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Spellcasting Winged Anti-adventurer Tactics (SWAT) Officers
by Karl David BrownSpecial officers mentioned on page 22 of the Adventure Book. The SWAT title though is a product of my own twisted brain.
A typical SWAT team contains two pegataurs to transport two 8th level gnome clerics, and a sphinx lead investigator.
Pegataur Sergeant
Large Fey (Pegataur), lawful good
Armour class. 17 (Chainmail)
Hit points 51 (7d10+10)
Speed 45 ft. Fly 70 ft.
STR 18 (+4), DEX 11 (+0), CON 14 (+2), INT 10 (+0), WIS 8 (-1), CHA 12 (+1)
Saves. Strength +6, Constitution +4
Skills. Athletics +6, Insight +1, Intimidation +3, Investigation +2.
Senses. Passive perception 9
Languages. Sky Common, Sylvan
Challenge. 4 (1100 xp)
Armoured. When wearing armour the pegataur gains an additional point of AC. This has already been added above.
Improved Critical. A 19 or 20 on an attack roll is a critical hit for the pegataur.
ACTIONS
Multiattack. The pegataur can make two attacks each round.
Hooves. Melee Weapon Attack: +6 to hit, reach 5ft, one target. Hit: 9 (1d10+4) bludgeoning damage.
Magic longsword +1 (one-handed). Melee Weapon Attack: +7 to hit, reach 5ft, one target. Hit: 10 (1d8+5) magical slashing damage.
Magic longsword +1 (two-handed). Melee Weapon Attack: +7 to hit, reach 5ft, one target. Hit: 11 (1d10+5) magical slashing damage.
Net. Missile Weapon Attack: +6 to hit, range 5/15 ft, one target. Hit: Large or smaller target is restrained until freed. No effect on formless creatures. A creature can use its action to make a DC 10 Strength check, freeing itself or another creature within its reach on a success. Dealing 5 slashing damage to the net (AC 10) also frees the creature without harming it, ending the effect and destroying the net.
Mace. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d6+4) bludgeoning damage.
Heavy Crossbow. Missile Weapon Attack: +2 to hit, range 80/320 ft., one target. Hit: 6 (1d10+0) piercing damage.Equipment: magic longsword, net, mace, heavy crossbow, case of 20 bolts, chainmail, set of manacles, whistle, exotic saddle so they can carry gnome chaplains, watch officer badge..
Gnome Chaplain
Small humanoid (gnome), any lawful alignment
Armour class. 16 or 18 (chainmail and shield)
Hit points 55 (10d6+20)
Speed 25 ft.
STR 12 (+1), DEX 10 (+0), CON 14 (+2), INT 12 (+1), WIS 16 (+3), CHA 14 (+2)
Saves. Wisdom +5, Charisma +4
Skills. Athletics +3 Insight +5, Medicine +5, Persuasion +4,
Senses. Darkvision 90 ft. Passive perception 13
Languages. Sky Common, Gnome.
Challenge. 3 (700 xp)
Gnome Cunning. Gnomes have advantage on all Intelligence, Wisdom, and Charisma saving throws against magic.
Artificer's Lore. Whenever a gnome makes an Intelligence (History) check related to magic items, alchemical objects, or technological devices, they can add twice their proficiency bonus.
Tinker. Using tinker tools, the gnome can spend 1 hour and 10 gp worth of materiaIs to construct a Tiny clockwork device (AC 5, 1 hp) as described in the PHB (page 37).
Skyborn: the gnome has advantage on saves to avoid damage from air-based attacks and falling (but not if he deliberately jumps from a height). He also has resistance to damage from air-based phenomena and magic, but not falling or air-creatures.
Weather Sense. The gnome has advantage on nature checks when above ground to determine altitude, speed, determine if weather is a natural phenomenon, and predict weather.
Spellcasting. The Chaplain is an 8th-level spellcaster. Their spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). They have the following cleric spells prepared:
Cantrips (at will): Guidance, Resistance, Sacred Flame, Spare the Dying
1st level (4 slots): Cure Wounds, Divine Favour, Healing Word, Sanctuary, Shield of Faith.
