<?xml version="1.0" encoding="UTF-8"?>
<compendium version="5" auto_indent="NO">
    <!-- Races -->
    <race>
        <name>Verdan</name>
        <size>M</size>
        <speed>30</speed>
        <ability>Con 1, Cha 2</ability>
        <proficiency>Persuasion</proficiency>
        <spellAbility></spellAbility>
        <trait>
            <name>Description</name>
            <text>The verdan owe their existence to chaos. Descended and transformed from a large clan of goblins and hobgoblins, those who became the verdan were simply living their lives, doing goblinoid things. But then passing through the shadow of That-Which-Endures changed them forever. Now the newest race to call Faerûn home, the verdan do their best to find their way in an unfamiliar world.
                Reality is a descent into chaos punctuated by brief flashes of order, whence we arose and so imagine it to be the norm rather than a distant outlier. That-Which-Endures held entropy back for a mere instant, and the Verdan emerged. I'm sorry, was that the question?
                Source: Acquisitions Incorporated p. 72</text>
        </trait>
        <trait>
            <name>Age</name>
            <text>Verdan reach adulthood at around the age of 24, and it is thought that they might live to nearly 200 years old. However, because no verdan has died of old age since the race's initial creation, their upper age limits remain subject to speculation.
            </text>
        </trait>
        <trait>
            <name>Alignment</name>
            <text>Verdan are generally good, although their absence of racial identity and shared history can sometimes see individual verdan become untethered from any moral or ethical framework.
            </text>
        </trait>
        <trait>
            <name>Size</name>
            <text>Verdan start out similar in size to the goblins they were created from, ranging from 3 to 4 feet in height. But at some point after reaching maturity, each verdan undergoes a sudden growth spurt of 2 feet or more. At 1st level, you are a Small creature. When you reach 5th level, you become a Medium creature.
            </text>
        </trait>
        <trait>
            <name>Black Blood Healing</name>
            <text>The black blood that is a sign of your people's connection to That-Which-Endures boosts your natural healing. When you roll a 1 or 2 on any Hit Die you spend at the end of a short rest, you can reroll the die and must use the new roll.
            </text>
        </trait>
        <trait>
            <name>Limited Telepathy</name>
            <text>You can telepathically speak to any creature you can see within 30 feet of you. You don't need to share a language with the creature for it to understand your telepathy, but it must be able to understand at least one language. This process of communication is slow and limited, allowing you to transmit and receive only simple ideas and straightforward concepts.
            </text>
        </trait>
        <trait>
            <name>Persuasive</name>
            <text>Your people's lack of history makes you trustworthy and humble. You have proficiency in the Persuasion skill.
            </text>
        </trait>
        <trait>
            <name>Telepathic Insight</name>
            <text>Your mind's connection to the world around you strengthens your will. You have advantage on all Wisdom and Charisma saving throws.
            </text>
        </trait>
        <trait>
            <name>Language</name>
            <text>You speak, read, and write Common, Goblin, and one additional language of your choice. This language typically has some connection to one of the areas or cultures that has been part of your life.
            </text>
        </trait>
        <trait>
            <name>Created by Chaos</name>
            <text>When the power of That-Which-Endures mutated the verdan, their skin was turned the color of jade and their blood began to flow black. Their ears grew pointed, and they gained a limited form of telepathy—but at the cost of forgetting their history. The underground homes of the goblins were places of terror to the new creatures those goblins became, and the verdan quickly fled to the surface and into the sunlight.
                When they arrived in the new lands of the surface, the verdan found that they were often mistaken for smaller, green-skinned half-elves. Attracting curiosity but no real questions, they have thus been able to make their way reasonably freely in the world.
            </text>
        </trait>
        <trait>
            <name>That-Which-Endures</name>
            <text>That-Which-Endures is a nameless, faceless, mysterious entity, something between a multiverse-spanning primordial spirit and an over-god. It represents the amoral and all-encompassing power of entropy—the force that unknowingly and uncaringly changes order into chaos, and that breaks matter and time down into its component parts so that all can be rebuilt. Some who study this entity claim that it is clearly evil and destructive. Others call it simply a necessary part of the cycle of death and rebirth. In the end, though, That-Which-Endures shows precious little interest in what people say about it.
            </text>
        </trait>
        <trait>
            <name>Ongoing Mutations</name>
            <text>Because the verdan have not dwelled long in the world, they are still discovering new things about themselves. Chief among these discoveries is that their physical forms change as they age, signifying that the mutative power of That-Which-Endures is not done with them. The first verdan emerged from the Underdark as creatures of goblin stature. But they soon learned that their kind were fated to eventually undergo a dramatic, painful, and random growth spurt that sees them transformed to hobgoblin size over a period of days.
                At the same time, many verdan undergo changes in coloring as they age. Male verdan typically have little to no hair, while females sport shocks of wiry hair that they try to tame in a variety of styles. But the color of any verdan's hair, skin, and eyes can transform from their original jade tones to pale white, deep ebon, or any other shade in between. A verdan's ears also undergo numerous spontaneous alterations over their lifetime, from the typical range of point and peak seen among the elves, to huge ears that sweep back from the head like wings, and which are often pierced behind the head with a single ring to keep them from flapping about.
                Changes in gender are also a known and accepted part of verdan life. These fluid aspects of form and identity are seen as blessings, allowing an individual to experience more of the world and grow in empathy and understanding. There is no pattern to any verdan's mutations, as verdan from the same family can shift in drastically different ways. The verdan assign no cultural or biological relevance to any particular coloration, physical features, or gender.
            </text>
        </trait>
        <trait>
            <name>Cultural Chameleons</name>
            <text>The clan homes of the Underdark goblinoids who became the verdan covered an enormous area. As the verdan fled to the surface world, they emerged in culturally diverse locations. Some found themselves near dwarven strongholds, others near elven enclaves, and others near the widespread human settlements of Faerûn.
                Without a cultural identity or memory of their own, the verdan quickly adopted the cultural practices of the areas into which they migrated. Still, a sense of not truly belonging is felt even by verdan who have been welcomed into other cultures. They are often stricken with wanderlust, keeping their possessions limited and easily portable. It is not unusual to see individual verdan or whole families trooping along the roads of the world with their tents and belongings strapped to their backs.
                Even when they are happily steeped in a culture, the verdan remain on the lookout for oppression and curtailment of freedoms. They understand the need for laws that protect, but they rail against laws that restrict and oppress—especially those designed to protect the power and wealth of the elite. When living among enlightened folk, verdan are still the first to speak out against cultural restraints on individuals, particularly those based on physical characteristics such as gender, race, or appearance.
            </text>
        </trait>
        <trait>
            <name>Wide-Eyed and Curious</name>
            <text>Verdan are hungry to undertake new challenges and absorb new experiences. When they meet other verdan who have traveled to different parts of the world, they drop everything to spend as long as possible sharing stories and observations from their respective travels. However, their inexperience in the world and their racial amnesia sometimes lends the verdan a kind of innocence that works against them. Some are credulous and easily fooled by hucksters, but most verdan have an intuition bred by empathy that helps them eventually sort out those who are sincere from those who are not.
            </text>
        </trait>
        <trait>
            <name>Verdan Names</name>
            <text>The oldest verdan names spring from goblinoid traditions, but more recent names reflect the character of the different cultures these folk have encountered since coming out into the sunlight. When a group of verdan live near dwarves, they might take on more dwarven-sounding names, only to change those names when they wander into a human area. A verdan is also not hesitant to change their name as their physical appearance changes—or, indeed, whenever the mood strikes them.
                Verdan make no differentiation between male, female, and family names, and often eschew family names altogether.
                • Verdan Names: Bronn, Crahma, Dolar, Dreeda, Duglee, Gruvald, Hulm, Jeal, Kalo, Klesh, Korm, Lathi, Ovlig, Paracii, Pils, Praet, Promul, Reezni, Rin, Shylk, Slyra, Sollo, Stalsii, Stromvo, Stussa, Syrkart, Takat, Toit, Tubyna, Varr, Veriga, Wraq, Wural, Wurxee
            </text>
        </trait>
        <trait>
            <name>Underlying Improvements</name>
            <text>When a verdan character gains an ability score improvement at certain levels, that increase can be tied to a physical mutation at the player's determination. A boost to Strength might be accompanied by a growth spurt and the development of rippling muscle, while an increase in Intelligence might produce a stylishly large forehead.
            </text>
        </trait>
    </race>
    
    <!-- Backgrounds -->
    <background>
        <name>Celebrity Adventurer's Scion</name>
        <proficiency>Perception, Performance</proficiency>
        <trait>
            <name>Description</name>
            <text>Your family name strikes fear and admiration in the hearts of the common folk—but that's got nothing to do with you. Songs and stories celebrating the adventuring exploits of your famous parent are widely known. Kids across the land grew up wishing they were you. But being the child of a famous adventurer wasn't all hugs and kisses.
                You seldom saw your celebrity-adventurer parent, and when they were around, it was all about them and tales of slaying this demon or vanquishing that dragon. All too often, you'd be woken out of a sound sleep by someone standing outside your home screaming about the latest threat to the town, the region, or the world.
                In the end, all you have to show for your lineage is your name. Most of the family's money went for consumables, from potions of healing and spell scrolls to copious amounts of dwarven ale. And everyone expects you to swing a sword or sling spells like your famous forebear, making it doubly hard for you to prove yourself.
                • Skill Proficiencies: Perception, Performance
                • Tool Proficiencies: Disguise kit
                • Languages: Two of your choice
                • Equipment: Disguise kit, a set of fine clothes, and a belt pouch containing 30 gp.
                Source: Acquisitions Incorporated p. 48</text>
        </trait>
        <trait>
            <name>Feature: Name Dropping</name>
            <text>You know and have met any number of powerful people across the land—and some of them might even remember you. You might be able to wrangle minor assistance from a major figure in the campaign, at the DM's discretion. Additionally, the common folk treat you with deference, and your heritage and the stories you tell might be good for a free meal or a place to sleep.
            </text>
        </trait>
        <trait>
            <name>Suggested Characteristics</name>
            <text>Scions of celebrity adventurers must deal with fame that's not theirs, wealth they didn't earn, and expectations they can never hope to meet. These hardships can have adverse effects, but those who cope with them can arrive at a decent attitude and a grounded worldview. Those who fail become bitter—or worse.
                d8 | Personality Trait
                1 | I will never get out of my famous parent's shadow, and no one else will ever understand this burden.
                2 | I've seen enough of the adventuring life to have realistic expectations and empathy for my peers.
                3 | Living up to my legacy will be difficult, but I'm going to do it.
                4 | I'm used to the very best in life, and that's a hard habit to break.
                5 | My parent taught me a sense of duty. I strive to uphold it, even when the odds are against me.
                6 | No one can fake a smile, a handshake, or an interested nod like I can.
                7 | I've been part of the adventuring life since I was old enough to walk. Let me explain a few things to you.
                8 | No risk is too great for the rewards of defeating my enemies... and taking their stuff.
                
                d6 | Ideal
                1 | Power. The only way to get ahead in this world is to attain power and hold onto it with all your might. (Evil)
                2 | Peace. Those who can find or make peace in the chaotic world around them have everything. (Lawful)
                3 | Fame. I've seen what fame can bring. And I'll do anything to get all that for myself. (Neutral)
                4 | Training. Hard work, sacrifice, and training lead to success—and eventually to perfection. (Any)
                5 | Anonymity. I want to be successful. And alone. With lots of guards and wards between me and everyone else in the world. (Any)
                6 | Wisdom. Material wealth is an illusion. Wisdom is the real treasure. (Good)
                
                d6 | Bond
                1 | While my parent was out adventuring, a servant raised me, and I care about that person more than anyone.
                2 | I consider every member of my parent's former adventuring party to be family.
                3 | Despite their absences, my famous parent was kind and generous. I love them and want to make them proud.
                4 | My parent once brought a cursed magic item home. It is my obsession.
                5 | My childhood home holds all my best memories, and its upkeep is my primary concern.
                6 | Growing up, I had an imaginary friend I could always count on. That friend is still with me.
                
                d6 | Flaw
                1 | You don't know what I'm going through. You never can.
                2 | You. Fetch my cloak. And maybe rub my feet for a while.
                3 | My comrades are brave, but I must defeat this threat alone to prove my worth.
                4 | Oh, yeah, that spell? Named after my parent's best friend. Let me tell you about them.
                5 | My best days are behind me. Ahead lies only toil, pain, and death.
                6 | You have to look out for yourself. No one else will.
            </text>
        </trait>
    </background>
    <background>
        <name>Failed Merchant</name>
        <proficiency>Investigation, Persuasion</proficiency>
        <trait>
            <name>Description</name>
            <text>Maybe you come from a long line of merchants. Perhaps you were an entrepreneur. Regardless, your ventures ended poorly. Whether it was because of outside influences, bad luck, or simply because your business acumen was weak, you lost everything.
                With failure, however, comes experience. You're free of that old life, having made some connections and learned your lessons. Prepared to pursue the life of an adventurer, your insight into the world of commerce brought you into the sphere of Acquisitions Incorporated—and a franchise just might be in your future.
                • Skill Proficiencies: Investigation, Persuasion
                • Tool Proficiencies: One type of artisan's tools
                • Languages: Any one of your choice
                • Equipment: One set of artisan's tools, merchant's scale, a set of fine clothes, and a belt pouch containing 10 gp
                Source: Acquisitions Incorporated p. 49</text>
        </trait>
        <trait>
            <name>Feature: Supply Chain</name>
            <text>From your time as a merchant, you retain connections with wholesalers, suppliers, and other merchants and entrepreneurs. You can call upon these connections when looking for items or information.
            </text>
        </trait>
        <trait>
            <name>Suggested Characteristics</name>
            <text>Being a merchant involved having a head for numbers, a strong personality, the ability to make deals with hostile adversaries, a strong sword arm to fight off bandits, and the intuition for knowing what people want and need. The art of business is the art of finding the best path to profit, and that path might be different with each transaction. It takes a strong mind and a stronger stomach to succeed. So why did you fail?
                d8 | Personality Trait
                1 | I didn't have the cutthroat attitude necessary to succeed. I won't make that mistake again.
                2 | Even my competitors said I was affable and talented. Those traits should serve me well.
                3 | To prosper, you have to be in control.
                4 | The customer is always right.
                5 | I was cutting corners and breaking deals to maximize profit. That's why I failed.
                6 | When I get an idea, I am single-minded in its execution—even if it's a terrible idea.
                7 | If I can be everyone's friend, I'll always have support.
                8 | My heart wasn't in being a merchant, so I failed. I'm not all that keen on adventuring either, but I need the money.
                
