TitanForgePatreonStatblocks May23 Sylvan Elves
TitanForgePatreonStatblocks May23 Sylvan Elves
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Sylvan Elves
Deep within the Sylvarian Forest, a hidden society of From the tiniest insects to the mightiest beasts, these
wooden elves thrives in harmony with the ancient woods. creatures form a hidden alliance, ready to rise up in
Their civilization is as old as the forest itself, and only unity against any who would threaten their sanctuary.
their eternal leader, the Allfather, knows the origins of Bound by their love for the Sylvarian Forest and guided
both the Sylvarian Forest and the Sylvan Tribe. Rich in by the Allfather’s wisdom, they stand as an unwavering
unique fauna and flora found nowhere else, the forest testament to the power of nature and the resilience of
continues to flourish. life.
However, as the forest grows in size, so does the Together, the Sylvan Elves and their allies shall defend
danger posed by those who seek to claim its power for their beloved forest, preserving its ancient secrets and
themselves. The Sylvan Elves, as they call themselves, breathtaking beauty for generations to come. For the
are sworn protectors of the forest, believing that their Sylvarian Forest is more than just a home - it is a living
fate is intertwined with its very existence. Nestled in the symbol of the enduring bond between its inhabitants and
canopies of the trees, they reside in wooden cities, living the mystical world that they have sworn to protect.
in complete harmony with the forest and its natural
cycles, always mindful of taking only as much as they
give back.
As more eyes are drawn to the forest and its wonders,
the elven tribe alone may struggle to protect their
cherished home. Yet, the fate of the forest is no longer
bound solely to the elves, but also to the many other
creatures who have long ago sworn to call it home and
stand in its defense when the time comes.
1
The Allfather of the Forest Saving Throws Con +10, Wis +8, Cha +8
Skills Insight +8, Nature +7, Perception +8,
The Allfather of the Forest, the eldest and most
Religion +7
revered among the Sylvan Elves, is considered the First
Damage Immunities bludgeoning, piercing, and
of the Sylvans. His age spans thousands of years, an
slashing from nonmagical attacks
extraordinary feat no other elf has ever achieved. His
Condition Immunities charmed, exhaustion,
power hails from the long-forgotten ancient times when
frightened
gods walked among mortals. One fateful day, the Elvish
Senses truesight 120 ft., passive Perception 18
Goddess planted two seeds in the ground where the
Languages Celestial, Common, Druidic, Elvish,
Sylvarian Forest now thrives. From the first seed emerged
Sylvan, telepathy 120 ft.
the first tree, and from the second, its eternal guardian—
Challenge 16 (15,000 XP) Proficiency Bonus +5
the Allfather of the Forest.
As the tree gave birth to the forest, the Allfather gave
birth to his tribe. The wise and powerful leader of the Celestial Weapons. Allfather’s weapon attacks are
Sylvan Elves has protected the land and its inhabitants magical. When the Allfather hits with any weapon,
for millennia, believing it to be his divine mother’s wish. the weapon deals an extra 4d8 radiant damage
His wisdom and sword are equally sharp, while his (included in the attack).
kindness and dedication to the cause remain unmatched. Divine Awareness. Allfather knows if it hears a lie.
Every creature living in the forest acknowledges him as Magic Resistance. Allfather has advantage on saving
their ruler, but he humbly declines the title, considering throws against spells and other magical effects.
himself merely its protector.
Residing among the elves in the treetop cities, the Legendary Resistance (3/Day). If Allfather fails a
Allfather safeguards the forest with fearsome force saving throw, it can choose to succeed instead.
against external threats, while also addressing the daily Innate Spellcasting. The Allfather’s innate
challenges faced by its inhabitants. His presence serves spellcasting ability is Wisdom (spell save DC 16, +8
as a constant reminder of the sacred bond between the to hit with spell attacks). It can innately cast the
forest and its denizens—a testament to the legacy of following spells, requiring no material components:
the Elvish Goddess and the enduring harmony of the At will: detect magic, entangle, speak with animals
Sylvarian Forest. 3/day each: dispel magic, moonbeam, pass without trace
1/day each: conjure woodland beings, tree stride
2
All-seeing Watcher
The All-seeing Watchers stand as the first line of
defense for their enchanted homeland. These scouting
All-seeing Watcher specialists undergo rigorous training in the druidic arts,
Medium humanoid (elf), chaotic good tapping into the power of nature to assist them in their
duties.
