Way of the Wicked: Knot of Thorns

Knot of Thorns | Act One: Prison Break

Act One: Prison Break

See below for the statistics of NPCs and monsters in this section.

Event One: An Unexpected Visitor

To determine that Blackerly is under the effects of an enchantment spell, a PC must make a DC 20 Intelligence (Arcana) or Wisdom (Insight) check.

Veil of Useful Items

Wonderous Item, uncommon

This appears to be a fine silk veil of gossamer cloth. Only as it is held and closely inspected can you see small cloth patches of various shapes. You can use an action to detach one of the patches, causing it to become the object that it represents. The veil contains the following patches:

  • 2 daggers
  • Bullseye lantern (full, lit and shuttered)
  • Hempen rope (50-foot coil)
  • Component pouch full of needed spell components (worth less than 1 gp)
  • Sack with common clothes sized for each of the PCs
  • Thieves' tools
  • Window (2 ft. by 4 ft., up to 2 ft. deep)
  • Potion of cure light wounds
  • 100 gold pieces
  • Unholy Symbol of Asmodeus (silver)

The window patch will create a window (and therefore a hole) in a nearby wall. If there are no nearby walls, it simply turns into a common wooden window frame. It cannot be placed on a living creature however.

Once removed, a patch cannot be replaced.

Event Two: No Cell Can Hold Me

Picking the locks requires a successful DC 15 Dexterity (Thieves' Tools) check from a proficient character. Characters have disadvantage on picking the locks while their hands are manacled, but gains advantage on checks to pick locks on hand shackles and foot cuffs once they have successfully picked one of these locks.

The guards' Wisdom (Perception) rolls for failure on the lockpicking are identical, but note that a DC 20 succeeds on a roll of 18-20, DC 15 succeeds on 13-20, and DC 10 succeeds on 8-20.

A DC 25 Dexterity check is required to slip out of manacles; using the grease spell on them reduces this to DC 15. Similary, the manacles can be broken with a DC 25 Strength check. Note that a "natural 20" on these rolls does not guarantee automatic success unless the DM rules otherwise.

Brandenscar Prison

1. Guard House

Climbing the portuclis requires a DC 10 Strength (Athletics) check.

To avoid being dashed on the rocks, PCs must make a DC 10 Dexterity (Athletics) check. Failure means they take 4d6 bludgeoning damage from the fall and 2d6 piercing damage from the sharp rocks below.

Due to the height, PCs that hit the water still take 1d6 bludgeoning damage from the fall. They must make DC 10 Strength (Athletics) checks to escape the rip currents; they take 1d4 bludgeoning damage with each failure. Characters aiding another swimmer make their own check with disadvantage.

5. The Garden

Recognizing the belladonna shrub takes a DC 12 Intelligence (Nature) or Wisdom (Survival) check.

Belladonna (Ingested). A creature subjected to this poison must make a DC 10 Constitution saving throw. On a failed save, it takes 2 (1d4) poisoned damage and become poisoned for 24 hours. On a successful save, the creature takes half damage and isn't poisoned.

6A. Garderobe

Use the same DCs and damage for jumping into the water here as those from area 1.

9. Barracks

Off-duty guards have an AC of 10.

Locks on the chests require a DC 15 Dexterity check with thieves' tools to pick.

11. Kitchen

Climbing the chimney takes a DC 10 Strength (Athletics) check. Avoiding the burning fire takes a DC 15 Dexterity (Acrobatics) check.

Use commoner statistics for the four servants. However, instead of spears, they wield improvised clubs (+2 to hit, reach 5 ft.) and daggers (+2 to hit, reach 5 ft./range 20/60 ft.) which deal 2 (1d4) bludgeoning or piercing damage, respectively, on a hit.

12. Armory

The lock on this door requires a DC 20 Dexterity check to pick with thieves' tools.

13. Storeroom

This lock also requires a successful DC 20 Dexterity check to pick.

14. Sergeant's Office

Finding the map requires a successful DC 10 Wisdom (Perception) check. Figuring out Blackerly is stealing from the prison takes 10 minutes and a successful DC 15 Intelligence (Investigation) check.

Knot of Thorns | Act One: Prison Break

15. Sergeant's Quarters

Picking the lock on Blackerly's strongbox requires a successful DC 25 Dexterity check.

Blackerly's "Medicine" (Ingested). A creature subjected to this poison must succeed on a DC 10 Constituion saving throw or become poisoned for 1 minute. At the end of this period, it must repeat the saving throw. If it fails, it is poisoned for a further 2d4 hours. While the creature is poisoned, it is unconcious.

17. Guardroom

Climbing down the chimney requires a DC 10 Strength (Athletics) check.

19. Grumblejack's Cell

Displays of magic give the caster on Charisma (Intimidation) checks directed toward Grumblejack.

20. Interrogation Room

A DC 15 Intelligence (Investigation) or Wisdom (Perception) skill check can reveal this room's secret history.

21. Hall of History

The tapestry grants disadvantage to Strength (Athletics) and Dexterity (Acrobatics) checks while carried.

22. Richter's Library

Identifying each of the three valuable books in this room requires a DC 15 Intelligence (Arcana), Intelligence (History), or Intelligence (Nature) check, respectively.

24. Warden's Office

The lock on the drawer requires a successful DC 20 Dexterity check to pick. The warden's spellbook contains the following spells:

1st level: alarm, charm person, expeditious retreat, feather fall, find familiar, mage armor, Tasha's hideous laughter

2nd level: flaming sphere, invisibility, see invisibility

25. Warden's Private Chambers

Unless you are including the Alchemist class or a similar class from a third party publisher, there is no need for these chambers to contain an alchemist's lab.

Event Three: Three Days, One Chance

Drunken guards simply have the Poisoned condition, granting them disadvantage on attack rolls and ability checks.

Event Four: Crossing the Moors

Finding the way across the moors without a map requires a successful DC 15 Wisdom (Survival) check.

Use the giant toad statistics for Lashtongue. Tracking Lashtongue to his lair requires a successful DC 15 Wisdom (Survival) check.


Tomas Blackerly, Corrupt Sergeant

Medium humanoid (human), chaotic neutral


  • Armor Class 17 (splint)
  • Hit Points 26 (4d8 + 8)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
15 (+2) 13 (-3) 14 (+2) 12 (+1) 8 (-1) 16 (+3)

  • Skills Deception +5, Insight +1, Intimidation +5, Perception +3
  • Senses passive Perception 13
  • Language Common, Goblin
  • Challenge 1 (200 XP)

Actions

Multiattack. Tomas makes two longsword attacks.

Longsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) slashing damage.

Blackerly carries only mundane gear.


Prison Guard

Medium humanoid (human), lawful good


  • Armor Class 16 (chain shirt, shield)
  • Hit Points 11 (2d8 + 2)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
12 (+1) 10 (+0) 12 (+1) 10 (+0) 10 (+0) 8 (-1)

  • Skills Insight +2, Intimidation +1, Perception +2
  • Senses passive Perception 12
  • Languages Common
  • Challenge 1/4 (50 XP)

Actions

Longsword. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d8 + 1) slashing damage.

Club. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) bludgeoning damage.

Longbow. Ranged Weapon Attack: +2 to hit, range 150/600 ft., one target. Hit: 4 (1d8 + 0) piercing damage.

Knot of Thorns | Act One: Prison Break


Guard Dog

Medium beast, unaligned


  • Armor Class 12
  • Hit Points 11 (2d8 + 2)
  • Speed 30ft.

STR DEX CON INT WIS CHA
13 (+1) 14 (+2) 12 (+1) 3 (-4) 12 (+1) 7 (-2)

  • Skills Perception +3
  • Senses passive Perception 13
  • Languages -
  • Challenge 1/4 (50 XP)

Keen Hearing and Smell. The guard dog has advantage on Wisdom (Perception) checks that rely on hearing or smell.

Actions

Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) piercing damage. If the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked prone.


Grumblejack the Ogre

Large giant, neutral evil


  • Armor Class 9
  • Hit Points 59 (7d10 + 21), currently 20
  • Speed 40 ft.

STR DEX CON INT WIS CHA
19 (+4) 8 (-1) 16 (+3) 10 (+0) 10 (+0) 9 (-1)

  • Senses passive Perception 10
  • Languages Common, Giant
  • Challenge 1/2 (100 XP)

Poisoned. Grumblejack has been drugged by the guards. He is poisoned and will remain so for another 2d6 hours.

Actions

Smash. Melee Weapon Attack: +6 to hit, reach 5ft., one target. Hit: 6 (1d4 + 4 ) bludgeoning damage.

Note that if Grumblejack is recruited as a comrade and given weapons and armor, some of his statistics can change. The guards have stashed Grumblejack's chain shirt (AC 12), and greatclub (deals 13 (2d8 + 4) damage on a hit) in the armory. If Grumblejack is given a Large greatsword (his weapon of choice), he can deal 18 (4d6 + 4) damage on a hit.


Mathias Richter, Warden of Branderscar

Medium humanoid (human), lawful good


  • Armor Class 10 (13 with mage armor)
  • Hit Points 22 (4d8 + 4)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
8 (-1) 10 (+0) 12 (+1) 18 (+4) 14 (+2) 14 (+2)

  • Saving Throws Int +6, Wis +4
  • Skills Arcana +6, History +6, Insight +4, Perception +4, Religion +6
  • Senses passive Perception 14
  • Languages Common, Dwarven, Elven, Draconic
  • Challenge 1 (200 XP)

Spellcasting. The warden is a 4th-level spellcaster. His spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). He has the following wizard spells prepared:

  • Cantrips (at will): mage hand, prestidigitation, ray of frost, shocking grasp
  • 1st level (4 slots): charm person, expeditious retreat, mage armor, Tasha's hideous laughter
  • 2nd level (3 slots): flaming sphere, see invisibility

Actions

Dagger. Melee or Ranged Weapon Attack: +2 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 2 (1d4 + 2) piercing damage.

Warden Richter carries only mundane gear save for a torch with continual flame cast upon it and a spell scroll with the sleep spell inscribed on it. He is accompanied by his owl familiar "Strixia," who is noncombatant.

The warden's tactics are the same, except he does not cast expeditious retreat on himself before a confrontation, saving the spell for sticky situations (casting it would cause him to lose concentration on Tasha's hideous laughter or flaming sphere).

Spellcasters in Jail

Without access to a component pouch or focus item, spellcasters in Brandenscar will be unable to cast most spells with material components. It is reasonable to rule that arcane casters can share the spell component pouch found in the veil of useful items until they aquire their own. Divine spellcasters that do not worship Asmodeus may do similarly.

Wizards are worse off. Losing their spellbook may sting, but remember that they will still begin the game with a number of spells memorized. In Act 2, they will have a chance to transcribe their prepared spells into a new spellbook.

Knot of Thorns | Act Two: Into the Knot

Act Two: Into the Knot

See below for the statistics of NPCs and monsters in this section.

Event One: Meeting the Master

The healing wine is equivalent to a simple potion of healing.

In the unlikely event that the PCs engage in combat with Thorn and Tiadora, Thorn simply weathers whatever blows the PCs may land on him. You may use the lich stat block to represent his defensive capabilities. To approximate Tiadora's statistics, use an erinyes, with two of the longsword attacks representing tentacle attacks and the third representing an attack with Tiadora's claws. It is unlikely that your PCs will notice the disparity for very long before they are dead.

Event Two: The Respite

Each PC is furnished with 200 GP of gear. In addition to this gear, wizards recieve the material componentes needed to transcribe their prepared spells into a new spellbook.

Elise Zadaria is a human warlock with the fey pact. She serves a mysterious entity called the Endless Winter.

Iron Circlet

While wearing this circlet, you can use an action to cast the disguise self spell from it at will. The spell ends if the circlet is removed.

A DC 25 Intelligence (Arcana) check will reveal that there is something very odd about these iron circlets and they are not simply hat of disguise analogues. The exact nature of the oddity though remains elusive for now. An identify spell will also reveal this oddity.

Iron Circlet (True Form)

In addition to functioning as a hat of disguise, this circlet also makes it easy to scry upon the wearer if a talisman bound to these circlets is possessed. The wearer receives a -10 penalty on all saves against divination spells cast by the talisman’s possessor.

This property cannot be discovered until the iron circlet is the target of an identify spell cast in a sixth level spell slot or above.

Event Three: The Cruel Lessons of Master Thorn

Note that in general, the secret doors in this dungeon may be searched for repeatedly. If a PC wishes to spend 1 hour searching a room for secret doors (this may be combined with a short rest), that PC discovers all secret doors in that room that he or she is capable of finding with a natural 20.

