5e Statblocks for the last big fight of the campaign, the dreaded Imperial Elites!
Captain Yeel is based on a character from Odious Uplands!, by Jason Sholtis.
In converting statblocks to 5e, I have relied on three tools: Open5e, Flee, Mortals!, and Forge of Foes.
Captain Yeel
Medium humanoid
AC 16 HP 140 Speed 30'STR +4 DEX +1 CON +4 INT +2 WIS +2 CHA +3
Saving Throws Str +7, Con +7 Skills Athletics +10, Deception +6, Insight +5, Intimidation +9, Perception +5 Senses passive Perception 15
Bloodstones (3 Uses). If Captain Yeel dies while holding her magic longsword, Nine Lives, she is reanimated with half her previous incarnations hit points. This permanently fills a bloodstone on Nine Lives (6 are already full). Exploit Opening (3/Day). Gain advantage on an attack roll.
ACTIONSMultiattack. 2 attks.Nine Lives. +8 to hit, (1d8 + 5) slashing damage plus 3 (1d6) necrotic damage.
AC 16 HP 140 Speed 30'
STR +4 DEX +1 CON +4
INT +2 WIS +2 CHA +3
Saving Throws Str +7, Con +7
Skills Athletics +10, Deception +6, Insight +5, Intimidation +9, Perception +5
Senses passive Perception 15
Bloodstones (3 Uses). If Captain Yeel dies while holding her magic longsword, Nine Lives, she is reanimated with half her previous incarnations hit points. This permanently fills a bloodstone on Nine Lives (6 are already full).
Exploit Opening (3/Day). Gain advantage on an attack roll.
ACTIONS
Multiattack. 2 attks.
Nine Lives. +8 to hit, (1d8 + 5) slashing damage plus 3 (1d6) necrotic damage.
BONUS ACTIONS
Kneel! Yeel kicks a Large or smaller creature within 5 feet of her. The target must succeed on a DC 15 Strength saving throw or take (1d4 + 4) bludgeoning damage and be knocked prone.
Kneel! Yeel kicks a Large or smaller creature within 5 feet of her. The target must succeed on a DC 15 Strength saving throw or take (1d4 + 4) bludgeoning damage and be knocked prone.
REACTIONS
Riposte. When a creature Yeel can see misses her with a melee attack, Yeel makes a melee attack against that creature.
Riposte. When a creature Yeel can see misses her with a melee attack, Yeel makes a melee attack against that creature.
LEGENDARY ACTIONS (3)
Action 1: Shoot! Each ally within 60' of Yeel who can hear her can make a ranged weapon attack (no action required).
Action 1: Shoot! Each ally within 60' of Yeel who can hear her can make a ranged weapon attack (no action required).
Action 2: Move! Yeel and each ally within 60' of her who can hear her can move up to their speed without provoking opportunity attacks.
Action 3: Lead from the Front. Yeel moves up to twice her speed without provoking opportunity attacks. During or after this movement, she can make up to four Nine Lives attacks with advantage, each against a different target. After she attacks a target in this way, each ally within 5 feet of that target can make a melee attack with advantage against the same target (no action required).
Action 3: Lead from the Front. Yeel moves up to twice her speed without provoking opportunity attacks. During or after this movement, she can make up to four Nine Lives attacks with advantage, each against a different target. After she attacks a target in this way, each ally within 5 feet of that target can make a melee attack with advantage against the same target (no action required).
Antagonist to Greta. As a young soldier, Yeel approached Greta for a tattoo that would make her as great as 10 soldiers in battle. Greta gave her a tattoo of Nine Lives, a cursed magic sword. Yeel cannot wield any blade other than Nine Lives. It has saved her life 6 times, but it drank from her blood and her soul each time, filling a bloodstone on the sword. There are three bloodstones left. When the sword consumes Yeel entirely, her soul is supposed to become the property of the hag, Granny Greta.
Yeel got some measure of revenge on Greta: she adulterated the hag's potions of lichification, resulting in Greta being reduced to a mere Citizen Lich.
Pulled from the front lines of a border war to pursue adventurers dispatched in Operation Unfathomable. Extremely irritated by this, until she learns that Greta is one of her targets.
Lathë the Lich
Daughter of Doloth. Doloth's entire tribe was abducted by a wizard intent on refining the lichification process before making his own bid for immortality. Most of the tribe perished horribly. Doloth survived as a Citizen Lich. But his daughter became a full lich, and was swept away to Mur. She has since been assigned to the Imperial elites to train her abilities and learn loyalty to the Sorcerer-King Syantides.
Medium undead
AC 14 HP 65 Speed 30'STR -1 DEX +1 CON +2 INT 0 WIS +3 CHA +1
Skills: Insight +5, Nature +2, Perception +5, Survival +5Damage Vulnerability: fireDamage Immunities: necroticCondition Immunities: exhaustion, poisonedSenses: darkvision 60', passive Perception 15
Necrophagy. Necrotic damage heals Lathë.Protected Soul. Soul gem. Regain 1 hp/daySoul Eater. heals 1d6 for each Hit Die of consumed creature.Undead.
ACTIONSMultiattack. 2 attks.
Parasitic Thornwhip (spell).+5 to hit, range 30 ft., (3d8+2) necrotic damage, can pull the target 10' towards herself, and if the target is a creature, Lathë regains (1d6) hit points.
Venomous Bramble (spell). 60' range. 10' square becomes difficult terrain. A creature who enters that area for the first time on a turn or starts their turn there must pass a CON 14 save or be poisoned for 1 minute (save ends at end of turn).
