Copy of - Champions of the Grotto

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The Sheilah's Champions


Pa'al Gray, Sheilahanu

Medium Human, Lawful Neutral


  • Armor Class 19 (Unarmored Defense)
  • Hit Points 197
  • Speed 40ft.
  • Initiative +5

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

  • Saving Throws STR +9, CON +10
  • Skills Athl +9, An. Handl +12, Intimid +5, Stealth +7, Surv +8
  • Senses passive perception 14
  • Languages Tablelands Common, Northern Athasian, Giant, Sylvan, Dwarven
  • Totem Warrior. Can cast Speak with Animals and Beast Sense as rituals. Advantage on STR checks, doubled carry capacity.
  • Danger Sense. Advantage of DEX saves.
  • Feral Instinct. Advantage on initiative rolls, can't be surprised.
  • Improved Critical. Critical hits on a 19 or 20.

Actions

Multiattack. Makes two attacks.

Action Surge (1/rest).

Chop. Melee Weapon Attack: +12/+7 to hit, 5ft. Hit: 14/20 (3d6+8/18) magical slashing damage.

Chuck it. Ranged Weapon Attack: +12 to hit, range 30/120ft. Damage based on javelin type.

Bonus Action

Rage (4/Day). Gain resistance to all damage except psychic.

Second Wind (1/rest). Regain 1d10+4 hit points.

Great Weapon Master Attack. Made after killing a target or scoring a critical hit.

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

Reactions

Reckless Attack. advantage on attacks, to and toward the user.


Equipment
  • Titanslayer Greatsword: deals 3d6 + STR + 3, in magical slashing damage. Attacks against Large or bigger creatures have advantage.
  • Skooter's Collar a necklace that allows the wearer to bond psychically with a psionic creature.
  • Dookie Muncher has advantage on CON saving throws.
  • 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.
  • Great Weapon Master: -5 to hit, for +10 melee damage. Bonus Action attack after killing target or scoring a critical hit.
  • 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 & Beasts
  • Skooter, the Megapede Steed
  • Gabs, his Grottian Wyvern
  • His 3 War Crodlu; Briggs, Wedger, and Jessere
  • Prim and Popper, his 2 Dagorran
  • Foul-mouth, his Kes'trekel
  • Salty Britches, his Sandworm

Uslon Dornuson, Gloom Commander

Medium Elf, Lawful Neutral


  • Armor Class 20 (Dragon Scale Mail)
  • Hit Points 162
  • Speed 45ft.
  • Initiative +14

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

  • Saving Throws STR +7, DEX +9, WIS +8
  • Skills An. Handl +8, Inv +6, Per +8, Stealth +13, Surv +8
  • Senses darkvision 90ft., passive perception 18
  • Languages Northern Athasian, Sylvan, Ssurian.
  • 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.
  • Fighting Style: Archery. +2 to ranged attack rolls.
  • Spellcasting. a 3rd-level spellcaster, using Wisdom (spell save DC 16).
  • 1st level (4 slots): disguise self, longstrider, zephyr strike
  • 2nd level (3 slots): animal messenger, pass without a trace, rope trick, silence
  • 3rd level (3 slots): fear, nondetection, plant growth

Actions

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

True Shot. Ranged Weapon Attack: +14/+9 to hit, range 600ft. Hit: 8/13 (1d8+8/18) magical piercing and 3 (1d6) lightning damage.

Lunge. Melee Weapon Attack: +12 to hit, 5ft., one target. Hit: 9 (1d8+8) magical piercing and 3 (1d6) lightning 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

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


Equipment
  • Wrath of the Empress Longbow: deals 1d8 + DEX +3, in magical piercing and 1d6 lightning damage. Dread Ambusher activates every turn.
  • Snowpiercer Rapier deals 1d8 + DEX +3, in magical piercing and 1d6 lightning damage. Provides Riposte, which adds proficiency bonus to AC.
  • 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.
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 Sandworm.

Liso Horizon, First Sand Stalker

Medium Half-Elf, Chaotic Good


  • Armor Class 19 (Visneya's Infiltrator Armor)
  • Hit Points 146
  • Speed 30ft.
  • Initiative +10

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

  • Saving Throws DEX +9, INT +7
  • Skills Acr +9, Dec +5, Inv +11, Per +12, Sleight +9, Stealth +13
  • Senses darkvision 60ft., passive perception 22
  • Languages Tablelands Common, Northern Athasian, Sylvan, Elven, Primordial, Thieves.
  • Sneaky Colossus Slayer (1/turn). deal +1d8 and 5d6 sneak attack damage on applicable target.
  • Evasion. no damage on a successful DEX save.
  • Fighting Style: Two-Weapon Fighting. add ability modifier to off-hand attacks.
  • Spellcasting. a 3rd-level spellcaster, using Wisdom (spell save DC 16). 1st level (3 slots): beast bond, longstrider, zephyr strike

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.

