```metadata
title: Combined New Neverwinter NPCs & Monsters
description: Adaptation from 4e to 5e.
tags:
- ''
systems:
- 5e
renderer: legacy
theme: 5ePHB
```
# Abolethic Sovereignty: Notable NPCs & Monsters
#### Author: Avalassanor
Adaptation of characters from 4th-edition to 5th-edition based on Wizards of the Coast's Neverwinter Campaign Setting and numerous Monster Manuals of 4th edition.
If you are a player and consider playing above mentioned campaign or any campaign set in Neverwinter around years 1451 DR – 1490 DR, and possibly onward, then take into consideration this warning about spoilers, please. Descriptions of the characters accompanying their statistic blocks had been written as an interpretation on information from campaign books and similar or derivative sources, and were meant as support for the DM, myself, in utilizing those information in play, while having essentials gathered in one place, as well as using them as a handy refreshers before sessions.
I share this adaptation in case someone finds themselves in need of it, either because they want to play some of the old campaigns in 5e or simply wish to revisit Neverwinter in that time period. Everything had been tested in play and my players and I had a lot of fun — I hope you will have, as well!
All art included here is a property of their respective owners, as I do not own any of them. Where possible artists have been credited.
\page
## Aboleth Opener
***Psychic Brute.*** An aboleth opener psychically lacerates a creature’s mind and inserts its own will, destroying the vessel’s mental defences. It turns foes against one another and claims winners for exposure to the Spellplague and enslavement. When melee is unavoidable, its tentacles part flesh as easily as its psionic ability rends minds, leaving heavily bleeding, festering wounds. The aboleth opener is prepared for anything, as it has already analysed all possible outcomes and complications that may come its way. If one becomes a target of the aboleth opener, their life is most likely forfeit, as the aboleth never rests until it claims their mind, setting careful intrigues in motion, pushing all the elements of its plan in place. It reserves especially sublime approach for creatures that have learnt of its existence, luring them into traps, only to brutally rend their mind open and enslave them.
___
___
> ## Aboleth Opener
>*Large aberration, lawful evil*
> ___
> - **Armour Class** 16 (natural armour)
> - **Hit Points** 76 (8d10 + 32)
> - **Speed** 10 ft., Swim 40ft.
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|17 (+3)|7 (-2)|18 (+4)|19 (+4)|14 (+2)|18 (+4)|
>___
>
> - **Saving Throws** Con +5, Int +7, Wis +5
> - **Skills** Arcana +7, Perception +5, Insight +5
> - **Senses** darkvision 120 ft., Passive Perception 15
> - **Languages** Deep Speech, telepathy 120 ft.
> - **Challenge** 6 (2,300 XP)
> ___
> ***Amphibious.*** The aboleth can breathe air and water.
>
> ***Legendary Resistance (1/Day).*** If the aboleth fails a saving throw, it can choose to succeed instead.
>
>***Mind Eroding Haze.*** The area in a 30-foot radius around the aboleth is filled with a psychic noise and is a difficult terrain. Each creature that starts its turn in that area must succeed on a DC 15 Intelligence saving throw or take 13 (2d8 + 4) psychic damage. Undead and constructs are immune to this effect, as well as creatures affected by a *Mind Blank* spell, or attuned to a *Ring of Mind Shielding*.
>
> ### Actions
> ***Multiattack.*** The aboleth makes up to two mental lance attacks, maximum of one per creature, or two melee attacks.
>
> ***Flaying Tentacle.*** *Melee Weapon Attack*: +6 to hit, reach 10ft., one target. *Hit*: 6 (1d6 + 3) bludgeoning damage. If the target is a creature other than an undead or a construct, it must succeed on DC 15 Constitution saving throw or become wounded. The wounded creature loses 5 (1d10) hit points at the start of each of its turns due to bleeding wound. Each time Aboleth Opener hits the wounded target with this attack, the damage dealt by the wound increases by 5 (1d10). Any creature can take an action to stanch the wound with a successful DC 14 Wisdom (Medicine) check. The wound also closes if the target receives magical healing.
>
> ***Mental Lance.*** *Ranged Psionic Attack*: +7 to hit, range 120ft., one target. *Hit*: 11 (2d6 + 4) psychic damage and the target must succeed on a DC 15 Intelligence saving throw or become incapacitated until the end of their next turn.
>
> ### Reactions
>
>***Enslave Weakened Mind (2/day).*** When a creature that aboleth is aware of becomes incapacitated within 30 feet of the aboleth, it can force that creature to make a DC 15 Wisdom saving throw. On a failed save, the creature is no longer incapacitated and becomes magically charmed by the aboleth until the aboleth dies or until it is on a different plane of existence from the target. The charmed target is under the aboleth's full control and can take reactions, but it requires the aboleth to use its own reaction as well, and the aboleth and the target can communicate telepathically with each other over any distance. Whenever the charmed target takes damage, the target can repeat the saving throw. On a success, the effect ends. No more than once every 24 hours, the target can also repeat the saving throw when it is at least 1 mile away from the aboleth.
2
Abolethic Sovereignty
\page
## Aboleth Remnant
***Shadow of a Former Self.*** Not even aboleths escape exposure to the Spellplague’s energy unscathed. The chaotic arcane emanations can warp an aboleth into a mad, flailing creature. An aboleth remnant looks much like an untouched aboleth, but its body ceaselessly spawns and sheds tentacles and other gnarled limbs. It also exudes madness like sweat, infecting nearby natural creatures. Unlike other aboleths, a remnant can fly. On occasion, one such pathetic creature is spotted repeatedly dashing its body against rock walls or earthen ceilings.
> ##### Variant: Plaguechanged Powers
Some of the aboleth remnants are changed in ways that grant them new powers, as their Spellplague-warped self instinctively struggles to control the blue fire searing within their form. Those remnants have CR 5 (1 800 XP) and have following reaction and trait respectively:
>
>***Blue Fire Burst.*** When the aboleth takes damage from an attack, it can turn its blood into flame, which roars forth to destroy all. Each creature within 10 feet of the aboleth must make a DC 13 Dexterity saving throw. A creature takes 7 (2d6) fire plus 7 (2d6) force damage on a failed save, or half as much damage on a successful one.
>
>***Devourer of Flame.*** When the aboleth is hit by a fire based attack, spell or any other such effect, it devours the flame, as if it was an energy feeding its own blue fire. Instead of taking damage the aboleth gains temporary hit points equal to half the fire damage and deals extra 5 (2d4) fire damage with its attacks, until the end of its next turn.
___
> ## Aboleth Remnant
>*Large aberration, chaotic evil*
> ___
> - **Armour Class** 17 (natural armour)
> - **Hit Points** 57 (6d10 + 24)
> - **Speed** 10 ft., swim 40 ft., fly 25ft. (hover)
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|17 (+3)|7 (-2)|18 (+4)|15 (+2)|10 (+0)|12 (+1)|
>___
> - **Senses** darkvision 120 ft., Passive Perception 10
> - **Languages** Deep Speech, telepathy 120 ft.
> - **Challenge** 4 (1,100 XP)
> ___
> ***Amphibious.*** The aboleth can breathe air and water.
>
>***Maddening Mucus.*** The area in a 10-foot radius around the aboleth is filled with a thin film of drifting mucus and is a difficult terrain. Each creature other than aboleth that starts its turn in that area must make a DC 14 Constitution saving throw or have its speed reduced to 0 until the start of its next turn. While the creature's speed is reduced in this way the aboleth has an advantage on attack rolls against it.
>
> ### Actions
> ***Multiattack.*** The aboleth makes three melee attacks.
>
> ***Heavy Tentacle.*** *Melee Weapon Attack*: +5 to hit, reach 10ft., one target. *Hit*: 14 (2d10 + 3) bludgeoning damage.
>
> ***Tentacle Flurry (Recharge 6).*** Each creature within 10 feet of the aboleth must make a DC 13 Dexterity saving throw, with disadvantage if affected by its maddening mucus. On a failed save the creature takes 10 (2d6 + 3) bludgeoning damage and becomes incapacitated until the end of its next turn. On a successful one, the damage is halved and the creature is not incapacitated.
## Nothic
A nothic is a monstrous creature with terrible talons and a single great eye. When driven to violence, it uses its horrific gaze to rot the flesh from its enemies' bones.
When chaos magic merges with a bubble of psychic
insanity, a nothic mindwarp scrabbles into existence.
Dashing about in psychotic glee, the monster can
mesmerize a foe caught in the stare of its eye and
then deliver wounds to that creature while at the
same time becoming invisible to its other enemies.
___
> ## Nothic Plaguegazer
>*Medium aberration, neutral evil*
> ___
> - **Armour Class** 16 (natural armour)
> - **Hit Points** 52 (7d8 + 21)
> - **Speed** 30 ft.
>___
>|STR|DEX|CON|INT|WIS|CHA
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|15 (+2)|18 (+4)|16 (+3)|10 (+0)|12 (+1)|9 (-1)|
>___
> - **Skills** Stealth +6
> - **Senses** truesight 120 ft., passive Perception 11
> - **Languages** Deep Speech
> - **Challenge** 3 (700 XP)
> ___
> ***Oozing Plague.*** Each creature that starts its turn within 5 feet of Nothic Plaguegazer takes 2 (1d4) poison damage.
>
> ### Actions
>
> ***Multiattack.*** The nothic makes two melee attacks.
>
> ***Claw.*** *Melee Weapon Attack*: +6 to hit, reach 5 ft., one target. *Hit*: 7 (1d6 + 4) slashing damage.
>
>***Sickening Gaze.*** The nothic targets one creature it can see within 30 feet. The target must succeed on a DC 14 Constitution saving throw or takes 3 (1d6) poison damage and 3 (1d6) necrotic damage and becomes poisoned for 1 minute. On success, the damage is halved and creature is not poisoned.
>
>***Spread the Plague (Recharges after Short or Long Rest).*** One poisoned creature of the nothic choice that the nothic can see within 30 feet of it, bursts with a wave of necrotic energy and emits poison fumes. Each creature within 10 feet of the target, the target included, must make a DC 14 Constitution saving throw. On a failed save, the creature takes 10 (3d6) necrotic damage and 10 (3d6) poison damage. On a successful save, the damage is halved.
___
> ## Nothic Mindwarp
>*Medium aberration, neutral evil*
> ___
> - **Armour Class** 14 (natural armour)
> - **Hit Points** 30 (4d8 + 12)
> - **Speed** 30 ft.
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|12 (+1)|17 (+3)|16 (+3)|8 (-1)|10 (+0)|9 (-1)|
>___
> - **Skills** Perception +3, Stealth +5
> - **Senses** truesight 120 ft.,passive Perception 11
> - **Languages** Deep Speech
> - **Challenge** 2 (450 XP)
> ___
>
> ### Actions
>
> ***Multiattack.*** The nothic makes two melee attacks.
>
> ***Claw.*** *Melee Weapon Attack*: +5 to hit, reach 5 ft., one target. *Hit*: 5 (1d6 + 3) slashing damage.
>
>***Warping Gaze.*** The nothic targets one creature it can see within 30 feet. The target must succeed on a DC 10 Wisdom saving throw or takes 11 (3d6) psychic damage, and as long as the nothic concentrates, it becomes invisible to all enemy creatures but the target and the nothic has advantage on all attacks against that target.
>Undead and constructs are immune to this ability.
>
>***Forbidding Glare (Recharges after Short or Long Rest).*** Wave of horror-imbued psychic energy emanates from the nothic's eye. Each creature in a 10 foot-cone must make a DC 10 Wisdom saving throw. On a failed save, the creature takes 7 (2d6) psychic damage and has disadvantage on attack rolls against the nothic until the end of its next turn. On a successful save, the damage is halved and the creature does not have disadvantage on attacks against the nothic.
4
Abolethic Sovereignty
\page
## Foulspawn
Foulspawns are humanoids corrupted by contact with the Far Realm, a maddening and distant plane. Foulspawn come in many shapes and sizes, but they share a universal contempt for natural creatures. Foulspawn gather in roving packs and are drawn to serve powerful aberrant creatures such as aboleths, beholders, and mind flayers.
The foulspawn are a race of depraved and psychotic monstrosities from beyond the material plane. They have no compunctions about slaughtering anything they come across. Foulspawn are typically encountered deep underground on the material plane. Their eyes are not properly suited to daylight and so they often go out of their way to settle in areas far from the sun.
___
> ## Foulspawn Mangler
>*Medium aberration, neutral evil*
> ___
> - **Armour Class** 15 (natural armour)
> - **Hit Points** 58 (9d8 + 18)
> - **Speed** 40 ft.
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|13 (+1)|17 (+3)| 14 (+2)|10 (0)|6 (-2)|14 (+2)|
>___
> - **Saving Throws** Dex +5
> - **Skills** Athletics + 3, Acrobatics + 5, Perception +0, Stealth +5
> - **Senses** darkvision 60 ft., passive Perception 10
> - **Languages** Deep Speech, telepathy 60 ft.
> - **Challenge** 2 (450 XP)
> ___
>
> ***Mangler's Nimbleness.*** The mangler does not provoke opportunity attacks while moving out of an enemy's reach.
>
>***Sunlight Sensitivity.*** While in sunlight, the mangler has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
>
>***Sneak Attack (1/Turn).*** The mangler deals an extra 7 (2d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 ft. of an ally of the mangler that isn't incapacitated and the mangler doesn't have disadvantage on the attack roll.
>
> ### Actions
>
>***Multiattack.*** The mangler makes two bone spikes attacks.
>
> ***Bone Spikes.*** *Melee or Ranged Weapon Attack*: +5 to hit, reach 5 ft., range 20/60 ft., one target. *Hit*: 5 (1d4 + 3) piercing damage.
>
>***Spiky Flourish (Recharge 6).*** The mangler makes six bone spikes attacks. Either before or after these attacks, it can move up to its speed as a bonus action.
___
> ## Foulspawn Grue
>*Small aberration, chaotic evil*
> ___
> - **Armour Class** 16 (natural armour)
> - **Hit Points** 49 (9d6 + 18)
> - **Speed** 20 ft., teleportation 20 ft.
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|8 (-1)|19 (+5)|15 (+2)|11 (0)|3 (-4)|16 (+3)|
>___
> - **Saving Throws** Dex +7, Cha +5
> - **Skills** Perception -2, Stealth +6
> - **Senses** darkvision 60 ft., passive Perception 8
> - **Languages** Deep Speech, telepathy 60 ft.
> - **Challenge** 2 (450 XP)
> ___
>
> ***Dimensional Shift.*** The grue can teleport up to 20 feet to an unoccupied space it can see.
>
>***Sunlight Sensitivity.*** While in sunlight, the grue has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
>
> ### Actions
>
> ***Bite.*** *Melee Weapon Attack:* +7 to hit, reach 5 ft., one target. *Hit*: 7 (1d4 + 5) piercing damage.
>
>***Whispers of Madness (Recharges on a Short or Long Rest).*** Each creature other than a foulspawn within 10 feet of the grue must make a DC 13 Wisdom saving throw, as the cacophony of incomprehensible whispers runs havoc inside its mind. On a failed save, the target takes 16 (3d10) psychic damage and is incapacitated until the end of their next turn. On a successful save, the damage is halved and the creature isn't incapacitated.
Undead and constructs are immune to this effect, as well as creatures affected by a *Mind Blank* spell.
Credits: Mike Sass
5
Abolethic Sovereignty
\page
___
> ## Foulspawn Berserker
>*Medium aberration, chaotic evil*
> ___
> - **Armour Class** 19 (natural armour)
> - **Hit Points** 105 (10d8 + 60)
> - **Speed** 35 ft
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|18 (+4)|12 (+1)|22 (+6)|8 (-1)|3 (-4)|12 (+1)|
>___
> - **Saving Throws** Str +7, Con +9
> - **Condition Immunities** frightened
> - **Senses** darkvision 60 ft., passive Perception 9
> - **Languages** Deep Speech, telepathy 60 ft.
> - **Challenge** 5 (1,800 XP)
> ___
>
>***Berserker Aura.*** When a creature within 5 feet of the berserker makes a melee attack against it, it must first succeed on a DC 12 Charisma saving throw or it targets a random creature within its reach.
>
>***Berserker Charge.*** If the berserker moves at least 20 feet straight toward a creature and then hits it with a melee weapon attack, it deals and additional 7 (2d6) damage with that attack.
>
> ***Berserker Defence.*** While the berserker is not wearing any armour and is not using shield, its Armour Class is equal to 12 + Dexterity modifier + Constitution modifier.
>
>***Mental Feedback.*** If the berserker is targeted by a charm-like effect, the berserker and the creature targeting it take 11 (2d10) psychic damage.
>
>***Sunlight Sensitivity.*** While in sunlight, the berserker has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
>
> ### Actions
>
>***Multiattack.*** The berserker makes three attacks.
>
> ***Greatsword.*** *Melee Weapon Attack*: +7 to hit, reach 5 ft., one target. *Hit*: 11 (2d6 + 4) slashing damage.
___
> ## Foulspawn Seer
>*Medium aberration, chaotic evil*
> ___
> - **Armour Class** 15 (natural armour)
> - **Hit Points** 78 (12d8 + 24)
> - **Speed** 30 ft.
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|10 (+0)|14 (+2)|14 (+2)|22 (+6)|8 (-1)|18 (+4)|
>___
> - **Saving Throws** Dex + 5, Int +9, Cha +7
> - **Skills** Perception +2
> - **Senses** darkvision 60 ft., passive Perception 11
> - **Languages** Deep Speech, Common, telepathy 60 ft
> - **Challenge** 5 (1,800 XP)
> ___
>
>***Sunlight Sensitivity.*** While in sunlight, the seer has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
>
> ### Actions
>
> ***Multiattack.*** The seer makes two twisted staff attacks or uses Warp Orb twice.
>
> ***Twisted Staff.*** *Melee Weapon Attack*: +9 to hit, reach 5 ft., one target. *Hit*: 10 (1d8 + 6) psychic damage.
>
>***Warp Orb.*** The seer hurls an orb of twisted energy at one creature it can see within 60 feet of it. The creature must make a DC 15 Wisdom saving throw. On a failed save, the target, takes 13 (2d12) psychic damage and is incapacitated until the end of its next turn. On a successful save, the damage is halved and the creature is not incapacitated.
>
>***Distortion Blast (1/Day).*** Each creature in a 30-foot cone must succeed on a DC 17 Intelligence saving throw or suffer 19 (3d8 + 6) psychic damage and become incapacitated for 1 minute. A creature can repeat the saving throw at the end of each of its turns. Aberrations take half damage and are not incapacitated.
>
>***Foul Insights (Recharges after a Short or Long Rest).*** For 1 minute, the seer can utter a special command or warning whenever a non hostile creature that it can see within 60 feet of it makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand the seer, either verbally or telepathically. A creature can benefit from only one Foul Insights die at a time. This effect ends if the seer is incapacitated.
>
> ### Reactions
> ***Bend Space.*** When the seer would be hit by an attack, it teleports, exchanging positions with another foulspawn it can see within 60 feet of it. The other foulspawn is hit by the attack instead.
## Rohini, the Prophet of Helm's Hold
Few creatures in Neverwinter have as twisted history—or nature—as Rohini,
the Prophet of Helm’s Hold. Most know her only as the Prophet, and those living
at Helm’s Hold treat her like a beloved goddess.
The Prophet looks like a comely, approachable female human—attractive,
but not so beautiful as to distract or bring anxiety to anyone who speaks with
her. Her laughter is infectious, and her presence sets people at ease. She is
easy to trust, and people reveal their deepest secrets and fears to her.
But Rohini is afar different being from what she seems to be.
She first existed as a succubus in service to the devil lords of the Nine
Hells. A consummate seductress known for her prowess at navigating
complex intrigues, Rohini was sent to Faerûn to infiltrate the Abolethic
Sovereignty.
Her first assignment was to infiltrate the growing spellscarred
treatment centre at the House of Knowledge. When she murdered the
centre's head researcher, Brother Anthus, she quickly drew the aboleths’
attention and interest. A Sovereignty-corrupted priest named Brother
Vartan
exposed her to the Hex Locus. This fragment of solidified
Spellplague
warped her immortal flesh, imbuing her with foulspawn
essence. Now the
Prophet’s primary purpose is stewardship of the Hex
Locus, which she
moved to Helm’s Hold to prevent its detection.
Secondarily, she collects and
tests subjects for the choir, using the Helm’s Hold monastery as a base of
operations. Of course, the Abolethic Sovereignty also uses her as
a mouthpiece
for “prophecies” that can influence others’ actions in the region.
Rohini earned her sobriquet through the foretelling she speaks of pivotal
events to come, both good and ill. No one in Helm’s Hold openly questions her title. The few who are quietly sceptical would prefer to dismiss her as a lunatic,
but her
pronouncements tend to come true. In truth, the Sovereignty causes
or otherwise
anticipates events in such a way that Rohini’s prophecies are validated.
The Prophet claims knowledge of extraordinary mysteries beyond mortal
understanding. She says this awareness gives her the power to purify the worthy.
She bestows “healing” on individuals that have been visited by the Spellplague.
While under her ministrations—or affected by her kiss—a creature feels no pain
and exudes contentment.
The creatures that work in the depths of the sanatorium at Helm’s Hold are aware that many of the Prophet’s patients become increasingly ill, even though they think they’re getting better. Invalids that receive her most aggressive healing techniques—and
thereby realise the dark, terrifying truth beneath her beautiful surface—go insane.
Credits: Tyler Walpole.
## Chartilifax,
## the Corrupted Green Dragon
A personal servant to the Prophet, Chartilifax is a lethal asset for the Abolethic Sovereignty. He is a twisted and powerful green dragon who serves the succubus as personal jailer and mobile weapon.
Until several seasons ago, the young green dragon made his home in Neverwinter Wood.
The local constabulary mustered a force to deal with the beast,
but none of the would-be dragonslayers returned home. So the Prophet of Helm’s Hold intervened. Her foreknowledge, she said, led her to believe she could deal with this dragon—as long as the townsfolk kept their faith in her.
Rohini caught Chartilifax in the thrall of her beauty long enough to
bestow a kiss on him, binding the dragon to her will. Then the Prophet
opened her mind to her dragon and drove him instantly mad. Shortly
after Chartilifax’s capture, Rohini assigned
her foulspawn sorcerers to
forcibly alter his form. Today, the beast, often in the form of a green-skinned elf, lurks in the crypts beneath Helm’s Hold. He spends his days fulfilling the simple task Rohini sets him—dispose of any intruders who attempt to find the Hex Locus.
He loves riddles and plays cat-and-mouse stalking games with clever adventurers, treasuring the hunt and kill as he did in Neverwinter Wood.
8
Abolethic Sovereignty
\page
___
___
> ## Rohini, the Prophet
>*Medium aberration/fiend (shapechanger), chaotic evil*
> ___
> - **Armour Class** 15 (natural armour)
> - **Hit Points** 97(13d8 + 39)
> - **Speed** 30 ft., fly 60 ft.
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|11 (+0)|17 (+3)|16 (+3)|18 (+4)|16 (+3)|22 (+6)|
>___
> - **Saving Throws** Int +7, Wis +6, Cha +9
> - **Skills** Arcana +7, Deception +9, Persuasion +9, Insight +6
> - **Damage Resistances** cold, lightning, poison; bludgeoning, piercing, and slashing from nonmagical weapons
> - **Damage Immunities** fire, psychic
> - **Condition Immunities** blinded, petrified
> - **Senses** darkvision 60 ft., passive Perception 13
> - **Languages** Common, Deep Speech, Infernal, Abyssal, telepathy 60 ft.
> - **Challenge** 7 (2,900 XP)
> ___
>
>***Shapechanger.*** Rohini can use her action to polymorph into a Small or Medium humanoid, or back into her true form. Without wings, Rohini loses her flying speed. Other than her size and speed, her statistics are the same in each form. Any equipment she is wearing or carrying isn't transformed. Rohini reverts to her true form when she dies.
To assume a specific individual’s form, Rohini must have seen that individual.
>
> ### Actions
>
>***Multiattack.*** Rohini makes two maddening claws attacks.
>
> ***Maddening Claws (Fiend Form Only).*** *Melee Weapon Attack*: +6 to hit, reach 5 ft., one target. *Hit*: 5 (1d4 + 3) slashing damage plus 13 (3d6 + 4) psychic damage.
>
>***Soul-Wrenching Kiss.*** One creature Rohini can see within 5 feet of her must succeed on a DC 18 Charisma saving throw, or takes 11 (2d6 + 4) psychic damage, and 5 (1d10) fire plus 5 (1d10) psychic damage at the start of each of its turns. The creature can repeat its saving throw at the end of each of its turns, ending the effect on itself on a success. Until the effect ends, the creature cannot attack or otherwise hinder Rohini and cannot willingly end its turn farther away from her than where it started its turn. This effect ends if Rohini attacks the target or uses this ability against a different creature.
>
>***Forcible Domination.*** One creature Rohini can see within 30 ft must succeed on a DC 17 Wisdom saving throw or be magically charmed for 1 day. The charmed target obeys Rohini's verbal or telepathic commands. If the target suffers any harm or receives a suicidal command, it can repeat the saving throw, ending the effect on success. If the target successfully saves against the effect the target is immune to Rohini's Forcible Domination for the next 24 hours.
Rohini can have only one target charmed at a time. If she charms another, the effect on the previous target ends.
>
>***Draining Kiss.*** Rohini kisses a creature charmed by her or a willing creature. The target must make a DC 17 Constitution saving throw against this magic, taking 39 (6d10 + 6) psychic damage on a failed save, or half as much damage on a successful one. The target's hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. Rohini gains number of hit points equal to half the damage dealt.
>
> ### Reactions
>***Mind-Warped Bodyguard.*** When Rohini would be hit by an attack, and she is within 60 feet of a creature affected by her soul-wrenching kiss or forcible domination, they both teleport, exchanging positions with each other. The other creature is hit by the attack instead.
\page
___
> ## Chartilifax, Corrupted Young Green Dragon
>*Large dragon, chaotic evil*
> ___
> - **Armour Class** 21 (natural armour)
> - **Hit Points** 105 (14d10 + 28)
> - **Speed** 40 ft., fly 80 ft., swim 40 ft.
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|17 (+3)| 18 (+4)|15 (+2)|15 (+2)|11 (+0)|12 (+1)|
>___
> - **Saving Throws** Dex +8, Con +6, Wis +4, Cha +5
> - **Skills** Deception +5, Perception +4, Stealth +8
> - **Damage Resistances** poison, psychic
> - **Condition Immunities** poisoned
> - **Senses** blindsight 30 ft., darkvision 120 ft., passive Perception 17
> - **Languages** Common, Deep Speech, Draconic
> - **Challenge** 9 (5,000 XP)
> ___
>
>***Amphibious.*** The dragon can breathe air and water.
>
>***Shapechanger.*** Chartilifax can use his action to polymorph into a Medium humanoid form of an elf with a green hued skin or back into his true form. Without wings, Chartilifax loses his flying speed. Other than his size and speed, his statistics are the same in each form. Any equipment he is wearing or carrying isn't transformed.
>
> ### Actions
>
>***Multiattack.*** The dragon makes three attacks: one with its bite and two with its claws.
>
> ***Claw.*** *Melee Weapon Attack*: +7 to hit, reach 10ft., one target. *Hit*: 14 (2d10 + 3) piercing damage plus 7 (2d6) poison damage.
>
>***Bite.*** *Melee Weapon Attack*: +7 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage.
>
>***Poison Breath (Recharge 5-6).*** The dragon exhales poisonous gas in a 30-foot cone. Each creature in that area must make a DC 14 Constitution saving throw, taking 42 (12d6) poison damage on a failed save, or half as much damage on a successful one.
>
> ### Reactions
>***Devourer of Flame.*** When Chartilifax is hit by a fire based attack, spell or other such effect, it devours the flame, as if it was food, growing stronger. Instead of taking damage Chartilifax gains temporary hit points equal to half the fire damage and deals an additional 5 (2d4) fire damage on all its attacks, until the end of its next turn.
Tall and dark, Mordai has luminous gold eyes even though most tieflings boast red
or black ones. Charisma practically drips from him, setting all around him off their guard.
His obvious wealth doesn’t hurt, either. As the last heir of a noble family (one whose
holdings remained remarkably intact after the cataclysm), he exerts great influence over
Neverwinter’s economy and politics.
Mordai is arrogance incarnate. He pursues whatever interests him, regardless of how
far he must reach. He trusts in his combination of charm, status, wealth, and service
to Asmodeus to gain him what he wants.
Mordai is a smooth operator—charming, rich, and always keen on how he might ally
with new acquaintances and use them. The devil worshipper is generous, appealing, slick,
and flirtatious when it suits his purposes. He rarely reveals his true loyalties—and only
to select initiates and high-ranking cultists.
Mordai leads the Ashmadai sect that is more liberal in its interpretation of Asmodeus’s
edicts. Its cultists have little loyalty to Thay (anyone else). Mordai sees even Asmodeus
as a means to an end rather than as his master. The cult leader lies as easily and smoothly
as other people breathe. Dissembling amuses him, and he crafts intrigues interwoven
with truths so well that even his closest allies cannot tell when he intends treachery.
He met in secret with a duergar, Nimor Ironvice, who claims to know where to find an exotic
metal easily imbued with infernal enchantments, hellthorn, and wants to sell its supplies to Mordai,
who had the duergar followed ever since, but Nimor is careful to share that knowledge.
___
___
> ## Mordai Vell, Patriarch of Asmodeus
>*Medium humanoid (tiefling), neutral evil*
> ___
> - **Armour Class** 15 (*glamoured studded leather*)
> - **Hit Points** 75 (10d8 + 30)
> - **Speed** 30 ft.
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|10 (+0)|16 (+3)|16 (+3)|19 (+4)|12 (+1)|20 (+5)|
>___
> - **Saving Throws** Int +7, Wis +4, Cha +8
> - **Skills** Deception +11, Persuasion +11, Religion +7, Stealth +7
> - **Damage Resistances** cold, poison
> - **Damage Immunities** fire
> - **Senses** darkvision 60 ft., Passive Perception 11
> - **Languages** Common, Infernal
> - **Challenge** 5 (1,800 XP)
> ___
> ***Dark Devotion.*** Mordai has advantage on saving throws against being charmed or frightened.
>
>***Devil's Luck (1/Turn).*** When an attack would hit Mordai, he can force the attacker to re-roll and the new roll is used instead.
>
>***Demands of Nessus.*** At the start of each of Mordai's turns, he can choose one ally it can see within 30 feet of himself. The chosen ally loses 10 hit points, and Mordai regains the same number of hit points. If Mordai is incapacitated, he makes no choice; instead, the closest ally within 30 feet is the chosen ally.
>
> ***Innate Spellcasting.*** Mordai's innate spellcasting ability is Charisma(spell save DC 16). He can innately cast the following spells, requiring no material component.
>###### At will:*Vicious Mockery*
>###### 1/day each: *Charm Person* (2nd level version), *Enthrall*
>
> ***Infernal Constitution.*** Mordai has advantage on saving throws against being poisoned.
>
> ### Actions
> ***Multiattack.*** Mordai makes two melee attacks.
>
> ***Scimitar.*** *Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. *Hit*: 6 (1d6 + 3) slashing damage.
>
> ***Fiery Corona (Recharge 5-6).*** Each creature of Mordai's choice within 10 feet of him must make a DC 14 Dexterity saving throw. On a failed save, a target takes 7 (2d6) fire damage plus 7 (2d6) force damage and becomes ignited, taking 5 (1d10) fire damage at the start of each of its turns unless a creature spends an action to douse off the flames or the flame is extinguished by another means. On a success, the creature takes half as much damage and isn't ignited.
