Way of the Wicked: Call Forth Darkness

Act One: Farholde

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

Event One: Tiadora's Pleasure Barge

Tiadora's statistics have not been provided. Improvise, if it's necessary - the PCs shouldn't be fighting her anyway. You could probably start with something along the lines of a marilith.

Event Three: The Old Guard

Baron Vandermir's guards are guards.

To learn about Baron Vandermir's livery, a PC must make a DC 15 Intelligence (History) check, or a DC 20 check to recognize the guard's particular loyalty.

To convince Baron Vandermir to help them, the PCs must succeed at a DC 20 Charisma (Deception, Intimidation or Persuasion) skill check.

Baron Vandermir himself is a mage with 17 (+3) Charisma and Charisma as his spellcasting ability.

Event Five: Finding the Horn

Aiden Kael's inn room can be discovered with a successful DC 20 Charisma (Investigation) skill check. Finding the stash under his mattress requires a DC 20 Intelligence (Investigation) or Wisdom (Perception) check.

Finding the Horn without Aiden Kael's map requires a DC 25 Wisdom (Survival) or Wisdom (Perception) check, only one of which can be made each day.


Tiadora, Handmaiden Devil

Medium fiend (devil), lawful evil


  • Armor Class
  • Hit Points 180 (19d8 + 95)
  • Speed 40 ft., fly 60 ft.

STR DEX CON INT WIS CHA
22 (+6) 18 (+4) 20 (+5) 18 (+4) 17 (+3) 18 (+4)

  • Saving Throws ??
  • Skills Acrobatics, Deception, Insight, Perception, Stealth
  • Damage Resistances acid, cold; bludgeoning, piercing, and slashing damage from nonmagical weapons that aren't silvered
  • Damage Immunities fire, poison
  • Condition Immunities poisoned
  • Senses truesight 120 ft., passive Perception 17
  • Languages Common, Infernal, telepathy 120 ft.
  • Challenge 12 (3259 XP)

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

Actions

Multiattack. Tiadora makes two claw attacks and two tentacle attacks.

Claw. Melee Weapon Attack: + to hit, reach 5 ft., one target. Hit: 15 (2d8 + 6) slashing damage.

Tentacle. Melee Weapon Attack: + to hit, reach 10 ft., one target. Hit 5 (1d6 + 2)

Act Two: Taking the Horn

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

Event One: My Sacred Charge

Jurak the Elder has the statistics of a treant. However, he can cast speak with plants at will, and he has Insight +7, Perception +7, and Persuasion +5.

Event Two: The Blessing of Dagon

Statistics for bane-wog boggard tribesmen, Zikomo Hears-the-Father, and Kumanda Slays-Nine-Men can be found below. Note that the entirety of the lower caverns counts as swampy terrain for the purposes of the boggarts' abilities.

Vision Juice (Ingested). A creature subjected to this drug must make a DC 15 Constitution saving throw; that creature may choose to intentionally fail this save. On a failure, the creature gains one level of exhaustion and may cast the augury spell once without requiring material components. However, there is a 60% chance that the spell returns random results (the DM makes this roll in secret).

Event Three: The Forest's Answer

Statistics for Calliaste Shanda (a lillend) can be found below. Her six consorts are scouts, but they have a fly speed of 40 ft. and the ability to cast dancing lights at will and faerie fire once per day.

The Horn of Abaddon

Statistics for the creatures of the Horn are given below.

The security point system can mostly be used as is. In cases where the CR of an encounter is referenced, you can use the Dungeon Master's Guide rules (or Kobold Fight Club) to determine an encounter's adjusted XP value. Then compare the adjusted XP value with the thresholds on this table:

XP Threshold Challenge Level
100 1
400 2
600 3
1000 4
2000 5
2400 6

XP Threshold Challenge Level
3000 7
3600 8
4400 9
4800 10
6400 11
8000 12+

C2 - Pool of Acid

Touching the clear acid deals 2d6 acid damage; it deals 4d6 acid damage to any fool who drinks it. The pool contains 100 vials' worth of acid, as described in the Player's Handbook, and replinishes monthly.

C3 - Empty Cavern

A DC 15 Intelligence (Nature) check reveals that this cavern would make a great lair for a dangerous, water-loving beast.

C5 - Empty Cavern

The secret door here can be revealed with a DC 25 Wisdom (Perception) skill check or a DC 25 Intelligence (Investigation) check. Note that a search of this area with no time constraints will eventually result in a 20 on one of these checks.

C8 - Mud Pits

A character that moves into this hot mud or starts their turn their takes 1d6 fire damage.

C9 - Boggard Village

Kumanda's hut contains a helm of comprehending languages among the other treasure. Hut E's sack contains a clamor box.

Clamor Box

Wonderous item, uncommon

This delicate tin music box can produce a great volume of noise. It has four command words, each of which produce a different kind of noise - battle, massacre, fire, and riot. A fifth command word determines the delay (anywhere from one round to 20 minutes) until the box begins to play the desired sound for 2d6 rounds. The noise from the box is as loud as 40 people.

C11 - Strange Fish

Recognizing the fish's properties requires a DC 20 Intelligence (Nature) check. If a character attempts to pick up a fish by hand, they must make a DC 15 Dexterity saving throw or be affected by its venom.

Death-Angel Spine Venom (Injury). A creature subjected to this poison must succeed on a DC 13 Constitution saving throw or be poisoned for 1 hour. The round after they are poisoned this way, they must make succeed on another DC 13 Constitution saving throw or become unconcious while poisoned in this way.

C12 - The Cavern of the Blue Slime

Finding the tiny tunnel here requires a DC 20 Wisdom (Perception) check.

C13 - The Horseman's Last Redoubt

The eye of vigilance is detailed below.

The Eye of Vigilance (The First Eye of Vetra-Kali)

Wonderous item, unique

This jewel at first appears to be nothing more than an exquisite emerald worth at least 20,000 GP. Only if the jewel is steeped in the blood of a sentient creature does it reveal its true nature.

The Eye of Vigilance was the magical focus used to create the Horn of Abaddon in the first place so it is connected to every square inch of the structure. After it has been activated, you can cast the scrying spell (save DC 17) with it. When you cast scrying this way, you must choose a location within the Horn of Abaddon as the target.

The Eye is also a critical component of the ritual to destroy the silver seal and return Vetra-Kali to the prime material plane.

If all three of the Eyes of Vetra-Kali are united in the statue of Vetra-Kali in the Sanctum, then when you scry with the Eye of Vigilance, you have truesight.

Like all of the Eyes of Vetra-Kali, the Eye of Vigilance can only be destroyed by slaying Vetra-Kali Eats-the-Eyes on his home plane. If this is ever done, the jewel shatters into emerald shards worth a paltry 2,000 GP.

C15 - The Backdoor

Intimidating the boggards successfully requires a DC 20 Charisma (Intimidation) check; the PCs must make a DC 15 Wisdom (Insight) check to know whether they have been successful. If the PCs make an example of a boggard who abandons his post, they can reroll this check.

C17 - The Breeding Pool

Recognizing Dagon's statue requires a DC 20 Intelligence (Religion) check.

C19 - Deadly Diamonds

If a character weighing more than 10 pounds treads on the cave ice deadfall, they must make a DC 15 Dexterity saving throw or fall, taking 3d6 bludgeoning damage from the fall and 2d10 piercing damage from stalactites.

Finding this trap requires a passive Wisdom (Perception) over 20 or a successful DC 15 Wisdom (Perception) or Intelligence (Investigation) check.

Xerakik is a neutral pixie with the ability to cast a spell similar to mending once per week, reforming the trap. He speaks Terran instead of Sylvan.

1-7 Pillaged Quarters

The statistics for an elixir of truth are given below.

Elixir of Truth

Potion, uncommon

A creature that drinks this elixir must make a DC 13 Charisma saving throw. If it fails, it must say nothing but the truth for 10 minutes. When it is asked a question during that time, the creature must make another DC 13 Charisma saving throw; if it fails, it is compelled to truthfully answer the question.

1-9 Death's Head Tavern

Climbing to the top of the chimney outside the Horn requires a DC 15 Strength (Athletics) check; prying off the grate requires a DC 12 Strength check.

1-13 Acolyte's Quarters

Finding Brother Trask's journal requires an active search and a successful DC 15 Wisdom (Perception) check.

1-18 Alchemist's Laboratory

Statistics for stone salve can be found below.

Repairing Artephius requires the following components:

Component Requirements
The Eye Ten castings of the mending spell are sufficient to repair Artipherus's glass lens, or a new lens can be bought in Farholde.
The Brain Installing a new brain requires a successful DC 20 Intelligence (Arcana) or Wisdom (Medicine) check, with mechanics as described in the adventure.
The Heart Cog Crafting a new heart cog requires a successful DC 20 Dexterity (Smith's Tools) check, or an expert smith in Farholde can be hired to do the work.
The Reservoir A DC 15 Intelligence (Investigation) check will find and identify the spare reservoir. Otherwise, a new one can be comissioned.
The Reagent of Fire Prices for alchemist's fire can be found in the Player's Handbook - Artephius needs ten vials.
The Reagent of Ice Alchemist's ice is identical to alchemist's fire save that it deals cold damage, and can be bought for the same price. Artephius needs ten vials of this as well.
The Reagent of Acid Artephius needs ten vials of acid, which can be bought in Farholde at Player's Handbook prices or collected from the pool in area C2.
The Reagent of Electricity Conveniently enough, the amount of lightning elemental blood that Artiphius needs is exactly equivalent to the amount the PCs harvest from the creature in area S-1.

Statistics for an alchemical golem can be found below.

Stone Salve

Wondrous item, rare

Typically found in pots containing 1d4 ounces of the salve, this magical ointment has two uses. If an ounce of it is applied to the flesh of a petrified creature, the salve ends the petrification effect. If an ounce is applied to the flesh of a nonpetrified creature, that creature gains resistance to nonmagical bludgeoning, piercing, and slashing damage for one hour.

1-21 The Trophy Room

If a character closely examines the panels, they may make a DC 15 Wisdom (Perception) check to find Iris's ring.

Finding the safe under E. Nigma's name requires a successful DC 20 Intelligence (Investigation) check to find and a DC 25 check to determine the means to open. Statistics for manacles of cooperation can be found below.

Manacles of Cooperation

Wondrous item, uncommon

You can use an action to place these manacles on an incapacitated creature. The manacles adjust to fit a creature of Small to Large size. In addition to serving as mundane manacles, they magically make the captive more docile and compliant. The prisoner never attempts to escape of its own volition and, when faced with a reasonable request from its captor, must succeed on a DC 10 Wisdom saving throw to deny it.

1-23 Capture Cell

See the table below for suggested lock prices.

