```metadata title: 'New Neverwinter: Notable NPCs' description: >- A collection of New Neverwinter adaptations from 4e to 5e, including: Lord Dagult Neverember (CR 6), General Sabine Wade (CR 5), Mayor Soman Galt (CR 5), Durham Shaw, Captain of the Wall (CR 5), Mintarn Veteran Mercenary (CR 4), Mintarn Mercenary (CR 2), Neverwintian Guardian (CR 2), Loremaster Atlavast (CR 3), Len-Jes, The Harbourmaster (CR 5), Umi, the Helmswoman (CR 4), Korin, the Chanteyman (CR 4), Captain Dunfield (CR 5), Brother Satarin (CR 5) tags: - Neverwinter - DnD - Dungeons and Dragons - RPG - 5e - Dagult Neverember - Durham Shaw - Mintarn - Sword Coast - Forgotten Realms - D20 - Lord - General - Mayor - Captain - Mercenary - Guardian - Loremaster - Harbourmaster - Helmswoman - Chanteyman systems: - 5e renderer: V3 theme: 5ePHB ``` {{wide,text-align:center,position:absolute,top:380px, # New Neverwinter: Notable NPCs }} {{wide,text-align:right,position:absolute,top:470px,right:90px,font-size:12px #### Author: Avalassanor }} {{wide,text-align:center,position:relative,top:470px,right:0px,font-size:12px,font-family:Verdana Adaptation of characters from 4th-edition to 5th-edition based on Wizards of the Coast's Neverwinter Campaign Setting and numerous Monster Manuals of 4th edition. :: If you are a player and consider playing above mentioned campaign or any campaign set in Neverwinter around years 1451 DR – 1490 DR, and possibly onward, then take into consideration this warning about spoilers, please. Descriptions of the characters accompanying their statistic blocks had been written as an interpretation on information from campaign books and similar or derivative sources, and were meant as support for the DM, myself, in utilizing those information in play, while having essentials gathered in one place, as well as using them as a handy refreshers before sessions. :: I share this adaptation in case someone finds themselves in need of it, either because they want to play some of the old campaigns in 5e or simply wish to revisit Neverwinter in that time period. Everything had been tested in play and my players and I had a lot of fun (and survived!) — I hope you will have, as well! :: :: *All art included here is a property of their respective owners, as I do not own any of them. Where possible artists have been credited.* }} \page {{wide,text-align:left ## Lord Dagult Neverember }} {{font-size:10px,font-family:Verdana      *I am more than pleased to offer my services and gold to rebuilding this fine centre of culture and trade. Through our combined efforts, Neverwinter will be reborn as a bastion of good in the Sword Coast North!* — **Dagult Neverember** ::      With a deep-set dark eyes, pumpkin-brown hair and broad shoulders, Neverember is a handsome and presentable man, often referred to as 'lion of a man', for his appearance and bearing. Lord Protector of Neverwinter, is sometimes referred to as a *Dagger* and *The Pretender*, the latter especially favoured by his enemies. **Imposed Protector.** Dagult Neverember, the Open Lord of Waterdeep, has declared himself a distant relation of the old rulers of Neverwinter, and thus claims to be the rightful heir to their holdings. He has installed himself as Never winter's Lord Protector until the city is rebuilt and order is fully restored—at which point some people expect that he will name himself a king. **For the Sake of People and Popularity.** Neverember sends his mercenaries to oust the orcs in the River District, repel plague-changed monstrosities at the Wall, and otherwise keep the peace. He is focusing on rebuilding the city, maintaining order and trade, and putting silver—if not gold—into residents’ hands. This tactic, combined with the physical improvements to the city, has drawn most residents over to his camp. However, some factions within the city consider the idea of a “New Neverwinter” an insult to the city’s sovereignty and actively oppose it. **Charming Personality.** The Open Lord of Waterdeep is a commanding noble. Big, boisterous, and affable, Neverember treats each new acquaintance as a friend. Beneath his congenial display, his quick mind is sizing up everyone in attendance, tallying potential gains or threats each could offer him. Despite feigning disinterest in scandals and hints of corruption, he mentally files away each rumour. He genuinely respects strong, intelligent male acquaintances and flirts outrageously with beautiful female guests. A shrewd negotiator, Neverember prefers plain dealing; he is well known as an economic puppet master, facilitating trade deals that shock even those involved. }} : \column {{position:relative,font-size:1px,text-align:center ![Lord Neverember](http://i.imgur.com/o9OF6.jpg) {width:275px,border:"0px solid",border-radius:5px} :: {{artist,text-align:center,position:relative,font-size:12px, [Credits:© Wizards of the Coast](https://company.wizards.com/en) }} }} {{monster,frame,wide ## Lord Dagult Neverember *Medium humanoid (human), neutral* ___ **Armor Class** :: 16 (chain mail) **Hit Points** :: 93 (11d8 + 44) **Speed** :: 30 ft. ___ | STR | DEX | CON | INT | WIS | CHA | |:-----:|:-----:|:-----:|:-----:|:-----:|:-----:| |17 (+3)|14 (+2)|18 (+4)|17 (+3)|12 (+1)|19 (+4)| ___ **Saving Throws** :: Str +6, Con +7, Wis +4 **Skills** :: Athletics +6, Deception +10, Insight +7, Intimidation +10, Persuasion +10 **Senses** :: passive Perception 11 **Languages** :: Common, Dwarvish, Elvish **Challenge** :: 6 (2,300 XP) ___ ***Boisterous Taunt (3/Day).*** When Neverember hits a creature with a melee attack, he can force the target to make a DC 15 Charisma saving throw, as he mocks and taunts it. On a failed save, the creature can't attack anyone but Neverember and it has disadvantage while doing so, while Neverember has advantage on all attack rolls against that creature and deals extra 4 (1d8) damage to it until the end of his next turn. : ### Actions ***Multiattack.*** Lord Neverember makes three melee attacks. : ***Longsword.*** *Melee Weapon Attack*: +6 to hit, reach 5 ft., one target. *Hit*: 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3) slashing damage if used with two hands. : ***Leadership (Recharges after a Short or Long Rest).*** For 1 minute, Neverember can utter a special command or warning whenever a nonhostile creature that he can see within 30 feet of him makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand him. A creature can benefit from only one Leadership die at a time. This effect ends if Neverember is incapacitated. ### Reactions ***Parry.*** Neverember adds 3 to his AC against one melee attack that would hit him. To do so, Neverember must see the attacker and be wielding a melee weapon. : ***Protector's Retribution.*** When a creature within 5 feet of Neverember makes an attack against a target other than him, he can use his reaction to make a melee weapon attack against the attacking creature dealing an additional 9 (2d8) damage. }} {{footnote New Neverwinter }} {{pageNumber 1 }} \page {{wide,text-align:left ## General Sabine Wade }} {{font-size:10px,font-family:Verdana      *So you started this tavern brawl in defence of the honour of a lady. Do you know what this so-called lady does for a living? Anyway, Lord Neverember forbids rowdiness in the city — and the man you laid out is one of my soldiers. So the way I see it, you owe me, hero. We can use someone like you on the Wall.* — **General Sabine**, welcoming her newest recruit ::      Sabine is quite a character: some consider her attractive, others respect her for martial prowess, and there are those who found out the hard way to never cross her again. She has dark red hair, fair skin and a dagger tattooed on her arm — whatever was the reason behind getting that particular one, she keeps it private, however, one can easily find out that her tongue is just as sharp. **Mercenary Leader.** The general is an adept strategist, a spearmaster and an expert in mounted combat. She is a commander of the caliber matched by the scope of her demanding position: she is the leader of the Mintarn mercenaries hired by Neverember to provide protection for the city. **Strict and Effective.