                d6 | Ideal
                1 | Survival. Where there's life, there's hope. If I remain alive and flexible, I can succeed. (Any)
                2 | Generosity. People helped me when I was down. Now that I'm back on my feet, I'll pay it forward. (Good)
                3 | Excitement. Caution got me nowhere in my previous business. I'm not going to let it hold me back now. (Chaotic)
                4 | Wealth. With enough coin, I can buy comfort, power, knowledge, and even eternal life. Nothing will stand between me and money. (Evil)
                5 | Stability. The mercantile trade was too chaotic for me. I need a nice stable profession, like adventuring. (Lawful)
                6 | Redemption. Too many people consider me a failure. So I need to prove them wrong. (Any)
                
                d6 | Bond
                1 | My family means everything to me. I failed them before, and I must not do so again.
                2 | My church provides a connection to my god, so I must ensure that it is protected and funded.
                3 | My former business partner fell ill, and then our business failed. Part of my new venture involves earning enough to take care of their family.
                4 | If I take care of my possessions, they'll take care of me. People come and go, but a weapon or a wand is something you can always rely on.
                5 | Although my business failed, the people of my community were kind to me. I'll do everything in my power to protect them.
                6 | I owe a dangerous person a lot of money. As long as they're happy, they let my debt rest unpaid.
                
                d6 | Flaw
                1 | Why spend gold here when you can buy the same thing for copper in the next town?
                2 | I must have the best of everything. Like, right now.
                3 | You haven't heard of me? I'm sure that's because of your ignorance and low breeding.
                4 | I failed, but I'm awesome. So when anyone else is successful, it must be because of nepotism, dishonesty, or dumb luck.
                5 | I find that most people are trustworthy. Hey, where's my belt pouch?
                6 | Nothing gets between me and danger except my fellow adventurers. So I'll be sure to put them there.
            </text>
        </trait>
    </background>
    <background>
        <name>Gambler</name>
        <proficiency>Deception, Insight</proficiency>
        <trait>
            <name>Description</name>
            <text>All you need to make a lot of gold is a little gold. Except at those times when all you need to have no gold at all is a little gold. Whether you're a good gambler or a bad one rarely matters, because no one can divine the whims of Lady Luck. Sometimes you're up, sometimes you're down. But the thing about gambling is that someone is always willing to take a bet.
                • Skill Proficiencies: Deception, Insight
                • Tool Proficiencies: One gaming set
                • Languages: Any one of your choice
                • Equipment: One gaming set, a lucky charm, a set of fine clothes, and a belt pouch containing 15 gp
                Source: Acquisitions Incorporated p. 49</text>
        </trait>
        <trait>
            <name>Feature: Never Tell Me the Odds</name>
            <text>Odds and probability are your bread and butter. During downtime activities that involve games of chance or figuring odds on the best plan, you can get a solid sense of which choice is likely the best one and which opportunities seem too good to be true, at the DM's determination.
            </text>
        </trait>
        <trait>
            <name>Suggested Characteristics</name>
            <text>Some gamble out of necessity. Others do so out of boredom. Still others become addicted to the thrill of winning or losing everything on a turn of fortune. For some, gambling is less a matter of chance and more a matter of seeking every advantage to ensure the outcome. The best gamblers can lose everything, and the worst gamblers sometimes win. Regardless, you can always tell gamblers by the look in their eyes. Lady Luck haunts them.
                d8 | Personality Trait
                1 | I plan for every contingency. Leave nothing to chance!
                2 | Every copper wants to be a silver. Each bet is an opportunity.
                3 | I'm one of Lady Luck's favored. Anything I try is destined to succeed.
                4 | I've lost so much to gambling that I refuse to spend money on anything anymore.
                5 | Nothing is certain. Planning is a coward's act.
                6 | I can't be sure who I've swindled, cheated, or defeated, so I keep a low profile in public.
                7 | The perfect bet is out there somewhere. I just have to keep my eyes open.
                8 | I have beaten my addiction, but all it takes is one weak moment and I'll be back at the card table.
                
                d6 | Ideal
                1 | Knowledge. Knowledge is power, and knowing which horse to back is the key to success. (Any)
                2 | Fate. Whatever happens is fated, regardless of any planning or striving. (Lawful)
                3 | Bravery. If you want to succeed, you have to take risks. (Chaotic)
                4 | Survival. You can't win if you're dead. Live to fight another day—when the odds might be more in your favor. (Any)
                5 | Reliability. When I was in need, I was able to rely on others. Now I want to be the one others rely on. (Good)
                6 | Victory. Winning is the real measure of a person. In the end, the only thing that matters is the scoreboard. (Evil)
                
                d6 | Bond
                1 | One person in particular owes me a lot of money, and I need to keep them alive if I want to be repaid.
                2 | I'm loyal to the friend or family member who taught me how to gamble.
                3 | The person who saved me from my gambling addiction is the only reason I'm alive today.
                4 | A patron once fronted me money in exchange for a percentage of my winnings. I owe them a debt of gratitude. And a lot of cash.
                5 | A criminal syndicate I once played for isn't happy I left the game, and its enforcers are looking for me.
                6 | Urchins once helped me find marks for my games. Now I'm driven to help them escape the streets.
                
                d6 | Flaw
                1 | I don't know when to quit. Especially when everyone else is telling me to.
                2 | I save my sympathy for my friends, and I have no friends.
                3 | You think we're in trouble now? Let me tell you how bad things are likely to get!
                4 | You can loan me a little, right? I've got a sure thing. I'll double your money, guaranteed.
                5 | I was once a terribly flawed person, like you. Let me tell you how you can save yourself.
                6 | I'm a great gambler. I'm just bad at math and logic.
            </text>
        </trait>
    </background>
    <background>
        <name>Plaintiff</name>
        <proficiency>Medicine, Persuasion</proficiency>
        <trait>
            <name>Description</name>
            <text>Sure, accidents happen. But they seem to happen an awful lot when Acquisitions Incorporated operatives are on the scene. Naturally, nothing ever happens when there are no witnesses left behind. But sometimes one casualty is left a little less than dead, just waiting to discover what a lucky break that accident actually was.
                You were a victim of a legal incident that was ostensibly the fault of Acquisitions Incorporated. At least that's what the local magistrate said. But before a final ruling could be handed down, Acquisitions Incorporated offered you a job! Don't know how to swing a sword? They promised to teach you! Think you have what it takes to sling spells? They've got masters who'll have you throwing fire in no time!
                With the promise of untold treasures and realms of magic and mystery just a dungeon away, you left your old life behind. Now a world of adventure is yours. Just initial here and sign here and here. Absolve Acq Inc of all former claims, and acknowledge you understand past outcomes don't guarantee future results.
                • Skill Proficiencies: Medicine, Persuasion
                • Tool Proficiencies: One type of artisan's tools
                • Languages: Any one of your choice
                • Equipment: One set of artisan's tools, fine clothes, 20 gp
                Source: Acquisitions Incorporated p. 50</text>
        </trait>
        <trait>
            <name>Feature: Legalese</name>
            <text>Your experience with your local legal system has given you a firm knowledge of the ins and outs of that system. Even when the law is not on your side, you can use complex terms like ex injuria jus non oritur and cogitationis poenam nemo patitur to frighten people into thinking you know what you're talking about. With common folks who don't know any better, you might be able to intimidate or deceive to get favors or special treatment.
            </text>
        </trait>
        <trait>
            <name>Suggested Characteristics</name>
            <text>Plaintiffs come in many varieties. Some are innocent bystanders who want only fair compensation for their injuries. Others are professional courtroom operatives, going to extreme lengths to appear wronged in pursuit of a large payout.
                d8 | Personality Trait
                1 | I can't believe I have a chance to join Acquisitions Incorporated! The fun I'm going to have!
                2 | I've been wronged my entire life, and the world owes me.
                3 | I have always tried to make the best of a bad situation.
                4 | The law doesn't protect the honest and the hard working. I'm going to do whatever needs to be done to make things right.
                5 | I'm always in the wrong place at the wrong time.
                6 | My superiors are smarter and wiser than I am. I do what I'm told.
                7 | Never pass up the opportunity to make an easy bit of coin. That's my motto.
                8 | I'm beginning to feel like the gods are not on my side.
                
                d6 | Ideal
                1 | Justice. Those who break the law need to answer for their crimes. (Lawful)
                2 | Freedom. People must have the freedom to do what they want and pursue their dreams. (Chaotic)
                3 | Greed. Everyone I see is getting theirs, so I'm surely going to get mine. (Evil)
                4 | Chaos. You're out of order! And you're out of order! This whole realm is out of order! (Chaotic)
                5 | Humility. I'm just a small part of a larger whole. So is everyone else. (Neutral)
                6 | Responsibility. We all have our roles to play. I'll hold up my end of the bargain. (Any)
                
                d6 | Bond
                1 | Others hurt in the same accident that hurt me are my new family. I'll make sure they're taken care of.
                2 | The rulers of this place were kind to me, and they have my lifelong devotion.
                3 | My parents worry about me, but I'll make them proud.
                4 | The only bond that matters is the one holding my money pouch to my belt.
                5 | The other new hires at Acquisitions Incorporated are my allies. We have each other's backs.
                6 | My legal counsel is my best friend. I owe all my forthcoming opportunities to their hard work.
                
                d6 | Flaw
                1 | The person who gains the most reward for the least effort wins.
                2 | Three magic beans for just one cow? What a deal!
                3 | I have only one vice, but it controls my life.
                4 | Sleep is for the weak. We need to keep training more if we're going to be ready for the challenges ahead.
                5 | Until my songs are sung in every tavern in this realm, I won't be satisfied.
                6 | If people find me unpleasant, that's their problem.
            </text>
        </trait>
    </background>
    <background>
        <name>Rival Intern</name>
        <proficiency>History, Investigation</proficiency>
        <trait>
            <name>Description</name>
            <text>You were an intern at a rival of Acquisitions Incorporated, and you gained a healthy respect for not just the job and the franchising opportunities, but for the ruthless and efficient way Acquisitions Incorporated goes about its business. Why deal with the rest, when you can work for the best?
                Perhaps the rival did not treat you as well as you were hoping, or you washed out of that organization. Maybe you hope to leverage the knowledge you gained there for an advantage at Acquisitions Incorporated. Either way, you're now bringing your talents to the company, ready to put your skills to use.
                • Skill Proficiencies: History, Investigation
                • Tool Proficiencies: One type of artisan's tools
                • Languages: Any one of your choice
                • Equipment: One set of artisan's tools, a ledger from your previous employer containing a small piece of useful information, a set of fine clothes, and a belt pouch containing 10 gp
                Source: Acquisitions Incorporated p. 51</text>
        </trait>
        <trait>
            <name>Feature: Inside Informant</name>
            <text>You have connections to your previous employer or other groups you dealt with during your previous employment. You can communicate with your contacts, gaining information at the DM's discretion.
            </text>
        </trait>
        <trait>
            <name>Suggested Characteristics</name>
            <text>If you were happy with your previous internship, the parting of ways might have been amicable. If not, it might have involved armed guards removing you from the premises. If you were passed over at your previous position, it might have left you a blend of seething rage, practiced nonchalance, and keen knowledge of where the bodies are buried (perhaps literally).
                d8 | Personality Trait
                1 | My previous employer didn't respect me, and now I'll do whatever I can to gain respect.
                2 | The job is important, but the relationships I forge with my coworkers are even more so.
                3 | The job is everything to me. Who needs relaxation, hobbies, and a social life?
                4 | I know I'm not the best and brightest, but if I put my best self forward, I can overcome anything.
                5 | My former boss was an idiot. So was my boss before that. And before that. I'm sure those were all coincidences.
                6 | This company is so much better than my previous one. It will always be the best until they stop paying me.
                7 | I know this dagger belongs to the company, but I'm sure they won't miss it. Or this flask. Or this armor.
                8 | It's only a matter of time before I'll be upper management. I just have to kiss up to my superiors and kick down those beneath me.
                
                d6 | Ideal
                1 | Advancement. Money and power can be gained more easily within an organization. I plan to gain as much as possible. (Evil)
                2 | Structure. Life goes much more smoothly when you follow the rules and work within a system. (Lawful)
                3 | Uncertainty. The more chaos that swirls around me, the more opportunities I can find to profit. (Chaotic)
                4 | Justice. I can't stand people being treated unjustly. I do whatever it takes to stop injustice and those who flout the law. (Lawful)
                5 | Pleasure. What's the use of working hard and making money if you can't enjoy the finer things in life? (Any)
                6 | Power. Money is fine, but real power means never having to say you're sorry. (Evil)
                
                d6 | Bond
                1 | I have a family member in need. I consider them in everything I do.
                2 | My peers keep me grounded.
                3 | My past mistakes cost someone else dearly. I have to rectify that.
                4 | A childhood mentor put me on my current path. If I succeed, I want to repay that mentor in some way.
                5 | I value an oath of loyalty I took to a group of friends over everything else in my life.
                6 | Although I don't get along well with people, my pet means the world to me.
                
