```metadata title: Thay and the Cult of Dragons description: >- A collection of Thay & Cult of the Dragon adaptations from 4e to 5e, including: Thayans: Valindra Shadowmantle, the Hand of Szass Tam (CR 21); Neverwinter Nine: Animated Warrior (CR4); Neverwinter Nine, Animated Spellcaster(CR4); Jawbone (CR 5); Praddak (CR 8) Cult of the Dragon: Adimond Kroskass (CR 5); Lorragauth, the Chained Wyrm (CR 22) tags: - '' - Neverwinter - DnD - Dungeons and Dragons - RPG - 5e - Thay - Cult of the Dragons - Sword Coast - Valindra Shadowmantle - Szass Tam - Jawbone - Praddak - Wight - Adimond Kroskass - Lorragauth - Chained Wyrm - Nine - Undead - Cultist - Lich - Animated systems: - 5e renderer: V3 theme: 5ePHB ``` {{wide,text-align:center,position:absolute,top:380px, # Thay and the Cult of Dragons: # Notable NPCs & Monsters }} {{wide,text-align:right,position:absolute,top:470px,right:90px,font-size:12px #### Author: Avalassanor }} {{wide,text-align:center,position:relative,top:470px,right:0px,font-size:12px,font-family:Verdana Adaptation of characters from 4th-edition to 5th-edition based on Wizards of the Coast's Neverwinter Campaign Setting and numerous Monster Manuals of 4th edition. :: If you are a player and consider playing above mentioned campaign or any campaign set in Neverwinter around years 1451 DR – 1490 DR, and possibly onward, then take into consideration this warning about spoilers, please. Descriptions of the characters accompanying their statistic blocks had been written as an interpretation on information from campaign books and similar or derivative sources, and were meant as support for the DM, myself, in utilizing those information in play, while having essentials gathered in one place, as well as using them as a handy refreshers before sessions. :: I share this adaptation in case someone finds themselves in need of it, either because they want to play some of the old campaigns in 5e or simply wish to revisit Neverwinter in that time period. Everything had been tested in play and my players and I had a lot of fun — I hope you will have, as well! :: All art included here is a property of their respective owners, as I do not own any of them. Where possible artists have been credited. }} \page {{wide,text-align:left, ## Valindra Shadowmantle, the Hand of Szass Tam }} {{font-size:11px,font-family:Helvetica     Valindra Shadowmantle, once a moon elf born in the High Forest, now a powerful lich, is one of the most dangerous individuals who skillfully weave complicated tapestries of plots and intrigues with a thread of means that justify the ends. She never had much respect for the community valued and shared among the People, and she would put an individual, namely, herself, above it, instead. Self-centered and focused on events solely related to her interests, she acts only if it furthers her own agenda. ***Subtle and Deadly.*** Valindra began her training in arcane arts in the place of her birth, yet slow progress frustrated her, so she left for Mirabar, where she manipulated an old wizard to take her as an apprentice. She murdered him a year later and took his spellbook and magical items. To say she was simply ambitious, would be an oversimplification, after all, not many years later she held the title of Overwizard and Master of the North Tower of Arcane Brotherhood. Filled with the sentiment of possessing superior intellect, she is easily blinded by hyubris, falling to a trap set by her own arrogance: she underestimates her opponents, often assuming her machinations are beyond their comprehension, and she considers them dead long before she could even carry such sentiment to fruition. Still, she prefers to achieve triumph thanks to her mind, not sheer power, and is likely to ‘enjoy’ a conversation, before obliterating the more challenging rivals, resistant to her sophistic and manipulation, with magic. ***Dark Fealty.*** Since transition into a lich, Valindra became iron-willed, her ambition has grown, and her methods turned more ruthless. She had become an ally to Szass Tam from her own free will, although she has her own agenda, perhaps she even hopes to overthrow Szass Tam, the lich ruling over Thay, one day. And one should fear, indeed, what will transpire, when an unstoppable force collides with an immovable obstacle. For now, however, she serves, seeks power and binds her time. ***Self-assured Immortality.*** Convinced that her phylactery is extremely well hidden and secure, she doesn’t falter in the face of demise in battle, and thus she may act recklessly, bordering on suicidal, presuming nothing is a threat enough, as her physical form will reform within tenday. Valindra’s phylactery is thus an item of great demand among her enemies, and many may wish to find it, from Ashmadai to Netheresee to Cult of the Dragon, to mention but a few. ***Restore the Dread.