>
> ***Shrouded in Fire (Recharges after using Fiery Corona).*** Each creature of Mordai's choice within 5 feet of him must make a DC 14 Dexterity saving throw. On a failed save, a target takes 5 (1d10) fire damage. On a success, the damage is halved. Mordai becomes invisible and teleports up to 25 feet to an unoccupied space that he can see. The invisibility lasts until he attacks or casts a spell, or until the end of his next turn.
>
2
Ashmadai
\page
## Mordai Vell, Beseecher of Maegera
In his immeasurable hubris, Mordai Vell decided to beseech the Dawn Titan, Maegera, to forcefully combine the raging power of the Nine Hells with the
might of the slumbering primordial to create a weapon he wishes to keep for himself. A scepter made in an imagine of the original one, belonging to the Raging Devil, Asmodeus, however, containing much greater power that would allow him to challenge even the Dark Lord himself. If he ever succeeded in his plottings, it would spell dark times for Neverwinter.
___
___
> ## Mordai Vell, Beseecher of Maegera
>*Medium humanoid (tiefling), neutral evil*
> ___
> - **Armour Class** 15 (*glamoured studded leather*)
> - **Hit Points** 112 (15d8 + 45)
> - **Speed** 30 ft.
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|10 (+0)|16 (+3)|16 (+3)|19 (+4)|12 (+1)|20 (+5)|
>___
> - **Saving Throws** Int +7, Wis +4, Cha +8
> - **Skills** Deception +11, Persuasion +11, Religion +7, Stealth +7
> - **Damage Resistances** cold, poison
> - **Damage Immunities** fire
> - **Senses** darkvision 60 ft., Passive Perception 11
> - **Languages** Common, Infernal
> - **Challenge** 6 (2,300 XP)
> ___
> ***Dark Devotion.*** Mordai has advantage on saving throws against being charmed or frightened.
>
>***Devil's Luck (1/Turn).*** When an attack would hit Mordai, he can force the attacker to re-roll and the new roll is used instead.
>
>***Demands of Nessus.*** At the start of each of Mordai's turns, he can choose one ally it can see within 30 feet of himself. The chosen ally loses 10 hit points, and Mordai regains the same number of hit points. If Mordai is incapacitated, he makes no choice; instead, the closest ally within 30 feet is the chosen ally.
>
> ***Innate Spellcasting.*** Mordai's innate spellcasting ability is Charisma(spell save DC 16). He can innately cast the following spells, requiring no material component.
>###### At will:*Vicious Mockery*
>###### 1/day each: *Charm Person* (2nd level version), *Enthrall*
>
> ***Infernal Constitution.*** Mordai has advantage on saving throws against being poisoned.
>
> ***Soul Burn.*** As a bonus action, Mordai focuses the slumbering attention of Maegera against a creature that Mordai can see within 30 feet of himself. The creature must succeed on a DC 16 Wisdom saving throw, or takes 9 (2d8) fire damage plus 9 (2d8) force damage and is moved up to 10 feet in a direction of Mordai's choice.
>
> ### Actions
> ***Multiattack.*** Mordai makes two melee attacks.
>
> ***Scepter.*** *Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. *Hit*: 3 (1d6) fire damage plus 3 (1d6) force damage.
>
> ***Chains of Maegera (Recharge 4-6).*** Each creature within 5 feet from the point of Mordai's choice, which he can see within 100 feet of him, must make a DC 14 Dexterity saving throw. On a failed saving throw the creature takes 7 (2d6) fire damage plus 7 (2d6) force damage and the creature is restrained until the end of its next turn. On a successful saving throw, the damage is halved and the creature is not restrained.
> ### Rections
> ***Servant's Escape.*** When Mordai is hit by an attack, he can negate the attack damage and teleport to a spot that he can see up to 30 feet away from him.
>
___
> ## Favria, Dwarf Assassin
>*Medium humanoid (dwarf), lawful evil*
> ___
> - **Armour Class** 16 (studded leather)
> - **Hit Points** 85 (9d8 + 45)
> - **Speed** 25 ft.
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|13 (+1)|18 (+4)|20 (+5)|12 (+1)|14 (+2)|12 (+1)|
>___
> - **Skills** Athletics +5, Insight +4, Intimidation +3, Stealth +8
> - **Damage Resistances** fire, poison
> - **Senses** darkvision 60 ft, passive Perception 12
> - **Languages** Common, Dwarvish, thieves' cant
> - **Challenge** 4 (1,100 XP)
> ___
>
>***Assassinate.*** During her first turn, Favria has advantage on attack rolls against any creature that hasn’t taken a turn. Any hit Favria scores against a surprised creature is a critical hit.
>
>***Cunning Action.*** On each of her turns, Favria can use a bonus action to take the Dash, Disengage, or Hide action.
>
> ***Dark Devotion.*** Favria has advantage on saving throws against being charmed or frightened.
>
> ***Dwarven Resilience.*** Favria has advantage on saving throws against poison.
>
> ***Sneak Attack (1/Turn).*** Favria deals an extra 7 (2d6) damage when she hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of hers that isn't incapacitated and Favria doesn't have disadvantage on the attack roll.
>
>
> ### Actions
>
> ***Multiattack.*** Favria makes two melee or ranged attacks.
>
> ***Bladed Hand Crossbow.*** *Melee or Ranged Weapon Attack: * +6 to hit, reach 5 ft. or range 30/120 ft., one target. *Hit*: 5 (1d8 + 1) slashing damage if used to make a melee attack or 8 (1d6 + 4) piercing damage plus 3 (1d6) poison damage if used to make a ranged attack.
4
Ashmadai
\page
## Branded Zealot
***Hotheaded Bully.*** Branded zealots make up the bulk of the initiated Ashmadai. They are unyielding in their drive to serve Asmodeus, drawing power from the soul-deep brands that mark their nefarious covenants. A typical branded zealot has little patience and a vicious temper, making the cultist easy to goad into a fight.
___
> ## Branded Zealot
>*Medium humanoid (any), lawful evil*
> ___
> - **Armour Class** 11
> - **Hit Points** 32 (5d8 + 10)
> - **Speed** 30 ft.
>___
>|STR|DEX|CON|INT|WIS|CHA
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|13 (+1)|13 (+1)|14 (+2)|11 (+0)|12 (+1)|12 (+1)|
>___
> - **Skills** Intimidation +3, Stealth +3
> - **Senses** passive Perception 11
> - **Languages** any one language (usually Common)
> - **Challenge** 1 (200 XP)
> ___
> ***Dark Devotion.*** The zealot has advantage on saving throws against being charmed or frightened.
>
> ### Actions
>
> ***Multiattack.*** The zealot makes two melee attacks.
>
> ***Branding Iron.*** *Melee Weapon Attack: * +3 to hit, reach 5 ft., one target. *Hit*: 3 (1d4 + 1) bludgeoning damage plus 3 (1d6) fire damage.
>
> ***Hellfire Chain.*** *Melee Weapon Attack*: +3 to hit, range 15 ft., one target. *Hit*: 4 (1d6 + 1) fire damage and the target must succeed on DC 11 Strength saving throw or become knocked prone and pulled up to 10 feet towards the zealot. If the target is a creature, it ignites. Until a creature takes an action to douse the fire or the flame is extinguished by another means, the target takes 5 (1d10) fire damage at the start of each of its turns.
## Hellfire Warlock
***Sleeper Agent.*** A hellfire warlock, having proved itself a dedicated and sinister servant, walks its path with Asmodeus’s blessing, gaining the ability to wield some diabolical power. Such a cunning devotee is careful to conceal the brand it bears. It insinuates itself into enemy sanctums, where its eventual betrayal can be both surprising and effective.
___
> ## Hellfire Warlock
>*Medium humanoid (any), lawful evil*
> ___
> - **Armour Class** 12
> - **Hit Points** 37 (5d8 + 15)
> - **Speed** 30 ft.
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|11 (+0)|14 (+2)|16 (+3)|17 (+3)|10 (+0)|18 (+4)|
>___
> - **Skills** Deception +6, Stealth +4
> - ***Damage Resistances*** fire
> - **Senses** passive Perception 10
> - **Languages** any one language (usually Common)
> - **Challenge** 1 (200 XP)
> ___
> ***Dark Devotion.*** The zealot has advantage on saving throws against being charmed or frightened.
>
> ***Hellfire Affinity.*** Ignited creatures have disadvantage on attack rolls against the warlock and the warlock has advantage on saving throws against their spells and abilities.
>
> ***Ride the Fire.*** Instead of moving on its turn, the warlock can teleport itself and an ignited creature it can see within 60 feet of it, swapping places.
>
> ### Actions
> ***Hellfire Dagger.*** *Melee or Ranged Weapon Attack*: +4 to hit, reach 5 ft. or range 20/60 ft., one target. *Hit*: 4 (1d4 + 2) piercing damage plus 2 (1d4) fire damage.
>
>***Hellfire.*** *Ranged Spell Attack*: +6 to hit, range 60 ft., one target. *Hit*: 7 (1d6 + 4) fire damage. If the target is a creature, it ignites. Until a creature takes an action to douse the fire or the flame is extinguished by another means, the target takes 3 (1d6) fire damage at the start of each of its turns.
>
>***Concussive Inferno (Recharges after a Short or Long Rest).*** Each creature of the warlock's choice within 10 feet of it must make a DC 13 Constitution saving throw. On a failed save, a target takes 9 (2d8) fire damage plus 9 (2d8) force damage and is pushed up to 10 feet directly away from the warlock and knocked prone. On a successful save, the creature takes half as much damage, is pushed up to 5 feet directly away from the warlock, and isn't knocked prone.
5
Ashmadai
\page
## Fimbrul Devil
***Hellcold Harbinger.*** A fimbrul devil spreads winter wherever it goes, sapping life from warm flesh. It hails from Cania or Nessus, the Hells’ eighth and ninth layers. Foes who survive a battle with a fimbrul suffer persistent chills for years.
___
> ## Fimbrul Devil
>*Medium fiend (devil), lawful evil*
> ___
> - **Armour Class** 15 (natural armour)
> - **Hit Points** 51 (6d8 + 24)
> - **Speed** 30 ft.
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|15 (+2)|17 (+3)|18 (+4)|11 (+0)|15 (+2)|10 (+0)|
>___
> - **Saving Throws** Str +4, Con +6, Cha +2
> - **Skills** Stealth +5
> - **Damage Resistances** bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered
> - **Damage Immunities** cold, fire, poison
> - **Condition Immunities** poisoned
> - **Senses** darkvision 120 ft., passive Perception 12
> - **Languages** Infernal, telepathy 120 ft.
> - **Challenge** 4 (1,100 XP)
> ___
> ***Devil's Sight.*** Magical darkness doesn't impede the devil's darkvision.
>
>***Ice Walk.*** The devil can move across and climb icy surfaces without needing to make an ability check. Additionally, difficult terrain composed of ice or snow doesn’t cost it extra movement.
>
>***Magic Resistance.*** The devil has advantage on saving throws against spells and other magical effects.
>
> ### Actions
>***Multiattack***. The devil makes two melee attacks.
>
> ***Icy Claw.*** *Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit*: 5 (1d4 + 3) slashing damage plus 2 (1d4) cold damage.
>
>***Icy Exhalation.*** The devil exhales bitter cold in a 15-foot cone. Each creature in that area must succeed on a DC 14 Constitution saving throw or take 9 (2d8) cold damage and have its speed reduced by half until the end of its next turn.
>
>***Frozen Prison (Recharges on Short or Long Rest).*** The devil forces a creature it can see within 30 feet of it to make a DC 14 Constitution saving throw. On a failed save, the target takes 16 (3d10) cold damage and is restrained for 1 minute. On a success, the target takes half as much damage and isn't restrained, although the target's speed is reduced to 0 until the end of their next turn. As an action, the restrained creature can make a DC 12 Strength check, ending the effect on a success.
## Seared Devil
***Burn Those Alive.*** Resembling a horribly burned humanoid, a seared devil crackles as it hurls its charred body at foes. The impact propels a cloud of ash into the air as the fiend’s stink sends bile up enemy throats. Jealousy fuels its actions, and it snarls as it races toward the freshest uncooked bodies.
___
> ## Seared Devil
>*Medium fiend (devil), lawful evil*
> ___
> - **Armour Class** 13 (natural armour)
> - **Hit Points** 42 (4d8 + 16)
> - **Speed** 25 ft.
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|13 (+1)|14 (+2)|18 (+4)|9 (-1)|12 (+1)|7 (-2)|
>___
> - **Skills** Stealth +4
> - **Damage Resistances** bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered
> - **Damage Immunities** fire, poison
> - **Condition Immunities** poisoned
> - **Senses** darkvision 120 ft., passive Perception 12
> - **Languages** Infernal, Telepathy 120 ft.
> - **Challenge** 2 (450 XP)
> ___
>
> ***Devil's Sight.*** Magical darkness doesn't impede the devil's darkvision.
>
>***Magic Resistance.*** The devil has advantage on saving throws against spells and other magical effects.
>
> ### Actions
>***Multiattack***. The devil makes two melee attacks.
>
> ***Ashen Slam.*** *Melee Weapon Attack:* +3 to hit, reach 5 ft., one target. *Hit* 5 (1d6 + 1) fire damage.
>
> ### Reactions
>***Choking Ashes.*** If a creature within 5 feet of the devil attacks a creature other than it, the devil can release a billowing cloud of ash against it. The creature must make a DC 14 Constitution saving throw or take 3 (1d6) fire damage and its speed is halved until the end of its next turn.
>
7
Ashmadai
\page
___
> ## Vizier Devil
>*Medium fiend (devil), lawful evil*
> ___
> - **Armor Class** 12 (natural armour)
> - **Hit Points** 60 (8d8 + 24)
> - **Speed** 30ft., teleport 20ft.
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|13 (+1)|12 (+1)|16 (+3)|19 (+4)|14 (+2)|17 (+3)|
>___
> - **Saving Throws** Int + 6, Wis + 4
> - **Skills** Deception +5, Insight +4, Persuasion +5
> - **Damage Resistances** cold, bludgeoning, piercing, and slashing from nonmagical weapons that aren’t silvered
> - **Damage Immunities** fire, poison
> - **Condition Immunities** poisoned
> - **Senses** darkvision 120 ft., passive Perception 12
> - **Languages** Common, Infernal
> - **Challenge** 3 (700 XP)
> ___
>***Devil’s Sight.*** Magical darkness doesn’t impede the devil’s darkvision.
>
> ***Hellfire Enchantment.*** At the start of each of its turns, the devil chooses one ally within 30 feet of it. Until the end of the ally’s next turn, it deals 3 (1d6) extra fire damage when it hits with a melee attack.
>
> ***Magic Resistance.*** The devil has advantage on saving throws against spells and other magical effects.
>
> ### Actions
>
>***Multiattack.*** The devil makes two melee attacks.
>
> ***Fire Scepter.*** *Melee Weapon Attack:* +3 to hit, reach 5 ft., one target. *Hit* 5 (1d8 + 1) bludgeoning damage plus 7 (2d6) fire damage.
>
> ***Hurl Flame.*** *Ranged Spell Attack:* +6 to hit, range 60 ft., one target. *Hit*: 11 (3d6) fire damage. If the target is a flammable object that isn’t being worn or carried, it also catches fire.
>
> ***Hellfire Command (Recharges after Short or Long Rest).*** The devil magically compels a creature it can see within 30 feet of it, and that can hear it (though it does not need to understand it), to do its bidding. The creature must make a DC 14 Wisdom saving throw. On a failed save, the target takes 18 (4d8) fire damage and is charmed until the end of its next turn, during which it uses its action and movement to attack a target of the devil's choice. On a successful save, the target takes half damage and is not charmed.
>
> ### Reactions
>***Infernal Advice.***
The devil can utter, or communicate telepathically, an advice when an ally that it can see within 60 feet of it misses with an attack. The creature can reroll its attack roll, provided it can understand the devil, but it must use the new roll.
## Vizier Devil
**Political Infiltrators.** While Pit Finds often hold the titles of Ambassadors in the Nine Hells, it would be unwise for them to involve their fiendish self in any kind of diplomatic mission on the Prime Material. Unless, of course, a hostile takeover of a mortal government was on the agenda. Instead, devils prefer much subtler ways to corrupt and gain influence over mortals, and thus the Vizier Devils are the ones to serve as ambassadors, advisors or political figures among the unsuspecting humanoids, for Vizier looks exactly like a tiefling, however, its nature and motivations are much more vile and fiendish.
They skillfully infiltrate governments and find there way to the sits of power, though they much prefer the role of a grey eminence over that of an overlord, as the latter puts them under too much scrutiny of the public eye. Their speciality is to corrupt rulers and nations by fueling the nationalistic spirit and getting them involved in seemingly noble activities that bear grim fruits. They divide mortals to conquer them.
Vizier devil has the ability to hurl hellfire that forces the weak-minded creatures to follow the dark whispers of treachery, turning them against their own allies. The devil can share an insightful advice with their allies to aid them in battle.
Credits: Wizards of the Coast
8
Ashmadai
\page
## Ashmadai Garroter
***Ruthless Killers.*** These Ashmadai favour garrote wire as their most favourite tool of murder. It allows them to keep their victim close and revel in their frantic struggle for a breath. They are skilled individuals, and like snakes hidden in a high grass, patiently waiting to catch their victims unaware. In case they needed to help their luck in creating perfect circumstances for them to strike, garroters carry a brimstone bomb, which bursts into an obscuring cloud once shattered.
___
> ## Ashmadai Garroter
>*Medium humanoid (any), any evil*
> ___
> - **Armour Class** 15 (studded leather)
> - **Hit Points** 32 (5d8 + 10)
> - **Speed** 30 ft.
>___
>|STR|DEX|CON|INT|WIS|CHA
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|12 (+1)|17 (+3)|14 (+2)|10 (+0)|11 (+0)|14 (+2)|
>___
> - **Skills** Perception +2, Stealth +8
> - **Senses** passive Perception 12
> - **Languages** any one language (usually Common)
> - **Challenge** 2 (450 XP)
> ___
>
>***Living Shield.*** While the garroter has a creature grappled, the garroter gains three-quarters cover (+5 to AC and Dexterity saving throws). If an attack misses the garroter, the grappled creature becomes the target of the attack instead.
>
> ***Dark Devotion.*** The garroter has advantage on saving throws against being charmed or frightened.
>
>***Unrelenting Grapple.*** If a creature grappled by the garroter attempts to escape the grapple, the creature has disadvantage on its Strength (Athletics) and Dexterity (Acrobatics) roll to break the grapple.
>
> ### Actions
>
> ***Multiattack.*** The garroter makes two melee attacks.
>
>***Shortsword.*** *Melee Weapon Attack*: +5 to hit, reach 5 ft., one target. *Hit*: 6 (1d6 + 3) piercing damage.
>
>***Garrote Wire (only when having advantage against a target).*** *Melee Weapon Attack*: +5 to hit, reach 5 ft., one target. *Hit*: 6 (1d6 + 3) slashing damage and the target is grappled (escape DC 13), if the target is Large or smaller. The garroter can't garrote another target until the grapple ends and has advantage on all attack rolls against the grappled creature.
>
>***Brimstone Cloud (1/Day).*** Cloud of brimstone bursts around the garroter causing the area within 5 feet of him to become heavily obscured, blocking line of sight for creatures other than the garroter.
## Ashmadai Thug
***Opportunist Initiates.*** It never takes much to become a servant to an ill-idea. Some lose their hope and their will to live in the face of misery and despair, others are unwilling to make an effort and work towards their dreams, and they are always those who were cast out by the society for whatever reason, whether justly or not. Sooner or later, they all often seek an easy solution to their problems, eventually ending up even worse: being blindly entangled with a devils-worshipping cult, where their existence means nothing, their soul is craved after and not even death is the way out.
___
> ## Ashmadai Thug
>*Medium humanoid (any), any evil*
> ___
> - **Armour Class** 12 (studded leather)
> - **Hit Points** 26 (4d8 + 8)
> - **Speed** 30 ft.
> ___
>|STR |DEX |CON |INT |WIS |CHA |
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|13 (+1)|11 (+0)|14 (+2)|9 (-1)|10 (+0)|9 (-1)|
> ___
> - **Senses** passive Perception 10
> - **Languages** any one language (usually Common)
> - **Challenge** 1 (200 XP)
> ___
>
> ***Dark Devotion.*** The garroter has advantage on saving throws against being charmed or frightened.
>
>***Invoke Asmodeus (Recharges after Short or Long Rest).*** When the thug has less than half (13) hit points left, it can, as a bonus action, invoke Asmodeus. The next melee attack made by the thug deals extra 7 (2d6) fire damage, however, if the attack misses, the thug takes 3 (1d6) fire damage instead, as the Dark Lord favours the bold, yet punishes the weak among his ranks.
>
> ***Pack Tactics.*** The thug has advantage on an attack roll against a creature if at least one of the thug’s allies is within 5ft. of the creature and the ally isn’t incapacitated.
>
> ### Actions
>
>***Multiattack***. The thug makes two melee attacks.
>
> ***Club.*** *Melee Weapon Attack*: +3 to hit, reach 5 ft., one target. *Hit*: 3 (1d4 + 1) bludgeoning damage.
>
>***Heavy Crossbow.*** *Ranged Weapon Attack:* +2 to hit, range 100/400 ft., one target. *Hit:* 5 (1d10) piercing damage.
9
Ashmadai
\page
# Lesser Factions of New Neverwinter
# and Beyond: Notable NPCs
\page
# The Last True Harpers of Neverwinter
## Theryis
***The Lost Home.*** Theryis was but a child, barely nearing 90th autumn of her life, when her home
realm,
Feywild, became lost to her for what seems an eternity now. It had happened during one of those ever dusky
Feywild-days with the sky painted in warm hues of red, orange and pink, as she was practising the ancient art
of arcane archery under the watchful eyes of her parents. Nowadays, she finds it almost impossible to recall
faded memories from her past,
feeling as if she had never experienced any of it in the first place,
and only imagined it while in the Trance. Unfortunately, the single memory that confirms it all
to be
real is a painful recollection of her father slaughter, carried out by dark fey in an ambush orchestrated
by a coven of hags. She managed to escape along with her mother, though while they were running,
suddenly, they both found themselves in a completely foreign realm under the blue sky and ruled by
a bright, blinding star, with their past memories quickly fading away.
***The New Home.*** In the years to come, Theryis travelled with her mother, initially desperately
searching for the way back to Feywild, but fate or a chance have led them on a different path.
After learning about lost and forgotten ancient ruins of their kind
abandoned in this world, Theryis
and her mother committed to protection of that legacy.
They decided to settle in Neverwinter and opened
a boutique, The House of a Thousand
Faces, to ensure they had enough funds to sponsor their own travels.
Eighty years went by and they both began to feel like home, becoming more like other elves,
more grounded in the seasons representing their personalities, although still shifting under
heavy emotions,
such as when Theryis's mother found a soulmate in a human Harper from Everlund,
and soon after Theryis was blessed with a younger brother, Toram. His bright-burning, energetic soul
erased last of Theryis's sorrows, as she had found a new joy in life: discovering world anew, together
with a curious and mischievous boy, who grew up so quickly into the mature, carrying man he is today
that Theryis still sometimes forgets herself and calls him by his childhood name. In her eyes, Toram
is still just a young, inexperienced man, thus, she is often lenient, supportive and understanding to
when he acts on his emotions, or follows his heart rather than the mind.
Credits:
Ruben Ramos
**Eldritch Arrow. **The arrow explodes in a burst of eldritch magic. The target and all other creatures within 10 feet of it take 3 (1d6) force damage, and must succeed on DC 13 Strength saving throw or be knocked prone.
**Scorching Arrow** The arrow burst in flames dealing an additional 10 (3d6) fire damage.
**Shadow Arrow.** The arrow releases an illusion and deals an additional 7 (2d6) psychic damage and the target must succeed on a DC 13 Wisdom saving throw, or be unable to see farther than 5 feet until the start of Theryis's next turn.
>
>***Action Surge (Recharges after a Short or Long Rest).***
On her turn, Theryis can take one additional action on top of her regular action and a possible bonus action.
>
>***Eagle Eye.*** Theryis's ranged weapon attacks score critical hit on 19 or 20, and she has +2 bonus to hit with ranged weapons.
>
>***Fey Ancestry.*** Theryis has advantage on saving throws against being charmed, and magic can't put her to sleep.
>
>***Fey Step (Recharges after a Short or Long Rest).*** As a bonus action, Theryis can magically teleport up to 30 feet to an unoccupied space she can see. Immediately after, up to two creatures of her choice that she can see within 10 feet of her must succeed on a DC 12 Wisdom saving throw or be charmed by her for 1 minute, or until she or her allies deal any damage to it.
>
>***Magic Resistance.*** Theryis has advantage on saving throws against spells and other magical effects.
>
>***Second Wind (Recharges after a Short or Long Rest).*** As a bonus action, Theryis can regain 9 hit points.
>
> ### Actions
>***Multiattack.*** Theryis makes two weapon attacks.
>
>***Dagger +1.*** *Melee or Ranged Weapon Attack*: +7 to hit, reach 5 ft., range 20/60 ft., one target. *Hit*: 7 (1d4 + 5) piercing damage.
>
>***Longbow.*** *Ranged Weapon Attack*: +8 to hit, range 150/600 ft., one target. *Hit*: 8 (1d8 + 4) piercing damage.
Lesser Factions: New Neverwinter
and Beyond
1
\page
## Toram
***Like a Bonfire.*** Toram was as intensive as his father his spark of life burning as bright as a bonfire. He never had enough patience to just listen about Feywild, when whole
Faerûn stood open for him to explore. He quickly become quite a blademaster, and
invested himself into researching stories about great battles of the ancient past, studying tactics and forms of both, elven and human,
swordsmanship. Opposite to many half-elves, he never felt alienated, mostly thanks to his
loving family. He was an energetic spirit who was 'infecting' whole family with
cheerfulness and
ease of mind. Once his father died it all changed, however, as the impact on all of them was
massive. The sorrow of losing yet another love of her life has pushed their mother into arms of
despair, which quietly made her fade away and claimed her life soon after.
***Just the Two of Us.*** Suddenly orphaned, Toram discovered how fragile is live of those around him and realised that his sister will outlive him having to bear death of all her family. It made him swear to himself that he will put all the effort in becoming her best friend, being always there and not allowing her spirit to spiral down the abyss of the grief. Even though his efforts were as intense as his nature, Theryis remained in her autumn persona ever since, quiet, yet content in face of the cycle of life, nonetheless showing, however beautiful, signs of the season's decline. In a sense, it made it easier for Toram to better understand his sister since having her not going through 'moods', as he used to teasingly call it, let him create a deeper connection with her.
***Broken Heart.*** Toram travelled to Everlund to officially become a Harper, to continue legacy of his father, and was soon joined by Theryis, who had to close The House of a Thousand Faces due to cataclysm that hit Neverwinter. They both went back and joined up with Cymril, becoming members of Harpers of Neverwinter. Theryis reopened The House of a Thousand Faces, this time as an inn, and repurposed the cellar for the Harpers' base of operations. Toram fell in love with their leader, Cymril, thus her death struck him that much harder and ever since his heart feels like a festering, void-filled abyss. He remains faithful to her memory and fiercely defends her honour and integrity, not believing in any rumours. Since the news of the death, Toram is a leader of the Harpers of Neverwinter.
___
___
> ## Toram
>*Medium humanoid (half-eladrin), chaotic good*
> ___
> - **Armour Class** 17 (*glamoured studded leather +1*)
> - **Hit Points** 65 (10d8 + 20)
> - **Speed** 30 ft.
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|16 (+3)|19 (+4)|14 (+2)|11 (+0)|11 (+0)|16 (+3)|
>___
>
> - **Saving Throws** Str +5, Dex +6, Con +3
> - **Skills** Athletics +5, Acrobatics +6, Insight +2, Perception +2, Persuasion +5, Stealth +8, Survival +2, thieves' tools +8
> - **Senses** darkvision 60 ft., passive Perception 12
> - **Languages** Common, Elvish
> - **Challenge** 4 (1,100 XP)
> ___
>***Cunning Action.*** Toram can take the Dash, Disengage or Hide action as a bonus action on each of his turns.
>
>***Fey Ancestry.*** Toram has advantage on saving throws against being charmed, and magic can't put him to sleep.
>
>***Fey Step (Recharges after a Short or Long Rest).*** As a bonus action, Toram can magically teleport up to 30 feet to an unoccupied space he can see.
>
>***Opening Strike (3/Day)*** As a part of his Multiattack, Toram can forgo one of his attacks and choose a friendly creature who can see or hear him. That ally can immediately use its reaction to make a weapon attack with advantage against the creature Toram is fighting.
>
>***Second Wind (Recharges after a Short or Long Rest).*** As a bonus action, Toram can regain 9 hit points.
>
> ### Actions
>***Multiattack.*** Toram makes three melee weapon attacks: two with his longsword and one with his dagger, or two ranged weapon attacks with his daggers.
>
>***Dagger.*** *Melee or Ranged Weapon Attack*: +6 to hit, reach 5 ft., range 20/60 ft., one target. *Hit*: 6 (1d4 + 4) piercing damage.
>
> ***Longsword +1.*** *Melee Weapon Attack*: +7 to hit, reach 5 ft., one target. *Hit*: 9 (1d8 + 5) slashing damage, or 10 (1d10 + 5) slashing damage if used with two hands.
>
> ### Reactions
>***Parry.*** Toram adds +3 AC against an attack that would normally hit him. To do so, Toram must see the attacker and be wielding a melee weapon.
>
> ***Riposte.*** Toram makes a weapon attack against a creature that missed him with a melee attack.
Lesser Factions: New Neverwinter
and Beyond
2
\page
# Leaders of Sons of Alagondar's Factions
## Arlon Bladeshaper,
## The Head of Nashers
The Nasher faction has begun to see Arlon Bladeshaper as its leader. Bladeshaper claims to be the
great-grandson of one
of the original Neverwinter
Nine, and he has grown increasingly frustrated with
the Graycloaks’ lack of progress on diplomatic fronts.
At first, Arlon Bladeshaper was leery of embracing
this darker facet of what was supposed to be a
bloodless movement for freedom, but the victories
the Nashers have had since allying with the Dead
Rats and Thay have convinced him—for now—that the
Nashers see things more clearly than the Graycloaks.
Moreover, now that Bladeshaper has led his faction
through several bloody victories, he cannot easily
back away from the gory precedent.
___
> ## Arlon Bladeshaper
>*Medium humanoid (human), chaotic neutral*
> ___
> - **Armour Class** 17 (*studded leather*, shield)
> - **Hit Points** 65 (10d8 + 20)
> - **Speed** 30 ft.
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|16 (+3)|17 (+3)|15 (+2)|12 (+1)|14 (+2)|14 (+2)|
>___
>
> - **Saving Throws** Str +6, Dex +6, Con +5
> - **Skills** Athletics +6, Intimidation +5, Perception + 5, Stealth +6
> - **Senses** passive Perception 15
> - **Languages** Common
> - **Challenge** 5 (1,800 XP)
> ___
>
>***Elusive Retreat.*** All opportunity attacks against Arlon are made with disadvantage.
>
>***Guerrilla Tactics.*** If Arlon moves at least 20 feet in any direction, his attacks deal additional 7 (2d6) damage until the start of his next turn.
