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Published by necron43, 2024-06-01 10:05:35

Curse of The Userper (Compressed)

Curse of The Userper (Compressed)

A z k h e l l ’ s A g o r a p h o b i a 201 9th Floor Key A Azkhell Stairs Up Stairs Down 1 Square = 5ft. A


A z k h e l l ’ s A g o r a p h o b i a Tower Top The top of the tower is exposed to the elements. From here you can see all of Havdhir, several miles across the sea, and all the way to the Fang’s Peak Mountains. The sounds of the bustling city below are drowned out by the howling of the wind atop this spire. If Azkhell can be convinced to face his fears, he clambers out onto the tower top. If this occurs, read the following aloud: Azkhell lets out a great gasp as he looks over the city. He cowers for a moment and turns to flee back into his chambers before relaxing just a bit, curiously peering out over the city. “I had… I had forgotten how beautiful it all is,” Azkhell says with tears running down his cheeks as he takes in the splendor of Havdhir. “I can’t believe what a fool I have been for locking myself away in my tower like this. I thought… well… never mind what I thought; I was completely mad! I fear I may have set up several traps to keep intruders from disturbing me. My humblest apologies for that. For all you have done for me—you have no idea how much this means to me, being freed of my torment— please… is there anything I can do to repay you?” Azkhell is cured of his agoraphobia. Azkhell grants the characters rewards befitting his station. Some options are provided here: • Any common or uncommon magical item. • A title within Havdhir, such as “Mage Aider” or “Friend of the Triumvirate.” • A mechanical pet bird for each of the characters (use Chirpee’s statistics for these Constructs). • Gold, jewels, or art objects, totaling 500 gp in value for each character. • Azkhell’s Boon. The mage enchants each character with an enspelled tattoo in the shape of a tower. Once per day, a character can use the magic of the tattoo to gain advantage on a single attack roll, saving throw, or ability check. Loot There is nothing of value in this area. What’s Next? Now that the characters know a great deal more about the mysterious curse afflicting them, they will have to journey to the Darklands of Vlaskhell and deal with Queen Vessa in order to obtain her piece of the key to Shjekhel. The characters may wish to pass through the mountains, but this would be incredibly difficult. Otherwise, they can follow the well-laid paths to the Whispering Wall and into the Darklands. When the characters decide to move on from Havdhir and seek out the vampire queen, move on to the second book, Darklands of Vlaskhell. Characters can revisit Havdhir at any time, and there may still be plenty of adventuring for them to do in the sprawling city. Continuing the Adventure Some Game Masters may wish to continue the story created by this quest. The ideas below are not a part of the main adventure but are suggestions about how to expand upon the events of this quest: • After the characters leave Azkhell’s tower, at a time of the Game Master’s choosing, the characters receive word that the mage has slipped further (or once again) into madness. This time he is wreaking havoc on the city, slaying commoners and using his magic to destroy buildings. The characters are summoned by the Triumvirate to put a stop to Azkhell’s spree. • Azkhell sends word to the characters of a devious plot against him: nobles conspiring to kill him! His claims might be paranoid… but they might just be true. It is up to the characters to investigate. • If Eg-delp is alive, he finds himself unable to deal with the mess of the characters’ visit to the tower, and requests a vacation. Azkhell grants his request to travel to a remote island, and asks the characters to accompany him. The island in question has been overrun by a band of ogre pirates, much to Eg-delp’s distress. 202


A z k h e l l ’ s A g o r a p h o b i a 203 Tower Top Key Stairs Down 1 Square = 5ft.


Appendix: Stat Blocks Appendix: Stat Blocks 204


Appendix: Stat Blocks 205 Tavernsbane Freighter Cabin Boy Danny Small Humanoid (Halfling), Chaotic Good Armor Class 11 Hit Points 3 (1d6) Speed 25 ft. STR DEX CON INT WIS CHA 10 (+0) 12 (+1) 10 (+0) 10 (+0) 10 (+0) 10 (+0) Senses passive Perception 10 Languages Common, Halfling Challenge 1/8 (25 XP) Proficiency Bonus +2 Brave. Danny has advantage on saving throws against being frightened. Halfling Nimbleness. Danny can move through the space of a Medium or larger creature. Lucky. When Danny rolls a 1 on an attack roll, ability check, or saving throw, he can reroll the die and must use the new roll. Actions Club. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d4) bludgeoning damage. Cabin Boy Danny Cabin Boy Danny is a young halfling aboard the Tavernsbane Freighter. He enjoys keeping pets despite the warnings of his captain, who is completely against bringing these animals onboard. Danny seeks to one day become a captain himself, but his distracted nature and tendency to leave things unfinished means this will likely never occur. Captain Marrow Medium Humanoid (Human), Lawful Neutral Armor Class 15 (studded leather) Hit Points 65 (10d8 + 20) Speed 30 ft. STR DEX CON INT WIS CHA 16 (+3) 17 (+3) 15 (+2) 15 (+2) 12 (+1) 15 (+2) Saving Throws Str +5, Dex +5, Wis +3 Skills Athletics +5, Deception +4 Senses passive Perception 11 Languages Common, Dwarvish Challenge 2 (450 XP) Proficiency Bonus +2 Actions Multiattack. Captain Marrow makes three melee attacks: two with his scimitar and one with his dagger. Or he makes two ranged attacks with his daggers. Scimitar. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage. Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage. Reactions Parry. Captain Marrow adds 2 to his AC against one melee attack that would hit him. To do so, he must see the attacker and be wielding a melee weapon. Captain Marrow Captain Marrow is a former pirate that has “gone straight.” He captains the Tavernsbane Freighter, a ship that transports cheap booze and passengers to and from the port city of Havdhir. Captain Marrow has little patience for insubordination and runs a tight ship. Despite his recent life changes, he is still most interested in coin over anything else but has developed some sense of honor and duty.


206 First Mate Scur Bellos Medium Humanoid (Half-Elf), Chaotic Neutral Armor Class 12 (leather armor) Hit Points 11 (2d8 + 2) Speed 30 ft. STR DEX CON INT WIS CHA 11 (+0) 12 (+1) 12 (+1) 11 (+0) 11 (+0) 12 (+1) Skills Acrobatics +3, Athletics +2 Senses darkvision 60 ft., passive Perception 10 Languages Common, Dwarvish, Elvish Challenge 1/8 (25 XP) Proficiency Bonus +2 Fey Ancestry. Scur has advantage on saving throws against being charmed, and magic can’t put him to sleep. Actions Scimitar. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) slashing damage. Light Crossbow. Ranged Weapon Attack: +3 to hit, range 80 ft./320 ft., one target. Hit: 5 (1d8 + 1) piercing damage. First Mate Scur Bellos Scur is an unknown plague upon the ship he sails on, the Tavernsbane Freighter. Scur resents his captain and commonly undermines his authority or engages in less-thanlegal activities to make some extra coin. Scur believes that as long as something benefits him, it’s the right thing to do. Captain Marrow’s Crew Member Medium Humanoid (Any Race), Lawful Neutral (50%) or Chaotic Neutral (50%) Armor Class 12 (leather armor) Hit Points 11 (2d8 + 2) Speed 30 ft. STR DEX CON INT WIS CHA 11 (+0) 12 (+1) 12 (+1) 10 (+0) 10 (+0) 10 (+0) Senses passive Perception 10 Languages Common Challenge 1/8 (25 XP) Proficiency Bonus +2 Loyal. If the crew member has the lawful neutral alignment and is within 30 feet of Captain Marrow, the crew member has advantage on saving throws. Actions Scimitar. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) slashing damage. Light Crossbow. Ranged Weapon Attack: +3 to hit, range 80 ft./320 ft., one target. Hit: 5 (1d8 + 1) piercing damage. Bonus Actions Sticky Fingers. If the crew member has the chaotic neutral alignment, it attempts to steal an item from a creature within 5 feet of it. The crew member makes a Dexterity (Sleight of Hand) check opposed by the target’s Wisdom (Perception) check. If the crew member succeeds, it steals one item currently in the target’s hand. This cannot be a weapon, or armor being worn. Captain Marrow’s Crew Member Captain Marrow operates the Tavernsbane Freighter, and his crew members ensure that the ship functions properly. These crew members come from all walks of life, and (despite being intensely interviewed by both the captain and first mate of the ship) the occasional pirate or ne’er-do-well has made it into their number, normally due to the support of the first mate, Scur Bellos. Appendix: Stat Blocks


207 Nihidium-Spawned Abomination (Aquatic) Large Construct, Typically Lawful Evil Armor Class 13 (natural armor) Hit Points 85 (10d10 + 30) Speed 30 ft., burrow 20 ft., swim 30 ft. STR DEX CON INT WIS CHA 12 (+1) 8 (-1) 16 (+3) 5 (-3) 10 (+0) 5 (-3) Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned Senses darkvision 30 ft., tremorsense 30 ft., passive Perception 10 Languages understands Aquan, Dwarvish, and Terran but can’t speak Challenge 1 (200 XP) Proficiency Bonus +2 Curse-Seeker. The abomination can pinpoint the location of any creature afflicted by the curse of the Usurper within 100 miles. Unusual Nature. The abomination doesn’t require air, food, drink, or sleep. Actions Multiattack. The abomination makes two Throw Stone attacks. Tentacle. Melee Weapon Attack: +3 to hit, reach 10 ft., one target. Hit: 10 (2d8 + 1) bludgeoning damage, and the target is grappled (escape DC 13) if it is a Huge or smaller creature. Until this grapple ends, the target is restrained, and the abomination can’t use the same tentacle on another target. The abomination has four tentacles. Throw Stone. Ranged Weapon Attack: +1 to hit, range 20/40 ft., one target. Hit: 8 (2d8 - 1) bludgeoning damage. Nihidium-Spawned Abomination The ancient stone of the mines of Shjekhel has been carved into many things: weapons, armor, statues, and Constructs. Nihidium-spawned abominations are creatures carved from nihidium stones whose permeating souls have been partially awakened, granting the abominations some semblance of consciousness. Servants of the Usurper. Nihidium-spawned abominations are formed by fusing the soul of a living creature with the latent souls present in nihidium stone. Almost all such abominations are sick mockeries of the ancient elemental creatures created by the Shjelborn clan of dwarves. Nihidium-spawned abominations serve the Usurper in his quest to destroy the remainder of the Shjelborn clan and thereby free himself from the kingdom that is now his prison. Aquatic Abomination. Aquatic nihidium-spawned abominations are designed specifically for seafaring. These creatures are tasked by the Usurper to seek out those afflicted with his curse on the seas in order to slay sailors, sink ships, and prowl lakes and rivers to hunt down the remaining dwarves of the Shjelborn clan and those to whom they have passed their curse. Appendix: Stat Blocks


208 Old Lady Coraline Medium Humanoid (Tiefling), Neutral Good Armor Class 10 Hit Points 4 (1d8) Speed 30 ft. STR DEX CON INT WIS CHA 10 (+0) 10 (+0) 10 (+0) 11 (+0) 10 (+0) 12 (+1) Damage Resistances fire Senses darkvision 60 ft., passive Perception 10 Languages Common, Infernal Challenge 0 (10 XP) Proficiency Bonus +2 Actions Club. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d4) bludgeoning damage. Spellcasting. Old Lady Coraline casts the following spell, using Charisma as the spellcasting ability: At will: thaumaturgy Old Lady Coraline Old Lady Coraline is a senile tiefling in her twilight years. She commonly forgets where she placed things, where she is, or what she is doing there. Coraline is genteel and friendly, but her senility often causes her to become suspicious of others. She has a hard time accepting that she has misplaced or forgotten something, instead believing that the item has been stolen or someone else is responsible for her confusion. Rainbow Snapper Tiny Beast, Unaligned Armor Class 13 (natural armor) Hit Points 24 (7d8 - 7) Speed 0 ft., swim 40 ft. STR DEX CON INT WIS CHA 2 (-4) 10 (+0) 8 (-1) 1 (-5) 8 (-1) 2 (-4) Senses darkvision 20 ft., passive Perception 9 Languages – Challenge 0 (10 XP) Proficiency Bonus +2 Water Breathing. The snapper can breathe only underwater. Actions Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 1 piercing damage. Rainbow Burst(Recharges after a Short or Long Rest). The snapper splashes about, creating a mesmerizing light. Each creature that can see the snapper must succeed on a DC 6 Wisdom saving throw or be charmed by the snapper until the end of the snapper’s next turn. Rainbow Snapper Rainbow snappers are dazzling fish native to the coastal region around Havdhir. These fish resemble koi, but have far more vibrant colors in every spectrum imaginable. Some say they are beautiful enough to delight the hardest heart, and a few old wives’ tales tell of fishermen so charmed by the loveliness of the fish that they toss them safely back into the water. The hunting of rainbow snappers was outlawed by the local authorities after several coalitions of druids petitioned for the species’ protection after a recent, rapid population decline. Appendix: Stat Blocks


209 Swarm of Flying Squid Medium Swarm of Tiny Beasts, Unaligned Armor Class 13 Hit Points 38 (7d8 + 7) Speed 10 ft., fly 30 ft., swim 40 ft. STR DEX CON INT WIS CHA 4 (-3) 16 (+3) 12 (+1) 3 (-4) 10 (+0) 2 (-4) Damage Resistances bludgeoning, piercing, slashing Condition Immunities charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned Senses darkvision 30 ft., passive Perception 10 Languages – Challenge 1 (200 XP) Proficiency Bonus +2 Hold Breath. While out of water, the swarm can hold its breath for 30 minutes. Swarm. The swarm can occupy another creature’s space and vice versa, and the swarm can move through any opening large enough for a Tiny creature. The swarm can’t regain hit points or gain temporary hit points. Water Breathing. The swarm can breathe only underwater. Actions Tentacles. Melee Weapon Attack: +5 to hit, reach 0 ft., one target in the swarm’s space. Hit: 6 (1d6 + 3) bludgeoning damage. If the target is a Large or smaller creature, it is grappled (escape DC 9). Until this grapple ends, the target is restrained, and the swarm can’t grapple another target. Spines. Ranged Weapon Attack: +5 to hit, range 15/30 ft., one target. Hit: 6 (1d6 + 3) piercing damage. Ink Burst (Recharges after a Short or Long Rest). If the swarm uses its Ink Burst while underwater, a 10-foot-radius cloud of ink extends all around the swarm. The cloud spreads around corners, and its area is heavily obscured. It lasts for 1 minute, or until a significant current disperses it. After releasing the ink, the swarm can use the Dash action as a bonus action. If the swarm uses its Ink Burst while not underwater, ink sprays in a 10-foot radius around the swarm, and each creature in that area must succeed on a DC 11 Constitution saving throw or be blinded for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. A creature can also end the effect on itself by using its action to wipe the ink from its face. Swarm of Flying Squid Swarms of flying squid can often be found near port cities, along coastal regions, or in coral reefs or other areas where crustaceans and smaller fish are readily available. While they are not bloodthirsty, swarms of flying squid quickly decimate the populations of smaller sea-life in most areas where they venture. Swarms of flying squid have even been known to fly and hunt smaller prey on land. When food is scarce, the swarms can become a real problem for sea-faring travelers and sailors, stealing fish from nets at best or flying aboard and attacking crew members at worst. The favored food of flying squid is rainbow snappers, which they corral and snatch greedily into their maws. Invasive Species. Swarms of flying squid are native to the cold waters near the Darklands of Vlaskhell; although their ability to fly, swim, and cross narrow straits of land has resulted in them populating many seas all across the realm. Some druids fear that this species will quickly invade and overpopulate various ocean regions if something is not done to stop its spread. Unknown Origin. The creatures’ strange anatomy leads many scholars and researchers to believe flying squid come from a place far beyond the Material Plane, though some assert they are more likely the result of the experimentation of a mad druid or mage rather than an invasive species from beyond the stars. Still… something about the creatures is visually unsettling. Appendix: Stat Blocks


