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THE HEART OF DAKO


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Caspian Eskander 0 Errol Vesperaux CR 2
MEDIUM HUMANOID (ELURAN), ANY ALIGNMENT MEDIUM HUMANOID (VULPIN), CHAOTIC GOOD
ART: OLIVIA REA HUMBLEWOOD © HIT POINT PRESS INC. 2021 ART: OLIVIA REA HUMBLEWOOD © HIT POINT PRESS INC. 2021

Hayli Mountainflower 2
Errol Vesperaux (continued) SMALL HUMANOID (JERBEEN), CHAOTIC NEUTRAL
ART: OLIVIA REA HUMBLEWOOD © HIT POINT PRESS INC. 2021 ART: OLIVIA REA HUMBLEWOOD © HIT POINT PRESS INC. 2021
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
15 (+2) 14 (+2) 14 (+2) 12 (+1) 12 (+1) 15 (+2) 9 (-1) 10 (+0) 10 (+0) 14 (+2) 12 (+1) 10 (+0)

Errol Vesperaux 450XP Caspian Eskander 10XP


SAVING THROWS SKILLS SENSES SKILLS
Str +4, Con +4, Dex +3 Acrobatics +4, Darkvision 60 ft., Passive Arcana +6, History +6,
SENSES Intimidation +4 Perception 13 Perception +3, Stealth +2
Darkvision 60 ft., LANGUAGES LANGUAGES
Passive Perception 11 Birdfolk, Vulpin Ancient Eluran, Birdfolk,
SPECIAL TRAITS
Eluran, Tilian
SPECIAL TRAITS
Special Equipment. Errol’s longsword and breastplate are
finely crafted and inlaid with gold. They can be sold for Claws. Caspian has advantage on Strength (Athletics)
twice their normal price. checks made to climb any surface his claws could
reasonably grip.
Evasive. Errol includes his Intelligence modifier as a
bonus to his Dexterity saving throws (already included in Graceful Landing. Caspian ignores the first 20 feet of fall
this stat block). damage, and when falling, he can always choose to land
on his feet.
Dashing Duelist. Whenever Errol makes an attack with
a one-handed melee weapon while wielding nothing in ACTIONS
his off-hand, he can choose to expend a bonus action to Claws. Melee Weapon Attack: +2 to hit, reach 5 ft., one
cause one of the following effects: target. Hit: 2 (1d4) slashing damage.
• The target has disadvantage on their next attack
against Errol.
• Errol can take the Disengage action.
• Errol can attempt to trip his target. The target must
succeed on a DC 12 Dexterity saving throw or be
knocked prone.

ARMOR CLASS HIT POINTS SPEED ARMOR CLASS HIT POINTS SPEED
16 breastplate 52 (8d8 + 16) 30 ft. 10 4 (1d8) 30 ft.

STR DEX CON INT WIS CHA ACTIONS

10 (+0) 14 (+2) 14 (+2) 15 (+2) 11 (+0) 15 (+2) Multiattack. Errol makes three attacks.

Hayli Mountainflower 450XP Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one
target. Hit: 5 (1d6 + 2) piercing damage.
SAVING THROWS SKILLS
Dex +4, Cha +4 Deception +6, Insight +4, Longsword. Melee Weapon Attack: +4 to hit, reach 5 ft.,
SENSES
Perception +2, Performance +4, one target. Hit: 6 (1d8 + 2) slashing damage or 7 (1d10 +
Sleight of Hand +4
Passive Perception 12 2) slashing damage if used with both hands.
DAMAGE RESISTANCES
LANGUAGES
Birdfolk, Eluran, Hedge, Jerbeen
Cold Lay on Hands. Errol can touch himself or an allied
creature to restore hit points to them. Errol has a pool of
SPECIAL TRAITS 25 hit points he can divide as he chooses between uses of
Cheek Pouches. Hayli’s cheeks have elastic pouches that can stretch to fit 1/5 this action.
cubic feet and allow her to safely store up to 2 lbs of objects. While stored in
this way, they are concealed. REACTIONS
Nimbleness. Hayli can move through the space of any creature that is of a
size larger than hers. Riposte. Errol reduces the damage dealt by one melee
Team Tactics. Hayli can take the Help action as a bonus action. attack that would hit him by 1d8, and deals that much
Spellcasting. Hayli is a 4th-level spellcaster. Her spellcasting ability is piercing damage to his attacker. Errol must see the
Charisma (spell save DC 12, + 4 to hit with spell attacks). She has the attacker and be wielding a melee weapon.
following bard spells prepared:
Cantrips (at will): dancing lights, message, vicious mockery
1st level (4 slots): bane, charm person, faerie fire, hideous laughter,
unseen servant
2nd level (3 slots): invisibility, silence

