Welcome back wayfarers to the last big post of the year. This is probably the first is series of post detailing major NPCS In the Feengrenze setting. I am trying out a new format for NPC roleplaying instructions to give you a little bit more direction when roleplaying. I added in a wants section to each npc describing their long term and short term goals as well as a list of potential plot hooks
The Royal Family of New Mountainheart

Fredrick von Mountainheart
Medium Fey (Archfey), Neutral Good
Armor Class 18 (splint armor)
Hit Points 161 (19d10 + 57)
Speed 30 ft.
| STR | DEX | CON | INT | WIS | CHA |
| 18 (+4) | 16 (+3) | 16 (+3) | 12 (+1) | 14 (+2) | 18 (+4) |
Saving Throws STR +8, CON +7, CHA +8
Skills Athletics +8, Insight +6, Persuasion +8, Survival +6
Damage Resistances bludgeoning, piercing, and slashing from nonmagical weapons
Condition Immunities charmed, frightened
Senses darkvision 60 ft., passive Perception 12
Languages Common, Sylvan, Elvish, Draconic
Proficiency Bonus +4
Challenge 10 (5,900 XP)
Traits
Fey Rebirth. If Fredrick dies within the bounds of New Mountainheart, he reforms in a safe location within the kingdom after 1d4 days, regaining all his hit points.
Fey Step (Recharge 5-6). As a bonus action, Fredrick can teleport up to 30 feet to an unoccupied space he can see. Creatures within 5 feet of the space he left must succeed on a DC 16 Wisdom saving throw or be charmed until the end of his next turn.
Archfey Presence (Recharge 5-6). As an action, Fredrick exudes an aura of awe and terror. Each creature of his choice within 60 feet must succeed on a DC 16 Wisdom saving throw or be charmed or frightened (Fredrick’s choice) for 1 minute. Creatures charmed by this effect regard Fredrick with reverence and will not attack him unless he attacks them first.
Spellcasting
Fredrick is a 5th-level spellcaster. His spellcasting ability is Charisma (spell save DC 16, +8 to hit with spell attacks). He can cast the following spells, requiring no material components:
Cantrips (at will): druidcraft, prestidigitation, thorn whip
1st level (4 slots): faerie fire, entangle
2nd level (3 slots): misty step, enthrall
3rd level (2 slots): plant growth
Actions
Multiattack. Fredrick makes three melee attacks with his greatsword or two ranged attacks with his longbow.
Greatsword. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 4) slashing damage.
Longbow. Ranged Weapon Attack: +7 to hit, range 150/600 ft., one target. Hit: 9 (1d8 + 3) piercing damage.
Roleplaying Fredrick
With Aoibheann back by his side, Fredrick is a new man. He is upbeat and energetic, where once he was depressed and lethargic. He has thrown himself into ruling with almost manic energy in hopes of undoing all the wrongs he inadvertently caused or let happen during the bad centuries.
Personality Trait. I let my heart and emotions guide my actions.
Ideal. I Must become a better ruler for the sake of my greatly expanded realm and make up for my past negligence.
Bond. I am madly in love with my wife.
Flaw. I wear my heart on my sleeves. When I am happy, I walk on air with no care in the world. When I am sad, I sulk; when I am angry, I lash out.
Wants
- I want to demonstrate that I am once again a fit ruler by reorganizing the territory conquered by Murtagh into an expanded Kingdom of New Mountainheart.
- I want to reform the laws in my kingdom to prevent someone like Murtagh from ever usurping the throne again.
- I want to spend as much time with Aoibheann as I possibly can
- I want to curtail the great game of scandal, sabotage, and one-upmanship in the kingdom and have the nobility work for the common good of the kingdom
Example quests hooks
- Deal with a bandit problem in the countryside
- Investigate a mysterious phenomenon or ruin
- Escort envoys or ambassadors
Queen Aoibheann
Medium Fey (Archfey), Neutral Good
Armor Class 19 (natural armor)
Hit Points 180 (24d8 + 72)
Speed 30 ft., fly 50 ft. (hover)
| STR | DEX | CON | INT | WIS | CHA |
| 12 (+1) | 18 (+4) | 16 (+3) | 20 (+5) | 20 (+5) | 22 (+6) |
Saving Throws INT +9, WIS +9, CHA +10
Skills Arcana +9, Nature +9, Insight +9, Persuasion +10
Damage Resistances cold, fire, lightning, bludgeoning, piercing, and slashing from nonmagical weapons
Condition Immunities charmed, frightened
Senses truesight 120 ft., passive Perception 15
Languages Common, Sylvan, Draconic, Elvish, Primordial
Proficiency Bonus +4
Challenge 10 (5,900 XP)
Traits
Ethereal Majesty. Queen Aoibheann can move through other creatures and objects as if they were difficult terrain. If she ends her turn inside an object, she takes 5 (1d10) force damage.
Kingdom Bound. Within New Mountainheart, Aoibheann is at her strongest. She gains the following benefits while within the kingdom’s bounds:
- She regains 10 hit points at the start of her turn if she has at least 1 hit point.
- If her body is reduced to 0 hitpoints she does not die, instead she turns into a disemboided spirit until she can use her Reality Shaping feature to form a new body.
- She target her spells anywhere in the Valley of New Mountainheart
- She has advantage on all saving throws.
- She can use her Reality Shaping feature as a bonus action once per day.
Archfey Presence (Recharge 5-6). As an action, Aoibheann exudes an aura of majesty. Each creature of her choice within 60 feet must succeed on a DC 18 Wisdom saving throw or be charmed or frightened (her choice) for 1 minute. Creatures charmed by this effect regard her with reverence and will not attack her unless she attacks them first.
Reality Shaping (1/Day). Aoibheann can alter the fundamental laws of reality within the bounds of Neuesbergherz. This ability functions as the wish spell, though she can also use it to create, destroy, or alter terrain, rewrite localized laws of physics or magic, or even affect herself directly.
Spellcasting
Aoibheann is a 20th-level spellcaster. Her spellcasting ability is Wisdom (spell save DC 18, +10 to hit with spell attacks). She can cast the following spells, requiring no material components:
Cantrips (at will): druidcraft, guidance, prestidigitation, thorn whip
1st level (4 slots): entangle, shield, magic missile
2nd level (3 slots): misty step, moonbeam, web
3rd level (3 slots): counterspell, dispel magic, erupting earth
4th level (3 slots): greater invisibility, polymorph
5th level (3 slots): wall of stone, control winds, geas
6th level (2 slots): heal, chain lightning
7th level (2 slots): prismatic spray, teleport
8th level (1 slot): sunburst
9th level (1 slot): meteor swarm
Actions
Multiattack. Aoibheann makes two melee attacks or casts one spell and makes one melee attack.
