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Published by dragonduelist32, 2022-08-16 02:14:09

Corpus Malicious

Corpus Malicious

Edientath

All will learn to respect the true leaders of the
universe!

A red dragon bathes in the blood of other dragons in Crimson wrong.
Nest. His servants show him respect, fearing the tyrant that Since he grew up without his mother, he is a bit different
it is. Although he is still young, Edientath is the proudest red
dragon one could possibly meet. from other red dragons. He is physically less powerful;
however, he is a capable wizard and a talented orator. Thanks
Edientath’s Story to these talents, he succeeded at forming an organization
known as Crimson Supremity to avenge his mother and make
Edientath was a new hatchling when adventurers came and others respect red dragons, the way they were meant to be
slaughtered his mother, looted all of her treasure and left. respected.
Luckily, they couldn’t find Edientath and some other of her
unhatched eggs. They also left some books they didn’t find Edientath’s Goals
valuable enough.
He wants to rule the universe with other red dragons, and
As a powerless red dragon, Edientath didn’t, and couldn’t he definitely wants to be at the very top. It is therefore not a
possibly, know what to do. After a while, his sadness and surprise that he is after divinity. In this path, Edientath does
loneliness turned into anger. He learnt to survive and not hesitate to help other red dragons or red-dragon related
educated himself on the battlefield. Thanks to the books left creatures when they call for help, even if he does not see
behind by the adventurers and the dragon blood coursing in any profit in it. However, he expects the proper respect in
his veins, Edientath learnt the secrets of wizardry and blood return, and demands the favor to be returned when he wants.
magic. Edientath is a clever dragon, and he is aware of that even
other red dragons may betray him, or his cause.
Through this education, he also learnt a lot about his
ancient and majestic race. Everything written about dragons Edientath thinks that both he and Crimson Supremity
represented them as magnificent creatures to be feared and will get what they want once he becomes a divine being. To
respected, and yet, some adventurers had had the audacity accomplish this, he can sacrifice the members of the cult, his
to kill his mother for her treasure. He wanted to right this descendants, and even other red dragons without a second
thought.

Roleplaying Edientath

Edientath does not show kindness to others except for red
dragons or descendants of red dragons. He especially despises
adventurers. He wants to be respected and loves being the
tyrannical ruler of Crimson Supremity. He is a proud, serious
and knowledgeable red dragon.

Large Dragon
Red Dragon
Chaotic Evil
Spellcaster

301

Edientath whose total spell level is 9. After the spells are negated, Edientath
regains 45 hit points.
Large dragon, chaotic evil
Spellcasting. Edientath’s spellcasting ability is Intelligence (spell
Armor Class 18 (natural armor) save DC 17, +9 to hit with spell attacks). He can cast the following
Hit Points 153 (18d10 + 54) wizard spells:
Speed 40 ft., climb 40 ft., fly 80 ft.
Cantrip (at will): acid splash, blood scythe*, light, mage hand, shocking
STR DEX CON INT WIS CHA grasp
16 (+3) 10 (+0) 19 (+4) 1st level (4 slots): bleeding river*, blood spear*, detect magic
16 (+3) 21 (+5) 11 (+0) 2nd level (3 slots): glyph of chaos*, hold person
3rd level (3 slots): blood form*, dispel magic, fireball, glyph of warding
Saving Throws Dexterity +4, Intelligence +9, Wisdom +4, 4th level (3 slots): black tentacles, curse of the fiend*
Charisma +8 5th level (2 slots): blood to acid*, hold monster, planar binding, taste of
Skills Arcana +9, Deception +8, History +9, Intimidate +8, blood*
Persuasion +8, Religion +9 6th level (1 slot): animate fallen*, guards and wards
Damage Immunities fire 7th level (1 slot): curse of despair*, soul binding*
Senses blindsight 30 ft., darkvision 120 ft., passive Perception 10
Languages Abyssal, Celestial, Common, Draconic, Dwarven, Special. Edientath knows the secrets of True Dragonization ritual
Elvish, Infernal and he constantly monitors 50 members of Crimson Supremity
Challenge 10 (5,900 XP) with the powers bestowed by Blood Bond ritual.

Blood Magic Apprentice. Edientath can reduce the cost material ACTIONS
components by 50 gp and, spell scrolls, and spell books by 100
gp for each 1d6 damage amount of blood he mixes into the spell, Multiattack. Edientath makes three attacks: one with his bite and
spell scroll or spell book. two with his claws.

Magic Refuel. As a bonus action, Edientath regains a spell slot and Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14
loses 2d4 x regained spell’s level hit points. (2d10 + 3) piercing damage plus 3 (1d6) fire damage.

Protection of Blood. If Edientath engages in a combat against a Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 10
spellcaster, he covers himself with his own blood, losing 45 hit (2d6 + 3) piercing damage.
points. By this way, Edientath can negate the effects of spells
Fire Breath (Recharge 6). Edientath exhales fire in a 30-foot cone.
Each creature in that area must make a DC 16 Dexterity saving
throw, taking 56 (16d6) fire damage on a failed save, or half as
much damage on a successful one.

302

Elinith Maleficum
& Eranahr
Maleficum

Eranahr, honey, don’t you think we should seek
another adventure? I am really bored of the
same thing over and over again; all of these

slaves worshiping me, rubbing my feet, begging
me to whip them... It gets old.

identities in each of them. Maleficums charm and seduce
everyone who has a value for them, and gain their wealth over
them. They generally seduce, charm, threaten and blackmail
others while doing so.

Elinith and Eranahr are highly vindictive, and never
forget the ones who wronged them. They generally destroy
everything that such creatures have; be it their wealth, homes,
titles, or loved ones.

Coming from the depths fiendish realms, Maleficums strive Maleficums' Goals
to always live a life full of riches. Elinith and Eranahr choose
to look similar when they are in human form. Each has They seek to dominate all kinds of living creatures with their
wavy chestnut hair, dark grey eyes, and fancy robes that are seductive nature to experience every joy, and to own every
adorned with laces and jewelry. Elinith likes to wear dark, coin, and any kind of land.
revealing clothes under her robe. Eranahr fancies tight dark
trousers and a white shirt as his outfit, which he occasionally Roleplaying Maleficums
leaves unbuttoned. Both of them look as though they were in
their early 20s. Maleficum siblings try to find people’s weaknesses and use
this information to behave in a way that makes themselves
In succubus/incubus form, they grow a pair of bat-like loved. When they try to seduce a target, they don’t rush to use
wings which grant them the ability to fly. Their ears grow magical means to charm them. They first use their personal
pointier, two little horns appear on their forehead and they talents.
grow a pointy tail.
Sometimes they have bets with each other on whether they
Maleficums’ Story could pull off a job without using a single ounce of magic.
Generally, Elinith is a bit more cautious than Eranahr. Outside
Although they are not blood-relatives, Elinith and Eranahr of their work, she is sometimes grumpy and angry. Eranahr
see each other as siblings and do not seek to stab one another generally has a poker face on, that is hard to read.
from behind, unlike other demons. They have a carnal passion
for each other that they hide while others are around. Also, When they are not present in their castles built on the land
they need each other as they are most powerful when they are they extorted, or they are not seeking to seize some other
together. commodity, Elinith and Eranahr travel from inn to inn. They
like to listen to the stories of adventurers’, just so they can
As demons, they have been walking on different realms for a learn whether there are riches in places they have not yet
time equal to multiple human lifespans, known with different visited, that may require their attention.

Medium Fiends
Shapechangers

Neutral Evil
Scoundrels / Spellcasters

303

Elinith & Eranahr Maleficum ACTIONS

Medium fiend (shapechanger), neutral evil Multiattack. Elinith and Eranahr make three melee attacks.

Armor Class 17 (natural armor) Charm. A Maleficum chooses a humanoid within 30 feet of them
Hit Points 110 (17d8 + 34) and that they can see. The creature must succeed on a DC 16
Speed 30 ft., fly 60 ft. Wisdom saving throw or is charmed for 1 day. The target obeys
the Maleficum’s all commands. If the target suffers any harm
STR DEX CON INT WIS CHA or receives a suicidal command, it can repeat the saving throw,
9 (-1) 20 (+5) 15 (+2) 16 (+3) 17 (+3) 20 (+5) ending the effect on a success. If the target makes a successful
saving throw, or if the effect ends, the target becomes immune to
Skills Deception +13, Insight +7, Perception +7, Persuasion +13, this charm for the next 24 hours.
Stealth +9
Damage Resistances cold, fire, lightning, poison; bludgeoning, A Maleficum can have only one target charmed at a time. If it
piercing, and slashing from non-magical attacks charms another, the effect on the previous target ends.
Condition Immunities charmed, frightened, poisoned
Senses darkvision 60 ft., passive Perception 17 Claw (Fiend Form Only). Melee Weapon Attack: +9 to hit, reach 5 ft.,
Languages Abyssal, Common, Draconic, Elvish, Infernal, telepathy one target. Hit: 15 (3d6 + 5) slashing damage plus 5 (2d4) necrotic
60 ft. damage.
Challenge 10 (5,900 XP)
Draining Kiss. Maleficums kiss a creature charmed by them or
Persistent Magic. Maleficums can overpower the spells from a willing creature. The target must make a DC 16 Constitution
evocation school of magic. They do so by unleashing the potential saving throw against this magic, taking 58 (9d10 + 9) psychic
in their blood and vitality. When casting a spell from evocation damage on a failed save, or half as much damage on a successful
school, they can spend 2 sorcery points to increase the DC or spell one. The target’s hit point maximum is reduced by an amount
attack of it by 1, up to two. equal to the damage taken. This reduction lasts until the target
finishes a long rest. The target dies if this effect reduces its hit
Shapechanger. Maleficums can use their action to polymorph point maximum to 0.
into a Small or Medium humanoid, or back into their true form.
Without wings, they lose their flying speed. Other than their Etherealness. Maleficums magically enter the Ethereal Plane from
size and speed, their statistics are the same in each form. Any the Material Plane, or vice versa.
equipment they are wearing or carrying isn’t transformed. They
revert to their true form if they die. Swift Terror (Rapier/Eranahr only). Melee Weapon Attack: +9 to
hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) piercing damage plus
Telepathic Bond. Maleficums ignore the range restriction on 10 (4d4) psychic damage. The target must succeed on a DC 15
their telepathy when communicating with a creature they have Wisdom saving throw or it is frightened until the end of its next
charmed. The two don’t even need to be on the same plane of turn.
existence.
Whip of the Dominator (Elinith Only). Melee Weapon Attack: +9 to
Spellcasting. Maleficums’ spellcasting ability is Charisma hit, reach 10 ft., one target. Hit: 8 (1d6 + 5) slashing damage plus 10
(spell save DC 17, +9 to hit with spell attacks). Maleficums have (4d4) poison damage. The target must succeed on a DC 13 Wisdom
following spells: saving throw or it loses its bonus action next turn.

Cantrips (at will): fire bolt, mage hand, prestidigitation, ray of frost, REACTIONS
shocking grasp
1st Level (4 slots): magic missile, shield Consume Spell. Maleficums can feed their vitality from a spell
2nd Level (3 slots): shocking ray, suggestion from evocation school. When they succeed on their saving throw
3rd Level (3 slots): burn life*, dispel magic, fireball against a spell or an ability of evocation school that deals acid,
4th Level (3 slots): greater invisibility, ravaging smite* cold, fire, force, lightning, or thunder damage, or when a spell or
5th Level (1 slot): dominate person such an ability fails to hit them, they can choose to gain a number
of 1d4s as temporary hit points equal to the level of the spell
(1 if it is a cantrip) or number of damage dice of the ability as a
reaction.

When Maleficums consume a spell or ability this way, they only
consume a portion of it and other targets are still affected if the
spell or ability affects an area. Once they use this feature, they
cannot do so again until they finish a short or long rest.

304

Emily The Banshee

Happiness, goodness, righteousness… All of
them are ensured with empty promises.

her another way of sustaining herself, and gave her a purpose
to keep living on; serving Milena.

Emily’s Goals

Emily The Banshee is the ghost of a once-happy gnome. She Emily’s murder made her forsake all her faith in justice,
hovers within the walls of Cascading Blood, the headquarter of righteousness, the value of life and all else that is good. She
Dead Strike (p.159), teaches the members of Dead Strike about wants to end the existence of gods of such hollow concepts.
religion of Milena, and waits for any opportunity to drain the She believes that everyone must understand the realities of
life of a living creature in the name of the Blood Bat. life, and she believes that Lord Mordhak can make others see
and come to terms with these actualities.
Emily is an undead gnome with dreaded spirit template
(p.255). She looks like a ghostly gnome, wearing a priestess’ Roleplaying Emily
robe that is adorned with damaged symbols of her former
deity. She carries a magic warhammer that does not look like Emily is a knowledgeable cleric thanks to her former life, and
ghostly. a talented teacher. She is never tired of talking about her
goddess, Milena, and her teachings. She likes to read historical
Emily’s Story and religious books, hovering within Cascading Blood, and
having philosophical conversations upon life & death with the
Emily was a cleric of a good deity. She was full of life and was members of Dead Strike.
aiming to make the world a better place. Yet one day, she was
murdered in a dark street, just for some money. Her soul was When engaged in combat, Emily defends Lord Mordhak and
not able to come to terms with being killed like that, and it her other allies valiantly. She is a trusted friend for her allies,
returned, full of hate and pain, as a dreaded spirit. She searched and a truly frightening monster for her enemies. In combat,
and found the ones who had killed her and she deprived them 3 specters accompany her at all times. With the specters,
of their lives, in return. Draining life from the living gave her Emily drains the life of her enemies, only leaving empty husks
cold existence an instant warmth, and she liked it. And so, she behind. Her favourite battlecry is, “I will make you my pawn
kept wandering for more. after I drain all the life inside you!”

While Lord Mordhak was hunting lone travelers for a Emily the Banshee is an enemy to all deities of hope, good,
moment of pleasure and relaxation, he found her. He showed justice, and righteousness. Although she is a reasonable
character, she immediately attacks when she sees a cleric,
paladin, or another follower of such deities.

Small Undead
Dreaded Spirit
Neutral Evil

Spellcaster

305

Emily The Banshee nor gain the benefits of any physical objects or substances that
require ingestion. Although she does not require sleep, she can
Small undead, neutral evil still benefit from short or long rests.

Armor Class 16 (breastplate) Spellcasting. Emily The Banshee’s spellcasting ability is Wisdom
Hit Points 56 (16d6) (spell save DC 14, +6 to hit with spell attacks). She can cast the
Speed fly 60 ft. (hover) following cleric spells:

STR DEX CON INT WIS CHA Cantrip (at will): light, mending, nazar*, spare the dying
17 (+3) 15 (+2) 10 (+0) 15 (+2) 17 (+3) 18 (+4) 1st level (4 slots): guiding bolt, healing word, shield of faith, villainous
rage*
Saving Throws Wisdom +6, Charisma +7 2nd level (3 slots): lesser restoration, prayer of healing, silence,
Skills History +5, Intimidate +7, Perception +6, Religion +5 spiritual weapon, spread disease*
Damage Resistances acid, fire, lightning, thunder; bludgeoning, 3rd level (3 slots): alter alignment*, call blood scarab swarm*, detonate
piercing and slashing damage from non-magical attacks corpse*, dispel magic, revivify, spirit guardians
Damage Immunities cold, necrotic, poison 4th level (3 slots): deadly ward (area)*, freedom of movement, guardian
Condition Immunities charmed, exhaustion, frightened, of fatih, murder darkness*
grappled, petrified, poisoned, prone, restrained 5th level (1 slot): flame strike, mass cure wounds, planar binding
Senses darkvision 60 ft., passive Perception 16
Languages Abyssal, Celestial, Common, Draconic, Gnomish, ACTIONS
Infernal
Challenge 5 (1,800 XP) Multiattack. Emily The Banshee can make two melee weapon
attacks with Spirit Lifebane.
Gnome Cunning. Emily has advantage on all Intelligence, Wisdom,
and Charisma saving throws against magic. Create Specter. Emily The Banshee targets a humanoid within 10
Incorporeal Movement. Emily The Banshee can move through feet of her that has been dead for no longer than 1 minute and
other creatures and objects as if they were difficult terrain. She died violently. The target’s spirit rises as a specter in the space
takes 5 (1d10) force damage if she ends its turn inside an object. of its corpse or in the nearest unoccupied space. The specter
Spirit Arsenal. Emily can transform a physical item into a spirit is under Emily’s control. Emily can have no more than seven
item by spending a long rest within 5 feet of it and studying it for specters under its control at one time.
the duration.
Spirit Body. Emily cannot carry any physical objects or wear Spirit Lifebane (+1 Warhammer). Melee Weapon Attack: +7 to hit,
physical equipment. She also does not need to eat or drink, reach 5 ft., one target. Hit: 8 (1d8 + 4) bludgeoning damage. When
Emily rolls a 20 on an attack roll made with this weapon, the
target takes an extra 7 (2d6) necrotic damage, or 14 (4d6) necrotic
damage if it is a living creature. If a living creature has 20 hit
points or fewer after taking this damage, its hit points drop to 0.

