Drow House Captain

Medium humanoid (drow)
Challenge

STR
2
DEX
4
CON
2
INT
1
WIS
2
CHA
1

162
25d8+50
17
Soak
1
Fort
+5
Ref
+6
Will
+4
Defense note chain mail

Speed 5 m.
Skills Divinity (cha) +4 (15), Perception +5 (16), Stealth +7 (18)
Senses darkvision 20 m.
Languages Elvish, Undercommon

Fey Ancestry. The drow house captain has advantage on saving throws against being charmed, and magic can’t put the drow house captain to sleep.

Maneuvers. The drow house captain uses maneuvers (maneuver save Difficulty 16). It has 8 stamina dice which are d8s, a dice limit of 3, regains all expended stamina dice when it finishes a long rest, and regains half its total stamina dice when it finishes a short rest. It knows the following maneuvers:

1 stamina die: advance, bloodletting blade, cripple, feint, hamstring, lead the attack, parry, rally, slashing blades, spring attack

2 stamina dice: commander’s strike, frenzy, guided strike, inspire, slice tendon

3 stamina dice: battle cry, battle leader

Spellcasting. The drow house captain uses Divinity (cha) to cast spells (spell save Difficulty 13, +4 to hit with spell attacks). It has 4 mana, a mana limit of 2, regains all expended mana when it finishes a long rest, and regains half its total mana when it finishes a short rest. It knows the following spells:

1 mana: darkness, faerie fire, levitate (self only)

Sunlight Sensitivity. While in sunlight, the drow house captain has disadvantage on attacks, as well as on Perception checks that rely on sight.

Actions (3)

Scimitar. Melee Weapon Attack: +7 to hit. Hit: 7 (1d6 + 4) slashing damage plus 14 (4d6) poison damage.

Whip. Melee Weapon Attack: +7 to hit, reach 2 m. Hit: 6 (1d4 + 4) slashing damage. If the target is an ally, it has advantage on skill checks until the end of its next turn.

Hand Crossbow. Ranged Weapon Attack: +7 to hit, range 5/20 m. Hit: 7 (1d6 + 4) piercing damage and the target must succeed on a Difficulty 14 Fortitude saving throw or be poisoned for 1 hour. If the saving throw fails by 5 or more, the target is also unconscious while poisoned in this way. The target wakes up if it takes damage or if another creature uses an action to shake it awake.

Underdarkmtof

Maneuvers

As an action, choose up to three friendly creatures within 10 meters who can see or hear you. Each of those creatures can immediately use their reaction to move up to half their speed without provoking opportunity attacks.

Enhance

You can maneuver two additional creatures for each additional stamina die expended. The creatures must be within 5 meters of each other.

As an action, make a melee weapon attack with a light or finesse weapon that deals piercing or slashing damage to cause the creature to bleed.

On a hit, add the stamina die to the attack’s damage and the creature is bleeding 1.

On a critical hit, add twice as much damage.

On a miss by 4 or less, add half as much damage.

Enhance

You can increase the damage and bleeding level by 1 for each additional stamina die expended.

As an action, make a melee weapon attack to cripple the creature.

On a hit, add the stamina die to the attack’s damage and the creature must succeed on a Fortitude saving throw or it is slowed 1 until the end of its next turn.

On a critical hit, add twice as much damage.

On a miss by 4 or less, add half as much damage.

Enhance
You can augment this maneuver with the following options, expending stamina dice for each option.
  • You can increase the damage for each additional stamina die expended and the slowed level by 1 for every two additional stamina die expended.

  • You can expend 1 additional stamina die so the creature is slowed for 1 minute/stamina die. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

As an action, make a melee weapon attack along with a deceptive or pretended blow, thrust, or other movement.

On a hit, add the stamina die to the attack’s damage and make a Deception check opposed by the creature’s passive Insight or the creature is flat-footed to you until the end of its next turn.

On a critical hit, add twice as much damage.

On a miss by 4 or less, add half as much damage.

Enhance

You can increase the damage for each additional stamina die expended.

As an action, make a melee weapon attack that deals slashing damage to cripple the creature.