ACTIONS
Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5
(1d6 + 2) piercing damage.
Shortbow. Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit:
5 (1d6 + 2) piercing damage.

ARMOR CLASS HIT POINTS SPEED


14 studded
Leather armor 44 (8d6 + 16) 25 ft.
Mateo, the Frostsage 2
MEDIUM HUMANOID (CERVAN), LAWFUL NEUTRAL Mateo, the Frostsage (continued)
ART: OLIVIA REA HUMBLEWOOD © HIT POINT PRESS INC. 2021 ART: OLIVIA REA HUMBLEWOOD © HIT POINT PRESS INC. 2021

Nadia Dar 2
MEDIUM HUMANOID (ELURAN), NEUTRAL GOOD Nadia Dar (continued)
ART: OLIVIA REA HUMBLEWOOD © HIT POINT PRESS INC. 2021 ART: OLIVIA REA HUMBLEWOOD © HIT POINT PRESS INC. 2021
Surge of Vigor (Recharges after a Long Rest). If an STR DEX CON INT WIS CHA
attack deals over half of Mateo’s current remaining hit 10 (+0) 10 (+0) 15 (+2) 18 (+4) 12 (+1) 9 (-1)
points in damage (even if his HP is reduced to 0 by the
attack), Mateo immediately regains 8 (1d12 + 2) hit Mateo, the Frostsage 450XP
points.
SAVING THROWS SKILLS
Sure Footing. Mateo ignores nonmagical difficult terrain Con +5, Wis +4 Arcana +6, Nature +6,
and can’t suffer disadvantage on Strength or Dexterity SENSES Survival +3
checks made to climb or maintain their balance. Passive Perception 11 LANGUAGES
Magic of the Frostsage (3/day). Mateo can spend a bonus DAMAGE RESISTANCES Birdfolk, Cervan,
action to cause the next spell he casts to deal cold damage Cold Primordial
instead of the type it would normally deal. Any creature SPECIAL TRAITS
damaged by this spell must make a DC 14 Dexterity
saving throw or become grappled by ice (escape DC 15). Spellcasting. Mateo is a 5th-level spellcaster. His
Any amount of fire damage dealt to the target breaks spellcasting ability is Intelligence (spell save DC 14, +6 to
the grapple. hit with spell attacks). He has the following wizard spells
prepared:
ACTIONS
Cantrips (at will): chill touch, minor illusion,
Quarterstaff. Melee Weapon Attack: +2 to hit, reach 5 ft., ray of frost, prestidigitation
one target. Hit: 3 (1d6) bludgeoning damage or 4 (1d8)
bludgeoning damage if used with both hands. 1st level (4 slots): detect magic, magic missile,
mage armor*, shield
2nd level (3 slots): knock, mirror image, misty step
3rd level (2 slots): fireball
*-Mateo casts mage armor on himself before combat.

ARMOR CLASS HIT POINTS SPEED


10 mage13 with
armor 39 (6d8 + 12) 30 ft.

Whip. Melee Weapon Attack: +5 to hit, reach 10 ft., one target.