Withering Touch. Melee Weapon Attack: +6 to hit, reach 5 ft., one
target. Hit: 18 (4d6 + 4) necrotic damage.

306

Ermat von
Carolissen

There is a never-ending hunger within me. And
you will be consumed by it!

Ermat von Carolissen is a noble man. He is the son of the health. It instead informed Belira of her husband’s betrayal
leader of the Carolissen family. As House Carolissen was and offered her a chance to take vengeance, which Belira
raised to nobility by their talents in trade, Ermat is a man of gladly accepted.
diplomacy.
The scene was quite delightful for The Hunger. When
He is a handsome man with dark brown hair and a beard, everything ended and Lady Belira stood alone, soaked in his
as well as a muscular body. Although he is beloved by young husband’s blood, Xolarg cured Belira’s deadly disease gladly.
ladies with all his noble characteristics, his savagery and
bloodthirst are insatiable as he is one of the most merciless Then, Lady Belira took on the leadership role of the
beasts in nature; a werewolf. family and carried on with her deceased husband’s business.
However, she realized the consequences to her actions when
Ermat’s Story she gave birth to Ermat. Ermat was not innocent, as a baby
should be.
While Lady Belira was pregnant, the Carolissen family had just
begun to rise towards nobility. Everything was just fine until When he was 10, some thieves tried to beat him for some
one, cursed day. silver coins. Ermat experienced his first transformation
when he was stabbed by them. He instantly turned into a
One day, Lady Belira got sick and started to get weaker, werewolf. Lady Belira found him eating their corpses. Later,
day-by-day. When healers understood that she was going to it was observed that Ermat also enjoys devouring the souls of
die along with the unborn baby, Ermat’s father decided to creatures. Until Lady Belira educated Ermat and tamed the
abandon Lady Belira soon, to build another Carolissen family. beast within him, he caused many troubles. However, now, his
Then, one of their servants seduced Ermat’s father. There was nature is a secret between him and his mother.
another being who had been observing the family and saw an
opportunity, Xolarg The Unending Hunger (p.155). Ermat’s Goals

When Xolarg approached Lady Belira, she was dying. The He loves his mother inordinately and could easily risk his life
powerful being did not directly offer her well-being and for her. His ultimate goal is to destroy her mother’s enemies,
to cause chaos and to satiate his unending bloodthirst.

Roleplaying Ermat

Although Ermat is a noble man, a savage beast lies under his
appearance. He is easy to anger but forcing him to transform
into a werewolf in a public place is extremely difficult. Ermat
also never leaves his greatsword, which was also a gift from
his mother. His favorite meal is raw meat.

Medium Humanoid
Werewolf

Chaotic Evil
Warr ior

307

Ermat von Carolissen which is humanoid. Its Strength, Dexterity and Constitution are
increased by 2, its AC is increased by 5, the other statistics are the
Medium humanoid (shapechanger), chaotic evil same in each form. Any equipment it is wearing or carrying is also
transformed. It reverts to its true form if it dies.
Armor Class 15 (natural armor, 20 in hybrid form)
Hit Points 90 (12d8 + 36) / 114 (12d10 + 48) in hybrid form Soul Eating. When Ermat deals damage with his bite or claws, it
Speed 30 ft. (40 ft. in hybrid form) regains hit points equal to half of the necrotic damage dealt. If
a creature is killed with Ermat’s claws or bite, its soul is trapped
STR DEX CON INT WIS CHA within Ermat, preventing resurrection. It can be freed if Ermat is
12 (+1) 13 (+1) 15 (+2) killed or with a wish spell.
16/18 18/20 16/18
(+3/+4) (+4/+5) (+3/+4) Wolven Regeneration. When he is in hybrid form, Ermat regains 1
hit point at the start of each of his turns if he is not attacked by
Saving Throws Strength +6/+8, Dexterity +7/+9, Constitution magic, or by a weapon that is magical or silvered.
+6/+8, Charisma +5
Skills Acrobatics +7/+9, Athletics +6/+8, Deception +5, Perception ACTIONS
+4, Persuasion +5
Damage Resistances bludgeoning, piercing and slashing damage Multiattack. Ermat can make one bite and two claw attacks or two
coming from non-magical weapons that aren’t silvered melee attacks with his magical greatsword.
Senses smell 30 ft., passive Perception 14
Languages Common Bite. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 19
Challenge 8 (3,900 XP) / 11 (7,200 XP) (4d6 + 5) piercing damage plus 3 (1d6) necrotic damage.

Best of Both Sides. Ermat masterfully mixed his human and beast Claw. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 19
sides. Also, he created a bond with the gift of his mother, Mother (4d6 + 5) slashing damage plus 3 (1d6) necrotic damage.
Fang.
Mother Fang (Greatsword). Melee Weapon Attack: +7 to hit, reach
Brute. A melee weapon deals one extra die of its damage when 10 ft., one target. Hit: 11 (2d6 + 4) slashing damage. It also allows
Ermat hits with it (included in the attack). Ermat to leap to his target that is within 30 feet of him as an
action and make one melee weapon attack with this weapon as
Keen Hearing and Smell. Ermat has advantage on Wisdom a part of the action. If the attack is successful, Ermat scores a
(Perception) checks that rely on hearing or smell. critical hit. Ermat can use this ability once per long rest.

Savage Transformation. Ermat can use its action to polymorph Mother Fang (Greatsword, Hybrid Form). Melee Weapon Attack: +8
into a large wolf-humanoid hybrid, or back into its true form, to hit, reach 10 ft., one target. Hit: 18 (4d6 + 4) slashing damage. It
also allows Ermat to leap to his target that is within 30 feet of him
as an action and make one melee weapon attack with this weapon
as a part of the action. If the attack is successful, Ermat scores a
critical hit. Ermat can use this ability once per long rest.

308

Esasha Ivory

I truly don’t give a tiny rat’s ass whether you
live or die; but if you do, you’d better join us

right away.

Esasha Ivory is a skeleton that is covered in flames. Being time that they spent drinking, they concluded that it was time
an undead is a part of her nature. She doesn’t have any hair, to head back to the Academy. While walking on a dark street,
but her head glows with fire, making it seem as though she they were suddenly grappled and several poisonous needles
did. You can see the flaming hatred in her heart even from pierced their skin. When they were paralyzed and fell to the
the structure of her skull. The sockets of her eyes are empty. ground, assassins burned them alive, with torches.
Therefore, she usually travels wearing masks when she is out
of the center of her cult, Living Ashes. After the long time that she spent between life and death,
her zest for life slowly faded away. She slowly began to
Esasha Ivory’s Story surrender to the fire, realizing that resistance was in vain. She
couldn’t resist much longer and closed her eyes; not knowing
Esasha was a master sorcerer, educated since her childhood in that something more awaited her after death.
the school of evocation. She was a skillful master in the Arcane
Academy where she met Sugad Invraro, her best friend. When she woke up, she saw that she had become something
else, that she was no longer her old self. However, her closest
She had been at the academy since she was a little kid. She friend was with her again, changed significantly like Esasha,
learned the secrets of evocation in no time when she was as well. They are still together, to this day. Esasha swore
still an initiate. Years passed and she became a master; even herself to serve the same cause as her friend. They were to
though she was still quite young. There were people who spent kill wizards who destined them to their painful fate, primarily
decades to get to where she is, and were still nowhere near their masters, in order to taste revenge. Then they try to put
as skillful as Esasha. They were jealous of Esasha’s title, and everyone who will serve their cause under their patronage.
there was nothing they would not do to obtain Esasha’s rank.
Everyone but Sugad… No matter what secret plots Esasha’s Esasha Ivory’s Goals
rivals were hiding, she could count on Sugad.
Esasha aims to rule over all spellcasters in the world with
One day, she was off the academy to grab something to Sugad, and to rule them viciously. She could destroy all who
drink with her dearest, Sugad. After a significant amount of opposes them as if it were nothing; however, Sugad must be
kept alive, since she was the only one that trusted Esasha in
life, and the only one she can trust in undeath.

Roleplaying Esasha Ivory

She acts like Sugad’s personal guard. She never lets anyone
get close to her; wherever Sugad goes, Esasha follows from a
distance. She is quite ruthless, and likes to talk to those she
murders.

Medium Undead
Chaotic Evil
Spellcaster

309

Esasha Ivory

Medium undead, chaotic evil

Armor Class 16 (natural armor)
Hit Points 112 (15d8 + 45)
Speed 30 ft.

STR DEX CON INT WIS CHA
8 (-2) 10 (+0) 16 (+3) 17 (+3) 13 (+1) 20 (+5)

Saving Throws Intelligence +7, Charisma +9
Skills Arcana +7, Deception +9, Insight +5, Persuasion +9
Damage Resistance piercing, and slashing from non-magical
attacks
Damage Immunities fire, poison
Damage Vulnerabilities bludgeoning
Condition Immunities exhaustion, poisoned
Senses darkvision 60 ft., passive Perception 11
Languages Common, Draconic, Ignan
Challenge 11 (7,200 XP)

Burning Body. If a creature within 5 feet of Esasha makes an attack
to Esasha, the creature must make a DC 15 Dexterity saving throw.
On a failed save, it takes 2d6 fire damage or half as much on a
successful one.

Burning Vengeance. The reason Esasha turned back to life as a
burning vessel is the painful and unfair execution. These emotions
filled Esasha upon returning to life, and Esasha dedicated this
second chance to avenging himself. So, Esasha has advantage on
his attack rolls against spellcasters.

Master Evoker. Esasha Ivory has advantage on saving throws
against evocation spells and the DCs of evocation spells she casts
are increased by 1.

Spellcasting. Esasha’s spellcasting ability is Charisma (spell save
DC 17, +9 to hit with spell attacks). Esasha has following sorcerer
spells:

Cantrips (at will): acid splash, fire bolt, ray of frost, shocking grasp
1st level (5 slots): burning hands, crumbling fire*, magic missile,
sudden decay*
2nd level (4 slots): darkness, misty step, scorching ray
3rd level (4 slots): burn life*, counterspell, detonate corpse*, fireball
4th level (4 slots): boneball*, wall of fire
5th level (3 slots): boiling blood*, cone of cold, devoured in flames*
6th level (3 slots): chain lightning, chaos spear*, scarify*
7th level (2 slots): delayed blast, prismatic spray
8th level (2 slots): mystic rays, sunburst

ACTIONS

Touch Of Living Ashes. Melee Spell Attack: +9 to hit, reach 5 ft., one
creature. Hit: 14 (4d6) fire damage.

310

Feveran Goldenkit

Would you like a fine cup of tea? I’ve imported
their leaves from far away realms, they are

‘the best’. Oh! That looks like an extraordinary
amulet, by the way. Mind if I take a quick look

at it? There you go, of course you don’t.”

Elyse, and his beloved wife, Ingrid. Each of them is aware of
Feveran’s model of business and gladly collaborate with him.

They all live in a big mansion outside the city. To cover the
criminal acts, they usually tend to the helpless and aid those
who are in need. Therefore, The Goldenkit family is known
and loved by almost everyone in their city.

Feveran’s Goals

Feveran looks like an ordinary, cheerful man in his late 40s. Dealing with both material and non-material planes has
He usually wears monocles while he works. Feveran wears slowly corrupted Feveran’s mind. He has seen things that
many mortals could not even dream about. Feveran’s hunger
no armor but a very expensive, colorful robe of useful items for more money, more power, and more influence over
enriched with various jewels. people convinced him that there was no limit, and that even
immortality is an option.
Feveran’s Story
He now seeks the most beneficial way for him to be undying.
Feveran is the oldest successor of the Goldenkit family. His Feveran’s end goal is to have his family’s own plane, which
grandparents founded the Goldenkit General Goods back in would be a neutral ground for every alignment and would only
the day. Little did he know, he would be the owner of the store be used for trading purposes.
one day.
Roleplaying Feveran
When the time came for Feveran to get into the business,
he thought “Why not sell items from other planes, too?” He Feveran approaches his customers respectfully unless they
hired powerful wizards both as advisors and as middlemen to make a scene in his store. He offers free snacks and drinks to
cut deals with fiends, as well as other creatures willing to do his guests when he has a chance to fix them something. He is
trade. He doesn’t care if the demons want their payment in cheerful, and likes to make silly pun jokes unless he thinks it
souls or in blood, as long as the goods are not damaged. would offend his customers.

It is possible to find anything in his hands, but he runs his However, if someone tries to cause trouble in his store, he
“modest” business with a low-profile. One does not simply loses his temper and asks that person to leave. If the creature
walk into Goldenkit General Goods and ask for a baby satyr’s continues to misbehave, he asks his wizards to paralyze it. If
hearth. the situation is out of hand, he asks his wizards to disintegrate
troublemakers.
He keeps a part of the store constantly under the effect of
the zone of truth spell. His wizards are always on alert. He runs
the company with his three lovely daughters; Anne, Deborah,

Medium Humanoid
Human

Lawful Evil
Scoundrel

311

Feveran Goldenkit 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage plus 10 (3d6)
necrotic damage. Target hit by this shortsword feels agonizing
Medium humanoid (human), lawful evil mental sorrow. Once per turn, the target must succeed on a DC 17
Wisdom saving throw or it loses its action for the next turn.
Armor Class 12 (mage armor)
Hit Points 117 (18d8 + 36), 153 (amulet of health) Dancing Greatsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one
Speed 30 ft. target. Hit: 9 (1d12 + 3) slashing damage. Also, Feveran can use a
bonus action to toss his magic greatsword into the air and speak
STR DEX CON INT WIS CHA the command word. Then, the greatsword begins to hover, flies
16 (+3) 8 (-1) 14 (+2) 18 (+4) 18 (+4) up to 30 feet, and attacks one creature of his choice within 5 feet
15/19 of it. The greatsword uses Feveran’s attack roll and ability score
(+2/+4) modifier to damage rolls.

Saving Throws Charisma +7, Wisdom +7 While the greatsword hovers, he can use a bonus action to cause
Skills Arcana +5, Deception +7, Insight +7, Perception +7, it to fly up to 30 feet to another spot within 30 feet of himself. As
Persuasion +7, Nature +5 part of the same bonus action, Feveran can cause the greatsword
Condition Immunities charmed, frightened to attack one creature within 5 feet of it.
Senses passive Perception 17
Languages Abyssal, Celestial, Common, Elvish, Infernal After the hovering greatsword attacks for the fourth time, it
Challenge 7 (2,900 XP) flies up to 30 feet and tries to return to Feveran’s hand. If he has
no hand free, it falls to the ground at his feet. If the sword has no
Master of His Art. Feveran has advantage on Intelligence (Arcana, unobstructed path to him, it moves as close to Feveran as it can
Nature) and Wisdom (Perception) checks while appraising an and then falls to the ground. It also ceases to hover if he grasps it
item. or moves more than 30 feet away from it.

ACTIONS REACTIONS

Multiattack. Feveran makes two melee attacks with his Ring of Scamper. Feveran can use his ring to avoid an attack made
longsword, and one melee attack with his shortsword using his by an opponent he is aware of once per turn.
bonus action.
ITEMS
Longsword of Wounding. Melee Weapon Attack: +6 to hit, reach 5 ft.,
one target. Hit: 7 (1d8 + 3) slashing damage. Creatures that are hit Monocles of Detect Thoughts. While wearing, Feveran benefits the
are wounded, at the start of the wounded creature’s turn it takes features of detect thoughts spell. Effects of the item stops if Feveran
2 (1d4) necrotic damage for each time it is wounded. A successful takes the monocle off.
DC 15 Wisdom (Medicine) check or a DC 15 Constitution saving
throw would end all the effects of current wounds. Monocles of True Seeing. While wearing, Feveran benefits from
the features of true seeing spell. Effects of the item stops if Feveran
Shortsword of Tedious Sorrow. Melee Weapon Attack: +6 to hit, reach takes the monocle off.

Ring of Scamper. As an action or reaction. Feveran can use his
ring to benefit from dimension door spell.

