Saturday, 18 April 2026

Scenario #16: The Caverns Beyond the Mine



This is a short adventure for characters of levels 1-3 who have completed Vlastag Silver Mine. At the back of the mine in room 17 there is a pothole in the floor dropping down 40ft to the floor of area 1 on this map. If the PCs are brave or foolish enough to climb or abseil down, they will enter this cave complex which is a part of the Shadowdeep, albeit part that is very close to the surface world. . 
This short adventure is not all hack and slash. A lot of the inhabitants of these caves are fungivorous and are not interested in attacking adventurers - this is more of a snapshot of an underground wilderness the PCs are travelling through than an underground fortress or obstacle course. Having said that there are 2 sentient factions here, the troglodytes (areas 9-11) and the goblins (areas 20-24), though it is possible that the PCs find their way out without encountering either of these groups.  
Here the main aim is to exit the cave system safely. The PCs start in area 1 (descending from area 17 in the Vlastag Mines) and the way to the surface is the southern exit of area 16 here. 

1) This cavern holds 4 giant fire beetles grazing on a large patch of harmless fungi. The fire beetles are not aggressive but will defend themselves if attacked. There is of course an opening in the ceiling (marked a) leading to area 17 in Vlastag Silver Mine
Giant Fire Beetles: AC 4, HD 1+2, hp 6 each, Move 120ft, THAC0 18, Att 1 bite for 2d4, Save F1, Ml 7, Align N, XP 15 each

2) Empty apart from some broken stalactites and stalagmites

3) 6 cave lice live here. They are harmless unless attacked, and will try to scurry away from humanoids.  Note that embedded in the walls here are 5 clear quartz crystals worth 30gp each. However, removing them will generate a ringing frequency that causes the lice to react angrily. It takes 1 turn to remove each crystal, or half that if the PCs have pickaxes. 
Cave Lice: AC 2 on top, 7 underneath, HD 1, hp 4 each, Move 60ft, THAC0 20, Att 1 bite for 1d3, Save NM, Ml 6, Align Neutral, XP 10 each

4) There is a white ape in the patch of fungi in the northern alcove. It has unwisely been grazing on mushrooms with a psychedelic effect, and and the ape now acts as if under the effects of a confusion spell - roll on the Confusion effects table when first encountered and again after every game turn. The DM can also use the NPC reaction table but without charisma modifiers. If the roll indicates a friendly reaction from the ape, it believes the PCs to be fellow apes and will behave accordingly. 
These psychedelic fungi are greenish-yellow in hue and there is one particular patch of them. Collecting the whole patch (10lb weight) will be lucrative as alchemists will be interested in the fungal properties (100gp value to alchemists or herbalist).
White Ape: AC 6, HD 4, hp 20, Move 120ft, THAC0 16, Att 2 claws for 1d4/1d4, Save F2, Ml 7, Align N, XP 75

5) This cavern has a stream running through it from west to east. The stream is shallow (1ft deep, 5ft wide) but splashing around in it are 3 giant toads. They are carnivorous and will attack any humanoids that enter their stream. They will target the smallest-looking member of the party as they are after an easy meal. 
Giant Toad: AC 7, HD2+2, hp 10 each, Move 90ft, Att 1 bite for 1d4+1 or 1 tongue (range 15ft), dragging small creatures to toad. On a to hit roll of 20, small opponents are swallowed whole, taking 1d6 damage/round. Save F1, Ml 6, Align N, XP 25 each

6) This side cave is empty

7) This large cavern is apparently empty but high up in the vaulted ceiling there are 2 giant bats. They are not particularly aggressive and if left alone they will stay up in their ceiling roost - they have had their fill of invertebrate prey. But if disturbed (e.g. shot at) they will defend themselves. 
Giant Bat: AC 6, HD 2, hp 6, 8, Move 30ft/fly 180ft, THAC0 18, Att 1 bite for 1d4, Save F1, Ml 8, Align N, XP 20 each

