The Brybrook Arena The Brybrook Arena is a historic monument to the perserverance and power of the peoples of the Stone Coast. When the city was young, the only thing even remotely resembling an arena was the training ground adjacent to the Brybrook barracks. The guardsmen and soldiers toiled there, preparing to defend their homes from the terrors of the Coast. Dragons, orcs, beasts, witches, demons,bandits, and the undead all terrified the early peoples of the Coast, and many guards would fall in desperate attempts to protect their loves ones. As the city grew in size the defenders of the city became idolized for their bravery and skill in fighting against the countless monstrosities of the land. Many citizens would pay their respects by visiting the training grounds to cheer on their heroes. Soon it became a tradition for the townsfolk to show their pride by cheering on the guards and soldiers as they trained, and the seeds of celebrity and glory were planted in the sands of the training grounds, which became affectionately known as "the Arena". Over the centuries, the Coast was largely tamed through the blood and toil of the guards and soldiers, and the training done at the Arena was no longer a necessity for surviving. Nevertheless, a thirst for watching heroes do battle was ingrained in the culture of Brybrook, so the Arena became a place where anyone could join to seek their glory. As the wealth of the city grew, it could afford more extravagance for its revered Arena; mages and clerics are now held on stand-by for the tournaments, and builders from the nearby Dwarven city of Ironhall were hired to build it into one of the most striking, complex, and massive buildings in the country. The Arena has become so popular and so lucrative that it now draws in more revenue for Brybrook than any other source. In addition to serving as a place of entertainment, the Arena still honors its original purpose by hosting militaries and licensed mercenary bands from all over the Stone Coast to prove their mettle, earn coin, and test new tactics. These veterans and sellswords sign up as teams, and many have gained fame for themselves and their homes for their deeds. These battles draw some of the largest crowds of any fights the Arena holds, and are almost always are the most elaborate spectacles. So popular are these events that recurring games are now played out for returning teams; objective-based battles and war games with novel terrain are crowd favorites. Even navies of the home and neighboring cities have been able to practice in recent years, as the wealth of the Arena allows for them to occasionally flood the fighting grounds and stage mock naval battles. Despite the Arena now being a place of skill and sport, it also plays a role in its justice system. The people of the Coast have never truly forgotten the terrors of their past; memories of the monsters and rampaging hordes that cost them so much are still seared into the city's cultural memory, and this is reflected in some of the Arena's other functions. Whenver a monster, goblin tribe, or camp of bandits threaten the city or the cities around Brybrook, they are handled with brutal swiftness by the militaries of those cities. Those that survive are sent to the Arena, either to face their execution for the joy of the crowd or to have a trial by combat. In this way, the Arena serves not only as entertainment, but as a symbol of the city's power and a seat of retribution for the atrocities of centuries past. Where once monsters and bandits terrorized Brybrook, they are now the disempowered ones, facing justice handed out with the coldness of steel. The final purpose of the Arena is an open secret, known implicitly by all but rarely spoken of overtly. After decades of bloody and expensive battling amongst the nations surrounding the coast, an alternative solution to war has been found in the arena. Teams and champions sent from nations can use their battles as a means of settling disputes, intimidating their enemies, or garnering popular support. On the sands of the Arena, wars can be averted. It's no coincidence that the champions and great teams of the Arena are so diverse; representation on these sands can mean a shift public opinion.

Games Single Combat Duels In Brybrook the fastest way to become known as a skilled warrior is to participate in the Arena Duels. These matches feature combatants facing each other in single combat to prove themselves as the strongest. Those that are named Arena Champions are celebrities throughout the Coast, with their Arena titles and faces painted across massive banners decorating the outside of the colosseum. 1 vs 1 Roster Kriv Bayax A dragonborn in the Stone Coast is a rarity, but Kriv has nearly single-handedly made his race both feared and respected there. A ferocious fighter, Kriv is a paladin of Krom and is constantly seeking battle to please his god and his clan. To him strength and skill in battle matter above all else. Kriv's goal in competing is to test himself against the best the world has to offer before returning home. Once he is satisfied that he is strong enough to succeed, he will submit himself to his clan's most ancient and harrowing trials to become their leader. Until then, he will terrify his opponents and delighting crowds on the sands of the Arena with his divine power. Kriv the Crusader Medium humanoid (dragonborn), lawful good Armor Class 16 (chain mail)

16 (chain mail) Hit Points 51 (6d8 + 24)

51 (6d8 + 24) Speed 30 ft. STR DEX CON INT WIS CHA 16 (+3) 12 (+1) 18 (+4) 11 (+0) 13 (+1) 16 (+3) Damage Resistances lightning

lightning Skills Athletics +5, Intimidation +5, Religion +2

Athletics +5, Intimidation +5, Religion +2 Senses passive Perception 11

passive Perception 11 Languages Common, Draconic

Common, Draconic Challenge 4 (1,100 XP) Channel Divinity (2/day). As a bonus action Kriv may channel the power of the divine to add his Charisma modifier to one of his attack rolls. Spellcasting. Kriv is a 6th level spell caster. His spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). He has the following paladin spells prepared: 1st level (4 slots): cure wounds, divine favor, shield of faith, wrathful smite 2nd level (3 slots): branding smite, compelled duel, magic weapon 3rd level (3 slots): blinding smite, crusader's mantle, elemental weapon Actions Multiattack. Kriv makes two melee weapon attacks. Morningstar. Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit 7 (1d8 + 3) piercing damage plus 4 (1d8) radiant damage. Lightning Breath (1/rest). Kriv exhales lightning in a 30-foot line that is 5 feet wide. Each creature in that line must make a DC 12 Dexterity saving throw, taking 30 (6d10) lightning damage on a failed save, or half as much damage on a successful one.

