Friday, January 30, 2026

Joelle Tanzia, Dragonborn Rollergirl

Name: Joelle Tanzia
Ancestry: Dragonborn / XP: 25 / Rank: Seasoned

Attributes 
Agi: d6
Sma: d6
Spi: d6
Str: d8
Vig: d8

Skills: Climbing: d6, Fighting: d8, Intimidate: d6, Notice: d6, Streetwise: d4, Survival: d6, Taunt: d6, Throwing: d6 

Info: Pace: 8 / Parry: 7 / Soak: 8 (1 - Uniform) 

Knuckle Dusters of Bashing (+1): Attk: d8+1 / D: d4+d8+2 / R: Melee

Shoulder Check: Attk: d8 / D: d8+2 / R: Melee / Special: Natural

Darts: Attk: d6 / D: d4+d8 / R: 4/8/12 

Gear: Pack, Canteen, Rations, Bedroll, Glowglobe, Potion of Greater Healing (x2), Potion of Healing,

Traits 
Dragonborn: Hot Headed, Strong, Breath (Burst)

Edges: Block, Brawler, Brawny, Fleet Footed, Nerves of Steel

Hindrances: Big Mouth, Loyal, Overconfident 

Draconic Powers 
Casting Die: d8 / Power Points: 5 / # of Powers: 1

Burst (Cold/Water) 

Notes 

  • Skating through arenas or through dungeons with tile floors is Joelle Tanzia, Dragonborn blocker, under the name 'Amethyst Midnight' is a part-time derby girl, part time dungeon raider and adventurer who brings her speed and expertise both to the sport and to the fight. When in a dungeon brawl with her companions, she likes to hit hard and fast with her enchanted dusters sewn into a special set of gloves (which she 'usually' remembers to take off before a derby meet).
  • Is a Blocker specialty, allowing he to move quick and shove targets away from allies. In addition to shoulder checking fools, her gloves encapsulate a pair of brass knuckle dusters that break a target's jaw with a heavy punch.
  • Her skates shift depending on surface. Typically appear as wheels, in icy conditions, they take on the form of arcane ice blades that allows her a gliding movement as she races across frozen or wet conditions.

Thursday, January 29, 2026

New Spell: Arcane Dodgeball

Arcane Dodgeball

Level: Wizard 1
School: Evocation
Components: V, S
Casting Time: 1
Range: 50 ft.
Duration: Instantaneous
Saving Throw: Dexterity negates
Spell Resistance: Yes

The caster conjures a brightly colored sphere of condensed magical force and hurls it toward one creature within range.

The target must make a Dexterity saving throw. On a failed save, the ball strikes the target for 1d8+1 points of magical force damage.

The damage increases by 1d8 for every three caster levels beyond 1st, to a maximum of 4d8+1 damage at 10th level:

  • 1st–3rd level: 1d8+1
  • 4th–6th level: 2d8+1
  • 7th–9th level: 3d8+1
  • 10th level or higher: 4d8+1

On a successful Dexterity save, the target catches, deflects, or otherwise avoids the arcane ball and suffers no damage. The projectile immediately dissipates.

The spell affects only creatures and cannot normally be used to damage unattended objects or structures.

A creature unable to physically catch or deflect the projectile may still avoid it with a successful Dexterity save, with the exact description left to the Castle Keeper.

Notes 

  • Also known as 'Rabni's Arcane Dodgeball' the inspiration to create the spell came to Rabni when he saw a renowned thrower use a rubber 'super ball' to knock a tavern patron unconscious. She was so effective that witnesses believed the man was slain by the strike.
  • Uses concentrated force energy to create the ball. A quirk about the spell, due to the willpower and inspiration that Rabni was channeling when he created the ball, was that the dodgeball was harmless if caught.
  • Typically comes in shades of deep purple or prismatic pink. 

Wednesday, January 28, 2026

Royce, Human Superspy

 

Name: Royce

Background: Human / XP: 25 / Rank: Seasoned

Attributes

Agi: d8 Sma: d8 Spi: d6 Str: d6 Vig: d6


Skills: Drive: d6, Fighting: d8, Lockpicking: d6, Notice: d6, Shooting: d8, Stealth: d6, Weird Science: d8, Throw: d6


Info: Pace: 6 / Parry: 5 / Toughness: 9 (4 - Body Armor)


Slug Pistol: Attk: d8 / D: 2d6 / R: 12/24/48 / AP: 3 / Action: SA


Knife: Attk: d6 / D: d6+d4 / R: 3/6/12 / Special: Concealed


Martial Artist: Attk: d6 / D: d6+d4 / R: Melee / Special: Natural Attack


Stun Grenades: Attk: d4 / D: Special / R: 5/10/20 / Special: Incapacitate (Vig Save Negates); LBT


Traits Human: Gift


Edges: Arcane Background (Weird Science), Martial Artist


Hindrances: Obligation (Mi - Agency), Overconfident, Vengeful (Mi)


Weird Science Casting Die: d8 / Power Points: 10 (per Item) / # of Items: 2


Wrist Gun (Bolt), Sneak Suit (Invisibility)

Notes 

  • Royce is a part of the 'Gizmoteer' branch of the Superspy faction. He trades up the raw of abilities of an operative for key gizmos that are built into his suit. This includes a focused laser beam, chameleon screen, and stun bombs that are found on his person.
  • Is part of a never ending struggle against a combination of enemies of the free world and the Shadow Ninja Clans that constantly seem to rival and are sometimes hostile enemies to the world's superspies.
  • Prefers fruit-based cocktails over stiff drinks like vodka martinis.