8) This cavern has several patches of fungi, and there are creatures grazing on them - in the northern patch there are 4 cave locusts while in the southern patch there are 6 manticore rats. They ignore each other and will probably ignore the PCs if there are no loud noises or acts of aggression. 
Cave Locust: AC 4, HD 2*, hp 9 each, Move 60ft/fly 180ft, THAC0 19, Att 1 bite for 1d2 or 1 bump for 1d4, Save F2, Ml 5, Align N, XP 25. Gooey Spit: If a locust spits at an opponent it rolls to hit AC 9. If successful the opponent must save vs poison or be incapacitated for 1 turn due to awful smell.  
Manticore Rat: AC 8, HD 1, hp 4 each, THAC0 19, Att 1 tail for 1d4, Save NM, Ml 5, Align N, XP 10

9) The Pointed Cave: This cave is filled with stalactites and stalagmites, and is home to a pack of 4 troglodytes who will try to use the rock formations to ambush any humanoids wandering through. They will hold off on their stench until melee is already initiated. 
Troglodyte: AC 5,HD 2*, hp 9 each,  Mv 120ft, THAC0 18, Att 2 claws/1 bite for 1d4/1d4/1d4, special atttack: stench, Ml 9, Save F2, Align C, XP 30 each
Troglodyte stench: Troglodytes can release a stench at will which requires opponents within 10ft to save vs poison or suffer -2 to hit while in melee with the troglodyte until the end of the encounter
Troglodyte camouflage:  Troglodytes have chameleon-like camouflage and can surprise opponents on 1-4 on d6

10) This side cave has 2 troglodytes  guarding a cluster of 6 large eggs (laid by a female troglodyte). 
Troglodyte: AC 5,HD 2*, hp 9 each,  Mv 120ft, THAC0 18, Att 2 claws/1 bite for 1d4/1d4/1d4, special atttack: stench, Ml 9, Save F2, Align C, XP 30 each
Troglodyte stench: Troglodytes can release a stench at will which requires opponents within 10ft to save vs poison or suffer -2 to hit while in melee with the troglodyte until the end of the encounter
Troglodyte camouflage:  Troglodytes have chameleon-like camouflage and can surprise opponents on 1-4 on d6

11)  Here are 2 troglodytes and a troglodyte leader, a particularly large and craggy individual who bosses the other troglodytes around. In an earthenware pot there is the troglodytes’ treasure: 5400sp, 1100gp, 4 moss agate gems worth 40gp each and a non-magical amulet of gold and lapis lazuli worth 600gp
Troglodyte Leader: AC 5, Move 120ft, HD 5+5, 25hp, THAC0 14, Att 2 claws/1 bite for 1d4+1/1d4+1/1d4+1, Spec Abil: Camouflage (surprise opponents on 1-3 on 1d6), stench as normal troglodytes, Save F5, Ml 10, Align C,  400xp
Troglodyte: AC 5,HD 2*, hp 9 each,  Mv 120ft, THAC0 18, Att 2 claws/1 bite for 1d4/1d4/1d4, special atttack: stench, Ml 9, Save F2, Align C, XP 30 each
Troglodyte stench: Troglodytes can release a stench at will which requires opponents within 10ft to save vs poison or suffer -2 to hit while in melee with the troglodyte until the end of the encounter
Troglodyte camouflage:  Troglodytes have chameleon-like camouflage and can surprise opponents on 1-4 on d6

12) This side cave is empty

13) This end of the large cavern is occupied by a giant draco lizard that is currently clinging to a cleft in the ceiling, ready to swoop down on potential prey. 
Giant Draco Lizard: AC 5, HD 4+2, 15hp, Move 120ft/fly 210ft, THAC0 15, Att 1 bite for 1d10, Save F3, Ml 7, Align N, 125xp

