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Published by lukaspequenomatos, 2019-09-27 14:48:10

princes of the apocalypse

princes-of-the-apocalypse

BLACK EARTH CULTISTS BLACK EARTH PRIEST

Murderers, lunatics, hateful nihilists—these are the sort Medium humanoid (human), neutral evil
of people drawn to worship the might of Elemental Evil.
The followers of evil elemental earth call themselves Armor Class 17 (splint)
the Cult of the Black Earth, and dream of the day when Hit Points 45 (7d8 + 14)
earthquakes reduce the world of mortals to rubble. They Speed 30 ft.
seek to recruit evil or destructive monsters that burrow
or dwell in the ground, and in fact emulate subterranean STR DEX CON INT WIS CHA
creatures to the greatest extent possible, using 15 (+2) 11 (+0) 14 (+2) 12 (+1) 10 (+0) 16 (+3)
burrowing magic to carve out their hidden lairs.
Skills Intimidation +5, Religion +3, Persuasion +5
Black Earth cultists are slow to act, but when they Senses passive Perception 10
do, they are utterly implacable. They are single-minded Languages Common, Terran
and stubborn, working tirelessly to undermine their Challenge 3 (700 XP)
enemies. They get along well with the Cult of the
Crushing Wave, but they hate the Howling Hatred c u l t - Spellcasting. The priest is a 5th-level spellcaster. Its
elemental air is fickle and insubstantial compared to the spellcasting ability is Charisma (spell save DC 13, +5 to hit
power of elemental earth. with spell attacks). It knows the following sorcerer spells (an
asterisked spell is from appendix B):
BLACK EARTH GUARD Cantrips (at will): acid splash, blade ward, light,

Medium humanoid (human), neutral evil mending, mold earth*
1st level (4 slots): earth tremor* expeditious retreat, shield
Armor Class 18 (plate) 2nd level (3 slots): shatter, spider climb
Hit Points 39 (6d8 + 12) 3rd level (2 slots): slow
Speed 30 ft.
BLACK EARTH GUARD
STR DEX CON INT WIS CHA

17 (+3) 11 (+0) 14 (+2) 10 (+0) 10 (+0) 9(-l)

Skills Intimidation +1, Perception +2
Senses passive Perception 12
Languages Common
Challenge 2 (450 XP)

ACTIONS

Multiattack. The guard makes two melee attacks.

Morningstar. Melee Weapon Attack: +5 to hit, reach 5 ft., one
target. Hit: 7 (ld8 + 3) piercing damage.

REACTIONS

Unyielding. When the guard is subjected to an effect that
would move it, knock it prone, or both, it can use its reaction to
be neither moved nor knocked prone.

Black Earth guards are the warriors of the earth cult.
They are brutal, heavily armored thugs devoted to
Ogremoch. That devotion has granted them an uncanny
ability to hold their ground against the buffeting
assaults. It has also earned them the right to wear
special plate armor of elemental stone, which breaks
down when the guard is slain.

These guards are fanatically loyal to the Black Earth
priests and the leaders of the cult. They fight to the
death if commanded to do so by their superiors. Those
with more potential become burrowsharks.

ACTIONS Burrowsharks are much like Black Earth guards,
since both have uncanny footing and special armor. For
Multiattack. The priest makes two melee attacks. burrowsharks, an additional gift of Ogremoch's might
establishes a magical bond between the burrowshark
Glaive. Melee Weapon Attack: +4 to hit, reach 10 ft., one target. and a bulette, allowing the rider to burrow with its
Hit: 7 (IdlO + 2) slashing damage. mount and sense what its mount senses.

