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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

Ethraniev Marrowslake Ethraniev is a chieftain but also one of the most brutal, bloodthirsty, egocentric and greedy pack leaders among the Gray Wolf tribe. Her impressive, towering physique allows her to exhibit those violent and self-centered behaviours without much, if any, consequence and opposition. Undoubtedly, she is the alpha female in the pack, easily outranking many of her male counterparts. She is over six feet tall, and in her hybrid form, she is easily nearing eight feet tall, not to mention her massive wolven shape, with thick brown-red coat, crushing maws, and tall sharp fangs. In her human guise, she wears her raven black hair in braids gathered in a tight knot. Her deep forest-green eyes burn with savageness and craving for a fight, her features are sharp, as if hewed in stone, and her muscular body is covered in an intricate weave of crimson red tribal tattoos. Her voice is brewing with aggression and any threat or insult, even if imaginary, meets with her outright violence. Bloodthirst Excuse. Ethraniev finds alliance with Netherese a convenient excuse to hunt, kill and revel in slaughter. I matters little that tse who they hunt happens to be Thayans — the challenge only adds to adrenaline. Anyone who speaks ill of this arrangement quickly meets with her threats backed by violence. Credits: Javier Charro 11 Ethraniev Marrowslake Medium humanoid (human, shapechanger), chaotic evil Armour Class 17 (in humanoid form, 18 in wolf or hybrid form) Hit Points 94 (11d8 + 44) Speed 40 ft. (50 ft. in wolf form) STR DEX CON INT WIS CHA 20 (+5) 17 (+3) 18 (+4) 11 (0) 13 (+1) 12 (+1) Saving Throws Str +8, Con +7 Damage Immunities bludgeoning, piercing, and slashing from nonmagical weapons that aren't silvered Skills Deception +4, Insight +4, Intimidate +8, Nature +4 Senses passive Perception 11 Languages Common, Bothii (can't speak in wolf form) Challenge 6 (2 300 XP) Shapechanger. Ethraniev can use her action to polymorph into a wolf-humanoid hybrid or into a wolf, or back into her true form, which is humanoid. Her statistics, other than her AC, are the same in each form. Any equipment she is wearing or carrying isn’t transformed. She reverts to her true form if she dies. Charge (Hybrid or Wolf Form Only). If Ethraniev moves at least 20 feet straight toward a target and then hits it with an attack on the same turn, the target takes an extra 9 (2d8) damage. If the target is a creature, it must succeed on a DC 16 Strength saving throw or be pushed up to 10 feet away and knocked prone. Keen Hearing and Smell. Ethraniev has advantage on Wisdom (Perception) checks that rely on hearing or smell. Pack Tactics. Ethraniev has advantage on an attack roll against a creature if at least one of the her allies is within 5 feet of the creature and the ally isn’t incapacitated. Savage Critical. Ethraniev deals an extra 5 (1d10) damage on a critical hit scored with a melee attack. Unarmoured Defence. While Ethraniev doesn't wear an armour, she can add her Constitution modifier to her AC score (already included). Actions Multiattack (Humanoid or Hybrid Form Only). Ethraniev 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. Greatsword (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


12 Gray Wolf Barbarian Medium humanoid (human, shapechanger), chaotic evil Armour Class 14 (in humanoid form, 15 in wolf or hybrid form) Hit Points 67 (9d8 + 27) Speed 30 ft. (40 ft. in wolf form) STR DEX CON INT WIS CHA 16 (+3) 13 (+1) 17 (+3) 10 (0) 11 (0) 10 (0) Damage Immunities bludgeoning, piercing, and slashing from nonmagical weapons that aren't silvered Skills Deception +2, Perception +2, Survival +3 Senses passive Perception 12 Languages Common, Bothii (can't speak in wolf form) Challenge 4 (1 100 XP) Shapechanger. The barbarian can use its action to polymorph into a wolf-humanoid hybrid or into a wolf, or back into its true form, which is humanoid. Its statistics, other than its AC, are the same in each form. Any equipment it is wearing or carrying isn’t transformed. It reverts to its true form if it dies. Keen Hearing and Smell. The barbarian has advantage on Wisdom (Perception) checks that rely on hearing or smell. Pack Tactics. The barbarian has advantage on an attack roll against a creature if at least one of the barbarian’s allies is within 5 feet of the creature and the ally isn’t incapacitated. Unarmoured Defence. While the barbarian doesn't wear an armour, it can add its Constitution modifier to its AC score (already included). Actions Multiattack (Humanoid or Hybrid Form Only). The barbarian makes two attacks: only one of which can be a bite attack. Bite (Wolf or Hybrid Form Only). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage. If the target is a humanoid, it must succeed on a DC 13 Constitution saving throw or contracts Werewolf Moon Frenzy. Claws (Hybrid Form Only). Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 8 (2d4 + 3) slashing damage. Spear (Humanoid Form Only). Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one creature. Hit: 6 (1d6 + 3) piercing damage, or 7 (1d8 + 3) piercing damage if used with two hands to make a melee attack. Werewolf Stormcaller Medium humanoid (human, shapechanger), chaotic evil Armour Class 13 (in humanoid form, 14 in wolf or hybrid form) Hit Points 67 (9d8 + 27) Speed 30 ft. (40 ft. in wolf form) STR DEX CON INT WIS CHA 15 (+2) 16 (+3) 17 (+3) 13 (+1) 20 (+4) 14 (+2) Saving Throws Wis +6 Damage Immunities bludgeoning, piercing, and slashing from nonmagical weapons that aren't silvered Skills Arcana +4, Deception +5, Insight +7, Intimidate +5, Nature +4, Perception +7, Survival +7 Senses passive Perception 17 Languages Common, Bothii (can't speak in wolf form) Challenge 5 (1 800 XP) Shapechanger. The werewolf can use its action to polymorph into a wolf-humanoid hybrid or into a wolf, or back into its true form, which is humanoid. Its statistics, other than its AC, are the same in each form. Any equipment it is wearing or carrying isn’t transformed. It reverts to its true form if it dies. Keen Hearing and Smell. The werewolf has advantage on Wisdom (Perception) checks that rely on hearing or smell. Pack Tactics. The werewolf has advantage on an attack rolls against a creature if at least one of the werewolf’s allies is within 5 feet of the creature and the ally isn’t incapacitated. Innate Spellcasting. The werewolf's innate spellcasting ability is Wisdom (spell save DC 13). The werewolf can innately cast the following spells, requiring no material components: At will: thunderclap, lightning lure 3/day: thunderwave 1/day: call lightning Actions Multiattack (Humanoid or Hybrid Form Only). The werewolf makes two attacks: only one of which can be a bite attack. Bite (Wolf or Hybrid Form Only). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage. If the target is a humanoid, it must succeed on a DC 13 Constitution saving throw or contracts Werewolf Moon Frenzy. Claws (Hybrid Form Only). Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 7 (2d4 + 2) slashing damage. Mace (Humanoid Form Only). Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 5 (1d6 + 2) bludgeoning damage. Netherese and Gray Wolf Tribe


Contracting Lycanthropy: A variant rules on contracting lycanthropy, as followed from 4e, and as an alternative to immediate contraction of the disease in 5e. Werewolf Moon Frenzy This disease starts with a fever, which soon becomes a violent and unpredictable rage. Stage 0: The target recovers from the disease. Stage 1: The creature has disadvantage on Wisdom saving throws and ability checks. Stage 2: Whenever the creature's hit points are reduced below its half, it must make a melee weapon attack, as a reaction, against an ally within 5 feet of it, unless none is present. Stage 3: Whenever the creature is hit by an attack, it must make a melee weapon attack, as a reaction, against an ally within 5 feet of it, unless none is present. Stage 4: The creature becomes a werewolf. Check: At the end of each long rest, the creature makes a DC 13 Constitution saving throw if it is at stage 1 to 3 of the disease. 10 or Lower: The stage of the disease increases by 1. 11–14: No change. 15 or Higher: The stage of the disease decreases by 1. Wererat Filth Fever Those infected by this disease waste away as they alternately suffer chills and hot flashes. Stage 0: The creature recovers from the disease. Stage 1: The creature recovers one less hit dice upon finishing long rest. Stage 2: The creature recovers only half their hit dice upon finishing long rest. The creature also suffers a –2 penalty to AC, and has disadvantage on Strength, Dexterity, and Constitution saving throws and ability checks. Stage 3: The creature recovers no hit dice upon finishing long rest and cannot regain hit points. The creature also suffers a –2 penalty to AC, and has disadvantage on Strength, Dexterity, and Constitution based attack rolls, saving throws and ability checks. Stage 4: The creature becomes a wererat. Check: At the end of each long rest, the creature makes a DC 11 Constitution saving throw if it is at stage 1 to 3. 10 or Lower: The stage of the disease increases by 1. 11–14: No change. 15 or Higher: The stage of the disease decreases by 1. Credits: Kirill Khrol 13 Netherese and Gray Wolf Tribe


