Elven Guards (I Need NPCs)

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Do you need a town, city, or kingdom guard. Here we provide some alternatives that can replace the guard in the MM.

Elven Guard

Medium Humanoid (Elven), any alignment


Armor Class 15 (Studded Leather)
Hit Points 16 (3d8+3)
Speed 30 ft


Attributes
STR 9 (-1), DEX 16 (+3), CON 12 (+1), INT 10 (+0), WIS 12 (+1), CHA 10 (+0)


Skills Perception +3
Senses 
 Darkvision 60 ft, passive Perception 11
Languages Common, Elvish
Challenge 1/4 (50)


Trance: Elves don’t need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. (The Common word for such meditation is “trance.”) While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After Resting in this way, you gain the same benefit that a human does from 8 hours of sleep.

Fey Ancestry: You have advantage on Saving Throws against being Charmed, and magic can’t put you to sleep.


Actions

Short Sword. Melee weapon attack: +5 to hit, reach 5 ft, one target. Hit: 6 (1d6+3) piercing damage.

Longbow. Ranged weapon attack: +5 to hit, reach 150/600 ft, one target. Hit: 7 (1d8+3) piercing damage.

Lance Of Lordain (Hero Weekly)

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A hero is an important part of any world. Finding suitable examples to interact with your party can be challenging but don’t worry; hero weekly has got you covered. Every week, new heroes and new goals.

Lance Of Lordain

Lance of Lordain (or Lance’lor) is a famous hero with many accomplishments. Many adore him and find him easy on the eyes. He travels with his master Joan De’vark, a warrior princess whose name is nearly as famous as her greatest servant. Lance is well equipped to handle most situations, and with his two spears, Truth & Anguish, he pierces justice into evil-doers.

Lance has the charm of a puppy and the bite of a mighty wolf. He is a lover who enjoys fine wine and good song. He aids those in need and enjoys discovering new heroes or adventurers. But Lance can never stay in one place for long; his servitude is to Joan and the kingdom of Lordain.

Lance of Lordain’s Traits
Ideal. “A knights honor should always be upheld”
Bond. “I live for Lady Joan and I breath for Justice and her people”
Flaw. “My temper explodes when my masters are disrespected”

Lance of Lordain

Medium Humanoid (Human), Lawful Good


Armor Class 16 (Leather Armor + Queens Mantle)
Hit Points  120  ( 16d8+48 )
Speed 30 ft


Attributes
STR 12 (+1), DEX 18 (+4), CON 16 (+3), INT 13 (+1), WIS 12 (+1), CHA 16 (+3)


Saving Throws  DEX +8, CHA +7 (Queens Mantle +1 all saving throws).
Skills  Acrobatics +7, Athletics +7, History +4, Perception +4, Performance +6
Condition Immunities Charmed, Exhaustion, Frightened, Petrified, Poisoned
Senses  passive Perception 14
Languages Common, Elvish
Challenge 8 (3,900)


Special Equipment. Lance wields two spears called Truth & Anguish, which are +1 spears that are accounted for in his attacks. He also wears a Queens Mantle that provides bonuses to AC and saving throws.

Queens Mantle. Provides a +1 to AC and saving throws while wearing this shoulder armor. (Can only be attuned by a servant of the current Lordain Queen or Princess).

Truth & Anguish. The magical spears Truth & Anguish only work when the wielder possesses both. Truth’s special properties grant it +5 reach and any target currently impaled by truth cannot tell a lie to its wielder, but the wielder during this process cannot tell a lie either. Anguish always uses its versatile damage die and deals an extra 3 (2d4) radiant damage, if it lands an attack against a target that was hit by Truth in the same round.

Favored Form. Lance has perfected the form of the mantis after years of training. This allows one handed weapons wielded by Lance to all be Finesse.


