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A man came to a tavern looking for some food and work, said he needed some food for him and his son. His son was nowhere to be seen, but the manager assumed the accompanying golem was helping with that. He was given work cleaning in the kitchen and in the dining hall after hours, but as soon as he saw some Yeezlan guards from out of town, he fled without finishing his shift. They’re not from around town, and he didn’t harm anyone, so the manager didn’t report it.


The guards were traveling across the ocean for some unknown reason, but their guard was down as they were off the clock so they didn’t pick anything strange up from any glimpses of 597-196 they may have seen.

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Medium Undead (Any Race), Any Non-Good Alignment
Armor Class 14 (leather armor)
Hit Points 32 (5d8 + 10)
Speed 40 ft.
STR
15 (+2)
DEX
16 (+3)
CON
14 (+2)
INT
10 (+0)
WIS
10 (+0)
CHA
11 (+0)
Saving Throws CON +4
Skills Acrobatics +5, Sleight of Hand +5, Stealth +5
Damage Vulnerabilities Radiant
Damage Resistances Poison
Damage Immunities Necrotic
Condition Immunities Charmed
Senses Darkvision 120 ft, Passive Perception 10
Languages Any one language (usually Common)
Challenge 1 (200 XP)
Proficiency Bonus +2

Pack Tactics. The runner has advantage on an attack roll against a creature if at least one of the runner's allies is within 5 feet of the creature and the ally isn't incapacitated.

Actions

Multiattack. The runner makes two melee attacks.

Dagger. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 5 (1d4 + 3) Piercing damage.

Hand Crossbow. Ranged Weapon Attack: +5 to hit, range 100/400 ft., one target. Hit: 5 (1d6+3) piercing damage.

Bonus Actions

As quick and cunning as they are they can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.

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Magik Heart's team of individuals. They are dancers, singers, mimes, and more. Their type of performance is both enchanting and often haunting, almost as if they were puppets being controlled by a puppeteer. 

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The gray dwarves, or duergar, live deep in the Underdark. After delving deeper than any other dwarves, they were enslaved by mind flayers for eons. Although they eventually won their freedom, these grim, ashen-skinned dwarves now take slaves of their own and are as tyrannical as their former masters.

Physically similar to other dwarves in some ways, duergar are wiry and lean, with black eyes and bald heads, with the males growing long, unkempt, gray beards.

Duergar value toil above all else. Showing emotions other than grim determination or wrath is frowned on in their culture, but they can sometimes seem joyful when at work. They have the typical dwarven appreciation for order, tradition, and impeccable craftsmanship, but their goods are purely utilitarian, disdaining aesthetic or artistic value.

Few duergar become adventurers, fewer still on the surface world, because they are a hidebound and suspicious race. Those who leave their subterranean cities are usually exiles. Check with your Dungeon Master to see if you can play a gray dwarf character.

Duergar see themselves as the true manifestation of dwarven ideals, clever enough not to be taken in by the treacherous deceptions of Moradin and his false promises. Their period of enslavement and the revolt against the mind flayers led by their god, Laduguer, purged the influence of the other dwarven gods from their souls and thus made them into the superior race.

Duergar have no appreciation for beauty, that ability having been erased from their minds by the mind flayers long ago and any thought of recapturing it obliterated by Moradin’s betrayal. The duergar lead bleak, grim lives devoid of happiness or satisfaction, but they see that as their defining strength — the root of duergar pride, as it were — rather than a drawback to be corrected.

Ability Score Increase

Your Strength score increases by 1.

Superior Darkvision

Your darkvision has a radius of 120 feet.

Extra Language

You can speak, read, and write Undercommon.

Duergar Resilience

You have advantage on saving throws against illusions and against being charmed or paralyzed.

Duergar Magic

When you reach 3rd level, you can cast the enlarge/reduce spell on yourself once with this trait, using only the spell’s enlarge option. When you reach 5th level, you can cast the invisibility spell on yourself once with this trait. You don’t need material components for either spell, and you can’t cast them while you’re in direct sunlight, although sunlight has no effect on them once cast. You regain the ability to cast these spells with this trait when you finish a long rest. Intelligence is your spellcasting ability for these spells.

Sunlight Sensitivity

You have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight.

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You have learned techniques to enhance your attacks with certain kinds of spells, gaining the following benefits:

  • When you cast a spell that requires you to make an attack roll, the spell's range is doubled.
  • Your ranged spell attacks ignore half cover and three-quarters cover.
  • You learn one cantrip that requires an attack roll. Choose the cantrip from the bard, sorcerer, or warlock spell list. Your spellcasting ability for this cantrip is Charisma.
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Instigator
Chef

Your son, the last thing you have is gone. All that remains are pieces of clay fragments from the destruction. However, that's all that remains. You know that with those fragments should have been the core.

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When you roll a 20 on your attack roll with this magic weapon, the target takes an extra 7 damage of the weapon’s type.

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A large rock quarry stood within the regions of Chiropetra. Long ago, two opposing sides fought over the rights of the area. These were two nobleman who have since perished within the battle. No side won as the battle was brought to a draw with the deaths of their leaders.

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