1. The Chamber of Deception

Opening the false door triggers a concealed, spiked pit trap. A DC 15 Intelligence (Investigation) check reveals that the trapped section of floor is the cover of a pit. When a creature steps on the cover, the pit swings open like a trapdoor. Creatures standing in this area must make a DC 15 Dexterity saving throw; failure means they fall 10 feet into the bottom of the pit (taking 1d6 bludgeoning damage). Worse, the bottom of the pit is spiked - each creature falling in takes a further 2d10 piercing damage.

To find the secret door in the north wall, a PC must succeed on a DC 20 Wisdom (Perception) or Intelligence (Investigation) check. The niche conceals a jewel filled with Alchemist's Ice, which requires a DC 10 Intelligence (Arcana) check to identify.

Finding the secret door on the south wall requires a successful DC 20 Intelligence (Investigation) or Wisdom (Perception) check.

2. The Chamber of Many Paths

Characters with passive Wisdom (Perception) 12 or higher will notice the footprints leading toward the southern and eastern doors.

The trapped doors can be detected with a successful DC 15 Intelligence (Investigation) check. A character opening a trapped door is attacked by a spring-loaded javelin, which attacks with a +4 bonus and deals 1d6 + 2 piercing damage on a hit.

The small patch of violet mold covering the western door will deal 2d6 cold damage to any character that approaches within 5 feet of it. When the mold is exposed to fire, it doubles in size, expanding onto the floors, walls, and ceiling surrounding the door. Cold damage from any source will destroy the mold. A DC 15 Intelligence (Nature) check reveals the properties of this mold.

3. The Chamber of Darkness

The light cantrip will not pierce the obsidian sphere's darkness.

The vampiric mist speaks Undercommon and will communicate with characters that speak this language.

4. Timeon's Redoubt

Finding Timeon's secret chamber requires a successful DC 15 Intelligence (Investigation) or Wisdom (Perception) check.

Use the commoner statistics to represent Timeon, except that he is of course not armed.

5. The Chamber of Might

The bar on the door here can be lifted as an action.

6. The Chamber of Sin

Realizing the silver pendant's true value takes a DC 15 Wisdom (Perception) check.

Finding the mechanism for the spiked ball trap requires a successful DC 20 Intelligence (Investigation) check. When the trap is triggered, all creatures in its line of effect must make a DC 15 Dexterity saving throw. Failure means they take 1d10 bludgeoning and 1d10 slashing damage and are knocked prone.

Finding the secret door on the west wall requires a successful DC 20 Intelligence (Investigation) or Wisdom (Perception) check.

7. The Chamber of the Shrieker

Use a shrieker's statistics from the Monster Manual (p. 138) here.

Finding the secret door in this room requires a successful DC 20 Intelligence (Investigation) or Wisdom (Perception) check.

Knot of Thorns | Act Two: Into the Knot

9. Sir Balin's Cell

Picking the lock on this door requires a DC 25 Dexterity check with thieves' tools. Alternatively, PCs may use the key.

Learning Sir Balin's reputation requires a DC 12 Intelligence (History) check.


Vampiric Mist

Medium aberration, neutral evil


  • Armor Class 12
  • Hit Points 35 (10d8 - 10)
  • Speed 0 ft., fly 50 ft.

STR DEX CON INT WIS CHA
3 (-4) 19 (+4) 8 (-1) 18 (+4) 12 (+1) 8 (-1)

  • Skills Perception +5, Stealth +6
  • Damage Vulnerabilities fire
  • Damage Resistances bludgeoning, piercing, slashing
  • Condition Immunities prone, restrained
  • Senses darkvision 60 ft., passive Perception 15
  • Languages Undercommon
  • Challenge 2 (450 XP)

Misty Form. The mist can occupy another creature's space and vice versa, and it can move through any opening larger than 1 inch in diameter. The mist cannot enter water or other fluids.

Sense Blood. The mist can sense the presence of warm-blooded creatures within 60 feet as if by scent. It can detect exposed blood within a mile radius.

Blood Overdose. When the mist regains hit points, it may immediately take the Dash or Disengage action as a bonus action.

Actions

Blood Siphon. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (3d6) necrotic damage. The target must succeed on a DC 12 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken and the mist regains hit points equal to half the amount of necrotic damage dealt. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.


Mithril Cobra

Small construct, unaligned


  • Armor Class 18 (natural armor)
  • Hit Points 22 (4d6 + 8)
  • Speed 60 ft.

STR DEX CON INT WIS CHA
12 (+1) 14 (+2) 15 (+2) 1 (-6) 11 (+0) 1 (-5)

  • Skills Stealth +6
  • Damage Resistances bludgeoning, piercing, and slashing from nonmagical weapons
  • Damage Immunities poison, psychic
  • Condition Immunities blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned, prone
  • Senses blindsight 60 ft. (blind beyond this radius), passive Perception 10
  • Languages -
  • Challenge 1 (200 XP)

Find Target (1/Day). The cobra's creator can order it to find and kill a specified target within 1 mile. The cobra instantly knows the target's location (as if guided by a locate creature spell) and will attempt to locate the creature and slay it. This ability only functions if the creator has seen the target creature or is holding an item that creature owns.

Actions

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage, and the target must make a DC 12 Constitution saving throw, taking 7 (2d6) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned this way.

Knot of Thorns | Act Two: Into the Knot


Draugr

Medium undead, unaligned


  • Armor Class 11 (rotted leather armor)
  • Hit Points 30 (4d8 + 12)
  • Speed 20 ft., swim 20 ft.

STR DEX CON INT WIS CHA
17 (+3) 10 (+0) 16 (+3) 3 (-4) 10 (+0) 5 (-3)

  • Saving Throws Wis +2
  • Damage Resistances fire
  • Damage Immunities poison
  • Condition Immunities poisoned
  • Senses darkvision 60 ft., passive Perception 10
  • Languages understands Common but can't speak
  • Challenge 1/2 (100 XP)

Undead Fortitude. If damage reduces the draugr to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the draugr drops to 1 hit point instead.

Actions

Greataxe. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 9 (1d12 + 3) slashing damage.


Sir Balin, captured Knight of the Alerion

Medium humanoid (human), lawful good


  • Armor Class 20 (plate + shield)
  • Hit Points 37 (5d8 + 15)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
16 (+3) 12 (+1) 16 (+3) 10 (+0) 14 (+2) 10 (+0)

  • Saving Throws Str +5, Con +5, Wis +4
  • Skills Intimidation +2, Religion +2, Survival +4
  • Senses passive Perception 12
  • Languages Common
  • Challenge 3 (750 XP)

Actions

Multiattack. Sir Balin makes two longsword attacks.

Longsword. Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit: 7 (1d8 + 3) slashing damage.