2nd level (3 slots): Blindness/Deafness, Calm Emotions, Magic Weapon, Prayer of Healing, Spiritual Weapon.
3rd level (3 slots): Crusader’s Mantle, Mass Healing Word, Protection from Energy, Revivify, Spirit Guardians
4th level (2 slots): Banishment, Freedom of Movement, Guardian of Faith, Stoneskin.ACTIONS
Warhammer +1. Melee Weapon Attack: +4 to hit, reach 5ft, one target. Hit: 6 (1d8+1) or 7 (1d10+1, versatile), bludgeoning damage.
Light Crossbow. Missile Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 7 (1d8+2) piercing damage.The chaplain is a member of the watch who is a cleric of a warlike Immortal. The cleric has prepared spells suitable for their combative role. Typically, the Chaplain casts defensive spells first, healing as needed, and offensive spells last. They rely on their team-mates for offense.
Equipment: magic warhammer, light crossbow, case of 20 bolts, chainmail, shield with emblem holy symbol, set of manacles, whistle, watch officer badge..
Challenge: Def 2 off with guardian of faith doing 60 in round one = 26 DPR = 3 final 3
Sphinx Inspector
Large Monstrosity, any lawful alignment
Armour class. 17 (Natural)
Hit points 85 (10d10+30)
Speed 40 ft. Fly 60 ft.
STR 20 (+5), DEX 12 (+1), CON 17 (+3), INT 16 (+3), WIS 14 (+2), CHA 14 (+2)
Saves. Strength +8, Constitution +6
Damage immunities. Psychic, and non-magical bludgeoning, piercing, and slashing damage.
Condition immunities. Charmed and frightened.
Skills. Insight +5, Investigation +6, Perception +5
Senses. Passive perception 15
Languages. Sky Common, Sphinx.
Challenge. 6 (2300 xp)
Inscrutable. As per the D&D 5e Monster Manual.
Natural Armour. When not wearing armour the sphinx can add both Constitution and Dexterity modifiers to AC.
Slasher. Once per turn when the sphinx hits a creature with a claw attack and deals slashing damage, the speed of the target is reduced by 10 until the start of the sphinx’s next turn. When the sphinx achieves a critical hit with a claw attack that does slashing damage the target has disadvantage on attack rolls until the start of the sphinx’s next turn.
Speech of Sand and Wind. The sphinx has the ability to communicate in a limited manner with beasts and plants. They can understand the meaning of the sphinx’s words, though the sphinx has no special ability to understand them in return. The sphinx has advantage on all charisma checks they make to influence beasts and plants.
Spellcasting. This sphinx is a 5th-level spellcaster. Their spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). They have the following wizard spells prepared:
Cantrips (at will): Blade Ward, Firebolt.
1st level (3 slots): Alarm, Protection from Good and Evil, Magic Missile, Witchbolt.ACTIONS
Multiattack. The sphinx can make two claw attacks.
Claws. Melee Weapon Attack: +8 to hit, reach 5ft, one target. Hit: 16 (2d10+5) magical slashing damage.
First Roar (1/day). Area of effect 25’ radius centerd on the sphinx. Each creature within this area must make a DC 13 Wisdom save or become frightened for 1 minute. An affected creature can repeat this saving throw at the end of each of its turns. On a success the effect ends.“We’ll ask the questions here, if you don’t mind!”-Top Ballista, Adventure Book page 22
The sphinx holds the rank of inspector and they are competent at investigating crimes. However, due to their physical power, keen intellect, and magical knowledge are usually deployed to lead SWAT teams charged with containing potent individuals that threaten public order.Equipment: Arcane focus crystal on heavy chain around neck, exotic saddle to carry gnome chaplain if a pegataur is taken out, watch officer badge.
Challenge: Def 7 (with immunities) off = 5 (26 DPR = 32 and +7 to hit), final 6