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

princes of the apocalypse

princes-of-the-apocalypse

ETERNAL FLAME CULTISTS I

It is often said that fire is a dangerous servant and ^ i>
a fearful master. So too it is with the Eternal Flame
cultists. Low-ranking members of the cult love the ETERNAL
destructive power of fire. The cult leaders harness fire FLAME PRIEST
to cleanse their surroundings of anything impure and
anyone who's insufficiently dedicated to the cause. ETERNAL FLAME PRIEST

It's perhaps too facile to say that those who follow Medium humanoid (human), neutral evil
elemental fire are pyromaniacs who were obsessed with Armor Class 12 (15 with mage armor)
flame as children, but there's a grain of truth behind the Hit Points 52 (8d8 +16)
stereotype. Eternal Flame cultists are fascinated with Speed 30 ft.
fire of all sorts and sometimes stare into a torch for
several minutes, carefully studying each flicker of flame. STR DEX CON INT WIS CHA
Many have an experimental streak, eager to see what 12 (+1) 15 (+2) 14 (+2) 10 (+0) 11 (+0) 16 (+3)
happens when something—a barrel of pitch, a hunter's Skills Deception +5, Intimidation +5, Religion +2
cabin, an annoying merchant—is set ablaze. Damage Resistances fire
Senses passive Perception 10
Like the flames they adore, Eternal Flame cultists Languages Common, Ignan
are quick to act. In a fight, they rarely take prisoners or Challenge 3 (700 XP)
retreat; they strive to be like an ever-advancing wildfire Spellcasting. The priest is a 5th-level spellcaster. Its
as they march forward. More broadly, they favor the spellcasting ability is Charisma (spell save DC 13, +5 to hit
direct approach and the simple plan to more oblique with spell attacks). It knows the following sorcerer spells (an
machinations. That's one reason they loathe the cultists asterisked spell is from appendix B):
of elemental water, with all their supposed subtleties Cantrips (at will): control flames* create bonfire* fire bolt, light,
and ruses. Often it's better put the target to the torch, minor illusion
then sift through the ashes afterward. 1st level (4 slots): burning hands, expeditious
retreat, mage armor
ETERNAL FLAME GUARDIAN

Medium humanoid (human), chaotic evil

Armor Class 17 (breastplate, shield; 15 while using a crossbow)
Hit Points 45 (7d8 + 14)
Speed 30 ft.

STR DEX CON INT WIS CHA
15 (+2) 13 (+1) 14 (+2) 8 (-1) 11 (+0) 13 (+1)

Skills Intimidation +3, Perception +2
Damage Resistances fire
Senses passive Perception 12
Languages Common
Challenge 2 (450 XP)

Flaming Weapon (Recharges after a Short or Long Rest). As
a bonus action, the guard can wreath one melee weapon it is
wielding in flame. The guard is unharmed by this fire, which
lasts until the end ofthe guard's next turn. While wreathed in
flame, the weapon deals an extra 3 (ld6) fire damage on a hit.

ACTIONS

Multiattack. The guard makes two melee attacks.

Longsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one
target. Hit: 6 (ld8 + 2) slashing damage.

Heavy Crossbow. Ranged Weapon Attack: +3 to hit, range
100/400 ft., one target. Hit: 6 (ldlO + 1) piercing damage.

Eternal Flame guardians are dullards fascinated
by the power of fire and eager to show the cult's
enemies firsthand what it feels like to burn. They
light things aflame to honor elemental fire and just for
entertainment, but they don't always think ahead about
what else nearby might catch fire.

CHAPTER 7 I MONSTERS AND MAGIC ITEMS

2nd level (3 slots): blur, scorching ray RAZERBLAST
3rd level (2 slots).fireball
Medium humanoid (human), chaotic evil
ACTIONS
Armor Class 17 (splint)
Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. Hit Points 112 (15d8+ 75)
or range 20/60 ft., one target. Hit: 4 (ld4 + 2) piercing damage. Speed 30 ft.

Eternal Flame priests see the world around them as STR DEX CON INT WIS CHA
impure and unworthy, and believe that only cleansing 16 (+3) 11 (+0) 16 (+3) 9(-l) 10 (+0) 13 (+1)
by fire can set it right. As a result, all fire is deemed
holy, from the smallest candle flame to the greatest Skills Intimidation +4, Perception +3
conflagrations. When traveling in the open, Eternal Senses passive Perception 13
Flame priests are clever enough to hide their true Damage Immunities fire
beliefs, passing themselves off as druids or wizards with Languages Common, Ignan
a knack for fire magic. Challenge 5 (1,800 XP)

FLAMEWRATH Searing Armor. The razerblast's armor is hot. Any creature
grappling the razerblast or grappled by it takes 5 (IdlO) fire
Medium humanoid (human), chaotic evil damage at the end of that creature's turn.

Armor Class 12 (15 with mage armor) Shrapnel Explosion. When the razerblast drops to 0 hit points,
Hit Points 105 (14d8 + 42) a flaming orb in its chest explodes, destroying the razerblast's
Speed 30 ft. body and scattering its armor as shrapnel. Creatures within 10
feet ofthe razerblast when it explodes must succeed on a DC
STR DEX CON INT WIS CHA 12 Dexterity saving throw, taking 21 (6d6) piercing damage on
10 (+0) 14 (+2) 16 (+3) 11 (+0) 10 (+0) 16 (+3) a failed save, or half as much damage on a successful one.

