fall into total corruption under the thrall of a crone.

Friday, October 17, 2025

(Monster Hunter Week) - Ives Whitcomb, Fey Hunter

 

Name: Bosner Ives
Ancestry: Gnome / Class: Ranger / Level: 6

Attributes 
Str: 12 / +1
Dex: 16 / +3
Con: 14 / +2
Int: 13 / +1
Wis: 15 / +2
Cha: 14 / +2

Saves
Str: +4
Dex: +6
Con: +2
Int: +1
Wis: +2
Cha: +2

Info 
AC: 15 (Reinforced Leather)
Ini: +3
PB: +3
Perception: +5 / 15
HP: 52

Shortbow of Many Arrows +1: Attk: +9 / D: 1d6+4 / R: Near / Special: Many Arrows - Makes it own arrows

Shortsword: Attk: +6 / D: 1d6+3 / R: Melee

Dagger: Attk: +6 / D: 1d4+3 / R: Thrown

Gear: Pack, Canteen, Rations, Bedroll, Lantern, Oil, Mess Kit, Quiver, Blessed Salt, Cloak of Spell Resistance (15), Potion of Cure Light Wounds, Scroll of Detect Fey

Notes 
Gnome: Darkvision. Gnome Cunning: Advantage on Int, Wis, and Cha Saves vs. Magic. Natural Illusionist: Gain Minor Illusion as a Cantrip. Speak With Small Beasts: Gain Speak with Animals with small burrowing animals.

Skills: Athletics: +4, Nature: +4, Perception: +5, Persuasion: +7, Stealth: +6, Survival: +8 / Tool Kits (+3): Card Set, Gardening Tools

Feats: Poisoner

Canny (Survival): Gain Expertise with the Survival skill. Roving: Increase movement speed by +5 ft.

Favored Enemy (Fey): +2 damage; Advantage on tracking Fey.

Multiattack: May make 2 attacks per round / Fighting Style (Marksman): +2 to-hit

Dreadful Strike (1/Round): Add +1d4 Psychic damage to a target. Can only be done once per round.

Spellcasting 
Attk: +5 / Save: 13

0: Minor Illusion (Int Base - +4 / Save: 12)

1st - Slots: 4: Cure Wounds, Goodberry + Charm Person, Speak with Animals

2nd - Slots: 2: Cordon of Arrows, Summon Beast + Beast Sense, Misty Step

Notes 

  • Ives 'Ivan' Whitcomb is a gnome ranger who has traded in the usual hustle and bustle of gnomish life in the cities such as Farli, or the flying city of Serraine, for the quieter life around the Azure Spring Woods. The only trouble is that his home and the homsteads of the woodsmen border a faerie henge. A stone portal that occasionally opens to the faerie realm and allows fey both benevolent and hostile to slip through.
  • Ives has dedicated himself to protecting the lands of the woodsmen after a demon dog known as a barghest slew one of Ives prized sheep. Ives is no normal gnome, but a ranger who has dedicated his time to learn learn spells and the ways of the fey in order to hunt them.
  • Has managed to wound the barghest that slew his sheep. The creature has fled deeper into the misty woods of Azure Springs. 

Thursday, October 16, 2025

(Monster Hunter Week) - Cheryl Walsh, Post-Apoc Monster Hunter

 

Name: Cheryl Walsh
Ancestry: Human / Class: Fighter / Specialty: Monster Slayer / Level: 5 / Background: Lawbringer

Attributes 
Str: 15 / +2
Dex: 14 / +2
Con: 16 / +3
Int: 11 / +0
Wis: 12 / +1
Cha: 12 / +1

Saves 
Str: +5
Dex: +2
Con: +6
Int: +0
Wis: +1
Cha: +1

Info 
AC: 17 (Light Kevlar)
Ini: +2
PB: +3
Perception: +1 / 11
HP: 49

Club: Attk: +5 / D: 1d6+2 / R: Melee

Revolver: Attk: +5 / D: 1d12+2 / R: Near

Shotgun: Attk: +5 / D: 1d12+2 / R: Near / Special: Scatter (2d6+2)

Knife: Attk: +5 / D: 1d4+2 / R: Thrown

Gear: Pack, Canteen, Rations, Bedroll, Squad Car, Flashlight, Radio (Disabled), Spare Shells

Traits 
Human: Versatile: +1 to each Attribute category. Talent: Begin play with a free Skill or Tool Kit

Skills: Athletics: +5, Insight: +4, Intimidate: +5, Nature: +4, Survival: +4 / Tool Kits (+3): Card Set, Vehicle (L)

Feats: Tavern Brawler

Action Surge (1/Short Rest): Take a second action in one turn / Second Wind (1/Short Rest): Heal 1d10+5 hit points.

