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Is a master of a slave trade that hosts experiments. All slaves under their control are those they and their master have tested on in some way or form.

They're the one in charge of supplying the bodies while Tragedonna takes care of the souls. 


Character Sheet on DnD Beyond

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Medium humanoid (any race), any non-lawful alignment
Armor Class 15 (studded leather)
Hit Points 65 (10d8 + 20)
Speed 30 ft.
Roll Initiative! +3
STR
15(+2)
DEX
16(+3)
CON
14(+2)
INT
14(+2)
WIS
11(0)
CHA
14(+2)
Saving Throws STR +4, DEX +5, WIS +2
Skills Athletics +4, Deception +4
Languages Any two languages
Challenge 2 (450 XP)
Proficiency Bonus +2
Actions
MULTIATTACK

Multiattack. The captain makes three melee attacks: two with its scimitar and one with its dagger. Or the captain makes two ranged attacks with its daggers.

SCIMITAR

Scimitar. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage.

DAGGER

Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage.

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PARRY

Parry. The captain adds 2 to its AC against one melee attack that would hit it. To do so, the captain must see the attacker and be wielding a melee weapon.

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Hobgoblins trace their origins to the ancient courts of the Feywild, where they first appeared with their goblin and bugbear kin. Many of them were driven from the Feywild by the conquering god Maglubiyet, who marshaled them as soldiers, but the fey realm left its mark; wherever they are in the multiverse, they continue to channel an aspect of the Feywild’s rule of reciprocity, which creates a mystical bond between the giver and the receiver of a gift.

On some worlds, such bonds lead hobgoblins to form communities with deep ties to one another. In Eberron and the Forgotten Realms, vast hobgoblin legions have emerged, with ranks of devoted soldiers famed for their unity.

Hobgoblins are generally taller than their goblin cousins but not quite as big as bugbears. They have curved, pointed ears and noses that turn bright red or blue during displays of emotion.

Creating Your Character

At 1st level, you choose whether your character is a member of the human race or of a fantastical race. If you select a fantastical race, follow these additional rules during character creation.

Ability Score Increases

When determining your character’s ability scores, increase one score by 2 and increase a different score by 1, or increase three different scores by 1. Follow this rule regardless of the method you use to determine the scores, such as rolling or point buy. The “Quick Build” section for your character’s class offers suggestions on which scores to increase. You can follow those suggestions or ignore them, but you can’t raise any of your scores above 20.

Languages

Your character can speak, read, and write Common and one other language that you and your DM agree is appropriate for the character. The Player’s Handbook offers a list of languages to choose from. The DM is free to modify that list for a campaign.

Creature Type

Every creature in D&D, including each player character, has a special tag in the rules that identifies the type of creature they are. Most player characters are of the Humanoid type. A race tells you what your character’s creature type is.

Here’s a list of the game’s creature types in alphabetical order: Aberration, Beast, Celestial, Construct, Dragon, Elemental, Fey, Fiend, Giant, Humanoid, Monstrosity, Ooze, Plant, Undead. These types don’t have rules themselves, but some rules in the game affect creatures of certain types in different ways. For example, the cure wounds spell doesn’t work on a Construct or an Undead.

Life Span

The typical life span of a player character in the D&D multiverse is about a century, assuming the character doesn’t meet a violent end on an adventure. Members of some races, such as dwarves and elves, can live for centuries. If typical members of a race can live longer than a century, that fact is mentioned in the race’s description.

Height and Weight

Player characters, regardless of race, typically fall into the same ranges of height and weight that humans have in our world. If you’d like to determine your character’s height or weight randomly, consult the Random Height and Weight table in the Player’s Handbook, and choose the row in the table that best represents the build you imagine for your character.

Hobgoblin Traits

As a hobgoblin, you have the following racial traits.

Creature Type

You are a Humanoid. You are also considered a goblinoid for any prerequisite or effect that requires you to be a goblinoid.

Size

You are Medium.

Speed

Your 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 discern colors in that darkness only as shades of gray.

Fey Ancestry

You have advantage on saving throws you make to avoid or end the charmed condition on yourself.

Fey Gift

You can use this trait to take the Help action as a bonus action, and you can do so a number of times equal to your proficiency bonus. You regain all expended uses when you finish a long rest.

Starting at 3rd level, choose one of the options below each time you take the Help action with this trait:

Hospitality. You and the creature you help each gain a number of temporary hit points equal to 1d6 plus your proficiency bonus.

Passage. You and the creature you help each increase your walking speeds by 10 feet until the start of your next turn.

Spite. Until the start of your next turn, the first time the creature you help hits a target with an attack roll, that target has disadvantage on the next attack roll it makes within the next minute.

