```metadata
title: Birthright Campaign Setting 5e
description: ''
tags: []
systems:
- 5e
renderer: legacy
theme: 5ePHB
```
# Birthright Campaign Setting 5e
##### A D&D 5e Conversion Document
---
##### Requires the use of the Birthright Campaign Setting Boxed Set for AD&D 2e
---
##### compiled by Fausto Passarelli
---
##### last update 04/03/2025
---
[My Birthright Campaign](https://birthrightfp.blogspot.com/)
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# Contents
---
---
- **[Introduction pg 3](#p3)**
- **[History of Cerilia pg 4](#p4)**
- ### **Changes to Basic Rules**
- **[Species pg 5](#p5)**
- **[Classes pg 8](#p8)**
- **[Languages pg 9](#p9)**
- **[Gods and Religion pg 10](#p10)**
- **[Magic pg 17](#p17)**
- ### **New Optional Rules **
- **[Bloodlines and Blood Powers pg 19](#p19)**
- ### **Bestiary**
- ** [Monsters of Cerilia pg 26](#p26)**
- ** [The Gorgon pg 28](#p28)**
- ** [Rhuobhe Manslayer pg 30](#p30)**
\page
# Introduction
Dark clouds gather over the war-torn lands. Armies march to battle once again, answering the ancient call to arms. The banners of noble houses flutter raggedly before the onslaught; some will fall, but others will weather the storm. Across the ruined empires of Cerilia, the dogs of war are let loose. Somewhere on a muddy battlefield, a common man becomes a hero -and a hero becomes a king.
The BIRTHRIGHT campaign setting allows players to explore the grand scope of national politics as they guide their domains and influence the events of the continent of Cerilia on the world of Aebrynis. In this setting, the player characters are kings and nobles, prelates and guild-masters, great wizards and royal heralds. They're the leaders of their own kingdoms and domains, wielding the power to wage war or seek peace. At their command, armies march and kingdoms fall.
Most characters in the BIRTHRIGHT campaign are descended from heroes of old. These ancient heritages are called bloodlines. Scions of the bloodlines are gifted with abilities beyond those granted to the common folk of Cerilia, and over hundreds of years they've naturally risen to positions of power.
There is some quality of kingship, an aura or divine right, that calls to the ancient blood; most of Cerilia's rulers are blooded scions.
Bloodlines wax and wane in strength with the quality of a king's rule. Hundreds have been extinguished since the earthshaking wars that shaped modern Cerilia, while others have risen in prominence and power. There are also bloodlines of evil in Cerilia, descended from the forces of darkness that besieged the land in the dawn of history. These powerful adversaries are known as the awnsheghlien (aun-SHEY-lin), an Elven word meaning "Blood of Darkness."
There is far more to the BIRTHRIGHT campaign setting then political conflict. Cerilia is plagued by dangerous natural predators, bandits and pirates, tribes of humanoid marauders, and the dark forces of the awnsheghlien. Naturally, these perils are only a distant threat to people residing in the Anuirean heartland or in a Khinasi city-state, but wild mountains and deep forests - and their dangerous denizens - are no more than a few week's ride from even the most civilized parts of Cerilia.
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```
As mentioned in the front page, this document requires the use of the **Birthright Campaign Setting Boxed Set for AD&D 2e**. Lore wise, make sure you and your players have access to and have read **Book I - Atlas of Cerilia** of the Boxed Set. **Book III - Ruins of Empire** is also a very interesting read if you plan to set your campaign in Anuire.
This conversion focuses on **Book II - Rulebook**, specifically on **Part I: Birthright Characters** and **Part III: the Birthright Campaign** of this book. I do not provide a conversion of **Part II: Domains**, as I believe those rules are a sort of mini-game that is mostly usable as written in Part II without any detailed conversion.
On a personal note, I also do not use such a codified domain management and warfare system, as I tend to handle such situations in a more conventional way, by roleplay and combat encounters.
### A VERY quick and dirty conversion of Part II: Domains
As mentioned above, Part II is a sort of mini-game so apart the standard D&D ruleset, that it can be used as it is. The only time a D&D mechanic comes into play, is **Table 14: Classes and Regency**. Use the following table instead.
#### Table 14: Classes and Regency
|Feature |Classes that Collect Regency|
|:---|:---|
|Guild | Bard, Ranger, Rogue|
|Law | Barbarian, Fighter, Monk |
|Source | Sorcerer, Warlock, Wizard |
|Temple | Cleric, Druid, Paladin|
|Province| All|
|Trade Route| Rogue (1 RP per GB produced)|
If you want to collect regency from multiple Features, multi-classing is the way to go.
>##### But Bards are full spellcasters!
> The DM may allow certain classes to collect Regency from a difference Feature. For example, Bards and Druids could collect Regency from Source, Paladin and Rangers from Law, and Warlocks from Temple.
\page
# History of Cerilia
Cerilia, the central continent of the **Birthright campaign setting**, has a rich and complex history marked by the rise and fall of empires, divine intervention, and the eternal struggle for power. The land’s history is defined by its connection to the gods, ancient civilizations, and the bloodlines that shape its rulers.
Long ago, Cerilia was home to the mysterious **elves (Sidhelien)** and the dwarves, who lived in harmony with the land. These early days were disrupted by the invasion of the **Shadow**, an otherworldly entity of chaos and destruction. The Shadow brought its armies of **evil humanoids**, including goblins and orogs, plunging Cerilia into an era of war. The elves, once the dominant force on the continent, struggled to repel the Shadow’s forces but suffered significant losses.
As the elves waged war, human tribes from other continents began migrating to Cerilia. These groups—**Anuireans, Brecht, Khinasi, Rjurik, and Vos**—brought new cultures and aspirations, gradually spreading across the land. While initially unwelcome, humans became integral to Cerilia’s destiny as they settled and formed powerful kingdoms. Tensions rose between the humans and the elves, leading to conflicts over land and resources.
The pivotal event in Cerilia’s history was the **Battle of Mount Deismaar**, a cataclysmic confrontation between the old gods and the Shadow. At this battle, the gods fought to protect Cerilia, but their struggle resulted in their destruction. When the old gods perished, their divine essence scattered across the battlefield, merging with mortal warriors who had shown exceptional valor. This event birthed the [**bloodlines**](#p16), granting certain individuals divine power. These bloodlines became a cornerstone of Cerilian politics, as those imbued with the essence of the gods—known as scions—held the potential to shape the world through their abilities and divine connections.
In the aftermath of Mount Deismaar, new gods arose from among the victors, reshaping the pantheon and the religious landscape of Cerilia. The nations of the five human cultures solidified, each reflecting the traits of their respective bloodlines. The **Anuireans**, inspired by their leader Roele, established the sprawling **Anuirean Empire**, which became a symbol of human ambition and unity. For centuries, the empire thrived, bringing relative peace and prosperity to much of Cerilia.
However, internal strife and external pressures eventually led to the empire’s decline. The death of the last emperor fractured the realm into smaller, competing domains, each ruled by a blooded noble. This fragmentation marked the beginning of the **Time of Troubles**, where warlords and regents vied for control, often clashing over ancient grievances and newfound ambitions.
Today, Cerilia remains a land of opportunity and peril. The remnants of the Shadow lurk in the form of **awnsheghlien**—twisted beings corrupted by dark power. Blooded scions continue to wield immense influence, their actions shaping the future of their domains. Cerilia’s history is one of cyclical rise and fall, driven by the eternal struggle between ambition, destiny, and the divine.
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# Species
Cerilia is home to many different creatures that range from fierce goblins to graceful but dangerous elves. All species from the PHB are available for players, but only four of them are accepted and really have a place and their own kingdoms in the lands of Cerilia
The most common species in a Birthright Campaign are **Humans**, **Elves**, **Half-elves**, **Dwarves**, and **Halflings**. These species have lived on Cerilia for centuries, and have established many realms on its lands. We discuss these species in more detail in the following sections.
**Dragonborn** are almost unheard of, maybe a few specimens live in far-away mountain ranges, where they serve the few remaining dragons that still sleep in the deep and dark places of Cerilia.
**Gnomes** are fey creatures that rarely leave their enchanted forests, and are treated with superstition.
**Half-orcs** are the unfortunate offspring of violence, and they’re rarely welcome in any society. They mostly serve as travelling mercenaries, or try to hide their heritage when possible.
**Tieflings** are rare, unlucky souls born with the taint of the Shadow or other evil influence. Most people treat them as monsters, and attack them on sight or shun them. Aasimars fare slightly better, but are still seen as freaks of nature, and mostly avoided when their true identity is discovered.
Other more outlandish species from other sources (like *Volo’s Guide to Monsters*) find no place to call home among the civilized realms, and keep to the wilderness.
If you still choose to play one of these species, do keep in mind the challenges that await you during your adventuring career.
## Dwarves
Dwarves lived in the mountain of Cerilia untold years before humans came to the land. Over time the dwarven holds elected a defensive strategy, fortifying their approaches and retreating to their cities under the mountains when threatened. Dwarves have a fierce hatred of orogs as a result of uncounted wars fought in the deeps under the earth.
The typical dwarf stands 4 to 4 ½ feet in height and has an exceptionally stocky build and thick, sturdy bones. Dwarves are creatures who derive from stone –they are true children of the mountains –and their bodies are twice as dense as other creatures. As a result, dwarves weigh as much as 250 to 300 pounds.
A dwarf’s skin is gray, stony and cold to the touch. All dwarves have eyes that are dark as jet and their hair and beards are black or dark gray and are normally cropped short.
With regard to other species, Cerilian dwarves usually adhere to a friendly neutrality; thus they are on good terms with most other species, including the elves. They’re masterful craftsmen and traders; dwarven caravans roam from Anuire to Vos laden with their goods. Dwarven arms an armor are the best in Cerilia and it is not uncommon to see dwarves selling their services as mercenaries.
---
*You can choose any of the lineages of dwarves present in the PHB (or in any other source the DM allows), but these dwarves do not consider themselves from a different lineage, simply from a different clan.
Duergar are dwarves tainted by the Shadow, and many of them serve the Gorgon. Most cultures (including other dwarves) will treat them with suspicion or outright violence.*
## Elves
The elves of Cerilia are a graceful but reclusive species, suspicious of humankind. Early in Cerilia’s history the elves contested human settlement of the continent’s vast forests and a strong current of ill will toward the human nations still runs strong in the elven woods.
There is only one species of Cerilian elves. They call themselves the Sidhelien (SHEE-lin). The Sidhelien hold court in deep, mist-wreathed vales in the darkest hearts of the ancient Cerilian forests.
