Montaron Montaron
Possibly the most ornery halfling in all of Toril, Medium humanoid (halfling), neutral evil
Montaron is aggressive, bloodthirsty, and absolutely
ruthless. He puts his natural nimbleness to use as a Armor Class 15 (studded leather)
skilled fighter and rogue working for the Zhentarim. Hit Points 65 (10d8 + 20)
He despises his partner, Xzar, but not nearly as Speed 25 ft.
much as he does so-called “goody-goodies.” Among
Montaron’s most loathed enemies are Harper agents, STR DEX CON INT WIS CHA
who are frequent obstacles to the Zhentarim’s plots. 16 (+3) 17 (+3) 15 (+2) 12 (+1) 13 (+1) 9 (+0)
Montaron is highly secretive in general and reacts
particularly violently when asked personal questions Saving Throws Dex +6, Int +4
about his history. Skills Acrobatics +7, Athletics +8, Perception +3, Stealth +7
Senses passive Perception 13
Montaron is motivated by two things: amassing coin Languages Common, thieves’ cant
and finding outlets for his hot temper. He prefers urban Challenge 7 (2,900 XP)
environments, where easy marks and helpless victims
are plentiful. On the other hand, Montaron hates wilder- Assassinate. During his first turn, Montaron has advantage
ness areas and complains whenever the adventuring life on attack rolls against any creature that hasn’t taken a turn.
requires camping outdoors—which is to say, frequently. Any hit that Montaron scores against a surprised creature is
He also dislikes animals, giving little care to their exist- a critical hit.
ence beyond how they taste.
Cunning Action. On each of her turns, Montaron can use a
Montaron is an extreme outlier for his race. Halflings bonus action to take the Dash, Disengage, or Hide action.
in Faerûn are generally known for their friendly de-
meanors. Even the less sociable among them tend to Evasion. If Montaron is subjected to an effect that allows
choose cordiality over confrontation and open contempt. him to make a Dexterity saving throw to take only half dam-
Halflings usually prefer to avoid notice, quietly blending age, Montaron instead takes no damage if he succeeds on
into whatever society they find themselves in. Halfling the saving throw, and only half damage if he fails.
culture also puts a heavy emphasis on family and com-
munity. Montaron has a strong dislike for most other Sneak Attack (1/Turn). Montaron deals an extra 14 (4d6)
halflings, and his decidedly unhalfling-like demeanor damage when he hits a target with a weapon attack and has
may have motivated his decision to join the Zhentarim. advantage on the attack roll, or when the target is within 5
ft. of an ally of Montaron that isn’t Incapacitated and Mon-
Roleplaying Tips taron doesn’t have disadvantage on the Attack roll.
• Montaron is not subtle. If he dislikes someone Actions
enough, he will openly debate whether to kill them.
Multiattack. Montaron makes two attacks with his
• Montaron is vocally opposed to benevolence and shortsword +1.
altruism. Kindness utterly disgusts him.
Shortsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one
• Montaron respects no one and praises no one. His target. Hit: 7 (1d6 + 4) piercing damage.
idea of positive reinforcement is to not kill you.
MY BLADE MUST BE QUENCHED
with blood each day, lest I grow soft in
the head, like some fool goody-goody!
—Montaron
150 Appendix D | Characters
Viconia Valas was transformed into a drider, a monstrous cen-
taur-like creature with a drow torso grafted onto the
Viconia DeVir is an exiled drow cleric in the service body of an immense spider. These events contributed to
of Shar, the goddess of darkness and loss. Although the once-great House DeVir’s destruction at the hands
she has been living on the surface for decades, she is of House Do’Urden nearly a century ago.
still unfamiliar with much of human culture. This gap
in knowledge is due in part to her isolation, as strong Viconia fled Menzoberranzan and soon left the
anti-drow sentiments have kept Viconia away from Underdark altogether, to evade retribution from Lolth’s
most populated areas in fear for her life. However, her minions. Stripped of most of her spellcasting abilities,
recent exploits in Baldur’s Gate have eased this danger she eventually found solace and newfound power in the
somewhat, at least among the less prejudiced citizens. worship of Shar, an ancient goddess of darkness. Like
Viconia is used to being hunted, and it has made her Lolth, Shar is a cruel deity who values strength and du-
extremely distrustful, even to the point of paranoia. plicity—traits that Viconia prizes. But unlike Lolth, Shar
does not belong to the drow pantheon.
Once a loyal priestess of Lolth in the great drow city
of Menzoberranzan, Viconia and House DeVir first lost Roleplaying Tips
the Spider Queen’s favor when she refused to sacrifice
an infant, an act that she believed would be pointless. In • Although usually fluent, Viconia’s Common
a desperate attempt to appease Lolth, Viconia’s mother occasionally lapses into the drow dialect.
arranged for her own daughter to be sacrificed. Viconia
was saved by her devoted brother, Valas, who freed her • Living most her life in the drow’s strict matriarchal
and slew their mother in the process. For this crime, society has shaped Viconia’s opinion of men.