                d6 | Flaw
                1 | I know what's best. Trust me.
                2 | Flaw? I have no flaws. I'm perfect.
                3 | My loyalties are... fluid.
                4 | If anything goes wrong, it must be someone else's fault. Let me explain that in detail.
                5 | There's right and there's wrong, and there's no gray area in between.
                6 | Our superiors might not like what you're doing. I'm going to have to put that in my report.
            </text>
        </trait>
    </background>
    
    <!-- Spells -->
    <spell>
        <name>Distort Value</name>
        <level>1</level>
        <school>I</school>
        <ritual>NO</ritual>
        <time>1 minute</time>
        <range>Touch</range>
        <components>V</components>
        <duration>8 hours</duration>
        <classes>Bard, Sorcerer, Wizard, Warlock</classes>
        <text>Do you need to squeeze a few more gold pieces out of a merchant as you try to sell that weird octopus statue you liberated from the chaos temple? Do you need to downplay the worth of some magical assets when the tax collector stops by? Distort value has you covered.
            You cast this spell on an object no more than 1 foot on a side, doubling the object's perceived value by adding illusory flourishes or polish to it, or reducing its perceived value by half with the help of illusory scratches, dents, and other unsightly features. Anyone examining the object can ascertain its true value with a successful Intelligence (Investigation) check against your spell save DC.
            At Higher Levels:
            When you cast this spell using a spell slot of 2nd level or higher, the maximum size of the object increases by 1 foot for each slot level above 1st.
            Source: Acquisitions Incorporated p. 75
        </text>
    </spell>
    <spell>
        <name>Fast Friends</name>
        <level>3</level>
        <school>EN</school>
        <ritual>NO</ritual>
        <time>1 action</time>
        <range>30 feet</range>
        <components>V</components>
        <duration>Concentration, up to 1 hour</duration>
        <classes>Bard, Cleric, Wizard</classes>
        <text>When you need to make sure something gets done, you can't rely on vague promises, sworn oaths, or binding contracts of employment. When you cast this spell, choose one humanoid within range that can see and hear you, and that can understand you. The creature must succeed on a Wisdom saving throw or become charmed by you for the duration. While the creature is charmed in this way, it undertakes to perform any services or activities you ask of it in a friendly manner, to the best of its ability.
            You can set the creature new tasks when a previous task is completed, or if you decide to end its current task. If the service or activity might cause harm to the creature, or if it conflicts with the creature's normal activities and desires, the creature can make another Wisdom saving throw to try to end the effect. This save is made with advantage if you or your companions are fighting the creature. If the activity would result in certain death for the creature, the spell ends.
            When the spell ends, the creature knows it was charmed by you.
            At Higher Levels:
            When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd.
            Source: Acquisitions Incorporated p. 75
        </text>
    </spell>
    <spell>
        <name>Gift of Gab</name>
        <level>2</level>
        <school>EN</school>
        <ritual>NO</ritual>
        <time>1 reaction</time>
        <range>Self</range>
        <components>V, S, R</components>
        <duration>Instantaneous</duration>
        <classes>Bard, Wizard</classes>
        <text>When I met Jim Darkmagic, I wondered how he got anything done in that outfit. I have since learned that most of his talents involve standing and talking. His outfit is perfect for that.
            Jim Darkmagic is said to have invented this spell, originally calling it I said what?! Have you ever been talking to the local monarch and accidentally mentioned how their son looks like your favorite hog from when you were growing up on the family farm? We've all been there! But rather than being beheaded for an honest slip of the tongue, you can pretend it never happened—by ensuring that no one knows it happened.
            When you cast this spell, you skillfully reshape the memories of listeners in your immediate area, so that each creature of your choice within 5 feet of you forgets everything you said within the last 6 seconds. Those creatures then remember that you actually said the words you speak as the verbal component of the spell.
            Source: Acquisitions Incorporated p. 76
        </text>
    </spell>
    <spell>
        <name>Incite Greed</name>
        <level>3</level>
        <school>EN</school>
        <ritual>NO</ritual>
        <time>1 action</time>
        <range>30 feet</range>
        <components>V, S, M (a gem worth at least 50 gp)</components>
        <duration>Concentration, up to 1 minute</duration>
        <classes>Cleric, Wizard, Warlock</classes>
        <text>When you cast this spell, you present the gem used as the material component and choose any number of creatures within range that can see you. Each target must succeed on a Wisdom saving throw or be charmed by you until the spell ends, or until you or your companions do anything harmful to it. While charmed in this way, a creature can do nothing but use its movement to approach you in a safe manner. While an affected creature is within 5 feet of you, it cannot move, but simply stares greedily at the gem you present.
            At the end of each of its turns, an affected target can make a Wisdom saving throw. If it succeeds, this effect ends for that target.
            Source: Acquisitions Incorporated p. 76
        </text>
    </spell>
    <spell>
        <name>Jim's Glowing Coin</name>
        <level>2</level>
        <school>EN</school>
        <ritual>NO</ritual>
        <time>1 action</time>
        <range>60 feet</range>
        <components>S, M (a coin), R</components>
        <duration>1 minute</duration>
        <classes>Wizard</classes>
        <text>Of the many tactics employed by master magician and renowned adventurer Jim Darkmagic, the old glowing coin trick is a time-honored classic. When you cast the spell, you hurl the coin that is the spell's material component to any spot within range. The coin lights up as if under the effect of a light spell. Each creature of your choice that you can see within 30 feet of the coin must succeed on a Wisdom saving throw or be distracted for the duration. While distracted, a creature has disadvantage on Wisdom (Perception) checks and initiative rolls.
            Source: Acquisitions Incorporated p. 76
        </text>
    </spell>
    <spell>
        <name>Jim's Magic Missile</name>
        <level>1</level>
        <school>EV</school>
        <ritual>NO</ritual>
        <time>1 action</time>
        <range>120 feet</range>
        <components>V, S, R</components>
        <duration>Instantaneous</duration>
        <classes>Wizard</classes>
        <text>Jim's magic missile is an ancient and powerful spell, as well as being the name of my band in Wizard Academy.
            Any apprentice wizard can cast a boring old magic missile. Sure, it always strikes its target. Yawn. Do away with the drudgery of your grandfather's magic with this improved version of the spell, as used by Jim Darkmagic!
            You create three twisting, whistling, hypoallergenic, gluten-free darts of magical force. Each dart targets a creature of your choice that you can see within range. Make a ranged spell attack for each missile. On a hit, a missile deals 2d4 force damage to its target.
            If the attack roll scores a critical hit, the target of that missile takes 5d4 force damage instead of you rolling damage twice for a critical hit. If the attack roll for any missile is a 1, all missiles miss their targets and blow up in your face, dealing 1 force damage per missile to you.
            At Higher Levels:
            When you cast this spell using a spell slot of 2nd level or higher, the spell creates one more dart, and the royalty component increases by 1 gp, for each slot level above 1st.
            Source: Acquisitions Incorporated p. 76
        </text>
    </spell>
    <spell>
        <name>Motivational Speech</name>
        <level>3</level>
        <school>EN</school>
        <ritual>NO</ritual>
        <time>1 minute</time>
        <range>60 feet</range>
        <components>V</components>
        <duration>1 hour</duration>
        <classes>Bard, Cleric</classes>
        <text>I once heard a motivational speech by Jim and it was the worst ninety seconds of my life. What does Omin see in him, anyway?
            You address allies, staff, or innocent bystanders to exhort and inspire them to greatness, whether they have anything to get excited about or not. Choose up to five creatures within range that can hear you. For the duration, each affected creature gains 5 temporary hit points and has advantage on Wisdom saving throws. If an affected creature is hit by an attack, it has advantage on the next attack roll it makes. Once an affected creature loses the temporary hit points granted by this spell, the spell ends for that creature.
            At Higher Levels:
            At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the temporary hit points increase by 5 for each slot level above 3rd.
            Source: Acquisitions Incorporated p. 77
        </text>
    </spell>
    