210 Certain magic effects could reduce Vrormir’s exhaustion level, as could finishing a long rest or being raised from the dead. An effect that removes exhaustion reduces his exhaustion level as specified in the effect’s description, with all exhaustion effects ending if Vrormir’s exhaustion level is reduced below 1. Stonecunning. Whenever Vrormir makes an Intelligence (History) check related to the origin of stonework, he is considered proficient in the History skill and adds double his proficiency bonus to the check instead of his normal proficiency bonus. Tool Proficiency. Vrormir is proficient with mason’s tools. Actions Club. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) bludgeoning damage. Mending. Vrormir has in his possession the earth key of Shjekhel. While holding this stone key, he can cast the mending spell at will. Bonus Actions Band of Illusion. While Vrormir is wearing his band of illusion, he disguises a single tattoo, marking, or blemish on his body. He may instead cause a form of disfigurement to appear; such as a missing eye, withered hand, or other malady confined to a single part of the body. The effect lasts until Vrormir uses this bonus action again or until the band is removed from his body. Vrormir Shjelborn Vrormir is the last descendent of the fabled Shjelborn clan, which was cursed in ages past because of the clan’s deal with the Usurper. Vrormir carries one of the three keys needed to reopen the mines of Shjekhel. He has sought the other keys with the hope of reopening the mines and finding a cure for the curse that afflicts his family. Near Death. The curse Vrormir carries has aged him considerably. His old age has made him feeble, though he retains a fighting spirit in the face of danger. Vrormir is resigned to the fact that if he draws any closer to death’s door, someone else must take on the curse of the Usurper so that he and his ancestors might still have a chance to finally know peace. Vrormir Shjelborn Medium Humanoid (Dwarf), Chaotic Good Armor Class 8 Hit Points current: 2, max: 5 (1d8 + 1) Speed current: 10 ft., max: 25 ft. STR DEX CON INT WIS CHA 12 (+1) 7 (-2) 12 (+1) 9 (-1) 12 (+1) 13 (+1) Skills Deception +3, Persuasion +3 Damage Resistances poison Senses darkvision 60 ft., passive Perception 11 Languages Common, Dwarvish Challenge 0 (10 XP) Proficiency Bonus +2 Cursed. Vrormir is under the curse of the Usurper, and he carries the earth key of Shjekhel. If the stone key is removed from his possession, it reappears the next day in his possession again. Vrormir can pass ownership of the stone key on to a successor or successors, also passing the curse of the Usurper to them. Neither the remove curse spell nor the greater restoration spell have any effect on the curse of the Usurper—nothing but the completion of the main quest is able to end it. If he is killed, Vrormir’s soul is magically transported to the Lost Mines of Shjekhel where it becomes Vrormir’s nihidium-spawned ghost. Dwarven Resilience. Vrormir has advantage on saving throws against poison. Exhausted. Vrormir begins with four levels of exhaustion. Level Effect 1 Disadvantage on ability checks 2 Speed is 10 ft. instead of 25 ft. 3 Disadvantage on attack rolls and saving throws 4 Hit point maximum is 2 instead of 5 Vrormir suffers the effect of his current level of exhaustion as well as all lower levels. Appendix: Stat Blocks


211 Port City of Havdhir Animated Tentacle Small Monstrosity, Unaligned Armor Class 10 Hit Points 52 (8d6 + 24) Speed 10 ft., swim 30 ft. STR DEX CON INT WIS CHA 18 (+4) 10 (+0) 17 (+3) 1 (-5) 1 (-5) 1 (-5) Skills Athletics +6, Perception -1 Senses blindsight 10 ft. (blind beyond this radius), passive Perception 9 Languages – Challenge 0 (10 XP) Proficiency Bonus +2 Actions Slam. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage, and the target is grappled (escape DC 16) if it is a Medium or smaller creature. Until this grapple ends, the target is restrained, and the animated tentacle can’t use its Slam attack on another target. Animated Tentacle Animated tentacles are the severed tentacles of krakens which are animated by strange necromantic magic, sometimes serving as living traps or bizarre pets. The most famous of these tentacles can be found in the Sunken Dream Tavern. Arbus Quensel Medium Humanoid (Elf), Lawful Good Armor Class 18 (plate) Hit Points 52 (8d8 + 16) Speed 30 ft. STR DEX CON INT WIS CHA 16 (+3) 13 (+1) 14 (+2) 11 (+0) 11 (+0) 15 (+2) Saving Throws Con +4, Wis +2 Skills Perception +2 Senses darkvision 60 ft., passive Perception 12 Languages Common, Elvish Challenge 3 (700 XP) Proficiency Bonus +2 Brave. Arbus has advantage on saving throws against being frightened. Fey Ancestry. Arbus has advantage on saving throws against being charmed, and magic can’t put him to sleep. Actions Multiattack. Arbus makes two melee attacks. Greatsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage. Heavy Crossbow. Ranged Weapon Attack: +3 to hit, range 100/400 ft., one target. Hit: 6 (1d10 + 1) piercing damage. Leadership (Recharges after a Short or Long Rest). For 1 minute, Arbus can utter a special command or warning whenever a nonhostile creature that he can see within 30 feet of him makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand Arbus. A creature can benefit from only one Leadership die at a time. This effect ends if Arbus is incapacitated. Reactions Parry. Arbus adds 2 to his AC against one melee attack that would hit him. To do so, Arbus must see the attacker and be wielding a melee weapon. Arbus Quensel Arbus is an elf captain working in Havdhir’s Goldtower, primarily watching through a magical scrying pool for potential foes approaching the city. Arbus is exceedingly overworked, paranoid, and frequently sounds the alarm needlessly. Appendix: Stat Blocks


212 Bandit Captain Mage Medium Humanoid (Any Race), Any Non-Lawful Alignment Armor Class 15 (studded leather) Hit Points 65 (10d8 + 20) Speed 30 ft. STR DEX CON INT WIS CHA 15 (+2) 16 (+3) 14 (+2) 14 (+2) 11 (+0) 14 (+2) Saving Throws Str +4, Dex +5, Wis +2 Skills Athletics +4, Deception +4 Senses passive Perception 10 Languages any two languages Challenge 3 (700 XP) Proficiency Bonus +2 Actions Multiattack. The bandit makes three melee attacks: two with its scimitar and one with its dagger. Or the bandit makes two ranged attacks with its daggers. Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage. Scimitar. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage. Spellcasting. The bandit casts greater invisibility, requiring no material components and using Charisma as the spellcasting ability. Reactions Parry. The bandit adds 2 to its AC against one melee attack that would hit it. To do so, the bandit must see the attacker and be wielding a melee weapon. Bandit Captain Mage Some individuals are born with magical abilities that allow them to turn invisible. Those who turn to banditry are often exceedingly effective at ambushing unwary travelers and at putting their skills to good use as the leaders of roving bands. Arculf Proudbelly, Bandit Captain Extraordinaire Small Humanoid (Halfling), Chaotic Evil Armor Class 15 (studded leather) Hit Points 65 (10d8 + 20) Speed 25 ft. STR DEX CON INT WIS CHA 15 (+2) 16 (+3) 14 (+2) 14 (+2) 11 (+0) 14 (+2) Saving Throws Str +4, Dex +5, Wis +2 Skills Athletics +4, Deception +4 Senses passive Perception 10 Languages Common, Halfling Challenge 2 (450 XP) Proficiency Bonus +2 Actions Multiattack. Arculf makes three melee attacks: two with his scimitar and one with his dagger. Or Arculf makes two ranged attacks with his daggers. Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage. Scimitar. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage. Spellcasting (1/Day). Arculf casts fireball, requiring no material components and using Charisma as the spellcasting ability (spell save DC 12). Reactions Parry. Arculf adds 2 to his AC against one melee attack that would hit him. To do so, Arculf must see the attacker and be wielding a melee weapon. Arculf Proudbelly, Bandit Captain Extraordinaire Arculf is a bandit captain with the rather dangerous ability to cast the fireball spell. He frequently uses this ability as a way to deter the law from taking him in and to keep anyone from “playing the hero” during his robberies. Appendix: Stat Blocks


213 Baby Owlbear Small Monstrosity, Unaligned Armor Class 10 Hit Points 17 (5d6) Speed 30 ft., climb 20 ft. STR DEX CON INT WIS CHA 13 (+1) 10 (+0) 10 (+0) 3 (-4) 12 (+1) 7 (-2) Skills Perception +3 Senses darkvision 60 ft., passive Perception 13 Languages – Challenge 1/4 (50 XP) Proficiency Bonus +2 Keen Sight and Smell. The baby owlbear has advantage on Wisdom (Perception) checks that rely on sight or smell. Actions Beak. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) piercing damage. Claws. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 6 (2d4 + 1) slashing damage. Baby Owlbear Baby owlbears are adorable little creatures that often grow into feral monstrosities. A baby owlbear may look cute, but it is just as likely to bite off a finger as it is to cuddle into an outstretched hand. Rapid Growth. A baby owlbear requires 30 pounds of feed per day. The owlbears native to the regions around Havdhir mature extremely quickly, reaching adulthood in a matter of months. Unruly with Age. While many baby owlbears can be trained with enough time and effort, they almost always become uncontrollable as they reach maturity—flying into rages or completely disobeying their masters’ commands when they reach adulthood. Brong Large Giant (Ogre), Chaotic Good Armor Class 11 (leather apron) Hit Points 59 (7d10 + 21) Speed 40 ft. STR DEX CON INT WIS CHA 18 (+4) 8 (-1) 16 (+3) 7 (-2) 7 (-2) 7 (-2) Senses darkvision 60 ft., passive Perception 8 Languages Common, Giant Challenge 2 (450 XP) Proficiency Bonus +2 Actions Greatclub. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage. Javelin. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 11 (2d6 + 4) piercing damage. Brong Brong is a friendly ogre operating a blacksmith’s shop in the market district of Havdhir. Having been abandoned as a child and raised by a kindly craftsman, Brong does not have the violent tendencies of a normal ogre. However, he is prone to fits of anger when a piece of metal isn’t shaping correctly or if anyone attempts to steal from him. Appendix: Stat Blocks


214 Captain Silford Viddle Small Humanoid (Gnome), Neutral Evil Armor Class 18 (plate) Hit Points 66 (12d6 + 24) Speed 25 ft. STR DEX CON INT WIS CHA 15 (+2) 16 (+3) 15 (+2) 15 (+2) 11 (+0) 16 (+3) Saving Throws Dex +5, Wis +2 Skills Deception +5 Senses darkvision 60 ft., passive Perception 10 Languages Common, Dwarvish, Gnomish Challenge 3 (700 XP) Proficiency Bonus +2 Gnome Cunning. Captain Silford has advantage on Intelligence, Wisdom, and Charisma saving throws against magic. Actions Multiattack. Captain Silford makes four Shortsword attacks. Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage. Heavy Crossbow. Ranged Weapon Attack: +5 to hit, range 100/400 ft., one target. Hit: 8 (1d10 + 3) piercing damage. Spellcasting. Captain Silford casts one of the following spells, using Intelligence as the spellcasting ability (spell save DC 12): At will: minor illusion 1/day: charm person Bonus Actions City Sprint. Captain Silford knows the fastest routes throughout the city. While in Havdhir (but not while inside a building), Captain Silford can take the Dash action as a bonus action. Reactions Parry. Captain Silford adds 2 to his AC against one melee attack that would hit him. To do so, Captain Silford must see the attacker and be wielding a melee weapon. Captain Silford Viddle Captain Silford is a down-on-his-luck captain, relegated to the lowliest of positions in Blacktower. Captain Silford has a deep hatred for all vampires—his brother was slain by one when they were children. Silford has been trying to get the Triumvirate and the other guards to take a threat from Mornhaven seriously, but no one will listen to him. Amateur Illusionist. In his spare time, Silford practices trickery and manipulation. By mastering these arcane arts, he hopes to “convince” others that the threat of vampires from the North is very real… even if he is using illusions to prove his point. Appendix: Stat Blocks


215 Charlotte Small Humanoid (Halfling), Neutral Good Armor Class 10 Hit Points 3 (1d6) Speed 25 ft. STR DEX CON INT WIS CHA 10 (+0) 12 (+1) 10 (+0) 10 (+0) 10 (+0) 10 (+0) Senses passive Perception 10 Languages Common, Halfling Challenge 0 (10 XP) Proficiency Bonus +2 Brave. Charlotte has advantage on saving throws against being frightened. Halfling Nimbleness. Charlotte can move through the space of a Medium or larger creature. Lucky. When Charlotte rolls a 1 on an attack roll, ability check, or saving throw, she can reroll the die and must use the new roll. Actions Chef’s Knife. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d4) slashing damage. Charlotte Charlotte is a halfling grocer working out of her shop, Ardhos’s Bounty, in the Havdhir market district. Charlotte is well-known for her signature baked goods and is well-liked by most all who step into her shop. This small halfling is overflowing with joy and exuberance, and she always has a kind word for those who enter her store. Dragon, The Medium Humanoid (Goblinoid), Chaotic Evil Armor Class 18 (scale mail, shield) Hit Points 49 (9d8 + 9) Speed 40 ft. STR DEX CON INT WIS CHA 16 (+3) 14 (+2) 13 (+1) 10 (+0) 12 (+1) 12 (+1) Saving Throws Str +5, Con +3 Skills Insight +3, Intimidation +3, Stealth +4, Survival +3 Damage Resistances fire Senses passive Perception 11 Languages Common, Goblin Challenge 2 (450 XP) Proficiency Bonus +2 Brute. A melee weapon deals one extra die of its damage when the Dragon hits with it (included in the attack). Surprise Attack. If the Dragon surprises a creature and hits it with an attack during the first round of combat, the target takes an extra 7 (2d6) damage from the attack. Actions Morningstar. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) piercing damage. Javelin. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 10 (2d6 + 3) piercing damage. cont… Appendix: Stat Blocks