Trap prices and rules for crafting are up to the DM, although the Pathfinder rules are a reasonable starting point.

Locks
Lock DC to pick Cost
Simple 15 10 gp
Good 20 60 gp
Superior 25 150 gp

1-24 Prison Guardroom

A DC 20 Wisdom (Perception) check reveals the streak of blood in the southeastern corner.

1-25 Torture Chamber

Repairing the chamber gives anyone who takes advantage of it advantage on their Charisma (Intimidation) checks, along with any checks involving torturer's tools. Specific torutre mechanics are up to the DM, although the Pathfinder rules are a reasonable starting point.

1-26 Holding Cell

See 1-23 for lock prices.

1-27A Throne of the High Priest

When a character examines the throne, they must succeed on a DC 15 Wisdom (Perception) check to find the nonsense word "Yah," written in Abyssal.

1-27B The Hidden Stairs

When a character examines the column, they may make a DC 15 Intelligence (Investigation) check to determine that it is hollow.

2-2 Eastern Guardroom

The secret door here requires a DC 20 Intelligence (Investigation) check to detect.

2-4 Barracks

The paper here requires a DC 20 Wisdom (Perception) check to find.

2-5 Capture Pen

The lock here is DC 20 to pick.

2-7 Statuary Graveyard

If the smashed statues are investigated, a DC 15 Intelligence (Investigation) check will reveal the presence of an extra stone head. This check succeeds automatically if the characters are specifically counting the heads and bodies.

2-9 The Beastmaster's Quarters

Recognizing the beasts in the mural requires a successful DC 20 Intelligence (Arcana or Religion) check. If the character succeeds on the check using Arcana, they realize the purpose of the plates of iron.

2-12 Master of Acolytes' Private Chamber

The verderous oozes in this chamber have the statistics of black puddings with the plant type and the enliven and sleep aura traits.

Enliven. While in areas of natural growth, grasping weeds and vines sprout from the ground within 15 feet of the ooze, turning that area into difficult terrain. Creatures that move into this area must succeed on a DC 13 Strength saving throw or be restrained by the entangling plants.

A creature restrained by the plants may use its action to make a DC 13 Strength saving throw; on a success, it is no longer restrained.

Sleep Aura. A living, non-plant creature that starts its turn within 30 feet of the ooze must succeed on a DC 13 Constitution saving throw or fall unconcious for 1 minute. This effect on the creature automatically ends if it takes damage or another takes an action to shake it awake. If a creature's saving throw is successful or the effect ends for it, it is immune to the sleep aura for the next 24 hours.

2-18 The Knight's Shrine

Recognizing the inscription requires a DC 15 Intelligence (Religion) skill check.

While the shrine is consecrated, a spellcaster who attempts to cast one of the following spells while on this level must make a check using their spellcasting ability with a DC equal to 10 + the level of the spell. If they fail, the spell fails and has no effect, but the slot is still spent.

  • Any spell that deals necrotic damage
  • animate dead
  • create undead
  • bane
  • bestow curse
  • fear
  • phantasmal killer

At the Dungeon Master's option, additional "evil" spells can be included on this list.

2-19 The Broken Statue

Halthus the Flayer is a thug in splint mail armor (AC 17) and wielding a flail: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) bludgeoning damage.

He has Intimidation +4, Insight +2, and proficiency with torturer's tools.

The Withering Eye (The Third Eye of Vetra-Kali)

Wonderous item, unique

This jewel at first appears to be nothing more than an exquisite emerald worth at least 20,000 GP. Only if the jewel is steeped in the blood of a sentient creature does it reveal its true nature.

The Withering Eye was the magical focus used to first summon Vetra-Kali from the lower planes to the Prime Material. It is thus attuned to Vetra-Kali and a prime channel for daemonic energy. After it has been activated and placed in the statue of Vetra-Kali, the Withering Eye desecrates the entire Horn of Abaddon, making it a haven for undead and daemonic creatures. Undead in the Horn have advantage on saving throws against effects that turn undead, and both undead and fiends have resistance to radiant damage. Also, creatures casting animate dead in the Horn can target one additional corpse or pile of bones, creating another zombie or skeleton as appropriate.

The Withering Eye is also a critical component to the ritual to destroy the silver seal and return Vetra-Kali to the Prime Material Plane.

If all three of the Eyes of Vetra-Kali are united in the statue of Vetra-Kali in the Sanctum, then the Withering Eye grants undead and fiends in the Horn advantage on Wisdom and Charisma saving throws.

Like all of the Eyes of Vetra-Kali, the Eye of Vigilance can only be destroyed by slaying Vetra-Kali Eats-the-Eyes on his home plane. If this is ever done, the jewel shatters into emerald shards worth a paltry 2,000 GP.

2-20 Temple of the Priests

Anyone that searches the throne can find the hidden inscription with a successful DC 10 Wisdom (Perception) check.

2-21 Hall of Murals

Transcribing a ritual requires a day's work and a successful DC 20 Intelligence (Arcana or Religion) check.

Call Forth the Hounds. Completing this ritual requires only two guard dogs and will produce two hell hounds that will rise in service to whoever cut the guard dogs' throats.

Call Forth the Steed. Completing this ritual creates a nightmare named Carnitheria Rex.

Cauldron of the Earth. Statistics for the mud-men this ritual creates can be found below.

3-1 The Center Eye

Climbing the side of the Horn to the Center Eye requires a successful DC 15 Strength (Athletics) checks.

The camoflauged pit trap here requires a DC 20 Wisdom (Perception) check to detect passively, or a DC 15 Intelligence (Investigation) check to find while searching. If the pit is triggered, all creatures in the area must make a DC 15 Dexterity saving throw or fall 50 feet, taking 5d6 falling damage and ending up caged in room 2-5.

Understanding the story of the hallway requires a successful DC 20 Intelligence (Arcana) check; a character gains advantage on this check if they understand Abyssal.

3-2 Blasted Chamber of the High Priest

The secret door here currently requires a DC 15 Wisdom (Perception) check to detect passively, or a DC 10 Intelligence (Investigation) check to discover with a search. Those checks become DC 25 and DC 20 once the door is repaired and concealed.

3-5 Fane of the Three Eyed Prince

If a character approaches the daemon prince's statue without saying "Hail Vetra-Kali," the creature must make a DC 15 Wisdom saving throw. On a failure, that creature drops whatever it is holding and is frightened for one minute. It must take the Dash action to flee the statue by the safest available route until it is no longer in sight. Once it is out of sight of the statue, the creature can make another saving through each turn to be free of the fear.

Finding the secret door requires a DC 25 Wisdom (Perception) check to detect passively, or a successful DC 20 Intelligence (Investigation) check to find while searching.

3-6 Treasure Vault

Ezra Thrice-Damned is a wraith and his three bound servants are spectres under his control.

The treasure room contains the following magical treasure (mundane treasure is the same):

  • a belt of hill giant strength
  • a ring of mind shielding with no soul currently stored in it
  • a set of eyes of minute seeing
  • a rod of the pact keeper, +1
  • two iron plates carved with abyssal writing that read "Aticus" and "Andian" (Hexor and Vexor's control amulets)
  • a carefully packed crate holding a dozen potions of greater healing
  • the Eye of Hatred (stats below)

The Eye of Hatred (The Second Eye of Vetra-Kali)

Wonderous item, unique

This jewel at first appears to be nothing more than an exquisite emerald worth at least 20,000 GP. Only if the jewel is steeped in the blood of a sentient creature does it reveal its true nature.

The Eye of Hatred was the magical focus used to dedicate the Horn of Abaddon to the Four Horsemen. It is thus sensitive to any outside interference. After it has been activated, the Eye of Hatred pulses whenever any divine magic of Mitra origin is used within the Horn of Abaddon. The Eye is also a critical component of the ritual to destroy the silver seal and return Vetra-Kali to the prime material plane.

If all three of the Eyes of Vetra-Kali are united in the statue of Vetra-Kali in the Sanctum, then when the Eye of Hatred detects Mitran magic within the Horn, it also directs the Eye of Vigilance to immediately cast scrying on the location of the magic.

Like all of the Eyes of Vetra-Kali, the Eye of Hatred can only be destroyed by slaying Vetra-Kali Eats-the-Eyes on his home plane. If this is ever done, the jewel shatters into emerald shards worth a paltry 2,000 GP.

3-9 Meditation Hall of the High Priest

Anyone who meditates in this area for more than eight hours must make a DC 15 Wisdom saving throw. If they fail, they gain an indefinite form of madness, gaining the flaw "I've discovered I really like killing people." In addition, their alignment changes to Chaotic Evil, and they gain twice their proficiency bonus on Charisma (Deception) checks made to hide this flaw.

If the mad character goes more than a week without killing a sentient creature, they must make another DC 15 Wisdom saving throw each day. If they fail, they are compelled to murder someone that day, preferably in a gruesome and ritualistic orgy of slaughter. While they posess this compulsion, they also gain proficiency in Wisdom saving throws. If they already have this proficiency, they instead gain advantage on Wisdom saving throws.

If someone can successfuly meditate here three times, they gain proficeincy in Wisdom saving throws (or advantage if they already have proficiency) without gaining this madness. A character can recieve this boon only once.

3-13 The Daemons' Charge

Hexor and Vexor's statistics can be found below.

The Sanctum of Vetra-Kali

Creatures passing through the field of unholy energy must make a DC 15 Wisdom saving throw. On a failure, creatures suffer effects according to the following table:

Creature Failed Save
Good celestial 10d6 necrotic damage and poisoned for 1d6 rounds
Good non-celestial 6d6 necrotic damage and poisoned for 1d4 rounds
Non-good celestial 5d6 necrotic damage and poisoned for 1d6 rounds
Non-good non-celestial 3d6 necrotic damage and poisoned for 1d4 rounds

Creatures that succeed on their saving throw take half damage and are not poisoned.

The field can be surpressed for 1d4 rounds with a successful dispel magic; it is treated as a 7th-level spell for the purposes of dispel magic.

S-1 The Sanctum

Statistics for the huge lightning elemental can be found below.

Anyone evil who touches the seal must make a DC 18 Constitution saving throw or take 10d6 radiant damage (half damage on a success). A fiend who touches the seal must further make a DC 18 Charisma saving throw or be banished back to their home plane.

S-2 The Balcony

If someone is thrown off this balcony, they will take 5d6 bludgeoning damage. At this point, they can make a DC 15 Strength saving throw to hold on to one of the jutting lesser spires. If they fail, they fall to the forest floor, taking 20d6 bludgeoning damage; on a success, they can attempt to climb back up with a DC 10 Strength (Athletics) check.

The Ritual

Intoning a line of the ritual takes an action. At the Dungeon Master's option, the character performing the ritual may be required to concentrate on it, as if concentrating on a spell.


