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D&D 5e Corpus Malicious - The Codex of Evil

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Published by xandershavers, 2023-04-05 11:11:51

D&D 5e Corpus Malicious - The Codex of Evil

D&D 5e Corpus Malicious - The Codex of Evil

351 Radd The Rat My benovelent, majestic master! Serving you is as natural as drawing breath. I will do anything to please you master! Radd is a man who wears good-quality clothing on top of his leather armor, but he is very ugly. He has yellow teeth that look like those of a rat. His brown eyes look savvy, but also sinister, along with his irritating smile. His longish brown hair is a mess; oily, bulky, and dirty in some places. Radd’s Story Radd was once a common thief in a city. He then accidentally stole an important item from a cult that worships a dark god or a fiend. The cult captured him, but did not execute him, as he talked his way into their ranks. Their master saw that he was a dirty scoundrel, but that he would also prove resourceful for the cult’s plans. Radd has been a humble servant of the cult and his master, ever since that day. He handles deals in back alleys, and acts as the eyes and ears of the cult on the streets. He is sinister and deceiving as always, but does not dare betray his master. He knows it is not wise to have a dark deity and its strong followers as enemies. Also, the dark errands of the cult pay him well. Radd earns more than he had before; he drinks better drinks he did before. He sleeps in a good bed and not in a dark alley in a forgotten district. He is living his dreams, and he intends to keep it that way. Radd’s Goals Radd lives to fulfill the deeds given to him by his master, whatever they may be. He is not given tough tasks such as challenging a strong opponent, but he is quite good at deceiving or harming weaker foes of the cult with his band of thugs. Alongside that, he enjoys backstabbing the weak, stealing valuables, and getting drunk. He lives day by day and spends every dime he earned from his cult on drinks and comfort and the good company of people he is attracted to. Roleplaying Radd Radd is irritatingly kind in social encounters. He makes a lot of promises with his ever-smiling face. Yet, his evilness comes out once he has an upper hand. He can still quickly revert back to a submissive and begging state if he is defeated. He can beg for forgiveness for a long time, even making promises to give away information about his cult. Yet, he covers lies with a crying face, as he would never betray his master. Once he finds a way to salvation and is back to safety, he makes sure to taunt the ones he has just deceived. He values his life the most. When he finds himself in a situation that he thinks he couldn’t get away naturally, he turns into a rat or becomes invisible and tries to flee. However, Radd holds grudges; he would try to find a way to kill every last one of those who made him suffer. Medium Humanoid Human Neutral Evil Scoundrel


352 Radd The Rat Medium humanoid (human), neutral evil Armor Class 13 (studded leather) Hit Points 38 (7d8 + 7) Speed 30 ft. STR DEX CON INT WIS CHA 10 (+0) 12 (+1) 12 (+1) 14 (+2) 12 (+1) 8 (-1) Saving Throws Dexterity +3, Intelligence +4 Skills Deception +1, Perception +3, Persuasion +1, Stealth +5 Senses passive Perception 13 Languages Common, Thieves’ cant, Sylvan Challenge 2 (450 XP) Shapechanger. Radd can use his action to polymorph into a rat (speed 20 ft.), or a bat (5 ft., fly 30 ft.), or back into his true form. His statistics are the same in each form, except for the speed changes noted. He reverts to its true form if he dies. Evasion. If Radd is subjected to an effect that allows him to make a Dexterity saving throw to take only half damage, Radd instead takes no damage if he succeeds on the saving throw, and only half damage if he fails. Sneak Attack. Once per turn, Radd 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 Radd that isn’t incapacitated and Radd doesn’t have disadvantage on the attack roll. ACTIONS Dagger (Bite in Beast Form). Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) piercing damage. Invisibility. Radd magically turns invisible until he attacks or until his concentration ends (as if concentrating on a spell). Any equipment he wears or carries is invisible with him.


353 Sugad Invraro I have been burning inside and out, each and every second, for years and years without getting consumed. This flame is, in fact, the very thing keeping me alive, until I have reached my goal. Sugad Invraro is an undead, she doesn’t have skin on her skull and her bones burn like hellfire. She has a sick-looking smile and a piercing look. Her eye-catching robe manages to hide her uncanny body. Her hands are thin and have long nails. Her hair seems unhealthy and looks as though it were washed with blood. She has a spell book on her waist-belt and she holds a precious stone in her hand. She has precious red stones where her eyes should be and green shiny stones instead of teeth. Sugad Invraro’s Story Sugad was a very skillful wizard and the master of the School of Necromancy at an Arcane Academy. However, due to her unorthodox ideas and practices concerning the art of raising the dead, many of her colleagues opposed her. The only master of schools who understood her was Esasha, who was the master of the School of Evocation and Sugad’s best friend. Political schemes and backstabbing amongst spell schools was quite common and went so far that some of the masters even tried to assassinate others. Sugad and Esasha were the victims of such attacks. They were hunted down, burned alive and left to rot in a forgotten alley. However, vengeance burnt so bright in Sugad’s heart that she could not die, but instead rose as a burning vessel, the very intelligent undead being she had been working to create. Sworn to destroy everyone responsible for this treachery, they destroyed their former Arcane Academy and maimed every single being, related to the school. Sugad Invraro’s Goals The deed was done but the fire inside Sugad still lived on. She was sworn to annihilate every spellcaster who refused to join her or who opposes her, regardless of rank or class. Her primary goal is to hunt down spellcasters and make them join her ranks. Roleplaying Sugad Invraro She does not show herself unless there is a big event. She performs the acceptance ritual of the initiated spellcasters at the Cult headquarters. She measures their abilities, but she remains silent until she decides whether or not they are qualified enough to join her cult. She never avoids punishment to those who deserve it, and always acts violently in the face of adversity. Her speech generally tends to be so violent that it disturbs people. Her reactions considering the magnitude of a situation can sometimes be hysterical. She enjoys the company of spellcasters of her cult. She likes to talk about the philosophy of magic, how it is created, how it can create and destroy life in a blink of an eye, how it is both sacred and profane. She spends the rest of her immortal life studying the secrets of all kinds of magic and magical beings. She behaves kindly to those who embrace her way of thinking and her understanding of spellcasting. Medium Undead Chaotic Evil Spellcaster


354 Sugad Invraro Medium undead, chaotic evil Armor Class 16 (natural armor) Hit Points 120 (16d8 + 48) Speed 30 ft., fly 30 ft.(hover) STR DEX CON INT WIS CHA 9 (-1) 14 (+2) 16 (+3) 20 (+5) 13 (+1) 17 (+3) Saving Throws Constitution +7, Intelligence +9, Wisdom +5, Charisma +7 Skills Arcana +9, History +9, Insight +5, Perception +5, Intimidation +7 Damage Resistance piercing, and slashing from non-magical attacks Damage Immunities fire, poison Damage Vulnerabilities bludgeoning Condition Immunities exhaustion, poisoned Senses darkvision 60 ft., passive Perception 15 Languages Common, Draconic, Ignan, Infernal, Sylvan Challenge 12 (8,400 XP) Burning Body. If a creature within 5 feet of Sugad makes an attack to Sugad, the creature must make a DC 15 Dexterity saving throw. On a failed save, it takes 2d6 fire damage or half as much on a successful one. Burning Vengeance. The reason Sugad turned back to life as a burning vessel is the painful and unfair execution. These emotions filled Sugad upon returning to life, and Sugad dedicated this second chance to avenging herself. So, Sugad has advantage on her attack rolls against spellcasters. Turn Resistance. Sugad Invraro has advantage on saving throws against any effect that turns undead. Spellcasting. Sugad’s spellcasting ability is Intelligence (spell save DC 17, +9 to hit with spell attacks). Sugad has following spells: Cantrips (at will): blood scythe*, mage hand, message, vomit blood* 1st level (5 slots): bleeding river*, charm person, detect magic 2nd level (4 slots): detect thoughts, flesh of shadows*, invisibility, silence 3rd level (4 slots): bestow curse, counter spell, detonate corpse*, dispel magic 4th level (4 slots): boneball*, mind terror*, resilient sphere 5th level (3 slots): conjure mana devourer*, horrendous touch*, liquefy self*, raining blood*, unholy resurrection* 6th level (3 slots): animate fallen*, bone blight, disintegrate 7th level (2 slots): finger of death, teleport, soul binding* 8th level (2 slots): rain of death*, soul exorcism* 9th level (1 slot): mark of soul siphoning*, power word kill ACTIONS Blood Scythe. Melee Spell Attack: +9 to hit, reach 10 ft., two targets. Hit: 10 (4d4) necrotic damage.


355 Takar Batar , Chieftain Of The Impalers It was a simple task! What part of ‘kill the whole village’ didn’t you understand?! GLORY! Takar Batar is an elder bone kartuki that leads a pack of the Mad Horde (p.174) called Impalers. He only wears a piece of leather pants and a ritualistic kartuki mask made out of bones. He is 7 feet tall, but has a hunchback so he looks 5 feet tall while he stands. His body is full of scars and bone spikes coming out of his upper chest and shoulders. Takar Batar’s Story Takar Batar was born in a small kartuki encampment, at a mountainside. The encampment always suffered from starvation and from the constant attacks of nearby kingdoms. At the end of his childhood, he joined a hunter pack and started to raid nearby villages for food and weapons. One day, during a raid, he and his pack were ambushed and most of them died. Takar Batar was taken as a slave, and transported to a city where he became a fighter in an arena. He despised their culture, yet he was there fighting to be better. Spilling blood was fun. He sometimes even got to eat the flesh of the deceased. After spending many years there, he learned to fight and escaped to return to his people as soon as he was ready. Once he arrived at the encampment, he saw that everyone had been slain and that the encampment was destroyed. So, he took the one thing that would later remind him of his home, a ceremonial mask, and he started to search for another Kartuki village. After many years of searching, he found a settlement and made this place his new home. When the Mad Horde was being established, he decided that he could train new fighters and help the kartuki society while also taking revenge from nearby kingdoms. Takar Batar’s Goals Takar Batar is sworn to protect the kartuki from hunger, and to avenge his fallen family. He commands Impalers to raid villages and bring people back to him, alive, and to behead anyone who resists for its head to be put on a spike. Roleplaying Takar Batar Takar Batar is an angry kartuki that lived his entire life in agony. He saw many deaths, and for this reason, it has lost its meaning. He attacks first, and questions his actions later, and thus he is impatient. He believes that survival is what only matters in life. He looks energetic for someone his age, because he moves around as he speaks, jumps out of nowhere, or suddenly screams “Blood and Bone!” or “Death!”. That is why many kartuki of the Mad Horde believes that Takar Batar will stay as an important figure for the tribe for a long time. He cares for his Horde, glory of his Horde is above anything else, especially above his own survival. His tribe is the only thing he holds sacred. Medium Humanoid Kartuki Chaotic Evil Warrior


356 Takar Batar Medium humanoid (kartuki), chaotic evil Armor Class 13 unarmored defense Hit Points 97 (15d8 + 30) Speed 30 ft. STR DEX CON INT WIS CHA 19 (+4) 13 (+1) 15 (+2) 8 (-1) 11 (+0) 12 (+1) Saving Throws Strength +7, Constitution +5 Skills Athletics +7, Nature +2, Intimidation +4, Perception+3, Survival +3 Senses passive Perception 13 Languages Common, Kartuka Challenge 6 (2,300XP) Harsh Survival. Takar Batar has advantage on his saving throws against diseases and being poisoned. Monstrous Outlook. People see Takar Batar as a frightening and non-friendly creature. So, while dealing with humanoid races, he gains advantage on Charisma (Intimidation) checks but gains disadvantage on Charisma (Persuasion) checks. Spiked Body. If a creature grapples Takar Batar or Takar Batar grapples a creature, the creature takes 1d4 piercing damage because of the bone spikes. It takes this damage again at the start of each turn it is grappled or it grapples Takar Batar. Spike Growth (2/Day). Takar Batar can grow the bones in his arms as a bonus action to create a long spike which can be used in a way to deal 1d6 piercing damage. ACTIONS Multiattack. Takar Batar makes four melee attacks. Bone Sword. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage or 9 (1d10+ 4) if used with two hands. Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 +4) piercing damage. Twisted Bones. Takar Bakar can grow the bones in his arms as a bonus action to create two long spikes. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage. REACTIONS Twisted Body (2/Day). Takar Batar can increase his AC by 1 until the end of his next turn.


357 The Unseen One One day I will be replaced by one of you, but no one else will know it. This is the way of the shadows. Movement of a shadow cannot be seen in darkness, but it doesn’t mean that it’s not there. The Unseen One is the title of the leader of the Silhouettes (p.168). The Unseen One changes from time to time, and every new leader has its own agenda both about the organization and the politics outside of it. The Unseen One’s Story Story of every Unseen One might be different, but they have one thing in common; that they once were just a member of the Silhouettes. They each assassinated their targets and escaped from the enemy perfectly. In shorter words, they were the perfect Silhouettes. What might be different for each of them, is their lives outside of the organization. One of them may have a secret family or they may secretly sneak off from the Shadowhome from time to time, for something unknown to others. The Unseen One’s Goals The Unseen One controls the actions of the organization and makes sure every legitimate contract is addressed on the contract boards. It also establishes new Shadows, who are the bases of the organization, and it controls them. Many Unseen One’s main goal has been similar, to keep the organization going. To achieve this, Silhouettes must keep accepting contracts. Shadows must shelter its members, in Shadowhome, which is the headquarters of the organization that must remain a secret. Most importantly, the Silhouettes must remain a scary story for all else. Roleplaying The Unseen One The Unseen One rarely leaves the Shadowhome. It controls everything from there and sends word outside through its right hand, the Dark Messenger. When in the presence of another, The Unseen One prefers staying in the shadows with a hooded cloak and a black mask. Unless speaking is absolutely necessary, it keeps silent. Otherwise, it talks as if whispering. Many Unseen Ones avoid direct combat and prefer to ambush their targets. Thus, in conversation, the Unseen One can move where it might be advantageous to do so, or try to learn the opponent’s weaknesses. The Unseen One usually talks with riddles and answers questions with questions rather than answering them directly. Knowledge is power and the Unseen One will not let others wield it easily. Medium Humanoid Shadowkin Neutral Evil Scoundrel GM TIP The Unseen One is not a single person, it is a title. Thus, as a GM, you can create different personalities for the Unseen One. For example, an encounter with the Unseen One might be mystic and scary, or it can be just like a common conversation with a ruler. In any case, it is up to you that if the characters will meet a friend in the shadows or their worst nightmares.


358 The Unseen One Medium humanoid (shadowkin), neutral evil Armor Class 17 (studded leather) Hit Points 130 (20d8 + 40) Speed 30 ft. STR DEX CON INT WIS CHA 11 (+0) 20 (+5) 15 (+2) 17 (+3) 14 (+2) 16 (+3) Saving Throws Dexterity +9, Constitution +6, Charisma +7 Skills Acrobatics +9, Deception +7, Insight +6, Perception +6, Persuasion +7, Stealth +9 Damage Resistance poison; bludgeoning, piercing, and slashing damage from non-magical attacks Senses darkvision 60 ft., passive Perception 16 Languages all spoken languages Challenge 11 (7,200 XP) Dark Aid. When The Unseen One deals damage to a creature, a shadowy figure attacks the creature at the same moment. It deals the same amount of damage The Unseen One dealt as necrotic damage. Shadow Form. As a bonus action, The Unseen One can become a shadow along with its equipment. It gains the following traits until it returns to its normal form by another bonus action: • The Unseen One can move through a space as narrow as 1 inch wide without squeezing. • The Unseen One has advantage on its Stealth checks. • The Unseen One can make melee weapon attacks with its shadowy claws. Shadow Speaker. The Unseen One can ask questions to the shadow of a creature. The shadow cannot give an answer that the creature does not know. Also, the shadow cannot lie to The Unseen One. Sunlight Sensitivity. While in sunlight, The Unseen One has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. ACTIONS Multiattack. The Unseen One makes three melee weapon attacks, one with its claw and two with his Shaderazor. Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 3 (1d6) necrotic damage. Shaderazor (+1 dagger). Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: “8 (1d4 + 6) piercing damage plus 5 (2d4) necrotic damage.


359 Vaxx The Collector I am proud of myself and my collection. By the way, do you wanna see my collection? Vaxx is a middle-aged, lonesome man with long, grey, messy hair and a similar beard. He wears a black, worn-out robe, which helps him cover up his magical harvester, but he also still wears his old chainmail under it. He also carries a large set of knives; his tools for carving and skinning. However, his most important possession is the amulet he carries under his first layer of skin on his chest. The amulet was given to him by a necromancer. Vaxx’s Story Vaxx was a fallen knight of a distant kingdom. He was punished, tortured, and exiled by a mighty queen after escaping from battle. Days-long torture debilitated him. So, he was sick and miserable in his exile. He could only survive through begging and stealing. Then, he met his new master; a powerful necromancer, and his life was fully transformed. Gradually, he became her henchman and started collecting body parts for the sake of experiments in which he and his master created twisted creatures. In time, he started to find so much joy in hunting creatures and taking their body parts that he started collecting some parts for himself. Then the necromancer awarded him with an amulet; a small, black cube made of black sapphire. With the help of this precious, magical item, Vaxx is able to connect to a small pocket dimension in which he puts the body parts the necromancer wants. He also keeps his own body-part- collection in this pocket dimension. Each item in his collection is precious to him, as he took care of each of them carefully and patiently. He cleans, polishes, and sprays protective liquids to maintain body parts after he adds them to his collection. The amulet is both the memento of his master and the key to his precious collection. For this reason, he would do anything to protect it, which is why he decided to hide it under the first layer of his skin on his chest. He slashed open his own chest and gradually made a room for the amulet within his skin, which is where he now keeps it. Vaxx’s Goals Vaxx is an obedient servant, whose life’s purpose is to serve his evil master. He could do anything rather than disappoint his new master and he is ready to serve her under any condition. Other than that, he is a passionate collector who wants to expand and add variance to his collection of body parts. Roleplaying Vaxx Vaxx has a dark aura, and he doesn’t like to speak but when he does, he speaks slowly and in a cold, deep voice. He doesn’t like being in crowded areas such as bars, taverns, or markets. He hates soldiers with shiny, golden armors and medals, because they remind him of his past life, which is what he hates most. He is cold and patient, he could wait for days for the right time to attack a creature. Medium Humanoid Human Lawful Evil Warrior


360 Vaxx The Collector Medium humanoid (human), lawful evil Armor Class 16 (chainmail) Hit Points 97 (13d8+39) Speed 30 ft. STR DEX CON INT WIS CHA 14 (+2) 13 (+1) 16 (+3) 11 (+0) 12 (+1) 11 (+0) Saving Throws Strength +5, Constitution +6 Skills Athletics +5, Perception +4 Damage Resistance cold, necrotic Senses passive Perception 14 Languages Common Challenge 6 (2,300 XP) Morbid Passion. Collecting body parts for his collection is an obsession for Vaxx. He can control this passion against strong, powerful creatures or socially important persons. Although he doesn’t attack kings, dragons, angels, local heroes, or other powerful figures, he must succeed on DC 10 Wisdom saving throw every time he encounters a regular person. If he fails, he would attack the creature in its most vulnerable state. Eyes of a Butcher. Vaxx can understand any wounds, fractured bones, and sprained joints at a glance. He can also attack these specific areas without any restriction in his dice. ACTIONS Multiattack. Vaxx can make two melee weapon attacks. Harvester (+1 scythe). Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 7 (1d8 + 3) slashing damage plus 10 (4d4) necrotic damage. Harvester is a scythe with black engravings and it is a gift from the necromancer.


