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<blockquote data-quote="ExploderWizard" data-source="post: 6755442" data-attributes="member: 66434"><p>Here are some members of a Thyatian Iron Ring operation from my Mystara game: Enjoy! </p><p></p><p>Iron Ring Tough</p><p>Medium human (Thyatian) neutral evil</p><p>Armor Class 16 (studded leather & shield) </p><p>Hit Points 45(6d8 +12) </p><p>Speed 30 ft. </p><p>STR DEX CON INT WIS CHA </p><p>15 (+2) 14 (+2) 15 (+2) 10 (+0) 13 (+1) 11 (+0) </p><p>Skills Intimidation +3 Athletics +6</p><p>Senses passive Perception 11 </p><p>Languages any one language (usually Common) </p><p>Feats: Tavern Brawler</p><p>Challenge 2 (450XP) </p><p>Pack Tactics. The Iron Ring tough has advantage on an attack roll against a creature if at least one of the thug’s allies is within 5 feet of the creature and the ally isn’t incapacitated. </p><p>Dueling Style: +2 damage with a single weapon </p><p>Actions </p><p>Multiattack: The Iron Ring thug can make two melee attacks per attack action </p><p>Action Surge: The tough thug may take an extra action 1/rest</p><p>Second Wind: May use a bonus action to regain 1d8+6 hit points 1/rest. </p><p>Long sword Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: (1d10+4) slashing damage. </p><p>Thrown Dagger. Ranged Weapon Attack: +4 to hit, range 20/60 (1d4+2) piercing damage</p><p>Light Crossbow Ranged Weapon Attack:+4 to hit, range 80/320 1d8+2 piercing damage. </p><p>Thrown Net Ranged Weapon Attack +4 to hit range 5/15-restrains target until freed (STR DC10)</p><p></p><p></p><p>Iron Ring Toughs are the lowest level operatives in the operation. They are used as shock troops on slave raids and pull most guard duties. </p><p></p><p></p><p>Iron Ring Thug </p><p>Medium human (Thyatian) neutral evil</p><p>Armor Class 17 (chain shirt & shield) </p><p>Hit Points 88(10d8 +20) </p><p>Speed 30 ft. </p><p>STR DEX CON INT WIS CHA </p><p>17 (+3) 14 (+2) 15 (+2) 10 (+0) 13 (+1) 11 (+0) </p><p>Skills Intimidation +3 Athletics +6</p><p>Senses passive Perception 11 </p><p>Languages any one language (usually Common) </p><p>Feats: Tavern Brawler</p><p>Challenge 4 (1100 XP) </p><p>Pack Tactics. The Iron Ring thug has advantage on an attack roll against a creature if at least one of the thug’s allies is within 5 feet of the creature and the ally isn’t incapacitated. </p><p>Dueling Style: +2 damage with a single weapon </p><p>Tough as Nails: The thug hits like a truck. All melee attacks do an extra die of damage. </p><p>Actions </p><p>Multiattack: The Iron Ring thug can make two melee attacks per attack action </p><p>Action Surge: The Iron Ring thug may take an extra action 1/rest</p><p>Second Wind: May use a bonus action to regain 1d8+10 hit points 1/rest. </p><p>Long sword Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 5 (2d8 + 5) slashing damage. </p><p>Thrown Dagger. Ranged Weapon Attack: +3 to hit, range 20/60 (1d4+3) piercing damage</p><p>Heavy Crossbow Ranged Weapon Attack, +4 to hit, range 100/400 1d10+2 piercing damage </p><p></p><p>Iron Ring thugs are higher level enforcers for the ring, and also serve as officers & leaders for the toughs. </p><p></p><p></p><p></p><p>Marcus Vencius Iron Ring Wizard</p><p>Medium human (Thyatian), neutral evil</p><p>Armor Class 12 (15 with mage armor)</p><p>Hit Points 60 (9d8)</p><p>Speed 30ft.