Hit: 6 (1d6 + 3) slashing damage. If the target is a Large or smaller
STR DEX CON INT WIS CHA
creature, it must succeed on a DC 13 Strength saving throw or be 12 (+1) 17 (+3) 14 (+2) 15 (+2) 11 (+0) 14 (+2)
knocked prone and pulled up to 10 feet toward Nadia.
Nadia Dar 450XP
Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft.,
range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage. If SAVING THROWS SKILLS
the target is a creature they must make a DC 11 Constitution Dex +5, Int +4 Acrobatics +5, Deception +4,
saving throw or become poisoned until the end of their next turn. SENSES Insight +4, Perception +4,
A creature poisoned in this way is restrained for as long as they Darkvision 60 ft., Passive Persuasion +4, Stealth +5
are poisoned. Perception 14 LANGUAGES
Birdfolk, Eluran, Jerbeen
REACTIONS
SPECIAL TRAITS
Whip Parry. Nadia adds 2 to her AC against one melee
attack that would hit her. If the attack misses, the attacker Claws. Nadia has advantage on Strength (Athletics) checks made
must succeed on a DC 14 Strength saving throw or be to climb any surface her claws could reasonably grip.
disarmed, as Nadia uses her whip to fling their weapon 10 Cunning Action. On each of her turns, Nadia can use a bonus
feet in a direction of her choice. Nadia must be able to see action to take the Dash, Disengage, or Hide action.
the attacker and be wielding a whip.
Graceful Landing. Nadia ignores the first 20 feet of fall damage
and, when falling, she can always choose to land on her feet.
Sneak Attack (1/Turn). Nadia deals an extra 7 (2d6) damage
when she 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 Nadia’s that isn’t incapacitated and Nadia doesn’t have
disadvantage on the attack roll.
ACTIONS

Multiattack. Nadia makes three melee attacks. Alternatively,


Nadia can make two ranged attacks with her daggers.
Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit:
5 (1d4 + 3) slashing damage.

ARMOR CLASS HIT POINTS SPEED


15 studded leather 65 (10d8 + 20) 30 ft.
Eluran Construct 2 Feliad Stalker CR 1
LARGE CONSTRUCT, UNALIGNED LARGE MONSTROSITY, UNALIGNED
ART: RISA HULET HUMBLEWOOD © HIT POINT PRESS INC. 2021 ART: JULIA METZGER HUMBLEWOOD © HIT POINT PRESS INC. 2021

Fizzar Slime 1 Kappu CR 1/4


MEDIUM OOZE, UNALIGNED LARGE BEAST, UNALIGNED
ART: SAM KEY HUMBLEWOOD © HIT POINT PRESS INC. 2021 ART: OLIVIA REA HUMBLEWOOD © HIT POINT PRESS INC. 2021
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
17 (+3) 15 (+2) 15 (+2) 6 (-2) 12 (+1) 8 (-1) 14 (+2) 8 (-1) 14 (+2) 1 (-5) 5 (-3) 1 (-5)