361 Vretiel The Fallen Angel Of Vengeance The lies of the heavens are no more! Vretiel is a fallen angel. She is a beautiful woman with her blonde hair, large crimson feathered wings, pale white skin and glowing red eyes. She could be mistaken for a celestial from afar, easily. She is around 6 feet tall and weighs approximately 150 pounds. She always wears her heavy armor engraved with devilish figures and carries her 3 weapons at all times, 2 longswords with hilts that resemble bat-like wings and her Spear of Vengeance. Vretiel’s Story She was once a celestial angel, fighting for good and protecting the innocent. One day, she, her sister and their lieutenant went on a quest to stop an unknown evil. When they entered its lair and proceeded further, they encountered a powerful alien aberration. Until they had made their moves, Vretiel’s sister, Sunriel got tainted by the aberration’s foul spells. When the combat ended and they barely defeated the creature, it was already too late for Sunriel, the taint had affected her whole body. Vestriel couldn’t accept Sunriel’s fate. Their lieutenants, Sarakiel, did not want to take Sunriel to their headquarters in fear of her spreading the taint. As a result, he executed Sunriel before the very eyes of Vretiel. Vretiel tried to be understanding and accept her sister’s fate, but she couldn’t. She doubted the goodness of angels. Her doubt later transformed into a deep vengeful emotion and this vengeance led her to slowly become fallen. When she fell from grace, one of the most powerful devils accepted her gladly. The archdevil showed her visions of the result of her successful vengeance, when she would have burnt down and ruined heavens, and how sweet that would taste. To give her the hope that these visions could become reality, the devil led Sarakiel to a place in which he was trapped with Vretiel, and gave Vretiel a special spear as a gift. Vretiel left the place with Sarakiel’s blood on her hands, as well as the faith of the devil in her heart and the will of vengeance in her mind. Vretiel’s Goals After she had become a fallen and had started to serve the mysterious devil, Vretiel formed an organization known as the Spears of Vengeance by the order of the archdevil, an organization working for powerful evils to hunt and capture their enemies. Although Vretiel became a dark templar of the devil, she has been hiding this fact. This is also the devil’s will, since the organization takes souls and knowledge as payment, souls and knowledge given to the devil secretly. Roleplaying Vretiel Vretiel loves the taste of vengeance. Although she was able to kill Sarakiel, she was not satisfied and she wants to sit on top of a mountain made of the corpses of angels. In her daily life, she doesn’t talk much. She stays silent and watches her surroundings. Despite her evil nature and desire or vengeance, she is just and easy to negotiate with. Medium Humanoid Fallen Angel Lawful Evil Warrior


362 Vretiel Medium humanoid (fallen angel), lawful evil Armor Class 20 (+2 plate) Hit Points 171 (18d8 + 90) Speed 30 ft., fly 30 ft. STR DEX CON INT WIS CHA 22 (+6) 13 (+1) 20 (+5) 14 (+2) 15 (+2) 21 (+5) Saving Throws Strength +15, Dexterity +6, Constitution +14, Intelligence +7, Wisdom +7, Charisma +14 Skills Athletics +10, Intimidation +9, Perception +6, Persuasion +9 Damage Resistances fire, necrotic; bludgeoning, piercing and slashing damage coming from non-magical attacks Damage Vulnerabilities radiant Condition Immunities charmed, frightened Senses darkvision 120 ft., passive Perception 16 Languages Celestial, Common, Infernal Challenge 12 (8,400 XP) Angelic Ancestry. The weapons Vretiel holds are counted as magical weapons. Angelic Enemies. Vretiel has been hunted by Sarakiel’s allies, but her location has been kept a secret. Node of Evil (1/Week). Vretiel gains a devil follower whose CR is lower than 1. ACTIONS Multiattack. Vretiel can make three attacks with her longswords with two weapon fighting; or two attacks with her spear. Evil Blast (1/Recharges on a Long Rest). Vretiel can choose a point within 30 ft. of her. A blast of fire explodes at that point as an action. Creatures within 10 ft. make DC 18 Dexterity saving throw or take 35 (10d6) fire damage on a failure. Infernal Longsword (+2 Longsword). Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 12 (1d8 + 8) slashing damage. The target must make a DC 13 Constitution saving throw or an infernal wound is opened on its body, dealing 5 (1d6 + 2) damage at the end of each of its turns. Several wounds can be opened by this sword and their damages stack together. One wound can be healed by cure wounds spell regardless of the heal amount or with a DC 16 Wisdom (Medicine) check. Spear of Vengeance. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 11 (1d8 + 7) piercing damage. If the target is killed by this spear, the target’s soul is captured and stored in the spear. Words of The Fallen (1/Recharges on a Long Rest). Vretiel can use wicked celestial words on a target within 60 feet of her that can hear Vretiel. The target must make a Wisdom saving throw or it is frightened for 1 minute. Aura of Power (5/Recharges on a Long Rest). Vretiel emanates an aura of power for 1 minute. While the aura is active, she can choose to hit critically with a melee attack but she cannot use it on the same creature more than once.


363 Xaelos “Ganis” Love, by its nature, can only be offered. To accept this offer or not is completely up to the person. But I must say, more often than not, those who refuse my offer wind up regretting it. Xaelos is the host of the Dewan of Love (p.159). She is a succubus who masks herself as a half elf woman, under the alias “Ganis”. She has dark blonde hair and distinctive facial features that enhance her charisma. She wears white robes that are made of very finely woven silk, and her more intimate undergarments can be seen here and there under her robe as she moves, and she always uses her looks to her advantage. Xaelos’ Story Xaelos was once a succubus who wandered in the fiendish wastelands, often travelling realm to realm in order to seduce people and get what she wanted. Her rambling on, however, ended when she met with a dark monarch who enjoyed her way of deceiving people. He offered Xaelos to be his high priestess and spread his corruption by seducing and charming innocents. Xaelos was interested in the power the fiend offered so she accepted it and embraced the fiend. Xaelos, now, is a priestess for her fiendish monarch of corruption. She was sent to a Material Plane by the fiendish monarch to spread its will. As for her half elf alias, Ganis, she was a commoner who had troubled times during her youth, and who finally found salvation in her faith, the faith of love and understanding. Nowadays, she resides in The Dewan, which is the headquarter of the Dewan of Love. The Dewan looks like an inn that also works as a brothel and Xaelos is the patron of the inn. Most of the time she spent in the Dewan passes by while she deals with the so-called customers and corrupts them. People who visit the Dewan would probably see her drinking at the corner, talking to someone she is trying to corrupt. Xaelos’ Goals Xaelos carries the facade of the half elf woman Ganis, who selflessly aims to bring happiness and love to her guests in her semi-temple, the Dewan of Love. However, Xaelos actually corrupts her guests slowly with her extensive care. She sacrifices, offers, or recruits people that have been corrupted by her influence in the name of her fiendish monarch. Also, she does not skip the opportunity to learn the deepest secrets of her customers. Sometimes, she does so just to please herself and sometimes to serve her master. Roleplaying Xaelos Xaelos always remains in her half elf facade unless her true identity is uncovered. She approaches her “friends” or those who she meets for the first time with absolute kindness. She likes to talk and to take care of her guests. After some conversation, she makes subtle movements, opens certain topics up for discussion, or generally does or provides things that would stir her guests into corruption. She always uses an ensuring tone when she does this so that her guest feels safe and is under her influence. Medium Fiend Shapechanger Neutral Evil Scoundrel


364 Xaelos “Ganis” Medium fiend (shapechanger), neutral evil Armor Class 15 (natural armor) Hit Points 71 (13d8 + 13) Speed 30 ft., fly 60 ft. STR DEX CON INT WIS CHA 8 (-1) 17 (+3) 13 (+1) 15 (+2) 12 (+1) 20 (+5) Saving Throws Dexterity +6, Wisdom +4, Charisma +8 Skills Deception +11, Insight +7, Perception +7, Persuasion +11, Stealth +9 Damage Resistances cold, fire, lightning, poison; bludgeoning, piercing, and slashing from non-magical attacks Senses darkvision 60 ft., passive Perception 17 Languages Abyssal, Common, Elvish, Infernal, telepathy 60ft. Challenge 5 (1,800 XP) Beguiling Corruption. The charm DC of Xaelos against a creature is increased by a number equal to the number of degenerating essences the creature has gained because of the Dewan. If the degeneration rules are not used, this increase equals to 2 if the creature has spent time within the Dewan that is enough for corruption. Dewan. While Xaelos is in her dewan, she can have the dewan actions (lair actions). If this is so, CR of the encounter increases by 3. Telepathic Bond. Xaelos ignores the range restriction on her telepathy when communicating with a creature she has charmed. The two don’t even need to be on the same plane of existence. Shapechanger. Xaelos can use her action to polymorph into a Small or Medium humanoid (preferably her alias, Ganis), or back into its true form. Without wings, she loses her flying speed. Other than her size and speed, her statistics are the same in each form. Any equipment she is wearing or carrying isn’t transformed. She reverts to her true form if she dies. ACTIONS Claw (Fiend Form Only). Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage. Whip of Pleasure (+1 Whip). Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 6 (1d4 + 4) slashing damage. If the attack makes a critical hit against the creature, the target takes pleasure in the pain and any creature has advantage on its attack rolls against the target until the start of its next turn. Charm. One humanoid Xaelos can see within 30 feet of her must succeed on a DC 15 Wisdom saving throw or be magically charmed for 1 day. The charmed target obeys Xaelos’ verbal or telepathic commands. If the target suffers any harm or receives a suicidal command, it can repeat the saving throw, ending the effect on a success. If the target successfully saves against the effect, or if the effect on it ends, the target is immune to Xaelos’ Charm for the next 24 hours. Xaelos can have up to 5 targets charmed at a time. If it charms another and the total becomes 6, the effect on one of the previous targets ends (determined randomly). Draining Kiss. Xaelos kisses a creature charmed by it or a willing creature. The target must make a DC 15 Constitution saving throw against this magic, taking 32 (5d10 + 5) psychic damage on a failed save, or half as much damage on a successful one. The target’s hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. DEWAN ACTIONS On initiative count 20 (losing initiative ties), Xaelos takes a dewan action to cause one of the following effects; she can’t use the same effect two rounds in a row: • She can make a quick charm to a table full of regulars, calling them to her aid; 2 (1d4) commoners get into the encounter to help her. This can be done 3 (1d6) times, which determines the number of tables filled with regular guests. • The lair is full of lodges that are covered by silk curtains, she can pass through one curtain and come out from another as long as a looking creature’s line of sight is broken once she enters through a curtain. • A mist of incense covers the Dewan, it feels relaxing but also beguiling; Any creature except Xaelos has disadvantage on its Wisdom saving throw until the end of its turn.


365 Xaltoran The Head Librarian Do you seek knowledge? You have come to the right place. Xaltoran is an old elf, a master conjurer and the head of the Library of The Mad Court. He was a gentle, peaceful, calm and lovely person before he was exposed to the unspeakable horrors of aberrations. Although he is still gentle and calm, his mind is filled with visions of madness. He loves to have deep and philosophical conversations with others, just as he likes to summon alien creatures and to talk to them. Xaltoran always wears purple robes decorated with expensive pieces of jewelry of blue color, that are suitable for the richest of nobles. He carries his spell components in cloth pouches that are decorated just as his robes on the left side of his belt, that is also of masterwork quality, and his priceless spellbook on the right. The value of one of his belts is 5000 gold pieces, while the value of one of his robes is 15000 gold pieces. Xaltoran’s Story He was once the head of the court mages of a glorious kingdom. However, in one of his experiments with transportation and translocation spells that worked throughout various realms, he contacted aberrations by mistake. After the kingdom was swallowed by madness, Xaltoran, his court and the library were the only things that were left behind. Xaltoran’s Goals He believes that the powers of madness will invade the whole universe eventually and that he will be its prophet. He has been collecting knowledge in this regard, for the powers over him, and preparing mortal minds for the invasion. Roleplaying Xaltoran Xaltoran does not care for mortal pleasures, emotions, problems or pain. He values knowledge in all its forms. He loves making conversations about the universe, gods, goddesses, warlock patrons, magic and the deep philosophy surrounding life. If the player characters choose to talk with him, and if Xaltoran loves the conversation, he may offer them the chance to be a part of the Library, or the chance to work for the Library. He may even offer an apprenticeship to spellcasters if the spellcaster can cast at least 3rd level spells. Xaltoran can conjure magic items whose rarity is very rare or lower as an action, thanks to his vast knowledge of conjuration magic and aberrant abilities. However, since Xaltoran and the Library do not need any money, he only gives magic items as gifts. Xaltoran can perceive an area of 30-foot radius centered on an item as an action. So, he generally uses these gifts as a tool if he thinks that he can learn something valuable by scrying the carrier of the gift. Also, Xaltoran can dismiss a conjured item as an action. Xaltoran acts like he is the prophet of aberrant powers that will invade all universe. He thinks that every action of every mortal is a part of his masters' plans. So, he rarely becomes angry. Only in extreme situations he loses his temper. Medium Humanoid Elf Chaotic Evil Spellcaster


366 Xaltoran The Head Librarian Medium humanoid (elf), chaotic evil Armor Class 17 (mage armor) Hit Points 127 (15d8 + 60) Speed 30 ft. STR DEX CON INT WIS CHA 12 (+1) 18 (+4) 18 (+4) 26 (+8) 10 (+0) 16 (+3) Saving Throws Intelligence +12, Charisma +7 Skills Arcana +12, History +16, Nature +12, Religion +12, Persuasion +7 Damage Immunities poison, psychic Condition Immunities charmed, frightened, paralyzed, poisoned Senses darkvision 60 ft., passive Perception 10 Languages Abyssal, Celestial, Common, Draconic, Infernal, Sylvan Challenge 11 (7,200 XP) Spellcasting. Xaltoran is a 18th-level spellcaster. Xaltoran’s spellcasting ability is Intelligence (spell save DC 20, +12 to hit with spell attacks). He can cast the following spells: Cantrip (at will): acid splash, dancing lights, light, mage hand, shocking grasp 1st level (4 slots): comprehend languages, detect magic, mage armor, unseen servant 2nd level (3 slots): arcanist’s magic aura, glyph of chaos*, hold person 3rd level (3 slots): dispel magic, fireball, glyph of slime*, glyph of warding 4th level (3 slots): black tentacles, conjure minor elemental, glyph of slavers*, hallucinatory terrain 5th level (2 slots): conjure elemental, glyph of deep water*, hold monster, planar binding, teleportation circle, wall of force 6th level (1 slot): eye in the mirror*, guards and wards, instant summons 7th level (1 slot): labyrinth of shadows*, planeshift, prismatic spray 8th level (1 slot): demiplane, truths hidden in shadows* 9th level (1 slot): prismatic wall, reflection within shadows*, time stop ACTIONS Staff of The Forbidden Light. As an action, Xaltoran can use its sphere topped staff to emanate a 20 ft. greenish bright light and 20 ft. additional dim light. Anyone who is within the light or who looks to staff directly within 20 ft. of it must make a Wisdom saving throw or it becomes mesmerized for 1 minute.


367 Xelmin Kandelar If I follow you, it is certain you will die. And I’m counting on someone following me one day, to bring me death as well. When that day comes, I will meet my sister, and finally find peace. Xelmin is a special grave giant. She is not a common giant corrupted by the magic of graves; she is death incarnate. She serves death, and all gods connected to it. She wears the skull of another giant as a mask. Her grey plate smells of death and is decorated with bones and skulls of her many enemies. She stands among skeletons and zombies, ready to take down all who oppose her. Xelmin’s Story Once a giant of a now-forgotten type, Xelmin’s clan and drows battled for territory within a mountain whose name is forgotten to all; even Xelmin. During these battles, a foul form of necromancy killed her brother and his soul was captured by drows. To rescue her brother’s soul, she started to follow the tracks of an item of legends, The Tombstone. She searched for The Tombstone all her life and finally found it in a deep-buried cavern. She wanted to bring her brother to life by using the power of the stone, however, she found that he was beyond her reach. His soul was desecrated and ripped apart by a drow necromancer. To take vengeance, she pledged her life to the service of the stone and was transformed into something else; a harbinger of death. Although she flayed the drow’s skin and kept it as a trophy, the pain of her brother’s demise has not diminished. She works in the name of death, so that one day, her brother’s soul may find peace as promised to her. Xelmin’s Goals Xelmin’s ultimate aim is to cure her brother’s soul. She wants to be powerful enough when she dies, so that she can achieve her goal after her death. Roleplaying Xelmin Xelmin respects death. She is its messenger and her hands are its harbinger. She helps anyone trying to deliver death and she becomes the death of anyone who denies it. She is coldblooded and serious. Her determination never wavers, even when she encounters the most difficult of challenges. Xelmin Kandelar can generally be encountered in areas that are related to death and to the dead such as graveyards, temples of death, or undead kingdoms. Thanks to the Chosen of The Tombstone feature, Xelmin slowly desecrates the soil. She feels more comfortable within desecrated grounds. Xelmin always surrounds herself with the undead she controls. She is accompanied by 1d4 wraiths, and 1d6 skeletons or 1d6 zombies all the time. These undead carry Xelmin’s items and guard her during combat. Although she does not talk much, she may want to talk with intelligent undead such as vampires, remnants, or liches. In these conversations, she tries to learn about living as an undead. Huge Giant Grave Giant Neutral Evil Spellcaster / Warrior


368 Xelmin Kandelar Huge giant, neutral evil Armor Class 18 (plate) Hit Points 200 (16d12 + 96) Speed 40 ft. STR DEX CON INT WIS CHA 23 (+6) 10 (+0) 22 (+6) 13 (+1) 15 (+2) 18 (+4) Saving Throws Constitution +11, Charisma +9 Skills Intimidate +9, Medicine +6 Senses passive Perception 12 Languages Common, Giant Challenge 13 (10,000 XP) Chosen of The Tombstone. If Xelmin rests in a 300 feet radius place for 7 consecutive days, the area becomes desecrated. Bones, bloated bodies and gravestones slowly appear. All plantation withers, animals run away. Also, the area slowly turns into a defiled place (p.138). Graven Components. Xelmin can use the parts of dead bodies she is carrying to boost her necromancy spells as a bonus action. Each body can supply components five times. Such spells deal an additional 2d6 damage of its type, or increase the spell’s DC by 1. Xelmin can use one component on its bonus action. Grave Connection. Xelmin has advantage on any checks related to undead. Weapon of Graves. Any weapon held by Xelmin counts as magical and deals an additional 6 (1d4+4) necrotic damage (included in the attacks). Innate Spellcasting. Xelmin’s innate spellcasting ability is Charisma (DC 16, +8 to hit). She can innately cast the following spells, requiring no material components: At will: bane, detect magic, deprivating smite*, false life 3/day each: animate dead, cloudkill, comprehend languages, darkness, ravaging smite* 1/day each: bathe in blood*, bestow curse, conjure mana devourer*, finger of death ACTIONS Multiattack. The giant makes two melee weapon attacks. Bone Morningstar. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 20 (3d8 + 6) piercing damage plus 9 (2d4 + 4) necrotic damage. Bone Greatsword. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 27 (6d6 + 6) piercing damage plus 9 (2d4 + 4) necrotic damage. REACTIONS Survival of The Deadest (1/Day). Xelmin regains 14 (4d6) hit points when her hit points drops to 0.


