Saturday, 4 April 2026

5.5E NPCs #4: Monastery of the Jade Dragon

This monastery is found in the Kenshai Uplands and attracts many who seek peace of mind and spiritual discipline more than monetary wealth or prestige. A wide range of species are welcome, and the monks here focus on internal qualities rather than outward appearance. The monastery is very old and was founded to keep an eye on the sporadic demonic and monstrous incursions from Karzoth’s Castle to the east of the monastery. These days as well as monks there are various adventurers based here who investigate Karzoth’s Castle and confront any monstrous threats emerging from those ruins. There is a particular network of adventurers called The Fiendbane Watchers who take this duty very seriously and although they have other places to gather , the Monastery of the Jade Dragon is one of their regular bases. 

Abbess Batharia

Medium humanoid (Dragonborn (bronze) female), Lawful Good
Based on 12th level Monk (Warrior of Mercy), hermit background
AC 18, HP 60, Speed 50ft, Init +3, Profic Bonus +4
Str 13 (+1), Dex 17 (+3), Con 10 (0), Int 12 (+1), Wis 16 (+3), Cha 11 (0)
Saving Throw Profic: Str (+5), Dex (+7) (see Evasion below)
Skill Profic: Insight (+7), Acrobatics (+7), Medicine (+5), Religion (+5)
Damage Resistance: Lightning
Languages: Common, Draconic
Senses: Darkvision 60ft, Passive Perc: 13
Actions:
Unarmed Strike (2 attacks per turn): melee attack at +5 to hit for 1d10+1 bludgeoning or force damage. Also you can spend a Focus Point to deal 1d10+3 necrotic damage + poisoned condition for 1 turn
Unarmed Shove: Target must make Str or Dex saving throw vs DC 13 or have the prone condition or be moved 5ft away from the monk
Hand of Healing: Expend 1 focus point to touch a creature and restore 1d10+3 hp and remove one of the following conditions: Blinded, Deafened, Paralysed, Poisoned or Stunned
Breath Weapon: Breathe lightning in 30ft line (5ft wide) causing 3d10 lightning damage , Dex save vs DC 12 for half damage.
Bonus Action:
Patient Defence: Expend a Focus point to take both Disengage and Dodge as bonus action and also gain 2d10 temporary hit points.
Flurry of Blows: Expend a focus point to make 3 unarmed strikes as a bonus action
Reaction:
Deflect Attacks. When an attack does bludgeoning, piercing or slashing damage, you may use a reaction to reduce the damage done by 1d10+15 points.
Evasion: When making a saving throw to take half damage, you take no damage if you succeed and only half damage if you fail the saving throw
Monks Focus: Has 12 Focus points per day to spend.
Uncanny Metabolism: Once per day regain 1d10+12 hp and regain expended focus points.
Self Restoration: At the end of your turn you may remove one of the following conditions from yourself: Charmed, Frightened or Poisoned
Equipment: Ring of Protection +2

Description: As the leader of the monastery, Batharia oversees its running and also its defences against the various monsters and evil forces that might threaten it. She is particularly aware of renewed activity in and around Karzoth’s Castle. Batharia was part of the Dragonborn enclave in the city of Mendopolis and she learned the basics of being a monk in Mendopolis where the Order of the Iron Hand, a group of monks aligned to the government, are based. But she left after becoming disillusioned with the overly strict laws and oppression and ended up in the Monastery of the Jade Dragon where she has risen through the ranks over the years. She misses her fellow dragonborn, as they are few and far between in this region and she occasionally returns to Mendopolis to visit here family.  She tolerates the Fiendbane Watchers as long as they do not cause trouble in her place. 

