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Combined New Neverwinter NPCs & Monsters - The Homebrewery

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Published by goroiamanuci, 2023-03-13 16:29:27

Combined New Neverwinter NPCs & Monsters - The Homebrewery

Combined New Neverwinter NPCs & Monsters - The Homebrewery

Abolethic Sovereignty: Notable NPCs & Monsters Author: Avalassanor Adaptation of characters from 4th-edition to 5th-edition based on Wizards of the Coast's Neverwinter Campaign Setting and numerous Monster Manuals of 4th edition. If you are a player and consider playing above mentioned campaign or any campaign set in Neverwinter around years 1451 DR – 1490 DR, and possibly onward, then take into consideration this warning about spoilers, please. Descriptions of the characters accompanying their statistic blocks had been written as an interpretation on information from campaign books and similar or derivative sources, and were meant as support for the DM, myself, in utilizing those information in play, while having essentials gathered in one place, as well as using them as a handy refreshers before sessions. I share this adaptation in case someone finds themselves in need of it, either because they want to play some of the old campaigns in 5e or simply wish to revisit Neverwinter in that time period. Everything had been tested in play and my players and I had a lot of fun — I hope you will have, as well! All art included here is a property of their respective owners, as I do not own any of them. Where possible artists have been credited.


Aboleth Opener Psychic Brute. An aboleth opener psychically lacerates a creature’s mind and inserts its own will, destroying the vessel’s mental defences. It turns foes against one another and claims winners for exposure to the Spellplague and enslavement. When melee is unavoidable, its tentacles part flesh as easily as its psionic ability rends minds, leaving heavily bleeding, festering wounds. The aboleth opener is prepared for anything, as it has already analysed all possible outcomes and complications that may come its way. If one becomes a target of the aboleth opener, their life is most likely forfeit, as the aboleth never rests until it claims their mind, setting careful intrigues in motion, pushing all the elements of its plan in place. It reserves especially sublime approach for creatures that have learnt of its existence, luring them into traps, only to brutally rend their mind open and enslave them. Credits: Damien Mammoliti 2 Aboleth Opener Large aberration, lawful evil Armour Class 16 (natural armour) Hit Points 76 (8d10 + 32) Speed 10 ft., Swim 40ft. STR DEX CON INT WIS CHA 17 (+3) 7 (-2) 18 (+4) 19 (+4) 14 (+2) 18 (+4) Saving Throws Con +5, Int +7, Wis +5 Skills Arcana +7, Perception +5, Insight +5 Senses darkvision 120 ft., Passive Perception 15 Languages Deep Speech, telepathy 120 ft. Challenge 6 (2,300 XP) Amphibious. The aboleth can breathe air and water. Legendary Resistance (1/Day). If the aboleth fails a saving throw, it can choose to succeed instead. Mind Eroding Haze. The area in a 30-foot radius around the aboleth is filled with a psychic noise and is a difficult terrain. Each creature that starts its turn in that area must succeed on a DC 15 Intelligence saving throw or take 13 (2d8 + 4) psychic damage. Undead and constructs are immune to this effect, as well as creatures affected by a Mind Blank spell, or attuned to a Ring of Mind Shielding. Actions Multiattack. The aboleth makes up to two mental lance attacks, maximum of one per creature, or two melee attacks. Flaying Tentacle. Melee Weapon Attack: +6 to hit, reach 10ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage. If the target is a creature other than an undead or a construct, it must succeed on DC 15 Constitution saving throw or become wounded. The wounded creature loses 5 (1d10) hit points at the start of each of its turns due to bleeding wound. Each time Aboleth Opener hits the wounded target with this attack, the damage dealt by the wound increases by 5 (1d10). Any creature can take an action to stanch the wound with a successful DC 14 Wisdom (Medicine) check. The wound also closes if the target receives magical healing. Mental Lance. Ranged Psionic Attack: +7 to hit, range 120ft., one target. Hit: 11 (2d6 + 4) psychic damage and the target must succeed on a DC 15 Intelligence saving throw or become incapacitated until the end of their next turn. Reactions Enslave Weakened Mind (2/day). When a creature that aboleth is aware of becomes incapacitated within 30 feet of the aboleth, it can force that creature to make a DC 15 Wisdom saving throw. On a failed save, the creature is no longer incapacitated and becomes magically charmed by the aboleth until the aboleth dies or until it is on a different plane of existence from the target. The charmed target is under the aboleth's full control and can take reactions, but it requires the aboleth to use its own reaction as well, and the aboleth and the target can communicate telepathically with each other over any distance. Whenever the charmed target takes damage, the target can repeat the saving throw. On a success, the effect ends. No more than once every 24 hours, the target can also repeat the saving throw when it is at least 1 mile away from the aboleth. Abolethic Sovereignty


Aboleth Remnant Shadow of a Former Self. Not even aboleths escape exposure to the Spellplague’s energy unscathed. The chaotic arcane emanations can warp an aboleth into a mad, flailing creature. An aboleth remnant looks much like an untouched aboleth, but its body ceaselessly spawns and sheds tentacles and other gnarled limbs. It also exudes madness like sweat, infecting nearby natural creatures. Unlike other aboleths, a remnant can fly. On occasion, one such pathetic creature is spotted repeatedly dashing its body against rock walls or earthen ceilings. Variant: Plaguechanged Powers Some of the aboleth remnants are changed in ways that grant them new powers, as their Spellplague-warped self instinctively struggles to control the blue fire searing within their form. Those remnants have CR 5 (1 800 XP) and have following reaction and trait respectively: Blue Fire Burst. When the aboleth takes damage from an attack, it can turn its blood into flame, which roars forth to destroy all. Each creature within 10 feet of the aboleth must make a DC 13 Dexterity saving throw. A creature takes 7 (2d6) fire plus 7 (2d6) force damage on a failed save, or half as much damage on a successful one. Devourer of Flame. When the aboleth is hit by a fire based attack, spell or any other such effect, it devours the flame, as if it was an energy feeding its own blue fire. Instead of taking damage the aboleth gains temporary hit points equal to half the fire damage and deals extra 5 (2d4) fire damage with its attacks, until the end of its next turn. Credits: Hrvoje Silić 3 Aboleth Remnant Large aberration, chaotic evil Armour Class 17 (natural armour) Hit Points 57 (6d10 + 24) Speed 10 ft., swim 40 ft., fly 25ft. (hover) STR DEX CON INT WIS CHA 17 (+3) 7 (-2) 18 (+4) 15 (+2) 10 (+0) 12 (+1) Senses darkvision 120 ft., Passive Perception 10 Languages Deep Speech, telepathy 120 ft. Challenge 4 (1,100 XP) Amphibious. The aboleth can breathe air and water. Maddening Mucus. The area in a 10-foot radius around the aboleth is filled with a thin film of drifting mucus and is a difficult terrain. Each creature other than aboleth that starts its turn in that area must make a DC 14 Constitution saving throw or have its speed reduced to 0 until the start of its next turn. While the creature's speed is reduced in this way the aboleth has an advantage on attack rolls against it. Actions Multiattack. The aboleth makes three melee attacks. Heavy Tentacle. Melee Weapon Attack: +5 to hit, reach 10ft., one target. Hit: 14 (2d10 + 3) bludgeoning damage. Tentacle Flurry (Recharge 6). Each creature within 10 feet of the aboleth must make a DC 13 Dexterity saving throw, with disadvantage if affected by its maddening mucus. On a failed save the creature takes 10 (2d6 + 3) bludgeoning damage and becomes incapacitated until the end of its next turn. On a successful one, the damage is halved and the creature is not incapacitated. Abolethic Sovereignty


Nothic A nothic is a monstrous creature with terrible talons and a single great eye. When driven to violence, it uses its horrific gaze to rot the flesh from its enemies' bones. When chaos magic merges with a bubble of psychic insanity, a nothic mindwarp scrabbles into existence. Dashing about in psychotic glee, the monster can mesmerize a foe caught in the stare of its eye and then deliver wounds to that creature while at the same time becoming invisible to its other enemies. Credits: xWitheringwilloWx Credits: © ArcKnight 4 Nothic Plaguegazer Medium aberration, neutral evil Armour Class 16 (natural armour) Hit Points 52 (7d8 + 21) Speed 30 ft. STR DEX CON INT WIS CHA 15 (+2) 18 (+4) 16 (+3) 10 (+0) 12 (+1) 9 (-1) Skills Stealth +6 Senses truesight 120 ft., passive Perception 11 Languages Deep Speech Challenge 3 (700 XP) Oozing Plague. Each creature that starts its turn within 5 feet of Nothic Plaguegazer takes 2 (1d4) poison damage. Actions Multiattack. The nothic makes two melee attacks. Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) slashing damage. Sickening Gaze. The nothic targets one creature it can see within 30 feet. The target must succeed on a DC 14 Constitution saving throw or takes 3 (1d6) poison damage and 3 (1d6) necrotic damage and becomes poisoned for 1 minute. On success, the damage is halved and creature is not poisoned. Spread the Plague (Recharges after Short or Long Rest). One poisoned creature of the nothic choice that the nothic can see within 30 feet of it, bursts with a wave of necrotic energy and emits poison fumes. Each creature within 10 feet of the target, the target included, must make a DC 14 Constitution saving throw. On a failed save, the creature takes 10 (3d6) necrotic damage and 10 (3d6) poison damage. On a successful save, the damage is halved. Nothic Mindwarp Medium aberration, neutral evil Armour Class 14 (natural armour) Hit Points 30 (4d8 + 12) Speed 30 ft. STR DEX CON INT WIS CHA 12 (+1) 17 (+3) 16 (+3) 8 (-1) 10 (+0) 9 (-1) Skills Perception +3, Stealth +5 Senses truesight 120 ft.,passive Perception 11 Languages Deep Speech Challenge 2 (450 XP) Actions Multiattack. The nothic makes two melee attacks. Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 3) slashing damage. Warping Gaze. The nothic targets one creature it can see within 30 feet. The target must succeed on a DC 10 Wisdom saving throw or takes 11 (3d6) psychic damage, and as long as the nothic concentrates, it becomes invisible to all enemy creatures but the target and the nothic has advantage on all attacks against that target. Undead and constructs are immune to this ability. Forbidding Glare (Recharges after Short or Long Rest). Wave of horror-imbued psychic energy emanates from the nothic's eye. Each creature in a 10 footcone must make a DC 10 Wisdom saving throw. On a failed save, the creature takes 7 (2d6) psychic damage and has disadvantage on attack rolls against the nothic until the end of its next turn. On a successful save, the damage is halved and the creature does not have disadvantage on attacks against the nothic. Abolethic Sovereignty


Foulspawn Foulspawns are humanoids corrupted by contact with the Far Realm, a maddening and distant plane. Foulspawn come in many shapes and sizes, but they share a universal contempt for natural creatures. Foulspawn gather in roving packs and are drawn to serve powerful aberrant creatures such as aboleths, beholders, and mind flayers. The foulspawn are a race of depraved and psychotic monstrosities from beyond the material plane. They have no compunctions about slaughtering anything they come across. Foulspawn are typically encountered deep underground on the material plane. Their eyes are not properly suited to daylight and so they often go out of their way to settle in areas far from the sun. Credits: Mike Sass 5 Foulspawn Mangler Medium aberration, neutral evil Armour Class 15 (natural armour) Hit Points 58 (9d8 + 18) Speed 40 ft. STR DEX CON INT WIS CHA 13 (+1) 17 (+3) 14 (+2) 10 (0) 6 (-2) 14 (+2) Saving Throws Dex +5 Skills Athletics + 3, Acrobatics + 5, Perception +0, Stealth +5 Senses darkvision 60 ft., passive Perception 10 Languages Deep Speech, telepathy 60 ft. Challenge 2 (450 XP) Mangler's Nimbleness. The mangler does not provoke opportunity attacks while moving out of an enemy's reach. Sunlight Sensitivity. While in sunlight, the mangler has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. Sneak Attack (1/Turn). The mangler deals an extra 7 (2d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 ft. of an ally of the mangler that isn't incapacitated and the mangler doesn't have disadvantage on the attack roll. Actions Multiattack. The mangler makes two bone spikes attacks. Bone Spikes. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft., range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage. Spiky Flourish (Recharge 6). The mangler makes six bone spikes attacks. Either before or after these attacks, it can move up to its speed as a bonus action. Foulspawn Grue Small aberration, chaotic evil Armour Class 16 (natural armour) Hit Points 49 (9d6 + 18) Speed 20 ft., teleportation 20 ft. STR DEX CON INT WIS CHA 8 (-1) 19 (+5) 15 (+2) 11 (0) 3 (-4) 16 (+3) Saving Throws Dex +7, Cha +5 Skills Perception -2, Stealth +6 Senses darkvision 60 ft., passive Perception 8 Languages Deep Speech, telepathy 60 ft. Challenge 2 (450 XP) Dimensional Shift. The grue can teleport up to 20 feet to an unoccupied space it can see. Sunlight Sensitivity. While in sunlight, the grue has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. Actions Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d4 + 5) piercing damage. Whispers of Madness (Recharges on a Short or Long Rest). Each creature other than a foulspawn within 10 feet of the grue must make a DC 13 Wisdom saving throw, as the cacophony of incomprehensible whispers runs havoc inside its mind. On a failed save, the target takes 16 (3d10) psychic damage and is incapacitated until the end of their next turn. On a successful save, the damage is halved and the creature isn't incapacitated. Undead and constructs are immune to this effect, as well as creatures affected by a Mind Blank spell. Abolethic Sovereignty


Credits: Mike Sass 6 Foulspawn Berserker Medium aberration, chaotic evil Armour Class 19 (natural armour) Hit Points 105 (10d8 + 60) Speed 35 ft STR DEX CON INT WIS CHA 18 (+4) 12 (+1) 22 (+6) 8 (-1) 3 (-4) 12 (+1) Saving Throws Str +7, Con +9 Condition Immunities frightened Senses darkvision 60 ft., passive Perception 9 Languages Deep Speech, telepathy 60 ft. Challenge 5 (1,800 XP) Berserker Aura. When a creature within 5 feet of the berserker makes a melee attack against it, it must first succeed on a DC 12 Charisma saving throw or it targets a random creature within its reach. Berserker Charge. If the berserker moves at least 20 feet straight toward a creature and then hits it with a melee weapon attack, it deals and additional 7 (2d6) damage with that attack. Berserker Defence. While the berserker is not wearing any armour and is not using shield, its Armour Class is equal to 12 + Dexterity modifier + Constitution modifier. Mental Feedback. If the berserker is targeted by a charm-like effect, the berserker and the creature targeting it take 11 (2d10) psychic damage. Sunlight Sensitivity. While in sunlight, the berserker has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. Actions Multiattack. The berserker makes three attacks. Greatsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage. Foulspawn Seer Medium aberration, chaotic evil Armour Class 15 (natural armour) Hit Points 78 (12d8 + 24) Speed 30 ft. STR DEX CON INT WIS CHA 10 (+0) 14 (+2) 14 (+2) 22 (+6) 8 (-1) 18 (+4) Saving Throws Dex + 5, Int +9, Cha +7 Skills Perception +2 Senses darkvision 60 ft., passive Perception 11 Languages Deep Speech, Common, telepathy 60 ft Challenge 5 (1,800 XP) Sunlight Sensitivity. While in sunlight, the seer has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. Actions Multiattack. The seer makes two twisted staff attacks or uses Warp Orb twice. Twisted Staff. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 10 (1d8 + 6) psychic damage. Warp Orb. The seer hurls an orb of twisted energy at one creature it can see within 60 feet of it. The creature must make a DC 15 Wisdom saving throw. On a failed save, the target, takes 13 (2d12) psychic damage and is incapacitated until the end of its next turn. On a successful save, the damage is halved and the creature is not incapacitated. Distortion Blast (1/Day). Each creature in a 30-foot cone must succeed on a DC 17 Intelligence saving throw or suffer 19 (3d8 + 6) psychic damage and become incapacitated for 1 minute. A creature can repeat the saving throw at the end of each of its turns. Aberrations take half damage and are not incapacitated. Foul Insights (Recharges after a Short or Long Rest). For 1 minute, the seer can utter a special command or warning whenever a non hostile creature that it can see within 60 feet of it makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand the seer, either verbally or telepathically. A creature can benefit from only one Foul Insights die at a time. This effect ends if the seer is incapacitated. Reactions Bend Space. When the seer would be hit by an attack, it teleports, exchanging positions with another foulspawn it can see within 60 feet of it. The other foulspawn is hit by the attack instead. Abolethic Sovereignty


Credits © Wizards of the Coast 7 Foulspawn Hulk Large aberration, chaotic evil Armour Class 14 (natural armour) Hit Points 136 (13d10 + 65) Speed 40 ft. STR DEX CON INT WIS CHA 24 (+7) 10 (+0) 20 (+5) 7 (-2) 7 (-2) 14 (+2) Saving Throws Str +10, Con +8 Skills Perception +1 Condition Immunities frightened Senses darkvision 60 ft., passive Perception 9 Languages Deep Speech, telepathy 60 ft. Challenge 6 (2,300 XP) Sunlight Sensitivity. While in sunlight, the hulk has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. Actions Multiattack. The hulk makes two slam attacks. Slam. Melee Weapon Attack: +10 to hit, reach 10ft., one target. Hit: 16 (2d8 + 7) bludgeoning damage, or 22 (3d8 + 9) bludgeoning damage when the hulk has less than half (68) hit points left. Abolethic Sovereignty