216 Drelzigok Medium Humanoid (Dragonborn), Lawful Neutral Armor Class 17 (splint) Hit Points 58 (9d8 + 18) Speed 30 ft. STR DEX CON INT WIS CHA 18 (+4) 13 (+1) 14 (+2) 10 (+0) 11 (+0) 11 (+0) Skills Athletics +7, Perception +3 Damage Resistances lightning Senses passive Perception 12 Languages Common, Draconic Challenge 5 (1,800 XP) Proficiency Bonus +3 Actions Multiattack. Drelzigok makes two longsword attacks. If he has a shortsword drawn, he can also make a shortsword attack. Longsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage, or 9 (1d10 + 4) slashing damage if used with two hands. Shortsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage. Heavy Crossbow. Ranged Weapon Attack: +4 to hit, range 100/400 ft., one target. Hit: 6 (1d10 + 1) piercing damage. Lightning Breath (Recharges after a Short or Long Rest). Drelzigok exhales lightning in a 30-foot line that is 5 feet wide. Each creature in that line must make a DC 13 Dexterity saving throw, taking 7 (2d6) lightning damage on a failed save, or half as much damage on a successful one. Drelzigok Drelzigok is a well-paid bouncer working at the Crystal Lounge in Havdhir’s Stonecentre district. Drelzigok is a former soldier, having fought in many battles to the west of Havdhir against the orcish kingdoms and clans of that region. He is a soldier at heart and despises the more “gaudy” aspects of his job, such as wearing a colorful and eccentric uniform. Fire Breath (Recharge 5–6). The Dragon exhales fire in a 30-foot cone. Each creature in that area must make a DC 12 Dexterity saving throw, taking 17 (5d6) fire damage on a failed save, or half as much damage on a successful one. Leadership (Recharges after a Short or Long Rest). For 1 minute, the Dragon can utter a special command or warning whenever a nonhostile creature that he can see within 30 feet of him makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand the Dragon. A creature can benefit from only one Leadership die at a time. This effect ends if the Dragon is incapacitated. The Dragon The Dragon is an arrogant bugbear with his eyes set on claiming portions of Ardhos as his own. The Dragon has always possessed the innate ability to breathe fire, claiming he was the offspring of a great red dragon father and a powerful bugbear mother. His claims, however, are rather far from the truth: The bugbear was imbued with abilities as a child by a small coven of hags who simply wanted to have a bit of fun, giving a bugbear the power to breathe fire and leaving a wand of fireballs for him to find for the thrill of it. Arrogant. The Dragon is incredibly prideful and any affront to what he considers to be his “honor” is met with flaming breath and flailing morningstar. The Dragon is quick to anger, flying into a rage at the slightest insult, and controls his subjects through brute force, fear, and the occasional bit of awe. The Dragon wholly believes his claims, thinking himself destined to rule over Ardhos and over all bugbears on the continent some day. He also thinks of himself as a sort of “god king” among bugbears, his arrogance only growing with his amassing of troops. Far-Reaching. Rumors of the Dragon have reached the remotest corners of the continent and bugbears from all over are venturing toward Ardhos to see if the claims are true. While the Dragon only controls the small handful of bugbears he’s led for years as their chieftain, his name is finally becoming recognized throughout the region. The Dragon’s goals seem to be just within his grasp… if only he could stop accidentally setting his subjects and the campsites on fire… Appendix: Stat Blocks


217 Erwin Medium Monstrosity (Shapechanger, Doppelganger), Chaotic Neutral Armor Class 14 Hit Points 52 (8d8 + 16) Speed 30 ft. STR DEX CON INT WIS CHA 11 (+0) 18 (+4) 14 (+2) 11 (+0) 12 (+1) 14 (+2) Skills Deception +6, Insight +3 Condition Immunities charmed Senses darkvision 60 ft., passive Perception 11 Languages Common Challenge 3 (700 XP) Proficiency Bonus +2 Shapechanger. Erwin can use his action to polymorph into a Small or Medium Humanoid he has seen, or back into his true form. His statistics, other than his size, are the same in each form. Any equipment he is wearing or carrying isn't transformed. He reverts to his true form if he dies. Ambusher. Erwin has advantage on attack rolls against any creature he has surprised. Surprise Attack. If Erwin surprises a creature and hits it with an attack during the first round of combat, the target takes an extra 10 (3d6) damage from the attack. Actions Multiattack. Erwin makes two melee attacks. Slam. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) bludgeoning damage. Read Thoughts. Erwin magically reads the surface thoughts of one creature within 60 feet of him. The effect can penetrate barriers, but 3 feet of wood or dirt, 2 feet of stone, 2 inches of metal, or a thin sheet of lead blocks it. While the target is in range, Erwin can continue reading its thoughts, as long as Erwin's concentration isn't broken (as if concentrating on a spell). While reading the target's mind, Erwin has advantage on Wisdom (Insight) and Charisma (Deception, Intimidation, and Persuasion) checks against the target. Ferelix Gorelia Medium Humanoid (Dragonborn), Neutral Good Armor Class 10 Hit Points 4 (1d8) Speed 30 ft. STR DEX CON INT WIS CHA 12 (+1) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 11 (+0) Damage Resistances fire Senses passive Perception 10 Languages Common, Draconic Challenge 0 (10 XP) Proficiency Bonus +2 Actions Pitchfork. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) piercing damage. Fire Breath (Recharges after a Short or Long Rest). Ferelix exhales fire in a 15-foot cone. Each creature in that area must make a DC 10 Dexterity saving throw, taking 7 (2d6) fire damage on a failed save, or half as much damage on a successful one. Ferelix Gorelia Ferelix Gorelia is a gold dragonborn stable master operating the largest stable in Havdhir. Ferelix is a kind soul who cares deeply for the animals in her care. She spends most of her time cleaning the stables, feeding and grooming the horses, and meticulously maintaining her place of business. Erwin Erwin is a doppelganger that causes all manner of mischief and delights in stealing the identities of others, sometimes for their positions or wealth. Recently, Erwin killed the true proprietor of the Havdhir Cemetery, taking over the job himself. Erwin considers himself rather musical and is quite full of himself, believing tales of “Erwin the Shifter” are being told all throughout the realm. He delights in his subterfuge and takes great joy in roleplaying others. Appendix: Stat Blocks


218 Freya Large Aberration (Arcane Witness), Lawful Neutral Armor Class 18 (natural armor) Hit Points 255 (30d10 + 90) Speed 0 ft., fly 30 ft. (hover) STR DEX CON INT WIS CHA 10 (+0) 16 (+3) 16 (+3) 22 (+6) 20 (+5) 18 (+4) Saving Throws Int +11, Wis +10, Cha +9 Skills Arcana +11, Deception +9, History +11, Insight +10, Perception +10, Persuasion +9, Sleight of Hand +8 Condition Immunities prone Senses darkvision 120 ft., truesight 60 ft., passive Perception 20 Languages Celestial, Common, Draconic, Dwarvish, Elvish, Infernal Challenge 15 (13,000 XP) Proficiency Bonus +5 Arcane Sight. At all times, Freya can detect magical auras within 100 feet of her. She can see a faint aura around any creature or object within range that is magical or under the effects of magic and knows the school of magic, if any. Cursed Item Handler. Freya ignores the negative effects of cursed items. Extra Attuning. Freya can be attuned to up to five magical items at a time. Legendary Resistance (3/Day). If Freya fails a saving throw, she can choose to succeed instead. Magic Resistance. Freya has advantage on saving throws against spells and other magical effects. Magic Sense. Freya can magically sense when a spell has been cast within 1 mile of her, and if there are any magical items, locations, or other effects in that range. This sense is vague and does not allow her to pinpoint the location of the magic, just that it is somewhere within a mile of her. Actions Multiattack. Freya makes six Eye Ray attacks, and she can use Spellcasting. Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 17 (4d6 + 3) piercing damage. Eye Ray. Melee or Ranged Spell Attack: +11 to hit, reach 5 ft. or range 120 ft., one target. Hit: 13 (2d6 + 6) force damage. Illusory Appearance. Freya magically disguises herself as a Medium creature she has seen, or resumes her true appearance. When she disguises herself, any equipment she is wearing or carrying takes on an appearance of her choosing. She resumes her true appearance if she dies. The changes wrought by Illusory Appearance fail to hold up to physical inspection. For example, if Freya uses this action to add a hat to her outfit, objects pass through the hat, and anyone who touches it would feel nothing or would feel her eyestalks. Since she uses this trait to appear smaller than she is, the hand of someone who reaches out to touch her will bump into her while it’s seemingly still in midair. To discern that Freya is disguised, a creature can use its action to inspect her appearance and must succeed on a DC 19 Intelligence (Investigation) check. cont… Appendix: Stat Blocks


219 Spellcasting. Freya casts one of the following spells, requiring no material components and using Intelligence as the spellcasting ability (spell save DC 19): At will: glyph of warding, hold person, identify, locate creature, tongues, zone of truth 3/day each: animate objects, scrying Take Control. Freya attempts to take control of one magical item within 30 feet of her, whether or not it is being worn or carried. A creature wearing or carrying an item must make a DC 19 Charisma saving throw. On a failure, Freya takes control of the magic item. While Freya has control of the item, she can use it as if she were wearing or carrying it. A creature wearing or carrying an item controlled by Freya can repeat the saving throw at the end of each of its turns, ending the effect on all items it is wearing and carrying on a success. Otherwise, the effect lasts until the object is on another plane of existence or Freya dies. Ward Item. Freya wards an item she touches against theft, setting a return location she can see within 120 feet of her for the item in case it is stolen. If the item is taken without Freya’s approval and moved more than 500 feet from the return location, it is magically teleported back to that location 8 hours later. Bonus Actions Activate Magic Item. Freya activates one magic item she is wearing or carrying, or one she currently controls as a result of having used Take Control. Appraise. Freya learns the value of an item in gold pieces, as well as any nonmagical properties it possesses. Locate Thief. At the time a warded item teleports back to its return location, Freya can touch the item to magically learn the identity and current whereabouts of the creature that took the item. Reactions Attune. When Freya takes control of an item using Take Control or when she touches a magic item that isn’t being worn or carried, she can attune to the item. Freya Freya is an arcane witness who is disguised as an elderly woman; she operates Freya’s Fantastical Items, the only magic item shop in all of Havdhir. Freya is obsessed with collecting, selling, and curating magical items. For her, there is no greater joy than the discovery of a new “piece” to sell or collect. She is a shrewd but fair business owner, though she does deal with some unscrupulous sellers from time to time to get her hands on the most hard-to-find magical items. Garren Dirth Medium Humanoid (Human), Neutral Evil Armor Class 17 (chain shirt, shield) Hit Points 15 (2d8 + 6) Speed 30 ft. STR DEX CON INT WIS CHA 17 (+3) 15 (+2) 16 (+3) 13 (+1) 15 (+2) 12 (+1) Skills Perception +4 Senses passive Perception 14 Languages Common, Dwarvish Challenge 1 (200 XP) Proficiency Bonus +2 Actions Warhammer. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage. Light Crossbow. Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 6 (1d8 + 2) piercing damage. Bonus Actions City Sprint. Garren knows the fastest routes throughout the city. While in Havdhir (but not while inside a building), he can take the Dash action as a bonus action. Garren Dirth Garren is a corrupt guard running rackets and threatening the good people of Havdhir. Garren has close ties with the Grifter’s Guild, which allows him to very effectively skirt the law that he is meant to uphold. Between these underworld ties, his ability to blackmail, to steal from convicts, and to otherwise subvert the law of Havdhir; Garren is the worst kind of corrupted civic servant. Appendix: Stat Blocks


220 Gholbin Hearth Medium Humanoid (Dwarf), Neutral Armor Class 13 (chain shirt) Hit Points 32 (5d8 + 10) Speed 25 ft. STR DEX CON INT WIS CHA 10 (+0) 10 (+0) 14 (+2) 13 (+1) 16 (+3) 13 (+1) Skills Medicine +7, Persuasion +3, Religion +5 Senses darkvision 60 ft., passive Perception 13 Languages Common, Dwarvish Challenge 2 (450 XP) Proficiency Bonus +2 Dwarven Resilience. Gholbin has advantage on saving throws against poison. Stonecunning. Whenever Gholbin makes an Intelligence (History) check related to the origin of stonework, he is considered proficient in the History skill and adds double his proficiency bonus to the check instead of his normal proficiency bonus. Tool Proficiency. Gholbin is proficient with brewer’s tools. Actions Mace. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 3 (1d6) bludgeoning damage. Guiding Bolt (1/Day). Ranged Spell Attack: +5 to hit, range 120 ft., one creature. Hit: 14 (4d6) radiant damage, and the next attack roll made against this target before the end of Gholbin’s next turn has advantage, thanks to the mystical dim light glittering on the target until then. Spellcasting. Gholbin casts one of the following spells, using Wisdom as the spellcasting ability (spell save DC 13): At will: light, sacred flame, thaumaturgy 3/day each: cure wounds, sanctuary 2/day each: lesser restoration, spiritual weapon 1/day each: dispel magic, spirit guardians Bonus Actions Divine Eminence. Gholbin expends the use of a spell he can cast three times per day to cause his melee weapon attacks to magically deal an extra 10 (3d6) radiant damage to a target on a hit. This benefit lasts until the end of the turn. If Gholbin expends the use of a spell he can cast only twice per day, the extra damage increases to 14 (4d6) instead. If Gholbin expends the use of a spell he can cast only once per day, the extra damage increases to 17 (5d6) instead. Gholbin Hearth Gholbin is a cleric caretaker for the Temple of the Manifold Gods, ensuring that all are welcome to practice their various religions within the massive city of Havdhir. Gholbin believes in all gods and serves no one religion, fitting bits and pieces from all the religions together into his one ever-changing faith. Gholbin is a healer and philosopher of some renown. Appendix: Stat Blocks