    <!-- Monsters -->
    <monster>
        <name>Chaos Quadrapod</name>
        <size>L</size>
        <type>aberration</type>
        <alignment>Chaotic Evil</alignment>
        <ac>14 (natural armor)</ac>
        <hp>52 (7d10+14)</hp>
        <speed>walk 40 ft., climb 40 ft.</speed>
        <str>18</str>
        <dex>13</dex>
        <con>15</con>
        <int>6</int>
        <wis>10</wis>
        <cha>4</cha>
        <save></save>
        <skill>Acrobatics +5, Perception +4</skill>
        <passive>14</passive>
        <languages></languages>
        <cr>4</cr>
        <resist></resist>
        <immune></immune>
        <vulnerable></vulnerable>
        <conditionImmune></conditionImmune>
        <senses>blindsight 120 ft. (blind beyond this radius)</senses>
        <trait>
            <name>Magic Resistance</name>
            <text>The chaos quadrapod has advantage on saving throws against spells and other magical effects.</text>
        </trait>
        <action>
            <name>Multiattack</name>
            <text>The chaos quadrapod makes up to two tentacle attacks.</text>
        </action>
        <action>
            <name>Tentacle</name>
            <text>Melee Weapon Attack: +6 to hit, reach 15 ft., one target. 11 (2d6 + 4) bludgeoning damage. If the target is a creature, it is grappled (escape DC 14). Until this grapple ends, the target is restrained. The chaos quadrapod can grapple no more than two targets at a time.</text>
            <attack>Tentacle|6|2d6+4</attack>
        </action>
        <action>
            <name>Chaos Cloud (Recharges after a Short or Long Rest)</name>
            <text>The chaos quadrapod shoots forth a knot of roiling ethereal light that explodes at a point it can see within 60 feet of it. Each creature in a 20-foot-radius sphere centered on that point must succeed on a DC 14 Charisma saving throw or be stunned until the end of its next turn.</text>
        </action>
        <description>A cluster of four suckered tentacles with a pulsing mass of ethereal light as its central body, the chaos quadrapod is a creature of the Far Realm, and it channels the anarchic power of that plane as it destroys all in its path. The quadrapod ambulates by flinging its mucus-covered tentacles out and dragging itself along, creating a horrid slurping sound as it advances relentlessly toward its prey.
            Source: Acquisitions Incorporated p. 209</description>
        <environment></environment>
    </monster>
    <monster>
        <name>Clockwork Dragon</name>
        <size>M</size>
        <type>construct</type>
        <alignment>Neutral</alignment>
        <ac>16 (natural armor)</ac>
        <hp>22 (4d8+4)</hp>
        <speed>walk 30 ft., fly 60 ft.</speed>
        <str>14</str>
        <dex>10</dex>
        <con>12</con>
        <int>10</int>
        <wis>11</wis>
        <cha>13</cha>
        <save></save>
        <skill>Acrobatics +2, Perception +4</skill>
        <passive>14</passive>
        <languages>Common, Draconic</languages>
        <cr>1</cr>
        <resist></resist>
        <immune>poison, psychic</immune>
        <vulnerable></vulnerable>
        <conditionImmune>blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned</conditionImmune>
        <senses>blindsight 60 ft., darkvision 60 ft.</senses>
        <trait>
            <name>False Appearance</name>
            <text>While the clockwork dragon remains motionless, it is indistinguishable from a metal statue.</text>
        </trait>
        <action>
            <name>Bite</name>
            <text>Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 7 (1d10 + 2) piercing damage.</text>
            <attack>Bite|4|1d10+2</attack>
        </action>
        <action>
            <name>Fire Breath (Recharge 5-6)</name>
            <text>The clockwork dragon exhales fire in a 15-foot cone. Each creature in that area must make a DC 11 Dexterity saving throw, taking 14 (4d6) fire damage on a failed save, or half as much damage on a successful one.</text>
        </action>
        <description>These intricately crafted constructs are typically made to reflect the forms of the metallic dragons. Plated in brass, bronze, copper, or faux gold and silver, they are often taken for fine draconic statues at first glance. A clockwork dragon makes a formidable guardian or defender, with its advanced intellect allowing it to be programmed with a wide range of orders, as well as being capable of wholly independent reactions to potential threats.
            Though most clockwork dragons have a breath weapon that deals fire damage, some might be constructed to deal acid, cold, or lightning damage, depending on their makers' whims.
            Source: Acquisitions Incorporated p. 209</description>
        <environment></environment>
    </monster>
    <monster>
        <name>Keg Robot</name>
        <size>M</size>
        <type>construct</type>
        <alignment>Unaligned</alignment>
        <ac>14 (natural armor)</ac>
        <hp>39 (6d8+12)</hp>
        <speed>walk 30 ft.</speed>
        <str>16</str>
        <dex>16</dex>
        <con>15</con>
        <int>6</int>
        <wis>8</wis>
        <cha>5</cha>
        <save></save>
        <skill>Perception +1</skill>
        <passive>11</passive>
        <languages>understands Common but can't speak</languages>
        <cr>2</cr>
        <resist>bludgeoning, piercing, slashing from nonmagical attacks</resist>
        <immune>poison, psychic</immune>
        <vulnerable></vulnerable>
        <conditionImmune>charmed, exhaustion, frightened, paralyzed, petrified, poisoned</conditionImmune>
        <senses>darkvision 60 ft.</senses>
        <trait>
            <name>Customizable Storage</name>
            <text>A keg robot can hold up to three types of liquid payload totaling 12 gallons within its hollow, barrel-shaped body. A full keg robot can make one liquid attack per gallon before the liquid must be refilled. Filling a keg robot takes 2 rounds per gallon. Differing payloads can alter the keg robot's attacks from those presented here.</text>
        </trait>
        <action>
            <name>Fist</name>
            <text>Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 7 (1d8 + 3) bludgeoning damage.</text>
            <attack>Fist|5|1d8+3</attack>
        </action>
        <action>
            <name>Acid Squirt</name>
            <text>Ranged Weapon Attack: +5 to hit, range 20/40 ft., one target. 7 (1d8 + 3) acid damage.</text>
            <attack>Acid Squirt|5|1d8+3</attack>
        </action>
        <action>
            <name>Beer Shower</name>
            <text>The keg robot spews an unnaturally potent beer in a 15-foot cone or in a 30-foot line that is 5 feet wide. Each creature in the area must succeed on a DC 13 Constitution saving throw or be poisoned. While poisoned in this way, a creature has its speed halved by exposure to the potent brew. An affected creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.</text>
            <text>Additionally, the beer shower extinguishes any fires or open flames in its area.</text>
        </action>
        <action>
            <name>Hot Oil Spray (Recharge 5-6)</name>
            <text>The keg robot sprays hot oil in a 15-foot cone or in a 30-foot line that is 5 feet wide. Each creature in the area must make a DC 13 Dexterity saving throw. On a failed save, a creature takes 7 (1d8 + 3) fire damage and falls prone. On a successful save, a creature takes half as much damage and doesn't fall prone.</text>
            <text>Any creature affected by the hot oil spray that takes fire damage before the oil dries (after 1 minute) takes an additional 3 (1d6) fire damage, and the oil burns away.</text>
            <text>If the oil that remains in the area of the spray is lit, it burns for 1d4 rounds and deals 3 (1d6) fire damage to any creature that enters the area for the first time on a turn or ends its turn there.</text>
        </action>
        <description>This beer is delicious. But did the spigot really have to be placed in that spot?
            A keg robot is a stout wood-and-metal construct, vaguely reminiscent of a dwarf wearing a horned helm and possessing a barrel for a body. These constructs are another achievement of the Heuristic Arcane Research and Development (HARD) department of Acquisitions Incorporated. These devices have a number of practical purposes, including the ability to be filled with a variety of substances of use to an adventuring party. Specific models are nominally named for their primary function, including "ambulatory fermenter," "mobile alchemical dispensary," and so forth. But their prominent use as portable beer dispensers has placed the name "keg robot" firmly into public consciousness.
            A keg robot can hold up to three different kinds of liquid in its body cavity, from water and other potables to alchemical substances and lamp oil. Its individual storage compartments can leak, providing drinkable liquids with a unique but mostly safe flavor. These constructs have a rudimentary intellect that allows them to operate independently and discern friend from foe-and which sometimes causes them to operate with a crass sense of humor that has never been fully explained.
            Source: Acquisitions Incorporated p. 212</description>
        <environment></environment>
    </monster>
    <monster>
        <name>Splugoth the Returned</name>
        <size>S</size>
        <type>humanoid (goblinoid)</type>
        <alignment>Neutral Evil</alignment>
        <ac>15 (natural armor)</ac>
        <hp>27 (6d6+6)</hp>
        <speed>walk 30 ft.</speed>
        <str>10</str>
        <dex>14</dex>
        <con>12</con>
        <int>14</int>
        <wis>11</wis>
        <cha>10</cha>
        <save>Int +4, Wis +2</save>
        <skill>Stealth +6</skill>
        <passive>10</passive>
        <languages>Common, Draconic, Elvish, Goblin</languages>
        <cr>2</cr>
        <resist></resist>
        <immune></immune>
        <vulnerable></vulnerable>
        <conditionImmune></conditionImmune>
        <senses>darkvision 60 ft.</senses>
        <trait>
            <name>Defensive Advantage</name>
            <text>As long as two or more of Splugoth's allies are within 5 feet of him and are not incapacitated, attack rolls against him are made with disadvantage.</text>
        </trait>
        <trait>
            <name>Nimble Escape</name>
            <text>Splugoth can take the Disengage or Hide action as a bonus action on each of his turns.</text>
        </trait>
        <trait>
            <name>Touch of Madness</name>
            <text>Splugoth has advantage on saving throws against being charmed or frightened.</text>
        </trait>
        <action>
            <name>Multiattack</name>
            <text>Splugoth makes two attacks with his dagger.</text>
        </action>
        <action>
            <name>Dagger</name>
            <text>Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 4 (1d4 + 2) slashing damage.</text>
            <attack>Dagger|4|1d4+2</attack>
        </action>
        <action>
            <name>Word From Beyond (1/day)</name>
            <text>Splugoth remembers and repeats aloud a few words from a place he entered while walking back from the next world to this one. Each creature of his choice within 30 feet of him that can hear him must succeed on a DC 12 Wisdom saving throw or be stunned until the end of its next turn.</text>
        </action>
        <reaction>
            <name>Absorb Attack</name>
            <text>When a creature Splugoth can see hits him with a melee weapon attack, the weapon snags on a pocket of residual resurrectional energy and is caught fast. The attack is negated and the weapon cannot be used until the creature succeeds on a DC 12 Strength (Athletics) check as an action to pull it out of Splugoth. Natural weapons can have their attacks negated by this feature, but can then be retracted automatically at the end of the attacking creature's turn.</text>
        </reaction>
        <description>I'm going to give you a piece of advice. Don't trust Acquisitions Incorporated. And never, ever, ever trust Omin Dran. Wait, that's two pieces of advice. You owe me.
            Sometimes a goblin can't catch a break. First, you fall in with a cult that works for the release of a death god. Then you get taken prisoner by a group of sociopathic adventurers who end up letting you die after you save their sorry lives. One minute, you're a dead goblin named Splug. And then you're alive again, and it seems like a really good idea to play up the drama of resurrection with a cool new name-and a master plan for cold, cold revenge against those who betrayed you.
            Every once in a while, the (accidentally) capricious and (totally unintentionally) self-centered nature of an Acquisitions Incorporated franchise might incur some collateral damage among followers, hirelings, and staff. When that happens, the collateral damage sometimes inspires some collateral damage of its own. No one is entirely sure how many times Splugoth the Returned has actually returned from the dead. But as the point goblin for the group known as the Six (see "Factions and Rivals" in chapter 3), he's made vengeance against Acq Inc and Omin Dran his life's work. And then the work of his next life. And the one after that.
            Source: Acquisitions Incorporated p. 213</description>
        <environment></environment>
    </monster>
    <monster>
        <name>Ancient Deep Crow</name>
        <size>H</size>
        <type>monstrosity</type>
        <alignment>Unaligned</alignment>
        <ac>18 (natural armor)</ac>
        <hp>187 (15d12+90)</hp>
        <speed>walk 20 ft., fly 80 ft.</speed>
        <str>23</str>
        <dex>16</dex>
        <con>23</con>
        <int>10</int>
        <wis>15</wis>
        <cha>19</cha>
        <save>Con +11, Wis +7</save>
        <skill>Perception +7, Stealth +13</skill>
        <passive>17</passive>
        <languages>Deep Crow</languages>
        <cr>15</cr>
        <resist>bludgeoning, piercing, slashing from nonmagical attacks</resist>
        <immune></immune>
        <vulnerable></vulnerable>
        <conditionImmune></conditionImmune>
        <senses>blindsight 60 ft., darkvision 120 ft.</senses>
        <trait>
            <name>Magic Resistance</name>
            <text>The ancient deep crow has advantage on saving throws against spells and other magical effects.</text>
        </trait>
        <trait>
            <name>Shadow Stealth</name>
            <text>While in dim light or darkness, the ancient deep crow can take the Hide action as a bonus action.</text>
        </trait>
        <action>
            <name>Multiattack</name>
            <text>The ancient deep crow makes three attacks: one with its mandibles and two with its claws.</text>
        </action>
        <action>
            <name>Mandibles</name>
            <text>Melee Weapon Attack: +11 to hit, reach 10 ft., one target. 17 (2d10 + 6) piercing damage, and the target is grappled (escape DC 19). Until this grapple ends, the target is restrained, and the ancient deep crow can't use its mandibles on another target.</text>
            <attack>Mandibles|11|2d10+6</attack>
        </action>
        <action>
            <name>Claw</name>
            <text>Melee Weapon Attack: +11 to hit, reach 5 ft., one target. 13 (2d6 + 6) slashing damage.</text>
            <attack>Claw|11|2d6+6</attack>
        </action>
        <action>
            <name>Shadow Caw</name>
            <text>The ancient deep crow releases an ear-splitting caw. Each creature within 60 feet of the crow and able to hear it must make a DC 17 Constitution saving throw. On a failure, a creature takes 10 (3d6) psychic damage.</text>
        </action>
        <legendary>
            <text>The monstrosity can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The monstrosity regains spent legendary actions at the start of its turn.</text>
        </legendary>
        <legendary>
            <name>Detect</name>
            <text>The deep crow makes a Wisdom (Perception) check.</text>
        </legendary>
        <legendary>
            <name>Shadow Caw (Costs 2 Actions)</name>
            <text>The ancient deep crow uses Shadow Caw.</text>
        </legendary>
        <legendary>
            <name>Wing Attack (Costs 2 Actions)</name>
            <text>The ancient deep crow beats its wings. Each creature within 10 feet of the deep crow must succeed on a DC 19 Dexterity saving throw or take 13 (2d6 + 6) bludgeoning damage and be knocked prone. The ancient deep crow can then fly up to half its flying speed.</text>
        </legendary>
        <legendary>
            <name>Regional Effects</name>