Rohini, the Prophet of Helm's Hold Few creatures in Neverwinter have as twisted history—or nature—as Rohini, the Prophet of Helm’s Hold. Most know her only as the Prophet, and those living at Helm’s Hold treat her like a beloved goddess. The Prophet looks like a comely, approachable female human—attractive, but not so beautiful as to distract or bring anxiety to anyone who speaks with her. Her laughter is infectious, and her presence sets people at ease. She is easy to trust, and people reveal their deepest secrets and fears to her. But Rohini is afar different being from what she seems to be. She first existed as a succubus in service to the devil lords of the Nine Hells. A consummate seductress known for her prowess at navigating complex intrigues, Rohini was sent to Faerûn to infiltrate the Abolethic Sovereignty. Her first assignment was to infiltrate the growing spellscarred treatment centre at the House of Knowledge. When she murdered the centre's head researcher, Brother Anthus, she quickly drew the aboleths’ attention and interest. A Sovereignty-corrupted priest named Brother Vartan exposed her to the Hex Locus. This fragment of solidified Spellplague warped her immortal flesh, imbuing her with foulspawn essence. Now the Prophet’s primary purpose is stewardship of the Hex Locus, which she moved to Helm’s Hold to prevent its detection. Secondarily, she collects and tests subjects for the choir, using the Helm’s Hold monastery as a base of operations. Of course, the Abolethic Sovereignty also uses her as a mouthpiece for “prophecies” that can influence others’ actions in the region. Rohini earned her sobriquet through the foretelling she speaks of pivotal events to come, both good and ill. No one in Helm’s Hold openly questions her title. The few who are quietly sceptical would prefer to dismiss her as a lunatic, but her pronouncements tend to come true. In truth, the Sovereignty causes or otherwise anticipates events in such a way that Rohini’s prophecies are validated. The Prophet claims knowledge of extraordinary mysteries beyond mortal understanding. She says this awareness gives her the power to purify the worthy. She bestows “healing” on individuals that have been visited by the Spellplague. While under her ministrations—or affected by her kiss—a creature feels no pain and exudes contentment. The creatures that work in the depths of the sanatorium at Helm’s Hold are aware that many of the Prophet’s patients become increasingly ill, even though they think they’re getting better. Invalids that receive her most aggressive healing techniques—and thereby realise the dark, terrifying truth beneath her beautiful surface—go insane. Chartilifax, the Corrupted Green Dragon A personal servant to the Prophet, Chartilifax is a lethal asset for the Abolethic Sovereignty. He is a twisted and powerful green dragon who serves the succubus as personal jailer and mobile weapon. Until several seasons ago, the young green dragon made his home in Neverwinter Wood. The local constabulary mustered a force to deal with the beast, but none of the would-be dragonslayers returned home. So the Prophet of Helm’s Hold intervened. Her foreknowledge, she said, led her to believe she could deal with this dragon—as long as the townsfolk kept their faith in her. Rohini caught Chartilifax in the thrall of her beauty long enough to bestow a kiss on him, binding the dragon to her will. Then the Prophet opened her mind to her dragon and drove him instantly mad. Shortly after Chartilifax’s capture, Rohini assigned her foulspawn sorcerers to forcibly alter his form. Today, the beast, often in the form of a green-skinned elf, lurks in the crypts beneath Helm’s Hold. He spends his days fulfilling the simple task Rohini sets him—dispose of any intruders who attempt to find the Hex Locus. He loves riddles and plays cat-and-mouse stalking games with clever adventurers, treasuring the hunt and kill as he did in Neverwinter Wood. Credits: Tyler Walpole. 8 Abolethic Sovereignty


Credits: © Wizards of the Coast 9 Rohini, the Prophet Medium aberration/fiend (shapechanger), chaotic evil Armour Class 15 (natural armour) Hit Points 97(13d8 + 39) Speed 30 ft., fly 60 ft. STR DEX CON INT WIS CHA 11 (+0) 17 (+3) 16 (+3) 18 (+4) 16 (+3) 22 (+6) Saving Throws Int +7, Wis +6, Cha +9 Skills Arcana +7, Deception +9, Persuasion +9, Insight +6 Damage Resistances cold, lightning, poison; bludgeoning, piercing, and slashing from nonmagical weapons Damage Immunities fire, psychic Condition Immunities blinded, petrified Senses darkvision 60 ft., passive Perception 13 Languages Common, Deep Speech, Infernal, Abyssal, telepathy 60 ft. Challenge 7 (2,900 XP) Shapechanger. Rohini can use her action to polymorph into a Small or Medium humanoid, or back into her true form. Without wings, Rohini loses her flying speed. Other than her size and speed, her statistics are the same in each form. Any equipment she is wearing or carrying isn't transformed. Rohini reverts to her true form when she dies. To assume a specific individual’s form, Rohini must have seen that individual. Actions Multiattack. Rohini makes two maddening claws attacks. Maddening Claws (Fiend Form Only). Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) slashing damage plus 13 (3d6 + 4) psychic damage. Soul-Wrenching Kiss. One creature Rohini can see within 5 feet of her must succeed on a DC 18 Charisma saving throw, or takes 11 (2d6 + 4) psychic damage, and 5 (1d10) fire plus 5 (1d10) psychic damage at the start of each of its turns. The creature can repeat its saving throw at the end of each of its turns, ending the effect on itself on a success. Until the effect ends, the creature cannot attack or otherwise hinder Rohini and cannot willingly end its turn farther away from her than where it started its turn. This effect ends if Rohini attacks the target or uses this ability against a different creature. Forcible Domination. One creature Rohini can see within 30 ft must succeed on a DC 17 Wisdom saving throw or be magically charmed for 1 day. The charmed target obeys Rohini's verbal or telepathic commands. If the target suffers any harm or receives a suicidal command, it can repeat the saving throw, ending the effect on success. If the target successfully saves against the effect the target is immune to Rohini's Forcible Domination for the next 24 hours. Rohini can have only one target charmed at a time. If she charms another, the effect on the previous target ends. Draining Kiss. Rohini kisses a creature charmed by her or a willing creature. The target must make a DC 17 Constitution saving throw against this magic, taking 39 (6d10 + 6) psychic damage on a failed save, or half as much damage on a successful one. The target's hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. Rohini gains number of hit points equal to half the damage dealt. Reactions Mind-Warped Bodyguard. When Rohini would be hit by an attack, and she is within 60 feet of a creature affected by her soul-wrenching kiss or forcible domination, they both teleport, exchanging positions with each other. The other creature is hit by the attack instead. Abolethic Sovereignty


Credits: © Wizards of the Coast 10 Chartilifax, Corrupted Young Green Dragon Large dragon, chaotic evil Armour Class 21 (natural armour) Hit Points 105 (14d10 + 28) Speed 40 ft., fly 80 ft., swim 40 ft. STR DEX CON INT WIS CHA 17 (+3) 18 (+4) 15 (+2) 15 (+2) 11 (+0) 12 (+1) Saving Throws Dex +8, Con +6, Wis +4, Cha +5 Skills Deception +5, Perception +4, Stealth +8 Damage Resistances poison, psychic Condition Immunities poisoned Senses blindsight 30 ft., darkvision 120 ft., passive Perception 17 Languages Common, Deep Speech, Draconic Challenge 9 (5,000 XP) Amphibious. The dragon can breathe air and water. Shapechanger. Chartilifax can use his action to polymorph into a Medium humanoid form of an elf with a green hued skin or back into his true form. Without wings, Chartilifax loses his flying speed. Other than his size and speed, his statistics are the same in each form. Any equipment he is wearing or carrying isn't transformed. Actions Multiattack. The dragon makes three attacks: one with its bite and two with its claws. Claw. Melee Weapon Attack: +7 to hit, reach 10ft., one target. Hit: 14 (2d10 + 3) piercing damage plus 7 (2d6) poison damage. Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage. Poison Breath (Recharge 5-6). The dragon exhales poisonous gas in a 30-foot cone. Each creature in that area must make a DC 14 Constitution saving throw, taking 42 (12d6) poison damage on a failed save, or half as much damage on a successful one. Reactions Devourer of Flame. When Chartilifax is hit by a fire based attack, spell or other such effect, it devours the flame, as if it was food, growing stronger. Instead of taking damage Chartilifax gains temporary hit points equal to half the fire damage and deals an additional 5 (2d4) fire damage on all its attacks, until the end of its next turn. Abolethic Sovereignty


Ashmadai: Notable NPCs & Monsters


Mordai Vell, Patriarch of Asmodeus Devil worship? In Neverwinter? Why, my pretty lass, I’m afraid you’ve been misinformed. The Lord Protector does his job well, and I assure you we’re safe from such things. Now, why don’t you let me pour you another cup of wine? If you’re frightened, you can sit closer to me. — Mordai Vell Tall and dark, Mordai has luminous gold eyes even though most tieflings boast red or black ones. Charisma practically drips from him, setting all around him off their guard. His obvious wealth doesn’t hurt, either. As the last heir of a noble family (one whose holdings remained remarkably intact after the cataclysm), he exerts great influence over Neverwinter’s economy and politics. Mordai is arrogance incarnate. He pursues whatever interests him, regardless of how far he must reach. He trusts in his combination of charm, status, wealth, and service to Asmodeus to gain him what he wants. Mordai is a smooth operator—charming, rich, and always keen on how he might ally with new acquaintances and use them. The devil worshipper is generous, appealing, slick, and flirtatious when it suits his purposes. He rarely reveals his true loyalties—and only to select initiates and high-ranking cultists. Mordai leads the Ashmadai sect that is more liberal in its interpretation of Asmodeus’s edicts. Its cultists have little loyalty to Thay (anyone else). Mordai sees even Asmodeus as a means to an end rather than as his master. The cult leader lies as easily and smoothly as other people breathe. Dissembling amuses him, and he crafts intrigues interwoven with truths so well that even his closest allies cannot tell when he intends treachery. He met in secret with a duergar, Nimor Ironvice, who claims to know where to find an exotic metal easily imbued with infernal enchantments, hellthorn, and wants to sell its supplies to Mordai, who had the duergar followed ever since, but Nimor is careful to share that knowledge. 2 Mordai Vell, Patriarch of Asmodeus Medium humanoid (tiefling), neutral evil Armour Class 15 (glamoured studded leather) Hit Points 75 (10d8 + 30) Speed 30 ft. STR DEX CON INT WIS CHA 10 (+0) 16 (+3) 16 (+3) 19 (+4) 12 (+1) 20 (+5) Saving Throws Int +7, Wis +4, Cha +8 Skills Deception +11, Persuasion +11, Religion +7, Stealth +7 Damage Resistances cold, poison Damage Immunities fire Senses darkvision 60 ft., Passive Perception 11 Languages Common, Infernal Challenge 5 (1,800 XP) Dark Devotion. Mordai has advantage on saving throws against being charmed or frightened. Devil's Luck (1/Turn). When an attack would hit Mordai, he can force the attacker to re-roll and the new roll is used instead. Demands of Nessus. At the start of each of Mordai's turns, he can choose one ally it can see within 30 feet of himself. The chosen ally loses 10 hit points, and Mordai regains the same number of hit points. If Mordai is incapacitated, he makes no choice; instead, the closest ally within 30 feet is the chosen ally. Innate Spellcasting. Mordai's innate spellcasting ability is Charisma(spell save DC 16). He can innately cast the following spells, requiring no material component. At will:Vicious Mockery 1/day each: Charm Person (2nd level version), Enthrall Infernal Constitution. Mordai has advantage on saving throws against being poisoned. Actions Multiattack. Mordai makes two melee attacks. Scimitar. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage. Fiery Corona (Recharge 5-6). Each creature of Mordai's choice within 10 feet of him must make a DC 14 Dexterity saving throw. On a failed save, a target takes 7 (2d6) fire damage plus 7 (2d6) force damage and becomes ignited, taking 5 (1d10) fire damage at the start of each of its turns unless a creature spends an action to douse off the flames or the flame is extinguished by another means. On a success, the creature takes half as much damage and isn't ignited. Shrouded in Fire (Recharges after using Fiery Corona). Each creature of Mordai's choice within 5 feet of him must make a DC 14 Dexterity saving throw. On a failed save, a target takes 5 (1d10) fire damage. On a success, the damage is halved. Mordai becomes invisible and teleports up to 25 feet to an unoccupied space that he can see. The invisibility lasts until he attacks or casts a spell, or until the end of his next turn. Ashmadai


Mordai Vell, Beseecher of Maegera In his immeasurable hubris, Mordai Vell decided to beseech the Dawn Titan, Maegera, to forcefully combine the raging power of the Nine Hells with the might of the slumbering primordial to create a weapon he wishes to keep for himself. A scepter made in an imagine of the original one, belonging to the Raging Devil, Asmodeus, however, containing much greater power that would allow him to challenge even the Dark Lord himself. If he ever succeeded in his plottings, it would spell dark times for Neverwinter. 3 Mordai Vell, Beseecher of Maegera Medium humanoid (tiefling), neutral evil Armour Class 15 (glamoured studded leather) Hit Points 112 (15d8 + 45) Speed 30 ft. STR DEX CON INT WIS CHA 10 (+0) 16 (+3) 16 (+3) 19 (+4) 12 (+1) 20 (+5) Saving Throws Int +7, Wis +4, Cha +8 Skills Deception +11, Persuasion +11, Religion +7, Stealth +7 Damage Resistances cold, poison Damage Immunities fire Senses darkvision 60 ft., Passive Perception 11 Languages Common, Infernal Challenge 6 (2,300 XP) Dark Devotion. Mordai has advantage on saving throws against being charmed or frightened. Devil's Luck (1/Turn). When an attack would hit Mordai, he can force the attacker to re-roll and the new roll is used instead. Demands of Nessus. At the start of each of Mordai's turns, he can choose one ally it can see within 30 feet of himself. The chosen ally loses 10 hit points, and Mordai regains the same number of hit points. If Mordai is incapacitated, he makes no choice; instead, the closest ally within 30 feet is the chosen ally. Innate Spellcasting. Mordai's innate spellcasting ability is Charisma(spell save DC 16). He can innately cast the following spells, requiring no material component. At will:Vicious Mockery 1/day each: Charm Person (2nd level version), Enthrall Infernal Constitution. Mordai has advantage on saving throws against being poisoned. Soul Burn. As a bonus action, Mordai focuses the slumbering attention of Maegera against a creature that Mordai can see within 30 feet of himself. The creature must succeed on a DC 16 Wisdom saving throw, or takes 9 (2d8) fire damage plus 9 (2d8) force damage and is moved up to 10 feet in a direction of Mordai's choice. Actions Multiattack. Mordai makes two melee attacks. Scepter. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 3 (1d6) fire damage plus 3 (1d6) force damage. Chains of Maegera (Recharge 4-6). Each creature within 5 feet from the point of Mordai's choice, which he can see within 100 feet of him, must make a DC 14 Dexterity saving throw. On a failed saving throw the creature takes 7 (2d6) fire damage plus 7 (2d6) force damage and the creature is restrained until the end of its next turn. On a successful saving throw, the damage is halved and the creature is not restrained. Rections Servant's Escape. When Mordai is hit by an attack, he can negate the attack damage and teleport to a spot that he can see up to 30 feet away from him. Ashmadai


Favria, Dwarf Assassin If Mordai is the beautiful face of the Ashmadai, Favria represents its uglier reality—as the whip-scars across her face attest. Born as a slave to a group of Asmodeus-worshipping duergar, she escaped as a young adult after orchestrating a riot. Despite the abuses she suffered under the duergar, she has retained a vestige of her masters’ tyrannical faith. Some years later, Favria made her way to Neverwinter in search of Gauntlgrym. There she found kindred souls in the form of the Ashmadai. Over time, she intimidated many of the group’s members into lining up behind her. With the city as a supply base, she continues to search for the lost dwarven city, which she intends to find and claim for her infernal master. But she has other responsibilities as well. Hers is the face the Ashmadai shows to Valindra Shadowmantle, whom she believes holds the cult’s coveted sceptre of Asmodeus. Unlike Mordai, Favria knows what their god’s relic can do. And playing the obsequious servant doesn’t ruffle her feathers; she’s had plenty of practice. One day soon, she intends to slit some throats and claim her prize. Mordai’s complete opposite, Favria has no patience for the highbrow dance that nobles and politicians frequently engage in. If she sees a problem, she picks of it. However, she does recognise the general value of Mordai’s approach, and she has no desire to disrupt his efforts, which have gained the Ashmadai many new cultists and a lot more power. So Favria avoids staying in the city for long periods. Instead, she has set up camp in the ruins of Thundertree. From there, she tracks activity in the city and everywhere the Thayans employ the Ashmadai, such as at the Dread Ring. Like their leader, the members of Favria’s sect are brutal and zealous, preferring to solve their problems with blades rather than words. They respect the dwarf for her battle prowess and acknowledge her wits. The cultists intend to help Favria find Gauntlgrym. However, the Ashmadai leader has no idea that Asmodeus-worshipping duergar dwell at that site. Were she to find out, she might seek alliance with them for the good of the cult, or her hatred of those who abused her could overcome her good sense. 4 Favria, Dwarf Assassin Medium humanoid (dwarf), lawful evil Armour Class 16 (studded leather) Hit Points 85 (9d8 + 45) Speed 25 ft. STR DEX CON INT WIS CHA 13 (+1) 18 (+4) 20 (+5) 12 (+1) 14 (+2) 12 (+1) Skills Athletics +5, Insight +4, Intimidation +3, Stealth +8 Damage Resistances fire, poison Senses darkvision 60 ft, passive Perception 12 Languages Common, Dwarvish, thieves' cant Challenge 4 (1,100 XP) Assassinate. During her first turn, Favria has advantage on attack rolls against any creature that hasn’t taken a turn. Any hit Favria scores against a surprised creature is a critical hit. Cunning Action. On each of her turns, Favria can use a bonus action to take the Dash, Disengage, or Hide action. Dark Devotion. Favria has advantage on saving throws against being charmed or frightened. Dwarven Resilience. Favria has advantage on saving throws against poison. Sneak Attack (1/Turn). Favria deals an extra 7 (2d6) damage when she hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of hers that isn't incapacitated and Favria doesn't have disadvantage on the attack roll. Actions Multiattack. Favria makes two melee or ranged attacks. Bladed Hand Crossbow. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 5 (1d8 + 1) slashing damage if used to make a melee attack or 8 (1d6 + 4) piercing damage plus 3 (1d6) poison damage if used to make a ranged attack. Ashmadai


Branded Zealot Hotheaded Bully. Branded zealots make up the bulk of the initiated Ashmadai. They are unyielding in their drive to serve Asmodeus, drawing power from the soul-deep brands that mark their nefarious covenants. A typical branded zealot has little patience and a vicious temper, making the cultist easy to goad into a fight. Hellfire Warlock Sleeper Agent. A hellfire warlock, having proved itself a dedicated and sinister servant, walks its path with Asmodeus’s blessing, gaining the ability to wield some diabolical power. Such a cunning devotee is careful to conceal the brand it bears. It insinuates itself into enemy sanctums, where its eventual betrayal can be both surprising and effective. 5 Branded Zealot Medium humanoid (any), lawful evil Armour Class 11 Hit Points 32 (5d8 + 10) Speed 30 ft. STR DEX CON INT WIS CHA 13 (+1) 13 (+1) 14 (+2) 11 (+0) 12 (+1) 12 (+1) Skills Intimidation +3, Stealth +3 Senses passive Perception 11 Languages any one language (usually Common) Challenge 1 (200 XP) Dark Devotion. The zealot has advantage on saving throws against being charmed or frightened. Actions Multiattack. The zealot makes two melee attacks. Branding Iron. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) bludgeoning damage plus 3 (1d6) fire damage. Hellfire Chain. Melee Weapon Attack: +3 to hit, range 15 ft., one target. Hit: 4 (1d6 + 1) fire damage and the target must succeed on DC 11 Strength saving throw or become knocked prone and pulled up to 10 feet towards the zealot. If the target is a creature, it ignites. Until a creature takes an action to douse the fire or the flame is extinguished by another means, the target takes 5 (1d10) fire damage at the start of each of its turns. Hellfire Warlock Medium humanoid (any), lawful evil Armour Class 12 Hit Points 37 (5d8 + 15) Speed 30 ft. STR DEX CON INT WIS CHA 11 (+0) 14 (+2) 16 (+3) 17 (+3) 10 (+0) 18 (+4) Skills Deception +6, Stealth +4 Damage Resistances fire Senses passive Perception 10 Languages any one language (usually Common) Challenge 1 (200 XP) Dark Devotion. The zealot has advantage on saving throws against being charmed or frightened. Hellfire Affinity. Ignited creatures have disadvantage on attack rolls against the warlock and the warlock has advantage on saving throws against their spells and abilities. Ride the Fire. Instead of moving on its turn, the warlock can teleport itself and an ignited creature it can see within 60 feet of it, swapping places. Actions Hellfire Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage plus 2 (1d4) fire damage. Hellfire. Ranged Spell Attack: +6 to hit, range 60 ft., one target. Hit: 7 (1d6 + 4) fire damage. If the target is a creature, it ignites. Until a creature takes an action to douse the fire or the flame is extinguished by another means, the target takes 3 (1d6) fire damage at the start of each of its turns. Concussive Inferno (Recharges after a Short or Long Rest). Each creature of the warlock's choice within 10 feet of it must make a DC 13 Constitution saving throw. On a failed save, a target takes 9 (2d8) fire damage plus 9 (2d8) force damage and is pushed up to 10 feet directly away from the warlock and knocked prone. On a successful save, the creature takes half as much damage, is pushed up to 5 feet directly away from the warlock, and isn't knocked prone. Ashmadai


