Imperial Army
Enter Indrid Barkrirsk, and the Imperial Research Division. Indrid has been working diligently on improvements for the Imperial Army, and already her experiments have provided results.
Indrid's Experiments
The Draconians were Indrid's first discovery, and the first Draconians were present for the battle with Calanothim, AKA Ruin in what is now Thamidir. Now, their are legions of the Draconians, and they are the shock troops of the Empire. With their explosive deaths and never ending numbers, they are excellent at sudden assaults, and when supporting a larger Imperial force, they lay the path for the rest of the Imperial army.The Warforged were Indrid's next discovery, and with this, now the skill difference between the dwarves and the Empire's forces became less of a problem. The Warforged are built for battle, and while individually they may be weaker than a trained dwarven veteran, they can be mass produced far more easily than humans can. In addition, the larger Warforged Titans match and exceed most of the standard dwarven constructs, and are easier to produce on top of it. While they won't match the mighty Dwarven Collossus, they even the playing field by breaking through gates and walls single-handedly.
Most recently, Indrid has discovered how to enhance our human soldiers with magitech. Learning from her work with the Warforged, Indrid built the first experimental Magitech Blaster, a force equalizer. Trained archers are difficult to come by, and repeating crossbows are extremely expensive to make. Magitech blasters, on the other hand, are easy to use, and cheap to produce as long as you have as many trained Artificers as the Empire does, along with access to the Aether through Thamidir. She continued working with the materials, creating powered armor to increase strength and durability, along with the Mk. 2 version of the blaster, which has an explosive shot. Wanting to protect the secrets of the magitech, the new armors are outfitted with a fail safe to self destruct when the soldier is killed. Thus far, all accidents with them have been considered acceptable.
For the future, Indrid is working on improved versions of the armor and blaster, along with a new Warforged built to match and exceed the great Dwarven Colossus. Given her previous successes, the Imperial Army will likely be a force to be feared when she is done with it.
The Old Guard
Not all of the Imperial Army have accepted the new constructs and monstrosities with pleasure. Some have noticed that most of Indrid's experiments always end up with collateral damage, and the more experienced warriors and officers believe that the Empire is looking too much outward, rather than defending what they already have. Many also distrust Prios Dawnbrow, believing him to be far too bloodthirsty for his role.The more standard soldiers in the Imperial Army are outfitted with swords and crossbows, with archers often being given advanced repeating crossbows. The cavalry, who ride on the back of Dragonnels, wield lances, as well as new rings that will keep them safe from falling from a great height.
Magic
There aren't many mages in the Imperial Army, but those that are tend to be quite experienced. Abjurers and Evokers are the most common, followed by Artificers. Priests, normally to Ephara, are not uncommon, and Enchanters and Transmuters are seen occasionally in more support roles.While there was initially tension between magic users and regular soldiers, that has only grown with Indrid's experiments. Even though most are not apart of the Imperial Research Division, it is unknown which are, so all are treated as if they could be watching and reporting to Indrid directly.
Standard Soldiers
Draconian Foot Soldier
Draconian Foot Soldier CR: 1/2
STR
13 +1
DEX
11 +0
CON
13 +1
INT
8 -1
WIS
8 -1
CHA
10 +0
Controlled Fall. When the draconian falls and isn't incapacitated, it subtracts up to 100 feet from the fall when calculating the fall's damage.
Death Throes. When the draconian is reduced to 0 hit points, its body turns to stone and releases a petrifying gas. Each creature within 5 feet of the draconian must succeed on a DC 11 Constitution saving throw or be restrained as it begins to turn to stone. The restrained creature must repeat the saving throw at the end of its next turn. On a success, the effect ends; otherwise the creature is petrified for 1 minute. After 1 minute, the body of the draconian crumbles to dust.
Actions
Multiattack. The draconian makes two Shortsword attacks.
Shortsword. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 1d6+1 piercing damage.
Imperial Archer
Imperial Archer CR: 3
STR
11 +0
DEX
18 +4
CON
16 +3
INT
11 +0
WIS
13 +1
CHA
10 +0
Actions
Multiattack. The archer makes two Shortsword or Repeating Crossbow attacks.
Shortsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 1d6+4 piercing damage.
Repeating Crossbow. Ranged Weapon Attack: +6 to hit, range 100/400 ft., one target. Hit: 9 1d10+4 piercing damage.