312

Grim Gomir

Life is a strange concept that I cannot fully
understand. I believe it is full of pain.

Grim Gomir is a Corpse Knight who has dedicated his life to those years full of battling against the undead, Gomir did not
protect Lord Mordhak. He never takes off his corpse armor want to live as a form of it, and in a moment of shock, he lost
and his dead eyes look around for any sign of danger, behind his intelligence.
his skull mask. He always carries a dark aura with him and is
called Grim Gomir due to this melancholic aura. Gomir was a wicked, unintelligent remnant with unique
abilities when Lord Mordhak found him. Apart from his
Gomir’s Story powers, Lord Mordhak saw a spark of intelligence in his eyes,
in the flash of a moment, and decided to awaken him using
Gomir was a warrior and a member of a temple that is known the Drinking the Blood of a Clear Mind (p.205) ritual. With this
by their enmity against the undead. As a warrior-member of ritual, Lord Mordhak did not just grant his intelligence back
the temple, Gomir fought against different types of undead for to Gomir, but gave a purpose to keep existing: Serving Milena.
many years. His faith in the temple was unwavering. Although After the ritual, Gomir decided to serve Lord Mordhak and was
he faced many hardships during his quests, he never gave up anointed a knight by him.
and always returned to the temple with success. However,
some people of his rank within the temple got jealous of Gomir’s Goals
Gomir and his successes, like always. Then, he was accused of
working with a vampire and betraying the temple by these Grim Gomir is a loyal knight. He follows the orders of Lord
jealous rivals. Although Gomir was completely innocent, he Mordhak and tries to understand being an undead by studying
couldn’t defend himself against false evidence and witnesses. the teachings of Milena, the Blood Bat. Gomir has two simple
The temple decided to exile Gomir to his death, by sending goals: Serving Lord Mordhak faithfully while he is spreading
him to an impossible quest. This quest, which sent Gomir to the words of Milena and increasing the influence of Dead
the heart of a necropolis, became the end of Gomir. However, Strike, and finding and killing the ones who betrayed him back
his own consciousness wanted to avenge the injustice Gomir in the temple.
had experienced and turned him into a remnant. After all
Grim Gomir is searching for new goals in his new life (or
afterlife). As he gets used to being undead, he discovers new
merits and flaws in it.

Roleplaying Gomir

Grim Gomir has an emotional spirit. For some reason that
Grim Gomir never shares with anyone, he is always sad and
reflects this sadness with a melancholic aura. He only finds
peace when he listens to the violin.

Medium Undead
Remnant

Lawful Evil
Warr ior

313

Grim Gomir last sent.
When the corpse squire dies, it disappears and drops any
Medium undead, lawful evil
equipment it was carrying and Grim Gomir can call it again as an
Armor Class 16 (corpse half plate, corpse shield) action.
Hit Points 68 (8d8 + 32)
Speed 20 ft. Grim Aura. Grim Gomir’s special existence radiates a melancholic
aura of 10 feet radius. When a living creature enters the area
STR DEX CON INT WIS CHA for the first time or ends its turn within the area, it must make
18 (+4) 9 (-1) 19 (+4) 10 (+0) 11 (+0) 11 (+0) a Wisdom saving throw or it is overwhelmed by the melancholy
and takes -2 penalty on its ability checks, attack rolls, and saving
Saving Throws Strength +6, Constitution +6 throws until the end of its next turn.
Skills Athletics +6, Religion +2
Damage Immunities necrotic, poison Turn Vulnerability. Grim Gomir can be affected by turn undead,
Condition Immunities poisoned but cannot be destroyed by it.
Senses darkvision 60 ft., passive Perception 10
Languages Common Undead Fortitude. If damage reduces Grim Gomir to 0 hit points,
Challenge 4 (1,100 XP) he must make a Constitution saving throw with a DC of 5+the
damage taken, unless the damage is radiant or from a critical hit.
Corpse Steed. Grim Gomir can magically call a corpse warhorse On a success, he drops to 1 hit point instead.
and send it back as an action. It appears in an unoccupied space
next to him. Each time the mount is called, it appears in hit point Unholy Rejuvenation. Whenever Grim Gomir is subjected to
maximum. It is also summoned with any gear it had when it was necrotic damage, he takes no damage and regains a number of hit
last sent. points equal to the half of the necrotic damage dealt.

When the corpse mount dies, it disappears and drops any ACTIONS
equipment it was carrying and Grim Gomir can call it again as an
action. Multiattack. Grim Gomir makes two melee weapon attacks when
he is carrying a shield. Otherwise, he makes two melee weapon
Corpse Squire. Grim Gomir can magically call his squire and attacks with corpse flail, and one melee weapon attack with
send it back as an action. It appears in an unoccupied space next corpse whip attack as a bonus action.
to him. Each time the squire is called, it appears in hit point
maximum. It is also summoned with any gear it had when it was Corpse Flail. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Hit: 8 (1d8 + 4) bludgeoning damage plus 2 (1d4) necrotic damage.

Corpse Whip. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Hit: 6 (1d4 + 4) slashing damage plus 2 (1d4) necrotic damage. Also,
the whip looks like a spine.

314

Herna The Red

RAGE! BLOOD! BATTLE! MY AXES ARE MEAT
GRINDERS!

Herna The Red is the leader of The Reavers. She is half-red and she reveres gods and goddesses of domination, pain and
dragon and half-human. The signs of her draconic bloodlines suffering, but she never liked the idea of becoming a cleric or a
are quite obvious; her arms and upper body are covered with paladin. According to her, domination is more important than
red dragon scales and she has yellow reptile eyes. She is tall anything else; your means of achieving it is of no importance.
and muscular. Her hair is long and pitch black. There is one thing she really misses, though, which is the
protection of a family.
Herna is called “The Red” for two reasons, her love of
bloodshed, and the red scales on her body. She is a barbarian After years of fighting in pits, arenas and living an
and uses two battleaxes decorated with bones and spikes. underground life, she found the one place that was perfect for
her; The Reavers. She challenged the leader not long after she
Herna’s Story joined the group and killed, becoming the leader of the group.
For two years, Herna has been leading her new family with
Herna was a baby when a group of good paladins found her in might, through the power of fear.
the layer of a red dragon after they killed the dragon and its
servants. Despite her cruel nature, the paladins tried to raise Herna’s Goals
her to be a good warrior after they took her to the temple. But
the paladins were not able to kill the evil within her. She has one goal to cause as much chaos and pain as she can.
She has no desire to be remembered in the future or anything
When she reached the age of 16, she escaped from the of that sort. Herna is aware of her red dragon origins,
temple. Goodness or exalted responsibilities were not her accepts it gladly and acts accordingly, chaotic and tyrannical.
things. Thanks to the techniques she was taught and the Therefore, she leads her raiding mercenary group to her
power burning in her veins, she survived the streets and liking, with rage and chaos.
mostly got what she wanted through brute force.
Roleplaying Herna
She has become a barbarian in the streets. She has learnt
to survive within the filth of cities and the dirty pits of She is a barbarian in every aspect of her life. She is free
illegal fighting. She never refused the existence of deities willed and basically does whatever she wants. She likes to
dominate and to give orders. She is ill tempered and gets into
frenzy whenever she is disrespected. She doesn’t like to be
questioned by anyone.

In combat, she is an extremely ferocious opponent, and
turns into the equivalent of a meat grinder.

Medium Humanoid
Half-red Dragon Half-human

Chaotic Evil
Warr ior

315

Herna The Red

Medium humanoid (half-red dragon, half-human), chaotic evil

Armor Class 17 (unarmored defense)
Hit Points 127 (15d8+60)
Speed 30 ft.

STR DEX CON INT WIS CHA
20 (+5) 16 (+3) 18 (+4) 11 (+0) 15 (+2) 12 (+1)

Saving Throws Strength +8, Constitution +7
Skills Acrobatics +6, Athletics +8, Intimidation +4, Religion +3,
Survival +5
Damage Resistances fire
Senses blindsight 10 ft., darkvision 60 ft., passive Perception 12
Languages Common, Draconic, Dwarven
Challenge 9 (5,000 XP)

Brute. A melee weapon deals one extra die of its damage when
Herna hits with it (included in the attack).

Rage (4/Recharges on a Long Rest).. Herna can enter rage as a
bonus action. While raging, she has advantage on Strength checks
and Strength saving throws, has +3 bonus damage on her melee
attacks, and resistance to bludgeoning, piercing, and slashing
damage for 1 minute.

ACTIONS

Multiattack. Herna makes three melee attacks with her
battleaxes.

Meat Grinders (Two Battleaxes +1). Melee Weapon Attack: +8 to
hit, reach 5 ft., one target. Hit: 15 (2d8 + 6) slashing damage.
When Herna hits the same target successfully with both axes in
one round, the slashes opened by wicked edges of the axes are
combined. The target must succeed on a DC 13 Constitution saving
throw or takes 1d8 more slashing damage.

Fire Breath (Recharge 5-6). Herna exhales fire in a 15-foot cone.
Each creature in the area must make a DC 15 Dexterity saving
throw, taking 24 (7d6) fire damage on a failed save, or half as
much damage on a successful one.

REACTIONS

Parry. Herna adds 3 to her AC against one melee attack that would
hit it. To do so, she must see the attacker and be wielding a melee
weapon.

316

High Ambassador
Kalytha

I believe we can both make a compromise, your
Highness. Give me what I want, and perhaps I
will consider staying with you for a couple of

days. You know, just for... fun.

High Ambassador Kalytha is one of the leaders of The Scarlet bigger heists. In a heist to a cave full of treasure, she realized
Table (p.176). She is the voice of the organization. She meets that the place was guarded by non-ordinary people, and ended
with other rulers and makes trade arrangements. She is a up getting captured by a group of vampires.
tiefling with bluish skin and small horns. With her attitude
and beauty, she is a perfect example of nobility. She always With her persuasive and clever words, Kalytha was
wears high quality crimson and black velvet robes as a embraced by the vampires and became a part of their vampire
reminder of how titled, highborn and intimidating she is. cult. After this event, she did what she does best; steal
valuables. But instead of stealing gold, she began to steal
Although she looks young and pretty, she is actually information. In the end, she gathered enough information to
ancient. Thus, she speaks with wisdom and her words hardly take control of the vampire cult and became a member of The
turn out wrong. She has seen many things some mortals even Scarlet Table.
cannot dream about; therefore, she is hard to surprise.
Kalytha’s Goals
Kalytha’s Story
High Ambassador Kalytha, gathers all things that are
Kalytha was a pickpocket that roamed the streets on her own. valuable to the organization. This can be gold, livestock, or
When she stole from someone who had some power in the information. With her trustworthy and friendly aura, she can
city, she ended up becoming their slave. Then, for many years, get close to rulers and blackmail them to cooperate with The
she stole for them and realized that that life, was actually, not Scarlet Table.
that bad. Before, she had been stealing for survival but now
she was doing it for fun. Moreover, she was bloody good at it; What she really seeks is to get more and more influence
on the other hand, Kalytha decided that the time had come for in the Scarlet Table. Although she has one of the five most
her to gain her freedom. After gaining the trust of her captors, essential titles in the cult, she loves the taste of power as much
she cunningly took over the control of their minions and as she loves the taste of blood and wants more.
organized a coup. With her new crew, Kalytha began to plan
Roleplaying Kalytha

High Ambassador Kalytha is a lovely person who keeps things
very simple: Either you are against The Scarlet Table or you
are crushed under it. She speaks with courage and certainty.
Although she always tries to be friendly, she does try to
manipulate the conversation in her favor.

She is respected by the Scarlet Table, and she respects other
members as far as they continue to behave in a reasonable
manner.

Medium Undead
Vampire

Neutral Evil
Scoundrel / Spellcaster

317

High Ambassador Kalytha Spider Climb. By spending 1 blood point as a bonus action, High
Ambassador Kalytha can climb difficult surfaces, including upside
Medium undead (shapechanger), neutral evil down on ceilings, without needing to make an ability check for 1
minute.
Armor Class 15 (chain shirt)
Hit Points 135 (30d8) Sunlight Hypersensitivity. High Ambassador Kalytha takes 20
Speed 30ft. radiant damage when she starts her turn in sunlight. While in
sunlight, she has disadvantage on attack rolls and ability checks.
STR DEX CON INT WIS CHA
10 (+0) 14 (+2) 11 (+0) 20 (+5) 12 (+1) 17 (+3) Vampire Lady. High Ambassador Kalytha’s blood is much more
potent than other vampires since she is an elder. A creature she
Saving Throws Intelligence +9, Charisma +7 converts into a vampire becomes a highborn vampire.
Skills History +9, Investigation +9, Perception +5, Persuasion +7,
Sleight of Hand +6 Also, creatures within 15 feet of her are overwhelmed by her
Damage Immunities fire, poison; bludgeoning, piercing, and unholy potency, having disadvantage on their saving throws
slashing damage from non-magical attacks against being charmed and frightened by High Ambassador
Condition Immunities exhaustion, poisoned Kalytha.
Senses darkvision 60 ft., passive Perception 15
Languages Abyssal, Common, Dwarvish, Elvish, Gnomish, On the other hand, her evilness becomes absolute and she
Halfling, Infernal, Kartuka, Orcish, Undercommon cannot be redeemed by any means. Additionally, it is impossible
Challenge 10 (5,900 XP) for High Ambassador Kalytha to hide her evil nature.

Blood Addiction. High Ambassador Kalytha must drink blood to Vampiric Healing. As a bonus action, High Ambassador Kalytha
satisfy her vampiric thirst. She automatically expends 2 blood can regain 1d6 hit points for each blood point she spends.
points each night she wakes up. If she is dropped to 5 blood
points, she suffers from 1 level of exhaustion and 1 more for every Vampiric Traits. High Ambassador Kalytha is an undead and she
blood point she expends beyond that, finally suffering from level doesn’t have to breathe, eat, or drink to survive. She only needs
6 exhaustion when she is dropped to 0 blood points. to drink blood, which is described below. When she fails 3 death
saves or suffers from level 6 exhaustion, she doesn’t die but rather
Blood Points. High Ambassador Kalytha is a vampire that can falls into an Endless Sleep.
enhance herself by tapping the powers hidden in blood. She has
20 blood points at a time and can have 34 blood points at most. Spellcasting. High Ambassador Kalytha is a 9th level spellcaster.
Her spellcasting isIntelligence (spell save DC 17, +9 to hit with
Darkness (1/Long Rest). High Ambassador Kalytha can cast the spell attacks). She has the following spells:
darkness spell. Her spellcasting ability for this trait is Charisma
(spell save DC 15). Cantrip (at will): blood curse*, blood scythe*
1st level (4 slots): bleeding river*, detect magic
Harmed by Running Water. High Ambassador Kalytha takes 20 2nd level (3 slots): hold person, see invisibility
acid damage if she ends her turn in running water. 3rd level (3 slots): blood jump*, sending
4th level (3 slots): bathe in blood*, confusion
Hellish Rebuke (1/Long Rest). High Ambassador Kalytha can cast 5th level (1 slot): taste of blood*
the hellish rebuke spell as a 2nd-level spell. Her spellcasting ability
for this trait is Charisma (spell save DC 15). ACTIONS

Forbiddance. High Ambassador Kalytha cannot enter a residence Multiattack. High Ambassador Kalytha makes two attacks.
without an invitation from one of the occupants.
Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target.
Shapechanger. If the High Ambassador Kalytha isn’t in sunlight or Hit: 8 (1d6 + 5) piercing damage plus 7 (2d6) necrotic damage.
running water, she can use its action to polymorph into a Tiny bat This attack can only be used against grappled targets and High
or a Medium cloud of mist, or back into its true form. Ambassador Kalytha gains 1 blood point. The necrotic damage can
be inflicted and the blood point can be gained only if the target is
While in bat form, High Ambassador Kalytha can’t speak, her not a construct, elemental, ooze, or undead.
walking speed is 5 feet, and she has a flying speed of 30 feet. Her
statistics, other than its size and speed, are unchanged. Anything Charm. High Ambassador Kalytha spends 4 blood points and
it is wearing transforms with it, but nothing it is carrying does. It targets one humanoid she can see within 30 feet of her. If the
reverts to its true form if it dies. target can see High Ambassador Kalytha, it must succeed on a
Wisdom saving throw (DC 15) or be charmed by her. The charmed
While in mist form, High Ambassador Kalytha can’t take target regards High Ambassador Kalytha as a trusted friend to
any actions, speak, or manipulate Objects. She is weightless, be heeded and protected. Although the target isn’t under her
has a flying speed of 20 feet, can hover, and can enter a hostile control, it takes her requests or actions in the most favorable way
creature’s space and stop there. In addition, if air can pass it can, and it is a willing target for her bite attack.
through a space, the mist can do so without squeezing, and
she can’t pass through water. She has advantage on Strength, Each time High Ambassador Kalytha does anything harmful to
Dexterity, and Constitution Saving Throws, and it is immune to all the target, it can repeat the saving throw, ending the effect on
non magical damage, except the damage it takes from sunlight. itself on a success. Otherwise, the effect lasts 24 hours or until
High Ambassador Kalytha is destroyed, is on a different plane
Standing Against Faith. High Ambassador Kalytha has advantage of existence than the target, or takes a bonus action to end the
on saving throws against any effect that turns undead. effect.