Ivor Sokolov Many years ago, a roughened man came to the Arena from the far North. Wearing tattered robes and speaking with a cold and rasping voice, this man wished to fight to earn some money. When offered a single-combat match against another beginner, Ivor refused, stating that it wouldn't be a fair fight. As luck would have it, one of the lower-ranking champions was available; he had been slated to fight but his challenger refused to show. On a whim, Ivor was given the fight as a replacement. The only thing that was expected of this haggard man was to make the champion look good, but that isn't what happened. When the fight began, Ivor let out a blast of magic so cold it's said that the seats in the front row of the Arena were covered in a layer of frost. Within moments, this new challenger reshaped the terrain of the fight and was sending shards of exploding ice flying from his hands. The champion struggled his way through howling sleet and frozen shards to where Ivor was standing, only to receive a blow to the face from a fist covered in hardened ice that sent him to the floor unconcious. With a single fight, Ivor proved himself worthy of being a Champion of the Arena. Though he has a flair for good fights in the Arena, outside of his bouts Ivor is a strange fellow. While not reclusive, his attitude makes him difficult to be around. He is intense and unnverving, fond of getting too drunk and speaking in cryptic words that send shivers up spines. Often he'll slip into other languages entirely, sometimes in tongues so alien it's difficult to believe they could be of the mortal plane. Most nights he spends at the tavern, spinning dark tales about giants and spirits to anyone who will listen before he walks off into the night to find a place to sleep. While endlessly entertaining to watch do battle, being around this master of frost can be unsettling at best. Ivor the Frostborn Medium humanoid (human), true neutral Armor Class 11 (14 with mage armor)

11 (14 with mage armor) Hit Points 39 (20d8 + 40)

39 (20d8 + 40) Speed 30 ft. STR DEX CON INT WIS CHA 17 (+3) 13 (+1) 14 (+2) 9 (-1) 8 (-1) 17 (+3) Skills Arcana +1, Athletics +5, Survival +2

Arcana +1, Athletics +5, Survival +2 Damage Resistances cold

cold Senses passive Perception 9

passive Perception 9 Languages Common, Giant, Abyssal, Primordial

Common, Giant, Abyssal, Primordial Challenge 4 (1,100 XP) Spellcasting. Ivor is a 6th level spell caster. His spellcasting ability is Charisma (spell save DC 14, +5 to hit with spell attacks). He has the following Sorcerer spells prepared: Cantrips (at will): ray of frost, frostbite, mage hand, message, minor illusion 1st level (4 slots): ice knife, mage armor, magic missile, shield 2nd level (3 slots): snilloc's snowball storm, shatter, hold person 3rd level (3 slots): sleet storm, fly, slow Actions Multiattack. Ivor makes two attacks with his fists. Frost Fists. Ivor coats his fists in a layer of hard frost before he strikes. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit 3 bludgeoning damage plus 10 (3d6) cold damage. Flurry (Recharge 5-6). Ivor casts a spell and then casts a cantrip as a bonus action. Investiture of Ice (1/day). Ivor casts investiture of ice. Frost Spikes (Recharge 6). Ivor summons a 20ft long line of icy spears from the floor from his space, making that area difficult terrain. Each creature within the area must make a Dexterity saving throw with a DC of 14. On a failed save, the creature takes 5d8 cold damage, and half as much on a successful save. If shatter is cast on a space affected by frost spikes each creature affected by the spell takes 2d8 cold damage in addition to the damage dealt by shatter. This can only be done once per affected space, which is then no longer difficult terrain.

Isabella Moreno From the lawless craggy city of Hwen comes a woman whose words can be deadly. Born a poor daughter of a pirate and a prostitute, Isabella's hard life forced her to quickly learn how to defend herself. While her father taught her to handle a sword, her mother took to teaching her how to use her charms and wits to get what she wanted. From a young age Isabella took to her mother's lessons, quickly becoming an expert at speaking honeyed words to anyone and everyone. As she grew it became apparent that Isabella's skills went beyond simple charms; she had a supernatural gift in her voice. Seeing potential in their daughter, Isabella's parents gathered what little money they could spare to hire a travelling bard to teach her the ways of controlling her voice. Her lessons quickly paid off as Isabella was able to charm and con nearly anyone. Over the years she perfected her art and began a career as a buccaneer with her father. She became wildly successful, pillaging numerous ships worth of cargo by luring them close with enthralling songs and whispers. However, her pirating came to an end when the Sunderstone Navy laid a trap for her and captured her ship. Though a captive, she was far from defenseless; she managed to convince the naval captain holding her to sentence her to trial by combat in the Arena instead of hanging her and her crew. Isabella won her fight, and found for once in her life that she had people cheering for her. Despite her lowly birth and her criminal past, in the Arena all were equal. If you can entertain the crowd you can earn their love, and entertaining is a skill Isabella has perfected. Even though she won her freedom and the freedom of her crew she frequently returns to the Arena to compete. Her enchanting voice now draws in crowds instead of victims. She has become known as the Siren of the Bay and the voice she once used to con others is now put to use to bring opponents to their knees. Isabella the Siren Medium humanoid (human), chaotic neutral Armor Class 13

