Page 129 - Critical Role: Tal’Dorei Campaign Setting
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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
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