>
>***Javelin Dancer.*** Arlon treats any javelin as if it had *finesse* property, and adds +2 to javelin ranged attack rolls, and +2 damage to javelin melee attack rolls (already included in the attack).
>
>***Shield in the Way.*** If Arlon is wielding a shield, he can add its shield's AC bonus to any Dexterity saving throw he makes against a spell or other harmful effect that hits him.
>
> ### Actions
>***Multiattack.*** Arlon makes three weapon attacks.
>
> ***Javelin.*** *Melee or Ranged Weapon Attack*: +6 to hit in melee or +8 to hit at range, reach 5 ft. or range 30/120 ft., one target. *Hit*: 8 (1d6 + 5) piercing damage in melee or 6 (1d6 + 3) piercing damage at range.
>
> ### Reactions
>***Parry.*** Arlon adds +3 AC against an attack that would normally hit it. To do so, Arlon must see the attacker and be wielding either a melee weapon or a shield.
Lesser Factions: New Neverwinter
and Beyond
3
\page
## Madame Rosene,
## The Voice of Graycloaks
Madame Rosene and her regulars have filled the
inside of the tavern with bric-à-brac, curios, and relics
of Neverwinter before its fall. The statue from a favourite
fountain stands in a corner. A wineseller’s planter
boxes, filled with flowers, brighten the walls. A knob
and a knocker from a noble’s estate are attached to
the privy door. Ornate doors pulled from the wreckage
make fine tables, and unbroken panes of stained
glass hang overhead as chandeliers, lit by hundreds
of carefully placed candles. Though the decorations
have been salvaged from all over the city, the tavern
does not feel junky, and no one thinks Madame
Rosene is taking advantage of Neverwinter’s fall.
Quite the opposite—the Driftwood is considered a
monument to old Neverwinter, like a dusty painting
of a beautiful girl hanging above the deathbed of an
aged noblewoman.
Credits: SYoshiko
___
> ## Madame Rosene
>*Medium humanoid (human), lawful neutral*
> ___
> - **Armour Class** 10 (13 with *mage armour*)
> - **Hit Points** 50 (9d8 + 10)
> - **Speed** 30 ft.
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|8 (-1)|11 (+0)|13 (+1)|18 (+4)|15 (+2)|14 (+2)|
>___
>
> - **Saving Throws** Int +7, Wis +6, Cha +6
> - **Skills** Arcana +7, History +7, Insight +6, Perception +6
> - **Senses** passive Perception 15
> - **Languages** Common, Dwarvish, Draconic, Elvish,
> - **Challenge** 5 (1,800 XP)
> ___
>
>***Polymorph (Recharges after a Short or Long Rest).*** Rosene can transform herself into a beast of challenge rating equal to 1 or lower.
>
>***Spellcasting.*** Rosene is a 10th-level spellcaster. Her spellcasting ability is Intelligence (spell save DC 15, +7 to hit with spell attacks). Rosene has the following wizard spells prepared:
>
> ###### Cantrips (at will): *light, mending, message, prestidigitation, ray of frost*
> ###### 1st level (4 slots): *catapult, expeditious retreat, mage armour*
> ###### 2nd level (3 slots): *alter self, knock, skywrite*
> ###### 3rd level (3 slots): *blink, erupting earth, slow*
> ###### 4th level (3 slots): *control water, charm monster*
> ###### 5th level (2 slots): *animate objects, telekinesis*
>
>
>***Transmuter's Stone.*** Rosene carries a magic stone she crafted that grants her one of the following effects:
>
Darkvision out to a range of 60 feet
>
>
An extra 10 feet of speed while the bearer is unencumbered
>
>
Proficiency with Constitution saving throws
>
>
Resistance to acid, cold, fire, lightning, or thunder damage (Rosene’s choice whenever she chooses this benefit)
>
>
>If Rosene has the stone and casts a transmutation spell of 1st level or higher, she can change the effect of the stone.
>
> ### Actions
>
> ***Quarterstaff.*** *Melee Weapon Attack*: +3 to hit in melee, reach 5 ft., one target. *Hit*: 2 (1d6 - 1) bludgeoning damage or 3 (1d8 - 1) bludgeoning damage if used with two hands.
## Rsolk
Dead Rats are a were-rat led gang renowned for their infamy in Luskan, the City of Vice, as well, as brutality and ruthlessness. Just like their animal counterparts, they are considered a vermin feasting on the city’s underbelly. The Neverwinter’s branch had established its warren in the shattered sewers of the city, under the Blacklake District. Gang signs are gouged in the stone walls and serve as navigation aids for their members, and a warning for the reasonable adventurers. Their territory is cluttered with mounds of stolen goods, half-rotted food and trash, crawling with vermin and pest.
**One-Eyed Tyrant.** Rsolk is a mountain of a wererat with his broad-chest and muscular arms, yet he still maintains a degree of nimbleness and quickness characteristic to his skittering kin. It comes as a no surprise then with his physical predisposition he shows strong propensity towards violence and bullying. He refers to himself as a king of Neverwinter's Dead Rat Gang, and he seems to be a brute of a king, indeed. He makes sure that every gang member falls in line and happily takes on one-to-one challenges from those who are discontent with his leadership — after all, no one is able to match his might. For now, gang seems to be content with his rule, at least as long as he delivers result and ensures their continual expansion. Rsolk claims he lost his eye when he went up against the Luskan gang leader, the hafling Toytere, and his failure forced him to take his supporters and settle in Neverwinter, however, the lie couldn’t be further from the truth. The one-eyed wererat mugger is in fact acting on Toytere’s instructions, establishing gang’s new branch, they can begin to help their dream of criminal empire com true. The circumstances around how he really lost his eye is another mystery all together.
**Backstabbing Allies.** Rsolk seized the opportunity that presented itself with the split among Sons of Alagondar ranks. He managed to forge a cooperation with the more violent part of it — Nashers — to ally against Lord Neverember and now works to usurp control of them to establish trade alliance with Thay, although, ultimately, he plans to eliminate them and take over the underbelly of Neverwinter on its own.
**Emergency Flush.** The sewers provide a perfect and undisturbed passage throughout the city and ar filled with
numerous traps, from portcullises, tripwires, bed spikes and poisoned darts. Rsolk, the king himself, made sure to equip his court with a special kind of failsafe — exploiting captured engineer, he installed a floor trap mechanism that can bring the lake waters rushing in to cleanse the sewers from its filth and his opposition with but a pull of the lever.
___
> ## Rsolk
>*Medium humanoid (human, shapechanger), chaotic evil*
> ___
> - **Armour Class** 15
> - **Hit Points** 52 (8d8 + 16)
> - **Speed** 30 ft., climb 20 ft.
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|18 (+4)|20 (+5)|15 (+2)|12 (+1)|12 (+1)|13 (+1)|
>___
> - **Saving Throws** Str +6, Con +4
> - **Skills** Deception+3, Perception +3, Stealth +9
> - **Damage Immunities** bludgeoning, piercing, and slashing from nonmagical weapons that aren't silvered
> - **Senses** darkvision 60 ft. (rat form only), passive Perception 13
> - **Languages** Common (can't speak in rat form)
> - **Challenge** 4 (1,100 XP)
> ___
>
>***Shapechanger.*** Rsolk can use his action to polymorph into a rat-humanoid hybrid or into a giant rat, or back into his true form, which is humanoid. His statistics, other than his size, are the same in each form. Any equipment he is wearing or carrying isn't transformed. He reverts to his true form if he dies.
>
>***Brute.*** A melee weapon deals one extra die of its damage when Rsolk hits with it (included in the attack).
>
>***Keen Smell.*** Rsolk has advantage on Wisdom (Perception) checks that rely on smell.
>
> ### Actions
> ***Multiattack (Humanoid or Hybrid Form Only).*** The wererat makes two attacks, only one of which can be a bite.
>
> ***Bite (Rat or Hybrid Form Only).*** *Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. *Hit:* 9 (2d4 + 4) piercing damage. If the target is a humanoid, it must succeed on a DC 11 Constitution saving throw or contracts Wererat Filth Fever.
>
> ***Morningstar (Humanoid Form Only).*** *Melee Weapon Attack:* +6 to hit, reach 5 ft., one creature. *Hit:* 13 (2d8 + 4) piercing damage plus 3 (1d6) poison damage.
>
> ***Hand Crossbow (Humanoid or Hybrid Form Only).*** *Ranged Weapon Attack:* +7 to hit, range 30/120 ft., one creature. *Hit:* 8 (1d6 + 5) piercing damage.
Lesser Factions: New Neverwinter
and Beyond
5
\page
# Many-Arrows Orcs
## Vansi, Spellscarred Orc Commander
Ferocious and deadly, Vansi takes her position as
commander seriously. She defied Obould’s orders
because she saw an opportunity to take power in the
city. Who knows? Perhaps one day, Neverwinter will
become part of Many-Arrows.
Though violent instincts govern her, Vansi has a
strong sense of honour, and she holds true to her word
when she gives it. Once befriended, she makes a valuable
ally.
The Spellplague shows clearly in Vansi, who literally
bristles when angry. Her spellscar takes the form
of ridges of bone and spines that project from her skin
unexpectedly, particularly during fits of emotion.
These spurs pulse with hungry blue fire.
Credits: Wayne England
___
> ## Vansi
>*Medium humanoid (orc), neutral evil*
> ___
> - **Armour Class** 14 (hide)
> - **Hit Points** 85 (10d8 + 40)
> - **Speed** 30 ft.
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|16 (+3)|14 (+2)|18 (+4)|15 (+2)|13 (+1)|16 (+3)|
>___
>
> - **Saving Throws** Str +6, Con +7, Wis +4
> - **Skills** Intimidation +6, Perception +4, Survival +5
> - **Senses** darkvision 60 ft., passive Perception 14
> - **Languages** Common, Giant, Orc
> - **Challenge** 5 (1,800 XP)
> ___
>
>***Aggressive.*** As a bonus action, Vansi can move up to her speed toward a hostile creature that she can see.
>
>***Fiery Bone Spurs.*** At the beginning of Vansi turn, any creature that grapples her or is grappled by her takes 5 (1d10) fire damage until the grapple ends.
>
>***Inspiring Fury.*** Allies within 15 feet of Vansi deal additional 3 (1d6) damage if they have an advantage on their attack roll.
>
> ### Actions
>***Multiattack*** Vansi makes two melee weapon attacks.
>
>***Flail*** *Melee Weapon Attack*: +6 to hit in melee, reach 10 ft., one target. *Hit*: 5 (1d8 +3) bludgeoning damage.
>
> ***Spiked Gauntlet.*** *Melee Weapon Attack*: +6 to hit in melee, reach 5 ft., one target. *Hit*: 5 (1d4 +3) piercing and 2 (1d4) fire, and the target is Grappled (escape DC 14). Until this grapple ends, the creature is Restrained, and Vansi can't grapple another target.
>
> ***Sweeping Flame (Recharge 6).*** Each creature in 10-foot cone must make a DC 14 Strength saving throw. On a failed save, a creature takes 6 (1d6 + 3) and 11 (2d10) fire damage and is knocked prone. On a successful save, the creature takes half as much damage and isn't knocked prone.
Lesser Factions: New Neverwinter
and Beyond
6
\page
# Bregan D'aerthe
## Xalbyn Olonrae, Drow Swashbuckler
***Mentor of the Young.*** Xalbyn enjoys company of young mercenaries and adventurers. It reminds him of his own beginnings even though he is barely an adult for drow standards. Teaching others how to fight seems to be his calling and nothing makes him laugh as much as sparring amateurs making foolish mistakes that would get them killed.
___
___
> ## Xalbyn Olonrae
>*Medium humanoid (drow), neutral evil*
> ___
> - **Armour Class** 17 (studded leather)
> - **Hit Points** 71 (11d8 + 22)
> - **Speed** 30 ft.
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|11 (+0)|20 (+5)|15 (+2)|17 (+3)|12 (+1)|16 (+3)|
>___
> - **Saving Throws** Dex +8, Con +5, Wis +4
> - **Skills** Acrobatics +8, Athletics +4, Deception +4, Perception +4, Stealth +11, thieves' tools + 11
> - **Senses** darkvision 120 ft., passive Perception 15
> - **Languages** Common, Elvish, thieves’ cant, Undercommon
> - **Challenge** 6 (2,300 XP)
> ___
>***Cunning Action.*** Xalbyn can take the Dash, Disengage or Hide action as a bonus action on each of his turns.
>
>***Fey Ancestry.*** Xalbyn has advantage on saving throws against being charmed, and magic can’t put him to sleep.
>
>***Innate Spellcasting.*** Xalbyn’s spellcasting ability is Charisma (spell save DC 14). He can innately cast the following spells, requiring no material components:
>
> ###### At will: *dancing lights*
>
> ###### 1/day each: *darkness, faerie fire, levitate*(self only)
>
>***Suave Defense.*** While the Xalbyn is wearing light or no armor and wielding no shield, its AC includes its Charisma modifier.
>
>***Rakish Sneak Attack (1/Turn).*** Xalbyn deals an extra 10 (3d6) damage when he hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 ft. of an ally of his that isn’t incapacitated and Xalbyn doesn’t have disadvantage on the attack roll, or when Xalbyn is within 5 feet of the target, no other creatures are within 5 feet of Xalbyn, and he doesn't have disadvantage on the attack roll.
>
>***Sunlight Sensitivity.*** While in sunlight, Xalbyn has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
>
> ### Action
>***Multiattack.*** Xalbyn makes three melee attacks.
>
>***Shortsword.*** *Melee Weapon Attack*: +8 to hit, reach 5 ft., one target. *Hit*: 7 (1d6 + 4) piercing damage and the target must make a DC 13 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one.
>
> ***Hand Crossbow.*** Ranged Weapon Attack: +8 to hit, range 30/120 ft., one target. Hit: 7 (1d6 + 4) piercing damage, and the target must succeed on a DC 13 Constitution saving throw or be poisoned for 1 hour. If the saving throw fails by 5 or more, the target is also unconscious while poisoned in this way. The target wakes up if it takes damage or if another creature uses an action to shake it awake.
>
> ### Reaction
>***Uncanny Dodge.*** When an attacker that Xalbyn can see hits him with an attack, Xalbyn can half the attack's damage against himself.
Credits: Yama Orce
## Aerlyse Nareth, Half-drow Psion
Aerlyse appreciates company of those
who value thoughtfulness and conversation over violence. He enjoys discussing imperfections of both races to whom he belongs and often challenges their members' point of view, overthrows their taboo or tests their limits, as often in an intellectual discourse as in a battle.
***Mind over Matter.*** Already in childhood, Aerlyse discovered that a single thought is much more powerful than a fist or a dagger. Estranged among people of both his parents' worlds,
in one a symbol of cold-blooded cruelty, while in the other no more than a *dobluth*, an outcast, he honed his mind and exerted fine control over his psionics, even amplifying agility and nimbleness of own body. Life wasn't ever become easy on him so he prepared well, looking out for the worst.
***Bregan D'aerthe's Eyes.*** Aerlyse's talent for psionics opened many doors for him, though the most important one to him belonged to Bregan D'aerthe's. He found a substitute of home within the structure of this mercenary company and, on Jarlaxle's personal request, he became one of those inconspicuous informants that easily escape other's perception (in this case often quite literally). Observing others' actions and analysing their strategy, as well as thought construct of their mind is hardly something that Aerlyse would call a work - it is a pure passion.
___
___
> ## Aerlyse Nareth
>*Medium humanoid (half-elf), neutral*
> ___
> - **Armour Class** 15
> - **Hit Points** 65 (10d8 + 20)
> - **Speed** 30 ft.
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|10 (+0)|21 (+5)|14 (+2)|20 (+5)|13 (+1)|16 (+3)|
>___
>
> - **Saving Throws** Dex +8, Int +8, Wis +4
> - **Skills** Arcana +8, Deception +6, History +8, Insight +4, Perception +4, Stealth +8
> - **Senses** darkvision 60 ft., passive Perception 14
> - **Languages** Common, Elvish, telepathy 120 ft., Undercommon
> - **Challenge** 5 (1,800 XP)
> ___
>
>***Fey Ancestry.*** Aerlyse has advantage on saving throws against being charmed, and magic can’t put him to sleep.
>
>***Exacting Query (2 psi).*** Aerlyse asks one question of a creature he can communicate with via telepathy. The target must make a DC 16 Intelligence saving throw. On a failed save, the target answers truthfully. On a successful save, the target is unaffected and is immune to Aerlyse's Exacting Query for the next 24 hours. A creature is immune to this ability if it is immune to being charmed.
>
>***Psionics (Recharges after Long Rest).*** Aerlyse has 23 psi points and can spend maximum of 4 psi points at once.
>
>***Precognition.*** Aerlyse has advantage on initiative rolls.
>
> ### Actions
>
>***Soul Knife.*** *Melee Weapon Attack*: +8 to hit, reach 5 ft., one target. *Hit*: 9 (1d8 +5) psychic damage.
>
> ***Blind Spot (at will).*** Aerlyse erases his image from the mind of one creature he can see within 200 feet of him; the target must succeed on a DC 16 Wisdom saving throw, or Aerlyse is invisible to it until the end of his next turn.
>
>***Psychic Hammer (at will).*** Aerlyse tries to grasp one creature he can see within 120 feet of him, with a hand crafted from telekinetic energy. The target must succeed on a DC 16 Strength saving throw or take 7 (2d6) force damage. If it takes any of this damage and is Large or smaller, Aerlyse can move it up to 10 feet in a straight line in a direction of his choice, except up.
>
>***Distracting Haze (1 psi; conc., 1 min.)***. Aerlyse forces a creature it can see within 60 feet of him to make a DC 16 Intelligence saving throw. On a failed save, it takes 1d10 psychic damage per psi point spent and is blinded until Aerlyse concentration ends. On a successful
save, it takes half as much damage. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
>
>***Ego Whip (3 psi)***. Aerlyse forces a creature it can see within 60 feet of him to make a DC 16 Intelligence saving throw.
On a failed save, the creature takes 14 (3d8) psychic damage, and it is filled with self-doubt. The creature can use its action on its next turn only to take the Dodge, Disengage, or Hide action. On a successful saving throw, it takes half as much damage.
>
>
>***Phantom Foe (3 psi; conc., 1 min.)***. Aerlyse forces a creature it can see within 60 feet of him to make a DC 16 Intelligence saving throw. On a failed save, the target
perceives a horrid creature adjacent to it until
Aerlyse concentration ends. During this time, the target can’t take reactions, and it takes 1d8 psychic damage at the start of each of its turns. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Aerlyse can increase the damage by
1d8 for each additional psi point spent on the ability.
>
> ### Reaction
>***Psychic Backlash (2 psi).*** Aerlyse imposes disadvantage on an attack roll against him. If the attack still hits him, the attacker takes 2d10 psychic damage.
>
>***Psychic Parry (1 psi).*** When Aerlyse makes an Intelligence, a Wisdom, or a Charisma saving throw, he gains a +1 bonus to that saving throw for each psi point he spends on this ability. Aerlyse can use this ability after rolling the die but before suffering the results.
Lesser Factions: New Neverwinter
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\page
___
___
> ## Drow Fencer
>*Medium humanoid (drow), neutral evil*
> ___
> - **Armour Class** 18 (studded leather)
> - **Hit Points** 71 (8d8 + 16)
> - **Speed** 30 ft.
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|11 (+1)|19 (+4)|15 (+2)|12 (+1)|10 (+0)|14 (+2)|
>___
>
> - **Saving Throws** Dex +7, Cha +5
> - **Skills** Acrobatics +7, Athletics +4, Deception +5, Perception +3, Stealth +10
> - **Senses** darkvision 120 ft., passive Perception 13
> - **Languages** Common, Elvish, Undercommon
> - **Challenge** 5 (1,800 XP)
> ___
>***Fey Ancestry.*** The drow has advantage on saving throws against being charmed, and magic can’t put it to sleep.
>
>***Innate Spellcasting.*** The drow’s spellcasting ability is Charisma (spell save DC 13). It can innately cast the following spells, requiring no material components:
>
> ###### At will: *dancing lights*
>
> ###### 1/day each: *darkness, faerie fire, levitate* (self only)
>
>***Lightfooted.*** The fencer can take the Dash or Disengage
action as a bonus action on each of its turns.
>
>***Suave Defense.*** While the fencer is wearing light or
no armor and wielding no shield, its AC includes its Charisma
modifier.
>
>***Sunlight Sensitivity.*** While in sunlight, the drow has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
>
> ### Action
>***Multiattack.*** The drow makes two rapier attacks.
>
>***Rapier.*** *Melee Weapon Attack*: +7 to hit, reach 5 ft., one target. *Hit*: 8 (1d8 + 4) piercing damage and the target must make a DC 13 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one.
>
> ***Hand Crossbow.*** *Ranged Weapon Attack*: +7 to hit, range 30/120 ft., one target. *Hit*: 7 (1d6 + 4) piercing damage, and the target must succeed on a DC 13 Constitution saving throw or be poisoned for 1 hour. If the saving throw fails by 5 or more, the target is also unconscious while poisoned in this way. The target wakes up if it takes damage or if another creature uses an action to shake it awake.
>
> ### Reaction
> ***Reckless Counterattack.*** The drow makes a weapon attack against a creature within 5 feet of it that hit it with an attack. The drow has advantage on the attack roll and deals additional additional 9 (2d8) damage on hit. Until the start of the drow's next turn, the next attack against it is made with advantage.
___
___
> ## Drow Informant
>*Medium humanoid (drow), neutral evil*
> ___
> - **Armour Class** 16 (studded leather)
> - **Hit Points** 52 (7d8 + 21)
> - **Speed** 30 ft.
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|12 (+1)|18 (+4)|16 (+3)|14 (+2)|12 (+1)|16 (+3)|
>___
> - **Saving Throws** Dex +6, Cha +5
> - **Skills** Acrobatics +6, Deception +5, Perception +3, Stealth +8, thieves' tools +8
> - **Senses** darkvision 120 ft., passive Perception 13
> - **Languages** Common, Elvish, Undercommon
> - **Challenge** 4 (1,100 XP)
> ___
> ***Covert Weapons.*** The drow makes any Sleight of Hand checks to conceal its weapons with advantage.
>
>***Fey Ancestry.*** The drow has advantage on saving throws against being charmed, and magic can’t put it to sleep.
>
>***Innate Spellcasting.*** The drow’s spellcasting ability is Charisma (spell save DC 13). It can innately cast the following spells, requiring no material components:
>
> ###### At will: *dancing lights, detect magic*
>
> ###### 1/day each: *darkness, dispel magic, faerie fire, levitate* (self only)
>
>***Sunlight Sensitivity.*** While in sunlight, the drow has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
> ### Action
>***Multiattack.*** The drow makes two weapon attacks.
>
>***Dagger.*** *Melee Weapon Attack*: +6 to hit, reach 5 ft. or range 20/60ft., one target. *Hit*: 6 (1d4 + 4) piercing damage and the target must make a DC 13 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one.
>
> ***Wrist Crossbow.*** *Ranged Weapon Attack*: +6 to hit, range 20/60 ft., one target. *Hit*: 6 (1d4 + 4) piercing damage, and the target must succeed on a DC 13 Constitution saving throw or be poisoned for 1 hour. If the saving throw fails by 5 or more, the target is also unconscious while poisoned in this way. The target wakes up if it takes damage or if another creature uses an action to shake it awake.
>
>***Vanish into Thin Air (1/Day).***
The drow becomes invisible until the end of its next turn or until it attacks or casts a spell. If the invisible drow hits a creature with an attack, the target takes additional 9 (2d8) damage, and is incapacitated until the end of its next turn.
Lesser Factions: New Neverwinter
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\page
# Zhentarim Operatives
## Zhentarim Elite Covert Agent
Credits: Denys Tsiperko
***Ill Fame.*** The Zhentarim is an organisation which name evokes only the strongest feelings
dependent on one's connections, experience or past dealings with it. Strong sensations of awe
and fear alike crawl along the spine of anyone who tangles themself into any kind of deal with
them,
even the most *innocent* one. There is always a well hidden price behind every favour,
and a risk
of ending on the wrong side of their blades is ever present, since the tides of power
struggle may
cause one's usefulness to run out or make one's *disappearance* extremely
profitable.
If there is any illicit business going on, you can be sure that the Zhentarim members
keep at least drugs, trafficking,
one finger in it, no matter its nature: smuggling, assassinations, slavery, and so on. Faerûnians encounter Zhentarim agents most often, though they rarely
realise that or live long enough to make any use of that knowledge.
*** Weavers of the Black Network. *** The Zhentarim goals are power, wealth and immunity
when it comes to their enemies. They wish to be ever present and inescapable, not to mention,
untouchable by law, governments and influence of other organisations. To achieve that they
constantly expand their influence,
especially by means of secret operations. Their covert agents
specialise
in infiltration
of governing structures and manipulation of royal circles
to blackmails, extortions,
assassinations
and even espionage. Through that activity they
expand the reach
of the Black Network, capturing and taking control over new veins
of power and influence.
___
___
> ## Zhentarim Elite Covert Agent
>*Medium humanoid (any), any non-good alignment*
> ___
> - **Armour Class** 17
> - **Hit Points** 84 (13d8 + 26)
> - **Speed** 40 ft.
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|12 (+1)|18 (+4)|14 (+2)|13 (+1)|17 (+3)|16 (+3)|
>___
> - **Saving Throws** Dex +7, Wis +6, Cha +6
> - **Skills** Acrobatics +7, Deception +6, Insight +6, Investigation +4, Perception +6, Persuasion +6, Sleight of Hand +7, Stealth +7
> - **Senses** passive Perception 16
> - **Languages** any three languages (one usually Common)
> - **Challenge** 6 (2 300 XP)
> ___
>***Evasion.*** If the agent is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the agent instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.
>
>***Light-footed.*** The agent can use a bonus action to take the Dash or Disengage action.
>
>***Shadow Stealth.*** While in dim light or darkness, the agent can take the Hide action as a bonus action.
>
>***Unarmoured Defence.*** While the agent is wearing no armour and wielding no shield, its AC includes its Wisdom modifier.
> ### Actions
>***Multiattack.*** The agent makes two weapon attacks.
>
>***Shortsword.*** *Melee Weapon Attack*: +7 to hit, reach 5 ft., one target. *Hit*: 7 (1d6 + 4) piercing damage and 10 (3d6) poison damage.
>
>***Dart.*** *Ranged Weapon Attack*: +7 to hit, range 20/60 ft., one target. *Hit*: 6 (1d4 + 4) piercing damage and 10 (3d6) poison damage.
>
>***Smoke Bomb (1/Day).*** The agent throws a smoke bomb at a point up to 60 feet away. The area within a 5-foot radius of the impact immediately becomes heavily obscured for 1 minute. A moderate wind (at least 10 miles per hour) disperses the smoke in 2 rounds; a strong wind (20 or more mph) does so in 1 round.
> ### Reactions
>***Deflect Missile.*** In response to being hit by a ranged weapon attack the agent deflects the missile. The damage it takes from the attack is reduced by 1d10 + 4. If the damage is reduced to 0, the agent catches the missile if it's small enough to hold in one hand and the agent has a hand free.
>
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Unique NPCs | Version 1
1
___
___
> ## Zhentarim Spy
>*Medium humanoid (any), any non-good alignment*
> ___
> - **Armour Class** 15 (mithral chain shirt, 20 with shield)
> - **Hit Points** 58 (9d8 + 18)
> - **Speed** 30 ft.
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|8 (-1)|14 (+2)|14 (+2)|12 (+1)|10 (+0)|16 (+3)|
>___
> - **Saving Throws** Int +4, Cha +6
> - **Skills** Deception +8, Perception +3, Persuasion +6, Sleight of Hand +5, Stealth +7
> - **Senses** passive Perception 13
> - **Languages** any two languages (one usually Common), thieves' cant
> - **Challenge** 5 (1 800 XP)
> ___
>***Alert.*** The spy can’t be surprised while it isn't incapacitated. Additionally, other creatures don’t gain advantage on attack rolls against the spy as a result of being hidden from the spy.
>
>***Cunning Action.*** The spy can take the Dash, Disengage or Hide action as a bonus action on each of its turns.
>
>***Illusions Weaver.*** Illusion spells cast by the spy have spell save DC equal to 16.
>
>***Sneak Attack (1/Turn).*** The spy deals an extra 3 (1d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the spy that isn’t incapacitated and the spy doesn’t have disadvantage on the attack roll.
>
>***Special Equipment.*** The spy has a *wand of magic missile* (7 charges), and one scroll of each of the following spells: *expeditious retreat, blur, levitate, dispel magic, fireball.*
>
>***Spellcasting.*** The spy is a 7th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). The spy has the following sorcerer spells prepared:
>
> ###### Cantrips (at will): *detect magic, minor illusion, light, mage hand, ray of frost*
> ###### 1st level (4 slots): *disguise self, charm person, colour spray, shield, silent image*
> ###### 2nd level (3 slots): *invisibility, Snilloc's snowball swarm*
> ###### 3rd level (3 slots): *lightning bolt, major image*
> ###### 4th level (1 slots): *confusion*
>
> ### Actions
>
>***Rapier.*** *Melee Weapon Attack*: +5 to hit, reach 5 ft., one target. *Hit*: 6 (1d8 + 2) piercing damage.
>
>***Light Crossbow.*** *Ranged Weapon Attack*: +5 to hit, range 80/320 ft., one target. *Hit*: 6 (1d8 + 2) piercing damage.
Credits: zuoan dong
Lesser Factions: New Neverwinter
and Beyond
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\page
# Mount Hotenow Dwellers
## King Gommoth
Among the numerous caves and tunnels spanning webs across Mount Hotenow viscera, a hunchbacked fire giant called Gommoth leads a sect-like group of fire-worshipping creatures as a self-proclaimed king ever since he got banished by his clan. Remembering the spiritual ecstasy, which overtaken him and his followers at the time of the volcano eruption and made them feel one with fire, now, they put all the efforts into bringing back the sensation and making sure that it will last without an end. All they crave is to lose themselves in that ecstatic euphoria they once tasted and never forgotten.
***Fiery King.*** The fire giant is a violent ruler, hoping to squash any resistance with force and brutality. Exiled by his people for his physical imperfection, which was perceived as a weakness, Gommoth makes sure that none of his subjects even let such thought cross their minds. He takes insults with lethal seriousness, allows his anger to motivate his actions and let's his bitterness to guide him while planning cruel punishments to those who ever offended him.
***Following the Fury.*** Gommoth, as well as those who follow him: mephits, fire elementals and salamanders, welcomed among their ranks a stray soul filled with hatred, vengeance and raging fury. The newest sect member, or rather fanatic, is a shadar-kai, Shadovar outcast, Qualthus, who had been crossed and betrayed by his allies. All he dreams about now, is to take revenge for his expulsion and burn Xinlenal, which he was helping to excavate, to the ground and bury them all under a thick layer of ash. A skilled mage, he has the trust of his fanatic community and it only boosts his confidence that he can create a proper ritual to stir Hotenow once more. What drives Qualthus is unquenchable rage, which makes him unpredictable dangerous, however, at the same time, it takes edge of his focus, leaving him frantically experimenting, testing and trying with neither a method or a plan.
Credits: Wizards of the Coast
___
> ## King Gommoth
>*Huge giant, chaotic evil*
> ___
> - **Armour Class** 18 (plate armor)
> - **Hit Points** 162 (13d12 + 78)
> - **Speed** 30 ft.
