Campaign Details
constellations
Map of Pustinya
pustinya-missing.jpg
Shops in Pustinya
Michael's PDF
[Joydog Sesayel] Male Human Merchant, LN. Str 11, Dex 12, Con 15, Int 7, Wis 10, Cha 11. Joydog is short, with golden hair and blue eyes. He wears sturdy clothing and a grey hat. He wields a dagger and sling.
[Minister Atet Pome] AC: 12 HP: 27 Speed: 30 ft. STR 10 (+0) | DEX 15 (+2) CON 10 (+0) | INT 12 (+1) WIS 14 (+2) | CHA 16 (+3) Skills Deception +5, Insight +4, Investigation +5, Perception +6, Persuasion +5, Stealth +4 Cunning Action. On each of its turns, the spy can use a bonus action to take the Dash, Disengage, or Hide action. Sneak Attack (1/Turn). The spy deals an extra 7 (2d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 ft. of an ally of the spy that isn't incapacitated and the spy doesn't have disadvantage on the attack roll. Multiattack. The spy makes two melee attacks. Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage. Hand Crossbow. Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
[The Lost Forno Elves] Armor Class 16 (scale mail , shield) Hit Points 15 Speed 25 ft STR 10 (+0) | DEX 8 (- 1) CON 16 (+3) | INT 3 (-4) WIS 8 (- 1) | CHA 5 (- 3) Saving Throws Wis +2 Damage Immunities: poison Condition Immunities: poisoned Senses darkvision 60ft., passive Perception 9 Sunlight Sensitivity. While in sunlight, the duergar has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. Undead Fortitude. If damage reduces the zombie to 0 hit points, it must make a Constitution saving throw with a DC of 5 +the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1 hit point instead. ACTIONS Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit : 4d6 piercing damage.
[Darlene Muscles] Human Rogue Tactic: Artful Dodger Level: 1 Str: 14 Con: 12 Dex: 14 Int: 14 Wis: 11 Cha: 14 AC: 14 Armor: leather Hit Points: 15 Dagger, Crossbow with poison bolts, fisticuffs! Riposte Strike=When a creature misses you with a melee attack, you can use your reaction and expend one superiority die to make a melee weapon attack against the creature. If you hit, you add the superiority die to the attack's damage roll. (+d4) Piercing Strike= If you score a critical hit, target takes -2 penalty to AC until end of your next turn. Skills: Stealth 7, Thievery 7, Acrobatics 9, Athletics 7, Bluff 7, Intimidate 7, Dungeoneering 5 Feats: 2 heroic feats Favourite Sin: Sloth Favourite Virtue: Generosity Annoyed by: Magic Power Trusts in: Power Sucker For: large cities Her favourite season is summer. She has a strained relationship with several family members. Her favourite drink is wine. She has had some bad experiences with magic gone awry.
[Ithua] Elf Bard Bardic Virtue: Virtue of Cunning Level: 3 Str: 12 | Con: 14 Dex: 14 | Int: 14 Wis: 13 | Cha: 14 AC: 8 Armor: cloth Hit Points: 10 At-will evocations: Guiding Strike, Misdirected Mark Level 1 Daily: Verse of Triumph Level 1 Encounter: Inspiring Refrain Level 2 Utility: Song of Courage Level 3 Encounter: Dissonant Strain Skills: Arcana 8, Diplomacy 8, Acrobatics 8, Bluff 8, Religion 8 Feats: 2 heroic feats Annoyed by: foriegn customs/accents Sucker For: elaborate schemes Favourite Sin: Avarice Favourite Virtue: Temperance Trusts in: Intellect He is related to a famous hero. His favourite season is autumn.
[Ayerutha] Elf Ranger Fighting Style: Archer Level: 3 Str: 15 | Con: 11 Dex: 18 | Int: 11 Wis: 15 | Cha: 11 AC: 8 Hit Points: 10 Armor: hide At-will exploits: Careful Attack Hit and Run Level 1 Daily: Sudden Strike Level 1 Encounter: Evasive Strike Level 2 Utility: Unbalancing Parry Level 3 Encounter: Cut and Run Skills: Nature 10, Acrobatics 10, Stealth 10, Athletics 8, Heal 8 Feats: 2 heroic feats Annoyed by: the 'bad boy/girl' look Sucker For: cute and fuzzy things Favourite Sin: Wrath Favourite Virtue: Temperance Trusts in: Knowledge She is highly superstitious. Her lucky number is 41.
