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Large Beast, Unaligned
Armor Class 14 (natural armor)
Hit Points 37 (5d10 + 10) 
Speed 50 ft.
Roll Initiative! +2
STR
17 (+3)
DEX
15 (+2)
CON
15 (+2)
INT
3 (-4)
WIS
12 (+1)
CHA
7 (-2)
Skills Perception +3Stealth +4 
Senses Passive Perception 13
Languages --
Challenge 1 (200 XP)
Proficiency Bonus +2
KEEN HEARING AND SMELL

Keen Hearing and Smell. The wolf has advantage on Wisdom (Perception) checks that rely on hearing or smell.

PACK TACTICS

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

Actions
BITE

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.

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Realm jumpers are a unique group of individuals with the ability to jump between realms with special innate abilities without the need of a spell. They are in tune with the astral gates and are able to force them open to their desire. The bigger the door, the more magic energy is consumed. A door open for a long period of time may also consume large amounts of magic energy. 

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Bugbears feature in the nightmare tales of many races — great, hairy beasts that creep through the shadows as quiet as cats. If you walk alone in the woods, a bugbear will reach out of the bushes and strangle you. If you stray too far from the house at night, bugbears will scoop you up to devour you in their den. If a bugbear cuts off your head, your soul stays trapped inside, and the bugbears use your head to magically command all whom you once knew.

Lurid tales such as these have flowered from the seeds of truth. Bugbears do rely on stealth and strength to attack, preferring to operate at night. They do take the heads of enemy leaders, but they are no more likely to eat people indiscriminately than humans are. Bugbears aren’t likely to attack lone travelers or wandering children unless they clearly have something to gain by doing so. From the viewpoint of the rest of the world, their aggression and savagery are thankfully offset by their rarity and lethargy.

Shiftless, Savage Layabouts

When they’re not in battle, bugbears spend much of their time resting or dozing. They don’t engage in crafting or agriculture to any great extent, or otherwise produce anything of value. They bully weaker creatures into doing their bidding, so they can take it easy. When a superior force tries to intimidate bugbears into service, they will try to escape rather than perform the work or confront the foe. Even when subsumed into a goblinoid host and drawn into war, bugbears must often be roused from naps and bribed to get them to do their duties.

This indolence offers no clue to how vicious the creatures are. Bugbears are capable of bouts of incredible ferocity, using their muscular bodies to exact swift and ruthless violence. At their core, bugbears are ambush predators accustomed to long periods of inactivity broken by short bursts of murderous energy. Ferocious though they may be, bugbears aren’t built for extended periods of exertion.

Gang Mentality

Since bugbears aren’t a particularly fecund race, their overall population is small and spread over a wide area. Bugbears live in family groups that operate much like gangs. The individuals in a group typically number fewer than a dozen, consisting of siblings and their mates as well as a handful of offspring and an elder or two. A gang lives in and around a small enclosure, often a natural cave or an old bear den, and it might have supplementary dens elsewhere in its territory that it uses temporarily when it goes on long forays for food.

In good times, a bugbear gang is tight-knit, and its members cooperate well when hunting or bullying other creatures. But when the fortunes of a gang turn sour, the individuals become selfish, and might sabotage one another to remove opposition or exile weaker or unpopular members to keep the rest of the gang strong. Fortunately for the race as a whole, even young and elderly bugbears have the ability to survive alone in the wild, and the cast-off members of a gang might eventually catch on with a different group.

Left to their own devices, bugbears have little more impact on the world than wolf packs. They subsist by crafting simple tools and hunting and gathering food, and gangs sometimes come together peacefully to exchange members and goods between them.

Malevolent Worship of Malign Gods

Bugbears worship two deities who are brothers, Hruggek and Grankhul. Hruggek is the fearsome elder sibling, possessed of legendary might and prowess in battle. Bugbears believe their strength and bravery come from him. Cunning Grankhul is the younger one, and in the stories bugbears tell, he gifted them with stealth but in return he sapped their vigor, so that bugbears sleep in his stead while he remains eternally alert and awake.

According to bugbear legends, Hruggek and Grankhul often fight alongside each other, preying upon all they encounter as is their right as superior warriors. Hruggek takes the heads of those he kills and puts them on spikes in his den, where they utter pleas for mercy and sing paeans to his might. Grankhul watches over Hruggek when he sleeps, but if he must be elsewhere, he whispers commands to the severed heads to wake Hruggek if any danger threatens him.

Bugbears admire the qualities of both brothers. Because of Hruggek, they consider bravery and physical superiority to be their natural state. Thanks to Grankhul, they can use their size and strength to work as stealthy assassins rather than blundering around like ogres.

Bullying, murder, and engaging in battle are all holy acts for bugbears. Garroting an unsuspecting creature and defeating foes in open battle are seen as acts of worship, in the same way that dwarves consider metalsmithing to be sacred to Moradin.

The bugbears recognize two other gods, both of which they disdain and fear: Maglubiyet and Skiggaret.

Maglubiyet, the leader of the goblinoid pantheon, forced both brothers to submit to his rule, but instead of killing them, he showed mercy and even honored them in a way by setting them free — under his control — so that bugbears could continue to employ their talents against his enemies. Bugbears understand that by venerating Hruggek and Grankhul, they also give tribute to Maglubiyet, even though they don’t openly pay homage to their overlord. When bugbears are called to join a host, bugbears believe Maglubiyet has again corralled the brothers into a divine battle, and they honor their gods by following suit.

