Skip to main content

Unfathomable statblocks: The Imperial Elites

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: Open5eFlee, Mortals!, and Forge of Foes

Captain Yeel

A hard-faced young woman with many scars and a tattoo of a jeweled sword beginning on her throat.

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.

Multiattack. 2 attks.
Nine Lives. +8 to hit, (1d8 + 5) slashing damage plus 3 (1d6) necrotic damage.

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.

Riposte. When a creature Yeel can see misses her with a melee attack, Yeel makes a melee attack against that creature.

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).

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 +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.

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.

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

A mustachioed warrior who wears a gibbering mouther as armor. Cheerfully amoral.

Medium humanoid

AC 14    HP 85    Speed 30'
STR +3    DEX -1    CON +3    
INT 0    WIS -1    CHA 0

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.

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.

Hungry Armor. +6 to hit (ADV on grappled opponents), (1d6) piercing damage

Imperial Elite Guards

Medium humanoid
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.

Multiattack. 2 attacks.
Longsword. +5 to hit, (1d10 + 3) slashing damage.
Longbow. +4 to hit, range 150/600 ft., (1d8 + 2) piercing damage.


Popular posts from this blog

Knaves, fancypants

I've prepared a new layout document of Ben Milton's Knaves . Knaves is a great, light rules set that has an extremely elegant core mechanic while retaining total compatibility with OSR material. It's pretty much the rpg of my dreams. This document contains the complete rules, plus a bunch of useful hacks from the community, plus a few of my invention, plus some useful resources from Ben Milton's previous effort, Maze Rats . EDIT: I've updated the layout to fix errata and make a few tweaks. Further, I've made 3 variations: KNAVES TABLET LAYOUT The Tablet Layout is meant for scrolling on screens, and contains hyperlinks. KNAVES SPREAD LAYOUT The Spread Layout is set up to print on Letter-sized paper. KNAVES A4 LAYOUT The A4 Layout is set up to print on A4 paper, and is probably the most elegant of the three versions. This is presented with generous permission from Ben Milton, and should in no way be an excuse for not purchasing a copy of Knav

Maze Rats by Post

In my previous post , I reviewed a bunch of my favorite rulesets for optimization for Play-by-Post. It occurred to me almost immediately that I hadn't really thought about Maze Rats enough. In fact, I'd mis-remembered and mischaracterized it. Upon reflection, one of the mechanics I took issue with is actually a big strength. Re-reading the rules, it seems like just a few very simple hacks could make it a highly-optimized PbP game. As follows: Danger Rolls are rolled by the GM. Danger rolls usually fail, so it is in the player’s interest to describe their actions plausibly and mitigate as many risks as they can, in the hopes that they don’t trigger a danger roll. 2d6 + ability bonus ≥ 10 If you have taken enough precautions to have a distinct advantage in an action, but not enough to have eliminated the distinct possibility of danger, the GM will give you a roll with advantage. 3d6 keep 2 + ability bonus ≥ 10 Because each character only has 3 ability scores (S

Reviewing Rules for Play-by-Post Optimization

I’ve played a lot of PbP games: all your favorite flavors of OD&D, AD&D, and their retroclones, Call of Cthulhu, Marvel Superheroes, Traveller, Dungeon World, etc. ad nauseam. In almost every instance, I forgot what ruleset we were using at some point. Which is a good thing. Once chargen is over, you spend a lot more time describing your characters actions and poring over the GM’s descriptions than you spend interacting with rules. When you do roll, it’s usually a combat to-hit roll, which you’ve probably programmed into the online dice-roller as a macro. Pretty much any game will work for PbP. But that doesn’t mean there aren’t points of possible optimization. Point 1: Resolution. Anything that can keep the action moving is a boon to PbP. A game that requires a back-and-forth exchange of information to resolve an action is going to progress very slowly. A good rule of thumb is that it’ll take 2 or 3 days to get a response from any given player. At that pace, an exch