*** The lich's attention is directed towards an old, immense in size and damaged construction hidden within depths of Neverwinter Wood, the Dread Ring, and her ambitions nearly touch the impossible: she wishes to restore it, after it has been unsuccessfully used for the first time by Szass Tam some decades ago, and use it for a second time; it would be an unimaginable achievement, since the ritual used to power the Ring makes it impossible to use them ever again. Nonetheless, she is determined to see her work through and studies the broken nature of this place of power, ready to reclaim its original purpose or event a new one. ***The Rise of the Nine.*** The Dread Ring is only one among her many sanctums, another being the crypts beneath Castle Never enveloped in webs of unnerving shadows and echoing with sombre and poignant sounds of the past. The lich has a great appetite for the animation of the bodies of Neverwinter Nine, great heroes, who would make for a potent force. In the meantime, she has her servants carefully prepare the nine bodies, simultaneously having her minions animate dozen corpses at a time in Neverwinter’s graveyard, sending them through Shadowfell to work at the restoration of the Dread Ring or to join forces battling the Netherese in the Shadowfell and on the Thay’s front. }} {{position:relative,font-size:1px,text-align:center,mix-blend-mode:multiply, ![Valindra Shadowmantle](https://vignette.wikia.nocookie.net/othya/images/2/20/Valindra_Shadowmantle.png/revision/latest?cb=20140224192337) {width:200px,mix-blend-mode:multiply} {{artist,text-align:center,position:relative,font-size:11px, ##### Valindra Shadowmantle [Wizards of the Coast] }} }} {{font-size:11px,font-family:Helvetica ***The Flight of Undeath.*** All of that is barely a groundwork for a more magnificent undertaking: Valindra intends to ‘breathe’ unlife into the bones of a very old black dragon, Lorragauth, turning him into a dracolich. It had been for his remains seeping magic into the land, that the Dread Ring had been constructed where it was, in the first place, as the land was soaked with arcane energy. Valindra’s ambitions extend far beyond this sole act, however, as she intends to have an undead flight that will raise to skies of Faerun one day and destroy all who stand in the path of Thay. The biggest obstacle in her way, is the state of the dragon: her intended ritual cannot be used on remains, so she must either push past the boundaries of magic, alter the procedure, or find power to resurrect the dragon dead for centuries, before she can make it into dracolich. And that is where the Dread Ring or the nearby slumbering primordial, Maegera the Inferno, come in, offering promise of power that could alleviate her magic enough to make her ambitions come true. She has already made one of the most important steps in the process: she acquired ‘help’ of a local Cult of the Dragon, the only ones in the region with a knowledge on how to create dracoliches. She found it easy to coerce those zealots into cooperation by subduing their cell’s leader, Adimond Kroskas, to servitude. The moment she got her hand on his symbol of office, a ring of dragons, he compliantly fell in line. Despite her success in gaining this workforce, the progress on the ritual is frustratingly slow and required ingredients turn out to be rare and even scarce. Other than that, she makes sure to keep her enemies with their hands full. For once, Thay provides support to Sons of Alagondar and pushes them towards darker solution, providing them with weapons, magic and tactical support, making sure that Lord Neverember doesn’t learn about her people's excursions to the graveyard. She also sent underling to investigate the Abolethic Sovereignty presence in her area, as their significant power and obscured motivations bother her. Lastly, she manipulates Ashmadai to run errands for her, and keeps them in the dark about her true intentions, those unrelated to Thay, not worrying about their loyalty too much — after all they assume she still hold onto their relict, Scepter of Asmodeus, and they would do everything to make sure no crack appears on its ruby and most hopes to get it back for fulfilled servitude. }} {{pageNumber,auto}} {{footnote Thayans and the Cult of Dragons}} \page {{monster,wide,frame ## Valindra Shadowmantle *Medium undead (elf), neutral evil* ___ **Armour Class** :: 17 (natural armour) **Hit Points** :: 117 (18d8 + 36) **Speed** :: 30 ft. ___ |STR|DEX|CON|INT|WIS|CHA| |:---:|:---:|:---:|:---:|:---:|:---:| |8 (-1)|12 (+1)|14 (+2)|21 (+5)|13 (+1)|20 (+5)| ___ **Saving Throws** :: Con +9, Int +12, Wis +8 **Skills** :: Arcana +19, History +12, Insight +8, Perception +8 **Damage Resistances** :: cold, lightning, necrotic **Damage Immunities** :: poison; bludgeoning, piercing, and slashing from nonmagical attacks **Conditions Immunities** :: charmed, exhaustion, frightened, paralyzed, poisoned **Senses** :: darkvision 120 ft., Passive Perception 18 **Languages** :: Abyssal, Common, Draconic, Dwarvish, Elvish, Infernal, **Challenge** :: 21 (33,000 XP) ___ ***Special equipment.*** :: Valindra wears *ring of dragons*. ***Legendary Resistance (3/Day).*** :: If Valindra fails a saving throw, she can choose to succeed instead. ***Rejuvenation.