Arruquettan Spearwielder | New NPC for Fifth Edition

Most Arruquettans are dangerous with a spear. But those few warriors who actually bear the title “spearwielder” are among the deadliest warriors in all of Omeria. The spearwielders are humanoids enhanced by prolonged exposure to emerald odonburgite, specifically the large gem that lies at the bottom of the Pool of Goerrell. There are currently twenty spearwielders operating under the banner of the Spear of Weysevain. The greatest of their ilk is the masked assassin, the X, the so-called “Spear Arm” of Queen Daria Emagavel.

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Arruquettan Spearwielder

Medium humanoid (any), any lawful

Armor Class 18 (breastplate, shield)

Hit Points 145 (20d8 + 100)

Speed 40 ft.

Abilities Str 20 (+5), Dex 15 (+2), Con 20 (+5), Int 10 (+0), Wis 13 (+1), Cha 13 (+1)

Saving Throws Str +9, Dex +6, Con +9

Skills Acrobatics +10, Athletics +13, Intimidation +5, Perception +5

Damage Vulnerabilities necrotic

Damage Resistances acid, cold, fire, lightning, thunder

Senses passive Perception 15

Languages Common

Challenge 11 (7,200 XP)

Enhanced. The spearwielder has advantage on Strength, Dexterity, and Constitution ability checks and melee weapons deals one extra die of its damage when the spearwielder hits with it (included in the attack).

Indomitable (2/Day). The spearwielder rerolls a failed saving throw.

Necrotic Susceptibility. If the spearwielder takes 15 or more necrotic damage in a single turn, it must make a Constitution saving throw with a DC of 5 + the damage taken. On a failed save, the spearwielder is paralyzed until the end of its next turn.

Second Wind (Recharges after a Short or Long Rest). As a bonus action, the spear wielder can regain 20 hit points.

Standing Leap. The spearwielder’s long jump is up to 40 feet and its high jump is up to 20 feet with or without a running start.


Multiattack. The spearwielder makes three attacks or two ranged attacks.

Spear. Melee or Ranged Weapon Attack: +9 to hit, reach 5 ft., or range 30/90 ft., one target. Hit: 12 (2d6 + 5) piercing damage or 14 (2d8 + 5) piercing damage if used with two hands to make a melee attack.

Coup de Gras (Recharge 6). The spearwielder makes a melee or ranged weapon attack against a creature that it can see within range. On a hit, the target must succeed on a DC 17 Constitution saving throw.  A target that has 50 or more remaining hit points automatically passes its saving throw. On a failed saving throw, the target’s hit points drop to 0. On a success, the target takes the normal damage from the attack plus an extra 35 (10d6) damage of the same type.


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