Download as pdf or txt
Download as pdf or txt
You are on page 1of 4

Arnak

Medium Natural Humanoid (half-orc), chaotic neutral

Armor Class 16 (chainmail) Traits


Hit Points 58 (9d8 + 18)
Relentless Endurance (1/day). When Arnak
HP per Life: 19 is reduced to 0 hit points but not killed
Speed 2d4 x 5 ft. each turn outright, he can drop to 1 hit point instead.

Actions
STR DEX CON
18 (+4) 13 (+1) 14 (+2) Multiattack. Arnak makes two longsword
attacks. If he has a shortsword drawn,
INT WIS CHA he can also make a shortsword attack.
10 (+0) 11 (+0) 10 (+0) Longsword. Melee Weapon Attack: +6
to hit, reach 5 ft., one target. Hit: (1d8
Languages common, orcish + 3, or 1d10 + 3 if using two-handed)
slashing damage.
Saving Throws Strength (+6) Shortsword. Melee Weapon Attack: +6 to
Senses Darkvision 60 ft., Passive hit, reach 5 ft., one target. Hit: (1d6 + 3)
Perception 10 piercing damage.
Skills Athletics (+6), Intimidation (+2) Heavy Crossbow. Ranged Weapon Attack:
+3 to hit, reach 100/400 ft., one target.
Challenge 3 (700 XP) Hit: (1d10 + 1) piercing damage.

Jivvins
Small Natural Humanoid (gnome), neutral good

Armor Class 11 Traits


(15 with mage armor)
Hit Points 35 (8d8) Gnome Cunning. Jivvins has advantage on
all Intelligence, Wisdom, and Charisma
HP per Life: 11 saving throws against magic.
Speed 2d4 x 5 ft. each turn
Actions
STR DEX CON
Staff. Melee Weapon Attack. +1 to Hit.
8 (-1) 14 (+2) 10 (+0)
Melee, 5 ft., one target Hit: 1d6-1
INT WIS CHA bludgeoning damage.
18 (+4) 12 (+1) 12 (+1) Spellcasting
Jivvins is a 5th level Spellcaster with a +6 to
Languages common, gnomish attack bonus and a save DC of 14. He knows
the following spells:
Saving Throws Intelligence (+6), see • Cantrips: shocking grasp, mage
gnome cunning hand, blade ward
Senses Darkvision 60 ft., Passive • Level 1 (4/day) mage armor, color spray,
Perception 11 magic missile
Skills Arcana (+6), History (+6) • Level 2 (3/day) hold person, mirror image
• Level 3 (2/day) counterspell, lightning bolt
Challenge 3 (700 XP)

1
Heste
Medium Natural Humanoid (human), chaotic neutral

Armor Class 15 (leather) Traits


Hit Points 42 (7d8 + 7)
Sneak Attack. When Heste hits an enemy
HP per Life: 14 with an attack with a finesse or ranged
Speed 2d4 x 5 ft. each turn weapon when he has advantage - or when
the target has another enemy within 5 ft.
STR DEX CON of them - he deals an extra 2d6 damage.
12 (+1) 18 (+4) 12 (+1) This can happen once per round.
Cunning Action. Heste can use his Bonus Action
INT WIS CHA to take the Dash, Disengage, or Hide action.
10 (+0) 10 (+0) 14 (+2)
Actions
Languages common, dwarven Handaxe. Melee Weapon Attack or Ranged
Saving Throws Dexterity (+6) Weapon Attack (20/60). +6 to Hit. Hit:
1d6+4 slashing damage.
Senses Passive Perception 12
Skills Acrobatics (+6), Deception (+4), Reactions
Perception (+2), Stealth (+6)
Evasion. When an attacker that he can see
Challenge 3 (700 XP) hits Heste, he can use his reaction to
halve the damage.

Mika
Medium Natural Humanoid (human), lawful good

Armor Class 17 (unarmored defense) Traits


Hit Points 49 (7d8 + 14)
Deflect Missiles. Mika can use her reaction
HP per Life: 16 to deflect or catch a missile when hit
Speed 2d4 x 5 ft. each turn with a ranged weapon attack, reducing
the damage by 1d10+7.
STR DEX CON Actions
11 (+0) 16 (+3) 12 (+1)
Multiattack. Mika makes three Martial
INT WIS CHA Arts attacks.
10 (+0) 16 (+3) 10 (+0) Martial Arts. Melee Weapon Attack: +5 to
hit, reach 5 ft., one target. Hit: 1d6 + 3
Languages common, elvish bludgeoning damage.
Stunning Palm Strike. Melee Weapon
Saving Throws Wisdom (+5), Attack: +5 to hit, reach 5 ft., one target.
Dexterity (+5) Hit: 1d6 + 3 bludgeoning damage
Senses Passive Perception 15 and the target must make a DC 14
Skills Acrobatics (+5), Perception Constitution saving throw or be stunned
(+5), Religion (+2) until the end of their next turn.
Challenge 3 (700 XP)
2
Sundril
Medium Natural Humanoid (wood elf), lawful neutral

Armor Class 15 (studded leather) Actions


Hit Points 48 (8d8 + 8)
Multiattack. Sundril makes two longbow
HP per Life: 16 attacks.
Speed 3d4 x 5 ft. each turn Longbow. Ranged Weapon Attack: +7 to
hit, reach 150/600 ft., one target.
Hit: (1d8 + 3) piercing damage.
STR DEX CON
14 (+2) 16 (+3) 13 (+1) Bonus Actions
INT WIS CHA Mark Quarry. Sundril can use her bonus
12 (+1) 14 (+2) 10 (+0) action to designate a creature within
100 ft. as her quarry. When she damages
Languages common, elvish a creature marked in this way, she deals
an additional 1d8 damage to them.
Saving Throws Wisdom (+6) The target remains her quarry for one
Senses Darkvision 60 ft., Passive hour, or until the target is defeated or
Perception 14 disappears from her sight.
Skills Acrobatics (+5), Nature (+2),
Perception (+4), Survival (+4)
Challenge 3 (700 XP)

Traits
Fey Ancestry. Sundril has advantage on
saving throws against being charmed,
and can’t be magically put to sleep.
Mask of the Wild. Sundril can attempt
to hide even when she is only lightly
obscured by foliage, heavy rain,
falling snow, mist, and other natural
phenomena.

3
Vendrix
Medium Natural Humanoid (tiefling), neutral evil

Armor Class 12 (15 with mage armor) Skills Arcana (+6)


Hit Points 49 (7d8 + 14) Challenge 3 (700 XP).
HP per Life: 16
Speed 2d4 x 5 ft. each turn Actions
Flame-Touched Dagger. Melee Weapon
STR DEX CON Attack. +4 to Hit. Melee, 5 ft., one target
Hit: 1d4+1 slashing damage, plus 1d6
10 (+0) 12 (+2) 14 (+2)
fire damage.
INT WIS CHA Spellcasting
11 (+0) 8 (-1) 18 (+4) Vendrix is a 6th level Spellcaster with a +6
to attack bonus and a save DC of 14. She
knows the following spells.
Languages common, infernal • Innate spells (1/day; require no spell slot):
Saving Throws Charisma (+5) thaumaturgy, hellish rebuke
• Cantrips: eldritch blast (2 beams),
Resistances fire
chill touch
Senses Darkvision 60 ft., Passive • Level 3 (3/day) fireball, bane, crown of
Perception 9 madness, slow

You might also like