13 Hit Points 44 (8d8 + 8)

44 (8d8 + 8) Speed 30 ft. STR DEX CON INT WIS CHA 13 (+1) 16 (+3) 12 (+1) 10 (+0) 11 (+0) 18 (+4) Condition Immunities charmed

charmed Skills Acrobatics +6, Deception +10, Persuasion +10, Sleight of Hand +6, Survival +3

Acrobatics +6, Deception +10, Persuasion +10, Sleight of Hand +6, Survival +3 Senses passive Perception 10

passive Perception 10 Languages Common, Thieves' Cant

Common, Thieves' Cant Challenge 5 (1,800 XP) Vocal Mastery. Isabella's powerful voice can be strained to enhance her spellcasting. She may use a bonus action to raise her voice, causing a spell with a verbal component to either be extended to affect an additional creature or deal an additional die of damage. Once she has done this she must roll a Constitution saving throw with a DC of 10. If she fails, she cannot speak or cast spells requiring a verbal component until she rests. The DC for this ability increases by 2 with every use. Spellcasting. Isabella is an 8th level spell caster. Her spellcasting ability is Intelligence (spell save DC 16, +8 to hit with spell attacks). She has the following bard spells prepared: Cantrips (at will): blade ward, vicious mockery 1st Level (4): charm person, dissonant whispers, healing word, thunderwave 2nd Level (3): blindness/deafness, enhance ability, enthrall, suggestion 3rd Level (3): bestow curse, fear, sending 4th Level (2): compulsion, confusion Actions Multiattack. Isabella makes two weapon attacks. Rapier. Melee Weapon Attack: +6 to hit, reach 5ft., one target. Hit 7 (1d8 + 3) piercing damage. Voice of Mettle (1/day). Isabella sings with a piercing pitch too loud to bear. Every creature within 10ft must make a Constitution saving throw or take 5d8 thunder damage and become deafened for 1 minute. On her next turn, Isabella has advantage on all attack rolls against deafened creatures. Reactions Defensive Duelist. When she is hit with a melee attack, Isabella may use her reaction to add +3 to her AC, possibly causing the attack to miss.

Few dwarven families are regarded as highly as the Ironfoot clan. For centuries their sons and daughters served honorably as guardians and caretakers of the Dwarven mountain-city of Ironhall. When the Elven War came to their city's doorsteps a century ago the Ironfoot clan's deeds cemented their name in dwarven culture. Overwhelmed and outnumbered, warriors of the Ironfoot dug their heels in and held the city gate against an onslaught of elven magic and arrows. Despite great losses, their bravery won the day when reinforcements from Haven saved the city. Though the dwarves won the day, Bruenor bears a great weight of anger with his name. His family tree was cut much shorter during the war, and a century has done little to dull the pain of loss and hatred that he feels for the elven nations to the south, especially with many of his bretheren still enslaved in Galimdur. Bruenor burns to see his people united again, and that is why he fights in the Arena. Each battle he wins brings coin that goes into the coffers of Ironhall, and with each appearance he shows that his people are no longer content to hide inside their mountain. By fighting in the Arena and interacting with the competitors and citizens in Brybrook, he intends to sway the opinion of the Coast to come to the aid of his bretheren and oppose the elves. Should he succeed, he will begin preparing Ironhall to march on Galimdur and any who stand in the way of dwarven independence. Bruenor holds the title of Stonebinder, an honored position in Ironhall. This title has become his Arena moniker, but also bears with it cultural responsibilities to his people. His duty is to command the defenders and maintain the ramparts of his home. This position grants him access to the unique dwarven equipment he proudly bears into his bouts. He carries the Earthen Hammer, a masterwork that can shake the very earth with its power. He also wears custom-made dwarven plate that grants the stobbornness and resilience of stone to those that don it. These pieces of equipment make an already tough dwarf nearly unstoppable. Breunor the Stonebinder Medium humanoid (dwarf), lawful good Armor Class 20 (dwarven plate)

20 (dwarven plate) Hit Points 75 (10d8 + 30)

75 (10d8 + 30) Speed 25 ft. STR DEX CON INT WIS CHA 18 (+4) 7 (-2) 16 (+3) 11 (+0) 12 (+1) 13 (+1) Damage Resistances bludgeoning, poison

bludgeoning, poison Senses passive Perception 11, darkvision 60ft.

passive Perception 11, darkvision 60ft. Languages Common, Dwarvish

Common, Dwarvish Challenge 5 (1,800 XP) Dwarven Resilience. Breunor has advantage on saving throws against poison. Dwarven Plate. If an effect would move Bruenor against his will along the ground, he may use his reaction to reduce the distance he is moved by up to 10 feet. Unyielding Ironfoot. As long as Breunor's feet touch the earth, he has advantage on all Strength-based checks. In addition, Breunor may use his bonus action to regain 1d8 + 3 hit points if he is below half of his maximum hit points and his boots are touching the ground. Spellcasting. Using his enchanted hammer Breunor may channel the power of the earth to perform limited spellcasting. His spellcasting ability is Strength (spell save DC 15, +7 to hit with spell attacks). He has the following spells prepared: At will: earth tremor, mold earth 1/day each: earthen grasp, erupting earth, stoneskin, stone shape, thunderwave, wall of stone Actions Multiattack. Breunor makes two melee weapon attacks. The Earthen Hammer. Melee Weapon Attack: +7 to hit, reach 5ft., one target. Hit 9 (1d10 + 4) bludgeoning damage plus 10 (2d10) thunder damage.