Armor Class 14 (studded leather)
The Watchers’ primary responsibility is to patrol the
Hit Points 65 (10d8 + 20)
Sylvarian Forest’s borders, ensuring that the sanctity of
Speed 35 ft.
the woodland realm remains undisturbed. They track
and deter intruders, preserving the secrecy and safety
STR DEX CON INT WIS CHA
of their hidden world. Their keen senses, sharpened by
12 (+1) 16 (+3) 14 (+2) 10 (+0) 16 (+3) 12 (+1)
their druidic training, enable them to detect even the
most subtle disturbances within the forest.
Saving Throws Dex +6, Wis +6 The All-seeing Watchers also excel in the art of
Skills Animal Handling +6, Nature +3, Perception +6, animal kinship, forming bonds with the creatures
Stealth +6 of the Sylvarian Forest. From the swift deer to the
Senses darkvision 60 ft., passive Perception 16 watchful owls, the Watchers enlist their allies to serve
Languages Common, Druidic, Elvish as additional eyes and ears, gathering vital information
Challenge 5 (1,800 XP) Proficiency Bonus +3 about any potential threats.
Fey Ancestry. The watcher has advantage on saving Although they are seldom seen, the All-seeing
throws against being charmed, and magic can’t put Watchers’ presence is a constant reassurance to the
the watcher to sleep. denizens of the Sylvarian Forest. Their vigilance and
unwavering commitment to their sacred duty symbolize
Innate Spellcasting. The watcher’s innate spellcasting the enduring bond between the elves, the Allfather
ability is Wisdom (spell save DC 14, +6 to hit with of the Forest, and the ancient woods they have vowed
spell attacks). It can innately cast the following spells, to protect. As long as the All-seeing Watchers remain
requiring no material components: steadfast, the Sylvarian Forest will continue to thrive,
At will: druidcraft, minor illusion serving as a haven of peace and harmony in an ever-
3/day each: entangle, fog cloud, pass without trace changing world.
1/day each: plant growth, spike growth
Mask of the Wild. The watcher can attempt to hide
even when only lightly obscured by foliage, heavy
rain, falling snow, mist, or other natural phenomena.
Actions
Sickle. Melee Weapon Attack: +6 to hit, reach 5 ft., one
target. Hit: 5 (1d4 + 3) slashing damage.
Longbow. Ranged Weapon Attack: +6 to hit, range
150/600 ft., one target. Hit: 7 (1d8 + 3) piercing
damage.
Bonus Actions
Step of the Forest. The watcher can teleport up to 30
feet to an unoccupied space it can see that is lightly
obscured by foliage or other natural phenomena.
This ability leaves no trace of its passage.
Reactions
Illusion of the Forest. When a creature the watcher
can see targets it with an attack, it can use its reaction
to create an illusion of itself in an unoccupied space
within 5 feet, potentially causing the attack to miss.
The attacker must succeed on a DC 14 Wisdom
(Insight) check to discern the illusion, or the attack
automatically misses. The illusion lasts until the start
of the watcher’s next turn.
3
Blade Dancer
Blade Dancer Medium humanoid (elf), neutral
4
Shepherd of the Woods Shepherd of the Woods
Large plant, neutral
Armor Class 16 (natural armor) Over millennia, the ancient trees of the Sylvarian
Hit Points 120 (16d10 + 32) Forest have sprouted countless offspring, and they have
Speed 30 ft. begun to feel a growing need to protect their progeny
STR DEX CON INT WIS CHA themselves, rather than simply creating more. The
19 (+4) 8 (-1) 15 (+2) 12 (+1) 18 (+4) 12 (+1) Sylvan Goddess, being a mother herself, foresaw this
long before the first tree experienced it. In her wisdom,
Saving Throws Con +5, Wis +7 she set in motion an ages-long process in which the trees
Skills Nature +4, Perception +7 gradually become more sentient—a process the elves call
Damage Vulnerabilities fire “awakening.”
Damage Resistances bludgeoning, piercing, and Once a tree has awakened, it becomes a great ally for
slashing from nonmagical attacks the elves in both protecting the forest and maintaining
Damage Immunities psychic its integrity. Their wisdom surpasses that of the elves,
Condition Immunities charmed, frightened, for the awakening process takes twice the lifespan
paralyzed, stunned of an elf, during which time the trees can “feel” their
Senses passive Perception 10 surroundings.
Languages Common On a daily basis, the awakened trees wander through
Challenge 7 (2,900 XP) Proficiency Bonus +3 the forest, guiding its natural cycles. They identify the
directions in which the forest should grow and the areas
where it should renew itself to prevent diseases that
False Appearance. While the shepherd remains
might threaten its well-being. This guidance is invaluable
motionless, it is indistinguishable from a tree.
to the Allfather, who relies on their ancient wisdom to
Forest Guardian. The shepherd knows the location of protect and preserve the Sylvarian Forest, ensuring the
all creatures within 1 mile of it that are in the same enduring bond between the elves, the Allfather, and the
forest as it. sacred woods they have vowed to defend.