Reactions

Parry. Sir Balin adds 2 to his AC against one melee attack that would hit him. To do so, he must see the attacker and be wielding a melee weapon.

Sir Balin bears only mundane equipment.

Knot of Thorns | Act Two: Into the Knot

Adrastus's Training

At the Dungeon Master's option, three months of training with Cardinal Thorn may grant one of the following boons:

“Asmodeus is with you.” Adrastus Thorn indoctrinates you into the deeper mysteries of worshipping the Prince of Hell. Whenever you channel energy, you gain a +1 trait bonus to the save DC of your channeled energy. [Needs work.]

“Deception is a tool. Master it.” Adrastus Thorn teaches you the subtle arts of deception and how to sense when they are being used against you. You gain a +2 bonus to Charisma (Deception) checks and Wisdom (Insight) checks.

“Discover what is real and what is illusion.” Adrastus has taught you to see through deceptions and to never lie to yourself. You gain a +2 bonus to Intelligence (Investigation) and Wisdom (Perception) checks.

“Fear nothing save our dread lord.” Adrastus Thorn has shown you fear and taught you to master it within yourself. You have advantage on saving throws against being frightened.

“Focus strengthens your will.” Adrastus Thorn drills you on ways to maintain focus on your magic in the face of adversity. You have advantage on Constitution saving throws that you make to maintain your concentration on a spell.

“Let us perfect your favorite spell.” Adrastus Thorn drills you again and again in the use of one particular spell. Pick one spell. When you cast that spell, it manifests as if cast with a spell slot that is one level higher.

“Quiet as death.” The Cardinal trained you in the arts of being silent and stealthy. You gain a +3 bonus to Dexterity (Stealth) checks.

“Strike first, strike ruthlessly and thus be victorious.” Cardinal Thorn has taught you never to shirk or hesitate in a combat. You gain a +2 bonus to initiative.

“Wear your armor like a second skin.” You have drilled extensively in wearing armor in combat. Wearing medium armor doesn't impose disadvantage on your Dexterity (Strealth) checks, and your speed is not reduced by wearing heavy armor.

“You shall be my angel slayer.” Adrastus Thorn spends exhausting amounts of time teaching you about good celestials, their strengths and weaknesses. You gain advantage on Intelligence checks to recall information about good-aligned celestials, and you gain a +2 bonus to damage rolls against celestials.

Knot of Thorns | Act Two: Into the Knot

Knot of Thorns | Act Three: Fire-Axe

Act Three: Fire-Axe

See below for the statistics of NPCs and monsters in this section.

Event One: The Blade of St. Martius

A DC 15 Wisdom (Perception) check is necessary to spot "The Blade of St. Martius" before it bears down on the Frosthamar. Kargeld's bonus on this check is +3.

Captain Sambryl has the statistics of a knight. His sailors have the statistics of guards. However, the sailors on board his ship have access to shortbows; this attack is identical to a thrown spear except its range is 80/320 ft.

Kargeld's statistics are listed below. Represent the crew of the Frosthamar as guards in combat; they have access to shortbows as well.

Event Two: The Hope of the Haunted

Neriunus has the statistics of a priest with the following modifications:

  • He has a swim speed of 40 feet.
  • He wields a trident, with which he has a +2 bonus to hit, a thrown range of 20/60 ft., and deals 3 (1d6) piercing damage on a hit.

Neriunus commands six triton warriors with the statistics of merfolk; the group is accomponied by two dolpins (see Volo's Guide to Monsters or below for abbreviated statistics). At the start of the battle, he will use his spirit guardians spell, then use spiritual weapon, guiding bolt, and sacred flame to attack vulnerable PCs as necessary. The triton warriors will use their spears to attack dangerous foes and will engage in melee to protect Neriunus. The dolphins will attack any enemies they can reach.

The dolphins have an AC of 12 and 11 hit points, with a speed of 0 ft. and a swim speed of 60 ft. They can attack with a slam at +4 to hit, for 5 (1d6 + 2) bludgeoning damage. They can also charge; if they move 30 feet straight toward a target before attacking it they deal an additional 3 (1d6) damage on their attack.

Event 3: Seal Isle

Characters seeking to hunt seals must succed a DC 15 Wisdom (Survival) check. In order to assist a seal hunter, another character must succeed on a DC 10 Wisdom (Survival) check.

Characters that fall into the freezing water must succeed on a DC 10 Constitution saving throw or be stunned. At the end of their turn, each stunned character may make another saving throw to shake the condition. Righting the boat requries a successful DC 10 Strength (Athletics) check, which is made at disadvantage if the character is wearing armor that would grant them disadvantage on Stealth checks; as usual, characters can Help each other on these checks with an action.

Instead of bunyips, two merrow haunt these waters and will do their best to ambush a lone seal hunting boat, especially one that has overturned. They will begin by attempting to drag creatures into the water with their harpoons, then grappling and devouring them. The merrows lair in an undersea cave.

Event 4: The Whale Hunters

White Tusk has the statistics of a veteran who wields a spear instead of a longsword, while Joseph Calls-Fire-From-Water has the statistics of a druid. The whale hunters have the statistics of tribal warriors.

Event 5: The Laughing Storm

Instead of ice elementals, Kiliketz (see below for statistics) is accompanied by four ice mephits.

Event 6: The Bugbear Camp

This encounter proceeds as writted, with four bugbears challenging the PCs to begin with and 1d6 more joining the battle if the PCs look weak or appear to be losing.

Event 7: A Private Audience

In order to gain Sakkarot's confidence, learning that he will betray his own kind for the glory of Asmodeus, a DC 20 Charisma (Deception or Persuasion) skill check is required. Award advantage or automatic success on this check for clever roleplaying.

Event 8: Loose Ends

See below for Kargeld's statistics. The Frosthamar's six sailors have the statistics of guards in combat, with access to shortbows as described above.

Picking the lock on Kargeld's chest requires a DC 20 Dexterity check with thieves' tools.


Kiliketz, Greater Ice Mephit

Small elemental, neutral evil


  • Armor Class 14 (natural armor)
  • Hit Points 35 (10d6)
  • Speed 30 ft., fly 30 ft.

STR DEX CON INT WIS CHA
7 (-2) 17 (+3) 10 (+0) 9 (-1) 11 (+0) 14 (+2)

  • Skills Perception +2, Stealth +7
  • Damage Vulnerabilities bludgeoning, fire
  • Damage Immunities cold, poison
  • Condition Immunities poisoned
  • Senses darkvision 60 ft., passive Perception 12
  • Languages Common, Aquan, Auran
  • Challenge 2 (450 XP)

Death Burst. When Kiliketz dies, he explodes in a bust of jagged ice. Every creature within 5 feet of him must make a DC 10 Dexterity saving throw, taking 9 (2d8) slashing damge on a failed save, or half as much damage on a successful one.