Verdant Touch. Melee Weapon Attack: +8 to hit, reach 5 ft., one target.
Hit: 18 (4d8) radiant damage, and the target must succeed on a DC 18 Strength saving throw or be restrained by magical vines for 1 minute. The target can repeat the saving throw at the end of its turns, ending the effect on itself on a success.
Song of Renewal (Recharge 6). Aoibheann sings a soothing melody that heals her allies. All friendly creatures within 30 feet regain 30 (6d8) hit points and are cured of one condition affecting them.
Role-playing instructions
Sweet, playful, and kind—those are the words that almost everyone uses to describe Aoibheann. Since formally reintroducing herself to Fredrick and the people of New Mountainheart, things have started to change. Her presence has stabilized Fredrick’s dramatic mood swings and brought new energy to his court.
Personality Trait: I am playful, kind, and brimming with curiosity. I find joy in both the little wonders and the grand mysteries of the world.
Ideal. Love is the most powerful force, capable of bridging any divide and healing any wound.
Bond. My love for Fredrick and the people of Neuesbergherz is my guiding light, and I will protect them with every ounce of my being.
Flaw. Despite my age and experience, I am fairly immature and still act like a teenage princess, even when such behavior is inappropriate.
Wants.
- I want to make up time with Fredrick since we separated
- I want to support him in his new endeavors in the kingdom
- I want to make Fredrick Happy
- I want to make lots of new friends
Other NPCS
Aisling Bellefontaine

Medium Humanoid (Elf), Chaotic Good
Armor Class 15 (breastplate)
Hit Points 9 (2d8)
Speed 30 ft.
| STR | DEX | CON | INT | WIS | CHA |
| 11 (+0) | 12 (+1) | 11 (+0) | 12 (+1) | 14 (+2) | 16 (+3) |
Skills Deception +5, Insight +4, Persuasion +5
Senses Passive Perception 12
Languages Common, Sylvan
Challenge 1/8 (25 XP)
Proficiency Bonus +2
Enhance Fey Step. When Aisling uses Fey Step, she leaves behind a burst of flower petals or a faint lingering melody, and one creature within 5 feet of where she was or where she reappears must succeed on a DC 14 Charisma saving throw or be charmed by her until the end of their next turn.
Actions
Rapier. Melee Weapon Attack: +3 to hit, reach 5 ft., one target.
Hit: 5 (1d8 + 1) piercing damage.
Spellcasting. Aisling Bellefontaine casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 16):
- At will: Hideous Laughter, Charm Person
- 1/day each: Major Image, Suggestion, Enthrall, Calm Emotions
Reactions
Parry. Aisling Bellefontaine adds 2 to her AC against one melee attack that would hit her. To do so, she must see the attacker and be wielding a melee weapon.
Bonus Actions
Fey Step (Recharge 4-6). Aisling Bellefontaine teleports, along with any equipment she is wearing or carrying, up to 30 feet to an unoccupied space she can see.
Roleplaying Instructions
In all the Feengrenze, you will never find another woman of high standing so obsessed with romance or matchmaking as Aisling Bellefontaine. An idle noblewoman, Aisling spends her time penning the kind of trashy romance novels one might find in the paperback sections of most libraries. She is also Sliberberg’s most prolific matchmaker, going out of her way to bring couples together—even if the lovers have no clue what’s going on. However, her personal love life is full of tragedies and a long string of failed relationships. Her most recent fling with Count Ulrich ended in heartbreak with a very public breakup.
Personality Trait. I am obsessed with romance and matchmaking. I jump at the opportunity to bring lovers together.
Ideal. Love is complicated; I should know, given that writing about it is my passion. Sometimes, it needs a little help.
Bond. Someday, I will find my prince charming.
Flaw. I am impulsive. If I see potential “shipping fodder,” I will do anything to bring my protagonists together, no matter the cost.
Wants
- To match various eligible young bachelors and bachelorettes among the peerage and gentry.
- To use said love affairs as inspiration for her books.
- To find her own prince charming.
Potential Quest Hooks
- She wants the players to ensure nothing gets in the way of Lorcan Ó Ceallaigh and Caitríona Mac Uathach’s love story.
- She asks the players to find Aeliana Uisceanna’s prince charming so that Aeliana can finally escape her mother’s problematic influence.
- She asks the players to serve as bodyguards on a trip to Tír na Trághadh, hoping a vacation will help her find her prince charming.
Commodore Riona Byrne
Medium Humanoid, Chaotic Neutral
Armor Class 15 (studded leather)
Hit Points 65 (10d8 + 20)
Speed 30 ft.
| STR | DEX | CON | INT | WIS | CHA |
| 15 (+2) | 16 (+3) | 14 (+2) | 14 (+2) | 11 (+0) | 14 (+2) |
Saving Throws STR +4, DEX +5, WIS +2
Skills Athletics +4, Deception +4, Intimidation +4
Senses Passive Perception 10
Languages Common, Sylvan
Challenge 2 (450 XP)
Proficiency Bonus +2
Rat Sneak. Riona Byrne can move through difficult, non-magical terrain without extra movement cost.
Actions
Multiattack. Riona makes three melee attacks.
Scimitar. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 6 (1d6 + 3) slashing damage.
Reactions
Parry. Riona Byrne adds 2 to her AC against one melee attack that would hit her. To do so, she must see the attacker and be wielding a melee weapon.
Roleplaying Instructions
The former rat king has shed her disguise and now leads the Sliberberg Free Navy. She takes on a flamboyant persona as the new Commodore, dressing in a clothing reminiscent of the classic depiction of musketeers. She hopes to lead her motley band of former pirates and mercenaries to fame and fortune.
Personality Trait. I try my best to act the flamboyant and dashing rogue, but I am still getting used to the persona and sometimes mess up my own attempts to be dashing.
Ideal. Fortune and fame are waiting for those with the courage to take it
Bond. My crew is my family.
