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Eldeth Feldrun

Inspiration [ ] Trust [ ] Injuries [ ][ ][ ][ ]


Push Comes To Shove (1/Encounter). When
you hit a creature with a melee attack, if the target
is Large or smaller, Eldeth can push it 10 feet
away from you. If she does, the target must make
a DC 12 Strength saving throw or fall prone. The
DC increases to 13 at 5th level, 14 at 11th level,
and 15 at 17th level.
Shield Bearer. Eldeth can spend her inspiration
to force an enemy to reroll one attack against you
or an ally within 10 feet.
Guard (1/Encounter). If Eldeth is trusting, she
can interpose herself in front of an attack that
would hit you, taking the hit instead. If the attack
deals 10 or more damage, Eldeth takes an injury.

Stool

Inspiration [ ] Trust [ ] Injuries [ ][ ]


Rapport Spores (3/Long Rest). Every living creature with 2 or more Intelligence
within 10 feet of you can communicate telepathically with one another for 1 hour while
they are within 30 of each other.
Distress Spores. By spending its inspiration,
Stool can grant you and your allies within 30
feet advantage on a Dexterity saving throw
against one effect.
Invigorating Spores (1/Short Rest). If
Stool is trusting, it can produce spores that
grant you or an ally within 10 feet temporary
hit points equal to 1d4 + your level.

Shuushar the Awakened

Inspiration [ ] Trust [ ] Injuries [ ][ ][ ]


Otherworldly Perception. Shuushar knows
and can tell you the location of any invisible
or ethereal creature within 30 feet of you.
Enlightenment. By spending his inspiration,
Shuushar can cast the augury spell.
Sanctuary (1/Short Rest). If Shuushar is
trusting, he can cast the sanctuary spell on a
willing creature within 30 feet of you. The
save DC of the spell is 12, increasing to 13 at
5th level, 14 at 11th level, and 15 at 17th lvl.

Shuushar the Unawakened

Inspiration [ ] Trust [ ] Injuries [ ][ ][ ]


Otherworldly Perception. Shuushar knows
and can tell you the location of any invisible
or ethereal creature within 30 feet of you.
Strike. When you hit with a melee attack,
Shuushar can spend his inspiration to strike
your foe. Your attack deals an additional 1d8
piercing damage. This damage improves to
2d8 at 5th level, 3d8 at 11th level, and 4d8 at
17th level.
Curse (1/Short Rest). If Shuushar is trusting, he can cast the bane spell. The save DC
of the spell is 12, increasing to 13 at 5th level, 14 at 11th level, and 15 at 17th level.

Buppido

Inspiration [ ] Trust [ ] Injuries [ ][ ][ ]


Fearless. Buppidos unshakable confidence
rubs off on his allies. You have advantage on
saving throws against being frightened.
Desensitized. Buppido has seen it all. When
you would gain a level of madness, Buppido
can spend his inspiration to prevent you from
gaining that madness.
Already Got A Friend. If Buppido is trusting, you have advantage on saving throws
against being charmed.

Prince Derendil

Inspiration [ ] Trust [ ] Injuries [ ][ ][ ]


Way With Animals. Derendil grants you advantage on Wisdom (Animal Handling)
checks.
Rend. When you hit with a melee attack,
Derendil can spend his inspiration to take the
opportunity to tear into you foe. Your attack
deals an additional 2d6 slashing damage. This
damage improves to 4d6 at 5th level, 6d6 at
11th level, and 8d6 at 17th level.
Beastly Fury. If he is trusting, the princes
great strength and sharp claws aid you better in
battle. When making a melee attack, you score
a critical hit on a 19-20.