*** :: If she has a phylactery, destroyed Valindra gains a new body in 1d10 days, regaining all her hit points and becoming active again. The new body appears within 5 feet of the phylactery. ***Spellcasting.*** :: Valindra is an 18th-level spellcaster. Her spellcasting ability is Intelligence (spell save DC 20, +12 to hit with spell attacks). Valindra has the following wizard spells prepared: Cantrips (at will): :: *chilling touch, mage hand, prestidigitation, ray of frost, toll the dead* 1st level (4 slots): :: *detect magic, magic missile, shield, thunderwave* 2nd level (3 slots): :: *detect thoughts, invisibility, Melf’s acid arrow, misty step, mirror image* 3rd level (3 slots): :: *animate dead, counterspell, dispel magic, fireball* 4th level (3 slots): :: *blight, dimension door, private sanctum* 5th level (3 slots): :: *cloudkill, enervation, scrying* 6th level (1 slot): :: *disintegrate, globe of invulnerability* 7th level (1 slot): :: *finger of death, plane shift* 8th level (1 slot): :: *dominate monster, power word stun* 9th level (1 slot): :: *power word kill* ***Spell Mastery.*** :: Valindra can cast *detect magic* and *misty step* at will at their lowest level without expanding spell slot, when she has them prepared. ***Turn Resistance.*** :: Valindra has advantage on saving throws against any effect that turns undead. ***Undead Thralls.*** :: When Valindra casts *animate dead* she can target one additional corpse or pile of bones, creating another zombie or skeleton, as appropriate. Undead created by her necromancy spell has their maximum hit points increased by 18, and their weapon attacks deal an additional 7 necrotic damage. ### Actions ***Draining Touch.*** :: *Melee Weapon Attack:* +12 to hit, reach 5 ft., one target. *Hit*: 10 (3d6) necrotic damage, and Valindra regains hit points equal to half the amount of necrotic damage dealt. ### Legendary Actions Valindra can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time, and only at the end of another creature’s turn. The lich regains spent legendary actions at the start of its turn. **Cantrip.** :: Valindra casts a cantrip. **Draining Touch (Costs 2 Actions).** :: Valindra uses her Draining Touch. **Phantom Claw (Costs 2 Actions).** :: Valindra assaults one creature of her choice she can see within 60 feet with mind warping necrotic energy. The target must make a DC 18 Wisdom saving throw against this magic. On a failed save the creature takes 10 (3d6) necrotic and 10 (3d6) psychic damage and becomes restrained for 1 minute. On a successful save, the target takes half damage and is not restrained. The restrained target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. **Profane Fire (Costs 3 Actions).** :: Each creature in the 10 feet cube, originating from the point of Valindra choice that she can see within 30 feet of her, must make a DC 18 Constitution saving throw against this magic, taking 60 (3d6) fire damage plus 10 (3d6) necrotic damage on a failed save, or half as much damage on a successful one. }} {{font-size:10.5px,font-family:Helvetica #### Ring of Dragons *Ring, legendary (Requires attunement)* : This simple brass ring looks like a dragon circling to bite its own tail. This ring has 3 charges and it regains 1d3 expended charges daily at dawn. While wearing this ring you can speak, read, and write Draconic. You also gain telepathy that works within line of sight, but only to converse with dragons. ***Chromatic Summons.*** :: You can expend 1 charge and call an evil dragon or dracolich by its name. For next 24 hours, they would know the direction and distance to the ring. ***Draconic Protector.*** :: You can expend 3 charges as an action to have an illusion of a dragon of up to Gargantuan size appear in an unoccupied space you can see within 200 feet of you. }} {{font-size:10.5px,font-family:Helvetica When the illusion appears, any of your enemies that can see it must succeed on a DC 17 Wisdom saving throw or become frightened of it for 1 minute. If a frightened creature ends its turn in a location where it doesn’t have line of sight to the illusion, it can repeat the saving throw, ending the effect on itself on a success. The illusion can make sounds and move within its space, and lasts up to 1 minute, unless your concentration ends, or a creature enters its space. Attacks against the illusion miss automatically. An Insight check (DC 20 + wearer Charisma modifier) allows a creature to determine that the image is an illusion, becoming immune to its effects. On each of your turns you can use your bonus action to move the illusion up to 60 feet. At any point during its movement, you can have it exhale a blast of energy in a 60-foot cone originating from its space. Each creature in the cone must make a DC 17 Intelligence saving throw, taking 24 (7d6) psychic damage on a failed save, or half as much damage on a successful one. }} {{pageNumber,auto}} {{footnote Thayans and the Cult of Dragons}} \page {{text-align:left, ## Jawbone }} : {{font-size:11px,font-family:Helvetica Jawbone is one of Valindra’s many lieutenants, however, she has been entrusted quite an