Flaw. I am not used to dealing with nobles and merchants. I sometimes let my frustrations boil over and drive me back to my old pirate ways.
Wants.
- To establish and grow the free navy as an institution
- To gain fame and fortune for both her and her men
Potential Quest Hooks
- Riona Byrne hires the players for a dangerous mission against a ruthless pirate king.
- A recent mission turned up a treasure map; she wants the players to accompany a crew out to the location on the map and protect them from the dangerous creature that lives there
- She hires the players as guards on a ship carrying a very valuable cargo
Duke Lorcan Ó Ceallaigh

Medium Humanoid (Hobgoblin), Lawful Good
Armor Class 18 (plate)
Hit Points 52 (8d8 + 16)
Speed 30 ft.
| STR | DEX | CON | INT | WIS | CHA |
| 16 (+3) | 11 (+0) | 14 (+2) | 11 (+0) | 11 (+0) | 15 (+2) |
Saving Throws CON +4, WIS +2
Senses Passive Perception 10
Languages Any one language (usually Common)
Challenge 3 (700 XP)
Proficiency Bonus +2
Brave. Duke Lorcan has advantage on saving throws against being frightened.
Actions
Multiattack. Duke Lorcan makes two melee attacks.
Greatsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage.
Heavy Crossbow. Ranged Weapon Attack: +2 to hit, range 100/400 ft., one target. Hit: 5 (1d10) piercing damage.
Leadership (Recharges after a Short or Long Rest). For 1 minute, Duke Lorcan 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 Duke Lorcan. A creature can benefit from only one leadership die at a time. This effect ends if Duke Lorcan is incapacitated.
Reactions
Parry. Duke Lorcan adds 2 to his AC against one melee attack that would hit him. To do so, Duke Lorcan must see the attacker and be wielding a melee weapon.
Roleplaying Instructions
The youngest son of Murtagh the Usurper, Lorcan is the only member of his family who stayed true to his oaths to the crown during his father’s regime. After Murtagh’s death, Lorcan inherited his father’s titles and now struggles with doubt due to his inexperience and youth.
Personality Trait. I am eager for adventure and battle so I can prove I am not a screw-up like everybody thinks.
Ideal. I swore an oath to King Fredrick and the kingdom, and I intend to keep it.
Bond. I adore the stories about King Fredrick’s adventures.
Flaw. I feel like I need to prove my loyalty constantly after my father and older brother betrayed the kingdom.
Wants
- To prove himself to his hero, King Fredrick, and more importantly, to himself.
- To rebuild the reputation of House Ó Ceallaigh after his father’s stint as the kingdom’s tyrant.
- To woo his longtime crush, Caitríona mac Uathach.
Potential Quest Hooks
- Serve as his escort and backup on a quest to slay a dangerous beast.
- Investigate troubling rumors coming out of the mines in Craggy Hills.
- Help him woo Caitríona mac Uathach, such as finding a rare gem to craft into a necklace for her.
Thimblecrook Cogspinner
Small Humanoid (gnome), Neutral Good
Armor Class 15 (studded leather armor)
Hit Points 27 (5d8 + 5)
Speed 30 ft.
| STR | DEX | CON | INT | WIS | CHA |
| 10 (+0) | 14 (+2) | 12 (+1) | 16 (+3) | 10 (+0) | 12 (+1) |
Skills Arcana +5, Investigation +5, Perception +2, Sleight of Hand +4
Senses Passive Perception 12
Languages Common, Sylvan, Dwarvish
Challenge 1 (200 XP)
Proficiency Bonus +2
Features
Spellcasting. Thimblecrook is a 3rd-level spellcaster. His spellcasting ability is Intelligence (spell save DC 13, +5 to hit with spell attacks). He has the following artificer spells prepared:
- Cantrips (at will): Mending, Fire Bolt, Mage Hand
- 1st level (3 slots): Cure Wounds, Shield of Faith, Faerie Fire
Actions
Multiattack. Thimblecrook makes two attacks with his infused weapon or a ranged weapon.
Infused Weapon. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit: 7 (1d8 + 2) bludgeoning or piercing damage (based on the weapon).
Alchemical Fire (Recharge 5-6). Thimblecrook throws a vial of alchemical fire at a point he can see within 20 feet. Each creature within a 10-foot radius of that point must make a DC 13 Dexterity saving throw, taking 9 (2d6 + 2) fire damage on a failed save, or half as much damage on a successful one.
Hand Crossbow. Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target.
Hit: 6 (1d6 + 2) piercing damage.
Roleplaying Instructions
Thimblecrook Cogspinner is the city’s chief engineer and in charge of overseeing road and sewer maintenance and approving new buildings. He is a soft-spoken and polite gnome who is prone to being overlooked by almost everybody in the city unless he makes a determined effort to get someone’s attention.
Personality Trait. I am polite to a fault; I do not raise my voice, wait for my turn in the conversation, and never use rude language.
Ideal. I want to be left alone to do my job in peace and quiet.
Bond. I must see that the city does not fall apart.
Flaw. I am a coward easily bullied by others into doing things their way.
Wants
- Ensure that the city water systems, sewers, roads, and bridges are well-maintained
- Ensure that his employees are well-treated
- Stay out of the great game
Potential Quest Hooks
- Thimblecrook asks the players to deal with a street gang harassing one of his work crews.
- Something is attacking his crews in the city sewers; he wants the players to find out what it is and deal with it.
- Thimblecrook suspects that a nobleman has radically changed the plans for his new palace in the upper city mid-construction without notifying him. He wants the players to figure out why.
Gwilym Cwmwllyd

Medium Humanoid (Hobgoblin), Lawful Good
Armor Class 13 (studded leather armor)
Hit Points 90 (12d8 + 36)
Speed 30 ft.
| STR | DEX | CON | INT | WIS | CHA |
| 13 (+1) | 12 (+1) | 14 (+2) | 16 (+3) | 13 (+1) | 11 (+0) |
Senses Darkvision 60 ft.
Skills Arcana +5
Languages Goblin, Elvish, Sylvan, Draconic
Challenge 6 (2,300 XP)
Proficiency Bonus +3
Tactical Caster. Once per turn, Gwilym can deal an extra 14 (4d6) damage to a creature it hits with a damaging spell attack if that target is within 5 feet of an ally of Gwilym and that ally isn’t incapacitated.