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|25 (+7)|9 (-1)|23 (+6)|10 (+0)|14 (+2)|13 (+1)|
>___
> - **Saving Throws** Dex +3, Con +10, Cha +5
> - **Skills** Athletics +11, Perception +6, Persuasion +5
> - **Damage Immunities** fire
> - **Senses** passive Perception 16
> - **Languages** Giant
> - **Challenge** 9 (5,000 XP)
> ___
>
>***Legendary Resistance (1/Day).*** If Gommoth fails a saving throw, it can choose to succeed instead.
>
>***Siege Monster.*** Gommoth deals double damage to objects and structures.
>
>***Tackle.*** When Gommoth enters any enemy's space for the first time on a turn, the enemy must succeed on a DC 19 Strength saving throw or be knocked prone.
>
> ### Actions
> ***Multiattack.*** Gommoth makes two greatsword attacks.
>
> ***Fire Greatsword.*** *Melee Weapon Attack:* +11 to hit, reach 10 ft., one target. *Hit:* 25 (4d6 + 7) slashing damage plus 7 (2d6) fire damage.
>
>***Rock.*** *Ranged Weapon Attack:* +11 to hit, range 60/240 ft., one target. *Hit:* 29 (4d10 + 7) bludgeoning damage.
>
> ### Legendary Actions
Gommoth can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. Gommoth regains spent legendary actions at the start of his turn.
>
>***Command Ally.*** Gommoth targets one ally he can see within 30 feet of him. If the target can see or hear Gommoth, the target can make one melee weapon attack using its reaction and has advantage on the attack roll.
>
>***Move.*** Gommoth moves up to his speed.
>
>***Attack (2 Actions).*** Gommoth makes a greatsword attack.
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## Qalthus, Shadovar Mage
Qalthus is a rage-driven wizard of considerable skill. The burning hatred that surges through his being and threatens to explode, originates from the bitter hatred and disappointment of being falsely accused. Until recently, he was quite high in the hierarchy of Netherese force working on Xinlenal excavation team. Before he realised what had happened and what were the impending consequences, he got expelled and exiled for weakening the mythallar. The only reason why Prince Clariburnus haven't called for the execution was the fact that, apparently, it was reported as an 'accident' by his 'dear' colleague, Korvina, who was the mother of the Web Stone. However, he was as far from being grateful to her as possible. He hadn't been given the opportunity to present his own case and defend himself against, what clearly was, but a slander. Nonetheless, he had enough reason left in him to depart from Xinlenal and Clariburnus's easy reach — after all, the prince might have had change of his blackened heart.
**Into Raging Inferno.** Qalthus feet took him towards Mount Hotenow, his anger clearly resonating with the brewing volcano, and he soon found himself among the fire elementals under the leadership of a hunchbacked fire giant, Gommoth, all lustful and craving for an ecstatic surge of power that came with the previous eruption almost three decades ago, determined to repeat it and unleash whatever power may be slumbering among the magma below. The shadovar mage has his own desire - to avenge his exile by burying Xinlenal under rain of ash and fire. He commited whole his time, and resources shared by Gommoth, to discover a way to make Mount Hotenow erupt once more.
Credits: Kirsi Salonen
___
> ## Qalthus, Shadar-kai Shadovar Mage
>*Medium humanoid (elf), neutral*
> ___
> - **Armour Class** 12 (15 with *mage armour*)
> - **Hit Points** 78 (12d8 + 24)
> - **Speed** 30 ft.
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|14 (+2)|15 (+2)|15 (+2)|19 (+4)|12 (+1)|13 (+1)|
>___
> - **Saving Throws** Int +7, Cha +4
> - **Skills** Arcana +7, Intimidation +5, Perception +4, Stealth +5
> - **Damage Immunities** necrotic
> - **Condition Immunities** charmed, exhaustion
> - **Senses** darkvision 60 ft., passive Perception 14
> - **Languages** Common, Elvish, Primordial
> - **Challenge** 6 (2,300 XP)
> ___
>
>***Fey Ancestry.*** Magic can't put Qalthus to sleep.
>
>***Spellcasting.*** Qalthus is a 9th-level spellcaster. His spellcasting ability is Intelligence (spell save DC 15, +7 to hit with spell attacks). Qalthus has the following wizard spells prepared:
> ###### Cantrips (at will): *acid splash, mage hand, minor illusion, firebolt*
> ###### 1st level (4 slots): *burning hands, disguise self, mage armor, magic missile*
> ###### 2nd level (3 slots):* invisibility, mirror image, scorching ray*
> ###### 3rd level (3 slots):* major image, hypnotic pattern*
> ###### 4th level (3 slots): *fire shield, vitriolic sphere, wall of fire*
> ###### 5th level (1 slot): bigby's hand
>
> ### Actions
>
>***Burning Touch*** *Melee Spell Attack:* +7 to hit, reach 5 ft., one creature. *Hit:* 11 (2d6 + 4) fire damage.
>
> ### Reactions
>
> ***Misty Escape (Recharges after a Short or Long Rest).*** When Qalthus takes damage, he turns invisible and teleports up to 60 feet to an unoccupied space he can see. He remains invisible until the start of his next turn or until he attacks or casts a spell.
Lesser Factions: New Neverwinter
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\page
## Vandra Hillborn
It was a natural consequence of circumstances for Vandra to become the leader of the dwarven expedition in search of Gauntlgrym. Initially, she travelled in a small group like many others, driven either by the tales of the old dwarven kingdom or Summoning — the visitation of the dwarven ghosts pleading to seek out and reclaim their lost and forgotten home. More and more travelling individuals and bands came across each other along the way, and so the expedition swelled in numbers; by the time they reached Neverwinter, they joined their efforts under the sound command of Hillborn, whose stubbornness, pride and logistic skills became widely praised. The expedition members soon began referring to themselves as the Seekers of the Way.
***Into the Mountain.*** Since many of the region’s legends revolve around Mount Hotenow, Vandra decided it would be the right place to begin their search. The journey there proved filled with hardships from the very beginning. In the Neverwinter itself, they lost some of their people to encounters with bands of Many-Arrows orcs in the old Tower District — the note of safe passage purchased from Lord Neverember proved ineffective when, both, orcs and dwarves couldn’t stop themselves from provoking one another. An unknown foes claimed more of them within the unnerving depths of Neverwinter Wood: chased by arrows by day and unseen beings by night, they raced to the steep, jagged slopes of Hotenow and sought shelter within, setting up the encampment in the caves. The asylum in the heart of the magma-brewing heart of the mountain turned out the exact opposite. On one hand, the river of flame blocked further explorations, on the other, skirmishes with a sect of elementals venerating flames and destruction thinned their numbers further. With no proofs that there exist any paths leading to Gauntlgrym, their morale plummeted.
***Valiant Leader.*** What the expedition experienced so far was crushing to their spirit, alas, Vandra had to leave some more of the troubling circumstances out of collective knowledge, bearing the burden on her shoulders alone. Some of the recently lost expedition members vanished in the far different circumstances than she lead everyone to believe: they were not slain — they defected the Seeker’s cause.
Credits: William O'Connor Studio
For all she knows, they have gone mad due to the lack of progress and harrowing experience they were put through. She would welcome outside help with finding them, although her own pride stands in the way of admitting the fact to herself. Unknown to her, the defectors are now aiding the elemental sect lead by the fire giant, King Gommoth, seeking ways to bring about the volcano’s eruption. In fact, their actions are manipulated by mind flyers lurking in the depths of the forgotten kingdom, who drove them insane, hoping that the eruption would wipe all who got too close to the Gauntlgrym.
___
> ## Vandra Hillborn
>*Medium humanoid (dwarf), lawful good*
> ___
> - **Armour Class** 20 (plate armour, shield)
> - **Hit Points** 77 (11d8 + 33)
> - **Speed** 25 ft.
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|17 (+3)|10 (0)|16 (+3)|11 (0)|14 (+2)|12 (+1)|
>___
> - **Saving Throws** Con +6, Wis +5
> - **Skills** Athletics +6, Perception +5, Survival +5
> - **Senses** darkvision 60 ft., passive Perception 15
> - **Languages** Common, Dwarvish
> - **Challenge** 5 (1,800 XP)
> ___
>***Dwarven Resilience.*** Vandra has advantage on saving throws against poison, and has resistance against poison damage.
>
>***Stand Your Ground.*** When an effect forces Vandra to move as a result of pull, push or slide, the effect is reduced to 5 feet. Vandra has advantage on Strength and Dexterity saving throws made against effects that would knock her prone.
>
> ### Actions
>
>***Multiattack.*** Vandra makes two warhammer attacks. If she has a handaxe drawn, she can also make a handaxe attack as a bonus action.
>
>***Warhammer.*** *Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. *Hit:* 6 (1d8 + 2) bludgeoning damage.
>
>***Handaxe.*** *Melee or Ranged Weapon* Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. *Hit:* 6 (1d6 + 2) slashing damage.
>
>***Shield Bash.*** *Melee Weapon Attack:* +6 to hit, reach 5 ft., one creature. *Hit:* 4 (1d4 + 2) bludgeoning damage. If the target is a Medium or smaller creature, it must succeed on a DC 15 Strength saving throw or be knocked prone.
>
> ### Reactions
> ***Stubborn.*** When an enemy attempts to move, push or knock prone Vandra against her will, she makes a melee attack against that enemy.
Lesser Factions: New Neverwinter
and Beyond
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\page
## Kholzourl, the Fire Speaker
Duergars were present beneath the Gauntlgrym for a long time, after they cast out derro. They were lead to the lost dwarven kingdom by infernal omens and they occupy several lower layers of it and dig deep into earth beneath it. The leader of the expedition is a hunched, burly-shouldered duergar with a white beard, and a feverish smile that creeps over his face whenever he thinks about the work for the glory of Asmodeus. Kholzourl was the one to interpret the omens and it is he alone who knows duergars true purpose deep beneath Gauntlgrym. He considers himself an unholy champion of Asmodeus, it was he who interpreted the signs that appeared to his people.
***Shrine of Sacrilege.*** Among the duergar mines, darkened passages, jagged pits and slave warrens, there is one place in particular that enjoys a special attention of Kholzourl — the shrine to his dark master, Asmodeus. It was built with materials stolen from the Iron Tabernacle dedicated to Moradin — even the symbol of the dwarven deity has been hacked and hammered to form one of the three points on the sign of the devilish deity. Kholzourl uses special rites to commune directly with a number of devils, and any priest of Asmodeus, him included, can summon devils from this site in case of a dire emergency.
Credits: Lake Hurwitz
___
___
> ## Kholzourl, the Fire Speaker
>*Medium humanoid (dwarf), chaotic/lawful evil*
> ___
> - **Armour Class** 16 (scale mail)
> - **Hit Points** 90 (12d8 + 36)
> - **Speed** 25 ft.
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|16 (+3)|14 (+2)|17 (+3)|17 (+3)|14 (+2)|19 (+4)|
>___
> - **Saving Throws** Con +6, Wis +5
> - **Skills** Arcana +6, Intimidate +7, Perception +5, Religion +6, Survival +5
> - **Damage Resistances** poison
> - **Damage Immunities** fire
> - **Senses** darkvision 60 ft., passive Perception 15
> - **Languages** Common, Deep Speech, Dwarvish
> - **Challenge** 7 (2,900 XP)
> ___
>***Duergar Resilience.*** Kholzourl has advantage on saving throws against poison, spells, and illusions, as well as to resist being charmed or paralyzed.
>
>***Legendary Resistance (1/Day).*** If Kholzourl fails a saving throw, it can choose to succeed instead.
>
>***Sunlight Sensitivity.*** While in sunlight, Nimor has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
>
> ### Actions
>
>***Multiattack.*** Kholzourl makes two flail attacks.
>
>***Infernal Flail.*** *Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. *Hit:* 12 (2d8 + 3) bludgeoning damage plus 3 (1d6) fire damage plus 3 (1d6) psychic damage.
>
>***Enlarge (Recharges after a Short or Long Rest).*** For 1 minute, Kholzourl magically increases in size, along with anything he is wearing or carrying. While enlarged, Kholzourl is Large, doubles his damage dice on Strength-based weapon attacks (included in the attacks), and makes Strength checks and Strength saving throws with advantage. If Kholzourl lacks the room to become Large, he attains the maximum size possible in the space available.
>
>***Invisibility (Recharges after a Short or Long Rest).*** Kholzourl magically turns invisible until he attacks, casts a spell, or uses his Enlarge, or until his concentration is broken, up to 1 hour (as if concentrating on a spell). Any equipment Kholzourl wears or carries is invisible with him.
>
> ### Legendary Actions
Kholzourl can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time, and only at the end of another creature’s turn. Kholzourl regains spent legendary actions at the start of its turn.
>
>***Infernal Edict.*** A creature Kholzourl can see within 30 feet of him must succeed on a DC 15 Charisma saving throw or be compelled to move up to 15 feet in a direction of Kholzourl choice.
>
>***Infernal Verdict (Costs 2 Legendary Actions).*** A creature Kholzourl can see within 15 feet of him must succeed on a DC 13 Dexterity saving throw or take 4 (1d8) poison damage and become poisoned for 1 minute.
>
>***Infernal Stigma (Costs 3 Legendary Actions).*** Kholzourl makes an infernal flail attack against a creature within 5 feet of him. On hit, the attacked creature must succeed on a DC 15 Charisma saving throw, or fiery tendrils sprout form the target and surround it for 1 minute. Any creature other than Kholzourl that enters the area within 5 feet of the affected creature takes 5 (1d10) fire damage as tendrils lash out. The creature can repeat its saving throw at the end of each of its turns.
Lesser Factions: New Neverwinter
and Beyond
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\page
> **Kholzourl Variant: Devil Summoning**
***Summon Devil (Recharges after a Short or Long Rest).*** If Kholzourl is within 30 feet of the Asmodeus Shrine of Sacrilege, he can summon a single devil. Roll d100. 1-40: Spined Devil, 41-80: Bearded Devil, 80-100: Barbed Devil.
A summoned devil appears in an unoccupied space within 60 feet of Kholzourl, acts as an ally of Kholzourl, and can't summon other devils. It remains for 1 minute, until it or Kholzourl dies, or until Kholzourl dismisses it as an action.
## Nimor Ironvice
Inconspicuous, quick-witted duergar is something that can be said about Nimor. He is as quick on his feet as he is decisive when it comes to improving his quality of life. He never let's an opportunity to go to waste, always looks after his own good in first place, and never looks back on whatever deeds he had chosen to commit.
***Lucrative yet Dangerous Deal.*** Nimor always felt that he needs to look after his own prosperity and that having initiative is one of the most important qualities of a successful entrepreneur. Ever since his discovery — a secret tunnel leading to the surface — he set on a number of reasonable short explorations into the area. One day, he met his current benefactor: Mordai Vell. He realised that the tiefling is a fellow worshiper of Asmodeus, and during conversation he found out about Ashmadai. They stroke a deal, of course, and now Nimor steals the rare meteoric substance, hellthorn, and trades with Mordai, charging him exaggerated prices. Nimor is quite aware that Vell attempts to tail him in hopes of leading him right back to the source of his product, but he easily managed to loose him way before they even approached Mount Hotenow, ensuring the safety of his secret. The coin is good, yet Nimor knows well that if Kholzourl the Fire Speaker, leader of his duergar community, found out about his little project, he would end up being tortured publicly and maybe even executed, eventually.
Credits: Wizards of the Coast
___
> ## Nimor Ironvice
>*Medium humanoid (dwarf), chaotic/lawful evil*
> ___
> - **Armour Class** 16 (chain mail)
> - **Hit Points** 52 (8d8 + 16)
> - **Speed** 25 ft.
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|19 (+4)|16 (+3)|14 (+2)|10 (0)|16 (+3)|8 (-1)|
>___
> - **Skills** Deception +6, Perception, Persuasion, Survival +5
> - **Damage Resistances** fire, poison
> - **Senses** darkvision 60 ft., passive Perception 15
> - **Languages** Common, Deep Speech, Dwarvish
> - **Challenge** 2 (450 XP)
> ___
>***Duergar Resilience.*** Nimor has advantage on saving throws against poison, spells, and illusions, as well as to resist being charmed or paralyzed.
>
>***Sunlight Sensitivity.*** While in sunlight, Nimor has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
>
> ### Actions
>
>***Multiattack.*** Nimor makes two maul attacks.
>
>***Maul.*** *Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. *Hit:* 11 (2d6 + 4) bludgeoning damage, or 15 (3d6 + 4) piercing damage while enlarged..
>
>***Javelin.*** *Melee or Ranged Weapon Attack:* +6 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 7 (1d6 + 4) piercing damage, or 11 (2d6 + 4) piercing damage while enlarged.
>
>***Enlarge (Recharges after a Short or Long Rest).*** For 1 minute, Nimor magically increases in size, along with anything he is wearing or carrying. While enlarged, Nimor is Large, doubles his damage dice on Strength-based weapon attacks (included in the attacks), and makes Strength checks and Strength saving throws with advantage. If Nimor lacks the room to become Large, he attains the maximum size possible in the space available.
>
>***Invisibility (Recharges after a Short or Long Rest).*** Nimor magically turns invisible until he attacks, casts a spell, or uses his Enlarge, or until his concentration is broken, up to 1 hour (as if concentrating on a spell). Any equipment Nimor wears or carries is invisible with him.
Lesser Factions: New Neverwinter
and Beyond
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\page
# Iliyanbruen Eladrin
## Emrae Firesky
Despite her quiet and cold demeanor, Emrae passion for her convictions ignites like a sky at dusk, painting it crimson red. Together with Olirien Mistcrown, Merissara's second-in-command, she agitates for more bloodshed, craving to punish those who desecrated the ancient ruins of their city, but also to wrestle the surrounding land from the hands of the Neverwinter region current occupants.
***Spiritual Influence.*** Emrae is the highest ranking priestess of Corellon Larethian, and together with a number of fellow clerics she runs the only temple in the outpost — the Temple of Leaves. The shrine within the temple is a living hedged, carefully tended and shaped to support the weight of holy texts and icons. All the services are devoted to Corellon, and the priests frequently come together, to pray for the success and safety of the eladrin who set off to reclaim the ruins of Illefarn, but also to spell ill-fate on those who are their enemies.
Despite the fact that New Sharandar is a military outpost, priests are recognised as leaders and hold nearly equal authority over the community as officers do. Emrae uses that influence and passionately supports Olirien Mistcrown’s faction, which seeks vengeance against the entire Neverwinter region.
Credits: Richard Falla
___
___
> ## Emrae Firesky
>*Medium fey (elf), chaotic neutral*
> ___
> - **Armour Class** 18 (*chain mail, shield*)
> - **Hit Points** 97 (13d8 + 39)
> - **Speed** 30 ft.
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|11 (+0)|10 (+0)|16 (+3)|18 (+4)|17 (+3)|13 (+1)|
>___
> - **Damage Resistances** cold; bludgeoning, piercing, and slashing from nonmagical attacks
> - **Skills** Madicine +7, Persuasion +5, Religion +8
> - **Senses** darkvision 60 ft., passive Perception 13
> - **Languages** Common, Elvish, Sylvan
> - **Challenge** 9 (5,000 XP)
> ___
>***Fey Ancestry.*** Magic can't put Emrae to sleep.
>
>***Fey Step (Recharge 4-6).*** As a bonus action, Emrae can teleport up to 30 feet to an unoccupied space she can see. Additionally, before she teleports, one creature of her choice that she can see within 5 feet of her must succeed on a DC 13 Wisdom saving throw or be frightened of her until the end of her next turn.
>
>***Innate Spellcasting.*** The Emrae’s innate spellcasting ability is Intelligence (spell save DC 16). She can innately cast the following spells, requiring no material components:
>
> ###### At will: *fog cloud, gust of wind*
> ###### 1/day each: *cone of cold, ice storm*
>
>***Magic Resistance.*** Emrae has advantage on saving throws against spells and other magical effects.
>
>***Spellcasting.*** Emrae is a 9th-level spellcaster. Her spellcasting ability is Wisdom (spell save DC 15, +7 to hit with spell attacks). She has the following cleric spells prepared:
> ###### Cantrips (at will): *mending, sacred flame, spare the dying, toll the dead*
> ###### 1st level (4 slots): *divine favor, guiding bolt, healing word, shield of faith*
> ###### 2nd level (3 slots): *lesser restoration, magic weapon, silence, spiritual weapon, zone of truth*
> ###### 3rd level (3 slots): *beacon of hope, crusader’s mantle, dispel magic, revivify, spirit guardians, sending*
> ###### 4th level (3 slots): *banishment, freedom of movement, control water, stoneskin*
> ###### 5th level (1 slot): *flame strike, mass cure wounds, hold monster*
>
> ### Actions
>***Multiattack.*** Emrae makes two weapon attacks.
>
>***Longsword.*** *Melee Weapon Attack*: +4 to hit, reach 5 ft., one target. *Hit*: 4 (1d8) slashing damage or 5 (1d10) slashing damage if used with two hands.
>
> ### Reactions
>***Frigid Rebuke.*** When Emrae takes damage from a creature she can see within 60 feet of it, Emrae can force that creature to succeed on a DC 16 Constitution saving throw or take 11 (2d10) cold damage.
>
>***Guided Strike (Recharges after a Short or Long Rest).*** Emrae grants a +10 bonus to an attack roll made by itself or another creature within 30 feet of it. Emrae can make this choice after the roll is made but before it hits or misses.
Lesser Factions: New Neverwinter
and Beyond
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\page
## Merrisara Winterwhite
When the Spellplague shook Toril, the Feywild slipped into alignment with it once more. Iliyanbruen eladrin crossed the Planes to reclaim their ancestral roots. The portal led them to the unnerving forest, the Neverwinter Wood, were dark fey already awaited. After they successfully driven their foes out, eladrin set up a military outpost on both sides of the planar crossing and named it New Sharandar, after their fallen kingdom capital.
***Restoring Past, Preserving Peace.*** The eladrin set off from their outpost to the nearby ancient ruins from the ages past, only to find them ravaged by intruders, nature and time. Now, they wish to restore the long lost city and punish those who defiled it. Their leader is a charismatic fey knight, second to none in her swordship prowess and tactical insight, however, she puts diplomacy and peaceful measures above all else. Merrisara agrees that the thieves, trespassers and ravagers deserve their wrath and punishment, but she also understands that a lot of time had passed and the land no longer belongs to their kingdom, thus finding way to coexist with local people is the key — not everyone is the enemy. Unfortunately, not all of her subordinates share her calmer attitude. For now, Merrisara and a handful of her faithful lieutenants managed to keep the bulk of the violent eladrin forces in check. Nevertheless, those who approach new eladrin territories are often attacked, and the time may come when Merissara is no longer able to contain the violent faction's influence, and becomes forced to take actions she would rather not even think about.
Credits: Gal Or
#### Thorn of the Wild
Longsword, epic (requires attunement)
*The hilt of this longsword is wrapped by fresh vines with small leaves and spikes, which regrow naturally if damaged.*
This weapon provides +1 bonus to attack and damage rolls.
**Forest Walk.** You ignore difficult terrain if that terrain is the result of trees, underbrush, plants, or natural growth.
***Plant Affinity.*** You have advantage on saving throws against plant-related spells, such as *entangle* and* grasping vine*.
**Spirit of the Wild.** *Thorn of the Wild* holds 6 charges. As an action, you can expend one of its charges to cast *entangle*, three charges to cast *plant growth*, four charges to cast *guardian of nature* (the Great Tree option only), or six charges to cast *wall of thorns*. The weapon regains 1d3 charges at dawn.
___
> ## Merrisara Winterwhite
>*Medium fey (elf), neutral*
> ___
> - **Armour Class** 20 (studded leather, shield)
> - **Hit Points** 93 (17d8 + 17)
> - **Speed** 30 ft.
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|18 (+4)|22 (+6)|13 (+1)|14 (+2)|13 (+1)|16 (+3)|
>___
> - **Saving Throws** Dex +10, Con +5, Wis +5
> - **Damage Resistances** bludgeoning, piercing, and slashing from nonmagical attacks
> - **Skills** Athletics +8, Deception +7, Nature +6, Perception +5
> - **Senses** darkvision 60 ft., passive Perception 15
> - **Languages** Common, Elvish, Sylvan
> - **Challenge** 10 (5,900 XP)
> ___
>
>***Fey Ancestry.*** Magic can't put Merrisara to sleep.
>
>***Fey Step (Recharge 4-6).*** As a bonus action, Merrisara can teleport herself up to 30 feet to an unoccupied space she can see. Immediately after she appears, up to two creatures of her choice that she can see within 10 feet of her must succeed on a DC 15 Wisdom saving throw or be charmed by her for 1 minute, or until she or her companions deal any damage to it.
>
>***Feywild Tactics.*** Merrisara's fey allies can score critical hit on rolls of 19–20 while they remain within 30 feet from her, can see or hear her, and she isn't incapacitated.
>
>***Innate Spellcasting.*** Merrisara’s innate spellcasting ability is Charisma (spell save DC 15). She can innately cast the following spells, requiring no material components:
>
> ###### At will: *calm emotions, sleep*
> ###### 3/day each: *cure wounds (as 5th level), lesser restoration*
>
>***Magic Resistance.*** Merrisara has advantage on saving throws against spells and other magical effects.
>
> ### Actions
>***Multiattack.*** Merrisara makes two weapon attacks.
>
>***Thorn of the Wild.*** *Melee Weapon Attack*: +9 to hit, reach 5 ft., one target. *Hit*: 9 (1d8 + 5) slashing damage or 10 (1d10 + 5) slashing damage if used with two hands, plus 18 (4d8) psychic damage, and the target must succeed on a DC 16 Dexterity saving throw or become restrained by vines for 1 minute. A restrained target can use an action to make a DC 16 Strength (Athletics) or Dexterity (Acrobatics) check, ending the effect on itself on a success.
>
> ### Reactions
>***Peaceful Measures.*** When Merrisara's ally within 60 feet of her is hit by an attack, she magically causes the attack to miss, provided she can see the attacker.
Lesser Factions: New Neverwinter
and Beyond
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\page
## Addemios Three-Dawn
A close assistant to the head priestess of Corellon of the Temple of the Leaves in the New Sharandar, Emrae Firesky, Addemios enjoys the smokescreen she provides with her fervent engagement in and support of the eladrin’s faction believing violence and vengeance to be their solution and path of dealing with dwellers of Neverwinter area. In the meantime, Addemios indulges in venerating dark powers and pulls many others of his kin right into hungry embraces of this miazma.
***Malevolent Intrigues.*** Addemios is darkly handsome, charismatic and well-regarded, even more so since he directed his devotion towards the sinister deity, as if Prince of Evil left a kiss of dark prosperity on his forehead. Secretly holding occult meeting and prayers in the hidden cellar below the priest’s dormitory, he and his followers minds are poisoned with Amodeus whispers full of promises of powers and influence, enticing them to sow feelings of aggression among their kin, and to spark violent actions against the Neverwinter region to distract the enemies of their patron from Ashmadai activities and the duergar, and to give the Lord of Nessus a foothold over the area of the Feywild around New Sharandar. Addemios decided to cooperate with the dark fey who were initially driven away from the portal by eladrin, and who ever since spied on their outpost, remaining hidden in the nearby woods. Since then, they managed to infiltrate New Sharandar and snuck into the mortal realm, lead by a coven of hags. Despite their cooperation with Addemios, their primary loyalty lies with a fomorian king.
Credits: SKtneh
___
> ## Addemios Three-Dawn
>*Medium fey (elf), lawful evil*
> ___
> - **Armour Class** 16 (chain armour)
> - **Hit Points** 78 (12d8 + 24)
> - **Speed** 30 ft.
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|12 (+1)|18 (+4)|15 (+2)|15 (+2)|11 (+0)|18 (+4)|
>___
> - **Saving Throws** Wis +3, Cha +7
> - **Damage Resistances** bludgeoning, piercing, and slashing from nonmagical attacks
> - **Skills** Arcana +5, Deception +7, Perception +3, Persuasion +7, Religion +5
> - **Senses** darkvision 60 ft., passive Perception 13
> - **Languages** Abyssal, Common, Elvish, Sylvan
> - **Challenge** 7 (2,900 XP)
> ___
>***Dark One's Own Luck (Recharges after a Short or Long Rest).*** When Addemios makes an ability check or saving throw, he can add a d10 to the roll. He can do this after the roll is made but before any of the roll's effects occur.
>
>***Devil's Sight.*** Magical darkness doesn't impede Addemios's darkvision.
>
>***Fey Ancestry.*** Magic can't put Addemios to sleep.
>
>***Fey Step (Recharge 4-6).*** As a bonus action, Addemios can teleport up to 30 feet to an unoccupied space he can see, and as he appears, he immediately deals 4 fire damage to each creature of his choice that he can see within 5 feet of him.
>
>***Magic Resistance.*** Addemios has advantage on saving throws against spells and other magical effects.
>
>***Spellcasting.*** Addemios is an 8th-level spellcaster. His spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). He regains his expended spell slots when he finishes a short or long rest. He knows the following warlock spells:
> ###### Cantrips (at will): *eldritch blast, fire bolt, friends, mage hand, minor illusion, prestidigitation, shocking grasp*
>
> ###### 1st-4th level (2 4th-level slots): *arcane eye, burning hands, hellish rebuke, magic circle, scorching ray, stinking cloud, suggestion, wall of fire*
>
> ### Actions
>***Multiattack.*** Addemios makes two weapon attacks.
>
>***Shortsword.*** *Melee or Ranged Weapon Attack*: +7 to hit, reach 5 ft., range 20/60 ft., one target. *Hit*: 7 (1d6 + 4) piercing damage plus 4 (1d8) fire damage.
>
> ### Reactions
>***Parry.*** Addemios adds 3 to its AC against one melee attack that would hit it. To do so, Addemios must see the attacker and be wielding a melee weapon.
Lesser Factions: New Neverwinter
and Beyond
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\page
## Olirien Mistcrown
If one ever asked Olirien about a satyr’s frivolous debauchery, a nymph’s infatuating beauty, a dryad’s promise of unbridled pleasure, or a pixie’s whimsical tricks, he would tell one all about it, and even more so: he would be delighted to present it himself, if the company was worth it. Thus, among his own kin he is regarded as the one who knows all about the bliss, leisure and delight, yet, he is also highly respected as a skilled lieutenant and many would eagerly follow his lead blindly, if the need arose.
***Instigating Violence.*** Despite his cheerful demeanor, Olirien’s temper is quite hot when it comes to his own kin, their heritage and those who dare to trespass, and do harm to, both, eladrin and their creations. He is highly empathetic to those who are close to him, but, at the same time, it allows him to find the most callous ways to deal with those he regards as strangers — he found ways to turn laughter and dance against his enemies, especially if served in excessive amounts.
For those who steal from ruins he seeks punishment, for those who desecrate the ancient Illefarni sites he spells suffering, and for those who extinguish the light of life of his kin he holds nothing but a painful death. His attitude resonates well among overwhelming number of eladrin who feel violated by the order they encountered after their arrival in the North. As Merissara’s second-in-command, his word carries weight and influence, and so he presses her to take decisive, combatant actions against their enemies — for Olirien, it means all inhabitants of the Neverwinter region.
***Wounded Heart.*** Olirien wasn’t always this eager to aggression and craving for vengeance. The bitterness sipped into his heart, when it was torn open with a pain of a loss of his loved one. Eladrin suffered losses while chasing away dark fey from the portal, causing morale to fall and many minds to succumb to sorrow, however, it was the death of a fellow soldier—he was Mistcrown’s lover—in the first days of establishing the outpost, which made him see red. And he continous ever since, hoping, no, craving, to find the unknown enemies who are responsible of this.