221 Gronth Medium Humanoid (Half-Orc), Neutral Evil Armor Class 15 (studded leather) Hit Points 65 (10d8 + 20) Speed 30 ft. STR DEX CON INT WIS CHA 17 (+3) 16 (+3) 15 (+2) 14 (+2) 11 (+0) 14 (+2) Saving Throws Str +5, Dex +5, Wis +2 Skills Athletics +5, Deception +4, Intimidation +4 Senses darkvision 60 ft., passive Perception 10 Languages Common, Orc Challenge 3 (700 XP) Proficiency Bonus +2 Relentless Endurance (Recharges after a Long Rest). When Gronth is reduced to 0 hit points, he drops to 1 hit point instead. Savage Attacks. When Gronth scores a critical hit with a melee weapon attack, he can roll one of the weapon’s damage dice one additional time and add it to the extra damage of the critical hit. Actions Multiattack. Gronth makes three melee attacks: two with his scimitar and one with his dagger. Or Gronth makes two ranged attacks with his daggers. Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage. Scimitar. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage. Reactions Parry. Gronth adds 2 to his AC against one melee attack that would hit him. To do so, he must see the attacker and be wielding a melee weapon. Gronth Gronth is the half-orc owner of Morvin’s Sorrow Pit, a fighting arena. He is an intimidating figure, though he secretly thinks of himself as an entertainer, putting together only the best “shows’’ for his patrons. Gronth has connections that allow him to run his fights, which fall very much in a gray area in terms of Havdhirian law. Appendix: Stat Blocks


222 Hammer of Havdhir Small Construct, Lawful Good Armor Class 16 (natural armor) Hit Points 24 (7d6) Speed 0 ft., fly 30 ft. (hover) STR DEX CON INT WIS CHA 16 (+3) 14 (+2) 10 (+0) 3 (-4) 3 (-4) 1 (-5) Skills Perception +0 Senses blindsight 60 ft. (blind beyond this radius), passive Perception 10 Languages – Challenge 0 (10 XP) Proficiency Bonus +2 Actions Warhammer. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) bludgeoning damage. Hammer of Havdhir The Hammer of Havdhir is a magical weapon that is animated by any unlawful entrance into the Havdhir Barracks Armory. Havdhir Guard Medium Humanoid (Any), Typically Lawful Good Armor Class 16 (chain shirt, shield) Hit Points 13 (2d8 + 4) Speed 30 ft. STR DEX CON INT WIS CHA 16 (+3) 14 (+2) 15 (+2) 12 (+1) 14 (+2) 11 (+0) Skills Perception +4 Senses passive Perception 14 Languages Common, Dwarvish Challenge 1 (200 XP) Proficiency Bonus +2 Actions Warhammer. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage. Light Crossbow. Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 6 (1d8 + 2) piercing damage. Bonus Actions City Sprint. The Havdhir guard knows the fastest routes throughout the city. While in Havdhir (but not while inside a building), the guard can take the Dash action as a bonus action. Havdhir Guard Havdhir guards, regular and mage, are the pride of the city. They have undergone intensive training and been schooled in advanced fighting and team tactics far beyond the capabilities of the common guards of other cities. Havdhir guards are usually fiercely loyal to the city of Havdhir, to the Triumvirate, and to the people they have sworn to protect. However, the occasional bad apple does slip through the ranks, and the Grifter’s Guild is skilled at grooming less-welloff guards to act as corrupt informants and accomplices. Observant. Havdhir guards are more perceptive than most, trained to spot thieves, charlatans, and other members of the Grifter’s Guild in an attempt to put a stop to the rampant theft and criminal activities within the less affluent districts of Havdhir. Signature Look. All Havdhir guards wear some variation of the classic Havdhirian uniform: a blue uniform trimmed in gold, often with a symbol identifying the wearer’s rank emblazoned in gold on the front. Lower-ranking guards often have a ship stitched on the front of their uniforms, middling guards often have a warhammer, and the highest-ranking guards usually have a mountain carefully sewn into their uniforms as a symbol of their authority. All Havdhir guards that aren’t mages carry the signature weapons associated with the Havdhirian military: a warhammer and a light crossbow. Appendix: Stat Blocks


223 Havdhir Mage Medium Humanoid (Any Race), Any Alignment Armor Class 18 (plate) Hit Points 40 (9d8) Speed 30 ft. STR DEX CON INT WIS CHA 9 (-1) 14 (+2) 11 (+0) 17 (+3) 12 (+1) 11 (+0) Saving Throws Int +6, Wis +4 Skills Arcana +6, History +6 Senses passive Perception 11 Languages Common, Dwarvish, Elvish, Halfling Challenge 6 (2,300 XP) Proficiency Bonus +3 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. Firebolt. Ranged Spell Attack: +6 to hit, range 120 ft., one target. Hit: 11 (2d10) fire damage, and the target ignites if it is a flammable object that isn’t being worn or carried. Spellcasting. The mage casts one of the following spells, using Intelligence as the spellcasting ability (spell save DC 14): At will: light, mage hand, prestidigitation 2/day each: greater invisibility, ice storm, misty step, suggestion 1/day each: cone of cold, counterspell, detect magic, fireball, fly, mage armor, magic missile, shield Havdhir Mage Havdhir guards, regular and mage, are the pride of the city. They have undergone intensive training and been schooled in advanced fighting and team tactics far beyond the capabilities of the common guards of other cities—Havdhir mages have even drilled until they are proficient with heavy armor! Havdhir guards are usually fiercely loyal to the city of Havdhir, to the Triumvirate, and to the people they have sworn to protect. However, the occasional bad apple does slip through the ranks, and the Grifter’s Guild is skilled at grooming less-well-off guards to act as corrupt informants and accomplices. Observant. Havdhir guards are more perceptive than most, trained to spot thieves, charlatans, and other members of the Grifter’s Guild in an attempt to put a stop to the rampant theft and criminal activities within the less affluent districts of Havdhir. Signature Look. All Havdhir guards wear some variation of the classic Havdhirian uniform: a blue uniform trimmed in gold, often with a symbol identifying the wearer’s rank emblazoned in gold on the front. Lower-ranking guards often have a ship stitched on the front of their uniforms, middling guards often have a warhammer, and the highest-ranking guards usually have a mountain carefully sewn into their uniforms as a symbol of their authority. Histell Medium Humanoid (Lizardfolk), Chaotic Good Armor Class 15 (natural armor) Hit Points 40 (9d8) Speed 30 ft., swim 30 ft. STR DEX CON INT WIS CHA 9 (-1) 14 (+2) 11 (+0) 17 (+3) 12 (+1) 11 (+0) Saving Throws Int +6, Wis +4 Skills Arcana +6, History +6 , Perception +4, Stealth +5, Survival +4 Senses passive Perception 14 Languages Common, Draconic, Dwarvish, Elvish Challenge 6 (2,300 XP) Proficiency Bonus +3 Hold Breath. Histell can hold his breath for 15 minutes. Actions Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d6 - 1) piercing damage. 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. Fire Bolt. Ranged Spell Attack: +6 to hit, range 120 ft., one target. Hit: 11 (2d10) fire damage, and the target ignites if it is a flammable object that isn’t being worn or carried. Spellcasting. Histell casts one of the following spells, using Intelligence as the spellcasting ability (spell save DC 14): At will: light, mage hand, prestidigitation 2/day each: greater invisibility, ice storm, misty step, suggestion 1/day each: cone of cold, counterspell, detect magic, fireball, fly, magic missile, shield Histell Histell is a lizardfolk mage and apothecary who works from his small shop in the Havdhir Market District. From his shop, Histell sells alchemical ingredients, scrolls, and magic-related items. Histell is secretly attracted to Charlotte of Ardhos’s Bounty, but he is incredibly shy and has not professed his feelings to the halfling grocer. Appendix: Stat Blocks


224 Isha Grey Small Humanoid (Gnome), Neutral Good Armor Class 10 Hit Points 3 (1d6) Speed 25 ft. STR DEX CON INT WIS CHA 10 (+0) 10 (+0) 10 (+0) 12 (+1) 10 (+0) 10 (+0) Senses darkvision 60 ft., passive Perception 10 Languages Common, Gnomish Challenge 0 (10 XP) Proficiency Bonus +2 Gnome Cunning. Isha has advantage on Intelligence, Wisdom, and Charisma saving throws against magic. Actions Club. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d4) bludgeoning damage. Isha Grey Isha is a gnome shipbuilder plying his trade on the Havdhir docks. The gnome has been working as a shipbuilder in one capacity or another for decades; and he knows just about everything there is to know about ships, the Havdhir docks, and the waters surrounding the port city. Ivan Hearthstone Medium Humanoid (Dwarf), Lawful Neutral Armor Class 10 Hit Points 5 (1d8 + 1) Speed 25 ft. STR DEX CON INT WIS CHA 10 (+0) 10 (+0) 12 (+1) 10 (+0) 10 (+0) 10 (+0) Senses darkvision 60 ft., passive Perception 10 Languages Common, Dwarvish Challenge 1/8 (25 XP) Proficiency Bonus +2 Dwarven Resilience. Ivan has advantage on saving throws against poison. Stonecunning. Whenever Ivan makes an Intelligence (History) check related to the origin of stonework, he is considered proficient in the History skill and adds double his proficiency bonus to the check instead of his normal proficiency bonus. Tool Proficiency. Ivan is proficient with smith’s tools. Actions Club. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d4) bludgeoning damage. Ivan Hearthstone Ivan is a bored notary working out of the Havdhir Notary and Exchange. He spends his days pushing paperwork and has generally lost most of his zest for life. Ivan desperately hopes that adventure will enter his life or that he might be privy to the adventures of another. Despite this, his unwavering attention to detail and tendency to be a stickler for the rules mean that his hopes are likely never to be fulfilled. Appendix: Stat Blocks


225 Ivar Lorton Medium Humanoid (Dwarf), Lawful Neutral Armor Class 15 (breastplate) Hit Points 11 (2d8 + 2) Speed 25 ft. STR DEX CON INT WIS CHA 11 (+0) 12 (+1) 13 (+1) 14 (+2) 14 (+2) 16 (+3) Skills Deception +5, Insight +4, Persuasion +5 Senses darkvision 60 ft., passive Perception 12 Languages Common, Dwarvish, Elvish Challenge 1/4 (50 XP) Proficiency Bonus +2 Dwarven Resilience. Ivar has advantage on saving throws against poison. Stonecunning. Whenever Ivar makes an Intelligence (History) check related to the origin of stonework, he is considered proficient in the History skill and adds double his proficiency bonus to the check instead of his normal proficiency bonus. Tool Proficiency. Ivar is proficient with mason’s tools. Actions Rapier. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d8 + 1) piercing damage. Reactions Parry. Ivar adds 2 to his AC against one melee attack that would hit him. To do so, Ivar must see the attacker and be wielding a melee weapon. Ivar Lorton Ivar is a portly dwarf who serves as one of the three members of the Triumvirate, representing the interests of the IronLender’s Association and of Lorton Bank, his family business. Glutton. Ivar is almost never seen without breadcrumbs on his beard, a wine stain on his lips, or a bit of chicken or other meat hanging from his mouth. The dwarf is almost always stuffing his face and eats a minimum of five meals a day, all of them multi-course meals. Ivar enjoys nothing more than food, drink, coin, and fine objects… company be damned! Hoarder. Ivar has accumulated vast wealth due to his position and greatly enjoys purchasing lovely things to add to his various collections. Skinflint. Despite his vast wealth and position of power, Ivar has little interest in helping the less fortunate in Havdhir, fearing that his lavish lifestyle might suffer from sharing even a single coin with a beggar on the street. Izak Pilf Medium Humanoid (Dwarf), Neutral Armor Class 10 Hit Points 5 (1d8 + 1) Speed 25 ft. STR DEX CON INT WIS CHA 10 (+0) 10 (+0) 12 (+1) 10 (+0) 10 (+0) 10 (+0) Senses darkvision 60 ft., passive Perception 10 Languages Common Challenge 0 (10 XP) Proficiency Bonus +2 Dwarven Resilience. Izak has advantage on saving throws against poison. Stonecunning. Whenever Izak makes an Intelligence (History) check related to the origin of stonework, he is considered proficient in the History skill and adds double his proficiency bonus to the check instead of his normal proficiency bonus. Tool Proficiency. Izak is proficient with brewer’s tools. Actions Club. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d4) bludgeoning damage. Izak Pilf Izak is the owner of the Sunken Dream Tavern: a partially submerged ship turned bar. Izak is a gruff proprietor, and his patrons are usually the lowlifes and poor of the city. The dwarf is extremely proud of his bar and very protective of the animated tentacle that is regularly used for contests there, treating the tentacle like a beloved pet. Appendix: Stat Blocks


226 John Mason Medium Humanoid (Human), Chaotic Good Armor Class 10 Hit Points 4 (1d8) Speed 30 ft. STR DEX CON INT WIS CHA 11 (+0) 11 (+0) 11 (+0) 11 (+0) 11 (+0) 11 (+0) Senses passive Perception 10 Languages Common, Halfling Challenge 0 (10 XP) Proficiency Bonus +2 Actions Fist. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 1 bludgeoning damage. John Mason John Mason is a young commoner native to Havdhir with a desperate longing for adventure. John lives a normal life, usually working in his father’s cobbler shop, but he dreams of one day sailing far from Havdhir. Recently, John has discovered what he believes to be a pirate’s treasure map, leading to the famous hidden pirate treasure on Vrehnor Isle. Linrin Softstep Small Humanoid (Halfling), Chaotic Neutral Armor Class 16 (leather armor) Hit Points 99 (18d6 + 36) Speed 25 ft. STR DEX CON INT WIS CHA 16 (+3) 20 (+5) 14 (+2) 15 (+2) 12 (+1) 16 (+3) Skills Acrobatics +11, Athletics +9, Sleight of Hand +11, Stealth +11 Senses darkvision 60 ft., passive Perception 11 Languages Common, Halfling Challenge 5 (1,800 XP) Proficiency Bonus +3 Attunement Mastery. Linrin can attune to a magical item by using an action instead of the usual time required to attune to a magic item. Brave. Linrin has advantage on saving throws against being frightened. Halfling Nimbleness. Linrin can move through the space of a Medium or larger creature. Improvised Weapon Mastery. Linrin is proficient with all improvised weapons. Lock Picking. Linrin is proficient with thieves’ tools. When using them, he adds twice his proficiency bonus to Dexterity checks made to open locks. Lucky. When Linrin rolls a 1 on an attack roll, ability check, or saving throw, he can reroll the die and must use the new roll. Spider Climb. Linrin can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. cont… Appendix: Stat Blocks


