Guild Von Tigress
In the forest around the great Royal Lake, a formidable Druid named Ethikeros formulated his plan. Frustrated with the war of humans and the apparent passivity of the forest and their Dryads, he decided to formulate a great ritual to bend the vital energy of green to serve his will.
For that, he needed specific components, capable of serving as conductors to transmit the great wave of energy. In this way, he kidnapped eleven young people from the nearest city, and put part of his heart, in the form of his own son, to realize his ambition.
Twelve people would be sacrificed for the great ritual to work. There names were Vincent, Timmy, Eldora, Velra, Bruno, Nobus, Miraje, Martin, Kurt, Mirra, Shiro and Guillard, the druid's son.
A way out
As Ethikeros needed as much description as possible to avoid the Dryads' fury, the preparation of the ritual took longer than expected. Giving Guillard the opportunity to formulate a plan to stop his father.
He counted on Vincent's help to convince the rest of the abductees, and they agreed to act at the only opportunity where the Druid would be vulnerable: during the ritual.
For the energy to be properly conducted, the sacrifices must be alive and awake for the ceremony. In theory, the ritual had a simple premise, the energy of the forest would be doubled and transmitted to the conductors, who would stop the most forceful impact of the magical force, which would then be taken to the Druid. However, the "conduits" would not survive.
The ceremony would be the only time that Ethikeros would be busy enough to not notice the escape, and there, in that short time they would act.
The Ritual
It was a full moon night. The circles were drawn on the floor, the Druid mixed exotic herbs and blood from different animals to start the ceremony.
Inside their individual cages, the young men were nervous, worked hard to get the little keys that were with Vincent and Guillard. The time was now.
Ethikos began to recite the words, at the same time that he was in a state of trance. The winds changed, the earth shook, the sound of birds disappeared, and the elemental energy started to be drained from the forest, going to the sacrifices.
And they felt the impact, the energy of nature bombarded them, causing a sensation of mind-boggling pain.
Somehow, Vincent and Guillard managed to keep their minds and bodies alert enough to break free.
However, they knew in that moment that, no matter how fast they went, there was no time to free others. So, in an act of desperation, they went after the Druid.
Vincent, enduring the pain of the ritual, held him tightly, while Guillard, with a sharp stone, penetrated his father's heart.
The ritual was interrupted, but their human forms did not support the energy accumulated until then, dissolved and became something different, something bestial.
Trapped in form, together in pain
When Vincent regained consciousness, he did not recognize himself immediately. He was bigger, with more refined senses, he felt fangs touch his tongue that burned like fire. He was no longer human, he had become a tiger.
The druid's body was in front of him, he was surrounded by countless Dryads and Guillard was no longer there.
Each of the others kidnapped had turned into an animal, trapped at the mercy of energy in their cages, slowly regaining consciousness and despairing.
The dryads welcomed and calmed them, however they were unable to reverse what had been done.
So the eleven young people there were trapped in their animal forms. Unable to speak, but able to feel the time and challenges ahead.
As the decades passed, a bond formed between the survivors of the ritual. At the end of a century, they considered themselves brothers and sisters, even in completely different bodies.
Aldri appears
So the eleven lived in their beast forms for over a century, until a weird gnome appear in the forest.
He called himself Aldri, a researcher, a mage, someone curious enough to not fear the Dryads or the beasts but, most important, someone who could help.
He studied the beasts, developed a bond with the Dryads, and little by little he was able to return the beasts to their original human bodies.
He taught them to control the latent energy within their bodies, which manifested themselves in different ways, with varying degrees of difficulty.
He informed them that they would probably have a longer life span than most elves, and that their characteristics were not transferable like ordinary Lycanthropy, although they are still vulnerable to silver.
And after all the teaching, Aldri just disappeared, as abruptly as he arrived.
New family, new life
Now with the ability to return to their bodies. The eleven who spent more than a century in the forest, decided to return to human life. As time took any chance of returning to their birth families, they decided to make a new family official, taking into account the bond that was built between them.
Eldora, one of the most creative of the group, suggested adopting the same surname and suggested "Von Tigress".
And so a new family was formed, and they chose to go to city-state Dóica, one of the great human cities.
Dóica, a new home
Arriving in Dóica, they chose to form a mercenary company, since their skills would be very useful in this field.
Soon the mercenary company Von Tigress, was gaining notoriety. However, citizens feared the so-called "animal-men" and thus the family became the target of several attempts at attack, both by the public and other guilds.
But by persevering, becoming a Guild, and bringing great benefits to the city, the Queen, seeing great potencial in them, proposed a pact: The city would protect them and they would protect the city, under the sole and exclusive command of the royal family.
The family accepted, and this partnership with the royal family of Dóica has lasted for several generations of Kings and Queens.