Ramas From a small coastal island to the southeast comes a man from a solitary mountain monastary. Ramas is a monk whose speed and unusual humility has earned him something of a cult following in the Arena. Upon his first appearance he was not taken very seriously; monks are rather rare on the Coast, and most think the stories of their abilities are greatly exaggerated. So when a man who barely looks beyond the age of a teenager arrived with nothing but an orange robe and wooden staff, he was met with laughter and calls for a "real fighter". In less than a minute Ramas had silenced those jeers. In front of a crowded arena he seemed to effortlessly flow through a group of mercenaries like water, knocking each unconscious with impossibly quick strikes with his bare hands. He left the Arena in stunned silence that day, with the citizens struggling to believe what they witnessed. Even in a city where magic is common watching a seemingly ordinary man pick apart a band of armed and armored veterans was hard to believe. Since then, people clamor to watch him compete. Each time he fights Ramas dazzles the crowd with a new show of incredible athleticism. He moves faster than any man seen previously in the Arena, catches arrows out of the air and can seemingly defy gravity. Not only is he fast, but his ability to strike armored opponents with his fists and send them reeling as if he struck them with iron delights and amazes the crowds. While Ramas is not the most powerful fighter, he may very well be the favorite. In a world where magic-wielders and the monstrously strong often dominate, Ramas proves that even an ordinary man can rise to accomplish the incredible. Young boys want to be like him, and their parents hold Ramas up as an example of discipline and hard work. Fueling the Arena's love of him is Ramas's personality; he is humble, charitable, and kind, rejecting the hero worship that is often thrown at the feet of Champions in favor of quiet appreciation and service to the Brybrook community to whom he donates his winnings. In many ways Ramas embodies the original spirit of the Arena that many now fear is fading: the celebration of duty and service. The Arena adores him because he inspires them and serves as an unexpected reminder of the humility and valor of their past. Ramas the Swift Medium humanoid (human), lawful good Armor Class 17

17 Hit Points 60 (11d8 + 11)

60 (11d8 + 11) Speed 50 ft. STR DEX CON INT WIS CHA 13 (+1) 18 (+4) 12 (+1) 10 (+0) 16 (+3) 10 (+1) Condition Immunities frightened

frightened Skills Athletics +4, Acrobatics +7

Athletics +4, Acrobatics +7 Senses passive Perception 13

passive Perception 13 Languages Common, Giant

Common, Giant Challenge 6 (2,300 XP) Unarmored Movement. Ramas has the ability to move along vertical surfaces and across liquids on his turn without falling during the move. Stunning Strike. When Ramas hits a creature with his quarterstaff, he may use his bonus action to force that creature a DC 14 Constitution saving throw or be stunned until the end of his next turn. Actions Multiattack. Ramas makes two quarterstaff attacks and two unarmed strikes. Quarterstaff. Melee Weapon Attack: +7 to hit, reach 10ft., one target. Hit 7 (1d6 + 4) bludgeoning damage. Unarmed strike. Melee Attack: +7 to hit, reach 5ft., one target. Hit 7 (1d6 + 4) Furious Strikes (Recharge 6). Ramas casts steel wind strike, substituting force damage for bludgeoning. Reactions Deflect Missiles. Ramas may use his reaction to deflect or catch missiles when hit by a ranged weapon attack. When hit by a ranged weapon attack, Ramas may reduce it by 1d10 + 4. If the damage is reduced to 0, he can catch the missile if it is small enough for him to hold in one hand and he has at least one hand free. If he catchs a missile in this way, he can make a ranged attack with the weapon or piece of ammunition he just caught, as part of the same reaction.

Breena Tenderstep When Breena first arrived at the Arena, many people had no idea what to make of her. Few in Brybrook have seen halflings in person, and no one in the city was prepared for a warrior with her disposition to compete. Breena is a lightning rod of energy and positive outlook. Everywhere she goes people are drawn to her personality, and her exotic and personable nature have made her one of the more sought-after celebrities of the Arena. While she may have been made famous by her joyful outlook, that's not what keeps her as an Arena Champion. Breena is an immaculate shot with a bow, capable of hitting a target from ranges most archers would consider nearly impossible. In addition to her uncanny aim, she is also a talented trick shooter and can curve her arrows to make otherwise impossible shots. Breena gained her skills as a young child living in Shora's Grove. An entirely halfling city, her home is an isolated forest island. As youth, all halflings in the Grove must learn to use a weapon, as just off their eastern shore is an island contested by the Western Republic and the Orcish clans. There are few things the orcs enjoy more than raiding, and halflings had long been favorite targets for their assaults. Quickly the halflings learned to defend themselves with bows, and their guerilla tactics and deadly aim have become so refined that they can give even large orc raiding parties pause. The best of these archers are chosen to become Rangers of the Grove, a special group of halfling Rangers who are the first line of defense against orc incursions. Breena is a high-ranking member and an excellent example of the capabilities of the Rangers. While most combatants come to Brybrook of their own accord, Breena was sent to the mainland to find ways to make money for the Grove and find friends to help defend against the orcs. As the Republic loses ground on the island to the Shore's east, the orcs are becoming more bold in their raids and harder to repel. Breena's mission is to find any avenue possible to defend her home. Recently, she has made friends with the Arena Grand Champion Kuroi and hopes to convince him to try his hand at orc-slaying. Breena the Dead-Eye Small humanoid (halfling), lawful good Armor Class 15 (leather)