** Sabine keeps the population of the city in quite an iron grip, yet not to control but to protect. She does not tolerate rowdiness in the Protector's Enclave and firmly acts against rebels who infringe city stability. She is frequent at local inns, taverns and tap houses, but not only because she enjoys a good drink; she stages a damsel in distress act to con adventurers into scuffle with her undercover soldiers serving as oppressors, only to inform her rescuers that their interference got them in trouble as they violated local law and their only choice is to serve on the wall. }} :::: \column {{position:relative,font-size:1px,text-align:center ![General Sabine Wade](https://cdnb.artstation.com/p/assets/images/images/004/758/299/medium/johannes-palmblx-knight-rework.jpg?1486041143) {width:250px,border:"0px solid",border-radius:5px} :: {{artist,text-align:center,position:relative,font-size:12px, [Credits: Johannes Palmblad](https://www.artstation.com/artwork/mgBgd) }} }} {{wide,monster,frame ## General Sabine Wade *Medium humanoid (human), lawful neutral* ___ **Armour Class** :: 20 (plate, shield) **Hit Points** :: 71 (11d8 + 22) **Speed** :: 30 ft. ___ |STR|DEX|CON|INT|WIS|CHA| |:---:|:---:|:---:|:---:|:---:|:---:| |19 (+4)|13 (+1)|14 (+2)|12 (+1)|14 (+2)|16 (+3)| ___ **Saving Throws** :: Str +7, Dex +4, Con +5 **Skills** :: Athletics +7, Insight +5, Intimidation +6, Perception +5, **Senses** :: passive Perception 15 **Languages** :: Common **Challenge** :: 5 (1,800 XP) ___ ***Commander's Alertness.*** Sabine and her allies within 30 feet of her have advantage on initiative rolls and cannot be surprised. : ***Mounted Combatant.*** Sabine is a skillful mounted combatant with following benefits: - She has advantage on melee attack rolls against any unmounted creature that is smaller than her mount. - She can force an attack targeting her mount to target her instead. - If her mount is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails. : ### Actions ***Multiattack.*** Sabine makes three weapon attacks. : ***Longsword.*** *Melee Weapon Attack*: +7 to hit, reach 5 ft., one target. *Hit*: 8 (1d8 + 4) slashing damage or 9 (1d10 + 4) slashing damage if used with two hands. : ***Spear.*** *Melee or Ranged Weapon Attack*: +7 to hit, reach 5 ft. and range 20/60 ft., one target. *Hit*: 7 (1d6 + 4) piercing damage in melee or at range, or 8 (1d8 + 4) piercing damage if used with two hands to make a melee attack. : ***Lancer's Charge (only while mounted).*** If Sabine and her mount move at least 20 feet straight toward a creature and then she hits it with a spear attack on the same turn, she deals extra 4 (1d8) damage, and the target must succeed on a DC 15 Strength saving throw or be knocked prone. If the target is prone, Sabine can command her mount as a bonus action to make a hooves attack against it using the mount's reaction. ### Reactions ***Commander's Retort.*** If a creature within 5 feet of General Sabine deals damage to her ally, she can retaliate with a single melee weapon attack against that creature. She has advantage on the attack roll, and deals extra 9 (2d8) damage. : ***Warding Manoeuvre.*** If General Sabine wields a shield and a creature she can see attacks her ally that is within 5 feet of her, she can redirect that attack to herself. She also imposes disadvantage on that attack roll. }} {{footnote New Neverwinter }} {{pageNumber 2 }} \page {{wide,text-align:left ## Soman Galt, Mayor of Neverwinter }} {{font-size:10px,font-family:Verdana     Once a great explorer, Soman Galt has atrophied into a weaselly politician who projects a cold, disconnected presence. The dwarf stares absently, his eyes seeming to watch something no one else can see, and he often mumbles to himself. He is capable of rigid focus, however, when the situation warrants it, and he takes his work seriously. **Seduced Astray.** Rohini, the Prophet of Helm’s Hold, used her brilliant mind and cunning conversational style to seduce the dwarf. Fascinated, Galt pressed for more knowledge of her greater mysteries, and in return an aboleth corrupted his mind. The mayor’s range of governmental responsibilities allows the Sovereignty to guide social policy, to know what parts of the Wall will be best guarded at any time, and to keep watch over the general goings-on in Neverwinter. Having such a well-placed asset gives the aboleths a considerable advantage over Neverwinter and will be invaluable when they decide to move against the topside vermin. **Powerless Puppet.** Galt operates under multiple posthypnotic suggestions designed to serve the aboleths’ interests, and he pays covert visits to Rohini for additional conditioning. As such, his mind has been ravaged repeatedly, which has revealed new facets of his eccentric behaviour and has reduced him to a pallid, sunken-eyed figure. **Guardian Aboleth.** When Galt is in peril, his abolethic controllers take over. His limbs flail about, and his body appears to contort and shake in an uncontrollable fit. Galt is unaware of his abolethic taint and would be horrified—and possibly unhinged—if he found out about it. }} : \column {{position:relative,font-size:1px,text-align:center ![Soman Galt](http://farm9.staticflickr.com/8433/7792975872_a8a34de1b5.jpg) {width:275px,border:"0px solid",border-radius:5px} :: {{artist,text-align:center,position:relative,font-size:12px, [Credits:© Wizards of the Coast](https://company.wizards.com/en) }} }} {{monster,frame,wide ## Soman Galt, Mayor of Neverwinter *Medium humanoid (dwarf), neutral* ___ **Armor Class** :: 14 (studded leather) **Hit Points** :: 85 (10d8 + 40) **Speed** :: 25 ft. ___ | STR | DEX | CON | INT | WIS | CHA | |:-----:|:-----:|:-----:|:-----:|:-----:|:-----:| |14 (+2)|15 (+2)|18 (+4)|19 (+4)|7 (-2)|15 (+2)| ___ **Saving Throws** :: Con +7, Int +7 **Skills** :: Deception +8, Stealth +8 **Damage Resistances** :: poison **Senses** :: darkvision 60ft., passive Perception 8 **Languages** :: Common, Deep Speech, Dwarvish **Challenge** :: 5 (1,800 XP) ___ ***Aboleth's Scion.*** The first time Soman is attacked and damaged, aboleth take control over him to protect their puppet. While controlled by aboleth, his alignment changes to chaotic evil. Once aboleth believes him to be safe, Soman regains control over himself and his alignment changes back to neutral. : ***Dissonant Gibberish (only while controlled by aboleths).*** Soman's enemies within 30 feet of him have disadvantage on Wisdom saving throws and take extra 3 (1d6) psychic damage when hit by his attacks. : ***Dwarven Resilience.*** Soman has advantage on saving throws against poison. : ***Twist Space (only while controlled by aboleths).*** As part of his movement, Soman can teleport to a space he can see up to 20 feet away of him. If the space is occupied by a creature, he and the creature teleport, exchanging places. That creature has disadvantage on saving throws against Soman's abilities until the end of his turn. : ### Actions ***Warhammer.*** *Melee Weapon Attack*: +5 to hit, reach 5 ft, one target. *Hit*: 6 (1d8 + 2) bludgeoning damage, or 7 (1d10 + 2) bludgeoning if used with two hands. : ***Transmute the Unwilling (only while controlled by aboleths)*** Soman blasts a creature he can see within 30 feet of him with psychic power. The creature must succeed on a DC 15 Constitution saving throw. On a failed save, the creature takes 17 (3d8 + 4) psychic damage and its speed is halved for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. : ***Weave Nightmares (only while controlled by aboleths) (Recharges on Short or Long Rest).*** Soman spawns nightmarish visions, forcing each creature of his choice within 15 feet of him to make a DC 15 Wisdom saving throw. On a failed save, a creature takes 20 (3d10 + 4) psychic damage and is incapacitated for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. On a successful save, the creature takes half as much damage and isn't incapacitated. }} {{footnote New Neverwinter }} {{pageNumber 3 }} \page {{wide,text-align:left ## Durham Shaw, Captain of the Wall }} {{font-size:10px,font-family:Verdana     **Spellscar Bearer.** The one thing that everyone in Neverwinter can say about Durham Shaw is that he bears a spellscar. And that's about it, thus, there are many stories about him: a deformed, three-handed monster, a spawn of demons kidnapping citizens at midnight, or finally, a clever aberration that only appears to be human and took control over the Wall to destroy it and let more of *his kind* into the city.