</p><p>STR DEX CON INT WIS CHA</p><p>9 (-1) 14(+2)11 (+0) 17(+3)12 (+1) 11 (+0)</p><p>Saving Throws lnt +6, Wis +4</p><p>Skills Arcana +6, History +6</p><p>Senses passive Perception 11</p><p>Languages Common,Thyatian, Gnoll, Orc</p><p>Challenge 6 (2,300 XP)</p><p>Spellcasting. The mage is a 9th-level spe llcaster. Its spellcasting ability is Intelligence (spell save DC 14, +6 to</p><p>hit with spell attacks). The mage has the following wizard spells prepared :</p><p></p><p>Cantrips (at will):.fire bolt, light, mage hand, prestidigitation</p><p>1st level (4 slots): grease, mage armor, magic</p><p>missile</p><p>2nd level (3 slots): misty step(b), suggestion*, crown of madness*</p><p>3rd level (3 slots): counterspell®, fireball, fly*, hypnotic pattern*</p><p>4th level (3 slots): greater invisibility*, confusion*</p><p>5th level (1 slot): geas</p><p>ACTIONS</p><p>Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or</p><p>range 20f60 ft. , one target. Hit: 4 (1d4 + 2) piercing damage.</p><p></p><p>Marcus Vencius is a foul-tempered man, who sold his soul to the Iron Ring long ago. As part of his wages, the ring provides him with the occasional low grade slave to use in his magical experiments. </p><p></p><p></p><p>Tarastes Evil Priest of Thanatos </p><p>Medium human (Thyatian), neutral evil</p><p>Armor Class 18 (half plate & shield )</p><p>Hit Points 65 (8d8+16)</p><p>Speed 25ft.</p><p>STR DEX CON INT WIS CHA</p><p>14(+2) 13(+1) 14(+2) 11 (+0) 18 (+4) 16(+3)</p><p>Skills Deception +7, Persuasion +3, Religion +4</p><p>Senses passive Perception 14</p><p>Languages Common, Thyatian</p><p>Challenge 6 (2300 XP)</p><p>Chanel Divinity: Touch of death (2/rest) the priest can deal an extra 21 necrotic damage on a melee hit. </p><p>Inescapable Destruction: necrotic damage dealt by spell or ability ignores damage resistance</p><p>Divine Strike: when hitting a creature with a melee attack and extra 1d8 necrotic damage is dealt </p><p>Spellcasting. The priest is a 8th-level spellcaster. Its</p><p>spellcasting ability is Wisdom (spell save DC 15 , +7 to</p><p>hit with spell attacks). The priest has the following cleric</p><p>spells prepared:</p><p>Cantrips (at will): fight, sacred flame (2d8), thaumaturgy, mending,chill touch (2d8)</p><p>1st level (4 slots): false life, ray of sickness, bane*, command, shield of faith*, inflict wounds, guiding bolt</p><p>2nd level (3 slots): blindness/deafness, ray of enfeeblement *, lesser restoration, hold person*, silence*</p><p>spiritual weapon</p><p>3rd level (3 slots): Animate Dead ,vampiric touch, dispel magic, bestow curse*, protection from energy</p><p>4th level (2 slots) blight, death ward(CAST), banishment*</p><p>ACTIONS</p><p>Long sword Melee Weapon Attack: +5 to hit, reach 5 ft., one target . Hit: (ld8+2) slashing damage plus (1d8) necrotic damage</p><p></p><p>Tarastes is a sly and charming man of middle years. His soul is as dark as his smile is fair. He remains charming and polite at all times, even to his victims as they are chained upon his altar. </p><p></p><p></p><p></p><p>Maximinia Iron Ring Assassin</p><p>Medium human (Thyatian), neutral evil</p><p>Armor Class 16 (studded leather)</p><p>Hit Points 78 (12d8 + 24)</p><p>Speed 30ft.</p><p>STR DEX CON INT WIS CHA</p><p>11(+0) 18(+4) 14(+2) 13(+1) 15(+2) 16(+3)</p><p>Saving Throws Dex +7, lnt +5</p><p>Skills Acrobatics +7, Deception +6, Perception +4, Stealth + 11</p><p>Damage Resistances poison</p><p>Senses passive Perception 14</p><p>Languages Thieves' cant ,Common </p><p>Challenge 8 (3,900 XP)</p><p>Assassinate. During its first turn, the assassin has advantage</p><p>on attack rolls against any creature that hasn't taken a turn .</p><p>Any hit the assassin scores against a surprised creature</p><p>is a critical hit.</p><p>Evasion. If the assassin is subjected to an effect that allows it</p><p>to make a Dexterity saving throw to take only half damage, the</p><p>assassin instead takes no damage if it succeeds on the saving</p><p>throw,. and only half damage if it fails.