Radd The Rat
My benovelent, majestic master! Serving you is
as natural as drawing breath. I will do anything
to please you master!
Radd’s Goals
Radd is a man who wears good-quality clothing on top of his Radd lives to fulfill the deeds given to him by his master,
leather armor, but he is very ugly. He has yellow teeth that whatever they may be. He is not given tough tasks such
look like those of a rat. His brown eyes look savvy, but also as challenging a strong opponent, but he is quite good at
sinister, along with his irritating smile. His longish brown hair deceiving or harming weaker foes of the cult with his band of
is a mess; oily, bulky, and dirty in some places. thugs.
Radd’s Story Alongside that, he enjoys backstabbing the weak, stealing
valuables, and getting drunk. He lives day by day and spends
Radd was once a common thief in a city. He then accidentally every dime he earned from his cult on drinks and comfort and
stole an important item from a cult that worships a dark the good company of people he is attracted to.
god or a fiend. The cult captured him, but did not execute
him, as he talked his way into their ranks. Their master saw Roleplaying Radd
that he was a dirty scoundrel, but that he would also prove
resourceful for the cult’s plans. Radd is irritatingly kind in social encounters. He makes a lot
of promises with his ever-smiling face. Yet, his evilness comes
Radd has been a humble servant of the cult and his master, out once he has an upper hand. He can still quickly revert back
ever since that day. He handles deals in back alleys, and acts as to a submissive and begging state if he is defeated.
the eyes and ears of the cult on the streets. He is sinister and
deceiving as always, but does not dare betray his master. He can beg for forgiveness for a long time, even making
promises to give away information about his cult. Yet, he
He knows it is not wise to have a dark deity and its strong covers lies with a crying face, as he would never betray his
followers as enemies. Also, the dark errands of the cult pay master. Once he finds a way to salvation and is back to safety,
him well. Radd earns more than he had before; he drinks he makes sure to taunt the ones he has just deceived.
better drinks he did before. He sleeps in a good bed and not in
a dark alley in a forgotten district. He is living his dreams, and He values his life the most. When he finds himself in a
he intends to keep it that way. situation that he thinks he couldn’t get away naturally, he
turns into a rat or becomes invisible and tries to flee. However,
Radd holds grudges; he would try to find a way to kill every
last one of those who made him suffer.
Medium Humanoid
Human
Neutral Evil
Scoundrel
351
Radd The Rat
Medium humanoid (human), neutral evil
Armor Class 13 (studded leather)
Hit Points 38 (7d8 + 7)
Speed 30 ft.
STR DEX CON INT WIS CHA
10 (+0) 12 (+1) 12 (+1) 14 (+2) 12 (+1) 8 (-1)
Saving Throws Dexterity +3, Intelligence +4
Skills Deception +1, Perception +3, Persuasion +1, Stealth +5
Senses passive Perception 13
Languages Common, Thieves’ cant, Sylvan
Challenge 2 (450 XP)
Shapechanger. Radd can use his action to polymorph into a rat
(speed 20 ft.), or a bat (5 ft., fly 30 ft.), or back into his true form.
His statistics are the same in each form, except for the speed
changes noted. He reverts to its true form if he dies.
Evasion. If Radd is subjected to an effect that allows him to make
a Dexterity saving throw to take only half damage, Radd instead
takes no damage if he succeeds on the saving throw, and only half
damage if he fails.
Sneak Attack. Once per turn, Radd deals an extra 14 (4d6) damage
when he hits a target with a weapon attack and has advantage
on the attack roll, or when the target is within 5 feet of an ally of
Radd that isn’t incapacitated and Radd doesn’t have disadvantage
on the attack roll.
ACTIONS
Dagger (Bite in Beast Form). Melee Weapon Attack: +3 to hit, reach 5
ft., one target. Hit: 3 (1d4 + 1) piercing damage.
Invisibility. Radd magically turns invisible until he attacks or
until his concentration ends (as if concentrating on a spell). Any
equipment he wears or carries is invisible with him.
352
Sugad Invraro
I have been burning inside and out, each and
every second, for years and years without
getting consumed. This flame is, in fact, the
very thing keeping me alive, until I have
reached my goal.
working to create. Sworn to destroy everyone responsible for
this treachery, they destroyed their former Arcane Academy
and maimed every single being, related to the school.
Sugad Invraro’s Goals
Sugad Invraro is an undead, she doesn’t have skin on her skull The deed was done but the fire inside Sugad still lived on.
and her bones burn like hellfire. She has a sick-looking smile She was sworn to annihilate every spellcaster who refused to
and a piercing look. Her eye-catching robe manages to hide join her or who opposes her, regardless of rank or class. Her
her uncanny body. Her hands are thin and have long nails. Her primary goal is to hunt down spellcasters and make them join
hair seems unhealthy and looks as though it were washed with her ranks.
blood. She has a spell book on her waist-belt and she holds a
precious stone in her hand. She has precious red stones where Roleplaying Sugad Invraro
her eyes should be and green shiny stones instead of teeth.
She does not show herself unless there is a big event. She
Sugad Invraro’s Story performs the acceptance ritual of the initiated spellcasters
at the Cult headquarters. She measures their abilities, but
Sugad was a very skillful wizard and the master of the School she remains silent until she decides whether or not they are
of Necromancy at an Arcane Academy. However, due to her qualified enough to join her cult. She never avoids punishment
unorthodox ideas and practices concerning the art of raising to those who deserve it, and always acts violently in the face
the dead, many of her colleagues opposed her. The only of adversity. Her speech generally tends to be so violent that it
master of schools who understood her was Esasha, who was disturbs people. Her reactions considering the magnitude of a
the master of the School of Evocation and Sugad’s best friend. situation can sometimes be hysterical.
Political schemes and backstabbing amongst spell schools was
quite common and went so far that some of the masters even She enjoys the company of spellcasters of her cult. She likes
tried to assassinate others. Sugad and Esasha were the victims to talk about the philosophy of magic, how it is created, how it
of such attacks. They were hunted down, burned alive and left can create and destroy life in a blink of an eye, how it is both
to rot in a forgotten alley. However, vengeance burnt so bright sacred and profane. She spends the rest of her immortal life
in Sugad’s heart that she could not die, but instead rose as a studying the secrets of all kinds of magic and magical beings.
burning vessel, the very intelligent undead being she had been She behaves kindly to those who embrace her way of thinking
and her understanding of spellcasting.
Medium Undead
Chaotic Evil
Spellcaster
353
Sugad Invraro successful one.
Medium undead, chaotic evil Burning Vengeance. The reason Sugad turned back to life as
a burning vessel is the painful and unfair execution. These
Armor Class 16 (natural armor) emotions filled Sugad upon returning to life, and Sugad dedicated
Hit Points 120 (16d8 + 48) this second chance to avenging herself. So, Sugad has advantage
Speed 30 ft., fly 30 ft.(hover) on her attack rolls against spellcasters.
STR DEX CON INT WIS CHA Turn Resistance. Sugad Invraro has advantage on saving throws
9 (-1) 14 (+2) 16 (+3) 20 (+5) 13 (+1) 17 (+3) against any effect that turns undead.
Saving Throws Constitution +7, Intelligence +9, Wisdom +5, Spellcasting. Sugad’s spellcasting ability is Intelligence (spell save
Charisma +7 DC 17, +9 to hit with spell attacks). Sugad has following spells:
Skills Arcana +9, History +9, Insight +5, Perception +5,
Intimidation +7 Cantrips (at will): blood scythe*, mage hand, message, vomit blood*
Damage Resistance piercing, and slashing from non-magical 1st level (5 slots): bleeding river*, charm person, detect magic
attacks 2nd level (4 slots): detect thoughts, flesh of shadows*, invisibility,
Damage Immunities fire, poison silence
Damage Vulnerabilities bludgeoning 3rd level (4 slots): bestow curse, counter spell, detonate corpse*, dispel
Condition Immunities exhaustion, poisoned magic
Senses darkvision 60 ft., passive Perception 15 4th level (4 slots): boneball*, mind terror*, resilient sphere
Languages Common, Draconic, Ignan, Infernal, Sylvan 5th level (3 slots): conjure mana devourer*, horrendous touch*, liquefy
Challenge 12 (8,400 XP) self*, raining blood*, unholy resurrection*
6th level (3 slots): animate fallen*, bone blight, disintegrate
Burning Body. If a creature within 5 feet of Sugad makes an attack 7th level (2 slots): finger of death, teleport, soul binding*
to Sugad, the creature must make a DC 15 Dexterity saving throw. 8th level (2 slots): rain of death*, soul exorcism*
On a failed save, it takes 2d6 fire damage or half as much on a 9th level (1 slot): mark of soul siphoning*, power word kill
ACTIONS
Blood Scythe. Melee Spell Attack: +9 to hit, reach 10 ft., two targets.
Hit: 10 (4d4) necrotic damage.
354
Takar Batar ,
Chieftain Of The
Impalers
It was a simple task! What part of ‘kill the
whole village’ didn’t you understand?! GLORY!
Takar Batar is an elder bone kartuki that leads a pack of the been slain and that the encampment was destroyed. So, he
Mad Horde (p.174) called Impalers. He only wears a piece took the one thing that would later remind him of his home, a
of leather pants and a ritualistic kartuki mask made out of ceremonial mask, and he started to search for another Kartuki
bones. He is 7 feet tall, but has a hunchback so he looks 5 feet village. After many years of searching, he found a settlement
tall while he stands. His body is full of scars and bone spikes and made this place his new home. When the Mad Horde was
coming out of his upper chest and shoulders. being established, he decided that he could train new fighters
and help the kartuki society while also taking revenge from
Takar Batar’s Story nearby kingdoms.
Takar Batar was born in a small kartuki encampment, at Takar Batar’s Goals
a mountainside. The encampment always suffered from
starvation and from the constant attacks of nearby kingdoms. Takar Batar is sworn to protect the kartuki from hunger, and
At the end of his childhood, he joined a hunter pack and to avenge his fallen family. He commands Impalers to raid
started to raid nearby villages for food and weapons. One day, villages and bring people back to him, alive, and to behead
during a raid, he and his pack were ambushed and most of anyone who resists for its head to be put on a spike.
them died.
Roleplaying Takar Batar
Takar Batar was taken as a slave, and transported to a
city where he became a fighter in an arena. He despised Takar Batar is an angry kartuki that lived his entire life in
their culture, yet he was there fighting to be better. Spilling agony. He saw many deaths, and for this reason, it has lost its
blood was fun. He sometimes even got to eat the flesh of the meaning. He attacks first, and questions his actions later, and
deceased. thus he is impatient. He believes that survival is what only
matters in life.
After spending many years there, he learned to fight and
escaped to return to his people as soon as he was ready. Once He looks energetic for someone his age, because he moves
he arrived at the encampment, he saw that everyone had around as he speaks, jumps out of nowhere, or suddenly
screams “Blood and Bone!” or “Death!”. That is why many
kartuki of the Mad Horde believes that Takar Batar will stay as
an important figure for the tribe for a long time.
He cares for his Horde, glory of his Horde is above anything
else, especially above his own survival. His tribe is the only
thing he holds sacred.
Medium Humanoid
Kartuki
Chaotic Evil
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Takar Batar
Medium humanoid (kartuki), chaotic evil
Armor Class 13 unarmored defense
Hit Points 97 (15d8 + 30)
Speed 30 ft.
STR DEX CON INT WIS CHA
19 (+4) 13 (+1) 15 (+2) 8 (-1) 11 (+0) 12 (+1)
Saving Throws Strength +7, Constitution +5
Skills Athletics +7, Nature +2, Intimidation +4, Perception+3,
Survival +3
Senses passive Perception 13
Languages Common, Kartuka
Challenge 6 (2,300XP)
Harsh Survival. Takar Batar has advantage on his saving throws
against diseases and being poisoned.
Monstrous Outlook. People see Takar Batar as a frightening and
non-friendly creature. So, while dealing with humanoid races,
he gains advantage on Charisma (Intimidation) checks but gains
disadvantage on Charisma (Persuasion) checks.
Spiked Body. If a creature grapples Takar Batar or Takar Batar
grapples a creature, the creature takes 1d4 piercing damage
because of the bone spikes. It takes this damage again at the start
of each turn it is grappled or it grapples Takar Batar.
Spike Growth (2/Day). Takar Batar can grow the bones in his arms
as a bonus action to create a long spike which can be used in a way
to deal 1d6 piercing damage.
ACTIONS
Multiattack. Takar Batar makes four melee attacks.
Bone Sword. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
Hit: 8 (1d8 + 4) slashing damage or 9 (1d10+ 4) if used with two
hands.
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8
(1d8 +4) piercing damage.
Twisted Bones. Takar Bakar can grow the bones in his arms as a
bonus action to create two long spikes. Melee Weapon Attack: +7 to
hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage.
REACTIONS
Twisted Body (2/Day). Takar Batar can increase his AC by 1 until
the end of his next turn.
356
The Unseen One
One day I will be replaced by one of you, but
no one else will know it. This is the way of the
shadows. Movement of a shadow cannot be seen
in darkness, but it doesn’t mean that it’s not
there.
organization going. To achieve this, Silhouettes must keep
accepting contracts. Shadows must shelter its members, in
Shadowhome, which is the headquarters of the organization
that must remain a secret. Most importantly, the Silhouettes
must remain a scary story for all else.
Roleplaying The Unseen One
The Unseen One is the title of the leader of the Silhouettes The Unseen One rarely leaves the Shadowhome. It controls
(p.168). The Unseen One changes from time to time, and every everything from there and sends word outside through its
new leader has its own agenda both about the organization right hand, the Dark Messenger. When in the presence of
and the politics outside of it. another, The Unseen One prefers staying in the shadows with
a hooded cloak and a black mask. Unless speaking is absolutely
The Unseen One’s Story necessary, it keeps silent. Otherwise, it talks as if whispering.
Story of every Unseen One might be different, but they have Many Unseen Ones avoid direct combat and prefer to
one thing in common; that they once were just a member ambush their targets. Thus, in conversation, the Unseen One
of the Silhouettes. They each assassinated their targets and can move where it might be advantageous to do so, or try to
escaped from the enemy perfectly. In shorter words, they learn the opponent’s weaknesses.
were the perfect Silhouettes. What might be different for each
of them, is their lives outside of the organization. One of them The Unseen One usually talks with riddles and answers
may have a secret family or they may secretly sneak off from questions with questions rather than answering them directly.
the Shadowhome from time to time, for something unknown Knowledge is power and the Unseen One will not let others
to others. wield it easily.
The Unseen One’s Goals GM TIP
The Unseen One controls the actions of the organization The Unseen One is not a single person, it is a
and makes sure every legitimate contract is addressed on title. Thus, as a GM, you can create different
the contract boards. It also establishes new Shadows, who personalities for the Unseen One. For example,
are the bases of the organization, and it controls them. an encounter with the Unseen One might be
Many Unseen One’s main goal has been similar, to keep the mystic and scary, or it can be just like a common
conversation with a ruler. In any case, it is up to
you that if the characters will meet a friend in
the shadows or their worst nightmares.
Medium Humanoid
Shadowkin
Neutral Evil
Scoundrel
357
The Unseen One
Medium humanoid (shadowkin), neutral evil
Armor Class 17 (studded leather)
Hit Points 130 (20d8 + 40)
Speed 30 ft.
STR DEX CON INT WIS CHA
11 (+0) 20 (+5) 15 (+2) 17 (+3) 14 (+2) 16 (+3)
Saving Throws Dexterity +9, Constitution +6, Charisma +7
Skills Acrobatics +9, Deception +7, Insight +6, Perception +6,
Persuasion +7, Stealth +9
Damage Resistance poison; bludgeoning, piercing, and slashing
damage from non-magical attacks
Senses darkvision 60 ft., passive Perception 16
Languages all spoken languages
Challenge 11 (7,200 XP)
Dark Aid. When The Unseen One deals damage to a creature, a
shadowy figure attacks the creature at the same moment. It deals
the same amount of damage The Unseen One dealt as necrotic
damage.
Shadow Form. As a bonus action, The Unseen One can become a
shadow along with its equipment. It gains the following traits
until it returns to its normal form by another bonus action:
• The Unseen One can move through a space as narrow as 1
inch wide without squeezing.
• The Unseen One has advantage on its Stealth checks.
• The Unseen One can make melee weapon attacks with its
shadowy claws.
Shadow Speaker. The Unseen One can ask questions to the shadow
of a creature. The shadow cannot give an answer that the creature
does not know. Also, the shadow cannot lie to The Unseen One.
Sunlight Sensitivity. While in sunlight, The Unseen One has
disadvantage on attack rolls, as well as on Wisdom (Perception)
checks that rely on sight.
ACTIONS
Multiattack. The Unseen One makes three melee weapon attacks,
one with its claw and two with his Shaderazor.
Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 3
(1d6) necrotic damage.
Shaderazor (+1 dagger). Melee Weapon Attack: +10 to hit, reach 5 ft.,
one target. Hit: “8 (1d4 + 6) piercing damage plus 5 (2d4) necrotic
damage.
358
Vaxx The Collector
I am proud of myself and my collection. By the
way, do you wanna see my collection?
Vaxx is a middle-aged, lonesome man with long, grey, messy black sapphire. With the help of this precious, magical item,
hair and a similar beard. He wears a black, worn-out robe, Vaxx is able to connect to a small pocket dimension in which
which helps him cover up his magical harvester, but he also he puts the body parts the necromancer wants. He also keeps
still wears his old chainmail under it. He also carries a large his own body-part- collection in this pocket dimension. Each
set of knives; his tools for carving and skinning. However, his item in his collection is precious to him, as he took care of
most important possession is the amulet he carries under his each of them carefully and patiently. He cleans, polishes, and
first layer of skin on his chest. The amulet was given to him by sprays protective liquids to maintain body parts after he adds
a necromancer. them to his collection.
Vaxx’s Story The amulet is both the memento of his master and the
key to his precious collection. For this reason, he would do
Vaxx was a fallen knight of a distant kingdom. He was anything to protect it, which is why he decided to hide it
punished, tortured, and exiled by a mighty queen after under the first layer of his skin on his chest. He slashed open
escaping from battle. Days-long torture debilitated him. So, his own chest and gradually made a room for the amulet
he was sick and miserable in his exile. He could only survive within his skin, which is where he now keeps it.
through begging and stealing.
Then, he met his new master; a powerful necromancer, Vaxx’s Goals
and his life was fully transformed. Gradually, he became
her henchman and started collecting body parts for the Vaxx is an obedient servant, whose life’s purpose is to serve
sake of experiments in which he and his master created his evil master. He could do anything rather than disappoint
twisted creatures. In time, he started to find so much joy in his new master and he is ready to serve her under any
hunting creatures and taking their body parts that he started condition. Other than that, he is a passionate collector who
collecting some parts for himself. Then the necromancer wants to expand and add variance to his collection of body
awarded him with an amulet; a small, black cube made of parts.
Roleplaying Vaxx
Vaxx has a dark aura, and he doesn’t like to speak but when
he does, he speaks slowly and in a cold, deep voice. He doesn’t
like being in crowded areas such as bars, taverns, or markets.
He hates soldiers with shiny, golden armors and medals,
because they remind him of his past life, which is what he
hates most. He is cold and patient, he could wait for days for
the right time to attack a creature.
Medium Humanoid
Human
Lawful Evil
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Vaxx The Collector
Medium humanoid (human), lawful evil
Armor Class 16 (chainmail)
Hit Points 97 (13d8+39)
Speed 30 ft.