[Organiit] Medium humanoid, any alignment AC: 11 HP: 22 Speed 30 ft. STR 10 (+0) | DEX 10 (+0) CON 10 (+0) | INT 10 (+0) WIS 10 (+0) | CHA 10 (+0) Skills Deception +2 Multiattack. (2) Glaive = Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 15 (2d10 + 4) slashing damage, or 9 (1d10 + 4) slashing damage in Small or Medium form. At will: detect thoughts, disguise self, mage hand, minor illusion 3/day each: charm person, detect magic, invisibility, major image, suggestion 1/day each: dominate person, fly, plane shift, true seeing
[Golden Françeska] A flaming leopard speed 30ft AC=10 HP=15 Str 1 Dex 4 Con 2 Int 4 Wis 2 Cha 2 "fiery pelt"
[Vilree Eldera] speed 30ft AC=16 HP=30 Str 1 Dex 4 Con 2 Int 4 Wis 2 Cha 2 melee: dagger 2d4 ranged: crossbow 1d8 ranged: bomb (30ft)
[Captain Vapor] is a cloud of vapour (steam of a substance that is liquid in extreme cold) Just wants money. Small elemental, neutral evil AC 10 | HP 20 (6d6) Speed 30ft., fly 30ft. STR 5 (-3) | DEX 11 (+0) CON 10 (+0) | INT 11 (+0) WIS 10 (+0) | CHA 12 (+1) (spellcasting) Damage Immunities fire, poison Condition Immunities poisoned Weakness = ice or cold Senses darkvision 60ft., passive Perception 10 The Vapour can innately cast blur, requiring no material components. Blur Your body becomes blurred, shifting and wavering to all who can see you. For the duration, any creature has disadvantage on attack rolls against you. An attacker is immune to this effect if it doesn’t rely on sight, as with blindsight, or can see through illusions, as with truesight. ACTIONS Claws. Melee Weapon Attack: +2 to hit, reach 5 ft. , one creature. Hit: 2 (ld4) slashing damage plus 2 (1d4) fire damage. Steam Breath (Recharge 6). The mephit exhales a 15-foot cone of scalding steam. Each creature in that area must succeed on a DC 10 Dexterity saving throw, taking 4 (1d8) fire damage on a failed save, or half as much damage on a successful one. Weird Insight. The Vapour targets one creature it can see within 30 feet of it. The target must contest its Charisma (Deception) check against the Vapour’s Wisdom (Insight) check. If the vaopur wins, it magically learns one fact or secret about the target. The target automatically wins if it is immune to being charmed.
[Moppy] Goblin Male Goblin Ranger, LG. Ac 8 hp 12 STR 13 (+1) | DEX 6 (-2) CON 16 (+3) | INT 3 (-4) WIS 6 (- 2) | CHA 5 (- 3) Moppy is exceptionally beautiful for a Goblin, with tangled copper hair and bright blue eyes. He wears half plate and wields a war pick and shield. Moppy dislikes having stand behind him. Moppy CAN ONLY TELL THE TRUTH He has a triangular head; amber-colored eyes; wide, smeared lips; a patchy heavy stubble; and a shoulder-length hair. Vicious Longsword Melee Weapon Category: Items Damage: 1d8 Damage Type: Slashing Properties: Versatile Secondary Damage: 1d10 Weight: 3
[The Alveolus Pirates] - orcs Steak Knife Johnny New York Agla Thath Mirabald Poss Crumbly Talky AC 8 (hide armor) HP 10 (2d8 + 6) Speed 30ft. STR 16 (+3) | DEX 12 (+1) CON 16 (+3) | INT 7 (-2) WIS 11 (+0) | CHA 10 (+0) Skills Intimidation +2 Senses darkvision 60ft., passive Perception 10 Languages Common, Ore Aggressive. As a bonus action, the ore can move up to its speed toward a hostile creature that it can see. ACTIONS Greataxe. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit:9 (1d12 + 3) slashing damage. javelin. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 30{120 ft., one target. Hit:6 (1d6 + 3) piercing damage
[Quasit] Armor Class 13 Hit Points 7 (3d4) Speed 40 ft. STR 5 (- 3) | DEX 17 (+3) CON 10 (+0) | INT 7 (-2) WIS 10 (+0) | CHA 10 (+0) Skills Stealth +5 Damage Resistances cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical weapons Damage Immunities poison Condition Immunities poisoned Senses darkvision 120 ft., passive Perception 10 Languages Abyssal, Common Challenge 1 (200 XP) Shapechanger. The quasit can use its action to polymorph into a beast form that resembles a bat (speed 10ft. fly 40ft.), a centipede (40ft., climb 40ft.), or a toad (40ft., swim 40ft.), or back into its true form. Its statistics are the same in each form, except for the speed changes noted. Any equipment it is wearing or carrying isn't transformed . It reverts to its true form if it dies. Magic Resistance. The quasit has advantage on saving throws against spells and other magical effects. ACTIONS Claws (Bite in Beast Form). Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage, and the target must succeed on a DC 10 Constitution saving throw or take 5 (2d4) poison damage and become poisoned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itse lf on a success. Scare (1jDay). One creature ofthe quasit's choice within 20 feet of it must succeed on a DC 10 Wisdom saving throw or be frightened for 1 minute. The target can repeat the saving throw at the end of each of its turns, with disadvantage if the quasit is within line of sight, ending the effect on itself on a success. Invisibility. The quasit magically turns invisible until it attacks or uses Scare, or until its concentration ends (as if concentrating on a spel l) . Any equipment the qu asit wears or carries is invisible with it.