Elves stand as tall as humans but are far more slender and graceful. Most average 5 ½ to 6 feet in height but weigh only 120 to 140 pounds. All have fair skin and dark hair and their features are exquisitely fine. Elves possess an unearthly beauty and their perfect voices can hold a mortal spellbound. Unfortunately elves are too mindful of their superiority and treat outsiders with coldness or condescension. Cerilian elves are creatures of faerie dust and starlight, gifted with immortality and powers of mind and body beyond those of humankind. They are a force for neither good nor evil and elven woods can be perilous for human travelers but even more so for goblins or gnolls.
The elven heart is unfathomable to nonelves; they’re moved to wild delight, dark melancholy or burning rage with only the slightest cause. More than anything else, elves are unpredictable, doing what pleases them from one moment to the next.
---
*Elves of Cerilia are considered Fey (not humanoid)*
*You can choose any of the lineages of elves present in the PHB (or in any other source the DM allows), but these elves do not consider themselves from a different lineage, simply from a different clan.
Dark Elves are the servants of the Cold Rider, an evil spirit residing in the Shadow. Most cultures (including elves) will treat them with suspicion or outright violence.*
\page
## Half-Elves
From time to time a particularly handsome or beautiful human with courage and a gracious manner may walk among the Sidhelien unscathed. A few humans have even been accepted as equals in the elven courts. Mortals (by elven standards) quickly become lost in the elven spell; the years reel by in splendor and celebration while the world outside comes to a halt or leaps centuries ahead. Such a mortal may return home to find that only a single night has passed or that a hundred years have flown by. More often than not a mortal’s life runs out in a heartbeat.
Half-elves are the rare children of these unusual men and women and their elf partners. The elves regard such offspring as Sidhelien and welcome them fully in elf society. Humans, however, tend to be suspicious of half-elves, referring to them as bewitched or as changelings. It is rare for half-elves to leave the elven woods.
---
*Half-elves of Cerilia are considered Fey (not humanoid)*
## Halflings
The Halflings aren’t a numerous people but they are found nearly everywhere humans live. Only a handful of humans know the secret of the Halflings’ origin; they once dwelled in the Shadow world, a realm of faerie enchantment parallel to Cerilia. That realm was poisoned by the rise of the Usurper, a gathering evil that corrupted their homeland and they fled to the daylight world to escape his power. A small number of halflings arrived in Cerilia in time to witness the battle of Mount Deismaar. In the early years of the Anuirean Empire, the halflings left their homes one family at a time, virtually trickling into the human lands.
Living among their larger neighbors, halflings don’t see the sense in a government larger than a small village or extended family and are happy to count themselves as citizens of whatever land surrounds them. It’s not unusual to find a handful of Halfling farmers near a human village or a neighborhood of Halfling craftsmen in a larger town.
Halflings usually adopt the language, culture and customs of the Big Folk around them while keeping a few aspects of their own culture. . They feel free to use weapons in defense of their homes or families, but will never take up arms against each other – halflings consider fisticuffs the only acceptable form of violence against other halflings.
Cerilian halflings stand about 3 ½ feet tall and resemble small humans.
Unknown to most species, halflings did not originate in Cerilia but came from the Spirit World, now known as the Shadow World.
---
*Halflings of Cerilia are considered Fey (not humanoid)*
*You can choose any of the lineages of halflings present in the PHB (or in any other source the DM allows), but these halflings do not consider themselves from a different lineage, simply from a different clan. *
*You could also consider to use the racial traits of the Shadar-Kai to better highlight your connection with the Shadow World*
## Humans
Humans are the most populous species in Cerilia and inhabit every part of the continent. Five human nationalities or cultures currently exist: the Anuireans, the Khinasi, the Brechts, the Rjurik and the Vos.
---
*Human characters may use either the standard or variant human traits from the Player’s Handbook.*
---
**Anuireans** are native to the southwestern portion of Cerilia. The ancient Anuireans were a fair skinned, red-haired people but over centuries of extensive contact with other cultures, Anuireans have lost most defining physical characteristics. Anuirean society is semifeudal and based on a class of free farmers and craftsmen. Regents (rulers of domains) are usually titled nobles. Anuireans respect nobility and look to their leaders to protect them from the barbarians and savages who surround the states of the old Empire. Commoners identify strongly with their lords and the dealings and alliances of the noble families are topics of continuous discussion throughout Anuirean lands.
---
The **Brechts** inhabit north-central Cerilia. They tend to be short and stocky with dark hair and eyes. Early in their history, they were under the rule of Anuirean governors and Brecht nobility declined drastically in power and importance. When the Anuirean Empire fell and the Brechts gained independence, the guilds and merchants came into power. The nobility is weak in Brechtür and several states have declared themselves republics. The Brechts believe in free enterprise and Brecht society revolves around wealth. The Brechts have a fierce love of independence and a tradition of self-reliance; they don’t wait for their lords or rulers to solve problems for them. Commerce and trade are expressions of this belief and Brecht commoners owe their first loyalty to guilds and companies.
---
**Khinasi** characters are native to the region known as Khinasi. They’re descended from the Basarji and speak the language of the same name. The Basarij arrived in Cerilia from lands across the Sea of Dragons. They are tall and lanky with aquiline features and dark eyes. Their complexions range from a light coffee to a dark brown color. Unlike the other human cultures, the Khinasi have no fear of magic. The study of magic is considered the noblest of callings and the Khinasi universities devoted to magic are the finest in Cerilia. Like the Brechts, Khinasi commoners are traders and merchants but an individual’s decorum hospitality and conduct are far more important than gross wealth.
---
The **Rjurik** inhabit the taiga forest and highlands of northwestern Cerilia. They are a tall, broad-shouldered people with blond or red hair and fair complexions. Men and women most commonly wear their hair in long braids. The Rjurik are stubborn individualists who don’t swear fealty to anyone but their own kin; the family is the most important part of Rjurik life. Most Rjurik follow the god Erik, a druidical power, and druids are revered throughout Rjurik society as teachers, leaders and advisers. All Rjurik have a deep respect and love for Cerilia’s wilds and carefully avoid over-hunting or clearing virgin forest.
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---
The **Vos** are barbaric people from the cold mountains and forests of northeastern Cerilia. They are tall, thick-boned people with flat features, light eyes and sallow skin. Male warriors are fond of shaving their heads and wearing long, drooping mustaches. The Vos have a rigid code of face and honor that demands blood for even unintentional insults. Their leaders are war-chieftains known as tsarevos who are advised by the priests of the grim Vos gods. Almost all Vos men are warriors and hunters – other professions are considered unmanly. Vos women are by custom greatly limited in their freedoms, although a few women have succeeded as warriors or tsarevos.
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>##### Optional Solution for unusual species
>
>It is possible that you’re really fascinated not only by the lore of an unusual species, but by its mechanical traits. After all, D&D is still a “game”’, and there’s nothing wrong in planning your “build” also based on the special traits of a specific species.
>
>One way to go about it is to be a Human of one of the five ancestries, but use the mechanical traits of a different species, by matching the Bloodline derivation that fits the best.
>
>For example, you could be a Khinasi with the Bloodline of Basaia, and use the Traits of a Fire Genasi, or an Aaracokra.
>
>Or you could be an Anuirean with the Bloodline of Azrai, and use the Traits of a Fallen Aasimar, a Yuan-ti, or a Tiefling.
>
>You still age the same as a human, and you look human (maybe with some small cosmetic changes, especially if you have the blood of Azrai) but all your other traits are those of the species you selected.
>
>Work together with your DM to find the best match between the species you would like to play, and the Bloodline that fits that concept.
>
> Here are some suggestions:
>
> Anduiras: Aasimar, Leonin
>
> Basaia: Fire Genasi, Aaracockra
>
> Brenna: Changeling, Tabaxi
>
> Masela: Triton, Water Genasi
>
> Reynir: Goliath, Shifter
>
> Vorynn: Gith, Dragonborn
>
> Azrai: Yuan-ti, Tiefling
\page
# Classes
All player characters are the scions of a powerful Bloodline. This sets them apart from the rest of the world, as they are the Heroes that wield divine powers allowing them to achieve incredible things. Only blooded individuals (and other magical creatures) have these abilities. No common mortal is able to casts spells, channel his divinity, or perform feats of unbelievable prowess like a wizard, a cleric, or a fighter. You will meet many soldiers, acolytes, and street-magicians in your adventures, but only blooded individuals are able to harness true power and supernatural abilities.
In a given church, your cleric may be the only one capable of casting spells, and among your tribe, you may be the only warrior capable of summoning his mystical rage to soak damage that would otherwise kill a mortal man. You do not train to be a Paladin, yet you may be a brave knight whose divine blood grants him magical abilities and a deeper connection to the new gods of Cerilia. You may have studied the occult and the arcane for many years, but only after your divine spark has been kindled will you be able to harness the magic need to cast spells.
By virtue of your bloodline, you are special, and this is reflected in your ability to have access and use your class features. On top of this, you will also be granted powers related to the derivation of your Bloodline (see later the chapter on Bloodlines).
All player characters have access to the classes presented in the Player's Handbook, though some cultures have traditionally eschewed a few specific classes.
Dwarves and Halflings have little affinity to arcane magic, thus they rarely choose to be wizards, sorcerers, warlocks, or eldritch knights.
Elves do not usually worship any god, thus they rarely choose to be Clerics or Paladins.
Of course, Player Characters are most of the time the exception to the rule, so it could be interesting to explore the idea of an elf devoted to Haelyn, or a dwarven warlock.
---
**Barbarians** are as described in the Player's Handbook.
---
The first Cerilian **bards** are said to have been wandering elves, who were sent into the human lands by open-minded elven kings to teach and learn from the human neighbors. Each of these elves founded a bardic college; today, human students continue the work of their elven mentors.
---
**Clerics** are as described in the Player's Handbook. A cleric must worship one of the Cerilian gods.
---
In Cerilia, **druids** are most often priests of Erik, the god of nature and the hunt. Druids are especially prominent in the Rjurik lands but can be found throughout the rest of Cerilia.
Some elves have a deep affinity with their forests, and develop the same powers and abilities of a druid, without paying service to the gods.
---
Of all the regents in Cerilia, **fighter** regents outnumber regents of all other classes. Blooded fighters often set out to expand their kingdoms by sheer force.
---
There is no real cultural place for a **monk** to come from. A case could be made for the Khinasi or a secret order dedicated to hand-to-hand martial skills, but monks are not recommended.