STR DEX CON INT WIS CHA
14 (+2) 13 (+1) 16 (+3) 11 (+0) 12 (+1) 11 (+0)
Saving Throws Strength +5, Constitution +6
Skills Athletics +5, Perception +4
Damage Resistance cold, necrotic
Senses passive Perception 14
Languages Common
Challenge 6 (2,300 XP)
Morbid Passion. Collecting body parts for his collection is an
obsession for Vaxx. He can control this passion against strong,
powerful creatures or socially important persons. Although
he doesn’t attack kings, dragons, angels, local heroes, or other
powerful figures, he must succeed on DC 10 Wisdom saving throw
every time he encounters a regular person. If he fails, he would
attack the creature in its most vulnerable state.
Eyes of a Butcher. Vaxx can understand any wounds, fractured
bones, and sprained joints at a glance. He can also attack these
specific areas without any restriction in his dice.
ACTIONS
Multiattack. Vaxx can make two melee weapon attacks.
Harvester (+1 scythe). Melee Weapon Attack: +6 to hit, reach 10 ft.,
one target. Hit: 7 (1d8 + 3) slashing damage plus 10 (4d4) necrotic
damage. Harvester is a scythe with black engravings and it is a gift
from the necromancer.
360
Vretiel
The Fallen Angel
Of Vengeance
The lies of the heavens are no more!
Vretiel is a fallen angel. She is a beautiful woman with her but she couldn’t. She doubted the goodness of angels. Her
blonde hair, large crimson feathered wings, pale white skin doubt later transformed into a deep vengeful emotion and
and glowing red eyes. She could be mistaken for a celestial this vengeance led her to slowly become fallen. When she
from afar, easily. She is around 6 feet tall and weighs fell from grace, one of the most powerful devils accepted her
approximately 150 pounds. She always wears her heavy armor gladly. The archdevil showed her visions of the result of her
engraved with devilish figures and carries her 3 weapons at successful vengeance, when she would have burnt down and
all times, 2 longswords with hilts that resemble bat-like wings ruined heavens, and how sweet that would taste. To give her
and her Spear of Vengeance. the hope that these visions could become reality, the devil led
Sarakiel to a place in which he was trapped with Vretiel, and
Vretiel’s Story gave Vretiel a special spear as a gift. Vretiel left the place with
Sarakiel’s blood on her hands, as well as the faith of the devil
She was once a celestial angel, fighting for good and in her heart and the will of vengeance in her mind.
protecting the innocent. One day, she, her sister and their
lieutenant went on a quest to stop an unknown evil. When Vretiel’s Goals
they entered its lair and proceeded further, they encountered
a powerful alien aberration. Until they had made their moves, After she had become a fallen and had started to serve the
Vretiel’s sister, Sunriel got tainted by the aberration’s foul mysterious devil, Vretiel formed an organization known as
spells. When the combat ended and they barely defeated the the Spears of Vengeance by the order of the archdevil, an
creature, it was already too late for Sunriel, the taint had organization working for powerful evils to hunt and capture
affected her whole body. Vestriel couldn’t accept Sunriel’s their enemies. Although Vretiel became a dark templar of the
fate. Their lieutenants, Sarakiel, did not want to take Sunriel devil, she has been hiding this fact. This is also the devil’s will,
to their headquarters in fear of her spreading the taint. As since the organization takes souls and knowledge as payment,
a result, he executed Sunriel before the very eyes of Vretiel. souls and knowledge given to the devil secretly.
Vretiel tried to be understanding and accept her sister’s fate,
Roleplaying Vretiel
Vretiel loves the taste of vengeance. Although she was able
to kill Sarakiel, she was not satisfied and she wants to sit on
top of a mountain made of the corpses of angels. In her daily
life, she doesn’t talk much. She stays silent and watches her
surroundings. Despite her evil nature and desire or vengeance,
she is just and easy to negotiate with.
Medium Humanoid
Fallen Angel
Lawful Evil
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361
Vretiel ACTIONS
Medium humanoid (fallen angel), lawful evil Multiattack. Vretiel can make three attacks with her longswords
with two weapon fighting; or two attacks with her spear.
Armor Class 20 (+2 plate)
Hit Points 171 (18d8 + 90) Evil Blast (1/Recharges on a Long Rest). Vretiel can choose a point
Speed 30 ft., fly 30 ft. within 30 ft. of her. A blast of fire explodes at that point as an
action. Creatures within 10 ft. make DC 18 Dexterity saving throw
STR DEX CON INT WIS CHA or take 35 (10d6) fire damage on a failure.
22 (+6) 13 (+1) 20 (+5) 14 (+2) 15 (+2) 21 (+5)
Infernal Longsword (+2 Longsword). Melee Weapon Attack: +12
Saving Throws Strength +15, Dexterity +6, Constitution +14, to hit, reach 5 ft., one target. Hit: 12 (1d8 + 8) slashing damage.
Intelligence +7, Wisdom +7, Charisma +14 The target must make a DC 13 Constitution saving throw or an
Skills Athletics +10, Intimidation +9, Perception +6, Persuasion +9 infernal wound is opened on its body, dealing 5 (1d6 + 2) damage
Damage Resistances fire, necrotic; bludgeoning, piercing and at the end of each of its turns. Several wounds can be opened by
slashing damage coming from non-magical attacks this sword and their damages stack together. One wound can be
Damage Vulnerabilities radiant healed by cure wounds spell regardless of the heal amount or with
Condition Immunities charmed, frightened a DC 16 Wisdom (Medicine) check.
Senses darkvision 120 ft., passive Perception 16
Languages Celestial, Common, Infernal Spear of Vengeance. Melee Weapon Attack: +11 to hit, reach 5 ft., one
Challenge 12 (8,400 XP) target. Hit: 11 (1d8 + 7) piercing damage. If the target is killed by
this spear, the target’s soul is captured and stored in the spear.
Angelic Ancestry. The weapons Vretiel holds are counted as
magical weapons. Words of The Fallen (1/Recharges on a Long Rest). Vretiel can use
wicked celestial words on a target within 60 feet of her that can
Angelic Enemies. Vretiel has been hunted by Sarakiel’s allies, but hear Vretiel. The target must make a Wisdom saving throw or it is
her location has been kept a secret. frightened for 1 minute.
Node of Evil (1/Week). Vretiel gains a devil follower whose CR is Aura of Power (5/Recharges on a Long Rest). Vretiel emanates
lower than 1. an aura of power for 1 minute. While the aura is active, she can
choose to hit critically with a melee attack but she cannot use it
on the same creature more than once.
362
Xaelos “Ganis”
Love, by its nature, can only be offered. To
accept this offer or not is completely up to the
person. But I must say, more often than not,
those who refuse my offer wind up regretting it.
Nowadays, she resides in The Dewan, which is the
headquarter of the Dewan of Love. The Dewan looks like an
inn that also works as a brothel and Xaelos is the patron of the
inn. Most of the time she spent in the Dewan passes by while
she deals with the so-called customers and corrupts them.
People who visit the Dewan would probably see her drinking
at the corner, talking to someone she is trying to corrupt.
Xaelos is the host of the Dewan of Love (p.159). She is a Xaelos’ Goals
succubus who masks herself as a half elf woman, under the
alias “Ganis”. She has dark blonde hair and distinctive facial Xaelos carries the facade of the half elf woman Ganis, who
features that enhance her charisma. She wears white robes selflessly aims to bring happiness and love to her guests in
that are made of very finely woven silk, and her more intimate her semi-temple, the Dewan of Love. However, Xaelos actually
undergarments can be seen here and there under her robe as corrupts her guests slowly with her extensive care. She
she moves, and she always uses her looks to her advantage. sacrifices, offers, or recruits people that have been corrupted
by her influence in the name of her fiendish monarch.
Xaelos’ Story
Also, she does not skip the opportunity to learn the deepest
Xaelos was once a succubus who wandered in the fiendish secrets of her customers. Sometimes, she does so just to please
wastelands, often travelling realm to realm in order to seduce herself and sometimes to serve her master.
people and get what she wanted. Her rambling on, however,
ended when she met with a dark monarch who enjoyed her Roleplaying Xaelos
way of deceiving people. He offered Xaelos to be his high
priestess and spread his corruption by seducing and charming Xaelos always remains in her half elf facade unless her true
innocents. Xaelos was interested in the power the fiend identity is uncovered. She approaches her “friends” or those
offered so she accepted it and embraced the fiend. who she meets for the first time with absolute kindness. She
likes to talk and to take care of her guests.
Xaelos, now, is a priestess for her fiendish monarch of
corruption. She was sent to a Material Plane by the fiendish After some conversation, she makes subtle movements,
monarch to spread its will. As for her half elf alias, Ganis, she opens certain topics up for discussion, or generally does or
was a commoner who had troubled times during her youth, provides things that would stir her guests into corruption. She
and who finally found salvation in her faith, the faith of love always uses an ensuring tone when she does this so that her
and understanding. guest feels safe and is under her influence.
Medium Fiend
Shapechanger
Neutral Evil
Scoundrel
363
Xaelos “Ganis” ACTIONS
Medium fiend (shapechanger), neutral evil Claw (Fiend Form Only). Melee Weapon Attack: +6 to hit, reach 5 ft.,
one target. Hit: 6 (1d6 + 3) slashing damage.
Armor Class 15 (natural armor)
Hit Points 71 (13d8 + 13) Whip of Pleasure (+1 Whip). Melee Weapon Attack: +7 to hit, reach 10
Speed 30 ft., fly 60 ft. ft., one target. Hit: 6 (1d4 + 4) slashing damage. If the attack makes
a critical hit against the creature, the target takes pleasure in the
STR DEX CON INT WIS CHA pain and any creature has advantage on its attack rolls against the
8 (-1) 17 (+3) 13 (+1) 15 (+2) 12 (+1) 20 (+5) target until the start of its next turn.
Saving Throws Dexterity +6, Wisdom +4, Charisma +8 Charm. One humanoid Xaelos can see within 30 feet of her must
Skills Deception +11, Insight +7, Perception +7, Persuasion +11, succeed on a DC 15 Wisdom saving throw or be magically charmed
Stealth +9 for 1 day. The charmed target obeys Xaelos’ verbal or telepathic
Damage Resistances cold, fire, lightning, poison; bludgeoning, commands. If the target suffers any harm or receives a suicidal
piercing, and slashing from non-magical attacks command, it can repeat the saving throw, ending the effect on a
Senses darkvision 60 ft., passive Perception 17 success. If the target successfully saves against the effect, or if the
Languages Abyssal, Common, Elvish, Infernal, telepathy 60ft. effect on it ends, the target is immune to Xaelos’ Charm for the
Challenge 5 (1,800 XP) next 24 hours.
Beguiling Corruption. The charm DC of Xaelos against a creature Xaelos can have up to 5 targets charmed at a time. If it charms
is increased by a number equal to the number of degenerating another and the total becomes 6, the effect on one of the previous
essences the creature has gained because of the Dewan. If the targets ends (determined randomly).
degeneration rules are not used, this increase equals to 2 if the
creature has spent time within the Dewan that is enough for Draining Kiss. Xaelos kisses a creature charmed by it or a willing
corruption. creature. The target must make a DC 15 Constitution saving throw
against this magic, taking 32 (5d10 + 5) psychic damage on a failed
Dewan. While Xaelos is in her dewan, she can have the dewan save, or half as much damage on a successful one. The target’s
actions (lair actions). If this is so, CR of the encounter increases by hit point maximum is reduced by an amount equal to the damage
3. taken. This reduction lasts until the target finishes a long rest.
The target dies if this effect reduces its hit point maximum to 0.
Telepathic Bond. Xaelos ignores the range restriction on her
telepathy when communicating with a creature she has charmed. DEWAN ACTIONS
The two don’t even need to be on the same plane of existence.
On initiative count 20 (losing initiative ties), Xaelos takes a dewan
Shapechanger. Xaelos can use her action to polymorph into a action to cause one of the following effects; she can’t use the same
Small or Medium humanoid (preferably her alias, Ganis), or effect two rounds in a row:
back into its true form. Without wings, she loses her flying • She can make a quick charm to a table full of regulars, calling
speed. Other than her size and speed, her statistics are the same
in each form. Any equipment she is wearing or carrying isn’t them to her aid; 2 (1d4) commoners get into the encounter to
transformed. She reverts to her true form if she dies. help her. This can be done 3 (1d6) times, which determines
the number of tables filled with regular guests.
• The lair is full of lodges that are covered by silk curtains, she
can pass through one curtain and come out from another as
long as a looking creature’s line of sight is broken once she
enters through a curtain.
• A mist of incense covers the Dewan, it feels relaxing but also
beguiling; Any creature except Xaelos has disadvantage on
its Wisdom saving throw until the end of its turn.
364
Xaltor an
The Head Librarian
Do you seek knowledge? You have come to the
right place.
Xaltoran’s Goals
He believes that the powers of madness will invade the whole
universe eventually and that he will be its prophet. He has
been collecting knowledge in this regard, for the powers over
him, and preparing mortal minds for the invasion.
Xaltoran is an old elf, a master conjurer and the head of the Roleplaying Xaltoran
Library of The Mad Court. He was a gentle, peaceful, calm
and lovely person before he was exposed to the unspeakable Xaltoran does not care for mortal pleasures, emotions,
horrors of aberrations. Although he is still gentle and calm, his problems or pain. He values knowledge in all its forms.
mind is filled with visions of madness. He loves to have deep He loves making conversations about the universe, gods,
and philosophical conversations with others, just as he likes to goddesses, warlock patrons, magic and the deep philosophy
summon alien creatures and to talk to them. Xaltoran always surrounding life. If the player characters choose to talk with
wears purple robes decorated with expensive pieces of jewelry him, and if Xaltoran loves the conversation, he may offer
of blue color, that are suitable for the richest of nobles. them the chance to be a part of the Library, or the chance to
He carries his spell components in cloth pouches that are work for the Library. He may even offer an apprenticeship to
decorated just as his robes on the left side of his belt, that is spellcasters if the spellcaster can cast at least 3rd level spells.
also of masterwork quality, and his priceless spellbook on the
right. The value of one of his belts is 5000 gold pieces, while Xaltoran can conjure magic items whose rarity is very
the value of one of his robes is 15000 gold pieces. rare or lower as an action, thanks to his vast knowledge of
conjuration magic and aberrant abilities. However, since
Xaltoran’s Story Xaltoran and the Library do not need any money, he only gives
magic items as gifts. Xaltoran can perceive an area of 30-foot
He was once the head of the court mages of a glorious radius centered on an item as an action. So, he generally uses
kingdom. However, in one of his experiments with these gifts as a tool if he thinks that he can learn something
transportation and translocation spells that worked valuable by scrying the carrier of the gift. Also, Xaltoran can
throughout various realms, he contacted aberrations by dismiss a conjured item as an action. Xaltoran acts like he is
mistake. After the kingdom was swallowed by madness, the prophet of aberrant powers that will invade all universe.
Xaltoran, his court and the library were the only things that He thinks that every action of every mortal is a part of his
were left behind. masters' plans. So, he rarely becomes angry. Only in extreme
situations he loses his temper.
Medium Humanoid
Elf
Chaotic Evil
Spellcaster
365
Xaltoran The Head Librarian spell attacks). He can cast the following spells:
Medium humanoid (elf), chaotic evil Cantrip (at will): acid splash, dancing lights, light, mage hand, shocking
grasp
Armor Class 17 (mage armor) 1st level (4 slots): comprehend languages, detect magic, mage armor,
Hit Points 127 (15d8 + 60) unseen servant
Speed 30 ft. 2nd level (3 slots): arcanist’s magic aura, glyph of chaos*, hold person
3rd level (3 slots): dispel magic, fireball, glyph of slime*, glyph of
STR DEX CON INT WIS CHA warding
12 (+1) 18 (+4) 18 (+4) 26 (+8) 10 (+0) 16 (+3) 4th level (3 slots): black tentacles, conjure minor elemental, glyph of
slavers*, hallucinatory terrain
Saving Throws Intelligence +12, Charisma +7 5th level (2 slots): conjure elemental, glyph of deep water*, hold
Skills Arcana +12, History +16, Nature +12, Religion +12, monster, planar binding, teleportation circle, wall of force
Persuasion +7 6th level (1 slot): eye in the mirror*, guards and wards, instant
Damage Immunities poison, psychic summons
Condition Immunities charmed, frightened, paralyzed, poisoned 7th level (1 slot): labyrinth of shadows*, planeshift, prismatic spray
Senses darkvision 60 ft., passive Perception 10 8th level (1 slot): demiplane, truths hidden in shadows*
Languages Abyssal, Celestial, Common, Draconic, Infernal, Sylvan 9th level (1 slot): prismatic wall, reflection within shadows*, time stop
Challenge 11 (7,200 XP)
ACTIONS
Spellcasting. Xaltoran is a 18th-level spellcaster. Xaltoran’s
spellcasting ability is Intelligence (spell save DC 20, +12 to hit with Staff of The Forbidden Light. As an action, Xaltoran can use its
sphere topped staff to emanate a 20 ft. greenish bright light and
20 ft. additional dim light. Anyone who is within the light or who
looks to staff directly within 20 ft. of it must make a Wisdom
saving throw or it becomes mesmerized for 1 minute.
366
Xelmin Kandelar
If I follow you, it is certain you will die. And I’m
counting on someone following me one day, to
bring me death as well. When that day comes, I
will meet my sister, and finally find peace.
the pain of her brother’s demise has not diminished. She
works in the name of death, so that one day, her brother’s soul
may find peace as promised to her.
Xelmin’s Goals
Xelmin is a special grave giant. She is not a common giant Xelmin’s ultimate aim is to cure her brother’s soul. She wants
corrupted by the magic of graves; she is death incarnate. She to be powerful enough when she dies, so that she can achieve
serves death, and all gods connected to it. her goal after her death.
She wears the skull of another giant as a mask. Her grey Roleplaying Xelmin
plate smells of death and is decorated with bones and skulls of
her many enemies. She stands among skeletons and zombies, Xelmin respects death. She is its messenger and her hands are
ready to take down all who oppose her. its harbinger. She helps anyone trying to deliver death and
she becomes the death of anyone who denies it. She is cold-
Xelmin’s Story blooded and serious. Her determination never wavers, even
when she encounters the most difficult of challenges.
Once a giant of a now-forgotten type, Xelmin’s clan and
drows battled for territory within a mountain whose name is Xelmin Kandelar can generally be encountered in areas
forgotten to all; even Xelmin. During these battles, a foul form that are related to death and to the dead such as graveyards,
of necromancy killed her brother and his soul was captured by temples of death, or undead kingdoms.
drows. To rescue her brother’s soul, she started to follow the
tracks of an item of legends, The Tombstone. She searched for Thanks to the Chosen of The Tombstone feature, Xelmin
The Tombstone all her life and finally found it in a deep-buried slowly desecrates the soil. She feels more comfortable within
cavern. She wanted to bring her brother to life by using the desecrated grounds.
power of the stone, however, she found that he was beyond
her reach. His soul was desecrated and ripped apart by a drow Xelmin always surrounds herself with the undead she
necromancer. To take vengeance, she pledged her life to the controls. She is accompanied by 1d4 wraiths, and 1d6
service of the stone and was transformed into something else; skeletons or 1d6 zombies all the time. These undead carry
a harbinger of death. Xelmin’s items and guard her during combat.
Although she flayed the drow’s skin and kept it as a trophy, Although she does not talk much, she may want to talk with
intelligent undead such as vampires, remnants, or liches.
In these conversations, she tries to learn about living as an
undead.