important role in ensuring constant flow of animated corpses bolstering Thayan forces. The animation process isn't limited to one place only, but most of those rituals are carried on a great scale at the Flesh Factory hidden away within Dread Ring's ruins. Jawbone is a skilled necromancer herself, although she prefers when her subordinates title her 'the death mage', and she mercilessly watches over work of dozens of minions, scrutinizing their work and punishing for shortcomings and mistakes. She occasionally hides her misshapen jaw under an illusion, but it does little good as it doesn't help with her slurring speech. Most of her teeth on the right side of her jaw have rotted away except for her magnificently tall husk, and those on the left are rough and jagged, and most likely doomed to the same fate. {{position:relative,font-size:1px,text-align:center,mix-blend-mode:multiply, ![Jawbone](https://i.pinimg.com/originals/b3/63/99/b3639967fe9dc6231138e28aec2e3c3a.png) {width:300px,mix-blend-mode:multiply} {{artist,text-align:center,position:relative,font-size:11px, ##### [Paizo]('https://paizo.com/') }} }} }} \column {{monster,frame ## Jawbone *Medium humanoid (half-orc), chaotic evil* ___ **Armour Class** :: 14 (17 with *mage armour*) **Hit Points** :: 71 (13d8 + 13) **Speed** :: 30 ft. ___ |STR|DEX|CON|INT|WIS|CHA| |:---:|:---:|:---:|:---:|:---:|:---:| |15 (+2)|18 (+4)|12 (+1)|17 (+3)|13 (+1)|10 (0)| ___ **Skills** :: Arcana +6, Intimidation +3, Perception +4, Religion +6 **Senses** :: darkvision 60 ft., passive Perception 14 **Languages** :: Common, Orc **Challenge** :: 5 (1,800 XP) ___ ***Death Mark.*** :: If Jawbone is reduced to 0 hit points or if her Relentless Endurance is triggered by an enemy, that enemy takes 17 (3d10) necrotic damage. ***Grim Harvest (1/Turn).*** :: When Jawbone kills a creature that is neither a construct nor undead with a spell of 1st level or higher, she regains hit points equal to twice the spell's level, or three times if it is a necromancy spell. ***Relentless Endurance (Recharges after a Short or Long Rest).*** :: If damage would reduce Jawbone to 0 hit points, she is reduced to 1 hit point, instead. ***Spellcasting.*** :: Jawbone is a 12th-level spellcaster. Her spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). Jawbone has the following wizard spells prepared: Cantrips (at will): :: *chill touch, infestation, mage hand, toll the dead* 1st level (4 slots): :: *catapult, cause fear, false life, mage armor* 2nd level (3 slots): :: *blindness/deafness, web* 3rd level (3 slots): :: *animate dead, bestow curse, vampiric touch* 4th level (3 slots): :: *blight, dimension door, stoneskin* 5th level (1 slot): :: *cloudkill* ### Actions ***Rotting Touch.*** :: *Melee Spell Attack:* +6 to hit, reach 5 ft., one creature. *Hit:* 8 (2d4 + 3) necrotic damage. ***Bolt of Putrescence (Recharge 5-6).*** :: *Ranged Spell Attack:* +6 to hit, range 60 ft., one target. *Hit:* 12 (2d8 + 3) necrotic damage and the target suffers disadvantage on a saving throw against the next spell Jawbone casts on it until the end of her next turn. }} {{pageNumber,auto}} {{footnote Thayans and the Cult of Dragons}} \page {{text-align:left, ## Praddak }} : {{font-size:11px,font-family:Helvetica Praddak is an imposing wight, who has been raised in a powerful ritual by Valindra herself. She didn't do it out of sentiment, instead, she chose him for the immense martial prowess he was infamous of, and his commanding presence — features she seeked for in her lieutenant. Valindra entrusted him with overseeing the great excavation of Lorragauth's bones in the Dread Ring. **Reaper in Life and Death.** The life of the creature Praddak was before his animation, driven by dark desire to sever the thread of life of his victims and grow in his own infamy, had been snuffed by his slayer, a wayward paladin who was hunting him for his crimes. His spirit's vengeful screams reached Valindra before Orcus himself could lay hands on that magnificently corrupted being. Once returned in unlife, his very need to reap spirits of the living coalesced into a gloom aura, which seeps into any weapon he uses to carry out execution of his ever-consuming desire. }} {{position:relative,font-size:1px,text-align:center,mix-blend-mode:multiply, ![Pradak](https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/f/bbb2559b-70e8-45e9-8491-e19a0b3eddf6/d97yt3o-592ae4ff-14e5-4f91-bb0f-a10a1ffb5765.jpg?token=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOjdlMGQxODg5ODIyNjQzNzNhNWYwZDQxNWVhMGQyNmUwIiwiaXNzIjoidXJuOmFwcDo3ZTBkMTg4OTgyMjY0MzczYTVmMGQ0MTVlYTBkMjZlMCIsIm9iaiI6W1t7InBhdGgiOiJcL2ZcL2JiYjI1NTliLTcwZTgtNDVlOS04NDkxLWUxOWEwYjNlZGRmNlwvZDk3eXQzby01OTJhZTRmZi0xNGU1LTRmOTEtYmIwZi1hMTBhMWZmYjU3NjUuanBnIn1dXSwiYXVkIjpbInVybjpzZXJ2aWNlOmZpbGUuZG93bmxvYWQiXX0.oX0BrUP-chjxpR5IQCbpm04XbZ0U6_ZihXx2vTDacDw) {width:300px,mix-blend-mode:multiply} {{artist,text-align:center,position:relative,font-size:11px, ##### [Pixieunion/Daemonstar]('https://www.deviantart.com/daemonstar/art/Enemies-557576916') }} }} {{monster,frame ## Praddak *Medium undead, neutral evil* ___ **Armour Class** :: 20 (plate armour, shield) **Hit Points** :: 102 (12d8 + 48) **Speed** :: 30 ft. ___ |STR|DEX|CON|INT|WIS|CHA| |:---:|:---:|:---:|:---:|:---:|:---:| |20 (+5)|13 (+1)|18 (+4)|12 (+1)|9 (-1)|20 (+5)| ___ **Saving Throws** :: Str +8, Con +7, Cha +8 **Skills** :: Intimidate +8, Perception +2 **Damage Resistances** :: necrotic; bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered **Damage Immunities** :: poison **Condition Immunities** :: exhaustion, poisoned **Senses** :: darkvision 60 ft., passive Perception 12 **Languages** :: Common **Challenge** :: 8 (3,900 XP) ___ ***Spirit-reaping Weapons.