OJ 30 Watch Appendices

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“Who Watches the Watchers”


Oerth Journal #30 Supplement
By Nathan Doyle

APPENDIX A. ITEMS

Embrace of Istus
Weapon (dagger), rare (optional attunement)
This +1 dagger is made entirely from the horn of an al-mi’raj, the handle is carved to resemble
the Baklunish deity of Istus from the torso up. Anyone who takes damage from the dagger
cannot regain hit points until the start of your next turn. If you are attuned to the dagger and are
dropped to 0 hit points you begin to hear the most beautiful music you have ever heard. You
have advantage on death saving throws and cannot recall details about the music if you wake,
only that you heard it.

Ring of Improved Resistance


Ring, rare (requires attunement)
These rings function exactly like normal rings of resistance, except in addition to granting
resistance to a damage type they also grant immunity to you from that type but only to spells
cast by you. For example, an attuned wizard cannot harm himself with his own fireball with a
ring of improved fire resistance, or with their own cloudkill with a ring of improved poison
resistance. This adventure has a ring of improved fire resistance, but if the DM wants to give
players a random one for another adventure roll the d10 and consult the DMG for the damage
type.

Spahi’s Kilij
Weapon (scimitar), rare (optional attunement)
This scimitar is an exceptionally beautiful piece of weaponry made in the Zeif style of scimitars
meant to be used while mounted. It is a +1 scimitar, but it functions as a +3 scimitar while
mounted, and if you are attuned to the scimitar you have advantage on Wisdom (handle animal)
checks made to control a creature you are riding. Additionally, you can communicate
telepathically with horses within 30ft of you, but only one at a time and only simple words like
directions and those relating to speed.

Staff of Vecna’s chosen


weapon (quarterstaff), rare (requires attunement)
As the final step in the ritual needed to attune to this staff, you need to sever your own left hand
halfway between your wrist and elbow. Your hand will then grasp the staff indefinitely and obey
your whim. From thenceforth the quarterstaff operates as though it were a spiritual weapon with
damage that scales like it were a cantrip (1st-4th level 1d8, 5th-10th level 2d8, 11th-16th level
3d8, 17th level+ 4d8). If you are a spellcaster you use whichever ability score you associate
with your spellcasting, otherwise you use intelligence. If you ever regenerate or regrow that
hand for any reason you will automatically unattune from the staff and will earn Vecna’s ire if
you don’t reattune to it before the next dusk. Vecna watches whomever attunes to the staff. For
travel purposes, the staff can be carried and circumvent the 20ft speed of spiritual weapon but
not during combat. Even though spiritual weapon is an evocation spell, this item radiates a
necromantic aura to anyone using detect magic or similar spell.

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Woodcarver
weapon (battleaxe), uncommon
This distinctive looking battleaxe is a +1 battleaxe, but functions as a +3 battleaxe when
attacking creatures of the plant subtype. Additionally, when used to strike a wooden or other
inanimate plant-based object (such as hemp rope but not silk rope) the attack is always counted
as a critical hit if it hits. However, this enchantment only carries into the first wooden or plant-
based item it hits, so for example it is adept at splitting firewood but won't affect the stump
beneath it more than an ordinary axe would.

APPENDIX B. CREATURES

Baklunish Cavalry
The Baklunish basin is home to a multitude of people collectively known to the others of the
Flanaess as the Baklunish or the Bakluni. They are not a single people and consist of several
different and disparate nations. One thing many of them share in common is a heavy reliance
on horsemanship and cavalry, with several groups, the Paynim among them regarding
horseback riding to be one of the first skills that any should learn; especially if one wishes to be
regarded as a warrior. The Zeif too rely on the mounted spahi, similar to a Knight of Furyondy or
Keoland which are drawn primarily from the landed gentry, as their cavalry shock troops.

Paynim Guard
Medium humanoid (usually human), any alignment
Armor Class 16 (chain shirt, shield)
Hit Points 11 (2d8+2)
Speed 30 ft.
STR 13 (+1) DEX 12 (+1) CON 12 (+1) INT 10 (+0) WIS 11 (+0) CHA 10 (+0)
Skills Animal Handling +2, Perception +2
Senses passive Perception 12
Languages any one language (usually Common)
Challenge 1/8 (25 XP) on foot, 1/2 (100 XP) mounted on riding horse (add separate XP)

Born in the Saddle. The Paynim guard has advantage on saving throws or skill contests to stay
mounted.
Harasser. The Paynim guard doesn’t provoke attacks of opportunity while mounted.
Mounted Combatant. While mounted, the Paynim guard has advantage on melee attacks
against any target smaller than its mount.