227 Actions Multiattack. Linrin makes three attacks. Dagger. Melee or Ranged Weapon Attack: +8 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 7 (1d4 + 5) piercing damage. Hand Crossbow. Ranged Weapon Attack: +8 to hit, range 30/120 ft., one creature. Hit: 8 (1d6 + 5) piercing damage, and the target must succeed on a DC 13 Constitution saving throw or fall unconscious for 1 minute. The target wakes up if it takes damage or if another creature uses an action to shake it awake. Swift Attunement. Linrin attunes to an item. Bonus Actions Shadow Stealth. While in dim light or darkness, Linrin takes the Hide action. Sticky Fingers. Linrin attempts to steal one item from a creature within 5 feet of him. Linrin makes a Dexterity (Sleight of Hand) check opposed by the target’s Wisdom (Perception) check. If Linrin succeeds, he steals the item; even if the target was wearing or carrying the item and even if the item was being wielded as a weapon or was worn as armor. Linrin Softstep Linrin is a suspicious halfling who steals precious items for the Grifter’s Guild, to which he belongs. Linrin trusts no one apart from his best friend, Yornil, and commonly wears oversized clothes that conceal part or all of his features. Linrin and Yornil have big plans to rob the Lorton Bank. Linrin is a fairly accomplished burglar and has pulled off many heists in the city of Havdhir: robbing wagons, nobles’ houses, and even a few businesses. Percival Bingsley Medium Humanoid (Dwarf), Lawful Neutral Armor Class 15 (breastplate) Hit Points 11 (2d8 + 2) Speed 25 ft. STR DEX CON INT WIS CHA 11 (+0) 12 (+1) 13 (+1) 12 (+1) 14 (+2) 16 (+3) Skills Deception +5, Insight +4, Persuasion +5 Senses darkvision 60 ft., passive Perception 12 Languages Common, Dwarvish Challenge 1/4 (50 XP) Proficiency Bonus +2 Dwarven Resilience. Percival has advantage on saving throws against poison. Stonecunning. Whenever Percival makes an Intelligence (History) check related to the origin of stonework, he is considered proficient in the History skill and adds double his proficiency bonus to the check instead of his normal proficiency bonus. Tool Proficiency. Percival is proficient with smith’s tools. Actions Rapier. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d8 + 1) piercing damage. Spellcasting. Percival casts the following spell, using Charisma as the spellcasting ability: At will: identify Reactions Parry. Percival adds 2 to his AC against one melee attack that would hit him. To do so, Percival must see the attacker and be wielding a melee weapon. Percival Bingsley Percival Bingsley is the owner and operator of Percival’s Appraisal: a well-to-do jewelry, antiquities, and precious items shop in Havdhir. Percival is very snobbish and will occasionally bar shoppers from entering his establishment if they are “underdressed.” The dwarf thinks of himself as a critic of beauty, putting his skills to use by sorting the trash from the treasure. Appendix: Stat Blocks


228 Phillius Pennyworth Medium Humanoid (Human), Neutral Armor Class 15 (breastplate) Hit Points 11 (2d8 + 2) Speed 30 ft. STR DEX CON INT WIS CHA 12 (+1) 13 (+1) 12 (+1) 13 (+1) 15 (+2) 17 (+3) Skills Deception +5, Insight +4, Persuasion +5 Senses passive Perception 12 Languages Common, Dwarvish, Elvish Challenge 1/8 (25 XP) Proficiency Bonus +2 Actions Rapier. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d8 + 1) piercing damage. Reactions Parry. Phillius adds 2 to his AC against one melee attack that would hit him. To do so, Phillius must see the attacker and be wielding a melee weapon. Phillius Pennyworth Phillius is a well-dressed representative of the Triumvirate. He determines who will see the three leaders of Havdhir and schedules entreaties and visits. While the Triumvirate itself rules all of Havdhir, Phillius has perhaps one of the most overlooked and powerful positions in the city: determining who gets to speak to its leaders. Rufus Welfore Medium Humanoid (Human), Neutral Armor Class 10 Hit Points 4 (1d8) Speed 30 ft. STR DEX CON INT WIS CHA 11 (+0) 11 (+0) 11 (+0) 11 (+0) 11 (+0) 11 (+0) Senses passive Perception 10 Languages Common, Dwarvish Challenge 0 (10 XP) Proficiency Bonus +2 Actions Dagger. Melee or Ranged Weapon Attack: +2 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 2 (1d4) piercing damage. Rufus Welfore Rufus is an out-of-work sailor with heavy drinking and gambling problems. Rufus has defaulted on several loans and is in deep debt to the Grifter’s Guild, owing them a hefty sum. Rufus’s wife, Anna, has been kidnapped by the guild as a result of Rufus defaulting on his loans. Rufus is not a bad man, simply one at the end of his rope, chewed up and spat out by the city and his own vices. Appendix: Stat Blocks


229 Selene Glintyal Medium Humanoid (Tiefling), Chaotic Neutral Armor Class 11 Hit Points 9 (2d8) Speed 30 ft. STR DEX CON INT WIS CHA 11 (+0) 12 (+1) 11 (+0) 13 (+1) 14 (+2) 18 (+4) Skills Deception +6, Insight +4, Persuasion +6 Damage Resistances fire Senses darkvision 60 ft., passive Perception 12 Languages Common, Dwarvish, Infernal Challenge 0 (10 XP) Proficiency Bonus +2 Actions Rapier. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d8 + 1) piercing damage. Spellcasting. Selene casts the following spell, using Charisma as the spellcasting ability: At will: thaumaturgy Reactions Parry. Selene adds 2 to her AC against one melee attack that would hit her. To do so, Selene must see the attacker and be wielding a melee weapon. Selene Glintyal Selene is the eccentric owner of the gaudy Crystal Lounge in the Stonecentre district of Havdhir; she enjoys tending to the bar herself. The Crystal Lounge sports some of the highestend alcohol in Havdhir, much of it created in the distillery beneath her establishment. Selene can often be found experimenting with new and unusual concoctions, creating interesting drinks for her affluent patrons. Sir Archibold Scath Medium Humanoid (Human), Chaotic Good Armor Class 15 (breastplate) Hit Points 11 (2d8 + 2) Speed 30 ft. STR DEX CON INT WIS CHA 12 (+1) 13 (+1) 12 (+1) 13 (+1) 15 (+2) 17 (+3) Skills Deception +5, Insight +4, Persuasion +5 Senses passive Perception 12 Languages Common, Dwarven, Orc Challenge 1/8 (25 XP) Proficiency Bonus +2 Actions Rapier. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d8 + 1) piercing damage. Reactions Parry. Archibold adds 2 to his AC against one melee attack that would hit him. To do so, Archibold must see the attacker and be wielding a melee weapon. Sir Archibold Scath Sir Archibold Scath is the leader of the Shipbuilder’s Guild in Havdhir. While not of noble blood, Sir Archibold has risen through the ranks, working his way up from lowly jobs aboard ships to his current, lofty position. As the leader of the guild, he serves as one of the three members of the Triumvirate. Bored. Sir Archibold is bored by the various meetings, politics, and duties of serving as a member of the Triumvirate. He is the most likely to disagree with policy or to change his vote in meetings… simply to cause drama (or, as he likes to call it, “a bit of fun”). Sir Archibold’s favorite part of being a member of the Triumvirate is the various galas, pageants, and other events he gets to attend owing to his station. Rags to Riches. Sir Archibold is very aware of his lowly beginnings. He has not forgotten the poor and lowly of Havdhir and usually votes in their favor, trying to aid those in Havdhir that might simply need the chance to pull themselves up by their bootstraps as he did so long ago. Illegitimate Title. While he demands to be referred to as “Sir” Archibold Scath, the origins of Archibold’s title are dubious at best. Supposedly, he won the title from a noble in a card game; Havdhirian lawyers argue vehemently over whether that’s legal. Appendix: Stat Blocks


230 Snick the Guzzling Small Humanoid (Goblinoid), Neutral Evil Armor Class 15 (leather armor, shield) Hit Points 7 (2d6) Speed 30 ft. STR DEX CON INT WIS CHA 8 (-1) 14 (+2) 10 (+0) 10 (+0) 8 (-1) 8 (-1) Skills Stealth +6 Senses darkvision 60 ft., passive Perception 9 Languages Common, Goblin Challenge 1/4 (50 XP) Proficiency Bonus +2 Nimble Escape. Snick can take the Disengage or Hide action as a bonus action on each of his turns. Actions Scimitar. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage. Shortbow. Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 5 (1d6 + 2) piercing damage. Snick the Guzzling Snick the Guzzling is the greedy owner of the Guzzling Goblin bar. Snick keeps his ear well trained, listening to the various rumors circulating around Havdhir and putting up a bounty board with various jobs for anyone who might be interested. The goblin is filled with avarice, charging exorbitant prices for the privilege of drinking in a bar with very few rules. Svelvhar Small Humanoid (Gnome), Neutral Good Armor Class 16 (chain shirt, shield) Hit Points 11 (2d6 + 4) Speed 25 ft. STR DEX CON INT WIS CHA 16 (+3) 14 (+2) 15 (+2) 14 (+2) 14 (+2) 11 (+0) Skills Perception +4 Senses darkvision 60 ft., passive Perception 14 Languages Common, Dwarvish, Gnomish Challenge 1 (200 XP) Proficiency Bonus +2 Gnome Cunning. Svelvhar has advantage on Intelligence, Wisdom, and Charisma saving throws against magic. Actions Warhammer. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage. Light Crossbow. Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 6 (1d8 + 2) piercing damage. Bonus Actions City Sprint. Svelvhar knows the fastest routes throughout the city. While in Havdhir (but not while inside a building), Svelvhar can take the Dash action as a bonus action. Svelvhar Svelvhar is a gnome guard working as a cook for the rest of the soldiers in the Havdhir Barracks. Svelvhar comes from a long line of guardsmen but isn’t well-suited for the role; he was relegated to cooking duty after having too many accidents on the job. Appendix: Stat Blocks


231 Terra Medium Humanoid (Half-Orc), Neutral Armor Class 17 (splint) Hit Points 58 (9d8 + 18) Speed 30 ft. STR DEX CON INT WIS CHA 18 (+4) 13 (+1) 15 (+2) 10 (+0) 11 (+0) 10 (+0) Skills Athletics +5, Intimidation +2, Perception +2 Senses darkvision 60 ft., passive Perception 12 Languages Common, Orc Challenge 3 (700 XP) Proficiency Bonus +2 Relentless Endurance (Recharges after a Long Rest). When Terra is reduced to 0 hit points, she drops to 1 hit point instead. Savage Attacks. When Terra scores a critical hit with a melee weapon attack, she can roll one of the weapon’s damage dice one additional time and add it to the extra damage of the critical hit. Actions Multiattack. Terra makes two longsword attacks. If she has a shortsword drawn, she can also make a shortsword attack. Longsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage, or 8 (1d10 + 3) slashing damage if used with two hands. Shortsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage. Heavy Crossbow. Ranged Weapon Attack: +3 to hit, range 100/400 ft., one target. Hit: 6 (1d10 + 1) piercing damage. Terra Terra is a fletcher and shopkeep operating Wolf’s Last Rest, a shop that sells pelts as well as hunting supplies. Terra is a scarred and traumatized half-orc whose husband and daughter were both eaten by ogres. The shopkeep has developed a callous attitude, determined that nothing will ever again hurt her so deeply as the loss of her family. She has few friends and spends most of her free time drinking at the Guzzling Goblin and hunting in the wilds outside of Havdhir. Verillin Sylva Medium Humanoid (Elf), Neutral Evil Armor Class 16 (breastplate) Hit Points 9 (2d8) Speed 30 ft. STR DEX CON INT WIS CHA 11 (+0) 14 (+2) 11 (+0) 14 (+2) 14 (+2) 16 (+3) Skills Deception +5, Insight +4, Perception +4, Persuasion +5 Senses darkvision 60 ft., passive Perception 14 Languages Common, Dwarvish, Elvish Challenge 1/2 (100 XP) Proficiency Bonus +2 Fey Ancestry. Verillin has advantage on saving throws against being charmed, and magic can’t put her to sleep. Trance. When Verillin meditates deeply for 4 hours, she gains the benefits of a long rest. Actions Rapier. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage. Reactions Parry. Verillin adds 2 to her AC against one melee attack that would hit her. To do so, Verillin must see the attacker and be wielding a melee weapon. Verillin Sylva Verillin Sylva is the head of the Golden Trade Company, arguably one of the most powerful members of the Triumvirate, and possibly the most powerful person in all of Havdhir. Long Term. Verillin created the Golden Trade Company, was one of the merchants to sign the Crimson Concordant, and is currently the longest-serving member of the Triumvirate. The history of Havdhir has been molded by her hand more than perhaps any other person in history. Self-Absorbed. Verillin cares little for the citizens of Havdhir. Instead, she ensures that policies are put in place that will best serve herself and her business. She is exceedingly cunning: backstabbing other politicians or rivals, bribing, blackmailing, or otherwise bending others to her will. Vampire Ties. Verillin’s position is bolstered by her ties to the vampires of Mornhaven in the north. She is able to call in favors from the vampires, set up favorable terms for removal of “unwanted citizens,” and otherwise conducts business that serves to strengthen her own company through her connections with the powerful vampire houses and their own business ventures far north of Havdhir. Appendix: Stat Blocks


232 Verin Medium Humanoid (Half-Elf), Neutral Evil Armor Class 10 Hit Points 4 (1d8) Speed 30 ft. STR DEX CON INT WIS CHA 10 (+0) 10 (+0) 10 (+0) 11 (+0) 11 (+0) 12 (+1) Skills Deception +3, Insight +2 Senses darkvision 60 ft., passive Perception 10 Languages Common, Dwarvish, Elvish Challenge 0 (10 XP) Proficiency Bonus +2 Fey Ancestry. Verin has advantage on saving throws against being charmed, and magic can’t put him to sleep. Actions Club. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d4) bludgeoning damage. Verin Verin is a shady businessman selling both legal and not-so-legal wares in the Market District of Havdhir. Verin is unscrupulous in the extreme, with close ties to the Grifter’s Guild and no qualms at all about stealing from his customers. Verin is exceedingly seedy in appearance and mannerism, but he acts as a valuable fence for many of the degenerates of Havdhir. Viekiir Medium Humanoid (Elf), Neutral Armor Class 15 (chain shirt) Hit Points 13 (3d8) Speed 30 ft. STR DEX CON INT WIS CHA 10 (+0) 16 (+3) 10 (+0) 12 (+1) 11 (+0) 12 (+1) Skills Perception +2, Stealth +4 Senses darkvision 120 ft., passive Perception 12 Languages Common, Elvish, Undercommon Challenge 1 (200 XP) Proficiency Bonus +2 Fey Ancestry. Viekiir has advantage on saving throws against being charmed, and magic can’t put him to sleep. Sunlight Sensitivity. While in sunlight, Viekiir has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. Actions Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage. Hand Crossbow. Ranged Weapon Attack: +5 to hit, range 30/120 ft., one target. Hit: 6 (1d6 + 3) piercing damage, and the target must succeed on a DC 13 Constitution saving throw or be poisoned for 1 hour. If the saving throw fails by 5 or more, the target is also unconscious while poisoned in this way. The target wakes up if it takes damage or if another creature takes an action to shake it awake. Spellcasting. Viekiir casts one of the following spells, using Charisma as the spellcasting ability (spell save DC 11): At will: dancing lights 1/day each: darkness, faerie fire Viekiir Viekiir is a somewhat shady businessman who owns the Menagerie, an exotic animals shop in Havdhir. Viekiir is an expert in all things animal and knows a great deal about the various traits and abilities of creatures far and wide. The elf is a showman, exceedingly extravagant and overexaggerated in all that he does. Appendix: Stat Blocks