Huge Giant
Grave Giant
Neutral Evil
Spellcaster / Warrior
367
Xelmin Kandelar
Huge giant, neutral evil
Armor Class 18 (plate)
Hit Points 200 (16d12 + 96)
Speed 40 ft.
STR DEX CON INT WIS CHA
23 (+6) 10 (+0) 22 (+6) 13 (+1) 15 (+2) 18 (+4)
Saving Throws Constitution +11, Charisma +9
Skills Intimidate +9, Medicine +6
Senses passive Perception 12
Languages Common, Giant
Challenge 13 (10,000 XP)
Chosen of The Tombstone. If Xelmin rests in a 300 feet radius place
for 7 consecutive days, the area becomes desecrated. Bones, bloated
bodies and gravestones slowly appear. All plantation withers,
animals run away. Also, the area slowly turns into a defiled place
(p.138).
Graven Components. Xelmin can use the parts of dead bodies she
is carrying to boost her necromancy spells as a bonus action.
Each body can supply components five times. Such spells deal an
additional 2d6 damage of its type, or increase the spell’s DC by 1.
Xelmin can use one component on its bonus action.
Grave Connection. Xelmin has advantage on any checks related to
undead.
Weapon of Graves. Any weapon held by Xelmin counts as magical
and deals an additional 6 (1d4+4) necrotic damage (included in the
attacks).
Innate Spellcasting. Xelmin’s innate spellcasting ability is Charisma
(DC 16, +8 to hit). She can innately cast the following spells,
requiring no material components:
At will: bane, detect magic, deprivating smite*, false life
3/day each: animate dead, cloudkill, comprehend languages, darkness,
ravaging smite*
1/day each: bathe in blood*, bestow curse, conjure mana devourer*,
finger of death
ACTIONS
Multiattack. The giant makes two melee weapon attacks.
Bone Morningstar. Melee Weapon Attack: +11 to hit, reach 10
ft., one target. Hit: 20 (3d8 + 6) piercing damage plus 9 (2d4 + 4)
necrotic damage.
Bone Greatsword. Melee Weapon Attack: +11 to hit, reach 10 ft., one
target. Hit: 27 (6d6 + 6) piercing damage plus 9 (2d4 + 4) necrotic
damage.
REACTIONS
Survival of The Deadest (1/Day). Xelmin regains 14 (4d6) hit points
when her hit points drops to 0.
368
Zadkiel Tabris
I have paid a heavy price for the mistakes I
have made; but the gods have not yet begun to
pay for their mistakes. Yet
Some powerful people investigating Zadkiel Tabris say that
they cannot get any information about before Zadkiel fell from
grace. So, its story captures the attention of most people, as it
is seen as a mysterious force.
Zadkiel Tabris’ Goals
A 7-foot-tall fallen angel sits on its throne, spreading its black Zadkiel despises godhood. Its primary goal is to seek and
wings and crushing its enemies with angelic eyes. This godly destroy all deities one by one. Doing so is no simple task. To
being is Zadkiel Tabris, a noble, wrathful, and melancholic achieve its goal, it seeks godly relics, of which it steals the
fallen angel. divine essence to use against the gods. After it defiles all the
gods and wipes them from all existence, it will destroy itself,
Zadkiel Tabris is a cheeky angel, with a hard temperament. making sure that there are no gods left as it believes itself to
It stands tall like a statue. Its body once glowed with all the be one as well.
blessings of the heavens; however, its shine has worn off. It
has black hair, and eyes that look like they are almost the Roleplaying Zadkiel Tabris
same color as the sky. It wears a very high-quality robe. It
has a longsword, forged in its own name, that it carries in an Zadkiel treats its own believers very well; it informs them
embroidered hilt. about its revelations and situations it encountered relevant
to their specific situations in the best and most clear way,
Zadkiel leads Tears of Heaven (p.171), a cult that is destined without leaving anything out. It is a person who is prepared
to destroy all gods. for all kinds of difficulties it could face and has plenty of plans
for various situations. It does not reveal that it is arrogant or
Zadkiel Tabris’ Story superior.
Zadkiel Tabris is a fallen angel who opposed its god. After its At first, Zadkiel treats people who are treacherous and
god punished Zadkiel and it fell from grace, it started to look hostile to it, sarcastically and with false sincerity. It then
for those of its own kind because it thought that it could not destroys them without mercy.
be the only angel that gods had punished.
Zadkiel clearly states its actual thoughts about the gods,
Although the cause of its falling from grace is unknown, which are not very pleasant. It doesn’t care much about the
Zadkiel got stronger over time. It became so powerful that it reaction its remarks or demeanor will provoke.
placed anyone who had been disconnected from their god and
who crossed its path, under its own dominion.
Large Humanoid
Fallen Angel
Lawful Evil
Spellcaster / Warrior
369
Zadkiel Tabris since each cleric domain can be used to bring down gods, Zadkiel
is able to grant the powers of all domains.
Large humanoid (fallen angel), lawful evil
Spellcasting. Zadkiel is a 20th-level spellcaster. Zadkiel’s
Armor Class 19 (natural armor) spellcasting ability is Intelligence (spell save DC 20, +12 to hit with
Hit Points 266 (28d10 + 112) spell attacks). Zadkiel has following spells:
Speed 40 ft., fly 60 ft.
Cantrips (at will): black spark*, fire bolt, mage hand, message, vomit
STR DEX CON INT WIS CHA blood*
18 (+4) 10 (+0) 18 (+4) 22 (+6) 16 (+3) 18 (+4) 1st level (4 slots): charm person, comprehend languages, crumbling
fire*, detect magic
Saving Throws Constitution +10, Intelligence +12, Wisdom +9, 2nd level (3 slots): bane fire*, detect thoughts, silence, zone of truth
Charisma +10 3rd level (3 slots): bestow curse, counter spell, dispel magic, fireball,
Skills Perception +9, Religion +12, Arcana +12, Intimidation +10 grasp of shadow*
Damage Vulnerabilities radiant 4th level (3 slots): banishment, glyph of slavers*, mind terror*, resilient
Damage Resistance necrotic, fire, and poison sphere
Damage Immunities piercing, slashing, and bludgeoning damage 5th level (2 slots): cloudkill, dominate person, raining blood*
from non-magical items 6th level (2 slots): disintegrate, mass suggestion
Condition Immunities charmed, frightened, poisoned 7th level (2 slots): finger of death, teleport
Senses darkvision 60 ft. 8th level (1 slot): rain of death*, unholy clamp*
Languages Common, Celestial, Sylvan 9th level (1 slot): power word kill
Challenge 20 (25,000 XP)
ACTIONS
Angelic Ancestry. The weapons Zadkiel Tabris holds are counted
as magical weapons. Multiattack. Zadkiel Tabris makes three melee weapon attacks.
Angelic Enemies. Zadkiel Tabris has been hunted by unknown Words of The Fallen (1/Recharges on a Long Rest). Zadkiel can use
angels, but it has been very successful at keeping its location a wicked celestial words on a target within 60 feet of it that can
secret. hear Zadkiel. The target must make a Wisdom saving throw or it
Limited Divinity. Zadkiel Tabris is a lesser god whose powers are is frightened for 1 minute.
not fully developed. So, Zadkiel can only grant limited powers
to fallen clerics and paladins following it. Zadkiel can grant Zadkiel (+3 Longsword). Melee Weapon Attack: +13 to hit, reach 5
archetype features, and class features of 11th level or lower. Also, ft., one target. Hit: 18 (2d10 + 7) slashing damage plus 17 (5d6)
necrotic damage. Also, if the target is a cleric or paladin, it must
succeed on a DC 17 Charisma saving throw or it cannot use its
spellcasting abilities until the end of its next turn.
370
Alcestis,
the Fallen Mother
Look how beautiful my creations are… Oh don’t
you wince, dear mortal, those poor bugs are
just trying to know you by going into your nose
and mouth.
Alcestis was formerly a divine being of a druidic cult, and Indeed, other forces took part in Alcestis’ fall. She came
is currently a creature of disease and pestilence. Alcestis’ across a dark-haired woman, appearing to lay unconscious
corruption turns druidic incantation into horrific defiled in a patch of belladonna. However, the woman was actually
blight and causes the life around her to wither. Rumors state a witch sent by the Lady of Poison, Mistress of Disease, the
that she wanders in vile forests and swamps, and if one were Leader of the Sejunari Coven. Upon touching her, Alcestis
to find a large swath of blighted land, she was there. Her felt the witch’s vile and putrid magic corrupting her. Upon
previously angelic form has now given way to a withered and seeing her ruined visage and the corruption of her magic,
sickly complexion; her hair weedy and black, and her wings she pleaded with her once-beloved goddess to restore her,
tattered and rotting. but naught could be done. The heartbreak of her perceived
betrayal only served to drive Alcestis mad, with her magic
Alcestis’ Background now causing the same wither and disease she despised.
Alcestis was formally an angel of a long-forgotten druidic Alcestis’ Goals
goddess. Followers of the circle claim that the goddess
created Alcestis to bless the forests and that the melodic Alcestis continues to act as she had before, creating the
song of creatures inhabiting them was derived from Alcestis’ world in her perceived perfect image. Her vanity fueling
own singing. Alcestis’ magic created and rejuvenated her to create a world “as beautiful as she is” - that is to
forests, and provided for the creatures in her care. Her say, toxic and rife with decay and pestilence. Alcestis’
forests were described as a natural paradise. The goddess ambition is to turn all of the lush beauty and life that
grew increasingly weary as Alcestis kept on creating more exists into a barren wasteland of disease, which she can
landscapes, concerned that she may draw the jealousy of then reign over as the most opulent and splendid being.
others. Yet, Alcestis remained naive and simply wished that
the world would be as beautiful as the beings that created Roleplaying Alcestis
them.
Alcestis has an effeminate voice, which in normal
conversation sounds willowy and eerie. Her tone can
often shift unexpectedly from being calm and soothing, to
being nonsensical or maddened. She describes the blight
covered lands that she resides in as “beautiful”, often asking
adventurers if they agree. Alcestis is drawn particularly to
female characters, especially those with long hair, often
wanting to touch said hair. As a fallen angel, Alcestis is
disturbed by the presence of clergy and paladins, and
usually treats them with aggression.
Medium Humanoid
Fallen Angel
Chaotic Evil
Spellcaster
371
Alcestis, The Fallen Mother noises as a reaction, giving the spellcaster disadvantage on the
roll. Also, when a target is hit by the hivemind, it must make
Medium humanoid (fallen angel), chaotic evil a successful DC 17 Constitution saving throw or start to carry
vermin eggs. Upon its death, the target’s body explodes and
Armor Class 15 (hide armor and the mirror shield of ba’arzum*) creates a new swarm of insects. The eggs disappear after 1 hour or
Hit Points 112 (15d8+45) they can be removed by a lesser restoration spell.
Speed 30 ft., fly 30ft.
Pestilent Blood. As a bonus action, Alcestis can cut herself with
STR DEX CON INT WIS CHA a weapon or spit bloody phlegm on it by dealing 1 damage to
8 (-1) 12 (+1) 16 (+3) 10 (+0) 18 (+4) 13 (+1) herself. This damage cannot be eliminated by any means. On her
next attack with this weapon, Alcestis deals an extra 2d6 necrotic
Saving Throws Intelligence +5, Wisdom +9 damage and the target creature must make a successful DC 17
Skills Animal Handling +9, Nature +5 Constitution saving throw or become poisoned for 1 minute. If the
Damage Vulnerabilities radiant target creature succeeds on the saving throw, it becomes immune
Damage Resistance necrotic, poison to the chemical until it takes a long rest.
Senses darkvision 60 ft. passive Perception 14
Languages Celestial, Common, Druidic Poisoning Words (Recharges after a Long Rest). Alcestis can cast
Level 15 charm person, detect thoughts, and dominate person spells by talking
to a creature and poisoning its mind as a ritual as if the spell has
Angelic Ancestry. Alcestis has advantage on saving throws against the ritual tag. The spell save DC for these spells is equal to 14.
being charmed and frightened. Also, weapons she holds are
counted as magical weapons. Swarm Shape. By using Wild Shape feature, Alcestis can transform
into a swarm of beasts, and monstrosities.
Angelic Arsenal. Alcestis is proficient with the short sword,
Swarmer (Recharges after a Long Rest). Alcestis can cast call blood
longsword, warhammer, spear and greatsword. scarab swarm* spell twice without expending a spell slot. Swarms
summoned this way deal necrotic damage.
Angelic Enemies. Angels, feys, or clerics and paladins tracking
down Alcestis have advantage on any rolls they make about Spellcasting. Alcestis is a 15th-level spellcaster. Her spellcasting
magical tracking if they know Alcestis’ name. ability is Wisdom (spell save DC 17, +9 to hit with spell attacks).
Alcestis knows the following druid spells:
Defiled Spell. While casting burn life* and flame blade spells, Cantrips (at will): druidcraft, poison spray, produce flame, resistance
Alcestis can choose to change its damage type to necrotic damage. 1st level (3 slots): dragon cage*, entangle, fog cloud
If she does so, the spell ignores resistance to necrotic damage. If 2nd level (3 slots): earthing*, flame blade, incubating swarm*, spread
she deals damage to a creature that is able to regain hit points disease*
from necrotic damage, it cannot regain hit points from defiled 3rd level (3 slots): acidic swamp*,burn life*, call blood scarab swarm*,
spells. rotball*, viper saliva*
4th level (3 slots): blight, bone ball*, liquefy self*
Fallen Ancestry. Alcestis has advantage on saving throws she 5th level (2 slots): excruciating polymorph*, vines of fire*
makes against being poisoned. 6th level (2 slots): sunbeam, wall of thorns
7th level (2 slots): fire storm, plane shift
Hivemind. By performing a ritual that takes 10 minutes, Alcestis 8th level (1 slots): soul exorcism*
can call nearby insects and form a hivemind between them. If
there are no insects around her, she can form the hivemind by ACTIONS
using the swarms she has conjured or vomited out. At the end, she
has the hivemind monster (p.48) under her control. Rod of the Graves. Alcestis can regain one 7th or lower-level spell
of necromancy school as an action while holding the rod. To
The creatures in the hivemind share an evil consciousness. use this feature again, she needs to replace the skull on the rod
Through the unity formed in the hivemind, every creature is with another one which must be taken from a corpse of a living
aware of one another on a heightened level and attains a greater creature who died within 24 hours.
intelligence. All members of the hivemind can perceive things
through every other members’ perception. Staff of the Forbidden Light. The staff can be activated as an
action. When activated, the staff sheds 20 feet greenish bright
Also, the Intelligence score of the members with an Intelligence light and an additional 20 feet dim light. Any creature who is
lower than 8, increases to 8. Since she is the leader of the within the light or looking directly at the staff within 20 feet of it
hivemind, as a bonus action, she can order the swarms of vermin must make a DC 13 Wisdom saving throw or it becomes mesmerized
that she has under her command to move, stop, attack, or use because of the fascinating visions of the universe and the realm
an action. She cannot give separate orders to each swarm, the far away for 1 minute.
hivemind acts together.
Vomit Swarm (Recharges after a Short or Long Rest). Alcestis can
Additionally, Alcestis can channel her spells through these vomit out 1d4 swarms of rats, bats, poisonous spiders, scorpions,
swarms of vermin, and make the space occupied by these swarms centipedes or flying insects along with her bodily fluids. Each
become the origin point of the spell. When she does so, the creature in a 15-foot cone must make a successful Dexterity
vermin make strange noises and movements as they perform the saving throw or take 6d6 necrotic damage. Also, the swarms stay
verbal and somatic components of the spell. under her command, and follow her mental orders for 1 minute.
The members of the hivemind, including Alcestis, must be Wild Shape (Recharges after a Short or Long Rest). Alcestis can
within 60 feet of each other or the bond between them breaks, magically assume the shape of a beast that she has seen before.
and if a member ventures further than 60 feet, they leave the She can use this feature twice. She can transform into any beast
hivemind and the hivemind loses members. that has a challenge rating of 1 or lower.
When a spellcaster makes a Concentration check for a spell,
she can order the hivemind to create disturbing and distracting
372
Alejandro Zenith
Sapik
History may be recorded by those who remain
victorious, but the truth can always be found,
hidden beneath the dust of the past.
Alejandro is a fit and attractive middle-aged widower with and lies recorded in history. He offered himself as a weapon of
a well-groomed gray beard that creates a contrast with his vengeance, and Philip’s tormented soul wanted retribution.
shoulder-length brown hair.
When he was found wounded in the sewers, an old priest
His purpose is to disrupt order while gaining influence, received him, and while working on his wounds, he noticed
followers, and political power. His battlefield is politics, but he his family crest. The priest recognized The Zenith Shield Crest.
may also get his hands dirty if required. Those are the duties Once healed, Alejandro was questioned by the Archwizard
imposed by his faith and his God. under the City Court orders. He recited his family tree and
history in perfect detail and claimed to be Philip’s son. He had
Alejandro’s Story the family seal in his finger and the family shield in his armor,
near his heart. The Archwizard corroborated that he spoke the
A decade ago, Alejandro studied the records of the City’s truth. The Ruler granted him the reconstitution of his title and
Court to get to know his father better. He found a chapter lands. As planned, Alejandro became a part of the Court.
that accused and ridiculed his father, Philip Zenith. He was
known to own several magic items, among which was a ring of Alejandro married a beautiful countess in less than a year,
mind shielding. The last member of the Zenith family was lost but she died at childbirth, leaving him alone with twins. On
decades ago. He led a charge against undead pouring from the the same day he buried his wife, final rites were given to the
sewers. That was the last time anyone saw Philip Zenith. Archwizard and The City Guard, both of whom died in strange
circumstances.
His quest guided him deep in the sewers, and he defeated
monsters that were in his way, going to his path to inheritance Alejandro’s Goals
and the rescue of the remains of his “father.” He found Philip
Zenith’s bones and valuable belongings. Alejandro Zenith Sapik is now an influential court member,
political advisor, an agent of the underworld, a dark priest,
As Alejandro suspected, Philip Zenith’s soul was trapped and a father. The followers of his God are growing, and the
inside the ring; he had a lengthy conversation with Philip civil unrest, likewise. His plans are in motion and absolute
about the events that resulted in his death and the rumors power will be within his reach.
Roleplaying Alejandro
Alejandro Zenith Sapik has a desire to manipulate others
and use them on his way of succeeding in political power. He
speaks with sincerity, but he works in the shadows.
He is insidious. His moves are a complete mystery for those
other than himself.
Medium Humanoid
Human
Neutral Evil
Spellcaster / Warrior
373
Alejandro Zenith Sapik 5th level (2 slots): flame strike, geas
6th level (1 slot1): heal
Medium humanoid (human), neutral evil
ACTIONS
Cleric, Level 12
Armor Class 20 (adamantine chain mail, shield of agony) +2 Longsword. Melee Weapon Attack: +7/+10 to hit, reach 5 ft., one
Hit Points 78 (12d8 + 24) target. Hit: 7/10 (1d8 + 3/6) slashing damage.
Speed 30 ft.
+2 Warhammer. Melee Weapon Attack: +7/+10 to hit, reach 5 ft., one
STR DEX CON INT WIS CHA target. Hit: 7/10 (1d8 + 3/6) bludgeoning damage.
12/19 11 (+0) 14 (+2) 11 (+0) 18 (+4) 16 (+3)
(+1/+4) REACTIONS
Saving Throws Wisdom +8, Charisma +7 Shield of Agony (1/Recharges on a Short Rest). Alejandro can
Skills History +4, Insight +8, Intimidation +11, Persuasion +11, activate his magic shield when an enemy successfully hits him.