Dagger. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4
(1d4 + 2) piercing damage

318

Ignatius The Insane
Libr ar ian

Safe, safe, safe… It must be safe here. Durr, is
someone watching us? Yes? NO! Good… Let me

take cover, Durr. Huh! Is that a person over
there? HEY YOU!? No, was that a rock? Ah, you

can never be too careful these days. See you
when I wake up old friend. If! If I wake up...

Ignatius is an old tiefling in his early 80s. His eyes glow like the cult is after the scroll. The sending was interrupted.
hellfire although he seems quite tired and ragged. He has long Being sad was futile; Ignatius grabbed the demonology
greasy white hair that creates an interesting contrast with his
crimson skin, and a long messy beard that frizzes down to his book and opened it with anger. Through a painful ritual that
chest. There are several cuts and deformations on his horns devoured Ignatius’ mind, he managed to summon a Quasit
and tail. He wears an old ragged robe. He carries a leather bag Familiar.
designed to contain one scroll that swings from his neck. He is
followed by an old Quasit demon called Durr, Ignatius’ lifelong There was a significant mistake; however, Ignatius could
“friend”. not complete the ritual flawlessly, and the Quasit was not
bound to it; yet it had done what it had been told to do out of
Ignatius’ Story mere curiosity. They were able to get the scroll and flee.

The Library of Arcane Arts contained many secrets, all waiting Durr never told Ignatius that they actually don’t have a
to be unfolded by Ignatius as an initiate librarian. Ignatius was bond. Watching Ignatius become mad was fun. One night, Durr
determined to learn every bit of information he could possibly changed the scroll with a blank one and sent the real scroll to
find. Also, the Library had a special scroll that had information a greater demon. The demon decided that it, in fact, enjoys the
of incomparable value about how eternal planes could be company of the wizard. The lifespan of a tiefling was nothing
created, and many pilgrims visited to behold the scroll. compared to that of a demon; thus, it chose to stay with
Ignatius had the chance to chat with those pilgrims, hear their Ignatius as long as it was not boring to do so. Durr never got
stories; and it was fun for him. bored, in sixty years.

While one day, Ignatius was working on demonology, which Ignatius’ Goals
was forbidden to study, a cult, wielding unmatched powers,
attacked the library. His master ordered him to stay in his Ignatius has only one goal: not knowing that it is in fact blank,
chambers. He had a sending from his master, he learned that he wishes to keep the scroll in his bag, safe.

Roleplaying Ignatius

Ignatius hears voices in his head that manipulate and corrupt
him. Durr, also, from time to time, persuades Ignatius to do
things he wouldn’t otherwise have done. Ignatius often talks
out of context, could change the language in which he is
speaking or he could suddenly start to communicate through
telepathy in the middle of a conversation without realizing it.
He cares for Durr the most after the scroll.

Medium Humanoid
Tiefling

Chaotic Evil
Spellcaster

319

Ignatius The Insane Librarian throws.

Medium humanoid (tiefling), chaotic evil Paranoid Personality. Due to the maddening essence, Ignatius
thinks he is the protector of the scroll and he is way too valuable.
Armor Class 14 (mage armor) Nobody should see him and never mean his life. He never wants
Hit Points 77 (14d8 + 14) to enter dangerous places. He must succeed on a DC 10 Wisdom
Speed 20 ft. saving throw in order to act against his own paranoid persona.

STR DEX CON INT WIS CHA Tentacle Arms. Ignatius’ arms turned into tentacles due to the
7 (-2) 13 (+1) 12 (+1) 18 (+4) 6 (-2) 18 (+4) maddening essence. People do not trust him because of the image
they see. Ignatius has disadvantage on Persuasion skill checks.
Saving Throws Intelligence +7, Wisdom +4
Skills Arcana +7, History +7 Spellcasting. Ignatius is a 9th level spellcaster. His spellcasting
Damage Resistances fire ability is Intelligence (spell save DC 15, +7 to hit with spell
Condition Immunities frightened attacks). He has the following spells prepared:
Senses darkvision 60ft., passive Perception 8
Languages Abyssal, Common, Infernal Cantrips (at will): dancing lights, mage hand, message, mending,
Challenge 5 (1,800 XP) thaumaturgy
1st Level (4 slots): alarm, burning hands, find familiar, mage armor
Darkness (1/Day). Ignatius can cast the darkness spell. His 2nd Level (3 slots): hold person, invisibility, shocking ray
spellcasting ability for this trait is Charisma (spell save DC 15). 3rd Level (3 slots): entropic fire*, terrorizing gaze*, tiny hut
4th Level (3 slots): boneball*, horrendous touch*, polymorph
Demonic Summoning (1/Short Rest). Ignatius can either summon 5th Level (1 slot): raining blood*
a demon of Challenge rating 3 or lower. Summoned creatures stay
for 1 hour. ACTIONS

Demon Ward. Ignatius can ward a 10-foot radius area against Staff of Striking. Melee Weapon Attack: +4 to hit, reach 5 ft., one
demons by a ritual of 1 minute. For 1 hour, demons standing target. Hit: 4 (1d6 + 1) bludgeoning damage. This staff can be
inside the circle cannot go out and the ones standing out of it wielded as a magic quarterstaff that grants a +3 bonus to attack
cannot enter inside or attack the creatures within the circle. and damage rolls made with it.

Hellish Rebuke (1/Day). Ignatius can cast the hellish rebuke spell as The staff has 10 charges. When Ignatius hits with a melee attack
a 2nd-level spell. His spellcasting ability for this trait is Charisma using it, he can expend up to 3 of its charges. For each charge he
(spell save DC 15). expends, the target takes an extra 1d6 force damage. The staff
regains 1d6 + 4 expended charges daily at dawn. If he expends
Match Their Minds. Ignatius can talk to the creatures he sees in the last charge, roll a d20. On a 1, the staff becomes a nonmagical
the 30 ft. radius in the languages he knows telepathically. quarterstaff.

Mind Shield. Due to the maddening essence, Ignatius’ mind REACTIONS
is protected and he has double proficiency in Wisdom saving
Blood Jump (Recharge 5-6). When an opponent enters Ignatius’
melee reach, Ignatius can chose to use blood jump* spell as a
reaction. This reaction does not require spell slots.

320

Ilveril The First
False Priest

Have you met with my lovely daughter,
Josephine the Marilith?

was lost in the midst of this demonic corruption, forever.
Now, she roams the lands as a well-educated demonologist

and a demon worshipper, bringing havoc wherever she sets
foot and driving innocent villagers crazy, just as she once
experienced before.

Ilveril’s Goals

A matronly woman stands tall amid a pack of demons. She Ilveril has only one goal; to summon her mysterious demon
looks horrifying with her long, dark hair and ice-blue eyes, master to the Material Plane. She would do anything to
which has no sign of mercy. She wears noble clothing and make this wish a reality, and is ready to obliterate anyone
carries a book covered with a type of crimson leather; a piece that stands in her way. To reach her goal, she formed an
of demonic skin. She reads to the demons from a passage in organization, The False Priests (p.160). The organization goes
the book, just as a mother tells bedtime stories to her children. by the misleading name of Touch of Mercy; an organization
If a demon does not listen, she stares down at the monster seeming to help the ones in need, but who actually only does
without flinching, until it settles down out of fear. And if so to recruit new members and sacrifice the others to their
anybody tries to harm Ilveril, the demons protect their mother dark masters.
even if it costs them their lives.
Once the summoning is completed, she believes, the demon
Ilveril’s Story will rule the world and take Ilveril as its second in command.
She waits impatiently to the day she will stand tall just before
Once upon a time, Ilveril was just an innocent villager. She had her foul master, murdering the weak and taking those who are
a partner for life who was an honorable knight and they took more vital as slaves.
care of two children together. One night, one of the powerful
servants of a mysterious demon was passing near their village, Roleplaying Ilveril
and this presence was more than enough to corrupt Ilveril’s
soul and drive her mad. Ilveril does not tolerate mistakes, and is generous in the way
she rewards accomplishments. She loves to feed the demons
She woke up from a nightmare. While driven mad, she cut she summons with failed initiates. She can also employ a
the knight’s throat as the knight was sleeping and butchered demon in the service of a cult member as a reward, and also as
the children, consuming their bodies afterwards. These violent an observer to follow the actions of the cultist.
acts got the attention of the mysterious demon, for sure. It
embraced Ilveril, gladly accepting her in its service and Ilveril She has strict rules that expect everyone under her
command to obey. Those who are not under her control still
get their fair share of being exposed to her imperative tone.

Medium Humanoid
Human With Fiendish Corruption

Chaotic Evil
Spellcaster

321

Ilveril The First False Priest ability is Intelligence (spell save DC 16, +8 to hit with spell
attacks). She can cast the following wizard spells:
Medium human with fiendish corruption (humanoid), chaotic evil
Cantrip (at will): acid splash, dancing lights, light, mage hand, shocking
Armor Class 13 (16 with mage armor) grasp
Hit Points 93 (17d8 + 17) 1st level (4 slots): comprehend languages, detect magic, mage armor
Speed 30 ft., fly 30 ft. 2nd level (3 slots): arcanist’s magic aura, darkness, hold person
3rd level (3 slots): dispel magic, fireball, glyph of warding
STR DEX CON INT WIS CHA 4th level (3 slots): black tentacles, conjure minor elemental, curse of
9 (-1) 16 (+3) 12 (+1) 18 (+4) 10 (+0) 15 (+2) the fiend*
5th level (2 slots): cloudkill, conjure elemental, hold monster, planar
Saving Throws Constitution +5, Intelligence +8 binding, teleportation circle, wall of force
Skills Arcana +8, History +8, Deception +6, Religion +8 6th level (1 slot): guards and wards, instant summons
Damage Resistances cold, fire, poison 7th level (1 slot): planeshift, soul binding*
Senses darkvision 60 ft., passive Perception 14 8th level (1 slot): soul imprisoning*
Languages Abyssal, Celestial, Common, Infernal 9th level (1 slot): gate, mark of soul siphoning*
Challenge 9 (5,000 XP)
ACTIONS
Aura of Corruption. Ilveril reflects the maddening emotions
within herself and emanates an aura of 10-foot radius. Any Demonic Summoning (1/Day). Ilveril can summon a demon of
creature who enters the aura or ends its turn within the aura Challenge Rating 9 or lower. The demon stays for 1 hour.
must succeed on a Wisdom saving throw or it takes 1d10 psychic
damage. If a creature fails the saving throw for 3 times within 1 Demonic Staff. Melee Weapon Attack: +7 to hit, reach 5 ft., one
minute, it becomes corrupted. target. Hit: 6 (1d6 + 3) bludgeoning damage, or 7 (1d8 + 3)
bludgeoning if used with two hands, plus 7 (2d6) fire damage.
Demon Ward. Ilveril can ward a 10-foot radius area against
demons by a ritual of 1 minute. For 1 hour, demons standing Demonic Staff. Ilveril points the staff to a demon within 30 feet of
inside the circle cannot go out and the ones standing out of it her. The demon must succeed on a DC 17 Wisdom saving throw or
cannot enter inside or attack the creatures within the circle. it feels an urge to attack and makes one attack against a random
target within its reach as a reaction. The demons that serve Ilveril
Master of Demonic Binding. Ilveril can summon and bind a demon are willing for this effect.
of Challenge Rating 7 or lower to her service as a 1-hour ritual.
REACTIONS
Spellcasting. Ilveril is a 17th level spellcaster. Her spellcasting
Abolish Demon. Ilveril can abolish a demon she called and reduces
a damage she takes by 5 x (Challenge Rating of the demon she
abolishes).

322

Inquisitor
Maver am

Pukyxounas nalllllnas baa (Unintelligible
whispers)

Maveram’s Goals

He only cares for the whispers of the cloud of whispers (p.246)
that maddened him. Although the cloud’s motives are
unknown, one can be sure that its desires are otherworldly.

Roleplaying Maveram

A perpetually silent dwarf sits in the inn, not making a sound, He is completely mad. He only talks while casting a spell or
as per usual. Although his armor looks dirty, damaged and using the Whisperer ability. Other words are meaningless to
old, it also looks tough. He orders a cup of beer with a slight him. Life and the universe are meaningless for him and he has
gesture of his hand, but he does not drink it. When you go and no respect for them. There are no moral codes or any other
try to talk to him, you only see madness in his eyes. limit that restrict his actions.

Maveram’s Story MAVERAM AND HIS FORMER CLAN

Inquisitor Maveram and some others were a group of Inquisitor Maveram was a member of a dwarf clan
inquisition worshipping a god of light and good. They tried to which is known by its members' ability to craft
investigate the activities of a dark presence in a coastal town armor and weapons by using ancestral techniques.
that mostly dealt in fishing. They interrogated the townsfolk, The clan is actively searching for Maveram to free
found evidence, and tracked what they found; only to be lured him from the grasp of the cloud of whispers, by
inside the trap of the dark presence they sought. Although killing if necessary, and to recover the weapon
they were capable warriors, they did not even get a chance to Maveram is using, which is a gift from his clan to
swing their weapons. They also did not have an opportunity to Maveram and was corrupted by the madness that
call for the aid of their gods either. In the end, they all fell to haunts Maveram.
madness.
When Maveram encounters the members of his
After Inquisitor Maveram accepted their fate, he embraced clan, he does not remember them and attack them
this understanding that was alien to him and his companions, without a second thought if he feels that he is
completely. Now, only his physical form resembles his former threatened. In such a case, the dwarves of Mav-
self. eram's clan do not hesitate to kill Maveram, and
recover Maveram's body and his weapon, both for a
proper funeral.

Medium Humanoid
Aberrant Dwarf
Chaotic Evil

Warrior / Spellcaster

323

Inquisitor Maveram (Persuasion) checks.

Medium humanoid (aberrant dwarf), chaotic evil • He is able to breath underwater.

Armor Class 20 (plate, shield) • He can use crown of tyranny* spell once.
Hit Points 82 (11d8 + 33)
Speed 25 ft. • He can call a Challenge Rating 3 aberrant visage as an action. It
disappears when its hit points drops to 0 or can be dismissed
STR DEX CON INT WIS CHA as a bonus action.

17 (+3) 11 (+0) 17 (+3) 11 (+0) 16 (+3) 12 (+1) Traveling Whisperer. Inquisitor Maveram magically travels to
a new cult member for the initiation even if they are not in the
Saving Throws Constitution +6, Wisdom +6 same plane of existence. Inquisitor Maveram does not use this
Skills Insight +6, Intimidation +4, Religion +3 ability willingly as he is drawn to it. So, he cannot travel to other
Damage Resistances poison places this way.
Condition Immunities frightened
Senses darkvision 60 ft., passive Perception 13 Spellcasting. Inquisitor Maveram is a 7th level spellcaster. His
Languages Common, Deep Speech, Dwarvish spellcasting ability is Wisdom (spell save DC 14, +6 to hit with spell
Challenge 8 (3,900 XP) attacks). He can cast the following cleric spells:

Aberrant Lucidity. Inquisitor Maveram has advantage on Wisdom Cantrip (at will): light, mending, sacred flame, spare the dying
(Insight) and Wisdom (Perception) checks. 1st level (4 slots): guiding bolt, healing word, shield of faith, villainous
rage*
Dwarven Resilience. Inquisitor Maveram has advantage on saving 2nd level (3 slots): lesser restoration, spread disease*, prayer of healing,
throws against poison. silence, spiritual weapon
3rd level (3 slots): alter alignment*, beacon of hope, dispel magic,
Madness Will Not Die. When Inquisitor Maveram dies, its body revivify, spirit guardians, water walk
is controlled by the Cloud of Whispers which is the source of 4th level (3 slots): banishment, freedom of movement, guardian of
Inquisitor Maveram’s madness. He completely dies when he is fatih, stone shape
killed while he is under the control of the cloud of whispers. 5th level (1 slot): flame strike, mass cure wounds, planar binding

Shattered Mind. Inquisitor Maveram has disadvantage on ACTIONS
checks he makes to remember names, historic knowledge, past
information etc. Multiattack. Inquisitor Maveram makes two melee attacks.