233 Vlaskor Medium Humanoid (Dwarf), Lawful Good Armor Class 18 (plate) Hit Points 60 (8d8 + 24) Speed 25 ft. STR DEX CON INT WIS CHA 16 (+3) 11 (+0) 16 (+3) 11 (+0) 11 (+0) 15 (+2) Saving Throws Con +4, Wis +2 Senses darkvision 60 ft., passive Perception 10 Languages Common Challenge 3 (700 XP) Proficiency Bonus +2 Brave. Vlaskor has advantage on saving throws against being frightened. Dwarven Resilience. Vlaskor has advantage on saving throws against poison. Stonecunning. Whenever Vlaskor makes an Intelligence (History) check related to the origin of stonework, he is considered proficient in the History skill and adds double his proficiency bonus to the check instead of his normal proficiency bonus. Tool Proficiency. Vlaskor is proficient with smith’s tools. Actions Multiattack. Vlaskor makes two melee attacks. Greatsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage. Heavy Crossbow. Ranged Weapon Attack: +2 to hit, range 100/400 ft., one target. Hit: 5 (1d10) piercing damage. Leadership (Recharges after a Short or Long Rest). For 1 minute, Vlaskor can utter a special command or warning whenever a nonhostile creature that he can see within 30 feet of him makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand Vlaskor. A creature can benefit from only one Leadership die at a time. This effect ends if Vlaskor is incapacitated. Reactions Parry. Vlaskor adds 2 to his AC against one melee attack that would hit him. To do so, Vlaskor must see the attacker and be wielding a melee weapon. Vlaskor Vlaskor is a guard captain serving the good people of Havdhir mostly by “riding a desk.” After years of working the streets, Vlaskor was elevated to the rank of captain… only to find that the vast majority of his time would be spent dealing with legal disputes, filing paperwork, and otherwise managing the laws of Havdhir in matters not worthy of the Triumvirate’s attention (which are most of them). Appendix: Stat Blocks


234 Yornil Grimdelver Medium Humanoid (Dwarf), Chaotic Neutral Armor Class 16 (leather armor) Hit Points 112 (15d8 + 45) Speed 25 ft. STR DEX CON INT WIS CHA 16 (+3) 20 (+5) 16 (+3) 15 (+2) 12 (+1) 16 (+3) Skills Acrobatics +11, Athletics +9, Sleight of Hand +11, Stealth +11 Senses darkvision 60 ft., passive Perception 11 Languages Common, Dwarvish Challenge 5 (1,800 XP) Proficiency Bonus +3 Attunement Mastery. Yornil can attune to a magical item by using an action instead of the usual time required to attune to a magic item. Dwarven Resilience. Yornil has advantage on saving throws against poison. Improvised Weapon Mastery. Yornil is proficient with all improvised weapons. Lock Picking. Yornil is proficient with thieves’ tools. When using them, he adds twice his proficiency bonus to Dexterity checks made to open locks. Spider Climb. Yornil can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Stonecunning. Whenever Yornil makes an Intelligence (History) check related to the origin of stonework, he is considered proficient in the History skill and adds double his proficiency bonus to the check instead of his normal proficiency bonus. Tool Proficiency. Yornil is proficient with mason’s tools. Actions Multiattack. Yornil makes three attacks. Dagger. Melee or Ranged Weapon Attack: +8 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 7 (1d4 + 5) piercing damage. Hand Crossbow. Ranged Weapon Attack: +8 to hit, range 30/120 ft., one creature. Hit: 8 (1d6 + 5) piercing damage, and the target must succeed on a DC 13 Constitution saving throw or fall unconscious for 1 minute. The target wakes up if it takes damage or if another creature uses an action to shake it awake. Swift Attunement. Yornil attunes to an item. Bonus Actions Shadow Stealth. While in dim light or darkness, Yornil takes the Hide action. Sticky Fingers. Yornil attempts to steal one item from a creature within 5 feet of him. Yornil makes a Dexterity (Sleight of Hand) check opposed by the target’s Wisdom (Perception) check. If Yornil succeeds, he steals the item; even if the target was wearing or carrying the item and even if the item was being wielded as a weapon or worn as armor. Yornil Grimdelver Yornil is a thief with big dreams, hoping to pull off the greatest heist of all time by stealing from the vaults of Lorton Bank. With this heist, Yornil plans to go down in the history books as the greatest thief of all time. He is a member of the Grifter’s Guild and is an accomplished cat burglar, working with his close friend Linrin Softstep. Of the pair, Yornil is the leader, usually doing the talking for the duo and formulating their plans. Appendix: Stat Blocks


235 Vrehnor Isle Captain Bharros the Brave Small Humanoid (Kobold), Chaotic Neutral Armor Class 13 Hit Points 77 (22d6) Speed 30 ft., swim 10 ft. STR DEX CON INT WIS CHA 7 (-2) 16 (+3) 10 (+0) 10 (+0) 6 (-2) 14 (+2) Skills Acrobatics +5, Deception +4, Insight +2, Survival +2 Senses darkvision 120 ft., passive Perception 8 Languages Common, Draconic Challenge 1 (200 XP) Proficiency Bonus +2 Dragon-Blooded. Because of his draconic ancestry, Captain Bharros counts as a sorcerer for the purpose of attuning to magic items. Pack Tactics. Captain Bharros has advantage on an attack roll against a creature if at least one of his allies is within 5 feet of the creature and the ally isn’t incapacitated. Sunlight Adept. Captain Bharros has spent a great deal of time alternating his eyepatch and adjusting his vision to the harsh light of the sun and back to the darkness below deck. He does not have the usual Sunlight Sensitivity trait of kobolds, and he can see twice as far in the dark as an ordinary kobold. Actions Cutlass. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage. Light Crossbow. Ranged Weapon Attack: +5 to hit, range 80/320 ft., one target. Hit: 7 (1d8 + 3) piercing damage. Wand of Magic Missiles (7 total charges). While holding his wand of magic missiles, Captain Bharros expends 1 or more of its 7 charges to cast the magic missile spell from it. He can expend 1 charge to cast the 1st-level version of the spell; he can increase the spell slot level by one for each additional charge he expends. Leadership (Recharges after a Short or Long Rest). For 1 minute, Captain Bharros can utter a special command or warning whenever a nonhostile creature that he can see within 30 feet of him makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand Captain Bharros, whose commands come in nonsense naval phrases that usually only his crew can understand. A creature that is not a member of Captain Bharros’s crew must succeed on a DC 12 Wisdom (Insight) check to understand the command or warning. A creature can benefit from only one Leadership die at a time. This effect ends if Captain Bharros is incapacitated. Captain Bharros the Brave Captain Bharros is an ambitious kobold who desperately wants to prove himself as a terrifying brigand of the sea. Captain Bharros has absolutely no naval experience but makes up for this with his charismatic personality and overwhelming confidence. Treasure Seeker. Captain Bharros is obsessed with treasure and would sacrifice just about anything for a share of some. He recently won a guide to take him safely through a set of traps on Vrehnor Isle. He believes discovering the treasure on this isle will make him a well-respected pirate. Appendix: Stat Blocks


236 Captain Bharros’s Crew Member Small Humanoid (Kobold), Chaotic Neutral Armor Class 12 Hit Points 5 (2d6 - 2) Speed 30 ft. STR DEX CON INT WIS CHA 7 (-2) 15 (+2) 9 (-1) 8 (-1) 7 (-2) 8 (-1) Senses darkvision 60 ft., passive Perception 8 Languages Common, Draconic Challenge 1/8 (25 XP) Proficiency Bonus +2 Pack Tactics. The crew member has advantage on an attack roll against a creature if at least one of the crew member’s allies is within 5 feet of the creature and the ally isn’t incapacitated. Sunlight Sensitivity. While in sunlight, the crew member has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. Actions Dagger. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage. Sling. Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage. Captain Bharros’s Crew Member Members of Captain Bharros’s crew are rough and tumble brigands, pirates who sail the seas in search of treasure and make port to ransack small settlements. These crewmen may follow Bharros out of fear, respect, admiration, the promise of gold, or a combination of all the above. Gluck-glubruhk Medium Fey, Chaotic Evil Armor Class 14 (natural armor) Hit Points 52 (7d8 + 21) Speed 30 ft., swim 40 ft. STR DEX CON INT WIS CHA 16 (+3) 13 (+1) 16 (+3) 12 (+1) 12 (+1) 13 (+1) Senses darkvision 60 ft., passive Perception 11 Languages Aquan, Common, Giant Challenge 2 (450 XP) Proficiency Bonus +2 Amphibious. Gluck-glubruhk can breathe air and water. Horrific Appearance. Any Humanoid that starts its turn within 30 feet of Gluck-glubruhk and can see her true form must make a DC 11 Wisdom saving throw. On a failed save, the creature is frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, with disadvantage if Gluck-glubruhk is within line of sight, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to Gluck-glubruhk’s Horrific Appearance for the next 24 hours. cont… Stolen Scrolls Appendix: Stat Blocks


237 Unless the target is surprised or the revelation of Gluckglubruhk’s true form is sudden, the target can avert its eyes and avoid making the initial saving throw. Until the start of its next turn, a creature that averts its eyes has disadvantage on attack rolls against Gluck-glubruhk. Actions Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage. Death Glare. Gluck-glubruhk targets one frightened creature she can see within 30 feet of her. If the target can see Gluck-glubruhk, it must succeed on a DC 11 Wisdom saving throw against this magic or drop to 0 hit points. Illusory Appearance. Gluck-glubruhk covers herself and anything she is wearing or carrying with a magical illusion that makes her look like an ugly creature of her general size and Humanoid shape. The effect ends if Gluck-glubruhk takes a bonus action to end it or if she dies. The changes wrought by this effect fail to hold up to physical inspection. For example, Gluck-glubruhk could appear to have no claws, but someone touching her hand might feel the claws. Otherwise, a creature must take an action to visually inspect the illusion and succeed on a DC 16 Intelligence (Investigation) check to discern that Gluckglubruhk is disguised. Gluck-glubruhk Gluck-glubruhk is a wicked sea hag who resides in a waterfilled chamber in Horn’s Head Cave. Like all sea hags, she despises anything beautiful and wishes for the destruction of pure and lovely things. Gluck-glubruhk commonly uses illusion to portray herself as a human woman in need, dragging those who attempt to help her to the depths to be drowned and devoured. Groggle Medium Humanoid (Goblinoid), Lawful Evil Armor Class 16 (hide armor, shield) Hit Points 27 (5d8 + 5) Speed 30 ft. STR DEX CON INT WIS CHA 15 (+2) 14 (+2) 13 (+1) 8 (-1) 11 (+0) 9 (-1) Skills Stealth +6, Survival +2 Senses darkvision 60 ft., passive Perception 10 Languages Common, Goblin Challenge 1 (200 XP) Proficiency Bonus +2 Brute. A melee weapon deals one extra die of its damage when Groggle hits with it (included in the attack). Surprise Attack. If Groggle surprises a creature and hits it with an attack during the first round of combat, the target takes an extra 7 (2d6) damage from the attack. Actions Morningstar. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 11 (2d8 + 2) piercing damage. Javelin. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 9 (2d6 + 2) piercing damage in melee or 5 (1d6 + 2) piercing damage at range. Groggle Groggle is a bugbear serving as a bodyguard and unquestioning lackey to his boss, Orphos. Groggle is dim-witted and overly fond of violence, even for a bugbear. Groggle has no particular skills that make him any more effective at his job than the average bugbear, save for his almost religious dedication to his boss. Appendix: Stat Blocks


238 Orphos Medium Humanoid (Goblinoid), Neutral Evil Armor Class 13 Hit Points 126 (23d8 + 23) Speed 30 ft. STR DEX CON INT WIS CHA 13 (+1) 16 (+3) 12 (+1) 12 (+1) 13 (+1) 18 (+4) Skills Arcana +4, Deception +7, Religion +4, Stealth +6, Survival +4 Senses darkvision 60 ft., passive Perception 11 Languages Common, Goblin Challenge 5 (1,800 XP) Proficiency Bonus +3 Surprise Attack. If Orphos surprises a creature and hits it with an attack during the first round of combat, the target takes an extra 7 (2d6) damage from the attack. Surprise Spellcasting. During the first round of combat, if Orphos casts a spell requiring a saving throw, the DC for the saving throw increases by 2 for creatures affected by the spell who have not yet had a turn. Actions Cursed Quarterstaff. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) bludgeoning damage plus 3 (1d4 + 1) necrotic damage or 5 (1d8 + 1) bludgeoning damage plus 3 (1d4 + 1) necrotic damage if wielded with two hands. Inflict Wounds (1/Day). Melee Spell Attack: +7 to hit, reach 5 ft., one target. Hit: 16 (3d10) necrotic damage. Curse Bolt. Ranged Spell Attack: +7 to hit, reach 30 ft., one creature. Hit: 9 (1d10 + 4) necrotic damage plus 2 (1d4) force damage. Ray of Frost. Ranged Spell Attack: +7 to hit, reach 60 ft., one creature. Hit: 4 (1d8) cold damage, and the target’s speed is reduced by 10 feet until the start of Orphos’s next turn. Spellcasting. Orphos casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 15): At will: mage hand, minor illusion, prestidigitation 3/day each: bane, false life 2/day: blindness/deafness 1/day each: bestow curse, major image Legendary Actions Orphos can take 3 legendary actions, choosing from the options below. Only one legendary option can be used at a time and only at the end of another creature’s turn. Orpheus regains spent legendary actions at the start of his turn. Quick Spell. Orphos makes a Ray of Frost attack. Evil Eye (Costs 2 Actions). Orphos fixes his gaze on one creature he can see within 10 feet of him. The creature must succeed on a DC 15 Wisdom saving throw against this magic or become frightened of Orphos for 1 minute. The frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If the creature’s saving throw is successful or the effect ends for it, the creature is immune to Orphos’s Evil Eye for the next 24 hours. Curse (Costs 3 Actions). Orphos chooses up to three creatures within 30 feet of him that he can see. Each target must succeed on a DC 15 Wisdom saving throw or gain disadvantage on attacks against Orphos for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Orphos Orphos is a bugbear curse-caster, a goblinoid of evil who is dedicated to uncovering the secrets of dark magic. Like all curse-casters, Orphos spends a great deal of his time studying ancient texts and searching for hidden repositories of knowledge to expand his understanding of curses, jinxes, and other foul magic. Appendix: Stat Blocks


