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tal’dorei campaign guide
Ashari Firetamer Ashari Stoneguard
Medium humanoid (any race), neutral good Medium humanoid (any race), lawful neutral
Armor Class 17 (red dragon scale mail) Armor Class 15 (granite half plate)
Hit Points 92 (16d8 + 20) Hit Points 152 (16d8 + 80)
Speed 30 ft. Speed 30 ft.
Str dex con int wiS cha Str dex con int wiS cha
8 (-1) 15 (+2) 14 (+2) 12 (+1) 18 (+4) 11 (+0) 18 (+4) 10 (+0) 20 (+5) 10 (+0) 14 (+2) 9 (-1)
Skills Arcana +5, Nature +9 Saving Throws Str +8, Con +9, Wis +6
Damage Resistances fire Skills Athletics +8, Intimidation +3
Senses passive Perception 14 Condition Immunities petrified
Languages Common, Druidic, Primordial (Ignan) Senses tremorsense 30 ft., passive Perception 12
Challenge 7 (2,900 XP) Languages Common, Druidic, Primordial (Terran)
Challenge 7 (2,900 XP)
Flameform. As a bonus action, the firetamer can transform into
a fire elemental. While in this form, the firetamer cannot cast Spellcasting. The stoneguard is a 3rd-level spellcaster. Its
spells, but can expend a spell slot as a bonus action to regain spellcasting ability is Wisdom (spell save DC 14, +6 to hit with
1d8 hit points per level of the spell slot expended. When the spell attacks). It has the following druid spells prepared:
firetamer is reduced to 0 hit points, falls unconscious, or dies
Cantrips (at will): druidcraft, resistance
in this form, it reverts to its humanoid form. It can remain in
1st level (4 slots): goodberry, speak with animals, thunderwave
flameform for up to 5 hours, and can enter flameform twice,
2nd level (2 slots): hold person, spike growth
regaining expended uses after completing a short or long rest.
Actions
Spellcasting. The firetamer is a 9th-level spellcaster. Its
spellcasting ability is Wisdom (spell save DC 16, +8 to hit with Multiattack. The stoneguard makes three granite maul attacks.
spell attacks). It has the following druid spells prepared: Granite Maul. Melee Weapon Attack: +8 to hit, reach 5 ft., one
Cantrips (at will): druidcraft, mending, produce flame target. Hit: 11 (2d6 + 4) bludgeoning damage. If the attack
hits, the stoneguard may also immediately cast thunderwave as
1st level (4 slots): cure wounds, faerie fire, longstrider, jump
2nd level (3 slots): flame blade, heat metal, lesser restoration a bonus action. This casting uses a spell slot, but no material
components.
3rd level (3 slots): daylight, dispel magic, protection from energy
4th level (3 slots): blight, freedom of movement, wall of fire
Reactions
5th level (1 slot): conjure elemental
Sentinel. When a creature within 5 feet of the stoneguard
Actions attacks a target other than the stoneguard, it can make a single
attack roll against the attacker.
Scimitar. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Hit: 5 (1d6 + 2) slashing damage plus 14 (4d6) fire damage. Skin to Stone. When the stoneguard is attacked, it may gain
resistance to bludgeoning, piercing, and slashing damage from
Flamecharm (Recharges after a Short or Long Rest). The
nonmagical attacks until the end of the attacker’s turn.
firetamer can cast dominate monster (save DC 16) on a fire
elemental or other fire elemental creature. If the elemental has
150 or more hit points, it has advantage on the saving throw.
ashari waverider
and outlast enemies than wage offensive wars. The Terrah The waveriders of Vesrah know firsthand the dangers
stoneguard are the perfect embodiment of this ideal; their of the open ocean, and dedicate their lives to protecting
druidic training has been augmented by ancient combat seafarers from storms, pirates, and sea monsters. Though
techniques, allowing them to hold fast against a tide of they are not warriors, they are accomplished healers and
enemies. They craft arms and armor from the granite aquatic empaths, using their powers to seek out and rescue
around them, and their magical stonecraft rivals that of survivors of marine disasters, sometimes returning criti-
the dwarves. It is said that in mythic times, when ele- cally wounded survivors to Vesrah itself. The isolationist
mental armies poured into Exandria, that two legendary water ashari condemn this practice, fearing that the refu-
stoneguards protected all of Terrah against the elemental gees threaten their way of life. The waveriders take their
onslaught for ten days and ten nights, guarding each other peers’ scorn in stride, for they would rather be righteous
while their partner rested. than popular.
Today, the order of stoneguards stands vigilant along A waverider turns to violence only as a last resort, and
key defensive points within the Cliffkeep Mountains, prefer to fight in fishform than with their fishing harpoon,
warding the Terrah tribe against the dwarves of Kra- using hit-and-run tactics as a shark or their octopus form’s
ghammer. If the stoneguard were ever to falter in their natural camouflage to harry opponents. When patrolling
vigil, they believe the dwarves would doubtlessly enter the open seas, waveriders skim across the water on per-
their ancestral lands and strip bare its natural beauty in sonal waveboards with folding sails, similar in function to
search of wealth and fuel. the skysails of the Zephrah.
128 chapter 4: allies and adversaries

