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## Queen Ant
Large beast (spellcaster), lawful neutral
Armor Class 14\
Hit Points 68 (8d10 + 24)\
Speed 30 ft., climb 20 ft., burrow 5 ft.
STR 12 (+1)DEX 10 (+0)CON 16 (+3) INT 16 (+3)WIS 14 (+2)CHA 16 (+3)
Skills Arcana +5, Insight +4, Nature +5, Persuasion +5\
Senses darkvision 60 ft., tremorsense 30 ft., passive Perception 12\
Languages — (telepathic antennae-signal to ants)\
Challenge 3 (700 XP)
Spellcasting. The Queen is a 5th-level spellcaster (Intelligence, DC 13,
+5 to hit). She knows:
- Cantrips (at will): *Guidance, Mending, Resistance*
- 1st level (4 slots): *Shield, Mage Armor, Detect Magic*
- 2nd level (3 slots): *Mirror Image, Web*
- 3rd level (2 slots): *Counterspell, Hypnotic Pattern\
> *
Traits
- Telepathic Link (Ants Only). Can communicate with any ant within 120
> ft.
- Commanding Presence. Allied ants within 30 ft. have advantage on
> saves vs. fear.
- Nonviolent Focus. The Queen avoids fighting, relying on magic to
> defend or pacify.

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## Soldier Ant
Medium beast, lawful neutral
Armor Class 15 (natural armor)\
Hit Points 45 (6d8 + 18)\
Speed 40 ft., climb 30 ft., burrow 10 ft.
STR 16 (+3)DEX 12 (+1)CON 16 (+3) INT 9 (1)WIS 12 (+1)CHA 6 (2)
Skills Perception +3\
Senses darkvision 60 ft., tremorsense 60 ft., passive Perception 13\
Languages —\
Challenge 1 (200 XP)
Traits
- Sticky Resin Spray (Recharge 56). Same as Worker Ant.
- Mandibles. *Melee Weapon Attack:* +5 to hit, reach 5 ft., one
> target. *Hit:* 11 (2d6 + 3) slashing damage.
- Coordinated Assault. If an ally is adjacent to the target, add +1d6
> damage to the attack.
- Hive Discipline. Immune to being charmed or frightened while another
> ant is within 60 ft.

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## Worker Ant
Small beast, lawful neutral
Armor Class 12\
Hit Points 9 (2d6 + 2)\
Speed 30 ft., climb 30 ft., burrow 10 ft.
STR 10 (+0)DEX 14 (+2)CON 12 (+1) INT 8 (1)WIS 12 (+1)CHA 6 (2)
Skills Athletics +2, Perception +3\
Senses darkvision 60 ft., tremorsense 30 ft., passive Perception 13\
Languages — (nonverbal antennae-based communication)\
Challenge 1/8 (25 XP)
Traits
- Sticky Resin Spray (Recharge 56). The ant sprays a 10-foot square
> within 30 ft. It becomes difficult terrain for non-ants. Non-ants
> entering or starting their turn there must succeed on a DC 13
> Strength save or become Restrained (escape DC 13). Lasts 1 minute.
- Seal Passage (Recharge 6). The ant blocks a 5-ft passage with a
> crude wall (AC 10, 20 HP, vulnerable to fire/bludgeoning). Counts
> as full cover. Ants can bypass it freely.
- Protect the Soldier (Reaction). When a nearby Soldier drops to 10 HP
> or is about to fall, a Worker may interpose itself to take the
> hit. If the Soldier survives, two Workers drag it 15 ft. away,
> avoiding opportunity attacks.
- Noncombatant. Worker ants do not attack and flee or hide when
> threatened.