Fimbrul Devil Hellcold Harbinger. A fimbrul devil spreads winter wherever it goes, sapping life from warm flesh. It hails from Cania or Nessus, the Hells’ eighth and ninth layers. Foes who survive a battle with a fimbrul suffer persistent chills for years. Seared Devil Burn Those Alive. Resembling a horribly burned humanoid, a seared devil crackles as it hurls its charred body at foes. The impact propels a cloud of ash into the air as the fiend’s stink sends bile up enemy throats. Jealousy fuels its actions, and it snarls as it races toward the freshest uncooked bodies. 7 Fimbrul Devil Medium fiend (devil), lawful evil Armour Class 15 (natural armour) Hit Points 51 (6d8 + 24) Speed 30 ft. STR DEX CON INT WIS CHA 15 (+2) 17 (+3) 18 (+4) 11 (+0) 15 (+2) 10 (+0) Saving Throws Str +4, Con +6, Cha +2 Skills Stealth +5 Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered Damage Immunities cold, fire, poison Condition Immunities poisoned Senses darkvision 120 ft., passive Perception 12 Languages Infernal, telepathy 120 ft. Challenge 4 (1,100 XP) Devil's Sight. Magical darkness doesn't impede the devil's darkvision. Ice Walk. The devil can move across and climb icy surfaces without needing to make an ability check. Additionally, difficult terrain composed of ice or snow doesn’t cost it extra movement. Magic Resistance. The devil has advantage on saving throws against spells and other magical effects. Actions Multiattack. The devil makes two melee attacks. Icy Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) slashing damage plus 2 (1d4) cold damage. Icy Exhalation. The devil exhales bitter cold in a 15- foot cone. Each creature in that area must succeed on a DC 14 Constitution saving throw or take 9 (2d8) cold damage and have its speed reduced by half until the end of its next turn. Frozen Prison (Recharges on Short or Long Rest). The devil forces a creature it can see within 30 feet of it to make a DC 14 Constitution saving throw. On a failed save, the target takes 16 (3d10) cold damage and is restrained for 1 minute. On a success, the target takes half as much damage and isn't restrained, although the target's speed is reduced to 0 until the end of their next turn. As an action, the restrained creature can make a DC 12 Strength check, ending the effect on a success. Seared Devil Medium fiend (devil), lawful evil Armour Class 13 (natural armour) Hit Points 42 (4d8 + 16) Speed 25 ft. STR DEX CON INT WIS CHA 13 (+1) 14 (+2) 18 (+4) 9 (-1) 12 (+1) 7 (-2) Skills Stealth +4 Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered Damage Immunities fire, poison Condition Immunities poisoned Senses darkvision 120 ft., passive Perception 12 Languages Infernal, Telepathy 120 ft. Challenge 2 (450 XP) Devil's Sight. Magical darkness doesn't impede the devil's darkvision. Magic Resistance. The devil has advantage on saving throws against spells and other magical effects. Actions Multiattack. The devil makes two melee attacks. Ashen Slam. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit 5 (1d6 + 1) fire damage. Reactions Choking Ashes. If a creature within 5 feet of the devil attacks a creature other than it, the devil can release a billowing cloud of ash against it. The creature must make a DC 14 Constitution saving throw or take 3 (1d6) fire damage and its speed is halved until the end of its next turn. Ashmadai


Vizier Devil Political Infiltrators. While Pit Finds often hold the titles of Ambassadors in the Nine Hells, it would be unwise for them to involve their fiendish self in any kind of diplomatic mission on the Prime Material. Unless, of course, a hostile takeover of a mortal government was on the agenda. Instead, devils prefer much subtler ways to corrupt and gain influence over mortals, and thus the Vizier Devils are the ones to serve as ambassadors, advisors or political figures among the unsuspecting humanoids, for Vizier looks exactly like a tiefling, however, its nature and motivations are much more vile and fiendish. They skillfully infiltrate governments and find there way to the sits of power, though they much prefer the role of a grey eminence over that of an overlord, as the latter puts them under too much scrutiny of the public eye. Their speciality is to corrupt rulers and nations by fueling the nationalistic spirit and getting them involved in seemingly noble activities that bear grim fruits. They divide mortals to conquer them. Vizier devil has the ability to hurl hellfire that forces the weak-minded creatures to follow the dark whispers of treachery, turning them against their own allies. The devil can share an insightful advice with their allies to aid them in battle. 8 Vizier Devil Medium fiend (devil), lawful evil Armor Class 12 (natural armour) Hit Points 60 (8d8 + 24) Speed 30ft., teleport 20ft. STR DEX CON INT WIS CHA 13 (+1) 12 (+1) 16 (+3) 19 (+4) 14 (+2) 17 (+3) Saving Throws Int + 6, Wis + 4 Skills Deception +5, Insight +4, Persuasion +5 Damage Resistances cold, bludgeoning, piercing, and slashing from nonmagical weapons that aren’t silvered Damage Immunities fire, poison Condition Immunities poisoned Senses darkvision 120 ft., passive Perception 12 Languages Common, Infernal Challenge 3 (700 XP) Devil’s Sight. Magical darkness doesn’t impede the devil’s darkvision. Hellfire Enchantment. At the start of each of its turns, the devil chooses one ally within 30 feet of it. Until the end of the ally’s next turn, it deals 3 (1d6) extra fire damage when it hits with a melee attack. Magic Resistance. The devil has advantage on saving throws against spells and other magical effects. Actions Multiattack. The devil makes two melee attacks. Fire Scepter. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit 5 (1d8 + 1) bludgeoning damage plus 7 (2d6) fire damage. Hurl Flame. Ranged Spell Attack: +6 to hit, range 60 ft., one target. Hit: 11 (3d6) fire damage. If the target is a flammable object that isn’t being worn or carried, it also catches fire. Hellfire Command (Recharges after Short or Long Rest). The devil magically compels a creature it can see within 30 feet of it, and that can hear it (though it does not need to understand it), to do its bidding. The creature must make a DC 14 Wisdom saving throw. On a failed save, the target takes 18 (4d8) fire damage and is charmed until the end of its next turn, during which it uses its action and movement to attack a target of the devil's choice. On a successful save, the target takes half damage and is not charmed. Reactions Infernal Advice. The devil can utter, or communicate telepathically, an advice when an ally that it can see within 60 feet of it misses with an attack. The creature can reroll its attack roll, provided it can understand the devil, but it must use the new roll. Ashmadai


Ashmadai Garroter Ruthless Killers. These Ashmadai favour garrote wire as their most favourite tool of murder. It allows them to keep their victim close and revel in their frantic struggle for a breath. They are skilled individuals, and like snakes hidden in a high grass, patiently waiting to catch their victims unaware. In case they needed to help their luck in creating perfect circumstances for them to strike, garroters carry a brimstone bomb, which bursts into an obscuring cloud once shattered. Ashmadai Thug Opportunist Initiates. It never takes much to become a servant to an ill-idea. Some lose their hope and their will to live in the face of misery and despair, others are unwilling to make an effort and work towards their dreams, and they are always those who were cast out by the society for whatever reason, whether justly or not. Sooner or later, they all often seek an easy solution to their problems, eventually ending up even worse: being blindly entangled with a devils-worshipping cult, where their existence means nothing, their soul is craved after and not even death is the way out. 9 Ashmadai Garroter Medium humanoid (any), any evil Armour Class 15 (studded leather) Hit Points 32 (5d8 + 10) Speed 30 ft. STR DEX CON INT WIS CHA 12 (+1) 17 (+3) 14 (+2) 10 (+0) 11 (+0) 14 (+2) Skills Perception +2, Stealth +8 Senses passive Perception 12 Languages any one language (usually Common) Challenge 2 (450 XP) Living Shield. While the garroter has a creature grappled, the garroter gains three-quarters cover (+5 to AC and Dexterity saving throws). If an attack misses the garroter, the grappled creature becomes the target of the attack instead. Dark Devotion. The garroter has advantage on saving throws against being charmed or frightened. Unrelenting Grapple. If a creature grappled by the garroter attempts to escape the grapple, the creature has disadvantage on its Strength (Athletics) and Dexterity (Acrobatics) roll to break the grapple. Actions Multiattack. The garroter makes two melee attacks. Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage. Garrote Wire (only when having advantage against a target). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage and the target is grappled (escape DC 13), if the target is Large or smaller. The garroter can't garrote another target until the grapple ends and has advantage on all attack rolls against the grappled creature. Brimstone Cloud (1/Day). Cloud of brimstone bursts around the garroter causing the area within 5 feet of him to become heavily obscured, blocking line of sight for creatures other than the garroter. Ashmadai Thug Medium humanoid (any), any evil Armour Class 12 (studded leather) Hit Points 26 (4d8 + 8) Speed 30 ft. STR DEX CON INT WIS CHA 13 (+1) 11 (+0) 14 (+2) 9 (-1) 10 (+0) 9 (-1) Senses passive Perception 10 Languages any one language (usually Common) Challenge 1 (200 XP) Dark Devotion. The garroter has advantage on saving throws against being charmed or frightened. Invoke Asmodeus (Recharges after Short or Long Rest). When the thug has less than half (13) hit points left, it can, as a bonus action, invoke Asmodeus. The next melee attack made by the thug deals extra 7 (2d6) fire damage, however, if the attack misses, the thug takes 3 (1d6) fire damage instead, as the Dark Lord favours the bold, yet punishes the weak among his ranks. Pack Tactics. The thug has advantage on an attack roll against a creature if at least one of the thug’s allies is within 5ft. of the creature and the ally isn’t incapacitated. Actions Multiattack. The thug makes two melee attacks. Club. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) bludgeoning damage. Heavy Crossbow. Ranged Weapon Attack: +2 to hit, range 100/400 ft., one target. Hit: 5 (1d10) piercing damage. Ashmadai


Lesser Factions of New Neverwinter and Beyond: Notable NPCs


The Last True Harpers of Neverwinter Theryis The Lost Home. Theryis was but a child, barely nearing 90th autumn of her life, when her home realm, Feywild, became lost to her for what seems an eternity now. It had happened during one of those ever dusky Feywild-days with the sky painted in warm hues of red, orange and pink, as she was practising the ancient art of arcane archery under the watchful eyes of her parents. Nowadays, she finds it almost impossible to recall faded memories from her past, feeling as if she had never experienced any of it in the first place, and only imagined it while in the Trance. Unfortunately, the single memory that confirms it all to be real is a painful recollection of her father slaughter, carried out by dark fey in an ambush orchestrated by a coven of hags. She managed to escape along with her mother, though while they were running, suddenly, they both found themselves in a completely foreign realm under the blue sky and ruled by a bright, blinding star, with their past memories quickly fading away. The New Home. In the years to come, Theryis travelled with her mother, initially desperately searching for the way back to Feywild, but fate or a chance have led them on a different path. After learning about lost and forgotten ancient ruins of their kind abandoned in this world, Theryis and her mother committed to protection of that legacy. They decided to settle in Neverwinter and opened a boutique, The House of a Thousand Faces, to ensure they had enough funds to sponsor their own travels. Eighty years went by and they both began to feel like home, becoming more like other elves, more grounded in the seasons representing their personalities, although still shifting under heavy emotions, such as when Theryis's mother found a soulmate in a human Harper from Everlund, and soon after Theryis was blessed with a younger brother, Toram. His bright-burning, energetic soul erased last of Theryis's sorrows, as she had found a new joy in life: discovering world anew, together with a curious and mischievous boy, who grew up so quickly into the mature, carrying man he is today that Theryis still sometimes forgets herself and calls him by his childhood name. In her eyes, Toram is still just a young, inexperienced man, thus, she is often lenient, supportive and understanding to when he acts on his emotions, or follows his heart rather than the mind. Credits: Ruben Ramos 1 Theryis Medium fey (elf), chaotic good Armour Class 16 (glamoured mithral chain mail) Hit Points 58 (9d8 + 18) Speed 30 ft. STR DEX CON INT WIS CHA 12 (+1) 18 (+4) 15 (+2) 17 (+3) 12 (+1) 15 (+2) Saving Throws Dex +6, Wis +3, Cha +4 Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks Skills Acrobatics +6, Arcana +5, Insight +3, Perception +3, Persuasion +4, Stealth +6 Senses darkvision 60 ft., passive Perception 13 Languages Common, Elvish, Sylvan Challenge 4 (1,100 XP) Arcane Arrows (3/Day). Immediately after Theryis's arrow hits the creature, she can apply one of the following: Eldritch Arrow. The arrow explodes in a burst of eldritch magic. The target and all other creatures within 10 feet of it take 3 (1d6) force damage, and must succeed on DC 13 Strength saving throw or be knocked prone. Scorching Arrow The arrow burst in flames dealing an additional 10 (3d6) fire damage. Shadow Arrow. The arrow releases an illusion and deals an additional 7 (2d6) psychic damage and the target must succeed on a DC 13 Wisdom saving throw, or be unable to see farther than 5 feet until the start of Theryis's next turn. Action Surge (Recharges after a Short or Long Rest). On her turn, Theryis can take one additional action on top of her regular action and a possible bonus action. Eagle Eye. Theryis's ranged weapon attacks score critical hit on 19 or 20, and she has +2 bonus to hit with ranged weapons. Fey Ancestry. Theryis has advantage on saving throws against being charmed, and magic can't put her to sleep. Fey Step (Recharges after a Short or Long Rest). As a bonus action, Theryis can magically teleport up to 30 feet to an unoccupied space she can see. Immediately after, up to two creatures of her choice that she can see within 10 feet of her must succeed on a DC 12 Wisdom saving throw or be charmed by her for 1 minute, or until she or her allies deal any damage to it. Magic Resistance. Theryis has advantage on saving throws against spells and other magical effects. Second Wind (Recharges after a Short or Long Rest). As a bonus action, Theryis can regain 9 hit points. Actions Multiattack. Theryis makes two weapon attacks. Dagger +1. Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft., range 20/60 ft., one target. Hit: 7 (1d4 + 5) piercing damage. Longbow. Ranged Weapon Attack: +8 to hit, range 150/600 ft., one target. Hit: 8 (1d8 + 4) piercing damage. Lesser Factions: New Neverwinter and Beyond


Toram Like a Bonfire. Toram was as intensive as his father his spark of life burning as bright as a bonfire. He never had enough patience to just listen about Feywild, when whole Faerûn stood open for him to explore. He quickly become quite a blademaster, and invested himself into researching stories about great battles of the ancient past, studying tactics and forms of both, elven and human, swordsmanship. Opposite to many half-elves, he never felt alienated, mostly thanks to his loving family. He was an energetic spirit who was 'infecting' whole family with cheerfulness and ease of mind. Once his father died it all changed, however, as the impact on all of them was massive. The sorrow of losing yet another love of her life has pushed their mother into arms of despair, which quietly made her fade away and claimed her life soon after. Just the Two of Us. Suddenly orphaned, Toram discovered how fragile is live of those around him and realised that his sister will outlive him having to bear death of all her family. It made him swear to himself that he will put all the effort in becoming her best friend, being always there and not allowing her spirit to spiral down the abyss of the grief. Even though his efforts were as intense as his nature, Theryis remained in her autumn persona ever since, quiet, yet content in face of the cycle of life, nonetheless showing, however beautiful, signs of the season's decline. In a sense, it made it easier for Toram to better understand his sister since having her not going through 'moods', as he used to teasingly call it, let him create a deeper connection with her. Broken Heart. Toram travelled to Everlund to officially become a Harper, to continue legacy of his father, and was soon joined by Theryis, who had to close The House of a Thousand Faces due to cataclysm that hit Neverwinter. They both went back and joined up with Cymril, becoming members of Harpers of Neverwinter. Theryis reopened The House of a Thousand Faces, this time as an inn, and repurposed the cellar for the Harpers' base of operations. Toram fell in love with their leader, Cymril, thus her death struck him that much harder and ever since his heart feels like a festering, void-filled abyss. He remains faithful to her memory and fiercely defends her honour and integrity, not believing in any rumours. Since the news of the death, Toram is a leader of the Harpers of Neverwinter. Credits: Yama Orce 2 Toram Medium humanoid (half-eladrin), chaotic good Armour Class 17 (glamoured studded leather +1) Hit Points 65 (10d8 + 20) Speed 30 ft. STR DEX CON INT WIS CHA 16 (+3) 19 (+4) 14 (+2) 11 (+0) 11 (+0) 16 (+3) Saving Throws Str +5, Dex +6, Con +3 Skills Athletics +5, Acrobatics +6, Insight +2, Perception +2, Persuasion +5, Stealth +8, Survival +2, thieves' tools +8 Senses darkvision 60 ft., passive Perception 12 Languages Common, Elvish Challenge 4 (1,100 XP) Cunning Action. Toram can take the Dash, Disengage or Hide action as a bonus action on each of his turns. Fey Ancestry. Toram has advantage on saving throws against being charmed, and magic can't put him to sleep. Fey Step (Recharges after a Short or Long Rest). As a bonus action, Toram can magically teleport up to 30 feet to an unoccupied space he can see. Opening Strike (3/Day) As a part of his Multiattack, Toram can forgo one of his attacks and choose a friendly creature who can see or hear him. That ally can immediately use its reaction to make a weapon attack with advantage against the creature Toram is fighting. Second Wind (Recharges after a Short or Long Rest). As a bonus action, Toram can regain 9 hit points. Actions Multiattack. Toram makes three melee weapon attacks: two with his longsword and one with his dagger, or two ranged weapon attacks with his daggers. Dagger. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft., range 20/60 ft., one target. Hit: 6 (1d4 + 4) piercing damage. Longsword +1. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) slashing damage, or 10 (1d10 + 5) slashing damage if used with two hands. Reactions Parry. Toram adds +3 AC against an attack that would normally hit him. To do so, Toram must see the attacker and be wielding a melee weapon. Riposte. Toram makes a weapon attack against a creature that missed him with a melee attack. Lesser Factions: New Neverwinter and Beyond