Religion +4 When he does so, loud screams full of agony erupt from the
Condition Immunities corrupted shield. Each creature within 10 feet of Alejandro must make a
Senses darkvision 60 ft., passive Perception 14 Constitution saving throw. A creature takes 6d8 thunder damage
Languages Abyssal, Common, Infernal on a failed save, or half as much damage on a successful one. A
Level 12 creature made of an inorganic material such as stone, crystal, or
metal has disadvantage on this saving throw.
Channel Divinity: Anchored in Faith. Alejandro has a revelation
that allows him to use Channel Divinity to increase his DC by +1 MAGIC ITEMS
for spells that require Wisdom and Charisma saving throws for
one minute. Gauntlets of Ogre Power. Alejandro’s Strength score is 19 while
wearing these gauntlets.
Divine Strike. Once on each of his turns when Alejandro hits a
creature with a weapon attack, he can deal an extra 1d8 psychic Goggles of Night. While wearing these dark lenses, Alejandro has
damage to the target. darkvision out to a range of 60 feet.
Embodiment of Tyranny. If Alejandro casts a spell of the Periapt of Health. Alejandro is immune to contracting any disease
enchantment school using a spell slot of 1st level or higher, he can while wearing this pendant. If he is already infected with a
change the spell’s casting time to 1 bonus action for this casting, disease, the effects of the disease are suppressed him while he
provided the spell’s casting time is normally 1 action. wears the pendant.
He can use this feature a number of times equal to his Wisdom Ring Of Mind Shielding with Philip Zenith Soul. While wearing this
modifier and regains all expended uses after finishing a long rest. ring, Alejandro is immune to magic that allows other creatures
to read his thoughts, determine whether he is lying, know his
Tyrannical Blessings. Alejandro has expertise in his Charisma alignment, or know his creature type. Creatures can telepathically
checks. communicate with him only if he allows it.
Spellcasting. Alejandro Zenith Sapik is a 12h-level spellcaster. His He can use an action to cause the ring to become invisible until
spellcasting ability is Wisdom (spell save DC16, +8 to hit with spell he uses another action to make him visible until he removes the
attacks). He has the following cleric spells prepared. He also can ring, or until he dies.
cast fire bolt spell:
He can telepathically communicate with Philip Zenith Soul
Cantrips (at will): fire bolt, guidance, mending, nazar*, thaumaturgy captured inside the ring. He can’t prevent this telepathic
1st level (4 slots): bless, cure wounds, protection from good and evil, communication.
shield of faith
2nd level (3 slots): calm emotions, hold person, spiritual weapon Shield of Agony. This shield is a +2 shield that can only be wielded
3rd level (3 slots): bestow curse, magic circle, spirit guardians by a non-good character.
4th level (3 slots): banishment, death ward, divination
The crafting of the shield requires the sacrifice of a loved one.
The blood and the skin of the sacrifice is used during the crafting.
The shield is decorated with a portrait of the sacrifice.
Alejandro’s shield portraits his beloved wife.
374
Angelique Soror
Emissus
Ego una cum sororibus. Mecum una sororum.
(I am my Sisters. My Sisters are Me.)
Once an infernal half-elf witch, now reborn from her ashes. different tale: Indentured to a master unknown but gifted by
Unshackled from the devil her bloodline was bartered to, its magic, this witch would be that devil’s undoing.
Angelique seeks the sisters she’s always coveted by breaking
her bonds with fiends. Trading any chance of a proper childhood to unearth her
lost family heirloom, the book would free her to shape her
In her formative years, she was an innocent-looking child own destiny and would damn the fiend. Finally, Hermione
of the wild with her auburn hair and blushed ivory skin. Come Inclusus rose from the desiccated ashes of her nemesis. She
Angelique’s maturation, she had become a Reverend magic was reborn.
caster of her own mother’s coven. She was called Emissus
Sororibus - “Released Sisters”. Leaving her left eye scarred and partially blinded, this now
free witch could shape her own future with a different name;
However, leaving a devil’s service comes at a price, albeit Angelique.
her vanity, her scarred alabaster skin, and her partially blind
left eye are nothing but trophies for her. Angelique’s Goals
To rebuild a life in which she was cheated, Angelique is
driven in her search for sisters, by whatever fashion she will
have them. Never will she or any of her sisters submit before
any devil, god, beast or man again, the Emissus Sororibus -
“Released Sisters” will rake the world of Patriarchy. Anyone
with intentions to subjugate shall seek her wrath. Devils
especially must beware, or be added to her Liber Diaboli -
“Devil’s Book”.
Angelique’s Story Roleplaying Angelique
Ages ago, a monk in a plea to an archangel, wagered he could Angelique presents herself calmly with her feathery, even-
create a book that encapsulated all earthly knowledge in toned voice. However, when it comes to her unfettered disdain
one night. Such a glorious work would bring renown to the for any male, she will not hesitate to act on it accordingly.
order. Agreed, the monk wrote until midnight but realized he Conversely, she dotes on non-male creatures with an almost
couldn’t finish it. He said a special prayer, not to his God but to motherly fashion. If they cannot be swayed to her cause, she
a darker one, to finish the book in exchange for his soul... relegates them to a lesser consequence. As for the males, the
physical realms have no station for them.
The Liber Diaboli - “Devil’s Book”, slowly became a myth.
Yet a young witch’s blood (spoiled by the soulless ancestry The only exception to her powerful mistrust of males is her
of Hermannus Inclusus - “Herman the Suppressed”) tells a two-headed cat, MugWorm. Only he is spoken to equally.
Medium Humanoid
Half Elf
Lawful Evil
Spellcaster
375
Angelique Soror Emissus pell on it, and it tries to fulfill any commands given it as much as
its Intelligence permits.
Medium humanoid (half-elf), lawful evil
Witch’s Tongue. Through the initiation with her coven, Angelique
Witch, Coven, Level 7 learns the secret language of witches. It is not really a unique
Armor Class 12 language in itself, but it has an alphabet that is an encrypted
Hit Points 31 (7d6 + 7) version of the common tongue. It is spoken in a way such as
Speed 30 ft. the bird speech, distorting the sayings of the common into
something that cannot be understood unless trained on. When
STR DEX CON INT WIS CHA speaking in this language with coven members, a creature
11 (+0) 14 (+2) 16 (+3) 20 (+5) 12 (+1) 18 (+4) who tries to understand what is being said must succeed on a
DC 13 Intelligence (Investigation) check. A creature who tries
Saving Throws Wisdom +4, Charisma +7 to decipher it in its written form must succeed on a DC 18
Skills Arcana +8, Deception +7, Persuasion +10 Intelligence (Investigation) check instead.
Senses darkvision 60 ft., passive Perception 11
Languages Common, Draconic, Elvish, Infernal Spellcasting. Angelique is a 7th-level spellcaster. Her spellcasting
Level 7 ability is Intelligence (spell save DC 16, +8 to hit with spell
attacks). She has the following Coven Witch spells prepared:
Charms and Hexes. Angelique can prepare charms to protect
herself or allies, or hex bags to undermine enemies. In order to Cantrips (At Will): abating bolt*, chill touch, nazar*
create a charm or a hex bag, she must permanently disable a spell 1st level (4 slots): bolts of waning*, charm person, dissonant whispers*,
slot that is relevant to the object’s power, and make a ritual that witch bolt*
takes 1 hour to complete. 2nd level (3 slots): crown of madness, shatter, spread disease
3rd level (3 slots): bestow curse, fly, rotball*
A charm or hex bag can be planted on a person or creature by 4th level (1 slots): phantasmal killer
making a successful Dexterity (Sleight of Hand) check (DC at Game
Master’s discretion). Another person can also be commanded ACTIONS
to implant it instead. The powers of a charm or hex bag can be
withdrawn by focusing on it as an action. When this is done, the Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or
object stops to function and the spell slot that was disabled is range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage.
retrieved.
Word of the Coven. Angelique attempts to charm up to three
Coven Magic. Angelique shares magic and spellcasting with those humanoids she sees within range. Targets must make a Wisdom
in her coven. Coven magic provides the following benefits: saving throw, and does so with advantage if Angelique or
members of her coven are fighting it. If it fails the saving throw,
Magic Channeling. When casting a spell, Angelique can make a it is charmed by Angelique until the spell ends or until she or
fellow coven member the origin of the spell. members of her coven do anything harmful to it. The charmed
creature regards Angelique as a friendly acquaintance. When the
Share Components. When casting a spell, a coven member can spell ends, the creature knows it was charmed by her.
use its reaction to fulfill one of the components. If Angelique can
allocate all of the components up to V erbal,the spell is cast as a Liber Diaboli** (Recharge 5-6). Angelique has altered her
bonus action instead. recovered family heirloom. The book that leads to the binding of
her ancestor, her family bloodline, and her as an Infernal witch
Share Essence. W hen casting a spell, Angelique can use a fellow to serve at the pleasure of the devil that struck the accord, now
coven member’s spell slot rather than her own. This feature serves as a type of phylactery for binding devils as if she were
only applies to the level of spell slots available, meaning that she casting the spell Planar Binding.
cannot cast a spell at a higher level if she doesn’t have slots of
that level available, even if her colleague has it. She can use one of The target must make a Charisma saving throw. On a failed
these benefits if her coven member is within 120 feet. She cannot save, it is bound to serve Angelic for a 24 hour duration unless
use them if her fellow member is ch armed, pa ralyzed, re strained,or the effect is counteracted by dispel magic spell, or the target takes
unconscious. damage.
Familiar Guidance (5/long rest). Angelique has the ability to A bounded creature must follow Angelique’s instructions
have guidance from MugWorm, granting advantage on Dexterity to the best of its ability. She might command the creature to
(Acrobatics) checks. accompany her on an adventure, to guard a location, or to deliver
a message. The creature obeys the letter of her instructions,
Fey Ancestry. Angelique has advantage on saving throws against but if the creature is hostile to Angelique, it strives to twist her
being charmed, and magic can’t put her to sleep. words to achieve its own objectives. If the creature carries out her
instructions completely before the spell ends, it travels to her to
Witch’s Familiar. Angelique’s two-headed cat familiar, MugWorm report this fact if she is on the same plane of existence. If she is
understands her perfectly as if she has cast a sp eak with animals s on a different plane of existence, it returns to the place where she
bound it and remains there until the spell ends.
376
Moltkar
I saw the hypocrisy of those to whom we lend
“goodness”. Now, the wings of angels and
the horns of fiends turn to dust under my
obliterating vengeance!
embracing his own inner demons to secure the power he
required in order to bring his captors to submission. Moltkar
slew his captors and broke his bonds. Beholden to a new
fiendish master, Moltkar swore off redemption.
Moltkar’s Goals
Moltkar is a fallen angel driven by hatred. His obsession Moltkar is driven by vengeance against those he blames for his
with vengeance for his suffering has furthered his descent abandonment and downfall, seeking to destroy all angels and
to evil. Un-angelic in appearance due to years of torment at fiends. He swears that one day he will free himself from his
the hands of a demonic lord, Moltkar’s bald head is covered pact lord. However, all of his actions are to gain power, not
with demonic slashes that remain unhealed amidst his tufts of realizing that he is a slave to his own dark ambition. Moltkar’s
grey hair. His black, charred, and damaged wings are lasting unyielding focus and the evil he sows to “free” himself brings
evidence of untold torture. His favorite possession is a leather great joy to his pact lord and strengthens the bond between
armor made of the flayed demonic flesh of his tormentor. them.
Moltkar’s Story Roleplaying Moltkar
Moltkar is a fallen angel sacrificed to a demon lord. As a Moltkar hides his identity by utilizing his Master of Myriad
fledgling, Moltkar entered his first battle against a demonic Forms invocation. At first encounter, Moltkar is disguised as a
horde with visions of grandeur. Captured during battle, middle-aged sage named Rolnos who specializes in the outer
Moltkar expected to be bargained for, and he was: Seeking to planes. Moltkar can be persuaded to assist or join a group if
end an endless war, the celestial host agreed to sacrifice him they are seeking to subvert the plans of an angel or a fiendish
in exchange for ending the war. Under his new, demonic lord, master. However, any assistance will be twisted to further
Moltkar was subjected to countless acts of evil. Compelled to Moltkar’s own goals and agenda.
commit atrocities, Moltkar submitted to hatred and embraced
the pain of his actions and suffering, making his strength and Moltkar reveals his true presence and power if threatened in
determination grow stronger. combat. He also attacks any ritualistic sacrifices he witnesses.
In an encounter with a planar being, Moltkar focuses his
After a millennium of torture at the hands of his demonic attacks on the strongest adversary. Moltkar seeks to remain
master and its minions, Moltkar sought a greater evil to unknown to the Tears of Heaven cult and considers Zadkiel
overthrow his master. Moltkar solidified his pact by fully Tabris to be no different from other angelic and demonic
tyrants.
Medium Humanoid
Fallen Angel
Neutral Evil
Warrior / Spellcaster
377
Moltkar Mark of Sacrifice. Moltkar is covered with demonic lettering
and his wings are heavily torn and damaged. These marks can
Medium humanoid (fallen angel), neutral evil be interpreted as a part of a religious sacrifice with a DC 15
Intelligence (Religion) check.
Warlock, The Fiend Otherworldly Patron, Level 16
Armor Class 14 (demon skin armor) Unholy Flame. If Moltkar’s marks are noticed and interpreted
Hit Points 88 (16d8 + 16) successfully by an evil cultist, it may want to help him with
Speed 30 ft., fly 30 ft. respect, kill him with jealousy or even want to serve him because
of seeing him as a prophetic sign.
STR DEX CON INT WIS CHA
Words of the Fallen (Recharges after a Long Rest). Moltkar can use
12 (+1) 10 (+0) 12 (+1) 10 (+0) 17 (+3) 20 (+5) this ability on a target which can hear him within 60 feet. The
target must make a Wisdom saving throw or it is frightened for 1
Saving Throws Wisdom +8, Charisma +10 minute.
Skills Arcana +5, Deception +10, Intimidation +10, Persuasion +10,
Religion +5 Innate Spellcasting. Moltkar’s innate spellcasting ability is
Damage Vulnerabilities radiant Charisma. It can innately cast the following spells (spell save
Damage Resistances necrotic, poison DC 18, +10 to hit with spell attacks), requiring no material
Condition Immunities poison components:
Senses darkvision 60 ft., passive Perception 13 Cantrips (at will): alter self
Languages Abyssal, Celestial, Common, Infernal 1/day each: circle of death, finder of death, power word stun
Level 16
Spellcasting. Moltkar is a 16th-level spellcaster. His spellcasting
Angelic Ancestry. Moltkar has advantage on saving throws against ability is Charisma (spell save DC 18, +10 to hit with spell attacks).
being charmed and frightened. Also, weapons he holds are He regains all expended spell slots when he finishes a short or
counted as magical weapons. long rest. Moltkar knows the following warlock spells:
Cantrips (At Will): chill touch, eldritch blast, fire bolt, prestidigitation,
Angelic Arsenal. Moltkar is proficient with the short sword, ray of frost, shocking grasp, true strike
longsword, warhammer, spear and greatsword. 1st - 5th level (3 5th level slots): banishment, blight, burning hands,
conjure elemental (1/long rest), dispel magic, fireball, fire shield, flame
Angelic Enemies. Angels or clerics and paladins tracking down strike, hallow, hellish rebuke, hold monster, magic circle, scorching ray,
Moltkar have advantage on any rolls they make about magical vampiric touch
tracking if they know Moltkar’s name.
ACTIONS
Burning Vengeance. Moltkar’s melee and ranged weapon attacks
deal an additional 1d6 fire damage (included in the weapon Malice Hammer (+2 warhammer). Melee Weapon Attack: +8 to hit,
attacks below). reach 5 ft., one target. Hit: 7 (1d8 + 3) bludgeoning plus 3 (1d6) fire
damage. On a natural roll of 19 – 20, the weapon will stun angels
Dark One’s Blessing. When Moltkar reduces a hostile creature to 0 and fiends unless they succeed on a DC 20 Constitution saving
hit points, he gains 21 temporary hit points. throw.
Dark One’s Own Luck (Recharges after a Short or Long Rest). Chill Touch. Ranged Spell Attack: +10 to hit, range 120 ft., one
Moltkar can call on his patron to alter fate in his favor. When he target. Hit: 13 (3d8) necrotic damage, and It cannot regain hit
makes an ability check or a saving throw, he can use this feature points until the start of Moltkar’s next turn. Undead targets also
to add a d10 to his roll. He can do so after seeing the initial roll have disadvantage on attack rolls against Moltkar until the end of
but before any of the roll’s effects occur. Moltkar’s next turn.
Demon Skin Armor. This is a +2 studded leather armor made Eldritch Blast. Ranged Spell Attack: +10 to hit, range 300 ft., multiple
from the skin of Moltkar’s previous master. While wearing this, targets. Hit: 10 (1d10 + 5) force damage. When Moltkar hits a
Moltkar has advantage on Charisma (Intimidation) checks. creature with an eldritch blast spell, he can push the creature up
to 10 feet away from him in a straight line. The spell creates three
Fallen Ancestry. Moltkar has advantage on saving throws he beams which can be directed at the same or multiple targets. A
makes against being poisoned. separate attack roll is made for each beam.
Fiendish Resilience (Recharges after a Short or Long Rest). Moltkar Fire Bolt. Ranged Spell Attack: +10 to hit, range 120 ft., one target.
can choose one damage type when he finishes a short or long Hit: 16 (3d10) fire damage. A flammable object hit by this spell
rest. He gains resistance to that damage type until he chooses a ignites if it is not being worn or carried.
different one with this feature. Damage from magical weapons or
silver weapons ignores this resistance. One with Shadows. When Moltkkar is in an area of dim light or
darkness, he can become invisible until he moves or takes an
Hurl Through Hell (Recharges after a Long Rest). When Moltkar action or a reaction.
hits a creature with an attack, he can use this feature to instantly
transport the target through the lower planes. The creature Ray of Frost. Ranged Spell Attack: +10 to hit, range 60 ft., one target.
disappears and hurtles through a nightmare landscape. At the Hit: 13 (3d8) cold damage and its speed is reduced by 10 feet until
end of Moltkar’s next turn, the target returns to the space it the start of Moltkar’s next turn.
previously occupied, or the nearest unoccupied space. If the
target is not a fiend, it takes 10d10 psychic damage as it reels from Shocking Grasp. Melee Spell Attack: +10 to hit, touch, one target.
its horrific experience. Hit: 13 (3d8) lightning damage. Moltkar has advantage on the
attack roll if the target is wearing armor made of metal. On a hit,
the target cannot take reactions until the start of its next turn.
378
Silvesky Silvers
The power over life and the ability to bring life
back should be taken from the divine and given
to those who actually die themselves…
Silvesky Silvers is a human male who looks to be in his 60s. the art of the flesh and of healing. He decided that bringing
Due to his constant experimenting on his own body, he is the dead back and healing the wounded must not only belong
covered in scars and has deformed flesh that he hides by to the divine!
wearing heavy robes. He has a fairly weak body, which he
sustains with potions of his own creation. To work on his craft and experiments, Silvesky needed a
proper place. Since it is hard to track kidnappings in big cities
His greatest desire is to find a way to acquire the ability to and because they have “bodies” to experiment on, he built a
revive the dead from the domain of the gods. Silvesky aims to laboratory in one of them.
accomplish this by using forbidden alchemy.