---
In Cerilia, **paladins** are usually found only among the Anuireans and the Khinasi. A patron deity must be chosen for a paladin when the character is created. Anuirean paladins can choose to serve Haelyn, Cuiraécen or Nesirie. Khinasi paladins follow either Halaïa (Haelyn) or Avani. The paladin’s choice of patron will affect his particular attitudes, spell selections and powers.
---
**Rangers** are as described in the Player's Handbook.
---
**Rogues** are as described in the Player's Handbook.
---
**Sorcerers** are as described in the Player's Handbook. Try to choose an Origin that matches with the lore of the Birthright Campaign Setting, or with your Bloodline.
Some examples of Sorcerous Origins and fitting Bloodline derivations:
- Anduiras - Divine Soul, Storm
- Basaia - Clockwork, Draconic (fire)
- Brenna - Shadow, Wild Magic
- Masela - Storm, Draconic (acid, lightning)
- Reynir - Draconic (cold)
- Vorynn - Wild Magic
- Azrai - Aberrant, Shadow
---
**Warlocks** are as described in the Player's Handbook. Any pact can be chosen, although the pacts represent deals made with powerful fey creatures, archdevils, demon lords, or even the Cold Rider himself.
---
**Wizards** are as described in the Player's Handbook.
\page
# Languages
The five human tongues serve as localized forms of common in each respective area of Cerilia. Some of these languages have ancient or archaic forms which scholars study in order to read ancient writings. Elvish is the oldest language of Cerilia, and has remained remarkably unchanged in thousands of years.
The following languages are commonly spoken in Cerilia. If your species gives you the ability to speak, read, and write Common (which isn't a language of Cerilia), pick one language of your choice instead.
##### Standard Languages
| Language | Typical Speaker| Script |
|:--------:|:--------------:|:-------:|
| Anuirean | Anuireans |Sidhelien|
| Basarji | Khinasi |Basarji |
|Cellwair | Halfling |Halfling |
|Karamhul | Dwarves |Karamhul |
|Low Brecht|Brechts |Karamhul |
|Rjuven | Rjurik |Sidhelien|
|Sidhelien | Elves |Sidhelien|
|Vos | Vos |(none) |
##### Exotic Languages
|Language |Typical Speakers | Script|
|:--------:|:--------------:|:-------:|
|Andu |Anuirean scholars | (none)
|Draconic | Dragons |(none)
|Druidic | Druids |(none)
|Giant |Giants |Giant
|Gnoll |Gnolls |(none)
|Goblin | Goblinoids |Goblin
|High Brecht| Brecht scholars | Karamhul
|Ogrish |Ogres |Giant
|Orog |Orogs |Giant
|Troll |Trolls |Giant
\page
# Gods and Religion
The pantheon known to the humans of Cerilia is not the same pantheon recognized by the ancient tribes who came to Cerilia before the War of Shadow. The old gods gave up their existences in order to destroy their evil brother Azrai at Mount Deismaar. Their essences imbued hundreds of champions and common soldiers with the beginning of Cerilia's bloodlines, and have shaped history ever since. More importantly, those mortal champions closest to the old gods inherited the portfolio and powers of their patrons, rising to the heavens in a glorious divine ascension.
At first, the new gods worked closely together, but as centuries passed, rivalries and arguments have divided the Cerilian pantheon. wars and feuds between their mortal followers have naturally ensued, and the powers work continually to increase the prestige and well-being of their worshippers.
Despite these rifts, all the gods of the new pantheon have held fast to one firm pact: Never again shall the gods battle each other in physical form.
The new powers are known by different names in different parts of Cerilia. Most are worshiped in one aspect or another in several of Cerilia's cultures. For example, Sera is the heiress of the old goddess Brenna, the patron of the Brechts, but she is also revered in Anuire as Sarimie, and in Khinasi as Sarma.
It's important to note that the temples of these gods are not unified. At least ten different faiths devoted to Haelyn exist in Anuire alone, and the rivalry is sometimes fierce.
##### Deities of Cerilia
|Deity |Alignment | Suggested Domains | Symbol |
|:---------:|:--------:|:-------------------------:|:-----------------:|
|Avani |LN |Arcana, Knowledge, Light |Setting Sun |
|Azariel |NE |Death, Trickery |Black Wings |
|Belinik |CE |Death, War |Crossed Axes |
|Cuiraecen |CG |Tempest, War |Sword and Lightning|
|Eloele |CN |Death, Trickery |Dagger |
|Erik |N |Life, Nature |Oak Tree |
|Healyn |LG |Life, Order, War |Sword and Sunburst |
|Kriesha |LE |Nature, Tempest |White Hand |
|Laerme |CG |Forge, Light, Life |Harp and Flame |
|Nesirie |NG |Grave, Life, Tempest |Wave and Trident |
|Ruornil |N |Arcana, Knowledge, Twilight|Crescent Moon |
|Sera |CN |Knowledge, Peace, Trickery |Scales |
```
```
## Avani
*Goddess of the Sun, Lady of Reason*
Anuire: Avanalae
Brechtur: Lana
Rjurik: Vani
Alignment: Lawful neutral
Worshipers Alignment: Any
Areas of Concern: Sun, reason, magic
Symbol: Setting sun
Domains: Arcana, Knowledge, Light
---
Avani is the wife of Erik, the matron of the Basarji, and the successor of the old goddess Basaia. At Deismaar, her new-found
powers helped to put the forces of evil to flight. Avani is now the sun goddess and lady of reason and logic, the counterpart to the mysterious moon god Ruornil.
---
*Avani's Priesthood*
Avani's temple is predominant in Khinasi and very important in Anuire. Her priests are sages, scholars, and teachers; a temple of Avani resembles a university or library.
\page
## Azariel
*Angel of Darkness, Fallen Prince, Lord of Lies*
Alignment: Neutral evil
Worshippers alignment: Any non-good
Areas of Concern: Corruption
Symbol: Black feathered wings
Domains: Death, Trickery
---
Azariel was once a Solar bound to Anduiras, but he fell from grace out of envy for Haelyn's ascension to godhood. He acquired godly powers thanks to the joined efforts of Belinik and Kriesha, who empowered him to earn an ally against the other Powers. He burns with envy and rage directed at Haelyn and his priests.
---
*Azariel’s Priesthood*
Priests of Azariel hide among other priesthoods, often pretending to be priests of Healyn. They seek to corrupt the naive and pure, and turn them to the worship of their dark god.
```
```
## Belinik
*Prince of Terror, Lord of Strife*
Brechtur: Alenecht
Alignment: Chaotic evil
Worshipers Alignment: Any non-lawful
Areas of Concern: Battle, feuds, fear
Symbol: Crossed axes
Domains: Death, War
---
Belinik was the chosen champion of Azrai and the warrior-king who led the Vos into the War of Shadow at the dark lord's command. Much of Azrai's raw power descended to Belinik at Mount Deismaar, elevating the brutal tyrant to the ranks of godhood. Belinik embodies the Vos belief that might makes right; those who follow him believe that strength and savagery are all a true warrior needs.
---
*Belinik's Priesthood*
Belinik is revered by all Vos warriors, and his priests command great influence in Vosgaard. It's not unusual for priests to instigate blood-feuds or wars between Vos clans in order to please Belinik. A priest of Belinik can never back down from a battle and must demonstrate that he is fit to serve his god by showing strength and bloodlust.
\page
## Cuiraecen
*Stormlord, God of Battle, Haelyn's Champion*
Khinasi: Khirdai
Rjurik: Kirken
Brechtur: Kirche
Alignment: Chaotic Good
Worshipers Alignment: Any non-lawful
Areas of Concern: Battle, Storms
Symbol: Sword and lightning
Domains: Tempest, War
---
Cuiraecen (koo-RAY-eh-ken) is the god of storms and conflict, but he is perceived as a force for change and good rather than destruction. He is the son of Haelyn and the sea-goddess Nesirie, and was not present at Deismaar. Cuiraecen is the patron of young and reckless warriors everywhere who plunge boldly into battle in search of personal glory and honor.
---
*Cuiraecen's Priesthood*
Cuiraecen's temple is important in Anuire but is relatively small elsewhere. The faith is popular among soldiers and powerful orders of militant knights templar can command hundreds of elite fighting men.
```
```
## Eloele
*Goddess of Night, Sister of Thieves*
Brechtur: Ela
Vosgaard: Elyal
Worshipers Alignment: Chaotic neutral (evil)
WAL: Any non-lawful
Areas of Concern: Night, darkness, thieves
Symbol: Dagger
Domains: Death, Trickery
---
Eloele (eh-LOW-eh-lay) is the daughter of Sera and Ruronil. She was born in the early centuries following Deismaar and became the lady of thieves, deceit, and stealth. She is generally not a malicious power, but she is capricious and selfish; she loves to embarrass or trick their enemies, sometimes with lethal results.
---
*Eloele's Priesthood*
Few honest folk worship Eloele, but every rogue knows of the Sister of Thieves and seeks her blessing before setting to work. Only a few small shrines are scattered through the larger cities of Anuire and Brechtur, but a society of female warriors among the Vos reveres her as their secret leader.
\page
## Erik
*Old Father of the Forests, Patron of the Rjurik*
Anuire: Aeric
Vosgaard: Iraikhan
Alignment: Neutral
Worshipers Alignment: Any neutral
Areas of Concern: Forests, hunting
Symbol: Oak Tree
Domains: Life, Nature (Druids)
---
Erik is the guardian of the wilderness, the protector of the forest, and the patron of Cerilia's animals. He does not oppose human logging and hunting, but it is his law that no one shall take more than he needs or more than the land can bear to lose. Erik was a Rjuven warrior in the entourage of Reynir at Mount Deismaar, and he still considers the Rjurik to be his people.
---
*Erik's Priesthood*
Erik's priests are both Clerics and Druids. They band together in organizations known as circles. Most Rjuriks consider the druidic faith of Erik to be the only religion worth following, and scattered circles of druids dwell in the forests of Anuire and Vosgaard.
## Haelyn
*Lord of Noble War, Lawmaker, Patron of Anuire*
Khinasi: Halaia
Rjurik: Holn
Alignment: Lawful Good
Worshipers Alignment: Any
Areas of Concern: War, Leadership
Symbol: Sword and sunburst
Domains: Life, Order, War
---
Haelyn is the ruler of the gods, the lord of courage, justice, chivalry, and the patron of kings and warriors. In his mortal life, Haelyn was the leader of the Anuireans, the brother of Roele, and the half-brother of Raesene. He was the champion of the old god Anduiras at Deismaar, and he inherited his patron's powers.