Fortune from the Many

If you miss with an attack roll or fail an ability check or a saving throw, you can draw on your bonds of reciprocity to gain a bonus to the roll equal to the number of allies you can see within 30 feet of you (maximum bonus of +3). You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

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Spirit Archers are rangers that have learned how to combine their bow attacks with the power of summoned animal spirits. Some of these archers can be found among groups of druids and barbarians, acting as scouts and hunters. Others can be found living on their own, or living for hire, as specialists at dealing with certain foes, such as orcs or giants. In any case, you'll find these warriors to be strong and reliable ranged attackers, if you're on their side. If you're one of their enemies, you may not notice them until you suddenly see a wolf-headed arrow flying towards your face.

Spirit Shots

When you choose this archetype at level 3, you gain the ability to call on animal spirits to empower your arrows. Choose two “Spirit Shots” from the list below. Before you make an attack role with a longbow or shortbow, you may choose to spend a spirit charge and use a spirit shot as part of the attack. If the spirit shot requires the target to make a saving throw, the save DC is equal to your spell save DC.

Choose two additional spirits shots every four levels (7th, 11th, 15th, and 19th). Your number of spirit charges is equal to your ranger level, and you regain all uses after you finish a long rest.

Note: The animal spirits associated with these spirit shots do visually appear when you attack, usually coalesced around the arrow somehow. If your character doesn't know of some of the animals associated with these attacks (such as triceratops or shark), don't let that stop you from using what spirit shots you want. Feel free to come up with some other animal that makes more flavorful sense to associate with the shot if you want. For example, a ranger that does not know what a triceratops is may have the spirit summoned with their "triceratops" shot appear like a giant boar instead.

Bear Shot

On a hit, your attack deals an additional 2d4 slashing damage, and you gain that many temporary hit points if the target is one of your favored enemies. Temporary hit points you gain this way replace each other, and do not stack.

Eagle Shot

Instead of a normal attack, you may use this shot to create a glowing eagle spirit. For up to one minute, you can decide where the spirit flies (no more than 300 feet away from you), and whether it is loud or quiet. These decisions are free actions. The eagle can not attack, but you may spend your movement action to concentrate and look through the eyes of your eagle (switching back to your vision is a free action).

Use the stats block for a normal eagle with the following changes: the eagle cannot attack, and the eagle is immune to all damage from nonmagical attacks.

When making checks to track one of your favored enemies through the eyes of your eagle, you use your own skill bonuses and gain advantage on the roll. If the creature you're tracking is not one of your favored enemies, use the skill bonuses of your eagle.

Elk Shot

After you make this attack, your walking speed increases by 10 feet and you do not provoke attacks of opportunity by moving until the end of this turn (regardless if you hit or miss). This speed bonus increases to 15 feet at level 6, then 20 feet at level 14.

If the target of this attack is one of your favored enemies, you may take the hide action at the end of this turn as a free action.

Panther Shot

This attack must target a creature that is levitating, flying, or otherwise off the ground. The target must also be of large size or smaller. On a hit, the target must make a STR saving throw, taking an additional 1d6 piercing damage on a failed save, or have as much damage on a successful one. If the target is one of your favored enemies, instead roll 2d6 for this damage.

If the target fails the saving throw, they are also brought down to the ground directly below them (falling damage determined by DM). They land prone.

Ram Shot

This attack must target a creature that is not levitating, flying, or otherwise off the ground. The target must also be of large size or smaller. On a hit, the target must make STR saving throw, taking an additional 2d4 bludgeoning damage on a failed save, or half as much damage on a successful one. If the target fails the saving throw, they are also knocked prone. If the target is one of your favored enemies, instead roll 2d6 for this damage. 

Shark Shot

You have advantage on this attack roll if your target doesn’t have all of its hit points. On a hit, the target takes an additional 1d8 piercing damage. If the target is one of your favored enemies, it instead takes an additional 2d8 piercing damage.

Snake Shot

On a hit, the target must make a STR saving throw. If the target is one of your favored enemies, it has disadvantage on this saving throw. If they succeed, nothing happens. If they fail, they become restrained for up to one minute (no concentration required). The target may attempt the same saving throw at the end of each of their turns until they escape. As long the target is restrained this way, you may use your bonus action to deal bludgeoning damage to the target equal to 1d8 + your wisdom modifier.

Spider Shot

On a hit, the target must roll a CON saving throw, taking an additional 2d4 poison damage on a failed save, or half as much damage on a successful one. If the target is one of your favored enemies, it has disadvantage on this saving throw. If the poison damage reduces the target to 0 Hit Points, the target is stable but poisoned for 1 hour, even after regaining Hit Points, and is paralyzed while poisoned in this way.