Gengori

Medium humanoid (Aasimar female), Neutral Good 
Based on 7th level Cleric (Light Domain) Acolyte background
AC 17, HP 30, Move 30ft, Init 0, Profic Bonus +3
Str 9 (-1), Dex 10 (0), Con 12 (+1), Int 14 (+2), Wis 17 (+3), Cha 12 (+1)
Save Profics: Wis +6, Cha +4
Celestial Resistance: Resistance to necrotic and radiant damage
Senses: Darkvision 60ft, passive perc 13
Languages: Common, Celestial
Skill profics: Insight (+6), Religion (+5)
SpellCasting at 7th level using Wisdom. Spells to hit at +6, Spell save DC 14
Actions
Scimitar, melee attack at +4 for 1d6+2 slashing
Healing Hands: As magic action you can touch a creature and heal it for 3d4hp, usable 1/day
Heavenly Wings: Spectral wings sprout from your back and for 1 min you can fly at 30ft/rnd, usable 1/day
Spellcasting, using Wisdom. Spell to hit at +6, Save DC 14
Cantrip: Light (Aasimar ability), Guidance, Word of Radiance, Mending
1st level (4 slots/day): Bless, Cure Wounds, Sanctuary, Guiding Bolt, Burning Hands, Faerie Fire
2nd level (3 slots/day): Hold Person, Protection from Poison, Silence, See Invisibility
3rd level (3 slots/day): Create Food & Water, Remove Curse, Daylight, Fireball 
4th level (1 slot/day): Banishment, Arcane Eye
Equipment: Half Plate Armour, Shield +2, Scimitar +1 +2 vs Fiends, Holy Symbol

Description: Gengori is responsible in the monastery for hospitality as well as healing and curing. As such she is often found in the monks’ infirmary. Nonetheless she has also sometimes become more proactive in combating evil and has been known to join expeditions investigating Karzoth’s Castle. She has become a member of the Fiendbane Watchers and is sometimes quite zealous, proclaiming it is her divine duty to protect mortals from the fiends and undead that occasionally emerge from Karzoth’s Castle. At one stage she was eagerly recruiting adventurers to investigate and clear out the evil stronghold but when several adventuring bands disappeared completely, presumably killed, she became remorseful, guilt-ridden and far more cautious. 

Veladoon 

Medium Humanoid (Goliath (stone giant) male), Lawful Neutral
Based on 8th level Paladin (Oath of Vengeance),  Guard background
AC 19, HP 52, Move 35ft, Init +0, Profic Bonus +3 
Str 18 (+4), Dex 10 (0), Con 14 (+2), Int 10 (0), Wis 14 (+2), Cha 13 (+1)
Save Profic: Wis +5, Cha +4
Skill Profic: Insight (+5), Athletics (+7), Perception (+5), 
Senses: Passive Perc 10
Languages: Common, Giant
Spellcasting, using Charisma. Spell to hit at +4, Save DC 12
Cantrips: Guidance, Resistance
1st Level (4 slots): Cure Wounds, Detect Evil & Good, Shield of Faith, Thunderous Smite, Divine Smite, Bane, Hunters Mark
2nd Level (3 slots): Zone of Truth, Warding Bond, Lesser Restoration, Hold Person, Misty Step
Actions: 
Greataxe melee attack at +9 to hit for 1d12+6 slashing damage (reroll any 1 or2 on damage dice) + Cleave
Lay on Hands:  Heal up to 40hp per day, or remove Poisoned Condition
Channel Divinity (2/day): Divine Sense: Detect celestials, fiends & undead within 60ft
Vow of Emnity: You get advantage to hit against a single creature you can see within 30ft for 1 min 
Bonus Action:
Large Form: Become Large size and get advantage on Strength checks and movement increases by 10ft
Reactions:
Stones Endurance: 3/day when you take damage, roll 1d12 and subtract that from damage taken. 
Equipment: Plate Armour +1, Greataxe +2

Veladoon is a towering and imposing warrior who believes it is his duty to fight the chaotic demons of Karzoth’s Castle. While some folks see this conflict in terms of Good versus Evil, Veladoon sees it as Law versus Chaos, and the monastery is a bulwark against the lawlessness, havoc and disorder that the demons bring. Veladoon can be quite gruff and unsympathetic , and does not suffer fools gladly. Nonetheless he is extremely brave and loyal to the monastery. He sometimes leads combat patrols to keep the area around the monastery free from monsters. He has become an occasional member of the Fiendbane Watchers but is careful not to commit too much. 