*** :: Once per turn, when Praddak hits a creature with a melee attack, it must succeed on a DC 15 Constitution saving throw or become restrained until the end of his next turn. :: Whenever Praddak deals damage with his longbow attack he regains the same amount of hit points. ***Sunlight Sensitivity.*** :: While in sunlight, Praddak has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. ***Turning Defiance.*** :: Praddak and any undead ally of his within 30 feet of him have advantage on saving throws against effects that turn undead. ### Actions ***Multiattack.*** :: Praddak makes three longsword attacks or three longbow attacks. Praddak can use its Life Drain in place of one longsword attack. ***Life Drain.*** ::*Melee Weapon Attack:* +8 to hit, reach 5 ft., one creature. *Hit:* 8 (1d6 + 5) necrotic damage. The target must succeed on a DC 15 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. :: A humanoid slain by this attack rises 24 hours later as a zombie under Praddak's control, unless the humanoid is restored to life or its body is destroyed. Praddak can have no more than twelve zombies under its control at one time. ***Greatsword.*** :: *Melee Weapon Attack:* +8 to hit, reach 5 ft., one target. *Hit:* 12 (2d6 + 5) slashing damage. ***Longbow.*** :: *Ranged Weapon Attack:* +6 to hit, range 150/600 ft., one target. *Hit:* 5 (1d8 + 1) piercing damage. ***Necrotic Surge (1/Day).*** :: Each undead ally within 30 feet of Praddak gains 20 temporary hit points for 8 hours. }} {{pageNumber,auto}} {{footnote Thayans and the Cult of Dragons}} \page {{text-align:left, ## Adimond Kroskass }} : {{font-size:11px,font-family:Helvetica Adimond is, figuratively speaking, the head of a local cell of the Cult of the Dragon, however, it is Valindra Shadowmantle who pulls his strings and controls his herd of dragon-worshipping zealots. Kroskass is a skilled arcane practitioner himself, schooled in war magic and a true adept of combative spells, able to smoothly transit from offense into defence, and back again, yet even all of that falls short when challenged by the might of the lich. ***Inconspicuous Rebel.*** Adimond lost his *ring of dragons* to Valindra and perceives it as his greatest failure; now, he finds himself often inert and unable to act, the thought of the ring getting damaged in the lich’s hands or his superiors finding out about his disgrace, has left him hindered. Even so, the possibility of Valindra acquiring the power to rise dracoliches and learn the required knowledge is a far worse perspective, so he exploits the loyalty other cultists still have for him, against the terror the lich has surely invoked in them, hoping to prevent them from giving to her demands and disclosing secrets of the ritual. For now, he carries out the acts of resistance in an inconspicuous manner, orchestrating accidents to delay the lich’s efforts, having the ritual preparations slow to the crawl, as well as inciting the gathering of some unusual—and not necessarily needed—ingredients, which are almost impossible to procure. The smart man he is, Adimond knows he can’t stall forever, and so he is desperate to find a way out of his predicament, seeking for potential allies to take Valindra out of the picture, maybe by coming into possession of her phylactery of somehow retrieving the ring from her. Nonetheless, it is a completely separate matter to prevent the lich from gaining a powerful dracolich and employing its services for the benefit of Thay, to have Lorragauth emerge under the influence of the Cult of the Dragon. The ends will certainly justify the means, which Kroskass is ready to go to. : }} \column {{position:relative,font-size:1px,text-align:center,mix-blend-mode:multiply, ![Pradak](https://db4sgowjqfwig.cloudfront.net/campaigns/113194/assets/744854/Cultist.jpg?1496868241) {width:250px,mix-blend-mode:multiply} {{artist,text-align:center,position:relative,font-size:11px, ##### [Wizards of the Coast]() }} }} {{monster,wide,frame, ## Adimond Kroskas *Medium humanoid (human), neutral evil* ___ **Armour Class** :: 13 (16 with mage armour) **Hit Points** :: 65 (10d8 + 20) **Speed** :: 30 ft. ___ |STR|DEX|CON|INT|WIS|CHA| |:---:|:---:|:---:|:---:|:---:|:---:| |11 (+0)|16 (+3)|14 (+2)|19 (+4)|16 (+3)|13 (+1)| ___ **Saving Throws** :: Dex +6, Int +7 **Skills** :: Arcana +7, History +7, Insight +6, Perception +6, Persuasion +4 **Senses** :: Passive Perception 16 **Languages** :: Common, Draconic **Challenge** :: 5 (1,900 XP) ___ ***Dragon Fanatic.