Champions of the Grotto

by Necronominom

Search GM Binder Visit User Profile

The Champions of Might


Talam

Medium Aarakocra, Lawful Neutral


  • Armor Class 21 (Nightmare Hide Armor)
  • Hit Points 188
  • Speed 30ft., 60ft. fly
  • Initiative +10

STR DEX CON INT WIS CHA
22 (+6) 20 (+5) 22 (+6) 14 (+2) 18 (+4) 12 (+1)

  • Saving Throws STR +10, CON +10
  • Skills Athl +10, An Handl +12, Intim +5, Surv +8
  • Senses passive perception 14
  • Languages Aarakore, North Athasian, Sylvan
  • Damage Resistances fire, psychic
  • Action Surge (1/day).
  • Indomitable. Reroll a failed saving throw.
  • Unleash Talon (6/day). When attacking, your Echo also makes two attacks.

Actions

Multiattack. Makes three attacks.

Pierce. Melee Attack: +12 to hit, 10ft. Hit: 14 (1d12+8) magical slashing damage.

Throw. Ranged Attack: +12 to hit, range 30/120ft.

Bonus Action

2nd Strike. Melee or Ranged Attack: see Pierce or THrow.

Echo. Summon an Echo with 1HP and a 18 AC. Echoes can take normal attacks or opportunity attacks in your place, and are immune to all condition effects. With an Action, you can see and hear through the Echo.

Second Wind (1/rest). Regain 1d10+12 HP.

Apply Sandworm Toxin. Coat weapon in potent sandworm toxin. Weapon attacks deal an extra 8 (4d4) poison damage for 1 minute.

Echo Swap. Swap places with your Echo, losing 15ft of movement on your turn.

Reactions

Shadow Martyr. Intercept an attack on an ally with your Echo, forcing the attack roll to be made against the Echo instead.


Equipment
  • Cloud Ray Spine +2 Lance: a cloud ray barb, targets make a DC 18 CON save or gain the bleeding condition.
  • Nightmare Hide Armor +3 Studded Leather: the wearer is resistant to fire & psychic damage. Has 1d4 charges (restoring at Dawn), when struck by an attack Talam can spend a number of charges, equal to spell level, to deal a free Hellish Rebuke on the attacker, dealing psychic damage.
  • Fowl Honor Id Fiend Amulet: Talam's Unleash Talon deals two attacks, and while Talam's Echo is active, either he or the Echo are under the spell of Blink.
  • Dragon Javelins deal 1d6 + STR +3, magical piercing damage. On hit, explodes in a 20ft. radius sphere for 8d6 fire or lightning damage.
Feats
  • Animal Handler: Expertise in Animal Handling.
  • Dual Wielder: can draw or stow both weapons, and coat with a poison with a single free action.
  • Alert: can't be surprised, +5 to initiative.
  • Mounted Combatant: gain advantage on unmounted targets while mounted, may use a Reaction to redirect an attack on their mount to themselves.
  • Tough: gain character level x2 HP per level.
Mounts & Beasts
  • Kilarr, Cloud Ray

Uslon Dornuson, the Sheilah's Arrow

Medium Elf, Lawful Neutral


  • Armor Class 22 (Dragon Scale Leather)
  • Hit Points 196
  • Speed 45ft.
  • Initiative +15

STR DEX CON INT WIS CHA
14 (+2) 22 (+6) 18 (+4) 16 (+3) 20 (+5) 12 (+1)

  • Saving Throws STR +7, DEX +11, WIS +10
  • Skills An. Handl +10, Inv +8, Per +10, Stealth +11, Surv +10
  • Senses darkvision 90ft., passive perception 20
  • Languages Northern Athasian, Sylvan, Ssurian
  • Favored Foe deal 1d8 on first attack.
  • Dread Ambusher. Gain +10ft. movement and a third attack that deals +1d8 weapon damage.
  • Stalker's Flurry (1/turn). If you miss, make another attack.
  • Spellcasting. a 3rd-level spellcaster, using Wisdom (spell save DC 16). 1st level (4 slots), 2nd level (3 slots), 3rd level (3 slots), 4th level (2 slots; includes Greater Invisibility).