The Leader
Also known as the Doica's Royal Tiger, Vincent Von Tigress is the leader of his Guild. After everything he experienced with his companions and the brotherhood pact among them, Vincent has total loyalty from the other members.
Vincent was one of Aldri Urigrim's most applied students in an attempt to tame his innate power from the sacrifice ritual, however, it was noted by the magician himself that the magical energy present within Vincent was untamed without outside help and could destroy the body in a big explosion.
The solution was to channel the energy into a special kind of fabric developed by Aldri himself, an instrument that allowed Vincent to channel his energy for a few moments before exploding.
The recipe for creation is known only to Vincent and Aldri, and the Guild leader uses the look of cards to give some discretion to his material.
Vincent is a person with a generally calm attitude, many say it serves to disguise how focused he is by his goals, others say it is just his natural way of being. He rarely loses his temper only when his brothers and sisters are exposed to danger.
Gambling makes up his addiction, but his sharpened instincts make this bad habit reasonably profitable.
Vincent Von Tigress
Medium humanoid (human, shapechanger), lawful neutral
- Armor Class 16 (studded leather)
- Hit Points 104(16d8 + 32)
- Speed 30 ft. (40 ft. in hybrid/tiger form)
STR DEX CON INT WIS CHA 16 (+3) 18 (+4) 14 (+2) 12 (+1) 18 (+4) 13 (+2)
- Saving Throws: Dex +8; Wis +8
- Skills Perception +8, Stealth +8
- Damage resistance Fire
- Damage Immunities Bludgeoning, piercing, and slashing damage from nonmagical weapons that aren't silvered
- Senses Darkvision 60 Ft., passive Perception 18
- Languages Common, Elvish, Halfling, Sylvan
- Challenge 10
Ambusher. Vincent Von Tigress has advantage on attack rolls against any creature it has surprised.
Explosive Charge. As a bonus action, Vincent can concentrate energy within himself, gaining one explosive charge. When he uses a Explosive Card, he can spend this charges to increase the damage in 2d8, and the area of affect in 5ft for each charge expended. He can only sustain up to 4 explosive charges at a time.
Fire Tiger While in Tiger form, a creature that touches or hits Vincent with a melee attack while within 5 ft. of it takes 5 (1d10) fire damage. In addition, every bite or claw attack that Vincent hits does plus 5 (1d8) fire damage.
Shapechanger. Vincent Von Tigress can use its action to polymorph into a tiger-humanoid hybrid or into a tiger, or back into its true form, which is humanoid. Its statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.
Keen Hearing and Smell. Vincent Von Tigress has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Legendary Resistance (2/Day). If Vincent fails a saving throw, he can choose to succeed instead.
Nimble Escape. Vincent Von Tigress can take the Disengage or Hide action as a bonus action on each of its turns.
Pack Tactics. Vincent Von Tigress has advantage on an attack roll against a creature if at least one of the Vicent's allies is within 5 feet of the creature and the ally isn't incapacitated.
Pounce (Tiger or Hybrid Form Only). If Vincent Von Tigress moves at least 15 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 16 Strength saving throw or be knocked prone. If the target is prone, Vincent can make one bite attack against it as a bonus action.
Actions
Multiattack. Vincent Von Tigress can attack three times or use two explosive cards.
Bite (Tiger or Hybrid Form Only). Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (1d10 + 3) piercing damage plus 1 fire damage.
Claw (Tiger or Hybrid Form Only). Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 3) slashing damage plus 1 fire damage.
Razor Cards (Humanoid or Hybrid Form Only). Ranged Weapon Attack: +8 to hit, range 10/60 ft., one target. Hit: 8 (1d6 + 4) slashing damage plus 1 fire damage.
Scimitar (Humanoid or Hybrid Form Only). Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 8 (1d6 + 4) slashing damage.
Explosive Cards (Humanoid or Hybrid Form Only). Vincent throws within 60 ft. a card that then explodes. Every creature in a 10 ft distance of the card must make a Dexterity Saving Throw (DC 16), in a failed save the creature takes 2d8 of fire damage, on a success, half of the damage.
Fire Breath (Tiger form only / Recharge 5-6). Vincent exhales fire in a 30-foot cone. Each creature in that area must make a DC 16 Dexterity saving throw, taking 35 (10d6) fire damage on a failed save, or half as much damage on a successful one.
Legendary Actions
Vincent Von Tigress can take 2 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. Vincent regains spent legendary actions at the start of their turn.
Explosive Cards. Vincent makes a explosive card attack.
Attack Vincent makes a claw, scimitar or razor card attack.
Explosive charge Vincent stocks a explosive charge.
Shapechanger Vincent can polymorph into a tiger-humanoid hybrid or into a tiger, or back into its true form, which is humanoid.