Leaders of Sons of Alagondar's Factions Arlon Bladeshaper, The Head of Nashers The Nasher faction has begun to see Arlon Bladeshaper as its leader. Bladeshaper claims to be the great-grandson of one of the original Neverwinter Nine, and he has grown increasingly frustrated with the Graycloaks’ lack of progress on diplomatic fronts. At first, Arlon Bladeshaper was leery of embracing this darker facet of what was supposed to be a bloodless movement for freedom, but the victories the Nashers have had since allying with the Dead Rats and Thay have convinced him—for now—that the Nashers see things more clearly than the Graycloaks. Moreover, now that Bladeshaper has led his faction through several bloody victories, he cannot easily back away from the gory precedent. Credits: Bruno Gauthier Leblanc 3 Arlon Bladeshaper Medium humanoid (human), chaotic neutral Armour Class 17 (studded leather, shield) Hit Points 65 (10d8 + 20) Speed 30 ft. STR DEX CON INT WIS CHA 16 (+3) 17 (+3) 15 (+2) 12 (+1) 14 (+2) 14 (+2) Saving Throws Str +6, Dex +6, Con +5 Skills Athletics +6, Intimidation +5, Perception + 5, Stealth +6 Senses passive Perception 15 Languages Common Challenge 5 (1,800 XP) Elusive Retreat. All opportunity attacks against Arlon are made with disadvantage. Guerrilla Tactics. If Arlon moves at least 20 feet in any direction, his attacks deal additional 7 (2d6) damage until the start of his next turn. Javelin Dancer. Arlon treats any javelin as if it had finesse property, and adds +2 to javelin ranged attack rolls, and +2 damage to javelin melee attack rolls (already included in the attack). Shield in the Way. If Arlon is wielding a shield, he can add its shield's AC bonus to any Dexterity saving throw he makes against a spell or other harmful effect that hits him. Actions Multiattack. Arlon makes three weapon attacks. Javelin. Melee or Ranged Weapon Attack: +6 to hit in melee or +8 to hit at range, reach 5 ft. or range 30/120 ft., one target. Hit: 8 (1d6 + 5) piercing damage in melee or 6 (1d6 + 3) piercing damage at range. Reactions Parry. Arlon adds +3 AC against an attack that would normally hit it. To do so, Arlon must see the attacker and be wielding either a melee weapon or a shield. Lesser Factions: New Neverwinter and Beyond


Madame Rosene, The Voice of Graycloaks Madame Rosene and her regulars have filled the inside of the tavern with bric-à-brac, curios, and relics of Neverwinter before its fall. The statue from a favourite fountain stands in a corner. A wineseller’s planter boxes, filled with flowers, brighten the walls. A knob and a knocker from a noble’s estate are attached to the privy door. Ornate doors pulled from the wreckage make fine tables, and unbroken panes of stained glass hang overhead as chandeliers, lit by hundreds of carefully placed candles. Though the decorations have been salvaged from all over the city, the tavern does not feel junky, and no one thinks Madame Rosene is taking advantage of Neverwinter’s fall. Quite the opposite—the Driftwood is considered a monument to old Neverwinter, like a dusty painting of a beautiful girl hanging above the deathbed of an aged noblewoman. Credits: SYoshiko 4 Madame Rosene Medium humanoid (human), lawful neutral Armour Class 10 (13 with mage armour) Hit Points 50 (9d8 + 10) Speed 30 ft. STR DEX CON INT WIS CHA 8 (-1) 11 (+0) 13 (+1) 18 (+4) 15 (+2) 14 (+2) Saving Throws Int +7, Wis +6, Cha +6 Skills Arcana +7, History +7, Insight +6, Perception +6 Senses passive Perception 15 Languages Common, Dwarvish, Draconic, Elvish, Challenge 5 (1,800 XP) Polymorph (Recharges after a Short or Long Rest). Rosene can transform herself into a beast of challenge rating equal to 1 or lower. Spellcasting. Rosene is a 10th-level spellcaster. Her spellcasting ability is Intelligence (spell save DC 15, +7 to hit with spell attacks). Rosene has the following wizard spells prepared: Cantrips (at will): light, mending, message, prestidigitation, ray of frost 1st level (4 slots): catapult, expeditious retreat, mage armour 2nd level (3 slots): alter self, knock, skywrite 3rd level (3 slots): blink, erupting earth, slow 4th level (3 slots): control water, charm monster 5th level (2 slots): animate objects, telekinesis Transmuter's Stone. Rosene carries a magic stone she crafted that grants her one of the following effects: Darkvision out to a range of 60 feet An extra 10 feet of speed while the bearer is unencumbered Proficiency with Constitution saving throws Resistance to acid, cold, fire, lightning, or thunder damage (Rosene’s choice whenever she chooses this benefit) If Rosene has the stone and casts a transmutation spell of 1st level or higher, she can change the effect of the stone. Actions Quarterstaff. Melee Weapon Attack: +3 to hit in melee, reach 5 ft., one target. Hit: 2 (1d6 - 1) bludgeoning damage or 3 (1d8 - 1) bludgeoning damage if used with two hands. Lesser Factions: New Neverwinter and Beyond


Dead Rats Gang Rsolk Dead Rats are a were-rat led gang renowned for their infamy in Luskan, the City of Vice, as well, as brutality and ruthlessness. Just like their animal counterparts, they are considered a vermin feasting on the city’s underbelly. The Neverwinter’s branch had established its warren in the shattered sewers of the city, under the Blacklake District. Gang signs are gouged in the stone walls and serve as navigation aids for their members, and a warning for the reasonable adventurers. Their territory is cluttered with mounds of stolen goods, half-rotted food and trash, crawling with vermin and pest. One-Eyed Tyrant. Rsolk is a mountain of a wererat with his broadchest and muscular arms, yet he still maintains a degree of nimbleness and quickness characteristic to his skittering kin. It comes as a no surprise then with his physical predisposition he shows strong propensity towards violence and bullying. He refers to himself as a king of Neverwinter's Dead Rat Gang, and he seems to be a brute of a king, indeed. He makes sure that every gang member falls in line and happily takes on one-to-one challenges from those who are discontent with his leadership — after all, no one is able to match his might. For now, gang seems to be content with his rule, at least as long as he delivers result and ensures their continual expansion. Rsolk claims he lost his eye when he went up against the Luskan gang leader, the hafling Toytere, and his failure forced him to take his supporters and settle in Neverwinter, however, the lie couldn’t be further from the truth. The one-eyed wererat mugger is in fact acting on Toytere’s instructions, establishing gang’s new branch, they can begin to help their dream of criminal empire com true. The circumstances around how he really lost his eye is another mystery all together. Backstabbing Allies. Rsolk seized the opportunity that presented itself with the split among Sons of Alagondar ranks. He managed to forge a cooperation with the more violent part of it — Nashers — to ally against Lord Neverember and now works to usurp control of them to establish trade alliance with Thay, although, ultimately, he plans to eliminate them and take over the underbelly of Neverwinter on its own. Emergency Flush. The sewers provide a perfect and undisturbed passage throughout the city and ar filled with numerous traps, from portcullises, tripwires, bed spikes and poisoned darts. Rsolk, the king himself, made sure to equip his court with a special kind of failsafe — exploiting captured engineer, he installed a floor trap mechanism that can bring the lake waters rushing in to cleanse the sewers from its filth and his opposition with but a pull of the lever. Credits: Paizo 5 Rsolk Medium humanoid (human, shapechanger), chaotic evil Armour Class 15 Hit Points 52 (8d8 + 16) Speed 30 ft., climb 20 ft. STR DEX CON INT WIS CHA 18 (+4) 20 (+5) 15 (+2) 12 (+1) 12 (+1) 13 (+1) Saving Throws Str +6, Con +4 Skills Deception+3, Perception +3, Stealth +9 Damage Immunities bludgeoning, piercing, and slashing from nonmagical weapons that aren't silvered Senses darkvision 60 ft. (rat form only), passive Perception 13 Languages Common (can't speak in rat form) Challenge 4 (1,100 XP) Shapechanger. Rsolk can use his action to polymorph into a rat-humanoid hybrid or into a giant rat, or back into his true form, which is humanoid. His statistics, other than his size, are the same in each form. Any equipment he is wearing or carrying isn't transformed. He reverts to his true form if he dies. Brute. A melee weapon deals one extra die of its damage when Rsolk hits with it (included in the attack). Keen Smell. Rsolk has advantage on Wisdom (Perception) checks that rely on smell. Actions Multiattack (Humanoid or Hybrid Form Only). The wererat makes two attacks, only one of which can be a bite. Bite (Rat or Hybrid Form Only). Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (2d4 + 4) piercing damage. If the target is a humanoid, it must succeed on a DC 11 Constitution saving throw or contracts Wererat Filth Fever. Morningstar (Humanoid Form Only). Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 13 (2d8 + 4) piercing damage plus 3 (1d6) poison damage. Hand Crossbow (Humanoid or Hybrid Form Only). Ranged Weapon Attack: +7 to hit, range 30/120 ft., one creature. Hit: 8 (1d6 + 5) piercing damage. Lesser Factions: New Neverwinter and Beyond


Many-Arrows Orcs Vansi, Spellscarred Orc Commander Ferocious and deadly, Vansi takes her position as commander seriously. She defied Obould’s orders because she saw an opportunity to take power in the city. Who knows? Perhaps one day, Neverwinter will become part of Many-Arrows. Though violent instincts govern her, Vansi has a strong sense of honour, and she holds true to her word when she gives it. Once befriended, she makes a valuable ally. The Spellplague shows clearly in Vansi, who literally bristles when angry. Her spellscar takes the form of ridges of bone and spines that project from her skin unexpectedly, particularly during fits of emotion. These spurs pulse with hungry blue fire. Credits: Wayne England 6 Vansi Medium humanoid (orc), neutral evil Armour Class 14 (hide) Hit Points 85 (10d8 + 40) Speed 30 ft. STR DEX CON INT WIS CHA 16 (+3) 14 (+2) 18 (+4) 15 (+2) 13 (+1) 16 (+3) Saving Throws Str +6, Con +7, Wis +4 Skills Intimidation +6, Perception +4, Survival +5 Senses darkvision 60 ft., passive Perception 14 Languages Common, Giant, Orc Challenge 5 (1,800 XP) Aggressive. As a bonus action, Vansi can move up to her speed toward a hostile creature that she can see. Fiery Bone Spurs. At the beginning of Vansi turn, any creature that grapples her or is grappled by her takes 5 (1d10) fire damage until the grapple ends. Inspiring Fury. Allies within 15 feet of Vansi deal additional 3 (1d6) damage if they have an advantage on their attack roll. Actions Multiattack Vansi makes two melee weapon attacks. Flail Melee Weapon Attack: +6 to hit in melee, reach 10 ft., one target. Hit: 5 (1d8 +3) bludgeoning damage. Spiked Gauntlet. Melee Weapon Attack: +6 to hit in melee, reach 5 ft., one target. Hit: 5 (1d4 +3) piercing and 2 (1d4) fire, and the target is Grappled (escape DC 14). Until this grapple ends, the creature is Restrained, and Vansi can't grapple another target. Sweeping Flame (Recharge 6). Each creature in 10- foot cone must make a DC 14 Strength saving throw. On a failed save, a creature takes 6 (1d6 + 3) and 11 (2d10) fire damage and is knocked prone. On a successful save, the creature takes half as much damage and isn't knocked prone. Lesser Factions: New Neverwinter and Beyond


Bregan D'aerthe Xalbyn Olonrae, Drow Swashbuckler Mentor of the Young. Xalbyn enjoys company of young mercenaries and adventurers. It reminds him of his own beginnings even though he is barely an adult for drow standards. Teaching others how to fight seems to be his calling and nothing makes him laugh as much as sparring amateurs making foolish mistakes that would get them killed. Credits: AHN JUNG SIK Credits: Yama Orce 7 Xalbyn Olonrae Medium humanoid (drow), neutral evil Armour Class 17 (studded leather) Hit Points 71 (11d8 + 22) Speed 30 ft. STR DEX CON INT WIS CHA 11 (+0) 20 (+5) 15 (+2) 17 (+3) 12 (+1) 16 (+3) Saving Throws Dex +8, Con +5, Wis +4 Skills Acrobatics +8, Athletics +4, Deception +4, Perception +4, Stealth +11, thieves' tools + 11 Senses darkvision 120 ft., passive Perception 15 Languages Common, Elvish, thieves’ cant, Undercommon Challenge 6 (2,300 XP) Cunning Action. Xalbyn can take the Dash, Disengage or Hide action as a bonus action on each of his turns. Fey Ancestry. Xalbyn has advantage on saving throws against being charmed, and magic can’t put him to sleep. Innate Spellcasting. Xalbyn’s spellcasting ability is Charisma (spell save DC 14). He can innately cast the following spells, requiring no material components: At will: dancing lights 1/day each: darkness, faerie fire, levitate(self only) Suave Defense. While the Xalbyn is wearing light or no armor and wielding no shield, its AC includes its Charisma modifier. Rakish Sneak Attack (1/Turn). Xalbyn deals an extra 10 (3d6) damage when he hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 ft. of an ally of his that isn’t incapacitated and Xalbyn doesn’t have disadvantage on the attack roll, or when Xalbyn is within 5 feet of the target, no other creatures are within 5 feet of Xalbyn, and he doesn't have disadvantage on the attack roll. Sunlight Sensitivity. While in sunlight, Xalbyn has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. Action Multiattack. Xalbyn makes three melee attacks. Shortsword. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage and the target must make a DC 13 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one. Hand Crossbow. Ranged Weapon Attack: +8 to hit, range 30/120 ft., one target. Hit: 7 (1d6 + 4) piercing damage, and the target must succeed on a DC 13 Constitution saving throw or be poisoned for 1 hour. If the saving throw fails by 5 or more, the target is also unconscious while poisoned in this way. The target wakes up if it takes damage or if another creature uses an action to shake it awake. Reaction Uncanny Dodge. When an attacker that Xalbyn can see hits him with an attack, Xalbyn can half the attack's damage against himself. Lesser Factions: New Neverwinter and Beyond


Aerlyse Nareth, Half-drow Psion Aerlyse appreciates company of those who value thoughtfulness and conversation over violence. He enjoys discussing imperfections of both races to whom he belongs and often challenges their members' point of view, overthrows their taboo or tests their limits, as often in an intellectual discourse as in a battle. Mind over Matter. Already in childhood, Aerlyse discovered that a single thought is much more powerful than a fist or a dagger. Estranged among people of both his parents' worlds, in one a symbol of cold-blooded cruelty, while in the other no more than a dobluth, an outcast, he honed his mind and exerted fine control over his psionics, even amplifying agility and nimbleness of own body. Life wasn't ever become easy on him so he prepared well, looking out for the worst. Bregan D'aerthe's Eyes. Aerlyse's talent for psionics opened many doors for him, though the most important one to him belonged to Bregan D'aerthe's. He found a substitute of home within the structure of this mercenary company and, on Jarlaxle's personal request, he became one of those inconspicuous informants that easily escape other's perception (in this case often quite literally). Observing others' actions and analysing their strategy, as well as thought construct of their mind is hardly something that Aerlyse would call a work - it is a pure passion. 8 Aerlyse Nareth Medium humanoid (half-elf), neutral Armour Class 15 Hit Points 65 (10d8 + 20) Speed 30 ft. STR DEX CON INT WIS CHA 10 (+0) 21 (+5) 14 (+2) 20 (+5) 13 (+1) 16 (+3) Saving Throws Dex +8, Int +8, Wis +4 Skills Arcana +8, Deception +6, History +8, Insight +4, Perception +4, Stealth +8 Senses darkvision 60 ft., passive Perception 14 Languages Common, Elvish, telepathy 120 ft., Undercommon Challenge 5 (1,800 XP) Fey Ancestry. Aerlyse has advantage on saving throws against being charmed, and magic can’t put him to sleep. Exacting Query (2 psi). Aerlyse asks one question of a creature he can communicate with via telepathy. The target must make a DC 16 Intelligence saving throw. On a failed save, the target answers truthfully. On a successful save, the target is unaffected and is immune to Aerlyse's Exacting Query for the next 24 hours. A creature is immune to this ability if it is immune to being charmed. Psionics (Recharges after Long Rest). Aerlyse has 23 psi points and can spend maximum of 4 psi points at once. Precognition. Aerlyse has advantage on initiative rolls. Actions Soul Knife. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 9 (1d8 +5) psychic damage. Blind Spot (at will). Aerlyse erases his image from the mind of one creature he can see within 200 feet of him; the target must succeed on a DC 16 Wisdom saving throw, or Aerlyse is invisible to it until the end of his next turn. Psychic Hammer (at will). Aerlyse tries to grasp one creature he can see within 120 feet of him, with a hand crafted from telekinetic energy. The target must succeed on a DC 16 Strength saving throw or take 7 (2d6) force damage. If it takes any of this damage and is Large or smaller, Aerlyse can move it up to 10 feet in a straight line in a direction of his choice, except up. Distracting Haze (1 psi; conc., 1 min.). Aerlyse forces a creature it can see within 60 feet of him to make a DC 16 Intelligence saving throw. On a failed save, it takes 1d10 psychic damage per psi point spent and is blinded until Aerlyse concentration ends. On a successful save, it takes half as much damage. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Ego Whip (3 psi). Aerlyse forces a creature it can see within 60 feet of him to make a DC 16 Intelligence saving throw. On a failed save, the creature takes 14 (3d8) psychic damage, and it is filled with self-doubt. The creature can use its action on its next turn only to take the Dodge, Disengage, or Hide action. On a successful saving throw, it takes half as much damage. Phantom Foe (3 psi; conc., 1 min.). Aerlyse forces a creature it can see within 60 feet of him to make a DC 16 Intelligence saving throw. On a failed save, the target perceives a horrid creature adjacent to it until Aerlyse concentration ends. During this time, the target can’t take reactions, and it takes 1d8 psychic damage at the start of each of its turns. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Aerlyse can increase the damage by 1d8 for each additional psi point spent on the ability. Reaction Psychic Backlash (2 psi). Aerlyse imposes disadvantage on an attack roll against him. If the attack still hits him, the attacker takes 2d10 psychic damage. Psychic Parry (1 psi). When Aerlyse makes an Intelligence, a Wisdom, or a Charisma saving throw, he gains a +1 bonus to that saving throw for each psi point he spends on this ability. Aerlyse can use this ability after rolling the die but before suffering the results. Lesser Factions: New Neverwinter and Beyond


