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Cuviera was born to a family of crooks and ne'er-do-wells. They robbed ships between the continents of Risla and Divelinson. Her father taught her and her siblings the art of “shadow swimming” , being able to teleport through the shadows to gain the upper hand in fights as well as the upper hand in stealing items. 

She loved the life, and loved their ill gotten gains more than anything. Anything that glittered she claimed for her own. She would get into fights with her siblings when it was time to split the loot. She hoarded her treasure and would bite off the fingers of anyone who touched it, earning her name, “ The Little Sea Dragon”.

As she got older she broke off from her family and ventured on land. She also quickly learned peoples’ distaste for people of her ilk. But her drive for the finer things pushed her to get in with the underground. She couldn’t get by on looks, lacking the conventional pretty face, but made up for it in aggression and muscle. This deemed her valuable in the eyes of the mobs and gangs of the area and she found steady work as a mob enforcer, with swaying loyalties. Anyone who paid the highest got her business. 

When she wasn’t working she was enjoying the finer things, good wine, good food, cute men, and all of the fancy things money could buy her. She moved into a small sunken ship right off of the coast of Risla (mainly to protect herself from enemies) and hoarded her loot there. Her boathouse is protected by her pet tiger shark “Don” and her bull shark “Mugsy”. 

Things did take a turn when she was double crossed by a spiteful rival. She was jailed and for a time thought she was going to rot there for the rest of her life….until the order came. They bailed her out and explained they saw her potential in being a valuable asset to the group. Cuviera, being skeptical, didn’t buy it and figured there was a catch, but when offered a healthy sum of cash, she decided to question them later. 

She took the jobs given and got to enjoy the good life once again. Her loyalties to the order are the strongest she’s ever had to an organization, her actually being grateful for them getting her out. But her greed has always been her greatest vice and some wonder if her loyalty is as strong as she claims, or if she’s just biding her time until someone can offer her a bigger payout. 

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Medium Construct, Unaligned
Armor Class 15 Natural Armor
Hit Points 91 (11d8 + 30) 
Speed 30 ft.
Roll Initiative! -1
STR
19 (+4)
DEX
9 (-1)
CON
18 (+4)
INT
6 (-2)
WIS
10 (+0)
CHA
5 (-3)
Damage Vulnerabilities Bludgeoning
Damage Resistances Cold; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Fire, Poison
Condition Immunities CharmedExhaustionFrightenedParalyzedPetrifiedPoisoned
Senses Darkvision 60 ft., Passive Perception 10
Languages Understands the languages of its creator but can't speak
Challenge 7 (2,900 XP)
Proficiency Bonus +3
BERSERK

Berserk. Whenever the golem starts its turn with 40 hit points or fewer, roll a d6. On a 6, the golem goes berserk. On each of its turns while berserk, the golem attacks the nearest creature it can see. If no creature is near enough to move to and attack, the golem attacks an object, with preference for an object smaller than itself. Once the golem goes berserk, it continues to do so until it is destroyed or regains all its hit points.

The golem's creator, if within 60 feet of the berserk golem, can try to calm it by speaking firmly and persuasively. The golem must be able to hear its creator, who must take an action to make a DC 15 Charisma (Persuasion) check. If the check succeeds, the golem ceases being berserk. If it takes damage while still at 40 hit points or fewer, the golem might go berserk again.

AVERSION OF FIRE

Aversion of Fire. If the golem takes fire damage, it has disadvantage on attack rolls and ability checks until the end of its next turn.

IMMUTABLE FORM

Immutable Form. The golem is immune to any spell or effect that would alter its form.

LIGHTNING ABSORPTION

Lightning Absorption. Whenever the golem is subjected to lightning damage, it takes no damage and instead regains a number of hit points equal to the lightning damage dealt.

MAGIC WEAPONS

Magic Weapons. The golem's weapon attacks are magical.

Actions
MULTIATTACK

Multiattack. The golem makes three slam attacks or one slam and two hook attacks. 

SLAM

Slam. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage.

HOOK

Hook. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 16 (2d10+4) piercing damage.

Legendary Actions

When the Body Puppet drops below 50% health, it mutates, growing a long python-like tail. it gains the following attack option:

Bite. Melee weapon attack: +7 to hit, reach 10 ft.  11 (1d12+4) piercing plus 15 (3d8) poison damage. On a successful hit, the target must make a dc 14 constitution save or be poisoned for 1 minute. 

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A large scale academy where those of magical nature go to learn. The academy is sanctioned off by their appropriate schoolings of magic. Abjuration Alteration, Conjuration, Divination, Enchantment, Illusion, and Invocation. Necromancy is considered forbidden to learn.

The school is separated into different factions. Crest of the Moon (blue/White) Nature Magic, Crest of the Star (White/Black) Scholars Magic, Crest of the Sun (Yellow/Orange) Blessed Magic, and Crest of the Comet (Black/purple) Engineering Magic. 


The School is ran by headmaster Arishia with Vix Silvertail as her assistant. Each crest has an individual faculty member who is the head of the crest with an assistant of their own. The assistants of each crests are former students who work for the Academy as solo adventurers gathering supplies, representing the school and more. 


Taking Courses gives benefits to the players outside of their class, racial, and background traits. 


For example taking the courses around alchemy and herbs gives players advantage on nature checks for herbs and allows them to create their own potions with advantage. 

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As a forest gnome, you have a natural knack for illusion and inherent quickness and stealth. In the worlds of D&D, forest gnomes are rare and secretive. They gather in hidden communities in sylvan forests, using illusions and trickery to conceal themselves from threats or to mask their escape should they be detected. Forest gnomes tend to be friendly with other good-spirited woodland folk, and they regard elves and good fey as their most important allies. These gnomes also befriend small forest animals and rely on them for information about threats that might prowl their lands.

Ability Score Increase

Your Dexterity score increases by 1.

Natural Illusionist

You know the minor illusion cantrip. Intelligence is your spellcasting ability for it.

Speak with Small Beasts

Through sounds and gestures, you can communicate simple ideas with Small or smaller beasts. Forest gnomes love animals and often keep squirrels, badgers, rabbits, moles, woodpeckers, and other creatures as beloved pets.

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You can take 3 legendary actions, choosing from any standard action listed in your character sheet. Only one legendary action option can be used at a time and only at the end of another creature's turn. You regain spent legendary actions at the start of your turn.

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Instigator
Erato

Your friend was a victim to a tormenting event that has left her scarred and mentally unwell. She hasn't been the same and is unable to speak of the events. You are wanting to get down to the bottom of what happened to her when you were approached by an individual who feels like they can assist. 

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You have a +1 bonus to attack and damage rolls made with this magic weapon.

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