Jimjar

Inspiration [ ] Trust [ ] Injuries [ ][ ][ ]


Gambler (1/Encounter). By making a bet
with Jimjar on the outcome of an action, you
or an ally within 30 feet of you can add 1d4
to any ability check. The bet must be made
before rolling.
Deep Pockets. By spending his inspiration,
Jimjar can produce almost any object (at DM
discretion), so long as he could carry it in his
pockets, and its value is no more than 50 gp.
I Bet You Can Do It (1/Long Rest). If Jimjar is trusting, he can encourage you, granting you advantage on any attack roll, saving
throw, or ability check.

Ront

Inspiration [ ] Trust [ ] Injuries [ ][ ][ ]


Wary. Ront is a skilled warrior, ready to
pounce at any time. You can take an additional
reaction during each round, which can be used
only to make an opportunity attack.
Crush. When you roll damage with a melee
weapon attack, Ront can spend his inspiration
to cause the weapons damage dice, and his
Smash ability if applicable, to deal maximum
damage. He can do this even after you roll
damage, before applying it.
Smash (1/Turn). If Ront is trusting, you can
deal an additional 1d4 damage when you hit
with a melee attack.

Sarith Kzekarit

Inspiration [ ] Trust [ ] Injuries [ ][ ][ ]


Underdark Guide. Sarith provides advantage
on any Wisdom (Survival) checks you make to
navigate in the Underdark, and Intelligence
checks made to identify Underdark flora and
fauna.
Restorative Salve. Sariths knowledge of Underdark fungi allow him to cure some ailments.
If he spends his inspiration, he can produce an
effect identical to a lesser restoration spell on
you or an ally within 10 feet, though it is nonmagical.
Friends In Low Places. If he is trusting, Sarith
can introduce you to a trusted contact in almost
any Underdark settlement you travel to.

Topsy and Turvy

Inspiration [ ] Trust [ ] Injuries [ ][ ][ ]


Stealthy. When you roll Dexterity (Stealth),
your result cannot be lower than 12. This improves to 13 at 5th level, 14 at 11th level, and
15 at 17th level.
Backstab. When you hit a creature within 30
feet with an attack, Topsy and Turvy can spend
their inspiration to cause your attack to deal
2d4 additional piercing damage. This damage
improves to 4d4 at 5th level, 6d4 at 11th level,
and 8d4 at 17th level.
Pack Tactics (1/Encounter). If they are trusting, Topsy and Turvy can grant you advantage
on a single attack roll during each of your turns
for two consecutive rounds.

Yuk Yuk and Spiderbait

Inspiration [ ] Trust [ ] Injuries [ ][ ][ ]


Alert. The Web Runners grant you advantage
on Wisdom (Perception) checks, or +5 to Passive Perception, to avoid being surprised.
Bait And Switch. When an enemy misses you
with a melee attack, Yuk Yuk and Spiderbait
can spend their inspiration to allow you to
make a weapon attack against that enemy as
your reaction.
Surf The Web. If Yuk Yuk and Spiderbait are
trusting, your movement speed is doubled so
long as you are traveling down a slope or other
incline, and you have advantage on saves and
checks to avoid falling over or losing your balance.

Fargas Rumblefoot

Inspiration [ ] Trust [ ] Injuries [ ][ ][ ]


Explorer. Fargas can quickly lead you
across rough and confusing terrain, as is
common in the Underdark. Your groups
travel speed is not slowed by difficult terrain.
Fools Luck. Fargas can spend his inspiration to allow you to reroll a failed saving
throw.
Quick. If Fargas is trusting, your movement
speed is increased by 5 feet.

Glabbagool

Inspiration [ ] Trust [ ] Injuries [ ][ ][ ][ ]


Big and Slow. You take up a 10-foot square, your
movement speed is reduced to 20 feet, but you always
have half cover. No creature can pass through your
space.
Surprise Cube. When an enemy steps within 5 feet of
you, Glabbagool can spend its inspiration to force the
creature to make a DC 15 Wisdom (Perception) check.
The creature takes 3d6 acid damage on a failed check,
or half as much on a successful one.
Matter Over Mind. If Glabbagool is trusting, he
overshadows your minds presence. Your mind cannot
be read, and you have advantage on saving throws
against effects that deal psychic damage.