Shiro Von Tigress
Medium humanoid (human, shapechanger), lawful good
- Armor Class 14 (studded leather)
- Hit Points 81 (12d8 + 24)
- Speed 30 ft. (40 ft. in hybrid/wolf form)
STR DEX CON INT WIS CHA 15 (+2) 15 (+2) 14 (+2) 12 (+1) 14 (+2) 10 (+0)
- Saving Throws: Dex +5; Wis +5
- Skills Perception +5, Stealth +5
- Damage Immunities Cold; Bludgeoning, piercing, and slashing damage from nonmagical weapons that aren't silvered
- Senses Darkvision 60 Ft., passive Perception 16
- Languages Common, Sylvan.
- Challenge 5 (1800 XP)
Shapechanger. Shiro can use its action to polymorph into a wolf-humanoid hybrid or into a wolf, or back into its true form, which is humanoid. Its statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.
Keen Hearing and Smell. Shiro has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Lay on Hands (100) Shiro's blessed touch can heal wounds. You have a pool of Healing power that replenishes when you take a Long Rest. As an action, he can touch a creature (except Construct or Undead) and draw power from the pool to restore a number of Hit Points to that creature, up to the maximum amount remaining in your pool. He can expend 5 points from your pool of Healing to cure the target of one disease or neutralize one poison affecting it.
Light Blessing Under Bright light, Shiro has advantage in attack rolls and deals double of his radiant damage.
Nimble Escape. Shiro Von Tigress can take the Disengage or Hide action as a bonus action on each of its turns.
Pack Tactics. Shiro Von Tigress has advantage on an attack roll against a creature if at least one of the Vicent's allies is within 5 feet of the creature and the ally isn't incapacitated.
Innate Spellcasting. Shiro Von Tigress spellcasting ability is Wisdom (spell save DC 13). It can innately cast the following spells, without any components:
At will: Lights, Spare the Dying
2/day each: Mass Cure Wounds (5th level), Greater Restauration
Actions
Multiattack. Shiro Von Tigress makes two attacks: one with its bite and one with its claws or rapier.
Bite (Wolf or Hybrid Form Only). Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d10 + 2) piercing damage plus 4 (1d8) radiant damage.
Claw (Wolf or Hybrid Form Only). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) slashing damage plus 3 (1d6) radiant damage.
Rapier (Humanoid or Hybrid Form Only). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage.
The Sacred Wolf
A young man walks down the street quietly, and before everyone, including the guards, heals a very sick child in the street.
If you are in the streets of Doica, this man would probably be Shiro Von Tigress
He is a good-hearted man with a unquestioning loyalty. In the past, Aldrin often wondered if the ritual the young men went through brought him even closer to his positive side, as Shiro was able to emanate radiant energy in his animal form, a wolf with golden fur.
Vincent takes deep care with Shiro, as the Sacred Wolf's moral sense is in fact somewhat rigid, usually causing certain conflicts with certain jobs the guild needs to do.
He has constant problems with his twin blood sister, Mirra, as she has a disturbed and cruel sense of justice.
The Water Blessed
Timmy came from a fishing family, Aldrin suspects that this was a determining factor for his animal form and abilities.
Timmy's animal form is the mighty crocodile, and furthermore it has a very deep connection with water, it is as if the water gods themselves protected him from all evil and gave him energy.
His best friend is Nobus, and he has an attitude of always helping his brothers and sisters, and readily accepting all of Vicent's missions.
Dislikes being in the city center for too long, prefers to be close to stay in Doica's harbor, the other guild members have suspected that Timmy came to buy a house there, in addition to maintaining a secret relationship in the area.
Timmy Von Tigress
Medium humanoid (human, shapechanger), neutral good
- Armor Class 11 (16 in crocodile And Hybrid Forms)
- Hit Points 79 (12d8 + 24)
- Speed 30 ft. swim 60 ft.
STR DEX CON INT WIS CHA 16 (+3) 12 (+1) 15 (+2) 11 (+0) 16 (+3) 12 (+1)
- Saving Throws: Str +6; Wis +6
- Skills Perception +6
- Damage Resistance Fire
- Damage Immunities Bludgeoning, piercing, and slashing damage from nonmagical weapons that aren't silvered
- Senses Darkvision 60 Ft., passive Perception 16
- Languages Common, Sylvan.
- Challenge 5 (1.800 XP)
Amphibious. Timmy can breathe air and water.
Innate Spellcasting. Timmy Von Tigress spellcasting ability is Wisdom (spell save DC 14). It can innately cast the following spells, requiring no components:
At will: Shape Water
6/day: Create water (first level)
3/day each: Water Walk, Wall of Water
2/day: Control Water, Watery Sphere
Shapechanger. Timmy Von Tigress can use its action to polymorph into a crocodile-humanoid hybrid or into a Large crocodile, or back into its true form, which is humanoid. Its statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.
