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Deep Dungeon Gaming

The Guardians of the Scales

July 21, 2019

Guardians of the Scales

The guardians of the scales are the heads of state for the Kingdom of Scales, they are the true powers behind the Kingdom of Scales. The king is more of a figurehead and less of an actual king. In fact, the current king is a very young dragonborn and has not seen the people since his birth. The entire Dragonborn world is subject to the power of these 5. It is a reality unknown to the king, but if the king is in power in name then the Guardians of the Scales have the true power!

The current king is Balmorn Enkar he is a Golden Dragon born as his father, and his father before him and so on. The Heads of state are Azys Fithin – The Head of War, Nesghull Elmuucus - Head of Science and Technology, Hebroth Nyastil – Ambassador, Pernys Irnan - Head of Trade & Tax, and Hifras Ealdris - Head of Magics & Arcane.

The office of the head of war is located in the Vanguard Garrison in Waleah, it is the garrison for the Golden Scales which are the guards of Waleah, it also houses the Scaleborn Army which is the metallic portion of the dragonborn garrison. Additionally in the cells below a housing of Chromatic dragonborn are tested on to be made into a sort of super soldier type army.

The office of the head of Science is attached to the Vanguard Garrison and leads down to the same cells as the Garrison. It is known as the Defense Lab of The Enrichment of Electrology. It is where weapons and much of the testing is done for the Kingdom of Scales.

The office of The Dragonclaw Ambassador is located on Dragonclaw island and it just off the shores of Waleah. The office is in charge of trade negotiations and matters of all importance with other nations and kingdoms.

The office of the Head of Trade and Tax is also located on Dragonclaw island in a place called The Dragonclaw Sanctum. This is where all the gold and important items are stored of the kingdoms.

The office of the Head of Magics and Arcane is located in Bamburah and is where all matters of the Arcane are handled for the Kingdom of scales are handled.

 

 

 

 

 

 

 

 

 

Azys Fithtin – The Head of War

Brass Dragonborn - Fire

Location – The Vanguard Garrison

Armor Class: 15 (Chain shirt)

Hit Points: 150 (20d8 +60)

Speed: 30ft (9m / 6 sqr)

Proficiency: +3

 

STR 20 (+5) DEX 15 (+2) CON 16 (+3) INT 10 (+0) WIS 14 (+2) CHA 15 (+2)

 

Skills: Intimidation +5 Athletics +8 Animal Handling +5 Survival +5

Saving Throws: Strength +8 Constitution +6 

Challenge: 7 (2900 XP) 

 

Actions

Multi attack. The Berserker makes four weapon melee attacks or four ranged attacks.

Greataxe. Melee Weapon Attack +8 to hit, reach 5 ft, one target. Hit: 11 (1d12 +5 ) slashing damage.

Properties: Heavy, Two-handed,

Javelin. Melee Weapon Attack +8 to hit, range 30/120ft, one target. Hit: 8 (1d6 +5 ) piercing damage.

Properties: Thrown: range 30/120ft,

 

Special Abilities

Indomitable: The berserker has advantage on saving throws against being frightened.
You are coming with me: When the berserker drops to 0 hit points he can try to make one melee weapon attack as a reaction to one enemy at 5ft of him.

 

Racial Features

Ability Modifiers: +2 Cha, +1 Int

Draconic Ancestry: Your dragon ancestry is an Brass Dragon.

Damage Resistance: You have resistance to Fire damage

Breath Weapon: You exhale a breath of 5 by 30ft line (Dex. Save) that deals Fire damage. The DC is 8+Con+Prof. The Creatures takes 2d6 on a failed save, half on a successful one. If the CR is 6 the damage is 3d6, CR 11 - 4d6, CR 16 - 5d6 Fire damage.

Languages: speaks Common and Draconic

 

Top of Form

 

 

Nesghull Elmuucus - Head of Science and Technology

Bronze Dragonborn – Lightning               

Defense Lab of The Enrichment of Electrology

Armor Class: 15 (with mage armor)

Hit Points: 130 (20d8 +40)

Speed: 30ft (9m / 6 sqr)

Proficiency: +6

 

STR 9 (-1) DEX 15 (+2) CON 15 (+2) INT 13 (+1) WIS 9 (-1) CHA 18 (+4)

 

Skills: Arcana +7 Intimidation +10

Challenge: 12 (8400 XP) 

 

Actions

Quarterstaff. Melee Weapon Attack +5 to hit, reach 5 ft, one target. Hit: 2 (1d6 -1 ) bludgeoning damage.