REACTIONS SACRED STONE MONK

Unyielding. When the priest is subjected to an effect that Medium humanoid (human), lawful evil
would move it, knock it prone, or both, it can use its reaction to
be neither moved nor knocked prone. Armor Class 14
Hit Points 22 (4d8 + 4)
The priests of the Black Earth are the drivers and Speed 40 ft.
organizers of Ogremoch's cult. They are the true
believers, seeing Ogremoch as a divine force, and they STR DEX CON INT WIS CHA
have developed a twisted dogma to explain how the evil 13 (+1) 15 (+2) 12 (+1) 10 (+0) 14 (+2) 9(-l)
of elemental earth is destined to remake the world and
rule over all. The Black Earth priests form a cabal of Skills Acrobatics +4, Athletics +3, Perception +4
leaders whose fanaticism and magical power serve as Senses tremorsense 10 ft., passive Perception 14
the backbone ofthe cult. Individuals of unusual power Languages Common
hold higher rank in the cult, but the priests provide the Challenge 1/2 (100 XP)
cult leader with his or her authority over the rest of
Ogremoch's followers. Unarmored Defense. While the monk is wearing no armor and
wielding no shield, its AC includes its Wisdom modifier.
BURROWSHARK
Unarmored Movement. While the monk is wearing no armor
Medium humanoid (human), neutral evil and wielding no shield, its walking speed increases by 10 feet
(included in its speed).
Armor Class 18 (plate)
Hit Points 82 ( l l d 8 +33) ACTIONS
Speed 30 ft.
Multiattack. The monk makes two melee attacks.
STR DEX CON INT WIS CHA
18 (+4) 12 (+1) 16 (+3) 10 (+0) 11 (+0) 13 (+1) Unarmed Strike. Melee Weapon Attack: +4 to hit, reach 5 ft.,
one target. Hit: 5 (ld6 + 2) bludgeoning damage.
Skills Animal Handling +2, Athletics +6, Intimidation +3,
Perception +2 REACTIONS

Senses passive Perception 12 Parry. The monk adds 2 to its AC against one melee or ranged
Languages Common weapon attack that would hit it. To do so, the monk must see
Challenge 4 (1,100 XP) the attacker.

Bond ofthe Black Earth. The burrowshark is magically bound Sacred Stone monks are followers of a martial
to a bulette trained to serve as its mount. While mounted on philosophy that seeks to emulate the strength of rock
its bulette, the burrowshark shares the bulette's senses and and stone. They don gargoyle masks and use a finely
can ride the bulette while it burrows. The bonded bulette honed sense of touch to measure their surroundings
obeys the burrowshark's commands. If its mount dies, the by contact with the ground. They avoid speaking, or
burrowshark can train a new bulette to serve as its bonded extraneous thought for that matter. They live only to test
mount, a process requiring a month. themselves with deprivation and to punish those who
doubt the strength of elemental earth.
ACTIONS

Multiattack. The burrowshark makes three melee attacks.

Spear. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or
range 20/60 ft., one target. Hit: 7 (ld6 + 4) piercing damage, or
8 (ld8 + 4) piercing damage if used with two hands to make a
melee attack.

REACTIONS

Unyielding. When the burrowshark is subjected to an effect
that would move it, knock it prone, or both, it can use its
reaction to be neither moved nor knocked prone.

Elite warriors ofthe earth cult, burrowsharks are fierce
champions who ride trained bulettes into battle. While
their powerful mounts rend and tear foes to pieces,
burrowsharks leap to the ground and cut down their
foes without mercy.

CHAPTER MONSTERS AND MAGIC ITEMS

]•>(•

STONEMELDER k.

Medium humanoid (human), neutral evil BURROWSHARK

Armor Class 17 (splint)
Hit Points 75 (10d8 + 30)
Speed 30 ft.

STR DEX CON INT WIS CHA
15 (+2) 10 (+0) 16 (+3) 12 (+1) 11 (+0) 17 (+3)

Skills Intimidation +5, Perception +2
Senses tremorsense 30 ft., passive Perception 12
Languages Common, Terran
Challenge 4 (1,100 XP)

Death Burst. When the stonemelder dies, it turns to stone
and explodes in a burst of rock shards, becoming a smoking
pile of rubble. Each creature within 10 feet ofthe exploding
stonemelder must make a DC 14 Dexterity saving throw, taking
11 (2dl0) bludgeoning damage on a failed save, or half as
much damage on a successful one.

Spellcasting. The stonemelder is a 7th-level spellcaster. Its
spellcasting ability is Charisma (spell save DC 13, +5 to hit
with spell attacks). It knows the following sorcerer spells (an
asterisked spell is from appendix B):

Cantrips (at will): acid splash, blade ward, light,
mending, mold earth*

1st level (4 slots): expeditious retreat, false life, shield
2nd level (3 slots): Maximilian's earthen grasp* shatter
3rd level (3 slots): erupting earth* meld into stone
4th level (1 slot): stoneskin

ACTIONS

Black Earth Rod. Melee Weapon Attack: +5 to hit, reach 5
ft., one target. Hit: 5 (ld6 + 2) bludgeoning damage. The
stonemelder can also expend a spell slot to deal extra damage,
dealing 2d8 bludgeoning damage for a 1st level slot, plus an
additional ld8 for each level ofthe slot above 1st.