Water Blessed. At the beginning of Timmy's turn, if he is submerged on water, regains 15 hit points.
Water Figther. Timmy Von Tigress has advantage on melee attack rolls against any creature that is on the water. While inside the water, Timmy doest trigger attacks of opportunity.
Actions
Multiattack (Humanoid or Hybrid Form Only). Timmy Von Tigress makes two attacks, only one of which can be a bite.
Bite (Crocodile or Hybrid Form Only). Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d10 + 3) piercing damage.
Claws (Hybrid Form Only). Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 7 (2d4 + 3) slashing damage.
Trident (Humanoid or Hybrid Form Only). Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 6 (1d6 + 3) piercing damage, or 7 (1d8 + 3) piercing damage when used in two hands to make a melee attack.
The Wind Fox
Most of those who look at Eldora do not come much beyond an ordinary young girl living a quiet life on the streets of Doica, they could not be more mistaken.
The alleged young woman is one of the most prominent members in the Von Tigress Guild, being considered by the members themselves the fastest person in the entire guild.
She has a natural affinity for the winds, which was carved out by the teachings of the wizard Aldri. Such affinity aided his already gigantic agility, becoming indomitable.
But besides being a good warrior, she is extremely energetic and agitated, rarely staying in one place for a long time, has a unique spirit and desire to meet new lands and people.
This is one of the reasons why Vincent sends her on missions far from the city, not to mention that she is extremely efficient in said tasks.
Eldora Von Tigress
Medium humanoid (human, shapechanger), neutral good
- Armor Class 15
- Hit Points 64 (10d8 + 20)
- Speed 40 ft. (60 ft. in hybrid/fox form)
STR DEX CON INT WIS CHA 9 (-1) 20 (+5) 14 (+2) 10 (+0) 16 (+3) 14 (+2)
- Saving Throws Dex +8; Wis +6
- Skills Acrobatics +8, Perception +6, Stealth +8
- Damage Immunities bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons
- Senses passive Perception 16
- Languages Common, Sylvan.
- Challenge 5 (1800 XP)
Fearsome Agility Eldora can take the one Attack or Dash action as a bonus action on each of its turns. Also, Eldora doesn't trigger opportunity attacks.
Innate Spellcasting. Eldora spellcasting ability is Wisdom (spell save DC 15). It can innately cast the following spells, without any components:
At will: Feather fall, Gust
3/day each: Gust Of Wind, Warding Wind
2/day each: Fly, Wind Wall
1/day each: Control Winds, Investiture of Wind
Shapechanger. Eldora can use its action to polymorph into a fox-humanoid hybrid or into a giant fox, or back into its true form, which is human. Its statistics, other than its size, are the same in each form. It reverts to its true form if it dies.
Keen Hearing and Smell. Eldora has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Wind Shield When Eldora is subjected to an Effect that allows her to make a Dexterity saving throw to take only half damage, she instead take no damage if she succeed on the saving throw, and only half damage if she fail.
Wind Spiritual Runner (3/day) Eldora can use its action to summon winds to help her movements, her speed doubles for a minute.
ACTIONS
Multiattack. Eldora makes two attacks, only one of which can be a bite.
Bite (Fox or Hybrid Form Only). Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 7 (2d6 - 1) piercing damage.
Claws (Fox or Hybrid Form Only). Melee Weapon Attack: +8 to hit, reach 5 ft., one creature. Hit: 7 (1d8 + 5) slashing damage.
Shortbow (Humanoid or Hybrid Form Only). Ranged Weapon Attack: +8 to hit, one target. Hit: 6 (1d6 + 5) piercing damage.
The Big Sister
Velra inevitably tends to attract glances from the people in the vicinity, with her almost two meters high and muscular body, not exactly common traits among women of the continent.
Her appearance may be intimidating, but it clashes with the sweet personality she presents to people, especially those closest to her.
She has a special connection with the earth, permiting her a certain power to bend this element.
Velra is viewed as an older sister by most of her Guild, and her advices are extremely important to Vincent.
However, this personality may become a problem, Velra avoids fighting with weapons, and tends to take pity on certain enemies.
Velra Von Tigress
Medium humanoid (human, shapechanger), neutral good
- Armor Class 13 (15 in hybrid or Elk form)
- Hit Points 92 (12d8+36)
- Speed 30 ft. (60 ft. in hybrid or elk form)
STR DEX CON INT WIS CHA 19 (+4) 16 (+3) 16 (+3) 10 (+0) 19 (+4) 14 (+2)
- Saving Throws: Str +7; Wis +7
- Skills Atletics +7, Perception +7.