Properties: Versatile (1d8),

 

Spells

Spellcasting. the Evoker is an 20th-level sorcerer. Its spellcasting ability is Charisma (spell save DC 18, to hit with spell attacks +10)

Cantrips (at will): Friends, Message, Blade Ward, Mage Hand, Prestidigitation,

1st level (4 slots): Shield, Sleep, Expeditious Retreat, Mage Armor,

2nd level (3 slots): Phantasmal Force, Hold Person, Alter Self, Mirror Image,

3rd level (3 slots): Water Walk, Protection from Energy, Haste,

4th level (3 slots): Polymorph, Dimension Door, Wall of Fire, Stoneskin, Banishment,

5th level (3 slots): Teleportation Circle,

6th level (2 slots): True Seeing,

7th level (2 slots): Delayed Blast Fireball, Prismatic Spray,

 

Special Abilities

Elemental Bending: When casting a area spell that deals fire, ice, lighting or thunder damage the evoker can exclude a number of targets from its area equal to its spellcasting modifier. The target doesn’t receive any damage or effect from that spell.

 

Racial Features

Ability Modifiers: +2 Cha, +1 Int

Draconic Ancestry: Your dragon ancestry is a Bronze Dragon

Damage Resistance: You have resistance to Lightning damage

Breath Weapon: You exhale a breath of 5 by 30ft line (Dex. Save) that deals Lightning damage. The DC is 8+Con+Prof. The Creatures takes 2d6 on a failed save, half on a successful one. If the CR is 6 the damage is 3d6, CR 11 - 4d6, CR 16 - 5d6 Lightning damage.

 

Top of Form

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

Hebroth Nyastil - Ambassador

Copper Dragonborn - Acid

Dragonclaw Island

Armor Class: 10 (Padded)

Hit Points: 70 (20d8 -20)

Speed: 30ft (9m / 6 sqr)

Proficiency: +2

 

STR 11 (+0 ) DEX 9 (-1 )CON 9 (-1 )INT 12 (+1) WIS 11 (+0) CHA13 (+1)

 

Skills: Deception +3 Persuasion +3

Challenge: 1/2 (100 XP) 

 

Actions

Multi attack. The Aristocrat makes four weapon melee attacks or four ranged attacks.

Quarterstaff. Melee Weapon Attack +2 to hit, reach 5 ft, one target. Hit: 3 (1d6 +0 ) bludgeoning damage.

Properties: Versatile (1d8), It's actually a walking stick,

 

Special Abilities

Noble Family: Born with a silver spoon he is a member of a influent house. He is usually surrounded by guards or servants of trust. A crime against him will certainly draw the houses attention and probably the government itself.
Money can buy anything: Due to his high social influence he can do some downtime activities (DMG 131) on half of a common time. This applies to Sowing Rumors and Buying magic items. Also when running a business he gains a bonus equal to the rolls equals to his charisma attribute value.

 

Racial Features

Ability Modifiers: +2 Cha, +1 Int

Draconic Ancestry: Your dragon ancestry is an Copper Dragon

Damage Resistance: You have resistance to Acid damage

Breath Weapon: You exhale an breath of 15ft cone (Dex. Save) that deals Acid damage. The DC is 8+Con+Prof. The Creatures takes 2d6 on a failed save, half on a successful one. If the CR is 6 the damage is 3d6, CR 11 - 4d6, CR 16 - 5d6 Acid damage.

Languages: speaks Common and Draconic

 

Top of Form

 

 

 

Pernys Irnan - Head of Trade & Tax

Gold Dragonborn - Fire 

Location - The Dragonclaw Sanctum

Armor Class: 14 (Hide)

Hit Points: 110 (20d8 +20)

Speed: 30ft (9m / 6 sqr)

Proficiency: +2

 

STR 13 (+1) DEX 16 (+3) CON 13 (+1) INT 14 (+2) WIS 12 (+1) CHA 14 (+2)

 

Skills: Stealth +5 Investigation +4 Perception +3 Deception +4

Saving Throws: Dexterity +5 Intelligence +4 

Challenge: 5 (1800 XP) 

 

Actions

Multi attack. The Scoundrel makes four weapon melee attacks or four ranged attacks.