369 Zadkiel Tabris I have paid a heavy price for the mistakes I have made; but the gods have not yet begun to pay for their mistakes. Yet A 7-foot-tall fallen angel sits on its throne, spreading its black wings and crushing its enemies with angelic eyes. This godly being is Zadkiel Tabris, a noble, wrathful, and melancholic fallen angel. Zadkiel Tabris is a cheeky angel, with a hard temperament. It stands tall like a statue. Its body once glowed with all the blessings of the heavens; however, its shine has worn off. It has black hair, and eyes that look like they are almost the same color as the sky. It wears a very high-quality robe. It has a longsword, forged in its own name, that it carries in an embroidered hilt. Zadkiel leads Tears of Heaven (p.171), a cult that is destined to destroy all gods. Zadkiel Tabris’ Story Zadkiel Tabris is a fallen angel who opposed its god. After its god punished Zadkiel and it fell from grace, it started to look for those of its own kind because it thought that it could not be the only angel that gods had punished. Although the cause of its falling from grace is unknown, Zadkiel got stronger over time. It became so powerful that it placed anyone who had been disconnected from their god and who crossed its path, under its own dominion. Some powerful people investigating Zadkiel Tabris say that they cannot get any information about before Zadkiel fell from grace. So, its story captures the attention of most people, as it is seen as a mysterious force. Zadkiel Tabris’ Goals Zadkiel despises godhood. Its primary goal is to seek and destroy all deities one by one. Doing so is no simple task. To achieve its goal, it seeks godly relics, of which it steals the divine essence to use against the gods. After it defiles all the gods and wipes them from all existence, it will destroy itself, making sure that there are no gods left as it believes itself to be one as well. Roleplaying Zadkiel Tabris Zadkiel treats its own believers very well; it informs them about its revelations and situations it encountered relevant to their specific situations in the best and most clear way, without leaving anything out. It is a person who is prepared for all kinds of difficulties it could face and has plenty of plans for various situations. It does not reveal that it is arrogant or superior. At first, Zadkiel treats people who are treacherous and hostile to it, sarcastically and with false sincerity. It then destroys them without mercy. Zadkiel clearly states its actual thoughts about the gods, which are not very pleasant. It doesn’t care much about the reaction its remarks or demeanor will provoke. Large Humanoid Fallen Angel Lawful Evil Spellcaster / Warrior


370 Zadkiel Tabris Large humanoid (fallen angel), lawful evil Armor Class 19 (natural armor) Hit Points 266 (28d10 + 112) Speed 40 ft., fly 60 ft. STR DEX CON INT WIS CHA 18 (+4) 10 (+0) 18 (+4) 22 (+6) 16 (+3) 18 (+4) Saving Throws Constitution +10, Intelligence +12, Wisdom +9, Charisma +10 Skills Perception +9, Religion +12, Arcana +12, Intimidation +10 Damage Vulnerabilities radiant Damage Resistance necrotic, fire, and poison Damage Immunities piercing, slashing, and bludgeoning damage from non-magical items Condition Immunities charmed, frightened, poisoned Senses darkvision 60 ft. Languages Common, Celestial, Sylvan Challenge 20 (25,000 XP) Angelic Ancestry. The weapons Zadkiel Tabris holds are counted as magical weapons. Angelic Enemies. Zadkiel Tabris has been hunted by unknown angels, but it has been very successful at keeping its location a secret. Limited Divinity. Zadkiel Tabris is a lesser god whose powers are not fully developed. So, Zadkiel can only grant limited powers to fallen clerics and paladins following it. Zadkiel can grant archetype features, and class features of 11th level or lower. Also, since each cleric domain can be used to bring down gods, Zadkiel is able to grant the powers of all domains. Spellcasting. Zadkiel is a 20th-level spellcaster. Zadkiel’s spellcasting ability is Intelligence (spell save DC 20, +12 to hit with spell attacks). Zadkiel has following spells: Cantrips (at will): black spark*, fire bolt, mage hand, message, vomit blood* 1st level (4 slots): charm person, comprehend languages, crumbling fire*, detect magic 2nd level (3 slots): bane fire*, detect thoughts, silence, zone of truth 3rd level (3 slots): bestow curse, counter spell, dispel magic, fireball, grasp of shadow* 4th level (3 slots): banishment, glyph of slavers*, mind terror*, resilient sphere 5th level (2 slots): cloudkill, dominate person, raining blood* 6th level (2 slots): disintegrate, mass suggestion 7th level (2 slots): finger of death, teleport 8th level (1 slot): rain of death*, unholy clamp* 9th level (1 slot): power word kill ACTIONS Multiattack. Zadkiel Tabris makes three melee weapon attacks. Words of The Fallen (1/Recharges on a Long Rest). Zadkiel can use wicked celestial words on a target within 60 feet of it that can hear Zadkiel. The target must make a Wisdom saving throw or it is frightened for 1 minute. Zadkiel (+3 Longsword). Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 18 (2d10 + 7) slashing damage plus 17 (5d6) necrotic damage. Also, if the target is a cleric or paladin, it must succeed on a DC 17 Charisma saving throw or it cannot use its spellcasting abilities until the end of its next turn.


371 Alcestis was formerly a divine being of a druidic cult, and is currently a creature of disease and pestilence. Alcestis’ corruption turns druidic incantation into horrific defiled blight and causes the life around her to wither. Rumors state that she wanders in vile forests and swamps, and if one were to find a large swath of blighted land, she was there. Her previously angelic form has now given way to a withered and sickly complexion; her hair weedy and black, and her wings tattered and rotting. Alcestis’ Background Alcestis was formally an angel of a long-forgotten druidic goddess. Followers of the circle claim that the goddess created Alcestis to bless the forests and that the melodic song of creatures inhabiting them was derived from Alcestis’ own singing. Alcestis’ magic created and rejuvenated forests, and provided for the creatures in her care. Her forests were described as a natural paradise. The goddess grew increasingly weary as Alcestis kept on creating more landscapes, concerned that she may draw the jealousy of others. Yet, Alcestis remained naive and simply wished that the world would be as beautiful as the beings that created them. Indeed, other forces took part in Alcestis’ fall. She came across a dark-haired woman, appearing to lay unconscious in a patch of belladonna. However, the woman was actually a witch sent by the Lady of Poison, Mistress of Disease, the Leader of the Sejunari Coven. Upon touching her, Alcestis felt the witch’s vile and putrid magic corrupting her. Upon seeing her ruined visage and the corruption of her magic, she pleaded with her once-beloved goddess to restore her, but naught could be done. The heartbreak of her perceived betrayal only served to drive Alcestis mad, with her magic now causing the same wither and disease she despised. Alcestis’ Goals Alcestis continues to act as she had before, creating the world in her perceived perfect image. Her vanity fueling her to create a world “as beautiful as she is” - that is to say, toxic and rife with decay and pestilence. Alcestis’ ambition is to turn all of the lush beauty and life that exists into a barren wasteland of disease, which she can then reign over as the most opulent and splendid being. Roleplaying Alcestis Alcestis has an effeminate voice, which in normal conversation sounds willowy and eerie. Her tone can often shift unexpectedly from being calm and soothing, to being nonsensical or maddened. She describes the blight covered lands that she resides in as “beautiful”, often asking adventurers if they agree. Alcestis is drawn particularly to female characters, especially those with long hair, often wanting to touch said hair. As a fallen angel, Alcestis is disturbed by the presence of clergy and paladins, and usually treats them with aggression. Alcestis, the Fallen Mother Look how beautiful my creations are… Oh don’t you wince, dear mortal, those poor bugs are just trying to know you by going into your nose and mouth. Medium Humanoid Fallen Angel Chaotic Evil Spellcaster


372 Alcestis, The Fallen Mother Medium humanoid (fallen angel), chaotic evil Armor Class 15 (hide armor and the mirror shield of ba’arzum*) Hit Points 112 (15d8+45) Speed 30 ft., fly 30ft. STR DEX CON INT WIS CHA 8 (-1) 12 (+1) 16 (+3) 10 (+0) 18 (+4) 13 (+1) Saving Throws Intelligence +5, Wisdom +9 Skills Animal Handling +9, Nature +5 Damage Vulnerabilities radiant Damage Resistance necrotic, poison Senses darkvision 60 ft. passive Perception 14 Languages Celestial, Common, Druidic Level 15 Angelic Ancestry. Alcestis has advantage on saving throws against being charmed and frightened. Also, weapons she holds are counted as magical weapons. Angelic Arsenal. Alcestis is proficient with the short sword, longsword, warhammer, spear and greatsword. Angelic Enemies. Angels, feys, or clerics and paladins tracking down Alcestis have advantage on any rolls they make about magical tracking if they know Alcestis’ name. Defiled Spell. While casting burn life* and flame blade spells, Alcestis can choose to change its damage type to necrotic damage. If she does so, the spell ignores resistance to necrotic damage. If she deals damage to a creature that is able to regain hit points from necrotic damage, it cannot regain hit points from defiled spells. Fallen Ancestry. Alcestis has advantage on saving throws she makes against being poisoned. Hivemind. By performing a ritual that takes 10 minutes, Alcestis can call nearby insects and form a hivemind between them. If there are no insects around her, she can form the hivemind by using the swarms she has conjured or vomited out. At the end, she has the hivemind monster (p.48) under her control. The creatures in the hivemind share an evil consciousness. Through the unity formed in the hivemind, every creature is aware of one another on a heightened level and attains a greater intelligence. All members of the hivemind can perceive things through every other members’ perception. Also, the Intelligence score of the members with an Intelligence lower than 8, increases to 8. Since she is the leader of the hivemind, as a bonus action, she can order the swarms of vermin that she has under her command to move, stop, attack, or use an action. She cannot give separate orders to each swarm, the hivemind acts together. Additionally, Alcestis can channel her spells through these swarms of vermin, and make the space occupied by these swarms become the origin point of the spell. When she does so, the vermin make strange noises and movements as they perform the verbal and somatic components of the spell. The members of the hivemind, including Alcestis, must be within 60 feet of each other or the bond between them breaks, and if a member ventures further than 60 feet, they leave the hivemind and the hivemind loses members. When a spellcaster makes a Concentration check for a spell, she can order the hivemind to create disturbing and distracting noises as a reaction, giving the spellcaster disadvantage on the roll. Also, when a target is hit by the hivemind, it must make a successful DC 17 Constitution saving throw or start to carry vermin eggs. Upon its death, the target’s body explodes and creates a new swarm of insects. The eggs disappear after 1 hour or they can be removed by a lesser restoration spell. Pestilent Blood. As a bonus action, Alcestis can cut herself with a weapon or spit bloody phlegm on it by dealing 1 damage to herself. This damage cannot be eliminated by any means. On her next attack with this weapon, Alcestis deals an extra 2d6 necrotic damage and the target creature must make a successful DC 17 Constitution saving throw or become poisoned for 1 minute. If the target creature succeeds on the saving throw, it becomes immune to the chemical until it takes a long rest. Poisoning Words (Recharges after a Long Rest). Alcestis can cast charm person, detect thoughts, and dominate person spells by talking to a creature and poisoning its mind as a ritual as if the spell has the ritual tag. The spell save DC for these spells is equal to 14. Swarm Shape. By using Wild Shape feature, Alcestis can transform into a swarm of beasts, and monstrosities. Swarmer (Recharges after a Long Rest). Alcestis can cast call blood scarab swarm* spell twice without expending a spell slot. Swarms summoned this way deal necrotic damage. Spellcasting. Alcestis is a 15th-level spellcaster. Her spellcasting ability is Wisdom (spell save DC 17, +9 to hit with spell attacks). Alcestis knows the following druid spells: Cantrips (at will): druidcraft, poison spray, produce flame, resistance 1st level (3 slots): dragon cage*, entangle, fog cloud 2nd level (3 slots): earthing*, flame blade, incubating swarm*, spread disease* 3rd level (3 slots): acidic swamp*,burn life*, call blood scarab swarm*, rotball*, viper saliva* 4th level (3 slots): blight, bone ball*, liquefy self* 5th level (2 slots): excruciating polymorph*, vines of fire* 6th level (2 slots): sunbeam, wall of thorns 7th level (2 slots): fire storm, plane shift 8th level (1 slots): soul exorcism* ACTIONS Rod of the Graves. Alcestis can regain one 7th or lower-level spell of necromancy school as an action while holding the rod. To use this feature again, she needs to replace the skull on the rod with another one which must be taken from a corpse of a living creature who died within 24 hours. Staff of the Forbidden Light. The staff can be activated as an action. When activated, the staff sheds 20 feet greenish bright light and an additional 20 feet dim light. Any creature who is within the light or looking directly at the staff within 20 feet of it must make a DC 13 Wisdom saving throw or it becomes mesmerized because of the fascinating visions of the universe and the realm far away for 1 minute. Vomit Swarm (Recharges after a Short or Long Rest). Alcestis can vomit out 1d4 swarms of rats, bats, poisonous spiders, scorpions, centipedes or flying insects along with her bodily fluids. Each creature in a 15-foot cone must make a successful Dexterity saving throw or take 6d6 necrotic damage. Also, the swarms stay under her command, and follow her mental orders for 1 minute. Wild Shape (Recharges after a Short or Long Rest). Alcestis can magically assume the shape of a beast that she has seen before. She can use this feature twice. She can transform into any beast that has a challenge rating of 1 or lower.


373 Alejandro is a fit and attractive middle-aged widower with a well-groomed gray beard that creates a contrast with his shoulder-length brown hair. His purpose is to disrupt order while gaining influence, followers, and political power. His battlefield is politics, but he may also get his hands dirty if required. Those are the duties imposed by his faith and his God. Alejandro’s Story A decade ago, Alejandro studied the records of the City’s Court to get to know his father better. He found a chapter that accused and ridiculed his father, Philip Zenith. He was known to own several magic items, among which was a ring of mind shielding. The last member of the Zenith family was lost decades ago. He led a charge against undead pouring from the sewers. That was the last time anyone saw Philip Zenith. His quest guided him deep in the sewers, and he defeated monsters that were in his way, going to his path to inheritance and the rescue of the remains of his “father.” He found Philip Zenith’s bones and valuable belongings. As Alejandro suspected, Philip Zenith’s soul was trapped inside the ring; he had a lengthy conversation with Philip about the events that resulted in his death and the rumors and lies recorded in history. He offered himself as a weapon of vengeance, and Philip’s tormented soul wanted retribution. When he was found wounded in the sewers, an old priest received him, and while working on his wounds, he noticed his family crest. The priest recognized The Zenith Shield Crest. Once healed, Alejandro was questioned by the Archwizard under the City Court orders. He recited his family tree and history in perfect detail and claimed to be Philip’s son. He had the family seal in his finger and the family shield in his armor, near his heart. The Archwizard corroborated that he spoke the truth. The Ruler granted him the reconstitution of his title and lands. As planned, Alejandro became a part of the Court. Alejandro married a beautiful countess in less than a year, but she died at childbirth, leaving him alone with twins. On the same day he buried his wife, final rites were given to the Archwizard and The City Guard, both of whom died in strange circumstances. Alejandro’s Goals Alejandro Zenith Sapik is now an influential court member, political advisor, an agent of the underworld, a dark priest, and a father. The followers of his God are growing, and the civil unrest, likewise. His plans are in motion and absolute power will be within his reach. Roleplaying Alejandro Alejandro Zenith Sapik has a desire to manipulate others and use them on his way of succeeding in political power. He speaks with sincerity, but he works in the shadows. He is insidious. His moves are a complete mystery for those other than himself. Alejandro Zenith Sapik History may be recorded by those who remain victorious, but the truth can always be found, hidden beneath the dust of the past. Medium Humanoid Human Neutral Evil Spellcaster / Warrior


374 Alejandro Zenith Sapik Medium humanoid (human), neutral evil Cleric, Level 12 Armor Class 20 (adamantine chain mail, shield of agony) Hit Points 78 (12d8 + 24) Speed 30 ft. STR DEX CON INT WIS CHA 12/19 (+1/+4) 11 (+0) 14 (+2) 11 (+0) 18 (+4) 16 (+3) Saving Throws Wisdom +8, Charisma +7 Skills History +4, Insight +8, Intimidation +11, Persuasion +11, Religion +4 Condition Immunities corrupted Senses darkvision 60 ft., passive Perception 14 Languages Abyssal, Common, Infernal Level 12 Channel Divinity: Anchored in Faith. Alejandro has a revelation that allows him to use Channel Divinity to increase his DC by +1 for spells that require Wisdom and Charisma saving throws for one minute. Divine Strike. Once on each of his turns when Alejandro hits a creature with a weapon attack, he can deal an extra 1d8 psychic damage to the target. Embodiment of Tyranny. If Alejandro casts a spell of the enchantment school using a spell slot of 1st level or higher, he can change the spell’s casting time to 1 bonus action for this casting, provided the spell’s casting time is normally 1 action. He can use this feature a number of times equal to his Wisdom modifier and regains all expended uses after finishing a long rest. Tyrannical Blessings. Alejandro has expertise in his Charisma checks. Spellcasting. Alejandro Zenith Sapik is a 12h-level spellcaster. His spellcasting ability is Wisdom (spell save DC16, +8 to hit with spell attacks). He has the following cleric spells prepared. He also can cast fire bolt spell: Cantrips (at will): fire bolt, guidance, mending, nazar*, thaumaturgy 1st level (4 slots): bless, cure wounds, protection from good and evil, shield of faith 2nd level (3 slots): calm emotions, hold person, spiritual weapon 3rd level (3 slots): bestow curse, magic circle, spirit guardians 4th level (3 slots): banishment, death ward, divination 5th level (2 slots): flame strike, geas 6th level (1 slot1): heal ACTIONS +2 Longsword. Melee Weapon Attack: +7/+10 to hit, reach 5 ft., one target. Hit: 7/10 (1d8 + 3/6) slashing damage. +2 Warhammer. Melee Weapon Attack: +7/+10 to hit, reach 5 ft., one target. Hit: 7/10 (1d8 + 3/6) bludgeoning damage. REACTIONS Shield of Agony (1/Recharges on a Short Rest). Alejandro can activate his magic shield when an enemy successfully hits him. When he does so, loud screams full of agony erupt from the shield. Each creature within 10 feet of Alejandro must make a Constitution saving throw. A creature takes 6d8 thunder damage on a failed save, or half as much damage on a successful one. A creature made of an inorganic material such as stone, crystal, or metal has disadvantage on this saving throw. MAGIC ITEMS Gauntlets of Ogre Power. Alejandro’s Strength score is 19 while wearing these gauntlets. Goggles of Night. While wearing these dark lenses, Alejandro has darkvision out to a range of 60 feet. Periapt of Health. Alejandro is immune to contracting any disease while wearing this pendant. If he is already infected with a disease, the effects of the disease are suppressed him while he wears the pendant. Ring Of Mind Shielding with Philip Zenith Soul. While wearing this ring, Alejandro is immune to magic that allows other creatures to read his thoughts, determine whether he is lying, know his alignment, or know his creature type. Creatures can telepathically communicate with him only if he allows it. He can use an action to cause the ring to become invisible until he uses another action to make him visible until he removes the ring, or until he dies. He can telepathically communicate with Philip Zenith Soul captured inside the ring. He can’t prevent this telepathic communication. Shield of Agony. This shield is a +2 shield that can only be wielded by a non-good character. The crafting of the shield requires the sacrifice of a loved one. The blood and the skin of the sacrifice is used during the crafting. The shield is decorated with a portrait of the sacrifice. Alejandro’s shield portraits his beloved wife.