---
*Haelyn's Priesthood*
Priests of Haelyn are the most powerful clergy in the Anuirean lands. Traditionally, they are advisers to kings and guardians of the investiture of regency. Large temples are often bases for legions of temple soldiers led by paladins.
\page
## Kriesha
*The Ice Lady, the Winter Witch*
Rjurik: Karesha
Brechtur: Kriestal
Alignment: Lawful evil
Worshipers Alignment: Any non-good
Areas of Concern: Winter, monsters
Symbol: White hand
Domains: Nature, Tempest
---
When Azrai was destroyed at Mount Deismaar, his champions ascended to claim his position. Kriesha was a Vos high priestess who absorbed the portfolios of cruelty, despair, and cold. Along with Belinik, she is the guardian of the Vos. Kriesha stands for strength through hardship and tests the Vos with harsh winters and savage conflict to weed out the weak.
---
*Kriesha's Priesthood*
Kriesha isn't openly worshipped outside of Vosgaard, although the Rjuriks and Brechts know and fear her. Among the Vos, her priests are always women; they command great influence in Vos society and use their powers to test the strength of the Vos warriors.
```
```
## Laerme
*Goddess of Fire, Beauty, and Art*
Khinasi: Leira
Rjurik: Lara
Vosgaard: Ayairda
Alignment: Chaotic good
Worshipers Alignment: Any non-evil
Areas of Concern: Fire, love, art
Symbol: Harp and flame
Domains: Forge, Life, Light
---
The daughter of Erik and Avani, Laerme appeared in the years after Deismaar. She is a fiery goddess of beauty and love and patroness of the arts. She is not jealous or vain, and freely rewards any who create beauty regardless of whether they worship her. However, Laerme can be moved to heated anger by any who deny love or who delight in destroying things of beauty.
---
*Laerme's Priesthood*
Few temples are devoted to Laerme's worship, but may people who worship other gods call on her for help in matters of romance. Her priests tend to be wandering courtiers and advisers and are likely to ally themselves with established temples.
\page
## Nesirie
*Goddess of the Sea, Lady of Mourning*
Khinasi: Nasri
Rjurik: Narikja
Brechtur: Neira
Alignment: Neutral good
Worshipers Alignment: Any
Areas of Concern: The seas, grief
Symbol: Wave and trident
Domains: Grave, Life, Tempest
---
Nesirie (neh-SEE-ree-eh) is the patroness of mariners and explorers. Nesirie inherited Masela's power after that goddess
perished, but their people - the Masetians - passed into history in a few short centuries following the War of Shadow. Nesirie mourns for them still, and any who know grief call on her. She is the wife of Haelyn.
---
*Nesirie's Priesthood*
Nesirie's faith is a minor one, but it is popular with folk who live on or near the sea as well as individuals who feel they've suffered great losses in life. Few of Nesirie's priests are interested in political power. Nesirie's paladins are always female.
## Ruornil
*The Moon God, the Silver Prince*
Khinasi: Rilni
Rjurik: Lirorn
Vosgaard: Lirovka
Alignment: Neutral
Worshipers Alignment: Any
Areas of Concern: Night, moon, magic
Symbol: Crescent moon
Domains: Arcana, Knowledge, Twilight
---
Ruornil is the god of magic - the guardian of the world's arcane forces and places of mystical power. Ruornil was an Anuirean who followed the old god of magic, Vorynn, after Azrai swayed the Vos away from Vorynn. When Vorynn perished at Deismaar, Ruornil inherited his power. All Cerilian mages acknowledge Ruornil's power, even if they do not worship him.
---
*Ruornil's Priesthood*
Woodsmen, astrologers, and wizards revere Ruornil, but few priests of this reclusive power exist. His temples are usually places of enchantment hidden in the forests and dells of the Cerilian wilderness, but in Anuire, a few temples take interest in political power and concerns.
\page
## Sera
*Lady of Fortune, Goddess of Wealth*
Anuire: Sarimie
Khinasi: Sarma
Vosgaard: Sirova
Alignment: Chaotic neutral
Worshipers Alignment: Any
Areas of Concern: Wealth, luck
Symbol: Scales
Domains: Knowledge, Peace, Trickery
---
Sera is the inheritor of Brenna's power, and has assumed the old goddess's role as the patroness of the Brecht people. She is the wife of Ruornil and the goddess of commerce, wealth, and both good and ill fortune. Sera embodies the adage that a man makes his own luck; she rewards diligence and hard work, but she occasionally smiles on the fool.
---
*Sera's Priesthood*
Sera is revered by all merchants, rogues, and gamblers. Any who call on Lady Luck are actually invoking Sera's name. Her temples are the most important in Brechtur, but the Brechts aren't very religious. Sera's priests often double as officials of commerce and trade.
```
```
## Other Powers of Cerilia
The pantheon of the young gods is recognized across the continent, but the human powers are not the only gods known to the people of Cerilia. Goblins, orogs, gnolls, and other creatures each worship their own powers. The awnsheghlien are even said to secretly swear allegiance to another power even greater than themselves.
### Moradin (Forge, Knowledge, War)
Moradin is the legendary creator of the dwarves and the chief deity of a mysterious pantheon of dwarven gods. The dwarves don't speak of their beliefs to non-dwarves and hold their religious observances only in the sanctuary of their hidden fortress cities. In fact, the name of Moradin is known outside dwarven halls only because the dwarves call on him for aid in their battle-cries.
### Kartathok (War)
Kartathok is the lord and patron of goblin-kind in Cerilia, and like Moradin, he is the head of an entire pantheon of goblin gods. The goblins aren't exactly cautious about concealing the secrets of their religions, but few outside observers have the patience or stomach to learn more than the surface details of goblin beliefs. Priests and shamans play a very important role in goblin society and often serve as leaders to goblin warriors.
### The Cold Rider (Death)
No one denies that a power of darkness is at work in the Shadow World, but the nature of this creature is unclear at best. Mages familiar with the Shadow World refer to this power as the Cold Rider, and attribute the restless dead and dangerous spirits of this sinister realm to his dire enchantments. Some people believe the Cold Rider is an awnshegh, while others aver that he is a god spawned by Azrai's destruction.
### Powers of Darkness (varies)
Several of Cerilia's darker species have sought patronage from unique demon lords. These include Yeenoghu, the lord of gnolls; Baphomet, the lord of minotaurs; and Kostchtchie, patron of the ice giants. Monstrous shamans from these species exist, but are extremely rare. Torazan, the orog deity, is believed to be a demon as well.
\page
# Magic
### Magic is Rare
Creatures with the Humanoid or Beast type can only use magic (magical abilities, spells, spell-like abilities, etc.) if they have a Bloodline Score.
### Planar Travel is limited
From the world of Aebrynis, planar travel to the Outer Planes (the realms of the gods) is not allowed.
Planar travel to the Inner planes is extremely rare, and so is the knowledge of their existence.
Planar travel to the Transitive Planes (Ethereal and Astral) is limited to temporary effects, as described in some spells that make use of those planes.
The planes most frequently visited by powerful magical creatures are the Feywild and the Shadowfell.
Powerful magic (summoning and conjuring spells) is still able to summon creatures from other planes of existence for a short time.
### Dead stays dead
The following spells are not accessible to mortals, only to gods and their direct servants:
- Clone
- Raise Dead
- Reincarnation
- Resurrection
- True Resurrection
The *revivify* spell is still allowed, it is more of a "cure mortal wound" than a true form or resurrection.
Other abilities, features, traits, etc. that resurrect creatures are also likewise limited.
### Arcane and Divine Magic
There are two sources of magic in Cerilia: Arcane and Divine.
Blooded individuals with access to magic can cast powerful Realm Spells (these are Downtime Activities) by gathering mebhaighl from their Domains.
Arcane magic is tied to Source Holdings. The following classes make use of Arcane magic: Bards, Sorcerers, Warlocks, Wizards.
Divine magic is tied to Temple Holdings. The following classes make use of Divine magic: Clerics, Druids, Paladins, Rangers.
#### Source and Temple Holdings
Scions can access great magical power when they attune themselves with the power of the land itself, the *mebhaighl*. In order to do so, Arcane casters need to gain control of a Source, while Divine casters need to become spiritual leaders of a Temple.
**Sources** represent the magic power of a province. Untouched lands hold the most magical power. A source is not always a specific location, though sometimes place of great magical significance are the focal point of a Source (henges, magical pools, an ancient tree, etc.).
**Temples** are monasteries, shrines, temples, and cathedrals of the character's faith.
### Realm Spells
Scions who have dominion over a Source of arcane power, or who are leaders of Temples can perform great feats of magic as Downtime activities. This special Downtime activities take a whole **month** to perform. Some spells require the caster to be of a higher level in order to be used.
When these spells are used by NPCs, use them as a storytelling tool to prepare your scenarios. Details of each spell are deliberately left open. How much wealth does Alchemy generate? How big is the undead army? Is the castle completely razed, or only the gates? You decide that, make the spell serve your story.
When a PC wants to use a Realm spell, make it an opportunity for adventure.
The party needs a lot of money to feed their people, it's time for an *Alchemy* spell. But what does it mean "spending his own personal power"? Maybe the mage and his companions need to acquire some extremely rare components (worthelss for the common people, but necessary for the spell) at great personal risk, in order to cast the spell.
Invading armies are approaching, we need a *Warding* spell. But in orderto trace the mystical runes to war the whole realms, the party needs to travel along the borders, where the enemy scouts are alraedy arrassing villages.
Other times, it may not be needed to go on an adventure to cast a Realm spell, but try to make it a momentous event. When a priest casts *Investiture* to crown his fellow adventurer as Duke of Talinie, a huge celebration takes place, where the PCs can interact among each other and with other NPCs present for the grand occasion.
#### Arcane Realm Spells
* **Alchemy (3rd).** A mage can create wealth by spending his own personal power to transform worthless substances into valuables.
* **Death Plague (5th).** An evil mage can create a horrible, pestilent plague that depopulates an area.
* **Demagogue (3rd).** This pervasive, subtle charm plays upon the fears and loyalties of a province, influencing the attitudes of its people toward its ruler.
* **Dispel Realm Magic (1st).** This spell will counter the effect of another Realm spell.
* **Legion of Dead (7th).** A skilled necromancer can summon the ancient dead to his aid, rasising a legion of skeletons and zombies to do his bidding.