Feliad Stalker 200XP Eluran Construct 450XP


SENSES SKILLS DAMAGE RESISTANCES CONDITION IMMUNITIES
Darkvision 60 ft., Passive Perception +3, Stealth +6 Piercing, Slashing, Bludgeoning Charmed, Exhaustion,
Perception 13 with nonmagical weapons Frightened, Poisoned
DAMAGE IMMUNITIES SENSES
SPECIAL TRAITS
Poison, Psychic Passive Perception 7
Keen Hearing and Smell. The feliad stalker has advantage on Wisdom
(Perception) checks that rely on hearing or smell. LANGUAGES
Understands Ancient Eluran but
Natural Camouflage. The feliad stalker has advantage on Dexterity can’t speak
(Stealth) checks made to hide in forest terrain.
SPECIAL TRAITS
Pounce. If the feliad stalker moves at least 20 feet straight toward a
creature and then hits it with a claw attack on the same turn, that Magic Resistance. The construct has advantage on saving throws
target must succeed on a DC 13 Strength saving throw or be knocked against spells and other magical effects.
prone. If the target is prone, the feliad stalker can make one bite attack Heart Powered. The construct is powered by a magic item, the Heart of
against it as a bonus action. Dako, which it requires to function effectively. While in operation, the
Heart of Dako can be removed from its chest with a successful DC 17
ACTIONS
Strength check. If the Heart of Dako is removed, the construct cannot
Multiattack. The feliad stalker makes two attacks: one with its Bite and attack, follows whoever holds the Heart of Dako, and goes dormant
one with its Claw. after 1 minute.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8
Illumination. When powered by the Heart of Dako, the construct
+ 3) piercing damage.
magically shines bright light in a 15-foot radius and dim light for an
Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 additional 15 feet. This light goes out if the construct drops to 0 hit
(1d6 + 3) slashing damage. points or the Heart of Dako is removed from its chest.
Tail Blossom (Recharge 6). The feliad stalker chooses one creature it
Indestructible. The construct is made of an indestructible material
can see within 15 feet of it and releases a puff of pollen from its tail.
created by powerful magic. When it drops to 0 hit points, it is not
The target must succeed on a DC 12 Constitution saving throw or
destroyed, but it ceases to function until the Heart of Dako powering it
fall asleep. At the end of each round, the affected target can repeat the
is recharged or replaced.
saving throw, waking up on a success. Undead, creatures who do not
sleep, and creatures immune to being charmed aren’t affected by ACTIONS
the pollen. Slam. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6
(1d8 + 2)

ARMOR CLASS HIT POINTS SPEED ARMOR CLASS HIT POINTS SPEED
13 37 (5d10 + 10) 30 ft., fly 30 ft., climb 30 ft. 9 75 (10d10 + 20) 30 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
17 (+3) 12 (+1) 12 (+1) 4 (-3) 10 (0) 6 (-2) 15 (+2) 6 (-2) 15 (+2) 5 (-3) 6 (-2) 16 (+3)

Kappu 50XP Fizzar Slime 200XP


SKILLS SENSES DAMAGE RESISTANCES CONDITION IMMUNITIES
Perception +2 Passive Perception 10 Acid, Bludgeoning, Psychic Blinded, Charmed, Deafened,
Exhaustion, Frightened, Prone
DAMAGE IMMUNITIES
SPECIAL TRAITS Lightning, Slashing SENSES
Blindsight 60 ft. (blind beyond this
Keen Hearing. The kappu has advantage on radius), Passive Perception 8
Wisdom (Perception) checks that rely SPECIAL
on hearing. Amorphous. The slime can move through a space as narrow as 1 inch wide
without squeezing.
ACTIONS Spider Climb. The slime can climb difficult surfaces, including upside down
on ceilings, without needing to make an ability check.
Bite. Melee Weapon Attack: +5 to hit, Limited Telepathy. The slime can detect the thoughts of creatures within
reach 5 ft., one target. Hit: 8 (2d4 + 3) 60 feet of it, though it can’t communicate with them. The slime can relay
any thoughts it detects to a creature touching it, for as long as that creature
piercing damage remains in contact with the slime. If the slime has split, the slimes that
arise from it maintain a psychic link, and transmit the thoughts they detect
between themselves as long as they are on the same plane of existence.
Resonance. When a slime is subjected to psychic or bludgeoning damage,
each creature within 5 feet of the slime must succeed on a DC 13 Wisdom
saving throw or take 4 (1d8) psychic damage.

AC-
Pseudopod. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5
(2d4 + 2) bludgeoning damage plus 4 (1d8) psychic damage.

REACTIONS
Split. When a slime that is Medium or larger is subjected to lightning or
slashing damage, it splits into two new slimes if it has at least 10 hit points.
Each new slime has hit points equal to half the original slime’s, rounded
down. New slimes are one size smaller than the original slime.