Dawnbringer

Inspiration [ ] Trust [ ]
Magic Item. Dawnbringer is a sweet magic
sword and can be used as such. She can only
be assigned to whoever is attuned to her.
Restoration. Dawnbringer can spend her inspiration to cast lesser restoration.
Here Comes The Sun (1/Long Rest). If she
is trusting, Dawnbringer can cast the daylight spell.

Hemeth

Inspiration [ ] Trust [ ] Injuries [ ][ ][ ][ ]


Arms Dealer. You have advantage on Wisdom and Charisma checks made when negotiating the terms of a deal or price.
Death Dealer. Hemeth can spend his inspiration to allow you to make a single weapon
attack.
Sharpened Weapons. If Hemeth is trusting,
you have a +1 bonus to weapon attack rolls.

Pelek

Inspiration [ ]

trustty [ ]

Telekinesis. Pelek can cast mage hand, but


cant otherwise interact with the world.
Intervention. Pelek can spend his inspiration to intervene in your favor, allowing you
to reroll one attack roll or saving throw.
Friendly Ghost. If Pelek is trusting, you
have advantage on saving throws against being charmed.

Rumpadump

Inspiration [ ] Trust [ ] Injuries [ ][ ]


Rapport Spores (3/Day). Every living creature with 2
or more Intelligence within 10 feet of you can communicate telepathically with one another for 1 hour while
they are within 30 of each other.
Nasty Spores. When you hit a creature with a weapon
attack, Rumpadump can spend its inspiration to cause
the target to make a DC 12 Constitution saving throw,
taking 3d6 poison damage on a failed save, or half as
much on a successful one. The DC is 13, and the damage 5d6, at 5th level, improving to DC 14 and 8d6 at
11th level, and DC 15 and 10d6 at 17th level.
Unflappable. If Rumpadump is trusting, you have advantage on saving throws against being frightened.

Edylyn Mizzrym

Inspiration [ ] Trust [ ] Injuries [ ][ ][ ][ ]

Web (1/Short Rest). Edylyn casts web.


Tentacle Rod (1/Encounter). Edylyn makes three melee attack
against a creature within 15 feet of you. The attacks have +9 to h
and deal 1d6 bludgeoning damage. If all three attacks hit, the tar
must make a DC 15 Constitution saving throw. On a failure, the
creature's speed is halved, it has disadvantage on Dexterity savin
throws, and it can't use reactions for 1 minute. Moreover, on eac
of its turns, it can take either an action or a bonus action, but not
both. At the end of each of its turns, it can repeat the saving thro
ending the effect on itself on a success.
Healing Magic. Edylyn can spend her inspiration to cast cure
wounds as a 2nd level spell or to cast lesser restoration.
Insect Plague (1/Long Rest). If she is trusting, Edylyn casts insect plague.

Sladis Vadir

Inspiration [ ] Trust [ ] Injuries [ ][ ][ ]


Animal Messenger (3/Long Rest). Sladis
casts animal messenger.
Druidcraft. Sladis can cast druidcraft at
will.
Barkskin. Sladis can spend his inspiration to
cast barkskin on you. His concentration cannot be broken.
Goodberry. Sladis can spend his inspiration
to cast goodberry.
Speak With Animals. If he is trusting, you
and Sladis can speak with animals as if they
shared a language with you.

Rystia Zav

Inspiration [ ] Trust [ ] Injuries [ ][ ][ ]


Trap (1/Short Rest). Rystia sets a hunting trap
(PHB p. 152) in a space adjacent to you.
Like A Book. When you make a Wisdom (insight) check, after rolling but before determining the result, Rystia can spend her inspiration
to cause the result to be 25.
Sneak Attack (1/Encounter). If Rystia is
trusting, when you hit a creature within 30 feet
of you with an attack, if the attack had advantage or there is an ally within 5 feet of the target and the attack did not have disadvantage,
you can cause the attack to deal 2d6 additional
damage. This damage improves to 4d6 at 5th
level, 6d6 at 11th level, and 8d6 at 17th level.