            <text>The region containing an ancient deep crow's lair is transformed by the creature's presence, which creates one or more of the following effects:</text>
            <text>• Supernatural shadow turns all bright light to dim light in underground regions within 6 miles of the lair.</text>
            <text>• Intermittent, echoing caws can be heard coming from all directions within 6 miles of the lair.</text>
            <text>• Subterranean beasts within 1 mile of the ancient deep crow's lair serve as the creature's eyes and ears, alerting it to the presence of intruders and making it all but impossible to surprise the ancient deep crow. If the ancient deep crow dies, these effects fade immediately.</text>
        </legendary>
        <description>So little is known of the deep crows that even less is known of their monstrous leviathan cousins, the ancient deep crows. Whether these gargantuan specimens are elder deep crows grown to great size or some higher form that holds lesser deep crows in thrall remains to be determined. Ideally by someone else. Seriously, stay away from these things.
            Source: Acquisitions Incorporated p. 211</description>
        <environment></environment>
    </monster>
    <monster>
        <name>Deep Crow</name>
        <size>L</size>
        <type>monstrosity</type>
        <alignment>Unaligned</alignment>
        <ac>17 (natural armor)</ac>
        <hp>133 (14d10+56)</hp>
        <speed>walk 20 ft., fly 80 ft.</speed>
        <str>20</str>
        <dex>16</dex>
        <con>18</con>
        <int>8</int>
        <wis>15</wis>
        <cha>14</cha>
        <save>Con +8, Wis +6</save>
        <skill>Perception +6, Stealth +11</skill>
        <passive>16</passive>
        <languages>Deep Crow</languages>
        <cr>9</cr>
        <resist></resist>
        <immune></immune>
        <vulnerable></vulnerable>
        <conditionImmune></conditionImmune>
        <senses>blindsight 30 ft., darkvision 120 ft.</senses>
        <trait>
            <name>Magic Resistance</name>
            <text>The deep crow has advantage on saving throws against spells and other magical effects.</text>
        </trait>
        <trait>
            <name>Shadow Stealth</name>
            <text>While in dim light or darkness, the deep crow can take the Hide action as a bonus action.</text>
        </trait>
        <trait>
            <name>Sunlight Sensitivity</name>
            <text>While in sunlight, the deep crow has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.</text>
        </trait>
        <action>
            <name>Multiattack</name>
            <text>The deep crow makes three attacks: one with its mandibles and two with its claws.</text>
        </action>
        <action>
            <name>Mandibles</name>
            <text>Melee Weapon Attack: +9 to hit, reach 10 ft., one target. 16 (2d10 + 5) piercing damage, and the target is grappled (escape DC 17). Until this grapple ends, the target is restrained, and the deep crow can't use its mandibles on another target.</text>
            <attack>Mandibles|9|2d10+5</attack>
        </action>
        <action>
            <name>Claw</name>
            <text>Melee Weapon Attack: +9 to hit, reach 5 ft., one target. 12 (2d6 + 5) slashing damage.</text>
            <attack>Claw|9|2d6+5</attack>
        </action>
        <description>Terror from Above
            The deep crow's most fearsome attack is the bite of its mandibles, which can seize and hold almost any creature. Their preferred attack is a snatch-and-grab that sees a deep crow flying off with a living victim before its companions have any chance of counterattack. Provided the doomed prey doesn't struggle, the deep crow takes it back to its lair to be devoured at leisure. Creatures that do struggle might be repeatedly dropped from a height to soften them up a bit.
            Family Ties
            Deep crows live alone for an unknown length of years, emerging from the lair only to hunt, to look for potential threats, and to mate. Mating is a once-in-a-lifetime urge that sees each deep crow involved in the pairing produce a cluster of four to eight eggs. Incubation lasts a year, followed by a year during which the fledgling deep crows stay close by their parent's side. The young then set out to establish lairs of their own.
            Unknown and Inscrutable
            The mindset of these intelligent yet alien creatures is a mystery, but some who have encountered them relate that they are quick to hold a grudge. For years. Of even greater importance, they can teach their chicks to harbor the same resentments, instilling a cross-generational hatred of chosen foes that can last for centuries.
            A Deep Crow's Lair:
            Deep crows and ancient deep crows roost in places both deep and warm, favoring sites with access to exposed lava. The spires of volcanic rock the creatures prize as roosts are common in such places, whose ambient warmth provides constant temperature regulation for the creature's eggs.
            Source: Acquisitions Incorporated p. 210</description>
        <environment></environment>
    </monster>
    <monster>
        <name>Donaar Blit'zen</name>
        <size>M</size>
        <type>humanoid (dragonborn)</type>
        <alignment>Chaotic Good</alignment>
        <ac>18 (plate armor)</ac>
        <hp>45 (7d8+14)</hp>
        <speed>walk 30 ft.</speed>
        <str>17</str>
        <dex>8</dex>
        <con>14</con>
        <int>10</int>
        <wis>10</wis>
        <cha>16</cha>
        <save>Wis +2, Cha +5</save>
        <skill>History +2, Insight +2, Intimidation +5, Persuasion +5</skill>
        <passive>10</passive>
        <languages>Common, Draconic, Orc</languages>
        <cr>3</cr>
        <resist>acid</resist>
        <immune></immune>
        <vulnerable></vulnerable>
        <conditionImmune></conditionImmune>
        <senses></senses>
        <trait>
            <name>Champion Challenge (Recharges after a Short or Long Rest)</name>
            <text>As a bonus action, Donaar causes each creature of his choice that he can see within 30 feet of him to make a DC 13 Wisdom saving throw. On a failure, a creature can't willingly move more than 30 feet away from Donaar. This effect ends on the creature if Donaar is incapacitated or dies, or if the creature is moved more than 30 feet away from him.</text>
        </trait>
        <action>
            <name>Multiattack</name>
            <text>Donaar makes two attacks with his greatsword or his whip.</text>
        </action>
        <action>
            <name>Greatsword</name>
            <text>Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 10 (2d6 + 3) slashing damage. Whenever Donaar rolls a 1 or 2 on a damage die, he can reroll the die and must use the new roll.</text>
            <attack>Greatsword|5|2d6+3</attack>
        </action>
        <action>
            <name>Whip</name>
            <text>Melee Weapon Attack: +5 to hit, reach 10 ft., one target. 5 (1d4 + 3) slashing damage.</text>
            <attack>Whip|5|1d4+3</attack>
        </action>
        <action>
            <name>Acid Vomit</name>
            <text>Donaar regurgitates acid in a 30-foot line that is 5 feet wide. Each creature in that line must make a DC 12 Dexterity saving throw, taking 7 (2d6) acid damage on a failed save, or half as much damage on a successful one.</text>
        </action>
        <trait>
            <name>Spellcasting</name>
            <text>Donaar is a 5th-level spellcaster. His spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). He has the following paladin spells prepared:</text>
            <text>• 1st level (4 slots): command, compelled duel, cure wounds, wrathful smite</text>
            <text>• 2nd level (2 slots): aid, branding smite, lesser restoration, warding bond, zone of truth</text>
        </trait>
        <slots>4, 2</slots>
        <spells>command, compelled duel, cure wounds, wrathful smite, aid, branding smite, lesser restoration, warding bond, zone of truth</spells>
        <description>Everybody cooooool out!
            The hulking dragonborn decisionist of the "C" Team, Donaar Blit'zen is an icon of brash confidence and warrior chill. He is known for his furious skill in battle, and for his propensity to fall asleep as soon as a fight is done (as well as countless other inopportune times). More immediately notable is the unique physical trait that all members of his clan bear-a stylish tail that is rare and often considered a deformity among dragonborn.
            As with his tail, an odd quirk of heritage makes Donaar's acid breath more of a signature vomiting, giving rise to a driving paranoia that this regurgitation might damage his teeth. As testaments to his obsession with dental hygiene, Donaar named his greatsword Toothbrush and calls his whip Floss. He carries an actual toothbrush (named Percival) and actual floss at all times.
            Those who know Donaar quickly come to recognize that the braggadocio that defines him involves a certain amount of artifice. When the young dragonborn left his clan and family to adventure in foreign climes, he realized that doing so provided the perfect opportunity to reinvent himself for folk who had no idea what he was once like. As such, Donaar has learned that no amount of bravado and compensation is too much-provided he leaves no openings for strangers to call him on it. By the same token, strangers quickly come to realize that reinforcing Donaar's self-congratulating sense of draconic entitlement makes it remarkably easy to win his favor.
            Despite his easily massaged vanity, the dragonborn sometimes shows the occasional streak of selflessness. Most notably, Donaar serves in his off-hours as parttime godfather to a young dragonborn named Chronaar, who had inadvertently imprinted on Donaar as a parental figure while he watched over her while she was in her egg.
            Source: Acquisitions Incorporated p. 201</description>
        <environment></environment>
    </monster>
    <monster>
        <name>Brahma Lutier</name>
        <size>M</size>
        <type>humanoid (elf)</type>
        <alignment>Neutral</alignment>
        <ac>12</ac>
        <hp>33 (6d8+6)</hp>
        <speed>walk 30 ft.</speed>
        <str>12</str>
        <dex>15</dex>
        <con>12</con>
        <int>11</int>
        <wis>13</wis>
        <cha>16</cha>
        <save></save>
        <skill>Perception +3, Performance +5, Persuasion +5</skill>
        <passive>13</passive>
        <languages>Common, Elvish</languages>
        <cr>2</cr>
        <resist></resist>
        <immune></immune>
        <vulnerable></vulnerable>
        <conditionImmune></conditionImmune>
        <senses></senses>
        <trait>
            <name>Fey Ancestry</name>
            <text>Brahma has advantage on saving throws against being charmed, and magic can't put her to sleep.</text>
        </trait>
        <trait>
            <name>Taunt (2/Day)</name>
            <text>Brahma can use a bonus action to target one creature she can see within 30 feet of her. If the target can hear Brahma, it must succeed on a DC 13 Charisma saving throw or have disadvantage on ability checks, attack rolls, and saving throws until the start of Brahma's next turn.</text>
        </trait>
        <action>
            <name>War Lute</name>
            <text>Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 5 (1d6 + 2) slashing damage.</text>
            <attack>War Lute|4|1d6+2</attack>
        </action>
        <action>
            <name>Song of Domination (3/day)</name>
            <text>Brahma targets one creature that can see or hear her, which must succeed on a DC 13 Wisdom saving throw or be charmed by her for 1 minute. The target can repeat the save at the end of each of its turns, ending the effect on itself on a success. It has disadvantage on these saves if being charmed by Brahma is something the target openly or secretly desires. For 1 hour after the charm effect ends, the target has disadvantage on Intelligence, Wisdom, or Charisma checks made as part of a contest with Brahma.</text>
        </action>
        <trait>
            <name>Spellcasting</name>
            <text>Brahma is a 4th-level spellcaster. Her spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). She has the following bard spells prepared:</text>
            <text>Cantrips (at will): mage hand, message, vicious mockery</text>
            <text>• 1st level (4 slots): charm person, heroism, illusory script, sleep, unseen servant</text>
            <text>• 2nd level (3 slots): cloud of daggers, invisibility</text>
        </trait>
        <slots>4, 3</slots>
        <spells>mage hand, message, vicious mockery, charm person, heroism, illusory script, sleep, unseen servant, cloud of daggers, invisibility</spells>
        <description>Formally a former member of the "B" Team, Brahma Lutier is a gifted cartographer, spy, and troubadour. Tutored in at least the latter of those vocations by Audra Courtier (wife of Propha Dran and co-owner of the Dran &amp; Courtier inn of Red Larch), Brahma's specialty is a song of domination that is legendarily difficult to resist.
            Her retirement is said to be connected to a falling out with husband Oak Truestrike, and Brahma has been operating as a solo agent for some time now. Known for a personality that is murderous and cheery in equal part, she utilizes an instrument of dragonborn design in combat. Known as a war lute, this unique item comes replete with hidden storage and powerful weaponry.
            Source: Acquisitions Incorporated p. 205</description>
        <environment></environment>
    </monster>
    <monster>
        <name>K'thriss Drow'b</name>
        <size>M</size>
        <type>humanoid (elf)</type>
        <alignment>Chaotic Neutral</alignment>
        <ac>14 (studded leather armor)</ac>
        <hp>44 (8d8+8)</hp>
        <speed>walk 30 ft.</speed>
        <str>8</str>
        <dex>14</dex>
        <con>12</con>
        <int>14</int>
        <wis>11</wis>
        <cha>18</cha>
        <save>Str +0, Dex +3, Con +2, Int +3, Wis +3, Cha +7</save>
        <skill>Arcana +4, Insight +2, Investigation +4, Perception +2, Religion +4</skill>
        <passive>12</passive>
        <languages>Celestial, Common, Elvish, Undercommon; can read all writing</languages>
        <cr>3</cr>
        <resist></resist>
        <immune></immune>
        <vulnerable></vulnerable>
        <conditionImmune></conditionImmune>
        <senses>darkvision 120 ft.</senses>
        <trait>
            <name>Special Equipment</name>
            <text>K'thriss wears a robe of stars (accounted for in his statistics). The robe allows him to cast the following spells: 6/day: magic missile (7 missiles)</text>
        </trait>
        <trait>
            <name>Awakened Mind</name>
            <text>K'thriss can telepathically speak to any creature he can see within 30 feet of him, provided the creature can understand at least one language.</text>
        </trait>
        <trait>
            <name>Fey Ancestry</name>
            <text>K'thriss has advantage on saving throws against being charmed, and magic can't put him to sleep. Sunlight Sensitivity. While in sunlight, K'thriss has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.</text>
        </trait>
        <action>
            <name>Multiattack</name>
            <text>K'thriss makes two attacks with his sickle. Sickle. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 4 (1d4 + 2) slashing damage.</text>
            <attack>Multiattack|4|1d4+2</attack>
        </action>
        <trait>
            <name>Innate Spellcasting</name>
            <text>K'thriss's innate spellcasting ability is Charisma (spell save DC 14). He can innately cast the following spells, requiring no material components:</text>
            <text>At will: dancing lights, disguise self</text>
            <text>1/day each: darkness, faerie fire</text>
        </trait>
        <trait>
            <name>Spellcasting</name>
            <text>K'thriss is a 5th-level spellcaster. His spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). He regains his expended spell slots when he finishes a short or long rest, and knows the following warlock spells:</text>
            <text>Cantrips (at will): chill touch, eldritch blast, mending, prestidigitation, thorn whip, vicious mockery</text>
            <text>• 3rd level (2 slots): dissonant whispers, fly, hex, misty step, sending, shatter</text>
        </trait>
        <slots>2</slots>
        <spells>dancing lights, disguise self, darkness, faerie fire, chill touch, eldritch blast, mending, prestidigitation, thorn whip, vicious mockery, dissonant whispers, fly, hex, misty step, sending, shatter</spells>
        <description>All things are divided into meat and mouths-but even a mouth is just meat.
