Illyrian Denizens: With Stats!

I wrote this once before, got it into a halfway publishable state…
… and then wordpress ate it. And it didn’t remain as a draft. And it wasn’t still in my edit buffer. And it was just gone.

So let’s simplify and start over (whee).

Illyrian Fool
Small Fey
Armor Class 13 (leather)
Hit points 21 (6d6)
Condition Immunities Charmed, Sleep, Confusion/Insanity
Speed 20ft.
Str +0 Dex +2 Con +0 Int -1 Wis -1 Cha +2
Skills Stealth +4 (Advantage)
Senses Darkvision 120, passive Perception 9
Languages Illyrian
Challenge 1 (200 XP)
Sunlight Sensitivity. The Illlyrian suffers disadvantage on attack rolls and Wisdom(Perception) checks while in direct sunlight.
Blink. At the end of each round the Illyrian has a 50% chance of phasing ethereal. At the beginning of each round the Illyrian is ethereal, it picks an unoccupied space within 10′ (or else the closest unoccupied space randomly). It rematerializes in that space. If the Illyrian takes damage from a nonmagical cold iron weapon or is in direct sunlight, this property is suppressed for 1 round.
Magic Resistance. The Illyrian has advantage on saving throws against spells and other magical effects. This is suppressed if Blink is suppressed.
ACTIONS
Multiattack.
The fool attacks twice with club. It may substitute Vicious Mockery for one club.
Vicious Mockery.
 Spell Attack 60′. One target who can hear the Fool takes 2 (1d4) psychic and disadvantage on attacks for 1 round; Wisdom save DC 12 negates.
Club. Melee weapon attack 5′. +4 to hit; 4 (1d4+2) bludgeoning.

Illyrian Knave
Medium Fey
Armor Class 14 (studded leather)
Hit points 36 (8d8)
Condition Immunities Charmed, Sleep
Speed 30ft.
Str +1 Dex +3 Con +0 Int -1 Wis +0 Cha +2
Skills Stealth +5 (Advantage)
Senses Darkvision 120, passive Perception 10
Languages Illyrian
Challenge 2 (450 XP)
Sunlight Sensitivity. The Illlyrian suffers disadvantage on attack rolls and Wisdom(Perception) checks while in direct sunlight.
Blink.
At the end of each round the Illyrian has a 50% chance of phasing ethereal. At the beginning of each round the Illyrian is ethereal, it picks an unoccupied space within 10′ (or else the closest unoccupied space randomly). It rematerializes in that space. If the Illyrian takes damage from a nonmagical cold iron weapon, this property is suppressed.
Spell Resistance 1. The Illyrian is optionally immune to spells of 1st level. The Illyrian has advantage on saving throws against all other spells and other magical effects. This is suppressed if Blink is suppressed.
ACTIONS
Multiattack.
The knave attacks twice with a weapon. It may substitute a Disarming Grin for one attack.
Disarming Grin
. Spell Attack 60′. One target who can see the Knave drops what they are holding, spends their next action moving next to the knave, and is charmed for one round. A DC 7 Charisma saving throw negates all but charmed; a DC 12 Charisma saving throw negates charmed and grants immunity to all Disarming Grins for 24 hours. Taking damage from an Illyrian or ally breaks the charm.
Short Sword. Melee weapon attack 5′. +5 to hit; 6 (1d6+3) piercing. 13 (3d6+3) piercing against charmed targets.
Short Bow. Ranged weapon attack 80/320. +5 to hit; 6 (1d6+3) piercing.