Stonecunning. Whenever Inquisitor Maveram makes an Hammer of Madness (+1 Warhammer). Melee Weapon Attack: +7 to
Intelligence (History) check related to the origin of stonework, he hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) bludgeoning damage
is considered proficient in the History skill and adds double his plus 9 (2d8) psychic damage. Also, the target must make a DC 13
proficiency bonus to the check, instead of his normal proficiency Wisdom saving throw or it is stunned until the end of its next
bonus. turn or until it takes damage.

Submitting To Madness. Inquisitor Maveram can bring out his Whisperer. Inquisitor Maveram chooses a creature within 30 feet
madness physically and gain the following benefits for 1 minute; of him. The creature must make a DC 13 Wisdom saving throw
or it is paralyzed for 1 minute or until it takes any damage.
• His type changes to aberration. Additionally, the target can make another Wisdom saving
throw at the end of each of its turns. On a success, the paralyzed
• He has advantage on Charisma (Intimidation) and condition ends on the target.
disadvantage on Charisma (Deception) and Charisma
If a creature is affected for 5 consecutive rounds, it transforms
into a whisper.

324

Jenfine Thridis

I kindly wish to remind you, fellas, that if your
`argument` takes a bloody turn, I will be the
one scrubbing all of yous’ guts off my inn’s

floor.

Jenfine Thridis is the owner and master of the Nightshade Inns criminals with a middle ground to do their business, thus
(p.165). She is the former master of a gang who retired to work expanding her influence over the gangs.
in a more sophisticated line of business; creating a chain of
inns for criminals to commute and commune. As a mortal, Jenfine Thridis is aware of that the
organization she has been trying so hard to build will crumble
She is a half-elf with a bald head, a face with sharp and to dust after she dies. However, this is not the thing Jenfine
distinct features, and eyes looking as deadly as a frozen lake. dreams about. She does not want to live a happy afterlife
She wears a leather armor and a stylish shirt underneath, with either. She wants her criminal organization to be eternal and
a slick, black pair of boots. she wants to rule it forever. Since Nightshade Inns provide a
safe ground for all types of criminals (including the members
Jenfine’s Story of forbidden religious cults), Jenfine constantly collects
rumors and information about the secrets of immortality.
Jenfine used to be a gangmaster who elevated herself to
her position as master by the merit of her strength and Also, Jenfine wants to open new branches on different
ruthlessness. However, after some time, she saw opportunities planes of existence. She knows the value of information more
that lay beyond running a city gang. She created the than anyone and she is aware of that planar rumors and
Nightshade Inns; linking together multiple settlements, and information value more than mere mortal politics.
making local traveling gangs dependent on her enterprise to
conduct their underground activities. Because of all of these reasons, Jenfine Thridis is ready to
accept an offer that will make her immortal or change her
Jenfine’s Goals creature type to something that is immortal (for instance, to a
fiend), as long as she sees no danger in the offer and the offer
Jenfine plans to reinforce her position as the master of is profitable.
the chain, and use her distinctive advantage of providing
Roleplaying Jenfine

Jenfine has a cold, but decent demeanor. Unlike what would
be expected from a former gangmaster, she is polite in her
speech. Still, she chooses her words carefully and makes use of
punctuation, or certain pauses and inflections, to emphasize
her points, and make them clearer. Although she is beautiful,
she does not use her appearance but rather her authoritative
charisma that grants her an aura of credibility.

Medium Humanoid
Half-elf

Neutral Evil
Scoundrel

325

Jenfine Thridis or spell attack, she can use the grappled creature as a meat shield,
the attacker has disadvantage on its ranged attack.
Medium humanoid (half elf), neutral evil
Takedown (action): Jenfine violently takes the creature down to
Armor Class 16 (studded leather) the ground. On a successful melee weapon attack, both Jenfine
Hit Points 110 (20d8 + 20) and the creature fall prone. The creature is counted as it takes a
Speed 30 ft. critical hit and struck by her sneak attack and takes the amount
of damage as bludgeoning damage.
STR DEX CON INT WIS CHA
11 (+0) 18 (+4) 13 (+1) 17 (+3) 14 (+2) 18 (+4) Sneak Attack. Once per turn, Jenfine deals an extra 21 (6d6)
damage when she hits a target with a weapon attack and has
Saving Throws Dexterity +8, Wisdom +6 advantage on the attack roll, or when the target is within 5 feet of
Skills Acrobatics +8, Athletics +4, Deception +8, Insight +6, an ally of Jenfine that isn’t incapacitated and Jenfine doesn’t have
Intimidation +8, Perception +6, Persuasion +8, Stealth +8 disadvantage on the attack roll.
Damage Resistances poison
Senses darkvision 60 ft., passive Perception 16 Taking Initiative. During the start of an encounter, Jenfine has
Languages Common, Dwarven, Elven, Thieves cant advantage on her roll for initiative.
Challenge 10 (5,900 XP)
Thief’s Reflexes. Jenfine can take two turns during the first round
Assassinate. During her first turn, Jenfine has advantage on attack of any combat. She takes her first turn at her normal initiative
rolls against any creature that hasn’t taken a turn. Any hit she and her second turn at her initiative minus 10. She can’t use this
scores against a surprised creature is a critical hit. feature when she is surprised.

Evasion. If Jenfine is subjected to an effect that allows her to make ACTIONS
a Dexterity saving throw to take only half damage, Jenfine instead
takes no damage if she succeeds on the saving throw, and only Multiattack. Jenfine makes two attacks with her dagger “Clean
half damage if she fails. Cut”, or she makes 3 (1d6) attacks with knife spray.

Exploit. When Jenfine is grappling a creature, she can exploit the Clean Cut (+1 Dagger). Melee Weapon Attack: +9 to hit, reach 5
grapple and cause the following effects ft., one target. Hit: 7 (1d4 + 5) piercing damage and the target
creature’s hit point maximum is reduced by the amount of
Chokehold (bonus action): Jenfine makes a melee weapon attack damage taken. This attack scores a critical hit on a die result of 19
with advantage, dealing 9 (2d8) bludgeoning damage if successful. or 20.

Meat Shield (reaction): If Jenfine is targeted by a ranged weapon Knife Spray. Ranged Weapon Attack: +8 to hit, range 10/30 ft., one
target. Hit: 5 (1d2 + 4) piercing damage. A creature that takes three
hits from this attack within the same turn must succeed on a DC
15 Constitution saving throw or is stunned until the end of its
next turn.

326

Joaquin Duskhaven

Family is what matters most. It is so powerful
that it can keep a person away from eternal
solitude. If that is so, I will provide the solitude
I am missing in death, to my little one in life. No
matter what it takes... I am no longer a part of

the living. Your rules don’t apply to me.

Joaquin, a “cold blooded” mercenary, looks completely pale and everything would be even worse. So, Joaquin decided that
and he has a couple of minor deformities on his dead face. he would watch over his child from a distance; even if it meant
He has short black hair and green melancholic eyes. After his that he would see her death one day, he would still protect her
death, Joaquin looks gloomy, and he rarely smiles. He wears even in his “afterlife.”
a long dark brown robe with a wide hood that covers his pale
body. Under the robe, he wears poorly forged, scale mail In order to maintain her living one way or another, Gloria
armor. He can look like an average person when he makes an had taken over Joaquin’s tailor shop. Joaquin was watching
effort to disguise himself. over his little kid, mourning his death, from afar. On several
occasions, he killed the robbers who were planning on
Joaquin’s Story breaking into the shop. He, without even blinking an eye,
murdered the thieves who knew that Joaquin was no longer
Joaquin had lived a hard-earned, but happy life with his around, and that his house was up for grabs, with a little girl
daughter, Gloria Duskhaven. His wife had died when Gloria who’d serve well as a servant, or worse…
was a little kid, and he had raised the girl all alone in the filthy
city where they have been living. It is a city of murder, of Now, Joaquin watches over Gloria, and annihilites anything
criminals, of corruption. All in all, it is definitely not the place that could threaten or harm her. Nothing is more important
to raise a teenager; not his Gloria, at least… than Gloria’s safety, and Joaquin can easily sacrifice his life for
Gloria’s well-being.
However, death found Joaquin earlier than he expected.
Although his time has come, Joaquin couldn’t leave Gloria Joaquin’s Goals
alone in this world and he rose up from his grave as a monster,
a Remnant. Gloria should be kept safe and well; that is the only purpose of
Joaquin’s existence, until the day she dies. He interacts with
After his transformation, he wanted to return to her, but people in disguise and takes work as a mercenary. Joaquin
he despised himself. He was not human anymore; he was a hires and gives money to random people to spend in Gloria’s
monster. Gloria would probably get scared at the sight of him shop.

Roleplaying Joaquin

Once an innocent person, Joaquin is now a cold-blooded killer.
He takes mercenary work from anyone willing to pay his
price regardless of the context. He never smiles unless he is
watching his daughter. He does not talk much either. In the
game, he could run simple errands or tasks for players, or he
could be sent out to disrupt their quests.

Medium Undead
Remnant

Neutral Evil
Warr ior

327

Joaquin Duskhaven

Medium undead (remnant), neutral evil

Armor Class 14 (scale mail)
Hit Points 18 (4d8)
Speed 30 ft.

STR DEX CON INT WIS CHA
14 (+2) 10 (+0) 10 (+0) 9 (-1) 13 (+1) 10 (+0)

Saving Throws Strength +4, Constitution +2
Skills Deception +2, Stealth +2, Perception +3, Survival +3
Damage Immunities necrotic, poison
Condition Immunities poisoned, exhaustion, unconscious
Senses passive Perception 13
Languages Common
Challenge 1 (200 XP)

Disrupted Animation. When Joaquin takes psychic damage, he has
disadvantage on his ability checks, attack rolls and saving throws
until the end of his next turn.

Turn Vulnerability. Joaquin can be affected by turn undead, but
cannot be destroyed by it.

Unbreathing. Joaquin doesn’t have to breathe and thus does not
have to hold his breath underwater. Additionally, he does not
require food or water to survive.

Willful Soul. Joaquin has advantage on saving throws against
being charmed or frightened magically.

ACTIONS

Greatsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit: 8 (1d12 + 2) slashing damage.

328

Kortar Cragbrace

I will do anything not to lose my family, not
again.

oath, and started to destroy temples in various towns.

Kortar’s Goals

Kortar is a tall, fair-skinned man who has long grizzly hair, He wants to destroy all the good-aligned temples in the realm,
and the traces of war on his face. He wears slimming trader’s to take revenge. Although he makes it seem as though he
clothes that make him look fit. does what he does to avenge his family and the revenge of the
people he has gathered around him, he actually does it upon
Kortar Cragbrace leads the Silver Claws (p.169) and he is the the request of his god.
alpha of the family.
Generally, he leaves the other errands of the family to
Kortar’s Story Lilante (p.331) and he deals with the plans for the attacks
to temples, who procures and established the routes of the
cities they will go to and from, the necessary fake documents;
learning how many people live there, and drawings of the
temples. He does all this work to be able to hit temples in their
weakest moment.

Kortar Cragbrace is someone who cares about the concept of Roleplaying Kortar
family and who never forgives betrayal. One time, a disease
struck the town where he lived with his family. His child and He is someone who remains silent, and who usually prefers
wife were infected with this disease. He didn’t get sick because to listen to the people around him instead. Although he has a
the beast inside offered him extra protection. harsh tone when talking, he is careful to not offend the other
person. However, he does not hesitate to make full use of his
He took his wife and child to the small temple in town, but intimidating tone while he is speaking to his foes. His cold-
the temple refused to help and expelled them from the temple blooded, unsettling gaze is always gliding around as if he were
because of the beast that lived inside of him. Disappointed expecting an attack at any moment.
and desperate, Kortar set out for another city. Yet, after a few
days, he lost his child and wife to the disease. Still, he talks warmly about the matter of family. He seems
like he cares a lot about it, and takes care of those who are
After he lost his family, the beast within got out, and he close enough to be counted as a member of his newfound
destroyed the temple in the small town. Kortar took an oath family.
that day.

It is rumored that one of the gods heard this prayer and
bestowed some of its own powers on Kortar. Kortar soon
established a family for himself. With them, he kept true to his

Medium Humanoid
Werewolf

Neutral Evil
Warrior / Spellcaster

329

Kortar Cragbrace Kortar has following spells:

Medium humanoid (shapechanger), neutral evil Cantrips (at will): light, sacred flame, spare the dying
1st Level (4 slots): healing words, inflict wounds, protection from evil
Armor Class 12 / 15 (natural armor) and good
Hit Points 104/120 (16d8 + 32/16d8 + 48) 2nd Level (3 slots): detect alignment *, ethereal hang *, unholy rage *
Speed 30 ft. (40 ft. in wolf form) 3rd Level (2 slots): claw of slaughter *, mass healing words, speak with
dead
STR DEX CON INT WIS CHA 4th Level (1 slot): mark of rampage *
14 (+2) 13 (+1) 15 (+2) 16 (+3)
14 /16 15/17 ACTIONS
(+2/+3) (+2/+3)
Multiattack. Kortar Cragbrace makes three attacks, one with his
Saving Throws Strength +6/+7, Dexterity +6, Constitution +6/+7 bite and two with his claws; or, three melee attacks with Meat
Skills Athletics +6/+7, Intimidation +7, Insight +6, Perception +6 Grinders.
Damage Immunities bludgeoning, piercing, and slashing damage
from non-magical attacks not made with silvered weapons Bite (Wolf or Hybrid Form Only). Melee Weapon Attack: +7 to hit,
Senses passive Perception 16 reach 10 ft., one target. Hit: 6 (1d8 + 3) plus 2 (1d4) piercing
Languages Common, Dwarvish, Elvish, Gnomish, Halfling, Sylvan damage. If the target is a humanoid, it must succeed on a DC 15
Challenge 12 (8,400 XP) Constitution saving throw or be cursed with lycanthropy.

Blood Trail. Kortar Cragbrace can trace the smell of blood within Call Pack. Kortar Cragbrace calls forth wolves to aid him. They are
60 feet of him. a reflection of the beast within him. Kortar can call 1 winter wolf.
The wolf can understand him. However, it only aids him when he
Lunar Strikes. Kortar Cragbrace’s claws and bite attacks are is transformed into a wolf or a werewolf, and they go away when
counted as magical. he is unconscious or when he returns back to his human form.

Overgrown Hybrid. Kortar Cragbrace’s hybrid form is larger than Claw (Hybrid Form Only). Melee Weapon Attack: +7 to hit, reach 10
the other lycanthropes. When he is in hybrid form, he becomes ft., one target. Hit: 8 (2d4 + 3) plus 2 (1d4) slashing damage.
Large. He deals an additional 1d4 damage with his bite and
claw attacks (already written in the attacks). Also, his weight is Meat Grinders (+1 Battleaxe). Melee Weapon Attack: +8 to hit, reach
doubled and his reach increases by 5 feet. 5 ft., one target. Hit: 7 (1d8 + 3). If Kortar Cragbrace hits a creature
with both of these axes in one round, the creature must succeed
Pack Tactics. Kortar Cragbrace have advantage on an attack roll on a DC 13 Constitution saving throw or take an additional 4 (1d8)
against a creature if at least one of his allies is within 5 ft. of the slashing damage.
creature and the ally isn’t incapacitated.
Shapechanger. Kortar Cragbrace can polymorph into a wolf, into a
Raw Meat Addiction. Because of his animal instincts, Kortar can hybrid form, or back into its true form. When he transforms, keep
only feed on bloody meat. If he cannot feed for one day, he must his statistics except the ones given otherwise in his forms.
succeed on a DC 13 Wisdom saving throw or he loses control
and attacks the nearest creature. The DC of this saving throw Kortar Cragbrace reverts back to its true form if he is dropped
increases by 1 for each consecutive day he fails to feed himself to 0 hit points.
this way.
REACTIONS
Spellcasting. Kortar is a 7th level spellcaster. His spellcasting
ability is Charisma (spell save DC 15, +7 to hit with spell attacks). Frightening Growl (1/Day). While a creature is making a melee
attack against Kortar Cragbrace, he can growl viciously to the
creature. The creature must succeed on a DC 15 Wisdom saving
throw or it becomes frightened of Kortar Cragbrace for 1 minute.