375 Angelique Soror Emissus Ego una cum sororibus. Mecum una sororum. (I am my Sisters. My Sisters are Me.) Once an infernal half-elf witch, now reborn from her ashes. Unshackled from the devil her bloodline was bartered to, Angelique seeks the sisters she’s always coveted by breaking her bonds with fiends. In her formative years, she was an innocent-looking child of the wild with her auburn hair and blushed ivory skin. Come Angelique’s maturation, she had become a Reverend magic caster of her own mother’s coven. She was called Emissus Sororibus - “Released Sisters”. However, leaving a devil’s service comes at a price, albeit her vanity, her scarred alabaster skin, and her partially blind left eye are nothing but trophies for her. Angelique’s Story Ages ago, a monk in a plea to an archangel, wagered he could create a book that encapsulated all earthly knowledge in one night. Such a glorious work would bring renown to the order. Agreed, the monk wrote until midnight but realized he couldn’t finish it. He said a special prayer, not to his God but to a darker one, to finish the book in exchange for his soul... The Liber Diaboli - “Devil’s Book”, slowly became a myth. Yet a young witch’s blood (spoiled by the soulless ancestry of Hermannus Inclusus - “Herman the Suppressed”) tells a different tale: Indentured to a master unknown but gifted by its magic, this witch would be that devil’s undoing. Trading any chance of a proper childhood to unearth her lost family heirloom, the book would free her to shape her own destiny and would damn the fiend. Finally, Hermione Inclusus rose from the desiccated ashes of her nemesis. She was reborn. Leaving her left eye scarred and partially blinded, this now free witch could shape her own future with a different name; Angelique. Angelique’s Goals To rebuild a life in which she was cheated, Angelique is driven in her search for sisters, by whatever fashion she will have them. Never will she or any of her sisters submit before any devil, god, beast or man again, the Emissus Sororibus - “Released Sisters” will rake the world of Patriarchy. Anyone with intentions to subjugate shall seek her wrath. Devils especially must beware, or be added to her Liber Diaboli - “Devil’s Book”. Roleplaying Angelique Angelique presents herself calmly with her feathery, eventoned voice. However, when it comes to her unfettered disdain for any male, she will not hesitate to act on it accordingly. Conversely, she dotes on non-male creatures with an almost motherly fashion. If they cannot be swayed to her cause, she relegates them to a lesser consequence. As for the males, the physical realms have no station for them. The only exception to her powerful mistrust of males is her two-headed cat, MugWorm. Only he is spoken to equally. Medium Humanoid Half Elf Lawful Evil Spellcaster


376 Angelique Soror Emissus Medium humanoid (half-elf), lawful evil Witch, Coven, Level 7 Armor Class 12 Hit Points 31 (7d6 + 7) Speed 30 ft. STR DEX CON INT WIS CHA 11 (+0) 14 (+2) 16 (+3) 20 (+5) 12 (+1) 18 (+4) Saving Throws Wisdom +4, Charisma +7 Skills Arcana +8, Deception +7, Persuasion +10 Senses darkvision 60 ft., passive Perception 11 Languages Common, Draconic, Elvish, Infernal Level 7 Charms and Hexes. Angelique can prepare charms to protect herself or allies, or hex bags to undermine enemies. In order to create a charm or a hex bag, she must permanently disable a spell slot that is relevant to the object’s power, and make a ritual that takes 1 hour to complete. A charm or hex bag can be planted on a person or creature by making a successful Dexterity (Sleight of Hand) check (DC at Game Master’s discretion). Another person can also be commanded to implant it instead. The powers of a charm or hex bag can be withdrawn by focusing on it as an action. When this is done, the object stops to function and the spell slot that was disabled is retrieved. Coven Magic. Angelique shares magic and spellcasting with those in her coven. Coven magic provides the following benefits: Magic Channeling. When casting a spell, Angelique can make a fellow coven member the origin of the spell. Share Components. When casting a spell, a coven member can use its reaction to fulfill one of the components. If Angelique can allocate all of the components up to Verbal, the spell is cast as a bonus action instead. Share Essence. When casting a spell, Angelique can use a fellow coven member’s spell slot rather than her own. This feature only applies to the level of spell slots available, meaning that she cannot cast a spell at a higher level if she doesn’t have slots of that level available, even if her colleague has it. She can use one of these benefits if her coven member is within 120 feet. She cannot use them if her fellow member is charmed, paralyzed, restrained, or unconscious. Familiar Guidance (5/long rest). Angelique has the ability to have guidance from MugWorm, granting advantage on Dexterity (Acrobatics) checks. Fey Ancestry. Angelique has advantage on saving throws against being charmed, and magic can’t put her to sleep. Witch’s Familiar. Angelique’s two-headed cat familiar, MugWorm understands her perfectly as if she has cast a speak with animals s pell on it, and it tries to fulfill any commands given it as much as its Intelligence permits. Witch’s Tongue. Through the initiation with her coven, Angelique learns the secret language of witches. It is not really a unique language in itself, but it has an alphabet that is an encrypted version of the common tongue. It is spoken in a way such as the bird speech, distorting the sayings of the common into something that cannot be understood unless trained on. When speaking in this language with coven members, a creature who tries to understand what is being said must succeed on a DC 13 Intelligence (Investigation) check. A creature who tries to decipher it in its written form must succeed on a DC 18 Intelligence (Investigation) check instead. Spellcasting. Angelique is a 7th-level spellcaster. Her spellcasting ability is Intelligence (spell save DC 16, +8 to hit with spell attacks). She has the following Coven Witch spells prepared: Cantrips (At Will): abating bolt*, chill touch, nazar* 1st level (4 slots): bolts of waning*, charm person, dissonant whispers*, witch bolt* 2nd level (3 slots): crown of madness, shatter, spread disease 3rd level (3 slots): bestow curse, fly, rotball* 4th level (1 slots): phantasmal killer ACTIONS Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage. Word of the Coven. Angelique attempts to charm up to three humanoids she sees within range. Targets must make a Wisdom saving throw, and does so with advantage if Angelique or members of her coven are fighting it. If it fails the saving throw, it is charmed by Angelique until the spell ends or until she or members of her coven do anything harmful to it. The charmed creature regards Angelique as a friendly acquaintance. When the spell ends, the creature knows it was charmed by her. Liber Diaboli** (Recharge 5-6). Angelique has altered her recovered family heirloom. The book that leads to the binding of her ancestor, her family bloodline, and her as an Infernal witch to serve at the pleasure of the devil that struck the accord, now serves as a type of phylactery for binding devils as if she were casting the spell Planar Binding. The target must make a Charisma saving throw. On a failed save, it is bound to serve Angelic for a 24 hour duration unless the effect is counteracted by dispel magic spell, or the target takes damage. A bounded creature must follow Angelique’s instructions to the best of its ability. She might command the creature to accompany her on an adventure, to guard a location, or to deliver a message. The creature obeys the letter of her instructions, but if the creature is hostile to Angelique, it strives to twist her words to achieve its own objectives. If the creature carries out her instructions completely before the spell ends, it travels to her to report this fact if she is on the same plane of existence. If she is on a different plane of existence, it returns to the place where she bound it and remains there until the spell ends.


377 Moltkar I saw the hypocrisy of those to whom we lend “goodness”. Now, the wings of angels and the horns of fiends turn to dust under my obliterating vengeance! Moltkar is a fallen angel driven by hatred. His obsession with vengeance for his suffering has furthered his descent to evil. Un-angelic in appearance due to years of torment at the hands of a demonic lord, Moltkar’s bald head is covered with demonic slashes that remain unhealed amidst his tufts of grey hair. His black, charred, and damaged wings are lasting evidence of untold torture. His favorite possession is a leather armor made of the flayed demonic flesh of his tormentor. Moltkar’s Story Moltkar is a fallen angel sacrificed to a demon lord. As a fledgling, Moltkar entered his first battle against a demonic horde with visions of grandeur. Captured during battle, Moltkar expected to be bargained for, and he was: Seeking to end an endless war, the celestial host agreed to sacrifice him in exchange for ending the war. Under his new, demonic lord, Moltkar was subjected to countless acts of evil. Compelled to commit atrocities, Moltkar submitted to hatred and embraced the pain of his actions and suffering, making his strength and determination grow stronger. After a millennium of torture at the hands of his demonic master and its minions, Moltkar sought a greater evil to overthrow his master. Moltkar solidified his pact by fully embracing his own inner demons to secure the power he required in order to bring his captors to submission. Moltkar slew his captors and broke his bonds. Beholden to a new fiendish master, Moltkar swore off redemption. Moltkar’s Goals Moltkar is driven by vengeance against those he blames for his abandonment and downfall, seeking to destroy all angels and fiends. He swears that one day he will free himself from his pact lord. However, all of his actions are to gain power, not realizing that he is a slave to his own dark ambition. Moltkar’s unyielding focus and the evil he sows to “free” himself brings great joy to his pact lord and strengthens the bond between them. Roleplaying Moltkar Moltkar hides his identity by utilizing his Master of Myriad Forms invocation. At first encounter, Moltkar is disguised as a middle-aged sage named Rolnos who specializes in the outer planes. Moltkar can be persuaded to assist or join a group if they are seeking to subvert the plans of an angel or a fiendish master. However, any assistance will be twisted to further Moltkar’s own goals and agenda. Moltkar reveals his true presence and power if threatened in combat. He also attacks any ritualistic sacrifices he witnesses. In an encounter with a planar being, Moltkar focuses his attacks on the strongest adversary. Moltkar seeks to remain unknown to the Tears of Heaven cult and considers Zadkiel Tabris to be no different from other angelic and demonic tyrants. Medium Humanoid Fallen Angel Neutral Evil Warrior / Spellcaster


378 Moltkar Medium humanoid (fallen angel), neutral evil Warlock, The Fiend Otherworldly Patron, Level 16 Armor Class 14 (demon skin armor) Hit Points 88 (16d8 + 16) Speed 30 ft., fly 30 ft. STR DEX CON INT WIS CHA 12 (+1) 10 (+0) 12 (+1) 10 (+0) 17 (+3) 20 (+5) Saving Throws Wisdom +8, Charisma +10 Skills Arcana +5, Deception +10, Intimidation +10, Persuasion +10, Religion +5 Damage Vulnerabilities radiant Damage Resistances necrotic, poison Condition Immunities poison Senses darkvision 60 ft., passive Perception 13 Languages Abyssal, Celestial, Common, Infernal Level 16 Angelic Ancestry. Moltkar has advantage on saving throws against being charmed and frightened. Also, weapons he holds are counted as magical weapons. Angelic Arsenal. Moltkar is proficient with the short sword, longsword, warhammer, spear and greatsword. Angelic Enemies. Angels or clerics and paladins tracking down Moltkar have advantage on any rolls they make about magical tracking if they know Moltkar’s name. Burning Vengeance. Moltkar’s melee and ranged weapon attacks deal an additional 1d6 fire damage (included in the weapon attacks below). Dark One’s Blessing. When Moltkar reduces a hostile creature to 0 hit points, he gains 21 temporary hit points. Dark One’s Own Luck (Recharges after a Short or Long Rest). Moltkar can call on his patron to alter fate in his favor. When he makes an ability check or a saving throw, he can use this feature to add a d10 to his roll. He can do so after seeing the initial roll but before any of the roll’s effects occur. Demon Skin Armor. This is a +2 studded leather armor made from the skin of Moltkar’s previous master. While wearing this, Moltkar has advantage on Charisma (Intimidation) checks. Fallen Ancestry. Moltkar has advantage on saving throws he makes against being poisoned. Fiendish Resilience (Recharges after a Short or Long Rest). Moltkar can choose one damage type when he finishes a short or long rest. He gains resistance to that damage type until he chooses a different one with this feature. Damage from magical weapons or silver weapons ignores this resistance. Hurl Through Hell (Recharges after a Long Rest). When Moltkar hits a creature with an attack, he can use this feature to instantly transport the target through the lower planes. The creature disappears and hurtles through a nightmare landscape. At the end of Moltkar’s next turn, the target returns to the space it previously occupied, or the nearest unoccupied space. If the target is not a fiend, it takes 10d10 psychic damage as it reels from its horrific experience. Mark of Sacrifice. Moltkar is covered with demonic lettering and his wings are heavily torn and damaged. These marks can be interpreted as a part of a religious sacrifice with a DC 15 Intelligence (Religion) check. Unholy Flame. If Moltkar’s marks are noticed and interpreted successfully by an evil cultist, it may want to help him with respect, kill him with jealousy or even want to serve him because of seeing him as a prophetic sign. Words of the Fallen (Recharges after a Long Rest). Moltkar can use this ability on a target which can hear him within 60 feet. The target must make a Wisdom saving throw or it is frightened for 1 minute. Innate Spellcasting. Moltkar’s innate spellcasting ability is Charisma. It can innately cast the following spells (spell save DC 18, +10 to hit with spell attacks), requiring no material components: Cantrips (at will): alter self 1/day each: circle of death, finder of death, power word stun Spellcasting. Moltkar is a 16th-level spellcaster. His spellcasting ability is Charisma (spell save DC 18, +10 to hit with spell attacks). He regains all expended spell slots when he finishes a short or long rest. Moltkar knows the following warlock spells: Cantrips (At Will): chill touch, eldritch blast, fire bolt, prestidigitation, ray of frost, shocking grasp, true strike 1st - 5th level (3 5th level slots): banishment, blight, burning hands, conjure elemental (1/long rest), dispel magic, fireball, fire shield, flame strike, hallow, hellish rebuke, hold monster, magic circle, scorching ray, vampiric touch ACTIONS Malice Hammer (+2 warhammer). Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) bludgeoning plus 3 (1d6) fire damage. On a natural roll of 19 – 20, the weapon will stun angels and fiends unless they succeed on a DC 20 Constitution saving throw. Chill Touch. Ranged Spell Attack: +10 to hit, range 120 ft., one target. Hit: 13 (3d8) necrotic damage, and It cannot regain hit points until the start of Moltkar’s next turn. Undead targets also have disadvantage on attack rolls against Moltkar until the end of Moltkar’s next turn. Eldritch Blast. Ranged Spell Attack: +10 to hit, range 300 ft., multiple targets. Hit: 10 (1d10 + 5) force damage. When Moltkar hits a creature with an eldritch blast spell, he can push the creature up to 10 feet away from him in a straight line. The spell creates three beams which can be directed at the same or multiple targets. A separate attack roll is made for each beam. Fire Bolt. Ranged Spell Attack: +10 to hit, range 120 ft., one target. Hit: 16 (3d10) fire damage. A flammable object hit by this spell ignites if it is not being worn or carried. One with Shadows. When Moltkkar is in an area of dim light or darkness, he can become invisible until he moves or takes an action or a reaction. Ray of Frost. Ranged Spell Attack: +10 to hit, range 60 ft., one target. Hit: 13 (3d8) cold damage and its speed is reduced by 10 feet until the start of Moltkar’s next turn. Shocking Grasp. Melee Spell Attack: +10 to hit, touch, one target. Hit: 13 (3d8) lightning damage. Moltkar has advantage on the attack roll if the target is wearing armor made of metal. On a hit, the target cannot take reactions until the start of its next turn.


