(2812) ANATAL
Anatal |
Anatal is an ancient center for elven smithing in the Wilderlands. Its history dates back to the War of the Pious and the Philosophers. It is believed that its foundation was done at the request of the elf-god Cilborith himself. Queen Cildarith is the latest of several generations of elves to continue to maintain Anatal. Located in the town is a temple to Cilborith led by the high priestess Cerdai. She is often called upon to bless the final workings of the smiths. Aeanor is the greatest of the smiths in residence, and his work is renowned throughout the northern Wilderlands. Mithradain is Captain of the Guard, he wears +2 mithril plate armour forged by Aeanor himself.
Rumours: M4 4446 The Queen's flighty sister Princess Valadai is missing, rumoured kidnapped by slavers!
23/5/4446: Valadai returned to Anatal - proves very grateful to Lord Reynard...
Cildarith |
Armor Class: 15 (with mage armor, ring of protection)
Hit Points: 58 (9d8 +18)
Speed: 30ft (9m / 6 sqr)
Proficiency: +4
STR
10 (+0)
DEX
12 (+1)
CON
14 (+2)
INT
19 (+4)
WIS
12 (+1)
CHA
16 (+3)> 18 (+4)
Racial Features
Ability Modifiers: +2 Dex, +1 Int
Fey Ancestry: You have advantage on saving throws against being charmed, and magic can’t put you to sleep.
Darkvision: 60ft (18m / 12sqr)
Trance: meditate for 4 hours instead of sleep.
Keen Senses: proficiency in the Perception skill.
Elf Weapon Training: proficiency with the longsword, shortsword, shortbow, and longbow. (not considered for template)
Cantrip: You know one cantrip of your choice from the wizard spell list. Intelligence is your spellcasting ability for it.
Languages: speaks Common, Elvish and one extra.
Actions
Quarterstaff. Melee Weapon Attack +4 to hit, reach 5 ft, one target. Hit: 3 (1d6 +0 ) bludgeoning damage.
Properties: Versatile (1d8),
Spells
Spellcasting. the Arcanist is an 9th-level wizard. Its spellcasting ability is Intelligence (spell save DC 16, to hit with spell attacks +8)
Cantrips (at will): Mending, Blade Ward, Light, Poison Spray,
1st level (4 slots): Magic Missile, Witch Bolt, Mage Armor,
2nd level (3 slots): Misty Step, Suggestion, Invisibility, Hold Person,
3rd level (3 slots): Vampiric Touch,
4th level (3 slots): Banishment, Confusion,
5th level (1 slots): Telekinesis, Passwall, Teleportation Circle
MI: Crown of Command +2 Charisma (max 19), Ring of Protection, Bag of Holding, etc
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Cerdai, High Priestess of Cilborith
Armor Class: 20 (+1 Half plate, +1 Shield)
Hit Points: 45 (7d8 +14)
Speed: 30ft (9m / 6 sqr)
Proficiency: +3
STR
12 (+1)
DEX
12 (+1)
CON
14 (+2)
INT
11 (+0)
WIS
16 (+3)
CHA
11 (+0)
Racial Features
Ability Modifiers: +2 Dex, +1 Int
Fey Ancestry: You have advantage on saving throws against being charmed, and magic can’t put you to sleep.
Darkvision: 60ft (18m / 12sqr)
Trance: meditate for 4 hours instead of sleep.
Keen Senses: proficiency in the Perception skill.
Elf Weapon Training: proficiency with the longsword, shortsword, shortbow, and longbow. (not considered for template)
Cantrip: You know one cantrip of your choice from the wizard spell list. Intelligence is your spellcasting ability for it.
Languages: speaks Common, Elvish and one extra.
Actions
+1 Longsword. Melee Weapon Attack +5 to hit, reach 5 ft, one target. Hit: 6 (1d8 +2 ) piercing damage.