Bane-Wog Boggard Tribesman

Medium humanoid (boggard), chaotic evil


  • Armor Class 13 (hide, shield)
  • Hit Points 19 (3d8 + 6)
  • Speed 20 ft., swim 30 ft.

STR DEX CON INT WIS CHA
15 (+2) 9 (-1) 14 (+2) 8 (-1) 11 (+0) 10 (+0)

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

Amphibious. The boggard can breathe air and water.

Swamp Camouflage. The boggard has advantage on Dexterity (Stealth) checks made to hide in swampy terrain.

Standing Leap. The boggard's long jump is up to 20 feet and its high jump is up to 10 feet, with or without a running start.

Sticky Tongue. As a bonus action, the boggard can attempt to grapple a creature within 10 feet with its tongue.

Actions

Spear. Melee Weapon Attack: +4 to hit, reach 5 ft./range 20/60 ft., one target. Hit: 5 (1d6 + 2) piercing damage.


Zikomo Hears-the-Father

Medium humanoid (boggard), chaotic evil


  • Armor Class 14 (mage armor)
  • Hit Points 52 (8d8 + 16)
  • Speed 20 ft., swim 30 ft.

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

  • Saving Throws Wisdom +4, Charisma +5
  • Skills Arcana +4, Stealth +3, Persuasion +5
  • Senses passive Perception 12
  • Languages Common, Boggard
  • Challenge 2 (450 XP)

Amphibious. Zikomo can breathe air and water.

Swamp Camouflage. Zikomo has advantage on Dexterity (Stealth) checks made to hide in swampy terrain.

Standing Leap. Zikomo's's long jump is up to 20 feet and his high jump is up to 10 feet, with or without a running start.

Armor of Shadows. Zikomo can cast the mage armor spell at will. (His stat block assumes he has cast this spell in the past eight hours.)

Spellcasting. Zikomo is a 5th-level spellcaster. His spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). Zikomo has two 3rd level spell slots, which he regains after a short or long rest, and knows the following warlock spells:

  • Cantrips (at will): eldritch blast, minor illusion, poison spray
  • 1st level: charm person, dissonant whispers
  • 2nd level: crown of madness, darkness, hold person
  • 3rd level: fear, hunger of hadar

Actions

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

Multiattack. Zikomo uses his eldritch blast twice.

Eldritch Blast. Melee Weapon Attack: +5 to hit, range 100 ft., one target. Hit: 8 (1d10 + 3) force damage.

Zikomo will lead in combat with hunger of hadar if his enemies are far away, or fear if enemies are close by. After he has sized up his opponents, he will use hold person to disable any strong melee fighters or dissonant whispers to attack vulnerable opponents. Once he has expended his two spell slots, he attempts to hang back and use eldritch blast; if it comes to melee he will defend himself with poison spray.


Kumanda Slays-Nine-Men

Medium humanoid (boggard), chaotic evil


  • Armor Class 15 (unarmored defense)
  • Hit Points 68 (8d8 + 32)
  • Speed 30 ft., swim 40 ft.

STR DEX CON INT WIS CHA
20 (+5) 12 (+1) 18 (+4) 8 (-1) 12 (+1) 12 (+1)

  • Saving Throws Str +8, Dex +4, Con +7
  • Skills Athletics +8, Intimidation +4, Perception +4, Stealth +4
  • Senses darkvision 60 ft., passive Perception 14
  • Languages Boggard
  • Challenge 5 (1,800 XP)

Amphibious. Kumanda can breathe air and water.

Swamp Camouflage. Kumanda has advantage on Dexterity (Stealth) checks made to hide in swampy terrain.

Standing Leap. Kumanda's long jump is up to 20 feet and his high jump is up to 10 feet, with or without a running start.

Sticky Tongue. As a bonus action, Kumanda can attempt to grapple a creature within 10 feet with his tongue.

Rage (3/day). As a bonus action, Kumanda can enter a rage. While enraged, he gains the following benefits:

  • He has advantage on Strength checks and Strength saving throws.
  • When he makes a melee weapon attack using Strength, he gains a +3 bonus to the damage roll (included in the attack).
  • He has resistance to bludgeoning, piercing, and slashing damage.

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

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

Actions

Multiattack. Kumanda makes two greatsword attacks.

Greatsword. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) piercing damage, or 15 (2d6 + 8) slashing damage when Kumanda is enraged.


Calliaste Shanda, Lillend

Large celestial (azata), chaotic good


  • Armor Class 16 (natural armor)
  • Hit Points 104 (11d10 + 44)
  • Speed 30 ft., fly 60 ft.

STR DEX CON INT WIS CHA
18 (+4) 15 (+2) 19 (+4) 16 (+3) 16 (+3) 19 (+4)

  • Saving Throws Wis +6, Cha +7
  • Skills Deception +7, Insight +6, Persuasion +7, Perception +6, Performance +7, Stealth +5, Survival +6
  • Damage Resistances cold, fire, radiant
  • Damage Immunities lightning, poison
  • Condition Immunities poisoned
  • Senses Darkvision 60 ft., passive Perception 16
  • Languages all
  • Challenge 5 (1,800 XP)

Innate Spellcasting. Calliaste's innate spellcasting ability is Charisma (spell save DC 15). She can innately cast the following spells, requiring no material components:

  • At will: alter self
  • 3/day: darkness, hallucinatory terrain, knock
  • 1/day: charm person, speak with animals, speak with plants

Spellcasting. Calliaste is a 7th-level spellcaster. Her spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). She knows the following bard spells:

  • Cantrips (at will): dancing lights, friends, mage hand
  • 1st level (4 slots): cure wounds, detect magic, dissonant whispers
  • 2nd level (3 slots): hold person, invisibility, shatter , suggestion
  • 3rd level (3 slots): dispel magic, hypnotic pattern
  • 4th level (1 slot): confusion

Actions

Multiattack. Calliaste makes a longsword attack and a constrict attack.

Longsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage, or 15 (2d10 + 4) slashing damage if used with two hands.

Constrict. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage, and the target is grappled (escape DC 15). Until this grapple ends, the target is restrained, and Calliaste can't grapple another target.


Huge Lightning Elemental

Huge elemental, neutral


  • Armor Class 14
  • Hit Points 110 (10d12 + 40)
  • Speed 50 ft., fly 50 ft.

STR DEX CON INT WIS CHA
14 (+2) 18 (+4) 18 (+4) 6 (-2) 10 (+0) 7 (-2)

  • Damage Resistances fire; bludgeoning, piercing, and slashing from nonmagical weapons
  • Damage Immunities lightning, poison
  • Condition Immunities exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious
  • Senses Darkvision 60 ft., passive Perception 10
  • Languages understands Primordial
  • Challenge 7 (2,900)

Lightning Form. The elemental can move through a space as narrow as 1 inch wide without squeezing. A creature that touches the elemental or hits it with a melee attack using a metal weapon takes 7 (2d6) lightning damage. In addition, the elemental can enter a hostile creature's space and stop there. The first time it enters a creature's space on a turn, that creature takes 7 (2d6) lightning damage.

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

Lightning Absorption. Whenever the elemental is subjected to lightning damage, it takes no damage and instead regains a number of hit points equal to the damage dealt.

Metal Affinity. The elemental has advantage on attacks against creatures wearing metal armor or made of metal.

Actions

Multiattack. The elemental makes two touch attacks.

Touch. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 11 (2d6 + 4) lightning damage.

Lightning Burst (Recharge 5-6). The elemental blasts the area around it with electricity. Creatures within 20 feet of the elemental must make a DC 14 Constitution saving throw, taking 21 (6d6) lightning damage on a failed save, or half as much damage on a successful one. Creatures wearing metal armor have disadvantage on this saving throw. In addition, creatures that failed their save are stunned until the end of the elemental's next turn unless they are immune to lightning damage.


Hextor and Vexor, Greater Ceustodaemons

Large fiend (daemon), neutral evil


  • Armor Class 15 (natural armor)
  • Hit Points 73 (8d10 + 32)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
19 (+4) 15 (+2) 18 (+4) 15 (+2) 16 (+3) 17 (+3)

  • Saving Throws Str +7, Con +7, Wis +6
  • Skills Deception +6, Intimidation +6, Perception +6, Stealth +5
  • Damage Resistances cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical weapons that aren't silvered
  • Damage Immunities acid, poison
  • Condition Immunities poisoned
  • Senses blindsight 60 ft., passive Perception 16
  • Languages Abyssal, Infernal, telepathy 100 ft. (or anywhere within the Horn of Abaddon)
  • Challenge 5 (1,800 XP)

Bound to the Amulet. When Hextor and Vexor were summoned to this plane, an iron amulet was made for both that contained their true names. While these iron amulets persist, Hextor and Vexor cannot be permanently destroyed. If slain, they will reform one month later next to the amulet. Whoever wields the amulet may command these daemons.

Actions

Multiattack. The ceustodaemon makes three attacks: one with its bite and two with its claws.

Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d10 + 4) damage.

Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) damage.

Lightning Breath (Recharge 5-6). The ceustodaemon exhales lightning in a 30-foot cone. Each creature in that are must succeed on a DC 15 Dexterity saving throw, taking 21 (6d6) lightning damage on a failed save, or half as much damage on a successful one.


Artephius, Alchemical Golem

Large construct, neutral


  • Armor Class 15 (natural armor)
  • Hit Points 114 (12d10 + 48)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
20 (+5) 9 (-1) 18 (+4) 6 (-2) 11 (+0) 1 (-5)

  • Damage Immunities bludgeoning, piercing, and slashing from nonmagical weapons that aren't adamantine
  • Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned
  • Senses darkvision 60 ft., passive Perception 10
  • Languages Common
  • Challenge 8 (3,900 XP)

Immutable Form. Artephius is immune to any spell or effect that would alter its form.

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

Magic Weapons. Artephius's weapon attacks are magical.

Alchemy. Whenever Artephius hits an opponent with a slam attack, the attack has an additional effect. Roll a d6 to determine the effect:

  1. The attack deals 3 (1d6) points of acid damage.
  2. The attack deals 3 (1d6) points of cold damage.
  3. The attack deals 3 (1d6) points of fire damage.
  4. The attack deals 3 (1d6) points of lightning damage.
  5. The target must succeed on a DC 15 Consitution saving throw or be poisoned until Artephius's next turn.
  6. The target must succeed on a DC 15 Dexterity saving throw or be restrained until Artephius's next turn.

Actions

Multiattack. Artephius makes two slam attacks.

Slam. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage and an additional effect (see alchemy).