He discovered a ritual that can grant a semi-live state
Silvesky’s Story to the flesh, creating a golem made of flesh. He conducted
the ritual on several different subjects and created several
Silvesky has always been fond of the magic arts but he never golems. However, the rituals had some mishaps. The spirit of
had any aptitude in it. He was denied entry at every academy one of the subjects haunted Silvesky and started to whisper
he applied to, and he lost hope until he learned of a new type in Silvesky’s ear, slowly driving him mad. Also, the golem
of magic called alchemy. created from her body started to destroy other golems and
absorb their flesh. This golem named Zii became a soft spot for
With alchemy, he enhanced his vision in the dark by Silvesky over the years, whom he continually adds parts to.
applying eye drops, succeeded at creating the effects of the
fireball spell after a series of experiments made on alchemist’s Silvesky’s Goals
fire, and had other significant accomplishments. After 36 years
of training, although he was successful at imitating the effects Silvesky’s ultimate goal is to unlock the secrets of divine magic
of even the most powerful spells, he was still having problems through alchemy and scientific process.
in recreating the effects of divine magic.
Roleplaying Silvesky
One day, he encountered a group of adventurers who hired a
priest to resurrect their fallen comrade. This led him to pursue Silvesky has no desire to kill others. However, he constantly
demands bodies to experiment on, which can lead others to
commit evil acts. Also, he frequently asks others to eliminate
necromancers and their cults, since they tend to use the
bodies that Silvesky can use as well.
He is especially friendly to commoners. He often tries
to treat them well. However, Silvesky dislikes clerics and
sorcerers.
Medium Humanoid
Human
Neutral Evil
Spellcaster
379
Silvesky Silvers Spell Warping. While casting a spell, Silvesky can create one of
the additional effects given below :
Medium humanoid (human), neutral evil
• Advantage or disadvantage on attack rolls
Wizard, School of Fleshwarping, Level 16
Armor Class 12 (silvesky’s cloak) • Advantage or disadvantage on Strength, Dexterity, or
Hit Points 88 (16d6 + 32) Constitution saving throws
Speed 30 ft.
• Advantage or disadvantage on Strength, Dexterity, or
STR DEX CON INT WIS CHA Constitution ability checks
8 (-1) 12 (+1) 14 (+2) 18 (+4) 16 (+3) 14 (+2)
• Advantage or disadvantage on initiative rolls
Saving Throws Intelligence +9, Wisdom +8
Skills Arcana +9, Deception +7, Insight +8, Medicine + 8, • +10 ft. or -10 ft. movement speed
Persuasion + 7
Damage Resistances poison • +1 or -1 AC
Senses passive Perception 13
Languages Celestial, Common, Infernal • Blinded or deafened conditions
Level 16
• The effects of enlarge/reduce spell
He can affect 3 targets at a time and can keep these effects
active with his concentration (as if concentrating on a spell)
up to 1 minute. He can use this feature thrice. He regains all
expended uses after he finishes a long rest.
A Life of Hardship. Silvesky has advantage on Charisma Spellcasting. Silvesky is a 16th-level spellcaster. His spellcasting
(Deception) and Wisdom (Insight) checks. Also, it makes his ability is Intelligence (spell save DC 17, +9 to hit with spell
Constitution saving throws with advantage against poisons and attacks). Silvesky has the following wizard spells prepared:
diseases. Cantrips (at will): acid splash, blood curse*, fire bolt, ray of frost,
shocking grasp
Alteration Master. Alter self spell is already prepared for Silvesky. 1st level (4 slots): blood spear*, dragon cage*, shield, pinpoint*
Also, the range of the spell is touch and he can cast it on two 2nd level (3 slots): flesh of shadow*, misty step
targets instead of one. An unwilling target must succeed on a 3rd level (3 slots): blood jump*, counterspell, lightning bolt, ravaging
Charisma saving throw. plague*
4th level (3 slots): curse of the fiend*, fire shield, murder darkness*
Self Warper. Silvesky can make little cosmetic changes to his 5th level (2 slots): avenging armor*, blood to acid*, wall of acid*
body. He gains advantage on Charisma (Deception) checks after 1 6th level (1 slot): chain lightning, disintegrate, eye in the mirror*
minute of study of his own facial structure and muscle reactions. 7th level (1 slot): finger of death, shape of brutality*
He can also use this feature to make changes in his hair length, 8th level (1 slot): maze, unholy clamp*
hair color, eye color, or the shape of a particular small feature.
For example, he can change his ears to resemble an elf’s ears. ACTIONS
Silvesky’s Cloak. By using his cloak, Silvesky can cast blur spell Cane. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit:
without need to concentrate on the spell, twice per day. (1d8 - 1) bludgeoning damage.
Also, once per long rest, as a bonus action, he can activate Whatever is in His Pockets. Ranged Weapon Attack: +6 to hit, reach
another feature of the cloak. When he does so, he must make a 60 ft., one target. Hit: 10 (2d8 + 1) damage. To determine the
percentile roll. On a result of 40 or higher, he instantly completes damage type, you can roll a 1d6 (1-fire, 2-cold, 3-acid, 4-lightning,
a long rest. On a result of 39 and lower, he falls asleep for 8 hours. 5-necrotic, 6-piercing).
Only a wish spell can wake him up from this sleep. He chooses to
use this feature if his hit points drop below 20.
380
Suk ar is
High Priest of
Del’Shazim
Of course my dear friend, I will help you take your
vengeance. Vengeance is the truest form of purpose
that must be forged in the purifying flames.
He realized this decision cost him, as his visage had
changed. He had become the first acolyte of this new God
Del’Shazim. He was forced to use his wife’s skull as part of his
holy symbol as well as a new name, Sukaris.
Sukaris’ Goals
Sukaris is a gaunt-looking man with ashen skin and long Del’Shazim is a god of vengeance and fire, and his alignment
white hair in a pony-tail. His face is clean-shaven and his is lawful evil. He gains power as the mortals pray to him for
dark eyes almost sparkle with the flame of hate. He wears a help, to take their vengeance. Fire depicts the purity within
blackened robe with a red trim. He has skulls on his armor. He vengeance. Sukaris was tasked by Del’Shazim to spread his
carries his God’s holy symbol, which is his wife’s flaming skull teachings over the land. He often helps people take their
enchanted with the continual flame spell, on the plate. vengeance.
Sukaris’ Story Sukaris believes that the cult must grow. He thinks he
is destined to lead this cult. He will sacrifice anything to
Khalis Barris was an acolyte of a good god. He was training keep this certain. He is a man of great pride, and his love of
to become a priest and he led a happy life with his wife and manipulation of the followers and potential converts make his
daughter. goals achievable.
One day, he and his family were attacked by a group of evil Roleplaying Sukaris
cultists who took him and his family hostage. He prayed to his
god for help but the cultists only became more enraged. He Sukaris is a man of great patience and foresight. He thinks
prayed to his god, but instead of his god, another being came of life as a game of chess, making many plans to accomplish
to him. In his mind, he saw a humanoid of shadow and flame. his goals. He always has a getaway plan and will sacrifice all
It spoke to him. “Your god does not care about you. Swear to others to ensure his escape.
me and I’ll save you from this.”
He is obsessed with the cult and he tries to make the cult
Khalis refused the offer and the being grinned and vanished. more powerful no matter what. He also does not question the
And he screamed out as his family was killed. He looked at superiority of Del’shazim.
their lifeless bodies and his anger grew. He called out to the
shadowy being. “You were right! I was wrong! Please allow me In battle, he usually has the upper hand. He sets traps
to take my vengeance and I will serve you!” and attempts to coerce his foes to influence one another. He
uses his followers, magic, and especially fire to take revenge,
overwhelm, and conquer.
Medium Humanoid
Human
Lawful Evil
Spellcaster
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Sukaris - High Priest of Del’Shazim Ring of Mind Shielding. Sukaris wears a ring of mind shielding.
While wearing this ring, Sukaris is immune to magic that allows
Medium humanoid (human), lawful evil other creatures to read his thoughts, determine whether he is
lying, know his alignment, or know his creature type. Creatures
Cleric, Corrupted Domain, Level 16 can telepathically communicate with him only if he allows it.
Armor Class 16 (breastplate and shield)
Hit Points 72 (16d8) He can use an action to cause the ring to become invisible until
Speed 30 ft. he uses another action to make it visible, until he removes the
ring, or until he dies.
STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 18 (+4) 14 (+2) If he dies while wearing the ring, his soul enters it, unless it
already houses a soul. He can remain in the ring or depart for the
afterlife. As long as his soul is in the ring, he can telepathically
communicate with any creature wearing it. A wearer can’t
prevent this telepathic communication.
Saving Throws Wisdom +9, Charisma +7 Sacrifice Master (Recharges after a Long Rest). After investigating
Skills History +5, Insight +9, Persuasion +12, Religion +5 a sacrificial site in detail for 10 minutes, Sukaris can understand
Damage Resistances fire how many creatures were sacrificed, how many made the
Senses passive Perception 14 sacrifice, what spells were cast, and which tools were used. Also,
Languages Common, Infernal he can perform a 30-minute ritual to sacrifice a creature. As a
Level 16 result, he can give himself or an ally within 15 feet of you a sense
of bloodlust. The damage dealt by the affected creature’s melee
Corrupted Initiate. Sukaris can use the Corrupted Initiate (p.39) weapon attack increases by 1, and the creature gains advantage
feature. He has 20 corruption points. Also, he uses d8 instead of d6 on Strength and Constitution checks and saving throws for 1
while using this feature. hour, or he can regain an expended spell slot of a level equal to or
lower than half of the sacrificed creature’s Hit Dice.
Corrupting Existence. Sukaris can share one of his domain spells Spells of Corruption. When Sukaris casts a spell of 1st level or
(p.38) higher to damage any creature, he can spend corruption points
Cult Leader. Sukaris can examine a follower of his cult or a fellow and the damage of the spell increases by the spell level + the
party member’s faith. After a dialogue that lasts more than 1 corruption points spent. When he uses this feature, he can use
minute, he has the ability to determine if the follower or the maximum 5 corruption points.
fellow party member has committed an act against Del’Shazim’s Spellcasting. Sukaris is a 16th-level spellcaster. His spellcasting
religious beliefs within the last day. He can also cast the zone of ability is wisdom (spell save DC 17, +9 to hit with spell attacks). He
truth spell once per long rest (spell save DC 15). has the following cleric spells prepared:
Divine Intervention (1/Week). Sukaris can use the Divine Cantrips (at will): guidance, nazar*, resistance, sacred flame,
Intervention feature. He needs to roll 16 or lower to successfully thaumaturgy
use this feature. 1st level ( 4 slots): bless, command, detect evil and good, detect magic,
Evil Paragon (Recharges after a Long Rest). As a bonus action or villainous rage*
reaction, Sukaris can encourage ally creatures or condemn hostile 2nd level (3 slots): crown of tyranny*, ethereal hang*, ray of
creatures within 15 feet of him, granting them advantage or enfeeblement, silence, warding bond
disadvantage on their next saving throw against a mind-affecting 3rd level (3 slots): alter alignment*, detonate corpse*, rotball*, spirit
ability or spell. guardians, stinking cloud
Mantle of Spell Resistance. Sukaris wears a mantle of spell resistance. 4th level (3 slots): burst of corruption*, blight, deadly ward-area*,
He has advantage on saving throws against spells while he wears freedom of movement, murder darkness*
this cloak. 5th level (2 slots): cloudkill, conjure corruptive mass*, flame strike, foul
Mark of Evil. Sukaris carries the mark of Del’Shazim. He has feast*
advantage on Charisma (Deception, Persuasion) checks he makes 6th level (1 slots): word of recall
against evil creatures and has disadvantage on these checks he 7th level (1 slots): fire storm
makes against good creatures, if they see the mark. Also, his 8th level (1 slots): malign benevolence*
attacks deal an additional 1d6 necrotic damage to good-aligned
creatures. ACTIONS
Necklace of Adaptation. Sukaris wears a necklace of adaptation. Attack. Mace: +5 to hit, reach 5 ft., one target. 4 (1d8) bludgeoning
While wearing this necklace, he has advantage on saving throws damage.
made against harmful gases and vapors (such as cloudkill and Channel Divinity: Profane Light (Recharges after a Long Rest).
stinking cloud effects, inhaled poisons, and the breath weapons of Each good creature that can see or hear Sukaris within 30 feet of
some dragons). him must make a DC 17 Wisdom saving throw. On a failed saving
throw, a target creature is frightened for 1 minute or until it takes
any damage.
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Dark Monarchs
I n this part of Corpus Malicious, you will read about Dark Monarchs who are true emissaries of evil. There are six of them in
this book, and each Dark Monarch represents a different evil aspect. In addition to their arts, stories, goals, roleplaying tips,
and stat blocks, you will also find very detailed organizations founded by or for each of them. All Dark Monarchs are perfect
candidates for being the grand-villain of a campaign, and there are enough detail about them to be put easily in a game. We
would also like to thank again to our Dark Monarch backers for providing us with such magnificent villains.
Here is a brief list of Dark Monarchs, explaining small details about them:
Dark Monarch Name Description Alignment Challenge
Lawful Evil 21
Archimedes A doppelganger master- Lawful Evil 21
assassin who strives for
godhood and immortality. Lawful Evil 21
Also, the leader of the
Crimson Blades, a highly Neutral Evil 21
Lawful Evil 21
professional assassin Lawful Evil 21
organization
Balthazar A powerful archdevil who
seeks “interesting” mortals
to entice them into making
diabolical contracts, gathers
souls and followers for the
Order of Shackled Souls,
which is a cult dedicated to
himself
Darius A unique undead who
battles deities and their
followers, and who corrupts
divine artifacts with the
help of the members of his
cult, The Chosen, and with
a very special ritual known
only to him
Dark Demorge A very powerful tiefling
sorcerer who wants to
create a utopia in which all
types of spellcasters can
live freely, and the ruler of
Libra Magica, a kingdom
ruled by spellcasters
Krampus An evil and powerful fey
who roams the world with
his army and who seeks fun,
feeding on the life force of
those unlucky enough to
encounter him
Meric Ellyon A fallen angel who leads
civilizations into chaos and
rebellion with the help of
the Arbiters of Suffering,
only to act as the voice of
reason in the rebellion’s
aftermath to seize control
and to bring true order
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Archimedes
This hooded, cloaked figure aerating evil beyond anything imaginable is standing tall with agile and strong physic. His
intimidating presence and confidence strike fear into most, without even hearing his deep voice. He is an assassin sprung from
the belly of the underworld, striving for power and godhood. He wields a set of twin scimitars with devastating necrotic powers,
which he keeps woven into the straps on his leather chest plate easy to access and serving a warning to those who dare take
harm at him. As he wears his assassin armor, it’s difficult to distinguish the sheer bulk of his being as his fearsome outline melts
into the shadows dominating any room he enters.
Archimedes’s Story
Sleeping on cobbled cold, wet streets, with a small amount of hay
if he were lucky, is a story reminiscent of many lowly children
brought up in the dark city where Archimedes once lived. His
parents were unknown, although many now believe may be of a
higher plain. He had always strived to take care of himself and
his brother, Scarwing, for as long as he could remember. With no
memory of ever feeling wanted by anyone, he was hardened to
most circumstances and saw a daily struggle as just a fact of life. He
knew no different.
Providing for himself and his brother, Archimedes was forced to
steal, the food they had barely kept them alive. It would have been
far easier to just take care of himself, but his brother Scarwing was
his only relative and friend.
Shielding him from the evil and hatred that ran amok on the
streets, Scarwing saw very little of the darkness that many people
seemed capable of. Baring the brunt of it all himself, Archimedes
cared for his brother in the only way he knew how.
Quite a team they had become. Scarwing proved to be quite the
thief; watching his brother all this time meant he perfected the
tactics used and had quite the memory for all things shady and
underhand. Archimedes’s way was much more of a brute force,
using his strength and fearful appearance to gain all that he and
his brother needed. The terrible things he had seen as a child left
him numb to most human emotions.
The brothers passed from master to master, running errands and
doing there bidding until they came of age. Predictably Scarwing
charmed his way into the thieves guild, and Archimedes was
commandeered by the assassins guild. His passionate way to turn
off emotions to all but Scarwing proved curious to them all. There
he met a fellow soul, a soul even colder than his. But with even this
as the case, he and ‘Thanecross’ became a duo of evil. A friendship
of convenience to most looking in, but there was a connection
the two couldn’t shake; they had each other backs and a mutual
understanding.
The evil presented at Archimedes’s feet as a child continued
through to his adulthood, being forced into the dark web of
intrigue that was the underbelly of any city hardened him further.
Without these emotions and considerations, he became more and
more fearsome. There was no reasoning. It was his way or no way.
Thanecross lost his way, his evil ways exuded from him
permanently, the reckless use of his
weapons and tongue drew the guild
elders’ attention. By breaking most of
the guild rules, he found himself as the
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target given to Archimedes as the final test for his initiation. Roleplaying Archimedes
The day Archimedes used a scimitar to slit his friend’s throat
slowly was the day Archimedes became the most feared His smooth, slow actions in movement give the appearance
assassin in the city; his reputation was built on fear and evil, of almost gliding, shrouded in mystery. The assassins’ black
just as he always wanted. outfit allows people to see very little of his face, meaning
reading any form of expression is very difficult. Speaking
Archimedes’s Goals in his calm, firm tone, Archimedes has very little time for
anything that does not help him reach his goals. He will not
Archimedes always strives to achieve immortality or godhood. negotiate; if someone has something he needs, he will take it.
He does not care for the life of others, nor he deals with He does not threaten; he acts. The air around him portrays an
other’s petty squabbles. He makes deals that would always aura of heavy fear; his personality seems to be missing and has
benefit him more than the other party. been replaced with something else, something bad…
Archimedes (10d6) damage when he hits a target with a weapon attack and has
advantage on the attack roll, or when the target is within 5 feet
Medium humanoid (doppelganger), lawful evil of an ally of Archimedes that isn’t incapacitated, and Archimedes
doesn’t have disadvantage on the attack roll.
Armor Class 25 (assassin’s shadow armor)
Hit Points 212 (25d8+100) Innate Spellcasting. Archimedes can cast the darkness spell at will.
Speed 30 ft., 60 ft. fly (while in darkness) Archimedes can see through the darkness spell.
STR DEX CON INT WIS CHA ACTIONS
15 (+2) 20 (+5) 18 (+4) 18 (+4) 18 (+4) 14 (+2)
Multiattack. Archimedes makes two melee weapon attacks with
Saving Throws Dexterity +12, Intelligence +11, Wisdom +11 his twin vampiric scimitars. Also, as a bonus action, he can choose
Skills Acrobatics +12, Deception + 9, Sleight of Hand +12, Stealth to make one additional attack with the vampiric scimitars, or
+19, Intimidation +9, Investigation +11, make one teleporting strike.
