Appendix: Nonplayer Characters: Omgar Tribe Leader Pack Camel
Appendix: Nonplayer Characters: Omgar Tribe Leader Pack Camel
Appendix: Nonplayer Characters: Omgar Tribe Leader Pack Camel
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
9 (-1) 18 (+4) 19 (+4) 11 (+0) 14 (+2) 12 (+1) 16 (+3) 8 (-1) 16 (+3) 2 (-4) 8 (-1) 5 (-3)
Skills Animal Handling +4, Stealth +6, Survival +4 Skills Athletics +5, Perception +1
Damage Resistances fire Senses passive Perception 11
Senses passive Perception 12 Languages -
Languages Common, Ignan Challenge 1/2 (100 XP)
Challenge 4 (1,100 XP)
Falling Cargo. Whenever a creature within 5 ft. hits
Enduring. The omgar can go without food and water the camel with an attack roll, they must succeed on
for 11 days. a DC 9 Dexterity saving throw. On a failed save, the
creature takes 4 (1d8) bludgeoning damage.
Sand Sight. The omgar has advantage on saving
throws against being blinded. Unsecure Load. Whenever the camel takes the Dash
action, it must succeed on a DC 9 Strength saving
Dueling. When the omgar is wielding a melee
throw, or lose it's cargo. If it fails, it loses the Falling
weapon in one hand and no other weapons, it gains
Cargo trait, and it's speed increases by 10 feet.
a +2 bonus to damage rolls with that weapon.
Actions Actions
Bite. Melee Weapon Attack: +5 to hit, reach 5ft.,
Multiattack. The omgar makes either two melee
one target. Hit: 5 (1d4 + 3) bludgeoning damage.
attacks or two ranged attacks.
Scimitar. Melee Weapon Attack: +6 to hit, reach
5ft., one target. Hit: 9 (1d6 +6) slashing damage. Most omgar within a tribe will have a Pack Camel they are
Longbow. Ranged Weapon Attack +6 to hit, range responsible for. It is rare for an omgar to have a different kind
80 ft./320 ft., one target. Hit: 8 (1d8+4) piercing of pack animal, as camels are the most suited to the desert
damage. terrain that omgar roam.
Camels within an omgar tribe are bred tough, and are
among some of the most hardy, and enduring of all natural
An Omgar Tribe Leader is chosen by the height of their pack beasts. A Pack Camel is fiercely defensive of the omgar that
animal's cargo, the omgar with the highest, or most raised it, and will rally in defense of its owner. The omgar
interesting cargo is declared the most fit to lead the tribe. The pack the cargo on the backs of these creatures so high, that
leader usually ends up being the strongest omgar within the would-be attackers are often crushed under falling objects,
tribe, as interesting items found along a tribe's journey are and oddities from their backs.
bitterly fought over, and many an omgar tribe has been split
due to selfish infighting over such items.
For an omgar to have accumulated enough cargo to be
declared the tribe leader, they must have spent years
defending their prizes, earning themselves a name among the
tribe as not only the most wealthy, but also the toughest and
most formidable.
Aetheril Spirit-Seeker Terron Outskirt
Medium humanoid (aetheril), chaotic good
Defender
Armor Class 13 (padded) Medium humanoid (terron), chaotic neutral
Hit Points 28(5d8 + 5)
Speed 30 ft. Armor Class 17 (studded leather)
Hit Points 46 (7d8 + 14)
Speed 30 ft., climb 30 ft
STR DEX CON INT WIS CHA
11 (+0) 14 (+2) 9 (-1) 14 (+2) 17 (+3) 18 (+4) STR DEX CON INT WIS CHA
Senses darkvision 60 ft., passive Perception 13 12 (+1) 20 (+5) 14 (+2) 10 (+1) 14 (+2) 9 (-1)
Languages Common, Celestial
Challenge 1 (200 XP) Skills Acrobatics +11, Stealth +11, Survival +5
Senses darkvision 120 ft., passive Perception 13
Haunting Magic. The spirit-seeker's innate Languages Common, Undercommon, Terron
spellcasting ability is Charisma (spell save DC 14). Challenge 5 (1,800 XP)
It knows the mage hand cantrip. It can cast the
dissonant whispers, and gaseous form spells once Screech. The terron can communicate simple ideas
with this trait. It regains the ability to do so after and concepts with bats. They can understand the
finishing a long rest. meaning of it's words, though it has no special
ability to understand them in return. The terron has
advantage on all Charisma checks made to
Actions influence them.