Dagger. Melee Weapon Attack +5 to hit, range 20/60ft, one target. Hit: 5 (1d4 +3 ) piercing damage.

Properties: Thrown: range 20/60ft, Finesse, Light,

Light Crossbow. Ranged Weapon Attack +5 to hit, range 80/320ft, one target. Hit: 7 (1d8 +3 ) piercing damage.

Properties: Ammunition: range 80/320ft, Loading, Two-handed,

 

Special Abilities

Sneak Attack: Once per turn, the scoundrel can deal 17 (5d6) extra damage to one creature he hits with an attack if the scoundrel has advantage on the attack roll. He doesn't need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn't incapacitated, and he doesn't have disadvantage on the attack roll.
Cunning Action: Due to it high agility and cunning he can use a bonus action to take the Dash, Disengage or Hide action.
Tool Proficiency: The scoundrel is proficient with the Thieves' Tools.

 

Racial Features

Ability Modifiers: +2 Cha, +1 Int

Draconic Ancestry: Your dragon ancestry is an Gold Dragon.

Damage Resistance: You have resistance to Fire damage

Breath Weapon: You exhale an breath of 5 by 30ft line (Dex. Save) that deals Fire damage. The DC is 8+Con+Prof. The Creatures takes 2d6 on a failed save, half on a successful one. If the CR is 6 the damage is 3d6, CR 11 - 4d6, CR 16 - 5d6 Fire damage.

 

 

Hifras Ealdris - Head of Magics & Arcane

Silver Dragonborn - Cold

Location Kadorths, Academy Of The Arcane

Armor Class: 14 (with mage armor)

Hit Points: 130 (20d8 +40)

Speed: 30ft (9m / 6 sqr)

Proficiency: +6

 

STR 11 (+0) DEX 13 (+1) CON 14 (+2) INT 16 (+3) WIS 13 (+1) CHA 16 (+3)

 

Skills: Arcana +9 History +9 Investigation +9 Persuasion +9

Saving Throws: Intelligence +9 Charisma +9 

Challenge: 12 (8400 XP) 

 

Actions

Quarterstaff. Melee Weapon Attack +6 to hit, reach 5 ft, one target. Hit: 3 (1d6 +0 ) bludgeoning damage.

Properties: Versatile (1d8),

 

Spells

Spellcasting. the Arcanist is an 20th-level wizard. Its spellcasting ability is Intelligence (spell save DC 17, to hit with spell attacks +9)

Cantrips (at will): Acid Splash, Mage Hand, Fire Bolt, Light, Minor Illusion,

1st level (4 slots): Thunderwave, Alarm, Magic Missile, Mage Armor,

2nd level (3 slots): Knock, Cloud of Daggers, See Invisibility,

3rd level (3 slots): Feign Death, Hypnotic Pattern, Sleet Storm,

4th level (3 slots): Greater Invisibility, Banishment, Polymorph, Blight,

5th level (3 slots): Rary's Telepathic Bond, Scrying, Cloudkill,

6th level (2 slots): Arcane Gate, Magic Jar, Create Undead,

7th level (2 slots): Mordenkainen's Sword,

 

Special Abilities

Arcane Recovery: During a short rest the arcanist can recover one spell slot of a first level.
Spellbook: The most valuable possession of a mage is his spellbook. Mostly of his spells are written there. All known spells by the arcanist and 1 extra per hit die are writen there.

 

Racial Features

Ability Modifiers: +2 Cha, +1 Int

Draconic Ancestry: Your dragon ancestry is an Silver Dragon.

Damage Resistance: You have resistance to Cold damage

Breath Weapon: You exhale an breath of 5 by 30ft line (Dex. Save) that deals Cold damage. The DC is 8+Con+Prof. The Creatures takes 2d6 on a failed save, half on a successful one. If the CR is 6 the damage is 3d6, CR 11 - 4d6, CR 16 - 5d6 Cold damage.

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