*** :: Adimond has advantage on saving throws against being charmed or frightened, and is immune to those conditions in the presence of a dragon. ***Durable Magic.*** :: The magic Adimond's channel helps ward off harm. While he maintains concentration on a spell, he has a +2 bonus to AC and all saving throws. ***Power Surge.*** :: Whenever Adimond successfully ends a spell with *dispel magic* or *counterspell*, spells he casts before the end of his next turn, deal an extra 5 (1d10) force damage to the target. ***Spellcasting.*** :: Adimond is a 10th-level spellcaster. His spellcasting ability is Intelligence (spell save DC 15, +7 to hit with spell attacks). Adimond has the following wizard spells prepared: Cantrips (at will): :: *create bonfire, light, message, ray of frost, shocking grasp* 1st level (4 slots): :: *burning hands, detect magic, magic missile, mage armour* 2nd level (3 slots): :: *blur, invisibility, scorching ray* 3rd level (3 slots): :: *counterspell, dispel magic, fireball, stinking cloud* 4th level (3 slots): :: *vitriolic sphere, dimension door* 5th level (2 slots): :: *cloudkill, immolation* ***Tactical Wit.*** :: Adimond's keen ability to assess tactical situations allows him to act quickly in battle. He receives a +4 bonus to his initiative rolls. : ### Actions ***Dagger.*** :: *Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. *Hit*: 5 (1d4 + 3) piercing damage. : ### Reactions ***Arcane Deflection.*** :: When Adimond is hit by an attack or he fails a saving throw, he can weave his magic to fortify himself to gain a +2 bonus to his AC against that attack or a +4 bonus to that saving throw. He then can’t cast spells other than cantrips until the end of his next turn. }} {{pageNumber,auto}} {{footnote Thayans and the Cult of Dragons}} \page {{text-align:left, ## Lorragauth, the Chained Wyrm }} : {{font-size:11px,font-family:Helvetica Centuries ago, a very old black dragon had made its lair in the North of the Sword Coast, deep within the dense and ominous Neverwinter Wood, claiming the Lord Tharnor's Manor as his own. His name was Lorragauth, also known as 'The Chained Wyrm'. During his lengthy lifespan, he had managed to amass a great hoard, as his desire for treasures was insatiable. So when the time had come that Lorragauth began to feel the inevitability of death closing on him, he had attempted to destroy all the lands in his domain. If he was to die, his kingdom was to share the same fate along him. While carrying out the grim sentence he proclaimed over his domain, the Chained Wyrm had spotted an amethyst dragon, Eldenser, trespassing. Lorragauth had lashed out against older dragon, and soon after had paid the price, as his enemy was well prepared for the assault and nearly managed to sever one of Lorragauth wings before the Chain Wyrm had crashed into a mountainside, dying abruptly. For many year that came after those events, his corpse tainted the earth around the place of his death with such a potent magic, that Red Wizards of Thay raised a Dread Ring atop his remains. }} : \column :: {{position:relative,font-size:1px,text-align:center,mix-blend-mode:multiply, ![Lorragauth, the Chained Wyrm](https://cdna.artstation.com/p/assets/images/images/000/475/410/large/fred-hooper-dracolich-printed.jpg?1423959416) {width:400px,mix-blend-mode:multiply} {{artist,text-align:center,position:relative,font-size:11px, ##### [Fred Hooper]('https://www.artstation.com/freddyhoops') }} }} {{monster,frame,wide ## Lorragauth, Dracolich *Gargantuan undead (dragon), chaotic evil* ___ **Armour Class** :: 22 (natural armor) **Hit Points** :: 367 (21d20+147) **Speed** :: 40 ft., fly 80 ft., swim 40 ft. ___ |STR|DEX|CON|INT|WIS|CHA| |:---:|:---:|:---:|:---:|:---:|:---:| |27 (+8)|14 (+2)|25 (+7)|16 (+3)|15 (+2)|19 (+4)| ___ **Saving Throws**:: Dex +9, Con +14, Wis +9, Cha +11 **Skills** :: Perception +16, Stealth +9 **Damage Resistance** :: necrotic **Damage Immunities** :: acid, poison **Condition Immunities** :: charmed, exhaustion, frightened, paralyzed, poisoned **Senses** :: blindsight 60 ft., darkvision 120 ft. Passive Perception 16 **Languages** :: Common, Draconic **Challenge** :: 22 (41,000 XP) ___ ***Innate Spellcasting.*** :: Lorragauth's innate spellcasting ability is Charisma (spell save DC 19). He can innately cast the following spells, requiring no material component. 1/day each: :: *destroy water (5th level version), plant growth* 3/day each: :: *charm monster (dragon type or reptilian animals only), darkness, insect plague* ***Legendary Resistance (3/Day).*** :: If the dragon fails a saving throw, it can choose to succeed instead. ***Magic Resistance.*** :: Lorraguth has advantage on saving throws against spells and other magical effects. : ### Actions ***Multiattack.*** :: The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws. ***Bite.*** :: Melee Weapon Attack: +15 to hit, reach 15 ft., one target. Hit: 19 (2d10 + 8) piercing damage plus 9 (2d8) acid damage. ***Claw.*** :: Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 15 (2d6 + 8) slashing damage. ***Tail.