Multiattack: May make 2 attacks per round / Fighting Style: Defensive

Hunter's Sense (3/Long Rest): As a bonus action, choose target within 60 ft. sight and learn any immunities, resistances, and vulnerabilities the target may have.

Slayer's Strike (4/Short Rest): Target struck takes 1d8 (Radiant) damage.

Notes 

  • Cheryl is a PSH (Pure Stock Human) member of the Regulators. Descendants of frontier lawmen and the like who dedicate themselves to protecting the roadways across the Broken Earth. Cheryl's route takes her from a surviving town called Gatlin to a Bestial Legion controlled city called Oskar. A stretch of land that includes crop fields, flat lands, occasional fire and air cyclones and much more.
  • Inheriting the role from her mother, who was a famous Regulator before her, Cheryl is armed with a pump-action and revolver as she finds herself dealing with a monstrous killer stalking the grain lined broken highway and plaguing travelers. Someone has to put this threat down, and its Cheryl's duty as a Regulator.
  • Has a son with a fellow Regulator who has been on radio duty back at headquarters since Cheryl has returned to duty and is the senior Regulator of the two. Despite missing her son, Cheryl has dedicated to bringing down the Cornfield Creeper. Her only help is Garrin, a badger-kin farmer and member of the local militia and Jameson, a synth goods peddler who operates in the region. 

Wednesday, October 15, 2025

(Monster Hunter Week) - Jack Cunning, Modern Monster Hunter

 

Name: Jack Cunning
Ancestry: Human / Class: Fighter / Level: 5 / Archetype: Champion

Attributes 
Str: 15 / +2
Dex: 15 / +2
Con: 15 / +2
Int: 12 / +1
Wis: 12 / +1
Cha: 10 / +0

Saves 
Str: +5
Dex: +2
Con: +5
Int: +1
Wis: +1
Cha: +0

Info 
AC: 17 (Body Armor)
Ini: +2
PB: +3
Perception: +3 / 13
HP: 54

Assault Rifle: Attk: +5 / D: 1d12+2 / R: Far
Grenade Launcher: Attk: +5 / D: 2d6 / R: Near / Special: Area (Dex: 12) Save for 1/2

Heavy Pistol: Attk: +5 / D: 1d8+2/ R: Near 

Combat Knife: Attk: +5 / D: 1d6+2 / R: Thrown

Frag Grenades: Attk: +5 / D: 3d6 / R: Thrown / Special: Area (Dex: 12) Save for 1/2

Gear: Pack, Canteen, Rations, Nightvision Goggles, Rope, SCUBA Gear, Radio

Traits 
Human: Versatile: Begin play with a free Skill or Tool Kit. Gift: Begin play with a free feat.

Skills: Athletics: +5, Intimidation: +5, Investigation: +5, Perception: +3, Survival: +3 / Tool Kits (+3): Card Set, Scuba Gear, Vehicles (L, W)

Feats: Gunner, Tough

Fighting Style (Defensive): +1 AC

Improved Critical: Critical Hits on a 19+ 

Notes 

  • Jack Cunning is a human living in an alternate southeastern peninsular region that borders the vast Atlantropa Ocean that divides the Union from Europa and dividing the two continents is the nearly sunken remains of the ancient continent of Atlantis. What truly brought down Isla Atlantis, none can say, but Jack has seen what now haunts the ruins crawl up on lands near his hometown of Jupiter Bay and it's fallen to him to put a stop to it.
  • While he bears no physical scars with his encounter with deep beings, mutants, and other creatures that have stirred from Atlantis and the Devil's Triangle, Jack suffers from the Complications of Obsessed and Quirk that drives his actions. This typically penalizes Charm checks that requires him to smooth talk, such as local authorities around Jupiter Bay. He is seen as a nutcase.
  • Lives out of an old ship refueling depot that was decommissioned by the Union Navy after the Great War. His only companions include a shaggy gray cat named 'Lucifer' and a conspiracy theorist radio host named Orlando de Vere who uses the old radio room in the upper floor of the only slightly condemned depot.