            The drow warlock K'thriss Drow'b cuts a dashing figure as the worldly representative of the Ur-a ravenous, inscrutable, and largely indifferent elder entity from beyond reality. Tapped into this dark power, the "C" Team's hoards person sees all existence as a puzzle to unlock, and he is obsessed by the essential lack of meaning and purpose in the structures of so-called "reality." Still, all things considered, he is most often polite and affable. Because after a long adventuring career, he understands that he can't afford to make more enemies.
            Given his blue skin tone, rumors suggest that K'thriss is of mixed heritage, but no one knows for sure. As a young and doubting adherent of Lolth, he stumbled upon fragments of a relic known as the Black Altar, exposing him to their infinite truths and shocking the drow's hair jet-black. His matching "beard" is actually a slow-growing colony of inert spores that K'thriss believes makes him look distinguished. Possessed of alarming and asymmetric crystalline eyes, he often wears a blindfold to spare others his visage, seeing through the eyes of his familiar while he does.
            Tentacles play a big part in K'thriss's spellcasting, whether wrenching him through the sky when he uses magic to fly, or manifesting in dark, suckered form when he casts spells such as thorn whip. And when enemies hear K'thriss whisper the deep truths of the Ur-typically something about how on a geologic time scale, everyone's desires are meaningless-they remember it.
            K'thriss's familiar, Ligotti, is a semisapient remnant of a tentacle attack, spawned by the warlock's intercessor patron god. Though entirely alien to the material plane (and often appearing in the form of a staff), Ligotti uses the stat block of a poisonous snake with these changes:
            It has an Intelligence score of 12 (+2).
            It has telepathy out to a range of 30 feet.
            Source: Acquisitions Incorporated p. 202</description>
        <environment></environment>
    </monster>
    <monster>
        <name>Môrgæn</name>
        <size>M</size>
        <type>humanoid (elf)</type>
        <alignment>Chaotic Neutral</alignment>
        <ac>16 (studded leather armor)</ac>
        <hp>66 (12d8+12)</hp>
        <speed>walk 30 ft.</speed>
        <str>12</str>
        <dex>18</dex>
        <con>12</con>
        <int>12</int>
        <wis>14</wis>
        <cha>10</cha>
        <save>Str +3, Dex +6</save>
        <skill>Athletics +3, Insight +4, Nature +3, Perception +4, Stealth +6, Survival +4</skill>
        <passive>14</passive>
        <languages>Common, Draconic, Dwarvish, Giant, Goblin</languages>
        <cr>4</cr>
        <resist></resist>
        <immune></immune>
        <vulnerable></vulnerable>
        <conditionImmune></conditionImmune>
        <senses>darkvision 60 ft.</senses>
        <trait>
            <name>Fey Ancestry</name>
            <text>Môrgæn has advantage on saving throws against being charmed, and magic can't put her to sleep.</text>
        </trait>
        <action>
            <name>Multiattack</name>
            <text>Môrgæn makes three attacks with her scimitars or her longbow.</text>
        </action>
        <action>
            <name>Scimitars</name>
            <text>Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 7 (1d6 + 4) slashing damage.</text>
            <attack>Scimitars|6|1d6+4</attack>
        </action>
        <action>
            <name>Longbow</name>
            <text>Ranged Weapon Attack: +6 to hit, range 150/600 ft., one target. 8 (1d8 + 4) piercing damage.</text>
            <attack>Longbow|6|1d8+4</attack>
        </action>
        <trait>
            <name>Innate Spellcasting</name>
            <text>Môrgæn's spellcasting ability is Intelligence. She can innately cast the following spells, requiring no material components:</text>
            <text>At will: mage hand</text>
        </trait>
        <trait>
            <name>Spellcasting</name>
            <text>Môrgæn is a 9th-level spellcaster. Her spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). She has the following ranger spells prepared:</text>
            <text>• 1st level (4 slots): alarm, animal friendship, hunter's mark</text>
            <text>• 2nd level (3 slots): pass without trace, spike growth</text>
            <text>• 3rd level (2 slots): conjure animals</text>
        </trait>
        <slots>4, 3, 2</slots>
        <spells>mage hand, alarm, animal friendship, hunter's mark, pass without trace, spike growth, conjure animals</spells>
        <description>If I had wanted to kill, I would have killed.
            The ranger Môrgæn is a renowned tracker and hunter, able to pinpoint-target foes at any range, then vanish into the woods with no one the wiser. Her legendary ability with the longbow and the custom arrows she crafts instills fear into the hearts of her many enemies-and more than a few of her coworkers. Famously, she is the only member of Acquisitions Incorporated known to be paid in advance, lest a missed invoice lead to dire repercussions.
            A child of the forest, Môrgæn defends the natural world with singular ferocity and an impressive rate of sustained fire. Her core philosophy is that one should shoot first and then ask no questions later. Because what's the point of asking questions when the person you've shot first is already dead? Still, when the situation calls for it, this protector of the woodlands is equally at home on missions of subterfuge and social interaction in the big city, provided her well-known love of ale, wine, and other intoxicants doesn't get the better of her.
            Source: Acquisitions Incorporated p. 199</description>
        <environment></environment>
    </monster>
    <monster>
        <name>Oak Truestrike</name>
        <size>M</size>
        <type>humanoid (elf)</type>
        <alignment>Neutral Good Neutral Evil</alignment>
        <ac>15 (studded leather armor)</ac>
        <hp>32 (5d8+10)</hp>
        <speed>walk 30 ft.</speed>
        <str>13</str>
        <dex>16</dex>
        <con>14</con>
        <int>10</int>
        <wis>13</wis>
        <cha>11</cha>
        <save></save>
        <skill>Nature +3, Perception +3, Performance +2, Stealth +5, Survival +3</skill>
        <passive>13</passive>
        <languages>Common</languages>
        <cr>2</cr>
        <resist></resist>
        <immune></immune>
        <vulnerable></vulnerable>
        <conditionImmune></conditionImmune>
        <senses></senses>
        <trait>
            <name>Fey Ancestry</name>
            <text>Oak has advantage on saving throws against being charmed, and magic can't put him to sleep.</text>
        </trait>
        <trait>
            <name>Keen Hearing and Sight</name>
            <text>Oak has advantage on Wisdom (Perception) checks that rely on hearing or sight.</text>
        </trait>
        <action>
            <name>Multiattack</name>
            <text>Oak makes three attacks with his hooked daggers or his hand crossbow.</text>
        </action>
        <action>
            <name>Hooked Dagger</name>
            <text>Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 5 (1d4 + 3) piercing damage.</text>
            <attack>Hooked Dagger|5|1d4+3</attack>
        </action>
        <action>
            <name>Hand Crossbow</name>
            <text>Ranged Weapon Attack: +5 to hit, range 30/120 ft., one target. 6 (1d6 + 3) piercing damage.</text>
            <attack>Hand Crossbow|5|1d6+3</attack>
        </action>
        <reaction>
            <name>Return the Favor (3/day)</name>
            <text>When Oak takes damage from a melee weapon attack, he can make a hooked dagger attack.</text>
        </reaction>
        <description>Oak Truestrike is the "B" Team's decisionist-and, depending on who you talk to, a reincarnated demigod. (It's a long story.) Those who know him acknowledge his confidence, his arrogance, and his odd ability to engage with others by somehow saying exactly what each listener wants to hear. Whether this is some subtle magical ability or simply grifter's charm, he makes good use of it either way.
            Oak becomes a radically different person with each of his reincarnations, flipping between neutral good and neutral evil. His memories of past lives have been fractured by his many deaths, but he spends each new life accounting for the previous life in a karmic-ledger kind of way. His current incarnation embraces the good side. Mostly. Except for that occasional toxic bitterness. Oh, and the misanthropy. Actually, if you end up hating this guy, it's probably not your fault.
            Source: Acquisitions Incorporated p. 205</description>
        <environment></environment>
    </monster>
    <monster>
        <name>Walnut Dankgrass</name>
        <size>M</size>
        <type>humanoid (elf)</type>
        <alignment>Lawful Neutral</alignment>
        <ac>14 (leather armor)</ac>
        <hp>52 (8d8+16)</hp>
        <speed>walk 35 ft.</speed>
        <str>8</str>
        <dex>16</dex>
        <con>14</con>
        <int>10</int>
        <wis>18</wis>
        <cha>10</cha>
        <save>Int +2, Wis +6</save>
        <skill>Athletics +1, Insight +6, Perception +6, Stealth +5, Survival +6</skill>
        <passive>16</passive>
        <languages>Common, Druidic, Elvish, Sylvan</languages>
        <cr>3</cr>
        <resist></resist>
        <immune></immune>
        <vulnerable></vulnerable>
        <conditionImmune></conditionImmune>
        <senses>darkvision 60 ft.</senses>
        <trait>
            <name>Fey Ancestry</name>
            <text>Walnut has advantage on saving throws against being charmed, and magic can't put her to sleep.</text>
        </trait>
        <trait>
            <name>Mask of the Wild</name>
            <text>Walnut can attempt to hide even when she is only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.</text>
        </trait>
        <trait>
            <name>Wild Shape (Recharges after a Short or Long rest)</name>
            <text>As a bonus action, Walnut can assume the shape of a dire wolf. She can stay in this form for 3 hours or until she reverts to her normal form as a bonus action. She automatically reverts if she falls unconscious, drops to 0 hit points, or dies.</text>
            <text>While transformed, Walnut's game statistics are replaced by the statistics of the dire wolf, except she retains her alignment, personality, and Intelligence, Wisdom, and Charisma scores.</text>
            <text>Her attacks in beast form are magical. While in beast form, Walnut can use a bonus action to expend one spell slot and regain 1d8 hit points per level of the spell slot expended.</text>
        </trait>
        <action>
            <name>Multiattack</name>
            <text>Walnut makes two attacks with Foremother or her longbow.</text>
        </action>
        <action>
            <name>Foremother (+1 Scimitar)</name>
            <text>Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 7 (1d6 + 4) slashing damage.</text>
            <attack>Foremother (+1 Scimitar)|6|1d6+4</attack>
        </action>
        <action>
            <name>Longbow</name>
            <text>Ranged Weapon Attack: +5 to hit, range 150/600 ft., one target. 7 (1d8 + 3) piercing damage.</text>
            <attack>Longbow|5|1d8+3</attack>
        </action>
        <trait>
            <name>Spellcasting</name>
            <text>Walnut is a 7th-level spellcaster. Her spellcasting ability is Wisdom (spell save DC 14, +6 to hit with spell attacks). She has the following druid spells prepared:</text>
            <text>Cantrips (at will): druidcraft, produce flame, thorn whip</text>
            <text>• 1st level (4 slots): cure wounds, entangle, thunderwave</text>
            <text>• 2nd level (3 slots): flame blade, moonbeam, pass without trace</text>
            <text>• 3rd level (3 slots): call lightning, dispel magic, plant growth</text>
            <text>• 4th level (1 slots): blight, freedom of movement</text>
        </trait>
        <slots>4, 3, 3, 1</slots>
        <spells>druidcraft, produce flame, thorn whip, cure wounds, entangle, thunderwave, flame blade, moonbeam, pass without trace, call lightning, dispel magic, plant growth, blight, freedom of movement</spells>
        <description>The war ever rages.
            Growing up in an all-female clan of druids, healers, and rangers, Walnut Dankgrass was drawn to the role of protector from her earliest years. Dedicated to Mielikki, the matriarchal clan known as the Enclave Panax Anima defended the unspoiled wild by word and blade (with the latter option more prevalent by far). But when tragedy struck the enclave, Walnut's clan was destroyed to the last-leaving her with nothing but the all-consuming desire to seek out and destroy those responsible.
            As a guardian of the wild, Walnut has long held an antipathy toward civilization and anything urban. However, understanding that civilization was the source of the evil that destroyed her people, she makes the city her home now. She embraces her role as the "C" Team's documancer, knowing that the city's power-and its weaknesses-can be fully gleaned only from within.
            Walnut distrusts most folk she meets, except for those whose bearing reflects the matriarchal structure she was once part of. No matter what shape her struggles take, she knows instinctively that her beliefs are right and true-and that she will follow those beliefs to the bitter end.
            Source: Acquisitions Incorporated p. 204</description>
        <environment></environment>
    </monster>
    <monster>
        <name>Auspicia Dran</name>
        <size>M</size>
        <type>humanoid (half-elf)</type>
        <alignment>Neutral Good</alignment>
        <ac>15 (chain shirt)</ac>
        <hp>52 (8d8+16)</hp>
        <speed>walk 30 ft.</speed>
        <str>16</str>
        <dex>14</dex>
        <con>14</con>
        <int>15</int>
        <wis>12</wis>
        <cha>10</cha>
        <save></save>
        <skill>Athletics +5, Perception +3</skill>
        <passive>13</passive>
        <languages>Common, Elvish</languages>
        <cr>2</cr>
        <resist></resist>
        <immune></immune>
        <vulnerable></vulnerable>
        <conditionImmune></conditionImmune>
        <senses></senses>
        <action>
            <name>Multiattack</name>
            <text>Auspicia makes two attacks.</text>
        </action>
        <action>
            <name>Longsword</name>
            <text>Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3) slashing damage if used with two hands.</text>
            <attack>Longsword|5|1d8+3</attack>
        </action>
        <action>
            <name>Light Crossbow</name>
            <text>Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. 6 (1d8 + 2) piercing damage.</text>
            <attack>Light Crossbow|4|1d8+2</attack>
        </action>
        <trait>
            <name>Innate Spellcasting (Psionics)</name>
            <text>Auspicia's innate spellcasting ability is Intelligence. She can innately cast the following spells, requiring no components:</text>
            <text>At will: detect thoughts</text>
            <text>1/day each: augury</text>
        </trait>
        <spells>detect thoughts, augury</spells>
        <description>The youngest sister of Omin Dran, the half-elf Auspicia Dran had her life torn apart as a child when she was seized by a mysterious creature called the Wandering Crypt. Having spent long years in a kind of dark dream within the crypt, she was saved in the end by her brother Omin's tireless efforts and the valor of his handpicked "C" Team. Now returned safely to the world-and with the false Auspicia of the crypt's creation slain-she focuses on trying to discover her own identity and to work through the ongoing complications arising from her ordeal.
            When Auspicia emerged from the Wandering Crypt, she carried within her a growing level of psionic power. She can't help but read others' minds, but finds that wearing a diamond earring helps tamp that unwitting ability down. This magic has also left her connected to the crypt in a way she doesn't understand, even as it grants her occasional memories of others still trapped there and an awareness of faraway places. In combat, she manifests an instinctive knowledge of events before they happen, often making use of this ability to bring a fight to a standstill that encourages parley. But she has only just begun to explore her full precognitive potential.
            Source: Acquisitions Incorporated p. 208</description>
        <environment></environment>
    </monster>
    <monster>
        <name>Omin Dran</name>
        <size>M</size>
        <type>humanoid (half-elf)</type>
        <alignment>Lawful Neutral</alignment>