Alchemical Bomb (Recharge 5-6). Artephius throws an alchemical bomb at a point up to 60 feet away. Each creature within 5 feet of that point must make a DC 15 Dexterity saving throw, taking 28 (8d6) acid, cold, electricity, or fire damage (determine type randomly) on a failed save, or half as much damage on a successful one.


Mud-Men

Medium elemental, neutral evil


  • Armor Class
  • Hit Points 113(1d4 + 5)
  • Speed 34ft.

STR DEX CON INT WIS CHA
16 (+3) 3 (-3) 6 (-2) 17 (+4) 17 (+4) 14 (+2)

  • Condition Immunities None
  • Senses passive Perception 4
  • Languages None
  • Challenge 8 (2787 XP)

Pack Tactics. These guys work together. Like super well, you don't even know.

Actions

Tilt-a-whirl Chin Sleeper. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit 5 (1d6 + 2)

Adventuring Parties

Note that the adventurers here have been presented in a hybrid format. Their stats are formatted similarly to a monster stat block, but some of their abilities rely more closely on the rules for creating player characters. For example, hit dice are based off class (not size) and proficiency bonuses are based on class level, not Challenge.

Some class abilities have been modified, truncated, or removed to save space; feel free to add in abilities a character would have based on their class if they come up in play.

Challenge ratings are noted for convenience in awarding experience, and are calculated the same way as monster Challenges.

Spells have been marked "B" for bonus action, "C" for concentration, "R" for reaction, and "N" for expected non-combat use.

Hallack's Crew


Hallack Amon

Medium humanoid (human fighter 6), neutral good


  • Armor Class 19 (breastplate, shield, defense fighting style)
  • Hit Points 61 (6d10 + 24)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
18 (+4) 14 (+2) 18 (+4) 10 (+0) 9 (-1) 12 (+1)

  • Saving Throws Str +7, Con +7
  • Skills Animal Handling +2, Athletics +7, Intimidation +4, Survival +2
  • Senses passive Perception 9
  • Languages Common
  • Challenge 4 (1,100 XP)

Improved Critical. Hallack's weapon attacks score a critical hit on a roll of 19 or 20.

Action Surge (1/Short or Long Rest). Hallack takes an additional action on his turn.

Actions

Multiattack. Hallack makes two attacks.

Longsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage, or 9 (1d10 + 4) slashing damage if used with two hands.

Longbow. Ranged Weapon Attack: +5 to hit, range 150/600 ft., one target. Hit: 6 (1d8 + 2) piercing damage.

Bonus Actions

Second Wind (1/Short or Long Rest). Hallack regains 1d10 + 6 HP.


James O'Toole

Medium humanoid (human monk 6), lawful neutral


  • Armor Class 16 (unarmored defense)
  • Hit Points 42 (6d8 + 12)
  • Speed 45 ft.

STR DEX CON INT WIS CHA
12 (+1) 18 (+4) 14 (+2) 10 (+0) 14 (+2) 13 (+1)

  • Saving Throws Str +4, Dex +7
  • Skills Acrobatics +7, Athletics +4, Intimidation +4, Perception +5
  • Senses passive Perception 15
  • Languages Common
  • Challenge 4 (1,100 XP)

Ki (6 points; recharges on a short or long rest).

Stunning Strike (1 ki). When James hits another creature with a melee weapon attack, he may have that creature make a DC 13 Constitution saving throw. If it fails, the target is stunned until the end of its next turn.

Actions

Multiattack. James makes two unarmed strike attacks. He may make an additional unarmed strike as a bonus action.

Unarmed Strike. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) bludgeoning damage.

Light Crossbow. Ranged Weapon Attack: +7 to hit, range 80/320 ft., one target. Hit: 8 (1d8 + 4) piercing damage.

Wholeness of Body (1/Short or Long Rest). James regains 18 hit points.

Bonus Actions

Flurry of Blows (1 ki). James makes two unarmed strike attacks.

Patient Defense (1 ki). James takes the Dodge action.

Step of the Wind (1 ki). James takes the Disengage or Dash action. His jump distance is doubled this turn.

Reactions

Deflect Missile. James reduces the damage of a ranged weapon attack that hit him by 1d10 + 10.

Slow Fall. James reduces falling damage that he would take by 30.


Sister Marta Dian

Medium humanoid (human cleric 6), lawful good


  • Armor Class 18 (chain, shield)
  • Hit Points 42 (6d8 + 12)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
13 (+1) 10 (+0) 14 (+2) 12 (+1) 18 (+4) 12 (+1)

  • Saving Throws Wis +7, Cha +4
  • Skills Insight +7, Medicine +7, Persuasion +4, Religion +4
  • Senses passive Perception 14
  • Languages Common, Celestial
  • Challenge 3 (750 XP)

Spellcasting. Sister Marta is a 6th-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): guidance (N), light (N), sacred flame, spare the dying
  • 1st level (4 slots): bless (C), cure wounds, detect magic (C), guiding bolt, healing word (B), sanctuary (B)
  • 2nd level (3 slots): lesser restoration, magic weapon (B,C), prayer of healing (N), spiritual weapon (B)
  • 3rd level (3 slots): beacon of hope (C), dispel magic, mass healing word (B), revivify

Life Domain. Whenever Sister Marta casts a spell of 1st level or higher to restore hit points to a creature, that creature regains additional hit points equal to 2 + the spell's level. Also, when she casts such a spell on another creature, she also regains hit points equal to 2 + the spell's level.

Actions

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

Channel Divinity (2/Short or Long Rest). Choose one:

  • Preserve Life. Sister Marta distributes 30 hit points worth of healing among creatures within 30 feet of her, restoring those creatures to no more than half their total hit points.
  • Turn Undead. Undead within 30 feet of Sister Marta that can see or hear her must make a DC 15 Wisdom saving throw. On a failure, they are turned for 1 minute or until they take damage. Undead with CR 1/2 or lower are instantly destroyed instead. Turned creatures must spend their turn taking the Dash action to move away from Sister Marta if possible; if there's nowhere to move, they can use the Dodge action instead.

Note that I cheated and gave Sister Marta magic weapon even though it's not on the cleric spell list. Otherwise, Hallack's Crew is totally screwed against Artephius. Alternatively, you could give Hallack a +1 longsword and perhaps Yorgun a +1 Maul. Or let them be blown to pieces by alchemical bombs. DM's call.


Yorgun the Smith

Medium humanoid (dwarf fighter 6/rogue 1), lawful neutral


  • Armor Class 16 (breastplate)
  • Hit Points 48 (5d10 + 1d8 + 12)
  • Speed 25 ft.

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

  • Saving Throws Dex +5, Int +3; advantage vs. poison
  • Skills Athletics +6, History +3, Investigation +3, Perception +7, Sleight of Hand +5, Stealth +5
  • Tools Thieves' Tools +8, Smith's Tools
  • Damage Resistances poison
  • Senses passive Perception 9
  • Languages Common, Dwarven, Thieves' Cant
  • Challenge 4 (1,100 XP)

Improved Critical. Yorgun's weapon attacks score a critical hit on a roll of 19 or 20.

Great Weapon Master. When Yorgun makes an attack with his maul, he may take a -5 penalty to the attack roll. If the attack hits, he gains a +10 bonus to its damage.

Action Surge (1/Short or Long Rest). Hallack takes an additional action on his turn.

Actions

Multiattack. Yorgun makes two maul attacks.

Maul. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage, or 20 (2d6 + 13) with great weapon master.

Heavy Crossbow. Ranged Weapon Attack: +5 to hit, range 100/400 ft., one target. Hit: 7 (1d10 + 2) piercing damage, or 11 (1d10 + 1d6 + 2) piercing damage if Yorgun qualifies for sneak attack (see the Player's Handbook).

Bonus Actions

Second Wind (1/Short or Long Rest). Yorgun regains 1d10 + 5 HP.

Cleave. When Yorgun scores a critical hit with a melee weapon or reduces a creature to 0 hit points with an attack, he can make a maul attack as a bonus action.



Bianca DeVallya

Medium humanoid (half-elf bard 6), neutral good


  • Armor Class 15 (chain shirt)
  • Hit Points 38 (6d8 + 6)
  • Speed 30 ft.

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

  • Saving Throws Dex +5, Cha +7; advantage vs. charm
  • Skills Acrobatics +5, Arcana +4, Deception +7, History +4, Insight +5, Investigation +4, Nature +4, Perception +5, Performance +10, Persuasion +10; +1 on all non-proficient ability checks
  • Senses Darkvision 60 ft., passive Perception 15
  • Languages Common, Elvish, Iraen, Sylvan
  • Challenge 3 (750 XP)

Fey Ancestry. Bianca can't be put to sleep by magic.

Song of Rest. When Bianca and friendly creatures that can hear her performance regain hit points during a short rest, they regain 1d6 extra hit points.

Spellcasting. Bianca is a 6th-level spellcaster. Her spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). She has the following bard spells prepared:

  • Cantrips (at will): light (N), prestidigitation (N), vicious mockery
  • 1st level (4 slots): charm person (C), comprehend languages (C,N), detect magic (C,N), cure wounds, identify (N)
  • 2nd level (3 slots): enhance ability, hold person (C), shatter, suggestion (C)
  • 3rd level (3 slots): counterspell (R), haste (C), tongues (C,N)

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.

Countercharm. Until the end of Bianca's next turn or until she becomes incapacitated or silenced, she and friendly creatures within 30 feet of her have advantage on saving throws against being frightened or charmed.

Bonus Action

Bardic Inspiration (4/Short or Long Rest.) Bianca grants a d8 to an ally within 60 feet that can hear her. Once within the next 10 minutes, that ally can add the d8 to one ability check, attack roll, or saving throw it makes. A creature can have only one Bardic Inspiration die at a time.

Reaction

Cutting Words. When a creature within 60 feet of Bianca makes an attack roll, ability check, or a damage roll, she can expend a use of Bardic Inspiration to subtract a d8 from that creature's roll. The creature is immune if it can't hear her or is immune to being charmed.

Hallack's Crew: Tactics

Despite their skill level, Hallack's Crew has no magic items save for the potions of healing carried by Bianca, Yorgun, and James.

Hallack Amon

Hallack attempts to keep monsters from reaching the back line, engaging with the strongest enemies himself. He will retreat if he is reduced to 17 HP or lower and has already used his Second Wind.

James O'Toole

James is confident in his skill and will happily engage in melee on the front line, taking advantage of patient defense to weather blows or step of the wind to skirt the edges of a combat.. He will retreat if reduced to 19 hit points or lower.

Sister Marta Dian

Sister Marta avoids direct melee combat if possible. She prefers to have bless cast on Hallack, James, and Yorgun using her concentration.

Sister Marta will use her actions and bonus actions efficiently, casting sacred flame for 2d8 and channeling divinity so she can use her bonus action spells. Once she has a spiritual weapon cast she will attack with it as a bonus action and cast spells with her action.