Actions

Multiattack. Makes three attacks. First attack gains +1d8 weapon damage.

True Shot. Ranged Weapon Attack: +15/+10 to hit, range 600ft. Hit: 13/23 (1d8+9/19) magical piercing and 3 (1d6) lightning damage.

Lunge. Melee Weapon Attack: +13 to hit, 5ft., one target. Hit: 13 (1d8+9) magical piercing and 3 (1d6) lightning damage.

Bonus Action

Nature's Veil (5/day). Become invisible until the start of your next turn.

Apply Sandworm Toxin. Coat weapon in potent sandworm toxin. Weapon attacks deal an extra 8 (4d4) poison damage for 1 minute.

Reaction

Riposte. while holding Snowpiercer, may add +4 to AC.

Shadow Dodge. attacks against you without ADV have DISADV.


Equipment
  • Wrath of the Sheilah +3 Longbow: deals an additional 1d6 lightning damage. Dread Ambusher activates every turn.
  • Snowpiercer +3 Rapier deals an additional 1d6 lightning damage. Provides Riposte.
  • Mad Tyrant's Scale a +3 Studded Leather, made from Daskinor's scales. Gives advantage on stealth checks and resistance to lightning damage. Can detect the presence of a dragon within 1 mile.
  • Arrows of Slaying (1/day) targets must make a DC 17 CON save on a successful hit, taking 6d10 magical piercing damage or half as much on a successful save.
Feats
  • Alert: +5 initiative, can't be surprised.
  • Sharpshooter: -5 to hit, for +10 ranged damage.
  • Mounted Combatant: gain advantage on unmounted targets while mounted, may use a Reaction to redirect an attack on their mount to themselves.
  • Tough: gain character level x2 to maximum hit points.
Mounts
  • Muadib, his War Crodlu.
  • Nasafir, his Grottian Wyvern.
  • Sha-halid, his Megapede.

Liso Horizon, the Sheilah's Silence

Medium Elf, Chaotic Good


  • Armor Class 22 (Visneya's Infiltrator Armor)
  • Hit Points 177
  • Speed 35ft.
  • Initiative +11

STR DEX CON INT WIS CHA
12 (+1) 22 (+6) 18 (+4) 18 (+4) 18 (+4) 14 (+1)

  • Saving Throws DEX +11, INT +9, WIS +9
  • Skills Acr +11, An Handl +14, Dec +7, Ins +9, Per +14, Stealth +16
  • Senses blindsense 10ft., darkvision 60ft., passive perception 22
  • Languages Tablelands Common, Northern Athasian, Sylvan, Elven, Primordial, Thieves.
  • Psionic Energy Dice (10/rest). 1d10.
  • Evasion. no damage on a successful DEX save.
  • Sneak Attack. deals 8d6 damage.
  • Reliable Talent. ability checks d20 rolls cannot roll under a 10.

Actions

Slice. Melee Weapon Attack: +12 to hit, 5ft., one target. Hit: 7 (1d6+8) magical piercing and 2 (1d4) psychic damage. On an attack roll of 20, instantly decapitates Large or smaller targets or deals 6d8 weapon damage to Huge and bigger.

Far Poke. Ranged Weapon Attack: +11 to hit, range 150/600ft. Hit: (1d8+7) piercing damage.

Psychic Veil (1 psi dice). turn invisible for 1 hour, as Invisibility spell.

Bonus Action

And Dice. Off-hand melee attack: +12 to hit, 5ft., one target. Hit: 7 (1d6+8) magical slashing and 2 (1d4) psychic damage.

Cunning Action. dash, disengage, hide; and misty step to Dice within 60ft.

Steady Aim. gain advantage on an attack.

Apply Sandworm Toxin. Coat weapon in potent sandworm toxin. Weapon attacks deal an extra 8 (4d4) poison damage for 1 minute.

Reaction

Uncanny Dodge. halve a single instance of damage.


