Lord's Alliance

This collection contains nobles and warriors associated with the Lord's Alliance, which comprises of Amphail, Baldur's Gate, Daggerford, Longsaddle, Mithral Hall, Mirabar, Neverwinter, Silverymoon, Waterdeep, and Yartar.

Level 8 Solo Warlock Puppeteer of Waterdeep
M50/heroWIL+
Master Controller.

Whenever Poppy is attacked, her nearest thrall is teleported to Interpose for her. Whenever she or her thralls are Crit, she summons 1/Hero Demon minions (size: d10) within Range 2.

After each Hero's Turn, choose one.
  • Warping Blast.

    (Range 8) 1d10+5. On damage: Teleport target spaces equal to the Primary die, halved (rounded up).

  • Charm (1/Round).

    (Range 6, Concentration) DC14 WIL save or Charmed. While Charmed, Poppy controls one of their available Actions.

  • Backing Band (1/Round).

    Bard moves 6 and grants Advantage to all "allies" for the remainder of the Round.

  • Sonic Storm (1/Round).

    Bard attacks: (Reach 3, AoE) DC14 STR save or 5d10 Thunder, Knockback 2, half damage only on save.

  • Knightwall (1/Round).

    Knight moves 6, then Slash: 1d10+10. Enemies in Reach 1 can’t Move away from Knight.

  • Death Strike (1/Round).

    Assassin emerges from the shadows in melee of a random Hero, then 2d10a+10, then disappears into the shadows.

BLOODIED:

Poppy's thralls become unstable and enraged in their cognitive dissonance! Backing Band can't be used and becomes always active, but attacks have Advantage against them in return.

LAST STAND:

The thralls are defeated and Poppy is alone! 80 more damage and she's defeated. Until then, she loses access to Bard, Knight, and Assassin's abilities, and Charm now affects all Creatures within Range.

Notes

  • Poppy keeps three thralls with her: Bard, Knight, and Assassin. They only act when Poppy spends an Action on an order. They share HP and are her Legendary HP, since Poppy doesn't take any damage until Last Stand.
  • If fighting a small party (3 or less), consider using 2 Rounds per "Round."
  • Charm is Concentration, meaning that only one Hero can be Charmed at a time until Last Stand.
  • Don't forget about the stacking Advantage with Backing Band when combined with Death Strike!
  • Determing random targets: For 3 players, use 1d6 halved (rounded up); 5 players, use 1d10 halved (rounded up). For 4 or 6 players, use a d4 or d6, respectively.
Lvl 8 pampered "princess" of waterdeep - Controller
M80
Beguiling Magic.

Charmed Creatures auto-fail saves vs Command and Suggestion.

Choose one.
  • Eldritch Blast (2x).

    (Range 8) 1d10+5

  • Charm.

    (Range 6, Concentration) DC14 WIL save or Charmed. They have Advantage on the save if she or allies are actively fighting them. While Charmed, Poppy controls one of their available actions.

  • Command.

    (Range 6) DC14 WIL save or they Approach! (Move towards Poppy), Flee! (Move away from Poppy), Kneel! (Action to go Prone), or Halt! (take no Actions).

  • Suggestion (1 use).

    DC14 WIL save or pursue a reasonable course of action from Poppy.

Avoid using Suggestion in battle unless you have a very specific idea that Command doesn't cover.

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