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A sly noble with a sharp tongue, Liza is sinister noble of Divelinson. Much like Walden Stein, Liza gets what she wants when she wants it. Taking all the means necessary to make it happen. She wants people to bow down before her and respect her as if she were royalty. Although, when in the company of Mond Voxville and any of the royal family, she eagerly bows down to them.


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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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This team of investigators have known each other for several years now. However they weren’t always hunting ghouls and ghosts. They were a group of standard adventurers going about their epic tales and journey with their own bonds that first brought them together. However, one quest caused a frightful night for the team as one of their own disappeared without them knowing. They found them the next morning in the woods with a rather unique mark on their head and unresponsive. Desperate, they did everything and anything they could to bring them back. But in the end, there was nothing they could do. Their death became the team’s common bond as they dived deeper into the world of the occult, supernatural, and the general mystery of the unknown. With new quests of the supernatural and paranormal they worked together to try and solve the mystery of what happened that night.

Flash forward ten years, and we have a well-developed team of investigators tackling the things that go bump in the night and solving mysteries. They kept working together to hopefully come closer to the one mystery they have not been able to solve yet.

Maybe here at their next mystery haunting an Opera House they can find their answers…or perhaps it will find them first.

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Protection is my purpose. I defend the innocent from those who would do them harm. For my siblings, this is a job; for me, it’s a calling.

—Harric d’Deneith, Sentinel Marshal

The Mark of Sentinel warns and protects. It heightens senses and reflexes, allowing an heir to respond to threats with uncanny speed. It can shield its bearer from harm. Whether on the battlefield or the ballroom, someone who carries the Mark of Sentinel is prepared for danger.

House Deneith

Leader: Breven d’Deneith

Headquarters: Sentinel Tower (Karrlakton, Karrnath)

House Deneith was born in Karrnath, and war flows in its veins. For centuries, the Blademarks Guild of House Deneith has governed the mercenary trade. While warriors with the Mark of Sentinel are among its most elite forces, House Deneith brokers the services of a wide range of soldiers, including Valenar war bands and the goblins of Droaam. Beyond the battlefield, the Defender’s Guild provides exceptional bodyguards for those who can afford their services. House Deneith is also renowned for its Sentinel Marshals, agents who hold the authority to pursue criminals and enforce the law across the length of Khorvaire. The Sentinel Marshals hold the honor of the house in their hands. Being a Marshal is a privilege, and it comes with high expectations.

Despite its might and the desire of some house members to flex their military muscles, House Deneith has always maintained absolute neutrality, selling its services to all sides of a conflict. Baron Breven d’Deneith shows no inclination of using the massive, chi­mera-marked military forces of his house for his own ends, but he’s surrounded by aggressive advisors who would like to see a Deneith ruling all Khorvaire. House Deneith is also caught in an escalating rivalry with House Tharashk, as it edges into the mercenary trade.

Ability Score Increase

Your Constitution score increases by 2, and your Wisdom score increases by 1.

Sentinel’s Intuition

When you make a Wisdom (Insight) or Wisdom (Perception) check, you can roll a d4 and add the number rolled to the ability check.

Guardian’s Shield

You can cast the shield spell once with this trait, and you regain the ability to cast it after you finish a long rest. Wisdom is your spellcasting ability for this spell.

Vigilant Guardian

When a creature you can see within 5 feet of you is hit by an attack roll, you can use your reaction to swap places with that creature, and you are hit by the attack instead. Once you use this trait, you can’t do so again until you finish a long rest.

Spells of the Mark

If you have the Spellcasting or the Pact Magic class feature, the spells on the Mark of Sentinel Spells table are added to the spell list of your spellcasting class.

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You learn one Eldritch Invocation option of your choice from the warlock class. If the invocation has a prerequisite, you can choose that invocation only if you’re a warlock and only if you meet the prerequisite.

Whenever you gain a level, you can replace the invocation with another one from the warlock class.

Eldritch MindTCoE71

You have advantage on Constitution saving throws that you make to maintain your concentration on a spell.

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Walden Stein has obtained the rights and ownership to the Harmony Opera House. He intends to turn the place into a swinging club and a hang out place for him and his friends. However, as the construction started strange things started happening here. Mysterious deaths started occurring prompting Walden to reach out to a unique group of individuals. Knowing that the king's guards wouldn't assist in any way, this was his last resort to get down to the bottom of things.

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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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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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