Skiggaret is the bugbear version of the bogeyman, as hateful and terrifying to them as bugbears are in the eyes of many other races. His name is rarely spoken, and never above a whisper. Skiggaret’s influence manifests at times when bugbears are forced to act in a cowardly fashion; a bugbear that knows or feels itself to be in mortal danger is affected by a form of madness and will do anything, including trying to flee, in order to stay alive. Bugbears believe that this feeling of fear comes from being possessed by Skiggaret, and they don’t relish experiencing it. After the madness has passed, bugbears don’t dwell on things that were done in the presence of Skiggaret. Talking about such acts might call him back.

Blessings of the Bugbear Gods

Bugbears have no use for priests or shamans. No one needs to tell them what their gods want. If the brother gods are angry with them, they let the bugbears know with bolts of lightning (Hruggek) or by striking them blind or dead (Grankhul). Bugbears worship their gods simply by preying on other creatures, using no other sort of ceremony to show obeisance — with one exception.

In an act of worship that also sometimes attracts favorable attention from their gods, bugbears sever the heads of defeated foes, cut away or stitch open the eyelids, and leave the mouths hanging open. The heads are then placed on spikes or hung from cords around a bugbear den. The heads themselves are trophies that honor Hruggek, and their ever-staring eyes are an homage to sleepless Grankhul.

The heads of leaders and mighty opponents are particularly sacred, and offering up such a trophy can provide a bugbear gang with a special boon. A gang that gains the favor of Hruggek and Grankhul in this way might find that the head will emit a shout when an enemy gets too close (in the fashion of an alarm spell). Sometimes the heads of people who have information the bugbears need speak their secrets amid blubbered pleas for mercy (as with the speak with dead spell).

Bugbear Traits

Your bugbear character has the following racial traits.

Ability Score Increase

Your Strength score increases by 2, and your Dexterity score increases by 1.

Age

Bugbears reach adulthood at age 16 and live up to 80 years.

Size

Bugbears are between 6 and 8 feet tall and weigh between 250 and 350 pounds. Your size is Medium.

Speed

Your base walking speed is 30 feet.

Darkvision

You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.

Long-Limbed

When you make a melee attack on your turn, your reach for it is 5 feet greater than normal.

Powerful Build

You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.

Sneaky

You are proficient in the Stealth skill.

Surprise Attack

If you surprise a creature and hit it with an attack on your first turn in combat, the attack deals an extra 2d6 damage to it. You can use this trait only once per combat.

Languages

You can speak, read, and write Common and Goblin.

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The Emotions that empower a rage can include anger, pain, or sorrow. Those on the Path of the Dark Side harness these negative emotions into an umbral power not unlike that of the Shadowfell. These dark knights endure as much harm as they can muster then unleash it back onto their enemies.

Vengeance, self-loathing, or the desire to protect others are among the many reasons a barbarian would seek this path. The Dark Side welcomes both the saviors and the destroyers. 

Dark Knight

3rd-level Path of the Dark Knight feature

At 3rd level, you can withstand the burden of your ebon armor. You gain proficiency with heavy armor and you gain the benefits of raging even while wearing it.

Your armor helps suppress your feelings until they're ready to be unleashed. While you are wearing heavy armor and you're not raging, you can add your Rage Damage value to ability checks and saving throws against attempts at discerning your intent, emotions, or thoughts. 

Soul Eater

3rd-level Path of the Dark Knight feature

Also at 3rd level, you can turn your suffering into strength. When you enter your rage and at the start of each turn you are raging, you can choose to take an irreducible 1d6 damage. Until the end of that turn, your weapon attacks deal extra necrotic damage equal to 1d6+ your Constitution modifier. 

If you score a critical hit while Soul Edge is active, you gain temporary hit points equal to the necrotic damage dealt.

If you are below half your maximum hit points, you can choose to maximize both the damage you take and the necrotic damage you deal with this feature.

Shadow Wall

6th-level Path of the Dark Knight feature

At 6th level, you gain resistance to necrotic damage.

Additionally, you can draw harm away from others. When a creature within 15 feet of you takes damage while you are raging, you can use your reaction to take that damage instead.

Dark Mind

10th-level Path of the Dark Knight feature

At 10th level, your imposing presence aids you in both combat and in conversation. You can interrogate a creature alone for at least 5 minutes. At the end of the interrogation, you can make a contested Charisma (Intimidation) check against its Charisma (Deception) check. If you are successful, you can ask it up to three questions, which it must answer truthfully. 

The creature has disadvantage on this check if you have damaged it in the last 24 hours and it either is below half its maximum hit points or if it was knocked unconscious within that time frame.

Once you use this feature, you can't use it again until you finish a short or long rest. 

Quietus

14th-level Path of the Dark Knight feature

At 14th level, you can sacrifice yourself to end your foes. When you hit a creature with a melee weapon while raging, you can expend up to half your hit die. Roll the expended hit dice and both you and the target take additional necrotic damage equal to the number rolled, ignoring resistance. 

Once you use this feature, you can't use it again until you finish a long rest. 

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You are tracking down an specific individual referred to as the "Shadow Figure" By finding this person on behalf of the Mercenary Guild they will help you with people or things you are tracking. Everything starts with some annoyances and an altercation in the Dyonis Park

Your goal is to find any type of information on this individual at the very least. The guild will be staying in touch through a guild token while they work on your tasks.


Session Journal

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You can use a bonus action to speak the staff's command word and make the head of the staff become that of an animate poisonous snake for 1 minute. By using another bonus action to speak the command word again, you return the staff to its normal inanimate form.

You can make a melee attack using the snake head, which has a reach of 5 feet. Your proficiency bonus applies to the attack roll. On a hit, the target takes 1d6 piercing damage and must succeed on a DC 15 Constitution saving throw or take 3d6 poison damage.

The snake head can be attacked while it is animate. It has an Armor Class of 15 and 20 hit points. If the head drops to 0 hit points, the staff is destroyed. As long as it's not destroyed, the staff regains all lost hit points when it reverts to its animate form.

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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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