330

Lilante Cragbrace

If you don’t want to feel these silver claws
around your neck, speak faster. I’m running out

of patience.

Lilante looks like a merchant. She wears high-quality silk permanently and found herself alone in nature. While
dresses in her daily life. She has a long and bony face. She has trying to learn how to defend herself and how to survive
straight long black hair which she does not wear up. In the at all, Lilante was injured in the wilds. While she was about
darkness of the night, her blue eyes glisten like diamonds. to be killed and be devoured by wild wolves, an alpha wolf,
She is like a wild huntress who finds her own way in the light Kortar Cragbrace, found her. Although he was successful in
of the full moon. When she does so, she leaves her daily life commanding the wolves to leave, he couldn’t mend Lilante’s
behind, and wears armors for herself from animal skins, quite wounds and transformed her into a werewolf in a moment of
different from the splendor she is accustomed to in her daily desperation.
life. She helps Kortar with the business of Silver Claw and
helps maintain the unity and well-being of this family. Life is now quite different for Lilante, as she feels
responsible for her savior and she is one of the most powerful
Lilante’s Story predators of nature. Although she doesn’t like some of Kortar’s
behaviors, she always treats him with the utmost respect.
Lilante was the daughter of a noble family. She lived a life of
prosperity, and never experienced the grim side of life until Lilante’s Goals
the day she was abducted and taken hostage by her family’s
enemies. Lilante, who had not seen anywhere other than her Lilante wants to keep the pack together and every member
own safe home until this time, wanted to die in the face of loyal to Kortar. She sees Silver Claw as a family and supports
her incapacity. She couldn’t do anything but waiting for her Kortar’s dream. She awaits the day when they will live as a
rescue. Although she was saved with the help of her family, normal family.
she could not shake the effects of what she witnessed until she
was rescued and returned to the protection of her family for a Roleplaying Lilante
long time. This experience changed Lilante’s life forever.
Lilante doesn’t like to talk much. If something is to be said, she
Deciding to explore the real world, Lilante left her home believes that it should be kept short and to-the-point. And that
is what she does. She often criticizes others’ work and talks to
them to encourage them to get better. She tries to stand tall
under every condition.

She especially despises small talk, finds it dull, and wants
to break the necks of people who partake in such futile
conversations.

Medium Humanoid
Werewolf
Lawful Evil
Warr ior

331

Lilante Cragbrace

Medium humanoid (shapechanger), lawful evil

Armor Class 14/17 (studded leather/natural armor)
Hit Points 97/112 (15d8 + 30/15d8 + 45)
Speed 30ft. (40 ft. in wolf form)

STR DEX CON INT WIS CHA
14 (+2) 11 (+0) 12 (+1) 18 (+4)
14/16 15/17
(+2/+3) (+2/+3)

Saving Throws Strength +6/+7, Constitution +6/+7, Charisma +8
Skills Animal Handling +9, Athletics +6/+7, Intimidation +8
Damage Immunities bludgeoning, slashing and piercing from
non-magical attacks not made with silvered weapons
Senses passive Perception 11
Languages Common
Challenge 10 (5,900 XP)

Blood Trail. Lilante Cragbrace can trace the smell of blood within
60 feet of her.

Keen Hearing and Smell. Lilante has advantage on Wisdom
(Perception) checks that rely on hearing or smell.

Lunar Strikes. Lilante Cragbrace claws and bite attacks are
counted as magical.

Pack Tactics. Lilante Cragbrace have advantage on an attack roll
against a creature if at least one of her allies is within 5 feet of the
creature and the ally isn’t incapacitated.

ACTIONS

Multiattack. Lilante Cragbrace makes three attacks: one with
his bite and two with her claw; or, three melee attacks with a
greataxe.

Bite (Wolf or Hybrid Form Only). Melee Weapon Attack: +7 to hit,
reach 5 ft., one target. Hit: 7 (1d8 +3) piercing damage.

If the target is a humanoid, it must succeed on a Constitution
saving throw DC equal to 15 or be cursed with lycanthropy.

Claws (Hybrid Form Only). Melee Weapon Attack: +7 to hit, reach 5
ft., one target. Hit: 8 (2d4 + 3) slashing damage.

+1 Greataxe (Humanoid Form Only). Melee Weapon Attack: +7 to hit,
reach 5 ft., one target. Hit: 10 (1d12 +4) piercing damage.

Shapechanger. Lilante Cragbrace can polymorph into a wolf, into
a hybrid form, or back into its true form. When she transforms,
keep her statistics the same except the ones given otherwise in
her forms.

Lilante Cragbrace reverts back to its true form if she is dropped
to 0 hit points.

332

Lletin the Silent

Hey, darling! You didn’t hear me coming, did
you? No, no, no. You don’t need to be afraid.
I mean, you do, but not for now. I’ve come in
peace, even if it is a delicate, fragile, could-

easily-be-broken kind of peace.

According to the letter, she was to assassinate Bronderik and
to take his place within the cult. When she had it identified,
Lletin learned that the amulet granted its wielder the ability
to be invisible. Using her newly found power with the amulet,
Lletin snuck upon Bronderik’s chambers and slit his throat
with a dagger.

Lletin’s Goals

Lletin is a young half-drow. She wears fine leather armor and Lletin’s goal is to eventually become one of the wealthiest
a fancy charcoal robe that covers it. Her robe has many hidden and most powerful assassins. After she ascended in the ranks
pockets, each filled with different items; mostly daggers, of Silhouettes, she placed extreme value on information
poisons, drugs, and other things of that nature. The reason trafficking.
why she is called “The Silent” is that her opponents rarely
have the chance to hear her before she attacks. Roleplaying Lletin

Lletin’s Story Lletin uses her Amulet of Shades (p.221) when she sees fit,
without truly knowing what it is really capable of. When in
Lletin was born on the streets. She does not remember who conversation, even in harsh conditions, she loves to have the
her parents are, or were. After having been raised on the fun of the situation. Sometimes her sarcastic overtone seems
backstreets, she was recruited by a mysterious assassin, a little excessive. She does not value friendship and could end
named Bronderik, to work for an underground cult called the any relationship for a fair price.
Silhouettes (p.168).
Since Lletin values information that is useful to her highly,
As an initiate, or Candle, she worked as a personal assistant she tries to build small groups in big cities that inform her
for her superior for a long time. There, she learned how to about the lastest rumors, intrigues, and other political events.
sneak into almost anywhere. Time passed and the time came The people within these groups are well aware of that Lletin
for Lletin to be seen by the Unseen One; the cult leader. The can easily kill them if they betray or misinform her, so they
Unseen One accepted Lletin as a proper Silhouette. Now, she always try their best. Lletin is both feared and respected by
was a true master of the shadows. these people.

As part of a usual contract, Lletin assassinated a wizard Lletin also buys valuable information, especially if the
and found an envelope in the slain wizard’s pocket. Inside, information is about a job Lletin is currently working on.
she found an amulet made of amethyst in the shape of a She can offer a generous amount of money to buy such
pentagonal bipyramid crystal and a letter from the cult itself. information.

Medium Humanoid
Half-drow

Neutral Evil
Scoundrel

333

Lletin The Silent

Medium humanoid (half-drow), neutral evil

Armor Class 14 (leather)
Hit Points 66 (12d8 + 12)
Speed 30 ft.

STR DEX CON INT WIS CHA
6 (-2) 17 (+3) 12 (+1) 14 (+2) 9 (-1) 16 (+3)

Saving Throws Dexterity +5, Intelligence +4
Skills Deception +5, Persuasion +5, Sleight of Hand +5, Stealth +5
Senses darkvision 60 ft., passive Perception 9
Languages Common, Elvish, Thieves’ Cant
Challenge 4 (1,100 XP)

Assassinate. During her first turn, Lletin has advantage on attack
rolls against any creature that hasn’t taken a turn. Any hit she
scores against a surprised creature is a critical hit.

Cunning Action. On each of her turns, Lletin can use a bonus
action to take the Dash, Disengage, or Hide action.

Fey Ancestry. Lletin has advantage on saving throws against being
charmed, and magic can’t put her to sleep.

Master of Secrecy. While using her Amulet of Shades, Lletin has
advantage on Dexterity (Stealth) checks.

Sneak Attack (1/Turn). Lletin deals an extra 10 (3d6) damage
when she hits a target with a weapon attack and has advantage
on the attack roll, or when the target is within 5 feet of any ally of
Lletin that isn’t incapacitated and she doesn’t have disadvantage
on the attack roll.

Wear Face (2/Day). As an action, Lletin can benefit from the
change appearance trait as if she cast an alter self spell.

ACTIONS

Multiattack. Lletin makes two attacks with her dagger.

Dagger of Rotting Shadows. Melee Weapon Attack: +5 to hit, reach
5 ft., one target. Hit: 5 (1d4 + 3) piercing damage plus 2 (1d4)
necrotic damage. If Lletin uses an action to poison her dagger
before she attacks, the target takes an additional 2 (1d4) poison
damage unless it cannot succeed on a DC 14 Constitution saving
throw.

ITEMS

Amulet of Shades (Recharge 5-6). Using the Amulet of Shades,
Lletin can turn invisible until she attacks or uses a bonus action
to become visible again. Any equipment she wears or carries is
invisible with her. While using her Amulet of Shades, Lletin has
advantage on Dexterity (Stealth) checks.

334

Lord Mordhak

Everyone deserves to live, except you...

A noble vampire, drinking the blood of his enemies with the increasing economical and political pressures of a nearby
pleasure, while listening to the violin and striking fear in kingdom that is ruled by a paladin whose deity is known for
all who see him, with his crimson plate decorated with bat its hatred of Milena, the power of the family slowly decreased.
and gargoyle figures. Lord Mordhak is a noble vampire and a When the people living in the family’s lands rebelled against
fierce warrior who dedicated his life to the Blood Bat, Milena. the family, the elders gave an extreme decision: They decided
He awaits his enemies and leads Dead Strike (p.159) in his that the family should change its religion. At this point,
darkened castle named Cascading Blood. Mordhak denied them, and the family got into a fight that led
to Mordhak’s death. However, Mordhak’s loyalty to Milena
was not passed unnoticed, and Milena sent him back to life as
a vampire.

Then, Mordhak killed his family, killed everyone who stood
against the faith of Milena, challenged the paladin ruler of the
nearby kingdom into a duel, and killed the paladin too.

Lord Mordhak’s Goals

Lord Mordhak’s Story Lord Mordhak fanatically defends and believes in Milena.
Therefore, it is no surprise that he aims to destroy all of
Mordhak was born in a noble and wealthy family that Milena’s enemies. Also, he searches for and gathers the
worships Milena, the Blood Bat for generations. As a noble intelligent undead, giving them a purpose to continue their
family of great wealth, Mordhak’s family was ruling over existence.
lands, along with the people living on it. Although the family
members were generally grim, dark, and mysterious, which Roleplaying Lord Mordhak
made them frightening in the eyes of others, people were
respecting their honorable ruling and live happily on these Lord Mordhak is noble and he acts as one. He respects his
lands. enemies and friends alike. He also likes to play and listen to
the violin. He only breaks this demeanor when faced with
Mordhak was educated according to the teachings of Milena, disrespectful acts, which he feels the need to avenge tenfold.
learned how to rule the lands as the next successor of the
family, and became a knight. By the elders of the family, it was
made sure that Mordhak would learn the true value of blood
and the potential power within it.

Yet, these glorious days did not last long for Mordhak. With

Medium Undead
Vampire

Neutral Evil
Warr ior

335

Lord Mordhak Highborn Vampire. Lord Mordhak was converted by an elder
vampire and he has more blood points than other vampires.
Medium undead, neutral evil
Spider Climb. By spending 1 blood point as a bonus action, Lord
Armor Class 18 (plate) Mordhak can climb difficult surfaces, including upside down on
Hit Points 119 (14d8 + 56) ceilings, without needing to make an ability check for 1 minute.
Speed 30 ft., fly 30 ft.
Standing Against Faith. Lord Mordhak has advantage on saving
STR DEX CON INT WIS CHA throws against any effect that turns undead.
18 (+4) 10 (+0) 18 (+4) 15 (+2) 12 (+1) 17 (+3)
Vampiric Healing. As a bonus action, Lord Mordhak can regain
Saving Throws Strength +7, Constitution +7, Charisma +6 1d6 hit points for each blood point he spends.
Skills Athletics +7, Deception +6, Intimidation +6, Performance +6
Damage Resistances necrotic; bludgeoning, piercing, slashing Vampiric Traits. Lord Mordhak is an undead and he doesn’t have
damage from non-magical attacks to breathe, eat, or drink to survive. He only needs to drink blood,
Condition Immunities frightened which is described above. When he fails 3 death saves or suffers
Senses darkvision 120 ft., passive Perception 11 from level 6 exhaustion, he doesn’t die but rather falls into an
Languages Abyssal, Common, Draconic, Infernal Endless Sleep.
Challenge 8 (3,900 XP)
ACTIONS
Action Surge (1/Day). Lord Mordhak can take one additional
action on top of his regular and a possible bonus action. Multiattack. Lord Mordhak makes three melee attacks.

Blood Addiction. Lord Mordhak must drink blood to satisfy his Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit:
vampiric thirst. He automatically expends 2 blood points each 8 (1d6 + 5) piercing damage plus 7 (2d6) necrotic damage. This
night he wakes up. If he is dropped to 5 blood points, he suffers attack can only be used against grappled targets and Lord
from 1 level of exhaustion and 1 more for every blood point he Mordhak gains 1 blood point. The necrotic damage can be
expends beyond that, finally suffering from level 6 exhaustion inflicted and the blood point can be gained only if the target is not
when he is dropped to 0 blood points. However, as a chosen of a construct, elemental, ooze, or undead.
Milena and a gifted vampire, he does not lose his control when he
sees blood or he has low blood points. Runic Blood (+1 Greatsword). Melee Weapon Attack: +8 to hit, reach
5 ft., one target. Hit: 12 (2d6 + 5) slashing damage. Also, at each
Blood Points. Lord Mordhak is a vampire that can enhance itself successful hit, the blade stores 1 blood point while the runes on
by tapping the powers hidden in blood. He has 14 blood points at it are being covered with blood. The weapon can store up to 10
a time and can have 20 blood points at most. blood points and Lord Mordhak can use these blood points for his
vampiric powers.

Special. Lord Mordhak knows the secrets of Drinking The Blood of
Clear Mind ritual.

336

Lyrr The Mischief

Ekah Lyrr tiqush kghalfeti izmul sfaphat.
Decxhila yqpor Milena sghula. Ubra smismicha

jhamir. Aaaaaah!!! Must… Kill...

Lyrr is a savage middle aged Kartuki. She has brunette rasta gigantic bat made of blood, telling her that she was to follow
hair and a pale skin which looks as though she were burnt her path. In the morning, she woke up with a medium blood
and healed. She has a lot of cuts and scars as the reminders bat over her shoulder. And thus, Lyrr became a humble and
of the ferocious battles she has won. She has amorphous red loyal follower of Milena the Blood Bat.
birthmarks all over her legs.
From then on, Lyrr and her people have hunted
She knows that her innate rage, her hate against people adventurers, lonely wanderers, people who lost their routes
and the edge of her axes are enough to protect her; thus, she wherever they are. They kill some, and take some of them as
does not wear any armor. She wears furred clothes detailed hostages to be made into sacrifices to Milena. Lyrr thanks her
with bone fragments, which she collects from her opponents. lucky stars when she finds drugs and tobacco on her victims’
She has sharp teeth and hands resembling the claws of a wild dead bodies. She also never misses the chance to attack
animal, both of which help her to hunt people down and deal children on the road, since little ones’ bones tend to be more
with them when she does. delicate than others’.

Lyrr’s Story Lyrr’s Goals

Lyrr was a member of an old Kartuki tribe; however, she killed Lyrr seeks to please her goddess and to satiate her own
the tribe’s shaman in a disrespectful manner. Therefore, she desires. There is nothing more important than these two.
has been outcast. She had a certain influence over the tribe; She attacks people not just to maintain her and her folk’s
in fact, she was going to be the next chieftain when the time living but also, for fun. Every skull she smashes increases her
came. Some of the tribe members followed Lyrr. bloodlust, and she has reached a point where this bloodlust
cannot be satisfied.
She and her followers began to wander around in the
wilderness. They hunted down anyone that crossed their path, One day, she will return to her tribe and kill every last one
devoured their bones and left the rest behind. One night, she of them with the help of her savage goddess. She will kill them
had the strangest dream. There was a lady who turned into a and burn their corpses as it is the most vicious punishment
that could be given to a Kartuki.

