Villains and Lairs | w/Jeff Stevens
Crit Academy is joined by best-selling Dmsguild author, Jeff Stevens. In this episode, we discuss one of my favorite Dungeon Master resources, Villains and Lairs.
Expand your Dungeons and Dragons game with this collection of 56 NPCs of various Challenge Ratings, thirteen of which include maps and details of their lairs. Add these NPCs as a side-quest, a main villain, a one-shot, a bounty for easy money, or however else you wish.
Written by some of the best-selling authors on the Dungeon Masters Guild and outstanding podcasters, each NPC includes an image, a backstory, motives, flaws, and a stat block. Some even include new magic items!
This product is a piece of golden art. The collection of villains are interesting, well developed, and you're given options to introduce them not only as big bads but also as quest givers or just information givers. Giving you great NPC's for your world with fleshed out backgrounds and some with maps for their lairs. A must-have resource for any DM. Give a watch as we discuss some of our favorites in the book and the fantastic process to give this product life.
Unearthed Tips and Tricks! We bring you new and creative content for you to bring with you on your next adventure.
Lost Artifact: (The Great Big Random d100 Table of NPCs by Aurican’s Lair)
As a youth, their village was attacked by adventurers who stole several heirlooms of dire importance to their tribe's ancestor worship. Without the ancestral spirits to guide the tribe, they quickly fell on harsh times and were plagued by disaster after disaster. Thus, they left home to track down and rescue the artifacts to return safety and prosperity to their village. Most of the artifacts are carved bones of the remains of their ancestors. The tribe practices ritualistic cannibalism, consuming corpses of their kin, especially organs, to inherit their strengths. Feeding on the heart gives them courage, the brain gives them smarts, the liver gives them fortitude, etc. It is considered a great dishonor for a member of his tribe to be left to decay.
Origin: Saber-Toothed Tiger
Cunning Action. On each of its turns, the strider can use a bonus action to take the Dash, Disengage, or Hide action.
Shadow Form. The strider can enter a hostile creature's space. The first time it enters a creature’s space on a turn, the creature must make a DC 14 Dexterity saving throw, taking 2(1d4) psychic damage on a failed save.
Relentless (Recharges after a Short or Long Rest). If the strider takes 10 damage or less that would reduce it to 0 hit points, it is reduced to 1 hit point instead.