</p><p>Sneak Attack (1/Turn). The assassin deals an extra 13 (4d6)</p><p>damage when it hits a target with a weapon attack and has</p><p>advantage on the attack roll, or when the target is within 5</p><p>feet of an ally of the assassin that isn't incapacitated and the</p><p>assassin doesn't have disadvantage on the attack roll.</p><p>ACTIONS</p><p>Multiattack. The assassin makes two shortsword attacks.</p><p>Shortsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one</p><p>target. Hit: 6 (1d6 + 4) piercing damage, and the target must</p><p>make a DC 15 Constitution saving throw, taking 24 (7d6)</p><p>poison damage on a failed save, or half as much damage on a</p><p>successful one.</p><p>Light Crossbow. Ranged Weapon Attack: +7 to hit, range 80/320</p><p>ft ., one target. Hit: 7 (1d8 + 4) piercing damage, and the target</p><p>must make a DC 15 Constitution saving throw, taking 24 (7d6)</p><p>poison damage on a failed save, or half as much damage on a</p><p>successful one.</p><p></p><p>Maxaminia isn't quite sane. She is sent into action when the ring needs a problem quietly eliminated. Her lust for killing makes even the commander wary of her. </p><p></p><p></p><p></p><p>Auctus, Thyatian Gladiator </p><p>Medium humanoid, neutral evil </p><p>Armor Class 16 (studded leather & shield) </p><p>Hit Points 140 (15d8+45) </p><p>Speed 30 ft. </p><p>STR DEX CON INT WIS CHA </p><p>18 (+4) 15 (+2) 16 (+3) 10 (0) 12 (+1) 15 (+2) </p><p>Skills Athletics +10, Intimidation +5 </p><p>Senses passive Perception 11</p><p>Languages Common, Thyatian </p><p>Challenge 5 (1800 XP)</p><p>Brute. A melee weapon deals one extra die of its damage when the Thyatian gladiator hits with it (included in the attack). </p><p>Brave. The Thyatian gladiator has advantage on saving throws vs being frightened.</p><p>Dueling Style: +2 damage with a single weapon </p><p></p><p>Actions </p><p>Multi attack. Thyatian gladiator makes three melee attacks or two ranged attacks. </p><p>Short sword Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 2d6+6 slashing damage. </p><p>Javelin. Melee or Ranged Weapon Attack: +8 /+6to hit, reach 5 ft. or range 30/120 ft., one target. Hit 2d6+6piercing damage</p><p>Shield Bash. Melee weapon attack: +8 to hit, reach 5 ft. one target. Hit- 2d4+4 bludgeoning damage. If the target is medium or smaller it must succeed on a DC15 STR saving throw or be knocked prone. </p><p>Devastating Critical When the Thyatian gladiator scores a critical hit, an opponent must make a DC 16 CON save or be stunned until the gladiator’s next turn. </p><p>Action Surge: The Thyatian gladiator may take an extra action 1/rest</p><p>Second Wind: Thyatian gladiator may use a bonus action to regain 1d8+11 hit points 1/rest. </p><p>Reactions </p><p>Parry. The Thyatian gladiator adds 3 to its AC against one melee attack that would hit it. To do so the Thyatian gladiator must see the attacker and be wielding a melee weapon. </p><p></p><p>Born a slave in Thyatis, Autus is a large powerful man. He raised and trained for the arena and now serves as a loyal bodyguard to Gallatus Camillus. </p><p></p><p></p><p>Gallatus Camillus Iron Ring Commander</p><p>Medium human (Thyatian) neutral evil</p><p>Armor Class 18 (no armor) </p><p>Hit Points 175 (18d10 +34) </p><p>Speed 30 ft. </p><p>STR DEX CON INT WIS CHA </p><p>14 (+2) 18 (+4) 14 (+2) 11 (+0) 16 (+3) 14 (+2) </p><p>Skills Perception +7, Stealth +6, Intimidation +6, Deception +6</p><p>Senses passive Perception 17 </p><p>Languages Common, Thyatian, Gnoll </p><p>Challenge 9 (5000 XP) </p><p>Unarmored Defense: Gallatus Camillus adds DEX & WIS modifiers to AC </p><p>Two Weapon Style +1 to AC when dual wielding </p><p>Battlemaster DC 16, 4 D10 superiority dice. Evasive Footwork , Lunging Attack, Riposte </p><p>Action Surge: Gallatus Camillus may take another action 1/rest. </p><p>Actions </p><p>Multiattack. Gallatus Camillus makes three melee attacks. and a possible bonus attack </p><p>Rapier. