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Medium Fey, Neutral
Armor Class 14 (natural armor)
Hit Points 19 (3d8 + 6) 
Speed 40 ft.
Roll Initiative! +2
STR
17 (+3)
DEX
15 (+2)
CON
14 (+2)
INT
10 (+0)
WIS
15 (+2)
CHA
11 (+0)
Skills Perception +4 
Senses Passive Perception 14
Languages understands Common, Elvish, and Sylvan but can’t speak
Challenge 1/2 (100 XP)
Proficiency Bonus +2
BONDING

Bonding. The hound can magically bond with one creature it can see, immediately after spending at least 1 hour observing that creature while within 30 feet of it. The bond lasts until the hound bonds with a different creature or until the bonded creature dies. While bonded, the hound and the bonded creature can communicate telepathically with each other at a distance of up to 100 feet.

KEEN HEARING AND SMELL

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

Actions
BITE

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.


The elves of Valenar say that when their ancestors fought the giants of Xen’drik, elf druids took the forms of animals on the battlefield. The cruel and mighty Emperor Cul’sir of the giants laid a curse upon the druids and trapped them in the forms of animals. Just as the ancestors of the Valenar guide their warriors in battle, the spirits of these druids can awaken power in an animal to create a companion worthy of a champion.

Valenar animals are awakened to advanced intelligence and power by the touch of an ancestral spirit. Traditionally, Valenar animals choose Valenar elves as companions, reflecting a bond between the ancestors of elf and animal. To be chosen by a Valenar animal is a great honor, and any such elf is treated with respect and reverence. Still, on the rare occasions when a Valenar animal chooses an adventurer of a different ancestry as a companion, it is universally accepted.

Variant: Ancestral Traits

Each Valenar animal can be customized with an ancestral gift, a supernatural trait granted by its ancestral spirit. Choose a trait or roll on the Ancestral Traits table for each Valenar animal.

Ancestral Traits

d8Trait
1Bestow Luck (1/Day). As a bonus action, the animal chooses one creature it can see within 30 feet of it. The next ability check, attack roll, or saving throw the target makes in the next hour has advantage.
2Burst of Speed (Recharge 6). The animal can take the Dash action as a bonus action.
3Camouflage. The animal has advantage on Dexterity (Stealth) checks it makes while outdoors.
4Lie Detector. The animal knows when a creature within 15 feet of it tells a lie.
5Fey Ancestry. The animal has advantage on saving throws against being charmed or frightened, and magic can’t put it to sleep.
6Fey Step (1/Day). The animal, along with anything it is wearing or carrying, teleports up to 30 feet to an unoccupied space it can see.
7Quickness (Recharge 6). The animal can take the Dodge action as a bonus action.
8Shrouded Step. The animal can’t be tracked except by magical means, and it leaves behind no tracks or other traces of its passage.
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The Hourglass Pirates is a group of notorious individuals sailing the seas. Their Captain Widow, rules with an iron fist and is no stranger to conflict. She and her crew are under the employment of someone by the name of Smiles transporting people to a facility. She and her crew were subjects of Order of the Moonlight and were thus experimented on. Due to the experiments the have obtained distorted bodies and strange new abilities.  


One of their known rivals are The Aces as they often butt heads with one another. The Aces being former partners with Smiles have defected from them and thus became enemies of The Hourglass Pirates. 


The Hourglass Pirates were in the process of transporting a captured individual that The Aces had rescued. During the transport they were brought to their current base where The Aces and The Hourglass Pirates fought in a head to head battle. The Aces were proven to be victorious and even took down their captain without needing their own captain to participate in the brawl. They managed to rescue Ryver and bring him aboard their ship. 


The Hourglass Pirates have not been seen since that day and have deemed to be dead. 

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Lunar Astrians possess soft, glowing eyes and often come in the darker navy complexions. They tend to be calm and soothing, but can just as easily be sinister and aloof. Their softer nature makes them more comforting healers.

When using their Astromantic Aura, all Entities they choose within 10 feet are healed a number of points equal to their Charisma Bonus at the beginning of the Astrian's turn. This lasts for as long as they remain within the Aura.

In addition, if the Astrian uses a healing Spell, they may add double their Charisma Bonus to the amount healed. This can be done a number of times equal to their Charisma Bonus.

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You have trained to master the use of heavy armor, gaining the following benefits:

  • Increase your Strength score by 1, to a maximum of 20.
  • You gain proficiency with heavy armor.
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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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If you hold this beetle-shaped medallion in your hand for 1 round, an inscription appears on its surface revealing its magical nature. It provides two benefits while it is on your person:

  • You have advantage on saving throws against spells.
  • The scarab has 12 charges. If you fail a saving throw against a necromancy spell or a harmful effect originating from an undead creature, you can use your reaction to expend 1 charge and turn the failed save into a successful one. The scarab crumbles into powder and is destroyed when its last charge is expended.
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Marktinla is a large country basing most of its economy on the mining industry. They are a religious country that houses a forbidden ruins. The country is ruled by King Edward Gladius (Goliath).

Primary Races: Humans, Halfling, Goliath, Gnomes, Dwarves,


This is a Tiaga Biome


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