9 Drow Fencer Medium humanoid (drow), neutral evil Armour Class 18 (studded leather) Hit Points 71 (8d8 + 16) Speed 30 ft. STR DEX CON INT WIS CHA 11 (+1) 19 (+4) 15 (+2) 12 (+1) 10 (+0) 14 (+2) Saving Throws Dex +7, Cha +5 Skills Acrobatics +7, Athletics +4, Deception +5, Perception +3, Stealth +10 Senses darkvision 120 ft., passive Perception 13 Languages Common, Elvish, Undercommon Challenge 5 (1,800 XP) Fey Ancestry. The drow has advantage on saving throws against being charmed, and magic can’t put it to sleep. Innate Spellcasting. The drow’s spellcasting ability is Charisma (spell save DC 13). It can innately cast the following spells, requiring no material components: At will: dancing lights 1/day each: darkness, faerie fire, levitate (self only) Lightfooted. The fencer can take the Dash or Disengage action as a bonus action on each of its turns. Suave Defense. While the fencer is wearing light or no armor and wielding no shield, its AC includes its Charisma modifier. Sunlight Sensitivity. While in sunlight, the drow has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. Action Multiattack. The drow makes two rapier attacks. Rapier. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage and the target must make a DC 13 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one. Hand Crossbow. Ranged Weapon Attack: +7 to hit, range 30/120 ft., one target. Hit: 7 (1d6 + 4) piercing damage, and the target must succeed on a DC 13 Constitution saving throw or be poisoned for 1 hour. If the saving throw fails by 5 or more, the target is also unconscious while poisoned in this way. The target wakes up if it takes damage or if another creature uses an action to shake it awake. Reaction Reckless Counterattack. The drow makes a weapon attack against a creature within 5 feet of it that hit it with an attack. The drow has advantage on the attack roll and deals additional additional 9 (2d8) damage on hit. Until the start of the drow's next turn, the next attack against it is made with advantage. Drow Informant Medium humanoid (drow), neutral evil Armour Class 16 (studded leather) Hit Points 52 (7d8 + 21) Speed 30 ft. STR DEX CON INT WIS CHA 12 (+1) 18 (+4) 16 (+3) 14 (+2) 12 (+1) 16 (+3) Saving Throws Dex +6, Cha +5 Skills Acrobatics +6, Deception +5, Perception +3, Stealth +8, thieves' tools +8 Senses darkvision 120 ft., passive Perception 13 Languages Common, Elvish, Undercommon Challenge 4 (1,100 XP) Covert Weapons. The drow makes any Sleight of Hand checks to conceal its weapons with advantage. Fey Ancestry. The drow has advantage on saving throws against being charmed, and magic can’t put it to sleep. Innate Spellcasting. The drow’s spellcasting ability is Charisma (spell save DC 13). It can innately cast the following spells, requiring no material components: At will: dancing lights, detect magic 1/day each: darkness, dispel magic, faerie fire, levitate (self only) Sunlight Sensitivity. While in sunlight, the drow has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. Action Multiattack. The drow makes two weapon attacks. Dagger. Melee Weapon Attack: +6 to hit, reach 5 ft. or range 20/60ft., one target. Hit: 6 (1d4 + 4) piercing damage and the target must make a DC 13 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one. Wrist Crossbow. Ranged Weapon Attack: +6 to hit, range 20/60 ft., one target. Hit: 6 (1d4 + 4) piercing damage, and the target must succeed on a DC 13 Constitution saving throw or be poisoned for 1 hour. If the saving throw fails by 5 or more, the target is also unconscious while poisoned in this way. The target wakes up if it takes damage or if another creature uses an action to shake it awake. Vanish into Thin Air (1/Day). The drow becomes invisible until the end of its next turn or until it attacks or casts a spell. If the invisible drow hits a creature with an attack, the target takes additional 9 (2d8) damage, and is incapacitated until the end of its next turn. Lesser Factions: New Neverwinter and Beyond


Zhentarim Operatives Zhentarim Elite Covert Agent Ill Fame. The Zhentarim is an organisation which name evokes only the strongest feelings dependent on one's connections, experience or past dealings with it. Strong sensations of awe and fear alike crawl along the spine of anyone who tangles themself into any kind of deal with them, even the most innocent one. There is always a well hidden price behind every favour, and a risk of ending on the wrong side of their blades is ever present, since the tides of power struggle may cause one's usefulness to run out or make one's disappearance extremely profitable. If there is any illicit business going on, you can be sure that the Zhentarim members keep at least drugs, trafficking, one finger in it, no matter its nature: smuggling, assassinations, slavery, and so on. Faerûnians encounter Zhentarim agents most often, though they rarely realise that or live long enough to make any use of that knowledge. Weavers of the Black Network. The Zhentarim goals are power, wealth and immunity when it comes to their enemies. They wish to be ever present and inescapable, not to mention, untouchable by law, governments and influence of other organisations. To achieve that they constantly expand their influence, especially by means of secret operations. Their covert agents specialise in infiltration of governing structures and manipulation of royal circles to blackmails, extortions, assassinations and even espionage. Through that activity they expand the reach of the Black Network, capturing and taking control over new veins of power and influence. Credits: Denys Tsiperko 10 Zhentarim Elite Covert Agent Medium humanoid (any), any non-good alignment Armour Class 17 Hit Points 84 (13d8 + 26) Speed 40 ft. STR DEX CON INT WIS CHA 12 (+1) 18 (+4) 14 (+2) 13 (+1) 17 (+3) 16 (+3) Saving Throws Dex +7, Wis +6, Cha +6 Skills Acrobatics +7, Deception +6, Insight +6, Investigation +4, Perception +6, Persuasion +6, Sleight of Hand +7, Stealth +7 Senses passive Perception 16 Languages any three languages (one usually Common) Challenge 6 (2 300 XP) Evasion. If the agent is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the agent instead takes no damage if it succeeds on the saving throw, and only half damage if it fails. Light-footed. The agent can use a bonus action to take the Dash or Disengage action. Shadow Stealth. While in dim light or darkness, the agent can take the Hide action as a bonus action. Unarmoured Defence. While the agent is wearing no armour and wielding no shield, its AC includes its Wisdom modifier. Actions Multiattack. The agent makes two weapon attacks. Shortsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage and 10 (3d6) poison damage. Dart. Ranged Weapon Attack: +7 to hit, range 20/60 ft., one target. Hit: 6 (1d4 + 4) piercing damage and 10 (3d6) poison damage. Smoke Bomb (1/Day). The agent throws a smoke bomb at a point up to 60 feet away. The area within a 5-foot radius of the impact immediately becomes heavily obscured for 1 minute. A moderate wind (at least 10 miles per hour) disperses the smoke in 2 rounds; a strong wind (20 or more mph) does so in 1 round. Reactions Deflect Missile. In response to being hit by a ranged weapon attack the agent deflects the missile. The damage it takes from the attack is reduced by 1d10 + 4. If the damage is reduced to 0, the agent catches the missile if it's small enough to hold in one hand and the agent has a hand free. Lesser Factions: New Neverwinter and Beyond


1 Credits: zuoan dong 11 Zhentarim Spy Medium humanoid (any), any non-good alignment Armour Class 15 (mithral chain shirt, 20 with shield) Hit Points 58 (9d8 + 18) Speed 30 ft. STR DEX CON INT WIS CHA 8 (-1) 14 (+2) 14 (+2) 12 (+1) 10 (+0) 16 (+3) Saving Throws Int +4, Cha +6 Skills Deception +8, Perception +3, Persuasion +6, Sleight of Hand +5, Stealth +7 Senses passive Perception 13 Languages any two languages (one usually Common), thieves' cant Challenge 5 (1 800 XP) Alert. The spy can’t be surprised while it isn't incapacitated. Additionally, other creatures don’t gain advantage on attack rolls against the spy as a result of being hidden from the spy. Cunning Action. The spy can take the Dash, Disengage or Hide action as a bonus action on each of its turns. Illusions Weaver. Illusion spells cast by the spy have spell save DC equal to 16. Sneak Attack (1/Turn). The spy deals an extra 3 (1d6) damage when it 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 the spy that isn’t incapacitated and the spy doesn’t have disadvantage on the attack roll. Special Equipment. The spy has a wand of magic missile (7 charges), and one scroll of each of the following spells: expeditious retreat, blur, levitate, dispel magic, fireball. Spellcasting. The spy is a 7th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). The spy has the following sorcerer spells prepared: Cantrips (at will): detect magic, minor illusion, light, mage hand, ray of frost 1st level (4 slots): disguise self, charm person, colour spray, shield, silent image 2nd level (3 slots): invisibility, Snilloc's snowball swarm 3rd level (3 slots): lightning bolt, major image 4th level (1 slots): confusion Actions Rapier. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage. Light Crossbow. Ranged Weapon Attack: +5 to hit, range 80/320 ft., one target. Hit: 6 (1d8 + 2) piercing damage. Unique NPCs | Version 1 Lesser Factions: New Neverwinter and Beyond


Mount Hotenow Dwellers King Gommoth Among the numerous caves and tunnels spanning webs across Mount Hotenow viscera, a hunchbacked fire giant called Gommoth leads a sect-like group of fire-worshipping creatures as a selfproclaimed king ever since he got banished by his clan. Remembering the spiritual ecstasy, which overtaken him and his followers at the time of the volcano eruption and made them feel one with fire, now, they put all the efforts into bringing back the sensation and making sure that it will last without an end. All they crave is to lose themselves in that ecstatic euphoria they once tasted and never forgotten. Fiery King. The fire giant is a violent ruler, hoping to squash any resistance with force and brutality. Exiled by his people for his physical imperfection, which was perceived as a weakness, Gommoth makes sure that none of his subjects even let such thought cross their minds. He takes insults with lethal seriousness, allows his anger to motivate his actions and let's his bitterness to guide him while planning cruel punishments to those who ever offended him. Following the Fury. Gommoth, as well as those who follow him: mephits, fire elementals and salamanders, welcomed among their ranks a stray soul filled with hatred, vengeance and raging fury. The newest sect member, or rather fanatic, is a shadar-kai, Shadovar outcast, Qualthus, who had been crossed and betrayed by his allies. All he dreams about now, is to take revenge for his expulsion and burn Xinlenal, which he was helping to excavate, to the ground and bury them all under a thick layer of ash. A skilled mage, he has the trust of his fanatic community and it only boosts his confidence that he can create a proper ritual to stir Hotenow once more. What drives Qualthus is unquenchable rage, which makes him unpredictable dangerous, however, at the same time, it takes edge of his focus, leaving him frantically experimenting, testing and trying with neither a method or a plan. Credits: Wizards of the Coast 12 King Gommoth Huge giant, chaotic evil Armour Class 18 (plate armor) Hit Points 162 (13d12 + 78) Speed 30 ft. STR DEX CON INT WIS CHA 25 (+7) 9 (-1) 23 (+6) 10 (+0) 14 (+2) 13 (+1) Saving Throws Dex +3, Con +10, Cha +5 Skills Athletics +11, Perception +6, Persuasion +5 Damage Immunities fire Senses passive Perception 16 Languages Giant Challenge 9 (5,000 XP) Legendary Resistance (1/Day). If Gommoth fails a saving throw, it can choose to succeed instead. Siege Monster. Gommoth deals double damage to objects and structures. Tackle. When Gommoth enters any enemy's space for the first time on a turn, the enemy must succeed on a DC 19 Strength saving throw or be knocked prone. Actions Multiattack. Gommoth makes two greatsword attacks. Fire Greatsword. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 25 (4d6 + 7) slashing damage plus 7 (2d6) fire damage. Rock. Ranged Weapon Attack: +11 to hit, range 60/240 ft., one target. Hit: 29 (4d10 + 7) bludgeoning damage. Legendary Actions Gommoth can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. Gommoth regains spent legendary actions at the start of his turn. Command Ally. Gommoth targets one ally he can see within 30 feet of him. If the target can see or hear Gommoth, the target can make one melee weapon attack using its reaction and has advantage on the attack roll. Move. Gommoth moves up to his speed. Attack (2 Actions). Gommoth makes a greatsword attack. Lesser Factions: New Neverwinter and Beyond


Qalthus, Shadovar Mage Qalthus is a rage-driven wizard of considerable skill. The burning hatred that surges through his being and threatens to explode, originates from the bitter hatred and disappointment of being falsely accused. Until recently, he was quite high in the hierarchy of Netherese force working on Xinlenal excavation team. Before he realised what had happened and what were the impending consequences, he got expelled and exiled for weakening the mythallar. The only reason why Prince Clariburnus haven't called for the execution was the fact that, apparently, it was reported as an 'accident' by his 'dear' colleague, Korvina, who was the mother of the Web Stone. However, he was as far from being grateful to her as possible. He hadn't been given the opportunity to present his own case and defend himself against, what clearly was, but a slander. Nonetheless, he had enough reason left in him to depart from Xinlenal and Clariburnus's easy reach — after all, the prince might have had change of his blackened heart. Into Raging Inferno. Qalthus feet took him towards Mount Hotenow, his anger clearly resonating with the brewing volcano, and he soon found himself among the fire elementals under the leadership of a hunchbacked fire giant, Gommoth, all lustful and craving for an ecstatic surge of power that came with the previous eruption almost three decades ago, determined to repeat it and unleash whatever power may be slumbering among the magma below. The shadovar mage has his own desire - to avenge his exile by burying Xinlenal under rain of ash and fire. He commited whole his time, and resources shared by Gommoth, to discover a way to make Mount Hotenow erupt once more. Credits: Kirsi Salonen 13 Qalthus, Shadar-kai Shadovar Mage Medium humanoid (elf), neutral Armour Class 12 (15 with mage armour) Hit Points 78 (12d8 + 24) Speed 30 ft. STR DEX CON INT WIS CHA 14 (+2) 15 (+2) 15 (+2) 19 (+4) 12 (+1) 13 (+1) Saving Throws Int +7, Cha +4 Skills Arcana +7, Intimidation +5, Perception +4, Stealth +5 Damage Immunities necrotic Condition Immunities charmed, exhaustion Senses darkvision 60 ft., passive Perception 14 Languages Common, Elvish, Primordial Challenge 6 (2,300 XP) Fey Ancestry. Magic can't put Qalthus to sleep. Spellcasting. Qalthus is a 9th-level spellcaster. His spellcasting ability is Intelligence (spell save DC 15, +7 to hit with spell attacks). Qalthus has the following wizard spells prepared: Cantrips (at will): acid splash, mage hand, minor illusion, firebolt 1st level (4 slots): burning hands, disguise self, mage armor, magic missile 2nd level (3 slots): invisibility, mirror image, scorching ray 3rd level (3 slots): major image, hypnotic pattern 4th level (3 slots): fire shield, vitriolic sphere, wall of fire 5th level (1 slot): bigby's hand Actions Burning Touch Melee Spell Attack: +7 to hit, reach 5 ft., one creature. Hit: 11 (2d6 + 4) fire damage. Reactions Misty Escape (Recharges after a Short or Long Rest). When Qalthus takes damage, he turns invisible and teleports up to 60 feet to an unoccupied space he can see. He remains invisible until the start of his next turn or until he attacks or casts a spell. Lesser Factions: New Neverwinter and Beyond


Vandra Hillborn It was a natural consequence of circumstances for Vandra to become the leader of the dwarven expedition in search of Gauntlgrym. Initially, she travelled in a small group like many others, driven either by the tales of the old dwarven kingdom or Summoning — the visitation of the dwarven ghosts pleading to seek out and reclaim their lost and forgotten home. More and more travelling individuals and bands came across each other along the way, and so the expedition swelled in numbers; by the time they reached Neverwinter, they joined their efforts under the sound command of Hillborn, whose stubbornness, pride and logistic skills became widely praised. The expedition members soon began referring to themselves as the Seekers of the Way. Into the Mountain. Since many of the region’s legends revolve around Mount Hotenow, Vandra decided it would be the right place to begin their search. The journey there proved filled with hardships from the very beginning. In the Neverwinter itself, they lost some of their people to encounters with bands of ManyArrows orcs in the old Tower District — the note of safe passage purchased from Lord Neverember proved ineffective when, both, orcs and dwarves couldn’t stop themselves from provoking one another. An unknown foes claimed more of them within the unnerving depths of Neverwinter Wood: chased by arrows by day and unseen beings by night, they raced to the steep, jagged slopes of Hotenow and sought shelter within, setting up the encampment in the caves. The asylum in the heart of the magmabrewing heart of the mountain turned out the exact opposite. On one hand, the river of flame blocked further explorations, on the other, skirmishes with a sect of elementals venerating flames and destruction thinned their numbers further. With no proofs that there exist any paths leading to Gauntlgrym, their morale plummeted. Valiant Leader. What the expedition experienced so far was crushing to their spirit, alas, Vandra had to leave some more of the troubling circumstances out of collective knowledge, bearing the burden on her shoulders alone. Some of the recently lost expedition members vanished in the far different circumstances than she lead everyone to believe: they were not slain — they defected the Seeker’s cause. For all she knows, they have gone mad due to the lack of progress and harrowing experience they were put through. She would welcome outside help with finding them, although her own pride stands in the way of admitting the fact to herself. Unknown to her, the defectors are now aiding the elemental sect lead by the fire giant, King Gommoth, seeking ways to bring about the volcano’s eruption. In fact, their actions are manipulated by mind flyers lurking in the depths of the forgotten kingdom, who drove them insane, hoping that the eruption would wipe all who got too close to the Gauntlgrym. Credits: William O'Connor Studio 14 Vandra Hillborn Medium humanoid (dwarf), lawful good Armour Class 20 (plate armour, shield) Hit Points 77 (11d8 + 33) Speed 25 ft. STR DEX CON INT WIS CHA 17 (+3) 10 (0) 16 (+3) 11 (0) 14 (+2) 12 (+1) Saving Throws Con +6, Wis +5 Skills Athletics +6, Perception +5, Survival +5 Senses darkvision 60 ft., passive Perception 15 Languages Common, Dwarvish Challenge 5 (1,800 XP) Dwarven Resilience. Vandra has advantage on saving throws against poison, and has resistance against poison damage. Stand Your Ground. When an effect forces Vandra to move as a result of pull, push or slide, the effect is reduced to 5 feet. Vandra has advantage on Strength and Dexterity saving throws made against effects that would knock her prone. Actions Multiattack. Vandra makes two warhammer attacks. If she has a handaxe drawn, she can also make a handaxe attack as a bonus action. Warhammer. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) bludgeoning damage. Handaxe. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 6 (1d6 + 2) slashing damage. Shield Bash. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 4 (1d4 + 2) bludgeoning damage. If the target is a Medium or smaller creature, it must succeed on a DC 15 Strength saving throw or be knocked prone. Reactions Stubborn. When an enemy attempts to move, push or knock prone Vandra against her will, she makes a melee attack against that enemy. Lesser Factions: New Neverwinter and Beyond