Bonus Actions
Archer's Eye (3/Day). Immediately after making an attack roll or a damage roll with a ranged weapon, the archer can roll a d10 and add the number rolled to the total.
Imperial Soldier
Imperial Soldier CR: 1/2
STR
13 +1
DEX
12 +1
CON
12 +1
INT
10 +0
WIS
11 +0
CHA
11 +0
Draconic Devotion. While the soldier can see a Dragon that isn't hostile to it, the soldier has advantage on attack rolls.
Formation Tactics. The soldier has advantage on saving throws against being charmed, frightened, grappled, or restrained while it is within 5 feet of at least one humanoid ally.
Actions
Multiattack. The soldier makes two melee attacks.
Longsword. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 6 1d8+2 slashing damage, or 7 1d10+2 slashing damage if used with two hands.
Heavy Crossbow. Ranged Weapon Attack: +3 to hit, range 100/400 ft., one target. Hit: 7 1d10+2 piercing damage.
Magitech Soldier
Magitech Soldier CR: 5
STR
16 +3
DEX
16 +3
CON
16 +3
INT
11 +0
WIS
13 +1
CHA
10 +0
Draconic Devotion. While the soldier can see a Dragon that isn't hostile to it, the soldier has advantage on attack rolls.
Formation Tactics. The soldier has advantage on saving throws against being charmed, frightened, grappled, or restrained while it is within 5 feet of at least one ally.
Primed. When the magitech soldier's health equals 0, each creature within 15 feet of it must make a DC 16 dexterity saving throw. Each creature that fails takes 3d8 force damage, with half damage on a success. The magitech soldier, and anything it is holding disintegrates.
Actions
Multiattack. Magitech Soldier makes two Enhanced Fist attacks or makes two Magitech Blaster attacks.
Enhanced Fist. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 1d8+3 bludgeoning damage plus 4 1d8 force damage.
Magitech Blaster. Ranged Weapon Attack: +6 to hit, range 120/480 ft., one target. Hit: 12 2d8+3 force damage. If on an attack roll a 1 or a 2 is rolled, the blaster jams, and the soldier cannot use this attack for the rest of the encounter.
Explosive Blast (Recharge 5, 6). Pick a location within 120 feet. Each creature within 15 feet of the chosen location must make a DC 16 DEX saving throw. Each creature that fails takes 3d8 force damage, with half damage on a success.
Warforged Soldier
Warforged Soldier CR: 1
STR
16 +3
DEX
12 +1
CON
16 +3
INT
10 +0
WIS
14 +2
CHA
11 +0
Draconic Devotion. While the soldier can see a Dragon that isn't hostile to it, the soldier has advantage on attack rolls.
Formation Tactics. The soldier has advantage on saving throws against being charmed, frightened, grappled, or restrained while it is within 5 feet of at least one humanoid ally.
Warforged Resilience. The warforged has advantage on saving throws against being poisoned and is immune to disease. Magic can't put it to sleep.
Actions
Multiattack. The warforged makes two armblade attacks.
Armblade.
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 1d6+3 slashing damage.
Javelin.
Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 6 1d6+3 piercing damage.
Reactions
Protection. When an attacker the warforged can see makes an attack roll against a creature within 5 feet of the warforged, the warforged can impose disadvantage on the attack roll.
Elite Soldiers
Bound Dragonborn Cleric
Bound Dragonborn Cleric CR: 8
STR
19 +4
DEX
13 +1
CON
18 +4
INT
12 +1
WIS
14 +2
CHA
17 +3
Legendary Resistance (1/Day). If the dragonborn fails a saving throw, it can choose to succeed instead.
Actions
Multiattack. The dragonborn makes three Longsword 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, plus 13 3d8 radiant damage. The dragonborn can cause the sword to flare with bright light, and the target must succeed on a DC 14 Constitution saving throw or be blinded until the start of the dragonborn's next turn. The sword can flare in this way only once per turn.
Healing Touch (1/Day). The dragonborn touches another creature within 5 feet of it. The target magically regains 40 hit points. In addition, all diseases and poisons affecting the target are removed.
Radiant Breath (Recharge 6). The dragonborn exhales fiery radiance in a 30-foot cone. Each creature in that area must make a DC 15 Dexterity saving throw, taking 44 8d10 radiant damage on a failed save, or half as much damage on a successful one. When the dragonborn uses this action, it can choose up to three creatures in the cone. These creatures take no damage from the radiance and instead regain 22 4d10 hit points each.