Innate Spellcasting. Kiliketz's innate spellcasting ability is Charisma (spell save DC 12). He can innately cast the following spells, requiring no material components:

1/day: chill metal, fog cloud

Actions

Multiattack. Kiliketz uses his claw attack twice.

Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) slashing damage plus 2 (1d4) cold damage.

Frost Breath (Recharge 5-6). Kiliketz exhales a 15-foot cone of cold air. Each creature in that area must succeed on a DC 10 Dexterity saving throw, taking 5 (2d4) cold damage on a failed save, or half as much damage on a successful one.

The chill metal spell is identical to heat metal, except that it deals cold damage rather than fire damage.


Captain Kargeld Odenkirk

Medium humanoid (human), neutral evil


  • Armor Class 12 (hide)
  • Hit Points 42 (5d8 + 20)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
18 (+4) 10 (+0) 18 (+4) 10 (+0) 12 (+1) 10 (_0)

  • Saving Throws Str +6, Con +6
  • Skills Athletics +6, Intimidation +2, Perception +3, Survival +3
  • Senses passive Perception 13
  • Languages Common, Norspik
  • Challenge 3 (750 XP)

Rage (2/day). As a bonus action, Kargeld can enter a rage. While enraged, he gains the following benefits:

  • He has advantage on Strength checks and Strength saving throws.
  • When he makes a melee weapon attack using Strength, he gains a +2 bonus to the damage roll (included in the attack).
  • He has resistance to bludgeoning, piercing, and slashing damage.

Kargeld's rage lasts for 1 minute. It ends if he is knocked unconcious or at the end of his turn if he hasn't attacked a hostile creature or been dealt damage since then.

Reckless. At the start of his turn, Kargeld can gain advantage on all melee attack rolls he makes during that turn, but attack rolls against him have advantage until the start of the next turn.

Actions

Multiattack. Kargeld makes two attacks.

Greataxe. Melee Weapon Attack: +6 to hit, reach 5ft., one target. Hit: 10 (1d12 + 4) slashing damage, or 12 (1d12 + 6) slashing damage when Kargeld is enraged.

Javelin. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 6 (1d6 + 4) piercing damage, or 10 (1d6 + 3) piercing damage when Kargeld is in melee and enraged.

Knot of Thorns | Act Three: Fire-Axe

Knot of Thorns | Act 4: Burning Balentyne

Act Four: Burning Balentyne

See below for the statistics of NPCs and monsters in this section, except as noted.

The victory point system works as is. The PCs may estimate their level of success by rolling a DC 18 Intelligence skill check. If one of the PCs has experience with the Talerian military, that character may have advantage on the check.

Event One: Arriving Quietly

While Aldencross has mundane supplies aplenty, as a default there are no potions, scrolls, or magic items available for purchase. The DM may decide to make some of these items available based on their group and level of comfort with magic item proliferation.

A DC 10 Charisma (Persuasion) skill check suffices to learn a rumor. If the PC buys a round of drinks, they don't need to make the check.

Event Two: The Secret Passage

The lock on the inn's front door requires a DC 25 Dexterity check to unlock with thieves' tools.

The secret door in the basement can be spotted with a successful DC 25 Wisdom (Perception) skill check, or a DC 20 check if the character is aware there is a secret door. With a prolonged search, it can be found with a DC 15 Intelligence (Investigation) check.

Bellam Barhold is a commoner with nine hit points and a dagger. He has Wisdom 14 (+2), Charisma 12 (+1) and the following skills: Deception +5, Insight +4, Perception +6, and Persuasion +4.

Event Three: The Dangers of a Drunken Dwarf

Barnabus Eisenbauch is a dwarven veteran, except that he wields a battleaxe and handaxe instead of a longsword and shortsword. He has the Dwarven Resilience ability as well. He also

See below for the dwarven engineer statistics.

Event Four: Captain Varning's Rangers

Extracting information from an off-duty ranger requires a DC 15 Charisma (Persuasion) check. Tracking Varning and his men requires a DC 10 Wisdom (Survival) check.

See below for Captain Varning's statistics. His men have the statistics of scouts. Varning rides a warhorse, while his men ride riding horses.

Event Six: Bad Beef

Soothing the alchemist's fears requires a DC 15 Charisma (Deception) check.

Event Seven: How the Bard of Barrington Burned Down Balentyne

To stage the play, the six minor rolls each need succeed on a DC 10 Charisma (Performance) skill check; each major lead needs a successful DC 15 Charisma (Performance) skill check. The actual actors have advantage on this check, but if threatened or charmed into playing a part they gain disadvantage (negating the advantage).

William Marlowe is a half-elf with the statistics of a noble, no morale to speak of, and +7 to Performance. Each of Ye Merrie Men has the statistics of a commoner with Charisma 15 (+2) and +6 to Performance.

The Tower Balentyne

Statistics for the various soldiers of Balentyne are given below.

1. The Dwarven Vault

The vault's secret door can be spotted with a successful DC 25 Wisdom (Perception) skill check. With a prolonged search, it can be found with a DC 20 Intelligence (Investigation) check.

3, 4, 5, 6. Captains' Quarters

The locks here are DC 20.

The letter between Captain Eddarly and Kaitlyn Mott requires a DC 15 Wisdom (Perception) check to find.

9. The Barracks

The locks on soldiers' trunks are DC 15.

19. Gatehouse Entryway

If activated, the scalding sand trap requires a DC 15 Dexterity saving throw of all targets in the area. Failure on this save results in 21 (6d6) fire damage; success results in half damage.

23A. The Seal of Balentyne

Finding the winch's true purpose requires a DC 15 Intelligence (Investigation) check.

26. The Choir Hall

There are only three lantern archons here. Although detect evil and good will not typically identify the PCs as evil (as they are not inherently magical creatures), the DM is encouraged to make an exception for these celestial creatures. Alternatively, they could detect a familiar or summoned creature, or simply judge the PCs based on external characteristics only.

In battle, the archons will first begin to sing (possibly drawing nearby guards), then attack intruders with their light rays.

32. Flag Room

Characters hiding behind a banner have advantage on Dexterity (Stealth) checks.