Army Arcane. When Gwilym casts a spell that causes damage or that forces other creatures to make a saving throw, he can choose himself and any number of allies to be immune to the damage caused by the spell and to succeed on the required saving throw.
Spellcasting. Gwilym is a 7th-level spellcaster. His spellcasting ability is Intelligence (spell save DC 13, +5 to hit with spell attacks). He has the following wizard spells prepared:
- Cantrips (at will): Acid Splash, Fire Bolt, Ray of Frost, Shocking Grasp
- 1st level (4 slots): Fog Cloud, Magic Missile, Thunderwave
- 2nd level (3 slots): Gust of Wind, Melf’s Acid Arrow, Scorching Ray
- 3rd level (3 slots): Fireball, Fly, Lightning Bolt
- 4th level (3 slots): Ice Storm
- 5th level (2 slots): Wall of Force, Cone of Cold
- 6th level (1 slot): Chain Lightning
Actions
Quarterstaff. Melee Weapon Attack.
Hit: 4 (1d6 + 1) bludgeoning damage, or 5 (1d8 + 1) bludgeoning damage if used with two hands.
Roleplaying Instructions
Gwilym Cwmwllyd is a former member of the Royal Mage Corps who has transitioned into academia as the headmaster of the Coláiste Draoidheil, the wizarding college of Sliberberg. Despite his authoritative position, his experience as a war mage is more theoretical than practical, as he served during a time of peace.
Personality Trait. My speech is peppered with English colloquialisms like “right-o” and “jolly good.”
Ideal. I must protect the Coláiste Draoidheil and its students at all costs.
Bond. I am the headmaster of the Coláiste Draoidheil and feel deeply responsible for its success and safety.
Flaw. I am indecisive and prone to overthinking every problem I come across.
Secret. Gwilym has little actual practical experience as a war mage, having lived in a time of peace. He is all theory, no practice.
Wants
- To ensure the safety and success of the Coláiste Draoidheil.
- To nurture and protect his students.
- To avoid being drawn into direct conflict unless absolutely necessary.
Potential Quest Hooks
- Gwilym asks the players to help a professor with a difficult research project.
- Gwilym asks the players to serve as escorts for an expedition
- A magical artifact stored within the college has gone missing, and Gwilym needs the players to retrieve it before its power is unleashed.
Papa Faoghair

Small Humanoid (Goblin), Neutral
Armor Class 12 (leather vest)
Hit Points 27 (5d8 + 5)
Speed 30 ft.
| STR | DEX | CON | INT | WIS | CHA |
| 10 (+0) | 10 (+0) | 12 (+1) | 13 (+1) | 16 (+3) | 13 (+1) |
Skills Medicine +7, Persuasion +3, Religion +5
Senses Passive Perception 13
Languages Any two languages
Challenge 2 (450 XP)
Proficiency Bonus +2
Traits
Master Mortician. As a bonus action, Papa Faoghair can cast Gentle Repose without components as a ritual.
Spellcasting. Papa Faoghair is a 5th-level spellcaster. His spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). He has the following cleric spells prepared:
- Cantrips (at will): light, sacred flame, thaumaturgy
- 1st level (4 slots): cure wounds, guiding bolt, sanctuary
- 2nd level (3 slots): lesser restoration, spiritual weapon
- 3rd level (2 slots): dispel magic, spirit guardians
Actions
Heavy Cane. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 3 (1d4) bludgeoning damage.
Roleplaying Instructions
Papa Faoghair is the head of the Faoghair clan of goblins and the chief mortician at the clan’s sprawling mortuary complex/ mansion in the city catacombs, the House of Bones. He is tall and thin for a goblin and wears a black, high-collared coat with a tophat that accentuates his almost skeletal features. Like many members of the clan, he is dedicated to ensuring the dead are treated with reverence and care.
Personality Trait. I revel in the macabre, finding beauty in places that people find grim and unsettling.
Ideal. Death is part of life and should be respected.
Bond. I am the beloved leader of the Faoghair clan.
Flaw. I admit that my reverence for the macabre is off-putting to most people, but I simply cannot help myself.
Wants
- Ensure that the city dead are respectfully placed to rest.
- Ensure the catacombs are not violated.
- Protect the clan as they go about their sacred duty.
- Protect the remains of the dead from the vile touch of necromancers.
Potential Quest Hooks
- Papa Faoghair asks the players to drive out a creature that has taken up residence in a section of the catacombs.
- Papa Faoghair asks the players to track down some grave robbers.
- There is a rumor of a necromancer operating in the city. Papa Faoghair wants the players to investigate and end the desecration of the dead.
Elina Fowl

Medium Fey, Chaotic Good
Armor Class: 17 (natural armor)
Hit Points: 102 (11d8 + 55)
Speed: 30 ft.
| STR | DEX | CON | INT | WIS | CHA |
| 18 (+4) | 12 (+1) | 14 (+2) | 16 (+3) | 14(+2) | 16 (+3) |
Skills: Arcana +4, Deception +5, Perception +5, Stealth +4
Senses: Darkvision 60 ft., Passive Perception 15
Languages: Common, Draconic, Sylvan
Challenge: 5 (1,800 XP)
Proficiency Bonus: +3
Traits
Master Crafter. Elina can craft any alchemical item, potion, or magical trinket at twice the normal speed. Additionally, she can craft uncommon magical items without needing specific formulas.
Innate Spellcasting. Elina’s innate spellcasting ability is Charisma (spell save DC 14). She can innately cast the following spells, requiring no material components:
- At will: Dancing Lights, Vicious Mockery, Minor Illusion, Prestidigitation
- 2/day each: Disguise Self, Charm Person, Detect Thoughts, Misty Step
- 1/day each: Counterspell, Hypnotic Pattern, Polymorph
Spellcasting. Elina is a 5th-level spellcaster. Her spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). She has the following spells prepared:
- Cantrips (at will): Fire Bolt, Mage Hand, Mending, Guidance
- 1st level (4 slots): Shield, Magic Missile, Cure Wounds
- 2nd level (3 slots): Mirror Image, Shatter
- 3rd level (2 slots): Fireball, Fly
Illusory Appearance. Elina can use an action to cover herself and anything she is wearing or carrying with a magical illusion that makes her look like another creature of her general size and humanoid shape. The illusion ends if Elina takes a bonus action to end it or if she dies.