Zilchyn Zilch QLeptin

Inspiration [ ] Trust [ ] Injuries [ ][ ][ ]


Misty Step (1/Encounter). You teleport up
to 30 feet to an unoccupied space Zilch can
see.
Lightning Bolt. Zilch can spend his inspiration to cast lightning bolt (DC 16).
Evards Black Tentacles (1/Long Rest). If
he is trusting, Zilch can cast Evards black
tentacles (DC 16).

Peebles

Inspiration [ ] Trust [ ] Injuries [ ][ ][ ]


Aberration Expert. You have advantage on
checks to remember information about aberrations, and you deal an additional 1d6 damage when you hit an aberration with an attack.
Blur. Peebles can spend his inspiration to
cast blur on you. His concentration cannot
be broken.
Emergency Surgery (1/Short Rest). If Peebles is trusting, before you make a death
save, you can instead choose to have a roll of
20, but you gain a level of exhaustion.

Amarith Coppervein

Inspiration [ ] Trust [ ] Injuries [ ][ ][ ]


Net (1/Short Rest). Amarith throws a net (see
PHB, p. 148) with a +7 bonus to the attack roll.
Critters. Amarith can spend her inspiration to
unleash distracting tiny animals on a creature
within 15 feet. The creature suffers disadvantage on its next attack roll before the end of its
next turn, and if it is concentrating, must make
a DC 17 Constitution saving throw or lose concentration.
Zoo Keeper. If she is trusting, Amariths
knowledge of dangerous beasts causes opportunity attacks against you to suffer disadvantage.

Ougalop

Inspiration [ ] Trust [ ] Injuries [ ][ ][ ]


Jumpy. You have a +2 bonus to initiative
rolls.
Gotcha! Ougalop can attempt a grapple on
your behalf by spending his inspiration. This
grapple does not require you to have any free
hands, and has a +7 bonus.
Slippery. If Ougalop is trusting, you have
advantage on ability checks and saving
throws made to avoid or escape a grapple or
other restraint.
.

Hanne Hallen

Inspiration [ ] Trust [ ] Injuries [ ][ ][ ]


Ghost Sounds. Hanne can cast minor illusion, but only to create auditory illusions.
Frost Magic. When you hit with an attack,
Hanne can spend her inspiration to chill the
target, causing it to suffer disadvantage on
its next attack roll, and reducing its movement speed by 10 feet, each until the end of
its next turn.
Shield (1/Short Rest). If she is trusting,
Hanne can protect you with magic when you
would be hit by an attack, increasing your
Armor Class by 5 until the start of your next
turn. This may cause the attack to miss.

Saria

Inspiration [ ] Trust [ ] Injuries [ ][ ][ ]


Spell Knowledge. You have advantage on
arcana checks to identify spells/effects and
alchemical liquids based on sight.
Marick! When a spell is being cast that you
can see and hear, Saria can spend her
inspiration to cast counterspell (if 4th level
spell or higher, her ability check is 1d20+3)
Alchemy. If Saria is trusting, once during a
long rest, she can often find enough reagents
to brew a concoction. Roll 1d20: on 1-10
=failure, 11-14 acid, 15-16 alchemist's fire,
17-18 liquid ice, 19 pus bomb (4d4 poison),
20 bomb (3d6 fire).

Kurr

Inspiration [ ] Trust [ ] Injuries [ ][ ][ ][ ]


Antidote (1/Encounter). Kurr ends the poisoned condition on you or an ally within 10
feet of you.
In Self Defense. When you take damage
from a creature, Kurr can spend his inspiration to allow you to, as your reaction, make a
weapon attack against the creature that damaged you.
Path of Peace. If Kurr is trusting, when you
take the Dodge action, you also gain resistance to all damage until the start of your
next turn.