Tuesday, October 14, 2025

(Monster Hunter Week) - Black Leaf, Urban Hunter

 

Name: Black Leaf
Ancestry: Elf / Class: Thief / Level: 8

Attributes 
Str: 13 / +1
Dex: 16 / +3
Con: 12 / +1
Int: 16 / +3
Wis: 14 / +2
Cha: 16 / +3

Saves 
Str: +1
Dex: +6
Con: +1
Int: +6
Wis: +2
Cha: +3

Info 
AC: 15 (Leather)
Ini: +3
PB: +3
Perception: +5 / 15
HP: 51

Short Sword, +1 / Attk: +7 / D: 1d6+4 / R: Melee

Dagger / Attk: +6 / D: 1d4+3 / R: Thrown

Short Bow, +1 / Attk: +7 / D: 1d6+4 / Near / Special: Lycan Bane (+1 to-hit; +1d6 Force vs. Lycans)

Gear: Pack, Canteen, Rations, Bedroll, Oil, Mess Kit, Thieves' Tools, Rope, Grappling Hook, Special Map (City Sewer), Ointment of Wonder, Potion of Undead Control, Lamp of Long Burning

Traits 
Elf: Darkvision. Fey Ancestry: Advantage vs. Enchantment Spells and Effects; Immune to Magical Sleep. Sharp Senses: Begin play with Perception proficiency.

Skills: Acrobatics: +9, Insight: +8, Intimidate: +6, Nature: +6, Perception: +5, Stealth: +9, Survival: +5 / Tool Kits (+3): Card Set, Disguise Kit, Poisoners Kit, Thieves' Tools (+6)

Feats: Nine Lives, Skulker

Expertise: Acrobatics, Insight, Stealth, Thieves' Tools

Sneak Attack: 4d6

Cunning Action (1/Round - Bonus): Dash, Disengage, and Hide

Uncanny Dodge (1/round - Reaction): Halve damage from an attack that the Rogue sees coming.

Evasion: On a successful Dex Save for 1/2 damage from an effect, the Rogue instead negates all damage.

Assassinate: Gain Advantage when attacking a creature that has yet to act. Getting the drop on a creature also gives the Rogue a free Critical Hit.

Notes 

  • Black Leaf is a High Elf Thief living in a shadowy community known as North Umbermoor. A city that, in light of an oil boom within the outer marshes that surround the city, has sprung up despite the advice of imperial ecologists the originally explored the region. The city grew, dark and miserable, but profitable. Due to the excess of water, the city is made up of a series of canals.
  • Something evil lurking in those bogs festers in the city. The original oil laborers and others who have died and not cremated refuse to stay buried. The city has also attracted other predators, such as vampires and wererats. Creatures that Black Leaf now hunts in the streets.
  • Is technically a cat burglar working for Maurice Zavaltesh of the Umbermoor Thieves' Guild. She spends part of her duties dealing with the undead and wererats to fulfill some ancient grudge or mission, part of the time trying to pick locks and break into the homes of merchant princes and oil barons for whatever she can find.

Monday, October 13, 2025

(Monster Hunter Week) - Strakird Firebrand - Dwarf Monster Slayer

 

Name: Strakird Firebrand
Ancestry: Dwarf / Class: Monster Slayer / Level: 4

Attributes 
Str: 16 / +3
Dex: 13 / +1
Con: 15 / +2
Int: 13 / +1
Wis: 14 / +2
Cha: 12 / +1

Saves (Bonus / Base) 
Str: +5
Dex: +3
Con: +2
Int: +1
Wis: +2
Cha: +1

Info 
AC: 15 (Chain Shirt +1)
Ini: +1
PB: +2
Perception: +4 / 14
HP: 40

Headsman's Axe: Attk: +6 / D: 1d12+4 / R: Melee / Special: Bane (Witches / Attk: +1 to-hit; +1d6 Radiant Damage)

Pepperbox Pistol: Attk: +3 / D: 1d10+1 / R: Near

Hunting Knife: Attk: +5 / D: 1d5+3 / R: Melee

Gear: Pack, Canteen, Rations, Bedroll, Lantern, Oil, Mess Kit, Holy Symbol, Ammo Pouch, Riding Boar, Holy Water (x3), Alchemist Fire (x3), Potion of Cure Serious Wounds

Traits 
Dwarf: Darkvision. Resilience: Advantage on Save vs. Poison; Resistance to Poison damage. Tool Kit Proficiency: Brewer's Kit, Toughness: +1 HP per level.

Skills: Arcana: +3, Athletics: +5, Insight: +6, Perception: +4, Religion: +3

Feats: Mage Slayer

Favored Enemy (Hags/Witches): Advantage on tracking; +2 damage.

Canny (Insight) - Gain expertise on a chosen Skill.

Hunter's Sense (2 - Long Rest): Learn the weaknesses and resistances of target prey.

Slayer's Prey: Designate target creature, damaging the creature adds +1d6 damage. At the start of each round, a different creature by be targets das Slayer's Prey.