15 (leather) Hit Points 42 (9d6 + 9)

42 (9d6 + 9) Speed 25ft. STR DEX CON INT WIS CHA 8 (-1) 17 (+3) 12 (+1) 11 (+0) 17 (+3) 10 (+0) Skills Athletics +2, Acrobatics +6, Nature +3

Athletics +2, Acrobatics +6, Nature +3 Senses passive Perception 10

passive Perception 10 Languages Common, Halfling

Common, Halfling Challenge 6 (2,300 XP) Lucky. When Breena rolls a 1 on an attack roll, ability check, or saving throw, she may reroll the die and must use the new roll. Brave. Breena has advantage on saving throws against being frightened. Halfling Nimbleness. Breena may move through the space of any creature that is of a size larger than hers. Trick Shot. While using her bow, Breena's ranged weapon attacks ignore half and three-quarters cover and attacking at long range doesn't impose disadvantage on her attack rolls. In addition, she doesn't suffer disadvantage when using ranged weapons within 5 feet of a hostile creature. Spellcasting. Breena is a 9th level spell caster. Her spellcasting ability is Wisdom (spell save DC 14, +6 to hit with spell attacks). She has the following ranger spells prepared: 1st level (4 slots): ensnaring strike, hunter's mark 2nd level (3 slots): cordon of arrows, spike growth 3rd level (2 slots): conjure animals, lightning arrow Actions Multiattack. Breena makes three shortbow or two shortsword attacks on her turn. Shora's Shortbow. Ranged Weapon Attack: +6 to hit, range 80/320 ft., one target. Hit 9 (2d6 + 3) piercing damage plus 7 (2d6) radiant damage. Shortsword Of Wrathful Nature. Melee Weapon Attack: +6 to hit, reach 5ft., one target. Hit 6 (1d6 + 3) piercing damage plus 6 (2d6) lightning damage plus 6 (2d6) poison damage. Precise Shot. Breena may make a ranged weapon attack with advantage on her attack roll and a bonus of 10 (3d6) to her damage roll. While aiming in this way, she critically hits on rolls of 19 or above. Until the start of her next turn creatures that attack her have advantage on their attack roll.

Auring Pinarius When it comes to battle, few relish the thrill as much as Auring. Originally a guardsmen from the Western Republic, Auring thirsted to fight against the hordes and monsters of the countryside. He left service in his own city and travelled to the Capitol to join the Republic's Elite Guard. For years he roamed the countryside from town to town with the Guard, hunting down goblins and monsters that terrorized the citizens. With Auring at their disposal the Elite Guard excelled at killing so much that within a few years Auring found himself disappointed with how few trolls and ogres there were left to test his skills against. When Auring began recklessly charging toward anything that made for a fight it drew the ire of his brothers in arms and his superiors. While his Commmanders were willing to overlook enthusiasm, they would not stand for disobedience and rebellion. Eventually his thirst for glory in battle started endangering his fellow soldiers, and he was dismissed from his position. Undaunted, Auring left the Republic and made his way to the fabled Arena. There he found challenges worthy of his talent and the recognition he craved. Auring's time fighting the monstrosities haunting the dark places of the Republic has imparted upon him incredible toughness and taught him ways how to use a shield to great effect. Combined, these skills make him an frightening opponent. Auring presents a unique challenge due the near impossibility of hitting him from the front, as spells and arrows do little to stop his advance.. Though his time in the Guard has made him into a stalwart man, it did little favors for his demeanor. He is rough and crass, and his percieved superiority to nearly everyone he meets makes him arrogant and haughty. Auring the Hoplite Medium humanoid (human), lawful neutral Armor Class 18 (breastplate, shield)

18 (breastplate, shield) Hit Points 114 (12d8 + 60)

114 (12d8 + 60) Speed 30 ft. STR DEX CON INT WIS CHA 18 (+4) 16 (+3) 20 (+5) 12 (+1) 8 (-1) 8 (-1) Skills Acrobatics +6, Athletics +7, Perception +2, Performance +2