Gash

Inspiration [ ] Trust [ ] Injuries [ ][ ][ ]


Rampage. When you drop a living creature
to 0 hit points, Gash can spend his inspiration to allow you to move up to half your
speed and make a single melee weapon attack.
My Flesh For You (1/Round). If Gash is
trusting, he can interpose himself in front of
an attack that would hit you, taking the hit
instead. If the attack deals 10 or more damage, Gash takes an injury.

Grin Ousstyl

Inspiration [ ]

Injuries [ ][ ][ ]

Magic Missile (1/Encounter). Grin casts


magic missile.
Apprentice. When you deal damage with a
spell, Grin can spend his inspiration to cause
you to deal 3d6 additional damage to all
damaged targets.
Cloudkill (1/Long Rest). Grin casts cloudkill (DC 16).

Zelraun Roaringhorn

Inspiration [ ]

Injuries [ ][ ][ ]

Magic Missile. Zelraun casts magic missile,


firing only one missile.
Time Stop (1/Long Rest). Zelraun can
spend his inspiration to cast time stop. You
and your assigned companions can act during the spell.
Counterspell (1/Encounter). Zelraun casts
counterspell as a 5th level spell (+5 spellcasting ability bonus).

Torea Strayl

Inspiration [ ]

Injuries [ ][ ][ ][ ]

Hammer of War. Torea strikes in time with


your attacks. You have +1 to melee attack
and damage rolls.
Lay on Hands. Torea can spend her inspiration to heal you or an ally within 10 feet by
40 hit points.
Aura of Protection. You have a +2 bonus to
all saving throws.

Morista Malkin

Inspiration [ ]

Injuries [ ][ ][ ]

Scoutmaster. Your movement speed is increased by 5 feet.


Honed Reflexes. When you roll initiative,
Morista can spend her inspiration to allow
you to reroll, taking the better result. If she
does and you are surprised, you are no
longer surprised.
Longshot (1/Turn). When you hit with a
ranged attack, you deal an additional 1d8
piercing damage.

Khalessa Draga

Inspiration [ ]

Injuries [ ][ ][ ]

Spymaster. You have advantage on Dexterity (Stealth) and Charisma (Deception)


checks.
Uncanny Dodge. When you are hit by an attack, Khalessa can spend her inspiration to
cause you to take only half damage.
Sneak Attack (1/Turn). When you hit a
creature within 30 feet of you with an attack,
if the attack had advantage or there is an ally
within 5 feet of the target and the attack did
not have disadvantage, you can cause the attack to deal 2d6 additional damage.

Aljanor Keenblade

Inspiration [ ]

Injuries [ ][ ][ ][ ][ ]

Knights Blade (1/Turn). When you hit


with a melee attack, you deal an additional
1d8 slashing damage.
Knights Shield. When you take damage
from an attack, Aljanor can spend his inspiration to take the hit instead. If the damage
dealt by the attack is 10 or more, Aljanor
takes an injury.
Knights Armor. Aljanor provides you a +1
bonus to armor class.

Davra Jassur

Inspiration [ ]

Injuries [ ][ ][ ]

Evasion. If you are subjected to an effect


that allows you to make a Dexterity save to
take half damage, you take no damage on a
successful save, and half damage on a failure.
Vanish. Davra can spend her inspiration to
cause you to turn invisible until the end of
your next turn, or until you attack or cast a
spell.
Assassinate (1/Encounter). When you hit a
creature within 30 feet of you with an attack,
you can cause the attack to deal maximum
damage.

Shield Guardian

Injuries [ ][ ][ ][ ][ ][ ]
Amulet. The shield guardian can only be assigned to a creature attuned to its amulet.
Shield (1/Round). When you are attacked,
after the roll but before the effects are applied, the shield guardian can grant you a +2
bonus to AC against that attack, possibly
causing it to miss.
Bound (1/Encounter). When you take damage, the shield guardian can cause you to
take half of that damage instead. If the damage prevented in this way is 10 or more, the
guardian takes an injury.