379 Silvesky Silvers The power over life and the ability to bring life back should be taken from the divine and given to those who actually die themselves… Silvesky Silvers is a human male who looks to be in his 60s. Due to his constant experimenting on his own body, he is covered in scars and has deformed flesh that he hides by wearing heavy robes. He has a fairly weak body, which he sustains with potions of his own creation. His greatest desire is to find a way to acquire the ability to revive the dead from the domain of the gods. Silvesky aims to accomplish this by using forbidden alchemy. Silvesky’s Story Silvesky has always been fond of the magic arts but he never had any aptitude in it. He was denied entry at every academy he applied to, and he lost hope until he learned of a new type of magic called alchemy. With alchemy, he enhanced his vision in the dark by applying eye drops, succeeded at creating the effects of the fireball spell after a series of experiments made on alchemist’s fire, and had other significant accomplishments. After 36 years of training, although he was successful at imitating the effects of even the most powerful spells, he was still having problems in recreating the effects of divine magic. One day, he encountered a group of adventurers who hired a priest to resurrect their fallen comrade. This led him to pursue the art of the flesh and of healing. He decided that bringing the dead back and healing the wounded must not only belong to the divine! To work on his craft and experiments, Silvesky needed a proper place. Since it is hard to track kidnappings in big cities and because they have “bodies” to experiment on, he built a laboratory in one of them. He discovered a ritual that can grant a semi-live state to the flesh, creating a golem made of flesh. He conducted the ritual on several different subjects and created several golems. However, the rituals had some mishaps. The spirit of one of the subjects haunted Silvesky and started to whisper in Silvesky’s ear, slowly driving him mad. Also, the golem created from her body started to destroy other golems and absorb their flesh. This golem named Zii became a soft spot for Silvesky over the years, whom he continually adds parts to. Silvesky’s Goals Silvesky’s ultimate goal is to unlock the secrets of divine magic through alchemy and scientific process. Roleplaying Silvesky Silvesky has no desire to kill others. However, he constantly demands bodies to experiment on, which can lead others to commit evil acts. Also, he frequently asks others to eliminate necromancers and their cults, since they tend to use the bodies that Silvesky can use as well. He is especially friendly to commoners. He often tries to treat them well. However, Silvesky dislikes clerics and sorcerers. Medium Humanoid Human Neutral Evil Spellcaster


380 Silvesky Silvers Medium humanoid (human), neutral evil Wizard, School of Fleshwarping, Level 16 Armor Class 12 (silvesky’s cloak) Hit Points 88 (16d6 + 32) Speed 30 ft. STR DEX CON INT WIS CHA 8 (-1) 12 (+1) 14 (+2) 18 (+4) 16 (+3) 14 (+2) Saving Throws Intelligence +9, Wisdom +8 Skills Arcana +9, Deception +7, Insight +8, Medicine + 8, Persuasion + 7 Damage Resistances poison Senses passive Perception 13 Languages Celestial, Common, Infernal Level 16 A Life of Hardship. Silvesky has advantage on Charisma (Deception) and Wisdom (Insight) checks. Also, it makes his Constitution saving throws with advantage against poisons and diseases. Alteration Master. Alter self spell is already prepared for Silvesky. Also, the range of the spell is touch and he can cast it on two targets instead of one. An unwilling target must succeed on a Charisma saving throw. Self Warper. Silvesky can make little cosmetic changes to his body. He gains advantage on Charisma (Deception) checks after 1 minute of study of his own facial structure and muscle reactions. He can also use this feature to make changes in his hair length, hair color, eye color, or the shape of a particular small feature. For example, he can change his ears to resemble an elf’s ears. Silvesky’s Cloak. By using his cloak, Silvesky can cast blur spell without need to concentrate on the spell, twice per day. Also, once per long rest, as a bonus action, he can activate another feature of the cloak. When he does so, he must make a percentile roll. On a result of 40 or higher, he instantly completes a long rest. On a result of 39 and lower, he falls asleep for 8 hours. Only a wish spell can wake him up from this sleep. He chooses to use this feature if his hit points drop below 20. Spell Warping. While casting a spell, Silvesky can create one of the additional effects given below : • Advantage or disadvantage on attack rolls • Advantage or disadvantage on Strength, Dexterity, or Constitution saving throws • Advantage or disadvantage on Strength, Dexterity, or Constitution ability checks • Advantage or disadvantage on initiative rolls • +10 ft. or -10 ft. movement speed • +1 or -1 AC • Blinded or deafened conditions • The effects of enlarge/reduce spell He can affect 3 targets at a time and can keep these effects active with his concentration (as if concentrating on a spell) up to 1 minute. He can use this feature thrice. He regains all expended uses after he finishes a long rest. Spellcasting. Silvesky is a 16th-level spellcaster. His spellcasting ability is Intelligence (spell save DC 17, +9 to hit with spell attacks). Silvesky has the following wizard spells prepared: Cantrips (at will): acid splash, blood curse*, fire bolt, ray of frost, shocking grasp 1st level (4 slots): blood spear*, dragon cage*, shield, pinpoint* 2nd level (3 slots): flesh of shadow*, misty step 3rd level (3 slots): blood jump*, counterspell, lightning bolt, ravaging plague* 4th level (3 slots): curse of the fiend*, fire shield, murder darkness* 5th level (2 slots): avenging armor*, blood to acid*, wall of acid* 6th level (1 slot): chain lightning, disintegrate, eye in the mirror* 7th level (1 slot): finger of death, shape of brutality* 8th level (1 slot): maze, unholy clamp* ACTIONS Cane. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: (1d8 - 1) bludgeoning damage. Whatever is in His Pockets. Ranged Weapon Attack: +6 to hit, reach 60 ft., one target. Hit: 10 (2d8 + 1) damage. To determine the damage type, you can roll a 1d6 (1-fire, 2-cold, 3-acid, 4-lightning, 5-necrotic, 6-piercing).


381 Of course my dear friend, I will help you take your vengeance. Vengeance is the truest form of purpose that must be forged in the purifying flames. Sukaris is a gaunt-looking man with ashen skin and long white hair in a pony-tail. His face is clean-shaven and his dark eyes almost sparkle with the flame of hate. He wears a blackened robe with a red trim. He has skulls on his armor. He carries his God’s holy symbol, which is his wife’s flaming skull enchanted with the continual flame spell, on the plate. Sukaris’ Story Khalis Barris was an acolyte of a good god. He was training to become a priest and he led a happy life with his wife and daughter. One day, he and his family were attacked by a group of evil cultists who took him and his family hostage. He prayed to his god for help but the cultists only became more enraged. He prayed to his god, but instead of his god, another being came to him. In his mind, he saw a humanoid of shadow and flame. It spoke to him. “Your god does not care about you. Swear to me and I’ll save you from this.” Khalis refused the offer and the being grinned and vanished. And he screamed out as his family was killed. He looked at their lifeless bodies and his anger grew. He called out to the shadowy being. “You were right! I was wrong! Please allow me to take my vengeance and I will serve you!” He realized this decision cost him, as his visage had changed. He had become the first acolyte of this new God Del’Shazim. He was forced to use his wife’s skull as part of his holy symbol as well as a new name, Sukaris. Sukaris’ Goals Del’Shazim is a god of vengeance and fire, and his alignment is lawful evil. He gains power as the mortals pray to him for help, to take their vengeance. Fire depicts the purity within vengeance. Sukaris was tasked by Del’Shazim to spread his teachings over the land. He often helps people take their vengeance. Sukaris believes that the cult must grow. He thinks he is destined to lead this cult. He will sacrifice anything to keep this certain. He is a man of great pride, and his love of manipulation of the followers and potential converts make his goals achievable. Roleplaying Sukaris Sukaris is a man of great patience and foresight. He thinks of life as a game of chess, making many plans to accomplish his goals. He always has a getaway plan and will sacrifice all others to ensure his escape. He is obsessed with the cult and he tries to make the cult more powerful no matter what. He also does not question the superiority of Del’shazim. In battle, he usually has the upper hand. He sets traps and attempts to coerce his foes to influence one another. He uses his followers, magic, and especially fire to take revenge, overwhelm, and conquer. Sukaris High Priest of Del’Shazim Medium Humanoid Human Lawful Evil Spellcaster


382 Sukaris - High Priest of Del’Shazim Medium humanoid (human), lawful evil Cleric, Corrupted Domain, Level 16 Armor Class 16 (breastplate and shield) Hit Points 72 (16d8) Speed 30 ft. STR DEX CON INT WIS CHA 10 (+0) 10 (+0) 10 (+0) 10 (+0) 18 (+4) 14 (+2) Saving Throws Wisdom +9, Charisma +7 Skills History +5, Insight +9, Persuasion +12, Religion +5 Damage Resistances fire Senses passive Perception 14 Languages Common, Infernal Level 16 Corrupted Initiate. Sukaris can use the Corrupted Initiate (p.39) feature. He has 20 corruption points. Also, he uses d8 instead of d6 while using this feature. Corrupting Existence. Sukaris can share one of his domain spells (p.38) Cult Leader. Sukaris can examine a follower of his cult or a fellow party member’s faith. After a dialogue that lasts more than 1 minute, he has the ability to determine if the follower or the fellow party member has committed an act against Del’Shazim’s religious beliefs within the last day. He can also cast the zone of truth spell once per long rest (spell save DC 15). Divine Intervention (1/Week). Sukaris can use the Divine Intervention feature. He needs to roll 16 or lower to successfully use this feature. Evil Paragon (Recharges after a Long Rest). As a bonus action or reaction, Sukaris can encourage ally creatures or condemn hostile creatures within 15 feet of him, granting them advantage or disadvantage on their next saving throw against a mind-affecting ability or spell. Mantle of Spell Resistance. Sukaris wears a mantle of spell resistance. He has advantage on saving throws against spells while he wears this cloak. Mark of Evil. Sukaris carries the mark of Del’Shazim. He has advantage on Charisma (Deception, Persuasion) checks he makes against evil creatures and has disadvantage on these checks he makes against good creatures, if they see the mark. Also, his attacks deal an additional 1d6 necrotic damage to good-aligned creatures. Necklace of Adaptation. Sukaris wears a necklace of adaptation. While wearing this necklace, he has advantage on saving throws made against harmful gases and vapors (such as cloudkill and stinking cloud effects, inhaled poisons, and the breath weapons of some dragons). Ring of Mind Shielding. Sukaris wears a ring of mind shielding. While wearing this ring, Sukaris is immune to magic that allows other creatures to read his thoughts, determine whether he is lying, know his alignment, or know his creature type. Creatures can telepathically communicate with him only if he allows it. He can use an action to cause the ring to become invisible until he uses another action to make it visible, until he removes the ring, or until he dies. If he dies while wearing the ring, his soul enters it, unless it already houses a soul. He can remain in the ring or depart for the afterlife. As long as his soul is in the ring, he can telepathically communicate with any creature wearing it. A wearer can’t prevent this telepathic communication. Sacrifice Master (Recharges after a Long Rest). After investigating a sacrificial site in detail for 10 minutes, Sukaris can understand how many creatures were sacrificed, how many made the sacrifice, what spells were cast, and which tools were used. Also, he can perform a 30-minute ritual to sacrifice a creature. As a result, he can give himself or an ally within 15 feet of you a sense of bloodlust. The damage dealt by the affected creature’s melee weapon attack increases by 1, and the creature gains advantage on Strength and Constitution checks and saving throws for 1 hour, or he can regain an expended spell slot of a level equal to or lower than half of the sacrificed creature’s Hit Dice. Spells of Corruption. When Sukaris casts a spell of 1st level or higher to damage any creature, he can spend corruption points and the damage of the spell increases by the spell level + the corruption points spent. When he uses this feature, he can use maximum 5 corruption points. Spellcasting. Sukaris is a 16th-level spellcaster. His spellcasting ability is wisdom (spell save DC 17, +9 to hit with spell attacks). He has the following cleric spells prepared: Cantrips (at will): guidance, nazar*, resistance, sacred flame, thaumaturgy 1st level ( 4 slots): bless, command, detect evil and good, detect magic, villainous rage* 2nd level (3 slots): crown of tyranny*, ethereal hang*, ray of enfeeblement, silence, warding bond 3rd level (3 slots): alter alignment*, detonate corpse*, rotball*, spirit guardians, stinking cloud 4th level (3 slots): burst of corruption*, blight, deadly ward-area*, freedom of movement, murder darkness* 5th level (2 slots): cloudkill, conjure corruptive mass*, flame strike, foul feast* 6th level (1 slots): word of recall 7th level (1 slots): fire storm 8th level (1 slots): malign benevolence* ACTIONS Attack. Mace: +5 to hit, reach 5 ft., one target. 4 (1d8) bludgeoning damage. Channel Divinity: Profane Light (Recharges after a Long Rest). Each good creature that can see or hear Sukaris within 30 feet of him must make a DC 17 Wisdom saving throw. On a failed saving throw, a target creature is frightened for 1 minute or until it takes any damage.


383 n this part of Corpus Malicious, you will read about Dark Monarchs who are true emissaries of evil. There are six of them in this book, and each Dark Monarch represents a different evil aspect. In addition to their arts, stories, goals, roleplaying tips, and stat blocks, you will also find very detailed organizations founded by or for each of them. All Dark Monarchs are perfect candidates for being the grand-villain of a campaign, and there are enough detail about them to be put easily in a game. We would also like to thank again to our Dark Monarch backers for providing us with such magnificent villains. Here is a brief list of Dark Monarchs, explaining small details about them: Dark Monarch Name Description Alignment Challenge Archimedes A doppelganger masterassassin who strives for godhood and immortality. Also, the leader of the Crimson Blades, a highly professional assassin organization Lawful Evil 21 Balthazar A powerful archdevil who seeks “interesting” mortals to entice them into making diabolical contracts, gathers souls and followers for the Order of Shackled Souls, which is a cult dedicated to himself Lawful Evil 21 Darius A unique undead who battles deities and their followers, and who corrupts divine artifacts with the help of the members of his cult, The Chosen, and with a very special ritual known only to him Lawful Evil 21 Dark Demorge A very powerful tiefling sorcerer who wants to create a utopia in which all types of spellcasters can live freely, and the ruler of Libra Magica, a kingdom ruled by spellcasters Neutral Evil 21 Krampus An evil and powerful fey who roams the world with his army and who seeks fun, feeding on the life force of those unlucky enough to encounter him Lawful Evil 21 Meric Ellyon A fallen angel who leads civilizations into chaos and rebellion with the help of the Arbiters of Suffering, only to act as the voice of reason in the rebellion’s aftermath to seize control and to bring true order Lawful Evil 21 I Dark Monarchs


384 Archimedes This hooded, cloaked figure aerating evil beyond anything imaginable is standing tall with agile and strong physic. His intimidating presence and confidence strike fear into most, without even hearing his deep voice. He is an assassin sprung from the belly of the underworld, striving for power and godhood. He wields a set of twin scimitars with devastating necrotic powers, which he keeps woven into the straps on his leather chest plate easy to access and serving a warning to those who dare take harm at him. As he wears his assassin armor, it’s difficult to distinguish the sheer bulk of his being as his fearsome outline melts into the shadows dominating any room he enters. Archimedes’s Story Sleeping on cobbled cold, wet streets, with a small amount of hay if he were lucky, is a story reminiscent of many lowly children brought up in the dark city where Archimedes once lived. His parents were unknown, although many now believe may be of a higher plain. He had always strived to take care of himself and his brother, Scarwing, for as long as he could remember. With no memory of ever feeling wanted by anyone, he was hardened to most circumstances and saw a daily struggle as just a fact of life. He knew no different. Providing for himself and his brother, Archimedes was forced to steal, the food they had barely kept them alive. It would have been far easier to just take care of himself, but his brother Scarwing was his only relative and friend. Shielding him from the evil and hatred that ran amok on the streets, Scarwing saw very little of the darkness that many people seemed capable of. Baring the brunt of it all himself, Archimedes cared for his brother in the only way he knew how. Quite a team they had become. Scarwing proved to be quite the thief; watching his brother all this time meant he perfected the tactics used and had quite the memory for all things shady and underhand. Archimedes’s way was much more of a brute force, using his strength and fearful appearance to gain all that he and his brother needed. The terrible things he had seen as a child left him numb to most human emotions. The brothers passed from master to master, running errands and doing there bidding until they came of age. Predictably Scarwing charmed his way into the thieves guild, and Archimedes was commandeered by the assassins guild. His passionate way to turn off emotions to all but Scarwing proved curious to them all. There he met a fellow soul, a soul even colder than his. But with even this as the case, he and ‘Thanecross’ became a duo of evil. A friendship of convenience to most looking in, but there was a connection the two couldn’t shake; they had each other backs and a mutual understanding. The evil presented at Archimedes’s feet as a child continued through to his adulthood, being forced into the dark web of intrigue that was the underbelly of any city hardened him further. Without these emotions and considerations, he became more and more fearsome. There was no reasoning. It was his way or no way. Thanecross lost his way, his evil ways exuded from him permanently, the reckless use of his weapons and tongue drew the guild elders’ attention. By breaking most of the guild rules, he found himself as the