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# Kekele - Aaracokra Battle Master Fighter (Level 5)
**Race/Class:** Aaracokra Fighter (Battle Master) 5
**Size/Speed:** Medium | 25 ft., fly 50 ft.
**Ability Scores:** STR 16 (+3), DEX 14 (+2), CON 14 (+2), INT 10 (+0), WIS 12 (+1), CHA 8 (-1)
**Armor Class:** 16 (mithral chain shirt + Defense fighting style)
**Hit Points:** 42 (5d10 + 10)
**Initiative:** +2
**Proficiency Bonus:** +3
**Saving Throws:** STR +6, DEX +2, CON +5, INT +0, WIS +1, CHA -1
**Proficient Skills:** Acrobatics +5, Athletics +6, Perception +4
## Attacks (2 per turn)
**Longsword (Melee):** +6 to hit, reach 5 ft., one target
*Hit:* 1d8+3 slashing damage (1d10+3 if used two-handed)
**Talons (Unarmed Strike - Racial):** +6 to hit, reach 5 ft., one target
*Hit:* 1d4+3 slashing damage
**Longbow (Ranged):** +5 to hit, range 150/600 ft., one target
*Hit:* 1d8+2 piercing damage
## Special Abilities
**Action Surge:** Once per short rest, take an additional action on his turn (4 attacks in one round).
**Second Wind:** Once per short rest, use bonus action to regain 1d10+5 hit points.
## Battle Master:
4 times per short rest, may make one of these maneuvers:
1. **Precision Attack** - Use if you miss an attack. Add d8 to attack roll (can turn miss into hit)
2. **Riposte** - When an enemy misses you with melee attack, use reaction to make melee attack and add d8 to damage
3. **Trip Attack** - Add d8 to damage, target makes Str save DC14 or is knocked prone
4. **Menacing Attack** - Add d8 to damage, target makes Wis save DC14 or is frightened until end of your next turn
## Equipment
- Mithral chain shirt (allows flight, AC 16 with Defense fighting style)
- Longsword
- Longbow and quiver of arrows

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## Lada, Priestess of Tymora (Level 4 NPC).
Small humanoid (halfling).\
AC 15 (chain shirt, shield). HP 36 (8d8). Speed 25 ft.\
STR 8 (1), DEX 14 (+2), CON 12 (+1), INT 18(+4), WIS 16 (+3), CHA
9(-1).\
Proficiency +2.
Halfling Nimbleness. Can move through the space of any creature larger
than her.
Spellcasting:
> Spellcasting ability Wisdom (spell save DC 13, spell attack +5).\
> Cantrips: sacred flame.\
> 1st level (4 slots): bless, cure wounds.\
> 2nd level (3 slots): lesser restoration, prayer of healing, spiritual
> weapon
Dagger. Melee weapon attack: +4 to hit, reach 5 ft., one target. Hit: 4
(1d4+2) piercing damage.
Equipment: Chain shirt, shield bearing Tymoras symbol, mace, holy
symbol.

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## Pig - Fully Healed
Huge Giant, Chaotic Evil (or neutral, depending on your take)
Armor Class 14 (natural armor)\
Hit Points 140 (15d12 + 60)\
Speed 40 ft.
STR 30 (+10) DEX 8 (-1) CON 26 (+8) INT 5 (-3) WIS 9 (-1) CHA 7 (-2)
Skills Athletics +14\
Senses darkvision 60 ft., passive Perception 9\
Languages Giant
Challenge 9 (5,000 XP)
ACTIONS\
Multiattack. Pig makes three melee attacks: one with his greatclub and
two with his punch.\
Greatclub. Melee Weapon Attack: +14 to hit, reach 5 ft., one target.
Hit: 38 (5d8 + 10) bludgeoning damage.\
Punch. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 24
(3d10 + 10) bludgeoning damage.

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## Pig - Recovering
Large Giant, Chaotic Evil (or neutral, depending on your take)
Armor Class 13 (natural armor)\
Hit Points 80 (10d10 + 30)\
Speed 40 ft.
STR 22 (+6) DEX 8 (-1) CON 16 (+3) INT 5 (-3) WIS 9 (-1) CHA 7 (-2)
Skills Athletics +9\
Senses darkvision 60 ft., passive Perception 9\
Languages Giant
Challenge 4 (1,100 XP)
ACTIONS\
Multiattack. Pig makes two melee attacks: one with his greatclub and one
with his punch.\
Greatclub. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit:
23 (3d8 + 6) bludgeoning damage.\
Punch. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 17
(2d10 + 6) bludgeoning damage.

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## Pig - Sick
Large Giant, Chaotic Evil (or neutral, depending on your take)
Armor Class 11 (natural armor)\
Hit Points 60 (8d10 + 20)\
Speed 40 ft.
STR 16 (+3) DEX 8 (-1) CON 14 (+2) INT 5 (-3) WIS 9 (-1) CHA 7 (-2)
Skills Athletics +6\
Senses darkvision 60 ft., passive Perception 9\
Languages Giant
Challenge 2 (450 XP)
ACTIONS
Multiattack. Pig makes two melee attacks: one with his greatclub and one
with his punch.\
Greatclub. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit:
17 (2d8 + 3) bludgeoning damage.\
Punch. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 12
(1d10 + 3) bludgeoning damage.