Equipment
  • Slice and Dice +3 Scimitars: Visneya's famed vallichi silvered scimitars. Slice is a vorpal scimitar, and Dice is a scimitar of misty step. They an additional 1d4 psychic damage.
  • Vallichi Collar Necklace: Can spend psi dice for attacks. When doing so, roll the die and add the result to your attack, dealing Sneak Attack damage if available.
  • Infiltrator Armor Visenya's +2 Studded Leather, that can magically take the visage of any attire and can cast invisibility with an action (3/Day) and greater invisibility (1/Day).
Feats
  • Alert: +5 initiative, can't be surprised.
  • Elven Accuracy: reroll an advantage roll if both fail.
  • Mounted Combatant: gain advantage on unmounted targets while mounted, may use a Reaction to redirect an attack on their mount to themselves.
  • Tough: gain character level x2 to maximum hit points.
Mounts
  • Dune, her War Crodlu.
  • Phoede, her Grottian Wyvern.

Chol the Demon Butcher, Sheilahsguard Commander

Medium Tiefling, Lawful Neutral


  • Armor Class 23 (Hellrider Plate)
  • Hit Points 168
  • Speed 30ft.
  • Initiative +1

STR DEX CON INT WIS CHA
20 (+5) 12 (+1) 20 (+5) 14 (+2) 18 (+4) 18 (+4)

  • Saving Throws WIS +8, CHA +8
  • Skills Athl +8, His +6, Per +11, Int +8
  • Senses truesight 10ft., darkvision 120ft., passive perception 21
  • Languages Northern Athasian, Sylvan, Infernal, Old Common, Primordial, Abyssal, Elven, Dwarven.
  • Ancient's Paladin. Gain 1d8 radiant damage on weapon attacks. Aura of Ancients: 10ft., all spell damage is halved.
  • Lay on Hands (60). Amount can be used to heal, or spend 5 to cure a disease or poison.
  • Channel Divinity (1/Day). Works in a 30ft radius, either give allies advantage on INT/WIS/CHA saves or frighten abominations for 1 minute if they fail a DC 17 WIS save.
  • Spellcasting. a 3rd-level spellcaster, using Charisma (spell save DC 17). May prepare up to 10 spells each day. 1st level (4 slots): ensnaring strike, speak with animals. 2nd level (3 slots): moonbeam, misty step. 3rd level (3 slots): plant growth, protection from energy.

Actions

Multiattack. Makes two attacks.

Damned Blow. Melee Weapon Attack: +12 to hit, 5ft., one target. Hit: 10 (1d8+9) magical piercing, 4 (1d8) radiant and 3 (1d6) fire damage.

Unholy Smite. deal an additional 2d8 radiant damage by spending a 1st level spell slot. Deals 3d8 to defilers and aberrations. Add an extra 1d8 for each spell slot above 1st.

Bonus Action

Fly. gain flight for 1 minute.

Reaction

Sheilah's Shield. impose disadvantage on an attack directed at an ally within 5ft.


Equipment
  • Damned Gavel Warhammer: deals 1d8 + STR +3, in magical bludgeoning and 1d6 fire damage. 1/Day can use Executioner, which deals an automatic critical hit on a successful attack.
  • Shield of the Styx Shield: a +3 shield that provides a +1 to spell save DC and gives advantage on saving throws against spells and magical effects.
  • Hellrider Plate a +3 Plate Armor, made from Nine Hells black iron. Wearer takes -3 damage from all sources, and is immune to fire and heatstroke damage. 1/Day cast Fly on self.
Feats
  • Heavy Armor Master: -4 to all physical damage.
  • Shield Master: can add shield bonus to saving throws made against spells, takes no damage from a successful DEX save.
  • Mounted Combatant: gain advantage on unmounted targets while mounted, may use a Reaction to redirect an attack on their mount to themselves.
  • Tough: gain character level x2 to maximum hit points.
Mounts
  • Azrael, his wyvern mount.
  • Rasputin, his faithful hellhound.