Credits: Anna Helme
___
> ## Olirien Mistcrown
>*Medium fey (elf), neutral*
> ___
> - **Armour Class** 16 (studded leather)
> - **Hit Points** 105 (14d8 + 42)
> - **Speed** 30 ft.
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|12 (+1)|18 (+4)|15 (+2)|17 (+3)|11 (+0)|15 (+2)|
>___
> - **Damage Resistances** bludgeoning, piercing, and slashing from nonmagical attacks
> - **Skills** Deception +5, Perception +3, Persuasion +5
> - **Senses** darkvision 60 ft., passive Perception 13
> - **Languages** Common, Elvish, Sylvan
> - **Challenge** 7 (2,900 XP)
> ___
>***Fey Ancestry.*** Magic can't put Olirien to sleep.
>
>***Fey Step (Recharge 4-6).*** As a bonus action, Olirien can teleport himself or a willing creature he can touch within 5 feet of him, up to 30 feet to an unoccupied space he can see.
>
>***Innate Spellcasting.*** The eladrin’s innate spellcasting ability is Charisma (spell save DC 16). It can innately cast the following spells, requiring no material components:
>
> ###### At will: *charm person, Tasha’s hideous laughter*
> ###### 3/day each: *confusion, enthrall, sleep, suggestion*
> ###### 1/day each: *hallucinatory terrain, Otto’s irresistible dance*
>
>***Magic Resistance.*** Merrisara has advantage on saving throws against spells and other magical effects.
> ### Actions
>
>***Multiattack.*** Olirien makes two weapon attacks. Olirien can cast one spell in place of one of these attacks.
>
>***Quarterstaff.*** *Melee Weapon Attack*: +7 to hit, reach 5 ft., one target. *Hit*: 8 (1d6 + 5) bludgeoning damage, or 9 (1d8 + 5) bludgeoning damage if used with two hands, plus 4 (1d8) psychic damage.
>
>***Longbow.*** Ranged Weapon Attack: +7 to hit, range 150/600 ft., one target. Hit: 7 (1d8 + 3) piercing damage plus 4 (1d8) psychic damage.
>
> ### Reactions
>
>***Lucid Dream.*** When a creature targets Olirien with an attack or spell, he can beguile its mind with an oniric reality. The creature must succeed on a DC 16 Wisdom saving throw or the attack or spell against Olirien either target an ally of the attacker within 30 feet of him or miss (Olirien's choice). The effect lasts until the start of his next turn. Undead and constructs are immune to this effect.
Lesser Factions: New Neverwinter
and Beyond
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\page
# Netherese and the Gray Wolf Tribe:
# Notable NPCs & Monsters
\page
## Clairburnus Tanthul, the Prince of Shade
***Human Face, Shade Heart.*** Clairburnus Tanthul is one of the twelve princes of Shade, a powerful and influential figure in Netheril, who have held power since before the fall of the First Empire. He used to be notorious of being the youngest captain in the Thultanthar’s military, causing some gossips to arise regarding his rapid rise due to his noble birth, although his followers always recognised his martial prowess and strategic leadership. He is also known to be the most human among the shade, however, it does not make him any less shade. He is said never to show emotion on his smooth, ageless face, or in his toneless whispering voice, at the same time, he has an uncanny insight and is an adept manipulator of others’ emotions. He is cruel and unforgiving, without neither honour nor virtue. Clairburnus finds deception as equal to might in any contest, so he breaks oaths and promises as effortlessly as he blinks. The prince exudes natural charisma and can put on a mask of tact and charm to obscure the emotionless soul beneath. His favourite weapon is a glaive called *Gloom Crescent*, and his personal sigil bears a gold star outlined in black on a midnight blue field.
***Uncanny Mastermind.*** Clariburnus Tanthul is in charge of Shadovar operations in New Neverwinter, leading Netherese in an attempt to restore the First Enclave, Xinlenal, and the first Mythallar, to Toril. Before Mount Hotenow eruption, he would try to take control of Neverwinter itself, however after success on his behalf by Herzgo Alegni, his heir, Effron, refused to hold the city plunging it into disarray, and forcing Clariburnus to tend to it on his own. Alas, it was too late for that as Dagult Neverember had already entered New Neverwinter and Shadovar-Thay war was in full motion, and Waterdeep would force the Prince of Shade to retreat and once again secure Neverwinter Wood around Xinlenal. Clairburnus began search for Ioulaum, an ancient Netheril wizard who used to live in the First Enclave, as he believed the mage to be still alive. He has also forged alliance with the Gray Wolf tribe, using them as cannon fodder and guerrilla force to hinder Thay, even though he has secretly plundered one of the Uthgardt's sacred sites, Morgur’s Mound, for magical relics. He needs items charged with arcane energy to restore the might of Mythallar by feeding their residuum to it. He place Orthinos Eln, a priest of Shar, in charge of overseeing the excavations of Xinlenal, putting hundreds of shades, humans, Shadar-kai, undead and constructs to work.
Clairburnus does not fear Valindra Shadowmantle and often throws his forces at hers, wanting to close the Shadowfell portal inside the Dread Ring and end Thayan presence in Shadowfell. To that end he has sent Mythallar of Kolthunral to invade the city of Surcross and tie most of the enemy forces on that battlefield.
___
___
> ## Clariburnus Tanthul
>*Medium humanoid (shade), lawful evil*
> ___
> - **Armour Class** 19 (*studded leather +1*)
> - **Hit Points** 97 (13d8 + 39)
> - **Speed** 35 ft.
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|18 (+4)|22 (+6)|16 (+3)|15 (+2)|13 (+1)|20 (+5)|
>___
> - **Saving Throws** Dex +10, Wis +5, Cha +9
> - **Skills** Acrobatics +10, Arcana +6, Deception +9, History +6, Persuasion +5, Perception +5, Stealth +14
> - **Senses** blindsight 60 ft., darkvision 120 ft., passive Perception 15
> - **Languages** Common
> - **Challenge** 11 (7 200 XP)
> ___
>***Benighted Presence.*** All bright light within 30 feet from Clariburnus is treated as dim light.
>
>***Legendary Resistance (3/Day).*** If Clariburnus fails a saving throw, he can choose to succeed instead.
>
>***Regeneration.*** Clariburnus regains 15 hit points whenever he starts his turn and has at least 1 hit point. When he takes radiant damage, his regeneration does not function on his next turn.
>
>***Shadow Stealth.*** While in dim light or darkness, Clariburnus can take the Hide action as a bonus action.
>
>**Shadow Stride.** As a bonus action, Clariburnus teleports up to 30 feet to an unoccupied space he can see. If, both, the space he teleports from an the space he teleports to are in dim light or darkness, he can teleport up to 60 feet, instead.
>
> ### Actions
> ***Multiattack.*** Clariburnus makes two attacks.
>
> ***Gloom Crescent.*** *Melee Weapon Attack:* +11 to hit, reach 5 ft., one target. *Hit*: 12 (1d10 + 7) slashing damage plus 3 (1d6) necrotic damage, or if the target is undead it deals 7 (2d6) necrotic damage instead.
>
> ### Legendary Actions
Clariburnus can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time, and only at the end of another creature’s turn. Clariburnus regains spent legendary actions at the start of his turn.
>
>**Move.** Clariburnus moves up to his speed without provoking opportunity attacks.
>
>**Severing Shadows (Costs 2 Actions).** Clariburnus attacks up to three creatures he can see within 30 feet of him, making separate attacks against each one, and then he teleports to an unoccupied space he can see within 5 feet of one of his targets. Each creature damaged by this attack must make a DC 15 Constitution saving throw or gain one level of exhaustion.
>
>**Felled by Night (Costs 3 Actions).** Clariburnus commands the shadows to assault a creature that he can see within 30 feet of him and force it into a demiplane filled with shadows. The target must make a DC 17 Charisma saving throw, taking 22 (4d10) necrotic damage on a failed save and disappears within the demiplane, remaining there for as long as Clariburnus concentrates or uses this ability again. On a successful save, the target takes half damage.
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\page
#### Gloom Crescent
Glaive, epic (requires attunement)
*This glaive appears to siphon light away from its surroundings and replaces it with a gloomy aura of hopelessness. *
This weapon provides +3 bonus to attack and damage rolls and deals an additional 3 (1d6) necrotic damage. If the target is undead, it deals 7 (2d6) necrotic damage instead.
Hit Points lost to this weapon’s damage can be regained only through a short or long rest, rather than by regeneration, magic, or any other means.
Once per turn, when you hit a creature with an attack using Gloom Crescent, you can wound the target. At the start of each of the wounded creature’s turns, it takes 2 (1d4) necrotic damage for each time he wounded it, and it can then make a DC 15 Constitution saving throw, ending the effect of all such wounds on itself on a success. Alternatively, the wounded creature, or a creature within 5 feet of it, can use an action to make a DC 15 Wisdom (Medicine) check, ending the effect of such wounds on it on a success.
**Fear of Night.** Gloom Crescent holds 3 charges. As an action, you can expand one of its charges to cast *cause fear* or three charges to cast *fear*. The weapon regains 1d3 charges at midnight.
Credits: Keaton CannadyCredits: Hellstern
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## Orthinos Eln
Upon Netherese return to Xinlenal, the highest priority became rebuilding a shrine for the goddess Shar, the Cathedral of Night, the process of which Orthinos headed himself. Even though the exterior is as damaged as any other structure in the vicinity, its interior had been carefully tended to — its lined in onyx and jet stone and enveloped in an unnatural shadow. Orthinos Eln spends most of his time there, either praying, planning logistics or communing with Prince Clariburnus.
**On Prince Behalf.** While the shade prince is occupied with his many intrigues and hunt for relics and magic, he entrusted Eln with overseeing the Xinlenal's excavations and repair. Second only to prince himself, Orthinos is a natural leader, strong-willed and sharp-minded, and bestowed with many favours by the Nightsinger, and so the operation proceeds smoothly, despite certain setback related to unintentional weakening of the mythallar caused by one of Korvina's subordinates.
**Wary of the Devil.** From among all parties involved in the activities in the region, Orthinos decided to pay particular attention to Ashmadai movements, since Prince Clariburnus decided to disregard them as Thayan's minions not worth a second thought. Eln suspects the devil worshippers have their own agenda, so he had dispatched personal agents to Neverwinter to investigate, before he raises the topic with the prince, again.
Credits: Paizo Publishing, LLC (Artist: Eric Belisle)
___
___
> ## Orthinos Eln
>*Medium humanoid (shade), lawful evil*
> ___
> - **Armour Class** 18 (chainmail, shield)
> - **Hit Points** 81 (18d8)
> - **Speed** 30 ft.
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|15 (+2)|10 (0)|11 (0)|14 (+2)|19 (+4)|16 (+3)|
>___
> - **Saving Throws** Con +4, Wis +8
> - **Skills** Deception +7, Insight +8, Persuasion +7, Religion +6, Stealth +4
> - **Senses** darkvision 60 ft., passive Perception 15
> - **Languages** Common
> - **Challenge** 9 (5,000 XP)
> ___
>***Regeneration.*** Orthinos regains 10 hit points whenever he starts his turn and has at least 1 hit point. When he takes radiant damage, his regeneration does not function on his next turn.
>
>***Shadow Stealth.*** While in dim light or darkness, Orthinos can take the Hide action as a bonus action.
>
>***Shadow Stride.*** As a bonus action, Orthinos can teleport up to 20 feet to an unoccupied space he can see. Both, the space he teleports from and to, must be in dim light or darkness.
>
>***Spellcasting.*** Orthinos is a 10th-level spellcaster. His spellcasting ability is Wisdom (spell save DC 16, +8 to hit with spell attacks). Orthinos has the following cleric spells prepared:
>
> ###### Cantrip (at will): chill touch, minor illusion, thaumaturgy, toll the dead
> ###### 1st level (4 slots): charm person, command, disguise self, inflict wounds, sanctuary
> ###### 2nd level (3 slots): blindness/deafness, hold person, mirror image, silence
> ###### 3rd level (3 slots): animate dead, blink, dispel magic
> ###### 4th level (3 slots): banishment, death ward, dimension door
> ###### 5th level (2 slots): dominate person, modify memory, scrying
>
> ### Actions
>
>***Morningstar.*** *Melee Weapon Attack:* +7 to hit, reach 5 ft., one target. *Hit:* 6 (1d8 + 2) bludgeoning damage plus 4 (1d8) poison damage.
>
>***Cloak of Shadows.*** Orthinos becomes invisible until the end of his next turn or until he attacks or casts a spell.
>
>***Deceitful Duplicate (1/Day).*** Orthinos creates a perfect illusion of himself that lasts for 1 minute, or until he loses his concentration (as if he was concentrating on the spell). The illusion appears in an unoccupied space that Orthinos can see within 30 feet of it. As a bonus action on its turn, Orthinos can move the illusion up to 30 feet to a space he can see, but he must remain within 120 feet of it.
>
>For the duration, Orthinos can cast spells as though he was in the illusion's space, but Orthinos must use its own senses. Additionally, when both Orthinos and his illusion are within 5 feet of a creature that can see the illusion, Orthinos has advantage on attack rolls against that creature, given how distracting the illusion is to the target.
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\page
## Korvina, Shadar-kai Shadow Witch
Korvina is the mother of a tremendous machine consisting of magic, metal and stone, called the Web of Stone. Its roughly-shaped rings, connected by dozens of bridges and platforms, swarm with live and constructed workers alike who repair buildings and streets below. The shadar-kai witch overlooks their efforts and fulfills her own duties, such as casting various spells from atop of the web ring.
**Fatal Miscalculation.** The mythal of Xinlenal waned over centuries, however, Korvina stumbled upon its magic's lingering influence and assumed that she could create her floating masterpiece, Web of Stone, with its help. Her predictions proved to be correct, although, she didn't take into account that, in the process, it would also drain power from Xinlenal's already severely damaged mythallar. A sharp-minded individual she is, she managed to keep her culpability unknown, or so she thinks, to everyone but herself — after all she greatly weakened what she was ordered to restore. Nothing provides better smoke cover than the scapegoat to blame, so she had offered prince Clariburnus one of her fellow shadar-kai, Qalthus, with whom she was working on the restorations. Of course, she was greatly relieved to see him exiled and leave without too much of an attempt to challenge her claim. Thanks to the circumstances, the risk of further investigation and revealing her involvement had been fended off, seemingly, for good.
Credits: E9ART APPLE
___
> ## Korvina, Shadow Witch
>*Medium humanoid (elf), neutral*
> ___
> - **Armour Class** 15 (studded leather)
> - **Hit Points** 77 (14d8 + 14)
> - **Speed** 30 ft.
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|13 (+1)|16 (+3)|13 (+1)|17 (+3)|12 (+1)|19 (+4)|
>___
> - **Saving Throws** Dex +6, Int +6, Cha +7
> - **Skills** Acrobatics +6, Arcana +6, Religion +6, Stealth +6
> - **Damage Immunities** necrotic
> - **Condition Immunities** charmed, exhaustion
> - **Senses** darkvision 60 ft., passive Perception
> - **Languages** Common, Elvish
> - **Challenge** 6 (2,300 XP)
> ___
>
>***Fey Ancestry.*** Magic can't put Korvina to sleep.
>
>***Innate Spellcasting.*** Korvina's innate spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). She can innately cast the following spells, requiring no material components:
> ###### At will: *chill touch, detect magic, minor illusion*
> ###### 3/day each: *bestow curse, sanctuary, witchbolt*
> ###### 1/day each: *confusion, feign death, demiplane, ice storm, shadow blade, shadow of moil, speak with dead, spiritual weapon*
>
> ### Actions
>
>***Blackfire Touch.*** *Melee Spell Attack:* +6 to hit, reach 5 ft., one creature. *Hit:* 7 (1d6 + 4) fire damage plus 7 (1d6 + 4) necrotic damage.
>
>***Beshadowed Mind (Recharge 4-6).*** A creature of Korvina's choice that she can see within 60 feet her must make a DC 14 Wisdom saving throw. On a failed save, the creature takes 11 (3d6) necrotic damage, and becomes blinded for 1 minute. It can repeat the saving throw at the end of each of its turns.
>
> ### Reactions
>
> ***Misty Escape (Recharges after a Short or Long Rest).*** When Korvina takes damage, she turns invisible and teleports up to 60 feet to an unoccupied space she can see. She remains invisible until the start of her next turn or until she attacks or casts a spell.
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\page
## Ulrukan, Shade Slaver
Ulrukan oversees the Womb of Stone, a floorless structure made so for the easy access to earth, where thaalud constructors are being created, since Netherese arrival at Xinlenal.
**Slavemaster.** Ulrukan had lost his left hand and leg long time ago, combating creatures of Shadowfell, but earned replacements, which are of animated stone.
He has quiet disposition, and exudes an aura of obedience, so that he needs to put a minimal effort into keeping his subordinates in line — often his single look is enough. No small assistance in executing obedience and ensuring deference provides the ill reputation surrounding his whip, Scourge, as a single cut can immobilize even the mightiest being in place.
**Secrets' Collector.** He is as ruthless and brutish when faced with insubordination as he is calm and quiet while enjoying observations of dynamics among individuals, which allows him to learn more about them than meets the eye. His most savoured and worrying piece of information is the truth behind weakening of Xinlenal's mythallar. He detected the strain Korvina's magic caused upon creating the Web of Stone, however, he decided to keep it to himself. Now, he wonders how to best make use of this secret, without giving away that he knew the truth all along but didn't say a word.
#### Disheartener
Whip, rare (requires attunement)
*The slithering shape of this long, dark whip is as menacing to sight as its sharpness is to touch. Whenever light reflects of its surface, it appears crimson, and it leaves bodies of those it wounds locked in place.*
This weapon provides +1 bonus to attack and damage rolls.
When you hit a creature with this weapon, it must succeed on a DC 15 Constitution saving throw or become restrained for 1 minute and you can use your bonus action to pull the creature 5 feet closer to you or knock it prone. The restrained creature can repeat its saving throw at the end of each of its turns.
Hit Points lost to this weapon’s damage can be regained only through a short or
long rest, rather than by regeneration, magic, or any other means.
___
> ## Ulrukan, Shade Slaver
>*Medium humanoid (shade), neutral*
> ___
> - **Armour Class** 15 (studded leather)
> - **Hit Points** 88 (16d8 + 16)
> - **Speed** 30 ft.
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|17 (+3)|16 (+3)|12 (+1)|10 (0)|13 (+1)|14 (+2)|
>___
> - **Skills** Athletics +9, Intimidate +6, Perception +4, Stealth +6
> - **Senses** darkvision 60 ft., passive Perception 14
> - **Languages** Common
> - **Challenge** 5 (1,100 XP)
> ___
>***Brute.*** A melee weapon deals one extra die of its damage when Ulrukan hits with it (included in the attack).
>
>***Regeneration.*** Ulrukan regains 10 hit points whenever he starts his turn and has at least 1 hit point. When he takes radiant damage, his regeneration does not function on his next turn.
>
>***Shadow Stealth.*** While in dim light or darkness, Ulrukan can take the Hide action as a bonus action.
>
>***Shadow Stride.*** As a bonus action, Ulrukan can teleport up to 20 feet to an unoccupied space he can see. Both, the space he teleports from and to, must be in dim light or darkness.
>
> ### Actions
>
>***Multiattack.*** Ulrukan makes two melee attacks, only one of which can be a dishartener (whip) attack.
>
>***Mace.*** *Weapon Melee Attack:* +6 to hit, reach 5 ft., one creature. *Hit:* 12 (2d8 + 3) piercing damage.
>
>***Dishartener.*** *Weapon Melee Attack:* +7 to hit, reach 10 ft., one creature. *Hit:* 9 (2d4 + 4) slashing damage plus 3 (1d6) fire damage. If the target is a creature it must succeed on a DC 15 Constitution saving throw or become restrained for 1 minute and Ulrukan can use his bonus action to pull the creature 5 feet closer to himself or knock it prone. The restrained creature can repeat its saving throw at the end of each of its turns.
>
> ### Reactions
>
>***Unyielding.*** When Ulrukan is subjected to an effect that would move him, knock him prone, or both, he can use his reaction to be neither moved nor knocked prone.
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\page
## Ormshas, the Shadowkeeper
Not many creatures would feel at ease among the Gray Wolf tribe, and even more so, not many creatures would make Uthgardt barbarians feel uncomfortable and unnerved, yet Ormshas is exactly that kind of being.
**Creeper's Little Hut.** Many may have heard cautionary tales of lone huts, houses and buildings where some sort of inviting yet dark, hungry power or resident may dwell, awaiting its prey, and those stories should extend to shadowkeeper's huts, which doors are but a inconspicuous portals into realm of the worst nightmares. Inside, there are skulls with little light wandering within their hollow eye sockets, trailing any living being that dares to visit the premises. Bones hang from the walls and litter the floor like a intricate divan of far lands would do. Every shadow in this disturbing edifice is in fact quite sentient and, not necessarily living, but enjoy the state of undeath — and, both, shades and wraiths, are at Ormshas command when it comes to quietly eliminate disidents among the Gray Wolf who would like to go back on their alliance with Netherese.
**Hidden Motives.** Ormshas presence in Vellosk serves, seemingly, sustaining communication between the Gray Wolf tribe and her Netherese superiors, meeting with the tribes leadership and cultivating friendly relations between the two allies. In fact, she is a mean little spy, who makes sure that the Gray Wolf remain loyal to the cause. She is ruthless and vicious and has no mercy for those who interfere. She carries grim trophies around her belt — numerous severed hands of those who were unlucky to cross her. Underneath all of that, there is a strong self preservation instinct, and Ormshas would give up anything to save her own life.
Credits: Peter Bergting
___
> ## Ormshas
>*Small humanoid (shade), neutral evil*
> ___
> - **Armour Class** 16 (studded leather)
> - **Hit Points** 66 (12d6 + 24)
> - **Speed** 30 ft.
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|11 (0)|18 (+4)|14 (+2)|13 (+1)|14 (+2)|13 (+1)|
>___
> - **Saving Throws** Dex +6
> - **Skills** Arcana +3, Sleight of Hand +8, Stealth +8
> - **Damage Resistances** necrotic
> - **Senses** darkvision 60 ft., passive Perception 12
> - **Languages** Common
> - **Challenge** 4 (1,100 XP)
> ___
>
>***Dark Step.*** While in dim light or darkness, the opportunity attacks made against Ormshas are made at disadvantage. Additionally, whenever she moves at least 20 feet and ends her movement within 5 feet of a creature, she gets advantage on the attack roll against that creature until the end of her turn.
>
>***Killing Dark.*** When Ormshas is reduced to 0 hit points each creature within 5 feet of her must succeed on a DC 12 Wisdom saving throw or become blinded for 1 minute.
>
>***Regeneration.*** Ormshas regains 5 hit points whenever she starts her turn and has at least 1 hit point. When she takes radiant damage, her regeneration does not function on her next turn.
>
>***Shadow Stealth.*** While in dim light or darkness, Ormshas can take the Hide action as a bonus action.
>
>***Shadow Stride.*** As a bonus action, Ormshas can teleport up to 20 feet to an unoccupied space she can see. Both, the space she teleports from and to, must be in dim light or darkness.
>
>***Shroud of the Grave.*** Each undead ally of Ormshas choice within 30 feet of her loses vulnerability to radiant damage.
>
>***Sneak Attack (1/Turn).*** Ormshas deals an extra 7 (2d6) damage when she hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of Ormshas that isn't incapacitated and Ormshas doesn't have disadvantage on the attack roll.
>
> ### Actions
>
>***Multiattack.*** Ormshas makes two shortsword attacks.
>
>***Shortsword.*** *Melee or Ranged Weapon Attack:* +6 to hit, reach 5 ft. or range 20/60 ft., one creature. *Hit:* 7 (1d6 + 4) piercing damage.
>
>***Call of the Grave (1/Day).*** Ormshas throws four severed hands and four crawling claws appear in four unoccupied spaces she can see within 30 feet of her.
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\page
## Thaalud, Tomb Tappers
***Ill fame.*** The infamy of Thaalud, also called ‘Tomb Tappers’, is known far and wide across Faerûn, and all among sane adventurers and sensible explorers fear and dread encounters with one. As a creation of the old Netherese Empire, credited to a legendary demilich called the Keeper of Thaal, they might seem but nightmares echoing among the dreams of those who scavenge dungeons of the past, but since Shadovar had returned, they resumed constructions of those mighty constructs, crafting, equally disturbing, weaker versions, much faster, easier to make, and more useful for menial labour.
***Macabre Appearance.*** Thaalud appear as tall, naked, sexless, and hairless humanoids with very hard, smooth, blue-grey skin, claws that can dig through solid rock, and great toothed mouths in their bellies. Their featureless heads have earned them the nickname “the faceless”.
***Uncanny Sense.*** The way a Thaalud ‘see’ relies on emitting high, inaudible sound wave, which bounce back to it, even up to 440 feet. They communicate through a sequence of humming sounds created by skin vibration (a language partially understood by mind flyers), and also through a limited telepathy.
***Worshipers of Magic.*** Magic is sacred to Tomb tappers, and so they plunder tombs, temples, and wizards’ towers in search of magical items, and they tend to try to seize magical items from encountered beings. They never use the accumulated arsenal of magical objects, but rather protect and venerate them. They hold belief that the source of all magic is hidden deep in the earth and they commit themselves to the eternal search for it. For that reason, they treat earth elementals with great deference and are reluctant to attack them.
***Mineral Diet.*** Thaalud take in needed water through their skin, which varies in porosity at will. They crush rock with their gigantic jaws to extract mineral sustenance but can also digest iron from blood and bone marrow, if available, but do not hunt to eat.
***Socially Apt.*** Surprisingly, given their strange beginnings, thaalud form social units, living in regional clans, and adhere to rules of deals, while arranging them with other beings, showing aptitude for respecting rules and conventions.
In Underdark, Thaalud usually aid svirfneblins and dwarves, whose magic they leave unmolested. Thaalud hate umber hulks, sometimes enslaving them from birth, mutually ignore xorn, dislike duergar and drow (they have no interest in drow cloaks, boots and other items that resemble magic) and are bitter foes of illithids and phaerimm, who have slain more than a few of their kind.
___
___
> ## Thaalud Constructor
>*Huge construct, unaligned*
> ___
> - **Armour Class** 17 (natural armour)
> - **Hit Points** 95 (10d12 + 30)
> - **Speed** 40 ft., burrow 20ft.
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|20 (+5)|9 (-1)|17 (+3)|13 (+1)|11 (+0)|15 (+2)|
>___
> - **Damage Resistances** lightning, cold, fire, bludgeoning, piercing, and slashing from nonmagical attacks that aren't adamantine
> - **Damage Immunities** poison
> - **Condition Immunities** charmed, exhaustion, frightened, paralyzed, petrified, poisoned
> - **Skills** Arcana +7, Perception +6
> - **Senses** blindsight 440 ft., passive Perception 14
> - **Languages** understands Common but can't speak, Thaalud, telepathy 120 feet
> - **Challenge** 7 (2 900 XP)
> ___
>***Collapse into Rubble.*** When thaalud drops to 0 hit points, he collapses violently. Every creature within 5 feet of it must make a DC 12 Dexterity saving throw or suffer 18 (4d8) bludgeoning damage. The area of the collapse turns into difficult terrain.
>
>***Earth Walk.*** The thaalud ignores difficult terrain if that terrain is the result of rubble, uneven stone, or earth.
>
>***Echolocation Sensing.*** Within the range of its blindsight, the thaalud can locate invisible creatures and objects, and is immune to all vision-related spells (such as *phantasmal force*, *colour spray* and *hypnotic pattern*).
>
>***Insensitive Mind.*** The thaalud is immune to all enchantment spells.
>
>***Innate Spellcasting.*** The thaalud’s innate spellcasting ability is Charisma (spell DC 13). It can innately cast the following spells, requiring no verbal or material components:
>
>###### At will: *detect magic*
>###### 1/day each: *animate object (rock-only)*
>
>***Magic Weapons.*** The thaalud’s weapon attacks are magical.
>
>***Stones to Stones.*** The thaalud has disadvantage against *flesh to stone* spell and turns to stone after dying.
>
> ### Action
>
>***Multiattack.*** The thaalud makes two melee attacks.
>
>***Mauling Fist.*** *Melee Weapon Attack*: +8 to hit, reach 15 ft., one creature. *Hit*: 18 (3d8 + 5) bludgeoning damage, and the target is grappled (escape DC 16). Until this grapple ends, the target is restrained. The thaalud can grapple up to two creatures at the same time, one in each of his hands.
>
>***Crushing Maw.*** The thaalud attempts to bite a creature of its choice it is aware of within 5 feet of it. The creature must make a DC 12 Dexterity saving throw. On a failed save, it suffers 12 (1d12 + 5) piercing damage, or half as much on a successful once. Alternatively, if the creature was prone, the thaalud hurls itself atop of it and deals an additional 12 (1d12 + 5) bludgeoning damage if the saving throw failed, and half as much if it succeeded. The thaalud is then left prone and can't get up until the start of his next turn.
>
>***Fling.*** One Large or smaller object held or creature grappled by the the thaalud is thrown up to 60 feet in a direction of its choice and knocked prone. If a thrown target strikes a solid surface, the target takes 3 (1d6) bludgeoning damage for every 10 feet it was thrown. If the target is thrown at another creature, that creature must succeed on a DC 12 Dexterity saving throw or take the same damage and be knocked prone.
7
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\page
___
___
> ## Thaalud Titan
>*Gargantuan construct, unaligned*
> ___
> - **Armour Class** 21 (natural armour)
> - **Hit Points** 330 (20d20 + 120)
> - **Speed** 40 ft., burrow 20ft.
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|30 (+10)|17 (+3)|22 (+6)|22 (+6)|12 (+0)|24 (+7)|
>___
> - **Saving Throws** Str +16, Con +12, Cha +13
> - **Damage Immunities** cold, fire, lightning, poison, bludgeoning, piercing, and slashing from nonmagical attacks that aren't adamantine
> - **Condition Immunities** charmed, exhaustion, frightened, paralyzed, petrified, poisoned
> - **Skills** Arcana +18, Perception +12
> - **Senses** blindsight 440 ft., passive Perception 22
> - **Languages** understands Common but can't speak, Thaalud, telepathy 120 feet
> - **Challenge** 19 (22 000 XP)
> ___
>***Collapse into Rubble.*** When thaalud drops to 0 hit points, he collapses violently. Every creature within 10 feet of it must make a DC 17 Dexterity saving throw or suffer 36 (8d8) bludgeoning damage. The area of the collapse turns into difficult terrain.
>
>***Earth Walk.*** The thaalud ignores difficult terrain if that terrain is the result of rubble, uneven stone, or earth.
>
>***Echolocation Sensing.*** Within the range of its blindsight, the thaalud can locate invisible creatures and objects, and is immune to all vision-related spells (such as *phantasmal force*, *colour spray* and *hypnotic pattern*).
>
>***Insensitive Mind.*** The thaalud is immune to all enchantment spells.
>
>***Innate Spellcasting.*** The thaalud’s innate spellcasting ability is Charisma (spell DC 21). It can innately cast the following spells, requiring no verbal or material components:
>
>###### At will: *detect magic*
>###### 1/day each: *erupting earth, animate object (rock-only)*
>
>***Magic Weapons.*** The thaalud’s weapon attacks are magical.
>
>***Stones to Stones.*** The thaalud has disadvantage against *flesh to stone* spell and turns to stone after dying.