Spellcasting 
Attk: +4 / Save: 12

1st - 3:  Cure Wounds, Detect Good & Evil, Hail of Thorns, Hunter's Mark, + Protection from Good & Evil, Speak With Animals

Notes 

  • Strakird Firebrand is a Dwarven Monster Slayer who actively hunts creatures stirring in the dark woods around the forested village of Colwyn in the shadow of the Karokin Mountains and west of Halfling shire of Fankerham. He is a zealot of culling the monstrous trolls and other man-hunting creatures lurking behind the boughs.
  • Often works with the Roadwarden service that rides in the human lands, or the halfling sheriff, Milo Goodneighbor, who coordinates the halfling militia in the halfling lands to deal with vile threats. In addition to trolls, Strakird also deals with hags and sinister witches. Even noble witches and druids are looked on with a level of suspicion by the grim fire haired dwarf.
  • Carries a magical headsman's axe that is enchanted with Witch Bane. This enchantment encompasses hags, crones, witches, and druids - the latter of whom are not always aligned with evil, but nevertheless their presence causes the weapon to glow and alert Strakird to their presence. He does abide by local law and only moves against those condemned by the magistrates or actively causing trouble.

Friday, October 10, 2025

Coriolanus Summerwind, Elven Paladin

 

Name: Coriolanus Summerwind
Ancestry: Elf / Class: Paladin / Level: 4 / Order: of the Crown

Attributes 
Str: 16 / +3
Dex: 13 / +1
Con: 14 / +2
Int: 14 / +2
Wis: 14 / +2
Cha: 16 / +3

Saves 
Str: +3
Dex: +1
Con: +2
Int: +2
Wis: +4
Cha: +5

Info 
AC: 20 (Splint + Shield)
Ini: +1
PB: +2
Perception: +4 / 14
HP: 36 

Longsword +1: Attk: +6 / D: 1d8+4 / R: Melee

Bow: Attk: +3 / D: 1d6+1 / R: 12/24/48

Shield Bash: Attk: +5 / D: 1d6+3 / R: Melee

Gear: Pack, Canteen, Rations, Signet Ring (House Summerwind), Horse, Holy Symbol (Silver), Torches, Oil, Mess Kit

Traits 
Elf: Darkvision. Fey Ancestry: Advantage on Saves vs. Charm/Enchantment spells; Immune to magical sleep. Keen Senses: Gain Proficiency with Perception. Cantrip (Green-Flame Blade).

Skills: Athletics: +5, History: +4, Intimidate: +5, Persuade: +5 / Tool Kits (+2): Chess Set, Harp, Vehicles (L)

Feats: Shield Master

Fighting Style: Defensive

Lay on Hands (R: Touch / Points: 20): Heal on a touch at 5 point increments, or spend 5 points to cure Disease or Poison conditions.

Channel Divinity (1/Long Rest): Champion Challenge / Turn The Tide

Spellcasting 
Attk: +5 / Save: 13

1st - Slots: 3: Bless, Cure Wounds, Heroism + Command, Compelled Duel 

Notes 

  • Coriolanus Summerwind is an Elven Paladin who has come to power at Summerwind Hall following the abdication of his father, Lord Summerwind, who since the death of his mother has decided to tour the known world with his mistress and leave the matter of ruling a domain in Coriolanus' hands.
  • Is dealing with his cousin, Talnash Autumnbreeze, who has been pushed out of his family estate across the Holiden Islands to the south of Grand Duchy and technically part of the Cartel Islands, although neither island is controlled by a Guildmaster or Cartel Boss. Until Talnash earns his parent's good grace, he is sleeping in Coriolanus guest room.
  • Is attempting to organize an expedition to one of the haunted islands within the Sea of Dread to cleanse an infestation of undead when he has suddenly come under the yoke of having to rule in his father's place and deal with internal family squabbles.

Thursday, October 9, 2025

Inzato Nightfire, Vulpera Artificer

 

Name: Inzato Nightfire
Heritage: Vulpera / Class: Artificer / Level: 4

Attributes 
Str: 13 / +1
Dex: 16 / +3
Con: 14 / +2
Int: 16 / +3
Wis: 14 / +2
Cha: 14 / +2

Saves 
Str: +1
Dex: +3
Con: +4
Int: +5
Wis: +2
Cha: +2

Info 
AC: 15 (Leather)
Ini: +3
PB: +2
Perception: +4 / Passive: 14
HP: 31

Scattergun: Attk: +6 / D: 2d6+4 / R: Near / Special: Scatter (Damage 2d6 or 1d6)

Knife: Attk: +5 / D: 1d4+3 / R: Thrown

Kukri: Attk: +5 / D: 1d6+3 / R: Thrown 

Vulpera Cocktail: Attk: +5 / D: 1d10+5 / R: Thrown / Special: Burn (1d6)

Gear: Pack, Canteen, Rations, Bedroll, Lantern, Oil, Mess Kit, Kit Bag

Traits 
Vulpera: Darkvision. Sharp Senses (Hearing), Resistance (Fire): Advantage on Saves vs. First-based spells and effects; Resistance to Fire Damage. Saboteur: Gain Expertise on Tinker Tools/Explosive Tools to break down machinery and buildings.