Skills Arcana +3, Religion +3 ACTIONS
Damage Immunities fire
Senses passive Perception 10 Multiattack. The razerblast makes three melee attacks.
Languages Common, Ignan
Challenge 6 (2,300 XP) Spear. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or
range 20/60 ft., one target. Hit: 6 (ld6 + 3) piercing damage, or
Spellcasting. The flamewrath is a 7th-level spellcaster. Its 7 (ld8 + 3) piercing damage if used with two hands to make a
spellcasting ability is Charisma (spell save DC 14, +6 to hit melee attack, plus 3 (ld6) fire damage.
with spell attacks). It knows the following sorcerer spells (an
asterisked spell is from appendix B): A razerblast seethes with hate for the enemies of the
fire cult. The razerblast's elemental overlords have
Cantrips (at will): control flames * fire bolt, friends, light, replaced its heart with a flaming orb that detonates if
minor illusion the razerblast dies.

1st level (4 slots): burning hands, color spray, mage armor Razerblasts remember little of their life before they
2nd level (3 slots): scorching ray, suggestion the power of elemental fire transformed them. Now
3rd level (3 s\ots): fireball, hypnotic pattern they follow the orders of the flamewraths and the cult
4th level (1 slot): fire shield (see Wreathed in Flame) leaders without question. Razerblasts fight confidently
because they know that even if they lose, they go out in a
Wreathed in Flame. For the flamewrath, the warm version blaze of glory.
of the^ire shield spell has a duration of "until dispelled." The
fire shield burns for 10 minutes after the flamewrath dies, BASTIAN THERMANDAR
consuming its body.
Medium humanoid (fire genasi), neutral evil
ACTIONS
Armor Class 12 (15 with mage armor)
Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or Hit Points 78 (12d8 + 24)
range 20/60 ft., one target. Hit: 4 (ld4 + 2) piercing damage. Speed 30 ft.

A flamewrath is a spellcaster that has earned the favor STR DEX CON INT WIS CHA
of Imix, the Prince of Elemental Fire, through a series 12 (+1) 14 (+2) 15 (+2) 11 (+0) 9 ( - l ) 18 (+4)
of painful rites. A flamewrath's skin is burned and
scarred. Inured to pain, the flamewrath revels in battle, Skills Arcana +3, Deception +7
using an array of fire spells to incinerate enemies who Damage Resistances fire
would try to douse the power of elemental fire. Melee Senses darkvision 60 ft., passive Perception 9
combatants who draw too close face fires that can dance Languages Common, Ignan
across the flamewrath's skin and burn attackers. Challenge 8 (3,900 XP)

Innate Spellcasting. Bastian's innate spellcasting ability is
Constitution (spell save DC 13, +5 to hit with spell attacks). He
can innately cast the following spells:

CHAPTER 7 | MONSTERS AND MAGIC ITEMS

201

At will: produce flame ELIZAR DRYFLAGON
1/day: burning hands
Medium humanoid (human), neutral evil
Spellcasting. Bastian is a 9th-level spellcaster. His spellcasting
ability is Charisma (spell save DC 15, +7 to hit with spell Armor Class 14 (hide)
attacks). Bastian knows the following sorcerer spells: Hit Points 71 ( l l d 8 + 22)
Speed 30 ft.
Cantrips (at wi\\): fire bolt, mage hand, message, prestidigitation,
shocking grasp STR DEX CON INT WIS CHA
13 (+1) 15 (+2) 14 (+2) 11 (+0) 18 (+4) 10 (+0)
1st level (4 slots): mage armor, magic missile, shield
2nd level (3 slots): misty step, scorching ray Skills Arcana +3, Deception +3
3rd level (3 slots): counterspell, fireball Senses passive Perception 14
4th level (3 slots): dimension door, wall of fire Languages C o m m o n , Druidic
5th level (1 slot): hold monster Challenge5 (1,800 XP)

ACTIONS Spellcasting. Elizar is a 7th-level spellcaster. His spellcasting
ability is Wisdom (spell save DC 15, +7 to hit with spell
Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or attacks). Elizar has the following druid spells prepared:
range 20/60 ft., one target. Hit: 4 ( l d 4 + 2) piercing damage.
Cantrips (at will): druidcraft, guidance, poison spray,
Like many in the fire cult, Bastian burns with an inner produce fame
fire, but his fire is ambition, rather than a wish to see the
world burn. Bastian is scheming to supplant Vanifer and 1st level (4 slots): animal friendship, faerie fire, healing word,
claim Tinderstrike for himself. jump, thunderwave

As a practitioner of the arcane arts who learned much 2nd level (3 s\ots): flame blade, spike growth
of his fire magic from Vanifer herself, Bastian relies on 3rd level (3 slots): dispel magic, stinking cloud
his spells in a fight, and he is a "quick burn" sort who 4th level (2 slots): blight, wall of fire
tries to deliver maximum impact early in the fight. If he
knows a fight is coming but can't preemptively strike, Summon Mephits (Recharges after a Long Rest). By puffing
Bastian becomes more cautious, casting wall of Are to on his pipe, Elizar can use an action to cast conjure minor
protect himself before he hurls magic into the fray. elementals. If he does so, he s u m m o n s four smoke mephits.