Actions

Multiattack. Lance makes three melee attacks, one with his Spear of Truth followed by his Spear of Anguish, the 3rd attack can be from either. If Lance misses with Truth, he will usually substitute his second attack with Truth and his 3rd attack with Anguish.

Truth (+1 Spear). Melee or Ranged weapon attack: +8 to hit, reach 10 ft (Thrown 20/60), one target. Hit: 8 (1d6+5) piercing damage.

Anguish (+1 Spear).  Melee or Ranged weapon attack: +8 to hit, reach 5 ft (Thrown 20/60), one target. Hit: 9 (1d8+5) piercing damage, plus 3 (2d4) radiant damage if the target was hit by Truth in this round.


Reaction

Spear Shield Stance. When an enemy performs a weapon or spell attack at an ally within 5ft of Lance, he can swap places with his ally; redirecting the attack to himself. Lance has to wield a spear to use this reaction and have vision on both the attacker and the attackers target. If the attack is not greater than Lances AC, the attack misses.

Hive Ripper

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The Hive Ripper works as a deadly enforcer for Hive Queens. A Ripper without a queen will guard its station until death. These beings have no sense of pain and their arm blades are as sharp as steel. On occasion, dark wizards or warlocks would enslave the mind of these insects and use them as tools of destruction or horror.

Hive Ripper

Large Monstrosity, unaligned


Armor Class 16 (Natural Armor)
Hit Points  83 (11d10+22)
Speed 30 ft., Burrow 15 ft.


Attributes
STR 18 (+4), DEX 15 (+2), CON 14 (+2), INT 2 (-4), WIS 6 (-2), CHA 5 (-3)


Skills Stealth +4
Senses 
 Darkvision 60 ft, passive Perception 8
Languages —
Challenge 3 (700)


Spiked Carapace. A creature that touches the Hive Ripper or hits it with a melee attack while within 5 ft. of it takes 3 (1d6) piercing damage.

Painless Recovery. Hive Rippers cannot detect pain inflicted on them. If the Hive Ripper has at least 1 hit point, it can regenerate all of its hit points and missing body parts after an hour of rest.


Actions

Multiattack. The Hive Ripper makes two attacks, one with each of his arm blades or can take the shove or grapple action to deal Spiked Carapace damage on a success.

Arm Blade. Melee weapon attack: +6 to hit, reach 5 ft, one target. Hit: 13 (2d8+4) slashing damage. If the Hive Ripper suffers a critical hit, it must make a DC 11 Constitution saving throw  or it loses one of its Arm Blades.

About A.J.Falcon

I am on my 27th Chapter of Life.
Father to a beautiful daughter (4). Emma.
Husband to a goddess (Ageless). Jackie.
Soldier of about 8 years.
Dungeon Master for 7 years.


I love long showers, swimming, and playing tabletop games.
I don’t drink often, but I do drink responsibly.
I craft adventures, and I am always the Dungeon Master (cries on the inside).


One day someone told me “Dude you always make great adventures and stories. Why not create content or write a book” and here we are. I am currently writing “Song of Siren” a deep sea adventure and attached to that adventure is Lands Above. Stay tuned, follow my pages, and embark on epic journeys and tales with us.

WANT TO KNOW MORE!
Hit our Contact Page and send me a Email.

Almalexia (5E Hero Weekly)

Oni-Kind Almalexia

Everyone needs a hero, on a small scale or large and we got them.

Almalexia

Almalexia (or Lexi) is a tiefling spawned from a drop of blood from Lady Fierna, an Archdevil of the Nine Hells. Though Almalexia has broken nearly all ties to Fierna, she still possesses the manipulative nature and powers granted by her creator. Despite the struggles of her heart, she is good and pure, using her powers to defeat evil.

Almalexia is apart of a band of freedom fighters known as Eye Over Evil. A band that strikes into fear into villains. Whispers in allies or stories to children, speak of the eye that watches evil and if it should catch you doing bad, you will never do bad again. This is particularly true, for though good – They rarely take prisoners.