* **Mass Destruction (5th).** This spell can slay hundreds of enemies with a single awasome barage of devastating fire, lightning, ice, or poisonous vapor (mage's choice).
* **Raze (7th).** Castles and fortifications can be reduced to rubble by means of this spectacular spell.
\page
* **Scry (1st).** The mage can perform acts of espionage hundreds of miles away.
* **Stronghold (7th).** The mage conjures up a castle, tower, or fortification.
* **Subversion (1st).** The mage compels another regent army unti or lieutenant to switch sides.
* **Summoning (3rd).** This spell creates an army of monstrous followers (goblins, gnolls, ogres, etc.) to do his bidding.
* **Transport (5th).** This spell allows a mage to intanstly move troops from one province to another one under the mage's control.
* **Warding (5th).** The mage weaves a barrier of impenetrable mists and fog that prevents any creatures from entering or leaving a province.
#### Divine Realm Spells
* **Bless Land (1st).** The provinces under the priest's protection will enjoy bountiful crops for the next season.
* **Bless Army (3rd).** The armies blessed by the priest will be more effective in battle.
* **Blight (3rd).** The provinces cursed by the priest will suffer spolied crops for the next season.
* **Dispel Realm Magic (1st).** This spell will counter the effect of another Realm spell.
* **Honest Dealings (5th).** The provinces affected by this spell will see a decrease in criminality for the next season.
* **Investiture (1st).** This Realm spell is used to arrange a transfer of power from one scion to another. In this way, bloodlines can be transferred, and rulership over a domain.
\page
# Bloodlines
All characters begin play as scions of the ancient bloodlines. Only blooded characters can be regents and thus rule their own domains, but hundreds of blooded characters also exist who don’t rule kingdoms. These scions may be cousins of a regent, second or third heirs, or other relations who aren’t in line for the crown.
Characters who have common origins aren’t automatically peasants just because they do not descend from an ancient bloodline. They can come from any level of society. In fact, great numbers of high-born nobles, courtiers, advisers, and government officials come from mundane heritages.
## Derivations of power
Bloodlines are indications of more than sheer power. The nature of the divine essence pervading a character’s heritage is just as important as its strength. The derivation of the bloodline represents which of the ancient deities the character’s power stems from.
When the gods of the Andu, the Rjuven, the Brechts, the Basarji and even the Masetians faced Azrai at the battle of Mount Deismaar, they gave up their own immortal lives in order to stop their evil brother. The mortals who survived absorbed the essences of these individual deities.
Although most of the ancient deities were closely tied to their tribes, the cataclysm of Mount Deismaar didn’t respect nationality or lineage. The bloodlines of the elder gods were distributed almost randomly among the survivors. There is a slight tendency for bloodlines of an old god to be more prevalent among members of its tribe, since the old gods tended to perish in the vicinity of their own followers. For example, the line of Anduiras is the most common in the Anuirean lands.
Six derivations, or foundations for bloodlines, plus a seventh that no one cares to speak of, are recognized: the lines of Anduiras, Reynir, Brenna, Basaïa, Masela, Vorynn and the cursed taint of Azrai. Most people infected by Azrai’s blood have become awnsheghlien.
## Bloodline Score
The blood of an ancient hero may run undiluted in a character’s veins, or he may have only the most tenuous claim to a bloodline. This is identified by his bloodline score. Over time, the character’s bloodline may grow stronger through wise rule as a regent or by confronting the scions of other bloodlines and defeating them in heroic combat.
Starting Bloodline Derivation and Score
Every new character will start the game with a Bloodline Score of 10 + their starting level (usually 1st level, for a total starting Bloodline Score of 11). You may select your Derivation of power, or you may randomly roll on the following table.
|D100 |Derivation of Power|
|:----:|:-------------:|
|00-15 |Anduiras|
|16-30 |Basaïa |
|31-45 |Brenna |
|46-60 |Masela|
|61-75 |Reynir|
|76-90 |Vorynn|
|91-00 |Azrai|
The DM may offer you to play the Scion of a former Hero, in which case your Bloodline may be different than 11.
## Increasing Bloodline Score
There are several ways of improving your Bloodline Score, in order to aquire more Blood Powers.
**Heroics**. Every time you gain a level, you also increase your Bloodline Score by one.
**Bloodtheft**. Requires slaying another scion by piercing his heart.
* Killer’s Bloodline Score is less than the Victim’s: +1d6 Bloodline Score
* Killer’s Bloodline Score is more than the Victim’s: +1 Bloodline Score
* Killer uses a bloodsilver weapon: Additional 1d6 Bloodline Score
**Ruling a Domain**. By ruling your domain wisely and with success, you may increase your Bloodline Score. The exact increase is up to the DM, but it is usually never more than +1 Bloodline Score per in-game year.
**Investiture**. You may inherit the Bloodline of another Scion. This must be a willing process from both sides, and often involves a lenghty ritual performed by those with the authority to do so. If the donor has a higher Bloodline score than your, you gain +1d6 Bloodline Score. Otherwise you gain +1 Bloodline Score.
\page
## Blood Powers
Scions of the ancient lines usually possess unusual talents or powers associated with their derivations.
### Gaining and Improving Blood Powers
When you reach a Bloodline Score of 10, roll on the Blood Powers Table (at the end of this section) to determine your first Blood Power (minor).
Every time you earn a new Blood Power (at Bloodline score 20, 30, etc.), if you have achieved the Minimum Level required, you can either improve a Blood Power you already have, or roll on the table at the end of this chapter to gain a new random power.
If you roll one of the powers you already have, it improves (from Minor to Major, or from Major to Great).
If all your powers are already Great, you must roll for a random power, and re-roll any result pointing to a power you already have.
The following table summarizes the Bloodline Score and Minum Level required in order to gain a new blood power.
|Bloodline Score | Minimum Level| Blood Powers|
|:----:|:-------------:|:--------------:|
|1-9 |1st |-
|10-19 |1st |1
|20-29 |3rd |2
|30-39 |5th |3
|40-49 |7th |4
|50-59 |9th |5
|60-69 |11th |6
|70-79 |13th |7
|80-89 |15th |8
|90-99 |17th |9
|100+ |19th |10
### Death and Resurrection
When a blooded character dies, he loses his bloodline, one way or another (stolen by his murderer, or passed on to his heir, or simply lost). If he’s ever raised from the dead (which should be a rare occurrence in Cerilia), he can never again have a bloodline score.
>##### Tighmaevril
>
>The rarest cases of bloodtheft occur when a scion is killed with a weapon made of tighmaevril (tih-MEE-vril), or bloodsilver
>
>Tighmaevril is a rare alloy created by an elf smith named Ghoigwnnwd over 2,000 years ago. He was the only person who ever knew the secret of working the metal and made about a dozen tighmaevril weapons. The weapons were first prized for their strength and beauty. Their unusual properties remained undiscovered until one such weapon was used to kill a scion.
---
## Blood Powers Description
When Blood Powers call for a spell, your spellcasting Ability is Charisma, and the spell does not require any component.
### Alertness (Ba, Br, Re, Az)
The scion possesses an uncanny sense of his surroundings
**Minor**. You have a +5 bonus to Wisdom (Perception) rolls.
**Major**. You have a +5 bonus to Initiative rolls.
**Great**. You have a +5 bonus to Dexterity saving throws.
### Alter Appearance (Br, Vo, Az)
The scion can briefly change their approximate build and facial features by means of a natural illusory talent.
**Minor**. You have a +5 bonus to Charisma (Deception) rolls.
**Major**. *Disguise Self* (at-will)
**Great**. *Seeming* (1/long)
### Animal Affinity (All)
The scion possesses an affinity and skill for communicating with the totem animal of their bloodline derivation. The ancient totem animal for Anduiras was the **lion**; for Basaïa, the **eagle**; for Brenna, the **cat**; for Masela, the **dolphin**; for Reynir, the **wolf**; for Vorynn, the **owl**; and for Azrai, the **serpent**.
**Minor**. You can communicate with your totem animal (or a similar beast, up to CR 1). Any beast of that kind that comes within 60 feet of you must make a Wisdom saving throw or become charmed by you. Creatures that succeed on this save are immune to this effect for 24 hours.
**Major**. You can cast either the *locate animals or plants* or the *beast sense* spell, but it only affects your totem animal (or a similar beast, up to CR 2). You regain the use of this ability when you take a short or long rest.
**Great**. You can use the druid's wild shape ability to assume the form of your totem animal (or a similar beast, up to CR 3). You regain this ability when you take a short or long rest.
\page
### Battlewise (An, Az)
The scion with this ability is a military genius, blessed with an uncanny power to analyze enemy weaknesses, create sound plans of attack, and inspire troops to victory.
**Minor**. Reaction, when an ally within 30ft misses with an attack roll; 1/short. That ally can re-roll the attack, and must use the new result.
**Major**. Bonus action, 1/short rest. All allies within 30ft have advantage on their next attack roll.
**Great**. Action, 1/short. As a reaction all allies within 30ft of you can immediately make a melee or ranged weapon attack against a valid target of their choice.
### Berserker's Blood (Az)
Scions with this ability can surpass the limits of mortal endurance and battle after other mortals would have died at the hands of their enemies.
**Minor**. When you’re reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You have advantage on all attack rolls against the creature (if any) that reduced you to 0 hit points. This effect lasts for one minute. You can’t use this feature again until you finish a long rest.
**Major**. As above, and when you attack the creature (if any) that reduced you to 0 hit points, not only you have advantage, but your attacks inflict additional damage equal to your proficiency modifier.
**Great**. As above, but you can use this feature again after a short rest (instead of a long rest)
### Bloodmark (All)
The blooded character bears a visible, recognizable sign of his special heritage. Depending on the family, it may be a white streak in the hair, eyes of brilliant green or a birthmark.
**Minor**. You have advantage on Charisma checks against those that recognize the importance of your mark.
**Major**. *Enthrall* (1/short)
**Great**. *Hypnotic Pattern* (1/long)
### Blood History (Br, Ma, Vo)
The scion is blessed (or cursed) with the memories of their ancestors.
**Minor**. You have a +5 bonus to Intelligence (History) rolls.
**Major**. Knowledge of the Ages (1/short) As an action, choose one skill or tool. For 10 minutes, you have proficiency with the chosen skill or tool.
**Great**. *Legend Lore* (1/long)
### Character Reading (All except Az)
The scion is an unnaturally perceptive judge of character and can quickly form accurate assessments of another character’s intentions attitudes and motivations.