CHAPTER 7 I MONSTERS AND MAGIC II E MS

ACTIONS IN THE FIRE NODE
When enemies threaten the Temple of Eternal Flame,
+7 Dagger. Melee or Ranged Weapon Attack: +6 to hit, Vanifer withdraws to the Weeping Colossus, the fire
reach 5 ft. or range 20/60 ft., one target. Hit: 5 (ld4 + 3) node. Within this node, Vanifer gains one additional use
piercing damage. of her Legendary Resistance trait.

Elizar was a druid who claims to be a member of the LAIR ACTIONS
Circle of the Scarlet Moon. However, Elizar is really
in service to Imix, maintaining some druidic power If Vanifer is in the fire node while Imix isn't, the tiefling
through a connection to the elements. can take lair actions. On initiative count 20 (losing
initiative ties), Vanifer uses a lair action to cast one of
VANIFER her spells, up to 3rd level, without using components or
a spell slot. She can't cast the same spell two rounds
Medium humanoid (tiefling), neutral evil in a row, although she can continue to concentrate on a
spell she previously cast using a lair action. Vanifer can
Armor Class 15 (studded leather) take no other lair actions while concentrating on a spell
Hit Points 112 (15d8 + 45) cast as a lair action. Her favorite use of this capability is
Speed 30 ft. casting Areball or hypnotic pattern.

STR DEX CON INT WIS CHA If Vanifer casts misty step using this lair action, she
11 (+0) 16 (+3) 17 (+3) 12 (+1) 13 (+1) 19 (+4) also draws the power ofthe fire node into herself. By
doing so, she regains 15 (3d8 + 2) hit points.
Skills Arcana +5, Deception +8, Performance +8
Damage Immunities fire VANIFER
Senses darkvision 60 ft., passive Perception 11
Languages Common, Ignan, Infernal CHAPTER 7 I MONSTERS AND MAGIC ITIMS
Challenge 9 (5,000 XP), or 12 (8,400 XP) with lair actions

Funeral Pyre. When Vanifer drops to 0 hit points, her body
is consumed in a flash of fire and smoke. Anything she was
wearing or carrying is left behind among ashes.

Legendary Resistance (2/Day). If Vanifer fails a saving throw,
she can choose to succeed instead.

Spellcasting. Vanifer is a lOth-level spellcaster. Her spellcasting
ability is Charisma (spell save DC 16, +8 to hit with spell
attacks). Vanifer knows the following sorcerer spells:

Cantrips (at will): chill touch, fire bolt, friends, mage hand,
message, produce flame, thaumaturgy

1st level (4 slots): burning hands, chromatic orb, hellish
rebuke, shield

2nd level (3 slots): darkness, detect thoughts, misty step,
scorching ray

3rd level (3 slots): counterspell, fireball, hypnotic pattern
4th level (3 slots): wall of fire
5th level (2 slots): dominate person

ACTIONS

Multiattack. Vanifer makes two attacks.

Tinderstrike. Melee or Ranged Weapon Attack: +9 to hit, reach
5 ft. or range 20/60 ft., one target. Hit: 7 (ld4 + 5) piercing
damage plus 7 (2d6) fire damage.

Vanifer's rough childhood has hardened her heart
against others. The world is a corrupt, painful place,
she thinks, and deserving of a fiery end. For years,
she was a dancer and concubine in a pasha's court in
Calimshan. Later, she took up the mantle of prophet
when she found Tinderstrike. and the same ruthless
ambition and practiced manipulation that enabled her to
escape a life of servitude serves her well as the head of a
growing cult.

For Vanifer, battle is best observed at a distance. She
prefers to hurl destructive magic from afar. Those who
challenge Vanifer in melee learn a painful lesson, as she
and Tinderstrike make a formidable pair.

203

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<Cr

CRUSHING WAVE CULTISTS CRUSHING WAVE REAVER

The Cult of the Crushing Wave venerates the element Medium humanoid (human), neutral evil
of water as a force of destruction and evil. Only fools or
lunatics worship the idea of destruction, and many of Armor Class 14 (shield)
the Crushing Wave cultists can be described as such. Hit Points 22 (4d8 + 4)
Others are more calculating and deliberate in their evil, Speed 30 ft.
and see the power of Elemental Evil as a tool by which
they can sweep away the existing order of things and STR DEX CON INT WIS CHA
make themselves rulers over all. 15 (+2) 14 (+2) 13 (+1) 10 (+0) 11 (+0) 8 (-1)