Skills: Investigation: +5, Perception: +4, Sleight of Hand: +5, Stealth: +5 / Tool Kits (+2): Card Set, Tinker's Kit, Vehicles (L)

Feats: Attribute Increase (I)

Combustible Elements - As long as possession their kit bag, an Arsonist can create explosive cocktails that use either Dex or Mind for attack and deals 1d10 + Mind bonus in Fire Damage to an initial target as well as all targets in a 5 ft. radius who may make a Dex Save vs. Arsonists Spell Save for 1/2 damage while the initial target takes full damage on a hit.

Pyromania - An arsonist can change any evocation spell they create to have a Fire-based energy. When casting Fire-based spells, the target must make a Health-based Spell Save or catch on fire, taking 1d6 (Fire) damage each round until they make a Saving Throw.

Infusions (Know: 4 / In Use: 2): Bag of Holding, Repeating Shot 

Spellcasting 
Attk: +4 / Save: 12

0: Fire Bolt, Mending,

1st - Slots: 3: Absorb Elements, Detect Magic, Expeditious, Retreat, Faerie Fire, Grease + Burning Hands

Notes 

  •  Inzato 'Inzo' Nightfire is a Vulpera Artificer whose specialty is being an arsonist and saboteur. His magic, infusions, and traits are geared to making things explode and collapse. Perhaps it explains the bright red fur that covers his small body.
  • Carries a Kul Tiran Scattergun with an Ashvane Company insignia plate on the stock of the firearm. Like other Vulpera who have resisting Ashvane Company's stranglehold on Southeast Vol'Dun, Inzo has defaced the company insignia on his weapon. Inzo has modified his weapon to seemingly fire on repeat.
  • Main delivery method of his pyro talents is throwing explosive charges on targets. With his bag of holding, Inzo always seems to have access to one or two bombs that he can lob at targets. 

Wednesday, October 8, 2025

Brango Stormroar, Orc Shaman


Name: Brango Stormroar
Class: Shaman / Ancestry: Orc / Level: 3

Attributes 
Str: 15 / +2
Dex: 14 / +2
Con: 14 / +2
Int: 12 / +1
Wis: 15 / +2
Cha: 12 / +1

Saves 
Str: +2
Dex: +2
Con: +2
Int: +1
Wis: +4
Cha: +3

Info 
AC: 18 (Chain Shirt + Shield)
Ini: +2
PB: +2
Perception: +2 / 12
HP: 24

War Claw: Attk: +4 / D: 1d6+3 / R: Melee

Dagger: Attk: +4 / D: 1d4+1 / R: Thrown

Gear: Pack, Canteen, Rations, Bedroll, Lantern, Oil, Mess Kit, Wand of Earth & Fire, Potion of Healing (x2)

Traits 
Orc: Darkvision. Menacing: Proficient in Intimidation skill. Relentless Endurance: When reduced to 0 HP but not killed outright, drop to 1 HP instead (1/long rest). Powerful Build: Count as one size larger when determining carrying capacity.

Skills: Athletics: +4, Medicine: +4, Nature: +3, Survival: +4

Wrath of the Storm (2/Long Rest / Attk: +4) - Deal 2d8 Lightning damage to a target. 

Channel Divinity: Turn Undead / Destructive Wrath

Spellcasting 
Attk: +4 / Save: 12

0: Guidance, Thaumaturgy, Sacred Flame

1st - Slots: 4: Bless, Cure Wounds, Detect Magic + Fog Cloud, Thunderwave

2nd - Slots: 3: Flame Blade, Lesser Restoration + Gust of Wind, Shatter

Notes 

  •  Brango Stormorar is an orc shaman who lives near the South Pim area in and around the Gloomy Swamp as a hermit and part-time herb trader when he needs a few coins and supplies to stock his hand built cabin that sits on one of the few dry hills in the swampland. Folk in the region are wary, but tolerant of large figure often wearing a wolf's head against the cold.
  • Weapon of choice is a gauntlet mounted war claw that he uses as a slashing or piercing weapon while casting or holding a totem in the other hand. He also carries a dagger to act as a tool as well as a weapon.
  • Found and nursed an injured Leowyn back to health when she was found wandering in a daze from her ambushed party in the Gloomy. Seeing her as a lonely soul in need of guidance, Brango has offered to adventure with her to find her old party and try to help Leowyn remember why she was out in the Gloomy in the first place. The only clue is the magical 'Cloak of the Lily Pad' that was wrapped around the fighter's body when Bragon found her. 