Acrobatics +6, Athletics +7, Perception +2, Performance +2 Senses passive Perception 12

passive Perception 12 Languages Common

Common Challenge 7 (2,900 XP) Shield Master. Auring gains the following benefits while wielding his shield: If he is not incapacitated, he may add +2 to any Dexterity saving throw against a spell or other harmful effect that only targets him as long as he still wields his shield. If he is subjected to an effect that allows him to make a Dexterity saving throw to only take half damage, he can use his reaction to take no damage if he succeeds on the saving throw. Actions Multiattack. Auring makes three melee weapon attacks. Shield Bash. Auring may attempt to shove a creature within 5 feet with his shield. If he is successful, the creature takes 7 (1d6 + 4) bludgeoning damage. Spear. Melee Weapon Attack: +8 to hit, reach 10ft., one target. Hit 9 (1d8 + 5) piercing damage. Xiphos. Melee Weapon Attack: +6 to hit, reach 5ft., one target. Hit 7 (1d6 + 4) piercing damage. Reactions Riposte. When a creature misses Auring with a melee attack, he can use his reaction to make a melee weapon attack against the creature. Spear Master. If that creatures moves within his spear’s reach on its next turn, he can make a melee attack against it with his spear as a reaction. If the attack hits, the target takes an extra 1d8 piercing damage. Auring can’t use this ability if the creature used the Disengage action before moving.

Thia Thia is an oddity in the Arena, and her participation is controversial. Rumored to be a former assassin, she is an expert at quickly putting down her opponents. Her footsteps are silent, her blades are quick, and her blood runs cold. Rarely is it that she will speak, but when she does it's in a near whisper. While soft-spoken, her words are always blunt and combative. Her quiet and creeping demeanor unnerve most that encounter her, and the rumors of her past work as a hired killer makes her all the more frightening. In addition to her personality and reputation, her elven heritage and her seemingly demonic ability to fade into shadows and reappear have made her something of a local boogeyman; parents will warn their disobedient children that the Shadowstep will get them at night if they misbehave. Even some of the adults believe that Thia lurks around corners, waiting to strike. Breunor shows a particular distaste for Thia and her tactics even though the two have never met in the Arena. There is a near universal dislike for Thia in Brybrook, but if she ever noticed she certainly doesn't seem to mind. She competes, wins, and leaves with her earnings. While most were content to let her fight the way she wants, renewned anti-elven sentiments stirred up by Bruenor have encouraged grumblings that her tactics are unfair. More outspoken voices even talk about stripping her of her Champion title. Thia the Shadowstep Medium humanoid (elf), lawful evil Armor Class 16

16 Hit Points 65 (10d8 + 20)

65 (10d8 + 20) Speed 30 ft. STR DEX CON INT WIS CHA 12 (+1) 19 (+4) 14 (+2) 11 (+0) 10 (+0) 14 (+2) Skills Acrobatics +7, Athletics +4, Perception +3, Stealth +7

Acrobatics +7, Athletics +4, Perception +3, Stealth +7 Senses passive Perception 13

passive Perception 13 Languages Common, Elvish, Dwarvish, Thieves Cant

Common, Elvish, Dwarvish, Thieves Cant Challenge 8 (3,900 XP) Fey Ancestry. Thia has advantage on saving throws against being charmed, and magic can't put her to sleep. Sneak Attack. Once per turn, Thia may deal an extra 15 (5d6) damage to one creature she hits with an attack if she has advantage on the attack roll. Devil's Sight. Thia can see normally in darkness, both magical and non-magical, to a distance of 120 feet. Assassin. Thia has advantage on attack rolls against any creature that hasn’t taken a turn in the combat yet. In addition, any hit she scores against a creature that is surprised is a critical hit. Cunning Action. Thia can take a bonus action on each of her turns in combat. This action can be used only to take the Dash, Disengage, or Hide action. Actions Dagger. Melee Weapon Attack: +7 to hit, reach 5ft., one target. Hit 6 (1d4 + 4) piercing damage. Orb of Darkness (4). Thia throws a palm-sized ebony orb to a location within 20ft. At the end of her turn, the orb casts darkness on its location. Thia may throw up to two orbs per turn. Shadowstep. When Thia stands in dim light or darkness, as a bonus action she can teleport up to 60 feet to an unoccupied space she can see that is also in dim light or darkness. She then has advantage on the first melee attack she makes before the end of the turn.

Orianna While most Tieflings are reviled or feared, Orianna has earned her place in the hearts of the citizens of Brybrook. She may be a warlock, but Orianna has made no pact with a demon or eldritch nightmare; her power comes from a pact she has made with an elemental on the plane of fire. Instead of necromancy or some evil-spawned spells, she has made her domain that of the flame. While even this set many townsfolk on edge, Orianna's friendly and flamboyant nature eventually won them over. She may be friendly outside of the Arena, but inside it Orianna is a terror. She will use great gouts of fire to scorch the sands and has even shown that she can transform herself into a flowing tower of flame. Many men have thrown down their weapons in fear rather than face her. Inevitably battles with Orianna turn into great shows of light and heat that would entertain the crowd all on their own. Orianna is now greatly adored in the city, but not much is known about her past. Orianaa the Scorcher Medium humanoid (tiefling), chaotic good Armor Class 14 (leather)

14 (leather) Hit Points 55 (10d8 + 10)

55 (10d8 + 10) Speed 30 ft. STR DEX CON INT WIS CHA 11 (+0) 16 (+3) 13 (+1) 12 (+1) 12 (+1) 17 (+3) Damage Resistances fire

fire Skills Arcana +5

Arcana +5 Senses passive Perception 11, darkvision 60ft.