Actions
Scimitar. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6+1) slashing
damage.
Spear. Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 20/60 ft., one target. Hit:
4 (1d6+1) piercing damage.
Shortbow. Ranged Weapon Attack: +3 to hit, range 80/320 ft., one target. Hit: 4 (1d6+1)
piercing damage.
Reactions
While mounted the Paynim guard can use its reaction to impose disadvantage against a melee
attack on its mount.

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Spahi of Zeif
Medium humanoid (usually human or half-orc), any alignment
Armor Class 19 (scale mail, shield)Hit Points 44 (8d8+8)
Speed 30 ft. on foot, 60 ft. on a warhorse
STR 14 (+2) DEX 16 (+3) CON 12 (+1) INT 14 (+2) WIS 11 (+0) CHA 12 (+1)
Skills Animal Handling +3, Athletics +5, Insight +3, Persuasion +4
Senses passive Perception 10
Languages Common, Orcish, and one other language
Challenge 3 (700 XP) on foot, 4 (1,100 XP) mounted on a warhorse (add separate XP)

Armored Warhorse. The spahi of Zeif’s horse has scale mail barding and an AC of 15.
Born in the Saddle. The spahi of Zeif has advantage on saving throws or skill contests to
stay
mounted.
Medium Armor Master. The spahi of Zeif adds +3 to his AC from dexterity instead of +2
(already reflected in stat block).
Mounted Combatant. While mounted, the Spahi of Zeif has advantage on melee attacks
against any target smaller than its mount.

Actions
Multiattack. The spahi of Zeif makes two melee attacks with its scimitar or two ranged attacks
with its shortbow.
Lance. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 8 (1d12+2) piercing
damage.
Scimitar. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d6+3) slashing
damage.
Shortbow. Ranged Weapon Attack: +6 to hit, range 80/320 ft., one target. Hit: 6 (1d6+3)
piercing damage.
Reactions
While mounted the spahi of Zeif can use its reaction to impose disadvantage against a melee
attack on its mount.

Bloodguards
Not all intelligent undead that have the qualities of lichdom are spellcasters that have taken to
the path of immortality, some of them are elite soldiers loyal to powerful necromancers. While
some aspects of a bloodguard are similar to that of a lich, namely the ability to come back after
being defeated, they are nowhere near as powerful as a true lich. Bloodguards are made
through a ritual in which a willing participant slays a humanoid sacrifice and then consumes
some of the sacrifice and their bloodbond’s blood to serve as a bloodguard to their bloodbond
for eternity. The secrets for performing such a ritual would assuredly only come from the darkest
of arcane tomes or from some evil source such as Vecna or Orcus themselves. Bloodguards will
be able to regenerate after dropping to 0 hit points after several days if their body is not
destroyed and their bloodbond is still alive, alive being a relative term as liches, vampires, and
other undead can and do have bloodguards.

Bloodguard Captain
Medium undead, usually lawful or neutral evil
Armor Class 19 (splint, shield)
Hit Points 36 (4d8+8)
Speed 30 ft.
STR 16 (+3) DEX 10 (+0) CON 14 (+2) INT 12 (+1) WIS 14 (+2) CHA 8 (-1)
Skills Perception +2
Damage Immunities poison

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Condition Immunities charmed, exhaustion, poisoned


Senses darkvision 60 ft., passive Perception 12
Languages any one language (usually Common)
Challenge 3 (700 XP)

Bloodbound. While the bloodguard’s bloodbond is still active, the bloodguard has advantage
on saving throws versus turning undead. If the bloodbond is dead then the bloodguard has
disadvantage instead. Additionally, the bloodguard has disadvantage on Wisdom (insight)
checks opposing their bloodbond and cannot successfully save against a spell cast by their
bloodbond if the bloodbond wishes them to fail.
Life Transference (4 charges). Whenever the bloodguard hits a target with a melee attack they
can spend charges equal to their wisdom modifier, for each charge spent this way they deal an
additional 4 (1d8) necrotic damage and gain hit points equal to the necrotic damage dealt. The
bloodguard’s bloodbond can use their reaction to gain the hit points instead if they are within 60
feet and can see the bloodguard.