- Damage Immunities Bludgeoning, piercing, and slashing damage from nonmagical weapons that aren't silvered
- Senses Darkvision 60 Ft., passive Perception 17
- Languages Common, Sylvan.
- Challenge 6 (1.800 XP)
Charge. If Velra Von Tigress moves at least 20 feet straight toward a target and then hits it with a ram attack on the same turn, the target takes an extra 7 (2d6) damage. If the target is a creature, it must succeed on a DC 18 Strength saving throw or be knocked prone.
Shapechanger. Velra can use its action to polymorph into a elk-humanoid hybrid or into a Large elk, or back into its true form, which is humanoid. Its statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.
Innate Spellcasting. Eldora Von Tigress spellcasting ability is Wisdom (spell save DC 15). It can innately cast the following spells, requiring no components:
At will: Mold Earth, Earth Tremor
4/day each: Erupting Earth, Maximilian's Earthen Grasp
2/day each: Bones of the Earth, Move Earth, Wall of Stone
1/day: Earthquake
Actions
Multiattack. Velra Tigress makes two attacks, only one of which can be a Hooves.
Ram. (in hybrid or elk form) Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage.
Hooves. (in hybrid or elk form) Melee Weapon Attack: +7 to hit, reach 5 ft., one prone creature. Hit: 22 (4d8 + 4) bludgeoning damage.
Unarmed Strike (in human or hybrid form). Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 6 (1d4 + 4) bludgeoning damage.
Bruno Von Tigress
Medium humanoid (human, shapechanger), lawful neutral
- Armor Class 13 (16 In Bear And Hybrid Forms)
- Hit Points 135 (18d8+54)
- Speed 30 ft. (40 ft., climb 30 ft. in bear or hybrid form)
STR DEX CON INT WIS CHA 20 (+5) 10 (+0) 17 (+3) 11 (+0) 12 (+1) 12 (+1)
- Saving Throws Str +8; Con +8
- Skills Athletics* +11, Perception +7
- Damage Immunities Bludgeoning, piercing, and slashing damage from nonmagical weapons that aren't silvered
- Senses Darkvision 60 Ft., passive Perception 17
- Languages Common, Sylvan.
- Challenge 9 (2,900 XP)
Agressive. As a bonus action, Bruno Von Tigress can move up to its speed toward a hostile creature it can see.
Battle Entusiast After the first turn of a battle, when Bruno you make a melee Attack using Strength, he gain a +4 bonus to the damage roll.
Enlarge (Recharges after a Short Rest). For 1 minute, Bruno magically increases in size, along with anything it is wearing or carrying. While enlarged, Brutus is Large (in bear form is huge), doubles its damage dice on Strength-based weapon attacks (included in the attacks), and makes Strength checks and Strength saving throws with advantage. If Brutus lacks the room to become Large or huge, it attains the maximum size possible in the space available.
Shapechanger. Bruno can use its action to polymorph into a bear-humanoid hybrid or into a Large bear, or back into its true form, which is humanoid. Its statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.
Keen Hearing and Smell. Bruno Von Tigress has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Relentless (Recharges after a Short Rest). If Bruno takes 16 damage or less that would reduce it to 0 hit points, it is reduced to 1 hit point instead.
Actions
Multiattack. Bruno Von Tigress makes three attacks, only one may be a Bite.
Bite (Bear or Hybrid Form Only). Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 15 (2d10 + 5) piercing damage.
Claw (Bear or Hybrid Form Only). Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 5) slashing damage.
Greataxe (Humanoid or Hybrid Form Only). Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 11 (1d12 + 5) slashing damage.
Fortress destroyer
Everyone who comes to see the human image of Bruno is naturally apprehensive, for Bruno, with his gigantic 2,10 meters stature, as well as being a muscle pile, accentuates anyone's survival instinct.
In reality he can become much larger, even more so with his magical ability, in which he can really become a giant, or worse, a giant bear with a crazy amount of strength.
In terms of brute force, he is the strongest of the whole Guild, usually participating in missions where such strength is needed, as discrete actions are not exactly his forte.
Apart from his purposely destructive behavior in specific tasks, he is in fact a very calm person, and shares a seat with Velra as one of Vincent's top advisers.
In addition to being considered a "fortress destroyer," he is a figure similar to an older brother to all of the Guildmates, especially in relation to Eldora.
The Storm Eagle
Nobus is a complicated person at least. His transition after the ritual was not a smooth one.
Nobus had a hard time accepting his transformation, and felt an aberration. Even after constant Aldrin classes and drills, after being able to control his eagle form and electrical abilities, Nobus still did not feel like himself.
This situation caused him to sink into the drink, and he walked around Doica for many years feeding this addiction.