Bound Dragonborn Warrior
Bound Dragonborn Warrior CR: 7
STR
20 +5
DEX
11 +0
CON
18 +4
INT
10 +0
WIS
12 +1
CHA
16 +3
Legendary Resistance (1/Day). If the dragonborn fails a saving throw, it can choose to succeed instead.
Actions
Multiattack. The dragonborn makes two Greataxe attacks.
Greataxe. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 11 1d12+5 slashing damage plus 13 3d8 necrotic damage.
Necrotic Breath (Recharge 6). The dragonborn exhales shadowy fire in a 30-foot cone. Each creature in that area must make a DC 15 Wisdom saving throw. On a failed save, the creature takes 36 8d8 necrotic damage and is frightened of the dragonborn for 1 minute. On a successful save, the creature takes half as much damage and isn't frightened. A frightened creature can repeat the saving throw at end of each of its turns, ending the effect on itself on a success.
Draconian Dreadnought
Draconian Dreadnought CR: 4
STR
18 +4
DEX
10 +0
CON
18 +4
INT
10 +0
WIS
10 +0
CHA
10 +0
Death Throes. When the draconian is reduced to 0 hit points, it bursts into flames and is reduced to ashes. Each creature in a 10-foot-radius sphere centered on the draconian must succeed on a DC 13 Dexterity saving throw or take 10 3d6 fire damage.
Actions
Multiattack. The draconian makes two Serrated Sword attacks and one Tail attack.
Serrated Sword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 2d8+4 slashing damage.
Tail. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 1d8+4 bludgeoning damage. If the target is a Large or smaller creature, it must succeed on a DC 14 Strength saving throw or be knocked prone.
Reactions
Shape Theft. After the draconian kills a Medium or smaller Humanoid, the draconian can magically transform itself to look and feel like that creature while retaining its game statistics (other than its size). This transformation lasts until the draconian dies or uses an action to end it.
Dragon Chosen
Dragon Chosen CR: 3
STR
18 +4
DEX
18 +4
CON
14 +2
INT
10 +0
WIS
13 +1
CHA
14 +2
Actions
Multiattack. The chosen makes one Handaxe attack and two Shortsword attacks.
Handaxe. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 7 1d6+4 slashing damage. Hit or Miss: The handaxe magically returns to the chosen's hand immediately after a ranged attack.
Shortsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 1d6+4 piercing damage.
Reactions
Biting Rebuke. Immediately after the chosen takes damage from a creature within 5 feet of it, it can make a Shortsword attack with advantage against that creature.
Imperial Champion
Imperial Champion CR: 9
STR
20 +5
DEX
15 +2
CON
14 +2
INT
10 +0
WIS
14 +2
CHA
12 +1
Draconic Devotion. While the soldier can see a Dragon that isn't hostile to it, the soldier has advantage on attack rolls.
Indomitable (2/Day). The champion rerolls a failed saving throw.
Actions
Multiattack. The champion makes three Greatsword or Shortbow attacks.
Greatsword. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12 2d6+5 slashing damage, plus 7 2d6 slashing damage if the champion has more than half of its total hit points remaining.
Shortbow. Ranged Weapon Attack: +6 to hit, range 80/320 ft., one target. Hit: 5 1d6+2 piercing damage, plus 7 2d6 piercing damage if the champion has more than half of its total hit points remaining.
Bonus Actions
Second Wind (Recharges after a Short or Long Rest). The champion regains 20 hit points.Imperial Veteran
Brute Soldiers
Dragonflesh Abomination
Dragonflesh Grafter
Spies
Imperial Assassin
Imperial Scout
Imperial Spy
Mages
Bound Dragonborn Mage
Bound Dragonborn Mage CR: 6
STR
14 +2
DEX
16 +3
CON
17 +3
INT
18 +4
WIS
14 +2
CHA
12 +1
Spellcasting (Psionics). The dragonborn casts one of the following spells, requiring no spell components and using Intelligence as the spellcasting ability (spell save DC 15, +7 to hit with spell attacks):
Legendary Resistance (1/Day). If the dragonborn fails a saving throw, it can choose to succeed instead. Mental Defense. While the dragonborn is wearing no armor, its AC includes its Intelligence modifier.
Actions
Multiattack. The dragonborn makes three Mind Blade attacks.
Mind Blade. Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 6 1d4+4 piercing damage plus 10 3d6 psychic damage.