New Neverwinter: Notable NPCs


Lord Dagult Neverember I am more than pleased to offer my services and gold to rebuilding this fine centre of culture and trade. Through our combined efforts, Neverwinter will be reborn as a bastion of good in the Sword Coast North! — Dagult Neverember With a deep-set dark eyes, pumpkin-brown hair and broad shoulders, Neverember is a handsome and presentable man, often referred to as 'lion of a man', for his appearance and bearing. Lord Protector of Neverwinter, is sometimes referred to as a Dagger and The Pretender, the latter especially favoured by his enemies. Imposed Protector. Dagult Neverember, the Open Lord of Waterdeep, has declared himself a distant relation of the old rulers of Neverwinter, and thus claims to be the rightful heir to their holdings. He has installed himself as Never winter's Lord Protector until the city is rebuilt and order is fully restored—at which point some people expect that he will name himself a king. For the Sake of People and Popularity. Neverember sends his mercenaries to oust the orcs in the River District, repel plaguechanged monstrosities at the Wall, and otherwise keep the peace. He is focusing on rebuilding the city, maintaining order and trade, and putting silver—if not gold—into residents’ hands. This tactic, combined with the physical improvements to the city, has drawn most residents over to his camp. However, some factions within the city consider the idea of a “New Neverwinter” an insult to the city’s sovereignty and actively oppose it. Charming Personality. The Open Lord of Waterdeep is a commanding noble. Big, boisterous, and affable, Neverember treats each new acquaintance as a friend. Beneath his congenial display, his quick mind is sizing up everyone in attendance, tallying potential gains or threats each could offer him. Despite feigning disinterest in scandals and hints of corruption, he mentally files away each rumour. He genuinely respects strong, intelligent male acquaintances and flirts outrageously with beautiful female guests. A shrewd negotiator, Neverember prefers plain dealing; he is well known as an economic puppet master, facilitating trade deals that shock even those involved. Credits:© Wizards of the Coast 1 Lord Dagult Neverember Medium humanoid (human), neutral Armour Class 16 (chain mail) Hit Points 93 (11d8 + 44) Speed 30 ft. STR DEX CON INT WIS CHA 17 (+3) 14 (+2) 18 (+4) 17 (+3) 12 (+1) 19 (+4) Saving Throws Str +6, Con +7, Wis +4 Skills Athletics +6, Deception +10, Insight +7, Intimidation +10, Persuasion +10 Senses passive Perception 11 Languages Common, Dwarvish, Elvish Challenge 6 (2,300 XP) Boisterous Taunt (3/Day). When Neverember hits a creature with a melee attack, he can force the target to make a DC 15 Charisma saving throw, as he mocks and taunts it. On a failed save, the creature can't attack anyone but Neverember and it has disadvantage while doing so, while Neverember has advantage on all attack rolls against that creature and deals extra 4 (1d8) damage to it until the end of his next turn. Actions Multiattack. Lord Neverember makes three melee attacks. Longsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3) slashing damage if used with two hands. Leadership (Recharges after a Short or Long Rest). For 1 minute, Neverember can utter a special command or warning whenever a nonhostile creature that he can see within 30 feet of him makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand him. A creature can benefit from only one Leadership die at a time. This effect ends if Neverember is incapacitated. Reactions Parry. Neverember adds 3 to his AC against one melee attack that would hit him. To do so, Neverember must see the attacker and be wielding a melee weapon. Protector's Retribution. When a creature within 5 feet of Neverember makes an attack against a target other than him, he can use his reaction to make a melee weapon attack against the attacking creature dealing an additional 9 (2d8) damage. New Neverwinter


General Sabine Wade So you started this tavern brawl in defence of the honour of a lady. Do you know what this so-called lady does for a living? Anyway, Lord Neverember forbids rowdiness in the city — and the man you laid out is one of my soldiers. So the way I see it, you owe me, hero. We can use someone like you on the Wall. — General Sabine, welcoming her newest recruit Sabine is quite a character: some consider her attractive, others respect her for martial prowess, and there are those who found out the hard way to never cross her again. She has dark red hair, fair skin and a dagger tattooed on her arm — whatever was the reason behind getting that particular one, she keeps it private, however, one can easily find out that her tongue is just as sharp. Mercenary Leader. The general is an adept strategist, a spearmaster and an expert in mounted combat. She is a commander of the caliber matched by the scope of her demanding position: she is the leader of the Mintarn mercenaries hired by Neverember to provide protection for the city. Strict and Effective. Sabine keeps the population of the city in quite an iron grip, yet not to control but to protect. She does not tolerate rowdiness in the Protector's Enclave and firmly acts against rebels who infringe city stability. She is frequent at local inns, taverns and tap houses, but not only because she enjoys a good drink; she stages a damsel in distress act to con adventurers into scuffle with her undercover soldiers serving as oppressors, only to inform her rescuers that their interference got them in trouble as they violated local law and their only choice is to serve on the Wall. Credits: Johannes Palmblad 2 General Sabine Wade Medium humanoid (human), lawful neutral Armour Class 20 (plate, shield) Hit Points 71 (11d8 + 22) Speed 30 ft. STR DEX CON INT WIS CHA 19 (+4) 13 (+1) 14 (+2) 12 (+1) 14 (+2) 16 (+3) Saving Throws Str +7, Dex +4, Con +5 Skills Athletics +7, Insight +5, Intimidation +6, Perception +5, Persuasion +6 Senses passive Perception 15 Languages Common Challenge 5 (1,800 XP) Commander's Alertness. Sabine and her allies within 30 feet of her have advantage on initiative rolls and cannot be surprised. Mounted Combatant. Sabine is a skillful mounted combatant with following benefits: She has advantage on melee attack rolls against any unmounted creature that is smaller than her mount. She can force an attack targeted at her mount to target her instead. If her mount is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails. Actions Multiattack. General Sabine makes three melee attacks or two ranged attacks. Longsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage or 9 (1d10 + 4) slashing damage if used with two hands. Spear. Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. and range 20/60 ft., one target. Hit: 7 (1d6 + 4) piercing damage in melee or at range, or 8 (1d8 + 4) piercing damage if used with two hands to make a melee attack. Lancer's Charge (only while mounted). If Sabine and her mount move at least 20 feet straight toward a creature and then she hits with a spear attack on the same turn, she deals extra 4 (1d8) damage, and the target must succeed on a DC 15 Strength saving throw or be knocked prone. If the target is prone, Sabine can use a bonus action to command her mount to make a melee weapon attack against it using the mount's reaction. Reactions Commander's Retort. If a creature within 5 feet of General Sabine deals damage to her ally, she can retaliate with a single melee weapon attack against that creature. She has advantage on the attack roll, and deals extra 9 (2d8) damage. Warding Manoeuvre. If General Sabine wields a shield and a creature she can see attacks her ally that is within 5 feet of her, she can redirect that attack to herself. She also imposes disadvantage on that attack roll. New Neverwinter


Soman Galt, Mayor of Neverwinter Once a great explorer, Soman Galt has atrophied into a weaselly politician who projects a cold, disconnected presence. The dwarf stares absently, his eyes seeming to watch something no one else can see, and he often mumbles to himself. He is capable of rigid focus, however, when the situation warrants it, and he takes his work seriously. Seduced Astray. Rohini, the Prophet of Helm’s Hold, used her brilliant mind and cunning conversational style to seduce the dwarf. Fascinated, Galt pressed for more knowledge of her greater mysteries, and in return an aboleth corrupted his mind. The mayor’s range of governmental responsibilities allows the Sovereignty to guide social policy, to know what parts of the Wall will be best guarded at any time, and to keep watch over the general goings-on in Neverwinter. Having such a well-placed asset gives the aboleths a considerable advantage over Neverwinter and will be invaluable when they decide to move against the topside vermin. Powerless Puppet. Galt operates under multiple posthypnotic suggestions designed to serve the aboleths’ interests, and he pays covert visits to Rohini for additional conditioning. As such, his mind has been ravaged repeatedly, which has revealed new facets of his eccentric behaviour and has reduced him to a pallid, sunkeneyed figure. Guardian Aboleth. When Galt is in peril, his abolethic controllers take over. His limbs flail about, and his body appears to contort and shake in an uncontrollable fit. Galt is unaware of his abolethic taint and would be horrified—and possibly unhinged—if he found out about it. Credits:© Wizards of the Coast 3 Soman Galt, Mayor of Neverwinter Medium humanoid (dwarf), neutral Armour Class 14 (studded leather) Hit Points 85 (10d8 + 40) Speed 25 ft. STR DEX CON INT WIS CHA 14 (+2) 15 (+2) 18 (+4) 19 (+4) 7 (-2) 15 (+2) Saving Throws Con +7, Int +7 Skills Deception +8, Stealth +8 Damage Resistances poison Senses darkvision 60ft., passive Perception 8 Languages Common, Deep Speech, Dwarvish Challenge 5 (1,800 XP) Aboleth's Scion. The first time Soman is attacked and damaged, aboleth take control over him to protect their puppet. While controlled by aboleth, his alignment changes to chaotic evil. Once aboleth believes him to be safe, Soman regains control over himself and his alignment changes back to neutral. Dissonant Gibberish (only while controlled by aboleths). Soman's enemies within 30 feet of him have disadvantage on Wisdom saving throws and take extra 3 (1d6) psychic damage when hit by his attacks. Dwarven Resilience. Soman has advantage on saving throws against poison. Twist Space (only while controlled by aboleths). As part of his movement, Soman can teleport to a space he can see up to 20 feet away of him. If the space is occupied by a creature, he and the creature teleport, exchanging places. That creature has disadvantage on saving throws against Soman's abilities until the end of his turn. Actions Warhammer. Melee Weapon Attack: +5 to hit, reach 5 ft, one target. Hit: 6 (1d8 + 2) bludgeoning damage, or 7 (1d10 + 2) bludgeoning if used with two hands. Transmute the Unwilling (only while controlled by aboleths) Soman blasts a creature he can see within 30 feet of him with psychic power. The creature must succeed on a DC 15 Constitution saving throw. On a failed save, the creature takes 17 (3d8 + 4) psychic damage and its speed is halved for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Weave Nightmares (only while controlled by aboleths) (Recharges on Short or Long Rest). Soman spawns nightmarish visions, forcing each creature of his choice within 15 feet of him to make a DC 15 Wisdom saving throw. On a failed save, a creature takes 20 (3d10 + 4) psychic damage and is incapacitated for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. On a successful save, the creature takes half as much damage and isn't incapacitated. New Neverwinter