>
> ### Action
>
>***Multiattack.*** The thaalud makes two melee attacks, one of which can be replaced with a Crushing Maw.
>
>***Adamantine Maul.*** *Melee Weapon Attack*: +16 to hit, reach 15 ft., one creature. *Hit*: 38 (8d6 + 10) bludgeoning damage. If the target is a creature, it must succeed on a DC 24 Strength saving throw or be knocked prone.
>
>***Mauling Fist.*** *Melee Weapon Attack*: +16 to hit, reach 15 ft., one creature. *Hit*: 28 (4d8 + 10) bludgeoning damage, and the target is grappled (escape DC 24). Until this grapple ends, the target is restrained. The thaalud can grapple up to two creatures at the same time, one in each of his hands.
>
>***Crushing Maw.*** The thaalud attempts to bite a creature of its choice it is aware of within 10 feet of it. The creature must make a DC 17 Dexterity saving throw. On a failed save, it suffers 23 (2d12 + 10) piercing damage, or half as much on a successful once. Alternatively, if the creature was prone, the thaalud hurls itself atop of it and deals an additional 23 (2d12 + 10) bludgeoning damage if the saving throw failed, and half as much if it succeeded. The thaalud is then considered prone and can't get up until the start of his next turn.
>
>***Fling.*** One Huge or smaller object held or creature grappled by the thaalud is thrown up to 120 feet in a direction of its choice and knocked prone. If a thrown target strikes a solid surface, the target takes 3 (1d6) bludgeoning damage for every 10 feet it was thrown. If the target is thrown at another creature, that creature must succeed on a DC 17 Dexterity saving throw or take the same damage and be knocked prone.
\page
___
> ## Shade Mage
>*Medium humanoid (shade), neutral*
> ___
> - **Armour Class** 12 (15 with *mage armour*)
> - **Hit Points** 47 (9d8 + 9)
> - **Speed** 30 ft.
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|11 (0)|14 (+2)|12 (+1)|18 (+4)|12 (+1)|13 (+1)|
>___
> - **Saving Throws** Int +7, Cha +4
> - **Skills** Arcana +7, Intimidation +5, Perception +4, Stealth +5
> - **Senses** darkvision 60 ft., passive Perception 14
> - **Languages** Common, Primordial
> - **Challenge** 5 (1,800 XP)
> ___
>
>***Displacement (Recharges after the shade casts an Illusion Spell of 1st Level or Higher).*** As a bonus action, the shade projects an illusion that makes it appear to be standing in a place a few inches from its actual location, causing any creature to have disadvantage on attack rolls against it. The effect ends if the shade takes damage, it is incapacitated, or its speed becomes 0.
>
>***Regeneration.*** The shade regains 5 hit points whenever it starts its turn and has at least 1 hit point. When it takes radiant damage, its regeneration does not function on its next turn.
>
>***Shadow Stealth.*** While in dim light or darkness, the shade can take the Hide action as a bonus action.
>
>***Shadow Stride.*** As a bonus action, the shade can teleport up to 20 feet to an unoccupied space it can see. Both, the space it teleports from and to, must be in dim light or darkness.
>
>***Spellcasting.*** The shade is a 9th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 15, +7 to hit with spell attacks). The shade has the following wizard spells prepared:
> ###### Cantrips (at will): *mage hand, minor illusion, frostbite, poison spray*
> ###### 1st level (4 slots): * **disguise self**, mage armor, magic missile, shield*
> ###### 2nd level (3 slots):* **invisibility**, **mirror image**, **shadow blade***
> ###### 3rd level (3 slots):* **major image**, **hypnotic pattern***, ***fear***
> ###### 4th level (3 slots): *blight, **phantasmal killer** *
> ###### 5th level (1 slot): negative energy flood
>
> ###### **Illusion spell** of 1st level or higher
>
> ### Actions
>
>***Quarterstaff.*** *Melee Weapon Attack:* +3 to hit, reach 5 ft., one creature. *Hit:* 3 (1d6) bludgeoning damage, or 4 (1d8) bludgeoning damage if used with two hands.
Credits: Jose Afonso "eSkwaad"
9
Netherese and Gray Wolf Tribe
\page
## Jurden Splitlip
A robust and stalwart man, highly respected among his fellow Gray Wolf tribesmen as a courageous chieftain and a wily warrior, Jurden towers over most not with the physique alone but the presence, as well. Hardened by wild and brutal customs among his shapeshifting kind, he is as dominating as necessary for a werewolf who wishes to maintain his status in the unspoken hierarchy underlined with the threat of violence, yet he often chooses guile over might, especially, if it provides him with an edge over his enemies. Jurden’s brawny body is covered in plethora of tribal tattoos, his piercing eyes are steel grey and his dark hair grow in a tangled mass. Jurden’s name ‘Splitlip’ comes from an old wound sustained during a raid — left side of his lower lip has been torn by a silvered blade and never healed properly.
**Wolf in Sheep's Guise.** The confrontation between the Netherese who arrived in Neverwinter Wood and the tribe ended in an alliance between the two. Gray Wolves main role became the infiltration of Helm’ Hold. The tribe chose ruins of Conyberry as a training grounds for their members, ensuring that they learn to behave like civilised people. Occasional contact with which stray wanderers and small adventuring groups, which stumbled upon their undertaking, where perfect occasions to test the robustness of their deceit. Jurden, who heads the effort, and werewolves who follow him, have adopted appearances of Helm’s Hold citizens, cutting their hair, covering tattoos, and speaking without an accent.
Jurden’s band is responsible for over half dozen murders in the Hold and three times as many kidnappings. Victims were used as source of information, thanks to which a number of werewolves managed to establish cover identities, passing as traveler, merchants or new immigrants. Jurden himself had little difficulties with impersonating a former mercenary turned weapon merchant. His recent ‘intervention’ against werewolf attack earned him quite a renown, gratitude and respect among the local population.
```
```
While, he is perceived as a strapping boisterous man with great respect towards folk traditions, he and his group work to infiltrate the cathedral, and, simultaneously, they sow civil unrest, spread terror, and undermine people’s trust in the Hold’s leadership, trying to make it fragile enough for the combined force of werewolves and Netherese to seize control over it.
Credits: Kip Ayers
___
___
> ## Jurden Splitlip
>*Medium humanoid (human, shapechanger), chaotic evil*
> ___
> - **Armour Class** 17 (in humanoid form, 18 in wolf or hybrid form)
> - **Hit Points** 85 (10d8 + 40)
> - **Speed** 30 ft. (40 ft. in wolf form)
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|18 (+4)|16 (+3)|19 (+4)|13 (+1)|12 (+1)|16 (+3)|
>___
> - **Damage Immunities** bludgeoning, piercing, and slashing from nonmagical weapons that aren't silvered
> - **Skills** Deception +6, Intimidation +7, Perception +4, Persuasion +6, Stealth +6, Survival +4
> - **Senses** passive Perception 14
> - **Languages** Common, Bothii (can't speak in wolf form)
> - **Challenge** 5 (1 800 XP)
> ___
>
>***Shapechanger.*** Jurden can use his action to polymorph into a wolf-humanoid hybrid or into a wolf, or back into his true form, which is humanoid. His statistics, other than his AC, are the same in each form. Any equipment he is wearing or carrying isn’t transformed. He reverts to his true form if he dies.
>
>***Keen Hearing and Smell.*** Jurden has advantage on Wisdom (Perception) checks that rely on hearing or smell.
>
> ***Pack Tactics.*** Jurden has advantage on an attack roll against a creature if at least one of the Jurden’s allies is within 5 feet of the creature and the ally isn’t incapacitated.
>
>***Unarmoured Defence.*** While Jurden doesn't wear an armour, he can add his Constitution modifier to its AC score (already included).
>
> ### Actions
> ***Multiattack (Humanoid or Hybrid Form Only).*** Jurden makes three attacks: only one of which can be a bite attack.
>
> ***Bite (Wolf or Hybrid Form Only).*** *Melee Weapon Attack:* +7 to hit, reach 5 ft., one target. *Hit:* 11 (2d6 + 4) piercing damage. If the target is a humanoid, it must succeed on a DC 15 Constitution saving throw or contracts Werewolf Moon Frenzy.
>
> ***Claws (Hybrid Form Only).*** *Melee Weapon Attack:* +7 to hit, reach 5 ft., one creature. *Hit:* 9 (2d4 + 4) slashing damage.
>
> ***Maul (Humanoid Form Only).*** *Melee Weapon Attack:* +7 to hit, reach 5 ft., one creature. *Hit:* 11 (2d6 + 4) bludgeoning damage.
>
> ***Handaxe (Humanoid Form Only).*** *Melee or Ranged Weapon Attack:* +7 to hit, reach 5 ft. or range 20/60 ft., one creature. *Hit:* 7 (1d6 + 4) piercing damage.
10
Netherese and Gray Wolf Tribe
\page
## Ethraniev Marrowslake
Ethraniev is a chieftain but also one of the most brutal, bloodthirsty, egocentric and greedy pack leaders among the Gray Wolf tribe. Her impressive, towering physique allows her to exhibit those violent and self-centered behaviours without much, if any, consequence and opposition. Undoubtedly, she is the alpha female in the pack, easily outranking many of her male counterparts.
She is over six feet tall, and in her hybrid form, she is easily nearing eight feet tall, not to mention her massive wolven shape, with thick brown-red coat, crushing maws, and tall sharp fangs. In her human guise, she wears her raven black hair in braids gathered in a tight knot. Her deep forest-green eyes burn with savageness and craving for a fight, her features are sharp, as if hewed in stone, and her muscular body is covered in an intricate weave of crimson red tribal tattoos. Her voice is brewing with aggression and any threat or insult, even if imaginary, meets with her outright violence.
**Bloodthirst Excuse.** Ethraniev finds alliance with Netherese a convenient excuse to hunt, kill and revel in slaughter. I matters little that tse who they hunt happens to be Thayans — the challenge only adds to adrenaline. Anyone who speaks ill of this arrangement quickly meets with her threats backed by violence.
Credits: Javier Charro
___
___
> ## Ethraniev Marrowslake
>*Medium humanoid (human, shapechanger), chaotic evil*
> ___
> - **Armour Class** 17 (in humanoid form, 18 in wolf or hybrid form)
> - **Hit Points** 94 (11d8 + 44)
> - **Speed** 40 ft. (50 ft. in wolf form)
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|20 (+5)|17 (+3)|18 (+4)|11 (0)|13 (+1)|12 (+1)|
>___
> - **Saving Throws** Str +8, Con +7
> - **Damage Immunities** bludgeoning, piercing, and slashing from nonmagical weapons that aren't silvered
> - **Skills** Deception +4, Insight +4, Intimidate +8, Nature +4
> - **Senses** passive Perception 11
> - **Languages** Common, Bothii (can't speak in wolf form)
> - **Challenge** 6 (2 300 XP)
> ___
>
>***Shapechanger.*** Ethraniev can use her action to polymorph into a wolf-humanoid hybrid or into a wolf, or back into her true form, which is humanoid. Her statistics, other than her AC, are the same in each form. Any equipment she is wearing or carrying isn’t transformed. She reverts to her true form if she dies.
>
>***Charge (Hybrid or Wolf Form Only).*** If Ethraniev moves at least 20 feet straight toward a target and then hits it with an attack on the same turn, the target takes an extra 9 (2d8) damage. If the target is a creature, it must succeed on a DC 16 Strength saving throw or be pushed up to 10 feet away and knocked prone.
>
>***Keen Hearing and Smell.*** Ethraniev has advantage on Wisdom (Perception) checks that rely on hearing or smell.
>
> ***Pack Tactics.*** Ethraniev has advantage on an attack roll against a creature if at least one of the her allies is within 5 feet of the creature and the ally isn’t incapacitated.
>
>***Savage Critical.*** Ethraniev deals an extra 5 (1d10) damage on a critical hit scored with a melee attack.
>
>***Unarmoured Defence.*** While Ethraniev doesn't wear an armour, she can add her Constitution modifier to her AC score (already included).
>
> ### Actions
> ***Multiattack (Humanoid or Hybrid Form Only).*** Ethraniev makes three attacks: only one of which can be a bite attack.
>
> ***Bite (Wolf or Hybrid Form Only).*** *Melee Weapon Attack:* +7 to hit, reach 5 ft., one target. *Hit:* 11 (2d6 + 4) piercing damage. If the target is a humanoid, it must succeed on a DC 15 Constitution saving throw or contracts Werewolf Moon Frenzy.
>
> ***Claws (Hybrid Form Only).*** *Melee Weapon Attack:* +7 to hit, reach 5 ft., one creature. *Hit:* 9 (2d4 + 4) slashing damage.
>
> ***Greatsword (Humanoid Form Only).*** *Melee Weapon Attack:* +7 to hit, reach 5 ft., one creature. *Hit:* 11 (2d6 + 4) bludgeoning damage.
>
> ***Handaxe (Humanoid Form Only).*** *Melee or Ranged Weapon Attack:* +7 to hit, reach 5 ft. or range 20/60 ft., one creature. *Hit:* 7 (1d6 + 4) piercing damage.
11
Netherese and Gray Wolf Tribe
\page
___
___
> ## Gray Wolf Barbarian
>*Medium humanoid (human, shapechanger), chaotic evil*
> ___
> - **Armour Class** 14 (in humanoid form, 15 in wolf or hybrid form)
> - **Hit Points** 67 (9d8 + 27)
> - **Speed** 30 ft. (40 ft. in wolf form)
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|16 (+3)|13 (+1)|17 (+3)|10 (0)|11 (0)|10 (0)|
>___
> - **Damage Immunities** bludgeoning, piercing, and slashing from nonmagical weapons that aren't silvered
> - **Skills** Deception +2, Perception +2, Survival +3
> - **Senses** passive Perception 12
> - **Languages** Common, Bothii (can't speak in wolf form)
> - **Challenge** 4 (1 100 XP)
> ___
>
>***Shapechanger.*** The barbarian can use its action to polymorph into a wolf-humanoid hybrid or into a wolf, or back into its true form, which is humanoid. Its statistics, other than its AC, are the same in each form. Any equipment it is wearing or carrying isn’t transformed. It reverts to its true form if it dies.
>
>***Keen Hearing and Smell.*** The barbarian has advantage on Wisdom (Perception) checks that rely on hearing or smell.
>
> ***Pack Tactics.*** The barbarian has advantage on an attack roll against a creature if at least one of the barbarian’s allies is within 5 feet of the creature and the ally isn’t incapacitated.
>
>***Unarmoured Defence.*** While the barbarian doesn't wear an armour, it can add its Constitution modifier to its AC score (already included).
>
> ### Actions
> ***Multiattack (Humanoid or Hybrid Form Only).*** The barbarian makes two attacks: only one of which can be a bite attack.
>
> ***Bite (Wolf or Hybrid Form Only).*** *Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 7 (1d8 + 3) piercing damage. If the target is a humanoid, it must succeed on a DC 13 Constitution saving throw or contracts Werewolf Moon Frenzy.
>
> ***Claws (Hybrid Form Only).*** *Melee Weapon Attack:* +5 to hit, reach 5 ft., one creature. *Hit:* 8 (2d4 + 3) slashing damage.
>
> ***Spear (Humanoid Form Only).*** *Melee or Ranged Weapon Attack:* +5 to hit, reach 5 ft. or range 20/60 ft., one creature. *Hit:* 6 (1d6 + 3) piercing damage, or 7 (1d8 + 3) piercing damage if used with two hands to make a melee attack.
___
___
> ## Werewolf Stormcaller
>*Medium humanoid (human, shapechanger), chaotic evil*
> ___
> - **Armour Class** 13 (in humanoid form, 14 in wolf or hybrid form)
> - **Hit Points** 67 (9d8 + 27)
> - **Speed** 30 ft. (40 ft. in wolf form)
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|15 (+2)|16 (+3)|17 (+3)|13 (+1)|20 (+4)|14 (+2)|
>___
> - **Saving Throws** Wis +6
> - **Damage Immunities** bludgeoning, piercing, and slashing from nonmagical weapons that aren't silvered
> - **Skills** Arcana +4, Deception +5, Insight +7, Intimidate +5, Nature +4, Perception +7, Survival +7
> - **Senses** passive Perception 17
> - **Languages** Common, Bothii (can't speak in wolf form)
> - **Challenge** 5 (1 800 XP)
> ___
>
>***Shapechanger.*** The werewolf can use its action to polymorph into a wolf-humanoid hybrid or into a wolf, or back into its true form, which is humanoid. Its statistics, other than its AC, are the same in each form. Any equipment it is wearing or carrying isn’t transformed. It reverts to its true form if it dies.
>
>***Keen Hearing and Smell.*** The werewolf has advantage on Wisdom (Perception) checks that rely on hearing or smell.
>
> ***Pack Tactics.*** The werewolf has advantage on an attack rolls against a creature if at least one of the werewolf’s allies is within 5 feet of the creature and the ally isn’t incapacitated.
>
>***Innate Spellcasting.*** The werewolf's innate spellcasting ability is Wisdom (spell save DC 13). The werewolf can innately cast the following spells, requiring no material components:
> ###### At will: *thunderclap, lightning lure*
> ###### 3/day: *thunderwave*
> ###### 1/day: *call lightning*
>
> ### Actions
> ***Multiattack (Humanoid or Hybrid Form Only).*** The werewolf makes two attacks: only one of which can be a bite attack.
>
> ***Bite (Wolf or Hybrid Form Only).*** *Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 6 (1d8 + 2) piercing damage. If the target is a humanoid, it must succeed on a DC 13 Constitution saving throw or contracts Werewolf Moon Frenzy.
>
> ***Claws (Hybrid Form Only).*** *Melee Weapon Attack:* +5 to hit, reach 5 ft., one creature. *Hit:* 7 (2d4 + 2) slashing damage.
>
> ***Mace (Humanoid Form Only).*** *Melee Weapon Attack:* +5 to hit, reach 5 ft., one creature. *Hit:* 5 (1d6 + 2) bludgeoning damage.
12
Netherese and Gray Wolf Tribe
\page
## Contracting Lycanthropy:
A variant rules on contracting lycanthropy, as followed from 4e, and as an alternative to immediate contraction of the disease in 5e.
> **Werewolf Moon Frenzy**
This disease starts with a fever, which soon becomes a violent and unpredictable rage.
**Stage 0:** The target recovers from the disease.
**Stage 1:** The creature has disadvantage on Wisdom saving throws and ability checks.
**Stage 2:** Whenever the creature's hit points are reduced below its half, it must make a melee weapon attack, as a reaction, against an ally within 5 feet of it, unless none is present.
**Stage 3:** Whenever the creature is hit by an attack, it must make a melee weapon attack, as a reaction, against an ally within 5 feet of it, unless none is present.
**Stage 4:** The creature becomes a werewolf.
**Check:** At the end of each long rest, the creature makes a DC 13 Constitution saving throw if it is at stage 1 to 3 of the disease.
***10 or Lower:*** The stage of the disease increases by 1.
***11–14:*** No change.
***15 or Higher:*** The stage of the disease decreases by 1.
> **Wererat Filth Fever**
Those infected by this disease waste away as they alternately suffer chills and hot flashes.
**Stage 0:** The creature recovers from the disease.
**Stage 1:** The creature recovers one less hit dice upon finishing long rest.
**Stage 2:** The creature recovers only half their hit dice upon finishing long rest. The creature also suffers a –2 penalty to AC, and has disadvantage on Strength, Dexterity, and Constitution saving throws and ability checks.
**Stage 3:** The creature recovers no hit dice upon finishing long rest and cannot regain hit points.
The creature also suffers a –2 penalty to AC, and has disadvantage on Strength, Dexterity, and Constitution based attack rolls, saving throws and ability checks.
**Stage 4:** The creature becomes a wererat.
**Check:** At the end of each long rest, the creature makes a DC 11 Constitution saving throw if it is at stage 1 to 3.
***10 or Lower:*** The stage of the disease increases by 1.
***11–14:*** No change.
***15 or Higher:*** The stage of the disease decreases by 1.
Credits: Kirill Khrol Credits: Oleg Bulakh
13
Netherese and Gray Wolf Tribe
\page
# New Neverwinter: Notable NPCs
\page
## Lord Dagult Neverember
*I am more than pleased to offer my services and gold to rebuilding this fine centre of culture and trade. Through our combined efforts, Neverwinter will be reborn as a bastion of good in the Sword Coast North!* — **Dagult Neverember**
___
___
> ## Lord Dagult Neverember
>*Medium humanoid (human), neutral*
> ___
> - **Armour Class** 16 (chain mail)
> - **Hit Points** 93 (11d8 + 44)
> - **Speed** 30 ft.
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|17 (+3)|14 (+2)|18 (+4)|17 (+3)|12 (+1)|19 (+4)|
>___
> - **Saving Throws** Str +6, Con +7, Wis +4
> - **Skills** Athletics +6, Deception +10, Insight +7, Intimidation +10, Persuasion +10
> - **Senses** passive Perception 11
> - **Languages** Common, Dwarvish, Elvish
> - **Challenge** 6 (2,300 XP)
>___
>
>
> ***Boisterous Taunt (3/Day).*** When Neverember hits a creature with a melee attack, he can force the target to make a DC 15 Charisma saving throw, as he mocks and taunts it. On a failed save, the creature can't attack anyone but Neverember and it has disadvantage while doing so, while Neverember has advantage on all attack rolls against that creature and deals extra 4 (1d8) damage to it until the end of his next turn.
>
>
> ### Actions
> ***Multiattack. *** Lord Neverember makes three melee attacks.
>
> ***Longsword.*** *Melee Weapon Attack*: +6 to hit, reach 5 ft., one target. *Hit*: 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3) slashing damage if used with two hands.
>
> ***Leadership (Recharges after a Short or Long Rest).*** For 1 minute, Neverember can utter a special command or warning whenever a nonhostile creature that he can see within 30 feet of him makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand him. A creature can benefit from only one Leadership die at a time. This effect ends if Neverember is incapacitated.
>
> ### Reactions
>***Parry.*** Neverember adds 3 to his AC against one melee attack that would hit him. To do so, Neverember must see the attacker and be wielding a melee weapon.
>
>***Protector's Retribution.*** When a creature within 5 feet of Neverember makes an attack against a target other than him, he can use his reaction to make a melee weapon attack against the attacking creature dealing an additional 9 (2d8) damage.
New Neverwinter
1
\page
## General Sabine Wade
*So you started this tavern brawl in defence of the honour of a lady. Do you know what this so-called lady does for a living? Anyway, Lord Neverember forbids rowdiness in the city — and the man you laid out is one of my soldiers. So the way I see it, you owe me, hero. We can use someone like you on the Wall.*
— **General Sabine**, welcoming her newest recruit
Sabine is quite a character: some consider her attractive, others respect her for martial prowess, and there are those who found out the hard way to never cross her again. She has dark red hair, fair skin and a dagger tattooed on her arm — whatever was the reason behind getting that particular one, she keeps it private, however, one can easily find out that her tongue is just as sharp.
**Mercenary Leader.** The general is an adept strategist, a spearmaster and an expert in mounted combat. She is a commander of the caliber matched by the scope of her demanding position: she is the leader of the Mintarn mercenaries hired by Neverember to provide protection for the city.
**Strict and Effective.** Sabine keeps the population of the city in quite an iron grip, yet not to control but to protect. She does not tolerate rowdiness in the Protector's Enclave and firmly acts against rebels who infringe city stability. She is frequent at local inns, taverns and tap houses, but not only because she enjoys a good drink; she stages a damsel in distress act to con adventurers into scuffle with her undercover soldiers serving as oppressors, only to inform her rescuers that their interference got them in trouble as they violated local law and their only choice is to serve on the Wall.
Credits: Johannes Palmblad
___
___
> ## General Sabine Wade
>*Medium humanoid (human), lawful neutral*
> ___
> - **Armour Class** 20 (plate, shield)
> - **Hit Points** 71 (11d8 + 22)
> - **Speed** 30 ft.
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|19 (+4)|13 (+1)|14 (+2)|12 (+1)|14 (+2)|16 (+3)|
>___
> - **Saving Throws** Str +7, Dex +4, Con +5
> - **Skills** Athletics +7, Insight +5, Intimidation +6, Perception +5, Persuasion +6
> - **Senses** passive Perception 15
> - **Languages** Common
> - **Challenge** 5 (1,800 XP)
> ___
>
> ***Commander's Alertness.*** Sabine and her allies within 30 feet of her have advantage on initiative rolls and cannot be surprised.
>
> ***Mounted Combatant.*** Sabine is a skillful mounted combatant with following benefits:
> * She has advantage on melee attack rolls against any unmounted creature that is smaller than her mount.
> * She can force an attack targeted at her mount to target her instead.
> * If her mount is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.
>
> ### Actions
> ***Multiattack. *** General Sabine makes three melee attacks or two ranged attacks.
>
> ***Longsword.*** *Melee Weapon Attack*: +7 to hit, reach 5 ft., one target. *Hit*: 8 (1d8 + 4) slashing damage or 9 (1d10 + 4) slashing damage if used with two hands.
>
> ***Spear.*** *Melee or Ranged Weapon Attack*: +7 to hit, reach 5 ft. and range 20/60 ft., one target. *Hit*: 7 (1d6 + 4) piercing damage in melee or at range, or 8 (1d8 + 4) piercing damage if used with two hands to make a melee attack.
>
>***Lancer's Charge (only while mounted).*** If Sabine and her mount move at least 20 feet straight toward a creature and then she hits with a spear attack on the same turn, she deals extra 4 (1d8) damage, and the target must succeed on a DC 15 Strength saving throw or be knocked prone. If the target is prone, Sabine can use a bonus action to command her mount to make a melee weapon attack against it using the mount's reaction.
>
> ### Reactions
>***Commander's Retort.*** If a creature within 5 feet of General Sabine deals damage to her ally, she can retaliate with a single melee weapon attack against that creature. She has advantage on the attack roll, and deals extra 9 (2d8) damage.
>
>***Warding Manoeuvre.*** If General Sabine wields a shield and a creature she can see attacks her ally that is within 5 feet of her, she can redirect that attack to herself. She also imposes disadvantage on that attack roll.
___
___
> ## Soman Galt, Mayor of Neverwinter
>*Medium humanoid (dwarf), neutral*
> ___
> - **Armour Class** 14 (studded leather)
> - **Hit Points** 85 (10d8 + 40)
> - **Speed** 25 ft.
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|14 (+2)|15 (+2)|18 (+4)|19 (+4)|7 (-2)|15 (+2)|
>___
> - **Saving Throws** Con +7, Int +7
> - **Skills** Deception +8, Stealth +8
> - **Damage Resistances** poison
> - **Senses** darkvision 60ft., passive Perception 8
> - **Languages** Common, Deep Speech, Dwarvish
> - **Challenge** 5 (1,800 XP)
> ___
>
> ***Aboleth's Scion.*** The first time Soman is attacked and damaged, aboleth take control over him to protect their puppet. While controlled by aboleth, his alignment changes to chaotic evil. Once aboleth believes him to be safe, Soman regains control over himself and his alignment changes back to neutral.
>
> ***Dissonant Gibberish (only while controlled by aboleths).*** Soman's enemies within 30 feet of him have disadvantage on Wisdom saving throws and take extra 3 (1d6) psychic damage when hit by his attacks.
>
> ***Dwarven Resilience.*** Soman has advantage on saving throws against poison.
>
> ***Twist Space (only while controlled by aboleths).*** As part of his movement, Soman can teleport to a space he can see up to 20 feet away of him. If the space is occupied by a creature, he and the creature teleport, exchanging places. That creature has disadvantage on saving throws against Soman's abilities until the end of his turn.
>
> ### Actions
>
> ***Warhammer.*** *Melee Weapon Attack*: +5 to hit, reach 5 ft, one target. *Hit*: 6 (1d8 + 2) bludgeoning damage, or 7 (1d10 + 2) bludgeoning if used with two hands.
>
> ***Transmute the Unwilling (only while controlled by aboleths)*** Soman blasts a creature he can see within 30 feet of him with psychic power. The creature must succeed on a DC 15 Constitution saving throw. On a failed save, the creature takes 17 (3d8 + 4) psychic damage and its speed is halved for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
>
>***Weave Nightmares (only while controlled by aboleths) (Recharges on Short or Long Rest).*** Soman spawns nightmarish visions, forcing each creature of his choice within 15 feet of him to make a DC 15 Wisdom saving throw. On a failed save, a creature takes 20 (3d10 + 4) psychic damage and is incapacitated for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. On a successful save, the creature takes half as much damage and isn't incapacitated.
New Neverwinter
3
\page
## Durham Shaw,
## Captain of the Wall
**Spellscar Bearer.** The one thing that everyone in Neverwinter can say about Durham Shaw is that he bears a spellscar. And that's about it, thus, there are many stories about him: a deformed, three-handed monster, a spawn of demons kidnapping citizens at midnight, or finally, a clever aberration that only appears to be human and took control over the Wall to destroy it and let more of *his kind* into the city.
The truth is much simpler: Shaw is an experienced human warrior and a rather handsome man, despite old-looking scars on his forehead and left chick. When his Spellscar manifests, those scars are covered with twisted arcane runes, burning with the blue flame. Shaw refrains from using the powers of the Spellscar, which he long-struggled to control, however, some of his soldiers witnessed their display: touched monsters turned into bubbling mass of molten flesh, or they saw his eyes alight with azure flame, which revealed hiding monsters.
**Despised yet Followed.** Many people despise him because he was allowed to stay in the city, instead of being sent to Helm's Hold for treatment like everyone else. The word is, he receives a special treatment from Lord Protector, as his personal friend, distant relative or maybe even lover. Shaw's command of the Wall is strict,
infallible and effective, and his bravery in
battle has earned him
quite a respect among
soldiers despite
their prejudice
against his
*condition*, even though many wouldn't
ever admit to it openly; not once, Shaw
himself charged among the foes and saved his
subordinates' lives,
while risking his own.
For
now, the common goal to
protect Neverwinter
from the Chasm's
spawns prevails over
prejudice and unites
guardians of the Wall,
under Shaw's
command. Nonetheless, the unrest among soldiers grows.
Credits:
Yuriya Mazurkin
___
> ## Captain Durham Shaw
>*Medium humanoid (human), neutral good*
> ___
> - **Armour Class** 17 (half plate)
> - **Hit Points** 82 (11d8 + 33)
> - **Speed** 30 ft.
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|18 (+4)|14 (+2)|16 (+3)|13 (+1)|15 (+2)|9 (-1)|
>___
> - **Saving Throws** Con +6, Wis +5
> - **Skills** Athletics +7, Medicine +5, Insight +5, Perception +5, Persuasion +2
> - **Senses** passive Perception 15
> - **Languages** Common
> - **Challenge** 5 (1,800 XP)
> ___
>***Brave.*** Shaw has advantage on saving throws against being frightened.
>
>***Burning Gaze (Recharges after a Short or Long Rest).*** As a bonus action, Shaw can have each hostile creature within 30 feet of him to glow with an outline of blue flame losing any benefit of being invisible or hidden. Additionally, all attacks against the creature have advantage until the end of Shaw's next turn.
>
>***Improved Critical.*** Shaw's weapon attacks score a critical hit on a roll of 19 or 20.
>
>***Spellscar Susceptibility.*** Shaw has disadvantage on all saving throws against abilities and spells of plaguechanged or other spellscarred creatures, and the Spellplague effects. Additionally, those creatures have advantage on attack rolls against him.
>
>***Spellplague Sense.*** Shaw knows when an area of Spellplague, or a plaguechanged or spellscarred creature, is within 30 feet of him.