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 5 (2d8 + 4) piercing damage. </p><p>Off hand Rapier. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 5 (2d8 + 4) piercing damage</p><p>Parry the death blow: When a melee attack would reduce Gallatus Camillus to 0 hp, he may make a DC 15 DEX saving throw. If successful, the fencing master is instead at 1 hit point. Each time the ability is used before a short or long rest, increase the DC of the save by 2. </p><p></p><p>Gallatus Camillus commands this Iron Ring operation and is highly regarded within the organization. He runs his operation with ruthless efficiency.</p></blockquote><p></p>
[QUOTE="ExploderWizard, post: 6755442, member: 66434"] Here are some members of a Thyatian Iron Ring operation from my Mystara game: Enjoy! Iron Ring Tough Medium human (Thyatian) neutral evil Armor Class 16 (studded leather & shield) Hit Points 45(6d8 +12) Speed 30 ft. STR DEX CON INT WIS CHA 15 (+2) 14 (+2) 15 (+2) 10 (+0) 13 (+1) 11 (+0) Skills Intimidation +3 Athletics +6 Senses passive Perception 11 Languages any one language (usually Common) Feats: Tavern Brawler Challenge 2 (450XP) Pack Tactics. The Iron Ring tough has advantage on an attack roll against a creature if at least one of the thug’s allies is within 5 feet of the creature and the ally isn’t incapacitated. Dueling Style: +2 damage with a single weapon Actions Multiattack: The Iron Ring thug can make two melee attacks per attack action Action Surge: The tough thug may take an extra action 1/rest Second Wind: May use a bonus action to regain 1d8+6 hit points 1/rest. Long sword Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: (1d10+4) slashing damage. Thrown Dagger. Ranged Weapon Attack: +4 to hit, range 20/60 (1d4+2) piercing damage Light Crossbow Ranged Weapon Attack:+4 to hit, range 80/320 1d8+2 piercing damage. Thrown Net Ranged Weapon Attack +4 to hit range 5/15-restrains target until freed (STR DC10) Iron Ring Toughs are the lowest level operatives in the operation. They are used as shock troops on slave raids and pull most guard duties. Iron Ring Thug Medium human (Thyatian) neutral evil Armor Class 17 (chain shirt & shield) Hit Points 88(10d8 +20) Speed 30 ft. STR DEX CON INT WIS CHA 17 (+3) 14 (+2) 15 (+2) 10 (+0) 13 (+1) 11 (+0) Skills Intimidation +3 Athletics +6 Senses passive Perception 11 Languages any one language (usually Common) Feats: Tavern Brawler Challenge 4 (1100 XP) Pack Tactics. The Iron Ring thug has advantage on an attack roll against a creature if at least one of the thug’s allies is within 5 feet of the creature and the ally isn’t incapacitated. Dueling Style: +2 damage with a single weapon Tough as Nails: The thug hits like a truck. All melee attacks do an extra die of damage. Actions Multiattack: The Iron Ring thug can make two melee attacks per attack action Action Surge: The Iron Ring thug may take an extra action 1/rest Second Wind: May use a bonus action to regain 1d8+10 hit points 1/rest. Long sword Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 5 (2d8 + 5) slashing damage. Thrown Dagger. Ranged Weapon Attack: +3 to hit, range 20/60 (1d4+3) piercing damage Heavy Crossbow Ranged Weapon Attack, +4 to hit, range 100/400 1d10+2 piercing damage Iron Ring thugs are higher level enforcers for the ring, and also serve as officers & leaders for the toughs. Marcus Vencius Iron Ring Wizard Medium human (Thyatian), neutral evil Armor Class 12 (15 with mage armor) Hit Points 60 (9d8) Speed 30ft. STR DEX CON INT WIS CHA 9 (-1) 14(+2)11 (+0) 17(+3)12 (+1) 11 (+0) Saving Throws lnt +6, Wis +4 Skills Arcana +6, History +6 Senses passive Perception 11 Languages Common,Thyatian, Gnoll, Orc Challenge 6 (2,300 XP) Spellcasting. The mage is a 9th-level spe llcaster. Its spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). The mage has the following wizard spells prepared : Cantrips (at will):.fire bolt, light, mage hand, prestidigitation 1st level (4 slots): grease, mage armor, magic missile 2nd level (3 slots): misty step(b), suggestion*, crown of madness* 3rd level (3 slots): counterspell®, fireball, fly*, hypnotic pattern* 4th level (3 slots): greater invisibility*, confusion* 5th level (1 slot): geas ACTIONS Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20f60 ft. , one target. Hit: 4 (1d4 + 2) piercing damage. Marcus Vencius is a foul-tempered man, who sold his soul to the Iron Ring long ago. As part of his wages, the ring provides him with the occasional low grade slave to use in his magical experiments. Tarastes Evil Priest of Thanatos Medium human (Thyatian), neutral evil Armor Class 18 (half plate & shield ) Hit Points 65 (8d8+16) Speed 25ft. STR DEX CON INT WIS CHA 14(+2) 13(+1) 14(+2) 11 (+0) 18 (+4) 16(+3) Skills Deception +7, Persuasion +3, Religion +4 Senses passive Perception 14 Languages Common, Thyatian Challenge 6 (2300 XP) Chanel Divinity: Touch of death (2/rest) the priest can deal an extra 21 necrotic damage on a melee hit. Inescapable Destruction: necrotic damage dealt by spell or ability ignores damage resistance Divine Strike: when hitting a creature with a melee attack and extra 1d8 necrotic damage is dealt Spellcasting. The priest is a 8th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 15 , +7 to hit with spell attacks). The priest has the following cleric spells prepared: Cantrips (at will): fight, sacred flame (2d8), thaumaturgy, mending,chill touch (2d8) 1st level (4 slots): false life, ray of sickness, bane*, command, shield of faith*, inflict wounds, guiding bolt 2nd level (3 slots): blindness/deafness, ray of enfeeblement *, lesser restoration, hold person*, silence* spiritual weapon 3rd level (3 slots): Animate Dead ,vampiric touch, dispel magic, bestow curse*, protection from energy 4th level (2 slots) blight, death ward(CAST), banishment* ACTIONS Long sword Melee Weapon Attack: +5 to hit, reach 5 ft., one target . Hit: (ld8+2) slashing damage plus (1d8) necrotic damage Tarastes is a sly and charming man of middle years. His soul is as dark as his smile is fair. He remains charming and polite at all times, even to his victims as they are chained upon his altar. Maximinia Iron Ring Assassin Medium human (Thyatian), neutral evil Armor Class 16 (studded leather) Hit Points 78 (12d8 + 24) Speed 30ft. STR DEX CON INT WIS CHA 11(+0) 18(+4) 14(+2) 13(+1) 15(+2) 16(+3) Saving Throws Dex +7, lnt +5 Skills Acrobatics +7, Deception +6, Perception +4, Stealth + 11 Damage Resistances poison Senses passive Perception 14 Languages Thieves' cant ,Common Challenge 8 (3,900 XP) Assassinate. During its first turn, the assassin has advantage on attack rolls against any creature that hasn't taken a turn . Any hit the assassin scores against a surprised creature is a critical hit. Evasion. If the assassin is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the assassin instead takes no damage if it succeeds on the saving throw,. and only half damage if it fails. Sneak Attack (1/Turn). The assassin deals an extra 13 (4d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the assassin that isn't incapacitated and the assassin doesn't have disadvantage on the attack roll. ACTIONS Multiattack. The assassin makes two shortsword attacks. Shortsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 