Durham Shaw, Captain of the Wall Spellscar Bearer. The one thing that everyone in Neverwinter can say about Durham Shaw is that he bears a spellscar. And that's about it, thus, there are many stories about him: a deformed, three-handed monster, a spawn of demons kidnapping citizens at midnight, or finally, a clever aberration that only appears to be human and took control over the Wall to destroy it and let more of his kind into the city. The truth is much simpler: Shaw is an experienced human warrior and a rather handsome man, despite old-looking scars on his forehead and left chick. When his Spellscar manifests, those scars are covered with twisted arcane runes, burning with the blue flame. Shaw refrains from using the powers of the Spellscar, which he long-struggled to control, however, some of his soldiers witnessed their display: touched monsters turned into bubbling mass of molten flesh, or they saw his eyes alight with azure flame, which revealed hiding monsters. Despised yet Followed. Many people despise him because he was allowed to stay in the city, instead of being sent to Helm's Hold for treatment like everyone else. The word is, he receives a special treatment from Lord Protector, as his personal friend, distant relative or maybe even lover. Shaw's command of the Wall is strict, infallible and effective, and his bravery in battle has earned him quite a respect among soldiers despite their prejudice against his condition, even though many wouldn't ever admit to it openly; not once, Shaw himself charged among the foes and saved his subordinates' lives, while risking his own. For now, the common goal to protect Neverwinter from the Chasm's spawns prevails over prejudice and unites guardians of the Wall, under Shaw's command. Nonetheless, the unrest among soldiers grows. Credits: Yuriya Mazurkin 4 Captain Durham Shaw Medium humanoid (human), neutral good Armour Class 17 (half plate) Hit Points 82 (11d8 + 33) Speed 30 ft. STR DEX CON INT WIS CHA 18 (+4) 14 (+2) 16 (+3) 13 (+1) 15 (+2) 9 (-1) Saving Throws Con +6, Wis +5 Skills Athletics +7, Medicine +5, Insight +5, Perception +5, Persuasion +2 Senses passive Perception 15 Languages Common Challenge 5 (1,800 XP) Brave. Shaw has advantage on saving throws against being frightened. Burning Gaze (Recharges after a Short or Long Rest). As a bonus action, Shaw can have each hostile creature within 30 feet of him to glow with an outline of blue flame losing any benefit of being invisible or hidden. Additionally, all attacks against the creature have advantage until the end of Shaw's next turn. Improved Critical. Shaw's weapon attacks score a critical hit on a roll of 19 or 20. Spellscar Susceptibility. Shaw has disadvantage on all saving throws against abilities and spells of plaguechanged or other spellscarred creatures, and the Spellplague effects. Additionally, those creatures have advantage on attack rolls against him. Spellplague Sense. Shaw knows when an area of Spellplague, or a plaguechanged or spellscarred creature, is within 30 feet of him. Action Multiattack. Shaw makes three melee weapon attacks. Greatsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage. Unravelling Touch (Recharge 6). Melee Spell Attack, +4 to hit, range 5 ft, one target. Hit: 11 (3d6 + 1) fire damage plus 11 (3d6 +1) necrotic damage, and the target must succeed on DC 14 Constitution saving throw or become incapacitated for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on success. Reactions Parry. Shaw adds 2 to his AC against one melee attack that would hit him. To do so, Shaw must see the attacker and be wielding a melee weapon. New Neverwinter


Mintarn Mercenaries Famed All Over the Realms. Mintarn, a medium sized island in the Sea of Swords, is a well known neutral ground for mediations. It has become a popular haven for criminals, outcasts, and is famous for export of professional mercenaries. Their skills are second to none, and they are the most efficient while fighting in teams, operating almost as if they were of one body and mind. Mintarn veterans often specialise in one type of weapon becoming extremely adept in their use. Credits:Jason Chan Credits: Windmaker 5 Mintarn Veteran Mercenary Medium humanoid (any race), any alignment Armour Class 17 (half plate) Hit Points 58 (9d8 + 18) Speed 30 ft. STR DEX CON INT WIS CHA 13 (+1) 17 (+3) 14 (+2) 10 (+0) 13 (+1) 12 (+1) Skills Acrobatics +5, Intimidation +3, Perception +3, Persuasion +3, Survival +3 Senses passive Perception 13 Languages Common Challenge 4 (1,100 XP) Spear Mastery. The mercenary gains a +1 bonus to attack rolls with a spear and its damage die changes from a d6 to a d8, and from a d8 to a d10 when wielded with two hands (already included in the attack). Martial Advantage. Once per turn, the mercenary can deal an extra 10 (3d6) damage to a creature it hits with a weapon attack if that creature is within 5 feet of an ally of the mercenary that isn't incapacitated. Pack Tactics. The mercenary has advantage on an attack rolls against a creature if at least one of the mercenary's allies is within 5 feet of the creature and the ally isn't incapacitated. Action Multiattack. The mercenary makes two spear attacks. If it has a shortsword drawn, it can also make a shortsword attack. Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage. Spear. Melee or Ranged Weapon Attack: +5 to hit, reach 5ft. range 20/60 ft., one target. Hit: 7 (1d8 + 3) piercing damage, or 8 (1d10 + 3) piercing damage if used with two hands to make a melee attack. Mintarn Mercenary Medium humanoid (any race), any alignment Armour Class 16 (studded leather, shield) Hit Points 38 (7d8 + 7) Speed 30 ft. STR DEX CON INT WIS CHA 12 (+1) 16 (+3) 12 (+1) 10 (+0) 12 (+1) 10 (+0) Skills Acrobatics +5, Intimidation +3, Perception +3 Senses passive Perception 13 Languages Common Challenge 2 (450 XP) Martial Advantage. Once per turn, the mercenary can deal an extra 7 (2d6) damage to a creature it hits with a weapon attack if that creature is within 5 feet of an ally of the mercenary that isn't incapacitated. Pack Tactics. The mercenary has advantage on an attack rolls against a creature if at least one of the mercenary's allies is within 5 feet of the creature and the ally isn't incapacitated. Action Multiattack. The mercenary makes two weapon attacks. Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage. Spear. Melee or Ranged Weapon Attack: +5 to hit, reach 5ft. range 20/60 ft., one target. Hit: 6 (1d6 + 3) piercing damage, or 7 (1d8 + 3) piercing damage if used with two hands to make a melee attack. New Neverwinter


The Wall-Hardened Neverwintian Guardians No matter the age, sex, and martial prowess, countless Neverans came together to protect their home. Their reasons may be countless: fighting for better future, good of community, vengeance, or safety of little siblings and elders they have to leave each day at home — the safety of their beloved is in their hands. Protect Your Home. When the cataclysm hit Neverwinter, countless lives were claimed, but the real horror was still to come for those who were fortunate enough to survive. A gigantic chasm has opened, tearing apart the south-east part of the city and the new wave of nightmares flooded the city, as twisted monsters of unimaginable appearances crawled out of the abyss itself. Neverwintans gathered together mounting defences against the aberrations and created blockades where the fights were most frequent. Some of the present citizens-guardians grew up defending the Wall and it became almost a sacred duty for them. Even though Mintarn forces mostly took over guarding the Wall and consist of three quarters of the current forces, Neverwintians remain to carry on their vigilant watch. They were hardened by countless sleepless nights and fierce fights against waves of monsters. Even though their goal is common, atmosphere among Neverwintans and Mintarns is tense and takes form of cold exchanges, glares, competing for the monster kills, shouting matches or even brutal brawls, although inciters of those seem to mysteriously disappear the moment things get serious. Credits: Dongho Khang 6 Neverwintian Guardian Medium humanoid (any race), any alignment Armour Class 17 (breast plate, shield) Hit Points 32 (5d8 + 10) Speed 30 ft. STR DEX CON INT WIS CHA 16 (+3) 12 (+1) 14 (+2) 10 (+0) 13 (+1) 11 (+0) Skills Athletics +5, Perception +3, Survival +3 Senses passive Perception 13 Languages Common Challenge 2 (450 XP) Still Standing. While the guardian has 11 hit points or fewer, the guardian has advantage on attack rolls. Stubborn Defender. If damage reduces the guardian to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage type is necrotic or from a critical hit. On success, the guardian drops to 1 hit point instead. Action Multiattack. The guardian makes three melee weapon attacks: two with its longsword and one with its dagger. Or the guardian makes two ranged attacks with its shortbow. Longsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3) slashing damage if used with two hands. Dagger. Melee or Ranged Weapon Attack: +5 to hit in melee or, reach 5 ft., range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage. Shortbow. Ranged Weapon Attack: +3 to hit, range 80/320 ft., one target. Hit: 4 (1d6 + 1) piercing damage. New Neverwinter


