```metadata
title: Lesser Factions of New Neverwinter and Beyond
description: >-
Adaptation of Lesser Factions of Neverwinter and Beyond from 4e to 5e.
Harpers: Theryis (CR 4) & Toram (CR 4)
Sons of Alagondar: Arlon Bladeshaper (CR 5) & Madame Rosene (CR 5)
Dead Rats Gang: Rsolk (CR 4)
Many-Arrows Orcs: Vansi (CR 5)
Bregan D'aerthe: Xalbyn Olonrae (CR 6) & Aerlyse Nareth (CR 5), Drow Fencer
(CR 5), Drow Informant (CR 4)
Zhentarim: Elite Covert Agent (CR 6), Zhentarim Spy (CR 5)
Mount Hotenow Dwellers: King Gommoth (CR 9), Qalthus (CR 6), Vandra Hillborn
(CR 5), Kholzourl (CR 7), Nimor Ironvice (CR 2)
Iliyanbruen Eladrin: Addemios Three-Dawn (CR 7), Merrisara Winterwhite (CR
10), Emrae Firesky (CR 9), Olirien Mistcrown (CR 7)
tags:
- Neverwinter
- DnD
- Harpers
- Dungeons and Dragons
- RPG
- 5e
- Sword Coast
- Forgotten Realms
- D20
- Sons of Alagondar
- Dead Rats Gang
- Many-Arrows Orcs
- Bregan Daerthe
- Drow
- Fencer
- Informant
- Zhentarim
- Spy
- Covert Agent
- Mount Hotenow
- Iliyanbruen
- Eladrin
systems:
- 5e
renderer: legacy
theme: 5ePHB
```
# Lesser Factions of New Neverwinter
# and Beyond: Notable NPCs
#### 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 respective owners have been credited.
\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, Perception +2, Persuasion +5, Stealth +8, 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.
>
>***Sneak Attack (1/Turn).*** Toram deals an extra 3 (1d6) damage when he 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 his that isn't incapacitated and Toram doesn't have disadvantage on the attack roll.
>
> ### 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
and Beyond
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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
and Beyond
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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.
>
Lesser Factions: New Neverwinter
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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
11
\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.
Lesser Factions: New Neverwinter
and Beyond
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\page
## 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.