Tuesday, January 27, 2026

Theogrin Raablek, Green Star Adept

Theogrin Raablek

Half-Orc Fighter/Wizard, 8th Level

ANCESTRY: Half-Orc
CLASS: Fighter/Wizard
LEVEL: 8
SIZE: Medium
MOVE: 30 ft.
AC: 15
BtH: +8
HP: 54
PRIME ATTRIBUTES: Strength, Intelligence

Attributes

Strength: 17
Dexterity: 12
Constitution: 16
Intelligence: 15
Wisdom: 13
Charisma: 12

Combat

Longsword +1: +13 to hit, 1d8+5 damage, Melee
Dagger: +10 to hit, 1d4+2 damage, Melee; +8 to hit when thrown
Heavy Crossbow: +8 to hit, 1d10 damage, Far

Weapon Specialization — Longsword

Theogrin is specialized in the longsword.

At 8th level, Fighter Weapon Specialization grants +2 to hit and +2 to damage with his chosen weapon. These bonuses are already included in the Longsword +1 statistics.

Combat Dominance

Theogrin possesses the Fighter’s improved Combat Dominance ability.

At 8th level, he may make two additional attacks against qualifying opponents of 1 HD or less.

Spellcasting

Theogrin casts arcane spells as an 8th-level Wizard.

An 8th-level Wizard normally receives 5/4/3/3/2 spell slots from 0 through 4th level. His Intelligence 15 grants one additional 1st-level spell, producing a final progression of 5/5/3/3/2.

0-Level — 5

Detect Magic
Light
Mage Hand
Open/Close
Ray of Frost

1st-Level — 5

Enlarge
Magic Missile
Shield
Shocking Grasp
Protection from Evil

2nd-Level — 3

Bull’s Strength
Mirror Image
Web

3rd-Level — 3

Fireball
Fly
Haste

4th-Level — 2

Polymorph Self
Stoneskin

Mithril Shirt +1

Theogrin wears a specially fashioned Mithril Shirt +1.

Armor Class: 15

This armor is exceptionally light and supple and, as part of this conversion, does not interfere with his Wizard spellcasting.

Normally, C&C Wizards cannot cast spells while wearing armor, so this exemption is a specific property of Theogrin’s mithril shirt rather than a general multiclass rule.

Darkvision

Theogrin can see in complete darkness to a distance of 60 feet.

Darkvision produces images in shades of gray. Bright light spoils this vision, and after a light source is extinguished he requires approximately one minute to regain its full use.

Enhanced Sense of Smell

Theogrin can detect the presence, though not the precise location, of creatures within 30 feet, or 60 feet if they are upwind.

Particularly strong odors can be detected at greater distances, and he can learn to recognize the scent of familiar individuals. Powerful competing odors can mask this ability.

Martial Prowess

When Theogrin is not wearing armor, he gains a +1 bonus to Armor Class from his Half-Orc toughness and fighting instincts.

This benefit does not apply while wearing his Mithril Shirt +1.

Resistant to Disease

Theogrin gains a +2 bonus on saving throws against disease.

Half-Orc Tracking

Theogrin gains a +2 racial bonus on Track checks.

Alchemy

Theogrin gains a +4 bonus on Intelligence checks involving compounds, reagents, chemical reactions, laboratory procedures, and the properties of unusual substances.

Arcanology

Theogrin gains a +4 bonus on Intelligence checks involving magical traditions, arcane history, symbols, schools of magic, and theoretical magical knowledge.

Spellcraft

Theogrin gains a +4 bonus on Intelligence checks involving identifying spells, magical effects, spell components, and recognizable casting techniques.

Tactics of Magic

Theogrin gains a +4 bonus on Intelligence checks involving the battlefield application of magic, including spell placement, magical countermeasures, combined-arms tactics, and anticipating enemy spell use.

Thaumaturgy

Theogrin gains a +4 bonus on Intelligence checks involving rituals, magical phenomena, practical arcane workings, and unusual manifestations of supernatural power.

Longsword +1

Attack: +13
Damage: 1d8+5
Range: Melee

The listed totals include Theogrin’s BtH, Strength modifier, Fighter Weapon Specialization, and the sword’s +1 magical enhancement.