Loremaster Atlavast A prematurely aged, disheveled and neglected man, wearing a repurposed potato bag like a robe, with numerous makeshift patches, tied with an old belt around the waist and with a torn rag around the shoulders imitating cape, Atlavast could be easily mistaken for a crazy old beggar. Knowledgeable yet Disturbed. After the eruption of Mount Hotenow and subsequent cataclysm, loremasters of Oghma feared the worst and decided to dedicate one among themselves to looking after the great repository of maps, book and poems. And so, sealed within the sanctum of the Temple of Knowledge in Neverwinter in his early twenties, Atlavast has spent almost three decades in the empty halls underground, away from the outside world, attentively tending to studying and cataloging tomes, which stand in countless rows of ceiling-high bookcases. Quite quickly he lost the sense of passing time and grew increasingly eccentric and doubtful in his own faculties, frequently relying on auguries to decade on daily activities, what and how much to eat from the food reserves, or how to best reorganise the tomes. Also, he developed tendency of speaking to himself in an erratic matter, raising and lowering his voice without a reason. Credits: Han AhReum 7 Loremaster Atlavast Medium humanoid (human), chaotic neutral Armour Class 11 Hit Points 52 (8d8 + 16) Speed 30 ft. STR DEX CON INT WIS CHA 13 (+1) 12 (+1) 14 (+2) 13 (+1) 16 (+3) 14 (+2) Saving Throws Wis +5 Skills Arcana +3, History +6, Nature +3, Religion +6 Senses passive Perception 13 Languages Common Challenge 3 (700 XP) Channel Divinity (2/Short or Long Rest). Atlavast can choose one of the following options: Read Thoughts. As an action, Atlavast chooses one creature that he can see within 60 feet of him. The creature must make a DC 13 Wisdom saving throw. If the creature fails its saving throw, for next 1 minute, Atlavast can read its surface thoughts when it is within 60 feet of him. During that time, Atlavast can use his action to end this effect and cast the suggestion spell on the creature without expending a spell slot. The target automatically fails its saving throw against the spell. Turn Undead. As an action, each undead that can see or hear Atlavast within 30 feet of him must make a DC 13 Wisdom saving throw. If the creature fails its saving throw and its CR is 1/2 or less, it is destroyed, otherwise it is turned for 1 minute or until it takes any damage. A turned creature must spend its turns trying to move as far away from Atlavast as it can, and it can't willingly move to a space within 30 feet of him. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action. Spellcasting. Atlavast is a 6th-level spellcaster. His spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). Atlavast has the following cleric spells prepared: Cantrip (at will): guidance, sacred flame, thaumaturgy 1st level (4 slots): command, cure wounds, inflict wounds, guiding bolt 2nd level (3 slots): augury, hold person, spiritual weapon, suggestion 3rd level (3 slots): bestow curse, speak with dead Action Club. Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: 3 (1d4 + 1) bludgeoning damage. Dagger. Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft., range 20/60 ft., one target. Hit: 3 (1d4 + 1) piercing damage. New Neverwinter


Len-Jes, the Harbourmaster A mysterious, secretive woman, Len-Jes, keeps her past as a closely guarded secret and does not let just anyone to get near enough to uncover the truth. She is a watersoul genasi, and her nature tends to be similar to that of the sea — she is thoughtful and calm, considers greater scheme of things before she acts and is not easily scared or dissuaded from her planes. At the same time, she is fierce and decisive when faced with danger and hardships, wild like a storm when fighting for her life and those who are dear to her. Her mind is just as impenetrable as the depths of the ocean itself. Corsair Past. Len-Jes used to dabble in piracy, or to be more specific, she used to be a pirate captain of quite a renown. Her accomplishments were matched by her infamy and exceptional skills in avoiding capture, until she disappeared without a trace and was unheard of for some time. Fortune often walks hand in hand with ill fate and so it had happened that Len-Jes faced a plague sweeping through her ship and lost most of her crew. The Neverwinter Harbourmaster. After she put away her pirate mantle, Len-Jes turned towards trade, making use of contacts she acquired throughout years, working her way from the sea-level up, avoiding extortion, blackmail, threats and intrigue. It turned out to be quite a challenge to get back to the high spot she enjoyed during her piracy days. Quite fortunately, she made the right connections and when Lord Neverember was searching for someone adequate for the position of the New Neverwinter harbourmaster, she made him an offer he would not dare to reject — he realised that she is the best, and probably the only, candidate to restore the trade, commerce and rebuild the harbour. Len-Jes quite quickly delivered first results, but the work she does occupies most of her day, meaning that she has very little time to look after herself. Fortunately, she brought her cousin, Umi, with her, and so there is someone else who can keep an eye on her and out for any danger that could come her way. Powerful Hydromancer. The Elemental Water touched her soul and intertwined with it especially closely allowing her to become a mighty hydromancer, able to create and manipulate impressive amounts of water, even in places lacking of thereof. Currently, out of sentiment, she resides at the Beached Leviathan to keep close to rumours and the sea. Credits: William O'Connor 8 Len-Jes Medium humanoid (watersoul genasi), neutral Armour Class 16 (studded leather) Hit Points 76 (9d8 + 36) Speed 30ft., swim 30ft., climb 30ft. STR DEX CON INT WIS CHA 10 (+0) 14 (+2) 19 (+4) 13 (+1) 14 (+2) 17 (+3) Saving Throws Con +7, Wis + 5 Skills Acrobatics +5, Arcana +4, Investigation +4, Persuasion +6, Stealth +5 Damage Resistances acid, cold Senses passive Perception 12 Languages Common, Primordial Challenge 5 (1,800 XP) Amphibious. Len-Jes can breathe air and water. Fighting Style (Mariner). Len-Jes gains +1 AC and climbing speed equal to her normal speed as long as she is not wearing heavy armour or using a shield. Innate Spellcasting. Len-Jes's spellcasting ability is Constitution (spell save DC 14). She can innately cast the following spells, requiring no material components: At will: detect magic, shape water 1/day: create or destroy water (2nd level), control water, tidal wave, wall of water, watery sphere Liquid Body. During her movement, Len-Jes can make her form fluid and move without provoking opportunity attacks. Additionally, she can move through a hostile creature's space, or a space as narrow as 1 inch wide without squeezing, as well as, she can move across liquids, and ignores difficult terrain. Actions Multiattack. Len-Jes makes two melee attacks. She can use Surging Wave in place of any melee attack. Scimitar. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage. Surging Tide. Melee or Ranged Spell Attack +6 to hit, reach 5 ft., range 60 ft., one target. Hit: 12 (2d8 + 3) bludgeoning damage and the target is pushed up to 15 feet back in straight line. Drowning Tide. Len-Jes channels water to lungs of a creature of her choice within 5 feet of her that she can see. The creature must succeed on a DC 15 Constitution saving throw, or it is unable to breath, takes 5 (1d10) bludgeoning damage at the start of each of its turns, and has disadvantage on its attack rolls. The creature can't make more than one attack during its turn despite items or abilities. The creature repeats the saving throw at the end of each of its turns ending the effect on success. Len-Jes can't use this ability until the creature successfully saves against it or dies. Sweeping Vortex (1/Day). Each creature within 10 feet of Len-Jes must make a DC 15 Strength saving throw. On a failed save, a target takes 22 (4d10) bludgeoning damage and is pushed up 20 feet away from her in a random direction and knocked prone. If a thrown target strikes an object, such as a wall or floor, 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 13 Dexterity saving throw or take the same damage and be knocked prone. If the saving throw is successful, the target takes half the bludgeoning damage and isn’t flung away or knocked prone. Reactions Wave Shield. When an attacker that Len-Jes can see hits her with an attack, Len-Jes can half the attack's damage against herself. New Neverwinter


Umi, the Helmswoman Umi is quite the opposite of her cousin, Len-Jes — two sides of the same coin, one could say. Nonetheless, it is the same coin still, and they act for the benefit of the other and look after each other, however, most of the heavy lifting falls on the shoulders of the 'Helmswoman'. Umi earned that nickname from the Captain Harrag of the Beached Leviathan, a ship that ran aground in Neverwinter and was repurposed as a tavern, as his gratitude for the sentiment and protection she regards him with, as well as, for all the times she had lend her muscles to set the troublemaking patrons straight and prevent the drunken brawls. She herself would not consider that to be a great deal — she does not mind cracking few skulls, especially if the next drink is on the house. Tangled in the Past. Umi's fate had been intertwined with her cousin's for a while. They sailed together, enjoyed the thrill of piracy having each others back, and faced the consequences of the plague, which hit their ship, head on and hand in hand; in other words, they never let each other down, despite the numerous 'flaws of character' they are always at the ready to bring fourth and wield with a lethal precision of a rapier whenever they have an argument. But where Len-Jes decided to focus herself on building merchentail connections and establishing herself as a trade and commerce specialist, Umi kept to the old ways, making sure that the past connections never go silent. Nowadays, in Neverwinter, where her cousin is the Harbourmaster, she herself is more of a broker between those who seek troubles and those who can deliver them, no matter their nature, whether someone looks for items, valuables, contraband, illicit substances, shady services or people. She keeps her activites low-key, especially from her cousin — which is quite easy considering how busy and lost in her own undertakings Len-Jes is, however, she certainly plays with fire whenever she deals with her clients in the Beached Leviathan, right under the Harbourmaster's nose. Credits: Heather Uebel 9 Umi, the Helmswoman Medium humanoid (watersoul genasi), chaotic neutral Armour Class 15 (breast plate, 17 with shield) Hit Points 67 (9d8 + 27) Speed 30ft., swim 30ft. STR DEX CON INT WIS CHA 17 (+3) 12 (+1) 17 (+3) 12 (+1) 9 (-1) 13 (+1) Skills Athletics +5, Deception +3, Perception +1, Stealth +3 Damage Resistances acid, cold Senses passive Perception 11 Languages Common, Primordial Challenge 4 (1,100 XP) Amphibious. Umi can breathe air and water. Brute. A melee weapon deals one extra die of its damage when Umi hits with it (included in the attack). Brutish Durability (1/Turn). When Umi makes a saving throw, she adds an extra 1d6 to her saving throw total. Innate Spellcasting. Umi's spellcasting ability is Constitution (spell save DC 14). She can innately cast the following spells, requiring no material components: At will: detect magic, shape water 1/day: create or destroy water (2nd level) Second Wind (Recharges after a Short or Long Rest). As a bonus action, Umi can regain 11 hit points. Actions Multiattack. Umi makes two weapon attacks. Bastard Sword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 14 (2d10 +3) slashing damage. Javelin. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 10 (2d6 + 3) piercing damage in melee and 6 (1d6 + 3) piercing damage at range. Reactions Dedicated Protection. When a creature Umi can see attacks a target other than her that is within 5 feet of her, she can impose disadvantage on the attack roll. In addition, if the attacked creature is either Len-Jes or Harrag, she can become the target of that attack instead. She must be wielding a shield. New Neverwinter