Stonemelders are spellcasters who gain their power
from Ogremoch, using elemental earth magic to
sheathe their bodies in carapaces of rock. They are
elite champions of the cult and answer only to the
cult leaders. Not even the Black Earth priests
tell stonemelders what to do.

Each stonemelder carries a weapon
known as a Black Earth rod. Such a
rod is like an ordinary mace, but in
the hands of a stonemelder, it serves
as a conduit for Ogremoch's wrath.

CHAPTER 7 I MONSTERS AND MAGIC ITEMS

'97

HELLENRAE MIRAJ VIZANN

Medium humanoid (human), lawful evil Medium humanoid (earth genasi), neutral evil

Armor Class 16 Armor Class 10 (13 w i t h mage armor)
Hit Points 78 (12d8 + 24) Hit Points 82 ( l l d 8 + 33)
Speed 50 ft. Speed 30 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
13 (+1) 18 (+4) 14 (+2) 10 (+0) 15 (+2) 13 (+1) 12 (+1) 10 (+0) 17 (+3) 13 (+1) 11 (+0) 18 (+4)

Skills Acrobatics +7, Athletics +4, Insight +5, Perception +5 Skills Arcana +4, Deception +7
Damage Immunities poison Senses passive Perception 10
Condition Immunities blinded, poisoned Languages C o m m o n , Primordial
Senses blindsight 60 ft. (blind beyond this radius), passive Challenge 6 (2,300 XP)

Perception 15 Earth Walk. M o v i n g t h r o u g h difficult terrain made of earth or
Languages C o m m o n , Terran stone costs Miraj no extra movement.
Challenge5 (1,800 XP)
Innate Spellcasting. Miraj's innate spellcasting ability is
Evasion. If Hellenrae is subjected to an effect that allows her Constitution (spell save DC 14). He can innately cast the
to make a Dexterity saving throw to take only half damage, she following spell, requiring no material components:
instead takes no damage if she succeeds on the saving throw,
and only half damage if she fails. 1/day: pass without trace

Stunning Strike (Recharge 5-6) W h e n Hellenrae hits a target Spellcasting. Miraj is an l l t h - l e v e l spellcaster. His spellcasting
with a melee weapon attack, the target must succeed on a DC ability is Charisma (spell save DC 15, +7 to hit with spell
13 C o n s t i t u t i o n saving t h r o w or be stunned until the end of attacks). He knows the following sorcerer spells (an asterisked
Hellenrae's next turn. spell is from appendix B):

Unarmored Defense. While Hellenrae is wearing no a r m o r and Cantrips (at will): acid splash, blade ward, friends, light,
wielding no shield, her AC includes her Wisdom modifier. message, mold earth*

Unarmored Movement. While Hellenrae is wearing no 1st level (4 slots): chromatic orb, mage armor, magic missile
armor and wielding no shield, her speed increases by 20 feet 2nd level (3 slots): Maximilian's earthen grasp*
(included in her speed).
shatter, suggestion
ACTIONS 3rd level (3 slots): counterspell, erupting earth*
4th level (3 slots): polymorph, stoneskin
Multiattack. Hellenrae makes three melee attacks. 5th level (2 slots): wall of stone
6th level (1 slot): move earth
Unarmed Strike. Melee Weapon Attack: +7 to hit, reach 5 ft.,
one target. Hit: 9 ( l d l O + 4) b l u d g e o n i n g damage. ACTIONS

REACTIONS Staff. Melee Weapon Attack: +4 to hit, reach 5 ft., one
target. Hit: 4 ( l d 6 + 1) b l u d g e o n i n g damage, or 5 ( l d 8 + 1)
Parry and Counter. Hellenrae adds 3 to her AC against one bludgeoning damage when used with two hands.
melee or ranged weapon attack that would hit her. To do so,
she must be able to sense the attacker with her blindsight. Miraj is an earth genasi from Calimshan. He is a
If the attack misses, Hellenrae can make one melee attack perfectionist who oversees the Black Earth cult's
against the attacker if it is within her reach. tunneling operations and specializes in magic and
alchemical processes that shape stone. He also has an
The chief lieutenant of Marios Urnrayle, Hellenrae lost affinity for the element of water and styles himself a
her sight as a child. A bitter, angry orphan, she was "mud sorcerer."
taken in by a monastic order and trained to use her
other senses to compensate. However, she took the Though he is the most accomplished spellcaster
monks' philosophy of self-denial and emptiness of mind in the Cult of the Black Earth, he has no interest in
to extremes, seeking to fill herself with the dark power challenging Marios Urnrayle for leadership. He knows
she sensed sleeping in the earth and rock around her. that he is no match for the medusa and is happy to
pursue his experiments while Marios leads.
Hellenrae is a dour, unsmiling woman who habitually
wears drab robes and a golden gargoyle mask with
no eye holes. She despises weakness in any form.
Therefore, she hates just about everybody, and barely
tolerates the other Black Earth cultists.

