House Keeperling

While a family with longstanding noble blood, the family is now split into two factions that are effectively allied with each other. Halberdo Keeperling "leads" the original line in the noble quarter, but his older brother, Axton, created a branch family that serves in the military. Both brothers ended up marrying one of the twin sisters of the Varadé family. Halberdo married Vedisa and they have one child, Javelina, who has recently died. Axton married her younger twin Vira, and they have three daughters together: Flailina, Macy, and Pike. After Javelina's death, Vedisa disappeared, and the building gossip suspects foul play despite a lack of evidence. In a little over a year's time, Vedisa will reveal a new daughter, Scimitara (whose statblock is for once she's at least 3-4 years old).

Lvl 1 small military trainee - Support
M410
Cuteness Overload.

A Creature must make a DC16 WIL save in order to direct harm towards Scimitara. On a failure, they will do everything they can to protect her (such as Interpose).

Choose one.
  • Swash..

    On Miss: trigger Cuteness Overload against the target.

  • Fwendship Bewwy.

    (Reach 1) A Creature she touches Heals 1d6 HP and is subjected to Cuteness Overload.

  • Giggle (1 use).

    (While not Frightened, Range 6, AoE) All Creatures in the Area are subjected to Cuteness Overload.

Inspired by Doh from "The Demon King's Daughter is too Cute!" Watch clips from the show to get a sense for how to roleplay/run her statblock.

remixed from Pike Keeperling
Lvl 3 small military trainee - Support
H15
Fearful.

Automatically fails saves against Frightened. While Frightened, Creatures have Disadvantage on attacks against her.

Choose one.
  • Jab..

    (Reach 2).

  • Healing Prayer.

    (Reach 10) A Creature Heals 1d10 HP and has Advantage on their next save.

  • Emboldening Bond (1 use).

    (Range 1, Concentration) A Creature she touches has Advantage against Frightened and their Primary die is increased by 1 for the duration. Pike's Fearful is boosted to Disadvantage 2 for the duration.

Pike is more likely to be an ally than an adversary to the party, unless they're evil.

It's possible she may end up closer to a level 2 because I'm not sure if her extra defensive ability will make up for the low damage for her level.

Lvl 5 tiefling noble - Controller
50
Come to My Aid!

Allies can Interpose for Halberdo.

Choose one.
  • Precision Strike (2x)..

    (Reach 2). On Hit: Halberdo's next attack raises the Primary die by 1 face.

  • Stategem.

    (Range 10) An ally moves up to half Speed or makes a single attack.

BLOODIED:

To Me!: All allies immediately Move up to half Speed toward Halberdo, then they use their Turns to protect him as best they can.

Lvl 6 neverwinter military - Melee
M850
Adrenaline Rush.

Advantage on STR and DEX saves and attacks have Advantage against her.

Choose one.
  • Heavy Mace (2x)..

    On damage: Target has Disadvantage on next attack.

  • Charging Slam.

    Move 4, then 5d6+4, Knockback 2 (Large or smaller).

Lvl 6 tiefling dancer - Support
850
Mesmerizing Dance.

Attacks against her miss on a 1 or 2, leaving them Dazed.

Choose one.
  • Dancing Blade (2x)..

    On Damage: Ignore Opportunity Attacks.

  • Folk Dance.

    (Reach 6, AoE, Concentration) Allies that start their Turn in the Area have their Speed increased by 3.

  • Court Dance.

    (Reach 6, AoE, Concentration) Allies in the Area have Advantage on saves.

  • Warrior Dance.

    (Reach 6, AoE, Concentration) When an Ally is attacked in the Area, they can retaliate with a single attack if in range.

  • Funerary Dance.

    (Reach 6, AoE, Concentration) Enemies in the Area that defeat an ally must make a DC13 WIL save or take 2d6+10 Necrotic damage, half on success.

Though long separated culturally, Vira uses her dance to connect with her people's ancient heritage of Mulhorand (Ancient Egypt-coded).

Lvl 8 neverwinter military - Defender
H560
I AM YOUR SHIELD!

Whenever Flailina doesn't attack on her turn, she grants Full Cover to herself and one adjacent ally. The ally can spend a Reaction to move when she does.

Choose one.
  • Armor Pack.

    (Range 3) Grant an ally Plated.

  • Flail (2x)..

    (Reach 2) 2d6+4. On Crit: Dazed.