Roleplaying Lyrr

She is definitely hostile unless she encounters someone with
powers beyond comprehension. She is savage, not stupid.

She attacks people with nothing to offer, but their bones.
She only understands and speaks a few words in Common.

Medium Humanoid
Kartuki

Chaotic Evil
Warr ior

337

Lyrr The Mischief Harsh Survival. Lyrr has advantage on her saving throws she
makes against diseases and poisoned conditions. Also, Lyrr’s
Medium humanoid (kartuki), chaotic evil determination to survive strengthens her will against charms. She
gains advantage on her saving throws against charmed condition.
Armor Class 13 (unarmored defense)
Hit Points 55 (10d8 + 10) Monstrous Outlook. People see Lyrr as a frightening and non-
Speed 40 ft. friendly creature. So, while dealing with humanoid races, she
gains advantage on her Charisma (Intimidation) checks but gains
STR DEX CON INT WIS CHA disadvantage on Charisma (Persuasion) checks.
17 (+3) 14 (+2) 13 (+1) 7 (-2) 10 (+0) 13 (+1)
Rage (4/Recharges on a Long Rest). In battle, Lyrr fights with
Saving Throws Strength +5, Constitution +3 primal ferocity. She can enter a rage as a bonus action in her turn.
Skills Animal Handling +2, Athletics +5, Survival +2, Intimidate +5 When she does so, she has advantage on Strength checks and
Senses passive Perception 10 Strength saving throws. When she makes a melee weapon attack
Languages Kartuka in a rage, she gains a +2 bonus to her damage rolls on a hit. While
Challenge 3 (700 XP) in a rage, she has resistance to bludgeoning, piercing and slashing
damage.
Frightening Strength. Lyrr has a frightening presence. It can use
its Strength modifier while making Intimidation checks instead of Lyrr’s rage lasts 1 minute. It ends if she is knocked unconscious
Charisma modifier. It can also add its proficiency bonus again on or if her turn ends and she hasn’t attacked a hostile creature since
Strength (Athletics) checks. her last turn or taken damage since then. She can end her rage on
her turn with a bonus action.
Cannibalism. Lyrr can regain 1d6 hit points each round as an
action when she consumes flesh and she can keep consuming a Reckless. At the start of her turn, Lyrr can gain advantage on
fresh chunk for 3 rounds. However, she cannot consume the flesh all melee weapon attack rolls during that turn, but attack rolls
of others if they are intact because it will be too hard to rip the against her have advantage until the start of her next turn.
food off.
ACTIONS
When Lyrr consumes bones only while using Cannibalism
feature, she regains 1d8 hit points instead of 1d6. Multiattack. Lyrr makes two melee attacks with her twisted bones
and her hand axe; or she makes three melee attacks, one with her
Fiendish Charge. If Lyrr is moving towards a creature to attack it, bite and two with her claws.
her speed increases by 10 feet. She cannot use this feature if she
cannot reach her target with her increased movement. Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6
(1d6 + 3) piercing damage.
Fiendish Rage (2/Recharges on a Long Rest). Lyrr’s rage is much
more sinister and destructive than usual. If she sees a sight of Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5
blood pouring out from a creature, she must succeed on a DC 10 (1d4 + 3) slashing damage.
Wisdom saving throw or instinctively rage.
Hand Axe. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit:
While raging, her attacks can become overwhelmingly 6 (1d6 + 3) slashing damage.
gruesome. She deals an additional die of her weapon’s damage.
For example, her twisted bones now deal 2d8 piercing damage. Twisted Bones. Lyrr can grow the bones in her arms as a bonus
action to create two long spikes. Melee Weapon Attack: +5 to hit,
Additionally, if a creature within 30 feet of Lyrr suffers from reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage.
a critical hit, the sight of agony agitates her and she uses her
reaction to make an additional attack. If she attacks the creature REACTIONS
that was hit critically, she has advantage on her attack.
Twisted Body (2/Day). When targeted by an attack, Lyrr can
harden her flesh as a reaction to increase her AC by 1 until the
end of her next turn.

338

Marilus Athaertes

By the order of the almighty, the bringer of
mercy and the banisher of evil; I sentence you

to be hanged, drawn and quartered!

Marilus’ Goals

Marilus is the chief inquisitor of the Inquisition of the Flame Perhaps evil has touched and changed him, or perhaps he
(p.161). He serves the deity of light in ways that he believes never abandoned his principles all along and the merciless
necessary to keep the faith, even if those ways make him inquisition is the only way to protect their civilization from
compromise his own virtues. He is an old dwarf with long, the grasp of evil... What is certain is that he became a ruthless
white hair and a beard that creates an air of charisma and fanatic of the inquisition, interrogating, punishing, and
authority. His eyes look keen and dangerous. They gaze as if torturing people to pressure them into the faith.
threatening anyone who dares sin in front of them.
As the chief, Marilus is charged with recruiting more to
He wears a silver full plate armor with many small pages of their ranks. He plans to strengthen their authority on their
sacred texts attached to it in certain parts. He wields a long city, and expand their influence.
maul with a hammer in the shape of a crying man. The weapon
is famously known as the Heretic’s Bane. Roleplaying Marilus

Marilus’ Story Marilus looks calm but makes others feel nervous, looking as
though he is always on the cusp of finding out their deepest
Decades ago, Marilus was a paladin of the front fighting and darkest secrets and sins. People question themselves, not
against the spreading of evil. He saw firsthand how infectious sure whether they sinned -even if unwillingly- and if they
its influence was, and how it managed to convert even the should ask for Marilus’ mercy.
most good-hearted commoners into tools of vice.
Because of his age, and the authority he has served under
Now, he carries the sacred flame of inquisition within his the deity of light, Marilus addresses everyone as “child”. He
heart, lives by the ruthless code of its cult. He never hesitates does so to remind the people around him that everyone is a
to kill in the name of the Inquisition of the Flame. He even has child of light: And as children, they must all be supervised, and
the dedication to cleansing an entire village if need be. punished if necessary.

If Marilus accuses someone of sinning, he makes sure
that he makes a scene out of it. He talks loudly to ensure
that everyone hears his words, and he uses fancy words and
phrases that seem as though they were quoted from sacred
texts. He usually ends his accusations by pointing his finger
and authoritatively walking towards the accused, making the
person shrink in embarrassment and fear.

Medium Humanoid
Dwarf

Lawful Evil
Warrior / Spellcaster

339

Marilus Athaertes target is an undead or a fiend, to a maximum of 6d8.

Medium humanoid (dwarf), lawful evil Lay on Hands. As an action, Marilus can make himself or a
creature it touches regain hit points. When he does so, the
Armor Class 18 (plate) amount of hit points regained are spent from his pool for Lay on
Hit Points 97 (15d8 + 30) Hands which is 85. Alternatively, he can also choose to expend 5
Speed 25 ft. hit points from the pool to cure himself or the creature of one
disease or neutralize one poison.
STR DEX CON INT WIS CHA
16 (+3) 8 (-1) 15 (+2) 12 (+1) 17 (+3) 18 (+4) Spellcasting. Marilus is a 11th-level spellcaster. Its spellcasting
ability is Charisma (spell save DC 15, +7 to hit with spell attacks).
Saving Throws Constitution +5, Wisdom +6, Charisma +7 Marilus has the following paladin spells prepared:
Skills Insight +6, Intimidation +7, Persuasion +7, Religion +4
Damage Immunities psychic 1st level (4 slots): crown of tyranny *, cure wounds, deprivating smite
Condition Immunities charmed, frightened *, divine favor, protection from evil and good
Senses darkvision 60 ft., passive Perception 13 2nd level (3 slots): branding smite, ethereal hang *, hold person,
Languages Common, Dwarvish, Elvish silence, zone of truth
Challenge 7 (2,900 XP) 3rd level (3 slots): heart grasp *, smite of proper respect *, terrorizing
gaze *, zone of siphoning *
Aura of Courage. Marilus and friendly creatures within 10 feet of
him can’t be frightened. ACTIONS

Aura of Protection. Whenever Marilus or a friendly creature Multiattack. Marilus makes two attacks with its maul “Heretic’s
within 10 feet of him must make a saving throw, the creature Bane”.
gains a +4 bonus to the saving throw.
Heretic’s Bane (+1 Maul). Melee Weapon Attack: +7 to hit, reach 5
Aura of Tyranny. Any creature entering within 10 feet of Marilus ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage. If the target
must succeed on a DC 15 Wisdom saving throw against or it creature is evil, its hit point maximum is reduced by the amount
becomes frightened until the end of its next turn. If a creature of damage dealt by this weapon. A creature’s hit point maximum
is frightened for 2 consecutive turns by this feature, it takes 2d6 returns back to normal when it takes a long rest.
psychic damage. If a creature attacks Marilus while affected by
this aura, it takes 4 force damage. Channel Divinity. Marilus makes one of the two following channel
divinity actions (spell save DC 15):
Divine Smite. Once per turn, when Marilus hits a creature with a Kneel Before Me: Marilus commands others to respect him and
melee attack, he can expend a spell slot to deal radiant damage his authority. Each creature within 30 feet of him is affected by
to the target, in addition to the weapon’s damage. The damage is command spell on a failed Wisdom saving throw.
2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher Sword of Tyranny: As a bonus action, Marilus makes ghostly swords
than 1st, to a maximum of 5d8. The damage increases by 1d8 if the fall upon the creatures within 30 feet of him. If a creature has
more than half of its hit points, it takes 1d8 psychic damage on a
failed Wisdom saving throw.

Cleansing Touch. Marilus ends the effects of one spell on himself
or creature he touches.

340

Marshall Gutonsyk

In war, you either kill or are killed. One thing
many fail to understand is that the victor might

be glorious or honorable, but is certainly the
most effective murderer.

Marshall Gutonsyk is the relentless general who emerged Gutonsyk drastically. He lost all his sense of morality
from the dwarven clan of The Last Hold. He is the master of afterwards, and realized that there was only one reality that
authority, vigorous planning, and execution. His army, The one needed to survive in this cruel world: Strength to crush
Last Hold, has gained an enormous reputation fighting for the enemy.
the country they serve, and it is also a much sought-after
mercenary company, in times when its country is at peace. He and his people wandered the realm for a long while,
doing mercenary work, until they were finally recruited by the
Gutonsyk committed numerous atrocities in times of war. country that they have served to this day. Gutonsyk quickly
He sees everything as tools feeding his machine of war, and climbed the hierarchical ladder of the military, becoming
any kind of plan that would provide him with an advantage, general in a very short amount of time before he was finally
is legitimate in his point of view. He has been known to burn named marshal.
down entire villages and all the people in them; just to cut
the support of the enemy. He also tortured and killed many Gutonsyk’s Goals
civilians as part of his psychological warfare to break enemy
morale. Gutonsyk believes in one thing that powers his entire
existence: war. His mind is set to only one thing: fighting
Gutonsyk’s Story battles. He thinks that nothing is more important than
warfare, and he wages war with a never-ending fury that hides
Gutonsyk was a warrior in his dwarven clan. During a war the ashes of his despair.
with a nearby kingdom, his clan showed legendary heroism
defending their homeland. Still, they were completely He is always after a new war to keep going and to keep
annihilated except for Gutonsyk and a handful of dwarves, his army, his machine of war, running. He uses the spoils of
who were in a skirmish on the day of the enemy’s final battles not as a supplement to his own richness but rather to
surprise assault. provide decent wages to his soldiers, and to enlarge his army
even further.
Seeing his homeland and his people ruined, changed
Roleplaying Gutonsyk

Gutonsyk is a commander with absolute precision. He is
always in proper shape and clothing in his civilian life. He
also prefers to wear his armor at all times possible. He is
deadly calm, but he talks with an authoritarian voice and has
a presence to match. His fury is not seen in a bursting display
of anger but rather in the cold, systematic execution of his
ruthless actions.

Medium Humanoid
Dwarf

Lawful Evil
Warr ior

341

Marshall Gutonsyk

Medium humanoid (dwarf), lawful evil

Armor Class 19 (armor of the heartless general)
Hit Points 117 (18d8 + 36)
Speed 25 ft.

STR DEX CON INT WIS CHA
20 (+5) 8 (-1) 15 (+2) 17 (+3) 14 (+2) 18 (+4)

Saving Throws Strength +8, Constitution +5, Wisdom +5
Skills Athletics +8, Deception +7, Insight +5, Intimidation +7
Condition Immunities frightened
Senses darkvision 60 ft., passive Perception 12
Languages Common, Dwarvish
Challenge 8 (3,900 XP)

Adamantine Armor. Gutonsyk’s plate armor is adamantine. Any
critical hit against him becomes a normal hit.

Intimidating Presence. Each time a creature makes a melee attack
against Gutonsyk, roll 1d6. On a result of 5 or 6, the creature has
disadvantage on its attack.

General’s Endurance (3/Day). Gutonsyk can choose to have
advantage on its next saving throw.

ACTIONS

Multiattack. Gutonsyk makes three halberd attacks.

Halberd. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit:
10 (1d10 + 5) slashing damage

Assault! (Recharge 5-6). If any guards or knights under Gutonsyk’s
command are present in the encounter, Gutonsyk can use its
action to order up to 5 of them to assault. Each of these creatures
immediately make a melee attack if able. A creature making an
attack resulting from this ability uses its reaction while doing so.

REACTIONS

Parry. Gutonsyk adds 2 to its AC against one melee attack that
would hit it. To do so, he must see the attacker and be wielding a
melee weapon.

Rally. When one or more creatures friendly to Gutonsyk fail
their saving throw against an ability or a spell that makes them
charmed or frightened, Gutonsyk can use his reaction to rally
up to 1d4 of them, letting a creature repeat its saving throw
immediately.

342

Miamora Quiwen,
Inquisitor Of

The Scarlet Table

You have sinned against the laws of the Scarlet
Table, have been found guilty by the Inquisition

and will be executed by myself.

Quiwen became someone who was even feared within the
organization. If she was seen in a castle of The Scarlet Table,
people knew that either there was a traitor in the location, or
the organization sought something valuable there. Minions
of the organization started to call her Lady Quiwen, out of
respect.

Inquisitor Miamora Quiwen, or Lady Quiwen, is the most Miamora Quiwen’s Goals
feared inquisitor of the Scarlet Table organization (p.176). She
is known for her immediate and gruesome judgments. The Lady Quiwen protects The Scarlet Table at all costs. She
High Inquisitor of the Scarlet Table thinks that she will be the seeks the traitors and delivers justice in the name of the
one to take his/her place as the next High Inquisitor. organization. The High Inquisitor has her sword, but she is
also a person of her own. She has agendas that she keeps to
She was an elf before, and now, just like all minions in herself, which she believes to be the way to live a life free from
the organization; Lady Quiwen is a vampire. She is bald blood. Once her duties for The Scarlet Table are done, she will
and has tattoos around her head that read “In the name of leave the organization and travel to distant lands in order to
scarlet blood, justice will be served.” in elvish. She wears her find such a life, getting rid of her vampirism at last.
inquisitor full plate armor at all times.
Roleplaying Miamora Quiwen
Miamora Quiwen’s Story
Miamora Quiwen is an inquisitor of The Scarlet Table, in
The Scarlet Table found Miamora Quiwen on the streets, as an black full plate and with her red cloak; she stands tall, like
orphan toddler. They took her in and trained her. When she an obsidian column. She has a powerful voice that never
was twelve, the High Inquisitor saw something in her. That quivers or changes in tone. Lady Quiwen is always serious
“something” led the High Inquisitor to train her. She trained and talks only when she is asked something. She is never
with The High Inquisitor for ten years and The High Inquisitor disrespectful, even against her enemies, and thus she never
itself embraced her as a vampire. tolerates disrespect when she sees it shown to herself. She
doesn’t like to touch or be touched unless it’s necessary. She
After becoming an official part of the organization, Miamora is as gruesome in combat as she is in her judgments; however,
Quiwen started to take the business of the organization neither spilling blood nor its taste satisfies her like the bitter-
seriously. Under the command of The High Inquisitor, sweet taste of justice. When she travels to distant lands,
she traveled to different castles of The Scarlet Table, however, she tries to live away from conflicts.
investigating and solving many problems. In the end, Miamora

Medium Undead
Vampire

Lawful Evil
Warrior / Spellcaster

343

Miamora Quiwen Sunlight Hypersensitivity. Miamora Quiwen takes 20 radiant
damage when she starts her turn in sunlight. While in sunlight,
Medium undead, lawful evil she has disadvantage on attack rolls and ability checks.