Plant Empathy. The shepherd can communicate with
plants as if they shared a language.
Regeneration. The shepherd regains 10 hit points at
the start of its turn if it has at least 1 hit point and is
within a forest.
Actions
Multiattack. The shepherd makes two slam attacks.
Slam. Melee Weapon Attack: +7 to hit, reach 10 ft., one
target. Hit: 14 (3d6 + 4) bludgeoning damage.
Animate Trees (1/Day). The shepherd magically
animates one or two trees it can see within 60
feet of it. These trees have the same statistics as
the shepherd, except they have Intelligence and
Charisma scores of 1, cannot speak, and their
challenge rating is 5 (1,800 XP). The animated trees
act as allies of the shepherd and obey its spoken
commands. They remain animated for 1 hour, until
the shepherd dies, or until the shepherd dismisses
them as a bonus action.
Bonus Actions
Tree Stride. The shepherd can use 10 feet of its
movement to step magically into one living tree
within its reach and emerge from a second living
tree within 60 feet of the first tree, appearing in an
unoccupied space within 5 feet of the second tree.
Both trees must be Large or larger.
5
Sheldon
Sheldon Medium humanoid (tortoisefolk), neutral
6
Lori Songbreeze
Lori Songbreeze
Born and raised in a city of splendor, teeming with Medium humanoid (gnome), chaotic good
a diverse array of cultures, races, and languages, Lori
always demonstrated a keen ear for both music and the Armor Class 14 (leather armor)
art of gathering information. This ever-smiling, content Hit Points 22 (5d8)
young gnome had a knack for finding small jobs in her Speed 25 ft.
bustling city from an early age, allowing her to earn
some money for her family while continually developing STR DEX CON INT WIS CHA
her skills. Her consistently friendly attitude towards 9 (-1) 16 (+3) 10 (+0) 15 (+2) 10 (+0) 18 (+4)
everyone she encountered made her a beloved figure
among the many beings she met. As time passed, playing Saving Throws Dex +5, Cha +5
the harp became one of her favorite hobbies, and she Skills Acrobatics +5, Deception +5, Insight +2,
grew quite skilled at it. Perception +2, Performance +5, Persuasion +5,
At the core of Lori’s values, kindness and goodwill Sleight of Hand +5, Stealth +5
towards her city and its inhabitants took center stage. Senses darkvision 60 ft., passive Perception 12
Eventually, her talents and compassion led her to join Languages Common, Gnomish, Thieves’ Cant
a secret organization called the “Finetuners”. The Challenge 3 (700 XP) Proficiency Bonus +2
primary mission of this clandestine group was to gather
information and share it with the city’s authorities and Gnome Cunning. Lori has advantage on Intelligence,
other organizations working tirelessly to maintain order Wisdom, and Charisma saving throws against magic.
and security, not only within the city itself but also Hidden Blade. Lori has advantage on attack rolls
throughout the surrounding lands. during the first round of combat.
Although Lori is not an exceptional warrior, she
has been a witness to her fair share of bloodshed and Actions
conflict. Despite the harrowing events of her past, her Rapier. Melee Weapon Attack: +5 to hit, reach 5 ft., one
outlook on the world remains unshaken. She firmly target. Hit: 7 (1d8 + 3) piercing damage.
believes that the darkness and deceit lurking in people’s
hearts can be dispelled only by the laughter of others Hand Crossbow. Ranged Weapon Attack: +5 to hit,
and the soothing melodies of a well-played tune. This range 30/120 ft., one target. Hit: 6 (1d6 + 3) piercing
conviction drives her actions, making her a steadfast damage.
beacon of hope and light in a world that often seems Spellcasting. Lori casts one of the following spells,
shrouded in shadows. requiring no material components and using
Personality Trait.“Always look on the bright side of life. “ Charisma as the spellcasting ability (spell save DC 13,
Ideal. “A simple act of compassion can make a significant +5 to hit with spell attacks):
difference in someone’s life.” At will: mage hand, vicious mockery, minor illusion
Bond. “My city and my music are the two things I cannot 3/day each: cure wounds, faerie fire, invisibility
live without.” 1/day each: dispel magic, leomund’s tiny hut
Flaw. “Optimism can make me overlook the harsh Whispered Secrets (Recharge 5-6). Lori uses her
realities of a situation. “ action to quietly communicate a piece of valuable
information to one or more allies within 30 feet. This
information can be used to gain advantage on their
next ability check or attack roll, but must be used
within the
Bonus Actions
Bardic Inspiration (4/day). Lori grants one creature
within 60 ft. a Bardic Inspiration die (1d8) that can
be added to one ability check, attack roll, or saving
throw within the next 10 minutes.