While the Crushing Wave cultists take in many people Skills Athletics +4, Stealth +4
who are bitter, lost, or mad, they also seek alliances with Senses passive Perception 10
evil or destructive sea creatures. They perform rites Languages Common
designed to sink ships, cause terrible floods, or summon Challenge 1/2 (100 XP)
destructive rainstorms, seeking to make all who live
nearby bow to the power of elemental water. Cult lairs ACTIONS
usually feature great pools or lakes, where devotees use
water-breathing magic to immerse themselves in the Sharktoothed Longsword. Melee Weapon Attack: +4 to hit,
element they worship. reach 5 ft., one target. Hit: 6 (ld8 + 2) slashing damage, or 7
( l d l 0 + 2) slashing damage if used with two hands. Against
Crushing Wave cultists embrace a philosophy of a target is wearing no armor, the reaver deals an extra die of
elusiveness, patience, and opportunism. They are quick damage with this sword.
to retreat when challenged, but soon return to strike
again. They admire the patience and endurance of the Javelin. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or
Black Earth cult, but despise the Cult ofthe Eternal range 30/120 ft., one target. Hit: 5 (ld6 + 2) piercing damage.
Flame. They see the followers of elemental fire as
reckless and short-tempered. The foot soldiers ofthe Crushing Wave cult are vicious
sea reavers. Many of them were pirates before they fell
CRUSHING WAVE PRIEST in with the cult, and they remain eager for blood and
plunder. Crushing Wave reavers appreciate the value
Medium humanoid (human), neutral evil of stealth and surprise, and look for chances to launch
sudden attacks from positions of concealment whenever
Armor Class 13 (chain shirt) possible. The soldiers of the Crushing Wave cult are
Hit Points 52 (8d8 + 16) highly loyal to the cult priests, but they rarely fight to the
Speed 30 ft. death if an avenue of retreat is open to them.

STR DEX CON INT WIS CHA Reavers carry shields made of giant crab shells, and
15 (+2) 11 (+0) 14 (+2) 10 (+0) 11 (+0) 16 (+3) the blades of their swords are lined with shark's teeth.

Skills Deception +5, Religion +2, Stealth +2 DARK TIDE KNIGHT
Senses passive Perception 10
Languages Aquan, Common Medium humanoid (human), lawful evil
Challenge 2 (450 XP)
Armor Class 13
Spellcasting. The priest is a 5th-level spellcaster. Its Hit Points 58 (9d8 18)
spellcasting ability is Charisma (spell save DC 13, +5 to hit Speed 30 ft.
with spell attacks). It knows the following sorcerer spells (an
asterisked spell is from appendix B): STR DEX CON INT WIS CHA
17 (+3) 16 (+3) 14 (+2) 10 (+0) 11 (+0) 11 (+0)
Cantrips (at will): chill touch, mage hand, minor illusion,
prestidigitation, ray of frost Skills Athletics +7, Stealth +7
Senses passive Perception 10
1st level (4 slots): expeditious retreat, ice knife,* magic Languages Common
missile, shield Challenge 3 (700 XP)

2nd level (3 slots): blur, hold person Bonded Mount. The knight is magically bound to a beast with
3rd level (2 slots): sleet storm an innate swimming speed trained to serve as its mount.
While mounted on this beast, the knight gains the beast's
ACTIONS senses and ability to breathe underwater. The bonded mount
obeys the knight's commands. If its mount dies, the knight
Quarterstaff. Melee Weapon Attack: +4 to hit, reach 5 ft., one can train a new beast to serve as its bonded mount, a process
target. Hit: 6 (ld8 + 2) bludgeoning damage. requiring a month.

Crushing Wave priests are the fanatical core of the
cult. Gathering in secretive cabals, they perform dark
rituals to glorify Olhydra as the embodiment of water's
destructiveness. They believe that using water to kill
their enemies, such as through ritual drowning, earns
them Olhydra's favor.

CHAPTER 7 ! MONSTERS AND MAGIC ITEM;

Sneak Attack. The knight deals an extra 7 (2d6) damage when Dark Tide knights are the elite warriors ofthe Crushing
it hits a target with a weapon attack and has advantage on Wave cult. By drawing upon Olhydra's dark power,
the attack roll, or when the target is within 5 feet of an ally of they gain the ability to ride sea-creatures that normally
the knight that isn't incapacitated and the knight doesn't have wouldn't be suitable as mounts, and can even breathe
disadvantage on the attack roll. underwater and share their mount's senses. The knights
prefer to fight from or in the water, since they don't like
ACTIONS to leave their mounts behind, but they can be fierce
Multiattack. The knight makes two shortsword attacks. opponents on foot at need.

Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one Unlike most other knights, Dark Tide knights disdain
target. Hit: 6 (ld6 + 3) piercing damage. heavy armor, relying on the speed and ferocity of their
attacks to carry them to victory.
Lance. Melee Weapon Attack: +5 to hit, reach 10 ft., one target.
Hit: 9 (ldl2 + 3) piercing damage.

REACTIONS
Uncanny Dodge. When an attacker the knight can see hits it
with an attack, the knight can halve the damage against it.