On a hit, add the stamina die to the attack’s damage and the creature must succeed on a Fortitude saving throw or it is slowed 1 until the end of its next turn.

On a critical hit, add twice as much damage.

On a miss by 4 or less, add half as much damage.

Enhance
You can augment this maneuver with the following options, expending stamina dice for each option.
  • You can increase the damage for each additional stamina die expended and the slowed level by 1 for every two additional stamina die expended.

  • You can expend 1 additional stamina die so the creature is slowed for 1 minute/stamina die. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

As an action, make a weapon attack and shout a war cry that victory is at hand, stoking the fires of battle.

On a hit, add the stamina die to the attack’s damage and the next attack made against the target by an attacker other than you has advantage if the attack is made before the start of your next turn.

On a critical hit, add twice as much damage.

On a miss by 4 or less, add half as much damage.

Enhance
You can augment this maneuver with the following options, expending stamina dice for each option.
  • You can increase the damage for each additional stamina die expended.

  • You can expend 3 additional stamina dice to cause all attacks made against the target by an attacker other than you to have advantage.

As a reaction, which you use when you are hit by a weapon attack that you can see, you can block the blow with a melee weapon you wield. Roll a d3 and add the result to your Defense against the triggering attack. You can do so after the roll but before any effects of the roll occur.

As a reaction, which you use when a hostile creature within 5 meters is reduced to 0 health or a friendly creature within 5 meters is reduced to less than half its health, you can rally an ally to push on. A creature of your choice other than you within 5 meters who can see or hear you gains temporary health equal to your maneuver ability.

Enhance

You can increase the temporary health for each additional stamina die expended.

As an action, you can use the Dash action. During your Dash, if you move within 1 meter of a creature, you can make a melee weapon attack against that creature. You can only attack one creature you pass.

Enhance

You can attack an additional creature you pass for each additional stamina die expended, but you can only attack each creature once.

As an action, you can use the Dash action. If you move at least 3 meters straight toward a creature, you can make a melee weapon attack against it.

On a hit, add the stamina die to the attack’s damage.

On a critical hit, add twice as much damage.

On a miss by 4 or less, add half as much damage.

Enhance

You can increase the damage for each additional stamina die expended.

As an action, make a weapon attack, opening a moment of opportunity for a creature within 5 meters who can see or hear you. That creature can immediately use its reaction to make one weapon attack against the target of your attack.

Enhance

You can add the stamina die to the attack’s damage (add half if it miss by 4 or less) for each additional stamina die expended.

As an action, make a melee weapon attack against two different creatures.

Enhance

You can attack an additional creature for each additional stamina die expended.

As a reaction, which you use when a creature you can see within 5 meters of you attacks a creature you can see, you can grant that creature advantage on attacks until the end of its turn. You make this choice after you see the roll, but before the GM says whether the attack hits or misses.

As a reaction, which you use when a creature other than you within 10 meters who can see or hear you makes an attack or saving throw roll, you can inspire it. The creature makes the roll with advantage. You can do so after the roll but before any effects of the roll occur.

If the roll already has advantage or disadvantage, you cannot apply another instance of advantage or disadvantage and you must use this before the roll to cancel out any advantage or disadvantage.

Enhance

You can inspire one additional creature for each additional stamina die expended. The creatures must be within 5 meters of each other.

1 minute/stamina die

As an action, make a melee weapon attack with a light or finesse weapon to slice the creature’s tendon.

On a hit, add one stamina die to the attack’s damage and the creature must succeed on a Fortitude saving throw or it is slowed 1 for the duration and while affected it loses health equal to one of the stamina dice for every meter it travels. This has no effect on any creature that cannot bleed or lose a vital liquid substance.

On a critical hit, add twice as much damage.

On a miss by 4 or less, add half as much damage.

The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Enhance

You can increase the damage for each additional stamina die expended and the slowed level by 1 for every two additional stamina die expended.

As an action, you unleash a zealous battle cry. Each creature of your choice within 10 meters of you that can hear you gains advantage on its next attack or Will saving throw made before the end of your next turn.

1 minute/stamina die

As an action, courage radiates from you in an aura shaped as a sphere centered on you, awakening boldness in friendly creatures for the duration or until you are incapacitated. Until the maneuver ends, the aura moves with you. While in the aura, each nonhostile creature in the aura (including you) who can see or hear you deals 1d4 extra damage when it hits with a weapon attack.