Dagger

Attack: +10 melee, +8 thrown
Damage: 1d4+2
Range: Melee or Thrown

Heavy Crossbow

Attack: +8
Damage: 1d10
Range: Far

Magic Items

Wand of Magic Missiles: Casts its normal magical effect according to the wand’s remaining charges.

Girdle of Many Pouches: Provides numerous magically convenient storage compartments according to its normal properties.

Potions of Healing (x3): Restore hit points according to their normal magical effect.

Potions of Heroism (x3): Grant their normal magical benefits when consumed.

Equipment

Theogrin carries his Mithril Shirt +1, Longsword +1, dagger, heavy crossbow, ammunition, pack, canteen, rations, bedroll, lantern, oil, mess kit, spellbook, spell components, Wand of Magic Missiles, Girdle of Many Pouches, and his potions.


Notes 
  • Theogrin 'Theo' Raablek is a Half-Orc Fighter and one of several adventurers exposed to the mysterious ore known as 'Starmetal' that is said to come from the 'Green Star' also known as Alhazarde under Known World skies. Typically only Fighters are the only ones who have the inner constitution to absorb the metal when it strikes the earth. Its powers grant adepts arcane abilities and shifts their body from flesh to a metallic, green color.
  • Has developed an addiction to starmetal, forcing Theogrin to adventure, not just for money, but to find more metal to absorb and further increase his power.
  • Is originally from a corner of the Emirates known as Eresh-Kutha, which is famous for its 'Hanging Gardens' that makes use of Eresh' oasis to create the tiered wonder.

Monday, January 26, 2026

Gnomish Foreign Legionnaire

Gnomish Foreign Legionnaire

Small humanoid; lawful

Armor Class: 15
Hit Dice: 3 (14 hp)
Attacks: 1 ion carbine (1d8+1), 1 ion pistol (1d6+1), or 1 saber (1d6)
THAC0: +3
Movement: 75’ (25’)
Saving Throws: D12 W13 P14 B15 S16
Morale: 10
Alignment: Lawful
XP: 50
Number Appearing: 1d4 (2d6)
Treasure Type: U

Darkvision: 60’.

Languages: Common and Gnomish.

Gnomish Discipline: Gnomish Foreign Legionnaires gain a +2 bonus to saving throws against fear and similar morale-breaking magical effects.

Disciplined Troops: If fighting under an officer, standard, or recognized legion commander, legionnaires have Morale 11.

Energy Weapons: Legionnaires are trained in advanced energy weapons and suffer no unusual penalties for using them.

Ion Carbine: Two-handed energy weapon.

  • Damage: 1d8
  • Range: 5’–70’ / 71’–140’ / 141’–210’
  • Ion: +1 to attack and damage rolls
  • May be used as a club for 1d4 damage

Thus a legionnaire normally attacks with an ion carbine at +3 to hit, inflicting 1d8+1 damage.

Ion Pistol: A compact sidearm using the same ion technology.

  • Damage: 1d6
  • Range: 5’–40’ / 41’–80’ / 81’–120’
  • Ion: +1 to attack and damage rolls

A legionnaire normally attacks with an ion pistol at +3 to hit, inflicting 1d6+1 damage.

Grenade: Each legionnaire carries one fragmentation grenade.

A grenade may be thrown up to 60’. It explodes in a 10’ radius, inflicting 3d6 damage to creatures in the area. A successful save versus Breath Attacks reduces the damage by half.

The grenade is expended after use.

Notes 

  • Defending gnomanity across Wildspace from threats such as the Drow, the Scro, the Neogi among other threats are the brave men and women of the Gnomish Foreign Legion. Having adapted the same militaristic styling of the Giff and the Elven Imperial Navy, the GFL are known to deploy its force with troopers harnessing storm crystals for their shock rifles. In addition to their rifles and fire grenades, the GFL are known field other equipment such as bombards and mortars to dominate the field.
  • The average legionnaire sports a shock rifle that typically requires a Bonus Action to cycle the charging bolt to provide another shock charge. They also carry a starwheel pistol, saber or kukri, and last at least one or more grenades.
  • Although their charter presents them as 'defenders of gnomanity.' The GFL like the giff are willing to work for lawful to good cause in exchange for provisions and what they will consider a reasonable sum. Like the giff, GFL companies will not fight one another and may even switch sides if an attempt is made to force them to fight one another by either side's client.