Knot of Thorns | Act 4: Burning Balentyne

37. Torture Chamber

With a DC 20 Intelligence (Investigation) check, characters can find evidence of the room's purpose. Finding the Asmodean inscription requires a DC 25 check or a Passive Perception of 20 or higher.

40. Magister's Laboratory

Tacticus's lab contains a full set of alchemist's supplies (worth 50 GP). The lock here is DC 20.

Wolfsbane (Ingested). A creature subjected to this poison must make a DC 14 Constitution saving throw. On a failed save, it takes 16 (3d10) poison damage; on a successful save, the creature takes half damage and isn't poisoned.

41. Magister's Private Quarters

Tacitus's spellbook is protected with a DC 25 lock. In it, he has scribed the following spells:

  • 1st level: burning hands, chromatic orb, detect magic, expeditious retreat, mage armor, magic missile, sleep, shield
  • 2nd level: flaming sphere, levitate, scorching ray, web
  • 3rd level: counterspell, dispel magic, fireball, fly
  • 4th level: fire shield, ice storm, stoneskin, wall of fire

43. Rookery

The rookery's lock is DC 25. The door is iron (AC 19) and has 18 hit points.

Mad Martin Rayard has the statistics of a commoner with 22 (5d8) hit points. As an action, he can call forth a swarm of ravens from the rookery. Each raven swarm acts on Martin's turn. While Martin is surrounded by ravens, he has three-quarters cover from all attacks. However, killing Martin will end the swarm's attacks. Mad Martin can also use his signal horn as an action.

46. Treasury

The chest's lock is DC 25. If the chest is opened without pressing the hidden stud (DC 25 Investigation check to find), the electric burst trap is triggered. Creatures within 10 feet of the chest must make a DC 15 Dexterity saving throw, taking 14 (4d6) lightning damage on a failure and half as much damage on a success. (The alarm also triggers.)

Aside from its mundane treasure, the chest contains five potions of healing and two elixers of truth.

Elixer of Truth (Potion, rare). When a creature drinks this potion, it must make a DC 13 Charisma saving throw. If it fails, it is charmed; while it is charmed, it can speak nothing but the truth for the next 10 minutes. If the creature is asked a question in a language that it understands while it is charmed, it makes another Charisma saving throw. On a failure, it must answer the question.

47. Lord's Private Chamber

Finding the blotted-out name in the House of Havelyn geneaology requires a DC 15 Intelligence (Investigation) check.

48. Keep's Roof

Breaking down the sealed trap door requires a DC 22 Strength check.

Knot of Thorns | Act 4: Burning Balentyne


Captain Barhold's Men

x30 (infantry)

Medium humanoid (human), lawful good


  • Armor Class 18 (chain mail, shield)
  • Hit Points 13 (2d8 + 4)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
14 (+2) 10 (+0) 14 (+2) 10 (+0) 10 (+0) 8 (-1)

  • Skills Perception +2
  • Senses passive Perception 12
  • Languages Common
  • Challenge 1/4 (50 XP)

Actions

Longsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) slashing damage, or 7 (1d10 + 2) slashing damage if wielded with two hands.

Heavy Crossbow. Ranged Weapon Attack: +2 to hit, range 100/400 ft., one target. Hit: 5 (1d10) piercing damage.


Captain Eddarly's Men

x30 (archers/siege engineers)

Medium humanoid (human), neutral good


  • Armor Class 15 (chain shirt, shield)
  • Hit Points 11 (2d8 + 2)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
10 (+0) 14 (+2) 12 (+1) 10 (+0) 10 (+0) 8 (-1)

  • Skills Perception +2, Stealth +4
  • Senses passive Perception 12
  • Languages Common
  • Challenge 1/4 (50 XP)

Siege Engineer. When making an attack roll with a siege engine, the soldier has advantage.

Actions

Longbow. Ranged Weapon Attack: +4 to hit, range 150/600 ft., one target. Hit: 6 (1d8 + 2) piercing damage.

Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.


Captain Mott's Men

x30 (halberdiers)

Medium humanoid (human), lawful neutral


  • Armor Class 16 (chain mail)
  • Hit Points 13 (2d8 + 4)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
14 (+2) 10 (+0) 14 (+2) 10 (+0) 10 (+0) 8 (-1)

  • Skills Perception +2
  • Senses passive Perception 12
  • Languages Common
  • Challenge 1/4 (50 XP)

Actions

Halberd. Melee Weapon Attack: +4 to hit, reach 10 ft., one target. Hit: 7 (1d10 + 2) slashing damage.

Heavy Crossbow. Ranged Weapon Attack: +2 to hit, range 100/400 ft., one target. Hit: 5 (1d10) piercing damage.

Captain Varning's Men have the statistics of scouts.


Dwarven Engineer

x10

Medium humanoid (dwarf), neutral


  • Armor Class 18 (chain mail, shield)
  • Hit Points 15 (2d8 + 6)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
14 (+2) 10 (+0) 16 (+3) 10 (+0) 12 (+2) 8 (-1)

  • Skills Insight +2, History +2, Perception +3
  • Senses passive Perception 13
  • Languages Common, Dwarven
  • Challenge 1/4 (50 XP)

Actions

Warhammer. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) bludgeoning damage, or 7 (1d10 + 2) bludgeoning damage if wielded with two hands.

Heavy Crossbow. Ranged Weapon Attack: +2 to hit, range 100/400 ft., one target. Hit: 5 (1d10) piercing damage.

Father Donnagin's acolytes are, well, acolytes.

The watchtower's servants have the statistics of commoners.

Knot of Thorns | Act 4: Burning Balentyne

Unless noted otherwise, the tower's officers use mundane equipment.


Captain Ryan Varning

Medium humanoid (human), lawful good


  • Armor Class 19 (half plate, shield)
  • Hit Points 60 (11d8 + 11)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
16 (+3) 16 (+3) 12 (+1) 10 (+0) 14 (+2) 13 (+1)

  • Saving Throws Str +5, Con +3, Wis +4
  • Skills Athletics +5, Perception +4, Survival +4
  • Senses passive Perception 14
  • Languages Common
  • Challenge 3 (700 XP)

Charge. If Captain Varning moves at least 20 feet straight toward a creature while mounted and hits it with a lance attack on the same turn, the creature must succeed on a DC 13 Strength saving throw or be knocked prone.

Mounted Defense. Captain Varning can force an attack target at his mount to target him instead.

Actions

Multiattack. Captain Varning makes two attacks.

Lance. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 9 (1d12 + 3) piercing damage.

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 wielded with two hands.