Veteran Squad

Injuries [ ][ ][ ][ ]
Assault. When you hit with an attack, you
deal an additional 3 points of damage. This
bonus is reduced to 2 if the squad has two or
more injuries.
Phalanx (1/Encounter). The veterans form
a defensive perimeter. Attacks against you
have disadvantage until the start of your next
turn.
Loss of Soldiers. The squad cannot recover
from injuries.

Dwarven Scouts

Injuries [ ][ ][ ]
Spotters. You have advantage on Wisdom
(Perception) checks, which grants you +5 to
your passive Perception.
Fire At Will (1/Encounter). When you hit
with an attack, you deal an additional 2d8
piercing damage. This bonus damage is reduced to 1d8 if the scouts have two injuries.
Loss of Soldiers. The scouts cannot recover
from injuries.

Dwarven Scouts

Injuries [ ][ ][ ]
Spotters. You have advantage on Wisdom
(Perception) checks, which grants you +5 to
your passive Perception.
Fire At Will (1/Encounter). When you hit
with an attack, you deal an additional 2d8
piercing damage. This bonus damage is reduced to 1d8 if the scouts have two injuries.
Loss of Soldiers. The scouts cannot recover
from injuries.

Dwarven Guards

Injuries [ ][ ][ ]
Support. When you hit with an attack, you
deal an additional 2 points of damage. This
bonus is reduced to 1 if the guards have two
injuries.
Block (1/Encounter). The guards can interpose themselves in front of an attack that
would hit you, taking the hit instead. If the
attack deals 10 or more damage, the guards
take an injury.
Loss of Soldiers. The guards cannot recover
from injuries.

Dwarven Guards

Injuries [ ][ ][ ]
Support. When you hit with an attack, you
deal an additional 2 points of damage. This
bonus is reduced to 1 if the guards have two
injuries.
Block (1/Encounter). The guards can interpose themselves in front of an attack that
would hit you, taking the hit instead. If the
attack deals 10 or more damage, the guards
take an injury.
Loss of Soldiers. The guards cannot recover
from injuries.

Spies

Injuries [ ][ ][ ]
Stealthy. When you roll Dexterity (Stealth),
your result cannot be lower than 15.
Sneak Attack (1/Encounter). When you hit
a creature within 30 feet of you with an attack, if the attack had advantage or there is
an ally within 5 feet of the target and the attack did not have disadvantage, you can
cause the attack to deal 3d6 additional damage. This bonus damage is reduced to 2d6 if
the spies have an injury, and to 1d6 if they
have two injuries.
Loss of Soldiers. The spies cannot recover
from injuries.

Spies

Injuries [ ][ ][ ]
Stealthy. When you roll Dexterity (Stealth),
your result cannot be lower than 15.
Sneak Attack (1/Encounter). When you hit
a creature within 30 feet of you with an attack, if the attack had advantage or there is
an ally within 5 feet of the target and the attack did not have disadvantage, you can
cause the attack to deal 3d6 additional damage. This bonus damage is reduced to 2d6 if
the spies have an injury, and to 1d6 if they
have two injuries.
Loss of Soldiers. The spies cannot recover
from injuries.

Thugs

Injuries [ ][ ][ ]
Bruisers. When you hit with an attack, you
deal an additional 2 points of damage. This
bonus is reduced to 1 if the thugs have an injury.
Gang Up (1/Encounter). You gain advantage on one melee attack roll you make.
Loss of Soldiers. The thugs cannot recover
from injuries.

Thugs

Injuries [ ][ ][ ]
Bruisers. When you hit with an attack, you
deal an additional 2 points of damage. This
bonus is reduced to 1 if the thugs have an injury.
Gang Up (1/Encounter). You gain advantage on one melee attack roll you make.
Loss of Soldiers. The thugs cannot recover
from injuries.