**Minor**. You have a +5 bonus to Wisdom (Insight) rolls.
**Major**. *Detect Thoughts* (1/short)
**Great**. *Zone of Truth* (1/short)
```
```
### Charm Aura (Ba, Br, Az)
The scion projects an invisible shroud of power.
**Minor**. You have a +5 bonus to Charisma (Persuasion) rolls.
**Major**. *Charm person* (1/short)
**Great**. *Suggestion* (1/long)
### Courage (Anduiras, signature)
As the ancient god of noble battle, Anduiras imbued supernatural courage into many of the bloodlines derived from him.
**Minor**. You have advantage on saving throws against any effect that can make you frightened.
**Major**. You are immune to the frightened condition, and any allies within 30 feet of you have advantage on saving throws against any effect that can make them frightened.
**Great**. You and any ally within 30 feet are immune to the frightened condition. Also any units you command on the battlefield will never flee from an engagement unless destroyed or commanded to do so. You must be present at the engagement for this ability to function in this way, and remain within sight of your troops at all times.
### Detect Illusion (All except An)
Scions with this ability are rarely fooled by illusions.
**Minor**. You have Advantage to Saving Throws versus Illusions.
**Major**. *See Invisibility* (1/short)
**Great**. *True seeing* (1/long)
### Detect Life (All)
The scion can sense all life within a particular range.
**Minor**. This ability works like the Ranger Primal Awareness, but it allows you to detect the presence of any Humanoid or Beast within one mile. Once you use this ability, you regain its use after a long rest.
**Major**. Same as the minor ability, but you regain its use after a short rest.
**Great**. Same as the minor and major ability, but it allows you to detect any Humanoid or Beast within six miles.
### Direction Sense (Ma, Re)
A scion with direction sense has almost no chance of becoming lost.
**Minor**. Cannot get lost. (wilderness for Reynir or sea for Masela)
**Major**. *Locate creature* (1/short) (wilderness or sea)
**Great**. *Find the Path* (1/long) (wilderness or sea)
### Divine Wrath (An, Ba, Ma)
When a scion with this ability is moved to great anger, he becomes a terrible enemy.
When you suffer a critical hit, or when one of your allies drops to 0 hit point, you may cast one of the following spells as a Reaction.
**Minor**. *Divine Favor* (1/short)
**Major**. *Destructive Wave* (1/long)
**Great**. *Divine Word* (1/long)
\page
### Elemental Control (An, Ba, Ma, Re)
Several of the old gods were closely tied to one of the four elements. Masela was goddess of the sea; Basaïa was associated with the sun; Reynir was tied to earth; and Anduiras was associated with the skies. A few particularly powerful scions of these lines also inherited their progenitor’s powers over these elements.
**Minor**. You learn a cantrip.
- Anduiras. *Gust*
- Basaia. *Produce flame*
- Masela. *Shape Water*
- Reynir. *Mold earth*
**Major**. 1/short
- Anduiras. *Gust of wind*
- Basaia. *Flaming sphere*
- Masela. *Wall of water*
- Reynir. *Spike growth*
**Great**. *Conjure Elemental* (1/long)
- Anduiras. Air
- Basaia. Fire
- Masela. Water
- Reynir. Earth
### Enhanced Sense (All)
Scions are sometimes gifted with powers of perception far beyond those of ordinary mortals.
**Minor**. You have a +5 bonus to Intelligence (Investigation) rolls.
**Major**. Darkvision +60ft
**Great**. Blindsight +30ft
### Fear (Az)
The scion can instill absolute terror in his victim.
**Minor**. You have a +5 bonus to Charisma (Intimidate) rolls.
**Major**. *Fear* (1/short)
**Great**. *Phantasmal Killer* (1/long)
```
```
### Forest Walk (Reynir, signature)
Scions can use this ability to harmonize with the forest, moving through it without affecting it.
**Minor**. While in a Forest environment, you’re not hindered by natural terrain, and you’re constantly under the effect of a Pass Without Trace spell.
**Major**. While in a Forest environment, you're hidden from divination magic. You can’t be targeted by such magic or perceived through magical scrying.
**Great**. After travelling through a Forest for one hour, you can teleport yourself to any other point in the same forest. Once you use this power, you cannot use it again until you finish a long rest.
### Healing (An, Ba, Re)
The ancient powers were capable of miraculous feats of healing; some scions have inherited these powers.
**Minor**. 1st-level *Cure Wounds* (1/short)
**Major**. (replaces Minor) 3rd-level *Cure Wounds* (1/short) & *Lesser Restoration* (1/long)
**Great**. (replaces Major) *Mass Cure Wounds* (1/short) & *Greater Restoration* (1/long)
### Heightened Ability (All except Ma)
The old powers each cherished different traits in their followers and embodied these characteristics. The resulting bloodlines often show near-divine examples of strength, intelligence, or beauty.
The abilities associated with each derivation are as follows:
Anduiras (choose Str or Cha)
Basaïa (Int)
Brenna (Dex)
Reynir (Con)
Vorynn (Wis)
Azrai (choose Cha or Int)
**Minor**. Enhance Ability (1/short)
**Major**. Gain a permanent +2 to related ability (up to a maximum of 22)
**Great**. 1/long, bonus action, related ability raised to 24 for one minute.
### Home Hearkening (Brenna, signature)
A regent with this blood ability has an even stronger connection to the land and holdings he rules than other regents.
**Minor**. You know the *Message* cantrip
**Major**. *Sending* (1/short) but only if the target is in a province where you have a domain.
**Great**. *Scrying* (1/short) but only if the target is in a province where you have a domain.
\page
### Invulnerability (Ba, Vo, Az)
This ability grants the scion a limited form of immortality. He is not immortal in the true sense of the word, but he cannot be killed except under very specific circumstances.
**Minor**. Whenever you’re dying, you stabilize at the start of your turn.
**Major**. Your hit points maximum cannot be reduced.
**Great**. You can only be killed when your bloodline is taken from you (for example by bloodtheft). If you “die” in any other way, you will fall into a coma-like state, and awake fully healed after a long rest. Unless you are truly destroyed, you do not lose any of your Bloodline.
> Very ancient and powerful creatures with the Invulnerability power (like ershghelien and awnsheglien) may have even more outlandish requirements for true death. For example, according to legends, the only way to positively kill the creature called the Spider is to chop its remnants, set them aflame, and scatter salt over the earth where the ashes lie.
### Iron Will (An, Re, Az)
The scion is tougher than ordinary characters. The mystic energy of their divine heritage allows them to persevere when lesser mortals tire or perish.
**Minor**. As an action, you may reduce your exhaustion by one level. You cannot use this feature again until after you have taken a long rest.
**Major**. You have a bonus to Saving Throws from effects that inflict the Charmed condition equal to your Proficiency modifier.
**Great**. When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can't use this feature again until you finish a long rest.
Also, if you are subjected to an effect that would kill you instantaneously without dealing damage, that effect is instead negated against you. You can't use this feature again until you finish a long rest.
### Light of Reason (Basaia, signature)
Scions with this ability can use the power of the former sun goddess to light their surroundings. A scion who calls upon this ability actually radiates light as described below.
**Minor**. You know the *Light* cantrip
**Major**. *Daylight* (1/short)
**Great**. *Sunbeam* (1/long)
### Long Life (All)
With this ability, a scion enjoys a greatly increased life span, as the aging process is vastly slowed down.
**Minor**. Age one year every 5. Increase one of your Ability Scores by one (max 20).
**Major**. Age one year every 25. Increase one of your Ability Scores by one (max 20).
**Great**. Age one year every 100. Increase one of your Ability Scores by one (max 20).
### Mebhaighl Sense (Vorynn, signature)
Scions with this ability are particularly in tune with the natural magic of Cerilia. The scion cannot detect the casting or presence of divine spells using this ability.
**Minor**. *Detect Magic* always active.
**Major**. Immediately recognize any spell being cast or active within 60 ft. *Identify* always active.
**Great**. By concentrating for one minute, you can perceive whether magic was used in an area up to one mile away, up to one week prior. You can also tell the school of magic used. More information can be given by the DM in case of extremely powerful magic.
Once you use this ability, you can't use it again until you complete a Long Rest.
### Poison Sense (Re, Az)
The scion has an innate ability to sense the presence of poison nearby. Thus he could sense poison in his food, drink, or even a phial of poison in the pocket of his supposedly loyal advisor.
**Minor**. You gain proficiency with the Poisoner’s Kit.
**Major**. You can sense the presence and location of poisons and poisonous creatures, within 30 feet. You also identify the kind of poison or poisonous creature.
**Great**. You gain immunity to poison damage.
### Protection from Evil (All except Az)
The scion is defended against the minions of evil.
The following powers do not affect Celestials or Elementals.
**Minor**. *Protection from Evil and Good* (1/short)
**Major**. *Magic Circle* (1/short)
**Great**. *Dispel Evil and Good* (1/long)
### Regeneration (An, Re, Az)
The scion has a natural ability to regenerate wounds.
**Minor**. You have advantage on Death Saves.
**Major**. As a bonus action, you can spend one Hit Die to recover lost hit points.
**Great**. When you spend Hit Dice, you always recover the highest number possible for each die.
\page
### Resistance (All)
Some scions, depending on their bloodline derivation, demonstrate an unusual resistance to certain types of attacks or spells. Scions gain resistance to the stated effect.
**Minor**. Gain resistance the following damage types determined by your bloodline
- Anduiras: lightning
- Basaia: fire & radiant
- Brenna: poison
- Masela: acid & thunder
- Reynir: cold
- Vorynn: force & psychic
- Azrai: necrotic
**Major**. You have advantage on saving throws against spells.
**Great**. You gain +1 to Armor Class and Saving Throws.
### Sea Song (Masela, signature)
Scions with this ability have a particular affinity for the water and the sea.
**Minor**. You can communicate with any Beast with a Swimming speed.
**Major**. *Commune with Nature* (1/long) next to bodies of water only.
**Great**. You can now use *Commune with Nature* once per short rest.
### Shadow Form (Br, Az)
A scion is able to transform into living shadow.
**Minor**. You have a +5 bonus to Dexterity (Stealth) rolls.
**Major**. When you are in an area of dim light or darkness, you can use your action to become invisible until you move or take an action or a reaction.
**Great**. *Polymorph* (no concentration required) into a Wraith (1/long)
### Touch of Decay (Azrai, signature)
The touch of a scion with this ability brings death and decay.
**Minor**. *Inflict Wounds* (1/short)
**Major**. *Vampiric Touch* (1/short)
**Great**. *Contagion* (1/long)
### Travel (Ba, Br, Ma, Vo, Az)
This potent ability allows a scion to use a limited form of teleportation based on his derivation.