Heat Breath (Recharge 6). The dragonborn exhales a wave of intense heat in a 30-foot cone. Each creature in that area must make a DC 14 Constitution saving throw, taking 27 6d8 fire damage on a failed save, or half as much damage on a successful one. Metal objects in that area glow red-hot until the end of the dragonborn's next turn. Any creature in physical contact with a heated object at the start of its turn must make a DC 14 Constitution saving throw. On a failed save, the creature takes 9 2d8 fire damage and has disadvantage on attack rolls until the start of its next turn.
Draconian Mage
Draconian Mage CR: 2
STR
14 +2
DEX
10 +0
CON
11 +0
INT
11 +0
WIS
10 +0
CHA
14 +2
Spellcasting. The draconian casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 12):
Death Throes. When the draconian is reduced to 0 hit points, its scales and flesh immediately shrivel away and its bones explode. Each creature within 10 feet of it must succeed on a DC 10 Dexterity saving throw or take 9 2d8 force damage.
Glide. When the draconian falls and isn't incapacitated, it subtracts up to 100 feet from the fall when calculating the fall's damage, and it can move up to 2 feet horizontally for every 1 foot it descends.
Actions
Multiattack. The draconian makes two Trident or Necrotic Ray attacks.
Trident. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 [1d6 + 2] piercing damage, or 6 1d8+2 piercing damage if used with two hands to make a melee attack.
Necrotic Ray. Ranged Spell Attack: +4 to hit, range 60 ft., one target. Hit: 10 3d6 necrotic damage.
Dragon Blessed
Imperial Abjurer
Imperial Artificer
Imperial Enchanter
Imperial Evoker
Imperial Transmuter
Imperial War Priest
Imperial Archmage
Imperial Priest
Calvary
Dragonnel Rider
Dragonnel Rider CR: 2
STR
14 +2
DEX
15 +2
CON
14 +2
INT
10 +0
WIS
12 +1
CHA
10 +0
Draconic Devotion. While the soldier can see a Dragon that isn't hostile to it, the soldier has advantage on attack rolls.
Formation Tactics. The soldier has advantage on saving throws against being charmed, frightened, grappled, or restrained while it is within 5 feet of at least one humanoid ally.
Actions
Lance. Melee Weapon Attack: +4 to hit (with disadvantage against a target within 5 ft.), reach 10 ft., one target. Hit: 8 1d12+2 piercing damage, or 11 1d12+5 piercing damage while mounted.
Dagger. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 1d4+2 piercing damage. Or Ranged Weapon Attack: +4 to hit, range 20/60 ft., one target. Hit: 4 1d4+2 piercing damage.
Reactions
Feather Fall. The rider wears a magic ring with which it can cast the feather fall spell on itself once as a reaction to falling. After the spell is cast, the ring becomes nonmagical.
Officers
Draconian Mastermind
Draconian Mastermind CR: 6
STR
13 +1
DEX
14 +2
CON
16 +3
INT
15 +2
WIS
11 +0
CHA
17 +3
Spellcasting. The draconian casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 14):
Death Throes. When the draconian is reduced to 0 hit points, its magical essence lashes out as a ball of lightning at the closest creature within 30 feet of it before arcing out to up to two other creatures within 15 feet of the first. Each creature must make a DC 14 Dexterity saving throw. On a failed save, the creature takes 9 (2d8) lightning damage and is stunned until the end of its next turn. On a successful save, the creature takes half as much damage and isn't stunned.
Actions
Multiattack. The draconian makes three Rend or Energy Ray attacks.
Rend. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage.
Energy Ray. Ranged Spell Attack: +6 to hit, range 60 ft., one target. Hit: 8 1d10+3 force damage.
Noxious Breath (Recharge 5–6). The draconian exhales a 15-foot cone of noxious gas. Each creature in that area must make a DC 14 Constitution saving throw. On a failed save, the creature takes 21 6d6 poison damage and gains 1 level of exhaustion. On a successful save, the creature takes half as much damage, doesn't gain exhaustion, and is immune to all draconians' Noxious Breath for 24 hours.
Reactions
Magic Shield (3/Day). When the draconian is hit by an attack roll, it can create an invisible barrier of magical force around itself, granting it a +5 bonus to its AC against that attack and potentially causing the attack to miss.
Dragon Speaker
Imperial Warlord
Imperial Captain (Knight)
Imperial Knight CR: 3
STR
16 +3
DEX
11 +0
CON
14 +2
INT
11 +0
WIS
11 +0
CHA
15 +2
Brave. The knight has advantage on saving throws against being frightened.
