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House Trystine Brambleball Team

Although only a minor house in Eryndlyn, House Trystine is representing the great drow state.   Names have not been provided for the players, but the team consists entirely of drow men.

Strategy

In terms of Brambleball skill, House Trystine is by far the worst in the tournament. With a team consisting entirely of weak commoners, it is likely that in a fair fight, they would be easily defeated. However, behind the scenes, the matron mother of the house, as well as two of her coven, will do whatever it takes to sway the battle in their favour. Some options may include:
  • By bribing the judges to sway favour, House Trystine will win any ties.
  • Poisoning or otherwise inhibiting their opponents from playing.

Level 1, 2, and 3

The stat blocks of the House Trystine Brambleball team are not changed between the Levels 1, 2, and 3, with exception to the addition of hidden assassins in the Level 3 version. The difficulty increase with this team should instead be the complexity of methods the matron mother and coven use to hamper the team.

House Trystine Brambleball Team CR: 1/4

Medium humanoid (elf), neutral evil
Armor Class: 15
Hit Points: 15
Speed: 30 ft

STR

10 +0

DEX

14 +2

CON

10 +0

INT

11 +0

WIS

11 +0

CHA

12 +1

Skills: Perception +2, Stealth +4
Senses: Darkvision 120 ft., Passive Perception 12
Languages: Elvish, Undercommon
Challenge Rating: 1/4 ( 50 XP)
Proficiency Bonus: +2

Innate Spellcasting. The drow’s spellcasting ability is Charisma (spell save DC 11). It can innately cast the following spells, requiring no material components:

At will: Dancing Lights

1/day: Darkness, Faerie Fire


Fey Ancestry. The drow has advantage on saving throws against being charmed, and magic can’t put the drow to sleep.

Actions

Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage, and the target must succeed on a DC13 Constitution saving throw or be poisoned for 1 hour. If the saving throw fails by 5 or more, the target is also unconscious while poisoned in this way. The target wakes up if it takes damage or if another creature takes an action to shake it awake.

Lair Actions

Blowgun. Ranged Weapon Attack: +4 to hit, range 25/100 ft., one target. Hit: 1 piercing damage, and the target must succeed on a DC 13 Constitution saving throw or be poisoned for 1 hour. If the saving throw fails by 5 or more, the target is also unconscious while poisoned in this way. The target wakes up if it takes damage or if another creature takes an action to shake it awake.

(Level 3 Only)   Multiattack. A series of hidden assassins make one blowgun attack each at the opposing team. The number of assassins is equal to the number of members on the opposing team.

Type
Entertainment, Sports team
Parent Organization
Related Ethnicities

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