FATHOMER

CHAPTER 7 I MONSTERS AND MAGII ITEMS

FATHOMER Fathomers often serve as spies, infiltrators, and
assassins for the water cult, since they can slip
Medium humanoid (human), neutral evil under locked doors or pass through bars and similar
obstacles with ease.
Armor Class 10 (13 with mage armor)
Hit Points 52 (8d8 + 16) ONE-EYED SHIVER
Speed 30 ft.
Medium humanoid (human), chaotic evil
STR DEX CON INT WIS CHA
14 (+2) 11 (+0) 14 (+2) 11 (+0) 11 (+0) 15 (+2) Armor Class 12 (15 with mage armor)
Hit Points 49 (9d8 + 9)
Skills Arcana +2, Perception +4, Stealth +4 Speed 30 ft.
Senses passive Perception 14
Languages Aquan, Common STR DEX CON INT WIS CHA
Challenge 2 (450 XP)
10 (+0) 14 (+2) 12 (+1) 13 (+1) 13 (+1) 17 (+3)
Shapechanger (2/Day). The fathomer can use its action to
polymorph into a Medium serpent composed of water, or Skills Arcana +3, Perception +3, Intimidation +5
back into its true form. Anything the fathomer is wearing or Damage Immunities cold
carrying is subsumed into the serpent form during the change, Senses passive Perception 13
inaccessible until the fathomer returns to its true form. The Languages Common
fathomer reverts to its true form after 4 hours, unless it can Challenge 3 (700 XP)
expend another use of this trait. If the fathomer is knocked
unconscious or dies, it also reverts to its true form. Chilling Mist. While it is alive, the one-eyed shiver projects an
aura of cold mist within 10 feet of itself. If the one-eyed shiver
While in serpent form, the fathomer gains a swimming deals damage to a creature in this area, the creature also takes
speed of 40 feet, the ability to breathe underwater, immunity 5 (ldlO) cold damage.
to poison damage, as well as resistance to fire damage and
bludgeoning, piercing, and slashing damage from nonmagical Spellcasting. The one-eyed shiver is a 5th-level spellcaster. Its
weapons. It also has immunity to the following conditions: spellcasting ability is Charisma (spell save DC 13, +5 to hit with
exhaustion, grappled, paralyzed, poisoned, restrained, prone, spell attacks). It knows the following sorcerer spells:
unconscious. The serpent form can enter a hostile creature's
space and stop there. In addition, if water can pass through a Cantrips (at will): chill touch, mage hand
space, the serpent can do so without squeezing. 1st level (4 slots):/og cloud, mage armor, thunderwave
2nd level (3 slots): mirror image, misty step
Olhydra's Armor (Human Form Only). The fathomer can cast 3rd level (2 slots):/eor
mage armor at will, without expending material components.
ACTIONS
Spellcasting (Human Form Only). The fathomer is a 5th-level
spellcaster. Its spellcasting ability is Charisma (spell save DC Dagger. Melee Weapon Attack: +4 to hit, reach 5 ft. or range
12, +4 to hit with spell attacks). It has two 3rd-level spell slots, 20/60 ft., one target. Hit: 4 (ld4 + 2) piercing damage.
which it regains after finishing a short or long rest, and knows
the following warlock spells: Eye of Frost. The one-eyed shiver casts ray of frost from its
missing eye. If it hits, the target is also restrained. A target
Cantrips (at will): chill touch, eldritch blast, mage hand restrained in this way can end the condition by using an action,
1st level: armor of Agathys, expeditious retreat, hex succeeding on a DC 13 Strength check.
2nd level: invisibility
3rd level: vampiric touch A one-eyed shiver is a fearsome cultist who wields
powers of ice and cold. To gain the frigid power of
ACTIONS elemental water, the shiver removes one eye and
replaces it with a frosty white orb that can blast foes
Constrict (Serpent Form Only). Melee Weapon Attack: +4 to hit, with an icy ray. When the orb isn't in use, the shiver
reach 5 ft., one target. Hit: 9 (2d6 + 2) bludgeoning damage. covers its magical eye with an eye patch. Even when
If the target is Medium or smaller, it is grappled (escape DC hidden, the orb's magical power makes itself felt—a
12). Until the grapple ends, the target is restrained, and the one-eyed shiver has ice-cold blood and is constantly
fathomer can't constrict another target. surrounded by an aura of thin, cold fog.

Dagger (Human Form Only). Melee or Ranged Weapon Attack: One-eyed shivers inspire dread and fear in all
+4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (ld4 + who meet them, including their fellow cultists. Only
2) piercing damage. the leaders ofthe Crushing Wave cult dare to give
commands to these masters of icy magic.
Fathomers are cultists who have sealed a pact with
Olhydra, Princess of Evil Water. In addition to their
spellcasting abilities, fathomers have the ability to
transform their bodies into water, taking serpent-like
shapes. In their water serpent forms, fathomers gain
many of the resistances elemental creatures possess,
as well as the ability to grapple and crush their enemies
with their watery bodies.

CHAPTER 7 MONSTERS AND MAGIC ITEMS

207

SHOALAR QUANDERIL ACTIONS

Medium humanoid (water genasi), lawful evil Dagger. Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or
ranged 20/60 ft., one target. Hit: 3 ( l d 4 + 1) piercing damage.
Armor Class 10(13 with mage armor)
Hit Points 60 (8d8 + 24) A plump water genasi armed with a jovial manner and
Speed 30 ft., swim 30 ft. biting sense of humor, Shoalar Quanderil seems like the
last person one would expect to be a cruel member of a
STR DEX CON INT WIS CHA destructive cult. Nevertheless, Shoalar is the captain of
11 (+0) 12 (+1) 16 (+3) 14 (+2) 10 (+0) 17 (+3) a pirate ship that harries the Sword Coast, and a high-
ranking Crushing Wave cultist. He sees Olhydra's power
Skills Arcana +4, Deception +5, Insight +2, Persuasion +5 as a means to making himself as rich as possible.
Damage Resistances acid
Senses passive Perception 10 GAR SHATTERKEEL
Languages Aquan, Common
Challenge 4 (1,100 XP) Medium humanoid (human), neutral evil