Viconia • Benevolence is an alien concept to Viconia. Only
power and strength hold her respect.
Medium humanoid (elf ), neutral evil
Spellcasting. Viconia is a 9th-level spellcaster. Her spell-
Armor Class 20 (halfplate +1, shield) casting ability is Wisdom (save DC 13, +5 to hit with spell
Hit Points 45 (12d8) attacks). Viconia has the following cleric spells prepared:
Speed 30 ft.
Cantrips (at will): poison spray, resistance, spare the dying,
STR DEX CON INT WIS CHA thaumaturgy
12 (+1) 19 (+4) 10 (+0) 16 (+3) 15 (+2) 14 (+2)
1st level (4 slots): false life, cure wounds, detect poison and
Saving Throws Con +3, Wis +5, Cha +5 disease, ray of sickness
Skills Perception +5, Persuasion +3, Religion +4
Senses Darkvision 60 Ft., passive Perception 15 2nd level (3 slots): lesser restoration, protection from poison, web
Languages Common, Elvish, Undercommon 3rd level (3 slots): animate dead, dispel magic
Challenge 7 (2,900 XP) 4th level (3 slots): blight, deathward*
5th level (2 slots): antilife shell, cloudkill
Fey Ancestry. Viconia has advantage on saving throws against
being charmed, and magic can’t put Viconia to sleep. Sunlight Sensitivity. While in sunlight, Viconia has disad-
vantage on attack rolls, as well as on Wisdom (Perception)
Innate Spellcasting. Viconia’s spellcasting ability is Charis- checks that rely on sight.
ma (spell save DC 13). She can innately cast the following
spells, requiring no material components: Actions
At will: dancing lights Multiattack. Viconia makes two melee attacks with her
1/day each: darkness, faerie fire, levitate (self only) mace +2.
Mace +2. Melee Weapon Attack: +6 to hit, reach 5 ft., one
target. Hit: 6 (1d6 + 3) bludgeoning damage plus 5 (1d8)
necrotic damage.
SHAR BLESSES US WITH BOTH
conviction and purpose. Great power
is given to that which moves in the
shadow of darkness.
—Viconia
152 Appendix D | Characters
Xzar Xzar
Xzar is a talented necromancer who is notorious for his Medium humanoid (human), chaotic evil
erratic and often bizarre behavior. Although Xzar does
suffer from genuine insanity, he is far more lucid than Armor Class 16 (mage armor)
he lets on, playing the fool so that others underestimate Hit Points 45 (10d8)
him. However, it is nearly impossible to distinguish Speed 30 ft.
which outbursts are part of this deception and which
are the product of his deranged mind. Although he is STR DEX CON INT WIS CHA
evasive when asked about his past, such inquiries don’t 14 (+2) 16 (+3) 10 (+0) 17 (+3) 16 (+3) 10 (+0)
upset or provoke him—he simply changes the subject.
Saving Throws Int +6, Wis +6
Xzar and his halfling partner Montaron—or “Monty,” as Skills Arcana +7, Investigation +7, Perception +6
Xzar calls him—are Zhentarim agents who came to the Senses passive Perception 16
Sword Coast area at the behest of their superiors not long Languages Common, Dwarven, Halfling, Infernal
ago. The pair were sent Nashkel to investigate the mines, Challenge 7 (2,900 XP)
because the Zhentarim were one of many organizations
being blamed for the iron crisis. It turned out that they Undead Thralls. When Xzar casts animate dead, he can
were framed by the Iron Throne. animate or reassert control over one extra corpse. All
zombies and skeletons created by Xzar have maximum hit
Despite his chaotic evil nature, Xzar is pragmatic points and inflict an additional 3 damage on any success-
and manipulative enough to appear amicable while ful weapon attack.
sizing up potential allies (or victims). Likewise, he pos-
sesses an intense disdain for the Harpers but is not Spellcasting. Xzar is a 9th-level spellcaster. His spellcast-
openly hostile to individual Harper agents unless they ing ability is Intelligence (save DC 14, +6 to hit with spell
interfere with his agenda. While Xzar is not one to pick attacks). Xzar has the following wizard spells prepared:
fights, he never fails to back up Montaron with deadly
force, and the halfling frequently instigates violence. Cantrips (at will): chill touch, dancing lights, mage hand
1st level (4 slots): false life, mage armor, shield
Xzar’s most distinctive physical characteristics are 2nd level (3 slots): misty step, ray of enfeeblement, web
his many strange facial tattoos. What significance they 3rd level (3 slots): animate dead, counterspell, vampiric touch
have—if any—to the Zhentarim or to the school of nec- 4th level (3 slots): blight, evard’s black tentacles
romancy is unclear. It’s possible that the markings have 5th level (2 slots): bigby’s hand, cloudkill
no meaning, but one can never be sure where Xzar is
concerned. Actions
Roleplaying Tips Dagger. Melee Weapon Attack: +6 to hit, reach 5 ft., one
target. Hit: 5 (1d4+3) piercing damage.