Illyrian Page
Medium Fey
Armor Class 16
Hit points 45 (6d8 + 18)
Condition Immunities Charmed, Sleep
Speed 30ft., fly 60ft.
Str +0 Dex +3 Con +0 Int +1 Wis +1 Cha +3
Skills Insight +3, Persuasion +5, Stealth +5 (Advantage)
Senses Darkvision 120, passive Perception 10
Languages Illyrian, Common, Vor
Challenge 3 (700 XP)
Sunlight Sensitivity. The Illlyrian suffers disadvantage on attack rolls and Wisdom(Perception) checks while in direct sunlight.
Blink.
At the end of each round the Illyrian has a 50% chance of phasing ethereal. At the beginning of each round the Illyrian is ethereal, it picks an unoccupied space within 10′ (or else the closest unoccupied space randomly). It rematerializes in that space. If the Illyrian takes damage from a nonmagical cold iron weapon, this property is suppressed.
Spell Immunity 1. The Illyrian is optionally immune to spells of 1st level. The Illyrian has advantage on saving throws against all other spells and other magical effects. This is suppressed if Blink is suppressed.
Grace. The Illyrian calculates their AC as 10 + Dex + Cha while unarmored and without shield. They add their Cha to each hit die.
Innate Spellcasting. The Illyrian casts with Charisma; its DC is 13 and its magical attack bonus is +5.
At will: Detect Magic, Faerie Fire, Minor Illusion
1/day: Comprehend Languages, Major Image
ACTIONS
Multiattack.
The page attacks twice with a weapon.
Dagger +1. Melee weapon attack 5′ or thrown 20/60. +6 to hit; 6 (1d4+4) piercing. 13 (1d4+2d6+4) piercing against charmed targets in melee.
Heartsong. As a bonus action, all enemies within 300′ are charmed for 1 round; Wisdom save DC 13 negates and grants immunity for 24 hours. Deafened creatures are immune. Each round, the Illyrian may choose one additional effect to inflict on all listeners: confusion (per spell), incapacitated, fear (and drops all they’re holding), 1 level of temporary exhaustion to a maximum of 3 (@ 4, go unconscious instead), or anger (disadvantage on attacks, +10 damage). Taking damage from an Illyrian or ally ends the effect.

Illyrian Bishop
Medium Fey
Armor Class 16 (mithral scale)
Hit points 77 (14d8 + 14)
Condition Immunities Charmed, Sleep, Cursed
Speed 30ft., fly 60ft.
Str +0 Dex +2 Con +1 Int +1 Wis +3 Cha +3
Skills Insight +6, Persuasion +6, Arcana +4, Stealth +5 (Advantage)
Senses Darkvision 120, passive Perception 13
Languages Illyrian, Common, Vor
Challenge 6 (2,300 XP)
Sunlight Sensitivity. The Illlyrian suffers disadvantage on attack rolls and Wisdom(Perception) checks while in direct sunlight.
Blink.
At the end of each round the Illyrian has a 50% chance of phasing ethereal. At the beginning of each round the Illyrian is ethereal, it picks an unoccupied space within 10′ (or else the closest unoccupied space randomly). It rematerializes in that space. If the Illyrian takes damage from a nonmagical cold iron weapon, this property is suppressed.
Spell Immunity 3. The Illyrian is optionally immune to spells of 3rd level. The Illyrian has advantage on saving throws against all other spells and other magical effects. This is suppressed if Blink is suppressed.
Innate Spellcasting. The Illyrian casts with Charisma; its DC is 14 and its magical attack bonus is +6.
At will: Detect Magic, Faerie Fire, Minor Illusion
3/day: Comprehend Languages, Major Image, Suggestion
1/day: Banishment, Greater Invisibility
REACTIONS
Counter-sanctuary (recharge 5-6). Trigger: an enemy under any curses declares an attack against the Illyrian or attempts to cast any spell within 30′ of the Illyrian. The Illyrian may “steal” the spell or attack, re-declaring its area of effect and targets. The victim may make a DC 14 Charisma saving throw to negate. This is a mind-affecting charm effect.
ACTIONS
Multiattack.
The bishop attacks three times with Bestow Curse.
Bestow Curse. Magical attack 5. The target acquires the Fragility Curse. Each time the target is attacked by the Illyrian or their allies or is affected by a spell or other magical effect by the Illyrian or their allies, one Fragility Curse deals them 1d6 necrotic per curse they are under (including itself, cursed items, etc), to a maximum of 5d6 necrotic. A DC 14 Wisdom saving throw negates the curse. Otherwise it is permanent until dispelled. Since the curse of fragility is the source of the damage, and not the Bestow Curse power itself, this does not usually break charms.
Rebuke Curse. Each individual suffering from the Fragility Curse within 30′ takes its damage, and is stunned for 1 round. A DC 14 Constitution saving throw halves the damage and negates the incapacitation.
Healing Word (1/short rest, bonus action). The Illyrian or an ally in 30′ heals 36 hit points.