Tuesday, October 7, 2025

Blackmoor - Las Weapon

 

Las Weapon 

A common weapon that has found its way to The North since the FSS Wolf was sent to discover what had happened to the Beagle. Agents of the FSS Wolf, which is currently in orbit over the region, have made contacts with various Thonian lords in the City of Blackmoor, Maus, and Glendower. A delegation had also ventured into the Realm of the Egg to open negotiations with a being known as 'The Egg of Coot' only to lose contact with their mothership. With the Egg's forces now suddenly emerging and using devastating Las Weaponry, the remaining delegates of the Wolf have decided to begin training selected individuals to use their technology, combining native supernatural abilities known as magic with the advanced technology of the Federation.

Las Weapons Table (5e)

Weapon $ Dam Type Range Prop Wt Reload Notes
Las Pistol 250 gp 2d6 Radiant 40/120 ft. Ammunition (power cell), Light 2 lb. 20 shots Counts as a finesse weapon for effects such as Sneak Attack.
Las Rifle 500 gp 2d8 Radiant 80/240 ft. Ammunition (power cell), Two-Handed 7 lb. 30 shots --
Heavy Las Rifle (optional) 1,200 gp 2d10 Radiant 100/300 ft. Ammunition (large cell), Two-Handed, Loading 15 lb. 15 shots Disadvantage on Stealth checks while carried (glows faintly).


Power Cells

Las weapons draw from replaceable power cells rather than cartridges.

Power Cell Type Cost Weight Capacity
Standard Cell 25 gp ½ lb. 30 shots
Compact Cell (Pistol) 15 gp ¼ lb. 20 shots
Large Cell (Heavy Rifle) 50 gp 1 lb. 15 shots



A cell can be recharged in 1 hour using tinker's tools, a generator, or a lightning bolt spell (which fully recharges one depleted cell).

Attempting to overcharge a cell (using it beyond capacity) forces a DC 13 Dexterity save or the weapon becomes too hot to hold until the end of your next turn and deals 1d6 fire damage to you.


Optional Rules & Flavor

  • Overcharge Shot: As an action, you can fire an overcharged beam that deals maximum damage but consumes 5 shots instead of 1. The weapon then overheats and can’t be fired again until the end of your next turn. 
  • Stealth Penalty: A las weapon’s muzzle flash grants disadvantage on Stealth checks in darkness for one round after firing unless the shooter is behind full cover. 
  • Maintenance: In dusty or humid environments, a las weapon must be cleaned daily or risk a 1-in-20 chance of a misfire (no shot, charge wasted).

Monday, October 6, 2025

Stiubhart Oxcross, Earthen Bee Rancher

 

Name: Stiubhart Oxcross
Ancestry: Earthen (Earth Dwarf) / Class: Ranger / Level: 4

Attributes 
Str: 14 / +2
Dex: 14 / +2
Con: 16 / +3
Int: 11 / +0
Wis: 17 / +3
Cha: 12 / +1

Saves 
Str: +4
Dex: +4
Con: +3
Int: +0
Wis: +3
Cha: +1

Info 
AC: 16 (Light Chain)
Ini: +2
PB: +2
Perception:
HP: 40 

Coldfire Carbine: Attk: +7 / D: 1d12+3 / R: Near / Special: Frostfire Lance (3/Long Rest) - Fires an empowered lance that deals 3d6 damage that counts as Cold and Fire energy.

Dagger: Attk: +4 / D: 1d4+2 / R: Thrown

Axe: Attk: +4 / D: 1d6+2 / R: Thrown

Gear: Pack, Canteen, Rations, Bedroll, Lantern, Oil, Mess Kit, Ammo Pouch, Royal Jelly

Traits 
Earthen: Darkvision. Resilience: Advantage on Save vs. Poison; Resistance to Poison damage. Construct Traits: Does not need to Eat, Breathe, or Sleep. Requires 4 hours of 'rest' to count as a Long Rest, but is aware during the time. Stonecunning: Gain Expertise on History (Int) checks when dealing with natural and worked earth, gemstones, and earth-based magical items. Earthen Fortitude (1/Long Rest - Reaction): As a Reaction, reduce incoming damage equal to 1d12 + Con modifier (Minimum 0)

Skills: Animal Handling: +5, Athletics: +4, Medicine: +2, Nature: +2 / Tool Kits (+2): Apiary Tools, Brewing Kit, Card Set, Vehicles (L)

Feats: Gunner

Canny (Animal Handling): Gain Expertise when dealing with Animal Handling

Favored Enemy (2/Long Rest): Mark an enemy as a Favored Enemy. Gain Advantage on tracking and add 1d4 (Force) damage on each successful attack.

