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Deino is a pirate at heart and always a pirate. Although separated from his brother, he still sails the seas living out his days. 

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Small Construct, Any Alignment
Armor Class 15
Hit Points 85 (16d8 + 15) 
Speed 40 ft.
Roll Initiative! +4
STR
12 (+1)
DEX
19 (+4)
CON
16 (+3)
INT
10 (+0)
WIS
10 (+0)
CHA
12 (+1)
Saving Throws STR +4, DEX +7, CON +6
Skills Acrobatics +7Intimidation +5Stealth +7 
Damage Immunities Necrotic, Poison, Psychic
Condition Immunities CharmedExhaustionFrightenedPoisoned
Senses Darkvision 60, Passive Perception 15
Languages Common, Infernal but can only speak infernal
Challenge 6 (2,300 XP)
Proficiency Bonus +3
INCONSPICUOUS

Inconspicuous. While the haunted puppet remains motionless and out of combat, it gains a +5 to Stealth rolls, and is indistinguishable from a normal puppet.

EVASION

Evasion. When the haunted puppet is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.

HEAD ON A SWIVEL

Head on a Swivel. The haunted puppet cannot be surprised.

MAGICAL PUPPETRY

Magical Puppetry. The weapon attacks made by the haunted puppet are considered magical for the purpose of overcoming resistance.

Actions
MULTIATTACK

Multiattack. The haunted puppet makes three Blade Fury or Ranged Bolt attacks.

BLADE FURY

Blade Fury. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 1d10 + 4 slashing damage.

RANGED BOLT

Ranged Bolt. Ranged Weapon Attack: +7 to hit, reach 30 ft., one target. Hit: 1d8 + 4 necrotic damage.

WEB OF STRINGS (3/DAY)

Web of Strings (3/day). The haunted puppet  shoots a web of strings at any number of creatures within a 15 foot radius. Creatures within range must succeed on a Dexterity saving throw or be restrained until the end of the haunted puppet's next turn. While a creature is restrained in this way the haunted puppet's movement speed is reduced by 10 feet.

Reactions
SCURRY

Scurry. When a creature misses an attack against the haunted puppet, it can move half its movement speed in any direction without provoking attacks of opportunity.

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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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As an Astral Cleric your god grants you similar power over space to their own. Open portals, teleport, call upon the celestial bodies that aren't angelic/godly in nature.

Astral Domain Spells

Cleric LevelSpells
1stmagnify gravity, jump
3rdimmovable object, silence
5thblink, melf's minute meteors
7thdimension door, gravity sinkhole
9thbanishing smite, contact other plane

Knowledge of Beyond

When you choose this domain at 1st level, you gain the Dancing Lights cantrip, you become proficient in Intelligence(Arcana) and at 5th level your Channel Divinity: Turn/Destroy Undead feature also effects Aberrations.

Channel Divinity: Spacial Shift

At 2nd level, you brandish your holy symbol for one minute and concentrate on your god's power over space. You will yourself and up to 10 other creatures within 10 feet of you to teleport to any location you have visited in the last month.

At 13th level, you can use this Channel Divinity in the same manner as a Plane Shift spell without need of the tuning fork material component. You can only use Channel Divinity: Plane Shift once per long rest.

Spatial Flux

At 6th level whenever you cast a spell on yourself or an ally, those who received the spell effect may teleport up to 60 feet as a bonus action so long as that spell remains active on them. If you heal someone they may use this teleportation effect as their Reaction.

Potent Spellcasting

At 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.

Bishop of the Void

At 17th level, you gain more spells that count as Domain Spells. Like your other domain spells, they are always prepared and count as cleric spells for you.

Astral Domain Spells

SPELL LEVELSPELLS
6tharcane gate, gravity fissure
7threverse gravity, crown of stars
8thmaze, dark star
9thmeteor swarm, gate
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Instigator
Erato

Your friend was a victim to a tormenting event that has left her scarred and mentally unwell. She hasn't been the same and is unable to speak of the events. You are wanting to get down to the bottom of what happened to her when you were approached by an individual who feels like they can assist. 

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

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The only known time where Unknown left the Wolf Islands. They came in a time of need as those from Kawit had sought after the area for the magic of the Wolf Islands. The Guardian took care of the invaders alongside allies of Yeezla

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