Condition Immunities paralysed, restrained
Senses darkvision 60 ft., blindsense 20 ft., passive Perception 14 +4 Twin Vampiric Scimitars. Melee Weapon Attack: +16 to hit, reach
Languages Common, Elvish, Thieves’ Cant 5 ft., one target. Hit:12 (1d6 + 9) slashing damage plus 7 (2d6)
Challenge 21 (33,000 XP) necrotic damage. The target must make a DC 19 Constitution
saving throw. On a failure, the target’s hit point maximum is
Alert. Archimedes can’t be surprised while he is conscious. reduced by an amount equal to the necrotic damage taken,
and Archimedes regains hit points equal to that amount. The
Assassinate. Archimedes has advantage on attack rolls against reduction lasts until the target finishes a long rest. The target dies
any creature that hasn’t taken a turn in combat yet; in addition, if this effect reduces its hit point maximum to 0.
any attack made by Archimedes against this creature during a
surprise round is automatically counted as a critical hit. Teleporting Strike. Ranged Weapon Attack: +16 to hit, reach 60 ft.,
one target. Hit: 12 (1d6 + 9) slashing damage plus 7 (2d6) necrotic
Cunning Action. As a bonus action on Archimedes’s turn, he can damage. The target must make a DC 19 Constitution saving throw.
take the Dash, Disengage, or Hide actions. On a failure, the target’s hit point maximum is reduced by an
amount equal to the necrotic damage taken, and Archimedes
Death Strike. When Archimedes attacks and hits a creature that regains hit points equal to that amount. The reduction lasts until
is surprised, the creature must make a DC 19 Constitution saving the target finishes a long rest. The target dies if this effect reduces
throw. On a failed save, double the damage of Archimedes’s attack its hit point maximum to 0.
against the creature.
REACTIONS
Elusive. No attack roll has advantage against Archimedes while he
isn’t incapacitated. Also, while in darkness, Archimedes can only Vengeful. Archimedes is eager to take revenge from a creature
be tracked by magical means. that caused him harm. When a creature makes a critical hit
against him with an attack, or when it makes a successful attack
Evasion. When Archimedes is subjected to an effect that allows against him with an attack roll that has advantage, Archimedes
him to make a Dexterity saving throw to take only half damage, can make a weapon attack against that creature as a reaction.
Archimedes instead takes no damage if he succeeds on the saving
throw, and only half damage if he fails. Uncanny Dodge. When an attacker hits Archimedes with an attack,
he can use his reaction to halve the attack’s damage against him.
Reliable Talent. Whenever Archimedes makes an ability check in
the skills section, he can treat a d20 roll of 9 or lower as a 10. LEGENDARY ACTIONS
Slaughterer. When Archimedes drops a creature to 0 hit points, he Archimedes can take 3 legendary actions, choosing from the
can make an additional weapon attack to a creature within 30 feet options below. Only one legendary action can be used at a time,
of him. and only at the end of another creature’s turn. Archimedes
regains spent legendary actions at the start of each turn.
Sneak Attack. Once per turn, the Archimedes deals an extra 14
385
Attack. Archimedes makes one attack with his twin vampiric MAGIC ITEMS
scimitars.
Assassins Shadow Armor. This armor sets Archimedes’s AC to 20
Cast a Spell. Archimedes casts the darkness Spell centered on + Dexterity modifier and grants the wearer the ability to teleport
himself. when making an attack and when sprouting wings in darkness,
which grants Archimedes a 60 ft. fly speed. It also doubles the
Move. Archimedes moves up to his speed without provoking proficiency bonus for Dexterity (stealth) checks made while
attacks of opportunity and regains the use of his reaction if it has wearing the armor.
been spent.
Ring of Freedom Of Movement. Archimedes is subjected to the
effects of the freedom of movement spell while wearing this ring.
The Crimson Blades training. Initiation was twofold, both to prove your worthiness
and to eliminate those who had wronged you in the past.
Archimedes is the head of The Crimson Blades; no one Using guild information, orphans often returned to those that
stands above him. While initiating the rise of this terrifying had led them to the streets and eradicated them from this
assassination guild, he clawed out a space for his organization existence. The comforts and perks found by these children
with blood and fire and spared no mercy to any man or whilst training for the guild meant that they had a huge
woman. He rules both the guild and the underbelly of the loyalty to the Crimson Blade and worshipped Archimedes like
city with an iron fist, his word is adhered to far stronger a father and a god.
than any law, and absolute obedience is demanded of his
followers. Anyone daring to go against such an esteemed, Goals and Activities
yet fearful opponent will be rained upon with violence and
indoctrination. Everybody knows about The Crimson Blades, Archimedes strives for true godhood and Immortality. This
and many whispers of guild accomplishments fall upon is reflected in their deeds and jobs that will lead closer and
ears, but few believe it to be true. Only the most desperate closer to this goal. Assassinating high cardinals, blackmailing
ones seek out their services as there is no guarantee any lords of the land, seeking lost lore, and the crypts of ancient
interceptor will make it out from the audience alive. A trader liches as payment for their services. The Crimson Blades seek
of secrets, the Crimson Blade, knows the secrets of any person to have the fingers in as many pies as possible; little happens
worth knowing. Those that have skeletons in closets protect in the dark city without the guild knowing about it. Anyone
themselves by feeding the guild with as much information as seeking highly sought after information might be able to get
they can obtain. Archimedes suffers no fools, and currently, some direction for the right amount of gold, but all is not
only 16 highly trained members are deemed worthy enough to available for money, and those seeking out the guild members
be part of this brigade. Whilst it is dangerous, being a member and the expensive information or assistance might leave with
of this guild comes with huge benefits, comforts, and financial owing more than just gold.
rewards.
Assassinations are highly tactically planned. The Crimson
Be fearful, this is a small yet mighty guild. Blades are far more superior than random, unthought killing
sprees, and will move through to their target’s demise with
History smooth precision and decadence. An assassination generally
takes one, but those that require more work, diversions, or
As a phoenix rises from the ashes, the guild was founded on skill could require the use of 2, 3, or even more members of
a foundation of blood. First established by Archimedes when the guild.
the previous guild he worked for was betrayed and killed by
a rival. Archimedes slaughtered his way through the city, Headquarters
killing every assassin and cutthroat until he was the only one
left in the dark city and its fearsome shadows. His deeds are Everybody in the underbelly of the city knows where The
whispered through the dark city’s alleyways, no one quite Crimsons headquarters is but few dare seek it out. The
believes the rumors, and many feel they are almost too unreal mediocre building would not cause a stranger’s head to turn,
to be true, almost a horrifying fairytale. He then began to fitting perfectly in with the street. It’s not until one enters
build this organization from the ground up, recruiting only and would be surprised by its opulent wooden staircases,
those deemed worthy enough to begin training. Watching the thick Persian carpets, and carved wooden gargoyles, and black
poor orphans and unwanted, living in the street’s gutters, he forged chandeliers. A definite feel of luxury... Housing all of
would whisk them away from their miserable existence. After the guild members, it’s a far cry from the cold cobbled streets
first observing their perseverance, resistance, and ingenuity they once slept on.
to survive a homeless winter on the darkest parts of the city’s
deprived streets, he would set about offering them extensive Managed mostly by ‘Tuk,’ the Shadow Imp, the headquarters
also have the whole cellar/basement dedicated to the
members’ training, their health and ability are of paramount
importance. As well as the guild vault harbors all kinds of
386
treasures whose access is only available to both Archimedes light of day and murdering them on the streets not all succeed
and Tuk. in this task any who balk at the task or die during the process
are cast out. There is no room for sentiment in The Crimson
Tuk and his relationship to Archimedes are shrouded in Blades.
mystery, very clear in his deep devotion to Archimedes. No
one is quite sure how or when this came about. Managing Leaders
every aspect of the Guild, even those requesting audience
would only be granted it with the Imp who would decide if it Archimedes is The Crimson Blade. He is the beginning, the
would go any further. Entering the dark, dimly lit room, only middle, and the end; he is seen as a god among the folk. His
he would be visible. Others may be there; you would never small cadre of followers will follow him to the ends of the
know. plains and beyond if need be. Once a goal has been set for
them by Archimedes, they will complete it or die; there is
Anyone can walk right up to the door and walk in; there are nothing in between.
no restrictions or barriers; however, they must be sure and
clear on the job they have in hand else they just might not Plot Hooks
walk out of that building again. Time wasters are never seen
from again; if one walks in and doesn’t accept whatever they It is said that Archimedes keeps a soul shard within his guild
ask for completing the job, the person is never heard for again; housing, a terrifying soul captured from someone considered
only the most depraved and desperate seek out The Crimson to be his previous partner and only true friend except his
Blade, for they need to have nothing left to lose if you seek brother. A terrifying evil that should never be unleashed.
their services.
Also, it is a well-known fact that a thief called Scarwing,
Initiation/Membership Archimedes’ only brother, is trapped in the vaults of time.
For someone so solid, when he feels love for his brother is the
The Crimson Blade recruits only young orphan children taking only time you can see that Archimedes is human. Mentioning
promising students from the streets good or bad, and training his brother’s name will certainly obtain his attention, which
them from a young age to be ruthless killers instilling in them ensures one has good information about Scarwing; however,
a pure hatred for their former guardians. Before becoming a Archimedes will likely want to use the information to find
full member of The Crimson Blade, their last task is to brutally him. Should it be false, the punishment would be dire.
murder their former guardians, dragging them out into the
387
Balthazar
Don’t let Balthazar’s charm and amiability fool you. As an archdevil, he is vain, manipulative, and utterly malevolent. He is fond
of wandering the many planes of existence, making diabolical contracts with the desperate, the cruel, and, in particular, those
he deems ‘interesting’.
Balthazar stands at six feet tall with a slender build, sun-bronzed skin, and classically handsome features. He has a head of
jet-black hair that he keeps swept back off his face along with a neatly trimmed goatee and sideburns. Deep red eyes sit within
the grey sclera, his ears are long and pointed, and his nails claw-like. Behind him, a long, black fur-covered tail idly sways, and
when he flashes you a devilish smile you can make out sharp canines and incisors. He is impeccably dressed in fine clothes that
wouldn’t be out of place on the wealthiest of mortals, and all around him, an unnatural chill permeates the air.
Balthazar’s Story
Balthazar clawed his way up the ranks of power and established himself as an archdevil
long ago. Since then, he has spent much of his time traveling the many planes of
existence, tempting mortals into making contracts with him so that they can carry out his
bidding during life and he can claim their souls upon their death.
On first impressions, Balthazar seems to enjoy interacting with mortals and
establishing himself as a friend when you need one. However, in reality, his amicable
nature is nothing but a facade used to beguile mortals into trusting him in the hope that
they will eventually enter into a diabolical contract with him.
Over the centuries, a cult emerged made up of those who had sold their souls to the
archdevil who called themselves The Order of Shackled Souls. Balthazar regularly makes
use of this group of devout followers to make them perform favours for him and to seek
out potential contracts.
Balthazar’s Goals
Like other fiends, Balthazar desires nothing more than to entice mortals into making a
diabolical contract with him. While the archdevil does have numerous underlings who
aid in making contracts and collecting souls for him, he prefers to approach those he
finds ‘interesting’ in person as he enjoys adding what he calls ‘a personal touch’ to the
proceedings.
Balthazar is known to appear throughout the planes of existence offering diabolical
contracts to the downtrodden, the wicked, and those he deems ‘interesting’. For
Balthazar, ‘interesting’ can mean a number of things such as those with unusual histories
and remarkable talents, to people with unbridled ambition or a lust for power.
Roleplaying Balthazar
Balthazar knows how to beguile those he interacts with to get them to trust him. He is
well-spoken, charming, quick-witted, and is especially fond of sarcasm when appropriate.
He is quick to establish himself as a useful friend to have to those he takes an interest
in. Once he has made contact with a person of interest and sees that they are responding
well to him, he will offer advice, knowledge, and occasionally items in return for
carrying out three morally questionable favours that become increasingly more
malevolent in nature. Once someone has completed the tasks, Balthazar will
offer a contract in exchange for something the mortal desires along with
the promise of magical gifts and future rewards in return for their soul
and unquestioning loyalty.
Balthazar detests things not going his way and doesn’t take kindly
the word ‘no’ coming from anyone he has made a contract with. Should
anyone refuse to follow his instructions, he will offer them one chance
to change their mind, if they do not, he is quick to become
hostile by causing them pain, making spiteful remarks,
and taking back anything he has given.
388
Balthazar Cantrips (at will): abating bolt*, blood curse*, chill touch, eldritch
blast(4 beams)
Medium fiend (devil), lawful evil 1st level (4 slots): charm person, hellish rebuke
2nd level (3 slots): evil mark*, mirror image
Armor Class 18 (natural armor) 3rd level (3 slots): heart grasp*, terrorizing gaze*
Hit Points 250 (20d8 + 160) 4th level (3 slots): banishment, blight
Speed 30 ft., fly 60 ft. 5th level (3 slots): curse of the primordial*, hold monster
6th level (2 slots): circle of death
STR DEX CON INT WIS CHA 7th level (2 slots): etherealness
8th level (1 slot): feeblemind
17 (+3) 18 (+4) 26 (+8) 20 (+5) 22 (+6) 25 (+7) 9th level (1 slot): foresight
Saving Throws Intelligence +12, Wisdom +13, Charisma +14 ACTIONS
Skills Deception +14, Persuasion +14, Perception +13 Multiattack. Balthazar conjures his magic longsword, Swift Terror,
Damage Immunities fire, poison and makes two attacks with it.
Damage Resistances cold, necrotic; bludgeoning, piercing, and
slashing from nonmagical attacks that aren’t silvered. Swift Terror. Melee Weapon Attack: +10 to hit, reach 5 ft., one target.
Condition Immunities charmed, frightened, exhaustion, Hit: 7 (1d8 + 3) slashing damage and an additional 10 (4d4) psychic
poisoned damage. The target must succeed on a DC 15 Wisdom saving
Senses truesight 120 ft., passive Perception 23 throw or it is frightened until the end of its next turn.
Languages all, telepathy 120ft.
Challenge 21 (33,000 XP) LEGENDARY ACTIONS
Balthazar takes 3 legendary actions, choosing from the options
Legendary Resistance (3/Day). If Balthazar fails a saving throw, he below. Only one legendary action option can be used at a time
can choose to succeed instead. and only at the end of another creature’s turn. Balthazar regains
spent legendary actions at the start of his turn.
Magic Resistance. Balthazar has advantage on saving throws
against spells and other magical effects. Cantrip. Balthazar casts a cantrip.
Innate Spellcasting. Balthazar’s innate spellcasting ability is Teleport (Costs 2 Actions). Balthazar magically teleports, along
Charisma (spell save DC 22). He can innately cast the following with any equipment he is wearing or carrying, up to 120 feet to an
spells, requiring no material components: unoccupied space he can see.
At will: alter self, detect thoughts, fireball, invisibility Cast a Spell (Costs 3 Actions). Balthazar casts a spell.
3/ day each: command, scorching ray, fire shield
Magic Weapons. Balthazar’s weapon attacks are magical. Diabolical Influence (Costs 3 Actions). Balthazar targets one
Regeneration. Balthazar regains 20 hit points at the start of his creature and attempts to charm the creature. The creature must
turn. If he takes radiant damage, this trait doesn’t function at the make a DC 21 Wisdom saving throw or is charmed for 1d6 turns.
start of his next turn. Balthazar dies only if he starts his turn with Balthazar decides how the target acts while under his influence.
0 hit points and doesn’t regenerate. While the target is charmed, Balthazar has a telepathic link with
it and the target will do its best to carry out his instructions. Each
Spellcasting. Balthazar is a 20th-level spellcaster. His spellcasting time the target takes damage, it can repeat the Wisdom saving
ability is Charisma (spell save DC 22, +14 to hit with spell attacks). throw against the spell. If the saving throw succeeds, the spell
He has the following warlock spells prepared: ends.
The Order diabolical activities. The Order itself is jointly run by a High
of Shackled Souls Priest and Priestess who are responsible for overseeing over
religious services, providing Balthazar with regular sacrifices,
Over the centuries, a cult formed around Balthazar known as and making sure that other cultists carry out the archdevil’s
The Order of Shackled Souls. Often shortened to ‘The Order’, orders and entice others into joining the cult.
this particular cult comprises those who devoted themselves
to serving the archdevil. Members of the cult in its various History
forms can be found across the many planes of existence and
they desire nothing more than to carry out Balthazar’s wishes The Order of Shackled Souls has existed for centuries and
and spread his influence in the hope of receiving rewards from variations of the cult have appeared across the many planes of
him. existence.
Each branch of the cult can be found within lavish estates Balthazar founded each branch of The Order by assigning
where its members indulge in deviant, decadent, and two of his loyal servants the titles of High Priest and Priestess
whose duties are to serve the archdevil, spread his influence,
389
and bring others into the cult. Consequently, The Order is informed that there is only one rule that must be strictly
made up of those who have formed diabolical contracts with adhered to: one must never refuse to carry out Balthazar’s
Balthazar or his many underlings. These cultists are utterly instructions. Failure to obey this rule resorts in corporal
devoted to serving the Archdevil in life, all of them motivated punishment either by the High Priest and Priestess or the
by the benefits of having him as their patron. Archdevil himself.
Goals and Activities Leaders
The Order has three primary goals: To spread Balthazar’s Iakton - A fiend and Balthazar’s right-hand man. He is
influence far and wide, to serve the archdevil without similar to Balthazar in looks with a long fur-covered tail,
question, and to offer the fiend as many souls as they can pointed ears, deep red eyes, sharp canines, and claw-like
either through enticing people to join the cult or through nails, but unlike the archdevil, he is clean-shaven with a head
sacrifices. of short blond hair. When Balthazar is unavailable, he sends
Iakton on his behalf. Like all fiends, Iakton is capable of being
Ceremonies and sacrifices are held on a regular basis as a charming, though, in reality, he is as cruel and manipulative
fealty offering to the archdevil. Cultists are often sent to scout as his master.
out potential members and should they find someone suitable,
they will either invite them to discuss the benefits of joining Keres - An elf witch and High Priestess of The Order. Keres
with Balthazar, one of his subordinates, or the High Priest/ looks to be in her late thirties but is over one-hundred years
Priestess. Members of The Order partake enthusiastically in old. She has a striking appearance with a slender build, lightly
sacrifices and carrying out Balthazar’s wishes in the hope that tanned skin, blue eyes, and black hair that she keeps in a
they will receive benefits from pleasing their master, namely braid over her shoulder. She loves the finer things in life and
wealth and power in life. is always seen in the most expensive clothes money can buy.
She is a shrewd woman, controlling, and can be more than
Headquarters a little sinister. She doesn’t take kindly to sharing authority
with another and as a result, her branch of the cult’s High
Despite its nefarious activities, The Order of Shackled Souls’ Priest disappears or turns up dead at an alarming rate which
headquarters can be found within large, lavishly decorated Balthazar finds amusing.
estates. These spacious buildings are purchased with money
conjured by the archdevil and provide a comfortable home for Cassian - A human warlock and High Priest of The Order.
the cult’s High Priest and Priestess as well as a number of its Cassian is a man in his early thirties with an average build,
highest-ranking, most dedicated members. These estates also pale skin, green eyes, and dark brown hair that he keeps
serve as a cover for the cult’s diabolical deeds; they always neatly cropped along with his goatee. Unlike his many
come with a sizable cellar or attic that is used to perform predecessors, he has avoided clashing with Keres over how
ceremonies and sacrifices and a garden large enough to aid in the cult is run which has kept him from disappearing thus
the disposal of bodies. far. Like Keres, Cassian revels in his decadent lifestyle and
although he appears to be the friendlier of the pair, he is just
Initiation/Membership as vain and conniving as her and has no qualms handling
problems in a ruthless, often sadistic, fashion.
In order to join the cult, aspiring members must prove their
loyalty by completing Balthazar’s three tasks which are: Plot Hooks
stealing an item for the cult, killing to claim souls, then finally
sacrificing an innocent in Balthazar’s name. The archdevil Balthazar appears to the party on their journey, offering his
offers an incentive to complete each of his tasks by offering assistance in return for a favour later.
a reward for each one completed that can come in the form
of money, items, or information. Upon completion of the The party encounters Keres, Cassian, and their entourage
final task, a diabolical contract is offered with the promise of and is invited to pay a visit to their estate if they are
continued devoted servitude resulting in numerous awards interested in making a fortune and acquiring power.
including magical gifts.