Amphibious. Shoalar can breathe air and water. Armor Class 16 (natural armor)
Hit Points 112 (15d8 + 45)
Innate Spellcasting. Shoalar's innate spellcasting ability is Speed 30 ft., swim 30 ft.
Constitution (spell save DC 13, +5 to hit with spell attacks).
He can innately cast the following spells (an asterisked spell is STR DEX CON INT WIS CHA
from appendix B): 15 (+2) 15 (+2) 16 (+3) 12 (+1) 18 (+4) 13 (+1)

At will: shape water* Skills N a t u r e + 8 , Survival +8
1/day: create or destroy water Damage Resistances cold
Senses passive Perception 14
Spellcasting. Shoalar is a 5th-level spellcaster. His spellcasting Languages Aquan, Common
ability is Charisma (spell save DC 13, +5 to hit with spell Challenge 9 (5,000 XP), or 13 (10,000 XP) with lair actions
attacks). He knows the following sorcerer spells (an asterisked
spell is from appendix B): Amphibious. Gar can breathe air and water.

Cantrips (at will): acid splash, chill touch, friends, prestidigitation, Legendary Resistance (2/Day). If Gar fails a saving throw, he
ray of frost can choose to succeed instead.

1st level (4 slots): disguise self, mage armor, magic missile Spellcasting. Gar is a 9th-level spellcaster. His spellcasting
2nd level (3 slots): hold person, misty step ability is Wisdom (spell save DC 16, +8 to hit with spell
3rd level (2 slots): tidal wave* attacks). He has the following druid spells prepared (an
asterisked spell is from appendix B):

Cantrips (at will): mending, resistance, shape water*

1st level (4 slots): create or destroy water, cure wounds, fog

cloud, thunderwave
2nd level (3 slots): darkvision, hold person,

protection from poison
3rd level (3 slots): call lightning, sleet storm, tidal wave*
4th level (3 slots): control water, ice storm
5th level (1 slot): scrying

Water Walk. Gar can stand and move on liquid surfaces as if
they were solid ground.

Watery Fall. When Gar drops to 0 hit points, his body collapses
into a pool of inky water that rapidly disperses. Anything he
was wearing or carrying is left behind.

ACTIONS

Multiattack. Gar makes two melee attacks, one with his claw
and one with Drown.

Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Hit: 9 (2d6 + 2) bludgeoning damage, and the target is
grappled (escape DC 13). Until the grapple ends, Gar can't
attack other creatures with his claw.

Drown. Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft.
or range 20/60 ft., one target. Hit: 6 ( l d 6 + 3) piercing damage
plus 4 (ld8) cold damage.

CHAPTER 7 I MONSTERS AND MAGIC ITEMS

Gar Shatterkeel is the water prophet of Elemental Evil Brute. A melee weapon deals one extra die of its damage when
and the dour leader of the Crushing Wave cult. He is Drannin hits with it (included in the attack).
embittered by a life of suffering at the hands of others.
Pirates killed his family when he was young, he was Dwarven Resilience. Drannin has advantage on saving throws
forced into servitude aboard a merchant ship, and then against poison.
another band of pirates left him to die at sea, where he
lost his arm to a shark. Gar sees the elemental power Indomitable (Recharges after a Short or Long Rest). Drannin
of water as the only thing of value in his life and has can reroll a saving throw that he fails. He must use the new roll.
gathered others who feel as he does.
Second Wind (Recharges after a Short or Long Rest). Drannin
Gar bears the elemental weapon Drown. His missing can use a bonus action to regain 16 (ldlO + 11) hit points.
arm has been replaced by an artificial limb in the shape
of a crab's claw. As the leader of Olhydra's cult, he Special Equipment. Drannin wears a control amulet for his
wields her innate magic. Other Crushing Wave cultists shield guardian (see the Monster Manual) and a ring of cold
sense her power in him and follow him out of fear. resistance. He also carries a potion offrost giant strength.

IN THE WATER NODE ACTIONS

When it becomes clear that the Temple of the Crushing Multiattack. Drannin makes three attacks with his greataxe.
Wave is no longer secure, Gar retreats to the Plunging
Torrents, the water node. Within this node, Gar gains Greataxe. Melee Weapon Attack: +7 to hit, reach 5 ft., one
one additional use of his Legendary Resistance trait. target. Hit: 17 (2dl2 + 4) slashing damage.