        <ac>18 (plate armor)</ac>
        <hp>65 (10d8+20)</hp>
        <speed>walk 30 ft.</speed>
        <str>16</str>
        <dex>8</dex>
        <con>14</con>
        <int>11</int>
        <wis>18</wis>
        <cha>12</cha>
        <save>Wis +7, Cha +4</save>
        <skill>Deception +4, Insight +7, Intimidation +4, Medicine +7, Perception +7, Persuasion +4</skill>
        <passive>17</passive>
        <languages>Common, Dwarvish, Elvish, Goblin</languages>
        <cr>5</cr>
        <resist></resist>
        <immune></immune>
        <vulnerable></vulnerable>
        <conditionImmune></conditionImmune>
        <senses>darkvision 60 ft.</senses>
        <trait>
            <name>Divine Strike</name>
            <text>Once on each of his turns when he hits a creature with a weapon attack, Omin can cause the attack to deal an extra 4 (1d8) damage of the same type dealt by the weapon.</text>
        </trait>
        <trait>
            <name>Fey Ancestry</name>
            <text>Omin has advantage on saving throws against being charmed, and magic can't put him to sleep.</text>
        </trait>
        <action>
            <name>Multiattack</name>
            <text>Omin makes two attacks with his maul.</text>
        </action>
        <action>
            <name>Maul</name>
            <text>Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 10 (2d6 + 3) bludgeoning damage.</text>
            <attack>Maul|6|2d6+3</attack>
        </action>
        <reaction>
            <name>War God's Blessing (Recharges after a Short or Long Rest)</name>
            <text>When a creature within 30 feet of Omin makes an attack roll, but before learning whether it hits or misses, Omin can grant the creature a +10 bonus to that roll.</text>
        </reaction>
        <trait>
            <name>Spellcasting</name>
            <text>Omin is a 9th-level spellcaster. His spellcasting ability is Wisdom (spell save DC 15, +7 to hit with spell attacks). He has the following cleric spells prepared:</text>
            <text>Cantrips (at will): guidance, sacred flame, spare the dying, thaumaturgy</text>
            <text>• 1st level (4 slots): bless, command, divine favor, shield of faith</text>
            <text>• 2nd level (3 slots): enhance ability, hold person, magic weapon, silence, spiritual weapon</text>
            <text>• 3rd level (3 slots): beacon of hope, crusader's mantle, dispel magic, mass healing word, spirit guardians</text>
            <text>• 4th level (3 slots): death ward, freedom of movement, locate creature, stoneskin</text>
            <text>• 5th level (1 slots): dispel evil and good, flame strike, hold monster, greater restoration, legend lore</text>
        </trait>
        <slots>4, 3, 3, 3, 1</slots>
        <spells>guidance, sacred flame, spare the dying, thaumaturgy, bless, command, divine favor, shield of faith, enhance ability, hold person, magic weapon, silence, spiritual weapon, beacon of hope, crusader's mantle, dispel magic, mass healing word, spirit guardians, death ward, freedom of movement, locate creature, stoneskin, dispel evil and good, flame strike, hold monster, greater restoration, legend lore</spells>
        <description>My duty, first and foremost, is to my shareholders. And I am the only shareholder.
            Ominifis Hereward Dran spent his formative years in the small waystop of Red Larch, where his mother, Prophetess, ran a popular inn and restaurant. In the brief periods of respite afforded by working the family business, Omin and his sisters, Auspicia and Portentia, were wont to wander the hills and trails around town, dreaming of adventure. But adventure of the wrong kind came calling for the trio one day, when an underground ruin they had often explored-actually a creature called the Wandering Crypt-took Auspicia from the world.
            Omin Dran built the organization called Acquisitions Incorporated to facilitate and expand his quest to find his true sister, at least in part. For despite his unprecedented success in establishing the market for franchised adventuring across the Sword Coast and beyond, Omin's full measure eludes most people. He is known to be a worshiper of Tymora, ruthless in matters of business, feckless in matters of love, and hopeless in games of chance. Omin is also often accused of being one of the Masked Lords of Waterdeep, though this bit of fancy earns little more than a chuckle in response. And even if the rumor were true, Omin would never leverage such a position for greater financial gain and power. Because that would be wrong...
            Source: Acquisitions Incorporated p. 196</description>
        <environment></environment>
    </monster>
    <monster>
        <name>Rosie Beestinger</name>
        <size>S</size>
        <type>humanoid (halfling)</type>
        <alignment>Chaotic Good</alignment>
        <ac>15 (Unarmored Defense)</ac>
        <hp>45 (10d6+10)</hp>
        <speed>walk 40 ft.</speed>
        <str>8</str>
        <dex>16</dex>
        <con>12</con>
        <int>12</int>
        <wis>14</wis>
        <cha>14</cha>
        <save>Str +1, Dex +5</save>
        <skill>Acrobatics +5, History +3, Intimidation +4, Stealth +5</skill>
        <passive>12</passive>
        <languages>Common, Draconic, Elvish, Halfling</languages>
        <cr>3</cr>
        <resist></resist>
        <immune></immune>
        <vulnerable></vulnerable>
        <conditionImmune></conditionImmune>
        <senses></senses>
        <trait>
            <name>Brave</name>
            <text>Rosie has advantage on saving throws against being frightened.</text>
        </trait>
        <trait>
            <name>Halfling Nimbleness</name>
            <text>Rosie can move through the space of any creature that is of a size larger than hers.</text>
        </trait>
        <trait>
            <name>Evasion</name>
            <text>If Rosie is subjected to an effect that allows her to make a Dexterity saving throw to take only half damage, she instead takes no damage if she succeeds on the saving throw, and only half damage if she fails. She can't use this trait if she's incapacitated.</text>
        </trait>
        <trait>
            <name>Shadow Step</name>
            <text>When Rosie is in dim light or darkness, she can use a bonus action to teleport 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.</text>
        </trait>
        <action>
            <name>Multiattack</name>
            <text>Rosie makes three attacks, then makes two unarmed strike attacks.</text>
        </action>
        <action>
            <name>Staff of the Master (+1 Quarterstaff)</name>
            <text>Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 7 (1d6 + 4) bludgeoning damage, or 8 (1d8 + 4) bludgeoning damage if used with two hands.</text>
            <attack>Staff of the Master (+1 Quarterstaff)|6|1d6+4</attack>
        </action>
        <action>
            <name>Unarmed Strike</name>
            <text>Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 6 (1d6 + 3) bludgeoning damage. Rosie's unarmed strikes are magical.</text>
            <attack>Unarmed Strike|5|1d6+3</attack>
        </action>
        <reaction>
            <name>Deflect Missiles</name>
            <text>In response to being hit by a ranged weapon attack, Rosie deflects the missile. The damage she takes from the attack is reduced by 1d10 + 9. If the damage is reduced to 0, she catches the missile if it's small enough to hold in one hand and she has a hand free.</text>
        </reaction>
        <trait>
            <name>Innate Spellcasting</name>
            <text>Rosie's innate spellcasting ability is Wisdom (spell save DC 12). She can innately cast the following spells, requiring no material components:</text>
            <text>At will: minor illusion, sacred flame, thaumaturgy</text>
            <text>1/day each: command, darkness, darkvision, pass without trace, silence</text>
        </trait>
        <spells>minor illusion, sacred flame, thaumaturgy, command, darkness, darkvision, pass without trace, silence</spells>
        <description>Well, I have this jar of eyeballs...
            Weighing in at just under 30 pounds and with a grandmotherly demeanor befitting her advanced age, Rosie Beestinger is easily mistaken for someone on the wrong side of the "aggressor/victim" relationship. But this is a mix-up that few people make more than once. Patient and studious, Rosie has schooled more than one malcontent with what the halfling refers to as "the sauce"-a whirlwind of kicks and punches to one or the other haunches that can inspire even the toughest half-orc to sprint toward anyplace Rosie isn't. As an increasing number of folk hear the tales of her prowess, the "C" Team cartographer's fame among her fellow halflings has become nothing short of legendary. Still, this adoration might be augmented by the sheer number of halflings related to Rosie. She has a daunting number of natural and adopted children, many of whom have followed their mother along the adventuring career track.
            Rosie's goals have always been more complex than merely seeking after adventure. She has long sought for ultimate meaning in the stars, and to seek justification for her belief that her bonds to her expansive family are reflected in the endless movements and intricate patterns of the sky. However, the Beestinger clan has a less metaphysical reputation in the eyes of many people, as constantly swirling rumors attempt to connect the family to various and nefarious halfling criminal enter prises. Naturally, Rosie knows nothing about any of that. Sure, her nickname is "Grandmother Night," but that probably doesn't mean anything.
            Source: Acquisitions Incorporated p. 203</description>
        <environment></environment>
    </monster>
    <monster>
        <name>Flabbergast</name>
        <size>M</size>
        <type>humanoid (human)</type>
        <alignment>Lawful Neutral</alignment>
        <ac>12 (15 with mage armor)</ac>
        <hp>40 (9d8)</hp>
        <speed>walk 30 ft.</speed>
        <str>10</str>
        <dex>14</dex>
        <con>10</con>
        <int>17</int>
        <wis>13</wis>
        <cha>13</cha>
        <save>Int +5, Wis +3</save>
        <skill>Arcana +5, Persuasion +3, History +5, Perception +3</skill>
        <passive>13</passive>
        <languages>Common, Draconic, Elvish, Gnomish</languages>
        <cr>4</cr>
        <resist></resist>
        <immune></immune>
        <vulnerable></vulnerable>
        <conditionImmune></conditionImmune>
        <senses></senses>
        <action>
            <name>Dagger</name>
            <text>Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. 4 (1d4 + 2) piercing damage.</text>
            <attack>Dagger|4|1d4+2</attack>
        </action>
        <trait>
            <name>Spellcasting</name>
            <text>Flabbergast is a 9th-level spellcaster. His spellcasting ability is Intelligence (spell save DC 13, +5 to hit with spell attacks). He has the following wizard spells prepared:</text>
            <text>Cantrips (at will): fire bolt, light, mage hand, prestidigitation</text>
            <text>• 1st level (4 slots): detect magic, mage armor, distort value*</text>
            <text>• 2nd level (3 slots): gift of gab*, suggestion</text>
            <text>• 3rd level (3 slots): fast friends*, lightning bolt</text>
            <text>• 4th level (3 slots): greater invisibility</text>
            <text>• 5th level (1 slots): cone of cold</text>
            <text>*New spell introduced in chapter 3</text>
        </trait>
        <slots>4, 3, 3, 3, 1</slots>
        <spells>fire bolt, light, mage hand, prestidigitation, detect magic, mage armor, distort value, gift of gab, suggestion, fast friends, lightning bolt, greater invisibility, cone of cold</spells>
        <description>Not much is known of the mysterious and aloof majordomo of Acquisitions Incorporated Head Office, the mage known as Flabbergast. It's said that he hails from Neverwinter, and that his wealthy family helped erect and carve the famous Dolphin Bridge in that city. Although he detests physical labor, Flabbergast is a bit of a bridge builder in his own way, always striving to bring people together and flexing his diplomatic muscles. A pacifist bureaucrat, he abhors violence, and rarely puts his magical prowess on display.
            One thing that is known (though it's seldom spoken of) is that Flabbergast once worked for Dran Enterprises, and specifically for Portentia Dran. He carries a certain amount of guilt around being complicit in certain Dran Enterprises' dealings, and helped Acquisitions Incorporated on the side even before taking up an official role with the company. Though Head Office certainly trusts him, others might wonder where his true loyalties lie.
            Flabbergast's familiar, Mister Snibbly, uses the cat stat block.
            Source: Acquisitions Incorporated p. 200</description>
        <environment></environment>
    </monster>
    <monster>
        <name>Jim Darkmagic</name>
        <size>M</size>
        <type>humanoid (human)</type>
        <alignment>Chaotic Neutral</alignment>
        <ac>12 (15 with mage armor)</ac>
        <hp>40 (9d8)</hp>
        <speed>walk 30 ft.</speed>
        <str>8</str>
        <dex>14</dex>
        <con>10</con>
        <int>18</int>
        <wis>12</wis>
        <cha>14</cha>
        <save>Int +7, Wis +4</save>
        <skill>Acrobatics +5, Animal handling +4, Arcana +7, History +7, Performance +5</skill>
        <passive>11</passive>
        <languages>Common</languages>
        <cr>5</cr>
        <resist></resist>
        <immune></immune>
        <vulnerable></vulnerable>
        <conditionImmune></conditionImmune>
        <senses></senses>
        <trait>
            <name>Special Equipment</name>
            <text>Jim carries a wand of wonder. Benign Transportation (Recharges after Jim Casts a Conjuration Spell of 1st Level or Higher). As a bonus action, Jim teleports up to 30 feet to a space he can see. The space must be unoccupied or occupied by a willing Small or Medium creature. If the latter, Jim and the willing creature both teleport, swapping places.</text>
        </trait>
        <action>
            <name>Dagger</name>
            <text>Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. 4 (1d4 + 2) piercing damage.</text>
            <attack>Dagger|5|1d4+2</attack>
        </action>
        <action>
            <name>Minor Conjuration</name>
            <text>Jim conjures an inanimate object, no larger than 3 feet on a side and no more than 10 pounds, in his hand or on the ground in an unoccupied space he can see within 10 feet of him. The object is visibly magical, radiating dim light out to 5 feet. It disappears if it takes any damage, after 1 hour, or when Jim uses this feature again.</text>
        </action>
        <trait>
            <name>Spellcasting</name>
            <text>Jim is a 9th-level spellcaster. His spellcasting ability is Intelligence (spell save DC 15, +7 to hit with spell attacks). He has the following wizard spells prepared:</text>
            <text>Cantrips (at will): fire bolt, friends, mage hand, minor illusion, prestidigitation</text>
            <text>• 1st level (4 slots): disguise self, Jim's magic missile*, mage armor</text>
            <text>• 2nd level (3 slots): invisibility, Jim's glowing coin*</text>
            <text>• 3rd level (3 slots): incite greed*, fireball</text>
            <text>• 4th level (3 slots): conjure minor elementals, polymorph</text>
            <text>• 5th level (1 slots): mislead</text>
            <text>*New spell introduced in chapter 3</text>
        </trait>
        <slots>4, 3, 3, 3, 1</slots>
        <spells>fire bolt, friends, mage hand, minor illusion, prestidigitation, disguise self, Jim's magic missile, mage armor, invisibility, Jim's glowing coin, incite greed, fireball, conjure minor elementals, polymorph, mislead</spells>
        <description>Have a magical day!
            James Winifred Darkmagic III is the scion of a mysterious, multiplanar wizarding family. Jim's arcane pedigree has long preceded him, incorporating equally healthy amounts of magical training and innate eldritch prowess. However, despite a natural talent that could have allowed him to make a name for himself as a court wizard, or perhaps "that strange old man in the village," Jim's original penchant was not for the magic of scroll or spell, but for the stage.
            As an entertainer and purveyor of the "Jim Darkmagic Experience," the legendary mage can often be found in markets and town squares, performing feats of mundane legerdemain. The renown he has earned for these feats is nearly equaled by the reputation that follows him as chief arcanist (and occasional arsonist) for Acquisitions Incorporated. And although his skills as an adventurer and real wizard remain highly sought after, Jim looks forward to a well-earned retirement, at which point he hopes to become a "real wizard"-by which he means a fake wizard-full time.
