Leviathan Loyalist NPC's

CR 5

Fighting Strategy

Disciplined skirmisher and melee duelist. Works well in groups and thrives when fighting for a cause or under a commander. Often attempts to flank, disarm, or draw fire away from captains and leaders. Will die for the Leviathan.


Armor, HP, Speed, Initiative

  • Armor Class: 16 (studded leather + trained deflection)
  • Hit Points: 75 (10d8 + 30)
  • Speed: 30 ft
  • Initiative Bonus: +2

Saving Throws, Attack Bonus, Skills

  • Saving Throws: STR +4, DEX +5, CON +5
  • Attack Bonus: +7 (melee or ranged)
  • Skills: Athletics +6, Intimidation +4, Perception +4, Survival +4

Equipment

  • Cutlass (scimitar): 1d6+4 slashing
  • Repeating pistol (ranged): 1d10+2 piercing, range 30/90, reload (6 shots)
  • Grappling hook and rope, signal flare, tattooed Leviathan insignia (magical if upgraded)

Actions

Multiattack.
The Loyalist makes two attacks: one with its cutlass and one with its pistol (or both with cutlass if engaged in melee).

Cutlass.
Melee Weapon Attack: +7 to hit, reach 5 ft, one target.
Hit: 1d6 + 4 slashing.

Repeating Pistol.
Ranged Weapon Attack: +7 to hit, range 30/90 ft, one target.
Hit: 1d10 + 2 piercing. Reloads as a bonus action after six shots.

Reposition (Recharge 5–6).
As a bonus action, the Loyalist can move up to half their speed without provoking opportunity attacks and grant an ally within 10 feet advantage on their next attack.

Sharpshooter (CR 7–9)

Sniper and precision killer, dangerous at range.

  • New Trait – Deadeye Mark: As a bonus action, marks a creature within 90 feet. Until the end of the Sharpshooter’s next turn, ranged attacks against that creature deal +2d6 damage and ignore half cover.
  • New Attack – Trick Shot (Recharge 5–6):
    Ranged Weapon Attack: +8 to hit, 90 ft. Hit: 2d10 + 3 piercing. The target must succeed on a DC 14 DEX save or be disarmed or pushed 10 ft (DM's choice).
  • Repeating rifle range increased to 60/180. Gains an extra rifle attack when not engaged in melee.

Breaker (CR 7–8)

Heavily armored vanguard, built to disrupt lines.

  • New Trait – Brutal Momentum: When the Breaker moves at least 15 feet straight toward a creature and hits with a melee attack on the same turn, the target must succeed on a DC 15 STR save or be knocked prone.
  • New Attack – Shoulder Slam (Recharge 5–6):
    Melee Weapon Attack: +6 to hit, one target. Hit: 2d10 + 4 bludgeoning. Target must succeed on a DC 14 CON save or be stunned until the end of their next turn.
  • AC +2, HP +25. Gains half cover against ranged attacks.

Elemental Mage (CR 8–10)

Battlefield controller and elemental fury-wielder. Mage loyalists use raw energy as both weapon and signal—each one bearing unique elemental marks. Elemental effects are chosen at the start of combat or reflavored on the fly.


Elemental Type Options (choose or improvise per encounter):

  • Fire: Heat shimmer, scorched sigils, blazing eyes
  • Ice: Frost-brittle armor, pale breath, cracking cold
  • Lightning: Arcing veins, static-charged voice, flickering pupils
  • Acid: Hissing runes, corroded gear, bubbling skin
  • Force/Void: Distorted air, silent pulses, eye-black tears

New Trait – Arcane Channel: Elemental Surge

Once per short rest, the Mage can amplify a spell—increasing its damage dice by 1 tier (e.g., d6 → d8) and causing a secondary effect based on the element (e.g., Fire burns, Ice slows, Lightning shocks). DC 15 for secondary effect saves.

ElementSecondary Effect (DC 15)
FireTarget takes 1d6 fire at start of next turn
IceSpeed halved for 1 round
LightningDisadv. on next attack
Acid-1 AC for 1 round
Force/VoidPushed 10 feet

New Action – Elemental Pulse (Recharge 5–6)

Each creature within 10 feet must make a DC 15 DEX or CON save (element dependent). On a fail, they take 4d8 damage of the chosen type and suffer the associated secondary effect. Half on success, no condition.


Spellcasting (Charisma-based, +5 to hit, DC 15)

  • At-will: Elemental Bolt (2d10, flavored cantrip based on chosen type)
  • 1/day each: Scorching Ray (Fire) / Ice Knife (Ice) / Witch Bolt (Lightning) / Melf’s Acid Arrow (Acid)
  • 1/day each: Shield, Counterspell, Fear (flavored as elemental dread—frostbite, static shock, burning skin, etc.)

Other Modifiers

  • Replace pistol with elemental orb, rune-carved staff, or channeling gauntlet
  • HP +15
  • Gain resistance to chosen element type