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## Courthouse Receptionist Timon “Tom” Pherenikos - Son of Oread+Human
Tom appears mostly human. However, his Oread heritage has left him with
a few unusual traits:
- Calm and patient, slow to anger. This is what got him the job as a
> receptionist.
- Smells slightly of earth.
- Heavier than usual for a person of medium size.
- Faintly earth-elemental-aligned for those who can detect it.
Tom doesnt mess around with his responsibilities. He doesnt allow
people to bypass the system. However, he is surprisingly patient with
people who try. For example, if you argue with him and try to pressure
him to let you through, he wont, but hell be really patient, and hell
explain why he cant.
If you use magic on Tom, he cant resist: hes zero-level. For example,
a simple “Charm Person” would succeed in bending him to your will.
However, the Fraternity has silent alarm systems in place to detect the
use of magic in the courthouse, and moments later youll be facing a
Harmonium patrol.
The Harmonium is used to outsiders trying simple spells like “Charm
Person” in the courthouse - it happens all the time. As long as you were
nonviolent, theyll just take you outside, give you a stern talking to,
and let you off with a warning the first time you try it. The leader of
the patrol is actually a little sympathetic: he too finds the
bureaucracy to be exasperating, but the rules are the rules.
Tom doesnt have that many friends: hes a little socially awkward. If
you are nice to him, hell start to like you and open up. At that point,
he might actually start helping you. He wont help you to break the
rules, but he will help you to properly comply with the rules. He might
provide some assistance in filling out forms properly. Of course, he
wont do this if hes busy.

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# Sasuko-y-Saso, Beholder-Kin
**Armor Class** 15 (natural armor)
**Hit Points** 60 (11d8 + 11)
**Speed** 0 ft., fly 30 ft. (hover)
**Stats** Str 8 (-1), Dex 14 (+2), Con 13 (+1), Int 16 (+3), Wis 15 (+2), Cha 14 (+2)
**Saving Throws** Str +2, Dex +5, Con +4, Int +6, Wis +5, Cha +5
**Skills** Perception +8
## Traits
**Antimagic Cone.** The central eye creates a 90-foot cone of antimagic. At the start of each of its turns, the beholder-kin decides which way the cone faces and whether the cone is active. The area works against the beholder-kin's own eye rays.
## Actions
**Bite.** *Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 9 (2d6 + 2) piercing damage.
**Eye Rays.** The beholder-kin shoots two of the following magical eye rays. Range on all rays is 90ft.
1. **Telekinetic Ray.** The target must succeed on a DC 14 Strength saving throw or be moved up to 30 feet in any direction. The beholder-kin can also target an object weighing up to 300 pounds that isn't being worn or carried.
2. **Slow Ray.** The target must succeed on a DC 14 Wisdom saving throw or have its speed halved and disadvantage on Dexterity saving throws for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
3. **Enervation Ray.** The target must make a DC 14 Constitution saving throw, taking 18 (4d8) necrotic damage on a failed save, or half as much on a successful one. Until the end of the beholder-kin's next turn, the target can't regain hit points.
4. **Blinding Ray.** The target must succeed on a DC 14 Constitution saving throw or be blinded for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
5. **Lightning Ray.** The target must make a DC 14 Dexterity saving throw, taking 22 (4d10) lightning damage on a failed save, or half as much on a successful one.
6. **Marking Ray.** The target must succeed on a DC 14 Charisma saving throw or glow with dim light. Effect as "faerie fire."