Almalexia’s Traits
Ideal. “One day all darkness will stand in the light and by its radiance perish”
Bond. “I made this world my home and I protect my home ferociously”
Flaw. “I admit that sometimes I am blinded by my own evil, even if it isn’t true”

Almalexia

Medium Humanoid (tiefling), Chaotic Good


Armor Class 16 (Breastplate)
Hit Points  45 (6d8+18)
Speed 30 ft.


Attributes
STR 9 (-1), DEX 16 (+3), CON 17 (+3), INT 10 (+0), WIS 11 (+0), CHA 18 (+4)


Saving Throws  DEX +5, CHA +7
Skills  Acrobatics +5, Insight +2, Perception +4, Persuasion +8
Damage Resistance Fire
Condition Immunities Charmed
Senses  Darkvision 60 ft, passive Perception 14
Languages Common, Infernal
Challenge 4 (1,100)


Innate Spellcasting. Almalexia innate spellcasting ability is Charisma (spell save DC 14). She can innately cast the following spells, requiring no material components:

At Will: friends cantrip
3/day: charm person
1/day: suggestion


Actions

Multiattack. Almalexia makes two melee attacks, one with her shortsword and one with her whip or she can make one heavy crossbow attack. She can substitute a single attack in order to use Heart Seeker.

Shortsword. Melee weapon attack: +5 to hit, reach 5 ft, one target. Hit: 6 (1d6+3) piercing damage.

Whip. Melee weapon attack: +5 to hit, reach 10 ft, one target. Hit: 5 (1d4+3) slashing damage.

Heavy Crossbow. Ranged weapon attack: +5 to hit, reach 100/400, one target. Hit: 8 (1d10+3).

Heart Seeker. Almalexia touches a creature and magically knows its current emotional state. If the target fails a DC 14 Charisma saving throw, Almalexia also knows the creatures alignment. A creature that succeeds on the saving throw becomes immune to Heart Seeker for 1d6 days, though even on a success, Heart Seeker still reveals the current emotional state (Just not the alignment).

Gargoyle King (5E Villain Weekly)

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Villains can make or break a great campaign. Finding the perfect nemesis to interact with your party can be challenging but don’t worry; villain weekly has got you covered. Every week, new enemies and new challenges.

Gargoyle King

The Gargoyle King has no true name. His body sick and fickle from a rare disease called the Medusa Virus, which no magic can remove. A virus that is slowly turning his body into stone and eroding all sense of who he once was. Though his memories of old are mostly lost to plains beyond, he still retains a single melody trapped in his mind.

“By touch, we seek, thou darkest day, by touch, we vanish all worries away, by touch alone can we survive this place, and by touch, the stone erodes away.”
– Someone he forgot

His touch can turn things into stone, forcing him to use mage hand to feed himself and interact with things he finds interesting. Someone fully petrified by his touch becomes a servant to his will. He has used this power to raise an army of gargoyles and with it built a fortress of magic and stone. Despite the turning of his heart and mind, he is a poet and enjoys intelligent conversation. But what makes him a villain? Well, his mind of stone has turned his reasonable side to pebbles. He seeks a cure and lashes out at anyone who fails him; destroying entire villages, or even a city if they cannot produce a cure. Despite the Gargoyle Kings weakened state, he is a force of destructive power.