With much support from his brothers and sisters he has managed to overcome his addiction, and tries to stay reasonably away from Miraje so as not to give in to the temptation of bohemian life again.
Nobus Von Tigress
Medium humanoid (human, shapechanger), Neutral good
- Armor Class 16 (studded leather)
- Hit Points 67 (12d8 + 12)
- Speed (30 ft., fly 80 ft. in eagle or hybrid form)
STR DEX CON INT WIS CHA 10 (+0) 18 (+4) 12 (+1) 12 (+1) 18 (+4) 11(+0)
- Saving Throws: Dex +7; Wis +7
- Skills Perception* +10
- Damage Immunities Lighting; Bludgeoning, piercing, and slashing damage from nonmagical weapons that aren't silvered
- Senses Darkvision 60 Ft., passive Perception 24
- Languages Common, Sylvan.
- Challenge 5 (1800 XP)
Flyby. Nubus doesn't provoke opportunity attacks when it flies out of an enemy's reach.
Shapechanger. Nobus Von Tigress can use its action to polymorph into a eagle-humanoid hybrid or into a large eagle, or back into its true form, which is humanoid. Its statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.
Eagle Eyes. Nobus Von Tigress has advantage on ranged attacks and on Wisdom (Perception) checks that rely on sight.
Innate Spellcasting. Nubus Von Tigress spellcasting ability is Wisdom (spell save DC 15). It can innately cast the following spells, without components:
At will: Shocking Grasp, Thunderclap
6/day each: Thunderous Smite, Thunderwave
2/day each: Thunderstep, Call Lightning
1/day: Chain Lighting
Actions
Multiattack. In eagle form, Nubus makes one attack with his talons and one with his beak. In humanoid form, makes two attacks with his longbow. In hybrid form, can attack like an eagle or a humanoid.
Beak (Eagle or Hybrid Form Only). Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage plus 2 (1d4) lighting damage.
Talon (Eagle or Hybrid Form Only). Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage plus 2 (1d4) Lighting damage.
Longbow (Humanoid or Hybrid Form Only). Ranged Weapon Attack: +7 to hit, range 150/600 ft., one target. Hit: 7 (1d8 + 3) piercing damage.
The Invisible Rebel
Miraje is a classic rebellious person, not exactly behaved, doesn't listen much to the other brothers and sisters and often disappears for days.
Her ability to become invisible is extremely useful for spying, and also for making other Guild members desperate looking for her, her magical ability is quite fitting with her animal form, the chameleon.
Extremely interested in parties and other social events, and makes the entire city of Dóica her stage.
Vincent has a little work with her, but with Velra's help, he's already used to the techniques of how to convince her to work for the good of the guild and the city.
Miraje Von Tigress
Medium humanoid (human, shapechanger), chaotic neutral
- Armor Class 15 (studded leather)
- Hit Points 67 (12d8 + 12)
- Speed 30 ft.
STR DEX CON INT WIS CHA 12 (+1) 16 (+3) 12 (+1) 14 (+2) 18 (+4) 10 (+0)
- Saving Throws: Dex +6; Wis +7
- Skills Perception +7, Stealth* +9
- Damage Immunities bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons
- Senses passive Perception 17
- Languages Common, Sylvan.
- Challenge 5
Chameleon Cunning. Miraje has advantage on saving throws against being charmed, and magic can't put her to sleep.
Chameleon's Keen Eyes. Miraje has advantage on Wisdom (Perception) checks that rely on vision.
Chameleon Skin. Miraje has advantage on Dexterity (Stealth) checks made to hide.
Innate Spellcasting. Miraje spellcasting ability is Wisdom (spell save DC 15). She can innately cast the following spells on self, requiring no components:
At will: greater invisibility
Shapechanger. Miraje can use its action to polymorph into a chameleon-humanoid hybrid or into a giant chameleon, or back into its true form, which is humanoid. Its statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.
Sneak Attack Once per turn, Miraje can deal an extra 14 (4d6) damage to one creature you hit with an Attack if you have advantage on the Attack roll. The Attack must use a Finesse or a ranged weapon.
Superior Invisibility. Miraje can cast greater invisibility as a bonus action.
ACTIONS
Multiattack (Humanoid or Hybrid Form Only). Miraje Von Tigress makes two attacks, only one of which can be crossbow.
Bite (Chameleon or Hybrid Form Only). Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d6 + 1) piercing damage plus 8 (2d8) acid damage.
Tongue (Chameleon or Hybrid Form Only). Melee Weapon Attack: +4 to hit, reach 20 ft., one creature. Hit: 9 (2d8 + 1) bludgeoning damage. If the attack is sucessful, Miraje Von Tigress can try to grapple the targuet. A grappled target is pulled 20ft. towards Miraje. She cannot use its tongue or bite attack on another target while grappling with her tonge. As a bonus action, Miraje can make a Bite attack against the grappled creature with advantage.