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## The Goblins in the Casino
***Grylla, Goblin Priest-Leader***. Small humanoid (goblinoid),
neutral.\
AC 16 (scale mail, shield). HP 55 (10d8+10). Speed 30 ft.\
STR 10 (+0), DEX 14 (+2), CON 12 (+1), INT 12 (+1), WIS 16 (+3), CHA 11
(+0).\
Saving Throws Wis +5, Con +3. Skills Insight +5, Medicine +5, Religion
+3, Survival +5.\
Senses darkvision 60 ft., passive Perception 13. Languages Common,
Goblin. CR approx. 3.
Traits: Nimble Escape (bonus action Disengage or Hide).\
Spellcasting: 5th-level cleric of **Yondalla** (pragmatic survival
aspect). Spellcasting ability Wisdom (DC 13, +5).\
Cantrips: guidance, sacred flame, thaumaturgy.\
1st (4): bless, cure wounds, command, sanctuary.\
2nd (3): aid, spiritual weapon, lesser restoration.\
3rd (2): spirit guardians (appears as protective goblin ancestors).
Actions: Mace +4 to hit, 1d6 bludgeoning.\
Bonus Action: Spiritual Weapon (1d8+3 force).
***Snurk, Goblin Warlock***. Small humanoid (goblinoid), neutral.\
AC 15 (leather, Dex). HP 44 (8d8+8). Speed 30 ft.\
STR 8 (1), DEX 16 (+3), CON 12 (+1), INT 13 (+1), WIS 10 (+0), CHA 16
(+3).\
Saving Throws Wis +2, Cha +5. Skills Arcana +3, Deception +5, Stealth
+5.\
Senses darkvision 60 ft., passive Perception 10. Languages Common,
Goblin. CR approx. 2.
Traits: Nimble Escape.\
Spellcasting: 5th-level warlock, patron **The Great Old One** (Planar
Whisperer). Spell save DC 13, +5 to hit.\
Cantrips: eldritch blast (2 beams), mage hand, minor illusion.\
Spells Known (2 slots, level 3): hex, armor of Agathys, hold person,
misty step.\
Invocations: Agonizing Blast, Mask of Many Faces.
Actions: Dagger +5 to hit, 1d4+3 piercing; Eldritch Blast +5, 1d10+3
force per beam.
***Six Goblin Fighters***: Brix, Kella, Murg, Tosk, Vree, Zan. Small
humanoid (goblinoid), neutral.\
AC 15 (studded leather, shield). HP 27 each (5d8+5). Speed 30 ft.\
STR 14 (+2), DEX 14 (+2), CON 12 (+1), INT 10 (+0), WIS 10 (+0), CHA 8
(1).\
Saving Throws Dex +4. Skills Athletics +4, Stealth +4.\
Senses darkvision 60 ft., passive Perception 10. Languages Common,
Goblin. CR 1/2 each.
Traits: Nimble Escape. Pack Tactics (advantage if ally adjacent to
target).
Actions: Multiattack (2 attacks).\
Scimitar +4 to hit, 1d6+2 slashing.\
Javelin +4 to hit (30/120), 1d6+2 piercing.

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## Tout Rico Sparks - Planetouched Human Rogue LV4.
Rico is brash, loud, smiles a lot, and gesticulates a lot. His favorite
gesture is finger guns. He uses planescape slang *heavily*, and he also
uses “baby” a lot.
Rico looks like a completely bald (alopecia) human male, with literal
static electricity sparks jumping from him more or less constantly.
Touching him produces an uncomfortable zap. If asked about where this
comes from, he says, “that information costs more than you can pay,
baby!”
Rico calls himself a "drug dealer," and he says, "Touts provide easy
access to information, and easy access to information is a drug. It
makes you lazy, it makes you stop trying to solve problems for yourself.
Soon you'll find yourself calling me because you need me to tell you how
to tie your shoes. That's my income stream, baby! Addicts who cant stop
calling me to tell them what to do every minute of the day.”
Ricos price structure is simple: it costs 5GP to have a conversation
with Rico. First conversations free, baby, like any good drug dealer!
During a conversation, he will gladly answer all the questions you have,
as long as he knows the answer off the top of his head. Rico knows a lot
about whats going on around the city, and he has good general knowledge
about many subjects, but hes not a database of all information in the
universe. If you ask something that requires research, hes willing to
do research, but he charges 10GP per hour, sometimes more, depending on
the challenge level. If you ask Rico for information that might put Rico
in danger, then thats a hard no.
Rico will usually drop by every couple of days to see if you have any
questions. If Rico isnt around and you have a question, you can call
for him. Calling for him costs 10GP extra, and it usually takes 2 or so
hours for him to arrive. If you want emergency service, 30GP and hell
arrive quickly. To call, just talk to any tout that you see and let them
know you need to talk to Rico Sparks.
Rico expects loyalty from his customers, meaning you do business with
Rico, not with some other tout. However, he makes allowances if you just
have a 30-second question like “wheres a good cheese shop” and Ricos
not around - in that case, its okay to ask another tout. Of course,
expect the other tout to charge you 1GP or so for the service.