Sister Marta will always save a third-level spell slot for revivify and carries 300 GP worth of diamonds for this purpose. She will only retreat along with the rest of her party.

Yorgun the Smith

Yorgun is reckless in combat and will use great weapon master unless he is going against a heavily armored target or has disadvantage. He will flee only if Hallack does.

Bianca DeVallya

Bianca's baseline tactics are to support her allies with bardic inspiration while impeding enemies with spells like vicious mockery and hold person. She will prioritize aiding Hallack as she has a serious crush on him.

Bianca will take advantage of counterspell and cutting words as reactions to protect her teammates. In a pitched battle, she will attempt to haste one of the party's melee fighters, again preferring Hallack.

Bianca will retreat only if Hallack orders it or if he is dead.

Traya's Raiders


Traya DeMarco

Medium humanoid (human sorcerer 7), true neutral


  • Armor Class 15 (draconic resilience)
  • Hit Points 44 (7d6 + 21)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
9 (-1) 14 (+2) 14 (+2) 12 (+1) 14 (+2) 18 (+4)

  • Saving Throws Con +5, Cha +7
  • Skills Arcana +4, Deception +7, Insight +4, Persuasion +7
  • Senses passive Perception 12
  • Languages Common, Draconic, Ignan
  • Challenge 7 (2,900 XP)

Elemental Affinity. When Traya casts a spell that deal fire damage, it deal 4 extra damage (already added to fire bolt). Also, she can spend one sorcery point to gain resistance to fire damage for the next hour.

Font of Magic (6 sorcery points; recharges on a long rest).

  • Empowered Spell (1 point). When Traya rolls damage for a spell, she rerolls up to 4 damage dice for that spell.
  • Quickened Spell (2 points). Traya casts a spell with a casting time of 1 action as a bonus action.

Spellcasting. Traya is a 7th-level spellcaster. Her spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). She has the following sorcerer spells prepared:

  • Cantrips (at will): fire bolt, light (N), message, prestidigitation, shocking grasp
  • 1st level (4 slots): burning hands, magic missile, shield (R)
  • 2nd level (3 slots): mirror image, scorching ray
  • 3rd level (3 slots): dispel magic, fireball
  • 4th level (1 slot): wall of fire

Actions

Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft./ range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage.

Shocking Grasp. Melee Spell Attack: +7 to hit, range 5 ft., one target. Hit: 9 (2d8) lightning damage, and the target can't take reactions until the start of its next turn.

Fire Bolt. Ranged Spell Attack: +7 to hit, range 120 ft., one target. Hit: 15 (2d10 + 4) fire damage.

Bonus Actions

Flexible Casting. Traya transforms sorcery points into a spell slot, or a spell slot into sorcery points (see the Player's Handbook).


Posca the Merchant

Medium humanoid (dwarf cleric 7), lawful neutral


  • Armor Class 20 (plate mail, shield)
  • Hit Points 56 (7d8 + 21)
  • Speed 35 ft.

STR DEX CON INT WIS CHA
10 (+0) 8 (-1) 14 (+2) 13 (+1) 18 (+4) 14 (+2)

  • Saving Throws Wis +7, Cha +5; advantage vs. poison
  • Skills Insight +7, Medicine +7, Persuasion +5, Religion +7; stonecunning
  • Damage Resistances poison
  • Senses Darkvision 60 ft., passive Perception 14
  • Languages Common, Celestial, Dwarf, Gnome
  • Challenge 4 (1,100 XP)

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

  • Cantrips (at will): guidance (N), resistance, sacred flame, spare the dying
  • 1st level (4 slots): bless (C), cure wounds, detect magic (C,N) guiding bolt, longstrider, protection from evil and good, sanctuary (B)
  • 2nd level (3 slots): aid, enhance ability (C,N), lesser restoration, locate object (C,N), misty step (B), warding bond
  • 3rd level (3 slots): dispel magic, fly, leomund's tiny hut (N), mass healing word (B), protection from energy (C)
  • 4th level (1 slot): dimension door, freedom of movement

Actions

Mace. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 ) bludgeoning damage.

Channel Divinity (2/Short or Long Rest). Choose one:

  • Traveler's Blessing. Any number of creatures within 30 feet of Posca may immediately move up to their speed without drawing opportunity attacks.
  • Turn Undead. Undead within 30 feet of Posca that can see or hear him must make a DC 15 Wisdom saving throw. On a failure, they are turned for 1 minute or until they take damage. Undead with CR 1/2 or lower are instantly destroyed instead. Turned creatures must spend their turn taking the Dash action to move away from Posca if possible; if there's nowhere to move, they can use the Dodge action instead.

Tasker Twelve-Knives

Medium humanoid (half-orc rogue 7), chaotic neutral


  • Armor Class 15 (studded leather)
  • Hit Points 49 (7d8 + 14)
  • Speed 30 ft.

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

  • Saving Throws Dex +6, Int +3; no damage on successful Dex save and half damage on failure
  • Skills Acrobatics +6, Deception +5, Intimidation +5, Investigation +3, Perception +4, Sleight of Hand +9, Stealth +9
  • Tools Disguise Kit, Poisoner's Kit, Thieves' Tools +9
  • Senses Darkvision 60 ft., passive Perception 14
  • Languages Common, Orc, Thieves' Cant
  • Challenge 3 (700 XP)

Relentless Endurance (1/Long Rest). When Taasker is reduced to 0 hit points but not killed alright, he drops to 1 hit point instead.

Savage Attacks. Tasker's melee weapon attacks deals an extra die of damage on a critical hit.

Assassinate. Tasker has advantage on attack rolls against creatures that haven't taken a turn yet. In addition, any hit he scores against a surprised creature is a critical hit.

Sneak Attack (1/Turn): Tasker deals an extra 14 (4d6) 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 one of Tasker's allies that isn't incapacitated and Tasker doesn't have disadvantage on the Attack roll.

Actions

Multiattack. Tasker makes a dagger attack, then another dagger attack using his bonus action.

Dagger. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage.

Bonus Actions

Cunning Action. Tasker takes the Dash, Disengage, or Hide action.

Reactions

Uncanny Dodge. Tasker takes half damage from an attack he can see.


Hassan J'raaq

Medium humanoid (genasi barbarian 7), neutral


  • Armor Class 16 (breastplate)
  • Hit Points 72 (7d12 + 21)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
16 (+3) 14 (+2) 16 (+3) 10 (+0) 12 (+1) 9 (-1)

  • Saving Throws Str +6, Con +6; advantage on Dexterity saves against effects Hassan can see
  • Skills Acrobatics +5, Athletics +6, Intimidation +2, Perception +4
  • Damage Immunities fire
  • Senses Darkvision 60 ft., passive Perception 14
  • Languages Common, Primordial
  • Challenge 4 (1,100 XP)

Feral Instincts. Hassan has advantage on initiative rolls. He can act normally when he's surprised, but only if he enters a rage on his turn.

Rage (3/Long Rest). As a bonus action, Hassan can enter a rage. While enraged, he gains these effects:

  • He has advantage on Strength checks and Strength saving throws.
  • When he makes a Strength-based melee weapon attack, he gains +2 damage (included in attacks).
  • He has resistance to bludgeoning, piercing, and slashing damage.
  • When he enters his rage and as a bonus action, he can deal 3 fire damage to creatures within 10 feet of him.
  • He can't cast spells.

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

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

Actions

Multiattack. Hassan makes two weapon attacks.

Falchion. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage, or 12 (2d6 + 5) slashing damage when raging.

Javelin. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 6 (1d6 + 3) piercing damage, or 8 (1d6 + 5) piercing damage when in melee and raging.

Produce Flame. Ranged Spell Attack: +6 to hit, range 30 ft., one target. Hit: 9 (2d8) fire damage.

Burning Hands (1/Long Rest). 15 ft. cone, 3d6 fire damage, DC 14 Dexterity save for half; see Player's Handbook.

Traya's Raiders: Tactics

Traya DeMarco

Traya is a classic "glass cannon." In battle, she serves as artillery, melting enemies with fire bolt and scorching ray. Traya typically lets Tasker and Hassan handle weaker enemies, supporting them with cantrips. However, she freely spends low-level spell slots to protect herself with shield.

Against groups of enemies, Traya shines. She uses burning hands and fireball to deal massive damage, often coordinating with Hassan's fire immunity and Tasker's evasion to attack a group of allies and enemies alike.

In dire situations, she will make use of her metamagic to empower fireball and quicken scorching ray (combining it with fire bolt) to deal extra damage to tough enemies. If she is given the chance to prepare for a tough battle, she will cast mirror image and convert extra low-level spell slots to metamagic points to maximize her damage output.

Traya avoids melee (sometimes with the aid of Posca's fly), but will use shocking grasp to escape it if necessary, or burning hands to clear weak enemies.

Traya flees at 11 HP or lower or if defeat seems certain.

Posca the Merchant

Posca is largely a pacifist, but his spell selection is stuffed full of buff spells to help his party. In normal battles, he prefers to support his party with sacred flame. In a difficult battle, Posca often begins by casting fly on Traya to protect her from melee attackers. If this isn't viable, he will make use of warding bond combined with sanctuary and the dodge action to keep his leader (and her superior firepower) alive.

He will also use dimension door to help Hassan get where he needs to be. Posca often combines sacred flame with one of his bonus action spells, such as sanctuary to protect himself, warding bond to protect a party member (usually Traya), and mass healing word, which he usually uses to revive a downed party member.

Posca will retreat if Traya falls.

Tasker Twelve-Knives

Tasker prefers if at all possible to surprise enemies from hiding so he can make use of assassinate. Otherwise, he will take on enemies together with Hassan in order to use sneak attack (retreating with cunning action to avoid damage from Hassan's firey rage).

Tasker's morale is low; he flees at 26 or fewer hit points. If Traya and Hassan fall, he will either retreat or surrender, hoping to join the other side.

Hassan J'Raaq

Hassan immediately enters a rage in battle and will prioritize physically stronger enemies and groups. His fire immunity means that he can partner with Traya to deliver a deadly combination attack, where she fireballs a group of enemies and he finishes off the survivors.

He flees only if Traya does.

Harkon's Hands



Father Matthias Harkon

Medium humanoid (human paladin 8), lawful good


  • Armor Class 18 (breastplate, shield)
  • Hit Points 64 (8d10 + 16)
  • Speed 30 ft.

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

  • Saving Throws Wis +4, Cha +5; see also aura of protection
  • Skills Insight +4, Intimidation +5, Perception +4, Persuasion +5
  • Condition Immunities disease
  • Senses passive Perception 14
  • Languages Common, Celestial
  • Challenge 6 (2,300 XP)

Aura of Protection. Whenever Matthias or a friendly creature within 10 feet of him makes a saving throw while Matthias is concious, that creature gains a +2 bonus to the saving throw.