*** :: Melee Weapon Attack: +15 to hit, reach 20 ft ., one target. Hit: 17 (2d8 + 8) bludgeoning damage. ***Frightful Presence.*** :: Each creature of the dragon’s choice that is within 120 feet of the dragon and aware of it must succeed on a DC 19 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the dragon’s Frightful Presence for the next 24 hours. ***Acid Breath (Recharge 5-6).*** :: The dragon exhales acid in a 90-foot line that is 10 feet wide. Each creature in that line must make a DC 22 Dexterity saving throw, taking 67 (15d8) acid damage on a failed save, or half as much damage on a successful one. : ### Legendary Actions The ancient black dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time, and only at the end of another creature’s turn. The ancient black dragon regains spent legendary actions at the start of its turn. ***Detect.*** :: The dragon makes a Wisdom (Perception) check. ***Tail Attack.*** :: The dragon makes a tail attack. ***Wing Attack (Costs 2 Actions).*** :: The dragon beats its wings. Each creature within 15 ft. of the dragon must succeed on a DC 23 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed. }} {{pageNumber,auto}} {{footnote Thayans and the Cult of Dragons}} \page {{text-align:left, ## The Neverwinter Nine ## Animated Warrior }} : {{font-size:11px,font-family:Helvetica Some adventurers and heroes are forever remembered in the annals of history, become a legend, which is passed down through generations, or give the beginning to a movement, organisation or tradition — just like the Neverwinter Nine. According to one of the old tales, before the Neverwinter was founded, Lord Halueth Never gathered a group of his most loyal guards and gave them their name. Among the original Neverwinter Nine were: Talven, Galavren, Floashebel (the only known female of the group), Thracier (the traitor, according to legend), Shoce, Coneth, N'halien, Tamper and Slade. Led by Lord Never, the Nine and the Lord's army prevailed in the war with Illusk, however two among them perished in the war, one died as a traitor for murdering his fellow Nine. After Hauleth's dead, he was buried beneath Castle Never, surrounded by the statues of the original Nine. **Another Time, Another Nine.** Lord Nasher Alagondar was inspired by the legends, so he decided to form a new Neverwinter Nine when he became ruler of Neverwinter, choosing from among his most selfless and good-willed men and women. After his death, the Nine swore fealty to his descendants, the Alagondars. Some among them were: Nevalle, a handsome man with a chiseled physique; Melia Ceralle; Sir Darmon; Callum, a male dwarf; Khelgar Ironfist, a shield dwarf of the Clan Ironfist; and the mysterious he Kalach-Cha, also titled the Knight-Captain, whose details of great deeds were better preserved than those related to the essence of his very person. }} {{position:relative,font-size:1px,text-align:center,mix-blend-mode:multiply, ![The Neverwinter Nine](https://i.pinimg.com/originals/9e/74/5b/9e745b98635cf1d703be3dae50d68abe.jpg) {width:350px,mix-blend-mode:multiply} {{artist,text-align:center,position:relative,font-size:11px, ##### Stephany Nunneley }} }} {{monster,frame ## Neverwinter Nine, Animated Warrior *Medium undead, neutral evil* ___ **Armour Class** :: 18 (*half plate +1*) **Hit Points** :: 46 (6d8 + 18) **Speed** :: 30 ft. ___ |STR|DEX|CON|INT|WIS|CHA| |:---:|:---:|:---:|:---:|:---:|:---:| |16 (+3)|14 (+2)|17 (+3)|12 (+1)|14 (+2)|16 (+3)| ___ **Skills** :: Athletics +6, Perception +4, Stealth +4 **Damage Resistance** :: necrotic; bludgeoning, piercing, and slashing from nonmagical attacks **Damage Immunities** :: poison **Condition Immunities** :: exhaustion, poisoned **Senses** :: darkvision 60 ft., passive Perception 14 **Languages** :: Common, the languages it knew in life **Challenge** :: 4 (1,100 XP) ___ ***Shapechanger.*** :: The Nine can use an action to polymorph into any Medium humanoid it killed, but only within a round from its killing, or back into its true form, that of an undead. Its statistics, other than its AC, are the same in each form. Any equipment the Nine is wearing or carrying isn't transformed. It reverts to its true form if it dies. ***Legendary Resistance (1/Day).*** :: If the Nine fails a saving throw, it can choose to succeed instead. ***Nine as One.*** :: As long as the Nine is within 20 feet of another of the Nine, it gains +3 bonus to all saving throws, and, as a bonus action, it can choose to swap places with another of the Nine. ### Actions ***Multiattack.*** :: The Nine makes two longsword attacks. ***Longsword +1.*** :: *Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. *Hit:* 8 (1d8 + 4) slashing damage, or 9 (1d10 + 4) slashing damage if used with two hands. ***Life Drain.*** :: *Melee Weapon Attack:* +5 to hit, reach 5 ft., one creature. *Hit:* 9 (2d6 + 2) necrotic damage. The target must succeed on a DC 13 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. ### Reactions **Parry.