Friday, January 23, 2026

Deaverbot 1.0 - Robot Rebel

 Name: Deaverbot / Series Number: 1.0
Ancestry: Robot / Level: 6

Attributes 
Str: 17 / +2
Dex: 13 / +1
Con: 14 / +1
Int: 14 / +1
Wis: 13 / +1
Cha: 10 / +0

Saves 
Death: 10
Wands: 11
Petrify: 12
Breath: 13
Spells: 14

Info 
AC (Natural): 15
Ini: +1
BtH: +5
HP: 32

Greatsword +1: Attk: +8 / D: 1d10+2 / R: Melee

Slam: Attk: +7 / D: 1d6+2 / R: Melee / Special: Natural

Dagger: Attk: +7 / D: 1d4+2 / R: Thrown (+6)

Lightning Beam: Attk: +7 / D: 1d10+1 / R: Near / Energy: Ion (+1 to-hit; +1 damage)

Internal Dart: Attk: +6 / D: 1d6 / R: Far

Gear: Pack, Spare Battery, Emergency Rations for Humans, Lantern, Oil, Rope, Arcane Servos of Striding and Springing (Boots of Striding & Springing), Oil of Shielding (+2), Oil of Repair Damage (x2)

Traits 
Robot: Heat Sensor: Infravision. Threat Detection System: Only surprised on a 1

Internal Weapons: Dart Gun, Lightning Beam

Notes 

  • Deaverbot 1.0 is the creation of Stanfield 'Stan' Deaver as a labor and bodyguard robot for the Spelljammer universe. Deaverbot was deployed to the planet Breagha, a land known for highland country and beautiful rivers, as the request of a Baron Argyle who was interested in acting as a patron to the gnome to be his court tinker.
  • Developing its own personality and disgruntled by prejudice is received from the local, Deaverbot 1.0 has become a bit of a rebel, leading warforged and other sentient constructs on a rebellion for fair rights. Where Deaverbot got the warpaint, kilt, and claymore are anyone's guess, but the robots have a habit of tearing down anti-construct signs and are willing to defend themselves if necessary with violence.
  • Is being reluctantly hunted by his own creator, Stan Deaver, along with a band of 'Kepi' gnomes. Gnomish mercenaries who have agreed to try and not damage Deaverbot not too much so that Stan can repair and hopefully re-program his wonderful creation. 

Thursday, January 22, 2026

Otho Pennyweight, Goblin Monk

 

Name: Otho Pennyweight
Ancestry: Goblin / Class: Monk / XP: 50 / Rank: Veteran

Attributes 
Agi: d10
Sma: d6
Spi: d6
Str: d8
Vig: d8

Skills: Climb: d6, Fighting: d10, Ki: d8, Notice: d6, Shooting: d6, Stealth: d8, Survival: d6, Taunt: d6, Throwing: d6

Info: Pace 6 / Parry: 7 / Toughness: 6 (1 - Cloak of Defense)

Martial Arts: Attk: d10 / D: d8+d6 / R: Melee / Special: Natural

Dagger: Attk: d10 / D: d4+d8 / R: 3/6/12

Sling: Attk: d6 / D: d8+d4 / R: 4/8/16

Gear: Pack, Canteen, Rations, Bedroll, Journal, Inkpen, Ink, Hearthstone, Meditation Candles, Firestarter, Rope, Immovable Rod, Potion of Healing (x2), Ring of Cold Resistance (+4 Armor vs. Cold; Ambidextrous, Combat Reflexes), Cloak of Defense (+1 Toughness)

Traits 
Goblin: Low Light Vision. Small Size. Stealthy.

Edges: Arcane Background (Martial Artist), Improved Martial Artist, Martial Artist, Nerves of Steel, Quick

Hindrances: Code of Honor, Outsider, Quirk, Small

Martial Artist Powers 
Skill Die (Ki): d8 / # of Powers: 4 / Power Points: 15

Armor, Boost/Lower Traits, Healing, Smite

Notes 

  • Otho Pennyweight is a lesser member of the Pennyweight Goblin clan who has studied the path of the Monk. Although part of him is drawn to the lure of gold, he tries to maintain balance via generous (for a goblin) donations and extra meditation with the finest imported scent candles of mint and cherry blossom.
  • While he has drawn wisdom while living at the monastery, Otho still views himself as a loyal member of the Clan and will shed his usual gi for a suit and is willing to act as an enforcer when one of his brothers needs him.
  • Favored fighting style? The Fanged Serpent. Which emphasizes a fluid motion and sharp strikes on the pressure points with the fingers.

Wednesday, January 21, 2026

Gustafson DeGrief, Gnome Artificer

 

Name: Gustafson DeGrief
Ancestry: Gnome / XP: 45 / Rank: Veteran

Attributes 
Agi: d6
Sma: d10
Spi: d8
Str: d6
Vig: d6

Skills: Fighting: d4, Healing: d8, Intimidate: d4, Investigation: d6, Know (Medicine): d8, Notice: d6, Shooting: d6, Stealth: d6, Weird Science: d8

Info: Pace: 6 / Parry: 4 / Toughness: 5 (Reinforced Coat)

Dagger: Attk: d4 / D: d4+d6 / R: 3/6/12

Dart Pistol +1: Attk: d6 / D: 2d4+1 / R: 6/12/24 / AP: 1

Scalpel: Attk: d4 / D: d4+d6-1 / R: 3/6/12 / Special: Concealed

Gear: Pack, Canteen, Rations, Bedroll, Lantern, Healer's Kit, Hearthstone, Mess Kit, Potion of Healing, Periapt of Health (Fast Healer), Goggles of Deflection (Power: Deflection - Casting Die: d8 - Power Points: 10)

Traits 
Gnome: Small. Smart. Hobby. Low Light Vision.

