Assassin Modus Operandi
| 1d6 | The Assassin Is Infamous For... |
|---|---|
| 1 | Arranging their victims in artful tableaux. |
| 2 | Hiding within large objects, such as suits of armor or hollow furnishings. … |
| 1d6 | The Assassin Is Infamous For... |
|---|---|
| 1 | Arranging their victims in artful tableaux. |
| 2 | Hiding within large objects, such as suits of armor or hollow furnishings. … |
Wondrous Item, Rare This backpack has a central pouch and two side pouches, each of which is an extradimensional space. Each side pouch can hold up to 200 pounds of material, not exceeding a volume of 25 cubic feet. The central pouch can hold up to 500 pounds of material, not exceeding a volume of 64 cubic feet. The haversack always weighs 5 pounds, regardless of its contents. Retrieving an item…
Scouts are keen archers and acutely aware of their surroundings. They often know several regions particularly well and are familiar with local creatures, landmarks, and perils.
Dark Bargains weave Druskenvald’s essence into the characters who dare to strike them. These ancient agreements bind the land, its magical energies, its creatures.. and you. The effects bring boon and bane alike. It may be best for some sinister characters to offer their bargains plainly, letting the lurking curses reveal themselves only when the time is right. Beware your entry into these…
Realistic humanoid sculptures come to life, waxworks seek to kill and replace those they’ve been crafted to resemble. These creatures typically believe they’re the original living beings rather than duplicates. Any waxwork confronted with evidence of its true nature flies into a rage until it or its double is destroyed. In rare cases, a waxwork might live as if it were a person. Such individuals…
Type: Adventuring Gear Cost: 15 GP Weight: 6 lbs Fine Clothes are made of expensive fabrics and adorned with expertly crafted details. Some events and locations admit only people wearing these clothes.
Azer sentinels defend their communities’ smiths and channel their flames through their weapons.
Spells Prepared. You determine what spells you can prepare for each class individually, as if you were a single-classed member of that class. If you are a level 4 Ranger / level 3 Sorcerer, for example, you can prepare five level 1 Ranger spells, and you can prepare six Sorcerer spells of level 1 or 2 (as well as four Sorcerer cantrips). Each spell you prepare is associated with one of your…
Small Monstrosity, unaligned AC 15 (natural armor) Initiative +2 (12) HP 49 (9d6 + 18) Speed 30 ft., fly 30 ft.
Medium Swarm of Tiny Monstrosities, any good alignment AC 15 (natural armor) Initiative +2 (12) HP 45 (7d8 + 14) Speed 30 ft., fly 30 ft.
Assassins are professional killers skilled at stealthily approaching their victims and striking unseen. Most assassins kill for a reason, perhaps hiring themselves out to wealthy patrons or slaying for an unscrupulous cause. They use poisons and other deadly tools, and they might carry equipment to help them break into secure areas or avoid capture. Many assassins adhere to a professional code or…
| 1d6 | The Succubus Manipulates Its Target By... |
|---|---|
| 1 | Adopting the form of a lost loved one. |
| 2 | Charming someone close to its target. … |
Infernals are crafted by mighty demons and summoned by warlocks’ magic. Falling to the earth as yellow-green, molten meteorites, infernals exist only to destroy every living thing in their path. Infernals have destroyed entire cities before their energies dissipated back into the Twisting Nether. Burning rocks that fall from space: super cool! Fel burning rocks that crash to the ground: super not…
Infernals are crafted by mighty demons and summoned by warlocks’ magic. Falling to the earth as yellow-green, molten meteorites, infernals exist only to destroy every living thing in their path. Infernals have destroyed entire cities before their energies dissipated back into the Twisting Nether. Burning rocks that fall from space: super cool! Fel burning rocks that crash to the ground: super not…
The pustulating horrors found in Icecrown Citadel are one variety of plague eruptors—oversize zombies designed to spread horror, chaos, and the undead plague as part of Scourge armies. The bloated sores across a pustulating horror’s body erupt with toxic plague whenever the horror is hit in combat, and it explodes in a fiery inferno when it is killed.
Wondrous Item (cobbler's tools), very rare (requires attunement by a Character Proficient with the Tool) While using this tool as a Spellcasting Focus, you gain a +3 bonus to spell attack rolls. The bonus is determined by the tool’s rarity. In addition, you can add this bonus to any ability check you make using this tool.
Wondrous Item, Uncommon These steel-toed boots of dwarven make are adorned with an embossed key on the toe. You can kick an object that contains a mundane or magical means of preventing access and cast the Knock spell on it using the boots. Once this property is used, it can’t be used again until the next dawn.
Medium Undead, Unaligned AC 8 Initiative -2 (8) HP 30 (4d8 + 12) Speed 20 ft.
Medium Elemental, Chaotic Evil AC 14 Initiative +3 (13) HP 58 (9d8 + 18) Speed 30 ft., Climb 20 ft., Fly 60 ft.
Small Construct, Unaligned AC 10 Initiative +2 (12) HP 2 (1d6 – 1) Speed 30 ft.
Weapon (glaive, greatsword, longsword, rapier, scimitar, or shortsword), very rare (requires attunement) When you hit with an attack roll using this magic weapon, the target takes an extra 1d6 Cold damage. In addition, while you hold the weapon, you have Resistance to Fire damage. In freezing temperatures, the weapon sheds Bright Light in a 10-foot radius and Dim Light for an additional 10 feet.…
Wondrous Item, Rare This backpack has a central pouch and two side pouches, each of which is an extradimensional space. Each side pouch can hold up to 200 pounds of material, not exceeding a volume of 25 cubic feet. The central pouch can hold up to 500 pounds of material, not exceeding a volume of 64 cubic feet. The haversack always weighs 5 pounds, regardless of its contents. Retrieving an item…
Scouts are warriors of the wilderness, trained in hunting and tracking. They might be explorers or trappers, or they could perform more martial roles as archers, bounty hunters, or outriders.
Medium Construct, Unaligned AC 15 Initiative +1 (11) HP 30 (4d8 + 12) Speed 25 ft., Fly 25 ft. (hover)
Medium Construct, Unaligned AC 15 Initiative +1 (11) HP 30 (4d8 + 12) Speed 25 ft., Fly 25 ft. (hover)
Medium Construct, Unaligned AC 15 Initiative +1 (11) HP 30 (4d8 + 12) Speed 25 ft., Fly 25 ft. (hover)
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