Monsters and NPCs

Global entries only.

Fist Mercenary Recruit

Monster • Level 1 • HP 19 • Armor 18 • Defence 14 • Initiative 3
With adequate training and decent armor, this fist recruit mercenary is a capable fighter at handling bandits and poorly equipped forces, though not excatly professional forces
Abilities
Attack (Active, 1 Action)
Longsword 1D10 + 4, +4 to hit Crossbow 1D10 + 3, +4 to hit, Load

Golden Brotherhood Recruit

Monster • Level 1 • HP 19 • Armor 18 • Defence 14 • Initiative 2
Humanoid Paldatan
Abilities
Attack (Active, 1 Action)
1D6 + 5, +5 to hit
Raise Shield (Active, 1 Action)
Decrease damage taken by 8

Shur-Constable (Recruit)

Monster • Level 1 • HP 15 • Armor 12 • Defence 13 • Initiative 5
Paldatan Paldatan National Constable
The basic and untested constable of Paldatan’s local security force. Young, inexperienced but with some training and decent equipment
Abilities
Attack (Active, — (Passive/None))
Spear, 1D8 + 4, +5 to hit. Reach Baton 1D4 + 4, + 5 to hit, Agile
Tackle (Active, 1 Action)
Make an attack with a +4 to hit, on hit force them to make a reflex save on fail, they become prone.

Ref-Constable(File Constable)

Monster • Level 2 • HP 31 • Armor 17 • Defence 14 • Initiative 0
The more experienced Constables make up file constables, these are leaders of lower ranked constables and generall well trained. However, they are also often easily bribed and persuaded
Abilities
Attack (Active, 1 Action)
Scimitar 1D8 + 6, +6 to hit, agile Spear 1D8 + 6, +6 to hit reach
Shield Block (Active, 1 Action)
Raise a shield, thus able to use a reaction to reduce incoming damage by 8.

Bloodsand Jezzail

Monster • Level 3 • HP 35 • Armor 14 • Defence 14 • Initiative 4
Bloodsand Pact Humanoid Paldatan
Armed with Jezzail’s and and optical scopes, these marksmen are deadly ambushere utilised by the Bloodsand as ambushers. Their long jezail muskets provide increased accuracy than normal arquebus, allowing them to hit targets accurately above standard musket range.
Abilities
Attack (Active, 1 Action)
Jezzail, Load 2, Armor Piercing +7 +7 to hit, 2D6 + 7 damage
Headshot (Passive)
Make a ranged attack with a -5 to hit but +5 to damage and take the hit roll full value for armor piercing.

Bloodsand Veteran Insurgent

Monster • Level 3 • HP 40 • Armor 14 • Defence 16 • Initiative 8
Having been in numerous conflicts, the veteran insignet is one who have survived at least a few scraps. As such they are more capable that the green insurgents or militia.
Abilities
Attack (Active, 1 Action)
Spear 1D10 + 6 piercing, +8 to hit, Reach Arqubeus 2d6 +8 Piercing, +8, +8 AP Crossbow 1D10 + 5 Piercing, +7 to hit, AP1, Load Scimitar 1D8 + 6 Slashing, +8 to hit, Agile
Ambusher (Passive)
They gain a +2 on armor piercing on attacks on a surprise round

Sogomerean Winged Minion

Monster • Level 4 • HP 35 • Armor 12 • Defence 20 • Initiative 17
Fast and furious, the Sogomerean winged minion is a deadly and terrifying swarmer
Abilities
Crippling Surround (Active, 2 Actions)
Force a target to make a DC20 will save, on fail, surrounded off guard also applies -2 to their dodge
Furious Attack (Active, 1 Action)
2D6 + 10, + 12 to attack, +5 AP
Keep up the attack (Passive)
When below 50% HP, do bonus 5 damage

Sogomere Ritual Horro

Monster • Level 4 • HP 35 • Armor 10 • Defence 14 • Initiative 0

Screamer

Monster • Level 5 • HP 55 • Armor 16 • Defence 14 • Initiative 12
Screaming Spells from their horrific mouth this sogomereans beast dart in an out in the sky, unleashing a torrent of spears
Abilities
Curse of Thorns (Active, 2 Actions)
The target must make a saving throw. Taking 6D6 magical piercing damage. They gain a +1 stackimg bonus each time they repeat a saving throw CF. The target gains weakened(all) 1 , takes full damage and cannot takes reactions F The target takes full damage and gains weakened(all) 1 S Takes half damage CS No damage
Lightning Bolt (Active, 2 Actions)
From the caster in a straight line, targets make a saving throw. 6D6 Lightning Damage CS N/A S Half Damage F Full damage CF Full damage
Pool of Pain (Active, 2 Actions)
In the selected area, creatures who start their turn there must make a fortitude save, taking 1D8 necrotic damage CF They take double damage and gain weakened(Strength) 1 F They take normal damage and gain weakened(Strength) 1 S They take half damage CS They take 1 damage
Sonic Strike (Active, 1 Action)
Fortitude Save DC19, 3D6 thunder on fail