The Champions of the Way


Pa'u Zahn, High Scrivener

Medium Air Genasi, Lawful Neutral


  • Armor Class 19 (Archmagi Robes)
  • Hit Points 188
  • Speed 30ft.
  • Initiative +4

STR DEX CON INT WIS CHA
12 (+1) 18 (+4) 22 (+6) 22 (+6) 16 (+3) 14 (+2)

  • Saving Throws CON +11, INT +11, WIS +8
  • Skills Arc +11, His +11, Inv +11, Rel +11
  • Senses passive perception 13
  • Languages Northern Athasian, Tablelands Common, Celestial, Abyssal, Auran, Infernal, Primordial, Sylvan.
  • Spellcasting. an 8th-level spellcaster, using Intelligence (spell save DC 24, +16 to hit). 21 spells prepared. At will: fire bolt, light, mage hand, mending, minor illusion, prestidigitation, shocking grasp. 1st level (4 slots). 2nd level (3 slots). 3rd level (3 slots). 4th level (3 slots). 5th level (2 slots). 6th/7th/8th level (1 slot each).
  • Arcane Recovery (2/day). restore spell slots, up to 7 levels worth.
  • Master Scrivener. after each long rest, create a free spell scroll of level 1 or 2, but always casts as though a 3rd level spell slot was used.
  • One with the Word. Gain ADV on Arcana checks.
  • Awakened Spellbook. Once per day, make one Ritual cast - instantaneous. You can change the damage type of any spell.
  • Mingle with the Wind (1/day). cast Levitate.

Actions

Spell or Cantrip. see Spellcasting.

Bonus Action

Manifest Mind. Summon an intangible familiar that looks like a wind gust of floating pages. These can move up to 300ft away, and spells can be cast through it up to 5 times.

Reactions

One with the Word. While Manifest Mind is active, you can sacrifice it to block a single instance of damage entirely.


Equipment
  • Grimoir Infinitus Spellbook: allows spells to bypass resistance and treat invulnerability as resistant. Gain +3 to spell save DC and spell to hit. Can use Arcane Recovery twice.
  • Robes of the Archmagi Clothing: AC is 15 + Dexterity modifier. Gain ADV on saving throws against spells and magical effects. Spell save DC and spell hit increase by 2.
  • Internal Defilement Tattoo: once per day, sacrifice a number of hit dice equal to the spell you wish to cast. You may cast this spell immediately after casting another spell without expending a spell slot (two spells in one action).
  • Flying Carpet Vehicle: a 3x5 carpet that has a flying speed of 80ft., and a weight capacity of 200lbs.
Feats
  • Resilient: Constitution
  • Mounted Combatant: gain advantage on unmounted targets while mounted, may use a Reaction to redirect an attack on their mount to themselves.
  • Tough: gain character level x2 to max HP.
Pets
  • Ossa, her air mephit familiar.

Visra, Soul of the Oasis

Medium Water Genasi, Chaotic Good


  • Armor Class 22 (Unarmored Defense)
  • Hit Points 192
  • Speed 75ft.
  • Initiative +10

STR DEX CON INT WIS CHA
16 (+3) 20 (+5) 21 (+5) 12 (+1) 20 (+5) 14 (+2)

  • Saving Throws +5 to all
  • Skills Acr +10, AH +10, Ins +10, Per +10, Ste +10
  • Senses passive perception 20
  • Languages Tongue of the Sun and Moon.
  • Condition Immunities disease and poison
  • Damage Resistance acid
  • Evasion. no damage on a successful DEX save.
  • Ki Points (15/Day). uses Wisdom (spell save DC 16). Stunning Strike (1 Ki), with any melee attack you can force a target to make a CON save or be stunned.
  • Tranquility. gain Sanctuary spell after a long rest, until your next long rest.

Actions

Multiattack. makes two attacks.

Throat Punch!. Melee Weapon Attack: +11 to hit, 5ft. Hit: 6 (1d8+7) magical bludgeoning and 5 (1d10) force damage.

Far Poke. Ranged Weapon Attack: +11 to hit, range 150/600ft. Hit: (1d8+7) piercing damage.

Stillness of the Whole. end charm or frightened effect and regain 1d10+36 hit points.