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

Spellcasting. Matthias is an 8th-level spellcaster. His spellcasting ability is Charisma (spell save DC 14). He has the following paladin spells prepared:

  • 1st level (4 slots): bane (C), compelled duel (B,C), cure wounds, hunter's mark (B), wrathful smite
  • 2nd level (3 slots): branding smite, hold person, lesser restoration, misty step, protection from poison

Actions

Multiattack. Matthias makes two attacks.

Wytchbrand (Flame tongue longsword). Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 10 (1d8 + 6) slashing damage and 7 (2d6) fire damage.

Lay On Hands. Matthias touches a creature and restore up to 40 hit points to it, drawing from a pool of 40 hit points. This pool replenishes on a long rest.

Channel Divinity: Abjure Enemy (1 Channel/Short or Long Rest. A creature within 30 feet makes a DC 14 Wisdom saving throw (fiends and undead have disadvantage). On a failed save, the creature is frightened for 1 minute or until it takes any damage. While frightened, the creature's speed is 0 and can't change. On a successful save, the creature's speed is halved for 1 minute

Divine Sense (3/Long Rest). See the Player's Handbook.

Bonus Actions

Channel Divinity: Vow of Enimity (1 Channel/Short or Long Rest). Matthias gains advantage on attack rolls against a creature within 10 feet for 1 minute.


Brother Armand Vyte

Medium humanoid (human cleric 7), lawful good


  • Armor Class 18 (breastplate, shield)
  • Hit Points 49 (7d8 + 14)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
11 (+0) 14 (+2) 14 (+2) 10 (+0) 18 (+4) 14 (+2)

  • Saving Throws Wis +7, Cha +5
  • Skills Arcana +3, Medicine +7, Persuasion +5, Religion +3
  • Senses passive Perception 14
  • Languages Common, Celestial
  • Challenge 5 (1,800)

Spellcasting. Brother Vyte is a 7th-level spellcaster. His spellcasting ability is Wisdom (spell save DC 15, +7 to hit with spell attacks). He has the following cleric spells prepared:

  • Cantrips (at will): guidance (N), light (N), mending (N), sacred flame, spare the dying
  • 1st level (4 slots): bless (C), burning hands, detect magic (C,N), faerie fire, guiding bolt, healing word (B)
  • 2nd level (3 slots): aid, flaming sphere (C), hold person (C), scorching ray, silence (C)
  • 3rd level (3 slots): daylight (N), dispel magic, fireball, revivify, spirit guardians (C)
  • 4th level (1 slot): banishment (C), guardian of faith, wall of fire

Actions

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

Sacred Flame. A creature within 60 feet makes a DC 15 Dexterity saving throw. On a failure, it takes 13 (2d8 + 4) radiant damage.

Channel Divinity (2/Short or Long Rest). Choose one:

  • Radiance of the Dawn. Hostile creatures within 30 feet of Brother Vyte that aren't within total cover must make a DC 15 Constitution saving throw. On a failure, they take 19 (2d10 + 8) radiant damage; on a success, they take half that much damage.
  • Turn Undead. Undead within 30 feet of Brother Vyte that can see or hear him must make a DC 15 Wisdom saving throw. See Sister Marta Dian's statistics above for effects except that undead of Challenge 1 or less are destroyed.

Reactions

Warding Flare(4/Long Rest). When a creature within 30 feet of Brother Vyte that he can see attacks him or another creature, he can impose disadvantage on the attack roll. A creature is immune to this effect if it can't be blinded.


Thomas the Penitent

Medium humanoid (human rogue 6), chaotic good


  • Armor Class 16 (studded leather)
  • Hit Points 43 (6d8 + 12)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
13 (+1) 18 (+4) 14 (+2) 14 (+2) 12 (+1) 11 (+0)

  • Saving Throws Dex +6, Int +5
  • Skills Acrobatics +10, Athletics +4, Deception +5, Perception +7, Sleight of Hand +7, Stealth +10
  • Tools Thieves' Tools +10
  • Senses passive Perception 17
  • Languages Common, Dwarven, Elven,Iraen
  • Challenge 4 (1,100 XP)

Second-Story Work. Climbing doesn't cost Thomas extra movement. In addition, his running long jump distance is 17 feet and his running high jump distance is 8 feet (as opposed to 13 and 4 feet).

Sneak Attack (1/Turn): Thomas deals an extra 11 (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 one of Thomas's allies that isn't incapacitated and Thomas doesn't have disadvantage on the Attack roll.

Actions

Short Sword. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage.

Shortbow. Melee Weapon Attack: +7 to hit, range 80/320 ft., one target. Hit: 7 (1d6 + 4) piercing damage.

Bonus Actions

Cunning Action. Thomas takes the Dash, Disengage, Hide, or Use an Object action, makes a Dexterity (Sleight of Hand) check, or uses his thieves' tools to disarm a trap or open a lock.

Reactions

Uncanny Dodge. Thomas takes half damage from an attack he can see.

Harkon's soldiers are veterans with these action options:

  • Multiattack. The veteran makes two halberd attacks.
  • Halberd. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 8 (1d10 + 3) slashing damage, and the target must make a DC 13 Strength saving throw. On a failure, it falls prone.
  • Heavy Crossbow. See the Monster Manual.

The Ashen Nightmare

Large fiend, neutral evil


  • Armor Class 19 (natural armor)
  • Hit Points 135 (18d10 + 36)
  • Speed 0 ft., fly 40 ft.

STR DEX CON INT WIS CHA
1 (-5) 18 (+4) 15 (+2) 10 (+0) 15 (+2) 21 (+5)

  • Saving Throws Wis +5
  • Skills Deception +8, Insight +5, Intimidation +8, Perception +5, Stealth +7
  • Damage Resistances acid, cold, fire, lightning; bludgeoning, piercing, and slashing from nonmaigcal weapons
  • Damage Immunities necrotic, poison
  • Condition Immunities charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained
  • Senses Blindsight 60 ft., passive Perception 15
  • Languages telepathy 100'
  • Challenge 8 (3,900 XP)

Incorporeal Movement. While the armor reamin motionless, it is indistinguishable from a normal suit of armor.

Innate Spellcasting. ???

Actions

Incorporeal Touch. DC 16 Con save or 36 (8d8) necrotic damage and 1 level of exhaustion


Fineas Greenhold

*Small humanoid (gnome wizard 8), chaotic good


  • Armor Class 12 or 15 (mage armor)
  • Hit Points 46 (8d6 + 16)
  • Speed 25 ft.

STR DEX CON INT WIS CHA
8 (-1) 14 (+2) 14 (+2) 20 (+5) 12 (+1) 13 (+1)

  • Saving Throws Int +8, Wis +5; advantage on all Int, Wis, and Cha saves against magic
  • Skills Arcana +8, Deception +4, Nature +8, Performance +4
  • Senses Darkvision, passive Perception 11
  • Languages Common, Draconic, Gnomish, Sylvan, speak with small beasts (see Player's Handbook)
  • Challenge 4 (1,100 XP)

Arcane Recovery (1/Long Rest). See PHB.

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

  • Cantrips (at will): friends, message, minor illusion, ray of frost, prestidigitation
  • 1st level (4 slots): mage armor, shield, Tasha's hideous laughter
  • 2nd level (3 slots): invisibility, mirror image, rope trick, suggestion
  • 3rd level (3 slots): counterspell, hypnotic pattern, slow
  • 4th level (2 slot): dimension door, Otiluke's resilient sphere, polymorph

Actions

Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft./ range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage.

Ray of Frost. Ranged Spell Attack: +8 to hit, range 100 ft., one target. Hit: 9 (2d8) cold damage.

Hypnotic Gaze. One creature within 5 feet of Fineas that can see or hear him must make a DC 16 Wisdom saving throw or be charmed until the end of his next turn. While the creature is incapaciated, it's charmed and its speed is 0. Fineas can use his action to maintain this effect on subsequent turns. Once the effect ends, Fineas can't target the same creature with this ability.

Reactions

Instinctive Charm. When a creature within 30 feet of Fineas makes an attack roll against Fineas, that creature makes a DC 16 Wisdom saving throw. On a failure, the attack instead targets the closest creature to the attacker, not counting itself or Fineas. If the creature succeeds on its saving throw, Fineas can't target it with this ability until he finishes a long rest.


Angus Madthorn

Medium humanoid (dwarf barbarian 8), chaotic neutral


  • Armor Class 16 (breastplate)
  • Hit Points 81 (8d12 + 24)
  • Speed 35 ft.

STR DEX CON INT WIS CHA
18 (+4) 14 (+2) 16 (+3) 10 (+0) 13 (+1) 8 (-1)

  • Saving Throws Str +7, Con +6; advantage vs. poison and Dexterity saves against effects he can see
  • Skills Acrobatics +5, Athletics +7, Perception +4, Survival +4; stonecunning
  • Damage Resistances poison
  • Senses Darkvision 60 ft., passive Perception 14
  • Languages Common, Dwarvish
  • Challenge 5 (1,800 XP)

Feral Instincts. Angus has advantage on initiative rolls. He can act normally when he's surprised, but only if he enters a rage on his turn.

Rage (3/Long Rest). As a bonus action, Angus can enter a rage. While enraged, he gains these effects:

  • He has advantage on Strength checks and Strength saving throws.
  • When he makes a Strength-based melee weapon attack, he gains +2 damage.
  • He has resistance to all damage except psychic damage.

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

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

Great Weapon Master. When Angus makes an attack with his greataxe, he may take -5 to the attack roll. If the attack hits, it deals 10 extra damage.

Actions

Multiattack. Angus makes two weapon attacks.

Greataxe. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (1d12 + 4) slashing damage, or 13 (1d12 + 6) slashing damage when raging.

Handaxe. Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 7 (1d6 + 4) slashing damage.

Bonus Actions

Cleave. When Angus scores a critical hit with a melee weapon or reduces a creature to 0 hit points with one, he can make a melee attack as a bonus action.


Vethia Dora

Medium humanoid (elf ranger 8), chaotic good


  • Armor Class 17 (studded leather)
  • Hit Points 56 (8d10 + 8)
  • Speed 35 ft.

STR DEX CON INT WIS CHA
8 (-1) 20 (+5) 12 (+1) 13 (+1) 16 (+3) 12 (+1)

  • Saving Throws Str +2, Dex +7; advantage on saving throws against being charmed
  • Skills Acrobatics +8, Athletics +2, Animal Handling +6, Medicine +6, Nature +4, Perception +6, Stealth +8; also see mask of the wild, natural explorer, favored enemy (beasts, orcs, goblins)
  • Condition Immunities sleep
  • Senses Darkvision 60 ft., passive Perception 16
  • Languages Common, Elvish, Goblin, Orc, Sylvan
  • Challenge 4 (1,100 XP)

Land's Stride. Moving through nonmagical difficult terrain and plants costs Vethia no extra movement. She doesn't take damage from nonmagical plants, and has advantage on saving throws against magic plants.