>
> ### Action
>***Multiattack.*** Shaw makes three melee weapon attacks.
>
>***Greatsword.*** *Melee Weapon Attack*: +7 to hit, reach 5 ft., one target. *Hit*: 11 (2d6 + 4) slashing damage.
>
>***Unravelling Touch (Recharge 6).*** *
Melee Spell Attack*, +4 to hit, range 5 ft, one target. *Hit*: 11 (3d6 + 1) fire damage plus 11 (3d6 +1) necrotic damage, and the target must succeed on DC 14 Constitution saving throw or become incapacitated for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on success.
> ### Reactions
>***Parry.*** Shaw adds 2 to his AC against one melee attack that would hit him. To do so, Shaw must see the attacker and be wielding a melee weapon.
New Neverwinter
4
\page
## Mintarn Mercenaries
**Famed All Over the Realms.**
Mintarn, a medium sized island in the Sea of Swords, is a well known neutral ground for mediations. It has become a popular haven for criminals, outcasts, and is famous for export of professional mercenaries. Their skills are second to none, and they are the most efficient while fighting in teams, operating almost as if they were of one body and mind. Mintarn veterans often specialise in one type of weapon becoming extremely adept in their use.
___
> ## Mintarn Veteran Mercenary
>*Medium humanoid (any race), any alignment*
> ___
> - **Armour Class** 17 (half plate)
> - **Hit Points** 58 (9d8 + 18)
> - **Speed** 30 ft.
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|13 (+1)|17 (+3)|14 (+2)|10 (+0)|13 (+1)|12 (+1)|
>___
> - **Skills** Acrobatics +5, Intimidation +3, Perception +3, Persuasion +3, Survival +3
> - **Senses** passive Perception 13
> - **Languages** Common
> - **Challenge** 4 (1,100 XP)
> ___
>***Spear Mastery.*** The mercenary gains a +1 bonus to attack rolls with a spear and its damage die changes from a d6 to a d8, and from a d8 to a d10 when wielded with two hands (already included in the attack).
>
>***Martial Advantage.*** Once per turn, the mercenary can deal an extra 10 (3d6) damage to a creature it hits with a weapon attack if that creature is within 5 feet of an ally of the mercenary that isn't incapacitated.
>
>***Pack Tactics.*** The mercenary has advantage on an attack rolls against a creature if at least one of the mercenary's allies is within 5 feet of the creature and the ally isn't incapacitated.
>
> ### Action
>***Multiattack.*** The mercenary makes two spear attacks. If it has a shortsword drawn, it can also make a shortsword attack.
>
>***Shortsword.*** *Melee Weapon Attack*: +5 to hit, reach 5 ft., one target. *Hit*: 6 (1d6 + 3) piercing damage.
>
> ***Spear.*** *Melee or Ranged Weapon Attack*: +5 to hit, reach 5ft. range 20/60 ft., one target. *Hit*: 7 (1d8 + 3) piercing damage, or 8 (1d10 + 3) piercing damage if used with two hands to make a melee attack.
___
> ## Mintarn Mercenary
>*Medium humanoid (any race), any alignment*
> ___
> - **Armour Class** 16 (studded leather, shield)
> - **Hit Points** 38 (7d8 + 7)
> - **Speed** 30 ft.
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|12 (+1)|16 (+3)|12 (+1)|10 (+0)|12 (+1)|10 (+0)|
>___
> - **Skills** Acrobatics +5, Intimidation +3, Perception +3
> - **Senses** passive Perception 13
> - **Languages** Common
> - **Challenge** 2 (450 XP)
> ___
>***Martial Advantage.*** Once per turn, the mercenary can deal an extra 7 (2d6) damage to a creature it hits with a weapon attack if that creature is within 5 feet of an ally of the mercenary that isn't incapacitated.
>
>***Pack Tactics.*** The mercenary has advantage on an attack rolls against a creature if at least one of the mercenary's allies is within 5 feet of the creature and the ally isn't incapacitated.
>
> ### Action
>***Multiattack.*** The mercenary makes two weapon attacks.
>
>***Shortsword.*** *Melee Weapon Attack*: +5 to hit, reach 5 ft., one target. *Hit*: 6 (1d6 + 3) piercing damage.
>
> ***Spear.*** *Melee or Ranged Weapon Attack*: +5 to hit, reach 5ft. range 20/60 ft., one target. *Hit*: 6 (1d6 + 3) piercing damage, or 7 (1d8 + 3) piercing damage if used with two hands to make a melee attack.
New Neverwinter
5
\page
## The Wall-Hardened Neverwintian Guardians
No matter the age, sex, and martial prowess, countless Neverans came together to protect their home. Their reasons may be countless: fighting for better future, good of community, vengeance, or safety of little siblings and elders they have to leave each day at home — the safety of their beloved is in their hands.
**Protect Your Home.**
When the cataclysm hit Neverwinter, countless lives were claimed, but the real horror was still to come for those who were *fortunate* enough to survive. A gigantic chasm has opened, tearing apart the south-east part of the city and the new wave of nightmares flooded the city, as twisted monsters of unimaginable appearances crawled out of the abyss itself. Neverwintans gathered together mounting defences against the aberrations and created blockades where the fights were most frequent. Some of the present citizens-guardians grew up defending the Wall and it became almost a sacred duty for them. Even though Mintarn forces mostly took over guarding the Wall and consist of three quarters of the current forces, Neverwintians remain to carry on their vigilant watch. They were hardened by countless sleepless nights and fierce fights against waves of monsters. Even though their goal is common, atmosphere among Neverwintans and Mintarns is tense and takes form of cold exchanges, glares, competing for the monster kills, shouting matches or even brutal brawls, although inciters of those seem to mysteriously disappear the moment things get serious.
Credits: Dongho Khang
___
> ## Neverwintian Guardian
>*Medium humanoid (any race), any alignment*
> ___
> - **Armour Class** 17 (breast plate, shield)
> - **Hit Points** 32 (5d8 + 10)
> - **Speed** 30 ft.
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|16 (+3)|12 (+1)|14 (+2)|10 (+0)|13 (+1)|11 (+0)|
>___
> - **Skills** Athletics +5, Perception +3, Survival +3
> - **Senses** passive Perception 13
> - **Languages** Common
> - **Challenge** 2 (450 XP)
> ___
>***Still Standing.*** While the guardian has 11 hit points or fewer, the guardian has advantage on attack rolls.
>
>***Stubborn Defender.*** If damage reduces the guardian to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage type is necrotic or from a critical hit. On success, the guardian drops to 1 hit point instead.
>
> ### Action
>***Multiattack.*** The guardian makes three melee weapon attacks: two with its longsword and one with its dagger. Or the guardian makes two ranged attacks with its shortbow.
>
>***Longsword.*** *Melee Weapon Attack*: +5 to hit, reach 5 ft., one target. *Hit*: 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3) slashing damage if used with two hands.
>
>***Dagger.*** *Melee or Ranged Weapon Attack*: +5 to hit in melee or, reach 5 ft., range 20/60 ft., one target. *Hit*: 5 (1d4 + 3) piercing damage.
>
> ***Shortbow.*** *Ranged Weapon Attack*: +3 to hit, range 80/320 ft., one target. *Hit*: 4 (1d6 + 1) piercing damage.
New Neverwinter
6
\page
## Loremaster Atlavast
A prematurely aged, disheveled and neglected man, wearing a repurposed potato bag like a robe, with numerous makeshift patches, tied with an old belt around the waist and with a torn rag around the shoulders imitating cape, Atlavast could be easily mistaken for a crazy old beggar.
**Knowledgeable yet Disturbed.** After the eruption of Mount Hotenow and subsequent cataclysm, loremasters of Oghma feared the worst and decided to dedicate one among themselves to looking after the great repository of maps, book and poems. And so, sealed within the sanctum of the Temple of Knowledge in Neverwinter in his early twenties, Atlavast has spent almost three decades in the empty halls underground, away from the outside world, attentively tending to studying and cataloging tomes, which stand in countless rows of ceiling-high bookcases. Quite quickly he lost the sense of passing time and grew increasingly eccentric and doubtful in his own faculties, frequently relying on auguries to decade on daily activities, what and how much to eat from the food reserves, or how to best reorganise the tomes. Also, he developed tendency of speaking to himself in an erratic matter, raising and lowering his voice without a reason.
Credits: Han AhReum
___
> ## Loremaster Atlavast
>*Medium humanoid (human), chaotic neutral*
> ___
> - **Armour Class** 11
> - **Hit Points** 52 (8d8 + 16)
> - **Speed** 30 ft.
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|13 (+1)|12 (+1)|14 (+2)|13 (+1)|16 (+3)|14 (+2)|
>___
> - **Saving Throws** Wis +5
> - **Skills** Arcana +3, History +6, Nature +3, Religion +6
> - **Senses** passive Perception 13
> - **Languages** Common
> - **Challenge** 3 (700 XP)
> ___
>***Channel Divinity (2/Short or Long Rest).*** Atlavast can choose one of the following options:
**Read Thoughts.**
As an action, Atlavast chooses one creature that he can see within 60 feet of him. The creature must make a DC 13 Wisdom saving throw.
If the creature fails its saving throw, for next 1 minute, Atlavast can read its surface thoughts when it is within 60 feet of him.
During that time, Atlavast can use his action to end this effect and cast the *suggestion* spell on the creature without expending a spell slot. The target automatically fails its saving throw against the spell.
**Turn Undead.** As an action, each undead that can see or hear Atlavast within 30 feet of him must make a DC 13 Wisdom saving throw. If the creature fails its saving throw and its CR is 1/2 or less, it is destroyed, otherwise it is turned for 1 minute or until it takes any damage.
A turned creature must spend its turns trying to move as far away from Atlavast as it can, and it can't willingly move to a space within 30 feet of him. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.
>
>***Spellcasting.*** Atlavast is a 6th-level spellcaster. His spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). Atlavast has the following cleric spells prepared:
>
> ###### Cantrip (at will): *guidance, sacred flame, thaumaturgy*
> ###### 1st level (4 slots): *command, cure wounds, inflict wounds, guiding bolt*
> ###### 2nd level (3 slots): *augury, hold person, spiritual weapon, suggestion*
> ###### 3rd level (3 slots): *bestow curse, speak with dead*
>
> ### Action
>
>***Club.*** *Melee Weapon Attack*: +3 to hit, reach 5 ft., one creature. *Hit*: 3 (1d4 + 1) bludgeoning damage.
>
>***Dagger.*** *Melee or Ranged Weapon Attack*: +3 to hit, reach 5 ft., range 20/60 ft., one target. *Hit*: 3 (1d4 + 1) piercing damage.
New Neverwinter
7
\page
## Len-Jes, the Harbourmaster
A mysterious, secretive woman, Len-Jes, keeps her past as a closely guarded secret and does not let just anyone
to get near enough to uncover the truth. She is a watersoul genasi, and her nature tends to be similar to that
of the sea — she is thoughtful and calm, considers greater scheme of things before she acts and is not easily
scared or dissuaded from her planes. At the same time, she is fierce and decisive when faced with danger
and hardships, wild like a storm when fighting for her life and those who are dear to her. Her mind is just
as impenetrable as the depths of the ocean itself.
**Corsair Past.** Len-Jes used to dabble in piracy, or to be more specific, she used to be a pirate captain of quite
a renown. Her accomplishments were matched by her infamy and exceptional skills in avoiding capture, until she
disappeared without a trace and was unheard of for some time. Fortune often walks hand in hand with ill fate
and so it had happened that Len-Jes faced a plague sweeping through her ship and lost most of her crew.
**The Neverwinter Harbourmaster.** After she put away her pirate mantle, Len-Jes turned towards trade,
making use of contacts she acquired throughout years, working her way from the sea-level up, avoiding extortion,
blackmail, threats and intrigue. It turned out to be quite a challenge to get back to the high spot she enjoyed during
her piracy days. Quite fortunately, she made the right connections and when Lord Neverember was searching for
someone adequate for the position of the New Neverwinter harbourmaster, she made him an offer he would not
dare to reject — he realised that she is the best, and probably the only, candidate to restore the trade, commerce
and rebuild the harbour. Len-Jes quite quickly delivered first results, but the work she does occupies most of her day,
meaning that she has very little time to look after herself. Fortunately, she brought her cousin, Umi, with her, and so
there is someone else who can keep an eye on her and out for any danger that could come her way.
**Powerful Hydromancer.** The Elemental Water touched her soul and intertwined with it especially closely allowing
her to become a mighty hydromancer, able to create and manipulate impressive amounts of water, even in places lacking
of thereof. Currently, out of sentiment, she resides at the Beached Leviathan to keep close to rumours and the sea.
Credits: William O'Connor
___
___
> ## Len-Jes
>*Medium humanoid (watersoul genasi), neutral*
> ___
> - **Armour Class** 16 (studded leather)
> - **Hit Points** 76 (9d8 + 36)
> - **Speed** 30ft., swim 30ft., climb 30ft.
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|10 (+0)|14 (+2)|19 (+4)|13 (+1)|14 (+2)|17 (+3)|
>___
> - **Saving Throws** Con +7, Wis + 5
> - **Skills** Acrobatics +5, Arcana +4, Investigation +4, Persuasion +6, Stealth +5
> - **Damage Resistances** acid, cold
> - **Senses** passive Perception 12
> - **Languages** Common, Primordial
> - **Challenge** 5 (1,800 XP)
> ___
>***Amphibious.***
Len-Jes can breathe air and water.
>
>***Fighting Style (Mariner).*** Len-Jes gains +1 AC and climbing speed equal to her normal speed as long as she is not wearing heavy armour or using a shield.
>
>***Innate Spellcasting.*** Len-Jes's spellcasting ability is Constitution (spell save DC 14). She can innately cast the following spells, requiring no material components:
>
> ###### At will: *detect magic, shape water*
> ###### 1/day: *create or destroy water (2nd level), control water, tidal wave, wall of water, watery sphere*
>
>***Liquid Body.*** During her movement, Len-Jes can make her form fluid and move without provoking opportunity attacks. Additionally, she can move through a hostile creature's space, or a space as narrow as 1 inch wide without squeezing, as well as, she can move across liquids, and ignores difficult terrain.
>
> ### Actions
>
> ***Multiattack.*** Len-Jes makes two melee attacks. She can use Surging Wave in place of any melee attack.
>
> ***Scimitar.*** *Melee Weapon Attack*: +5 to hit, reach 5 ft., one target. *Hit*: 5 (1d6 + 2) slashing damage.
>
> ***Surging Tide.*** *Melee or Ranged Spell Attack* +6 to hit, reach 5 ft., range 60 ft., one target. Hit: 12 (2d8 + 3) bludgeoning damage and the target is pushed up to 15 feet back in straight line.
>
> ***Drowning Tide.*** Len-Jes channels water to lungs of a creature of her choice within 5 feet of her that she can see. The creature must succeed on a DC 15 Constitution saving throw, or it is unable to breath, takes 5 (1d10) bludgeoning damage at the start of each of its turns, and has disadvantage on its attack rolls. The creature can't make more than one attack during its turn despite items or abilities. The creature repeats the saving throw at the end of each of its turns ending the effect on success. Len-Jes can't use this ability until the creature successfully saves against it or dies.
>
> ***Sweeping Vortex (1/Day).*** Each creature within 10 feet of Len-Jes must make a DC 15 Strength saving throw. On a failed save, a target takes 22 (4d10) bludgeoning damage and is pushed up 20 feet away from her in a random direction and knocked prone. If a thrown target strikes an object, such as a wall or floor, the target takes 3 (1d6) bludgeoning damage for every 10 feet it was thrown. If the target is thrown at another creature, that creature must succeed on a DC 13 Dexterity saving throw or take the same damage and be knocked prone.
If the saving throw is successful, the target takes half the bludgeoning damage and isn’t flung away or knocked prone.
>
> ### Reactions
>
> ***Wave Shield.*** When an attacker that Len-Jes can see hits her with an attack, Len-Jes can half the attack's damage against herself.
New Neverwinter
8
\page
## Umi, the Helmswoman
Umi is quite the opposite of her cousin, Len-Jes — two sides of the same coin, one could say. Nonetheless, it is the same coin still, and they act for the benefit of the other and look after each other, however, most of the heavy lifting falls on the shoulders of the 'Helmswoman'. Umi earned that nickname from the Captain Harrag of the Beached Leviathan, a ship that ran aground in Neverwinter and was repurposed as a tavern, as his gratitude for the sentiment and protection she regards him with, as well as, for all the times she had lend her muscles to set the troublemaking patrons straight and prevent the drunken brawls. She herself would not consider that to be a great deal — she does not mind cracking few skulls, especially if the next drink is on the house.
**Tangled in the Past.** Umi's fate had been intertwined with her cousin's for a while. They sailed together, enjoyed the thrill of piracy having each others back, and faced the consequences of the plague, which hit their ship, head on and hand in hand; in other words, they never let each other down, despite the numerous 'flaws of character' they are always at the ready to bring fourth and wield with a lethal precision of a rapier whenever they have an argument. But where Len-Jes decided to focus herself on building merchentail connections and establishing herself as a trade and commerce specialist, Umi kept to the old ways, making sure that the past connections never go silent. Nowadays, in Neverwinter, where her cousin is the Harbourmaster, she herself is more of a broker between those who seek troubles and those who can deliver them, no matter their nature, whether someone looks for items, valuables, contraband, illicit substances, shady services or people. She keeps her activites low-key, especially from her cousin — which is quite easy considering how busy and lost in her own undertakings Len-Jes is, however, she certainly plays with fire whenever she deals with her clients in the Beached Leviathan, right under the Harbourmaster's nose.
Credits: Heather Uebel
___
> ## Umi, the Helmswoman
>*Medium humanoid (watersoul genasi), chaotic neutral*
> ___
> - **Armour Class** 15 (breast plate, 17 with shield)
> - **Hit Points** 67 (9d8 + 27)
> - **Speed** 30ft., swim 30ft.
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|17 (+3)|12 (+1)|17 (+3)|12 (+1)|9 (-1)|13 (+1)|
>___
> - **Skills** Athletics +5, Deception +3, Perception +1, Stealth +3
> - **Damage Resistances** acid, cold
> - **Senses** passive Perception 11
> - **Languages** Common, Primordial
> - **Challenge** 4 (1,100 XP)
> ___
>***Amphibious.***
Umi can breathe air and water.
>
>***Brute.*** A melee weapon deals one extra die of its damage when Umi hits with it (included in the attack).
>
>***Brutish Durability (1/Turn).***
When Umi makes a saving throw, she adds an extra 1d6 to her saving throw total.
>
>***Innate Spellcasting.*** Umi's spellcasting ability is Constitution (spell save DC 14). She can innately cast the following spells, requiring no material components:
>
> ###### At will: *detect magic, shape water*
> ###### 1/day: *create or destroy water (2nd level)*
>
>***Second Wind (Recharges after a Short or Long Rest).*** As a bonus action, Umi can regain 11 hit points.
>
> ### Actions
>
> ***Multiattack.*** Umi makes two weapon attacks.
>
> ***Bastard Sword.*** *Melee Weapon Attack*: +5 to hit, reach 5 ft., one target. *Hit*: 14 (2d10 +3) slashing damage.
>
> ***Javelin.*** *Melee or Ranged Weapon Attack:* +4 to hit, reach 5 ft. or range 30/120 ft., one target. *Hit:* 10 (2d6 + 3) piercing damage in melee and 6 (1d6 + 3) piercing damage at range.
>
> ### Reactions
>
>***Dedicated Protection.*** When a creature Umi can see attacks a target other than her that is within 5 feet of her, she can impose disadvantage on the attack roll. In addition, if the attacked creature is either Len-Jes or Harrag, she can become the target of that attack instead. She must be wielding a shield.
New Neverwinter
9
\page
## Korin, The Chanteyman
Whenever music fills the main hall and cabins of the Beached Leviathan, whether a sea shanty, a sullen ocean ballad, or a rowdy coastal song, it is almost always lead by a deep, gravy voice a brass dragonborn who earned himself a nickname ‘the Chanteyman’. Korin is considered family and a crew member by the captain of the landbound ship-turned-tavern, Captain Harrag.
**Gregarious Dragonborn.** Korin is an amable and kind individual who finds pleasure in encountering and befriending new people, as long as they appear worthy of his trust. He would never refuse to share a drink with a lonely stranger, even one who earlier caused him troubles , however, he sets strict boundaries with such folk and adapts the ‘give what you get, get what you give’ attitude.
**Sombre Past.** Beneath a seemingly everyday smooth sailing bard who enjoys a good drink and cheerful stories full of unbelievable adventures of sailors and pirate captains, there is a complete different dragonborn. Not but a year ago, Korin’s family, his partner and their child, were killed by the fire caused by Ashmadai. He managed to track them down and found out that the devilish cult operated from Neverwinter, but once he got there, he lost the trail again. He decided to settle in the city, and lived at the Beached Leviathan ever since, paying particular attention to Ashmadai’s activities in Neverwinter. After many hours of listening to rumours, esping bits of drunken conversations and trailing shady individuals, he believes that their main quarters are in one of the noble houses in the Black Lake district, and it is almost a matter of time before he finds out the right one. In the meantime, whenever sorrow overwhelms his spirit, he lets his true skill emerge while performing a heart-gripping dirge, which tales the tale of a man who set off to avenge the murder of his beloved.
Credits: Alex Wilkinson
___
___
> ## Korin, the Chanteyman
>*Medium humanoid (dragonborn (brass)), chaotic neutral*
> ___
> - **Armour Class** 15 (chain shirt)
> - **Hit Points** 55 (10d8 + 10)
> - **Speed** 30ft.
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|16 (+3)|14 (+2)|12 (+1)|10 (+0)|13 (+1)|15 (+2)|
>___
> - **Saving Throws** Dex +4, Wis +3
> - **Skills** Acrobatics +4, Investigation +4 Perception +5, Performance +6, Stealth +4
> - **Damage Resistances** fire
> - **Senses** passive Perception 11
> - **Languages** Common, Draconic
> - **Challenge** 4 (1,100 XP)
> ___
>***Combat Inspiration (2/Short or Long Rest).*** Korin can use a bonus action to grant one Bardic Inspiration die (d8) to a creature other than himself within 60 feet of him who can hear him.
>That creature can roll its Bardic Inspiration die and add the number rolled to its attack roll. Alternatively, when an attack roll is made against the creature, it can use its reaction to roll the Bardic Inspiration die and add the number rolled to its AC against that attack.
>
>***Song of Rest.*** Korin can perform a song while taking a short rest. Korin and any ally who hears the song regain an extra 3 (1d6) hit points if they spend any Hit Dice to regain hit points at the end of that rest.
>
>***Spellcasting.*** Korin is a 6th-level spellcaster. His spellcasting ability is Charisma (DC 12, +4 to hit). He has the following bard spells prepared:
>
> ###### Cantrips: *mage hand, minor illusion, vicious mockery*
> ###### 1st level (4 slots): *charm person, healing word, dissonant whisper, sleep, thunderwave*
> ###### 2nd level (3 slots): *invisibility, shatter*
> ###### 3rd level (3 slots): *dispel magic, hypnotic pattern *
>
>***Taunt (2/day).*** As a bonus action, Korin targets a creature within 30 feet of him. If it can hear him, it must succeed on a DC 12 Charisma saving throw or have disadvantage on its ability checks, attack rolls, and saving throws until the start of Korin’s next turn.
> ### Actions
>
> ***Multiattack.*** Korin makes two weapon attacks.
>
> ***Shortsword.*** *Melee Weapon Attack*: +5 to hit, reach 5 ft., one target. *Hit*: 6 (1d6 +3) piercing damage.
>
> ***Shortbow.*** *Ranged Weapon Attack:* +4 to hit, range 80/320 ft., one target. *Hit:* 5 (1d6 + 2) piercing damage.
>
>***Breath Weapon (Recharges after a Short or Long Rest).*** Each creature in 5 by 30 ft. line must make a DC 11 Dexterity saving throw. A creature takes 10 (3d6) fire damage on a failed save, and half as much damage on a successful save.
New Neverwinter
10
\page
## Captain Dunfield
A born optimist turned cynic through sheer heartbreaking life experience painted with ominous undertones, Dunfield persevered nonetheless, and is a hard-bitten, trustworthy and honourable man who steps up in defence of the weak and those entrusted to him. Given influence and power, he puts them to good ends through keeping his subordinates in line and ensuring they do not abuse their own privileges. He also puts the stability of the community as one of the highest priorities in his service.
***Forced Relegation.*** A post at Helm’s Hold in the troubled times when it has been transformed into an asylum and sanatorium for the poor wretches tainted by the Spellplague could hardly be called a win stored by fate, unless it was an ill fate, of course. Perhaps if Dunfield knew what awaited him, he wouldn't get so carried away while arguing with his old associate, Lord Neverember, or he would even consider getting into a fight at all. He has been delegated a unit of Mintarn mercenaries and was sent to the Hold to keep order and ensure safety of its dwellers—task most complicated when linen-wrapped corpses turn up near doorsteps or in the mouth of alleys each morning, like a threat, or rather a promise, of brewing troubles and sinister forces at work. Dunfield ensures that people adhere to the laws and tries to strengthen their cooperation and self sufficiency, at the same time, attempting to alleviate tensions—all with mixed results.
Credits: Grafit-art
___
> ## Captain Dunfield
>*Medium humanoid (human), lawful neutral*
> ___
> - **Armour Class** 18 (breastplate, shield)
> - **Hit Points** 67 (9d8 + 27)
> - **Speed** 30 ft.
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|17 (+3)|15 (+3)|16 (+3)|13 (+1)|13 (+1)|15 (+2)|
>___
> - **Saving Throws** Con +6, Wis +4
> - **Skills** Athletics +6, Insight +4, Perception +4, Persuasion +5
> - **Senses** passive Perception 14
> - **Languages** Common
> - **Challenge** 5 (1,800 XP)
> ___
>***Leadership (Recharges after a Short or Long Rest).*** For 1 minute, Dunfield can utter a special command or warning whenever a nonhostile creature that he can see within 30 feet of him makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand him. A creature can benefit from only one Leadership die at a time. This effect ends if Dunfield is incapacitated.
>
> ### Action
>***Multiattack.*** Dunfield makes two melee weapon attacks.
>
>***Longsword.*** *Melee Weapon Attack*: +7 to hit, reach 5 ft., one target. *Hit*: 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3) slashing damage if used with two hands.
>
> ### Reactions
>***Retribution.*** When a creature within 5 feet of Dunfield makes an attack against a target other than him, he can use his reaction to make a melee weapon attack against the attacking creature.
>
>***Shield Block.*** If an ally within 5 feet of Dunfield is hit by an attack, he can reduce that attack's damage by half.
New Neverwinter
11
\page
## Brother Satarin
Brother Satarin is a mountain dwarf and a priest residing in Helm's Hold near Neverwinter. He was an acolyte before Helm's death and he took his vows not long prior to his deity demise. His faith in The Vigilant One has been unchanged ever since, helping him through the dark time of The Watcher's absence, nonetheless he decided to remain at the Cathedral at Helm's Hold and continued to teach the ways of his fallen master, taking care of those in need who were left without guidance after Helm's clergy departed or retired from his service.
Nearly a century later, Satarin is as close to a high priest as anyone has been in the Helm's Hold for a long time, although he dismisses any title except for that of 'Brother', remaining pious and modest in his faith. He welcomed the Prophet in the cathedral, as a gesture and a favour towards Brother Vartan, a priest of Oghma, whose research on resurrection dead gods was of great value to Satarin, as he never lost faith and hope in fact that Helm will return one day. Satarin and his fellow acolytes believe that a number of the Prophet's auguries foretell the return of Helm, and so her presence at the Hold is greatly valued and she is held in great esteem. Satarin also supports Prophet's in aiding the victims of the Spellplague and looks to it that the Helm's Hold remain an asylum for those in need.
Credits: Paizo Publishing
___
___
> ## Brother Satarin
>*Medium humanoid (dwarf), lawful neutral*
> ___
> - **Armour Class** 13 (chain shirt)
> - **Hit Points** 52 (8d8 + 16)
> - **Speed** 25 ft.
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|12 (+1)|10 (+0)|14 (+2)|13 (+1)|16 (+3)|13 (+1)|
>___
> - **Saving Throws** Wis +6
> - **Damage Resistances** poison
> - **Skills** Medicine +9, Persuasion +4, Religion +5
> - **Senses** passive Perception 13
> - **Languages** Common, Dwarvish
> - **Challenge** 5 (1,800 XP)
> ___
>***Dwarven Resilience.*** Satarin has advantage on saving throws against poison and has resistance to poison damage
>
>***Divine Eminence.*** As a bonus action, Satarin can expend a spell slot to cause its melee weapon attacks to magically deal an extra 10 (3d6) radiant damage to a target on a hit. This benefit lasts until the end of the turn. If Satarin expends a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each level above 1st.
>
>***Channel Divinity (2/Short or Long Rest).*** Satarin can choose one of the following options:
**Radiance of the Dawn.** As an action, Satarin presents his holy symbol, and any magical darkness within 30 feet of him is dispelled. Additionally, each hostile creature within 30 feet of him must make a DC 14 Constitution saving throw. A creature takes 18 (2d10 + 7) radiant damage on a failed saving throw, and half as much damage on a successful one. A creature that has total cover from Satarin is not affected.
**Turn Undead.** As an action, each undead that can see or hear Satarin within 30 feet of him must make a DC 14 Wisdom saving throw. If the creature fails its saving throw and its CR is 1/2 or less, it is destroyed, otherwise it is turned for 1 minute or until it takes any damage.
A turned creature must spend its turns trying to move as far away from Satarin as it can, and it can't willingly move to a space within 30 feet of him. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.
>
>***Spellcasting.*** Satarin is a 7th-level spellcaster. His spellcasting ability is Wisdom (spell save DC 14, +6 to hit with spell attacks). Atlavast has the following cleric spells prepared:
>
> ###### Cantrip (at will): *light, guidance, sacred flame, thaumaturgy*
> ###### 1st level (4 slots): *burning hands, command, cure wounds, faerie fire, guiding bolt*
> ###### 2nd level (3 slots): *flaming sphere, hold person, lesser restoration, scorching ray, spiritual weapon*
> ###### 3rd level (3 slots): *daylight, dispel magic, fireball, spirit guardians*
> ###### 4th level (1 slot): *guardian of faith*
>
> ### Action
>
>***Warhammer.*** *Melee Weapon Attack*: +4 to hit, reach 5 ft., one creature. *Hit*: 5 (1d8 + 1) bludgeoning damage, or 6 (1d10 + 1) bludgeoning damage if used with two hands.
>
> ### Reactions
>
>***Warding Flare (3/Day).*** When Satarin or creature other than him that he can see within 30 feet of him is attacked, he can impose disadvantage on the attack roll, causing light to flare before the attacker. An attacker that can't be blinded is immune to this feature.
New Neverwinter
12
\page
# Thay and the Cult of Dragons:
# Notable NPCs & Monsters
\page
## Valindra Shadowmantle, the Hand of Szass Tam
Valindra Shadowmantle, once a moon elf born in the High Forest, now a powerful lich, is one of the most dangerous individuals who skillfully weave complicated tapestries of plots and intrigues with a thread of means that justify the ends. She never had much respect for the community valued and shared among the People, and she would put an individual, namely, herself, above it, instead. Self-centered and focused on events solely related to her interests, she acts only if it furthers her own agenda.