passive Perception 11, darkvision 60ft. Languages Common, Infernal, Primordial

Common, Infernal, Primordial Challenge 9 (5,000 XP) Master of Flame. Once per turn, if Orianaa rolls a 2 or lower for damage with a spell that deals fire damage, she may roll again and use either result. Spellcasting. Orianaa is a 10th level spell caster. Her spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). She has the following Warlock spells prepared: Cantrips (at will): control flames, fire bolt, produce flame, thaumaturgy 5th level (2 slots): aganazzar's scorcher, burning hands, fireball, fire shield, flame strike, heat metal, hellish rebuke, scorching ray, wall of fire Infernal Legacy. Once per day, Orianaa can cast hellish rebuke (2nd level) and darkness each without expending a spell slot. Actions Quarterstaff. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit 3 (1d6) bludgeoning damage. Avatar of Flame (1/day). Orianaa may transform herself into a fire elemental as an action, or as a reaction if she is reduced to 0 hit points while in her humanoid form. She reverts to her humanoid form if she is reduced to 0 hit points while an elemental, or she may revert willingly with a bonus action.

Amra Amra has a complicated relationship with Brybrook. A recluse, Amra is rarely seen and has little interest in speaking with the townsfolk. This peeves many people of the city, as they often expect their Champions to be sociable. However, Amra would much rather walk alone in the gardens or stroll through the wilds in her spare time. Not only is her reclusiveness a cause for rumor and dislike, but her being an elf stirs up some racial tensions as well. Many more nationalistic citizens root for Amra to fail and are infuriated that she has gained the title of Champion. When she fights in larger Arena battles many will attack her at the exclusion of others just to knock her down a peg, even if it means putting themselves at a disadvantage in the process. Despite all of this, Amra refuses to apologize or change. Amra the Wildling Medium humanoid (elf), chaotic neutral Armor Class 14

14 Hit Points 82 (11d8 + 33)

82 (11d8 + 33) Speed 30 ft. STR DEX CON INT WIS CHA 9 (-1) 14 (+2) 16 (+3) 13 (+1) 18 (+4) 7 (-1) Condition Immunities poisoned

poisoned Senses passive Perception 14, darkvision 60ft.

passive Perception 14, darkvision 60ft. Languages Common, Elvish, Druidic

Common, Elvish, Druidic Challenge 10 (5,900 XP) Fey Ancestry. Amra has advantage on saving throws against being charmed, and magic can't put her to sleep. Wild Shape (1/day). As a bonus action, Amra may transform into a beast of challenge rating 3 or less. Spellcasting. Amra is a 11th level spell caster. Her spellcasting ability is Wisdom (spell save DC , + to hit with spell attacks). She has the following Druid spells prepared: Cantrips (at will): mending, thorn whip, thunderclap, gust 1st level (4 slots): entangle, faerie fire, healing word, longstrider, thunderwave 2nd level (3 slots): barkskin, heat metal, moonbeam, spike growth 3rd level (3 slots): call lightning, conjure animals, daylight, plant growth, wind wall 4th level (3 slots): conjure woodland beings, divination, freedom of movement, grasping vine, polymorph 5th level (2 slots): awaken, commune with nature, tree stride 6th level (1 slots): conjure fey, sunbeam, wall of thorns Actions Multiattack. Amra makes three melee weapon attacks. Thorn. Melee Weapon Attack: +6 to hit, reach 5ft., one target. Hit 4 (1d4 + 2) piercing damage plus 10 (3d6) poison damage.

Darren Darren Longmark is undoubtedly the most powerful Knight-Enchanter alive. With a training pedigree that stretches back to the founding of his order, just the thought of his presence on a battlefield makes him a one-man war deterrent. His displays in the Arena have put the royalty of the elves on edge, and even generals within the Republic become nervous when thinking about what a man like Darren could do should the Coast unify. Wielding an enchanted weapon of his own make and armor designed for the captain of the Knight-Enchanters, Darren is undefeated in the Arena. Not only is he capable of fighting blade-to-blade with any fighter, he boasts a mastery of both defensive and offensive magic that can tear through multiple enemies. Though he is powerful beyond the measure of most, Darren is constantly seeking to prove himself the equal to his idol, the first Knight-Enchanter Syro Belrider. Syro and his brother Gareth were killed by elves in a retributive sneak-attack on their homes years after the Elven War ended. This treachery instilled in Darren a deep distrust of the elves and a burning desire to meet them on the battlefield. Any inkling of military mobilization from the elves has always resulted in a swift and serious response from Darren and his Knights. His smouldering animus against the elves, especially the Gal'im, may be the single thing preventing full-scale conflict. The Gal'im and Kandora know that Darren is so beloved by Sanlow that the mages, Knights, Shardminds, and even the army itself would follow him into battle if he asked it of them. This truth terrifies them, and while it may be what is keeping the peace currently, Darren's volatility and Sanlow's loyalty to him may prove to be what causes war. Darren the Knight-Enchanter Medium humanoid (human), lawful neutral Armor Class 18 (plate)

18 (plate) Hit Points 110 (13d8 + 52)

110 (13d8 + 52) Speed 30 ft. STR DEX CON INT WIS CHA 18 (+4) 10 (+0) 18 (+4) 16 (+3) 12 (+1) 10 (+0) Saving Throws Str +8, Con +8, Int +7