Positive Energy (Recharge 5–6). All allies within 30 feet of Elina regain 2d8 + 3 hit points when she releases a burst of positive energy.
Actions
Kitchen Knife. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 15 (2d8 + 4) slashing damage.
Roleplaying Instructions
Elina was once the “worst hag” in the kingdom, a contradiction to her race’s reputation for cruelty and malice. Sweet, kind, and enamored with everything girly, Elina chose to transform herself both inside and out. With the fall of the Murtagh regime, she opened a vibrant potion and magical trinket shop in the Grand Fey Marketplace. Now a teenage witch with a radiant exterior, she seeks to forge meaningful friendships and embrace her newfound life.
Personality Trait. I try to be cheery and upbeat at all times, even when I’m feeling sad.
Ideal. Beauty isn’t just skin deep; it’s the kindness in your heart.
Bond. I’d do anything for my friends.
Flaw. My social skills are a little lacking; I never had friends before.
Wants
- She wants to make new friends and be part of a close-knit group.
- She wants to host regular “magical tea parties” to bond with others.
- She seeks to master her magical craft, combining alchemy and enchantments into unique creations.
Potential Quest Hooks
- Elina asks the party to help her gather rare ingredients for a potion designed to heal emotional wounds.
- She asks her besties the players if they want to hang out together, shenanigans ensue.
- Her mother Aunty Foul wants to drag her wayward daughter back into the fold and willing to harm a lot of people to do so. Elina hires the players to protect her.
Aoife Goldspire

Small Fey, Neutral Evil
Armor Class: 13
Hit Points: 52 (8d6 + 24)
Speed: 30 ft.
| STR | DEX | CON | INT | WIS | CHA |
| 6 (-2) | 14 (+3) | 16 (+3) | 12 (+1) | 14(+2) | 18 (+4) |
Saving Throws CON +5, WIS +4
Skills Deception +5, Insight +4, Persuasion +5
Senses Darkvision 60 ft., Passive Perception 14
Languages Common, Sylvan
Challenge 4 (1,100 XP)
Proficiency Bonus +2
Reluctant Refusal. When a creature offers Aoife the chance to partake in merriment or revelry such as a song, a dance, or a good meal, Aoife must succeed on a DC 15 Wisdom saving throw or have the charmed condition for 24 hours.
Actions
Multiattack.
Aoife makes two rapier attacks and can use her Spellcasting feature.
Rapier.
Melee Weapon Attack: +3 to hit, reach 5 ft., one target.
Hit: 5 (1d8 + 1) piercing damage.
Spellcasting.
Aoife casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 14):
- At will: Mending (as an action), Prestidigitation
- 2/day each: Invisibility, Phantasmal Force
- 1/day each: Fabricate (as an action), Mislead
Bonus Actions
Cunning Trick.
Aoife takes the Disengage or Hide action or makes a Dexterity (Sleight of Hand) check.
Reactions
Astonishing Luck.
When Aoife fails an ability check, an attack roll, or a saving throw, she can roll a new d20 and choose which roll to use, potentially turning the failure into a success.
Roleplaying Instructions
Aoife Goldspire is the mistress of Goldspire Bank and the leader of the New Mountainheart Merchant Guild. This leprechaun is a heartless miser and ruthless businessperson, more interested in making money than in people. She makes a point of dressing in the finest clothes and the most luxurious jewelry she can find.
Personality Trait. Time is money; if you are not helping me make money, stop wasting my time.
Ideal. Money is the only thing that matters.
Bond. I built my bank with my own two hands, and nobody is going to take it away from me.
Flaw. Despite my best efforts, I still cannot overcome my species’ compulsion to treat anyone who gives me a gift as a friend.
Wants:
- To increase her wealth.
- Increase the influence of the New Mountainheart Merchant Guild in the kingdom.
Potential Quest Hooks
- Another merchant guild has been undermining the Mountainheart Guild. Aoife hires adventurers to sabotage her rivals, emphasizing secrecy
- Aoife accuses a prominent noble of defaulting on a loan and needs the adventurers to “persuade” repayment, legally or otherwise
- Aoife hires the players on behalf of another guild memeber to help said guild member with a venture that might or might not be completely legal
Commander Ironshoal

Medium Humanoid (Dwarf), Lawful Good
Armor Class: 18 (plate)
Hit Points: 52 (8d8 + 16)
Speed: 30 ft.
| STR | DEX | CON | INT | WIS | CHA |
| 16 (+3) | 11 (+0) | 14 (+2) | 11 (+0) | 11(+0) | 15 (+2) |
Saving Throws CON +4, WIS +2
Senses Passive Perception 10
Languages Any one language (usually Common)
Challenge 3 (700 XP)
Proficiency Bonus +2
Brave. Commander Ironshoal has advantage on saving throws against being frightened.
Captain’s Leadership. Allied creatures within 5 feet of Commander Ironshoal that are not incapacitated have advantage on saving throws against being charmed or frightened.
Actions
Multiattack. Commander Ironshoal makes two warhammer attacks.
Warhammer. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage, or 8 (1d10 + 3) bludgeoning damage if used with two hands.
Regroup (Recharge 5–6). Commander Ironshoal rallies the watchmen to regroup on her. All allied watchmen immediately move their full speed towards the commander.
Roleplaying Instructions
Affectionately nicknamed “Old Cliff Face” by her men and the public at large, Commander Ironshoal is a stoic and steadfast dwarf woman with slate-grey hair and sandstone-like features. Known for her unwavering dedication to duty and her unyielding demeanor, she has served the city watch for decades and commands great respect among her peers and subordinates.
Personality Trait. I remain calm and composed, no matter the situation.
Ideal. Duty and honor come before all else.
Bond. The city and its people are my responsibility, and I will protect them with my life.
Flaw. I struggle to delegate tasks, believing that no one can shoulder my burden as well as I can.
Wants:
- To maintain the peace and order of the city.
- To mentor younger recruits and ensure the future of the watch.
- To uncover and dismantle any threats to the city’s stability.