Korin, The Chanteyman Whenever music fills the main hall and cabins of the Beached Leviathan, whether a sea shanty, a sullen ocean ballad, or a rowdy coastal song, it is almost always lead by a deep, gravy voice a brass dragonborn who earned himself a nickname ‘the Chanteyman’. Korin is considered family and a crew member by the captain of the landbound ship-turned-tavern, Captain Harrag. Gregarious Dragonborn. Korin is an amable and kind individual who finds pleasure in encountering and befriending new people, as long as they appear worthy of his trust. He would never refuse to share a drink with a lonely stranger, even one who earlier caused him troubles , however, he sets strict boundaries with such folk and adapts the ‘give what you get, get what you give’ attitude. Sombre Past. Beneath a seemingly everyday smooth sailing bard who enjoys a good drink and cheerful stories full of unbelievable adventures of sailors and pirate captains, there is a complete different dragonborn. Not but a year ago, Korin’s family, his partner and their child, were killed by the fire caused by Ashmadai. He managed to track them down and found out that the devilish cult operated from Neverwinter, but once he got there, he lost the trail again. He decided to settle in the city, and lived at the Beached Leviathan ever since, paying particular attention to Ashmadai’s activities in Neverwinter. After many hours of listening to rumours, esping bits of drunken conversations and trailing shady individuals, he believes that their main quarters are in one of the noble houses in the Black Lake district, and it is almost a matter of time before he finds out the right one. In the meantime, whenever sorrow overwhelms his spirit, he lets his true skill emerge while performing a heart-gripping dirge, which tales the tale of a man who set off to avenge the murder of his beloved. Credits: Alex Wilkinson 10 Korin, the Chanteyman Medium humanoid (dragonborn (brass)), chaotic neutral Armour Class 15 (chain shirt) Hit Points 55 (10d8 + 10) Speed 30ft. STR DEX CON INT WIS CHA 16 (+3) 14 (+2) 12 (+1) 10 (+0) 13 (+1) 15 (+2) Saving Throws Dex +4, Wis +3 Skills Acrobatics +4, Investigation +4 Perception +5, Performance +6, Stealth +4 Damage Resistances fire Senses passive Perception 11 Languages Common, Draconic Challenge 4 (1,100 XP) Combat Inspiration (2/Short or Long Rest). Korin can use a bonus action to grant one Bardic Inspiration die (d8) to a creature other than himself within 60 feet of him who can hear him. That creature can roll its Bardic Inspiration die and add the number rolled to its attack roll. Alternatively, when an attack roll is made against the creature, it can use its reaction to roll the Bardic Inspiration die and add the number rolled to its AC against that attack. Song of Rest. Korin can perform a song while taking a short rest. Korin and any ally who hears the song regain an extra 3 (1d6) hit points if they spend any Hit Dice to regain hit points at the end of that rest. Spellcasting. Korin is a 6th-level spellcaster. His spellcasting ability is Charisma (DC 12, +4 to hit). He has the following bard spells prepared: Cantrips: mage hand, minor illusion, vicious mockery 1st level (4 slots): charm person, healing word, dissonant whisper, sleep, thunderwave 2nd level (3 slots): invisibility, shatter 3rd level (3 slots): dispel magic, hypnotic pattern Taunt (2/day). As a bonus action, Korin targets a creature within 30 feet of him. If it can hear him, it must succeed on a DC 12 Charisma saving throw or have disadvantage on its ability checks, attack rolls, and saving throws until the start of Korin’s next turn. Actions Multiattack. Korin makes two weapon attacks. Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 +3) piercing damage. Shortbow. Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 5 (1d6 + 2) piercing damage. Breath Weapon (Recharges after a Short or Long Rest). Each creature in 5 by 30 ft. line must make a DC 11 Dexterity saving throw. A creature takes 10 (3d6) fire damage on a failed save, and half as much damage on a successful save. New Neverwinter


Captain Dunfield A born optimist turned cynic through sheer heartbreaking life experience painted with ominous undertones, Dunfield persevered nonetheless, and is a hard-bitten, trustworthy and honourable man who steps up in defence of the weak and those entrusted to him. Given influence and power, he puts them to good ends through keeping his subordinates in line and ensuring they do not abuse their own privileges. He also puts the stability of the community as one of the highest priorities in his service. Forced Relegation. A post at Helm’s Hold in the troubled times when it has been transformed into an asylum and sanatorium for the poor wretches tainted by the Spellplague could hardly be called a win stored by fate, unless it was an ill fate, of course. Perhaps if Dunfield knew what awaited him, he wouldn't get so carried away while arguing with his old associate, Lord Neverember, or he would even consider getting into a fight at all. He has been delegated a unit of Mintarn mercenaries and was sent to the Hold to keep order and ensure safety of its dwellers— task most complicated when linen-wrapped corpses turn up near doorsteps or in the mouth of alleys each morning, like a threat, or rather a promise, of brewing troubles and sinister forces at work. Dunfield ensures that people adhere to the laws and tries to strengthen their cooperation and self sufficiency, at the same time, attempting to alleviate tensions—all with mixed results. Credits: Grafit-art 11 Captain Dunfield Medium humanoid (human), lawful neutral Armour Class 18 (breastplate, shield) Hit Points 67 (9d8 + 27) Speed 30 ft. STR DEX CON INT WIS CHA 17 (+3) 15 (+3) 16 (+3) 13 (+1) 13 (+1) 15 (+2) Saving Throws Con +6, Wis +4 Skills Athletics +6, Insight +4, Perception +4, Persuasion +5 Senses passive Perception 14 Languages Common Challenge 5 (1,800 XP) Leadership (Recharges after a Short or Long Rest). For 1 minute, Dunfield can utter a special command or warning whenever a nonhostile creature that he can see within 30 feet of him makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand him. A creature can benefit from only one Leadership die at a time. This effect ends if Dunfield is incapacitated. Action Multiattack. Dunfield makes two melee weapon attacks. Longsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3) slashing damage if used with two hands. Reactions Retribution. When a creature within 5 feet of Dunfield makes an attack against a target other than him, he can use his reaction to make a melee weapon attack against the attacking creature. Shield Block. If an ally within 5 feet of Dunfield is hit by an attack, he can reduce that attack's damage by half. New Neverwinter


Brother Satarin Brother Satarin is a mountain dwarf and a priest residing in Helm's Hold near Neverwinter. He was an acolyte before Helm's death and he took his vows not long prior to his deity demise. His faith in The Vigilant One has been unchanged ever since, helping him through the dark time of The Watcher's absence, nonetheless he decided to remain at the Cathedral at Helm's Hold and continued to teach the ways of his fallen master, taking care of those in need who were left without guidance after Helm's clergy departed or retired from his service. Nearly a century later, Satarin is as close to a high priest as anyone has been in the Helm's Hold for a long time, although he dismisses any title except for that of 'Brother', remaining pious and modest in his faith. He welcomed the Prophet in the cathedral, as a gesture and a favour towards Brother Vartan, a priest of Oghma, whose research on resurrection dead gods was of great value to Satarin, as he never lost faith and hope in fact that Helm will return one day. Satarin and his fellow acolytes believe that a number of the Prophet's auguries foretell the return of Helm, and so her presence at the Hold is greatly valued and she is held in great esteem. Satarin also supports Prophet's in aiding the victims of the Spellplague and looks to it that the Helm's Hold remain an asylum for those in need. Credits: Paizo Publishing 12 Brother Satarin Medium humanoid (dwarf), lawful neutral Armour Class 13 (chain shirt) Hit Points 52 (8d8 + 16) Speed 25 ft. STR DEX CON INT WIS CHA 12 (+1) 10 (+0) 14 (+2) 13 (+1) 16 (+3) 13 (+1) Saving Throws Wis +6 Damage Resistances poison Skills Medicine +9, Persuasion +4, Religion +5 Senses passive Perception 13 Languages Common, Dwarvish Challenge 5 (1,800 XP) Dwarven Resilience. Satarin has advantage on saving throws against poison and has resistance to poison damage Divine Eminence. As a bonus action, Satarin can expend a spell slot to cause its melee weapon attacks to magically deal an extra 10 (3d6) radiant damage to a target on a hit. This benefit lasts until the end of the turn. If Satarin expends a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each level above 1st. Channel Divinity (2/Short or Long Rest). Satarin can choose one of the following options: Radiance of the Dawn. As an action, Satarin presents his holy symbol, and any magical darkness within 30 feet of him is dispelled. Additionally, each hostile creature within 30 feet of him must make a DC 14 Constitution saving throw. A creature takes 18 (2d10 + 7) radiant damage on a failed saving throw, and half as much damage on a successful one. A creature that has total cover from Satarin is not affected. Turn Undead. As an action, each undead that can see or hear Satarin within 30 feet of him must make a DC 14 Wisdom saving throw. If the creature fails its saving throw and its CR is 1/2 or less, it is destroyed, otherwise it is turned for 1 minute or until it takes any damage. A turned creature must spend its turns trying to move as far away from Satarin as it can, and it can't willingly move to a space within 30 feet of him. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action. Spellcasting. Satarin is a 7th-level spellcaster. His spellcasting ability is Wisdom (spell save DC 14, +6 to hit with spell attacks). Atlavast has the following cleric spells prepared: Cantrip (at will): light, guidance, sacred flame, thaumaturgy 1st level (4 slots): burning hands, command, cure wounds, faerie fire, guiding bolt 2nd level (3 slots): flaming sphere, hold person, lesser restoration, scorching ray, spiritual weapon 3rd level (3 slots): daylight, dispel magic, fireball, spirit guardians 4th level (1 slot): guardian of faith Action Warhammer. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 5 (1d8 + 1) bludgeoning damage, or 6 (1d10 + 1) bludgeoning damage if used with two hands. Reactions Warding Flare (3/Day). When Satarin or creature other than him that he can see within 30 feet of him is attacked, he can impose disadvantage on the attack roll, causing light to flare before the attacker. An attacker that can't be blinded is immune to this feature. New Neverwinter