Divine Sense. Until the end of the spirit-seeker's
next turn, it knows the location of any celestial, Sunlight Sensitivity. While in sunlight, the terron has
fiend, or undead within 60 feet that is not behind disadvantage on attack rolls, as well as on Wisdom
total cover. Within the range, it can also detect any (Perception) checks that rely on sight.
place or object that has been consecrated or Sneak Attack. The terron deals an extra 9 (3d6)
desecrated, as with the hallow spell. damage when it hits a target with a weapon attack
Rapier. Melee Weapon Attack: +4 to hit, reach 5ft., and has advantage on the attack roll, or when the
one target. Hit: 6 (1d8 + 2) piercing damage. target is within 5 feet of an ally of the terron that
isn't incapacitated and the terron doesn't have
Hand Crossbow. Ranged Weapon Attack: +4 to hit, disadvantage on the attack roll.
range 30 ft./ 120 ft., one target. Hit: 5 (1d6 + 2)
piercing damage. Actions
Dagger. Melee Weapon Attack: +8 to hit, reach 5ft.,
Bonus Actions one target. Hit: 8 (1d6 + 5) piercing damage.
Ethereal Vision (2/Day). Until the end the spirit-
seeker's turn, it can see into the Ethereal Plane out Claws. Melee Weapon Attack: +4 to hit, reach 5ft.,
to a range of 30 ft. one target. Hit: 3 (1d4 + 1) slashing damage.
Shortbow. Ranged Weapon Attack: +8 to hit, range
80 ft./320 ft., one target. Hit: 8 (1d6 + 5) piercing
An aetheril may choose to hunt the spirit that inhabited their damage.
mother, one who chooses this path is known as an Aetheril Bonus Actions
Spirit-Seeker. Whether driven by curiosity, or vengeance, a
spirit-seeker will endeavour to learn techniques, and abilites Tenebrous. While the terron is in dim light or
that will aid them in hunting the spirit they have a connection darkness, it can take the Hide action.
to. Combining their innate gifts, and the powers of divine
magic to become a force against evil.
A Terron Outskirt Defender remains hidden for days on end,
perched between stalactites on a cavernous ceiling.
Remaining ever vigilant and on the look out for Underdark
creatures that may wander too close to the perimeter of the
terron's roost. Upon identifying a potential threat, the terron
drops from the ceiling, landing on top of the target, and
executes them before they have a chance to scream for help.
An outskirt defender uses domesticated bats to assist them
in defending the roost. Using these bats as a natural warning
alarms against incoming threats.
Stone Sage Mannequin Infiltrator
Medium construct (living heirloom, statue), lawful Medium construct (living heirloom, mannequin),
good lawful neutral
Armor Class 14 (mage armor, stony exterior) Armor Class 15 (studded leather)
Hit Points 26 (3d8 + 12) Hit Points 13(2d8 + 4)
Speed 30 ft. Speed 30 ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
16 (+3) 10 (+0) 18 (+4) 17 (+3) 10 (+0) 11 (+0) 7 (-2) 16 (+3) 14 (+2) 10 (+0) 12 (+1) 16 (+3)
Skills Arcana +5, History +5 Skills Deception +5, Stealth +5, Sleight of Hand +5
Damage Immunities poison Damage Immunities poison
Condition Immunities poisoned Condition Immunities poisoned
Senses passive Perception 10 Senses passive Perception 11
Languages Common, Draconic Languages Common, Elvish
Challenge 3 (700 XP) Challenge 1 (200 XP)
Sentient Construct. The stone sage is immune to Sentient Construct. The infiltrator is immune to
disease and doesn't need to eat or breathe. It disease and doesn't need to eat or breathe. It
doesn't require sleep, but must enter an inactive doesn't require sleep, but must enter an inactive
state for 8 hours to gain the benefits of a long rest. state for 8 hours to gain the benefits of a long rest.