14) This side cave is home to 5 manticore rats. They will squeak loudly at anyone entering but won’t attack except in self-defence. 
Manticore Rat: AC 8, HD 1, hp 4 each, THAC0 19, Att 1 tail for 1d4, Save NM, Ml 5, Align N, XP 10

15) This oversized alcove has numerous fungi in a large patch, and is being grazed by 8 cave lice
Cave Lice: AC 2 on top, 7 underneath, HD 1, hp 4 each, Move 60ft, THAC0 20, Att 1 bite for 1d3, Save NM, Ml 6, Align Neutral, XP 10 each

16) This great cavern has a ceiling about 50ft high. To the south there is a large tunnel about 30ft wide and 20ft high that leads out of the cave system and to an exit onto the surface in the middle of a copse of oak trees not far from the entrance of Vlastag Silver Mine. 

17) This grand cavern has a high ceiling and a stream running through it. The stream forms a pool and in here there is a rock python, lying in wait for prey.  The rock python has a gem (a large Zircon worth 500gp) lodged in its stomach that can be found if cut open. Discarded on the edge of the pool are a set of goblin-sized leather armour and a goblin-style shortsword (left by the deceased goblin chief). Also scuttling around the edges of the cavern are 7 giant fire beetles in a small herd that will not attack if left alone. 
Giant Fire Beetles: AC 4, HD 1+2, hp 6 each, Move 120ft, THAC0 18, Att 1 bite for 2d4, Save F1, Ml 7, Align N, XP 15 each
Rock Python: AC 6,  HD 5 , hp 21, Mv 90ft, THAC0 15, Att 1 bite for 1d4 or 1 squeeze for 2d4, Save F3, Ml 8, Align N, XP 300, If bite attack is successful the python will wrap itself around target and squeeze for automatic 2d4 damage per round (no need to roll to hit)

18) This room is covered in stalactites and stalagmites and is difficult to move around (half movement) if the moving creature does not have a climb speed. There are 2 giant crab spiders here that will attack any intruders that get close enough. The northern end is covered in cobwebs and in the cobwebs are 2 corpses of hobgoblins, former guards in the silver mine. One of them has 5 silver ingots (worth 100sp/10gp each) while another has a sack of 125gp. 
Crab Spider: AC 7, HD 2* hp 5 & 8, Mv 120ft, THAC0 18, Att 1 bite for 1d8+ poison (save vs poison or die in 1d4 turns), Save F1, Ml 7, Align N, XP 25

19) This cave has many different fungi. Lurking in the patch is a shrieker that is covered in yellow mold - anyone attacking the shrieker will release yellow mold spore clouds. The shrieking will attract both the giant crab spiders from area 18 and the goblins in area 20. The goblins know of the yellow mold and will not go near the shrieker. 
Shrieker: AC 7, HD 3 (13 hp), Mv 9ft, THAC0 none, Shriek attracts monsters, Save F2, Ml 12, Align N, 20xp 
Yellow Mold: AC (always hit), HD 2**, hp 10, Move 0, THAC0 n/a, Att see below, Save F2, Ml n/a, Align N, XP 30. Spores: 50% chance per being hit that the yellow mold will release a cloud of toxic spores in 10ft x 10ft x 10ft volume. Anyone caught in this cloud must save vs Death Ray or choke to death in 6 rounds 

20) Here are 6 goblins, 2 goblin archers + 1 goblin veteran around a campfire. There are also 2 barrels - one of low-quality beer and another with edible fungi. 
Goblin: AC 6, HD 1-1, hp 4 each, Move 60ft, THAC0 19, Att 1 weapon for 1d6, Save NM, Ml 7, Align C, XP 10 each, equipment: leather armour, shield , hand axe, 10sp 
Goblin archer: AC 7, HD 1-1, hp 4 each, move 60ft, THAC0 19, Att 1 shortbow (range 50ft/100ft/150ft) for 1d6 or 1 hand axe for 1d6, Save NM, Ml 7, Align C, XP 10 each, equipment: leather armour, shortbow, quiver +10 arrows, hand axe, 10sp
Goblin Veteran: AC 6, HD 2-1, hp 9, Move 60ft, THAC0 17, Att 1 shortsword for 1d6+2, Save F2, Ml 8, Align C, XP 20, Equipment: Leather armour, Shield, Shortsword +1, 35gp & 100sp