Fighting Style (Marksmen): +2 to-hit with ranged weapons.

Marsail (Dire Bee - Animal Companion)

Spellcasting 
Attk: +5 / Save: 13

1st - Slots: 3: Cure Wounds, Hunter's Mark, Make Camp + Speak with Animals 

Notes 

  • Stiubhart (Pronounced: Stewart) Oxcross is an Earthen, or one of the proto-dwarves that have existed on Azeroth with flesh as hard as stone with pieces of amethyst jutting from his skin. Charged with maintaining facets across the planet, Stiubhart was assigned originally assigned to the 'Stonebound' caste, acting as a member of maintenance.
  • Like several Stonebound, Stiubhart has become a member of the 'Unbound' breaking from his caste in order to pursue a life as a bee rancher in the northeast corner of the Isle of Dorn. He is joined by his flying companion, Marsail. His companion and an intelligent bee.
  • Carries a Coldfire Carbine. This +1 weapon fires is able to fire a Frostfire Lance that Stiubhart uses while riding the range and protecting his apiary of Cinderbees from arachnid nerubians or bestial predators. 

Friday, October 3, 2025

Blackmoor Half-Week - Cloak of the Lily Pad

 


Cloak of the Lily Pad 
Wondrous Item (cloak), legendary (requires attunement)

Origin: Minor Artifact — Swamp-Bound. 

While Wearing This Cloak  
Swamp’s Embrace  

While you wear this cloak, you can move across bogs, quicksand, and other difficult swamp terrain as though it were solid ground.
If you end your turn standing on water, muck, or similar surfaces, the cloak unfurls beneath you like a giant lily pad, supporting your weight as though by water walk. 

Breath of the Fen

You can breathe both air and water. 

Marsh Resilience

You have advantage on saving throws against disease and poison. Additionally, you have resistance to poison damage. If a magical effect would cause disease or poison you, you instead make the saving throw with advantage. 

Hide of the Marsh

While in swamp or marshland terrain, you can attempt to hide even when only lightly obscured by vegetation, mist, or natural features. You gain a +5 bonus to Dexterity (Stealth) checks made to hide in such terrain. 

Drawbacks
Swamp-Bound  

If the cloak is taken more than 10 miles from a major swamp, marsh, or fen, all its magical properties become dormant. Until it is returned within range of a wetland, it functions only as a damp, moss-scented cloak. 

Unwanted Growth  

After you remain in one dwelling or campsite for 3 consecutive days, the cloak begins to seed algae, moss, and swamp mildew around you. While this effect persists, you have disadvantage on Charisma (Persuasion) checks with non-swamp-folk and advantage on Charisma (Intimidation) checks against them.

Attention of the Marsh-Lords  

Spirits and fey of wetlands sense the cloak’s presence. At the DM’s discretion, such entities may contact or test the wearer, demanding offerings, oaths, or service.

Notes 

  • Created as a set of powerful cloaks by a Heirophant ranked Druid whose domain extended throughout the Gloomy who had granted this cloak to their acolytes to help maintain the balance long before the arrival of the Cult of the Frog and the establishment of the dreaded Temple of the Frog in the midst of the swamp. The cloaks magic allowed the Druid and their agents to dwell in the Gloomy for extended period while resisting the natural hazards of the swamp.
  • The Cloak allows all classes to gain the ability to 'Hide in Shadow' as a Thief of up to 90% success. This effect wears off if the wearer ventures into a different environment, such as dungeon depths of the Temple of the Frog or roaming too far off the track from the marshland and into the surrounding woods.
  •  This is one of the first main magical items that Leowyn has received as part of her journey to recover her friends and her further exploration of the Gloomy Swamp following the initial attack that had left her for dead and wandering the region. The artifact cloak was stuffed in an old trunk, overlooked by a gang of swamp dregs that were raiding the area and who were defeated by Leowyn and her new party of adventurers out of South Pim.

 

Thursday, October 2, 2025

Blackmoor Half-Week - Gatorman Brute

 


Gatorman Brute 
Large humanoid (reptilian), chaotic neutral

Armor Class 15 (natural armor)
Hit Points 45 (6d10 + 12)
Speed 20 ft., swim 40 ft.

STR DEX CON INT WIS CHA
17 (+3) 12 (+1) 14 (+2) 8 (–1) 10 (+0) 8 (–1)

Saving Throws Str +5, Con +4
Skills Athletics +5, Perception +2
Senses darkvision 30 ft., passive Perception 12
Languages Draconic and Common (usually speaks in broken phrases)
Challenge 3 (700 XP)

Traits

Amphibious.
The gatorman can breathe both air and water.