LAIR ACTIONS Drannin is a self-serving dwarf who has always felt that,
due to his heritage, he was owed better than he received.
If Gar is in the water node while Olhydra isn't, he can When he didn't receive the accolades, he began to see
take lair actions. On initiative count 20 (losing initiative everyone in his way as the problem, trying to keep him
ties), Gar uses a lair action to use his Multiattack or down, and he vowed to do whatever it took to turn the
cast one of his spells, up to 3rd level, without using tables. He is currently intent on claiming the legendary
components or a spell slot. He can't cast the same spell axe Orcsplitter, the weapon buried with King Torhild
two rounds in a row, but he can continue to concentrate Flametongue of Besilmer many centuries ago. The
on a spell he previously cast using a lair action. He can secret doors and puzzles ofthe Halls ofthe Hunting Axe
take no other lair actions while concentrating on a spell have frustrated Drannin for a long time, but he now has
cast as a lair action. His favorite use of this capability is a plan to dupe his cousin Gargosh into finding the axe
casting inflict wounds or call lightning. for him (see the "Halls of the Hunting Axe" side trek in
chapter 6). Drannin believes that with Orcsplitter in his
If Gar casts cure wounds using this lair action, possession he can establish himself as a powerful lord
he regains the maximum number of hit points from among his clan, and finally win the respect he thinks
the spell (28). he deserves.

OTHER VILLAINS Drannin's most prized possession is his shield
guardian. He stole the amulet that controls the shield
Not every troublemaker in the Dessarin Valley is a guardian from a sorcerer some years back.
cultist. Some prefer to keep their affiliation with the
elemental cults secret, while many more have nothing GHALD
to do the cults. This section presents a collection of
villains from the introductory adventures and side treks Large humanoid (sahuagin), lawful evil
in chapter 6.
Armor Class 15 (natural armor)
DRANNIN SPLITHELM Hit Points 102 (12dl0+ 36)
Speed 30 ft., swim 50 ft.
Medium humanoid (shield dwarf), neutral evil
STR DEX CON INT WIS CHA
Armor Class 18 (plate) 19 (+4) 17 (+3) 16 (+3) 14 (+2) 13 (+1) 17 (+3)
Hit Points 93 (lld8 + 44)
Speed 25 ft. Saving Throws Dex +6, Con +6, Int +5, Wis +4
Skills Insight +4, Perception +7
STR DEX CON INT WIS CHA Senses Darkvision 120 ft., passive Perception 17
19 (+4) 10 (+0) 18 (+4) 11 (+0) 12 (+1) Languages Common, Sahuagin
Challenge 7 (2,900 XP)
Skills Athletics +7, Intimidation +4
Damage Resistances cold, poison Assassinate. During its first turn, Ghald has advantage on
Senses darkvision 60 ft., passive Perception 9 attack rolls against any creature that hasn't taken a turn. Any
Languages Common, Dwarvish hit Ghald scores against a surprised creature is a critical hit.
Challenge 7 (2,900 XP)
Limited Amphibiousness. Ghald can breathe air and water, but
Action Surge (Recharges after a Short or Long Rest). Drannin he needs to be submerged at least once every 4 hours to avoid
takes an additional action on his turn. suffocating.

i.II AFTER 7 | MONSTERS AND MAGIC ITEMS

•joq

Shark Telepathy. Ghald can magically command any shark Yartar. He's careful not to emerge from his hiding place
within 120 feet of him, using a limited telepathy. beneath the docks unless it's dark and rainy, and even
then he hides under a bulky cloak. He and Unferth serve
Sneak Attack. Ghald deals an extra 14 (4d6) damage when as the Kraken Society's top operatives in this part of the
he hits a target with a weapon attack and has advantage on North, and specialize in advancing the agenda ofthe
the attack roll, or when the target is within 5 feet of an ally society through theft, intimidation, and assassination.
of Ghald's that isn't incapacitated and Ghald doesn't have
disadvantage on the attack roll. When the thieves' guild known as the Hand of Yartar
comes into possession of a powerful elemental weapon
ACTIONS (see the "Dark Dealings in Yartar" side trek in chapter
Multiattack. Ghald makes three attacks, one with his bite and 6), Ghald and Unferth make sure the Kraken Society
two with his shortswords. comes in with the top bid. They then make sure that no
one else interferes.
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature.
Hit: 9 (2d4 + 4) piercing damage. GRUMINK THE RENEGADE

Shortsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one Grumink is a dwarf gone bad. He is a chaotic evil gold
creature. Hit: 11 (2d6 + 4) piercing damage. dwarf assassin with dwarf racial traits. Bloodthirsty,
callous, and mercenary, Grumink is a vile outlaw who
Garrote. Melee Weapon Attack: +7 to hit, reach 5 ft., one stops at nothing to get what he wants. Most thieves don't
Medium or Small creature against which Ghald has advantage bother to take on heavily-armed opponents, preferring to
on the attack roll. Hit: 9 (2d4 + 4) bludgeoning damage, and avoid unnecessary fights. Grumink delights in building
the target is grappled (escape DC 15). Until the grapple ends, his reputation as a cold-blooded killer, and goes out of
the target can't breathe, and Ghald has advantage on attack his way to slay people when doing so might add to his
rolls against it. notoriety or attract the attention ofthe law. He might
claim that it isn't personal, but it is.
Ghald is an 8-foot-tall, four-armed sahuagin who works
with a partner, Unferth, for the Kraken Society in