Estalli Shadowshine

Medium Humanoid (Orc female), Chaotic Good
Based on 6th level Warlock (Celestial Patron)
AC 12, HP 38, Move 30ft, Init +1, Profic Bonus +3
Str 8 (-1), Dex 12 (+1), Con 13 (+1), Int 13 (+1), Wis 10 (0), Cha 17 (+3)
Damage Resistance: Radiant
Save Profic: Wis (+3), Cha (+6)
Skill Profic: Investigation +4, Religion +4
Senses: Darkvision 60ft, Passive Perc 10
Languages: Common, Orc, Celestial 
Spellcasting using Charisma, spell to hit at +6, spell save DC 14
Eldritch Invocations (5): Otherworldly Leap, Repelling Blast (Eldritch Blast pushes targets back 10ft), Armor of Shadows, Mask of Many Faces, Eldritch Spear (Eldritch Blast, +180ft range)
3 Cantrips: Eldritch Blast, Friends, Blade Ward
2 Spell Slots up to 3rd level
Spells prepared (7): Speak With Animals, Spider Climb, Hold Person, Counterspell, Mind Spike, Aid, Cure Wounds, Guiding Bolt, Lesser Restoration, Light, Sacrd Flame, Daylight, Revivify
Healing Light: Can heal 1d6hp with touch up to 7 times/day
Actions: Dagger, melee attack at +4 to hit for 1d4+1 piercing
Equipment: Leather Armour, Dagger +1

Description: Estalli is an orphan outcast from her orc tribe who was rescued by a benevolent cleric and brought to the monastery. Here she has grown up and found herself in the service of a Planetar angel who has become her warlock patron. She is liked and respected in the monastery but is well aware that orcs do not have a great reputation in the region. As such she has taken it upon herself to be an ambassador of sorts, showing that not all orcs are savage raiders. Estalli has a mischievous sense of humour but she is aware that not everybody appreciates it. She keeps a distance from Veladoon who she considers to be rather dour and humourless. Estalli is not particularly interested in the Fiendbane Watchers and generally won’t join in expeditions to Karzoth’s Castle. 

Nastrallam Keenith

Small Humanoid (Gnome male), Neutral Good
Based on 6th level Bard (College of Lore), Sage background
Str 10 (0), Dex 16 (+3), Con 13 (+1), Int 15 (+2), Wis 12 (+1), Cha 15 (+2) 
AC 10, HP 29, Move 30ft, Init +3, Profic Bonus +3
Saving Throw profics: Dex (+6) and Cha (+5) & Gnomish Cunning (advantage to Int, Wis & Cha saving throws)
Skill Profic: Arcana +5 (Expertise), History +5, Religion +5, Investigation +5 (Expertise), Perception +4, Acrobatics +6
Senses: Passive Perc 15, Darkvision 60ft
Spellcasting using Charisma, spell to hit at +5, Save DC 13
Cantrips: Mending, Prestidigitation, Vicious Mockery, Minor Illusion, Dancing Lights
1st level (4 slots): Cure Wounds, Detect Magic, Identify, Comprehend Languages, Protection from Good & Evil 
2nd level (3 slots): Enthrall, Zone of Truth, Mirror Image, Knock
3rd level (3 slots): Tongues, Speak With Dead, Dispel Magic
Bardic inspiration, 2x per day using d8
Actions: hand axe, melee attack at +3 to hit for 1d6 slashing
Shortbow, ranged (80/320ft), at +5 to hit for 1d6 piercing 
Equipment: Studded Leather Armour, Hand Axe, Shortbow + quiver of 20 arrows, 

Description: Nastrallam is an investigator of ruins, an archaeologist of sorts. Although some use this as an excuse to plunder ruins for lost treasure, Nastrallam is genuinely interested in history and ancient cultures. He is getting quite good at exploring ruins around the monastery in the Kenshai Uplands and has even gone into the upper structures of Karzoth’s Castle but he does not get involved in the fighting against the demons and other forces of evil that emerge from the bowels of that castle. Similarly he has declined offers to join the Fiendbane Watchers. However, he is happy to advise and offer knowledge where he feels appropriate.