Giant Riding Lizard

Trust [ ]

Injuries [ ][ ][ ]

Mount. The Giant Riding Lizard functions as a


Large mount with a speed of 30 feet and a
climb speed of 30 feet.
Climbing Saddle. You can strap yourself into
your saddle, or unstrap yourself, as an action.
While strapped in, you have advantage on
checks and saves made to avoid dismounting,
and you do not risk falling while climbing.
Sticky Tongue (1/Encounter). If the lizard is
trusting, when you hit with a melee attack, you
can also grapple the target (Escape DC 15).
This grapple does not require you to have any
free hands.

Giant Riding Lizard

Trust [ ]

Injuries [ ][ ][ ]

Mount. The Giant Riding Lizard functions as a


Large mount with a speed of 30 feet and a
climb speed of 30 feet.
Climbing Saddle. You can strap yourself into
your saddle, or unstrap yourself, as an action.
While strapped in, you have advantage on
checks and saves made to avoid dismounting,
and you do not risk falling while climbing.
Sticky Tongue (1/Encounter). If the lizard is
trusting, when you hit with a melee attack, you
can also grapple the target (Escape DC 15).
This grapple does not require you to have any
free hands.

Giant Riding Lizard

Trust [ ]

Injuries [ ][ ][ ]

Mount. The Giant Riding Lizard functions as a


Large mount with a speed of 30 feet and a
climb speed of 30 feet.
Climbing Saddle. You can strap yourself into
your saddle, or unstrap yourself, as an action.
While strapped in, you have advantage on
checks and saves made to avoid dismounting,
and you do not risk falling while climbing.
Sticky Tongue (1/Encounter). If the lizard is
trusting, when you hit with a melee attack, you
can also grapple the target (Escape DC 15).
This grapple does not require you to have any
free hands.

Giant Riding Lizard

Trust [ ]

Injuries [ ][ ][ ]

Mount. The Giant Riding Lizard functions as a


Large mount with a speed of 30 feet and a
climb speed of 30 feet.
Climbing Saddle. You can strap yourself into
your saddle, or unstrap yourself, as an action.
While strapped in, you have advantage on
checks and saves made to avoid dismounting,
and you do not risk falling while climbing.
Sticky Tongue (1/Encounter). If the lizard is
trusting, when you hit with a melee attack, you
can also grapple the target (Escape DC 15).
This grapple does not require you to have any
free hands.

Giant Riding Lizard

Trust [ ]

Injuries [ ][ ][ ]

Mount. The Giant Riding Lizard functions as a


Large mount with a speed of 30 feet and a
climb speed of 30 feet.
Climbing Saddle. You can strap yourself into
your saddle, or unstrap yourself, as an action.
While strapped in, you have advantage on
checks and saves made to avoid dismounting,
and you do not risk falling while climbing.
Sticky Tongue (1/Encounter). If the lizard is
trusting, when you hit with a melee attack, you
can also grapple the target (Escape DC 15).
This grapple does not require you to have any
free hands.

Earth Elemental

Trust [ ]

Injuries [ ][ ][ ][ ][ ][ ]

Stone Fists (1/Turn). When you hit a creature within 20 feet of you with an attack, the
attack deals an additional 2d8 bludgeoning
damage.
Tank It (1/Encounter). If the elemental is
trusting, when you are hit by an attack, the
earth elemental can take the hit instead. If
the attack deals 10 or more damage, the elemental takes an injury.

Svirfneblin Archers
Artillery. When you hit with an attack, you
deal an additional 2 points of damage.

Svirfneblin Archers
Artillery. When you hit with an attack, you
deal an additional 2 points of damage.

Svirfneblin Archers
Artillery. When you hit with an attack, you
deal an additional 2 points of damage.

Svirfneblin Archers
Artillery. When you hit with an attack, you
deal an additional 2 points of damage.