Spells

concentration, 1 hour/mana

As an action, darkness spreads from a point within 20 meters to fill a sphere twice as big as normal for the duration. The darkness spreads around corners.

If the point is on an object you are holding or one that isn’t being worn or carried, the darkness emanates from the object and moves with it. Completely covering the source of the darkness with an opaque object, such as a bowl or a helm, blocks the darkness.

If any of this spell’s area overlaps with an area of light created by a spell using equal or less mana, the spell that created the light is dispelled. Non-magical light, as well as light created by concoctions or spells using equal or less catalysts or mana, can’t illuminate the area.

At the start of each of your turns if the darkness is within 20 meters of you, you can cause it to move up to 2 meters in a direction that you choose. If you spend an action, you can move it up to 10 meters.

Augment
You can augment this spell with the following options, expending mana for each option.
  • You can expend 1 additional mana so the darkness is magical. A creature with darkvision can’t see through this darkness.

  • Maddening Darkness. You can expend 1 additional mana and cast the spell as two actions so the darkness is a gateway to the dark between the stars, a region infested with unknown horrors. The sphere is now sized based on the mana expended and the duration changes to 5 minutes/mana, concentration. Shrieks, gibbering, and mad laughter can be heard within the sphere. Whenever a creature enters the spell’s area for the first time on a turn or starts its turn there, it must make a Will saving throw. On a failure, it is confused until the start of its next turn.

  • Hungering Darkness. You can expend 1 additional mana and cast the spell as two actions so the darkness is a gateway to the dark between the stars, a region infested with unknown horrors. The sphere is now sized based on the mana expended and the duration changes to 5 minutes/mana, concentration. This void is filled with a cacophony of soft whispers and slurping noises that can be heard up to 5 meters away. No light, magical or otherwise, can illuminate the darkness, and creatures fully within the area are blinded. Whenever a creature enters the spell’s area for the first time on a turn or starts its turn there, it must make a Reflex saving throw, taking 1d6 cold damage on a failed save as milky, otherworldly tentacles rub against it, or half as much damage on a successful one. You can increase the damage by 1d6 for every two additional mana expended.

concentration, 1 minute/mana

As an action, each creature and object in a sphere twice as big as normal within 10 meters is outlined in blue, green, or violet light (your choice). An unwilling creature must make a Fortitude saving throw to avoid the effect. For the duration, objects and affected creatures shed dim light in a 2-meter radius.

Any attack made against an affected creature or object has advantage if the attacker can see it, and the affected creature or object can’t benefit from being invisible.

concentration, 5 minutes/mana

As an action, you raise your hands to the sky as you rise vertically, up to 5 meters, and remain suspended there for the duration.

You can move only by pushing or pulling against a fixed object or surface within reach (such as a wall or a ceiling), which allows you to move as if you were climbing. Once on your turn, you can change your altitude by up to 5 meters in either direction.

If you are still aloft when the effect ends, you descend 10 meters per round for 1 minute until you lands, which you do safely. If you can’t land after 1 minute, you fall the remaining distance.

Augment
You can augment this spell with the following options, expending mana for each option.
  • You can target one additional willing creature or object within 10 meters for each additional mana expended. The creatures and objects must be within 5 meters of each other when you target them. The spell can levitate a Medium or smaller creature or objects that weighs up to 150 kilos. Once on your turn, you can change the altitude of a target within 10 meters by up to 5 meters in either direction. You can affect a creature of a larger size and an object that weighs 150 kilos more for each additional mana expended.

  • You can expend 1 additional mana to target a creature that you can touch or see within 10 meters. The creature must succeed on a Fortitude save or it is levitated, up to 5 meters, and remains suspended there for the duration. The spell can levitate a Medium or smaller creature. Once on your turn, you can change the altitude of a target within 10 meters by up to 5 meters in either direction. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. You can affect a creature of a larger size for each additional mana expended.

  • Fly. You can expend 1 additional mana and touch a willing creature so the creature gains a flying speed of 10 meters for the duration.