4) piercing damage, and the target must make a DC 15 Constitution saving throw, taking 24 (7d6) poison damage on a failed save, or half as much damage on a successful one. Light Crossbow. Ranged Weapon Attack: +7 to hit, range 80/320 ft ., one target. Hit: 7 (1d8 + 4) piercing damage, and the target must make a DC 15 Constitution saving throw, taking 24 (7d6) poison damage on a failed save, or half as much damage on a successful one. Maxaminia isn't quite sane. She is sent into action when the ring needs a problem quietly eliminated. Her lust for killing makes even the commander wary of her. Auctus, Thyatian Gladiator Medium humanoid, neutral evil Armor Class 16 (studded leather & shield) Hit Points 140 (15d8+45) Speed 30 ft. STR DEX CON INT WIS CHA 18 (+4) 15 (+2) 16 (+3) 10 (0) 12 (+1) 15 (+2) Skills Athletics +10, Intimidation +5 Senses passive Perception 11 Languages Common, Thyatian Challenge 5 (1800 XP) Brute. A melee weapon deals one extra die of its damage when the Thyatian gladiator hits with it (included in the attack). Brave. The Thyatian gladiator has advantage on saving throws vs being frightened. Dueling Style: +2 damage with a single weapon Actions Multi attack. Thyatian gladiator makes three melee attacks or two ranged attacks. Short sword Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 2d6+6 slashing damage. Javelin. Melee or Ranged Weapon Attack: +8 /+6to hit, reach 5 ft. or range 30/120 ft., one target. Hit 2d6+6piercing damage Shield Bash. Melee weapon attack: +8 to hit, reach 5 ft. one target. Hit- 2d4+4 bludgeoning damage. If the target is medium or smaller it must succeed on a DC15 STR saving throw or be knocked prone. Devastating Critical When the Thyatian gladiator scores a critical hit, an opponent must make a DC 16 CON save or be stunned until the gladiator’s next turn. Action Surge: The Thyatian gladiator may take an extra action 1/rest Second Wind: Thyatian gladiator may use a bonus action to regain 1d8+11 hit points 1/rest. Reactions Parry. The Thyatian gladiator adds 3 to its AC against one melee attack that would hit it. To do so the Thyatian gladiator must see the attacker and be wielding a melee weapon. Born a slave in Thyatis, Autus is a large powerful man. He raised and trained for the arena and now serves as a loyal bodyguard to Gallatus Camillus. Gallatus Camillus Iron Ring Commander Medium human (Thyatian) neutral evil Armor Class 18 (no armor) Hit Points 175 (18d10 +34) Speed 30 ft. STR DEX CON INT WIS CHA 14 (+2) 18 (+4) 14 (+2) 11 (+0) 16 (+3) 14 (+2) Skills Perception +7, Stealth +6, Intimidation +6, Deception +6 Senses passive Perception 17 Languages Common, Thyatian, Gnoll Challenge 9 (5000 XP) Unarmored Defense: Gallatus Camillus adds DEX & WIS modifiers to AC Two Weapon Style +1 to AC when dual wielding Battlemaster DC 16, 4 D10 superiority dice. Evasive Footwork , Lunging Attack, Riposte Action Surge: Gallatus Camillus may take another action 1/rest. Actions Multiattack. Gallatus Camillus makes three melee attacks. and a possible bonus attack Rapier. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 5 (2d8 + 4) piercing damage. Off hand Rapier. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 5 (2d8 + 4) piercing damage Parry the death blow: When a melee attack would reduce Gallatus Camillus to 0 hp, he may make a DC 15 DEX saving throw. If successful, the fencing master is instead at 1 hit point. Each time the ability is used before a short or long rest, increase the DC of the save by 2. Gallatus Camillus commands this Iron Ring operation and is highly regarded within the organization. He runs his operation with ruthless efficiency. [/QUOTE]
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