Summon Zombies (1/Day). Lathë animates 3 zombies, who appear in unoccupied spaces Lathë can see within 30' of her. The zombies act on Lathë's initiative and follow her verbal orders. If Lathë is reduced to 0 hp, the zombies are destroyed.
BONUS ACTIONSZombie Burst. Lathë destroys a zombie under her control, and the zombie violently erupts with venomous thorns. Creatures within 5 feet of the zombie must pass a DEX 14 Save or take (2d8) poison damage (save for half).
UTILITY SPELLS (spell save DC 13)At will: druidcraft, locate animals, locate plants2/day each: fog cloud, pass without trace
AC 14 HP 65 Speed 30'
STR -1 DEX +1 CON +2
INT 0 WIS +3 CHA +1
Skills: Insight +5, Nature +2, Perception +5, Survival +5
Damage Vulnerability: fire
Damage Immunities: necrotic
Condition Immunities: exhaustion, poisoned
Senses: darkvision 60', passive Perception 15
Necrophagy. Necrotic damage heals Lathë.
Protected Soul. Soul gem. Regain 1 hp/day
Soul Eater. heals 1d6 for each Hit Die of consumed creature.
Undead.
ACTIONS
Multiattack. 2 attks.
Parasitic Thornwhip (spell).+5 to hit, range 30 ft., (3d8+2) necrotic damage, can pull the target 10' towards herself, and if the target is a creature, Lathë regains (1d6) hit points.
Venomous Bramble (spell). 60' range. 10' square becomes difficult terrain. A creature who enters that area for the first time on a turn or starts their turn there must pass a CON 14 save or be poisoned for 1 minute (save ends at end of turn).
Summon Zombies (1/Day). Lathë animates 3 zombies, who appear in unoccupied spaces Lathë can see within 30' of her. The zombies act on Lathë's initiative and follow her verbal orders. If Lathë is reduced to 0 hp, the zombies are destroyed.
BONUS ACTIONS
Zombie Burst. Lathë destroys a zombie under her control, and the zombie violently erupts with venomous thorns. Creatures within 5 feet of the zombie must pass a DEX 14 Save or take (2d8) poison damage (save for half).
UTILITY SPELLS (spell save DC 13)
At will: druidcraft, locate animals, locate plants
2/day each: fog cloud, pass without trace
Seberotzi the Mad
Medium humanoid
AC 14 HP 85 Speed 30'STR +3 DEX -1 CON +3 INT 0 WIS -1 CHA 0
AC 14 HP 85 Speed 30'
STR +3 DEX -1 CON +3
INT 0 WIS -1 CHA 0
Saves: Str +6, Con +5, Wis +1Skills: Intimidation +4Condition Immunity: SurprisedSenses: darkvision 60', passive Perception 9
Mad Gibber. Each enemy within 10' who can hear the Mouther-Armor must pass a WIS 14 Save or be frightened for 1 minute (save ends at end of turn). Success provides immunity to Mad Gibber for 24 hours.
ACTIONSMultiattack. 2 attks.
God Biter (Broadsword). +6 to hit, (2d8 + 4) slashing damage, or (3d8 + 4) slashing damage against a grappled target.
Toothy Tendril. +6 to hit, range 15', (2d6 + 4) piercing damage. Medium or smaller targets are grappled (escape DC 14) and pulled 15'. Until this grapple ends, Seberotzi can’t make a Tendril attack against another target.
BONUS ACTIONSHungry Armor. +6 to hit (ADV on grappled opponents), (1d6) piercing damage
Saves: Str +6, Con +5, Wis +1
Skills: Intimidation +4
Condition Immunity: Surprised
Senses: darkvision 60', passive Perception 9
Mad Gibber. Each enemy within 10' who can hear the Mouther-Armor must pass a WIS 14 Save or be frightened for 1 minute (save ends at end of turn). Success provides immunity to Mad Gibber for 24 hours.
ACTIONS
Multiattack. 2 attks.
God Biter (Broadsword). +6 to hit, (2d8 + 4) slashing damage, or (3d8 + 4) slashing damage against a grappled target.
Toothy Tendril. +6 to hit, range 15', (2d6 + 4) piercing damage. Medium or smaller targets are grappled (escape DC 14) and pulled 15'. Until this grapple ends, Seberotzi can’t make a Tendril attack against another target.
BONUS ACTIONS
Hungry Armor. +6 to hit (ADV on grappled opponents), (1d6) piercing damage
Imperial Elite Guards
Medium humanoidAC 16 HP 40 Speed 30'STR +3 DEX +2 CON +2 INT +1 WIS 0 CHA 0
Exploit Opening (3/Day). Gain advantage on an attack roll.
ACTIONSMultiattack. 2 attacks.Longsword. +5 to hit, (1d10 + 3) slashing damage.Longbow. +4 to hit, range 150/600 ft., (1d8 + 2) piercing damage.
AC 16 HP 40 Speed 30'
STR +3 DEX +2 CON +2
INT +1 WIS 0 CHA 0
Exploit Opening (3/Day). Gain advantage on an attack roll.
ACTIONS
Multiattack. 2 attacks.
Longsword. +5 to hit, (1d10 + 3) slashing damage.
Longbow. +4 to hit, range 150/600 ft., (1d8 + 2) piercing damage.
Wow, these statblocks for the Imperial Elites are incredibly detailed and imaginative! Captain Yeel's backstory and abilities, especially with the cursed sword Nine Lives, add such a rich layer to her character. Lathë the Lich's necrotic abilities and her tragic history make her a compelling and formidable foe. And Seberotzi the Mad with his gibbering mouther armor is just delightfully terrifying! The combination of unique abilities and intriguing backstories really brings these characters to life. I can't wait to throw these at my players for the final showdown—it's going to be epic! Thank you for sharing these!
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