ARMOR CLASS HIT POINTS SPEED ARMOR CLASS HIT POINTS SPEED
11 13 (2d10 + 2) 60 ft., swim 30 ft. 8 32 (5d8 + 10) 10 ft., climb 10 ft.
Swarm of Tanglewasps CR 1/2 Tilia Treewarden 1/2 CR

MEDIUM SWARM OF TINY BEASTS, UNALIGNED MEDIUM HUMANOID (TILIA), ANY NEUTRAL ALIGNMENT
ART: JULIA METZGER HUMBLEWOOD © HIT POINT PRESS INC. 2021 ART: OLIVIA REA HUMBLEWOOD © HIT POINT PRESS INC. 2021

STR DEX CON INT WIS CHA


14 (+2) 15 (+2) 10 (+0) 3 (-4) 14 (+2) 7 (-2)

Panther 50XP
SKILLS SENSES
Perception +4 Passive Perception 14
Stealth +6
SPECIAL TRAITS

Keen Smell. The panther has advantage on


Wisdom (Perception) checks that rely on smell.
Pounce. If the panther moves at least 20 feet
straight toward a creature and then hits it with
a claw attack on the same turn, that target must
succeed on a DC 12 Strength saving throw or
be knocked prone. If the target is prone, the
panther can make one bite attack against it as
a bonus action.
ACTIONS

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft.,


one target. Hit: 5 (1d6 + 2) piercing damage.
Claw. Melee Weapon Attack: +4 to hit, reach 5 ft.,
one target. Hit: 4 (1d4 + 2) slashing damage.

Heart of Dako
ARMOR CLASS HIT POINTS SPEED WONDROUS ITEM, LEGENDARY
12 13 (3d8) 50 ft., climb 40 ft. ART: RISA HULET HUMBLEWOOD © HIT POINT PRESS INC. 2021
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
12 (+1) 15 (+2) 14 (+2) 9 (-1) 12 (+1) 12 (+1) 3 (-4) 13 (+1) 10 (+0) 1 (-5) 7 (-2) 1 (-5)

Tilia Treewarden 100XP Swarm of Tanglewasps 100XP


SENSES SKILLS DAMAGE RESISTANCES SENSES
Passive Perception 13 Perception +3, Intimidation +3, Bludgeoning, Fire, Piercing, Blindsight 10 ft., Passive
Survival +5 Slashing Perception 8
LANGUAGES
Birdfolk, Tilian CONDITION IMMUNITIES
Charmed, Frightened, Grappled,
SPECIAL TRAITS Paralyzed, Petrified, Prone,
Pack Tactics. The treewarden has advantage on an attack roll against a Restrained, Stunned
creature if at least one of the treewarden’s allies is within 5 feet of the creature
SPECIAL TRAITS
and the ally isn’t incapacitated.
Sticky Grip. The treewarden’s hands and feet have special pads that allow Swarm. The swarm can occupy another creature’s space and vice versa,
them to climb in extraordinary ways. They can climb upside down or on and the swarm can move through any opening large enough for a Tiny
difficult surfaces without making a check. insect. The swarm can’t regain hit points or gain temporary hit points.
ACTIONS Wrong Step. A tanglewasp swarm congregates around a nest, which is
a 1-foot sphere made of hardened mud that occupies a 5-foot space.
Multiattack. The treewarden makes two attacks with its Scimitar. They can
forego one of these attacks to use their Sticky Tongue.
The nest is naturally camouflaged in the soft mud the swarm used to
build it. A successful DC 17 Wisdom (Perception) check is required
Scimitar. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 5
to spot a nest. If stepped on, the target must make a DC 14 Strength
(1d6 + 2) slashing damage.
saving throw or be grappled (Escape DC 14). Until this grapple ends,
Heavy Crossbow. Ranged Weapon Attack: +4 to hit, range 100/400 ft., one the target takes 5 (2d4) poison damage at the start of each of its turns.
target. Hit: 7 (1d10 + 2) piercing damage.
The nest can only grapple one target at a time. Another creature within
Sticky Tongue. As an action, the treewarden extends their long sticky tongue reach of the tanglewasps’ nest can use its action to attempt to end
toward an object they can see within 20 feet of them. Their sticky tongue the grapple on a target by succeeding on a Strength (Athletics) check
latches onto the object and pulls it toward them. If the treewarden has free against the escape DC.
hands, they can immediately wield the object; otherwise, the object drops
at the treewarden’s feet. If the targeted object is being held or carried by a ACTIONS
creature, that creature must succeed on a DC 12 Strength saving throw to
maintain its grip on the object. If the treewarden targets an object that is too Sting. Melee Weapon Attack: +3 to hit, reach 0 ft., one target in the
heavy to move, like a wall or a large rock, they are instead pulled toward the swarm’s space. Hit: 10 (4d4) poison damage, or 5 (2d4) poison damage
object, provoking opportunity attacks as normal. if the swarm has half of its hit points or fewer.