Thay and the Cult of Dragons: Notable NPCs & Monsters


Valindra Shadowmantle, the Hand of Szass Tam Valindra Shadowmantle, once a moon elf born in the High Forest, now a powerful lich, is one of the most dangerous individuals who skillfully weave complicated tapestries of plots and intrigues with a thread of means that justify the ends. She never had much respect for the community valued and shared among the People, and she would put an individual, namely, herself, above it, instead. Self-centered and focused on events solely related to her interests, she acts only if it furthers her own agenda. Subtle and Deadly. Valindra began her training in arcane arts in the place of her birth, yet slow progress frustrated her, so she left for Mirabar, where she manipulated an old wizard to take her as an apprentice. She murdered him a year later and took his spellbook and magical items. To say she was simply ambitious, would be an oversimplification, after all, not many years later she held the title of Overwizard and Master of the North Tower of Arcane Brotherhood. Filled with the sentiment of possessing superior intellect, she is easily blinded by hyubris, falling to a trap set by her own arrogance: she underestimates her opponents, often assuming her machinations are beyond their comprehension, and she considers them dead long before she could even carry such sentiment to fruition. Still, she prefers to achieve triumph thanks to her mind, not sheer power, and is likely to ‘enjoy’ a conversation, before obliterating the more challenging rivals, resistant to her sophistic and manipulation, with magic. Dark Fealty. Since transition into a lich, Valindra became ironwilled, her ambition has grown, and her methods turned more ruthless. She had become an ally to Szass Tam from her own free will, although she has her own agenda, perhaps she even hopes to overthrow Szass Tam, the lich ruling over Thay, one day. And one should fear, indeed, what will transpire, when an unstoppable force collides with an immovable obstacle. For now, however, she serves, seeks power and binds her time. Self-assured Immortality. Convinced that her phylactery is extremely well hidden and secure, she doesn’t falter in the face of demise in battle, and thus she may act recklessly, bordering on suicidal, presuming nothing is a threat enough, as her physical form will reform within tenday. Valindra’s phylactery is thus an item of great demand among her enemies, and many may wish to find it, from Ashmadai to Netheresee to Cult of the Dragon, to mention but a few. Restore the Dread. The lich's attention is directed towards an old, immense in size and damaged construction hidden within depths of Neverwinter Wood, the Dread Ring, and her ambitions nearly touch the impossible: she wishes to restore it, after it has been unsuccessfully used for the first time by Szass Tam some decades ago, and use it for a second time; it would be an unimaginable achievement, since the ritual used to power the Ring makes it impossible to use them ever again. Nonetheless, she is determined to see her work through and studies the broken nature of this place of power, ready to reclaim its original purpose or event a new one. The Rise of the Nine. The Dread Ring is only one among her many sanctums, another being the crypts beneath Castle Never enveloped in webs of unnerving shadows and echoing with sombre and poignant sounds of the past. The lich has a great appetite for the animation of the bodies of Neverwinter Nine, great heroes, who would make for a potent force. In the meantime, she has her servants carefully prepare the nine bodies, simultaneously having her minions animate dozen corpses at a time in Neverwinter’s graveyard, sending them through Shadowfell to work at the restoration of the Dread Ring or to join forces battling the Netherese in the Shadowfell and on the Thay’s front. Credits: Wizards of the Coast The Flight of Undeath. All of that is barely a groundwork for a more magnificent undertaking: Valindra intends to ‘breathe’ unlife into the bones of a very old black dragon, Lorragauth, turning him into a dracolich. It had been for his remains seeping magic into the land, that the Dread Ring had been constructed where it was, in the first place, as the land was soaked with arcane energy. Valindra’s ambitions extend far beyond this sole act, however, as she intends to have an undead flight that will raise to skies of Faerun one day and destroy all who stand in the path of Thay. The biggest obstacle in her way, is the state of the dragon: her intended ritual cannot be used on remains, so she must either push past the boundaries of magic, alter the procedure, or find power to resurrect the dragon dead for centuries, before she can make it into dracolich. And that is where the Dread Ring or the nearby slumbering primordial, Maegera the Inferno, come in, offering promise of power that could alleviate her magic enough to make her ambitions come true. She has already made one of the most important steps in the process: she acquired ‘help’ of a local Cult of the Dragon, the only ones in the region with a knowledge on how to create dracoliches. She found it easy to coerce those zealots into cooperation by subduing their cell’s leader, Adimond Kroskas, to servitude. The moment she got her hand on his symbol of office, a ring of dragons, he compliantly fell in line. Despite her success in gaining this workforce, the progress on the ritual is frustratingly slow and required ingredients turn out to be rare and even scarce. Other than that, she makes sure to keep her enemies with their hands full. For once, Thay provides support to Sons of Alagondar and pushes them towards darker solution, providing them with weapons, magic and tactical support, making sure that Lord Neverember doesn’t learn about her people's excursions to the graveyard. She also sent underling to investigate the Abolethic Sovereignty presence in her area, as their significant power and obscured motivations bother her. Lastly, she manipulates Ashmadai to run errands for her, and keeps them in the dark about her true intentions, those unrelated to Thay, not worrying about their loyalty too much — after all they assume she still hold onto their relict, Scepter of Asmodeus, and they would do everything to make sure no crack appears on its ruby and most hopes to get it back for fulfilled servitude. 1 Thayans and the Cult of Dragons


Ring of Dragons Ring, legendary (Requires attunement) This simple brass ring looks like a dragon circling to bite its own tail. This ring has 3 charges and it regains 1d3 expended charges daily at dawn. While wearing this ring you can speak, read, and write Draconic. You also gain telepathy that works within line of sight, but only to converse with dragons. Chromatic Summons. You can expend 1 charge and call an evil dragon or dracolich by its name. For next 24 hours, they would know the direction and distance to the ring. Draconic Protector. You can expend 3 charges as an action to have an illusion of a dragon of up to Gargantuan size appear in an unoccupied space you can see within 200 feet of you. Whe succee minute have li effect o The illu minute Attack weare an illus On eac to 60 f energy must m damag 2 Valindra Shadowmantle Medium undead (elf), neutral evil Armour Class 17 (natural armour) Hit Points 117 (18d8 + 36) Speed 30 ft. STR DEX CON INT WIS CHA 8 (-1) 12 (+1) 14 (+2) 21 (+5) 13 (+1) 20 (+5) Saving Throws Con +9, Int +12, Wis +8 Skills Arcana +19, History +12, Insight +8, Perception +8 Damage Resistances cold, lightning, necrotic Damage Immunities poison; bludgeoning, piercing, and slashing from nonmagical attacks Conditions Immunities charmed, exhaustion, frightened, paralyzed, poisoned Senses darkvision 120 ft., Passive Perception 18 Languages Abyssal, Common, Draconic, Dwarvish, Elvish, Infernal, Challenge 21 (33,000 XP) Special equipment. Valindra wears ring of dragons. Legendary Resistance (3/Day). If Valindra fails a saving throw, she can choose to succeed instead. Rejuvenation. If she has a phylactery, destroyed Valindra gains a new body in 1d10 days, regaining all her hit points and becoming active again. The new body appears within 5 feet of the phylactery. Spellcasting. Valindra is an 18th-level spellcaster. Her spellcasting ability is Intelligence (spell save DC 20, +12 to hit with spell attacks). Valindra has the following wizard spells prepared: Cantrips (at will): chilling touch, mage hand, prestidigitation, ray of frost, toll the dead 1st level (4 slots): detect magic, magic missile, shield, thunderwave 2nd level (3 slots): detect thoughts, invisibility, Melf’s acid arrow, misty step, mirror image 3rd level (3 slots): animate dead, counterspell, dispel magic, fireball 4th level (3 slots): blight, dimension door, private sanctum 5th level (3 slots): cloudkill, enervation, scrying 6th level (1 slot): disintegrate, globe of invulnerability 7th level (1 slot): finger of death, plane shift 8th level (1 slot): dominate monster, power word stun 9th level (1 slot): power word kill Spell Mastery. Valindra can cast detect magic and misty step at will at their lowest level without expanding spell slot, when she has them prepared. Turn Resistance. Valindra has advantage on saving throws against any effect that turns undead. Undead Thralls. When Valindra casts animate dead she can target one additional corpse or pile of bones, creating another zombie or skeleton, as appropriate. Undead created by her necromancy spell has their maximum hit points increased by 18, and their weapon attacks deal an additional 7 necrotic damage. Actions Draining Touch. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 10 (3d6) necrotic damage, and Valindra regains hit points equal to half the amount of necrotic damage dealt. Legendary Actions Valindra 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. The lich regains spent legendary actions at the start of its turn. Cantrip. Valindra casts a cantrip. Draining Touch (Costs 2 Actions). Valindra uses her Draining Touch. Phantom Claw (Costs 2 Actions). Valindra assaults one creature of her choice she can see within 60 feet with mind warping necrotic energy. The target must make a DC 18 Wisdom saving throw against this magic. On a failed save the creature takes 10 (3d6) necrotic and 10 (3d6) psychic damage and becomes restrained for 1 minute. On a successful save, the target takes half damage and is not restrained. The restrained target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Profane Fire (Costs 3 Actions). Each creature in the 10 feet cube, originating from the point of Valindra choice that she can see within 30 feet of her, must make a DC 18 Constitution saving throw against this magic, taking 60 (3d6) fire damage plus 10 (3d6) necrotic damage on a failed save, or half as much damage on a successful one. Thayans and the Cult of Dragons