The truth is much simpler: Shaw is an experienced human warrior and a rather handsome man, despite old-looking scars on his forehead and left chick. When his Spellscar manifests, those scars are covered with twisted arcane runes, burning with the blue flame. Shaw refrains from using the powers of the Spellscar, which he long-struggled to control, however, some of his soldiers witnessed their display: touched monsters turned into bubbling mass of molten flesh, or they saw his eyes alight with azure flame, which revealed hiding monsters. **Despised yet Followed.** Many people despise him because he was allowed to stay in the city, instead of being sent to Helm's Hold for treatment like everyone else. The word is, he receives a special treatment from Lord Protector, as his personal friend, distant relative or maybe even lover. Shaw's command of the Wall is strict, infallible and effective, and his bravery in battle has earned him quite a respect among soldiers despite their prejudice against his *condition*, even though many wouldn't ever admit to it openly; not once, Shaw himself charged among the foes and saved his subordinates' lives, while risking his own. For now, the common goal to protect Neverwinter from the Chasm's spawns prevails over prejudice and unites guardians of the Wall, under Shaw's command. Nonetheless, the unrest among soldiers grows. }} : \column {{position:absolute,bottom:50px,left:20px ![Captain Durham Shaw](https://cg4.cgsociety.org/uploads/images/original/mazurkin-warrior-1-9c73196a-r3vp.jpeg) {width:400px,mix-blend-mode:multiply,filter:brightness(1.15)saturate(1.15)contrast(1.11)} {{artist,text-align:center,position:absolute,bottom:100px,left:230px,font-size:12px, [Credits: Yuriya Mazurkin](http://mazurkin.cgsociety.org/art/warrior-photoshop-medieval-concept-art-ballisticpublishing-cfe-expose12-1352032) }} }} {{monster,frame ## Captain Durham Shaw *Medium humanoid (human), neutral good* ___ **Armor Class** :: 17 (half plate) **Hit Points** :: 82 (11d8 + 33) **Speed** :: 30 ft. ___ | STR | DEX | CON | INT | WIS | CHA | |:-----:|:-----:|:-----:|:-----:|:-----:|:-----:| |18 (+4)|14 (+2)|16 (+3)|13 (+1)|15 (+2)|9 (-1)| ___ **Saving Throws** :: Con +6, Wis +5 **Skills** :: Athletics +7, Medicine +5, Insight +5, Perception +5, Persuasion +2 **Senses** :: passive Perception 15 **Languages** :: Common **Challenge** :: 5 (1,800 XP) ___ ***Brave.*** Shaw has advantage on saving throws against being frightened. : ***Improved Critical.*** Shaw's weapon attacks score a critical hit on a roll of 19 or 20. : ***Spellscar Susceptibility.*** Shaw has disadvantage on all saving throws against abilities and spells of plaguechanged or other spellscarred creatures, and the Spellplague effects. Additionally, those creatures have advantage on attack rolls against him. : ***Spellplague Sense.*** Shaw knows when an area of Spellplague, or a plaguechanged or spellscarred creature, is within 30 feet of him. : ### Actions ***Multiattack.*** Shaw makes three melee weapon attacks, one of which can be replaced with Unravelling Touch. : ***Greatsword.*** *Melee Weapon Attack*: +7 to hit, reach 5 ft., one target. *Hit*: 11 (2d6 + 4) slashing damage. : ***Unravelling Touch (Recharge 6).*** *Melee Spell Attack*, +4 to hit, range 5 ft, one target. *Hit*: 11 (3d6 + 1) fire damage plus 11 (3d6 +1) necrotic damage, and the target must succeed on DC 14 Constitution saving throw or become incapacitated for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on success. : ### Bonus Actions ***Burning Gaze (Recharges after a Short or Long Rest).*** As a bonus action, Shaw can have each hostile creature within 30 feet of him to glow with an outline of blue flame losing any benefit of being invisible or hidden. Additionally, all attacks against the creature have advantage until the end of Shaw's next turn. : ### Reactions ***Parry.*** Shaw adds 2 to his AC against one melee attack that would hit him. To do so, Shaw must see the attacker and be wielding a melee weapon. }} {{footnote New Neverwinter }} {{pageNumber 4 }} \page {{wide,text-align:left ## Mintarn Mercenaries }} {{font-size:10px,font-family:Verdana     **Famed All Over the Realms.** Mintarn, a medium sized island in the Sea of Swords, is a well known neutral ground for mediations. It has become a popular haven for criminals, outcasts, and is famous for export of professional mercenaries. Their skills are second to none, and they are the most efficient while fighting in teams, operating almost as if they were of one body and mind. Mintarn veterans often specialise in one type of weapon becoming extremely adept in their use. }} : {{monster,frame ## Mintarn Veteran Mercenary *Medium humanoid (any race), any alignment* ___ **Armor Class** :: 17 (half plate) **Hit Points** :: 58 (9d8 + 18) **Speed** :: 30 ft. ___ | STR | DEX | CON | INT | WIS | CHA | |:-----:|:-----:|:-----:|:-----:|:-----:|:-----:| |13 (+1)|17 (+3)|14 (+2)|10 (+0)|13 (+1)|12 (+1)| ___ **Saving Throws** :: Con +6, Wis +5 **Skills** :: Acrobatics +5, Intimidation +3, Perception +3, Persuasion +3, Survival +3 **Senses** :: passive Perception 13 **Languages** :: Common **Challenge** :: 4 (1,100 XP) ___ ***Spear Mastery.*** The mercenary gains a +1 bonus to attack rolls with a spear and its damage die changes from a d6 to a d8, and from a d8 to a d10 when wielded with two hands (already included in the attack). : ***Martial Advantage.*** Once per turn, the mercenary can deal an extra 10 (3d6) damage to a creature it hits with a weapon attack if that creature is within 5 feet of an ally of the mercenary that isn't incapacitated. : ***Pack Tactics.*** The mercenary has advantage on an attack rolls against a creature if at least one of the mercenary's allies is within 5 feet of the creature and the ally isn't incapacitated. : ### Actions ***Multiattack.*** The mercenary makes two spear attacks. If it has a shortsword drawn, it can also make a shortsword attack. : ***Shortsword.*** *Melee Weapon Attack*: +5 to hit, reach 5 ft., one target. *Hit*: 6 (1d6 + 3) piercing damage. : ***Spear.