Gargoyle King’s Traits
Ideal. “I wish to be free from my own prison”
Bond. “I wish to remember who gifted me my lullaby”
Flaw. “The world can only be my equal, once it has turned to stone”

Gargoyle King

Medium Humanoid (any), Neutral Evil


Armor Class 15 (Natural Armor)
Hit Points  142  ( 15d8+75 )
Speed 30 ft


Attributes
STR 16 (+3), DEX 14 (+2), CON 18 (+4), INT 20 (+5), WIS 13 (+1), CHA 13 (+1)


Saving Throws  WIS +5, INT +9, CHA +5
Skills  Arcana +9, Intimidation +5, Perception +9
Damage Vulnerabilities Psychic
Damage Resistance Bludgeoning, Piercing, And Slashing From Non-magical Weapons.
Damage Immunities Poison
Condition Immunities Charmed, Exhaustion, Frightened, Petrified, Poisoned
Senses  Darkvision 120 ft, True Sight 30 ft, passive Perception 19
Languages Common, Primordial, (+1 of choice)
Challenge 10 (5,000)


Special Equipment. The Gargoyle King wears the Ring of Stone. This Ring grants immunity to Petrified condition and has dramatically slowed the Medusa Virus, but has not stopped it.

Pebbled Mind. The Gargoyle King has disadvantage on any saving throw that would cause Psychic damage. This disadvantage ignores the benefits of Magic Resistance.

Innate Spellcasting. Gargoyle Kings innate spellcasting ability is Intelligence (spell save DC 17). He can innately cast the following spells, requiring no material components:

At Will: Dispel Magic (Range is limited to 15 feet, see Eroding Touch  in actions)
3/day: charm person

Spellcasting. The Gargoyle King is a 7th-level caster. His spellcasting ability modifier is intelligence (spell save DC17, +9 to hit with spells attacks). The Gargoyle King has the following spells prepared:

Cantrips (at will): chill touch, mage hand, minor illusion
1st Level Spells (4 slots): false life, shield, silent image
2nd Level Spells (3 slots):  darkness, hold person, mirror image, misty step
3rd Level Spells (3 slots): fly, fireball, remove curse
4th Level Spells (1 slot): dimension door

Magic Resistance. The Gargoyle King has advantage on saving throws against spells and other magical effects.


Actions

Multiattack. The Gargoyle King makes three melee attacks, only one of which can be an eroding touch or stone touch.

Claws. Melee weapon attack: +7 to hit, reach 5 ft, one target. Hit: 4 (1d4+2) slashing damage, plus 5 (2d4) necrotic damage.

Eroding Touch. Applies Dispel Magic at 3rd level to a single target within 15 feet. If the target has nothing to dispel, the target instead must make a DC14 Constitution save or take 10 (3d6) necrotic damage.

Stone Touch.  Melee weapon attack: +7 to hit, reach 5 ft, one target. Hit: 7 (2d4+2) and the target must make a DC14 Constitution saving throw or succumb to 1 level of Stone Curse. If the target is an inanimate object that isn’t being carried or worn, the target instantly succumbs to 5 levels of Stone Curse.  A target loses 1 level of Stone Curse after 1d4 weeks, with the exception of 5th level, which stays until removed. A greater restoration ends all levels of Stone Curse immediately.

Stone Curse Levels.
A Target killed by Stone Curse or Touch, resurrects as a Gargoyle under the Gargoyle Kings command in 1d4 rounds. The levels of progression for this curse is below.

1st Level. Target takes 2 (1d4) bludgeoning damage that cannot be reduced and the touch area turns to stone, or expands rapidly several more inches (2d4 inches).
2nd Level. Target takes 5 (2d4) bludgeoning damage that cannot be reduced and the touch area turns to stone, or expands rapidly several more inches (2d4 inches).
3rd Level. Target takes 7 (3d4) bludgeoning damage that cannot be reduced and the touch area turns to stone, or expands rapidly several more inches (2d4 inches) and the targets maximum speed is reduced by 5 feet.
4th Level. Target takes 7 (3d4) bludgeoning damage that cannot be reduced and the touch area turns to stone, or expands rapidly several more inches (2d4 inches) and the targets maximum speed is reduced by half.
5th Level. Target takes 7 (3d4) bludgeoning damage that cannot be reduced and gains the petrified condition. The petrification last until the creature or object is freed by the greater restoration spell or other magic.


And there you have it folks! Until next week, stay tuned, but don’t stay stoned!