Colossus Slayer (1/Turn). When Vethia hits a damaged creature with a weapon attack, that creature takes an extra 4 (1d8) damage.

Escape the Horde. Opportunity attacks against Vethia are made with disadvantage.

Spellcasting. Vethia is an 8th-level spellcaster. Her spellcasting ability is Wisdom (spell save DC 14).She has the following ranger spells prepared:

  • 1st level (4 slots): hunter's mark (B,C), goodberry, hail of thorns (B,C)
  • 2nd level (3 slots): pass without trace (C), silence (C)

Actions

Multiattack. Vethia makes two attacks.

Longbow. Ranged Weapon Attack: +10 to hit, range 150/600 ft., one target. Hit: 9 (1d8 + 5) piercing damage.

Rapier. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) piercing damage.

Primeval Awareness. See the Player's Handbook.

Possible magic items

Fineas: potion of invulnerability

Angus: potion of cloud giant strength, maybe a giant slayer greataxe?

Velethia: potion of flying, maybe an oathbow

Brunhild: insignia of claws, dragon scale mail, scroll of heal



Brunhild Stormdottir

Medium humanoid (half-elf druid 8), neutral good


  • Armor Class 16 (hide, shield)
  • Hit Points 55 (8d8 + 16)
  • Speed 30 ft.

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

  • Saving Throws Int +4, Wis +9; advantage on Constitution saves to maintain concentration on spells
  • Skills Arcana +3, Medicine +8, Nature +3, Perception +8, Survival +8
  • Senses Darkvision 60 ft., passive Perception 18
  • Languages Common, Elvish, Druidic, Sylvan
  • Challenge ? (?? XP)

War Caster. Brunhild has advantage on Constitution saving throws to maintain concentration on her spells, and can cast spells with somatic components while her hands are full.

Spellcasting. Brunhild is a 8th-level spellcaster. Her spellcasting ability is Wisdom (spell save DC 16, +8 to hit with spell attacks). She has the following druid spells prepared:

  • Cantrips (at will): druidcraft (N), guidance (C,N), produce flame (C)
  • 1st level (4 slots): cure wounds, faerie fire (C), healing word (B), thunderwave
  • 2nd level (3 slots): enhance ability (C), heat metal (C), lesser restoration
  • 3rd level (3 slots): conjure animals (C), dispel magic, sleet storm (C)
  • 4th level (1 slot): ice storm,polymorph, stone shape

Actions

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

Produce Flame. Ranged Spell Attack: +8 to hit, range 30 ft., one target. Hit: 9 (2d8) fire damage.

Bonus Actions

Wild Shape (2/Short or Long Rest). Vethia assumes the shape of a beast of challenge rating 2 or less. The following effects apply while she is in Wild Shape:

  • Brunhild takes on the beast's statistics, but retains her Intelligence, Wisdom, and Charisma scores and the higher of her and the beast's skill and saving throw proficiencies.
  • She assumes the beast's hit points and hit dice; when she reverts to her normal form, she reverts back to her original hit point total. Excess damage as a result of dropping her beast form to 0 hit points carries over to her normal form.
  • She can't cast spells, but she can maintain concentration on them.
  • Her attacks in beast form count as magical for the purpose of overcoming resistance and immunity.

The wild shape ends when Brunhild drops to 0 hit points, goes unconcious, dies, or after 4 hours have passed. She can revert to her normal form earlier with a bonus action.

Natural Healing. While in wild shape, Brunhild expends a spell slot to regain 1d8 hit points per level of the slot expended.

Reactions

War Caster. When a hostile creature's movement provokes an opportunity attack, Brunhild casts a spell with a casting time of 1 action that targets only that creature

Fineas has the following spells inscribed in his spellbook:

1st level: charm person, detect magic, find familiar, mage armor, magic missile, shield, sleep, tasha's hideous laughter

2nd level: invisibility, mirror image, rope trick, suggestion

3rd leve: counterspell, hypnotic pattern, Leomund's tiny hut, slow

4th level: dimension door, fire shield, otiluke's resilient sphere, polymorph



Greater Mud Elemental

Huge elemental, neutral


  • Armor Class 16 (natural armor)
  • Hit Points 145 (10d12+40)
  • Speed 20 ft., burrow 10 ft., swim 30 ft.

STR DEX CON INT WIS CHA
22 (+6) 14 (+2) 19 (+4) 7 (-2) 11 (+0) 7 (-2)

  • Saving Throws Str +10, Dex +6, Con +8, Wis +4
  • Damage Resistances bludgeoning, piercing, and slashing from nonmagical weapons
  • Damage Immunities acid, poison
  • Condition Immunities exhaustion, grappled, paralyzed, poisoned, prone, restrained, unconscious
  • Senses darkvision 60 ft., passive Perception 10
  • Languages Terran
  • Challenge 9 (5,000 XP)

Earth Glide. The elemental can burrow through nonmagical, unworked earth and stone. While doing so, the elemental doesn't disturb the material it moves through.

Mud Form. The elemental can enter a hostile creature's space and stop there. It can move through a space as narrow as 1 inch wide without squeezing.

Adhesive Body. If a creature rolls a natural 1 while attacking the elemental with a melee weapon, the weapon becomes stuck in the elemental. In order to remove the weapon, a creature adjacent to the elemental must make a DC 16 Strength check as an action. If the weapon is a natural weapon or otherwise attached to its wielder, the creature is grappled (escape DC 16) by the elemental. While the creature is grappled, it is restrained.

Actions

Multiattack. The elemental makes two slam attacks.

Slam. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit 19 (3d8 + 6) bludgeoning damage.

Engulf (Recharge 4-6). Each creature in the elemental's space must make a DC 16 Strength saving throw. On a failure, a target takes 19 (3d8 + 6) bludgeoning damage. If it is Large or smaller, it is also grappled (escape DC 14). Until this grapple ends, the target is restrained and unable to breathe. If the saving throw is successful, the target is pushed out of the elemental's space.

The elemental can grapple one Large creature or up to two Medium or smaller creatures at one time. At the start of each of the elemental's turns, each target grappled by it takes 19 (3d8 + 6) bludgeoning damage. A creature within 5 feet of the elemental can pull a creature or object out of it by taking an action to make a DC 16 Strength and succeeding.

The Dirges of Apollyon

Behold our shame that we, the Sons of the Pale Horseman, failed in our darkest hour to defend our prince the undying and ever malevolent Vetra-Kali Eats-the-Eyes. But I have seen it! I have seen the road to repentenance! 666 prayers. Three per day will break the hated Seal. With each prayer bathe the seal in unholy water and intone the dirge.

At the stroke of midnight each day call forth the Supplication to Darkness. Pray to the darkness so that we shall be forgiven. Upon the first midnight make the first sacrifice — one of our own blood — so that Vetra-Kali will know we are repentant.

At the first light of each dawn call forth the Cursing of the Light. Answer the spread of the shining lord’s light with our unyielding defiance. Upon the 111th Curse make the second sacrifice — a true believer of Mitra — so that the cursed god of the invaders will know that we fear him not and that his power to hold our master at bay is ending.

At dusk as darkness returns each day cry forth the Call Across the Void. Recite the name of Vetra-Kali so that he may hear us and return. With the final Call offer the third sacrifice — one of the Victor’s own blood. By the same blood that caged him so shall our master be freed.

Let ye with wisdom understand. Once the final prayer is uttered upon the 222nd dusk, Vetra-Kali will begin his long traverse across the great wheel. At the stroke of midnight on that day he will emerge into his Sanctum and the Seal shall shatter.

Supplication of darkness

At Midnight daily; blood of the the cultists.

  1. In fear of your wrath and hope of mercy, we invoke ye, O Great Vetra-Kali! There is no refuge, nor source of safety from your wrath, excepting you.
  2. Blot out our transgressions. In darkness, hide thoroughly away iniquities, and cast free our sins and failures against you.
  3. Our wounds fester and are loathsome because of our sinful folly. We are feeble and crushed, body and soul. We repent, and in our penitence bow low before you, lower than you have brought us by thy will.
  4. Vetra-Kali! All will fall to ruin and rot except you. Secret plagues and murders are made manifest through you. You will dissension, disease, and death and they are done.
  5. You are the mighty and glorious; We are the abased and wretched. You are the Grand One; We are the despicable.
  6. You are the giver; we are the ones begging. You are the creator of undoing; we are thy servants. You are the master; we are thy slaves.
  7. We beg unto you not to cast us from your presence, but to release us from our longing to serve.
  8. We plead for your mercy and fear your wrath, not for our glory, but that we might perform thy bidding.
  9. We beseech thee that, by the blood of our brother, he takes our sins and his soul to you in the darkness.
  10. By your fearful guidance and magnificent power, we invoke your return. All light inevitably extinguishes; darkness inevitably overwhelms.

Cursing of the light

At dawn daily; blood of a devout Mitran.

  1. Loose thy wrath, O Great Vetra-Kali; the mouth of the wicked and the mouth of deceit have they opened against me: The Mitrans have spoken with a lying tongue.
  2. They have compassed about also with words of hatred, and crusaded against your name, claiming Mitra as almighty, and others as false.
  3. Pour out thine indignation upon them, And let the fierceness of thine anger overtake them.
  4. Eat their eyes. Let sorrow overtake them. Let them weep unto death as they waste away in your name.
  5. Let there be none to extend kindness unto them; Let those in greatest need be feared, reviled, and shunned.
  6. Let their children be vagabonds, and beg; Let them seek their bread from desolate and pestilent places. May vinegar be their drink and rot be their food.
  7. Let Mitran posterity be cut off; In the generation following, let their name be blotted out. Let Mitra become a forgotten God.
  8. Because they remembered not tolerance, nor knew proper fear; but persecuted your faithful and slew them.
  9. Let them curse thou: They shall be put to shame, but thy servant shall rejoice. Let mine adversaries be clothed with disease.
  10. I will give great thanks unto ye with my mouth; Yea, I will praise ye among the multitude, that they may know that this is thy hand; That thou, Vetra-Kali hast done it.

Call across the void

At dusk daily; blood of a descendant of the Victor.