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 Scimitars: Visneya's famed vallichi silvered scimitars. Slice is a vorpal scimitar, and Dice is a scimitar of misty step. They deal 1d6 + DEX + 3 magical slashing and 1d4 psychic damage.
  • Grottian Recurve Longbow deals 1d8 + DEX +2, in magical piercing damage.
  • 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 Mogo's Champions


Stryker of Gulg, Archdruid of the Blasted Plataeu

Medium Human, Lawful Neutral


  • Armor Class 19 (Grottian Breastplate and Shield)
  • Hit Points 141
  • Speed 30ft.
  • Initiative +4

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

  • Saving Throws INT +7, WIS +10
  • Skills An. Handl +10, Athl +5, Med +10, Nat +7, Surv +10
  • Senses passive perception 16
  • Condition Immunities charmed, frightened, poisoned and diseased.
  • Languages Northern Athasian, Tablelands Common, Druidic, Sylvan.
  • Spellcasting. a 6th-level spellcaster, using Wisdom (spell save DC 19). May prepare up to 18 spells each day. At will: druidcraft, guidance, mending, shillelagh. 1st level (4 slots). 2nd level (3 slots): blur, silence. 3rd level (3 slots): protection from energy. 4th level (3 slots): blight, hallucinatory terrain. 5th level (2 slots): insect plague, wall of stone. 6th level (1 slot).
  • Natural Recovery. regain half your level in spell slots on a short rest.

Actions

Shillelagh Smack. Melee Weapon Attack: +11 to hit, 5ft., one target. Hit: 7 (1d8+6) magical bludgeoning damage. Can be infused with Call Lightning, range 120ft., to serve as the origin for the strikes.

Bow Shot. Ranged Weapon Attack: +10 to hit, 150/600ft., one target. Hit: 7 (1d8+6) piercing damage.

Wild Shape (2/Day). magically shift into either a young ambush drake or kes'trekel.

Bonus Action

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


Equipment
  • Storm Keeper Quarterstaff: when enhanced with Shillelagh, provides a +1 to attack, spell hit and spell save DC. The branch can be infused with the Call Lightning spell, allowing it to be the origin for the lightning strikes.
  • Talisman of the Veiled Resistance Necklace: permanently gains the effect of the resistance cantrip, and may use an action to regain a single spell slot up to 5th level (1/long rest).
  • Fury of the Dark Sun Ring: whenever a target fails a saving throw against a spell, the target becomes vulnerable to fire/radiant damage until the end of caster's next turn. If the target is resistant, they take damage as normal, and if they are immune they become resistant.
Feats
  • Warcaster: can wield a weapon and shield while casting spells. Gains advantage on concentration saves and may cast spells for opportunity attacks.
  • 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
  • Betu, his wyvern mount.
  • Squall, his kes'trekel.

Visra, Soul of the Oasis

Medium Water Genasi, Chaotic Good


  • Armor Class 22 (Unarmored Defense)
  • Hit Points 153
  • Speed 70ft.
  • Initiative +5

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

  • Saving Throws STR +7, DEX +9
  • Skills Acr +9, Ins +9, Per +13, Stealth +13
  • Senses passive perception 23
  • Languages Tablelands Common, Northern Athasian, Sylvan, Elven, Primordial.
  • Condition Immunities disease and poison
  • Damage Resistance acid
  • Evasion. no damage on a successful DEX save.
  • Ki Points (12/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 may gain 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.
  • 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
  • Tides, her War Crodlu.
  • Cloud, her Grottian Wyvern.

Lolti Flamekissed, Wyvern Lord Commander

Medium Elf, Lawful Neutral


  • Armor Class 20 (Dragon Scale Mail)
  • Hit Points 151
  • Speed 35ft.
  • Initiative +5

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

  • Saving Throws STR +5, DEX +9
  • Skills An. Handl +8, Athl +5, Per +8, Surv +8
  • Senses darkvision 60ft., passive perception 18
  • Languages Northern Athasian, Sylvan, Old Common, Draconic.
  • Damage Resistance fire
  • Channel Divinity (1/Day). Works in a 30ft radius, frighten undead for 1 minute if they fail a DC 16 WIS save. CR of 1/2 or lower instantly die. May also choose to deal 2d10+5 radiant damage instead, with a CON save.
  • Fighting Style: Archery. +2 to ranged attack rolls.
  • Spellcasting. a 3rd-level spellcaster, using Wisdom (spell save DC 16) and knows 5 ranger spells and can prepare 9 cleric spells. At will: guidance, light, mending, spare the dying, toll the dead. 1st level (4 slots): burning hands, faerie fire. 2nd level (3 slots): flaming sphere, scorching ray. 3rd level (2 slots): daylight, fireball.

Actions

Multiattack. Makes two attacks.

Long Shot. Ranged Weapon Attack: +14/+9 to hit, range 600ft. Hit: 8/13 (1d8+8/18) magical piercing and 3 (1d6) fire damage.

Bonus Action

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

Enriched Wyvern Toxin. Coat weapon in flammable wyvern toxin. This flame ignites any substance with the Burn effect.

Reaction

Warding Flare (4/long rest). attacks made against you have disadvantage.


Equipment
  • N'kata Longbow: deals 1d8 + DEX +3, in magical piercing and 1d6 fire damage. After making a successful attack, may use a Bonus Action to cast a fire based spell.
  • Blood Fang Scimitar deals 1d6 + DEX +3, in magical piercing and 1d6 fire damage. Provides Riposte, which adds proficiency bonus to AC.
  • Dragon Bone Armor Medium Armor of +3, that grants resistance to fire damage. The wearer can sense dragons within 1 mile of their location. Additionally, gives advantage to perception checks.
Feats
  • Elemental Adept: Fire: reroll fire damage dice of 1 or 2, and ignore resistance to fire damage.
  • 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
  • N'talu, Leepa'kasi, and Vendra her Grottian Wyverns.
  • Peetu, her War Crodlu.

Sho, Scion of Guthay

Medium Human, 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.

 

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