Tal'Dorei Campaign Guide PDF

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128 Chapter 4: allies and adVersaries


Ashari Stoneguard
Medium humanoid (any race), lawful neutral

Armor Class 15 (granite half plate)
Hit Points 152 (16d8 + 80)
Speed 30 ft.

Str dex Con int wiS Ch a
1 8 (+4) 1 0 (+0) 2 0 (+5) 1 0 (+0) 1 4 (+2) 9 (-1)

Saving Throws Str +8, Con +9, Wis +6
Skills Athletics +8, Intimidation +3
Condition Immunities petrified
Senses tremorsense 30 ft., passive Perception 12
Languages Common, Druidic, Primordial (Terran)
Challenge 7 (2,900 XP)

Spellcasting. The stoneguard is a 3rd-level spellcaster. Its
spellcasting ability is Wisdom (spell save DC 14, +6 to hit with
spell attacks). It has the following druid spells prepared:
Cantrips (at will): druidcraft, resistance
1st level (4 slots): goodberry, speak with animals, thunderwave
2nd level (2 slots): hold person, spike growth

Actions
Multiattack. The stoneguard makes three granite maul attacks.
Granite Maul. Melee Weapon Attack: +8 to hit, reach 5 ft., one
target. Hit: 11 (2d6 + 4) bludgeoning damage. If the attack
hits, the stoneguard may also immediately cast thunderwave as
a bonus action. This casting uses a spell slot, but no material
components.

Reactions
Sentinel. When a creature within 5 feet of the stoneguard
attacks a target other than the stoneguard, it can make a single
attack roll against the attacker.
Skin to Stone. When the stoneguard is attacked, it may gain
resistance to bludgeoning, piercing, and slashing damage from
nonmagical attacks until the end of the attacker’s turn.

Ashari Firetamer
Medium humanoid (any race), neutral good

Armor Class 17 (red dragon scale mail)
Hit Points 92 (16d8 + 20)
Speed 30 ft.

Str dex Con int wiS Ch a
8 (-1) 1 5 (+2) 1 4 (+2) 1 2 (+1) 1 8 (+4) 1 1 (+0)

Skills Arcana +5, Nature +9
Damage Resistances fire
Senses passive Perception 14
Languages Common, Druidic, Primordial (Ignan)
Challenge 7 (2,900 XP)

Flameform. As a bonus action, the firetamer can transform into
a fire elemental. While in this form, the firetamer cannot cast
spells, but can expend a spell slot as a bonus action to regain
1d8 hit points per level of the spell slot expended. When the
firetamer is reduced to 0 hit points, falls unconscious, or dies
in this form, it reverts to its humanoid form. It can remain in
flameform for up to 5 hours, and can enter flameform twice,
regaining expended uses after completing a short or long rest.
Spellcasting. The firetamer is a 9th-level spellcaster. Its
spellcasting ability is Wisdom (spell save DC 16, +8 to hit with
spell attacks). It has the following druid spells prepared:
Cantrips (at will): druidcraft, mending, produce flame
1st level (4 slots): cure wounds, faerie fire, longstrider, jump
2nd level (3 slots): flame blade, heat metal, lesser restoration
3rd level (3 slots): daylight, dispel magic, protection from energy
4th level (3 slots): blight, freedom of movement, wall of fire
5th level (1 slot): conjure elemental

Actions
Scimitar. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Hit: 5 (1d6 + 2) slashing damage plus 14 (4d6) fire damage.
Flamecharm (Recharges after a Short or Long Rest). The
firetamer can cast dominate monster (save DC 16) on a fire
elemental or other fire elemental creature. If the elemental has
150 or more hit points, it has advantage on the saving throw.

and outlast enemies than wage offensive wars. The Terrah
stoneguard are the perfect embodiment of this ideal; their
druidic training has been augmented by ancient combat
techniques, allowing them to hold fast against a tide of
enemies. They craft arms and armor from the granite
around them, and their magical stonecraft rivals that of
the dwarves. It is said that in mythic times, when ele-
mental armies poured into Exandria, that two legendary
stoneguards protected all of Terrah against the elemental
onslaught for ten days and ten nights, guarding each other
while their partner rested.
Today, the order of stoneguards stands vigilant along
key defensive points within the Cliff keep Mountains,
warding the Terrah tribe against the dwarves of Kra-
ghammer. If the stoneguard were ever to falter in their
vigil, they believe the dwarves would doubtlessly enter
their ancestral lands and strip bare its natural beauty in
search of wealth and fuel.

ashari WaVerider
The waveriders of Vesrah know firsthand the dangers
of the open ocean, and dedicate their lives to protecting
seafarers from storms, pirates, and sea monsters. Though
they are not warriors, they are accomplished healers and
aquatic empaths, using their powers to seek out and rescue
survivors of marine disasters, sometimes returning criti-
cally wounded survivors to Vesrah itself. The isolationist
water ashari condemn this practice, fearing that the refu-
gees threaten their way of life. The waveriders take their
peers’ scorn in stride, for they would rather be righteous
than popular.
A waverider turns to violence only as a last resort, and
prefer to fight in fishform than with their fishing harpoon,
using hit-and-run tactics as a shark or their octopus form’s
natural camouflage to harry opponents. When patrolling
the open seas, waveriders skim across the water on per-
sonal waveboards with folding sails, similar in function to
the skysails of the Zephrah.
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