Potential Quest Hooks
- Commander Ironshoal hires the players to do some undercover work infiltrating a syndicate racket
- Commadner Ironshoal needs extra bodies to take down a magic item smuggling ring run out of the House of Wolves
- A prominent figure has gone missing but Commander Ironshoal cannot spare manpower to search for them due to an upcoming major public event she needs to assign watchmen to cover
Nib, Master of the Goblin Market
Small Humanoid (Goblinoid), Lawful Neutral
Armor Class: 10 (chainmail undershirt)
Hit Points: 24 (3d8)
Speed: 30 ft.
| STR | DEX | CON | INT | WIS | CHA |
| 15 (+2) | 14 (+2) | 13 (+1) | 14 (+2) | 13(+1) | 16 (+3) |
Skills Athletics +7, Insight +4, Intimidation +6, Perception +4, Deception +6
Senses Darkvision 60 ft., Passive Perception 14
Languages Common, Goblin
Challenge 1 (200 XP)
Proficiency Bonus +2
Appraising Eye. Nib can cast identify at will without using the material, vocal, or somatic components.
The Undermarket Master Ledger. Nib can use the book chained to his wrists to answer any question about who has been in the Goblin Market and what transactions they have made. To do so, he must spend at least 5 minutes studying the book.
Actions
Heavy Walking Stick.
Melee Weapon Attack: +4 to hit, reach 2 ft., one target.
Hit: 5 (1d6 + 2) bludgeoning damage, or 6 (1d8 + 2) bludgeoning damage if wielded with two hands.
Spellcasting.
Nib is a 2nd-level spellcaster. His spellcasting ability is Charisma (spell save DC 12, +4 to hit with spell attacks). He has the following spells prepared:
- Cantrips (at will): mage hand, minor illusion, thaumaturgy
- 1st Level (3 slots): charm person, disguise self, silent image
Roleplaying Instructions
The master of the Goblin Market and the owner of its gold exchange, Nib has a mysterious air and a deep understanding of the market’s operations. He enforces the laws of the market with absolute impartiality and expects the same respect from all who enter.
Personality Trait. I am impartial to everything; it is my job to judge disputes and not take sides.
Ideal. My word is law in the market, and there are no ifs, ands, or buts.
Bond. I am magically bound to the book chained to my wrists, and the book is bound to the market.
Flaw. I am magically compelled to obey my laws at all costs and cannot change them.
Secret. Nib is hundreds of years old and has been running the market for centuries; he is not an archfey but is close to it in power.
Wants:
- To maintain the laws that keep the Goblin Market (or as he calls it, the Undermarket) running.
- To keep interference from city factions contained so free trade can reign in the market.
Potential Quest Hooks
- Nib hires the players to discretely handle a problematic patron or vendor
- Nib hires the players on behalf of one of the vendors to recover stolen merchandise or right some other wrong
- Nib hires the players to deal with an attempt by one of the factions in the city to interfere with functioning of the Undermarket
Finnegan “Blackhand” O’Malley
Medium Humanoid (Goblinoid), Lawful Evil
Armor Class: 16 (chainmail undershirt)
Hit Points: 65 (5d8 + 5)
Speed: 30 ft.
| STR | DEX | CON | INT | WIS | CHA |
| 15 (+2) | 14 (+2) | 13 (+1) | 14 (+2) | 13(+1) | 16 (+3) |
Skills Athletics +7, Insight +4, Intimidation +6, Perception +4, Deception +6
Senses Darkvision 60 ft., Passive Perception 14
Languages Common, Goblin
Challenge 3 (700 XP)
Proficiency Bonus +2
Traits
Brute. A melee weapon deals one extra die of its damage when Finnegan hits with it (included in the attack).
Leadership (Recharges after a Short or Long Rest). For 1 minute, Finnegan can utter a command or warning to his syndicate members. He can choose up to 3 creatures within 30 feet of him that can hear him. Each creature gains a +2 bonus to attack rolls and saving throws until the effect ends. He must be able to speak to use this ability.
Actions
Multiattack.
Finnegan makes two melee attacks with his Unarmed Strike.
Unarmed Strike.
Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
Hit: 12 (2d6 + 4 + 1d4) bludgeoning damage.
Knockout Blow (Recharge 5-6):
When Finnegan hits a creature with an unarmed strike, he can force the target to make a DC 14 Constitution saving throw. On a failed save, the target is stunned until the end of Finnegan’s next turn.
Roleplaying Instructions
A former heavyweight boxer turned mafioso, Don Finnegan “Blackhand” O’Malley rules the Syndicate with cunning and ruthlessness.
Personality Trait: I like to prey on my opponents’ assumptions about us bugbears. It is satisfying to see their faces when they realize I am much cleverer and more sophisticated than how I look.
Ideal: Respect is earned, not demanded. And power? That’s built on loyalty, not fear—though a little fear doesn’t hurt.
Bond: The Syndicate is a family operation, and I am the patriarch.
Flaw: I tend to explode in anger at the slightest thing.
Secret: Despite his nature, he is actually a competent leader and a loving family man.
Wants
- To expand the influence of the Syndicate.
- To undermine the city watch and the royal court to further increase his power.
Potential Quest Hooks
- Don O’Malley hires the players to deal with a witness being protected by the city watch.
- An important Syndicate footsoldier has been sent to Anvilhold Prison. Don O’Malley hires the players to break them out.
- Don O’Malley hires the players to deal with a rival criminal group that has been muscling in on the Syndicate’s turf.
Kaida von Silberflügel
Large Dragon, Lawful Good
Armor Class 18 (natural armor)
Hit Points 168 (16d10 + 80)
Speed 40 ft., fly 80 ft.
| STR | DEX | CON | INT | WIS | CHA |
| 23 (+6) | 10 (+0) | 21 (+5) | 14 (+2) | 11(+1) | 19(+4) |
Saving Throws DEX +4, CON +9, WIS +4, CHA +8
Skills Arcana +6, History +6, Perception +8, Stealth +4
Damage Immunities Cold
Senses Blindsight 30 ft., Darkvision 120 ft., Passive Perception 18
Languages Common, Draconic
Challenge 9 (5,000 XP)
Proficiency Bonus +4
Traits
Silver’s Grace. Kaida can use her Charisma modifier (+4) in place of Wisdom for Insight checks.
Legendary Resistance (3/Day). If Kaida fails a saving throw, she can choose to succeed instead.Kaida makes three attacks: one with its bite and two with its claws.
Compulsive roleplayer. If kaida is presented with the opportunity to play out a scene from a fairytale she must make a dc 20 wisdom check. On failure she drops everything and starts to recreate the scene. The check is made with disadvantage if the role she will play is the princess. If scene demands that she be in human form she will use her change shape ability to change into a young women with platinum blond hair.