Illyrian Knight
Medium Fey
Armor Class 19 (mithral half-plate, shield)
Hit points 90 (12d8 + 36)
Condition Immunities Charmed, Sleep
Speed 30ft., fly 60ft.
Str +3 Dex +2 Con +3 Int +1 Wis +1 Cha +1
Skills Athletics +6, Stealth +5 (Advantage)
Senses Darkvision 120, passive Perception 11
Languages Illyrian, Common
Challenge 6 (2,300 XP)
Sunlight Sensitivity. The Illlyrian suffers disadvantage on attack rolls and Wisdom(Perception) checks while in direct sunlight.
Blink.
At the end of each round the Illyrian has a 50% chance of phasing ethereal. At the beginning of each round the Illyrian is ethereal, it picks an unoccupied space within 10′ (or else the closest unoccupied space randomly). It rematerializes in that space. If the Illyrian takes damage from a nonmagical cold iron weapon, this property is suppressed.
Spell Immunity 2. The Illyrian is optionally immune to spells of 2nd level. The Illyrian has advantage on saving throws against all other spells and other magical effects. This is suppressed if Blink is suppressed.
Brute. The Illyrian deals an additional die of damage with its melee attacks.
Charging Leap. The Illyrian does not provoke opportunity attacks for moving near threatening enemies. If the Illyrian moves 30ft. before attacking, it deals an additional die of damage with the attack and the target must make a DC 14 Strength save or be knocked prone.
REACTIONS
Shield Bash. Trigger: As an opportunity attack or when missed by a threatened melee attacker. Melee attack 5′. +6 to hit, 8 (2d4+3) bludgeoning damage, and stunned for 1 round. A DC 14 Constitution saving throw negates the stun.
ACTIONS
Multiattack.
The knight attacks twice with its longsword. It may substitute a lance attack and a shield attack once each.
Longsword +1. Melee attack 5. +7 to hit, 13 (2d8+4) slashing damage.
Lance +2. Melee attack 10. +8 to hit, 18 (2d12+5) piercing damage. Disadvantage on adjacent foes.
Thrown Lance +2. Ranged attack 20/60. +8 to hit, 11 (1d12+5) piercing damage.

Illyrian Rook
Large Fey
Armor Class 16 (natural armor)
Hit points 133 (14d10 + 56)
Condition Immunities Charmed, Sleep
Speed 40ft., fly 80ft.
Str +4 Dex +2 Con +4 Int +1 Wis +1 Cha +2
Skills Stealth +6 (Advantage)
Senses Darkvision 120, passive Perception 11
Languages Illyrian, Common
Challenge 10 (5,900 XP)
Sunlight Sensitivity. The Illlyrian suffers disadvantage on attack rolls and Wisdom(Perception) checks while in direct sunlight.
Blink.
At the end of each round the Illyrian has a 50% chance of phasing ethereal. At the beginning of each round the Illyrian is ethereal, it picks an unoccupied space within 10′ (or else the closest unoccupied space randomly). It rematerializes in that space. If the Illyrian takes damage from a nonmagical cold iron weapon, this property is suppressed.
Spell Immunity 4. The Illyrian is optionally immune to spells of 4th level. The Illyrian has advantage on saving throws against all other spells and other magical effects. This is suppressed if Blink is suppressed.
Siege Monster. The Illyrian deals double damage to objects and structures.
Ruinous Slam (Recharge 5-6). Deal an additional 10 (3d6) necrotic damage to a victim of a slam attack. Roll a d6 on the table below; that value and all lower in value occur:
1: All food, drink and herbs destroyed.
2: Shield gets -1 (destroyed at +0 AC); if none, additional 3.
3: Weapon gets -1 (destroyed at -5); if none, additional 4.
4: Armor gets -1 (destroyed at AC 10); if none, additional 5.
5: 50% of potions and oils destroyed; if none, additional 6.
6: 50% of scrolls, leather goods and spells in spellbooks destroyed; if none, victim takes additional 21 (6d6) necrotic.
The victim may make a DC 16 Constitution save to prevent each row to which they are subject.
“Additional” in the table above means resolve just the listed row an additional time; they are entitled to an additional saving throw.
ACTIONS
Call Allies (1/day).
The rook summons 3 Air Elementals or 3 Earth Elementals.
Multiattack.
The rook attacks twice with its slam or three times with its thornbow.
Slam. Melee attack 15. +8 to hit, 14 (3d6+4) bludgeoning. This may trigger Ruinous Slam.
Thornbow. Ranged attack 300/1200. +6 to hit, 11 (2d8+2) piercing; then all within a 10′ of the victim takes 14 (4d6) piercing damage, DC 14 Dexterity save for half.
10′ Thorny thickets spring up from the ground in that radius; passing 5′ of it requires 5′ additional of movement and deals 14 (4d6) slashing damage. A DC 14 Dexterity save negates the damage, as does spending 5′ additional speed (10′ additional speed total).

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About lackhand

I was born in 1984 and am still playing games, programming computers, and living in New York City. View all posts by lackhand

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