Reckless Fury (Recharges after a Short or Long Rest).
As a bonus action, the gatorman can enter a battle rage for 1 minute. While raging, it gains advantage on Strength-based attack rolls, and melee weapon attacks deal +2 damage. It has advantage on Strength saving throws, but attack rolls against it have advantage until the rage ends.

Swamp Stride.
Difficult terrain composed of mud, shallow water, or vegetation doesn’t cost the gatorman extra movement.

Actions
Multiattack

The gatorman makes three attacks: either two claws and one bite or one bite and one tail slap or one claw and one club.

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

Claw
Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 5 (1d4 + 3) slashing damage.

Bite
Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 7 (1d8 + 3) piercing damage.

Tail Slap
Melee Weapon Attack: +5 to hit, reach 10 ft., one target.
Hit: 6 (1d6 + 3) bludgeoning damage, and the target must succeed on a DC 13 Constitution saving throw or be stunned until the end of its next turn by the heavy impact. 

Notes 
  • Since the death of 'The Gloomy Dragon,' which was actually an ancient and powerful alligator, the gatormen of south Gloomy and the Great Neck Reach have been in conflict with the southern towns that cling to the Gloomy Lakes, particularly South Pim. Of these gatormen, the most fiercest of their lot are the Gatormen Brutes, who are said to be nourished in the lingering blood of the 'Gloomy Dragon' that was spilled from the fight.
  • Can be particularly difficult to spot in aquatic environment as their armored back scales have an ability to blend in with the murky waters. When fighting in an aquatic environment, Gatorman Brute increase the range of surprise by +1.
  • A Gatorman Brute will often travel in groups with lesser Gatormen. In a wandering group of 2d4 Gatormen, there is a minimum 25% chance (or higher) that a Gatormen Brute is leading or acting as a heavy for the group.

Wednesday, October 1, 2025

Blackmoor Half-Week - Leowyn, the Shield Maiden

 

In honor of Dave Arneson Day here on October 1st, I have decided to dedicate the rest of the week to some Blackmoor Material. We'll call it the Arneson 'Half-Week' by first looking at a character.

Name: Leowyn, the Shield Maiden
Ancestry: Human / Class: Fighter / Level: 3

Attributes 
Str: 17 / +3
Dex: 13 / +1
Con: 16 / +3
Int: 13 / +1
Wis: 14 / +2
Cha: 15 / +2

Saves 
Str: +5
Dex: +1
Con: +5
Int: +1
Wis: +2
Cha: +2

Info 
AC: 19 (Chain + Shield)
Ini: +1
PB: +2
Perception: +2 / 12
HP: 29

Spear: Attk: +5 / D: 1d6+3 / R: Thrown

Dagger: Attk: +5 / D: 1d4+3 / R: Thrown

Shield Bash: Attk: +5 / D: 1d6+3 / R: Melee 

Gear: Pack, Canteen, Rations, Bedroll, Lantern, Oil, Mess Kit

Traits 
Human: Versatile: Begin play with 1 free Skill or Tool Kit Proficiency. Gift: Begin play with a free Feat.

Skill: Animal Handling: +4, Athletics: +5,  Medicine: +4, Survival: +4

Feats: Shield Master

Action Surge (1/Short Rest): Take a second action in the same round.

Second Wind (1/Short Rest): Heal 1d10+3 points of damage / Fighting Style: Defensive

Maneuvers 
# of Dice: 4 / Dice Type: d8 / Save: 13

Parry, Riposte, Trip Attack

Notes 

  • Leowyn is a Human Shield Maiden, or Fighter, who was left for dead when her party that included Galen, a Dwarf, and Rostam Zah, a Peshwah swordsman, was ambushed by brigands associated with the fiendish Temple of the Frog located deep within Loch Gloomy (also known as 'The Gloomy' by the locals).
  • Left for dead, Leowyn was found and healed by an orc cleric of Sollus, the Harvest Morning, by the name of Brango Stormroar. He had been hunting for plants when he came upon the fallen Shield Maiden and brought her back to his hut to care for her. Rather than lead her to South Pim to recover further, Leowyn has convinced the gray orc to follow her and find what became of her lost party members.
  • She sets off, starting off with a basic spear that Brango had on hand and the shield she managed to hold onto as she tries to recover her family sword and learn what happened to her original party members.

Lepidus Scicluna - Harengon Swashbuckler

  Name: Lepidus Scicluna Ancestry: Harengon / Class: Swashbuckler / Level: 5 Attributes   Str: 12 / +1 Dex: 20 / +5 Mind: 13 / +1 Cha: 16 / ...