239 Paying the Grifter's Guild… a Visit Anna Welfore Medium Humanoid (Human), Neutral Good Armor Class 10 Hit Points 4 (1d8) Speed current: 15 ft., max: 30 ft. STR DEX CON INT WIS CHA 11 (+0) 11 (+0) 11 (+0) 11 (+0) 11 (+0) 11 (+0) Senses passive Perception 10 Languages Common, Dwarvish Challenge 0 (10 XP) Proficiency Bonus +2 Exhausted. Anna begins with three levels of exhaustion. Level Effect 1 Disadvantage on ability checks 2 Speed is 15 ft. instead of 30 ft. 3 Disadvantage on attack rolls and saving throws Anna suffers the effect of her current level of exhaustion as well as all lower levels. Certain magic effects could reduce Anna’s exhaustion level, as could finishing a long rest or being raised from the dead. An effect that removes exhaustion reduces her exhaustion level as specified in the effect’s description, with all exhaustion effects ending if Anna’s exhaustion level is reduced below 1. Actions Fist. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 1 bludgeoning damage. Anna Welfore Anna Welfore is a peasant woman living in the port city of Havdhir. A kind-hearted soul, she has fallen on hard times after her husband got into trouble with the Grifter’s Guild over gambling debts that he could not afford to pay. Appendix: Stat Blocks


240 Actions Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage plus 2 (1d4) poison damage. Diseased Bile. Ranged Weapon Attack: +5 to hit, range 30/60 ft., one target. Hit: 7 (2d6) poison damage, and the target must succeed on a DC 11 Constitution saving throw or contract sewer plague. Reactions Explosive Pus. In response to taking damage, the rat releases a burst of pus, targeting a creature within 5 feet of it. That creature must succeed on a DC 11 Constitution saving throw or be poisoned for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Drain Rat Drain rats are massive rats that are normally found in sewers or waterways of urban areas. These rats subsist on refuse and are usually covered in disgusting boils filled with putrid pus; they also sport extra legs, eyes, and other mutations caused by generations of pollution, inbreeding, and disease. Disease Harbingers. Drain rats carry a multitude of diseases culminating in sewer plague, and they have a horrible odor that accompanies them. Normally, an infestation of drain rats is first discovered due to the fetid stench exuding from areas in which they nest or due to an unusual number of cases of sewer plague. The rats are extremely deadly in areas where access to clean food and water is not readily available and can quickly lead to the decimation of poorer communities. Invasive Pests. Drain rats are able to squeeze through incredibly small spaces and have been known to chew through wood, stone, and even metal to enter residences or areas where food is plentiful. Usually, civilized areas have designated rat-catchers (paid by the local authorities per drain rat killed) to keep the rat populations from running rampant through the streets. Because of the rats’ size, great bravery is required, and many an adventurer has started on the path to glory as little more than a rat-catcher. Orcish Origins. Drain rats were initially bred as weapons of war by orcish kingdoms west of Havdhir and were used in several sieges against settlements in Ardhos and the city of Havdhir centuries ago. While the orcish armies were pushed back, the rats remained—infesting Havdhir, hitching rides on ships, swimming along rivers, or crawling their way far and wide. Now, drain rats can be found in almost any major city. Indiscriminate Eaters. Drain rats will eat just about anything: bone, feces, putrid flesh, unattended children, and even other drain rats. The rats are voracious, needing to consume five times their body weight each day; most of them populate urban areas due to the variety and availability of food. Their ability to swim and breathe underwater makes sewers and canals perfect nesting grounds for the hungry rats. Drain Rat Medium Beast, Unaligned Armor Class 13 Hit Points 11 (2d8 + 2) Speed 30 ft., swim 30 ft. STR DEX CON INT WIS CHA 9 (-1) 16 (+3) 13 (+1) 2 (-4) 10 (+0) 4 (-3) Skills Perception +2 Condition Immunities poisoned Senses darkvision 60 ft., passive Perception 12 Languages – Challenge 1/2 (100 XP) Proficiency Bonus +2 Amphibious. The rat can breathe air and water. Infiltrator. The rat can fit through spaces as narrow as 6 inches without squeezing. Keen Smell. The rat has advantage on Wisdom (Perception) checks that rely on smell. Pack Tactics. The rat has advantage on an attack roll against a creature if at least one of the rat’s allies is within 5 feet of the creature and the ally isn’t incapacitated. Stench. When any creature that isn’t a drain rat starts its turn within 5 feet of the rat, that creature must succeed on a DC 11 Constitution saving throw or be poisoned until the start of the creature’s next turn. If a creature’s saving throw is successful, the creature is immune to the Stench of all drain rats for 1 hour. Voracious. A drain rat must consume 500 pounds of material each day to sustain itself. Appendix: Stat Blocks


241 Grifter’s Guild Enforcer Medium Humanoid, Typically Any Non-Lawful Alignment Armor Class 13 (leather armor) Hit Points 49 (9d8 + 9) Speed 30 ft. STR DEX CON INT WIS CHA 14 (+2) 15 (+2) 12 (+1) 10 (+0) 12 (+1) 14 (+2) Skills Intimidation +6, Sleight of Hand +6, Stealth +6 Senses passive Perception 11 Languages any one language (usually Common) Challenge 1 (200 XP) Proficiency Bonus +2 Improvised Weapon Mastery. The enforcer is proficient with all improvised weapons. Actions Mace. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage. Hand Crossbow. Ranged Weapon Attack: +4 to hit, range 30/120 ft., one creature. Hit: 5 (1d6 + 2) piercing damage, and the target must succeed on a DC 8 Constitution saving throw or fall unconscious for 1 minute. The target wakes up if it takes damage or if another creature uses an action to shake it awake. Bonus Actions Sticky Fingers. The enforcer attempts to steal an item from a creature within 5 feet of it. The enforcer makes a Dexterity (Sleight of Hand) check opposed by the target’s Wisdom (Perception) check. If the enforcer succeeds, it steals one item currently in the target’s hand. This cannot be a weapon, or armor being worn. Reactions Parry. The enforcer adds 2 to its AC against one melee attack that would hit it. To do so, the enforcer must see the attacker and be wielding a melee weapon. Grifter’s Guild Enforcer Grifter’s Guild enforcers act as the muscle for the Grifter’s Guild, collecting payments from establishments they “protect,” interrogating or exacting punishment on those that fail to support the guild, intimidating nobles, and serving as henchmen for higher-ranking guild officers. Enforcers are usually burly but with an uncanny dexterity, acquired by years of picking pockets on the streets, which allows them to quickly lift items from unsuspecting targets. Intimidators. While enforcers are skilled in combat, they prefer to intimidate their enemies, to seek bribes, or to find other methods of resolving situations without violence. When violence is called for, the enforcers make good on the threats they commonly make while attempting to intimidate a foe, usually to bone-crushing effect. Talented Combatants. Serving as the primary fighting force of the Grifter’s Guild, enforcers are trained in methods for street brawling and fighting in close combat. Many even utilize training usually reserved for guards or knights, picking up skills from various contacts around Havdhir. Because of the versatility of their training, enforcers are deadly opponents in just about any situation. Appendix: Stat Blocks


242 Jacob Ishmael Small Humanoid (Human), Chaotic Neutral Armor Class 10 Hit Points 3 (1d6) Speed 25 ft. STR DEX CON INT WIS CHA 11 (+0) 11 (+0) 11 (+0) 11 (+0) 11 (+0) 11 (+0) Senses passive Perception 10 Languages Common, Elvish Challenge 0 (10 XP) Proficiency Bonus +2 Actions Club. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d4) bludgeoning damage. Jacob Ishmael Jacob Ishmael is a child informant working for the Grifter’s Guild. Jacob is most often found just outside Drain’s End, where he conveys information to the guild about those who seek to enter the area. Jacob has high hopes of rising through the ranks, elevating himself from a petty thief and informant to a full-fledged member of the infamous guild. Jericho Srew Medium Humanoid (Human), Neutral Evil Armor Class 14 (leather armor) Hit Points 49 (9d8 + 9) Speed 30 ft. STR DEX CON INT WIS CHA 15 (+2) 16 (+3) 13 (+1) 11 (+0) 13 (+1) 15 (+2) Skills Intimidation +6, Sleight of Hand +7, Stealth +7 Senses passive Perception 11 Languages Common, Dwarvish Challenge 1 (200 XP) Proficiency Bonus +2 Improvised Weapon Mastery. Jericho is proficient with all improvised weapons. Actions Multiattack. Jericho makes two attacks with his Mace, or one attack with his Mace and one with his Hand Crossbow. Mace. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage. Hand Crossbow. Ranged Weapon Attack: +4 to hit, range 30/120 ft., one creature. Hit: 5 (1d6 + 2) piercing damage, and the target must succeed on a DC 8 Constitution saving throw or fall unconscious for 1 minute. The target wakes up if it takes damage or if another creature uses an action to shake it awake. Bonus Actions Sticky Fingers. Jericho attempts to steal an item from a creature within 5 feet of him. Jericho makes a Dexterity (Sleight of Hand) check opposed by the target’s Wisdom (Perception) check. If Jericho succeeds, he steals one item currently in the target’s hand. This cannot be a weapon, or armor that’s being worn. cont… Appendix: Stat Blocks


Page Title 243 Sally Carthus Small Humanoid (Elf), Chaotic Neutral Armor Class 11 Hit Points 3 (1d6) Speed 25 ft. STR DEX CON INT WIS CHA 10 (+0) 12 (+1) 10 (+0) 10 (+0) 10 (+0) 10 (+0) Skills Perception +2 Senses darkvision 60 ft., passive Perception 12 Languages Common, Elvish Challenge 0 (10 XP) Proficiency Bonus +2 Fey Ancestry. Sally has advantage on saving throws against being charmed, and magic can’t put her to sleep. Trance. When Sally meditates deeply for 4 hours, she gains the benefits of a long rest. Actions Club. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d4) bludgeoning damage. Sally Carthus Sally is an orphaned elf girl who regularly sells stolen goods to the Grifter’s Guild, picking pockets in the Market District to make her living. While some might pity this waif of a child, she has done rather well for herself and even owns a small shack in the Barnacle Barrows district of Havdhir. Reactions Parry. Jericho adds 2 to his AC against one melee attack that would hit him. To do so, Jericho must see the attacker and be wielding a melee weapon. Jericho Srew Jericho is a member of the Grifter’s Guild who operates a small shop out of Drain’s End. Jericho is a shrewd and unscrupulous dealer; he’s willing to fence goods and is also very fond of swindling those who trade with him. He has the protection of the Grifter’s Guild and has contacts that aid him in moving product throughout the city of Havdhir. Appendix: Stat Blocks


244 Appendix: Stat Blocks


245 Sewer Ogre Large Giant, Typically Chaotic Evil Armor Class 12 (hide armor) Hit Points 105 (10d12 + 40) Speed 40 ft., swim 20 ft. STR DEX CON INT WIS CHA 20 (+5) 10 (+0) 18 (+4) 9 (-1) 7 (-2) 7 (-2) Skills Athletics +7 Damage Immunities poison Condition Immunities poisoned Senses darkvision 60 ft., passive Perception 8 Languages Common, Giant Challenge 4 (1,100 XP) Proficiency Bonus +2 Camouflage. The ogre has advantage on Dexterity (Stealth) checks made to hide in subterranean or aquatic environments, such as sewers or swamps. Disease Immunity. The ogre is immune to all diseases. False Appearance. If the ogre is motionless at the start of combat, it has advantage on its initiative roll. Moreover, if a creature hasn’t observed the ogre move or act, that creature must succeed on a DC 18 Intelligence (Investigation) check to discern that the ogre isn’t a pile of refuse. Shadow Stealth. While in dim light or darkness, the ogre can take the Hide action as a bonus action. Actions Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 12 (3d4 + 5) slashing damage. Instead of dealing damage, the ogre can grapple the target (escape DC 17). Javelin. Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 12 (2d6 + 5) piercing damage. Pike. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 16 (2d10 + 5) piercing damage. Legendary Actions The ogre can take 3 legendary actions, choosing from the options below. Only one legendary option can be used at a time and only at the end of another creature’s turn. The ogre regains spent legendary actions at the start of its turn. Water Jet. The ogre breathes forth a jet of putrid water at a target it can see within 30 feet of it. The target must make a DC 14 Strength saving throw. On a failure, the target takes 2 (1d4) bludgeoning damage and, if it is Huge or smaller, is knocked prone. On a success, the target takes half the bludgeoning damage, but is not knocked prone. Sewer Fog (Costs 2 Actions). The ogre secretes a murky, green fog in a 20-foot radius centered on itself. The fog spreads around corners and its area is lightly obscured to creatures other than sewer ogres. The fog lasts until the start of the ogre’s next turn or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it. Wisp Light (Costs 3 Actions). The ogre summons forth a floating globe of glowing light which sheds dim light in a 5-foot radius for a brief moment before flickering out. Each creature that is not a sewer ogre and that can see the light must succeed on a DC 8 Wisdom saving throw or be stunned until the start of the ogre’s next turn. Sewer Ogre Sewer ogres are a massive subspecies of ogre most commonly found in areas of industrial runoff, swamps, and of course, sewers. The creatures are drawn to horrid smells and putrid pools of water and naturally blend into these disgusting surroundings, since they’re covered in growths and stringy, moss-like hair which provides them with camouflage. At Home in Filth. Sewer ogres are accustomed to filth and refuse, making their lairs out of woven-together junk. These lairs often resemble sprawling tunnels of garbage in complex mazes which only the sewer ogres know the path through. Sewer ogres delight in splashing about in muck and refuse, and frequently coat themselves in waste. These disgusting ogres are attracted to horrible smells, finding them sweet and fragrant. Junk Collectors. Sewer ogres are extremely fond of junk, often accumulating massive hoards of seemingly useless items. They despise most items of value, such as gold, enchanted weapons, or other obviously valuable items. Their clothes are usually formed from stitched-together garbage, and they sport a massive amount of strapped-on junk. Sewer ogres judge each other’s status based on the amount of garbage carried, with titles like “Pack-Rat” for those who have very little refuse accumulated, “Hoarder” for those with a moderate amount, and “Trash Baron” for those with an excessive amount of garbage strapped to themselves or stored within a lair. It is not uncommon for a sewer ogre to be so covered in junk that it resembles little more than a walking pile of refuse. Tactical Predators. Sewer ogres are more intelligent than their brutish cousins and are capable of enacting plans to hunt and trap prey, often first utilizing a combination of stealth and trickery, then switching to brute strength when their victims are at the greatest disadvantage. Sewer ogres rarely leave their lairs—they are most deadly when encountered in their home terrain. Appendix: Stat Blocks