21) There are 4 goblins & 2 goblin archers here, guarding two patches of fungi that have been fenced off with 5ft high wicker fences.  Inside the fences among the fungi are  22 bat-eared rabbits (10 in the north patch, 12 in the south patch). 
Goblin: AC 6, HD 1-1, hp 4 each, Move 60ft, THAC0 19, Att 1 weapon for 1d6, Save NM, Ml 7, Align C, XP 10 each, equipment: leather armour, shield , hand axe, 10sp
Goblin archer: AC 7, HD 1-1, hp 4 each, move 60ft, THAC0 19, Att 1 shortbow (range 50ft/100ft/150ft) for 1d6 or 1 hand axe for 1d6, Save NM, Ml 7, Align C, XP 10 each, equipment: leather armour, shortbow, quiver +10 arrows, hand axe, 10sp

22) There are 10 goblins here, and about 20 straw mattresses. This is the goblin sleeping area. 
Goblin: AC 6, HD 1-1, hp 4 each, Move 60ft, THAC0 19, Att 1 weapon for 1d6, Save NM, Ml 7, Align C, XP 10 each, equipment: leather armour, shield , hand axe, 10sp

23) This cave has a pool of water and a patch of fungi. There are 4 cave locusts here that are quite skittish and will spit and jump if any intruders enter. The goblins use them as an improvised alarm. To the east there is a passageway that gradually descends deeper into the shadowdark.  
Cave Locust: AC 4, HD 2*, hp 9 each, Move 60ft/fly 180ft, THAC0 19, Att 1 bite for 1d2 or 1 bump for 1d4, Save F2, Ml 5, Align N, XP 25. Gooey Spit: If a locust spits at an opponent it rolls to hit AC 9. If successful the opponent must save vs poison or be incapacitated for 1 turn due to awful smell.

24) 4 goblins + 3 goblin archers + 1 goblin minor shaman. The shaman, Tangrath, has found herself as the leader of the goblins here. There are also 2 human captives tied up in a corner - slaves who fell down into the cave system from the silver mine. Although the goblins were considering eating them, the goblin shaman is smart enough to use the captives as a bargaining chip. At the DM’s discretion the PCs can be awarded 100xp if the two captives are returned safely to Luln. 
On the north wall of the cave is a chest. It is locked and the shaman has the key. Inside are 6300sp, 1200gp and 2 potions (Potion of Levitation and Potion of Gaseous Form)
Goblin Minor Shaman: AC 7,  HD 4(d6)*, hp 15, Move 60ft, Att 1 staff for 1d6 or 1 spell, Save C4, Ml 8, Align C, XP 125, Equipment: leather armour, quarterstaff, unholy symbol, scroll of clerical spells (Speak with Animals, Silence 15ft r, Locate Object); prepared spells: Cure Light Wounds, Rage, Hold Person 
Goblin: AC 6, HD 1-1, hp 4 each, Move 60ft, THAC0 19, Att 1 weapon for 1d6, Save NM, Ml 7, Align C, XP 10 each, equipment: leather armour, shield , hand axe, 10sp
Goblin archer: AC 7, HD 1-1, hp 4 each, move 60ft, THAC0 19, Att 1 shortbow (range 50ft/100ft/150ft) for 1d6 or 1 hand axe for 1d6, Save NM, Ml 7, Align C, XP 10 each, equipment: leather armour, shortbow, quiver +10 arrows, hand axe, 10sp
Captives: 
  • Belsara - human female, age 40, align N, stats as NM, weaver and wool spinner from a hamlet outside of Luln
  • Velnik - human male, age 25, align L, stats as MU1, from Luln, mage’s apprentice and scribe, speaks Goblin and has spoken to the shaman though not to much effect. 