Edges: Arcane Background (Weird Science), Healer, Jack of All Trades, New Power (II), Power Points

Hindrances: Cold, Delusional (Major), Quirk, Small

Weird Science 
Skill Die: d8 / # of Powers: 7 / Power Points: 15

Bolt, Boost/Lower Trait, Detect/Conceal Arcana, Greater Healing, Healing, Slumber, Succor

Notes 

  • Dr. Gustafson DeGrief is the chief artificer and chemist for the Regener-X Company of Azeroth. A private consortium whose cash cow is selling health potions and dermal regeneration tinctures to help Azerothians across the factions mend scars and burns that they see from constant war.
  • Has been working with a rogue member of the Army of the Light named Artaxeron to acquire a Lightforge healing tank and protomatter as part of a long term scheme to produce husk clones from plans that DeGrief claims he acquired from other sources. He has made a few tests, revivifying certain individuals, such as his chief rogue, Harley Rivers.
  • Has a plan to begin kidnapping and making clone husks of select members of Stormwind's House of Nobles as part of a larger plan to quietly control the House and pass certain policies on behalf of DeGrief and his company.

Tuesday, January 20, 2026

Warchicken

Warchicken

NO. ENCOUNTERED: 1–6
SIZE: Large
HD: 4d10+4 (26 hp)
MOVE: 50 ft.
AC: 12
ATTACKS: Talons +5 (2d6+3); Beak +5 (1d6+3)
SPECIAL: Pecking Charge
SAVES: P
INT: Animal
ALIGNMENT: Neutral
TYPE: Beast
TREASURE: Nil
XP: 80 + 4/hp

Pecking Charge

If the warchicken moves at least 20 feet in a straight line toward an opponent and successfully strikes that opponent with its Talons attack in the same round, the target must make a Strength save, CL 4, or be knocked prone.

If the target is knocked prone, the warchicken may immediately make a Beak attack against that target.

The additional Beak attack is part of the charge and does not require a separate action.

Talons

Attack: +5
Damage: 2d6+3
Range: Melee

Beak

Attack: +5
Damage: 1d6+3
Range: Melee

Notes 

  • One of the two battlefield mounts used by halflings. While halfling scouts use riding hounds for their speed, stealth, and more slender forms that are able to negotiate rough terrain, halfling calvary and knights tend to pick the sturdier Warchickens.
  • Warchickens like to rush, knocking down prey with their talons and often follow up with a pecking strike that can dint plate mail with a solid strike.
  • The Order of the Scarlet Cockerel, sometimes known as the 'Order of the Cock' is a halfling knightly order that is famous for using the warchicken as their mount. Their sister order includes the 'Order of the Owlbear' which are used by gnomes and the 'Order of the Black Hound' which is a fellow halfling knight order famous for their use in riding mastiffs.

Monday, January 19, 2026

Dire Gummy Bear


Dire Gummy Bear

NO. ENCOUNTERED: 1–4
SIZE: Large
HD: 5d10+15 (42 hp)
MOVE: 35 ft.
AC: 14
ATTACKS: Bite +6 (1d10+5); Claws +6 (2d6+5)
SPECIAL: Candy Construct, Sticky Body, Gummy Resilience, Damage Resistance, Gummy Hug
SAVES: P
INT: Animal
ALIGNMENT: Neutral
TYPE: Construct
TREASURE: Nil
XP: 300 + 5/hp

Candy Construct

The dire gummy bear is an artificial creature made from enchanted confectionery.

It does not need to breathe, eat, drink, or sleep.

The dire gummy bear is immune to poison, disease, fear, charm, exhaustion, and sleep effects.

Gummy Hide

The gummy bear's thick, elastic body absorbs impacts that would seriously injure ordinary creatures.

It takes half damage from nonmagical bludgeoning, piercing, and slashing attacks.

Magical weapons, spells, fire, acid, and other forms of damage affect it normally.

Sticky Body

Whenever a creature strikes the dire gummy bear with a melee weapon or natural attack, it risks becoming stuck to the creature's adhesive body.

The attacker must make a Strength save, CL 2, or the weapon or attacking limb becomes stuck.

A stuck weapon cannot be used, and a creature whose limb is stuck suffers a –2 penalty to AC and cannot move away from the gummy bear.

The victim may use its action to make a Strength check, CL 2, to pull free.

A creature that simply releases a stuck handheld weapon may move normally, leaving the weapon embedded in the gummy bear.

Gummy Resilience

Slashing weapons may temporarily loosen and stretch the gummy bear's rubbery body.

If the dire gummy bear suffers slashing damage, it gains a +4 bonus on its next saving throw or check made to resist being grappled, knocked prone, restrained, or otherwise physically immobilized before the end of the following round.