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## Xaositect Jinn - Female Tiefling Unknown Class LV4.
Jinn believes that nobody really knows anything. Believes that our
memories are too fallible to know whether any given thing that weve
learned is accurate. She also believes that the universe is
fundamentally unknowable. Asking Jinn questions is a giant waste of
time, it either elicits a shrug or a speech about how nobody knows
anything.
Jinn is a decent woman, willing to help in general. If somebody clearly
needs help, Jinn will step up without being asked.
Jinn doesnt know what she knows how to do until she tries. On different
days, she knows different skills. She can also cast spells. On different
days, she knows different spells. See her stat block.
Jinn usually goes along quietly with whatever dumb thing Sergei wants to
do. She will keep quiet until Sergeis pointless random approach to
problem solving drives her crazy, at which point she will finally lose
patience and start yelling. When yelling, she knows things. When she
stops yelling, she goes back to not knowing anything. Sometimes she will
intervene by solving a problem she had no idea she knew how to solve.
Jinn has no opinion about Rennick. She does not believe that she knows
enough about Rennick, or Rennicks invention, to have a strong opinion.
However, she is basically a decent person, and if she sees Rennick
acting reasonable, then she will have no hostility toward him.
> Jinn, Water Genasi, Unknown Class LV 4.
>
> AC 13. HP 38 (7d8+7). Speed 30 ft., swim 30 ft.\
> STR 10 (+0), DEX 14 (+2), CON 12 (+1), INT 13 (+1), WIS 12 (+1), CHA
> 14 (+2).\
> Saving Throws Str +0, Dex +4, Con +1, Int +1, Wis +1, Cha +4.
>
> Skills: Varies (see below)
>
> Amphibious: can breathe air and water.
>
> Spellcasting:
>
> 4th-level spellcaster. Spellcasting ability Charisma. Spell save DC
> 12, spell attack +4.
>
> Spell slots: 1st (3), 2nd (2).
>
> Each day, each 1st- or 2nd-level spell has a 33% chance to be known.
>
> Spells of all classes, divine and arcane, are possible.
>
> Skills: Each day, each skill has a 33% chance to be proficient.
> Proficient skills +6; otherwise +1.
>
> Dagger +4 to hit, melee or ranged (20/60 ft), 1d4+2 piercing.\
> Equipment: Dagger, mismatched clothing, xaositect trinkets.

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## Xaositect Sergei Pavel - Male Bariaur Fighter LV4.
Sergei is a Xaositect who has learned through the grapevine that Rennick
has gained the ability to predict random events. Sergei, like most
Xaositects, thinks this is an abomination. He is on a mission to find an
kill Rennick. Fortunately for Rennick, Sergei is not very efficient.
Sergei comes across as relatively normal for a Xaositect. He can hold a
conversation and make as much sense as anyone. He does not do overtly
random things when having a conversation with a non-Xaositect. However,
one thing that is a little odd is that he insists that he is the
president of the Xaositects. If any other leader is mentioned, hell
wave it off: “nah, Im the president, theyre just bragging.”
The most chaotic thing about Sergei is his approach to problem solving:
he places a lot of emphasis on trying things at random. This seems to
work for him, though it can take a long time to get anything done this
way. Still, he has an implausible ability to succeed this way whereas
for anyone else, it would go nowhere.
Sergei is hostile to Rennick, but hes not entirely dead-set on killing.
He could conceivably be talked into another approach.
Sergei travels with another Xaositect named Jinn, who initially appears
to be his sidekick. However, she is much more effective than Sergei at
actually getting things done.
> Sergei Pavel, Bariaur, Figher LV4.
>
> AC 17 (chain mail, shield). HP 45 (6d8+18). Speed 40 ft.\
> STR 16 (+3), DEX 12 (+1), CON 16 (+3), INT 10 (+0), WIS 12 (+1), CHA
> 10 (+0).\
> Saving Throws Str +5, Dex +1, Con +5, Int +0, Wis +1, Cha +0\
> Skills: Athletics +5, Perception +3, Survival +3.
>
> Sure-Footed: advantage on saves vs being knocked prone.\
> Charge: after moving 20 ft straight, first melee hit deals +2d6
> damage.\
> Second Wind: 1/short rest, bonus action, regain 1d10+4 HP.
>
> Multiattack: (2 melee attacks):\
> Glaive +5 to hit, reach 10 ft, 1d10+3 slashing.\
> Hooves +5 to hit, reach 5 ft, 1d6+3 bludgeoning.
>
> Equipment: Chain mail, shield, glaive, light crossbow with 20 bolts,
> travelers gear.