Scimitar (Humanoid or Hybrid Form Only). Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 3) slashing damage.
Crossbow (Humanoid or Hybrid Form Only). Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 8 (1d8 + 3) piercing damage, and the target must succeed on a DC 13 Constitution saving throw or be poisoned for 1 hour. If the saving throw fails by 5 or more, the target is also unconscious while poisoned in this way. The target wakes up if it takes damage or if another creature takes an action to shake it awake.
The Great Mind
According to the general public of the city of Doica, the wise and recluse Martin is the most mysterious member of the Von Tigress Guild.
And indeed, for someone who does not know the guild's internal affairs this is what one can perceive.
Martin prefers to perform guild administrative activities over field activities and missions, rather spend all day reading than training combat, or even travel long distances.
But such facts do not make him smaller than the other Guild members, Vincent ranks him as "more than irreplaceable" precisely because of his brilliant mind.
Martin is responsible for analyzing the information collected by the guild, in addition to mission planning, he is in fact the brains of the group.
His brilliant mind is reflected in his abilities, as it has considerable psionic power and resistance object of admiration by everyone from the guild.
Martin Von Tigress
Medium humanoid (human, shapechanger), True neutral
- Armor Class 9 (20 in Turtle And Hybrid Forms)
- Hit Points 68 (9d8+27)
- Speed 30 ft. (15 ft. swim 40 ft. in turtle and hybrid form)
STR DEX CON INT WIS CHA 9 (-1) 8 (-1) 17 (+3) 20 (+5) 19 (+4) 12 (+1)
- Saving Throws: Int +8; Wis +7
- Skills History* +11, Investigation* +11, Nature +7.
- Damage Immunities Psychic; Bludgeoning, piercing, and slashing damage from nonmagical weapons that aren't silvered
- Senses Darkvision 60 Ft., passive Perception 14
- Languages Common, Abyssal, Deep Speech, Draconic, Dwarvish, Elvish, Halfling, Sylvan.
- Challenge 5
Enhanced Mind. Martin has advantage on inteligence checks and saving throws.
Magic Resistance. Martin has advantage on saving throws against spells and other magical effects.
Perfect Shell. While in Turtle And Hybrid Forms, Martin has damage resistence to acid, cold, eletric, fire, force, necrotic, radiant, poison; bludgeoning, piercing, and slashing Attacks.
Innate Spellcasting. Martin innate spellcasting ability is Intelligence (spell save DC 15). It can innately cast the following spells, requiring no components:
At will: charm person, detect thoughts
3/day each: confusion, hypnotic pattern, telekinesis
1/day each: dominate person, hold monster
Shapechanger. Martin can use its action to polymorph into a turtle-humanoid hybrid or into a Large turtle, or back into its true form, which is humanoid. Its statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.
Actions
Psichic Strike. Martin Von Tigress magically emits psychic energy to strike a creature that you can see within range. The target must succeed on a DC 15 Intelligence saving throw. If it fails, take 17 (3d10) psychic damage and be stunned for 1 minute. On a sucess takes only half of the damage and no other effect.
Mind Blast (Recharge 5-6). Martin Von Tigress magically emits psychic energy in a 60-foot cone. Each creature in that area must succeed on a DC 15 Intelligence saving throw or take 36 (8d8) psychic damage and be stunned 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.
Kurt Von Tigress
Medium humanoid (human, shapechanger), true neutral
- Armor Class 15 (studded leather)
- Hit Points 50 (10d8 + 10)
- Speed 30 ft.
STR DEX CON INT WIS CHA 10 (+0) 16 (+3) 12 (+1) 14 (+2) 15 (+2) 14 (+2)
- Saving Throws: Dex +6; Wis +5
- Skills Perception +5, Stealth +6
- Damage Immunities bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons, poison.
- Senses passive Perception 17
- Languages Common, Sylvan.
- Challenge 4 (1800 XP)
Nimble Escape. Kurt can take the Disengage or Hide action as a bonus action on each of its turns.
Shapechanger. Kurt can use its action to polymorph into a rat-humanoid hybrid or into a giant rat, or back into its true form, which is humanoid. Its statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.
Sneak Attack Once per turn, Kurt can deal an extra 14 (4d6) damage to one creature you hit with an Attack if you have advantage on the Attack roll. The Attack must use a Finesse or a ranged weapon.
ACTIONS
Multiattack Kurt makes two attacks, only one of which can be a bite.