The following powers only work when both the starting place and the destination meet the following conditions.
- Basaia. In sunlight
- Brenna. On a road
- Masela. In water
- Vorynn. In moonlight
- Azrai. In shadow
**Minor**. *Misty Step* (at-will)
**Major**. *Dimension Door* (1/short) self only
**Great**. *Teleport* (1/day) self only
```
```
### Unreadable Thoughts (All)
A scion with this ability is protected from spells and effects that permit someone else to determine what he is thinking, feeling, or planning.
**Minor**. You impose disadvantage on Wisdom (Insight) checks to determine your true intentions.
**Major**. Any attempt to read your mind with magic or supernatural means fails automatically.
**Great**. You are hidden from divination magic. You can’t be targeted by such magic or perceived through magical scrying.
---
>##### Awnshegh & Ershegh
>*Requires Signature Ability (Great)*
>
>If you live a life of great heroism or great villainy, your physical form may begin to change.
>
>In the beginning, this could be a minor aesthetical change, but with the rolling of years your form will change to become that of a wonderful (or terrifying) creature.
Those with the blood of the Gods of Light are able to change back and forth between their original form and their Ershegh (blood of light) form.
>
>But those with the blood of Azrai are forever cursed with their monstrous form (Awnshegh, blood of shadow).
>
>The Curse of Azrai. If you commit Bloodtheft on an Awnshegh, there’s a possibility that you will inherit its curse. The DM will roll a number of d8s equal to the Bloodline Score of the awnsheg, divided by 5. If he rolls a total number equal to or higher than your current Bloodline Score (before applying the increase due to Bloodtheft), your Bloodline Derivation changes to Azrai (if it is not already Azrai) and you acquire the Bloodform trait.
>
>If you have Blood Powers not available to the Bloodline of Azrai, you lose those powers, and must roll new powers in their stead.
>
> When you become and Ershegh, your Type changes to Celestial (Ershegh). Likewise, when you become and Awnshegh, your Type changes to Fiend (Awnshegh).
>
>Example Ershegh: Pegasus, Gryphon, Treant, Unicorn, Phoenix.
>
>Example Awnshegh: Gorgon, Basilisk, Hag, Vampire, Hydra.
\page
##### Blood Powers Table
|Blood Power |Anduiras|Basaia|Brenna|Masela|Reynir|Vorynn|Azrai|
|:------------------:|:------:|:----:|:----:|:----:|:----:|:----:|:---:|
|Alertness |- |1-5 |1-6 |- |1-5 |- |1-4 |
|Alter Appearance |- |- |7-12 |- |- |1-8 |5-8 |
|Animal Affinity |1-5 |6-10 |13-17 |1-5 |6-10 |9-13 |9-13 |
|Battlewise |6-11 |- |- |- |- |- |14-17|
|Berserker Blood |- |- |- |- |- |- |18-22|
|Blood History |- |- |18-22 |6-12 |- |14-21 |- |
|Bloodmark |12-16 |11-15 |23-27 |13-17 |11-15 |22-26 |23-27|
|Charm Aura |- |16-20 |28-33 |- |- |- |28-31|
|Courage (s) |17-26 |- |- |- |- |- |- |
|Detect Illusion |- |21-25 |34-38 |18-24 |16-20 |27-34 |32-35|
|Character Reading |27-32 |26-30 |39-43 |25-31 |21-25 |35-41 |- |
|Detect Life |33-37 |31-35 |44-48 |32-36 |26-30 |42-46 |36-40|
|Direction Sense |- |- |- |37-43 |31-35 |- |- |
|Divine Wrath |38-43 |36-40 |- |44-50 |- |- |- |
|Elemental Control |44-49 |41-46 |- |51-57 |36-40 |- |- |
|Enhanced Sense |50-54 |47-51 |49-53 |58-62 |41-45 |47-51 |41-45|
|Fear |- |- |- |- |- |- |46-50|
|Forest Walk (s) |- |- |- |- |46-55 |- |- |
|Healing |55-60 |52-57 |- |- |56-60 |- |- |
|Heightened Ability |61-66 |58-63 |54-59 |- |61-65 |52-59 |51-54|
|Home Hearkening (s) |- |- |60-69 |- |- |- |- |
|Invulnerability |- |64 |- |- |- |60 |55 |
|Iron Will |67-73 |- |- |- |66-70 |- |56-59|
|Light of Reason (s) |- |65-74 |- |- |- |- |- |
|Long Life |74-78 |75-79 |70-74 |63-67 |71-75 |61-65 |60-64|
|Regeneration |79-84 |- |- |- |76-80 |- |65-68|
|Mebhaighl Sense (s) |- |- |- |- |- |66-75 |- |
|Poison Sense |- |- |- |- |81-85 |- |69-72|
|Protection from Evil|85-90 |80-85 |75-80 |68-73 |86-90 |76-83 |- |
|Resistance |91-95 |86-90 |81-85 |74-78 |91-95 |84-88 |73-77|
|Sea Song (s) |- |- |- |79-88 |- |- |- |
|Shadow Form |- |- |86-90 |- |- |- |78-81|
|Touch of Decay (s) |- |- |- |- |- |- |82-91|
|Travel |- |91-95 |91-95 |89-95 |- |89-95 |92-95|
|Unreadable Thoughts |96-00 |96-00 |96-00 |96-00 |96-00 |96-00 |96-00|
\page
# Monsters of Cerilia
## Orcs and Orogs
Orcs and orogs are not mere marauding monsters but deeply entrenched threats within the setting. The orcs, largely exterminated in most of Cerilia, persist primarily in the deep caverns of the Blood Skull Barony and the Five Peaks, often under the dominion of their more powerful orog kin. Orogs, more disciplined and militaristic, inhabit the vast underground realm of The Underdark beneath the Iron Peaks, emerging to raid or even establish footholds in the surface world. Unlike traditional D&D settings where orcs form tribal warbands, orogs in Birthright are a persistent menace, forging empires in the shadows and occasionally uniting under powerful warlords to threaten the human, elven, and dwarven realms.
## Goblins
Goblins are not mere nuisances but an established and organized force with their own kingdoms. Unlike their scattered and tribal counterparts in other settings, Cerilian goblins—referred to as goblinoids to encompass goblins, hobgoblins, and bugbears—have carved out territories such as Mur-Kilad, Markazor, and Thurazor. These realms are ruled by cunning warlords and goblin kings who engage in diplomacy, trade, and war much like their human counterparts. While often seen as enemies by Anuireans and other human nations, goblins are more than just raiders; they are an integral part of the political landscape, with ambitions, alliances, and rivalries that shape the balance of power in Cerilia.
## Giants
Giants are a rare but formidable presence, often dwelling in the remote and inhospitable regions of Cerilia. Unlike their more common kin in other settings, the giants of Cerilia are not mere wandering brutes but ancient beings tied to the land itself. The most notable giant stronghold is Kal-Saitharak, the fortress of the dreaded Gorgon, where some giants serve as his enforcers. In the frozen north, the Rjurik Highlands and Thaele are home to powerful frost and stone giants who see themselves as the rightful rulers of the untamed wilderness. Some giants engage in trade or uneasy alliances with human realms, but many view smaller folk as weak and unworthy, raiding settlements or demanding tribute from those who trespass in their domains.
```
```
## Dragons
Dragons are ancient, near-mythical beings, far removed from the more numerous and varied dragons of other D&D settings. These creatures are remnants of an older age, with only a handful known to exist in all of Cerilia. Unlike their counterparts in other worlds, Cerilian dragons are not divided by color or alignment but are powerful, intelligent beings with their own inscrutable motives. Most dwell in isolation, avoiding mortal affairs unless provoked or when the land itself is threatened. Among the most legendary is Vstaivefr, an ancient dragon said to slumber in the highlands of Kriesha’s domain, and Darask, rumored to lair in the depths of the Drachenward. Even the Gorgon, one of the most feared beings in Cerilia, has failed to slay a dragon outright, though he has sought their power for centuries. To encounter a dragon in Birthright is to witness a living relic of an age before gods and men, a force of nature as much as a creature of flesh and blood.
## Awnsheghlien
The Awnsheghlien (or Awnshegh) are twisted beings corrupted by the power of Azrai’s bloodline, their bodies and minds reshaped by its dark influence. Unlike typical villains, each Awnshegh is unique, often taking on monstrous forms that reflect their inner nature. Some, like The Gorgon, have become nearly godlike, ruling vast domains with an iron fist, while others, such as The Spider, have degenerated into mindless beasts. Not all Awnshegh seek conquest—some, like The Siren, wield their cursed gifts with more subtlety, manipulating politics and intrigue from the shadows. Their presence looms over Cerilia, acting as both warlords and legends, feared and whispered about in the halls of kings. Each Awnshegh is a living testament to the lingering corruption of Azrai, a reminder that power always comes at a price.
\page
>**Quick conversion.** Use the statblock of the creature indicated next to the name of the awnshegh. Change their monster type to **Fiend (awnshegh)**
>
>* Apocalypse - use **Elemental Cataclysm** from MM25 p111.
* Banshegh - use **Banshee** from MM25 p29.
* Basilisk - use **Basilisk** from MM25 p32.
* Boar - use **Wereboar (boar form)** from MM25 p325.
* Chimaera - use **Chimera** from MM25 p70.
* Gorgon - use **Pit Fiend** from MM25 p243, or see later in this book.
* Hag - use **Arch-Hag** from MM25 p21.
* Harpy - use **Harpy Matriarch** from GoS p237.
* Hydra - use **Hydra** from MM25 p175.
* Kraken - use **Kraken** from MM25 p187.
* Lamia - use **Lamia** from MM25 p192.
* Leviathan - use **Leviathan** from MPMM p171.
* Maalvar the Minotaur - use **Minotaur of Baphomet** from MM25 p215.
* Magian - use **Lich** from MM25 p196.
* Manticore - use **Manticore** from MM25 p202.
* Raven - use **Death Knight** from MM25 p92.
* Rhuobhe Manslayer, the Elf - use **Animal Lord** from MM25 p15, or see later in this book.
* Seadrake - use **Ancient Sea Serpent** from FTD p219.
* Serpent - use **Yuan-ti Anathema** from MPMM p272.
* Siren - use **Satyr Revelmaster** from MM25 p268.
* Sphinx - use **Sphinx of Valor** from MM25 p294.
* Spider - use **Arasta** from MOT p248.