Kholzourl, the Fire Speaker Duergars were present beneath the Gauntlgrym for a long time, after they cast out derro. They were lead to the lost dwarven kingdom by infernal omens and they occupy several lower layers of it and dig deep into earth beneath it. The leader of the expedition is a hunched, burly-shouldered duergar with a white beard, and a feverish smile that creeps over his face whenever he thinks about the work for the glory of Asmodeus. Kholzourl was the one to interpret the omens and it is he alone who knows duergars true purpose deep beneath Gauntlgrym. He considers himself an unholy champion of Asmodeus, it was he who interpreted the signs that appeared to his people. Shrine of Sacrilege. Among the duergar mines, darkened passages, jagged pits and slave warrens, there is one place in particular that enjoys a special attention of Kholzourl — the shrine to his dark master, Asmodeus. It was built with materials stolen from the Iron Tabernacle dedicated to Moradin — even the symbol of the dwarven deity has been hacked and hammered to form one of the three points on the sign of the devilish deity. Kholzourl uses special rites to commune directly with a number of devils, and any priest of Asmodeus, him included, can summon devils from this site in case of a dire emergency. Credits: Lake Hurwitz 15 Kholzourl, the Fire Speaker Medium humanoid (dwarf), chaotic/lawful evil Armour Class 16 (scale mail) Hit Points 90 (12d8 + 36) Speed 25 ft. STR DEX CON INT WIS CHA 16 (+3) 14 (+2) 17 (+3) 17 (+3) 14 (+2) 19 (+4) Saving Throws Con +6, Wis +5 Skills Arcana +6, Intimidate +7, Perception +5, Religion +6, Survival +5 Damage Resistances poison Damage Immunities fire Senses darkvision 60 ft., passive Perception 15 Languages Common, Deep Speech, Dwarvish Challenge 7 (2,900 XP) Duergar Resilience. Kholzourl has advantage on saving throws against poison, spells, and illusions, as well as to resist being charmed or paralyzed. Legendary Resistance (1/Day). If Kholzourl fails a saving throw, it can choose to succeed instead. Sunlight Sensitivity. While in sunlight, Nimor has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. Actions Multiattack. Kholzourl makes two flail attacks. Infernal Flail. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) bludgeoning damage plus 3 (1d6) fire damage plus 3 (1d6) psychic damage. Enlarge (Recharges after a Short or Long Rest). For 1 minute, Kholzourl magically increases in size, along with anything he is wearing or carrying. While enlarged, Kholzourl is Large, doubles his damage dice on Strength-based weapon attacks (included in the attacks), and makes Strength checks and Strength saving throws with advantage. If Kholzourl lacks the room to become Large, he attains the maximum size possible in the space available. Invisibility (Recharges after a Short or Long Rest). Kholzourl magically turns invisible until he attacks, casts a spell, or uses his Enlarge, or until his concentration is broken, up to 1 hour (as if concentrating on a spell). Any equipment Kholzourl wears or carries is invisible with him. Legendary Actions Kholzourl can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time, and only at the end of another creature’s turn. Kholzourl regains spent legendary actions at the start of its turn. Infernal Edict. A creature Kholzourl can see within 30 feet of him must succeed on a DC 15 Charisma saving throw or be compelled to move up to 15 feet in a direction of Kholzourl choice. Infernal Verdict (Costs 2 Legendary Actions). A creature Kholzourl can see within 15 feet of him must succeed on a DC 13 Dexterity saving throw or take 4 (1d8) poison damage and become poisoned for 1 minute. Infernal Stigma (Costs 3 Legendary Actions). Kholzourl makes an infernal flail attack against a creature within 5 feet of him. On hit, the attacked creature must succeed on a DC 15 Charisma saving throw, or fiery tendrils sprout form the target and surround it for 1 minute. Any creature other than Kholzourl that enters the area within 5 feet of the affected creature takes 5 (1d10) fire damage as tendrils lash out. The creature can repeat its saving throw at the end of each of its turns. Lesser Factions: New Neverwinter and Beyond


Kholzourl Variant: Devil Summoning Summon Devil (Recharges after a Short or Long Rest). If Kholzourl is within 30 feet of the Asmodeus Shrine of Sacrilege, he can summon a single devil. Roll d100. 1-40: Spined Devil, 41-80: Bearded Devil, 80-100: Barbed Devil. A summoned devil appears in an unoccupied space within 60 feet of Kholzourl, acts as an ally of Kholzourl, and can't summon other devils. It remains for 1 minute, until it or Kholzourl dies, or until Kholzourl dismisses it as an action. Nimor Ironvice Inconspicuous, quick-witted duergar is something that can be said about Nimor. He is as quick on his feet as he is decisive when it comes to improving his quality of life. He never let's an opportunity to go to waste, always looks after his own good in first place, and never looks back on whatever deeds he had chosen to commit. Lucrative yet Dangerous Deal. Nimor always felt that he needs to look after his own prosperity and that having initiative is one of the most important qualities of a successful entrepreneur. Ever since his discovery — a secret tunnel leading to the surface — he set on a number of reasonable short explorations into the area. One day, he met his current benefactor: Mordai Vell. He realised that the tiefling is a fellow worshiper of Asmodeus, and during conversation he found out about Ashmadai. They stroke a deal, of course, and now Nimor steals the rare meteoric substance, hellthorn, and trades with Mordai, charging him exaggerated prices. Nimor is quite aware that Vell attempts to tail him in hopes of leading him right back to the source of his product, but he easily managed to loose him way before they even approached Mount Hotenow, ensuring the safety of his secret. The coin is good, yet Nimor knows well that if Kholzourl the Fire Speaker, leader of his duergar community, found out about his little project, he would end up being tortured publicly and maybe even executed, eventually. Credits: Wizards of the Coast 16 Nimor Ironvice Medium humanoid (dwarf), chaotic/lawful evil Armour Class 16 (chain mail) Hit Points 52 (8d8 + 16) Speed 25 ft. STR DEX CON INT WIS CHA 19 (+4) 16 (+3) 14 (+2) 10 (0) 16 (+3) 8 (-1) Skills Deception +6, Perception, Persuasion, Survival +5 Damage Resistances fire, poison Senses darkvision 60 ft., passive Perception 15 Languages Common, Deep Speech, Dwarvish Challenge 2 (450 XP) Duergar Resilience. Nimor has advantage on saving throws against poison, spells, and illusions, as well as to resist being charmed or paralyzed. Sunlight Sensitivity. While in sunlight, Nimor has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. Actions Multiattack. Nimor makes two maul attacks. Maul. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage, or 15 (3d6 + 4) piercing damage while enlarged.. Javelin. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 7 (1d6 + 4) piercing damage, or 11 (2d6 + 4) piercing damage while enlarged. Enlarge (Recharges after a Short or Long Rest). For 1 minute, Nimor magically increases in size, along with anything he is wearing or carrying. While enlarged, Nimor is Large, doubles his damage dice on Strength-based weapon attacks (included in the attacks), and makes Strength checks and Strength saving throws with advantage. If Nimor lacks the room to become Large, he attains the maximum size possible in the space available. Invisibility (Recharges after a Short or Long Rest). Nimor magically turns invisible until he attacks, casts a spell, or uses his Enlarge, or until his concentration is broken, up to 1 hour (as if concentrating on a spell). Any equipment Nimor wears or carries is invisible with him. Lesser Factions: New Neverwinter and Beyond


Iliyanbruen Eladrin Emrae Firesky Despite her quiet and cold demeanor, Emrae passion for her convictions ignites like a sky at dusk, painting it crimson red. Together with Olirien Mistcrown, Merissara's second-in-command, she agitates for more bloodshed, craving to punish those who desecrated the ancient ruins of their city, but also to wrestle the surrounding land from the hands of the Neverwinter region current occupants. Spiritual Influence. Emrae is the highest ranking priestess of Corellon Larethian, and together with a number of fellow clerics she runs the only temple in the outpost — the Temple of Leaves. The shrine within the temple is a living hedged, carefully tended and shaped to support the weight of holy texts and icons. All the services are devoted to Corellon, and the priests frequently come together, to pray for the success and safety of the eladrin who set off to reclaim the ruins of Illefarn, but also to spell ill-fate on those who are their enemies. Despite the fact that New Sharandar is a military outpost, priests are recognised as leaders and hold nearly equal authority over the community as officers do. Emrae uses that influence and passionately supports Olirien Mistcrown’s faction, which seeks vengeance against the entire Neverwinter region. Credits: Richard Falla 17 Emrae Firesky Medium fey (elf), chaotic neutral Armour Class 18 (chain mail, shield) Hit Points 97 (13d8 + 39) Speed 30 ft. STR DEX CON INT WIS CHA 11 (+0) 10 (+0) 16 (+3) 18 (+4) 17 (+3) 13 (+1) Damage Resistances cold; bludgeoning, piercing, and slashing from nonmagical attacks Skills Madicine +7, Persuasion +5, Religion +8 Senses darkvision 60 ft., passive Perception 13 Languages Common, Elvish, Sylvan Challenge 9 (5,000 XP) Fey Ancestry. Magic can't put Emrae to sleep. Fey Step (Recharge 4-6). As a bonus action, Emrae can teleport up to 30 feet to an unoccupied space she can see. Additionally, before she teleports, one creature of her choice that she can see within 5 feet of her must succeed on a DC 13 Wisdom saving throw or be frightened of her until the end of her next turn. Innate Spellcasting. The Emrae’s innate spellcasting ability is Intelligence (spell save DC 16). She can innately cast the following spells, requiring no material components: At will: fog cloud, gust of wind 1/day each: cone of cold, ice storm Magic Resistance. Emrae has advantage on saving throws against spells and other magical effects. Spellcasting. Emrae is a 9th-level spellcaster. Her spellcasting ability is Wisdom (spell save DC 15, +7 to hit with spell attacks). She has the following cleric spells prepared: Cantrips (at will): mending, sacred flame, spare the dying, toll the dead 1st level (4 slots): divine favor, guiding bolt, healing word, shield of faith 2nd level (3 slots): lesser restoration, magic weapon, silence, spiritual weapon, zone of truth 3rd level (3 slots): beacon of hope, crusader’s mantle, dispel magic, revivify, spirit guardians, sending 4th level (3 slots): banishment, freedom of movement, control water, stoneskin 5th level (1 slot): flame strike, mass cure wounds, hold monster Actions Multiattack. Emrae makes two weapon attacks. Longsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d8) slashing damage or 5 (1d10) slashing damage if used with two hands. Reactions Frigid Rebuke. When Emrae takes damage from a creature she can see within 60 feet of it, Emrae can force that creature to succeed on a DC 16 Constitution saving throw or take 11 (2d10) cold damage. Guided Strike (Recharges after a Short or Long Rest). Emrae grants a +10 bonus to an attack roll made by itself or another creature within 30 feet of it. Emrae can make this choice after the roll is made but before it hits or misses. Lesser Factions: New Neverwinter and Beyond


Merrisara Winterwhite When the Spellplague shook Toril, the Feywild slipped into alignment with it once more. Iliyanbruen eladrin crossed the Planes to reclaim their ancestral roots. The portal led them to the unnerving forest, the Neverwinter Wood, were dark fey already awaited. After they successfully driven their foes out, eladrin set up a military outpost on both sides of the planar crossing and named it New Sharandar, after their fallen kingdom capital. Restoring Past, Preserving Peace. The eladrin set off from their outpost to the nearby ancient ruins from the ages past, only to find them ravaged by intruders, nature and time. Now, they wish to restore the long lost city and punish those who defiled it. Their leader is a charismatic fey knight, second to none in her swordship prowess and tactical insight, however, she puts diplomacy and peaceful measures above all else. Merrisara agrees that the thieves, trespassers and ravagers deserve their wrath and punishment, but she also understands that a lot of time had passed and the land no longer belongs to their kingdom, thus finding way to coexist with local people is the key — not everyone is the enemy. Unfortunately, not all of her subordinates share her calmer attitude. For now, Merrisara and a handful of her faithful lieutenants managed to keep the bulk of the violent eladrin forces in check. Nevertheless, those who approach new eladrin territories are often attacked, and the time may come when Merissara is no longer able to contain the violent faction's influence, and becomes forced to take actions she would rather not even think about. Thorn of the Wild Longsword, epic (requires attunement) The hilt of this longsword is wrapped by fresh vines with small leaves and spikes, which regrow naturally if damaged. This weapon provides +1 bonus to attack and damage rolls. Forest Walk. You ignore difficult terrain if that terrain is the result of trees, underbrush, plants, or natural growth. Plant Affinity. You have advantage on saving throws against plantrelated spells, such as entangle and grasping vine. Spirit of the Wild. Thorn of the Wild holds 6 charges. As an action, you can expend one of its charges to cast entangle, three charges to cast plant growth, four charges to cast guardian of nature (the Great Tree option only), or six charges to cast wall of thorns. The weapon regains 1d3 charges at dawn. Credits: Gal Or 18 Merrisara Winterwhite Medium fey (elf), neutral Armour Class 20 (studded leather, shield) Hit Points 93 (17d8 + 17) Speed 30 ft. STR DEX CON INT WIS CHA 18 (+4) 22 (+6) 13 (+1) 14 (+2) 13 (+1) 16 (+3) Saving Throws Dex +10, Con +5, Wis +5 Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks Skills Athletics +8, Deception +7, Nature +6, Perception +5 Senses darkvision 60 ft., passive Perception 15 Languages Common, Elvish, Sylvan Challenge 10 (5,900 XP) Fey Ancestry. Magic can't put Merrisara to sleep. Fey Step (Recharge 4-6). As a bonus action, Merrisara can teleport herself up to 30 feet to an unoccupied space she can see. Immediately after she appears, up to two creatures of her choice that she can see within 10 feet of her must succeed on a DC 15 Wisdom saving throw or be charmed by her for 1 minute, or until she or her companions deal any damage to it. Feywild Tactics. Merrisara's fey allies can score critical hit on rolls of 19–20 while they remain within 30 feet from her, can see or hear her, and she isn't incapacitated. Innate Spellcasting. Merrisara’s innate spellcasting ability is Charisma (spell save DC 15). She can innately cast the following spells, requiring no material components: At will: calm emotions, sleep 3/day each: cure wounds (as 5th level), lesser restoration Magic Resistance. Merrisara has advantage on saving throws against spells and other magical effects. Actions Multiattack. Merrisara makes two weapon attacks. Thorn of the Wild. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) slashing damage or 10 (1d10 + 5) slashing damage if used with two hands, plus 18 (4d8) psychic damage, and the target must succeed on a DC 16 Dexterity saving throw or become restrained by vines for 1 minute. A restrained target can use an action to make a DC 16 Strength (Athletics) or Dexterity (Acrobatics) check, ending the effect on itself on a success. Reactions Peaceful Measures. When Merrisara's ally within 60 feet of her is hit by an attack, she magically causes the attack to miss, provided she can see the attacker. Lesser Factions: New Neverwinter and Beyond


Addemios Three-Dawn A close assistant to the head priestess of Corellon of the Temple of the Leaves in the New Sharandar, Emrae Firesky, Addemios enjoys the smokescreen she provides with her fervent engagement in and support of the eladrin’s faction believing violence and vengeance to be their solution and path of dealing with dwellers of Neverwinter area. In the meantime, Addemios indulges in venerating dark powers and pulls many others of his kin right into hungry embraces of this miazma. Malevolent Intrigues. Addemios is darkly handsome, charismatic and well-regarded, even more so since he directed his devotion towards the sinister deity, as if Prince of Evil left a kiss of dark prosperity on his forehead. Secretly holding occult meeting and prayers in the hidden cellar below the priest’s dormitory, he and his followers minds are poisoned with Amodeus whispers full of promises of powers and influence, enticing them to sow feelings of aggression among their kin, and to spark violent actions against the Neverwinter region to distract the enemies of their patron from Ashmadai activities and the duergar, and to give the Lord of Nessus a foothold over the area of the Feywild around New Sharandar. Addemios decided to cooperate with the dark fey who were initially driven away from the portal by eladrin, and who ever since spied on their outpost, remaining hidden in the nearby woods. Since then, they managed to infiltrate New Sharandar and snuck into the mortal realm, lead by a coven of hags. Despite their cooperation with Addemios, their primary loyalty lies with a fomorian king. Credits: SKtneh 19 Addemios Three-Dawn Medium fey (elf), lawful evil Armour Class 16 (chain armour) Hit Points 78 (12d8 + 24) Speed 30 ft. STR DEX CON INT WIS CHA 12 (+1) 18 (+4) 15 (+2) 15 (+2) 11 (+0) 18 (+4) Saving Throws Wis +3, Cha +7 Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks Skills Arcana +5, Deception +7, Perception +3, Persuasion +7, Religion +5 Senses darkvision 60 ft., passive Perception 13 Languages Abyssal, Common, Elvish, Sylvan Challenge 7 (2,900 XP) Dark One's Own Luck (Recharges after a Short or Long Rest). When Addemios makes an ability check or saving throw, he can add a d10 to the roll. He can do this after the roll is made but before any of the roll's effects occur. Devil's Sight. Magical darkness doesn't impede Addemios's darkvision. Fey Ancestry. Magic can't put Addemios to sleep. Fey Step (Recharge 4-6). As a bonus action, Addemios can teleport up to 30 feet to an unoccupied space he can see, and as he appears, he immediately deals 4 fire damage to each creature of his choice that he can see within 5 feet of him. Magic Resistance. Addemios has advantage on saving throws against spells and other magical effects. Spellcasting. Addemios is an 8th-level spellcaster. His spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). He regains his expended spell slots when he finishes a short or long rest. He knows the following warlock spells: Cantrips (at will): eldritch blast, fire bolt, friends, mage hand, minor illusion, prestidigitation, shocking grasp 1st-4th level (2 4th-level slots): arcane eye, burning hands, hellish rebuke, magic circle, scorching ray, stinking cloud, suggestion, wall of fire Actions Multiattack. Addemios makes two weapon attacks. Shortsword. Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft., range 20/60 ft., one target. Hit: 7 (1d6 + 4) piercing damage plus 4 (1d8) fire damage. Reactions Pa at se Lesser Factions: New Neverwinter and Beyond