Bite (Rat or Hybrid Form Only). Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 6 (2d6) piercing damage and the target must make a Constitution saving throw (DC 15), taking 16 (4d8) poison damage and become poisoned on a failed save, or half as much damage and no other condition on a successful one.
Shortsword (Humanoid or Hybrid Form Only). Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage plus 4 (2d4) poison damage.
Hand Crossbow (Humanoid or Hybrid Form Only). Ranged Weapon Attack: +6 to hit, reach 30/120 ft., one target. Hit: 6 (1d6 + 3) piercing damage plus 4 (2d4) poison damage.
Venon Rush (4/day) As a action, Kurt can create 30-foot-radius Sphere of poisonous, yellow-green fog centered on him. It lasts for ten minutes or until strong wind disperses the fog. Its area is heavily obscured. When a creature enters the fog’s area for the first time on a turn or starts its turn there, that creature must make a Constitution saving throw (DC 15). The creature takes 16 (4d8) poison damage and become poisoned on a failed save, or half as much damage and no other condition on a successful one. Creatures are affected even if they hold their breath or don’t need to breathe.
The Young Rat
Young Kurt was an extremely sick child before the sacrifice ritual was attempted. Ironically, the interruption of the ritual that granted him the curse also saved what would be his brief mortal life.
The ritual did not give him extraordinary strength or extraordinary endurance, but it did allow him to at least regain his health, as well as grant him an animal rat form and affinity for poison.
He is treated as the kid of the guild, as he was actually the youngest of those involved in the ritual, but he is an active member within the group, always trying to perform his missions exquisitely.
The Shadow Killer
Mirra is a very quiet woman who has a lethal bite. Guild members and the wizard Aldri himself suspect that the necrotic power that had taken root in his essence, due to the ritual, altered something in her personality.
When it comes to murder missions Vincent usually treats Mirra as his first choice, especially since she likes this type of task, since it's the only time she can show be who she really is, to the terror of her victims.
She has a complicated relationship with her twin blood brother Shiro, as their ideals border on opposites.
As much as Mirra has dark tendencies, and complicaded impulses, the only thing stronger than this is her loyalty to Vincent who saved her life.
Mirra Von Tigress
Medium humanoid (human, shapechanger), lawful evil
- Armor Class 14 (studded leather)
- Hit Points 81 (12d8 + 24)
- Speed 30 ft. (40 ft. in hybrid/wolf form)
STR DEX CON INT WIS CHA 15 (+2) 15 (+2) 14 (+2) 10 (+0) 14 (+2) 14(+2)
- Saving Throws: Wis +5; Cha +5
- Skills Perception +5, Stealth* +7
- Damage Immunities Necrotic; Bludgeoning, piercing, and slashing damage from nonmagical weapons that aren't silvered
- Senses Darkvision 300 Ft., passive Perception 16
- Languages Common, Sylvan.
- Challenge 5 (1800 XP)
Ambusher. Mirra has advantage on attack rolls against any creature it has surprised.
Keen Hearing and Smell. Mirra has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Shadow Reborn. Mirra has advantage on attack rolls and doubles her necrotic damage when she and her target are in a dim lighted or darker area. She also automatically succeeds in hide actions and don't trigger opportunity attacks while she is in a dim lighted or darker area.
Shapechanger. Mirra can use its action to polymorph into a wolf-humanoid hybrid or into a wolf, or back into its true form, which is humanoid. Her statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.
Nimble Escape. Mirra can take the Disengage or Hide action as a bonus action on each of its turns.
Actions
Multiattack. Mirra makes two attacks: one with its bite and one with its claws or crossbow.
Bite (Wolf or Hybrid Form Only). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d10 + 2) piercing damage plus 4 (1d8) necrotic.
Claw (Wolf or Hybrid Form Only). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) slashing damage plus 3 (1d6) necrotic.
Light Crossbow (Humanoid or Hybrid Form Only). Ranged Weapon Attack: +5 to hit, reach 80/320 ft., one target. Hit: 6 (1d8 + 2) piercing damage.
Frightful Presence. Each creature of the Mirra's choice that is within 120 feet and aware of her must succeed on a DC 14 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 Mirra's Frightful Presence for the next 24 hours.
Practice
Safe
Homebrewing
Art Credits
- Tiger Head Symbol - Skurpix
- Nightpack Ambusher - Sam Rowan
- Kenrith’s Transformation - Kimonas Theodossiou
- Eddytrail Hawk - James Paick
- Grayscaled Gharial - Chris Dien
- Sacred Wolf - Matt Stewart
- Skullsnatcher - Matt Cavotta
- Aegis Turtle - Milivoj Ceran
- Runeclaw Bear - Jesper Ejsing
- Flutterfox by Lucas Graciano
- Chameleon - inphi
- Zarichi Tiger - Nic Klein
- Plains - James Paick