Actions
Multiattack. The bloodguard captain makes two melee attacks.
Longsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8+3) slashing
damage.
Heavy Crossbow. Ranged Weapon Attack: +2 to hit, range 100/400 ft., one target. Hit: 5
(1d10) piercing damage.
Undead Leadership (1/Short or Long Rest). For 1 minute, the bloodguard can utter a special
command or warning whenever an undead creature that it can see within 30 feet of it makes an
attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and
understand the bloodguard captain. A creature can benefit from only one Leadership die at a
time. This effect ends if the bloodguard captain is incapacitated.

Bloodguard Halberdier
Medium undead, usually lawful or neutral evil
Armor Class 17 (splint)
Hit Points 36 (4d8+8)
Speed 30 ft.
STR 16 (+3) DEX 10 (+0) CON 14 (+2) INT 12 (+1) WIS 14 (+2) CHA 8 (-1)
Skills Perception +2
Damage Immunities poison
Condition Immunities charmed, exhaustion, poisoned
Senses darkvision 60 ft., passive Perception 12
Languages any one language (usually Common)
Challenge 3 (700 XP)

Bloodbound. While the bloodguard’s bloodbond is still active, the bloodguard has advantage
on saving throws versus turning undead. If the bloodbond is dead then the bloodguard has
disadvantage instead. Additionally, the bloodguard has disadvantage on Wisdom (insight)
checks opposing their bloodbond and cannot successfully save against a spell cast by their
bloodbond if the bloodbond wishes them to fail.
Life Transference (4 charges). Whenever the bloodguard hits a target with a melee attack they
can spend charges equal to their wisdom modifier, for each charge spent this way they deal an
additional 4 (1d8) necrotic damage and gain hit points equal to the necrotic damage dealt. The

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bloodguard’s bloodbond can use their reaction to gain the hit points instead if they are within 60
feet and can see the bloodguard.

Actions
Multiattack. The bloodguard halberdier makes two melee attacks.
Halberd. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 8 (1d10+3) slashing
damage.
Heavy Crossbow. Ranged Weapon Attack: +2 to hit, range 100/400 ft., one target. Hit: 5
(1d10) piercing damage.
Reactions.
The bloodguard halberdier can make an attack of opportunity against a target they can see that
enters a threatened square.

Bloodguard Knight
Medium undead, usually lawful or neutral evil
Armor Class 19 (splint, shield)
Hit Points 36 (4d8+8)
Speed 30 ft. on foot, 60 ft. while mounted on a warhorse or warhorse skeleton
STR 16 (+3) DEX 10 (+0) CON 14 (+2) INT 12 (+1) WIS 14 (+2) CHA 8 (-1)
Skills Perception +2
Damage Immunities poison
Condition Immunities charmed, exhaustion, poisoned
Senses darkvision 60 ft., passive Perception 12
Languages any one language (usually Common)
Challenge 3 (700 XP) on foot, 4 (1,100 XP) mounted on a warhorse or warhorse skeleton
(add separate XP)

Bloodbound. While the bloodguard’s bloodbond is still active, the bloodguard has advantage
on saving throws versus turning undead. If the bloodbond is dead then the bloodguard has
disadvantage instead. Additionally, the bloodguard has disadvantage on Wisdom (insight)
checks opposing their bloodbond and cannot successfully save against a spell cast by their
bloodbond if the bloodbond wishes them to fail.
Life Transference (4 charges). Whenever the bloodguard hits a target with a melee attack they
can spend charges equal to their wisdom modifier, for each charge spent this way they deal an
additional 4 (1d8) necrotic damage and gain hit points equal to the necrotic damage dealt. The
bloodguard’s bloodbond can use their reaction to gain the hit points instead if they are within 60
feet and can see the bloodguard.
Born in the Saddle. The bloodguard knight has advantage on saving throws or skill contests to
stay mounted.
Harasser. The bloodguard knight doesn’t provoke attacks of opportunity while mounted.
Mounted Combatant. While mounted, the bloodguard knight has advantage on melee attacks
against any target smaller than its mount.

Actions
Multiattack. The bloodguard captain makes two melee attacks except with the lance.
Lance. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 9 (1d12+3) piercing
damage.
Longsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8+3) slashing
damage.
Heavy Crossbow. Ranged Weapon Attack: +2 to hit, range 100/400 ft., one target. Hit: 5
(1d10) piercing damage.