Olirien Mistcrown If one ever asked Olirien about a satyr’s frivolous debauchery, a nymph’s infatuating beauty, a dryad’s promise of unbridled pleasure, or a pixie’s whimsical tricks, he would tell one all about it, and even more so: he would be delighted to present it himself, if the company was worth it. Thus, among his own kin he is regarded as the one who knows all about the bliss, leisure and delight, yet, he is also highly respected as a skilled lieutenant and many would eagerly follow his lead blindly, if the need arose. Instigating Violence. Despite his cheerful demeanor, Olirien’s temper is quite hot when it comes to his own kin, their heritage and those who dare to trespass, and do harm to, both, eladrin and their creations. He is highly empathetic to those who are close to him, but, at the same time, it allows him to find the most callous ways to deal with those he regards as strangers — he found ways to turn laughter and dance against his enemies, especially if served in excessive amounts. For those who steal from ruins he seeks punishment, for those who desecrate the ancient Illefarni sites he spells suffering, and for those who extinguish the light of life of his kin he holds nothing but a painful death. His attitude resonates well among overwhelming number of eladrin who feel violated by the order they encountered after their arrival in the North. As Merissara’s second-in-command, his word carries weight and influence, and so he presses her to take decisive, combatant actions against their enemies — for Olirien, it means all inhabitants of the Neverwinter region. Wounded Heart. Olirien wasn’t always this eager to aggression and craving for vengeance. The bitterness sipped into his heart, when it was torn open with a pain of a loss of his loved one. Eladrin suffered losses while chasing away dark fey from the portal, causing morale to fall and many minds to succumb to sorrow, however, it was the death of a fellow soldier—he was Mistcrown’s lover—in the first days of establishing the outpost, which made him see red. And he continous ever since, hoping, no, craving, to find the unknown enemies who are responsible of this. Credits: Anna Helme 20 Olirien Mistcrown Medium fey (elf), neutral Armour Class 16 (studded leather) Hit Points 105 (14d8 + 42) Speed 30 ft. STR DEX CON INT WIS CHA 12 (+1) 18 (+4) 15 (+2) 17 (+3) 11 (+0) 15 (+2) Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks Skills Deception +5, Perception +3, Persuasion +5 Senses darkvision 60 ft., passive Perception 13 Languages Common, Elvish, Sylvan Challenge 7 (2,900 XP) Fey Ancestry. Magic can't put Olirien to sleep. Fey Step (Recharge 4-6). As a bonus action, Olirien can teleport himself or a willing creature he can touch within 5 feet of him, up to 30 feet to an unoccupied space he can see. Innate Spellcasting. The eladrin’s innate spellcasting ability is Charisma (spell save DC 16). It can innately cast the following spells, requiring no material components: At will: charm person, Tasha’s hideous laughter 3/day each: confusion, enthrall, sleep, suggestion 1/day each: hallucinatory terrain, Otto’s irresistible dance Magic Resistance. Merrisara has advantage on saving throws against spells and other magical effects. Actions Multiattack. Olirien makes two weapon attacks. Olirien can cast one spell in place of one of these attacks. Quarterstaff. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d6 + 5) bludgeoning damage, or 9 (1d8 + 5) bludgeoning damage if used with two hands, plus 4 (1d8) psychic damage. Longbow. Ranged Weapon Attack: +7 to hit, range 150/600 ft., one target. Hit: 7 (1d8 + 3) piercing damage plus 4 (1d8) psychic damage. Reactions Lucid Dream. When a creature targets Olirien with an attack or spell, he can beguile its mind with an oniric reality. The creature must succeed on a DC 16 Wisdom saving throw or the attack or spell against Olirien either target an ally of the attacker within 30 feet of him or miss (Olirien's choice). The effect lasts until the start of his next turn. Undead and constructs are immune to this effect. Lesser Factions: New Neverwinter and Beyond


Netherese and the Gray Wolf Tribe: Notable NPCs & Monsters


Clairburnus Tanthul, the Prince of Shade Human Face, Shade Heart. Clairburnus Tanthul is one of the twelve princes of Shade, a powerful and influential figure in Netheril, who have held power since before the fall of the First Empire. He used to be notorious of being the youngest captain in the Thultanthar’s military, causing some gossips to arise regarding his rapid rise due to his noble birth, although his followers always recognised his martial prowess and strategic leadership. He is also known to be the most human among the shade, however, it does not make him any less shade. He is said never to show emotion on his smooth, ageless face, or in his toneless whispering voice, at the same time, he has an uncanny insight and is an adept manipulator of others’ emotions. He is cruel and unforgiving, without neither honour nor virtue. Clairburnus finds deception as equal to might in any contest, so he breaks oaths and promises as effortlessly as he blinks. The prince exudes natural charisma and can put on a mask of tact and charm to obscure the emotionless soul beneath. His favourite weapon is a glaive called Gloom Crescent, and his personal sigil bears a gold star outlined in black on a midnight blue field. Uncanny Mastermind. Clariburnus Tanthul is in charge of Shadovar operations in New Neverwinter, leading Netherese in an attempt to restore the First Enclave, Xinlenal, and the first Mythallar, to Toril. Before Mount Hotenow eruption, he would try to take control of Neverwinter itself, however after success on his behalf by Herzgo Alegni, his heir, Effron, refused to hold the city plunging it into disarray, and forcing Clariburnus to tend to it on his own. Alas, it was too late for that as Dagult Neverember had already entered New Neverwinter and Shadovar-Thay war was in full motion, and Waterdeep would force the Prince of Shade to retreat and once again secure Neverwinter Wood around Xinlenal. Clairburnus began search for Ioulaum, an ancient Netheril wizard who used to live in the First Enclave, as he believed the mage to be still alive. He has also forged alliance with the Gray Wolf tribe, using them as cannon fodder and guerrilla force to hinder Thay, even though he has secretly plundered one of the Uthgardt's sacred sites, Morgur’s Mound, for magical relics. He needs items charged with arcane energy to restore the might of Mythallar by feeding their residuum to it. He place Orthinos Eln, a priest of Shar, in charge of overseeing the excavations of Xinlenal, putting hundreds of shades, humans, Shadar-kai, undead and constructs to work. Clairburnus does not fear Valindra Shadowmantle and often throws his forces at hers, wanting to close the Shadowfell portal inside the Dread Ring and end Thayan presence in Shadowfell. To that end he has sent Mythallar of Kolthunral to invade the city of Surcross and tie most of the enemy forces on that battlefield. 1 Clariburnus Tanthul Medium humanoid (shade), lawful evil Armour Class 19 (studded leather +1) Hit Points 97 (13d8 + 39) Speed 35 ft. STR DEX CON INT WIS CHA 18 (+4) 22 (+6) 16 (+3) 15 (+2) 13 (+1) 20 (+5) Saving Throws Dex +10, Wis +5, Cha +9 Skills Acrobatics +10, Arcana +6, Deception +9, History +6, Persuasion +5, Perception +5, Stealth +14 Senses blindsight 60 ft., darkvision 120 ft., passive Perception 15 Languages Common Challenge 11 (7 200 XP) Benighted Presence. All bright light within 30 feet from Clariburnus is treated as dim light. Legendary Resistance (3/Day). If Clariburnus fails a saving throw, he can choose to succeed instead. Regeneration. Clariburnus regains 15 hit points whenever he starts his turn and has at least 1 hit point. When he takes radiant damage, his regeneration does not function on his next turn. Shadow Stealth. While in dim light or darkness, Clariburnus can take the Hide action as a bonus action. Shadow Stride. As a bonus action, Clariburnus teleports up to 30 feet to an unoccupied space he can see. If, both, the space he teleports from an the space he teleports to are in dim light or darkness, he can teleport up to 60 feet, instead. Actions Multiattack. Clariburnus makes two attacks. Gloom Crescent. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 12 (1d10 + 7) slashing damage plus 3 (1d6) necrotic damage, or if the target is undead it deals 7 (2d6) necrotic damage instead. Legendary Actions Clariburnus can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time, and only at the end of another creature’s turn. Clariburnus regains spent legendary actions at the start of his turn. Move. Clariburnus moves up to his speed without provoking opportunity attacks. Severing Shadows (Costs 2 Actions). Clariburnus attacks up to three creatures he can see within 30 feet of him, making separate attacks against each one, and then he teleports to an unoccupied space he can see within 5 feet of one of his targets. Each creature damaged by this attack must make a DC 15 Constitution saving throw or gain one level of exhaustion. Felled by Night (Costs 3 Actions). Clariburnus commands the shadows to assault a creature that he can see within 30 feet of him and force it into a demiplane filled with shadows. The target must make a DC 17 Charisma saving throw, taking 22 (4d10) necrotic damage on a failed save and disappears within the demiplane, remaining there for as long as Clariburnus concentrates or uses this ability again. On a successful save, the target takes half damage. Netherese and Gray Wolf Tribe


Gloom Crescent Glaive, epic (requires attunement) This glaive appears to siphon light away from its surroundings and replaces it with a gloomy aura of hopelessness. This weapon provides +3 bonus to attack and damage rolls and deals an additional 3 (1d6) necrotic damage. If the target is undead, it deals 7 (2d6) necrotic damage instead. Hit Points lost to this weapon’s damage can be regained only through a short or long rest, rather than by regeneration, magic, or any other means. Once per turn, when you hit a creature with an attack using Gloom Crescent, you can wound the target. At the start of each of the wounded creature’s turns, it takes 2 (1d4) necrotic damage for each time he wounded it, and it can then make a DC 15 Constitution saving throw, ending the effect of all such wounds on itself on a success. Alternatively, the wounded creature, or a creature within 5 feet of it, can use an action to make a DC 15 Wisdom (Medicine) check, ending the effect of such wounds on it on a success. Fear of Night. Gloom Crescent holds 3 charges. As an action, you can expand one of its charges to cast cause fear or three charges to cast fear. The weapon regains 1d3 charges at midnight. Credits: Keaton Cannady Credits: Hellstern 2 Netherese and Gray Wolf Tribe


Orthinos Eln Upon Netherese return to Xinlenal, the highest priority became rebuilding a shrine for the goddess Shar, the Cathedral of Night, the process of which Orthinos headed himself. Even though the exterior is as damaged as any other structure in the vicinity, its interior had been carefully tended to — its lined in onyx and jet stone and enveloped in an unnatural shadow. Orthinos Eln spends most of his time there, either praying, planning logistics or communing with Prince Clariburnus. On Prince Behalf. While the shade prince is occupied with his many intrigues and hunt for relics and magic, he entrusted Eln with overseeing the Xinlenal's excavations and repair. Second only to prince himself, Orthinos is a natural leader, strong-willed and sharp-minded, and bestowed with many favours by the Nightsinger, and so the operation proceeds smoothly, despite certain setback related to unintentional weakening of the mythallar caused by one of Korvina's subordinates. Wary of the Devil. From among all parties involved in the activities in the region, Orthinos decided to pay particular attention to Ashmadai movements, since Prince Clariburnus decided to disregard them as Thayan's minions not worth a second thought. Eln suspects the devil worshippers have their own agenda, so he had dispatched personal agents to Neverwinter to investigate, before he raises the topic with the prince, again. Credits: Paizo Publishing, LLC (Artist: Eric Belisle) 3 Orthinos Eln Medium humanoid (shade), lawful evil Armour Class 18 (chainmail, shield) Hit Points 81 (18d8) Speed 30 ft. STR DEX CON INT WIS CHA 15 (+2) 10 (0) 11 (0) 14 (+2) 19 (+4) 16 (+3) Saving Throws Con +4, Wis +8 Skills Deception +7, Insight +8, Persuasion +7, Religion +6, Stealth +4 Senses darkvision 60 ft., passive Perception 15 Languages Common Challenge 9 (5,000 XP) Regeneration. Orthinos regains 10 hit points whenever he starts his turn and has at least 1 hit point. When he takes radiant damage, his regeneration does not function on his next turn. Shadow Stealth. While in dim light or darkness, Orthinos can take the Hide action as a bonus action. Shadow Stride. As a bonus action, Orthinos can teleport up to 20 feet to an unoccupied space he can see. Both, the space he teleports from and to, must be in dim light or darkness. Spellcasting. Orthinos is a 10th-level spellcaster. His spellcasting ability is Wisdom (spell save DC 16, +8 to hit with spell attacks). Orthinos has the following cleric spells prepared: Cantrip (at will): chill touch, minor illusion, thaumaturgy, toll the dead 1st level (4 slots): charm person, command, disguise self, inflict wounds, sanctuary 2nd level (3 slots): blindness/deafness, hold person, mirror image, silence 3rd level (3 slots): animate dead, blink, dispel magic 4th level (3 slots): banishment, death ward, dimension door 5th level (2 slots): dominate person, modify memory, scrying Actions Morningstar. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) bludgeoning damage plus 4 (1d8) poison damage. Cloak of Shadows. Orthinos becomes invisible until the end of his next turn or until he attacks or casts a spell. Deceitful Duplicate (1/Day). Orthinos creates a perfect illusion of himself that lasts for 1 minute, or until he loses his concentration (as if he was concentrating on the spell). The illusion appears in an unoccupied space that Orthinos can see within 30 feet of it. As a bonus action on its turn, Orthinos can move the illusion up to 30 feet to a space he can see, but he must remain within 120 feet of it. For the duration, Orthinos can cast spells as though he was in the illusion's space, but Orthinos must use its own senses. Additionally, when both Orthinos and his illusion are within 5 feet of a creature that can see the illusion, Orthinos has advantage on attack rolls against that creature, given how distracting the illusion is to the target. Netherese and Gray Wolf Tribe


Korvina, Shadar-kai Shadow Witch Korvina is the mother of a tremendous machine consisting of magic, metal and stone, called the Web of Stone. Its roughlyshaped rings, connected by dozens of bridges and platforms, swarm with live and constructed workers alike who repair buildings and streets below. The shadar-kai witch overlooks their efforts and fulfills her own duties, such as casting various spells from atop of the web ring. Fatal Miscalculation. The mythal of Xinlenal waned over centuries, however, Korvina stumbled upon its magic's lingering influence and assumed that she could create her floating masterpiece, Web of Stone, with its help. Her predictions proved to be correct, although, she didn't take into account that, in the process, it would also drain power from Xinlenal's already severely damaged mythallar. A sharp-minded individual she is, she managed to keep her culpability unknown, or so she thinks, to everyone but herself — after all she greatly weakened what she was ordered to restore. Nothing provides better smoke cover than the scapegoat to blame, so she had offered prince Clariburnus one of her fellow shadar-kai, Qalthus, with whom she was working on the restorations. Of course, she was greatly relieved to see him exiled and leave without too much of an attempt to challenge her claim. Thanks to the circumstances, the risk of further investigation and revealing her involvement had been fended off, seemingly, for good. Credits: E9ART APPLE 4 Korvina, Shadow Witch Medium humanoid (elf), neutral Armour Class 15 (studded leather) Hit Points 77 (14d8 + 14) Speed 30 ft. STR DEX CON INT WIS CHA 13 (+1) 16 (+3) 13 (+1) 17 (+3) 12 (+1) 19 (+4) Saving Throws Dex +6, Int +6, Cha +7 Skills Acrobatics +6, Arcana +6, Religion +6, Stealth +6 Damage Immunities necrotic Condition Immunities charmed, exhaustion Senses darkvision 60 ft., passive Perception Languages Common, Elvish Challenge 6 (2,300 XP) Fey Ancestry. Magic can't put Korvina to sleep. Innate Spellcasting. Korvina's innate spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). She can innately cast the following spells, requiring no material components: At will: chill touch, detect magic, minor illusion 3/day each: bestow curse, sanctuary, witchbolt 1/day each: confusion, feign death, demiplane, ice storm, shadow blade, shadow of moil, speak with dead, spiritual weapon Actions Blackfire Touch. Melee Spell Attack: +6 to hit, reach 5 ft., one creature. Hit: 7 (1d6 + 4) fire damage plus 7 (1d6 + 4) necrotic damage. Beshadowed Mind (Recharge 4-6). A creature of Korvina's choice that she can see within 60 feet her must make a DC 14 Wisdom saving throw. On a failed save, the creature takes 11 (3d6) necrotic damage, and becomes blinded for 1 minute. It can repeat the saving throw at the end of each of its turns. Reactions Misty Escape (Recharges after a Short or Long Rest). When Korvina takes damage, she turns invisible and teleports up to 60 feet to an unoccupied space she can see. She remains invisible until the start of her next turn or until she attacks or casts a spell. Netherese and Gray Wolf Tribe


Ulrukan, Shade Slaver Ulrukan oversees the Womb of Stone, a floorless structure made so for the easy access to earth, where thaalud constructors are being created, since Netherese arrival at Xinlenal. Slavemaster. Ulrukan had lost his left hand and leg long time ago, combating creatures of Shadowfell, but earned replacements, which are of animated stone. He has quiet disposition, and exudes an aura of obedience, so that he needs to put a minimal effort into keeping his subordinates in line — often his single look is enough. No small assistance in executing obedience and ensuring deference provides the ill reputation surrounding his whip, Scourge, as a single cut can immobilize even the mightiest being in place. Secrets' Collector. He is as ruthless and brutish when faced with insubordination as he is calm and quiet while enjoying observations of dynamics among individuals, which allows him to learn more about them than meets the eye. His most savoured and worrying piece of information is the truth behind weakening of Xinlenal's mythallar. He detected the strain Korvina's magic caused upon creating the Web of Stone, however, he decided to keep it to himself. Now, he wonders how to best make use of this secret, without giving away that he knew the truth all along but didn't say a word. Disheartener Whip, rare (requires attunement) The slithering shape of this long, dark whip is as menacing to sight as its sharpness is to touch. Whenever light reflects of its surface, it appears crimson, and it leaves bodies of those it wounds locked in place. This weapon provides +1 bonus to attack and damage rolls. When you hit a creature with this weapon, it must succeed on a DC 15 Constitution saving throw or become restrained for 1 minute and you can use your bonus action to pull the creature 5 feet closer to you or knock it prone. The restrained creature can repeat its saving throw at the end of each of its turns. Hit Points lost to this weapon’s damage can be regained only through a short or long rest, rather than by regeneration, magic, or any other means. Credits: Jason Engle 5 Ulrukan, Shade Slaver Medium humanoid (shade), neutral Armour Class 15 (studded leather) Hit Points 88 (16d8 + 16) Speed 30 ft. STR DEX CON INT WIS CHA 17 (+3) 16 (+3) 12 (+1) 10 (0) 13 (+1) 14 (+2) Skills Athletics +9, Intimidate +6, Perception +4, Stealth +6 Senses darkvision 60 ft., passive Perception 14 Languages Common Challenge 5 (1,100 XP) Brute. A melee weapon deals one extra die of its damage when Ulrukan hits with it (included in the attack). Regeneration. Ulrukan regains 10 hit points whenever he starts his turn and has at least 1 hit point. When he takes radiant damage, his regeneration does not function on his next turn. Shadow Stealth. While in dim light or darkness, Ulrukan can take the Hide action as a bonus action. Shadow Stride. As a bonus action, Ulrukan can teleport up to 20 feet to an unoccupied space he can see. Both, the space he teleports from and to, must be in dim light or darkness. Actions Multiattack. Ulrukan makes two melee attacks, only one of which can be a dishartener (whip) attack. Mace. Weapon Melee Attack: +6 to hit, reach 5 ft., one creature. Hit: 12 (2d8 + 3) piercing damage. Dishartener. Weapon Melee Attack: +7 to hit, reach 10 ft., one creature. Hit: 9 (2d4 + 4) slashing damage plus 3 (1d6) fire damage. If the target is a creature it must succeed on a DC 15 Constitution saving throw or become restrained for 1 minute and Ulrukan can use his bonus action to pull the creature 5 feet closer to himself or knock it prone. The restrained creature can repeat its saving throw at the end of each of its turns. Reactions Unyielding. When Ulrukan is subjected to an effect that would move him, knock him prone, or both, he can use his reaction to be neither moved nor knocked prone. Netherese and Gray Wolf Tribe