Inanimate Disguise. While the stone sage remain Inanimate Disguise. While the infiltrator remain
motionless, it has advantage on any ability checks motionless, it has advantage on any ability checks
made to disguise itself as an inanimate version of made to disguise itself as an inanimate version of
it's form. it's form.
Spellcasting. The sage is a 4th-level spellcaster. Its Masquerade. (2/Day). The infiltrator can cast the
spell casting ability is Intelligence (spell save DC disguise self spell with this trait, using Charisma as
12, +5 to hit with spell attacks). The sage has the it's spellcasting ability for it.
following wizard spells prepared: Actor. The infiltrator has advantage on Charisma
Cantrips (at will) : blade ward, message, thunderclap skill checks made to try to pass itself off as a
different person. The infiltrator can mimic the
1st level (4 slots): catapult, mage armor, speech of another person or the sounds made by
thunderwave other creatures. It must have heard the person
2nd level (3 slots): darkvision, shatter speaking, or heard the creature make the sound, for
at least 1 minute. A successful Wisdom (Insight)
Actions check contested by its Charisma (Deception) check
allows a listener to determine that the effect is
Club. Melee Weapon Attack: +5 to hit, reach 5ft., faked.
one target. Hit 5 (1d4 + 3) bludgeoning damage.
Actions
Dagger. Melee Weapon Attack: +5 to hit, reach 5ft.,
A Stone Sage belongs to a secretive cabal of wizards and one target. Hit 5 (1d4 + 3) piercing damage.
scholars, known as the Stone Sages. Membership within this
cabal is restricted to Living Heirloom Statues, and potential
members are watched over for years at a time before being
propositioned to join. The main goal and drive of the Stone On the rare occasion that a Living Heirloom Mannequin is
Sages is to protect others Living Heirlooms from maniacal born into a militaristic household, they may find their unique
wizards, or artificers who would perform torturous racial abilities put to use as a Mannequin Infiltrator. They
experiments on their kind, and to keep historical accounts of act as spies, or assassins, operating deep undercover in
notable Living Heirlooms within the world. enemy territories. The Mannequin is trained from awakening,
It is rumored that the founder of the Stone Sages is increasing, and augmenting it's skills in deception, and
thousands of years old, and knows the secrets to the subterfuge.
reproduction of their kind. Even high ranking members of the Living Heirloom Mannequins that are trained in this way
Stone Sages don't know who their leader is however, and all have the shortest life span expectancy of all their race. Not
members receive orders through telepathic message or only due to the danger of their goals, but because the
sending spells. constant changing and shifting of persona can leave the
Mannequin mentally drained and unsure of who they really
are underneath the masquerade.
The Empty Knight Inanimate Disguise. While the knight remain
motionless, it has advantage on any ability checks
Medium construct (living heirloom, armor set), lawful
good made to disguise itself as an inanimate version of it's
form.
Armor Class 18 (fully plated, shield) Dueling. When the knight is wielding a melee weapon
Hit Points 75 (10d8 + 30) in one hand and no other weapons, it gains a +2 bonus
Speed 30 ft. to damage rolls with that weapon.
Action Surge (1/Day). The knight can take one additional
STR DEX CON INT WIS CHA action on top of it's regular action and a possible
bonus action.
18 (+4) 9 (-1) 17 (+3) 12 (+1) 11 (+0) 12 (+1)
Improved Critical. The knight's weapon attacks score a
Skills Athletics +7, Insight +3, Persuasion +4 critical hit on a roll of 19 or 20.
Damage Immunities poison
Condition Immunities poisoned Actions
Senses passive Perception 11 Multiattack. The knight makes two melee attacks.
Languages Common, Dwarvish
Challenge 6 (2,300 XP) Longsword. Melee Weapon Attack: +7 to hit, reach 5ft.,
one target. Hit 10 (1d8 + 6)
Sentient Construct. The knight is immune to disease
and doesn't need to eat or breathe. It doesn't require Bonus Actions
sleep, but must enter an inactive state for 8 hours to Second Wind (1/Day). Regain 1d10 + 6 hit points.
gain the benefits of a long rest.