Shortbow. Ranged Weapon Attack: +5 to hit, range 80/320 ft., one target. Hit: 6 (1d6 + 3) piercing damage.

Leadership (Recharges after a Short or Long Rest). For 1 minute, Captain Varning can utter a special command or warning whenever a nonhostile creature within 30 feet of him makes an attack roll or a saving throw. The creature can add a d4 to its roll provided that it can hear or understand him. A creature can only benefit from one Leadership die at a time. This effect ends if Captain Varning is incapacitated.

Captain Varning uses his lance only when fighting from his warhorse, "Varlet," which he prefers. He will focus attacks on whichever enemy appears most dangerous, preferring spellcasters if possible. If he is met with formidable force while on patrol, he will seek to flee to Balentyne and report them if possible. If he can't flee, he fights to the last.

Captain Barhold has the statistics of a knight. In an attack on Balentyne, he will make nonlethal melee attacks when possible in an attempt to capture prisoners for interrogation. He fights to the death.


Captain Franz Mott

Medium humanoid (human), lawful neutral


  • Armor Class 19 (plate mail, shield)
  • Hit Points 75 (10d8 + 30)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
18 (+4) 12 (+1) 16 (+3) 13 (+1) 8 (-1) 10 (+0)

  • Saving Throws Str +6, Con +5
  • Skills Athletics +5, Intimidation +2
  • Senses passive Perception 14
  • Languages Common, Dwarven
  • Challenge 4 (1,100 XP)

Polearm Master. When Captain Mott is wielding his halberd, other creatures provoke an opportunity attack from him when they enter his reach.

Actions

Multiattack. Captain Mott makes two melee attacks.

Halberd. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 9 (1d10 + 4) piercing damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or fall prone.

Longsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage, or 9 (1d10 + 4) slashing damage if wielded with two hands.

Heavy Crossbow. Ranged Weapon Attack: +3 to hit, range 100/400 ft., one target. Hit 6 (1d10 + 1) piercing damage.

Leadership (Recharges after a Short or Long Rest). For 1 minute, Captain Mott can utter a special command or warning whenever a nonhostile creature within 30 feet of him makes an attack roll or a saving throw. The creature can add a d4 to its roll provided that it can hear or understand him. A creature can only benefit from one Leadership die at a time. This effect ends if Captain Mott is incapacitated.

Captain Mott prefers his halberd in battle. He will fight to the death if necessary.

Knot of Thorns | Act 4: Burning Balentyne


Captain Zacharias "Zack" Eddarly

Medium humanoid (human), chaotic good


  • Armor Class 16 (breastplate)
  • Hit Points 55 (10d8 + 10)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
14 (+2) 18 (+4) 12 (+1) 10 (+0) 10 (+0) 14 (+2)

  • Saving Throws Str +4, Dex +6, Con +3
  • Skills Deception +6, Intimidation +4, Perception +2
  • Senses passive Perception 12
  • Languages Common, Dwarven
  • Challenge 3 (750 XP)

Sharpshooter. Captain Eddarly ignores half cover and three-quarters cover. Before he makes an attack roll with his longbow, he can choose to take a -5 penalty to the attack roll. If the attack hits, he adds +10 to the damage roll.

Action Surge (Recharges after a Short or Long Rest). Captain Eddarly takes an additional action.

Actions

Multiattack. Captain Eddarly makes two attacks.

Longbow. Ranged Weapon Attack: +6 to hit, range 600 ft., one target. Hit: 8 (1d8 + 4) piercing damage.

Longsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) slashing damage, or 7 (1d10 + 2) slashing damage if wielded with two hands.

Leadership (Recharges after a Short or Long Rest). For 1 minute, Captain Eddarly can utter a special command or warning whenever a nonhostile creature within 30 feet of him makes an attack roll or a saving throw. The creature can add a d4 to its roll provided that it can hear or understand him. A creature can only benefit from one Leadership die at a time. This effect ends if Captain Eddarly is incapacitated.

Captain Eddarly prefers fighting from behind cover and avoids melee if possible, supporting his soldiers with arrows and leadership. If reduced to ten hit points he will flee or surrender if fleeing is not possible.

Father Donnagin is a Mitran priest with the following spells prepared:

  • Cantrips (at will): light, sacred flame, spare the dying
  • 1st level (4 slots): bless, cure wounds, sanctuary
  • 2nd level (3 slots): lesser restoration, hold person
  • 3rd level (2 slots): dispel magic, mass healing word

In general, he prefers supporting soldiers with spells like bless and mass healing word and immobilizing enemies with hold person. If pressed, he will enter melee with his mace and use divine eminance.


Tacitus of Morimun, Magister of Balentyne

Medium humanoid (human), lawful neutral


  • Armor Class 11 (14 with mage armor)
  • Hit Points 45 (7d8 + 14)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
7 (-2) 12 (+1) 14 (+2) 20 (+5) 12 (+1) 10 (+0)

  • Saving Throws Int +7, Wis +3
  • Skills Arcana +7, History +7, Nature +7, Religion +7
  • Senses passive Perception 14
  • Languages Common, Dwarven, Elven, Halfling, Abyssal, Celestial, Draconic, Infernal, Primordial
  • Challenge 5 (1,800 XP)

Special Equipment. Tacticus has a wand of fireballs, which acts as his spellcasting focus. He is attached strongly to this wand. Without it, he can't cast spells with material components, including fireball, fly, ice storm, mage armor, sleep, stoneskin, or web.

Spellcasting. Tacitus is a 7th-level spellcaster. His spellcasting ability is Intelligence (spell save DC 16, +8 to hit with spell attacks). He has the following wizard spells prepared:

  • Cantrips (at will): fire bolt, light, mage hand, prestidigitation
  • 1st level (4 slots): expeditious retreat, mage armor, magic missile, shield, sleep
  • 2nd level (3 slots): scorching ray, web
  • 3rd level (3 slots): counterspell, fly, *fireball**
  • 4th level (1 slot): ice storm, stoneskin

*Tacitus prefers to use his wand to cast this spell, which expends no spell slots and can allow it to be cast at a higher level. See the item's description for details.

Actions

Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 3 (1d4 + 1) piercing damage.

Because of the close quarters, Tacitus is loath to use destructive magic in his own chambers. If attacked here, he will attempt to call for help, activate his golem, and prioritize less destructive spells like web and magic missile. He will surrender or flee if reduced to 10 hit points or less.

Tacticus carries a spell scroll of dispel magic, a potion of healing, and 200 gp worth of diamond dust (to cast stoneskin twice) in addition to his wand of fireballs.