Armor Class 20 (plate and shield) Vampiric Healing. As a bonus action, Miamora Quiwen can regain
Hit Points 127 (15d8 + 60) 1d6 hit points for each blood point she spends.
Speed 30 ft.
Vampiric Traits. Miamora Quiwen is an undead and she doesn’t
STR DEX CON INT WIS CHA have to breathe, eat, or drink to survive. She only needs to drink
20 (+5) 14 (+2) blood, which is described above. When he fails 3 death saves or
18 (+4) 15 (+2) 10 (+0) 16 (+3) suffers from level 6 exhaustion, she doesn’t die but rather falls
into an Endless Sleep.
Saving Throws Strength +9, Constitution +8
Skills Deception +7, Intimidation +7, Insight +4, Investigation +6 Spellcasting. Miamora Quiwen is a 17th level spellcaster. Her
Damage Resistances bludgeoning, piercing, slashing damage spellcasting ability is Charisma (spell save DC 15, +7 to hit with
from non-magical attacks spell attacks). She has the following paladin spells prepared:
Condition Immunities frightened
Senses darkvision 60 ft., passive Perception 10 1st level (4 slots): command, crown of tyranny*
Languages Abyssal, Common, Elvish 2nd level (3 slots): hold person, silence
Challenge 11 (7,200 XP) 3rd level (3 slots): heart grasp, smite of proper respect*
4th level (3 slots): dominate beast, ravaging smite*
5th level (1 slot): dominate person, might of the tyrant*

Blood Addiction. Miamora Quiwen must drink blood to satisfy her ACTIONS
vampiric thirst. She automatically expends 2 blood points each
night she wakes up. If she is dropped to 5 blood points, she suffers Multiattack. Miamora Quiwen makes two melee weapon attacks.
from 1 level of exhaustion and 1 more for every blood point she
expends beyond that, finally suffering from level 6 exhaustion Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit:
when she is dropped to 0 blood points. 8 (1d6 + 5) piercing damage plus 7 (2d6) necrotic damage. This
attack can only be used against grappled targets and Miamora
Blood Points. Miamora Quiwen is a vampire that can enhance Quiwen gains 1 blood point. The necrotic damage can be inflicted
herself by tapping the powers hidden in blood. She has 12 blood and the blood point can be gained only if the target is not a
points at a time and can have 18 blood points at most. construct, elemental, ooze, or undead.

Harmed by Running Water. Miamora Quiwen takes 20 acid damage Scarlet Flail. Melee Weapon Attack: +9 to hit, reach 5 ft., one target.
if she ends her turn in running water. Hit: 9 (1d8 + 5) bludgeoning damage plus 11 (2d10) necrotic
damage, after a successful hit target creature must succeed on
Spider Climb. By spending 1 blood point as a bonus action, a DC 15 Constitution saving throw or Scarlet Flail draws blood
Miamora Quiwen can climb difficult surfaces, including upside from its body and the damage of the Scarlet Flail is increased by 1
down on ceilings, without needing to make an ability check for 1 until the end of the next day. This feature only works if the target
minute. creature is not a construct, elemental, ooze, or undead.

344

Morbash The
Slaughterer

They called us savages as they burnt our
village, stupid brutes as they killed my
grandfather and took his axe for a mere loot. I
wonder what they will think when their stories
of ‘heroic adventures’ are cut short, with their

tavern burning down on them.

Morbash’s Goals

Among the crowd of growling orcs, stands a tower. A tower Morbash moves in secret, carefully planned ways, which are
with a hideous face, lips partially agape or torn apart, showing methods that are usually not expected from orcs. He makes
teeth that are sharp like daggers. Over the creature’s armored sudden and gruesome raids to villages with weak defenses,
shoulder stands a gigantic sword, bulky in design, and stained and they slaughter innocent commoners in slow and hideous
in blood and pieces of meaty bones. The creature looks into ways. The villages that his army leaves behind are full of half-
the eyes of its opponents, showing no signs of fear; only eaten victims, left to die in a slow but painful manner.
making a terrorizing promise of carnage.
He is planning on ridding the land of the adventurers who
engineered his people’s downfall. He raids and retreats,
leaving only the suffering, and also signs that taunt the
adventurers, as it shows them that he did what he did, because
of them.

He will eventually confront the adventurers, but not before
he takes away all their hope and leaves them only with guilt.

Morbash’s Story Roleplaying Morbash

Morbash became chieftain of his tribe in a time of demise. Morbash is full of hatred, because of the suffering he
With repeated attacks of settlements of “civilization”, and witnessed his people endure. He also tolerates no weakness,
the help of the adventurers, orc tribes were forced to retreat; making sure to kill weak or clumsy orcs among his ranks in
being nearly destroyed in the process. He realized that bloody and cruel ways. Unlike most other orcs, he is very
races of civilization thrived on hope, because before their clever, and careful with his words and actions. He does not
determined charge against the tribes as their last resort, orcs shout or make a scene unless it is for a clear purpose such as to
were doing well in their raids. Being more resourceful and inspire courage in the hearts of his fellows, or inspiring dread
cleverer than others, he quickly became his tribe’s leader. He in those of his victims. In a normal conversation or encounter,
then strategized to take his enemies’ most important asset he is frighteningly silent and calm but he does not have any
from them, their hope and determination. To do so, he came tolerance for smart-mouthed comments or outright insults.
up with plans to do raids in secret, make sudden attacks; all
the while making sure that everyone in the villages they raid
suffered, from grandfathers to children.

Medium Humanoid
Orc

Chaotic Evil
Warr ior

345

Morbash The Slaughterer

Medium humanoid (orc), chaotic evil

Armor Class 16 (chain mail)
Hit Points 102 (12d8 + 48)
Speed 30 ft.

STR DEX CON INT WIS CHA
20 (+5) 12 (+1) 18 (+4) 14 (+2) 12 (+1) 16 (+3)

Saving Throws Strength +8, Constitution +7, Wisdom +4
Skills Athletics +8, Deception +6, Intimidation +6, Insight +4,
Persuasion +6, Perception +4
Senses darkvision 60 ft., passive Perception 14
Languages Common, Orc
Challenge 6 (2,300 XP)

Brave. Morbash has advantage on saving throws against being
frightened.

Brute. A melee weapon deals one extra die of its damage when
Morbash hits with it (included in the attack).

ACTIONS

Multiattack. Morbash makes two greatsword attacks.

Greatsword. Melee Weapon Attack: +8 to hit, reach 5 ft., one target.
Hit: 19 (4d6 + 5) slashing damage.

Cry for War (2/day). Morbash lets out a loud and inspiring call to
arms, promising his brethren that they will be victorious. Allies
within 30 feet of Morbash add 2 (1d4) to any attack roll, check
or saving throw they make until the start of Morbash’s next
turn. Additionally, an ally can make a Wisdom saving throw with
advantage against being frightened when it hears this cry.

Cry for Slaughter (2/day). Morbash lets out a loud call for
slaughter, promising his enemies they will suffer long before they
die. Creatures within 30 feet of Morbash must succeed on a DC 15
Wisdom saving throw or become frightened from him for 1 minute.
A creature can repeat its saving throw at the end of each of its
turns.

346

Nanny Ishmilda

Ah don’t you cry, dear boy.

nightmares, and her powers were changed to resemble the
wrath that nature can bring. Since that day, Ishmilda has
tricked many children to whom she used to tell tales, and
kidnapped them to serve the plans of her deity. Her deeds
were found out after a while, but she was never captured.
Now, she is a character in tales told to scare children.

An old mother in common clothing, Ishmilda, looks like a Ishmilda’s Goals
regular elderly woman that one could meet every day. She has
a pleasant smile and a wise, motherly attitude that is common Ishmilda’s deity demands that she procures the most innocent
for grandmothers. In combat, however, her skin turns rougher form of life, in order to sacrifice it in the name of the wrath
and gray, her pupils turn slit like a snake’s, and she grows of nature. She kidnaps children through trickery or coercion,
sharp, grisly-looking claws that could easily tear flesh apart. and boils them in her cauldron along with some other special
components. She then feeds the result to the trees and animals
Ishmilda’s Story in the forest, which makes them thirsty for vengeance and
blood.
Nanny Ishmilda was once a protector druid of the land,
devoted to the gods and goddesses of nature. She was a kind Roleplaying Ishmilda
woman who was fond of children. In her travels to the city,
children from all neighborhoods would gather around to hear Ishmilda believes herself to be a necessary evil. She does not
her tales of the fey folk. enjoy what she does, nor does she feel regret. To her, a certain
group of species have become so arrogant that they started
However, as the city progressed, people lost their respect to disrupt the balance of nature for their greed and pleasure.
for nature. They started destroying the woods and killing the There is no place for such species in nature, and she is just
animals in dozens, often just for their fur. On top of all this, acting in a way that will bring back the balance. She is calm
temples of gods and goddesses of nature didn’t move a finger and has a hearty voice. She does not show any harsh feelings,
to stop the country from destroying the land in the name of and is not aggressive towards people, until she is provoked. In
development. Witnessing this, Ishmilda was deranged. combat, she laughs at her foes’ arrogance, as they think they
can best mother nature, but her laugh is twisted because of
Thus, she turned her back to her god or goddess, and her changed form.
started praying to the god or goddess of fury of nature. Her
new deity accepted her devotion and gave her gifts so she
could serve the fury better. She became a hag straight out of

Medium Fey
Neutral Evil
Spellcaster

347

Nanny Ishmilda ACTIONS

Medium fey, neutral evil Multiattack. Ishmilda makes three claw attacks.

Armor Class 17 (natural armor) Claws. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit:
Hit Points 127 (15d8 + 60) 14 (2d8 + 4) slashing damage and the target must make a DC 16
Speed 30 ft. Constitution saving throw or take 3 (1d6) poison damage, it also
becomes poisoned if it fails its saving throw by a score of 5 or
STR DEX CON INT WIS CHA more. It can repeat its saving throws at the end of its each turn to
18 (+4) 12 (+1) 18 (+4) 14 (+2) 18 (+4) 14 (+2) break free from being poisoned.

Saving Throws Constitution +8, Wisdom +8 Invisible Passage. Ishmilda magically turns invisible until she
Skills Animal Handling +8, Arcana +6, Deception +6, Insight +8, attacks or casts a spell, or until her concentration ends (as if
Nature +6, Persuasion +6, Stealth +5 concentrating on a spell). While invisible, she leaves no physical
Damage Immunities poison evidence of her passage, so she can be tracked only by magic. Any
Condition Immunities charmed, paralyzed, poisoned equipment she wears or carries is invisible with her.
Senses darkvision 60 ft., passive Perception 14
Languages Common, Draconic, Sylvan Gather Rats (Recharge 5-6). Ishmilda summons a swarm of rats,
Challenge 10 (5,900 XP) the spawn gathers up in an unoccupied space within 120 feet of
her, crawling from the undergrowth or finding their way there
Innate Spellcasting. Ishmilda’s innate spellcasting ability is through other means. The swarm can take its turn right after
Wisdom (spell save DC 16, +8 to hit with spell attacks). She Ishmilda once it is summoned.
can innately cast the following spells, requiring no material
components: The swarm has the statistics of a swarm of rats except the
following changes:
At will: dancing lights, minor illusion, misty step, vicious mockery
• The swarm’s Constitution score is 10 (+0), thus its hit points
3/day each: charm person, entangle, faerie fire, stoneskin* is 31.

1/day each: blight, conjure animals, insect plague, wall of thorns • The swarm aims to devour a fallen foe, keep attacking a
target even after it falls unconscious.
*Ishmilda casts this spell on herself before combat
• The swarm’s attacks also deal an additional 7 (2d6) or 3 (1d6)
poison damage if the swarm has half of its hot points or
fewer.

• When the swarm makes a successful attack to a target, the
creature must succeed on a DC 13 Constitution saving throw
or become struck with a disease.

348

Netharesh

The Carrier

Death is the cure to all, and sickness is the
ultimate state of living. That’s why I wanna

spread famine, and therefore kill you all.

thinks no amount of murder could ever satisfy her; but that
there is still hope for the mortals, whom she will gladly ‘save’
through disease.

Netharesh’s Goals

Netharesh is an evil sorcerer who worships the powers of Often, she is hired by people to weaken big trading cities,
disease and is determined to spread disease and destroy armies and religious centers. As a dutiful young person, she
healers. pays great attention to her job. Personally, she wants to
murder big masses with diseases she carries. However, her
She is beautiful, tall, and thin. There is always some dirt biggest dream is to create a powerful, horrible disease that
tangled into her messy, dark brown hair. She has a very can make people suffer for a long time. For this reason, she
distinct smell of rot and dirt because of all the years that she likes to read books and do experiments about the subject. She
spent in sewers. “gathers” people and works on her experiments until the very
moment all of these people are “saved”. However, she still
Netharesh’s Story hasn’t found her signature disease.

Roleplaying Netharesh

Netharesh lived in a big town where poverty and misery were Netharesh still looks young and beautiful. She likes to speak
a part of daily life. When she became aware of her powers, she and tell stories with a soft, naive voice. She likes drinking
dedicated herself to improving them. She believed that she a lot, especially sweet wines. Nevertheless, no one has seen
could rescue her people, as well as herself. She worked hard her drunk. She hates all sorts of healers, nurses, doctors, and
and practiced regularly, having this purpose in mind. One day, chemists that make medication. She often changes her whole
she got sick and slept through 7 days with a high fever. Then, look and scent to kill those with the Kiss of Netharesh.
she woke up with an epiphany, all things she believed having
been changed. She realized that the only salvation from the Also, in her free time, she wanders in the backstreets,
agonies of life is death, and that the only cure is sickness. After spreading disease to those she found worthy of saving. She
that day, she started to believe that it was her duty to spread believes that she is the messenger of the true salvation, and
disease and that she had the right to kill those who got in she thinks that “saving” people is an extremely generous
her way. Her idea of salvation has changed after she spread a favor.
disease that murdered two-thirds of the town in less than two
years. Now, she believes there is no salvation for her, since she

Small Humanoid
Halfling

Chaotic Evil
Scoundrel

349

Netharesh The Carrier them fall asleep with her poison and kill or experiment on them
later. The kissed target must succeed on a DC 12 Constitution
Small humanoid (halfling), chaotic evil saving throw or it falls unconscious and into a deep sleep for
1d4 hours. This condition ends if the sleeper takes damage or if
Armor Class 10 (13 with mage armor) another creature uses its action to shake or slap the sleeper.
Hit Points 63 (18d6)
Speed 25 ft. Spellcasting. Netharesh’s spellcasting ability is Charisma (spell
save DC 12, +4 to hit with spell attacks). Netharesh has following
STR DEX CON INT WIS CHA sorcerer spells:
12 (+1) 10 (+0) 11 (+0) 9 (-1) 10 (+0) 15 (+2)
Cantrips (at will): poison spray, fire bolt, nazar*
Saving Throws Constitution +2, Charisma +4 1st Level (4 slots): mage armor**, sudden decay*
Skills Deception +4, Medicine +2, Nature +1, Perception +2 2nd Level (3 slots): cloud of daggers
Damage Immunities poison
Condition Immunities poisoned **Netharesh casts this spell on herself before combat
Senses darkvision 60 ft., passive Perception 12
Languages Common, Gnomish ACTIONS
Challenge 4 (1,100 XP)
Multiattack. Netharesh makes two melee weapon attacks.
Adaptation. Years of living inside the sewers and carrying all
the diseases make Netharesh adapt to diseases. Now, she has Dagger of Sickness. Melee Weapon Attack: +3 to hit, reach 5 ft.,
immunity to diseases. one target. Hit: 6 (2d4 + 1) piercing damage plus 4 (1d8) poison
damage.
Brave. Netharesh has advantage on saving throws against being
frightened. A Beautiful Shapechanger. Netharesh can polymorph into a
young, well-dressed, nice-looking woman of Small size or back
Halfling Nimbleness. Netharesh can move through the space of into her true form. Any creature that can see Netharesh within
any creature that is of a size larger than her. 30 ft. of her must succeed on a Wisdom saving throw or they are
affected by the new-look works as if they are targeted by a charm
Kiss of Netharesh. Netharesh’s lips and breath are poisonous person spell. Also, a creature who fails its saving throw is not
which she uses as deadly weapons. She seduces people, makes aware that it was charmed by Netharesh.

While polymorphed, Netharesh can use Kiss of Netharesh. Other
than that the statistics are the same in each form.

350


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