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Reactions
While mounted the bloodguard knight can use its reaction to impose disadvantage against a
melee attack on its mount.

Bloodguard Shield-Breaker
Medium undead, usually lawful or neutral evil
Armor Class 17 (splint)
Hit Points 36 (4d8+8)
Speed 30 ft.
STR 16 (+3) DEX 10 (+0) CON 14 (+2) INT 12 (+1) WIS 14 (+2) CHA 8 (-1)
Skills Perception +2
Damage Immunities poison
Condition Immunities charmed, exhaustion, poisoned
Senses darkvision 60 ft., passive Perception 12
Languages any one language (usually Common)
Challenge 3 (700 XP)

Bloodbound. While the bloodguard’s bloodbond is still active, the bloodguard has advantage
on saving throws versus turning undead. If the bloodbond is dead then the bloodguard has
disadvantage instead. Additionally the bloodguard has disadvantage on Wisdom (insight)
checks opposing their bloodbond and cannot successfully save against a spell cast by their
bloodbond if the bloodbond wishes them to fail.
Life Transference (4 charges). Whenever the bloodguard hits a target with a melee attack they
can spend charges equal to their wisdom modifier, for each charge spent this way they deal an
additional 4 (1d8) necrotic damage and gain hit points equal to the necrotic damage dealt. The
bloodguard’s bloodbond can use their reaction to gain the hit points instead if they are within 60
feet and can see the bloodguard.
Shield Breaker. A target cannot gain the AC benefit from a shield or wooden cover when the
bloodguard shieldbreaker makes a melee attack.

Actions
Maul. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6+3) bludgeoning
damage.
Heavy Crossbow. Ranged Weapon Attack: +2 to hit, range 100/400 ft., one target. Hit: 5
(1d10) piercing damage.

Knights of the Watch


The Watchers are known internally by a selection of imaginative titles, partly to instill fear into
their enemies and to perhaps add mystery to their semi-monastic order. General knights, the
lowest in rank, are called Vigils, with minor ranks adding to the base title (Stalwart Vigil, Radiant
Vigil, et cetera). As knights ascend in rank, a number of adjectives are added to their titles, with
“vigil” replaced by the names of fantastic beasts (manticore, hippogriff, griffon, et cetera). Few
outside the Knights of the Watch understand the ranking system of the Watchers, which gave
rise to the peasant saying “frightful as a Watcher’s title” to denote someone who wishes to
appear more than they truly are. The NPCs listed here represent a foot knight (stalwart vigil) a
combat medic (radiant vigil) and an eldritch knight (magnificent arcane manticore).

Magnificent Arcane Manticore


Medium humanoid (usually human), any alignment usually lawful
Armor Class 18 (chain mail, shield)
Hit Points 97 (15d8+30)

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Speed 30 ft.
STR 18 (+4) DEX 11 (+1) CON 14 (+2) INT 17 (+3) WIS 10 (+0) CHA 10 (+0)
Skills Arcana +5, Athletics +7
Senses passive Perception 10
Languages any three languages
Challenge 8 (3,900 XP)

Action Surge (1/Short or Long Rest). On its turn the magnificent arcane manticore can take
an additional action. Before or after the additional action it may teleport up to 30 feet to an
unoccupied space it can see.
Battlemage. When the magnificent arcane manticore uses its action to cast a cantrip, it may
make a weapon attack as a bonus action.
Bonded Weapon. The magnificent arcane manticore's bonded weapons are its longsword and
spear. It cannot be disarmed if it is wielding its bonded weapon. As a bonus action, they can
magically teleport a bonded weapon into its hand.
Spellcasting. The magnificent arcane manticore is a 15th-level spellcaster. Its spellcasting
ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). The magnificent arcane
manticore has the following wizard spells prepared, which it can cast without somatic or material
components:
Cantrips (at will): fire bolt, frostbite, prestidigitation.
1st level (4 slots): magic missile, shield, thunderwave.
2nd level (3 slots): gust of wind, scorching ray, shadow blade.
3rd level (2 slots): counterspell, fireball.

Actions
Multiattack. The magnificent arcane manticore makes two melee attacks or casts one cantrip
and makes a weapon attack.
Shadow Blade. Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 20/60 ft., one
target. Hit: 13 (2d8+4) psychic damage.
Longsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8+4) slashing
damage.
Spear. Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 20/60 ft., one target. Hit:
7 (1d6+4) piercing damage.