Properties: WOLOLO!,
Spells
Spellcasting. the Acolyte is an 7th-level cleric. Its spellcasting ability is Wisdom (spell save DC 14, to hit with spell attacks +6)
Cantrips (at will): Thaumaturgy, Light, Sacred Flame, Spare the Dying,
1st level (4 slots): Command, Inflict Wounds, Bless, Cure Wounds,
2nd level (3 slots): Silence, Spiritual Weapon, Enhance Ability,
3rd level (3 slots): Dispel Magic, Daylight,
4th level (1 slots): Banishment, Guardian of Faith, Death Ward,
Mithradain, Captain of Anatal |
Armor Class: 23 (+2 Full Plate Armor, +1 Shield)
Hit Points: 168 (16d10 +80)
Speed: 30ft (9m / 6 sqr)
Proficiency: +3
STR
16 (+3)
DEX
14 (+2)
CON
20 (+5)
INT
11 (+0)
WIS
14 (+2)
CHA
14 (+2)
Racial Features
Ability Modifiers: +2 Dex, +1 Int
Fey Ancestry: You have advantage on saving throws against being charmed, and magic can’t put you to sleep.
Darkvision: 60ft (18m / 12sqr)
Trance: meditate for 4 hours instead of sleep.
Keen Senses: proficiency in the Perception skill.
Elf Weapon Training: proficiency with the longsword, shortsword, shortbow, and longbow.
Cantrip: You know one cantrip of your choice from the wizard spell list. Intelligence is your spellcasting ability for it.
Languages: speaks Common, Elvish and one extra.
Actions
Multiattack. The Knight makes three weapon melee attacks or three ranged attacks.
+2 Longsword. Melee Weapon Attack +8 to hit, reach 5 ft, one target. Hit: 14 (2d8 +5 ) slashing damage.
Properties: Versatile (1d10),
+2 Longbow. Ranged Weapon Attack +7 to hit, range 150/600, one target. Hit: 13 (2d8 +4 ) piercing damage.
Properties: Ammunition: range 150/600, Heavy, Two-handed,
Armor Class: 17 (with mage armor, ring of protection)
Hit Points: 105 (14d8 +42)
Speed: 30ft (9m / 6 sqr)
Proficiency: +5
STR
14 (+2)
DEX
16 (+3)
CON
16 (+3)
INT
20 (+5)
WIS
12 (+1)
CHA
10 (+0)
Racial Features
Ability Modifiers: +2 Dex, +1 Int
Fey Ancestry: You have advantage on saving throws against being charmed, and magic can’t put you to sleep.
Darkvision: 60ft (18m / 12sqr)
Trance: meditate for 4 hours instead of sleep.
Keen Senses: proficiency in the Perception skill.
Elf Weapon Training: proficiency with the longsword, shortsword, shortbow, and longbow. (not considered for template)
Cantrip: You know one cantrip of your choice from the wizard spell list. Intelligence is your spellcasting ability for it.
Languages: speaks Common, Elvish and one extra.
Actions (2 attacks)
+2 Longsword. Melee Weapon Attack +9 to hit, reach 5 ft, one target. Hit: 7 (1d8+4 ) bludgeoning damage.
Properties: Versatile (1d10),
Spells
Spellcasting. the Evoker is an 14th-level wizard. Its spellcasting ability is Intelligence (spell save DC 18, to hit with spell attacks +10)
Cantrips (at will): Acid Splash, Dancing Lights, Mage Hand, Ray of Frost, Prestidigitation,
1st level (4 slots): Color Spray, Mage Armor,
2nd level (3 slots): Web, Darkvision, Flaming Sphere,
3rd level (3 slots): Fireball, Blink, Lightning Bolt, Fly, Counterspell,
4th level (3 slots): Wall of Fire, Ice Storm, Dimension Door,
5th level (2 slots): Cone of Cold,
6th level (1 slots): Circle of Death, Otiluke's Freezing Sphere,
7th level (1 slots): Reverse Gravity
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Armor Class: 11
Hit Points: 9 (2d8 +0)
Speed: 30ft (9m / 6 sqr)
Proficiency: +2
STR
8 (-2)
DEX
12 (+1)
CON
11 (+0)
INT
12 (+1)
WIS
13 (+1)
CHA
16 (+3)
Racial Features
Ability Modifiers: +2 Dex, +1 Int
Fey Ancestry: You have advantage on saving throws against being charmed, and magic can’t put you to sleep.
Darkvision: 60ft (18m / 12sqr)
Trance: meditate for 4 hours instead of sleep.
Keen Senses: proficiency in the Perception skill.
Cantrip: You know one cantrip of your choice from the wizard spell list. Intelligence is your spellcasting ability for it.
Languages: speaks Common, Elvish and one extra.
Actions
Dagger. Melee Weapon Attack +3 to hit, range 20/60, one target. Hit: 3 (1d4 +1 ) piercing damage.
Properties: Thrown: range 20/60, Finesse, Light,
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