*** *Melee or Ranged Weapon Attack*: +5 to hit, reach 5ft. range 20/60 ft., one target. *Hit*: 7 (1d8 + 3) piercing damage, or 8 (1d10 + 3) piercing damage if used with two hands to make a melee attack. }} \column {{position:absolute,text-align:center,top:80px,left:260px, ![Mintarn Mercenary Veteran](https://i.pinimg.com/originals/8b/f5/b6/8bf5b6e5cead5951966f34f3f7bdf448.jpg) {width:310px,,filter:brightness(1.15)saturate(1.15)contrast(1.11)} {{artist,text-align:center,position:relative,top:-18px,font-size:12px [Credits: Windmaker](https://d-torres.deviantart.com/art/Substrata-Knight-01-389768575) }} }} {{ ![Mintarn Mercenary](https://lotro-wiki.com/images/8/8d/Dunland_Warden_Outfit_Concept.jpg) {width:153px,mix-blend-mode:multiply,filter:brightness(1.15)saturate(1.15)contrast(1.11),position:relative,text-align:center} {{artist,text-align:left,position:relative,font-size:12px [Credits: Jason Chan](http://www.jasonchanart.com/) }} : {{monster,frame ## Mintarn Mercenary *Medium humanoid (any race), any alignment* ___ **Armor Class** :: 16 (studded leather, shield) **Hit Points** :: 38 (7d8 + 7) **Speed** :: 30 ft. ___ | STR | DEX | CON | INT | WIS | CHA | |:-----:|:-----:|:-----:|:-----:|:-----:|:-----:| |12 (+1)|16 (+3)|12 (+1)|10 (+0)|12 (+1)|10 (+0)| ___ **Saving Throws** :: Con +6, Wis +5 **Skills** :: Acrobatics +5, Intimidation +3, Perception +3 **Senses** :: passive Perception 13 **Languages** :: Common **Challenge** :: 2 (450 XP) ___ ***Martial Advantage.*** Once per turn, the mercenary can deal an extra 7 (2d6) damage to a creature it hits with a weapon attack if that creature is within 5 feet of an ally of the mercenary that isn't incapacitated. : ***Pack Tactics.*** The mercenary has advantage on an attack rolls against a creature if at least one of the mercenary's allies is within 5 feet of the creature and the ally isn't incapacitated. : ### Actions ***Multiattack.*** The mercenary makes two weapon attacks. : ***Shortsword.*** *Melee Weapon Attack*: +5 to hit, reach 5 ft., one target. *Hit*: 6 (1d6 + 3) piercing damage. : ***Spear.*** *Melee or Ranged Weapon Attack*: +5 to hit, reach 5ft. range 20/60 ft., one target. *Hit*: 6 (1d6 + 3) piercing damage, or 7 (1d8 + 3) piercing damage if used with two hands to make a melee attack. }} }} {{footnote New Neverwinter }} {{pageNumber 5 }} \page {{wide,text-align:left ## The Wall-Hardened Neverwintian Guardians }} {{font-size:10px,font-family:Verdana     No matter the age, sex, and martial prowess, countless Neverans came together to protect their home. Their reasons may be countless: fighting for better future, good of community, vengeance, or safety of little siblings and elders they have to leave each day at home — the safety of their beloved is in their hands. **Protect Your Home.** When the cataclysm hit Neverwinter, countless lives were claimed, but the real horror was still to come for those who were *fortunate* enough to survive. A gigantic chasm has opened, tearing apart the south-east part of the city and the new wave of nightmares flooded the city, as twisted monsters of unimaginable appearances crawled out of the abyss itself. Neverwintans gathered together mounting defences against the aberrations and created blockades where the fights were most frequent. Some of the present citizens-guardians grew up defending the Wall and it became almost a sacred duty for them. Even though Mintarn forces mostly took over guarding the Wall and consist of three quarters of the current forces, Neverwintians remain to carry on their vigilant watch. They were hardened by countless sleepless nights and fierce fights against waves of monsters. Even though their goal is common, atmosphere among Neverwintans and Mintarns is tense and takes form of cold exchanges, glares, competing for the monster kills, shouting matches or even brutal brawls, although inciters of those seem to mysteriously disappear the moment things get serious. }} {{position:relative,text-align:center ![Neverwintian Guardian](https://i.pinimg.com/originals/f8/c1/d5/f8c1d5e37988129219519439336cd3bb.jpg) {width:300px,mix-blend-mode:multiply,filter:brightness(1.15)saturate(1.15)contrast(1.11)} {{artist,position:relative,font-size:12px [Credits: Dongho Khang](https://www.artstation.com/artwork/QDEN4) }} }} \column {{monster,frame ## Neverwintian Guardian *Medium humanoid (any race), any alignment* ___ **Armor Class** :: 17 (breast plate, shield) **Hit Points** :: 32 (5d8 + 10) **Speed** :: 30 ft. ___ | STR | DEX | CON | INT | WIS | CHA | |:-----:|:-----:|:-----:|:-----:|:-----:|:-----:| |16 (+3)|12 (+1)|14 (+2)|10 (+0)|13 (+1)|11 (+0)| ___ **Saving Throws** :: Con +6, Wis +5 **Skills** :: Athletics +5, Perception +3, Survival +3 **Senses** :: passive Perception 13 **Languages** :: Common **Challenge** :: 2 (450 XP) ___ ***Still Standing.*** While the guardian has 11 hit points or fewer, the guardian has advantage on attack rolls. : ***Stubborn Defender.*** If damage reduces the guardian to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage type is necrotic or from a critical hit. On success, the guardian drops to 1 hit point instead. : ### Actions ***Multiattack.*** The guardian makes three melee weapon attacks: two with its longsword and one with its dagger. Or the guardian makes two ranged attacks with its shortbow. : ***Longsword.*** *Melee Weapon Attack*: +5 to hit, reach 5 ft., one target. *Hit*: 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3) slashing damage if used with two hands. : ***Dagger.*** *Melee or Ranged Weapon Attack*: +5 to hit in melee or, reach 5 ft., range 20/60 ft., one target. *Hit*: 5 (1d4 + 3) piercing damage. : ***Shortbow.*** *Ranged Weapon Attack*: +3 to hit, range 80/320 ft., one target. *Hit*: 4 (1d6 + 1) piercing damage. }} {{footnote New Neverwinter }} {{pageNumber 6 }} \page {{wide,text-align:left ## Loremaster Atlavast }} {{font-size:10px,font-family:Verdana     A prematurely aged, disheveled and neglected man, wearing a repurposed potato bag like a robe, with numerous makeshift patches, tied with an old belt around the waist and with a torn rag around the shoulders imitating cape, Atlavast could be easily mistaken for a crazy old beggar. **Knowledgeable yet Disturbed.** After the eruption of Mount Hotenow and subsequent cataclysm, loremasters of Oghma feared the worst and decided to dedicate one among themselves to looking after the great repository of maps, book and poems. And so, sealed within the sanctum of the Temple of Knowledge in Neverwinter in his early twenties, Atlavast has spent almost three decades in the empty halls underground, away from the outside world, attentively tending to studying and cataloging tomes, which stand in countless rows of ceiling-high bookcases. Quite quickly he lost the sense of passing time and grew increasingly eccentric and doubtful in his own faculties, frequently relying on auguries to decade on daily activities, what and how much to eat from the food reserves, or how to best reorganise the tomes. Also, he developed tendency of speaking to himself in an erratic matter, raising and lowering his voice without a reason. **Protect Your Home.