Ormshas, the Shadowkeeper Not many creatures would feel at ease among the Gray Wolf tribe, and even more so, not many creatures would make Uthgardt barbarians feel uncomfortable and unnerved, yet Ormshas is exactly that kind of being. Creeper's Little Hut. Many may have heard cautionary tales of lone huts, houses and buildings where some sort of inviting yet dark, hungry power or resident may dwell, awaiting its prey, and those stories should extend to shadowkeeper's huts, which doors are but a inconspicuous portals into realm of the worst nightmares. Inside, there are skulls with little light wandering within their hollow eye sockets, trailing any living being that dares to visit the premises. Bones hang from the walls and litter the floor like a intricate divan of far lands would do. Every shadow in this disturbing edifice is in fact quite sentient and, not necessarily living, but enjoy the state of undeath — and, both, shades and wraiths, are at Ormshas command when it comes to quietly eliminate disidents among the Gray Wolf who would like to go back on their alliance with Netherese. Hidden Motives. Ormshas presence in Vellosk serves, seemingly, sustaining communication between the Gray Wolf tribe and her Netherese superiors, meeting with the tribes leadership and cultivating friendly relations between the two allies. In fact, she is a mean little spy, who makes sure that the Gray Wolf remain loyal to the cause. She is ruthless and vicious and has no mercy for those who interfere. She carries grim trophies around her belt — numerous severed hands of those who were unlucky to cross her. Underneath all of that, there is a strong self preservation instinct, and Ormshas would give up anything to save her own life. Credits: Peter Bergting 6 Ormshas Small humanoid (shade), neutral evil Armour Class 16 (studded leather) Hit Points 66 (12d6 + 24) Speed 30 ft. STR DEX CON INT WIS CHA 11 (0) 18 (+4) 14 (+2) 13 (+1) 14 (+2) 13 (+1) Saving Throws Dex +6 Skills Arcana +3, Sleight of Hand +8, Stealth +8 Damage Resistances necrotic Senses darkvision 60 ft., passive Perception 12 Languages Common Challenge 4 (1,100 XP) Dark Step. While in dim light or darkness, the opportunity attacks made against Ormshas are made at disadvantage. Additionally, whenever she moves at least 20 feet and ends her movement within 5 feet of a creature, she gets advantage on the attack roll against that creature until the end of her turn. Killing Dark. When Ormshas is reduced to 0 hit points each creature within 5 feet of her must succeed on a DC 12 Wisdom saving throw or become blinded for 1 minute. Regeneration. Ormshas regains 5 hit points whenever she starts her turn and has at least 1 hit point. When she takes radiant damage, her regeneration does not function on her next turn. Shadow Stealth. While in dim light or darkness, Ormshas can take the Hide action as a bonus action. Shadow Stride. As a bonus action, Ormshas can teleport up to 20 feet to an unoccupied space she can see. Both, the space she teleports from and to, must be in dim light or darkness. Shroud of the Grave. Each undead ally of Ormshas choice within 30 feet of her loses vulnerability to radiant damage. Sneak Attack (1/Turn). Ormshas deals an extra 7 (2d6) damage when she hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of Ormshas that isn't incapacitated and Ormshas doesn't have disadvantage on the attack roll. Actions Multiattack. Ormshas makes two shortsword attacks. Shortsword. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one creature. Hit: 7 (1d6 + 4) piercing damage. Call of the Grave (1/Day). Ormshas throws four severed hands and four crawling claws appear in four unoccupied spaces she can see within 30 feet of her. Netherese and Gray Wolf Tribe


Thaalud, Tomb Tappers Ill fame. The infamy of Thaalud, also called ‘Tomb Tappers’, is known far and wide across Faerûn, and all among sane adventurers and sensible explorers fear and dread encounters with one. As a creation of the old Netherese Empire, credited to a legendary demilich called the Keeper of Thaal, they might seem but nightmares echoing among the dreams of those who scavenge dungeons of the past, but since Shadovar had returned, they resumed constructions of those mighty constructs, crafting, equally disturbing, weaker versions, much faster, easier to make, and more useful for menial labour. Macabre Appearance. Thaalud appear as tall, naked, sexless, and hairless humanoids with very hard, smooth, blue-grey skin, claws that can dig through solid rock, and great toothed mouths in their bellies. Their featureless heads have earned them the nickname “the faceless”. Uncanny Sense. The way a Thaalud ‘see’ relies on emitting high, inaudible sound wave, which bounce back to it, even up to 440 feet. They communicate through a sequence of humming sounds created by skin vibration (a language partially understood by mind flyers), and also through a limited telepathy. Worshipers of Magic. Magic is sacred to Tomb tappers, and so they plunder tombs, temples, and wizards’ towers in search of magical items, and they tend to try to seize magical items from encountered beings. They never use the accumulated arsenal of magical objects, but rather protect and venerate them. They hold belief that the source of all magic is hidden deep in the earth and they commit themselves to the eternal search for it. For that reason, they treat earth elementals with great deference and are reluctant to attack them. Mineral Diet. Thaalud take in needed water through their skin, which varies in porosity at will. They crush rock with their gigantic jaws to extract mineral sustenance but can also digest iron from blood and bone marrow, if available, but do not hunt to eat. Socially Apt. Surprisingly, given their strange beginnings, thaalud form social units, living in regional clans, and adhere to rules of deals, while arranging them with other beings, showing aptitude for respecting rules and conventions. In Underdark, Thaalud usually aid svirfneblins and dwarves, whose magic they leave unmolested. Thaalud hate umber hulks, sometimes enslaving them from birth, mutually ignore xorn, dislike duergar and drow (they have no interest in drow cloaks, boots and other items that resemble magic) and are bitter foes of illithids and phaerimm, who have slain more than a few of their kind. 7 Thaalud Constructor Huge construct, unaligned Armour Class 17 (natural armour) Hit Points 95 (10d12 + 30) Speed 40 ft., burrow 20ft. STR DEX CON INT WIS CHA 20 (+5) 9 (-1) 17 (+3) 13 (+1) 11 (+0) 15 (+2) Damage Resistances lightning, cold, fire, bludgeoning, piercing, and slashing from nonmagical attacks that aren't adamantine Damage Immunities poison Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned Skills Arcana +7, Perception +6 Senses blindsight 440 ft., passive Perception 14 Languages understands Common but can't speak, Thaalud, telepathy 120 feet Challenge 7 (2 900 XP) Collapse into Rubble. When thaalud drops to 0 hit points, he collapses violently. Every creature within 5 feet of it must make a DC 12 Dexterity saving throw or suffer 18 (4d8) bludgeoning damage. The area of the collapse turns into difficult terrain. Earth Walk. The thaalud ignores difficult terrain if that terrain is the result of rubble, uneven stone, or earth. Echolocation Sensing. Within the range of its blindsight, the thaalud can locate invisible creatures and objects, and is immune to all vision-related spells (such as phantasmal force, colour spray and hypnotic pattern). Insensitive Mind. The thaalud is immune to all enchantment spells. Innate Spellcasting. The thaalud’s innate spellcasting ability is Charisma (spell DC 13). It can innately cast the following spells, requiring no verbal or material components: At will: detect magic 1/day each: animate object (rock-only) Magic Weapons. The thaalud’s weapon attacks are magical. Stones to Stones. The thaalud has disadvantage against flesh to stone spell and turns to stone after dying. Action Multiattack. The thaalud makes two melee attacks. Mauling Fist. Melee Weapon Attack: +8 to hit, reach 15 ft., one creature. Hit: 18 (3d8 + 5) bludgeoning damage, and the target is grappled (escape DC 16). Until this grapple ends, the target is restrained. The thaalud can grapple up to two creatures at the same time, one in each of his hands. Crushing Maw. The thaalud attempts to bite a creature of its choice it is aware of within 5 feet of it. The creature must make a DC 12 Dexterity saving throw. On a failed save, it suffers 12 (1d12 + 5) piercing damage, or half as much on a successful once. Alternatively, if the creature was prone, the thaalud hurls itself atop of it and deals an additional 12 (1d12 + 5) bludgeoning damage if the saving throw failed, and half as much if it succeeded. The thaalud is then left prone and can't get up until the start of his next turn. Fling. One Large or smaller object held or creature grappled by the the thaalud is thrown up to 60 feet in a direction of its choice and knocked prone. If a thrown target strikes a solid surface, the target takes 3 (1d6) bludgeoning damage for every 10 feet it was thrown. If the target is thrown at another creature, that creature must succeed on a DC 12 Dexterity saving throw or take the same damage and be knocked prone. Netherese and Gray Wolf Tribe


Credits: Wizards of the Coast 8 Thaalud Titan Gargantuan construct, unaligned Armour Class 21 (natural armour) Hit Points 330 (20d20 + 120) Speed 40 ft., burrow 20ft. STR DEX CON INT WIS CHA 30 (+10) 17 (+3) 22 (+6) 22 (+6) 12 (+0) 24 (+7) Saving Throws Str +16, Con +12, Cha +13 Damage Immunities cold, fire, lightning, poison, bludgeoning, piercing, and slashing from nonmagical attacks that aren't adamantine Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned Skills Arcana +18, Perception +12 Senses blindsight 440 ft., passive Perception 22 Languages understands Common but can't speak, Thaalud, telepathy 120 feet Challenge 19 (22 000 XP) Collapse into Rubble. When thaalud drops to 0 hit points, he collapses violently. Every creature within 10 feet of it must make a DC 17 Dexterity saving throw or suffer 36 (8d8) bludgeoning damage. The area of the collapse turns into difficult terrain. Earth Walk. The thaalud ignores difficult terrain if that terrain is the result of rubble, uneven stone, or earth. Echolocation Sensing. Within the range of its blindsight, the thaalud can locate invisible creatures and objects, and is immune to all vision-related spells (such as phantasmal force, colour spray and hypnotic pattern). Insensitive Mind. The thaalud is immune to all enchantment spells. Innate Spellcasting. The thaalud’s innate spellcasting ability is Charisma (spell DC 21). It can innately cast the following spells, requiring no verbal or material components: At will: detect magic 1/day each: erupting earth, animate object (rock-only) Magic Weapons. The thaalud’s weapon attacks are magical. Stones to Stones. The thaalud has disadvantage against flesh to stone spell and turns to stone after dying. Action Multiattack. The thaalud makes two melee attacks, one of which can be replaced with a Crushing Maw. Adamantine Maul. Melee Weapon Attack: +16 to hit, reach 15 ft., one creature. Hit: 38 (8d6 + 10) bludgeoning damage. If the target is a creature, it must succeed on a DC 24 Strength saving throw or be knocked prone. Mauling Fist. Melee Weapon Attack: +16 to hit, reach 15 ft., one creature. Hit: 28 (4d8 + 10) bludgeoning damage, and the target is grappled (escape DC 24). Until this grapple ends, the target is restrained. The thaalud can grapple up to two creatures at the same time, one in each of his hands. Crushing Maw. The thaalud attempts to bite a creature of its choice it is aware of within 10 feet of it. The creature must make a DC 17 Dexterity saving throw. On a failed save, it suffers 23 (2d12 + 10) piercing damage, or half as much on a successful once. Alternatively, if the creature was prone, the thaalud hurls itself atop of it and deals an additional 23 (2d12 + 10) bludgeoning damage if the saving throw failed, and half as much if it succeeded. The thaalud is then considered prone and can't get up until the start of his next turn. Fling. One Huge or smaller object held or creature grappled by the thaalud is thrown up to 120 feet in a direction of its choice and knocked prone. If a thrown target strikes a solid surface, the target takes 3 (1d6) bludgeoning damage for every 10 feet it was thrown. If the target is thrown at another creature, that creature must succeed on a DC 17 Dexterity saving throw or take the same damage and be knocked prone. Netherese and Gray Wolf Tribe


Credits: Jose Afonso "eSkwaad" 9 Shade Mage Medium humanoid (shade), neutral Armour Class 12 (15 with mage armour) Hit Points 47 (9d8 + 9) Speed 30 ft. STR DEX CON INT WIS CHA 11 (0) 14 (+2) 12 (+1) 18 (+4) 12 (+1) 13 (+1) Saving Throws Int +7, Cha +4 Skills Arcana +7, Intimidation +5, Perception +4, Stealth +5 Senses darkvision 60 ft., passive Perception 14 Languages Common, Primordial Challenge 5 (1,800 XP) Displacement (Recharges after the shade casts an Illusion Spell of 1st Level or Higher). As a bonus action, the shade projects an illusion that makes it appear to be standing in a place a few inches from its actual location, causing any creature to have disadvantage on attack rolls against it. The effect ends if the shade takes damage, it is incapacitated, or its speed becomes 0. Regeneration. The shade regains 5 hit points whenever it starts its turn and has at least 1 hit point. When it takes radiant damage, its regeneration does not function on its next turn. Shadow Stealth. While in dim light or darkness, the shade can take the Hide action as a bonus action. Shadow Stride. As a bonus action, the shade can teleport up to 20 feet to an unoccupied space it can see. Both, the space it teleports from and to, must be in dim light or darkness. Spellcasting. The shade is a 9th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 15, +7 to hit with spell attacks). The shade has the following wizard spells prepared: Cantrips (at will): mage hand, minor illusion, frostbite, poison spray 1st level (4 slots): disguise self, mage armor, magic missile, shield 2nd level (3 slots): invisibility, mirror image, shadow blade 3rd level (3 slots): major image, hypnotic pattern, fear 4th level (3 slots): blight, phantasmal killer 5th level (1 slot): negative energy flood Illusion spell of 1st level or higher Actions Quarterstaff. Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: 3 (1d6) bludgeoning damage, or 4 (1d8) bludgeoning damage if used with two hands. Netherese and Gray Wolf Tribe


Jurden Splitlip A robust and stalwart man, highly respected among his fellow Gray Wolf tribesmen as a courageous chieftain and a wily warrior, Jurden towers over most not with the physique alone but the presence, as well. Hardened by wild and brutal customs among his shapeshifting kind, he is as dominating as necessary for a werewolf who wishes to maintain his status in the unspoken hierarchy underlined with the threat of violence, yet he often chooses guile over might, especially, if it provides him with an edge over his enemies. Jurden’s brawny body is covered in plethora of tribal tattoos, his piercing eyes are steel grey and his dark hair grow in a tangled mass. Jurden’s name ‘Splitlip’ comes from an old wound sustained during a raid — left side of his lower lip has been torn by a silvered blade and never healed properly. Wolf in Sheep's Guise. The confrontation between the Netherese who arrived in Neverwinter Wood and the tribe ended in an alliance between the two. Gray Wolves main role became the infiltration of Helm’ Hold. The tribe chose ruins of Conyberry as a training grounds for their members, ensuring that they learn to behave like civilised people. Occasional contact with which stray wanderers and small adventuring groups, which stumbled upon their undertaking, where perfect occasions to test the robustness of their deceit. Jurden, who heads the effort, and werewolves who follow him, have adopted appearances of Helm’s Hold citizens, cutting their hair, covering tattoos, and speaking without an accent. Jurden’s band is responsible for over half dozen murders in the Hold and three times as many kidnappings. Victims were used as source of information, thanks to which a number of werewolves managed to establish cover identities, passing as traveler, merchants or new immigrants. Jurden himself had little difficulties with impersonating a former mercenary turned weapon merchant. His recent ‘intervention’ against werewolf attack earned him quite a renown, gratitude and respect among the local population. While, he is perceived as a strapping boisterous man with great respect towards folk traditions, he and his group work to infiltrate the cathedral, and, simultaneously, they sow civil unrest, spread terror, and undermine people’s trust in the Hold’s leadership, trying to make it fragile enough for the combined force of werewolves and Netherese to seize control over it. Credits: Kip Ayers 10 Jurden Splitlip Medium humanoid (human, shapechanger), chaotic evil Armour Class 17 (in humanoid form, 18 in wolf or hybrid form) Hit Points 85 (10d8 + 40) Speed 30 ft. (40 ft. in wolf form) STR DEX CON INT WIS CHA 18 (+4) 16 (+3) 19 (+4) 13 (+1) 12 (+1) 16 (+3) Damage Immunities bludgeoning, piercing, and slashing from nonmagical weapons that aren't silvered Skills Deception +6, Intimidation +7, Perception +4, Persuasion +6, Stealth +6, Survival +4 Senses passive Perception 14 Languages Common, Bothii (can't speak in wolf form) Challenge 5 (1 800 XP) Shapechanger. Jurden can use his action to polymorph into a wolf-humanoid hybrid or into a wolf, or back into his true form, which is humanoid. His statistics, other than his AC, are the same in each form. Any equipment he is wearing or carrying isn’t transformed. He reverts to his true form if he dies. Keen Hearing and Smell. Jurden has advantage on Wisdom (Perception) checks that rely on hearing or smell. Pack Tactics. Jurden has advantage on an attack roll against a creature if at least one of the Jurden’s allies is within 5 feet of the creature and the ally isn’t incapacitated. Unarmoured Defence. While Jurden doesn't wear an armour, he can add his Constitution modifier to its AC score (already included). Actions Multiattack (Humanoid or Hybrid Form Only). Jurden makes three attacks: only one of which can be a bite attack. Bite (Wolf or Hybrid Form Only). Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) piercing damage. If the target is a humanoid, it must succeed on a DC 15 Constitution saving throw or contracts Werewolf Moon Frenzy. Claws (Hybrid Form Only). Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 9 (2d4 + 4) slashing damage. Maul (Humanoid Form Only). Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 11 (2d6 + 4) bludgeoning damage. Handaxe (Humanoid Form Only). Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 20/60 ft., one creature. Hit: 7 (1d6 + 4) piercing damage. Netherese and Gray Wolf Tribe


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