** :: The Nine adds 2 to its AC against one melee attack that would hit it. To do so, the Nine must see the attacker and be wielding a melee weapon. }} {{pageNumber,auto}} {{footnote Thayans and the Cult of Dragons}} \page {{text-align:left, ## The Neverwinter Nine ## Animated Spellcaster }} : {{font-size:11px,font-family:Helvetica **Resting Beneath the Castle.** The Nine had become celebrated heroes of Neverwinter after their death, and so their remains were entombed in a crypt below the Castle Never, known as the 'Vault of the Nine', which is protected by powerful wards and the Endless Maze, which leads to it, called the Neverneath. Nonetheless, there are some who wish to claim those valiant spirits to their dark causes. One such recent attempt was undertaken by a dragonborn necromancer, Morlanth. Yet another being who set his eyes upon this powerful prize waiting for the reaping is the infamous lich, Valindra Shadowmantle. **The Last Guard of the Nine.** Descendants of the Lord Nasher Alagondar knighted a new generation of the Neverwinter Nine, alas, they all perished, dying alongside their masters during the Ruining of 1451 DR and the cataclysm that ensued in the wake of Mount Hotenow eruption. **The Inner Vault of the Nine.** It is a simple stone chamber sealed tight with sigil of Neverwinter carved in its great stone doors. Inside, nine marble coffins form a ring around a throne positioned in centre, which is emblazoned with a sun, and thus coffins are set to stand in its rays. The throne and coffins glimmer with dim, warm light, thus illuminating the chamber, which walls are carved with idyllic depictions of summer and easiness — in the vault, winter never rains, just as it never did during the time of the nine heroes entombed there. The Nine bear insignias that allow them to pass freely through various magical barriers in the castle. }} {{position:relative,font-size:1px,text-align:center,mix-blend-mode:multiply, ![The Neverwinter Nine](https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/f/2490f32c-a2b7-451c-8058-b1a69f3a6c65/d2occl1-ab4aac2e-2915-4644-a1dd-ecfc68abbf79.jpg?token=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOjdlMGQxODg5ODIyNjQzNzNhNWYwZDQxNWVhMGQyNmUwIiwiaXNzIjoidXJuOmFwcDo3ZTBkMTg4OTgyMjY0MzczYTVmMGQ0MTVlYTBkMjZlMCIsIm9iaiI6W1t7InBhdGgiOiJcL2ZcLzI0OTBmMzJjLWEyYjctNDUxYy04MDU4LWIxYTY5ZjNhNmM2NVwvZDJvY2NsMS1hYjRhYWMyZS0yOTE1LTQ2NDQtYTFkZC1lY2ZjNjhhYmJmNzkuanBnIn1dXSwiYXVkIjpbInVybjpzZXJ2aWNlOmZpbGUuZG93bmxvYWQiXX0.qzUPgkCSW_3u9AuesRwwDFG3zUuJ9UMQdLifVhSBmAM) {width:300px,mix-blend-mode:multiply} {{artist,text-align:center,position:relative,font-size:11px, ##### [Mike Lim]('https://www.deviantart.com/daarken/art/Chaos-Librarian-161819317') }} }} {{monster,frame, ## Neverwinter Nine, Animated Spellcaster *Medium undead, neutral evil* ___ **Armour Class** :: 12 (15 with mage armor) **Hit Points** :: 45 (7d8 + 14) **Speed** :: 30 ft. ___ |STR|DEX|CON|INT|WIS|CHA| |:---:|:---:|:---:|:---:|:---:|:---:| |10 (+0)|14 (+2)|15 (+2)|13 (+1)|14 (+2)|18 (+4)| ___ **Saving Throws** :: Wis +4 **Skills** :: Arcana +3, Perception +4, Religion +3 **Damage Resistance** :: necrotic; bludgeoning, piercing, and slashing from nonmagical attacks **Damage Immunities** :: poison **Condition Immunities** :: exhaustion, poisoned **Senses** :: darkvision 60 ft., passive Perception 14 **Languages** :: Common, the languages it knew in life **Challenge** :: 4 (1,100 XP) ___ ***Shapechanger.*** :: The Nine can use an action to polymorph into any Medium humanoid it killed, but only within a round from its killing, or back into its true form, that of an undead. Its statistics, other than its AC, are the same in each form. Any equipment the Nine is wearing or carrying isn't transformed. It reverts to its true form if it dies. ***Legendary Resistance (1/Day).*** :: If the Nine fails a saving throw, it can choose to succeed instead. ***Nine as One.*** :: As long as the Nine is within 20 feet of another of the Nine, it gains +3 bonus to all saving throws, and, as a bonus action, it can choose to swap places with another of the Nine. ***Innate Spellcasting.*** :: The Nine’s innate spellcasting ability is Charisma (spell DC 14). It can innately cast the following spells, requiring no verbal or material components: At will: :: *detect magic, false life, mage armor* 1/day each: :: *blindness/deafness, hold person, inflict wounds* ### Actions ***Multiattack.*** :: The Nine attacks twice with Grave Bolt. ***Grave Bolt.*** :: *Ranged Spell Attack:* +5 to hit, range 120 ft., one target. *Hit:* 7 (1d8 + 3) necrotic damage. ***Life Drain.*** :: *Melee Weapon Attack:* +4 to hit, reach 5 ft., one creature. *Hit:* 9 (2d6 + 2) necrotic damage. The target must succeed on a DC 13 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. ### Reactions ***Frightening Gaze (1/Day).*** :: The nine fixes its gaze on one creature it can see within 10 feet of it. The target must succeed on a DC 14 Wisdom saving throw against this magic or become frightened for 1 minute. The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. }} {{pageNumber,auto}} {{footnote Thayans and the Cult of Dragons}}