Reactions
Eavesdropper. Lori uses her reaction to listen in on
nearby conversations or observe her surroundings,
gathering valuable information. She gains advantage
on Insight and Perception checks for this purpose.
7
Aska Metalclaw
Aska Metalclaw
As a young gnome adventurer, Aska experienced a Medium humanoid (gnome), chaotic neutral
fascinating childhood. While still a child, she traveled
extensively with her parents, who were brilliant Armor Class 17 (enhanced chain mail)
inventors and engineers, trading their innovative Hit Points 58 (9d8 + 18)
creations. Aska herself possessed a talent for invention Speed 25 ft. (40 ft. while mounted)
and she even crafted many of her own toys during her
youth. STR DEX CON INT WIS CHA
One fateful day, while journeying from one city to 11 (+0) 12 (+1) 14 (+2) 17 (+3) 12 (+1) 9 (-1)
another, Aska’s family fell victim to a brutal attack. They
were murdered and robbed, but Aska managed to survive Saving Throws Con +5, Int +6
thanks to her quick-thinking grandmother. Knowing that Skills Arcana +6, Perception +4, Survival +4
Aska would impulsively try to help her family and risk Senses darkvision 60 ft., passive Perception 14
becoming another casualty, her grandmother hid her in Languages Common, Gnomish, Undercommon
some bushes and cast a “Sleep” spell on her, along with Challenge 5 (1,800 XP) Proficiency Bonus +3
some other minor illusions.
Eventually, Aska was discovered by a human Gnome Cunning. Aska has advantage on Intelligence,
barbarian tribe living in the area where the attack took Wisdom, and Charisma saving throws against magic.
place. Adapting to their simple way of life took time,
but the barbarians eventually welcomed her as a full- Weapon of Own Creation. While attacking with her
fledged member of their tribe. Among the tribe’s animal musket, Aska uses her Intelligence modifier in place
companions, Aska developed a particular fondness of Strength of Dexterity modifier for the attack and
for bears, admiring their tenacity and endurance. This damage rolls.
affinity inspired her subsequent inventions, which began Steel Bear. Aska is accompanied by her loyal steel
to take on bear-like features. bear companion. The steel bear acts on its own
Aska’s most treasured creation is her Steel Bear – a initiative, but otherwise obeys Aska’s commands.
sentient, invaluable companion on her adventures. It Actions
is a fully conscious mechanical marvel that, with the
assistance of the tribal shamans, was infused with the Dagger. Melee or Ranged Weapon Attack: +4 to hit,
spirit of a bear. reach 5 ft. or range 20/60 ft., one target. Hit: 3 (1d4 +
1) piercing damage.
Personality Trait. “Determination and creativity will
help you overcome every challenge.” Musket. Ranged Weapon Attack: +6 to hit, range 40/120
Ideal. “Harmony between nature and technology is ft., one target. Hit: 9 (1d12 + 3) piercing damage.
essential for a sustainable future.” Spellcasting. Aska casts one of the following spells,
Bond. “My family may be gone, but their spirit lives on in requiring no material components and using
my work. “ Intelligence as the spellcasting ability (spell save DC
Flaw. “I never give up, even when I should.” 14, +6 to hit with spell attacks):
At will: feather fall, mending, message
3/day each: enlarge/reduce, expeditious retreat, levitate
1/day each: fabricate, wind wall
Bear’s Strength (1/day). Aska calls upon the spirit of
the bear to grant her the strength and resilience of
the mighty beast. While her steel bear is within 30
feet of her, she gains advantage on Strength checks
and Strength saving throws and regains 4 (1d8)
temporary hit points at the start of each of her turns.
This effect lasts for 1 minute or until the steel bear is
reduced to 0 hit points.
Bonus Actions
Aim Down Sights. Aska takes careful aim with her
musket, granting her advantage on her next attack
roll with it. This effect ends if she moves or takes any
other action before making the attack.
Command Steel Bear. Aska commands her steel bear
to attack, dash, disengage, or help as a bonus action.
8
Steel Bear
Large construct, neutral
Reactions
Defensive Pounce. If the bear is within 5 feet of Aska
when she is targeted by a melee attack, the bear can
use its reaction to impose disadvantage on the attack
roll.
9
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