• Most of Xzar’s casual observations come out as
gibberish, though they can have cryptic meanings.
• Although the two appear to hate one another,
Montaron and Xzar are inseparable. Xzar objects to
any plan or proposition that separates them for long.
• Despite his psychosis, Xzar is gracious and
diplomatic. He may invite you to dinner and make
polite conversation before murdering you.
• Xzar occasionally slips into a high-pitched, child-like
voice during his more inane ramblings.
LOVELY TO SEE YOU, DEAR.
Pardon the mess. I accidentally
broke my little toys, and it’s
bloody hard to put them back
together again!
—Xzar
154 Appendix D | Characters
Non-Player Characters Slayer
and the Slayer
Medium fiend, any alignment
The Slayer
Armor Class 15
The Slayer is a form that can be taken by a Bhaalspawn Hit Points 78 (12d8 + 24)
who has learned the appropriate ritual. The Slayer Speed 40 ft.
is a demonic form that looks similar to one of the
incarnations that the god Bhaal used when he traveled STR DEX CON INT WIS CHA
the Abyss and Nine Hells. It is a four-armed humanoid 20 (+5) 20 (+5) 14 (+2) 10 (+0) 10 (+0) 10 (+0)
with demonic features that moves through the shadows
and kills its victims with surprise. Skills Stealth +13
Senses darkvision 60ft., passive Perception 13
A Bhaalspawn that can assume the form of the Languages -
Slayer can do so once every 24 hours. The Bhaalspawn Challenge 7 (2,900 XP)
must have at least 1 hit point to make the transforma-
tion. The transformation lasts for 10 rounds, or un- Sneak Attack (1/Turn). The slayer deals an extra 14 (4d6)
til the Bhaalspawn drops to 0 hit points or dies. The damage when it hits a target with a weapon attack and has
Bhaalspawn’s game statistics, including mental abil- advantage on the attack roll, or when the target is within
ity scores, are replaced by the Slayer’s statistics. The 5 ft. of an ally of the slayer that isn’t incapacitated and the
Bhaalspawn retains their alignment and personality. slayer doesn’t have disadvantage on the attack roll.
The Bhaalspawn assumes the hit points of the Slayer Assassinate. During its first turn, the slayer has advantage
form. When the Bhaalspawn reverts to their normal on attack rolls against any creature that hasn’t taken a turn.
form, they returns to the number of hit points that they Any hit the slayer scores against a surprised creature is a
had before they transformed. If they revert as a result of critical hit.
dropping to 0 hit points, then any excess damage carries
over to their normal form. As long as the excess damage Devil’s Sight. Magical darkness doesn’t impede the slayer’s
doesn’t reduce their normal form to 0 hit points, they darkvision.
aren’t knocked unconscious.
Magic Resistance. The slayer has advantage on saving
The Slayer thinks only of inflicting as much death as throws against spells and other magical effects.
possible. In the form of the Slayer, the Bhaalspawn can’t
speak, cast spells, or take any other action that requires Actions
hands or speech. They become a blood-crazed fiend.
Multiattack. The slayer makes four melee attacks.
The Bhaalspawn’s gear melds into the Slayer form.
The Bhaalspawn can’t activate, use, wield, or otherwise Claw. Melee Weapon Attack: +8 to hit, range 5 ft., one tar-
benefit from any of their equipment. get. Hit: 8 (1d6 + 5).
Soldier
A soldier is a professional warrior that has been trained
and equipped by a nation state.
Soldier attack if that creature is within 5 feet of an ally of the soldier
that isn’t incapacitated.
Medium humanoid (any race), any alignment
Actions
Armor Class 17 (breastplate and shield)
Hit Points 11 (2d8 + 2) Shortsword. Melee Weapon Attack: +3 to hit, reach 5 ft., one
Speed 30 ft. target. Hit: 4 (1d6 + 1) piercing damage.
STR DEX CON INT WIS CHA Long Spear. Melee Weapon Attack: +3 to hit, reach 10 ft.,
12 (+1) 12 (+1) 12 (+1) 10 (+0) 11 (+0) 10 (+0) one target. Hit: 4 (1d6 + 1) piercing damage.