385 Archimedes Medium humanoid (doppelganger), lawful evil Armor Class 25 (assassin’s shadow armor) Hit Points 212 (25d8+100) Speed 30 ft., 60 ft. fly (while in darkness) STR DEX CON INT WIS CHA 15 (+2) 20 (+5) 18 (+4) 18 (+4) 18 (+4) 14 (+2) Saving Throws Dexterity +12, Intelligence +11, Wisdom +11 Skills Acrobatics +12, Deception + 9, Sleight of Hand +12, Stealth +19, Intimidation +9, Investigation +11, Condition Immunities paralysed, restrained Senses darkvision 60 ft., blindsense 20 ft., passive Perception 14 Languages Common, Elvish, Thieves’ Cant Challenge 21 (33,000 XP) Alert. Archimedes can’t be surprised while he is conscious. Assassinate. Archimedes has advantage on attack rolls against any creature that hasn’t taken a turn in combat yet; in addition, any attack made by Archimedes against this creature during a surprise round is automatically counted as a critical hit. Cunning Action. As a bonus action on Archimedes’s turn, he can take the Dash, Disengage, or Hide actions. Death Strike. When Archimedes attacks and hits a creature that is surprised, the creature must make a DC 19 Constitution saving throw. On a failed save, double the damage of Archimedes’s attack against the creature. Elusive. No attack roll has advantage against Archimedes while he isn’t incapacitated. Also, while in darkness, Archimedes can only be tracked by magical means. Evasion. When Archimedes is subjected to an effect that allows him to make a Dexterity saving throw to take only half damage, Archimedes instead takes no damage if he succeeds on the saving throw, and only half damage if he fails. Reliable Talent. Whenever Archimedes makes an ability check in the skills section, he can treat a d20 roll of 9 or lower as a 10. Slaughterer. When Archimedes drops a creature to 0 hit points, he can make an additional weapon attack to a creature within 30 feet of him. Sneak Attack. Once per turn, the Archimedes deals an extra 14 (10d6) 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 Archimedes that isn’t incapacitated, and Archimedes doesn’t have disadvantage on the attack roll. Innate Spellcasting. Archimedes can cast the darkness spell at will. Archimedes can see through the darkness spell. ACTIONS Multiattack. Archimedes makes two melee weapon attacks with his twin vampiric scimitars. Also, as a bonus action, he can choose to make one additional attack with the vampiric scimitars, or make one teleporting strike. +4 Twin Vampiric Scimitars. Melee Weapon Attack: +16 to hit, reach 5 ft., one target. Hit:12 (1d6 + 9) slashing damage plus 7 (2d6) necrotic damage. The target must make a DC 19 Constitution saving throw. On a failure, the target’s hit point maximum is reduced by an amount equal to the necrotic damage taken, and Archimedes regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. Teleporting Strike. Ranged Weapon Attack: +16 to hit, reach 60 ft., one target. Hit: 12 (1d6 + 9) slashing damage plus 7 (2d6) necrotic damage. The target must make a DC 19 Constitution saving throw. On a failure, the target’s hit point maximum is reduced by an amount equal to the necrotic damage taken, and Archimedes regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. REACTIONS Vengeful. Archimedes is eager to take revenge from a creature that caused him harm. When a creature makes a critical hit against him with an attack, or when it makes a successful attack against him with an attack roll that has advantage, Archimedes can make a weapon attack against that creature as a reaction. Uncanny Dodge. When an attacker hits Archimedes with an attack, he can use his reaction to halve the attack’s damage against him. LEGENDARY ACTIONS Archimedes 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. Archimedes regains spent legendary actions at the start of each turn. target given to Archimedes as the final test for his initiation. The day Archimedes used a scimitar to slit his friend’s throat slowly was the day Archimedes became the most feared assassin in the city; his reputation was built on fear and evil, just as he always wanted. Archimedes’s Goals Archimedes always strives to achieve immortality or godhood. He does not care for the life of others, nor he deals with other’s petty squabbles. He makes deals that would always benefit him more than the other party. Roleplaying Archimedes His smooth, slow actions in movement give the appearance of almost gliding, shrouded in mystery. The assassins’ black outfit allows people to see very little of his face, meaning reading any form of expression is very difficult. Speaking in his calm, firm tone, Archimedes has very little time for anything that does not help him reach his goals. He will not negotiate; if someone has something he needs, he will take it. He does not threaten; he acts. The air around him portrays an aura of heavy fear; his personality seems to be missing and has been replaced with something else, something bad…


386 Attack. Archimedes makes one attack with his twin vampiric scimitars. Cast a Spell. Archimedes casts the darkness Spell centered on himself. Move. Archimedes moves up to his speed without provoking attacks of opportunity and regains the use of his reaction if it has been spent. MAGIC ITEMS Assassins Shadow Armor. This armor sets Archimedes’s AC to 20 + Dexterity modifier and grants the wearer the ability to teleport when making an attack and when sprouting wings in darkness, which grants Archimedes a 60 ft. fly speed. It also doubles the proficiency bonus for Dexterity (stealth) checks made while wearing the armor. Ring of Freedom Of Movement. Archimedes is subjected to the effects of the freedom of movement spell while wearing this ring. Archimedes is the head of The Crimson Blades; no one stands above him. While initiating the rise of this terrifying assassination guild, he clawed out a space for his organization with blood and fire and spared no mercy to any man or woman. He rules both the guild and the underbelly of the city with an iron fist, his word is adhered to far stronger than any law, and absolute obedience is demanded of his followers. Anyone daring to go against such an esteemed, yet fearful opponent will be rained upon with violence and indoctrination. Everybody knows about The Crimson Blades, and many whispers of guild accomplishments fall upon ears, but few believe it to be true. Only the most desperate ones seek out their services as there is no guarantee any interceptor will make it out from the audience alive. A trader of secrets, the Crimson Blade, knows the secrets of any person worth knowing. Those that have skeletons in closets protect themselves by feeding the guild with as much information as they can obtain. Archimedes suffers no fools, and currently, only 16 highly trained members are deemed worthy enough to be part of this brigade. Whilst it is dangerous, being a member of this guild comes with huge benefits, comforts, and financial rewards. Be fearful, this is a small yet mighty guild. History As a phoenix rises from the ashes, the guild was founded on a foundation of blood. First established by Archimedes when the previous guild he worked for was betrayed and killed by a rival. Archimedes slaughtered his way through the city, killing every assassin and cutthroat until he was the only one left in the dark city and its fearsome shadows. His deeds are whispered through the dark city’s alleyways, no one quite believes the rumors, and many feel they are almost too unreal to be true, almost a horrifying fairytale. He then began to build this organization from the ground up, recruiting only those deemed worthy enough to begin training. Watching the poor orphans and unwanted, living in the street’s gutters, he would whisk them away from their miserable existence. After first observing their perseverance, resistance, and ingenuity to survive a homeless winter on the darkest parts of the city’s deprived streets, he would set about offering them extensive training. Initiation was twofold, both to prove your worthiness and to eliminate those who had wronged you in the past. Using guild information, orphans often returned to those that had led them to the streets and eradicated them from this existence. The comforts and perks found by these children whilst training for the guild meant that they had a huge loyalty to the Crimson Blade and worshipped Archimedes like a father and a god. Goals and Activities Archimedes strives for true godhood and Immortality. This is reflected in their deeds and jobs that will lead closer and closer to this goal. Assassinating high cardinals, blackmailing lords of the land, seeking lost lore, and the crypts of ancient liches as payment for their services. The Crimson Blades seek to have the fingers in as many pies as possible; little happens in the dark city without the guild knowing about it. Anyone seeking highly sought after information might be able to get some direction for the right amount of gold, but all is not available for money, and those seeking out the guild members and the expensive information or assistance might leave with owing more than just gold. Assassinations are highly tactically planned. The Crimson Blades are far more superior than random, unthought killing sprees, and will move through to their target’s demise with smooth precision and decadence. An assassination generally takes one, but those that require more work, diversions, or skill could require the use of 2, 3, or even more members of the guild. Headquarters Everybody in the underbelly of the city knows where The Crimsons headquarters is but few dare seek it out. The mediocre building would not cause a stranger’s head to turn, fitting perfectly in with the street. It’s not until one enters and would be surprised by its opulent wooden staircases, thick Persian carpets, and carved wooden gargoyles, and black forged chandeliers. A definite feel of luxury... Housing all of the guild members, it’s a far cry from the cold cobbled streets they once slept on. Managed mostly by ‘Tuk,’ the Shadow Imp, the headquarters also have the whole cellar/basement dedicated to the members’ training, their health and ability are of paramount importance. As well as the guild vault harbors all kinds of The Crimson Blades


387 treasures whose access is only available to both Archimedes and Tuk. Tuk and his relationship to Archimedes are shrouded in mystery, very clear in his deep devotion to Archimedes. No one is quite sure how or when this came about. Managing every aspect of the Guild, even those requesting audience would only be granted it with the Imp who would decide if it would go any further. Entering the dark, dimly lit room, only he would be visible. Others may be there; you would never know. Anyone can walk right up to the door and walk in; there are no restrictions or barriers; however, they must be sure and clear on the job they have in hand else they just might not walk out of that building again. Time wasters are never seen from again; if one walks in and doesn’t accept whatever they ask for completing the job, the person is never heard for again; only the most depraved and desperate seek out The Crimson Blade, for they need to have nothing left to lose if you seek their services. Initiation/Membership The Crimson Blade recruits only young orphan children taking promising students from the streets good or bad, and training them from a young age to be ruthless killers instilling in them a pure hatred for their former guardians. Before becoming a full member of The Crimson Blade, their last task is to brutally murder their former guardians, dragging them out into the light of day and murdering them on the streets not all succeed in this task any who balk at the task or die during the process are cast out. There is no room for sentiment in The Crimson Blades. Leaders Archimedes is The Crimson Blade. He is the beginning, the middle, and the end; he is seen as a god among the folk. His small cadre of followers will follow him to the ends of the plains and beyond if need be. Once a goal has been set for them by Archimedes, they will complete it or die; there is nothing in between. Plot Hooks It is said that Archimedes keeps a soul shard within his guild housing, a terrifying soul captured from someone considered to be his previous partner and only true friend except his brother. A terrifying evil that should never be unleashed. Also, it is a well-known fact that a thief called Scarwing, Archimedes’ only brother, is trapped in the vaults of time. For someone so solid, when he feels love for his brother is the only time you can see that Archimedes is human. Mentioning his brother’s name will certainly obtain his attention, which ensures one has good information about Scarwing; however, Archimedes will likely want to use the information to find him. Should it be false, the punishment would be dire.


388 Balthazar Don’t let Balthazar’s charm and amiability fool you. As an archdevil, he is vain, manipulative, and utterly malevolent. He is fond of wandering the many planes of existence, making diabolical contracts with the desperate, the cruel, and, in particular, those he deems ‘interesting’. Balthazar stands at six feet tall with a slender build, sun-bronzed skin, and classically handsome features. He has a head of jet-black hair that he keeps swept back off his face along with a neatly trimmed goatee and sideburns. Deep red eyes sit within the grey sclera, his ears are long and pointed, and his nails claw-like. Behind him, a long, black fur-covered tail idly sways, and when he flashes you a devilish smile you can make out sharp canines and incisors. He is impeccably dressed in fine clothes that wouldn’t be out of place on the wealthiest of mortals, and all around him, an unnatural chill permeates the air. Balthazar’s Story Balthazar clawed his way up the ranks of power and established himself as an archdevil long ago. Since then, he has spent much of his time traveling the many planes of existence, tempting mortals into making contracts with him so that they can carry out his bidding during life and he can claim their souls upon their death. On first impressions, Balthazar seems to enjoy interacting with mortals and establishing himself as a friend when you need one. However, in reality, his amicable nature is nothing but a facade used to beguile mortals into trusting him in the hope that they will eventually enter into a diabolical contract with him. Over the centuries, a cult emerged made up of those who had sold their souls to the archdevil who called themselves The Order of Shackled Souls. Balthazar regularly makes use of this group of devout followers to make them perform favours for him and to seek out potential contracts. Balthazar’s Goals Like other fiends, Balthazar desires nothing more than to entice mortals into making a diabolical contract with him. While the archdevil does have numerous underlings who aid in making contracts and collecting souls for him, he prefers to approach those he finds ‘interesting’ in person as he enjoys adding what he calls ‘a personal touch’ to the proceedings. Balthazar is known to appear throughout the planes of existence offering diabolical contracts to the downtrodden, the wicked, and those he deems ‘interesting’. For Balthazar, ‘interesting’ can mean a number of things such as those with unusual histories and remarkable talents, to people with unbridled ambition or a lust for power. Roleplaying Balthazar Balthazar knows how to beguile those he interacts with to get them to trust him. He is well-spoken, charming, quick-witted, and is especially fond of sarcasm when appropriate. He is quick to establish himself as a useful friend to have to those he takes an interest in. Once he has made contact with a person of interest and sees that they are responding well to him, he will offer advice, knowledge, and occasionally items in return for carrying out three morally questionable favours that become increasingly more malevolent in nature. Once someone has completed the tasks, Balthazar will offer a contract in exchange for something the mortal desires along with the promise of magical gifts and future rewards in return for their soul and unquestioning loyalty. Balthazar detests things not going his way and doesn’t take kindly the word ‘no’ coming from anyone he has made a contract with. Should anyone refuse to follow his instructions, he will offer them one chance to change their mind, if they do not, he is quick to become hostile by causing them pain, making spiteful remarks, and taking back anything he has given.


389 Balthazar Medium fiend (devil), lawful evil Armor Class 18 (natural armor) Hit Points 250 (20d8 + 160) Speed 30 ft., fly 60 ft. STR DEX CON INT WIS CHA 17 (+3) 18 (+4) 26 (+8) 20 (+5) 22 (+6) 25 (+7) Saving Throws Intelligence +12, Wisdom +13, Charisma +14 Skills Deception +14, Persuasion +14, Perception +13 Damage Immunities fire, poison Damage Resistances cold, necrotic; bludgeoning, piercing, and slashing from nonmagical attacks that aren’t silvered. Condition Immunities charmed, frightened, exhaustion, poisoned Senses truesight 120 ft., passive Perception 23 Languages all, telepathy 120ft. Challenge 21 (33,000 XP) Legendary Resistance (3/Day). If Balthazar fails a saving throw, he can choose to succeed instead. Magic Resistance. Balthazar has advantage on saving throws against spells and other magical effects. Innate Spellcasting. Balthazar’s innate spellcasting ability is Charisma (spell save DC 22). He can innately cast the following spells, requiring no material components: At will: alter self, detect thoughts, fireball, invisibility 3/ day each: command, scorching ray, fire shield Magic Weapons. Balthazar’s weapon attacks are magical. Regeneration. Balthazar regains 20 hit points at the start of his turn. If he takes radiant damage, this trait doesn’t function at the start of his next turn. Balthazar dies only if he starts his turn with 0 hit points and doesn’t regenerate. Spellcasting. Balthazar is a 20th-level spellcaster. His spellcasting ability is Charisma (spell save DC 22, +14 to hit with spell attacks). He has the following warlock spells prepared: Cantrips (at will): abating bolt*, blood curse*, chill touch, eldritch blast(4 beams) 1st level (4 slots): charm person, hellish rebuke 2nd level (3 slots): evil mark*, mirror image 3rd level (3 slots): heart grasp*, terrorizing gaze* 4th level (3 slots): banishment, blight 5th level (3 slots): curse of the primordial*, hold monster 6th level (2 slots): circle of death 7th level (2 slots): etherealness 8th level (1 slot): feeblemind 9th level (1 slot): foresight ACTIONS Multiattack. Balthazar conjures his magic longsword, Swift Terror, and makes two attacks with it. Swift Terror. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage and an additional 10 (4d4) psychic damage. The target must succeed on a DC 15 Wisdom saving throw or it is frightened until the end of its next turn. LEGENDARY ACTIONS Balthazar takes 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Balthazar regains spent legendary actions at the start of his turn. Cantrip. Balthazar casts a cantrip. Teleport (Costs 2 Actions). Balthazar magically teleports, along with any equipment he is wearing or carrying, up to 120 feet to an unoccupied space he can see. Cast a Spell (Costs 3 Actions). Balthazar casts a spell. Diabolical Influence (Costs 3 Actions). Balthazar targets one creature and attempts to charm the creature. The creature must make a DC 21 Wisdom saving throw or is charmed for 1d6 turns. Balthazar decides how the target acts while under his influence. While the target is charmed, Balthazar has a telepathic link with it and the target will do its best to carry out his instructions. Each time the target takes damage, it can repeat the Wisdom saving throw against the spell. If the saving throw succeeds, the spell ends. Over the centuries, a cult formed around Balthazar known as The Order of Shackled Souls. Often shortened to ‘The Order’, this particular cult comprises those who devoted themselves to serving the archdevil. Members of the cult in its various forms can be found across the many planes of existence and they desire nothing more than to carry out Balthazar’s wishes and spread his influence in the hope of receiving rewards from him. Each branch of the cult can be found within lavish estates where its members indulge in deviant, decadent, and diabolical activities. The Order itself is jointly run by a High Priest and Priestess who are responsible for overseeing over religious services, providing Balthazar with regular sacrifices, and making sure that other cultists carry out the archdevil’s orders and entice others into joining the cult. History The Order of Shackled Souls has existed for centuries and variations of the cult have appeared across the many planes of existence. Balthazar founded each branch of The Order by assigning two of his loyal servants the titles of High Priest and Priestess whose duties are to serve the archdevil, spread his influence, The Order of Shackled Souls


390 and bring others into the cult. Consequently, The Order is made up of those who have formed diabolical contracts with Balthazar or his many underlings. These cultists are utterly devoted to serving the Archdevil in life, all of them motivated by the benefits of having him as their patron. Goals and Activities The Order has three primary goals: To spread Balthazar’s influence far and wide, to serve the archdevil without question, and to offer the fiend as many souls as they can either through enticing people to join the cult or through sacrifices. Ceremonies and sacrifices are held on a regular basis as a fealty offering to the archdevil. Cultists are often sent to scout out potential members and should they find someone suitable, they will either invite them to discuss the benefits of joining with Balthazar, one of his subordinates, or the High Priest/ Priestess. Members of The Order partake enthusiastically in sacrifices and carrying out Balthazar’s wishes in the hope that they will receive benefits from pleasing their master, namely wealth and power in life. Headquarters Despite its nefarious activities, The Order of Shackled Souls’ headquarters can be found within large, lavishly decorated estates. These spacious buildings are purchased with money conjured by the archdevil and provide a comfortable home for the cult’s High Priest and Priestess as well as a number of its highest-ranking, most dedicated members. These estates also serve as a cover for the cult’s diabolical deeds; they always come with a sizable cellar or attic that is used to perform ceremonies and sacrifices and a garden large enough to aid in the disposal of bodies. Initiation/Membership In order to join the cult, aspiring members must prove their loyalty by completing Balthazar’s three tasks which are: stealing an item for the cult, killing to claim souls, then finally sacrificing an innocent in Balthazar’s name. The archdevil offers an incentive to complete each of his tasks by offering a reward for each one completed that can come in the form of money, items, or information. Upon completion of the final task, a diabolical contract is offered with the promise of continued devoted servitude resulting in numerous awards including magical gifts. Those who agree to enter into a contract with Balthazar are then marked with a magical tattoo that resembles a circle of chains around their wrists that cannot be hidden by spells that alter the person’s appearance. Those who join the ranks of The Shackled Souls are informed that there is only one rule that must be strictly adhered to: one must never refuse to carry out Balthazar’s instructions. Failure to obey this rule resorts in corporal punishment either by the High Priest and Priestess or the Archdevil himself. Leaders Iakton - A fiend and Balthazar’s right-hand man. He is similar to Balthazar in looks with a long fur-covered tail, pointed ears, deep red eyes, sharp canines, and claw-like nails, but unlike the archdevil, he is clean-shaven with a head of short blond hair. When Balthazar is unavailable, he sends Iakton on his behalf. Like all fiends, Iakton is capable of being charming, though, in reality, he is as cruel and manipulative as his master. Keres - An elf witch and High Priestess of The Order. Keres looks to be in her late thirties but is over one-hundred years old. She has a striking appearance with a slender build, lightly tanned skin, blue eyes, and black hair that she keeps in a braid over her shoulder. She loves the finer things in life and is always seen in the most expensive clothes money can buy. She is a shrewd woman, controlling, and can be more than a little sinister. She doesn’t take kindly to sharing authority with another and as a result, her branch of the cult’s High Priest disappears or turns up dead at an alarming rate which Balthazar finds amusing. Cassian - A human warlock and High Priest of The Order. Cassian is a man in his early thirties with an average build, pale skin, green eyes, and dark brown hair that he keeps neatly cropped along with his goatee. Unlike his many predecessors, he has avoided clashing with Keres over how the cult is run which has kept him from disappearing thus far. Like Keres, Cassian revels in his decadent lifestyle and although he appears to be the friendlier of the pair, he is just as vain and conniving as her and has no qualms handling problems in a ruthless, often sadistic, fashion. Plot Hooks Balthazar appears to the party on their journey, offering his assistance in return for a favour later. The party encounters Keres, Cassian, and their entourage and is invited to pay a visit to their estate if they are interested in making a fortune and acquiring power. The party is given invitations in wax-sealed envelopes by a stranger asking them to meet with his master after they pique his interest. The wax seal has a circle of chains imprinted on it and the letter is addressed to each member of the party. Inside, Keres and Cassian promise a multitude of rewards should the group meet with their master.