Svirfneblin Archers
Artillery. When you hit with an attack, you
deal an additional 2 points of damage.

Ghosts
Intervention (1/Long Rest). The ghosts intervene in your favor, allowing you to reroll
one attack roll or saving throw.

Ghosts
Intervention (1/Long Rest). The ghosts intervene in your favor, allowing you to reroll
one attack roll or saving throw.

Ghosts
Intervention (1/Long Rest). The ghosts intervene in your favor, allowing you to reroll
one attack roll or saving throw.

Ghosts
Intervention (1/Long Rest). The ghosts intervene in your favor, allowing you to reroll
one attack roll or saving throw.

Ghosts
Intervention (1/Long Rest). The ghosts intervene in your favor, allowing you to reroll
one attack roll or saving throw.

Modron March

Injuries [ ][ ][ ][ ]
Support. When you hit with an attack, you
deal an additional 2 points of damage. This
bonus is reduced to 1 if the march has two
injuries.
March of the Machines. You and your
group can travel at a fast pace without penalty to Wisdom (Perception) checks or Passive
Perception.
Loss of Soldiers. The march cannot recover
from injuries.

Myconid Warriors

Injuries [ ][ ][ ][ ][ ]
Multiple Assignment. The myconid warriors are assigned to the whole party at once.
They take injuries only from their Protection
ability.
Protection (1/Round). When a party member would be hit by an attack, the myconid
warriors can protect them, taking the hit instead. If they do, they take one injury.
Loss of Soldiers. The warriors cannot recover from injuries.

Carrion Crawler

Trust [ ]

Injuries [ ][ ][ ]

Mount. The Carrion Crawler functions as a Large


mount with a speed of 30 feet and a climb speed
of 30 feet.
Climbing Saddle. You can strap yourself into
your saddle, or unstrap yourself, as an action.
While strapped in, you have advantage on checks
and saves made to avoid dismounting, and you do
not risk falling while climbing.
Tentacles (1/Short Rest). If the crawler is trusting, when you hit with a melee attack, the target
must succeed on a DC 13 Constitution saving
throw or be poisoned for 1 minute. Until this poison ends, the target is paralyzed. The target can
repeat the saving throw at the end of each of its
turns, ending the poison on itself on a success.

Hook Horror

Age [ ][ ]

Injuries [ ][ ]

Echolocation. The hook horror can communicate the location of anything it can see
with its 60-foot blindsight.
Climber. If the hook horror has at least one
age box checked, climbing does not cost you
additional movement.
Hooks (1/Encounter). If the hook horror has
at least one age box checked, when you hit a
creature within 30 feet with an attack, you
can deal an additional 1d6 piercing damage.
If two age boxes are checked, the damage is
2d6 instead.

Red Wyrmling

Age [ ][ ]

Injuries [ ][ ]

Bite (1/Encounter). When you hit a creature


with a melee attack, you can deal an additional
1d6 piercing damage. If at least one age box is
checked, you also deal an additional 1d6 fire
damage.
Fire Breath (1/Encounter). If it has at least
one age box checked, the wyrmling exhales
fire in a 15-foot cone. Each creature in that
area must make a DC 12 Dexterity saving
throw, taking 4d6 fire damage on a failed save,
or half as much damage on a successful one. If
two age boxes are checked, the DC is 13 and
the damage is 7d6.

Basilisk

Age [ ][ ]

Injuries [ ][ ]

Poison (1/Encounter). When you hit a creature with a melee attack, you can deal an additional 1d6 poison damage. If at least one age
box is checked, the damage is 2d6 instead.
Petrifying Gaze (1/Short Rest). If at least one
age box is checked, the basilisk can force a
creature it can see, that can see it, to make a
DC 9 Constitution saving throw. On a failed
save, the creature is restrained, and must repeat
the save at the end of its next turn, becoming
petrified on a failed save, or ending the effect
on a success. If two age boxes are checked, the
DC is 12.

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