Saturday, 11 April 2026

Dweomersilk Robes of Shiell

Source

In the woods of northern Alphatia there are dweomer moths the size of pigeons that have developed magical auras. Their caterpillars prefer to feed on the leaves of dryad-haunted trees, and once they have eaten enough they weave silken cocoons in which they transform into adult moths. These silken cocoons can  be collected and turned into a fine material, Dweomersilk, which can be used to weave beautiful and expensive garments. As it happens, dryads consider the moths and caterpillars to be pests, so will leave alone or encourage humans who collect the cocoons. More importantly, dweomersilk is particularly good at holding enchantments so wizards of Alphatia, particularly those in the city of Shiell, have created numerous magical robes using dweomersilk. There are various silk-weavers and tailors in Shiell who will create the garment and sell it on to a wizard who can then place their own enchantments on it. As with any magic item, these are generally not sold in shops but guarded carefully by their owners, or sold in private transactions for considerable sums or commensurate favours. 

It should be noted that dweomersilk robes do not interfere with spellcasting, so human mages (who abound in Alphatia) can wear any of these robes without worry about casting spells. 

Some examples include:

Robe of the Adventurer: This robe gives a basic AC of 7 to the wearer. Furthermore when the wearer is within 20ft of a trap the wearer should make an Intelligence check. If successful the robe alerts the wearer as if a Find Traps spell had been cast. 

Robe of Arcane Retention: This robe gives a basic AC of 8. Also any time the wearer casts a magic user/elf spell from memory (not from a scroll or other item) there is a 1 in 6 chance that the spell is cast with normal effect but the caster does not lose it from memory, allowing them to cast that spell again. 

Robe of the Arcane Scholar: This robe allows the wearer to Read Magic and Detect Magic at will. Also 1/day the wearer can Identify a magic item.  

Robe of the Arthropod: This robe has strange shaded patterns on it that look like many creepy crawly creatures. It grants its wearer a number of powers, each useable once per day:

  • 1/day the robe turns into a crab-like exoskeleton giving the wearer AC 3 for 1 turn
  • 1/day the robe sprouts spider-like legs from the back allowing the wearer to climb on sheer walls and ceilings at the wearer’s ground movement for 1 turn
  • 1/day the robe sprouts translucent wasp wings for 1 turn allowing the wearer to fly at twice their ground movement. 
  • 1/day an insect swarm (as per the monster with 2HD) can be released from the sleeves though it only lasts 1d4 combat rounds before dispersing. The swarm will attack any enemies immediately in front and will not attack the wearer but other than that the swarm is difficult to control.  

Robe of Evasion: This robe gives a basic AC of 6 while the wearer is free to move and dodge (i.e. the wearer effectively has a +3 Dex bonus to AC). Also if an opponent hits the wearer in melee combat the robe will Blink the wearer up to 20ft away, to the caster’s choice of location. If the caster is unconscious the location is random but won’t put the wearer in a worse position. 

Robe of the Mule: This robe is often a uniform dark brown and is equipped with eight pockets on the inside and outside, each one capable of carrying 100cn/10lb (so 800cn/80lb total) of small items. The wearer’s carrying capacity is doubled and the wearer needs to rest only half as often. 

Robe of Protection: This is among the most common of dweomersilk robes and typically gives a +2 to AC (giving the wearer AC 7) and to saving throws. They come in a range of colours and styles. 

Robe of the Summoner: This robe is nearly always of deep purple hue, with intricate symbols woven into it.  It generates a perpetual Protection from Evil on its wearer. Furthermore the robe allows the wearer to Detect Summoned/Extra-Planar creatures within 60ft radius once per turn (i.e. the caster can sense elementals, conjured beings and other things not native to the Prime plane).

 


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.