Draconic Devotion. While the soldier can see a Dragon that isn't hostile to it, the soldier has advantage on attack rolls.
Actions
Multiattack. The knight 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, the knight can utter a special command or warning whenever a nonhostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand the knight. A creature can benefit from only one Leadership die at a time. This effect ends if the knight is incapacitated.
Reactions
Parry. The knight adds 2 to its AC against one melee attack that would hit it. To do so, the knight must see the attacker and be wielding a melee weapon.
Mount
Dragonnel
Dragonnel CR: 3
STR
16 +3
DEX
15 +2
CON
12 +1
INT
8 -1
WIS
13 +1
CHA
10 +0
Flyby. The dragonnel doesn't provoke opportunity attacks when it flies out of an enemy's reach.
Actions
Multiattack. The dragonnel makes two Rend attacks.
Rend. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 2d6+3 slashing damage plus 3 1d6 fire damage.
Warhorse
Siege Weapons
Warforged Titan
Warforged Titan CR: 8
STR
23 +6
DEX
8 -1
CON
22 +6
INT
3 -4
WIS
11 +0
CHA
1 -5
Platforms. The warforged titan has two platforms built into its chassis. One Medium or smaller creature can ride on each platform without squeezing. To make a melee attack against a target within 5 feet of the warforged, they must use spears or weapons with reach and the target must be Large or larger.
Siege Monster. The warforged titan deals double damage to objects and structures.
Actions
Multiattack. The warforged titan makes one axehand attack and one hammerfist attack.
Axehand. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 19 3d8+6 slashing damage, plus 11 2d10 slashing damage if the target is prone.
Hammerfist. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 19 3d8+6 bludgeoning damage. If the target is a creature, it must succeed on a DC 17 Strength saving throw or be knocked prone.
Sweeping Axe (Recharge 6). The warforged titan makes a sweep with its axehand, and each creature within 10 feet of it must make a DC 17 Dexterity saving throw. A creature takes 19 3d8+6 slashing damage on a failed save, or half as much damage on a successful one.
Warforged Colossus
Warforged Colossus CR: 25
STR
30 +10
DEX
11 +0
CON
30 +10
INT
3 -4
WIS
11 +0
CHA
8 -1
Immutable Form. The colossus is immune to any spell or effect that would alter its form.
Legendary Resistance (3/Day). If the colossus fails a saving throw, it can choose to succeed instead.
Magic Resistance. The colossus has advantage on saving throws against spells and other magical effects.
Siege Monster. The colossus deals double damage to objects and structures.
Towering Terror. Any enemy outside the colossus that starts its turn within 30 feet of it must succeed on a DC 26 Wisdom saving throw or be frightened until the start of the enemy's next turn. If the enemy's saving throw is successful, it is immune to this colossus's Towering Terror for the next 24 hours.
Actions
Multiattack. The colossus makes three attacks—one with its slam and two with its eldritch turrets—and then uses Stomp.
Slam. Melee Weapon Attack: +18 to hit, reach 20 ft., one target. Hit: 29 3d12+10 bludgeoning damage, and the colossus can push the target up to 20 feet away from it.
Eldritch Turret. Ranged Spell Attack: +18 to hit, range 300 ft., one target. Hit: 18 roll:4d8] force damage, and if the target is a creature, it is knocked prone.
Stomp. The colossus stomps one of its feet at a point on the ground within 20 feet of it. Any creature in a 20-foot-radius, 20-foot-high cylinder centered on this point must succeed on a DC 26 Dexterity saving throw or take 33 6d10 bludgeoning damage and fall prone. Until the colossus uses its Stomp again or moves, the creature is restrained. While restrained in this way, the creature (or another creature within 5 feet of it) can use its action to make a DC 26 Strength check. On a success, the creature relocates to an unoccupied space of its choice within 5 feet of the colossus and is no longer restrained.
Structures, as well as nonmagical objects that are neither being worn nor carried, take the same amount of damage if they are in the cylinder (no save).
Incinerating Beam (Recharge 5–6). The colossus fires a beam of light in a 150-foot line that is 10 feet wide. Each creature in the line must make a DC 26 Dexterity saving throw, taking 60 11d10 radiant damage on a failed save, or half as much damage on a successful one. A creature reduced to 0 hit points by this beam is disintegrated, leaving behind anything it was wearing or carrying.
Comments