* Vampire - use **Vampire Umbral Lord** from MM25 p318.
* White Witch - use **Auril (Second form)** from IDRotF p277.
* Wolf - use **Dire Worg** from MM25 p335.
>
> IDRotF = Icewind Dale: Rime of the Frostmaiden
>
>FTD = Fizban's Treasury of Dragons
>
>GoS = Ghosts of Saltmarsh
>
>MM25 = Monster Manual 2025
>
>MOT = Mythic Odysseys of Theros
>
>MPMM = Mordenkainen Presents: Monsters of the Multiverse
\page
# The Gorgon
The once-human Raesene the Black Prince has been the Gorgon for centuries now, and he is the most feared awnshegh in all Cerilia. He is a massive, giant, stony-skinned humanoid with a bull-like head complete with horns, and powerful goatlike legs with diamond-hard hooves. Everything about the gorgon suggests that he is power and terror personified.
### The Gorgon's Lair
Kal-Saitharak is the Gorgon's castle; this citadel is better known as Battlewaite througout Anuiran lands. the Gorgon commands and controls his hordes from this mammoth structure. Beneath Battlewaite, dungeons extend deep into the heart of the earth; thus far, no one, save perhaps the Gorgon, knows the extent and the true awesome size of these earthen formations.
### Regional Effects
The region containing the Gorgon's lair is warped by its presence, creating the following effects:
**Smoldering Haze.** The area within 1 mile of the lair is Lightly Obscured with clouds of ash. Whenever a creature other than the Gorgon or one of its allies finishes a Long Rest in that area, that creature must succeed on a DC 15 Constitution saving throw or have the Poisoned condition for 1 hour.
**Stifling Shadows.** Within 1 mile of the lair, effects that normally create Bright Light instead create Dim Light, and creatures there have Advantage on Dexterity (Stealth) checks.
If the Gorgon is destroyed or moves its lair elsewhere, these effects end immediately.
```
```
\page
___
___
> ## The Gorgon
> *Large fiend (awnshegh), lawful evil*
>
> *Bloodline Azrai 100*
> ___
> - **Armor Class** 26 (magic plate & shield)
> - **Hit Points** 425 (25d10+175)
> - **Speed** 30 ft
> ___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|26 (+8)|15 (+2)|24 (+7)|19 (+4)|18 (+4)|18 (+4)|
> ___
> - **Saves** Str +14, Con +13, Int +10, Wis +10
> - **Skills** Athletics +14, Arcana +10, History +10, Perception +10
> - **Resistances** bludgeoning, piercing, and slashing
> - **Immunities** frightened, gaze attacks, paralyzed, poison, poisoned, stunned.
> - **Senses** Detect poisons and diseases, Passive Perception 20 (25)
> - **Languages** Anuirean, Andu, Draconic, several others
> - **CR** 20 (25,000 xp)
>
> ### Traits
> ***Legendary Resistance (4/Day).*** If the Gorgon fails a saving throw, he can choose to succeed instead.
>
> ***Magic Resistance.*** The Gorgon has Advantage on saving throws against spells and other magical effects.
>
> ***Magical Equipment.*** *Lifender* (*+3 tighmaevril sword*), *Kingstopper* (*+3 plate armour*), *A Gentle Word* (*+3 shield*)
>
> ***Regeneration.*** If he’s has at least one hit point left, and less than half his total hit points, the Gorgon regains 20 hit points at the start of its turn.
>
> ### Actions
>
> ***Master of Might and Magic.*** The Gorgon makes 3 attacks with *Lifender*, **and** casts one of his spells.
>
> ***Lifender***. *Melee Weapon Attack*: +17 to hit, reach 5 ft., one target. *Hit:* 38 (6d8+11) force damage
>
> ***Spellcasting.*** The Gorgon casts one of the following spells, requiring no material components and using Intelligence as the spellcasting ability (spell save DC 18):
>
> At will: *detect magic, dispel magic, fireball (lvl 5), fly, lightning bolt (lvl 5), mage hand, prestidigitation*
>
> 2/day each: *dimension door, hold monster (lvl 7), wall of fire (lvl 7)*
>
> 1/day each: *maze, globe of invulnerability, teleport*
>
> ### Bonus Actions
>
> ***Misty Step (3/Day).*** The Gorgon casts *Misty Step*, using the same spellcasting ability as Spellcasting.
> ### Reactions
> ***Protective Magic (3/Day).*** The Gorgon casts *Counterspell* or *Shield* in response to the spell's trigger, using the same spellcasting ability as Spellcasting.
>
> ### Legendary Actions
>
> Legendary Action Uses: **3** (4 in Lair). Immediately after another creature's turn, The Gorgon can expend a use to take one of the following actions. The Gorgon regains all expended uses at the start of each of its turns.
>
> ***Kick.*** Melee Weapon Attack: +14 to hit, reach 5ft, one target. Hit: 29 (6d6+8) bludgeoning damage, and the target is pushed 15 ft away and knocked prone.
>
> ***Petrifying Gaze.*** *Constitution Save:* DC 21, one creature the Gorgon can see within 120-ft.
>
>*First Failure:* The target has the Restrained condition and repeats the save at the end of its next turn if it is still Restrained, ending the effect on itself on a success.
>
>*Second Failure:* The target has the Petrified condition instead of the Restrained condition.
>
> ***Death Gaze.*** *Constitution Save:* DC 21.
>
>*Failure:* 55 (10d10) Necrotic damage.
>
>*Success:* Half damage.
>
>*Failure or Success:* The target dies if the death gaze reduces it to 0 Hit Points.
\page
# Rhuobhe Manslayer
Rhuobhe looks like a tall, regal elf, but his skin has become darkened and grey, making him look more like a marble statue than a living being. His eyes gleam like pearls, their pupils and irises having vanished. When he is angered, these eyes blaze with the light of his fury.
### Rhuobhe's Lair
Rhuobhe spends his time plotting the downfall of humanity from his fortress on the shores of a snow-fed lake in the Seamist mountains. He has gathered a force of elves loyal to his cause and twisted by their association with it. His hatred for humanity grows a little each year, and wit it his rages, but so far he has been able to control them and retain his ability to conduct subtle, long-term plots.
```
```
\page
___
___
> ## Rhuobhe Manslayer
>*Medium fiend (awnshegh), neutral evil*
>
> *Bloodline Azrai 95*
> ___
> - **Armor Class** 24 (magical plate and shield)
> - **Hit Points** 201 (31d8+62)
> - **Speed** 40ft.
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|19 (+4)|18 (+4)|15 (+2)|18 (+4)|15 (+2)|17 (+3)|
>___
> - **Saves** Str +10, Con +8, Int +10, Wis +8
> - **Resistances** bludgeoning, piercing, and slashing
> - ** Immunities ** All damage from weapons with the "ammunition" property
> - **Skills** Athletics +10, Arcana +10, History +10, Perception +8 (adv.)
> - **Senses** Darkvision 120 ft., Passive Perception 23
> - **Languages** Sidhelien, Anuirean, several more
> - **Challenge** 17
> ___
>
> ***Legendary Resistance (3/Day).*** If Rhuobhe fails a saving throw, he can choose to succeed instead.
>
> ***Magic Resistance.*** The Elf has Advantage on saving throws against spells and other magical effects.
>
> ***Magical Equipment.*** Glaivebreaker (plate +2), Anger's Turning (shield +2), Heartspiller (longsword of life stealing), Winged Death (longbow +2)
>
> ***Regeneration.*** The Elf regains 10 Hit Points at the start of each of its turns if it has at least 1 Hit Point.
>
> ***Sunlight Sensitivity.*** While in sunlight, the Elf has Disadvantage on ability checks and attack rolls.
>
> ### Actions
>
> ***Multiattack.*** Rhuobhe makes three attacks with Hearthspiller or Winged Death, and it uses Dreadful Glare.
>
> ***Hearthspiller.*** *Melee Weapon Attack:* +10 to hit, range 5 ft., one target. *Hit:* 8 (1d8+4) magical slashing damage plus 16 (3d10) necrotic damage. If Rhuobhe scores a critical hit, he gains 16 (3d10) temporary hit points.
>
> ***Winged Death.*** *Ranged Weapon Attack:* +12 to hit, range 150/600 ft., one target. *Hit:* 10 (1d8+6) magical piercing damage plus 16 (3d10) force damage.
>
> ***Dreadful Glare.*** *Wisdom Saving Throw:* DC 17, one creature the Elf can see within 60 feet. *Failure:* 25 (6d6 + 4) Psychic damage, and the target has the Paralyzed condition until the end of the Elf's next turn.
>
> ***Spellcasting.*** The Elf casts one of the following spells, using Intelligence as the spellcasting ability (spell save DC 20):
>
>At will: *Detect Magic, Detect Thoughts, Disguise Self, Invisibility, Light, Mage Hand, Prestidigitation*
>
>2/day each: *Fly, Lightning Bolt* (level 7 version)
>
>1/day each: *Cone of Cold* (level 9 version), *Mind Blank* (cast before combat), *Scrying, Teleport*
>
> ### Bonus Actions
>
> ***Fey Step.*** Rhuobhe teleports, along with any equipment he is wearing or carrying, up to 30 feet to an unoccupied space he can see.
>
> ***Shield Bash.*** Strength Saving Throw: DC 18, one creature within 5 feet that the Elf can see. Failure: 20 (3d10 + 4) Force damage. If the target is a Medium or smaller creature, it has the Prone condition.
>
> ### Legendary Actions
> Legendary Action Uses: **3** (4 in lair). Immediately after another creature's turn, The Elf can expend a use to take one of the following actions. The Elf regains all expended uses at the start of each of its turns.
>
> ***Attack.*** Rhuobhe makes one melee or ranged attack.
>
> ***Move.*** Rhuobhe moves his speed. This movement does not provoke attacks of opportunity.
>
> ***Cast a Spell.*** Rhuobhe casts one of his spells.
>
> ### Regional Effects
> The region containing the Elf's lair is warped by its presence, creating the following effects:
>
>**Beast Spies.** Tiny Beasts magically gain the ability to understand Sidhelien and can communicate telepathically with the Elf while within 1 mile of the lair.
>
>**Poisonous Thicket.** Ordinary plants growing within 1 mile of the lair poison the air around them. Whenever a creature other than the Elf or its allies finishes a Long Rest in that area, it must succeed on a DC 15 Constitution saving throw or have the Poisoned condition for 1 hour.
>
> If the Elf dies or moves its lair elsewhere, these effects end immediately.