Bite

Attack: +6
Damage: 1d10+5
Range: Melee

A creature struck by the Bite must make a Constitution save, CL 1.

On a failed save, acidic gummy saliva continues dissolving the victim, causing an additional 1d8 acid damage at the beginning of the victim's next turn.

Claws

Attack: +6
Damage: 2d6+5
Range: Melee

The dire gummy bear normally makes one Bite and one Claw attack each round.

Gummy Hug

Once every 1d4 rounds, the dire gummy bear may attempt to envelop and crush one Large or smaller creature within melee range.

The victim must make a Strength save, CL 2, or become grappled within the creature's elastic body.

While grappled:

  • The victim cannot move.
  • The victim suffers a –4 penalty to AC.
  • The victim suffers a –2 penalty to attacks and Dexterity-based checks.
  • The victim suffers 2d6 bludgeoning damage at the beginning of each of the dire gummy bear's turns.

The victim may attempt a Strength or Dexterity check, CL 5, each round to escape.

The dire gummy bear may hold only one creature with Gummy Hug at a time.

While maintaining a Gummy Hug, it cannot use its Claw attack against another creature, though it may still Bite adjacent opponents.

Notes 

  • The ultimate conjuration for Confectioner artificers, candy alchemists, and wizards who love to experiment in the properties of gelatin, the Dire Gummy Bear is a construct that typically possesses an elemental spirit that gives it life. While much of its body is made a sticky sweet coating, its teeth and claws are magically hardened and its saliva is pure concentrate of citric acid that burn through armor and flesh.
  • The unique texture of the Dire Gummy Bear's body has the ability to trap weapons that pierce through the smooth texture of the gummy bear's surface.
  • Comes in a variety of colors, such as cherry red, lemon yellow, and strawberry green.  

Friday, January 16, 2026

Vetrina 'Vet' Uydrala - Aasimar Monk

 

Name: Vetranio 'Vet' Uydrala
Ancestry: Aasimar / Class: Monk / Level: 4

Attributes 
Str: 14 / +1
Dex: 14 / +1
Con: 15 / +1
Int: 13 / +1
Wis: 15 / +1
Cha: 14 / +1

Saves 
Str: +5
Dex: +11
Con: +11
Int: +5
Wis: +5
Cha: +5

Info 
AC (Robes): 14
Ini: +1
BtH: +3
HP: 37

Martial Artist: Attk: +5 / D: 1d8+2 / R: Melee / Special: Natural

Staff: Attk: +4 / D: 1d6+1 / R: Melee

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

Gear: Pack, Canteen, Rations, Bedroll, Lantern, Oil, Mess Kit, Libram, Inkpen, Ink, Potions of Cure Wounds (x2), Ring of Iron Fist (+1)

Traits 
Aasimar: Infravision. Energy Resistance (+5): Save vs. Acid, Cold, and Electricity. Daylight (1/day). Sturdy Mind (+2): Save vs. Charm and Mind Affecting spells.

Fast Movement / Iron Fist: Martial Artist attacks are treated as Silver and +1 for overcoming Damage Reduction

Iron Body (+2): Bonus to Save vs. Disease, Poison, Paralysis, Polymorph, and Death Attack 

Deflect Missiles / Stun Attack (4/day) / Slow Fall 

Notes 

  • Vetranio 'Vet' is a female Aasimar orphan who was taken in by the sisterhood of 'Our Lady Penitent Palm' where Vet was trained not just as a member of the clergy, taught the magical secrets of the order, but also was trained to be prepared to defend herself with just her hands. The Penitent Palm is an order of monks in addition to cleric.
  • Has agreed to escort a set of supplies to the blighted east where the undead are said to roam freely and terrorize the populace. Her destination is Bodley Manor under a caravan of Dwarves of the Stormrock Battalion.
  • Magical item granted by her mother superior is a 'Ring of Iron Fist'

Thursday, January 15, 2026

King Crab

King Crab

NO. ENCOUNTERED: 1–2
SIZE: Large
HD: 8d10+24 (68 hp)
MOVE: 30 ft., swim 30 ft.
AC: 18
ATTACKS: 2 Claws +8 (2d8+4)
SPECIAL: Amphibious, Siege Claws, Shell Guard, Mated Fury, Improved Grab, Crushing Slam, Drag Under
SAVES: P
INT: Animal
ALIGNMENT: Neutral
TYPE: Beast (Aquatic)
TREASURE: Nil
XP: 600 + 8/hp

Amphibious

The king crab can breathe both air and water.

Siege Claws

The king crab's enormous claws are capable of crushing stone, timber, and fortifications.

Its claw attacks deal double damage against objects, doors, vehicles, and structures.

Shell Guard

Once per round, when struck by a ranged weapon attack, the king crab may angle its massive shell toward the incoming missile.

Damage from that attack is reduced by 1d10+4 points, to a minimum of 0.