Jawbone Jawbone is one of Valindra’s many lieutenants, however, she has been entrusted quite an important role in ensuring constant flow of animated corpses bolstering Thayan forces. The animation process isn't limited to one place only, but most of those rituals are carried on a great scale at the Flesh Factory hidden away within Dread Ring's ruins. Jawbone is a skilled necromancer herself, although she prefers when her subordinates title her 'the death mage', and she mercilessly watches over work of dozens of minions, scrutinizing their work and punishing for shortcomings and mistakes. She occasionally hides her misshapen jaw under an illusion, but it does little good as it doesn't help with her slurring speech. Most of her teeth on the right side of her jaw have rotted away except for her magnificently tall husk, and those on the left are rough and jagged, and most likely doomed to the same fate. Credits: Jab Jira 3 Jawbone Medium humanoid (half-orc), chaotic evil Armour Class 14 (17 with mage armour) Hit Points 71 (13d8 + 13) Speed 30 ft. STR DEX CON INT WIS CHA 15 (+2) 18 (+4) 12 (+1) 17 (+3) 13 (+1) 10 (0) Skills Arcana +6, Intimidation +3, Perception +4, Religion +6 Senses darkvision 60 ft., passive Perception 14 Languages Common, Orc Challenge 5 (1,800 XP) Death Mark. If Jawbone is reduced to 0 hit points or if her Relentless Endurance is triggered by an enemy, that enemy takes 17 (3d10) necrotic damage. Grim Harvest (1/Turn). When Jawbone kills a creature that is neither a construct nor undead with a spell of 1st level or higher, she regains hit points equal to twice the spell's level, or three times if it is a necromancy spell. Relentless Endurance (Recharges after a Short or Long Rest). If damage would reduce Jawbone to 0 hit points, she is reduced to 1 hit point, instead. Spellcasting. Jawbone is a 12th-level spellcaster. Her spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). Jawbone has the following wizard spells prepared: Cantrips (at will): chill touch, infestation, mage hand, toll the dead 1st level (4 slots): catapult, cause fear, false life, mage armor 2nd level (3 slots): blindness/deafness, web 3rd level (3 slots): animate dead, bestow curse, vampiric touch 4th level (3 slots): blight, dimension door, stoneskin 5th level (1 slot): cloudkill Actions Rotting Touch. Melee Spell Attack: +6 to hit, reach 5 ft., one creature. Hit: 8 (2d4 + 3) necrotic damage. Bolt of Putrescence (Recharge 5-6). Ranged Spell Attack: +6 to hit, range 60 ft., one target. Hit: 12 (2d8 + 3) necrotic damage and the target suffers disadvantage on a saving throw against the next spell Jawbone casts on it until the end of her next turn. Thayans and the Cult of Dragons


Praddak Praddak is an imposing wight, who has been raised in a powerful ritual by Valindra herself. She didn't do it out of sentiment, instead, she chose him for the immense martial prowess he was infamous of, and his commanding presence — features she seeked for in her lieutenant. Valindra entrusted him with overseeing the great excavation of Lorragauth's bones in the Dread Ring. Reaper in Life and Death. The life of the creature Praddak was before his animation, driven by dark desire to sever the thread of life of his victims and grow in his own infamy, had been snuffed by his slayer, a wayward paladin who was hunting him for his crimes. His spirit's vengeful screams reached Valindra before Orcus himself could lay hands on that magnificently corrupted being. Once returned in unlife, his very need to reap spirits of the living coalesced into a gloom aura, which seeps into any weapon he uses to carry out execution of his ever-consuming desire. Credits: Pixieunion/Daemonstar 4 Praddak Medium undead, neutral evil Armour Class 20 (plate armour, shield) Hit Points 102 (12d8 + 48) Speed 30 ft. STR DEX CON INT WIS CHA 20 (+5) 13 (+1) 18 (+4) 12 (+1) 9 (-1) 20 (+5) Saving Throws Str +8, Con +7, Cha +8 Skills Intimidate +8, Perception +2 Damage Resistances necrotic; bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered Damage Immunities poison Condition Immunities exhaustion, poisoned Senses darkvision 60 ft., passive Perception 12 Languages Common Challenge 8 (3,900 XP) Spirit-reaping Weapons. Once per turn, when Praddak hits a creature with a melee attack, it must succeed on a DC 15 Constitution saving throw or become restrained until the end of his next turn. Whenever Praddak deals damage with his longbow attack he regains the same amount of hit points. Sunlight Sensitivity. While in sunlight, Praddak has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. Turning Defiance. Praddak and any undead ally of his within 30 feet of him have advantage on saving throws against effects that turn undead. Actions Multiattack. Praddak makes three longsword attacks or three longbow attacks. Praddak can use its Life Drain in place of one longsword attack. Life Drain. Melee Weapon Attack: +8 to hit, reach 5 ft., one creature. Hit: 8 (1d6 + 5) necrotic damage. The target must succeed on a DC 15 Constitution saving throw or its 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. A humanoid slain by this attack rises 24 hours later as a zombie under Praddak's control, unless the humanoid is restored to life or its body is destroyed. Praddak can have no more than twelve zombies under its control at one time. Greatsword. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage. Longbow. Ranged Weapon Attack: +6 to hit, range 150/600 ft., one target. Hit: 5 (1d8 + 1) piercing damage. Necrotic Surge (1/Day). Each undead ally within 30 feet of Praddak gains 20 temporary hit points for 8 hours. Thayans and the Cult of Dragons


Adimond Kroskass Adimond is, figuratively speaking, the head of a local cell of the Cult of the Dragon, however, it is Valindra Shadowmantle who pulls his strings and controls his herd of dragon-worshipping zealots. Kroskass is a skilled arcane practitioner himself, schooled in war magic and a true adept of combative spells, able to smoothly transit from offense into defence, and back again, yet even all of that falls short when challenged by the might of the lich. Inconspicuous Rebel. Adimond lost his ring of dragons to Valindra and perceives it as his greatest failure; now, he finds himself often inert and unable to act, the thought of the ring getting damaged in the lich’s hands or his superiors finding out about his disgrace, has left him hindered. Even so, the possibility of Valindra acquiring the power to rise dracoliches and learn the required knowledge is a far worse perspective, so he exploits the loyalty other cultists still have for him, against the terror the lich has surely invoked in them, hoping to prevent them from giving to her demands and disclosing secrets of the ritual. For now, he carries out the acts of resistance in an inconspicuous manner, orchestrating accidents to delay the lich’s efforts, having the ritual preparations slow to the crawl, as well as inciting the gathering of some unusual—and not necessarily needed—ingredients, which are almost impossible to procure. The smart man he is, Adimond knows he can’t stall forever, and so he is desperate to find a way out of his predicament, seeking for potential allies to take Valindra out of the picture, maybe by coming into possession of her phylactery of somehow retrieving the ring from her. Nonetheless, it is a completely separate matter to prevent the lich from gaining a powerful dracolich and employing its services for the benefit of Thay, to have Lorragauth emerge under the influence of the Cult of the Dragon. The ends will certainly justify the means, which Kroskass is ready to go to. Credits: Wizards of the Coast 5 Adimond Kroskas Medium humanoid (human), neutral evil Armour Class 13 (16 with mage armour) Hit Points 65 (10d8 + 20) Speed 30 ft. STR DEX CON INT WIS CHA 11 (+0) 16 (+3) 14 (+2) 19 (+4) 16 (+3) 13 (+1) Saving Throws Dex +6, Int +7 Skills Arcana +7, History +7, Insight +6, Perception +6, Persuasion +4 Senses Passive Perception 16 Languages Common, Draconic Challenge 5 (1,900 XP) Dragon Fanatic. Adimond has advantage on saving throws against being charmed or frightened, and is immune to those conditions in the presence of a dragon. Durable Magic. The magic Adimond's channel helps ward off harm. While he maintains concentration on a spell, he has a +2 bonus to AC and all saving throws. Power Surge. Whenever Adimond successfully ends a spell with dispel magic or counterspell, spells he casts before the end of his next turn, deal an extra 5 (1d10) force damage to the target. Spellcasting. Adimond is a 10th-level spellcaster. His spellcasting ability is Intelligence (spell save DC 15, +7 to hit with spell attacks). Adimond has the following wizard spells prepared: Cantrips (at will): create bonfire, light, message, ray of frost, shocking grasp 1st level (4 slots): burning hands, detect magic, magic missile, mage armour 2nd level (3 slots): blur, invisibility, scorching ray 3rd level (3 slots): counterspell, dispel magic, fireball, stinking cloud 4th level (3 slots): vitriolic sphere, dimension door 5th level (2 slots): cloudkill, immolation Tactical Wit. Adimond's keen ability to assess tactical situations allows him to act quickly in battle. He receives a +4 bonus to his initiative rolls. Actions Dagger. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage. Reactions Arcane Deflection. When Adimond is hit by an attack or he fails a saving throw, he can weave his magic to fortify himself to gain a +2 bonus to his AC against that attack or a +4 bonus to that saving throw. He then can’t cast spells other than cantrips until the end of his next turn. Thayans and the Cult of Dragons