Varduin War Construct Omen Marker

Monster • Level 5 • HP 30 • Armor 2 • Defence 28 • Initiative 12
Construct Varduin
Abilities
Attach Guide (Active, 2 Actions)
Sustain 2, land on a varduin construct to give it advantage on attack rolls and ward +2
Markerlight (Active, 1 Action)
Replace the range attack with a markerlight. Markerlight have a +5 to hit. When attacking targets with markerlight a Varduin creatures has a +5 to hit
Superior Construct (Passive)
Reduce non-magical damage by half.

Varduin War Construct Weaver

Monster • Level 5 • HP 50 • Armor 1 • Defence 22 • Initiative 4
Construct Varduin
Abilities
Construct Sight (Active, 1 Action)
Give a construct within 40ft a +5 to hit for 1 turn
Repair (Active, 1 Action)
Cause a friendly construct it touch to heal for 2D8 for each action it uses
Superior Construct (Passive)
Reduce incoming non-magical damage by half

Sogomeren Headhunter

Monster • Level 6 • HP 65 • Armor 10 • Defence 22 • Initiative 20
Fast, armored, these assassins are designed to surround and remove key targets
Abilities
Claw Strike (Active, 1 Action)
+12 to hit, 6 AP, 1D8 +12
Demonic Kiss of Weakening (Active, 1 Action)
Will save, DC20 CF: Weakened (Body + Mind) 5 F: Weakened (Body or Mind) 3 S/CS: N/A
Bring em down (Passive)
-2 to crit threshold when attacking a target that has been attacked by another Sogomere creature

Varduin War Construct Force Cannon Gunner

Monster • Level 6 • HP 88 • Armor 5 • Defence 18 • Initiative 18
Construct Varduin
The primary support weapon carrier of Varduin construct formations. They are armed with a variety of deadly heavy weapons that can punch through even the heaviest armor
Abilities
Punch (Active, 1 Action)
+10, 2D8 + 10
Streamatter Scythe(Alternate Weapon) (Active, 2 Actions)
10x30ft cone, Reflex save 8D6 force damage. For every 6 rolled, do additional 6 true damage
Superior Build (Passive)
Reduce non-magical damage by half

Varduin War Construct Shieldreaver

Monster • Level 6 • HP 88 • Armor 5 • Defence 7 • Initiative 15
Construct Varduin
Abilities
Axe Charge (Active, 1 Action)
Next attack does extra 2D8 force damage on-hit and gains +5AP
Raise Shimmershield (Active, 1 Action)
Gain the shield block reaction to reduce damage by 15 and gain Ward 5.
Superior Form (Passive)
Reduce incoming non-magical damage by half.

Sogomerean Siege Engine

Monster • Level 7 • HP 250 • Armor 30 • Defence 10 • Initiative 12
Massive and Hulking, this demonic construct is is immune to standard mortal weaponary and crushes those in its path.
Abilities
Melee: Backbreaker Smash (Active, 2 Actions)
15ft side by side, +12 to hit, 5 AP, 8D8 bludgeoning damage
Ranged: Soulfire Cannon (Active, 2 Actions)
500ft range, Either 6D8 fire damage 10ft blast with DC18 reflex save, half damage on success 1000ft range, +10 to hit, +20 AP, 5D10 force damage
Slamn (Active, 1 Action)
DC21 fortitude or reflex save, prone on fail
Switch Modes (Passive)
Switch between range or melee mode. Automatically switches when in melee

Sogomere Anointed Warrior

Monster • Level 10 • HP 111 • Armor 6 • Defence 23 • Initiative 25
Abilities
Shield Block (Passive)
Reduce damage by 14
Unho;y Resilience (Passive)
Resistant to Radiant Damage. takes 5 damage less from crits

tes1

NPC • Level 0 • HP 1 • Armor 0 • Defence 0 • Initiative 0

Escort Mercenaries

NPC • Level 2 • HP 30 • Armor 16 • Defence 14 • Initiative 5
Abilities
Weapon Attack (Active, 1 Action)
+7 to hit, +7 to damage Arquebus 2D6 Scimitar 1D8 Spear 1D8