  • Shield Dash.

    Move 3, then 3d6+10, Knockback 2.

Plated. Armor/Defense is raised by +5. (ends when damaged) [Reminder: Like most conditions, this does not stack]

Lvl 9 fiendish warlock - Ranged
M666
Hellish Resistance.

Whenever Javelina is attacked, she becomes Resistant to that attack's damage type the next time she's attacked.

Choose one.
  • Hellish Bolt (2x)..

    (Range 12). On Damage: Knockback 2.

  • Javelin of Temptation.

    (Thrown 8). DC14 WIL save or 1d8+10 and take one of the following effects based on Primary die result. Damage only on save.

    • [1] Lust: Javelina gains control of 1 of their Actions until the end of their next Turn.
    • [2] Gluttony: Drink/eat a consumable item on their person of Javelina's choice. If not valid option is available, they spend an Action to eat a ration.
    • [3] Greed: Blind to everything except a Target of Javelina's choice until they steal 50+ Gold from them.
    • [4] Sloth: Dazed and Slowed.
    • [5] Wrath: Taunted and Creatures in Reach 2 also take 5 Fire damage.
    • [6] Envy: Poisoned until they attack a Creature of Javelina's choice, which they have Advantage 2 against instead.
    • [7] Pride: Advantage on next attack, but all attacks against them also have Advantage.
    • [8] Death: +1 Wound and roll on the table again.

Damage types are generally implied in Nimble, so keep that in mind when adjudicating Hellish Restistance.

H75/heroWIL/INT++
Varadé's Cage.

Immune to Lightning. When damaged, deal 1d20 Lightning to all adjacent Creatures.

Flight Magic.

Has Fly 8 (to a maximum height of 8 spaces. She loses Fly when Crit while Unarmored.

After each Hero's Turn, choose one.
  • Stunlock.

    Teleport 8, then 1d20+10 Lightning. On Damage: Dazed.

  • Spark Blast.

    Fly 8/Move 6, then (Cone 4) DC17 STR save or 2d20 Lightning, Knockback spaces = Primary die/Creature size, rounded up. Half damage only on save.

  • Lightning Bolt.

    (Line 8) DC17 DEX save or 4d20 Lightning, half on save.

  • Verbose Incantation.

    Fly 4/Move 3, then gain Chant +1. Chant can stack up to the number of Heroes. The stack resets to 0 when Crit or Verbose Incantation is not maintained consecutively.

  • Atmospheric Explosion.

    (Range 8, Chant x Chant Area) DC17 DEX save or 3d20 x Chant Thunder damage, half on save. On Damage: Prone.

BLOODIED:

Vedisa's barrier is shattered, lowering her Armor to Unarmored and Varadé's Cage is lost. Instead, all Creatures that start their Turn in Reach 3 (or enter that area on their Turn) of Vedisa take 1d20 Lightning.

LAST STAND:

Vedisa is dying! Her Death Ward activates and 140 more damage and she dies. Until then, she Teleports up to 4 spaces in a random d8 direction (1 is North, then clockwise) after using an Action and Hovers if there’s no solid ground. When she dies, her soul transfers to one of her Clones, if available.

Creature Size cheat sheet:

Tiny - 1

Small - 2

Medium - 3

Large - 4

Huge -5

Gargantuan -6

Lvl 14 large neverwinter military - Defender
H4100
I AM YOUR SHIELD!

Whenever Axton doesn't attack on his turn, he grants Full Cover to himself and allies in Reach 1. Allies can spend a Reaction to move when he does.

Choose one.
  • Wide Slash (2x).

    (Reach 2, up to 3 contiguous targets) 3d12, Knockback 1.

  • Far Slash.

    (Line 6) DC17 DEX save. This targets the closest Creature in the Line, continuing to target the next Creature until one fails its save. The first Creature that fails the save takes 5d12+5 Force damage.

  • Chaaarge! (1 use).

    Choose a target and Move 8 towards them. They must make a DC17 DEX save or be force moved with Axton the remaining squares of the 8 and then Knockback 2. If an object/wall ends the Move early, the target takes 2d12+30 damage instead. Recharges on any die roll of 12.

I AM YOUR SHIELD! is written with the lack of facing rules in mind. If using facing rules, then Axton and allies are only protected from the front and allies must be behind or to the side of Axton to be protected.