Lorragauth, the Chained Wyrm Centuries ago, a very old black dragon had made its lair in the North of the Sword Coast, deep within the dense and ominous Neverwinter Wood, claiming the Lord Tharnor's Manor as his own. His name was Lorragauth, also known as 'The Chained Wyrm'. During his lengthy lifespan, he had managed to amass a great hoard, as his desire for treasures was insatiable. So when the time had come that Lorragauth began to feel the inevitability of death closing on him, he had attempted to destroy all the lands in his domain. If he was to die, his kingdom was to share the same fate along him. While carrying out the grim sentence he proclaimed over his domain, the Chained Wyrm had spotted an amethyst dragon, Eldenser, trespassing. Lorragauth had lashed out against older dragon, and soon after had paid the price, as his enemy was well prepared for the assault and nearly managed to sever one of Lorragauth wings before the Chain Wyrm had crashed into a mountainside, dying abruptly. For many year that came after those events, his corpse tainted the earth around the place of his death with such a potent magic, that Red Wizards of Thay raised a Dread Ring atop his remains. Credits: Fred Hooper 6 Lorragauth, Dracolich Gargantuan undead (dragon), chaotic evil Armour Class 22 (natural armor) Hit Points 367 (21d20+147) Speed 40 ft., fly 80 ft., swim 40 ft. STR DEX CON INT WIS CHA 27 (+8) 14 (+2) 25 (+7) 16 (+3) 15 (+2) 19 (+4) Saving Throws Dex +9, Con +14, Wis +9, Cha +11 Skills Perception +16, Stealth +9 Damage Resistance necrotic Damage Immunities acid, poison Condition Immunities charmed, exhaustion, frightened, paralyzed, poisoned Senses blindsight 60 ft., darkvision 120 ft. Passive Perception 16 Languages Common, Draconic Challenge 22 (41,000 XP) Innate Spellcasting. Lorragauth's innate spellcasting ability is Charisma (spell save DC 19). He can innately cast the following spells, requiring no material component. 1/day each: destroy water (5th level version), plant growth 3/day each: charm monster (dragon type or reptilian animals only), darkness, insect plague Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead. Magic Resistance. Lorraguth has advantage on saving throws against spells and other magical effects. Actions Multiattack. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws. Bite. Melee Weapon Attack: +15 to hit, reach 15 ft., one target. Hit: 19 (2d10 + 8) piercing damage plus 9 (2d8) acid damage. Claw. Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 15 (2d6 + 8) slashing damage. Tail. Melee Weapon Attack: +15 to hit, reach 20 ft ., one target. Hit: 17 (2d8 + 8) bludgeoning damage. Frightful Presence. Each creature of the dragon’s choice that is within 120 feet of the dragon and aware of it must succeed on a DC 19 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the dragon’s Frightful Presence for the next 24 hours. Acid Breath (Recharge 5-6). The dragon exhales acid in a 90-foot line that is 10 feet wide. Each creature in that line must make a DC 22 Dexterity saving throw, taking 67 (15d8) acid damage on a failed save, or half as much damage on a successful one. Legendary Actions The ancient black dragon 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. The ancient black dragon regains spent legendary actions at the start of its turn. Detect. The dragon makes a Wisdom (Perception) check. Tail Attack. The dragon makes a tail attack. Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 15 ft. of the dragon must succeed on a DC 23 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed. Thayans and the Cult of Dragons


The Neverwinter Nine Some adventurers and heroes are forever remembered in the annals of history, become a legend, which is passed down through generations, or give the beginning to a movement, organisation or tradition — just like the Neverwinter Nine. According to one of the old tales, before the Neverwinter was founded, Lord Halueth Never gathered a group of his most loyal guards and gave them their name. Among the original Neverwinter Nine were: Talven, Galavren, Floashebel (the only known female of the group), Thracier (the traitor, according to legend), Shoce, Coneth, N'halien, Tamper and Slade. Led by Lord Never, the Nine and the Lord's army prevailed in the war with Illusk, however two among them perished in the war, one died as a traitor for murdering his fellow Nine. After Hauleth's dead, he was buried beneath Castle Never, surrounded by the statues of the original Nine. Another Time, Another Nine. Lord Nasher Alagondar was inspired by the legends, so he decided to form a new Neverwinter Nine when he became ruler of Neverwinter, choosing from among his most selfless and good-willed men and women. After his death, the Nine swore fealty to his descendants, the Alagondars. Some among them were: Nevalle, a handsome man with a chiseled physique; Melia Ceralle; Sir Darmon; Callum, a male dwarf; Khelgar Ironfist, a shield dwarf of the Clan Ironfist; and the mysterious he Kalach-Cha, also titled the Knight-Captain, whose details of great deeds were better preserved than those related to the essence of his very person. Credits: Stephany Nunneley 7 Neverwinter Nine, Animated Warrior Medium undead, neutral evil Armour Class 18 (half plate +1) Hit Points 46 (6d8 + 18) Speed 30 ft. STR DEX CON INT WIS CHA 16 (+3) 14 (+2) 17 (+3) 12 (+1) 14 (+2) 16 (+3) Skills Athletics +6, Perception +4, Stealth +4 Damage Resistance necrotic; bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities poison Condition Immunities exhaustion, poisoned Senses darkvision 60 ft., passive Perception 14 Languages Common, the languages it knew in life Challenge 4 (1,100 XP) Shapechanger. The Nine can use an action to polymorph into any Medium humanoid it killed, but only within a round from its killing, or back into its true form, that of an undead. Its statistics, other than its AC, are the same in each form. Any equipment the Nine is wearing or carrying isn't transformed. It reverts to its true form if it dies. Legendary Resistance (1/Day). If the Nine fails a saving throw, it can choose to succeed instead. Nine as One. As long as the Nine is within 20 feet of another of the Nine, it gains +3 bonus to all saving throws, and, as a bonus action, it can choose to swap places with another of the Nine. Actions Multiattack. The Nine makes two longsword attacks. Longsword +1. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage, or 9 (1d10 + 4) slashing damage if used with two hands. Life Drain. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 9 (2d6 + 2) necrotic damage. The target must succeed on a DC 13 Constitution saving throw or its 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. Reactions Parry. The Nine adds 2 to its AC against one melee attack that would hit it. To do so, the Nine must see the attacker and be wielding a melee weapon. Thayans and the Cult of Dragons


Resting Beneath the Castle. The Nine had become celebrated heroes of Neverwinter after their death, and so their remains were entombed in a crypt below the Castle Never, known as the 'Vault of the Nine', which is protected by powerful wards and the Endless Maze, which leads to it, called the Neverneath. Nonetheless, there are some who wish to claim those valiant spirits to their dark causes. One such recent attempt was undertaken by a dragonborn necromancer, Morlanth. Yet another being who set his eyes upon this powerful prize waiting for the reaping is the infamous lich, Valindra Shadowmantle. The Last Guard of the Nine. Descendants of the Lord Nasher Alagondar knighted a new generation of the Neverwinter Nine, alas, they all perished, dying alongside their masters during the Ruining of 1451 DR and the cataclysm that ensued in the wake of Mount Hotenow eruption. The Inner Vault of the Nine. It is a simple stone chamber sealed tight with sigil of Neverwinter carved in its great stone doors. Inside, nine marble coffins form a ring around a throne positioned in centre, which is emblazoned with a sun, and thus coffins are set to stand in its rays. The throne and coffins glimmer with dim, warm light, thus illuminating the chamber, which walls are carved with idyllic depictions of summer and easiness — in the vault, winter never rains, just as it never did during the time of the nine heroes entombed there. The Nine bear insignias that allow them to pass freely through various magical barriers in the castle. Credits: Mike Lim 8 Neverwinter Nine, Animated Spellcaster Medium undead, neutral evil Armour Class 12 (15 with mage armor) Hit Points 45 (7d8 + 14) Speed 30 ft. STR DEX CON INT WIS CHA 10 (+0) 14 (+2) 15 (+2) 13 (+1) 14 (+2) 18 (+4) Saving Throws Wis +4 Skills Arcana +3, Perception +4, Religion +3 Damage Resistance necrotic; bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities poison Condition Immunities exhaustion, poisoned Senses darkvision 60 ft., passive Perception 14 Languages Common, the languages it knew in life Challenge 4 (1,100 XP) Shapechanger. The Nine can use an action to polymorph into any Medium humanoid it killed, but only within a round from its killing, or back into its true form, that of an undead. Its statistics, other than its AC, are the same in each form. Any equipment the Nine is wearing or carrying isn't transformed. It reverts to its true form if it dies. Legendary Resistance (1/Day). If the Nine fails a saving throw, it can choose to succeed instead. Nine as One. As long as the Nine is within 20 feet of another of the Nine, it gains +3 bonus to all saving throws, and, as a bonus action, it can choose to swap places with another of the Nine. Innate Spellcasting. The Nine’s innate spellcasting ability is Charisma (spell DC 14). It can innately cast the following spells, requiring no verbal or material components: At will: detect magic, false life, mage armor 1/day each: blindness/deafness, hold person, inflict wounds Actions Multiattack. The Nine attacks twice with Grave Bolt. Grave Bolt. Ranged Spell Attack: +5 to hit, range 120 ft., one target. Hit: 7 (1d8 + 3) necrotic damage. Life Drain. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 9 (2d6 + 2) necrotic damage. The target must succeed on a DC 13 Constitution saving throw or its 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. Reactions Frightening Gaze (1/Day). The nine fixes its gaze on one creature it can see within 10 feet of it. The target must succeed on a DC 14 Wisdom saving throw against this magic or become frightened for 1 minute. The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Thayans and the Cult of Dragons


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