Actions
Bite. Melee Weapon Attack: +10 to hit, reach 10 ft., one target.
Hit: 17 (2d10 + 6) piercing damage.
Claw. Melee Weapon Attack: +10 to hit, reach 5 ft., one target.
Hit: 13 (2d6 + 6) slashing damage.
Breath Weapons (Recharge 5–6). The dragon uses one of the following breath weapons:
- Cold Breath. Kaida exhales an icy blast in a 30-foot cone. Each creature in that area must make a DC 17 Constitution saving throw, taking 54 (12d8) cold damage on a failed save, or half as much damage on a successful one.
- Paralyzing Breath. Kaida exhales paralyzing gas in a 30-foot cone. Each creature in that area must succeed on a DC 17 Constitution saving throw or be paralyzed for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Change Shape. Kaida magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (Kaida’s choice).
In a new form, Kaida retains her alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Her statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.
Legendary Actions
Kaida can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Kaida regains spent legendary actions at the start of her turn.
Detect. Kaida makes a Wisdom (Perception) check.
Tail Attack. Kaida makes a tail attack.
Wing Attack (Costs 2 Actions). Kaida beats her wings. Each creature within 10 feet of the dragon must succeed on a DC 21 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone. She can then fly up to half its flying speed.
Roleplaying Instructions
The beloved monarch of the Grand Duchy of Silverwing Valley, Kaida is a young adult silver dragon obsessed with the fairy tale ideals of queens and princesses. She tries to embody the values of kindness, nobility, and charm, but she is easily distracted by opportunities to play out fairy tale tropes. Her hoard is filled with storybooks, silver princess jewelry, and a multitude of fairy tale dresses. She will often shapeshift into human form just to cosplay being a “real princess.”
Personality Trait. I act like a princess from a fairy tale: playful, sweet, kind, and graceful.
Ideal. “Fairy tales are real; I’ll prove it by living in one.”
Bond. I am fiercely protective of my little kingdom in Silverwing Valley and the people who live there.
Flaw. My obsession with fairy tales can sometimes blind me to more practical concerns. I am easily distracted by anything shiny or regal.
Secret. Kaida’s formative years as a wyrmling were spent in the court of the Grand Duchy of Roseburg, where she was the playmate of Victoria von Rosenburg, the grandmother of the current Grand Duchess. She has been a close friend of Victoria and her granddaughter ever since.
Potential Quest Hooks
- Kaida requests the player’s help in retrieving a stolen item from her hoard.
- Rumors suggest that a chromatic dragon has been seen staking out her valley. Likely an older one, she wants the players to serve as her backup when confronting the brute.
- Kaida invites the players to her court to assist in resolving a dispute between two of her subjects, each claiming ownership of a magical artifact.
Panthor Silverhoof

Medium Fey (Satyr), Chaotic Good
Armor Class 14 (chainmail undershirt)
Hit Points 18 (4d8)
Speed 30 ft.
STR 12 (+1)
DEX 14 (+2)
CON 11 (+0)
INT 12 (+1)
WIS 10 (+0)
CHA 16 (+3)
Skills Deception +5, Insight +4, Persuasion +5
Senses Passive Perception 12
Languages Common, Elvish, Sylvan
Challenge 1/4 (50 XP)
Proficiency Bonus +2
Traits
Curse. Panthor is under a powerful curse. He has disadvantage on all Dexterity checks related to footwork or agility and disadvantage on all Performance checks. When he fails a Performance check, he overacts so dramatically that the performance becomes cringeworthy.
Magic Resistance. Panthor has advantage on saving throws against spells and other magical effects.
Actions
Ram. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 6 (2d8 + 1) bludgeoning damage.
Rapier. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage.
Reactions
Parry. Panthor adds 2 to his AC against one melee attack that would hit him. To do so, Panthor must see the attacker and be wielding a melee weapon.
Roleplaying Instructions
Panthor Silverhoof is the flamboyant owner and master of ceremonies at Elmwood Hall, a nascent playwright, and a close friend of King Fredrick. He is never seen without his silver-handled cane or his flair for the dramatic. Despite his confidence and theatrical bravado, Panthor harbors deep insecurities due to a curse that prevents him from acting without disastrous overacting.
Personality Trait. I use my acting skills to dramatize conversations, overacting to externalize my feelings.
Ideal. Life without art is a life not worth living.
Bond. I am passionate about the arts and will do anything to see them thrive.
Flaw. I find people who don’t appreciate my flair for the dramatic irritating, and I often satirize them in my plays or operas.
Secret. Panthor is cursed. Zybilna, aka Iggwilv, the Witch Queen, cursed him and made him unable to act in any capacity. His knees are locked in position, and whenever he tries to act, he overacts so hard that the audience feels uncomfortable and awkward.
Wants
- To promote the arts and expand his theater’s reputation.
- To refine his abilities as a playwright and create a masterpiece.
- To break his curse and reclaim his dignity as a performer.
Potential Quest Hooks
- The star actor for an upcoming production has disappeared, and Panthor hires the players to investigate.
- Panthor discovers a lead on a magical item that might break his curse and sends the players to retrieve it.
- Struggling with writer’s block, Panthor asks to accompany the players on an adventure to find inspiration for his next play.
Aeliana Uisceanna
Armor Class 11
Hit Points 26 (4d8 + 4)
Speed 10 ft., swim 40 ft.
| STR | DEX | CON | INT | WIS | CHA |
| 10 (+0) | 13 (+1) | 12 (+1) | 11 (+0) | 11(+0) | 12 (+1) |
Skills Perception +2
Senses Passive Perception 12
Languages Aquan, Common, Sylvan
Challenge 1/4 (50 XP)
Proficiency Bonus +2
Actions
Coral-Encrusted Dagger. Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 20/60 ft., one target.
Hit: 4 (1d4 + 2) piercing damage.
Spellcasting. Aeliana is a 1st-level spellcaster. Her spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). She has the following spells prepared:
- Cantrips (at will): shape water, mage hand
- 1st Level (2 slots): create or destroy water, fog cloud
Summon Sea Life. Once per encounter, Aeliana can whistle to summon 1d8 dolphins or 1d4 dolphin delighters to aid her combat.