Str +8, Con +8, Int +7 Skills Arcana +7, Athletics +8, History +7

Arcana +7, Athletics +8, History +7 Senses passive Perception 12

passive Perception 12 Languages Common, Elvish

Common, Elvish Challenge 11 (7,200 XP) Armor of Magic Resistance. Darren has advantage on saving throws against Spells and other magical effects. War Magic Master. On a turn Darren has used his action to cast a spell, he may use his bonus action to make a melee weapon attack. Eldritch Strike. When Darren hits a creature with a weapon attack, that creature has disadvantage on the next saving throw it makes against a spell Darren casts before the end of his next turn. Spellcasting. Darren is a 13th level spell caster. His spellcasting ability is Intelligence (spell save DC 15, +7 to hit with spell attacks). He has the following wizard spells prepared: Cantrips (at will): booming blade, chill touch, frostbite, shocking grasp 1st Level (4 slots): absorb elements, chromatic orb, earth tremor, shield 2nd Level (3 slots): aganazzar's scorcher, scorching ray, shatter 3rd Level (2 slots): hold person, lightning bolt Actions Multiattack. Darren makes three longsword attacks. Longsword of Force. Melee Weapon Attack: +7 to hit, reach 5ft., one target. Hit 9 (1d10 + 4) slashing damage plus 15 (3d10) force damage. Arcane Charge (1/rest). Darren uses his action to cast steel wind strike.

Kuroi Kuroi Vaimei-Laga is the grand champion of the Brybrook Arena and a living legend. A freak of strength even among goliaths, his might and nearly unbelievable deeds made his name known throughout the Coast. He is a man that needs no introduction, so much so that he has no arena moniker and few even know his full name. To most, he is simply "Kuroi". Kuroi hails from a goliath clan in the frigid mountains of the North, an area largely avoided by other races due to the high numbers of giants and trolls. The goliaths here are known for their strength and endurance, but never has one of them risen to such heights as Kuroi. His renown grew as a youth when Kuroi went on a hunting trip with a friend, not realizing that they had entered the preferred hunting ground of a hill giant. The hill giant ambushed the pair, injuring Kuroi's friend. Before the giant could deal a killing blow, Kuroi wrestled it to the ground and beat it into submission. This made him an instant folk hero among his people, and they excitedly sent him off to see what other great deeds he could accomplish. In his travels, Kuroi joined a wandering party of adventurers and the tales of his travels made him famous. He travelled the Coast and the Republic, slaying creatures and delving into dungeons. Anyone with an ear for rumor and excitement knows the numerous stories surrounding his adventures, like the tale of how he once broke a troll's jaw with a single punch. His life story is now legend. Kuroi is often shy with those he does not know well, but should you become friendly with him or fill him with enough alcohol to give a dragon a buzz, you would find him to be quite talkative. While not overly boastful, Kuroi will joyously and loudly tell his friends of his adventures and battles, and on the rare occasion he speaks of his clashes with trolls and dragons he has had entire taverns hanging on his every word. Kuroi Medium humanoid (goliath), lawful good Armor Class 17 (unarmored defense)

17 (unarmored defense) Hit Points 133 (14d8 + 70)

133 (14d8 + 70) Speed 40 ft. STR DEX CON INT WIS CHA 22 (+6) 15 (+2) 20 (+5) 10 (+0) 13 (+1) 13 (+1) Saving Throws Str +10, Con +9

Str +10, Con +9 Condition Immunities frightened

frightened Skills Athletics +10, Intimidation +5, Perception +7, Performance +5

Athletics +10, Intimidation +5, Perception +7, Performance +5 Senses passive Perception 17

passive Perception 17 Languages Common, Giant

Common, Giant Challenge 12 (8,400 XP) Aggressive. As a bonus action, Kuroi can move up to his speed toward a hostile creature that he can see. Brute. A melee attack deals two extra die of its damage when Kuroi hits with it (included in the attack). Feral Instinct. Kuroi's instincts are so honed that he always has advantage on initiative rolls. Reckless. At the start of his turn, Kuroi can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against him have advantage until the start of its next turn. Rage (5/rest). As a bonus action, Kuroi can enter a rage that gives him advantage on Strength checks and Strength saving throws and grants resistance to all damage except psychic damage. He can end it as a bonus action. Actions Multistrike. Kuroi makes three melee weapon attacks. Unarmed Strike. Melee Weapon Attack: +8 to hit, reach 5ft., one target. Hit 13 (3d4 + 6) bludgeoning damage. Maul. Melee Weapon Attack: +8 to hit, reach 5ft., one target. Hit 20 (4d6 + 6) bludgeoning damage. Devastating Blow. Kuroi makes a melee weapon attack with his maul against a single creature within range. If he hits, his attack deals four times the damage of a single melee weapon attack. If he has advantage on the attack, he deals five times damage. Reactions Endurance of the Mountains (2/day). When taking damage, Kuroi may reduces the damage he takes by 18 (2d12 + 5).

Games The Arena consists of multiple games aside from one-on-one duels, each with a unique focus. First and probably the most popular are the Team Battles. These are clashes between two groups, sometimes fought until one side yields but often with an objective to complete. Another popular spectacle are the Trials of Combat. These fights serve a dual purpose: they both dispense Brybrook's justice via execution and serve as a proving ground for aspiring warriors to test their mettle. Naval Battle Arena Images: Relic Recovery Monster Fight