CHAPTER 7 I MONSTERS AND MAGIC ITEMS
198

MARLOS URNRAYLE

Medium monstrosity, neutral evil

Armor Class 15 (natural armor)
Hit Points 136 (16d8 + 64)
Speed 30 ft.

STR DEX CON INT WIS CHA

17 (+3) 11 (+0) 18 (+4) 12 (+1) 13 (+1) 17 (+3)

Skills Arcana +4, Deception +6, Perception +4
Damage Resistances acid
Senses darkvision 60 ft., tremorsense 60 ft., passive

Perception 14
Languages Common, Terran
Challenge 8 (3,900 XP), or 12 (8,400 XP) with lair actions

Earthen Defeat. When Marios drops to 0 hit points, his body Marios wields the magical war pick Ironfang, which
transforms into mud and collapses into a pool. Anything he is he found in the Fane of the Eye after being drawn to the
wearing or carrying is left behind. spot by a vision. Because of his medusa curse and his
possession ofthe elemental weapon, the other Black
Earth Passage. Marios can move in difficult terrain composed Earth cultists believe that he stands high in Ogremoch's
of anything made from earth or stone as if it were normal favor and are fanatically loyal to him.
terrain. He can move through solid earth and rock as if it were
difficult terrain. If he ends his turn there, he is shunted into the IN THE EARTH NODE
nearest space he last occupied. When the Temple of Black Earth is threatened, Marios
Urnrayle retreats to the Black Geode, the earth node.
Legendary Resistance (2/Day). If Marios fails a saving throw, he Within this node, Marios gains one additional use of his
can choose to succeed instead. Legendary Resistance trait.

Petrifying Gaze. When a creature that can see Marlos's eyes LAIR ACTIONS
starts its turn within 30 feet of him, Marios can force it to make If Marios is in the earth node while Ogremoch isn't,
a DC 14 Constitution saving throw if Marios isn't incapacitated the medusa can take lair actions. On initiative count
and can see the creature. If the saving throw fails by 5 or more, 20 (losing initiative ties), Marios uses a lair action to
the creature is instantly petrified. Otherwise, a creature that cast earthquake without using components. As long as
fails the save begins to turn to stone and is restrained. The he maintains concentration on earthquake, initiative
restrained creature must repeat the saving throw at the end count 20 is the start of Marlos's turn for the purpose
of its next turn, becoming petrified on a failure or ending the of the spell. He can take no other lair actions while
effect on a success. The petrification lasts until the creature is concentrating on earthquake.
freed by the greater restoration spell or other magic.
Marlos's second option for a lair action is to draw
Unless surprised, a creature can avert its eyes to avoid the power from the earth node to heal. When he does so, he
saving throw at the start of its turn. If the creature does so, regains 30 (6d8 + 3) hit points.
it can't see Marios until the start of its next turn, when it can
decide to avert its eyes again. If the creature looks at Marios in CHAPTER 7 I MONSTERS AND MAGIC ITEMS
the meantime, it must immediately make the save.

If Marios sees himself reflected on a polished surface within
30 feet of him and in an area of bright light, Marios is, due to
his curse, affected by his own gaze.

ACTIONS

Multiattack. Marios makes three melee attacks, one with his
snake hair and two with Ironfang.

Snake Hair. Melee Weapon Attack: +6 to hit, reach 5 ft.,
one target. Hit: 7 (ld8 + 3) piercing damage plus 14 (4d6)
poison damage.

Ironfang. Melee Weapon Attack: +9 to hit, reach 5 ft.,
one target. Hit: 7 (ld8 + 3) piercing damage plus 4 (ld8)
thunder damage.

Marios Urnrayle is the earth prophet of Elemental Evil
and the leader of the Black Earth cult in the Sumber
Hills. He is a medusa of unusual power who was once
a vain and cruel human nobleman. Marios delights in
petrifying his foes, especially those of great physical
beauty, and smashing the remains to rubble.


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