The party is given invitations in wax-sealed envelopes by a
Those who agree to enter into a contract with Balthazar are stranger asking them to meet with his master after they pique
then marked with a magical tattoo that resembles a circle of his interest. The wax seal has a circle of chains imprinted on
chains around their wrists that cannot be hidden by spells that it and the letter is addressed to each member of the party.
alter the person’s appearance. Inside, Keres and Cassian promise a multitude of rewards
should the group meet with their master.
Those who join the ranks of The Shackled Souls are
390
Dar ius
Darius is an adventuring hero who turned into an undead monster. Through his experimentations, he has been able to become
something between a vampire and a lich. Due to his horrific appearance, Darius always wears his cloak, plate armor, and mask.
Darius’ cloak appears to be a simple black fabric made of very expensive materials whose color is that of the darkest, blackest,
starless nights. The armor is also black, but with gold trim and light ornamentations, it appears more regal. The mask is
actually a helmet that covers his face. It is connected to a tough, blackened leather neck guard that runs from the helmet to his
plate armor ensuring no skin is exposed. The helmet is covered in ornate, arcane carvings and runes while the mask shows an
emotionless face with two large round horns protruding from his forehead, rounding up over the top of his head in a devilish
manner.
Darius’ Story
Dareth Godwin was a young man with a great destiny. He was
born to die and save the world. His father was a decorated
military leader, and his mother was a renowned court wizard.
Thanks to them, he had all the training and resources needed to
grow up into a great hero.
As he got older, Dareth learned much in the ways of leadership,
combat, and magic. He surpassed his parents and became a hero
of the realm. When the time came, and the world was in peril,
Dareth, along with a party of other extraordinary individuals,
sought out the gods and the fates themselves to learn what must
be done to save everyone they held dear.
They learned that their destiny was to die so the rest of the
world could live, and while his party members were noble and
valiant, Dareth was resentful. He did not understand why his
life meant less than those who were weaker than him, and so he
turned his studies towards the dark arts of necromancy and the
manipulation of life and fate itself.
When the time came for the final battle, and his teammates
started laying down their lives to stop this ultimate evil, Dareth
played his part. As the fight progressed, and his other team
members died, eventually only Dareth, and this otherworldly
entity was left to face each other. She offered him the choice:
Stop fighting and live to watch the world die, or continue fighting
and risk mutually assured destruction. Dareth wasted no time in
casting one final spell. This spell, fueled by his life force, sealed
this otherworldly entity away far beyond the reach of mortal
or deity where only he knew the location. The spell being cast,
Dareth Godwin died, just as the fates predicted.
The people mourned Dareth and his party’s death, but
eventually, life moved on, and everything went back to
normal. Unbeknownst to the rest of the world, upon the
death of Dareth Godwin, the arch-lich Darius was born,
and he now had all the time he could want to plot his
vengeance against the gods and the fates for their
part in his untimely demise.
Darius now experiments with the power of
the flesh and soul to create other undead
creatures. He gives his most loyal servants
great power by transforming them
into vampires, warlocks, or
other creatures of that kind so
that they might serve him more
391
effectively. Also, he grants them a taste of power so they heretical by divine beings. It is used to corrupt
will continue to follow him to get more. He’s been at work religious artifacts to force them to serve different
for thousands of years now and has no sense of stopping. He purposes while preserving their powers.
sees all gods as enemies of mortals and sees himself as their
greatest champion in the fight to reclaim the future from the To conduct the ritual, the master of the ritual
divine bondage they are all afflicted with. must walk 5 feet around the relic in circles for 24
hours and enchant it with magic that defies the
After ascending to lichdom, Darius bought a small quiet gods. To complete the ritual, at least 1 cleric or
home to house his phylactery, a simple silver necklace with paladin of the deity that the relic belongs to must
a small ruby hanging off it. The necklace was the last gift his be sacrificed.
betrothed gave him before she perished on the fateful quest
that killed Dareth and birthed Darius. The home is a small If the master of the ritual loses its concentration
country house made to be exactly like the homestead she or stops walking, the ritual must be started from
dreamed of staying in if they survived the quest together. The the beginning. The master of the ritual must make
phylactery is enchanted to appear nonmagical to all but the a concentration check at the start of each 4 hours.
most intense magical investigations. It sits in a small jewelry Any assisting casters can bring the number of
box that contains a few other pieces of jewelry, all of which checks that are needed to be made down by an hour
have sapphires enchanted with spells that are tied to the per 2 assisting casters, to a minimum of 1 check for
weapons and armor he wears. Darius enchanted to the home every 6 hours.
to be kept clean by unseen servants and then left it forever.
He’ll only ever return if he’s killed and begins the process of The DC of the concentration checks is 30. The DC
rejuvenation at his phylactery. He has a fake phylactery buried can be lowered by 1 for every 20 devout (non-divine
deep in an underground vault at the bottom of a dungeon casters that count themselves as followers of the
full of undead monsters that he makes sure to check on with deity the relic belongs to) and/or 10 clergies (divine
regularity. It is a very ornate short sword that is enchanted to spell casters devoted to the deity that the relic
give off a powerful magical aura of the necromancy school and belongs to.)
is for all intents and purposes appears to be a phylactery. His
highest ranking lieutenants and closest confidants only know When the ritual is completed successfully, the
relic is subjected to the following changes;
of the dagger. He has never spoken to anyone about the home. • If a member of the relic’s previous deity’s
Darius’ Goals clergy touches the relic, it takes 8d10 psychic
damage due to the rejection of the spiritual
Darius wishes to see the gods brought low. He founded energies within the caster and must succeed on
his cult of The Chosen to be his eyes and ears in churches, an Intelligence saving throw against the relic’s
governments, businesses, cults, and everywhere else. When spell save DC or be stunned for 1 minute. It can
he picks a god that he deems to be too meddlesome in mortal repeat the saving throw at the end of each of its
affairs, he starts by locating as many of their devout as roundsi ending the effect on a successful save.
possible and keeping tabs on them. He finds every church • When a member of the relic’s previous deity’s
and temple devoted to that god and begins targeting them for clergy or the deity itself is targeted by a spell
recruitment. When he is sure he’s taken every precaution, he that is cast by a spellcaster that is carrying
launches a massive assault that is meant to capture as many the corrupted relic, the spellcaster can choose
members of the clergy and kill as many of the worshipers as to increase the DC of the spell by 3, increase
possible. If the deity has an artifact, Darius does whatever its spell attack bonus by 2, or cast the spell
he can do to obtain it and perform a ritual to corrupt it. The by using a spell slot of 1 level higher while
purpose of all of this is to slowly but surely weaken his foes. expending the original spell level of the spell.
Once Darius is sure that the god is as weak as can be and has
retreated to their home plane to hide and recover, Darius After Divinity’s End ritual is performed on
himself or people that he believes are competent enough to the relic, the master of the ritual, and any direct
accomplish the task in his place will be sent to the plane to assistants that took part in the ritual have a
finish the god off using the corrupted artifact ensuring that connection with the artifact. The master of the
the god is killed by which was once an item that could magnify ritual may attune to the artifact using a single
its power and is now the instrument of its downfall. attunement slot. Any other artifacts that are
corrupted by the same individual use the same
Divinity’s End (Ritual) attunement slot, allowing for multiple attunements
to different artifacts.
Casting Time: 24 hours
Components: Various numbers of sacrifices (see It is possible to restore the artifact to the divine
the text below for the details), an artifact tied to a it was previously connected to. To recover the relic,
divine being it must be taken to the realm of its owner deity and
Requirements: The master of the ritual must be it must rest there for 1 year and 1 day as it bathes in
able to cast at least one 8th level spell the spiritual power. After the time has passed, the
Duration: Permanent divine regains the control of the relic.
Divinity’s End is a ritual that is seen as extremely
392
Roleplaying Darius they’re eliminated and replaced with someone else who can
do what is needed. If someone does something wrong in his
Everything about Darius should exude power and presence. presence, or he hears about a failure to perform, he’s often
He speaks in an intense deep voice, and he speaks quietly. He heard saying, “That’s one.” No one has ever survived two
expects people to listen to him and hates repeating himself. He mistakes.
is always blunt and to the point. He abhors liars. Darius would
rather bribe than blackmail, but if it comes to making threats, Finally, Darius is all about manipulation. He will try to find
Darius will always follow through. He means every word he the weaknesses in his enemies before he makes a move. He’ll
says and demands respect. He only speaks to those that he use invisibility, disguises, scrying, or simply bribery but he’ll
believes are worth his time and so he’ll treat those he interacts always expect to get any information.
with respectfully unless they are rude or aggressive to him.
“Prove to me that you are undeniably loyal. After that, prove to me
Darius is emotionless and efficient. He will allow his that you are irreplaceable. After that, prove to me that you will never
subordinates a single failure when they’re serving him before fail, and you will enjoy a life as long and rich as you desire.”
Dar ius undead creatures.
Medium undead, lawful evil Spellcasting. Darius is a 18th-level spellcaster. His spellcasting
ability is Intelligence (spell save DC 20, +12 to hit with spell
Armor Class 21 (+2 shadow armor of stalker*) attacks). He has the following wizard spells prepared:
Hit Points 255 (30d8 + 120)
Speed 40 ft. Cantrips (at will): blood scythe*, mage hand, prestidigitation
1st level (4 slots): blood spear*, detect magic, pool of shadows*,
STR DEX CON INT WIS CHA protection from good and evil
18 (+4) 18 (+4) 18 (+4) 20 (+5) 14 (+2) 19 (+4) 2nd level (3 slots): dark knowledge*, detect thoughts, flesh of shadow*,
mirror image
Saving Throws Dexterity +11, Constitution +11, Wisdom +9 3rd level (3 slots): blood form*, counterspell, dispel magic, heart grasp*
Skills Arcana +12, Insight +9, Persuasion +11, Stealth +18, Thieves 4th level (3 slots): dimension door, disrupt*
Tools +11 5th level (3 slots): modify memory*, telekinesis
Damage Vulnerabilities radiant 6th level (1 slot): disintegrate, instant summons
Damage Immunities poison; bludgeoning, piercing, and slashing 7th level (1 slot): plane shift, soul binding*
from nonmagical weapons 8th level (1 slot): feeblemind*, unholy clamp*
Damage Resistances cold, lightning, necrotic 9th level (1 slot): wish
Condition Immunities charmed, exhaustion, frightened,
paralyzed, poisoned ACTIONS
Senses truesight 120 ft., passive Perception 12
Languages Common, Elven, Draconic, Dwarven, Infernal, Orcish, Multiattack: Darius makes 4 melee weapon attacks, two with
Undercommon his abiding betrayal and two with his life’s balance. If Darius deals
Challenge 21 (33,000 XP) damage with all 4 attacks, he’s able to make another attack as a
bonus action.
Cloak of Shadows. Darius can cast the invisibility spell at will as a
2nd level spell without using components or a spell slot and has Abiding Betrayal. Melee Weapon Attack: +14 to hit, reach 5 ft., one
the ability to take the Hide action as a bonus action. target. Hit: 13 (1d12 + 7) slashing damage and does an additional 4
(1d8) necrotic damage. Darius regains hit points at the amount of
Regeneration. Darius regains 20 hit points at the start of his turn necrotic damage dealt.
if he has at least 1 hit point and isn’t in running water. If Darius
takes radiant damage or damage from holy water, this trait Life’s Balance. Melee Weapon Attack: +14 to hit, reach 5 ft., one
doesn’t function at the start of his next turn. target. Hit: 9 (1d4 + 7) piercing damage.
Rejuvenation. If he has a phylactery, when Darius is destroyed he LEGENDARY ACTIONS
gains a new body in 1d10 days and regains all his hit points and
becomes active again. The new body appears within 5 feet of the Darius can take 3 legendary actions, choosing from the options
phylactery. below. Only one legendary action can be used at a time, and
only at the end of another creature’s turn. Darius regains spent
Sneak Attack (1/Turn). Darius deals an extra 12d6 damage when legendary actions at the start of each turn.
he has advantage on the attack roll, or when the target is within 5
feet of an ally of Darius and he isn’t incapacitated and he doesn’t Cantrip. Darius casts a cantrip.
have disadvantage on the attack roll.
Abiding Betrayal. Darius makes one attack with Abiding Betrayal.
Spider Climb. Darius can climb difficult surfaces, including upside
down on ceilings, without needing to make an ability check. Shadow Leap (Costs 2 Actions). Darius can teleport from one
shadow to another that is within 30 feet.
Turn Immunity. Darius is immune to effects that turn or control
Disrupt Life (Costs 3 Actions). Each non-undead creature within
20 feet of Darius must make a DC 20 Constitution saving throw
against this magic, taking 21 (6d6) necrotic damage on a failed
save, or half as much damage on a successful one.
393
The Chosen to destroy all traces of his stay once he makes his final move.
The Chosen is a cult that is started and used by Darius to gain Initiation/Membership
information, money, power, as well as anything else he wants.
Its members consist of people from all kinds of titles and Anyone suitable for becoming a Chosen goes through tests
stations, as long as their motives can be used by Darius. On the from simple to rigorous (or even blasphemous) to ensure they
other hand, for its members, it is like a family that watches out will be completely and utterly loyal.
for all. This is true indeed, as the cult cares for themselves and
they all gain influence and power. The final tests are always designed to test the initiate on a
personal level. The initiate is asked to sacrifice something very
History dear to them.
The Chosen appears and disappears throughout time. They Any initiate that passes the final trial is given time, location,
move from one city, country, or even plane to the next. Any and a simple blank mask designed to protect their identity. If
specific records about The Chosen always seem to disappear they should show up, they’ll find themselves with a group of
mysteriously and people who try to investigate it always meet other initiates for a ritual of membership.
unfortunate accidents or suddenly decide to stop looking into
them. The ritual of membership consists of the initiates entering
an arcane circle placed on the ground and subjecting
The Chosen has a tendency to operate for long periods of themselves to the zone of truth spell during which they will be
time, hundreds to tens of hundreds of years before suddenly questioned about their intentions and loyalty to The Chosen
disappearing, and that many years can go by before they and Darius.
surface again.
Darius always watches these rituals personally and makes
Goals and Activities full use of his true sight to examine each initiate while hidden
to make sure that there is no deception, only revealing himself
The Chosen ultimately is a weapon against the gods. Darius for the time of the blood bond.
uses his contacts to gain power, wealth, and information he
will need to destroy deities. He searches for gods that seem After this, Darius performs the ritual that bonds their blood,
particularly meddlesome in mortal affairs. with all the members to give him complete assurance of their
intentions and ability to contact anyone in the cult of The
After any powerful relics of the deity or other advantages Chosen.
are in possession, The Chosen is ordered to capture or kill all
members of the target clergy or cult and destroy or desecrate Full members are given the secret passphrases “What have
all holy sites dedicated to that deity. Remnants that are you chosen today.” and the answer “I have chosen my own
dedicated to the deity are corrupted and ruined. destiny.”
When that god has no faithful left and its shrines and The Chosen’s Leaders
artifacts are corrupted or destroyed, Darius assaults the god
on their home plane in an attempt to not only kill but utterly The leaders of the organization are either people who have
destroy its divine being. proven to be unfailingly loyal to Darius no matter what he has
asked of them, or people who have indispensable resources
Whether he succeeds or fails, Darius will immediately available to them that Darius would like to use.
go into hiding after attacking the god and wait for any
repercussions of his actions to blow over. Darius makes plans that can span for centuries. Thus, his
inner circle usually consists of those turned into a vampire, a
Headquarters lich, or some other manner of undead transformation.
The headquarters are wherever Darius is. He’ll usually situate Anyone that undergoes such changes is welcomed into
himself in a location that allows for the easiest access to his Darius’ inner circle and becomes second only to Darius in
many resources. Examples could be the castle of a king who authority over The Chosen.
either has become a Chosen themselves or maybe a member of
the royal family has become part of The Chosen. They can also Plot Hooks for The Chosen
set up in an arcane college that houses particularly powerful
mages, or they may masquerade within an existing guild. Word of the characters’ exploits has spread and a dark,
powerful being has taken a proposition for them.
Wherever the headquarters currently is, Darius makes sure
A deity has become particularly meddlesome and Darius
decides he will have the help of the characters.
If a character is searching for power. In exchange for
undying loyalty, Darius may become their patron.
394
Dark Demorge
Demorge is a tiefling sorcerer. He has light blue skin with snow-white eyes. He looks elegant with his long black hair with long
pointed ears. His horns go back straight up with curlings. Electricity flows from one of his horns to the other with varying
intensity depending on how well he is. He’s tall and toned from being an adventurer in his earlier years.
Demorge’s Story
Demorge grew up in an isolated small village, the villagers
scared of him and the magic he hadn’t learned to control
yet. A wandering Dragonborn sorcerer adopted him, and
over the years, taught him how to control and harness
his powers. During those years, Demorge watched
and learned that powerful casters were always being
monitored, ensuring that they weren’t doing anything
wrong while strong fighters were allowed to walk free
and do as they please.
Once he was ready, he went out to become a
sorcerer with the hopes to learn more about magic,
and hopefully, one day make casters not constantly
monitored as if they are some prisoners. Over time, he
became a powerful sorcerer and discovered a Book of
Tainted Minds. Using that book, he discovered a way
to create powerful spells.
As he started to research and discover these new
magics, the book slowly started to corrupt his mind
and drive him mad with power and knowledge.
First, he found others that either wanted to learn
what he discovered. He felt like they were people
to be collared just because they were casters
and wanted to be free. Next, he used his magic
to create a floating plateau where he and his
followers would be able to study magic to their
hearts’ content. Over time his followers grew, and
the book drove him madder and madder till he
finally snapped. Anywho opposed him Demorge was
captured and drained the souls from their body in a
profane ritual and used the soul as a catalyst to fuel
his corrupted spells.
Demorge’s previous party members were going to
be the biggest hindrance to his plans. Therefore, he
gave them a choice, joining him or staying out of his
way... His drow necromancer lover joined him right
away while most of the others choose to stay out
of his way. However, his cleric friend opposed him
and Demorge was forced to kill him. With the last
bit of humanity still left with him, he ordered his
now dead friend to be entombed inside of the
temple he had built and then buried it under
the earth, leaving just one secret entrance in
the hopes that one day his old friend’s temple
may be rediscovered.
395
Demorge’s Goals years. Being the face and leader of his party, he was used to
giving instructions and having to do all the talking. When it
Demorge ultimately wants to create a utopia where spell was just him and his party, he was sarcastic, a comedic person,
casters of any type can live without restraint or judgement. arrogant, and a bit self-entitled. It wasn’t anything the party
A place where they are free to study magic of any kind, and couldn’t handle, and they played right into his personality.
create new spells without the need to feel like they are being
monitored or tracked. If anyone threatens his city or any of However, he’s rather cold and distant now. The only real
the casters within do anything to disrupt the peace, he will kill emotion he shows is anger when something or someone
them or use their souls to power up his spells he is attempting stirs it, not that it takes much to do so. He remembers what
to make. emotions are and how he felt, yet just doesn’t feel anymore
so he fakes them. He doesn’t have any problem with killing
Roleplaying Demorge someone or burning down a town. If the ends justify the
means, he doesn’t care what happens.