Radiant Vigil
Medium humanoid (usually human), any alignment usually lawful
Armor Class 16 (chain mail)
Hit Points 52 (8d8+16)
Speed 30 ft.
STR 16 (+3) DEX 10 (+1) CON 14 (+2) INT 10 (+0) WIS 14 (+2) CHA 10 (+0)
Skills Athletics +5
Senses passive Perception 10
Languages any one language (usually Common)
Challenge 3 (700 XP)

Healer Initiate. The radiant vigil is a 1st-level spellcaster. Its spellcasting ability is wisdom (+2
healing with cure wounds). The radiant vigil has the following spells prepared, its warhammer is
the divine focus for their spells.
Cantrips (at will): mending, spare the dying.
1st level (1 slot): cure wounds.

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Actions
Multiattack. The radiant vigil makes two melee attacks.
Warhammer. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8+3)
bludgeoning damage (one handed) or 8 (1d10+3) bludgeoning damage (two handed).
Heavy Crossbow. Ranged Weapon Attack: +3 to hit, range 100/400 ft., one target. Hit: 5
(1d10+1) piercing damage.

Stalwart Vigil
Medium humanoid (usually human), any alignment usually lawful
Armor Class 16 (chain shirt, shield)
Hit Points 52 (8d8+16)
Speed 30 ft.
STR 16 (+3) DEX 13 (+1) CON 14 (+2) INT 10 (+0) WIS 11 (+0) CHA 10 (+0)
Skills Athletics +5
Senses passive Perception 10
Languages any one language (usually Common)
Challenge 3 (700 XP)

Actions
Multiattack. The stalwart vigil makes two melee attacks.
Spear. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft, one target. Hit:
6 (1d6+3) piercing damage.
Heavy Crossbow. Ranged Weapon Attack: +3 to hit, range 100/400 ft., one target. Hit: 5
(1d10+1) piercing damage.

Skeletons
Skeletons arise when animated by dark magic. While they lack the endurance and overall
staying power of zombies, they are slightly smarter usually can move faster. On top of that, they
are the preferred undead minion for the necromancer who doesn’t want to smell like rot and
decay all the time. These particular skeletons used to be members of the Knights of the Watch,
so they are fairly well equipped compared to your average necromancer’s skeletal minion.

Skeleton Arbalesters
Medium undead, lawful evil
Armor Class 15 (chain shirt)
Hit Points 13 (2d8+4)
Speed 30 ft.
STR 10 (+0) DEX 15 (+2) CON 14 (+2) INT 6 (-2) WIS 8 (-1) CHA 5 (-3)
Damage Vulnerabilities bludgeoning
Damage Immunities poison
Condition Immunities exhaustion, poisoned
Senses darkvision 60 ft., passive Perception 9
Languages understands all languages it knew in life but can't speak
Challenge 1/4 (50 XP)

Actions
Heavy Crossbow. Ranged Weapon Attack: +4 to hit, range 100/400 ft., one target. Hit: 7
(1d10+2) piercing damage.
Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6+2) piercing
damage.

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Skeleton Sentries
Medium undead, lawful evil
Armor Class 17 (chain shirt, shield)
Hit Points 13 (2d8+4)
Speed 30 ft.
STR 10 (+0) DEX 15 (+2) CON 14 (+2) INT 6 (-2) WIS 8 (-1) CHA 5 (-3)
Damage Vulnerabilities bludgeoning
Damage Immunities poison
Condition Immunities exhaustion, poisoned
Senses darkvision 60 ft., passive Perception 9
Languages understands all languages it knew in life but can't speak
Challenge 1/4 (50 XP)

Actions
Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6+2) piercing
damage.

Skeleton Footknight
Medium undead, lawful evil
Armor Class 20 (plate, shield)
Hit Points 13 (2d8+4)
Speed 30 ft.
STR 10 (+0) DEX 15 (+2) CON 14 (+2) INT 6 (-2) WIS 8 (-1) CHA 5 (-3)
Skills Stealth +4
Damage Vulnerabilities bludgeoning
Damage Immunities poison
Condition Immunities exhaustion, poisoned
Senses darkvision 60 ft., passive Perception 9
Languages understands all languages it knew in life but can't speak
Challenge 1/2 (100 XP)

Inconspicuous. While standing still the skeleton footknight is nearly indiscernible from armor
on display and doesn’t have disadvantage to stealth skill checks.

Actions
Spear. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 5 (1d6+2) piercing damage.

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