246 Appendix: Stat Blocks Azkhell Medium Humanoid (Human), Chaotic Neutral Armor Class 13 (16 with mage armor) Hit Points 253 (39d8 + 78) Speed 30 ft. STR DEX CON INT WIS CHA 9 (-1) 16 (+3) 14 (+2) 22 (+6) 12 (+1) 16 (+3) Saving Throws Dex +8, Int +11, Cha +8 Skills Arcana +11, History +11, Religion +11 Damage Resistances damage from spells Senses passive Perception 11 Languages Abyssal, Celestial, Common, Draconic, Dwarvish, Goblin, Infernal Challenge 15 (13,000 XP) Proficiency Bonus +5 Agoraphobic. At the start of Azkhell’s turn, if he can see the outside, or believes he can, he must succeed on a DC 20 Wisdom saving throw or become frightened until the start of his next turn. While frightened, Azkhell must spend his turn trying to flee into the nearest enclosed space by the most direct route. He can’t take reactions, and for his action, he can use only the Dash action or try to escape from an effect that prevents him from moving. He doesn't avoid opportunity attacks, but before moving into damaging terrain (such as lava or a pit) and whenever he takes damage, Azkhell can repeat the saving throw. If Azkhell is cured of his madness, he loses his Agoraphobic trait. Insane. During combat, at the start of his turn, Azkhell rolls a d8 to determine what he does during his turn. On a 1, he does nothing but cackle incoherently (or maybe cowers, whimpering), or he attempts to stop combat. On a 2-8, he behaves normally. Legendary Resistance (3/Day). If Azkhell fails a saving throw, he can choose to succeed instead. Magic Resistance. Azkhell has advantage on saving throws against spells and other magical effects. Actions Multiattack. Azkhell makes two Arcane Burst attacks. Arcane Burst. Melee or Ranged Spell Attack: +11 to hit, reach 5 ft. or range 120 ft., one target. Hit: 22 (3d10 + 6) force damage. Spellcasting. Azkhell casts one of the following spells, using Intelligence as the spellcasting ability (spell save DC 19): At will: dancing lights, detect magic, identify, invisibility, mage armor, mending, minor illusion, painted self (1 Spell), prestidigitation, speed read (1 Spell), true strike, water to rum (1 Spell) 3/day each: animate objects, dispel magic, glyph of warding 2/day each: arcane eye, arcane lock, confusion, fireball 1/day each: counterspell, geas, globe of invulnerability, maze, mirror image, reverse gravity, teleport, true polymorph cont… Azkhell’s Agoraphobia


Appendix: Stat Blocks 247 Legendary Actions Azkhell 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. Azkhell regains spent legendary actions at the start of his turn. Cast Spell. Azkhell casts a spell that he can cast at will. Protection from the Outside (Costs 2 Actions). Azkhell creates a dome of solid stone around himself. Azkhell has total cover against creatures outside of the dome and is restrained and blinded until he uses this legendary action again to dispel the dome or until the dome is destroyed. The dome has AC 15, 30 hit points, and immunity to poison and psychic damage. Hurl Elements (Costs 3 Actions). Azkhell sends forth a burst of energy at each creature within 30 feet of him. Roll a d4. On a 1, Azkhell accidentally also targets himself. Each target must make a DC 19 Dexterity saving throw, taking 10 (4d4) damage on a failed save, or half as much damage on a successful one. To determine the damage type, roll a d10 and consult the table below. d10 Damage Type 1 Acid 2 Cold 3 Fire 4 Force 5 Lightning 6 Necrotic 7 Poison 8 Psychic 9 Radiant 10 Thunder Azkhell’s Lair Azkhell resides in an ancient tower in Havdhir that was originally constructed by the Iron-Sails dwarven clan. His tower is locked tight against intrusion and is magically enchanted to enhance and manipulate magical spells and powers. Lair Actions On initiative count 20 (losing initiative ties), Azkhell can take one of the following lair actions; he can’t take the same lair action two rounds in a row: Permanency. Azkhell causes the effects of a spell cast within his lair to become permanent. To be affected, the spell must have a duration longer than instantaneous and must not yet have ended. The spell’s effects can be suppressed for 1 hour by the dispel magic spell or similar magic. If the item or creature that the spell is affecting leaves the tower, the permanency effect is suppressed until that item or creature is returned to the tower. Scholar’s Whirlwind. Books and scrolls in Azkhell’s lair whip into a whirlwind of bludgeoning tomes and scroll casings in a 10-foot radius centered on a point within 110 feet of Azkhell. Each creature in the area of the whirlwind when it forms or that ends its turn in the whirlwind must make a DC 19 Dexterity saving throw, taking 13 (2d12) bludgeoning damage on a failed save, or half as much damage on a successful one. The whirlwind lasts until Azkhell uses this lair action again, is incapacitated or slain, or dismisses the whirlwind (no action required). Scholar’s Mind. Azkhell targets one creature in his lair within 120 feet of him that he can see. The target must make a DC 19 Wisdom saving throw. On a failed save, the creature’s Intelligence score increases by 5 to a maximum of 20 for 1 minute, and its Strength score decreases by 5 to a minimum of 10 for 1 minute. On a successful save, the creature's ability scores are unaffected. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Azkhell Azkhell is a mage who suffers from insanity tied to severe agoraphobia. This madness has reached a peak: He has been constructing elaborate traps and wards to keep others out of his tower, engaging in strange and dangerous experiments, and otherwise causing all manner of problems for anyone that wishes to contact him. Eccentric. Azkhell has a tendency to follow his own path and whims, a tendency exacerbated by a long time spent away from the wider world, alone in his tower. Azkhell is a revolutionary thinker, though he frequently becomes obsessed with odd projects (such as turning jelly into stone or creating talking dinner plates). Former Mage of the Triumvirate. Azkhell formerly worked for the Triumvirate as the most powerful mage in the city, helping the government of Havdhir with whatever they might need. Unfortunately, a combination of being overworked, some innate paranoia, and the backlash from a rather nasty experimental spell led to Azkhell’s reclusion. He shut himself off from the world, and has little interest in his former position of power, preferring to engage in obsessive studies of his own devising within his tower. Studious. Like all great wizards, Azkhell has made a habit of studying arcane lore, ancient histories, strange phenomena, curses, and all similar subject matter. He was formerly considered one of the most well-learned and respected scholars in all the realms.


248 Appendix: Stat Blocks Azkhell’s Shield Guardian Large Construct, Unaligned Armor Class 17 (natural armor) Hit Points 142 (15d10 + 60) Speed 30 ft. STR DEX CON INT WIS CHA 18 (+4) 8 (-1) 18 (+4) 10 (+0) 10 (+0) 3 (-4) Damage Immunities poison Condition Immunities charmed, exhaustion, frightened, paralyzed, poisoned Senses blindsight 10 ft., darkvision 60 ft., passive Perception 10 Languages Common Challenge 7 (2,900 XP) Proficiency Bonus +3 Bound. The shield guardian is magically bound to an amulet. As long as the guardian and its amulet are on the same plane of existence, the amulet's wearer can telepathically call the guardian to travel to it, and the guardian knows the distance and direction to the amulet. If the guardian is within 60 feet of the amulet's wearer, half of any damage the wearer takes (rounded up) is transferred to the guardian. Regeneration. The shield guardian regains 10 hit points at the start of its turn if it has at least 1 hit point. Spell Storing. A spellcaster who wears the shield guardian's amulet can cause the guardian to store one spell of 4th level or lower. To do so, the wearer must cast the spell on the guardian. The spell has no effect but is stored within the guardian. When commanded to do so by the wearer or when a situation arises that was predefined by the spellcaster, the guardian casts the stored spell with any parameters set by the original caster, requiring no components. When the spell is cast or a new spell is stored, any previously stored spell is lost. Actions Multiattack. The guardian makes two Fist attacks. Fist. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage. Reactions Shield. When a creature makes an attack against the wearer of the guardian's amulet, the guardian grants a +2 bonus to the wearer's AC if the guardian is within 5 feet of the wearer.


Appendix: Stat Blocks 249 Chirpee Tiny Construct, Chaotic Good Armor Class 18 (natural armor) Hit Points 20 (8d4) Speed 10 ft., fly 50 ft. STR DEX CON INT WIS CHA 4 (-3) 18 (+4) 10 (+0) 5 (-3) 3 (-4) 5 (-3) Skills Investigation -1, Performance +1, Sleight of Hand +6 Senses blindsight 30 ft., passive Perception 6 Languages understands Common but can’t speak Challenge 1 (200 XP) Proficiency Bonus +2 Antimagic Susceptibility. Chirpee is incapacitated while in the area of an antimagic field. If targeted by dispel magic, Chirpee must succeed on a Constitution saving throw against the caster's spell save DC or fall unconscious for 1 minute. Unusual Nature. Chirpee does not require air, food, drink, or sleep. Actions Peck. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d4 + 4) piercing damage. Bonus Actions Chirp (Recharges after a Short or Long Rest). For 1 minute, Chirpee can offer inspiring, magical music whenever a nonhostile creature that it can see within 30 feet of it makes an attack roll, ability check, or saving throw. The creature can add a d6 to its roll, provided it can hear Chirpee. This effect ends if Chirpee is incapacitated. Locate. Chirpee makes an Intelligence (Investigation) check with advantage. Chirpee Chirpee is an animated, mechanical bird created by the mage Azkhell to keep him company in his lonely tower. Chirpee has a bit of a personality, and especially enjoys playing and singing happy songs (which have a slightly metallic twang when Chirpee performs them). The magic that gives Chirpee life also grants the bird some inspiring power in its musical song. Unwitting Thief. Chirpee loves all things shiny: coins, necklaces, gemstones, bits of rubbish, etc. The bird does not understand ownership, often swiping items of great value from shops, pockets, and homes. Chirpee usually likes to keep these objects somewhere tucked away from prying eyes.


250 Appendix: Stat Blocks Edifice Mimic Gargantuan Monstrosity (Shapechanger), Typically Neutral Armor Class 15 (natural armor) Hit Points 145 (10d20 + 40) Speed 5 ft. STR DEX CON INT WIS CHA 19 (+4) 13 (+1) 18 (+4) 5 (-3) 14 (+2) 8 (-1) Damage Immunities acid Condition Immunities prone Senses darkvision 60 ft., tremorsense 120 ft., passive Perception 12 Languages – Challenge 6 (2,300 XP) Proficiency Bonus +3 Adhesive (Wall, Floor, or Ceiling Form Only). The mimic adheres to anything that touches it. A Huge or smaller creature adhered to the mimic is also grappled by it (escape DC 15). Ability checks made to escape this grapple have disadvantage. Alluring Angler (Wall, Floor, or Ceiling Form Only). One of the mimic’s pseudopods is invisible except for its end, which resembles a diamond, chunk of gold, or other precious item. To discern that the item is false, a creature can use its action to inspect the item and must succeed on a DC 15 Intelligence (Investigation) check. Ambusher. In the first round of combat, the mimic has advantage on attacks against any creature it surprised. False Appearance (Wall, Floor, or Ceiling Form Only). If the mimic is motionless at the start of combat, it has advantage on its initiative roll. Moreover, if a creature hasn’t observed the mimic move or act, that creature must succeed on a DC 18 Intelligence (Investigation) check to discern that the mimic isn’t an ordinary part of the architecture. Grappler. The mimic has advantage on attack rolls against any creature grappled by it. Meld. The mimic’s edges are tapered while in wall, floor, or ceiling form, allowing it to blend seamlessly into existing structures. Actions Multiattack. The mimic makes two Pseudopod attacks. Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 22 (4d8 + 4) piercing damage plus 18 (4d8) acid damage. If the target is grappled by the mimic, it takes an additional 9 (2d8) piercing damage. Pseudopod. Melee Weapon Attack: +7 to hit, reach 40 ft., one target. Hit: 22 (4d8 + 4) bludgeoning damage, and the target is subjected to the mimic’s Adhesive trait if the mimic is in wall, floor, or ceiling form. Bonus Actions Change Shape. The mimic polymorphs into a wall, floor, or ceiling with an area of nine 5-foot-square panels, each of which must be contiguous with at least one other panel. Or the mimic polymorphs back into its true, amorphous form. Other than its size, its statistics are the same in each form. Any equipment it is wearing or carrying isn't transformed. The mimic reverts to its true form if it dies. Drag. The mimic initiates a Strength contest with a creature grappled by it. The mimic has advantage on its roll, and the grappled creature has disadvantage on its roll. If the mimic wins the contest, the target is pulled up to 15 feet toward the mimic. Edifice Mimic Edifice mimics are massive creatures able to transform themselves to look like walls, floors, and ceilings. The mimics are incredibly slow and usually lure their prey towards them via their Alluring Angler trait or reel them in after striking them with pseudopods. Edifice mimics are at their most dangerous at close range, where they can use their devastating Bite attacks. Agoraphobic. Most edifice mimics fear open air and travel only to places that are enclosed. While these mimics are capable of changing shape to resemble floors made of grass or natural tunnel ceilings, they are most often found within constructed structures and rarely leave the confines of their enclosed territories. Ambush Predator. Because they are so slow-moving, edifice mimics rely on luring prey towards them or waiting for it to get close before striking and dragging it into their open mouths with long-reaching pseudopods. Mage-Crafted. These mimics are slow and fond of fabricated buildings for a simple reason: They were initially created via magical experimentation upon regular mimics in an attempt to breed guardians for spellcasters’ lairs. The natural aversion to the outside world and reduced speed make them perfect guardians for wizards or other mages that require hidden protectors that cannot quickly spread from their residences.


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