391 Darius Darius is an adventuring hero who turned into an undead monster. Through his experimentations, he has been able to become something between a vampire and a lich. Due to his horrific appearance, Darius always wears his cloak, plate armor, and mask. Darius’ cloak appears to be a simple black fabric made of very expensive materials whose color is that of the darkest, blackest, starless nights. The armor is also black, but with gold trim and light ornamentations, it appears more regal. The mask is actually a helmet that covers his face. It is connected to a tough, blackened leather neck guard that runs from the helmet to his plate armor ensuring no skin is exposed. The helmet is covered in ornate, arcane carvings and runes while the mask shows an emotionless face with two large round horns protruding from his forehead, rounding up over the top of his head in a devilish manner. Darius’ Story Dareth Godwin was a young man with a great destiny. He was born to die and save the world. His father was a decorated military leader, and his mother was a renowned court wizard. Thanks to them, he had all the training and resources needed to grow up into a great hero. As he got older, Dareth learned much in the ways of leadership, combat, and magic. He surpassed his parents and became a hero of the realm. When the time came, and the world was in peril, Dareth, along with a party of other extraordinary individuals, sought out the gods and the fates themselves to learn what must be done to save everyone they held dear. They learned that their destiny was to die so the rest of the world could live, and while his party members were noble and valiant, Dareth was resentful. He did not understand why his life meant less than those who were weaker than him, and so he turned his studies towards the dark arts of necromancy and the manipulation of life and fate itself. When the time came for the final battle, and his teammates started laying down their lives to stop this ultimate evil, Dareth played his part. As the fight progressed, and his other team members died, eventually only Dareth, and this otherworldly entity was left to face each other. She offered him the choice: Stop fighting and live to watch the world die, or continue fighting and risk mutually assured destruction. Dareth wasted no time in casting one final spell. This spell, fueled by his life force, sealed this otherworldly entity away far beyond the reach of mortal or deity where only he knew the location. The spell being cast, Dareth Godwin died, just as the fates predicted. The people mourned Dareth and his party’s death, but eventually, life moved on, and everything went back to normal. Unbeknownst to the rest of the world, upon the death of Dareth Godwin, the arch-lich Darius was born, and he now had all the time he could want to plot his vengeance against the gods and the fates for their part in his untimely demise. Darius now experiments with the power of the flesh and soul to create other undead creatures. He gives his most loyal servants great power by transforming them into vampires, warlocks, or other creatures of that kind so that they might serve him more


392 effectively. Also, he grants them a taste of power so they will continue to follow him to get more. He’s been at work for thousands of years now and has no sense of stopping. He sees all gods as enemies of mortals and sees himself as their greatest champion in the fight to reclaim the future from the divine bondage they are all afflicted with. After ascending to lichdom, Darius bought a small quiet home to house his phylactery, a simple silver necklace with a small ruby hanging off it. The necklace was the last gift his betrothed gave him before she perished on the fateful quest that killed Dareth and birthed Darius. The home is a small country house made to be exactly like the homestead she dreamed of staying in if they survived the quest together. The phylactery is enchanted to appear nonmagical to all but the most intense magical investigations. It sits in a small jewelry box that contains a few other pieces of jewelry, all of which have sapphires enchanted with spells that are tied to the weapons and armor he wears. Darius enchanted to the home to be kept clean by unseen servants and then left it forever. He’ll only ever return if he’s killed and begins the process of rejuvenation at his phylactery. He has a fake phylactery buried deep in an underground vault at the bottom of a dungeon full of undead monsters that he makes sure to check on with regularity. It is a very ornate short sword that is enchanted to give off a powerful magical aura of the necromancy school and is for all intents and purposes appears to be a phylactery. His highest ranking lieutenants and closest confidants only know of the dagger. He has never spoken to anyone about the home. Darius’ Goals Darius wishes to see the gods brought low. He founded his cult of The Chosen to be his eyes and ears in churches, governments, businesses, cults, and everywhere else. When he picks a god that he deems to be too meddlesome in mortal affairs, he starts by locating as many of their devout as possible and keeping tabs on them. He finds every church and temple devoted to that god and begins targeting them for recruitment. When he is sure he’s taken every precaution, he launches a massive assault that is meant to capture as many members of the clergy and kill as many of the worshipers as possible. If the deity has an artifact, Darius does whatever he can do to obtain it and perform a ritual to corrupt it. The purpose of all of this is to slowly but surely weaken his foes. Once Darius is sure that the god is as weak as can be and has retreated to their home plane to hide and recover, Darius himself or people that he believes are competent enough to accomplish the task in his place will be sent to the plane to finish the god off using the corrupted artifact ensuring that the god is killed by which was once an item that could magnify its power and is now the instrument of its downfall. Divinity’s End (Ritual) Casting Time: 24 hours Components: Various numbers of sacrifices (see the text below for the details), an artifact tied to a divine being Requirements: The master of the ritual must be able to cast at least one 8th level spell Duration: Permanent Divinity’s End is a ritual that is seen as extremely heretical by divine beings. It is used to corrupt religious artifacts to force them to serve different purposes while preserving their powers. To conduct the ritual, the master of the ritual must walk 5 feet around the relic in circles for 24 hours and enchant it with magic that defies the gods. To complete the ritual, at least 1 cleric or paladin of the deity that the relic belongs to must be sacrificed. If the master of the ritual loses its concentration or stops walking, the ritual must be started from the beginning. The master of the ritual must make a concentration check at the start of each 4 hours. Any assisting casters can bring the number of checks that are needed to be made down by an hour per 2 assisting casters, to a minimum of 1 check for every 6 hours. The DC of the concentration checks is 30. The DC can be lowered by 1 for every 20 devout (non-divine casters that count themselves as followers of the deity the relic belongs to) and/or 10 clergies (divine spell casters devoted to the deity that the relic belongs to.) When the ritual is completed successfully, the relic is subjected to the following changes; • If a member of the relic’s previous deity’s clergy touches the relic, it takes 8d10 psychic damage due to the rejection of the spiritual energies within the caster and must succeed on an Intelligence saving throw against the relic’s spell save DC or be stunned for 1 minute. It can repeat the saving throw at the end of each of its roundsi ending the effect on a successful save. • When a member of the relic’s previous deity’s clergy or the deity itself is targeted by a spell that is cast by a spellcaster that is carrying the corrupted relic, the spellcaster can choose to increase the DC of the spell by 3, increase its spell attack bonus by 2, or cast the spell by using a spell slot of 1 level higher while expending the original spell level of the spell. After Divinity’s End ritual is performed on the relic, the master of the ritual, and any direct assistants that took part in the ritual have a connection with the artifact. The master of the ritual may attune to the artifact using a single attunement slot. Any other artifacts that are corrupted by the same individual use the same attunement slot, allowing for multiple attunements to different artifacts. It is possible to restore the artifact to the divine it was previously connected to. To recover the relic, it must be taken to the realm of its owner deity and it must rest there for 1 year and 1 day as it bathes in the spiritual power. After the time has passed, the divine regains the control of the relic.


393 Darius Medium undead, lawful evil Armor Class 21 (+2 shadow armor of stalker*) Hit Points 255 (30d8 + 120) Speed 40 ft. STR DEX CON INT WIS CHA 18 (+4) 18 (+4) 18 (+4) 20 (+5) 14 (+2) 19 (+4) Saving Throws Dexterity +11, Constitution +11, Wisdom +9 Skills Arcana +12, Insight +9, Persuasion +11, Stealth +18, Thieves Tools +11 Damage Vulnerabilities radiant Damage Immunities poison; bludgeoning, piercing, and slashing from nonmagical weapons Damage Resistances cold, lightning, necrotic Condition Immunities charmed, exhaustion, frightened, paralyzed, poisoned Senses truesight 120 ft., passive Perception 12 Languages Common, Elven, Draconic, Dwarven, Infernal, Orcish, Undercommon Challenge 21 (33,000 XP) Cloak of Shadows. Darius can cast the invisibility spell at will as a 2nd level spell without using components or a spell slot and has the ability to take the Hide action as a bonus action. Regeneration. Darius regains 20 hit points at the start of his turn if he has at least 1 hit point and isn’t in running water. If Darius takes radiant damage or damage from holy water, this trait doesn’t function at the start of his next turn. Rejuvenation. If he has a phylactery, when Darius is destroyed he gains a new body in 1d10 days and regains all his hit points and becomes active again. The new body appears within 5 feet of the phylactery. Sneak Attack (1/Turn). Darius deals an extra 12d6 damage when he has advantage on the attack roll, or when the target is within 5 feet of an ally of Darius and he isn’t incapacitated and he doesn’t have disadvantage on the attack roll. Spider Climb. Darius can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Turn Immunity. Darius is immune to effects that turn or control undead creatures. Spellcasting. Darius is a 18th-level spellcaster. His spellcasting ability is Intelligence (spell save DC 20, +12 to hit with spell attacks). He has the following wizard spells prepared: Cantrips (at will): blood scythe*, mage hand, prestidigitation 1st level (4 slots): blood spear*, detect magic, pool of shadows*, protection from good and evil 2nd level (3 slots): dark knowledge*, detect thoughts, flesh of shadow*, mirror image 3rd level (3 slots): blood form*, counterspell, dispel magic, heart grasp* 4th level (3 slots): dimension door, disrupt* 5th level (3 slots): modify memory*, telekinesis 6th level (1 slot): disintegrate, instant summons 7th level (1 slot): plane shift, soul binding* 8th level (1 slot): feeblemind*, unholy clamp* 9th level (1 slot): wish ACTIONS Multiattack: Darius makes 4 melee weapon attacks, two with his abiding betrayal and two with his life’s balance. If Darius deals damage with all 4 attacks, he’s able to make another attack as a bonus action. Abiding Betrayal. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 13 (1d12 + 7) slashing damage and does an additional 4 (1d8) necrotic damage. Darius regains hit points at the amount of necrotic damage dealt. Life’s Balance. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 9 (1d4 + 7) piercing damage. LEGENDARY ACTIONS Darius 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. Darius regains spent legendary actions at the start of each turn. Cantrip. Darius casts a cantrip. Abiding Betrayal. Darius makes one attack with Abiding Betrayal. Shadow Leap (Costs 2 Actions). Darius can teleport from one shadow to another that is within 30 feet. Disrupt Life (Costs 3 Actions). Each non-undead creature within 20 feet of Darius must make a DC 20 Constitution saving throw against this magic, taking 21 (6d6) necrotic damage on a failed save, or half as much damage on a successful one. Roleplaying Darius Everything about Darius should exude power and presence. He speaks in an intense deep voice, and he speaks quietly. He expects people to listen to him and hates repeating himself. He is always blunt and to the point. He abhors liars. Darius would rather bribe than blackmail, but if it comes to making threats, Darius will always follow through. He means every word he says and demands respect. He only speaks to those that he believes are worth his time and so he’ll treat those he interacts with respectfully unless they are rude or aggressive to him. Darius is emotionless and efficient. He will allow his subordinates a single failure when they’re serving him before they’re eliminated and replaced with someone else who can do what is needed. If someone does something wrong in his presence, or he hears about a failure to perform, he’s often heard saying, “That’s one.” No one has ever survived two mistakes. Finally, Darius is all about manipulation. He will try to find the weaknesses in his enemies before he makes a move. He’ll use invisibility, disguises, scrying, or simply bribery but he’ll always expect to get any information. “Prove to me that you are undeniably loyal. After that, prove to me that you are irreplaceable. After that, prove to me that you will never fail, and you will enjoy a life as long and rich as you desire.”


394 The Chosen is a cult that is started and used by Darius to gain information, money, power, as well as anything else he wants. Its members consist of people from all kinds of titles and stations, as long as their motives can be used by Darius. On the other hand, for its members, it is like a family that watches out for all. This is true indeed, as the cult cares for themselves and they all gain influence and power. History The Chosen appears and disappears throughout time. They move from one city, country, or even plane to the next. Any specific records about The Chosen always seem to disappear mysteriously and people who try to investigate it always meet unfortunate accidents or suddenly decide to stop looking into them. The Chosen has a tendency to operate for long periods of time, hundreds to tens of hundreds of years before suddenly disappearing, and that many years can go by before they surface again. Goals and Activities The Chosen ultimately is a weapon against the gods. Darius uses his contacts to gain power, wealth, and information he will need to destroy deities. He searches for gods that seem particularly meddlesome in mortal affairs. After any powerful relics of the deity or other advantages are in possession, The Chosen is ordered to capture or kill all members of the target clergy or cult and destroy or desecrate all holy sites dedicated to that deity. Remnants that are dedicated to the deity are corrupted and ruined. When that god has no faithful left and its shrines and artifacts are corrupted or destroyed, Darius assaults the god on their home plane in an attempt to not only kill but utterly destroy its divine being. Whether he succeeds or fails, Darius will immediately go into hiding after attacking the god and wait for any repercussions of his actions to blow over. Headquarters The headquarters are wherever Darius is. He’ll usually situate himself in a location that allows for the easiest access to his many resources. Examples could be the castle of a king who either has become a Chosen themselves or maybe a member of the royal family has become part of The Chosen. They can also set up in an arcane college that houses particularly powerful mages, or they may masquerade within an existing guild. Wherever the headquarters currently is, Darius makes sure to destroy all traces of his stay once he makes his final move. Initiation/Membership Anyone suitable for becoming a Chosen goes through tests from simple to rigorous (or even blasphemous) to ensure they will be completely and utterly loyal. The final tests are always designed to test the initiate on a personal level. The initiate is asked to sacrifice something very dear to them. Any initiate that passes the final trial is given time, location, and a simple blank mask designed to protect their identity. If they should show up, they’ll find themselves with a group of other initiates for a ritual of membership. The ritual of membership consists of the initiates entering an arcane circle placed on the ground and subjecting themselves to the zone of truth spell during which they will be questioned about their intentions and loyalty to The Chosen and Darius. Darius always watches these rituals personally and makes full use of his true sight to examine each initiate while hidden to make sure that there is no deception, only revealing himself for the time of the blood bond. After this, Darius performs the ritual that bonds their blood, with all the members to give him complete assurance of their intentions and ability to contact anyone in the cult of The Chosen. Full members are given the secret passphrases “What have you chosen today.” and the answer “I have chosen my own destiny.” The Chosen’s Leaders The leaders of the organization are either people who have proven to be unfailingly loyal to Darius no matter what he has asked of them, or people who have indispensable resources available to them that Darius would like to use. Darius makes plans that can span for centuries. Thus, his inner circle usually consists of those turned into a vampire, a lich, or some other manner of undead transformation. Anyone that undergoes such changes is welcomed into Darius’ inner circle and becomes second only to Darius in authority over The Chosen. Plot Hooks for The Chosen Word of the characters’ exploits has spread and a dark, powerful being has taken a proposition for them. A deity has become particularly meddlesome and Darius decides he will have the help of the characters. If a character is searching for power. In exchange for undying loyalty, Darius may become their patron. The Chosen


395 Dark Demorge Demorge is a tiefling sorcerer. He has light blue skin with snow-white eyes. He looks elegant with his long black hair with long pointed ears. His horns go back straight up with curlings. Electricity flows from one of his horns to the other with varying intensity depending on how well he is. He’s tall and toned from being an adventurer in his earlier years. Demorge’s Story Demorge grew up in an isolated small village, the villagers scared of him and the magic he hadn’t learned to control yet. A wandering Dragonborn sorcerer adopted him, and over the years, taught him how to control and harness his powers. During those years, Demorge watched and learned that powerful casters were always being monitored, ensuring that they weren’t doing anything wrong while strong fighters were allowed to walk free and do as they please. Once he was ready, he went out to become a sorcerer with the hopes to learn more about magic, and hopefully, one day make casters not constantly monitored as if they are some prisoners. Over time, he became a powerful sorcerer and discovered a Book of Tainted Minds. Using that book, he discovered a way to create powerful spells. As he started to research and discover these new magics, the book slowly started to corrupt his mind and drive him mad with power and knowledge. First, he found others that either wanted to learn what he discovered. He felt like they were people to be collared just because they were casters and wanted to be free. Next, he used his magic to create a floating plateau where he and his followers would be able to study magic to their hearts’ content. Over time his followers grew, and the book drove him madder and madder till he finally snapped. Anywho opposed him Demorge was captured and drained the souls from their body in a profane ritual and used the soul as a catalyst to fuel his corrupted spells. Demorge’s previous party members were going to be the biggest hindrance to his plans. Therefore, he gave them a choice, joining him or staying out of his way... His drow necromancer lover joined him right away while most of the others choose to stay out of his way. However, his cleric friend opposed him and Demorge was forced to kill him. With the last bit of humanity still left with him, he ordered his now dead friend to be entombed inside of the temple he had built and then buried it under the earth, leaving just one secret entrance in the hopes that one day his old friend’s temple may be rediscovered.