            Source: Acquisitions Incorporated p. 197</description>
        <environment></environment>
    </monster>
    <monster>
        <name>Pendragon Beestinger</name>
        <size>M</size>
        <type>humanoid (human)</type>
        <alignment>Neutral Evil</alignment>
        <ac>12 (15 with mage armor)</ac>
        <hp>27 (5d8+5)</hp>
        <speed>walk 30 ft.</speed>
        <str>10</str>
        <dex>14</dex>
        <con>12</con>
        <int>17</int>
        <wis>10</wis>
        <cha>11</cha>
        <save></save>
        <skill>Arcana +5, Investigation +5, Performance +2</skill>
        <passive>10</passive>
        <languages>Common, Draconic, Elvish, Halfling</languages>
        <cr>2</cr>
        <resist></resist>
        <immune></immune>
        <vulnerable></vulnerable>
        <conditionImmune></conditionImmune>
        <senses></senses>
        <trait>
            <name>Echo Spell (1/day)</name>
            <text>Pendragon can cast the spell he cast on his last turn, whose casting time becomes 1 bonus action. This bonus casting uses a spell slot as normal.</text>
        </trait>
        <action>
            <name>Shortsword</name>
            <text>Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 5 (1d6 + 2) piercing damage.</text>
            <attack>Shortsword|4|1d6+2</attack>
        </action>
        <trait>
            <name>Spellcasting</name>
            <text>Pendragon is a 4th-level spellcaster. His spellcasting ability is Intelligence (spell save DC 13, +5 to hit with spell attacks). He has the following wizard spells prepared:</text>
            <text>Cantrips (at will): acid splash, light, mage hand, poison spray, shocking grasp</text>
            <text>• 1st level (4 slots): detect magic, mage armor, magic missile, sleep</text>
            <text>• 2nd level (3 slots): blindness/deafness, cloud of daggers, scorching ray</text>
        </trait>
        <slots>4, 3</slots>
        <spells>acid splash, light, mage hand, poison spray, shocking grasp, detect magic, mage armor, magic missile, sleep, blindness/deafness, cloud of daggers, scorching ray</spells>
        <description>Able arcanist Pendragon Beestinger took over as "B" Team cartographer after Brahma Lutier left the group. In fact, his first assignment was to assist in the team's attempts to apprehend the wandering bard. An adopted child of the "C" Team's Rosie Beestinger, Pendragon is his mother's foil in almost every way-including his goal of wanting to mainstream some of the family's rumored criminal interests. Pendragon has, in fact, attempted to kill his mother-and been killed himself in the process. Despite his having been resurrected at Rosie's request, things remain cool between the two.
            Pendragon was kicked out of wizarding school as a result of the dark rumors following the Beestinger clan. Now a self-taught mage, he specializes in making use of the dangerous spells and weird trinkets he often comes across in his role as a kind of arcane archaeologist. Seeking out the family feeling that an adventuring group provides keeps him in the "B" Team, even if that unfortunately comes with Oak Truestrike as a kind of father figure.
            Source: Acquisitions Incorporated p. 206</description>
        <environment></environment>
    </monster>
    <monster>
        <name>Phoenix Anvil</name>
        <size>M</size>
        <type>humanoid (human)</type>
        <alignment>Lawful Neutral</alignment>
        <ac>18 (chain mail)</ac>
        <hp>27 (5d8+5)</hp>
        <speed>walk 30 ft.</speed>
        <str>15</str>
        <dex>10</dex>
        <con>12</con>
        <int>13</int>
        <wis>16</wis>
        <cha>13</cha>
        <save></save>
        <skill>Athletics +4, Performance +3, Persuasion +3, Religion +3</skill>
        <passive>13</passive>
        <languages>Common, Elvish</languages>
        <cr>2</cr>
        <resist></resist>
        <immune></immune>
        <vulnerable></vulnerable>
        <conditionImmune></conditionImmune>
        <senses></senses>
        <trait>
            <name>Divine Display (1/day)</name>
            <text>As a bonus action, Phoenix causes his shield to flare with divine light. Each creature of his choice within 30 feet of him must succeed on a DC 13 Wisdom saving throw or be blinded for 1 minute. A creature can repeat the save at the end of each of its turns, ending the effect on itself with a success.</text>
        </trait>
        <action>
            <name>Multiattack</name>
            <text>Phoenix makes two melee attacks.</text>
        </action>
        <action>
            <name>Warhammer</name>
            <text>Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 6 (1d8 + 2) bludgeoning damage, and the target must succeed on a DC 12 Strength saving throw or be pushed 5 feet.</text>
            <attack>Warhammer|4|1d8+2</attack>
        </action>
        <trait>
            <name>Spellcasting</name>
            <text>Phoenix is a 4th-level spellcaster. His spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). He has the following cleric spells prepared:</text>
            <text>Cantrips (at will): guidance, light, mending, sacred flame</text>
            <text>• 1st level (4 slots): bane, cure wounds, guiding bolt</text>
            <text>• 2nd level (3 slots): hold person, spiritual weapon</text>
        </trait>
        <slots>4, 3</slots>
        <spells>guidance, light, mending, sacred flame, bane, cure wounds, guiding bolt, hold person, spiritual weapon</spells>
        <description>The "B" Team hoards person, Phoenix Anvil is a servant of Waukeen and a soft-spoken sort. Really soft. Like, he talks so infrequently that even he might not recognize his own voice. Phoenix comes from the streets, where he grew up a fighter until a job sweeping the steps of a small temple of Waukeen showed him a new path. His hunger for coin as an adventurer is thus guided by his knowledge of what it is to do without.
            More of an object individual than a people person, Phoenix is obsessively dedicated to the franchise's assets and accounts. Thankfully, he includes his fellow members among those assets, making him fiercely loyal. However, Oak Truestrike is the only team member he's ever really warmed to, which doesn't do either of them any good.
            Source: Acquisitions Incorporated p. 206</description>
        <environment></environment>
    </monster>
    <monster>
        <name>Viari</name>
        <size>M</size>
        <type>humanoid (human)</type>
        <alignment>Chaotic Good</alignment>
        <ac>18 (studded leather armor +1), 19 (studded leather armor +1)</ac>
        <hp>65 (10d8+20)</hp>
        <speed>walk 30 ft.</speed>
        <str>12</str>
        <dex>20</dex>
        <con>14</con>
        <int>10</int>
        <wis>8</wis>
        <cha>14</cha>
        <save>Dex +8, Int +3</save>
        <skill>Acrobatics +11, Athletics +7, Perception +5, Performance +5, Persuasion +5, Sleight of hand +11, Stealth +8</skill>
        <passive>15</passive>
        <languages>Common, Draconic, Thieves' cant</languages>
        <cr>5</cr>
        <resist></resist>
        <immune></immune>
        <vulnerable></vulnerable>
        <conditionImmune></conditionImmune>
        <senses></senses>
        <trait>
            <name>Evasion</name>
            <text>If Viari is subjected to an effect that allows him to make a Dexterity saving throw to take only half damage, he instead takes no damage if he succeeds on the saving throw, and only half damage if he fails. He can't use this trait if he's incapacitated.</text>
        </trait>
        <trait>
            <name>Second-Story Work</name>
            <text>Climbing does not cost Viari extra movement. Additionally, when he makes a running jump, the distance he covers increases by 5 feet.</text>
        </trait>
        <trait>
            <name>Sneak Attack (1/Turn)</name>
            <text>Viari deals an extra 14 (4d6) damage when he hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of Viari that isn't incapacitated and Viari doesn't have disadvantage on the attack roll.</text>
        </trait>
        <action>
            <name>Multiattack</name>
            <text>Viari makes two attacks with his shortsword and two attacks with his rapier.</text>
        </action>
        <action>
            <name>+1 Shortsword</name>
            <text>Melee Weapon Attack: +9 to hit, reach 5 ft., one target. 9 (1d6 + 6) piercing damage.</text>
            <attack>+1 Shortsword|9|1d6+6</attack>
        </action>
        <action>
            <name>Rapier</name>
            <text>Melee Weapon Attack: +8 to hit, reach 5 ft., one target. 9 (1d8 + 5) piercing damage.</text>
            <attack>Rapier|8|1d8+5</attack>
        </action>
        <action>
            <name>Dagger</name>
            <text>Melee or Ranged Weapon Attack: +8 to hit, reach 5 ft. or range 20/60 ft., one target. 7 (1d4 + 5) piercing damage.</text>
            <attack>Dagger|8|1d4+5</attack>
        </action>
        <reaction>
            <name>Uncanny Dodge</name>
            <text>Viari halves the damage that he takes from an attack that hits him. He must be able to see the attacker.</text>
        </reaction>
        <description>I know a story about that...
            A product of life on a small-town farm, the rogue known as Viari carries fond memories of those childhood days and his loving family. (Well, except for that thing where his parents insist on thinking of his older brother as the successful one.) But he can be quick to show self-consciousness when talking of where he came from, and he never speaks of the name he bore in that former life After quickly rising in the ranks of Acquisitions Incorporated since joining that august team, Viari has come to head what's known as the organization's Stabbing Department. A potent threat in both dueling and earnest debate, he demonstrates an equal flair for planning and forethought, mad combat moves (involving leaping off high places whenever possible), and dark vengeance.
            Viari's career as an adventurer was nearly cut short during a battle of which the bards still sing. Unleashing a devastating attack with the aptly named Apocalypse Dagger, the rogue destroyed a giant single-handedly- and lost his arm in the process. Although Viari was made bodily whole again in an equally dramatic magical fashion, some of those closest to him have noticed that those miraculous events weigh on him still, perhaps suggesting consequences that only he foresees.
            Source: Acquisitions Incorporated p. 198</description>
        <environment></environment>
    </monster>
    <monster>
        <name>Portentia Dran</name>
        <size>M</size>
        <type>monstrosity (shapechanger)</type>
        <alignment>Lawful Evil</alignment>
        <ac>17 (chain shirt)</ac>
        <hp>45 (6d8+18)</hp>
        <speed>walk 30 ft.</speed>
        <str>12</str>
        <dex>18</dex>
        <con>16</con>
        <int>13</int>
        <wis>12</wis>
        <cha>14</cha>
        <save></save>
        <skill>Deception +6, Insight +3, Perception +3</skill>
        <passive>13</passive>
        <languages>Common, Elvish</languages>
        <cr>3</cr>
        <resist></resist>
        <immune></immune>
        <vulnerable></vulnerable>
        <conditionImmune>charmed</conditionImmune>
        <senses>darkvision 60 ft.</senses>
        <trait>
            <name>Sneak Attack (1/Turn)</name>
            <text>Portentia deals an extra 14 (4d6) damage when she hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of Portentia that isn't incapacitated and Portentia doesn't have disadvantage on the attack roll.</text>
        </trait>
        <action>
            <name>Multiattack</name>
            <text>Portentia makes three melee attacks.</text>
        </action>
        <action>
            <name>Shortsword</name>
            <text>Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 7 (1d6 + 4) slashing damage.</text>
            <attack>Shortsword|6|1d6+4</attack>
        </action>
        <action>
            <name>Change Shape</name>
            <text>Portentia magically polymorphs into a humanoid or beast that has a challenge rating equal to or less than her own, or back into her true form. Any equipment she is wearing or carrying is absorbed or borne by the new form (her choice). In a new form, Portentia retains her game statistics and ability to speak, but her AC, movement modes, Strength, Dexterity, and special senses are replaced by those of the new form, and she gains any statistics and capabilities (except class features, legendary actions, and lair actions) that the new form has but that she lacks.</text>
        </action>
        <description>Now the owner and driving force behind Dran Enterprises-perhaps Acquisitions Incorporated's most notable rival in the adventuring-for-profit-and-power biz- Portentia Dran is more than she appears to be. Quite literally. The person known as Portentia is actually a changeling, who took the place of the real Portentia before her fifth year.
            The changeling Portentia can affect a range of dis guises, and has spent long years engaged in a mission of manipulating the members of the Dran family. Years ago, it was Portentia who tricked her sister Auspicia into exploring the depths of the Wandering Crypt. And she would have been successful in arranging for Omin to be claimed by that creature as well if he hadn't fled immediately in search of a weapon to aid his captured sister.
            Whether in combat or social encounters, Portentia shifts frequently between different forms and mindsets, only some of which are fully humanoid. She fights to maim, with a cruel combat style that emphasizes surprise and painful instruction. She is willing to affect any appearance or attitude to achieve her goals. But what those goals are-for herself and Dran Enterprises alike-remain a secret known only to her.
            Source: Acquisitions Incorporated p. 208</description>
        <environment></environment>
    </monster>
    <monster>
        <name>Prophetess Dran</name>
        <size>M</size>
        <type>humanoid (elf)</type>
        <alignment>Lawful Good</alignment>
        <ac>14 (breastplate)</ac>
        <hp>27 (5d8+5)</hp>
        <speed>walk 30 ft.</speed>
        <str>14</str>
        <dex>10</dex>
        <con>12</con>
        <int>13</int>
        <wis>16</wis>
        <cha>13</cha>
        <save></save>
        <skill>Medicine +5, Persuasion +3, Religion +5</skill>
        <passive>13</passive>
        <languages>Common, Elvish</languages>
        <cr>2</cr>
        <resist></resist>
        <immune></immune>
        <vulnerable></vulnerable>
        <conditionImmune></conditionImmune>
        <senses>darkvision 60 ft.</senses>
        <trait>
            <name>Divine Eminence</name>
            <text>As a bonus action, Prophetess can expend a spell slot to cause her melee weapon attacks to magically deal an extra 10 (3d6) radiant damage to a target on a hit. This benefit lasts until the end of the turn. If Prophetess expends a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each level above 1st.</text>
        </trait>
        <trait>
            <name>Fey Ancestry</name>
            <text>Prophetess has advantage on saving throws against being charmed, and magic can't put her to sleep.</text>
        </trait>
        <action>
            <name>Maul</name>
            <text>Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 9 (2d6 + 2) bludgeoning damage.</text>
            <attack>Maul|4|2d6+2</attack>
        </action>
        <trait>
            <name>Spellcasting</name>
            <text>Prophetess is a 5th-level spellcaster. Her spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). Prophetess has the following cleric spells prepared:</text>
            <text>Cantrips (at will): light, sacred flame, thaumaturgy</text>
            <text>• 1st level (4 slots): cure wounds, guiding bolt, sanctuary</text>
            <text>• 2nd level (3 slots): lesser restoration, spiritual weapon</text>
            <text>• 3rd level (2 slots): dispel magic, spirit guardians</text>
        </trait>
        <slots>4, 3, 2</slots>
        <spells>light, sacred flame, thaumaturgy, cure wounds, guiding bolt, sanctuary, lesser restoration, spiritual weapon, dispel magic, spirit guardians</spells>
        <description>Source: Acquisitions Incorporated p. 208</description>
        <environment></environment>
    </monster>
</compendium>