Shell Guard cannot be used against spells or other attacks that do not depend upon a physical projectile.

Mated Fury

If the king crab's mate is slain within its sight, the crab enters a murderous fury for 10 rounds.

While enraged, it gains:

  • +2 on melee attack rolls

  • +2 damage with its claw attacks

The king crab cannot use Shell Guard while Mated Fury is active.

Improved Grab

Whenever the king crab successfully strikes a creature of Large size or smaller with a Claw attack, it may immediately attempt to seize the victim.

The target must make a Strength save, CL 8, or become grappled in the claw.

A grappled creature:

  • Cannot move away from the crab.

  • Suffers a –4 penalty to AC against attacks from the king crab.

  • Suffers a –2 penalty to attacks and Dexterity-based checks.

  • May attempt a Strength or Dexterity check, CL 8, on its turn to escape.

The king crab may hold one creature in each claw, for a maximum of two grappled creatures.

A claw holding a creature cannot make normal Claw attacks against another target.

Claw

Attack: +8
Damage: 2d8+4
Range: Melee

The king crab normally makes two Claw attacks each round.

A successful Claw attack may trigger Improved Grab.

Crushing Slam

Once every 1d4 rounds, the king crab may rear upward and smash both claws violently into the ground.

All creatures within 10 feet must make a Strength save, CL 4.

On a failed save, a creature suffers 3d10+4 bludgeoning damage and is knocked prone.

On a successful save, the creature suffers half damage and remains standing.

The king crab cannot use Crushing Slam while holding a creature in either claw.

Drag Under

Instead of making one of its normal Claw attacks, the king crab may drag a creature currently grappled in one of its claws up to 10 feet with it.

The crab commonly uses this ability to pull victims into deep water, mud, surf, pits, or similarly dangerous terrain.

If dragged underwater, a creature incapable of breathing water is subject to the normal rules for drowning.

Notes 

  • This variant of King Crab of works in tandem with its mate, a monstrous 'Queen Crab.' King Crab is an aggressive crustacean that uses its claws and the ability to slam its heavy claws down to crush its target.
  • King Crab's reinforced shell allows it to absorb the brunt of attacks, reducing the actual damage. In the event King Crab loses it mate, it will stop trying to defend itself, longing to perish, but not before in a rage trying to kill whoever caused its mate harm.
  • Often kept as pets by Storm and giants. Woe be it to any adventurer, or chef, who disturbs a crab resting in storm giant's castle under the sea. 

Wednesday, January 14, 2026

Nesva Deepfield, Arctic Gnome

Nesva Deepfield

Arctic Gnome Survivor

NO. ENCOUNTERED: 1
SIZE: Small
HD: 4d8+8 (26 hp)
MOVE: 20 ft.
AC: 16
ATTACKS: Speargun +6 (1d8+2); Harpoon +6 (1d6+2); Dagger +6 (1d4+2)
SPECIAL: Darkvision 60 ft., Cold Endurance, Arctic Survivalist, Read the Welcome, Practical Crafts, Harpoon Line
SAVES: P, M
INT: High
ALIGNMENT: Neutral
TYPE: Humanoid (Gnome)
TREASURE: 3
XP: 120 + 4/hp

Darkvision

Nesva possesses darkvision to 60 feet, functioning as normal for a gnome. Native C&C gnomes possess the same ability.

Cold Endurance

Nesva gains a +4 bonus on Constitution saving throws against natural cold, freezing weather, exposure, hypothermia, frostbite, and similar environmental hazards.

This ability does not provide resistance to magical cold damage.

Arctic Survivalist

Nesva gains a +5 bonus on checks involving survival, navigation, hunting, tracking, finding food or water, locating shelter, recognizing dangerous weather, and avoiding natural hazards in arctic, tundra, glacier, or similarly cold environments.

She is especially skilled at reading snow, ice, wind, animal movements, and changing weather.

Read the Welcome

Nesva gains a +2 bonus on Wisdom checks made to judge another creature's mood, intentions, hospitality, or whether she and her companions have begun to overstay their welcome.

Practical Crafts

Nesva gains a +4 bonus on checks involving leatherworking, smithing, repairing wilderness equipment, sleds, harnesses, simple vehicles, and other practical field crafts.

She is accustomed to repairing equipment under poor conditions with limited materials.

Harpoon Line

Nesva normally carries her harpoon attached to a stout cord.

When she successfully strikes a Large or smaller creature with the harpoon, she may retain hold of the line.

While the line remains attached, the target must win an opposed Strength check against Nesva to move farther away from her than the line allows. The target may instead spend its action removing the harpoon or cutting the line.

The line does not prevent movement toward Nesva.

Speargun

Attack: +6
Damage: 1d8+2
Range: Near

The speargun is Nesva's preferred hunting weapon and is designed to function reliably in snow, cold, and wet conditions.