396 Dark Demorge Medium humanoid (tiefling), neutral evil Armor Class 18 (robe of the archmagi and bracers of defense) Hit Points 130 (20d6 + 60) Speed 30 ft., fly 30 ft. STR DEX CON INT WIS CHA 10 (+0) 12 (+1) 16 (+3) 14 (+2) 12 (+1) 22 (+6) Saving Throws Constutition +10, Charisma +13 Skills Arcana +9, Persuasion +13, Deception + 13, Perception +8 Damage Resistances cold, fire, lightning, thunder Senses darkvision 60 ft., passive Perception 18 Languages Abyssal, Common, Draconic, Dwarvish, Elvish, Giant, Infernal, Undercommon, and one dead language Challenge 21 (33,000 XP) Infernal Legacy. Demorge can cast the following spells: darkness (once per long rest), hellish rebuke (once per long rest), thaumaturgy. Legendary Resistance(3/Day). When Demorge fails on a saving throw, he can instead choose to succeed. Magic Resistance. Demorge has advantage on saving throws against spells and other magical effects. Metamagic. Demorge has a pool of 20 sorcery points. He can spend these points on the following metamagics: Subtle Spell (1 point), Quicken Spell (2 points), or Heightened Spell (3 points). Overwhelm. All 1st level Evocation spells can be cast as Cantrips. Ritual Caster. Demorge can cast any wizard spell that has the ritual tag as a ritual. Spellcasting. Demorge is a 20th-level spellcaster. His spellcasting ability is Charisma (spell save DC 21, +13 [+15 with the Staff of the Magi] to hit with spell attacks). He has the following sorcerer spells prepared: Cantrips (At Will): chill touch, fire bolt, mage hand, mending, ray of frost, shocking grasp 1st level (4 slots): blood spear*, mage armor, magic missile, shield, thunderwave 2nd level (3 slots): scorching ray, shatter 3rd level (3 slots): entropic fire*, fireball 4th level (3 slots): greater invisibility, shadow form* 5th level (3 slots): animate objects, boiling blood* 6th level (2 slots): chain lightning 7th level (2 slots): fire storm 8th level (1 slots): earthquake 9th level (1 slots): meteor swarm ACTIONS Staff of the Magi. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage. Staff of the Magi. Demorge casts one spell from the Staff of the Magi. REACTIONS Consume Spell (1/Long Rest). As a reaction when Demorge succeeds on a Evocation saving throw that deals cid, cold, fire, force, or lightning damage, he gains Xd8 temporary hit points where X is equal to the spell level or number of damage die rolled. Dominate Spell. When targeted by an Evocation spell that deals acid, cold, fire, force, or lightning, Demorge can spend 1 sorcery point to make the saving throw a Charisma saving throw. If he succeeds on this saving throw, as a reaction, he can spend 4 more sorcery points to redirect the spell as if he had cast it. LEGENDARY ACTIONS Demorge 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. Demorge regains spent legendary actions at the start of each turn. Cantrip. Demorge cast one cantrip Command Attack. Demorge tells one ally to make a weapon attack on someone within range. Cast Spell (Costs 2 Actions). Demorge casts one spell of 3rd level or lower. Demorge’s Goals Demorge ultimately wants to create a utopia where spell casters of any type can live without restraint or judgement. A place where they are free to study magic of any kind, and create new spells without the need to feel like they are being monitored or tracked. If anyone threatens his city or any of the casters within do anything to disrupt the peace, he will kill them or use their souls to power up his spells he is attempting to make. Roleplaying Demorge Demorge use to be a lovable tiefling during his adventuring years. Being the face and leader of his party, he was used to giving instructions and having to do all the talking. When it was just him and his party, he was sarcastic, a comedic person, arrogant, and a bit self-entitled. It wasn’t anything the party couldn’t handle, and they played right into his personality. However, he’s rather cold and distant now. The only real emotion he shows is anger when something or someone stirs it, not that it takes much to do so. He remembers what emotions are and how he felt, yet just doesn’t feel anymore so he fakes them. He doesn’t have any problem with killing someone or burning down a town. If the ends justify the means, he doesn’t care what happens.


397 Libra Magica is a kingdom built on the idea that magic shouldn’t be limited, and casters shouldn’t have to be monitored. The Kingdom itself is both a school, a military, and a trade district. If no one tries to harm the Kingdom or shackle casters, Demorge does not seek out violence or war. The Kingdom will happily trade for supplies and the crafters inside the kingdom are free to do business as they please. If living humans are required for a study or sacrifice, the town is willing to purchase prisoners who are to be executed. All those who live in the Kingdom are sworn to protect it. Breaking this oath means death at the hands of Demorge. History The city created when Demorge had gathered enough casters to complete his spell. Raising a 1-mile radius chuck of Earth from the ground, he built his Castle at the center. As the city expanded on his floating Kingdom, he began to set it adrift, letting it hover and go where the wind pleased. Rarely does he force the Kingdom to remain in one location or force it to travel to a specific location. When he does; however, it is usually not a good sign. There are smaller floating earth mounds attached to the city from those mages who were able to replicate the spell, earning their own private territory in the Kingdom. Goals and Activities Since the Kingdom is a place where one can study without judgment, the goal of the city is to create and alter spells and unlock the secrets of magic. If magic is being oppressed, they shall unbind the shackles and rain hell down on those who dare defy and hinder the progress of magic. Once a year, the Kingdom holds an exhibition of sorts where the gates are opened to everyone so they can see what the Kingdom has accomplished. Traders show off their wares, casters demonstrate their new spells or the changes they’ve made to existing ones. But by far the main event is the Caster’s Clash, where any caster can attempt to prove themselves as the best to death. Headquarters The Headquarters of the Kingdom is Demorge’s Castle. There, he and his most trusted and loyal allies hold their meets to discuss various matters. The main hall is a wide space with a spiral staircase in the center that leads further up Demorge’s central spire. There is a secret passage hidden in the wall that leads down into a small dungeon and on the last floor is Demorge’s personal study lab along with the large crystal heart of the Kingdom, the device that keeps the Kingdom afloat. Initiation/Membership There are two main stages of membership. The first stage is when one first arrives. People are given a small space to work out of and study. They are free to do anything they please inside their study as long as it doesn’t break Demorge’s laws. Until the recruits are able to prove their value to the Kingdom, they never advance to the next stage. When the recruits prove themselves worthy, they undergo a ritual on the final day of the Grand Exhibition. They swear to defend the city with their life. Once completed, recruits become a full member of the Kingdom and are given small funding to continue their studies. Leaders Demorge sits at the top of the leadership where his word is the law. If he commands something, then that is how it shall be. Second in command is his drow lover and necromancer, Belladonna, from his adventuring days. Under them sit a council of ten, one for each school of magic, the Master of Business, and the Captain of the Guard. They are the ones who oversee all matters pertaining to their degree of specialty. If there happens to be a war between Libra Magica and another force, Demorge is the commander of the battle. He will use his telepathic bond to issue instructions on how to fight and where to position troops if the need arises. He will also use this telepathic bond to inform his allies if he is casting a spell that would affect an area. Fights with Demorge should be treated as versing a master tactician who seeks to kill those who are the greatest threat first. Demorge’s targets listed in priority are: healers and clerics, spellcasters, ranged warriors, other magic users, then melee fighters. Plot Hooks From all of a sudden, a city built on a vast, floating soil emerged nearby a kingdom. A crisis in the kingdom emerges and they were thinking about whether they should attack. However, an envoy from the city claims that they came for peace and to show their prosperity, inviting everyone. Libra Magica


398 Krampus Krampus is an enormous beast who stands nearly eleven feet tall with a broad, muscular build. His angular face is morbidly twisted with high cheekbones and an elongated chin, and his exposed skin is a greenish-grayish color. His oversized brow gives the illusion of deep, recessed eye sockets, and those sockets contain hideous yellow globes marked with the vertical slits of his pupils. The beast’s face is shrouded in a long, stringy beard of black and gray, and pointed ears that move and pivot to the sounds of his surroundings. Two enormous horns sit atop his head, one on each side, and curve forward before curling back and up. Krampus stands upon two goat-like legs with broad cloven hooves that are cracked and blackened, and long brown hair covers his entire body from head to toe. Draped over his body is a long, green-dyed tunic of wool, trimmed in a dirty gray fur, and open along the front to reveal a broad rustic belt girded around his waist. His belt is buckled with a horned, metal clasp and an assortment of pouches dangles below his belt. His barbed tail trails behind him and flicks back and forth as he becomes agitated. Krampus’ Story Once a tree sprite loyal to the old gods, Krampus implored the gods to enforce their laws through fear and punishment. Humored by the overzealous tree sprite, the gods offered Krampus the opportunity to become their immortal champion, forever tasked to prosecute their laws and reinforce the old ways. The gods transformed him into a terrible beast designed to terrorize wrongdoers, and they charged him to go into the world once each year to find the most offensive transgressors. Because the gods gifted Krampus with immortality, he cannot be permanently killed except by another immortal or god. If he is killed by anything else, Krampus will respawn in his lair. When Krampus roamed during his annual hunt for the wicked, he consumed the adults who were most deserving of judgment. However, Krampus was especially interested in misbehaving children as he recognized those were the children who grew to become particularly devilish. When he found such children, he stuffed them into his sack and took them back to his horrific lair. He threatened them with all kinds of ghastly punishments unless the children promised to obey the laws of the old gods. Upon returning home, the children discovered their parents, who had let them behave so poorly, had been consumed by Krampus. Over time, Krampus became arrogant and let his immortality and tremendous power convince him he was more powerful than the gods he was tasked to serve. He strayed from his purpose and now ventures from his lair as frequently as he desires so he can feast on the souls of the unfortunate, whether evil or righteous. When he finds an ill-fated target, he sucks its life force into himself, trapping the soul for eternity or until freed by Krampus’ unlikely death. For mortal, non-magical creatures, once the life force is removed from the body, the creature dies. But for magical creatures, once the life force is drained, what remains is a husk, animated by a directionless essence of magic.


399 Krampus Large fey, lawful evil Armor Class 18 (natural armor) Hit Points 189 (18d10 + 90) Speed 30 ft. STR DEX CON INT WIS CHA 22 (+6) 20 (+5) 21 (+5) 21 (+5) 18 (+4) 16 (+3) Saving Throws Strength +13, Dexterity +12, Wisdom +11. Skills Arcana +12, Intimidation +10, Perception +11 Damage Immunities cold, poison Damage Resistances necrotic Condition Immunities charmed, frightened, exhaustion, poisoned Senses darkvision 120 ft., passive Perception 21 Languages All Challenge 21 (33,000 XP) Winter Stride. Krampus ignores difficult terrain caused by ice and snow. He can walk on vertical and horizontal surfaces that are covered by ice or snow, but cannot walk on vertical surfaces unless they are so covered. Immortal Life. Unless killed by an immortal being or a god, Krampus returns to his lair after death in 1d20+1 days. Immortal’s Sight. Magical darkness doesn’t impede Krampus’ darkvision. Innate Spellcasting Krampus’ spellcasting ability is Intelligence (spell save DC 20). He can innately cast the following spells, requiring only verbal components: At Will: detect evil and good, ray of frost 3/day each: cone of cold, ice storm 1/day each: finger of death Magic Resistance. Krampus has advantage on saving throws against spells and other magical effects. Magic Weapons. Krampus creates magical melee weapons of ice that strike with physical and magical damage at will. Any weapon he creates, with the exception of his scythe, strikes with the normal weapon damage, plus an additional 27 (6d8) cold damage. Krampus normally fights with his scythe and chains, but may choose to create other melee weapons to fight. ACTIONS Multiattack. Krampus makes three attacks; one with its Magic Scythe and two attacks with his chains. Frightful Presence. Each creature of Krampus’ choice that is within 100 feet of Krampus and aware of him must succeed on a DC 19 Wisdom saving throw or become frightened for 1 minute. A creature can repeat its saving throw at the end of its turns, ending the effect on itself on a successful one. If a creature’s saving throw is successful or the duration ends, the creature is immune to Krampus’ Frightful Presence for the next 24 hours. Ice Bolt. Ranged Spell Attack: +12 to hit, range 120 ft., one target. Hit: 22 (4d10) cold damage. Ice Meteor (1 day). Cold orbs of ice plummet to the ground at four different points you can see within range. Each creature in a 40-foot-radius sphere centered on each point you choose within 1 mile must make a Dexterity saving throw. The sphere spreads around corners. A creature takes 20d6 cold damage and 20d6 bludgeoning damage on a failed save, or half as much damage on a successful one. A creature in the area of more than one burst is affected only once. Ice Ray (3/day). Ranged Spell Attack: +12 to hit, range 120 ft., one target. Hit: 7 (2d6) cold damage. Krampus can create 4 ice rays with a single action, it can target different creatures, and each ray Krampus lives in a lair hidden behind a door-sized, light blue, oval-shaped luminescence that pulsates, radiating light across its wavy, liquid-like surface. He calls this entrance a “shimmer.” Once inside the shimmer, a torch-lined passageway 12 feet tall and 20 feet across stretches out a few dozen yards until it bends to the left. A few dozen yards past the bend sits an enormous chamber filled with long, plainfeatured banquet tables that seat hundreds of krites. The walls of the chamber are chiseled into the faces of agonized humans, sprites, fairies, and all manner of race and beast. Torches line the walls and suspend from the chandeliers in the ceiling. At the far end of the chamber, a dais rises from the floor, and upon the dais sits Krampus’ throne of skulls and bone. Behind the throne hang tapestries depicting various scenes of destruction and carnage. Krampus’ Goals As an immortal, Krampus becomes routinely bored and ventures into the world with his krite army to satisfy his boredom and feed on the life force of those unfortunate enough to garner the beast’s attention. He will establish his lair where he feels there will be enough entertainment to satisfy him for an extended period of time. In the case Krampus becomes bored, or in the more unlikely case Krampus is defeated in battle, he will move his lair to a new location to begin his venture anew. Krampus’ favorite meal is tree sprites, and after Krampus drains their life force, the remaining husk becomes a krite. Krampus commands an army of krites, and while they are not able to process complex thoughts, krites have the capacity to follow simple directions. If the krite bodies are struck down, the magic contained within them escapes, leaving the krite permanently dead. Roleplaying KRAMPUS Krampus is ill-tempered and extremely vain. He is accountable to no-one and sees all who challenge him as reaching beyond their station. To enter his lair uninvited will incur his wrath, and unless a significant deterrent is established, Krampus will hunt all who challenge him or enter his lair until he finds and destroys them. There are old rumors and legends that say Krampus was killed in battle many years ago, and upon his return, he chose not to pursue those who defeated him. The rumors say he avoided the possibility of a repeated defeat to protect his fragile pride.


400 requires a ranged spell attack. Magic Scythe. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 17 (2d10+6) slashing damage plus 27 (3d8) cold damage. Piercing Chains. Melee Weapon Attack: +13 to hit, reach 30 ft., one target. Hit: 19 (2d12+6) piercing damage plus 13 (3d8) cold damage. Rejuvenation Sanctum. Krampus conjures a shimmering blue portal to an extradimensional rejuvenation lair. The portal is 5 feet wide and 10 feet tall, and once opened, it remains open for 24 hours. Any creature can enter or exit the portal while it is open. On the other side of the portal, the area is completely dark, and all non-magical light sources are extinguished. While in this lair, Krampus fully heals and can only be injured if he is within the radius of a magical light source. If he steps into the darkness, any injuries he received are immediately healed. When the spell ends, any creatures inside the extradimensional space are expelled into the open spaces nearest to the entrance. Krampus can only cast this spell when he is in his lair. LEGENDARY ACTIONS Krampus can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Krampus regains spent legendary actions at the start of his turn but may not use the same legendary action two turns in a row. Winter Blind. One target that Krampus can see within 30 feet must succeed on a DC 20 Constitution saving throw or be blinded by swirling snow until the end of the target’s next turn. Life Steal. Melee Spell Attack: +12 to hit. Krampus touches one target within five feet of him. The target must succeed on a DC 20 Constitution saving throw or suffer 14 (4d6) necrotic damage. Krampus regains half of the necrotic damage dealt. Circle of Shards (Costs 2 Actions). Krampus emits magical shards of ice. Each creature of his choice in a 10-foot radius must make a DC 20 Dexterity saving throw, taking 14 (4d6) piercing damage plus 14 (4d6) cold damage on a failed save. Note: Any bard, cleric, sorcerer, warlock, wizard reduced to zero hit points by Life Steal of Finger of Death dies and becomes a slave to Krampus, joining the beast’s krite army. This effect remains in effect until Krampus dies or until raise dead, resurrection, revivify, true resurrection, or wish is cast on the character. LAIR ACTIONS Krampus takes a lair action to cause one of the following effects: Snowstorm. Heavy snow falls in a 40 feet radius centered on Krampus. The area is heavily obscured, and exposed flames in the area are doused. The ground in the area is covered quickly with 10 inches of snow, making it difficult terrain. This snow lasts until Krampus’s next turn. Summon Krites. Krampus calls forth 3 krites to fight the targets and places them anywhere within a 30 feet radius of himself. You can use Gladiator’s or Mage’s statistics to represent the krites. Fright. Krampus targets one creature he can see within 30 feet of him. The target must succeed on a DC 19 Wisdom saving throw or make all melee and/or spell attacks with disadvantage for the next turn. REGIONAL EFFECTS The region containing Krampus’ lair is warped by the beast’s magic, which creates one of the following effects: Within 10 miles of the lair, heavy snow remains on the ground, making it difficult terrain. This snow does not thaw on its own, and any snow or ice melted from fire immediately freezes. Within 10 miles of the lair, heavy winds blow from all directions, extinguishing all non-magical fire. Extending 10 miles from the lair, the area is devoid of all animal life. Any animal that approaches the area will refuse to enter. Any animal forced into the area will take whatever action necessary, to include attacking whomever is attempting to force it, until the animal is able to escape. Krampus’ army consists of thousands of krites he created over the millennia by draining the life force from tree sprites. The army serves no purpose other than to serve the desires of Krampus, and his desires are to wreak destruction on towns and villages. When Krampus is not bringing the krites on his village raids, bands of krites scour the local area looking for something to eat – while they may not be entirely alive, their bodies still require food and drink to survive. The krites are not capable of intelligent thought but operate through a basic instinct to survive. When they attack, they do so recklessly without any tactical expertise, and only execute a strategy when guided by Krampus. They fight until they are dead, but if fighting with Krampus, they may answer his call to retreat. While foraging for food, the krites will attempt to seize any food stores without conflict. However, if they are engaged, or anything tries to come between them and their targeted food, they will attack until they succeed or are dead. Goals and Activities When in Krampus’ lair, the krites remain gathered at large wooden tables in his main hall, eating, moving about, or just sitting. They may mumble among themselves or make other grunting or groaning noises, but there is no intelligible conversation or common focus. Some of them mill about aimlessly. However, because their purpose is to serve Krampus, they mirror whatever emotional state he is in. If he laughs, they laugh. If he’s angry, they’re angry. Headquarters Even though Krampus may move his lair from place to place, the inside of the lair never changes. Past the entrance to the lair is a long, rock-carved hallway approximately 15 feet high and 30 feet wide. Occasional torches are fastened to the wall to dimly light the passageway, and the hallway turns to the left a few dozen yards from the entrance. A few dozen yards past the bend is the main chamber of the lair. The main chamber of the lair is enormous – large enough to fit the thousands of krites Krampus has amassed. It too is Krite Army


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