Knot of Thorns | Act 4: Burning Balentyne



Lord Thomas Havelyn

Medium humanoid (human), lawful good


  • Armor Class 21 (+1 celestial plate mail, shield)
  • Hit Points 58 (9d8 + 18)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
18 (+4) 12 (+1) 14 (+2) 12 (+1) 14 (+2) 16 (+3)

  • Saving Throws Con +5, Wis +5, Cha +6 (additionally, +3 to all saves from aura of protection)
  • Skills Insight +5, Perception +5, Persuasion +6, Religion +4
  • Damage Resistances necrotic
  • Senses passive Perception 15
  • Languages Common, Dwarven
  • Challenge 5 (1,800 XP)

Aura of Protection. Whenever Lord Havelyn or a friendly creature within 10 feet of him makes a saving throw while Havelyn is concious, that creature gains a +3 bonus to the saving throw.

Divine Smite. When Lord Havelyn hits with a melee weapon attack, he can expend one spell slot to cause that attack to deal an extra 9 (2d8) radiant damage to the target. If he expends a 2nd level spell slot, the extra damage is instead 13 (3d8).

Spellcasting. Lord Havelyn is a 7th-level spellcaster. His spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). He has the following paladin spells prepared:

  • 1st level (4 slots): bless, cure wounds, divine favor, shield of faith
  • 2nd level (3 slots): lesser restoration, magic weapon

Actions

Multiattack. Lord Havelyn makes two 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 wielded with two hands.

Lay On Hands. Lord Havelyn touches a creature and restore up to 35 hit points to it, drawing from a pool of 35 hit points. This pool replinishes on a long rest.

Reactions

Parry. Lord Havelyn adds 3 to his AC against one melee attack that would hit him. To do so, he must see the attacker and be wielding a melee weapon.

If Lord Havelyn has a chance to prepare before battle, he will cast divine favor on himself if he is alone and bless on his strongest companions if he is accompanied by others. If he expects Asmodean foes, he will instead cast protection from evil and good from his celestial plate mail.

In battle he does not attack first, taking the Dodge action and warning the villains if he wins initiative. If he loses concentration on one of his buff spells during battle, or if he didn't get a chance to cast them, he will cast shield of faith as a bonus action, preferring to protect one of his more vulnerable soldiers. If he is alone he will instead cast divine favor on himself. As long as one of the PCs is still threatening him or his men, he will not cease attacking, favoring higher-level smites whenever possible.

Celestial Plate Mail

Armor (plate mail), very rare (requires attunement by a creature of good alignment)

This armor is adorned with golden designs of celestials. While attuned to it and wearing it, you gain the following benefits:

  • You gain a +1 bonus to AC.
  • You have resistance to necrotic damage.
  • You can use an action to cast the protection from evil and good spell. Once used, this property of the armor can't be used again until the next dawn.

When Lord Havelyn is slain, the first PC who touches his armor finds that it transforms into fiendish plate mail. Truly, the Dark Lord of Nessus watches these deeds.

Fiendish Plate Mail

Armor (plate mail), very rare (requires attunement by a creature of evil alignment)

This armor is adorned with red-and-black depicitions of fiends. While attuned to it and wearing it, you gain the following benefits:

  • You gain a +1 bonus to AC.
  • You have resistance to radiant damage.
  • You can use an action to cast the protection from evil and good spell. Once used, this property of the armor can't be used again until the next dusk.

Knot of Thorns | Act 4: Burning Balentyne


Ice Golem

Medium construct, unaligned


  • Armor Class 13 (natural armor)
  • Hit Points 59 (7d8 + 28)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
16 (+3) 9 (-1) 18 (+4) 3 (-4) 11 (+0) 1 (-5)

  • Damage Vulnerabilities fire
  • Damage Immunities cold, poison, psychic; bludgeoning, piercing, and slashing damage from nonmagical weapons that aren't adamantine
  • Condition Immunities charmed, exhaustion, frightened, paralyzed, poisoned, petrified
  • Senses passive Perception 14
  • Languages --
  • Challenge 4 (1,100 XP)

Frozen Body. A creature that touches the golem or hits it with a melee attack while within 5 feet of it takes 3 (1d6) cold damage.

Icy Destruction. When the golem dies, it explodes in a burst of jagged ice. Each creature within 10 feet of it must make a DC 14 Dexterity saving throw, taking 10 (3d6) slashing damage and 7 (2d6) cold damage on a failed save, or half as much damage on a successful one.

Magic Resistance. The golem has advantage on saving throws against spells and other magical effects.

Actions

Multiattack. The golem makes two slam attacks.

Slam. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage and 3 (1d6) cold damage.

Cold Breath (Recharge 5-6). The golem exhales an icy blast in a 20-foot cone. Each creature in that area must make a DC 14 Dexterity saving throw, taking 10 (3d6) cold damage on a failed save, or half as much damage on a successful one.


Lantern Archon

Small celestial, lawful good


  • Armor Class 16 (natural armor)
  • Hit Points 28 (8d6)
  • Speed 0 ft., fly 60 ft.

STR DEX CON INT WIS CHA
2 (-4) 16 (+3) 10 (+0) 6 (-2) 12 (+1) 12 (+1)

  • Saving Throws Dex +5, Con +2, Wis +3
  • Damage Resistances bludgeoning, piercing, and slashing damage from nonmagical weapons
  • Damage Immunities lightning, radiant
  • Condition Immunities exhaustion, petrified
  • Skills Perception +3
  • Senses darkvision 60 ft., passive Perception 13
  • Languages all, telepathy 60 ft.
  • Challenge 2 (450 XP)

Aura of Menace. Any hostile creature within a 20-foot radius of the archon must make a DC 11 Wisdom saving throw at the start of its turn. Creatures who fail are frightened for 24 hours or until they successfully hit the archon with an attack. Creatures who save or break the effect are immune to the archon’s Aura of Menace for 24 hours.

Illumination. The archon sheds bright light in a 30-foot radius and dim light in an additional 30 feet.

Innate Spellcasting. The archon's innate spellcasting ability is Charisma (spell save DC 11). It can cast the following spells:

  • At will: detect evil and good
  • 1/day: aid, continual flame, protection from evil and good

Actions

Light Ray. Ranged Spell Attack: +5 to hit, range 30 ft., one target. Hit: 7 (2d6) radiant damage.

From World Builder Blog Presents: Archons by James Introcaso (http://www.dmsguild.com/product/171477/Archons--World-Builder-Blog-Presents)