Elder Scrolls TTRPG

Lvl 6 knight
H40
Breton: Dragonskin.

Bretons take 2 less damage from harmful spells and gain +2 to resist all incoming spells

Latent Magic.

If the knight would be killed by a spell, they cast a last ditch ward using all their inner magic, and are left at 5 hit points

Choose Two Actions
  • Pommel Strike..

    targets hit by this attack must succeed at DC 8 saving roll or are Stunned

  • Breton Longsword..

    when attacked by a melee weapon that falls into the long blade or axe category, the knight can counter an incoming attack with this one

H835
Dremora: Fires of Oblivion.

All physical attacks dealt by dremora inflict the Burn ailment, and fire magic used by dremora deal +3 bonus damage

Choose Two
  • Chaos Fireball..

    (Tile Range 6) fireball explodes on impact, damaging and burning 3x3 tiles

  • Molten Spray. (per turn).

    dremora chooses a 1x3 area connected to its tile to cover in molten fire which persists for 3 turns (can only be used once every 3 turns)

Lvl 7 daedra
H847
Dremora: Fires of Oblivion.

All physical attacks dealt by dremora inflict the Burn ailment, and fire magic used by dremora deal +3 bonus damage

Choose 2 Actions
  • Daedric Claymore..

    (Tile Range 2)

    • this attack can hit up to 3 targets at once
  • Planestep.

    the dremora steps through a portal and reappears up to 8 tiles away

Lvl 1/2 small reptilian hound
3718
Hit and Run.

durzogs are immune to attacks of opportunity, and have advantage on their dodge actions

  • Bite..

    critical hits inflict Rotbone

Lvl 2 archer
34
Reachfolk: Ancestral Retribution.

Reachfolk deal +2 damage against Nords and Bretons

Hunter of Beasts.

The prowler deals +3 damage to beasts

Choose Two
  • Bloodroot Longbow..

    (Tile Range 10)

    • critical hits inflict Poison
  • Stone Dagger..

    inflicts Poison ailment on hit

Lvl 4 warlock
50
Reachfolk: Ancestral Retribution.

Reachfolk deal +2 damage against Nords and Bretons

Wild Magic.
Lvl 3 lycanthrope warrior
41
Reachfolk: Ancestral Retribution.

Reachfolk deal +2 damage against Nords and Bretons

Hircine's Boon.

If the skinshifter reaches 5 or less health, they transform into a werewolf with half health

Choose Two Actions
  • Antlered Axe.
  • Tackle..

    the skinshifter initiates a grapple attempt to restrain the target, if the target fails a DC 12 athleticism or acrobatics roll, they are immediately dealt a critical hit 2d4

Lvl 6 large chimeric beast
1270
Seize.

When the griffin deals damage immediately after moving, its target must succeed a DC 13 athleticism or acrobatics roll, if they fail they are grabbed by the griffin

Wingbeat.

Any target the griffin flies directly over must succeed a DC 6 saving roll or are knocked prone

Choose Two Actions...
  • Razor Beak and Talons.
  • Piercing Cry..

    Targets within 2x2 tiles around the griffin must succeed a DC 7 saving roll or are deafened for 2 turns

Lvl 4 axe warrior
49
Nord: Child of the Sky.

Nords gain the following...

  • take half damage from any source of ice or cold type damage
  • inflict the Fear ailment on a failed DC 8 saving throw when the Nord lands a melee critical hit
Choose Two Actions
  • Battleaxe..

    critical hits ignore medium armor

  • Throwing Axe..

    (Tile Range 3)

Lvl 6 large reptilian
H6441
Unstoppable Force.

the wamasu may perform a movement action as a free action

Choose 2
  • Discharge..

    only activates when the wamasu is dealt a critical hit, 2x2 radius

  • Trapjaw..

    this attack doubles as a grapple on a failed DC 11 athleticism saving roll

  • Tail Swipe..

    knocks targets prone on a failed DC 11 acrobatics saving roll

Lvl 5
3850
Werebeast: Cursed Blood.

All werebeasts gain the following...

  • advantage on all martial and mobility rolls
  • their claws are considered enchanted
  • immune to all diseases
  • suffer +3 damage from poison, take a base 3 damage from silver
  • only gain benefits from resting if they also eat meat during the rest
Regeneration.

recovers 3 health at the beginning of its turn

Total Massacre.

if the werewolf lands a critical hit it also gains an additional action, the werewolf can move and attack as one action

Choose One
  • Massacre..

    critical hits throw the target 3 tiles away from the werebeast and also inflict Sanies Lupus

  • Howl.

    all targets within 3 tiles must succeed a DC 12 saving roll, afflicted by Fear if they fail, 3 turn cycle recharge