Skills Atheletics +3 Javelin. Ranged Weapon Attack: +3 to hit, range 30/90 ft.,
Senses passive Perception 10 one target. Hit: 4 (1d6 + 1) piercing damage.
Languages Common
Challenge 1/2 (100 XP) Shield Push. Melee Weapon Attack: +3 to hit, reach 5 ft.,
one target. Hit: 2 (1d2 +1) bludgeoning damage. If the
Martial Advantage. Once per turn, the soldier can deal an target is large-sized or smaller, it must make a DC 11
extra 3 (1d6) damage to a creature it hits with a weapon Strength saving throw or be knocked prone or pushed back
5 ft. (soldier’s choice).
156 Appendix D | Characters
Captain Brave. The captain has advantage on saving throws against
being frightened.
Armies are organized into units of soldiers that require
a commanding officer. A captain must command the Actions
respect of his unit, while also possessing the combat
skill to lead from the front. Multiattack. The captain makes two melee attacks.
Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one
Captain target. Hit: 5 (1d6 + 2) piercing damage.
Javelin. Ranged Weapon Attack: +4 to hit, range 30/90 ft.,
Medium humanoid (any race), any alignment one target. Hit: 5 (1d6 + 2) piercing damage.
Shield Push. Melee Weapon Attack: +4 to hit, reach 5 ft.,
Armor Class 18 (breastplate and shield) one target. Hit: 3 (1d2 +2) bludgeoning damage. If the
Hit Points 33 (6d8 + 6) target is large-sized or smaller, it must make a DC 12
Speed 30 ft. Strength saving throw or be knocked prone or pushed back
5 ft. (captain’s choice).
STR DEX CON INT WIS CHA Shield Wall. For 1 minute, the captain and every ally who
14 (+2) 14 (+2) 12 (+1) 10 (+0) 11 (+0) 12 (+1) can see or hear the captain gains +1 AC as long as they are
using a shield. These shield-users gain an additional +1 AC
Skills Atheletics +4 as long as they are adjacent to at least one other ally who is
Senses passive Perception 10 also using a shield.
Languages Common
Challenge 3 (700 XP) Hamster
Martial Advantage. Once per turn, the captain can deal an Tiny beast, neutral good
extra 7 (2d6) damage to a creature it hits with a weapon
attack if that creature is within 5 feet of an ally of the soldier Armor Class 10
that isn’t incapacitated. Hit Points 1
Speed 20 ft.
Hamster
STR DEX CON INT WIS CHA
Hamsters are small, domesticated rodents that are 2 (-4) 12 (+1) 9 (-1) 2 (-4) 10 (+0) 4 (-3)
commonly kept as pets by children throughout the
Sword Coast. The tricky thing about hamsters is Senses Darkvision 30 ft., passive Perception 10
that some of them are actually miniature giant space Challenge 0 (10 XP)
hamsters, and only a truly discerning and worldly
individual would know the difference. Keen Smell. The hamster has advantage on Wisdom (Per-
ception) checks that rely on smell.
hBfWOithisiiogminmhsohemieltheiwodsoorfiamieotndtyhrie,sttihosoahppripeesltBdparriosonhunnioieaaaedntrppett.y.etshhdoaBahrfnuotetdjhtumaeawsflntelotitleirl.ychteoanstCu,amoatkwtrshceh,etoeeefnuiurrtfeseslu!yisteseo!
Actions
Chew. Melee Weapon Attack: +0 to hit, reach 5 ft., one tar-
get. Hit: 1 (1d1) piercing damage. If the target is a rope or
vine, then it takes an additional 9 damage.
Appendix D | Characters 157
Appendix E: Player Handouts
Xzar,
Business is good, but those damn Harpers be nosin’ about
the city. Family’s gettin’ antsy; had to knife one. What’s this
nonsense about ye being Bhaalspawn? If yer a child o’ the murder
god then I’m a gnome. Did ye find anythin’ magic-like in the
mines, or need I come put ye out of yer damn fool misery?
Montaron
Xz ar —
How g oes your r esear ch? I have r eceived your g ift.
You tr uly believe that the r itual inscr ibed on this
sar cophag us could cr eate a por tal to the F eywild?
Somehow I suspect one of your Zhentar im plots.
Even so, I will make g ood use of it. Faldor n
158 Appendix E | Player Handouts
Xzar,
You have my eternal gratitude for your aid. I pray you find what you seek.
Shar’s blessings,
Viconia
NoteMutmomyseldNofe!eesdSne’gntrdoltcikoeerdiMepMaosdeundasstystoyopamnfnra.odokruecdma! rorroetps.ork— EXTExRtAra,
bloody.
Another assassin came today, wielding this blade. It unnerves my
compatriots. Keep it hidden.
Viconia
Appendix E | Player Handouts 159