Harpoon

Attack: +6
Damage: 1d6+2
Range: 30/60/120 ft.
Special: Harpoon Line

Dagger

Attack: +6
Damage: 1d4+2
Range: Melee or thrown

Equipment

Nesva carries a pack, canteen, rations, bedroll, lantern, oil, mess kit, animal treats, repair tools, and her Frying Pan of Everburning.



Notes 
  • Adventuring in the same realm of Benobas Bay and the Ice Elves are the mammoth clans of Arctic (also known as Ice) Gnomes like Nesva Deepfield. She is one of several members of the Deepfield clan who often travel together in roving caravans of gnomes who use their mammoths to pull their sleighs. Nesva has been awarded a private sleigh with her Arctic Gnome husband, Davlen Twinflake. The two have kept their own separate names despite joining in the presence of their caravans
  • Nesva is a tinker and minor scroll caster who uses 'Speak with Animal' when dealing with one of her mammoths.
  • Has a severe personality. While she cares about others, she sometimes has a hard time following social cues. A manner that has left her at times slightly isolated from others. It took the easy going and perhaps a deeper connection sensed by her partner, Davlen to stay together in order to be married.

Tuesday, January 13, 2026

Gogni Deepcore

 

Gogni Deepcore

Earth Kobold Fighter and Prospector

NO. ENCOUNTERED: 1
SIZE: Small
HD: 7d10+21 (59 hp)
MOVE: 30 ft.
AC: 18
ATTACKS: Pickaxe +1 +10 (1d8+6); Light Hammer +8 (1d6+3); Dagger +8 (1d4+3); Crossbow +8 (1d8+1)
SPECIAL: Deepvision 120 ft., Stonehide, Earthstride, Earthbound Stability, Earth Affinity, Air Vulnerability, Prospector, Trapsmith
SAVES: P
INT: High
ALIGNMENT: Neutral
TYPE: Humanoid (Kobold)
TREASURE: 4
XP: 500 + 7/hp

Deepvision

Gogni can see in complete darkness out to 120 feet. Bright light temporarily spoils his deepvision until his eyes readjust.

Stonehide

Gogni’s earth-infused scales provide a natural Armor Class of 13 + Dexterity modifier.

If Gogni wears armor, use whichever Armor Class is better. Natural armor and worn armor do not stack, though a shield may improve either normally.

Once per day, Gogni may reduce damage from one physical attack by 5 points, to a minimum of 0.

Earthstride

Gogni ignores movement penalties caused by loose stone, rubble, scree, broken ground, mine debris, shallow mud, and similar earthen terrain.

Earthbound Stability

While standing firmly upon earth or stone, Gogni gains +4 on Strength or Dexterity checks and saves made to resist being knocked prone, pushed, dragged, bull-rushed, or otherwise forcibly moved.

This benefit is lost while climbing, swimming, flying, mounted, or otherwise unsupported by solid ground.

Earth Affinity

Gogni gains +2 on attack rolls against creatures strongly associated with elemental air, including air elementals and similar extraplanar beings.

Air Vulnerability

Gogni suffers –2 on saving throws against magical air, wind, and similar supernatural effects, including abilities employed by elemental air creatures.

Prospector

Gogni gains +5 on checks involving mining, geology, stonework, underground navigation, ores and minerals, structural stability, cave-ins, and similar subterranean hazards.

After examining a mine, tunnel, or cavern, he can often determine recent excavation, dangerous stonework, probable mineral deposits, and the general stability of the area.

Trapsmith

Gogni gains +5 on checks to locate, understand, construct, or disable mundane traps, especially pits, deadfalls, counterweights, mechanical triggers, stone traps, and devices associated with mines or excavations.

Pickaxe +1

Attack: +10
Damage: 1d8+6
Range: Melee

Gogni's magical mining pick is also his favored weapon.

Light Hammer

Attack: +8
Damage: 1d6+3
Range: Melee or thrown

Dagger

Attack: +8
Damage: 1d4+3
Range: Melee or thrown

Crossbow

Attack: +8
Damage: 1d8+1
Range: As light crossbow

Notes 
  • Gogni Deepcore is an Earthern Kobold, or a Kobold that has been imbued with the power of the Elemental Plane of Earth. He has the surprising ability to sometimes blend in to the various tunnels and caves that run through the elemental plane.
  • Due to the elemental energies that have touched him, Gogni actually needs to eat very little and its usually fungus or moss. Most of the time, he does little adventuring and spends his day in the multiverse prospecting and mining precious gems that fuel magic, or can be sold at the markets outside the Sevenfold Maze, the shifting fortress of the earthen djinn, also known as the Dao.
  • Attack maneuver as a miner is striking a target multiple times with his diamond tipped pickaxe that has both a node of accuracy (+1 to-hit) as well as a hardened tip (+1 damage).

Gnome Vampire

Gnome Vampire Undead supernatural predator Scale: 0D Might: 3D Agility: 4D+1 Wit: 4D+1 Charm: 3D+1 Move: 12 Skills Athletics: 5D Bra...