** When the cataclysm hit Neverwinter, countless lives were claimed, but the real horror was still to come for those who were *fortunate* enough to survive. A gigantic chasm has opened, tearing apart the south-east part of the city and the new wave of nightmares flooded the city, as twisted monsters of unimaginable appearances crawled out of the abyss itself. Neverwintans gathered together mounting defences against the aberrations and created blockades where the fights were most frequent. Some of the present citizens-guardians grew up defending the Wall and it became almost a sacred duty for them. Even though Mintarn forces mostly took over guarding the Wall and consist of three quarters of the current forces, Neverwintians remain to carry on their vigilant watch. They were hardened by countless sleepless nights and fierce fights against waves of monsters. Even though their goal is common, atmosphere among Neverwintans and Mintarns is tense and takes form of cold exchanges, glares, competing for the monster kills, shouting matches or even brutal brawls, although inciters of those seem to mysteriously disappear the moment things get serious. }} ::: \column {{position:relative,text-align:center ![Loremaster Atlavast](https://i.pinimg.com/474x/1b/a0/fc/1ba0fcfed06dbc7d89b1006dd0d101f5--character-concept-character-art.jpg) {width:250px,border-radius:5px} {{artist,position:relative,font-size:12px [Credits: Han AhReum](https://www.artstation.com/reva) }} }} {{monster,wide,frame ## Loremaster Atlavast *Medium humanoid (human), chaotic neutral* ___ **Armor Class** :: 11 **Hit Points** :: 52 (8d8 + 16) **Speed** :: 30 ft. ___ | STR | DEX | CON | INT | WIS | CHA | |:-----:|:-----:|:-----:|:-----:|:-----:|:-----:| |13 (+1)|12 (+1)|14 (+2)|13 (+1)|16 (+3)|14 (+2)| ___ **Saving Throws** :: Wis +5 **Skills** :: Arcana +3, History +6, Nature +3, Religion +6 **Senses** :: passive Perception 13 **Languages** :: Common **Challenge** :: 3 (700 XP) ___ ***Spellcasting.*** Atlavast is a 6th-level spellcaster. His spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). Atlavast has the following cleric spells prepared: \column Cantrip (at will): :: *guidance, sacred flame, thaumaturgy* 1st level (4 slots): :: *command, cure wounds, inflict wounds, guiding bolt* 2nd level (3 slots): :: *augury, hold person, spiritual weapon, suggestion* 3rd level (3 slots): :: *bestow curse, speak with dead* ### Actions ***Club.*** *Melee Weapon Attack*: +3 to hit, reach 5 ft., one creature. *Hit*: 3 (1d4 + 1) bludgeoning damage. : ***Dagger.*** *Melee or Ranged Weapon Attack*: +3 to hit, reach 5 ft., range 20/60 ft., one target. *Hit*: 3 (1d4 + 1) piercing damage. : ***Channel Divinity: Read Thoughts (2/Short or Long Rest).*** As an action, Atlavast chooses one creature that he can see within 60 feet of him. The creature must succeed on a DC 13 Wisdom saving throw, or Atlavast can read its surface thoughts when it is within 60 feet of him for next 1 minute. During that time, Atlavast can use an action to end this effect early and cast the *suggestion* spell on the creature without expending a spell slot. The target automatically fails its saving throw against the spell. }} {{footnote New Neverwinter }} {{pageNumber 7 }} \page {{wide,text-align:left ## Len-Jes, the Harbourmaster }} {{wide,font-size:10px,font-family:Verdana     A mysterious, secretive woman, Len-Jes, keeps her past as a closely guarded secret and does not let just anyone
to get near enough to uncover the truth. She is a watersoul genasi, and her nature tends to be similar to that
of the sea — she is thoughtful and calm, considers greater scheme of things before she acts and is not easily
scared or dissuaded from her planes. At the same time, she is fierce and decisive when faced with danger
and hardships, wild like a storm when fighting for her life and those who are dear to her. Her mind is just
as impenetrable as the depths of the ocean itself. **Corsair Past.** Len-Jes used to dabble in piracy, or to be more specific, she used to be a pirate captain of quite
a renown. Her accomplishments were matched by her infamy and exceptional skills in avoiding capture, until she
disappeared without a trace and was unheard of for some time. Fortune often walks hand in hand with ill fate
and so it had happened that Len-Jes faced a plague sweeping through her ship and lost most of her crew. **The Neverwinter Harbourmaster.** After she put away her pirate mantle, Len-Jes turned towards trade,
making use of contacts she acquired throughout years, working her way from the sea-level up, avoiding extortion,
blackmail, threats and intrigue. It turned out to be quite a challenge to get back to the high spot she enjoyed during
her piracy days. Quite fortunately, she made the right connections and when Lord Neverember was searching for
someone adequate for the position of the New Neverwinter harbourmaster, she made him an offer he would not
dare to reject — he realised that she is the best, and probably the only, candidate to restore the trade, commerce
and rebuild the harbour. Len-Jes quite quickly delivered first results, but the work she does occupies most of her day,
meaning that she has very little time to look after herself. Fortunately, she brought her cousin, Umi, with her, and so
there is someone else who can keep an eye on her and out for any danger that could come her way. **Powerful Hydromancer.** The Elemental Water touched her soul and intertwined with it especially closely allowing
her to become a mighty hydromancer, able to create and manipulate impressive amounts of water, even in places lacking
of thereof. Currently, out of sentiment, she resides at the Beached Leviathan to keep close to rumours and the sea. }} : \column {{ ![Len-Jes](https://vignette.wikia.nocookie.net/forgottenrealms/images/8/8b/Watersoul_genasi_-_William_O%27Connor.jpg/revision/latest?cb=20081114004307) {width:140px,border-radius:5px,mix-blend-mode:multiply,filter:brightness(1.15)saturate(1.15)contrast(1.11),position:absolute,text-align:center,top:33px,right:0px} {{artist,text-align:right,position:absolute,text-align:center,top:23px,right:25px,font-size:12px, [Credits: William O'Connor](blank) }} }} {{monster,frame,wide ## Len-Jes *Medium humanoid (watersoul genasi), neutral* ___ **Armor Class** :: 16 (studded leather) **Hit Points** :: 76 (9d8 + 36) **Speed** :: 30ft., swim 30ft., climb 30ft. ___ | STR | DEX | CON | INT | WIS | CHA | |:-----:|:-----:|:-----:|:-----:|:-----:|:-----:| |10 (+0)|14 (+2)|19 (+4)|13 (+1)|14 (+2)|17 (+3)| ___ **Saving Throws** :: Con +7, Wis + 5 **Skills** :: Acrobatics +5, Arcana +4, Investigation +4, Persuasion +6, Stealth +5 **Damage Resistances** :: acid, cold **Senses** :: passive Perception 12 **Languages** :: Common, Primordial **Challenge** :: 5 (1,800 XP) ___ ***Amphibious.