Bonus Action

Strike. Off-hand melee attack: +11 to hit, 5ft. Hit: 6 (1d8+7) magical bludgeoning and 5 (1d10) force damage.

Step of the Patient Wind (1 Ki). Dodge, Dash, or Disengage.

Flurry (1 Ki). make two Strike attacks. Impose a DEX save or be knocked prone, STR save or be knocked back 15ft., or lose reactions.

Reaction

Deflect Missiles. reduce ranged damage by 1d10+17.

Slow Fall. reduce fall damage by 60.


Equipment
  • Way of Tides Gloves: unarmed attacks gain +2 to attack and damage, and deal 1d10 force damage. Constitution increases by +2. 1/turn you can heal yourself for 1d10 after a successful attack.
  • Way of Water Clothing gain +2 to AC when wearing no armor or shield. Patient Defense also adds proficiency bonus (+4) to AC. Always under the effect of Freedom of Movement and Longstrider.
  • Astral Rage Mithral Greave 1/Day you may channel the fury of the Athasian sky. While under the Dark Sun, a single unarmed attack gains 5d12 radiant damage and blind the target until the end of their next turn. While under Ral and Guthay, deal 5d12 force damage and gain greater invisibility until the end of your next turn.
Feats
  • Mobile: gain 10ft. of movement and you do not trigger opportunity attacks.
  • Alert: +5 initiative and can't be surprised.
  • Mounted Combatant: gain advantage on unmounted targets while mounted, may use a Reaction to redirect an attack on their mount to themselves.
  • Tough: gain character level x2 to max HP.
Mounts
  • Tides, her War Crodlu.
  • Cloud, her Grottian Wyvern.

Essex, High Shaman of the Grottian Spirits

Medium Human, Chaotic Neutral


  • Armor Class 21 (Bone Plate)
  • Hit Points 156
  • Speed 30ft.
  • Initiative +1

STR DEX CON INT WIS CHA
16 (+3) 12 (+1) 20 (+5) 14 (+2) 20 (+5) 17 (+3)

  • Saving Throws WIS +11, CHA +9, all +2
  • Skills AH +9, Ins +9, Med +13, Nat +6, Perc +9, Pers +7, Rel +6
  • Senses blindsight 120ft., passive perception 19
  • Languages Northern Athasian and Sylvan.
  • Channel Divinity (1/day). Either turn undead, or use Path to the Grave - giving the target vulnerability to the next attack it receives.
  • Spellcasting. a 6th level spellcaster, using Wisdom (spell save DC 20, +12 spell hit). 17 prepared spells. At will: guidance, light, mending, spare the dying, toll the dead. 1st level (4 slots). 2nd/3rd/4th level (3 slots each). 5th level (2 slots). 6th level (1 slot).
  • Circle of Mortality. cast Spare the Daying at a 30ft range, as a Bonus Action. Whenever healing a target at 0 HP, target receives max healing.
  • Pillar to the Gray. add WIS modifier plus class level (+17) to any healing spell or to the damage. Defilers are always considered vulnerable against Heretic's Feast or Spiritual Weapon attacks.

Actions

Heretic's Feast. Melee Attack: +13 to hit, 10ft. Hit: 31 (1d10+26) magical piercing and 4 (1d8) radiant damage.

Grottian Shot. Ranged Attack: +8 to hit, 150/600ft. Hit: 24 (1d8+20) magical piercing and 4 (1d8) radiant damage.

Bonus Action

Apply Sandworm Toxin. Coat weapon in potent sandworm toxin. Weapon attacks deal an extra 8 (4d4) poison damage for 1 minute.

Reaction

Sentinel at Death's Door (5/day). within 30ft, turn a critical hit directed at an ally into a normal hit.