  1. He who is named Vetra-Kali, Eater of Eyes, Creator of the Tears of Achlys, Bringer of Plagues and Suffering, Highest of the Leucodaemons, archdeacon of the Pale Rider, hear me!
  2. Across the void and maelstrom that is the Astral, deep into the darkness of Abaddon, hear me!
  3. Because now is the time to bring suffering on those who have made you suffer; because now is the time to bring low those who have brought you low, hear me!
  4. From the infirm the diseased fountain of your blessings shall flow. From the blood of the Victor your freedom shall flow.
  5. Ye see with vigilance, hatred and withering; your eyes see you, let them guide you back to where vengeance will reign.
  6. As you spoke, and as it was written in The Dirges of Apollyon, tome of the Sons of the Pale Horseman:
  7. “The path of the faithful is beset on all sides by the iniquities of the crusaders and the tyranny of Mitran men.
  8. Blessed is he who, in the name of Vetra-Kali, shepherds the weak into the valley of darkness, for he is truly his brother's keeper and the finder of lost children.
  9. And I will strike down upon thee with great vengeance and furious anger those who attempt to silence and destroy my brothers.
  10. And they will know my name is the Lord when I lay my vengeance upon them!”

Things to maybe add

Torture rules?

Trap-building rules

How to handle XP?

GM Only

Recruiting Minions in Farholde

Note: Everything before this point can be copied and given to players. This section is for the GM only.

The default method of acquiring minions is via contact with the Baron Vandermir (see Act One, Event Three). His orphans (see the Gazetteer below) making a perfect recruiting pool. The orphans are mostly human (though the occassional half-elf is not uncommon) and are capable of performing all of the various minion actions.

If the PCs don’t ally with the Baron or don’t trust him, they could recruit toughs from Drownington. These lazy thugs balk at real work (like Legitimate Enterprise), but a persuasive leader can whip them into shape.

If the PCs wrangle an alliance with the boggards (see Act Two, Event Two), they receive one bonus ‘Boggard’ action a week for every eight boggards alive in the tribe. Since the maximum size is 32, that means a fully ‘stocked’ boggard tribe can provide four actions a week. The boggards are terrible at espionage and skilled actions (assess a -4 penalty if you allow the actions at all), but are perfectly capable of doing violent tasks. Hurting things is a venerable boggard tradition after all. Of course, these actions are lost when Zikomo betrays the party in Act Four.

Critters:


Giant Spider

Large beast, unaligned


  • Armor Class 14 (natural armor)
  • Hit Points 26 (4d10 + 4)
  • Speed 30 ft., climb 30 ft.

STR DEX CON INT WIS CHA
14 (+2) 16 (+3) 12 (+1) 2 (-4) 11 (+0) 4 (-3)

  • Skills Stealth +7
  • Senses Blindsight 10 ft., Darkvision 60 ft., passive Perception 10
  • Languages -
  • Challenge 1 (200 XP)

Spider Climb: The spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Web Sense: While in contact with a web, the spider knows the exact location of any other creature in contact with the same web.

Web Walker: The Spider ignores movement restrictions caused by webbing.

Actions

Bite: Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 7 (1d8 + 3) piercing damage, and the target must make a DC 11 Constitution saving throw, taking 9 (2d8) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way.

Web (Recharge 5-6): Ranged Weapon Attack: +5 to hit, range 30/60 ft., one creature. Hit: The target is restrained by webbing. As an action, the restrained target can make a DC 12 Strength check, bursting the webbing on a success. The webbing can also be attacked and destroyed (AC 10; hp 5; vulnerability to fire damage; immunity to bludgeoning, poison, and psychic damage).


Giant Centipede

Small beast, unaligned


  • Armor Class 13 (natural armor)
  • Hit Points 4 (1d6 + 1)
  • Speed 30 ft., climb 30 ft.

STR DEX CON INT WIS CHA
5 (-3) 14 (+2 ) 12 (+1) 1 (-5) 7 (-2) 3 (-4)

  • Senses blindsight 30 ft., passive Perception 8
  • Challenge 1/4 (50 XP)

Actions

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit 4 (1d4 + 2) piercing damage, and the target must succeed on a DC 11 Constitution saving throw or take 10 (3d6) poison damage. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way.


Owlbear

Large monstrosity, unaligned


  • Armor Class 13 (natural armor)
  • Hit Points 59 (7d10 + 21)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
20 (+5) 12 (+1) 17 (+3) 3 (-4) 12 (+1) 7 (-2)

  • Skills Perception +3
  • Senses darkvision 60 ft., passive Perception 13
  • Challenge 3 (750 XP)

Keen Sight and Smell. The owlbear has advantage on Wisdom (Perception) checks that rely on sight or smell.

Actions

Multiattack. The owlbear makes two attacks: one with its beak and one with its claws.

Beak. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 10 (1d10 + 5) piercing damage.

Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) slashing damage.


Crocodile

Large beast, unaligned


  • Armor Class 12
  • Hit Points 19 (3d10 + 3)
  • Speed 20 ft., swim 30 ft.

STR DEX CON INT WIS CHA
15 (+2) 10 (+0) 13 (+1) 2 (-4) 10 (+0) 5 (-3)

  • Skills Stealth +2
  • Senses passive Perception 10
  • Challenge 1/2 (100 XP)

Hold Breath. The crocodile can hold its breath for 15 minutes.

Actions

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 7 (1d10 + 2) piercing damage, and the target is grappled (escape DC 12). Until this grapple ends, the target is restrained, and the crocodile can't bite another target.


Giant Toad

Large beast, neutral


  • Armor Class 11
  • Hit Points 39 (6d10 + 6)
  • Speed 20 ft., swim 40 ft.

STR DEX CON INT WIS CHA
15 (+2) 13 (+1) 13 (+1) 2 (-4) 10 (+0) 3 (-4)

  • Senses darkvision 60 ft., passive Perception 10
  • Challenge 1 (200 XP)

Amphibious. The toad can breathe air and water.

Standing Leap. The toad's long jump is up to 20 ft. and its high jump is up to 10 ft., with or without a running start.

Actions

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (1d10 + 2) piercing damage plus 5 (1d10) poison damage. The target is grappled (escape DC 13). Until this grapple ends, the target is restrained, and the toad can't bite another target.

Swallow. The toad makes one bite attack against a Medium or smaller target it is grappling. If the attack hits, the target is swallowed, and the grapple ends. The swallowed target is blinded and restrained, it has total cover against attacks and other effects outside the toad, and it takes 10 (3d6) acid damage at the start of each of the toad's turns. The toad can have only one target swallowed at a time. If the toad dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 5 feet of movement, exiting prone.


Carnitheria Rex, Nightmare

Large fiend, neutral evil


  • Armor Class 13 (natural armor)
  • Hit Points 68 (8d10 + 24)
  • Speed 60 ft., fly 90 ft.

STR DEX CON INT WIS CHA
18 (+4) 15 (+2) 16 (+3) 10 (+0) 13 (+1) 15 (+2)

  • Damage Immunities fire
  • Senses passive Perception 11
  • Languages Understands Abyssal, Common, and Infernal but can't speak
  • Challenge 3 (700 XP)

Confer Fire Resistance. The nightmare can grant resistance to fire damage to anyone riding it.

Illumination. The nightmare sheds bright light in a 10-foot radius and dim light for an additional 10 feet.

Actions

Hooves. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage plus 7 (2d6) fire damage.

Ethereal Stride. The nightmare and up to three willing creatures within 5 feet of it magically enter the Ethereal Plane from the Material Plane, or vice versa.


Zombie

Medium undead,neutral evil


  • Armor Class 8
  • Hit Points 22 (3d8+ 9)
  • Speed 20 ft.; fly 20 ft. if fey elf

STR DEX CON INT WIS CHA
13 (+1) 6 (-2) 16 (+3) 3 (-4) 6 (-2) 5 (-3)

  • Saving Throws Wis +2
  • Damage Immunities poison
  • Condition Immunities poisoned
  • Senses darkvision 60 ft., passive Perception 8
  • Languages understands the languages it knew in life but can't speak
  • Challenge 1/4 (50 XP)

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

Actions

Slam. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) bludgeoning damage.


Skeleton

Medium undead, lawful evil


  • Armor Class 12
  • Hit Points 13 (2d8 + 4)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
10 (+0) 14 (+2) 15 (+2) 6 (-2) 8 (-1) 5 (-3)

  • Vulnerabilities bludgeoning
  • Damage Immunities poison
  • Condition Immunities exhaustion, poisoned
  • Senses darkvision 60 Ft., passive Perception 9
  • Languages understands all languages it knew in life but can't speak
  • Challenge 1/4 (50 XP)

Actions

Pike. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 5 (1d10) piercing damage.


Minotaur Skeleton?

Large undead, neutral evil


  • Armor Class 12 (natural armor)
  • Hit Points 67 (9d10 + 18)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
18 (+4) 11 (+0) 15 (+2) 6 (-2) 8 (-1) 5 (-3)

  • Damage Vulnerabilities bludgeoning
  • Damage Immunities Poison
  • Condition Immunities exhaustion, poisoned
  • Senses darkvision 60 Ft., passive Perception 9
  • Languages understands Common and Abyssal but can't speak
  • Challenge 2 (450 XP)

Charge. If the skeleton moves at least 10 ft. straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 9 (2d8) piercing damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be pushed up to 10 ft. away and knocked prone.

Actions

Gore. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) piercing damage.

(if you give it one:)Greataxe. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 17 (2d12 + 4) slashing damage.


Zikomo Hears-the-Father

Medium humanoid (boggard), chaotic evil


  • Armor Class 14 (mage armor)
  • Hit Points 52 (8d8 + 16)
  • Speed 20 ft., swim 30 ft.

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

  • Saving Throws Wisdom +4, Charisma +5
  • Skills Arcana +4, Stealth +3, Persuasion +5
  • Senses passive Perception 12
  • Languages Common, Boggard
  • Challenge 2 (450 XP)

Amphibious. Zikomo can breathe air and water.

Swamp Camouflage. Zikomo has advantage on Dexterity (Stealth) checks made to hide in swampy terrain.

Standing Leap. Zikomo's's long jump is up to 20 feet and his high jump is up to 10 feet, with or without a running start.

Armor of Shadows. Zikomo can cast the mage armor spell at will. (His stat block assumes he has cast this spell in the past eight hours.)

Spellcasting. Zikomo is a 5th-level spellcaster. His spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). Zikomo has two 3rd level spell slots, which he regains after a short or long rest, and knows the following warlock spells:

  • Cantrips (at will): eldritch blast, minor illusion, poison spray
  • 1st level: charm person, dissonant whispers
  • 2nd level: crown of madness, darkness, hold person
  • 3rd level: fear, hunger of hadar

Actions

Multiattack. Zikomo makes two eldritch blast attacks.

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

Eldritch Blast. Melee Weapon Attack: +5 to hit, range 100 ft., one target. Hit: 8 (1d10 + 3) force damage