Demorge use to be a lovable tiefling during his adventuring
Dark Demorge frost, shocking grasp
1st level (4 slots): blood spear*, mage armor, magic missile, shield,
Medium humanoid (tiefling), neutral evil thunderwave
2nd level (3 slots): scorching ray, shatter
Armor Class 18 (robe of the archmagi and bracers of defense) 3rd level (3 slots): entropic fire*, fireball
Hit Points 130 (20d6 + 60) 4th level (3 slots): greater invisibility, shadow form*
Speed 30 ft., fly 30 ft. 5th level (3 slots): animate objects, boiling blood*
6th level (2 slots): chain lightning
STR DEX CON INT WIS CHA 7th level (2 slots): fire storm
10 (+0) 12 (+1) 16 (+3) 14 (+2) 12 (+1) 22 (+6) 8th level (1 slots): earthquake
9th level (1 slots): meteor swarm
Saving Throws Constutition +10, Charisma +13 ACTIONS
Skills Arcana +9, Persuasion +13, Deception + 13, Perception +8 Staff of the Magi. Melee Weapon Attack: +9 to hit, reach 5 ft., one
Damage Resistances cold, fire, lightning, thunder target. Hit: 5 (1d6 + 2) bludgeoning damage.
Senses darkvision 60 ft., passive Perception 18 Staff of the Magi. Demorge casts one spell from the Staff of the
Languages Abyssal, Common, Draconic, Dwarvish, Elvish, Giant, Magi.
Infernal, Undercommon, and one dead language
Challenge 21 (33,000 XP) REACTIONS
Consume Spell (1/Long Rest). As a reaction when Demorge
Infernal Legacy. Demorge can cast the following spells: succeeds on a Evocation saving throw that deals cid, cold, fire,
darkness (once per long rest), hellish rebuke (once per long rest), force, or lightning damage, he gains Xd8 temporary hit points
thaumaturgy. where X is equal to the spell level or number of damage die rolled.
Dominate Spell. When targeted by an Evocation spell that deals
Legendary Resistance(3/Day). When Demorge fails on a saving acid, cold, fire, force, or lightning, Demorge can spend 1 sorcery
throw, he can instead choose to succeed. point to make the saving throw a Charisma saving throw. If he
succeeds on this saving throw, as a reaction, he can spend 4 more
Magic Resistance. Demorge has advantage on saving throws sorcery points to redirect the spell as if he had cast it.
against spells and other magical effects.
LEGENDARY ACTIONS
Metamagic. Demorge has a pool of 20 sorcery points. He can spend Demorge can take 3 legendary actions, choosing from the options
these points on the following metamagics: Subtle Spell (1 point), below. Only one legendary action can be used at a time, and only
Quicken Spell (2 points), or Heightened Spell (3 points). at the end of another creature’s turn. Demorge regains spent
legendary actions at the start of each turn.
Overwhelm. All 1st level Evocation spells can be cast as Cantrips. Cantrip. Demorge cast one cantrip
Command Attack. Demorge tells one ally to make a weapon attack
Ritual Caster. Demorge can cast any wizard spell that has the on someone within range.
ritual tag as a ritual. Cast Spell (Costs 2 Actions). Demorge casts one spell of 3rd level or
lower.
Spellcasting. Demorge is a 20th-level spellcaster. His spellcasting
ability is Charisma (spell save DC 21, +13 [+15 with the Staff of the
Magi] to hit with spell attacks). He has the following sorcerer
spells prepared:
Cantrips (At Will): chill touch, fire bolt, mage hand, mending, ray of
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Libra Magica discuss various matters. The main hall is a wide space with a
spiral staircase in the center that leads further up Demorge’s
Libra Magica is a kingdom built on the idea that magic central spire.
shouldn’t be limited, and casters shouldn’t have to be
monitored. The Kingdom itself is both a school, a military, and There is a secret passage hidden in the wall that leads
a trade district. down into a small dungeon and on the last floor is Demorge’s
personal study lab along with the large crystal heart of the
If no one tries to harm the Kingdom or shackle casters, Kingdom, the device that keeps the Kingdom afloat.
Demorge does not seek out violence or war. The Kingdom will
happily trade for supplies and the crafters inside the kingdom Initiation/Membership
are free to do business as they please.
There are two main stages of membership. The first stage is
If living humans are required for a study or sacrifice, the when one first arrives. People are given a small space to work
town is willing to purchase prisoners who are to be executed. out of and study. They are free to do anything they please
All those who live in the Kingdom are sworn to protect it. inside their study as long as it doesn’t break Demorge’s laws.
Breaking this oath means death at the hands of Demorge. Until the recruits are able to prove their value to the Kingdom,
they never advance to the next stage.
History
When the recruits prove themselves worthy, they undergo
The city created when Demorge had gathered enough casters a ritual on the final day of the Grand Exhibition. They swear
to complete his spell. Raising a 1-mile radius chuck of Earth to defend the city with their life. Once completed, recruits
from the ground, he built his Castle at the center. As the city become a full member of the Kingdom and are given small
expanded on his floating Kingdom, he began to set it adrift, funding to continue their studies.
letting it hover and go where the wind pleased.
Leaders
Rarely does he force the Kingdom to remain in one location
or force it to travel to a specific location. When he does; Demorge sits at the top of the leadership where his word is
however, it is usually not a good sign. There are smaller the law. If he commands something, then that is how it shall
floating earth mounds attached to the city from those mages be. Second in command is his drow lover and necromancer,
who were able to replicate the spell, earning their own private Belladonna, from his adventuring days. Under them sit a
territory in the Kingdom. council of ten, one for each school of magic, the Master of
Business, and the Captain of the Guard. They are the ones who
Goals and Activities oversee all matters pertaining to their degree of specialty.
Since the Kingdom is a place where one can study without If there happens to be a war between Libra Magica and
judgment, the goal of the city is to create and alter spells and another force, Demorge is the commander of the battle. He
unlock the secrets of magic. If magic is being oppressed, they will use his telepathic bond to issue instructions on how to
shall unbind the shackles and rain hell down on those who fight and where to position troops if the need arises. He will
dare defy and hinder the progress of magic. also use this telepathic bond to inform his allies if he is casting
a spell that would affect an area.
Once a year, the Kingdom holds an exhibition of sorts where
the gates are opened to everyone so they can see what the Fights with Demorge should be treated as versing a master
Kingdom has accomplished. Traders show off their wares, tactician who seeks to kill those who are the greatest threat
casters demonstrate their new spells or the changes they’ve first. Demorge’s targets listed in priority are: healers and
made to existing ones. But by far the main event is the Caster’s clerics, spellcasters, ranged warriors, other magic users, then
Clash, where any caster can attempt to prove themselves as melee fighters.
the best to death.
Plot Hooks
Headquarters
From all of a sudden, a city built on a vast, floating soil
The Headquarters of the Kingdom is Demorge’s Castle. There, emerged nearby a kingdom. A crisis in the kingdom emerges
he and his most trusted and loyal allies hold their meets to and they were thinking about whether they should attack.
However, an envoy from the city claims that they came for
peace and to show their prosperity, inviting everyone.
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Kr ampus
Krampus is an enormous beast who stands nearly eleven feet tall with a broad, muscular build. His angular face is morbidly
twisted with high cheekbones and an elongated chin, and his exposed skin is a greenish-grayish color. His oversized brow gives
the illusion of deep, recessed eye sockets, and those sockets contain hideous yellow globes marked with the vertical slits of
his pupils. The beast’s face is shrouded in a long, stringy beard of black and gray, and pointed ears that move and pivot to the
sounds of his surroundings. Two enormous horns sit atop his head, one on each side, and curve forward before curling back
and up. Krampus stands upon two goat-like legs with broad cloven hooves that are cracked and blackened, and long brown hair
covers his entire body from head to toe. Draped over his body is a long, green-dyed tunic of wool, trimmed in a dirty gray fur,
and open along the front to reveal a broad rustic belt girded around his waist. His belt is buckled with a horned, metal clasp
and an assortment of pouches dangles below his belt. His barbed tail trails behind him and flicks back and forth as he becomes
agitated.
Krampus’ Story
Once a tree sprite loyal to the old gods, Krampus
implored the gods to enforce their laws through fear
and punishment. Humored by the overzealous tree
sprite, the gods offered Krampus the opportunity to
become their immortal champion, forever tasked to
prosecute their laws and reinforce the old ways. The
gods transformed him into a terrible beast designed to
terrorize wrongdoers, and they charged him to go into
the world once each year to find the most offensive
transgressors. Because the gods gifted Krampus with
immortality, he cannot be permanently killed except by
another immortal or god. If he is killed by anything else,
Krampus will respawn in his lair.
When Krampus roamed during his annual hunt
for the wicked, he consumed the adults who were
most deserving of judgment. However, Krampus was
especially interested in misbehaving children as he
recognized those were the children who grew to become
particularly devilish. When he found such children,
he stuffed them into his sack and took them back to
his horrific lair. He threatened them with all kinds of
ghastly punishments unless the children promised
to obey the laws of the old gods. Upon returning
home, the children discovered their parents, who
had let them behave so poorly, had been consumed by
Krampus.
Over time, Krampus became arrogant and let his
immortality and tremendous power convince him he
was more powerful than the gods he was tasked to serve.
He strayed from his purpose and now ventures from
his lair as frequently as he desires so he can feast on
the souls of the unfortunate, whether evil or righteous.
When he finds an ill-fated target, he sucks its life force
into himself, trapping the soul for eternity or until freed
by Krampus’ unlikely death. For mortal, non-magical
creatures, once the life force is removed from the
body, the creature dies. But for magical creatures,
once the life force is drained, what remains
is a husk, animated by a directionless
essence of magic.
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Krampus lives in a lair hidden behind a door-sized, light Krampus becomes bored, or in the more unlikely case
blue, oval-shaped luminescence that pulsates, radiating light Krampus is defeated in battle, he will move his lair to a new
across its wavy, liquid-like surface. He calls this entrance location to begin his venture anew.
a “shimmer.” Once inside the shimmer, a torch-lined
passageway 12 feet tall and 20 feet across stretches out a few Krampus’ favorite meal is tree sprites, and after Krampus
dozen yards until it bends to the left. A few dozen yards past drains their life force, the remaining husk becomes a krite.
the bend sits an enormous chamber filled with long, plain- Krampus commands an army of krites, and while they are not
featured banquet tables that seat hundreds of krites. The walls able to process complex thoughts, krites have the capacity to
of the chamber are chiseled into the faces of agonized humans, follow simple directions. If the krite bodies are struck down,
sprites, fairies, and all manner of race and beast. Torches line the magic contained within them escapes, leaving the krite
the walls and suspend from the chandeliers in the ceiling. permanently dead.
At the far end of the chamber, a dais rises from the floor,
and upon the dais sits Krampus’ throne of skulls and bone. Roleplaying KRAMPUS
Behind the throne hang tapestries depicting various scenes of
destruction and carnage. Krampus is ill-tempered and extremely vain. He is accountable
to no-one and sees all who challenge him as reaching beyond
Krampus’ Goals their station. To enter his lair uninvited will incur his wrath,
and unless a significant deterrent is established, Krampus will
As an immortal, Krampus becomes routinely bored and hunt all who challenge him or enter his lair until he finds and
ventures into the world with his krite army to satisfy his destroys them. There are old rumors and legends that say
boredom and feed on the life force of those unfortunate Krampus was killed in battle many years ago, and upon his
enough to garner the beast’s attention. He will establish return, he chose not to pursue those who defeated him. The
his lair where he feels there will be enough entertainment rumors say he avoided the possibility of a repeated defeat to
to satisfy him for an extended period of time. In the case protect his fragile pride.
Kr ampus 3/day each: cone of cold, ice storm
Large fey, lawful evil 1/day each: finger of death
Armor Class 18 (natural armor) Magic Resistance. Krampus has advantage on saving throws
Hit Points 189 (18d10 + 90) against spells and other magical effects.
Speed 30 ft.
Magic Weapons. Krampus creates magical melee weapons of ice
STR DEX CON INT WIS CHA that strike with physical and magical damage at will. Any weapon
22 (+6) 20 (+5) 21 (+5) 21 (+5) 18 (+4) 16 (+3) he creates, with the exception of his scythe, strikes with the
normal weapon damage, plus an additional 27 (6d8) cold damage.
Saving Throws Strength +13, Dexterity +12, Wisdom +11. Krampus normally fights with his scythe and chains, but may
Skills Arcana +12, Intimidation +10, Perception +11 choose to create other melee weapons to fight.
Damage Immunities cold, poison
Damage Resistances necrotic ACTIONS
Condition Immunities charmed, frightened, exhaustion,
poisoned Multiattack. Krampus makes three attacks; one with its Magic
Senses darkvision 120 ft., passive Perception 21 Scythe and two attacks with his chains.
Languages All
Challenge 21 (33,000 XP) Frightful Presence. Each creature of Krampus’ choice that is
within 100 feet of Krampus and aware of him must succeed on a
Winter Stride. Krampus ignores difficult terrain caused by ice DC 19 Wisdom saving throw or become frightened for 1 minute. A
and snow. He can walk on vertical and horizontal surfaces that creature can repeat its saving throw at the end of its turns, ending
are covered by ice or snow, but cannot walk on vertical surfaces the effect on itself on a successful one. If a creature’s saving throw
unless they are so covered. is successful or the duration ends, the creature is immune to
Krampus’ Frightful Presence for the next 24 hours.
Immortal Life. Unless killed by an immortal being or a god,
Krampus returns to his lair after death in 1d20+1 days. Ice Bolt. Ranged Spell Attack: +12 to hit, range 120 ft., one target.
Hit: 22 (4d10) cold damage.
Immortal’s Sight. Magical darkness doesn’t impede Krampus’
darkvision. Ice Meteor (1 day). Cold orbs of ice plummet to the ground at
four different points you can see within range. Each creature in a
Innate Spellcasting Krampus’ spellcasting ability is Intelligence 40-foot-radius sphere centered on each point you choose within
(spell save DC 20). He can innately cast the following spells, 1 mile must make a Dexterity saving throw. The sphere spreads
requiring only verbal components: around corners. A creature takes 20d6 cold damage and 20d6
bludgeoning damage on a failed save, or half as much damage on
At Will: detect evil and good, ray of frost a successful one. A creature in the area of more than one burst is
affected only once.
Ice Ray (3/day). Ranged Spell Attack: +12 to hit, range 120 ft., one
target. Hit: 7 (2d6) cold damage. Krampus can create 4 ice rays
with a single action, it can target different creatures, and each ray
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requires a ranged spell attack. plus 14 (4d6) cold damage on a failed save.
Magic Scythe. Melee Weapon Attack: +13 to hit, reach 5 ft., one Note: Any bard, cleric, sorcerer, warlock, wizard reduced to zero hit
target. Hit: 17 (2d10+6) slashing damage plus 27 (3d8) cold damage. points by Life Steal of Finger of Death dies and becomes a slave to
Krampus, joining the beast’s krite army. This effect remains in effect
Piercing Chains. Melee Weapon Attack: +13 to hit, reach 30 ft., one until Krampus dies or until raise dead, resurrection, revivify, true
target. Hit: 19 (2d12+6) piercing damage plus 13 (3d8) cold damage. resurrection, or wish is cast on the character.
Rejuvenation Sanctum. Krampus conjures a shimmering blue LAIR ACTIONS
portal to an extradimensional rejuvenation lair. The portal is 5 Krampus takes a lair action to cause one of the following effects:
feet wide and 10 feet tall, and once opened, it remains open for 24
hours. Any creature can enter or exit the portal while it is open. Snowstorm. Heavy snow falls in a 40 feet radius centered on
On the other side of the portal, the area is completely dark, and Krampus. The area is heavily obscured, and exposed flames in the
all non-magical light sources are extinguished. While in this lair, area are doused. The ground in the area is covered quickly with
Krampus fully heals and can only be injured if he is within the 10 inches of snow, making it difficult terrain. This snow lasts until
radius of a magical light source. If he steps into the darkness, any Krampus’s next turn.
injuries he received are immediately healed. When the spell ends,
any creatures inside the extradimensional space are expelled into Summon Krites. Krampus calls forth 3 krites to fight the targets
the open spaces nearest to the entrance. Krampus can only cast and places them anywhere within a 30 feet radius of himself. You
this spell when he is in his lair. can use Gladiator’s or Mage’s statistics to represent the krites.
LEGENDARY ACTIONS Fright. Krampus targets one creature he can see within 30 feet of
him. The target must succeed on a DC 19 Wisdom saving throw
Krampus can take 3 legendary actions, choosing from the options or make all melee and/or spell attacks with disadvantage for the
below. Only one legendary action option can be used at a time and next turn.
only at the end of another creature’s turn. Krampus regains spent
legendary actions at the start of his turn but may not use the REGIONAL EFFECTS
same legendary action two turns in a row. The region containing Krampus’ lair is warped by the beast’s
magic, which creates one of the following effects:
Winter Blind. One target that Krampus can see within 30 feet must
succeed on a DC 20 Constitution saving throw or be blinded by Within 10 miles of the lair, heavy snow remains on the ground,
swirling snow until the end of the target’s next turn. making it difficult terrain. This snow does not thaw on its own,
and any snow or ice melted from fire immediately freezes.
Life Steal. Melee Spell Attack: +12 to hit. Krampus touches one
target within five feet of him. The target must succeed on a DC Within 10 miles of the lair, heavy winds blow from all
20 Constitution saving throw or suffer 14 (4d6) necrotic damage. directions, extinguishing all non-magical fire.
Krampus regains half of the necrotic damage dealt.
Circle of Shards (Costs 2 Actions). Krampus emits magical shards Extending 10 miles from the lair, the area is devoid of all animal
of ice. Each creature of his choice in a 10-foot radius must make life. Any animal that approaches the area will refuse to enter. Any
a DC 20 Dexterity saving throw, taking 14 (4d6) piercing damage animal forced into the area will take whatever action necessary,
to include attacking whomever is attempting to force it, until the
animal is able to escape.
Krite Army Goals and Activities
Krampus’ army consists of thousands of krites he created over When in Krampus’ lair, the krites remain gathered at large
the millennia by draining the life force from tree sprites. The wooden tables in his main hall, eating, moving about, or
army serves no purpose other than to serve the desires of just sitting. They may mumble among themselves or make
Krampus, and his desires are to wreak destruction on towns other grunting or groaning noises, but there is no intelligible
and villages. When Krampus is not bringing the krites on his conversation or common focus. Some of them mill about
village raids, bands of krites scour the local area looking for aimlessly. However, because their purpose is to serve
something to eat – while they may not be entirely alive, their Krampus, they mirror whatever emotional state he is in. If he
bodies still require food and drink to survive. laughs, they laugh. If he’s angry, they’re angry.
The krites are not capable of intelligent thought but operate Headquarters
through a basic instinct to survive. When they attack, they do
so recklessly without any tactical expertise, and only execute Even though Krampus may move his lair from place to place,
a strategy when guided by Krampus. They fight until they are the inside of the lair never changes. Past the entrance to the
dead, but if fighting with Krampus, they may answer his call lair is a long, rock-carved hallway approximately 15 feet high
to retreat. While foraging for food, the krites will attempt to and 30 feet wide. Occasional torches are fastened to the wall
seize any food stores without conflict. However, if they are to dimly light the passageway, and the hallway turns to the
engaged, or anything tries to come between them and their left a few dozen yards from the entrance. A few dozen yards
targeted food, they will attack until they succeed or are dead. past the bend is the main chamber of the lair.
The main chamber of the lair is enormous – large enough
to fit the thousands of krites Krampus has amassed. It too is
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