Equipment
  • Heretic's Feast +3 Glaive: once per combat, Heretic's Feast can summon a spiritual weapon identical to it after a successful attack. Once per day, can cast Legend Lore as the spirits themselves come to tell the wielder all.
  • Skin of the Damned Cloak: the wings of Kalak, made into a fine cloak. Granting the wearer resistance to fire damage, +1 to AC, and +2 to saving throws. Three times per day, the cloak can form into dragon wings and grant the wearer a fly speed of 80ft. for 6 hours.
  • Entwined Seeds Amulet: a grottian seed embedded into the husk of a Yggdrashu seed. Provides +3 to spell save DC and spell hit. Once per century, can allow Divine Intervention from the spirits of the Gray which succeeds automatically.
Feats
  • Durable: fully heals all HP after a short rest.
  • Healer: healing kits restore 1 HP to a target with 0 HP. Once per creature, per day - healing kits restore 1d6+20 HP.
  • Medic: gain expertise in Medicine. During a short rest, make a DC 15 Medicine check to allow up to 6 creatures to restore their maximum amount on hit dice used.
  • Mounted Combatant: gain advantage on unmounted targets while mounted, may use a Reaction to redirect an attack on their mount to themselves.
  • Tough: gain character level x2 to max HP.
Mounts
  • Bogada, his War Crodlu.
  • Shenzi, Banzai, and Ed - his Sandworms.

Sho, Scion of Guthay

Medium Yuan ti, Lawful Neutral


  • Armor Class 19 (Shield)
  • Hit Points 164
  • Speed 30ft.
  • Initiative +4

STR DEX CON INT WIS CHA
16 (+3) 18 (+4) 20 (+5) 18 (+4) 12 (+1) 14 (+2)

  • Saving Throws CON +9, INT +7, WIS +5
  • Skills An. Handl +5, Arca +8, Hist +8, Surv +5
  • Senses passive perception 15
  • Guthay Scion immune to poison/ed, AC is 13+DEX with no armor.
  • Languages Northern Athasian, Tablelands Common, Druidic, Sylvan, Abyssal, Draconic.
  • Fighting Style: Tunnel Fighter Gain Tunnel Defense Bonus Action.
  • Superiority Dice (4/day) used to power Maneuvers: disarm, grapple, and trip attacks.
  • Action Surge (1/Day) gain another Action.
  • Spellcasting. a 3rd-level spellcaster, using Wisdom (spell save DC 13) and prepare 7 druid spells. At will: guidance, druidcraft, mending. 1st level (4 slots). 2nd level (3 slots). 3rd level (2 slots).

Actions

Venomous Fang. Melee Attack: +12 to hit, 5ft. Hit: 12 (1d12+8) magical piercing. Force a DC 17 CON save or inflict slowed condition and 30 (10d6) poison damage.

Moon Claws. Melee Attack: +12 to hit, 5ft. Hit: 9 (1d10+8) magical slashing. Force a DC 17 CON save, shifters have disadvantage, to force a target out of its shifted form.

Bonus Actions

Wild Shape (4/Day). see Form.

Tunnel Defense. lasts until start of next turn, can make opportunity attacks without using a reaction.

Combat Heal. spend a spell slot and heal 1d8 per spell level.

Second Wind (1/Day). regain 1d10+6 hit points.

Reactions

Maneuver: Riposte spend a superiority die and attack a target after missing their attack. Deals +1d8.


Equipment
  • Guthay Amulet Earring: doubles the amount of wild shapes.
  • Grottian Recruve Longbow: +2 longbow, and Sho would have access to Grottian toxins.
Manuevers (add 1d8 to damage rolls)
  • Disarming Attack DC 18 STR save or be disarmed.
  • Grappling Attack use a Bonus Action to make a grapple check.
  • Trip Attack DC 18 STR save or be knocked prone.
Feats
  • Durable: can't regain less than 2x CON modifier from hit dice.
  • Lucky: 3/Day reroll a d20 you make or on an enemy's attack roll.
  • Mounted Combatant: gain advantage on unmounted targets while mounted, may use a Reaction to redirect an attack on their mount to themselves.
  • Tough: gain character level x2 to maximum hit points.
Scion of Guthay Form

Gain +2 AC, attack and damage. Form has 100 hit points, +6 Strength, and advantage against spells and magical effects.

 

This document was lovingly created using GM Binder.


If you would like to support the GM Binder developers, consider joining our Patreon community.