Golden Brotherhood veteran

NPC • Level 3 • HP 42 • Armor 17 • Defence 15 • Initiative 6
Abilities
Attack (Active, 1 Action)
1D10 + 9 damage, +9 to hit
Lacerating Strike (Active, 1 Action)
You make an attack that forces them to make a basic fortitude save. On a failure, they have disadvantage on fortitude saves until the end of your turn.
Trip Attack (Active, 1 Action)
You force a creature to make a basic reflex save on hit or be knocked prone.

Constable Elite

NPC • Level 5 • HP 65 • Armor 21 • Defence 15 • Initiative 16
Abilities
Attack (Active, 1 Action)
+13, 1D10 +13
Disarming Strike (Active, 1 Action)
Make a normal attack, that if hits, forces the creature to make a reflex or fortitude save. On a failure, it drops any weapon or object its holding
Lacerating Strike (Active, 1 Action)
You make an attack that forces them to make a basic fortitude save. On a failure, they have disadvantage on fortitude saves until the end of your turn.

Pelodrad Grenedier

NPC • Level 5 • HP 60 • Armor 20 • Defence 20 • Initiative 20
Abilities
Volley Fire (Passive)
Engaging with musket when attacking as a formation granta +1 to hit ans +2 intimidation checks

Arataki House Sorcerer

NPC • Level 6 • HP 36 • Armor 0 • Defence 18 • Initiative 0

Pelodrad Old Guard

NPC • Level 7 • HP 80 • Armor 21 • Defence 22 • Initiative 23
Abilities
Cohesion of the Old Guard (Passive)
When near other Pelodrad Guard units of 10ft or in formation, gain +2 to attack roll and saves
Pride of the Old Guard (Passive)
Advantage on saves vs frightened

Sogomerean Sorcerer

NPC • Level 7 • HP 50 • Armor 31 • Defence 12 • Initiative 0
Armored and well trained, the Sogomere Caster is a deadly fighter and caster. +3 to crit threshold. DC22
Abilities
Flamestrike (Active, 2 Actions)
Those in the area must make a reflex save. Taking 4D6 fire damage, and 4D6 radiant damage CF: They take the maximum damage from dice F They take full damage S Half damage CS They take 2 fire and 2 radiant damage
Guardian of Faith (Active, 2 Actions)
You summon a spectral guardian with a hitpoints of 60 with an armor equal to your spell DC that has 0 dodge and cannot have a critical hit landed on and cannot critically fail saves and critically succeeds will saves and fails reflex saves. For fortitude saves it gains a +10. Lastly, the guardian is immune to psyhic and necrotic damage.. Whenever a hostile creature moves out of range of the guardian, attacks an ally or attacks the guardian when they are within 15ft radius makes a basic reflex save or takes 20 radiant damage or half as much while the guardian loses 20 hitpoints.
Healing Burst (Active, 2 Actions)
You and allies within the radius heal 2D12 hitpoints. Undead in the area must instead make a fortitude save, on a failure they take 2D12 Radiant damage, of half on a success
Lightning Bolt (Active, 2 Actions)
6D6
Staff Slamn (Active, 1 Action)
1D10 + 10 Whenever you cast a spelll, your next melee attack gains a bonus to hit and damage equal to half your spellcasting modifier(round up) and you can make a melee weapon your arcane focus over a long rest

Varduin Custodian Class Core "Oraculum"

NPC • Level 10 • HP 220 • Armor 2 • Defence 28 • Initiative 29
Varduin
Abilities
Streammatter Cannon (Active, 1 Action)
DC25 Fortitude save 9D8 force damage. For each 8 roll, dows additional 5 true damge
Armored Core (Passive)
Users can target the armored core or outer tentacles, outer tentacles have a armor of 10, while armored core has a armor of 7 but defence. Crit Threshold is the same for both.
Bonus (Passive)
This creature if not stunned has 2 bonus actions
Fragile Build (Passive)
When below 75% HP, crit threshold is reduced by 5 When below 50% HP, DC and attack roll reduced by 2 When below 25% HP, armor reduced by 10
Superior Sustain (Passive)
When above 50% HP, it can done Sustain 1 as a free action