ARMOR CLASS HIT POINTS SPEED ARMOR CLASS HIT POINTS SPEED
13 leather armor 32 (5d8 + 10) 30 ft., climb 30 ft. 11 22 (5d8) 30 ft.

Heart of Dako STR DEX CON INT WIS CHA


WONDROUS ITEM, LEGENDARY 15 (+2) 10 (+0) 13 (+1) 2 (-4) 10 (+0) 5 (-3)

The Heart of Dako is a large ruby inside of an intricately Crocodile 100XP


carved obsidian stone egg. It pulses with warmth and SENSES SKILLS
radiates dim light in a 15-foot radius unless covered. Passive Perception 10 Stealth +2
The Heart of Dako is a mysterious object with two special SPECIAL TRAITS
properties:
Charge. The Heart of Dako is a cell that stores magical Hold Breath. The crocodile can hold its
energy inside of itself to power an eluran construct. breath for 15 minutes.
When the Heart’s power is depleted, it stops glowing.
ACTIONS
If an almost empty Heart is powering a construct, the
construct removes the Heart and places it upon a special Bite. Melee Weapon Attack: +4 to hit, reach
temple pedestal before it goes dormant. When placed
upon the pedestal, the gemstone inside the Heart begins 5 ft., one creature. Hit: 7 (1d10 + 2) piercing
to accumulate magical power, taking 1d10 days to fully damage, and the target is grappled (escape
recharge. The Heart of Dako taken by the Companions of DC 12). Until this grapple ends, the target
the Blue Rose is nearly at full power. is restrained, and the crocodile can’t bite
Power. When a powered Heart of Dako is another target.
placed inside the chest of a dormant
eluran construct, it causes the
construct to activate and perform
programmed duties. If the
construct drops to 0 hit points
with the Heart of Dako inside,
the heart loses its stored power
and the construct cannot return
it to the pedestal.

ARMOR CLASS HIT POINTS SPEED


12 natural armor 19 (3d10 + 3) 20 ft., swim 30 ft.
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All content from the System Reference Document 5.1 is Open Game
6. Notice of License Copyright: You must update the COPYRIGHT NOTICE
Content as described in Section 1(d) of the License. No portion of this work
portion of this License to include the exact text of the COPYRIGHT NO-
other than the material designated as Open Game Content may be repro-
TICE of any Open Game Content You are copying, modifying or distrib-
duced in any form without permission.
uting, and You must add the title, the copyright date, and the copyright
holder’s name to the COPYRIGHT NOTICE of any original Open Game
Content you Distribute.
7. Use of Product Identity: You agree not to Use any Product Identity, in-
cluding as an indication as to compatibility, except as expressly licensed
in another, independent Agreement with the owner of each element of
that Product Identity. You agree not to indicate compatibility or co-adapt-
ability with any Trademark or Registered Trademark in conjunction with
a work containing Open Game Content except as expressly licensed in
another, independent Agreement with the owner of such Trademark or
Registered Trademark. The use of any Product Identity in Open Game
Content does not constitute a challenge to the ownership of that Product
Identity. The owner of any Product Identity used in Open Game Content
shall retain all rights, title and interest in and to that Product Identity.
8. Identification: If you distribute Open Game Content You must clearly indi-

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