***Subtle and Deadly.*** Valindra began her training in arcane arts in the place of her birth, yet slow progress frustrated her, so she left for Mirabar, where she manipulated an old wizard to take her as an apprentice. She murdered him a year later and took his spellbook and magical items. To say she was simply ambitious, would be an oversimplification, after all, not many years later she held the title of Overwizard and Master of the North Tower of Arcane Brotherhood. Filled with the sentiment of possessing superior intellect, she is easily blinded by hyubris, falling to a trap set by her own arrogance: she underestimates her opponents, often assuming her machinations are beyond their comprehension, and she considers them dead long before she could even carry such sentiment to fruition. Still, she prefers to achieve triumph thanks to her mind, not sheer power, and is likely to ‘enjoy’ a conversation, before obliterating the more challenging rivals, resistant to her sophistic and manipulation, with magic.
***Dark Fealty.*** Since transition into a lich, Valindra became iron-willed, her ambition has grown, and her methods turned more ruthless. She had become an ally to Szass Tam from her own free will, although she has her own agenda, perhaps she even hopes to overthrow Szass Tam, the lich ruling over Thay, one day. And one should fear, indeed, what will transpire, when an unstoppable force collides with an immovable obstacle. For now, however, she serves, seeks power and binds her time.
***Self-assured Immortality.*** Convinced that her phylactery is extremely well hidden and secure, she doesn’t falter in the face of demise in battle, and thus she may act recklessly, bordering on suicidal, presuming nothing is a threat enough, as her physical form will reform within tenday. Valindra’s phylactery is thus an item of great demand among her enemies, and many may wish to find it, from Ashmadai to Netheresee to Cult of the Dragon, to mention but a few.
***Restore the Dread.*** The lich's attention is directed towards an old, immense in size and damaged construction hidden within depths of Neverwinter Wood, the Dread Ring, and her ambitions nearly touch the impossible: she wishes to restore it, after it has been unsuccessfully used for the first time by Szass Tam some decades ago, and use it for a second time; it would be an unimaginable achievement, since the ritual used to power the Ring makes it impossible to use them ever again. Nonetheless, she is determined to see her work through and studies the broken nature of this place of power, ready to reclaim its original purpose or event a new one.
***The Rise of the Nine.*** The Dread Ring is only one among her many sanctums, another being the crypts beneath Castle Never enveloped in webs of unnerving shadows and echoing with sombre and poignant sounds of the past. The lich has a great appetite for the animation of the bodies of Neverwinter Nine, great heroes, who would make for a potent force. In the meantime, she has her servants carefully prepare the nine bodies, simultaneously having her minions animate dozen corpses at a time in Neverwinter’s graveyard, sending them through Shadowfell to work at the restoration of the Dread Ring or to join forces battling the Netherese in the Shadowfell and on the Thay’s front.
Credits: Wizards of the Coast
***The Flight of Undeath.*** All of that is barely a groundwork for a more magnificent undertaking: Valindra intends to ‘breathe’ unlife into the bones of a very old black dragon, Lorragauth, turning him into a dracolich. It had been for his remains seeping magic into the land, that the Dread Ring had been constructed where it was, in the first place, as the land was soaked with arcane energy. Valindra’s ambitions extend far beyond this sole act, however, as she intends to have an undead flight that will raise to skies of Faerun one day and destroy all who stand in the path of Thay. The biggest obstacle in her way, is the state of the dragon: her intended ritual cannot be used on remains, so she must either push past the boundaries of magic, alter the procedure, or find power to resurrect the dragon dead for centuries, before she can make it into dracolich. And that is where the Dread Ring or the nearby slumbering primordial, Maegera the Inferno, come in, offering promise of power that could alleviate her magic enough to make her ambitions come true.
She has already made one of the most important steps in the process: she acquired ‘help’ of a local Cult of the Dragon, the only ones in the region with a knowledge on how to create dracoliches. She found it easy to coerce those zealots into cooperation by subduing their cell’s leader, Adimond Kroskas, to servitude. The moment she got her hand on his symbol of office, a ring of dragons, he compliantly fell in line. Despite her success in gaining this workforce, the progress on the ritual is frustratingly slow and required ingredients turn out to be rare and even scarce.
Other than that, she makes sure to keep her enemies with their hands full. For once, Thay provides support to Sons of Alagondar and pushes them towards darker solution, providing them with weapons, magic and tactical support, making sure that Lord Neverember doesn’t learn about her people's excursions to the graveyard. She also sent underling to investigate the Abolethic Sovereignty presence in her area, as their significant power and obscured motivations bother her. Lastly, she manipulates Ashmadai to run errands for her, and keeps them in the dark about her true intentions, those unrelated to Thay, not worrying about their loyalty too much — after all they assume she still hold onto their relict, Scepter of Asmodeus, and they would do everything to make sure no crack appears on its ruby and most hopes to get it back for fulfilled servitude.
1
Thayans and the Cult of Dragons
\page
___
___
> ## Valindra Shadowmantle
>*Medium undead (elf), neutral evil*
> ___
> - **Armour Class** 17 (natural armour)
> - **Hit Points** 117 (18d8 + 36)
> - **Speed** 30 ft.
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|8 (-1)|12 (+1)|14 (+2)|21 (+5)|13 (+1)|20 (+5)|
>___
> - **Saving Throws** Con +9, Int +12, Wis +8
> - **Skills** Arcana +19, History +12, Insight +8, Perception +8
> - **Damage Resistances** cold, lightning, necrotic
> - **Damage Immunities** poison; bludgeoning, piercing, and slashing from nonmagical attacks
> - **Conditions Immunities** charmed, exhaustion, frightened, paralyzed, poisoned
> - **Senses** darkvision 120 ft., Passive Perception 18
> - **Languages** Abyssal, Common, Draconic, Dwarvish, Elvish, Infernal,
> - **Challenge** 21 (33,000 XP)
> ___
> ***Special equipment.*** Valindra wears *ring of dragons*.
>
> ***Legendary Resistance (3/Day).*** If Valindra fails a saving throw, she can choose to succeed instead.
>
> ***Rejuvenation.*** If she has a phylactery, destroyed Valindra gains a new body in 1d10 days, regaining all her hit points and becoming active again. The new body appears within 5 feet of the phylactery.
>
> ***Spellcasting.*** Valindra is an 18th-level spellcaster. Her spellcasting ability is Intelligence (spell save DC 20, +12 to hit with spell attacks). Valindra has the following wizard spells prepared:
>
>###### Cantrips (at will): *chilling touch, mage hand, prestidigitation, ray of frost, toll the dead*
>###### 1st level (4 slots): *detect magic, magic missile, shield, thunderwave*
>###### 2nd level (3 slots): *detect thoughts, invisibility, Melf’s acid arrow, misty step, mirror image*
>###### 3rd level (3 slots): *animate dead, counterspell, dispel magic, fireball*
>###### 4th level (3 slots): *blight, dimension door, private sanctum*
>###### 5th level (3 slots): *cloudkill, enervation, scrying*
>###### 6th level (1 slot): *disintegrate, globe of invulnerability*
>###### 7th level (1 slot): *finger of death, plane shift*
>###### 8th level (1 slot): *dominate monster, power word stun*
>###### 9th level (1 slot): *power word kill*
>
>***Spell Mastery.*** Valindra can cast *detect magic* and *misty step *at will at their lowest level without expanding spell slot, when she has them prepared.
>
>***Turn Resistance.*** Valindra has advantage on saving throws against any effect that turns undead.
>
>***Undead Thralls.*** When Valindra casts *animate dead* she can target one additional corpse or pile of bones, creating another zombie or skeleton, as appropriate. Undead created by her necromancy spell has their maximum hit points increased by 18, and their weapon attacks deal an additional 7 necrotic damage.
>
> ### Actions
> ***Draining Touch.*** *Melee Weapon Attack:* +12 to hit, reach 5 ft., one target. *Hit*: 10 (3d6) necrotic damage, and Valindra regains hit points equal to half the amount of necrotic damage dealt.
>
> ### Legendary Actions
Valindra can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time, and only at the end of another creature’s turn. The lich regains spent legendary actions at the start of its turn.
>
>**Cantrip.** Valindra casts a cantrip.
>
>**Draining Touch (Costs 2 Actions).** Valindra uses her Draining Touch.
>
>**Phantom Claw (Costs 2 Actions).** Valindra assaults one creature of her choice she can see within 60 feet with mind warping necrotic energy. The target must make a DC 18 Wisdom saving throw against this magic. On a failed save the creature takes 10 (3d6) necrotic and 10 (3d6) psychic damage and becomes restrained for 1 minute. On a successful save, the target takes half damage and is not restrained. The restrained target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
>
>**Profane Fire (Costs 3 Actions).** Each creature in the 10 feet cube, originating from the point of Valindra choice that she can see within 30 feet of her, must make a DC 18 Constitution saving throw against this magic, taking 60 (3d6) fire damage plus 10 (3d6) necrotic damage on a failed save, or half as much damage on a successful one.
#### **Ring of Dragons**
*Ring, legendary (Requires attunement)*
*This simple brass ring looks like a dragon circling to bite its own
tail.*
This ring has 3 charges and it regains 1d3 expended charges daily at dawn. While wearing this ring you can speak, read, and write Draconic. You also gain telepathy that works within line of sight, but only to
converse with dragons.
***Chromatic Summons.*** You can expend 1 charge and call an evil dragon or dracolich by its name. For next 24 hours, they would know the direction and distance to the ring.
***Draconic Protector.*** You can expend 3 charges as an action to have an illusion of a dragon of up to Gargantuan size appear in an unoccupied space you can see within 200 feet of you.
When the illusion appears, any of your enemies that can see it must succeed on a DC 17 Wisdom saving throw or become frightened of it for 1 minute. If a frightened creature ends its turn in a location where it doesn’t have line of sight to the illusion, it can repeat the saving throw, ending the effect on itself on a success.
The illusion can make sounds and move within its space, and lasts up to 1 minute, unless your concentration ends, or a creature enters its space. Attacks against the illusion miss automatically. An Insight check (DC 20 + wearer Charisma modifier) allows a creature to determine that the image is an illusion, becoming immune to its effects.
On each of your turns you can use your bonus action to move the illusion up to 60 feet. At any point during its movement, you can have it exhale a blast of energy in a 60-foot cone originating from its space. Each creature in the cone must make a DC 17 Intelligence saving throw, taking 24 (7d6) psychic damage on a failed save, or half as much damage on a successful one.
2
Thayans and the Cult of Dragons
\page
## Jawbone
Jawbone is one of Valindra’s many lieutenants, however, she has been entrusted quite an important role in ensuring constant flow of animated corpses bolstering Thayan forces. The animation process isn't limited to one place only, but most of those rituals are carried on a great scale at the Flesh Factory hidden away within Dread Ring's ruins. Jawbone is a skilled necromancer herself, although she prefers when her subordinates title her 'the death mage', and she mercilessly watches over work of dozens of minions, scrutinizing their work and punishing for shortcomings and mistakes. She occasionally hides her misshapen jaw under an illusion, but it does little good as it doesn't help with her slurring speech. Most of her teeth on the right side of her jaw have rotted away except for her magnificently tall husk, and those on the left are rough and jagged, and most likely doomed to the same fate.
Credits: Jab Jira
___
> ## Jawbone
>*Medium humanoid (half-orc), chaotic evil*
> ___
> - **Armour Class** 14 (17 with *mage armour*)
> - **Hit Points** 71 (13d8 + 13)
> - **Speed** 30 ft.
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|15 (+2)|18 (+4)|12 (+1)|17 (+3)|13 (+1)|10 (0)|
>___
> - **Skills** Arcana +6, Intimidation +3, Perception +4, Religion +6
> - **Senses** darkvision 60 ft., passive Perception 14
> - **Languages** Common, Orc
> - **Challenge** 5 (1,800 XP)
> ___
>***Death Mark.*** If Jawbone is reduced to 0 hit points or if her Relentless Endurance is triggered by an enemy, that enemy takes 17 (3d10) necrotic damage.
>
>***Grim Harvest (1/Turn).*** When Jawbone kills a creature that is neither a construct nor undead with a spell of 1st level or higher, she regains hit points equal to twice the spell's level, or three times if it is a necromancy spell.
>
>***Relentless Endurance (Recharges after a Short or Long Rest).*** If damage would reduce Jawbone to 0 hit points, she is reduced to 1 hit point, instead.
>
>***Spellcasting.*** Jawbone is a 12th-level spellcaster. Her spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). Jawbone has the following wizard spells prepared:
> ###### Cantrips (at will): *chill touch, infestation, mage hand, toll the dead*
> ###### 1st level (4 slots): *catapult, cause fear, false life, mage armor*
> ###### 2nd level (3 slots): *blindness/deafness, web*
> ###### 3rd level (3 slots): *animate dead, bestow curse, vampiric touch*
> ###### 4th level (3 slots): *blight, dimension door, stoneskin*
> ###### 5th level (1 slot): *cloudkill*
>
> ### Actions
>
>***Rotting Touch.*** *Melee Spell Attack:* +6 to hit, reach 5 ft., one creature. *Hit:* 8 (2d4 + 3) necrotic damage.
>
>***Bolt of Putrescence (Recharge 5-6).*** *Ranged Spell Attack:* +6 to hit, range 60 ft., one target. *Hit:* 12 (2d8 + 3) necrotic damage and the target suffers disadvantage on a saving throw against the next spell Jawbone casts on it until the end of her next turn.
3
Thayans and the Cult of Dragons
\page
## Praddak
Praddak is an imposing wight, who has been raised in a powerful ritual by Valindra herself. She didn't do it out of sentiment, instead, she chose him for the immense martial prowess he was infamous of, and his commanding presence — features she seeked for in her lieutenant. Valindra entrusted him with overseeing the great excavation of Lorragauth's bones in the Dread Ring.
**Reaper in Life and Death.** The life of the creature Praddak was before his animation, driven by dark desire to sever the thread of life of his victims and grow in his own infamy, had been snuffed by his slayer, a wayward paladin who was hunting him for his crimes. His spirit's vengeful screams reached Valindra before Orcus himself could lay hands on that magnificently corrupted being. Once returned in unlife, his very need to reap spirits of the living coalesced into a gloom aura, which seeps into any weapon he uses to carry out execution of his ever-consuming desire.
Credits: Pixieunion/Daemonstar
___
> ## Praddak
>*Medium undead, neutral evil*
> ___
> - **Armour Class** 20 (plate armour, shield)
> - **Hit Points** 102 (12d8 + 48)
> - **Speed** 30 ft.
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|20 (+5)|13 (+1)|18 (+4)|12 (+1)|9 (-1)|20 (+5)|
>___
> - **Saving Throws** Str +8, Con +7, Cha +8
> - **Skills** Intimidate +8, Perception +2
> - **Damage Resistances** necrotic; bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered
> - **Damage Immunities** poison
> - **Condition Immunities** exhaustion, poisoned
> - **Senses** darkvision 60 ft., passive Perception 12
> - **Languages** Common
> - **Challenge** 8 (3,900 XP)
> ___
>***Spirit-reaping Weapons.*** Once per turn, when Praddak hits a creature with a melee attack, it must succeed on a DC 15 Constitution saving throw or become restrained until the end of his next turn.
Whenever Praddak deals damage with his longbow attack he regains the same amount of hit points.
>
>***Sunlight Sensitivity.*** While in sunlight, Praddak has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
>
> ***Turning Defiance.*** Praddak and any undead ally of his within 30 feet of him have advantage on saving throws against effects that turn undead.
>
> ### Actions
>
>***Multiattack.*** Praddak makes three longsword attacks or three longbow attacks. Praddak can use its Life Drain in place of one longsword attack.
>
>***Life Drain.*** *Melee Weapon Attack:* +8 to hit, reach 5 ft., one creature. *Hit:* 8 (1d6 + 5) necrotic damage. The target must succeed on a DC 15 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.
A humanoid slain by this attack rises 24 hours later as a zombie under Praddak's control, unless the humanoid is restored to life or its body is destroyed. Praddak can have no more than twelve zombies under its control at one time.
>
>***Greatsword.*** *Melee Weapon Attack:* +8 to hit, reach 5 ft., one target. *Hit:* 12 (2d6 + 5) slashing damage.
>
>***Longbow.*** *Ranged Weapon Attack:* +6 to hit, range 150/600 ft., one target. *Hit:* 5 (1d8 + 1) piercing damage.
>
>***Necrotic Surge (1/Day).*** Each undead ally within 30 feet of Praddak gains
20 temporary hit points for 8 hours.
4
Thayans and the Cult of Dragons
\page
## Adimond Kroskass
Adimond is, figuratively speaking, the head of a local cell of the Cult of the Dragon, however, it is Valindra Shadowmantle who pulls his strings and controls his herd of dragon-worshipping zealots. Kroskass is a skilled arcane practitioner himself, schooled in war magic and a true adept of combative spells, able to smoothly transit from offense into defence, and back again, yet even all of that falls short when challenged by the might of the lich.
***Inconspicuous Rebel.*** Adimond lost his *ring of dragons* to Valindra and perceives it as his greatest failure; now, he finds himself often inert and unable to act, the thought of the ring getting damaged in the lich’s hands or his superiors finding out about his disgrace, has left him hindered. Even so, the possibility of Valindra acquiring the power to rise dracoliches and learn the required knowledge is a far worse perspective, so he exploits the loyalty other cultists still have for him, against the terror the lich has surely invoked in them, hoping to prevent them from giving to her demands and disclosing secrets of the ritual.
For now, he carries out the acts of resistance in an inconspicuous manner, orchestrating accidents to delay the lich’s efforts, having the ritual preparations slow to the crawl, as well as inciting the gathering of some unusual—and not necessarily needed—ingredients, which are almost impossible to procure.
The smart man he is, Adimond knows he can’t stall forever, and so he is desperate to find a way out of his predicament, seeking for potential allies to take Valindra out of the picture, maybe by coming into possession of her phylactery of somehow retrieving the ring from her. Nonetheless, it is a completely separate matter to prevent the lich from gaining a powerful dracolich and employing its services for the benefit of Thay, to have Lorragauth emerge under the influence of the Cult of the Dragon. The ends will certainly justify the means, which Kroskass is ready to go to.
Credits: Wizards of the Coast
___
___
> ## Adimond Kroskas
>*Medium humanoid (human), neutral evil*
> ___
> - **Armour Class** 13 (16 with mage armour)
> - **Hit Points** 65 (10d8 + 20)
> - **Speed** 30 ft.
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|11 (+0)|16 (+3)|14 (+2)|19 (+4)|16 (+3)|13 (+1)|
>___
> - **Saving Throws** Dex +6, Int +7
> - **Skills** Arcana +7, History +7, Insight +6, Perception +6, Persuasion +4
> - **Senses** Passive Perception 16
> - **Languages** Common, Draconic
> - **Challenge** 5 (1,900 XP)
> ___
>***Dragon Fanatic.*** Adimond has advantage on saving throws against being charmed or frightened, and is immune to those conditions in the presence of a dragon.
>
> ***Durable Magic.***
The magic Adimond's channel helps ward off harm. While he maintains concentration on a spell, he has a +2 bonus to AC and all saving throws.
>
> ***Power Surge.*** Whenever Adimond successfully ends a spell with *dispel magic* or *counterspell*, spells he casts before the end of his next turn, deal an extra 5 (1d10) force damage to the target.
>
> ***Spellcasting.*** Adimond is a 10th-level spellcaster. His spellcasting ability is Intelligence (spell save DC 15, +7 to hit with spell attacks). Adimond has the following wizard spells prepared:
>
>###### Cantrips (at will): *create bonfire, light, message, ray of frost, shocking grasp*
>###### 1st level (4 slots): *burning hands, detect magic, magic missile, mage armour*
>###### 2nd level (3 slots): *blur, invisibility, scorching ray*
>###### 3rd level (3 slots): *counterspell, dispel magic, fireball, stinking cloud*
>###### 4th level (3 slots): *vitriolic sphere, dimension door*
>###### 5th level (2 slots): *cloudkill, immolation*
>
> ***Tactical Wit.*** Adimond's keen ability to assess tactical situations allows him to act quickly in battle. He receives a +4 bonus to his initiative rolls.
>
> ### Actions
> ***Dagger.*** *Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. *Hit*: 5 (1d4 + 3) piercing damage.
>
> ### Reactions
> ***Arcane Deflection.*** When Adimond is hit by an attack or he fails a saving throw, he can weave his magic to fortify himself to gain a +2 bonus to his AC against that attack or a +4 bonus to that saving throw. He then can’t cast spells other than cantrips until the end of his next turn.
5
Thayans and the Cult of Dragons
\page
## Lorragauth, the Chained Wyrm
Centuries ago, a very old black dragon had made its lair in the North of the Sword Coast, deep within the dense and ominous Neverwinter Wood, claiming the Lord Tharnor's Manor as his own. His name was Lorragauth, also known as 'The Chained Wyrm'.
During his lengthy lifespan, he had managed to amass a great hoard, as his desire for treasures was insatiable. So when the time had come that Lorragauth began to feel the inevitability of death closing on him, he had attempted to destroy all the lands in his domain. If he was to die, his kingdom was to share the same fate along him. While carrying out the grim sentence he proclaimed over his domain, the Chained Wyrm had spotted an amethyst dragon, Eldenser, trespassing. Lorragauth had lashed out against older dragon, and soon after had paid the price, as his enemy was well prepared for the assault and nearly managed to sever one of Lorragauth wings before the Chain Wyrm had crashed into a mountainside, dying abruptly.
For many year that came after those events, his corpse tainted the earth around the place of his death with such a potent magic, that Red Wizards of Thay raised a Dread Ring atop his remains.
Credits: Fred Hooper
___
___
> ## Lorragauth, Dracolich
>*Gargantuan undead (dragon), chaotic evil*
> ___
> - **Armour Class** 22 (natural armor)
> - **Hit Points** 367 (21d20+147)
> - **Speed** 40 ft., fly 80 ft., swim 40 ft.
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|27 (+8)|14 (+2)|25 (+7)|16 (+3)|15 (+2)|19 (+4)|
>___
> - **Saving Throws** Dex +9, Con +14, Wis +9, Cha +11
> - **Skills** Perception +16, Stealth +9
> - **Damage Resistance** necrotic
> - **Damage Immunities** acid, poison
> - **Condition Immunities** charmed, exhaustion, frightened, paralyzed, poisoned
> - **Senses** blindsight 60 ft., darkvision 120 ft. Passive Perception 16
> - **Languages** Common, Draconic
> - **Challenge** 22 (41,000 XP)
> ___
>***Innate Spellcasting.*** Lorragauth's innate spellcasting ability is Charisma (spell save DC 19). He can innately cast the following spells, requiring no material component.
>
>###### 1/day each: *destroy water (5th level version), plant growth*
>###### 3/day each: *charm monster (dragon type or reptilian animals only), darkness, insect plague*
>
>***Legendary Resistance (3/Day).*** If the dragon fails a saving throw, it can choose to succeed instead.
>
> ***Magic Resistance.*** Lorraguth has advantage on saving throws against spells and other magical effects.
>
> ### Actions
> ***Multiattack.*** The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.
>
> ***Bite.*** Melee Weapon Attack: +15 to hit, reach 15 ft., one target. Hit: 19 (2d10 + 8) piercing damage plus 9 (2d8) acid damage.
>
> ***Claw.*** Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 15 (2d6 + 8) slashing damage.
>
> ***Tail.*** Melee Weapon Attack: +15 to hit, reach 20 ft ., one target. Hit: 17 (2d8 + 8) bludgeoning damage.
>
> ***Frightful Presence.*** Each creature of the dragon’s choice that is within 120 feet of the dragon and aware of it must succeed on a DC 19 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the dragon’s Frightful Presence for the next 24 hours.
>
> ***Acid Breath (Recharge 5-6).*** The dragon exhales acid in a 90-foot line that is 10 feet wide. Each creature in that line must make a DC 22 Dexterity saving throw, taking 67 (15d8) acid damage on a failed save, or half as much damage on a successful one.
>
> ### Legendary Actions
The ancient black dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time, and only at the end of another creature’s turn. The ancient black dragon regains spent legendary actions at the start of its turn.
>
> ***Detect.*** The dragon makes a Wisdom (Perception) check.
>
> ***Tail Attack.*** The dragon makes a tail attack.
>
> ***Wing Attack (Costs 2 Actions).*** The dragon beats its wings. Each creature within 15 ft. of the dragon must succeed on a DC 23 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.
6
Thayans and the Cult of Dragons
\page
## The Neverwinter Nine
Some adventurers and heroes are forever remembered in the annals of history, become a legend, which is passed down through generations, or give the beginning to a movement, organisation or tradition — just like the Neverwinter Nine. According to one of the old tales, before the Neverwinter was founded, Lord Halueth Never gathered a group of his most loyal guards and gave them their name. Among the original Neverwinter Nine were: Talven, Galavren, Floashebel (the only known female of the group), Thracier (the traitor, according to legend), Shoce, Coneth, N'halien, Tamper and Slade. Led by Lord Never, the Nine and the Lord's army prevailed in the war with Illusk, however two among them perished in the war, one died as a traitor for murdering his fellow Nine. After Hauleth's dead, he was buried beneath Castle Never, surrounded by the statues of the original Nine.
**Another Time, Another Nine.** Lord Nasher Alagondar was inspired by the legends, so he decided to form a new Neverwinter Nine when he became ruler of Neverwinter, choosing from among his most selfless and good-willed men and women. After his death, the Nine swore fealty to his descendants, the Alagondars. Some among them were: Nevalle, a handsome man with a chiseled physique; Melia Ceralle; Sir Darmon; Callum, a male dwarf; Khelgar Ironfist, a shield dwarf of the Clan Ironfist; and the mysterious he Kalach-Cha, also titled the Knight-Captain, whose details of great deeds were better preserved than those related to the essence of his very person.
Credits: Stephany Nunneley
___
> ## Neverwinter Nine, Animated Warrior
>*Medium undead, neutral evil*
> ___
> - **Armour Class** 18 (*half plate +1*)
> - **Hit Points** 46 (6d8 + 18)
> - **Speed** 30 ft.
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|16 (+3)|14 (+2)|17 (+3)|12 (+1)|14 (+2)|16 (+3)|
>___
> - **Skills** Athletics +6, Perception +4, Stealth +4
> - **Damage Resistance** necrotic; bludgeoning, piercing, and slashing from nonmagical attacks
> - **Damage Immunities** poison
> - **Condition Immunities** exhaustion, poisoned
> - **Senses** darkvision 60 ft., passive Perception 14
> - **Languages** Common, the languages it knew in life
> - **Challenge** 4 (1,100 XP)
> ___
>***Shapechanger.*** The Nine can use an action to polymorph into any Medium humanoid it killed, but only within a round from its killing, or back into its true form, that of an undead. Its statistics, other than its AC, are the same in each form. Any equipment the Nine is wearing or carrying isn't transformed. It reverts to its true form if it dies.
>
>***Legendary Resistance (1/Day).*** If the Nine fails a saving throw, it can choose to succeed instead.
>
>***Nine as One.*** As long as the Nine is within 20 feet of another of the Nine, it gains +3 bonus to all saving throws, and, as a bonus action, it can choose to swap places with another of the Nine.
>
> ### Actions
> ***Multiattack.*** The Nine makes two longsword attacks.
>
>***Longsword +1.*** *Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. *Hit:* 8 (1d8 + 4) slashing damage, or 9 (1d10 + 4) slashing damage if used with two hands.
>
> ***Life Drain.*** *Melee Weapon Attack:* +5 to hit, reach 5 ft., one creature. *Hit:* 9 (2d6 + 2) necrotic damage. The target must succeed on a DC 13 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.
>
> ### Reactions
>**Parry.** The Nine adds 2 to its AC against one melee attack that would hit it. To do so, the Nine must see the attacker and be wielding a melee weapon.
7
Thayans and the Cult of Dragons
\page
**Resting Beneath the Castle.**
The Nine had become celebrated heroes of Neverwinter after their death, and so their remains were entombed in a crypt below the Castle Never, known as the 'Vault of the Nine', which is protected by powerful wards and the Endless Maze, which leads to it, called the Neverneath. Nonetheless, there are some who wish to claim those valiant spirits to their dark causes. One such recent attempt was undertaken by a dragonborn necromancer, Morlanth. Yet another being who set his eyes upon this powerful prize waiting for the reaping is the infamous lich, Valindra Shadowmantle.
**The Last Guard of the Nine.** Descendants of the Lord Nasher Alagondar knighted a new generation of the Neverwinter Nine, alas, they all perished, dying alongside their masters during the Ruining of 1451 DR and the cataclysm that ensued in the wake of Mount Hotenow eruption.
**The Inner Vault of the Nine.** It is a simple stone chamber sealed tight with sigil of Neverwinter carved in its great stone doors. Inside, nine marble coffins form a ring around a throne positioned in centre, which is emblazoned with a sun, and thus coffins are set to stand in its rays. The throne and coffins glimmer with dim, warm light, thus illuminating the chamber, which walls are carved with idyllic depictions of summer and easiness — in the vault, winter never rains, just as it never did during the time of the nine heroes entombed there. The Nine bear insignias that allow them to pass freely through various magical barriers in the castle.
Credits: Mike Lim
___
___
> ## Neverwinter Nine, Animated Spellcaster
>*Medium undead, neutral evil*
> ___
> - **Armour Class** 12 (15 with mage armor)
> - **Hit Points** 45 (7d8 + 14)
> - **Speed** 30 ft.
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|10 (+0)|14 (+2)|15 (+2)|13 (+1)|14 (+2)|18 (+4)|
>___
> - **Saving Throws** Wis +4
> - **Skills** Arcana +3, Perception +4, Religion +3
> - **Damage Resistance** necrotic; bludgeoning, piercing, and slashing from nonmagical attacks
> - **Damage Immunities** poison
> - **Condition Immunities** exhaustion, poisoned
> - **Senses** darkvision 60 ft., passive Perception 14
> - **Languages** Common, the languages it knew in life
> - **Challenge** 4 (1,100 XP)
> ___
>***Shapechanger.*** The Nine can use an action to polymorph into any Medium humanoid it killed, but only within a round from its killing, or back into its true form, that of an undead. Its statistics, other than its AC, are the same in each form. Any equipment the Nine is wearing or carrying isn't transformed. It reverts to its true form if it dies.
>
>***Legendary Resistance (1/Day).*** If the Nine fails a saving throw, it can choose to succeed instead.
>
>***Nine as One.*** As long as the Nine is within 20 feet of another of the Nine, it gains +3 bonus to all saving throws, and, as a bonus action, it can choose to swap places with another of the Nine.
>
>***Innate Spellcasting.*** The Nine’s innate spellcasting ability is Charisma (spell DC 14). It can innately cast the following spells, requiring no verbal or material components:
>
>###### At will: *detect magic, false life, mage armor*
>###### 1/day each: *blindness/deafness, hold person, inflict wounds*
>
> ### Actions
> ***Multiattack.*** The Nine attacks twice with Grave Bolt.
>
> ***Grave Bolt.*** *Ranged Spell Attack:* +5 to hit, range 120 ft., one target. *Hit:* 7 (1d8 + 3) necrotic damage.
>
> ***Life Drain.*** *Melee Weapon Attack:* +4 to hit, reach 5 ft., one creature. *Hit:* 9 (2d6 + 2) necrotic damage. The target must succeed on a DC 13 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.
>
> ### Reactions
>
>***Frightening Gaze (1/Day).*** The nine fixes its gaze on one creature it can see within 10 feet of it. The target must succeed on a DC 14 Wisdom saving throw against this magic or become frightened for 1 minute. The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.