[Swarm of Bees] Medium swarm of Tiny beasts, unaligned Armor Class 12 (natural armor) Hit Points 22 (5d8) Speed 5 ft., fly 30 ft. STR 3 (-4) | DEX 13 (+1) CON 10 (+0) | INT 1 (-5) WIS 7 (-2) | CHA 1 (-5) Damage Resistances bludgeoning, piercing, slashing Condition Immunities charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned Senses blindsight 10 ft., passive Perception 8 Swarm.The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny insect. The swarm can't regain hit points or gain temporary hit points. Actions Sting Melee Weapon Attack: +6 to hit, reach 0 ft., one creature in the swarm's space. Hit: 7 (2d6) piercing damage, or 3 (1d6) piercing damage if the swarm has half of its hit points or fewer. The target must make a DC 10 Constitution saving throw, taking 14 (4d6) poison damage on a failed save, or half as much damage on a successful one.
[Golo Golo Mallak Kallayews] Huge Snake, Chaotic Neutral Armor Class 17 (natural armor) Hit Points 40 (8d8 + 16) Speed 30ft., burrow 15ft., fly 60ft. STR 17 (+3) | DEX 10 (+3) CON 15 (+3) | INT 12 (+3) WIS 11 (+3) | CHA 15 (+3) Saving Throws Dex +2, Con +4, Wis +2, Cha +4 Skills Perception +4, Stealth +2 Damage Immunities: melee attacks Weakness: cold/freezing Senses blindsight 10ft., darkvlsion 60 ft., passive Perception 14 Frightful Presence: Each creature of the Snakes's choice that is within 120 feet must succeed on a DC 16 Wisdom saving throw or become Frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the Effect on itself on a success. If a creature's saving throw is successful or the Effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours. Multiattack. The snake can make 2 melee attacks Tentacles. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 15 (2dl0 + 4) psychic damage. If the target is Medium or smaller, it is grappled (escape DC 15) and must succeed on a DC 15 Intelligence saving throw or be stunned until this grapple ends. Tail. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: (2d6 + 4) bludgeoning damage plus (2d6) force damage, and the target is grappled (escape DC 14). Until this grapple ends, the target is restrained, the snake can automatically hit the target with its tail, and the snake can't make tail attacks against other targets. Bite. Melee Weapon Attack:+6 to hit, reach 10ft., one target. Hit: 6 (1d4 + 4) piercing damage, and the target must make a DC 11 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one. Consume: The victims swallowed into the belly of the snake. They are removed from the reality outside of the snake. LEGENDARY ACTIONS The snake can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn. Detect. The dragon makes a Wisdom (Perception) check. Honey: has a severe intoxicating effect if consumed If you drink it, you take 3d6 poison damage, and you must succeed on a DC 13 Constitution saving throw If you touch it, you take 1d6 poison damage, and you must succeed on a DC 13 Constitution saving throw or be Poisoned. At the start of each of your turns while you are Poisoned in this way, you take poison damage. At the end of each of your turns, you can repeat the saving throw. On a successful save, the poison damage you take on your subsequent turns decreases by 1d6. The poison ends when the damage decreases to 0.