*** Len-Jes can breathe air and water. : ***Fighting Style (Mariner).*** Len-Jes gains +1 AC and climbing speed equal to her normal speed as long as she is not wearing heavy armour or using a shield. : ***Innate Spellcasting.*** Len-Jes's spellcasting ability is Constitution (spell save DC 14). She can innately cast the following spells, requiring no material components: : > At will: *detect magic, shape water* >1/day: *create or destroy water (2nd level), control water, tidal wave, wall of water, watery sphere* : ***Liquid Body.*** During her movement, Len-Jes can make her form fluid and move without provoking opportunity attacks. Additionally, she can move through a hostile creature's space, or a space as narrow as 1 inch wide without squeezing, as well as, she can move across liquids, and ignores difficult terrain. \column ### Actions ***Multiattack.*** Len-Jes makes two melee attacks. She can use Surging Wave in place of any melee attack. : ***Scimitar.*** *Melee Weapon Attack*: +5 to hit, reach 5 ft., one target. *Hit*: 5 (1d6 + 2) slashing damage. : ***Surging Wave.*** *Melee or Ranged Spell Attack* +6 to hit, reach 5 ft., range 60 ft., one target. Hit: 12 (2d8 + 3) bludgeoning damage and the target is pushed up to 15 feet back in straight line. : ***Drowning Tide.*** Len-Jes concentrates and channels water to drown lungs of a creature of her choice within 5 feet of her that she can see. The creature must succeed on a DC 15 Constitution saving throw, or it is unable to breath, takes 5 (1d10) bludgeoning damage at the start of each of its turns, and has disadvantage on its attack rolls. The creature can't make more than one attack during its turn no matter its items or abilities. The creature repeats the saving throw at the end of each of its turns ending the effect on success. This effect last until Len-Jes loses her concentration, the creature successfully saves against it or dies. Constructs, undead, and creatures who do not need air are immune to this effect. : ***Sweeping Vortex (1/Day).*** Each creature within 10 feet of Len-Jes must make a DC 15 Strength saving throw. On a failed save, a target takes 22 (4d10) bludgeoning damage and is pushed up to 20 feet away from her in a random direction and knocked prone. If a thrown target strikes an object, such as a wall or floor, the target takes 3 (1d6) bludgeoning damage for every 10 feet it was thrown. If the target is thrown at another creature, that creature must succeed on a DC 13 Dexterity saving throw or take the same damage and be knocked prone. If the saving throw is successful, the target takes half the bludgeoning damage and isn’t flung away or knocked prone. : ### Reactions ***Wave Shield.*** When an attacker that Len-Jes can see hits her with an attack, Len-Jes can half the attack's damage against herself. }} {{footnote New Neverwinter }} {{pageNumber 8 }} \page {{wide,text-align:left ## Umi, the Helmswoman }} {{font-size:10px,font-family:Verdana     Umi is quite the opposite of her cousin, Len-Jes — two sides of the same coin, one could say. Nonetheless, it is the same coin still, and they act for the benefit of the other and look after each other, however, most of the heavy lifting falls on the shoulders of the 'Helmswoman'. Umi earned that nickname from the Captain Harrag of the Beached Leviathan, a ship that ran aground in Neverwinter and was repurposed as a tavern, as his gratitude for the sentiment and protection she regards him with, as well as, for all the times she had lend her muscles to set the troublemaking patrons straight and prevent the drunken brawls. She herself would not consider that to be a great deal — she does not mind cracking few skulls, especially if the next drink is on the house. **Tangled in the Past.** Umi's fate had been intertwined with her cousin's for a while. They sailed together, enjoyed the thrill of piracy having each others back, and faced the consequences of the plague, which hit their ship, head on and hand in hand; in other words, they never let each other down, despite the numerous 'flaws of character' they are always at the ready to bring fourth and wield with a lethal precision of a rapier whenever they have an argument. But where Len-Jes decided to focus herself on building merchentail connections and establishing herself as a trade and commerce specialist, Umi kept to the old ways, making sure that the past connections never go silent. Nowadays, in Neverwinter, where her cousin is the Harbourmaster, she herself is more of a broker between those who seek troubles and those who can deliver them, no matter their nature, whether someone looks for items, valuables, contraband, illicit substances, shady services or people. She keeps her activites low-key, especially from her cousin — which is quite easy considering how busy and lost in her own undertakings Len-Jes is, however, she certainly plays with fire whenever she deals with her clients in the Beached Leviathan, right under the Harbourmaster's nose. }} : \column {{position:relative,text-align:center, ![Umi, the Helmswoman](https://cdnb.artstation.com/p/assets/images/images/010/920/691/large/heather-uebel-nor-fin1-sm.jpg?1526945385) {width:330px,border-radius:5px,filter:brightness(1.15)saturate(1.15)contrast(1.11),position:relative} {{artist,position:relative,font-size:12px, [Credits: Heather Uebel](https://artofhau.artstation.com/) }} }} : {{monster,frame,wide ## Umi, the Helmswoman *Medium humanoid (watersoul genasi), chaotic neutral* ___ **Armor Class** :: 15 (breast plate, 17 with shield) **Hit Points** :: 67 (9d8 + 27) **Speed** :: 30ft., swim 30ft. ___ | STR | DEX | CON | INT | WIS | CHA | |:-----:|:-----:|:-----:|:-----:|:-----:|:-----:| |17 (+3)|12 (+1)|17 (+3)|12 (+1)|9 (-1)|13 (+1)| ___ **Skills** :: Athletics +5, Deception +3, Perception +1, Stealth +3 **Damage Resistances** :: acid, cold **Senses** :: passive Perception 11 **Languages** :: Common, Primordial **Challenge** :: 4 (1,100 XP) ___ ***Amphibious.*** Umi can breathe air and water. : ***Brute.*** A melee weapon deals one extra die of its damage when Umi hits with it (included in the attack). : ***Brutish Durability (1/Turn).*** When Umi makes a saving throw, she adds an extra 1d6 to her saving throw total. : ***Innate Spellcasting.*** Umi's spellcasting ability is Constitution (spell save DC 14). She can innately cast the following spells, requiring no material components: : > At will: *detect magic, shape water* > 1/day: *create or destroy water (2nd level)* : ### Actions ***Multiattack.*** Umi makes two weapon attacks. : ***Bastard Sword.