GHALO

OREIOTH

WIGGAN NETTLEBEE

CHAPTER 7 I MONSTERS »\ND MAGIC ITEMS

G r u m i n k is currently working for an oni named town after another, he finally sought refuge in an old
Obratu, who seeks the treasure vaults of Besilmer's outlaw's lair he discovered near Lance Rock. There he
long-lost summer palace. The oni believes that the commenced his newest round of experiments, avoiding
palace lies near the Shrine ofthe Tender Oath, a secret all other living souls.
dwarven retreat in the Vale of Dancing Waters. It hired
Grumink and his crew of cutthroats to seize the shrine What few social graces Oreioth once possessed are
and start digging (see "The Vale of Dancing Waters" in fading rapidly. He has become a megalomaniac, styling
chapter 6). The thought of defiling one of his people's himself the Lord of Lance Rock and surrounding
holy places troubles Grumink not at all. himself with zombies and skeletons compelled to heed
his every whim. Oreioth barely recognizes his own
OREIOTH name anymore, and he harbors dreams of founding a
kingdom of undead servitors with himself on the throne.
Medium humanoid (human), chaotic evil

Armor Class 11 (14 w i t h mage armor) WIGGAN NETTLEBEE
Hit Points 39 (6d8 + 12)
Speed 30 ft. Small humanoid (haljling), neutral evil

STR DEX CON INT WIS CHA Armor Class 11 (16 w i t h barkskin)
8(-l) 13 (+1) 9(-l) 11 (+0) Hit Points 36 (8d6 + 8)
14 (+2) 16 (+3) Speed 30 ft.

Saving Throws Wis +1 STR DEX CON INT WIS CHA
Skills Arcana +5, Investigation +5, Medicine +1 8(-l) 12 (+1) 12 (+1) 14 (+2) 15 (+2) 13 (+1)
Senses passive Perception 9
Languages Abyssal, C o m m o n Skills Deception +3, Insight +4
Challenge 2 (450 XP) Languages C o m m o n , Halfling
Challenge 2 (450 XP)

Grim Harvest. O n c e per t u r n w h e n O r e i o t h kills o n e or m o r e Brave Devotion. W i g g a n has advantage on saving t h r o w s
creatures with a spell of 1st level or higher, he regains hit against being charmed or frightened.
points equal to twice the spell's level.
Spellcasting. W i g g a n is a 4th-level spellcaster. His s p e l l c a s t i n g
Spellcasting. O r e i o t h is a 6th-level spellcaster. H i s s p e l l c a s t i n g ability is W i s d o m (spell save DC 12, +4 to hit with spell
ability is Intelligence (spell save DC 13, +5 to hit with spell attacks). He has the following cleric spells prepared:
attacks). He has the following wizard spells prepared:
C a n t r i p s (at w i l l ) : guidance, light, mending,
C a n t r i p s (at w i l l ) : chill touch, minor illusion, prestidigitation, shillelagh, thaumaturgy
shocking grasp
1st Level (4 slots): animal friendship, cure wounds, healing word.
1st level (4 slots):/o/se life, mage armor, magic missile, inflict wounds, speak with animals
ray of sickness
2nd Level (3 slots): barkskin, spike growth, spiritual weapon
2 n d level (3 slots): crown of madness, misty step
3rd level (3 slots): animate dead, vampiric touch ACTIONS

Swift Animation (Recharges after a Long Rest). W h e n a l i v i n g Multiattack. W i g g a n makes t w o attacks w i t h his w o o d e n cane.
Medium or Small humanoid within 30 feet of Oreioth dies,
he can use an a c t i o n on his next t u r n to cast animate dead on Wooden Cane (Club). Melee Weapon Attack: +0 to hit (+4 to
that humanoid's corpse, instead of using the spell's normal hit w i t h shillelagh), reach 5 ft., o n e t a r g e t . H i t : 1 ( l d 4 - 1)
casting time. bludgeoning damage, or 6 (ld8 + 2) bludgeoning damage
w i t h shillelagh.
ACTIONS
Wiggan Nettlebee is the patriarch ofthe Nettlebee clan,
Dagger. Melee Weapon Attack: +3 to hit, reach 5 ft., o n e t a r g e t . a wealthy family of halflings that raise livestock and
Hit: 3 ( l d 4 +- 1) p i e r c i n g d a m a g e . farm their land. He presents the outward appearance
of a modest rancher, and he forbids extravagance on
A lean, black-bearded young noble from Baldur's Gate, his farm. Thinking he had found a cult dedicated to
Oreioth is more at home among the dead than the the dominating nature and utilizing its darker aspects.
living. He was cruel almost from the time he could talk, Wiggan joined the Cult ofthe Black Earth. He still
catching small creatures and killing them in hideously doesn't know the full extent ofthe cult's plans.
inventive ways to savor the power of life and death. He
grew to be an embarrassment to his well-off family, Wiggan dislikes and distrusts outsiders. He believes
who paid a tutor to channel his undeniable intelligence they are all evildoers who would steal from him if
and curiosity into more positive outlets. They didn't they could. He sees the earth cult as a powerful and
know they had apprenticed the young Oreioth to a necessary ally toward securing his finances and
necromancer in need of an assistant for his researches. sustaining his position. A greedy miser, Wiggan
becomes visibly upset at the thought of parting with
When Oreioth's master decided he had no more use even a few spare coins from his hoard.
for his apprentice, he sent Oreioth off to m a k e his own
way in the world. Oreioth worked his way northward,
robbing graves and using his magic to intimidate or
rob anyone weaker than him. Driven out of one decent

CHAPTER 7 I MONSTERS AND MAGIC I I












































































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