Roleplaying Instructions
Aeliana is the mirror opposite of her mother: where her mother is vain and overbearing, Aeliana is kind, humble, and gentle. Despite her mother’s overbearing nature, she maintains a deep love for her and secretly wishes to escape her shadow to forge her own identity. Her demeanor is polite, though she often hesitates to speak up or assert herself.
Personality Trait: I am soft-spoken and deferential, but I am learning to stand up for what I believe in.
Ideal. Kindness and humility are more important than appearances.
Bond. I love my mother but wish she did not make everything about her.
Flaw. I am desperate to escape my mother’s influence, even if it means making rash decisions.
Wants.
- Aeliana dreams of traveling the wider world, learning about other cultures, and discovering her own strengths outside of her mother’s domain.
Potential Quest Hooks
- She asks the players to help her sneak off to a ball being held in castle Sliberberg so she can meet up with a love intrest her mother does not approve of.
- She asks the players if she can accompany them on a long quest to faraway shore
- Aeliana tells the players she has a lead on a magic item that will supposedly allow her change her mother and make her less vain.
Duchess Muirín Uisceanna
Medium Humanoid (Merfolk), Lawful Neutral
Armor Class 11
Hit Points 90 (11d8 + 2)
Speed 10 ft., swim 40 ft.
| STR | DEX | CON | INT | WIS | CHA |
| 10 (+0) | 13 (+1) | 12 (+1) | 11 (+0) | 11(+0) | 12 (+1) |
Skills Perception +2
Senses Passive Perception 12
Languages Aquan, Common, Sylvan
Challenge 2 (200 XP)
Proficiency Bonus +2
Amphibious. Muirín can breathe air and water.
Actions
Trident. Melee or Ranged Weapon Attack: +2 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 3 (1d8) piercing damage, or 4 (1d10) piercing damage if used with two hands to make a melee attack.
Multiattack. Muirín makes two attacks with her trident
Spellcasting. Muirín is a 3rd-level spellcaster. Her spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). She has the following spells prepared.
Cantrips (at will): shape water, frostbite, mage hand
1st Level (4 slots): create or destroy water, fog cloud, ice knife
2nd Level (2 slots): misty step, hold person
Hydromancer. Muirín can cast Control Water and Summon Elemental (water) once per day.
Summon Sea Life. Once per encounter Muirín can whistle to summon 1d8 dolphins or 1d4 dolphin delighters to aid her combat.
Roleplaying Instructions
Before the return of Aoibheann Duchess Muirín Uisceanna of the Duchy of the Seas and Islands was the undisputed queen bee of the New Mountainheart social scene; since she was a teenager, she was considered the most beautiful and charming woman in the kingdom. Her parties in her palace just off the shore of the city of Sliberberg were the stuff of legends. When Aoibheann returned, Muirín not only witnessed Fredrick transform back into the man of her dreams in her presence but had her title of queen of the Sliberberg social scene usurped by Aoibheann, and she hates her for that.
Personality Trait: When serving as a duchess, I wear a mask of poise, elegance, and authority. When I am with family and close friends, I reveal my true colors; I am a vain prima donna.
Ideal. I am the queen bee of the great game, not some upstart princess
Bond. I dote on my daughter Aeliana. She was just like me when I was her age, and I want her to have the best of everything.
Flaw. I am self-centered; everything in my domain and life must be about me or my daughter.
Secret. My romantic feelings for Fredrick have returned. I want to be Fredrick’s lover more than ever. I am jealous of that little princess, Aoibheann.
Wants.
- I want to re-establish my dominance of the kingdom’s social scene
- I want to become Fredrick’s lover
- Failing that, I want to mold Aeliana into Fredrick’s lover
Potential Quest Hooks
- Muirín asks the players to sabotage a rival noblewoman
- Muirín asks the players to locate an artifact that would help Muirín in some mad scheme to drive Aoibheann out of Fredrick’s heart
- Muirín asks the players tod deal with a threat to her domain or the domain of a relative.
Caitríona mac Uathach
Medium Humanoid (hobgoblin), chaotic good
Armor Class 12
Hit Points 27 (6d8)
Speed 30 ft.
| STR | DEX | CON | INT | WIS | CHA |
| 10 (+2) | 15 (+2) | 10 (+0) | 12 (+1) | 14(+2) | 16 (+3) |
Skills Deception +5, Insight +4, Investigation +5, Perception +6, Persuasion +5, Sleight of Hand +4, Stealth +4
Senses Passive Perception 16
Languages Common, Sylvan
Challenge 1 (200 XP)
Proficiency Bonus +2
Deadeye Shot (Recharge 5–6): Cassidy Rose can use a bonus action to gain advantage on her next ranged weapon attack using a hand crossbow. If the attack hits, it deals an additional 7 (2d6) damage. This ability can only be used with ranged attacks and recharges on a 5 or 6 on a d6.
Actions
Multiattack. Cassidy Rose makes two whip attacks or two attacks with her hand crossbows
Whip. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 6 (1d4 + 3) slashing damage.
Hand Crossbow. Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 5 (1d6 + 2) piercing damage
Roleplaying Instructions
Caitríona mac Uathach openly lives a double life as the prim and proper heiress to her noble house and the rough-and-tumble guild master of the city’s unofficial bounty hunters’ guild. Since inheriting her title after her father’s death, Caitríona has embraced both roles, balancing courtly decorum with streetwise grit. She commands respect in both worlds but sometimes struggles to reconcile their demands.
Personality Trait I have two separate personas. I am prim and proper when I am with my family and the other nobles, but I am a hot-tempered firebrand when I am with the bounty hunters.
Ideal I believe one can honor tradition without being bound by it, forging a new path while respecting the past.
Bond I protect my people, whether they are my family, my bounty hunters, or those who rely on me for leadership.
Flaw I sometimes have trouble keeping my two lives and my two personas separate and occasionally act like “princess” Caitríona around my bounty hunters, and sometimes I act like Cassidy Rose around the nobles.
Wants
- To establish the Sliberberg Bounty Hunters Union as a proper guild.
- To pursue a relationship with the son of her former liege lord, Lorcan Ó Ceallaigh.
- To establish herself as the head of House mac Uathach after her father supported Murtagh’s coup.
Potential Quests
- Caitríona hires the players to deal with a particularly dangerous bounty.
- Caitríona hires the players to deal with rival bounty hunters trying to undermine her guild.
- She asks the players to track down some of her fathers men who are still loyal to her bastard of a father..



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