*** *Melee Weapon Attack*: +5 to hit, reach 5 ft., one target. *Hit*: 14 (2d10 +3) slashing damage. : ***Javelin.*** *Melee or Ranged Weapon Attack:* +4 to hit, reach 5 ft. or range 30/120 ft., one target. *Hit:* 10 (2d6 + 3) piercing damage in melee and 6 (1d6 + 3) piercing damage at range. : ### Bonus Actions ***Second Wind (Recharges after a Short or Long Rest).*** Umi regains 11 (1d10 + 5) hit points. : ### Reactions ***Dedicated Protection.*** When a creature Umi can see attacks a target other than her that is within 5 feet of her, she can impose disadvantage on the attack roll. In addition, if the attacked creature is either Len-Jes or Harrag, she can become the target of that attack instead. She must be wielding a shield. }} {{footnote New Neverwinter }} {{pageNumber 9 }} \page {{wide,text-align:left ## Korin, The Chanteyman }} {{font-size:10px,font-family:Verdana     Whenever music fills the main hall and cabins of the Beached Leviathan, whether a sea shanty, a sullen ocean ballad, or a rowdy coastal song, it is almost always lead by a deep, gravy voice a brass dragonborn who earned himself a nickname ‘the Chanteyman’. Korin is considered family and a crew member by the captain of the landbound ship-turned-tavern, Captain Harrag. **Gregarious Dragonborn.** Korin is an amable and kind individual who finds pleasure in encountering and befriending new people, as long as they appear worthy of his trust. He would never refuse to share a drink with a lonely stranger, even one who earlier caused him troubles , however, he sets strict boundaries with such folk and adapts the ‘give what you get, get what you give’ attitude. **Sombre Past.** Beneath a seemingly everyday smooth sailing bard who enjoys a good drink and cheerful stories full of unbelievable adventures of sailors and pirate captains, there is a complete different dragonborn. Not but a year ago, Korin’s family, his partner and their child, were killed by the fire caused by Ashmadai. He managed to track them down and found out that the devilish cult operated from Neverwinter, but once he got there, he lost the trail again. He decided to settle in the city, and lived at the Beached Leviathan ever since, paying particular attention to Ashmadai’s activities in Neverwinter. After many hours of listening to rumours, esping bits of drunken conversations and trailing shady individuals, he believes that their main quarters are in one of the noble houses in the Black Lake district, and it is almost a matter of time before he finds out the right one. In the meantime, whenever sorrow overwhelms his spirit, he lets his true skill emerge while performing a heart-gripping dirge, which tales the tale of a man who set off to avenge the murder of his beloved. }} : \column {{position:relative,text-align:center, ![Korin, The Chanteyman](https://preview.redd.it/c8kk3x2gpma21.jpg?width=640&crop=smart&auto=webp&s=7ea3361168247622e9aacabf4c517c50fe786dd4) {width:280px,border-radius:5px,filter:brightness(1.15)saturate(1.15)contrast(1.11),position:relative} {{artist,position:relative,font-size:12px, [Credits: Alex Wilkinson](https://www.artstation.com/alexwilkinson) }} }} : {{monster,frame,wide ## Korin, The Chanteyman *Medium humanoid (dragonborn (brass)), chaotic neutral* ___ **Armor Class** :: 15 (chain shirt) **Hit Points** :: 55 (10d8 + 10) **Speed** :: 30ft. ___ | STR | DEX | CON | INT | WIS | CHA | |:-----:|:-----:|:-----:|:-----:|:-----:|:-----:| |16 (+3)|14 (+2)|12 (+1)|10 (+0)|13 (+1)|15 (+2)| ___ **Saving Throws** :: Dex +4, Wis +3 **Skills** :: Acrobatics +4, Investigation +4 Perception +5, Performance +6, Stealth +4 **Damage Resistances** :: fire **Senses** :: passive Perception 11 **Languages** :: Common, Draconic **Challenge** :: 4 (1,100 XP) ___ ***Song of Rest.*** Korin performs a song during a short rest. If he and any ally who hears it spend any Hit Dice to regain hit points at the end of the rest, they regain extra 1d6 hit points. : ***Spellcasting.*** Korin is a 6th-level spellcaster. His spellcasting ability is Charisma (DC 12, +4 to hit). He has the following bard spells prepared: : > Cantrips: *mage hand, minor illusion, vicious mockery* > 1st level (4 slots): *charm person, healing word, dissonant whisper, sleep, thunderwave* > 2nd level (3 slots): *invisibility, shatter* > 3rd level (3 slots): *dispel magic, hypnotic pattern* \column : ### Actions ***Multiattack.*** Korin makes two weapon attacks. : ***Shortsword.*** *Melee Weapon Attack*: +5 to hit, reach 5 ft., one target. *Hit*: 6 (1d6 +3) piercing damage. : ***Shortbow.*** *Ranged Weapon Attack:* +4 to hit, range 80/320 ft., one target. *Hit:* 5 (1d6 + 2) piercing damage. : ***Breath Weapon (Recharges after a Short or Long Rest).*** Each creature in 5 by 30 ft. line must make a DC 11 Dexterity saving throw. A creature takes 10 (3d6) fire damage on a failed save, and half as much damage on a successful save. ### Bonus Actions ***Combat Inspiration (2/Short or Long Rest).*** Korin grants one Bardic Inspiration die (d8) to a creature other than himself within 60 feet of him who can hear him. That creature can roll its Bardic Inspiration die and add the number rolled to its attack roll. Alternatively, when an attack roll is made against the creature, it can use its reaction to roll the Bardic Inspiration die and add the number rolled to its AC against that attack. : ***Taunt (2/day).*** Korin targets a creature within 30 feet of him. If it can hear him, it must succeed on a DC 12 Charisma saving throw or have disadvantage on its ability checks, attack rolls, and saving throws until the start of Korin’s next turn. }} {{footnote New Neverwinter }} {{pageNumber 10 }} \page {{wide,text-align:left ## Captain Dunfield }} {{font-size:10px,font-family:Verdana     A born optimist turned cynic through sheer heartbreaking life experience painted with ominous undertones, Dunfield persevered nonetheless, and is a hard-bitten, trustworthy and honourable man who steps up in defence of the weak and those entrusted to him. Given influence and power, he puts them to good ends through keeping his subordinates in line and ensuring they do not abuse their own privileges. He also puts the stability of the community as one of the highest priorities in his service. ***Forced Relegation.