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Clan Xardelvar Brambleball Team

Hailing from Gracklstugh, this team consists of duergar gas miners from Clan Xardelvar. Incredibly sturdy and strong from climbing Laduguer's Furrow, this team seeks to retain the honour of Gracklstugh as the birthplace of Brambleball.
  1. Captain: Dolgron Xardelvar
  2. Dluto Xardelvar
  3. Horren Xardelvar
  4. Darnar Xardelvar
  5. Mislin Xardelvar
  6. Bragan Xardelvar

Strategy

Clan Xardelvar does not believe in underhanded tactics, and seek to win their matches through brute strength. The entire team will band together to push the brambleball as far into their opponent's side, mostly ignoring any attacks of their opponents.

Level 1

Clan Xardelvar Brambleball Team (Level 1) CR: 1

Medium humanoid (dwarf), lawful neutral
Armor Class: 16
Hit Points: 18
Speed: 25 ft

STR

14 +2

DEX

11 +0

CON

14 +2

INT

11 +0

WIS

10 +0

CHA

9 -1

Senses: Darkvision 120 ft., Passive Perception 10
Languages: Dwarvish, Undercommon
Challenge Rating: 1 ( 200 XP)
Proficiency Bonus: +2

Duergar Resilience. The duergar has advantage on saving throws against poison, spells, and illusions, as well as to resist being charmed or paralyzed.

Actions

War Pick. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage, or 11 (2d8 + 2) piercing damage while enlarged.

Level 2

Clan Xardelvar Brambleball Team (Level 2) CR: 1

Medium humanoid (dwarf), lawful neutral
Armor Class: 16
Hit Points: 26
Speed: 25 ft

STR

14 +2

DEX

11 +0

CON

14 +2

INT

11 +0

WIS

10 +0

CHA

9 -1

Senses: Darkvision 120 ft., Passive Perception 10
Languages: Dwarvish, Undercommon
Challenge Rating: 1 ( 200 XP)
Proficiency Bonus: +2

Duergar Resilience. The duergar has advantage on saving throws against poison, spells, and illusions, as well as to resist being charmed or paralyzed.

Actions

War Pick. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage, or 11 (2d8 + 2) piercing damage while enlarged.   Invisibility (Recharges after a Short or Long Rest). The duergar magically turns invisible until it attacks or until its concentration is broken, up to 1 hour (as if concentrating on a spell). Any equipment the duergar wears or carries is invisible with it.

Level 3

Clan Xardelvar Brambleball Team (Level 3) CR: 1

Medium humanoid (dwarf), lawful neutral
Armor Class: 16
Hit Points: 26
Speed: 25 ft

STR

14 +2

DEX

11 +0

CON

14 +2

INT

11 +0

WIS

10 +0

CHA

9 -1

Senses: Darkvision 120 ft., Passive Perception 10
Languages: Dwarvish, Undercommon
Challenge Rating: 1 ( 200 XP)
Proficiency Bonus: +2

Duergar Resilience. The duergar has advantage on saving throws against poison, spells, and illusions, as well as to resist being charmed or paralyzed.

Actions

War Pick. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage, or 11 (2d8 + 2) piercing damage while enlarged.   Invisibility (Recharges after a Short or Long Rest). The duergar magically turns invisible until it attacks, casts a spell, or uses its Enlarge, or until its concentration is broken, up to 1 hour (as if concentrating on a spell). Any equipment the duergar wears or carries is invisible with it.   Enlarge (Recharges after a Short or Long Rest). For 1 minute, the duergar magically increases in size, along with anything it is wearing or carrying. While enlarged, the duergar is Large, doubles its damage dice on Strength-based weapon attacks (included in the attacks), and makes Strength checks and Strength saving throws with advantage. If the duergar lacks the room to become Large, it attains the maximum size possible in the space available.

Type
Entertainment, Sports team
Parent Organization
Related Ethnicities

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