Triceratops Shot

This attack ignores half cover or three quarters cover. If the target is one of your favored enemies, on a hit it also takes an additional 2d6 bludgeoning damage.

You may also choose to use this spirit shot to break down an obstacle (door, barricade, etc.). Roll a Wisdom check (DC decided by the DM), and you break the obstacle on a success. If you fail the roll, the obstacle remains.

Wolf Shot

On a hit, you deal an addition 1d6 weapon damage. This damage increases to 2d6 at level 6, and 3d6 at level 14. If the target is one of your favored enemies, you also gain a bonus to the attack roll equal to your wisdom modifier, and all attack rolls made by allies against that target get the same bonus until the start of your next turn.

Empowered Ammunition

At level 7, your spirit shots become more effective at piercing your enemies’ defenses. Any attacks made using one of your spirit shots count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Primal Shot

At level 11 you can combine the animal spirits you call on with your own ranger magic, to devastating effect.

You learn one spirit shot of your choice from the three listed below. These spirit shots function the same as your other spirit shots with the following changes: these shots each cost two spirit charges to use instead of one. When you use one of these shots, you must also spend a ranger spell slot (minimum of one) as a part of the cost for the shot. At level 16, you learn a second spirit shot from this list.

Predator Shot

A spirit of a vicious, predator animal appears next to the target of your attack (appearance up to the user). After you make your attack role (and damage roll if you hit), the target must roll a DEX saving throw to avoid the spirit's attack. The target takes 3d6 slashing damage on a failed save, or half as much damage on a successful one.

As long as the spirit is summoned, it attacks the same target once on each of your turns, forcing the target to make the same save against the same damage. If the target has moved, the spirit teleports next to the target. The spirit can not be attacked, and it disappears after the target of this spirit shot is incapacitated. You may only have one spirit summoned this way at a time. Otherwise, the spirit stays summoned for a number of turns equal to the level of spell slot you spent to use this spirit shot. For example, if you only used a 1st level spell slot to use this spirit shot, the animal spirit would make its first attack as described above, it would make a second attack on your next turn, and then it would disappear.

If the target is one of your favored enemies, it has disadvantage on all saving throws made against the spirit's attacks.

Stampede Shot

Your arrow is accompanied by a line of stampeding animal spirits (appearance up to the user). This line is 100 feet long and 5 feet wide, going in the same direction as your attack. After you make your attack role (and damage role if you hit), each creature in the line must make a DEX saving throw. A creature takes 3d6 bludgeoning damage on a failed save, or half as much damage on a successful one. Increase this damage by 1d6 for each spell slot level above 1st spent to use this spirit shot. Any creature that fails this saving throw is also stunned until the end of its next turn. A creature has disadvantage on this saving throw if it is one of your favored enemies.

Swarm Shot

A swarm of animal spirit follow your arrow and envelop everything around your target (appearance up to user). After making your attack role (and damage roll if you hit), each creature in a 20-foot radius sphere centered on the target must make a DEX saving throw. A creature takes 3d6 piercing damage on a failed save, or half as much damage on a successful one. Increase this damage by 1d6 for each spell slot level above 1st spent to use this spirit shot. Any creature that fails this saving throw is also blind until the end of their next turn. A creature has disadvantage on this saving throw if they are one of your favored enemies.

Experienced Hunter

At level 15, your spirit shots become especially potent. Attacks you make using one of your spirits shots now score a critical hit on a 19 or 20. If your spirit shot requires a target to make a saving throw and you score a critical hit, the target automatically fails the saving throw.

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The dragons are long gone and there is a portion of history that is completely missing from the timeline. No one is able to explain why the dragons are gone or what happened to them. It’s almost as if that portion of history was erased from memories and no one can find the ties as to why. That was until Divelinson invaded the land of Kawit and uncovered the Gorga Ruins. The ruins was the first signs of the draconic history that is missing.

Diana Voxville, a researcher is tasked in uncovering the information of the forgotten history. She is a newly graduated scholar and artificer hiring a team of individuals to escort her and protect her in the journey of her research. She has postings that she has everywhere and is conducting interviews on who she feels best suited to escort her. However, due to her royal status and her recent father’s invasion of another country she finds it hard to get that help. Most people shun her and do not acknowledge her despite her plea for help.

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Proficiency with a dart allows you to add your proficiency bonus to the attack roll for any attack you make with it.

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Piper is found within the forest and killed by the IT Squad. The It squad was hunting a creature down for slaughtering the livestock of a farmer. 

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