*** A post at Helm’s Hold in the troubled times when it has been transformed into an asylum and sanatorium for the poor wretches tainted by the Spellplague could hardly be called a win stored by fate, unless it was an ill fate, of course. Perhaps if Dunfield knew what awaited him, he wouldn't get so carried away while arguing with his old associate, Lord Neverember, or he would even consider getting into a fight at all. He has been delegated a unit of Mintarn mercenaries and was sent to the Hold to keep order and ensure safety of its dwellers—task most complicated when linen-wrapped corpses turn up near doorsteps or in the mouth of alleys each morning, like a threat, or rather a promise, of brewing troubles and sinister forces at work. Dunfield ensures that people adhere to the laws and tries to strengthen their cooperation and self sufficiency, at the same time, attempting to alleviate tensions—all with mixed results. }} : {{position:relative,text-align:center, ![Captain Dunfield](https://i.pinimg.com/originals/3a/ef/94/3aef94b5f1e19bd48746e5e26700286c.jpg) {width:330px,border-radius:5px,position:relative} {{artist,position:relative,font-size:12px, [Credits: Grafit-art](https://www.deviantart.com/grafit-art/art/Kings-of-the-realm-466772598) }} }} : {{monster,frame ## Captain Dunfield *Medium humanoid (human), lawful neutral* ___ **Armor Class** :: 18 (breastplate, shield) **Hit Points** :: 67 (9d8 + 27) **Speed** :: 30ft. ___ | STR | DEX | CON | INT | WIS | CHA | |:-----:|:-----:|:-----:|:-----:|:-----:|:-----:| |17 (+3)|15 (+3)|16 (+3)|13 (+1)|13 (+1)|15 (+2)| ___ **Saving Throws** :: Con +6, Wis +4 **Skills** :: Athletics +6, Insight +4, Perception +4, Persuasion +5 **Senses** :: passive Perception 14 **Languages** :: Common **Challenge** :: 5 (1,800 XP) ___ ***Leadership (Recharges after a Short or Long Rest).*** For 1 minute, Dunfield can utter a special command or warning whenever a nonhostile creature that he can see within 30 feet of him makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand him. A creature can benefit from only one Leadership die at a time. This effect ends if Dunfield is incapacitated. : ### Action ***Multiattack.*** Dunfield makes two melee weapon attacks. : ***Longsword.*** *Melee Weapon Attack*: +7 to hit, reach 5 ft., one target. *Hit*: 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3) slashing damage if used with two hands. : ### Reactions ***Retribution.*** When a creature within 5 feet of Dunfield makes an attack against a target other than him, he can use his reaction to make a melee weapon attack against the attacking creature. : ***Shield Block.*** If an ally within 5 feet of Dunfield is hit by an attack, he can reduce that attack's damage by half. }} {{footnote New Neverwinter }} {{pageNumber 11 }} \page {{wide,text-align:left ## Brother Satarin }} {{font-size:10px,font-family:Verdana     Brother Satarin is a mountain dwarf and a priest residing in Helm's Hold near Neverwinter. He was an acolyte before Helm's death and he took his vows not long prior to his deity demise. His faith in The Vigilant One has been unchanged ever since, helping him through the dark time of The Watcher's absence, nonetheless he decided to remain at the Cathedral at Helm's Hold and continued to teach the ways of his fallen master, taking care of those in need who were left without guidance after Helm's clergy departed or retired from his service. Nearly a century later, Satarin is as close to a high priest as anyone has been in the Helm's Hold for a long time, although he dismisses any title except for that of 'Brother', remaining pious and modest in his faith. He welcomed the Prophet in the cathedral, as a gesture and a favour towards Brother Vartan, a priest of Oghma, whose research on resurrection dead gods was of great value to Satarin, as he never lost faith and hope in fact that Helm will return one day. Satarin and his fellow acolytes believe that a number of the Prophet's auguries foretell the return of Helm, and so her presence at the Hold is greatly valued and she is held in great esteem. Satarin also supports Prophet's in aiding the victims of the Spellplague and looks to it that the Helm's Hold remain an asylum for those in need. }} \column {{position:relative,text-align:center,top:-50px,right:50px, ![Brother Satarin](https://i.4pcdn.org/tg/1522735786253.png) {width:330px,border-radius:5px,position:relative} {{artist,position:relative,font-size:12px,top:-50px, [Credits: Paizo Publishing](https://paizo.com/) }} }} {{monster,frame,wide,top:-50px ## Brother Satarin *Medium humanoid (dwarf), lawful neutral* ___ **Armor Class** :: 13 (chain shirt) **Hit Points** :: 52 (8d8 + 16) **Speed** :: 25 ft. ___ | STR | DEX | CON | INT | WIS | CHA | |:-----:|:-----:|:-----:|:-----:|:-----:|:-----:| |12 (+1)|10 (+0)|14 (+2)|13 (+1)|16 (+3)|13 (+1)| ___ **Saving Throws** :: Wis +6 **Skills** :: Medicine +9, Persuasion +4, Religion +5 **Damage Resistances** :: poison **Senses** :: passive Perception 13 **Languages** :: Common, Dwarvish **Challenge** :: 5 (1,800 XP) ___ ***Dwarven Resilience.*** Satarin has advantage on saving throws against poison and has resistance to poison damage : ***Spellcasting.*** Satarin is a 7th-level spellcaster. His spellcasting ability is Wisdom (spell save DC 14, +6 to hit with spell attacks). Atlavast has the following cleric spells prepared: : > Cantrip (at will): *light, guidance, sacred flame, thaumaturgy* >1st level (4 slots): *burning hands, command, cure wounds, faerie fire, guiding bolt* >2nd level (3 slots): *flaming sphere, hold person, lesser restoration, scorching ray, spiritual weapon* >3rd level (3 slots): *daylight, dispel magic, fireball, spirit guardians* >4th level (1 slot): *guardian of faith* \column ### Actions ***Warhammer.*** *Melee Weapon Attack*: +4 to hit, reach 5 ft., one creature. *Hit*: 5 (1d8 + 1) bludgeoning damage, or 6 (1d10 + 1) bludgeoning damage if used with two hands. : ***Channel Divinity: Radiance of the Dawn (2/Short or Long Rest).*** Satarin presents his holy symbol, and any magical darkness within 30 feet of him is dispelled. Additionally, each hostile creature within 30 feet of him must make a DC 14 Constitution saving throw. A creature takes 18 (2d10 + 7) radiant damage on a failed saving throw, and half as much damage on a successful one. A creature that has total cover from Satarin is not affected. : ### Bonus Actions ***Divine Eminence.*** Satarin expends a spell slot to cause his melee weapon attacks to magically deal an extra 10 (3d6) radiant damage to a target on a hit. This benefit lasts until the end of the turn. If Satarin expends a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each level above 1st. : ### Reactions ***Warding Flare (3/Day).*** When Satarin or creature other than him that he can see within 30 feet of him is attacked, he can impose disadvantage on the attack roll, causing light to flare before the attacker. An attacker that can't be blinded is immune to this feature. }} {{footnote New Neverwinter }} {{pageNumber 1 }}